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Adeon Hawkwood

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Everything posted by Adeon Hawkwood

  1. Yeah, I rounded down because I like round numbers.
  2. In my experience when this happens it's a registry problem. I didn't have this problem with the current version of Mids but I did have it with the previous versions and I had to do a registry modification to fix it. DISCLAIMER: Mucking with your registry is dangerous. If you don't know what you're doing please wait for an official fix. I am not responsible if you fuck up your computer. So basically the issue is that the open command doesn't always get properly set in the registry. The registry entry you need to modify is: HKEY_CURRENT_USER\Software\Classes\Applications\Hero Designer.exe\shell\open\command If that either doesn't have a value or is set to the wrong value change it to the correct path and then try again. Alternatively you can modif the file association directly using the registry key: HKEY_CURRENT_USER\Software\Classes\mxd_auto_file\shell\open\command
  3. I'm honestly not sure. Personally I like the changes. It means I don't have to worry about fast snipe when exemplaring on my Blaster and Defender and could potentially respec into Blazing Bolt on my Dominator. So win-win for me.
  4. I can confirm that it works in Targeting Drone which is also a toggle. I can't recall specifically testing it in Tactics but it should work there as well.
  5. The problem that the relationship was part of the core power code of the game. It was also done back when Power Boost was only available to Blasters so it's understandable why they didn't consider the relationship. As for why, I can think of a few reasons that they might want to do it both to decrease memory usage for the game and simply the damage calculations.
  6. So I didn't bother to take the Snipe on my Dominator but I figured I'd answer with options anyway. So first off the Tactics + Kismet option that Blasters, Defenders and Corruptors can use doesn't work for Dominators. Base Tactics is 7.5% for Dominators which is insufficient for Perma-Snipe. However Dominators can get Mind Link and Tactics + Kismet + Mind Link is sufficient to get to 22.1% (assuming 3 SO equivalents in Tactics and Mind Link). Side Note: Power Boost doesn't affect Mind Link, Pine's is wrong in that regard. Now there are a few other options that don't require building for Perma-Mind Link. Tactics + Kismet gets you close enough that a small Yellow will put you over the cap. Sure it's not permanent but for solo play you have plenty of inspirations so using yellows (and converting spare inspirations to yellows) isn't that difficult. Also while Power Boost doesn't affect Mind Link it does affect Tactics so Tactics + Kismet + Power Boost will give you 15 seconds of fast snipe which should be enough to get two snipes off. Finally if you stick the Gaussian proc in Tactics it will go off about once a minute so you can fast snipe when that happens.
  7. You've got the cause and effect backwards. The issue isn't "Power Boost doesn't buff these powers" it's "these powers don't benefit from buffs". It doesn't matter whether or not Power Boost has a damage buff, the powers that it doesn't affect don't benefit from ANY external buffs and CAN'T benefit from external buffs without causing problems (specifically if they could benefit form external buffs then you could use Red inspirations to buff your damage resistance as well as your damage). The thing with Power Boost is it doesn't specifically modify powers, it functions more like Build Up just for Buffs and Debuffs. Build Up gives you a damage buff that increases the damage of any powers you use. In the same way Power Boost gives you an increase to most types of Buffs, Debuff and Controls. The issue is that some Defense powers are coded to ignore all buffs of that type.
  8. In general Power Boost and Clarion do not work with any power that has an enhanceable resistance component. The reason is that those powers have to be set to ignore external buffs because if they didn't then any damage buffs you have would also buff the resistance component of the power due to some complicated logic for how resistance works under the hood. Powers that have an non-enhanceable resistance component are a mixed bag. They can work with power boost since only the individual resistance component needs to be unaffected. However the devs weren't always 100% consistent in how they implemented powers so while both Deflection Shield and Mind Link have non-enhacnceable resistance effects the former is affected by power boost while the latter isn't. Now Fade is an interesting example. Going by the standard power design rules it should not be affected by Power Boost but it is. So there are two possibilities. The first is that the devs screwed up and the resistance component of the power is impacted by damage buffs. The second is that they fixed the whole damage buffs buffing resistance in some other way but never got around to applying that to older powers. I keep meaning to test how Fade interacts with damage buffs but I never get around to it. So if you've got some time maybe you could try? Use a bunch of Red inspirations and then cast Fade. Does it give a higher resistance buff than it should?
