Jade_Dragon

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  1. Well, I don't really think of any of my bios as "tragic", but I guess they're pretty dramatic. If anything, Bloodwolf has got the typical "driven to seek justice by seeing someone he loves murdered" thing going, but it's his wife, not his parents. And there is a bit of a twist...

    Bloodwolf - MA/SR Scrapper

    Steve McDonald was framed for the murder of his wife by a corrupt Sheriff. Steve spent three years in jail, only to escape when he was believed killed in a prison riot. He used skills he had learned while in prison to track down the real murderer, only to find that it was none other than the sheriff who had accused him. Confronting the man in his home, there was a struggle, and Steve was formed to kill him. Horrified by what he had done, Steve tried the wipe the blood from his hands, and it formed the face of a wolf. Inspired by the image, he decided to seek out corruption, and leave his mark behind as a warning to those who would abuse their power.

    Unlike Batman or your typical victim turned avenger, Bloodwolf's wife was killed by a policeman, not a street thug. Thus, his fight is not against crime in general, but against corruption. He is almost paranoid in his belief that power corrupts, and that the most powerful, that is, superheroes, are the most corruptable. He keeps files on all the major superheroes in Paragon City, as well as the supervillains, and knows their weaknesses and what tools he can use against them. In a way, his life is very tragic, as he has given up his former identity as Steve, even referring to him as dead. He has no secret identity, he is only Bloodwolf now.

    Sandy - Electric/Fire Blaster

    A childhood illness left Sandy Jensen parylized from the waist down, and unable to walk. Her father was an expert in nanotechnology, however, and put his knowledge to work to try and find a cure. The only company he could get to fund his research, however, was Crey. (of course ) Crey secretly altered the programming on the nanobots, and once implanted in Sandy, they went out of control, trying to rebuild her body as a combat cyborg. Her father tried to stop the process, but Crey agents attacked him, causing Sandy (already in terrible pain) to break free of her restraints and kill them. Her father then managed to shut down the nanobots, but not before half of her body had already been destroyed.

    Sandy is a very reluctant heroine, and afraid of losing control again and killing people like she did the Crey agents. However, her machine half is programmed to seek out combat, and if Sandy tries to deny it its purpose, it tries to take control of her. She registered as a hero so she would have an outlet for the machine's urges, but fighting makes her feel like a machine, and like she's losing her humanity. Quite the opposite of Bloodwolf, she refuses to use a hero name. Her true name is one of the few human things she has left, and she clings to it as it helps keep her sense of identity.

    The really tragic version of this story is the Praetorian version of Sandy, who was unable to save her father before he was killed. Crey lost control of her, but the transformation concluded, and now she's an out of control war machine, blindly killing everything that crosses her path. There's little left of the original Sandy inside her, but what there is is probably trapped in her own personal Hell.

    Blue Diamond - SS/Inv Brute

    The original Blue Diamond's story isn't tragic, but this is an alternate version of him. My main characters, Jade Dragon, Blue Diamond and Genie Gold, got their powers from magical Egyptian artifacts, that a Mob hit man was after. They got three of the powers, he got one, (taking the name Silver Bolt) and now they're rivals. In the alternate universe, however, I wanted to make Blue Diamond as a Brute, so I changed the story so that the hit man killed Jade Dragon and Genie Gold before they could find the artifacts, and claimed them himself. And Genie Gold wasn't just a partner but a love interest for BD as well, so we've got the "girlfriend killed by villain" motivation going too.

    Blue Diamond still managed to get one of the objects, but was forced to go underground because he is outnumbered by the villains three to one. As a result, he becomes a petty thief in the Rogue Isles, just to survive. The original Blue Diamond's backstory was that his father was a policeman killed by criminals, and so the further he sinks into the Rogue Isles underworld, the more he hates himself for betraying his father's ideals of law and order. At the same time, he is filled with rage and the desire for revenge against Silver Bolt. This drives his strength as a Brute, the more he fights, the more he becomes filled with self-loathing, until he goes into a berzerk fury in which he doesn't care who he hurts.

    I'm definately planning on "redeeming" him by having him join Longbow and go back to the hero side when Going Rogue comes out, but even on the hero side Blue Diamond has a notoriously short temper. He sees things as very simple, good guys are good guys and bad guys are bad guys, and after having lived in the grey area, it's had a permanent effect on him.

