Neeto

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  1. [ QUOTE ]


    [*]Fixed issue when an attack power was in animation, you were unable to turn off a toggle. The fix now allows for all toggles to be turned off except costume changing powers. </li>


    [/ QUOTE ]

    This fix is pure win!! i can go back to my old playstyle again and have a skill advantage.
  2. Great Spread yummy stuffs Thank You Arcanaville .

    Shields is looking good for PvE. Inv seems to have gotten better.... but what is wrong with WP and Dark Armor? why are they leaps and bounds ahead of the other sets?
  3. and don't forget the O-port at 24.
  4. Neeto

    LF Arena history

    Check my previous post... JAL did win vs LD on 6/12/06.
  5. Neeto

    LF Arena history

    [ QUOTE ]
    You are way off when you say "Then they finally got tired of PvE and went all into PvP...started practicing regularly, actually set guidelines on recruitment"


    [/ QUOTE ]

    No man... well yeah we didn't really set guidelines on recruitment cuz we were trying to stay away from the "elitist" thing.

    To clear up a few things....

    OG JAL was not made up of a bunch of PvE noobs. We were just Tribute's fan club lol j/k. The players i met during their practices with Tribute had to overcome and take in alot of radical ideas; and they adapted, even copied, and later innovated new strats and line ups. That takes alot of hard work and skill, which old JAL had the potential of... I even trained some of the blasters back in the day on attack chains, when to melee, and even when to spike called targets. I got many of them to toss out useless pool selections. We also got Psi to stop using his stormie and lvl an emp lol. They researched and invested alot and i gave what little advice i could at the time. It paid off because our first milestone was when we barely squeezed out a win vs. Lion's Den back in 6/12/06 and we where actually recognized as a contender on the test league. Even though we lost to LD and FoL after and many most members left, it wasn't some land slide win for them anymore... some really close fights back then.

    I left the game when vengeance stacking was on a rampage; by the time i came back, new JAL was already on a roll. Older members like myself didn't want to disrupt the good synergy they had even if we could take over whatever roll they had open on the line up. It'd be dope if OG JAL got back together and proved our worth kinda like the HVND vs Tribute fight lol... yeah....

    Some stuff that was missed earlier:

    LBE used to be bugged and i used it in my 4 taunt build and taunted half the opposing players on PuGs. Labrynth told me to please stop cuz im exploiting it lol.

    Not many players knew how to counter TK, hurrican, and FB. People cried nerf in base raids and arena.

    SR was god mode!

    Inv/Em was the best dueling build.

    Blasters told my tank that they should have rolled a tank in order to get more kills lol. In a PuG, i did get more kills on my tank than Lab's blaster one time... he got griefed a lil' for that hehe.

    SoE (Son of Earth) was rumored to be the best arena player EvaR on his Earth/Emp (At least on Freedom with his 5000+ arena score) lol.

    The harmless word 'di ...ls' was created by Ry.

    And why hasn't anyone mentioned Peritus, the guy who solved ALL of your guys' PvP arguments/problems with one post, and was revered as all knowing. That's big time arena history.

    It's not just about what the Big SGs do, but the little things matter to.
  6. trash talk stems from QQ. If you don't QQ, than there's no trash talking. Usually by saying GG or GF leads to another GG or GF. So this post should also tell people not to QQ cuz QQ is an uber taunt for those less mature.

    Also the above does not apply for twixt who confuses people with QQ emo poetry.
  7. [ QUOTE ]
    [ QUOTE ]
    I have the Aegis 20% resistance to all mezz effects slotted along with Impervious' 7.5, however only the impervious 7.5% is showing up in the window and i only get a 12% decrease in mezz duration from impervious and something called 'Large Status Resistance Bonus' from Unstoppable. Even though i have aegis slotted into Unstoppable, it should be on all the time. Is my Aegis working correctly but just doesn't show up in the attribute window? Is this may be a bug?

    [/ QUOTE ]

    Funny you should mention this, because I just looked at it today...

    The Aegis psi/mez resistance is *supposed* to work as a set bonus, and thus be on all the time, regardless of if you use the power or not.
    This is indeed how the Psi resistance part works, but *not* how the mez resistance part works.

