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Posts
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Joined
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Quote:It's conservation of ninjutsu at work.I prefer to look at it as, it has a base defense, but I don't get it if all the attacks are coming at me from range.
Honestly, I've always wondered about the mechanic of the power. Am I grabbing foes and shoving them in the way of attacks?(Actually, I consider it an effect of the confusion of a pitched melee)
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I got everything. Thanks, all.
Feeling broke, but happy -
Two of my main marketeering characters have it. If you flip salvage as part of your income, you're pretty much guaranteed to get it.
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At least your enemies are taking you seriously.
I once got ambushed by a single Rikti Drone. One. Drone.
That was so embarassing. -
Myth: You either play for fun or for min-maxing.
Fact: A focus on game mechanics or rewards doesn't magically prevent one from having fun. -
Sales seem normal to me, but supply is noticeably down on certain items.
So far the only thing that worries me (as a crafter) is if rare salvage will make a strong comeback. That will cut into my margins, and it's not certain if the price increase can be passed on to buyers. I'd rather have cheap rare salvage and expensive common salvage than the other way round. -
One common myth (which I see repeated all over the Tanker forums) is that smashing/lethal defense will work against any attack with a smashing/lethal damage component. Whether or not a defense type works against an attack has nothing to do with what damage the attack does, but how it is typed. Fireball, for example, does fire/smashing damage but only checks fire defense because it is typed fire attack, AoE attack.
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...And it wouldn't have changed anything.
Unless each of you invested, say, 100m, which would be equivalent to skipping the first three weeks.
Quote:Nicely done! I've been following this with keen interest and have tried to match the performance of two of my blue side characters with your performance just for the challenge of it. Well, I made it about half way there, and that's a lot better than I've done anytime in the past. Thanks for posting your progress report and giving me a benchmark to test myself against. Kudos for your market work (and yes, I know, it's work - and fun!).
This project is actually doing better than expected. Figuring in two weeks to get up to speed, I didn't think i'd hit 1bn in the first month. -
Still looking for a Gladiator's Armor +3 def and 3x Panacea: Heal.
In unrelated news, I also know someone looking to sell a Panacea proc redside if anyone is interested. PM me -
Week 4 (Sept 7 to Sept 14)
Liqid cash: 739,795,328
Market bids: 213,431,200
Unsold goods: 53,640,000 (based on estimated sales price)
Net asset value: 1,006,866,528
Dividends issued: 600m total (100m per share)
So, poke me in-game and I'll give you your money.
Wow, has it been a month since this started? Time flies. And we're now looking at the third major change to our reward systems in the past 12 months. Normally, I used to wind down operations before the launch of a big issue, but this time, I've decided not to make any special preparations and just keep going as normal (both the fund as well as my own marketeering). I'll deal with market changes as they happen.
Given the history of market predictions, I wouldn't be surprised if everyone who looked into their crystal ball ends up wrong in some way.
I'm actually pretty excited! -
Is Snow Storm required to ground AVs? I don't recall them having any special protection against -Fly, and I could ground Mary with just one RoF.
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This is on Virtue, blueside.
I'm looking for the following:
Panacea: Healing
Panacea: Chance for +HP/End
Gladiator's Armor: +3 Def
If you have any that you are willing to sell, PM me your price. My global is @Laevateinn -
Storyarcs only award merits (and the end-of-arc XP and influence bonus) to the mission holder. The exception is if you do them through Ouroboros - in this case all team members will get merits.
There are no diminishing returns on story arc merit rewards. -
*applause*
Speaking as someone who's paid 200m for an Obliteration quad, I can understand the people paying those prices. Influence isn't a finite resource; you can always make more of it.
Besides, throwing around vast sums of money is one of the pleasures of being rich. -
Quote:Spectral Wounds, used by Illusionists and Master Illusionists, is the only nonpositional attack that I'm aware they have, and it doesn't really do much damage. Their summoned Phantasms seem to have a 75% ToHit base (unlike normal critters which only have 50%), which in large numbers can cause problems, but they're squishy.Wait... I thought some of the Carnie Bosses and the AVs use some non-positional psychic attacks? You know, the kind of things that would rip through a SR or Shield scrapper?
All their other attacks have a positional type. My SR tears through them just fine.
(edit) Looking at ParagonWiki, some of their AVs use Dominate, which is also nonpositional. So, yup, might be a problem if you're trying to solo those. -
Week 3 (Aug 31 to Sept 7)
Liquid cash: 78,427,240
Market bids: 176,189,774
Unsold goods: 189,001,722 (based on estimated sales price)
Net asset value: 445,618,736
Nothing unusual to report.
Full steam ahead! -
Quote:Paragon Protectors have a version of MoG that is different from the old player version and does grant Psi defense. It will protect against the Mind Control attacks (all of which are nonpositional).The defense you were noticing was because your attacks are flagged Psionic/Ranged. They have no Psi defense while in MoG, but they DO have ranged.
Use Dominate or Mesmerize from Mind Control on them. If I recall correctly, those two powers are only flagged as Psionic with no positional component. When my claws/regen had old MoG I'd pop a few purples with it and be invincible...until a Rikti used one of those powers on me and I hit the ground like a sack of potatoes.
They may have been changed to have a ranged component as well, I can't be sure on that.
I'll grab a screenshot of Dominate missing them in MoG once I get off this TF. -
Unlike the (old) player version of MoG, the PP's MoG seems to protect from psi attacks. So it is better.
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Quote:Oh. Okay.Not a problem, since to sell anything for more than 2 billion (the reason you'd go off market, to avoid the price cap
) you'd need multiple characters involved on both sides of the transaction anyway.
...
Ahem.
I mean, that someone as scatterbrained as me can play the market is proof that the market is not hard to use. Right? Right?!
*gropes for coffee in background* -
I wouldn't skip Fire Breath if at all possible. It actually has the same animation time as FSC, and does slightly more damage. As a cone rather than a 10ft PBAoE, it is also much easier to catch big groups of enemies in it, and having a ranged AoE is good for situations where you do not want to enter melee, or for softening up a big group before going in. YMMV, but Fire Breath is half of what makes Fire/ a good AoE primary, although it can be tricky to leverage together with all your melee attacks.
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I considered swapping the Doctored Wounds Heal/Rech for a Numina triple too, but it is very easy to hit the HP cap with just Dull Pain and +15% from accolades, in which case the HP set bonus will only be useful when Dull Pain isn't up.
It's not likely to make a significant difference either way (35 HP vs a few seconds shaved off Dull Pain's recharge), except that Numina's triples are a lot more expensive than any Doctored wounds. -
IMO, a good alternative slotting for Dull Pain is:
Numina's Heal
Numina's Heal/Rech
Doctored Wounds Heal/Rech
Lv50 Recharge common IO
This gives you the 12% regen bonus from Numina's as well as 91.7% healing and recharge enhancement for only 4 slots.
I don't think 6-slotted Doctored Wounds is worth it at all. The 6th slot bonus is useless, and if you are missing the 5% recharge bonus, you can put an LotG 7.5 in Invincibility with one of the two slots you saved.
I can't comment on your build goals at large but if you want regen, you ought to heavily slot Health because the regen uniques are boosted by the enhancement % in the power itself. -
Depends on the Scrapper, Tanker or Brute. Some sets have ranged attacks, some have controls/debuffs, and high-defense sets avoid the resistance debuffs entirely. I never knew Vanguard debuffed resistance until reading this thread because everytime I fought them in melee, it was on my SR scrapper or Invulnerability tanker.