Rudra
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Everything posted by Rudra
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Like @Uun said, there are escort missions that require the character to not have any form of stealth power active, and yes, believe it or not, there are players that for some reason don't take Hide on their Stalkers. (I don't know why, but they do.)
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Fixing consume and dark consumption, and related issues.
Rudra replied to WindDemon21's topic in Suggestions & Feedback
@WindDemon21's complaint isn't that (s)he/they can't find 3 mobs with which to fill their END bar, it is that those powers cannot be incorporated into a sustained attack chain and (s)he/they want it to need more than just the default 3 mobs to reach full restoration. So the stated desire from what I'm reading is Dark Consumption and Consume need to have shorter recharges so they can be 'properly' incorporated into an attack chain and also need the full 10 targets they can hit to grant the full END while also granting more upfront END per use. (Please bear in mind I do not agree with this stance and it hurts my head to understand.) So in @WindDemon21's goal: need more targets to get full END bar instead of 3 or 4, needs to grant more END if only facing a single foe, and needs to have a short enough recharge that can be used at least in every fight. -
Fixing consume and dark consumption, and related issues.
Rudra replied to WindDemon21's topic in Suggestions & Feedback
I've already said why Dark Consumption is in the Dark Melee set instead of the Dark Armor set, using the reasoning the Live devs gave. I disagree with your take on Consume and Dark Consumption. Others disagree with your take on Consume and Dark Consumption. There hasn't been a single comment made by anyone other than yourself to support the OP. Even @Vanden who seems to be in favor of a tweak does not seem to be in favor of the OP itself. Maybe the devs will agree with you, who knows. Right now though? This entire thread has been a repetitive circle of pretty much just opposition. -
Fixing consume and dark consumption, and related issues.
Rudra replied to WindDemon21's topic in Suggestions & Feedback
What it looks like you want is to change Consume and Dark Consumption into attack chain powers so they can give constant END boosts and be used as constant attacks. -
k, thanks.
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Dumb question: I may be reading it wrong, but it looks like Tanker Willpower gets 51.625% DDR, Scrapper Willpower gets 47.3% DDR, and Brute Willpower gets 47.3% DDR from Indomitable Will and Heightened Senses. Is that insufficient? I mean between the regen', moderate defense, solid resist, and -ToHit, it can be pretty hard for me to get my main Brute, an Electrical Melee/Willpower, killed. Especially when I pop Strength of Will when things get bad. I wouldn't complain if the SL defense came up a little, but I also don't understand why it needs to.
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Fixing consume and dark consumption, and related issues.
Rudra replied to WindDemon21's topic in Suggestions & Feedback
... now I want to see the rest of the enhancement screen... that's actually artistic.... 😶 -
I doubt pasties would ever be made a thing in this game. To easy to use them to imitate nipples on the female character. (Edit: And if the pasties included anything to mark them as not nipples? Players would simply declare them piercings on their topless characters.)
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There's at least 1 chest option for males/huge that already has this. I can't imagine that they'd add this for females, though... Females already have it! Pick a top, any top, for the female character. If she has nipple rings, she has them. Otherwise, yeah, there is no way in hell the game is going to allow a topless female so that any nipple rings or other such piercings can be visible to other players.
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For Quarantine? That's... tough.... I'll give it a try at least. Original: It needs to be a one-way detention field/black hole effect.... How about something like this?: 7) Quarantine - Using technology so advanced it bends the very parameters of reality as we know it, you temporarily dimension-lock enemies in an area. This pseudo-dimension prevents those within from affecting anything in real space, while still allowing for real space objects such as attacks to be transitioned into it. Even after targets are freed from their quarantine, they may still suffer a lingering ToHit debuff. Both the Hold and ToHit debuff are more effective against mechanical constructs such as robots, as well as cybernetic beings to a lesser extent. That still reads wrong to me, but it does read as a one-way detention field that way to me. (However, that still needs the PvP question answered. Also, how would Malta Titans be classified. They are both robots and cyborgs. A weird definition for them, but they are all robot with a controlling computer augmented by a human brain.) Edit: The thing is, handling enemies like they are a virus (or other program) and you are hacking them still reads more like my Overload bit. So that would be more like: 7) Name of Power - You hack the very minds of your targets in an area, shutting down their ability to operate. Even after the targets are free from your hacking, they may still suffer a lingering ToHit debuff. Both the Hold effect and ToHit debuff are more effective against mechanical constructs such as robots, and to cybernetic beings to a lesser extent. So hopefully, what I am providing helps you.
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Fixing consume and dark consumption, and related issues.
Rudra replied to WindDemon21's topic in Suggestions & Feedback
What the hell? -
Ah. That makes sense. Did not know that. Thanks.
