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Booper

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Everything posted by Booper

  1. Both of those should be fixed internally. Empowered Seismic Force was a minor oversight when copying over its effects from its old "Redirects" version. That fix was easy to spot after you reported it. Seismic Shockwaves was a very minor bug that had a significant impact. In other words, it was easy to fix but hard to find. When this fix gets patched, we will want testers to stress-test it again to make sure the fix to the bug was correct, and no new/unintended bugs are introduced (like making a new character and seeing Seismic Shockwaves as a selectable power. That would be bad).
  2. I did see that proposal, but I won't be making that change. It's a travel set, and the movement speed will be its predominant piece. As for Hypersonic, there are only three endurance/recovery set bonuses while there are four sets. One was going to lose out. I'm willing to trade the sustains between Hypersonic and Thrust, give Hypersonic the 2.5% recovery and Thrust the 1.875% HP.
  3. I'll take that as a vote for the T2/T4/T5 over the T2/T2/T6? (T2/T4/T6 isn't happening, it's already going over budget)
  4. The next build might have these changes made to the Travel IO's set bonuses: T2 Resist | T4 Sustain | T5 Move/Sustain Hypersonic: 2.25% E/N Resist | 1.875% HP | 9% Movement Speed Launch: 2.25% S/L Resist | 10% Regen | 2.7% Max End Thrust: 2.25% F/C Resist | 2.5% Recovery | 10% Slow Resist Warp: 2.25% T/P Resist | 3% End Discount | 7.5% Range It is not guaranteed to go Live in this form, but I wanted to see how it looks in game given the previous feedback requesting more bonuses that included unique sustains and movement themes. Endurance Discount is very rare, with only 4 such bonuses in the game and most of those coming in a 5th slot bonus. The only other 3% end discount is in the Annihilation set. The 2.7% Max Endurance will be the first of its kind. The only set bonuses that offer more are ATOs. The 9% Movement Speed will be the 2nd of its kind, shared with Winter's Gift. I put this into Hypersonic as flyers are not always flying, in which case the extra movement speed to run/jump can be appreciated. The 7.5% Range is the only set bonus in PvE that is not attached to an ATO. The 10% Slow Resistance will join Synapse's Shock as the only non-PvP and non-Winter set to have this effect. There may be other considerations as well. I am thinking of doing T2 Sustain | T2 Resist | T6 Move/Sustain Hypersonic: 1.125% HP | 2.25% E/N Resist | 10.5% Movement Speed Launch: 6% Regen | 2.25% S/L Resist | 3.15% Max End Thrust: 1.5% Recovery | 2.25% F/C Resist | 12.5% Slow Resist Warp: 1.75% End Discount | 2.25% T/P Resist | 8.75% Range This approach will truly make for 4-slotting a goal for unique bonuses while leaving the 2-slot and 3-slot bonuses fairly uninspiring.
  5. It's an interesting comparison looking at options for one-slotting run powers with a run/end or a run/special from Thrust. I'll expand on this one with one more comparison: Run IO versus Run/Special IO, and I'll also show attuned versus +5 boosting. I will show the numbers a little differently, though. I will only show the speed contributions from the power and the enhancements, base speed and swift are not included as they would be the same contribution in both scenarios. For Super Speed (or Speed of Sound), the one-slotting with a standard Run IO is slightly faster (~1-2 mph), however it provides no in-combat speed. So it's a pick-your-flavor decision if only slotting with one enhancement. For Infiltration, the one-slotting with Thrust is slightly faster (~2-3 mph), while also providing in-combat speed. Of course, you wouldn't use a Run IO, you'd use a Universal Travel IO so your jump speed gets buffed too. So the question becomes "do you prefer the extra run speed or the extra jump speed?". Again, it's a pick-your-flavor decision (although you certainly could choose both). I could see some Infiltration users 4-slot the power with two Travel/End+5 IOs, a Thrust+5 IO and a Launch+5 IO. With this setup and a +5 IO in Sprint, you can hit the Jump Speed cap and almost hit the Run Speed cap (92.5 mph). Of course, this is anecdotal, there are many ways to slot this power to squeeze out a little more speed and hit the caps. You can choose to 3-slot infiltration and hit the caps. You can do Travel+5, Travel/End+5, and Thrust: Like I said, there are many ways to choose how to build. Even in these examples, no set bonuses are used. Throw in set bonuses and you will not need as much enhancing of speed and could possibly slot for more endurance reduction or allocate the enhancement spot to something else entirely. The build options are there to choose any path you want.
