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Posts
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Per attack. My gang is hitting for around 15-20 with +86% enhancement at lvl 40
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Quote:That's my take on this problem as wellStandard Code Rant disclaimer HERE.
Besides that, here's my theory:
Whenever they release new costume options, sometimes things get shuffled around. Your jacket used to be item 005, but now item 005 is a blazer, so that -and all the things that the "new" jacket 005 affects- are over-written when you access the tailor.
Again, just an idea *shrug* -
Where did you get the idea that /Dark is knockback heavy? There's one power that causes knockback (Torrent) and that's very skippable. /Dark is a solid choice for any Defender primary, although the stacked -ToHit may cause an empath to respec out of some of the heals (ok, maybe not
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Yes, you could (in theory) get all three procs on the same target when that power hits
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To be fair, -res and -def is offense. But yeah, storm is so much more than offense, apart from what has been listed there's some control/mitigation aspects in the repel, stuns, slows and knockbacks.
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This! We already have vault doors, prison cell doors etc that are destroyable so the precedent is set. Would be neat to have doors, cracked walls, forcefields etc that we can/have to smash down to progress in the mission in addition to the occasional key hunt we have now. Make them fairly weak so they don't take too long to destroy while solo
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When you hover over a recipe and get the listing of what salvage you need, why not have a third color for salvage that you have in your Vault? (Blue, green, yellow, whatever) Would make it easier to know what you have to buy without making trips to the Vault or keeping a separate inventory list on your desk.
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Quote:Sorry, you're mistaken. The base chance to hit is 50%, yes, but the maximum chance to hit is 95% even for NPCs. The same ToHit formula applies to both players and NPCs (From Paragon Wiki):I don't quite think it works like that. I may be wrong, but that just doesn't sound right.
Now, as I said, I may be wrong. the magic number for softcapping defense is 45%, because their minimum chance of missing you is 50%, their maximum chance of missing is 95%, due to the additional 45% from your defense. Any additional defense you stack on top is only useful in absorbing defense debuffs.
Now, and again, I may be wrong, the base on that chance for them to miss you is 50%. That is with 0 defense. Defense debuffs in this case, as I understand it, do not decrease their chance to miss you. As I understand it, those debuffs just increase the amount of defense you would have to stack to increase their chance to miss. For example, you have had your defense debuffed to -30%. As I understand it, that does not mean they are hitting you 80% of the time, but, say if you started popping small purples, they would have no benefit until you popped that 4th purple to get back above 0% defense.
Defense debuffs do not increase to-hit chances, they decrease the chance to miss. The base chance of a mob to miss you is 50%. So again, you cannot debuff what is not there. At least, that is how I understand it, I could be wrong
HitChance = Clamp( AccMods × Clamp( BaseHitChance + ToHitMods DefMods ) )
In a basic scenario (even level minion with no tohit mods, you with no def mods) you would then get Clamp(1.00xClamp(0.5+0-0)) = 0.5 (50%) chance to hit.
If that mob hits you with a 10% Def Debuff power he would then have Clamp(1.00xClamp(0.5+0-(-0.1))) = 0.6 (60%) chance to hit you. -
Quote:From Father Xmas post higher up:So, somewhat back to topic, how do recharge bonuses work? Is it truly a reduction in time, or is that a convenient fiction and 'recharge time' adds up as a multiple of actual time elapsed (with a 50% recharge bonus giving you 1.5 seconds of 'recharge' for each second that passes)? Basically, does hasten speed up its own recharge rate?
"recharge reduction is calculated as 1 / ( 1 + sum of all recharge bonuses ).
So if a power has an even recharge SO in it (33.33%) then it recharges in 1 / 1.3333 or 75% of the time. "
As I understand it, this value is recalculated (for each power on cooldown) as buffs/debuffs are applied. So yes, Hasten affects its own recharge. It would be (nearly?) impossible to reach perma-hasten regardless of build otherwise. -
Only works for pets that have +DEF powers (for examples Protector bots or Enforcers)
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Yes, it will roll once for each target hit. But don't slot Perf Shift in any enemy targetted power, the way the proc works is that it gives the target the extra end, so in TB it would actually give 10 End to each enemy the proc activates for
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I hope mine goes through, can't currently send emails from the address associated with my account (yes, I really should change that...)
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I don't play villains much, but on my latest MM I didn't feel like there was much need for a travel power. I did pick up Air Superiority at around lvl 10 for survival/control but haven't seen any need to get Fly. I'm getting by with the temp powers so far (haven't even started using the Goldbricker/Sky Raider pack yet, only the mayhem temps)
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Quote:Funny, as I think those are three of the best things to happen to this game. They could have been better presented and the overall player reaction to them was probably not what the devs wanted, but as for the actual game mechanics impact I find them to have improved the game substantiallyAs is always the case, my judgement alone is the proper and valid one.
I do hereby rule:
MA was a fantastic idea so poorly implemented that it has become the third component of the DOOOOOOM Trifecta. It is now to be mentioned alongside such great works of programming genius as ED, and GDN.
I have ruled.
You are dismissed. -
There's definitely something odd about Architect XXV. My only character who has it got it last week after getting the "Critic" badge. After that, I tested and published an arc on that character, bringing his total up to 21 AE badges (including Arcitect XXV)
I suppose it's possible that he gained some of the now removed badges before they were removed, but shouldn't his count be adjusted to account for that?
edit: FWIW he's 6/8 to the accolade -
Yes, it's the same for Caltrops. Procs roll when Caltrops is first cast and then every 10 seconds until it expires
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when "Remember account name" is checked. Please? I've lost count of the number of times I've started typing my password only to realize that I've replaced my user name instead...
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What I like about Snipe is that it quickly takes one mob out of the fight, unless you play way above your level. Very handy to pick off Immunes Surgeons on ITF for example. On teams I hardly ever lead with Snipe, other players will usually have mobs busy so I can go directly for AoEs and then pick a target to Snipe (which is by then nicely buffed by Defiance). I generally don't mind the knockback, it adds a little mitigation and if a mob should be knocked out of a debuff zone it's probably not a problem to have it killed before it can cause much mayhem, seeing as how I just hit it for a boatload of damage.
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Quote:Actually, you do get the reward if you have never gotten it before, even if you are above the level range of the safeguard mission. I did the Steel Canyon Safeguard yesterday on one of my 50s for the exploration badge, and ended up with the temp reward (Summon Teammates) as wellI didn't think that safeguards/mayhems were available through the flashback system. Only badge missions and story arcs. Once you out-level the safeguard/mayhem missions range, you have to be team with someone who does have it as an active mission to run it, but you still don't get the completion reward once you're past that level.
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I'm not sure if you really gain anything by putting down Ignite before starting your AoE attacks. Ignite takes 4 seconds to cast, which eats up much of the 11.5 seconds of Defiance you get from Trip Mine. Add another 1.33 seconds for casting Caltrops and you don't even have time to cast Full Auto+Flamethrower while still having Trip Mine Defiance.
Personally, I'd just put down a mine and then start blasting, let the other skills be used when needed during the fight and bring the defiance as an extra bonus.