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macskull

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Everything posted by macskull

  1. Not really, the effect of streakbreaker actually increases the the number of attacks a player with max hit chance will land. Given enough attacks at 95% chance to hit, you’d expect your overall hit percentage to be 95% but streakbreaker makes it 95.24%. If the player has a 90% chance to hit, streakbreaker turns that into 90.91%, which means at the low end of the top bracket streakbreaker is actually helping a player hit ten percent more often. Yeah, that was meant to be a quick back-of-the-napkin thought experiment. I could do it again with only the toggle power but the results will stay the same - the point of the math was to show that streakbreaker does not force hits at a rate higher than the attacker will already be rolling.
  2. Are you upset because you thought NPCs getting access to the streakbreaker mechanic was a recent change, or are you upset because NPCs get streakbreaker at all? This reply makes it seem like the former but your OP definitely says otherwise.
  3. That just ends up being due to their relative lack of mobility and having to constantly micromanage pets to prevent them from dragging extra mobs in. I don't know how you can improve on the mobility portion short of either reducing the "leash" distance for your pets to teleport back to you, or making your pets inherit your travel powers.
  4. So, I'll give Ultimo the benefit of the doubt on this one. He said he didn't have Practiced Brawler yet, so odds are pretty good he's below level 10 and I really wouldn't expect a character at that level to have any enhancements slotted unless they got them as drops. Granted, any character at that level is going to be awful to play.
  5. OP probably did not play back when your pets needed to be resummoned every time you zoned (and the recharge times of the pet summon powers were 60/90/120 seconds instead of 5/10/15 seconds) and the upgrades needed to be applied to each pet individually.
  6. PB doesn’t work on Cold shields.
  7. There is no case in which the streakbreaker mechanic will force hits at a higher rate than what the attacking character should already be hitting. To use OP’s example: A Super Reflexes Scrapper with its auto and toggle powers active has 16.65% defense, assuming no other sources of defense - and no slotted enhancements in any of those powers. If that Scrapper is being attacked by an even-con minion, that minion will have a (50-16.65=33.35%) chance to hit, or roughly 1 in 3. A 33.35% chance to hit puts that critter in the streakbreaker bracket that requires six misses before forcing a hit. The chance of an enemy missing six times in a row with that hit chance is less than 9%. In other words, in this specific scenario it’s more than three times as likely for your character to simply get hit because of a successful hit roll than it is for your character to get hit because of streakbreaker.
  8. Wait, are you seriously saying BFR isn’t that bad because its cast time is shorter than some nukes? Surely you understand why that is a completely useless comparison?
  9. Quitting a TF isn’t griefing.
  10. The devs have said repeatedly that the game isn’t balanced around inspiration use, so it would kind of be silly for them to nerf inspirations. The existing precedent is to simply disable some or all of them in certain scenarios. On topic: I would like to see all t9’s behave like the newer ones. Hell. all of the powers that have stupid long recharges need to be re-evaluated.
  11. Is it possible? Absolutely. Is it something HC will let you do? Nope.
  12. Yeah I’m not sure what discovery is supposed to have happened here, the first part of your post just describes how set bonuses work and the second part just describes how armor set mez protection powers work in PvP.
  13. Excel's peak numbers on the weekends rarely exceed 1100, which is the threshold for the red dots. The only functional thing "red dots" mean is that multiboxing isn't allowed on that server. The server queue doesn't start until population on a single server passes 1500 players. For example, here's peak numbers from this Friday: I can pull up some off-peak numbers as well, but Excelsior often dips below 400 players and the entire population is often between 700-800 during the middle of the day.
  14. If you consolidated everything onto one server, sure. But if you kept just the two highest-population servers, you still wouldn't be anywhere close to queue numbers. Hell, if you just vaporized Indomitable, Torchbearer, Reunion, and Victory and those players suddenly found themselves instantly teleported to Everlasting, it would still only have just about the same population as Excelsior does right now. The only real effect on anyone would be that multiboxing would no longer be allowed most of the time since both Excelsior and Everlasting would be in the red aside from the slow hours of the day. The average population on Excelsior in January 2023 was slightly lower than it is today, so your statement is factually incorrect.
