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Posts
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Joined
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Amazeing that people still live their though.
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When was the last time you rescued a civilian in the Hollows? Or saw one wandering the street? All I see there are SWAT troops (and some pretty weak ones at that), trolls, outcasts, thorns and the occasional moving blob of earth. Hollows has no more resident population than Boomtown, Faultline or any other hazard zone. -
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Y'know, before the crops all freeze up here.
--The Canuck
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Wow, so shouldn't it be, like, July? -
The part of the point that I'll agree with is this: there is no information in the mission description about the safe entry zone or countdown timer. There should be, the devs KNOW this game is full of people who joined BECAUSE they wanted to avoid PvP. Instead they whipped out a Wincott-like meet & greet message, with a bright red caution about this being a PvP zone, and made the mission appear both dangerous and impossible to avoid. How many others like _Kuruth_ won't check the boards?
This mission was supposed to be PR for the PvP zones, it looks from here like TERRIBLE PR. If they want people to be more aware of the PvP zones, and more willing to try them, this is not a good way to go about it. -
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How about Portuguese?
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You forgot Flemish...ask about that, too. -
There are caps on the amount any variable can be buffed/dubuffed. I believe the cap on damage resistance debuffing is -75%, so when you reduce an enemy's resistance to 25%, it takes 4* the normal damage but never more than that. On damage, I think the same -75% cap might be in place (no less than 25% of normal damage). I can't recall that cap specifically. The caps on defense and accuracy are well known, you always have a 5% chance of hitting/being hit. As far as I know, it is possible to have 100% chance as well (by buffing accuracy/debuffing defense). Damage resistance caps out at +90%, so 10% of damage always will get through.
I'd also like to know the amount by which secondary effects debuff defense (for rad) and accuracy (for dark), but I do recall seeing that it is a very short effect, usually only as long as the recharge on the attack or a bit longer ('attacks' like twilight grasp, which don't actually do damage, are longer). I doubt many people slot these attacks to enhance secondary effects, because they wear off so quickly. -
One issue springs to mind, the role of scrappers as "boss beaters". Some of the longest fights in the game are against arch-villains, and most boss fights tend to be a bit long also--meaning tankers will be doing a lot more damage in those fights. Will tankers become the teammate of choice when taking on an arch-villain, due to combat length?