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PoptartsNinja

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Everything posted by PoptartsNinja

  1. [Removing this because I misunderstood how their self rez works]
  2. Actually, they do. Super Stunners rez based on the percentage of health damage they took while someone was in melee range (~10-ish feet?), even if that damage was entirely delivered by ranged attacks. So if someone moved next to them at any point and stayed there for more than a second or two, they'll still rez. It has nothing to do with adjacency on death. I think a lot of people don't realize how that mechanic works and just assume they rez every time. It might be worth actually explaining their rez mechanic as you go to help cut down on confusion.
  3. AMD cards can't handle the game's shadow rendering, you've gotta bump those down to minimum (dark circles under every character) or the game will lock up. Most other settings should be fine.
  4. The first is unfortunately impossible, since the secondary option on those tops is your chosen skin tone. The second I'd really like as well. The over big shoulder mantles look nice, and would work just fine without a cape.
  5. I'm asking for the emoting character's name to tint like it does for local chat and etc.
  6. As far as I know, emotes are the only things that don't use the custom caracter name color to help make them distinct. Since the custom character name colors can be turned on and off via the menu, it would be great if emotes could finally be given the same treatment as the other chat channels.
  7. "It's not so bad that you can't have fun with it, but it doesn't excel at anything in a way that makes you excited to play it." It's a good powerset with some pretty visuals, but it's effectively a DoT set in game that doesn't really reward DoT over burst damage; and it doesn't even do damage over time particularly well. I vaguely remembering BABs or maybe Pohsyb back in live commenting that Gloom breaks the normal damage calculations over its knee, because it was just the hottest of garbage when it conformed to the damage formulas. Storm kinda feels like a whole powerset of DoTs that don't break the formula at all. I dislike comparing accross powersets, because that's not a good way to balance, but let's do it just this once as a mental exercise and push everything to a silly extreme just for fun. Let's compare Storm's Cloudburst with Sonic's heavy hitter, Shout Scream. Assuming Blaster values for everything: Cloudburst does: - 9 tics of 14.2327 cold damage to targets out of Storm Cell for a total of 128.0943 damage. - 9 tics of 15.4596 cold damage to targets in Storm Cell for a total of 139.1364 damage to "wet" targets, with an additional 8 seconds of -ToHit, -20% running and jumping movement speed, and -10% recharge slow. Shout does: - 61.3103 energy and 61.3013 smashing damage for a total of 122.6206 damage. Yes, smashing is likely to be resisted, but it's comparatively rare for both smashing and energy to be resisted so there's a good chance Shout will always be able to do at least half of its damage unresisted. Shout also applies -13% res for 8 seconds after a hit, so subsequent uses against the same target will do slightly more damage. Cloudburst doesn't significantly outperform Shout despite its: - longer animation time - higher end cost - longer recharge - 3 second DoT compared to Shout's instant damage - reliance on Storm Cell to have any secondary effect - inferior secondary effect - Almost certainly slower projectile speed (I can't confirm this since projectile speed isn't listed in City of Data) and the final kicker: Shout is available at T5 compared to Cloudburt's T8. Apples and oranges though, Storm has a good snipe and Sonic doesn't. Exceeept I just remembered that Shout isn't really Sonic's heavy hitter anymore, Screech is. Screech does: 71.3201 energy and 71.3201 smashing damage for a total of 142.6402 damage and has the same advantages Shout does (good secondary effect with no preconditions, mainly) It has the same end cost as Cloudburst, a 60 foot range (20 feet less), recharges 1 second more slowly. So the range is the real tradeoff there--except Storm's range is dictated by Storm Cell, which... has a 60 foot range, reducing the advantages of Cloudburst's longer range to "better than Screech at picking off runners" which it needs, since DoTs are more likely to make mobs run away. So in order to maximize Cloudburst, you have to move within 60 feet of the target, cast Storm Cell (2.03 seconds), wait for Storm Cell to spawn and start doing its thing (which takes about 2 seconds, but Storm Cell's casting animation eats a second of that), then cast Cloudburst (1.67 seconds), after which it deals 128 damage over 3 seconds. And we'll say it procs Storm Cell's single target lightning and does an extra 31.2808 via that. So for 3.7 seconds (discounting Storm Cell's spawn-in time), you