Jade_Dragon

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  1. Quote:
    Originally Posted by Felderburg View Post
    I could be terribly wrong about this, but i was under the impression that the "Hero" or "Villain" in missions meant that they affected your standing as a hero or villain once they were completed (do a "Hero" mission and you're one step closer to the blue side). If that's the case, I assume AE missions don't affect this? I know it's very unlikely that they will, just thought I'd check.
    There hasn't been any official word that they will do this, but it has been a common speculation. Most likely, what they CURRENTLY mean will continue to stand; Heroes will not be able to do "Villain" missions, and Villains will not be able to do "Hero" missions. Where Vigilantes and Rogues will stand in this, though, no one knows.

    Since anyone can do either Hero or Villain missions in the AE, it's unlikely that restriction will be added. AE missions MAY effect your alignment standing, but that's not really known. I think it might be helpful, supposedly you can level 1-50 in the AE, being able to use it to switch sides might be helpful too. I doubt it will be quick, though, maybe a minor change with each mission.
  2. Jade_Dragon

    Hero MM?

    Personally, I've never felt raising people from the dead and using them as your minions to fight evil was any worse that draining the life force from victims and using it to feed yourself. Yet the Dark powers have been available to heroes since the game came out. If there's any power set that should be limited to villains it's those, but they aren't, and so any claim that some power is inherently "too evil to be heroic" seems disproved by that.

    And really, the Marvel hero Cloak of Cloak and Dagger is a good example of a Dark power set being used for good. Cloak cannot really ignore his hunger for light, he's like a vampire, and yet he forces himself only to drain the light of criminals, and only enough to capture them, not kill them. It takes a lot MORE effort to use his power that way, which to me is what makes him heroic. He has "evil" within him, but he controls it to do good, and I think a heroic Necro MM would be the same way.

    Of course, you might argue such a concept is more a Vigilante than a Hero, but Going Rogue has that covered too.
  3. Jade_Dragon

    Need Help Please

    First of all, if you are talking about using the number pad to control your Henchmen, you have to set this up yourself using keybinds. I would read the post Sandolphan's Revised MM Numpad Pet Controls. It contains keybinds you can copy and paste right into your command window ingame, or you can create bindfiles.

    These keybinds also use the Advanced Commands, although I'm pretty sure you can use them even if your UI is set for the Basic Commands. If you want to use the Basic Commands, though, you will be much more limited in what you can do. You can still use them, though, I often use them in the early stages of the game when I don't have many henchmen, and it can be easier to understand than all those commands and stances.

    You should have three (or four?) icons in your power tray, unless you removed them when you created the character. These should be usable like any other power, you press the number key associated with that slot in the tray and that macro activates. If that's what you mean, that should work, if you can't make your number keys activate the tray slots then you may have some other problem, like your binds are messed up.

    If you've removed the icons from your tray, then you can get them back again by dragging them from the Pet Window, which has those same icons in smaller form at the top of the window. There are also icons for each individual pet type. (And I think each pet) You can drag any of these icons into your tray. I suggest opening a second tray and putting the macros there, that way you reserve your first tray for your personal powers.

    One thing I definately recommend, if you plan to use the Basic macros, is that you right click on the one for "Follow", and select "Edit Macro" (or whatever it says) from the pulldown menu. Then where it says "petcom_all follow aggressive", change that to "petcom_all follow defensive". Do this for all Follow macros if you drag the ones for each individual pet type.

    The other macros should be "Attack", and "Heel" (and I think "Stay") if you want to know more about how those work and what they do just let me know. You can actually use these macros in Advanced mode, or even drag the Advanced icons over to the tray if you want to use them that way. (Basically, the Advanced icons will set "follow" or "defensive" but not both, which is how the numpad commands linked above work as well)
  4. Yes, it does. Hide is normally 3.75% Def, it is 37.5% against AoE, but only while you are in Hide. This is true of all versions of Hide, not just SRs.

