Twilight_Archon

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  1. "Fixing" Energy would be dirt simple if the devs cared to do so. Set all the KB to KU effects. Go home.

    Now, such a fix wouldn't make everyone happy. There are people who like the KB effects of Energy as a repositioning ability. However, it would absolutely solve the "we won't group with you because you'll scatter everything wildly" stigma Energy blasters face "in the wild".

    Part of the reason you see so few is that people shun them for KB they can't control, leading to glacial leveling pace and widespread discontent among their players.
  2. [ QUOTE ]
    when a consigliere launch a propel or when a Lost boss trigger dominate on me i have generally the time to trigger a power even if i know that i will be held right after.

    [/ QUOTE ]Ah! I understand, I think.

    The cast time for Strangler is longer than GD, and I know I've been shot with pistols (a fairly quick attack) before the hold kicks in on several occasions. I'm not sure it's a bug if powers aren't being interrupted by holds that are triggered after they start but which have not finished animating by the time the foe's attack is computed. (At least, for powers not marked as "interruptible".)
  3. [ QUOTE ]
    GDF can give this impression to if you use it without any range enhancement . as the animation time is long (and that the hold takes place at the end of the animation), the foe can simply see you and act if they have quick attack.

    [/ QUOTE ]Since range enhancements don't affect animation time, I'd say that's a preliminary confirmation that GDF does this. If I have to slot range enhancements to avoid attacks coming after I activate a hold, then it's not the case that the power doesn't allow return fire before taking effect but instead that I'm just "slightly" out of range of my foe's shorter-ranged attacks and they don't get time to both run into range of me AND attack before they get controlled by my slowly-animating power.

    (...snip speculation about Spore Burst - disproved it myself w/ some testing...)

    Slightly Off-Topic, but useful for testing and comparison: What's the alert/agro range for foes, barring attacks? Do they notice you at 60'? 70'? 80'? How close do you have to get before they attack/see you?
  4. [ QUOTE ]
    1) You have the default To Hit value (ie no buffs), your target has no Defense value. How often do you WANT to hit him? Conversely, as the defender, how often do you expect to be missed?

    [/ QUOTE ]If no buffs are present, I expect that a statistical sample would bear out a 50-50 chance to hit or miss over a sufficiently large sample. As a defender, I'd expect to see the situation the same way.

    [ QUOTE ]
    2) You have the maximum possible To Hit value, and your target has no defense value. How often do you WANT to hit him? Conversely, as the defender, how often do you expect to be missed?

    [/ QUOTE ]At max to-hit, against zero increases in defense, I'd expect to floor my miss chances at around 5%. As a defender, I'm screaming like a stuck pig and running like I'm late for my bus to work, as I expect to be repeatedly pummelled at approximately a 95% success rate.

    [ QUOTE ]
    3) You have the default To Hit value, and your target has the maximum possible defense value. How often do you WANT to hit him? Conversely, as the defender, how often do you expect to be missed?

    [/ QUOTE ]Against maximized defenses, with no counters of my own, I expect to find easier prey, as a 5% chance to hit means I'm never going to wear down my target in the absence of other factors. As a defender, I'm doing everything in my power to impede escape, because my 95% chance-to-be-missed means that I'm going to gnaw that attacker to death like a flood of rabid beavers, even if it takes a while.

    [ QUOTE ]
    4) You have the maximum possible To Hit value, and your target has the maximum possible defense value. How often do you WANT to hit him? Conversely, as the defender, how often do you expect to be missed?

    [/ QUOTE ]As a defender with capped defenses, my opponent should be at a slight disadvantage, but not an insurmountable one. I'd expect about 75% of attacks should miss, with about 25% landing.