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ZemX

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Everything posted by ZemX

  1. Okay seriously though, you know what's better than racing through a narrow blue cave bouncing off all the walls with SuperSpeed? Letting someone ELSE do that while you sip coffee. Then when they get where they are going you just target them and press your new macro for "powexec_location target Teleport". 😈
  2. The only thing that is ever really debated with SS is the Rage Crash and possibly modifying or eliminating it and what would be needed to balance that. It's otherwise difficult to argue the set needs a general buff when it is already top tier in performance. For the rest of the set to be buffed, Rage would almost certainly need to be nerfed somehow to balance that and a LOT of people don't want that.
  3. This is how I imagine @Snarky going through his list of alts: "Hmm.. there's the Dark/Dark Corruptor... oh, and the Dark/Dark/DARK! Blaster. Yesss... Goood. And the Dark/Dark Brute. The Dark/Dark Tank of course. The Dark/Dark Stalker.. meh. But what's THIS??! Another Dark/Dark Corruptor? How could that possibly have happened?! RENFIELD!!!"
  4. [ObiWan] It's correct... from a certain point of view. [/ObiWan] Movement Speed is a little weird. FlyingSpeed is an attribute of the character. What movement powers do is increase those movement speed attributes (running, leaping, flying) of your character. In other words, Swift isn't increasing the flying speed of the Flying Carpet. It's increasing the flying speed of your character. Flying Carpet is ALSO increasing the flying speed of your character. That's what you see in the list of values in the movement speed combat monitor. What it means when it says you can't increase the speed of the carpet is that you can't increase the contribution made to your overall flight speed BY the carpet. That's to contrast with powers like Flight or Mystic Flight which can be enhanced for fly speed. Enhancing those powers increases the amount they contribute to your overall flight speed. That can't be done with Flying Carpet. It always adds the same amount to your flight speed when toggled on. Put another way, you can place enhancements into Mystic Flight and you'll see its line in the combat monitor increase in value (i.e. the number next to Mystic Flight will go up as well as the total flight speed). But Flying Carpet will always add that same number you already see in your pics when you toggle it on.
  5. *Hurls a Boulder... from the SHADOWS!*
  6. No, the "splash" damage is not conditional. It's 100%. It's just less than the main target damage. In CoD, you need to look down the entire lower right side "Effects Group" panel to see all the effects that are applied to targets (or self, if the power does that). The one you're looking for is this one: So from the top left, this is a PvE (globe icon) effect. The yellow tag allows powers to have descriptive tags added to them. This one just says "splash". I am not sure if it actually DOES anything. The next three circular icons, if you hover over them are "inner radius", "outer radius", and "excludes main target". All of these combine to limit this particular effect to the enemies AROUND the main target (i.e. those between the inner and outer radii but just to be safe also explicitly excluding the main target). But backing up a little, you can see this effect also has a 100% chance. Sometimes there's a gray bar at the bottom of the effect box that can list other conditions that affect whether or not this effect applies to the target. But this one only has the 100% chance condition. So 100% chance but less damage. This is why @tidge likes %dmg procs here. They can proc on any of the affected targets and when they proc, they always do the same damage unaffected by any +dmg (or -dmg) effects on you and having no relation to the amount of base damage the power does. They'll do the same damage to the surrounding targets of Thunderstrike as they will to the main target UNLIKE the base power effect above. And on a Tanker, this power now extends out to 15ft radius from the main target (10ft + 50% for Gauntlet) and hits up to 16 targets. In other words, it's the same size as Foot Stomp and it procs better (because procs calculate chance based on original 10ft radius). It just doesn't do as good base damage to all targets.
  7. In no particular order: - Slotting Combat Jumping for defense is a waste, even to get those set bonuses because those particular bonuses (regen and recovery) are tiny and unneeded by Rad Armor. You've got heaps and gobs of recovery with Rad Armor. Defense is generally a waste except as a little extra for team buffs to build on if you've nothing else to build for. But CJ's defense is so small, enhancing it tends to be worth even less. I usually slot CJ: Shield Wall:+res, Kismet:+toHit, Reactive:Scaling RES, and a LOTG:+rech. - Slot Theft of Essence +End proc in Rad Therapy. Now it heals both health and endurance, especially in a group of enemies. Aside from that, I'd recommend maybe a couple recharge/heal IOs and the rest damage procs. It's nice little mini proc bomb if you want it to be. But at the very least, you'll want the Theft of Essence proc. It is phenominal in any situation you're getting hammered by endurance drain. Arachnos Mu or Freakshow for example. - Health and Stamina don't need to be that heavily slotted on Rad Armor. It's normal in a lot of other builds, but Rad's Gamma Boost handles this and the heal means you don't really need passive regen that much either. I one-slot both. Health is where I put the Panacea:+hp/end proc so it has a chance to constantly go off. Stamina and Gamma Boost get the perf shifter proc only. You could two-slot stamina and add another perf shifter:endmod if you don't want to rely as much on Rad Therapy to refill endurance. Up to you. - Meltdown should have a 50+5 recharge reduction if you're only one-slotting it. Alternatively, if you don't think you'll use it that often, use it to mule an Impervium:+RES(psi) IO. That one is not unique. Can have five of them in a build if you care about psi resistance. - Ground zero is another nice proc bomb. I like using it to lead off in a fight because it's a wide area AoE and hits a LOT of targets. Great way to taunt an entire spawn all at once with a single click. I like to slot an Avalanche rech/KB proc along with another Avalanche:Acc/Dmg/Rech. The knockdown is just funny because it has a very high chance to proc and coupled with GZ's 30 target limit, it can knock down a LOT of enemies. Others just slot more damage procs. I like getting the 2-slot bonus from a Winter Set here to pump up Slow resistance. Speaking of which... - Slow resistance is absolutely critical. You cannot rely on defense to avoid slows. The 75% you have is probably good enough (and you can get another 20 from a base empowerment station for 90 minutes) but I like to go a little higher and be immune. A large part of your backup survival is the absorb shield and heal which are on timers. Don't be slowed and you won't be dead. - Taunt doesn't need accuracy. Some people like to slot Zinger's psi damage proc here but I prefer Taunt to do no damage (except to an enemy's pride!) so I slot one 50+5 recharge. Everything else looks cool to me. I'm sure there's more room for tweaking. Looks pretty solid tho. Haven't played Elec Melee myself so I don't know how effective end drain really is. I've heard various things about it not being that effective but it's also probably not easy to notice it working. Either way, you aren't likely to need any additional mitigation it does manage to give you.