    Actually, Silver Bolt's story is kind of tragic, too. He was born into a Mob family, but when he was a child, his parents were killed by corrupt cops, after they tried to testify against the Mob. He was taken in by the Mob boss, but he always wanted to find a way to turn the tables on him. When he learned of the power of the Egyptian artifacts, he decided to take them so he could set himself up as a god, above the law, and above criminals. He does not believe in good or evil, he thinks they're both the same, and he does not believe in the law, so he wants to make himself the law.

    Loopy Loup Garou - EM/WP Brute (soon to be Claws/WP Brute)

    This one isn't really tragic, but I thought of it when I mentioned Going Rogue above, and so I might as well post it. It's kind of tragic, in that it's a basically good person trying to make it in the Rogue Isles, like Blue Diamond, but since he's a bit of a brute and a rogue anyway, he's really not uncomfortable or unhappy being a villain. He won't kill, but he doesn't have any problem making someone BELIEVE he will.

    As you might guess from the name, Loopy is a werewolf. He was employed by Ultimate Wrestling Entertainment, a wrestling franchise that makes money from matches between super powered wrestlers. It's completely based on the WWE, and includes all the smack talk and drama between the matches, so Loopy was a very popular Heel. The UWE was almost shut down over a scandal involving drugs, which the non-super powered wrestlers were apparently taking to give themselves powers. Many of the wrestlers were arrested, including Loopy, but he always insisted his powers were real.

    When he was sentenced, Loopy claimed the whole thing was a set up by the managers, who had framed the wrestlers so they wouldn't have to take responsibility for setting the whole thing up in the first place. He vowed to escape from the Zig, which he did, and come back and get his revenge on the managers. He's joined Arachnos to try to prove his innocence, but hasn't yet made a move against the UWE. Who knows, it might have just been more smack talk.
  2. Jade_Dragon

    Comic Con Panel

    Quote:
    Originally Posted by SilverAgeFan View Post
    To BABs or anyone else in the know: Would it be possible with this tech to eventually have a setting for "random" or "cycle" where multiple animations are available?

    Because I kinda would like to use both the stomp and the fist slam...
    Random, no, but you can have costume 1 do the stomp, and costume 2 the fist slam. Then after every use of the power, use a macro/keybind to switch costumes.

    I can't remember if you can change costumes every 15 seconds, or 30 seconds, but with Foot Stomp's recharge at 20 sec it should work if it's 15 seconds, and if it's not you can just change costumes every other Stomp.
  3. Jade_Dragon

    Comic Con Panel

    Quote:
    Originally Posted by BackAlleyBrawler View Post
    It's one powerset proliferated from two others.
    Wow. I didn't know that this was the criteria being used for Proliferation as defined in regards to Assault and Manipulation here. I just assumed, really, that Blaster and Dominator Secondaries were being offered "as a gimme", and that they weren't technically Proliferation, but the devs went ahead and offered them anyway so the ATs wouldn't feel left out.

    MMs still have no Proliferation for their Primary, but that's because most of the powers still have to be made up on the spot.

    Anyway, not sure what this really means, but if Ranged can be Proliferated to Assault, and Assault can be Proliferated to Melee, that does mean technically a port from Ranged to Melee is a Proliferation. Maybe an indirect Proliferation, and in this case there's probably not enough in Stone Assault to make a Stone Blast set, but I'm just laying the cards on the table. Taking a "theme" from one set type to another may not be Proliferation, but I still think it should be done.
  4. Thanks, Trickshooter. That explains what CoD's entry means.

    I checked Hide on an EA, Ninjitsu, and Regeneration Stalker. In all three cases they were exactly the same. Defense was available on all Types except Psi, plus Melee, Ranged and AoE. As I expected, AoE was much higher than any of the other values. (Over 50% on my level 35 Stalker, although I think a good part of that was an AoE defense coming from a guy standing next to me)

    So there is a "hole" against Psi attacks that don't count as Melee, Ranged or AoE, but that's the case with all Hide powers. EA doesn't have any special penalty.

    In fact, I'm pretty sure Combat Jumping, Weave, and the other similar Pool powers work the same way. The short help probably should say, "Melee, Ranged, AoE, all types but Psi" on all applicable powers, but the number of such powers is probably pretty high.
  5. Well, as I said, if the game disagrees with City of Data, then the game is right. Obviously.

    It makes no sense to me for Hide not to have Positional Defense, though. One of the defining attributes of Hide is that it offers 37.5% Defense against AoE damage while Hidden. This helps prevent your Hide from being broken by AoE attacks when you are moving into range to strike. If EA does not have this capability, that's a severe problem.

