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Venture

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Posts posted by Venture

  1. Yes, but (quite aside from their effects being unfinished and unbalanced) most of them don't have animations and there aren't many people who can do that.

     

    Sure they can, its simply a matter or picking what animation is most appropriate (from a ton currently available) and attaching it to the power. Blaze, Fire Blasts highest damage 80ft range instant attack is the same as what Energy Transfer used to be and is currently the same as Freezing touch in the Ice Melee set (among others). I build abilities myself in another private server, its pretty standard stuff.

     

    Bespoke brand new animations would of course be nice but they are certainly not necessary.

     

    You need to get an existing power that has a suitable animation and also has exactly the same animation time as the casting time of the new power as well... that is a lot harder to do than just pick a random animation.

     

    If the animation is shorter than the cast time, you get to move earlier - before it's actually fired off.

    If the animation is longer than the cast time, you cant move until x time after the power had fired off.

     

    Also, Just because two animations match cast does not mean you can use a punch to fling fire balls. FX changes may be needed to make the effect come off the right body part.

     

    Well, it is easier to adjust a database than animations... so you adjust the cast time to match the animation that you have found. If this means that the power needs a small change to its recharge to balance it, and then to the damage & endurance, or to the duration, to rebalance it... it's still easier than changing animations.

     

    ooh that's a thought I hadn't considered. Do you think this would work in all cases or just for those where the animation is only slightly off?

  2. Yes, but (quite aside from their effects being unfinished and unbalanced) most of them don't have animations and there aren't many people who can do that.

     

    Sure they can, its simply a matter or picking what animation is most appropriate (from a ton currently available) and attaching it to the power. Blaze, Fire Blasts highest damage 80ft range instant attack is the same as what Energy Transfer used to be and is currently the same as Freezing touch in the Ice Melee set (among others). I build abilities myself in another private server, its pretty standard stuff.

     

    Bespoke brand new animations would of course be nice but they are certainly not necessary.

     

    You need to get an existing power that has a suitable animation and also has exactly the same animation time as the casting time of the new power as well... that is a lot harder to do than just pick a random animation.

     

    If the animation is shorter than the cast time, you get to move earlier - before it's actually fired off.

    If the animation is longer than the cast time, you cant move until x time after the power had fired off.

     

    Also, Just because two animations match cast does not mean you can use a punch to fling fire balls. FX changes may be needed to make the effect come off the right body part.

     

     

     

  3. Hello, I'd just like to report that I think that Blaster Sniper attacks are broken. Other sniper attacks might also be broken, but I haven't checked.

    Essentially, the enhance tab doesn't seem to update properly, meaning you can''t switch to alternative slotting for the power, or see how the enhancements are effecting the power.

     

    Keep up the good work! Thanks for keeping this alive!

     

    Can confirm,

     

    irrespective of slots added it only shows one as being there on the enhance tab and it is always empty, clicking the alternate slots also doesn't cycle from the one to the other

  4. They're still there and available via Ouro.

     

    While i never agreed with the killing off of statesman (or sister psyke) it's done and too many elements of the game reference this change for it to be rolled back. While there was no real flow of time originally in game Pargon/cryptic decided at some point (I18?) that levels would now correspond to time - ie all level 50 content would take place after level 40, which was chronologically after level 30 etc etc. hence yin being a kid in faultline then a member of the phalanx in IP. Thats how they were able to amend Maria Jenkins arc. The previous ouro arc happened in the past and is referenced in the new one:

     

    The Final Chapter: Rescue Positron

    A few years back when we first uncovered Praetoria, Statesman, rest his soul, was kidnapped by Tyrant and held in bonds. We had a theory that Statesman and Tyrant were nearly identical and that lead us to believe that Statesman was powerless to their technology. What a load of bunk that turned out to be! We thought those bonds held him because of that theory, but we recently deduced that those bonds themselves are powered by the Praetorian Well of the Furies. They are the only thing in the multi-verse that can hold an Incarnate like Statesman, which means poor Positron is powerless against it!

     

    If Emperor Cole is keeping Positron alive, he'll have him in those exact same bonds. It's the only way he can keep him from escaping. If that's truly the case, we know exactly where to portal you in to save him.