  8. Yeah, I like big boot and I cannot lie. People who love punching the ground should be investing in the Mighy Radial line of Judgement powers. Do this during a Scrapyard fight and send 32 striking workers into near Earth orbit! Take THAT organized labor!
  9. Looking at patch notes again, I only do see Adamastor (in page 7) and now Scrapyard (on beta) mentioned in reward limits. Seems none of the other Giant Monsters have or are getting reward timers... yet.
  10. Adamastor is the one being discussed in the other thread. Maybe it's the only one that's a problem. Beats me. I don't hunt GMs on the regular. I'm just pointing out that both in this thread and the other, a dev/GM has mentioned someone hanging around AFK killing GMs and in the other thread actually said they were fielding player complaints about it. You think they are making that up? That they are just tossing in pointless restrictions for fun? Because I kind of doubt that.
  11. It's not only that. You'll notice Crumpet said "at least they aren't just sitting there AFK". And Number Six pointed out the same in another thread where someone was complaining about the reward limits going in. Solo hunters have been AFK timer camping the GMs that ARE on timers to collect the merits and not sharing. Game Masters were getting complaints about that. In other words, Solo hunters did this to themselves. They can cry us all a river. One could argue there was no rule mandating sharing GM spawns and they'd be correct. There was no rule against being greedy. Doesn't mean being greedy can't have consequences. Here they are. Enjoy!
  12. Aren't there reward limits or are people alting every time to a new toon?
  13. I generally do save to the default files. i.e. No argument given to /bindsave, /wdwsave, or /chatsave because those are the ones I want on all alts. If I have a special case on a particular alt, I deal with that separately. I'll have to see what happens with /chatload on this next new alt. My recollection is that the chat tab I created for my custom channels is there but the filter is not set to include those global channels until I run /chatload. It's actually been a little while since I last alted, so I could be remembering wrong, like I said.
  14. Pretty sure I don't have to /bindload on every new alt to get my usual keybinds. But I might be starting a new char tonight. Will see if it's just my faulty memory. Regardless, it'd be nice if when you execute a /wdwsave or /chatsave without an argument, it saves to a default file that is automatically loaded on any new alt. I'm not saying it's a big deal to run a couple commands. Just a QoL thing.
  15. Yeah, shame it doesn't just load the default window and chat files for you. I always try to remember to do a /wdwload and /chatload on any new alt. Binds seem to be the only thing reliably loaded by default.
  16. Combat Jumping and Sprint are always on. I have another keybind to toggle Athletic/Ninja Run if I want and a click bind for Teleport for when I need to get through a jammed doorway or unstuck from webbing magnetizing me to the floor. And of course another keybind for Jetpack because sometimes you need to NOT be a strictly grounded hero (or villain!).
  17. Toggles (and auto-powers) work like activatable powers for proc chance calculation except they use 10 seconds as the "modified recharge time" value. In a self-only toggle or auto like, say, Health, a 1PPM proc would activate once per minute on average, just as advertised. But AoEs further reduce the proc chance by some "AoE factor". @Bopper has a whole detailed post on proc chances. Assuming I read it right, then the 60ft radius of Tactics is going to hurt proc chance big time. Solo with no allies/pets around you, that Gaussian's will proc at around a 9.2% rate. About once every two minutes. Not good. But on a team, the odds it procs on one or more allies (or yourself) can be calculated as 1 minus the chance it procs on nobody. The chance it fails to proc is 100% - 9.2% or 90.8%. Failing on everybody is just raising that to the power 'n' where 'n' is how many allies are in range (including you). A team of eight with no pets would be 1 - (0.908^8) = 53.7% proc chance per ten seconds. Now you're cooking! That sucker is proccing 3 times a minute for 10 seconds each. 50% uptime, give or take. With two MMs on the team and assuming everyone is in the same 60ft radius of Tactics... that's an 85% proc chance per ten seconds. On a league or in the bowl of a mothership raid you're probably looking at near perma Build Up. The one caveat I can think of here is Stalkers. Assassin's Mark can cause Build Up to refresh VERY often, especially if your Stalker has decent AoE attacks to call on. And proc calculation doesn't care how long it actually took for Build Up to refresh. It only calculates chance based on the recharge enhancement in the power. So it's gonna be 90% proc chance even if Mark causes Build Up to refresh three times in a row (which isn't even that rare an occurrence). And it does all that solo as well as teamed. A Stalker can potentially slot ONLY the Gaussian's in Build Up and rely entirely on Mark to refresh it, thus guaranteeing that 90% proc chance. For anyone else, placing it in Build Up is certainly more reliable, but it loses probably to Tactics on any full team that sticks reasonably well together. I haven't gone through to see if it's really possible to hit that same 3PPM 50% uptime with Build Up. I doubt it. You'd need to get pretty near the recharge cap WITHOUT putting more than about 60% recharge enhancement in Build Up to have it fire off 3 times a minute. Even then it's three times at 90% each. Not quite 3PPM really.
  18. I'm not a fan either but I would never tell you it doesn't perform. It performs great, and yeah, a lot of that is down to double-stacked Rage. I just don't care for it aesthetically. It's a lot of big slow punches and only one, admittedly great, AoE damage power. Hand Clap needs a knockdown IO to be useful and then it's only useful as a minor control power. Meh. I find other sets more exciting... but in no way does SS "suck".
  19. I assume the list of stat IDs just got rearranged, so it would depend what specific things you were monitoring before whether you saw Gravity in the list after the patch.
  20. ZemX

