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Burk

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Everything posted by Burk

  1. As far as holding him goes, the titan has the same kind of purple triangle protection that most regular AVs have. They just are not visible on him. So part of the time he's as vulnerable as a boss, but most of the time he has 50 more protection.
  2. I find doing most of it red-side with a splash of gold-side a little easier, so I go with 1-15: The Loa Bone (one boss) 16-20: Blood of Tyrants (Imperial Crusader, Ch 5) (no combat, choose resistance and just run to end) 21-25: Pride in Your Work (Neutropolis Power, Ch 4) (no combat, choose loyalist) 26-30: Eliminate Negotiator and Witnesses (two bosses) 31-35: The Unlucky Artifact (one boss, stop him from escaping) 36-40: Attack Longbow Portal Base or B4nKbUsTah (this level range doesn't have great options, but I still think both are easier than the Doctor mission to do with challenges) 41-45: Selestar (one boss, do have to clear his room) 46-50: Wu Yin's Personal Story (no combat)
  3. I beg to differ, considering that this game has a low level "robot" faction, the Clockwork, that turns out to just be metal pieces telekinetically moved by an unstable psychic. No reason why a robot mastermind couldn't be a mage doing something similar.
  4. I'm not sure it was that way on live, but the head becoming vulnerable with 2 tentacles left has been a thing for a while.
  5. That definitely seems new. I have definitely stealthed through the tunnels on mission 3 of Market Crash. With all of the stealth stacking changes, the only way you're going to be able to overcome 90ft perception is if you are a stalker, you are an illusion/arsenal controller/dominator, or you're stacking support set stealth auras (shadow fall, etc). On a side note, no amount of stealth stacking is going to do anything about Rularuu. Certain enemies like Rularuu eyeballs, Rikti drones, and all Knives of Artemis apparently ignore your stealth without relying on increased perception. Otherwise they would see unstealthed characters from much longer distances (the eyeballs do actually do this, but it's separate from the stealth ignoring) and the 200ft stealth of illusion/arsenal would probably be enough to still be stealth against them.
  6. I was running the new Striga missions with spirits when one of them flew out of the map, showing me a rather large hole. The specific map at the time was Abandoned_Warehouse_45_Layout_02_02, and it was located around [365,71,-495]. Later, I was running another mission in Striga on a different type of warehouse map, but came across the same style room. Sure enough, the hole was there too. This time it was V_Warehouse_45_Layout_19 located around [-383,71,-22]. This time I took a picture: Those window parts on the right are supposed to be covering the holes, but have been shifted over. If I fly out the hole, I can even see the second one floating out in the void: I suspect that a number of maps have this same issue.
  7. Technically 18 badges cause there's 8 explore badges and one accolade for getting them all for each zone.
  8. Is it like some of the other giant monsters where the level of the adds depends on the player character that they are targeting at the time? Would make a lot of sense for them to scale.
  9. That's pretty typical of enemies with large hitboxes. As an extreme example, take a look at Seed of Hamidon in First Ward. Melee attacks are allowed to hit it when you're in the hitbox, but cones require that you be in range of the center or whatever point the game has picked as the core of the hitbox.
  10. I've definitely noticed that the buffs can take a moment to come into effect, but two minutes is extreme.
  11. Burk

    Arachnophobic

    Just to add on to this, beware the changes that being in a PvP zone has on you. Buff diminishing returns makes stacking recharge among other things less effective (my ill/rad didn't like not having perma-PA). Also mez prot acts like resistance instead, so even if you're a tank GW and Scir will be constantly mezzing you for a short while. At least they've changed enemy affecting toggles to suppress instead of detoggle now.
  12. What sort of character are you using to fight him? Maybe there's some sort of weird power interaction that's stopping him from transforming.
  13. You seem to only be looking at the base defense or positional (melee/ranged/AoE) defenses. If you look down at smashing defense, it does indeed increase from 27.45% to 57.45% when in the dispersion bubble. This is because Faathim's (and most NPCs, even allies) dispersion bubble is the old version that only has typed defenses. Another thread recently was pointing out the same problem with Lt. Sefu Tendaji's dispersion bubble in the RWZ arcs.
  14. Are you sure that you actually had misses on those? The teleport magnitude on wormhole and fold space is only high enough to teleport +2 bosses. The fact that they were knocked down says to me that you did in fact hit the warwolf and vamp, but just didn't teleport them due to level difference. I don't get why they didn't aggro though.
  15. Normally when I see that happen it is because the toon is not on the same map as the team leader when the task is completed.
  16. Can't just be a hold-over from MM's Noxious Gas because that power only has a range of 30 feet.
  17. I have no need to test it any more than you do. My point is that the stated purpose of the power and all of the info provided to the player imply that glue arrow would prevent an NPC from jumping and having the power used on the player would confirm that. However because of hidden mechanics it does not work at all as intended against NPCs. That makes it at the very least seem like a bug to newer players. Sure I've come to just expect that behavior, but statements like "glue's -JumpHeight isn't intended to prevent enemies from jumping, only limit how high they can jump" still don't really explain the issue when by all information given to the player they are still jumping FAR above what they should have been limited to.
  18. Under that logic, you should switch to a build with no movement bonuses, turn off sprint super jump, and make sure the Blade of Artemis is 51 to not have any purple patch (or 50 if you get rid of your own incarnate shifts). Unfortunately you can't get rid of hurdle, so you're still "mixing test beds".
  19. So you're basically saying that jump height has a minimum strength of 0.1 for players and for NPCs, however the game completely ignores that and makes up its own rules for both? (Also I completely meant testing web grenade with a character that has immob protection.)
  20. This doesn't seem to make much sense to me. It is really easy to test that player jump height can be floored all the way to 0ft. Simply get a Malta Tac Ops to throw a web grenade on you and your feet cannot be made to leave the ground by jumping. If the minimum strength of jump height is really 0.1, that means you should always be able to jump at least 0.4ft off the ground. By that token, these NPCs should also not be able to jump ABOVE 0.4ft off the ground if they are actually jump height floored since they have the same base 4ft jump height. This also cannot be explained by the NPCs having too much jump height or resistance to -jump. The NPCs' jump usually comes from some sort of Super Jump or Super Leap power and every one of those I have looked at (there are a lot of identical versions) is either regular Super Jump height (+2780%) or half regular Super Jump height (+1390%). The -jump from glue arrow is also unresistable so its -50000% jump should easily overwhelm their +jump even if it is reduced by the purple patch against the +3s in the pictures to a -32500%.
  21. The "Architect Entertainment" channel is just a system channel for showing AE rewards. You cannot chat in it. "Architect Chat" however is just a chat channel that no one ever uses, theoretically for discussing AE stuff.
  22. Oh yeah, you're right. Guess it was the replacement for Chilling Embrace, then? Shows how much I do anything with sentinels. No idea then why it would allow recharge enhancements.
  23. Yeah, according to City of Data, it does take recharge enhancements, which should be both the SOs and the common IOs. Seems like a holdover from when they changed it from Hoarfrost to Frost Protection when making sentinels.
  24. Were you on the same team or just on the same league? Kill credit is only given to teammates, not leaguemates. If you were all on the same team and still didn't get credit, the only thing I can think of is that someone else had tried to kill it before you, did a lot of damage, but never finished it off, so that when your team fought it, you didn't do enough percentage of the damage to get credit. Seems like kind of a long shot, but not sure what else could be the problem.
  25. Just a slight modification to @Zepp's calculations. There are some melee sets that are incompatible (Shield with Claws/DB/Katana/Spines/Staff/TW or Stone Armor with Claws) so you got to subtract those from the totals.
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