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Everything posted by InvaderStych
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Staff/Regen Scrapper. Bonus points for adding more click powers via pools. All the redraw, none of the damage.
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Guys. It doesn't really matter. Yes. Combat log will show them in order from right (6) to lpeft (1). But they all fire at the same time as far as the server is concerned. There are only two cases where someone can gain an advantage from this (that I have found, to date): 1. Procs in Burn. Because Burn double-dips Procs (broken power is broken) it is possible for Burn to activate a -Res piece which will then boost damage of its own damage procs. This is a side effect of Burn and no one has yet posted a power that behaves similarly. This: ... is false. This happens in Burn, and only in Burn. Every other power I have tested does not do this. Procs all fire simultaneously and do not interact with each other in this way during a single power execution. 2. Delayed Damage Powers can be boosted by their own -Res piece. I have personally tested this in Mass Levitate and Savage Leap. Here it also does not matter what slot is used. Put it in slot 1 or in slot 6 and the effect is the same. The key here is that the damage is on delay, and thus triggered in server time after procs have fired with the power's activation. This means that ML and SL (maybe other powers on delay that I have not tested) can boost damage with their own -Res procs. Every single other instance I tested and it really doesn't matter. We're seeing them in logs in that order, but for calculations they all fire at the same time. Putting -Res in front won't boost the damage procs in line after it, and putting something with a duration (SCS +50%, FF+rech, etc) as the last to fire will NOT give you back extra duration. This urban legend of firing order is partially my fault. Yes. Combat Log lists them from Right to Left, or 6 to 1. No they are not actually activating at separate times and do not influence each other within a single power activation. It's all on the tick that counts as the power's activation. Same time. Logs are just linear, that's it. I still slot duration effects to the left and damage/debuff effects to the right, because that is the correct application for OCD. 😄
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Hmm. I've really only messed with /stone when it was in beta. Aside from Brimstone and Geode I didn't pay much attention to other aspects of the set when testing it out. Ran a quick and meaningless "test" against some even level Thorns to make it easier to watch power analyzer. PA does show a movement debuff when they're in the pots, but no slo-mo effect. In-game info describes it as a 61.25% (iirc) debuff and -3.50 to run speed, whatever that means. Seemed they were being slowed by about 5mph? Definitely no visual slo-mo. Reaction Time is described as 70% / -3.50, and the slo-motion effect is definitely there, but I did not run anything on the blaster to see what PA had to say about it. Don't have a brute or tank to compare against. Certainly does not seem as effective as it should be, but that's not even remotely based on anything resembling evidence.
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Add a fun RP/PvP Zone Event!
InvaderStych replied to PeregrineFalcon's topic in Suggestions & Feedback
The analogy was for the now locked thread in General, specifically. Not the two communities in general. 🍻 In order to avoid another Wall Of Text By Stych: I appreciate the idea of it being "Opt-in," but that won't stop people from using chat to harass those who are in zone but not participating. Still a hard no from me. Whenever a hard-core PvE only player comes along to complain that there are badges/temp powers gated behind PvP Zones we all kindly (some less so) remind them that PvP Zones are for PvP and entering that zone is consent to engage. PvE zones deserve the same level of respect. -
Add a fun RP/PvP Zone Event!
