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Posts
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Joined
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Quote:It's a 5% chance to crit per attack.alright then. well given there is one boss per mission usually out side many CoT mishs and that being 10%, and about three minions per group, with 5% chance to crit each one, and maybe a few 1LT and 1 minion group with ten and 5% chance to crit, I dont see how it would be very low prob to crit only once in a mish.
If a mission has, say, 10 mobs of 3 minions each, and each minion takes 3 attacks to defeat, thats 3 attacks times 30 minions for 90 attacks made in that mission with a 5% chance to crit on each attack (assuming you never use a power with a higher crit chance).
The odds of critting once in 90 attacks is .95^90, or approximately 1%. Thus, the odds of you critting at least twice per mission is 99%.
That chance goes up if you use an attack with a higher crit chance, if you fight any Lts or higher, and if it takes more attacks to down an enemy. -
Quote:The odds of critting are 5% on Minions and below, 10% on Lts and above, and 15% on specific powers (usually the final attack in the set).not this again. Well this is not perception. it's count. and what happens. And to make sure. I played scrap yesterday. Only one crit in entire mish, on a minion. Might play again today and see what happens and take note.
How often do you crit?
The situation you described is highly unusual. The odds of getting only one crit in an entire mission (assuming a regular length mission with regular spawning) is incredibly low.
Quote:first of all how do you record the log and second of all how do you post files to this forum?
/copychat "CritTest"
Then, you can paste into something like Word or Notepad. -
Quote:I'm still here!Amen to that. Good times were had. Repulse Shock(Kurt) and Penumbra Edge (Kael) are currently in college and still running around on rare occasions. They are both fixing up the base after an accident that Shock seems to not have any clue about. Radey, Berry, Cruse, Jade, Jag, Nod, Fist...the list goes on but you get the idea.
Jade's off at college, and she doesn't have the time anymore. -
The original system made by Eden Studios had some good ideas, but it had just as many problems. If you took the good ideas and created a new system around it, trying to keep the good design ideas from the MMO, you could get a great system.
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Quote:Well, actually...-A stone/stone character called Cityface. Literally a piece of the city come to life. He fights to clean up his city from crime, and birds.
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Thrust into my face
The crotch of the late Statesman
Why must I see this? -
None of them. All Elec Blast powers have End Drain. All of them except Ball Lightning, Short Circuit, Voltaic Sentinel, and Thunderous Blast also have a 30% chance of giving back half the End cost of the power.
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When mezzed (in this case, Anti-Matter's Time Stop), all powers that affect enemies are shut off, and powers that only affect the user stay on but suppress. Since Rise to the Challenge has a -ToHit component, it counts as an enemy-affecting power and gets shut off. All other Willpower toggles only affect the user, so they stay toggled but suppress, providing no benefit until the mez wears off.
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Quote:This is provably false.Electric Blast: Inferior damage in return for a nearly useless secondary effect barring some awkward specialist build.
Charged Bolts, the Tier 1 blast, does scale 1 damage, along with Beam Rifle's Single Shot, Dark Blast's Dark Blast, Dual Pistol's Pistols, Energy Blast's Power Bolt, Ice Blast's Ice Bolt, Psychic Blast's Psionic Dart, and Radiation Blast's Neutrino Bolt. It beats Archery's Snap Shot and Sonic Attack's Shriek. The only attacks that do more damage are Assault Rifle's Burst and Fire Blast's Flares.
Lightning Bolt is in the same place, matching all but 5 Tier 2 blasts. Of those 5, it beats 3 of them.
Ball Lightning is one of the better ranged AoEs, beaten only by Fire Ball, and that's only if all the damage ticks on Fire Ball go off.
Short Circuit does damage more on par with most ranged AoEs and only .01 scale less than most cones.
If you want to claim that Voltaic Sentinel and Tesla Cage hinder Elec Blast's damage, that's an argument you can make.
But Elec doesn't give up damage for endurance drain. That's a fact. -
I see no one calling those who enjoy iTrials elitist. I see several calling those who claim that anyone who doesn't like iTrials incapable of playing elitist. I think they're rather justified.
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Quote:We'll always have enemies that we'll struggle against, who'll need a lot of us combined to be able to defeat them.
One of the most frequent complaints about Superman is that he's "boring" because he's basically a god - Kryptonite is the only way to give him challenges - and the same rule applies for us - no matter how powerful we become, we're always going to come up against enemeis who are even more powerful.
