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Trickshooter

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Posts posted by Trickshooter

  1. Visually, her appearance seems to hint at this. The hair color and style are very similar to Sister Psyche. And unlike the other Carnival of Light, Vanessa's outfit's highlight colors are blue-green or teal, like Psyche's.

     

    Lore-wise, Mother Mayhem's story arc souvenir hints at "some sort of history" between the two, which leads to Mother being so eager to attack Vanessa that your character finds her attitude "concerning".

     

    Also regarding the lore, Giovanna Scaldi is strangely absent from any descriptions of Praetorian Vanessa, despite how large a part she plays in Primal Vanessa's story.

     

    So... is it possible that the "unstable psychic" Praetor Tilman was treating the day of her "freak accident" was Vanessa? And the reason that Tilman needed Aurora's body was because Vanessa took over hers? And maybe Vanessa's mask doesn't have Giovanna in it because it's main purpose was just to hide Praetor Tilman's face?

  2. It has to do with Strength modifiers, I believe, but after 7 years I honestly can't remember the specifics.

     

    summoning circle, hope this works

     

                          ???

                ???              ???

          ???                          ???

     

      ???          arcanaville            ???

     

          ???                            ???

                  ???              ???

                          ???

  3.  

    I read that. I was about to post in the bug forums but I stopped to do a search first.

     

    The other question is how gamebreaking would it be for powerboost to work on +res effects. Off the top of my head, the effected powers would be the sonic, thermal and now cold shields, plus some castable auras like Acc metab and world of pain. It doesn't seem like it would be too bad to add a bonus to those effects. This would allow it to work on Cold while buffing a few sets that aren't considered top of the line, save for maybe Rad.

     

    Of course, the flip side is that this would make Mace Mastery all but mandatory for most MM builds. It's already arguably the strongest set with Scorpion Shield and the current version of Power Boost.

     

    The problem isn’t Power Boost not affecting Resistance, it’s about powers with Resistance having to be exempt from ALL outside buffs, Power Boost being just one of them, or else things get crazy. A Brute’s Fury or a Kin’s Fulcrum Shift would, in addition to their huge damage buffs, would also buff any Damage Resistance on a character to their cap.

  4. It does work on Force Field bubbles.

     

    Power Boost's +Special effects are only prevented from working on powers that have enhanceable +Res(Damage) due to a (from what I understand) deeply rooted coding issue between Resistance and Damage buffs that would be very difficult to fix.

     

    Since Force Field bubbles only provide an unenhanceable +Res(Toxic), they don't have to be exempt from outside buffs like Power Boost's +Special.

     

    Cold Shields have enhanceable Cold and Fire resistance, so they can't allow outside buffs, otherwise +Damage buffs would also buff the +Resistance they offer. In order to allow them to be affected by Power Boost, you'd have to drop the ability to slot resistance, which some people might not be happy about.

     

    If it's any consolation, this also means Cold Shields are immune to -Special, so they can't be weakened below their enhanced value.

  5. This was something I had sent to Synapse years ago and he said he'd forward to Arbiter Hawk, but then it turned out to be right before the sunset announcement was made, so I don't know if this was ever fixed:

     

    Someone asked for the Taunt mags and durations of the Radial Path of the Melee Hybrid Tree, and I posted them:

     

    Melee Radial Genome: Mag 3.4 for 2.1s every 2s
    
    Melee Partial Radial Graft: Mag 6.8 for 2.1s every 2s
    
    Melee Total Radial Graft: Mag 10.2 for 2.1s every 2s
    
    Melee Radial Embodiment: Mag 13.6 for 2.1s every 2s

     

    The thing is, as I was doing that I noticed that they work completely different from any other Taunt aura in the game.

     

    Threat is calculated using Taunt Duration, not Magnitude. So as you move up the Radial Path, the Taunt doesn't actually improve your ability to maintain aggro. Instead, it only has a greater chance of overcoming Taunt Protection, which I'm not even sure many (if any) mobs have.

     

    If the idea is to improve the Taunt effect as you move up the tree, then I think they'd do better like this:

     

    Melee Radial Genome: Mag 4 for 3.4s every 2s
    
    Melee Partial Radial Graft: Mag 4 for 6.8s every 2s
    
    Melee Total Radial Graft: Mag 4 for 10.2s every 2s
    
    Melee Radial Embodiment: Mag 4 for 13.6s every 2s

     

    This way, the amount of Threat generated improves as you move up the tree, improving the ability to maintain aggro.

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  6. When did Archetype specific enhancements go in? I think it must be 19.5 or later as I was around through 19, but was unaware of ATOs when I started here.

     

    The first set of ATOs was added in the Heroes and Villains Super Packs on 2/14/12, so about Issue 21.5.

     

    Also I did notice the other day that Boomtown doesn't have a hospital so that note about all zones having them is not correct. Several did get them then, but not all.

     

    Weird, the patch note specifically called out that they were added to Hazard and Trial zones. I will change the post to say "most zones."

