Jade_Dragon

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  1. Quote:
    Originally Posted by bAss_ackwards View Post
    Is it possible for us to get Focus and Shockwave to be power customizable? For example, I'd love it if those two attacks could be colored the same as this character's weapon and right-hand aura:
    It's my understanding that this is still two mutually exclusive options; you can't colorize both weapons and the attacks they make. But as this is a new thread and new redname, that would be a REALLY good feature to add. (Or rather, a limitation to remove)

    I've got some old suggestions for Power Pool alternate animations:

    Super Speed/Hasten - a "blurring" or "visual echoes" effect (like Flurry)

    Stealth/Invisibility/Cloaking Device/Cloak of Darkness - a "shadowy" blackening of the figure, aka the Shadowy Presence temp power

    Medicine Pool - various alternatives to fit magic users or high tech/nanobots concepts.

    Teleport - "puff of smoke", dark clouds consistent with Dark Power Sets, electrical theme consistent with Lighting Rod

    Tough - something other than "gorilla chest pound/scream"
  2. Quote:
    Originally Posted by bAss_ackwards View Post
    FPARN!

    Your in-game character is awesome, by the way!
    Agreed on that, and kudos on picking such a cool character as your (heroic? villanous? standard resistance freaky?) alter ego.
  3. I think I prefer villains overall, but that may be because I don't play over there that often. I really enjoy their more diverse Archetype types, and the way their Inherents interact. I really love Stalkers, and Masterminds are pretty much unique to the villain side. (Not any more, but mine were when I was creating them) And I'll agree with the previous post that Dominators are a lot of fun to play as well. (Especially if you keybind a costume change to Domination. It's just awesome to turn into this huge monster and go to town all over some foes )

    OTOH, I think Tankers are my all around favorite AT, and Paragon City is just larger and has more options. The dreariness of the Rogue Isles can wear on you after a while. I like visiting the villain side, but I wouldn't want to live there. (And that's probably why most of my villains have gone Rogue, but only a few of my heroes are Vigilantes, mainly those for whom it fits their concept)
  4. Yep, height and gender are the two attributes that can only be changed at the Cosmetic Surgeon. Technically because they are both on the first screen in which you select model and height. I suspect there may be some implementation reason the height slider couldn't be moved to the same place as the other sliders, but it may just be it was left that way to make a little money. (And make the feature more useful to more players than just if it was to change gender alone)

    In fact, I was really glad when they implemented the Cosmetic Surgeons, because I had a couple of characters that I wanted to make their legs shorter as they got bigger and more muscular. But adjusting the leg length slider made the character SHORTER, so I needed the height slider to compensate for the increase and make them taller again.

    Trying to explain it in terms of the game universe I have a little more trouble with. These tailors can increase a person's muscles and breast size, lengthen their legs and even change the color of their skin, but they can't make them taller? For that you need a specialist who is also able to change your gender or make you an overmuscled hulk? How is that related?
  5. Quote:
    Originally Posted by DarkGob View Post
    Please, I still have the boxes for some of my old SNES games.
    Heh, now if I had any of the boxes for my old Atari 2600 games...
  6. Well, in all honestly I would be hard pressed to FIND it if I needed ALL of my serial codes. However, I know I have the original manual from the box purchased when the game was released. I also have my City of Villains box (I believe it is with my sister, so she'll have a copy of the CDs) and my Going Rogue box is sitting on my desk at home.

    Although I'm sure the latter will get lost eventually, just as the first two have.

    Heck, I still have my boxes for Auto Assault, Star Wars Galaxies, and Earth and Beyond. I'm definately one of those packrats.
  7. Jade_Dragon

    Storage in SGs

    Back on the topic, I believe the Oversight Center will let you place one storage item. If you want to make use of teleporters and other "powered" items then you will need the Oversight Center. IIRC, though, just storage and nothing else should not require any power. So you can just make your base of nothing but Workshops. (Which will let you place multiple storage items)

    Storage Items are Inspiration Collectors, Enhancement Tables, and Salvage Racks. If you wish to store all three types, you will need all three. Also, a Vault will in essense double each of your characters' Salvage storage space. (It doesn't actually add space, but it lets you access something that normally you'd have to go to a Vault in a zone to get)

    Note that there is no place to store Recipes in a base. You must craft them to store them. (Or put them in storage at the Market, but that's limited space) Also, all storage costs an amount of Prestige per month in rent.
  8. Are you running full screen? Lately I have noticed this happens every time I run full screen. The way I get around it is to bring up the Start bar, by hitting Alt-Tab. Even if I have to bring a window in front of the game screen, I can just move it off to one side and get a valid screen shot of the section of the screen where the costume is.

