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Everything posted by Steampunkette
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Yeah... again, the SAME ENEMY would need to Miss 100 times in a row to trigger Streakbreaker. Not "A crowd misses you a total of 100 times". Each one, individually, must miss 100 times in a row in order for Streakbreaker to kick in for each of them. The odds of Streakbreaker ever kicking in? Of someone swinging 100 times and missing every time? 0.59% Don't believe me? Check a Probability Calculator or yourself. https://www.omnicalculator.com/statistics/probability This one is my -favorite-! 😄 P(A) is 5% (Chance to hit) P(B) is 95% (Chance to miss) Set it to "When Trying" 100 times (Default is 3 on this calculator) Voila!
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The key to playing Dark Armor is to never have toggles on that you don't need. Fighting only S/L? Kill Murky. Lots of Bosses or Fear Resistance? Kill the ScaryCloak. Honestly, with a 27% Defense? Don't toggle Tough on. Anything that gets feared can only attack once every 3-5 seconds, and has a 77% chance of not hitting you at all. With Dark Regeneration coming back every 8 seconds and recovering 60% of your HP with even 1 target... Just go with Shroud, Fear, Darkness, Weave, and Maneuvers for most content and you shouldn't have much problem. For AVs don't bother with the Fear or Gloom and I think you'll be fine! If you're running exclusively on big teams you probably won't even notice the 'squishiness' because y'all'll be killing things too fast for them to get off more than 1 or 2 attacks. Now if you're -soloing- at +4x8..? You're probably gonna have some problems, but between Ageless and Dark Regen I think you'll be good.
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In response to "Counterpoint 1": 45% defense with 100% debuff/control throughput is the same thing as 90% resistance with significant debuff/control resistance. 100 attacks aim at Defense Dude and each deal 100 damage. If there is, through some random happenstance, a complete spread (each subsequent attack rolls exactly 1 higher than the previous roll and the first roll is a 1): about 95% will miss and 5 will hit. Without resistances, Defense Dude takes 500 damage 100 attacks aim at Resistanceman and each deal 100 damage. If If there is, through some random happenstance, a complete spread: about half will miss (Because anything under 50% is a miss when you have no defense) and about 50 will hit. With resistances, Resistanceman takes 500 damage. An "Autohit that ignores resistances" wouldn't be equivalent to the two because the baseline function of the protection in question is a radically different approach to reach the same overall outcome. To address the broader point: Streakbreaker exists in the game for NPCs because it's a function of the ToHit System. It cannot exist "Only for Players". The variable on how many misses triggers a Streakbreaker can be modified on an entity by entity basis with stuff like character level added on to that. But to remove it from NPCs means removing it from the entire game. A massive effort which makes content harder in a broad swath of the game to make it infinitesimally easier for your very specific, and very strange, niche situation In more true to Game Experience terms: Streakbreaker on NPC attacks requires the NPC to miss you 100 times. That -specific- NPC has to miss 100 times. In a Row. No Hits. 100 times in a row without hitting you. If that NPC gets to swing at you 100 times without landing a hit, you're AFK and should be more worried about Autologging than Streakbreaker.
