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Double XP is active on all shards until October 21st
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Everything posted by Troo
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Knockdown is any knockback or knockup that has a magnitude under a certain threshold. The threshold is 0.75 for knockback, and 1.5 for knockup. The most typical knockdown magnitude is .67. The 'actual' data and the descriptions in the 'summary label' tend to match. Disparaging 'Whomever is maintaining City of Data' is a non-starter.
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For Super Reflexes it's not hard to sort out just the primary set and pool powers. This provides a nice blank with 49 empty slots to work with. I can then plug & play different secondaries and adjust as needed. (click to enlarge images) Even using level 35 enhancements Melee and Ranged are still 57% and AoE is 55.6%. The LotGs provide a nice 27% ACC bump with the Kismet 6% ToHit Less expensive @ level 30 can get a character to 45% Melee/Ranged/AoE using just 13 placed slots.
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New Pv2 Vendor temporary power - Thumbtack Teleporter
Troo replied to DrRocket's topic in Suggestions & Feedback
I'd be able to macro every Exploration, History, and Day Job location while trivializing any effort to get them. -
Enhancement sets - would a set of 7 or 8 within a set make sense?
Troo replied to Ukase's topic in General Discussion
Purple set bonuses often include whats missing. The stacking IO set bonuses start to make some individual enhancement aspects less important. Thats why some folks are able to leverage procs to an extreme, at times forgoing any individual enhancement stats. -
That's fair. Just don't want to mislead anyone not doing +4/8.
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Whoaaaaa now. They sorta get it. Folks use a rotation of powers outside Regeneration for +4/8 and the hardest content, mostly solo. For regular game play and especially while teaming it is simply not necessary. The old set with 2 heals and Instant Healing, it was rare to use all three in regular content. On big, league oriented content it is laughable how little of the tool box is used. Regeneration gobbles up team buffs in a way that some other armors don't. Moment of Glory (15s), Instant Healing (90s), Rune of Protection (60s), Shadow Meld (15s), Demonic Aura (60s) can all be had before Incarnates. Other ATs can also take advantage of similar tactics. I also use Darkest Night (-ToHit/-Dam) on Brutes with the bonus of keeping things aggro'd.
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I LOVE the costume creater. I'll do a contest or two but the standing around.. and waiting.. and waiting.. it's just not a good ROI. lol 😛 You had me sold at Marketeering = Magic
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~2 weeks ~20-30 minutes per day ~2B in resources to build whatever we want for the near future. Tips: Don't pay the 'today' price. Some patience and we can save a l o t. Winters, D-Syncs, some Hamis.. temper the expectation to have lots of these right away. Great builds can be had without 'em. 2xp from pay-2-win (S.t.a.r.t. vendor) - We earn no coin when it's on. Do something! We don't earn anything in the character creator, just chatting in General Chat or looking for a 'farm'.
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Did you mean while lasers are shooting out of the eyes?!! Because that would be pretty cool.
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@Lunans I'm gonna call this work in progress.
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..and for responses to your other queries:
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https://cod.uberguy.net/html/powerset.html?pset=brute_melee.super_strength&at=brute I am using a Primary set compared to Pool powers. Reason:
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Claws can build a very effective attack chain with less powers than other sets might be able to. (I used this tactic for years with Energy Melee until we were forced to take Total Focus) AND it's a wet dream build for certain Marvel fans.
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@Rudra Now my opinions: A 10% stun is not a realistic benefit, it's merely rare rando flavor (as such, stun duration is a non factor) When talking powers that recharge in 4s or less they really are too close to compare (and with any global recharge effectively the same) Knockdown vs Knockback (edge Fighting Pool) Arcana time would be more accurate when getting as detailed as you seem committed to Arcanatime: 1.452 sec vs 1.98 sec.. sure that's .5s. (Punch/Kick) Arcanatime: 1.716 sec vs 1.848 sec.. meh (Haymaker/Cross Punch) sooo.. Haymaker -vs- Cross Punch Head to Head - Single Target is a push, maybe but not really a little edge to Haymaker 2 or more targets = Cross Punch. It isn't even close. With Boxing and Kick, Cross Punch's +Acc, +Rech, +Dam.. wow. Damage [28/41/68] -vs- [41/45/68(x1-5)] [34/51/61] Claws' first 3 beats SS.. Claws! Beyond just damage, sure, one could argue that SS and Fighting are close-ish and maybe some nuances even them out. One could also argue that Jab, Punch, Haymaker are demonstratively worse than even pool powers. As @SeraphimKensai posted, Primary powers should simply be better than Pool powers. (doesn't have to be Dam, could be some other benefit of significance) Should Secondaries? That might be debatable. Maybe the Tanker numbers should be similar to Pool powers. Debating Hint: An effective counter argument would be that we are comparing powers that are available at level 1 and 2 to powers that aren't available until level 4 and 14.
