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. Some quick napkin math (assuming 56% enhancement to values): 34.3% S/L Defense 42.9% Energy Defense 29.64% Negative Energy Defense 39% Fire/Cold Defense 2.34% Defense to all but Tox/Psi for the first enemy hit by Energy Drain, .78% Defense to all but Tox/Psi for every additional enemy hit. (Easily perma with one recharge SO) 64.89% Defense debuff resist 19.5% S/L/Neg/Tox Resist 35.1% Energy Resist All that on top of recharge buffs, +Regen, a self heal, and excellent endurance management. Yeah it'd be pretty beastly.
  2. How does giving some single-target damage to Trick Arrow solve the problem of it being a weak Buff/Debuff set?
  3. Mesmerize is gonna be useless if you take an Interface that adds damage, which your build has. The DoT will wake up your targets. Controllers might not care, since they use Mesmerize for damage, but Dominators get actual attacks, so there's no real reason to take it if your Interface is going to make the sleep useless. Why not grab Ball Lightning instead? It looks like you're not a fan of cones, and it'll help make up for the AoE damage potential you're losing out on by skipping Psychic Scream and Terrify.
  4. Why not take Lightning Clap? Put an Acc, KB-to-KD, and Force Feedback proc in it, and the proc will go off nearly every time you hit more than 2 or 3 enemies with it. You can take the slots from Charged Brawl, you'll probably never actually need to use it to attack with.
  5. So, all those images of your costumes are generated on-the-fly when you open the costume window. What probably happened was that when you edited the first costume, it had to generate a new preview image, and when it did that, something hiccuped in the process and it ended up using a super low-res version of your cape texture when it came time to snap the picture. Is this a bug you can reproduce reliably? If not, it was probably a one-in-a-million glitch.
  6. If it was possible, I think a great thing for Entangling Arrow is to make it AoE, and make the target do an AoE "reverse repel" on nearby enemies. This would cause enemies to clump together more, for better AoEing.
  7. Zapp from the Mu Mastery pool has a delay on the damage being applied to the target that gets longer the farther you are from the target. It seems to be behaving like the FX for a power fires a projectile that the damage needs to sync up with, but there is no projectile; the power is an arc of electricity that, visually, makes contact with the target as soon as it goes off.
  8. I did change it, and I hate both animations. Punch's cast time is all of .13s longer than Jab, and for that you get 50% more damage. Jab has a 10% chance to stun minions. Punch has a 30% chance of knockdown, which affects all ranks of enemies. There's no contest, Punch is a much better attack than Jab.
  9. The purpose of the rule is to keep whole sets from drifting, but it's done by not changing the core functionality of individual powers.
  10. The formula can be broken with enough justification, but I don't think that would necessary to fix Super Strength. Contrary to some doomsaying we've been hearing on the subject lately, the set isn't in some dire straights that would require drastic action to fix. And we shouldn't make a habit of just ignoring the formulas. This isn't /coxg, after all.
  11. Not true at all. Adding effects to powers, like making Jab a defensive power or letting it keep Bruising, like I suggested earlier in the thread, or making Hand Clap do damage wouldn’t violate the cottage rule. It’s when you take away effects from powers that you’re violating it, like removing the KB from Hand Clap or making it only a cone.
  12. Giving Hand Clap some damage is a non-starter, because with its recharge the damage formula would dictate that it be stronger than Foot Stomp. And making it a cone or taking out the KB would violate the cottage rule.
  13. A lot of angry players is my guess.
  14. Make it autohit? I don't think that should happen. Make it have a 100% hit chance cap? Definitely!
  15. Threads back into Emps? You’re not using your merits to make threads, are you?
  16. I guess this is a pretty good workaround, but it would still be better if it wasn't necessary.
  17. I really don't see the need to add more badges like this into the game. I don't enjoy getting Master badges, and it's annoying enough to get the ones we have.