  6. I think that will be a popular choice. You're basically getting a second Combat Jumping with the +8' Height. Also, now that you can run CJ with SJ, you will still get the Max Jump Height benefit. You'll have to test and provide feedback on what your Max Jump Height will reach with that configuration, I'm curious to see.
  7. It's worth noting the +run speed is self-buffed by the split runspeed enhancement. At level 50, this equates to 1.265 x 5 = 6.3 mph. Of course any other enhancements in the power or + runspeed strength buffs you have will also buff this unique effect. I think when I 4-slot the Thrust set, it provides 9.6 mph total. Not as much as sprint, but it's a little something.
  8. The cap is the same. It makes it easier to reach the cap in super speed and it offers in-combat speed when using Super Speed. It also can be slotted in powers that do not easily hit the run speed cap, like Infiltration.
  9. You're right, it was an oversight. Both quick and normal snipes should give a 50% buff for 10s. It'll be fixed in next patch
  10. Build 2 - Enhancements Only one change, so stripped most for brevity. Thrust A rare 4-piece Running IO set that includes a unique IO that will grant your character extra running speed when using the run power it's slotted in. This extra run speed is 5 mph, can be increased with enhancements and outside strength buffs, does not suppress in combat, and will last for 120s (if click power) or until when the run power is toggled off. This set has a level range of 15-50 and its level 50 pre-E.D. enhancement values are 95.4% running speed and 68.9% endurance reduction. Enhancements: Running Endurance Reduction / Running Endurance Reduction Running / +Run Special Set bonuses: 2-piece: (Small) 1.5% Recovery 3-piece: (Tiny) 1.25% Defense (Area) and 0.625% Defense (Fire/Cold) 4-piece: (Huge) 4.5% Damage Resistance (Fire/Cold) and 7.5% Mez Resistance (All)
  11. Build 2 - Earth Manipulation Earth Manipulation New Secondary Powerset for Blasters You can control the forces of the Earth. You can manipulate earth and stone to defeat your foes. The crushing force of many Earth Powers can reduce a target's Defense, while most Stone attacks will knock foes off their feet. Stone Prison Ranged, Moderate DoT(Smash), Foe Immobilize, -DEF, -Fly Immobilizes a single target within an earthy formation and deals some Smashing damage over time. Some more resilient foes may require multiple attacks to Immobilize. Stone Prison can also reduce a target's Defense. Fix: Immobilize reduced to mag 3 Heavy Mallet Melee, High DMG(Smashing), Knockback Your control over the earth allows you to form a mallet of solid stone. This Stone Mallet deals high damage and can knock down weak foes. Salt Crystals PBAoE, Foe Sleep, -DEF Attempts to encrust all nearby foes in a Pillar of Salt. The victims will remain encased within the salt for quite a while, but will automatically break free if attacked. Affected targets have reduced defense for a while, even if they break free. This power is Auto-Hit. The power still requires a ToHit check to apply its -Defense Debuff. Build Up Self +DMG, +To Hit Greatly increases the amount of damage you deal for a few seconds, as well as slightly increases your chance to hit. Tremor PBAoE, Light DMG(Smashing), Knockback You can cause a localized earthquake immediately around you. This will deal moderate damage to every foe in melee range, while knocking them back. Fix: Added ability to slot Blaster ATO sets. Mud Bath Toggle: PBAoE, -SPD, Self +Heal Over Time, +Recovery While this power is active, you draw upon the geothermal power of the Earth to create a bubbling pool of hot mud around you. All foes in melee range will become snared and entrapped in the mud, slowing them down. You recover a small amount of health every few seconds while this power is active. Fix: Removed ability to slot Blaster ATO sets. Fix: No longer grants Defiance. Beryl Crystals Toggle: Self Res(Confuse, Perception, ToHit), +Perception, Accuracy Activating this power summons several rare Beryl Crystals to orbit around you. These Crystals can bring clarity of the mind and increase your Accuracy, Perception to see hidden foes, and grant resistance to Confusion and ToHit debuffs. Fix: Beryl Crystals should now apply its +Acc strength correctly Added IgnoreResistance flag to the +Acc effect Fracture Ranged (Targeted AoE), Foe Disorient, -DEF You can Fracture the ground around an enemy, disorienting all affected targets for a good while. You must be on the ground to activate this power. Seismic Smash Melee, Extreme DMG(Smashing), Foe Hold This massive attack hits with all the force of the Earth itself. It deals tremendous amounts of damage and may Hold the target if they are not defeated outright.