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A Possible "Guardian AT" Solution
Steampunkette replied to Steampunkette's topic in Suggestions & Feedback
The Patron Powers aren't significantly more powerful than the Epic Powers, are they? I've always thought that gating them was neat narratively, but flat out functionally unfair. That said, I wouldn't -hate- gating them, per se... The -functional- problem is that some of the Unique Enemies in the Patron Arcs (Super Arachnoids come to mind) can't spawn at level 24. -
"Basically no Purples" Psionic Fortunata Build
Steampunkette replied to Steampunkette's topic in Arachnos Soldier & Widow
In the latest build (Mostly tweaks) I've swapped out 2 pieces of Performance Shifter for Efficacy Adapter. So I'm no longer sitting at 6 "7.5% Speed boost" bonuses, and instead get a tiny amount of additional HP! I did take the advice to drop the PsiRes IO, and replaced it with MaxHP from Unbreakable Guard. But yes. Gotta Go Fast 'cause no Travel Power. MUAHAHAHAHAA! With Accolades (I'll need to farm them) she'll have 4.03 end/sec recovery and 139.5% Max HP! -
A Possible "Guardian AT" Solution
Steampunkette replied to Steampunkette's topic in Suggestions & Feedback
There's a lot of AT suggestions that are mostly "Give me X primary and Y secondary powerset!" I know. I've made a few. This could be a stopgap or stepping stone until such an at can be built and tested, was the thought. -
Remove the level bounding limits on APPs and PPPs. Grant every character at level 1 the 4 PPP badges. That way if someone wants to make a "Paladin" character with Melee/Support they can just take a Tanker, Scrapper, or Brute and give them an EPP at level 4 to select the buff/debuff/control powers out of that power pool as well as the standard power pools, like Force of Will or Sorcery's buffs/debuffs. While it might change the balance slightly at lower levels (For example Blasters having early access to 1 or 2 defensive toggles outside of Tough/Weave) those same lower level characters will be using fewer attacks, and will still be fairly slot-starved until near to the current APP/PPP levels. It isn't a perfect solution, by far, as most APP/PPP for Scrappers, Tankers, and Brutes have only 1 support power and some ranged attacks or controls. But it could be a nice interim benefit. And one that increases low to mid-game build variety.
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Consolidate Friend and Global Friends Lists
Steampunkette replied to krj12's topic in Suggestions & Feedback
There are two main reasons to keep them separate, in my mind. 1) Just because I want to hang out with one of your characters, perhaps for RP Purposes, does not mean I want to join your random 8 person Peregrine Island team when I log onto a different character, nor get random pressures to do so. 2) If I want to check if a given name is taken while in game and talking to friends, I can add that name to my local friend's list to see if it's available without logging out, entering the character creator, and trying to make a character with that name. If you don't like local friends lists, just GFriend everyone you'd otherwise add. There's no good reason to spend hours or days recoding the game to get rid of the "Friends" List. -
archetype suggestion Archetype Suggestion: The Duo
Steampunkette replied to malonkey1's topic in Suggestions & Feedback
I eagerly await the chance to play an Energy/Robot/Energy character. She will be an Android with a Partner Bot. She's smaller and energy-blasty, he's huge and missile-filled! -
"Basically no Purples" Psionic Fortunata Build
Steampunkette replied to Steampunkette's topic in Arachnos Soldier & Widow
Here's the latest update to the build. I dropped the -res from Psychic Scream, swapped out two sets of LotG for GotA (4-pieces, at least) for extra Endurance (But not a ton) and added a little resistance to Foresight (Which grants more recovery, but not a ton) Taking care of her own defenses and such without worrying about anyone else, she's at 50%+ for all vectors, 85% Psionic Resistance. 30% extra damage and end recovery of 3.7/sec and a cost of .79/sec. If she's actively helping others to defend themselves, It's 56% for herself, and 1.02/sec. On all cylinders her end drain is 1.41/sec, but unless we're getting hammered by Night Widow Smoke Bombs I'll probably never use it to that degree. She now runs 70.4mph with Ninja Run and Sprint toggled on at a total end cost (Supporting herself only) of 1.51/sec. ... yeah. She's gonna be a beaaaast when I get her fully slotted! -
Mag 6 Toggled Hold AoE... What more could you -want-?! Throw that sucker on while you're in Domination and throw ranged attacks instead of bothering with control powers.
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I got creative. And the person holding the name no longer plays. At this point there's just a level 1 abandoned character with the name I hope to get. All I can do now is wait for the name release system.
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What do the VEATs play like?
Steampunkette replied to molten_dragon's topic in Arachnos Soldier & Widow
At this point in the game's life a team of 8 Crabberminds could each have 5 core pets, 1 EPP pet, and 2 Incarnate Pets. With Assault, TT:A, and TT:M all fully slotted, that's 64 pets with 240% damage and 120% defense to all vectors. That's just disgustingly OP... -
What do the VEATs play like?
