Jump to content
Hotmail and Outlook are blocking most of our emails at the moment. Please use an alternative provider when registering if possible until the issue is resolved.

Vanden

Members
  • Posts

    3586
  • Joined

  • Last visited

  • Days Won

    11

Everything posted by Vanden

  1. I'm wary of this idea. The time and endurance spent summoning and upgrading pets is really the only cost MMs have to their damage output, whereas every other AT has to spend the endurance and animation time every single time they attack.
  2. Bumping this thread because now I'm almost certain it's possible for this proc to always do both effects at the same time.
  3. Probably just the monitor malfunctioning, though since I can see you use a laptop that's perhaps not much better.
  4. I could count on one hand the number of times this happened to my on my StJ Stalker while soloing from 1-50, so it definitely doesn't happen 5% of the time, but it does happen. Seems extremely unlikely to be the streakbreaker causing this issue; in the last screenshot, you can see the OP gained a level of combo from their last attack, which only happens on a hit.
  5. Yeah, but it's gonna cost me another enhancement unslotter to get the proc out of Stamina so the FP one is the only one I have... gosh-darnit... As you can see, it hit me for 68.16 endurance off this one Hellion. My maximum endurance is 113.6, so that's six times the 11.36 endurance it should be giving me. Looking at this now, having slept, it's obvious to me that this is because the effect is scaling off the level of the enemy affected, which I verified by trying it on some level 54s and seeing it give me 7.38 endurance. I also found another bug getting this screenshot: while Ice Patch is up, you'll get that "You freeze the ground underneath you into an Ice Patch!" every time your character lands on the ground, whether from a jump or from falling off of something. Probably related to this other bug I reported regarding Ice Patch.
  6. The new vectored knockback mechanic shouldn't, at this point, be any different in gameplay than the old knockback mechanics. However, it's allowing knockdown from multiple sources to stack and become knockback, something the old method never did. For example, my Ice blaster has Frozen Aura slotted with the Avalanche knockdown proc. If I use Frozen Aura when I have an Ice Patch down, enemies are sometimes knocked out of melee range. The same thing can happen if I drop multiple Ice Patches at once. I'm pretty sure this isn't supposed to be happening.
  7. From my testing with Frigid Protection, the Performance Shifter proc will only fire when the aura is affecting enemies - and the weird part is, when it does fire, the effect is six times as powerful as normal, regardless of how many enemies are being affected.
  8. I think it got cut because it just wasn't getting a lot of testing.
  9. Hm, had you been fighting Praetorian Clockwork?
  10. Hinting at some sort of Earth Blast set, perhaps? Or maybe buffs for Hurl and Hurl Boulder? I know Super Strength and Stone Melee are likely up for some changes.
  11. Well there's no "rule" for how long a mez should last, like there is for damage in the standard damage formula. If you have a reason to want to halve a mez, you just say that reason. The scale stuff I was talking about was just for how you present that info. I.e., you want a mez that's half the duration of Barrage's, so instead of saying "x second immobilize", you say scale 3 immobilize. (Barrage is a scale 6 stun.)
  12. Unfortunately I don't know of such a chart. If I want to use hard mez numbers I always use the "info for a level 1 Dominator using the power" method I outlined. If I'm not in front of the game when I'm posting, then I'll just be vague. 😛
  13. Unless they make it so only you can see your proc messages, I have to say no to this idea. I don't think the entire team needs to know that your Mako's Bite proc went off.
  14. I don't generally find immobilizes worthwhile on melee sets, since it hampers the ability to herd. I wouldn't see the addition of immobilize to any powers on a melee set to be much of a buff. This is still much too long. Where are you getting these mez numbers? Mids? They don't match up to anything I'm seeing in-game. Freezing Touch, for example, only goes up to 11.92s at level 50. This is just a little bit of (hopefully) constructive criticism for talking about mez powers: I find it's usually better to talk about mez (and damage) in terms of the Scale, not the actual duration in seconds you see in-game. The duration is modified by enhancements, set bonuses, character level, AT, and the purple patch, and since it can vary so much in-game, talking in terms of seconds quickly muddles the discussion since not everyone's thinking about the power's performance in the exact