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aethereal

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Everything posted by aethereal

  1. ...no? Dominator secondaries are not blast sets.
  2. Don't we just call this "Farsight"?
  3. Fury is just a global damage buff, basically like eating a red insp. It will generally affect the damage of (almost) all powers. The only really common source of damage not affected by fury is procs.
  4. I think it would. Spiritual Alpha is a "strength to ToHit" effect. Both to-hit buffs and debuffs are ToHit effects, with, as you say, positive or negative values. I can't quite see how they would prevent Strength to ToHit from affecting both (obviously, you can code an effect to ignore outside buffs/debuffs). Haven't tested, don't claim to have expert knowledge here. One thing that does speak against the idea that ToHit buffs and debuffs would be equally affected is that there are two different categories of enhancement -- ToHit Buff and ToHitDebuff. Contrast with, say, Endurance Modification, which clearly is affected by the same thing regardless of sign and has only one enhancement type, not an Endurance Mod Buff and Endurance Mod Debuff. EDIT: That said, CoD at least seems to think that ToHit Buff and ToHitDebuff enhancements are the same thing: https://cod.uberguy.net/html/power.html?power=boosts.crafted_deflated_ego_a.crafted_deflated_ego_a https://cod.uberguy.net/html/power.html?power=boosts.attuned_encouraged_accuracy_a.attuned_encouraged_accuracy_a EDIT2: This raises an interesting question. If there were a power that gave both +to-hit and -to-hit (to different targets), and both were enhanceable, and you could slot both To Hit Buff and To Hit Debuff sets in it, probably each effect would be enhanced by both enhancement types. So my question is, how is Enhancement Diversification calculated? Would you hit ED by slotting three total of To Hit Buff and To Hit Debuff SO-level enhancements in any combination? Or could you cheat ED by having ED-limit to-hit buffing and ED-limit to-hit debuffing, and have each component reaching twice ED limit? I think this is purely theoretical, since I don't think any power exists that fits these requirements.
  5. It's very easy for me to build without enchantments. In fact, I'd go so far as to say I've never used enchantments in CoH at all. Enhancements are a different story.
  6. For whatever it's worth, it's "sow" the seed of doubt. Sew is what you do with needle and thread, sow is what you do with seeds.
  7. No. It just calls urandom to get a random number. The CoH devs did not roll their own random number generator.
  8. The kinds of biases that people imagine in the RNG would actually be really hard to put in. We've seen what happened when the original devs wanted to bias the random number generator: they developed streakbreaker. They didn't build subtle hidden biases into the RNG. Like, why would you? What would the point be? (And CoH uses for the basis of its random number generator the random seed of the operating system, and besides that, basic straightforward methods of turning the random seed into numbers in a particular range. There is very little possibility that there is any meaningful bias in it that the devs didn't intentionally build in.)
  9. Stalkers also specifically get much less of a damage boost out of Bio than Scrappers do, as they get +31.25% damage from offensive adaptation on a 1.125 scalar while Stalkers get a +25% damage on a 1.0 scalar. (And no damage aura, of course).
  10. 5% chance base for minions and below, 10% chance base for lieutenants and above. Note, though, that stalkers are just 10% for everyone. Obviously, having a 10% chance for critting against minions does not "waste" anything -- you're no more or less likely to crit that boss having critted the minion you just attacked.
  11. I roll to disbelieve that a blaster in the era of sustains has an endurance problem.
  12. Terrible news: it won't work. The proc checks for "isFriend" and won't fire if the target is a friend. The good news is that you can't sub your buddies or pets if you happen to have an endmod power that targets both allies and enemies, the bad news is you can't stun yourself.
  13. Stalkers are barely less durable than scrappers. But on the other hand Scrappers who are built to take advantage of PPM and the ATO proc crit more than stalkers.
  14. It seems really backward to me to say that the problem with the current meta is that blasters and scrappers need help.
  15. My guess is that's an oversight. It's not just SR toggles, sentinel armor values are generally lower than scrappers/stalkers/brutes.
  16. Nope, they're slightly lower. So for example, focused fighting (the first toggle in super reflexes) gives 13.875% melee defense to scrappers and 12.950% to sentinels. (Though I don't think that sentinels have any real durability problems.)
  17. Sentinels have a ranged damage scalar of 0.95. Defenders have 0.65. Corruptors have 0.75. Obviously, Defender and Corruptors have access to buff/debuff sets, and certain of those can result in massive increases in personal damage. And they have higher AoE caps. But some people have the impression that Sentinels' base damage is much lower than it actually is.
  18. There's no additional death penalty.
  19. Also, it turns out that if you do get massively unlucky and a PvPer does notice you and kill you -- and I've ventured into PvP zones before, and let me tell you it's much harder to find a PvPer to kill you than the reverse -- it turns out you don't scream, "I'M MELTING, I'M MELTING" and turn into a puddle of gross fluids on the floor near your computer. You just, like... go do something else for ten minutes and then try again.
  20. If you're concerned with getting exploration badges specifically, it might be helpful to take a second build and get the Concealment pool to minimize the chances that anyone will see you while you're running around. (Obviously, stealth is not perfect in PvP, but it's pretty helpful if you aren't even intending to attack.)
  21. Sai aren't slashing weapons, though comics have a long history of pretending they are.
  22. The 5% is everything, the 20% is activating opportunity, so... I mean, it's the first two powers. If they created a different way to activate opportunity (dedicated click, any ST damaging power in your primary), I assume it would migrate to that mode.
  23. ...besides the 5%/20% resistance debuff?
  24. @Snarky is right that there is zero sign that the devs ever really take detailed proposals from the Suggestions board and use them as a guideline for implementation. I think the most you can hope for is that they maybe pay some attention to the general idea that, say, you feel that this thing needs fixing, or maybe like very small isolated suggestions, like "a badge for this." We now have years of experience and like five or so major pages/issues pushed by the HC team, and I'm pretty sure that not a single major change looks substantially like anything proposed on the suggestion board. Also, for whatever it's worth, Powerhouse claimed the last time that he talked about this that he didn't want Sentinels to have feast-or-famine. Now, that was years ago at this point, who knows, maybe he's changed his mind. But it sounded a lot like he wanted not to up-power or fix Opportunity, but fundamentally get rid of it.
  25. This sounds wrong to me, and I just hopped onto a flying Blaster to check. I didn't test a ton, but I went around and took shots at a few different mobs in Croatoa, they ran around without counterattacking for the most part. Eventually I did get attacked, and when I went and checked, it turned out that enemy was 71 feet away from me when he used his range attack. It seems deeply unlikely to me that enemies can ignore range. Their powers have listed ranges (80', usually -- including all Malta Gunslinger powers). Both in my testing now and just anecdotally in years of experience, I see range respected. I don't know how the code would work for that -- we know they can't use melee attacks at 100' of range, are we suggesting that there's an exception to the range code for only some powers?
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