Oathbound

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  1. The game servers are not hosted on-site at Paragon Studios, they're I think at NCSoft's Austin facility*. There will be people there to maintain them until the shut down date.




    *I could be wrong about where exactly, but regardless, they're at another location.
  2. Quote:
    Originally Posted by Kitsune Knight View Post
    Who in the what now?


    (some game's being shut down? )
    Yes... this one.
  3. This just seems SOOOOOoooooooo sudden.

    Before the year is out?

    Seriously?
  4. Quote:
    Originally Posted by Jack_NoMind View Post
    Despite the general hostility here, I also support character reincarnation -- a level 1 reroll, same AT but different power-sets, that retains badges and unlocks. I make no claims as to its technical feasibility, but I will say that it does not so far as I can see devalue the alt-friendliness of the game in the least.

    Incidentally, replying to any of the above-linked threads would violate necro rules.
    Frankly I agree. I'd even remove the "same AT" limitation you stipulated. Characters in comic books often get new iterations, acquire new abilities, shift focus(role) etc. It could be nice to be able to do so in game.

    Obviously not any kind of direct level 50->level 50 conversion, but simply keeping badges/accolades/etc and starting over at level 1 with a different skill set would be great.
  5. Quote:
    Originally Posted by Dechs Kaison View Post
    Are you sure? It's the same as Footstomp, but with a smaller radius, and I was under the impression that SS was balanced around Rage.
    I think that mostly has to do with the actual set make up, rather than the powers being specifically weaker than they should be. (No other melee set gets saddled with a 2sec/0.68scale attack, for instance.)

    All of SS's attacks deal fairly standard damage for their recharge. SS's single target attacks just follow an odd 2/4/8/8/25 recharge pattern, where other melee sets generally have 10, 12 or 15 seconds attacks as well/instead which boosts their performance.


    With Frozen Aura vs Foot Stomp, it's not that Frozen Aura deals less damage than it should, it's that Foot Stomp has a larger radius than it should, but is allowed to break the rules since SS has no secondary AoE.
  6. Quote:
    Originally Posted by Dechs Kaison View Post
    Greater Ice Sword is also a problem. Terrible DPA.
    Mmmm... true....


    How about this... Swap numbers between GIS and FT (FT becomes the 10s 1.96scale attack*) then buff GIS to the 15s 2.76scale that FT always should have been.

    Sound good?



    *Might need to reduce FT's hold duration... from 11.92s down to 8.5ish?
  7. I honestly think all they really need to do to bring Ice up to where it should be, is FIX the damage on Freezing Touch.

    Freezing Touch is a 16s recharge attack that for whatever reason deals a paltry 1.68scale DOT over 5seconds. Compare that to other Melee attacks with similar recharge:

    Midnight Grasp: 15s recharge 2.76scale damage
    Sky Splitter: 15s recharge 2.76scale damage
    Clobber: 16s recharge 2.92scale damage
    Eagle's Claw: 12s recharge 2.28scale damage
    Heavy Mallet: 12s recharge 2.28scale damage

    Cleave: 15s recharge 2.76scale damage CONE
    Rend Armor: 16s recharge 3.212scale damage CONE

    Freezing Touch deals damage equal to an attack with HALF its recharge (Standard 8s recharge attacks deal 1.64scale).

    Now, the argument perhaps is that Freezing Touch sacrifices damage for its control, but WHY should it need to?

    Seismic Smash doesn't.
    Knockout Blow doesn't.
    Concentrated Strike doesn't.

    And those are all more powerful attacks.




    (Frost could use a bit of a damage bump too, but Freezing Touch is the glaring issue.)
  8. Oathbound

    Cold or Force?

    Quote:
    Originally Posted by doomrider View Post
    Quote:
    Originally Posted by Hatred666 View Post
    Is Ice Armor in cold mastery getting the absorb mechanic?
    No, the OP mentioned his was /ice hence the frigid protection. Ice mastery is not being changed nor is frozen armor therein.
    There was some talk of the possibility of Ice APP eventually, maybe, at some point in the nebulous future, getting Hoarfrost switched/modified to an Absorb ability, since Blaster HP caps mean that you hit the ceiling with only a single heal SO worth of enhancement.

    If and when that happens is entirely up in the air, though.
  9. I'm a fan of /Dark. It has offensive and defensive debuffing, and you can use Howling Twilight to fill in your early level AoE control (somewhat, its long recharge is a tad prohibitive).

