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Everything posted by Luminara
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The moment a character goes to the "It" list.
Luminara replied to Luminara's topic in General Discussion
It doesn't have privacy. I like to be alone when I'm touching my things. -
Animation Time Before Effect 0.867 sec 15 - 0.867 = 14.133
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Give us something to do with the Incarnate Shards.
Luminara replied to rolandgrey's topic in Suggestions & Feedback
If players have a sizable stockpile of them, then suddenly giving them value might have negative repercussions on the economy. Given that they don't replace other items on the drop list, or reduce the chances for other items to drop, or cut into inventory space, there's no real harm in their existence as it is now, meaningless bits of game fluff. Probably best to just ignore them, rather than create a larger problem by making them worthwhile at this point. -
The effects of redraw are purely psychological. BAB revised the animation system more than ten years ago, so animation times with and without a weapon drawn are identical. It was tested and proven to work back then, and it was tested on these servers and proven to still be true recently. My main isn't a Staff/Willpower brute because I wanted more damage mitigation. I could've gotten that with a different secondary. And if I wanted Build Up, I would've made a stalker, not a brute, or, again, used a different secondary with another means of increasing damage output. There's nothing wrong with Staff Fighting. It's a good middle-of-the-road melee set that trades off some single-target damage for more AoE damage. It's not Energy Melee, but it's also not Kinetic Melee, and it doesn't need to be changed. Certainly not in a way that would make it almost identical to the stalker variant. If you want stalker Staff Fighting, play a stalker.
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I have fifteen or sixteen level 50 characters. Some I enjoy immensely, others I thought would be nifty when I started them, but turned out to be less than expected, or couldn't be adapted to my play style, and some that are fine in every way, but just don't grab me the way I hoped they would. But of the ones I play regularly, only two have crossed that invisible threshold. And for me, it turns out that this threshold is salvage storage capacity. I've always enjoyed my Ice/Willpower sentinel, but after the Page 5 revisions, I've been playing it so much that I ran out of storage for salvage several times. I'd be flitting along in a mission and see that red text glaring at me, mutter and grumble and open the window to dump some stacks into the vault. Logged into the character this morning, checked my inventory, and saw that I had about 130, but no full stacks. And I knew that I'd be stopping at some point today to juggle salvage if I didn't do something about it. Okay, you're wondering why I'm not just clearing my salvage storage daily, emptying the whole thing and moving on. See, I craft all of the uncommon/rare/very rare recipes that drop, and since we don't have access to the market from bases, where I do my crafting, it's easier to just keep it in my inventory. I have four salvage bins... and they're all full of rare salvage, catalysts, Aethers, et cetera, plus a handful of common and uncommon stuff for empowerment buffs. I carry common and uncommon salvage on every character, moving stacks out when I have more than 10 of something. It's convenient for me. Until it becomes inconvenient. I don't play most of my characters often enough for it to be a nuisance, certainly not enough to warrant spending an hour crafting level 25 and 30 IOs and deleting them or selling them at a loss just to get rid of them. That's just not part of the allure of this game, for me. I'm playing to pew-pew smushsmush, not micro-manage drops and inventories. My base storage is a cluttered mess, enhancements and salvage scattered all over the place, despite my best intentions when I put the storage racks in. I live in a 12'x16' off-grid cabin, I don't have indoor plumbing, I work odd jobs, so I'm already well beyond my happiness level when it comes to micro-managing things. Water, power, firewood, finances, time, space inside the cabin... I'm just not doing it in a game. That was when I realized that I'd crossed the line with this sentinel. Not because I was still excited to play the character, or that I was exceptionally pleased with the results from my latest respec, or because I wanted badges, or even the Page 5 improvements, but because I'm willing to dedicate myself to a task in which I have no real interest. When I chose to make an improvement for which I almost never feel a need, or even purpose, even though it was boring and could've been easily sidestepped by simply throwing away a bunch of almost worthless salvage, that was when I understood that I was dedicated to playing this one forever. It's not just an alt, it's not just another character, it's special. Everyone has that moment. The decision to commit fully to a character. What's yours?
