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arthurh35353

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Everything posted by arthurh35353

  1. No, this was specifically just damage. Note, this is just to make it underperform less not to outperform other sets or increase damage in all situations. Just against Lethal resistances.
  2. So they are designed to work less effectively than non-lethal sets? Suck it up?
  3. There are some that are weak to lethal (or more accurately, not strong against it) but they have their own strengths. This idea does not actually increase any damage to those at all. It only slightly increases damage to the (on balance across mobs) those that have lethal resistance that are statistically shown to make lethal damage under perform against.
  4. That's actually showcased by lethal defense as how the devs portray it. It literally pings off you to no effect (not all defense is misses, sometimes it's just no effect.)
  5. This is a PvE change. Right now Lethal damage is slightly underperforming vs. mobs because they tend to have a higher level of lethal resistance.
  6. Yes, but hopefully a little easier to work with and gives a twist on 'lethal being lethal'.
  7. I thought I had cleared up my thought on it. Basically, a small amount of Lethal (but maybe not Smash) damage is marked unresistable. Maybe 10% to 20% to push the damage versus mobs closer to the other types (Energy, Dark, Fire, Cold, etc) in effectiveness. It would still scale versus level and would be (maybe) lower against Elitebosses and higher. This is to improve Lethal damage sets so they compare in effectiveness against non-lethal power sets.
  8. I'm not sure that a minor -Res to Lethal would be the best fix, as it would be... well... resisted right along with Lethal damage. That's why I mentioned a small amount of lethal damage would be unresistable, basically rebalancing lethal damage sets (ranged or melee) so that they perform a bit better. Might even help sets that are 'okay' but do partial lethal damage.
  9. Considering you're only stuck goldside until level 20, most people level out of the goldside rather fast.
  10. I updated it a few times as I thought through it. But I don't see any negatives against it other than it might be sort of tricky to program implement, but easier than updating the resistances of all mobs.
  11. So the biggest flaw with smash and lethal is that it is heavily resisted by a lot of mobs, but just raising damage on it is bad, as that would just have you use that extra damage on mobs that don't resist S/L of course. So let's turn it around. Make 10% to 20% of most Smash and Lethal Resistances (barring level differences and it can't give you a negative resistance level). So it's a buff against the foes that its considered a negative against... but does not actually effect mobs without S/L resistances at all. (Added thought) And perhaps make it scale a bit to not make AV/GM fights too easy. Full 10% unresisted S/L damage against minions/pets/lieutenants only only 5% against bosses and 2.5% against EB/AVs/GMs.
  12. I think the mission tells you to go talk to her at x location, it just happens that the other location worked too.
  13. That's kind of anti-'generic IO' at that point though.
  14. I'd actually be okay with non-character unique but power unique Purple Generic IOs that are 66.66% or 40% level that could be boosted. Make you really consider which would be better in slotting for IO set enhancements.
  15. I'm pretty sure she's a contact that Twin Shot sends you to in that story arc.
  16. I don't think Ms. Liberty can be as easily replaced as she's the location for specific quests.
  17. I thought damage procs were unique per character?
  18. And then they realize that there are people that only have 75% resistance, so they can actually affect them.
  19. I suggest this. https://github.com/dtgDTGdtg/SRWE Simple Runtime Window Editor. (Looks kinda snazzy)
  20. It's a net loss in set bonuses and I don't think you get a the full +Def and +Res with just 3 of each. There are a few powers that really need their own set bonuses like that.
  21. Hmm. You could turn it around with pillars you could 'attack' with strength based attack with alternate animations due to what you are attacking (so you are holding it up with strength based on the attacks). (And in a weird turnabout, using smashing attacks actually works better as that's the base level of 'strength' of melee attacks.) Healing/buffing something so it doesn't break. If you use a real attack it takes damage and reduces the buff. That would be really cool if you and your team were helping 'hold back' the dam for a certain time while individual workmen repaired it.
  22. Not really. In fact, without set bonuses, this is actually a reduction in power. Yeah, you might be able to move slots around for more 6-slotting of sets you do choose. But that doesn't replace set bonuses. The possibly bad thing would be if you tried to franken-slotting it. But as long as they follow enhancement diversification, it shouldn't matter. Some of the IO sets are really terrible fits for some power. Dark Melee has some second or third abilities that never never get meaningfully enhanced by sets like healing or the to-hit(acc) debuff. Shadow Fall is +Def and +Res, but you can really only slot for one of those. I'm not sure these would allow catalyzing or if would be unable to catalyze but boost instead. There are benefits to both.
  23. Hmm. This actually goes back to how the developers actually thought people would enhance powers back in the day, instead of 6 slotting damage if they could handle it.
  24. Or the hunched over stance from the Praetorian ex-seers?
  25. I tend to hyperbolic response when I get upset. 😞
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