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Everything posted by Luminara
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Because it's not balanced around having higher Defense to Smashing/Lethal, it's balanced around having lower Defense and higher Resistance to Smashing/Lethal . That's why the set has Mind Over Body, and why Strength of Will buffs S/L Resistance twice as much as it buffs other Resistances, and why the set has +Regen and +MaxHP and -ToHit. If you buff S/L Defense, the set is too good, too survivable, unbalanced, and something else has to be nerfed to compensate.
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It's a hybrid mitigation set, not a Defense set. If you start changing things, other things have to be changed. Add more Smashing/Lethal Defense, Smashing/Lethal Resistance and some of the Regeneration and +HP has to be removed. And then it's just not good any more, because it won't have enough Defense, Resistance, Regeneration or +HP to work well. It's working magnificently as it is. Let's not fuck with it.
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Fixing consume and dark consumption, and related issues.
Luminara replied to WindDemon21's topic in Suggestions & Feedback
The default Recovery rate is 6.667% of your total maximum Endurance every 4 seconds. Each point of +Recovery reduces the period between Recovery pulses. +Recovery is not a flat +Endurance refill, nor does it increase the amount of Endurance gained per Recovery pulse, it is a modification of the time between pulses. Thinking of it as additional +End is erroneous. The net effect isn't +End, it's a longer period during which you don't need +End. Slotted with 3x +0 EndMod SOs, Consume adds up to 97% +Recovery (10 targets hit), just short of double the base rate, which equates to a Recovery pulse every 2.03 seconds. Of course, we're not playing in a vacuum (despite what some people want to make it seem like) in which we only have a power like Consume to buff Recovery. Everyone has Stamina, which adds 25% +Recovery sans enhancements. As Recovery is cumulative, the 2.03 seconds it would take between Recovery pulses is further shortened to 1.798 seconds by that unslotted Stamina. Slotting Stamina identically reduces the time between pulses even further, to 1.62467 seconds. At level 50, with an IO build and extra EndMod from an Alpha Incarnate, a character's total Recovery including the buff from Consume can go to 300% (or higher, depending on set bonuses), resulting in Recovery pulses every 1.353 seconds (or faster). This does not include the empowerment station buff (Increase Recovery, +17% Recovery for 90 minutes), or the Recovery Serum sold by the P2W vendor (+100% Recovery for 4 minutes), or anything else, just Stamina, Consume and whatever IO set bonuses you've accumulated. And none of that is including the effect of +MaxEnd from accolades, temporary powers or IO set bonuses, which increase the amount of Endurance gained with each Recovery pulse. The higher your maximum Endurance, the more Endurance you regain with each Recovery pulse. With only the Atlas Medallion and Portal Jockey, or the villainous equivalents, each Recovery pulse adds 7.33 Endurance rather than 6.67. That's force multiplication, and you don't get that with flat +End. As I said, that +Recovery in Consume equates to 15 fewer seconds during which you'd need an Endurance refill. I said it and I stand firmly by it. I know the math and I know the mechanic. The problem isn't that I didn't do the math before posting, it's that analyzing +Recovery as though it were a flat Endurance refill is just another shitty vacuum comparison that misrepresents what Recovery is and does, ignoring its actual function and functionality. You can't reduce it to a simple +X Endurance expression because that doesn't account for the cumulative effects of other sources of +Recovery, or +MaxEnd, or the fact that +End is finite (it can only refill the amount of Endurance that's below the maximum, and anything over that is ignored) whereas +Recovery continues to scale up to the target limit of the power, or anything else. It ignores relevant factors and context, and inaccurately quantifies the mechanic. -
Fixing consume and dark consumption, and related issues.
