Trickshooter

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  1. It seems every time I run a Magisterium trial, more theories are thrown around as fact regarding every Archvillain that shows up. Well, hopefully this stops some of them.

    Real quick thing before I get to the AVs, but when you first enter Nova Praetoria and see the Carnival of Light fleeing there is a 30 second timer before any defeats are counted towards the 250 IDF you need to continue on to the next part. Some leaders want you to wait, others don't care. Just be clear about how your leader feels before you jump in and start killing things.

    On to the AVs!

    Nega-Pendragon:

    Try not to stand in front of him and don't be within melee-range of him unless you are a melee character. Nega-Pendragon has several PBAoEs and Cones, but nearly all are limited to 5 targets and only 1 is Ranged.

    When he is below 50% health, his attacks will begin dropping pseudopets (if you're unfamiliar with the term, a psuedopet is typically the source of Location based AoEs like Tar Patch, Glue Arrow, or Rain of Fire) that tick some smashing damage every 1 second for 10 seconds.

    Each of his attacks build his Fury. When he's at full Fury, he can activate his Power of the Fae which grants him the new Absorb mechanic. This appears as a white bar over his health bar (not in the Trial UI) that will absorb the damage he takes, and his health won't suffer any damage until his Absorb is depleted. Power of the Fae also grants him an incredibly powerful, non-resistable 50 foot radius Damage PBAoE (also does some KU and a stun), but he can only use this power while he has Absorb so... beat him down and save yourself the hassle.

    When Nega-Pendragon dies, his sword will summon some damage patches (think Valkyrie fight in the Apex TF)



    Shadowhunter:

    For about half the fight with Shadowhunter, things are pretty straight-forward. He has several Staff Fighting powers, with 2 cones limited to 5 targets each (so don't stand in front of him if you don't want to be hit with an AoE), and then Twilight Grasp to heal himself and his allies.

    If he's not being hit with attacks, he will alternate between summoning 1 or 2 Wodans (those Egyptian Hounds) every 8 seconds, each with several Negative Energy attacks and a cone Fear.

    Once he is below 50% health, he will gain a 300 foot radius PBAoE that makes healing less effective on people within the radius. The lower his health gets, the less effective healing becomes.

    He will also transform in to a giant Wodan himself. He gains some Absorb, loses all his Staff Fighting powers, and gains several Negative Energy or Lethal damage attacks as well as a cone Fear (and a meh buff for his allies).

    When he is defeated, he grants Nega-Pendragon and Chimera the ability to "Banish" players (which is effectively like the sequestering found in the BAF Trial).



    Chimera::

    Chimera has fairly standard Archery powers which aren't very impressive minus their 5000 foot range. He will teleport around and generally be annoying. He will use Surveillance every 15 seconds and tag up to 3 people with MarkedForDeath for 60 seconds (think TPN... seeing a theme, here?). Every 20 seconds, he summons a Rain of Arrows patch for each person tagged MarkedForDeath, which means he could potentially summon up to 9 patches at once.

    Each Rain of Arrows on it's own is not too impressive, but each patch is a 25 foot radius, so when multiple people tagged MarkedForDeath are all standing right next to each other... the AoE carnage becomes much more impressive. Melee ATs can probably do just fine hanging out next to each other. Squishes should avoid standing next to people MarkedForDeath, especially if they're tagged as well.

    Once he is below 50% health, he will start teleporting more often and start teleporting players around as well. He loses his Rain of Arrows at this point.

    When he is defeated, mines get spread around (think Tin Mage TF... seriously, you've gotta see what's happening by now).

    It's easiest to defeat Chimera last since the fight with him is the most inconvenient (since he TPs around) and the mines don't carry over in to the next fight.



    Black Swan:

    Black Swan has several Darkness Control and Dark Assault powers.

    In addition to that, she has two Quill powers: Throw Quills and Quills of Jocas.

