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Quote:Yes, Stalkers have a modifier of 1.0 now.And to give an idea of how hard this set crits with a Scrapper, Level 50 Scrapper BI is 22.5 damage, Crushing Uppercut with Critical + Tier 3 (The critical is only factored on the base but Tier 3 adds approximately 3 brawl) puts the attack around 21 Brawl Index. A Stalker's Assassin Strike is around 22 Brawl Index with a modifier of .9 (Or are they 1.0 now? Scrappers are 1.112 or 1.2 with Critical factored in) -- Basically at level 50 a Scrapper with no damage buffs at all can hit for 22.5 X 21 Brawl Index = 447.63 damage (This is the actual number, its slightly less then 21 Brawl Index) while a stalker's level 50 Assassin Strike is only 389.28 damage.
Then if you factor in an extra 7.5% from the -resistance it increases that number further but the point is made.
It's great to make a factor of the best-case-scenario with 3 combo lvls and a 15% chance to crit on that particular attack (does CU have an improved crit rate for Scraps?) but the likelihood of that occurring is less than optimal therefore rather irrelevant in a min/max standpoint.
Stalkers, on the other hand, can easily put themselves in a position of 2+ combo levels *AND* crit with that CU *WHILE* buffed by BU. If we were factoring in best-case like you're doing for Scrappers, then you might as well approximate the dmg for combo lvl3 CU + double crit which is unique to Stalkers and see where the min/max scale stands, no? -
Quote:Not that I don't want alternate animations for MA but...I know what you mean, I'm not saying there's anything wrong with MA mechanically but it IS called Martial Arts. The alt moves are just punches. Not really anything close to being considered Martial Arts. I'm not saying we need completely over the top moves but the point of the other animations for the set in the first place were to give it more of a "fighter" feel, not more of a Martial artist.
Street justice is now that "fighter" set so the second animations for MA are really not needed. I'm not saying remove them but we do need some more animations to bring it back to it's MA feel.
It's not gonna happen.
It was said by devs themselves, that it's just easier to animate a new set with it's own animation times/collision FX times. The problem with just making alt animations is, the new animation would need to retain the same casting time as the original animation and have the same collision timing (i.e. the damage has to connect with the same delay *in* the animation as the original). It'd have to sync up perfectly...which is basically working backwards creatively. Not only would it be faster to animate a new unique set, it'd be more cost efficient as they could charge money for it.
Soooo...I doubt it. -
Quote:I guess the difference is that your post seemed to be directly attacking a specific poster (not to mention there was a percentage of it that was caught by the auto-censor). All in all, I would think it'd have been possible to keep your post in the thread but the mod probably said Eff it and figured it was just easier to delete than make it sound non-hostile.I didn't know saying someone is a liar and it is readily apparent as well as they have the physics wrong with sources backing it up like so many keep saying I never do is considered a rant.
Of course that is deleted but the Arcana and Furio and several others being harassing and insulting is still there... You know I think I'll go flag them all see what happens as they should be deleted to.
btw this is going to be my standard response. I'm tired of this trolling so from now On you get flagged.
I'd say just keep to the facts and don't let your emotions goad you into singling out posters...or if you're going to single out posters, do what I do and don't cuss so much
Quote:It would depend on whether you were going with the layman's term of 'force' as in the kind of energy that deforms an object when you push on it strongly enough...which is often interpreted as 'concussive force' or 'kinetic energy'...
And the physics term 'force' as in intermolecular forces, fundamental forces, that sort of thing.
The Power Pack could specifically manipulate the Four Fundamental Forces: Gravity, Density, Energy, and Acceleration.
Quote:Well, given the colloquial definitions we're using, sure. Magneto can, and demonstrated the difference between high force and high kinetic energy in First Class as well. While imparting almost zero kinetic energy to Shaw's forehead he could still inexorably burrow a coin through his skull. The Magneto in the comic books could theoretically do that as well.
Kinetic energy generally involves motion of some kind, but force doesn't always have to move an object and create kinetic energy. Force can crush without generating very much kinetic energy. In a physics textbook sense you're likely to generate *some* kinetic energy with all applications of force on real world objects, even if all you do is heat them. But in the comic books we generally have two different kinds of "force" wielders. We have characters like Sue Storm that wield force projections and they usually apply force through a delivery mechanism that usually has momentum. The force "strikes" the target. And then we have characters like Magneto that seem able to generate "force fields" which don't seem to exactly emanate from himself or interact with their targets through the transfer of momentum. The force fields just seem to magically appear, like gravity.
