Luminara

Renowned
  • Posts

    1251
  • Joined

  1. [ QUOTE ]
    [ QUOTE ]
    Go make a Psy/ Blaster for PvP and slot that sucker in Will Domination, then tell me if you think it has any uses.

    That proc alone has made Psy/ the go-to PvP primary for Blasters. Without it, Psy/ wouldn't be such a clear-cut choice.

    [/ QUOTE ]

    Well, i'm gonna have to disagree with that. I hardly use will dom cuz I somewhat feel the 100% chance for placate is a bit cheap, yet psy imo is still the clear cut choice for blasters.

    [/ QUOTE ]

    33% chance.
  2. MOAR MONSTAR HAEDS YES PLZKTHX!!1!1one1eleven1!

    *runs around roaring and pretending to be a giant, scary monster*

    RAAAAAAAAAR! RAR! RAAAAAAAA- *cough cough*

    Ow.

    >.<
  3. [ QUOTE ]
    [ QUOTE ]
    The thing i do have notice happening lately, though, is that foes will start acting even before my attack hits them. I can be at one mile away and use a ranged hold, they still get one shot because they react as soon as I start casting. THAT is a bit annoying. And by a bit i mean a lot.

    [/ QUOTE ]

    Is that just when you miss, or even when you hit? Because it's always been like that for [edit] misses.

    [/ QUOTE ]

    It's happening on hits now. I've seen it too. It's most frequent for me when I'm using Acid Arrow. The instant I hit that key, the critters turn around and look right at me. Then they start shooting or running toward me before the debuff hits.

    I've even had this happen when the character was Stealthed. And again, this is occurring with valid hits, not mixed hit and miss or all misses. Single target, start the activation for Acid, instant mob notification even on a hit.
  4. [ QUOTE ]
    Nop, always been this way. Effects are calculated after interrupt windows, or at activation for powers without interrupts. Hold, knock back, even killing the foe wont stop the effects from landing if the to-hit was successful.

    Have been in a few double KOS due to this in the past.

    [/ QUOTE ]

    It hasn't always been this way. I repeatedly took my Archery/Energy blaster into Brickstown and mowed down entire spawns with RoA, and on every occasion, every critter would attack before being defeated, but all of the defeated critters' attacks would deal 0 damage. The damage was removed before the attacks landed. I even pointed this out in numerous Archery and RoA threads.

    Last night I was getting shot and blasted by critters which I had defeated before their attack animations had started. That's completely opposite of how it was working previously.

    I don't know exactly what has changed, I don't know when it changed, but something has changed.
  5. Luminara

    Conditioning

    [ QUOTE ]
    well cuz im on a comp and its just natural to tyoe that way enless the ppl im talking to dont know english.

    [/ QUOTE ]

    [ QUOTE ]
    read the other tread going about all this... conditioning was made to offset the fact u use toggles and when your toon is slotted right you'll never run out of end...enless u meet mr. sapper

    [/ QUOTE ]

    Your post, #13766913 - 07/17/09 07:04 AM. If mutilating English were natural, you wouldn't be accidentally spelling simple three letter words like "you" correctly in your rush to defend your preferred style of text-based communication.

    No, you're doing it because you think it's "cool" and you believe it impresses other "cool" people who communicate through grunts and gaseous emissions.

    By all means, role play the lobotomized chimp. Just don't be surprised if grunting and belching doesn't get you very far on the Co* forums. The average intellect around here is higher than room temperature.

    The Lumiverse now returns you to your regularly scheduled thread.

    *beeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeee eeeep*
  6. Luminara

    Power Timer!

    [ QUOTE ]
    My idea is to have a timer when a power to activated showing how many more seconds it has until the power is ready to use again, you simply. Right click on a power and under Info will be

    Ready in: 1.24

    [/ QUOTE ]

    Might be useful for powers with long (or ridiculously long) recharge times, but something more visible and which didn't require two or three clicks to see would be optimal for the majority of powers (the ones which recharge quickly, in a few seconds).

