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Luminara

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Everything posted by Luminara

  1. https://cod.uberguy.net/html/power.html?power=incarnate.interface_silent.to_hit_debuff&at=arachnos_soldier https://cod.uberguy.net/html/power.html?power=incarnate.interface_silent.resistance_debuff&at=arachnos_soldier I've selected Arachnos Soldier for expediency, the effects don't vary by archetype. When you open those pages, you'll note three icons to the far right. The first indicates collective stacking, which means up to four different sources can stack the effect. Sources being, in this context, other players. If you're teamed and a bunch of you are using the same Interface, it will stack up to 4x. The benefit in teaming is faster stacking. The second icon says the power also stacks for the character, up to four times. So if you're solo, you can still stack them 4x. Takes longer by your lonesome (depending on build, of course), but the end result is the same as you'd have in a team, four stacks of the effect. The third is a standard restriction on non-slottable powers, like temp powers, and all -Res. Some things just aren't allowed to be enhanced or buffed, even with global boosts. Interface effects fall under that rule. 4 stacks of Reactive, 10%. 4 stacks of Diamagnetic, 20%. Purple patch and special Resistances (such as AV Resistances) apply, of course, so fighting +X foes and/or superior foes reduces the net effect by the appropriate amount. All of the Interface powers are set up this way. The DoTs can stack up to 8 times, debuffs and controls stack up to 4 times, solo or teamed.
  2. I use Diamagnetic Core for any character with survivability issues, haven't noticed any problems. Stacking 20% -ToHit is very effective at mitigating damage. Otherwise, I use Reactive Core. 10% (4 * 2.5%) extra -Res, without spending a slot or interrupting my attack chain? Yes, please.
  3. No-one on a liquid diet gives a shit. A dribble. A squirt, perhaps. If you were taking in more fiber, you wouldn't have vampirrhea.
  4. Boondock Saints.
  5. They're flagged Unique, so no, you can't.
  6. The copyright line. I'm in trouble now!
  7. 'Tis but a name that is thine enemy. Though art thyself, though not a character. What's a character? It is not hand nor foot nor arm nor face. Oh, be some other name belonging to an archetype! What's in a name? That which we call a villain by any other word would smell as stinky.
  8. Is there something wrong with the coyote travel power?
  9. No Roy Orbison? Kill Orb Be Killed? One Way Orb Another? Disorbpointing.
  10. That kind of design doesn't belong in this game. And if your redesign is so complicated that it mandates players undergo a hand-holding session to untangle it, it's not simple.
  11. I'm allowed to be concise and direct once or twice a year. Ask the mods!
  12. It's Co*. There's always a butt.
  13. https://cod.uberguy.net/html/entity.html?entity=redcaps_jack_in_irons <-Normal Jack in Irons https://cod.uberguy.net/html/entity.html?entity=event_jack_in_irons <-Event Jack in Irons The only difference shown between them is the internal level range (normal Jack is 25-34, event Jack is 18-54), and normal Jack is Raid tagged (bonus effects for some archetypes).
  14. What's your proposal for maintaining the economy when pack prices are reduced? They're the largest inf* sinks in the game and provide a significant stabilization effect on the economy. They can't simply be price-slashed without a corresponding sink of equivalent value and expected use. So what are you going to sell, and be certain people will buy, to compensate?
  15. I play non-standard characters. Petless mastermind. Petless dominator with only two controls used frequently (Possess and Fearsome Stare). Melee sentinels. So if I do find myself thinking I could do what someone else is doing better, they really have to be screwing the pooch. But I wouldn't comment on it, because I also know I can be humbled at any moment. I'm not perfect. I'm not exceptional. I'm not the best, or the smartest, or the wisest. I assume there's always someone better, smarter, more capable. Moreover, I'm not the one playing that player's character, or using that character's build, so I'm in no position to say what he/she could or should be doing. If he/she is enjoying it, that's reason enough to keep my nose out of his/her business. My foot belongs in enemy faces, not in my own mouth.
