MajorDecoy

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  1. Quote:
    Originally Posted by AzureSkyCiel View Post
    Here's another issue though with a Rocket Launcher or demolitions blast set: how do you justify anything BUT AoE damage?
    Having at least 3 Single target powers is kind of important.
    A rocket that doesn't explode is single target damage.
  2. Quote:
    Originally Posted by Aggelakis View Post
    I haven't seen a single person bashing you (please link it so we can report it if necessary), so why must you bash us?
    Well, I did point out that his name was an anagram of "Honk Zit Alarm."
  3. Quote:
    Originally Posted by Kitsune Knight View Post
    The Devs should throw in some random chatter you occasionally see where it reveals that the lower level skulls are just doing fake (thus explaining the hollywood-style) accents, because they think it's cool and their leaders actually have real ones.
    "Marcus- J'accuse! You dropped your accent! ... crap"

    Edit: Yes, that's a War and Peace reference.
  4. Quote:
    Originally Posted by Hopeling View Post
    ...and yeah, it's never been particularly clear why Shield gets protection to the more exotic mezzes. It's thematic for Willpower to resist confusion and fear effects, but why Shield? I'm not complaining, but why Shield?
    I kind of feel that tanks should just get across the board protection from all mez.
  5. Quote:
    Originally Posted by Hopeling View Post
    Slightly less snarkily: No it can't, not since the HO fix. Unless you count Ageless Radial, I guess.
    You can get 84ish by double stacking Active Protection.

    You just have to ask, what's worth more to you: 12% DDR or Terrorize and Confuse protection.
  6. Quote:
    Originally Posted by GuyPerfect View Post
    I said that. |-:
    You couldn't have said that. You don't exist.
  7. Can't you also get Iron Wills as a reward for PVP points in Siren's Call?
  8. MajorDecoy

    Ghost's Origin?

    Quote:
    Originally Posted by Aggelakis View Post
    I don't really know how to make Mutation work with ghosts. Ghosts don't evolve, spontaneously or over time, so Mutation seems to be out.
    Dead Girl
  9. MajorDecoy

    Ghost's Origin?

    How does the ghost come back from the dead? Does it have a body again? What was involved in coming back?
  10. Quote:
    Originally Posted by Dechs Kaison View Post
    I say we just add a great resistance buff to Elude and reduce its defense buff, then call it a day.
    In issue 7, as a representative of the mighty Invulnerability Empire, I approached Super Reflexes with the offer of a trade: Unstoppable for Elude.
  11. Quote:
    Originally Posted by Megajoule View Post
    My admittedly petulant urge is to just get rid of the pool altogether. Most of the people who take it do so solely to min/max, with no regard to character concept but solely to get those last few percentage points to make them uber, and I despise that playstyle.
    In D&D circles, this is known as the Stormwind Fallacy.

    That said, if we allow your premise that most people do take it soley to min/max, and got rid of it entirely, wouldn't the min/maxers just then find something else to take soley to min/max? Wouldn't that eventually lead to getting rid of just about every power in the game?
  12. Quote:
    Originally Posted by DMystic View Post
    In looking it up on City Of Data it isn't that much better than Manuevers, slightly lower end cost, slightly better defense boost which makes sense when considering a Self Toggle vs a Team toggle.
    You're probably only looking at scrappers or blasters.

    For Tanks:
    Maneuvers: 2.275% Defense
    Weave: 5% Defense
  13. Quote:
    Originally Posted by Blue_Centurion View Post
    Okay, ya, I overthought that.
    I wouldn't say that. In fact, it's almost the exact opposite of what I'd say.
  14. Quote:
    Originally Posted by Arcanaville View Post
    That would be a case of giving the attack a buff that stacks. Technically, Parry stacks because it has a defense buff, but I wouldn't call that a case of an attack stacking.
    If you could hold down a button and cue up four attacks to activate in a slightly faster period of time than it would take them to activate them by hand (having animations that flow from one attack to the next without having to return to the default position), would that count as attacks stacking?

    Edited because what I'd said didn't quite make sense.
  15. Quote:
    Originally Posted by Ultimus View Post
    Regarding #3, in Issue 24 I thought they changed it so that you can get the 4th power in 2 picks?
    Currently on Beta:

    Boxing: Available at level 4
    Kick: Available at level 4
    Tough: Available at level 14, requires that you have one other fighting power.
    Weave: Available at level 14, requires that you have two other fighting powers.
    Crosspunch: Available at level 14, requires that you have two other fighting powers.

    The suggested change:

    Boxing: Available at level 4
    Tough: Available at level 4
    Kick: Available at level 14, requires that you have one other fighting power.
    Weave: Available at level 14, requires that you have two other fighting powers.
    Crosspunch: Available at level 14, requires that you have two other fighting powers.

    In either form, you have to take either boxing or kick to get weave, so while it might improve things for people who only want tough, it doesn't change anything for the people who are taking weave and feel like they're being forced to take a useless power.
  16. Quote:
    Originally Posted by Starsman View Post
    Wait... you did not say it was a technologicall issue... Can we have two versions, one that buzzzes when I hit and one that does not.