    Throw Quills is a cone and can hit up to 5 people. Anyone hit by Throw Quills will take some damage, but will also have their Incarnate and APP/PPP powers greyed out, sort of like when you turn on Walk, but only for those powers. That will last 20 seconds.

    Quills of Jocas is the one that will hit everyone and remove level shifts, but not Incarnate and APP/PPP powers.

    Before she uses Quills of Jocas, she will teleport most people in to melee range of her. She will follow this up with Quills of Jocas, which will hit everyone and bring them down to level 50 for 20 seconds.

    After using Quills of Jocas, she gets three Incarnate powers to use: Void Radial Final Judgement (so a big Negative Energy PBAoE with -50% Damage debuff), Barrier Invocation (so A LOT of Defense and Resistance that slowly scales down), and Polar Lights Core Superior Ally (so 2 hard-hitting Polar Lights Lore Pets). She only gets one use of each power.

    Then she will summon 3 portals that will summon level 54 Minor Shadows every 10 seconds. The portals and pets do not buff her, but she can heal back some of her HP every 12 seconds for each portal still out (possibly also the Shadows, but not 100% sure).

    She is not made untouchable by the portals presense, and them being out does not effect when you will get your level shifts back. They just summon pets and provide her a pet-target for her to heal off of. The reason she seems so tough at this point is that she's +7 to players for 20 seconds, uses Barrier Invocation, and can heal herself.

    If she is completely ignored for 30 seconds and takes no damage (i.e. if everyone ignores her and starts fighting Portals and Minor Shadows), she will start pulsing Negative Damage to people withing 5000 feet of her. She doesn't like to be ignored (dramaaaaaa).



    Tyrant:

    What you've all been waiting for!

    Tyrant fights at 54+5, which means that for most of the fight he is +6 to 50+3 players. So in addition to typical Archvillain resistances (which he may or may not have) which puts most debuffs at being resisted by at least 87%, powers used on him will be subject to a level mod. On a +6 enemy, damage, debuff strength, and mez duration are all reduced to 15% of their typical values. And your base hit chance is around 20% (down from 75%).

    He has several Invulnerability powers which give him Damage Resistance, as well as several more Debuff Resistance sources. What does this mean to players?

    Of course, his Damage Resistances will further lower the damage players do to him (most especially to Smashing/Lethal). Additionally, they will lower the effectiveness of Damage Resistance Debuffs and Damage Debuffs (I don't have time to explain, but Damage Resistance Resists Damage Resistance Debuffs and Damage Debuffs).

    His Debuff Resistance, well... Debuff Resistance works like Damage Resistance, not Mez Resistance. In other words, 100% or more resistances to a debuff makes someone completely immune to it (and it's entirely possible to get to 100% on most debuffs, save for Resist(+/-Defense) and Resist(+/-ToHit)).

    Unless Tyrant is exempt from typical debuff resistances given to Archvillains (which is entirely possible), he will be functionally immune to the following debuffs:

    EndDrain
    -Recovery
    -Speed
    -Recharge
    -Regen

    Once more, it's entirely possible that he isn't immune. It all depends on what debuff resistances the devs chose to give him in addition to what he has in his version of Invulnerability powers. I'm waiting to hear back from Arbiter Hawk on this.

    In addition to his melee attacks and lightning powers, his Zeus Lightning bolt power will do several things: First, it will do some damage to players within 100 feet, significanlty less damage to pets, but then will summon a Flow Lightning at each person hit and do some more damage, as well as summoning another Flow Lightning. This final Flow Lightning is the one that ticks significant damage every 1 second if you stay in the AoE.

    He also has two eye beam attacks, one of which, his Beam Sweep, not only does damage but also debuffs players depending on AT.

    Blasters, Kheldians, Arachnos, Brutes, Scrappers, and Stalkers will suffer from a damage debuff.

    Defenders, Controllers, Tankers, Dominators, Masterminds, and Corruptors will suffer from reduced healing and reduced defenses (not a defense debuff, a debuff to defense strength).

