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Posts
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Joined
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Thanks,
Ya I remember OmegaUltima though we only played a few times I think, and X-funk also, mostly experimenting with pvp at that time with Sabin and -Icebox. and Speed TF's with the Impossibles and Adversity. -
Hey pinnacle players!
I've been away for a few years but I'm back in now in and playing the new stuff in freedom and GR and all that I've missed.
The global channels I participated in are mostly defunct now. Can you recommend a few good ones for finding teams and trials and whatnot.
Cya all in game!
Ohmage -
I'll admit up front that I haven't read the entire thread just a few of BaB's posts really.
I work in software development for a Graphics processing application. We develop a RIP (raster image processor) whose job is to process and print images. Involved in this is a color management layer. I have no real idea about how colors are calibrated on a game but I figured I'd toss this idea out in case it might trigger some chain of thinking on your part which might lead to an epiphany type moment.
In most CMS (color management system) implementations there is an option for "spot color replacement". What that does is it replaces a particular Spot color (and all it's tints) with another. Given this concept you would have to change the Power colors to be named spots rather than straight RGB. So rather than a color be defined as RGB 255,0,0 it would be something like [charname]_[powername]. Then as a costume component you could have a table outlining the color values for every power. EI: [charname]_[powername] = default,255,0,0
When a non default color value is found you go through the spot color replacement process when you paint that power. So everything that is colored by [charname]_[powername] gets replaced by the new color.
All this hinges on whether you have a CMS currently wired through the application at all. -
I have great fun in Mayhem Missions!
Only problem yesterday is that the Hero that showed up for us to defeat was a lvl 39 Malaise! He conned as a hero but I figured he was running in Signature hero code or something, we could barely dent him with a full team of lvl 39-40. we brought him down to about 75% health for a while but he slowly regened it back while we were being disrupted by the never ending ambushes.
Eventually we ran out of time, 15 minutes left by the time we finished the vault. I'm not sure that we could have completed that mission even if we had an hour to beat on Malaise.
In the other Mayhem's that I did regular no-name heros show up, not AV style heros. -
thanks for the replies to my question regarding MoG
to go back to what you were saying at the beginning of the thread
[ QUOTE ]
I recommend one of the following:
1. Remove the HP drop
2. Remove the -heal, but keep the -regen
3. Throw the power out and replace it with Overload
4. Throw the power out and make it an actual regen power
[/ QUOTE ]
sounds like
5. Shorten the duration of MoG
would actually be the most appropriate action to take. It's still great at what it does, only in the short term. The defense scaling changes haven't changed that. -
from the 2 pre-canned Net-res-debuff answers i got, i can tell that this issue has been debated before. I don't want to drag a dead horse out again but it looks like you guys are dissecting the power into it's individual parts without considering the compounding effects of defense with resistance together.
MoG Might be a net resist debuff when compared to your total health but the remaining health is protected by awesome defense AND is resistant to the very few hits that get through.
I know that Arcanaville has dissected all this but can you give me a cliff's note version? I still believe the remaining 25% health with 70% resist at insane defense levels is more survivable than 100% health with no resist and regular defense level. -
Doesn't MoG provide like 70% resists as well as insane defense?
so really you're getting hit 100% more often only means 30% more dmg total.
take that down to playing normal foes and (not +5 AV's) and you're only taking 15% more dmg than before. (assuming 7.5% floor for even of near level critters). My opinion on that is that it's not game breaking.
Let's put things into perspective though, SR scrappers get 20% resistance from their passives to go along with their defense.
It's the combination of resist and defense that makes MoG great.
Overload would be crazy in the hands of a regen, who could stack dull pain with overload for large total hit points... thereby buffing all regen powers plus having insane defense. -
you're right Reiella,
[ QUOTE ]
The actual problem with their logic is that the powers are Auto, not click .
[/ QUOTE ]
It is not true that all NPC powers are clicks... if they were, we could not drop toggles such as shamans hurricanes and crey rad infections etc. (lots of NPC toggles exist) disorients drop these toggles as easily and they are dropped on player characters.
Many NPC powers are different from heroes and the movement powers are in that category, they are Auto or inherent. Some villain phase shift powers are inherent also which can be very irritating since they can't be dropped with a lucky, well timed hold. -
I think winged just above said what i was thinking also. THe radial shapes of the electric Aoe's allow a "tanking" kin to sit in the middle of mobs (assuming the KB will not push them all out.) and do his thing.
Although the more I consider the KB that will be in effect from the sonics and possibly the darks (some of it mitigated by the dark TT), we will act as a steam roller most likely pushing mobs into the next group just as they go down. IT might turn into a never ending curtain of doom. at which point there wouldn't really be a "tanking" kin. we'll be moving together with maybe a designated "puller" for tricky spots. so even if everyone has cones it would work fine. -
Speaking from experience with Shortcircuit.
End drain scales with relative mob levels. so to fully drain +2 - +3 mobs (like we will likely ben facing with this superteam once fully assembled) It would be prudent to add a few more slots to Shortcircuit for this purpose. I'd suggest 4-5 end drains with a recharge in the 6th. -
I think this last incarnation is excellent. we would have all the tools necessary to take things out fast and furious. now I really can hardly wait.
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More notes to consider from a recent patch update on test.
Reduced damage on Sonic Attack/Shriek to match its recharge time. Reduced End cost to match new damage.
