
Major_Decoy
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Everything posted by Major_Decoy
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Is there really a massive proc nerf just around the corner?
Major_Decoy replied to Azari's topic in General Discussion
Given how they approached Dual Pistols, making it so that Suppressive Fire was still proc friendly in normal fire mode but had a shorter recharge in any of the other ammunition settings, it seems like that would be a lot of work they could avoid if they were going to "massively nerf" procs. -
Bio Armor Ablative Carapace Removes Its Own Absorb
Major_Decoy replied to Monos King's topic in [Open Beta] Bug Reports
Oh, I see. It's flagged on City of Data as "Replaces Existing Effect" not "Stacks With Existing Effect" (so are Ablative Carapace and Particle Shielding) so the question is why the values are stacking at all? I know the first time I noticed it on my Radiation tank, it was kind of a loop. 1110 Absorb, recast get +1110 Absorb, hit Absorb cap (for tanks) of 1874, get just +764 Absorb, initial absorb expires get left with +764 Absorb. recast get +1110 Absorb, +764 expires, run around with 1110 Absorb. These values are definitely stacking and they shouldn't be. -
Bio Armor Ablative Carapace Removes Its Own Absorb
Major_Decoy replied to Monos King's topic in [Open Beta] Bug Reports
This isn't exactly a bug. What's happening is that the absorption is stacking, hitting the cap and being limited, and then the original absorb is expiring. This happens on Radiation armour too. The closer the power is to providing the absorption cap, the less absorb remains once the initial expires. This is less of an issue if you're actually taking damage because you're farther away from the cap. -
Database really seems to be more of a support set, but I suppose you could make a scrapper armour set from it.
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That's also how you can make characters very slightly taller or very slightly shorter than the costume maker allows.
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It's probably the redraw revamp, if you haven't updated the costume for while. At some point they got rid of "quick draw" animations and just made that the standard. If that's the case, you should have gotten a free costume change token.
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Super Strength for Scrappers please
Major_Decoy replied to UberRod's topic in Suggestions & Feedback
I would not be in favor of homogenizing Super Strength to bring it to scrappers, but neither am I in favor of porting it as is. I think giving it something like Reach for the Limit for scrappers, a passive power that gives both passive +to-hit and +damage and a chance to proc +to-hit and +damage. -
No. You don't target the Emissary. Sisko has had enough trouble. Fire at Will! Or Thomas if you can't tell them apart.
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Let AH to sell +1 through +5 boosted IOs
Major_Decoy replied to DrRocket's topic in Suggestions & Feedback
I'm pretty sure that this would not only kind of break the auction house, but it would also ruin the economy a bit. Currently, the auction house doesn't track if you're selling a level 25 Luck of the Gambler, a level 50 Luck of the Gambler, or an attuned Luck of the Gambler. It just knows you're selling a Luck of the Gambler Def/End and who ever buys a Luck of the Gambler Def/End at a buying price higher than your selling price could end up with your Luck of the Gambler. This change would mean five new categories to hide enhancements in "Crafted +1, Crafted +2, Crafted +3, Crafted +4, and Crafted +5" (I imagine that +1 to +4 would be almost entirely empty but they'd still be necessary) and either mean that enhancements could no longer be pooled the same way (You'd need at least six pools, crafted/attuned, +1, +2, ...) or enhancements would still be pooled and you could just buy something that was listed as attuned as +5. Either way it's not a good solution. And it hurts the function of boosters, which are currently a good merit and influence sink. If it's just that you feel like you're feeling wasteful, then e-mail them to yourself or put them in supergroup storage. -
You're all making the protocol much harder than it needs to be. You defeat Giant Monsters from the outside in. The typical order starts with the seafood GM and moves onto the Salad GM, but if the courses are in a different order the host should have set up the Giant Monsters accordingly so you still just need to work from the outside in.
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Rudra's got the right of this. Sands of Mu, the Nemesis Staff, Judgement, and all the different Invention Origin and Interface damage procs will ignore both the rage damage boost and the rage damage crash. (though they do all benefit from the +to-hit)
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I am going to deliberately misinterpret the prompt. Radiation/Dark Tank, Dark/Radiation Corrupter, Radiation/Dark Blaster.
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Super Strength for Scrappers please
Major_Decoy replied to UberRod's topic in Suggestions & Feedback
Honestly, Rage feels more like a barbarian power than a Super Hero power anyway. The super heroes have have anger activated powers tend to be better represented with the Fury mechanism that brutes have and before brutes were a thing, people were suggesting it as an inherent power for tanks. -
If you look at the total enhancement bonuses you'll see the real values.
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A Super Reflexes tank slotted with 3 Single Origin Defense enhancements in all their defenses will come very close (except for AoE).
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Super Strength for Scrappers please
Major_Decoy replied to UberRod's topic in Suggestions & Feedback
Nah, the current version become Berserker Strength and the new version is Super Strength. -
Super Strength for Scrappers please
Major_Decoy replied to UberRod's topic in Suggestions & Feedback
Super Strength is Super Strength. It's the only set with Foot Stomp, with Jab, Punch, Haymaker, Handclap, and Knock-out Blow. When the game was launched the Tank damage cap was +300% (and knock-out blow was a low damage hold). When Hamidon Enhancements were released you could hit the damage cap with 6 slotted Acc/Dam hamidon enhancements and Rage did nothing. There have been massive changes to the game since then, upping tank damage, increasing the tank damage cap, enhancement diversification, all of this significantly improved Rage while the only change to Rage itself was going from a mag 16 self stun to what is now. What is Super Strength without rage? It's an attack set with a satisfying crunch to sounds and animations. It's brute force. It doesn't have the skill of Martial Arts, it doesn't have the finesse of Street Justice. -
Loose Ends (Possible Spoilers?)
Major_Decoy replied to Scarlet Shocker's topic in General Discussion
The loose ends that bother me most are the ones in Praetor Merchand's arc in Brickstown. Pretty much all of your friends from First Ward and Night Ward show up in two missions and then you never hear from them again. Hero side just kind of gets screwed on that. I mean, the villain side arc, you meet up with a whole bunch of people you might have interacted with, and depending on how you've handled things, they're willing to help you. Yeah, it sucks that you're messing things up for Penny if you were a Warden before swapping earths, and I won't run that arc on characters that don't want to betray her. But hero side sucks. -
You've just described most Tanker primaries.
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What's not to like about rebuffing? Someone has approached you and you're in a confident enough situation to be willing to turn down their advances.
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Super Strength for Scrappers please
Major_Decoy replied to UberRod's topic in Suggestions & Feedback
Honestly, I think if there were a "No rocks" version of stone melee there would be a lot fewer requests for Super Strength on Scrappers. -
Super Strength for Scrappers please
Major_Decoy replied to UberRod's topic in Suggestions & Feedback
Well the last time they tried to fix Rage they gave up on it entirely due to the feedback they got. -
Lazybuild - Corruptor (Beam Rifle - Traps).mbd
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Super Strength for Scrappers please
Major_Decoy replied to UberRod's topic in Suggestions & Feedback
And I'm still convinced that the reason they haven't done this is because they're not happy with the way Rage works.