    Tyrant will periodically summon Olympian Guards. Their damage is not negligable. They do about as much damage as Lore pets. Please defeat them, they will two and three shot squishes easily.

    He will also periodically sacrifice his Olympian Guards himself in order to gain buffs to his smashing damage, knockback strength, and ToHit. Defeat them so he doesn't get the buff. Or if you don't want to kill them for some reason, at least keep them 60 feet away from Tyrant.

    THE LIGHTS. The Lights of the Well do not buff Tyrant. So please stop freaking out over them. The Lights of the Well serve one purpose: For each Light that is defeated, players will gain a level shift, up to +6 total which would put you at 50+9 to Tyrant's 54+5. In other words, defeating all the lights puts you at Tyrant's level for a few seconds. This is the time to spam him with sticky debuffs. Yes, they are important to the fight, but things don't get worse if they're not immediately defeated. They are big and bright and every player has the ability to see. We know when they show up, so go easy on the caps lock (LIGHTS. LIGHTS ARE UP. DEFEAT THE LIGHTS. COME ON GUYS, GET THE LIGHTS.) Currently they are bugged and only affect 16 targets each, which is why you might run in to people who don't want to use pets.

    Once Tyrant is below 50% health, he will start gaining a scaling Regeneration boost. The lower his health, the stronger the +regeneration. As his health recovers, though, his regeneration levels will lower back down, reaching their normal level once he is back to 50% health. Again, his regeneration is in no way directly tied to the Lights of the Well.

    Once Tyrant is below 40% health, he will no longer summon Olympian Guards or sacrifice them for buffs.

    Once Tyrant is at 10% health, he becomes effectively level 46 and loses all his powers except Brawl. Congrats!
  2. Trick Arrows - Needs help.
    Force Fields - Not diverse enough in what it can do given the current state of the game and compared to other support sets.
    Energy Melee - Needs help.
    Electricity Blast - Personally, it has always been way too light on damage, with too much emphasis on a secondary effect that isn't that useful most of the time.
    Energy Blast - Not diverse enough, either (though I still find it fun). It honestly feels like the same power over and over again, but with different damage levels. This is probably an issue with a lot of legacy sets, but it feels most apparent on Energy Blast.
    Ice Control - Lack of synergy between effects and a couple unfair penalties.
  3. Quote:
    Originally Posted by PRAF68_EU View Post
    The reason for the similarity is simple, originally they where just going to be one set: Medieval Weaponry.
    Yep. Sort of along those same lines, Assault Rifle was going to be Assault Weapons and there was different guns for the different attacks (much like Medieval Weaponry would have had you switching back and forth between an Axe, Mace, Broadsword, and Crossbow). Redraw would have been crazy, and so now we have the Frankengun.
  4. Quote:
    Originally Posted by Wicked_Wendy View Post
    Okay I understand the concern but these days if you are in Incarnate and your even TALKING about adding any additional Hybrid power.. Who doesn't own at least 2 pets? One of the requirements to even join a Magisterium trial is you must have Destiny and LORE. Yes some characters will benefit more than others but isn't that true of other incarnate powers as well?

    Sure anyone can take and slot any of the Alpha power trees but if your character doesn't have holds or Immobs or Fear or Debuffs or whatever.. why take a Alpha that focuses on them when there are others that focus on extra damage, increased defense or resistance, more end etc, etc. There is nothing that says a COntrol tree has to be the onlynew one added they could add 3-4 or however many more they feel like. But at this point even a TANKER that has a t3 in a LORE slot has at least 2 pets for about 5 minutes.
    But look at all the Alpha Slot choices: Yes, some of them contain stuff that will only benefit specific builds (Taunt, Fear, Immob, Intangibility, etc.), but they ALL also contain things that will benefit everyone (Damage, Accuracy, Recharge, Defense, Resistance, Heal, etc.). There is no powerset combination in the game that won't get some benefit from any one of the Alpha choices.

