Jump to content

Voldine

Members
  • Posts

    80
  • Joined

  • Last visited

Everything posted by Voldine

  1. Simple (if hacky) solution: Pet/Partner has the armor set's mez protection power granted by default, assuming it isn't possible for one of the upgrade powers to do so.
  2. Just because YOU don't give a rat's ass about rp doesn't mean you have a valid point when making an argument for things to be more convenient FOR YOU at the expense of ALL ROLEPLAYERS. I, for one, would be extremely pissed off if ALL of my characters were effectively enrolled in Nukem High just because some whiner wanted SG membership to be global.
  3. Honestly, if there's talk about reworking t9 defense set powers to make them better complement the set they are in to form a more complete defense, even if only for a limited time, then Granite Armor still needs to be part of the discussion because its nature as a t9 armor toggle is 90% of the reason the rest of Stone Armor feels so painful to level up. Frankly, I think Granite needs to have the -damage aspect removed at the very least.
  4. Honestly, I feel you should have the gaussian's proc in one of your two +tohit toggles for maximum potential... but that could just be me stuck in the old %chance mentality versus the guaranteed PPM situation.
  5. Heh. I keep getting floor time in while re-leveling my heroic crab spider because, even after nearly 7 years away from the game, I'm playing her as if she were my fully-tweaked 'even incarnate content enemies only hit me 5% of the time with over 50% positional defenses' build...at level 25. Old habits die hard.
  6. Compared to you I'm far less experienced with the evolution of this game specifically, but, that being said... my first 50 was a Necro/Pain. I remember being... let's call it 'gently educated' as to the fact that on team outings my healing was considered inferior to the bonuses my non-healing powers could provide, despite the fact that they had little-to-no visible impact on my pets. I'm a quick learner. Buffing is better than healing, and anyone who is looking for healing and only healing needs to learn how to play the game, or at least how to avoid becoming a member of Floor Inspectors Local 579.
  7. And then giving the armor powers a small AOE that covers/only affects the partner/pet to reflect the idea that the player is teaching the partner how to fight better while also guarding them. (Active powers only, of course. Auto-powers would still only go on the player I'd think.) "Here, Bluejay, have a [magiteknobabble] to give yourself the same [armor toggle] as I have. (If not natural/mutant)" -Captain Cardinal.
  8. Just because you want to see pretty green numbers over your head? Hell no! You know what's more valuable than healing? Not taking damage in the first place. Invite that Soldier or Widow you've been ignoring instead, and all of a sudden everyone in the party has an extra 15-20% defense towards the 45% softcap. Invite that /sonic controller, corruptor, or mastermind and everyone will be taking far less damage while enemies take far more. Nobody wants a leader who JUST wants to see green numbers, especially when that leader starts telling the rad/rad defender to 'stop attacking and heal more' because the defender was debuffing and the idiot leader's health bar dropped below 95%.
  9. You mean give the partner the awesome tier 9 power before the player gets it? That'd just be weird. I mean, most people would consider melee tier 9 powers to be one of the two signature powers of the set, definitely one of the powers you don't want to lose out on, especially if you're not getting the option to take build-up or any of the various clones of it. Melee tier 9's would also generally be one of the best powers to proliferate over to your partner since the only thing better than great damage is doing more of it quicker.
  10. Maybe a good compromise would be to, rather than sacrificing the tier 9 power entirely, make the tier 8 power what would have been the tier 9 power so that the upgrade tier 9 power can then refer to the power before it. This way super strength would still have foot Stomp, Etc.
  11. I'm pretty sure what the topic Creator wanted was a IO set that literally buffs everything about a power damage accuracy endurance recharge and any debuffs on it.
  12. So I take it there was no way to attach an ability to a power in the secondary set that refers to the primary set? It seems like such a waste to not have a tier 9 power in the primary power set for attacking that then could be copied by the partner by having a power in the secondary set check to see 'does the player have the tier 9 power in the primary set?' and then give that tier 9 power to the pet, as well as at least one other power, and as a secondary effect on a defense/resist aura toggle or something rather than a single dedicated power.
