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Everything posted by kiramon
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Farm. Lots of farms.
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I think I decided to give it ago... we shall see. Without Rending perhaps !
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I know with multiple paths it’s not east, but like after doing incarnates on test I would love a button that was like clicking on the total core/radial and was like “Consume X materials to complete craft?” And fully craft without having to go back and forth between tabs like today lol
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Kowwa Dooty: Modernizing Assault Rifle
kiramon replied to Galaxy Brain's topic in Suggestions & Feedback
I think AR needs a general damage boost, and full auto should definitely be a “wide cone in front of you” like for vorpal... and like 2s instead of 4 especially since it feels like that’s when the shots end anyways lol maybe I should try a sentinel AR with a bunch of range increases like my sonic ar lol -
It’s pretty easy to balance sets in this game... since they all use a base formula to determine damage range recharge etc. It’s assigning the other things they do- and wind control was pretty out there in terms of its effects. I’m sure they could band aid some stuff together to get it playable, but it’d lose a lot of its intended flavor.
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Sometimes I feel like people that diss trick arrow haven’t played it, or haven’t played it with iOS. It’s extremely fun, extremely fast, and absolutely carries its weight. It also procs out very nicely.
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I thought they had rules against using full teams of MMs at one point lol in multi box
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I like my ice/psi in that it was functional: unfortunately; it really didn’t “do much” actively, aside from use psi assault— since Ice is so, well, simple. Ergh. it worked, it was fun... but my Grav/Dark or Grav/Sav are just so much more engaging; it’s night and day.
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Yeah but I do a lot of psi: ergh
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I want a plant dom where endurance isn’t a concern... earth was NOT that lol.
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Sounds like what you find fun... isn't really fun. But that's an opinion. Not sure how it's fun, but that's also an opinion. However, general sense (not related to one's own "fun" vantage points) suggests that a large variance between having 122 and having 123% doesn't make sense. And I'm more keen to listen to that, than to one's "fun meter." Because in all honesty, the biggest rush for "perma dom" is remembering to hit the button before the blinky ends. OOoh AAah. If you want to argue breakpoints, sure. But this one is very large. Again, it's literally an increase of infinity% between 122 and 123 for Time to use Domination again. Similar to the snipe change (which oddly enough you also thought was fun before) -- you just don't do binaries like dom and call it "fun."
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You should have read the *.
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Funnily (lol) enough, I mentioned this same Idea a couple posts up 😜
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^ My point 😛 And it's not really perma 😜
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You're right. It's easy to build perma-dom at level 30.
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What’s your doms name on excelsior
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Let’s have you play your dom at sub 123 and me play the same exact build except at 123+. you can even play at 45% defense and I’ll play at 44%.
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I know sometimes logical arguments can be hard to understand for some. It’s okay; like I said, I’m here to help you. 🙂
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You are like the most confused person I’ve ever met. Like you literally argue against yourself and don’t even know it. What a hoot
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Maybe this will help you understand: If you have 123%+ recharge, imagine you only have to fill your Fury bar once per playthrough. If you have 122% or less +recharge, you have to fill it up again every 90.1+ seconds, starting at zero. THAT IS THE POLARIZATION
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I literally broke down for you THE MATH behind defense. Gladly will share it for you again. Do you know what % difference is? How can I help you understand better? I'm here to help. I'll share my self-made chart again with you. Defense % to be Hit 1000 hits-#Hits % Diff 45% 5% 50 0% 44% 6% 60 20% 43% 7% 70 40% 42% 8% 80 60% 41% 9% 90 80% 40% 10% 100 100% 39% 11% 110 120% 38% 12% 120 140% Just to be clear, there's no magic behind your chance to be hit (vs the cons that would have a 50% to hit you) 45% literally means you have a 5% chance to be hit. 44% literally means you have a 6% chance to be hit. 40% literally means you have a 10% chance to be hit. What you're referring to as non-linear is that it doesn't mean "you take only 1% more hits." L.i.n.e.a.r ^_^ Here, I'll add some #s for you to see how many swings it takes to kill you. 1 dmg per hit Def HP 1000 % Diff 45% 20000 Base 44% 16667 -16.67% 43% 14286 -28.57% 42% 12500 -37.50% 41% 11111 -44.44% 40% 10000 -50.00% 39% 9091 -54.55% 38% 8333 -58.33%
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Well, i don't plan on taking anything from Mace, except the Shield/PFF for an extra lotg... (neither makes a difference in perma status, just extra recharge on top of it). It's more Sleet vs Energy s cap...
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He just thinks the value of +Recharge (in regards to dom) should be useless from 166% to 222% and then +agabillion at the 222 to 223% threshold. 🙂
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Nobody wants domination to be easier. I don't understand why you are continuing suggest that people want it to be easier. I think for some reason you think domination is hard. It's not. Nor is getting the recharge, we've already established that. But why is there a TIMES INFINITY increase in amount of time to use dom between 122% and 123% recharge?
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Personally I don't think we need the button. You could create a scaling bar that has a % of the current dom stats (probably a little higher) that encourages, well, dominating. This would give a linear scaling to domination, where recharge is still valued but lacks any huge drop offs (except at 0 bar from doing, well, nothing.) 0 bar - 10 bar 1 bar = 1 mag, 2.5% Hit, 5 End reduction 10 Bar = 10 mag prot, 25% hit, 50% end reduction *This is outside of the rest of this conversation with mez-dude, just a random idea