    Another possibility, of course, is to try windowed mode. Or, just find a good spot in game to take a screenshot (in the screenshots folder) and rotate the camera so you get a front view of your character.
  9. As others have said, squeezing as much damage out of as few slots as possible is key for a Kheldian. My usual advice is, even when leveling, keep your eyes open for cheap Acc/Dam and End/Dam IOs. Don't try to build sets, just try to squeeze a little more damage out of the slots you're using for something else. It can be a huge benefit in the low levels.

    The WS REALLY hits his stride in the 30s. It's not difficult if you slot right for the 20s, but it only starts to get REALLY fun when you start getting Unchain Essence and Dark Extraction at 26 and 32. Stygian Circle only starts to give the feeling for "I AM the MFing Warshade! Bring me more bodies! Bwahahahah!", but the more powers you can pile onto that the more that feeling grows. And then when you get Eclipse...
  10. Quote:
    Originally Posted by Mariel_Martog View Post
    I should point out his side kick is the little robot of doom who never does anything.
    Heheh, the only thing missing is the little green dog costume.
  11. I don't think I have ever deleted a character. I have rerolled quite a few characters (particularly my werewolf, Loopy Loup Garou) but in most cases I actually kept the original and just created the new version on another server. With Loopy I ended up recreating him twice, though, so the original build that was replace was deleted when I created the third build back over on that original server.

    There is just very little reason to delete alts any more, now that we have server transfers. If I need room, I can just move some characters I don't use any more off of the servers where I have the majority of my characters. My mains, Jade Dragon, Blue Diamond, and Genie Gold are like that, their "home" is on Freedom, but I actually don't PLAY them there. I move them to Pinnacle or Virtue to play them, then six months or so later move them back to Freedom and transfer another of my mains to take their place.

    I'm actually trying to remember the last character I deleted, he was on Pinnacle, and below level 10. I was trying to free up space to move some of my SoAs over to my main account when the level requirement was lowered to 20. I'm actually not sure I ever did delete a character, though, I may have just shuffled characters between my main and secondary accounts. (Below level 10, it's no issue to just delete from one account and recreate on the other. And I don't count that as a "delete")
  12. Numerically speaking, a Blaster has a 1.125 damage modifier with ranged attacks, and a Kheldian in Nova form has 1.2. The Nova also gets a +45% to damage due to his Nova form power. Adjusted for 95% slotting in his attacks, that means the Nova would do the equivalent of about 1.44 damage modifier. That is about 28% more damage potential than the Blaster.

    However, the WS can only get +11.25% per foe in range from Sunless Mire. (I will ignore double Mire since that's less likely to be a factor for Novas) The Blaster can get a total of 162.5% from both Aim and Build Up, while at best the WS will only get +112.5% for a saturated Mire of 10 targets. Again assuming three slotted attacks, that means the MAX damage potential (outside of any team buffing) is 2.011 for the Blaster, and only 1.7625 for the Nova. So the Blaster still has the potential to do more burst damage, even though Mire will last three times as long. So the Nova will still outperform with Mire saturated.

    Finally, Bolt has a 0.6 damage scale with a 1.5 recharge time. Blast is 1/4, while Detonation is 0.9/16 and Emanation is 0.99/12. A Blaster's first two attacks are typically 1/4 and 1.64/8, while 0.9/16 is typical for the Targetted AoE. Cones vary, but Empty Clips comes close at 0.96/12. What this means is that while the Nova tends to match or exceed the Blaster's AoE damage, it's basic attacks are very fast and low damage. The Nova also lacks the heavier Blaster attacks such as Power Burst and the Tier 9s. (Although the human form has its own Tier 9, and Unchain Essense besides)

    What this comes down to is, the Nova all by itself doesn't really have the attacks to compete with the Blaster. It has the damage, but throw in Aim/Build up and powerful attacks and the Blaster gets the advantage. On the other hand, the Nova has human form, to use Gravity Well and summon Essenses, and can go Dwarf form as well. Plus, with Eclipse the Nova can have WAY more resistance than the Blaster. So it really isn't a fair comparison unless you consider the other forms, and the more of the other forms you include, the more you end up comparing "apples to oranges".
  13. My Night Widow is ACTUALLY an Artificial Intelligence from the 26th century, brought to this time by her hacker creator, in an attempt to rewrite the future. Unfortunately, she's so advanced that while his other AIs work fine in 20th century robots (he's a Bot/Traps MM) she simply could not be uploaded into a body.

