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What I'm trying to ask here is if I should feel like there are noticeably more hits at some point. If the effect works as the tooltips say but doesn't have enough effect to be highly visible is Envenom skippable? Has anyone tried to and seen no real change?
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My Taxi Bot was a Claws Scrapper. The powerset has a good feel. I'm planning to remake the toon at some point.
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Question About Accuracy Enhancements in Pet Summoning Powers
Some Random User replied to Nyghtmaire's topic in Mastermind
Please share when completed. -
This is a good time to explain the difference.
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So the -Def is always going to be added. When (level range) should I expect to notice the debuff?
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According to the old RedTomax data, a nice zesty -22.5%. That isn't a Magnitude. Magnitude is usually rated from 1-3 (for most enemies), and is a stat I'm not seeing on these lists. Here's a wiki article that explains what Magnitude is. https://paragonwiki.com/wiki/Protection I'm asking because I'm trying to find the reason I'm not feeling like there's any difference in hitting the enemy when I use the debuff and when I don't. I thought they may be resisting the effect somehow. I guess the other option is the debuff just isn't big enough to make a difference.
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Several weeks now I've been asking this on the help channel and of teammates. Everybody just cops out and asks me to download Pine's. I've used Pine's for over a month and I still have the same questions, so obviously Pine's isn't helpful to everyone. We need a cheat sheet guide that answers these sorts of questions for every Archetype and the guide needs to be stickied to the top of each Archetype forum.
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I'm playing a Plant/Savage Dominator (Red side). I am also having trouble finding builds and advice. The combination is fun though, and I highly recommend trying one out!
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What is the magnitude on the -Def?
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Is Alkaloid worth buffing for healing? How big do the late game numbers get? I've been running late-teen to early-twenties Missions against Council and Freakshow. Envenom, Weaken, and Neurotoxic Breath haven't been feeling like they do enough. I'm interested in knowing more about, experientially, how do they feel? Can you see effects from your bots steamrolling through mobs/Bosses? Do teammates seem to benefit more? Should I be hitting a Lt./Boss or should I just aim for the enemy that's closest to the middle of the mob, just to make certain I hit as many as I can? Should I stress out about the A.o.E. at all or just look at that as icing on the cake, targeting the big debuff on the most important target? Should I drop all three onto the same target or spread the debuffs around? Any priorities I should follow in what debuff to apply first (before they aggro and start moving around)? As for the robots I'm happy to see I'd already been looking to use some of these sets, but I have been thinking about using them in different powers. Let's geek out and discuss the why! I was going to six slot Battle Drones with Blood Mandate. You're six slotting Assault Bot and four slotting Protector Bots and buffing their Defense Buff (I presume to improve their Forcefield power). Is this because Sovereign Right is that much better for them for some reason? I haven't looked at the numbers for the robot that is summoned instead of the power that summons them. I was turned off from slotting anything to help their Defense because I was afraid of the pets not using the power often enough. (I thought about this a lot like the Broadsword power Parry, granting a temporary buff you can't unilaterally turn on.) How close does the pet's Forcefield power get someone to the soft cap? Is the power the same as a player's use of a Forcefield power?
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... that duplicates the texture of each possible costume piece for each slot, and doesn't fall victim to the animation quirks that cause existing costume pieces to clip weirdly. So at a base, ignoring whatever clipping issues might arise, you're wanting to double the art resources for costumes just to create a single effect? And this is also ignoring the rendering load -- I recall when it was discovered that the lag and rendering issues in Grandville were the result of all the Arachnos buildings having complete original-issue Brutalist building architecture hidden under the Arachnos facades. I'm not saying that asymmetrical costume designs aren't something that's worth setting up as a goal, but trying to implement one effect by troweling more graphics on top of the existing models in a way that isn't going to set up an ongoing way to produce additional asymmetric effects is probably not a good place to allocate the limited developer resources at this time. This is good information. There are a bunch of these rendering issues out there. Maybe we should get a list going so we can have a better understanding of the "lay of the land" so to speak.
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You can right-click in the chat window and select "Edit Tab" then remove the line that says "Error Messages" from the list of displayed messages.
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Now that you mention it, I have a vague recollection of Positron saying that this wasn't possible the way that the rendering was set up, because the left side of a character was a mirror of the right side, and except for things like skirts and capes, it would take a major change in how characters were rendered to do asymmetrical styles. ... except now we have assets that are rendered over top of the costume, that do things like wrap around an entire hand. (Remember shoulder kittens? Remember axes and swords are held in only one hand?) Now they would solve this problem by rendering a piece that sits slightly above the entire character. Just above skin tight, so that the layer underneath never clips through.
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I seem to remember this being asked years ago. Didn't the devs say something about the graphics engine not being able to accommodate making a player's character model change height?
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Didn't the devs have something like, "if you're so small you have an advantage in P.v.P.," or something?
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Inaccurate numbers from Fly tooltip?
Some Random User replied to Some Random User's topic in Help & Support
Sounds like the players I was speaking to in-game didn't know what they were talking about. What they were saying is entirely incompatible with what I'm reading on the wiki. They were claiming some pretty strange things about the tooltip being wrong. When I went to the other wiki I couldn't find very much information in the way of numbers. Thank you for providing accurate information. -
Inaccurate numbers from Fly tooltip?
Some Random User replied to Some Random User's topic in Help & Support
This is not the wiki I am using. Is there a wiki that the community from Homecoming is keeping up to date? -
Very interested in gearing for debuffs, then. I've been told to skip all of Robotics/ except for pet powers and upgrades to pets. One thing I noticed is /Poison starts off with a single target ranged heal that can heal teammates as well as robots. Robotics/ also has Repair, which is a heal that can only target a robot, not a teammate. Taking Repair doesn't seem worth the effort, especially when the Protector Bot has a targeted heal used on the other robots.
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This is useful. I'm interested in discussing what Invention Enhancement Sets go with Broadsword/ if you already have the math worked out and don't mind walking me through the why.
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Capt. Communism here! I used to roll around with Carpathia.
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Still haven't heard any answers. In another thread I was told to use Parry to build up your Fury... unless you play /Invulnerability. In another thread I was told to slot for 100% recharge reduction (probably using Haste) and then attack using Hack --> Disembowel --> Hack --> Headsplitter. I have not had the time and levels to test this approach for myself. I would like to hear others opinions. If you've played a Broad Sword/ and can offer advice on this approach I'd appreciate that.
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I have been playing a Robotics/Poison and am getting far enough along that I'm looking to figure out a higher level build. I haven't seen anything that is specifically about this Secondary Powerset combination. Let's have a conversation about benefits and potential pitfalls.