Jump to content

Rudra

Members
  • Posts

    7641
  • Joined

  • Last visited

  • Days Won

    42

Everything posted by Rudra

  1. I don't know about -Fly resistance working or not, but I have learned that if I stay more than about 10 feet off the ground, those web grenades don't do anything to me unless it comes from a Toxic Tarantula. (30 feet seems to be the safe point for TTs.) Edit: Also, Arachnos web grenades are flagged as unresistable. So -Fly resist isn't going to affect their web grenades. Just have to try to be high enough for them to not affect you. (Edit again: https://cod.uberguy.net/html/power.html?power=v_arachnos.wolf_spider_web_grenade.web_grenade) Edit again: Maybe the altitude was 30 feet and 50 feet respectively? Not sure. I'm a terrible judge of distance. Especially in compressed scale like a video game.
  2. I have not experienced this behavior when using taunt on enemies... If it proves to work the way you want, then great. I'm just saying that based on what I was told, it may not.
  3. Pretty sure range is floored at 0. There's no such thing as negative range... Edited 6 minutes ago by Wavicle From the way it was explained to me, the -range component causes a target to move towards the character, but it has no floor. It triggers the move action on the mob every few (unknown by me) intervals, and is not a set 'move until in melee range' effect, but is instead a 'move this much distance towards triggering source' effect. So a target already in melee range with the triggering source, our character, the target will be triggered to take a move action for the set distance towards the character, but being already in melee range, have their move take them past the character. The example given to me was Singularity and how targets, including players if an enemy Singularity, will constantly be moving back and forth through the Singularity's space, even if it moved us farther away from the Singularity than when the movement started. Though since our hit boxes should prevent the move through effect, the target will instead move around and past our character in the direction of the source. (So the affected target, if triggered to move 10 feet per trigger for the -range power, was already in melee range, would then move 10 feet towards the triggering character, which would be past the triggering character. Now your character has to turn to face the target to keep attacking, each time the move to source proc triggers and the mob moves past the character.) Edit: So yes, range as in the distance calculated to see if a target can be hit with a designated power should be floored at 0. (Pretty sure that was fixed back on Live, because for a time we could have a negative range which made melees useless against certain mobs at the time. Spent quite a while screaming at the game that the target in my Scrapper's face could not be attacked for being at -1 feet away with me having no remaining yellows to pop before the fix was implemented.) However, the -range component from things like Taunt and Provoke are not range per se, but are instead induced 'move in direction of source' effects. And the direction of the triggered move does not change even if the movement takes the target past the triggering source.
  4. Not sure the -range is going to do any good on a melee set. Since it may induce the target to move past you.
  5. This post is not a refutal of the OP. However, except for other players, every flyer in the game will come to your character. You're in Terra Volta trying to take down flying Sky Raiders? Duck behind a building or hop on top of a roof. The fliers will typically drop to ground level and pursue you, or if you hopped on the roof, just fly straight to you. (Or just stand your ground and make rude gestures. The Wing Officers and Wing Raiders will fly to you even if you just stand there and wait. Sometimes the Sky Skiffs too.) Same thing works for every other flyer in the game in my experience. Longbow Eagles? Despite their coding to maintain range will fly right up to your character to shoot. Spirits and ghosts? Seem to prefer to be in melee range even for their ranged attacks.
  6. I'm pretty sure that will never happen. I don't know for sure, but the devs seem to be trying to maintain the same basic approach as the Live devs did, and the Live devs were adamant about players never getting an autohit attack. Autohit debuffs? Yes, but not autohit attacks.
  7. What would you recommend for new animations? (Please bear in mind that unlike the other pool powers, Sorcery and Experimentation are keyed to specific origins. So they were given animations to help convey their origin. Teleport on the other hand, is not associated with any origin, so was given what the Live devs hoped was a suitably generic effect, I believe.) Edit: The other 3 origins were also going to get their own power pools, but they weren't finished before the game was shut down.
  8. @SwitchFade, I have to agree with @Akisan on this. Telling players to avoid Arachnos (who you can fight starting in Atlas Park as a new character and are available at every stage of character progression in the game, becoming progressively more common as you level up since they are the principle bad guy faction in the game), Freakshow (who form the majority of the missions I've seen recently starting at level 20, way outnumbering Warrior and Tsoo missions combined in my experience), and Crey (who are available at all times starting from level 30) doesn't make much sense to me. Those are the main groups you encounter blue side for their repsective areas/level ranges in my experience. So you are basically telling players to not do the story arcs, just do paper missions and cycle them until you get a Council mission to run. Or are you telling players to join a Council farm and just get to level 50 that way? Bear