Twigman

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  1. Quote:
    Originally Posted by Hopeling View Post
    That's a pretty short list for three times the price ($15/mo vs $5/mo), especially since First Ward isn't actually VIP-exclusive and so doesn't belong on the list.
    if you're only counting the cost of incarnate then add, SSA, new power sets, IOs SG bases, etc

    The OP (from what I understand) just wants the ability to pay to play the iTrials and for the IO enhancements for 10$. If anything he would be getting coned due to ONLY paying $5 less then a normal subscription, (assuming my idea applied) NOT getting solo incarnate missions, and ONLY able to use incarnate powers IN the iTrials, no first ward, no SSA, no bases, no chat options. also assuming you can buy a years subscription for $30 less, he's only saving himself $2.50 a month and loosing a lot of stuff. sounds like a CoH deal to me.
  2. Quote:
    Originally Posted by Hopeling View Post
    As far as the game engine is concerned, I don't know of any distinction between primary and secondary effects/damage types. Fire Sword is both a lethal attack and a fire attack, neither is the primary or secondary type. Occasionally an attack's flags don't match its damage types - for example, Fire Ball does part smashing damage, but is only flagged Fire and AoE - but that's a different thing. Levitate, for example, is flagged Psi but does only Smashing damage.

    I should hope that it's correct in S/L are primaries and others are secondaries where applicable. if not that was an oversight. of cource, they weren't intending on having positional resistance anyway.

    If this was the case. This set could be allowed to have 85% resistance, due to half the the attacks not being resisted at all.
  3. Quote:
    Originally Posted by SailorET View Post
    I'm going to agree with Airhammer here. There's got to be some incentive left to VIP, or we might as well just throw the whole subscription plan out the door. Once that happens, microtransaction plans like the super packs become the rule, and that's a very, very dark road.
    There would still be: first ward, incarnate solo, the ability to use incarnate in all aspects of the game.

    I'm all for having MORE people available for iTrials. Though I was debating picking up shop and moving my mains to Exalted.
  4. Quote:
    Originally Posted by Airhammer View Post
    Then whats the point of VIP?

    I believe there are things that should be available only for VIP status. Thats how they are going to get subscribers.
    How about they make incarnate trials avail to purchase and your incarnates ONLY work there. The solo incarnate and the full time use of the incarnates is a VIP only thing. That would be good so players could pay for that month and decide if it's worth it (it is)
  5. Quote:
    Originally Posted by Netphenix5 View Post
    Okay, THAT argument I can accept, because I used it myself. I'm indeed not qualified to judge how hard it would be. I should have said that it wouldn't be unfeasibly hard. I'm a programmer in certain languages, and within the scope of that experience, I would consider it possible. But I can't say if it would be easy, true.

    But I think you'll agree that I tried to stay as close to the existing mechanics as possible to lessen the difficulty. And if DoT damage carries over the vector of its parent attack, then my system stands. Can anyone confirm that side of things? And assuming DoT couldn't be mitigated, would you consider it too crippling a weakness for an armor set? I don't remember there being that many high-damage DoTs in the game, aside from Full Auto and some drop/rain powers.
    I believe full auto and a tohit check for each shot ... wouldn't apply to that. But, if DOT is a secondary effect damage, then anything with a primary of smashing or lethal the secondary would not be resisted. Example: fire sword does a primary damage of lethal with a secondary of fire and DOT fire. Would the lethal be the only thing resisted in that case?

    BTW: I am in support of the set, I'm just voicing constructive criticism.
  6. Quote:
    Originally Posted by Netphenix5 View Post
    Twigman, you're not quite correct - there would be no two-stage resist mechanics, because that would open a whole can of worms. The resists would be stacked PRIOR to final damage calculation. No going over the cap. And as for concept matching, I'm sure Paragon Studio has very talented writes on staff that would come up with a more generic, goes-with-most-concepts write-up for the set descriptions.
    Meaning? It would resist the positional, then resist the type, then do a check to make sure it doesn't pass the 90% (tank/brute)cap (not a fan)? Or, would it check both, add the 2 and subtract anything thats above 90%? That's better I guess.

