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Redlynne

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Posts posted by Redlynne

  1. 1 hour ago, killigraphy said:

    Warshades  are stronger than Peacebringers.

    Warshades CAN be stronger than Peacebringers CONDITIONALLY AT TIMES but that higher strength has dependencies that Peacebringers are not subject to.  So even though Warshades have higher peaks of performance than Peacebringers do, they also have lower troughs of performance than Peacebringers do too.  So it's a case of higher maximum AND lower minimum for Warshades than Peacebringers ... and as every min/maxer knows, the name of the game is stay in the maximum performance range while staying out of the minimum performance range.  Sometimes you can do that as a Warshade ... and sometimes you can't.

  2. 12 hours ago, Troo said:

    @Redlynne seems to have a pretty good grasp on the good and meh related to MA.

     

    Most succinctly: "Raise the minimums to reduce variability while holding the line on the performance maximums."

    • This could be enough of a performance increase without the associated power creep.

    When you're tweaking performance, you need (as a developer/game designer) be VERY sensitive to the maximum performance envelope AND the minimum performance envelope at the same time.  You're much more likely to be successful with the delivery of "dev love" to a powerset by raising the minimums while holding the line on the maximums.  That's one of the best ways to keep power creep in check.

    11 hours ago, Brutal Justice said:

    I like the increased crit chances and would rather see those expanded.

    Increasing crit chances will raise the maximums while doing next to nothing for the minimums.  That is power creep, plain and simple.

  3. This is making me wonder if Gun Drone was supposed to get the "Taunt Haunt" treatment given to the Darkness Control power Haunt ... where the Taunt is something granted to the $Target so as to make the Haunt(s) focus on THAT $Target (by Taunting the Haunts to attack them, rather than just anyone in range).  If it had been done THAT way, so as to direct the firepower of the Gun Drone onto a Designated Victim™ .. that would make a lot more sense.  But having the Gun Drone use a Taunt that makes every $Target nearby turn to destroy the Gun Drone ... that's just DERP.

    • Like 3
  4. 1 hour ago, Gulbasaur said:

    His power choices reflect this. Knockback was his first love and he's gone all in on it

    Challenge him to slot all of his Knockback powers with Knockback sets for even MORE Knockback.  Objective ... MAXIMUM Knockback ...!

    Then turn him loose on unsuspecting Hellions in Atlas Park.

    • Like 1
    • Haha 1
  5. 49 minutes ago, Bopper said:

    Where in that link do you talk about Resistance Debuffs applying to Knockback/Up/Down? That's what Peacemoon is asking about. Resistance debuffs only apply to damage, not knockback.

    spacer.png

    • Confused 2
  6. Low level Clockworks (Atlas, Echo Galaxy, King's Row, Steel Canyon, Skyway, Faultline, etc.) are all vulnerable to Knockback.  They basically have a -Resistance to Knockback.  This means that powers that would otherwise just do knockdowns to other mobs do knockback to these low level Clockworks.  Even moderate knockbacks (greater than mag 1) will tend to hurl Clockworks back further because knockback has an increased effect on Clockworks.

     

    It's rare to have an increased vulnerability to knockback (a -Resistance to Knockback, effectively) ... but it's not impossible.  Low level Clockworks just happen to be a classic example of it.  But that also means that the mathematical interaction that causes that kind of behavior to happen is founded/grounded in the way the game processes effects like Knockback, and Disruption Arrow may be having a curious interaction with that due to the pulse cycle of its effects and possible stacking(!) of the -Resistance debuffing from Sonic Disruption Arrow that results in a magnification of the Knockback done by the Oil Slick.  Essentially, if the Oil Slick is placed inside of a Sonic Disruption Arrow effect, that magnifies/multiplies the Knockback from down to back strength due to how Oil Slick is affected/modified (as a Foe) by Sonic Disruption Arrow when Oil Slick get summoned/manifested.  However, if you reverse the sequencing to put down Oil Slick Arrow first and then layer Sonic Disruption Arrow afterwards, the same magnification/multiplication of Knockback strength doesn't occur because the Oil Slick was there "first" and wasn't being debuffed in a way that increases Knockback from the time when it was summoned (if that makes any sense).

     

    In other words, an edge case created by the timing of the order of operations which is not symmetrical in outcomes of effects.

    Chicken ... meet egg.

    • Like 1
  7. 1 hour ago, roleki said:

    What I *think* is happening is the -Res proc and the Disruption Arrow -Res are combining to give negative -KB resistance (?) and it's multiplying the pulses of KB from OSA.  I think.  Does that sound right?

    That sounds correct.

