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It's an expletive I made up by chance. Once, in chat, I attempted to say something to the effect of "Doh! I knew I was missing something!" but mistyped and what came out was "Dog! I knew I was missing something!" In this context, the word "dog" appeared to me to be used similar to the word "damn" or "crap," which made me laugh and caused me to start using it as a general-purpose expletive. So when I say "the real numbers are dog" I really mean "the real numbers are crap" or "the real numbers are nonsense," not because I have anything against dogs (I don't), but because I think it's funny yet confusing

Eagle's Claw has several components:
This comes as a surprise to me. I don't know why, but I recall Eagle's Claw being a fairly weak attack at a damage scale of 2.2. Scratch that, I do know why - City of Data lists it as a scale 2.28 attack. As a point of fact, it's closer to 2.62, which is the damage of Head Splitter. So I agree with you, that's a serious attack, and I'm not really bothered by its animation time. Not worrying about quick attacks is why I left BlastersQuote:Damage (it's a fairly hard-hitting attack, although the lengthy animation time lowers its overall DPS) 
As far as I'm aware, that's the same chance as Katana's Golden Dragonfly and Broadsword's Head Splitter, as well as other attacks tagged as having a "better" critical chance. This is listed in the real numbers, however, and it is well appreciate. Thank youQuote:15% chance to crit (itself). Note this is higher than a normal Scrapper attack, which would be 5% on minions and below, or 10% on LTs and above 
When did that change? Granted, it's probably in the real numbers and I probably missed it, but I vividly recall the power doing only a mag 2 stun at one point. Am I wrong?Quote:3 magnitude stun for 4.77s
This is the first time I've heard of the critical chances stacking... Interesting. Doesn't this mean I should be seeing even more criticals, then?Quote:]An increase of 33% to the crit chance of the next attack. This increases the following attack's crit odds not TO 33% but PLUS 33%, so, for example, a typical attack that crits 5% on minions and below, or 10% on LTs and above, would be critting 38% on minions and 43% on LTs and up.
So what you're saying is that if I queue up an attack during Eagle's Claw's animation, that attack will get the bonus even if the buff icon expires? What if I get knocked down in the process despite having the attack queued? Why have such a short window of opportunity, anyway? Why not rig it like a mini-combo? You hit Eagle's Claw and all it puts you into a mode where all your attacks score a critical, but each attack takes you out of that mode? Why make it so tight?Quote:Note that the increased crit effect for the following attack has a very short time window and it starts during the animation, so you have very little time to fool around. You can't EC and then move to a target and get the bonus; you can't EC and then think about what attack to use next; you pretty much have to decide immediately and queue up the following attack while EC is animating. And forget trying to get TWO attacks un before the crit binus expires. Also, it only works for Martial Arts attacks, not, say, Fireball.
I've seen a few people advise me to use Dragon's Tail after Eagle's Claw, an I'm still on the fence about it. Yes, it's easier to see the benefit, but I've never been able to bat much of a percentage, possibly because I don't fight all that many enemies at once. In large part, I have more chances to hit that way, but also more chances to miss, whereas with, say, Crippling Axe Kick, I get a SERIOUS damage bump all in one lump. I recall fighting a Freakshow Tank Swiper and scoring three criticals in a row - Eagle's Claw -> Crippling Axe Kick -> Crane Kick. The poor Tank dropped down to about 10% health despite his Smashing resistance within the span of about five secondsQuote:Since there's only one AoE Martial Arts attack, Dragon's Tail, a lot of people like to use EC and follow it with DT, which gives more chances to roll the enhanced crit. The effect really does help MA's area damage output. It can be used on other attacks, though. Sometimes when fighting a single hard target I will use EC followed by my biggest-damage attack, like Crippling Axe Kick; sometimes I choose Storm Kick, because it has its own enhanced chance to crit, which EC pushes even higher (48% against a boss!). 
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Thank you for the explanation, everybody. I'm not sure how happy I am with the Critical Chance design, but at least now that I know what it's doing, I can try and make better use of it. And who knows? It could well have been operator error which kept me from seeing the results I was expecting. I'm not too proud to admit that. So thank you
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If it lasts for five seconds, then that wouldn't be too bad. I can usually squeeze an attack in within three seconds of Eagle's Claw no problem. A 33% chance, however, is something I'd expect to show me more criticals than I'm seeing. Not literally one every three attacks, but more than I seem to be seeing just the same. I'll keep an eye on that. Might feel a bit better when I have slotted the power some, as it currently only has its default accuracy slot.
So, the power icon is wrong, then? Should I take it as fact that it disappears before the boosted critical chance buff does?
Sometimes I wish I could see to-hit rolls for separate power effects, just so I know what's happening behind the scenes. -
I apologise if this question has been raised before (as it probably has), but I honestly can't figure out what the Scrapper version of Eagle's Claw has been doing since the I18 power changes. I'm asking only now since I deleted my level 50 MA/Inv Scrapper and rerolled her as a SS/Inv Brute (now also 50) so I had nothing to test with. But I'm playing around with the power now and I'm not sure what I'm seeing.
The power's "real numbers" are dog. I don't look at them since they're missing that crucial critical hit bonus. I know the power is supposed to increase my chance to score critical hits with other Martial Arts powers after I use it, partially because my combat spam says "You increase the Critical Chance of your next attack." when I use it, but... By how much? For how long? Counted from when? What powers does it apply to? The only other place I can see this even admitted to is the power's basic stats, which include a +Speical, but the power's long and short descriptions don't feature this that I've been able to see.
