MagicFlyingHippy

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  1. The ability to modify decorative items as a group. Maybe I want to add a room somewhere, but the only place to put a door has an elaborate piece of wall-art over it, that would take forever to move one at a time.

    Also, the ability to delete rooms that break base continuity so long as we fix the continuity issue before we click Done, so the changes don't go through until it's done. Our base has a room with literally thousands of decorative items in it, that we can't feasibly get rid of because deleting it would break continuity, even if we want to put the room right back.
  2. I wonder if, now that they're gone, someone might enlighten us as to how they were gotten in the first place
  3. [ QUOTE ]
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    Wow, the whole idea is really cool. I am totally amazed.

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    I like how about half of them just make digital doubles of themsleves

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    I like how that one guy make a digital double of himself but younger, and his girl made some blue-skinned elf thing.
    "You look at lot better when you're younger" "And you look a lot better when you're a compeltely different species"
  4. I haven't the first clue what 15 across is supposed to be.
    "When someone breaks the rules", and I have _ e _ i _ i _ _.

    Managed the rest, though. Even though 5 across is wrong.
  5. [ QUOTE ]
    (the real question is: why is there no toxic_attack type, which is a much more complex question).

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    Okay, let me ask that then. Why isn't there a toxic_attack type, and what prevents the devs from adding it?
  6. A couple things about the final IO setups. For the click heals, you advise all of Doctored Wounds, which is certainly not a bad setup by any means. However, on my MA/Regen, I was actually planning on 5-slotting the heals - Numina Heal/End, Numina End/Rch, Numina Heal/Rch, Numina Heal/End/Rch, and Doctored Wounds Heal/Rch. After ED, this ends up being about 1% weaker for heal and recharge than the full Doctored Wounds set, and for set bonuses you're trading +5% Recharge, +1.26% Fire/Cold/Toxic/Psionic resist, and 2.2% Fear resist for +12% Regen, +1.88% HP, +2% Heal, and an extra slot to put somewhere else.

    As for the single target attacks, that's almost exactly the slotting I was planning, but I was using the Dam/Acc/End/Rech Mako's Bite instead of the Dam/End one. About 8% weaker EndRedux and about 1% weaker damage, but about +10% better Acc and almost +20% better Recharge.
  7. Well, when that happened, my tank died pretty quick. Then got Vengeanced. Then Fallouted. Then Mutationed. And was 50, so who cares about the debt.

    Not so big a thing.
  8. She can Hold through Granite + Rooted. That's 33 mag of protection. It's got to be more than a mag 20 hold.
  9. Most people wouldn't. Unless you're specifically trying to do it, you'll almost never find it out.

    My SG was running lots of 8 corrupter teams, all with Vengeance, for a while. Eventually we stumbled across it just from having hundreds of opportunities.
  10. [ QUOTE ]
    I keep reading about people stacking multiple vengeances off what appears to be a single teammate. I thought this was stopped in either I7 or I8 (can’t remember which one). What am I missing?

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    Vengeance has a 1.1 second activation time. It checks for Vengeance being active on people at the beginning of this period, but doesn't set the flag that marks people as having Vengeance active until the end of this period. As such, Vengeances activated before the flag from the first one is set will all stack.

    It's a quirk of timing. For example: A activates Vengeance first, so count that as the baseline, 0.0 seconds. B activates theirs at +0.3 seconds, or three tenths of a second after A. C activates theirs at +0.9 seconds, and D activates theirs at +1.3 seconds. A's Vengeance sets the flag at the 1.1 second mark, so B and C's Vengeances will get through, while D's won't. So in this example, the team will end up with triple-stacked Vengeance - one from A, one from B, and one from C.

    In practice, this is extremely difficult to pull off normally, and would be a non-issue. The problem is pulling it off abnormally. Suppose a team of 8 people, one of whom goes off somewhere out of line of sight and dies, and turns on their teleport prompt. Everyone but one targets them and clicks Vengeance - they'll get a Target Blocked message, but the power will be queued. The person who didn't queue the power hits Recall Friend, and while the prompt is up, queues their own Vengeance. Once that's all set up, the dead guy clicks accept on the teleport prompt, warps in, and all seven Vengeances go off simultaneously. And so, all seven stack. It's quite brutal. Even unslotted from Blasters, that's 122.5% Defense, 183.75% ToHit, and 306.25% Damage. Damage cap, two slotted Eludes, and three slotted Aims for each of the survivors.

