Lemur Lad

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  1. Quote:
    Originally Posted by The_Larker View Post
    Can it be used during the flashbacks?Especially when you do "no travel powers" and "AT powers only". I know you can use sprint but,is NR suppressed?
    Cannot be used on either setting.
  2. Quote:
    Originally Posted by DimMak View Post
    So I admit I havent played WP past lvl 20 and that was when it first came out with the issue. Anyways I went on to mids and played with WP and I could get regeneration to just under 750% fairly easy (1200% with 10 foes w/ RttC) and higher if I took physical perfection. It actually doesnt look all that pricey compaired to what my regen cost. Glad I found this post cause now I'm looking forward to making a WP toon now.
    In my experience, even solo with buffed spawns, getting 10 targets for RttC doesn't happen as often as you'd think. Remember that it's not a good idea to consider the maximum possible as your baseline for performance. Also note that even when you're very quick, your regen is pretty pathetic if you're running into groups then away and around a corner to herd them.

    Don't get me wrong, I like WP just as much as I like Regen. However talking about regen rates of RttC with max targets really sounds like a cherry picked argument to me.
  3. Quote:
    Originally Posted by Arcanaville View Post
    Prior to adding Fire, DB, and Electric to scrappers I asserted that MA was about in the middle of the pack in terms of single target damage and inferior in AoE, and could not make the unambiguous case that it had the best secondary effects. Its *still* about in the middle in terms of single target damage, and every single set that is lower than MA on Billz table has unambiguously better AoE with the possible exception of Electric (and only because Electric is a more complex set to analyze, not because it ultimately loses there).

    Moreover, of the three sets with *higher* single target potential, two *also* have higher AoE potential, and one has vastly superior secondary effects (anyone that wants to argue that one immobilize, two and a half stuns, a PBAoE knockdown, and a knockback power beats an immobilize, a self heal, a stackable fear that has four times the uptime of CS, an endurance recovery power, and a stackable tohit debuff, be my guest).

    MA is not a bad set, because there are no bad scrapper primaries. But its arguably the lowest in overall capability, and unarguably the one original scrapper primary that was given no area to excel in specifically that was achievable**. What's more, the devs know this: its just an incredibly low priority to make the lowest of the good, slightly better.


    ** Castle has, as I've mentioned previously, told me point-blank that MA was originally intended to be the "jack of all trades" set which specialized in "secondary effects" as those were defined back in the design-days. Unfortunately for MA, what apparently didn't count as a "secondary effect" included nearly every good effect that every other set got: self defense buff (Parry), self heal (Siphon Life), endurance recovery (Dark Consumption), foe tohit debuff (all of Dark Melee), fear (Touch of Fear), defense debuff (both single sword sets), DoT (originally no scrapper set but in Fiery Melee). Apparently none of these was a "secondary effect" as the devs conceived the MA set.

    MA was left with stun, knockback, immobilize, and movement debuff. And some genius at the beginning of time put the immobilize and movement debuff in the same power which meant CAK was often debuffing the run speed of things it immobilized.

    Then the devs realized that pervasive knockback/down and stackable stuns were too dangerous to allow a single set to have. So MA got the leftover effects, and was specifically barred from having too much of them. That's a recipe for mediocrity. Even the +5% accuracy is honestly weak sauce, because its lower in magnitude than the defense debuff that the swords get, lower in magnitude than the tohit debuff that dark melee gets, and its not stackable. And the single swords get it also. Archery gets +15.5% accuracy: +5% for being a weapon, +10% for being archery, and those were baked into the archery powers multiplicatively. Which is not to say that MA has more issues than Archery overall, its just to demonstrate that +5% is extremely low.
    This is the kind of thinking I can get behind when we talk about any possible adjustments to MA. You have to look at MA as a whole, because no one change is going to make the set just right without some thought given to how it all fits.

    Arcana's comments on the relative usefulness of all the secondary mezz/buff/debuff really hits home. I think the one thing I don't like in the older sets is, that most effects were treated as equally useful. It's become clear in several years of playing that Stacking effects trump nonstacking, and (in melee) effects that mitigate but at the same time keep the foe in range are far superior to anything that makes you stop and move to get back to attacking.

    So here's my thinking. Is there another way to simulate the "precision" aspect MA is supposed to have, that would serve better than a simple +Acc bonus?

    In the first attack in the set, the short description mentions an increased chance to Critical Strike, and that got me thinking. What if the entire set had that advantage? Either that or a variation on Furyfiance that gave an increased chance to crit for successive attacks until you critted, then went back to the base chance?