  12. Build 2 - Seismic Blast Seismic Blast New primary for Blasters and Corruptors, new secondary for Defenders. You can manipulate earth and stone to defeat your foes. The crushing force of many Earth Powers can reduce a target's Defense. Being of the Earth, you are the most powerful while on the ground. While grounded, your attacks increase Seismic Pressure. As your Seismic Pressure increases, the cooldown of other Seismic Blast attacks is reduced and your chances of triggering Seismic Shockwaves around you also increase. These Seismic Shockwaves will have a chance of knocking back foes and, while standing on the ground, empower some of your attacks. Rock Shards will have its area and damage increased. Seismic Force will cooldown in half the time. Stalagmite will deal a large amount of damage. Seismic Shockwaves: Fix: Removed protection text references from Seismic Shockwaves. Is now customizable. No longer wakes up sleeping enemies. Knockdown changed to vector based so its always knockdown. Should make the screen shake a lot less. Encase Ranged, Light DMG(Smash), Foe -Jump, -Fly, -DEF Encase a foe in stone for a short moment, dealing damage and lowering their defense. They will also become heavy, limiting their ability to jump and fly for a short time. Encase grants one stack of Seismic Pressure. Fix: Added ability to slot Accurate Defense Debuff and Defense Debuff sets. Added ability to slot Defense Debuff enhancements. (Defender/Corruptor) Recharge and damage slightly increased. Shatter Ranged, Light DMG(Smash), Foe -Jump, -Fly, -DEF Cover a foe in stone shards and shatter them, inflicting light damage and lowering their defense. They will also become heavy, limiting their ability to jump and fly for a short time. Shatter grants one stack of Seismic Pressure. Fix: Added ability to slot Accurate Defense Debuff and Defense Debuff sets. Added ability to slot Defense Debuff enhancements. (Defender/Corruptor) Recharge and damage slightly increased. Rock Shards Ranged Cone, Light DMG(Lethal), -Defense, Special You launch a volley of stone shards at your target in a sweeping cone. These shards stab into the target, causing lethal damage. They will also continue to suffer additional lethal damage over time. If affected by Seismic Shockwaves, this power will halt the shockwaves, the up front damage will be increased and damage over time accelerated, foes will be knocked down, range will be increased to 60ft and arc to 40 degrees. Rock Shards grants one stack of Seismic Pressure. Fix: Added ability to slot Accurate Defense Debuff sets. Enhanced version range lowered to 60ft. Enhanced damage is no longer a DoT, it is now entirely up-front. Entomb Ranged, High DMG(Smash), Foe -Jump, -Fly, -DEF Entomb foes in a big boulder, dealing high damage and lowering their defense. They will also become heavy, limiting their ability to jump and fly for a short time. Entomb grants one stack of Seismic Pressure. Fix: Added ability to slot Accurate Defense Debuff sets. (Blaster Only) Recharge and damage slightly lowered. Fix: Removed bug that would show a flaming arrow in the power customization screen. Seismic Force Self +To Hit, +DMG, +Special Greatly increases the chance to hit of your attacks for a few seconds. Slightly increases damage. If affected by Seismic Shockwaves, this power will decrease the cooldown of all Seismic Blast attacks by a moderate amount. This power no longer cuts its own recharge in half when affected by Seismic Shockwaves. Instead it will reduce the cooldown of all other Seismic Blast attacks that are currently recharging (typically 25% reduction). Upthrust Targeted AoE, Light DMG(Smashing), -Fly, -Defense, Chance to Knockdown You channel seismic energy into the earth, causing a micro-fault to erupt under your target. This causes a shard of rock to thrust upward out of the ground, dealing smashing damage and lowering their defense. Affected foes will become heavy, limiting their ability to jump and fly for a short time. The force of the eruption can knockback enemies. Upthrust grants one stack of