    This is essentially to let you walk into melee with a foe with Hide up and not get knocked out of it, even if that foe is blasting out AoEs trying to hit a Brute in melee with him. Once you attack you no longer need the protection to keep you in Hide since you aren't in Hide any more. (Obviously it would be nice to have it for damage mitigation reasons, but it's mainly there so you can get off an Assassin Strike)
  5. Jade_Dragon

    Bind help

    Also:

    petcomall - all henchmen

    petcom - currently selected henchman

    Assuming you don't want to fiddle with clicking on henchmen you can use the following two command bind:

    target_custom_next mypet$$petcom goto agg

    This allows you to cycle through your pets one by one and send them somewhere. Probably useless, although it might be possible to cycle through until you got the one you want, and THEN click to send him somewhere. Problem is, I don't know if the Aggressive takes effect immediately or after the goto click. Otherwise I'd use it with Passive to pull a specific henchman out of the fight when he gets in trouble.
  6. Jade_Dragon

    Hero MM?

    Quote:
    Originally Posted by macskull View Post
    Yeah, bring your MM heroside when Going Rogue comes out. Other than that, no.
    And I (and many others) plan to do just that.

    Remember you'll be able to create them in Preatoria, as well, so that's pretty much halfway there.

    Quote:
    Originally Posted by Psylenz View Post
    Fat Albert and the Cosby Kids
    OMG...

    I almost, almost want to create that now. Hopefully someone will.

    The MM, of course, would have to be Bill Cosby himself.
  7. Jade_Dragon

    Powersets

    Quote:
    Originally Posted by cp2_4eva View Post
    Or like why are more baddies more resistant to lethal and smashing while fire is one of the more less resisted attacks out there.
    I believe the explanation for this is that most melee defenses are built around lethal and smashing first, with additional protection on top of that. Thus for instance while Invulnerability is the most powerful Smash/Lethal protection, most other Defense sets can come close, while Fire is really going to be hands down the best protection against Fire, with very few coming that close. On the other side of the coin, most melee attacks do either pure Lethal/Smashing damage, or partially Lethal/Smashing and partially some other type. So far no Melee set will do, say, pure Fire damage and no other types. (Fire is really the closest to this, but Fire Sword and its variants are all Fire/Lethal, and Cremate is Fire/Smash. So Fire Melee is only like 60-75% Fire, while most other sets are about 50-50)

    The devs are usually pretty good about giving both the strength and the weakness of players to critters as well, and so most critters have Smash/Lethal protection as their protection against melee. Since you can't really have Resistance again Melee attacks, like you can with Defense, that's kind of the way they got around it. Or so is my theory about how things work...
  8. Quote:
    Originally Posted by Fury Flechette View Post
    Quiz question #1:

    In the following group, who would you attack first?
    a) Tsoo Sorcerer (healer, hurricane, foe hold)
    b) Tsoo Green Ink Man (melee stun)
    c) Tsoo Yellow Ink Man (ranged sleep)
    It would depend on the Blaster, but in general the Sorcerer would get the first shot. The Yellow Ink Man the second. The Green Ink Man I can deal with as long as he doesn't get into melee, so unless I have to melee him because of a severe Blapper build or I don't have a way to slow him I'll ignore him.

    I'll add, though, that normally I wouldn't expect to encounter all three in the same spawn and if I did I'd be worried. Typically I see Yellow and Green Ink Men teamed with Ancestor Spirits, and in such cases it's the SPIRIT that gets the first shot. I want him dead before he gets into melee with me.

    Quote:
    Quiz question #2:

    In the following group, who would you attack first and why?
    a) Vahzilok Mortificator (ranged -slow, revive fallen cadavers, hard hitting melee attack)
    b) Vahzilok Embalmed Cadaver (explodes, dumb AI)
    c) Vahzilok Murk Eidolon (downgraded from a boss to a Lt, Midnight Grasp, Opressive Gloom)

    Assume you're a level 11 blaster, and have build up but not aim. The Lts con yellow while the Embalmed cons white.
    The Mort, because without him the Cadaver(s) are sitting ducks. I'm honestly not really sure if Eidolon's can direct Cadavers, but basically I would take out the Mort, retreat, and if the Eidolon follows me take him out. Then just wait for the Cadavers to return to the spawn point and pick them off one by one.

    I very rarely target an Embalmed. If I can keep them from exploding until they're the last then I'll take them out. If they explode, though, I just let them, as long as I can keep backing out of range.
  9. My main MM is a cyborg from the future. He is an alternate version of a hero of mine, Alan Midnight, who also comes from the future, investigating anomolies he found in the past. It turns out that he's the anomoly; he is disrupting his double's future, and his double is disrupting his future. They are exact opposites, so while Alan believe that humans are stronger than technology and trusts in his emotions and instincts, his archrival has turned himself into a robot and thinks humans are "primitive flesh creatures".

