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Bopper

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Everything posted by Bopper

  1. (2021 Mar 10) Update mentioned here, original message below: Hi all, I have set up a Discord server that will help testers communicate with each other. If you are interested in joining, use this invite link: https://discord.gg/DptUBzh This is not a substitute for Focused Feedback discussion as I do not work with Homecoming in any capacity. It is simply to share information, organize teams, provide tools, etc. Thank you Edit: Thanks to a good suggestion, we will also have an in-game channel set up on the Brain Storming server. The channel is: Gold Standard
  2. If something is gonna die in 3s anyways, I wouldn't use it in that situation. It's the situations where it matters that I utilize it. Anchor it onto an AV, or if you're solo, anchor it on an EB or Boss. There are some missions I run that swarms me with debuffers, so having the extra layer of to-hit debuffs and more importantly damage debuffs has really helped me a ton.
  3. If I were to do Brute, personally I'd always go with Soul. Gloom is the closest thing to replacing the loss of Snipe attacks, and the animation speed of Gloom and Dark Obliteration is very nice. Plus, I'm a sucker for Darkest Night as it is so incredibly strong (although, it is MUCH stronger on a tank).
  4. Its a concept I wanted to try in the past but haven't done so yet. It seems perfectly feasible given your Epic options paired with a set like Kinetic Melee (two 40ft range attacks), or either Claws or Spines (40ft ST and 30ft cone). Personally, i think I would do it with claws because I like the animation times and the set is good all around. I suppose it doesn't have to be a scrapper either. A ranged brute would be sort of neat, mostly for the idea of having a ranged character with 90% resistance to damage.
  5. Thanks for the shout out @jojogladco. I do have a tool to see if Radial or Core is more beneficial for each individual power. Rule of thumb, though, if you have a damage aura you are likely going to prefer Core. The Radial proc damage in toggles are garbage, so it's almost impossible to make up that difference. If you don't use a damage aura, then use the tool and get an idea as to which you might prefer.
  6. Regen creates faster ticks only. The only way to make the ticks larger is to have your max HP increased.
  7. Interesting. I would've thought the extra to-hit (if not level shifted), accuracy, damage, and debuffs would make survivability noticeably more difficult.
  8. I've been casually using it this week with no intentions to try to break things, just general playtesting to see if it serves its purpose. So far, the results are great. No issues, and the UI is very nice. A big upgrade over my Tequila experience. I also like the new file folder structure. It feels more intuitive to me.
  9. Hope that link helps
  10. I like the idea of you taking the time to enjoy the game. All work and no play...
  11. You would think simply setting it to ignore Purple Patch (ignoreLevelDifference Flag) would do the trick.
  12. That solution, however, means Rage proc only boosts SS attacks, meaning powers like Cross Punch or epics would not benefit from Rage (other than the small damage buff). To be able to buff non-SS powers, you have to make the buff a true proc that gets attached to all your attacks for a limited duration (which is how powers like Toxins works)
  13. Thats easily doable. What you do is create the 40% scaled damage effect and set it to 0% chance percent (so it never fires, normally). Then you give that effect a tag, let's call it "SSRage". Then you give Rage an effect that grants 100% to a Global Chance Mod tagged as "SSRage". That will give all effects with that effect tag a 100% increase to its chance to trigger. This globalchancemod would be given a 120s duration and you would set its stackability to Replace, although stacking it wouldn't matter as a 200% chance to fire is no different than a 100% chance to fire
  14. The math is such that the proc damage uses the damage formula, and ignores whatever damage the actual power does. So in the case of Super Strengtg this would be good since a power like Knockout Blow does damage that a 20s recharge power would do, but the proc would use the 25s recharge that the power actually uses. Toxins does this, Assault Radial, and Sentinel Opportunity does it this way. There might be others. There are ways to do it your way too, you would have to add an effect to every power, similar to Fiery Embrace, and Global Chance Mods would trigger it. So it's less of a proc and more of an added effect with a percent chance set to 0% and it changes to 100% when rage is active.
  15. I liked the presentation. One thing I'll say, what you proposed for rage doesn't sound like a proc. It sounds like a 40% damage buff that simply isn't stackable (replaceable, really). However, I do like the idea of a proc similar to Toxins or Assault Hybrid. Given that SS has a tax on itself due to Rage, and you are nerfing Rage, I would suggest an actual 40% damage proc that uses the design formula (up to 20s base recharge, maybe 25s). This would also be considered a buff as it offers an avenue for SS to go beyond the damage cap, effectively.
  16. A wing of a University would also be fitting, given all the knowledge and education he shared. Perhaps a Robo_Tech NPC could be created there
  17. Not sure how easy it would be to implement, but I'm all for it
  18. Bopper

    Time/Sonic

    Yes, the options above are still a good starting point.
  19. This might help.
  20. Wow, I just read the article. This is gut-wrenching. I really hope there's a miracle.
  21. I could get behind that. I think what you're suggesting would be to remove Dull Pain and replace it with Second Wind, which is the Sentinel version of Revive. Second Wind provides a Heal and Max HP buff based on your current HP total (the lower your health, the larger the heal and MaxHP buff you receive). It also allows you to use the power as a self rez, which provides the maximum versions of the Heal and MaxHP as your current HP% is 0. This would free up a new power to go into the build, but not sure what would be appropriate. Do we leave Dull Pain (Sentinels get Dismiss Pain as an auto that provides a MaxHP buff. I probably wouldn't include that in my proposal as I already gave an Auto MaxHP to Perseverance. But in general, it could fit for other proposals. Maybe you could make something like Hybernate, but make it called...I don't know, Cocoon. You create a large Absorb shield to allow you to rest/regenerate. You can only use powers that affect yourself and it lasts for up to 15s or until the Absorb shield is destroyed. Just an idea. A dart throw idea, really. *This by no means represents my support of Absorb being added to the set, but if it would be, it should be something thematic enough*.
  22. I full-heartedly agree with this statement. Absorb is not thematic to regen, despite the fact folks say it is. Regen takes incoming damage and quickly heals from it, Absorb removes damage from ever getting through in the first place. It's complete opposites. Resistance is closer to being thematic to regeneration, which is why I added the 2nd Res(All) effect to the set.
  23. 1) You will be fine. The only proc that has the weird mechanics due to auto/toggle powers synching up is Power Transfer because that proc is specifically mechanized to only proc once when cast. For whatever reason, that mechanization is causing it to not proc more than once despite the fact you have the proc slotted in different powers. So do not worry about your Panacea or other procs, this is a Power Transfer proc problem only. 2) Nothing happens. It works as you would expect. All procs working independently of each other with no negative effects. 3) Only interferes with each other. The only other proc I know of that would act this way would be Call of the Sandman, but I am unfamiliar with any character being able to slot two auto/toggle sleep powers.
  24. I updated my initial post with actual numbers I had in mind. Copied content is in the spoiler block below. Overall, this is a buff to the regeneration and healing of the set. An improvement to debuff resistance performance: 77.85% Regen Debuff Resistance, 51.9% RechageTime and Recovery/Endurance Drain Debuff Resistance, and 25.95% Slow Movement Debuff Resistance. Increased Resistance to All Damage Type by 9.375% (for Brute numbers) and turned Revive into a 2nd MoG. I dunno though, between IH and 2 MoGs, I might have overbuffed it.
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