Rudra
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If Rage is not to be considered a factor because it buffs all attacks, then the recharge and accuracy buffs from Cross Punch also have to dropped as factors for buffing all attacks. @Troo made improved recharge a part of his/her/their argument. (Edit again: And only applied it to the Fighting pool.) The Fighting attacks are fine. If they were overpowered, people wouldn't be constantly suggesting "let me take Tough without Boxing or Kick." As far as I can tell, this is mostly just an issue with Super Strength, and especially since Jab became skippable on Tanks. Just make Jab a better power. If you want to buff anything from Super Strength, then you need to provide an honest comparison of the powers. And that means all components of the powers.
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But they don't. At least not Punch and Haymaker when looked at individually. And @Troo even included that comparison. Here, let's do a breakdown: Tanker: Jab: 35.92 (Mids)/35.9251 (CoD) damage, 10% chance Mag 2 Stun for 7.152 secs, 1.07 sec cast, 2.0 sec recharge, 3.536 END cost Punch: 52.83 (Mids)/52.8311 (CoD) damage, 30% chance Mag 0.67 KB, 1.2 sec cast, 4 sec recharge, 5.2 END cost Haymaker: 86.64 (Mids)/86.643 (CoD) damage, 60% Mag 0.67 KB, 1.5 sec cast, 8 sec recharge, 8.528 END cost Boxing: 40.15 (Mids)/40.152 (CoD) damage, 10% chance Mag 2 Stun for 4.768 secs, 1.07 sec cast, 2.5 sec recharge, 4.42 END cost Kick: 44.38 (Mids)/44.378 (CoD) damage, 15% chance Mag 0.67 KB, 1.83 sec cast, 3 sec recharge, 4.94 END cost Cross Punch: 67.09 (Mids)/67.095 (CoD) damage, 50 degree cone, 5 target cap, 40% chance Mag 0.67 KB, 1.67 cast, 8 sec recharge, 10.66 END cost Jab does less damage than Boxing, but the Stun lasts almost twice as long, is faster to get off, is faster to recover, and costs less to use. I never bothered checking, but I could have sworn that the accuracy and recharge boosts from having Boxing, Kick, and Cross Punch was across all powers, not just those three. City of Data even supports this by showing a global boost to recharge and accuracy as opposed to the power specific damage increases for those powers. So if you are going to ignore Rage for being universal in application, then you have to ignore the accuracy and recharge boosts from the Fighting pool's attacks too. Which leaves you with the damage consideration. Using that, having Boxing, Kick, and Cross Punch changes to the following on that same Tanker: Boxing: 52.2 (Mids)/52.195 (CoD math) damage Kick: 57.69 (Mids)/57.694 (CoD math) damage Cross Punch: 87.22 (Mids)/87.2235 (CoD math) damage At this point, Jab does decidedly less damage than Boxing, equal chance to Stun, Stun lasts almost twice as long still, equal cast time, faster recharge, and less END cost. Punch does slightly less damage than Kick, still has double the chance for a KD, is still faster to cast, is 1 sec slower on recharge, and costs slightly more in END. Haymaker does negligibly less damage than Cross Punch, still has a 20% better chance of KD, is still faster to cast, has equal recharge, hits up to 4 less targets, and costs less END. This is a much more fair evaluation than "hey, the damage for Jab, Punch, and Haymaker isn't the same or better than Boxing, Kick, and Cross Punch when you have all three Fighting pool attack powers." If you want to argue for a buff? Then first, you run the risk of getting Fighting pool attacks nerfed, but also at least be honest about the comparisons.