    I should also mention that when I am given the opportunity in RPGs to name my team of characters, I pretty much always end up using five of these six female names. The sixth is the counterpart to the AI that Alan has as a partner, Rachel.

    4L4N M1DN1T3: Bots/Traps

    Battle Drones:
    P4U-L1N4
    H34-TH3R
    M1C-H3L3

    Protector Bots:
    P4-TTY
    F1-0N4

    Assault Bot:
    R4-CH3L

    There is also my crazy Mercs MM, Psycommando. He was generated randomly with the character creator, this military looking fellow with garish pink, yellow and lavender camoflage, with a big peace sign on his chest, and I just immediately had to create a character around him. He's totally out of touch with reality, he thinks he's spreading flowers, peace and love, but he's actually blasting people with his machine gun. His henchmen are sane, and I have chatbinds set up for them to comment on how crazy he is.

    Psycommando: Mercs/Poison

    Soldiers:
    Ducky
    Froggy

    Medic:
    Mousie

    Spec Ops:
    Kumquat
    Kumbaya

    Commando:
    Teddy

    Ducky, Froggy and Kumquat (and Mousie, really) are a very obscure reference, but if anyone gets it I'll be greatly surprised. I may alter the spelling of Teddy and Mousie as needed to set up commands, but actually I think that'll work as is.

    My Ninjas MM I will probably bring over to the blue side for Going Rogue. She's associated with another "villain" I will be reforming, and is actually an undercover detective from the Rogue Isles. She goes by the alias "The Fox" on the Isles, so all of her Ninjas are codenamed after animals as well. (At this time I only have the first two, I'm waiting for GR to level her)

    Karen Smythe: Ninjas/FF

    Genin:
    Wolf
    Coyote
    Dingo

    Jounin:
    Tiger
    Panther

    Oni:
    Dragon
  10. Quote:
    Originally Posted by Catwhoorg View Post
    I was just thinking, my main concern with /WP is the lack of a click self-heal.

    So of course, when I get home I'll have to roll a DM/WP scrapper now.

    *Shakes fist and curses altitis*
    Oh, I see. You mean no self heal in the Secondary, so use one from the Primary. (I can dig it, I have a DM/Stone Brute I use to represent a shape changer with regeneration)

    Still, at first I thought you misunderstood. It is STALKERS that get Reconstruction, not Scrappers.

    And they get it in place of Rise to the Challenge.

    This is not to say you may not prefer Reconstruction because it makes you more active. However, it's really just trading one "heal" for another, so I'm sure it's no stronger.
  11. Jade_Dragon

    Clarification?

    Honestly, a Blaster does have a lower Resistance modifier than a Tanker, but that shows up in the powers themselves. For instance, Tough is only 10.5% Resistance to a Blaster, but it is 15% Resistance to a Tanker. The truth is, 75% Resistance is 75% Resistance no matter what AT you are. It's just much harder for that Blaster to get that 75% Resistance.

    The same is true of damage, though. A Blaster doing 100 hit points damage is doing exactly the same damage as a Tanker doing 100 hit points damage. It's just more LIKELY that the Blaster will do more damage since his base modifier is higher. (And the Tanker will also have to spend more Endurance for that same amount of damage)
  12. Quote:
    Originally Posted by pmgunnerxx View Post
    While I agree Ninjitsu is pretty close to Batman I think the scrapper still covers all the bases needed.
    Honestly, while the stealth and "wonderful toys" are in concept, I don't know that the Assassin Strike is. And while Stalkers are a lot more Scrapper-like since they got their HP and damage raised, I still say that Batman frequently takes on large groups of baddies and beats them effortlessly, while is not really the Stalker concept. Bats more strikes from surprise, but then uses his full arsenal of attacks, instead of some special one hit KO technique.

    Which is why I say it's the Ninjitsu that is more Batman than the Stalker. If Scrappers had Ninjitsu, (particularly if it had built-in stealth like Dark Armor) that would likely be close enough. MA/SR with Stealth, Intimidate and some Weapon Mastery attacks does play very much like a Ninjitsu Stalker.
  13. I have some characters that were designed with the idea that they'd switch since City of Villains came out. In fact, I have a villain I originally created as a Blaster, just in case side switching arrived. So most of the characters that will switch will do so because it's their concept.

