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Everything posted by Zepp
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Weekly Discussion 67: Build your own Epic Pool Power!
Zepp replied to GM Miss's topic in General Discussion
Hmm, I am looking at maybe a Patron Power Pool with Wretch / Dr. Aeon? If Wretch, Super Strength/Invlunerability type powers; if Dr. Aeon, Energy/FF type powers. Either way, finish with Summoning Arachnoids? Or possibly Drones for Dr. Aeon? -
This was one of the most requested Costume Designer changes on Live, it is just really difficult to implement.
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I disagree with the OP (although I am of the camp that thinks the recharge could be reduced slightly). The reason that PA isn't overpowered is because they drop aggro once a minute, meaning your control is hardwired to drop once a minute. Extending the time between control drops could make PA too powerful.
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Send an email to each person you delete and explain you are culling. Re-add the ones who reply.
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Very nice job on this one. The three changes I would make would be broader shoulders, Suit Jacket with Dress Shirt 2 for the upper body, and pin stripes for the slacks. But other than those minor details, very cool.
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The difference between a trichromat and a tetrachromat is the number of cones. It is possible to have a tetrachromat with a narrower band of visual light than a dichromat (mice are dichromats that can see in the UV that have a broader visual spectrum than trichromatic humans, meanwhile dart frogs are trichromats with an extremely limited range). Removing the lens doesn't increase the number of cones. The likely reason that UV sensitivity remains is because there hasn't been an advantageous mutation to shift the SWS1 receptor that evolved before advantageous mutations to human lenses. The reason that humans have a high rate of dichromacy is because mammals had dropped to dichromacy. However, somewhere in primate evolution, there was a mutation to the OPN1LW gene which bifurcated it into OPN1MW & OPN1LW. This is why there is such great proximity between those two cones in terms of visual range 527 & 557. The mutations related to color blindness and tetrachromacy are on the X chromosome. In terms of color blindness, the lack of a competing gene makes dichromacy and other forms of color blindness more common in males. With tetrachromacy, this involves two versions of one of the three cone receptor genes resulting in a further bifurcation, this occurs in 2-3% of women (if I remember correctly). This occasionally leads to an increased number of perceivable colors (100mil as opposed to the usual 1mil) [not all tetrachromats are "functional" but there are no clear numbers to approximate what percent are]. It is possible that some tetrachromats would be able to see in the near infrared, but there is insufficient evidence to say that this has occurred. It is theoretically possible, though highly unlikely, for a woman or KS male to have up to hexachromatic vision. A TXS woman could even have nonachromacy...
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Tetrachromacy (having 4 cones) sometimes expands the range in addition to the distinction. It depends on the specific mutation. Seeing 100x as many color variations. Those with lens mutations or lacking lenses who can distinguish UV light are not necessarily tetrachromats. Even dichromats (people with a certain form of color blindness) could perceive UV under those circumstances.
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I haven't seen this thread brought up yet
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Tetrachromacy allows a greater range of perception (more common in women), pentachromacy has not been recorded in humans, but could be an interesting mutation...
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Wait, people read power descriptions? I just look at the numbers.
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Ill control has control in the form of aggro management. It is not traditional, and does not benefit from containment, but it is still a way to control the field.
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Been thinking about a new idea. Basically I think there is room for a less physical melee set. Elemental Melee Name Animation Level Description Wave Umbral Torrent (with water) 1 Melee, Minor Damage (Smashing), -Regen, chance for KD Piercing glance Abyssal Gaze 2 Melee, Moderate Damage (Lethal), Foe -Regen, chance for KD Call to the night Howl 4 Melee, wide cone, Moderate Damage (Negative) Cascading Power Reach for the Limit 10 All Attacks: Chance for +ToHit, +Dmg Firepit Caltrops (with flames) 16 Patch, DoT (Fire), Foe -Spd, -Rech, -Fly Breath of Winter Frost Breath 20 Close ranged, High Damage (Cold), -Regen Mindscape Aim 28 PBAoE, Moderate Damage (Psionic), Foes -Regen, KU Stank breath Siren's Song 35 Targeted AoE, Moderate Damage (Toxic) Ball of Light Explosive Blast 38 PBAoE, Superior DMG(Energy), Foe -Regen, KD
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A couple of compilation threads: Sorry, been too busy to get the other compilation threads done yet... But my personal powerset proposals: Also, some shoutouts to people that should check-in on this thread - people who have developed one or more sets that I know of: @malonkey1 @Varkarrus @biostem @Xaeon @Marine X @Chance Jackson @Steampunkette @daveyfiacre @Wavicle @Leogunner @Anubys @Purrfekshawn
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As I've said before, reducing PA aggro generation removes a great deal of control from a control set designed around aggro management. Doms will generate more aggro, which means that their PA needs to keep up. Because their damage is illusory (a large portion is healed) they are only effective for DpS if they can be focused on a single soft target. AVs and GMs last long enough that the illusory damage decreases their damage sufficiently to keep them in line. Also, while they are good at generating aggro, every minute they despawn and must be resummoned. This means that there is a period where the player has all the aggro and PA has to catch up again. This is sufficient risk/reward to keep PA invulnerable. Even if the recharge were to be decreased (which it ought to be), that gap would still exist. In other words, I believe the opposition to a straight port of Ill is largely unfounded. And while I believe that playing an Ill Dom will be more difficult than most other Dom primaries (especially pre-PA), it will also likely be fun and popular as is. Removing the control aspect of the set (by reducing PA aggro/efficacy) or adding control that doesn't work for the set (sleep would be a horrendous idea) would come close to making the set unplayable, or at least a lot less fun than playing an Ill troller.