    If Hide has both Positional AND Typed Defense, then the Positional Defense will take precedence if you are attacked by a Psi attack. If it is a melee attack, then the Melee Defense will take precedence and you will be protected. If it is ranged, then Ranged Defense will take effect. The only way the attack can bypass Hide is if it is one of the rare powers (mainly Controller holds) that are not considered to have a Position.
  6. I always consider the fact that I can walk right past any group of nasties I want and never be noticed by them at all to be the ultimate travel power.

    As mentioned, the temp powers make all the difference. I have yet to use my Raptor and Jump Packs up, and my Stalker is 35. And I had a 50 MM who kept both of hers all the way to 49. Of course, preserving them like that means walking as much as you feel you can get away with...
  7. It's a typo. According to City of Data, all versions of Hide offer the same defense: Versus Smashing, Melee, Ranged and AoE. Why Smashing particularly I don't know, but I'm guessing it's to allow it to stack with Smashing Defense elsewhere in the set.

    If this can be shown to be not true in game (say, by using the Combat Attributes) then I stand corrected.

    Note, BTW, that it is impossible for any Positional Defense to not offer protection from Psi. The only way to exclude Psi is to give Defense to all other Types, and that would exclude using Positional Defense. This is one of the reasons why Force Field no longer has a "hole" against Psi attacks.
  8. Remove the aggro cap, no.

    Raise the aggro cap, maybe.

    The aggro cap isn't random, it's exactly one more than the number of targets that can be hit by the most powerful Blaster AoEs. The target cap seems to go in increments of 5, though, 5, 10, and then 16 instead of 15. So the Tanker aggro cap could be boosted to 22. That might not be as much as some here are wishing it could be, but I think it would be enough to differentiate Tankers.

    I'm not sure that the ability to IO out a Scrapper to make it perform like a Tanker is really that big an issue, though. The Tanker will still have more HP, and the Tanker can also be IO'd out to do more damage. I won't say that the Tanker will do more damage than the Scrapper, not without an Inherent that deals damage, but IOs do allow the various Archetypes to come much closer to each others' capabilities.
  9. Quote:
    Originally Posted by Mr_DJ View Post
    Tweak the story, he could of still done time in the Zig, but he already broke out before the whole Arachnos breaking out Destined Ones occurred
    Which could be why he's so ticked, "I was in the Zig too! But because I broke out on my own, I'm not a 'Destined One'? I'll show them!!!"

    I actually like how the free costume slot is worked into the storyline. Although I had already decided what I was going to do with it, so I didn't do what I was supposed to do for the story.
  10. Quote:
    Originally Posted by Ericsonx View Post
    WTH is "Cottage Rule?"
    Coined by Positron, I believe, or maybe Castle. To paraphrase, he said something along the lines of, "We could change the power 'Build Up' so that it builds up a cottage at your location, but that would be confusing, so we won't do that." That became known as the "Cottage Rule".

    The basic idea is that a power must still be understandable to anyone who is currently using it. While it's usage may be changed, it doesn't end up doing something totally different.
  11. Jade_Dragon

    Khield Colors?

    Quote:
    Originally Posted by Turbo_Ski View Post
    No color customization for any EATs, APP/PPP, temp powers, veteran reward powers, inherent powers, accolade powers, and Pool powers in Issue 16. Maybe in a later Issue though.
    Also weapons. But they're already color customizable.
  12. Dwarf Mire -> Human -> Human Mire -> Nova -> Nova Detonation takes 0.73+0+2.37+2.03+2.5 sec, since the change to human form takes no time. (Although timing it so you drop out of human form without queueing could add about a second to that)

    Human Mire -> Dwarf -> Dwarf Mire -> Nova -> Nova Detonation takes 2.37+2.03+0.73+2.03+2.5 sec.

    So that's 7.63 seconds total for the first, and 9.66 for the second. However, for the first only 6.9 seconds pass from the Dwarf Mire, while with the second only 4.53 seconds pass. Both are well within the 10 second duration of Dwarf Mire, but at best you will be able to fire Emanation and then maybe one or two blasts more for the second chain.

    Likely the OP used the Dwarf->Human->Nova order because the entire chain was shorter, allowing him to take less damage before the Detonation went off. However, the Human->Dwarf->Nova order probably is better because less of the duration of the Dwarf Mire is wasted. Personally, though, if I go Human->Dwarf I'm going to stay Dwarf unless I see an opportunity to switch forms.

    It is true, though, that just after a Dwarf Mire in Dwarf form, you have enough time to go Nova, drop a Detonation, and then return to Dwarf form to continue attacking and even renew your Mire.
  13. Jade_Dragon

    Khield Colors?

