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Trickshooter

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Posts posted by Trickshooter

  1. 24 minutes ago, Zhym said:

    That seems likely.  Mine is currently set to "N/A" and I don't see a way to change it.  Is there a different option I need to set to enable this?

    It might require higher graphics setting being enabled, but I couldn't tell you which, I didn't think it could be N/A. Could just be a limitation with running the game on a Mac, but I'm not sure. I would say turn up the graphics settings as high as you reasonably can and see if it becomes an option, and if it does, then roll your settings back to where you're comfortable and see what disables it as an option as you go.

     

    Edit: I might also be misremembering, but I think I remember something like this coming up years ago and that the sepia/black and white filters needed you to be in fullscreen mode, in case you were in windowed mode. I'm not at home to check whether that's the case or not, but figured I'd mention it just in case.

  2. This is just a thought I had, but I REALLY miss when Thermal's shields and debuffs had the heat waves effect. I know they were trouble for low-end PCs back in the day, but it's 2024!

     

    The .FX file still exists, I think (whether it still works is a different thing), so is there a way to add these back as an option? Likely in a way where only the user who wants to see them has to see them?

     

    Thanks!

  3. For clarity, Scorpion Shield's +Resistance is NOT unenhanceable in the way that prevents it from being boosted by Damage buffs; the power itself just does not accept Resist Damage enhancements. The +Resistance is grants can be enhanced if you can find a way to sneak Resist Damage or Damage enhancements in there, like maybe with Hami-Os? I can't remember if that's still a thing you can do.

     

    For +Resistance in a power to be truly unenhanceable, it needs the flag that says "Ignores enhancements and other boosts" with the little lock icon to the left of the +Resistance value on City of Data, as seen on Deflection Shield.

     

    Scorpion Shield cannot be slotted for Damage Resistance, but it's +Resistance IS enhanceable, so that's why the whole power is flagged to ignore external strength boosts.

    • Thumbs Up 1
  4. I love the idea of a Ranged Staff Blast type weapon! Have you considered calling it a Scepter, rather than a Staff to differentiate it from Staff Fighting? Staff Blast works well enough, but you could also just call it what it is, similar to the other weapon sets, so possibly Energy Staff/Scepter or Power Staff/Scepter.

     

    I don't think Staves as a ranged set are anymore origin-limiting then the guns and bows are. Comics are full of staves/wands that aren't magical. Maybe it came from a high tech alien race, maybe it was designed by some hero/villain to pull energy from another dimension... heck, comics even have a mutant who uses a staff, kinda. Black Tom Cassidy used his shillelagh as a focus for blasting his mutant ability.

     

    I don't like the idea of basically copying Dual Pistols theme, though, or of the default damage type being smashing/lethal, only because I'm not sure what it's firing at that point.

     

    You could easily design it as a set around a more unique idea, like... 

     

    Maybe every attack automatically cycles through Fire/Cold/Energy(Electric) damage as you use them, giving you a greater range of damage types that aren't weighed down by also being part Smashing or Lethal, but obviously you have less control over when to use them.

     

    Maybe the single target attacks grant stacks of some unique ability, and when you have X amount of stacks, your AoE attacks become "charged" and do more damage and have larger area of effects.

     

    Maybe every time you attack you gain a stack of whatever and when you have X amount of stacks, the next single-target attack you use becomes an AoE.

     

    Maybe you get a toggle when you take the powerset that lets you change your AoEs from standard ranged AoEs to higher damage PBAoEs at the cost of having to be closer to enemies.

     

    etc. etc.

     

    Point being, there is so much room for creativity because a staff that shoots energy is generic enough that could come up with so many gimmicks.

  5. What is Symphonic Inspiration, you might ask?

     

    Well, first, the idea is that it's the support counterpart to Symphony Control.

     

    Wouldn't that be Sonic Resonance? No! During the beta testing of Symphony Control, it was made clear that Symphony Control was NOT intended to be Sonic Control, the point being that Sonic Control was still a set that could happen. But what I took that to mean was that within the CoX world, Sound and Music are essentially separate "elements," so to speak: 'Sonic' powersets deal in vibrations, decibels, force, and the physical effects caused by them; Symphony powersets, on the other hand, deal in manipulating emotions.

