Doomguide2005
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Any Updates on the "no streaming" rule?
Doomguide2005 replied to jackalcoh's topic in General Discussion
Yes it works as well as as the holders wish ... to an extent. My mom worked for years as a legal secretary for patent and trademarks attorneys and one thing she mentioned once might apply here. Really huge company owns something. Really tiny company develops similarly product or names a their own similar product a similar name as huge companies product. Huge company could ignore this, it's barely a blip on their radar, tiny company couldn't remotely stop them in court battle or directly hurt them financially. But huge company does nothing, ignores it. Now another huge company comes along and also "copies" product or name. This can cause considerable financial trouble. To court we go where rival company now says to judge but they did nothing when tiny company did the same thing, that's not fair! Basically it weakens their court case if they don't curb stomp the heck out anyone or anything that might infringe on their name or product. Or put another way in that light if you've got a tiger by the cajones don't give it any reason to turn and bite. -
Interesting but fairly easy to test if you're up for some pain. Open combat attributes to monitor your toxic resists and go let some Vahz puke on you. Either you'll see the resistance kick in or you'll think this was some really stupid advice 😜 Also there's a tool tip slider bar when looking at your powers. It defaults I think to your current level but you can move the slider to anything up to 50 (or back down to level 1). But that's going off memories from before my computer died a few months back. Edit: For what it's worth I'm pretty sure those scaling resistances do not apply to psi and toxic. Those types if I'm not mistaken weren't even named way back at launch. The resistances basically pair off with the positionals. Melee with S/L, Ranged with Pos/Neg, etc. You'll see it when looking at set bonuses with the matching types being half value and vice versa. Psi and Toxic aren't matched up that way.
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No but one hit could do a fairly significant debuff making it a lot easier for the second to land, like drop it 10% or more if you have no ddr. Edit: And a normal +4 boss will also have about an 18% chance (i.e.just under a 1 in 5 chance) to land that first hit vs +40% defense (1.3×1.4×10) which in turn puts the second hit just shy of 50/50 with a ~10% defdebuff from the first attack or overall slightly worse than 1 in 10 to get double tapped like that with a 40% defense. Fighting through ×8 mobs that's going to happen and Cimerorans bosses are BS wielders (pun intended).
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GMs already spawn on a sliding scale so there's no need to make them weak (or strong) based on zone. At least that's how it worked last I knew assuming it hasn't been changed.
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Only two things, by themselves, make one undetectable to everything in the PvE game that doesn't straight up ignore stealth. Hide (150ft) and Superior Invisibility (200ft). The list grows much longer if all you want to remain undetected by is minions, lts, bosses and AVs.
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Sweet, glad it was fun (free) for all. The ITF is not what I'd call Herdicane friendly. Lots of relatively open maps or caves where you can push things into the geometry. If you combine that with multiple folks running Hurricane but likely not coordinating very well you get lots of debuffed but probably scattered mobs. Sounds like you had trouble immobilizing Rommy which is pretty much a necessity. I know Tornado has a fear component. Rommy's already prone to running all over Tornado probably just makes it worse. And I can't recall for certain but LS description makes it sound like it causes fear as well. I've seen Tornado make Lord Recluse in the then STF rabbit all over the place. As for defense issues first they are Cimmies, they throw defense debuffs around like there's no tomorrow. Second those large open outdoor maps I think folks naturally tend to spread out and before you know it you may not be stacking it as much as you'd like or think you are. Other wise yes 3 defenders plus 5 controllers stacking Steamy Mist is +33.75% defense (all) before you even add in enhancements or the rest of the builds defenses. Assuming a bunch of level 50+ I'd be real surprised to find defenses sub 45%.
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😛 All Stormie is almost a guarantee for chaos, bodies everywhere. When I did an all Storm ITF it was with Perfect Storms from the RO Network post IO but pre Incarnate and no KB to KD IOs. So many Tornados and Lightning Storms running amok.
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I'll give you ambushes could throw a nasty wrinkle on things especially on high(er) team size settings. But even then there's usually cues in chat etc.. the player should catch. Ultimately even if it is increasing the difficult it does fall back to the player, no one else there. Guess you say that makes it relevant to the player. But that's more special case(s) than a "by and large" situation. That's odd somehow didn't quote your whole post. Ah were both busy editting/typing 😄
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Active Build 2 and 3 have no powers available
Doomguide2005 replied to Garble's topic in [Open Beta] Bug Report Archive
Have you already trained up to 50 on the primary build? Sorry in advance if that's a dumb question been awhile since I've been able to get online (outside of this phone) and haven't been on test since Live. The extra builds afaik don't normally unlock until you are actually a trained lvl 10+ and 50+. Might not start showing up until you've leveled your primary build to 10 is what I'm wondering. -
I'd say for solo it's more like irrelevant than an increase or decrease. There's no body to share the aggro with except your pets. And in any case it's pretty much 100% under the character/players control. You've got no one but yourself (or maybe your pets) to blame if you aggro too much.
