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TheZag

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Everything posted by TheZag

  1. Dominators cant heal or buff their pets either so they might need untouchable pets on a fast cooldown that do high AoE damage when summoned. If so much of an ATs effectiveness hinges on 1 power then buffing that power wont fix the AT. I like @Carnifax's idea and it looks like it could even work with a psuedopet summoning a little purple fuzz puddle that is a valid target for those powers. If i may add to the idea that the warshade stores 'charges' of the power that refill on a set timer that is slower then optimal so the need for corpses isnt completely replaced but still able to provide benefit in drawn out battles.
  2. Do any of the enhanceable powers have 24% debuff? (I dont play the set, i honestly dont know). It could have been intentional to be flagged unenhanceable if it was considered too strong.
  3. If you are using mids and slot a proc, you can hover your mouse over the damage display in the bottom left and it will show you the %chance that proc has based on your recharge. In general though, for single target powers, a recharge of 16 seconds before global recharge is applied will give you the maximum chance to proc. 60 seconds ÷ 3.5 ppm = 17.14 seconds per proc. But proc rate is capped at 90% so... 17.14 × 90% = 15.43 seconds recharge for max proc rate. Single target powers with longer recharge will have 90% chance and the proc chance decreases as their recharge is lowered (but not including global recharge). AoE powers have different rules for determining their proc chance and includes the area hit by the power. Large AoE with a 16 second recharge will proc less than a small AoE with a 16 second recharge. For AoE powers i just check the proc chance through mids. Their proc chance is still capped at 90% and i do get a good proc rate with the non-damaging lingering radiation attack. 2 damage procs turn it into a psuedo AoE so i drop it all the time instead of just on hard targets.
  4. My bad, i didnt check back. Most internal names match the power. Translocation - Translocation Double Jump - Double_Jump Speed Phase - SpeedPhase If you look up a power in city of data and scroll down to where all the code is, the first line says name and that is the powers internal name. A few lines down is display name and that is the name we see on the power. Most of the time they are the same.
  5. I prefer to have more world events and not just a GM but if i have to choose between a new GM and nothing, i will choose a new GM. And they dont even have 100 feet of vision. I wouldnt take into consideration that less then 600 square feet of a zone will become a lowbie death trap. They can go around.
  6. Knockback and knockdown are no longer required to be based on the magnitude of the knock. Its possible to have a power with 20 magnitude knockdown or 3 magnitude knockback. The devs just havent made any changes to knockback powers yet except for singularity. It uses the new knock system to do that anti repel 'vaccuum' effect. We should wait and see what the devs do with the upgraded knock system. Its likely that they wont be making any changes to knockback until they convert powers using the old knockback system over to the new knock system.
  7. People feel that they arent getting a damage bonus or a set bonus from slotting KB>KD so they call it a slot tax to make it sound negative. But it does increase your damage if the enemies dont have to be chased after. Slot a damage enhancement or slot KB>KD, it really changes very little in the overall damage of your character. Giving damage proc to KB>KD would mean the actual damage proc in the other knockback set would need something to compensate. Do we give it KD also? Or give it proc damage and the chance for +recharge and then give chance for +recharge something too. And every other damage proc will need something since KB>KD gets damage, why doesnt every other damage proc get something. So thats a no from me. The flood of power creep suggestions if we got our foot in the door on this one is too much.
  8. Names can be 20 characters long and counting all the letters numbers and some of the special characters you can use in a name is more then 40 potential choices but ill just use 40 characters for this example. 40 characters in 20 slots is 40^20 which equals 109,951,162,777,600,000,000,000,000,000,000 potential naming possibilities Alot of that will just be gibberish but lets just over estimate and say that 1 in 1 trillion combinations actually contains a name. That leaves us with 109,951,162,777,600,000,000 names. And go a step further and say that only 1 in 1 trillion names is actually a good name. Then we have 109,951,162 names that are potentially good names left on a server. Nearly 110 million 'good' names are out there and people say everything is taken. I dont think character slots should have their own names but there is plenty out there for everyone to get good names for all their toons if they want to. And that was just for names that use the full 20 characters. You have all the names that are shorter than 20 as well. You cant over estimate and divide by trillions as the names get shorter but there are already millions available just from full length names and that just increases as you add in shorter names.
  9. For a regen overhaul i was considering having an effect as your hp dropped. But i was thinking more along the lines of increased recharge and enough regen debuff resistance to finish filling the gap once you are around 30-40% hp. Something like a frenzied regeneration vibe - your regeneration cannot be stopped as your hp decreases and all of your abilities recharge more quickly as a result.
  10. This is probably the best example of how regen is interacting with incoming damage as a form of mitigation. You are unkillable if incoming damage is less than your regen. But any DPS that is greater than your heal per second isnt mitigated at all while resistance and defense continue to provide mitigation. I tried to address this with my original suggestion by letting players gain some regen debuff resistance through usage of their abilities. A set with low defense and low resistance shouldnt have a huge 'off switch' in the form of a regen debuff. They are going to hit you and you are going to take damage. Moment of Glory and instant healing made the set invincible back in the day and the set was gutted to balance it afterward. I may attempt an entire regen overhaul someday, but for now i tried to leave the set alone and offer improvements from a different direction.
