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Zepp

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Everything posted by Zepp

  1. We have the base pool powers: Concealment, Fighting, [Fitness], Leadership, Medicine, & Presence. We have the travel pool powers: Flight, Leaping, Speed, & Teleportation. We have the origin pool powers: Experimentation, Force of Will, {Gadgetry}, Sorcery, & Utility Belt. So, I was thinking the next set could be on a different theme already within the game, Elements: Cold, Energy, Fire, Lethal, Negative, Psionic, Smashing, & Toxic. The origin pool powers went with the formula: T1: Ally Buff or Foe Debuff T1: Single Target Attack T1: Combo Travel Power T2: AoE Attack T3: Pseudo-Armor T9 For Elements we could start there and make some adjustments. T1: Team Buff or Foe AoE Debuff T1: Single Target Attack T1: Resistance Travel Power (emulating Combat Jumping, for instance, but with +Res primarily rather than +Def) T2: AoE Attack T3: AoE Control Here is what I envision: Paragon City's Pastime - Smashing T1: Blunt Attitude - Team Toggle +Res (Sm/Le (7.5-ish), immobilize, Stun, Sleep) T1: Batter Up - Melee attack similar to St. Louis Slammer T1: Nimble - Not compatible with Combat Jump or Quickfooted - +Def Melee, +Res Sm/Le T2: Pumpkin Smasher - Uses a baseball bat with Whirling mace-ish animation (around 2s) T3: Crack - Smash the bat in the ground AoE Stun Put a Ring on it - Lethal T1: Jackrock - Similar to Caltrops T1: Ring Toss - Energy Rings Animation, Lethal only T1: Quickfooted - Not compatible with Combat Jump or Nimble - +Def Ranged, +Res Sm/Le T2: Exploding Ring - Like the Carnival power T3: Ringer - Like Golden Rings, but TAoE Yang - Energy T1: Life force - Team Heal T1: Energy Bracer - like EMP glove T1: Hyperactive - similar to Jaunt - +Def AoE, +Res En/Ne T2: Energy Grenades - Like Electromagnetic Grenades T3: White Hole - TAoE -Per, Stun Yin - Negative T1: Vampiric Aura - Foe minor Neg Dmg, Self, +Reg (per enemy) T1: Stolen Essence - Siphon Life animation, foe -ToHit, self +ToHit T1: Translocation - similar to Jaunt - +Def AoE, +Res En/Ne T2: Despair - Like Tar Patch but with DoT T3: Terror Unleashed - Like Spectral Terror Fire Eating - Fire T1: Heatstroke - Like Heat Exhaustions T1: Fire Toss - like Cremate T1: Firewalking - Does not stack with Ice Sliding - Like Prestige Power Surge - +Def Melee, +Res Fi/Co T2: Fire Breathing - Like Breath of Fire T3: Firepit - Like Flashfire Coldsnap - Cold T1: Touch of the Flu - Like Infrigidate T1: Cold Bracers - like Cryoprojection Bracers T1: Ice Sliding - Does not stack with Firewalking - Like Prestige Power Slide - +Def Ranged, +Res Fi/Co T2: Blizzard - Similar to sleet, more damage, less debuff T3: Tundra - Flash Freeze Animation with Static Field type effect Potions Master - Toxic T1: Serum - Like Injection T1: Toxic drones - like Vial of Bees (Single Target) (close range) T1: Chemtrail - Does not stack with Hover or Airwalking - +Def Melee, +Res To/Psi T2: Gas pod - Like Arachnoid Gas (Close range) T3: Neurotoxins - Smoke Flash Animation with AoE Confuse Mind Games - Psionic T1: Reflection - Like Drain Psyche T1: Slip - Like TK blast, but KD T1: Airwalking - Does not stack with Hover or Chemtrails - +Def Ranged, +Res To/Psi T2: Blow your Mind - Similar to Nuclear Blast, but Psi damage T3: Persuasion - Psychic Wail Animation with AoE Confuse
  2. It's basically got slightly lower than Scrapper defense with slightly lower than Tanker damage... it needs a rebalance, but even in its current state it is fun to play. Definitely not for min-maxers though.
