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Trickshooter

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Everything posted by Trickshooter

  1. Allow me to direct you to the Buff Poison thread in my signature. 😁
  2. Because Noxious Gas grants a power, and I'm not sure it can inherit enhancements the same way as other powers. I think for it to work the way you want, you'd have to preemptively slot DefenseDebuff/ToHitDebuff enhancements in to the pet you're going to use it on. Venomous Gas, the Defender/Controller/Corruptor version, is just a plain toggle, which is why it can be enhanced.
  3. Mastermind heals have always been intentionally weaker. Why they did this by lowering the base value of the heal, rather than the MM heal modifier, I'll never know. It's like they wanted to make it harder for themselves. Predictably, this lead to inconsistencies, like O2 Boost and Regrowth not having this inherent penalty. Anyway, the problem isn't that all those MM heals are too low; it's that Empathy, Rad and Kin weren't ported by the SCORE folks with that inherent ~12% penalty the other heals already have. Twilight Grasp has just always been flubbed since CoV came out. Not sure it's worth fixing, but even if it was, Dark is such a strong set, I doubt it would make a difference.
  4. I can't really find definitive dates for when the Paragon Dance Party was added. Pocket D was added late in Issue 6, I think. I see a patch note saying it was added to the zone search in Issue 7, so it was either 6 or 7. If someone knows for sure, I'll add it. The monorail merger is already on the list. It was in Issue 19.
  5. I think Vanden pointed it out somewhere, but Burn doesn't seem to limit itself to summoning a single Burn patch; it might be summoning one for each target in range. And since activating Burn also technically targets the caster (for the Immob protection), it probably always summons at least 2.
  6. Gravity Control was actually not part of that change; it's Immobilizes have never caused -KB/KU. That was an intentional design choice by the original devs since so much of Gravity relies on knock* effects compared to other sets and the AoE Immobs are so spammable. Similarly, Elec Control's AoE Immob also never caused -KB/KU either, to prevent it from messing up Jolting Chain and the Gremlins. That change here on Homecoming to Immobs was just to give the other sets that have a Knock* soft controls (Bonfire, Ice Slick, Earthquake, Carrion Creepers) the same benefit Gravity and Elec already had. As far as the Gravity Hold causing -KB, honestly I would say that could change, only because if you're distorting gravity around someone to make them float, they should honestly be MORE susceptible to knockback. 😁
  7. Just gonna reply to a couple of these: This is because you're viewing it as a Controller, who likely have a lower modifier for ally defense buffs than the Lore Pets do (looks like the support pets might share theirs with Defenders). Divide the value you see by 0.75 and you'll see the actual value (or just change the AT to Defender). This is a very old bug, but it's because of the way the power works. Twilight Grasp summons a pet for 1 second at the caster's feet to cause the heal, which in 1 second would have time to fire twice, except that the heal is delayed to accomodate the animation, which makes sure it only happens once. It's difficult to make the power info box understand that, though. Like Field Projector, this is because you're viewing it as a Controller. If the support Lore Pets do share their mods with Defenders, then the tool tip and detailed info would match up if you switched the AT to Defender.
  8. Sorry, I flubbed my math. A 16s recharge ST attack would actually do 2.92 scale damage, while Thunder Strike does 2.354 scale damage. However, if Thunder Strike was balanced as an AoE attack, it would do 1.04 scale damage at 16s recharge. It's probably originally balanced as ST, but scaled back because of the Stun chance, more than because of the AoE damage. I would agree that it could probably use some reworking. I'm kind of curious if Electricity Assault was completely untouched in this patch, or if it's patch notes just got lost.
  9. I am not an expert at binds, but something about the + in my bind makes it work, and in only a single button press, I'm pretty sure, but I couldn't tell you why. If someone is willing to check, I'd be grateful. 😁
  10. Unless something has changed, Dominator's Thunder Strike does damage as if it's a ST attack. It does about 2% less damage than it should for it's recharge time if it were a true ST attack. It's endurance cost though is calculated for an AoE attack, a problem it shares with the Blaster/Defender versions, but was corrected for the Brute/Tanker/Scrapper/Stalker versions waaaay back when.
  11. I'm not home so I'm going off memory, but I think I use this: /bind t "+$$targetcustomnext Oil Slick$$powexecname Taser Dart" That should select Oil Slick and throw Taser Dart with one button press.
