Sailboat

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  1. When people complain about knockback, they're almost exclusively complaining about AREA knockback. You knock a single enemy away from my tanker, and I don't care; you broke it, you buy it, and I'll leave him for you, under the assumption you have things under control (you're a superhuman, after all).

    I admit I have seen people whine about single-target knb in-game a few times. In each case, I didn't and still don't get it. I knocked someone out of a debuff patch with my Scrapper's Crane Kick once, killing him in the process, and the debuffing player complained "you knocked him out of my debuff." Go figure. Dude, he's dead.

    Now it's true AREA knockback can be mishandled. The usual reason is the player cannot change playstyle between soloing and grouping, and just wants to hit the same buttons he or she is used to. But that's often teachable, so I'm patient.

    There are other powers/effects that can be mishandled every bit as badly as knockback -- one of the worst is mindlessly immobilizing groups when they are widely spread out, instead of waiting for them to gather on the point person (usually a Tanker, or another AT in that role). So if you're using immobilize to stop knockback, wait a few moments for the foes to clump up first.
  2. Quote:
    Originally Posted by Giant2005 View Post
    after reading the patch notes for 21.5
    It would be pretty helpful to link to the thing you just read. It would be even more helpful to specify what parts of it caused you to conclude what you've said here, and why you formed those conclusions.
  3. Quote:
    Originally Posted by Samuel_Tow View Post
    Thessalia's bowtana.
    "FIX BAYONETS!"

    "Sir, I'm an archer --"

    "Damn your eyes! FIX BAYONETS!"

    "SIR YES SIR!"
  4. Quote:
    Originally Posted by Nihilii View Post
    Or bake it into the power like Fire or Stone melee.
    That's what we used to have.

    Quote:
    Originally Posted by Nihilii View Post
    As others said, just get rid of it.
    But, what I've been trying to say is, they put it in because we asked for it. And many players applauded it as an improvement.
  5. Originally it seemed like Tankers had elemental-themed powersets and Scrappers had other sorts of sets, mostly (though not entirely) physical damage types. A lot of the craving for Psi and Energy Melee Scrappers was from players trying to get something other than smashing or lethal damage into a Scrapper's AT mod. (This was before Fire became available to Scrappers through proliferation.)

    Post-proliferation, I think the Devs are no longer opposed to the idea of Scrappers getting Ice; I think they just haven't gotten around to it.
  6. Sailboat

    Maneuvers FX?

    Quote:
    Originally Posted by Dz131 View Post
    Hasten is much much worse.
    Paragon's emergency medical personnel have been flooded with gruesome facial burn cases due to Hasten users trying the new "facepalm" emote.
  7. Clarification: are these temporary, just for the Halloween event period, or permanent costume pieces we can use all year 'round?
  8. Quote:
    Originally Posted by St_Angelius View Post
    a throw away toon as used by goldframers
    Goldframers?
  9. Are the characters roughly comparable in global recharge? An older character with lots of global set bonuses can probably get a faster chain and thus pile up more Fury..could that be what you're seeing?
  10. Quote:
    Originally Posted by devil dingo View Post
    I have been having fun leveling up my STJ/DA brute and while /DA certainly is not a bad set i can't help but think that it is a little lacking compared to similar armors ELEC and FA. Dark regeneration is incredible and the psi resistance is sweet but DA doesnt have all the the bells and whistles that the other 2 sets have.
    While this has been addressed very thoughtfully by other players, I'm going to add that, as an avid player of both Fire and Dark armors, I wouldn't have said Fire has "more bells and whistles" than Dark. It does fewer things and the ones it does do are less exotic. It does do more damage, but that's in line with the "fire=damage" motif of the whole game.
  11. Quote:
    Originally Posted by ClawsandEffect View Post
    Lots of ranged or energy defense.

    My BS/DA scrapper is softcapped to ranged, and I seldom even notice when lots of energy damage is coming my way.
    Yeah -- bear in mind there are several sets with negligible energy resistance, which do iTrials. You can soft-cap the defense, and still have moderate resistance to energy, and still have the best heal in the game.
  12. Quote:
    Originally Posted by rsclark View Post
    Not unless the set pre-dates the changes.
    Ok, revise my suggestion to say "An alternative way to look at it is that every older weapon set is rewarded with artificially increased dps if you chain it without using pool powers, and at the same place it used to be if you don't, and fortunately the newer weapon sets are balanced with the older ones instead of all being uniformly better, which would be bad game design."
  13. Well, the purpose of Incarnate stuff is for each 50 to have something more to do and not be "finished" at 50.