    Finally, this Arachnos Widow stumbled across this MM, and realized that the future he was planning on creating had no Arachnos in it. So of course, she did the loyal soldier thing and attacked, resulting in her brutal and grisly death. The MM, somewhat amused that she happened to have the same name as his AI, implanted some of his future technology into her head, uploaded his AI, and lo and behold, it worked.

    Anyway, so while her body appears to be totally human, and is, in fact she's a sort of zombie cyborg. She can also control her master's Assault Bot across the network. I plan to at one point make an alternate costume in which she turns into a complete robot, making it look as much like the Assault Bot as I can.

    Also, obviously this is off topic to a SoA discussion, but I have a Kheldian who is actually a dog. His "human" form is a dog. Beast Run really came in handy for that, so he can actually run on all fours now. But it's kind of amusing that he is non-human in all three of his forms.
  14. I like this idea. I think Nictus themselves, if they had ever been implemented, would not have been any different in any way from Warshades. That's really the concept, that a Warshade is nothing but a Nictus that's had a change of heart. They aren't physically any different. However, this is kind of like the difference between a Corruptor and a Mastermind. Conceptually, you can say that a Mastermind is simply a Corruptor that uses hired goons instead of developing his offense. So it's not as much a difference as a matter of degree.

    I'm not sure about the Secondary, though. Khedlians are not really support ATs, which means Nictus are not really support ATs. I think the pets will work nicely with a defense/stealth Secondary, but that's essentially another VEAT. And it would certainly need different balancing that a Mastermind. Probably a better choice would be instead of the MM being a "full" Nictus, instead he is a normal supervillain/hero (with the Secondary drawing on his "real" power) with an infusion of Nictus energy. In other words, a Void/Galaxy himself.

    There is a villain mission that gives you some Nictus powers, so we know this is possible in the storyline. You are just given a trio of Nictus blasts and a specialty power, and other Nictus-infused henchmen.
  15. Quote:
    Originally Posted by GavinRuneblade View Post
    Hold on. I think even beyond the 400-500% thing his math is off. 100% enhancement does not mean 100 damage, it means 200 damage. 200% would mean 300 damage. 300% would mean 400 damage, etc.

    So 400% = 400 damage is not correct.
    Basically, the discrepancy is between those who say "X%" to mean the enhancement, and those who say "X%" to mean the final damage.

    100% base damage + 100% enhancement = 200% total damage. Or, the damage cap is either +400% damage or 500% total damage.

    For consistency, I always put that + sign before the number if I'm talking about enhancement to the base.

    [edit] Also, what Aett_Thorn said.
  16. I check the forums at work, but that's as far as I'll go...
  17. Quote:
    Originally Posted by Leo_G View Post
    ... while Claws' secondary was adjusted rech/end costs.
    Actually, that's another point. I mentioned the reduced recharge above, but Brutes also get a benefit from reduced End cost, as that enables them to maintain Fury longer relative to other Sets with the same damage levels. That's probably honestly still the case despite the tweaks, it's just been toned down a bit from their initial testing.
  18. Most of the time the devs seem to not want to change Sets when they are given to other ATs, but on occasion they will run into the case where the Set is just overpowered or underpowered. It can be something related to their Inherent, or just individual powers having to be changed, like the Eviscerate example. Very rarely are just base mods the issue, though. The ATs are balanced around their base mods, that's the point, that's what preserves the ratios between the ATs.

    I always believed that the reason Claws got adjusted, though, was because it has such short animation times and fast recharge rates that it was extremely effective in building Fury. It may still be. Note that DB looks like it's a very fast set, but in point of fact it has very long animation times. You are just striking several times for each attack.

    As for Rad Blast, there are pretty much two different fire rates for Blasters' first two attacks, but that's a lot less variation than with Corruptor and Defender blasts. The devs did not want one set to be less effective than any other when the Blaster was held. While Neutrino Bolt is nice for sustaining DPS or slotting with procs, when you are held you want to kill the foe holding you as soon as you can so he doesn't kill you. OTOH, it is odd that the devs went that far in the other direction, instead of just using the faster 3s/6s recharge.
  19. Quote:
    Originally Posted by Jibikao View Post
    It used to have two aoe...one in Eviscerate. They made it single target but the funny thing is even as a ST attack, it does less damage than Scrapper's "cone" Eviscerate. Now that's just pathetic.