    • Like 1
    • Thanks 1
  8. 7 minutes ago, The Godchild said:

    Remove the PBAoE Aoe taunt, replace with a single target (or even an aoe) taunt tied to the target its attacking

    Counter-proposal:

    • Remove the PBAoE Taunt
    • Add Placate effect to attacked $Target on delay after damage by Gun Drone is completed (if DoT lasts 2s, then apply Placate after 2.25s which is 0.25s after DoT completes) to all Gun Drone attacks.

    Mischief Managed™

    • Haha 1
  9. 58 minutes ago, plainguy said:

    I have no clue why this put in or what Dev was upset at devices that needed to put this in.. 

    It's what happens when you try to nerf Regen (again...) and accidentally hit Devices instead.

     

    But seriously ... a Gun Drone that Taunts $Targets to attack it?

     

     

     

    self-de·feat·ing
    /ˈˌself dəˈfēdiNG/
    adjective
    adjective: self-defeating
    1. (of an action or policy) unable, because of its inherent qualities, to achieve the end it is designed to bring about.
    • Like 2
  10. 6 hours ago, Crater Kate said:

    XdYaiCE.png

    That's ... pretty impressive, actually.

    Also really nice to see that the Super Reflexes "core" can be ported over to other secondaries reasonably well with understandable adjustments due to the unique interactions of Storm Kick with Super Reflexes.

    6 hours ago, Crater Kate said:

    SR is my favorite secondary and has a lot of weird misinformation about it out there

    This is true.  There is a LOT of Conventional Wisdom™ that isn't all that WISE about Super Reflexes.  A lot of it is just a combination of uninformed and misinformed leading to thinking that is far too simplistic to be taken at face value.

    6 hours ago, Crater Kate said:

    I particularly like the focus on healing and regen as that is the set's *actual* weakness, and Sorcery is a very clever way to get to some important slots while sidestepping Fighting and the completely dead Boxing/Kick.

    I would like to think that this particular combination is the REAL insight that I was able to discover and share with the community, so as to expand Realm Of The Possible.

    I just really dislike the Fighting pool, because the pool is basically "selfish" in that Tough and Weave only apply to yourself, not to your Team.  Using Sorcery (Rune of Protection specifically) to get around the "need" for the Fighting pool for Tough as a mule for Resistance set enhancements was one of those one of those WHY DIDN'T I THINK OF THIS BEFORE?!?!?! moments when I stumbled across it.  I just sat there staring at the build planner ... stunned ... for a couple of minutes as I tried to mentally process ALL of the implications, and kept coming up with additional knock on effects that propagated and reverberated throughout the build because of the cascading influences to how everything added up to a cohesive whole.

     

    And then once I found it, I knew with absolute certainty that keeping it to myself would be an error of the first order ... so I HAD TO post it, so as to get the word out and shift the boundaries of the possible and the (falsely) assumed.

    7 hours ago, Crater Kate said:

    I took this out for a spin on the beta server and ran some +4/x8s vs. Carnies - ie, a pretty irritating enemy group that'll always give you something of a run for your money.

     

    It kind of... completely melted them?

    😎

    7 hours ago, Crater Kate said:

    I won't lie, it was a little hair raising at first, having to get used to living in the red all the time. But once you stomach that and realize Your Health Bar Doesn't Mean AnythingTM - it was just a faceroll! They'd hit me down to 20%, 10%, heck even 5% health - doesn't matter, keep hitting things, passively heal to full lol. Every. Damn. Time.

    💝 💝 💝

     

    I'd argue that a large part of why that happens is because of how all the set bonuses and Tanker ATO procs and scaling resistances start stacking up as your HP falls, since they will start combining to push you towards the Resistance hardcap while also staying at the Defensive softcap.  That means that as your resistances scale upwards, the amount of incoming damage leaking through your defenses will fall, potentially down to below your regeneration rate ... and when your regeneration exceeds the damage you're taking over time, you can't be defeated by anything other than a big single hit spike in damage (which is unlikely to happen because of your defenses, but could still happen if you're unlucky, and if you Roll The Dice enough, you'll eventually be unlucky enough for that to happen).  So it's "not absolute invulnerability" under every condition (but then again, what is?), but it is a rather successful method of reaching for a Protection In Depth scheme for survival that fills in the gaps of Super Reflexes so as to make the powerset a strong contender for remarkable survival in ways that can surprise the Player (as you found).

    7 hours ago, Crater Kate said:

    But yeah. This way of building SR basically solves all the major problems I've had with the set.

    You're welcome.  😎

     

    Sometimes you just have to experience things for yourself before it all comes together for you and you Get It ... and when that happens, it's a wonderful thing.

    You're welcome.