Seismic Pressure. Fix: Added ability to slot Accurate Defense Debuff and Defense Debuff sets. Added ability to slot Defense Debuff enhancements. Tombstone Sniper, High DMG(Smash), Foe -Jump, -Fly Create a giant pillar of stone, creating a Tombstone around your target dealing extreme damage and limiting their ability to jump and fly for a short time. This is a sniper attack, and is best fired from a distance as it can be interrupted. If you are engaged in battle this attack becomes instant-cast. If you are not engaged, it will do bonus damage. Tombstone grants one stack of Seismic Pressure. Fix: Removed the ability to slot Defense Debuff enhancements. Tombstone icon changed (Blaster Only) fixed bug where the temporary range buff was being granted by the Quick Snipe instead of the Normal Snipe. Stalagmite Ranged, Variable DMG(Smash), Foe Disorient, Special You can cause a Stalagmite to erupt under an enemy dealing minimal Lethal damage and Disorienting them for a good while. You must be on the ground to activate this power. If affected by Seismic Shockwaves, this power will halt the shockwaves and deal extreme damage. Bonus Damage is only 2/3rds enhanceable. Stalagmite grants one stack of Seismic Pressure. Recharge lowered to 8s unempowered, 16s empowered. Empowered Damage is now fully enhanceable but lowered to scale 2.92 Range increased to 80ft Added IgnoreCombatMods flag to the RechargePower effect in Enhanced Stalagmites. Hitting foes of different levels set the recharge to unintended values. (Defender/Corruptor) Fixed a bug where the RechargePower was set to the Blaster version. Meteor Ranged (Location AoE), Extreme DMG(Smashing) Foe Knockback You call down a meteor strike from the sky at a specified location. All targets within 30' are caught in the blast radius, taking extreme damage and being knocked back. Note: This power uses the knock vector system. You'll notice the foes will be knocked up and back. Fix: Increased accuracy to 1.4x to match other nukes.
  13. Build 2 - Stone Melee Scrappers Stone Melee This powerset has been proliferated for Scrappers. Unlike the Brute/Tanker versions, Seismic Smash hold is mag 3, not 4. The power has an increased critical hit rate (20%) but does not crit for full damage. Instead, it crits for +28% damage and inflicts double mag hold. You can use the powers of earth and stone to do battle with your foes. Stone Melee allows you to strike with fists of stone, summon earthen weapons, and even quake the very ground itself. Stone Fist Melee Light DMG(Smashing), Foe Minor Disorient Your stone-covered fists attack swiftly for moderate damage and may Disorient your opponent. Fix: Removed ability to slot Threat sets and enhancements. Stone Mallet Melee, Moderate DMG(Smashing), Knockback Your control over the earth allows you to form a mallet of solid stone. This Stone Mallet deals heavy damage, and can knock down weak foes. Fix: Removed ability to slot Threat sets and enhancements. Heavy Mallet Melee, High DMG(Smashing), Knockback A more impressive form of Stone Mallet, the Heavy Mallet deals more damage, but is slower to swing. It has a greater chance of knocking down opponents. Fix: Removed ability to slot Threat sets and enhancements. Fix: Erroneously low crit damage values have been adjusted to their proper values. Build Up Self +DMG, +To Hit Greatly increases the amount of damage you deal for a few seconds, as well as slightly increases your chance to hit. Fault Close (Targeted AoE), Minor DMG(Smashing), Foe Knockback, Disorient This powerful stomp can cause a seismic disturbance. This will crack the Earth itself and send a Fault towards a targeted foe, throwing him and nearby enemies into the air and possibly Disorienting them. Fault has a chance of dealing damage to foes in between you and your target. Fix: Removed ability to slot Threat sets and enhancements. Fix: Corrected enhancements allowed for the executed Fault and Fault_Cone powers. Confront Ranged, Foe Taunt Challenges a foe to attack you. Useful to pull a villain off an ally who finds themselves in over their