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Everything posted by Luminara
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You mean exactly the same IOs and *PP powers brutes has access to, which allow brutes to exceed their cap as well? The options are identical across archetypes (Energy Mastery is the only *PP with a variance, tankers have Conserve Power, brutes have Superior Conditioning, neither can be slotted with -Res procs, so it's irrelevant in this context). The brute still has the higher Damage cap, higher damage at the Damage cap and, thus, higher overall damage when equivalent -Res is factored.
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Brutes have the higher Damage cap, 700%. Capped Fury plus Damage enhancements plus Build Up plus Assault plus Incarnates plus set bonuses still doesn't get them close to their cap, whereas a tanker with the same buffs is nearly at his/her 500% cap. And that's the brute's advantage. Buffs which would be wasted on a tanker carry much greater value for a brute. It requires teaming to gain that advantage, but there's nothing untoward about that. This is still an MMORPG, despite the low population and tendency for many of us to focus on solo play, and with so many similarities between archetypes, team play is where differentiation becomes evident and important. How each performs in a solo environment... well, not only does it not matter, as long as they're both performing well enough, but it would actually be detrimental to make brutes deal more damage solo simply to put them ahead of solo tankers because that would bleed over to team play and make brutes too strong on teams. If you want to see your brute exceed tanker damage output, team. Get buffed, get to the brute Damage cap and tell tankers to eat your rubber while you burn dust.
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I don't know. Since I can cap it so easily, I haven't investigated other methods of building or maintaining high Fury. As I said, though, it doesn't really mean much. Each point of Fury is 2% +Damage, and all +Damage is additive, so we're really talking about 20% +Damage tacked onto an attack that is already at 275% +Damage (180 from 90% Fury, 95% slotted +Damage), and it just doesn't add much overall. On my Staff/Willpower, it adds about 11 points of damage to Guarded Spin, 13 points to Innocuous Strikes, 10 points to Eye of the Storm... the biggest bump is to Sky Splitter, which gains 23 damage. Twenty three. That's it. The difference between 90% Fury and 100% Fury is, as far as I'm concerned, negligible. It doesn't matter enough to make any effort to pursue it. The only reason I have the proc at all is to build up Fury as rapidly as possible.
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Guarded/Innocuous/Guarded/Eye is my AoE chain, Guarded/Serpent's/Guarded/Sky is my single-target chain. Superior Brute's Fury: Recharge/Fury Bonus is 5 PPM. It has about a 1 in 3 chance of triggering on every enemy hit on this character. If my cone is saturated (5 targets), it's very, very unlikely that it will fail to trigger. Even if I'm down to a single target, it's about a ~34% chance, and since I'm using it every 2-3 seconds, it's sufficient to maintain my Fury above 90% in worst case scenarios and peg 100% very often. As can be seen in these screenshots, I'm hitting 100% on every spawn as I work my way through this mission. And that's with the proc slotted in a power with a 9' range (reduces proc chance), 90 degree arc (reduces proc chance), short base recharge time (reduces proc chance) and 123.53% Recharge Reduction from slotting and Agility Radial Paragon. Easy peasy dirty sleazy.
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I hit 100% on my Staff/Willpower frequently. I have the Brute's Fury proc in Guarded Spin and use it every other attack. It's almost meaningless, because it's really only a few extra points of damage, but it's not hard to do.
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Is your base on Krynn?
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What would be Combat Teleport's replacement? How would all of the people who selected Combat Teleport, and didn't take Teleport, be placated by the power's removal? Unless both of those questions can be answered, I don't foresee the HC team going down this road. Powers aren't removed without good reason, and "because Teleport doesn't have a popup power" isn't a good reason.
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Heh. Mop pole. 🤣
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The 60th anniversary is coming, and the last few series haven't garnered the acclaim of the previous ones, so it makes sense that they'd find a reason to bring back the most popular of the modern Doctors and tie up that hanging plot thread.
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Where's my Super Pack: Lords of Winter Sale?
Luminara replied to BlackSpectre's topic in General Discussion
No. Inf* purchase only, and only through the AH. You can purchase most of what's in the packs, though, in other ways. Merit vendor sells Winter enhancements for reward merits, the Candy Keeper sells the winter buffs and Universal Travel recipes, et cetera. The packs themselves don't drop or sell in any other way than the Special Salvage section of the AH. -
Where's my Super Pack: Lords of Winter Sale?