    The mez resistance part is a very unique creature.
    It is indeed a "set bonus", but instead of being activated for just being slotted in the power, it is triggered by activating the power. So the mez resistance bonus is only activated once you activate the power. It is neither a "proc" or a "set bonus", but a rather interesting mix of the two.

    That's odd thing number 1. Here's number two:

    The mez resistance is not 20%, it is 5%.

    Here's odd thing number 3:
    It stacks with itself. Every time the power is activated, one more set bonus is added, and your mez resistance increases by 5% every time. Since there's a limit to 5 set bonuses of the same type, you can get up to 5 mez resistance set bonuses from the Aegis IO, each for 5%, bringing the maximum total to 25%.

    So in your case, you actually have to activate Unstoppable 5 times to get the full mez resistance (and one time to get any mez resistance at all). If it is slotted in a toggle/passive, the mez resistance will increase in 5% increments until it reaches the 25% max.


    A very odd creature indeed....

    [/ QUOTE ]

    OH SHHHnaPP!!! that's Super educational to me. TYVM you just saved me a valuable respec.
  8. [ QUOTE ]
    [ QUOTE ]
    And if we're supposed to be getting "real numbers", then why are we expected to know the theories behind the math in order to actually get these "real numbers"?

    [/ QUOTE ]

    In an attempt to minimize brain-hurt, I will only answer this question.
    To make sure that we don't need to know the mechanics behind how mez resistance works, the Combat Attributes window directly shows how much your Mez resistance reduces the effective mez duration, thus removing the need for any calculations on our part. If it shows that mez duration is reduced by 20%, the mez duration is indeed reduced by 20%. No need for math.


    (Maybe I should add that the per-power reduction information is only correct if it is the only power that gives a mez resistance of that type. If you have two or more powers giving mez resistance of the same type, the values shown for both will be incorrect. The total value will always be correct though. Sorry, I'll stop now. )

    [/ QUOTE ]

    TY for the insight Star. I have the Aegis 20% resistance to all mezz effects slotted along with Impervious' 7.5, however only the impervious 7.5% is showing up in the window and i only get a 12% decrease in mezz duration from impervious and something called 'Large Status Resistance Bonus' from Unstoppable. Even though i have aegis slotted into Unstoppable, it should be on all the time. Is my Aegis working correctly but just doesn't show up in the attribute window? Is this may be a bug?
  9. Wow man some good info we all needed. Thx great synopses.
  10. Maybe B was too much and maybe now B/2 is too little:

    I propose B/2 + 5% def buff (or no 5% def debuff form UY)

    also on a pure mathimatical level A/2 - 5 does not equal B/2 if A-5 = B, but i get your point.
  11. This change seems great and i think more team based tanks will find PvP more enjoyable. One thing, however, it seems all taunt powers can do the same, which means tanker's taunt won't really be anymore effective than scrapper taunt. I'm i wrong to say that this change should be exclusive to Tanks? Since it is essentially our primary function.
  12. I hope they do some internal testing before it goes to I7 because they will find that snipe for stalkers isn't that bad if the hero is teamed and Web Nade will definately be very very very Overpowered. Corruptor control will rival if not surpass Dominator's and controller's ability to controll the other/enemy PvP team
  13. This was greifing for sure, but i did it knowing i could never do it again because they were gonna place an extra drone in front of the Siren's Villain Hospital.

    As a tank, I can freely go into the villain hospital and check who's there and maybe punch a few guys, but this time i saw a an MM afk in the res Pad and something evil got into me. I just wanted to kill him because he thinks he's sooo safe in there.

    So i tryied rushing him but the drones got me. Then i thought i need a ranged power so i went and bought that electric glove temp power and went to buy 1 insight and 19 red insps. TPed back in there to a safe location, messeged him saying "Time to die buddy", Hit BU and all my insps, and two shotted him Muhahahaha. Later i told him im a tank and he was dumbfounded.
  14. FYI, most of us are not saying it's an exploit. Many of us, through experience and fact, believe it is overpowered as it is now in PvP.
  15. hmmm well thats a great fix for PvE, but how about a fix on the PvP side where meleers lack the ability to chase down a WW range opponent??

    ei: anyone can get Web Nade to stop opponents with hover, and many ATs and powersets already include a -fly attack. Super jumpers/Super speeders have to stop to shoot or attack and then there's some suppression. TP takes up too much end to exploit like whirlwind, and the animation time in tp puts them at risk still. TP foe, SS, and Fly can be made useless with Slow debuffs. But what counters WW+SS+CJ+SJ?