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I'm guessing to sell. Either that or someone needs to get Mids. Meh, much easier to just have the character that bought the unslotters to sell just sell them, and then e-mail your account the inf' earned. Weeks of gathering problem solved if the point is to sell them. Now from a personal point of view, I think it would be nice if we could send stacks of 5 or 10 salvage, including unslotters, to ourselves and then just claim those stacks the way we claim singles we send ourselves, but that 5,264 claim comment blows my mind.
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I'm sorry, but dumb question: Why the hell would anyone need to claim that many unslotters anywhere near at once? We don't have 5,264 enhancement slots to unslot on any of our characters.
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My 'human'-specific reasoning was twofold: - Even among organic life (such as is presented in this game), hominids tend to be just a little more vulnerable, wouldn't you say? - The Rune of Purification power indicates that 'human' is an already-existing designation; I figure, why not utilize it? The game also has the humanoid tag for entities, and Rune of Purification does not apply the extra damage to them either. https://cod.uberguy.net/html/power.html?power=temporary_powers.day_job_powers.archaelogist_rune And no, I wouldn't say humans are more vulnerable than other humanoid entities in the game. They are just as resilient as most other entities at the same levels. I admit, I hadn't thought about this (to my own surprise); I suppose it would follow whatever pattern Rune of Purification does. Rune of Purification does not have a different PvP effect as opposed to PvE. PCs are considered human in the game by the game even when you make an energy being (like my shadows), a robot (like my BB-series Tankers that basically only exist to make bases for other players), a rock creature (like my golem character back on Live), and so on. My idea was more like 'you're hacking reality itself and handling enemies like an antivirus program'; I did struggle with the wording to make it clear that the 'interface with reality' problem is one-way. I understand that is your intent, it just doesn't read that way to me. Anyway, those were just recommendations, not demands, so do whatever you want with the proposal. (And it looks like you're leaving the proposal as is.)
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Fixing consume and dark consumption, and related issues.
Rudra replied to WindDemon21's topic in Suggestions & Feedback
Are you sure? I know Mids isn't the greatest reference, but removing the global 3% Smash/Lethal I get from one power's set on a build I went to check reduced my Smash/Lethal resist by 3%. Dropping the 5% damage resist proc dropped it by 5% as well. (Edit: Turning off Tough also dropped the build's damage resistance by the power's listed resistance.) Edit again: I just went in game and did the same check. It was a flat match for damage resistance. Edit yet again: And if you are claiming that adding 5% damage resist to 85% damage resist reduces the damage by 1/3 because of the actual damage the character takes after the damage resistance? That isn't multiplicative either. Just because 85% damage resist against 100 damage reduces the damage taken to 15 while 90% damage resist against 100 damage reduces the damage taken to 10, that is not a multiplicative result. That is an additive result. 100 base damage reduced by (2% damage resist plus 13% damage resist plus 24% damage resist plus 31% damage resist plus 15% damage resist plus 5% damage resist) is the same as 100 base damage times 0.1 (for 90% damage resist). -
Fixing consume and dark consumption, and related issues.
Rudra replied to WindDemon21's topic in Suggestions & Feedback
What stats work together multiplicatively? I thought they were all additive or non-stacking. -
Fixing consume and dark consumption, and related issues.
Rudra replied to WindDemon21's topic in Suggestions & Feedback
1.666... * .05 = .08333..., not .9 .8333... * 15 = 1.25 Was using Mids numbers for simplicity. Setting aside the numbers I got from Mids, let's run the numbers. 100 END/60 seconds = 1.6667 (rounding off at 4 decimal places) 1.6667*.05 = 0.083335 (rounding off to 0.08334) 0.08334*15 = 1.2501 END 1.2501 END*10 targets = 12.501 END 12.501 + 20 (up front END) = 32.501 END gained not counting 0.52 END spent to trigger power. 0.08334*2.1816 (base 100% + 118.16% enhancement) = 0.181814544 (rounded off to 0.1818) 0.1818*15 = 2.727 END 2.727 END*10 targets = 27.27 END 20*2.1816 (up front END x enhancement) = 46.632 END 27.27 END + 46.632 END = 73.902 END gained not counting 0.52 END spent to trigger power. Ignoring the numbers from Mids and deriving the numbers still grants the character a lot of END after those 15 seconds. Edit: And if you only have a single enemy to drain? That is 21.25 END and 49.359 END gained respectively. Edit again: I went out 5 places for one of the numbers... so correcting for that becomes: 0.0833*15 = 1.2495 1.2495*10 = 12.495 20 + (12.495 or 1.2495) = 32.495 or 21.2495 END gained (10 targets or single target) 0.0833*2.1816 = 0.1817 0.1817*15 = 2.7255 2.7255*10 = 27.255 46.632 + (27.255 or 2.7255) = 73.887 or 49.3575 gained (10 targets or single target) -
Fixing consume and dark consumption, and related issues.
