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Replacement

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Everything posted by Replacement

  1. I mean... You knew what you were clicking into. 😋 I have to admit. This is the first time I've ever thought "yeah this would be a solution that actually fits the game." NOTE: I'm not talking about the specifics (fire dot, damage debuff, etc) since those would change in testing/implementation, just the concept of swapping the push our (cottage breaking though it may be) for a toggle is neat. I do like the idea that it would also increase the reliability of the other powers' Knocks to make up for Push's loss, but I don't think fire dot is happening.
  2. That may have been true on retail, but at some point it appears the Powers system grew a works_on_untouchable flag.
  3. I think it's January now, so with apologies: @Faultline
  4. Caveats Numbers in table are based on Scrapper. This should not make a difference. With the exception of GPB, damage is a DoT effect. Numbers below are presented in scale. If you are unfamiliar, this is simply the base number which is multiplied by your AT modifier (which itself has a current level check built into it.) Tl;dr: this is base damage. Dot has a 20% chance to "miss" and cancel remaining ticks. Average DPS increase is thus a probability equation best suited to someone else. I am reporting max ticks only. All of my math is suspect. At all times. Insight Damage contribution Power Name Standard Damage Insight Damage Max % Provided Mental Strike .84 .084 x3 30% Psi Blade 1.14 .2285 x3 60%* Telekinetic Blow 1.8 .18 x3 30% Psi Blade Sweep 1.44 .236 x3 49.1% Greater Psi Blade 2.76 1.38 Strike 50% Mass Levitate 1.42 .142 x3 30% Assassin's Strike (both versions) do not gain any Insight benefit. * According to my sus math, Psi Blade requires two ticks from Insight to beat Mental Strike in DPA, hence they greatly enhanced Insight damage it gains.
  5. (We could stand to have a few more blast sets yet)
  6. Most commonly, the traditional Goldbricker look is a Retro jacket, with no special tinting to even justify a Legacy version. That said, Boomers have a chest pattern I don't think we can replicate, and a few of the others use chest details we don't have access to in the Jackets category.
  7. It's a reliable hold and your best sap per recharge, even before considering its additional Recovery debuff. This power is great without chains just through synergy with Shock. From my testing: The chain lightning is basically a damage aura. The major benefit is that it's in addition to boss-locking, at least on the 3 "regular" blast ATs. On Sentinel, the chains are spicy constant aoe, and because the damage doesn't grow with each hop, you don't need to feel any sense of loss for firing early. My only complaint with Chain Lightning is still how it mixes slotting incentive more than any attack I can imagine. I want to slot it for holding and sapping, but that leaves chain damage essentially naked.
  8. I suddenly have the serious sense that I'm going to come up with the perfect character concept for the "License to Chill" badge circa February.
  9. Good point! Though note: one of PT's mods is dedicated. I wouldn't want that for Mistral, but it explains why that set hits somewhere around 66% EndMod. I confess, I've never been a fan of the actual Enhancement setup of Power Transfer, because it has 3 pieces indistinguishable from a damage set, a straight endmod piece, and finally a solitary piece that pushes both "worlds." I would like a bit more blend, but certainly not if the only way to achieve it is through a solo slow mod, or lowering +damage (along with the proc, kinda the point of the set). In other words: I would still prefer a small slow boost accompanying the proc or replacing a quad stat, but not enough to feel disappointment when you say "about that... No." 😅
  10. I prefer them sticking around. Just exploding on impact completely ruins the ongoing party commentary. I have talked up this entire game to people just by describing the hilarity of having a grav troller on the team. I would call the lingering trash "revolutionary" and "game-defining."
  11. I really try to avoid the "if that set, why not include mine?" Mentality. That's your warning I'm about to do that. I don't suppose Sentinel Electric Armor version of Power Sink also received this?
  12. I really should have mentioned this sooner, but I return with another pitchfork take: Shouldn't Ice Mistral have at least 1 more piece with +slow? I like pushing precedent, but a Slow set where only 40% of the pieces even involve a slow enhancement feels like just a bit too far out of bounds for me. I would think the obvious place for it would be replacing one of the elements of Enhancement D (the quad stat), but I don't suppose it's a consideration to add a ⅓ power slow enhancement to the proc piece?
  13. Auto-success effects having to roll vs Raid targets isn't new. Every taunt rolls a ToHit roll vs Raid targets except the actual Taunt power. Specifically, what I mean is Gauntlet, Fury, and every Taunt aura all have this same "roll vs Raid tag" mechanism. https://cod.uberguy.net/html/entity-tags.html?tag=raid&q=affects
  14. I seriously don't understand people converting Meteor to Knockdown. If you really insist, use your Overwhelming Force to at least keep damage. But personally, I prefer to kill everything right out the gate. If you expect several things to survive, try Meteor > Upthrust. Upthrust acquires targets immediately but due to the travel time, does not alert them until the moment Meteor is blasting everything apart. If you expect one beefy thing to survive, try Meteor > Slow snipe. YEP! Since Meteor is summoning a pet, it doesn't flag you for combat and you are free to slow snipe. Unsurprisingly, this timing also aligns with the meteoric arrival. ----- FYI folks, Seismic Shockwaves is currently bugged. If you were running around feeling like the Shockwaves effect is only good for eating, pretending it's just level 3 Tidal Force - there's a reason. It's not doing its knock aura at all.