can deal 159.9014 damage to one target after an additional 3 seconds pass (6.7 seconds in total). In slightly less time, Sonic can step within 60 feet, cast Shout (1.5 second cast time) and cast Screech (1.5 second cast time), and deal 265.2608 up front damage. But that's not fair, because you only have to cast Storm Cell once per fight, and it lingers. So you set it up and Cloudburst should catch up, performance wise, thanks to its faster recharge and Storm Cell procs. Except it doesn't. So let's perform a hypothetical 'vacuum' test, with the following assumptions: Sonic and Storm can use a single other power one time right at the start of the fight (Storm Cell for Storm, Shout for Sonic), assuming every attack hits, the enemy has 0% resistance to any damage type, and assuming both have 2 SO recharge enhancements (putting Cloudburst at 6.6 seconds and Screech at 7.2 if I've done my math right), and after the initial cast cycle both can only cast Cloudburst or Screech on cooldown for the duration of Storm Cell (60 seconds). - Storm casts Storm Cell and then casts Cloudburst 9 times, proccing Storm Cell's bonus damage each time for (9 * 159.9014) = 1,439.1126 single target damage over 60-ish (because it might take slightly longer for full DoT duration) seconds - Sonic casts Shout, then casts Screech 8 times for 122.6206 + (159.9014 * 1.13 = 180.688582) + (159.9214 * 1.182 = 189.0270948) + (6 * (159.9014 * 1.13 = 180.688582)) = 1,576.4677688 single target damage over 60 seconds Now, don't take that as a "Storm Blast sucks" or anything like that. This was a mental exercise perfomed in a vacuum, and testing in a vacuum doesn't resemble real conditions. Storm pulls ahead of Sonic pretty comfortably when fighting multiple targets (because Sonic's AoE is pretty dire and Storm's is, like everything else in the set, mid tier); but otherwise the two sets are pretty comparable considering they're both mixed damage sets that excel at doing damage over time. Sonic's smashing and energy damage is more likely to be resisted than Storm's smashing, energy, and cold; but Sonic's -resistance actually does a really good job compensating against anything that isn't bright purple. This also isn't proof that Storm needs a buff. It's just why "aggressively mid" is a really apt way to describe it. It's like someone picked a midpoint on every graph and found Storm Blast just sitting there. Storm doesn't do anything egregiously bad, but it also doesn't do anything particularly well and requires a lot of setup to reach peak "doesn't do anything particularly well." It doesn't lack shine, it just doesn't shine especially brightly in anything but the visuals (which are fantastic). When they were passing out gold, silver, and bronze medals, Storm got well-polished cast iron.
  8. That makes me wonder if it's possible to remove the "on hit" requirement from the chain, so it chains regardless of whether or not it hits? It'd still fit the powerset, it'd be like lightning striking the tree next to the tallest tree in the forest because the shorter tree had a stronger electrical charge.
  9. Having played Storm/Storm for a while with my SG, it feels pretty good on a Defender; but that team's usual blaster is assault rifle so we're pretty consistently finishing off each others' targets with chip damage. I imagine it would feel much worse when paired with other (or more) blasters. My SG also isn't playing with level 50 incarnates at the moment, but I can already tell that's where Storm Blast's "fun" is going to tank. My two biggest personal complaints are Storm Cell's animation time and Storm Cell's movement speed. With it taking over 2 seconds to cast and another second or two to for Storm Cell to actually spawn in, I know there's a good chance someone would've tagged the spawn with the lightning judgement before Storm Cell was even on the map; and it's so slow that the odds of it having any impact on the next fight are almost nil. It can't keep up with a fast teammate or a rush-rush-rush mentality, but it's good on a slow, deliberate, casual team. So, basically, Storm is reliant on its set-up and there's a good chance that set-up will be completely wasted before you're even done casting it. My pie in the sky wish would be to give Storm Cell the Voltaic Sentinel treatement and turn it into a toggle pet, give it a ground speed increase (because it doesn't fly 😕 ), and have it try to move to an enemy its owner is targeting if that enemy is within 80 feet (and after that just stay near enemies as it does now if there's an enemy within its detection radius). I'm just pretty sure the technology for that doesn't exist, and the reason it's not a pet like Volty is because the pet AI is dumb as a brick. My more realistic wish would be to remove Storm Cell's animation time, because it already takes it a server tick to spawn in. And increase its ground speed so it's fast enough to keep up with anything slower than a Warwolf.
