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Everything posted by Bopper
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No. AVs don't have a standard damage resistance. They tend to vary across damage types for different AVs, but last I recall the average damage resistance for AVs is 10%. If the foe is level 54 and you are +1 level shifted (which makes you level 51), then the AV is +3 to you. In that situation, your resistance debuffs will do only 65% of their normal effect.
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I see. That's not actually a "power redirect", it is an "execute power". This gets confused a lot because the name of the executed power is listed as "Redirects.yada.yada". As for what the power is doing, I'm guessing it's a bug. It looks like the power is applying a taunt effect then on top of it does a 2nd taunt effect via the execute power.
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Yeah. It is exactly how it sounds, a power is changed to a different power. Examples of such: Assassin's Strike, Snipes, Titan Weapons. All get redirected to slow or fast versions based on certain conditions.
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Activation Effect Groups are effects that apply to self only and are auto-hit. This is what guarantees an Energy Focus from Total Focus, or Momentum from Titan Weapons. Even if you miss, those mechanics will fire.
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Armor Set with Decent Endurance Drain Protection and Knockback Resistance
Bopper replied to Apparition's topic in Tanker
Perhaps web cocoon missed, and they didn't have the protection/resistance applied. But yeah, Electric Armor should do fine, so would Stone Armor (my energy defense is typically softcapped so most of the end drain misses altogether, but resisting 86.5% of it when it does hit). -
Armor Set with Decent Endurance Drain Protection and Knockback Resistance
Bopper replied to Apparition's topic in Tanker
You could use hover, evasive maneuvers and Hypersonic IO to withstand the -10 fly -
Armor Set with Decent Endurance Drain Protection and Knockback Resistance
Bopper replied to Apparition's topic in Tanker
Correct me if I'm wrong but that power looks like it's giving you 100 mag kb protection -
Armor Set with Decent Endurance Drain Protection and Knockback Resistance
Bopper replied to Apparition's topic in Tanker
Keep in mind kb resistance with kb protection. A lot of sets come with 99% kb resistance, so 1 KB protection turns into 100 KB protection. I would recommend stone. It has a lot of energy drain resistance (86.5%) with rooted and plenty of kb protection (10 kb with 99% resistance makes for 1000 kb protection). -
You can't boost procs. Keep hunting 😉
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for reference, it's mentioned in the first post.
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Seeded prices are 10k for common, 100k for uncommon, and 1 mil for rare. But the market has them going for far less than that, at the prices you mention.
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Do you use the presence power pool to get controls?
Bopper replied to DougGraves's topic in General Discussion
I usually can't fit presence pool into my builds, but I always look at it wishing I could. That desire is mostly for Unrelenting but the control aspect works too, especially for squishies. -
Is there any possibility for a west coast (or western Canada) server?
Bopper replied to Phanto's topic in General Discussion
iirc, that would cause the loss of many toon's names and many super group bases. -
If you're referring to the build I posted above that had Arcane Bolt in it, that's not a build I used just something I helped put together. I think Arcane Bolt is not used in rotations and is more of a mule. It's useful having a ranged attack, especially for runners. Plus Arcane Bolt sometimes does double damage which makes it useful as an attack in its own right.
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Which servers were you experiencing this with? For example, were you trying to transfer a character from Reunion to Excelsior?
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I used to wonder the same thing about the End/Move hamis. I had no idea why they sold for as much as I did, but folks will pay a premium for the slightest of edges. In this case, it's an even larger edge give how some powers can't take sets but could really use a 2 for 1 enhancement like Acc/Rch
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I don't know enough about how rest works to go into any more detail than I'm about to share. I just recall changes that happened and some bug fixes during the process. I don't know if Rest is intended to not allow toggling on/off items. The power is still set to "Only Affect Self" while active, afterall. Some of the changes that came with Rest was the ability to activate it while in the air (or while flying? again I don't know the power well enough) .. however it would make you fall to the ground. Rest also no longer immobilized you, I think it just kills your movement speed instead. I don't recall why that was done, but it might be related to allowing the activation of Rest while flying (again, I don't know for sure). There was a bug that was discovered that allowed your to move while untouchable, and the fix for that could have been what caused players to no longer activate toggles while using rest. Again....I dunno, don't shoot the messenger, I just figure I add some context to this conversation as to why Rest changed in the ways it did and areas where the undesired outcome (not activating toggles) may have come from. Perhaps someone else who was more involved with beta testing Rest changes could speak to it more clearly.
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People aren't using it for taunt powers. The acc/Recharge is the big winner, slotting into basically any power. Fold Space comes to mind as an obvious beneficiary (can't slot sets), but I'm sure there are plenty of other examples.