    Let's just say it's a good thing it wouldn't resist toxic, because then it's resist buffs would be around 50-55%. But, because toxic can't be resisted in this set due to "positional" checks, it could actually be around 60-65%

    OH ... just thought of a question, would DOT damage be resisted in any way seeing how it's type only, not positional?
  7. Twigman

    The Dev Digest

    Quote:
    Originally Posted by MaestroMavius View Post
    I'd prefer if they just reverted back to the way the Digest used to be set up.
    Which was?
  8. Twigman

    BASE Bundles

    oh oh ... options 2, tie them into a SSA one steampuck themed story, one victorian themed, etc. You get the point. that way they're guarunteed to get the development cost back, IE: They would have to develope the scenery for the SSAs, and then just make them a reward for completeing the SSA.

    In the first SSA they made whole new lava effect and the DOT damage associated. In the sewer trial, they added the pillars of fire in the last SSA they made the alter prison along with the Arachnos base, table, chairs. So, them making a SSA themed to each costume pack could open up decor options. I think it would the best fit to make it happen without debating the cost.
  9. Twigman

    BASE Bundles

    That's a very good point ... they could add an element to the store where you (as a base leader) can buy it for ONE base. kinda like the character specific items, just base specific. It would take some coding, but could be done, and there is a market for it. I wouldn't buy any, but I know people that would.
  10. Focused Defense:
    The damage types are separated as follows: (Physical), {elemental}, and <mental>. The effects will be adjusted by the "adjust focus" toggles “like” DP fire/ice/chem.
    Powers in between these “0><0” I’m open to suggestion, meaning I’m not sure what a fair number is.

    1) Focus Defense: [toggle] (10% def to S/L) {10% def to E/N/F/I} <5%def TO PSY>
    Example: if (Physical) was selected then the new numbers would be (20% def S/L) {5% def
    E/N/F/I} <0% def psy>

    2) Focus resistance [auto] (20% res to S/L) {20% res to E/N/F/I} <10% res to psy>

    3) Focus fitness: [auto] (10% regen) {10% end} <5% HP>

    4) Adjust focus.
    a) (physical) takes 50% {elemental} and 100% <psy> and adds it to (physical)

    b) {elemental} takes 50% (physical) and 100% <psy> and adds it to {elemental}

    c) <mental> takes 50% of both (physical) and {elemental} and adds it to <psy>.

    5) Focused taunt: [toggle] (10% damage buff per target) {10% recovery per target} <5% dam debuff on targets>

    6) Focused clarity: [auto] (6 mag protection to: hold, immobilize, stun, disorient, defense DE buff, KB) {6 mag protection to: recovery DE buff, to Hit DE buff, perception, recharge, movement, endurance} <3 mag protection to: sleep, confuse, fear, taunt, placate, TP>

    7) bring balance: [toggle] (20% resistance to S/L/F/I) {20% resistance to S/L/E/N} <10% resistance to psy/E/N/F/I>

    8) Focused attack: [click] PBAoE. (50 damage) {0> recovery DE buff<0} <0>regen debuff<0>

    9) Pure clarity: [click] 40% res to all but toxic, 30% def, capped HP. (100% damage bonus) {100% regen bonus} <50% recharge bonus> ((end drain of 50 and not effected by recharge))

    Thanks for reading let me know if it needs any clarifying.
  11. from what I can tell, the only thing that would need to be coded in, is the tracking in the effects options ... but the power itself would just be resisted before it hits, like SR does a tohit check before it hits. Also, there would be no need to add positional def to the defender powers, just like there are non for defense. The only concern would be IF you had stacked enough type resistance to reach 90 CAP you would be able to pass that SLIGHTLY with the positional resistance. But, that assumes you have enough Defender types to accomplish that. Example: attack damage is 100, after positional resistance of 50% you have 50 damage left over. Of that 50 damage 90% is resisted. therefor you have 5 damage left. So, as long as you have a team buffing you ... you could hit 95% resistance. NEVER 100%. It could be OP on teams, but not solo. and not in PVP

