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Everything posted by Carnifax
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Focused Feedback: Electrical Blast Revamp
Carnifax replied to Player-1's topic in [Open Beta] Focused Feedback
Specifically for Khelds in forms all the toggles which drop (including proposed Power Pool powers) are, with one exception, Defensive as well. So them supressing rather than dropping in forms makes sense. Orbiting Debt is the only offensive one and I wouldn't weep if that was the only exception in this specific case. Although like I said in the original post Pool Power toggles should really stay up through forms (and manual powers like Hasten should be allowed to be cast, although animations potentially raise their heads then). Kheld defensive toggles should supress. Kheld offensive toggle(s) should drop. All that being said I'd love to see a few more Kheld powers get the Shadow Bolt / Ebon Eye treatment and be available in forms too (Orbiting Death for WS lobsters and maybe the Cone stun for Nova). Not sure what the equivelent for PBs is. And I know I'm digressing here from the subject and should stop. So I will 🙂 -
That was an excellent read. Thank you @Number Six. (Big "aaaah" moment for me was the explanation of why Singy got the effect first. Makes total sense)
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I don't think I was on the actual forums much. I burnt out on the game about a year after Victory is Life when it dawned on me that logging in to do the rep and duty officer stuff was basically hamster wheel crap and the missions being released were all along the lines of "Just run this 20 times over the next 4 weeks to get a shiny"
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There was some weirdness with Epic Pools and Containment around Issue Tweenager. They were removed and thus Epics didn't do containment. Now they do again. But multi-Imps was removed at the start of i5 I believe and Containment added after that so there was no "Armies of Imps and Blaster level fireballs at the same time".
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Oh yikes. We've turned our forums into Star Trek Online! All we need now is 50,000 different currency types and incredibly confusing build mechanics.
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Fire is fun. Fire with something that can trigger Forced Feedbacks regularly is silly. Fire/Mace for example would (eventually) be fun. Downside is your AoE in Mace comes a little later. Crowd Control is love. Or staff if you can get past the redraw (which allegedly has no in-game effect but seems to delay when the 'hit' occurs to me). Fire/Stone was the very 1st CoH char I ever made back in i4. Didn't make it to 50. With the upcoming Stone changes that might be worth a look.
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Focused Feedback: Electrical Blast Revamp
Carnifax replied to Player-1's topic in [Open Beta] Focused Feedback
Hell I'd be stoked if it could just get a pass now. Nature really suffers from it too. And while you're at it why not make kheld toggles and pool powers also supress when in forms (if it's low hanging fruit). Although personally I think pool powers toggles should persist through forms (if that's lower hanging fruit just do that instead ) -
OK...my attempt at a Warshade Tri build
Carnifax replied to The_Warpact's topic in Peacebringer & Warshade
I'm deeping intrigued by this proc-heavy Lobster approach. Hmmmm....- 11 replies
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Be aware that Aegis is a bit of Mez resistence, not protection. And it's only 20% (which I think = reducing mez times to 83.3% of their usual duration). Rune of Protection is likely your best overall option for "I want to break free". Squeezing it in may be irksome though (good place for the Resist unqiues though if you're thinking of skipping Fighting).
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20 is fine for me. That's close enough for Rad Therapy / Nukey-boom-boom. What IS the new Tank AT modifier for AoEs anyway?
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There are people here who are WAY better at builds than I am. I mostly nicked off of them (@Sovera for the Fire/Claws and a whole heap of folk for the Rad/MA) You just got lucky you requested a hybrid of my two good / mostly-stolen builds 😂
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I do on my Fire/Claws and my Rad/Martial Tank. I like having the ability to annoy someone across the room from me without moving. Plus the -range in the Taunt is nice for "Come a lil closer". I know once they get into melee Beta or Fire Aura will keep them close but I do like having Taunt as an option personally.
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Focused Feedback: Dr. Aeon Strike Force
Carnifax replied to Booper's topic in [Open Beta] Focused Feedback
So why did it say it hit me at 16:29:46 and 16:30:52 but I didn't take damage? Is there a "Get out" delay of X seconds before the actual boom and someone killed them or I got out of the way (probably the 1st one since it is me). -
Focused Feedback: Dr. Aeon Strike Force
Carnifax replied to Booper's topic in [Open Beta] Focused Feedback
So how does Power Core Meltdown work? I grepped out all the mentions of it from my Combat Log but don't really get it? ToHit rolls and damage seem mins apart. 2021-11-13 16:29:46 Golden Brickernaut MISSES! Power Core Meltdown power had a 84.50% chance to hit, but rolled a 93.08. 2021-11-13 16:30:52 Golden Brickernaut HITS you! Power Core Meltdown power had a 95.00% chance to hit and rolled a 72.30. 2021-11-13 16:33:03 Golden Brickernaut hits you with their Power Core Meltdown for 1800.87 points of Energy damage. 2021-11-13 16:33:03 Golden Brickernaut hits you with their Power Core Meltdown for 1800.87 points of Fire damage. 2021-11-13 16:33:03 Golden Brickernaut knocks you off your feet with their Power Core Meltdown! 2021-11-13 16:33:03 Golden Brickernaut HITS you! Power Core Meltdown power had a 95.00% chance to hit and rolled a 79.92. 2021-11-13 16:33:03 Golden Brickernaut hits you with their Power Core Meltdown for 27013.1 points of Energy damage over time. 2021-11-13 16:52:13 Golden Brickernaut HITS you! Power Core Meltdown power had a 84.50% chance to hit and rolled a 41.57. 2021-11-13 16:52:20 Golden Brickernaut HITS you! Power Core Meltdown power had a 95.00% chance to hit and rolled a 54.87. -