Luminara replied to BlackSpectre's topic in General Discussion
Ooo, drama. Better get my 3D glasses. -
It goes poof. Unless something is passed from one player to another, it's created or destroyed, not recycled. When you receive a drop, it's created on the fly. When you sell that drop to a vendor, it's destroyed on the fly.
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Expanding on this, it would require at least two accounts, as the maximum bid potential on a single account is 5000*200=1,000,000 transaction slots (and that's presuming the player levels every one of those 5000 characters to 50 to unlock all of the transaction slots, which just isn't going to happen). Presuming an average of 40,000 player-listed common salvage, that's another 4000 transaction slots necessary. So, roughly 5578 characters, 180 transaction slots apiece, two accounts. Switching between each of those 5000+ characters would require a minimum of 30 seconds, even with macros for the transactions. That would be about 47 hours of continuous activity, logging into each character, bidding on 180 stacks of salvage, logging out and logging into the next character. The sum total cost would be 10,000*10*180*5578=100,404,000,000 inf* spent on this attempt to capture the common salvage market, and that is, of course, presuming not a single person notices it and starts dumping common salvage in volume, and all this accomplishes is setting the minimum price at 10,000. The player then has to go back into those characters, spend another 47 hours logging in and out, to re-list all of the salvage at 100,000 inf* apiece, plus invest another 47 hours and another 5578 characters with bids for 99,999 inf* on common salvage, in order to actually drive the price up to 100,000. We're up to three accounts, 100,404,000,000 inf* plus transaction fees (which increase significantly when the player starts re-listing everything for 100,000 inf*) and continually incoming salvage from players, and 141+ hours, at the bare minimum. That's about 10 days of continuous logging in and out and making transactions on the market (with a little time each day for eating, bathroom breaks, and 8 hours of sleep). If all of that happens, and no-one sees the common salvage stock dwindling rapidly, no-one goes on a Brainstorm spree and unloads several hundred thousand common salvage, not a single member of the HC team pays any attention or responds to player PMs, then yeah, common salvage could spike up to 100,000 inf* apiece. Briefly. I say briefly because I have no doubt that the instant one of the developers did see what happened, they'd log in and dump another 10,000,000 seeded commons, instantly bringing the price back down to 10,000 and leaving the manipulator stuck with 10-11 million pieces of common salvage he/she couldn't sell at the listed 100,000 inf*, resulting in an enormous loss in invested time and inf*. Not happening. No-one's that dedicated to chaos or control, and even if someone really tried, the incoming salvage and developer attention would make it a pointless and hideously expensive endeavor.
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If someone invests 100,000,000,000+ to purchase all 10,000,000 seeded commons at 10,000 apiece plus all player-listed commons, everyone alive has a bout of dementia and forgets that drops, base storage and Brainstorms exist, and the HC team decides not to dump another 10,000,000 seeded commons on the market, thus negating all of the work and time the manipulator put into the attempt to drive the price up to 100,000, that could happen. It's somewhat less likely than my sex life becoming something more than a fantasy, but it could happen.
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Where's my Super Pack: Lords of Winter Sale?
Luminara replied to BlackSpectre's topic in General Discussion
Last year's sale was the final one. -
If you were to add a zone to the Rogue Islands...
Luminara replied to Techwright's topic in General Discussion
AND A RUM METER! When the rum meter is empty, they all stop carousing and dancing and start fighting. And pirate bosses with PBAoE Confuses that make the player carouse and dance with the pirates! Yo ho, me hearties. -
It has nothing to do with portals. I was nowhere near a base portal, a tram station, a ferry, an Ouroboros portal or any other transportation access point when I tested. The float notifications on minimum height characters appear near the top of the screen, instead of the center. Look at the screenshot in the first post, where the float notification is circled in red. That should be just above his character's head.
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We've been around the block with this enough times that it's clear that some people need "official" rules. They know they can impose these restrictions on themselves, but a self-imposed restriction can be ignored. If the game forces them to play a certain way, though, if the restrictions are imposed on them by the game, they can't be side-stepped or disregarded. It has nothing to do with their peer group, they're not interested in making anyone else play their way, they just want themselves to be restricted in an "official" way so they don't have to deal with the temptation to break self-imposed rules. I do somewhat understand the problem. I've been trying to quit smoking for 15 years, since my left lung collapsed, and still haven't succeeded. Sometimes willpower just isn't enough. I don't see a separate server with a different set of rules happening here, but I can respect the request from that perspective.