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First, talking about how Jab, Punch, and Haymaker as part of the Super Strength set were designed to be more dependent on Rage than other melee sets despite Rage bolstering all powers' damage versus Boxing, Kick, and Cross Punch being stronger when all three are taken is not a derailment of topic. It is the topic. Second, the OP clearly states it is looking at the empowered from having all three of Boxing, Kick, and Cross Punch to see them at their strongest while ignoring Jab, Punch, and Haymaker at their strongest. (Edit: A true three versus three comparison would look at them individually to be fair.) (Edit again: Or barring that, look at the Fighting Pool versus the Super Strength pool since the OP is basically comparing a pool to three powers. That wouldn't be fair to Fighting since it is a power pool and not a primary pool, but it would be a more fair comparison.) (Edit yet again: Hells, the title is literally Super Strength vs the Fighting pool! But the OP doesn't look at Super Strength.) Third, Boxing, Kick, and Cross Punch were changed to bolster each other and Brawl when taken in conjunction specifically because they were deemed to be ineffectually weak before the change. So now we are crossing over into power creep discussions. Fourth, if the OP really wanted to make an argument to bolster Jab, Punch, and Haymaker from Super Strength, then the OP should have evaluated Super Strength as a set versus other melee sets instead of cherry picking for effect. Yet another edit: You edited your post, so I need to address that part too. When I hear people talking about something looking better for someone's character, I think visuals. In this case, that would be animations. Which the OP says nothing about. (This would a derailment from you.) If your comment about looking better is the damage aspect though? We can go back to my preceding comments in this post.
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Except the OP is comparing Boxing, Kick, and Cross Punch when all three are picks of the character knowing each pick bolsters the other two, while ignoring the feature in Super Strength whose purpose is to do the same thing: Rage. Yes, Rage is a universal buff for the character, but it has already been established that Rage is established as an intended for use power to bolster Super Strength. It is the only Build Up style power in any of the sets with a two minute duration. Edit: Look at Boxing, Kick, and Cross Punch individually versus Jab, Punch, and Haymaker without Rage, and the scales shift the other way.
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Night Ward is a separate dimension. It is the spirit realm where part of First Ward merged with it. That part of First Ward is no longer part of Praetoria itself, it is now part of the spirit realm. This is stated repeatedly across the Night Ward missions. Because a comment was made earlier in the thread that the Primal Earth Midnighters would help evacuate the Night Ward Midnighters. Who have no reason to be evacuated. Which is my point. They are separate dimensions. Not temporal divergences like was argued earlier by someone else. Only partially true. The Drudges are upset that their ability to move souls along their way is disrupted, yes. However, if you listen to the comments and read what is going on in several missions, they are also upset that the living are showing up in the spirit realm. And they very much work to rectify that every time they meet your character. (Except in specific missions where the leadership learns to leave you alone or else.) Not so weird. The preparations for the war are happening in secure locations of Praetoria. When you get the mission to go to Primal Earth at level 20, that is the end of the Praetorian side of the story for the war at this time. When you go to First Ward, you are going to an area abandoned to the Hamidon by Emperor Cole where he sends people to be disappeared and let DUST practice freely out of view. There is no reason for any war related content in First Ward because of that fact. Add in the other shenanigans going on like the Talons of Vengeance being set free, and First Ward has much greater concerns than an invasion Emperor Cole may be planning on another dimension. As your character is told when asked to go to First Ward, everyone there is already just trying to survive. No one has time to care about anything happening back at the BAF or Lambda facility. I don't have issues with more Praetorian content being added. I never did. I only care that any new content not ignore or skip existing story like keeps getting asked. For instance, asking to just be able to go to the RWZ and do the Last Bastion arc. Praetorians haven't even gotten to the fall of Praetoria, let alone after when Hamidon turns his attention to the remaining pockets of humanity. Let any new content either continue to explore pre-war content or at least get caught up to the war. Once we reach the war gold side, then we can look at content that gets players through the war. After trans-war content, then we look at post-war content like letting gold siders access Number Six and the Last Bastion arc because they will finally be caught up.
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You are making my point for me. Because that means that the Midnighters of Primal Earth have no reason to bother with Night Ward because they already have their own concerns with the Rikti, the spirit realm of Primal Earth, and the Circle of Thorns. Further, Hamidon has no stated interest in the realm of the dead. So as far as anyone retreating to Night Ward to escape Hamidon? They are now perfectly safe from him and the Devouring Earth of Praetoria. On the other hand, the Drudges very much care about the living being present in Night Ward and are quite eager to render your character (edit: and any fleeing First Worders) into the correct state to be there: deceased. And that is even before you get to the point that I made and has still not been addressed, that the Praetorian story, for Praetorian characters, still doesn't even get to the war. So how are you going to just jump past the war straight to the refugee Praetorians from Hamidon's onslaught now living on Primal Earth? The Shadow Shard is before the war. If the devs want to create Praetorian Shadow Shard content? By all means. At least that content wouldn't simply be skipping past all the story established in the game.
