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Everything posted by macskull
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I remember seeing common complaints on the HC Discord shortly after I27 dropped about how players were having a hard time finding certain Blaster and Brute ATO pieces which made sense to me since 1) Blasters got a new secondary and almost every existing secondary got tweaked and 2) more new alts = more new farmers = more new Brutes needing ATO pieces. There are a surprising number of people who refuse to play converter roulette even though it would solve all their problems and probably cost less inf/merits than buying specific pieces.
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SUGGESTION: Remove -tohit from group fly
macskull replied to Kid_Gloves's topic in Suggestions & Feedback
It does, but this is hardly the only power in the game with incorrect text. -
Auction House fees: is there any point?
macskull replied to Shenanigunner's topic in General Discussion
Considering prices have stayed fairly stable since they nerfed double inf while exemplared, I'd say we're at a point where "goes ins" equal "goes outs" and there's really not much reason to upset that. Your suggestion seems like extra work to solve a nonexistent problem.- 117 replies
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Hi Damon!
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Auction House fees: is there any point?
macskull replied to Shenanigunner's topic in General Discussion
You have a very odd definition of "inflation." Unless you meant the economy was massively inflated back on live? I'd agree with that premise at least - a single purple enhancement back on live could cost as much as an entire build costs now, and I routinely sold certain PvP IOs off the market for 3-4 billion inf each. Inflation hasn't been happening here because The Powers That Be have been careful to curb it as they find it practical - reduced merit costs, seeded salvage and super packs, bucketing, removal of double inf while exemplared, P2W vendors, etc. AH fees are a small part of it and while they may not do much on their own to keep the market reasonable they do work together with the other means of curbing it. -
SUGGESTION: Remove -tohit from group fly
macskull replied to Kid_Gloves's topic in Suggestions & Feedback
FYI, Group Fly doesn't do -tohit and hasn't for a long time. -
Super packs average greater than one enhancement per pack so it makes sense they sell for less than the cost of the pack. Winter enhancements are the same way - when the price was 10 million per pack during the winter event the enhancements were hovering around 8 million. I guess the simpler answer is "because that's what people are willing to pay."
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This encounter isn't necessarily supposed to be something players get involved in. Player involvement is only really required when one side defeats the entirety of the other side and the event gets "stuck," so to speak.
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"The Game is not Balanced around IO's"..... should it be?
macskull replied to Galaxy Brain's topic in General Discussion
Who is this mythical "casual player" you keep mentioning? -
It may be possible that Reaction Time is using its debuff radius in the PPM calculations in which case you'd have an extremely low proc rate and over short enough time it would seem like it wasn't activating at all.
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I will usually prioritize S/L/F/C resist over HP but it's pretty easy to add on boatloads of HP with minimal slots to the point it's almost an afterthought (20% from accolades, another 7.5% from a single slot with Unbreakable Guard, and a whole bunch of 3-slot 1.13% and 1.88% HP bonuses that just come naturally through sets I already use).
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I wouldn't worry too much about passive regen on a Bio. If you've got decent def/res numbers Bio's click powers will carry you through just fine.
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If the question you're asking is "how much regen do I need to completely forego worrying about defense and resistance," the answer is "too much to reasonably obtain."
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On live you couldn't have more than 10 enhancements in your tray at a time, full stop, which required several respecs to strip a character. I don't know exactly why the current limit of 70 exists other than it's almost enough to completely strip a character.
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While this is true, it does nothing for those characters for the first 49 of those 50 levels.
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Same here, honestly. I like the idea at face value but not being able to get these debuff resistances on your own incentivizes teaming and makes certain support powers useful. There are also quite a few PvP implications (example: slow resist is widely available via set bonuses now which is one of the factors making slows not-very-useful in PvP). At any rate, with the way the current game engine and IO system work you can simply build for defense and not really need to worry about debuff resistance because the debuffs just don't hit you in the first place.
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The funny part is this one was really tame compared to one that was around last summer...
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/jranger
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Procs slotted in a power will roll for their chance to activate when the power they're slotted in is activated regardless of any secondary effects. You could roughly math out how much end you'd get back if you knew an attack chain and how it was slotted, but Performance Shifter is only 1.5PPM so it will probably perform poorly in most actual attack powers. As an example: if slotted in Lightning Bolt, Performance Shifter would have a 24.18% chance to fire on each cast if Lightning Bolt had no recharge slotted in it and 16.68% chance to fire on each cast with a more-typical 60% slotted recharge. Even in Zapp you're looking at a 33% chance at best.
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Procs do not generally share cooldowns with each other. Performance Shifter procs don't have a lockout period or anything so the more you have the higher the chance you'll get +end at any given time. I'd also recommend a Panacea +HP/+end proc in Health as well as the Miracle +recovery and Numina's Convalescence +regen/+recovery (both in Health since they are healing sets). Pricy, yes, but it helps with end. Also worth nothing as other posters have said - get those +end accolades ASAP since recovery is based on max endurance. The only proc exhibiting the behavior you're describing is the Power Transfer +HP proc, which is because it's flagged to not stack more than once from a single activation, and in the case of toggle/auto powers that "activation" is a tick every 10 seconds which is shared by all toggle/auto powers. The Performance Shifter proc doesn't have this limitation.
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Better maps for Apex, Tin Mage, Sutter, other late content
macskull replied to Heraclea's topic in Suggestions & Feedback
I guess I don't get it, if you've done these TFs enough and the maps are small enough, shouldn't you know where to go anyways? -
Petition to reinstate root-cancelling on Nullifier
macskull replied to Alouu's topic in The Arena (PvP)
/signed (to OP, not to whatever hot heals is trying to do) -
Disruption Aura (needs to suppress during stealth)
macskull replied to Force Redux's topic in Suggestions & Feedback
The other Blaster secondary powers you're thinking of only suppress because they're also that set's sustain power, which isn't the case for Disruption Aura.