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Everything posted by Bopper
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Good luck on your quest for retrieving your name. It might not sound like a desirable approach, but the name might be available on one of the other servers. It's a lousy way to go, since Excelsior is probably the most populated server, but I know it'll be hard finding the person unless they are playing the toon in game and you send a random tell.
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New IO Set Request: Ice Mistral's Torment (Slow Movement Set)
Bopper replied to Bopper's topic in Suggestions & Feedback
I like it. I dont know their formula for determining enhancements and set bonuses, but I know there is a trade off, so I cheated and used the numbers they have. And nearly same multipliers they used, but I know they consider quality of bonuses as a weighted factor.- 14 replies
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- io set
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New IO Set Request: Ice Mistral's Torment (Slow Movement Set)
Bopper replied to Bopper's topic in Suggestions & Feedback
I dont know what challenge I put out there, but please bring some flavor. They added 3 new endmod sets, no reason they can't add 2 slow sets.- 14 replies
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Another thing of note, it's not stackable, when you cast a new Faraday's Cage, it makes the old one disappear and the new one to be positioned where you're located. The low recharge is meant to address the frequent movement a team will do, so allowing you to replace it whereever you go. It is very power (the duration, the quick recharge, the resistance buffs and breakout ability), but there is a tax to having to reapply it whereever you go. Some of that tax is alleviated to the effects lasting 5 seconds, so you can fly out of the cage for 5 seconds then place it again without loss of protection.
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Now that Synapse's Shock and Power Transfer is nearly here, ushering a new era where secondary IO sets (in this case, Endurance Modification) have an emphasis in damage, I propose we do something similar with Slow Movement; providing more damage than the Slow Movement sets we currently have and to finally introduce a Cold Damage Proc. For this proposal, I will steal the exact numbers used for Power Transfer, substituting EndMod with Slow, and I will keep the same x10 Set Bonus Modifier (actually I bumped it up to x11 since slow isn't necessarily a useful set bonus). Ice Mistral’s Torment (Slow Movement Set) • Slow • DMG/RCH • DMG/Slow • DMG/Acc/End • DMG/Acc/RCH/End • Chance of Damage (Cold) - 3.5 PPM Level 50 Post-ED values • Damage: 89.93% • Slow: 69.9% • Acc: 39.75% • End Rdx: 39.75% • Recharge: 45.05% Set Bonuses • 2) 1.125% HP (x1.5 multiplier) • 3) 2.0% Slow (x2 multiplier) • 4) 10% Slow Resistance (x2 multiplier) • 5) 6.25% Recharge (x2.5 multiplier) • 6) 3.75% AoE Defense, 1.875% Fire/Cold Defense (x3 multiplier)
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You should get on Beta and test it out. Lots of interesting aspects of it. It is a PBAoE location power, so where ever you are (even in the air), if you cast faraday cage, it sits there, as a 25 foot radius Sphere. You can move out of it and you can move into it, if you're within its radius, you'll be buffed.
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Actually, it doesnt even do that. It does enhance defense debuffs though. And DDR (if the toon has it). Mostly it's a single target recharge buff that does provide a chance at KD (havent tested) and like you said, greatly enhances a players secondary effects. Probably nice to use on a fellow support character. A shame it isn't a chain power. 100% effect on target, 75% effect on 2nd jump, and 50% effect on the rest.
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Even if we can't have a minimal F/X option, if they added a no F/X version at double the cost of the other jet packs (so 100k per 30 min), I'd take that. 1 mil for 5 hours of game use. Deal.
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It would be nice if there was a minimal F/X that would simply not make them appear. But I guess the tax for free powers is ugly graphics
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That's a pretty big change request to make this late into Beta testing. Since the pet hits the debuff in an area, I wouldnt be too concerned with who they target. I'll have to go back and check the numbers, but I suppose its 15 ft radius. I'll edit if I'm mistaken. Anyways, we could look at requesting a wider AoE, maybe 20 ft.
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Personally, I never like taking fly. I'll pay the 100k to have both Jump Pack and Steam Jump to turn my Hover into Fly. Or just buy 5 hours worth of Jet Pack, since it will only cost 50k (seriously, the cost is only 5k per 30 minutes...did they lower it recently?)