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No, increasing the aggro limit will in general decrease the risk to a team. Aggro is what happens when your Threat rating vs a foe is greater than everyone else's. Right now a Tank is designed to generate more Threat than everyone else. Hence the Tank is most likely to get the attention and attacks of the first 17 foes to notice the team (assuming 'normal' team and tank activity). Foes beyond those 17 check their Threat values vs the team and will Aggro on the player that tops that list and so on and so on until you get either 17 foes on each team member or no one else is generating Threat to a given foe. All that leads to if the Tank's Aggro limit is increased that Tank will grab the attention/attacks of more of the foes making it increasingly safer or less likely any foes remain to Aggro on any other team member ... who are then free to door sit, use the restroom, or blow to smithereens those aggro'd on the Tank with maybe a wee little chance (i.e. risk) of moving up those foes Threat list enough to turn their attention to their new target of hatred (change who've they've Aggro'd on). Edit: The above is a fairly simplified explanation. Threat and Aggro while more exposed now than on Live (since we now can see the code) are still relatively poorly understood when compared to something like the Attack Mechanics.
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Probably not. If I'm reading the CoD link correctly the target gains +10000% resistance to Teleport about 0.2 seconds after the Teleport itself. I'm guessing you have to do some trickery to get it to stack Mag even some of the time. And yes all Stormies is crazy fun.
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Slotting Range increase on /Electrical Affinity-Question
Doomguide2005 replied to Rominesh's topic in Corruptor
I do not know. But I'd strongly suspect the answer is no. Head to the test server and ED cap the power with range (to make it as obvious as possible). Either get a friend to join you or ask someone on the server to help out. -
I've been really enjoying an Elec/Fire blaster. The build has an absurd number of PBAoEs and lives to be in the middle of a mob dishing out their damage.
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And an uncivilized one at that ... or he might find himself getting eaten by this normally civilized "rules lawyer" 🤪 It's a tendency I have learned to rein in (I hope) until I know the recipient wants to get buried in 'the details'.
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No doubt, the method was both really old and largely more for the silliness of moving about in rest as anything I suspect.
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I'm a lot like Snarky, I'd just ignore the old fashioned way and only respond in chat if they were wrong to the point of harm or just thank them for the detailed response. Edit: As for Help and General chat I don't remove them so much as move them to their own window which can be more readily ignored unless I'm into popcorn for a bit.
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And one last Mids detail, if you look at GM Impervium's screen shot you'll see a green dot in the power choice for Invicibility. If it's lit up green (as it is in his screen shot) that means Mids is including those values in its totals. If not present or not lit green (such as currently displayed in Ninja Run) the value of that power is not included in your totals.
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I would probably set the slider to 1. Then build for whatever caps your looking to reach. That way if facing a single foe like an AV, EB GM etc. you'll know you're able to cap with just that foe in your aura. More foes will just increase your defense then against getting debuffed or foes with To Hit.
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What's the slider on Invincibility set to? You get a bonus on defense for each foe in range. The slider can go from 1 to 10 foes in the Aura. If your set to 10 and comparing it to you standing in WW the bonus will be markedly different.
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You're probably right. It's been quite a while since I've solo'd such mobs particularly on a squishy while leveling up. I do remember a set of DE missions where entire load outs of breakfrees weren't enough to get through owing to the various mezzing fungoids. My poor Kin/Psy defender 😴
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This is where I really wish I could get in game (and see combat attributes). I agree with Luminara that other Mez is a bigger issues. I also agree Stun is more likely to get you dead. It's not even that sleep is unusual, but it tends to be more annoying and self limiting. Sure some sleeps are dangerously damaging but with many the damage is fairly minor and they'll wake you up again with a different attack you get off an attack or three then they put you to sleep again etc.. Defense should help a lot here in the age of IOs. At one time I solo'd my Emp/Rad/Dark in Cimeroran repeatables. I did so on "Invincible" difficulty. She did two things that helped particularly against mobs with 2 Cimmie bosses. As Luminara described she used Air Superiority to keep one boss bouncing while using Cosmic Burst on the other to keep them stunned. Combined with her two Auras (and inspire use, HA) this was enough to handle what damage did get through especially while dealing with the rest of the mob. Secondly she had the Eye of Magus accolade power and would use that to buff her otherwise essentially non-existent defense and resistance (the build was all about recharge). If I did use her Nuke it was while both her RA and Geas of the Kind Ones were running ... nukes weren't crashless, yet. But it was definitely slow going when the Auras were down.