     

    Just put the dialog and missions back as they were, and write a blurb in the initial and final contact dialog about how your character is flashing back to the time they did the TF/SF before Statesman died, or how it simply takes place before then.

     

    This is literally what Ourobus is for. If you want to play the old ones you still can via ourobus and they still count towards the various badges they used to reward.

  5. That's why it's a perfect example to my point. Your counter doesn't address diminishing returns where the difference shrinks significantly at 2 and then to the point of irrelevance at 3 for many powers.

     

    I even say "Unless you only have one IO of a type in a power, the difference between level 25 and 50 IOs is counter intuitively borderline pointless" so if you just have one IO of a type, yes it can be worth going to a higher level IO in some cases. BUT again we are stuck in the theoretical because the noticeable difference even there is between 25 and 50, you can't get 50 until level 47 right so it's irrelevant to practical reality. Once 47 just wait til 50 and get sets.

     

    It does, I was just editing as you replied. You can slot 3 Res lvl 30 Ios and get only slightly better res than if you just slotted 2 lvl 50 IOs

     

    You're assuming that slotting 3 level 50 Io's is worthwhile when you can actually slot 2, marginally lower the % bonus vs 3 level 30s, but free up the slots for use elsewhere.

     

    I completely agree with what you're saying for 3 slotting but not for dual slotting.

  6. Ok ignore most of what you hear, especially if you don't have tons of influence.

     

    1. Powerlevel to 22 through DFB then group SC missions or positron.

    2. Hopefully you'll have 1 piece of orange salvage, sell it for 500k.

     

    Buy and craft all the level 25 IOs you want. Don't replace them at all until level 50 then start saving and replacing them with sets.

    Only replace the 25 IOs if you have recipe drops or tons of money, replace them as it's convenient or you have plenty of cash. But even then replacing 25 IOs with highler level IOs is barely worth the TIME it takes to go to university and play around with it. Unless you only have one IO of a type in a power, the difference between level 25 and 50 IOs is counter intuitively borderline pointless.

     

    Don't listen to anyone talking about 'different schools of thought' it's all BS. just look at the numbers.

     

    Perfect example is High Pain tolerance:

    3 level 25 IOs = total of 8.68% res

    3 level 50 IOs = total of 8.91% res

     

    Except High Pain Tolerance isn't a great example because it has a fairly low resistance percentage boost to start with. The greater the base level % effect of the power the more you benefit from a 50 io over level 30.

     

    Plus you're looking at Schedule B there whereas Schedule A would actually have a greater effect.

     

    and lastly you're ignoring diminishing returns. You can have 2 level 50 Res IOs in High Pain Tolerance and only have slightly less Res than if you slotted 3 30s.

     

    A level 50 Schedule A IO gives a roughly 42% enhancement a level 25 gives a roughly 33% enhancement

     

    I don't have exact stats for a 25 RES IO to hand but level 30 Damage compared to 50 Damage gives:

     

    Level 30 Damage IO 34.8%

    Level 50 Damage IO 42.4%

    Purple 50 Damage IO 53%

     

    Boosting them enhances the difference:

     

    Level 30 Damage IO +5d 43.5%

    Level 50 Damage IO+5d    53%

    Purple 50 Damage IO +5d 66.25%%

     

    https://paragonwiki.com/wiki/Enhancement_Booster_Salvage

     

    Further details (Schedule A Enhancements) here:

     

    EnhancementChart.gif

     

  7.  

    If you're rich and have a good idea about your final build start getting attuned IO sets early on. I did this with my Ill/Cold controller just now and it was pretty fun to play a character that had 70%+ global recharge by lvl 30. I ended up using all these IOs in my final build too so not only is it now more exemp friendly, I didn't waste any of enhancements I bought and had a better leveling up experience.

     

     

    /this

     

    not even if you're rich really, i tend to play lots of alts but only really seriously level one at a time. I tend to therefore buy attuned enhances for levelling and then respec at 50 to unslot them and use them on my next toon. (obviously you'll get limited mileage depending on what the set type is - eg def is of limited use to a defender say) but sets of melee and ranged are definitely worth investing in.