    But the "Pets" Hybrid proposed by the OP? I mean, I have 22 level 50 characters, and only 4 would be able to use it outside of Lore's 15 minute unenhanceable recharge. And even then, only 2 of those 4 would even truly benefit (because a damage buff is not going to do much for my Traps' Acid Mortar or Dark's Dark Servant).

    No one is saying that all the Hybrid choices are great for everyone, just like no one is saying all the Alpha choices are great for everyone. But every current choice can be used every build and they will benefit from it, outside of their other Incarnate abilities.

    Like I said before, the current theme of the Hybrid slot is to either enhance your character's intended role (meat shield, dps, support, crowd control) or to allow them to branch off and gain abilities of another role. If a new Hybrid tree only does one of those two things, then it's accomplishing less than the other trees.

    For a hypothetical Pets Hybrid tree to do the same as the other choices, it would also need to offer pets, in addition to extra pet buffs or commands. That would give it parity with the other Hybrid choices, as it would either enhance the current "pet" classes (with more pets/buffs/commands) or offer non-pet classes the ability to gain pets.

    Perhaps one branch could offer a weaker pet or two, along with pet buffs and enhanced commands, and the other branch would offer a stronger pet or two, with weaker buffs and no commands (again, +Recharge for pets is not likely to happen, though).

    Bringing up my own level 50s again, if the OP's suggestion worked more like the above suggestion, 15 of my 22 level 50s would be taking that Hybrid pool (that would be all my Defenders, Corruptors, Controllers, and Dominators).
  5. Besides appearance?

    Broadsword has -Defense secondary effects, as well as Parry, which is incredibly useful.

    Axe has Knockdown secondary effects, but it otherwise straight-forward.

    Mace has Stun secondary effects, is also pretty straight-forward, but has Clobber which is pretty awesome.

    I mean, that's about it. They share a lot of animations and they all have a wide cone, a narrow cone, and a PBAoE.
  6. While doing Incarnate Content.
  7. Quote:
    Originally Posted by opprime28 View Post
    How is "those with pets" any more niche than "those who play in melee"? Lets face it, just like there are many toons that find themselves heavily in melee range, and thus would benefit from the melee tree, there are plenty of toons that work heavily through pets (masterminds, soldiers of arach., controllers, and Doms) that would benefit from a Command tree. Likewise just like some toons, while not designed for melee, could benefit some from getting some melee survivability, there are some who aren't designed for pets, who could get some benefit from having a boost to the pets they do have. This applies to all of the archetypes described above, but would also apply to many defenders and villains who are running around with patron pets, and to every single character that has crafted a lore pet. As a matter of fact, I'd say its -less- niche than the control tree, which really is only helpful if you either are a controller/dominator or are teamed with one.
    I think you're missing the point to what Oathbound was saying. Basically, the 4 Hybrid pools we have now can offer some benefit, even if it's a small one, to all ATs and powerset combinations.

    But my Trick Arrow/Archery/Power Defender would not be able to use your Pets pool at all, except maybe on Lore pets, but they're only available for 5 minutes every 15 minutes. So I could use it twice while they're out, but then I'd get no use from it for the next 10 minutes (or longer if they die before their timers expire).

    The current design of the Hybrid trees are to either offer your character something that is not currently associated with their in-game role, or to enhance their in-game role. This Pets tree would only offer the latter, because only ATs/powersets with reliable (read: available more often) pets would find any use for it.

    I think for there to a be a Pets Hybrid tree that was beneficial to all ATs and powersets, it would need to also include... pets.

    Perhaps one branch focused on less pets/weaker pets, but more command of them (like Mastermind pets), while the other was more pets/stronger pets, but limited command (like Controller/Dominator pets). That would fit better with the intended theme of the Hybrid slot.

