Siolfir

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  1. Quote:
    Originally Posted by Doctor Roswell View Post
    Same problem here. In IE and Chrome. I'd hardly call it a "random" logout bug -- that implies it sometimes doesn't happen.
    Except that's not the random logout bug that's being talked about, which is apparently (I've been told) a load balancing issue. What happens then is while the browser is still open, it logs you out as you change pages - which is really annoying after you write a post and hit submit, and it logs you out before actually posting it.

    I haven't had the random logout in a while, but I have had to log in each and every time I close the browser pretty much ever since they went to the new forum software (I don't remember the last time I didn't, and I hit "Remember Me" each time).
  2. Personally, I think it's entirely hypocritical to deny Stalkers anything based on theme while they have Electric Melee and Electric Armor - what part of "big flashes of light while attacking including a screen-filling lightning bolt" and "glow-in-the-dark armor" fits The Theme(tm)?

    Titan Weapons makes as much sense for a Stalker as it does a Scrapper.
  3. a) Blizzard is fun.
    b) It does a ton of damage. Even you said, "they almost always [die], except maybe Freakshow who revive themselves."
    c) Positron's Blast provides you with more recharge at 5 slots.
    d) You can refill your endurance while the mobs flop around with a small blue inspiration and Power Sink.
    e) See point a.
  4. Quote:
    Originally Posted by Dz131 View Post
    It's not much different than if you KO blow them and they fly up in the air and die. They die, but the effect still plays, you're just adding an extra check in the middle.
    Which is what I said earlier - you'd need to add a check in the middle that currently does not exist.

    Quote:
    Originally Posted by Dz131 View Post
    That's makes no difference, at worse if you apply all effects, you get your normal KB + your greater KB which would result them being chucked far anyway.
    Mobs that have things go off when they die have those things go off after every effect on the power that made them die happens (and independent of which power caused it). This means the extra check listed above is still required, because you have to apply the damage and then go back and check the rest of the effects. When I said "all effects are applied", I mean the damage is applied at the same mob state as the knockback - so it would either always do the extra knockback or it never would, due to timing.
  5. Quote:
    Originally Posted by G_Savior View Post
    Last I checked the superhero genre was a pretty wide-encompassing one. Could we use more TRADITIONAL hero stuff? I think so.

    P.S Silver gale is being sarcastic
    Now that's impossible; nobody in this community would ever be sarcastic to make a point!
  6. Quote:
    Originally Posted by Shadow_Kitty View Post
    • Skirts won't lift in the wind. Or flutter for any reason. So panty shots are tricky.
    Martial Arts + mini skirts. Storm and Crane Kick, and Eagle Claw.
  7. Quote:
    Originally Posted by Dz131 View Post
    Ok there should already be something that handles mob death in the game and also KB effects. Like if dmg > hp then run die, or if KB mag > prot mag then KB. All you need is to add when die play this big effect instead of normal KB. And you're done.
    You'd like to think that, but that's what I'm saying - I can't think of a single case in the game that I'm aware of where some/most of the effects are applied and then conditions are checked for other effects on the same power activation. So no, there almost assuredly is NOT something that handles this already. Thus, engine change; thus, unlikely to happen soon if at all.

    Quote:
    Originally Posted by Dz131 View Post
    With Nightstar and Seige, the countdown doesn't trigger at all if the other is dead. So it definitely does a check when each of them dies to trigger the countdown. This is same with basically alot of common missions in the game eg. In AE, you already get when this mob dies, trigger this objective. So this effect of when die, do this, is already in the game.
    That's still an "at activation, check <condition> and apply all effects" case, though.
  8. Quote:
    Originally Posted by dugfromthearth View Post
    I think mecha are really the only mainstay of anime that are not supported now.
    Malta Titans.
    Robots MMs.
    A large variety of costume parts.
  9. Quote:
    Originally Posted by Ironblade View Post
    When you don't have a good response, make a stupid and fatuous post. (shrug)
    This sentence brought to you by the Department of Redundancy Department.
  10. It's been calculated a LOT over the past years. I'm summarizing the math.

    At a 10% critical rate, a Scrapper will do scale 1.125 * 1.1, or scale 1.2375 damage on attacks that have a full damage critical (not all attacks do). So let's add in some damage slotting (100% because I'm lazy) and that means that a scale 1 attack will do a "universal scale" 2.475 damage.

    A Brute needs to get enough +damage to make their 0.75 scale damage pretend to be scale 2.475; 2.475 is 3.3x 0.75 - so you trim out your base damage and slotted +damage and you're left with needing 1.3x (or +130%) damage... or 65% Fury.

