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Quote:There should be 3 sets of numbers for LR. One is the baseline and is dealt to all, second is the one for foes within 20' of targeted area, and third is for foes within melee range of targeted area.I noticed it on the BM farm. And yes, it shows 2 sets of numbers but added both together didn't add up to the SC single numbers. I'll try other mobs and see if i get the same results.
Only those foes that are in melee range of the spot you target will get the full hit which, yes, is equal to Shield Charge. -
Quote:It means "The stun is very minor and has a tiny chance to activate, so stack it up with other stuns." Which is kinda funny since aside from Hand Clap, there are no other Stuns in SS.I was reading about super strength on paragonwiki.com and came across this...
"A quick jab that deals minor damage, but has a chance of Disorienting the target, especially if coupled with other attacks. Damage: Minor, Recharge: Very Fast"
What does it mean, "especially if coupled with other attacks"? -
Quote:Both. Nothing will make One with the Shield recharge faster (or slower). As for what slots... um, IO sets for bonuses you want? Other than that, 3 RES and it's fine.One with the Shield - It says is not affected by recharge something. Does this mean I cannot slot recharge enhancments on it? Or, that Hasten won't work with it? Or, both? Assuming I put as many slots on it as I can what enhancements would you use?
You could put in some Heals to increase the +HP. Or some EndMods to increase the +Recov. It's your call.
Quote:- Shield Charge - Man, is that fun! What enhancements though? I wouldn't go without at least one Accuracy but what else? (2 Accuracy?) -
No. From a completely technical standpoint, it would be knockback.
Propel is just like every other attack, but it comes with a fancy animation. All it really is doing is saying, "Apply XX Mag Knockback to target after XX seconds" which coincides with the animation time. And since power customization does not affect the actual mechanics of the power, merely the visual representation of it, the effect would remain knockback.
So if this option ever became available, yes, you would see the target get hit on the head then fly away, because knockback is always, Always, ALWAYS directed away from the caster.**
** - Even when said caster is a pseudopet.
Quote:I know that the effect is currently knockback for propel. If you think that it's fine for the animation to be inconsistent with the effect, then /em shrug.
Now, if you want to ask for a complete change to Propel, period, so that the object will ONLY drop from above and change the knockback value to knockdown to be consistent with the graphic, that's perfectly fine. But that's not what was asked. -
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Quote:I, for one, look forward to when you release your findings on this. It'll be an interesting read if nothing else.The point of all this? A scrapper will pump out more DPS than a defender. I don't care what that defender is. Two scrappers will dish out X amount of DPS. A scrapper plus a defender will push out Y DPS. Two defenders will push out Z DPS. I don't know what those values represent but I am very curious if what groups like the Repeat Offenders are capable of is grounds enough to leave defender damage where it's at. I'm betting the answer is yes.
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Quote:I dunno. It's been a while since I drained some speed out of some guy.Redraw is part of the game in a way. If you want to be an Arch/kin ofcourse there's gunna be a delay like in real life. How can you get around the fact you need to pull out your bow after using a secondry power?
Lemme give that shot and I'll get back to you. -
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Same here.
I've always hated redraw. Even back when it didn't make a difference. If you can see past that really big irritant, hey, more power to ya, but there's no way I would willingly play a character that incurred that level of redraw. -
Nope.
Quote:and second is there a bind/macro i can write to auto target the oil slick pet the power summons for easy targeting?
And if you have the Tech or Magic Origin Temp Power, you can change it to "targetcustomnext Oil$$powexecname Taser Dart" or "targetcustomnext Oil$$powexecname Apprentice Charm"
Those will automatically target the Slick and fire the power at it thus igniting it. -
This thread delivers. My god, this is such a hilarious train wreck.
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He's trying to say that Pistols should do the same proportionate distance in-game as they do in RL. Which, once conversions are done, means Pistols would have ~12' of range.
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Quote:Point. I was making the comparison between the two choices I listed: Devices and Energy.Yeah, but there are plenty of sets you could take if you just want BU.
Fire would give you Consume, Hot Feet, Blazing Aura, Lightning Field, Shocking Grasp
Elec would give you Power Sink
Ice would give you Ice Patch, Shiver, Chilling Embrace, Frozen Aura, Freezing Touch
Mind would give Drain Psyche, World of Confusion, Scare
Energy really doesn't give as much utility, at least not for Pistols, as far as I'm concerned. But YMMV.
None of the other sets really interest me which is exactly why I limited my responses to only the ones mentioned. -
Quote:And, y'know... Build Up.The "self buffs" really only add Boost Range. You can get Power Boost but it doesn't seem like that will be able to affect much, if anything in pistols. Boost Range admittedly is a cool addition to most ranged sets, except that it appears DP will have a PBAoE mini-nuke for its tier 9, so you may want to be in melee range anyway. I'd probably suggest Devices, of those options.
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Quote:I would.I would like to see a change part of the damage type IO's. With the introduction of Dual Pistols in GR, I would not be surprised if things like that become available.
Dual Pistol's mechanic is specifically designed and build for Dual Pistols and ONLY Dual Pistols. Are you seriously suggesting that the Devs should go and recode every single attack power up to 7 times to account for the various types of damage that could be converted? -
I'm strongly leaning DP/Dev, but I may want to try out a DP/Energy for the self buffs and just not take the melees.
Decisions, decisions. -
Quote:You remember incorrectly. Poison Gas Arrow never had this effect.Been away for a while, but I remember that Poison Gas arrow had this fun effect once in a while. Still there?
PGA caused them to go into the choking emote which was played when the chance to Sleep kicked in, but it never caused the puking. -
Quote:Really?I appreciate that this has been brought up before, but not by me.
Really?!
Quote:Snide comments will not foster any kind of productive discussion,
Quote:and I ask that you refrain from flaming and think about the issue I'm raising.
Quote:The issue was that I was facing a foe I could never defeat under normal conditions.
Quote:That the game allows this to happen is a problem, as I see it.
Quote:Note also that the fact it was a custom foe is somewhat beside the point.
Quote:In the past, he has proved uncapable of defeating a Rikti Bomb on his own (though, that was at much lower level). -
Quote:No.the damage differnce while solo is 90% in the blaster's favor, but 10% of the time some defender builds can actually outdamage some blaster builds due to the nature of Debuffs vs certain targets.
for example, you have an AV that has 50% resistance and regens 50.
a blaster with raw power lets say shoots out 200dps, that will be halved to 100 by the res, and -50 from the regen. The blaster now shoots out 50dps vs the AV.
a defender could be pushing 100 dps, but also has the benifit of -resist and -regen. Lets say the defender eliminates the resistance (still doing 100 dps), and halves the regen, and now does 75 dps.
50% -RES does not cancel out 50% RES. RES resists -RES. Assuming this hypothetical Defender did have 50% -RES, it would actually only give out 25% -RES since the 50% RES on the AV would resist 50% of the 50% -RES.
So...
(100 DPS - (100 DPS x (50% RES + (50% RES x -50% -RES))) - 25 REG=
(100 - (100 x (50% + -25%))) - 25 =
(100 - (100 x 25%)) - 25 =
(100 - 25) - 25 =
75 - 25 =
= 50