     

    Second, it's inspired by my favorite D&D class, the Bard and their familiar Bardic Inspiration ability! (Unrelated sidenote: Bard is my favorite D&D class, BUT my favorite tabletop class is Pathfinder's Witch.)

     

    Bards use the power of words and music to both inspire and manipulate and that's kind of the idea behind this set. And much like a higher Charisma will improve Bard abilities, the buffs in this set can be improved by strategic use of it's debuffs, with each of them granting at least one stack of an ability called Charm. What is Charm? Well that takes us to...

     

    Thirdly, this set is a bit of a rework of my old Hyper-Intellect powerset. I did really like that set, but I did struggle with what it should look like visually and some powers really were pushing the limits of creativity when it came to explaining how someone super smart could do them. But I think the idea behind that set, namely that using 6 of it's powers improved Leadership-esque toggles, could really work for a music-based support set based on Bards.

     

    So let's get in to it. Numbers reflect a level 50 Defender's values.
     

    Symphonic Inspiration
    Music has a powerful ability to influence the feelings of those that hear it, and that's how you utilize your musical talents. You can both inspire your allies or discourage foes in battle with your melodic performances. Symphonic Inspiration mixes a variety of debuffs, which grant stacks of Charm (up to 5), and area of effect team buffs, which receive small bonuses to their effects for each stack of Charm you have.


     

    CurtailingCanticle.png.5995679b5357c2f5f0359303ed8ce431.png Curtailing Canticle

    You perform a quick tune that afflicts a single enemy with over-encumbrance, slowing their movement and action speed, as well as reducing their damage output.

     

    Click Single-Target Foe: -Speed, -Recharge, -Damage

     

    -87.5% Speed
    -87.5% Recharge
    -25% Damage(All)

     

    Charm: 1 Stack for 20s
    Recharge: 15s
    Debuff Duration: 20s

    Endurance: 10.4

    Animation: 1.0s (Subdue)

     

     

    RondoOfRestoration.png.fe5c01f5c06dbc7f310aecac09242da5.png Rondo of Restoration

    You perform a song of restoration that heals a single ally's hitpoints and rejuvenates them, increasing their endurance recovery.


    Click Single-Target Ally: Heal, +Recovery

     

    176.698 Heal
    +50% Recovery

     

    Charm: 1 Stack for 20s
    Recharge: 4s
    Buff Duration: 60s

    Endurance: 13

    Animation: 1.53s (Come Hither)

     

     

    ScherzoOfSurety.png.eaab8ab7daa1b930675302c0eef8ca29.png Scherzo of Surety

    You maintain a song around yourself that improves your and your allies' defense, allowing you to more easily avoid attacks. Affected targets are also more resistant to Holds and Stuns. For each stack of Charm, up to 5, Scherzo of Surety will give a bonus, unenhanceable, buff to Defense for a short while.

     

    Toggle Team: +Def(All), +Res(Hold, Stun), +Special

     

    +10% Defense(All)
    +216.25% Resistance(Hold)
    +216.25% Resistance(Stun)

     

    Charm Bonus: +1% Unenhanceable +Def(All) per stack (Up to 5)
    Recharge: 15s
    Buff Duration: 2.25s every 2s

    Endurance: 0.208/s
    Animation: 1.87s (Steamy Mist)

     

     

    MinuetOfMettle.png.4397746d6cfef39feca78874d8b40b5e.png Minuet of Mettle

    You maintain a song around yourself that improves your and your allies' damage potential, allowing your abilities to do more damage. Affected targets are also more resistant to Taunts and Placates. For each stack of Charm, up to 5, Minuet of Mettle will give a bonus, unenhanceable, buff to Damage for a short while.


