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Vanden

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Everything posted by Vanden

  1. 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.
  2. 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.
  3. 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.
  4. 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.
  5. 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.
  6. 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.
  7. 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.
  8. A lot of angry players is my guess.
  9. Make it autohit? I don't think that should happen. Make it have a 100% hit chance cap? Definitely!
  10. Threads back into Emps? You’re not using your merits to make threads, are you?
  11. I guess this is a pretty good workaround, but it would still be better if it wasn't necessary.
  12. 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.
  13. 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) ------------
  14. 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?
  15. All ranged attacks in melee sets use the melee damage modifier. Hurl and others like it will do increased damage.
  16. Juggernaut can't move his neck, but being able to move the neck is important to many animations.
  17. 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.
  18. 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.
  19. We could just wobble out flippers back and forth...
  20. 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.
  21. Yup.
  22. If you're going to six-slot a damage aura, Overwhelming Force is my favorite set for it. It gives excellent endurance reduction, and the sixth set bonus is knockback protection, which you almost never get from sets with damage auras.
  23. I put in some real play time on my remade Inv/SS tanker on Pineapple, and my experience pretty much confirmed for me what I'd been saying earlier in the thread: I really think Super Strength needs some buffs on top of the Tanker changes. It gets less out of the new inherent than possibly any set besides Titan Weapons (which was specifically exempt for already being too stronk) I definitely defeat enemies a little faster, and that's great, but I don't notice a big difference otherwise. This is at odds with the other posters who've seen great results on other sets with more AoEs and cones to benefit from the new inherent. Foot Stomp and Hand Clap only got 1 foot larger in radius, something I sure don't notice in practice, and (while this is just me, personally) I don't normally play on difficulties high enough to benefit from the increased target cap. (As an aside: I actually noticed my endurance usage was much worse on Pineapple; I'm pretty sure this is because I made my Tanker when the T1/T2 swap was still being tested and I was able to fit Hand Clap in my build. I've posted before about the lengths I went to in order to get my endurance under control; to still have end problems at 50 after going to those lengths is troubling. Sure could've used the bigger endurance pool...) I've said this before, but I think it bears reiterating; besides Rage, Foot Stomp was the big selling point for Super Strength. Its radius was nearly twice that of most other PBAoEs while still doing comparable damage. Now, on Tankers, the radius is only 25% bigger than those same powers. It would need a radius of 24 feet to keep the same ratio it had before with the 8-foot PBAoEs, but that seems much too big; I think the 20-foot radius it had in the first iteration of the Tanker changes would be fine. Beyond that, I would like to see Jab and Punch swapped in the power order. Punch would make a much better T1. Give Jab something to make it worth a pick; it's absolutely miserable right now. Making it a defense move like Parry or Storm Kick would be good, or letting it keep Bruising would be nice too. Or even both; it really is so bad currently that letting it reduce a target's resistance while increasing your own defense doesn't feel like it would make it too powerful. Give that to Brutes' Jab, too, of course. Oh yeah, one last thing, not related to Super Strength: those new taunt lines from Gauntlet are really distracting. Also, bug? I was seeing them on APP ranged attacks. On the live shards those only taunt the target for Tankers, no AoE. Is that intentional?
  24. Copied this over from the other thread, since it's about Rage; I wanted to say that the crash is in fact lessened for everyone, since the -End effect is no longer part of the crash but an upfront cost when you first activate.
  25. Sounds like you don’t pay much attention when you use Rage.
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