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Redlynne

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Everything posted by Redlynne

  1. Buffalo have ... wings ...?
  2. Measure with a micrometer. Mark it with a grease pencil. Cut it with an axe.
  3. AE Babies have the easiest time training at a low level.
  4. This topic came up before ... https://forums.homecomingservers.com/topic/10252-teleportation-power-pool-rework/?do=findComment&comment=96783 https://forums.homecomingservers.com/topic/14756-new-teleport-animations/?tab=comments#comment-156114 https://forums.homecomingservers.com/topic/10252-teleportation-power-pool-rework/?tab=comments#comment-95542 https://forums.homecomingservers.com/topic/10252-teleportation-power-pool-rework/?tab=comments#comment-95684 I'll summarize(?) things I've said before on this topic.
  5. Specialization is for insects. My build is structured to allow you to do both or either when you need to and the situation calls for it. Just because you aren't using some powers on specific runs with specific groups does not extrapolate out to you NEVER wanting (or needing) to use those powers. If a team is steamrolling "too hard" simply keep up with them and buff/blast as the opportunity arises. It's not like you're a One Trick Pony™.
  6. There is no such thing as Foolproof ... merely FOOL RESISTANT ...
  7. If you do, make a mod package for all of us who want that sound back and post it to the forums here (along with instructions on how to install it right).
  8. They may have been. But it's also important to point out what happens when suggestions get taken "seriously" and the implications of what is suggested. It is absurdly EASY to simply write "just scrub the servers" when you aren't going to have to do it yourself. Actually DOING that is a far more complex and involved process than simply writing 4 words in a forum post. Doing that would require an investment of time, energy and attention span in order to do it properly/right without resorting to an automated Tumblr-ish style of One Size Fits No One™ action. My point being that just because it's easy to say/post doesn't mean that it's easy to DO, from a logistical and policy implementation standpoint. A far more reasonable/reliable "solution" to the issue would be to in-game report offenders for review. THAT would be a far more actionable course to take, where the community assists the Homecoming team with "policing names" as is being proposed.
  9. So you're volunteering the Homecoming volunteers to manually review 100,000+ (if not a million at this point) character names? At a rate of 1 second per name manually reviewed ... 100,000 names would take almost 28 man-hours to complete ... and 1 million names would take 11.6 man-DAYS to complete ... and it's not like no new characters will be made while the review is underway. I'm thinking there might be at least 1 or 2 better uses of the finite resource of TIME the Homecoming team has available to them.
  10. The reason why looks like it's because Allowed Enhancements does not include Damage.
  11. Oil Slick.
  12. The only way to fix the problem is to "fix" the Players. Are you REALLY sure that's a good idea ...?
  13. I actually played a Grav/TA Controller when Intangible Enhancements existed in the game. They did indeed increase the MAG of the Intangible power. At MAG 3 you could affect Lieutenants but not Bosses at +0 (needed MAG 3.1 for +0 Bosses), so you could potentially use the MAG as a "rank filter" for the Intangible effect so as to "defer" dealing with the Minions/Lieutenants until after the Bosses were defeated. It also made a difference when fighting Lord Recluse on the Statesman Task Force, because with Intangibility enhancement(s) slotted into Dimension Shift you could phase shift the pylons and DENY their buff to Lord Recluse. So you could Dimension Shift one plyon and take down a different pylon at the same time, but only if you'd slotted "enough" Intangibility enhancement(s) into the power.
  14. Oh that's easy. You can "normalize" the +crit chance being stacked by tying it to animation times (not arcanatime, animation cast time, just like how procs work) ... 1s animation = +1% crit chance 2s animation = +2% crit chance ... that way there's no "advantage" (per se) to fast versus slow in terms of building up crit chance on the stack, since the increase normalizes out to +1% per 1s of animation time spent on primary powerset attacks. After that, it's just a matter of preference for the Chuck Lots Of Dice™ method for attempting to get "more bites at the apple" even if they're individually smaller bites. The key point however is that fast animating attacks will tend to be the lower damage ones (go figure, eh?) so resorting to a "buzzsaw build" mentality might yield more crits per minute but not necessarily more damage throughput during that minute. Six of one ... half a dozen of the other ... and all that. In the end, it all balances out over time, because slow attacks that crit deliver big crits, while fast attacks that crit deliver small crits. After that, it's mainly a question of damage throughput "efficiency" dependent on not "wasting" too much crit damage output on overkills (but seriously, overkills are like a Scrapper birthright, so who really cares about that?). Point being, there are ways to finesse your concern ...
  15. The real solution is to turn Phase Shift into a toggle power akin to Dimension Shift in Gravity (except Self Only instead of a Location AoE). Point being that while Phased you can attack and be attacked by others who are ALSO Phased (so it's not a "total invulnerability" power). After that I'd drop the recharge time down to something REASONABLE ... like 30s ... and eliminate the auto-shutoff on the toggle. Everything else flows from there.
  16. He wound up spamming broadcast in Steel Canyon from Blyde Square near Positron doing a LFT ... if memory serves ...
  17. If we're talking TOTAL PIE IN THE SKY wishful thinking on the subject of Critical Hits ... If I were redesigning the critical hit system for scrappers from scratch, I'd turn it into more of a "free form combo system" in which each Scrapper primary attack (not pools, not epics, primary ONLY) adds to a stacking chance to critically hit ... and when a critical hit happens the stack resets to 5%. That way, rather than dealing with a fixed percentage chance to crit on each power, you have a building chance to critically hit UNTIL YOU DO and then it resets. Under such a system, the Scrapper's Strike ATO proc would simply raise the minimum critical chance (so instead of resetting to 5% it would reset to 10% after a critical hit so you build the stacks "faster" and crit more often) and the Critical Strikes ATO proc would simply add +50% chance to the stack count (which would then reset down to minimum upon landing a critical hit). That way, critical hits aren't just purely a matter of praying to RNGesus like we have now, but behave more like a "surf the wave" in which the critical hit chances VARY depending on how many primary attacks you've made which HAVE NOT critically hit. There isn't anything for the Player to actively "do" (aside from Scrapperlock their $Target(s)) and the critical strike stack drops to minimum when Out Of Combat so you can't "carry" the buff to crit chances around with you "forever" (per se), so the whole thing functions as a sort of background (radiation?) layer of "critical meta" that is still partially driven by prayers to RNGesus but is also running on a kind of "streakbreaker" for criticals system where the longer you haven't scored a critical hit the more likely that your next primary attack will be a critical hit increases (until you do critically hit). But that's some serious pie in the sky wishful thinking there ...
  18. ... and Scrappers bring more spankiness. What?
  19. 22,000 / 10 $Targets = 2200 damage per $Target 2200 / 4 = 550 base damage when hitting the 400% damage cap 22,000 / 16 $Targets = 1375 damage per $Target 1375 / 5 = 275 base damage when hitting the 500% damage cap Sounds exaggerated to me too.
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