  3. A lot of Sentinel hate out there...
  4. Definitely looking forward to Sonic Manipulation. I just wish there was a non-gun blaster set with a non-click (or attack-based) build-up. Kinda wish Sonic had gone that route as well... but I am just looking forward to a sonic set that actually works!
  5. My thoughts are: 15% was a lowball proposal designed to be the minimum number necessary to bring Regen DpS in line with other sets. Because of the yo-yo nature of the set you would have your damage output varying. This would mean in higher-risk encounters you would get more of a damage boost while in lower-risk encounters you may not get any damage boost. I don't think chasing the bonus would be useful unless you have nearly finished with the engagement. It is a mitigation tool designed to basically give you more damage if you are in engagements that require a lot of clickies but less if you are in safe engagements where you aren't losing DpS. It is actually quite intuitive for the yo-yo nature of the set. I don't like the idea of tying the +Dmg to clickies because then you are just making it another build-up. Alternative proposals to rewarding players for taking a skill-focused set: Reconstruction/Dull Pain reduce their animation times to 0.132s (the same as Bright Nova), and have no body movement, just a but of smoke (the Dull Pain constipation animation is annoying anyways). Add 25-30% (roughtly on-par to the perma-able aspect of Inner Light) damage bonus not attached to HP to Resilience. Reduce animation times of Reconstruction/Dull Pain to 0.132s, add 20% base damage buff to Resilience and 0-15% damage buff tied to HP loss.
  6. What are your thoughts on this proposal for increasing damage output for Regen toons?
  7. @Vanden Based on Scrapper numbers, Resilience has 9.375% resist x 8 categories = 75% total resistance. Bo Ryaku has 7.5% x 8 categories = 60%. True Grit has 11.25% x 5 categories = 56.25%. So, yes, I am talking about damage resistance. Maybe not the way you were thinking about it, but in a manner that is translatable between powers. In fact, 9.375% resistance for a specific category is the highest level for any passive resist power other than True Grit (11.25 En/Ne/Fi/Co/To), Temperature Protection (22.5 Fi), or Permafrost (22.5 Co). In fact, when looking at toggles, the 75% total Resistance offered is the same level as Dark Embrace, Fire Shield, and Murky Cloud. It is only overshadowed by three powers, Charged Armor (78.75%), Proton Armor (82.5%), and Conductive Armor (93.75%). Which means it is higher than Hardened Carapace, Frozen Armor, Alpha Barrier, Deflection, Temporary Invulnerability, Mind over Body, Obsidian Shield, Static Shield, Wet Ice, Fallout Shelter, Unyielding, Adaptation, Plasma Shield & Glacial Armor.
  8. First, I was stating that it was the best passive resist power, in other words, it offers 75% total resist, which is higher than Bo Ryaku (60%), True Grit (56.25%), or Hardened Carapace (56.25%). As such, it is the best passive resist power. Second, it's stun protection is also comparable to the other secondary effects you mentioned for Armor Powerset Finally, Bane Spider Armor Upgrade (60% total resist) is the only one of the three you mentioned that has better secondary effects, but it is not in an Armor Powerset. However, as I clearly stated, those resistances are not as useful as they could be due to a lack of resistance in Regen and in pool powers. In addition, resistance from IOs is much lower than defense from IOs. So that means that Regen can make limited use of this power, even though it provides so much resistance.
  9. Hmmm... Was thinking about the click-conundrum. It makes Regen the most skill-based set, but doesn't reward that skill... I was, at first, thinking of awarding a small (5% for 5s) damage buff to Reconstruction. Then I though, that would mitigate the clickery DpS drop, but not really be interesting. Then I though, give Resilience a PO meter... you receive a 1% damage boost for every 10% of base health you lose, up to 15%... In other words, a Scrapper at cap (2,409 HP) would have a 15% boost if they have 308 HP left... Yes, Resilience is already the best passive resist power in the game, and this would make it even better. However, because of the lack of overall resistance in Regen, it is not alluring enough for some players. Adding a damage metric would increase the calculatory skill required (should I try to use my damage boost to finish quickly with 1hp, or should I play it safe and take a damage drop). --also, adding 5-10% across the board resistance and broader spectrum status resistances into Integration wouldn't be uncalled for... Most Armor sets this would be a bad idea, but the type of player that enjoys Regen would likely enjoy this mechanic.