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I understand the position that Captain Powerhouse took. Unfortunately, he does not seem to understand how control works for Illusion Control. Most control sets use a combination of the traditional CC powers to control the battlefield. Illusion uses aggro management (through PA and SI mainly). Thus destroying the control element of the set by nerfing the threat generated from PA is not a viable option for anyone that plays Illusion as a control set. There is no benefit to domination on powers that use control methods that do not fit the set. Also, it is okay for the set to have less benefit from domination, it already barely benefits from containment, but that doesn't stop trollers from loving it. Group Invisibility does stack with other stealth powers. While Superior Invisibility already hits the stealth cap, it is useful for stacking defense, team stealth, or stealth versus Ice trollers in PvP. I understand the intent, I was just suggesting that it was a bad idea. I understand that you agree with Captain Powerhouse about aggro being the problem. However, the unique flavor of illusion control as a non-standard control set is because it uses aggro management to control the battlefield. The fact that you have to resummon PA every minute (if you manage the difficult task of getting to Perma-PA - which requires a good deal of sacrifice, influence, and planning and is not easy) means that you have a huge hole in your control management every time you resummon (they have to rebuild aggro and you are a sitting duck). Furthermore, because of the nature of the Dom secondary, Doms would actually need more aggro from PA to develop a similar level of control that illusion trollers that play as trollers do. Also, let me be clear. I am fine with Illusion DpSers. It is one way to play the set, and makes it more of a blaster set than a control set, But, that is a reasonable way to play. However, looking at playing it as a control set there are two things which are clear. Sleeps are not tenable as control mechanisms in this set (the sleep pseudopet is only truly useful pre-PA), and PA needs more aggro to be useful as a control set for Doms.
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So, Claws/Fiery is the only type of Stalker not represented?
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Perma-dom is around 122.5%-ish recharge minimum. Perma-PA is around 197.5%-ish recharge minimum. Perma-hasten is around 192.5%-ish recharge for two slot. I can't remember if there was a secondary that would allow you to perma-PA without FF and without Hasten.
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Um, no. Doms would need to up the Aggro on Phantom army, not decrease it. I'm not a fan of removing the stacking click defense/stealth. It doesn't need to be removed. Furthermore, the proposed replacement would be nigh useless as you can't always maintain PA and Phanty focus. Flash needs to have its animation time reduced by 25-50%. Removing the sleep pseudopet from Blind and adding a ST sleep (which would likely mean a damage nerf), is problematic as it would give two controls in the first two powers, which is out of line with other sets.
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Illusion control uses aggro management more than DpS to control. It is very different from other control sets, but has a good deal of control if used well. A Dom playing illusion would have to be more active and require their PA to draw more aggro. If it were to be ported to Dom it may need to have adjustments to illusory damage and increased aggro from PA to allow it to work as a control set that is fairly balanced. Even then, there will likely be a lot of Doms out there that use it as a DpS set rather than a control set.
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Again, I understand the love for Moment of Glory, but I think even it needs a little love. Most armor T9s have an duration that is 18% of their recharge. Moment of Glory has an duration that is 6.25% its recharge. Yes, it does what other T9s should do, covers the holes. Yes, its recharge time makes it available far more often. But it is still up 1/3rd of the norm. That is why I think the norm should be 240s recharge with 45s duration.