I've been alternately told that the power gives me an extra 15% chance to score a critical, an extra 25% chance and an extra 30% chance by different people. I'm not told if this is instead of or on top of the powers' existing "5% minion 10% lieutenant and up" chance, but I feel it's safe to assume it's "instead." I'm also told that this effect lasts for two seconds.
My reason for asking despite being told all this is because I ain't seeing it. Yeah, I'll occasionally see a critical hit after Eagle's Claw, but that's rare enough to be 1 in 20, which is within my powers' normal critical chance anyway. I was told to watch out for a buff bar buff icon from Eagle's Claw, and indeed one exists. Only it disappears before the power is even done animating.
This concerns me. If the buff indeed lasts for 2 seconds and starts when the power starts as the buff icon would suggest, then the buff seems to be expiring before I can even fire off another power, because Eagle's Claw has a 2.53 second animation, give or take Arcanatime, which is over half a second longer than the buff is supposed to be. That might explain why I'm not seeing it.
If this sounds like a rant or a complaint, it's not. I just want to know exactly what the power does, both so I will know how to use it and so I'll know if I want to see something happen to it. And the in-game resources have so far FAILED to deliver the relevant information completely and entirely.
Does anyone knows what this power actually does? -
No offence, Sir, but no matter how you phrase is, insisting that you should have what you want when we can both have what we want because you say so is not trying to be polite. It doesn't matter how polite you're trying to be when you are essentially telling me to go to hell. Instead of being "polite," you should have chosen to bring forth a meaningful argument for why customizable colours is a bad idea, instead of reaching for the old "agree to disagree" cop out.
This is not a matter of opinion. This is a matter of simple fact. You like the existing colours, so you would get to have what you want whether or not they are customizable. If they aren't, you got the colour you wanted. If they are, you can pick the colour you wanted. The only possible outcome you can be aiming for with the argument that it's better to not have customizability is to keep ME from getting the colour I want to use which is different from the colour you feel I should be using. That is not polite. That is petty, thoughtless and irresponsible, no matter how passive-aggressive you try to make it sound.
If you don't care about customization, then fine. Say so. Explain that you accept the pack for what it is. But once you start arguing against me having what I want, then you had better damn well have an argument that I can respect, or you are not being polite. You are being condescending. -
Quote:Yes, you can. Let people pick their own colours and everyone can be happy. You can have your brown and beige, I can have my gunmetal grey and wrought iron black and other people can have their copper patina green and ruby red and so forth. It boggles my mind how you can suggest the opposite. What do you lose if we can colour these pieces, when you can colour them the same as they are now?As the old saying goes, you can't please all the people all the time
You like brown and beige Steampunk? Pick those colours. What does that take away from your experience? Does it bother you that I won't be using them, somehow?
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The expression that you can't please all the people all the time referring to pleasing people with a SINGLE specific status quo, inferring that there is no one thing which everybody likes. The logical solution to this problem is to NOT have one single specific status quo but to let people define their own gaming experience and visuals. Don't like red electricity? Change it to any colour you want. Don't like the basic low-poly broadsword? Swap it to something you like more. You don't like playing Caucasian characters? Sure, make 'em black. Or, for that matter, make 'em blue or red or green or purple. Don't like brown metal? Tough cookies. -
I agree. The original Launch game design philosophy was heavily based around penalising mechanics. You get great regeneration in Instant Healing but it costs a lot. You get great defences in Elude but you can't attack. You get status protection in your Tankers, but you can't move. You get to deal huge damage over a large area, but you lose all of your endurance and you stun yourself for five seconds. The list goes on and on.
By and large, I feel no apprehension in saying that this methodology towards balancing powers has proven unpopular. People skip these "situational" powers because they're too dangerous to use and stick to the ones that do less but operate with much greater reliability. I think it's high time we brought Nukes into the current-day balancing methodology of producing more reliably useful powers even if they're not borderline cheating in terms of final performance. -
It appears I've been proven correct. Incarnate powers render regular level 50 content trivial, which means they require their own content, something Matt Miller keeps insisting we wouldn't need much of because Incarnates are "a system" and not "a TF that people will be done with in a week."
No, Incarnates are their own level range, and they require content worthy of an entire level range. Two, three, four or five Trials does not cut it. A large body of content of all types is needed. That's precisely why Jack Emmert argued against end game, and things must be getting pretty desperate if I keep bringing up things Jack did right as a contrast to things Matt and Melissa are doing wrong.
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Simple fact - if you want Incarnates to be noticeably more powerful than non-incarnates, then you need to treat Incarnates like a level range, not like a level 50 advancement system, which they are not. Incarnates are not like Inventions. -
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Thank you, Tunnel Rat