InvaderStych replied to PeregrineFalcon's topic in Suggestions & Feedback
Posting here because the thread in General has devolved into folks hurling thinly veiled insults at each other over gaming preferences, which kind of reminds me of the time I watched a group of Karaoke kids get bent out of shape at a bar because Open Mic Poetry Night ran long and the two groups were just shy of coming to blows. Almost the nerdiest turf war I've ever seen. I say almost because gaming forums exist. 😄 For the record: I fully support allocating Dev time and Resources to improving the PvP experience, and suggest that the PvP community focus their efforts in that direction rather than attempting to create PvP events that impose upon players who are not interested in them for whatever reason. Some of us either prefer our PvP elsewhere (me, for example) or simply do not wish to engage in any form of PvP gaming. No matter the reason, the desire deserves to be respected. Full stop. As to fielding questions: What about Numina teams? Are they supposed to put their TF on hold because one of the numerous street hunts happens to be in a zone suddenly flagged for open PvP? What about players who are in the middle of a mission which they started from a PvE zone, then exit that mission to discover the PvP event has begun in the interim? Or players who are in the middle of an arc where the next mission door is in a zone with an active PvP event? Or being sent to a new contact in said zone? There are countless ways an event like this could catch someone out, and simply "Go play somewhere else for a while" is neither a good enough answer nor a sign or respect for those players. Emphasized portion is basically unpossible. Historically (and correctly), entering a PvP zone is consenting to PvP. If you are in zone you are a viable target. Period. This is as it should be and as it should remain. Again, I have no qualms with the PvP community, and hope they get the Dev attention they rightly deserve. PvP in this game could use a whole host of improvements in order to increase engagement and broaden said community. Shoe-Horning PvP into PvE zones, no matter how temporary, is not going to achieve those goals. -
I'd suggest reviewing the Trapdoor Results thread down in ScrapperTown. There are a lot more Tanks posting times in the 4:xx minute range than can be justifiably called "edge" cases. Not really sure +4 Arachnos count as "Trash," but maybe I am just terribad at the game. 😄 Part of the issue is that the Gauntlet buffs resulted in AoEs that fire procs more often than they should because PPM is still calculated on the base AoE size, not the buffed AoE size. Add in the increased target cap size and voila. We've got an AT that requires the least "investment" in durability with a broken mechanic that can be exploited for more damage than the AT should be putting out. Single Target is where the "Edge Case" argument can be made, although there are some pretty impressive times posted by Tanks in that respect as well. Also recall that both Brutes and Tanks have an inherent that buffs Attacks found in armor sets. Scrapper crits do not affect these powers, which doesn't really help level out the trade off of less durability for more damage. This was always the case with Brute's Fury, but after the Gauntlet AoE buffs we can add Tanks to that list. In terms of damage output writ large, probably not a huge difference numerically - but it is the durability differential that makes it an issue for me personally. Tanks, after the buff to base damage and Gauntlet, are far too close to Scrappers in effective damage output in a target saturated environment (which is how "everyone" plays, basically) considering how much less durable Scrappers are in that same scenario.
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It ignores external (global) +Range buffs from Clarion Radial, Set Bonuses, Blaster Slow snipes and similar sources. Enhancements are the only way to increase its range.
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Combat Teleport doesn't slot Defense sets. Because it doesn't need to. It is packed full of Unmitigated Awesome as it is. @Bojutsu - Turning off "Default Field of View" is an absolute game changer for CT. Doing this widens the FoV (the value it had when I turned off default was perfect) making it very easy to change levels (mezzanines, shipping container stacks, etc) very easily with CT. Remember: if you can target it, you can CT to it. This includes mobs in office maps where you can see them through a window, or ones in the pill-boxes in Council caves. Using CT to cross a mission map with a "lead the npc to the door" objective means they sprint to follow you to each point where you land instead of their usual, overly casual walking speed. Recent changes to mission pathing behind the scenes means it is easier to get out of range for this trick than when CT was new, but it still works. It does *NOT* work on hostile/hostage NPCs as reliably as it does on Rescues, but that make narrative sense. CT, and any other teleport or tele-nuke that is targeted via a macro can also be used on friendlies and NPCs. Clarion Radial + Burst of Speed -> Target the Ninja who ran ahead to the end of the mission map and port straight to them. BoS has twice the base range of CT and will accept global +range buffs as well as enhancement. Also, "powexec_location cursor" is great for "Port Me Here" on-demand with left-mouse. Definitely enhance CT for range. It is coded to ignore external range bonuses (like Clarion Radial or the temporary range buff from a blaster slow snipe), so the only way to get more range out of it is from enhancement. Finally, don't sleep on the new Warp set. Good bonuses and the +Perception will fire with each activation of CT. @Vulpoid - Savage Leap is already targeted. It doesn't need a macro/bind - although I like your combo that picks a new target - unlike the other powers which are all location targeted and need to be either bound or macro'd to "powexec_location." The "RAWR" macro in your list is extraneous. 🙂 🍻
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Pretty sure that accusing anyone who disagrees with you and has a high post count of being an Evil Secret Developer would be the textbook definition of taking the internet too seriously. Please let it go. We're attempting to have a conversation here in spite of your conspiratorial accusations. That makes more sense. Probably best implemented as a Proc120 as @arcane mentioned. 25% feels quite high though; 15% might be a more balanced value.
