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Catmint

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Everything posted by Catmint

  1. Blue tower is always to first tower to kill in an STF. It's the one that gives Recluse the most dangerous offensive buffs, +30% ToHit to cut through your Defense and +100% Recharge so his attacks (and his pet spam) come out nonstop. I'd never, ever skip it. If the popular strat right now is to do it last, or ignore it, then people are remembering a bad strat. All Red does is double his damage and buff his resistance; Blue multiplies his hit chance against a softcapped character by six and makes his attack chain completely gapless.
  2. Actually, a few things: You CAN chain storm - crippling axe kick - storm - cobra strike - repeat. It's the most optimal rotation for raw damage. For this one, you need approx. 225% recharge into storm kick (so let's say 90% or 100% from slotting, then 135% or 125% from global recharge including hasten which is easily achievable). This will allow you to use a mere 3 moves, your highest DPA attacks at that, for more damage. Also in terms of Arcanatime, Crane Kick and Cobra Strike are identical (despite the veeery slight tooltip difference; in arcanatime, they end up being exact copies in terms of DPA). I'm talking about in the build I'm linking, not universally for all builds. Yes, a more recharge-heavy build could do the Storm-Cobra-Storm-CAK chain and be fine, but the one I linked doesn't go that hard into recharge. And Crane is a little behind Cobra because it has slightly less damage enhancing, being 5-slotted with Overwhelming Force in that specific build where Cobra gets a Superior Blistering Cold 6-slot. Cardiac Core if you want to fight forever with no endurance loss, Musculature Radial to maximize damage. Dealer's choice.
  3. That build is pretty impressive! High resists, high physical/elemental coverage. I notice you 5/6 Overwhelming Force in Crane Kick but skip the actual KB-to-KD IO, but I'm sure that was a typo. But I really feel like there's a reliance on some Tricks Of The Trade that are actually counterproductive to effective slotting, and effective Invuln. All those Reactive Armors, all those full sets. The Psi hole is basically still empty, and the endurance management is still kinda weak until Agility is in place, and even then is ... troubled. The only attack that isn't costing like a full end/sec more than your recovery is Eagle's Claw, and that's just because Eagle's Claw is a really bad attack that you should be skipping - Storm, Crane, Cobra, Crippling Axe is your chain in Martial Arts. I threw together this setup. Energy resist is a little lower, Energy defense is a bit higher. Elemental defense is still well past cap, and Elemental resist is a lot higher. Regen slightly lower. Psi protection much, much better - 36.3% resist, 22.8% defense, that's actually legit coverage. Endurance management is much better, you still have your actual travel power, and right now you have your pick of Alphas: if you go Cardiac, endurance will literally never be a problem, and your resists get a bit nicer; if you go Agility, endurance is better if not infinite, and all your defenses are a lot stronger; and honestly, you have the freedom to pick up a Musculature Radial if you want, and defense and endurance will still be solid but you'll do a lot more damage. Your chain, regardless of Alpha, is basically Storm, two other attacks, Storm, two other attacks, continue to cycle. Storm is your highest DPS attack but it doesn't recharge in the time it takes to attack with just one other thing, so you need two. Which two doesn't matter much, they're all roughly the same but Crane is a little behind Cobra and CAK. Here's the build. Maybe it's to your taste. Or maybe not! But options are good. | Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1498;685;1370;HEX;| |78DA6D94DB4E13511486F7B4534B0B2D54C082A552A1A594436D15AF3C021503D28| |484E89DA9D33296D1B16DA6D5C8A56FE0F97C4DC4D383787C01357AA762C1C4F385| |C1D5F9174D9371A7CDB7E75FFF5A7BED993D93BE986A797AF4D22121792775A55CC| |ECCE70CA554520D475AC96B39511B4EFA0736F54C5AD555359E568C8AA6E89971A3| |520ED56329F5B45A28ABF1E9C285F37A413594ACA66B9525E1992B16F5F894965FA| |C68857C8B7935AB2A25BA68DDBC58508DF2A2564270BE68E45463C977A4A4E5E213| |C585A54C5A295748E9A25E46E87FD329786C38C4295988A42C6C0A330BCA39E602B| |84505F7D572253357127E9A0429B6DB6EC66E39394475A5CBF0BBAF30AF822DD798| |D741EF0DF000E5DA39D7FE11F5BC9FC0B6CFCC5570EB176615DC4FB90EF4E4707C8| |7D6F183F913DCF68BF91BECFA03DE71E21951AEEC7CC3B1B7E0F677CCF760CF07F0| |2025B8B09ECD9590101B0377EC0525F234A3AE68DEA021ECA4789065F7846912257| |78439088662E0724C8856F6B6B237C4DE107B77B2F71ED5F5F19DF34D10BA2836C9| |4C81FDCFD179FF4BE66BF030E5B6F34EDA799D30D70F737D993C9DF0C89D9DD85D7| |8A696EF1203C75067608AAFA7F92E538E9F4F899F73A27F85795AEE53AC9BFBED5E| |B5995AB4CA5C0363CF5027F682F90A1CA7DC802499F725C07587D6111B5A637E03F| |DE40DF2130806A0DD26AD97B5DE159BA94D90D6C7BDF671CD910E709ED222EC8F0C| |0B738FC7491BE4FE071FE0F48EAC301F82A38F988FC1E413D0476B0DF35AC3BCD66| |81B78976271AE1B5F446FBB34E619E65930A933CF81CB1E2112A82B1221F4D923D7| |DF72FAD54E60AF5C7F7737862CD18445495A943D1665CCA2CC5A9439B9FE5D1092A| |954DDF54ED8B3EE6EF8AECCE0E4359DC09D59B3B8BF36BA79BF4DCC936E53357739| |D730571AE6D986F9FFC63F607D0BB2| |-------------------------------------------------------------------|
  4. The crafting tables in the RWZ offer you the ability to unlock the Vanguard Sigil costume change emote for 100 Vanguard Merits and 5000 inf. This emote is already unlocked on all characters by default, at creation. It ... probably shouldn't be in the tables, or people might buy it by accident and waste their stuff. Attached screenshot taken today.
  5. Literally no other similarly-functioning power behaves as you describe. Why should Burn? Because it has the endurance cost of an attack that deals two thirds its base, non-dot damage to a single target. Because it gives full strength immobilize protection for four times its unenhanced recharge. Because for that initial damage in that radius, it should be costing almost 20 endurance, and recharging in 20 seconds without any secondary effects, including no DoT patch. Because some people remember what burn tanks were, and are, capable of. Because if the burn patch inherited accuracy, then it'd be a reliable 2.4 scale AoE on a ridiculously short recharge. In a defense powerset. You want to know the similarly-functioning powers to Burn? You want to look in Blast sets. At Rain of Fire, in Fire Blast, or Ice Storm, in Ice Blast, or even Sleet, in Cold Domination. Because while they can take Accuracy enhancements, until that i18 change, Burn worked exactly like them - it had a Fear in it. It made enemies run out of it. Burn is strong. Burn has always been strong. It's a strong AoE, in a set with lots of offense already, even if half the ticks may end up missing on a +3 target. It's still good. If you want to skip it, fine, but it's not a bug that the power doesn't work the way you'd like it to work. Huh? First, you've got the OP all wrong...not even sure what got you started on that tangent. The OP noticed that slotting Accuracy in Burn changes nothing. So the OP feels that if slotting it with Accuracy changes nothing, then it shouldn't let you put an Accuracy in to it. If it *is* supposed to change the Accuracy of Burn, then it needs to function properly. This has nothing to do with all that stuff you just said that had nothing to do with the OP's point of this thread. The OP said he had evidence that it was bugged, showed proof that it is bugged, now here you are with this "Well, umm...burn is blah blah blah blah blah" crap. What you did right here, trying to make yourself sound all important and superior, is why most people hate posting forums. People like you run them off with your smarter than thou crap. The OP doesn't have any particular way (that he mentions) that he wants it to work, he just wants it to work as intended...and right now, it's not working as intended because it will take Accuracy Enhancements that have no affect on Burn. Relax a bit, read what the OP is trying to convey. This has nothing to do with all that stuf you just typed up. Slotting Accuracy improves the accuracy of the initial AoE hit. It does not improve the Accuracy of the resulting damage patch. This is working as intended. Now that is some helpful information. Thank you. Since you seem like you may know a bit about Burn and the mechanics (as long as I have been playing this game, I should already know this, especially since I was one of the players who used a Fire Tank to herd back in the days, so I am a bit ashamed I do not already know the answer to the question I am about to ask you.) let me ask you this; does the initial hit, hit harder than the ones that follow? Just trying to figure out why only the initial hit would require a hit check. Yeah, the initial hit is more than half of the damage. The i18 update that added that initial hit moved most of the damage into that initial hit and decreased the tick rate, so the DoT portion is weaker technically weaker but there's a big frontloaded hit that you can enhance for accuracy.
