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Posts
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Joined
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They're not bad. The colors for the belt and chest emblems don't really go with the rest of the outfit, though.
The overall look definitely fits with oldskool Legion of Super Heroes, but I think it could be improved a bit. Here's what I came up, keeping what you were going for in mind, but trying to get closer to the current Legion looks (or at least current as a few years ago when I was reading it):
Look 1
Look 2
Look 3 -
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well i installed the program and i picked a screenshot from a different drive to use and it doesn't seem like it's working. plus i have Vista so is there anything I can do to make it work?
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I'm sure you've gotten help by now, but just in case, for Vista, you need to start Splasher with the "Run as Administrator" option. -
Try the Sightless face option and then use something like the Logan mask option.
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This is how I make mine:
5'5" - 5'9" Height
Body Sliders turned all the way down
Youthful head shape
Young Face 5
And the most important part (for me that is): Oversized gloves and boots. Don't have to be huge, just bigger than normal. I typically use the Large or Banded glove/boot types if there isn't another type of glove I plan to use.
Polpettino
Polpettino 2
Polpettino 3
Performer
Performer 2
Pitfall
Pitfall 2
Trickshooter
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Gloom and Dark Blast's icons have been fixed (which now makes Vanden's icon pack swap them back to being wrong
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Protector only! Unfortunately, I couldn't visit the tailor all weekend. Le sigh.
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(QR)
Working on updating this list, just a quick question:
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<ul type="square">[*]Oppressive Gloom's self-inflicted damage increases if affected targets are lower level, decreases if affected targets are higher level.[*]Dark Consumption's endurance recovery increases if affected targets are lower level, decreases if affected targets are higher level.[*]Soul Drain's damage and tohit buffs increase if affected targets are lower level, decrease if affected targets are higher level.[/list]
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Are these still around after I13? I know a few of the Dark powers were buffed with it, so I don't know if these were fixed too since I don't usually take this pool.
Also, are there any Defender-related PvP issues with PvP 2.0? I know of a couple myself (the now-questionable benefit of Sonic Shields or Slows being pretty useless, etc.), but I'm not a hardcore PvPer, so I don't know of any big balance issues I might be missing. If anyone knows any you think I might not be aware of, please let me know. -
My Print Screen button is a little screwy, so I can't get screenshots from the costume creator menu (pasting after using the Print Screen button just pastes a black screen).
Anyway, here's my attempt to make Tierce a little more Mesmer-y.
Linky -
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Actually, if you look at City of Data, Mastermind's repulsion bomb does 1.113 knockback, whereas Defenders does 0.67 knockback (which is knockdown unless enhanced).
The knock value for MM's is just larger for whatever reason.
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Not exactly... the knockback value for MMs just scales with level for some reason. Defenders and controllers get 0.67 knockback from Repulsion Bomb regardless of level. MMs have 0.89 knockback when they first get RB, scaling slowly up to 1.113 when they hit 50
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They all have the same base value of 0.67. The difference between them is that the Defender and Controller versions use the Ranged_Ones multiplier/modifier table, and the Mastermind version uses the Ranged_Knockback multiplier/modifier table.
Basically, the Ones tables is nothing but... well, 1.00s from level 1 to 50. The Devs typically use this table for values they don't want to change with level (like powers that grant +Regeneration, +Recovery, or +Recharge).
0.67 * 1.00 = 0.67 Mag Knockback, which is Knockdown.
The Knockback tables have a scaling value (like Heals, Damage, or Movement Speed), so that Knockback powers knock things back further as you go up in level. At level 50, a MM has a Ranged_Knockback modifier value of 1.662.
0.67 * 1.662 = ~1.113 mag Knockback at 50.
Most likely a bug, because it seems like a strange inconsistency. Then again, MMs are typically artificially 'limited' because it's so easy to push them in to 'overpowered' territory. -
Hey, my character Tierce already comes pretty close, it looks like.
If you agree, you can borrow the look. -
Polpettino
My recently renamed Energy/Energy Stalker.
His normal costume is supposed to Jester/Clown/Harlequin... with boxing gloves.
For this costume, I was trying to make him look like he was from a suit of cards, sorta. -
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Here's something that's been bugging me for a while.
On my kin defender, I have Inertia Reduction set to auto fire. When I first log in on the character, IR fires off, applies the buff to anyone who may be around me (like when I log off in WW), but does not apply the buff to my character. This also occasionally happens while zoning as well, with IR firing off before I'm completely zoned in and not applying the buff to my character.
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I'd been having this issue with my /Pain Corruptor's World of Pain, which I have on Auto. I wasn't going to add it since... well, /Pain isn't a Defender set (Maybe I should put together a Current Corruptor Issues thread...) and I didn't know if it was happening with any Defender powers. Anyone know if AM or the RAs act this way, too? -
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This one's a doozy.
In the new PvP system, OSA can be ignited by any damage. Lethal, Smashing, Cold, Toxic, Psychic, it all works.
I just discovered it this morning, when I was puttering about in RV and tried to use OSTarget to heal myself with Life Drain, so Castle hasn't even read my PMs yet, but I already know what's causing it. Diminishing Returns. OSTarget has 10,000% Resistance to every damage type except Fire and Energy (to which it has -1000% Res). With the new DR system in PvP, that's reduced below 100%, and as a result, any damage type can affect OSTarget.
No idea when this will be fixed... or even if it's possible to fix it at all.
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This would be the perfect oppurtunity to make a case around making it autolight at least in PvP. >.> -
I'll be updating the list soonish. I had planned to do it just before the New Year... whoops. I didn't even know that a patch went to test a few days before Christmas. Once I check a few things on that out, I'll start removing/adding things for the post-I13 era.
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That is a very good question. I had assumed her Soul Storm is a cone AoE, but it could be a targetted AoE. If it is a targetted AoE, that area seems to be very large based on incidents on past runs when taunting from range.
Does anyone know the name format for her power to see the correct description of her power in game? Otherwise, this is something testable on a failed run.
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[Ghost Widow.Soul Storm]
10ft radius targetted AoE -
OR can I bug you about fixing Oil Slick Arrow?
Gratz on the rednaming! -
So, can I bug you about fixing Oil Slick Arrow, now?
Welcome to the boards! -
In the video it looked like Pain Domination had a +Regen/+Recovery aura type power (The Pain Dom person does the animation for Recovery Aura and then it shows +Regen/+Recovery sticky graphics on the two other villains).
I thought it didn't have a power like that... internal change? Maybe? -
vive le trick arrows!