  8. I had no problems getting my first choice names when the game was live... even a year or so into release.

     

    Here, with an arguably lower population, I've gotten only a few, and that's going 2 and 3 choices deep.

     

    Now maybe I could switch servers to try and get them... but I don't have any friends playing who would say Hey, I know that name... were you the X class from Champion in Y SG? LOL.

     

    But anyway, I was stunned at how many names I didn't get.

     

    You had limited slots on live, there are 1000 slots here - people are spinning up alts left, right and centre...

  9. I24 - Resurgence was live on the CoX beta server at shutdown

    I25 - Unbroken Spirit was all the work done by Score after I24 and before going public

    I26 - Homecoming - is everything since SCORE went public (ie all of this https://forums.homecomingservers.com/index.php/topic,3306.0.html)

     

    Currently all releases fall under I26.

     

    I27 will probably be after/when the next big content update is released  - the sniper changes are part of I26, not I27.

     

    Essentially Paragon/Cryptic used to do one big update and label that an issue. SCORE does mini patches and lumps them all under one issue (currently I26) until either a significant update is released or something major changes.

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    • Like 1
  11.  

    Just as a disclaimer here, I have a level 50 T3 slotted, Io slotted (but not boosted) Kat/SR scrapper and encounter no issues soloing at +4 *8

     

     

    Re-order Agile (level 4), Dodge (level 16), and Lucky (level 28) to Lucky at 4, Agile at 16, and Dodge at 28.  The delay in melee defense 'completion' is actually a minor positive, since it reinforces set synergy with Parry-type powers.

     

     

    I like this idea, the lack of AoE Def till comparitivly late on can be a real pain.

     

     

    Add sustain and additional Defense Debuff Resistance to Practiced Brawler.  I'd propose having an enhanceable 10% heal/40% regen buff, an unenhanceable 10% global endurance discount, and an additional 10% Defense Resist.  The intended behavior is for SR players to be able to stack these buffs with high recharge, synergizing with the Speedster theme of the set and creating a higher-level build reward.

     

     

    SR already hits the 95% DDR cap, adding more would make no difference. I'd be for the regen but i'm not sure it wouldn't be unbalanced.

     

     

    Do you mean Practiced Brawler here btw or Quickness? - no other mes protection has a heal/regen component

     

     

    Add to and improve the status resistances on Quickness (but not the global recharge buff); 200% sleep, 100% hold/stunned, and 20% to endurance, recovery, and recharge resistance (additional to the existing 40% recharge resistance).  Most of these are thematic, reflecting the ability of speedsters, martial artists, and the like to escape traps; mechanically, the only particularly relevant one is the improved recharge resistance buff, to avoid Practiced Brawler failure.  (The other buffs do have a low-level impact in mitigating or avoiding PB failure as well.)

     

     

    Do you mean Practiced Brawler here? Quickness is just a recharge/speed increase and a slow res.

     

     

    What's holding/mezzing you so much. I can't remember the last time i was held.

     

     

    A +5 IO has a recharge time of 109.6S vs a duration of 120s (according to mids)

     

     

     

  12. My problem with Ragnarok is it's knockdown Proc (I'd prefer a chance for extra damage, the power already has knockdown), otherwise its set bonus is identical to Posi's, but slightly better.  But it's also a purple set so that bonus becomes something that won't go away. Javelin's Volley has that same perk as a PvP set, but an entirely different bonus with a damage proc. I don't PvP much, though the PVP sets are always lit, is a change in Homecoming that both sets are always active? That would change everything.

     

    Ragnarok is Superior Damage and does far more than the other two, you won't miss the damage proc.

  13. iirc xp boosters are currently broken:

     

    I can confirm, double XP is not working on DFB at below level 10. The existence of an XP booster has no meaningful effect one way or the other in a >10 DFB run.

     

    Not WAI. Looks like I need to modify the class definition tables to allow the kExperienceGain attribute to go over +100%, that was the default cap. I missed this because I only tested above level 10, since it was supposed to be unchanged until then. Assuming that's the problem, fix will be on the next patch.

     

     

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