    My Point? every travel power and pool powers such as TP foe, hover, CJ, hasten, acro, etc. have an inheret weakness except WW+ any travel.

    Point #2: WW by itself is a great and fun power because the user fights with the advantage WW provides and a draw back to. He still can be hit and he can attack while moving. Great! no problem there. The problem begins when the user combines WW with another travel power (this is especially so with CJ, SJ , and SS).

    Point #3: So many players already agree that WW needs to be changed in PvP; however, the devs are faced with two very different communities that use WW for differing purposes. PvEers use it for extra control, while in PvP, WW is used to gain extraordinary survivabilty and it almost invalidates entire melee ATs. But if the devs nerf WW by increasing its end cost or getting rid of WW's ability to shoot while running, the PvE community will get upset.

    Solution: WW should not be abled to be used with other Travel Powers. PvEers seldom use it with another travel power since it drains to much end. I've only seen it used to impress people in PvE. In PvP a blaster or controller can circle around a melee AT as they shoot away without ever getting touched by the meleer. Squishy ATs also have a hard time locking down a WW user since the user would be out of range if he/she is in trouble, then come back when they can take advantage. WW+SJ is an Escape power that is always on unlike Pff or PS where the user cannot attack and has to deal with animation time. Basically it is very hard to lock down a WW user while the user can attack in safety .

    What do you guys think of my solution???
  16. You guys don't pay attention Do you!!???

    I've posted this already on this particular Bearded out Post already!!! But here it is again:

    Yes Concerning PvP, I've done some testing on Test server last night with a Fire/Stone Melee Tank in Warburg and the results were the same. For the sake of the devs i'll point out excactly how i tested with him.

    We both had combat jumping and CJ doesn't have a suppression, so we opted to use that travel power to Jump around and test. What i did was I just into his melee range, and without stoping, I would jump away while he had queued up an attack from the stone melee line of attacks. By the Time his End was at half bar, I wasn't even hit once! When i asked him how many "Miss" messeges he had recieved he said 2. And thats 2 misses out of like 20 or so attacks. That means 18 attacks came in bugged.

    Next I allowed him to beat on me while I stood still. He hit me like 16 times out of like 20 attacks. None of the attacks were bugged; everything either hit or missed.

    Then we switched roles. Once again all my Energy Melee attacks were bugged consecutively as he ran around, but Total focus hit everytime. So we tested Totall Focus, and the results were just as i suspected. Total Focus is not bugged! This may be the reason why so many people think TF is so good compared to all the other Tank melee powers. It's because it's working right!

    The last test was boring. He stood there and I smacked him and i only missed once; no buggs were found if the target stood still. However, now that i know the Devs have the code to solve this issue since TF is fixed, why haven't they used the coding in TF to fixed the rest of the Tank Melee powers yet?
  17. Well if you're way higher in levels than the PvE opponent youre facing, you'll see the "old" fear effect take place. This means they run some then they attack then run some more.

    try using brawl as ur first attack if ur trying to test this bugg

    Also i'm glad the big heads on the tanker forum finally came to like The Foo, da5id, and even Circeus. I thought we were alone on this one.
  18. ok taking in consideration of what you guys have said, i tested if TF did indeed have a gauntlet bugg. Meaning TF, if bugged, never had Gauntlet in it. The result was TF is the only Tanker Melee Power that is not Bugged that i know of. How did i test this?? yeah it took me a few hours to figure this one out.

    I went to perez park because i know the streets are full of big mobs and i can't walk up and agro anything since im lvl 50. i have to punch them to agro them. Everyone knows that if you punch a mob in a mob group, that mob will agro the rest of them on you; however, a mob from another mob will not agro another mob on to you. In other words, if i pulled a single mob into a different mob group, i can start testing Gauntlet.

