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Everything posted by Akisan
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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.
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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)
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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).
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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.
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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...)
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Since I'm apparently in a mischievious mood this morning, and can't resist - does that mean you'll never grow up? (To be fair, kinda jealous - it must be all kinds of fun to get to stay a kid!)
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Can agree - softcapped defense isn't required, at any level. Running at level 50 (blaster though, so not fully equivalent), I'm only at 20-25% defense/all, and I've started solo hunting AVs and GMs (without Envenomed Dagger). Positioning & CC take a larger role, since I can't stand long in melee range (again, squishy blaster), but it's definitely doable. (As for difficulty, I'm usually on an easy +1x5, but can run up to +4x8 if I'm paying attention & playing well)
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You gave up flying and jumping for running?! That's so... pedestrian though! Kidding (and bad puns) aside, I get that. Flying's fun for a while, but it feels so much slower than the others (and is boring after the excitement wears off). Not sure I could give up SJ though, I love jumping from rooftop to rooftop on my way to and from missions. In some zones, it's a fun little minigame trying to figure out a route that keeps me off the ground! (and yes, SJ is on most of my toons)
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I would guess that they're level 30 equivalent, just like most of the other level-less mobs. I'd also agree on the team play bit, but the spawn code is incredibly variable - it seems to ignore notoriety settings, and will spawn anywhere from 3 minions (x1) to an EB + Lt. (x5?), totally at random. And that's solo, btw. I don't typically ToT solo, except on my main (who has enough damage + control to quickly lock down and kill EBs) That one's an obnoxious quirk of the spawn animation - there's a brief invincible period where they're supposedly animation locked coming out of the doors. Some of them take longer (and can be hit on their way out), others are faster (usually werewolves, who'll run to you in that time). If you have any AoE debuff/DoT, they'll be affected by it the instant they're vulnerable, so watch for it so you don't waste your alpha strike. (I have Frigid Protection, a rather significant PBAoE slow, and it puts a nice blue glow around them when they're done cheating). On the plus side, they can't attack during that time (though this tends to mean that they'll attack simultaneously when it wears off). Can't really help you with the RNG though - even with streakbreaker, she's quite spiteful, and more than slightly streaky. And I feel you on that string of infinite misses - ignoring streakbreaker, I've missed 22 times in a row at 95%. It made gameplay... significantly more challenging. (It also made it more predictable, knowing that every other attack was forced to hit...). Only advice I can give is to avoid your low accuracy attacks (like Brawl) when the RNG goes rogue. They'll only extend your string of allowable misses.
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That's probably the easiest (and fastest) way to deal with the problem, but I always feel kinda bad doing so, so... yeah. Makes for an interesting challenge somedays.
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Related (just tested) - /e swoon acts like you're defeated (the tail stops moving), but /e collapse does not - you just can't see the tail normally since it's under the floor (I'd imagine that would be extremely painful, btw)
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Good to know. I usually ditch them with a combination of stealth and quickly breaking LoS, assuming I "rescued" them in the first place. Sometimes I wish I could cast a Confuse on myself so I could Hold/Immobilize them. Related - would it be difficult to add a "hostage" pop menu that commands your NPC followers to either "Follow" (including fighting, if they're combat), or "Stay" (and only defend themselves if they're attacked)?
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Can we please get a variant of "/e liedown" that has no tail movement? I have the animated wolf tail, and the constant tail movement makes it look like I'm expectantly waiting, and just pretending to be tired.
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I'm in favor for having a side zone keep it year-round - it's more interesting than the usual street sweeping I do when I'm waiting for friends.
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This would be *exactly* why I added Stealth to my build - not so I could sneak past enemies, but so I could ditch suicidal NPCs off in corners so they don't pick fights. (Or better yet, sneak past them so they're still "hostages" until the map's clear)
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I'd argue that Echo:DA would be even better with the mist and ghosts. It'd be really nice if they raised the ToT cap to 50 there, but only if ToT spawns are based on ToTers' levels, and not zone level.
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Whoops, guess I mis-read that one. But, well, seeing as we've a fun thought experiment going anyways... Yes and no. Some (like Rest, Sprint and Stamina) are, and others (like Walk, Domination or Gauntlet) aren't. So yes, Hide could be made into a slottable inherent 1) If I had to add a power to Stalkers, I'd be tempted to pick Aim (maybe named "True Strike" though), to give them a little more of a DPS edge over scrappers. I think of the sliding scale of intended Melee AT balance as: Tank <> Brute <> Scrapper <> Stalker (more toughness on left, more damage on right), and this'd help stalkers do a bit more on that front. (instead of just being a ST-focused, somewhat sneakier flavor of Scrapper) 2) As this would be a part of a rebalancing of an AT that's (too) similar to another AT, such a change to the other ATs wouldn't be needed. 3) AT distinction? Like I mentioned earlier in my post though, it's really hard not to think of Stalkers as just sneaky, ST-focused Scrappers. An extra burst of damage (and being able to more reliably hit those harder targets) might help make up for the lower AoE potential though. (And please keep in mind - I rarely play melee ATs, so I'm just giving my impression from teaming with said ATs.)
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To clarify - pretty sure you're asking why Hide isn't an inherent power (like Rest or Sprint), but don't want it to be an Auto power (like Health or Stamina). I'm not against it - Dominators have Domination as an inherent, after all. It's just part of the class mechanics. I'm not sure what would replace Hide in the Stalker secondaries though, and I'm concerned that the chance could further blur the distinction between Stalkers and Scrappers.
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Yes please, especially if we can get an "afterimage" aura option for those highlights
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I'd love a slow XP option while levelling, but will have to vote "no badge" unless existing toons can get it somehow. I really don't want to have to reroll my badger, and I'm pretty sure I'm not the only one who feels that way.
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Auto Powers Accepting Recharge Enhancements
Akisan replied to St Anger's topic in Suggestions & Feedback
Most toggles take a second or 2 to "recharge" after you drop them, so they take recharge enhancements to shorten that downtime (Chilling Embrace has a 10s recharge, IIRC). Normally, this wouldn't matter, but offensive toggles (like Chilling Embrace) drop when you get mezzed, so a recharge might be useful there. I don't recall if offensive toggles just suppress now, but I do recall that *all* toggles used to drop when you got mezzed (which frustrated me to no end - I've run 9 toggles on my blaster for years!) (And is probably why I hate Stun so much...) -
That's great and all, but I'd like to spend my time playing, not repeatedly committing suicide. Also, for RP reasons, I tend to only play that character until he is defeated. Once he falls, he's done for the week. (So... burning off Patrol XP that way is a big no-no)
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@Rudra's not alone on that - I've a character running under "golden age" challenge rules (made much harder by the low-level enhancement change) that isn't supposed to benefit from Patrol XP (or low-level DOs/SOs). Right now, I compensate by running every 3rd mission with XP off (at least while I have Patrol xp), but it doesn't feel right. Having a way to turn Patrol XP off, or even having P2W powers that strip all Patrol XP or add a bar of Debt would be great.
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I like this a lot more than giving up larger set bonuses early. 6.25% recharge from just 2 (non-unique) enhancements could free a lot of build space, and the trade off of having that power be somewhat less enhanced isn't even much of a problem thanks to ED. I can definitely see a case for raising the effectiveness of the lower level IOs, though, especially since SOs are available that early. IIRC, 10 and 15 IOs are really cheap (especially if memorized), so they would have to be either more expensive, or weaker (they're currently about DO strength?) vs. SOs at that level (since they don't have to be repurchased)
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