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...unless the power is set to ignore buffs. For example, +heal is buffed by Power Boost, but +heal powers which also grant damage resistance (Earth's Embrace, for example) are set to ignore buffs, so PB won't affect it.
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Unless something goes catastrophically wrong, the next version should have all the new Incarnate slots.
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Does Interface add on to non-aggro powers like Mass Hypnosis? If so, that would break the 'don't notify mobs' portion no matter what Interface you used.
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Quote:With the exception of the part about ignoring repeats, that's effectively what a pseudorandom number generator does. Of course, the RNG uses a function to generate the numbers, rather then statically defining a table of billions or trillions of entries.Having grown up in the days of paper and dice, I have seen the game masters generate ahead of time "roll tables of 4, 6, 8, 10, 20, and 100" which ensures that all the numbers are used once, they have used dice to actually generate the tables and ignore repeats. Perhaps CoX should abandon the random number generator, and simply have a table approach, in which your number look-up in the table is updated each time its used to the next number, till the entire table is used,and then subsequently the pointer goes back to the first table entry.
If you tried to use the M19937 algorithm as a table, you would need (2^19937 - 1) entries. That would take up more data storage space than the universe is capable of encoding. Alternatively, you could just use M19937 which requires just a handful of bytes and processor cycles. -
Quote:That's good for you. Not everybody has such a thing. The minimum requirements for the game still say 512MB.3. Minimize/eliminate loading times.
I have a machine with 8 GB of memory, feel free to precache every adjacent zone and every mission that I have.
Um... they are balanced. Aside from damage type and secondary effects, blast sets are very similar. Not identical, but similar. Fire's 'secondary effect' is more damage, so when you compare a power from Fire to an equivalent power in another set, Fire almost always wins out for damage (though Blizzard can notably pwn Inferno in the damage department).Quote:5. I don't know if it counts as QoL or not, but balance blast sets. I hate the fact that I can only really enjoy Fire because all of the other ones have such glaring holes. Obviously the devs are OK with the power of Fire, so in my mind the others should be worked on the bring them to its relative level of damage output so we can have a little more variety in what blast sets people play. Perhaps the only other blast set that doesn't need buffing is Sonic, as the power of its secondary effect may actually make up for it's lack of damage output, unlike any other of the sets.
I haven't played Aion, but the cutscenes in Guild Wars are not pre-rendered. It's very easy to notice if there's a minion master in the party, as the cutscene scripting doesn't effect minions. They'll keep attacking any nearby enemies during the cutscene (though it seems they are prevent from doing any damage). Also, Guild Wars uses paper doll armor character appearances, so your armor and weapons are not set in stone; pre-rendering is impossible.Quote:I *believe* we've been told part of the reason we can't is that these aren't pre-rendered cutscenes (such as in Guild Wars or Aion.) The models are there and running through a script. When (for instance) Breakneck jumps down and rushes whatsisface, the NPC model is actually doing that.
The solution for this would have to start with creating pre-rendered videos as opposed to the scripting they use now.
In fact, in the last mission of the Prophecies campaign, the effective difficulty actually changes depending on whether you skip a cutscene or not. If you watch the full cutscene, the final boss has to travel a long path to reach the staging area for the final fight. If you skip the cutscene, he's teleported there immediately. Considering the area has a number of tough enemies nearby, it's beneficial to watch the cutscene, so that you can pull the other enemies away before the boss shows up.
"Inferior" is true, in the strictest sense of the word, but the difference is miniscule. "Completely unworkable" is a blatant lie if you're simply looking at DPS. It requires more effort to care about the difference redraw makes than it does to overcome that difference.Quote:1. Eliminate time to redraw weapons.
Many class combinations are made inferior to completely unworkable because of weapon redraw issues.
Now, if the complaint is aesthetic, that's a completely different issue.
That's unlikely to ever happen, for multiple reasons.Quote:2. Don't root during power activation animation.
Instead of rooting during a power activation animation, make it so that if you move, then the power is canceled instead.
The power animations without rooting look extremely silly, which is at least part of the reason why we have rooting in the first place. If you made it so that attempting to move would interrupt the power, I know that a lot of players would start hating powersets they previously enjoyed, which is not something a developer wants to do. -
Drag the icons from the pet window to your power tray. Even without lore pets, you can do this with a non-MM when you participate in a gladiator match in the Arena. And, since the buttons are really just macros with images instead of text, you can edit them with a right-click.
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Transfusion heals the same amount at Twilight Grasp, and (in the case of everyone but Masterminds) it has the same radius. The difference is that TG debuffs tohit and damage in addition to regen, while Transfusion only debuffs regen. Also, Transfusion fails if the target dies while casting. TG only fails if you die while casting.
TG also comes in a set with a pet that also has TG. -
Quote:Sorry, 'vworp' is the sound effect of the TARDIS, not Ion Judgment.How many people knew that the subject line was about? In case it isn't as obvious as I'd hoped, I'm talking about the sound FX for Ion Judgement.
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Quote:While true, AVs rarely have damage resistance as high as the standard AV debuff resistance (85% for a lv50 AV), except when using a T9 defense power.I'm afraid this is not correct. -damage is resisted by damage resistance of the same type. AVs (and harder targets more generally) are almost always highly resistant to their own major damage types.
So, while Vandal may resist your -damage by 25%, he's resisting your -tohit by 85%.
Also, not all AVs have damage resistance in their own types. Requiem only has bonus resistance to Fire and Cold, but he mostly deals Negative. -
I'm not sure how defense higher than 45% helps against tohit debuffs.
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Without spending the time to check, I'm almost positive that Gravitic has zero effect on Sonic Attack's debuffs.
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A few. Not enough that you would normally worry about it. DE crystal emanators offer +100% tohit to all allied DE in the radius, so you're better off destroying the emanator than trying to build up an extra +100% defense. Other sources of +tohit that normal enemies get are much smaller, and occur rarely.
The only non-incarnate content I would seriously consider getting extra +defense in order to combat critter +tohit would be facing Soldiers of Rularuu regularly. On the flip side, though, you may also want to get extra defense to combat defense debuffs, and those show up almost everywhere Lethal damage is dealt. -
BG mode is thanks to the MM inherent, not the pets specifically. And I doubt the Lore pets would work as bodyguards for MMs and nobody else.
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The only way in which Inertial Reduction is worse than Super Jump is the level at which it becomes available. In all other aspects, IR is either identical or superior to SJ.
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Doesn't the description of Lore itself already say that the pets can be controlled like Henchmen?
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I just want Dark Miasma proliferated so I can make a Controller with 4 Fear powers (5 if I pick up Fear Incarnate).
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Quote:No. Enemies only gain tohit due to higher levels when they are 6 levels above you, or higher. Below that, they gain an accuracy bonus (a softcapped character facing enemies with accuracy but no tohit will still floor their chance to hit, the floor simply won't be 5%).I'm curious if the increased to-hit by the enemies in the trials was brought about because of them being a higher level? (Sorry lol, I haven't had the opportunity to try the trials) That would make sense to me.
Enemies in the Incarnate trials have buffed tohit, to help increase the challenge of the trials.