In fact, Magneto's magnetic powers have always been depicted as so strong that the canonical explanation has often been that while Magneto can project magnetic fields from his own body, his greater power comes from somehow tapping into and controlling the magnetic field of the entire earth. This is what exempts him from having to deal with things like trying to lift a submarine while standing in a plane without instead drawing the plane down into the water. You could make the case that in First Class, what Charles did in settling Erik's mind was allowed him to have the zen-like focus to just make things happen instead of trying to force them to happen, and perhaps the difference between the two is the difference between Erik trying to project magnetic energy from his own body, and tapping into the surrounding magnetic field of the earth.
Keeping in mind, of course, that in reality the earth's magnetic field isn't strong enough to really do that. But it explains why the first time he tried to stop Shaw's sub not only was he unable to do it but the sub towed him behind, whereas the second time Erik not only was able to lift the sub clean out of the water, it was obvious Erik wasn't being simultaneously drawn to the sub at the same time (or the plane would have crashed).
Back to my other question, the way you explain it, if Shaw could absorb 'force' rather than just kinetic energy then that's basically just absorbing kinetic energy AND low-kinetic pressures too? Basically a Force-absorbing Shaw is the same as a Kinetic-absorbing Shaw but with fewer vulnerabilities?
I would still assume something with enough potential energy (like, say, a building laid ontop of him) would exert a constant amount of force on this force-absorbing Shaw that he'd eventually max out and either be crushed or just remain 'stuck' until someone dug him out? -
So Durakken's long angry mega rant got axed? Bummer.
Curious if there are any comic book characters that can control 'Force' rather than 'Kinetic Energy' and if there is a difference. Personally, I have a concept character who can absorb and redirect force with his own physical movements and always thought, if he went up against a punching stomping Hulk, he could probably 'stop' him but once the Hulk picks up and throws a building at him, my guy's simply going to get crushed.
I suppose the question lies in 'What can absorbing force do?' considering it's not the same as kinetic energy and 'What can absorbing force not do?'. This is all in the context of the thread, of course. Just my own curiosity. Say you replaced Shaw's power description ('can absorb kinetic energy' to 'can absorb force') along with the fundamental concept of his ability to something relatedly appropriate. -
Quote:You'd have to prove that Stalker Street Justice is worse off or that Rib Cracker/Taunt works out to better performance than Assassin's Strike/Placate.Oh well, I will just save my Paragon Points, Inf-, and time for Staff Fighting or Heavy Weapons if they are acceptable on stalkers.
I know *exactly* what you're doing. The devs didn't make the set exactly how you wanted it so you're boycotting it. I say fine. Doesn't mean the Stalker version isn't just as good as the other melees...unless proved otherwise...which you haven't done... -
Quote:Players already have a beef with 'siding up' with patrons (me personally, I like the idea of my guy stepping up and taking advantage of certain power...it's almost like he's vying to erase and replace said patron).I really like the idea of NPC Group powers, but I still think Heroes need specific patrons, like Positron, etc. This is a good idea, a GREAT idea, but it isn't a patron power idea. That said, I think it should be implemented on both sides.
I get what you're saying, but many don't really care for 'side kicking' under Positron or Sister Psyche.
So what about the other way around? You're not training under one of the big names, you *are* the trainer and you're helping a less-known progress into hero-dom. The idea being, to progress this hero, you seek out implements/tools/techniques/power that this hero would use then teach it to them, the results being you now have as much knowledge as the one you taught.
Instead of learning from States/BAB/Manti, you're training Stalwart/Sky Dragon/Flower Knight (or whatever) to gain greater abilities to help fight the bad guys. That could even be the hook for the story linked to unlocking the pool. Not that the above proposed ideas in the OP aren't good, just putting that idea down there as I'm curious what others would think of it.
...Oh, and they wouldn't be called Patron Pools...maybe Sidekick pools or Training pools...and I'd probably not try to directly copy the PPP's formula to make the pools either...some other variance on how they are set up similar to the difference between the PPPs and the APPs...
Anyway, great discussion. Keep it up. -
Sorry, you'll have to wait for Titan Whips for that customization...
Although I can agree, I'd make several duplicates of a certain character: Fire/Shield, Titan Weapon/Inv and a Titan Whip/Stone Brute -
Quote:Sorry, did I sound hostile or pedantic? Not trying to be. It's just my attempt at counter-torture since he makes so many bleeding long posts and I get doped into reading them.Lay off the man. And while you're at it, let the bees out of your hat.
