
siolfir
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Everything posted by siolfir
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Dark Armor != hidden assassin. The folklore ninja was an assassin, attacking from the shadows and disappearing without a trace. Of any AT in the game, what does that describe? I'll give you a hint: it's not scrappers.
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I think the suggestion was to roll a petless MM on beta (where you don't have to actually play it to level it) for the sake of testing how often you run out of endurance attacking all the time as a MM. Not that you should run a petless MM. I could be misreading, though I thought it was presented as a "try it and see for yourself" test, and that they wanted to attack along with their pets. As for the whole point of this thread - as I implied earlier, I didn't have endurance issues with my MM because I could make it through a mission just fine, often without activating any non-toggle powers after my pets were summoned and upgraded, but I would occasionally throw attacks on my Demon Summoner because the whip was just cool.
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Widow need damage resistance they are too fragile
siolfir replied to DrRocket's topic in Suggestions & Feedback
That's because outside of the debuff resistance and third power for scaling resistance, the actual defense numbers are close (and higher for melee defense). Widows only get defense debuff resistance from Indomitable Will (30% unenhanceable) and Foresight (17.3%, enhanceable), where SR gets it in each toggle (13.84%), passive (6.92%), and in Practiced Brawler (30%), but the widow scaling resistance actually kicks in earlier and each passive provides more resistance at the same level of health - they just don't have 3 passives providing it. Baseline numbers, SR Scrapper vs Widow (ignoring Mind Link): Super Reflexes 13.875% toggle for each position, 5.625% passive for each position, 11.25% psionic defense in Focused Senses, scaling S/L/E/N/F/C resistance of minmax(60 - source.kHitPoints%, 0, 100) / 60 * 0.2 in each passive (so x3) Total of 19.5% unslotted defense to each position, with 11.25% psi defense, in 6 powers Click mez protection covering hold, sleep, stun, knockback, knockup, and immobilize making power #7. Arachnos Widow 7.5% melee passive (Combat Training: Defensive), 7.5% passive for all positions (Foresight), 5% toggle for all types and positions (Tactical Training: Maneuvers), scaling S/L/E/N/F/C resistance of minmax(75 - source.kHitPoints%, 0, 100) / 60 * 0.25 in each passive (so x2), 2.5% toggle for all positions (Mask Presence, 5% higher when not suppressed), 30% base psi resistance in 1 toggle and 1 passive (10 from Indomitable Will, 20 from Foresight), Toggle mez protection covering hold, sleep, stun, knockback, knockup, immobilize, fear, and confuse, Total of 15% ranged/AoE defense, 22.5% melee defense, 5% psi defense, 30% psi resistance in 5 powers (including mez protection). That's the Widow without Mind Link, and without running Maneuvers (+3.5% defense) or Weave (+5% defense), which they have more power picks available to take because everything listed above requires two fewer powers than the SR Scrapper. Add another power for Mind Link running, and you can add 10% to all defense types and positions (32.5/25/25% m/r/aoe positions, 15% psi defense) and throw in another 30% psi resistance (60% base total), and you're still at one less power required than SR with more coverage on mez protection and the highest baseline psi resistance in the game. -
That's because during the port, they decided to the most common complaint (no KB protection) but not actually adjust the original version. I'm still annoyed that it was ported, in part because I disagree with "port everything everywhere regardless of fit" and in part because thematically it makes more sense for the hidden assassin secondary to go exclusively to the hidden assassin AT. No, they won't. They can see the Stalker if Hide is suppressed, though. Rikti drones ignore whatever level of stealth you have, snipers have a very high base perception that Hide is greater than as long as you are high enough level that the cap isn't below 150. Note that the stealth cap starts off low, and so a level 1 Stalker is capped at (iirc) 50 feet of stealth, which means that standing right next to any boss will get you seen.
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Anyone a Psychologist who can help explain this to me?
siolfir replied to Solarverse's topic in General Discussion
A moment of silence for those poor, sacrificed electrons. -
Anyone a Psychologist who can help explain this to me?
siolfir replied to Solarverse's topic in General Discussion
Yeah, it happens all the time around here but it's usually with people slamming their brakes in front of cars and SUVs instead. -
It used to be incredibly annoying for Stalkers, when you wanted to use Assassin's Strike from hidden status. It's a lot less annoying now, but since it affects an entire AT I thought it was worth the clarification, if only because of the test earlier in this thread where Superior Invis was used to walk right up to a sniper without being attacked - which would not work with a Rikti drone.
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Anyone a Psychologist who can help explain this to me?
siolfir replied to Solarverse's topic in General Discussion
Yeah, those people are annoying and just stupid - I just saw the "doing 48, speed up to 60 just to not get passed" part and didn't see anything about slamming on the brakes afterwards. I occasionally wonder how many of them are looking at the injury lawsuit billboards on the side of the road and thinking of ways to get rich quick, but that would attribute malice to what could just be gross stupidity and as such would be a violation of Hanlon's Razor. -
Anyone a Psychologist who can help explain this to me?
siolfir replied to Solarverse's topic in General Discussion
For trucks there is also the visibility aspect, and they understand at least one part of the consequences of inertia. Being behind a semi means that your visibility is severely restricted, and they understand that "I don't want to be behind something that's going to accelerate slower than me from a stop." And yes, some people are just ***holes. -
Not true. Snipers have an extended range which Hide and Superior Invis compensates for, drones just ignore any level of stealth you have and shoot regardless. Once you're attacked, then the stealth suppresses and the rest of the spawn sees you.
