My proposed fix for DP


Adeon Hawkwood

 

Posted

Being able to slot ammo types.

want more damage? Slot da fire ammo.

Want more -recharge/slow? slot da chill ammo.

want more -defense? slot da toxic ammo.

Forget aim and animation changes, start here.

/e Flame suit on


 

Posted

I'm going to say no simply because it wouldn't work with the current system.

The different ammo powers don't actually do anything they simply change certain proc percentages on the other powers from 0% to 100%. In order for this to work lethal ammo would need to be added as an ammo type and each of the toggles would need to provide a character level buff. This leads to two problems. First off Toxic ammo couldn't be boosted, it provides a damage debuff not a defense debuff and all damage debuffs in the game are tagged as "ignores enhancements and buffs" because (I believe) if they weren't they would actually be boosted by your damage bonus. So in order to boost the damage debuff of Toxic you'd actually have to make it able to be enhanced by your damage bonus which would require the overall bonuses to be at least halved (since most people slot for 95% damage) and Toxic ammo would actually boost your overall damage as well as boosting your damage debuffs.

The other three types are a little more practical. Mez duration, damage and slow duration are all available with current buff types (i.e. Build Up and Power Boost) BUT none of these buffs are normally enhanceable. I'm not certain of the reason (I think it's similar to the damage debuff reason above but I'm not certain) so even if it were added allowing them to be slotted is problematic.


 

Posted

swap ammo shouldn't even be a ""power" you take, but an inherent feature of the guns. It would have been better if they put aim there or some sort of protection when firing the guns. right now it's like flares and super flares. i am always stuck in animation when i die. it's the only time it happens.

In all honesty, seeing what it's based on and how those movies it's inspired by or games, the character should have been a new ranged scrapper (like spines) cause it sucks to get knocked on your *** by enemies when rooted shooting, and the the whole gun-kata, etc stuff. It's just not making sense that someone that is shooting like that is going to be knocked down easy, since they'd be acrobatic like Bayonetta or Dante ... or Preston (Equilibrium) and several others. There's no point to them shooting like this in city of heroes with such elegance, if the character can be knocked down, held, slept and all that unfun nonsense.


 

Posted

Quote:
Originally Posted by Novawulfe View Post
Does the words look at the epics ring any bells? They have a power called dark nova bright nova? Can be done.
If you actually looked at Dark Nova or Bright Nova and understood what was going on, you'd realize that you have no clue what you're talking about.

First off, Dark Nova and Bright Nova can only be slotted for Endurance Modification, Endurance Reduction, Tohit Buffs, and Flight Speed. Black Dwarf and White Dwarf can only be slotted for Damage Resistance, Endurance Modification, Endurance Reduction, and Leaping. You cannot slot them for range, damage, or accuracy.

Enhancing the powers does nothing to the powers that you use while in those forms. Enhancing them for Endurance Reduction simply reduces the cost of the toggle itself.

There is no current way for enhancements to provide enhancement benefits to specific powers. The only way for a power to affect another power is either for a flag to be activated or for a global attribute of the player to be modified. The ammunition toggles only serve to provide a flag that increases the proc chance of the amalgam of effects in the Dual Pistols powers to 100% when the specific ammunition type is active.

The ammunition toggles do no have any effect upon the size or duration of the secondary effects in the powers. In fact, the size of those effects is governed exclusively by the slotting you have in that power. You enhance the size of the Incendiary Ammunition DoT when you slot any power for damage. It doesn't affect any power but the one you just slotted, but it does effect that DoT.

What you're suggesting has nothing to do with how the ammunition toggles work. Please shut up and learn what you're talking about first.


 

Posted

Quote:
Originally Posted by DimMak View Post
Being able to slot ammo types.

want more damage? Slot da fire ammo.

Want more -recharge/slow? slot da chill ammo.

want more -defense? slot da toxic ammo.

Forget aim and animation changes, start here.

/e Flame suit on
Guess I should have done a quote to clear up what I was refering to.

Swap ammo get the same treatment as a the nova or dwarf of the epics, in the sense of one power granting slotable powers? Sure.

Oh and side note, toxic does not drop defence, it drops attack.


 

Posted

Real fixes to DP:

* Reduce animation time and/or increase damage on Executioner's Shot.
* Increase range of Empty Clips to 50 feet.
* Make Hail of Bullet's damage more reliable. Right now, the way damage is calculated for the power means it does weird things (see below).

