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Trickshooter

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Everything posted by Trickshooter

  1. I feel like I frequently rant that the Patron versions of powers are overly penalized compared to APPs, but anytime I post it somewhere, someone always shows up and tells me I don't know what I'm talking about because Brute's Mu Mastery is great and every MM's take the AoE Immobs. :-\ +1! Let's reevaluate many of the PPP penalties.
  2. If I had to guess, I would say it's just a display issue. Like RussHood said, probably because it's a power that accepts both Resist Damage (because of the Ember Demon's shields) and Damage enhancements. Since ED is based on an enhancements schedule, and the pets actual attacks aren't likely programmed to accept Resist Damage*, it is likely still enhancing their damage at Schedule A's diminishing returns, despite the display. *The thing with pet powers is, despite everything you can slot in to the powers that summon them, their individual abilities will only use the specific enhancement types that it's programmed to inherit. So let's pretend Ember Demon's Ember Shield also gave +Defense, and the Summon Demons power accepted Defense enhancements, but Ember Shield wasn't actually set up to accept Defense enhancements, then even though the Display would show like Defense: +56% if you 3-slotted it, it actually wouldn't affect Ember Shield at all. Hopefully that makes sense, cause I'm honestly not sure it does.
  3. I understood your comment. I get that you're only positing that Controllers being better at both causing and protecting from status effects could make sense. I'm trying to get ahead of this thinking, not challenging what you specifically said, but instead where the next logical stance might be from there. If we start to assume that this could be the intent with Dispersion Bubble, then we also assume that Clear Mind, Increase Density, Accelerate Metabolism, Sonic Dispersion, Clarity, O2 Boost, Steamy Mist, Shadow Fall, Thaw, Antidote, Enforced Morale, Assault, Tactics, and Injection might not be working as intended. From there, a problem arises from the shared uses of the Ranged Res Boolean mod, which is also used for debuff resistance. If logic supports that Controllers have aptitude with mez protection, then that same logic suggests that Defenders have aptitude with debuff resistance. To resolve both now requires a lot of work. That was the point I was trying to make. I'm not trying to say your logic is wrong; I'm saying where the logic and the game engine meet, there are going to be issues.
  4. First, do you have your personal player name visible so you can see your own title? Second, are you sure it's not there on the UI, but just displayed in black?
  5. I actually had it in my response, but then took it out, but I did also think Axe would look funny reaching a 10 ft range when it has such limited particle effects. If it's range was extended, I feel like it could benefit from some FX suggesting force.
  6. TW and Staff have extended ranges because of the size of the weapon. It's silly, but visually I don't see Axe being 2 ft longer than Mace. Animations don't have to be trimmed to be shortened; they can be sped up. Whether that looks good or not is a different subject. *eyes Mental Blast*
  7. Is the EndConstraint meant to be 6.5, rather than 0.65?
  8. You had Discipline/Iron Will - but you had to use them BEFORE most of the mezzes, and then it was replaced by Resolve, which lessened the duration, but allowed you to use it while being mezzed. Break Frees added resistance against KB, Repel, Taunt, and Placate, but is essentially the same as Resolve That's how I understood it from Paragonwiki, but the actual Issue 4 patch notes referencing the removal of all but Break Frees was confusing: That makes it sound like at some point, the Break Free line replaced the Discipline line, and Resolve and Break Free existed simultaneously for awhile before all effects were merged in to Break Free. Since I wasn't sure, I didn't add it.
  9. Break Frees were added in Issue 4 which is when I started playing, and I remember hearing that there were at least two types of mez-related inspirations before it, but I don't remember the difference between them.
  10. Well, it's not infinite; eventually old trash will start to disappear as new trash is spawned. But if you want to have some fun, drop Tornado on the garbage can. Garbage fountain!
  11. That would require waaay more work compared to just fixing Dispersion Bubble. The Ranged Res Boolean mod is used for more than just Mez Protection. It's also used to scale debuff resistance, which using the logic that 'if you're better at causing it, you're better at resisting it,' Defenders would need to stay higher. You'd either need a whole new modifier to separate them or need to manually adjust them all. Either way would require having to update many powers.
  12. That's not any special effect though, that's just a 4s Mag1000 Hold on an Ally with the HitFX being the 4s long vomiting animation. I don't see FF getting a Mag1000 Hold to use on foes, even if it's only for 4 seconds. I think you might be confusing this with the "throw up effect" from Traps/Poison Trap which is just a forced animation without actually being a mez. I feel like you could simulate the intended effect of Detention Field (they can't hurt anyone) without upsetting teammates with like a Mag6 Immobilize with a massive, unenhanceable, single-target ToHit/Damage debuff instead of the OnlyAffectSelf status. AVs would resist the ToHit debuff of course, but not the Damage debuff necessarily and most AVs are naturally vulnerable to Immobilize. Having played every Defender Primary except Rad, I can tell you I honestly do not feel it would make FF OP. It would just add some versatility to a set that otherwise is a bit too focused compared to its Support siblings. P.S. Knocking enemies in to ragdoll physics is very useful, which is why I don't like putting the -KB IO in Force Bolt. Now... if Force Bolt and Repulsion Bomb both did knock UP instead, so that they were less inconvenient for other players, but also still applied ragdoll physics... that'd be great.
  13. Just for clarity, "Fear" as most of us know it is the Terrorize status effect, which is great. The effect in powers like Hot Feet is a different one called Afraid, which was old-school Fear. Saying this cause I read the thread title and wondered why anyone would want to reduce Fear.
