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Steampunkette last won the day on August 25 2019

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About Steampunkette

  • Birthday 12/09/1982
  1. Your hit chance is calculated by the engine as: HitChance = Clamp( AccMods × Clamp( BaseHitChance + ToHitMods – DefMods )) Accuracy is a proportional bonus while ToHit is an absolute bonus. That is to say +40% ToHit increases your chance to hit by 40%, while +40% accuracy increases your chance to hit by 1.4 times your current chance to hit. So 10% chance to hit +40% ToHit is 50% chance to hit, 10% +40% Accuracy is 14% chance to hit. Where would you put your modifier in this calculation? You can't modify the Clamp itself, because it's a fixed value that cannot be externally altered by buffs or debuffs. And putting it anywhere else in the calculation means a multiplicative change or an external fixed value being applied to attack or defense. Without retooling how the game engine determines hits (Something hard-coded into it) you cannot implement this idea, or it's partner concept.
  2. There are two reasons in place for the Superspeed limit being the essentially limit to speed in the game: 1) Computers in 2004 could only render objects in the distance so quickly before the rendering burden created massive lag, crashes, and in rare instances damage to hardware. 2) Servers in 2004 could only keep track of characters in X numbers of cycles per second, and if a character was not within X-Y milliseconds of where they should be they could get "Lost" which leads to rubberbanding as the server tries to correct the apparent error. Today, both personal computers and the servers are vastly more sophisticated... but the engine was written for those 2004 computers (Truth be told it was written for 1998 computers to maximize the number of players capable of playing the game and thus paying a subscription fee!) so while it's certainly possible to increase the speed cap beyond what it is, now: It will probably cause some PROBLEMS. Especially if you've got 40 super speedsters running a race through the zone for a million inf to the winner.
  3. There are certain powers which create -fast- sapping. Or which work well to create a baseline for other powers to sap off of. But you can't throw off Power Sink once and be done sapping a group. Nor can you do it with just Short Circuit. Those powers are platforms that allow the rest of the powers to rise up and make your enemies suck wind. Or you can combine them for a one-two shutdown. And as an "Assaulter" Electro Dom, I -need- the -recovery in Electric Assault to keep my enemies bottomed out, 'cause just draining their end and calling it a day? Doesn't exactly cut the mustard. Sapping's a package deal. You get the big powers and the little ones together to fully shut down groups on the regular. It's more frantic, for me, than just playing a Control-Focused character, even though the result (Absolute Damage Mitigation) is the same. 'Cause you've got to keep an eye on which enemies are about to start recovering endurance and make sure that they don't. It's one of my favorite ways to play.
  4. No... but so what? I mean... what situations does having flying at no continuous cost do harm outside of, say, RP? A pack of flying wolves still moves to their target and bites them. The MM can still fly through any sewer door. What situations exist where it needs to be "Toggled Off"?
  5. @Rylas If it were a click power with a 3 minute duration it would be a Buff. Right Click the buff in your bar. Choose Cancel. No more flight.
  6. You know, it's faster for a Dominator to just blast and melee any enemy they fight than it is to try and use controls and -then- kill them. So they should just use their damaging powers instead of trying to use controls! Am I doin' it right? Sapping is a playstyle. Like Blapping or playing a character who isn't 100% focused on dishing out damage. Repeatedly showing that it would be faster to kill enemies (Specifically minions and LTs) doesn't really have much weight when you consider that. You're also only throwing out attack powers. There's also stuff like Conductive Aura which deals no damage. Or Jolting Chain which deals little. Or Power Sink and Lightning Field. Things which sap as a primary component, but which are best paired with damage-focused powers that ALSO sap as a secondary for MAXIMUM END FUCKERY. As previously noted, upthread: Static Field + Conductive Aura shuts down the LTs/Minions, Jolting Chain finishes off their endurance at about the same time the Boss's end bottoms out. Which lets you focus your attacks on the boss without worrying about the minions and LTs, then mop everyone up when they're utterly sapped. Team up with an /Elec blaster to Power Sink and it goes even faster. Or an Elec/ Blaster to throw off Short Circuit. I continue to think "Meh" to the "Sapping needs to go!" Mindset. If you wanna add more damage to powers to bring them more in line with other sets fine. But don't kill my playstyle just 'cause you prefer a more efficient one.