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/em doublefacepalm (..but I'm still trying to bring you up to speed here. there's nothing to argue, it's numbers) 3 -VS- 3 not 3+3 Take the three powers from one OR the other. If there is no fighting pool, there is no buffs from the fighting pool. ( caveat: could a player take all 6 powers to have all bonuses present for the 3 primary powers, sure. Is it realistic? Why not, but that's not the discussion here. [just my opinion here - that would be self gimping] )
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Spring boarding off the above comment: Claws on a scrapper or stalker ends up being a good match (surprise!) for stringing together Moment of Glory (15s), Rune of Protection (60s), Shadow Meld (15s), Instant Healing (90s), with capped HP, in a sequence where powers recharge and are able to repeat in a fairly long chain. With incarnates Vigor, Melee, & Barrier, it's player error to be defeated. This and variations were available before the changes..
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No. They pretty clearly responded that buffs (Aim, BuildUp, Rage, inspirations, etc) would effect both the primaries powers AND the pool powers. As such, non-factor. But go ahead and continue trying to derail the topic. The example provided is a super strength character looking at Jab, Punch, Haymaker and seeing that Boxing, Kick, Cross Punch look better for their character.
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Classic. First post, you try and derail the topic into another in a long line of locked topics. Purposely derailing threads to get them locked is a [REDACTED] move. "this is a three vs three comparison" [Jab, Punch, Haymaker] -vs- [Boxing, Kick, Cross Punch] @Biff Pow, you have a good point. Should primaries somehow be better? I think so. SS -vs- Fighting damages with my old mids [28/41/68] -vs- [31/40/60 cone] (base) [28/41/68] -vs- [41/45/68 cone] (with +DAM simply by having Boxing, Kick, Cross Punch) even the recharges are better even if slightly 2-4-8 -vs- 2.5-3-8 (base) 2-4-8 -vs- 2.2-2.7-7.3 (with all three) The disorients compliment in Fighting where Super Strength gets stun, kb, kb. (note: looks like this actually stun, kd, kd+stun for fighting)
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Sorry @SomeGuy Here, let me try again. While leveling none of them are really skippable. When you get to 50 and are working with incarnates there is some flexibility. We're not likely skipping any +Max Hp, or +Resistance, skipping powers with Endurance impacts can be tricky, and the set is called Regeneration.. Reconstruction: Maybe a player doesn't need the heal as much with a completed build. (I wouldn't skip it) Moment of Glory: It's short duration.. but the new +Dam on top of the +Recovery and god mode... If you asked the folks who designed the revamp: "Some players should likely find Ailment Resistance optional to their builds if all they want is to retain live functionality, unless they highly desire the additional passive benefits. The power is still intended to be highly desirable." Even their skippable is designed to be 'highly desirable". The designer(s) also wants to drive players to really focus on Recharge as a core and potentially take Burnout: .."via very high recharge builds or combination of Second Wind and Burnout in addition to accolade powers and set bonuses." By design, it quickly becomes a cookie cutter set. Players are almost forced to take the same powers and very similar pool powers. Powers & Effects
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I don't remember anyone saying it is "futile to add defense". What folks and myself have pointed out is more along the lines of Regen and Resistance have a synergy and that chasing defense is a bit of a trap. It's hard to not end up with 20-25% on a finished build. Me, I typically land near 35% without chasing. I definitely do not prioritize Defense over Regen, Resistance, and Recharge. What's skippable? While leveling.. nothing. Once folks are doing level 50 builds and incarnates the is some, but the devs have made it harder to skip powers and thus limiting diversity.
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Hey wannabe mary sue, we are still 're-arguing'/discussing/rehashing decisions that were made in the game 20 years ago. Don't participate if you don't want to. Whether you approve or not is.. n o t h i n g. Some of those early changes have been built upon, others overturned, some have taken a new direction. Discussions will continue until there is no game to play. If you think the last patch is full cooked already, lol, that would be an incorrect assumption.
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It's the hack job that was done to Energy Melee in Issue 27: Second Chances, Page 1. Yep it's half ass, but the nUmb3rs work. Player are forced to take Total Focus and as you've noticed Total Focus triggers the Energy Focus effects. Energy Focus Energy Focus is consumed when casting certain Energy Melee powers in order to provide bonus effects (Energy Focus is not consumed if the power misses) Energy Focus expires after 15 seconds Here are the effects: Barrage: If used with Energy Focus: 100% chance for stun and applies a weakening (-special and -regen) effect to the target Power Crash: If used with Energy Focus: Target cap increased to 10 targets (16 for Tankers) Energy Transfer: If used with Energy Focus: Cast time reduced from 2.67s to 1.0s Note: Energy Focus is granted even if Total Focus misses. Note: If Total Focus crits, 2 Energy Focuses are granted. (I believe this is limited to Stalkers and Scrappers) Note: Once granted Energy Focus is not consumed if the NEXT consuming power misses (Barrage, Power Crash, Energy Transfer) but it will expire if the timer runs out. Powerset Revamp: Energy Melee