MajorDecoy

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  1. Quote:
    Originally Posted by Eva Destruction View Post
    Shield Charge has "Very Long" recharge. It's 90 seconds. So yeah, meaningless.
    Shadow Meld has a 90 second recharge time and is merely "Long"
    Total Focus has a 20 second recharge time and is "Long"
    Long Range Missile has a 240 second recharge time and is "Slow"
    Power Burst has a 10 second recharge time and is "Slow"
    Bone Smasher has a 14 second recharge time and is "Moderate"
    Power Blast has an 8 second recharge time and is "Moderate"
  2. Quote:
    Originally Posted by Eva Destruction View Post
    It also makes my 16-second recharge on Full Auto seem a little meh. What's the point in tweaking my build for massive, fast-recharging AoE damage when the Incarnate system lets everyone have it, and indeed assumes everyone will have it?
    I don't think that Judgement will be fast-recharging. I have nothing to back this up, but I get the feeling that the recharge will be long enough that people aren't going to use it every time that it's up out of concern that there will be a better time to use it in "just a minute". It doesn't help, though, that "Very long" recharge spans anywhere from three minutes to almost seventeen.
  3. Quote:
    Originally Posted by Seldom View Post
    The pets make little sense even with lore. "I'm an incarnate, I'll reach into the well and pull out a robot!"

    ...wait, what?
    It makes more sense if your replace "well" with "cheek pouches"

    How do I feel about the powers? Not too excited about the pets; my stalkers don't get along well with most pets, my tankers... it's not really in Major Decoy's concept, not really in Tempered Energy's concept either. My widow will take another pet gladly. She might even use it now and then.

    Interface: I'm looking forward to this. My powers become even more effective. Just like the alpha slot.

    Judgement: I really looked forward to the nuke on my Energy/Energy blaster, I finally get it and discover that I rarely get to use it. I imagine that these won't include an endurance crash, so it will probably get used more often, but won't remotely define a playstyle.

    PBAoE team buff: Could be interesting. We have stuff like Call to Justice now. I can work this into my character concepts. I think that the Status resistance one might make sense for Decoy.

    As to "How will you feel about your characters when everyone else has a significant number of extremely effective and visible powers that are similar or identical to yours?" I don't accept your premise. So far we've got five incarnate abilities. Two of which just enhance our existing powers. Destiny looks to be rather situational. The pets are pets. I'm certainly not defined by having a Shivan running around with me. That leaves Justice. It's not going to get much use when I'm soloing, I'm sure of that. Aside from that, so many animations get re-used that everyone already has effecting visible powers that are similar or identical to mine. These powers aren't going to change anything.

    I believe character diversity is very important, that's why I'd like to see more pool power sets added to the game. So far I think the Incarnate abilities are increasing diversity in the game. Every character has the option of eight different ways to go with the Alpha slot. Some are more useful than others to certain characters, but none are useless (except in comparison to others, and with respect to a certain character.) The interface slot will allow me to add secondary effects to my powers. These two slots are the ones that are perpetually active (short of exemplaring).
  4. The taunt is an AoE, the damage is single target. Bruising doesn't stack with itself, but it will stack with the Achilles proc. I think I'd do Jab then Laser Beam Eyes, because, if I remember correctly, Laser Beam Eyes does more damage.
  5. Arcanaville knows the difference between zero and non-zero values. She wouldn't say zero if she didn't mean zero.
  6. Well, I have Hurl because Laser Eye Beams does not fit my concept. If Weapons Mastery were available to tankers, I'd have Shuriken.

    But the inability to use Hurl in the air comes up when the target is outside of my range when standing on the ground, like some Mitochondria when fighting Hamidon.

    I will admit that it isn't a common issue though.
  7. What's your travel power? Hurl can only be used when standing on the ground. If you have hover, take Laser eye beams.
  8. Quote:
    Originally Posted by Carnifax_NA View Post
    Hmmm. What would we call these totally-not-already-in-the-game collection of powers?
    I don't know, but whatever we call them, it's gotta be epic.
  9. Quote:
    Originally Posted by Memphis_Bill View Post
    "Common sense?" It works for SOME character concepts (I, for instance, have a "fire elemental" - the world she came from *was* flame, so yeah, for her it would make sense to resist fire - and if I want to pursue that, I can do so via the IO system, quite likely,) but not others. It's not universal by any means.
    Memphis_Bill is absolutely right, but the original poster has a point too. Maybe there's a way to do this so that it makes sense. It's true that people who use Rifles can wear body armour to be more resistant to bullets, but lots of people can wear body armour. My Energy/Energy blaster can wear body armour, because his magic isn't providing smashing/lethal protection. And there should be a way for someone who wants to play a fire element to gain Fire resistance. But it needs to be something player controlled, so players can take the powers that fit their concept. Like choosing powers. Then I could decide if I wanted Body Armour, a Fire Shield, or maybe Frozen Armour if I want to include some sort of Mastery over Cold into my concept.
  10. The cheapest way to get a purple set is to have a character with a sleep. Delete your Dual Blades/Willpower and roll a Willpower/Dual Blades, then take the Stone Mastery ancillary power pool.
  11. And my point still stands. Your argument that it isn't overpowered is exceedingly weak because you're including "(I have no idea how close this is to true)"

