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A.I.D.A.

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Posts posted by A.I.D.A.

  1. On 4/23/2024 at 7:11 PM, Underfyre said:

    Run Type: Pylon 
    Archetype: Sentinel
    Primary Powerset: Sonic Attacks
    Secondary Powerset: Bio Armor
    Time in seconds: 38.05 seconds
    Hybrid: Assault Core
    Number of Runs: About 5? Needed several things to go right.
    Version: Issue 27 Page 7 Open Beta

     

    Used: Ageless Core Epiphany, Geas, Offense Amplifier, Defense Amplifier, Survival Amplifier, Envenomed Daggers. Build is wholly unsustainable.

     

    pylon sonic.mbd 42.11 kB · 12 downloads

     

     

    Why does your pylon start at 75%.

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  2. Unfortunately, if you double-stack BEANED UP by landing another set of 3 Beanbags before the buff runs out, then you constantly emit Rikti Monkey PBAoE gas.

     

    Also the T9 attack has a crash, and it crashes you whether it deals damage or not.

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  3. Speed Phase is not a proper intangible. It just deletes hitbox collision. Super Speed is still one of the most popular travel powers for the fact that its stealth is actually a ThreatLevel -100%, and not a stealth radius, and thus bypasses all perception radius mechanics!

    But please don't spread yet more misinformation, Rudra. In fact, maybe just don't post at all until you test every claim.

  4. Cloak of Fear will forever be worthless unless its pulse rate is reduced to equal Oppressive Gloom's pulse rate, so it could mag-stack the terrorize to affect more than just minions. As it stands, it's a hard skip. Just, a waste of a power pick. Could be taking literally anything else. At all.

     

    And even then, it would still just be a worse version of Oppressive Gloom. Terrorize breaks on hit, Stun does not.

     

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  5. Now if only they could proliferate the KB conversion to the AoE immobilize in sets like Electric Control which, at least on my Dominator, erroneously is missing the part that stops my gremlins from throwing things around the room.

  6. Because all it actually does is make it so you only have to stop for ten seconds in Zone-8888 one time in a day's play session, instead of six times.

     

    It is the actual definition of quality of life -- being able to buy multiple stacks of a thing at once so you don't have to run back to the shop extra times.

     

    No buff numbers are increased, no power is gained relative to the current state of the game before this proposal. No costs are reduced. This proposal would only mean that people who use empowerment buffs need to waste less time and load screens dipping out to Zone-8888 (or their base of choice).

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  7. I'd be happy if I could change the colours on my pistol blaster's ammo types. Sorry, old Paragon devs, fire is not piss-yellow. But yeah, an electrified bullet would be neat. Especially if it was a functional damage-increasing alternative to the fire ammo, which neither the cold nor chemical ammo really are.

     

  8. 17 hours ago, Purrfekshawn said:

     

    l think Author meant Barrier Break (T5) giving mez protection. And yah in general this new Resistance-Based Tank powerset seems like something l would like to try.

     

    l also would've added RES and END resist to Unbroken Mind (T2), and wanna question Cold Damage resistance? Was it just forgotten to get added or it's intentional hole (like Toxic damage for Electric Armor powerset, PSI damage to most of armors & Cold Damage for Radiation Armor)?

     

     

    Maybe so! But status resist is not status protection. Resist is %duration-reduction, not negative magnitude, and it's wholly insufficient to actually protect a character from CC. So, my reminder for clarity has value.

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  9. I like the psi armor set. Just a small question though -- why bother to make such small defense bonuses unenhanceable? Is it specifically to force pool power selections for LotG mules?

     

    ED for defense starts at around 41% enhancement value, and can easily get to 50% before dropping off hard. So, even if someone were to slot them primarily for defense (which I don't see being a good idea based on the values), that 1% would only become 1.5%, and the 2% would become 3% -- those are both smaller than Combat Jumping and Hover, and those are already not really the best use of defense slotting compared to Weave or Maneuvers.

     

    I'm also not seeing any negative CC magnitudes, which is a huge oversight for an armor set. If you want to give it an as-yet-unseen 'secondary effect' (that's what I assume the ~10% unenhanceable DEF to be), then why not replace the DEF entirely with a separate kind of negative CC magnitude on each power? Maybe its 'secondary effect' can be that the mez protection is spread out among the rest of the set, instead of all residing on one toggle (essentially netting you one more power in the set that can do other things besides just mez protection).

     

    My last bit of feedback on that is that I don't think the game has any way of knowing which enemy attacked you most recently, so Psionic Riposte seems untenable as suggested. I like the idea of a life-drain in an armor set, though, so maybe just let it freely target?

     

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  10. 47 minutes ago, twozerofoxtrot said:

    Also for the record, I really couldn't care less what happens to SS or Rage.

    I've played the set on my main since HC opened up, and back when I had no idea what I was doing with it on CoV Live (with the same main).

    I just like flogging bad arguments that go nowhere.

     

    Flog your own arguments, then. The numbers ruin them.

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  11. 9 hours ago, twozerofoxtrot said:

     



    There ya go!

     

    But it's still a three-power set. The high-end Super Strength builds skip the other six. I find it really amusing that people in this thread are all like, "Titan Weapon doesn't let me throw rocks at people," but the boulder throw in Super Strength is so, so skippable it actually hurts to look at.

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  12. You could always either hang onto them in case you need them for another build, or sell them to an individual player using the trade window. Granted, that's harder to do with no dedicated chat for manually selling items, and it isn't useful for most situations to do it that way -- your situation being the outlier.

  13. 10 hours ago, twozerofoxtrot said:


    Super Strength is currently one of the top performing attack sets on both ATs. It's usually in the top 2 or 3 of Ston's many, extensively documented damage tests that he put actual time and thought into.

    Oh wait, did you mean essential to nerf it?

     

    More that it's essential to make more than one or two of the individual attacks worth using. Super Strength is built on the backs of Rage and Cross Punch, because its own attacks (save for around two whose names I can't remember right now) are mostly terrible. And they're terrible explicitly because their innate damage is low, normalized to be used alongside the buff values of permanent (and possibly double-stacked) Rage, and come out roughly on par with other sets. The fact that it's in the top 2 or 3 is absolutely Rage's fault, it's propping up a list of mostly really bad attacks -- and the outlier Super Strength builds are made with the two attacks that didn't receive the normalized-to-Rage treatment, and Cross Punch -- because a pool attack is stronger than the rest of the attacks in the set.

     

    By replacing Rage with a more normalized Build Up, the rest of the attacks in the set can be made more interesting to take. But that's a Resisted Change(tm) in this community, for reasons I cannot fathom or understand.

     

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  14. My main point here is that, instead of even thinking about porting Super Strength to scrappers or stalkers, first it's essential to do all the sensible changes (delete Rage, replace with Build Up, de-nerf individual attacks to bring them back into line now that it has the same amount of +%damage as other melee sets) to the existing set on the archetypes that have it.

     

    If anyone is unhappy and quits over that, well. Bye.

     

    This whole entire thread is a cart put before the horse.

     

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