SkarmoryThePG

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  1. I'm not asking for any animations be mirrored. Please reread.
  2. Virtue claims to be working but after a few hours, still no copy made.
  3. Mmm.

    Make sure Syndicate don't have spawns of nothing but Blade Adepts and take away the super-powered Brawl from Resistance under the level of five and you're golden.
  4. I'd rather it was easier to hover your mouse over the enhancement and the pop-up immediately tells you what it enhances.
  5. Yes, please.

    Not to mention when it forgets that you're writing, and then unloads your chat buffer into some random spot.

    Or you try deleting a few words and it wipes the entire paragraph.

    And that blinking vertical line. What's wrong with the cute triangle?
  6. Inspired by the new Clockwork, I'd like to see Electric Blast animations that are more crackling, frame-long electricity like their particle guns and less like the zappy thing we have now.
  7. Will try to keep brief:

    Certain powers have alternating left/right animations. To the best of my knowledge, they all share the left/right counter. Yet to experiment with only known power with 4 cycling animations (Pistols). Presumably, same mechanism used to pick kick and shield slam with shield out. Tangent. Getting back on topic.

    Other attacks only have animation for one side. My suggestion: Make attacks that only use one arm "count" for purposes of left/right animations.

    Example, in fact, the example that is the reason for this train of thought: Kinetic Melee's Body Blow is a right-arm only attack. Quick Strike has alternating left and right animations. Body Blow followed by a left-arm Quick Strike looks gorgeous and flowing. Body Bow followed by a right-arm Quick Strike looks... not as good.

    Solution: Make Body Blow set the character's left/right bit so that it counts as if he just performed a right-arm strike.

    Result: Guaranteed that whenever Body Blow is followed by Quick Strike (or Brawl), it uses the best-looking, left handed animation.

    Extrapolation to other one-armed attacks left as an exercise to the reader.

    Estimated change result: Minor but pleasing graphical improvement.
    Estimated change cost breakdown:
    Art: None.
    Design: None.
    Balancing: None.
    Code: Unknown. Based on implementation of left/right bit, estimated trivial to moderate.

    Note 1: Jab is left-only or right-only based on animation. May require additional nontrivial code to tie into custom animation or, conversely, not treating it like a one-handed only animation in the first place.
    Note 2: Barrage and other attacks using its animation could be considered right-only, since the right strike is definitely later.
  8. Quote:
    Originally Posted by MaHaBone23 View Post
    Cut-up makes sense, although I've never liked that "Spider-man" was hyphenated. I would not be surprised that there was some weird story behind that, like there was some other obscure comic book character called "Spider Man" and Spiderman just looked too hard to read.
    It's to differentiate him from Super Man.
  9. Let's see.

    All powers up to the level 35 slot (used to be lvl 30) are slotted with lvl 33 IOs. Only exceptions are global ones, which can be lower. Relic of my Siren's Call days.

    All active characters have to be arranged by level, then by order of achieving said level. All not played characters are to be moved off-server or kept in the third pane.

    No matching sets if I can help it. It makes me feel like I'm not original enough.

    All characters need to have a concept, though building a concept around a powerset I want to try out is okay.

    No Hasten. It kills my will to play a characters.

    All characters should have a fitting badge title.
  10. Quote:
    Originally Posted by Samuel_Tow View Post
    Know what I want an alternate animation for?

    REST

    That's right. Rest. The power. You know that semi-cool kneeling animation? Wouldn't it be cool if we had options? Like, say:
    ;powerdown and ;powerup.

    For all Breath Of powers, give us the Praetorian Clockwork plasma spray animation, maybe?

    Aid self/other could use alternate animations. Great idea using the ones from Demon Summoning upgrades.
  11. Yes, that is exactly what I'm requesting. Since I am yet uncertain about the new colors but prefer the new symbols.
  12. Hrm. Any hope of getting the new icons in the old colors?
  13. Quote:
    Originally Posted by Akiru_NA View Post
    http://www.youtube.com/watch?v=PFQPqPwayfI
    A little disappointing in that you never seem to actually hit people, and instead throw energy at melee range. The VFXs are awesome though, and the animations look very smooth and flashy.
    Since then, the sounds were greatly improved.
  14. Quote:
    Originally Posted by ClawsandEffect View Post
    The rarest stalker combo probably is Martial Arts/Dark Armor now that I think about it.

