Jump to content

Burk

Members
  • Posts

    217
  • Joined

  • Last visited

Posts posted by Burk

  1. What level enemies did you test Radiation Therapy against? I notice that the regen effect does not have the "Does not scale with enemy level" flag. If you were fighting something one level higher than you, that would exactly reduce the effect by 10%. So, I'm guessing it applies the regen from hitting yourself and then if there are enemies around it immediately replaces the effect with the one from hitting them, level scaling the effect and all.

    • Thanks 1
  2. 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.

    • Thanks 1
  3. 20 hours ago, Glacier Peak said:

    Poison Trap from Traps. Spore Cloud from Nature Affinity. Howling Twilight from Dark Miasma. Shock from Electric Affinity. Transfusion from Kinetics. Envenom from Poison. Lingering Radiation from Radiation Emission. Heat Exhaustion from Thermal Radiation. Time Crawl and Time Stop from Time Manipulation.

     

    So 9 debuff/buff powersets have the -regen and 6 don't have -regen.

     

    Well, you forgot Trick Arrow's EMP Arrow, but its important to keep in mind that not all -regen is the same. It's a far cry to compare Cold doing -500% regen or Traps doing -1000% to Kinetics or Poison only having a pitiful -50%. That -50% would be alright if the main targets where people want -regen didn't have a lot of regen debuff resistance. Take, for example, a standard level 50 AV has 85% resistance to regen, reducing that -50% to a mere -7.5% which is basically equivalent to doing 7.217 dps.

     

    I'd say the only sets that have -regen worth talking about are Traps, Radiation, Trick Arrow, Cold, Dark, and Thermal.

    • Like 2
  4. 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)

     

  5. 8 hours ago, Saiyajinzoningen said:

    a robot mastermind RPing as magic might be stretching the limits of credibility here. lol

     

    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.

    • Thumbs Up 1
  6. 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.

    • Thumbs Up 1
  7. 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:

     

    image.thumb.png.6616e0a47f5f0044dbe5a013a6d38eea.png

     

    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:

    image.thumb.png.0fc09558351da26b87d9faa01c6020b6.png

     

    I suspect that a number of maps have this same issue.

  8. 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.

  9. 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.

    • Thumbs Up 1
  10. 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.

    • Thanks 1
    • Thumbs Up 1
  11. 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.

    • Thumbs Up 1
  12. 53 minutes ago, Luminara said:

    Never mix test beds.  If you're going to test Slows, test Slows, not Immobilizes.

     

    Like this:

     

    screenshot_231027-08-38-05.thumb.jpg.5cb9e100e22b1e6720e3b113e84ecbad.jpg

     

    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".

  13. 12 hours ago, Luminara said:

    Jump Height isn't noted on that page, but looking at City of Data's attrib tables, under StrMin (minimum Strength, the debuff floor), you'll find 0.1 floors (0.1 being 10%) for all Jump Height, Speed Jumping, Speed Flying, Speed Running and Speed Swimming entries, with the two exceptions being Boss Monster Flying (flying GMs) and Boss Archvillain Flying (flying AVs), which have minimums of 1 (meaning, their movement can't be debuffed at all).

     

    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%.

×
×
  • Create New...