Luminara replied to WindDemon21's topic in Suggestions & Feedback
Bullshit. Every time you start one of these idiotic spaz-fests, it's the same cockamamie nonsense. "OMG, I can't believe you haven't changed <set or power> to suit my fancy, I told you to do it six forevers ago, why hasn't this been done yet, it's so obvious that it needs to be done, <whatever> is falling apart without this change!", and on and on with wild accusations and over-inflated notions about how necessary <the change> is because <insert logical fallacy>, <insert misunderstanding of basic concepts>, <insert personal valuation of balance in utter disregard for set or game balance>, and then argue with every response which isn't, "You're so smart and 100% super right!", even when hard facts refute everything you say. Case in point: That 15 seconds of +Recovery effectively delays the necessity of using the power by 15 seconds. Until that stacking Recovery buff expires (meaning 5% base per critter, unenhanced for EndMod), your blue bar should remain pegged at 100%. Consequently, on an SO-only build without Hasten, you're only at risk of running out of endurance for 1 minute 18.5 seconds. But because you don't know how it helps, because you can't figure out how to make it work for you, because you need to contrive a reason to change the power, well, fuck it, get rid of it, and to hell with everyone else. You're the only one who matters, after all. Further case in point: Your entire premise sidesteps the fact that powers are not balanced directly against similar powers, they're balanced within and against the sets in which they exist. You point to powers in other sets, say, "Look, they do one thing the same, this power should be massively buffed!" and act like everyone should pat you on the back for noticing something that no-one else has ever seen. Every power you list does something different and is something different, with one commonality (stealing endurance) which you posit should be all the reason there needs to be for changes. You ignore that Dark Consumption can crit, which none of these other powers can do. You ignore that DC and Consume have Fiery Embrace tags. You ignore that DC and Consume cost 0.52 endurance (total, not per critter, 0.52 endurance is the entire cost of those powers), whereas the +End powers in other sets cost 13 endurance. You ignore that Ice Armor as a whole is balanced with Energy Absorption's +Def in mind, and that Energy Aura as a whole is balanced with Energy Drain's +Def in mind, you wave off the fact that they're integral to the damage mitigation of those sets as if it were irrelevant because it doesn't reflect your myopic concept of balance, or get you what you want. No, you just focus on that one aspect, and stomp your feet and scream about how they should all be normalized because "ZOMG they're the same thing!". You disregard facts because they're obstacles to your agenda. You ignore fundamentals of game design because they don't bolster your arguments. You wave off real balance because it's not the balance you want. Oh, this is a doozy: Yeah, just slip that in and hope no-one, except the people who you imagine work for you (the development team), notices. Every time you start a thread like this, it's the same shit. Every time you jump into a beta test thread, it's the same shit. You manufacture some inane reason to change something, use the worst kind of armchair development to justify it, base it all on egoism, act like you're the guy in charge and try to talk down to everyone who has the temerity to respond to you (fucking hilarious, considering that most of your posts read like a 9 year old who's on his fifteenth mocha latte with triple espresso shots). Christ, as bad as I am at reading people, even I've caught the note of disapproval, disgust and frustration from the HC team when they've tried to explain something (and had to deal with another round of you addressing them as though they were your employees, or morons who need to your guidance to do anything right). You're making my fucking teeth itch. -
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All of my sentinels are scrappers with extra range. All of them. I consider it a shameful waste to stay at range if I have damage mitigation and status protection. I also like as much AoE as I can get, and the extra PBAoEs are often exactly what I need to feel satisfied with a sentinel's performance. Ninja APP's melee and PBAoE attacks recharge quickly enough to use as part of an attack chain and can be slotted with Achilles' Heel procs. Neither is mind-blowing, but they're functional and flashy. Dark APP's melee attack recharges very quickly, and the PBAoE is usable every other cycle of an attack chain. The -ToHit can help if you need some extra survivability. Elec APP's Havoc Punch is the old Havoc Punch, with KB, but it hits hard. Lightning Field is okay, I prefer not to run yet another toggle. Ice APP's melee and PBAoE attacks are decent, but their recharge times are a little too long to work into an attack chain. Fire APP is, as far as I'm concerned, a bust. Cremate's endurance cost is wrong, and Fire Sword Circle takes too long to animate. I have Psi on my Rad/Elec now, but the only thing it's bringing to the party is Link Minds... and I really don't need it for that character, I just couldn't find anything else worthwhile. I'll probably switch to another *PP (considering going back to Elec) when I revisit the character. The PPPs all have a good melee attack, albeit with a long recharge time, and Mu's is Thunder Strike (so PBAoE), but none of my sentinels need any of the other "utility" powers, or more cones, nor am I interested in pets, so I don't bother with them. If it weren't for the animation time, I'd spec into Mu more often for Thunder Strike. Playing a human peacebringer, though, and having to sit through Incandescent Strike missing, has turned me off of that animation permanently.
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No. You've logged into the game with your account, entered the queue server and accessed the character database server. The chat server, the map server, the market server and a few other servers haven't loaded yet because they don't load until you log on to a shard with a character. A shard isn't a single hardware server, or a single software server, it's a collection of multiple software servers running in concert and handshaking amongst themselves and with your client, and none of that happens until you log on with a character. As I said, the entire server infrastructure would have to be redesigned to remove the requirement to be on a shard in order to load the chat server for that shard. You're in the elevator, not the office. If you want to talk to your co-workers, you have to press the button to go to the right floor, or install a phone in the elevator and rewire the comm system.
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Burgle turders, the lot of ya! Man, this thread circled the bowl fast. What happened? Oh... I'm here. Right. Carry on.
