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Posts posted by Trickshooter
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53 minutes ago, Mac B said:
i already typed this in a /support report and then got redirected here.... why have "in-game support" that doesn't actually work "in-game".... can i report the /support system as bugged??? so many times i get told to go to the forums or to discord (and then say "to hell with it and them" it must not be important.... except today i'm crying about it)...
Important to remember that the GMs are volunteers and they cannot fix bugs, nor is it their job to report bugs to anyone. They are there for immediate issues like your mission won't complete, or an item vanished from your inventory, or you're stuck in geometry, etc. They send you to the forums for bugs because this IS the place to report bugs.
Anyway, yes, you're right that it shouldn't take Range enhancements. It's a leftover from the power originally being the Mastermind version, which IS Ranged.
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2 minutes ago, Saiyajinzoningen said:
does power boost also have the same rainbow effect?
since it also falls under the category of "+special powers" and boosts holds but not damage
Power Boost and Power Build Up both do the rainbow burst by default, yes.
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On 5/18/2024 at 8:38 PM, Snarky said:
So, lot of acid making it's way through the Dev studios that week. Bring your daughter to work day? Someone terrified of rainbows? I give up, what caused this need to equate Rainbows with Sadistic Power, Domination, and Villains? I do not see it.
Certain effects in the game tend to be associated with a specific visual cue so that players can easily understand what that effect is doing, like Aim causing a yellow glow because the game associates Accuracy and ToHit with the color yellow, while Build Up causes a red glow because damage is associated with red. Typically, effects that do what most players call +Special (which improve buff and debuff values and mez durations) have the rainbow glow, as if you're getting temporary enhancements to multiple attributes, because that is essentially how most of them work.
While Domination doesn't technically work that way (it doesn't provide Strength boosts, it flips a flag to activate extra effects already baked in to your powers), it is intended to simulate that effect, so... we get rainbow sparkling Domination. You don't necessarily know HOW it works, but if you're familiar with +Special powers, the rainbow colors should communicate to you that your mezzes will last longer while under the effect.
But also yeah, it would be nice to be able to customize that.
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Any way the Oni Guard could be made available as a Detail 2 on the Standard head type?
I'm trying to make an Orc character for... reasons... but currently it's only available with the ill-fitting (on a Huge body type) Half Helmets (or the new Beret and military helmets, but those don't really fit either, but in a different way).
Just a suggestion!
Also, please please please please please please please please please please please please please please please please please please
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5 minutes ago, PoptartsNinja said:
These days I think it's mostly a "sorry you deal 90+% lethal damage" thing.
If it goes away, mob resistances should have an accross-the-board rebalance.
I did think "maybe we'll just call it bonus accuracy because you do lethal or smashing damage" but then beam rifle is pure energy and still gets it lol
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Originally, that bonus was meant to make up for weapon redraw if you used a power outside of your weapon powerset, something the non-weapon sets didn't have to deal with.
I believe (and I could be wrong, cause I'm going off memory of long lost forum posts) the reason TW never got that bonus was because it's redraw times were already baked in to it's slow animations, as in (ignoring Momentum), whether your weapon was already out or not at the start of combat, the animation was the same length.
Normally I'd say, "yeah, go for it, I'm all for parity, don't forget Trick Arrow also never got that bonus" buuut... if you really think about it, weapon redraw time doesn't really exist anymore, so now it's like why do these sets get an accuracy bonus at all? Minus Archery cause that's her thing, some weapon sets get to be naturally more accurate to make up for a penalty that they don't really have anymore.
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1 hour ago, biostem said:
Bio Armor says hi.
I did say "almost completely" but Bio Armor is not entirely like those other sets, you can't be FX less on a Bio Armor character unless you skip a lot of powers.
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2 minutes ago, biostem said:
Here's the only issue with that - What if I specifically create a character with stone skin? Maybe I don't want big pieces of rock jutting out or otherwise piled all over them. IMHO, it should be up to the player to rationalize how or why their powers look or work one way or the other. And ever since they added power customization and/or 'No FX' options to other sets, the cat's been let out of the bag...
Then you make a character with a stone skin costume and choose Invulnerability, same with lots of other concepts. Invulnerability does not mean you necessarily have tough skin, it just means you're some level of invulnerable. You can be invulnerable because you're wearing some kind of armor, for example. I have a character that uses Invulnerability, but I consider her made of diamond and that's what makes her invulnerable. You don't have to pick Stone Armor just because you want a character with stone skin. You only have to pick Stone Armor if you want a character who has rocks and crystals jutting out of them. You can't pick Stone Armor and then say, well I don't want these rocks visible. Then why did you pick Stone Armor?