What's "wrong" with HoB? Well, for starters, it doesn't do a hit roll on targets that are within its radius and keep checking those targets once they move outside its radius. Inferno, on the other hand, will make the hit roll on all targets within range when the power is activated, and whether or not you or the targets move out of that area, it will continue to make those extra "% chance for" rolls. HoB, on the other hand...

HoB does a hit roll on every tick of damage. This means that there's an equal chance of it doing no damage as there is it doing full damage, but more often than not it will be somewhere in between. One side effect of this is that if your target moves out of HoB's radius while the power is still making hit rolls, that target will no longer be affected by the power. It's kind of like how mobs running out of the radius of Rain of Fire won't have hit rolls made on them, but this is a PBAoE nuke with a looooooong animation, and this doesn't seem right for the risk this power requires to use. On the other hand, though, a mob could wander into HoB's radius after the power's started animating and take damage (or run into and then out of during the animation cycle). This isn't a huge deal for PvE, but for PvP it makes the power even more of a throwaway than it already is (long animation, crappy damage due to being an AoE).


@macskull, @Not Mac | XBL: macskull | Steam: macskull | Skype: macskull
"One day we all may see each other elsewhere. In Tyria, in Azeroth. We may pass each other and never know it. And that's sad. But if nothing else, we'll still have Rhode Island."

 

Posted

Quote:
Originally Posted by Novawulfe View Post
Post Deleted
What you are saying:

"The Kheld forms unlock extra inherent powers, and both the forms and the new powers can be slotted."

What he is saying:

"You cannot enhance a power to have an effect on your other powers."

The reason you can slot both the form and the extra powers on a Kheld is because they do entirely different things. Yes, you need to have the form activated to access its powers, but that's not what is being asked for here. What the OP is asking for is to be able to enhance Swap Ammo's toggles to improve the secondary effects of the powers used while that toggle is active. That's more akin to being able to slot Bright Nova (the toggle power, not the inherents that come with it) for defense debuff and have that enhancement apply to all the Nova attacks. The system does not and cannot work that way, which is why the OP's suggestion will not happen.


@macskull, @Not Mac | XBL: macskull | Steam: macskull | Skype: macskull
"One day we all may see each other elsewhere. In Tyria, in Azeroth. We may pass each other and never know it. And that's sad. But if nothing else, we'll still have Rhode Island."

 

Posted

Quote:
Originally Posted by macskull View Post
What you are saying:

"The Kheld forms unlock extra inherent powers, and both the forms and the new powers can be slotted."

What he is saying:

"You cannot enhance a power to have an effect on your other powers."

The reason you can slot both the form and the extra powers on a Kheld is because they do entirely different things. Yes, you need to have the form activated to access its powers, but that's not what is being asked for here. What the OP is asking for is to be able to enhance Swap Ammo's toggles to improve the secondary effects of the powers used while that toggle is active. That's more akin to being able to slot Bright Nova (the toggle power, not the inherents that come with it) for defense debuff and have that enhancement apply to all the Nova attacks. The system does not and cannot work that way, which is why the OP's suggestion will not happen.
Gotcha, sry but Umbral got me fired up and I wasn't seeing the whole truth. I understand now... really got to ignore the peeps that don't prove useful and non-flaming posts. But at the same time good point with the peacebringer's nova's powers turning into inherit powers, forgot that.


 

Posted

Don't get mad at people on the internet, its easy to be e-tough and sound all bad behind a keyboard. Just laugh and carry on


Virtue: @Santorican

Dark/Shield Build Thread

 

Posted

Another problem with slotting up the effects in DP is the slot drain. Kheldians are tougher to plan for as they have so many powers that can take slots. Adding such a feature to the effects of Swap Ammo would probably not be worth it in the end, and make things more confusing rather than helpful.

And sheesh, you can also disagree without resorting to namecalling.

I'd also say there is nothing wrong with DP that couldn't be fixed by people reworking some of their expectations and some numbers in the set being reworked as well.


Guide: Tanking, Wall of Fire Style (Updated for I19!), and the Four Rules of Tanking
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Posted

IIRC HoB should not be rolling tohit chances for each tick and if you can prove it is behaving that way then you should bug it.


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