    My only concern is trying to match the concept with every type. IE, mutant magic, natural, etc.
  12. The resistance stacking would work the same as my rage defense set. The set would check position of attack, ans resist, say, 50% then any remaining damage would be then resisted based on team or inspiration given resistance. Example: energy blaster does 100 (ranged/smashing) damage. The ranged resistance would reduce it from 100 to 50 damage, then tough would take 20% off that leaving 40 damage. effectively being 60% resistance.
  13. TF contacts should give you there number immeadiatly ... I see no reason to have to run all the way back to them even once, if the team is locked ... team lock IMPLIES you are commited to completing the tasks given. That would help a lot. and remove delivering material ... just annoying
  14. I'm "in like flin" <--not sure where that started ... but, yes basically ... it would be cool.
  15. Quote:
    Originally Posted by Netphenix5 View Post
    I played with the idea of doing a complete SR parrallel. It could be done by turning No-Mind, Reincarnation and Yin absorption into passive res powers, but I'm afraid it would then LACK in utility. Even SR gets at least Def debuff resistance. And WP or Elec get a LOT of them.

    This set would need Res debuff resistance, and THAT is something I'm unsure would be possible to code in the current game system. Or the passive could add resists to other effects like slow, end drain and perception debuff maybe.

    And AFAIK, SR tanks can reach 45% defense on all three vectors with no additional powers on IOs, and even on SOs I think Combat jump would get them there. I got one myself that runs at 44% AoE, 46% Ranged and 54% Melee, but I used IO set bonuses and CJ to get there. Total beast.

    The scrappers can survive with lower base def because unless soloing you aren't taking on the whole mob. the brute/tanks have a taunt aura, so they need to be able to slot for something other than defense. I want my fire/SR brute to be slotted for HP/regen (to recover from damage spikes and AV one shots) but I can't because of the current set up. The only thing that goes well with SR is dark because of the self heal.
  16. Twigman

    Rage Defense

    Quote:
    Originally Posted by CBeet View Post
    Here is effectively what you're asking for, but thought out in a way which is a lot closer to existing sets and survivability numbers so it isn't horrible dead in this game. The set you are suggesting there may work in other MMOs or RPGs but sadly from the way this game works you'd likely be the only person playing it while the rest are yelling at the devs for balance changes.
    I read through his idea and would probably make all new toons with that set. Also, I did gleen a little from it for my set. But, I still like my set more and not just because it's my set. But, because:
    all his defences are based on health ... that's a little scary (HIGH potential to be a one hit wonder).
    caped bonuses requires his set to be at 20% health, mine capes at 30% and all damage up to that 30% has a form of 50% resistance of the remaining damage, due to the health based 50% HP bonus meaning 90% resistance becomes 95%, 80% becomes 90%.
  17. Twigman

    Rage Defense

    Quote:
    Originally Posted by ClawsandEffect View Post
    Your tier 9 should be called "Kill Me Now".

    Your HP drops to 100, but your resistance is capped and you are soft-capped to everything. Why does that sound so familiar?

    Oh yeah, it's almost identical to the old Moment of Glory, which most people skipped because it SUCKED.

    Imagine fighting an enemy group that has a large to-hit buff available to it. Like, oh, Nemesis or Devouring Earth. Pop your tier 9 while fighting DE, hit the floor 0.652 seconds later.

    Actually, I'd like for the devs to make this set for you, just so you can see how horrible it would be for yourself.

    And on the flip side of things, if you were to give this set to a tank it has the potential to be incredibly overpowered. Capped S/L resistance, and 60-80% resistance to everything else? Sounds like Granite without the movement or recharge penalties.

    Add in the fact that a tank can soft-cap defense with IOs even if they have no defense to begin with, and you have a broken set.

    It did sink in ... that's why I was forced to update the info on the tier 9. If the tier 9 is that weak against those groups, don't use it against those groups. one medium def should make you survivable against them.

    You mean incredably OverPowered like invuln tank ... then yes, it could be somewhat close to that with S/L soft capped def. it still wouldn't be like granite though ... cause granite has a HIGH def AND res. it would be closer to fire than anything with just a little more S/L resistance.

    basically, it would have SD's damage buff(provided you're low health), regen's regen(provided you're low health), and invuln type resistance (NOT defense). Very survivable, but not god-like(invuln and stone).
  18. Quote:
    Originally Posted by Kioshi View Post
    Didn't play SR except on scrappers, but from what I read in the forums, the Brute Taunt aura (Evasion) is a regular one with 13 secs duration, the Tanker one is sucky with 1 sec, something along these lines, not so sure on the numbers. Maybe it's a bug, the complaints about SR's taunt only began after Tankers got it.
    I've been making a brute and went teaming with a couple friends ... I can't be the tank because the taunt is worthless ... I would herd everyone to me and they would still attack my friends that were blasters and controllers. That's not the case with any of the other brute/tank sets I've played. If they made the power have a secondary effect it would probably hold the enemy's attention better.
  19. I like the positional resistence concept. I tried to suggest one too and got the same haters. LOL

