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Posts
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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.
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I had a blast running this, though everybody ran too much in the last mish. Or maybe that's us having an Earth/ and a /Storm.
Anyway, Dr. Aeon in mish 4. It seems like how he works is that he has a click power which he uses periodically, which makes him untouchable, and our temp power removes, but does not suppress, the effects of that power. This is harsh. We wiped the first time attacking him, and the second time I opened with the temp power ... and two seconds later, he used his power. Had to wait for the thing to recharge before we could hurt him. That's not so good. And the first try, I tried hitting the temp power whenever it's up, but with hasten and speed boost that meant it recharged before he'd use his, and then he'd still have chunks of intangibility. Maybe make the temp power suppress effects or use of his power, rather than just remove it if it's there? -
Recipe Name (type) - Extreme Measures (ACC/INT/RANGE)
Drop circumstances - Killing a Council minion
Likely Pool - A -
They weakened their debuff resistance. Previously, against a level 50 AV, debuffs that fell into the resisted categories listed above would be at 4% effectiveness - that -25% ToHit that your /Rad controller puts out with Radiation Infection would instead be a 1% debuff.
Now, that same level 50 AV only has 85% resistance, so that -25% ToHit from Radiation Infection will instead be a 3.75% debuff. -
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"DON'T CALL OUT DEVS. ITS A DAMN RULE. "
Please mind your language, Kitan.
I'm not "calling out" anyone. I want to know if the Devs will answer what I consider a sound and pertinent question. I will admit their silence is shaking my confidence in them.
Interestingly this thread was just moved out of PvP General and into the Developers' Corner. So at least -somebody- has seen it. Strange, though. What're they doing?
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I thought you were leaving.
Oh right.
Anyway. Damn isn't hit by the forum autocensor. I guess it's not one of the words they disapprove of here.
And yeah, the rules pretty specifically say no "I Demand Answers" threads. #5 in General Conduct, actually, is "No I Demand Answers threads". -
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From what we've been hearing, if it's in a click or passive power - like Fast Healing or Dull Pain - it'd be on all the time. If it's in a toggle power, like Reconstruction, it's on only while the toggle is on.
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This is awesome.
Any chance of getting the spreadsheets for NPC enemy powers? -
Yeah ... this isn't true. It's not a big debuff. When used by a Defender, the debuff is at its strongest, and is only 5%.
Wackodraco's test there, where double-stacking it gave Ice Bolt a whopping 4.66% damage boost? It's not a 10%. Not close. -
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I like Super Jump because of its combination of speed and vertical movement. It's also handy in PvP. It's a maintenance power, though. It's difficult to chat when you constantly hold down the spacebar. (Yeah, I know...remap the key!)
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Remap the key? Zuh?
/bind z "++autorun$$ ++up"
Tap z, autoruns and autojumps until I tap it again. -
It has information, it's just that for some powers, it requires calculation.
For example, Defender Gloom is pretty straightforward, doing "8 * 7.95 negative_Energy Damage over 3.60 seconds" - that's 8 ticks of 7.95 base damage, presumably spread evenly among the 3.6 seconds during which they take place. Burn, on the other hand, the power simply summons a pet and passes it a 10 second duration. The pet it summons does 3.34 damage every activation, and activates every .2 seconds - so given the 10 second duration, that's 50 ticks.
I think that's how it works. -
Also I think the Epic pools are doing so as well.
At least, the Psychic Mastery pool's Dominate is giving damage that would be exactly right for a Blaster on that damage scale, but is way too high for the Defenders that get it. -
OK, testing with a 47 EM/Elec/Mu brute. Against a player, standing at the extreme range of Mu Lightning, I gained 4 Fury. Standing right next to him, after the 10 seconds had passed, using Energy Punch got me 4 Fury. At no point were any other players or mobs within 10 feet of either of us.
Same results for a minion, same results for a lieutenant. The initial attack always got me 4 Fury. -
I'll go test with Mu Lightning once I get back from class - gimme maybe 2, 2 and a half hours.
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Not something that can really be demonstrated easily with screenshots, but for the Female - Bottoms - Pants options, all of the pants allow textures except the Tattered Long, Tattered Short, and Shredded Long pants options. Is this a bug? I used to have Tattered Long with a pattern back in I6, but can't do that anymore.
Love the Jay. -
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A new twist to add to this thread, which explains the results seen by Dersk against Eochai: the inherent taunt of Pool Powers (Air Superiority, Kick, etc.) works on all critters for tankers. Brutes do not get any inherent taunt from these powers.
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That, good sir, is absolutely hilarious.
So, Tankers, let it be known, you really don't /have/ to take Taunt. Just skip your secondary and be Power Pool Man. I'm sure that's the better choice. -
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Positron, another question... in this situation:
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[*]Many meters move so slowly that you can't tell if you've made any progress on a badge. Can we get multi-line meters for large achievements? (eg, Healing, any Epic badges, anything over 500 kills.)
[/ QUOTE ]Probably not. The bar has 100 ticks on it, so moving it 1 tick is 1% of progress.
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Could we maybe get a number indicator that shows when you mouse over the bar, similar to our HP/End bars? So that we can see (25/50,000) or even the percentage so that when it moves 1%, we can see the number go up since it's not easy to tell that the bar moved?
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That would be extremely helpful. Even if it was just listing the percentage as opposed to the actual amount, it would be quite nice. I second this suggestion.
And thanks, Positron, for posting!
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Quoted again, for further truth. I can see why you'd want the display to be bars rather than numbers, but "66342534/100000000" is going to be a lot more informative than "======----" for Trendsetter, for example. -
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Cool you guys found one of em. Keep looking though, the biggest Grandville easter egg has yet to be found
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Biggest, eh?
