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Everything posted by Redlynne
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Go to your in game audio options and twiddle the settings. There are multiple sliders.
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Mids' Reborn Unofficial (MRBU)
Redlynne replied to Felis Noctu's topic in Mids' Reborn Hero Designer's Forum
Finally, something I can use to update my out of date build planner install with ...- 293 replies
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- unofficial
- build planner
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(and 2 more)
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Suggestion: Remove limit of 4 Pool Power sets.
Redlynne replied to JumpingSpider's topic in Suggestions & Feedback
/jranger -
[v2.0] Gravity/Time ... Propelling the Future, NOW™
Redlynne replied to Redlynne's topic in Controller
Also, just as a fair warning to everyone ... I'm currently working on a v3.0 of this build where I made some ... pretty significant changes ... and am currently looking at cross-pollinating it into a Gravity/Kinetics build for use by a Praetorian alt. -
Possibly. Unlikely as all get out ... ... but possible. We'd need more info to know though so ...
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Well, I didn't know going in how much more space I was going to need ... and if I wind up making Mace/Backpack "translations" of the build, I'm going to need the room, but that's a future project. I just wanted to have the space available in case I needed it (and I probably will at some point). We make every pretense of competency around here. 😎
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How to combat cascading defense failure?
Redlynne replied to selfunconsciousness's topic in Scrapper
If you don't have debuff resistance ... you need to OVERCAP ... because you need MARGIN for when those debuffs leak through your defenses. That way it takes longer for the onset of cascade failure. -
SOON™
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Change +Max Health into Absorb (and add more Absorb powers)
Redlynne replied to Alchemystic's topic in Suggestions & Feedback
Vote No. -
City of Heroes Things you find annoying
Redlynne replied to hyacathinose's topic in General Discussion
Yes, that last little bit is what I don't understand, either. It's maddening. I figure it's a math error introduced by going from 2D to 3D for computing the positioning to follow to: So long as you're only factoring 2 dimensions, the follow code works fine for "stopping" within melee range ... but as soon as you add another dimension to it (the vertical dimension due to Flight) then the formula used inside the game engine fails to account for the extra dimension properly (needing cubic math instead of squared math) and flubs the approach distance in an "off by 1" error in terms of how close to approach before stopping. -
You can buy them now and slot them in and then pick up the booster/catalysts/whatever they're called at your own pace to attune the sets to you. Or if you're buying the enhancements outright you can just buy them as attuned in the first place and skip the attunement step.
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City of Heroes Things you find annoying
Redlynne replied to hyacathinose's topic in General Discussion
... you've probably been hit by the Streakbreaker code. -
City of Heroes Things you find annoying
Redlynne replied to hyacathinose's topic in General Discussion
That's because you're not an NPC who makes decisions based on a Threat List and an algorithm. Or Are You ...?? -
To be fair, when I played a MA/SR Scrapper on Virtue, I did this as well. Sometimes it's better to fight on YOUR ground, rather than on your OPPONENT'S ground. Simplest solution I can offer to this problem would be to use the "power opens other power" system we see with Kheldian Forms (which allow the sub-powers to be slotted) or with the Origin Pools movement powers (like Mystic Flight which do not allow the sub-power to be slotted). That way, you'd have two versions of Confront ... one that teleports to $Target and one that doesn't so as to be able to corner pull. Set them up in such a way that activating one initiates the recharge on both ... or just increase the recharge timer on both (because you can use 2 instead of just 1) and you're good. Ah ... you fell into the trap of what you think is best (so to speak), while discounting the value that others may have invested into the power. This is why it's nice to think about what is "best" while remaining mindful that you MUST account for the most viable path forward. It would add flavor, but it's a whole extra layer of factors to account for (and QA for and test for). If anything, those kinds of mods would fall more in line with Quality of (get a) Life for Scrappers. The problem is, as soon as you give those to Scrappers, I can guarantee that the very next thing you're going to hear is Brutes doing Knockback on your door to get the same things proliferated over to them (because ... reasons). Which is why playtesting is necessary. To be fair, though ... PvP is its own problem. I'm of the opinion you need to get the PvE RIGHT FIRST and then worry about PvP (and tweak for PvP if needed) afterwards. Lead with PvE and finish with PvP, as far as those kinds of concerns are weighted.