    And that's how you do that.
  11. Enervating Field is -damage and -resistance. Those have never been covered by the Archvillain resist, and I9 isn't changing that.
  12. [ QUOTE ]
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    BUT, I bet a team of 8 Rad Defenders would make this a joke.

    Mako would be a chump with 8 Radiation Infections, 8 Enervating fields and 8 Lingering Radiations. Sure, there is some resistance there, but his Accuracy and AC are FLOORED. If you have a team with Core2 Duo systems, I bet 8 D3s would be real darkity-dark goodness.

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    Sorry, but with eight fully tohitdebuff slotted Rad Infections, Mako still has a 53% chance to hit you. +4 con and 87% debuff resistance is brutal.

    And assuming he has 60% defense, your chance with full defdebuff slotting to hit him is still floored. If his defense is only 45%, you would be at 32% to hit (assuming you have a couple of Accuracies slotted). Making it kind of hard to hit with 8 Lingering Radiations. If you did hit with all eight, you could debuff his recharge by ~40%. But I don't think his defense is only 45%.

    [/ QUOTE ]

    That may be, but a Mako with eight Enervating Fields on him is going to be doing 1/10th base damage, and taking 4x base damage. Add in the Leadership that an all-Rad team is able to afford, and he'll be an absolute joke.
  13. I've still only run the one STF, but when we killed Widow, we ... well, sorta cheated. In a way. Four Shivans and one Bio Nuke, and just rushed her. She healed to full maybe 15 seconds into the fight, but we were putting out so much damage that she died before her heal recharged.
  14. My experience has usually been that snipe-pulling, in most contexts, is not the way to go. Being hit causes aggro from those around, but throwing something back causes much more aggro. As such, you'll get better results from throwing a ranged attack while moving/jumping behind cover, especially if it's one that unroots before the damage applies.

    My Brute, with Mu Lightning, can pretty consistently single-pull the Vindicators, if he's got a Kin backing him up. Go to near the max range for Mu Lightning, run back, jump, and hit the power in midair. By the time it finishes animating, I've broken line of sight, so the target has to chase before they can return fire.

    For the Statesman TF, I'd think that shooting something while backing up behind that large rectangular pedestal in front of the plaza would be best for single pulling. Break line of sight with that, while the projectile you're using is still in the air, and then get as much distance as you can. Can pull an AV all the way back near the boat, that way.
  15. Seconded. Most of the people in my STF switched to IRC and started asking if the other people had crashed, on the long load from his first cut. It really looked like the game had locked up. If the cuts are gonna remain, then try to load things before then.
  16. One of the most important things to remember about Aeon's fight is that it's very binary, with his power and the temp power. Aeon's got a power that flags him as invulnerable for a period after he uses it. The temp power, if he is flagged as invulnerable, removes that flag, but it doesn't have a persistent effect. If the timing is bad, Aeon can and will re-use his power a couple seconds after you hit him with the temp power, and so be unhurtable until your temp power recharges.
    What with +Recharge and -Recharge and everything, you don't want to re-use the temp power as soon as it recharges. You want to use it immediately after you see the "Invulnerable!" pop-up. Otherwise you're likely to waste it, and have a lot of trouble.
  17. [ QUOTE ]
    If the net result of the changes (adding resistance to -Regen and reducing resistance to damage resistance debuffs) is a wash, and considering the small amount of buff that damage resistance debuffers will be getting, the actual amount of -regen resistance the devs are giving AVs must be very small. Does anyone have these numbers?

    And am I correct in my assumption that the global debuff resistance of AVs does not resist against -regen debuffs? But rather -Regen debuffs are treated as a seperate resistance?


    [/ QUOTE ]

    The global debuff resistance of AVs has always resisted -regen debuffs, there were just a couple of -regen debuffs that were specifically set to be unresistable.

    The thing is, the global debuff resistance has never resisted -resistance. Sonic Resonance has always been really good at rendering AVs and GMs killable.
  18. When I did it, it gave one TF recipe, and also popped up a menu. Two of the choices were a Synthetic Hami, and a Rare Recipe. I chose rare recipe, so ended up with two recipes from the win. You could also end up with one recipe and one random SHOE. Or one recipe and one SO, I guess ...
  19. [ QUOTE ]
    Then BOOM! Mish ended, and I got a recipe for Tech Wings, followed by a Fear/End IO recipe.