    But I'm comfortable with the icon growth system we already have, so if there were going to be anything added to display power times, I'd very much prefer a visual indicator of the remaining duration of controls/DoTs/debuffs on enemies. Having to guesstimate how much longer I have on PGA, or Ice Arrow, or Tenebrous Tentacles, or any power which I've applied to an enemy is awkward, inefficient and just bad.
  7. Luminara

    SIDKICKS?!?

    [ QUOTE ]
    just an idea, which im sure ill get a lot of negative feedback on, but what if you can actually buy a sidekick for 1 mill, and he would be your private sidekick, you can buff him and run solo missions or team missions... when he kills u get half the xp and half the inf. i think this new feature would add to soloing. side kicks include.

    healer
    brawler
    buffing asst.
    weapon specialist

    customization would be just like when you make your own toon make him wear whatever and give him a name choose his powers and such, i know what your thinking well it would make you too powerful but he can be capped at lvl 40 so when your a 50 he will remain a side kick only..let me know what you think peeps.

    [/ QUOTE ]

    By the time you have any need at all for help, regardless of AT, build, play style or whatever, you can enter Bloody Bay and get a five pack of Shivans.

    And they don't steal your XP/inf/prestige/drops, or cost anything but time. Oh, and you can get them as many times as you like. You can even go get them in the middle of a S/TF.

    No point at all adding NPCs and tying penalties to them when you can get Shivans so quickly and easily.
  8. [ QUOTE ]
    1. Something that can be finished in a reasonable amount of time. I won't limit it to number of missions as we've all seen the giant uber map one mission arc that takes three hours or the thirty minute 5 mission arc. Something in the hour range, give or take.

    [/ QUOTE ]

    I believe my arc, The Omega Reports: Scavenger, runs about that long, though it is five missions.

    [ QUOTE ]
    2. No defeat alls! Ugh, I can't tell you how much I/we hate defeat alls. [sidebar- if and only IF it makes sense in the story and it isn't on a very big map I may be able to shake it off, but if its a large lab map or outdoor it's a no go for us]

    [/ QUOTE ]

    First mission on my arc is a Defeat All, but it's a small CoV office map, only three floors and they're all small. It can also be even shorter, depending on where the patrol pathing goes (i have a boss in that mission set to Hostile to everything, so it attacks patrols when they get near).

    [ QUOTE ]
    3. Something fun! No that doesn't mean it has to be light hearted or a comedy arc, just a fun engaging story. (Serious/Horror/Thriller/Noir/Mystery will work as well) Something with a little effort. And no I won't be insulted if its an orgin arc or if you try and get me my character to do something "they would never do". It's a game within a game for godsake! We'll run heroic we'll run villain.....pffft we don't care, just be fun!

    [/ QUOTE ]

    TOR: Scavenger is at 4 stars and holding, and it's been recommended by at least one fellow forumite. The story is compelling, tight and enjoyable.

    [ QUOTE ]
    4. We love a good challenge. As long as its not ree-diculously impossible, we do like a tough mission. So we won't shy away from AVs or EBs. (If you would please just point it out if it is a challenging mission because we do have times when there are fewer of us on and might not have the firepower for a big challenge)

    [/ QUOTE ]

    The challenge level of my arc is decent. It's not overwhelming, but beyond the first mission, it's not a cakewalk either. You can make it more challenging by not picking up the "assistant" I put in for the second, third and fourth missions.

    [ QUOTE ]
    5. I'm not doing this as for review or QPQ, just looking for stuff to play. But I always try to give good feedback and you better believe I will come back here and praise the really good ones!

    [/ QUOTE ]

    I didn't write my first arc for reviews or recognition, I did it for myself, to see if I could make something enjoyable and interesting with some of the muck floating around in my head. If you don't review it, comment on it or star it, it won't matter to me. If you don't enjoy it, though, a comment/PM/e-mail would be appreciated so I can look for ways to improve it.

    [ QUOTE ]
    6. We aren't fond of Oranbega maps, but will tolerate the smaller/middle sized ones if the story is worth it. We're also a little tired of the cargo ship map as well. But as I stated earlier if it fits the story, I think we can handle it. Although I'm a little worried if one of my SG mates sees another defeat all in the cargo ship his head will asplode.