    So that's what i did. I took a clockwork into the middle of a skulls group and hit it with brawl, and not one single skull took action. Next i hit it with Air Superiority, and still nothing. By now that Clockwork was dead, so went to get another. This time i hit it with Bonesmasher, and all the skulls started to attack then they ran off. Ok then I went to get another clockwork, and i finally tested TF. TF worked and all the skulls attacked. TF is NOT bugged and it has been fixed, which means the devs have to code to fix the rest of out melee powers. I just hope they do this before or when I7 comes out.
  19. well i don't know about Extreme distances, but he was using 3 slotted CJ that made him go pretty far. If it's that Extreme distance, i wouldn't care if it hit or not since i wouldn't know where my target went.

    But i'll test anytime. my global is Neeto on Freedom server.

    also im quite perplex as to how to test TF's gauntlet ability??
  20. Yes Concerning PvP, I've done some testing on Test server last night with a Fire/Stone Melee Tank in Warburg and the results were the same. For the sake of the devs i'll point out excactly how i tested with him.

    We both had combat jumping and CJ doesn't have a suppression, so we opted to use that travel power to Jump around and test. What i did was I just into his melee range, and without stoping, I would jump away while he had queued up an attack from the stone melee line of attacks. By the Time his End was at half bar, I wasn't even hit once! When i asked him how many "Miss" messeges he had recieved he said 2. And thats 2 misses out of like 20 or so attacks. That means 18 attacks came in bugged.

    Next I allowed him to beat on me while I stood still. He hit me like 16 times out of like 20 attacks. None of the attacks were bugged; everything either hit or missed.

    Then we switched roles. Once again all my Energy Melee attacks were bugged consecutively as he ran around, but Total focus hit everytime. So we tested Totall Focus, and the results were just as i suspected. Total Focus is not bugged! This may be the reason why so many people think TF is so good compared to all the other Tank melee powers. It's because it's working right!

    The last test was boring. He stood there and I smacked him and i only missed once; no buggs were found if the target stood still. However, now that i know the Devs have the code to solve this issue since TF is fixed, why haven't they used the coding in TF to fixed the rest of the Tank Melee powers yet?
  21. ummm.. after all.... NOPE it hasn't

    i ran the same test with same results (although this test is shorter if i get no messege, it mean no fix).
  22. this just in:
    Quote from CuppaJoe

    " * Added target damaged message to Bone Smasher for Blasters, Brutes, Stalkers and Tankers.
    * Added target damaged message to Total Focus for Blasters, Brutes, Stalkers and Tankers.
    * Added target damaged message to Energy Transfer for Brutes, Stalkers and Tankers. "

    does this mean our bugg is fixed!!!

    ima have to test.
  23. Ok i did some testing today and i found that Total Focus was indeed fixed. i can only test EM since he's my only tank.

    I went to brix to hunt creys for the icon mission in IP. Since im lvl 50, the creys would sometimes run. About half the time, this bug would effect all my Tank melee powers except Total Focus. Total Focus hit everytime, but all my other attack powers suffered from this bug. The text wouldn't say i hit or miss, but the power goes off, my end goes, and the power is left recharging. Moreover, if you think im missing, Brickstown is a lvl 32-38 zone and im lvl 50; i simply can't miss as much as i did.

    I can still recall many people explaining the "Total Focus" bug to the devs months and months ago. Since Total focus has such a long animation time, it became the center of attention for this bug because it was the most noticable. When you activate it, sometimes an enemy would be on the other side of the room before TF finishes, and if nothing happened, people will get mad.

    Recently, many more tankers have started to notice more trouble with Tanker Melee missing bug. I deduce that since many of us have decided not to tank anymore and start skranking due to the adverse nerfs, we have started to notice this trend. In I4, when almost all tankers held agro well, enemies never ran away from tanks and our attacks would land as expected. Skrankers that would only hold a very limited amount agro untill a blaster AoEed the group would easily start seeing this bugg in action as the enemies move away from him and chase the blaster.

    I urge the devs to please look into this and do more testing if they have done so already.

    Thank You Devs
  24. Really Stalker cones got fixed but they could just copy the code over to tanks??? that's just crap. i can't believe that... they made one of the best PvP killing machines even better and they can even just fix one of the worst PvP (and in some cases PvE) ATs??