head. A To Hit check is required to Taunt enemy players, but is not needed against critter targets. Seismic Smash Melee, Extreme DMG(Smashing), Foe Hold This massive attack hits with all the force of the Earth itself. It deals tremendous amounts of damage, and may Hold the target (mag 3) if they are not defeated outright. Seismic Smash has an increased critical rate but does not inflict double damage on a critical hit, instead, it adds +28% bonus damage and double Hold magnitude (mag 6). Fix: Removed ability to slot Threat sets and enhancements. Hurl Boulder Ranged, Moderate DMG(Smashing), Foe Knockback, -Fly You are able to tear up a chunk of the ground beneath your feet and Hurl it at an enemy. This attack deals high damage, and can knock foes back and even drop them out of the air if they are flying. Fix: Removed ability to slot Threat sets and enhancements. Tremor PBAoE, Light DMG(Smashing), Knockback You can cause a localized earthquake immediately around you. This will deal moderate damage to every foe in melee range, while knocking them back. Fix: Removed ability to slot Threat sets and enhancements. Stalkers Stone Melee This powerset has been proliferated for Stalkers. Unlike the Brute/Tanker/Scrapper versions, this powerset does not have Heavy Mallet nor Seismic Smash. Instead it has Assassin's Smash and Seismic Mallet. You can use the powers of earth and stone to do battle with your foes. Stone Melee allows you to strike with fists of stone, summon earthen weapons, and even quake the very ground itself. Stone Fist Melee Light DMG(Smashing), Foe Minor Disorient Your stone-covered fists attack swiftly for moderate damage and may Disorient your opponent. Stone Mallet Melee, Moderate DMG(Smashing), Knockback Your control over the earth allows you to form a mallet of solid stone. This Stone Mallet deals heavy damage, and can knock down weak foes. Fault Close (Targeted AoE), Minor DMG(Smashing), Foe Knockback, Disorient This powerful stomp can cause a seismic disturbance. This will crack the Earth itself and send a Fault towards a targeted foe, throwing him and nearby enemies into the air and possibly Disorienting them. Fault has a chance of dealing damage to foes in between you and your target. Assassin's Smash Melee, Extreme DMG(Smashing) A signature Stalker attack. This attack does superior smashing damage on its own as a frontal attack and cannot be interrupted. However, if it is executed while you are Hidden, this attack will do tremendous damage, as you waylay your unsuspecting foe. This attack may be interrupted if you move or are attacked while executing this power and are hidden. Using this power while not hidden has a chance to critically hit equal to 33.3% times the number of stacks of Assassin's Focus. Using Assassin's Smash when not hidden will remove all stacks of Assassin's Focus regardless if you critically hit or not. Build Up Self +DMG, +To Hit Greatly increases the amount of damage you deal for a few seconds, as well as slightly increases your chance to hit. Placate Ranged, Foe Placate, Self Stealth/Hide Allows you to trick a foe to no longer attack you. A Successful Placate will also Hide you. This Hide is very brief, and offers no Defense bonus, but it will allow you to deliver a Critical Hit or an Assassins Blow. However, if you attack a Placated Foe, he will be able to attack you back. Seismic Mallet Melee, Superior DMG(Smashing), Knockback, Hold A more impressive form of Stone Mallet, the Seismic Mallet deals more damage, but is slower to swing. It has a greater chance of knocking down opponents, in addition to a chance for hold. Hurl Boulder Ranged, Moderate DMG(Smashing), Foe Knockback, -Fly You are able to tear up a chunk of the ground beneath your feet and Hurl it at an enemy. This attack deals high damage, and can knock foes back and even drop them out of the air if they are flying. Tremor PBAoE, Light DMG(Smashing), Knockback You can cause a localized earthquake immediately around you. This will deal moderate damage to every foe in melee range, while knocking them back.