    Toggle Team: +Dam(All), +Res(Taunt, Placate), +Special

     

    +25% Damage(All)
    +216.25% Resistance(Taunt)
    +216.25% Resistance(Placate)


    Charm Bonus: +2.5% +Dam(All) per stack (Up to 5)
    Recharge: 15s
    Buff Duration: 2.25s every 2s

    Endurance: 0.208/s

    Animation: 2.03s (Snow Storm)

     

     

    ArrestingAria.png.aaa96a56852527b21aacdd2c467899a2.png Arresting Aria

    You perform a commanding tune that stops a single enemy in their place. They are left Held and with weakened resistances.


    Click Single-Target Foe: Hold(Mag3), -Resistance

     

    11.92s Hold (Mag 3)
    -25% Resistance(All)

     

    Charm: 1 Stack for 20s
    Recharge: 18s
    Debuff Duration: 20s

    Endurance: 8.528

    Animation: 1.5s (Clarity)

     

    SappingStrain.png.757d81f317c5e43930addb1343886131.png Sapping Strain

    You perform a song that drains the endurance from a single enemy. Additionally, their recovery is slowed and their abilities cost more endurance to use.


    Click Single-Target Foe: EndDrain, -EndDiscount (PvE Only), -Recovery

     

    -20% Endurance
    -50% Recovery
    -50% EnduranceDiscount

     

    Charm: 1 Stack for 20s
    Recharge: 12s
    Debuff Duration: 20s

    Endurance: 8.528

    Animation: 2.17s (Sonic Siphon)

     

     

    SonataOfSkill.png.25309b8a746c04b106b0ff2f4c19d8c7.png Sonata of Skill

    You maintain a song around yourself that improves your and your allies' chance to hit, allowing your abilities to hit more often. Affected targets are also more resistant to Fear and Confusion. For each stack of Charm, up to 5, Sonata of Skill will give a bonus, unenhanceable, buff to ToHit for a short while.


    Toggle Team: +ToHit, +Perc, +Res(Fear, Confuse), +Special

     

    +15% ToHit
    +432.5 ft Perception Radius
    +64.875% Resistance(Perception)
    +216.25% Resistance(Fear)
    +216.25% Resistance(Confuse)


    Charm Bonus: +1% Unenhanceable +ToHit per stack (Up to 5)
    Recharge: 15s
    Buff Duration: 2.25s every 2s

    Endurance: 0.208/s

    Animation: 2.7s (Disruption Field)

     

     

    MuddlingMadrigal.png.9e31b63c5b7cbccad573c44f0320d787.png Muddling Madrigal

    You perform a cacophonous song in a cone in front of you, overwhelming the senses of all foes hit. They will suffer from reduced chances tohit and reduced defenses. Some weaker foes may even suffer confusion and attack their allies.


    Click Cone Foe: -ToHit, -Defense, Confuse(Mag2, 50% Chance)

     

    -15% ToHit
    -20% Defense
    4.47s Confuse (Mag 2) (50% Chance)


    Charm: 2 Stacks for 20s
    Recharge: 90s
    Debuff Duration: 30s

    Endurance: 15.6

    Animation: 1.87s (Psychic Scream)

     

     

    DemoralizingDirge.png.b6b69a0ae17e0d3cc96c4150434f050c.png Demoralizing Dirge

    You perform a disheartening song all around you, severely affecting nearby foes for a good while. Foes exposed to your Demoralizing Dirge will have reduced damage, regeneration, endurance recovery, and most will be left trembling in fear. Additionally, the strength of all their secondary power effects will be weakened.


    Click PBAoE Foe: -Damage, -Recovery, -Regeneration, -Special, Fear(Mag3)

     

    -50% Damage(All)
    -50% Recovery
    -200% Regeneration
    -37.25% Special
    17.88s Fear (Mag 3)


    Charm: 3 Stacks for 20s
    Recharge: 120s
    Debuff Duration: 40s

    Endurance: 26

    Animation: 1.97s (Psychic Wail)

    • Like 7
  6. omg I miss you guys so much! 😭

     

    For the writers: I’ve had this theory that Praetorian Vanessa Devore is in Mother Mayhem’s original body, that’s why Tilman takes Aurora’s body and why P-Vanessa looks like a Carnie version of Sister Psyche. Was that ever the intention?

