
siolfir
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issue 26 Patch Notes for January 28th, 2020
siolfir replied to The Curator's topic in Patch Notes Discussion
Intolerable is a bit strong - I've played with quite a few people who are tolerating it just fine (usually on my Fortunata), to the point where it's rarely mentioned. It's not liked nearly universally, but most people just move on, play as they would otherwise, and hope it gets fixed quickly. Only a couple of people posting here have been talking about how they weren't going to play here because of it, so I seriously doubt it has anything to do with server population, and I haven't seen any more "ghost towns" than I did before the patch. As has been mentioned before in this thread and in previous threads, the best way to help is to test and provide feedback. Make sure that the tweaks to get this working aren't affecting something else. Or at least let people know that they might want to retoggle their taunt auras after zoning if you see them having trouble with holding aggro until that part of the issue gets fixed. -
Implement Personal Supergroup Bases
siolfir replied to Blackfeather's topic in Suggestions & Feedback
As you say, this sounds like something complex for a QOL benefit that can largely be accomplished through coalitions. With that said, I would like to see it because the coalition code is somewhat clunky and actually being a member of a supergroup with your own private stash sounds perfect. I'm just not sure where I'd prioritize it. -
Since we're on movies we'll either switch to or just leave on, here are a few hints for ones I just leave on: "You mean you'll put down your rock, and I'll put down my sword, and we'll try to kill each other like civilized people?" "Can you hammer a six inch spike through a board with your penis?" "Not right now." "A girl's gotta have her standards." "Looks like you've been missing quite a bit of work lately." "Well, I wouldn't say I've been missing it, Bob." "You don't need to be afraid, unless you're made of scissors."
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Does Sonic attack powers -res stack using different powers
siolfir replied to Heliopause's topic in Help & Support
Fair enough, I'll edit. 🙂 I was just going from the general rule of thumb that resistance debuffs don't stack from the same caster, and haven't played Sonic Blast since 2011. -
There are some in the Pandora's Box SSA heroside.
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Today's patch doesn't revert it to free again. My guess is that they're trying to get the taunt proc that Gauntlet and Fury use fine tuned while keeping the environment as close to live as possible before adjusting the incarnate power recipes to not require salvage, but it's purely a guess.
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Patch Notes for February 9th, 2020
siolfir replied to The Curator's topic in [Open Beta] Patch Notes
So I logged on to try to test the Taunt global proc on my Rad/Electric Brute. I mostly wanted to see if it would work if you zone while the toggles are active. The first thing I noticed is that the targets in the Vanguard base in the RWZ are missing (because that's where I logged off the last time). So after that I decided to just duck out into Peregrine Island and walk through some of the Nemesis spawns near the RWZ entrance to test: Turned on Lightning Field and Irradiated Ground, zoned out to Peregrine Island to see if the combat log would indicate taunts - no Taunt messages showed in the combat log while zoning with the toggles active, and the mobs fled after two or three ticks of damage. :( Zoned back into RWZ, detoggled, entered PI again with Lightning Field and Irradiated Ground off. Toggle Lightning Field and Irradiated Ground back on, walk up to a spawn. Taunt messages appear in the combat log, mobs do not flee. -
Does Sonic attack powers -res stack using different powers
siolfir replied to Heliopause's topic in Help & Support
In this case where there are multiple people answering, there might be some misunderstanding... like the above quote, which implies that "Subsequent stacks will be less effective than the first one applied", which is somewhat misleading. They will apply the same amount of -resistance, but the calculated final damage will not be multiplicative if the target already has resistance. For example, a mob has 50% smashing resistance and so will take 50 points from a 100 damage smashing attack. The same mob is hit with a 20% resistance debuff; their resistance turns it into a 10% resistance debuff, which is applied to the 50% to make a final of 40% resistance. Now, they take 60 damage from the 100 damage smashing attack, or 20% more than they did before. So we hit them with a second 20% resistance debuff. This is resisted by the original (50%) resistance, so it will have the exact same 10% resistance debuff, which now puts them at 30% final resistance, and will take 70 damage from the 100 damage attack... so why is this "less effective?" Because that's only a 16.7% increase in the final damage, not a 20% increase. As for Sonic Blast, it is my understanding that each different blast will not stack with itself, but the debuff from different blasts will stack together. So hitting something with Shout twice before the original debuff wears off will not cause your Blaster to stack the debuff, but hitting the same mob with Shout and Scream (and Howl) will. The fact that the same blast doesn't stack with itself might explain why you were getting two different answers, depending on how people understood the question. As for Sonic Blast, each hit applies the resistance debuff, which can be confirmed using a Power Analyzer. This is unusual since most debuffs don't stack from the same source. -
Pre-inventions it was 100 points of protection (and didn't have any hold protection), so it was also worth it even right after inventions since it was essentially complete immunity.