    [/ QUOTE ]

    No ships or Orangeburgers in my arc. One office, one outdoor (large, but not defeat all), one lab, one warehouse and one cave (no cake room!).

    [ QUOTE ]
    7. We are currently floating around lvl 40 so arcs there or higher would be great. [Note: we will not exemp down for an arc. As much as I love a good story, we play to level up]

    [/ QUOTE ]

    General level range of the arc is 37-50, most of the missions will set you to 41+ if you're below 41. It's best played in the 40s or at 50.
  9. [ QUOTE ]
    So MA, where would you put it? Would you try to grab an autofire to put it into or just focus Chi?

    [/ QUOTE ]

    Tactics or Focused Accuracy. That will give you the chance for trigger every 10s, as opposed to once every ~45s (Focus Chi with 95% +Recharge).

    Additionally, despite the rumor mongering about the 3:20s "average", the proc has no restrictions which prevent it from triggering several times in a row. Theoretically, it can trigger every 10s, if the random number generator decides it really loves you. Realistically, based on my own experience with the proc (slotted in Tactics on my TA/A), it triggers two and three times in a row relatively frequently (usually two or three "multi-triggers" every 10-15 minutes).

    Furthermore, having it in a toggle doesn't "waste" it. It makes absolutely no difference if it triggers when you're standing at the market, or on the way to a mission, or between spawns, or in the middle of a raging, bloody fight, it is not prevented from triggering again on the next check by anything other than the random number it comes up with when it performs that check. It's not the Force Feedback proc.

    So if you're going to use it, it's best used in either a toggle like Tactics or Focused Accuracy, or in a power with a recharge time below 10s, like Follow Up with some +Recharge applied (enhancements or global, anything that reduces the recharge time below 10s).
  10. [ QUOTE ]
    [ QUOTE ]
    Does the Gaussian's proc get multiple chances to go off if it is slotted into an AOE, such as Soul Drain, that hits several targets?

    [/ QUOTE ] No. It checks once when the power goes off. The number of targets does not matter in any way. In toggles, it checks once every 10 seconds as well.

    For damage procs, it's still the same. It doesn't check each target individually. If the proc hits, it should hit every target that is affected by the power.

    [/ QUOTE ]

    That's not how damage procs work in AoEs, cones or PBAoEs. Every target is checked individually and every damage proc in the AoE/cone/PBAoE can check once per target, once per 10s for toggles (Hot Feet) or powers with durations longer than 10s (Glue Arrow) , or once per activation (Tenebrous Tentacles). If a damage proc does trigger, it only deals damage to the target or targets that it rolled a success on.
  11. [ QUOTE ]
    Luminara:
    My thread said there was a disparity between Defenders and Scrappers. This thread says there's a disparity between Defenders and Controllers. There certainly seems to be a similarity there.

    [/ QUOTE ]

    This thread exists and is active because controllers have access to defender powers and can use them almost as efficiently as defenders and have Containment and have full access to control powers at maximal durations/effectiveness, all of which combined displays defenders in an unfavorable light in both solo and team situations when compared to controllers.

    Your thread exists because you want to play Iron Man, don't want to play an Energy blaster with the Force APP and are still somehow convinced that you can fool the developers, by fabricating "evidence" and deflecting criticism of those fabrications with threats of moderator action and pretentious behavior, into buffing everything that you play to god-like levels so you can fulfill your fantasy of playing Marvel and DC comic book characters.

    The similarity between the two threads extends to the fact that they involve ATs, and not one iota beyond that.

    [ QUOTE ]
    I don't appreciate the attempt to demonize me by describing my discussion as some kind of "ruse."

    [/ QUOTE ]

    A spade is a spade.

    [ QUOTE ]
    You obviously don't know my intent in anything I've posted so please don't presume to judge my intent for yourself or anyone else.