    Kheld powers are not in the current list of customizable powers. I am hoping that is because we cannot customize the squid/lobster colors (for the same reason BaBs gives for Granite Armor here) and so they figured we would be disappointed if we could change one and not the other.

    Besides (and I just thought of this) you'd have to recolor the Nova/Dwarf attacks, as well. While that should be the same as any other power in principle there may be complications the devs will have to address. After all, they aren't "our powers", they're the form's. (More specifically, the powers are not in our Primary or Secondary, they are Inherent) It'll also take up more space in the character definition file that probably hasn't been allocated for it.

    Anyway, I'm hoping these issues are eventually resolved and we get the ability to recolor everything. Someday.
  14. Quote:
    Originally Posted by SpittingTrashcan View Post
    the new power [...] performs a superset of the old power's functions, and accepts a superset of the old power's enhancements.
    Also a good point. While the devs HAVE removed Enhancements from those that can be slotted in a power, they don't like to do it. They have to in essense disable all the Enhancements that are currently slotted, and provide a free respec for everyone that has slotted them. So it's an annoyance to the devs and the players.

    Adding a new function, and a new potential Enhancement has much less impact, because the players can just decide to slot the new function as they wish to. No free respec needed. (Although they usually grant one anyway)

    Of course, I am not sure if Dimension Shift takes Intangibility, or if anything does for that matter. I still haven't figured out what that Enhancement is for.
  15. Basically, the driving force behind Conserve Power's change is that the power already existed in Tanker and Scrapper Epic pools, and thus with this Proliferation Tankers and Scrappers would be able to pick two of the exact same power. Thus, it was changed to Energize. The power remained as is for Brutes since the release of CoV, and was uneffected by its Proliferation to Stalkers. So it is at least logical to conclude that the Proliferation to blue side is directly responsible for the change to the power.

    Energize may be a different power than Conserve Power, but the basic function of the power was unchanged. The duration of the effect was decreased and its recharge made shorter, but that did not change the function of the power. Black Dwarf Mire had the duration of its effect decreased and its recharge made shorter, but that did not change the function of the power. Energy Assault Total Focus had its damage increased and its recharge made longer, but that did not change the function of the power. Such changes do not violate the "Cottage Rule".

    Instead, new functions were added to the power. As I said, jokingly, in the thread in which this was announced, apparently this is a loophole around the "Cottage Rule". On the other hand, Repulsion Bomb has had disorient added to its effect, when it did not have that effect before, and it has had its damage increased. (Pretty much from no real damage at all to meaningful damage) So while I may joke about it, yeah, there's precedent for this as well.

    So that's it, that's the "Cottage Rule". You can add new effects to a power, change the duration, magnitude, and other stats of a power, but you can't make it stop doing what it currently does. You might even remove penalties or other secondary effects that it might have had before. (Such as with Invincibility) But Dimension Shift makes foes intangible, that's what players expect it to do, and all precedent is that the devs aren't going to change that effect.

    Now, if you want a stun or fear when the foes come out of intangibility, that's fine. Personally, I would like to see Detention Field do a small amount of damage to a foe held in it, or just have it prevent regeneration, so foes don't heal back up. I think that would be a useful change to Detention Field, and it might be a useful change to any foe intangibility power, just so it doesn't make you lose any progress you've made towards defeat of the foe.
  16. Quote:
    Originally Posted by Arcanaville View Post
    It might be that stalkers perform lower than expected, or it might be that their intrinsic playstyle is different than expected, or some combination of both (it could also be that unique to stalkers, players misjudge what they think they want far more often than any other archetype). But something made players want to make them, then not want to play them, relative to other archetypes.
    It's still possible that the changes to Stalkers has altered that. We don't know from the data given. Personally, I never had a problem with the description of Stalkers, but I had trouble rationalizing any character concepts within the perceived fragility. I couldn't imagine a werewolf, for instance, that snuck around and struck from surprise but couldn't stand toe to toe with a whole group of foes. A werewolf sounded more like a Brute to me, but of course being a Brute meant I had to sacrifice Claws. (At the time)

    The greater resiliance of current Stalkers means it better fits my original concept. Not that I missed that Stalkers weren't that concept, but then, maybe other players did miss that.
  17. Quote:
    Originally Posted by Tokyo View Post
    You stated "it currently exists outside of what we can access...." Can we assume this may change come going rogue?
    I'm guessing that "currently" means that it is subject to change. I hope that "currently" means that it is subject to change. But I don't believe that Going Rogue specifically will change anything that has to do with it.

