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Posts
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The market is down to prevent you from losing anything while they fix a major bug with enhancement/inspiration purchases.
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Quote:Could you run your logs through Dropstats to get some hard numbers on this? Vague feelings and anecdotes are of limited value, and are worthless for getting developer attention.The new Temp Powers have messed up other IO drops. I've spent about an hour farming the wall, and nearly every drop was the temp power or a regular invention recipie. It needs to be looked into. In the hour I farmed I only gotten two yellow IO drops. Something is deffinently wrong.
In two/three hours or less I usually get a purple/high value IO, but now it's just one oranges and four yellows, and so many standard IO's/temp powers I'm just deleting them. Though I am keeping the useful temp powers. -
Quote:How about this view for the statue image? It's taken from about -3180, 15, -1135.Serge paid me good money for the Icon product placement >.>
(I actually asked on Beta Testers "what three landmarks do you think of when you think of Steel Canyon?" and nobody mentioned the skyscrappers. The university, Icon and the hero statues were the most mentioned, so I went with that.)
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I suspect that temporary powers are part of Pool A. The reason we're seeing so many of them is that many of the new recipes are in the "common" and "uncommon" classes, where the old temporary powers were in the "rare" class.
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You're massively overbuilt for defense. With two defense IOs, the protector bots will give you about 11% defense to all. At the same time, your pets are underbuilt for defense, at less than 30%. I'd try to work Maneuvers from the Leadership pool in somewhere, and place the Edict of the Master and Sovereign Right uniques in one of your pet summons.
Unless you want Mace Mastery for thematic reasons, I'd drop it for one of the Patron Pools with a resistance shield (resistance is applied before bodyguard mode, so the effects are magnified). Mu Mastery has an anti-knockback AoE immobilize, so it's popular among bots masterminds. -
Quote:Two exceptions: 5% and 95%. If you see 5%, it means whatever was being attacked (probably you) is at the defense softcap. If you see 95%, it means whatever was attacking (probably you) has its hit chance over the maximum.The 10% roll is because Rikti infantry rifles have a 10% chance to stun, and "chance to" effects display as to-hit rolls. Any time you see a suspiciously round number like 10% or 20% in the combat log, especially paired with a wildly different tohit roll, it's pretty much always going to be a "chance to x" sort of thing.
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Is it still slow at 32? My bots/traps is currently tearing through x5 Arachnos spawns fast enough that I rarely put down a second set of traps for a given group, and Triage Beacon is usually up for one group in three.
Your experience would explain the behavior of one bots/FF mastermind I teamed with: he never figured out his bot controls, and would grab aggro by brushing enemies with Force Bubble. Fine when you're alone, not so good when you're shoving them away from the tank and scrappers. -
Quote:I've been running all-controller TFs lately. Every time I form one, I get jibes about weak controllers and using Brawl to defeat archvillains. Every time one finishes, I get people raving about how fun and fast it was.The father joked about how people thought controllers were 'weak'. My response?
"They are, until you get six of them together."
Controllers are force multipliers. They may not provide much force, but they provide an incredible amount of multiplication. -
None of the above, most likely. Villain-side, the powers your patron will grant you depend on your AT; likewise, the hero-side pools available depend on your AT.
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There's nothing inherently wrong with stone/elec. How about posting your build so far, so people can make suggestions?
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I'd be quite annoyed if a speedboost-bot was on my team. As far as I'm concerned, the most important power a Kinetics has is Fulcrum Shift -- there's nothing quite like getting into a tough fight and suddenly having a dozen 25%-damage-buff icons appear in your buff bar.
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Teleport is over-rated for stone tanks. Maps generally have plenty of ramps and notches to let non-jumpers get around. Yes, you'll need to take the long route at times, but I've never encountered a map where jumping was the only option.
Speed is only a problem if you want it to be. My stone tank currently has a top speed of 15 mph in Granite form (faster than unenhanced run); once I finish slotting, it'll be 22 mph (on a par with Swift or Sprint). Rooted Granite is still slow, but any situation where I need to have Rooted on is not a situation where I'm likely to be moving much. -
To keep people from reading, of course.
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Quote:That's good advice for a perma-Granite tank, but if you're planning to exemplar down below level 27 or run the Synapse or Sister Psyche task forces, you'll want to take Crystal Armor to give you energy defense. It's a good place to put a Luck of the Gambler recharge, a Gift of the Ancients runspeed, or five-slotted Red Fortune.Well, I haven't played a Stone/Stone tank, but I do have a Stone/Fire and an Inv/Stone at 50 so I know both sets pretty well.
From the Stone Armor side, you'll want, in pretty much this order:
Rock Armor - 4 Gift of the Ancients works well here
Earth's Embrace - 5 Doctored Wounds is my preferred slotting
Rooted - 3 heals... frankenslot for heal/end if you like
Mud Pots - I tend to frankenslot Scirocco & Multi Strike
Stone Skin - base slot, this is a great place for the Steadfast unique
Granite - A pair of Aegis and frankenslot to ED cap Resist & Defense
*Minerals - take it late though if you take it at all. Another place for 4 GotA
Brimstone Armor is also useful (but not essential) for a non-perma-Granite tank. It's not as good as Crystal Armor (fire and cold attacks are rare, and it provides resistance rather than the defense of the other armors), but it's still helpful, and it provides a place for things like three pieces of Aegis or the Steadfast Protection unique. -
As I recall, stealth is divided into four groups:
1) Stealth powers (cloaking device)
2) Somebody else's stealth powers (steamy mist)
3) Stealth as a side-effect (super speed)
4) Stealth IOs.