Steampunkette replied to molten_dragon's topic in Arachnos Soldier & Widow
.... just writing that last post makes me want to get an 8-man Arachnoteam together to just steamroll everything. Constant 240% Damage Bonus, 120% Defense to all positions (If it's all Soldiers), All Crabberminds with Epic Pool Pets and Incarnate Pets.... Gnnn... the devastation.... -
What do the VEATs play like?
Steampunkette replied to molten_dragon's topic in Arachnos Soldier & Widow
Oh, no doubt! For my Fortunata I went Psychic rather than Melee (Because I hate myself) and when everyone else is dead she's just there. Fighting. 'Til people rez, the enemy is dead, or the cows come home. But the 6-Man Band is a Spank and Spank, not Tank n' Spank. With 6 Tactical Training: Assault powers and hopefully 6 regular old Assault powers you're firing off 180% increased damage without build up/aim/follow up. And with just Tactical Training: Maneuvers from everyone in the group you're at 67% Defense to Everything. Okay that's not true. Widows, by default, are going to have 7.5% more melee defense if they don't slot it (And up to 10% more melee defense if they -do- choose to slot it) And with Crab, Bane, and Huntsman pets in play also all getting 180% Damage buffing and 67% Defense Buffing... Plus Incarnate Pets and possibly 6 Epic Power Pool Pets... Nothing stands around long enough to "Tank". Especially once the Bane and Huntsman toss out Surveillance on Bosses and the Crab opens up with a Venom Grenade. AVs will still be standing, typically... But no one has any taunt mechanics because you don't -need- them. You just throw out all of the damage in the world with great accuracy and significant debuffs. Spank n' Spank. It's what's for Arachnos! -
"Basically no Purples" Psionic Fortunata Build
Steampunkette replied to Steampunkette's topic in Arachnos Soldier & Widow
Been a bit since I checked this thread... Here's how she stands, now! ... okay. That was a BIT literal, sue me. I did wind up stealing 4 slots from Combat Training: Defensive. I moved them around to add a slot to Indomitable Will for an Aegis Res/End (I like more runspeed), 2 slots to Endurance (3 slots of Performance Shifter for more running and HP), and the last slot to Health (For another Recovery Proc). I also took Victory Rush a level earlier and dropped regular ol' Vengeance to grab Combat Training: Offensive, instead. I did, intentionally, choose not to take a travel power on this character. I've got Sprint and Ninja Run to get me where I'm going with a few speed buff set bonuses. With Sprint and Ninja Run I'm going 68mph. That's 10mph faster than max level Flight Speed (Without Afterburner) I also stripped a couple slots from the Assaults to put in FF for TK Push and Tornado. I use both fairly often, so Recharging Hasten or Mind Link isn't an issue, anymore. On all Cylinders (Except Vengeance), Mind Link and Hasten are perma, 56.9% Ranged/AoE with 70% Melee, 82% Psi Resistance, 183% Recovery (3.46/Sec) +133% ToHit, draining 1.46 end/sec. Kill both Tactics (Rarely need 'em, really) and it's down to 1.07 end/sec and 109.3% ToHit. WITH Vengeance, it's a 99% Melee Defense, 85% everything else and 175% ToHit. -
What do the VEATs play like?