    Just as a wild guess, I would say the time frame of Going Rogue is probably too soon for the kind of change BaB is talking about. Maybe a few issues after that.
  18. Quote:
    Originally Posted by Terman8er View Post
    Stand in any long hallway, you are now able to "surgically" resctrict the access of mobs to team mates within your FB. It really isnt hard.
    That's not really surgical precision. That's the cancer jumping out of the guy's chest and jumping at the doctor, who pulls out a machine gun and blasts it until it dies squirming on the floor. Gets the job done, but not precise.

    Force Bubble must be USED with surgical precision. I think that's the point. If used in exactly the proper circumstances, from precisely the right location on the map, it can protect a team better than any other power in the game. I know, I've used it that way. But the situational nature of those opportunities arising in the game is one of the main complaints that are used about FB.

    For the record, I think the OP saw once of those exact surgically precise opportunities, and took advantage of it. You may disagree, but since you weren't there, that's hardly important. What's important is that knowledge and experience were apparently trumped by egotism, which is something we've all had to deal with.
  19. Quote:
    Originally Posted by Twinkle_Boy View Post
    I am personally against any of the Epic AT's being able to sideswitch, normal AT's I can make sense out of but the Epic's are Epically Good or Evil and I personally do not wish to see good guy Arachnos running around AP.

    If they were to implement this feature for Epic AT's the only sensible ports I could imagine are twofold.

    a) Warshades reverting to their evil Nictus ways when goin' redside.
    b) Arachnos switching to Longbow coming across when deciding to go true blue

    Just my two cents worth
    Well, you pretty much answered your own complaint. Warshades could become Nictus on the redside without changing anything at all, and while Peacebringers going evil are rarer, it does happen. There's a Peacebringer arc about it.

    As for Arachnos, considering there are so many Longbow/Arachnos double agents in the CoV story arcs, I would be surprised if any SoA WASN'T secretly being contacted by Longbow to turn coat. The Longbow uniform is easy enough to make in a standard costume slot, and while the Crab backpack might look suspicious on a Longbow, the standard machinegun or claws wouldn't. (There are Claws Scrappers in Longbow)

    As for the other issues brought up here, this is something that's going to have to be determined more widely than just with Kheldians. Tankers are not Brutes, Defenders are not Corruptors, and Blasters are not Dominators. When they switch sides, something is going to have to be done about Epic Pools and Patron Pools. Either whole new Patron Pools will be come up with for the heroes or (more likely) they will continue to use the existing choices. Either way, there is a disparity in heroes not needing to do an arc, and villains needing to do one, which will need to be addressed. (At least now once the arc is done, the hero and villain Pools work identically)

    And if there's a third Epic AT, it will probably be added later, much like the 40-50 levels and Epic ATs were added to CoH and CoV later. I'm guessing that the mechanism will be to get a character to 50, but one that isn't "pure" and has switch sides or gone Neutral. It won't be like either Maelstrom or Desdemona, though, they're a side switched hero and villain, respectively.
  20. Quote:
    Originally Posted by AlienOne View Post
    Exactly... That's the point I was trying to make... I'd agree that numbers-wise, the nova form would be higher than human, but trying to compare the two in battle by themselves is sort of a joke... Nova is best when combined with the powers from the other forms as well...

    "The One"
    Well, by definition there is only one form you are FORCED to stay in. Human Form, if you've chosen not to take the others. If you have Nova or Dwarf form, you have Human form by default. So really, it's not a comparison between Human Form and Nova Form, it's a comparison between Human and Nova Form, and Human Form alone.

    Likewise, if you compare Human and Nova Form to Human and Dwarf Form, you get a completely different set of numbers. The whole idea behind making Dwarf Mire such short duration is that you DON'T have Dwarf/Human/Nova form, that was so much an extreme case the devs felt they needed to change it. But I think it's made Human/Dwarf form better, since you have so much more AoE damage now. (Although the End cost over time has gone way up. )

    It's really just a matter of strategy. Human Form, Dual Form, and Tri Form are all viable strategies, and offer differing levels of offense versus defense. One player might feel comfortable "shifting forms like a madman" while another prefers to stay in one form, and thus is most comfortable as Human. I've tried both, and while I think the Human form does seem a little weaker, it could just be my style, or the amount that I try to solo. Kheldians are about adaptability, and that's not something you can measure.
  21. Quote:
    Originally Posted by Rivona View Post
    I want to see a crab do Jump Kick bet the arms clip through the floor so bad.
    I was thinking about it, and you've now convinced me to get Jump Kick for my Crab Spider.
  22. Quote:
    Originally Posted by BackAlleyBrawler View Post
    No. Granite Armor will not be customizable. It currently exists outside of what we can access via the power system as it is an NPC with a pre-defined costume that your player is turned into.
    Yeah, I figured there was a confusion there. Stone Armor, the Power Set, is customizable. Granite Armor, the Power, is not.