Stealth from any one group will stack with stealth from the other groups. -
Quote:What Hami-O did you slot in? If it was a Cytoskeleton Exposure, you've now got the equivalent of seven SOs in that power: six defense SOs and an endurance SO.last night I was dinking in Mids trying to get a build just right. My original configuration was 1E and 5 Defenses, ya, I know I was desperate for that last fraction of a percent, but I still needed 0.01 to get to 45%, and I could get it by replacing the endurance IO with another Defense IO. But that meant I had no endurance hedges, and all 6 slotts were filled with Defense Buffs. So at a lark I replaced the endurance IO with a Hami Acc/End/Def enhancement. To my surprise I got to the 45% and gained endurance relief as well.
So after this long line of talking, giggles, does ED does its reduction of performance based only on the same type of enhancement, but if a second different enhancement which happens to give the same benefit not be counted against this stacking diminishing returns? That is the Hami diminishing performance has its own count, indpendent of the Defense Buff IOs? -
My observations, separate from the current discussion:
1) You're nicely over the softcap for defense, and you've got decently high resistances. You'll be able to stand up to any non-psi situations a team is likely to encounter.
2) You're in a bad spot for psi defenses. You don't have enough protection to survive psi-heavy fighting, but you've put so much effort towards it that your other abilities are suffering. I'd redesign the build for non-perma-Granite, but the hefty self-heal in Siphon Life may let you out-heal the damage instead. I'm not familiar enough with Dark Melee to know if this is practical.
3) You're slow. 12 mph is decent for a non-rooted tank, but it's not very team-friendly. 14 mph is unenhanced run; single-slotted Swift is 21 mph while single-slotted Sprint is 24. Teleport can work for tactical maneuvering during a battle (and is pretty well essential since you can't jump), but battles are generally too close together to toggle in and out of Granite, but not positioned so you can teleport between them. The easiest fix for this is to put two more slots into Swift -- that gets you up to 15 mph.
4) You'll have trouble pulling enemies off your teammates. A character's threat level is basically determined by (damage done * taunt duration * threat rating), and the character with the highest threat is the one attacked. Since your damage is so low, anyone with a taunt effect can get a higher threat level. -
Most of your new loading screens are major improvements over the existing ones, but I disagree on your choice of views for the Steel Canyon one. The defining element of Steel Canyon is the skyscrapers, and you've almost completely omitted them from the loading screen.
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I leave Pandora running in the background while I play. Sometimes the resulting music is highly appropriate (the Imperial March playing when the team encounters the Reichsman), and sometimes it's highly inappropriate (the Super Mario Brothers 2 music playing while fighting Romulus).
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First observation: That's a slow build. You can get another 2mph just by sticking a run IO in Swift; you can get up to unenhanced run speeds by putting a second slot into Swift. I put a third slot into Swift on my build, but that's because one of my build goals was decent movement even with Rooted running.
Second observation: You don't have much global recharge. Most of the time, your collection of attack powers means this won't be a problem, but occasionally you'll need Taunt up faster. You can replace one of the IOs in Granite with a LotG 7.5%, but you don't have any other power that takes defense sets. Another possibility is to move one of the Ragnarok IOs from Fireball to Breath of Fire for the 10% recharge it'll give you and replace the other with something cheap.
Third observation: You're not softcapped without outside assistance. Most of the time, you won't notice the difference between 32% and 45%, but there will be times (such as if the fight at the control computer on the ITF goes wrong) where that last 13% is huge.
Fourth observation: You don't have psionic defenses worth mentioning. Most of the time, this won't matter, but certain enemies (Arachnos, some Rikti and Council) will shred you. There's nothing a perma-Granite tank can do about this, so it's simply something to keep in mind.
Final observation: That's a bloody expensive build. A full set of Ragnarok will run you a billion inf or so; a full set of Gladiator's Strike will run about 1.3 billion. I hope you've got the cash, because you can't get either set with merits. -
Quote:I've done some more testing of patrols, and they're complicated:ive also done some more datamining too, and i tested battles with an ally and patrols with allies and both of them reduce xp as well
this blanket fix of an exploit is affected EVERY allied thing in the mish (as i stated earlier but hadnt done enough datamining)
When you enter the mission, enemies give full XP. Once you get close enough to hear the patrol dialog, XP starts to be affected by the ally nerf. As members of the patrol are defeated, XP goes back up towards normal.
Battles and allied boss fights are similar, but the XP drop starts sometime before the dialog. -
No, they're far from placeholders. I've figured out a way to exploit "Rescue Captive" and "Defend an object" objectives that makes the Ally-objective buffbots look tame: create a faction that consists only of Archvillain-class buffbots, set that faction as the surrounding group for the objective, and set the group alignment to "ally". This gives you up to half a dozen buffbots per captive, who you can then pull spawns towards to defeat.
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Quote:How did you put the civilians in? If you used an Escort, Ally, or Rescue Captive objective to do it, they reduce XP. It doesn't matter what the allies are, only how you added them.Unfortunately, that's not correct. It seems to be counting either every single allied spawn, or barring that, every single allied detail. I have a mission in my arc Drakule vs. The Werewolf Bikers From Hell where the only "allies" are grey conning "civilians", and the mission is giving out practically nothing.
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Quote:Non-damage allies. There were missions that had twenty or thirty allies with only non-damage "forcefield", "sonic", or "ice" powers, and once rescued, those allies would let a character walk around in total safety: a blaster could walk up to a +4/x8 spawn and stand there running "/e teabag".*Rewards in Mission Architect missions that contain more than one allied critters will give progressively lower rewards for each additional allied critter in the mission.*
I kinda don't understand why this was done, although I will note that I did test this a while back. If any Ally damages an enemy, it already lowers the exp you get from killing that enemy.