  15. SG bases can be imported from demorecords. It's how people on the other server restored their SG bases from back on live. It's just not something HC is willing to do. The items in base storage are considered part of the map and are saved in demorecords, so it is possible to import their contents with the rest of the base. When bases were imported from demorecords the items in storage were stripped for pretty obvious reasons.
  16. Your post was about waiting in queues, not about name conflicts, so that's what I responded to.
  17. You could delete all the shards except Excelsior and Everlasting, move all the existing players there, and neither of them would have queues with the current total playerbase.
  18. If I remember right, the Alt key on a Windows keyboard will function as the Option key in MacOS, since Mac keyboards do not have an Alt key - and this is where your problem starts. Wine handles some modifier keys differently than you'd expect, so the Option key literally does nothing because Wine doesn't use it. As another example, if you wanted to copy/paste an item from outside the game into the game you'd have to use Cmd-C to copy and Ctrl-V to paste. This is an unfortunate reality of how Wine handles certain modifier keys, and most of the guides or tips/tricks for changing it are either a decade old and may be horribly outdated, or are pretty complex and require manually editing files. TL;DR: The simplest solution is just to keep doing things the way you're doing them and get used to the annoyance.
  19. Does the Alt key function normally in MacOS?
  20. Whoops, I was thinking of the enhanced values, which get into the mid-to-upper 40s for a handful of powers before factoring in the KB increase base buff or set bonuses. Defender Repulsion Bolt even manages to get up into the 50s. Corrected the previous post. Regardless, I’m still wondering where the idea that there was a mag 15 hard cap came from. I suppose the actual theoretical maximum knockback magnitude a player power can have is 93.47.
  21. I’m curious where you are getting this information from, considering there are multiple player powers that have base enhanced values almost three times higher than that. Knockback strength most likely shares the same hidden +400% limit as many other attributes, which means it is a practical impossibility to reach. Adding bonus damage based on magnitude or distance sounds nice at face value but that would likely serve to make knockback more annoying as everyone tries to maximize knockback slotting to get more damage. If the extra damage is significant enough to actually defeat enemies instead of just resulting in enemies that have lower health but are way more scattered, that’s a different story, but at that point the knockback becomes irrelevant since it’s just corpses flying around.
  22. You can get their global name and then use /playernote <global name> to add/edit the player note as normal.
  23. Katana, Claws, Savage Melee, Staff Fighting, Dual Blades, Broadsword, Battle Axe, War Mace, and Tanker Fiery Melee all have three AoEs, which is the same number Spines has if you don't count the damage aura - and again, you shouldn't count it. Dark Melee, Elec Melee, and Titan Weapons have four AoEs (and come to think of it, Elec Melee was recently on the receiving end of some buffs to improve its single-target output). Rad Melee only has two at face value (again ignoring the damage aura) but realistically has six when you factor in contaminated splash damage. As already stated, dealing toxic damage is not generally considered that large of a benefit since it is the most widely resisted damage type on average.
  24. Damage auras matter significantly more in a farming scenario since you’re essentially always target saturated. Their actual impact is much smaller in normal gameplay. The problem with Spines is twofold: Its single target damage is pretty anemic, with the heavy hitters having long animation times. No, “it has good AoE so it is fine if it has bad single target” isn’t a good argument when sets like Fire Blast, Battle Axe, Titan Weapons, and Assault Rifle exist. This isn’t 2008, sets can simply be decent in multiple areas. Spine Burst’s cast time is way too long. The Blaster version is something like twice as fast - there’s no reason the same change can’t be made for the Spines and Thorny Assault versions.
  25. Unfortunately it is my solemn and sworn duty to combat stupidity where I see it, but yes I fully support changing Beanbag to Tactical Airstrike.
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