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Focused Feedback: New IO Sets (Release Candidates)
Bopper replied to Jimmy's topic in [Open Beta] Focused Feedback
No longer unique, since it can't proc more than once. -
Mids' Reborn Unofficial (MRBU)
Bopper replied to Felis Noctu's topic in Mids' Reborn Hero Designer's Forum
Do you have Vigilance active?- 293 replies
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- build planner
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I don't think Amp Up has changed since Build 4, but here are the numbers. It is an ally buff only. T9: Amp Up (Ranged, Ally +Special, +Recharge) Empower an ally with raw energy, causing all of their abilities to unleash chained bolts of electricity at nearby foes. These bolts drain a small amount of endurance and have a chance to knock up the target. Amp Up also moderately increases their attack rate and greatly boosts the secondary effects of their powers. Their power effects like heals, defense buffs, endurance drains, disorients, holds, immobilizes and more, are all improved. Recharge: Very Long No longer consumes Static Now always provides 50% +recharge and 75% +special Activation Time: 2.57s Recharge Time: 5m 0s Endurance Cost: 10.40 Accuracy: 1.00x Power Type: Click Target Type: Friendlies Power Range: 80.00 ft. Effect Area: Single Target Attack Types: ranged +75.00% strength to healing for 1m 30s on target (ignores buffs and enhancements, unresistable) +75.00% strength to defense for 1m 30s on target (ignores buffs and enhancements, unresistable) +75.00% strength to absorption for 1m 30s on target (ignores buffs and enhancements, unresistable) +75.00% strength to endurance for 1m 30s on target (ignores buffs and enhancements, unresistable) +75.00% strength to to hit for 1m 30s on target (ignores buffs and enhancements, unresistable) +75.00% strength to run speed for 1m 30s on target (ignores buffs and enhancements, unresistable) +75.00% strength to fly speed for 1m 30s on target (ignores buffs and enhancements, unresistable) +75.00% strength to confuse for 1m 30s on target (ignores buffs and enhancements, unresistable) +75.00% strength to terrorize for 1m 30s on target (ignores buffs and enhancements, unresistable) +75.00% strength to hold for 1m 30s on target (ignores buffs and enhancements, unresistable) +75.00% strength to immobilize for 1m 30s on target (ignores buffs and enhancements, unresistable) +75.00% strength to stun for 1m 30s on target (ignores buffs and enhancements, unresistable) +75.00% strength to sleep for 1m 30s on target (ignores buffs and enhancements, unresistable) +50.00% strength to recharge for 1m 30s on target (ignores buffs and enhancements, unresistable)
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I dont think I will tonight, but maybe tomorrow. Others might be available though. As for how I test, I find using Mass Hypnosis is useful for incapacitating the enemies for a long enough time to then use TP foe and place them exactly where I want them. Also use TP friend to move dead allies however you need. More tests with multiple allies would be good. And it would be good to go back and look at @Sir Myshkin findings to see if those are fixed. Edit: also more MM testing with ally rez would be good, just to make sure no funny business
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Very nice build. I made some small changes (boosters, some minor enhancement changes). Mostly, I wanted to try to get you over 40% defense without incarnates (boosters did that), and I wanted to get your S/L/N/P a little bit higher in resistance so that you aren't relying on 3 ATO procs. Personally, I only rely on 2, as there may not be enough enemies to reach 3 consistently. So my goal is to hit 76.6% resistance and rely on the last 13.4% will come from 2 procs and get me to 90%. That was easy enough to do for S/L/P, but N still came 3% short of my goal. I could get there, but it requires more enhancement changes that I didn't want to do. Afterall, 87.1% Negative resistance would still be quite good. Anyways, I provide the tweaks below. You'll see the spirit of your build does not change (again, very minor tweaks).
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We did, then we got good data after. Then good data after the hot fix. Crazy to think we tested on 3 builds tonight.
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I love that you pursued this. I did the same with a Stone Tank I built. Technically, I did it for a 2nd build where I wanted to be indestructible... even if it was overkill. Without incarnates, I have the following: In Granite: Resistance: S/L/F/C/T = 90%, E/N = 84.6% (1 Tanker ATO away from 90...which is automatic), P = 77.5% (2 Tanker ATO away from 90...which is typically automatic). Defense: S/L/E/N/F/C = 48%. Psi = 16.8% Regen = 324% (539% if rooted) HP = 3534 (perma capped Earth's Embrace with Hasten, FF procs) Run Speed = 28 mph+ (15 mph if rooted) Out of Granite: It's nothing great, but then again the idea of going for high Psi resistance is so I don't have to switch out of Granite :). But if desperate, I get the following (assuming 2 ATO procs): Res | Def: S/L (48.0% | 36%), E/N (27.4% | 38.9%), F/C (70.8% | 16.8%), Toxic (75.9%|*), Psi (90% | 51.4%) Run Speed = whatever the hell I want (25.2+ mph if rooted) + : assumes I have the run speed base empowerment, which gives 2.86 mph I likely could go for a better out-of-granite build that would pair with the in-granite build, but I think it would cost me in run-speed. I may re-attack by building for an out of granite build, and just have the in-granite as a fall back for big fights. But eh, I'm happy with the way it is.