
Chance Jackson
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Everything posted by Chance Jackson
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Which power combos shine on a Scrapper, and not on Brute/Stalker?
Chance Jackson replied to Galaxy Brain's topic in Scrapper
They do! Also, Tanks and Brutes both exchange the enhanced crit rate on Storm Kick for a defense boost to melee/ranged/aoe (Pines suggests it's everything but psionic despite the description, so who knows.) It's 7.5% on a Brute, and 10% on a Tank for 10 seconds, though it doesn't stack. It's one of the more interesting proliferation jobs overall, I think. Thx for the confirmation. I knew about the 10 & 7.5% def to all for Tanks & (now) Brutes it's why I created a Fire/MA Tank on the live servers & why I recreated that toon as an MA/Fire Brute in Homecoming. Still it's good to let others know as well. -
Psionic Shielding and other Powerset Ideas I came up with
Chance Jackson replied to Xaeon's topic in Suggestions & Feedback
+1 -
I always thought they were random
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Which power combos shine on a Scrapper, and not on Brute/Stalker?
Chance Jackson replied to Galaxy Brain's topic in Scrapper
Big if true. -
Share your Puns/amusing Character Names
Chance Jackson replied to Venture's topic in General Discussion
UK Surf or no? -
Which power combos shine on a Scrapper, and not on Brute/Stalker?
Chance Jackson replied to Galaxy Brain's topic in Scrapper
City of Data: Eagle's Claw Cast Time: 2.53 seconds Critical Hit Buff lasts 2 seconds starting 1.2 seconds into the animation of Eagle's Claw. This means that from 1.2 through 3.2 seconds after starting Eagle's Claw's animation, you have a +33% Critical Hit chance buff ... but Eagle's Claw is still animating until ~2.5 seconds after initiating the attack animation. This means that once Eagle's Claw has finished animating, you'll retain the +33% Critical Hit buff to your "next" Primary Powerset attack for 0.7 seconds ... which is shorter than the animation times for ANY Martial Arts attacks, meaning you get the buff for only ONE follow up attack after using Eagle's Claw. In practice, thanks to latency/lag and other issues, this essentially means that the only way to "score" this increased Critical Hit chance on the attack following Eagle's Claw is if you cue your Martial Arts attack "halfway" through Eagle's Claw animating for 2.5 seconds so as to ensure that the Critical Hit buff "counts" on your next attack due to how game mechanically everything Resolves First And Animates After. Storm Kick has a natively increased chance for a Critical Hit and therefore gets the "most" benefit out of following Eagle's Claw against a single target. Use of Dragon's Tail to follow Eagle's Claw results in an increased Critical Hit chance against every $Target caught in the PBAoE which can dramatically improve the damage output/throughput of Dragon's Tail when dealing with dogpile situations. On a Tanker, since Tankers don't get Critical Hits, the Eagle's Claw buff to follow up attacks is changed to having a 3 second duration, instead of merely a 2 second duration, and instead adds +33% damage for that duration. This means that the damage buff duration extends from 1.2 to 4.2 seconds after Eagle's Claw begins animating for ~2.5 seconds, leaving about ~1.7 seconds clear for follow up attacks. It is possible with the use of attack queue techniques to squeeze THREE attacks into that window of opportunity after an Eagle's Claw finishes animating. You can fit Thunder Kick, Storm Kick AND one other Martial Arts attack into that 1.7 window of opportunity to queue up attacks while other attacks are animating (thereby securing the buff effect onto them) even though the animation time for all three of those attacks combined will easily exceed the ~1.7 second window when the buff is in effect ... thanks to the Resolve First Animate After system used for game mechanics. Good to know, do brutes retain that 33% buff? -
Titan Weapons / Dark Armor ( TW/DA ) - Building
Chance Jackson replied to Saarthalian's topic in Brute
near certainty? Even with modified recharge nerf? -
/traps -> poison trap is pretty much an "I win" button for PVP & it's a hard target buster that neuters regen rates with some of the only unresistable -regen debuffs available to players
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Shockwave is quite good now. Slot that sucker with a KB to KD IO and you can keep enemies perma knocked down. This to the Nth degree, I did that on live and again in Homecoming
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Time/sonic/Soul is the only Defender I ever took to 50 when the game was live & I have recreated it in Homecoming where at 43 it sits as my highest lvl alt by 9 lvls IIRC.
