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Treacheres The Dastard

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Everything posted by Treacheres The Dastard

  1. Draw from is not the right phrase. If I draw water from a glass, there's less water in that glass now. It's been changed, something has happened to it. The power's function is much more akin to getting psyched up at the challenge. The mobs lose as much, are affected as much by this power as they would be by flipping temp invulnerability on and off right next to them. Trust me, I'm purple! We're all about "drawing from"! Edit: To keep this very simple thread from becoming infinite I'll also leave it at this. I can't reply any further without essentially repeating myself so anyone who disagrees will still disagree. It's said, it's out there, we'll see if our spaghetti chefs feel like stirring this noodle.
  2. The fact that the alert has no justifiable rationale is good cause to suspect a bug. Frankly, posting this in the bug reports forum first is OP being charitable, instead of assuming it's just knowingly wrongly made by putting it in suggestions, since either way this aspect of it is nonsense. Yeah maybe that's enough internet for now.
  3. Mate you can't actually be trying to argue this. Something can not be both unexpected and intended. Something defined as unexpected falls outside the category of intent. Please stop.
  4. Yes it counts them, but me counting birds on a power line isn't interacting with them. As it doesn't do anything to mobs I disagree it ought to be considered that way. As far as - - goes, that seems like a contrived way to justify a weird code choice. Any actions or powers which currently don't break stealth could be argued for causing detection if mobs are granted a sixth sense.
  5. If it doesn't affect enemies I'm not sure what they're supposed to be detecting. From a "how should this work" perspective I don't see why it should alert anyone.
  6. I'd love to see some mez protection but Eclipse is already pretty wild. Maybe split it across the defensive toggles since those will be seeing a lot more use with suppression. Either way, I'd love to be able to pick a destiny power other than clarion while being able to function outside of dwarf turtling. As for the matter at hand, my elec tank would love to have some help with Toxic. I suppose I like the idea of filling gaping resist gaps, as long as it's just a bit.
  7. Also I'll throw in that right now, the first arc I ever sat down to make is on indefinite hiatus because of the bug where NPCs vomit all of their speech text when the map loads and not when you approach them. Apart from the general pursuit of good craftsmanship and bugsmashing, those proximal chat bubbles are really helpful when trying to find the right spawn on big outdoor maps. Just thought I'd mention that, while someone has their hand in AE at the moment... ☺️
  8. There's a lot to work with here. Not sure if I'll be using advanced customization for the time being. 0% on rewards for those mobs is pretty harsh, though absolutely understandable for wanting to avoid abuse cases. Even so, it may not be necessary to go that far to prevent lobotomized mob farms from popping up. Here's my thought. Fire farming is already extremely safe, completely unchallenging and with an absolute zero risk of failure or even impediment. It's also very fast and relatively cheap to get a new fire farmer's build to that level of security even on max difficulty missions. Anyone can have one. Farming is accessible. Lobotomite farms, in the assumed hypothetical of a map full of mobs who do nothing but look at you, wouldn't represent an easier farming approach because the difficulty for farming is already nonexistent. They also wouldn't open the door for non dedicated farming characters to powerlevel or generate Inf because that door is already open; any character can doorsit while someone else does the work and enjoy x8/+4 rewards. This option is advertised consistently enough in chat that I believe we can understand it to be available at all times. In terms of what the maximum abuse case here would change for the reality of farming, I would say... not a lot. At most I see farming being slightly less social as characters wanting for levels could tackle a mission on their own instead of licking the pavement in somebody else's run. However, because abuse of systems is lame on principle, and there's a lot to be said for avoiding the janky, buggy vibe a lobotomite farm would give, I am still in favor of a restriction on rewards for custom mobs. My proposal: 50%. Even 25% would be cool. Maybe no recipe drops either, but something rather than nothing. As I see it, farmers who currently face negative difficulty won't gravitate to a new flavor of negative difficulty if the rewards are lessened by any degree. This should be all that's needed to prevent these kinds of missions from existing, and at the same time, should make authors and players much more likely to consider advanced customization mobs worth their time. Note: This post is not debating anything about AE, its impact, or any person discussing it.