    One of my mains, Bloodwolf, is definately a Vigilante, and will oppose heroes if needed if he thinks they're abusing their power or going to far. So conceptually he has always been neither a Hero nor a Villain. I created a Stalker version of him as well, and I will probably bring him all the way around the circle to Vigilante, just so he can be identical to the Scrapper version.

    I have an alternate version of one of my heroes, Blue Diamond, who went underground to protect himself when his partner was killed. So he's been hiding out in the Rogue Isles, but is not really a villain. I mainly created him because I wanted to try him out as a Brute, thinking it fit his concept better, so I'll probably switch him permanently to blue side. He also has a Ninjas/FF Mastermind who is an ally, she's a detective from Paragon City, so she'll return with him.

    As I said, I have a Blaster I will be making into a villain, and he has several other versions (Corruptor and Dominator) and I will probably make the Rogues to open up the possibility for him to team with heroes. He'll stay a villain, though.

    And I also have a Werewolf Brute that was never really a bad guy. I'm thinking of making him and his female counterpart as a Brute/Scrapper combo, both Claws/WP.

    I think the main interest I have in terms of gameplay is bringing the unique ATs over to the other side. I mentioned the Mastermind I will side switch, and I plan on bringing a Warshade over to the red side as a Nictus. I look forward to introducing redside teams to Cyst spawns. [evil grin]
  14. I never use Q for rotational movement, so Q becomes target_next and Tab target_near. I pretty much have a unique set of keybinds I load for each new character.
  15. Quote:
    Originally Posted by Eiko-chan View Post
    Wolf Spiders, maybe. The problem is that Wolf PCs eventually become either Banes or Crabs, and the CoX canon is that Recluse divides up baby telepaths by gender, raising them either as Fortunatas or Banes.

    I suppose Crab Spiders have never been explained enough to exclude females.
    You can have my lady Crab's backpack when you pry it from her cold, dead, robotic claws.

    Personally, I always considered it as SoA were allowed to be either gender because of the same sort of uniqueness that made them feel they could be Destined Ones. Maybe they had powers to start with (thus why you can take Flying or similar powers) or the "conversion" effected them in an unexpected way. At any rate, I think their backstory is intended to be more complex than just the simple, average grunt that joins Recluse's army for the money and something to do.

    So when Recluse divides up the babies, there's no rule that says he can't have one or two oddballs that seem to respond better to the other program. Or even that Fortunatas and Banes come to the program as adults, after their psychic talents have matured outside of the Arachnos system.
  16. Willpower, Super Reflexes and Ninjitsu are all good choices for Batman clones, conceptually. The "wonderful toys" type of character with gadgets is more Ninjitsu, but you don't have to rely on them, you could just be a martial artist that relies on quickness and stealth. I will say that IMHO a true Batman clone has to have Stealth from the Power Pool, if he's a Scrapper. That's just too much a part of his MO.

    Katana or Ninja Blade will fit with just the ninja/martial artist concept. Personally, if you like that idea, I would go with it, it will make your character different from Batman and not just a copy of him. Martial Arts is a pretty good set, though, my Bat-clone is MA/SR. (With Stealth and Intimidate)

    I wouldn't go with either Inv or Regen as to my mind those are too much "super" powers. Maybe an armored Batman, or one that is half vampire could be Inv and Regen respectively.
  17. Quote:
    Originally Posted by BlissKnight View Post
    My brain hurts....
    The basic is idea is that most powers can be doubled through Enhancements. You can get twice as much damage, healing, hold duration, flight speed, running speed, etc. This is double what the base of the power itself is, so if you have a weak power (like Brawl) even doubled it will still do less damage than a strong power. (like KO Blow)

    Because defensive powers tend to get too strong if you just double them, instead they go up to 160% maximum. That's Defense, Resistance, ToHit Buffs and Debuffs. (Damage buffs and debuffs can't be slotted, but they'd probably go in this category too) It's not that you have only 60% of the overall Enhancement, it's that the maximum Enhancement is only +60% of the base. (Glad Arcanaville posted that, I didn't even think about that that was what the OP was thinking of)

    Range is on the same schedule as defenses for whatever reason. Knockback and Interrupt actually are higher than 100%.