    I don't mind the change but Eviscerate needs to do a bit more as ST attack because you take "precious" cone attack away.
    Maybe it could get the Eagle's Claw treatment. The damage is actually greater than Scrapper Eviscerate, (unless CoD is out of date) but the lower base damage and Scrapper's higher chance to Crit may balance it out.

    I think the devs were trying to go the same route as Eagle's Claw, but didn't take it that far.

    Truthfully, a Stalker that has ANY AoE at all, particularly one with a respectable size, is a step ahead.
  20. Quote:
    Originally Posted by Dispari View Post
    So um, since the discussion is "Which would you take: Scrapper or Stalker," why would you go Stalker if they're worse? This argument seems to revolve around "The Stalker is only a little worse!" You're pretty much saying "Here is your choice: A Scrapper or someone who's only 10% less than a Scrapper. It's only 10%!"
    That argument always ignores that the Stalker does greater burst damage. It is always a comparison between sustained damage between the two ATs, and survivability.

    There is also the tendency to underestimate the survivability of the Stalker. For the purposes of the argument, it always seems to be assumed that the Stalker is as fragile as, say, a Blaster.

    Adding the two together, it has never seemed to me that "the Stalker is a little worse". My perception is and has always been that "the Stalker always defeats foes a little faster at first, and then over time the Scrapper catches up." The lower hit points balance out because, as Dechs said, defeated enemies don't do much by way of damage.

    [edit] So is your picture how much HP the Stalker has left, or how many enemies the Stalker has left? Or, perhaps even both?
  21. Quote:
    Originally Posted by Dechs Kaison View Post
    Because, if you were a scrapper, you would require less red inspirations to do the same damage and you would one shot yellow mitos more often.
    This isn't really an issue, unless you are dealing with high damage boosts. (At which time you would have different values stacking with your reds) Overall, the Scrapper will do more base damage, but the Stalker will Crit more often. Assuming the Stalker is pulling ahead on damage (i.e. sufficient allies in melee to provide random Crits) the reds will be doubled along with the Crits.

    Because of the way Crit works, Scrappers behave as if they have a 1.125*1.075 base damage, and Stalkers behave as if they have a 1.0*1.1 base damage. If Stalkers had a 20% Crit rate, they'd do the same damage as Scrappers. Single target damage, but the same damage.

    Scrappers do not "pull ahead" of Stalkers, the way they do with Brutes. They remain at exactly the same ratio of damage relative to the number of teammates in melee.

    Quote:
    You would also survive more, which in turn gives you more damage. Defeated characters don't do much in the way of damage.
    This I can't argue with. But you're basically talking about a difference of maybe 10% of the fight. And that's assuming the Stalker is actually doing badly enough to be dying///////defeated.
  22. Quote:
    Originally Posted by Jibikao View Post
    When we talk about "burst" damage, is it just the initial hit or the first 10s during Build Up?

    While Assassin Strike does decent damage, it has quite a few restrictions. I am not even sure if Stalker's burst damage is THAT good. It is good but the sacrifice for it isn't worth it on a team.
    It depends on what you mean by "sacrifice".

    By "sacrifice", do you mean a loss of DPS? Because Assassin Strike has the highest DPA of any attack a Stalker can use.

    By "sacrifice", do you mean being in Hide? Because a Stalker should always be in Hide as a combat starts.

    By "sacrifice", do you mean being knocked out of Hide by AoE attacks on the tank? Because that's just a matter of timing and having good Defense. Heck, if you are in Hide you should have at least 37.5% Defense.

    There are plenty of opportunities for a Stalker to do burst damage, both with his first attack, and subsequent ones. The Stalker even has a higher chance of random burst damage. The burst damage doesn't have to end after 10s, although perhaps the Stalker won't be doing more burst damage than the Scrapper any more. The point is, though, that the Stalker is already ahead...

    Quote:
    I would guess Blaster's burst damage is probably the highest for the first 10-12s. Maybe ST damage is a bit less than Stalker but the AoE burst damage potential is definitely better than Stalker. This is fine because Blaster doesn't have defensive secondary.
    Build Up+Aim for a Blaster is a damage boost, which means for 3 slotted attacks it only gives a +78.75% increase in overall damage. If you are being boosted by the team, that is even less. A Stalker by contrast will do +175% damage with a Placate+Build Up combo, and Placate is up more often than Build Up. So even with a Blaster's best single target damage attack, Total Focus, the best it can do at level 50 is 707.75, while an AS with BU does 1070.52. (please correct math if incorrect...)