  16. Eden. All of the hazard zones still have electricity going to them (visit any of them at night, you'll see the windows light up in buildings, even the half-destroyed buildings), and plenty of standing structures in which one can squat. It's not like civvies are going to come knocking on the door, demanding rent or payment for utilities or cups of sugar, which ensures isolation and serenity. So I'd move into a Crey building in Eden and use the sci/tech goodies to set up comfortable bunker (reverse osmosis water filtration, aquaponic garden, heat, light). Outside, I have a forest to enjoy, and it's even filled with targets I can use to stay in shape. Just need some cats and it's home.
  17. I agree, it's broken. It hasn't removed my costume once. Goddamn power can't even take off one of my boots. USELESS.
  18. So you've basically just deleted SOs and renamed IOs, in an unnecessarily convoluted way. The exemplar system already does that. A reduction in enhancement strength is applied when a character is exemplared. The lower the level exemplared to, the greater the reduction. The total reduction does go slightly below what a native level enhancement would provide at the exemplared level, but that's intentional, a balance measure to account for the greater number of slots available to the exemplared character. The basic enhancement boosts themselves, such as Damage, or Accuracy, or Endurance Reduction, are never completely disabled. Only set bonuses are shut off when a exemplared below a power's availability. Even though the power itself might not be usable, slotted enhancements will still provide boosts to that power. So this entire subsection is unnecessary. I'm not going to go any further. You're proposing a complete redesign of the enhancement system without a corresponding rebalance of the game to account for it. That's not going to happen. The game is, still, balanced around SOs, because SOs provide the baseline for development expectations. That 33.3% that a +0 SO provides is key to creating a playable experience. Trying to redesign critters around 19.2% at this level and 36.7% at that level, fiddling with their HP and powers and creating new critters and powers to fill gaps, would be a massive amount of work. It takes our boys and girls on the HC team several months to create a few missions with a handful of new critters or revamped old critters. Redoing the entire game around a new enhancement system would take them years, and they wouldn't be fixing bugs or working on new content in that period. Unless you're volunteering to spend the next several years doing all of the balance work to make this functional, in which case, go for it. Some of us will still be here in 2035, when you're finished. Oh, hang on, I do see one more thing that I want to address... Nope. Diversity comes from choice, not restriction. I choose to pursue certain set bonuses, like +Movement, because I want to. Take away the ability to make that choice and you don't encourage me to diversify my slotting, you take away a reason to play. I play Co* because it offers me the option to create my characters my way, and set bonuses play a big part of that. Start locking me out of choices and I'm not going to try to find different sets, I'll find a different game.
  19. I don't know of any games which use a true random number generator, all of them, including this one, use a pseudo-random number generator. PRNGs only give the appearance of randomness. It's more accurate to call them number generators with somewhat randomized results, than random number generators. They create results which are statistically random, but not truly random. In large samples, PRNGs display deterministic outputs. Meaning, patterns. In this image, you see true random number generation plotted as points on the left. On the right, an image generated with results from a PRNG. This is how Co*'s RNG works. This is why it streaks. The streak breaker addresses a single aspect of the pseudo-randomness, forcing hits after X rolls at Y hit chance, but it doesn't address things like drops, or non-sequential deterministic results (such as having an attack miss, continuing to cycle through your attack chain, and having the same attack miss again when you return to it, and that sequence repeating on the third cycle, the fourth, et fucking cetera (yeah, that shit really does get under my skin)). I don't know if it's due to the narrow output range (00.00 - 100.00), or the seed itself, but streakiness in this game is definitely "a thing", and it's not limited to hit rolls. So yes, your drops can be terrible, or incredible, and then suddenly turn around, because you're on or off of a streak.
  20. A C R U M M Y C O M M E R C I A L S O N O F A B I T C H
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