Jump to content

Akisan

Members
  • Posts

    547
  • Joined

  • Last visited

  • Days Won

    1

Everything posted by Akisan

  1. Very possible? I know that a lot of the "weird" doors (vans, manholes, holes in the ground) have a nearby door that's also considered to be that entrance. The door I'm facing here in PI is attached to the van, so you can click on it instead to access PI bank missions.
  2. You can somewhat work around this with /enterbasefrompasscode. Your alts can each have their own individual bases, and use the base passcode of your main base for RP, travel, etc. Doing so does have the issue that only alts in the main SG will have that SG name (the others will have their individual SG names), and could also be a hassle if you want to make a crafting hub in the main base since your alts couldn't access main storage for it (they'd have to step out to their own storage to grab materials and/or drop stuff off).
  3. Mag 2 to match Acro should be fine. As I mentioned, that should be enough to stop most minor stuns (Eidolon Gloom, hopefully also the random stun proc from Tsoo Ink Men and Crey Power Tanks), but still allow dedicated Stun attacks through (e.g. Malta tasers) The other CC that pops up occasionally is Fear, and a toggle protection from that would also be nice to have. Sleep's annoying, but not as big of an issue, as any HP change breaks it (whether that be being attacked or healed, even if it's a tick of regen).
  4. I'm still a fan of /enterbasefrompasscode. It still works wherever, you just need to use LRTP first (there's a ~10s window after LRTP goes off where that command works, even if you're nowhere near a base portal). I generally save my base portal charges for when I need to jump zones more than once every 10 minutes (very rare, especially since so many people seem to have TT).
  5. I was under the impression that Holds, Stuns and Sleeps are generally Mag 2 - Mag 4, so wouldn't a Mag 1 protection be effectively useless? (The only effects that I know of that are less than 1 Mag are knock downs, immobilizes and confuses - with the latter two intended to be slowly stacked until they affect something) I'd be ok with that status protection being just Stun, and Mag 2 (catches the minor stuns, like Murk Eidolon's stun aura), on par with Acrobatics (maybe add some sleep/stun resistance, similar to Acro's hold resist). If someone wants to lock themselves into 2 pools (leaping and Sleuthing) to get minor permanent protections to Stun/Hold, that's fine. If they want a non-perma clickie for higher protection, there's always Sorcery, or Clarion once they get to 50. (I'd also be okay with it being changed to Taunt/Placate protection. Last I checked, those 2 effects only have resistance, which is all kinds of frustrating for builds that need to prioritize targets.) @Rudra's idea about Contingency Plan teleporting you elsewhere would be an excellent twist on a self-rez. Pretty much all the current rezzes have you stand back up into a group, which is... not great if you were overwhelmed before. Distraction seems like it'd be a great utility piece. I can already think of several rather useful situations for it - distracting a patrol so you're not overwhelmed, drawing enemies into a /traps minefield, herding multiple groups together for an AoE...
  6. Yes, and not quite. An even-level AV has a 7.5% chance to hit you, provided that you have at least 45% in combined defense and applied tohit debuffs (42.5% defense gives them a 7.5% base tohit, for a total of 7.5%*1.5=11.25% actual chance to hit). Enemies of a lower level than you suffer a tohit penalty, and so don't lose minimum to hit chance. Enemies that are +1 to +5 get 10% more accuracy per level (so a +2 AV would have a 7.5%*1.2=9% minimum chance to hit). Enemies that are more than 5 levels above you start getting 5% tohit bonuses in addition to a 1.5x accuracy bonus - so a +6 AV still only has an 11.25% minimum to hit chance, but requires you to have more than 45% defense to reach that floor (50% at +6, 55% at +7, etc., jumping sharply to 85% at +10 or higher)
  7. No. A character's minimum to-hit is always 5% * Accuracy. (5% for minions, 5.75% for leutenants, 6.5% for bosses, 7.5% for AVs at even level) Chance to hit is clamped to 5% before accuracy bonuses are taken into account, so accuracy directly affects a character's minimum chance to hit.
  8. You're right, while it does a good job of parting out the Unique IOs and your Powers, generic set bonuses just get lumped together. I haven't looked at the code responsible, but I'm pretty sure it does that so that it can easily keep track of the "Rule of 5", instead of having some crazy parity tree where it checks dozens of names for the same effects. Mids at least has a "Sets and Bonuses" window (View Active Sets button) that will show a similar detailed breakdown, including by power, and also highlights when a build has more than 5 of a set bonus. It's tedious to cross-check, but it's there. But... it's so easy! You just check your Oracle's almanac to see which gods are in which houses, check your recent devotion to RNJesus vs. the total recent contribution, take into account the current moon phase, and solar cycle, and... Kidding. Cliff's notes version: Tohit (Raw chance to hit something) x Accuracy (multiplier) = Actual chance to hit something (which, for some reason is also called "tohit").
