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Bopper

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Everything posted by Bopper

  1. Combat teleport is another, but as of now we're going into unhelpful discussion for a feedback thread so I'll bow out. But examples of debuffs dropping when mezzed in game exist in the form of detoggling. Dropped while mezzed and back when off cooldown and recast.
  2. Other powers do have cancelation flags if an event happens (such as being mezzed). I don't know if critters carry those effects, but I see it in player powers.
  3. Technically it happens the moment you are mezzed, but the 8s timer is refreshed on every server tick that you're mezzed. So you are suppressed while mezzed and then for 8s after
  4. That's not how the event timer works. They check for how long since you've been mezzed. If you are still mezzed that time is 0. As soon as you are no longer mezzed the time is tracked. This is how stealth works too, it doesn't suppress starting at when you were first attacked, it checks when you were last attacked. If you get attacked again while suppressed, that timer restarts.
  5. I'll say this... I was not a fan of being a tank at aggro cap and using my taunt on another group did nothing. The improvements to the Aggro stuff is nice, not just in terms of the AI seeming "less dumb" but also having my taunt work a bit more intuitively.
  6. In fairness, I originally didn't factor in cooldown either when looking at the proposed changes. After factoring it in, I started accepting 8s as a reasonable enough landing spot. Could it go lower? Perhaps. But like Powerhouse said, the only way to influence change is to test. I don't think I've seen any playtesting feedback in this thread so far, so I won't hold my breath on immediate changes.
  7. I took your numbers and applied a couple more factors to them. The column worth looking at is CD/2-2, which is the time it would take to get all of your toggles back (for just the set, assuming no offensive toggles outside the set). There are no perfect assumptions, but I picked 200% Total Recharge (100% base and 100% more from any other source). Could I bump that up for end game builds? Yes. But not everybody IOs out there builds, especially those who are leveling up naturally. Personally, I don't slot recharge in toggles, I slot endurance or buff the effects of the toggle. So 100% global recharge fits for my builds in this regard. But again, pick what it true to you. I also assumed 2s average hold time (maybe you can pop an inspiration faster, maybe you are held the whole time...either way, pick whatever the value you think is best - I picked 2). I then factored in the cast time and cooldowns of each toggle in these sets. I should have included Arcanatime, but let's assume a perfect world for now. What you'll find is the average time for each of these (under the variables I set) will average 7 seconds to have all toggles return fully. That's not far off from 8s that we have on Beta, but as you see that's using sets that average only 1.6 toggles. For sets with exactly 2 toggles it ranged from 7-10s. For completeness sake, I added Tornado to Storm Summoning in my notes, but I did not include it in my calculations. I just wanted to highlight that toggles with pets still drop and if they come off cooldown fast enough you might be having to retoggle after mez, which prevents you from retoggling other powers.
  8. Aim is for Ranged powersets. Build Up is for Melee powersets. Look at Blaster version of Dark Blast and you'll see they also get Aim.
  9. Known bug. This happens with all DoT attacks
  10. It all depends on how folks build. If you chased 40% resistance to all from set bonuses then you really won't need RoP (unless you want to hit caps with more health). I build for damage via procs and have very low resistance, so I keep RoP and Demonic Aura available for moments when things get dicey. I might try out enflame sometime. I typically skip it due to power tax. Hard to fit 4 powers from an origin pool.
  11. Can you clarify some of that? Unleash Potential doesn't have a crash. Personally, I would recommend Force of Will for Soldiers (as in, I have no problem with taking it, I'm not saying it needs to be taken). The high defense and regen pairs well with the high max HP and resistance of Soldiers. You also can add to your resistance debuff potential via Weaken Resolve and its -ToHit helps with being hit less as a resistance based character. Also it's very procable which goes well with your resistance debuffs. I mentioned it earlier, but I think Sorcery is good for Widows as Rune of Protection's very high base resistance pairs very well with Widow's scaling resists. You can cap your resists (85%) when at ~40% Health. Capped resists and defenses at low health turns you into a very sturdy character. I will also vouch for Presence pool, but it's hard to get both Unrelenting and a T5 from an origin pool. Personally I go with Provoke because it helps with runners, I take Intimidate for utility (but just 1-slot it), then take Unrelenting.
  12. Sorcery for Rune of Protection. 25% base resist, enhance to 40%. Perfect for scaling resists on Widows.
  13. Yes, there are.
  14. Ice Melee has similarities to Super Strength. Lots of lackluster powers, but you can get everything you need in 3 powers. Frost, Freezing Touch and Frozen Aura are all very strong (especially on tank, as the AoE is buffed for frost and frozen aura). Although that may sound like a bad thing (where you likely skip 3+ powers in the set), but it's a blessing in the sense you are able to chase other things you may not afford to with other sets. For example, maybe you get cross punch and/or a T5 origin power. Or maybe an extra epic attack. The low power tax of the set helps make it good