    Edit: Also, when the devs made the decision to not allow pets to benefit from +Recharge, they didn't just flip a switch to turn that off. They had to manually go through every power available on every pet and add a "Not affected by RechargeTime buffs/debuffs" flag. Adding a power that would offer them +recharge would probably involve some new code/tech, as well as require them to revisit every power on every pet, which they're probably not that likely to want to do. I'd stick to +Damage, +ToHit, +Defense, or +Resistance for any buffs in your tree.
  8. Quote:
    Originally Posted by StratoNexus View Post
    Wow. That looks oddly designed.

    If they wanted the taunt effect to be more powerful with each tier, the duration should increase, not the Mag.
    I thought so too, it's completely not at all how other taunting auras work, but the modifier seems to alter the mag, rather than the duration.

    And unless the formula has changed, because it's set up this way, none of the tiers are more functional at holding aggro than any other. It's just the higher up you go, the more likely you are to overcome Taunt Protection... which is very limited in it's usefulness.
  9. Melee Radial Genome: Mag 3.4 for 2.1s every 2s

    Melee Partial Radial Graft: Mag 6.8 for 2.1s every 2s

    Melee Total Radial Graft: Mag 10.2 for 2.1s every 2s

    Melee Radial Embodiment: Mag 13.6 for 2.1s every 2s
  10. Quote:
    Originally Posted by Wicked_Wendy View Post
    Fix the issue that map serves players on Incarnate trials and returns them, OFF THIER TEAMS, back to the zone they just left. Reason .. totally annoying and a fix that allows me to contact the league leader and ask to be reinvited has several inherent problems. 1) okay I can't remember the league leaders name and now I need to scroll back through a bunch of chat in zone to see the last time he talked so i can contact him. 2) remember his name or not .. I do send a tell only to discover he got booted too and now both of us are trying to contact other team mates to find out who IS running the league now. 3) League leader does not get booted but the OTHER bug occurs and now not only doesn't he have the satr .. he's not even a team leader [not that that matters since once inside ONLY the league leader can invite players].
    Isn't this what the "Rejoin Last Event" button is for in the LFG tab? I use it all the time when I disconnect in the middle of a trial.
  11. If a player really preferred the Siren sounds for Sonic powers over their actual sounds, they could actually replace the sounds on their own client using similar methods to what can be found in the "silencing in-game sounds" thread or in the way the player-made map and icon packs work.

    But this would require a lot of work which may or may not actually be strictly allowed, and may or may not be something we probably shouldn't actually maybe discuss.

  12. Quote:
    Originally Posted by Zaloopa View Post
    That would be nice. Currently I think archery is the only set where the "hard-hitter" has the full 80ft range. I'll have to check later to see if that's accurate. Also having a non-weapon set with a crashless nuke helps make the case for removing crashes from the other nukes.
    Will Domination from Psychic Blast has a 100ft range.

    Though, Blazing Arrow and Will Domination are both scale 1.96 (before bonus effects), while most other "hard-hitters" are scale 2.12 (Bitter Ice Blast is scale 2.28, but has a longer recharge and higher end cost, along with 10ft more range than the scale 2.12 attacks).

    Blazing Arrow ends up doing more damage than all but Blaze, though. Most likely because it is one of the few that has no built in damage mitigation, also like Blaze. Shout also has no built in mitigation, but doesn't get any sort of trade off. In fact, it costs the most endurance (besides the higher scale BiB) and takes the longest to animate and gets nothing in return. >_>
  13. Trickshooter

    Scourge?

    Quote:
    Originally Posted by Yogi_Bare View Post
    Do damage powers in a Corr's secondary Scourge?
    I believe only Gale from Storm Summoning Scourges. Nothing else in the Corruptor secondaries will, though.
  14. Quote:
    Originally Posted by Fulmens View Post
    Minor weenie notes:

    Trickshooter: Rain of Arrows on a defender is level 38, not 32 .
  15. Quote:
    Originally Posted by plainguy View Post
    LOL but its okay that you PM a Dev to look at what you posted and ask questions about your suggestion.
    That's not exactly fair. I never said it wasn't okay to ask the devs questions.