  18. I got pretty frustrated with my Elec/Elec Scrapper due to him sucking... until I respecced him into this build at 47. Now he's pretty great. If I ever respec him again, I'm dropping Power Surge. Those low Scrapper res caps are a bummer. Hero Plan by Mids' Hero Designer 2.22 http://www.cohplanner.com/ Click this DataLink to open the build! Camshaft: Level 50 Technology Scrapper Primary Power Set: Electrical Melee Secondary Power Set: Electric Armor Power Pool: Leaping Power Pool: Fighting Ancillary Pool: Mu Mastery Hero Profile: Level 1: Havoc Punch -- SprScrStr-Acc/Dmg(A), SprScrStr-Dmg/Rchg(11), SprScrStr-Acc/Dmg/Rchg(11), SprScrStr-Dmg/EndRdx/Rchg(13), SprScrStr-Acc/Dmg/EndRdx/Rchg(13), SprScrStr-Rchg/+Crit(48) Level 1: Charged Armor -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(7), UnbGrd-ResDam/EndRdx/Rchg(7), UnbGrd-Rchg/ResDam(9) Level 2: Jacobs Ladder -- Obl-Dmg(A), Obl-Acc/Rchg(3), Obl-Dmg/Rchg(15), Obl-%Dam(15), Obl-Acc/Dmg/EndRdx/Rchg(17), Obl-Acc/Dmg/Rchg(17) Level 4: Conductive Shield -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(9), UnbGrd-ResDam/EndRdx/Rchg(5), UnbGrd-Rchg/ResDam(5) Level 6: Build Up -- RechRdx-I(A), GssSynFr--Build%(19) Level 8: Thunder Strike -- Obl-Dmg(A), Obl-Acc/Rchg(19), Obl-Dmg/Rchg(21), Obl-Acc/Dmg/Rchg(23), Obl-Acc/Dmg/EndRdx/Rchg(23), Obl-%Dam(25) Level 10: Static Shield -- GldArm-3defTpProc(A) Level 12: Super Jump -- Jump-I(A) Level 14: Boxing -- Empty(A) Level 16: Grounded -- StdPrt-ResDam/Def+(A) Level 18: Chain Induction -- SprCrtStr-Rchg/+50% Crit(A), SprCrtStr-Acc/Dmg(25), SprCrtStr-Dmg/Rchg(29), SprCrtStr-Acc/Dmg/Rchg(31), SprCrtStr-Dmg/EndRdx/Rchg(33), SprCrtStr-Acc/Dmg/EndRdx/Rchg(48) Level 20: Energize -- Prv-Heal(A), Prv-Heal/EndRdx(21), Prv-EndRdx/Rchg(34), Prv-Heal/Rchg(34), Prv-Heal/Rchg/EndRdx(34), Prv-Absorb%(36) Level 22: Lightning Field -- OvrFrc-Acc/Dmg(A), OvrFrc-End/Rech(27), OvrFrc-Acc/Dmg/End(27), OvrFrc-Dmg/End/Rech(33), OvrFrc-Acc/Dmg/End/Rech(37), OvrFrc-Dam/KB(50) Level 24: Tough -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(39), UnbGrd-ResDam/EndRdx/Rchg(39), UnbGrd-Max HP%(39) Level 26: Lightning Clap -- Acc-I(A), FrcFdb-Rechg%(33), SudAcc-KBtoKD(48) Level 28: Lightning Reflexes -- Run-I(A) Level 30: Weave -- Rct-Def(A), Rct-Def/EndRdx(31), Rct-EndRdx/Rchg(31), Rct-Def/Rchg(36), Rct-Def/EndRdx/Rchg(40), Rct-ResDam%(40) Level 32: Lightning Rod -- Obl-Dmg(A), Obl-%Dam(36), Obl-Acc/Rchg(37), Obl-Dmg/Rchg(37), Obl-Acc/Dmg/Rchg(43), Obl-Acc/Dmg/EndRdx/Rchg(46) Level 35: Power Sink -- EffAdp-EndMod/Acc/Rchg(A), EffAdp-EndMod/Rchg(40), PrfShf-EndMod/Rchg(43) Level 38: Power Surge -- RechRdx-I(A) Level 41: Mu Bolts -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx/Rchg(42), Thn-Dmg/Rchg(42), Thn-Acc/Dmg/Rchg(42), Thn-Acc/Dmg/EndRdx(43) Level 44: Ball Lightning -- PstBls-Acc/Dmg(A), PstBls-Dmg/EndRdx(45), PstBls-Dmg/Rchg(45), PstBls-Dam%(45), PstBls-Acc/Dmg/EndRdx(46), RechRdx-I(46) Level 47: Charged Brawl -- HO:Nucle(A) Level 49: Zapp -- Apc-Dmg(A), Apc-Acc/Dmg/Rchg(50), Apc-Acc/Rchg(50) Level 1: Brawl -- Empty(A) Level 1: Critical Hit Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 1: Sprint -- Empty(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Run-I(A) Level 2: Health -- Mrc-Rcvry+(A) Level 2: Hurdle -- Empty(A) Level 2: Stamina -- EndMod-I(A), EndMod-I(3), PrfShf-End%(29) ------------
  19. There's an issue with windows that dynamically change size depending on what they display; they won't stay flush with certain sides of the screen. For example, I like to have my pets window on the bottom of the screen, like so: But then, I might get some extra pets temporarily: And then they leave, and my pet window is no longer flush with the bottom of the screen: It's the same issue with the League window, which I like to keep on the right side of my screen: But then, someone new joins, making the window grow: And then the window shifts to keep them all in one column, and the window is no longer all the way to the right: Can this be fixed? Can windows be made to stay flush with whatever edges of the screen they're touching even as they shrink?
  20. All ranged attacks in melee sets use the melee damage modifier. Hurl and others like it will do increased damage.
  21. Juggernaut can't move his neck, but being able to move the neck is important to many animations.
  22. Brutes at capped damage did more damage than Scrappers at capped damage even when crits are accounted for. They still do, even with the lowered cap, in fact. Edit: I did the math wrong, Brutes should be lower than Scrappers at the new cap.
  23. The knockdown proc is really just a side benefit; the endurance cost reduction and KB protection are what I'm there for. Also, no good PBAoE sets? Obliteration is amazing! Accuracy, recharge, and melee defense, all in one set. Pity the end reduction is only 18% or so.
  24. We could just wobble out flippers back and forth...
  25. Does Soul Absorption use pseudopets? I remember a post that said that many powers that affect some targets one way and others a different way use pseudopets, and that sounds like it describes Soul Absorption.
×
×
  • Create New...