  6. If you wanna stress-test the thing, have someone turn into Rularuu the Ravager. That'll fuck it up.
  7. Literally no other similarly-functioning power behaves as you describe. Why should Burn? Because it has the endurance cost of an attack that deals two thirds its base, non-dot damage to a single target. Because it gives full strength immobilize protection for four times its unenhanced recharge. Because for that initial damage in that radius, it should be costing almost 20 endurance, and recharging in 20 seconds without any secondary effects, including no DoT patch. Because some people remember what burn tanks were, and are, capable of. Because if the burn patch inherited accuracy, then it'd be a reliable 2.4 scale AoE on a ridiculously short recharge. In a defense powerset. You want to know the similarly-functioning powers to Burn? You want to look in Blast sets. At Rain of Fire, in Fire Blast, or Ice Storm, in Ice Blast, or even Sleet, in Cold Domination. Because while they can take Accuracy enhancements, until that i18 change, Burn worked exactly like them - it had a Fear in it. It made enemies run out of it. Burn is strong. Burn has always been strong. It's a strong AoE, in a set with lots of offense already, even if half the ticks may end up missing on a +3 target. It's still good. If you want to skip it, fine, but it's not a bug that the power doesn't work the way you'd like it to work. Huh? First, you've got the OP all wrong...not even sure what got you started on that tangent. The OP noticed that slotting Accuracy in Burn changes nothing. So the OP feels that if slotting it with Accuracy changes nothing, then it shouldn't let you put an Accuracy in to it. If it *is* supposed to change the Accuracy of Burn, then it needs to function properly. This has nothing to do with all that stuff you just said that had nothing to do with the OP's point of this thread. The OP said he had evidence that it was bugged, showed proof that it is bugged, now here you are with this "Well, umm...burn is blah blah blah blah blah" crap. What you did right here, trying to make yourself sound all important and superior, is why most people hate posting forums. People like you run them off with your smarter than thou crap. The OP doesn't have any particular way (that he mentions) that he wants it to work, he just wants it to work as intended...and right now, it's not working as intended because it will take Accuracy Enhancements that have no affect on Burn. Relax a bit, read what the OP is trying to convey. This has nothing to do with all that stuf you just typed up. Slotting Accuracy improves the accuracy of the initial AoE hit. It does not improve the Accuracy of the resulting damage patch. This is working as intended.
  8. Literally no other similarly-functioning power behaves as you describe. Why should Burn? Because it has the endurance cost of an attack that deals two thirds its base, non-dot damage to a single target. Because it gives full strength immobilize protection for four times its unenhanced recharge. Because for that initial damage in that radius, it should be costing almost 20 endurance, and recharging in 20 seconds without any secondary effects, including no DoT patch. Because some people remember what burn tanks were, and are, capable of. Because if the burn patch inherited accuracy, then it'd be a reliable 2.4 scale AoE on a ridiculously short recharge. In a defense powerset. You want to know the similarly-functioning powers to Burn? You want to look in Blast sets. At Rain of Fire, in Fire Blast, or Ice Storm, in Ice Blast, or even Sleet, in Cold Domination. Because while they can take Accuracy enhancements, until that i18 change, Burn worked exactly like them - it had a Fear in it. It made enemies run out of it. Burn is strong. Burn has always been strong. It's a strong AoE, in a set with lots of offense already, even if half the ticks may end up missing on a +3 target. It's still good. If you want to skip it, fine, but it's not a bug that the power doesn't work the way you'd like it to work.
  9. So, you're OK with the powers still running on the old, defeated spawn such that you can't use it right away on the next alive and attacking you spawn? Feel like, if you're not OK with that, you can remember to turn it off.
  10. I'm fairly sure I remember that being the case from Live, long ago. Burn inherited your damage enhancing and damage boosts, while they persisted, but didn't inherit Accuracy enhancements. Before that initial damage tick was added in Issue 18, I believe it didn't even take Accuracy enhancements, and HOs or PBAoE IOs that had Accuracy in them didn't do anything to it. The power having no Accuracy component on the patch was very deliberate. You aren't supposed to be able to boost the hit rate. It just is what it is.