*points to previous post* -
Quote:You said "won't make a big fuss", indicating if you make a fuss at all, it has to be little. You can't even respond to a simple agreement with a "This.", you had to reply with practically 4 paragraphs.Your sig doesn't say what you seem to think it says. "I won't make a big fuss about it" isn't the same as "I'll shut up." If the Titanic Weapons are not big enough, I WILL say something about it, especially with David going to great lengths to reassure us. What I promised was that I won't make a big deal about it, and I intend to keep that promise. More or less, I just trust the art team to go whole hog on this one.
So if you have to ever complain about Titan Weapons (not Titanic), it has to be considered short or little. I don't think you have that in you -
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What I don't understand is why anyone would think you could buy Incarnates when Incarnate content isn't even done. There are still slots to unlock, more powers being added, more trials being made and more story being written. Where's the logic in getting access to that without paying, even if you bought GR, when the company *still* has to shovel money into its development?
IMO, Incarnates is like how CoX was previously; to play, you have to support its 'in progress' development. Yeah, the rest of the game is 'free' but stuff they add, you'll most likely have to buy.
The only way it'd even make sense is if you had to *buy* each individual slot and each individual power and access to each individual trial. Grow up kids! The world isn't *free*! It runs on MONEY... -
Just to state my opinion:
I actually really like Disrupt's FX. It was the whole reason I picked up Repulse, in fact and I built the whole concept behind that KM/EA Stalker around Repulse (although I didn't use it quite that often).
Personally, I think the game needs more flashy visuals like that. -
Quote:But you can hoard iXP. You just said Astrals and Empy would be convertible to iXP, so that is what you'd hoard.
Astral Merits and Empyrean Merits would be in place for conversion to iXP or to be redeemed for items from the two vendors in Ouroboros.
If you levelled up a branch of Alpha to full, you could select something else to level up so you can switch between them. The iXP can't be hoarded, so there's no issue of rushing new incarnate slots with it. -
Quote:That's you. That's not most people. When I'm side-switching JUST to get a PP, I don't run teams. I don't talk to people. I blast through tips as far as possible at -1/x0 using stealth if I have it. It's just an inconvenience - I add nothing to redside by being there for the 4 days it takes me to get my PP and leave.Quote:Ditto. I was annoyed when I realised I had to take my Crab back across to redside in order to get the PPs and associated pets I needed. I've been using my Bane build to stealth through Tips, and I'll do the same as much as possible with the PP missions. I might even auto-complete them where possible and log out of that character for three days to rinse and repeat. I don't like redside or the PP missions.
When I run my patron arcs? I set up calls in Grandville, send /tells and what not saying I'm about to start one up and ask if they want to run the arc along with theirs. Because it's easier to do in teams, it's more fun and it's helping other players that may need assistance getting their patron powers.
/unsigned
You'll get no sympathy from me. Not because I'm some red side fanboy, but because I can't stand simplifying the game to the point everything is handed to you and all you have to worry about is farming for your inf to buy your enhancements and be done with it.
I hope, with every nickel and dime I spent on this game, that if every so call 'QoL' feature were added to the game except one, this would be that one that does not. -
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Quote:How is that not impressive?That isn't impressive.
/EA Brute is superior than /EA stalker now. That is why I deleted my /EA stalker and re-rolled to an IA stalker. It is unfortunate IA isn't available to Brutes.
What? Just because a Brute can muster a bit better %, that invalidates that normal Blasters, Scrappers, Brutes, Doms or even *Tankers* can't take that kind of punishment without help?
I don't understand why you can't just admit that EA is viable. Just as viable as IA and can be built to do impressive things.
Yes, so just admit you're wrong so you don't sound like a hard headed *****. -
Quote:If the numbers were set to heal (for example) 2.5% of your Max HP ever 4 seconds and dull pain improved your healing abilities by a factor of 40%, then it would change the HoT from 2.5% to 3.5% of your Max HP/tic. If HP cap was around 1600, it'd be like healing an extra 15 HP per tic or something like that.Unless the max attribute doesn't honor the cap somehow, this wouldn't give them what they're being short-changed. It would still heal proportional to their (capped) max.
I still grit my teeth about this. They need to increase the Stalker HP cap, or make DP into something that won't run afoul of it, like resistance(all). (That's still not mechanically the same, since it would stack and not layer with other sources of resistance, but the way it works now is the pits.)
I guess you can kind of duplicate that by just *giving* Stalker improved regen numbers to compensate for the HP that gets shaved off from the set or innately better HoT numbers. -
I say sure.