     

    For the powers team: Hi guys! Sorry I was so annoying, I just really loved Defenders, but speaking of… did you ever have any plans or ideas on how you hoped to address some of the underperforming sets like TA, FF and Sonic? I can’t really say ‘Buff TA!’ anymore, but I’ve always been curious. P.S. have you checked out my Telepathy powerset suggestion? Jk! Unless… 👀 You guys were the best, thank you for tolerating us!

     

    For JLove!: What costume stuff was your favorite to make, and did you ever create things that ended up never making it in to the game?

     

    I'm not sure who this one is for, but: What ever happened to going to the moon? Those little spaceship/rocket easter eggs were on the map for so many issues!

    • Like 2
  7. 14 hours ago, honoroit said:

    this looks great, id play it!

     

    'hypnotize' should be mag 3 or 4 sleep, imo.


    Thanks! The idea with Hypnotize is it is mostly a debuff, the mag 2 sleep is just a bonus against minions.

     

    13 hours ago, Rudra said:

    Wow, that took a while for me to puzzle out. I was trying to figure out what the proposed power set had to do with trick shooting....


    Sorry 😅

     

    16 minutes ago, SeraphimKensai said:

    At first glance the numbers seem pretty high especially the debuffs and endurance discount. Also would have some serious effects in PvP as well.


    Numbers-wise, I feel it falls in line pretty well amongst the modern sets like Time, Electric Affinity and Nature, and even some older sets like Dark and Rad.

     

    As far as the EndDiscount debuff, in PvP I would probably replace it with an end drain or recovery debuff effect. I wouldn’t want to open that can of worms.

    • Thumbs Up 1
  8. Why Telepathy? My favorite era of the X-Men comics has always been the Claremont era leading up to Fall of the Mutants and then the stories in the Australian outback. And my favorite character during that era was Psylocke.

     

    Now, most of you know Psylocke as a purple haired ninja with a psychic knife, the focused totality of her yadda yadda yadda. The obvious inspiration for the Psionic Melee powerset, right? But during the early days of Psylocke with the X-Men, she was actually a purple haired British woman whose main value to the team was the support she offered via her telepathy and her main form of defense was psychic deception and her thought-disrupting mind blasts.


    This version of telepathy has always been my favorite portrayal of the power and was the inspiration for this suggestion. This set is designed as a buff/debuff set for Defenders/Controllers/Corruptors/Masterminds, but all values are for Defenders because I was lazy.


     

    Telepathy
    Use telepathic might to fortify the minds of your allies and mislead the thoughts of your foes. Telepathy features a mix of buffs and debuffs to assist your team, specializing in providing protection from Psionic damage and slowing the attack rate of foes.


     

    Assail.png.f77fb7cb7d05a7c204c47d9812fe5eac.png Mind Blast
    Blast a foe with a psionic bolt that weakens them physically, lowering their damage potential, slowing their attack rate, and increasing the endurance cost of their attacks.


    Click Single-Target Foe: -Damage(All), -Recharge, -EnduranceDiscount


    -31.25% Damage(All)
    -62.5% Recharge
    -50% EnduranceDiscount


    Recharge: 16s
    Duration: 30s
    Animation: 1.0s (Subdue)
    Endurance: 8.528

     

     

    RestorePsyche.png.6096dc3aec094987cd0c590775ca8f59.png Restore Psyche
    Telepathically heal the mind of an ally, recovering a significant amount of their hitpoints. An ally healed by Restore Psyche will also be less likely to be hit by Psionic attacks. You cannot use this power on yourself.


    Click Single-Target Ally: Heal, +Defense(Psionic)


    1.96 Heal
    +10% Defense(Psionic)


    Recharge: 4s
    Duration: 60s
    Animation: 1.97s (Psychic Wail)
    Endurance: 13

     

     

    PsychicStatic.png.63f5bb5d98128e83f50cd1b028c8e1a4.png Psychic Static
    Target an enemy and fill their mind, and the minds of nearby foes, with Psychic Static that will lower their ability to concentrate. Foes affected by Psychic Static will have reduced chances to hit and slowed recharge rates.


