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Posts
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Joined
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For the record, I disagree 100%. Wormhole is a late game power, Grav needs something better for the early game.
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That's my Liliaceae!
*roll sitcom end credits*
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Agreed. Lots of screen shake!
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I'll be rolling Desdemona's dual buns. Bettie Page lives!
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Greater Stone Mallet FTW.
And now I'm going to reroll Geo Lass for the fourth time (currently Earth/Energy). And I'm going to have to roll yet another Dom to put Energy Assault on. I always love rolling new Doms, so no problem!
I'm thinking...Grav again lol. -
Most likely you're just hitting Psi resistant mobs, then when you hit non-resistant ones it seems like a damage boost.
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Move the power to slot 8. Move wormhole in its place. Take it if you want it. Leave it if you don't. Grav now has solid early AoE control. Problems solved for everyone.
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100% agree. I have DS in my current Grav/Energy Build (don't worry, I only solo with it lol) and it is hard to tell who has been affected and who hasn't.
Swap DS and WH and 90% of Grav's current problems (namely weak early game) are fixed. -
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This one isn't quite as in depth as the scaling defense. (Which is a great idea :P)
Imo Conserve power has such limited usage that its not worth taking. And hence: Turn Conserve power into Conserve Health! :P
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Thanks for the compliment on my idea, and I think your idea is also very good. Might get held back due to the cottage rule, but I like your idea nonetheless, cottage rule be derned.
Electric Armor needs something, anything, to make it playable. Right now, it's the only melee armor that depends on teammates to keep you alive.
Scaling Defense or Conserve Health or anything to help the set would be fine by me. I'm partial to Scaling Defense of coursebut I'll take anything over nothing.
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If VEATs had their base recovery in a variable VEATRecovery (Conditioning being an empty place holder for display purposes) and non-VEATs had their base recovery in NormalRecovery, and the real numbers pointed to the VEATRecovery when displaying base recovery for VEATs, but the game engine was actually using NormalRecovery for endurance/recovery calculations, that would explain what's happening.
I disagree this isn't a bug. There's definitely a bug somewhere, and it's VEAT specific, that much we know.
Also, it's been my completely subjective experience that Conditioning doesn't seem to actually do anything. VEATs are no better off than any other Arch for taking/avoiding Stamina (in my subjective opinion). -
I frequently give my characters a Silver Age style costume as well as a modern one. I also frequently give them Day Job/off duty costumes. For those with self-rez's I have post-self rez costumes. I'll also follow the HeroClix line of thought and give them a Rookie, Experienced, Veteran and Unique look. Costumes can also be the result of storyline progression of the character (such as my Stalker getting an organic, living costume from the Shadow Shard).
Sometimes I even find one lone costume is best (such as my Bane Spider; I love that armor so much I never want to change him out of it). -
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Now, the only question is.. Where is the bug? Is the recovery really broken.. or is the number just displaying incorrectly?
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Is the standard rate of 1.67 the only part that can be enhanced because the rest actually comes from [Conditioning]?.. and if so.. Why isn't that value shown separately in the Combat Attributes?
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Excellent analysis. I suspect the real numbers are accurate and VEAT recovery is somehow faulty, but it's only a suspicion (I found this problem when going over my Bane's recovery with a fine tooth comb trying to fine-tune a Staminaless build that just wasn't working for some reason).
I've bugged it in game and I encourage others to do the same. -
One year, one month and four days later Funky Flames has reached level 50! Thanks once again to everyone who helped develop Samuel Freeman Snipes and special thanks to ddgryphon for giving him an incredibly great look (which has been complimented many times in game now).
Oh, and he has shiny boots as of Issue 15, too.
A Funky Fifty! -
Wow, that is nice! TB just a lot better (for those with half a billion to upgrade it
).
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Please use this thread in the TI&B forum if you would like to discuss this bug or add your data to confirm it.
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VEATs seem to be getting lower than expected Recovery.
Example:
Night Widow
Recovery Rate: 2.61
Base: 1.84
Stamina: .86
Expected Recovery Rate: 2.7 <--missing about .09 Recovery (getting 2.61 instead of 2.7).
All VEATs but no non-VEATs seem to be affected. -
Thanks for checking yours Kitsune. Looks like we've got a VEAT bug. I'll open a thread in the Bug forum.
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Running the numbers on my Night Widow to see if a second VEAT is also affected as I presume in my hypothesis:
Rate 2.61
Base 1.84
Stamina .86
Expected Rate: 2.7, but got 2.61 instead. Something seems to be hurting VEAT Recovery, but not the Recovery of non-VEAT Archetypes. Hypothesis: VEAT's Inherent conditioning bonus subtracting Recovery rather than adding it? That would explain why this seems to be affecting VEATs but not non-VEATs.
Can anybody otherwise explain this? -
Tested my Scrapper to see if the numbers went in a similar fashion and this is what I got:
Base 1.67
Stamina .81
Bonus .17
Bonus .25
Bonus .03
Recovery Rate 2.93 <--Base+Stamina+3 Bonuses = 2.93
OK, something is definitely up. Hypothesis: VEATs getting less than expected Recovery, or just my Bane in particular getting less than expected? -
Either I don't understand the math here or the Recovery Rate on my Bane Spider is bugged:
Base Recovery 1.84
Bonus .03
Bonus .04
Recovery Rate 1.81 <--Shouldn't that be Base Recovery + Bonuses = 1.91? -
*sigh* Elusivity. That mechanic was designed (if you read Arcanaville's original post on it) before Diminishing Returns. Maybe it can be made to work with DR, and maybe it can't. But for one Issue my SR Scrapper was actually playable in PvP (NOT an unkillable god, just playable). It was glorious.
Dern Forts for making Elusivity seem like it was better than it was. Dern them!