I actually used to PvP back when my friends played way back when (a good while before IOs) and wouldn't mind it getting the attention it needs.
Personally, I feel the content junkies come off as way too needy. If an issue doesn't have this much new contacts, this many new trials, this many TFs/STs AND additions to incarnate stuff, they will go into a hissy fit. And they usually get what they want...and then want *more* next time.
Do they not see that as demanding? I'd like to PvP again (never was into bases, but you tell me what I'm missing) and other stuff to do. It's not like I haven't got enough content waiting for me to eventually get around to (I probably won't get around to doing Keys for a while since Halloween and Christmas will interrupt that, and I barely even know what First Ward is >_> then all the new alts I'll have to build!? I just finished my 3rd Stalker and now I'm gonna have to make another?).
Again, I say put aside adding more story content (go ahead and keep with the signature story arcs though) and fix/finish stuff that needs it. Do something better with PvP, get off your duffs and get bases out, expand AE, finish customization, heck, you can even figure some way to charge us for these additions. I wonder if people would pay for 'Crazy Incarnate Chaos' matches. -
Not to mention, isn't Time Manipulation a rather busy set? FF is pretty simple and straight forward: cast bubbles, stand by squishy and play.
With Time, do you not have to make sure to call your team so that everyone is in range of the +def? Then you're casting a ST debuff that makes your other debuffs better, then casting a ST buff that makes your buffs better, then heals and more buffs/debuffs...
I figure, that bubbler will be tagging along behind your time, shooting stuff and keeping you from getting mezzed while your time is busy trying to 'outclass' him, ultimately making *their* job easier (is that possible?) but your job more tedious? -
Quote:And thinking about it, since Stalkers get short-changed from the full effect of Dull Pain, a 'side buff' added for the duration of the effect, +% Healing. So maybe they won't get the full effect of the pseudo-resistance that +HP will provide, but they'd still 'heal back over time' nearly as much (which they also get short-changed for since regen is calculated by Max HP).So "side-step" the debuffs rather than resist them. Interesting!
I don't agree that 95% debuff resistance would necessarily cause the developers to up the amount of regeneration debuff in the game. According to your argument, regeneration is only one-third of regen's mitigation, so I don't see how protecting that one-third would necessitate any action on the devs part, especially with recharge (perhaps the deadliest debuff Regeneration faces) and resist both still keeping Regeneration in line.
However, I must say the alternative you bring up is a very interesting approach to the problem. I don't agree Regeneration is fine in the 1-50 game (thus this thread), but I do agree the end game really takes what is somewhat of a problem in the 1-50 game and makes it patently obvious.
I'd love to see a beta play test of both solutions to see what players (and developers) prefer. I think the heal-over-time idea would get the nod for its balance and elegance, but still, I'd like to see both tried. -
Different Incarnate tree themes? Why not different Incarnate types while you're at it?
Judgement:
Toxic Judgement
PBAoE moderate toxic DoT. Summon Giant Toxic Golem.
Giant Toxic Golem: GM pet for 15sec, immobile; 30ft PBAoE moderate toxic DoT toggle. Grant foe Itchy Eye contagion (-ToHit), grant foe Smoggy Air contagion (-Def), Grant foe Vaporize Armor contagion (-Res), Grant foe Paralyzation contagion (-Movement), Grant foe Liquidize contagion (-Rech), Grant foe Plague contagion (-mez resist/protection), Grant foe Death contagion (long duration (2 min) toxic DoT), Grant foe Decay summon pseudo pet.
[i]A combo of Lore and Judgement. A short duration pseudo pet that infects nearby foes that will quickly pass on a variety of debuffs to their allies. The Death contagion stays with the victim for a long time, most likely until they die. Blight is a summon cast upon death that will create a pseudo pet that will continue infecting anyone that approaches where the body died and dissolved.
Additional trees to this may decrease the contagions/contagion chances but keep the golem around longer, doing more toxic DoT to whomever is standing in/near it. The other trees just focus on fewer but more potent contagions.
Air Cut
Moderate lethal Cone + minor bleed DoT. +Res to -slow for 15 sec.
Grant user Omni-Slice Temp power for 15 sec =-Tanker, Defender, Dominator, Blaster Secondary powers Air-Slice Proc
Air-Slice = 100% chance High lethal dmg (1 foe, usually primary target), 15ft AoE around target for 80% chance of High lethal dmg (max 6 foes) + 25% chance of minor Bleed DoT (max 25 foes, stacks 4 times).