  13. Unique could work, but I worry about it becoming the next 'must have this' thing people demand. Plus it wouldn't work on -res powers at all due to the whole -res/+dam transparency issue, which means entire powersets get excluded from using it.
  14. I'm going to have to say no. The point of having damage enhancements and debuff enhancements as separate sets is the opportunity cost: you either want to enhance the debuff or you're going to want to enhance the damage, and that typically will depend on your play style or the set bonuses you want or even archetype you're playing on and there's a reason for this; it's called balance. Giving us the option to slot a 'one set fills all needs' type of IO would mean that it would have to have a series of set bonuses so tiny as to be useless, or that it would only have half the enhancement totals of the specialized sets to have any semblance of balance to it.
  15. I will note that I am very much not a coder; I'm a person who is simply good at math and patterns. My suggestion about having 2-3 tiers of 'armor/pet' set powers contain a rider effect when active to refer to the same tier power in the player's primary set and to cast it ASAP after the player uses it is based on the fact that we, as players, would expect any pet-altering abilities to be baked into the same powerset that grants us the pet. By pre-selecting which tiers of attack powers would be designated as 'signature' attacks you create a standard for the archetype and can slightly reorganize the levels at which certain attacks are gained so they coincide with the signature levels. Honestly, I think the only problematic 'signature' attack power following this idea would be the toggled attack in Spines...can't remember the name.
  16. I would like to second this notion. Attaching the partner to the defense set still provides a thematic link between the two members of the Duo while the partner being forced to echo certain signature attacks of the primary powerset (maybe only gaining access to them two levels after you do?) still gives the impression that they are learning from you. Edit to add: The easiest way to add the echo function with the limitation of the partner not being able to use the signature powers immediately would probably be to combine a 'pet upgrade if in range' effect with the next available toggle power in the secondary set... Something like: if player owns primary tier 5 power pet gains effect echo primary tier 5 power if secondary tier 5 power is active. This would create a longer 'learning delay' for the pet echoing t9 attacks, but that also makes sense.
  17. My suggestion would be to employ the lockout that you have with the stone armor set with granite armor turning off the other Stone armor armor toggles that way you would just tie it into the system so that toggling on one of the adaptations toggles off the effects of the others automatically and that would probably lessen the workload. After that is simply a matter of having the other powers look for which adaptation is toggled on.
  18. Ah, so the i24 beta phase was the source of the increased resistance numbers. It was so long ago and so short that I forgot that had been a thing. That still doesn't explain the mystery of the lowered defense %.
  19. I just don't like the fact that when you pop Granite you're forced out of minerals you either have subpar defense in this armor set, but you have psi defense, and really good psi defense at that, or you have outstanding defense and resistance to everything except psi. I mean I get it Granite is a toggle, will always be a toggle, and it's a toggle tier nine power, which for most armor sets is God mode that's temporary. There's also the matter of respecting the cottage rule as it used to be called where Powers would never be changed fundamentally to be so vastly different that they were unrecognizable. I think one of the biggest problems with stone armor and granite armor in particular is that Granite is specifically excluded from working together with almost all of the other powers in the set. The only powers that it works with other than the heal and the auto Power is the mezz protection and mud pots, that's it. Granite works with two out of the seven other powers in the set plus the one auto power and the heal. Making things even worse is that the power is don't really work very well outside of the City of Heroes experience. What I mean by that is that the power progression in stone armor really only feels like it works even