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Best all around solo character (no AVs/Monsters)
InvaderStych replied to Ravenprince's topic in Archetypes
***/WP Brute. As "Fire and Forget" as it gets. -
Resistance is it's own debuff resistance, it doesn't have a separate stat like defense. Not sure a proc can add to RDR without just adding +Res to (all) which would be numerical madness of the OP variety. Could be wrong though. Otherwise +1 vote for a VR Heal set.
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What's missing in the character creator?
InvaderStych replied to Jack Power's topic in General Discussion
Has anyone mentioned Renegade Hats for Female Toons yet? -
Daredevil On D+...?
InvaderStych replied to ThaOGDreamWeaver's topic in Comic, Hero & Villain Culture
Very mixed feelings about this. Vincent's Fisk is great, however ... ... the only character I really want pulled forward Misty. Give Misty her own series already. 😠 -
Possible to flip the salvage market?
InvaderStych replied to Outrider_01's topic in General Discussion
*quietly takes notes for pricing on all that salvage he dumps on the market to feed the crafters* -
An Accurate Healing set that incorporated some amount of damage enhancement should qualify as unique enough to distinguish itself. Borrow a little from the new IMT set for layout.
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Ok, admittedly off topic, but wtf are you on about? Honda isn't running an F1 team this year, and unless they're suddenly providing engines for Ferrari and at least two other teams those numbers aren't even possible. 😄 (2 drivers per team) MotoGP, maybe? Except those numbers aren't right for that sport either. 😄
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Nice! Completely missed this one over the years. References on references: https://www.imdb.com/title/tt0041650/ (Was remade by Disney in the late 90s)
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Bug: Irradiated Ground does not accept Archetype Enhancements.
InvaderStych replied to Willdabeastalt1's topic in Bug Reports
This is because IG doesn't follow the "Once Every 10s" activation period rule for procs (and probably Interface, but I've never tested it) which was imposed on all damage auras and things like Caltrops around the time we were all rolling dual-aura melee toons and bee-lining the original implementation of Interface powers that turned Rains/Trops/Auras into Insta-Jib AoE powers. 😄 -
Bug: Irradiated Ground does not accept Archetype Enhancements.
InvaderStych replied to Willdabeastalt1's topic in Bug Reports
Turning into a standard aura like Death Shroud et al solves both of those problems while preventing the over-the-top potential listed above. -
Bug: Irradiated Ground does not accept Archetype Enhancements.
InvaderStych replied to Willdabeastalt1's topic in Bug Reports
If you're asking what I think you're asking, then yeah, he's probably implying what you think he's implying. But its still gonna be a minute or seven. As to the OP: Not exactly a bug. Assuming it could be made to work correctly it would be crazy OP. IIRC though the ATO buffs would go to the pet it spawns rather than the player. I vaguely recall that being mentioned when this was discussed previously. IG is a weird power. Other pseudo-pet powers don't necessarily have this problem, but IG is one of the ones that does. As it is it keeps an already broken power from being completely, utterly, insanely over the top. Scrapper ATO2 in IG = near as makes no difference to permanent Critical Strikes mode, for example. A Tanker could drop both of their ATO unique pieces in there and perma the +Res and Absorb. Just no, lol. -
Penelope Yin: The ultimate psychic badass?
InvaderStych replied to Cancrusher's topic in General Discussion
Penelope Mayhem has entered the chat.