  11. 14 minutes ago, tidge said:

    On Tanks, I will occasionally have 2 sprints: The default slotted with a Stealth piece, and a prestige slotted with simple Run IO. If a team is sprinting through a large (crowded tunnel) map, sometimes I don't want to cluster all the mobs if I can help it.

    I do this as a standard feature of all of my builds.  Every build except my Kheldians puts the Stealth IO into Sprint (the Kheldians put it into Dwarf Step instead) ... and then put common Run IOs into Prestige Power Slide and the Prestige Sprint of preference (I like Power Surge for the multi-colored glow when moving look that doesn't trail behind you over all the other options).  That way, I can pick the best "look" for different occasions.

    • Like 1
  12. 1 hour ago, Damoklese said:

    Id love to see some alternate animations that are less "taekwondo"

    Martial Arts set.

    1 hour ago, Damoklese said:

    and more "Muy Thai"

    That would be Street Justice.

    1 hour ago, Damoklese said:

    and "shaolin kung fu"

    We call that Kinetic Melee.

     


     

    4 hours ago, Heraclea said:

    It's that now we have Street Justice.  That set occupies the 'punching and kicking character' niche quite well.  It has better debuffs, better AoE, and better control.  Martial Arts need some reason why a character would prefer it to Street Justice.  Right now it's got nothing.

     

    3 hours ago, DSorrow said:

    What I think the set needs is something that either improves it defensively (the +10% Def Tankers get is great), gives it more reliable and effective crowd control (Stone Melee) or improves its damage output.

     

    I will say that one of the more frustrating things about Martial Arts is the baked in inconsistency of the status effects that you can't do anything about.

    • Thunder Kick ... 10% chance for a 7.152s mag 2 Stun
    • Cobra Strike ... 75% chance for a 11.92s mag 3 Stun
    • Crane Kick ... 60% chance for a mag 7.789 Knockback
    • Crippling Axe Kick ... 100% chance for a 11.92s mag 2 Immobilize with a 50% chance for an additional 11.92s mag 1 Immobilize
    • Dragon's Tail ... 75% chance for a mag 0.67 Knockback
    • Eagle's Claw ... 100% chance for a 4.768s mag 3 Stun

    This makes the powerset's performance really inconsistent.  REALLY REALLY INCONSISTENT.  Every status effect is a "maybe" except for Crippling Axe Kick and Eagle's Claw.

     

    In this case, however, I would like to think that Crippling Axe Kick is pointing to a solution to this (legitimate!) complaint against Martial Arts, and it would be remarkably simple to implement.  You basically take the above and do this with it:

    • Thunder Kick ... 100% chance for a 7.152s mag 1 Stun with a 10% chance for an additional 7.152s mag 1 Stun
    • Cobra Strike ... 100% chance for a 11.92s mag 2 Stun with a 75% chance for an additional 11.92s mag 1 Stun
    • Crane Kick ... 100% chance for a 0.75 Knockback with a 60% chance for an additional mag 6.039 Knockback
    • Crippling Axe Kick ... 100% chance for a 11.92s mag 2 Immobilize with a 50% chance for an additional 11.92s mag 1 Immobilize
    • Dragon's Tail ... 100% chance for a mag 0.67 Knockup
    • Eagle's Claw ... 100% chance for a 7.152s mag 2 Stun with a 100% chance for an additional 4.768s mag 1 Stun

    What these changes do is enforce a consistent "partial" effect of magnitude 1 or 2, so as to make the underlying attack "always meaningful" for stacking, but then applies a chance for the additional magnitude on a percent chance basis.  This holds the maximum performance steady, while only raising the minimum performance of the powers.  Crippling Axe Kick stays as is, Dragon's Tail changes slightly (improved chance and swapping KnockBACK for KnockUP so as to not hurl $Targets away from you with really high magnitudes), and Eagle's Claw gets an underlying bump in duration (vs Minions) that matches Thunder Kick for better in-set stacking potential, while keeping the single attack performance against higher order $Targets (Lieutenants and up) exactly the same (aside from the underlying duration buff for the mag 2 portion).

     

    Would this change "revolutionize" Martial Arts?

    Probably not as much as a lot of min/maxers might hope for ... but it would make Martial Arts a MUCH more consistent performer in which the name of the game for the powerset is (deliberately) STACKING the magnitudes of its various status effects in order to neutralize $Targets that you're fighting ... rather than making Martial Arts a victim of the "whims of RNGesus" (who is a fickle $DEUS that hates you).

     

    Raise the minimums to reduce variability while holding the line on the performance maximums.