  11. Most scrappers have few sources of consistent +ToHit unless they take and run Tactics, so it does kinda feel like a flat reduction of the damage to just 1.75. or 1.75 + whatever a Kismet gets you, I think an extra .15 if it's scaling linearly. But 1.75 for that cast time is still very strong, it's just ... a lot of recharge and endurance for it, by the recharge and endurance formulas? Scrappers who aren't Claws, Dual Blades, Invuln, or Bio Armor in Offensive Adaptation will never get all the way to 2.3 scale outside of Build Up. Feels like the Epic pool snipe's damage and recharge should pick an expected damage number and be set assuming that. Like, the base damage the attack deals without a specific pool power or specific unique IO buffing it. Fire attacks and the like don't take a hit to the formula on the basis of their DoTs, or anything. Ranged snipes are, y'know? Recharge in keeping with the unboosted damage, endurance in keeping with the boosted damage, but they do stick to the formula. A 1.75 scale attack, even in an epic pool, should have the specs of ... well, Brute/Tank/VEAT Soul Mastery's Gloom. Which is 1.76 scale damage, 10.66 endurance, and 12 second recharge. Also, the wording of "Every point of ToHit buffing the player has will increase or decrease this damage" makes it sound like, if we're catching significantly ToHit debuffs from something, the damage will decrease below that baseline? Is that accurate? It's kinda hard to test that.
  12. In the fourth mission of the second Pandora's Box hero SSA arc, for Antonio Nash, High In Demand, when James Harvan is escorted to the exit and confronted by the people blocking the exit, he attempts to say something but the text does not properly display. Instead, it just shows the string IDs for his text. Screenshot below.
  13. The alternate movement animation modes from Beast Run, Ninja Run, etc, obviously excellent. Love them. Very aesthetic. And, love the free mini-travel-power from the P2W vendors. Lifesaver at low levels, possibly something that can carry you to 50 and past, depending on build. Problem: There's only two mini-travel-powers and they're both tied to those animations, and also, those animations are tied to having these costly toggles that are mutex with good defensive things like Combat Jumping running. Solution: Scrap Ninja Run and Beast Run. Add exactly one mini-travel to P2W, call it Free Running. It's the same as Beast Run and Ninja Run in terms of movement mechanics, but with no animation changes. And then, under Just For Fun powers, add the Ninja Run and Beast Run animations in both passive and toggle form. Four powers, free, revokable, 100% mutex with each other like Return to Battle and Renewal of Light, that do literally nothing except set the animation mode on you - passive versions so you can do it all the time, toggle versions so you can flip it on and off at will. Heck, ideally, you can find a way to stick the awesome floaty Seer walk cycle in there. But for those animation sets, it'd be great if they could be something a character could just ... have, all the time, without it being tied to running a .46 end/sec travel power.
  14. Copying from Discord: As part of the i25 update, every primary or secondary powerset that uses a weapon got a "No Redraw" theme added to it - my highest character is 34 so I can't speak to whether the Mace Mastery patron pool got a similar tweak - with five very notable exceptions. Widow Claws for Arachnos Widows, Arachnos Assault Rifles for Arachnos Soldiers (I also can't speak to Arachnos Maces for Bane Spiders), Beam Rifle (though not the Pulse Rifle attacks in the Robotics primary), Titan Weapons, and Staff Fighting. Widow Claws and Arachnos Assault Rifles noticeably have zero options for power customization whatsoever, not even recoloring of the effects when they hit, though the rifles at least have a few weapon customization options. the others, though, have Bright and Dark themes available, but no No Redraw. Those last three powersets are noticeably also the three weapon sets that came after the game went free-to-play and added a cash shop, and were themselves in the cash shop, requiring even subscribed players to pay extra to use them. I believe the i24 release doesn't have them, because it has no cash shop unlocks. I'm not sure if this has anything to do with the lack of a No Redraw theme. But it is, obviously, a big problem for the sets, just as it is for any other weapon set without No Redraw. And it's a huge problem for Widow Claws too, because Widows have a couple of click powers in their own set that cause redraw to happen. So my question is whether a No Redraw theme can be added? Might be slightly more complicated to stick it on Titan Weapons, because the actual power that gets invoked by the ability you use and does the animation call is stored somewhere else in the power database, but it'd be a big boon to those of us using the powersets paired something click-heavy. For reference on Titan Weapons, except for Follow Through, Whirling Smash, Build Momentum, and Confront/Taunt, the powers in the actual Scrapper_Melee.Titan Weapons and Brute_Melee.Titan Weapons and Tanker_Melee.Titan Weapons pools don't actually do anything but check for Momentum and pull one of two powers from either Pets.Titan_Weapons or Pets.Titan_Weapons_Tanker, and those are the ones with animations attached. So, the redraw call might actually be in those. The rest should be straightforward. Whatever was done to Broadsword, Archery, etc ... it'd just be wonderful if that can be done to these other sets.
  15. It's a bug that the crab backpack shows up in Icon at all for non-Crabs, yes. You aren't supposed to see it, and you're not supposed to have it. The Arachnos helmets under Unique Helms are from a preorder thing and those were never recolorable. Customizable Arachnos uniforms are for Arachnos soldiers.
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