  11. I thought you changed the difficulty for those 2 missions for some reason. But i dont call it App-less park for no reason. Of course someone else would get to the mission before u made it to that zone.
  12. Yes that specific room would be reused in several maps but knowing what map it is on can make the search for it much faster. All arachnos rooms compared to only ones that are used on that map.
  13. If you just completely despise getting all the explore badges in a zone to unlock LRT, then purchase the long range teleport from p2w for 1 million. Then you just have to grab a single badge as you move around the zones. Some characters i get all the explore badges in a zone and sometimes i just buy it.
  14. If you do /whereami and have it visible in the chat, it will be easier for the devs to track it down next time.
  15. For a savage melee/willpower brute, the totals can look pretty good. Of course your power selection has almost no flexibility. It makes me wonder if a tanker can do better but i havent tried.
  16. I made a suggestion awhile ago for arc of destruction to be usable while near the ground and flying but it didnt go anywhere. I probably should have researched all the powers that worked that way. Overall the whole player/target needs to be on the ground probably should get looked at but im not incharge of such decisions. In the end it should probably be changes to the specific powers and not an addition to null.
  17. I should have given this more consideration in my original post. Im not sure how long the individual stacks from the buff i suggested should last but IH should keep its stack refreshed for the entire duration as its not a power that is recharged for another click very often. While recovering a portion of the damage loss was part of my consideration i was mainly trying to come up with a way for regen to reach 'normal human' levels of reaction time. Having the power of regeneration and you cant heal while you punch seems counter to the idea.
  18. Null doesnt let u disable things because they were annoying. Its because those things can force a change on your character that could potentially prevent you from playing. Players would teleport people that did not want to get teleported, sometimes teleporting them into a group of mobs that would kill them or off a tall building. This was addressed well before null with the addition of the teleport prompt. Group fly prevents players from using abilities that require being on the ground. My titan weapons scrapper cant use Arc of Destruction if someone on my team runs group fly. I literally lose a power if i couldnt disable group fly from others. Several other powers in the game require being on the ground as well and a few still work if you are flying near the ground. Kinetics speed boost and intertial reduction can make movement difficult for some players, especially on cramped mission maps. I rarely move faster then sprint speed in a mission even though i can handle speed boost speed. There are players that dont have the reflexes to move that quickly and getting stuck by a box and some rubble to only get stuck again by a trashcan and a desk when u try to back up can be frustrating. Even the popup tray is a change forced on you personally by moving elements of your UI around depending on your setup. Each of these can easily be grouped as quality of life improvements. They let you play your character without other players being able to force a change to your character that alters the way it plays. A Null option to change knockback to knockdown doesnt prevent someone else from forcing a change to your character that alters how it plays. An enemy being knocked back doesnt prevent you from ever using some of your powers or potentially make you move faster then your reflexes can handle. KB to KD would be considered a buff and not a quality of life improvement. Null doesnt offer any buffs unless you consider being transformed into an all powerful gull as a buff. There is already a system in place ingame for players that want to play powersets that use knockback but dont want their powers to knockback. There are many more powersets that dont have any knockback at all for players that dont want to use that system and also dont want knockback.
  19. And thats tame for things my friends do on teams. My buddies routinely 'accidently' pull the crimson prototype while we are fighting castillo the second time. Or herd as many extra mobs as they can while we are fighting Bobcat and Neuron. Skip deactivating security on pandoras box 5. And any number of other things to spice up some of the missions. Usually everyone on the team isnt a PUG though so we all know what we are getting ourselves into when we do missions.
  20. Bonus points for dragging super stunners over to your team on a character with end drain resist so they all get drained and you can keep fighting.
  21. Possible or not, thats exactly what reconstruction makes me think it should be doing - rebuilding what was lost and not just X amount every time.
  22. Doesnt group fly hit MM pets at any distance or can they get too far away and fall?
  23. TheZag

    Windy

    Wind control was teased quite awhile ago by the team. It looks like the powers are 'done' in city of data. Maybe they dont have animations yet. Whatever the reason, the team hasnt hinted at it in some time.
  24. People would also take hover to fly across the zone. The good ol' days back when it took 25 minutes to get everyone to the mission. 3-4 team deaths when moving between missions. And the mission itself wasnt enough xp to clear the debt you earned trying to get there.
  25. They can all fly. Even crabberminds spiders can fly. Their legs kinda go limp and tuck under their bodies slightly.
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