LordSquigie

Apprentice
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  1. Quote:
    Originally Posted by NobleFox View Post
    Seeing that written somewhere would drive away all thoughts of rebellion and your average person would end up throwing their lot in with Tyrant. At least Tyrant's ensuring people know how to spell and express themselves, rather then playing children's games with things that look like cyphers but are actually just a waste of time phonetic equivalent that "looks cool". Nobody with an IQ over 90 is going to be unable to read what that says, and the faux-special language would just turn people off.

    Seriously, someone in the resistance would say "Stop that. We're not ten year olds, let's start acting like a real revolution here. If you can't win the hearts and minds of the people, you will never throw off the yoke of oppression, and that's just going to get us laughed at." The idea at it's core as presented by the OP is rather well thought out, but that "numbers as letters" stuff is just silly.
    But how will we appeal to the younger generation if our message is not "hip" and "fresh"? And what about "attitude"? We need lots of that.
  2. Quote:
    Originally Posted by AzureSkyCiel View Post
    This is even MORE confusing when you realize that in one of Scirocco's arcs you DO retrieve Ghost Widow's body FROM AN ARACHNOS BASE!
    One of the bodies must be a fake!
    Obviously Aracnos stole it from Freedom Corp.

    And then Blue Shield stole it back.
  3. Quote:
    Originally Posted by MaxLongstreet View Post
    I gotcha - so Acid Arrow was intentionally supposed to suck for Corruptors. With less than half the resist modifier that Defenders get, it looks like TA/A Defenders actually do more damage than Corruptors with the same power set. But the Corruptor makes up with it by having much worse controls.
    According to RedTomax Defender's Acid Arrow has a res debuff of 20%. 15% is 3/4 of 20%, not less than half.
  4. Quote:
    Originally Posted by ThePill View Post
    No, we need a dinosaurs and gorillamen zone first. Or gorillas and dinosaurmen.
    Gorillas with spacesuits and laser guns riding cyborg tyrannosaurs.

    And Warwolves that shoot bees out of their mouths.
  5. Quote:
    Originally Posted by Dolphin View Post
    Un4tunt1y, n0 0n3 cn b t0ld wh4t the Undrn3t 1s. jo0 h4v3 2 c 1t 4 jo0rslf.
    Actually, everyone has been told what the Undrn3t is. Several time in fact. It's not all that hard. Look, maybe you just suck at explaining.
  6. Quote:
    Originally Posted by EvilGeko View Post
    Actually there's only one. KnockUp is just Knockback with a different angle per Castle.
    Mechanically they may only differ in angle but they are treated as separate by the game, or at least mez protection powers have separate effects for -knockback and -knockup.
  7. LordSquigie

    PBU + Benumb

    Quote:
    Originally Posted by Muon_Neutrino View Post
    To elaborate, it's not true because the ice shields have an enhanceable resistance component. Due to a quirk of the power system, any power with an enhanceable resistance component must be flagged as 'cannot be buffed' in order to avoid having damage buffs boost the resistance granted. So, the ice shields are thus flagged and their defense is not boosted by power boost.

    Force field bubbles, on the other hand, have no enhanceable resistance, and thus power boost works just fine for them.
    Deflection Shield has unenhanceable toxic resist.

    Are you sure the [Ignores Enhancements & Buffs] flag is per power and not per effect? Every time I see it listed in a power description it is always after each unenhanceble effect, and there are a lot of powers with both enhanceable and unenhanceable effects.
  8. Quote:
    Originally Posted by Quinch View Post
    Lockdown: A higher-level clone of the above, with only the proc replaced. So far our best contender.
    Hmm. 58.73% acc, 32.63% end red, 75.51 % rec red, 75.51 % hold at lvl 30 for 5 slots. That's a nice IO set.

    Stun sets are also pretty lackluster and samey. Some mez sets with a bit of damage would be nice too, and maybe another ranged damage set with a little range enhancement for those 40ft blasts like Power Burst.

    I have to agree, moar IOs plz.
  9. Quote:
    Originally Posted by Jade_Dragon View Post
    Powers that have a selectable weapon, which is selected on the Costume Screen, disable the ability to select animation and graphic.
    Weapon power sets do not disable power customization, they simply do not have any options besides the default. The sparks, flashes, shockwaves, etc, are entirely customizable, just as they are for other sets. They simply prioritized the non-weapon sets because the weapon sets already had a degree of customizability.

