-
Posts
1268 -
Joined
-
Quote:Honestly, you can do fine with just Res, Res/End, and Res/Rech, if you want the +1.5% health. (If you don't care about the set bonuses at all, go Res IO, Titanium Res/End, Aegis Res/End).As I said, I don't really care about the four-slot bonus of Titanium Coating, which is immobilization resistance. Yeah, between Unyielding and Combat Jumping, I'm sure I'll be needing that P_P Originally, I wanted to use the four slots with resistance in them, so End/Res, Rech/Res, End/Rech/Res and Res.
-
I failed the ritual a couple of times, but never botched it.
-
If he wants to use only level 50 enhancements on his character, then I think he'll find the look of: 50 + 5 unsettling as well.
-
Quote:And if you ask him about it, he tells you to forget it, because you shouldn't know it yet.Speaking of spoilers ... I haven't run the hero side version yet, but on the villain side, DJ Zero tells you in passing that Julianne Thompson is Countess Crey. There's the setup for "The Evil Countess Crey" blown. (He also tells you that Vanessa DeVore is the leader of the Carnies, but that one has long since been spoiled by other new content.)
-
Quote:I tend to drop the Acc/Dam from Crushing Impact.2. You have two interesting choices if you want to 5-slot Crushing Impact. If you drop Acc/Dmg/Rech from the power you end up with 41.29% acc, 96.25%dmg, 62.49% end and 44.14% rech. But remember the set bonuses of Crushing Impact include a 7% acc and 5% recharge, so that power is actually 48.29% acc, 96.25% dmg, 62.49% end 49.14% rech. That's already better than the 6-slot level 50 common IO slotting in every way except damage, and common slotting is only 97.94% after ED, a difference of 1.69%. And the acc bonus and rech bonus stack: doing this to two powers would make each have 55.29% acc and 54.14% recharge (compared to the 42.4% you get from slotting a single common level 50 IO).
With level 50 enhancements, that shows as 97.5% damage, 42.4% accuracy, and 68.9% Recharge and Endurance reduction. -
Quote:And it certainly isn't worth it when you can just use the combo mechanic and the change ammo mechanic to get a similar effect.I once discussed with Castle the idea of having a "charge-up" attack. You hold down the button and the longer you do, the more damage it does when you release. But after discussing that very simple idea with him, it quickly became clear to me that was infeasible. Would it be impossible to add the code to do it? Of course not. The problems were that:
1. You would need to invent a whole new user interface widget to allow for that, because the current UI doesn't support that functionality.
2. You would have to figure out a way to document that new functionality.
3. You would have to deal with players that use macros or keymaps to activate their powers instead.
4. You would have to deal with the fact the powers database doesn't have data that could describe that functionality.
5. You would have to deal with the fact the powers system doesn't have a way to scale damage in that way.
6. You would have to invent a scheme to deal with the mechanics of tohit and line of sight for a such a power analogous to how interruptable attacks work.
I can go on, but the list doesn't stop there. It doesn't stop at 10, or 15, or 20. All for an attack that lets you hold down the button to charge it.
When the "charge up" power is selected, you get two buttons. A charging button that gives stackable buffs, and a release power that expends the buffs. -
-
-
-
I'm amused to have "Honorary Peacebringer" on my Warshade, but I think it'd be funnier if I had a Peacebringer.
-
Quote:Sounds fine, as long as they alter the zone to have 1/6th normal gravity.I wonder how difficult it would be to make a Shadow Shard-sized zone that's just a huge expanse of flat terrain in all directions, with a starry sky. 'cause that'd be a great April Fool's joke. "MOON ZONE! (mobs, missions, terrain features, or any thing of any interest whatsoever not included)".
-
Quote:I'm looking at the Raptor Pack, and I don't see too much of a resemblance.I really like B. And kinda C. A looks a bit too much like what we already have.
The Raptor Pack has kind of an M shape, with the fins coming up to a point, then going down to the center.
Option A has kind of a Y shape, though with downward facing serifs.
If we remove the fins, they have more similarities, but Option A is a significantly sleeker design.
Beyond that, there's the matter of scale that hasn't been resolved. Option A looks like it will be much smaller than the Raptor Pack. If you look at the common elements between Option A and Option B, if Option A is the size of the Raptor Pack, then Option B would be like strapping two cat carriers to your back.
Honestly, saying "Option A is so much like the Raptor Pack that we don't need it is" about equivalent to saying "We have Gabriel's Sledgehammer and Louisiana Slugger, why would we need any alternate models for War Mace, they should be happy with just the Legacy options." -
It's an old forum post, "Manticore can't see dogs," the Manticore conspiracy. Some poster going for the "If I throw enough nonsense around, something funny will happen."
I think it's derived from the "Green eyed people can't see dogs" joke in Penny Arcade. -
There's nothing I can say I always slot.
On a Tank, I'm more likely than not to slot either health or Fast Healing with:
Numina's Convalescence: Rec/Regen, Heal, Heal/End, Regenerative Tissue: Regen, and a common Heal IO.
If Stamina has two slots, I'm very likely to put a Performance Shifter: +End proc in one of the slots, if I'm not feeling cheap. -
And the glow doesn't have a Space Mountain feel?
-
-
I like the riveted look on B, I like the boots and gloves too. I hope that it has a metallic sheen option.
-
Why does the model look so unhappy in the bubble helmet? Did he dutch oven himself?
-
Well, I play with the German Client. I'm sure the French client would use meters too.
-
-
-
Wait! We've been doing this all wrong! It's not "can your AT"
Can the Yor AT go 5 minutes?
And since no brute or scrapper gets pterodactyl hang-gliding in the secondary, we know he's not one of the existing ATs. -
-
Okay, I've decided what the most annoying enemy would be. It doesn't have to be a whole group, just one enemy type:
A sniper class, with 800 meters of perception and an immobilize/-speed/-jump/-fly/-regen on a pretty quick recharge and 200 meters of range.
That's it. It has no other attacks, and the aforementioned attack does something like 20 toxic damage over a minute. It probably can't kill you, but stick two or three of those in Peregrine and Grandville, and you'd hear the curses. -
I came very close to re-rolling Major Decoy, but I realized that I still hadn't used the name Major Distraction (which, if I remember correctly, I couldn't use at launch because it exceeded 15 characters) and decided "Well, I might as well make a praetorian version of Major Decoy instead."