    That being said, you, like my set did, have too many other abilities in this set. SR has the same M/R/AoE over and over again. no health bonus, no endurance, no worth while taunt and its fairly expensive. So, I will support this set IF, either they fix SR to have similar (additional) powers as this, or You make it so it's only concerned about the positional resistance. or if they make brute and tank SR able to hit 45% def without having to add more defensive powers.
  20. Twigman

    Rage Defense

    Quote:
    Originally Posted by Megajoule View Post
    an SS/Inv brute isn't good enough for you?
    I tried invuln/SS tank and brute also WP/SS tank and brute. neither fits my play style or liking. The closest is fire/SS ... but I still don't like it completely. of the three defense builds I came up with:

    1. This is the most like how I play.

    2. This would be second (spine): http://boards.cityofheroes.com/showthread.php?t=275400

    3. This would be last for me (gravity) (I've been told many people want this concept): http://boards.cityofheroes.com/showthread.php?t=276889

    I only like melee toons, But I grow tired of the play style options. I like SR . . . But even it needs fixed. (some recommendations I had if you'd like to comment on them: http://boards.cityofheroes.com/showthread.php?t=279197 ). I like damage output and taunt aura of fire, but not the click heal, it's not lag friendly. I like SR, due to quickness, but it's taunt is only good for solo (why bother), and it's prone to hit spikes (instant death).

    PLEASE Devs. Make this set. A resistance form of SR that's been long awaited ... by me :P

    And Devs, review option 3 for the people who have asked for it. I believe its a solve for the "gravity" issue of why the set hasn't been built yet..
  21. Twigman

    Animal Control

    Quote:
    Originally Posted by Justin Credible View Post
    This is a smashing idea! An animal handler could be the hero counterpart to mastermind. I pray every night for world peace and a pack of dire wolves to of my very own. Also, why can't I cover my enemies in bees yet? This could be the coolest power set ever! My current main character is my mastermind demon summoner but I'd rather be a hero. A hero that covers people in bees and wolves! If they need to vary the types like they do for the other pet sets than I recommend three falcons, two wolves and a bear.
    The bees already exist "swarm" devouring earth. That does leave me wondering why we don't have that power yet. I always liked/hated them. They were a targetable/mobile caltrop. A feril epic power would be cool to add that power to, summon swarm. it could also be a (perma capable) power in the animal summoning set.
  22. the current SR set isn't on par with other sets. Other sets have HP bonuses, REAL taunt auras (not suggestive ones) and are more well rounded. My purposed change.

    [add suggestions you might like to see in the set to make it more balanced]

    Order of powers is based on the Brute I was using at the time, scrappers are different, but the concept remains.

    Focused fighting: remans the same

    Focused senses: remains the same

    Agile: Combine ALL the effects of Agile, Dodge, and Evation into one power. It can still be called "Agile"

    Practise Brawler: remains the same.

    [empty slot from merging into Agile] Battle awarness: {toggle} taunt aura, enemy damage debuff, Self +HP

    [empty slot from merging into Agile] Battle rediness: {auto} self endurance cost discount.

    Quickness: remains the same

    Elude: remains the same

    I think this would be balanced ... seeing that shield can have the same defence with some base resistance, Higher base HP and the best taunt aura in the game. Can this happen pls
  23. Quote:
    Originally Posted by Icy_J View Post
    "Hey, Frank is uh, acting a little weird. You sure there isn't a hero here?"

    "...You mean you're not supposed to jog indoors?"
    You meant to say

    "...You mean you don't run around saying, ' they wiped out our team and the boss, run for your lives' ... weird people"
  24. Quote:
    Originally Posted by Stone Daemon View Post
    Hmmm. Well, it's an interesting concept, for sure. Do you have any ideas on how you would work it into the lore?
    I'm not sure what you mean by this question ... Please give an example of other normal sets (neither keldians or arachnos count) fit into the lore.