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Posts
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Joined
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So, the damage cap that FS puts you at (300%) includes the set bonus damage percentage that the OP mentioned? In other words, there's not much point in going after such bonuses, if you're a */kin?
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For hot feet, does that mean there is a XX% chance, every 10 seconds, that the damage will proc on every mob in range? Or just on one?
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How does this end up working? Does the damage have a chance to proc on every tick of hot feet? What about on the containment damage? If you're playing a fire/kin, does the damage from proc IOs even make a drop in the bucket compared to what you'll be getting from FS? Can someone enlighten me?
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Good day, Bad day
Congrats to whomever received this mighty bounty. Condolences to whomever needs to learn that caution is in order when the fate of your savings can be decided by a single keystroke. -
Per some excellent advice from experienced MA architects on this board, I am trying to ensure that my story does not rely on the mission dialogue text to make sense. In other words, I want all of the vital elements explained via in-mission text, so that even people who are not the team leader will have some idea what is happening.
Towards this end, I am trying to make heavy use of objective completion clues to explain elements of the plot. The one snag I'm hitting is that when the clues appear, I can't seem to make sense of how they're being ordered in the player's "clues" menu. Ideally, the most recently acquired clue will be at the top, so they don't have to hunt through a list of every clue received thus far to find the one they just got.
Can anyone help me out? -
After creating most of the missions in an arc with a particular custom group, I've decided I want to change the name. Is there an easy way to do this? I am amenable to opening up the story arc/etc files by hand in a text editor, if that means I don't have to manually reassign the group for every single objective/mission they appear in.
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Here's the deal: I have an NPC that appears as a non-combat ally (though simply being a captive to rescue would also be acceptable if it gets the job done) in an early mission, and then appears as a boss to fight in a later mission. I'd prefer that this NPC not give away the fact that they are going to be a a boss later by displaying 'Elite Boss' or 'Archvillain' when they're selected. Compounding the problem is that even when I have them set as a non-combat ally, they still turn on their buffs which have visual indicators of the powers being used. Is there some way I can conceal this without resorting to making two versions of the same character? Making a 'person' version and a 'boss' version works, but come on- space is tight.
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Ideally, I'm looking for a way to make a boss objective, who won't attack until the players do. That way, I can give him some text upon seeing the players, but let him appear to be 'friendly' until they decide to initiate hostilities. Ideally, this would apply to a group of surrounding minions as well, but I will settle for just the boss if need be.
The only way I can think of to pull this off, in a very limited capacity, is to set the boss as a 'rescue captive' objective with a single enemy group setting. Then, when the players 'rescue' him, have the actual boss spawn elsewhere. The problem, though, is that it seems with the 'single' enemy group set, the mission treats the objective as complete before the players reach the boss. Sigh.
So, I think I may be stuck having to rewrite this encounter- but I figure I'd post to see if anyone's thought of a novel way to achieve this. -
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Unfortunately, no. Multiboss spawns with multiple specific bosses and no clones are not possible. You can do many boss spawns in the same area (front/middle/back) as you've discovered but you can't force the player to fight all of them simultaneously.
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Well, rats. I understand that too much control over what spawns where can lead to abuse, but fighting a rival supergroup seems like the kind of thing that the MA would be perfect for. -
I'm admittedly new to the MA; never played around with it on the test server, so Wednesday was my first time doing anything with it. Hopefully those of you who have more experience making missions can help me out.
I'm trying to put together a mission where the heroes fight another supergroup. Thus far, I've accomplished this by including an individual 'defeat boss' objective for each member of the enemy super group, but this has achieved lackluster results. Rather than fighting the whole supergroup at once, this just spawns each member individually with some unrelated minions. So, rather than super group vs. super group, playing through it just feels like a series of boss battles (surprise surprise).
I also tried putting each member of the supergroup into a single group of enemies.. This had the desired effect of spawning the group together, but the undesired effect of numerous duplicates of the supergroup abounding throughout the mission. Sometimes, a given spawn would contain 2-3 of the same member of the enemy supergroup, rather than one of each. Clearly, this, too, is not the way to do it.
Is there a better way to make an entire supergroup spawn in once place, ideally with the defeat of that supergroup as an objective?