    I'm not a numbers guy, and I realize that tinkering with Crits is probably a quick path into Overpowered land, but couldn't there be a sweet spot?
  4. Quote:
    Originally Posted by Arnabas View Post
    I'd be interested in seeing how some of you slot your Regen
    Yeah, I'd like to see a solid MA/Regen build myself. I'm planning on respeccing Lemur Lad to bring him to the next level, but I'm running into issues about what to fit where.
  5. Quote:
    Originally Posted by Fleeting Whisper View Post
    Come to think of it, I believe you may be correct, at least partially. On occasion I have seen Bane Spiders standing around ground floor of Grandville (where there aren't normally Bane Spider spawns), underneath the Web (where there are Bane Spider spawns). Except they don't respond to attacks.

    As I recall, the conclusion that was eventually drawn after some discussion was that the Bane Spiders fall off the Web, and get hit by falling damage. The bane Spider's AI thinks that it's dead, and so stops responding to anything - after all, I'm dead, right? But the actual entity is saved by the falling-damage-won't-kill-you code with 1hp, and then regenerates that HP. This results in a full-health Bane Spider, standing where no Bane Spider ought to be, which does not respond to the presence of aggroable targets or to attacks.
    I'm more of the opinion that the radical position change leads to a phenomenon not too different than the occasionally recurring bug where an Ouroboros portal will "follow" the caster. The portal becomes nonresponsive. It has left behind the active portion of the entity and the graphical portion is offset.
  6. Buh... I like yawning lemur. And the slow Loris isn't technically a lemur. As cool as a cuddly lil teddy bear like animal with toxic saliva is, I shouldn't perpetuate that he's something he's not.

    I'll change it back at some point, but I'm gonna take a week to enjoy my yawning lemur.
  7. Quote:
    Originally Posted by Reelo878 View Post
    Has anyone else got this problem? Anyone know a way around it?
    I do not have this problem. Neither does my girlfriend. We get names we're very happy with all the time. It's at the point where I have too many good names to use, so I set them free.

    Some we've gotten recently:

    Jenny Greenteeth
    Technicolor Yawn
    Sunflake
    Hairy Eyeball
    Working Class Hero
    Robo Lemur

    My girlfriend got:
    Pandora's Boxer
    Music Box Dancer
    Alchemist's Stone
    Spooky Girlfriend
  8. Lemur Lad

    Defenses added?

    Quote:
    Originally Posted by CryoTech View Post
    I believe it works like this if you are attacked by a power that is melee/lethal the enemies chance to hit rolls twice. Once for the Melee, and once for the lethal damage, so if either one of those misses all the damage is negated. But I'm not 100% positive on that

    mmmmmm, I'm gonna have to say no on that one.
  9. Lemur Lad

    Defenses added?

    The highest applicable Defense is what is used. When both values are the same, I'm not precisely sure which one is picked, but it doesn't really matter in that case, one gets picked.
  10. Quote:
    Originally Posted by Hallowed View Post
    I'm not sure if this is throwing BaBs under the bus (again) or giving him credit...
    It's credit. BaB did yeoman's work on the new raid. Not his fault most of the people who really like organizing raids were gone to a game that let them do that by that time.
  11. Lemur Lad

    Ritiki Attack

    Quote:
    Originally Posted by NovaFactor View Post
    Will we have one on Thanksgiving ? I hope so , still need last badge for Ritiki Bomb and thursday would be a perfect time to attack Paragon with most of the city away for the holiday . And yes I am very bored , suffering through the last few minutes of work so humor me
    Doubtful in the extreme. They haven't announced it already, and chances are that means no.
  12. Quote:
    Originally Posted by Memphis_Bill View Post
    - Tank attacks, after all, fire off Gauntlet, and I *believe* Brute armors with damage components help with Fury build up (might be wrong on that, normally too busy to pay attention.)
    As a Brute with Shield Defense can attest, Shield Charge most assuredly and blessedly benefits from Fury. (ZOIKS!)
  13. Quote:
    Originally Posted by Ad Astra View Post
    Oops.

    I still don't like the suggestion.
    I'm fine with the suggestion. Scrappers, Brutes, and Stalkers all get the benefit of their inherents on their secondary, don't they?
  14. Quote:
    Originally Posted by SonicBang View Post
    Not good with clicks? Or is it because he's not IO'd and accoladed? I play an SO/common IO BS/Regen and I have to agree its underperforminig to WP and most other sets in survivability by a pretty big margin. The only reason I can see to make a Regen is in pvp, otherwise any other secondary is better in pve.
    You'd be shocked at how "bad" my main build is and how little IOs contribute to it. Most of my gains are in my Melee set.

    That being said, most of what I said applies to my experience with the set when it had SOs.

