Power Myths!
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Not sure if this qualifies, but as the situation no longer exists its probably safe to state:
[Pre-I9 Hamidon] Entering the Hamidon goo will buff Hamidon's mez resistance.
I should mention that while many people thought this was true, some raid leaders knew it to be false but encouraged the belief anyway, for a variety of practical reasons.
[/ QUOTE ]Another that was frequently spouted by a Champion raid leader about the old Hamidon raid: teleporting to the hospital or your base when defeated triggers Mito splits. Actually, if i recall correctly, he used to claim anyone leaving the Hive could trigger it.
Dr. Todt's theme.
i make stuff...
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Powers that reduce Threat modifier by 1: (According to latest edition of City of Data)
Super Speed
Invisibility
Phase Shift
Superior Invisibility
Group Invisibility
Quantum Flight
Nebulous Form
Powers that do not effect Threat modifier:
Stealth
Grant Invisibility
Cloak of Darkness
Energy Cloak
Arctic Fog
Shadow Fall
Steamy Mist
Cloaking Device (both Blaster and SoA versions)
Mask Presence
Shadow Cloak
All forms of Hide
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Thank you for clarifying exactly what powers modify Threat Rating.
Main Characters - Virtue:
Manowar - Inv/SS/Pyre Incarnate Tanker
Mr Edward Hyde - SS/Inv/Scirocco Incarnate Brute
AOE knockback powers fling targets in all directions.
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Also, Taunt (including the Taunt from punchvoking things) generates so much Threat, that your Threat Level is only really relevant if there's someone else Taunting the enemies. If you're the only one doing it, the Taunts will still hold aggro regardless.
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Mostly true, but not quite - about a week ago I pulled aggro off of a (level 50) Fire/? Tanker who was running Blazing Aura with my (sk'd to 49) Fire/Fire blaster. I waited for several seconds so that they were all grouped (hey, it made sense; I'm throwing 4 AoEs in a row), so it wasn't an issue of the mobs just not having aggro set before I hit them.
If you're doing significantly more damage than the Tanker, you'll still get the mobs' attention.
[/ QUOTE ]You say that like a fire/fire blaster is even capable of not pulling agro off even an Ice Armor tank that took taunt.
Originally Posted by Back Alley Brawler
Did you just use "casual gamer" and "purpled-out warshade" in the same sentence?
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A girl scout could pull agro off my ice tanker when I forget to turn my armors back on. However, I'm going to pretend that's a rare occurrence.
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Granite decreases accuracy.
You can't attack with superior invis.
Targeted heals and debuffs decrease XP if you're not on the persons team.
Confuse decreases your XP over time.
Thats all I can think of off the top of my head
[/ QUOTE ]Granite used to be like that long ago. Superior invis used to be like this before it got buff to actually be better than regular invis. As for the confuse thing it can go both ways on that if you have a really aoe heavy team. For example if you got a ton of blasters taking turns nuking then any damage confuse would have done prior to that nuke would have been over kill and reduce the xp over time.
Bump and Grind Bane/SoA
Kenja No Ishi Earth/Empathy Controller
Legendary Sannin Ninja/Pain Mastermind
Entoxicated Ninja/PSN Mastermind
Ninja Ryukenden Kat/WP Scrapper
Hellish Thoughts Fire/PSI Dominator
Thank You Devs for Merits!!!!
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Stealth or Invisibility makes a tanker unable to get or hold aggro.
[/ QUOTE ]Some forms of invis lowers the threat level making it harder to maintain aggro.
Bump and Grind Bane/SoA
Kenja No Ishi Earth/Empathy Controller
Legendary Sannin Ninja/Pain Mastermind
Entoxicated Ninja/PSN Mastermind
Ninja Ryukenden Kat/WP Scrapper
Hellish Thoughts Fire/PSI Dominator
Thank You Devs for Merits!!!!
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Stealth or Invisibility makes a tanker unable to get or hold aggro.
[/ QUOTE ]Some forms of invis lowers the threat level making it harder to maintain aggro.
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already been pointed out and clarified
Well this is one I run into with my Hero I'm working on
All Defenders can heal.
My Trick Arrow/Electricity Defender would have trouble healing others (maybe handing out green inspirations)
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AOE knockback powers fling targets in all directions.