    It might help to note that before Enhancement Diversification, the maximum was 300%, where it is now 200%. (Or 220% where it is now 160%) Most people ended up slotting damage for about 266%, since they still needed a slot for Accuracy. That was still quite extreme, and made very high level characters much more powerful than they are now. IO's have compensated for some of that, but a lot of the problem was that the devs felt that the gap between high level players and low level ones was too great. There was just not enough room at the highest levels to tweak power strengths without nerfing low levels.
  18. In fact, it was stated at the time that the SoW duration effect would NOT be applied to any existing powers, to forestall any complaints from the players that they were about to be nerfed.

    That did not stop a whole lot of people from continuing to complain about the potential change, and even outright state that they didn't believe that it wouldn't be applied to existing powers. (Not just Godmode powers, but Hasten as well)

    (And I don't think Moment of Glory was changed because Regen was underpowered, rather Moment of Glory itself was not getting taken and used as often as the devs expected, or even at all. MoG filled a hole in Regen, that it was vulnerable to alpha strikes, but it was not really a hole that crippled the set. Although it might have made it more useful in team situations)
  19. Quote:
    Originally Posted by GavinRuneblade View Post
    Why, when I switch to Nova or Dwarf, do I lose access to all of my team-based powers such as grant invisibility, teleport friend, leadership, taunt, etc. from the pools? If this is a team-based AT, shouldn't the team-based powers work at all times? At the absolute minimum, in Dwarf form, because tanking is pretty much a team-based activity.
    I would say, just from the start, that it's because those are from the Pools. If you are going to the Pools to make your Kheldian a team support character, then maybe Kheldians were not intended to be team support characters.

    It took me a while to figure it out, too. Kheldians are not team support, they are damage dealers. They are tank mages, they have range, and defense, but because the devs have been traditionally afraid of that, they only get the full benefit of "tank magery" when on a team. Even as a Dwarf, I am not SUPPORTING the team, I am PROTECTING the team.

    Maybe to you that is a problem, but I think it's a strength, not a weakness. Once I figured that out, I didn't really care about some of the concerns that I had, like should I take Glowing Touch when I don't really want to be a healer? No, because I'm NOT a healer.

    Now, maybe VEATs are designed better, they are tank mages, AND they have support powers that they can share with the team. But they can't really go to the extremes that a Kheldian can with Dwarf or Nova form. The devs didn't seem to fear tank mages so much when they designed the SoA, but Kheldians are doing more damage now both in and out of forms, and I really think my Nictus will find a place on the red side come Going Rogue.

    As for the powers being "locked out", you'll notice you mentioned that Druid forms have "the exact same number of powers" but they're not THE SAME powers, are they? You attack with a bear claw in bear form, and with a bite in cat form, and your staff in human form. The problem is not that you lose some powers and gain others, it is that the INTERFACE is better designed, and it makes it look like some powers just changed into others. But you said yourself, they don't even do the same damage.

    The way I have my macros set up, when I switch forms, the same four keys are the exact same four powers in each of my forms. When I am Human or Dwarf, keys 1 and 2 are melee attacks, and key 3 is my PBAoE. Key 4 is Heal. When I am Nova, keys 1 and 2 are my single target blasts, and keys 3 and 4 are my AoEs. I don't use ranged attacks in human form, so that helps. Any other powers I want to use in Human form I have a macro to drop me back to Human and fire them off, if I'm in a form. So no clicking on powers while in forms and pressing keys when Human, the same keys do essentially the same thing when I press them.

    Is it inconvenient and an annoyance that the devs expect me to do this with macros instead of giving me a proper UI? Yeah, sure. And I'm really sorry you have problems with macros, but I really don't know what I can do that the game support couldn't do. But I don't look at it as losing powers to gain others, for the most part it is replacing powers with others. I replace melee attacks with blasts, I replace buffs and stealth with defenses or flying, and I replace one method of travelling around the map with another method of travelling around the map.
  20. Defenses really tend to become stronger as they get, well, stronger, and so the higher you get them, the more you get out of each point of increase. This is probably why the defenses are all on Schedule B instead of Schedule A.