I have a question regarding priorities: How high of a priority do you consider the fixing of bugs with existing visual effects, such as those that exist with a few custom powers, vs. working on brand new effects? -
Mech Mechanica is pretty cool. I've never been able to use that mouth detail in any presentable way before, but it looks pretty good here, and even adds a little detail to the back of the helmet. Nice touch!

Also, Battleguard is a really cool design in a completely different direction. The use of the Thug mask under a helmet is ingenious! What face are you using underneath to make the eye slit black? -
Bodyshop is a sentient mass of cancerous tissue drawing intelligence from the AI in that helmet.

Genersis is a robotic life form who wants to replace humans.

Jack is a tortured soul in the body of a demon who hides his face.

Tyler is a cyborg who believes organic life should be replaced by machines.

Majik is a scientist working on replicating magic with the technology inside his suit.

13 is a machine who gained sentience through personal experience.

Kim is an alien residing within a hazard suit.

The Steel Rook is a scientist and an inventor who uses power armour.
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I've wanted to make a screenshots thread for a while now, but I could never pick a decent theme for it, until today. I suddenly realised there was one part of character design (of a specific type of characters) that really deserves recognition as its own art form, and that is the art of making whole helmets. I thought it might be a fun idea to compare and contrast our different designs for whole helmets
What I mean by whole helmets is a helmet which covers the entire head and neck. It doesn't matter if you used Helmets, Half Helmets, Full Helmets, Hats, Hoods or even just a clever use of faces and face details. So long as you can't spot "skin" anywhere on the head or neck, it qualifies.
Here are mine, posted in a follow-up (ETA typing time) so as not to mess with the horizontal of my text post.
So, come one, come all, show up, show off and let's see if we can't trade some inspiration between us
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Here's something I'd ideally want to see:

Something like this is how Tyler was originally supposed to look like. And it would work if I could colour the backpack black, instead of very dark brown with lighter brown.
And, yes, Tyler is big. A little too big. -
Quote:I'm sorry, Henri, but that just doesn't work. Any pack which can only ever be the very small subset of what it's called is a pack that vastly underuses its potential. bAss started this thread with a whole slew of characters that I, personally, would define as neither Victorian nor Steampunk, and yet those characters were amazing. If we can ever define the "spirit" of this thread, or indeed any costume thread I've seen bAss make, it's the idea that you can take pieces intended for one use and put them together to form something completely different and unrelated. Because a costume pack which can enhance a broad range of costumes, even tangentially, is a truly great costume pack.well, it's just that wedding dresses, and martial arts and cyborgs can be all different colours, whereas steampunk is very much defined by that brass metal, brown leather look. imo, if it's not a brassy/brown valve and gauge fest, then it's not steampunk, it's just... tech. Just imo