Steampunkette replied to molten_dragon's topic in Arachnos Soldier & Widow
Back on live, I had a character named Longfang Vasquez as a Crab in a squad of Arachnos Characters. Huntsman Russeau, Widow Gettes, Bane Thompson. You get the idea. We steamrolled every piece of content in the game outside of Empowered Reichsman and the DE. "DE?!" I hear you cry in confusion and alarm... Yes. DE. Because the ToHit bonus they get from multiple Quartz Emanators makes any level of Defense completely meaningless! MEANINGLESS I TELL YOU! We'd have to actually -fight- the DE like normal characters, more or less, specifically targeting Crystals in the opening volley... THEN we would Steamroll them. You get 2-3 VEATs on a team and they become nigh unstoppable, though. Put together a 6-Man Band with every build variant represented (Night Widow, Blood Widow, Fortunata, Huntsman, Crab Spider, Bane Spider) and you'll never stop killing... but your Fortunata is gonna cry 'cause their Controls mean jack shit. Everything's dead too fast for it to matter and their AoEs are SO SLOW. -
Electric Control is a powerful enough sapping tool on it's own that you don't have to worry about your secondary, or EPP. Especially if you build for it. Static Field and Conductive Aura work to consistently take the endurance of entire spawns with minimal input. Toss in Jolting Chain or Chain Fences and it can get ridiculous. 3-slotting Conductive Aura for endmod and taking the Agility Radial results in a whopping 22.2 end/tick stolen from every enemy in range. Static Field pulls only 6.7 per second, sadly, but over the duration it's 46% of the target's end. Per Target. Meanwhile Chain Fences pulls another 22.2% along with Jolting Chain. Drop the Sleep (For Safety!) , get in the mob for conductive, fire jolting, pop chains... Everyone is now out of endurance except EB/AVs. And they should be on their way down -fast-. Add in your Gremlins and your enemies won't be able to do -anything- after the EBs/AVs get off 2-3 attacks. Done for the rest of the fight. And since these are your controls rather than your actual -attacks-... muahahahahaaaa! Combine with /Earth or /Energy or /Ice for Power Boost to make the End Drain even more insane. Jolting Chain, Chain Fences, and Conductive Aura will spike to 32.1 End. Meanwhile Static field's total draw hits 67. And then slot your attacks for actual damage dealing. Or to be the ULTIMATE JERKFACE go for Electric Assault and slot that for End Reduction, too. The Electric Attacks not only reduce endurance, but apply a -100% End Recovery Debuff, making it almost impossible for anyone to get their End back except AVs because of their ridiculous debuff resistances... AVs at 54 get 87% Recovery Debuff protection, and they're +3 so it's only 65% Normal effectiveness to begin with (Assuming you're level boosted and with your Alpha to Radial Paragon you have to be). So that -100% Recovery debuff on Electric Assault attacks is down to 8.45% per stack. Still. Slotting to be an Endurance Vampire is a time honored Electric Character tradition! Even if it is your Secondary Build instead of your Primary. Go out and live your most devastating life!
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Ranged powerset suggestion: Vorpal/Teleportation Blast
Steampunkette replied to Anubys's topic in Suggestions & Feedback
Vorpal means "Takes off Heads" In the Jabberwocky, the Vorpal Blade goes snicker-snack, snicker-snack he left it dead and with it's head he went galumphing back. D&D took that quite literally and carried it forward into Vorpal Swords, which on a critical hit, behead your opponent, instantly killing them. Unless it's an Ettin or a Hydra, in which case it specifically, -explicitly- loses only one head per critical hit. It has nothing to do with teleportation or being "Deadly". -
Rotating the zones would mean taking the servers offline every day of the month to change out specific maps for other specific maps, instead of doing it once at the start of the month and once at the end of the month. And yes, darkness determines when certain enemies can be triggered. Caleb comes to mind. And the Ghosts of Salamanca.
