-
Posts
3613 -
Joined
-
Was the term "nerf" nerfed?
It used to mean something had been changed for the worse, or in some way a forum poster thought was worse. Nowadays it just seems to mean a player didn't get everything he or she wanted, or even that someone is a bit out of sorts or not paying attention. -
-
I dunno, today there was an actual catgirl on that elevator.
I am NOT making that up. Of course, it's possible Halloween had something to do with it. -
You guys have done so much for the community, and here you are working your butts off again, this time because of the bad guys.
I don't know code, but this sounds pretty malicious. Good luck, guys.
Since you're stuck doing this, can we send you our Halloween salvage? -
Heh.
The elevators in the DC Metro system have two buttons, both of which make me think of COH/V: "Street" and "Mezz" (presumably short for "mezzanine.") -
Yes, more detail is necessary to even know if this is a problem. For instance, Fake Nemeses will knock you back every time if you have only 4 pts of -knb, but that doesn't necessarily mean you need more, since they're such a small part of the game, and it doesn't mean anything is broken, either.
-
Toying with the idea of Dark Armor / Stone Melee, now that I've seen how effective Fault is when fully slotted up.
-
-
-
I'm just popping in to point out (cynically) that I work in a safety agency, and getting people to think about what they're doing, follow instructions, and work together without getting hurt is surprisingly difficult in real life, too.
-
Yes, there is. Can F2P players chat in it? That I don't know.
-
Minor quibble: Psy is typed defense and, although I'm not quite sure what you mean about schedules, it works the same as other defense types. There is no toxic defense type in the game, however.
Amplification: 5% is the to-hit floor; they'll always have at least 5% chance to hit you, and even-level minions indeed have 5% chance when you're soft-capped. But LTs and bosses will have a slightly higher chance and that goes up a little if they're +level. So you might find some enemies having a 7.5% or 9% chance to hit you when you're soft-capped.
BUT that number cannot be altered by increasing your defense above the "soft cap." Once you're soft-capped, adding defense won't help (with the exception of a few enemies with to-hit buffs, like Devouring Earth Quartz emanators or nemesis vengeance, but those usually buff so much that adding a little defense is moot anyway).
Thus the usefulness of the soft cap concept is that it's the point at which you can stop adding defense bonuses and you won't be missing anything. You can then do OTHER things to make yourself more durable (taking Tough or Aid Self, slotting for regeneration and hit points, and so on.) -
Quote:Yeah, that's kind of a longshot.assuming the MM pays attention to the rest of the team, and not just the pets.
Quote:Just realize that being a "pure healer" means you are making yourself gimp and you shouldn't neglect your other abilities (from both primary and secondary.) CoX is a complex enough game that you can (even min/maxing) build your toon to be able to do more than one thing. -
Afterburner wouldn't hurt, either. One of the few places where distances are long enough its speed might make a noticeable difference.
-
Quote:Eh, I used Decimation, Crushing Impact, some purple sets, and LOTGs in mule powers like Personal Force Field and Stealth. I have +98% global recharge using pretty standard sets, and not a single point of defense bonus among them (although I do tend to run Hover when fighting). It's not as automatic as you imply.The thing is, you practically have to try to end up with no defense bonuses if you're bothering with sets at all. Lornac's build is workable I'm sure but it forsakes slotting the sixth pieces of obliteration and sting of the manticore, for instance, simply to avoid getting the defense bonuses from what I can gather. Almost any blaster combination will get some defense just from slotting sets that play to its strengths.
-
-
I have a level 50 Energy/Energy Blaster built for speed. Tons of recharge, but when shooting*, the only defense he has is Hover's default, and sometimes the blue wisp combat vet pet. (*He does have Personal Force Field to turtle up in emergencies.)
Soloing he does fine as long as I play him intelligently and aggressively (and don't pick high "number of players" difficulty settings). In groups, he also does fine, but bear in mind I am not using my AoEs so much in group play (because I'm Energy and they do AoE knockback.) Another Blaster type that has less mitigation than Energy and more AoE aggro-grabbing on teams might not fare as well; I don't know for sure.
I do use the heck out of Heal Self though.
My reasoning is that I already have a high-level FF/Energy Defender, who uses the same powerset (Energy Blast) but is vastly easier to build for defense, AND had decent status protection. It seemed to me that building both of them for defense was sort of repeating myself, so the Blaster went a different (and exciting) route. -
I haven't looked in Mids' at Super Speed's numbers, but the known in-game cap is 92.5 mph and lots of characters are capped. It would be a simple matter for someone other than the OP to look at the Mids' number for the speed of a character who is known to be capped, and see if it's 92.5 also in Mids', which would immediately rule out this being a Mids' problem.
I might try to do it tonight, but my Internet is down so I won't be able to post from home. -
Ok, that's in-game? Now check in Mids' to see if you've "activated" Swift (the green dot next to it will be lit). That's my guess for "easiest to overlook."
-
Quote:Well, I'm guessing you'd classify immobilize as a "primary" effect, but most people who mindlessly spam AoE immobilizes are primarily looking for Containment damage and not thinking about freezing the mobs in place before they clump up for AoEs, so I'd argue that's as secondary as knockback is. That use of AoE Immobs is as annoying as AoE knockback, and harder to fix, since it lasts longer.What downside is there to using an AoE damage attack that does RES debuff as its secondary effect? -tohit? -dmg?
About the only other one I can come up with that can have a serious downside is the mob AI "afraid" status caused by such powers as Rain of Fire.
The truth is, "time lost" repositioning yourself to get good use of knockback is somewhat an illusion. Consider what can happen on big teams -- either you reach position, use your power, and all is groovy, or your teammates wipe the enemy out before you do. In that case you might be personally disappointed, but the TEAM is no worse off. -
Quote:Well, I do not know about COT earthquake for certain -- but earthquake from Possessed Scientists is not resisted by DDR at all, so I'd call that unresistable.It's not a bug and it's not unresistable per se, it's just auto hit.
Pics or it didn't happen? Here's my old testing. -
Quote:Hence my use of the term "many" defense sets. Anything with about 50% or better DDR can be built with some cushion and do pretty well against debuffs.Not all defense sets have 95% debuff resistance like SR, added that there are also non-resistable debuffs like earthquake. Against CoT, its not uncommon to face heavy stone/-def based powers against you.
And although you're right about earthquake, I think earthquake being unresistable is a bug (or it should be!) -
Quote:...right up until the instant you encounter serious defense debuffs, (Romans, Longbow, anything with swords or guns, the Sky Skiffs in Sutter, and so on) at which point all of the resistance-based sets will plunge and many of the defense-based sets will remain solid.To summarize; RES or Regen-Based sets are always going to be better than DEF-based sets
Massive to-hit buffs (mainly DE Quartz drops, Rulaaru, Nemesis Vengeance, rad-based Longbow bosses) will cancel out defense-based sets, but all of those cases except Rulaaru can be countered tactically in ways that legions of Romans cannot.