  9. Some attacks lack a positional tag. My Fortunata loves using Domination on Paragon Protectors in MoG, for example. I would expect it's something like that.
  10. Continuing on with trying to solve this nonsense, I've done more testing just now. Shadow bolt, the shared human/dwarf blast, is where I have my """global""" heal chance proc slotted. It, and it alone, is healing me for in the neighborhood of 320 every few blasts. The combat tab confirms the source. I believe the small bursts of 54 are from something else I've now accounted for and have nothing to do with essence transfer. The description on essence transfer is an absolute lie. It is in no way global and applies only to the power you place the enhancement in.
  11. Update for anyone reading through this thread, in the past day I've been watching the numbers and I'm now getting heals in Nova and Human despite having the proc slotted in the blast shared by human and dwarf. Dwarf is not triggering heals from any hits. The healing is also a consistent 54 in both forms. Point being, disregard my above post as it appears that either I was mistaken, there was a change made in between when I first tested this and now, or it's bugged in some way that makes results unpredictable. In any case just stick with 6 slotting your essence transfer set and enjoy that sweet 5% melee defense.
  12. What you'll want to do is use Enhancement Catalysts once you hit 50 to upgrade the sets. The set bonuses on the superior versions are very impressive and the actual enhancement value is also very good. Get both sets eventually. Now as for where to put them, put them on anything that's worth being 6-slotted. There is an interesting choice you can make though with the essence transfer global heal proc. It seems that it's not a true global, but form based. So if you slot it in a nova power you get the chance to heal added to nova powers, slot it in dwarf and your dwarf attacks can roll it, etc. What's neat is that with i25 your first two human powers are usable, one or the other, in either human or dwarf, so you can take your pick of those and dump the proc in there, which will give the chance to heal to either human and nova or human and dwarf, depending on your choice. This comes at the cost of the 6-slot set bonus, so it's up to you. For reference, on a full build WS with ~1440 hp human and ~2350 hp dwarf, the heal is 54 in human and nearly 300 on dwarf. The percentage is supposed to be 6.5% and I have no idea why it's so high for dwarf, but as of today, those are the numbers. Edit: Check further down the page for my updated comments.
  13. Nope, the cooldown on stygian can be dropped to under 10 seconds and will full heal you off of 3-4 corpses even from being deep in red. Dwarf form gets the same power for free but heals for almost twice as much, and in an AT absolutely saturated in good/great options for how you should be using your time in a fight you're not really looking for a single target 10% heal that doesn't even crack 50 base damage at level 50 and has poor recharge and endurance consumption. So save yourself a powerslot and thank me later.
  14. Since everyone loves these and we already have his excellent Warshade guide posted over in purple land, I felt like spreading the love to everyone playing my second favorite AT. Have a read. The GD Mastermind.
  15. Take a trip to Peregrine, he's all over the place.
  16. Character: Scarlet Siren Account: Treacheres Battle Cry: That Psi hole looks painful. Mind/Psi Dom
  17. Yup, just pulled up the ones I had been working on after downloading Pine today.
  18. Thanks for the post, man. I'll have to try out a human only warshade some day when I get tired of terrorizing pedestrians with my not-even-final forms. Assuming that happens.
  19. I've been writing Statesman Lives for years since the shutdown. If Paragon had brought him back after making such a big deal out of the Who Will Die? arc that would be one thing, but if he came back now when the game itself has been resurrected for so many of us, well I don't think folks would mind. I sure wouldn't.
  20. What a ride. I'm very happy to run across these.
  21. Absolutely mandatory if you're learning to get the most out of playing your shade. Very likely to make the difference in deciding to roll a shade if you're on the fence or haven't been interested to this point. It's so memorable and helpful that I pulled it up again yesterday after having found it almost a decade ago. Anyone not familiar with this should give it a read.
  22. I had been playing on Infinity since I was too young to have any idea what I was doing, all the way to the disconnect notice. Great times, the whole ride.
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