    The Blaster will DEFINATELY do more AoE damage, particularly with the Tier 9. That's really what will come close to the damage of AS, and easily exceed it, with more than one target. But the Blaster's single target damage will not be able to spike that high.
  23. Quote:
    Originally Posted by EvilRyu View Post
    Couple things here. Well after they jacked up fury with those awful fury changes we had brutes no longer always out damage scrappers.
    Again, I'm not saying that Brutes ALWAYS out damage Scrappers. I'm saying that Scrappers do not ALWAYS out damage Brutes. Even with the Brute changes, Brutes still outdamage Scrappers on the edge case where they have 75% Fury, and no external or stacking damage buffs.

    Since the claim is that Stalkers should ALWAYS outdamage Scrappers, I'm pointing out that Scrappers do not ALWAYS outdamage Brutes. To be balanced, Scrappers should outdamage Stalkers as often as Brutes outdamage Scrappers.

    Quote:
    Second the hp difference is not so much that it adds alot of survivabilty that people are making it out to be.
    If this is true of Brutes, it is also true of Stalkers. The ratio between Stalker and Scrapper HP is the same as the ratio between Scrapper and Brute HP.
  24. Defense based sets are the preferred route for scrappy Stalkers, since better AoE Defense will keep you from being hit and spoiling Assassin Strikes or Placate. Any good AoE Primary like Claws or Spines should be good too, although in that case being scrappy is more playing to your Primary's strengths.
  25. Quote:
    Originally Posted by Dispari View Post
    Anyway, I'm just ranting semantics. In my head a Stalker is between a Scrapper and a Blaster. They're not as durable as a Scrapper, so logically they should just flat out do more damage. Or in the very least, if they're forced into the specialty of doing ST DPS, they should be really good at it. Right now, they're fairly underwhelming and not a popular teaming AT. I suppose though the devs are okay with that as long as they're a popular soloing AT (which could be the case).
    It can be argued a Blaster doesn't do more damage than a Scrapper either, unless he is a Blapper. The difference is, the Blaster has an option to do way more AoE damage than the Stalker. So this is another point where the AoE issue comes up in a major way.

    I personally feel the Demoralize effect is an attempt to address this, the Stalker does not deal AoE damage, but has an AoE debuff/control effect. But this wanders into cross-AT capabilities, and appears to be implemented in such a way that it is a situational power. (It is for use only against high HP foes that can survive the AS)

    Quote:
    Originally Posted by Jibikao View Post
    They really should just increase team critical radius to match what Khelidan has. It's large enough to get the buffs most of the time.

    They put 30' radius on it because they are afraid some stalkers is going to sneak to the end and enjoy critical buffs? I would have kicked that stalker off the team first (unless the team wants to be teleported to the end).
    If we had some idea why that was implemented that way, and how some of the comparable Inherents are implemented, it might help. We can assume, for instance, that the Kheldian buff has such a large radius because it is tested for infrequently (relatively speaking) but the Stalker Critical chance must be calculated every single time a Stalker makes an attack. If we further assume the chance must be calculated while the player is waiting on his attack to hit, too large a radius might mean introducing long pauses in the Stalker's attack chain that would be unacceptable.

    OTOH, that's a lot of assumptions. We don't know. Personally, if the Defender Vigilance is implemented in such a way that it doesn't require a "scan" for allies, but merely checks that such allies EXIST (in the team list, for instance) then I think I would prefer that. The Stalker would then merely require a team of four to match the single target damage of a Scrapper, whether his teammates were meleers or not.

    As an alternative, I've suggested raising the chance of Critical more rapidly, but "cap" it at four allies, similar to how Vigilance works. Thus with one teammate in melee, the Stalker will Crit 15% of the time, with two allies, 20% of the time, and with three 25%, but with four or more it would be 30%, the current maximum. This seems more reasonable to me if you are trying to make the criteria that the Stalker has other allies in melee to "distract" his foes.

    Neither suggestion would change the values of the Crit bonus or make the Stalker do more damage, he would just do more damage UNDER MORE CONDITIONS. Which seems to be what is needed here.