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It specifically tells you in the game that when you enter Night Ward, you have entered the spirit realm. Coyote himself says as much. It is a Praetorian zone in that it is considered Praetorian content, it is a gold side zone, but it is not part of Praetoria. And the missions in the game tell you so. Edit: Just like the Shadow Shard is a group of blue side zones, but is not part of Paragon City. It is a completely separate dimension.
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Praetorian Earth and Primal Earth aren't the same world that diverged somewhere along the way, they are completely separate, mirror dimensions. Nowhere does it say in the game or the provided lore that they are different time lines that diverged. It says they are different dimensions that mirror each other. Night Ward is not part of Praetoria. It is part of the spirit realm. The part where the spirit realm and First Ward overlapped and merged. There is no reason to evacuate Night Ward because it isn't under threat from Praetorian Hamidon. Hamidon doesn't care about the realm of the dead. As I already said, I would vastly prefer that the Praetorian story line get caught up before we start worrying about what comes after. The Praetorian story line, from the Praetorian perspective, does not even reach the war, let alone anything that happens after it.
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New Titles for our Typically-Atypical Playerbase
Rudra replied to WhiteNightingale's topic in Suggestions & Feedback
I'm of the opinion that "normal guy" characters don't use titles. Titles are for those that stand out and try to be noticed. Average Jane/John Doe on the streets is just there doing his/her/their thing. So I really don't understand the OP. That said? Who cares. If players want the titles and the devs are willing to add them, go do your thing. More options are a good thing. Even the ones I don't understand. -
Your complaint is that you "have to" take the T2 damage aura. And you plainly don't. Edit: And if it is that much of an issue for you, then might I suggest you play a Tanker instead of a Scrapper? They're the ones that prioritize armor acquisition.
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Since when do you have to take Death Shroud (or any other T2 damage aura)? Let's take a look: Dark Melee/Dark Armor Scrapper: Level 1: Choice of Shadow Punch or Smite for primary and choice of Dark Embrace or Death Shroud for secondary. Let's assume Shadow Punch and Dark Embrace chosen. Level 2: Choice of Smite or Shadow Maul for primary and Death Shroud for secondary. Don't want Death Shroud, so we'll choose... Smite. Level 3: Two enhancement slots. Level 4: Shadow Maul is available for primary, Death Shroud and Murky Cloud are available for secondary, and we get our pick of power pools. Skip a few to level 50: Still no Death Shroud as a required pick. Edit: Sorry, @FupDup, you already said this.
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There are a few ways to 'break' that mission. As far as the betrayal goes, if you have sufficient distance from her, Shock Treatment does not go hostile to you. For instance, if you ignore the side where Shock Treatment is and make your way to the objective until the betrayal is supposed to happen, Shock Treatment gets the command to betray you, says she doesn't want to, then apologizes to her captors and mops the floor with them. When you go to her after the trigger, you can watch her obliterate them. Then you just walk up to her and she joins you for the rest of the mission. Or you can leave her fighting some Wyvern and race ahead towards the objective after freeing her but before the betrayal, the betrayal triggers, and a few moments later after she is done wiping out her opponents, she simply resumes going with you, no betrayal. (Edit: Sometimes, if you simply run far enough away from her, she drops the betrayal.) Or conversely, you can grab easy XP off her by attacking her while she is Wyvern's captive. She doesn't fight back or even go Gremlin mode as long as her capture group is still around, and she gives her full normal reward upon defeat. (You can do this with several other NPCs in other tip missions to, but at the risk of making them uncompletable.)
