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HB, when are you going to get you an avatar?
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Probably some time after Arcanaville does.
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Human_Being tried it with a demorecord, but that only gives you the locations where they attacked (where you where when the attack was made) and there's a verified 2-3 wait between when you aggro them (with snipe for example) and when they'll have their attack cycled up and used.
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WHAT?? No! The demorecord was to get the exact location of the Nucleus like you asked for.
Check the email again. I list two /loc numbers. The Aggro range data was from that very method you listed. I selected a yellow on the far side and lined it up with it's diametric opposite on our near side so that I knew I was making a straightline approach. -
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Later on after I recorded that demo, I made snipe attempts on yellows, where I scored a hit 7 out of 10 times, with my Snipe. I posted somewhere on these forums about it in one of these Hami threads but I don't recall which one at the moment. I also deduce that a snipe team built similar to my character, would require at least 18 /Energy Blasters without any extra buffs to take out a Mito. Ouch!
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It might be worth it -
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But I know that blues _will_ be able to attack you from at least 300ft distance, if you get their attention via a snipe. I sniped one at 320ft or so and it returned fire, as well as two other yellows.
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..............well that's interesting. -
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Would it be possible to get maps of the different aggro ranges of the mitos and Hami?
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We're working on it. We've got /loc data. -
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No and No. Full HP, full damage.
As an aside, villains' lives are easier now, as Antidote and Thaw now provide Confuse and Fear protects.
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Yea verily my insp tray runneth over.
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I've posted a brief overview of raid-salient geographic features in the abyss and how to move around them safely with the Yellows up. It's in the Consolidated: Hamidon/Abyss thread here.
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Ok, got it. Thanks. And with only 50 per raid, hopefully I will no longer receive "turn off your bubble, it doesn't do any good and only adds to lag"(please note that only happened my first two times and I kept it off in subsequent raids).
One more question though, is the mag of just one Dispersion high enough? From reading earlier posts, it sounds like you would need some stacking of mez protection for it to be effective.
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There's also the Toxic resist from Deflection shield for protection against the Greens.
Insulation shield offers END-drain resistance and 'something' in there is doing END-drain. It's not listed in any of the combat logs or attack descriptions but other people have seen it and I've seen it: Under EoE and BFs, standing there letting hami beat on you, and watching chunks fly off your end bar.
Personal Force Field could conceivably let you pinch-hit for tanking Greens.
New situation; new rules. Don't go in with the common dogma that FF = worthless. Look at the system and see what might or might not be useful
Again: "Oil Slick? WTH?" -
I play an SS/Inv Brute and I'm perfectly happy with Rage and it's crash as it is. When I first got it and again a level later when I first got it perma- I went "Gosh darn it, this 'can't attack' thing really breaks my sride
". A level later I had -no- complaints about the Crash I had to pay to get the benefits of Rage. I just learned to play with it. The Rage crash is an excellent time to use Aid Self, look around the battlefield for anything going on you've missed, reposition yourself, or just stand there and recover END while plotting mayhem on you foes. It's even fun to dash in with the clock ticking down and defeat a spawn before the timer runs out again. It doesn't gripe me and it doesn't make it difficult to play.
I say leave Rage -just- the way it is.
(No part of this is a comment on any double-stacking END bug) -
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I am guessing all AT are different, but is there any real point in going over the the 3 of the same type of enhancement in a power. Like i have a tank and I am wondering if slotting 4 damage resistance is worth it. If anyone can let me know.
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Different types of enhancements have differing values as SOs. For example, an Accuracy SO gives 33% Accuracy, but a Damage Resistance SO gives 20% Resist. Regardless though, after the value for a particular enhancement reaches the equivalent of 3 of that SO (99% or 60% respectively in the above examples) the value for another one drops off -dramatically-. A fourth Accuracy SO (or Damage or any of the other "Schedule A" 33% value enh.) will give you just 5% more boost. This is true for all ATs and all enhancement types.
With this kind of diminishing return, it is almost certain that your character could receive more benefit from that enhancement slot employed somewhere else. You cited the example of a Tank above. Remember that a Tank does not survive by its Resistances alone. You need Endurance Reducers to help pay for toggles that activate those Resistances. You need Heal enhancers in your self-heal(s) to refill your HP that are lost despite your Resistances. You need Recharge Reducers to make sure your click powers are up and available when needed. You need Accuracies and Damages and everything else. And you do not have all the enhancement slots you could want. Just maxing out a particular trait at the expense of other slotting will end up with you greatly weaker than another build that tries to wring maximum benefit from every single enhancement slot.
Is there any possible situation where a 4th SO would be warranted? Yes, but it would have to be something very specific. A tiny gap in coverage that the 4th SO would eliminate and give greater total benefit to the build than 5% or 3% of boost would provide in and of itself.
To your specific question above: A fourth damage resist provides approximately 3% more boost. That's three precent of the starting value of the power. So if you were, say, enhancing the Stone/ auto-power "Stone Skin" with a value of 12.7% Smash/Lethal resist, a fourth SO would raise the value from 19.5% to 19.88% (I'm assuming even level SOs).