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Turn EATs into "generic" shape shifters
Steampunkette replied to DougGraves's topic in Suggestions & Feedback
Harder than the Primalist. By far. See, the Primalist is easier 'cause it uses the player models with the Animal Heads and stuff that were added to the game late in life for the shape-change models, rather than wholly unique models like the Nova and Dwarf forms. They used normal model animations for their powers and had normal model emanation points. The Devs would need to actively screw with brand new model-swaps to add more forms to Kheldians and Nicti. They'd also be Energy-Blasting Birds or Bears or Whatever. Which is dumb. Fortunately, someone has already done the work on making the Primalist available to the CoH Community. The only thing that -hasn't- been done is the inherent 'cause it would require a recompiling of the game data to implement so the Primalist Creator is waiting for the next recompiling of the OuroDev team's work. They've also stated they'll be handing their Primalist Class work over to the Homecoming Team as long as the HC Team -wants- Primalists added to the game... My money is on "Yes". TLDR: Leave PBs and WSs alone, use the Primalist, instead, once it's available for implementation. -
Assuming each Combo Point grants the exact same amount of damage difference, per rank... You're "Losing" 16 points of damage. When you AS you get the 2 combo points, so your CU is at Combo 2 and dishes out 201 damage plus Crit. I dunno. To me it just doesn't feel like a big deal. 16 points out of 369 is just not enough to care?
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[Suggestion] Time (for all)
Steampunkette replied to WanderingAries's topic in Suggestions & Feedback
Maybe! My thought on the Double Build Up was to make the second one a big damn debuff with a small buff per target (Capping out at around 30% Recharge and Damage bonus but applying a 30-40% debuff to each target) and then give it a long recharge and a fairly long duration (40 second Duration, 10 minute recharge) Impossible to get to perma or overlap, but definitely a big boost two or three times per mission. I only used Chronos because it's the build up from Time Manipulation -
[Suggestion] Time (for all)
Steampunkette replied to WanderingAries's topic in Suggestions & Feedback
So we have 3 Melee Attacks from Blaster's Temporal Manipulation. Aging Touch as a Minor ST Psionic Damage Attack End of Time as High PBAoE Cold/Energy Damage Attack Future Pain as a High ST Psionic Damage Attack Both Aging Touch and Future Pain reuse the model animation of Ranged Blast attacks. Aging touch pulls the right arm back, then thrusts it forward, fingers ahead of open palm in the "Fireball Cast" animation, while Future Pain has a double hand at head level thrust forward, "Power Blast Cast". Meanwhile Edge of Time is a sort of whole body thrust where the character gathers energy by bringing their shoulders forward and bending their knees with their hands balling to fists, then rapidly straightens their legs, throws back their arms, unclenches their fists, and throws their head back. This gives us a partial visual expectation for Time Melee as a powerset. Specifically that it doesn't involve punching, kicking, or even striking the target. Simply reaching out towards them, or building up Temporal Energy and letting it burst outwards. We also learn some things from the damage types chosen. Firstly that it focuses on "Exotic" damage, in this case Psionic, but has room for particularly eclectic combinations of damage types. I don't think I've ever seen another attack which deals both Cold and Energy Damage. And I think that's a good thing. To me, this feels like a set where strange damage combinations should be a significant part. And where different powers deal different damage types, rather than having a monolithic damage type identity. An Eclectic Array, essentially. Here is how I would implement a Time Melee set. Tier 1: Aging Touch (ST Minor Psionic, chance of Fear) Tier 2: Temporal Shift (ST Teleport Moderate Cold/Energy) Violently yanking the target through time, you teleport them near to you. (Use Recall Enemy model animation, use Pseudopet at the player's feet as target location for the teleport) Tier 3: Glimpse the Future (ST High Psionic, chance of Fear) (Power Push model animation) Tier 4: Chronos (Build up with Recharge Component) Tier 5: End of Time (PBAoE High Cold/Energy) Tier 6: Dessicate (Cone Moderate Energy/Toxic) You send out a shockwave of time that causes enemies to feel as though it has been a week since they ate, drank, or slept. (We can use the Wall of Force model animation) Tier 7: Future Pain (ST Superior Psionic, chance of Fear) Tier 8: Timeslip (PBAoE -Spd -Rech -Dam, Self +Spd +Rech +Dam per target hit) Tier 9: Warped Time (PBAoE High Cold/Psionic/Energy/Smashing Knock Up, Dimension Shift Pseudopet at Caster's position for 3 seconds while the damage is happening) (Use Nova Model Animation) Cold/Psionic/Energy hits immediately, then the AoE Group Lift portion triggers for Smashing Damage.