    Towards the later levels you have strong buffing in Fade and Soul Absorption, and extra control/debuffing/support from Dark Servant.
  10. Starbolter for my Peacebringer
    Nightning Elec/Dark Controller
    Phantom Sun Grav/Dark Controller
    Skyjack Grav/Eng Dominator
    Siberian Taiga Ice/Dark Controller
    White Taiga for a Staff/Ice Stalker


    The Taiga's are puns, because they're Tiger characters.
  11. Quote:
    Originally Posted by AzureSkyCiel View Post
    I actually had a similar theory, in fact, I once speculated, before the confirmation of Wu Yin as, indeed, her biological father, I wondered if maybe the Clockwork King was her real father given how little we knew about him, with the possibility of Wu Yin having been a close friend in life.

    Though on a less related note, I've always wanted to see something like the Super Seventeen Saga with the Clockwork king where he fuses with all of his alternate world counterparts and, well, becomes one of the few opponents worthy of battling for an incarnate Trial.
    I believe CWK was only a teenager* himself when he was reduced to a brain in a jar by Blue Steel, making it unlikely that he could have any teenaged children (or children at all, to a lesser degree) of his own.




    *Though possibly older, he was only really described as a "young man" so I'd say mid twenties at the oldest when he "died."
  12. Quote:
    Originally Posted by StratoNexus View Post
    Another thing to consider is that damage mods do not fully take effect until level 20. So, at level 50, a brute deals 16% more base damage than a defender, but at level 10 the brute's base damage is only 6% higher.

    At level 20 a blaster deals 1.73 times the base damage of a defender (ranged), but at level 10 the difference is only 1.29 times as much.

    Don't get me wrong. I think defenders and corruptors should deal more damage than they do, but the 1-20 scaling of vigilance is not an issue (frankly, brute's damage buff should have always had a similar scaling).
    This is what I was meaning in my earlier post about damage values scaling, I just didn't know any of the specific numbers.
  13. Quote:
    Originally Posted by Zortel View Post
    Penny Yin's Psionic Crush is powerful... but not as powerful as the one the Clockwork King has for her. Could she ever love him for who he is, with bolts, rust and all? That's the major cause of Psionic Torment for him. He hopes the sight of his towering form gets her Psionic Pulse quickening... and prays that they never Psionic Drift apart.

    Okay, I'm not even going to touch 'Impenetrable Mind' and 'Psionic Thrust'. That's just no good.
    I honestly don't see what other people see between them. Penny/CWK has always struck me as a Father/Daughter relationship, not love interest.

    He refers to her as his Princess, not his Queen. During the LGTF he talks about protecting her from <stuff> and "boys" which while I suppose one could look at it in a competitive manner, strikes me more as "No boy could ever be good enough for my little Penny."
  14. I recall hearing/reading somewhere a very long time ago that AT Damage values start out closer to the same number at level 1, and then eventually scale to their normal values at level 20.

    Now, if that's correct then that means that Defenders start closer to the same damage as Blasters at level 1, so it makes sense that the Vigilance damage buff scales upward at a rate corresponding to that (relative) base damage decrease over time. If they got the full buff value at level 1, and started at closer to Blaster levels of damage, then for the very early game (solo) Defenders could possibly outdamage Blasters.
  15. Quote:
    Originally Posted by anonymoose View Post
    Split the difference.

    Time/Sonic
    Fire/Time

    I don't see a downside.
    True enough. Force multipliers are force multipliers, right?

    Slap any two together and you're golden.
  16. Quote:
    Originally Posted by Honey Badger View Post
    Kheprera – This Ethereal aura is very doable, but a number of players in the past expressed concerns with having their costumes hidden by things like auras. I could consider it though, maybe you could rally support troops?
    I'll throw my hat in on this...

    As part of powers people have an issue with it, because they feel as if they're forced into it (To get the benefit of this power you don't get to see your costume).

    As an Aura it's completely optional. Anyone who dislikes not being able to see their avatar can simply not use that aura.

    Win-win, imo.


    Also, Thank you Honey Badger, for caring.
  17. To each their own, really.

    I have always chosen Defenders over Corruptors personally, Scourge or not, because I greatly prefer getting better buffs/debuffs sooner.
  18. Quote:
    Originally Posted by Megajoule View Post
    I wonder how many posters here just hate the "club" haircuts on anyone.
    *Raises hand*


    I absolutely and utterly despise it with every fiber of my being (the male version, the female one is just "eh" to me).

    To borrow an uncouth, but illustrative phrase from the internet... It makes me "throw up in my mouth a little" just seeing it.
  19. Quote:
    Originally Posted by Dr Harmony View Post
    Dual Time Defenders are very powerful, almost up there with two Empaths. You can look forwards to...