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In the Viridian arc "Conference of Evil", for the 5th mission, you are sent after the Center. When you reach him, he does some serious speed talking. Three of his comments popped up and were immediately replaced by the next comment, which was at least short enough that I could read it before it was replaced by the next comment. This left me having to scroll up through the chat window to see what he actually says. The cut scene text is supposed to be at average reading rate, and I'm not a slow reader. So I have to guess that something happened to just have his text race through the cut scene.
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Billie Heck And Port Oakes Papers (Update: Request Withdrawn)
Rudra replied to Rudra's topic in Suggestions & Feedback
Currently up to 3 on new character. Will update when done. Edit: Level 5 reached. Mikey the Ear get. Papers rendered available at level 5. Consider my request withdrawn. -
Billie Heck And Port Oakes Papers (Update: Request Withdrawn)
Rudra replied to Rudra's topic in Suggestions & Feedback
I'll make a new character and try again then, but my last character, at level 6, had to very carefully street sweep Port Oakes for mobs to take down because I could not get papers. (Edit: I wound up going back to Mercy. It was too dangerous in PO at 6.) -
Billie Heck And Port Oakes Papers (Update: Request Withdrawn)
Rudra replied to Rudra's topic in Suggestions & Feedback
I'm less interested in expanding his level range and more interested in making his level range match when I can get him as a contact. -
Billie Heck And Port Oakes Papers (Update: Request Withdrawn)
Rudra replied to Rudra's topic in Suggestions & Feedback
I don't recall being able to do papers at 5. I recall being told by the game I was too low when I tried to. Edit: Yes, you get assigned a broker as soon as you enter the zone. And you can even activate your first broker immediately (by talking to said broker). Even at level 1. Just like when you enter any other zone regardless of level. You can get Wiggy the Brit as your broker at level 1. Having a broker doesn't give you access to the papers for that zone though. -
Billie Heck is listed as a level 5-9 contact. However, you cannot talk to him until you are introduced to him by a broker after successfully completing a Mayhem. Port Oakes is a level 7-12 zone. So you can't start doing papers in Port Oakes until you are level 7. This means ole Billie is not available as a contact for roughly half his level range. My suggestion is to change his level range to match Port Oakes, 7-12. Edit: Yes, turning off XP when you get him as a contact works, but his level range, the way you get him as a contact, and how they interact makes no sense.
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These are specifically tied to Primal Earth. A Praetorian that never goes Primal would never even know about these. The Praetorian Cimerora has nothing to do with the Primal Cimerora. And the struggle against Mot in Dark Astoria doesn't affect Praetoria. There is no reason for a dedicated Praetorian character to access either of these. There isn't even a Banished Pantheon presence to work on freeing Mot in Praetoria. That would be because the Coming Storm is threatening Primal Earth. It is unknown if the Battalion of the Praetorian dimension is doing anything similar. For all we know, the Praetorian Battalion could have already been defeated on another world, be hiding because the Wells feed on its kind in that dimension, or any of myriad other possibilities. With Emperor Cole being the only known actual Incarnate of Praetoria, he shares his power with his followers, the Battalion if it does the same as the Primal version, may simply be looking at Praetorian Earth as a waste of its time because of the lack of Incarnate presence.