same condition. Scale, however, never changes. So if you want to argue for changing the duration of Freezing Touch, for example, it's more helpful (for me at least) to call it a scale 10 Hold than an x-second Hold. Plus, it's future-proof in a way, since if that power somehow shows up on another AT in the future you can already know how it'll perform. I know a big stumbling block is that it's not intuitively clear how to translate the base scale of a power into actual performance in-game, but even so, it's easy to understand that, for example, changing a scale 10 Hold to a scale 12 Hold means the power now lasts 20% longer. And it turns out, mez scales are very simple to convert to what the actual duration will be in-game: the scale of a mez is just the duration in seconds of the mez. That's it! It's then multiplied by the AT modifiers and a modifier for your level, which are also very simple: your level just increases the duration of mez by 1% for every level above 1 you gain, up to 49% at level 50. As for the AT mods, Defenders and Dominators have a 1.0 modifier, EATs have a 0.9 modifier, Controllers have a 1.25 modifier, and everyone else has a 0.8 modifier.* So a Tanker using Freezing Touch at level 30 is (Scale 10 base) * (0.8 AT modifier) * (1.29 level modifier) = 10.92s base duration. (If you ever want to know the mez scale of an exisiting power, just open its info window, change the AT to Defender or Dominator, and pull the level slider all the way to the left to set it to level 1. The duration it shows will be identical to the actual scale.) Anyway, sorry for the tangent, and I'm glad to see you're overcoming your aversion to posting about your ideas to improve the game. *I'm pretty sure it's possible for ATs to have different scalars for different mezzes, and for a power's mez effect to use a scale that doesn't match its type of mez, but I haven't found any powers or AT combinations in-game where the numbers don't match what I've described here.
  15. Yeah, I agree, they should have accurate icons. Ooh, they could even match! A special scheme could be made that all the procs should share!
  16. Percy Winkley's supposed to be this Jimmy Olsen-esque character who's getting kidnapped all the time, but that doesn't really come across in-game. You rescue him all of one time, in the first mission in the Lost Cure arc. That's not enough to establish him as a chronic hapless kidnap victim! There need to be more missions to rescue him throughout the game. First, most of the mission maps are littered with spawn points for those old hostage rescue objectives, the really annoying ones tucked into hidden corners, where the hostage will be guarded by two or three weak enemies. Add a small random chance any time we enter a mission map that Percy will spawn at one of the points, being menaced by whoever the villain group of the mission is. If you find him, great! If not, the mission completes as normal. There would be small exceptions to this rule, like for example it couldn't happen if the mission objective is already to rescue him. Next, put police radio missions to rescue him into the mix, but don't force us to escort him out. Those radio missions suck, plus it's easier for him to get kidnapped again if we're not babysitting him. For villains, naturally there should be paper missions where the objective is to kidnap him, and there should be a chance to encounter him for kidnappings during mayhem missions as well. Why do all this? Badges, of course! Heroes can earn a badge for rescuing Percy 10 times, and villains can earn another for kidnapping him 3 times (since there'd be fewer chances for villains to encounter him).
  17. Guys, I think Rularuu is posting under a sock puppet again
  18. You can't use both stealth IOs at once, it won't let you slot more than one Stealth IO from any set.
  19. You forgot about Dr. Vahzilok, who never appeared in the original Positron TF. Instead he was at the end of a regular story arc, which I assume is still in the game.
  20. I believe I have an even better solution
  21. Buffing Whirlwind is the obvious route to improve the Speed pool. Of course, Speed of Sound isn't strictly better than Super Speed, since the former doesn't give you stealth.
  22. Respec trials weren't added until issue 2, though. Still 2004, I guess.
  23. Well, I guess you could claim the powers on new characters and then delete the characters themselves...
  24. No, zombie goasts should leave this place!
  25. There's 2 incarnate arcs that take place after Dark Astoria; Belladonna Vetrano's arc, which takes place immediately before the Magisterium trial, and Number Six's arc, which takes place after the Magisterium trial. The primal arcs for Mr. G and Provost Marchand also take place after the Magisterium, though they're not incarnate arcs.
×
×
  • Create New...