slightly in Paragon City because at low levels in the Rogue Isles, city of villains, you're going to be facing energy based attacks fairly regularly because you'll run into arachnos and arachnos have those energy maces. Praetoria is absolute hell for stone armor and it always has been. That was actually my biggest complaint in the going rogue beta was that this is absolute hell for stone armor it's a hell far beyond even the early game of City of Heroes and city of villains simply because of the absolute plethora of enemy groups that use energy in the early game. I would sooner give ncsoft another hundred and fifty dollars then I would ever try to level up a stone armor character in the going rogue expansion zones. Then again I'm pretty sure the same problem applies equally well to all armor sets but with them starting off with smashing lethal then typically fire ice then energy then maybe some psi... I'm getting off topic yeah so I don't know what they would or could be able to do with a bit of a stone armor revamp I could see maybe splitting up some of the specialization of the skills so that the toggles do a little bit more to work together into a proper toggled armor.set much like we have with Shield but at the same time I wouldn't want to completely use the unique identity of stone armor in that it's the set that has just so much bundled into one power. What would be nice is if as a panic button mode what Granite armor did instead of detoggling all of the powers was to refactor all other powers so that it cut what the other powers grant you in half while also turning off their endurance costs and then it has its own endurance cost and it adds on to the other powers to the point where it gets to its own current baseline with so slotting so you take what the other powers capped out at with so's cut that in half and then that becomes the Baseline onto which Granite adds and then as soon as Granite is turned off the other powers come back on at their normal strength. Just the fact that cutting the defense that minerals grants in half alone would still make psionic something that you would fear situationally if you were in Granite and got ambushed by something that dealt psionic damage. Psionic would no longer be simply I cannot tank that in Granite and it would be oh this is going to hurt me more often in Granite. So psionic when it hits is still going to hurt a lot because I would not say give psionic resistance in Granite, does the fact that drain it does not give psionic resistance or defense makes ionic a hole in the side and it needs a hole in the power but it would be a better power if it's still had some effect from minerals. The drawbacks of the set as a whole are still absolutely insane though I mean the fact that you have such a slow attack chain and with certain teammates you might not be able to maintain full Agro because your attack chain fails and maybe things are a little too far away from you for mud pots to keep them tangled up... The bottom line is this is a set where improvements have been needed for a long time and I for one would personally not mind seeing major changes even if we do have to break the cottage rule. I mean we are no longer under the thumb of paragon Studios... I say put it to a vote for the player base do the players want to see Stone armor changed and if so what changes would we like to see.
  20. This is the build I was using on live. I never deleted a single thing about this game from my desktop tower and still have the old mids build. My build goal was to have all defenses at the softcap with positionals as close to the incarnate softcap as possible if not over. On Live, I had succeeded with my lowest defense % being 46.6% to both Energy and Negative energy damage types, with my positionals at 52.8% Melee, 60.4% Ranged, and 50.3% AoE defense. However...according to the NEW hero builder program with the current issue updates for the revived game my defense numbers are all about 4% lower with Melee dropping to 48.9%, ranged at 56%, and AoE at 46.4%. At the same time, my resists seem to have increased by about 5% across the board, except for Psionic which shot up from 6.6% to a projected 21.3% Was there a massive refactoring of set bonuses somewhere in the changelogs that I missed, moving some sets to resist bonuses instead of defense? Hero Plan by Hero Hero Designer 2.23 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! Level 50 Natural Arachnos Soldier Primary Power Set: Crab Spider Soldier Secondary Power Set: Crab Spider Training Power Pool: Leaping Power Pool: Flight Power Pool: Leadership Power Pool: Fighting Hero Profile: Level 1: Channelgun (A) Apocalypse - Damage (13) Apocalypse - Damage/Recharge (19) Apocalypse - Accuracy/Damage/Recharge (36) Apocalypse - Accuracy/Recharge (40) Apocalypse - Damage/Endurance (43) Apocalypse - Chance of Damage(Negative) Level 1: Crab Spider Armor Upgrade (A) Steadfast Protection - Knockback Protection (5) Gladiator's Armor - TP Protection +3% Def (All) Level 2: Longfang (A) Devastation - Accuracy/Damage (9) Devastation - Damage/Endurance (17) Devastation - Damage/Recharge (36) Devastation - Accuracy/Damage/Recharge (40) Devastation - Accuracy/Damage/Endurance/Recharge (42) Devastation - Chance of Hold Level 4: Combat Training: Defensive (A) Kismet - Accuracy +6% (5) Karma - Knockback Protection (7) Luck of the Gambler - Recharge Speed (31) Luck of the Gambler - Defense Level 6: Combat Jumping (A) Luck of the Gambler - Recharge Speed (7) Luck of the Gambler - Defense/Endurance (27) Luck of the Gambler - Defense/Recharge (43) Luck of the Gambler - Defense/Endurance/Recharge Level 8: Suppression (A) Analyze Weakness - Defense Debuff (9) Analyze Weakness - Accuracy/Defense Debuff (17) Analyze Weakness - Accuracy/Recharge (31) Analyze Weakness - Defense Debuff/Endurance/Recharge (40) Analyze Weakness - Accuracy/Endurance/Recharge (42) Positron's Blast - Chance of Damage(Energy) Level 10: Tactical Training: Maneuvers (A) Luck of the Gambler - Recharge Speed (11) Luck of the Gambler - Defense/Endurance/Recharge (11) Luck of the Gambler - Defense/Endurance (43) Luck of the Gambler - Defense/Recharge Level 12: Venom Grenade (A) Ragnarok - Damage (13) Ragnarok - Damage/Recharge (15) Ragnarok - Accuracy/Damage/Recharge (31) Ragnarok - Accuracy/Recharge (39) Ragnarok - Damage/Endurance (42) Ragnarok - Chance for Knockdown Level 14: Fly (A) Soaring - Endurance/FlySpeed Level 16: Tactical Training: Assault (A) Endurance Reduction IO Level 18: Hover (A) Luck of the Gambler - Recharge Speed (19) Luck of the Gambler - Defense/Endurance Level 20: Tactical Training: Leadership (A) Gaussian's Synchronized Fire-Control - To Hit Buff (21) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge (21) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance (23) Gaussian's Synchronized Fire-Control - Recharge/Endurance (23) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance (25) Gaussian's Synchronized Fire-Control - Chance for Build Up Level 22: Afterburner (A) Flight Speed IO (27) Flight Speed IO Level 24: Fortification (A) Titanium Coating - Resistance/Endurance (25) Titanium Coating - Resistance/Recharge (36) Titanium Coating - Endurance/Recharge (37) Titanium Coating - Resistance/Endurance/Recharge (37) Titanium Coating - Resistance (37) Titanium Coating - Endurance Level 26: Mental Training (A) Flight Speed IO Level 28: Serum (A) Doctored Wounds - Heal/Endurance (29) Doctored Wounds - Endurance/Recharge (29) Doctored Wounds - Heal/Recharge (46) Doctored Wounds - Heal/Endurance/Recharge (48) Doctored Wounds - Heal (48) Doctored Wounds - Recharge Level 30: Maneuvers (A) Luck of the Gambler - Recharge Speed (34) Luck of the Gambler - Defense/Endurance Level 32: Omega Maneuver (A) Razzle Dazzle - Accuracy/Recharge (33) Razzle Dazzle - Endurance/Stun (33) Razzle Dazzle - Accuracy/Endurance (33) Razzle Dazzle - Stun/Range (34) Razzle Dazzle - Accuracy/Stun/Recharge (34) Razzle Dazzle - Chance of Immobilize Level 35: Boxing (A) Empty Level 38: Call Reinforcements (A) Expedient Reinforcement - Accuracy/Recharge (39) Expedient Reinforcement - Accuracy/Damage/Recharge (39) Expedient Reinforcement - Endurance/Damage/Recharge (48) Expedient Reinforcement - Resist Bonus Aura for Pets Level 41: Tough (A) Aegis - Psionic/Status Resistance Level 44: Frag Grenade (A) Positron's Blast - Accuracy/Damage (45) Positron's Blast - Damage/Endurance (45) Positron's Blast - Damage/Recharge (45) Positron's Blast - Damage/Range (46) Positron's Blast - Accuracy/Damage/Endurance (46) Positron's Blast - Chance of Damage(Energy) Level 47: Weave (A) Red Fortune - Endurance (50) Red Fortune - Defense (50) Red Fortune - Defense/Endurance (50) Red Fortune - Endurance/Recharge Level 49: Assault (A) Endurance Reduction IO Level 1: Brawl (A) Empty Level 1: Prestige Power Dash (A) Empty Level 1: Prestige Power Slide (A) Empty Level 1: Prestige Power Quick (A) Empty Level 1: Prestige Power Rush (A) Empty Level 1: Prestige Power Surge (A) Empty Level 1: Conditioning Level 1: Sprint (A) Jumping IO Level 2: Rest (A) Empty Level 4: Ninja Run Level 2: Swift (A) Flight Speed IO Level 2: Health (A) Numina's Convalesence - +Regeneration/+Recovery (15) Miracle - +Recovery Level 2: Hurdle (A) Jumping IO Level 2: Stamina (A) Performance Shifter - Chance for +End (3) Performance Shifter - EndMod (3) Performance Shifter - EndMod/Recharge Level 50: Nerve Radial Paragon Level 50: Ion Radial Final Judgement Level 50: Diamagnetic Radial Flawless Interface Level 50: Longbow Core Superior Ally Level 50: Ageless Core Epiphany Level 50: Support Radial Embodiment ------------ ------------