    Depending on damage slotting and other bonuses, the value fluctuates because +damage has a much greater effect on the Scrapper than the Brute.
  11. Quote:
    Originally Posted by Dz131 View Post
    they already do that with Nightstar and Seige in BAF. If he dead? No, then countdown res, otherwise die.
    I very seriously doubt that it's the same thing that I'm talking about, but a grantable pseudopet could probably simulate the effect with some potential glitches (see my previous post). My assumption on how that works is an autopower that activates at the end of the countdown (checking the status of the other at that time, before any effects are applied).
  12. Quote:
    Originally Posted by Rangle M. Down View Post
    I'll pre add in the Standard Code Rant applying to my idea before even mentioning it.

    As with mez effects currently, even if you resist the effect it's still there. Drop your protection etc. and you will get mezzed. It might be possible to add in an un-resistable kb/repel effect that only works when hp=0. IE. your alive and the effect won't work. You're dead and your "protection turns off" and you get bounced.

    Not saying it would be easy, or something I'd like to see, but that might be a way of making it sorta work.
    That could work but KB is an instant effect while other mez types have durations (which is why it's so rare to stack it). Summoning a pseudopet could work but could potentially cause some really messed up effects depending on where it places the pet and how that affects the direction to send them flying (it could come flying back at you).
  13. Quote:
    Originally Posted by Errant View Post
    Tanks outdamage Corr's? Blech. Fortunately, all Corr's have a permable and unresistable -Resist to overcome that... wait, Bruising belongs to Tanks... Blech.
    Look on the bright side... Corruptors outdamage Controllers (that don't have pets and can't set Containment), Masterminds (if you ignore all of their pets), and (once Scourge kicks in) Defenders!
  14. Quote:
    Originally Posted by Obscure Blade View Post
    Warshades have Dark Extraction which works on dead bodies and only dead bodies, so that much should be possible.
    The problem is timing.

    Example:
    • Mob has 30hp left, attack does 50 damage and does KB.
    • Checks on power for valid target are done - mob is still at 30hp and is alive, so it applies all line items checking for living mobs.
    • Effects are applied. Mob is knocked back while hit points are reduced to -20 (0) while mob is still alive.
    • Mob is now dead and at 0 hp, after being knocked back at base knockback. Dark Extraction could work now, but the extra KB can't check since it's already applied (and if applied earlier the mob won't be dead!).


    It would have to do something like the following:
    • Mob has 30hp left, attack does 50 damage and does KB.
    • Checks on power for valid target are done - mob is alive (valid target) and at 30hp.
    • Apply damage effects ONLY prior to other effects.
    • Another round of checks to see which line items happen to select which secondary KB effect to use.
    • Mob is dead after applying damage, so higher KB value is used.
    • Mob is dead and has been sent flying. Dark Extraction could be used now.

    It's an extra round of checks but it's not impossible. But it's probably an engine change, and those aren't likely to happen quickly.
  15. Quote:
    Originally Posted by DarkGob View Post
    Still waiting for this "test" to be deleted.
    It's not "Soon(tm)" yet.
  16. Quote:
    Originally Posted by gec72 View Post
    Actually...why *isn't* there a force field defense set for melees?



    And I think the solution is to take something like Titan Weapons, and just stick the shield on the end of the weapon! That would look fabulous, a buster sword or a giant axe topped with a shield.

    (though thinking about that makes me really want American Gladiator-style pugil sticks as an option for Staff Melee...)
    Because Energy Aura exists, you just look like a singularity instead of bubble boy.
  17. Quote:
    Originally Posted by Rangle M. Down View Post
    Some people use Granite as a fall back, instead of running in it 24/7. I'm not saying it's your preferred choice, but it is a choice.

    I've avoided running in Granite if there's another tank on the team taking aggro. It allows me to attack more often and do more damage because I'm not suffering from the -rech, -dmg penalties of Granite. I don't bother being in Granite during the majority of a Hamidon Raid once the monster hunting is done. Especially if I'm Hami-bait. Granite isn't necessary at that point. Rooted, with Earth's Embrace recharging ASAP, is.

    Those are just a couple of examples where I find running outside of Granite to be beneficial, and not a detriment. Of the Stone armor set I didn't bother picking up Brimstone so I'm not running all the toggles outside of Granite armor, so that does help on the end/sec. usage.
    But that's the thing - if you're only using a couple of the armor toggles (Rock + Rooted or Minerals + Rooted), it's not more expensive than Dark Armor because the armors are more specialized. If you try to maximize protection, it's not more expensive than Dark Armor. In either case, you're not using as much endurance.

    If you want protection from S/L/E (the most common types) you can choose Rock and Crystal Armors and leave Brimstone off - or completely untaken - and Rooted for mez protection - total cost of 0.728/sec. Dark has Dark Embrace, Murky Cloud, Obsidian Shield for mez, and Cloak of Darkness for a total cost of 0.884/sec.