    If, for example, Synapse, Arbiter Hawk, or Positron posted in any one powerset suggestion thread with their thoughts, it would:

    A) Bring A LOT of attention to that one particular thread through the dev digest

    and

    B) Cause many people to post in that thread with links to their own thread(s), asking the devs to do the same for them.

    That's a completely different situation than if I send a private message to a dev and get a private response back. A PM doesn't show up in the dev digest and avoids a wave of people expecting the same treatment all at once.

    Sure, me saying here in this thread that at least Arbiter Hawk was willing to do it for me makes it seem a little contradictory, but I was only mentioning it as an example that the devs do come to this section occasionally.
  16. City of Data updated with today's patch, as well, and this is what I've noticed so far for the Hybrid powers:

    Support Path: The third tier of the Support path looks a little... off.

    Code:
    Support Total Core Graft
    4% +Damage, +Defense, +Accuracy to Players
    8% +Damage, +Defense, +Accuracy to Pets
    
    Support Partial Core Graft
    3% +Damage, +Defense, +Special to Players
    6% +Damage, +Defense, +Special to Pets
    
    Support Partial Radial Graft
    8% +Damage, +Defense, +Accuracy to Everyone
    
    Support Total Radial Graft
    6% Damage, +Defense, +Accuracy, +Special to Everyone
    If the point of Core is supposed to be slightly weaker for players, but better for pets compared to Radial, then shouldn't the Core paths be 5%/10% for Total Core and 4%/8% for Partial Core? Because right now there's no reason to ever take the Core paths at tier 3.

    Also, Support Partial Radial Graft has an 80ft radius, compared to the 50ft radius of the other three, which only makes the Core paths look worse.

    Edit: And shouldn't one of the Core paths be +Damage, +Defense, +Accuracy, AND +Special? Like the "Total" paths should be Damage, Defense, Accuracy, and Special, while the "Partial" paths should be Damage and Defense, and then either Accuracy or Special, all at slightly higher values?

    Basically, I think they should look more like this:

    Code:
    Support Total Core Graft
    4% +Damage, +Defense, +Accuracy, +Special to Players
    8% +Damage, +Defense, +Accuracy, +Special to Pets
    
    Support Partial Core Graft
    5% +Damage, +Defense, +Accuracy to Players
    10% +Damage, +Defense, +Accuracy to Pets
    
    Support Partial Radial Graft
    8% +Damage, +Defense, +Accuracy to Everyone
    
    Support Total Radial Graft
    6% Damage, +Defense, +Accuracy, +Special to Everyone
    I'm just judging by what appears to have been the intended difference between Core and Radial, and Total and Partial. Currently, it looks kind of... random.
  17. Quote:
    Originally Posted by Stormbird View Post
    The "Who moved my cheese" factor?

    Can't say I've heard that one before.
    It's based on a book of the same name. I had to read it in college. Basically it's about how people will react and deal with changes in life/environment/work/routine.
  18. The devs do actually come to the Suggestions forums.

    I recently sent a message to Arbiter Hawk to check out powerset ideas I posted, and he had already read them.

    I think they probably don't post here much because people would pounce on them and bury them in questions about their own suggestions.
  19. As far as Primaries, there are plenty to choose from that will work for a solo player:

    Dark Miasma
    Kinetics (a little squishier in the early levels)
    Radiation Emission
    Storm Summoning
    Time Manipulation
    Traps
    Trick Arrow (also a little squishier, avoid bosses for awhile)

    For secondaries:

    Archery (with the hard-hitting Blazing Arrow at 10, and then Rain of Arrows at 32)
    Dual Pistols (for survivability with the Toxic rounds)
    Fire Blast (make sure to pick a tougher primary with this, Fire doesn't offer much to help you survive)
    Ice Blast
    Psychic Blast (no really, it's always been pretty good on Defenders)
    Sonic Attacks (hurray -Resistance!)
  20. Quote:
    Originally Posted by newchemicals View Post
    The character with Hyper-Intellect will always have the max # of intuition stacks. That's a problem.
    Well, "always" really only occurs post-SOs, but anyway...