  10. @ShardWarrior I addressed that in the next post. Yes, if you do not know Regen or make a mistake in planning you can get locked into an offensive animation at the wrong time. That is why melee Regen generally tries to focus on offensive sets with shorter animations - or avoid powers with long animations. Again, I do not think that is necessarily a problem with a set as much as something you have to work around.
  11. @Galaxy Brain, it would definitely be preferable to move the heal to the beginning of the animation. @DSorrow, if you are using that much Reconstruction it is a heavy burden. However, making Instant Healing reliable (either Toggle or perma-able) would reduce the number of times you need to click it, which would be a better fix than messing with the animation times of all the powers. I do agree that animation time management is a bigger issue for Regen than other armors. That being said, I see that as knowing the set rather than a definitive drawback. Regen does take skill to use well, more than most armor sets. That means that performance will be more closely tied to how you play. When teaming with Scrappers, I find that Regen Scrappers are preferable because they actually pay attention to the entire field of battle. As I stated before: Regen should continue to be a set that requires skill (that means click-management). Regen needs increased reliability: status protections, (reducing IH timer to 270s or making it a toggle), possibly reactive resistance (I would prefer they scale to incoming damage than to HP). There should be some recharge reduction: Instant Healing (270s or Toggle), Revive (150s), MoG (change to 30s duration and 180s recharge). I will add: Move effects to the beginning of animations. Reduce MoG animation time if possible. Reduce other animation times if it is not overly burdensome.
  12. The only excessively long animation is MoG, the other animation times are about a second. I wouldn't object to having all the animation times cut in half, but they are not "locking you in" to the extent you imply.
  13. I find Regen is quite different (other than the Sentinel version) from other sets. It is much more active and requires much more attention. Overall, it is less reliable than other defensive sets. On the one hand, it has the best auto resist power in the game (Resilience), on the other, it doesn't have any other resists to make it meaningful. On the one hand it has huge Regen numbers (but only when IH is up, which is less than 60% of the time in a high recharge build). It comes close to capping HP with one power, but you have to remember to click that power to maintain it because it is one of the few armor sets that "requires" Hasten. It has the best T9 for an armor set in that it covers the holes in the set, but it also has one of the lowest RC:Dur ratios (most sets are 18:100, MoG is 6.25:100 - about 1/3 the average). I enjoy playing Regen, but 55ish HP per second for non-IH regen is not noticeably different from 45ish HP per second for one opponent RttC WP. And WP has so many more layers. What would I like to see changed? I'd like to see it maintain its identity. That means keeping most of the clicks. I'd like for it to be more reliable. Preferably through increasing the Regen across the board, and maybe some reactive resistance? I'd like for recharge times to be adjusted. Reduce Instant Healing's recharge to 270s, Revive's recharge to 150s, and adjust MoG to 180s with 30s duration (all other armor T9s should be adjusted to 360s with 60s duration - and they should also be adjusted to fill in holes.) I know there are still going to be issues with taking the Alpha strike, but that's why knowing when to hit MoG is important...
  14. I was thinking about this, and ways to make it less random. My thought was that with stackable controls this is less of an issue (so if you get a secondary with hold, fear, or disorient that you can use to stack). I also note that all control sets are designed around a set of controls (with the exception of Illusion, which is completely dependent on aggro management tools - but those don't count towards containment damage, grumble, grumble). Therefore, by moving towards stacking without requiring the same type of control might be useful. My thought was that if it was possible to add a 30s -1mag resistance to all controls, then you could use your entire toolkit to wear down an AV/GM to the point where you could keep it semi-contained without being overpowered. Kinda like how an Illusion/Storm troller can keep some GMs semi-contained through KDs.
  15. It is the perception of lost XP, not the actual lost XP.
  16. Actually, it works out to 92.30769% xp. 100hp target you do 75 your confused minion does 25 Minion damage counts as 6.25 (25% of 25) The target now has 81.25 hp 75 is 92.30769% of 81.25.