  9. Two questions: 1. Are the effects of the buff still showing up in the combat attributes window or do you just have the buff icon in your buff bar? 2. Have you claimed the free Notice of the Well for doing Mortimer Kal SF? It's been a while but from what I recall the power turned off at level 50 but the buff icon remained until you claimed the free Notice of the Well.
  10. As PK noted Defenders get a 30% damage buff while solo. Now the thing is it's erroneous to say that this makes them do more damage than Corruptors because it only makes them do more damage if there's no enhancement slotting. The reason the value of 30% was selected is that this means Defenders and Corruptors do the same damage assuming 95% damage enhancement slotting. If you stick three damage SOs in the power and then compare it to the same Corruptor power with three damage SOs you'll see the damage numbers be about the same. Now Scourge means that Corruptors do deal more damage overall and have a higher base damage while teaming but the basic idea is that when solo the two ATs do the same base damage.
  11. Brutes seem to be more common than Scrappers or Tanks on teams but other than that I'm not really seeing a huge shift towards villain-side ATs. Corruptors and Defenders seem to have about the same level of popularity. Dominators seem to be less popular than Controllers. Masterminds and Stalkers are around but aren't super common. Honestly I think it's less that villain ATs are popular and more that Brutes are REALLY popular.
  12. So fundamentally perma-dom just means that you have domination recharge before it expires. One thing that important to note is that unlike Hasten and other popular perma powers where a few seconds of downtime isn't that big of a deal for Domination it is a big deal since your Domination bar will drain as soon as the buff expires and perma-dom relies on keeping your bar full. So how much recharge do you need? Well 122% is the absolute minimum but that relies on your clicking it as soon as it recharges. Personally I'd aim higher to give you some overlap. Now if you have perma Hasten you'll be at about 180% (70% from hasten, 110% from sets) which is obviously more than enough. In practice you can get away with going down to about 95% recharge from sets before it becomes an issue. 95% recharge will give you about 7 seconds of downtime on Hasten but Domination will still recharge in about 83 seconds even with the hasten downtime. More global recharge helps since it gives you more margin to activate the power but there's diminishing returns. Regarding Hasten slotting, you should definitely aim for 95% recharge there (that's two level 50 IOs with enhancement boosters). As for sets, you want to have five sets with 10% recharge boosts plus at least four Luck of the Gambler recharge IOs (or 5 if you can fit them). That gets you to 80% global recharge, after that it's a lot more variable depending on your specific powers.
  13. I don't think that is their job though. If an AoE Cone's job is not to do AoE, then what is it's Job? Why should I be spending a power choice and slots on an AoE Cone that is not really for AoE? Well it depends on the cone. The melee cones with a large 180degree radius are clearly intended for AoE damage but the ones with narrow cones (19, 30 or 45 degrees) are more like single target attacks that can occasionally hit a second target. They generally have their damage balanced closer to a single target attack than an AoE attack.
  14. That's not really a valid comparison. The problem with Super Strength on Scrappers is really related to Rage. The set as a whole is balanced around the idea that you have an 80% damage buff up pretty much all of the time. The problem is that an 80% damage buff is a lot more powerful on a Scrapper than it is on a Brute or a Tanker since Scrappers have much higher damage modifiers. Functionally speaking an 80% damage buff for a Scrapper is more like a 120% damage buff for a Tanker or Brute. So at an absolute minimum if you ported Super Strength to Scrappers Rage would need to be nerfed to about 50% damage boost to keep the damage output in line with Brutes. Even then you might find it a bit to powerful due to Critical Strikes.
  15. It's a mix. You need 275% recharge which is, conveniently, the same as perma-Hasten. So with that in mind you're looking at 95% from enhancements in the powers, 70% from Hasten and 20% form superior Conditioning. That leaves 90% you need from IOs. Getting 90% from IOs is easy if you've got the Inf. Five 10% bonuses and 4 LotG Globals gets you to 80% easily (if expensively). The last 10% can be picked up easily enough with a couple of Positron's Blast sets. Doing it without Purple sets is a lot harder since you have to pick up a lot more 7.5%, 6.25% and 5% bonuses. It varies a lot depending on the enemy groups. In general the Disruptors and Patron Pet are tough enough to manage against regular enemies. The Spiderlings have a lower survival rate but they also recharge a lot faster so assuming you've got perma-pets on the other two you can afford to re-summong the Spiderlings early if necessary. It can also be worth slotting the Pet Defense auras to stack with your defense to help keep them alive. Additionally once you Incarnate your destiny power is good for keeping them alive with either Barrier or Rebirth.