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This one isn't really a myth. If they're used intelligently, they don't fling enemies all over the place. If they're not used intelligently, they absolutely DO spread targets all over.
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Well this is one I run into with my Hero I'm working on
All Defenders can heal.
My Trick Arrow/Electricity Defender would have trouble healing others (maybe handing out green inspirations)
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What, you have gotten your heal arrow yet ? And the Clear Mind arrow is great, too bad it only works on the enemies, in one ear and out the other
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Well this is one I run into with my Hero I'm working on
All Defenders can heal.
My Trick Arrow/Electricity Defender would have trouble healing others (maybe handing out green inspirations)
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What, you have gotten your heal arrow yet ? And the Clear Mind arrow is great, too bad it only works on the enemies, in one ear and out the other
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The really braindead thing about that fallacy is that a good number of defender sets dont have heals
Sonic res, Force fields and trick arrow have no heals
Cold domination has a +hp buff, thats not really a heal as such
So 40% of defender sets don't have heals.
Crime of Fashion Level 50 Rad/Rad Corrupter
My Toons
My Rad/Rad Corrupters Guide
Mindscape - Reworking
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AOE knockback powers fling targets in all directions.
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This one isn't really a myth. If they're used intelligently, they don't fling enemies all over the place. If they're not used intelligently, they absolutely DO spread targets all over.
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The myth isn't that knockback can cause a ton of chaos, it's that a targeted AoE knockback will send everyone away from the point of impact. What actually happens with every single knockback power is that the enemies will be sent directly away from the caster.
EDIT: I noticed someone asked about stealth's defense suppressing when you attack. It partially suppresses, the defense drops to about half. I run stealth constantly on my SR scrapper who has his defenses monitored constantly, and my stealth drops from 3.75 to 1.38 when I attack.
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AOE knockback powers fling targets in all directions.
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This one isn't really a myth. If they're used intelligently, they don't fling enemies all over the place. If they're not used intelligently, they absolutely DO spread targets all over.
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The myth isn't that knockback can cause a ton of chaos, it's that a targeted AoE knockback will send everyone away from the point of impact. What actually happens with every single knockback power is that the enemies will be sent directly away from the caster.
EDIT: I noticed someone asked about stealth's defense suppressing when you attack. It partially suppresses, the defense drops to about half. I run stealth constantly on my SR scrapper who has his defenses monitored constantly, and my stealth drops from 3.75 to 1.38 when I attack.
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It should drop to 1.88 (actually 1.875, but the game only shows 2 decimal places) for a Scrapper, not 1.38.
While suppressed, the defense in Stealth is identical to the defense scalar used in Hover and Combat Jumping (the exact defense % of which will vary by AT modifier). This is also true for Hide, Superior Invisibility, Mask Presence (which goes from 7.5% to 2.5%), and the Blaster version of Cloaking Device; the Bane Spider version of Cloaking Device provides more unsuppressed defense (3.75% vs 2.5% for Combat Jumping) but still is cut in half.
Invisibility, Grant Invisibility and Group Invisibility only suppress stealth radius and the defense value is constant.
This threadjack has been sponsored by the letters R and X, and the number 6.
it has gone from unconscionable to downright appalling that we have no way of measuring our characters' wetness.
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It does have an end crash
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Thats -end,, not -recov <_<
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I wish the one about Karma: Knockback Protection in Dispersion Bubble were true. I would never have remade my Bots/Bubbles Mastermind as Bots/Traps. Do putting any of those global effects into PBAoE buffs make them affect everyone in the buff area?
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I don't think so. Global IO's, buff procs, and heal procs affect the caster (there might be some bugged exceptions here); damage procs and debuff procs affect foes.
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Well, Performance Shifter Chance for Endurance in Speed Boost will give the target of the power the benefits of the proc should it fire rather than the user. So you could slot it in Recovery Aura to give everyone a minor chance for a minor endurance refill each time you used it. I can't think of any others that might work that way, but they would all be proc effects rather than the constant bonuses. So, close, but not quite.
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Stealth or Invisibility makes a tanker unable to get or hold aggro.
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I had someone try and pull that on a team the other day. After someond did Group Invis and started stacking the sigle target ones on people, the Leader said "Don't invis the Tanks!". Someone else agreed with them, and then the player apologized for doing it.