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Talked to Arbiter Hawk about doing just that, in person at the 2012 Player Summit ... and he said they tried it and it didn't work. I asked Synapse and Black Scorpion (also powers devs) the same question (at dinner) and they ALL agreed that they tried doing exactly what you suggest and ... it didn't work. They even tried spawning multiple pseudo-pets on the other side of the $Target so as to try and "direct" the Knock effects to via additive vectors to "point" the Knock effects in the "correct" direction towards the PC ... and it didn't work. The reason why it didn't work the way you'd expect is because the results it produced were INCONSISTENT. Sometimes it worked the way you wanted it to, and other times it did not and resulted in weird edge cases that were quite obviously Wrong™ in how elements behaved. Part of the problem was just getting the vectors to all work right, especially when you don't have "room" beyond the $Target to "put" a pseudo-pet there (think of a $Target standing next to a wall) and when there's any kind of latency (network and/or server) that results in inconsistent results due to the variables of the environment (and that's before going from 2D vector math into 3D vector math). Ideally speaking, theoretically speaking it OUGHT to work ... but when the professionals tried to do it at Cryptic Studios, it wound up being a dead end that didn't work when they tried it. Could someone else build a better mousetrap to solve this? Possibly ... Can they do it without breaking something else? Probably not ... Is devoting the necessary Time, Tools and Tech Manuals needed to answer that question a WISE investment of those resources? Very Likely Not ...
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Not replace. Augment. Remove the Taunt factor and you could "orphan" some builds that rely on that Taunt. Since it's a single target Taunt, it's best to keep that factor in (pottery barn rule and all that ... you break it, you bought it). ADDING things to a power is okay. TAKING THINGS AWAY is usually not. Besides, if you take away the Taunt factor then you lose the "I AM YOUR OPPONENT!" potential of Confront. Taunt sets and Universal Travel sets would suffice for a teleporting to $Target styled Confront power. Their gap closer powers do damage. Confront would gap close with no damage. Confront would not be an identical copy of the Electric and Savage powers. Each would serve a different purpose, even if they have elements in common. That way, you could use the Electric and Savage gap closers to attack Minions/Lieutenants and then follow that with the gap closer of Confront to get in the face of their Boss in just 2 moves/power activations, and grab the attention of the Boss (via Taunt). Do HAVE TO do that? No. COULD you do that? Sure. Confront = Teleport + Taunt Combat Teleport (pool) = Teleport + Defense Kill Skuls (pool) = Chain Teleport + Damage Again, NOT copies. If anything, Scrappers having Confront styled as a Teleport + Taunt power would mean that they wouldn't need to dip into the Teleport pool for that functionality and could therefore have 4 pools that are NOT the Teleport pool. For some builds, that might be an important factor, being able to pick a 4th pool that isn't Teleport. And if they do ... who FORCED them to pick all those powers? You're also assuming that the Teleport pool options get implemented. They very well might not.
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Or as I like to put it: "The customer is ALWAYS RIGHT ... UNTIL COMPUTERS ARE INVOLVED."
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@Septipheran so let me get this straight ... you'd rather get your hopes up following the Underpants Gnomes business model ... ... rather than using Known Working Game Tech that already exists and can do the job (albeit differently from the way you were thinking). Good luck with that. Hey, I'm not the one who is assuming that creating new game tech whole cloth is going to be cheap, easy and can be done in next to no time without problems or complications or breaking something else.
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So now you're comparing what the richest and most powerful NATION STATE of its day, with billions of dollars and millions of man hours at their disposal can do ... and comparing that to what a VOLUNTEER TEAM of people working with 1-2 decades old spaghetti code can do in their (no doubt copious) spare time. Sounds legit ... True ... but it won't come as cheaply as saying in a forum post "well *I* think it can be done!" which relies on a certain set of wishful thinking for how easy/simple things are to do. With enough Time, Tools and Tech Manuals you can do almost anything ... even go to the moon. Now drop one of those items (Time, Tools or Tech Manuals) and see how far you get. Now try dropping two of them. Now try doing that without any of the three and see how far you get. Just because it's easy to SAY doesn't mean that it's easy to DO. It also doesn't mean that because someone says something should be done one way that there are no alternative means of achieving the same ends using game tech/game mechanics that already exists ... as I've already demonstrated. As for your attempt at playing white knight on this ...
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/em shrug They make it up in volume ...
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Time Manipulation has ONE power that targets only allies ... Temporal Selection ... which is a +Damage, +Recharge, +Regeneration buff that has a 120s recharge and a 120s duration. Not something you'll be casting a whole lot (although every teammate will want it). Everything else is either PBAoE or Target AoE or Ranged. Trick Arrow is nothing but "attacks that debuff" whatever you're shooting at, and NOTHING that you can do will buff an ally.
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I'd be perfectly happy with that. It would simply need enough Teleport MAG to be able to move Bosses and we could call it good.