  10. That isn't a behavior from live, though. The crystals never showed up back then, which is why I thought something may have changed. One other behavior I've noticed: I've run AE missions for SG mates on a specific large outdoor map, and on that map there are some spawns that do not appear until you reach certain physical trigger spots and other spawns that don't appear until you've cleared a certain amount of enemies off the map (about 50%). Mobs not spawning due to entity limits is understandable, but I've never been certain we've actually been beating every spawn because sometimes those spawn locations just never trigger. My other suspicion is there may be some bugged spawns that do not appear properly or are looking for a trigger that doesn't exist; but still count towards the last mob standing tracker total. So if you have a mission that consistently doesn't track the last enemy standing, and upped the "spawns remaining" counter by a known amount (say 3 or 5) and suddenly it works; and the last 1, 2, or 3 spawns become visible; then it might be possible to discover this bug's root cause, be it a mission calling for 40 spawns on a map with only 39 spawn points; or whatever else). Bugged spawn locations might be the culprit; other map entities might be counting towards the tracker when they shouldn't be; or it could just flat out be a typo in the mission definitions causing the tracker to look for more spawns than actually exist. I need to remake that mission with forced objective spawns (bosses and hostages) and objective tracking so I can check to see if they're actually spawning in or if they start on the tracker and it's just some bugged spawn locations; but until I actually test that all I know for sure is that the bugged spawn locations are consistently in the same place.
  11. So, I was running a mission with a group of friends, we clear an Oranbega map--nothing unusual, standard kill all, last spawn doesn't appear but we find it anyway because it's a small map. But after we cleared it, I noticed something I've never seen before: All of the pain/healing/endurance crystals lit up on the map as if they were the last surviving enemy spawn. I couldn't get a screenshot with the hover text appearing, but those are all crystal spawns. I think the reason the last enemy spawn sometimes doesn't show up is because the process may be mis-identifying items, glowies, or active map objects (like the CoT crystals) as enemies and counting them towards the tracker. I think the only reason why the crystals showed up is because this mission had the CoT prison room, and I know for a fact the prison doors show up on the map when the last spawn remains--which they did (I'm in the prison room in that image). It might be worth a private (or even public test server) test with the "last enemy" bumped up from last spawn to last 3-5 spawns to see what shows up and if any weird extras like glowies, crystals, destructable objects, etc. can get removed from the tracker somehow?
  12. Those helicopters are why I've started running teleport/teleport target, so at least I can escape and get the rest of my team out if another team exits right after us. I'd even settle for making the helicopters no collision if the exits can't be flipped around.
  13. The incarnate powers don't need to have an incarnate origin. I've got enough characters who have earned all their incarnates the very hard way, by doing other content and never engaging with the well or anything else. Having one or more tech-themed options would be fun. Even if lore had to be a consideration, what if your powers are technomancy, summoning, construction nanites, or hacking? Being empowered to super-hack and fire off a tactical warhead would strike me as being an Incarnate-worthy feat.
  14. Maybe the Well owns a starship? The real question is: Why does the Well need a Starship?
  15. Sorry, the intent absolutely wasn't to school anyone. It's possible things have changed and mobs can handle toggles now, I just remember that being a big issue from way back. It still surprises me how few mobs have things that even can be suppressed by Mez.
  16. The problem with long duration clicks is that mob AI isn't very good; and unless they're given powers with 0 animation time, it's a bigger nerf to mobs than just keeping their current always-on resistances. A long duration click power that lasted say, 90 seconds and had a recharge of 90 seconds would be hard countered by a single use of Hypnosis immediately after it's used, and the mob wouldn't get the power back for 90 seconds. That's a little bit more than a suppression. There's already an enemy group that works like that, too: The Trolls. The Caliban has Invincible and the Ogre has Rock Armor (which are both listed as toggles, oddly enough). But in order to make those powers functional even in the 20s, neither of them suppresses on mez. The key to my idea is taking the always-on resistances that mobs already have, giving them a little bit more of the things people already know to expect from them, but then making sure that they also have a little bit less when they're suppressed. I wouldn't be adverse to them getting both, like suppressable auto powers that enhance only their current resistances but then long duration click autos that give them a few bonus resistances; it's just that my intent isn't to secretly gut their current resistances.
  17. IIRC Tsoo Sorcerers and CoT force fields are click powers that suppress when they're hit with a Mez, which is why they don't immediately toggle them back on. Shutting those down is one of the few good use cases for Hypnosis since its magnitude is high enough to one-shot sleep even CoT bosses. There's a technical limitation that keeps mobs from running toggles (apparently if they can use a power they will, so they'd constantly be toggling their toggles on and then immediately toggling them off again). Suppressable auto powers is my workaround for that limitation, it's something I'm pretty sure hasn't been tried before but that I'm also pretty sure should work.
  18. I think they're talking about the PBAoE size for Team Teleport.
  19. And if that doesn't work, copy/paste might be copying a hidden character like a page break or a table component. It might be worth pasting into notepad and re-copying from notepad to make sure it didn't pick up anything weird.
  20. Oh, good, they added another option. Nice catch!
  21. I'm afraid you misunderstood the question. They're asking what needs to happen for Cimerora to appear in the list of destinations at Oroboros, the answer is: successfully complete an ITF.