I had to take a minute and try to explainit to them .. sure, it lowers us getting aggro initially .. but ONLY initially. As soon as we aggro them (which is supposed to be our Job) the stealth component in neutralized by the game, as is part of the Defense bonus. But it still gives us some Defense bonus in the fight, and it lets us determine when and where we are when we start the fight.
During the fight itself the +Stealth portions isn't even functioning.
My memory's not as sharp as it used to be.
Also, my memory's not as sharp as it used to be.
"The tip of a shoelace is called an aglet, its true purpose is sinister." The Question
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During the fight itself the +Stealth portions isn't even functioning.
[/ QUOTE ]Group Invis doesn't suppress
http://www.fimfiction.net/story/36641/My-Little-Exalt
My personal favorute power myths
Empathy is a healing set
Defenders are healers
Want comedy and lighthearted action? Between levels 1-14? Try Nuclear in 90 - The Fusionette Task Force!
Arc ID 58363!
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Hasten has a recov debuff >_>
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True story: I avoided getting Hasten for a while because the power description implied (at least to me) that powers cost more endurance while it was running.
@Demobot
Also on Steam
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My personal favorute power myths
Empathy is a healing set
Defenders are healers
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Many just call them healers because it's easier and more accurate than calling them support. (Swear to gawd that is the actual argument i've seen used.)
Personally i prefer the term "support", even if it is somehow harder than typing "healer". i've also convinced myself that support is in general a more accurately descriptive term than healer. But what do i know?
Other myths: There are still people who think that the only thing Speed Boost does is make you run faster. Not nearly as many as there used to be, but they're still out there.
Dr. Todt's theme.
i make stuff...
I would have sworn on a stack of Klondike Bars that I already posted this:
I was on a team where one player kept telling me to get closer. (I was a Blaster, on a good team. In that situation I don't DO "closer".) He finally explained that I'd hit more often if I got closer.
He was convinced that distance affected accuracy/to hit. No amount of "discussion" from the rest of the team would convince him otherwise, and he finally quit, saying we were all "lamas loosers". (still my favorite incoherent insult.)
Then I saw someone else describe virtually the same experience in the forums. I sure hope it was the same guy, and that there aren't TWO of him out there.
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My personal favorute power myths
Empathy is a healing set
Defenders are healers
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Many just call them healers because it's easier and more accurate than calling them support. (Swear to gawd that is the actual argument i've seen used.)
Personally i prefer the term "support", even if it is somehow harder than typing "healer". i've also convinced myself that support is in general a more accurately descriptive term than healer. But what do i know?
Other myths: There are still people who think that the only thing Speed Boost does is make you run faster. Not nearly as many as there used to be, but they're still out there.
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Except healers is less accurate than support >_> By a large friggin margin.
Its like calling Clerics in Dungeons and Dragons the "healer" class, nevermind they have tons of self-buffs, Full Plate and heavy weapon proficiencies, and a decent array of high damage offensive spells too.
Want comedy and lighthearted action? Between levels 1-14? Try Nuclear in 90 - The Fusionette Task Force!
Arc ID 58363!
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"lamas loosers".
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Myth: If you piss off a given llama so much that it spits/throws up at you, all llamas forevermore will spit at you on sight.
So all of you llama misbehavors, who only misbehaved once: Take hope! Llamas can still llove you!
"Hi, my name is Ail. I make people sick."
A partial selection from my 50's on Freedom: Ail = Ice/Traps, Luck = Street Justice/Super Reflexes Stalker, Mist = Bane, Pixy = Trick Arrow/Archery, Pure = Gravity/Energy, Smoke = Fire/Fire Dominator
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Also, Taunt (including the Taunt from punchvoking things) generates so much Threat, that your Threat Level is only really relevant if there's someone else Taunting the enemies. If you're the only one doing it, the Taunts will still hold aggro regardless.
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Mostly true, but not quite - about a week ago I pulled aggro off of a (level 50) Fire/? Tanker who was running Blazing Aura with my (sk'd to 49) Fire/Fire blaster. I waited for several seconds so that they were all grouped (hey, it made sense; I'm throwing 4 AoEs in a row), so it wasn't an issue of the mobs just not having aggro set before I hit them.
If you're doing significantly more damage than the Tanker, you'll still get the mobs' attention.