
siolfir
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Everything posted by siolfir
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That the endurance cost would still be present was brought up in different threads as well, where the idea was to bake the endurance cost into the power effects and have the forms enable or disable it. Another option that I haven't seen would be to boost the recovery of the forms to compensate somewhat - but not completely - for the cost of the toggles. Since it's at +15% now, which was theoretically to compensate for the endurance cost of the form toggle itself, maybe boost to +50% to allow running a little more than 2 extra toggles at base cost or 3 with endurance reduction? This would mean that continuing to run the toggles would be a convenience tax and you'd have more endurance recovery if you detoggle them, but you could also run them and have approximately the same endurance you have now. You'd still have problems running Orbiting Death, but another suggestion was to allow Orbiting Death in Black Dwarf, and if it were working it would justify the endurance cost. Edit again: I don't think you could do a line for endurance reduction, but an unslottable +recovery that's only enabled with nova or dwarf might work; as I said before, IIRC that's why the forms have +recovery.
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Patch Notes for February 11th, 2020
siolfir replied to The Curator's topic in [Open Beta] Patch Notes
Thanks for the clarification; the original wording had me also thinking that the VFX should only appear on the primary target. -
What Is The Most Resource Efficient Way To Get KB Protection?
siolfir replied to EonRecoil's topic in General Discussion
Depending on your powersets you can use other options, but the easiest way to go is a single Karma or Blessing of the Zephyr KB protection IO thrown in Combat Jumping or Hover. That option only costs you 1 slot and is usually in a power you're likely to take anyway. Hover, by itself, has you do a quick loop which reduces the time you're unable to act. Sure, it would be nice to have more than 4 points, but that will cover most of the sources you'll run into. -
Patch Notes for February 11th, 2020
siolfir replied to The Curator's topic in [Open Beta] Patch Notes
Finally got a chance to test, and I'd like to echo both the successful tests and the thanks from earlier in the thread. -
Help with Corpse Explosion/Extraction bind
siolfir replied to Wavicle's topic in Peacebringer & Warshade
For that second bind I think you mean target_custom_near, unless you work in retail. Then you can use target_customer_near. 🙂 -
85-95% depending on farming after the latest patch; prior to that it was 80-90%, and years ago pre-nerf people would cite 70-75% as "full Fury." As mentioned, to hit 100% you pretty much have to hit the villain alignment power and then it will immediately start decaying before you can get an attack off. Fury provides you a damage bonus of +2% per point of Fury you have at the time that the power activates; it's purely instantaneous. To @Snarky's point earlier, it used to provide +3% per point, with a damage cap of 850%; this was lowered +2% per point with a cap of 775%, with the decay rate paused for 5 seconds while fighting and the gain rate dropping off above 80%. Most recently, another change lowered the damage cap again (to 700%), adjusted the gain to account for animation times on powers, and paused decay for 10 seconds instead of 5. No, there is not "one true path" for Incarnate options on Brutes; it's all build-specific. Spiritual will negatively affect proc rates because they are all PPM now and while Musculature is generally good for more damage, Brutes get the least out of each percentage of damage bonus than any other damage AT in terms of relative improvement to baseline. Just take what works best for you.
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I'm seeing more tankers these days, are you playing more tankers?
siolfir replied to DougGraves's topic in General Discussion
Yep. Ceremonial ones. -
I'm seeing more tankers these days, are you playing more tankers?
siolfir replied to DougGraves's topic in General Discussion
Well, Bio Armor was still only available in beta pre-Snap, so with regards to Bio specifically, all of it. It was one of the sets that I was waiting to make a new alt for when the shutdown was announced. -
No offense, but it's already much easier to access than the Hive... why do you need more access than direct access from both major aligned high-level areas (plus some lower level areas that also have the Smuggler's Submarine)?
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"Good. Bad. I'm the one with the gun." "Lorraine, you ever have a kid that acts that way, I'll disown you."
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Patch Notes for February 11th, 2020
siolfir replied to The Curator's topic in [Open Beta] Patch Notes
Love the add-on. 🙂 I can't test at the moment, if it's not confirmed "fixed" by the time I get home I'll post my test results after some quick tests. I think the only thing that was missing was zoning, but it might be worth testing to make sure other "proc-type" power add-ons (doublehit?) aren't affected. -
Lots of options for mind, even more for dead... decided to go with mind and I like this version better than the original:
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Somewhere on the Crey Industries forums, the Paragon Protectors are rejoicing that they finally got MOG buffed like they'd been asking for for years. It slows down runs, wrecks everyone's fun, turns missions into a slog, it's way outta whack, you miss all your attacks, it's MoG, MoG, MoG!
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Will we ever see the new things that Cake is getting?
siolfir replied to Soloshot360's topic in General Discussion
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issue 26 Patch Notes for January 28th, 2020
siolfir replied to The Curator's topic in Patch Notes Discussion
I don't think anyone is disagreeing with wanting a fix for it ASAP; the disagreement was about the severity and impact of the bug, and we were pre-emptively stating what @Jimmy finally came in and posted by saying that a rollback was an overreaction, and while some people may find it intolerable for their play, overall it seems to be either tolerated by the people I've teamed with, or else they play other ATs and didn't even know there was a problem. -
Eh, it's the first place my mind went as a response to yours so I decided to switch it up and go silly with the Frozen parody.
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Possible issues: If you select Going Rogue on the origin screen, which would lead to starting in Praetoria, you won't be able to start any of the epic ATs. As already mentioned, if you select an option on the Playstyle tab, they will not appear unless you select one of the following: Melee Damage Ranged Damage Support Pets (Arachnos Soldier only)
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I think the badge titles all switch, but from my understanding @Guardia was referring to a female character using the huge body type to represent a powersuit, and wanted female titles for the huge body type. Swapping costume slots wouldn't correct that.
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The search function on the forums is like the poo emoji: sure it's crap, but it's smiling, happy crap so you put up with it and try not to use it more than you have to.
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I'm seeing more tankers these days, are you playing more tankers?
siolfir replied to DougGraves's topic in General Discussion
This. 🙂 Doesn't have to be tankers, either. -
"I'm a virgin. I'm just not very good at it." "Nervous?" "Yes." "First time?" "No, I've been nervous lots of times." "Even in the future nothing works!"
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First I've heard of this; the only suppression to prevent permanent mez I know of was a pre-i13 PvP thing. Otherwise I thought if you could stack the magnitude high enough, fast enough, you just permanently mez anything with the key being that first part.
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Those are Neo-Shivans.
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Thanks for linking that, it already has discussion included so people who just go here might have missed it. There are discrepancies between pools even with the same power (see: Soul Mastery > Soul Drain vs Dark Mastery > Soul Drain, where the Soul Mastery version has a smaller radius and double the recharge). Just to throw it out there: does anyone like the Sentinel epic/patron pools? I looked through them on my Fire/SR Sentinel and just went "meh." The Sentinel melee damage modifier isn't high enough to make me want to take any of the melee attacks, and the regular pools seemed to have better options.