  9. Gods, what didn't I play? CoH was nearly impossible to replace, so... off the top of my head: Diablo 3, Path of Exile, Minecraft, Terraria, Mabinogi, Champions Online (very briefly), Dungeons and Dragons Online, Tera, Starcraft 2, Spiral Knights, so many Steam games, several Legend of Zelda games, Pokemon SoulSilver, and the Metroid Prime trilogy. I'm sure there's more, but those are the ones I remember.
  10. Me neither, but then, I feel that way about a lot of "proper" ettiquite. @Rudra's right though, it is a bit of a catch-22: it's considered bad form to resurrect "dead" topics (even if they're still relevant, or new information is obtained, or the situation's changed), and starting a "fresh" iteration on the topic can be frustrating for those who filled out their side of the prior debate. (I guess it's kinda like bringing something back up in conversation after an uncomfortably long pause - while there may be more to say, it's still all kinds of awkward)
  11. Nah, the fastest way to do that (as far as this thread goes) is to let the suicidal AI commit suicide - we still progress to the next mission, which is (hopefully) less frustrating.
  12. Thread necromancy may be a faux pas, but it's not nearly bad enough to recommend that people leave the community over it. Unless you're attempting to say that those 2 servers have somehow managed to fix this AI problem, in which case, why didn't you say so? And yeah, the AI's still fun to work around some days. At least some of them can be skipped/bypassed with Stealth, but that's still just a workaround. Fusionette syndrome is spreading though...
  13. To be fair, half the time it feels like the players are huge. I'm typically on my main (about "average" height, 5'7" female), and often feel small from just hanging around my teammates. It's to the point where it's weird if the rest of the team is about my size. So, um, I guess it's possible that the average size of thugs, council soldiers, and supers in general are just... that sized? (Plus the Natural store shopkeeps... they're usually pretty big)
  14. Usually Skittles and/or chocolate, occasionally trail mix of some kind. Once in a while though, I hang out in my base and watch Help chat while base building; those days I make a big bowl of popcorn (kettle corn, eaten w/chopsticks of course!)
  15. Oof, guilty. I still use it on my archer because that animation is a kick to the groin, and it's oddly extremely satisfying to finish off minions that way (especially after they survive a quick snipe with 1HP). Could go either way on whether it needs a buff, though - it's true I don't use it after about level 10 on most of my toons, but as they've said, it's primarily a filler attack to use while we don't have enough recharge or endurance to make a real attack.
  16. One of the nice things about said Peregrine - Talos ferry line is that it has no dialogue pop-up. Entering the ferry immediately zones you to the other zone, just like the highway tunnels through the war walls. I'd rather miss the simplicity of simply flying into the ferry to change zones, so I'd much rather they simply added a second (nearby) ferry in PI (and a match in IP) so you could do the same on the other ferry line.
  17. There is a "random" button in the costume bit of the character creator, but not for scales/power effects. If that's what you're after, maybe it's already there? Related to that though, I'd like to have the ability to lock pieces of the costume before randomizing the rest - so if I'm making a character with horns, or I like a certain pair of goggles, or the way a certain boot/skirt combination looks, I can reroll everything else without having to repick those costume parts.
  18. Nobody'd make any influence blueside if we had to pay to clean/repair our costumes. Half the missions are in the sewers! (That, or in one of the many blue caves...) Of course, having full impervium costumes does explain how insanely high Icon bills are at 50... Really though, the base game may be easy enough, but QoL fixes are still nice to have. Hopefully, we'll also get a few optional ways to bump the difficulty of our everyday missions (like harder enemy AI/powers) without sacrificing rewards, but stuff like the Hardmode TFs will have to do for now.