     

    For reference, I would point out that originally Thunder Kick was a 100% chance for 7.152s mag 1 Stun (not 2 ... 1!) that was expressly designed to function as the "Stun stacker" for the powerset to make the other Stuns combo up into the mag 3-4 range consistently.  At some point, and I forget when it happened, the Live Devs switched Thunder Kick over to its present RNGesus madness and rather severely damaged the mez potential of the entire powerset.  It is that kind of misguided and flawed game design thinking that I would seek to overturn with a "blended" design of possibilities ... in which the Martial Arts powers yield a CONSISTENT baseline of mez performance (the 100% chances) combined with less than 100% chances for additional magnitude above that baseline.

     

    To put it mildly, it's that kind of "lateral thinking" that leads to more consistent minimum outcomes that the game could use more of (I'm looking at you, Kheldian powersets!)

    • Like 7
    • Thanks 4
  13. 55 minutes ago, GM Miss said:

    >What would you change?

    Proliferate the swap of Crippling Axe Kick and Dragon's Tail to Brutes and Scrappers, not just Tankers.

     

    Proliferate the +10% Defense that Tankers get to Scrappers in lieu of an additional +5% bonus critical hit chance.  This would make Storm Kick the "parry" power for Martial Arts, regardless of Archetype.

     

    Remove Crane Kick (redundant) and replace with Dragon's Tail (NEEDED!!!) for Stalkers.

    Speaking just for myself (of course), I'd rearrange power sequencing for Stalkers like so, to be more consistent with other Archetypes:

    1  Thunder Kick

    1  Storm Kick

    2  Cobra Strike

    6  Assassin's Blow

    8  Focus Chi

    12 Placate

    18 Dragon's Tail

    26 Crippling Axe Kick

    32 Eagle's Claw

     

    And finally, the motions/movements used in Eagle's Claw are FINE ... but if it could be sped up so it isn't quite so ... leisurely ... in its execution of animation, that would be great.  Same movements, just faster animating (all Archetypes).

    1 hour ago, GM Miss said:

    >What do you love?

    The animations.

    The sounds the powerset produces.

    The "clean" visual FX used by the powerset, that are not wildly obscuring like some other powersets.

     

    And I just LOVE this slotting for Thunder Kick ... it is just SO MUCH FUN!

    Overwhelming Force - Accuracy/Damage
    Overwhelming Force - Accuracy/Damage/Endurance
    Overwhelming Force - Accuracy/Damage/Endurance/Recharge
    Overwhelming Force - Damage/Chance for Knockdown/Knockback to Knockdown
    Pounding Slugfest - Damage/Endurance
    Pounding Slugfest - Disorient Bonus

     

    Telling other teammates (legitimately!) ... "My sneakers are doing more damage than your sword!"

    • Like 3
    • Thanks 2
  14. 2 hours ago, Taki said:

    Thank you so much for the positive feedback! She had a fantastic time putting the base together, and is already thinking about her next one 🙂

    Good art is never finished ... merely abandoned.

  15. 8 hours ago, Coyote said:

    Ninja/TA. I bow down to your superior masochism 😛

     

    1 hour ago, Strawberry said:

    Mastermind: As others have said, Ninja/TA. Your pets will die off in seconds and you have no way to keep them alive.

     

    I played Ninja/TA Mastermind before Time Manipulation was created.  I picked the combination because the personal attacks drew a bow and the secondary attacks would draw the same bow.  The way the combination played was ... very cowardly ... by which I mean, REALLY cowardly.  The only way to keep the Ninjas alive was to prevent them from drawing aggro.  If the Ninjas didn't get attacked, they wouldn't take (as much) damage, which meant full time Tankerminding.  The result felt more like babysitting unruly children who refused to stay clean, not jump into puddles (to splash themselves with mud), and so on.  It was just hella frustrating to play.

     

    I even went so far as to use Flash Arrow and Teleport Foe in the early going as a way to not need to re-summon (and re-equip and re-upgrade) Ninjas who weren't (as badly) damaged, since neither the primary nor the secondary had any healing powers of any kind.  I eventually had to take the Presence and Medicine pools, in addition to Leadership, to overcome their shortcomings ... and even then I couldn't reach "par for the course" and would just "putt for bogey" in every encounter.

     

    Absolutely, hands down, no questions asked, the absolute WORST combination I have ever played ... and I took that Mastermind on Mothership Raids, Hamidon Raids, ITF runs and even Incarnate Trials.  I had all the pet powers and spent at least half the time playing as a Petless Mastermind in endgame content.  With Ninja/TA your Ninjas can't even do the job of being a speed bump.

  16. I can verify that this was reported by the Player after the Mortimer Kal Strike Force (when there was time to chat) and I recommended filing the ingame bug report and also here on the forums.

     

    I was playing my Controller, Ms Givings, during this Strike Force, and I was the team leader.

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