    Toggle Targeted AoE Foe: -ToHit, -Recharge


    -18.75% ToHit
    -62.5% Recharge


    Recharge: 8s
    Duration: 0.75s
    Animation: 3.1s (Tar Patch)
    Endurance: 0.52/s

     

     

    RevealWeakness.png.4ae6f813a0c6bd0af9e8bb9620078d84.png Probe Thoughts
    Probe a foe's mind for their weaknesses and share that info telepathically with your allies, effectively lowering your target’s defense and resistance. You can also gain insight in to their buffs and debuffs via your Combat Attributes menu.


    Click Single-Target Foe: -Defense(All), -Resistance(All), +ViewAttributes


    -25% Defense(All)
    -30% Resistance(All)


    Recharge: 16s
    Duration: 20s
    Animation: 1.67s (Mental Blast)
    Endurance: 10.4

     

     

    FortifyWill.png.054e77c45be0d7816f41e02573e715e6.png Psi-Shielding
    Shield an ally's mind against control effects. Psi-Shielding grants a single ally moderate protection from Hold, Sleep, Stun and Immobilize effects. Their perception will also be increased, as well as their resistance to Psionic damage. You cannot use this power on yourself.


    Click Single-Target Ally: +Resistance(Psionic, Hold, Sleep, Stun, Immobilize), +Perception


    +10% Resist(Psionic)
    -12.975 Mez Protection (at 50)
    +Perception


    Recharge: 4s
    Duration: 60s
    Animation: 1.1s (Will Domination)
    Endurance: 5.2

     

     

    DisguisePresence.png.76e43a3dff0e5baa72ffce6d04b06b91.png Conceal Presence
    Telepathically hide your and your allies presence from nearby foes, effectively granting Stealth. Disguise Presence will also provide a small amount of defense to all damage and resistance to psionic damage, as well as Fear and Confuse effects.


    Toggle PBAoE Ally/Self: +Stealth, +Defense(All), +Resistance(Psionic, Terrorize, Confuse)


    +Stealth
    +5% Defense(All)
    +20% Resistance(Psionic)
    -8.65 Mez Protection (at 50)


    Recharge: 15s
    Duration: 0.75s
    Animation: 2.03s (Mass Hypnosis)
    Endurance: 0.52/s

     

     

    HypnoticGaze.png.21014f00023f0b5d2d10211093b6b35e.png Hypnotize
    Hypnotize foes in a cone area in front of you. Hypnotized foes will have reduced speed, attack rate and be easier to hit. Weaker-willed enemies may fall asleep but will awaken if hit with damage.


    Click Cone Foe: Sleep (Mag2), -Recharge, -Speed, -Defense(All)


    Base 15s Sleep (Mag 2)
    -31.25% Recharge
    -62.5% Speed
    -18.75% Defense(All)


    Recharge: 60s
    Duration: 30s
    Animation: 2.03s (Fearsome Stare)
    Endurance: 8.528

     

     

    SiphonPsyche.png.b57dfc73fc536b07dc2e13a852101efc.png Siphon Psyche
    Siphon psionic energy from foes surrounding you and telepathically distribute it amongst your allies. Foes hit by Siphon Psyche will have significantly reduced damage potential and regeneration rates, while you and your allies will receive a buff to yours.


    Click PBAoE Foe: -Damage(All), -Regeneration, Team: +Damage(All), +Regeneration


    -25% Damage(All)
    -250% Regeneration
    +25% Damage(All) (Does not stack)
    +2.5% Damage(All) per foe
    +100% Regeneration (Does not stack, Unenhanceable)
    +10% Regeneration per foe


    Recharge: 160s
    Duration: 45s
    Animation: 2.5s (Short Circuit)
    Endurance: 13

     

     

    HiveMind.png.211897b22cdc1a3ec415e76f199ea5ea.png Coordinate Thoughts
    Telepathically link the minds of you and your teammates, sharing strategic knowledge instantly and improving combat capabilities. Coordinate Thoughts will greatly buff your team's Defense to all damage and ToHit chance for each teammate in range, as well as significantly reduce the endurance costs for all powers for a short while.