  14. Build 2 - Stone Armor There are no significant changes to other ATs, so omitting their sections for brevity. Stone Armor - Stalkers This powerset has been proliferated for Stalkers. This version of the set does not get access to Granite. Instead, it has a new power called Geode. Geode is similar to Hibernate, creating a protective structure where you can regenerate and recover endurance. The power has some big differences from Hibernate: While Geode is active, you accumulate Geothermal Power stacks that increase the damage inflicted by Brimstone's fire proc. Geode does not trigger NoPhase locks, nor is it blocked by them. Enemies can target and attempt to destroy the Geode structure, once destroyed, the toggle will drop. Any buff aura the player has will remain active and will continue to buff allies. You can transform your skin into various forms of rock and stone. Stone Armor is one of the few Stalker Defensive Power Sets that offers defense to Psionics. Hide Toggle: Self Stealth, +DEF(All but Psionics) Hide makes you almost impossible to detect. When properly 'Hidden", a Stalker can pull off Critical hits with his attacks, and even land a massive 'Assassins Strike' with an Assassins power. When you attack or are damaged while using this power, you will be discovered. Even if discovered, you are hard to see and retain some bonus to Defense. Unlike most stealth powers, Hide can be used at the same time as other Concealment powers, giving you even greater stealth capability. No Endurance cost. Rock Armor Toggle: Self +DEF(Lethal, Smashing), Res(DeBuff DEF) Your skin becomes stone while this power is active. Stone Armor protects you from Smashing and Lethal attacks. They are less likely to land and affect you. Stone Armor also grants you resistance to Defense DeBuffs. Stone Skin Auto: Self +Res(All but Psionics), +DEF(All but Psionics) Your tough skin is naturally resistant to most types of damage. This power is always on and costs no Endurance. Earth's Embrace Self +HP, Res(Toxic) You are so connected to the Earth, you can draw upon its power to add to your health. Activating this power increases your maximum Hit Points, and grants you resistance to Toxic Damage. Rooted Toggle: Self +Res(Knockback, Sleep, Disorient, Hold, End Drain, DeBuff DEF), +Regeneration While this power is active, you merge with the Earth and draw forth its power to become resistant to Knockback, Sleep, Hold, Disorient and Endurance Drain effects, and increase your Hit Point Regeneration rate. Rooted also grants you resistance to Defense DeBuffs. Crystal Armor Toggle: Self +Recovery, +DEF(Energy, Negative), Res(DeBuff DEF) While this power is active, your skin becomes encrusted in various quartz crystals. Crystal Armor makes Energy and Negative Energy attacks less likely to hit. This power also grants you an Endurance recovery buff and resistance to Defense DeBuffs. Crystal Armor also adds an Elusivity defense bonus to Energy and Negative Energy Attacks in PVP zones. Brimstone Armor Toggle: Self +Res(Fire, Cold, Toxic), +Special While this power is active, your skin becomes encrusted in cracked magma. Brimstone Armor makes you highly resistant to Fire, Cold and Toxic damage, and helps your attacks set enemies on fire, delivering damage over time. Notes on the damage over time from Brimstone Proc: The DoT damage uses AT modifiers: Ranged_Damage for attacks with base ranges > 20 ft and Melee_Damage otherwise. The DoT damage is scaled based on the attack's cast time (scales between 0 and 3 seconds). This mostly ensures a constant DPS increase despite the speed of one's attacks. The DoT effect has a chance to critical hit for Stalkers. Minerals Toggle: Self +Recharge, +DEF(Psionic), Res(Confuse), +Perception Activating this power summons several rare earth rock Minerals to orbit around you. These Minerals can disperse thought patterns and make Psionic attacks less likely to hit. They also bring clarity of the mind increasing the recharge time of your powers, increasing your perception, and making you resistant to Confusion. Geode Toggle: Self +Regeneration, +Recovery, Invulnerable; Self Hold When you activate this power, you encase yourself in various protective mineral layers that can absorb incoming damage while you heal and recover endurance at an incredible rate. You can emerge at will by deactivating the power, but you cannot stay in this Geode for more than 30 seconds. If enemies inflict enough damage, they might break you out of this effect. If Brimstone Armor is owned, this power will also grant Geothermal Power every 2 seconds, increasing the damage inflicted by Brimstone's Fire by 8% per stack. Note: The Geothermal Powers should last for 60s and can stack up to 15 times. This gives the Brimstone Proc damage a 2.2x boost at max strength.
