hejtmane Posted November 13, 2020 Share Posted November 13, 2020 Go Dark Armor and only turn one aura on there you go original Dark Armor scrapper could only toggle on one aura until I3 yea it was dumb when everyone else could toggle on multiple there you go super old school that is also when cof was a mag 3 FlashBack to old days: Pinnacle Langar Thurs-Katana/SR 50; Hejtmane-DM/DA 50 Rogue Spear-Spines/DA 50; Hypnosis-Ill/Rad 50 Sir Thomas Theroux-DM/SR 50; Melted Copper-Fire/Shield 50; Byzantine Warrior-DB/ELA 50; Blade Tempo-50 DB/EA Link to comment Share on other sites More sharing options...
Uun Posted November 13, 2020 Share Posted November 13, 2020 4 hours ago, hejtmane said: Go Dark Armor and only turn one aura on there you go original Dark Armor scrapper could only toggle on one aura until I3 yea it was dumb when everyone else could toggle on multiple there you go super old school that is also when cof was a mag 3 Prior to I3, Invulnerability's Unyielding Stance (its mez protection) made you immobile and was mutually exclusive with Temporary Invulnerability (S/L armor). Uuniverse Link to comment Share on other sites More sharing options...
Lex Talion Posted November 13, 2020 Share Posted November 13, 2020 5 minutes ago, Uun said: Prior to I3, Invulnerability's Unyielding Stance (its mez protection) made you immobile and was mutually exclusive with Temporary Invulnerability (S/L armor). Which was incredible fun when fighting Tsoo Sorcerers solo Drama, Horror and Mad Science Link to comment Share on other sites More sharing options...
Deuce Spade Posted November 14, 2020 Share Posted November 14, 2020 On 11/12/2020 at 1:01 PM, InvaderStych said: Thanks, my understanding of Threat/Taunt mechanics is ... superficial ... at best. 😄 It's pretty arcane, and I'm not sure of it, but this link will take you to an overview. Essentially, it's supposed to work like this - all threat is from damage. Taunt abilities generate pseudo damage, and apply a threat multiplier to damage done by the taunter for the duration. The link shows multipliers for attack types and AT modifiers for damage done after *that character* uses a taunt ability. I've read that various enemies are scripted to flee at set health levels, and that debuffs and mob chance to hit can also play a role in when they run. Obviously, threat level can overcome this scripting, though you need a taunt ability to reach the necessary levels for more than a mob or two. Some abilities, like Burn from the fire secondary, also have a fear component that will make mobs flee regardless of health levels. 1 Link to comment Share on other sites More sharing options...
hejtmane Posted November 15, 2020 Share Posted November 15, 2020 On 11/13/2020 at 4:14 PM, Uun said: Prior to I3, Invulnerability's Unyielding Stance (its mez protection) made you immobile and was mutually exclusive with Temporary Invulnerability (S/L armor). True it was pretty funny being rooted and not able to move FlashBack to old days: Pinnacle Langar Thurs-Katana/SR 50; Hejtmane-DM/DA 50 Rogue Spear-Spines/DA 50; Hypnosis-Ill/Rad 50 Sir Thomas Theroux-DM/SR 50; Melted Copper-Fire/Shield 50; Byzantine Warrior-DB/ELA 50; Blade Tempo-50 DB/EA Link to comment Share on other sites More sharing options...
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