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siolfir

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Everything posted by siolfir

  1. They were probably looking at it like they looked at resistance set bonuses originally - which were tiny, only for one type, and rare. Eventually - because of complaints about how much easier it was to slot for defense than resistance - more resistance set bonuses were added by merging two damage types with mez resistance as a single set bonus, the values were increased, and you have several ATs consistently hitting the resistance cap to more than one damage type, marginalizing the role of aggro management in a game that already had multiple ways to handle aggro in the first place. A similar path would be leaving the existing damage bonuses where they are but doubling the effectiveness of each. That would have the highest +damage set bonus at +8% - not the 10.5% mentioned above, but that's a higher percentage of the 95% slotting "soft cap" than the highest resistance bonus of 6% is to the 90% Tanker and Brute hard cap. It's pure power creep, though, just like the extra resistance set bonuses were.
  2. It's a limit of 5 of any one particular set bonus name, not limited to 5 of each bonus. To clarify, you can get -4 KB from Karma, Steadfast Protection, and Blessing of the Zephyr. Each of those has a different name, so you can use all 3 sets to get -60 KB with 5 of each. Luck of the Gambler's +7.5% recharge acts like a set bonus, but it is distinctly different from the +7.5% recharge in other sets, so you can have 5 of each. As for getting Toxic resistance on Electric Armor... have fun? Power Surge is the only power in /Elec that offers any Toxic resistance, but it will get you 52.5% base. It's less likely to get you killed than Unstoppable but that's just because of the AoE hold when your hp and end crash, and if you time it just right you can hit Power Sink while crashing and then hit Energize. I usually recommend skipping it though, and my Rad/Elec Brute uses a purple or two and Energize: toxic defense doesn't exist, but my positional defenses are high enough (mid 30s, upper 20s) that 2 purples will put her over the softcap for normal content, and 3 for incarnate content.
  3. All of which were staples of MUDs, which were the text-based precursor to MMOs.
  4. True, the damage would increase by the same percentage (assuming no bugs and that the resistance debuff was resistable). I misread the first post and thought they were checking the debuff value using a power analyzer and were seeing 28% when they expected 23%, but it would have also shown the mob had a negative resistance initially.
  5. Everything that uses Hurl or Hurl Boulder - I first noticed it from Marauder since the first content that I ran after the patch went live was a Lambda. I think Propel is all presents, also.
  6. Resistance resists resist debuffs; that doesn't fully explain the numbers if it was on the same target, but might explain why you might see a difference when targeting different mobs.
  7. To answer the questions: What you are missing: You can make alpha slot incarnate powers using salvage obtained through threads - the recipes for them are below the recipes that use shard-based salvage. Several Task Forces offer specific shard-based Incarnate salvage in place of merits for completing them; off the top of my head: Barracuda/Khan, LRSF/MLTF, ITF, LGTF Running the WTF gives you a Notice of the Well; you can break this down. Usually, I use shards and shard-based salvage to make my second tier 3 alpha and combine it with the first one, built with thread-based salvage, to make the tier 4.
  8. So basically, everything that's on beta now, only adding Bruising back in and reducing the melee damage modifier increase to 0.9 instead of 0.95?
  9. Of course it sounds decent: name an AT that couldn't use an extra 20% base endurance (and thus, 20% increase in base endurance recovery, which would also affect all of their other recovery powers as well). All of the ATs would benefit from never having to worry about endurance. It's why Fitness was made inherent, because nearly every build ended up taking Stamina at level 20. Tankers were not alone in that, which is why I felt that it - in combination with the other changes, many of which have been reduced or removed - was excessive. Especially when the attacks (more damage for the same endurance) and especially the AoEs (larger area, higher target cap for the same endurance cost) were made more endurance-efficient at the same time, and the lack of efficiency of the attacks was the cited reason why the buff was being done.
  10. Assault would say hi, but it's too busy crying in the corner feeling lonely and neglected... Edit to add: IIRC it's also one of the buffed powers that was missed in the overall patch notes; I can't check on beta right now but didn't it go from 10.5 -> 15% for Tankers?
  11. That's what I'm complaining about. Keep in mind the situation described: you are already on a team, you were asked not to use a power that was causing problems, and you refused to do so. That is what the kick is about. This. This exactly. While we're at it: I don't think it's reasonable to expect everyone else to waste their time so you don't have to learn to play without it. I don't care if you use Group Fly or not; I care if you cause problems with it and refuse to stop while telling other people that they are the problem. Everything you said about people being unreasonable applies far more to your posts than anyone asking to turn off an AoE power - which is warned by Null that will still affect your pets, the ability to turn it off only affects you - that many consider to be detrimental to mobility, that prevents some powers from firing that require the user to be on the ground, and that can easily be toggled off in far less time than it takes to organize a group outing to Pocket D.
  12. You forgot problem and over reacting person #3: you. Every post you've had in this thread has been the same overreaction about the same thing: you don't want to work and play well with others, and when asked to turn off an optional - and suboptimal - power by people you're supposedly teamed with, you refuse and instead whine incessantly instead of acting like part of a team. A kick a is hell of a lot faster than 5 minutes of my life, and while I can think of several times where I would be glad to have someone with Group Fly on the team that could affect my character, none of them have anything to do with a Mastermind who can't control their pets without it (presumably they don't know about or don't use binds and macros which negate any need for wasting the power pick). It should be moot soon anyway: check the patch notes for test.