And yes, there are sets with No FX options for some powers, but those are almost completely found in sets like Super Reflexes, Ninjistu, Willpower, maybe Regen, I can't remember. Sets where FX aren't necessary to convey the sets theme. You can dodge without being swirly, you can regen without being green. But you can't cover yourself in rock armor without rocks.
Also, specifically with Granite Armor, that is such a ridiculous tier 9 that I consider the golem costume part of the trade off of getting it (along with the speed and damage debuffs and inability to jump and fly).
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i'm still here
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51 minutes ago, MsSmart said:
So why not give us, at the tailor, a flag we can chose to have super skin and look human instead fruity pebbles or look like we been stoned?
Because you're playing Stone Armor, not Invulnerability. If you just want "super skin," then you play Invulnerability.
Options are great, but you can't just ask to throw out the visual theme of a set. That power is Granite Armor in the Stone Armor powerset, so rocks are gonna be involved in one way or another.
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On 5/12/2024 at 12:34 AM, Glacier Peak said:
For whatever reason, in Issue 12 Acrobatics was reduced from a static 100 points of knockback protection to 9 points, two of which are enhanceable and affected by buffs. Maybe they were proliferating set bonuses and Invention Origin enhancements that provided the protection in abundance.
I believe during the Issue 12 beta, we were told something like "in retrospect, this is basically complete KB immunity and we should have never had it be that high" and so they reduced it to be less than the KB protection Melee ATs got, but players wanted it to be higher as it required more investment, and so the resolution of the back and forth was the situation we have now, where 2 out of the 9 points of KB protection are enhanceable with KB enhancements, even though no other power works that way. The whole issue was full of tweaks to KB, like adding PvP suppression, as well as being the issue where all versions of Power Boost's had KB enhancement removed from the buffs they provided.
For the OP, it is not a bug that Acrobatics accepts KB enhancements, but as far as I know it is intended behavior that Acrobatics does not accept KB IO sets. KB IO sets were added in Issue 11, and the change to Acrobatics was done in Issue 12; if Acrobatics was intended to accept KB IO sets, it could have accepted them from the beginning, but doesn't. I'm sure there was even a dev post explaining that they wouldn't work in Acrobatics, but it's likely lost as it would have been on the original beta forums.
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5 hours ago, Uun said:
Running Provost Marchand's mission where you fight Nosferatu in Croatoa. Mission set to +3/x4. I'm on a lvl 50 Plant/Martial permadom w/ T4 incarnates (so +1 lvl shift). In the final battle, Nosferatu (EB) is accompanied by 3 vampire bosses. Hit them with Seeds, bosses are confused. Bosses transform into Dark Warwolfs. They are no longer confused, so I hit them with Seeds again. They have the purple dots around their heads, but they're still attacking me. After rezzing, had to hover out of melee range and stack Strangler on each of them (1 application wasn't sufficient).
With Domination up, Seeds is a mag 6 confuse and Strangler is a mag 6 hold. According to CoD, Dark Warwolfs have mag 5.19 mezz protection (confuse, fear, hold, stun, sleep). Unless I'm missing something, 1 application of a mag 6 hold or confuse should have affected them.
https://cod.uberguy.net/html/entity.html?entity=council_boss_nyctwolf_lycan
Wouldn't that be that they get an ADDITIONAL 5.19 mezz protection, on top of already being Bosses and having natural mag 3 protection?
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So, what it looks like to me is that Reverberant is inheriting the damage bonus from damage enhancements in the Reverberant power as well as the damage enhancements from your own Hymn of Dissonance (because of the way Reverberant works, it's granted a copy of your power every time you use a power). So it's getting double damage slotting.
I asked about Melodic Binding, because I thought that damage looked pretty low, and it looks like that power is not inheriting ANY damage bonus. At level 50, Reverberant's Melodic Binding does base 66.73 damage, which is pretty dang close to that first line of damage there, which is why I think it's not getting any +damage from your slotting.
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They're already so much more convenient to reapply than they originally were, having to activate them a second or even third time just because some people are further away is just not really an issue to most players, I think. Having lived through the dark ages of asking a team to stop so you can click one power 8 times, and then another power 8 more times... being able to buff the whole team (or whole LEAGUE) by clicking each power once still feels almost too generous 13 years later.
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Can you share what level your character is, what your slotting is for Reverberant (as in what percentage of +Damage is it receiving from enhancements), and possibly also what your slotting is for Hymn of Dissonance and Melodic Binding (again, what percentage of +Damage is coming from enhancements)?
Edit: Do you also remember what level the enemies were?
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47 minutes ago, Uun said:
I don't have a Fire or Rad blaster, but I tested with Dark, DP, Ice and Water, as well as Tactical Arrow and Temporal. I only got one buff per attack on all AoEs and cones. This was in PI and RWZ, not AE. Perhaps someone else with a Fire or Rad blaster could test?
