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Everything posted by jack_nomind
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Nice. Ageless is doing a lot of heavy lifting, but interestingly not quite at the job it usually does. How have you liked playing with the spiky recharge?
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How are you guys feeling about Psionic Melee?
jack_nomind replied to Replacement's topic in Suggestions & Feedback
I'd like it if Telepathic/Psi Blade (lethal/psi, with -rech like other Psi sets) and Telekinetic Might (mostly smashing, with Insight) were separate sets. MIND FIST is one of my favorite power animations in the game and my MIND FIST concepts never work terribly well with psylocke-sword. Since that's unlikely, I'd like it if the set did more upfront Smashing or Lethal, with Insight proccing as psionic -- and if the blade powers stripped away Psi resist. There are a ton of psi-heavy enemy factions at higher levels and they all take psi damage about as hard as flung mashed potatoes. -
I also don't think changing the slider would be terribly difficult. The slider could probably go all the way to concave. However, I do know that at some point, the textures will break rather horrifically. Rather than a flat-chested person you will get a spiky-chested person with holes. +1 for "if we have some clever modelers in the community, please expand the body type selection and available slider ranges," though. Like Justice, I've got nothing against Todd McFarlane bodies, but I'd like to see some Grant Morrison bodies as well. (Yes, I know he's not the artist.)
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Leandro provided line numbers and extraordinarily helpful direct links to Ourodev files as part of a discussion earlier today, so I'm reasonably sure you're clear.
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Sorry, I lose track of which specific Tanker threads I've given the explanation in.
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I haven't been playing over the past seven of the last eight years, but that isn't what should be happening; if the terror lands, the mob should be rooted and unable to attack for five seconds. They would then (because they're presumably taking damage from Death Shroud so the terror will break) ordinarily be able to attack and move, but the stun is supposed to lock down the attack part and the cycle repeats as CoF ticks again. Even in the best case, it's an "if" because of the miserable base tohit of CoF. But if it is hitting, and they're moving while under an ongoing terror effect, then something is buggy. ...With all that being said, I'm dropping OG on my DA/ tanker, so my defense of it is halfhearted at best.
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OG and CoF are intended to work together; neither is a particularly good mez on their own, but cooperatively they lock minions in place.
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You don't have to agree. It's 79% mitigation vs 90%, on tankers vs AVs. The capped Resist tanker lives twice as long as the capped Defense tanker.
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Yes, but it's irrelevant. What's more important is Defense is subtracted from enemy To Hit, and there's a minimum value for To Hit of 5%. The base To Hit for enemies is 50%. That means that (against that base value) you won't get any benefit from more than 45 Defense. There are plenty of enemies that have a higher To Hit, or who are part of groups that buff To Hit, but 45 is referred to as the "softcap" because it's the default most useful value. Hit chances are rolled out of 100, with lower rolls better (e.g., a roll of 5 or less will always hit, while a roll of 96 or more will always miss). There's another stat, Accuracy, that then multiplies this base 5% tohit. Defense doesn't reduce Accuracy. For +4 AVs their accuracy modifier is 2.25, so the minimum final roll a +4 AV needs to hit you is 11 or less. This might not sound like a big difference from 5, but it means you're getting hit more than twice as often as you would against a minion -- and therefore dying twice as fast. Since there's no comparable reduction in Resistance, a pure Resistance tanker at the appropriate Res cap (all other things being equal) will live twice as long as a pure Defense one.
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Anyone know how to read/see posts in the old forums?
jack_nomind replied to Zep's topic in General Discussion
so... regex? -
"Pages" sounds good. I'm probably going to keep calling it i25 until there's a significant content update. Which, fingers crossed, will be a space station or moonbase because seriously they teased it for so long, then indicated the next major baddie group was coming from OUTER SPACE and we'd fight them in... a wharf. It's a very pretty wharf but geez.
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The Sky Splitter animation is actually longer than Serpent's Reach -- I think we might be evaluating this differently. PROS CONS High damage; part of best ST attack chain Has 40ft range Opens Ranged slotting Looks kinda dumb.
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imho, nearly all the APPs are bad and about half or so of the PPPs are. So, sign me up easily for 'would change.' Doubly so for more/better LRM. "Pull out a rocket launcher and fire it at someone" is such an iconic comic-book moment (Harley Quinn, Punisher, Buffy the Vampire Slayer...) that it should just feel way more satisfying than it does.
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Endurance Regeneration Suggestion
jack_nomind replied to Acidstorm's topic in Suggestions & Feedback
Some powers have a cost per enemy affected, like Repulsion Field. I honestly can't recall a list of such powers off the top of my head, but IIRC a couple of them take that cost in % rather than flat. Which is... a pretty niche area, and probably a deliberate choice for those powers. If they exist. I'd like that screenshot too. -
Because minions and lts in melee range are irrelevant to Staff/Dark. They'll rarely get more than one attack in.
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Yes, it was IO'd reasonably well; softcap to melee with Defensive Sweep and IIRC ~80% S/L resist (which is good, but not great for a Brute) and capped energy. It didn't have permahasten, so generally what killed it was some combination of fire aoes (or rarely, cold/negative/psionic), defense debuffs, and/or -rech. I could do a build on i25 without the -rech vulnerability and permahasten, but I don't know if that would be enough. I'd be curious to see your build, though.