  13. Except that there's this post: Now, I disagree with the self-damage-buff nerf - I don't see the point in it since I didn't think that their modifier was too high (honestly, I thought Stalkers should have gotten the Blaster and Scrapper modifier, but that was long before any other changes when they still had a 0.9 modifier, lower hit points, a 1606hp cap, and their criticals out of hidden status were only for held or sleeping mobs... now I'd still like it and think it makes sense but they really don't need the help anymore). I haven't tested the Fury generation changes at all - let alone on a team - but I somewhat agree that the changes probably aren't necessary even if the team is full of Tankers and one Brute since at that point you can run off and do your own thing. So basically, other than the power descriptions and specific power fixes, I like the last beta patch better than this one.
  14. That makes a bit more sense. At least then you don't have one power that is demonstrably worse for Tankers than other ATs, and if Spines was considered overperforming with the buffs, Quills is the "free" DPS power.
  15. I think this should be fixed; if it's going to ignore the buff just put it back at 15' like the other versions, or leave it at 10' and have it accept the radius increase. It didn't get the target cap increase (10 -> 16) and until I just double-checked I thought that not getting any buffs was all that was going to happen with it. There's certainly no reason I can come up with that it should be nerfed only for Tankers, just because Quills and Ripper got better. A net buff was the whole point of the inherent change, right? I also thought that the part stating that it doesn't affect radius buffs may have just been mistakenly added in the description since you can't tell based on the in-game power information and the radius was reduced, so I tested by making a Fire/Spines Tanker, running to RWZ to see where Quills (8' base -> 12' radius) stopped hitting the practice dummies, stepped back until it would hit again, then turned off Quills and hit Spine Burst a few times. No miss indicators, no hits. It's not a typo.
  16. Because if you have, and play, a single level 50 character for about a week you can outfit 2-3 alts just from inf drops and selling common recipes. That's not even accounting for using the market to make money. For farmers, you can make millions per minute. You could argue that at low levels the rate of inf gain is too slow, and I'll agree with that - but that's when you can start using the market to your advantage if you're going to run a lot of alts without hitting 50 on any of them. I just don't like bothering with the market unless my inventory is full or I'm looking for something, and I have 50s so I just play them and email inf to my global to seed money for new alts.
  17. Well, sure, if they're solo. If they're on a team they're busy staring at their hands or doing slow-motion jumps while the mobs are already dead and everyone else is moving on.
  18. I went with Musculature (for the +dam) but went Radial so that it also boosted Stamina, Degenerative Radial Interface for more DoT and the -hp proc, Ionic because of the max target count, Ageless for Destiny, Banished Pantheon for Lore because of the damage, and Melee Core for Hybrid: on the off chance I get hit through the incarnate softcap I'll be capped on resists with Willpower-level regen if there's anything nearby. Really, Fortunatas don't need much from Incarnate abilities; I end up staggering Psychic Wail or Ionic, then use Spin and Dominate/Lunge/Follow Up for anything left alive. I could have gone with Reactive for a different damage type, but most people end up with it so I took Degenerative instead so there aren't stacking issues on teams.
  19. Determine "the best" is subjective. Some will say that buffs aren't needed (because IOs), some will say debuffs aren't needed (because damage), some will say control is irrelevant (because AVs), and all three of those are desired and "best" for a team. Some will say healing is useless because it's reactionary - and then your softcapped character gets hit for 1800 damage through that minimum chance to hit, and being able to top off really quickly is a nice thing. So take anything someone says about "best" for task forces with a grain of salt. Brutes and Tankers are almost always welcome because they gather enemies together and keep things from attacking the squishies. Defenders, Corruptors, and Controllers are almost always welcome by anyone who realizes how game-breaking stacking buffs and debuffs are. On the flip side, Masterminds are generally less well-liked, despite being a great AT, because of screen clutter and often-stupid pet AI. I've also seen Kheld hate due to quantum/void/cyst spawning and knockback, but they can fill most roles on a team. Long story short, play what you enjoy playing and don't actively hinder the team and you'll be fine no matter what. If you want to team with people who are specifically looking for something, roll a Brute, Tanker, Defender, or Corruptor. And then look at the speed TFs thread and see how many were done by Scrappers and Blasters.
  20. You should play a melee-focused Fortunata and take all the AoEs. Or was worst of the worst not supposed to be from the mobs' perspective?
  21. Or in the tutorials, or behind you when you load into Mercy, or by the ferry in Grandville... probably in Praetoria, too, but I haven't made an alt there since the servers came back up. Just look for them on the map when you load in.
  22. That might be in how the wording of many posts - and even the thread title (when will there be any actual content? Really?) - implies that nothing that has been done is of worth. It sets people up to respond defensively, and when you also praise other servers it comes across as a shill, whether that is intended or not. Conversion to 64-bit can be, but usually isn't a small undertaking. There have been new arcs written. Tankers are undergoing a balance pass and getting a buff. None of this is happening quickly, but it's not nothing. As for the 7 years of work... I have no idea, but I doubt that much of that time was spent developing.
  23. Forget that, minimal FX for Hasten and Super Speed. I don't remember if pool customization was i23 or announced for i24, but it was well after the regular power customization.
  24. Hit her with pure psi damage? Barring that, if my defense is high enough I'll usually just stand there /em waiting. It's a great all-purpose emote. You can use /em kata and have almost as much effect. Realistically, though, a non-IO'd squishy would probably just leave the room and come back later, since you lose aggro after a bit of distance.
  25. There are level-locked Villain Accolades as well (for the same reason - requiring level-locked TF badges or badges from level-locked PvP zones; High Pain Threshold requires a debt badge which means no less than level 10 and you're a complete masochist if you get it at level 10).
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