    The rarest primary and the rarest secondary, so it stands to reason that it would be the rarest combo.
    Actually, no.

    Martial Arts and Dark Armor have great stun synergy, matched only by Energy Melee and Dark Armor. Not on Stalkers, but still.

    That said, while it seems a good assumption, it's not. Consider this group:

    A1 A2 A2 A2 B1 B1 B2

    B is less common than A, and 1 is less common than 2, but B1 is more common than A1 or B2. You can extrapolate this to any amount of combinations.
  15. SkarmoryThePG

    So... Stalkers.

    Quote:
    Originally Posted by Chad Gulzow-Man View Post
    I disagree. The intended use of a Scrapper is crowd control, to take out minions and lts quickly while the Blasters aim for the bosses.
    Uh. What? I think you have that exactly backwards.
  16. Quote:
    Originally Posted by Dechs Kaison View Post
    The 5% to-hit floor represents the fact that a roll of 20 on a d20 is a hit, regardless of enemy armor class.

    Still true.
    Let's see.

    The removal of one increases your DPS by 5.26%

    The removal of the other makes you infinity times more survivable, making you immune to all incoming damage.

    If you think those two are the same, then I cannot help you.
  17. Quote:
    Originally Posted by Dechs Kaison View Post
    It's not a fallacy. The caps are linked to each other in purpose and were designed with each other in mind.

    If you always have a chance to hit, you must always have a chance to miss.
    Not true.

    The 95% to-hit ceiling has no purpose other than to represent the critical miss of a 1 on a d20.

    The 5% to-hit floor has the very, very important purpose of ensuring defense does not make you utterly impossible to kill.

    So, yes, not linked at all. You can change one without the other.

    [edit] Also, against a target with soft-capped defenses, this proposal changes nothing, unless you have much more tohit than just enough to hit one 95% despite the defenses.
  18. Quote:
    Originally Posted by Dechs Kaison View Post
    The 95% cap needs to be there, much as the 5% floor. If you take one away, the other no longer makes sense. We can't have characters with 50% defense becoming perfectly invulnerable.
    Fallacy. There is no reason for the removal of one to cause the removal of the other.
  19. Quote:
    Originally Posted by Dechs Kaison View Post
    Then I don't get what you're saying there. You can't get 100% tohit. Are proposing that you allow the tohit to be 100% but have a ridiculous cost to obtain it?
    Yup. The "ridiculous cost" being a diminishing returns that kicks in after 95% total tohit, meaning you have to hit 120% to be at 100%. Or 155%. Or whatever it ends up being. Sure, you can hit that by three-slotting accuracy, against most enemies at least, but that means you have to triple-SO accuracy, and not everybody does that. Again, choice.
  20. Quote:
    Originally Posted by Dechs Kaison View Post
    So your problem isn't the 95% hardcap on final tohit, it's the base accuracy?
    What? No! This is, and always has been, about the end to-hit.
  21. Quote:
    Originally Posted by Arcanaville View Post
    That's part of the options this game gives you. You can choose to expend effort dealing more damage per hit, or you can choose to expend effort becoming more accurate with each attack. In a game where everyone hits everything all the time, that choice is gone. Its a choice many players don't want, but others do. For the choice to become a very accurate hero (or villain) to be valid, there have to be things that are hard to hit.
    Which is why I made this suggestion.

    Want 100% tohit? Sure, but it's gonna cost you. Take powers that'll buff your tohit, or use IO bonuses that could be sunk into +dam or -rech, or team with friends that deal +tohit and -def rather than +dmg and -res.

    It's a choice. A choice that, to me, is denied. A choice I want.

    Quote:
    Originally Posted by Dispari View Post
    IAnd if they only have a 5% hit rate against you, not only can they not hit you 5 times in a row but they can't hit you even twice in a row, due to streakbreaker.
    Untrue. Streakbreaker only applies to misses.

    Quote:
    Originally Posted by Dr_HR View Post
    So you miss once n a while boo hoo...everyone misses..even snipers in real life. get over it
    If only I could somehow distance myself from real life. I'm told there's this new invention that enables it. Something like vee-d-ya games.