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Derek Icelord

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Everything posted by Derek Icelord

  1. Looking for advice on a Mercenaries/Traps Mastermind. I haven't played Mercs since live, and feel a bit lost. Attached is a build I threw together. Mastermind (Mercenaries - Traps).mbd
  2. So when I inevitably fat-finger drag a character out of position, and fail to notice, my character list is still the way I want it.
  3. The in-game description for Invader is a copy/paste from the Task Force Commander power.
  4. Possible? Probably. But I don't think it should. While it would technically be possible for characters without Electric or Kinetics powers to obtain it, it would be far too tedious, requiring Incarnate powers that no one typically picks otherwise, and aren't useful for normal play. Yes, I'm aware Ion Radial still does damage. It's strictly inferior to Ion Core.
  5. A Triple Threat run is what prompted this thread.
  6. Unless I missed it in one of Homecoming's patch notes, getting mezzed also suppressed the effects of your toggle powers.
  7. I use Peregrine Island radio missions. You only need 1 or 2 Sappers to keep you perma-held.
  8. At the very least, extend the timer post big Tyrant by 10 minutes (or more) so that if Tyrant bugs out, there's a better chance a GM can be called to fix the problem before the timer ends and the trial auto-fails. Any player who doesn't care or want to wait can just quit the league.
  9. Even at 60% fixed Lethal and 40% based on ammo, Incendiary still does more damage than Cryo in the Behemoth example. At 30/70, Cryo edges out Incendiary by less than 4 points of damage. 60/40 split: Cryo is 79.58+(53.05*1.2)=143.24 Incendiary is 79.58+(53.05*0.8)+(42.28*0.8)=155.84 30/70 split: Cryo is 39.79+(92.84*1.2)=151.20 Incendiary is 39.79+(92.84*0.8)+(42.28*0.8)=147.89 This is with the target being both resistant to Fire damage and vulnerable to Cold.
  10. At current, Dual Pistols attacks are ~70% fixed Lethal and ~30% Lethal/Cold/Fire/Toxic depending on which ammo power is active. Swap Ammo replaces Aim in the set. Changing ammo types changes secondary effects: No power (lethal) is a knockback Cryo Ammo is -Rech and Slow Incendiary Ammo is a chance for DoT (fire) Chemical Ammo is -Dam The issue is two fold. First, the Cryo and Chemical secondary effect can generously be described as situationally useful. Second, the DoT from Incendiary is large enough that even if an enemy is resistant to Fire and weak to Cold/Toxic damage, 99% of the time Incendiary is still the best choice. Yes, I'm aware Cryo ammo makes Stunning Shot a mag 4 hold and Chemical Ammo increases the hold duration. That is the exception. Piercing Rounds now deals its -Res debuff regardless of ammo type as of Issue 27 Page 6. For example, Circle of Thorns Behemoths have a 20% resistance to Fire and a 20% vulnerability to Cold. On a Blaster, Executioner's Shot deals 92.84 Lethal and 39.79 of the ammo type. The fire DoT is 42.28 (4x10.57) with an 80% chance to trigger. With Cryo ammo, the total damage dealt is 92.84+(39.79*1.2)=140.59. With Incendiary ammo, the total damage dealt is 92.84+(39.79*0.8)+(42.28*0.8)=158.50 I suggest the damage distribution for Dual Pistols attacks be changed to 30% fixed Lethal and 70% of the ammo type. This would leave the total base damage the same, but make swapping ammo types based on enemy resistances worth considering.
  11. Can confirm this is very much the case. In addition, the Arachnos spawns outside the bank are labeled as "Council Guard" instead of "Arachnos Guard".
  12. I'd love to see more pure toxic damage sets.
  13. There won't be one unless you've already installed other mods or popmenus. Create that folder structure yourself and drop the .mnu file into it.
  14. /em holdtorch
  15. When toggling the various map marker types, TF/SF contacts are using the Gate type rather than one of the Contact types. As in, if you toggle off the Gate radio button, TF/SF contact markers disappear.
  16. I can't recall if Roy Cooling was a contact on the Retail servers or if Homecoming added him. If he's a Homecoming addition, why not replace Beyond Reasonable Doubt with one of his badges? He's a hero contact, and the optional badge in his arc (No One Left Behind) would seem to fit with the "pure blue" theme and he's in a similar level range to Shauna Braun (20-29 for Roy Cooling, 25-29 for Shauna Braun).
  17. Fill your tray with Liberate inspirations (the Super! break frees), eat them all before talking to Null. Gull Incarnate (the temp power Null gives you) has a -500 Immobilize protection debuff in it, so you need to chew at least 13 Liberate inspirations (they're +40 immobilize protection each) to overcome it.
  18. The overhead health numbers popup regardless of what chat channels are enabled or disabled.
  19. This doesn't make Blarf more powerful than Null. Null only grants you, the player, a portion of his power. Also, if you get enough Immobilize Protection stacked on you before talking to Null you can still move.
  20. The Disable All Powers power from the S.T.A.R.T. vendor is great for RP sessions to disable the popup numbers from certain procs without redoing all my chat channels, but I have several characters who fly all the time. I don't know how big an ask this is from a technical standpoint. After testing, the overhead health numbers always appear, regardless of what chat channels are enabled.
  21. ATC just spent the better part of a week teaching 3 of us how to do that and double checking our work 😛 Part of that was documenting the process. Once editing is done on that, we were planning on uploading it to the repo.
  22. Badger is now up to date for Issue 28, Page 1. If you see any lingering issues, please report them here.
  23. The description text for Strike Force Commander / Deep Strike Agent and Protector of Paragon City / Traitor to Paragon City doesn't change when a character changes alignment. This may not be a bug, but on beta there was separate text.
  24. Looks like the link is dead.
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