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Posts
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Wooohooo ! Thanks guys, this rocks !
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Fiery Embrace boosts the damage of all attacks. I just checked: Punch did 25 dam without FE, 47 dam with FE.
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2. All fire powers have something like this "0.2778 Fire * 0-5", as I understand it this refers to the additional DoT damage that all fire powers do. What I'm unclear about is why it's "* 0-5", instead of "* 5"? Does that mean that there are not always 5 ticks, and sometimes there could be less?
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That's what it means. The fire DoT ticks are an added bonus ... always having five ticks would make fire slightly too powerful.
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3. Inferno, in addition to the fire and the smashing damage also has the DoT damage component "0.5556 * 10", which of course is actually 5.556. This indicates that it almost doubles its initial damage over 10 seconds, and w/o criticals it has brawl index of almost 14 over 10 seconds, whereas Blizzard (which suppose to be highest damage) has BI of less than 11 over 25 seconds. I knew Fire powers had potent AoE powers but this seems a bit too much.
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Blizzard is probably the most sub-par lv32 blaster power.
On the other hand, Blizzard is a location AoE, which can be fired from a safe distance, while the use of Inferno subjects the fire blaster to immediate attack by anyone still left standing. -
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Consider for a moment the kind of powers a level 50 controller would have. First of all they'd have several mez attacks both singular and AoE, secondly they'd have pets as well. Even if you level the playing field to an 'even con' system so that damage and accuracy is scaled then a level 50 controller is still going to have an advantage over a much lower level hero.
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Actually, the effect of fighting something that has your level, but tier 8&9 powers can quite easily be observed in the present game. Try taking on that one Outcast boss who summons Fire Imps. OUCH ! Or some Vahzilok eidolons that use Midnight Grasp. YIKES ! I am sure there are more examples, but these are the more prominent ones.
Saying that a level 40 char could not beat the crap out of a level 10 char if they had the same HPs and the same base damage is just a flat out lie. Higher-tier powers AND more slots AND the availability of SO enhancements already create a crushing advantage. -
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So, in otherwords a /duel PvP concept where we are NOT playing a Heroes/Villains Roleplay game, but instead playing an arena game? I find the concept of that type of game to be depressing. I much prefer the idea of whole, large zones where people can actualy roleplay heroes and villains and go at it. [ QUOTE ]
Agreement can also consist of simply entering a certain zone. Just like in DAoC, where entering the Frontiers, a Battleground or DF constitutes agreement to having your character ganked by well-practiced optimized 8-man gank squads.
Agreement does not mean that you have to click a button. -
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Couldn't you just make it so that a lvl 40 can't attack a lvl 10? ie. give a maximum lvl difference that a player can initiate an attack.
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Better yet, introduce a penalty (maybe some influence or the CoV-Equivalent) for deliberatly picking on targets that are no real challenge.
Like, "What will the other villains say ?" - if this one guy is just picking on things way below his own power, he just can't be the biggest, baddest, meanest villain on the block ... he must be a weakling (or else he'd fight something of his own size) -> lose influence, since in the eyes of the population, he's making a fool of himself. -
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The problem with scaling damage up or down based on target level is that you're basically denying the higher level player the just reward he's earned for leveling his character. If a level 10 shooting at a level 40 does 40th level damage, what's the point?
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The level 40 player still has an enormous advantage over the level 10 simply by having more powers, slots and access to SO enhancement. Even if the damage was scaled, the lv40 would kick the lv10s posterior big time.