  22. Currently, very few; but that's down to enemy design. Most of the game's current mobs are built with bosses primarily being ranged or mixed attackers, with lieutenants and minions who are mostly melee to play meat shield for them--but then the minions die instantly and the bosses die a half-second later because they're unsupported. It makes sense for the Family because yeah, the Mooks die for their leadership, but not for every enemy group. If you build mobs like a D&D party (Bosses built exclusively as tanky melee bruisers, LTs built as mixed melee or ranged/support, and minions built exclusively as ranged attackers) the dynamic changes significantly--it's one of the things I like to do to make my AE missions more difficult without giving everything Super Reflexes. Freakshow actually sort-of function this way already, and people usually enjoy them! It's just that their ranged minions are armed with completely ignorable shotguns. If the Freaks snuck in some new ranged minions with 3-5 beam rifle powers then they'd be a more protracted but still enjoyable fight.
  23. That's a good thought, and could maybe be emulated by giving bosses hold resistance instead of (or in addition to reduced values for) their current hold protection; letting them reduce the duration of hold, sleep, stun, or other CC mags but not protecting them directly. Or making mez protection short-duration high end cost (or no cost but high end requirement) click powers that last 30 seconds or so, which would add value to end drain if the bosses can't pop their mez resist under 50% endurance or whatever.
  24. Partly a buff, partly a nerf. With damage and AoE being what it is these days, control has somewhat slipped by the wayside; and the mobs just can't really keep up, especially in the endgame. Rather than giving mobs more HP, or more static resistances, I've got an alternate proposal: Split current mob resistances into passive and active resistances; increase the value of active resistances and then make active resistances suppressable with CC. I think this would be doable without any major engine changes. To emulate mobs getting player-style toggle powers, they could be given auto powers with the "Cancel on [Held/Sleep/Stun]" suppression flags that player toggles currently have. Mobs (or entire enemy groups) could be given some satisfying damage type weaknesses (the same way Minotaurs/Cyclopses are vulnerable to Psi, it's really satisfying smashing an invulnerable Cyclops or Minotaur with a Future Pain), and then some degree of resistance to everything else. So, as a quick example, if we look at the Freakshow Tank Smasher: Tank Smashers have 25% resistance to Smashing and Lethal, and no resistance to other damage types. Under the proposed change, Tank Smashers would keep 12.5% passive resistance to Smashing/Lethal, then gain 25% active resistance to Smashing/Lethal, and say 20% resistance to negative, toxic, fire, and cold (because they're mostly robots), but leaving them vulnerable to energy and psi (since there's still a human brain in there--and not usually a particularly smart one at that). This would give Tank Smashers 37.5% resistance to smashing and lethal, 20% resistance to negative, toxic, fire, and cold, while still giving them a common, exploitable weakness (energy damage), and the bulk of their resistance would go away if the Freak Tank got held, slept, or stunned. But, there's more, which is why I consider this a buff and a nerf: Because suppression would need to linger for a few seconds, that opens the door for something fun: additional sources of suppression. Tank Smashers are highly resistant to smashing and lethal, but only because they can point armor plates at the enemy. Knockdown and Knockback could be made to suppress their smashing/lethal resistance for a few seconds, because the knockdown exposes vulnerable areas that would normally be protected by their junkyard armor. As an alternate example: Master Illusionists have 20% lethal and psi resistance, and 20% psi defense. Under the proposed change, they'd keep 10% lethal and 10% psi resist; and 10% psi defense, and gain 20% lethal and psi resistance and 20% psi defense as active autos. They could also pretty comfortably be given 15% smashing, energy, and negative resistance by using telekinesis to block those effects, but remain vulnerable to fire, cold, and toxic damage. That would give them 30% lethal and psi resistance, and 15% to smashing, energy, and negative; but the bulk of their resistance would go away on being held, slept, or stunned. Additionally, their active psi resistance and defence could be suppressed on successful confusion, because they're no longer focused on protecting themselves mentally. The end result would be slightly increased TTK on teams that focus on damage to the exclusion of all other factors (while at the same time not significantly harming their effectiveness; all damage teams would still be strong enough to manage this); but give teams with diversified capabilities a bit of a leg-up. And if the expanded suppression works, it could eventually, potentially be made to take damage types into account for boss or AV encounters. As a hypothetical example: a Devouring Earth plant/rock AV that's resistant to fire and lethal unless you hit it with a smashing damage attack, after which it becomes vulnerable to both for a few seconds. Edit: Or for the introduction of mobs with more positional defense, whose defense gets shut down if they're immobilized.
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