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America's Angel

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Everything posted by America's Angel

  1. I play zone as much as anyone else. I'm not purely arena-focused. And 0% of PVPers have liked this idea so far. So, my first post seems accurate.
  2. I spent hours loading in and out of the arena testing every damage type against every power that grants smashing elusivity. I never want to see that loading screen ever again. XD
  3. I'm a big fan of City of Heroes. So I wouldn't want anything reimagined in 2021. But, looking back. I wish Arachnos/The Rogue Isles hadn't been styled after Korean Anime/Videogames. It would have been much better to have Arachnos and their leaders actually look like Western supervillains (Spandex, etc). That's one thing COH always had a shortage of.
  4. I draw my claws. I move. And then when I stand still, the pose on the left, below, is what my character looks like. A few seconds later, it reverts to the pose on the right. Is this a bug? The animation on the right seems to be for a single-handed weapon. (Mace, Broadsword, etc.)
  5. Everyone can access lore pets at 50. So this would be useful for everyone!
  6. Here's the closed beta server mitigation numbers for anyone curious. (On a level 50 blaster with no set bonuses/accolades.) Unrelenting With 3 IOs for healing, Unrelenting heals 1677.36 HP in 30s ...So it adds 27.96 HPS over 60s Unleashed Potential With 3 IOs for healing and 3 IOs for defense Unleashed Potential mitigates: 1897.8 damage mitigated vs 100 DPS over 60s 2886.2 damage mitigated vs 200 DPS over 60s 3894.6 damage mitigated vs 300 DPS over 60s 4893 damage mitigated vs 400 DPs over 60s 5891 damage mitigated vs 500 DPS over 60s. ...So it adds 31.63-98.19 HPS over 60s Rune of Protection With 3 IOs for resistance, Rune of Protection mitigates: 1545 damage vs 100 DPS over 60s 3090 damage vs 200 DPS over 60s 4635 damage vs 300 DPS over 60s 6180 damage vs 400 DPs over 60s 7725 damage vs 500 DPS over 60s ...So it adds 25.75-128.75 HPS over 60s Rune is better. And here are the numbers on live. Rune is even better, there: Unrelenting - 18.45 HPS over 90s Unleashed Potential - 20.88-64.81 HPS over 90s Rune of Protection - 25.75-128.75 HPS over 90s
  7. This would not be desirable to PVP players.
  8. Yeah those zones radically deviate from the rest of the game because they're PVP zones. So that's by design. This is why the impact on players "entering the zones for reasons other than attacking other players" aren't really a concern. The zone isn't for them. That said, I went through and checked all the badges could be gotten easily enough with a 45s jet pack. (Just only toggle it on when you are right next to the badge location.) So badgers shouldn't be impacted by any of this. If you play the PVE minigame a lot, I'd suggest respecing so that you have your travel powers earlier in your build. And if you don't have travel powers? Suck it up, chief.
  9. It depends what you mean. NPCs in PVP zones still follow PVE rules. (So you can still perma hold them, for example, even though you can't perma-hold other players.)
  10. For anyone curious. Hitting the flight cap is pretty easy. I just hopped onto beta. With the following slotting: A full set of soaring +5'd A single flight IO in swift +5'd. I am at the flight speed cap. This will apply to Flight and Mystic Flight.
  11. +1. After testing out Rune of Protection some more, both in PVE and PVP, I think 60s uptime with a 180s recharge would be ideal. (Especially as Unleashed Potential and Adrenal Booster are going to be changed in Page 3 to match Rune of Protection.) The game has a lot of 60s mitigation gaps, having something 60s long to plug it would balance well. It would allow for: T9>Rune>T9>Rune>T9>Rune>T9>Rune Rune>Hybrid>Barrier60s>Rune>Hybrid>Barrier60s... Not perfect. And there would probably be gaps in the T9 cycling (until they get buffed to 180s duration / 240s fixed recharge w/the crashes removed, anyway...), but given that the #1 complaint is players no longer being able to chain it, this seems like the obvious solution, whilst still keeping the 33% uptime. It would also make the power as long as inspirations. Which feels right. "A free break free and sturdy every 3 minutes" is better than "A free weaker break free and sturdy every 2 minutes" IMO.