  19. No? No?! What do you mean "No"!? OP didn't even suggest that autohit powers even be removed. Any suggestions to that effect in this thread have been half-hearted at best, and if anything, the only thing I'd want is for the autohit rule/pattern to be consistently followed - Location based AoE debuffs like Earthquake, Sonic Grenade, or Super Stunner Rezzes being autohit, and ST Mezzes (Scramble Thoughts) should *definitely* have to-hit checks (seriously, right now it's just a penalty for being a squishy) Normally wouldn't call this out, but that's really elitist. Not all of us play at upper difficulties. Not all of us want to (or can) team. Having to stay away from certain common enemy groups because they're imbalanced is obnoxious on a good day. Being told to do those things is quite insulting, especially under the guise of "the game's too easy anyways". I know that I don't appreciate the feeling that I'm somehow less of a player, simply because I can't effortlessly clear harder content. And while I'm at it - It's incredibly frustrating to get fixes and QoL stuff constantly heckled and vetoed "because the game's already too easy", especially since threads to create optional difficulty bumps for normal content keep getting shot down. -*sigh*- I know several different people on both sides are involved in that mess, but still... (Oh, and by the way - spoiled milk and cottage cheese are both gross. Along with sour cream.)
  20. Rularuu eyeballs are... special. Like, +100% tohit kind of special (I don't think I've *ever* had less than a 95% chance to be hit by them). Plus, each of their attacks carries a huge amount of -def (30-50%). Pretty sure they were designed as a hard counter to defense based builds, especially since Shard content was the capstone "hardmode" content when it came out. Honestly, I wouldn't be surprised if the only reason all their attacks aren't autohit is because that capability may not have been there when the Shard came out. Not sure about Cimerorans having +acc/tohit, but since they use swords, any hit that does land inflicts a good amount of -def, so they cascade very easily. (Ninja'd by @Doomguide2005). Defense negates to-hit at a 1 to 1 rate, so the soft cap is 59% in incarnate content, and would be 70% if enemies had the same base to-hit as players. Also, since accuracy is a multiplier, it affects your minimum to-hit chance. (I have between x2 and x4 total accuracy on my ranged attacks, so I end up with somewhere between a 10% and 20% chance to hit the melee mitos). @TheZag's enhancement example, and your level shift example add accuracy to the mobs, not to-hit (so they'd still end up with about a 7-10% chance to hit a capped character). Well, until you go to +5s or higher - those get +tohit in addition to +accuracy. Wiki link here. Kinda makes me wonder why some of these auto-hit attacks don't just have a large accuracy multiplier on them - x10 would make them effectively auto-hit for everyone but a capped toon, and still let capped toons have a 50% chance to avoid it.
  21. I usually just use the costume change emotes myself (e.g. ccbackflip), though it'd be nice if there was an option to have it so clicking the costume in the costume change menu added the correctly parsed CC emote to your chat bar.
  22. Arachnos seems to have quite a few of these, though my least favorite is still probably Mental Scramble (Tarantula Mistress, -tohit, -perception, and -25% defense)
  23. Definitely on board with a "dynamic duo" Epic AT - make 2 characters, with either partial or weaker powersets to choose from (and level up with). The best gimmick, I think, wouldn't necessarily be having combo moves between them, but being able to switch between them freely (or on a short cooldown), with the other half being AI-controlled (MM style).
  24. I'm pretty happy with the EB balance (TBF, I perma-hold all of them other than the Mummy [Immune], which I instead slow to 10% movement and then kite), though I wish ToTing respected notoriety. There's no reason for an EB+Lt. to pop out of a door on someone set to +0x1, which makes solo ToTing unnecessarily dangerous. Similarly, being able to go to one of the Halloween salvage vendors to set EB/No EB would be a very nice option to have. I'm not sure about the EBs popping out as AVs unless your AV flag is set - the EBs already do a lot of damage and have some really nasty debuffs. I regularly solo the EBs, as they're not very difficult for my build, but I'd have a rather hard time bringing down any of them as AVs (I could probably do it, it'd just take way longer than it's worth). And I have to agree with the duration on the "Diseased" debuff - it often lasts long enough for me to find (and kill) another EB before it runs out (assuming I didn't find another Mummy..). Halving or even quartering its duration wouldn't really be a nerf to the Mummy during the fight against it.
  25. Haven't taken a good look anyways - too busy trying to banish them before they charm my teammates. Do they also have femme CoT gear? (I may have to try and salvage some next time, good enchantments on CoT gear...)
×
×
  • Create New...