Reduced damage on Sonic Attack/Scream to match its recharge time. It was slightly too high.
Reduced damage on Sonic Attack/Howl to match its recharge time. Reduced End cost to match new damage.
Slightly increased the Recharge time on Sonic Attack/Shout. Reduced End cost slightly.
Sonics should be checked again to see if the new dmg on the powers is sufficiently low that the -res component is eaten up by a lower base dmg. This might be a good reason to mix the secondaries. Say have 5-6 sonics and a few using another secondary. I still like dark for it's cones and status effects.
If 5-6 sonics is enough to cap the -res then a secondary attack with perhaps higher brawl index AoE's would push the DPS more than additional sonics attack. the amount might be trivial though so i guess testing of the newly adjusted sonic attacks are necessary.
As for slots in increase density and IR. I just think that capping movement speed in battle isn't going to give me additional options unless i need to just get away. THe speed boost movement speed is enough for me to do that. IR ends up being solely used to z-axis travel.
I know we will have many slots to spare but i could probably find room for them. be it recharge in Aoe's or secondary effects in blasts (if we leverage another blast type than sonic). IF there is room for extra powers (IE: group fly, Then some slots can go there.) Really it doesn't matter much where the slots go since we got the basics already covered, IF there is no better use for them in other powers by all means.
In terms of the massive kin buff times it doesn't need to be that bad either. When I play my kin on large teams I hit 3-4 people with speed boost at the end of a fight, then at the end of the next fight i hit the rest of the team, there is no need to stop, people are close enough for me to buff them. and the fight rarely last long enough for the buff to run out. IF they do, then it's only a group of 3-4 that drop so i can rebuff just half the team.
If the kins get into that kind of cycle you never have to take more than 10 seconds at the end of a fight and you're off to the next one. -
"Added Psionic Defense to Force Field/Dispersion Bubble. "
Concern mentioned it in another thread and it struck a cord. I had to confirm it in the patch notes. woohoo!
I wouldn't expect the amount be very big but it's something. add that to maneuvres and we should do ok against Psi ennemies. -
[ QUOTE ]
(Fulcrum Shift is a waste if you bring 4 Kins with SP in a party with 8 Defs all running Assault)
[/ QUOTE ]
Not completely true, The dmg buff is wasted but the mob debuff is still applicable. So everything in the radius of FS will be doing -25% dmg for each FS application. under the I5 rules, THat's gonna be sets of 10 but many of them will be dealing 50-75% less damage. And if I understand how those numbers work, this reduced damage will get further reduced by the resistances that everyone on the team will sport.
TopDoc, I started a FF/Dark last night on Protector for this team and i'll try to get him to 10 ASAP in order to reserve the name for the SG. Did you want it called "Tank Mages" or "Tank Magi" or somthing else?
I'll re-roll as a FF/Sonic when I5 is released so that I can boost the -res component along with the others. My build will be completely team dependant and I don't intend to play him outside of the SG, I have many other heroes that I can do that with.
Just to mention possible benefits for having a few */Dark on the team. We will not have any holds or significant status effects if we all go sonics (unless there is a status in there that i'm not aware of, I didn't check) With a few TT and dark pits we can disable significant groups of mobs. and I recently read that the FF repulsion bomb, now does disorient as well (can stack with dark pit). I'm thinking about some of those annoying mobs that are much easier dealt with status effects (I know we most likely will avoid some of them IE: Tsoo sorcerers). Also TT will help keep things together for the sonic cone attacks. As a side benefit the tohit debuff from /dark blast will help mitigate some of the damage to the FF defender seeing as they won't have capped defense like the rest of the team.
As a note on your kinetic build posted above,
I see no need to slot inertial reduction at all and the same for increase density. If we have 4 kins on the team (even 2 can cap the jumping movement i believe) casting the same buffs they don't need to be slotted. the sonics alone will cap our resists to smashing/energy right? so increase density becomes our mez protection.
I'm REALLY looking forward to I5 going live now!
EDIT: Same thing with the 6 slotted hovers. Speed boost affects hover speed, you bet it'll be capped with just a few applications. -
Hi TopDoc,
I would like to try this out with you guys.
I'll try to get to test tonight and hook up with you. I've got a sonic/Sonic on test though he's only a baby. I have several copies of my kin there too.
I'm willing to try any server once this goes live. I can bank Roll on Pinnacle if you need it. My 50 is a Kin/elec there. -
I'm wondering if people are going to blame all power changes on the arena now that it's part of the game.
Pure speculation here but the stealth in super speed was added to protect you during traveling. however it is being heavily used to stack with stealth in order to get full effective invisibility yet still be able to attack. The dev's have an obvious will to not allow anyone the ability to attack while fully invisible. that, on it's own, explains the super speed accuracy penalty.
As for super jump, I'm not quite sure the reasoning behind it. The only time i've used SJ in combat was while herding with a tank if i was slowed like mad, all I do then is taunt which now auto-hits so it's not a problem. While I can't see why the accuracy penalty is in SJ, I also have never seen anyone actively use it in combat to a great advantage. It was probably done to bring it in line with Fly and SS and to cement it's use as a travel power over a combat power.
The only thing that I remember the dev's saying is that they will "balance" PvP separately from PvE, not that power changes will no longer come after the arena is out. The good side of the arena in all this is that it might bring certain "less effective" sets to light and get them some love.