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As I said, if they reduced the cooldown by a full minute it would match that of Time Manipulation, a set that also includes a +50% global recharge power that affects the person using it. At the rechage cap (+400%) and a 90 second base recharge instead of the 150 it has now, it would have an 18 second recharge, so once you throw in animation time (1.5 sec) you aren't going to have it affecting triple spawns for more than 1 second, and it replaces the effect instead of stacking with itself (unlike Sleet or Freezing Rain, which stack because the effect is from different sources), so who cares if someone wants to refresh it early? Besides, I was assuming that the duration would be reduced to 30 seconds - again, to match Slowed Response, which, except for duration and animation time, does the exact same effect in a wider area, at a longer range, for a lower endurance cost.
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For Melt Armor they could reduce the cooldown by a full minute, increase the radius by 10', increase the range by 10', and lower the endurance cost by 2.6; that's what Slowed Response has in Time Manipulation. Sure, it lasts 10 seconds longer but the mobs are dead by then and I'd rather have it available more often and hitting more targets for less endurance. And speaking of having Melt Armor available more often, if you're going to swap Forge with anything, swap it with Melt Armor.
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Simple: the devs hate villains. Even Null acknowledges that! I was one of the ones surprised/disappointed that the original wasn't added to Ouroboros when it was updated, and I would be surprised if the original data for it is still around. I'd guess it would have to be remade, which is why I said earlier I'm not sure how much work it would be.
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Well, to be fair, it only reduces difficulty with a team size greater than 1. And no pets. For a solo character with no pets it will increase difficulty to the point where a farmer might actually have to use their heal (that recharges in under 20 seconds) instead of just allowing their base regen to take care of all of the incoming damage. Probably not, but maybe.
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Apparently I underestimated my boredom.
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There's a thread somewhere that I'm too lazy to search for that ended up taking all the mob resistances (and vulnerabilities) and generating an average that showed that negative was the least resisted in the game.
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As a correction to an earlier post: Defenders get Sleet at level 26, which has the same uptime as Freezing Rain. Heat Loss (at 32) will stack with it to get you 60% on a long recharge. If you're really bored, Heat Loss also uses a pseudopet and you could throw Burnout in there since you'll have endurance recovery to spare if you just want a high -resistance number to hit -120% from double Sleet + double Heat Loss.
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Pot, meet kettle. Your reply even talks about how you used your RL personal views about Jack as a developer to look for in game reasons to hate on the characters so you could spew some bile about it. Seriously, take a step back and look at what you're posting.
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Yes. Specifically for Brutes (at least assuming level 20+) 2500% regeneration and 500% recovery.
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I think the problem is that the original devs never considered adding it to Ouroboros (as they did with the Sister Psyche TF; it was asked back then) and so it would be a chore to duplicate and move. Not an impossible one, but I don't know what all it would entail and would think it's probably not trivial. Edit: and I like the idea, if it's something easy. I personally feel that the only change to the LRSF that was positive was changing it so you get the code from the tech instead of having to lead him to the computer; all of the others, including lowering the level of the Freedom Phalanx at the end, were "meh" at best to "what were they thinking?" at worst.
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Following up on @SwitchFade's post, the limits page on ParagonWiki answers some of the questions, but the summary is already in the thread. The other thing to consider is that resistance will reduce the effectiveness of (resistable) resistance debuffs: as an example, if something has 90% resistance and gets hit with a 20% resistance debuff, it only applies a -2% resistance debuff and the target ends up at 88% (unless they were over 90% prior to the debuff and only at 90% due to the cap, in which case you knock 2% off of the number, then cap it at 90% if it's still higher). That amounts to taking an extra 20% damage, though, because they go from taking 10% of the incoming damage to 12% of the incoming damage. Most resistance debuffs don't stack from the same source, instead replacing the effect and extending the duration. The trick there is "from the same source"; since some powers use a pet summon ("pseudopet") to create the effect (Sleet, Freezing Rain, Tar Patch, etc.) then each pet counts as a separate source and it will stack.
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Given that the devs here have stated that they don't have any plans on changing it and it would decrease rather than increase if they did, I think your best bet at testing it is to go to one of the other servers that has already removed the aggro cap and try it there. Since there's already been a dev statement about it - two of them, actually - I'm not sure who you're trying to convince at this point. Replies to random forum posters isn't going to accomplish the goal if it is to get the aggro cap removed, you need to present a case that convinces the devs that are already against the idea with something more than "it would be fun."
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Just because it should be there because the secondary effect is more damage instead of any form of mitigation, doesn't mean that it is. For any AT that gets it and wants to IO it out, Titan Weapons is an outlier, and War Mace isn't far behind with both sets doing well in both single target and AoE damage.
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I know. I was actually making screenshots to edit into my post.
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Yeah, but not at level 1.