    Click PBAoE Team: +Defense(All), +ToHit, +EnduranceDiscount


    +12.5% Defense(All) (Does not stack)
    +1.25% Defense(All) per teammate
    +12.5% ToHit (Does not stack)
    +1.25% ToHit per teammate
    +74.5% EnduranceDiscount (Does not stack)


    Recharge: 360s
    Duration: 60s
    Animation: 3.67s (Mind Link)
    Endurance: 26

    • Like 8
  9. On 4/4/2021 at 10:50 PM, Doomguide2005 said:

    Came across some CoH game nostalgia of a different sort.  Written on 3×5 index cards:

    1101 Neuronia's arc 

    4075 Save the Warrior Clan

    13011 Operation Antibody @Coronaviridae

    13710 Herolympics @Psyonico

    2266 A Few Clowns Short of a Circus @Trickshooter

     

    etc..  lists of some of the many player created AE arcs I'd played through

     

     

     

    I just recently found the "poster" I made for that story arc!

    2266_Poster.jpg

    • Like 1
    • Thanks 2
  10. On 10/25/2020 at 1:56 PM, macskull said:

    Benumb/Weaken vs Ice Arrow

    Defender: 74.50%/86.50%

    Corruptor: 55.87%/69.20%

    Controller: 93.13%/69.20%

    Mastermind: 74.50%/51.90%

     

    I'd honestly argue that even Weaken's -special value is too high for its cooldown especially because it's an AoE.

    I just happened to see this post (not sure why clicking on the thread brought me to it specifically lol).

     

    +/- Special powers have always been weird because they used the Ranged_Stun (I think) modifiers, which always made them best for Controllers and worst for Corruptors. Looks like Ice Arrow uses the Ranged_Res_Boolean modifier, which frankly makes the values between the ATs make more sense (even if Ice Arrow looks to be a little too good). I wish they'd carry this change over to most of the Special powers.

    • Like 2
  11. 17 hours ago, Vanden said:

    I don't know about that. It really seems like it was originally conceived as a Controller primary and then half-heartedly converted to a Defender primary. It's got a single-target hold, AoE hold, single-target immobilize, knockdown patch, even Flash Arrow is just a clone of Smoke from Fire Control rather than an actual ToHit debuff power. That's more than half the set being powers you'd find in a Controller primary.

    If I had to guess, I'd say it was originally designed with the idea that Controllers weren't going to get it because it was control-heavy, like Dark Miasma (and possibly because it didn't really have any thematic pairing with Controller powersets). But then some higher-up decided that creating a NEW powerset, especially one with totally new art assets and animatons, wasn't a good use of company resources if it was only going to be available to one archetype. That sort of thing happened very infrequently outside of new primaries for Masterminds (which, let's be honest, were still very infrequent).

    • Thanks 1
  12. 30 minutes ago, KaizenSoze said:

    I like most of your suggestions, except this one.

     

    I do not want anything that could notify mobs on Flash Arrow. I understand it's only a single target effect, but I want to be able to debuff in peace from the shadows. 🙂

    Effects like -Perception are not inherently immune to aggro, but rather every power that causes these types of effects are individually flagged not to notify mobs. So adding a single-target stun to Flash Arrow (which I don't think is necessary) would not make it suddenly generate aggro. It would have to have that flag changed to "Always" for that to happen. The reason this sort of thing happens with effects like procs is because, in the Powers system, procs are like separate powers that have their own flag, which I think very very few (if any) are flagged not to notify mobs.

  13. On 10/24/2020 at 1:56 PM, Blackfeather said:

    Oh, that's good to hear! It did look like he was looking forward to some improvements to the powerset for sure.