    Quote:
    Honestly, I don't know how Power Customization works. A while ago, I suggested an "invisible weapon", for sets like Energy Melee, from which the color information for the aura could be read.
    The weapon customization and power customization systems do not interact at all, which is why an invisible weapon would not work for coloring Energy Melee. (Well, maybe the system could look to a costume piece color value to apply to powers, but that would require power customization in the first place, and if your going to do all that work you might as well build the interface and system we have.) Weapons are considered costume pieces, which have no effect on animation or effects. Look at the Build Up and Aim powers in weapons sets. They have a glow around the weapon, but this is based on the legacy weapon and may look off for some custom weapons. Unless there is some other code wonkyness, it was entirely possible to add weapon customization to Spines, but doing so would leave the projectile spines as the default, which would look terrible.

    What BaBs said about power customization and Spines was that for powers with multiple effects only one can have custom colors (or possibly all effects could use the same colors). Archery and Trick Arrows can be expected to have wither colorable arrows with stock effects or stock arrows with colorable effects.
  10. Quote:
    Originally Posted by Necrotech_Master View Post
    based on what ive seen in game from actual experience using most of the powers mentioned (rain of arrows, blizzard, freezing rain, ect with the exception of rain of fire), ive used them on mobs way larger than 16 enemies and taken out a single mob of 25 with blizzard, the only thing left alive in the mob was the bosses because they have enough hp to survive the massive DoT from bizzard, same can be said for rain of arrows, ive taken out whole mobs with it before (assuming i had enough dmg buff), even without dmg buffs i still hit everything in the mob regardless how big it was.
    Quote:
    Originally Posted by ArcticFahx View Post
    I know exactly where they get the idea. The rain and burn-type pseudopets tick multiple times per second. Each time, they may hit a *different* 16 enemies. Thus giving the impression that they don't have a target cap.
    Each damage tick by a rain power is a separate attack, making it entirely possible to damage or defeat more than 16 targets per use, but they still have a target cap.
  11. LordSquigie

    IO Sets

    Quote:
    Originally Posted by Hyperstrike View Post
    Shrink: Tell me. Vy do you think your teammate is a clockwork?
    FreakedHero: DUUUUUDE! We crashed a SPACE SHUTTLE into him! AT MACH 10! AND HE DIDN'T BUDGE!
    Shrink: O.^
    Shrink: Tell me more about zis clockwork teammate of yours!
    Isn't that backwards? Clockwork are weak to knockback.
  12. Quote:
    Originally Posted by Techbot Alpha View Post
    CA;

    I don't think I have enough internets in stock to give to you
    Fixed.
  13. Quote:
    Originally Posted by CaffeineAddict View Post
    [Facepalm Barrage!]
    Moar facepalm!



    An AT that combines ranged or assault sets with defense is an interesting idea, but just slapping pistols on scrappers and then charging for it? Very no.
  14. Quote:
    Originally Posted by FredrikSvanberg View Post
    Ok.

    How about...

    Alternative animations for ALL blast sets: magical staves/wands and energy rifles. They could all use the same animations for most of the attacks so unless the animations are really weirdly programmed it shouldn't require too many new animations to create. Considering the evidence so far it's probably weirdly programmed and would require too many new animations, but I can dream.
    The problem with that is new code, not new animations. You are talking about adding a weapon to non-weapon powers, which will also require drawing that weapon. Adding that option may or may not be easily doable.
  15. Quote:
    Originally Posted by ShadowsBetween View Post
    The cape mission, I think. The first four parts are to go talk to people in various zones, and one of them is right next to the tram.
    The cape mission sends you to talk to Paco Sanchez, who is right next to the Galaxy City Yellow Line, standing on the side of Cygnus Medical Center.
  16. Quote:
    Originally Posted by EU_Damz View Post
    Wouldnt the principal of a religious school be you know . . . . god?
    God knows how to delegate; he's very "hands off".
  17. Quote:
    Originally Posted by Blackdragon1686 View Post
    Points on why MA is awesome:

    - Your tier 9 is you leap into the air and kick them IN THE FACE. THE FACE, MAN!
    Yeah, MA is the "boot to the head!" set. The grab bag of effects works pretty well in practice. It's got knockback for what can't be stunned and stuns for what can't be knocked back. Also, Crane Kick is your very own crowning moment of awesome every time the knockback procs.
  18. Quote:
    Originally Posted by Blood Spectre View Post
    I think we're all missing out on a deeper issue, which I would like to bring to light.