  12. Not sure if there's time for it in this patch, but ideally we'd want Adrenal Booster and Unleashed Potential to have the same duration/recharge time as whatever Rune of Protection ends up being. Those three powers balance well with each other right now. (For example, if your opponent takes Rune, and you take Adrenal, you cancel each other out.)
  13. The level of wealth of the average poster goes some way to explain the building preferences / game opinions I often see expressed on these forums. Very interesting thread. Would be curious to see what the in-game results are for the entire playerbase.
  14. Updates the start of OP. This bug is bigger than I first thought.
  15. If you slot any IO from the resistance sets that has a recharge component (such as "Gladiator's Armor: Recharge/Resist"), the recharge part of the IO will lower Rune's recharge. **EDIT** This has been fixed.
  16. I normally just store catalysts in the AH to avoid this.
  17. I was genuinely asking. Brevity helps cut through noise IME. (Of which there is a lot in this thread.) I was hoping you might have some insight I hadn't considered as I'm currently testing these changes pretty extensively. (Also, if you could chill out on the personal attacks I'd appreciate it.)
  18. You're both correct that the current iterations of Rune both on live and in beta are underwhelming on SOs. This is because: Most spawns clear in 30-40s, so you have a duration redundancy of 50-60s on live & 20-30s on beta. 90/60s duration means the enhaceable recharge has to be very long. So you can't use it as an escape mez power as frequently as you'd like. There is a further change being trialed on the closed beta server that goes some way to improve these concerns. For those curious, here's a link to the testing discord: https://discord.gg/DptUBzh
  19. You're looking at this from an IO'd-at-50 POV. The devs are looking at it from a leveling-from-1-to-50 POV. Hence the disconnect.
  20. Did some further testing. Short Version: Smashing Elusivity is not working in Kinetic Shield, either. (Lethal, and other typed damage Elusivity is working fine). Solution could be setting "allow strength:true" for Smashing Elusivity. Long Version: Set up my test again. SS/Inv Brute punching a DM/EA Scrapper. This time, the DM/EA isn't using Overload. They are just using their toggles + 4 small purple inspirations. Here are their stats: So if we plug those into the calculator, using the accuracy buffs in the first pic in my first post (plus the "Call to Justice" alignment power I used during this test by accident). We get: For Haymaker: For Laser Beam Eyes: Here's what we actually get in game, though... Hmm. Haymaker is a little too high. Let's see what happens if we remove elusivity from the calculator... There we go. That's the culprit. Conclusion: Kinetic Shield isn't providing Smashing Elusivity, either. As I said in the first post, I'm not 100% on why this is happening. But I imagine the two bugs are linked, and are to do with the Smashing Elusivity "allow strength" value for Overload and Kinetic Shield.
  21. Did some further testing. Short Version: Smashing Elusivity is not working in Kinetic Shield, either. (Lethal, and other typed damage Elusivity is working fine). Solution could be setting "allow strength:true" for Smashing Elusivity. Long Version: Set up my test again. SS/Inv Brute punching a DM/EA Scrapper. This time, the DM/EA isn't using Overload. They are just using their toggles + 4 small purple inspirations. Here are their stats: So if we plug those into the calculator, using the accuracy buffs in the first pic in my first post (plus the "Call to Justice" alignment power I used during this test by accident). We get: For Haymaker: For Laser Beam Eyes: Here's what we actually get in game, though... Hmm. Haymaker is a little too high. Let's see what happens if we remove elusivity from the calculator... There we go. That's the culprit. Conclusion: Kinetic Shield isn't providing Smashing Elusivity, either. As I said in the first post, I'm not 100% on why this is happening. But I imagine the two bugs are linked, and are to do with the Smashing Elusivity "allow strength" value for Overload and Kinetic Shield.
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