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That is usually the structure, with exceptions being a proc being substituted out for a recharge. As for the set bonuses, I don't see it being much different than what's already available. There are already two level 50 heal sets that do S/L resist, F/C resist and recharge. So we're only seeing deviations in the remaining 2 set bonuses. Sub-out the improved heal and P/T resist for the damage and E/N resist, or sub-out the Health and End Discount for the damage and E/N resist. The suggestion is fine, you're aiming for a set that provides resistance to most things for little slot investment (all three for the minimum 4 slots), and I certainly see why that appeals to Regen players as you alluded to in your original post. Anyways, I wasn't coming here to provide commentary, I just wanted to know what the full suggestion was outside of set bonuses.
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You offered up an IO set suggestion, but all you gave us were a list of desired set bonuses. What does the set do? What does each enhancement enhance? Does it have a special proc? A unique? Perhaps neither?
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Bug: Irradiated Ground does not accept Archetype Enhancements.
Bopper replied to Willdabeastalt1's topic in Bug Reports
To fix this, quoting myself (classy), you would give IG the Enflame treatment. For example, make the toggle also be a do-nothing aura, and allow it to proc. Then make the pseudopet not allowed to proc. Then you will be able to slot the ATO, get buffed by the procs, and you will have procs happen every 10s instead of every time you summon the pseudopet (5s). -
Bug: Irradiated Ground does not accept Archetype Enhancements.
Bopper replied to Willdabeastalt1's topic in Bug Reports
Yes, in this case I'm referring more to the procs. They are all self buffs but you wouldn't be getting the buffs, the pet would. That probably shouldn't prevent someone from slotting the ATO into IG, but folks would complain about why their fury isn't generating, or not getting a resistance buff or an absorb buff, or not getting a crit buff. It all goes to the pet instead of you. -
Bug: Irradiated Ground does not accept Archetype Enhancements.
Bopper replied to Willdabeastalt1's topic in Bug Reports
It is both a pseudopet summoner and an AoE attack -
Bug: Irradiated Ground does not accept Archetype Enhancements.
Bopper replied to Willdabeastalt1's topic in Bug Reports
It's a pseudopet, so it can't take ATOs. -
Little Bopper is doing well. For $300, I hope she's doing great. As for your question, here is my explanation on how I think Seismic Shockwaves works: Everytime you cast a Seismic Blast attack while near the ground you will have a chance to proc Seismic Shockwaves. If it doesn't proc, your probability to proc in your next attack will increase by 30% (Earth Manipulation powers do this too, but it goes up by 15% instead of 30%). Your chance to proc Seismic Shockwaves starts at -20%. So you get the following probabilities to proc Seismic Shockwaves over time: 1st Attack: -20% (can never be proc'd) 2nd Attack: 10% 3rd Attack: 40% 4th Attack: 70% 5th Attack: 100% (guaranteed to proc) When Seismic Shockwaves is active (successfully proc'd), it will last for up to 45s (you can spend/revoke this earlier with Seismic Force, Rock Shards, and Stalagmites - which will make those powers do something extra special). Also, Seismic Shockwaves will only be active while on the ground. If you start to fly or jump, it will turn off until you return back near the ground. Also also, while Seismic Shockwaves is active, you can't proc it again. Your probability to proc will be floored to something like -10,000%. When Seismic Shockwaves is active it will have a chance to knockdown 1 target every 0.2s within a 15' radius. To do this, the target must be near the ground, not asleep, and haven't been knocked at anytime within the past 10s. As for the recharge thing, I'll try to explain the performance with a little more math. First, let me try to change your perception on how recharge works. Often, we just think of the cooldown as a timer that needs to hit 0:00. Instead of thinking of recharge as a countdown, let's start thinking of recharge as a counter that goes up. When a power is on cooldown it must add/count up time units until it reaches its base cooldown value. So for example, Meteor has a base cooldown of 170s so we need to accumulate 170s worth of time units for the power to become fully recharged. So how do we factor in recharge buffs and Seismic Blast's -RechargeTime effects? For simplicity's sake, let's assume the game updates the cooldown every 0.125s. If you have no recharge buffs, then every 0.125s of game time you will earn 0.125s of cooldown for your power. If you have 400% recharge strength (100% base + 300% global/enhancement), then every 0.125s of game time you will earn 0.500s of cooldown for your power. As your recharge buffs vary over time, the cooldown time you earn will change with it. As for Seismic Blast's -RechargeTime, thats basically instantaneous cooldown credit. So let's say you have 400% recharge strength and you cast a Seismic Blast attack that grants -1s recharge, then for that 0.125s game time will earn you 1.500s of cooldown for your power. So what does this do for Meteor? Every Seismic Blast attack you cast will give you 1s cooldown credit for Meteor. So let's say over a period of 40s you cast 20 Seismic Blast attacks, you will have earned 20s cooldown credit for Meteor. If Meteor has slotted 95% recharge and you have global 180% recharge, then Meteor normally experiences 375% recharge strength. Without Seismic Blast that would make Meteor recharge in 45.33s. But thanks to the 20s cooldown credit, your new recharge for Meteor would be 40s. Math shown below: Normal Meteor Cooldown: 170s / 3.75 = 45.33s New Meteor Cooldown: (170s - 20s)/3.75 = 40s.