    It really depends on how you define "perform" It sounds like (I'm willing to be wrong) that you guys seem to enjoy a fire and forget protective set, and Willpower is great for that. Willpower is probably what Regen should have been, using all the lessons they learned from the original.

    However that doesn't make Regen worse by any stretch of the imagination. It's just not as user friendly.
  15. Regen isn't any less effective than Willpower, in the right hands. The main difference between the two is stylistic. You have to be on top of the right timing for your click powers. You can give yourself more time to react by looking at additional mitigation (from IO sets and Pool Powers), but truly it's all a matter of timing.

    Regen's hardest job is dealing with spikes in damage. That's why the updated version of MoG is very handy in that regard. However it isn't necessary all the time if you know how to act and react.

    Quote:
    I have a DB/ Willpower character who I put into crazy situations, where his health might drop down to a barely visible sliver as he fights a dozen enemies. Within seconds, he seems to rebound and return to full health. In a similar situation, my regen guy would be popping inspirations while running away.
    I have an MA/Regen that can jump in and tank for 8 man spawns. I live through battles that wipe the rest of the team. Maybe it's just that you're not a click power kind of guy (Bill Z and I have long talks about how he isn't and I am able to do well with them). Anecdotal accounts don't mean much though. While it takes more quick thinking and reactions, the survivability of regen is still up near the top of the list.
  16. Quote:
    Originally Posted by Stormfront_NA View Post
    It would be nice if mobs would experience falling damage as opposed to be immune to it. It would be very satisfying as I kick one, and it happens to go off a balcony or ledge, to fall and perhaps be defeated by the damage taken by the fall. They can knock me down, and over an edge, and I do take fall damage. Why not them too?

    Hugs

    Stormy
    Im more satisfied that I can get full xp because they DON'T take falling dmg.
  17. It still makes me a little sad they changed that. It was really nice in beta teaming with a Mastermind. I can see why Castle did it, but part of me just goes when I think about it.
  18. This page has details. More specifically:

    Quote:
    And so it went across the city. The aliens outnumbered the heroes at least one hundred to one, maybe more. It was impossible to get accurate numbers as the portals had allowed them access to the entire city at once. The fighting raged on through the rest of the night. After six hours, the heroes had managed to clear the skies of the large attack craft, some of which had retreated either up into space or out over the ocean (none of the aliens ever went back through the portals). By the dawn of the 24th, Paragon City had been effectively divided into a patchwork of human and alien controlled neighborhoods, with constant combat raging at every border. Both sides began to erect walls and other static defenses to secure their territory. Many of these border defenses eventually became the walls that currently divide Paragon City into its many neighborhoods.
    Since the war, the War Walls have been rebuilt and upgraded and expanded to make things harder if the war starts again. Even without their large portals and motherships, the Rikti are forced to overload the walls in a few zones at a time, and that only lets them get in a few runs with smaller assault ships, as opposed to more significant attacks.
  19. Thing is, it's not really possible to design a GM that is suitable for lowbies, yet needs an assist from a higher level or two. The math doesn't work. Even so, that would mean to accomplish the task, the lowbies would need a high level or two, and once most of the server's badge hunters have the badge, that kind of thing would be hit or miss.

    Besides, your event idea runs smack dab into Yet Another Giant Monster syndrome. Basically, there's only so much can be done with GM code, and there are plenty of giants out there that get neglected all the time.

    I'm not in favor of lowbie zones where lowbies should have to deal with anything other than being lowbies, but if something must happen to make things interesting, then it should be an event along the same lines as the Hellion Arsons in Steel Canyon. In other words, something that lets them feel heroic, lets them work as a team, but doesn't need full teams and level 50s to help out.

    If the lowbies want a fun monster-y event, they can get it in King's Row once they hit level 5 or so and have a few powers under their belts.
  20. Quote:
    Originally Posted by Aggelakis View Post
    This quote needs tickle-lemur video, not screamy-lemur icon.
    Buh... she gets to tickle me that way for reals, isn't that enough?
  21. Quote:
    Originally Posted by StormyPinkness View Post
    He never needs me.
    Liar. I will always need you. Ingame and out.
  22. Quote:
    Originally Posted by Miss_Freeze_NA View Post
    Which does not equate to PBAoE. A cone is a cone. An AoE is an AoE.



    Yes, please do.
    If you're going to quibble on semantics, you really shouldn't do it over something as obviously wrong as deliberately mistaking the difference between PBAoE and AoE. Anything that can hit more than one target is an AoE, and that's what the post you quoted was talking about.

    Please learn how Language works.
  23. I'd be happy if they just went to bed at nighttime. They're creepy nightwalkers.