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Bear in mind that sphere radii exist to control the effectiveness of AoEs. Play a sentinel (smaller target caps) at a large team size setting with a rain-type AoE, or any character with a toggle AoE/PBAoE, and you'll notice that the target cap isn't fixed at the time of activation. Enemies which were unaffected at activation will be affected when other enemies exit the AoE or are defeated. Consequently, removing that limitation would entail adding another limitation, such as reduced effects or even smaller target caps. So before going hog wild theorycrafting massive radius AoEs, consider what you'd be willing to give up to obtain them.
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It's not a display error. It's not the result of having multiple IOs slotted, I only have one. It's not the power in which I have the IO slotted (High Pain Tolerance, sentinel), I also have Numina's Convalescence +Recovery/Regeneration slotted in that power and it isn't stacking. Every time I change maps, another 0.10% of Regeneration is added... and it's not limited to 5, either. The only constraints on this are the 120s duration of the +Regeneration and the player's map load speed. I just popped into and out of my base several times to make this screenshot, took me less than a minute to accumulate that much +Regeneration. For comparison, this character's total should be 3.74%. I have 15 stacks in this screenshot, and I could have stacked more. I would've noticed this sooner, but I didn't have it slotted in the correct power on this character until my last couple of respecs (had it in Tough as a mule, never turned on, so the boost was never applied). Then I started seeing my total Regeneration varying, wildly at times, and woke up this morning with an urge to investigate. Guessing that, when +Regeneration was added to the IO, it was flagged not to stack with other IOs, but not flagged not to stack with itself, like other +Regeneration boosts (Numina's, Regenerative Tissue). That would make it a legacy bug, but considering the exploitability of this, it really should be addressed.
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If that were the case, @Bill Z Bubba wouldn't be AWOL. And I can say that there have been numerous changes that I didn't particularly like, but they happened anyway. The new sentinel inherent? Not a fan. The removal of Empyrean merit conversion to reward merits? Kick in the naughty spot. Glue Arrow being set to location-targeted? Hate it so much I don't take Glue Arrow on any of my TA/* or */TA characters. Toggle suspension on offensive toggles? Strenuously argued against it. Look at my post count. Look at my rep. Did those numbers have any sway? Nope. If they were making an effort to satisfy me, they failed miserably. But that's the thing, they aren't making an effort to satisfy me. Or @Bill Z Bubba, or @Troo, or @Snarky, or any individual or group of individuals with a high post count or rep. They're trying to do the most good for the greatest number of people. Sometimes that means some of us don't get what we want. Sometimes it means some of us have something taken away. But it also means others do get what they want, or gain something. That's life. Being garrulous or popular doesn't give anyone control over development. Nor does coming in after the fact and having a snowflake meltdown. The HC team does their own thing, we're all just along for the ride.
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https://cod.uberguy.net/html/entity.html?entity=pets_terror https://cod.uberguy.net/html/power.html?power=pets.terror.cloak_of_fear&at=minion_pets https://cod.uberguy.net/html/power.html?power=pets.terror.terrify&at=minion_pets https://forums.homecomingservers.com/forum/21-dominator/
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Cremate's endurance cost should be 10.66, not 18.98. Psychic Shockwave's damage is set to scale 0.6031, whereas the other versions (blaster and dominator) are set to 1.1 and 1.0954, the recharge time was never doubled as is intended for *PP powers (it's identical to the non-*PP variants (20 seconds)) and the 18,512 endurance cost is wrong (it's identical to the dominator Psionic Assault power, which is otherwise identical to the blaster Mental Manipulation power, except with an inexplicable 80% increase in endurance cost (why is the dominator variant that expensive?). Pulverize's endurance cost should be 10.66, not 8.53. There are more, like Thunder Strike, Midnight Grasp... lots of sentinel *PP powers aren't following the formulae.
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