  7. I think Serum could benefit from an effect similar to Fortify Pack in Beast Mastery, where just having the power grants all the Mercs some passive bonus in addition to the effects from using it. Maybe having Serum grants all Mercs a small amount of +Damage/+ToHit/+Resistance(All but Psi)/+Recovery, and then as part of the crash (which I would also suggest reducing), whichever Merc you used Serum on is exempt from this passive buff for 20 seconds.

     

    That would help Mercs overall, in addition to making Serum worth taking, without approaching cottage rule-level changes.

  8. In a recent patch Controller/Dominator Immobilize primaries were tweaked to convert all KB to KD instead. I'm noticing in Gravity Control this doesn't occur and KB will still fully impact foes, only the holds seem to suppress KB. I think before the update grav never had KB suppression on it's immobilize unlike some other sets like Earth. Just wanted to check if this is all by design or if Grav should get the KB2KD as well.

     

    Like you said, Gravity's (and Elec's) Immobilizes never had this -KB effect to begin with (to prevent Elec's Jolting Chain and Gremlins, and Gravity's Lift, Propel, Wormhole and Singularity from working as intended), so there was nothing to change in regard to the issue that was being addressed.

     

    The intent wasn't for all Immobilizes to convert KB to KD, but rather any Immobilize that previously caused KB to stop working to instead reduce it to a very low amount. That was done because the -KB effect actively worked against other powers in those sets (Bonfire, Ice Slick, Earthquake, Carrion Creepers).

     

    Edit: Reworded for clarity.

  9. FF is typed defense. Some players who cap will only be capped to positional defense (e.g. ranged). It's an amplification in that case, even if it might be a difference with only the most minor distinction.

     

    FF offers both typed and positional defense. Every +Defense buff in the Buff/Debuff sets was changed to make sure they could stack with either category of Defense. I think it was as early as either Issue 5 or 6.

  10. Archetypes have been able to switch sides since Issue 18 in 2010, and all Archetypes have been available to start as either a Hero or Villain at creation since Issue 21 in 2011. This wasn't a SCoRE change.

     

    The introduction of Praetoria in Going Rogue made this necessary. If the Villain ATs always became evil and the Hero ATs always became good, the entire point of Praetoria would've been lost.

  11. To the best of my knowledge, all endurance costs are already a static cost.

     

    Some powers have a cost per enemy affected, like Repulsion Field.  I honestly can't recall a list of such powers off the top of my head, but IIRC a couple of them take that cost in % rather than flat.

     

    Which is... a pretty niche area, and probably a deliberate choice for those powers.  If they exist.  I'd like that screenshot too.

     

    Yes, but those effects don't show up as endurance consumption for combat attributes or as endurance cost in the power info display, as they're actually set up like self endurance drains in the power effects, so they wouldn't explain what the OP is seeing.

  12. As far as exactly how much Absorb powers give, afaik it's based on the base HP of the caster's AT.  Since in this case the caster and recipient are the same AT, it means any given % would be the same regardless of build specifics.

     

    ...I think.  I do actually need to research Absorb again at some point.

     

    This is the part I wasn't sure about in my example about Nature. It looks like it would give 25% Absorb, and that would be 25% of your allies' HP bar, but then the Max Absorb looks like it's based on the caster.

  13. I don’t think absorb is a good mechanic for regen. Absorb on a defense toon benefits greatly from the defense and fewer hits landing. I am unsure if the same can be said for resist based sets, but I would guess that it can. Absorb on regen wouldn’t benefit at all from the entire rest of the set.  You can’t click heal the absorb or regen the absorb.  It may be a great mechanic for other sets but not regen.  Simply adding +max hp would be a much better option because it also increases your hp/s regen.

     

    A perma dullpain regen brute with 3200 hp can be quite sturdy simply because you can eat those alpha strikes a little easier.  Yes with recharge that high your sustain also goes up because you can click heal more often, but in normal mob to mob play on SO’s with hasten, reconstruction is up for nearly every mob already.  So in my experience, some +max hp would help quite a bit without greatly changing how the set plays.  I would take IH as a toggle though

     

    I can see what you're getting at with Defense and Resistance on a character with Absorb, but I also feel like Absorb benefits just as well from +MaxHP when it's granted as a percentage based on current MaxHP.

     

  14. Generally on Regen, Dull Pain doesn't have downtime (indeed, most /Regen goes for permahasten, which actually stacks the power).  The new version of the power looks like something intended to be skipped.

     

    ...In general, I love the formatting, but I don't think these changes make Regen noticeably more attractive for PvE.  If anything, putting yet another click power into rotation (by splitting Dull Pain into two different clicks, Abate and Revitalize) and making Abate require more frequent re-casting complicates it even further.

     

    That's fair. I'm mostly just trying to avoid changing anything from a click or toggle or adding or removing allowable enhancements. The further away you get away from how a power already functions, the more you tend to get "GOD PLEASE NO" as a response from other players.