  15. I have already bugged the ever-living crap out of Powerhouse over this, so this is just doing my due diligence and leaving something others can be aware of and can eventually be closed when fixed. 2 bugs as follows. Tested on all 3 ATs (Blaster, Corruptor, Defender). Seismic Shockwaves does not actually produce a Knock aura. Cannot see or hear effect, no knockdowns commence. Empowered Seismic Force does not consume and dismiss Seismic Shockwaves - orange rings still show on other powers.
  16. I really like this! I absolutely cannot speak for how much general use they would see at these tiers, but I think it would be a really interesting incentive to slot these powers. Where I feel we are currently: - Comic books are full of characters who are wholly defined by their travel powers. - CoH has characters that are simply X powers with Y travel power. Actually investing 4 slots into one of these and having that pay off towards the rest of your character (with strongly thematic 4 piece benefits no less) seems like a really nice start to bridging that gap. Now to just add some Fighting-esque synergy to the sets...
  17. Always good to get a glimpse of the hamsters who keep this contraption running! Thanks for the write-up! On the quoted bit - this sounds like fantastic mind control. Having an effect that declares "walk here" seems like a good way to add control to a thing that isn't your pet (which as I understand it, the pet entries themselves have the entry for commandable pet - not exactly ready to go on every mob we might sleep or confuse). If it turns a power into an MMs Goto command and doesn't have other tech hurdles anyway (and different pvp effect).
  18. Imagine a graph. On the X-axis, label it "proprietary vs open source," which is the great tech debate of our time. On the Y-axis, label it "childish bullshit CoH drama." That's basically all the things everyone naturally wants to opine about in any thread about "why does HC..." or simple form "why HC" etc.
  19. Not gonna say it needs it, lest of all a big tutorial red zone, but some thematic and subtle floor ripples that suggest the approximate size would be swell, particularly since it's double the size of some of the other "stay out" pbaoe effects like Protean and Arakhn.
  20. For Kuji-in Rin, I was more thinking about something like one of the uniques + recharge + 2-piece set bonus, then 2 pieces of a resist set to get the rest of the needed recharge and another set bonus. Basically, a reason to actually slot the set types this power. For speed boost - my bad, that should've been Siphon Speed but it turns out it doesn't even take travel sets. And despite the link text, that teleport power was actually Combat Teleport (funny unchanging internal names). But ah well, maybe we'll eventually get some new sets specifically for the recharge cases instead. For example... When you create a class of sets for teleport target and fold space... 😅
  21. It's also really helpful to power analyze and monitor their Endurance and Recovery when testing. A lot of times where they will activate a power, it's because their Recovery stat is flickering - meaning not floored, which means they WILL eventually gain a tick, which immediately goes to their queued power before it is possible to sap it. (This is why -recovery is more important for maintaining an existing Sap).
  22. Gonna go a different direction on my feedback: How opposed would you be to adding some Recharge to all the travel sets except Hypersonic? And... How opposed would you be to adding it without a decrease in scale (the way Heal/Absorb is full str both, or the universal travels are +full everything). Reasoning: https://cod.uberguy.net/html/power.html?power=stalker_defense.ninjitsu.kuji-in_rin&at=stalker I imagine in time, we will see something similar pop up elsewhere, such as SR> Practiced Brawler. More: https://cod.uberguy.net/html/power.html?power=defender_buff.kinetics.speed_boost&at=defender https://cod.uberguy.net/html/power.html?power=pool.teleportation.teleport_foe
  23. This is exclusive to AVs and GMs. Regular mobs, up to and including EBs, can be completely sapped to 0 and stare at you with angst. E: damnit @Wavicle!
  24. I've been noticing these Sentinel advantages. I'm very likely going to end up rolling one to go with my 2x elec blasters (literally the only set I've ever duplicated on the same AT). But just to protect the poor sentinels a bit: remember that Sentinel Nukes are designed to be inline with Lightning Rod; not the true nukes they're named for.
  25. While testing Crey I noticed I could 100% of the time placate and, if Hide was on when it wore off, they would forget about me. Is that normal live behavior? I remember stuff from back in the day saying once a mob knows you, they don't forget, and placate is basically a block to targeting... But apparently not? @Booper when the next build comes along, can we re-org the feedback threads to include Placate in the Threat thread instead of Sleep? Not only is there a lot of overlap on the topic, but the placate/sleep OP doesn't even mention the new slotting.
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