  15. Should be self only, but do test that to confirm.
  16. Exactly, it is a budget. One that I've outlined and provided suggestions for feedback on. I disagree on the investing time in other's feedback as a wasted endeavor, some of it has been useful. For example, the Run Speed Resistance did not fit within the design goals of the set, so that is getting upgraded to something truly unique. I look forward to test feedback when that's introduced as it is a first-of-its-kind effect for a slotted enhancement and I'll want to ensure it is not bugged in any way. I don't see increased taunt strength as being too interesting to folks who are just wanting to slot a travel set, but this is sort of what I was going for in designing uniques. Initially, the +Fly magnitude was going to be a Resistance(Fly). Kind of a neat idea, where let's say you have 50% resistance to Fly, it will require twice as much -Fly to knock you out of the air. Unfortunately, this would have made it a better IO to slot into Hover or Evasive Maneuvers as opposed to Fly/Mystic Flight. That's where a flat +Fly was born. Unfortunately...this did very horrible things if you slot it into Evasive Maneuvers while not Flying. I probably have a hilarious video somewhere of blazing through the air at 21 mph, and having about as much movement control as glass slippers on an ice skating rink (let's just say I failed to stop at every red light). So the implementation of the +Fly is similar to that done for the KB/KD IOs, which uses a PowerChanceMod in all the powers. Now it works, thankfully.
  17. There are some, not many. It does not matter as the uniques are not designed for combat travel powers (if you want something like that, you can use the Suggestions and Feedback forum). The only consideration given to uniques that can slot into combat powers is to ensure the unique does not make the combat power too strong.
  18. It will slot into those powers. Go back to Page 3 of these comments and you'll see a breakdown of use-cases for these uniques.
  19. No element requires them to be on during combat. There is an option for turning it on in combat if you wish to have the benefits it affords you (at the cost of using a travel power while in combat). However, that will be a choice that you will have to make, not one that will be given to you simply because you slot the IO into an inactive power. These are extensions to your travel power, not gifts to your build.
  20. Based on some of the recent feedback, I am looking at set bonuses that do not include defense. I don't expect everybody to like this option, but I'll present it for discussion. For history sake, I'll include the other options I posted earlier: 2-piece | 3-piece | 4-piece T2 Sustain | T2 Resistance (2.25%) | T3 Positional/Type Defense (2.5% / 1.25%) T2 Sustain | T2 Resistance (2.25%) | T4 Type/Positional Defense (3.13% / 1.565%) T2 Sustain | T1 Positional/Type (1.25% / 0.625%) | T5 Resistance (4.5%) (Current implementation) T2 Resistance (2.25%) | T4 Sustain | T5 Move or Sustain (New) Specifically, I'm looking at this for each set using the newest format: Hypersonic: 2.25% E/N Resist | 1.875% HP | 9% Movement Speed Launch: 2.25% S/L Resist | 10% Regen | 2.7% Max End Thrust: 2.25% F/C Resist | 2.5% Recovery | 10% Slow Resist Warp: 2.25% T/P Resist | 3% End Discount | 7.5% Range
  21. The uniques will not become global set bonuses. As I mentioned earlier:
  22. In the next build, Thrust will be replacing its 20% run speed resistance with a run speed buff. The run speed will be the same as Swift (5mph at base, 0.1 scale), will not suppress in combat and is enhanceable. For example, if you slot it into Super Speed (1.0 scale), the unique will make it 10% faster and that 10% will not suppress if you attack. Assuming you 4 slot Thrust into Super Speed, the 91.8% enhancement will grant you 9.6 mph of unsuppressed speed. This should address the issue of offering a benefit while traveling as well as a benefit while in combat. Something that the run speed resistance didn't do.
  23. You're right. I typed in the name and didn't check the internal name. Given the charges and the relatively short cooldown, it seems as a power not many would feel compelled to slot recharge reduction for.
  24. That is a good example. Although the power's effects are already permanent without recharge.
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