    Escrima Sticks?

    Martial Arts or Street Fighting + Ninjitsu Scrapper would be closest to his abilities that this game gets, IMO. If you really want a weapon, Staff Fighting is closest probably even though it's one weapon rather than a pair. Leaping Pool, Ninja Stance while fighting (get some flips in there for the acrobatics), Spring Attack. If you go Staff Fighting, maybe pick up some punches/kicks in Leaping and Fighting pools. You could even consider flight for travel. Couple it with a costume change to a jetpack to emulate a bat-wing type travel method. Or just use an actual jetpack and put up with slower flight. Nice thing about flight pool is it gives you Air Superiority for another melee attack. So if you're fighting on foot you can knock stuff out of the air with it. (Though Sky Splitter in Staff also has -fly if you're going that way too).
  21. Words are defined by common usage and this one just isn't commonly used in MMO communities anymore. Probably less because of any "political correctness run amok" and more because MMOs quickly wised up and started implementing level and sometimes trade restrictions on gear. So while there are still certainly advantages of having established high level characters helping out your lower level alts or friends' characters, it's mostly about wealth transfer now and less about having a level 1 decked out in endgame suits of armor and weapons because that stuff could no longer be used by low levels or in some cases even traded/sold at all. At least that I recall, this was more often used to refer to wearing high level gear gifted from another character than just being "powerleveled" or "farmed" up in levels quickly. We still use those terms, in fact, and almost never see "twinked" in this same context.
  22. ZemX

    The Mindful Tank

    Yeah, I got mixed up between "per tick" and "per second" values for end cost. It is indeed half the cost now.
  23. Okay that makes sense. I guess I'd forgotten already it was base 0.78 per second before.
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