PRAF68_EU

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  1. Quite.

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    Whadya mean? My old BBC micro could do wireframe spacestation graphics in Elite, and now I play CoX, a supposedly "modern" game, and find that it can't! Why can't it just do it, Praf?


    [/ QUOTE ]

    -Standoff
  2. [ QUOTE ]
    Perhaps a "Guard" Ally Buff could be put in somewhere, gives a chance for you to deflect a melee hit directed at the player you're guarding, assuming they're within a specific radius?

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    Not something the game engine can do.

    Other things it can't do include reflecting damage back at attackers, and making defense depend of facing.
  3. [ QUOTE ]
    Keeping Push Back at Extreme damage would allow Scrappers to technically chain two Headsplitters one after another. I'm not sure that'd be a good idea.

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    Agreed. The hitting-people-with-your-shield power should be a damage mitigation by crown control power, not a major attack, players have a whole primary or secondary full of attack powers.
  4. [ QUOTE ]
    Resis to S/L seems a TAD high, according to the figures you would reach 85% resis to S/L without enhancements.
    If you changed the tier 9 toggle to a clicky and added immob (like rest) then i would see it as fine.

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    Block is a click power. You wouldn't be able to use it at the same time as you tier 9, so Highest sustainable unenhanced S/L resistance 65.5%, and you can't attack, fly or move quickly with that. You could hit the cap with enhancements, as I intend.

    Block can be made perma, giving you as sustainable unenhanced S/L resistance of 45.5% on a full team, but because of the activation time of block it would reduce your damage output to about 75% of its normal value.

    With the def it is very strong against S/L, but that is made up for with lots of holes elsewhere.
  5. [ QUOTE ]
    Doesnt those council people with shields have a hibernate type power?

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    Yes, but they are very different shields to the ones players get. 'sides, it's been done.
  6. [ QUOTE ]
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    If you want to look at it in another way, 5% def is roughly equivelent to 10% resistance in terms of damage mitigation

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    An easy explanation for that can be found here, courtesy of Cognito for anyone who needs further information.

    If the Inv adjustment works as explained in this thread, should be a good thing, let's expect they get it right first time without further tweaking, just for the "annoyance factor" sake.

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    Interesting article though it seems to stop short of the maths involved in Def retaining itself validity against higher conning enemies and AV's which was kinda the bit I would have been interested in. Cheers though

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    Yo might understand the game better if you learned to read:

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    7. Defence IS good against AVs and higher conning enemies.

    Prior to issue 7, the mathematics of defence made it perform very poorly against AVs or higher conning enemies. You may still hear this, but it is now just mythology. Whatever the level of the enemy, or if it is a boss, lt, or AV, the average damage mitigation remains 1% defence = 2% resistance.

    Of course, you still have to factor in the “unlucky streak” I mentioned above. When facing an AV with an almighty whallop, a defence based toon could face a huge chunk of damage, whilst a resistance based toon at least know’s he has some protection.

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  7. True, when I say "not possible", I really mean not achieveable without major changes to game code (and the associated time and money).
  8. Thats what he said. The projectiles couldn't be customised (also one of the reasons we aren't going to be able to throw shields).
  9. Given what BAB has said about spines, I would say custom projectile apperence isn't realistic.
  10. The push back power that the mobs have is a bit high magnatude KB, could be a real nuscence for players.
  11. A while ago I did fairly well in my prediction for the Willpower set. I'd like to have a go at predicting shields, and it is clearly to late to put something in the suggestions thread. So I thought I would throw it open. Predict what you think Shields will be like here, and we will see who gets the closest!

    Shield (tanker primary, scrapper and brute secondary, numbers are for tankers)

    1) Defend [toggle] +15% def Melee/Lethal, resist def debuffs

    2) Block [Click] +30% res S/L, +15% res F/C/E/N activation time 1.5s, duration 6s, recharge 12s

    3) Shield Bash [Click attack] melee cone, minor smash damage, knockdown, 20% mag 3 stun

    4) Firm Stance [toggle] mag 9 protection KB, stun, sleep, hold, +2.5 def (all -psi)

    5) Interfere [PBAOE toggle] 8' radius -10% to hit, Taunt

    6) Phalanx Fighting [auto] +5% S/L resist, +1.5% S/L resist for each team mate within 30', Immob protection

    7) Deflect Missiles [toggle] +7.5% def Range/AoE, resist def debuff

    8) Protect Allies [toggle] +10% def (all -psi) affecting all allies within 10', -16% def (all) self (unresistable, but partly cancelled by itself)

    9) Testudo [toggle] +50% res S/L/F/C/N/E, -fly, -speed, cannot attack when active
  12. Hami could certainly cause problems, since it is to big to spawn inside most maps.
  13. There is no Shield Melee. I would have him a Shield/SS tanker, but MA/Shield scrapper would be second choice.
  14. I.e. it works but is rubbish!
  15. [ QUOTE ]
    Aim for it all you like in an 'Average' game it rarely happens

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    Have you actually played this game? Min-maxers can quite easily get near the def cap, where a tiny bonus makes a sizable difference to suvivability, and it is the smart players who understand maths ans statistics that the game has to be balanced around.

    If you care to ignore numbers and statistics, and think 5% def is trivial, then it is not suprising that your characters underperform.
  16. [ QUOTE ]
    Do higher conning mobs still have a better to hit chance or did they change that cos wouldn't that change the def*2=res calculation?

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    It used to (which made balancing def and res sets impossible), so they changed the way they did the to-hit calculation.

    Best case scenario is what they have to use when balancing power sets, because you can be sure that is what players will aim for.

    for example, Combat Jumping gives my bane spider only about +3% def, but is is abolutly essential to my suvivability.
  17. It works exactly that way. The closer you are to the 45% soft cap the greater the effect of a def buff, so no def buff is ever trivial.

    If you want to look at it in another way, 5% def is roughly equivelent to 10% resistance in terms of damage mitigation, which is more than you get from your passive resists.
  18. It's just an illustration, to show that 5% def isn't a trivial ajustment.

    You guys are missing the point. The improved def against psi isn't the object of the change. It is a side effect of the change. The object of the change is to improve the performace of Invun when you don't have 10 mobs in the AoE of Invince. That it will also make you less vunerable to psi and hamidon is a bonus.
  19. [ QUOTE ]
    Frostfire, a civilian, tries to help and gets given a jail term when things go wrong.

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    PCC idea: you are Frostfire's parole officer. Help him to become the hero he always wanted to be.
  20. PRAF68_EU

    Prices In Euro's

    A Euro isn't equal to a pound. The bank trasactor is quite capable of converting euros to pounds and deducting the correct amount from your account.
  21. I think you missing something. It's not just Psi damage, its untyped damage as well.
  22. Yeah, I'll let you have that, since Fortunatas are natural, it's reasonable to assume that some degree of psi powers are natural to humans in the CoX universe.
  23. Don't understand much about game mechanics do you?