in mind, at least in my experience, Council are only available in a couple missions pre-level 10, maybe even pre-level 20. So the only way I know to just encounter Council is to go to AE and farm them or find a Council farm and join it. I don't have any comments about the team part though. As someone that typically avoids teaming, I understand that means my character with my chosen AT's power sets' strengths and weaknesses, some groups are going to be harder than others to fight. Price to be paid for playing solo. Look, no one is saying to get rid of autohit powers. They have a purpose. The perception being addressed by the OP is that autohit powers are becoming more and more common. High accuracy powers are a good thing, yes, but a plethora of autohit powers is not. Autohit powers should be made sparingly. And there are autohit powers that make no sense when you look at the same power as used by mobs in the same faction (like Arachnos) that are not autohit powers. That is the OP's complaint. Not that autohit powers are bad and should be removed, but that autohit powers are seemingly increasing in proportion to standard attack powers and the difficulties that creates for defense-focused characters. Especially since until you can get enough IO set bonuses and maybe Incarnate powers, your typical high defense character can't take a hit. (At least mine couldn't.) Even at +0/x0. Especially if pre-level 30 or so.
  9. I'm fine with the suggestion, but seeing as I didn't even know there even was a /showtime command, I don't think it will be as helpful as you think. Still, the options would be helpful for those that know the command exists.
  10. Or, you know, order your ranged pets like the bots to maintain distance and lock down the Super Stunner. Or if you slotted the pet IO procs, let your melee pets stay in close, use the heal most MM secondaries have to heal your pets when the Super Stunner rezzes, and laugh as the Super Stunner most often dies again before he has a chance to do anything other than get back up. (This is particularly fun with the that one unique Tank that has both the Super Stunner drain rez and the Tank chance for rez. Keep the pets gathered around him on aggressive, and enjoy the show.)
  11. We do have weaknesses in this game. Every armor set has at least one hole in its defense. ATs that don't get access to armor sets lack those holes because they aren't as robust (HP) and lack the integral invulnerability (damage resist/defense). With IO sets, players can bolster their defense against attacks, but there are still weaknesses that can't really be overcome in the armor sets except with tactics, overwhelming firepower (to quickly get rid of the threat), or a team.
  12. It's called Hammer of Justice, like Statesman's. The difference is Tyrant's can be used while flying and Statesman's couldn't.
  13. On one of my characters, I remember doing a mission that was like that; the mission goal in the nav window was to "defeat all thugs" or the like, and I happened to be playing a character with invisibility and a gonzo range, and I went through the mission map defeating all the thugs, leaving the mobs they were fighting (Crey, IIRC). When I was done, the mission wouldn't complete until I went back and defeated all the Crey, too. There are a few missions like that. Missions that say for instance "Defeat All Praetorians" or "Stop The Praetorian Invasion", you enter the mission and there are Circle and Praetorians on the map and the mission is a kill all. Basically, if a mission says "Defeat All X", you need to clear the map of everyone regardless of faction. This is true of all missions that say to defeat one faction, but multiple factions are on the map unless the other faction cons as friendly. (Mission is to stop the Tuatha and there are Firbolg on the map? Gotta drop the Firbolg too. So on and so forth.)
  14. (Ninja'd by @Doomguide2005). Defense negates to-hit at a 1 to 1 rate, so the soft cap is 59% in incarnate content, and would be 70% if enemies had the same base to-hit as players. Also, since accuracy is a multiplier, it affects your minimum to-hit chance. (I have between x2 and x4 total accuracy on my ranged attacks, so I end up with somewhere between a 10% and 20% chance to hit the melee mitos). @TheZag's enhancement example, and your level shift example add accuracy to the mobs, not to-hit (so they'd still end up with about a 7-10% chance to hit a capped character). Well, until you go to +5s or higher - those get +tohit in addition to +accuracy. Wiki link here. If you want to get technical about it, then it is the BaseHitChance modified by Accuracy (for percentage increase) modified by ToHit (for flat increase) modified by Defense (for flat decrease) for FinalHitChance, which is then modified to remain in a 5%-95% range if necessary. I wasn't using the correct terms, I admit. My point wasn't the terms though. (Edit: It was to give an over-simplified presentation to counter what was apparently a sarcastic comment.) (And while players have a BaseHitChance of 75%, just like with mobs, that drops to 50% when attacking other players. I don't PvP, but I also don't remember SR being a preferred PvP build.) Kinda makes me wonder why some of these auto-hit attacks don't just have a large accuracy multiplier on them - x10 would make them effectively auto-hit for everyone but a capped toon, and still let capped toons have a 50% chance to avoid it. I could get behind that.