    I am certainly hoping that this issue is given a high priority, even though I understand it's going to be tough. It's been commented in the past by devs before, though, perhaps even by you yourself, that shape change powers are problematic, because they "lock" the player into a predefined appearance. You've avoided such powers, allowing only the rare exceptions like Stone Armor and Kheldians, because of this. Allowing players to customize their alternate forms will not only enable them to still be individual and stand out, which they want, but it may also open up the possibility of more shape change powers, which should give you guys more ideas.

    Quote:
    Originally Posted by Doctor_Daedalus View Post
    I'd like to just not have a costume change at all and have my character look the same in its different forms. Same with granite armor.
    While that might be possible for Granite Armor and Kheldian Dwarf form, it would never work with Nova form, as all the animations are written for the Nova's skeleton. Since that's a distortion of the normal human skeleton, you would go through all sorts of gyrations and deformations as you cast the Nova attacks. Check out some of the bugs that have been reported where you stay in human form while a Nova.

    Solving this would require a whole new set of animations for the Nova attacks. Which is possible, certainly, but additional work on top of customizing the costume change itself.
  23. Quote:
    Originally Posted by LordXenite View Post
    I totally forgot to actually check the numbers...
    Well, it honestly doesn't seem that way because the Nova blasts aren't that strong, and you have only a limited selection. If you consider the amount of damage you can do in a very short time, though, it's pretty good.

    Plus there's the fact that a Human Form Warshade is totally unable to Hover. Well, okay there's the Raptor Pack, but I doubt anyone uses it for that.
  24. Quote:
    Originally Posted by MrSuzi View Post
    I dont know why anyone would NOT take Nova form!? I was recently on a Positron TF, we had 2 defenders and a tank, but no blaster. Someone on the team commented "We dont need a blaster we have a PB with Nova" That sums up how great that power is. Considering that it is only a single power why would you NOT take it?
    It's not the power, it's the slots.

    But yeah, I love the squid too. And the lobster.

    Quote:
    Originally Posted by Adeon_Hawkwood View Post
    In practice Human form seemed to offer little defensive advantage over Nova form and had weaker attacks (a situation made worse by a lack of slots).
    For Warshades, human form seems to be a combination of stealth and Stalker-like strategy, and recovery. You've got Starless Step to draw one or two foes away, then go Dwarf when the rest catches up with you. Or my favorite tactic for dealing with Quantums, teleport right into the middle of the group with Shadow Cloak up, Gravity Well the Quant, then Mire and go Dwarf to finish him off.

    The Human Form PB does way more melee damage, but I actually prefer my WS Human form. You've got to be a bit sneaker (you can't just stealth into a group and depend on Dwarf to get you out of it) but it has its own feel.
  25. Quote:
    Originally Posted by Extor_Prime View Post
    What does Nova have that the Post-I13 humans don't?
    I don't know, 84.6% more damage?

    Keep in mind that Nova base damage is 1.2, and they get a 45% damage bonus on top of that. Human form at range is 0.8. Even if you factor in Enhancements, the Nova is doing a damage base of about 1.47. That means the Mire needs to be about 165% damage bonus to break even. (1.2 * (1.95+.45) = 2.88 = 0.8 * (1.95 + 1.65))

    With 10 targets in range the Human form can get 112.5% for his Mire, but the Nova gets that too. So it's only the Dwarf Mire, inherited by the Human form, that makes any difference. So that would be basically (1.2 * (1.95 + 1.575) = 4.23) versus (0.8 * (1.95 + 2.25) = 3.36) Even with all the Mire going to Human form, the Nova form still wins out. (Plus, you cap at 300%, and I've capped in Nova form before, and it's something to see )

    The bigger issue is the Nova's blasts versus the Human form's melee attacks, Unchained Essense, and Quasar. The way I see it, though, the Nova form isn't supposed to be dependent on Mire, it's for when Mire hasn't yet fired, or the groups are too small for Mire to be worth it. You switch form and start using Mire once you've exhausted the Nova's attacks, and are waiting for them to recharge.