Someone check the shape of the geography. -
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Thus "nerfing" something became synonymous with making something weaker.
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I think it implied more than that; it meant "making something useless." (Hence the negative stigma.) That's part of the problem with the word as it's used today; while it's applied to any weakening of a power/ability/item/etc., it's always presumed that it's a negative change. It's hard to imagine a "good, necessary nerf." The very word almost removes the possibility that an effectiveness reduction of this-or-that thing is actually beneficial to the game.
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Over at William & Mary, the science-fiction/fantasy club, Skiffy, regularly engages in large-scale nerf gun fights. They are allowed access to a few floors of one of the buildings, and play a variety of games there. People bring their own weapons, and usually modify these weapons from their stock versions in order to increase the functionality.
One of the guys there once brought in a custom gun, which he called 'Bartleby'. It was a simple gun, made from a super-soaker which had a PVC barrel attached with electrical tape and hot glue. With this gun, he could shoot accurately up to 200 feet, if he pumped it all the way.
During that evening's fight, he pumped the gun to get enough pressure to shoot about 150 feet, and was waiting to tag people who came out of a hallway, when someone jumped out of a different hallway about 40 feet away. He shot the hapless fool right in the should, and by the end of the night he had a bruise the side of a grapefruit.
At another point that night, he pumped the gun to its full charge and fired it into the ceiling. You know those particle-board ceilings that universities tend to have? His dart went through the tile. And when I say through, I mean through - it left a clean, circular hole the size of a nickel. That tile offered no resistance whatsoever.
Needless to say, Bartleby was disallowed from play, and nowadays customized weapons need to be checked and cleared by an experienced player designated the Master at Arms before use.
My point here is that nerf gear is highly underrated. Just because it's a nerf dart coming at you doesn't mean it can't really, really hurt. -
Just out of curiosity. I look at the Hero accolades, and I see requirements like "Kill 200 Banished Pantheon Spirits" and "Kill 200 Illusionists summoned by Carnie Master Illusionists" and "Kill 100 Lost Bosses" and "Kill 333 of every Croatoa mob type" and "Kill 100 Fake Nemesis robots" and "Kill 100 Paragon Protectors" and "Kill 1000 Rikti Monkeys" and "Kill 100 each of Vampyri and Warwolves".
Portal Jockey, yes, if you do the right contacts. The new Task Force Commander, also yes, if you squeeze in all the content. Invader, eventually. Marshall, also eventually. But every single other Accolade requires farming something specifically to get badges, and this has been true since Accolades were added to the game. And that's if we don't count finding all the specific exploration badges and plaques - at that point, they all become unreachable except by those who're specifically setting out to get badges.
Where, exactly, does this idea that the Accolades are supposed to be obtained through 'normal play' come from? -
Did an Atlas mayhem the other day, got a Key off some skulls. The resulting clue was a wanted poster for someone named Icebeam, who I proceeded to bust out of the prison, though as reported above he totally vanished after I exited the jail. Was this supposed to be the side mission? The only waypoints on my minimap, before and after getting the key, were the mission exit, the jail, and the bank I was sent in to rob.
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Opening the handy spreadsheet to a random control power in the Dominator section, I see Cinders.
Cinders has 4 Hold entries.
1) Hold vs Critters. It is Duration Scale 8, which is affected by Enhancements, AT mods and Level Scale. It has a fixed Magnitude of 3. The Mag increasing in the Guide is erroneous.
2) Hold vs Players. It is Duration Scale 6, which is affected by Enhancements, AT mods and Level Scale. It has a fixed Magnitude of 4. It is subject to Suppression. The Mag increasing in the Guide is erroneous.
3) A second Hold vs Critters, which stacks with the first one. It is Duration Scale 12, which is affected by Enhancements, AT mods and Level Scale. It has a fixed Magnitude of 3. The Mag increasing in the Guide is erroneous. This entry only activates when Domination is active.
4) A second Hold vs Players, which stacks with the first one. It is Duration Scale 8, which is affected by Enhancements, AT mods and Level Scale. It has a fixed Magnitude of 4. The Mag increasing in the Guide is erroneous. This entry only activates when Domination is active.
WAY back on the original subject:
Aim is a scale 5 To Hit buff for all Aim and Aim equivalent powers (amplify). That Scale is multiplied by 0.1 * AT Mod. For a Corruptor, that is +42.5% or 142.5% * Base To Hit. In PvE, that is 106.875% To Hit. In PvP, it is 71.25% To Hit.
Aim is also a Scale 5 Damage buff. That's a +42.5% damage increase.
Build Up is a Scale 2 To Hit Buff, or +20% for a Brute, and a scale 8 Damage Buff, or a +80% damage increase.
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Well, someone's gotta ask. I don't suppose it'd be possible to make public a copy of this spreadsheet, or at least those parts of it having to do with player powers, would it? -
On the other hand, SS also gets Rage, and a 9+ BI Hold in Knockout Blow. Plus LOTS of soft control. Where's Electric Melee's huge-damage single target punch? Where's its damage mitigation? Where's its perma-Rage?
The set is has lots of AoEs, but where's the stuff that'll help you against one big target? An EB, an AV/Hero, a Player? -
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Against a single target, its damage is comparable to Greater Fire Sword.
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Uh, you sure about that? From what I've heard, it's doing about 75% of Greater Fire Sword's damage, single-target. -
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FYI, Lightning Rod's Recharge Time will be being reduced.
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Great.
By how much?