    Why? Please explain to me why a character actively using all powers from their primary shouldn't be allowed to take full advantage of the theme of their set.

    Quote:
    Remove stacking for the power owner or better yet, just remove intuition to save on icon spam and CPU cycles.
    I'm not sure what you mean by remove stacking for the power owner. Intuition is something that is only granted to the caster to determine the buff value the toggles will grant to a team. So regarding the icons, only the owner would even see Intuition icons in their buff bar.

    And since it is limited to 10, it wouldn't be anymore "icon spam" than Fulcrum Shift, Invincibility, Heat Loss, Drain Psyche, Rise to the Challenge, Consume, or a host of other powers that grant multiple icons would be.

    Unless you mean remove the ability for the bonus buffs (just the values granted by the Intuition stacks) to affect the caster, which I already said would be something I'd be willing to do if the bonuses ended up being too good, so I'm not sure why you're bringing it up again.

    Quote:
    Reduce the sizes, 80ft is too large.
    Why? All other examples of Leadership-esque toggles (including Leadership itself) have a 60ft to 80ft range.

    I'm also not convinced that a power that can only ever buff 8 people at a time (as these toggles are limited to teammates, not allies or leaguemates) will be too good at an 80ft range, especially considering the current state of certain buff powers like the shields from FF, Cold, Sonic, or Thermal, which can affect up to 255 people per use in a 30 ft radius from 80 ft away and can be used every 2 seconds to cover an entire league or raid in a matter of seconds.
  21. Trickshooter

    -Resistance

    Simplest explanation: DamageDealt = Damage * ( 1 - TargetResistance% )

    So if you had an attack that did 100 Lethal damage, and your even con foe with no inherent Resistance was suffering from -30% Resistance(Lethal), it would look like this:

    100 * ( 1 - (-0.3)) = 130

    A more complicated explanation might look like this: DamageDealt = (Damage * CombatModifier) * ( 1 - (ResistBuffs + (ResistDebuffs * CombatModifier) - ((ResistDebuffs * CombatModifier) * ResistBuffs)))

    So against a +1 foe with +50% Resistance(Lethal) for example...

    ( 100 * 0.9 ) * ( 1 - ( 0.5 + ( -0.3 * 0.9 ) - (( -0.3 * 0.9 ) * 0.5 ))) = 57.15
  22. Trickshooter

    Ion Judgment

    Quote:
    Originally Posted by Roderick View Post
    That's not exactly how it works, but pretty close.

    Ion Judgement, Chain Induction, that nasty End drain from Rider: Famine, and all other chaining powers work the same way, so this applies to all of them.

    Ion Judgement doesn't actually do any damage at all. What it does is grants a temp power to the target. The temp power makes the target damage itself and grant a copy of the power it just received to another target within range. Then the temp power persists for a few seconds (I'll assume Trickshooter's 4 seconds is correct), but does nothing for the rest of the duration. The power is flagged "Doesn't stack from the same caster", and the caster is the target, not you, since it's the autopower you gave them that's applying the effect.

    The intention is to stop two targets from passing the effect back and forth until one or both dies, however, because two people using the same power on the same target grant it the same non-stackable autopower, only the first will apply.

    Each power grants a different autopower though, so if you have one Ion Judgement, one Chain Induction, and one Jolting Chain all being fired at once, they can all affect the same target. There's actually a few different powers for Ion Judgement, too: One for each different level of damage, so you should be able to hit one target with a Final Core, a Final Radial, and a Tier 1 Ion - but not with 3 Final Core.