Whn the Incarnate system started, we were getting thrown into fights at 50 against 54s - but then we got a level shift - then another, then another - we were now 53s fighting 54s - but along came the 54+1s and 54+2s, to keep up a high challenge level.
And if an altered Goliath War Walker is 54+1. and Mother Mayhem is 54+2, then there's a pretty good chance that Tyrant is going to be at least 54+3 - and then we'll be getting the Battalion, who are even more powerful than the loyalists - but there's also the next 5 slots to come, so we'll be growing in power too - but we'll never get to the point where there's no longer any challenging content for us - even if we get another couple fo level shifts in the next 5 slots to make us 50+5, we'll end up with 54+5 enemies.
The Incarnate system never ends - we'll always be chasing the next big thing, and we'll always have enemies who are more powerful than us. -
I don't remember the duration or magnitude, but its value is that it's a proc for a chaining confuse, like the one in Elec Control. If the proc goes off, the confuse jumps to nearby targets.
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At the very least, I'd like to see the window to hit the next power in the combo to be lengthened to match Street Justice.
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I'm sick of having to do Montague Castanella's arc on every single character. I'd like to see something added either to the market or the Incarnate system to unlock Midnighter access, a la cape and aura unlocks.
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Lex Luthor and Doctor Doom, rather than Ted Bundy and Jack the Ripper. Being evil doesn't mean being despicable.
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Quote:There's a vast difference between "allowing for every single kind of player" and "allowing for more than one kind of player". The arc has decided that you are stupid, arrogant, and jerkish.It is impossible for a digital game to predict the future and to allow for one possibility for every single potential kind of player. You are not whining about a mission story arc. YOU ARE WHINING ABOUT REALITY.
Your character is polite? No you aren't. You're a jerk who'll twist an arm because you want your ego stroked.
Your character is a genius? No you aren't. You're going to blindly follow whatever someone says, no matter how obviously false it is. (Dean Yu never actually does anything to your brain. All he does is translate a Latin phrase.)
It might as well have decided that your character is actually a Gravity/Force Field Controller. It doesn't matter what archetype or powersets you picked, this arc was written for Grav/FFs and nobody else. -
1. Corruptors
2. Tankers
3. Blasters
4. Defenders
5. Warshades
6. Controllers
7. Masterminds
8. Soldiers
9. Widows
10. Scrappers
11. Dominators
12. Stalkers
13. Peacebringers
and a very, very, VERY distant 14. Brutes -
I HATE Brutes. As far as I'm concerned, Fury is the antonym to fun. No matter the primary, no matter the secondary, playing a Brute is the least fun I've ever had in this game.
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Quote:Earthquakes aren't unheard of here. I think it was last year we had a 3.1.The part to be worried about is this:
Here in CA, everything is built to withstand Earthquakes...in VA, not so much. Even a "relatively low magnitude" 5.9 will probably end up doing millions of dollars worth of damage.
Here in Richmond (technically Midlothian, just to the south), it wasn't any worse than a passing train or a particularly low-flying plane. -
Quote:Hey! Do you have any idea how long it took to repair the damage from this quake?First reports of the devastation hitting the Eastern Seaboard are just now coming in...
My heart goes out to those affected.
(Hey, living in the Bay Area gives us a little leeway to be smug about Earthquakes)
Almost thirty seconds! I had seven whole books fall to the floor!
Do you think I can claim it on my insurance? -
Yo, Richmond here.
It shook us up a bit, knocked some stuff off the walls, but at least for us just south of Richmond it didn't do any real damage. It was about 15-20 seconds of solid shaking, then it faded. Then again, my family and I are originally from LA, so all this does is make us homesick. -
Not necessarily. Team Teleport ignores that check, hence the need for Null to offer the ability to turn it off.
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Quote:That shouldn't be possible. Knockdown and knockback aren't different effects. I'm pretty sure I've knocked enemies back immediately after doing so again.Finally, knockdown is actually superior to knockback in several ways. Some say enemies knocked back spend longer on the ground. Maybe. Maybe a little while longer. But enemies knocked down are also immune to knockback for a long time after they're initially affected. Pretty much until they get up and have time to attack you at least once. Enemies affected by knocdown, by contrast, are susceptible to more knockdown at all times, either mid-animation or as they're getting up. While knockback may keep enemies on the ground slightly longer, knockdown can keep enemies on the ground indefinitely.