  21. I just want to throw my two cents into the ring here and say that it seems obvious based on what can be seen from thread so far that rage was meant to be made a permanent or effectively permanent power. And based on other reading that I've done over the last 12 hours or so just on and off reading this thread while doing other things it seems that before you can make rage permanent it does give you the minus defense and it did back on live, therefore the minus defense before rage is permanent is functioning as intended this has been stated by many people in the thread. It is also readily apparent both from memories and statements made by people in this thread that back on live when reg was stacked it gave the damage reduction crash and the endurance reduction crash but avoided the defense reduction crash as a result partially of a bug in the way the powers system functioned. However because of the fact that the devs decided in the end to not make it so that the defense penalty could be avoided while making sure let's stacking did not avoid the endurance and the Damage reduction penalties it can be assumed that it was never intended in the end for the defense penalty to be implemented if you could go beyond the recharge with the duration so most people are not happy now that the system works perfectly without respecting the original developers and results of having a defense non-crash if the power was stacked because the power system treated the power as if it never ended with regards to the defense crash. Now with the game being handled by a volunteer team keeping the lights on and with that volunteer team having fixed many bugs with the power system with regards to stacking powers people are angry that the power no longer works the way that it did on live and therefore seems to not be functioning as intended anymore especially since it hits defense sets disproportionately hard whereas resist sets are effectively unchanged, however this is ignoring the problem of regen and yes regen has been hit with many many many nerfs and changes and fixes over the years. We therefore need a replacement mitigation crash that has AN impact in normal play that is still easily mitigated in extraordinary situations while maintaining respect to the fact that the vast majority of the game is intended to be balanced around the Single/Hami-Origin enhancements. It should also be an impact that can be mitigated by teammates without requiring teammates. I humbly suggest that the defensive penalty be reduced to -10 % and that there be given a negative 20% resistance(all) debuff in addition to the existing endurance crash and a reduced damage penalty, I would say 50%. 10% is still a non-negligible penalty to defense sets but there needs to be some kind of non-negligible penalty with a power like this resistance does inherently resist resistance debuffs but most defense sets have defense debuff resistance so it mostly evens out and the impact on tankers and brutes in a Solo setting will be felt but it will still be less of an impact than it is currently on sets that are all defense all the time no resistance and it's also balanced around HOs/SOs without factoring in IOs with IOs being the primary source for defense on toons with pure resist powersets. With all due respect to those who will complain, there still needs to be a difference between nogethitsu and nogethurtsu, and both should rightfully be affected by this power if a drawback is deemed necessary.
  22. Blasters with better debuffs.... basically a super-corruptor.
  23. Get to 50, unlock incarnate abilities, third build gained. IIRC.
  24. Nice...very adult... What? Fraps might have been the best thing available seven years ago, but OBS is simply objectively better in multiple ways. Your post even admitted Fraps was a hog. OBS is made for streaming, so it's designed to have a minimal performance impact.
×
×
  • Create New...