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Akisan

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Everything posted by Akisan

  1. Still not sold on it being a good idea to bump to-hit to 100. But that is a good mechanic for glancing blows, @Purrfekshawn. Something along the lines of 135% to-hit means there's a 35% chance for a glancing blow (partial damage, may or may not proc debuffs/mezzes) if the attack *does* miss. Such a system could also be an interesting counterpoint to enemies with overwhelming defense. As an example, say, if you're fighting the Nemesis army, and someone popped all the lieutenants early, Vengeance means everybody has a chance to hit in the teens. But if your to-hit bonus (not including their defense) is still high enough, you would still land glancing blows (probably a lot of them, since you have an 85+% miss chance with Vengeance stacked so high). It'd give a reason to keep attacking at such low odds, instead of disengaging and waiting out Vengeance.
  2. Sorry, should have clarified - that's not 8 pure misses in a row, that's miss, streakbreaker, miss, streakbreaker, miss, etc. So it *is* 8 rolled misses in a row, with 7 forced hits in-between. I don't think touching the to-hit floor is a good idea - if we change that, we also change defense's 90% damage reduction cap (since 45% defense makes 9/10 attacks that would have hit miss), and that's not a good idea without seriously reconsidering the def/res balance.
  3. Any chance of a balance pass on orange inspirations? I've yet to play a toon where I'd consider the orange inspirations to be even comparable to an equivalent purple inspiration, and I can't be the only one. Feels like most of the people I play with stockpile medium or better purples for hard fights, but immediately burn the oranges. It's not even hard to see why if you look at the numbers: Purple (def): 12.5%, 25%, 33%, 50% (soft cap at 45% normally, 59% in incarnate content) Orange (res): 10%, 15%, 20%, 30% (up to the AT-specific cap, usually 75%) Hybrid (def/res): 9.37/7.5, 18.75/11.25, 24.75/15, 33.75/22.5 These numbers aren't even close to equivalent, especially when you note that: 1) For raw damage reduction, each point of defense is roughly twice as powerful as a point of resistance and 2) Defense prevents lots of horrible side effects (like mezzes) and resistance offers no comparable benefit. While I'd guess there was some reason to make orange inspiration values lower, these values seem way too low for most builds to even consider keeping them in your tray. Any thoughts on why they're that low, or perhaps a good way to buff these inspirations (like adding Mez Resist to them or raising their value)?
  4. Very interesting ideas in this thread, always despised the 5% miss chance, especially since it highlights the RNG's notoriously streaky behavior. I quite often run 2-3 missions without missing more than once or twice, then can't hit the broad side of a barn in the next. 5% miss chance, fine, but I shouldn't be having consistent runs of 8+ misses in a row (I've defeated EBs with my only hits being Streakbreaker) While I definitely agree that the game would be quite dull at 100% chance to hit, doing something about the cap would be nice, and there are several fun ideas already here. I like @Number Six's idea of a slow, diminishing returns way to raise the cap. Perhaps tying it to the +acc set bonuses would give a reason to seek those set bonuses. Easy way to do this is your absolute miss chance is 5% divided by your global accuracy bonus (95% at x1.0, 96% at x1.25, 97.5% at x2.0, etc.). @Coyote mentioned crit chance, and @Rejolt mentioned glancing blows, both of which are good indicators of being exceptionally accurate. Perhaps those could be tied to -def and +to-hit, respectively. While I don't necessarily agree with @Vanden's motive here, I feel that changing this would address a different issue - once you start slotting sets, to-hit buffs and -defense debuffs start to become more or less meaningless. Even in those sets, those +acc bonuses start to feel like a dead bonus after you've accumulated 10-15% global acc worth. On a team of 50+1s, it's not unreasonable to expect everyone on the entire team to be capped at that 95% chance (unless an enemy has defenses), even before Tactics or any defense debuffing occurs. Kinda makes stuff like Radiation Blast, or Paralytic Interface's core feel rather... underwhelming. I'd be really nice to have some sort of tangible benefit to overtuning your accuracy, because (enemy defenses aside), there's no functional difference between having an (uncapped) 97% to-hit vs. an (again, uncapped) 300% to-hit (triple build-up, anyone?)
  5. I've a couple ideas for challenge modes that I'd love to see implemented (named after the various comic book eras, because why not?): Silver Age: Drops: Incarnate Shards/Threads are as they were on Live (Shards only outside of Incarnate areas, Threads only in Incarnate areas) Veteran Levels don't award components (just the badges) Common IO recipes can't be bought at workbenches TO/DO/SO drops/availability are as they are now (assuming the changes to early enhancements goes through) Content: "Exploits" like /enterbasefrompasscode, /ah, and the temp P2W buffs no longer function Only your alpha slot functions outside of Incarnate content Set bonuses have half effect Receive reduced (no?) xp while teamed with characters not running these challenges (to prevent being carried, could be a toggle-able option) Perks: Get a nice, shiny, silver playername (toggle-able, because, sadly, some people are elitist) Set bonuses function all the way down to 1 (like Purples do now) 2x inf. at 50 (since 50s are hit the hardest by this) Golden Age: As above, with the following additions/modifications: Drops: No incarnate drops (anywhere) Content: No non-cosmetic P2W powers function No incarnate powers work Fitness is no longer inherent IOs have no effect (use SOs or HamiOs) Reduced xp while teamed with Silver Age characters, and NO xp while teamed with non-challenge characters (again, could be an option) Null the Gull can no longer change your alignment Perks: A nice, shiny, Golden playername (again, toggle-able, for the same reason) Legacy (SG base) salvage drops (I miss the flavor those added to the mobs) 3(4?)x Inf. gain at 50 These are, of course, just rough outlines, and can stand to have values tweaked (or entire rules added/removed). The goal of these is to "legacy" a character, and make it feel as if you were playing an older version of the game. Silver Age is supposed to feel like you're playing after Incarnate content was introduced, but before the Praetorian War really heated up. Golden Age is supposed to feel like the game did before IOs were introduced (waaay back in Issue 9), but after CoV was released (so ED is still around). Also, a note on badges/veteran level rewards - While I'd love to see badges for these, there's no way any Badger (myself included) would be OK with that unless you could "opt-in" with an existing character. I'd say Null would enable these settings if you meet all prerequisites (like having no IOs equipped on a Golden Age worthy character). Doing so would cost you as many Threads and Empyrean merits as you got from your current Veteran Level. When you Opt-Out (and leave the challenge) by speaking to Null again, you will be granted as many Threads/Merits as you would have gained through leveling (as if you weren't on the challenge).
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