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Bopper

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Everything posted by Bopper

  1. Hopefully you'll return the help tab now that it will remove some of that dreadful spam.
  2. Since we are calling it Dark Equilibrium and incorporating damage scaling based on endurance levels, why not do the same for the recovered endurance? It could work like Gamma Boost, where higher endurance levels does less endurance return with more damage output, while less endurance levels do less damage output but provide more endurance return? Edit: Suggested design of formula: DMG = 100 END = 10 Damage = DMG + DMG*(source.EndurancePoints%) Endurance = END + END*(100% - source.EndurancePoints%) So at most, you can do 200 damage, and at most you get 20 endurance pts per target hit. On the flip side, the minimums would be 100 and 10, respectively. This mechanic would definitely fit the name Equilibrium.
  3. The problem with the general chatting on Help and LFG channels is that it often causes requests for assistance to be missed/overlooked as 5-10 conversations bury those requests. Personally, I'll probably still monitor all of the channels and will simply tab over to the help channel when responding to someone's question.
  4. I appreciate your honesty and it brings up good points. What solution would you propose, perhaps flip the EN and Range defense (3.75 EN def, 1.875 range def)? Not sure if doing that changes the algebra used for calculating appropriate bonuses for sets...perhaps something else gets improved/weakened or if it leaves it as no change.
  5. I really like what you did with the mouse cursors and I was hoping you could take my request. I like the size of the cursor in version D, as it let's me find my mouse cursor quickly. However, I still like clicking with a smaller cursor because I am bad about pin pointing with the tip of the giant cursor. Is it possible to have the cursor be large as a default, then when I highlight over something to select, it switches to a colorful smaller cursor? Edit: I did a manual hack job by combining cursors from both the B and D set. It's still not quite what I hoped, but it's close enough.
  6. I noticed in the description for Amp Up that the recharge is +0% strength. Is that a mistake in the description, or is the ally not getting a recharge boost? Or perhaps it's suppose to say "Special strength to recharge..."? Has anyone tested this to see if recharge is actually being boosted, and if so, how much per stack of static?
  7. Gonna make a list of what all the powers do, so that I can refer to it later when I'm not on the game. Will edit shortly Finished T1: Shock (Ranged, Foe -End, -Recovery, -DMG, Self +Static) Strike a single foe with a highly-charged electrical shock, draining some endurance and moderately reducing their recovery and damage output. Shock grants 1 stack of Static. Recharge: Moderate T2: Rejuvenating Circuit (Ranged (Special), Ally Heal, Self +Static) Create a circuit of healing energy between two nearby allies, healing them for a small amount. Every stack of Static you have will cause this power to chain to an additional ally, and the number of jumps will double at 5 stacks. Each successive jump along the chain will heal the next target for less. Rejuvenating Circuit grants 1 stack of Static. Recharge: Moderate T3: Galvanic Sentinel (Summon Galvanic Sentinel: Ranged Debuff Special) Summons a Galvanic Sentinel to your aid. The Galvanic Sentinel shocks and weakens your foes. The duration of the Galvanic Sentinel scales with the number of stacks of Static you have. Galvanic Sentinel will consume all stacks of Static. The Galvanic Sentinel can be buffed and healed, and may be targeted with your Circuit powers. Recharge: Slow T4: Energizing Circuit (Ranged (Special), Ally +End, Self +Static) Create a circuit of pure energy between two nearby allies, restoring a small amount of their endurance. Every stack of Static you have will cause this power to chain to an additional ally, and the number of jumps will double at 5 stacks. Each successive jump along the chain will restore less endurance to the next target. Energizing Circuit grants 1 stack of Static. Recharge: Slow T5: Faraday Cage (Location (PBAoE), Team +Res(All DMG but Toxic, Status, Knockback, -Rech, -Rec, -End)) Create a large energy barrier at your location which provides all allies within resistance to all damage except Toxic. They are also protected from status effects, knockbacks, endurance drain, recovery debuffs and recharge debuffs. Casting this power again will move the energy barrier to your location. Recharge: Slow T6: Empowering Circuit: (Ranged (Special), Ally +DMG, +Special, Self +Static) Create a circuit of empowering energy between two nearby allies, increasing their damage output for a short time. Every stack of Static you have will cause this power to chain to an additional ally, and the number of jumps will double at 5 stacks. Each successive jump along the chain will empower the next target for less. Empowering Circuit grants 1 stack of Static. Recharge: Slow T7: Defibrillate (Melee (Targeted AoE), Ally Rez, Self -Static) Strike a defeated ally with a highly-charged jolt of electricity, reviving them and any other nearby defeated allies. The amount of health and endurance allies revive with scales with the number of stacks of Static you have. Defibrillate will consume all stacks of Static, and each stack consumed in this way will restore a small amount of your health and endurance. Recharge: Long T8: Insulating Circuit (Ranged (Special), Ally +Absorb, Self +Static) Create a circuit of protective energy between two nearby allies, granting them a small protective shield. Every stack of Static you have will cause this power to chain to an additional ally, and the number of jumps will double at 5 stacks. Each successive jump along the chain will shield the next target for less. Insulating Circuit grants 1 stack of Static. Recharge: Slow T9: Amp Up (Ranged, Ally +Special, +Recharge, Self -Static) 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. The recharge bonus of this power increases in strength with the number of stacks of Static you have. Amp Up will consume all stacks of Static, and each stack consumed in this way will restore a small amount of your health and endurance. Recharge: Very Long Static (Circuit Boost, +Movement Speed) Every stack of Static you have increases the number of targets your Circuit powers can chain to, as well as increasing your movement speed by a small amount, up to a maximum of 5 stacks. Casting Galvanic Sentinel, Defibrillate or Amp Up will consume all stacks of Static.