-Mastermind, Controller, Blaster, Scrapper, Stalker, Brute, Corruptor, Kheld, SoA Primary powers Air-Slice Proc
Technically, uses the interface technology with a judgement power. Primarily for your weapon sets but usable by everything. Like adding a Thunder Strike to every offensive set of each AT. Used with a non ST attack, you don't get the 100% proc and simply have the 80%+25% procs spread across your AoE.
Note: Blasters are the only AT who get this proc for both primary and secondary attacks.
Bleh...tired of typing...
Oh, and special arenas where everyone goes crazy with incarnate powers against each other on mass 16 vs 16 matches. Each character gets to choose 8 levels of incarnate strength: each Lore/Interface power is only 1 level, each Destiny/Judgement power is 3 levels, and each Alpha slot is 2 levels. So technically, you can join in a match with every Alpha power slotted, or you could pick 3 Judgements and a Lore pet or some combo (but only 1 of each tree) and just go to town on another group of players unleashing hysteria on each other. -
Basically, the premise of my Powerset Skin idea. Basically, the idea is, since it's easier to make *new* sets rather than trying to revisit old ones, just make buyable skins that give you more options to sets.
My first imagining had the idea being alternate 'modes' or 'stances' for thematic sets but people deemed it overpowered and a waste of time/resources.
I felt it seemed like a good idea, especially if you want to play something like 'Assault Rifle' but you don't want to go making a whole new set with practically the same theme in mind.
Examples:
-Optic Blasts skin for Energy Blast (blasts of varying widths and intensities from the eyes).
-Microwave Beams skin for Radiation Blast (think solid beams instead of balls of 'stuff')
-Grenades for Assault Rifle (various explosive charges and bombs launched from the gun)
-Fencing skin for Broadsword (lighter, faster, more finesse)
-Iaido skin for Katana (longer root time but instantaneous damage)
I suppose the difference between my idea and this is you're literally adding power options to existing sets where mine are replacing (they're an exclusive style, although the costume skin would just be alternate animations so wouldn't be exclusive). I feel having larger branching powersets would be tougher to balance. If the powers were exclusive and locked out other options after you choose them, maybe that'd be easier. But would it be desirable? I don't know. But interested to see what other responses your idea gets. -
My first thought was Fiery Aura Brute with flight, no KB protection and a primary that has range, KB and/or punchy. Kinetic Melee could work. MA too. DM with emphasis on Shadow Maul, Sands of Mu and Flurry.
Besides that, it feels PB works well for this, human form only. If you go blaster, rad or energy blast althou fire colored right (without rain of fire) works too.
It depends how strongly you want to follow the DBZ theme, how creative you can be with the build and what you like to play.
Personally, I instantly thought of the long power ups in the show (sans Kai) that tore up the surroundings. In this game, that'd basically be a Brute standing around going "HUUUUUUUUUUAAAH!!" while a bunch of minions come at you trying to hurt you but just get vaporized by your Aura (Blazing/Burn). Hmm, maybe a DM/FA Brute or a FA/MA Tanker? -
Don't see why you can't do both PC and Mac. Like others, I recommend a macbook and a PC desktop. Although I did all my class work on macs in the labs, I kept the PC for games and home stuff. But when the sh*t hits the fan, having that portable mac is a godsend.
I can't tell you how much I wept when I got flung off my bike with my macbook in my laptop backpack (long story short: test your new bike breaks *before* flying out into real traffic so you know how little pressure you need) and LANDED ON IT. Dislocated shoulder? sprained elbow/wrist? Pfft! My macbook screen's cracked down the middle!!
Lol but despite that setback, I was able to replace the screen myself ($60) and the thing still works perfectly and plays CoH on a medium setting. My PC and Mac are a team, the desktop being finnicky but versatile and powerful while the laptop is sturdy, reliable but not very suitable for games.
So my vote: yeah, get a mac. Besides the whole market crash thing, CoH has never crashed on me while on my macbook pro. Granted, I don't play CoH that much on my mac (probably about 35-40% of the time) but those times when your PC is being a *****, the mac usually won't (I can't say it ever has for me, but then I don't want to jynx myself). -
Quote:Aww, thanks for the recognition. I guess people do read my posts...Give Resurgence and Revive the untouchable window that other melee rez powers get.
Then, to buff Revive, an excellent suggestion from Leo_G I believe was to have it act as a Regen-specific burnout, recharging your clicky powers.
...sometimes