OK...my attempt at a Warshade Tri build
Carnifax replied to The_Warpact's topic in Peacebringer & Warshade
Do you have a datachunk for that build so it can be opened in Mids? Personally, once you're going Triform and you have Eclipse I feel the human form shields are essentially unique mules, nothing more. Just because they drop when you form shift (and perma-Eclipsing things mob to mob renders them sorta obsolete after 38/39) . The nice thing about that is that frees up precious slots, both from not 4 slotting them and freeing any extra slots you were using for uniques (kb protection is nice to have if you can, nothing worse than being knocked out of your EclipseMireNuke spot). Here's my current Live build, which isn't too dear. And my "Hmmm. The Experimentation Adrenal Boost power looks interesting for Warshades" build, which I haven't gotten around to trying yet.- 11 replies
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Focused Feedback: Dr. Aeon Strike Force
Carnifax replied to Booper's topic in [Open Beta] Focused Feedback
Let's play a game of "At what point in the TF did the game decide to murder Carni". Those explody guys be nasty. 30,000 damage in one second on a tank with capped resists (I think a few of them decided to pop at the same time). Overall a good SF with some total madness in it. We did it as as 8 man, +4*8 with Diff 1 set for the EB spawns. Was looking to see if there were any unresistable -Res debuffs floating around but didn't register them. Here's my parsed combat log for the TF. https://www.carnifax.org/?uuid=10168d8f-99bf-4cc8-b7f1-46304a0a62df -
Me. I detest sets fighting with each other or powers being a bit "clashy" (like cones but you also wanna be in melee). I dumped my Staff/NRG brute cos the redraw drove me mad. Even if it's an illusion and you can cancel / counter it it didn't feel right. And that was probably my favourite concept of all my Homecoming chars (Snookered: a cue ball for a head robot dressed like an early 80s snooker player and who wields a cue).
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You won't need Physical Perfection. Nukey-chance-for-endy-Rad Therapy is ridiculously good at replenishing the blue bar. It's also stupidly huge AoE on a tank (hence why I ended up sticking the purple proc in there). It's a very "even" tank in that you end up not fearing anything much at all. Only +3/4 Banished frost bosses are remotely threatening, if you aren't paying attention.
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I'm planning a Poison / Elec for Page whateverthehellthisoneisinbeta And I do like my Time/Sonic. Mostly for the deranged SFX. "whEEEEE. wOooooOOOO. RaaaaaaAAAAA"
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Yep, I think it was just "Well this just feels slow / clunky and my End sucks". Which is does but like you say it's constantly pinging out damage via 2 damage auras. I ended up finding more 'immediate' Brutes like Mace/Rad more enjoyable.
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I hated my 20-something Rad/Elec Brute with a vengence. Sloooooow melee attacks and a rather boring secondary where End is a constant issue til the 30s, then it buggers off entirely. And this is as someone with an Ice/Traps Controller I happily played to 50.
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As per my tests today RDR doesn't appear to care about AT Resist caps. It will happily go over and apply. Details are in the Tank thread (why is there two threads on this?). My Stalker had 79.77 "RDR" even though the AT cap for Resist is 75. That's not to say there isn't some hardcoded RDR cap, just that its not the AT modifier. That said if they're flat out unresistable all going over the cap does is give you a bigger figure for the -Resist to be taken off. Edit : Which MOBs do the debuff? Maybe City of Data has their power listed.
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Yep. The main question I had really was "On a non-Tank does going over the AT cap help with resisting resist debuffs?". And it does, two ways. RDR figure is based on uncapped resist and the -resist also comes off the uncapped amount. Balance-wise they could do with fixing or rebalancing (split the figure to X unresistable and Y resistable vs players). I'd be inclined towards the second approach to avoid players being totally immune without Resist based chars being totally neutered (say a 20/80 split between resistable and unresistable) although in the fairness of balance it'd be nice to see some Defense Debuffs go the same way (for certain enemies on TFs for example).
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So I decide to take my Inv Stalker off to St Martial to kite Wailers to see what Combat Attibs says and it looks to be exactly as Obus says. Your uncapped buffed resist is your RDR (so total resists with no debuffs) and your uncapped Resist is the figure debuffs are taken from. I used my Inv stalker because the Fire Armour tank just stayed at 90% fire resists regardless, so I wanted someone I knew was over their AT Resist cap but could see a figure less than the cap which I could "aim" at in a spreadsheet trying different combinations (RDR uncapped, RDR capped to AT levels). So I started with this : And broke it down into a spreadsheet with the 4 variances in assumptions (RDR has a cap or not and debuff is taken from total buffed resists or total is AT limited) and the one matching is with RDR at my buffed resists (so 79.77 RDR), ignoring the AT cap and is taken off that buffed resist (again 79.77). So if the Aeon SF is stripping Resistances from Tanks it pretty much has to be the buggy Unresistable version that Mob Tar Patch (or something similiar) is using. I wonder if City of Data has a version siphoning off the newest Beta release, it'd be easy to verify there if it has.
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Is "RDR" capped at the AT cap or does it allow it to go over as above? IE is "RDR" capped at 90% or will go however high your undebuffed resist figure is? It's an interesting question, especially for Scrappers and Sents. > IIRC there are very few enemy abilities that deal unresistable damage resistance debuffs There seems to be a few buggy ones floating about, notably Tar Patch which Shepards in the First Ward arcs use. It's flagged as unresistable when targetting players.