  15. Throw in the Thrust unique to potentially hit the speed cap.
  16. Attuned enhancements mean you will be able to keep your set bonuses as long as you don't exemplar more than 3 levels below the lowest level of the enhancement set. In the case of LotG, they go from level 25-50, so as long as you remain level 22 or more, the attuned LotG enhancement will be valid for counting towards set bonuses. Crafted enhancements can be boosted, however they are fixed in level. If you have a Level 50 LotG, that enhancement will only be valid for counting towards set bonuses if you are level 47 or higher. If you have a level 30 LotG enhancement, it will be valid for counting towards set bonuses if you are level 27 or higher. The LotG +Recharge enhancement is treated as a special set bonus, so it follows the same exemplar rules. If you have a level 50 LotG +Recharge enhancement, you will lose the 7.5% recharge if you exemplar lower than level 47. This is why folks say to always attune this enhancement. As for a mix, let's say you attune two LotGs, have a level 40 LotG and a Level 50 LotG. If you are level 47 or higher, you get the 4-piece set bonus (and the 2 and 3 piece, obviously) because all 4 enhancements are valid. If you exemplar below level 47 (say, level 40), then only 3 of your enhancements are still valid (2 attuned and the lvl 40), so you only get the 3-piece bonus. Exemplar lower (say to level 35) you will only have the 2 attuned enhancements as valid and you'll get only the 2 piece set bonus.
  17. Those statements may have been true at one time, however Toxic Attack tags do exist in game now. I datamined powers a couple of years back (thanks to RubyRed) and found 11 critter powers and 11 player powers that carried this tag (coincidence). Since then more powers have been created or changed to carry the Toxic Attack tag. Toxic Defense does check against these tags...so if you had 45% Toxic Defense you will be softcapped to attacks with the Toxic Attack tag.
  18. Interesting. I spoke to someone yesterday who also said it didn't work. I think you two are the only ones I know of who had trouble with it (mostly small same size). But I gave them your instructions and they seemed to have resolved the issue now. So I'll keep those in my back pocket if a quick fix doesn't work.
  19. Keep in mind, Power Boost does not affect damage resistance. The two have nothing to do with each other except for the fact Power Boost is an "outside buff" and enhanceable damage resistance powers are all flagged to "ignore outside buffs". So folks hoping to buff the defense of an Ice Shield get surprised that Ice Shield is unaffected by Power Boost. If it were possible to isolate it though, it would be a long-term project as you have to factor in the balance implications of allowing powers to be buffed by things like Power Boost. Farsight has already caught the dev's attention for its abuse of the combination, and Cold Domination is already a strong set that would only get crazy stronger if allowed to pair Power Boost with its long duration shield powers. So I doubt we'll ever see a blanket sweep of such a change. I think you'd have to go through one-by-one to see what should be boostable and what shouldn't.
  20. This bug gets brought up all the time. Fastest fix: go to your data folder (where you installed Mids), find the config.json file, delete it, restart Mids.
  21. I think your seed prices are accurate.
  22. It only applies to powers that are flagged to ignore outside boosts or effects within powers that are flagged to ignore strength and enhancements. Typically, we see powers flagged to "ignore outside boosts" when that power has enhanceable resistance. So in the case of Deflection Shield, it has resistance but it's not enhanceable. So instead the resistance effect (toxic) is flagged to ignore enhancements/strength, but that allows the rest of the power to still be buffable by outside boosts. As for Farsight, it has no resistance effects and it is not flagged to "ignore outside boosts". So both Farsight and Deflection Shield can be buffed by power boost. So, again, mostly look for what powers can slot resistance enhancements. For example, Earth's Embrace is a Heal/+Max HP power; but it also resists toxic damage which can be enhanced. Because of this, Earth's Embrace is flagged to ignore outside buffs and is not affected by power boost type powers (like Adrenal Booster or Amp Up). You might be wondering, why is this a rule? It has to do with the interaction of damage and damage resistance. If a damage resistance effect is not flagged to ignore enhancements/strength, or if the power with the enhanceable damage resistance effect is not flagged to ignore outside buffs, then damage buffs would be able to buff the damage resistance. The most egregious example of this was Darkness Affinity's Fade which used to be bugged (it was fixed on HC a couple years ago). Fade is similar to Farsight in that it is a long duration Defense buff, but it also has enhanceable resistance effects. However, the power was not flagged to "ignore outside boosts". So for awhile, you were able to use Power Boost on Fade, but you were also able to use Damage inspirations or Soul Drain to give yourself crazy high Damage strength prior to casting Fade, and that would allow you to reach insanely high resistance values for Fade. So ultimately, that is why we see powers that have enhanceable resistance be flagged with "ignore outside boosts". Otherwise, you could abuse those resistance powers easily.
  23. I'll extend that to 3 advantages. ST Damage is slightly better (as you mentioned) but it would be all/mostly melee range. It is easier to perma Mind Link (although it's fairly easy to do the same with Fortunata on an end game build). The third is the most significant, in my opinion, which is access to Mental Training which gives a nice recharge buff and slow resistance. When I design my hybrid fortunatas, the loss of mental training is the hardest hit.
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