    [/ QUOTE ]

    Whoa. Whoa, whoa, whoa.

    The Tech Wings are in the Task Force pool? Significant info!
  20. I wonder if the people on the boat contain enough Longbow Officers to let you kill him with their Leadership. Maybe that's the trick.
  21. [ QUOTE ]
    Cyyan, i don't know for sure about that stone tank preferance. Now, granted, stones are usually the tank of choice, but i'm seriously wondering about it for STF. There's a LOT of psy flying around in this TF.

    Just from the ones i've seen so far:

    Sands has psy. Korol has psy. Shadow Spider has psy. Viridian's got psy, i think.. maybe just he's a kin, and that could/would kill recharge speed even more. Barracuda's got psy.

    Not to mention all the fortunatas and tarantula mistresses out there.

    So i'm wondering, stone's got a choice: granite for tanking, or (spacing off. the shield that protects against psy) for the psy boys.

    Doesn't ice have some psy shields in there? i'm wondering if they may be a little better. (granted, buffing and stuff will shoot this theory in the foot)

    Also, once IOs get out enough and sets are built, there's some good chance psy won't be the murder axe it is right now.. i looked at the sets last night, and with 6-slotting the right stuff, could get at least 10% resistance to psy on my invul. yea, 10% is not much, but 10% > 0%.

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    I ran it with my Stone. Granite's fine. Granite's more than fine. I only dropped it to travel places, and died twice - once on a team wipe to Aeon, once when Scirocco held me through Granite+Rooted. Wretch spawned with nothing but Fortunatas, and I didn't really notice much damage - it's just a pack of even-con minions, after all. Individual AVs that aren't Patrons or Aeon didn't take long to drop, psy or no, and so didn't last long enough to kill. And with our Empath jumping by periodically to renew Fort, and nothing else, I was able to keep Recluse and most of the Flier spawns completely occupied while my team killed all four towers.

    The rule doesn't seem to be broken here. Unless you're fighting Carnies, Granite is the tauntbot of choice. Won't output as much damage as the other tanks, but it won't die, and sometimes that's just more important.

    Ice has no Psy protection. Invuln has no Psy protection. Fire has the added protection of Healing Flames, but still nothing specifically for Psy. The only place a tank gets any Psy defense or resist is Minerals, and the only place a tank gets any +regen to help against things their shields don't block is Rooted. Stone's your best bet.
  22. [ QUOTE ]
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    Well, if you've got immobs you'll be able to immob him in place once Castle gets his fix in.

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    Possibly. We don't really know if Mako was one of the recipients of the bonus Immo protection, or not.

    There are already other AVs who do resist Immo, but it tends to be an individual characteristic. Don't get me wrong, though ... I hope Mako is one of the AVs who was blessed with extra Immo protection and who will be losing it. He can be crazy difficult to contain.

    [/ QUOTE ]

    He probably was. When we did it, enough Earth Control holds were being thrown around that the line between triangles and no triangles was very clearly delineated. While the triangles were down, he had the animation for Stone Prison the entire time. When they were up, he wasn't immobed. I'm inclined to think that he was one of them.

    On Live, when fighting Mako in the patron arc, we've immobed him before. It's not the easiest thing in the world, with Elude screwing your hit chance and adding another 10 mag to break, but he can be kept in place.
  23. We ended up having to drop a chem nuke on Mako to beat him, on my run. After about an hour of fighting. It wasn't that we couldn't kill him, it's that we couldn't kill him fast enough before he ran off.
  24. [ QUOTE ]
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    If he didn't run so much, Mako's Elude would be fairly readily broken by popping Geas of the Kind ones on your damage people. Assuming they all have it. But you'd need to be able to keep him in one place for that - maybe with a controller or two spamming immobs, neither of the controllers I ran it with had any.

    [/ QUOTE ]
    I never noticed Immos working on Mako except when his purple triangles were down (in which case he was Held anyway, so meh), but it may also have been because we couldn't hit him consistently.

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    Might have been not hitting, might have been Castle temporarily adding immob protection to the triangles - I think they blocked it last night, and won't now.