    Let the player decide if his attacks buzz or dont!
    You might as well as for one version with a combat aura that drops limbs randomly upon hits.
  17. Quote:
    Originally Posted by WarpGirl View Post
    I keep seeing all the devs say, "for VIPS" and this makes me nervous. Do they mean "free for VIPs" or "ONLY for VIPs"?

    I don't care if I have to buy the powers I just want to know I have the option
    You'll have the option to buy them, just like Darkness Control.
  18. At this point I am imagining the "average enemy" whose attacks, to-hit, hit-points, and damage types are an entirely representative of the enemies in the game as a whole.

    The developers should get on that.
  19. Quote:
    Originally Posted by Arcanaville View Post
    So is this too powerful? Too weak? Totally ridiculous? I've tried to find the line between "overpowered" and "worthless" and I hope I landed on "interesting for those that don't want Boxing or Kick." Did I get close?
    No, that sounds like fun. Unlocks at 35?
  20. Quote:
    Originally Posted by Arcanaville View Post
    We also do not want to say that all players start off with 50% damage mitigation
    Fair enough.

    Starsman, I understood how you got your numbers, I just wasn't aware of the standard definitions of mitigation on the boards. It just seemed pedantic to tell One Frigid Witch that there's no such thing as 95% mitigation when you could just show that 90% resist hits that same 95% when the 50% miss chance assumed for 45% defense is applied as well.
  21. Quote:
    Originally Posted by Starsman View Post
    Before we go anywhere, where are you getting that 95% from?

    45 Defense at best gets you 90% mitigation.
    45% defense means 95% of attacks miss (because normal enemies have 50% miss chance). That's 95% mitigation against minions. I believe bosses get accuracy bonuses.

    90% resistance gets 95% mitigation against the same enemies because of that same 50% miss chance.
  22. There's one other thing that I remember about resistances, but I'm not sure if I'm remembering correctly (so please correct me if I'm wrong):

    Resistance also resists damage debuffs.

    Having 50% Fire resistance means you resist 50% of fire damage debuffs.
  23. Were I a developer, I'd be tempted to just change how defense and resistance bonuses worked entirely.

    I mean, damage, accuracy, recharge, hold duration these are all bonuses that improve existing powers.

    Resistance and Defense bonuses entirely ignore existing powers. They're essentially new powers.

    I'd drastically reduce the number of bonuses that worked that way. Instead, having +100% defense would mean that slotted weave would provide 12.5% defense instead of 7.5%. Having +200% resistance would mean that slotted Resist Physical Damage would provide 35% resistance instead of 15% (which suggests that +200% resistance should probably be pretty hard to get).
  24. Quote:
    Originally Posted by OneFrigidWitch View Post
    So has anyone who does NOT run a char that already has strengths to build on (something not a scrapper, tank, brute, or stalker (or SoA...)) commented on this? And where has the discussion about softcap defense invalidating power choices such as super reflexes gone? If you can invalidate SR, then where is the issue in invalidating another powerset, by having debuffable resist?

    You can't say "omg resists are sooooo good" without also saying "omg defense bonuses are sooooo good".

    Bring one argument to the table, better bring the other too. Are the bonuses to res in line with the bonuses to def? Answer that question first.
    Well, it's been mentioned already that defense doesn't grant DDR, so that fire armour tank with 45% melee defense can be knocked down to 40% with just one hit from a minion with an axe. And that can lead to cascade failure pretty quickly.

    Resistance works different. Resistance itself resists resistance debuffs. And it uses your full resistance to resist every debuff even if your resistance is debuffed. A blaster with 30% smashing defense will resist exactly the same amount of a debuff as a tank with 30% smashing defense.

    That said, yes, defense bonuses are too good. I have an Invulnerability/Ice Melee tank that gets 45% smashing/lethal defense with only one power that provides defense: Tough Hide.

    However, there is a significant difference between resistance and defense bonuses right now: The resistance bonus changes are new and with discussion, we might end up with something more reasonable, something that doesn't cause the same problems defense bonuses do.
  25. Quote:
    Originally Posted by Arcanaville View Post
    Just to make sure I'm clear on what my concern is. I don't think achieving 90% s/l resistance is game-breaking in and of itself. I think in this case the invention system just erased an advantage Invuln was designed to have.

    Inventions are powerful, and they will, through their power, blur distinctions and advantages. The question is whether they do so to a detrimental degree. If you can do it with Dark, I'm sure you can do it with Fire and Electric as well.
    You can hit the smashing/lethal cap on an Electric Tank already with Resilient Core (or really aggressive resistance slotting and Cardiac). And that's without the Might of the Tanker proc. Willpower can hit the smashing/lethal cap with Resilient and 1 stack of the Might of the Tanker proc and the Shield Wall +3% resist all, Fire and Dark can do the same.

    But then, on tanks, it is much easier to hit 90%.

    I will admit I'm concerned that a Dark Brute can hit 90%. It says things about balance in the game as a whole, but it seems like it could also hurt the balance between tanks and brutes.