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I'll admit, I haven't been testing this patch on the beta server beyond a few specific checks I did early in the thread. Did the drones attack while staying out, indicating that the -range was not working against them, or did they just float around not attacking - which would mean that the -range was working but since they have no melee attacks I'm guessing that the AI possibly didn't close because it would have no useable attacks regardless of range (and honestly, probably should have fled)? Edit: never mind, unless there was a change to the minimum range cap the -100% is only to increase the effect against higher level mobs. The minimum range is 25% of base for effects that reduce range (after I posted, I thought that seemed wrong so I checked here). With that in mind, I'm guessing that it's probably an aggro cap issue.
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Anyone a Psychologist who can help explain this to me?
siolfir replied to Solarverse's topic in General Discussion
"What was that... something about doors.... okay, opening the door!" -
Or you'll use the arrow keys on the keyboard, since the up arrow maps to +forward. Or hold both mouse buttons down. Or, as has been mentioned, go into the menu and update it so that it goes forward again - no need to reset all of them to default unless that was the only one you've changed or you saved a default set already. And binds aren't going to interfere with typing something in chat, otherwise you'd never be able to type "level!" because E maps to rotate right by default, and wouldn't even be able to use the bind command because D is strafe right. If you triggered a bunch of binds while you thought you were typing something I would guess that you forgot to hit backspace, enter, or / to start chat, and then everything fired because you weren't in chat. Sure, don't be stupid when making binds and don't spam them to be annoying... but you aren't going to get yourself into an unrecoverable position using them.
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This has stopped me at the last screen on character creation for 3 different Stalkers in the past month. I still haven't created one because of a lack of a good name. :(
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http://web.archive.org/web/20120904200841/http://boards.cityofheroes.com/showthread.php?t=121991
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The pinnacle of scrapperlock, folks: when you're rushing to the next group of mobs so quickly that you don't even realize that it's not a scrapper.
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Widow need damage resistance they are too fragile
siolfir replied to DrRocket's topic in Suggestions & Feedback
Yeah, Weave is nice (5% base, same as Tactical Training: Maneuvers) but for me the issue was wasting a power pick on either Boxing or Kick, then taking Tough when I didn't really have slots to spare for it so I wouldn't use it anyway. Since I could softcap outside of Mind Link using Maneuvers, I was already taking Leadership for double Assault, and I could get Mind Link perma to put me over the incarnate softcap, it was an easy decision. Plus I normally run in at least a duo, so being able to throw around a little over 28% defense to everyone around helps, too. Indomitable Will takes resistance sets, that's where I ended up putting them. -
Yeah, but I don't remember how long they lasted after summoning them (3 minutes I think?) and you definitely will have two for a longer time period if you have Hasten.
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Animations become a possible sticking point for model swaps. If I remember right, this is why we were told that you can't make a Claws/Stone Brute (although why you can do Spines and not Claws is beyond me; they said Eviscerate was the problem but Ripper uses the same one).
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Bah, running double-BU like that... you just like playing a Stalker with Fury.
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I haven't looked at the source code, but it was most likely an optimization and a means of decoupling the UI/tooltips from the update cycle in the game that updates the status of the powers/characters/etc. Since you're showing the enhancement percentages you already have them in memory so it doesn't have to get any extra information to calculate the slotted values. It's not much of an optimization, but the game was developed over 15 years ago... computers have gotten a bit more capable since then, and now we have the actual countdown in the power tray if you enable it, so I think it's a fairly low priority fix.
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Perma-Eclipse or Perma-Light Form to get it in all forms, so yes - this is a recharge build. I think Dwarf can get there for most damage types with slotting and some set bonuses, but I haven't put any builds together to cap resistance in Dwarf form and that wouldn't qualify as "in all forms". Eh... Stygian Circle for Warshades meets this with minimal slotting (base recharge is 30 sec and it feeds on the bodies around you), but either this part is not applicable to Peacebringers or I'm missing something. The two fluffy pets on a Warshade is something you can do with just SOs and Hasten; you won't permanently have two at that level of recharge, but you'll have a good amount of time with two before the first one fades. I know this because I never made a build for my level 50 Warshade, and she just has SOs slotted until I decide what I want to focus on. In the post you quoted, it specifically mentioned that the fluffy pets were Warshade only, but both Kheld variants get the Nova clone. The free travel power is a nice-to-have, because it doesn't cost a power pick. Granted, my level 50 Widow uses Ninja Run and a jetpack as her travel power(s) for the same reason, so it's a lot less useful than it used to be. Both Peacebringers and Warshades have a single target hold in their hardest hitting melee attack (Incandescent Strike, Gravity Well), and an AoE stun (Pulsar, Gravitic Emanation). Warshades also get Inky Aspect, which is an Oppressive Gloom clone, and Unchain Essence has a stun secondary effect. So Warshades have more options than Peacebringers, but you're overlooking the CC that Peacebringers have. You really don't need a specific thing to make the build work, though. As for juggling forms, in my opinion that's one of the fun parts of playing a Kheld, but there are plenty of human-form-only builds that will be effective for both ATs. Yes, double Mire is nice for Warshades, but the second one is short duration - staying at the damage cap for Nova form is mostly due to Nova containing an extra +45% damage combined with Sunless Mire and a low damage cap for EATs (including VEATs).
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