    Your desire would seem to run counter to that.
  14. Quote:
    Originally Posted by Mordheim View Post
    I find this assertion a bit absurd. As far as I can tell all the current system does is artificially reduce the DPS of weapon based sets when choosing certain secondaries/pool powers therefore reducing the number of viable choices.
    An alternative way to look at it is that every weapon set is rewarded with artificially increased dps if you chain it without using pool powers, and at the same place it used to be if you don't.
  15. Eh, you'll get a final answer, and probably make a post about it, and get hundreds of page views and scores of replies. But you'll still encounter people who insist it's the other way around and eagerly share that misinformation.
  16. Quote:
    Originally Posted by clarke_VII View Post
    Okay, dumb question time...

    The base Defense Rate of all of /SR toggles is 13.88. If I slotted the 4 pieces of Red Fortune (50's of course) that modify defense on Focused Senses, are these defensive bonuses calculated individually against the 13.88% base rate?

    If so, then it should modify the base defensive value of FS from 13.88 to 23.55. I'm working blind here, sorry if the math is way off. If I then added a fifth piece of Red Fortune to FS I receive a set bonus of 2.5% to Ranged Defense. Is this set bonus also figured against the base rate of 13.88%? Or is it added intuitively to the modified value of 23.55? Or...I dunno, maybe I'm really far off on the mechanics.
    The enhancement value of the IOs modifies the base defense the power provides. The "ED cap" of enhancement for defense powers (Schedule B) is around .56, so fully-slotting (3 SOs or decent-level IOs) should get your Focused Senses (base defense 13.75) to 21.45% defense, give or take minor differences in SO or IO level.

    Then the set bonuses are added directly to your actual defense number, that 21.45%. In this case that would add 2.5 to 21.45 to produce 23.95 defense.

    If you're doing it in your head, not with Mids', sum up the defense from each enhanced power that grants defense, then add each relevant set bonus to that total. You'll need to do this separately for each position (melee, ranged, AoE).
  17. Quote:
    Originally Posted by TheProtector View Post
    Do Spines or Thorny Assault have redraw?
    Spines has the old style with baked-in animations. This means you do NOT pay any time penalty for switching to a non-Spines attack; the Spines will draw again when you use them, but that delay is inherent in every Spines attack and chaining Spines attacks together consistently will still have the delays.

    This has good and bad aspects -- you can draw other weapons at will without penalty, but it is not as smooth-looking and not as fast as it would be if done the new way; there are the little pauses in your attack chain.

    It's worth noting that Spines has so many secondary effects that Castle once said he might choose to nerf it if he DID decide to speed up the chains by removing the baked-in redraw like other modern sets. That's probably why Spines wasn't adjusted.

    Spines is the ONLY Scrapper set still this way.

    I don't know about Thorny Assault.
  18. Quote:
    Originally Posted by Cainus View Post
    This is actually no longer true.
    The animation times have been standardized so that the time it takes to draw your weapon is actually removed from the animation time of the attack going off.

    If you dont have your weapon out, the shortened animation will play.
    If you already have your weapon drawn, the standard animation will play.
    Quote:
    Originally Posted by Rush_Bolt View Post
    I, for one, would like some documentation on this supposed change. Can you supply patch notes, Dev comments etc?
    That's exactly wrong. That's how it used to be, it was changed long ago, and the new state has been discussed hundreds of time on the forums. I don't know why this is such a persistent misunderstanding.

    Redraw

    Redraw

    Redraw

    BABs on difficulty of redoing redraw

    Arcanaville on difficulty of redoing redraw
    and more here

    A note on the history of redraw

    Sarrate on redraw
  19. Quote:
    Originally Posted by Linea_Alba View Post
    I would have ordered the priority Melee/Smashing/Lethal, then Ranged/Energy/Negative, Lastly Aoe/Fire/Cold.
    I'm not really sure why this advice includes the positional defenses, maybe just for completeness? Melee defense from IO set bonuses is linked to smashing/lethal typed defense, but don't try to build for melee defense on a Willpower; stick with the typed defenses, since you already have substantial numbers in them.

    Also, Claws/WP is one of the few builds where +recharge, while not useless, is not very valuable. Willpower does not benefit in any measurable way from it, and Scrapper Claws is already fast-recharging. You will benefit most dramatically from s/l defense, energy defense, +hit points, and +regen in about that order.