  8. Electrical Affinity is a fine name. If names should sound like others, it certainly pairs with Darkness Affinity. But if this section is intended to play more as a naming suggestion thread, I'd like to throw one more into the ring: Electrical Transformation, the changing of electricity in form and nature.
  9. Thank you, now that I read it again with that in mind, it does make sense.
  10. I like the changes. Simple and sweet. Now can we either get the PPM to Power Transfer increased (since it is unique) or remove the unique flag from the proc?
  11. Am I reading this right, it seems complete opposite to the previous version. Previous version did more damage at high endurance, now it does more damage at low endurance? Why the flip-flop?
  12. Why was +Special removed from Empowering Circuit? Redundancy with Amp Up? Personally I liked the set having an emphasis on +Special, helping the set have a unique identity (along with its chaining)
  13. I thought this was going to be a build designed around the new Experimentation Pool. I was excited for the dart.
  14. Twice the base recharge with 2/3rds the radius...smh.
  15. Agreed. Too much talk over a power that is quite strong. It has one drawback, but that's the cost of power
  16. As long as there are Stone Armor players, teleport will have a purpose. But I too would like to see Jaunt become the new teleport
  17. They have a fix on the Staging test server. Should be patched soon
  18. They won't. You are still limited to 4 pools. So it's really up to those who are gonna take Hasten, or Hover, or Combat Jumping to decide if they can fit in these travel powers as well. A lot of folks take fighting pool, leadership, Hasten, and either hover or combat jumping. So something has to give if you take an origin pool. Some will do it, others won't. But the original travel powers wont ever be obsolete.
  19. I was thinking, why not change how NPCs use endurance? I agree, an endurance of 1 for their attacks is practically unfair (unless they have 0 recovery, I suppose). If the cost of endurance matched the ability of their powers, or even if it was standardized to 7.5 endurance per attack, then maybe endurance drain could have more use
  20. For more information, the formula you're wanting is the first FAQ in my PPM guide (link in signature). Here is the excerpt, just note that in your case the PPM is 1 and the AreaMod is 1: Frequently Asked Questions: 1) How much enhanced recharge can I put into a click-power and still achieve the maximum 90% Proc probability? If the Proc has a greater than 90% probability to Proc without enhancement, you can calculate the maximum allowed enhanced recharge as follows:
  21. It depends on the cast time of your particular build up. So let's say worst case scenario you have the fast build up (0.73s cast time), then you are allowed up to 68.95% recharge to still maintain 90% chance of firing. 90s /(54s-0.73s) = 1.6895 = Base + 68.95% recharge added. Like Haijinx said, you have to factor in Alpha. If you have Spiritual or Agility, then you will surpass that threshold using a +5 IO (53%). Otherwise, you'll be fine.
  22. I wish it only took me 15 minutes. Selecting powers isn't bad, and the selecting of enhancement slots is fine, but having to slot each enhancement and resetting my power tray is brutal. Hopefully a dynamic respec will leave unaffected powers in their assigned power slot positions.
  23. Do we know how long the duration of the effects last when leaving the patch area? If you can drop it in a location, then anyone who enters gets the buff for...I dunno 30 seconds...then can leave the patch, that would be extremely useful.
  24. Pour one out for all the Dark Melees that will never make it to level 8.
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