    +40% Defence from two slotted Farsights. Manouvers will make this soft-capped to everything.
    +130% Recharge from two Chronoshifts (50% each) and mutual Temporal Selection (30%). Add Hasten and you're at +200% and all of this will be permanent.
    +25% To Hit from double Farsight. (perma-insta-snipe in I24)
    Passive regen and all the heals you could nned with that defence.

    The one thing you dont get is mez protection. Unless you both take Stimulant from the Medicine pool.

    Enjoy!
    Post 50 you can add Clarion for mez protection. You only need to go as far as tier3 to find a permanent option (I use it myself on my Time/Fire defender). You'll only really need one person to have it, so the other is free to take whichever other Destiny they like.

    Add to the above values: (All numbers are Base values, not counting possible enhancements)

    60%(72% delayed) AoE Resistance debuff
    50%(62.5% delayed) AoE Defense debuff
    31.25%(37.5% delayed) PBAoE ToHit debuff
    50%(60% delayed) PBAoE Damage debuff
    205% AoE Recharge debuff (2x Distortion Field + 2x Time's Juncture) which can be increased to 355% debuff against single targets (adding 2x Time Crawl)
    300% Single Target Regeneration debuff

    You can probably also toss in 2x Assault, which if you run as a Duo means that you'd each have permanent +88.75% Damage (2x Assault [37.5%], Temporal Selection [31.25%] and Vigilance [20% above level 20].

    Man, I need to level the Time defender on my alt account so I can dual box...
  20. Oathbound

    Wind Control

    Quote:
    Originally Posted by DrGemini View Post
    If it is Wind CONTROL then it will not be available to Masterminds or anyone other than Controllers and Dominators.
    I get the feeling that the post you're replying too should be read as:

    Quote:
    and rumor has it as wonderfully paired with [someone who is/has] Robots MM or Ranged attack of sorts.
  21. Oathbound

    Fire APP

    Fiery Embrace would require time to code the effects into every defender power that dealt damage, but they could add Embrace of Fire (The Dominator power) instead, since that's still the old +Damage buff version.

    I'm all for filling out all the themes for APP pools. Particularly if that finally adds a Defense based shield to Defenders that I don't have to jump through hoops (Swapping redside, unlocking, swapping back) to get.
  22. Quote:
    Originally Posted by Hopeling View Post
    Dehydrate hits harder and has higher DPE and DPA than Hydro Blast; the heal is just a bonus. It's worth taking.
    It also looks 20% cooler.











    (Actually IMO it looks infinitely cooler than the "water balloon toss" that is Hydro Blast.)
  23. Quote:
    Originally Posted by Jack_NoMind View Post
    Why is this? Well, the low-math explanation (sorry, I don't have a no-math one!) is that Resistance mitigates more damage the more damage the character is taking. If the character has gotten 50% resistance somehow, and they're dealt 1000 damage of the type they resist, they take 500 damage. If that damage is first reduced to 800, they mitigate 400 damage -- they only take 100 less damage, whereas a character who had no Resistance at all takes 200 less damage.
    You're making the mistake of looking at it as single attack damage reduction, and not overall mitigation.



    Let's say that that mob attacks you 10 times with that 1000damage attack for a total of 10,000 damage. Now mob Base tohit chance is 50% so from at base you take an average 5000 points of damage.

    On your Example character (50% resistance) your resistance would reduce the damage to 2500, so overall you only take 25% of the total damage thrown at you.

    Applying the 20% Damage debuff from your example means that the total damage aimed at you is reduced from 10,000 to 8000, then mob miss rate reduces that to 4000, and finally your resistance reduces it to 2000.


    Now lets look at a comparable Defense based character. Since mob ToHit is 50% base, a value of 25% Defense is an equivalent damage reduction to your example of 50% resistance.

    10,000 damage is reduced to 5000 damage by mob miss rate, then reduced further to 2500 by your defense (Both of those are actually the same step, I'm just listing them separately to show specifically the effectiveness of the Defense value). Same as the resistance only example.

    Now lets apply the damage debuff. 10,000 damage is reduces to 8000. Miss rate reduces that to 4000, 25% defense reduces that to 2000. Again, exactly the same as the Resistance based character.

    -Damage is equally effective in both of the examples. It is always 20% less damage taken, regardless of if you're defense or resistance based.
  24. Yes.

    As a general rule all powers stack from different sources. The only exceptions I can think of are Vengeance (and the new Leadership pool power Victory Rush, which is being added in issue24) and anything that is a "grant power" rather than a buff/debuff (such as the Mystic Fortune power from the Magic pack, or the Achilles Heel -resist proc).
  25. Kheldian and Fortunata nuke changes went to Beta in the last update.

    Omega Maneuver has not changed, because of its "... pretty amazing utility..."