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Your attack chain basically consists of: Venom Grenade > Longfang > Suppression > Longfang + 0.312s delay ... repeat = 9.816s My (Crab) attack chain consists of: Venom Grenade > Frag Grenade > Burst > Heavy Burst > Single Shot > Burst … 0.116s delay … repeat = 10.148s (@ Level 27 attuned enhancement levels) Advantage ... yours ... by 0.332s every 10s ... which is to say, not much, when omitting the Patron powers. That's barely a 3% advantage ... and you're using Purple 50s (and I'm not). Your attack chain damage consists of (not including Apocalypse procs or -Resistance debuffing) to a single target: 138.9 (max 10 $Targets) + 231.99 (+Ragnarok proc) + 157 (max 10 $Targets) + 231.99 (+Ragnarok proc) = 759.88 over 9.846s = 77.18 damage per second (not including Ragnarok procs) My (Crab) attack chain damage consists of (not including -Resistance debuffing or Build Up/Aim buffing, but including damage procs) to a single target: 126.4 (max 10 $Targets)+(144.47+(0.4851*71.75) max 10 $Targets)+202.5+145.8 (max 10 $Targets)+128.7+202.5+(3*0.08*35.34)+(3*0.08*35.34) (max 10 $Targets) = 1002.14 over 10.148 seconds = 98.75 damage per second (max 10 $Targets) Advantage ... mine ... by some 21.57 damage per second (although Apocalypse procs will eat into that advantage, I'm just too lazy to compute by how much). The thing is, my build is doing 2 Target AoEs plus 1 Cone every 10 seconds, while yours is only doing 1 Target AoE plus 1 Cone every 10 seconds. Plus, I'm using the Spider's Bite proc while I don't see that proc in your build (Level 1 attack power is empty). However, even if your build manages to catch up to mine through use of Arctic Breath, I've STILL got you beat on -Resistance procs in my Heavy Burst combined with Aim AND being able to proc the Decimation Build up from Burst which then lasts for FOUR(!) attacks following Burst because of how I "shaped" the timing of my attack chain. Burst (1) -> begin Build Up buff > Heavy Burst > Single Shot > Burst > Venom Grenade -> buff expires during Venom Grenade after casting begins Burst (2) -> begin Build Up buff > 0.116s delay > Venom Grenade > Frag Grenade > Burst > Heavy Burst -> buff expires during Heavy Burst after casting begins That means that I get "TWO bites at the apple" every 10s for an 11.33% chance of a Build Up proc every 10s ... not including the Build Up proc in Tactics (which can also proc "at any time" in both builds, so that's a wash for comparison). 1 - (1 - 0.1133)2 = 21.38% So my build has a 21.38% chance PER ~10s ROTATION to be dealing even MORE damage than the 98.75 DPS against a single $Target that I've calculated above, just from the attack powers themselves ... never mind additional buffs from other sources (such as Tactics and Aim). Adding Arctic Breath to your build grants you -15% Resistance for 10 seconds, but you'd need to have a recharge of under 10s (7.096s to be exact) in order to make the effect expire just as you're renewing it (assuming your attack rotation allowed you to time that refresh JUST RIGHT™ to happen). But let's give you the benefit of the doubt and assume that you're going to be able to keep a -15% Resistance debuff from Arctic Breath going continuously for 30s, just to keep things simple. My build offers a PAIR of -Resistance debuff procs in Heavy Burst that last for 10s (Annihilation) and 20s (Achilles' Heel) that do not require animating another attack in order to reap the benefits, and I've also got Aim which grants +50% Damage (and +50% ToHit) and I can have Aim recharged often enough to use ~30s (with Force Feedback procs from Frag Grenade). Between those two factors, I'd say that my build is capable of delivering more damage per second of animation than yours can when averaged out over an entire minute of continuous combat versus a single target ... and also against multiple targets ... simply because I'm cramming more attacks in per 10s than your build can, and I've got more AoE attacks than you have, and I'm able to leverage more procs with my build than your build can ... and ... Need I go on? Now, I'm sure that there will be edge cases where your build winds up delivering a superior "throughput" onto $Target(s) than mine does ... but I wouldn't expect those edge cases to be a majority of situations. If anything I'd expect them to be a minority of "special" circumstances (or just bum RNGesus prayers) that wind up being the exception rather than the rule. And I say that because my build has more ... proc factors ... that can influence damage production than yours does. And that's before converting the ATOs in my build into Superior Purple 50 sets ... Also, just between you, me and the rest of the build forums ... I have NEVER liked the idea of 6-slotting Purple 50 damage sets into powers. You wind up WASTING a significant portion of the damage potential on ED penalties. Take Apocalypse, for example ... remove the Damage IO from the set, so you've got a 5-slot set and you can put a Decimation Build Up proc into the slot you've opened up while losing barely ANY damage potential from the power. Longfang in your build with 6-slot Apocalypse: 77.33x3 = 231.99 Energy damage plus Apocalypse proc Longfang in your build with 5-slot Apocalypse (minus Damage IO): 73.7x3 = 221.1 Energy damage plus Apocalypse proc Difference = -10.89 Energy Damage (-4.7%) for an entire SLOT This is why in a lot of my builds, when you see a Purple 50 set you'll often times find that I only 5-slot instead of 6-slot the Purple 50 set IOs ... so as to not WASTE enhancement potential on ED. Hope that helps.