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Vanden

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Everything posted by Vanden

  1. Well, Assault would do nothing, since you'd be at the damage cap. But that aside, the Tanker is doing more damage in this one situation that we know doesn't accurately represent actual gameplay, and it wouldn't even be a permanent thing, considering the cooldown on APP Melt Armor.
  2. That doesn't sound like something that should be taken into account, since it's not something that affects the AT as a whole, it's a few powers that not everyone will take.
  3. Maybe I'm just being obtuse, but what tests are you running? You linked to a two-month old post written by someone else.
  4. Well, trust me, it can certainly happen. If they actually did give us a free travel power at level 1, though, it should probably count against the four pool limit, and if that limit is lifted, it should be its own thing.
  5. They wouldn't have to rework the power pools or anything, even if they gave you a free travel power at level one there'd still be four other travel powers that the player might potentially want to take.
  6. I'll tell you what, we'll start with something simple. Why don't you tell me one number for Super Strength, just one number, that is lower on beta than it is on live. Excluding Foot Stomp's radius, since we already covered that, and would be useless in a pylon test anyway.
  7. Taunt has been buffed, the only changed is the increase to seven targets. Would be useless in a pylon test anyway. The inherent has been buffed, not nerfed, and so has Tanker damage. Those are all Tanker things, not Super Strength things, too. Maybe you should take a moment to actually read up on changes before you go running your mouth?
  8. The only "nerf" on test for Super Strength is Foot Stomp's radius decrease on Tankers. Well, I meant more that it would be literally possible with the game engine as I understand it. Although if, for example, we were offered a fiery version of Knockout Blow (cast time: 2.23s) as an alternative to Greater Fire Sword (cast time: 2.33s) I don't think the difference would add up to anything meaningful in actual gameplay. But maybe that's why I'm not a powers dev.
  9. I'm in the Wentworth's in Steel.
  10. If you actually took different powers to get the sword/no sword variants with different damage types, you wouldn't be able to change it with your costumes.
  11. Musculature.
  12. Are we even sure that immobilized henchmen would use ranged attacks, instead of doing nothing when they decide they want to use melee attacks and can't close to melee?
  13. This would be an area that my Equivalent Powers idea would shine. If you make the sword/no sword options into power customizations, the alternate animations have to match the timing of the default ones, both in total length and the point in the animation where the enemy gets hit. However, if you make them separate powers, that restriction is lifted, and there's more wiggle room to have the animations not be exactly identical. Plus, then you could make them do smashing or lethal damage as appropriate.
  14. My Inv/SS Tanker has virtually no end problems, and all it took was two 50+5 End Mods and a Perf Shifter Proc in Stamina, Miracle, Numina, and Panacea uniques in Health, Physical Perfection with a Perf Shifter proc, and expensive IOs in all my attacks and toggles for 40-60% end reduction. Nothing major! 😁
  15. Really, only one player needs to build it, then set a passcode, then anyone can use it to get the o-portal until the next server wipe.
  16. I've been testing Rage, and found that if I stack Rage at the tail end of its duration, in the 5-second window when it should be safe to stack with the 9/21 patch, I still crash. I verified that the orange circle appeared to indicate it was safe to use, but it still crashed. Letting Rage expire completely before using it again results in no crash as expected, however.
  17. I noticed something odd, maybe it has to do with the new Tanker modifiers to ally buffs? The Gauntleted Fist proc is giving me more +Absorb on Pineapple than on Live; 360.5 on Pineapple vs. 350 on Live. The only difference between my Live and Pineapple builds should be that I have 5 Panaceas in Dull Pain instead of 5 Doctored Wounds, and the only thing there that should have an effect is the increased healing set bonus in Doctored Wounds that is absent from Panacea (It's in the 6th slot in Panacea, so I don't have it on Pineapple). And if that had any affect on +Absorb it should mean my amount on Pineapple would be less, not more.
  18. I've been doing a little testing, and I noticed that enemies affected by Gauntlet get little lines around their heads, like the Taunt FX, but smaller. Maybe I'm just being averse to change, but I don't think it really needs that. It's more visual noise, and Gauntlet worked fine without a visual indicator for years and tears.
  19. I'm not sure where else to put this, since I don't think it's a bug, but is it intentional that most floating text displays now have much thicker black borders? I see the 9/21 patch mentions fixes for black borders on text, but it's much thicker now than it ever was on live. This includes neighborhood names, floating damage numbers, the levels of enhancements, even the big messages that tell you about drops you've gotten have much thicker borders now. In fact, the black borders on drop messages can be observed getting thicker once the text grows past a certain point.
  20. Yes, and you can also not crash in the first place by only using Rage when it has the orange circle.
  21. Red messages are bad, though, while getting a PvP recipe drop is a great thing.
  22. The fortune teller you rescue once told a fortune for Atlas's uncle's boss's niece.
  23. It's only 300% more damage if you're at the cap. If you have more moderate defenses, it's not such a big increase. And it only sounds big because we're talking in percents, if you use actual numbers it's more like you're now taking 30 damage out of a potential 90, versus only 10 outside the crash.
  24. Actually, there is no bug, not any more. The info window is accurate now, and you can see that Haymaker and all attacks on Pineapple do 20% more damage at base. At low levels this isn't apparent because there are modifiers in place that make the archetypes's base values different from what they are at 50, but by 20, IIRC, everything is where you expect. At level 4 (which is when a Tanker can actually get Haymaker) the number is going to be wonky.
  25. There’s a bug with the display numbers, they’re still showing the old damage numbers. If you go in-game and test the powers, they do more damage than the info window says they will.
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