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Armor: 18% base uptime for most of these (Icy Bastion is 10% & Moment of Glory is 6%) is on the low end. The irony is that the two lowest uptimes (IB & MoG) get the highest praise. This is because of two aspects. They fill gaps - most armor T9s reinforce strengths and offer basically no bonus for 3m/20m. Also, the shorter cooldown means that their effects are more spread out and more likely to be available when you need them. Moving Armor T9s to 45s duration with 240s cooldown would be a great move and only move their base uptime from 18% to 18.75%. In addition, adjusting the effects of the T9s to cover holes would make the T9s appealing. Assault: These tend to be fairly good, but the lack of AoE in many of the sets makes them less appealing. Control: The Pet power! This is generally a good pick, but can be skipped without it being a "mistake" in the build. The durability of pets could be improved (removing the level penalty on T9 pets?), but overall, they are okay. The big outlier here is Mass Confusion. This is a great power, but because confused "pets" don't count toward player damage, this can be an XP sink. Also, as confusion does not count towards containment, confuse moves from a tie for the best control (with Hold) to one of the worst control powers - depending on your group's goals and attitudes. Confusion needs some love (and also fear, which should count towards containment). Manipulation: The ST melee attacks are often a poor fit for blasters. However, the exceptions are quite interesting and enjoyable. If melee attacks can be shifted out, it would be better to give them more interesting AoE damage+control powers here. Melee: These are a range of high value attacks, a mix of ST and AoE, and they tend to be valuable but not OP. Pet: The final pet upgrade! As with control, it would be nice if this granted pets a level shift to bring them up to the same level as the Mm. Ranged: The removal of crashes was a blessing. That being said, they still tend to have longer animation times and cooldowns. Some adjustments could be made, but there isn't a need to move on these soon. Support: This is a complete mixed bag. From pets (look at control) to game-changer buffs on long cooldowns. Some of these need to have shorter cooldowns (Chrono Shift), while others need to get a full make-over (EMP arrow). It is hard to generalize these because support sets are the most varied sets in the game. That being said, they all need help with recharge, especially the T9s. Kheldians: [top tier powers] Some great choices that can be either crucial or skippable depending on your choice of playstyle. Arachnos: [top tier powers] Omega maneuver is terrible, needs a complete revamp. Aura of Confusion could be good, but confusion needs a revamp. Elude is like Armor T9s, needs a huge revamp. Other than that, they look good.
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Powerset Proposal(s) - Pool Primacy (Offensive & Defensive)
Zepp replied to Zepp's topic in Suggestions & Feedback
Update: Melee Set Pool Primacy: Offensive T1: Boxing+ T2: Jump Kick+ T3: Flurry+ (faster animation time than Flurry, but the full animation (just sped up)) T4: Tactical Assault (combination of Tactics & Assault) T5: Cross Punch+ T6: Provoke+ T7: Invoke Panic+ T8: Air Superiority+ (changed to a PBAoE) T9: Spring Attack+ Armor Set Pool Primacy: Defensive T1: Weave+ T2: Tough+ (~12.5 S/L, ~10 E/N/F/C/T/P) T3: Field Medic's Aid (PBAoE team heal + Absorption shield) T4: Strong Invisibility (Similar to Superior Invisibility, but only 125' Stealth) T5: Acrobatics+ (Auto, 7.5 to all resist & moderate broad-spectrum mez resist) T6: Maneuvers+ T7: Injection+ (add -Regeneration to enemy effects) T8: Whirlwind+ (no repel, KD, -ToHit, -Dmg) T9: Unrelenting+ (300s recharge, 55s duration) Because Flurry is a cone and Air Superiority could be converted to a PBAoE, I felt that having it at T8 was more appropriate. Switched Injection+ and Field Medic's Aid as heals tend to be more helpful at lower levels. Also, added a -Reg effect to Injection to make it more functional. Clarified thoughts on the recharge/duration of unrelenting. It is a Resurrection Power (tend to be 300s recharge), but secondary T9 effects tend to have a duration of 18% of recharge time. So 54s, round up to 55s. -
Powerset Proposal(s) - Pool Primacy (Offensive & Defensive)
Zepp replied to Zepp's topic in Suggestions & Feedback
Alright, some thoughts on the discussion. First, the Tactical Assault is the proxy for a build-up power (which not all sets have in exactly the same way, ie claws (follow-up), dark (soul drain), dual blades (blinding feint, combo), kinetic (power siphon), etc., so I felt this was reasonable. I am also thinking that for each attack power you have in PP:O you would receive a boost to all other attack powers and possibly unlock effects. I'm looking at moving Cross Punch+ to 5, Air Superiority+ to 3, Jump Kick+ to 2 (no more kick), and adding Flurry+ (1.5-2s sped up animation of flurry). The use of the + sign was to differentiate the names so that they could be taken alongside pool powers... So, theoretically, with enough recharge, you could do punch, punch+ indefinitely (for example). The difference would be in damage and not requiring the use of a pool. Just like other sets, these sets would have access to the traditional pool powers. So, like an Arachnos toon, you could do double Maneuvers, etc. -
Powerset Proposal(s) - Pool Primacy (Offensive & Defensive)
Zepp replied to Zepp's topic in Suggestions & Feedback
Boxing & boxing+, weave & weave+...