  17. I understand, and my spoiler boxes were used as a form of jest (self-censorship beyond absurdity in pointing out the irony of the initial post using political speech to ask people not to have political speech). These forums and in-game tend to do better than twitter or facebook, but there is still bias in what people perceive as controversial. For most people I know, my spoilered comments would not be controversial in the least. However, some Americans (mostly Americans) would suggest my comments were controversial. That doesn't make them any more or less factually accurate, its just that the American perspective tends to be farther to the right than most international perspectives. This means that things that are accepted as reality by 90% of the planet (anthropogenic climate change, the world being round, cricket being superior to baseball) are somehow up for debate in the United States... In other words, be nice, be considerate of other people, and keep your off-topic discourse in the General chat. Also try to be clean even if the first stage DfB boss happens to be named "Tinder"...
  18. I saw a character named "Ronald Reagan" on a server playing heroside , is that in and of itself a violation of this policy? Not only is that a controversial political figure but also because of association with current events . In other words, to what extent is this policy enforceable?
  19. I like the costume. There are many ways you could go. Rad/Energy Scrapper might give you that Rad feel with a nice djinn sort of feel. Unfortunately, no other set has Assault powers, which I think is what you are enjoying from what you have currently rolled. Rad Melee has Contaminated Strike, Fusion, Radiation Siphon, Atom Smasher, and Devastating Blow shared with Assault, so if that is what you are enjoying from the set, Rad/Energy may be your path. If you are preferring the range, then a Radiation Blast blaster may be fun for you. Perhaps tie it to Atomic Manipulation for a lot of recharge and some more of those Rad powers. Alternatively, Mental or Energy would thematically fit as secondaries.
  20. Savage/Dark Brute might be an option (if you can manage the Endurance issues). You could also go Dual Pistols or Beam Rifle /Dark Corruptor if you fancy Dark Servant (or Blaster if you want to go petless).
  21. On separation. My Peacebringer has mostly supressed her Kheld. My Warshade is like a partnership with the human using the body day-to-day, but the Kheld heroing. I had a WS on live whose host was in a coma, so pure Kheld voice. I think you should consider the power dynamics when you form the backstory(ies) for your character(s)...
  22. If you decreased the recharge to 60s, then the probability to proc for Mass Confuse slotted with Malaise Illusion: Chance for Damage (Psionic) & Confused/Range + Cacophony: Chance for Damage (Energy) + Superior Will of the Controller: Recharge/Chance for Psionic Damage, Accuracy/Control Duration/Endurance, & Accuracy Control Duration would be 77% for Malaise & Cacophony & 90% (capped) for SWotC. With 200% global recharge (not uncommon for a Controller build because of the high recharge requirements) you could have the power up every 18.565s (give or take). That is an average DpA of 112.2231 (give or take) in an AoE power with a 25 radius. That would be a reduction from 122.0455 (give or take) or an 8.0481% (give or take) reduction in damage per activation (or a 267.8076% increase in DpS from the power for a different perspective). Seeing as 60s is the number being discussed, does that sound reasonable to you? (30s would be 83.28892 DpA, or a 31.7558% reduction in DpA and 445.9534% increase in DpS with around a 9.2825s recharge). With a full SWotC IO set, the Prob2Proc requires a 77.43089s (give or take) recharge to maintain the 90% cap (96.38995 DpA). At 60s it drops to 70.6489%(75.66496 DpA) and at 30s it drops to 37.3441% (39.99555 DpA). (If you want to check my math, look at @Bopper's post on PPM calculations, the associated PPM list, and MS Excel (your friend and mine for calculation fun and fancy).
  23. Sorry I didn't catch that the first time. Doing jump in/jump out tactics is how I plan to use this on a toon I'm currently working on. I use [ /bind j "powexeclocation target boost of speed" ] and [ /bind k "powexeclocation back:80 boost of speed" ] for my two /MC blasters... I just wanted to point out that you need both to get the most out of the power...
  24. Blaster T9s, 60s-170s recharge times - Trollers 240s... Changing Mass Confusion to a 60s recharge would not be out of line with current mechanics. And considering that all control and buff/debuff powersets are recharge nerfed compared to other powersets, it is not unreasonable to ask for the small adjustment of moving Mass Confusion to a more reasonable recharge of 60s.
  25. It could also open the door for griefing. Let's say player A is Fake Nemesis hunting in Peregrine, and has a FN down to one HP, player B swoops in and hits Mass Confuse. Player A now loses the XP and the kill for the badge. It's not a huge grief and player B would likely not even notice that they had annoyed player A, but player A may get super POed that such a mechanic exists...
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