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Even with triple BF?
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Weren't those dmg calculations before PPM much less the modified recharge & 90% max chance nerfs?
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Gadget Control - new Controller/Dominator primary pitch
Chance Jackson replied to Zumberge's topic in Suggestions & Feedback
+10,000,000 If it were just a dominator control set you could use some powers from Traps but I think controllers get Traps. Either those ATs get slightly different versions of the set or the set has to have all new powers which means it would take longer to roll out so I hope if this happens that Doms get it first, then it can get proliferated to Controllers later. -
What? Is that true? If it is how am I only hearing about that now?
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I think we know that there is a sizable amount of player base that will go anywhere they can get more inf, merits, and/or xp. There are some (me) who won’t go regardless of the offer, and there are some to whom those 3 specific rewards won’t motivate them. But let’s not kid ourselves that XP/Merit/Inf gain is not a motivating factor for most of the player base. If the problem is that redside needs more people team, why not test a double XP week for redside? Who does it hurt? No one. Will it be a magic bullet? Probably not, but if the stories and lore are so good, then no doubt many will stay once the XP disappears and the problem becomes smaller. And smaller problems are better than bigger ones. Everyone can have double xp these days so I would say make it quad xp but toons that accept quad xp can never side switch at most being Rogues.
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Expanding Account Bound Unlocks (As a player option)
Chance Jackson replied to Marstead's topic in Suggestions & Feedback
+1 You still had to earn it though, just not 100 times. Maybe because you PL you need accolades to feel like you're playing your toons, but for those who don't PL there is little need to "feel" like we're playing our alts because we already are. -
Understood, even if I truly am baffled at the resistance to making an element of the game more engaging, even if just in concept. Edit: And I'd like to point out that origins currently aren't just for RP/flavor. They limit what enhancements you can slot. Origin already has a mechanical consequence -- I'm just asking to make it an interesting one. That is still an RP/Flavor after all the only difference between SOs is flavor text.
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Weapon Model Proliferation?
Chance Jackson replied to mistformsquirrel's topic in Suggestions & Feedback
SoA maces and rifles are specific to the VEAT for the same reason Kheldian power effects are unique. It looks really weird to shoot energy bolts out of the head of a regular mace, or venom grenades out of a sniper rifle. One person's "weird", is another person's "cool" I for one want the ability to fire beams out of every mace, axe, and sword model in the game. -
I'm a big Anime guy & I totally agree that that hero communities of MHA & even more so One Punch Man are like COH as anime so if you like mHA i suggest checking out One Punch Man as well!
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2nded
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Make Origin powers relevant longer
Chance Jackson replied to Ekimmak's topic in Suggestions & Feedback
if you don't mind the major knock back those later powers inflict -
UI improvements for support roles.
Chance Jackson replied to Galactiman's topic in Suggestions & Feedback
I support this entirely. -
Praetorian Police Powerset: Digital Blast
Chance Jackson replied to Steampunkette's topic in Suggestions & Feedback
I earnestly do not know how difficult that would be. Particularly since it would also require a sound change and likely have different animation timings. Besides: Making it into a new powerset gives us the chance to create new effects like Combos or Contamination. Ohhh... How about -Control- Combos? Attack with these three abilities in order, get a Mag 3 single-target hold on the final hit. Attack with a different three to do an AoE Immobilize/Slow! Get this -dangerous- combo off that requires you to be close to the enemy? Turns your Force Net single target low damage sleep power into a high damage AoE sleep that kicks in -after- the damage is dealt. It would be a way different way to play! I support making it it's own powerset with a chance to establish it's own dynamics