    This dude's toon is a chick named Steve.
    This guy's name is Ashley.
  19. Quote:
    Originally Posted by Talen_Lee View Post
    Yep. And it's a suggestion that was made over a year ago and was silly, then, too.
    Silly for a melee set, yes. It's perfectly in line with the other ancillary sets for melee ATs.
  20. Quote:
    Originally Posted by Leo_G View Post
    Katana has -def as it's secondary effect. It's in all its attacks
    Dark melee has -ToHit as its secondary effect. It's in all its attacks.
    Claws has recharge and endurance discounts as its secondary effect. It's attached to all (except I think 1) of its attacks.
    Dual Blades has combos. It's a mechanic the set gets for free.
    Martial arts gets what?

    On top of those secondary effect...
    Katana has knockdown, knockup, +def and lethal DoT.
    Dark melee has fear, +HP, +END, immobilize and neg DoT.
    Claws has -def, ranged knockdown, ranged knockback
    Dual Blades also gets -def and knockdown attacks
    Martial arts has knockback, knockdown, slow, immobilize and stun.
    Control powers in Control sets often have debuff efects in addition to the damage and control effects, control powers in Melee and Ranged Attack sets usually do not. Screech is an outlier in Sonic attack as Shockwave and Siren's Song do not debuff resistance in addition to their control effects. Melee and Ranged Attack sets with offensive debuffs (Sonic Attack, Rad Blast) and Claws usually have one or more attack powers with a high chance for or guaranteed control effect, for example Shockwave (Sonic), Cosmic Burst, and Shockwave (Claws). Katana and Broadsword get 2 attacks with knock effects in addition to their defense debuffs and a self defense buff power. That's pretty much how these things are done.
  21. Quote:
    Originally Posted by Vitality View Post
    What do you mean overpowered?

    Clobber has a 16s recharge with a 1.23 cast time.
    Cobra Strike has a 20s recharge with a 1.67 cast time.
    Hm. I thought Clobber had a longer cast time. In any case, MA doesn't really need another ST attack, and Cobra Strike works really well for perma-stunning a boss, so it would be a shame to loose that.
  22. Cobra Strike is a control power, and it is exactly the same as Stun and Screech. To increase the damage the stun duration would have to be lowered, the same as it was changed with Clobber. If the stun duration was lowered it would be harder to perma-stun a boss, which would lower MA's survivability versus them.
  23. Quote:
    Originally Posted by Dispari View Post
    MA's niche is stun/knockdown, but it only has a couple powers for each, so it can't reliably do either. And when put alongside SS, it would likely fall behind in pretty much every field.
    MA can keep a boss perma-stunned with Cobra Strike and Eagle's Claw, which SS can't do. That's about the only thing MA has over SS, but it is useful.

    Quote:
    Originally Posted by ClawsandEffect View Post
    Cobra Strike needs the Clobber treatment. If it got the same buff Clobber got it would easily be the second best power in the set next to Eagle's Claw.
    That's an interesting idea, but it might be a bit overpowered with Cobra Strike's animation time.
  24. Quote:
    Originally Posted by Samuel_Tow View Post
    Come now, Bill. You know what I mean. It's harder than it's ever been, and why? Back in the day, Trick or Treat enemies were your level PHYSICALLY, not just via GM code, so at all levels they acted like enemies of that level. Now, in the low levels, Trick spawns are just HARD. Harder than they have any reason to be. Yeah, I can pick a spot, pack break-frees, gear up, button down and fight for my life.

    Or I can just avoid the even because it's too much hassle. I'll take last year's trick-or-treating over this year's in a heartbeat. I'm sick of everything using the GM code.
    Um, ToT spawns don't use the GM code, unless there is something I'm missing here. If they used the GM code there wouldn't be lvl 16 Crones wtfpwning lvl 13 teams. Banner spawns do use the GM code.
  25. There are two problems with ToTing for low level characters. The first is that the ToT enemies are the same for all levels. A Vampire lt. is quite a step up from a Death Head Gunner and his one attack power. The second is that difficulty scales with team size, ignoring the new difficulty settings. Adding members can be detrimental as with a large team you will be facing +2s and +3s. The most efficient lowbie ToT team I have been on was in the teens clicking doors right outside the Cap hospital.