  15. My personal ideas for updating Regen a bit:

     

    Fast Healing
    +75% Regeneration
    +25.95% Res(Regeneration)
    -----> Fast Healing (Unchanged)
    +75% Regeneration
    +25.95% Res(Regeneration)

    Reconstruction
    334.66 Heal
    +15% Res(Toxic)
    -----> Reconstruction (Unchanged)
    334.66 Heal
    +15% Res(Toxic)

    Quick Recovery
    +30% Recovery
    -----> Quick Recovery
    +30% Recovery
    +25% Res(Recovery, Endurance)

    Dull Pain
    +267.724 MaxHP (Unenhanceable)
    +267.724 MaxHP
    535.45 Heal

    -----> Abate Pain
    +267.724 MaxHP
    +40% Absorb (after 0.25 second delay)

    Integration
    Res(Knock*, Disorient, Hold, Sleep, Immob)
    +50% Regeneration (Unenhanceable)
    +100% Regeneration
    -----> Integration
    Res(Knock*, Disorient, Hold, Sleep, Immob)
    +50% Regeneration (Unenhanceable)
    +100% Regeneration
    +20% Res(Speed, Recharge)

    Resilience
    Res(Disorient)
    +9.375% Res(All Damage)
    -----> Resilience
    Res(Disorient)
    +9.375% Res(All Damage)
    +267.724 MaxHP (Unenhanceable)

    Instant Healing
    +600% Regeneration (Unenhanceable)
    +200% Regeneration
    -----> Instant Healing (Unchanged)
    +600% Regeneration (Unenhanceable)
    +200% Regeneration

    Revive
    1003.97 Heal (while dead)
    50 Endurance (while dead)
    -----> Revitalize
    1003.97 Heal (while dead)
    50 Endurance (while dead)
    535.45 Heal (while HP>0)
    50 Endurance (while HP>0)

    Moment of Glory
    Res(Knock*, Repel, Disorient, Hold, Sleep, Immob)
    +71.25% Defense(All but Psi)
    +71.25% Resistance(All but Psi)
    +100% Recovery
    -----> Moment of Glory (Unchanged)
    Res(Knock*, Repel, Disorient, Hold, Sleep, Immob)
    +71.25% Defense(All but Psi)
    +71.25% Resistance(All but Psi)
    +100% Recovery

     

    I'd also reduce the recharge and duration of Abate Pain to increase it's uptime, and then reorder the powers:

     

    Fast Healing Lvl 1

    Reconstruction Lvl 2

    Resilience Lvl 4

    Revitalize Lvl 10

    Integration Lvl 16

    Abate Pain Lvl 20

    Quick Recovery Lvl 28 (I know everyone is gonna really hate this)

    Instant Healing Lvl 35

    Moment of Glory Lvl 38

     

    My thinking here is that moving some of the MaxHP to Resilience improves performance during Dull Pain/Abate Pain downtime. And since Revive/Revitalize has better recharge than old Dull Pain anyway, it's ability to be used while alive means we can remove the Heal from Dull Pain/Abate Pain and give it something else more defensive/preemptive, like Absorb. And unless someone insists that the MaxHP moved to Resilience become enhanceable, this would also not add or change any sets or enhancements the powers already take. However, I do realize that this makes the set feel even more click-heavy, and I'm really sorry about suggesting moving QR to level 28, I really am, I just could not figure out how else to get more powers that actually contribute to survivability to be available earlier. I honestly hesitate to suggest changing power order at all, but it makes more sense this way.

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  16. Well, Id rather, for myself, blame PvP than to assume that the developers of that time were your choice of either 1.) Actively Malignant, or 2.) Broadly Incompetent

     

    I hate to say "Blame Castle," because Castle was a nice guy who was very willing to work with players, but from what I remember the nerf to ET's animation was something he pushed for almost immediately after being hired because he felt it was too much of an outlier. I can only assume that was based on whatever previous game design experience he had.

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  17. In light of the above, the only thing that justifies the existence of energy melee is the value of being pillow-fisted with pink-pom-poms.  Its not middle of the road with pros and cons, its just actively, notably, bad.  Reverting Energy Transfer probably wouldnt actually even make the set competitive with the later produced 'good sets' - Probably need to revist the animation time on Total Focus, and maybe give a bit of love to Barrage (say to the same DPA as Energy Punch and Bone Smasher - if you want the set to have a reason to be other than to by its choice indicate that you are uniformed, nostalgia-driven, or an active masochist.

     

    For Total Focus, I would make it's Smashing portion an AoE and also give it an AoE KD (but not on your main target). Beyond that, I think Stun could probably use a Cobra Strike-esque makeoever (ie recharge reduced to 10s, damage scale set at 1.96, could maybe even be given the old ET animation, unless anyone really really loves the baseball windup). Or maybe a small -Resistance could be added to all the attacks; it's one of the few debuffs not in melee sets.

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