  7. @ReplacementThe suggestion was to add an AoE Foe Hold to the Group Flight power. That's not just cottage rule breaking. It's also supremely weird and borderline OP. Particularly for mez-stacking from a Control-based character. I'd be kind of leery of the Whirlwind Flurry... Or the SS Whirlwind. I feel like Whirlwind is in -such- a niche that you can't change it out with anything or combine it with anything. It either needs to be left as is (Buffed perhaps) or removed and replaced.
  8. Easy answer to Group Fly? Make it into a click. Costs of fairly decent amount, grants 3 minutes of full speed flight. Recharges in 2 minutes. Maybe even give it a power grant with a separate action bar of a dive bomb attack. Give the dive bomb a 45 second recharge but otherwise make it burst of speed with minimal damage but a big knockdown effect.
  9. I like your Teleport idea a ton... Speed... nnn... Not so much. While Whirlwind is rarely taken, combining it with burst of speed neither makes sense nor feels balanced. Leaping... kinda sorta almost cool with it. But both CJ and Acro are considered mandatory and chase powers, depending on AT. So it feels a bit too strong to combine them... unless we put them at Acrobatics' tier and put the double-jump at the lower level. Then I'd actually be pretty cool with it, since CJ would no longer be a Dip power. However this would make a lot of people very upset. Flight: No. Just no. Flat out no.
  10. People don't that corrosive is weak. people complain about corrosive because it doesn't fit in with the rest of the sets abilities. Specifically the rest of the freaking set is all heal over time and this is a weird attack debuff which makes you grow a flower for a hand and is out of step with the rest of the set. You could make that argument about shock... But in either case I offer a resounding "Meh"
  11. When TTK > TTDrain drain does something for you. It's when TTK < TTD that drain does nothing. That said: "This one power everyone but defenders is FORCED to take sucks!" is hardly a strong argument considering the number of sets where that's the case... Lemme just load up the beta and get the real numbers per power. For Defenders, obviously, since I can't check it on other classes (yet!) Tier 1) Shock: -20% End, -50% Recovery, -31% damage. The main goal of this power is CLEARLY the 31% Damage Debuff, with the End Drain and -Recovery being added bonuses. Potent added bonuses, if you intend to Sap, but hardly the main event. Tier 2) Rejuvenating Circuit: Chain Heal, no sapping involved. Tier 3) Galvanic Sentinel: I can't actually view the real numbers on Discharge, here... Tier 4) Energizing Circuit: Grants Endurance to allies. Tier 5) Faraday Cage: Resistance and End buffs along with protection to control. VERY NICE and stacks with Shock's Damage Debuff. Tier 6) Empowering Circuit: Big damage buff chain. 40% is huge. Tier 7) Defibrillate: Rez. Nothing spectacular. Tier 😎 Insulating Circuit: Some Absorb in a Chain. Tier 9) Amp Up: Big general buff So... I'm... I fail to see what the problem is, here. Shock's the only power at all that does End Drain or -Recovery for the whole set (Which is fairly weird, for an electric set, really) but it's pretty much a nifty "Nod to Electric" on top of the big damage debuff. Looking through the other tier 1 Defender Powers the only one that I found which was more directly debilitating as a debuff was Corrosive Enzymes for Nature Affinity: A power people complain about having to take even though it adds -25% Resistance on top of of the -31% damage. Is it -REALLY- just this one singular power in the whole set people are complaining over? It's a single nod to sapping that pairs Electrical Affinity pretty well with Electric Blast, but is ultimately not that important of a power to the set, overall. It is your general "Skippable Tier 1" for most builds. ... Y'all are crazy. I am eager to play an Elec/Elec Defender or Elec/Elec Controller, now.
  12. Oh, sure. I can agree with that kind of modification. But killing Sapping in order to add -Dam or -Res or some other thing is just wrong, to me. Which is what this thread is -actually- about. The OP doesn't like the new set getting -end instead of something "More Useful"
  13. There's actually one of the holiday temporary powers that allows you to apply the snowfall affect to nearby allies, even when you use it inside Missions or Task Forces. So there is -some- precedent for that sort of RP Power. Most of the other RP Powers could be handled through Skybox Editing, Auras, and Emotes.
  14. Not Recharge, Recovery. If I wanted Recharge I'd have had an H at the end as -Rech.
  15. So we should add -rec to all -end effects? Works for me! Problem solved!
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