    [/ QUOTE ]

    I know exactly what your intent is because you've been singing the same tune for three years. Every thread you start revolves around your desire to have the entire game changed to meet your need to play Iron Man, Superman, The Martian Manhunter, Thor or whichever trademarked character has caught your fancy this week/month. Every time you post, it's been to complain because the game doesn't allow you to play those characters, or to suggest changes to the game which would allow you to play those characters, or to try to scare someone away from replying to your posts if you think they'll ruin whatever chance you think you have of conning the developers into making those changes.

    I don't even have to say that you're more transparent than glass because you've documented all of this. Your entire post history speaks for itself and anyone with two functioning neurons can see it. Your agenda is so obvious and out in the open that no-one can not see it.

    And that agenda has no place in this thread, nor will this thread serve that agenda. Take it somewhere else.
  12. [ QUOTE ]
    True, but what's being missed is that there are numerous threads that argue the same thing from different directions. I compared Defenders to Scrappers (from the standpoint that both ATs need to face the same challenges, yet the Defender hasn't the tools to do so), and this thread compares the Controller to the Defender and reaches a similar conclusion.

    [/ QUOTE ]

    Bloody freaking what?

    This thread is a discussion of the disparity of controller damage in relation to the values of controller buffs/debuffs, specifically in light of how they compare to defender buffs/debuffs and defender damage output, and only because the two ATs overlap in a general "team role" environment.

    Your thread was a blatantly obvious ruse designed to portray defenders as incompetent or incapable in solo situations via a build which was deliberately constructed to underperform in every environment and then compared to a well built scrapper in hopes of conning the developers into issuing unnecessary buffs which would finally permit you to build your Marvel and DC "homages" as completely as you wish.

    Jesus H. Christ, do you really believe everyone reading these forums is stupid?
  13. [ QUOTE ]
    Was forming a lv40ish mission team earlier when I decided to ask a lv40 warshade if he'd like to join. Now usually, I dont mind answering a few questions to someone that may decide to join, but this guy began asking me so many questions in regards to the team, it was almost ridiculous.

    [/ QUOTE ]

    I actually did manage to annoy someone with three questions once. Team size, level range and whether they were doing missions. *shrug*

    I typically only ask one question these days, the important one, "You did note in my /search comment that I'm a TA/* (or */TA) and therefore do not have access to healing powers, correct? I just don't want there to be any confusion or upset teammates later.". Nine times out of ten, the response is "Yes. I'm asking you to join because I want a debuffer, not a healer. ".

    If the person asking me to join a team doesn't at least inform me of the mission levels (so i know if i'm going to actually get a chance to play, or if they just want a shill for their farm/PL session), how many people are on the team and what they're doing (if they're farming/PLing/street sweeping, i'm not interested, and if they're starting a S/TF, i'd like to know that i'm committing to a multi-hour event before making that commitment), then I ask those questions. Haven't had to ask for a while, though, nearly everyone who invites me to a team is courteous enough to give the basic information in the initial /tell. Or gets sent to the /gignore list for asking me to farm/PL/bridge (my /search comment clearly states that i'm not interested in these things, so i don't respond to those requests).
  14. Luminara

    Dear Dev Team

    [ QUOTE ]
    Then came the start of the nerfs to ae and skills players had spent years to build up.

    [/ QUOTE ]

    How much skill does it take to stand around chatting at the mission entrance? How much skill does it take to brutalize an enemy generated via an exploit which disables its ability to fight back?

    How many years, roughly, did your "guild" spend developing those "skills"?
  15. [ QUOTE ]
    Whatever you say *smiles and nods*

    [/ QUOTE ]

    How much +Damage does FF offer?

    How much -Res does FF offer?

    You've got survivability, but you don't have the damage, not in the base, not in multipliers. You lack the "mage" half of tankmage.
  16. [ QUOTE ]
    Sure, my FFer would love to play a Tankmage, even more than he already does.

    [/ QUOTE ]

    FF/* isn't a tankmage.
  17. [ QUOTE ]
    It's nice to see Trick Arrows existence be acknowledged!

