-
Posts
3836 -
Joined
-
Last visited
-
Days Won
5
Content Type
Profiles
Forums
Events
Store
Articles
Patch Notes
Everything posted by Uun
-
Does Spring Attack need to be slotted for Accuracy?
Uun replied to Story Archer's topic in General Discussion
Mid's seems to have issues displaying 2-part attacks (the 1st part is the teleport, the 2nd part is the damage). It has the same problem with Savage Leap (although oddly not Burst of Speed, Lightning Rod or Shield Charge). Per the link above the radius is 15 ft, but note that there is additional damage to targets within a 5 ft radius. -
The Holy Trinity ISN'T, because of defender and other debuff/buff abilities
Uun replied to Psylenz0511's topic in Defender
You don't need the proc to hold lieutenants (although it will allow you to hold bosses). Every 2s Choking Cloud has a 50% chance of a mag 2 hold and an 80% chance of a mag 1 hold. After a few ticks, the mag 2 and mag 1 holds will stack, especially if you slot for hold duration. Note, Nature has an almost identical power, Entangling Aura. I'm not sure I would call it set defining, since Wild Growth, Wild Bastion and Overgrowth are all so good. -
I had the same problem running this mission. It took me forever to determine Piecemeal was the screen and forever again to find the portal. Mission really needs indicators on the map for the objectives. I was unable to defeat Nemesis, but I was running the mission on a dominator and the number of mobs he summoned was well past my control target caps.
-
All powers are based on a Scale multiplied by an AT modifier. The devs explain changes this way because multiple ATs have the same power. It is stronger or weaker on each AT because of the different AT modifiers, but the multiplier (Scale) remains the same. This is a change in the AT modifier for tank Melee_Buff_Dmg. If you pull up Seeds of Confusion on CoD and change the AT to "None", you can see the 8.0 Scale multiplied by the Ranged_Stun AT modifier. Seeds has different durations on controllers and dominators because each AT has a different Ranged_Stun modifier. Note, the AT modifier used doesn't determine the effect. (8.0 * Ranged_Stun) second Confused (Mag 3)
-
This would require new animations for all the Archery and Trick Arrow powers.
-
Dragon's Tail has a 12 ft radius on tanks and an 8 ft radius on other melee ATs (I don't see where the OP specifically mentions tanks). I wouldn't object to Crane Kick getting the Head Splitter/Golden Dragonfly treatment (10 ft radius / 20 degree arc).
-
I really haven't given incarnates any thought yet. Since we only play these toons once a week, it'll be several months before we hit 50. As far as looking for feedback, Pain is one of the few sets I've never played. I know what I don't know.
-
The obvious choices would be Combat Jumping and Super Jump.
-
This is what I'm currently running on my Elec/Bio. It's a lot of fun and very sturdy (I run almost exclusively in Offensive mode). Other than the ATOs, it's a pretty inexpensive build. Uunshockable - Sentinel (Electrical Blast - Bio Armor).mbd
-
Patch notes were pretty clear and the change was on the beta server for 3 weeks before it went live. You should be happy that they reverted the target cap reduction. Seeds of Confusion Scale reduced from scale 20 to scale 8. Endurance cost lowered from to 15.6 to 8.528 This power now has Adaptive Recharge. It has a base recharge of 6 seconds, and each affected foe will increase the recharge by 6.5 seconds for a maximum total of 110 seconds.
-
Currently, melee cones don't accept range enhancements and are flagged to ignore range buffs. This restriction should be removed.
-
The tanker cone change feels terrible, please revert!
Uun replied to nyttyn's topic in Suggestions & Feedback
It may be, but it wasn't mentioned in the Build 5 patch notes where they specifically reverted Head Splitter and Golden Dragonfly. Jacob's Ladder may also be balanced as a ST attack. -
How much does Offensive Adaptation (Bio-Armor) hurt your defenses?
Uun replied to Story Archer's topic in Scrapper
I'm definitely seeing my resistance change when I change adaptations. I'm also seeing my total damage buff (View Totals/Misc Buffs) increase by 25% w/ Offensive (and decrease by 25% w/ Defensive). Looking at individual attacks, the damage increases are also correct (excluding the bonus toxic damage). Make sure you have Fury turned off in Mid's when you do this. Are you running the current version of Mid's? There have been several recent updates for p2. If you're still having issues after updating, I suggest you go to the Mid's Discord page. -
The tanker cone change feels terrible, please revert!
