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macskull

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Everything posted by macskull

  1. If you think the Plant Control changes (or any other changes in the entire history of this game save one) are because of PvP, well... lol.
  2. Canonically it's at least 2023 in the game universe, so it looks like we already know what the city looks like 21 years later.
  3. You could completely remove Fulcrum Shift and Kinetics would still be one of the better support sets for the reasons I outlined above.
  4. While true, Faraday Cage is location-based and will require continuous re-casting every 15ish seconds if the team is moving.
  5. I'm like 99% sure you're trolling at this point but I'll give you the benefit of the doubt. Siphon Power: eh, sure, this one's kinda meh aside from stacking -dmg against a single target. I see a lot of people skip it and I don't blame them. Transfusion: it's not much -regen but it's something. It's also a pretty solid heal and a decent endurance drain. Repel: yeah, you got that one. Easy skip. Siphon Speed: an unresisted -spd/-rech power that gives the caster completely unsuppressed run speed. What's not to like? Increase Density: the only ally knockback, repel, and teleport protection power in the game aside from Clarion. A great mule for the resistance IO set uniques. Speed Boost: even if I don't need the +recharge I get recovery, slow resist, end drain resist, and unsuppressed run speed. Discounting SB because "I already have enough recharge" is crazy talk. Inertial Reduction: unsuppressed jump speed and height and the best jump control power in the game. A great mule for some KB protection. Transference: the other half of your end drain kit, and since you can't SB yourself it's what you use to keep your own endurance topped off. Fulcrum Shift: no explanation needed. So, yeah, only 2 of the 9 powers in the set are skips and you can probably even argue that one of those two has a place.
  6. I am not at a computer to check numbers, but if the magnitude is affected by purple patch then the duration is not, and vice versa. It might be worthwhile to consider allowing immobilize enhancements if the actual succ duration is too short to be useful.
  7. It would seem like you already are learning how to use it, and you’re learning there are some critters it doesn’t work with… which means in those few situations the power isn’t more useful than it used to be, but in every other situation… it is.
  8. If you think FS “nullifies the rest of the set” I have a bridge to sell you.
  9. Yeahhhhh I think people who look at Kinetics on an MM and then go “oh this looks like it would be really good” need to put me in touch which whomever is supplying whatever’s got them stoned out of their gourd. It can be fine when paired with melee-heavy MM primaries but most of the strongest powers being enemy-location-based means it takes an insane level of micromanaging to ensure the pets that need the buffs actually get them. The reality of the situation is pets don’t benefit from recharge buffs, they don’t really need the movement speed buffs (if they’re in a position where they need to run that fast either they’re going to get teleported back to the MM via tether distance or they’re getting dragged through mobs and will probably die), their damage caps are low, and Transfusion and Transference can be tricky to utilize when needed.
  10. Thanks! You shouldn’t be, there are very few critters immune to repel outside of AVs and GMs. In other words, if you cast new Black Hole on almost any cluster of critters you’re going to get the new succ behavior while those of us who use the intangibility effect on specific targets will continue to be able to do so. Everyone wins except the people who go through the game without bothering to learn how it works, and we shouldn’t really be catering to the lowest common denominator now, should we?
  11. It’s also a useful tool for removing specific targets from a fight.
  12. Sorry, you can pry the intang out of my cold, dead hands.
  13. I think it's time we readjusted IO scaling for IOs below level 27, since they were originally scaled based off an enhancement system that doesn't really exist anymore.
  14. Checks watch Is it time for another Ultimo thread already?
  15. I understand that, and my point stands.
  16. Thumbs up for listening to feedback and making the overcap reduction a flat value, but thumbs down for making it such a low value. Why not just 50%?
  17. Well… it’s not false. They are technically correct, but once again as I’ve been pointing out that information on its own isn’t useful.
  18. It would seem so, but that seems like an entirely different thread at this point. Anyways, care to address the facts of the argument, or is the weight of evidence still not enough to convince you?
  19. A different thread in which they misunderstood how streakbreaker worked seems to have leaked into this one.
  20. For what it's worth, he's not wrong, and the PPM value of an enhancement does tell you how many times on average a proc will fire in minute assuming you're using the power off cooldown every time. It's just that that's... not very useful information on its own. Alright, so we went there despite it being wildly off-topic and your understanding of the system being demonstrably false. You're even contradicting yourself within the same three sentences - in one sentence you say streakbreaker allows one miss before forcing a hit but two sentences later you say you need to miss twice before streakbreaker forces a hit. Which is it? Thankfully, that's really easy to figure out. The numbers in the post you are quoting are the number of misses allowed before streakbreaker forces a hit. If I have a greater than 90% chance to hit, I can miss one time and the streakbreaker will force a hit on the next attack. If you want to test this in game, bring your level 50 into Atlas Park and start throwing single-target attacks at random low level mobs. Eventually you will miss one of those attacks, and the next attack will always be forced to hit by streakbreaker. Just in case you don't want to go ingame and check for yourself, I'll dig through the 100,000+ data points I have saved in combat logs from when I was doing some streakbreaker testing earlier this year. Hell, I'll even send you the log files and the source code for the tool I use so you can check for yourself, if you want. Anyways, here's the results of those: If streakbreaker actually needed two misses with a >90% hit rate to trigger, the number of total misses would be double the number of streakbreaker hits. Clearly you can see that's not true. Once again, receipts.
  21. Hi it's me, a person who does not make claims without the receipts to back them up. Don't let the door hit you on the way out.
  22. Saying PPM is the basis of the calculations for the chance of a proc to trigger is no more true than saying power activation time or AoE radius is the basis of the calculations. They’re all just parts of the equation. At the end of the day, this discussion is entirely irrelevant, since the lead powers dev has already said they want actual proc chance to be displayed ingame.
  23. A few problems with this example: Even if the 90% proc chance cap didn’t exist, a single-target power with a 30 second recharge would not have a 100% chance to trigger a 2PPM proc unless that power also had a zero-second cast time. You can use the PPM value of a proc to get a rough idea of how often a proc will trigger in a single-target power (again, because cast time affects proc rate), but what about an AoE? That percentage is a fixed number for a given proc slotted in a given power with a given amount of slotted recharge. Here’s the rub: while the PPM value shown by the game for a given proc is true, it isn’t usually useful on its own and rarely provides enough information for a user to make an informed decision. Showing the actual chance a proc has to trigger would be far more user-friendly.
  24. One nice thing about the CoF change is that enhancements affect magnitude and not duration, so if it's enhanced you can actually affect bosses with it now. It's not as strong as it was during some of the earlier beta builds but it's still pretty good. It does all do -str(knock) which makes your existing knockback protection go further in addition to doing -dmg, all in a larger radius than before. CoF was an obvious, no-brainer skip before these changes but skipping it now would be a mistake IMO. At the very least I'd recommend most people swap out Oppressive Gloom for Cloak of Fear.
  25. I can't remember if I've already said this here or if it was somewhere else, but when they post patch notes they just post what the change is instead of what it actually does and that second bit is what's not immediately obvious for these changes. Hell, even I immediately realized it would affect proc rates but didn't put two and two together with it also reducing base damage until someone else pointed it out to me. There should probably be a "design note" in the Tanker section of the patch notes for this update.
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