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Help me make a super-tough Fire/Fire Tanker?
jack_nomind replied to Robotech_Master's topic in Tanker
No, there is no Fiery Aura power with knockback protection (and the only one with Immobilize protection is Burn). You need either Acrobatics or -KB IOs. -
Yes, Ice is significantly far behind Invuln's tankiness. Both sets have no mitigation against Psionic. Ice also has no built-in S/L resistance, only about 19% unenhanced Defense to S/L/E/N and much less to F/C. Invuln, in contrast, has between 11-20% Defense to those six types (so when surrounded by enemies, Invuln actually has more Defense than Ice does), and a significant amount of resistance on top of that. You usually pay quite a lot for damage auras in Tanker sets. Without Granite or IOs, Ice and Stone are about equal. Stone pulls far ahead with those things, though.
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Hey all. I've been working on some end-game generalist Brute builds to share. Here's what I have so far. None of these use purples, to keep the cost manageable. "Ghaste" is with Hasten turned on. All builds include an (active) alpha slot, no other Incarnates slotted. Brute - Staff Fighting/Super Reflexes # Permahasten: Yes Ghaste: 170 Notes: Monstrously tough with Body and Soul Staff procs. Brute - Titan Weapons/Radiation Armor Permahasten: Yes (with 7+ enemies in range) Ghaste: 135% - 157.5% Notes: Shocked this combo isn't more common. Brute - Martial Arts/WillpowerPermahasten: No Ghaste: 137.5% Notes: with 1 enemy in range, 70 hp/s with accolades off and 80 hp/s with them on. Defense numbers include Storm Kick. Brute - Electric Melee/Stone ArmorPermahasten: No Ghaste: 118.75% Notes: This is a non-Granite version. Electric Melee adds a teleport and some END management to SA, so I thought this would synergize well. It was a surprisingly tough build to finish. Brute - Spines/Fiery AuraPermahasten: No Ghaste: 106.25 Notes: Deliberately cheap (and generalist) version of Spines/FA. Brute - Katana/Electric ArmorPermahasten: Yes Ghaste: 146.25% Notes: Another "tougher than I expected" build; sacrificed Flashing Steel. Capped resist to -rech/slow.
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I haven't had great experiences soloing /FA or /ElA in difficult content. Both rely heavily on their click heal to make up for the weak up-front mitigation; /ElA is a bit better thanks to its heal also having a lasting +regen, but still ends up being a bit more unstable than I'd like. That being said, my own TW/ElA on live was a blast to play in teams, and put out some incredible damage. If you're set on solo, Fire/Shield is probably going to feel more comfortable. I haven't played that specific combination but I've had StJ/SD and Dark/SD, both quite solid.
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The best single-target attack chain in Staff is Precise Strike -> Serpent's Reach -> Precise Strike -> Sky Splitter, which can be made functionally gapless fairly easily (~220% haste; ~300% for truly gapless but the difference is about two ticks per chain and won't usually be noticeable). It's better to think of it as "a strong ST attack" rather than "a ranged knockdown." The two easiest powers to cut are Mercurial Blow (lowest DPA ST attack in the set) and either Innocuous Strikes or Guarded Spin (depending on whether or not you need the parry).
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Nul the gull kheldian toggle please.
jack_nomind replied to Gauntlet_Prime's topic in Suggestions & Feedback
Good point! So as a different illustrative hack, int teamAddMember(Entity* e, ContainerType type, int team_id, int invited_by) ... if (type == CONTAINER_TEAMUPS) { if (members->count > e->teamup->maximumPlayerCount) e->teamup->maximumPlayerCount = members->count; if (IsKheldian(e) && !ProposedNullTheGullFlag) //EXAMPLE again, not really right but w/e e->teamup->kheldianCount++; TeamHandleMemberChange(1, e); ... } I'm including this because: My understanding of the original request was that the player asking was in fact playing a Kheldian and asking for their quantums to stop spawning outside of "non-kheldian story arcs," particularly per their discussion of Quants as a balancing mechanic. I think this was intended to be that entirely different discussion. -
These can be found in-game, or in Pines Hero Builder. If you're asking what the "maximum" is for each, it's dependent on IO sets; I don't think anyone has taken on the task of mathematically proving the highest total value. The image you linked to does not look particularly well-built as a Shield Tanker. Of the four primaries you listed, I would say (at the high end) WP and Invuln are very close in survivability, with Shield only a little behind. Ice is the weakest and would be the most expensive to build, but it does offer continuous damage output and some other useful tools. The taunt aura is weaker on WP, but that can be easily overcome by some light slotting in your Taunt secondary power, or taking a secondary with good AoEs.
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Defense in general is not as good for tankers as Resist, because Defense mitigation functionally caps out at ~79% vs +4 AVs. The best Tanker sets are layered with both, and SR is to an extent -- but none of its native resist kicks in until under 50% hp. You will have an exceptionally easy time hitting softcap with tanker numbers, though, and that gives you some flexibility to seek out +maxhp and +res from IO sets.
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Nul the gull kheldian toggle please.
jack_nomind replied to Gauntlet_Prime's topic in Suggestions & Feedback
static int HasKheldianTeamMember(Entity* e) { if (NullTheGullProposedFlag) //EXAMPLE this doesn't quite make sense for the logic of this function since it actually needs to look at e, return 0; //EXAMPLE not some random bool floating out in nowhere, but it should be sufficiently illustrative if (IsKheldian(e)) return 1; if (e->teamup) return e->teamup->kheldianCount? 1: 0; return 0; }