    Note that it's somewhat less important to soft-cap defenses on a Willpower than on other Scrappers, because Willpower's huge capacity to regenerate hit points (and recover endurance too) can cover up a certain margin of error if you are getting hit.
  20. Quote:
    Originally Posted by Carnifax_NA View Post
    You're doing "You're doing it wrong" wrong!
    This is my favorite sentence on the Internet this week.
  21. Quote:
    Originally Posted by Doomguide View Post
    Just to be clear, unless the foes are 6 levels or more beyond your level they do NOT get To Hit bonuses they get Accuracy bonuses (specifically for +4's the bonus to Accuracy is 1.4). Vs accuracy additional defense beyond the soft cap will not directly help
    Quote:
    Originally Posted by Werner View Post
    Repeating Doomguide for emphasis, +4 enemies do NOT have to-hit bonuses; they have accuracy bonuses. Defense over 45% isn't going to counter accuracy bonuses. Nothing will. Those enemies are going to land more hits than lower level enemies, period. 45% defense is as good as you can do UNLESS the enemies have to-hit bonuses,
    Just to reiterate, because I see this misunderstanding come up frequently: as the above two posters explained, the following excerpt is not technically correct:

    Quote:
    Originally Posted by Hyperstrike View Post
    Also, with the level difference, they get a fairly large +ToHit bonus on you. So being a point or two over Soft Cap isn't going to cut it for you.
    +4 Enemies will hit you more often, but increasing your defense won't have any effect on that. That's what makes the soft cap such a useful concept.
  22. Quote:
    Originally Posted by Stryph View Post
    Not to mention RTTC. More mobs around you means -tohit on foe so there's some mitigation to be had right there.
    I'm not quite sure what you mean, but if you're suggesting that more mobs around you means more -to hit debuff, I don't think that's the case. I believe (and correct me if I'm wrong!) that the -to-hit in Rise to the Challenge is a flat number that does not increase with more mobs in range (unlike the +regeneration buff, which definitely does increase in crowds.)

    If that's not what you're suggesting, I apologize for misconstruing.
  23. Sailboat

    Stun master?

    Having recently slotted up Fault on a Stone Melee Tanker (after foolishly ignoring it for a long time) I can tell you it by itself is an amazing amount of control and, if supplemented by another area stun like Oppressive Gloom, ought to be amazing mitigation. With slotting, the stun will last longer than the recharge, allowing you to keep foes indefinitely stunned if you cycle it. Fault has a mag of 2, with a 50% chance of an additional magnitude, and hence stuns all minions and half of all LTs it hits. PLUS it does knockdown and taunt.

    Stone Melee has some knockdown and stun in other powers too, and the awesomeness that is Seismic Smash, a quick-animating extreme damage mag 4 hold.

    It's not the perfect set for all needs -- not an exotic damage type, endurance-heavy, and limited in its AoE -- but Stone Melee is very good if you like melee controlling.

    Lastly, it has thunderous sound effects and screen shake (if you're into that sort of thing).
  24. Quote:
    Originally Posted by Deus_Otiosus View Post
    Except they aren't.

    I don't have time at the moment to give you all of the reasons why.

    In general, Scrappers do more damage, and Brutes are slightly more resilient.
    That's what I've read and that's what I thought -- but I keep seeing people insist or imply that it's more than that, that Brutes are Just Better All Around™.

    Quote:
    Originally Posted by sati44 View Post
    You wrong. What he's saying is that some % of player says that the brutes are better and some say they are just equal to scraps.
    Sort of. What I was really trying to do was not to nerfcall, but to call out those players who say that Brutes are better in all ways and ask them to explicitly defend their position as being 1) true and 2) reasonable. In other words, if they are right a nerf probably is in order, and if they are not right could they please back down.

    Thanks go out to LadySunflash, GavinRuneblade and Arcanaville for trying to clarify for me.

    I may be more sensitive on this issue than otherwise because I have a long-established Claws/Willpower Scrapper I'm heavily invested in. I'm aware Willpower is dramatically better on a Brute and I hear that Claws is somewhat better on a Brute, leaving me clinging to the idea that the faster recharge times of Scrapper Claws still count for something (at least I can do Spin every 4 seconds or so). Whenever the topic comes around to how much better Claws/Willpower would be on a Brute, it feels like some respondents go on about the other offensive powersets being better as well. So that's why this has been a bit of a sore point as well.