    [/ QUOTE ]

    There are more fixes coming. Or, there should be more fixes coming. No time frame, but these were some of the bugs I reminded Castle about a month ago, so this should be just the first wave.

    [ QUOTE ]
    Just wish it was buffs. :P

    [/ QUOTE ]

    Patience.
  18. [ QUOTE ]
    [ QUOTE ]
    Remember: with great chest slider comes great responsibility. Especially in City of Heroes. Because even with all sliders on default, female models look kind of like crippled Barbie dolls, and messing with scales only makes it worse.

    Developers! Make a new female model already, for the current one sucks. But I digress...

    Heels. Every one of my attempts at a female character wore heels because of the odd way legs look on the female characters. I'm no artist, but something is just WRONG with females' legs when you wear flat shoes or go barefoot, it's bordering on the uncanny valley. Wearing boots with any kind of heel almost certainly cures this problem. I think the female models were INTENDED to wear heels all along, and flat footwear (or lack thereof) was more of an afterthought.

    Skimpy outfits. I'm pretty sure some of you know my attitude towards nudity (well, Lothic should at least). That said, the problem with wearing skimpy clothes is that they are nothing more than body paint. Female models are already awful (where's the belly button by the way?) and outfits like Eden that lack any "substance" to them produce the effect of an animated, painted plastic doll. It's not alluring in the least and results in the uncanny valley effect again.

    Side note: I'm shocked that this thread was started by a female.

    [/ QUOTE ]

    It's the legs. More noticeable when bare foot/high heels.

    [/ QUOTE ]

    There's more to it than that. There are different leg models for some different foot/boot models. On some leg models, the calves are more rounded and full, on others, they're narrow and spindly. Some leg models show distinct, nice ankles, other leg models show "cankles". Thigh shape, width and "reflection pattern" are occasionally altered by different boot/foot models, too.

    It's very annoying. I've probably spent close to ten hours just switching leg/boot/foot models back and forth, watching the changing leg dimensions and wishing I could thwap someone with a newspaper. Someone (*coughJaycough*) needs to go through the entire repository of leg/boot/foot models and make them identical, or add sliders for more than simple leg length.
  19. [ QUOTE ]
    Ok, i don't want to ruin your joy for Redraw Craziness(TM) but IMHO, sadly, we'll get blocked from getting TA+AR ç____ç Like Shield+Claws ç_____ç

    [/ QUOTE ]

    Bots/TA. Try again.
  20. [ QUOTE ]
    If a character has more than a quarter inch of hair, you have no business talking about how "practical" or "impractical" their outfit is -- if you have hair you aren't prepared to fight.

    [/ QUOTE ]

    Medusa, a Marvel character which has been in comics since the mid-60s.

    Probably not the only superhero/villain with "superhair", either.

    Might want to reconsider your position.
  21. OSA is bugged in Architect missions, it spawns as an ally and therefore cannot be targeted and ignited normally. It's being investigated and will be fixed.

    OSA is bugged throughout the game, it will sometimes fail to spawn the Fire pet when OSTarget is defeated. This tends to be streak behavior, once it happens a single time, it will typically happen repeatedly until the player zones, logs out or the streak mysteriously ends. This bug is also being investigated and will be fixed (some day).
  22. [ QUOTE ]
    We are seeking ideas around a name for the new channel. The chosen name should be short, to make it easier to manage. If you have an idea, post it here.

    [/ QUOTE ]

    Liberty Library/LibLib
    Libertyverse/Libverse
    Libchat
    Liberty Life/LibLife
    Liberty Live/LibLive
    Liberty Den/LibDen
    Libsplat

    >.>

    <.<

    Liberty Duck Pond Memorial and Gift Shop!

    >.>

    <.<

    Libquack?

    >.>

    <.<

    *runs away in fear of the onslaught of fruits, vegetables and small condiment packets*
  23. [ QUOTE ]
    When i16 goes live, what character are you going to immediately go to, or create, to change the colors of all their powers?

    [/ QUOTE ]

    All of my TA/Dark's Dark Blast attacks will be changed to white (or blueish white/purple-blue and white, like the Peacebringer attacks).