    The damage aura is far more expensive for Stone Armor than for the other armor sets, but it's lower than Hot Feet which has a similar damage + slow effect and Hot Feet doesn't have the mag 2 immobilize (although it has a much larger AoE); yes the cost could be lower, but if you're using it you're going to be attracting attention and probably will want the extra protection from Granite.
  18. Quote:
    Originally Posted by Aett_Thorn View Post
    Edit to get in the posts that my browser decided to skip:


    Some people don't like the penalties of Granite Armor, and develop builds without it. Doing so leads to higher endurance costs than Dark Armor, and those people aren't idiots.
    Any other armor set would work better in the same situation. I reiterate, if you picked Stone Armor and aren't using Granite, you picked the wrong armor set. The rest of the set is pretty terrible.
  19. Quote:
    Originally Posted by Dz131 View Post
    kill them with Fire
    Sorry, just wanted to quote that. It's not heard often enough.
  20. Quote:
    Originally Posted by Dechs Kaison View Post
    He did say stone, not granite.
    If you picked Stone Armor and aren't using Granite, then you picked the wrong armor set.

    But to play the game, substitute Rock Armor for Granite and add in Crystal, Minerals, and Brimstone (not that it's of much use) at 0.26/sec each. Now you're at 1.248 + 0.26 (x3) = 2.028/sec and you'll have less protection than you did at the much lower endurance cost.

    Running all of the toggles in Dark Armor pushes you to 2.002/sec and you actually pick up some extra protection while doing so.

    So yes, if you're an idiot, you can sacrifice protection and increase the endurance cost on your Stone Armor character just for the sake of proving a point. I think I can count on one hand the number of characters I've seen that were of a level to get Granite Armor and ran around with every other toggle turned on instead (usually it's Stone + Minerals, and they skip Brimstone entirely).
  21. Quote:
    Originally Posted by Errant View Post
    Stone Armor would like to tell you, "You're wrong."
    Granite (0.26/sec) + Rooted (0.208/sec) + Mud Pots (0.78/sec) = 1.248/sec.

    Dark Embrace (0.208/sec) + Murky Cloud (0.208/sec) + Obsidian Shield (0.208/sec) + Cloak of Darkness (0.26/sec) + Death Shroud (0.52/sec) = 1.404/sec.

    That's without Cloak of Fear (0.52/sec) and Oppressive Gloom (0.078/sec) in Dark Armor.
  22. Quote:
    Originally Posted by Ultimus View Post
    What if the check was set to a .1 second delay after damage was applied? We've seen powers are capable of this. (Think of the Defensive Tier 9's after 240 seconds applies -Recovery 1000%)
    As far as I'm aware of, all of the delayed effects are set at the activation time of the power - that is, all of the checks are done right away and the effect is set to go off <x> seconds later (which is why Scourge doesn't kick in during the middle of a true DoT, only rain powers that activate frequently - it just checks the target's hp right at the time the power is activated). So you'd still have the same issue - the target would be alive when the check was performed and you'd have to set an arbitrary threshold value that may or may not reflect whether or not the target dies.

    That's not saying that it couldn't ever do this - it's just saying that it most likely would mean some changes to when the power effects are calculated and/or applied.
  23. I was assuming it was referring to a melee character on a resistance set rather than a squishy with extra resistance, but a Demon Summoning/Sonic (or /Pain) Mastermind would be able to get a decent amount of resistance without sacrificing anything on the build and could go for defense set bonuses, and anything with Time Manipulation, Force Field, or Traps isn't sacrificing anything (well, other than buff/debuff set choice) to have decent defense.

    Although then you're in the realm of "why not just aim for the softcap" with a secondary providing good defense.
  24. Quote:
    Originally Posted by BrandX View Post
    If we're going by Tanker sets, then ELA can cap S/L Resist too without the tier 9.
    I was referring to a Brute build that had been floating around a while back... mostly because I didn't want to figure out the Tanker numbers.
  25. Quote:
    Originally Posted by Jibikao View Post
    Looks like Tanker forum has a nice "consolidated buff Tanker idea" thread going on that caught Synapse's eye. http://boards.cityofheroes.com/showthread.php?t=279524

    I guess we Stalker fans don't come up enough ideas or our ideas are not consolidated enough. lol

    When is the last time a dev comes here to post? Since Castle? That's like more than a year ago?

    Or it's more because we used to have "consolidated threads" (I believe that thread has more than 1000 posts!) but Castle basically said there's nothing he could do so we basically gave up posting ideas? @_@

    There are some good feedback in this thread. It would be nice if one of the devs can come here to comment on it.

    (I feel like I am eating sour grapes... )
    *shrug* Or they've already announced the changes that they're going to make in another location and have been testing them internally to see how they work - didn't Zwil comment on a recent ustream that he forgot that the changes to Stalkers aren't live yet because he'd been testing the new trials on a Stalker?

    I would guess that thread was getting looked at for the powers team to work after Stalkers get their changes - and a couple of the suggestions from the "So... Stalkers" thread were rolled up and incorporated into the announced buffs including making Assassin's Strike a viable and uninterruptible out-of-hide power and increased hit point cap, and I think the Assassin's Focus was more or less a modification of one of Leo's suggestions.