    I mean, if a Resistance ITSELF maxed out at 100%, that means you would resist 100% of damage.
  21. I don't know, out of all the ideas I have heard for Tanker Inherent changes, a "Reverse Critical" isn't really a bad idea. It wouldn't even have to be an increase in Resistance (thus running up against the cap) just 5% of the time the attack only does half damage. The only issue I see is how to implement it. (You could do something like Critical, split up the damage on every single attack and "if target=Tanker" make half the damage occur only 95% of the time, but I imagine editing every single attack in the game is more trouble than it is worth)

    I did have a similar idea for Super Reflexes, though, before the scaling Resistances came along. A sort of "saving throw" where even if you are hit, you still can be partially missed. And there is some sort of mechanism that takes the damage incoming on a Mastermind and splits it. So maybe use the Mastermind mechanism, and 5% of the time divert half the damage to nowhere?

    The usual suggestion, having resistance increase the more foes are hitting on the Tanker, is usually vetoed by the devs right away because of concern over what a scaling resistance would do. (Especially on top of another scaling defense like Invincibility) At least this idea, while variable, is variable in a completely random way.

    I will point out, though, that no AT has an Inherent that gives them SURVIVABILITY. All Inherents except Tankers and Defenders give additional damage. Sure, a dead foe can't hurt you any more, but that is an indirect buff to your survival, not a direct one. (Whoops, add Dominators to the list of exceptions now too, forgot )

    Tankers and Defenders, though, are unique in that their Inherent ISN'T offensive. It isn't really defensive, either, although Vigilance does give you more End for both attacks and defenses. And Gauntlet defends your teammates, even though it doesn't defend you. (And the Dominator's greater mitigation under Domination is still only because of greater controls, and still runs a risk of missing)
  22. Quote:
    Originally Posted by ArcticFahx View Post
    They were getting knocked back because they're clockwork. Clockwork have something like -200% KB resist, which turns all KD into KB.
    Exactly what I was going to say. The OP's suggestion was actually implemented years ago. (Crane Kick probably remained knockback because it was the one power in the Set with that effect, and that was before CAK was a viable replacement for it)

    You also have to watch out for foes that are really lower level than you. With Exemplaring that shouldn't be much issue though.
  23. The difference between Blasters, Corruptors and Dominators really boils down more to attack selection than damage modifier. Blasters and Dominators really seem to do more damage than you would think because of their ability to get "up close and personal" and slam a powerful melee attack into the foe. Corruptors, on the other hand, can buff their damage to get better results, and are much hardier. They take a lot more time and effort doing other things than blasting, but the bad guys still end up dead. (er, defeated)

    Corruptors and Blasters do more AoE damage at range. (And Corruptors are more likely to survive doing that, solo ) Blasters and Dominators really become damage monsters when you get them in melee, although of course that's increasing the risk. If you take the three of them at range they're actually pretty similar (the Dominator's really the weakest there, although it can add its damaging holds to the mix) where they differ is what they do after they've "softened up" the foe at range.

    And I will add that I don't really agree that Corruptors and Defenders are all that different. It depends on the build, of course, but outside of Scourge a good, offensive based Defender (meaning a Primary that boosts damage) will be very close to a Corruptor. The Corruptor will do more base damage, but the Defender will have a better boost, so the end result, as long as you've got that +Dam/-Res to start with, is the same. The advantage of Scourge is that it really helps the Corruptor finish off a foe when he needs it most, when he's close to running out of End and HP. If it's all about what you do after you "soften up" the foe, then the Defender is the one who doesn't really do anything but keep that up until the foe's dead.
  24. Jade_Dragon

    Costume Macros

    Quote:
    Originally Posted by Roderick View Post
    would a bind or macro of "cce 0 ccspin$$cce 1 ccspin" (on a character with identical costume 0 and 1) have the same apparent effect?
    As mentioned, except for the fact that you could only do it once every 30 seconds, yes, that's a cool workaround.

    The main reason I posted, though, is I had to give kudos for your sig. I fell out of my chair laughing. And it's even funnier because in Korean chess there IS a piece that moves like that.
  25. Quote:
    Originally Posted by IanTheM1 View Post
    The Merc Medic can both heal you and use Stimulant on you, but his AI is pretty finicky.
    Well, then, maybe it is that you smell. Or maybe your henchmen are afraid to get within arm's reach because you're always slapping them into submission...