    Other than that, no plans. I'll see what strikes my fancy later.
  24. [ QUOTE ]
    ^ none the less, fire can just about match Archery in that dept if not surpass it in some scenarios (like at a certain amount of Rech...

    [/ QUOTE ]

    The numbers I listed were at maximum possible recharge for both sets. Before you postulate any further on how they'd compare at different recharge rates, keep in mind that Fistful's base recharge time is 8s, not 16s. It can be used roughly twice as frequently as Explosive, Fire Ball and Fire Breath, and that does have an impact on the overall damage output.

    [ QUOTE ]
    or pre RoA)

    [/ QUOTE ]

    And this is where I direct you to look once again at the post I made previously, in which I included a breakdown of Archery pre-RoA versus Fire Ball + Fire Breath. Given equal +Recharge, whatever value that +Recharge is, Archery pulls ahead of Fire in AoE potential even without RoA.

    [ QUOTE ]
    At the same time, it blows it out of the water at ST as well.

    [/ QUOTE ]

    Fire performs slightly better than Archery in single-target damage by roughly 10% damage on average if 80% of the DoT ticks register.

    Flares - 63.2 damage
    Fire Blast - 86.632 damage (DoT averaged to 80%)
    Blaze - 177.8 damage (DoT averaged to 80%)
    327.632 damage

    Snap Shot - 52.6 damage
    Aimed Shot - 82.6 damage
    Blazing Arrow - 161.7 damage (DoT is 100%, no chance of failure)
    296.9 damage

    I don't see a ~10% difference as "blowing it out of the water". ~10% isn't an overwhelming improvement, especially when the possibility of failed DoT ticks has to be considered.

    Even if we take the animation times into account, we're still not looking at a significant difference. Discounting server ticks (AKA "Arcanatime"), there's less than a 1s difference between Snap/Aimed/Blazing and Flares/Fire Blast/Blaze. Additionally, Archery has the edge when it comes to chaining attacks because it can easily include or substitute Fistful in the single-target chain, due to the fast animation time and comparatively low recharge time, which improves its single-target damage output and DPS and adds incidental AoE damage output as a bonus. Archery blasters can and do more easily create sustainable single-target chains, meaning they have fewer gaps of "dead time" between attacks (time spent waiting for attacks to recharge), which means they have more consistent damage output and DPS.

    If you want to disprove what I'm saying, I recommend doing your homework and bringing some solid data, not vague claims and on-the-spot invented stats.

    [ QUOTE ]
    (also, why didnt you round up those DPS numbers? o.O)

    [/ QUOTE ]

    Because I didn't feel like it.

    [ QUOTE ]
    Regardless, this is about rad Blast, lets get back to it?

    [/ QUOTE ]

    By all means, continue. If the thread veers back onto its irradiated course, my interest will be utterly abated. I'm only here because it strayed into my little corner of the playground.
  25. [ QUOTE ]
    True frosticus, but how often can you have RoA up, compared to just cycling Fireball->Firebreath on high rech?

    [/ QUOTE ]

    Optimally, presuming both blasters are at the recharge cap (+400%)...

    RoA (including animation time) - 16.22s
    Fire Breath + Fire Ball (including animation times) - 10.492s

    An Archery blaster at the recharge cap could also cycle Fistful/Explosive/Fistful (9.42s, including animation times, and note that at this level of recharge, Fistful is fully recharged before Explosive's animation ends, so Fistful/Explosive/Fistful would be a seamless sequence) between uses of RoA, effectively giving him/her nearly equal damage output (and almost identical DPS, with Archery taking the lead) to Fire Ball + Fire Breath without RoA.

    188.6 Fire Ball + Fire Breath - 17.975600457491422035836828059474 DPS
    170.1 Fistful/Explosive/Fistful - 18.057324840764331210191082802548 DPS

    This is, of course, presuming that all of Fire Ball's DoT ticks register (80% chance, and if one "misses", all subsequent ticks are canceled). If not, the total DPS for the Fire blaster drops a bit more.