  15. Let's look at that. Enemies start with a base accuracy of 50%. Let's ignore the different ways their accuracy can be boosted by themselves or other mobs. So we'll stick to 50%. Players cap out at 45% defense even if they get their defense to 3,141,593% defense. (As opposed to mobs that don't have that cap. Case in point: Hamidon's 300% defense making it impossible for the mitos to be hit by the wrong attacks.) That's before any defense debuffs are applied and including any defense buffs. So we'll stick to 45%. Chance to hit is the accuracy - the defense at its most basic calculation, so at base values for mobs and best values for players, mobs have a 5% chance to hit. For decimals, that is 0.05. Then Streakbreaker kicks in. At less than 0.2, or 20% chance to hit after defense is subtracted from their accuracy, mobs have a forced hit after 100 misses. Max defense characters still have a 5% chance of being hit with every attack, with a forced hit on the 101st attack if the previous 100 miss. Good for SR and Ninjitsu. Now we give them player base accuracy at 75%. Now with mobs at their minimum accuracy and players at their best defense, mobs have a 30% chance to hit the defense maxed player. Every 7th attack by the mob is a forced hit on the best defense a player can have character. Assuming that the mobs always miss with a 30% chance to hit somehow. Boost the mobs to 95% accuracy? They have a 50% chance to hit. With streakbreaker, they get a forced hit every 5th attack if the previous 4 missed. Though at 50% chance to hit, I'm betting the mobs are hitting much more often. Good way to make SR characters near unplayable in my book. And the part that most confuses me about your post? Is that mobs already can get up to 95% accuracy. Play at +4 Difficulty? There's an automatic +20% accuracy given to the mobs. Got a mob with Leadership like the Cage Consortium, Arachnos forces in Hard Mode content, or other factions? They boost the accuracy and/or damage of the rest of the spawn. Depending on the power sets the mobs have? Their attacks can have a higher base accuracy than the normal listed base accuracy. Run a TF or SF with the players debuffed and/or the mobs buffed? Accuracy just went up for the mobs. Autohit is a good mechanic for making sure max defense characters can't just faceroll everything, so they'll have to go "Crap! Is that one of the gonna hit me no matter what ones?! Better drop him first!". I understand the need for autohit for mobs. When autohit starts showing up more and more often, especially on the newer content? Well, I still remember back on Live when I joined my first Cathedral of Pain and the league leader opened by telling the SR Scrappers to just stay out of the fight because the Aspect of Rularuu was going to just insta-kill them because their defense was garbage on the trial. (Edit again: So my understanding of your proposal to address the concern that autohit attacks may be becoming too prevalent is "okay, so let's just take autohit away from the mobs that have them and make it so that every mob in the game can rather easily murder max defense characters". That makes no sense to me. (Edit x3: I would like to see more mobs using Leadership. And I would vastly prefer that to more mobs getting autohit attacks.)
  16. I forgot that existed. Guess I should have gone to the wiki after all. Thanks for pointing that out. To the author, here is a link to the /cce commands and how to use them: https://homecoming.wiki/wiki/Cce_(Slash_Command) (Edit: Word of warning: Do not use the "em none" part of the example macro statements if you make a macro. It worked fine on Live. It disables the costume change emotes on HC. [Or at least it always has so far for me.] The "em none" part of the macro statement is to take your character out of any existing emotes you may have going, but for some reason is disabling the costume change emote it is supposed to be setting up and making it so your costume doesn't change for up to a minute after you hit the macro.)
  17. Special Tops category in the costume creator. Currently only has the toga, but you can suggest a tunic for it as well.
  18. You're complaining about free travel powers? I don't play the Kheldians so take my comment with a grain of salt, and I would be fine with them getting speed boost to their flight if it is that much slower than Fly, but comparing free travel powers provided by the AT to travel powers you have to pick and use a power slot on for not having the benefit of supplemental pop-up powers is not a good comparison.
  19. Agreed. An over-prevalence of autohit powers makes sets like Super Reflexes and Ninjitsu worthless.
  20. Set up a macro for your costume change with no costume change emotes. Hit it while backflipping. No costume change window to get in your way.
  21. Hmm, I thought I remember it being pretty well received overall. But I could be misremembering that instead. The thing is, for those of us that take and use Confront? That would not be an improvement. That would be a downgrade. And for me at least? That would get me to respec my Scrappers and get rid of Confront. I use Confront to pull targets to me. Either off my friend or out of a room. I want them coming to me. If I wanted to go to them? I have the "W" key. Or Teleport. And I can use Confront on that boss, or that lieutenant, or that whatever, and not be frustrated because they gleefully ignore Teleport Other.
  22. Hmmm Hmmmmm Well, damn. And here I thought I was being creative. (Edit: Well, except for the bird, bat, flock, and swarm which I most definitely took from another thread on this forum. And all the technology entries which I also took from others' posts on this forum. The potion and the winged footwear I took from D&D/Pathfinder, as well as Greco-Roman mythology. The rest? I thought I was being creative with....)
  23. Just so you know, that will need to go in the Special Tops section of the costume creator because of how the model/creator works. So if the devs implement this, and I would like to see it, that is where it will be. Not in the same folder as the other t-shirts.
  24. Then add me to your blocked list and never see my posts again.
  25. I can agree with this. Most definitely.
×
×
  • Create New...