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The reason why that doesn't work, or make any sense at all for that matter, is because no matter how you choose to work things to show MMs as having the most power sets, it is quite obviously not true. Yes, blast sets are shared in some fashion across Blasters, Corruptors, Defenders, and Sentinels. MMs don't get them though. Neither do Brutes, Controllers, Dominators, Scrappers, Stalkers, or Tankers. So the whole 3.75 ranged sets across all ATs? Is pure nonsense. Armor sets are shared in some fashion across Brutes, Scrappers, Sentinels, Stalkers, and Tankers; but no other AT gets armor sets. (Edit: Please note that I am not counting EATs as they are intentionally built differently than regular ATs.) So that throws out your 3 armor power sets per AT nonsense too. It doesn't matter that ATs without armor sets can typically get an armor power out of their epics. Or from the Fighting pool. Their epic sets are not an armor set, they simply have an armor power in some of their epic sets. So your attempt to average the power sets across ATs and just look at uniques ignores that sets are not across all ATs, and except for EATs which get to basically build themselves to be whatever they want so they get the least number of sets, MMs are effectively dead last in variety. How many different varieties of Blaster can you make? Well, they get 15 different choices just for primaries before they start mixing and matching sets with their secondaries. How many different ways can you build an MM? They have 7 different primaries before they start mixing and matching sets with their secondaries. Edit: Here, let's have some fun: Blasters: 15 primaries x 15 secondaries = 225 different ways to build before power pools Controllers: 12 primaries x 17 secondaries = 204 different ways to build before power pools Defenders: 17 primaries x 15 secondaries = 255 different ways to build before power pools Scrappers: 21primaries x 14 secondaries (not counting Shield Defense) = 294 different ways before adding in Shield Defense combos to build before power pools Tankers: 13 primaries (not counting Shield Defense) x 22 secondaries = 286 before Shield Defense combos to build before power pools Brutes: Same as Tankers except we swap what is primary and secondary Corruptors: Same as Defenders except we swap what is primary and secondary Dominators: 12 primaries x 13 secondaries = 156 different ways to build before power pools Stalkers: 18 primaries x 14 secondaries (not counting Shield Defense) = 252 before Shield Defense combos to build before power pools Sentinels: 15 primaries x 14 secondaries = 210 different ways to build before power pools Masterminds: 7 primaries x 17 secondaries = 119 different ways to build before power pools There is no way to argue that in any respect MMs have the most. Edit again: And here is the best part about your attempt to average sets for ATs. If you actually, say, average armor sets? Well, Tankers and Brutes have 22 armor sets. Scrappers, Sentinels, and Stalkers have 14 armor sets. So the actual average of armor sets, across ATs that actually get them, is 17.2. Not 3. Just for example. (Edit yet again: Whoops, I forgot Shield Defense in those numbers. My mistake. Anyway, the point is made. Your "averages" aren't.)
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I'm guessing Dominator secondary.
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That doesn't change anything. Power pool attacks are supposed to be weaker than primary power attacks. Wall of Force is. Wall of Force also gives the ability to KD up to 10 targets in a 90 degree arc out to 40 feet with a 33% chance each. It isn't a premier damage attack, but that KD is pretty damned good in my book. (Edit: Especially for a power pool attack.)
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Vernon Von Grun's mission to take the Will of the Earth sample from Longbow says this when you interact with the fridge: You begin Taking samples of the Will of the Earth There is no reason for the "t" in "Taking" to be capitalized. Edit: Also, it and the completion statement "You have gotten all the samples of the Will of the Earth" should have a period at the end. Edit again: Vernon von Grun's Redemption arc. In the mission to save the base commander (and the best Tarantula ever, Becky), when you shit down the computers, you get: You finish deactivating the computer There should be a period at the end. Edit continued: Vernon Von Grun's Redemption, retrieve the organelle mission. You have defeated the base manager The thing's mind reaches out to you. It's mind withdraws, it's message said. You learned something You defeated the commander and learned from the Hamidon Missing a few periods. And in the clue from the Hamidon in that mission: 'I am the Hamidon. Through this small piece of my greater being, I contact you. I know of you. You have helped to disrupt the balance of the Devouring Earth, my Devouring Earth. In the chaos of the false-growthtime, as a blindness you caused gripped me, there came another. "you cause" should probably be "your cause". And "as a blindness" should probably be "in the blindness" or similar. Same mission, mission debriefing: And if there is anything mad scientist CAN NOT abide, it is the forces of good profiting from his plans! I will not allow it! It should be "And if there is anything a mad scientist CAN NOT abide, ". Edit yet again: Just go through the entire Vernon Von Grun's Redemption arc. You are missing punctuation all over the place.
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Super Jump's only purpose is to jump. That's all it does. So if any leaping power can easily reach the jump cap, I would sure as hell hope it was Super Jump. Wait, what? It does less DPA than Psychic Scream! You are comparing a pool power's cone to a primary power's cone. The pool power is supposed to be weaker than the primary power. However, Wall of Force does include a 33% chance for KD.