    I've been aware of incoming improvements for about 6 months, I think. Not everything went in the direction I would have gone, but overall I'm very happy to see what has been done. Wish I could say I had more to do with it, but I haven't played much, if at all, in the last couple of months. My job suddenly changed and I have a lot more responsibilities now, lost about 60 lbs and got engaged, so life is kind of getting in the way of video game time. 😅 Hope to get some time to add more thoughts and search for bugs soon-ish.

    • Like 1
    • Thanks 1
  14. 1 hour ago, Judgement Day said:

    Recently, I discovered that Fiery Embrace for Scrappers in the Fiery Aura set is functioning differently than described.  Paraphrasing, the power descrption says that is boots the damage of fire attacks and additionaly gives a boots in damage to other attacks as well.

     

    For context, I'm playing as a Battle Axe/Fiery Aura Scrapper, with the Blaze Mastery Pool.

     

    What I have found is that Fiery Embrace adds fire damage to my Axe attacks, rather than a damage percentage boost, which is cool, but perhaps not intended.  The bigger issue is that it has no effect on my fire based damaging powers in both the Fiery Aura pool and Blaze Mastery pool.    I tested this using Gash, without any procs or incarnate abilities equiped, the Blazing Aura, and lastly Fire Blast. 

     

    Per guidance from my support ticket, I have posted this issue here and linked the images below.

     

    https://imgur.com/a/yO8HNWI

    This is the intended behavior and replaced the old functionality in Issue 18. In PvP, it still works the old way, which is also intended. The description was never updated.

     

    For clarity, it only adds bonus Fire damage to attacks in Melee Damage sets, so it wouldn't affect Fiery Aura itself, pool powers, or Epic/Patron powers.

  15. I also want to make sure it's clear that using Amp Up on an ally will not make the heals the caster uses on that ally stronger or the heals that chain off that ally stronger. Amp Up used on an ally will only boost the heals the ally uses themselves that don't have enhanceable +Resistance to damage.

     

    On 4/11/2020 at 7:23 PM, Crysis said:

    It also doesn't appear to impact Absorption, Endurance, To-Hit, Run Speed or most of the other stuff listed.  Lies, lies and damned lies......I want my money back!

    For clarity, Amp Up, or really any Power Boost/+Special power, enhances the strength of effects, it does not provide the effect.

     

    By that I mean, Amp Up will not grant Absorption or Endurance, or increase ToHit or RunSpeed on it's own. Rather, if you use it on an ally and they use their own power with those effects, they will most likely be much stronger than usual.

     

    Think of it as granting them temporary Enhancements in their powers.

  16. 33 minutes ago, Hedgefund said:

    As I showed above, my aborb for my /temporal was increased by 75% when Amp Up was applied .

    I missed it, but in the OP, the power does show "strength to absorption", so that's why Absorb is buffed. I didn't notice it because it wasn't green lol.

     

    Still, I just wanted it to be clear that the "strength to healing" line only affects actual heals.

  17. The "strength to Defense" is only to the Base Defense attribute, which is only used by Defense Debuffs and Defense Debuff Resistance. If Amp Up worked on Defense buffs, you would see "strength to defense" listed an additional 10 times, one for each of the other 10 Defense attributes (Melee, Ranged, AoE, Lethal, Smashing, Fire, Cold, Energy, Negative Energy and Psionic).

     

    "Strength to Healing" only affects true Heals; not Absorb, not MaxHP, and not Regeneration. This has always been the case with Power Boost/+Special powers. Admittedly it's a bit confusing because all 4 attributes are improved by Healing enhancements, but in this case it just means Heals. If it buffed the others, it would say "Strength to Regeneration," "Strength to Absorb," etc.

     

    Power Boost/+Special powers also do not work on heal powers (or any powers, really) that also have enhanceable +Resistance (such as Healing Flames or Reconstruction).

  18. 15 hours ago, JayboH said:

    History shows two contributors in the wiki

    I'm pretty sure Castle was a Fire/Fire Blaster, since part of the reason he was hired was his ideas for a Fire Manipulation revamp.

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