  12. It's not a typo, the problem is that it's using the Ranged Knockback tables which makes it scale by AT and level. It should be using the Ranged Ones tables, which is what is typically used to make sure KD powers stay Knockdown.
  13. Are some of your attacks set to NoRedraw? If you mix Original and NoRedraw animations, I believe you will have to redraw your Claws anytime you try to use an Original animation after a NoRedraw animation. Double check that all of your attacks are either Original or NoRedraw.
  14. I replaced all my Sonic Blast sounds with the Talons of Vengeance Siren's attack sounds. It's hilariously over the top and I love it.
  15. If this was in response to me, then I'm sorry if I wasn't clear in my response, but the base damage of Cross Punch is 1.27 damage scale, before Punch and Kick's bonuses are added. The Containment/Scourge/Critical Hit/Assassination damage lines are only doing 0.76 damage scale, which is exactly Punch's base damage, which makes me think this is a bug. It's funny because in this case, the special mechanic damage (the bonus from owning Punch and Kick) is being factored in, but the base damage it's multiplying is incorrect.
  16. For sure. I just sympathize with being in a position where every decision will upset someone. It's easy to let it get you down, but they're doing a good job and I wanted them to know.
  17. Thanks for the update and the transparency. Also, I'd like to say sorry to the volunteers running all this for us. We are an exhausting fanbase and I'm not sure I could stay as positive as you guys have.
  18. Based on City of Data (since I'm not at home to check the actual game files), they are correctly getting the bonus from having Punch and Kick. The problem seems to be that all the additional damage lines in Cross Punch for the various AT inherents that do extra damage (Containment, Scourge, Critical Hit and Assassination) are the wrong damage scale (0.76 DS). Looks like they were initially copied from Punch but not updated to reflected Cross Punch's damage scale (1.27 DS).
  19. Fade is bugged and is missing the flag that should prevent this from happening. Normally, a power that gives +Resistance and some other Power-Boost-able attribute will either: A) Allow the +Resistance to be enhanced, but the whole power will be flagged to ignore outside buffs and debuffs. (Cold Shields, Reconstruction, Healing Flames, etc.) B) Flag the +Resistance to ignore enhancements, but the rest of the power will benefit from outside buffs and debuffs. (Deflection Shield, Alkaloid, etc.) Then there are some powers that forget to use either method, like Fade and Frostwork. And some that don't allow +Resistance slotting OR outside buffs, like Dominator's Link Minds.
  20. It's intentional. The Cold Shields are prevented from being affected by outside buffs and debuffs. This is because they contain enhanceable +ResistDamage. If the flag that prevents outside buffs/debuffs was removed, +Damage buffs would buff the +Resistance offered by the shields. As mentioned in this thread, Fade has enhanceable +ResistDamage, so it should also be prevented from being affected by outside buffs and debuffs, however it was not correctly set up with this flag. As a result, you can pop a bunch of red inspirations before activating Fade, and they will greatly increase the +Resistance it offers.
  21. I haven't played Rad Melee, but unless it's significantly changed from how it appears on City of Data (because I'm not at home with access to the actual game files), the splash damage should be based on the single-target attack that caused it, be equal to 20% of that attack's damage scale, and can be affected by damage buffs and enhancements.
  22. There's some confusion here. Only Genesis, the next Incarnate slot, would have provided buffs or additional abilities to the previous slots (minus Alpha and Hybrid). The different ability choices would have been named for the Incarnate slots they'd improve: Data for Lore, Verdict for Judgement, Socket for Interface, and Fate for Destiny. I can't remember what they all did without checking, but I remember Data would have improved the damage and health of Lore pets. Arbiter Hawk said in one of the Lore AMAs that Genesis was going to be buff/debuff patches, but Genesis is like 25% set-up in the piggs and that isn't what it does, so I assume he confused Mind or Vitae with Genesis. I don't think they would have gotten as far as they did on Genesis and then changed it, unless they hit a huge roadblock and completely scrapped it internally. Omega was described by "Tim" (who I assume is Black Scorpion) in one of the Lore AMAs, also:
  23. There is a patch note for it in Issue 25:
  24. It was Issue 5; I didn't include it as it's own line because it was part of the Global Defense Decrease.
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