  16. My preference with purple sets is to skip the single aspect IO and then use enhancement boosters on either the Dam/End or the Dam/Rech. That gets you to the ED cap for Damage and either ED caps Recharge (if it's a long recharge power) or gets you some extra endurance reduction (if it's a fast cycling power). My Crab Spider is currently at level 40 so here's my thoughts on the ATO sets. Dominion of Arachnos I like. It's got a recharge bonus in the 5-piece slot which is always good. I've currently got it in Venom Grenade since I use that as my opener and I find the proc happens often enough to be decent damage mitigation. I'm pretty confident that this will remain in my final build since I've got three targeted AoEs and the sets for those are kind of meh anyway. So I like the set and Venom Grenade seems to be a good place for the proc. Spider's Bite I'm less sure on. I'll probably end up keeping it since the Superior version has a 5% Melee Defense for four pieces which is hard to pass up but it's a lower priority. The global enhancement hasn't wowed me. The low rate and low damage aren't exactly game changing, I suspect I'll end up dropping it to make more room for defensive globals.
  17. I had a Traps/Assault Rifle Defender on live back in the day and I never really had any issues with animations times. I'll admit I didn't use ignite much but I don't have it on my AR blaster either since I find it's generally to slow.
  18. ... be standing next to those six Dark defenders. Which means, his +Defense acts multiplicatively with their -ToHit. Defense and To Hit are additive, not multiplicative. Once you hit the softcap of 45% or 59% then adding more of either only serves as a hedge against defense debuffs. And would also make the To Hit debuffs from the dark defenders equally useless. I used an FF Defender as a quick choice to illustrate the power differential between Defense Buffs and To Hit Debuffs when fighting AVs, it's not a commentary on the relative value of the different sets overall. Essentially the key point is that you need a LOT of To Hit debuffs to equal the value of defense buffs when fighting AVs.
  19. I've been playing through his arcs recently. I would say that the missions themselves are fine, it's just that they use some of the nastier enemy groups. The Vanguard Sword in his first arc in particular are just plain nasty and the Awakened in his third arc are almost as bad (and I'm playing on a Crab Spider so I've got decent psionic defense). There was a general trend in the game for new enemy groups to be made more difficult than most of the Issue 0 enemy groups but IMHO I think the devs went a bit overboard with some of them.
  20. To my mind the 19 and 30 degree melee cones are single target attacks that occasionally hit a second target.
  21. Let's do the math shall we? Let's assume that the AV is a level 54 AV and all of the people in the league are fully slotted incarnates (so at +3 level shifts). This means that youe To Hit debuffs are at 90% effectiveness and the AV will has 87% resistance to them. Now you said a half-dozen debuffers so let's assume that all six are Dark Defenders since they have the most To Hit Debuffs. Now Darkest Night and Fearsome Stare both have a To Hit debuff of 18.75% for Defenders which becomes 29% with slotting. Now two 29% To Hit debuffs against our AV is going to debuff their To Hit by 6.79% per Defender or 40.7% with all six of them. Now that does sound good until you consider that a single Force Field Defender could give basically the same benefit on his own (23% from the targeted shields plus 15% from his bubble). To Hit debuffs are great for regular content but in general AVs resist them to much for them to be that useful compared to Defense Buffs.
  22. They are also highly resistant to slows and immobilizes so if you're a character who relies heavily on those to keep enemies out of melee range you're even more screwed.
  23. Does it actually include the crab backpack once you leave the tailor interface? From what I saw when I created my SoA the tailor interface showed them with the crab backpack but once I finalized the tailor session the backpack went away until I did a respec to take some crab powers.
  24. I'm pretty sure at least some recipes are also affected. I recall seeing a purple recipe with a similar sales history (a few really low sales some normal sales). I forget exactly which one it was but it was in one of the mez sets. I'll try and remember to check later.
  25. Yeah, a drop in the supply can easily be caused by a spike in demand due to the weekend or fewer people converting them (it is a pretty time intensive process). It could also be the market adjusting. Personally I think the price they were trading at is a bit low for the effort involved. There's plenty of other IOs with decent profits that require fewer conversions per enhancement. So I wouldn't be to surprised if some of the people who were converting them switched to other niches that require less effort. EDIT: Looks like they are back down to 5-6million so it wasn't a market adjustment. I still stand by my comment that I think the market as a whole is undervaluing them.
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