  14. Because the SCoRE devs copied the Controller version of Force Field/Dispersion Bubble, which has an incorrect base value. Base value should be 20*Ranged Res Boolean modifier, which would give Controllers and Corruptors 6.92 Protection, but Controllers, and now Corruptors, have it set as 30*Ranged Res Boolean, which makes it 10.38. It's been a bug since probably the earliest days of the game. I added it to the Current Defender Issues waaay back in 2008:
  15. I could get behind buffs to Battle Axe because it's the most vanilla melee set. I agree that Gash could become a cone, but I would say a standard range, 45° cone, rather than an extended range narrow cone. I'd also say increase all the attacks range as a bonus, but I wouldn't go beyond 8 ft except for Cleave which can stay 10 ft, and maybe Pendulum at 9 ft. And I also feel the KD chances are low and would agree with raising them. I would also swap the MaxTargets of Cleave and Pendulum, like they did for the War Mace versions. Pendulum having a limit of 5, but Cleave can hit 10 is crazy. I feel like your suggestions for Whirling Axe, Cleave and Pendulum are just too good. Running these new numbers, you'd actually expect their damage to go down, rather than up. I realize you're probably doing this as a bonus to improve the set overall, but it feels too generous. If you're set on these numbers, I would say either they need an increase to their endurance costs to make up for it, or reduce their KD chance and add the damage as bonus Lethal DoT. Edit: Also, if animations can be shortened, please share them with Broadsword and Mace!
  16. Once a week? I have only seen it come up maybe once prior. If this is truly popping up once a week, then we really do need to do as you have suggested. Once a week might even be generous. I've seen it quite a few times, just not always on the same section of the forums. And not always here; I've seen it asked on reddit a few times, too, specifically regarding the Homecoming servers. We definitely need a "READ THIS BEFORE POSTING" somewhere that mentions the state of these pool powers, as well as Wind Control.
  17. I feel like it would be simpler to make some kind of command like /stuck_mob that would move a targeted mob over a few feet, like the /stuck command does for players. Or maybe it could move a foe back to it's spawn point. Only allow it to be used every 15 seconds or so to prevent too much abuse.
  18. I have a couple more formulas, if anyone wanted to work backwards a bit, and knew the damage they WANTED to cause, but not the recharge: ST RECHARGE FORMULA: (DamageScale - 0.36)/0.16 = RechargeTime AOE RECHARGE FORMULA ((DamageScale*AreaFactor) - 0.36)/0.16 = RechargeTime
  19. I find the damage numbers more 'readable,' and provided them at 1.00 (tanker/0.8 or scrapper/1.125), but that's fair. The thing is -- it's not just those powers. Here's a few more: Name AF Calc. DF Actual DF Frost 1.5 1.41 1.62 The Lotus Drops 2.2 1.18 1.54 Crowd Control 1.7 1.34 1.6 Shadow Maul 1.2 1.37 2.12 When I can't find a single hit for the expected result, I feel like I've gotta question the formula. Can't speak for the history of all of these, but Shadow Maul and Frost break the formula intentionally. It was done at some point in the game's life to improve those sets.
  20. Outside of Scourge, Corruptors only do about 15% more damage than Defenders. If we're talking solo, Defenders are actually doing about 12.5% more damage than Corruptors before Scourge kicks in, too (because of Vigilance). This is an average though and powerset choice will affect this. Defenders will actually be a bit more survivable too, and not just because of their higher heals, buffs and debuffs. Defenders actually share self +Defense and +Resistance mods with Tankers. That means that their Epic pool armor toggles function at Tanker values. So a Sonic Defender with Temp Invulberability is nearly at their S/L Resist Cap, while a Corruptor with the same two powers is only 2/3s of the way there. Or a FF Defender with Scorpion Shield and Manuevers is right at the S/L Defense softcap with no IO investment needed, while a Corruptor is still about 10% away. Oh, and Defenders share their control mods with Dominators, while Corruptors are tied for lowest control mods with Blasters, MMs and the 4 Melee ATs. And strangely, Corruptors are the worst AT for +/-Special effects like PBU, Benumb and Weaken. But Scourge is cool, I guess. Regarding Sonic, the -Res is great for fighting one enemy, but it only has a single AoE -Res outside it's nuke, which is also it's only AoE besides it's nuke that does decent damage. Unfortunately, regarding Elec Blast, it's a myth that it drains more endurance than Corruptors or Blasters. They also drain the same amount because the set doesn't use the EndDrain mods for its effects.
  21. I'm not sure why we're debating how useful Force Bolt's damage is, when even Phil has acknowledged it should do scale 1 damage and have a chance to disorient in the OP.
  22. First, I enjoy the concept and support the possibility of a Natural/Tech Control set. However, I think it would need a bit more work. Not specifically your ideas, but rather a Tech-themed Control set in general. Knockout Gas, Flash Grenade, Web Grenades etc. would fit the theme, but without a more tech-y graphic delivery, it sounds more like Grenade Control. Also, it’s a bit tricky because naturally you’d want to pull from Traps (such as for Web Grenade) or even maybe Trick Arrow, but Controllers already have those sets as a secondary, so you’d have to come up with something else. I think to really work, and to be really unique, most of the powers would need to summon pets to deliver the controls (similar to Seeker Drones), which might not appeal to Dominators, or at least appear to as part of the visual FX (like Targeting Drone appears as separate). Overall I think it’s definitely something missing from the game, but I also think it’s going to require more than repurposing some existing animations and particle effects.
  23. I did! But I was never really 100% happy with it, just wasn't as exciting as my other suggestions.
  24. LOL it clearly is. Look at the numbers in the parentheses. Why show a final number calculated on that extra 5 endurance I have, which is 5% over 100 end? The number of the left is the percent of your max endurance being used per second, and on the right is the actual points of endurance being used per second; both are the final calculation. Recovery typically is shown as a percent, and EndConsumption as points per second. Both attributes are displayed both ways only so you can more easily compare the two.
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