Went back and checked again cause you said you tested DP and it worked as expected.
Of the sets that have Defiance as a Standard effect, Archery and DP have the flags to prevent stacking Defiance buffs on their AoEs.
The other three, Energy, Fire and Rad Blast all do not have that flag on their AoEs. So I'm gonna theorize those are the only three sets that may have the behavior the OP is experiencing. Of course, I also have no blasters with any of those primaries to check lol.
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Up to 10 enemies within an 8 ft radius of you. They don't need to be attacking you and you don't need to be attacking them; they just need to be within 8 ft.
Edit: Actually might be bigger than 8 ft because of Gauntlet, I can't remember.
The first enemy grants you 15.5% +Damage(All), the rest will give 5.5% +Damage(All)
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On 5/5/2024 at 9:53 AM, CrusaderDroid said:
So realistically you'll just get told "play Gravity Control", and Gravity Control gets you most of the way there already.
That said, a Telekinetic Blast T9 power that is dropping half a parking garage worth of cars on top of an area is hilarious, and I think there's a way to make it work that's meaningfully different from the existing psi sets. At the very least, the animations would be flashy, and flashy animations are like half the reason to play a set.
Having a bunch of knockback is pretty bad though. You'll just end up being compared to Energy Blast - bad spot to be in, not just because knockback in general is bad for teams with melee but because getting in a direct comparison makes it easier for one to overshadow the other. If we aren't interested in making new gimmick effects, we could have every power apply varying magnitudes of holds or immobilizes - such that eventually you'll trap an enemy under a pile of debris. That seems pretty fun to try out.
I am here to say play Gravity Control lol
Visually and effects-wise, it makes a great stand-in for telekinesis. Pink Gravity Control + Combat-only Battle Fury head aura, maybe throw in the attacks from Force of Will (cause they do psi damage and KD), and you're a classic comic book telekinetic.
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It's interesting that your Fireball screenshot shows so many damage buffs from Fireball, but your total Damage bonus is still 0%, unlike for Ball Lightning. Not sure what's going on there.
Anyway, the only difference I can see between the three sets you listed are that all Elec Blast defiance buffs are listed as "Activation" effects and are separate from the rest of the attack effects, while all Fire Blast and Rad Blast defiance buffs are listed as "Standard" effects and are grouped with the rest of the attack effects. I'm wondering if that means that Elec attacks will give their Defiance buff regardless of it the attack hits or not, while Fire and Rad will only give buffs if they actually hit?
Some testing may need to be done to confirm that, and also if all the blast sets behave in the same way as the examples above.
Sets that have Defiance buffs as an Activation effect:
Assault Rifle
Beam Rifle
Dark Blast
Elec Blast
Ice Blast
Psychic Blast
Seismic Blast
Sonic Attack
Storm Blast
Water Blast
Sets that have Defiance buffs as a Standard effect:
Archery (which also appears to not use a formula at all, all the buff values are hard-coded)
Dual Pistols
Energy Blast
Fire Blast
Rad Blast
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Just popping in to say that, according to City of Data, yes, all player versions of Consume are bugged in this way. Their +End and +Recovery effects are missing the flag to not scale with enemy level. So that's for all versions of Fiery Aura (Brute, Tank, Scrapper, Stalker and Sentinel), as well as the version in Blaster's Fire Manipulation, Dominator's Fiery Assault, and Defender, Corruptor and Controller's Fire Mastery Epic sets.
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Do you have no buff, even when standing by enemies?
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Yes, please! I've been hoping for either numbers on the scales or the ability to save/load the scales on their own.
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I'm not sure why it displays as defense debuff, but it gives +30% Base Defense. Probably just a display error related to Base Defense being the defense type lowered by defense debuffs.
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When it comes to Stone and Invulnerability, their resistance I consider "you're too tough to feel that attack" and their defense I consider like "the bullets just bounce right off" sorta deal. Probably similar with Ice (who was forgotten about by the OP, RUDE).
The defense part is kind of explained by the defense combat messages, right? Some sets say "Deflected!" (Ice, Shield, Invuln, Stone), some say "Dodged!" (SR or Nin), and then purple insps say "Avoided!" (which I assume is some kind of probability alteration happening?).
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Powers that need alternate animations
in Suggestions & Feedback
Posted · Edited by Trickshooter
Not to be pedantic, but aren't only 2 of the powers from the mouth? Either way, I would also like to be able to change them from launching from the mouth; the set is kind of all over the place theme-wise partially because it's like, am I concocting poisons or am I producing them from my body...?
I just tell myself that Bio Armor is Plant Armor, make it green and bam! My Stalker is now a Thorns/Plant Stalker.