A great aid to seeing what you are doing with your (potential) build is to use SherkSilver's Hero Builder. Some of the numbers in the powers are innaccurate, but in the main they are correct to the player-base's ability to determine and it's a tremendous tool. -
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Also, when flying straight (not climbing) is there really any boost to Flight? The jet doesn't fire unless you're climbing, and forward speed doesn't seem increased to me, though I have no hard numbers on this. (IOW, I know it's boosting Hover, but what about Fly?)
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Yes! There is. If you're at altitude with flight you won't notice it that much, if you are close to the ground you can see it better. I was running Papers-to-Mayhem last night with it, using it to shorten time going from mish-to-mish. Normally I ghost paper-mishes and haul-'n-bypass mobs to get to the objective and just do whatever that is. In more open maps like warehouses I use Fly to do this 'cause it's faster. I've got a lot of practice and consider myself quite accomplished at navigating through warehouse boxes and past ceiling supports. Several times however, I arrived at the mish door with time still on the Jump-Jet and had the additional speed. I spent a lot of time slamming into objects and caught in corners because my reactions weren't fast enough to avoid obstacles anymore. Yes, it boosts Fly.
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I just wish the boots came in stiletto heels for female characters.
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/SIGNED!! *Bwaaah!* No high-heel Justice boots.
BUT, excellent excellent job.
Note to the Devs: do this again. Really. Come up with more bling (Justice/Sinister/Accolade Badge), address some nifty-but-not-needed quality-of-life improvements (Jump-Jet/Pocket-D Teleport), make a nifty room or two for us to "ooh" and "ah" over (Tiki Lounge), and attach the same price-tag ($10). Am I willing to pay money for things like this again? Of the same quality, yes. I am perfectly willing to pay money for your work like this that is above and beyond the normal maintenance and development of the game. Thus you are given extra cash for larger projects in the game and to use for your selves in compensation for your own time investment. (Why YES, I do acknowledge how this works
.)
C'mon, you know you want to do it. <waves a 10 dollar bill teasingly> I've got another ten-spot for you ^_^. -
Even the people who complain about it usually dance around the subject. There's probably some pre-conception reason it doesn't get addressed. Or it's just not a priority. Or whatever. But this is the place so I'm going to state it as baldly and simply as possible.
Dominators need more _base_ damage.
We bring poor control and poor damage with no passive type defenses and tiny hp to the table. The last two are actually fine as it creates the tiny margin for error in play that most Dominators seem to live for overcoming. The weakened control is fine as we aren't trying to shape a battlefield like Controllers. It's used to let us attempt to control the thing we are immediately killing and leave us relatively undistracted so we can do so. The damage output though leaves the whole construct weak. Dominators can't kill appreciably fast so they tend to fall back most heavily on their control powers in a team, but again the controls are weaker than a Controller. Nor is the control primary a panacea. It works excellently when least required (against a few minions) and begins to struggle or fail when it is most needed (against large targets such as EBs, AVs with their triangles or anything carrying a Breakfree). I would draw a parallel to the drop off in Defense effectiveness that led to the changes in this Issue.
Higher base damage would let Dominators bring either damage output -or- some lesser control as the situation dictated and would tread lightly on the 'make a mistake/miss an enemy and faceplant' nature of the AT that makes it so fervently (though often with chagrin) loved by its players. More damage would even out the AT.
Indeed, Domination -does- help for 90 seconds when it is on, but even with a reduction of the recharge timer we are still comparable to the effectiveness of other ATs only a minority of the time. Imagine if the +Dam of Domination were stripped out entirely and folded into the AT: The inherent would still be used at the times and in the situations when it most usually is as it most commonly is saved for extra protection against large targets. The extra damage though would allow the AT to keep pace rather than trying to mezz various targets that other villains have probably already blown through with damage and kept going. (This is not a proposal, it is an illustration).
Dominators need more _base_ damage.
It's not going to happen in I7. But it has at least been said.
(To Corruptors who might feel this could tread on one of the two things they do: Dominators do have ranged blasts, but our most damaging attacks are Melee and we do not have damage increasing buff/de-buffs or an 'always on' inherent that increases damage ~25%)
(To other Dominators: The nature of the AT, and the fact that any routine Dominator player is quite proud of their ability to function as one, leads to comments such as the above often being construed as 'whinying from someone who doesn't know how to play and is having a hard time trying to ruin our AT'. I do -not- want Dominators to get "easier", else I would by complaining about survivability. I argue for more effectiveness.) -
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So Domination, AOE hold then nuke wouldn't be a viable post-38 tactic? Heck, pop a *couple* of reds for maximage damage.
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Dominators don't have a nuke. -
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Controllers get mez protection, Hibernate, Conserve Power, and Earth's Embrace. Any of which I would trade my entire Patron set for.
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The one (1) thing I was counting on having access to -somewhere- in the PPPs was Mez/Status protection for my Dominator.
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Um? They already have their click domination power that boosts damage and mezzing? Why do they need another damage boost?
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Spoken as someone who doesn't play Dominators.
And yes, being unable to respec into a different pool is unacceptable when past performance (even recent: The knockback patch change [negatively effecting Black Scorpion], the mob accuracy changes [positively effecting Ghost Widow], and mob END boost [negatively effecting Scirocco]) shows the entire structure of the game to be built on sand.