Rudra replied to WindDemon21's topic in Suggestions & Feedback
5% Recovery buff translates to 0.09 END/second. Over 15 seconds, that is 1.35 END. With 10 targets affected, that is 13.5 END. Maxing it out with EndMod enhancements with a 42.4% boost each gets you up to 10.91% Recover buff which has a 118.16% effectiveness over base, which is 0.19 END/second. Which is 2.85 END gained after 15 seconds from a single target, and 28.5 END if 10 targets were affected. At the same time, triggering the power (with all those End Mod enhancements) grants you 43.63 END after the cast time, up from the 20 END base. (Net gain of 72.13 END after everything has finished.) (Edit: That net gain is actually 71.61 END if you deduct the 0.52 END it cost to trigger the power.) -
*cough* Contamination *cough* (Edit: Yes, Contamination can spread from an affected target to adjacent non-affected targets, but I can't count how many fights I've gone through, even back-to-back, where Contamination never affected anything. Which is annoying when my health is dropping and I can't use Radiation Siphon to heal until a target is affected by it.)
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Some recommendations and a question, use or don't as you see fit: Change from "human enemies" to "organic enemies". If you're going to do extra damage to humans, you should to other meat (edit again: and even plant matter) as well. Constructs and spectrals would not be affected (edit: for the extra damage). Also, how would this work with PCs in PvP? Would they all be human/organic for additional damage effect regardless of how the creator intended them, would a new non-changing flag need to be created for players to select for their characters, or would the extra damage just be dropped from PvP? Sounds more like an imposed intangibility + self only effect rather than a hold. Like Blackhole. (Edit again: Or maybe go with something more like: 7) Overload - You temporarily overload enemies' processors in an area rendering them unable to function. Even after the acute effect wears off, targets may still suffer a lingering ToHit debuff. Both the Hold and ToHit debuff are more severe when used on mechanical. robotic, and to a lesser degree cybernetic targets. While "processors" implies computer, our brains are organic processors. So the power would affect anything with a central processing system regardless of nature of said system. This would also justify a damage component if desired.)
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True, but here's the question I would like answered: Is the Online Players tracking actual count of players in the game or is the Server Status page showing that data? If the numbers are different, and the Online Players count is lower than the Server Status count, then it seems to me that the character select screen isn't interfacing with the game itself, not in any meaningful way at least, just accessing the server's database. (Edit: Otherwise the numbers really should be the same.) (Edit again: You can interface with a server without needing to interface with a given program on said server, in this case, the game. Kind of like a pre-game lobby.)
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That's not the impression I'm getting from the OP. And that wouldn't work in CoX anyway. It works in other games, mostly single player games where you have access to set premade characters because those can easily be coded into the game itself for direct access, but for CoX to change your character since it can only load and run one character per active account, it has to log the first character off and then load the next character. (Which may not even be in the same zones, which would then require the game to load the correct zone for the alt being swapped to.) Since none of our characters are premades already preloaded into the game, the game has to look up the character ID it has on file for the target character, load the costume and power files including the power customizations, and then load the stored zone and mission data. (The order presented may not be the actual order followed, but you get the idea.) Custom characters, especially when a single account can have up to 1,000 such characters on each shard at the same time, is not something the game can have preloaded for quick changes between. (Edit: At least from my experience, not without an insane amount of memory space devoted to being able to do so. So even if such a command were to be implemented, it would still need to log off the current character and then log on the next character.) No, what I see being asked for is a way to check active chat while on the character select screen so as to choose the character desired for a forming group in advance. I have no idea if that is even possible. Sure, we can select our shard when we log on the game and we pick from our list of shard characters, but I don't know if we are actually accessing the game at that point yet. Like @Luminara said, it is quite likely that we are only accessing the database of what we have available to choose from but are not yet interfacing with the game itself.
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That... is surprisingly awesome....
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Sentinel Fire Blast-Inferno (+Full auto)
Rudra replied to Gobbledigook's topic in Suggestions & Feedback
Running off what @FupDup presented, all the Sentinel T9s are the same except for their secondaries and possibly those attacks that aren't a single hit for their base damage. And Sentinel Inferno fits into the presented scheme. Sentinel Inferno also does more damage than Sentinel Overcharge. However, it suffers from a reduced chance to trigger compared to other Infernoes. I agree that the trigger chance for the DoT should be upped to 99%. I don't agree that it needs more damage though. The devs might though, so who knows. And yeah, I still believe that Overcharge is an outlier, just for Blasters instead of Sentinels now.