    And it should theoretically be able to stack Ion Judgements. In practice, it would be near impossible to do with any reliability. If two Ion Judgements are fired at the same target on the same server tick, then both will apply, because both will check for validity at the same time, and since neither is on the target yet, both are permitted by the system. If both jump to the same target, they'll both be permitted again, because they'll happen simultaneously again. However, there's 8 server ticks per second, so the odds of actually timing it right without either teleport tricks or a macro keyboard are slim to none, and since the targeting of the jumps are semi-random, even if you did time it right, they'd eventually diverge and mess things up.
    You're remembering things backwards.

    Chain Induction, the original chaining power in the game (unless you count the Mitochondria Electrolytes' Paralytic Blast power which has chained an End Drain and Fear since Issue 9), used to use the "Grant power" mechanic. This was changed between issues 12 and 13 to use the current mechanic of using psuedopets and setting modes (the Mitochondria Electrolytes' Paralytic Blast still uses the Grant power method, though, which is why when Hamidon spawns, if you check people's info, you will see that they have a new powerset listed of "Chain:", that is because the Contagion power granted by Paralytic Blast is stored in the game files under the "DevouringEarth.Chain" powerset).

    Chain powers added to the game since, like Jolting Chain and the Ion Judgement powers, also use the psuedopet/mode method for dealing damage and jumping.

    You can see the different in mechanics on City of Data here:

    Ion Judgement
    Chain Induction
    Jolting Chain

    Notice that they all do their initial effect to your current target, then summon a pet and set a mode.

    Now compare this to the old method, still visible in the Mitochondria Electrolytes' power:

    Paralytic Blast

    Which is also the exact same power used by the Rikti Horseman:

    Paralytic Blast
  23. Trickshooter

    Ion Judgment

    Quote:
    Originally Posted by Justice_Bringer View Post
    For the past month or so, whenever I've seen consecutive uses of this power in trials, only the first one chains even with multiple firing them off at the same time or a second later. It seems to take a few seconds between uses before another teammate can get the chain effect. What gives?
    Each target hit also has a mode set on them called "Chain_Induction" for 4 seconds. Targets in Chain_Induction mode can't be targeted by another "chain". So the first use of Ion will set Chain_Induction mode on any targets that were hit and are still standing for 4s. Anyone that uses another Ion within those 4 seconds will only be able to damage enemies that weren't previously hit by the last Ion.
  24. Trickshooter

    Water Blast!

    Quote:
    Originally Posted by DarkSideLeague View Post
    Isn't this game Pegi 16+, not T for Teen now?
    PEGI is the European rating system, it's still T for Teens in the US.
  25. Trickshooter

    Water Blast!

    Quote:
    Originally Posted by Oathbound View Post
    I really hope that's not the case.

    Neither the waterfall back-pieces not the slime/clunker aura have color limitations, despite the fact they could be used for exactly the type of "fluids" that such color limitations to Ice's customization sought to prevent. Yet there hasn't been any kind of uproar about inappropriateness for those.


    If they're not going to apply their own reasoning for the limitations across the board, then I fail to see why they should apply them at all.
    I don't believe they have the ability to limit color options for costume pieces (like the backpiece or the aura) the way they can with powers (at least not without a lot of extra work).

    And if I remember correctly, the only "fluid" color that was avoided with Ice powers was yellow. The rest of the warmer colors, particularly red according to BaBs, were removed because they made the ice graphics look like gems, which the devs wanted to avoid. Despite how much freedom the devs give us to customize our own characters, they have made it evident several times that they don't want us forgetting or straying too far from the intended themes of our powersets when it comes to power customization.

    Anyway, I suspect yellow would be avoided with Water Blast for the same reason it was avoided with the Ice sets (throwing urine at enemies is probably not going to happen), but when it comes to red, well... there is a difference between a player choosing to have his character look like he is leaking or dripping blood and a player choosing to have his character look like he is drenching enemies with blood. The game is still rated "T", which means little to no blood. I think geysers or whirpools of the stuff would be pushing it. >_>