To say that Steampunk is about orange brass and brown leather so it's OK that it can't be anything else is like saying that the Animal pack tiger head should only ever be orange because it's a tiger head, or that the bridal pieces should only ever be white because brides wear white dresses.
I've so far contributed three costumes to this thread - two Victorian gentlemen who don't look remarkable at all and indeed look inferior to their current incarnations, and one mechanic girl in green overalls with the top tied around her waist, who looks pretty dang good if I do say so myself. I find the unorthodox uses to be far more interesting in this case, and I find it greatly concerning that people seem to defend the lack of options just because they're happy with the options that exist. I'm not trying to take away your brass and your leather. You can still use them. But I want options, especially out of something that costs real money to buy.
And, no, I still have no real costume ideas to further contribute. I'm working on it, though. I'll try to see if my giant robot can't use the backpack despite it being brown. -
Quote:Any colour I choose. The same colour that the Wedding pack and the Martial Arts pack and the Cyborg pack were. I wouldn't mind copper brown if I'd picked it, but I'm not looking to make new characters, I'm looking to upgrade existing ones, and I have no brown tech characters to upgrade.can i just ask, without any connotation other than my own curiosity, what colours 'would' you expect a steampunk pack to be?
The reason I haven't posted more screenshots is just that - I can't think of existing characters I'd want to upgrade or new ones I want to make. -
I should actually comment on the built-in tie-scarf-thing that the Victorian male jackets come in. Why couldn't that have been put in the Chest Details section? That way, we could pick if we want the scarf or not AND we could pick what colour it is, as opposed to always only black. Or, hell, at the very least, can we have a version of that jacket without the black scarf?
Furthermore, why are there uncolourable gold stitches on the Steampunk jacket and its associated sleeves? I can understand there being contrasting stitches, but why gold? Why not white or black or a colour of my own choosing? The same goes for any costume item that has brass on it, because everywhere there's brass, it's not colourable. The boiler backpack deserves special mention, because while it IS tintable, its base texture comes heavily pre-coloured, so any colour you stick on it is going to end up in the dirt spectrum anyway.
I really like the idea behind many of these costume pieces, but I really dislike how much of them is set in stone and not customizable. I mean seriously! How did a hat option without tintable hair ever even get approved? -
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I have two topics to discuss:
1. The above pics:
The top one - guy in white suit with red hair - is William Worthington. His entire shtick is that he's a suave, well-dressed immortal villain who has turned to evil out of sheer boredom. The left-most is his original look, a sort of contemporary business suit that he manages to fight while keeping clean. The second is the Steampunk take on his more elaborate complex gentleman's suit, with the third being its original form he's using now.
The bottom one - butler - is Charles Ludlow, a bred and brainwashed servant who is skilled in combat, technology and cleaning up other people's messes. One of his greatest strengths is to assist his master while remaining in the background. The left-most suit is his classic butler's getup. The middle one is the Victorian take on his "outdoor" suit. The right-most suit is what I got out of a fairly long thread on classic clothing and my take on several suggestions a poster made to me, which is what he has now.
I bring up original, old and new as comparison. In all cases, I see little meaningful improvement to be had with the Victorian jacket vs. the Baron jacket, with the upside that I can use a tie of my choosing with Baron and I don't have to contend with the awful, inappropriate golden seams. Furthermore, neither of the Steampunk facial hairs looked superior on either of those two characters. William needs a more contemporary mop of a beard and Ludlow needs an old man's moustache rather than a Kaiser one.
2. "This is what Steampunk is like"
That is a weak and disingenuous argument. Yes, the pieces are accurate to both Steampunk fiction and Victorian fashion as far as I know, but then the pieces could have contained Starfleet uniforms and they'd have been accurate to Steampunk and Victorian clothes as far as I know. My point is that there's no convincing reason other than cutting corners for these costume pieces to be unable to represent ANYTHING else.
I see no convincing reason why the Victorian jacket has to come with a built-in black tie that I cannot remove, replace or recolour. That alone means I can't use the jacket for William, because the bright red tie is central to his person. Furthermore, he is supposed to have an iconic colour scheme of white clothes, red tie, red hair. Yellow and black do not enter into it, yet I can remove neither the yellow nor the black from the Victorian jacket, and I'm not even counting the buttons.
If the Victorian jacket came without a tie, and that scarf was instead included as a chest detail for the jacket category, then I could have the exact same jacket with the exact same black scarf if I picked that for my chest detail and then picked black for it. As it stands, I'm denied this choice, and for what? So I can have my ties clipping through my other tie that I can't remove?
And then I go back to the brass pieces. If I were allowed to colour these myself, then I could pick brass, or I could NOT pick brass, but the choice would be mine. I could have a brass boiler, I could have a wrought iron boiler, I could have a steel boiler, I could have it covered in copper patina, something which should be just as natural to a Steampunk theme. But I can't. I can only pick from a colour in the dirt spectrum, because the base texture for the thing is brown with a little more brown on the side.
We've had costume sets added before that don't really work well with other costume pieces, but we've never before had one that aggressively interfered with other pieces by clashing in terms of colour and clipping with them. This is a "Steampunk AND NOTHING MORE!!!" booster, and it really didn't have to be one.
Look at the Praetorian Clockwork chest piece. Everybody's using this for a whole wide range of purposes beyond aping the clockwork and indeed beyond representing robotic or even Tech characters. It's because it works so well with so many other pieces. The female Victorian pieces somewhat do, but the male ones are total fail in terms of character customization. What men get is one step removed from a Halloween costume code. -
Big pics below, so text to follow in a subsequent post:

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Hair colour is not changeable for hats for males in the same way that the brown of brass is not changeable on any Steampunk piece that has brass on it. No, I don't like it, either.
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I agree. When I first saw the curly hair in the video, I was stoked! As you said, we've never had curly hair before, and this one had such a unique, sharp look that I couldn't wait to use it... Only to discovery I had to use it with a fairly ugly hat that doesn't fit anyone outside of a specific Steampunk story. So what if I want to make something like Karin, then? Not Steampunk but still curly.
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Quote:I disagree. Simply making the face textures higher resolution can fix a lot of the problems. Right now I can see the pixellisation around the eyes and mouth from space. I know my characters' eyes have pupils because I infer that the dark-coloured blotches next to white-coloured blotches roughly where the eyes should be must necessarily be pupils, but I can only ever be sure with the few faces that have non-black/brown eyes.The TLDR bottom like is these faces are more lifeless and fake looking than some of the old painted/photosourced ones. Shy of creating new face geometry and complex shaders, you can't really do anything about it except go for a more stylized look.
Of course, I'm not talking face resolution high enough to see the pores in the skin, that wouldn't help matters any, but at least high-enough to where we can see eyes, eyelids, eyebrows and mouths CLEARLY, rather than in large blocky interpolated pixels would go a long way towards making faces look so fake.
One need look no father than Katie Douglass' final Morality Mission in Praetoria, where you see a close-up side shot of her face. It makes it very clear that her eyes are painted on forward-slanted surfaces stretched between her cheeks and her eyebrows. That's a very good representation of a lot of what's wrong with contemporary faces. They're blocky and pixellated! -
Quote:While I agree with you that the hat works well if your character concept happens to include brown hair and indeed does offer freedom of a different kind, I still feel that for every piece which includes large uncolourable sections, a double should exist which is entirely and fully tintable, even if that means brushing several different details into the same hue.Take the Steampunk hat (bowler with steam pipe) example. You can color the hat and the band, but not the pipe or hair. This is pretty disappointing, but I realize that we only have the ability to apply two colors to any one piece. So, we were given the option of coloring either the hat or band. Sure, they can work around this where the pipe and/or hair would receive the same color as either the one for the hat or band, but that's not ideal, either.
Think of it in terms of the Stealth pieces: They come with one pattern where you colour the round areas and the angular lines, and then you have another colour pattern that's just the round area but not the lines.
That, and the base textures need to be greyscale, and they aren't always. I look for them in the piggs but couldn't find anything. I do have the following screenshot, however:

This is the Steampunk boiler backpack coloured white/white, and it's nothing like white at all. That's because the base texture is brown, like skin is. I'm not sure what aesthetic the artist was going for with this base texture, but I'm sure he or she had good reason to do so. However, another version of the backpack is NEEDED that has a greyscale base texture and colours entirely. That way the brass/copper/bronze fans get their rusty steampunk boiler but I get to sell it as a power generator for my futuristic robot who's clad in gunmetal grey and black.
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And so as not to come off like a complete derailing dick, I promise the following: I'll have another few costumes coming up soon, probably two or three. Soon as I snag some screenshots and crop them.
*edit*
Well, as soon as the Test server comes back up, anyway. -
Quote:If the "tokens" weren't themselves highly random, then I'd be much more forgiving of how much it took. I did the whole rat race of trying to gain Alpha Incarnate boosts with Shards dropping off regular level 50 enemies, and I gave up after about the third day in which I hadn't gotten a single drop in a multi-hour play session.Like, say, collecting 30 tokens gets you a Very Rare, or collecting four Rares and 400 mil Inf gets you a Very Rare?
Also, if you're referring to the existing methods, those are intentionally made to be punishing because - and this is from official comments - they are not the main way to gain Incarnate status. -
This is going to be an inherent problem with any system which requires large teams made of level 50 characters. While it's pretty safe to say that a large number of players have at least one 50, I don't think it's as safe to assume that that one 50 is a support AT anywhere near half the time.
When we're talking about lower-level teaming, or teaming for content over a broad level range like the ITF, you can typically get people to swap characters and pick something more relevant to the team, because on average, people have more characters in the 35-50 range than they do at 50. There are exceptions, obviously, but it's a pretty safe bet nonetheless.