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Aw. Don't despair, @Snarky, someday you'll find someone who won't give you that look when they see you under the linens.
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https://forums.homecomingservers.com/forum/32-bug-reports/
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How would @Glacier Peak poop in your bed? OH MY GOD! @Glacier Peak breaks into peoples' houses and poops in their beds!
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Did he just call us bowel movements? HEY! Did you just call us bowel movements?!
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That's what the forums are for. *mashes keys* Wooooooooooooooo! I win again!
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Click your name and avatar at the top bar of the forum, select My Attachments. You're probably at the limit.
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The prohibition was lifted 14 months before your account was created. The thread you dredged up specifies in the second post that there's no longer a restriction.
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Fixing consume and dark consumption, and related issues.
Luminara replied to WindDemon21's topic in Suggestions & Feedback
Oh, it's your phone that makes you sound whiny, entitled and demanding, and presents specious arguments based entirely on self interest. Huh. Maybe you should get a better phone. That one makes you look like a twat. -
Mastermind trick arrow oil slick -def encs but no power info
Luminara replied to Ridiculous Girl's topic in Bug Reports
Because of the way the power is designed. Using Oil Slick Arrow creates two pseudo-pets, Oil Slick Oil and Oil Slick Target, and defeating Oil Slick Target with any energy or fire damage causes a third pseudo-pet to spawn, Oil Slick Burn. The info panel doesn't respond well to the complexity. https://homecoming.wiki/wiki/Purple_Patch -
This wasn't in the game when I started, but it was apparently added when Atlas Park was overhauled, and when I remember it, it is very helpful. Talking to the original contacts will unlock subsequent contacts in their origin chain. And that works at any level. For example, I just went back to AP at level 38 and hit all of the starter contacts, and the next contacts they gave me were the ones in Brickstown and FF. So when you're standing around, trying to figure out what to do next, or a contact that you know should be talking to you is giving you the cold shoulder, flit on down to City Hall and have a word with the people standing in the five rooms downstairs.
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https://forums.homecomingservers.com/forum/68-comic-hero-villain-culture/
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There are 24 +Movement Speed set bonuses (applicable to running, jumping and flying). There are 3 +Range set bonuses which are broadly applicable (Bombardment, Experienced Marksman and Warp, sets not restricted by archetype), and 10 in ATOs. There are 2 set IOs which buff Run Speed exclusively - Gift of the Ancients: Def/+7.5% Run Speed and Synapse's Shock: EndMod/+15% Run Speed (Unique). https://www.dictionary.com/browse/many
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No objection to the suggestion, but... It wouldn't be special because there's no way to distinguish between "played to 50" and "power-leveled to 50". As an option, it would be removable (turned on/off at P2W, or selected in the Powers menu and deleted) at will. The end result would be commensurate with using the existing NoXP option.
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https://cod.uberguy.net/html/power.html?power=pets.singularity.gravitational_pull&at=minion_pets It's not constant, it's just a short activation period and a slightly longer duration. There are no constant powers in the game, nothing that is, in reality, always on. Everything that appears to be perpetual is just short activations and overlapping durations. Repel has no variability in duration, nor any way to check distance and shut off. Both of those mechanics exist in different forms (status effect durations are increased when enhancements are slotted, and snipes have a distance check), but neither exist in Repel. Repel, if it were applied in the way indicated in this thread, would either drop a target short of the scrapper, or continue to pull the target (thus becoming a mez) even when it was in melee range, because the only way it can currently work is by setting the duration to a specific number. Allowing the power to measure the distance and set a duration appropriate to pull the target exactly that distance is how it could be made to work. That would require jiggering some code in, similar to the magnitude variable in Gravitational Pull (which is what makes it weak at a distance and strong up close), and adapting snipe code for the distance check, then applying the duration in an expression like... Duration=((velocity)*dist/100) seconds with velocity being the distance an entity travels in 1 second while being Repelled, and dist being the distance between the user and the target. With these adjustments, one could pull an enemy from 70' away or 12' away and in either case the duration of the Repel would be just long enough to move the target into melee range, without dropping it early or holding it in place for several seconds. That would make it an acceptable melee pull. Not too strong, not crap that only seems to work sometimes. It is still abusable, because you can Repel, or inverse Repel, an enemy into the air, which would allow someone to YOINK a target straight up and drop it... but falling damage subtracts from XP earned (the ground is an XP-stealing griefer), and to the best of my knowledge, very few of the toughest enemies are vulnerable to Repel, so it wouldn't be terribly exploitable. Especially as a single-target power. Variable mag wouldn't resolve the issue, that's already possible and it's not the applicable solution. The only approach is variable duration with a distance check.