Uun replied to nyttyn's topic in Suggestions & Feedback
Melee cones are a bit of a mish mash. Even if you exclude Crowd Control, the arcs range form 45 to 130 degrees. While most have a 7 ft radius, there are quite a few with 8, 9 and 10 ft radii. While it's easy to suggest that narrow cones be made wider or short cones be made longer, damage is based on the power's area factor. When a cone is made wider or longer, in theory the damage will be reduced. This is what happened in the earlier iterations of the tanker cone changes. I think it makes more sense to address cone dimensions on a power by power basis than applying an across the board radius increase to just one AT. The initial Beta release of p2 transferred the 50% radius increase previously granted by Gauntlet to the melee cone powers. This resulted in a reduction in base damage for targets 1-5, with an additional penalty applied to targets 6-10. The cone radius increase was reverted in Beta Build 6. The 50% arc increase previously granted by Gauntlet was not transferred to the melee cone powers in any of the p2 Beta iterations. [Cones balanced as ST attacks (Head Splitter and Golden Dragonfly) and cones that accept range enhancements are excluded from the list] -
I put together this build for a static weekly team. We level together until we hit 50, then roll new toons. We typically run TFs and story arcs at natural level. Am I missing anything? I've got another 8 slots to place. Uunbearable - Defender (Pain Domination - Electrical Blast).mbd
-
The damage buff from Temporal Selection is 25%. That's equivalent to a small red inspiration. Assuming your target is fully slotted for damage, that's a net 13% damage increase. Time Crawl does many other things in addition to -100% regen, including -75% recharge, -62.5% speed, +1 mag to Time Stop and 20% improvement to all debuffs in Time's Juncture and Slowed Response.
-
How much does Offensive Adaptation (Bio-Armor) hurt your defenses?
Uun replied to Story Archer's topic in Scrapper
There are two issues with Mid's numbers. First, it takes the -7.5% penalty as a straight deduction and ignores the resistance to it. Second, it includes resistance from Evolving Armor with no targets in range. Evolving Armor doesn't grant any resistance if there are no foes in range (this is also an issue with the in-game power description). -
If this isn't a bug, then the power description needs to be fixed. As written, it implies that the base amount is granted with no foes in range. This is not the case. When faced with danger, your Bio Armor reacts by becoming incredibly durable as well as infecting nearby enemies, lowering their resistance to damage. While active, Evolving Armor will grant you small amount of damage resistance, plus an additional amount for each nearby target. Nearby foes will also be taunted and have their damage resistance reduced. While Efficient Adaptation is active, this power grants a moderate bonus to Regeneration and Recovery plus a tiny amount of both for each nearby foe up to 10 foes. While Defensive Adaptation is active you gain a very minor amount of defense and damage resistance for each nearby foe, however you lose the benefit of this power's resistance debuff. If Offensive Adaptation is active this power's damage resistance debuff is increased. These special bonuses are unenhanceable.
-
If you keep this up, I'm going to have to cut you off.
-
You are correct, I should have checked it. Gash and Beheader swapped names and animations in i12 (2008). https://homecoming.wiki/wiki/Patch_Notes/2008-05-20 https://homecoming.wiki/wiki/Patch_Notes/2008-05-28
-
Not sure how this build was working for you before the patch. You've got virtually no accuracy slotted. You've got Tactics, but it's also unslotted (except for the %bu proc). Against +3s, almost all your attacks have a 66% chance to hit (with Tactics running). All procs require a successful hit in order to fire. Just about every power should get at least 1 acc IO. Skip Alkaloid (you're no longer required to take the T1 in your secondary). Roots has a base recharge of 8s and isn't a great choice for procs. Seeds of Confusion now has Adaptive Recharge with a base recharge of 6s and is no longer a good candidate for procs. Recommend 5-6x Contagious Confusion. Maneuvers and Weave are overslotted. Tactics requires end reduction (the power needs to be active for the proc to fire) as well as +tohit. Recommend 2 Cytos. Carrion Creepers has greatly reduced proc potential. I'm currently running 5x Bombardment. I've heard that Slow procs still work but have yet to try it. Spirit Tree is primarily useful for its taunt aura, not its regen buff. Doesn't need more than the base slot. Slot Venomous Gas with 2 Enzymes.
-
If you're picking up the 8 badges in Atlas, here's a quick way to pick up the additional 2: Enter the Vanguard base and go through the portal into RWZ. The Vanguard Operative badge is next to Borea. Take the TUNNEL system (under the tram) to Firebase Zulu. The Dimensional Sojourner badge is in the middle of the platform with the portals to the other Shadow Shard zones.
-
Suggest correcting -Res values in Dominator Sonic Assault
Uun replied to Shin Magmus's topic in Suggestions & Feedback
There are several powers that were revamped for blast sets but left unchanged for dominators. Voltaic Sentinel comes to mind immediately, but I'm sure there are others. -
When I'm running Genetic Contamination on my /Bio brute, any nearby debris (robot/armor parts from defeated foes, leaves, etc.) will start swirling around me, similar to Singularity. If I turn off the power, it will settle to the ground, but it will resume if I turn the power back on. There's nothing in the power description that would seem to justify this behavior. You're capable of breaking down the genetic material of your foes with a powerful toxin that is produced by your Bio Armor. Nearby foes affected by this poison will suffer toxic damage over time as well as dealing reduced damage. While Defensive Adaptation is active this power's damage debuff is increased in effectiveness.
-
Increase Drop Rate for Interrupt Reduction Enhancements?
Uun replied to CraterLabs's topic in Suggestions & Feedback
There's a (very) short list of NPC powers that can actually be interrupted. Rikti Communication Officers summoning portals. CoT mages blowing themselves up. Some of the ally rez powers.