    You're conjecturing "Well, it doesn't feel like giving a pet an inspiration does much to improve my damage. It wouldn't be overpowered if one damage inspiration improved all of my pets damage"

    You have the tools at your disposal to find out how much giving one pet a damage inspiration improves your damage output. Use them.
  12. Quote:
    Originally Posted by Deacon_NA View Post
    My apologies MajorDecoy, I underestimated how precise my wording needed to be. I should indeed have stated "base damage" instead of "damage" so as not to confuse the MajorDecoys of the world.
    You said "Total damage"

    Quote:
    Originally Posted by Deacon_NA View Post
    my total damage increases by 25%.
    If you mean "base damage", don't say "total damage" because the two imply vastly different things.
  13. Deacon, if you're going to try to be a smart-***, you should be right when trying to correct someone. Damage inspirations enhance from base damage, not from enhanced damage.
  14. MajorDecoy

    Shield weakness?

    Quote:
    Originally Posted by sturm375 View Post
    One last thing, purely cosmetic, and I am not sure it even is a problem anymore, haven't heard if they fixed it yet. Flyposes, with most SD toggles you can't use fly poses.
    You can't use any emotes with the Shield Toggles active.
  15. Quote:
    Originally Posted by Deacon_NA View Post
    If I'm playing a Scrapper, or a Brute, or every other AT that does their own damage and I consume a T1 red inspiration, my total damage increases by 25% for 60 seconds.
    Well, if your damage does increase by 25%, it's because you have absolutely nothing else buffing your damage. On a brute, that's impossible, unless you're not fighting.

    Okay, so, let's assume you've got damage slotted. A random power does 100 base damage, it's slotted for 96% damage increase, so it's doing 196 damage. You use a red inspiration. Now it's got a 121% damage increase and it's doing 221 damage. 221/196 is roughly a 12.75% increase in total damage.

    Your argument of "It's not overpowered because I have no idea how pet damage works" isn't the most effective argument I've seen for something. I'd suggest actually figuring out how pet damage works so you have a better argument.
  16. Quote:
    Originally Posted by Aneurysmo View Post
    Correct, that's the assumption I'm working off. There's not a massive reason to buffs one's health if it only works of base. This is quite disappointing.
    Well, regeneration is based off of max health, even though heals aren't (no heals are, you'll notice this immediately if you ever take a green inspiration in Black Dwarf form. Healing for 25% of your human form hit points just doesn't seem all that helpful).

    As to a source, the example I did with the level 16 Dark Melee/ Regeneration Scrapper is something I did in game. I logged in my Dark Melee/ Regeneration scrapper. Siphon Life was slotted with one training origin accuracy and one training origin recharge reduction, Dull Pain was slotted with five training origin recharge reduction, and I was wondering what I was thinking when I made that character. But it didn't make much difference to the testing.

    I noted my health, I attacked an even level minion with Siphon life, saw it was ten percent of my base health.
    I used dull pain, noted my health, and attacked an even level minion with Siphon life while Dull Pain was active. The heal was still the same number.
  17. You don't have a Shield Tanker or Shield Scrapper. You could consider Shield/Axe, Shield/War Mace, Broad Sword/Shield for classic combos.

    Otherwise you might consider Shield/Kinetics, Shield/Energy, Shield/Stone.

    Or Invulnerability is a lot of fun for me. You could do that with Kinetics or any of the weapons.
  18. Quote:
    Originally Posted by Berzerker_NA View Post
    Does that mean you're totally immune to KB?
    No.

    There are two ways status effects are countered.

    Status Protection: This is a magnitude. If you have magnitude zero knockback resistance and you're hit by a magnitude 1 knock-back, you'll be knocked back. If you have magnitude 13 knockback and you're hit by a magnitude 1 knock-back, nothing happens. If you've got Magnitude 13 knock-back protection, nothing happens between Magnitude 1 knock-back and Magnitude 13 knock-back. From higher than 13 but lower than around 13.8, you'll be knocked down. Anywhere above that, you'll be knocked back.

    Status Resistance: This is a percentage. For status effects like stuns and holds, this reduces the duration by a percentage. For Knock-back, it reduces knock-back magnitude.

    However, if you have no knock-back protection, even if you have 10000.00% knock-back resistance, as long as the knock-back is non-zero, you will be knocked down. I just don't know of any powers that provide knock-back resistance but not knock-protection as well.

    There is also unresistable Knock-back. And nothing will make you immune to that.
  19. Quote:
    Originally Posted by Obscure Blade View Post
    Probably related to the way they can target and kill enemies that phase out, like Tsoo Ancestor Spirits.
    Tsoo Ancestor Spirits don't phase out, they stealth, or go invisible. If you have a + perception power (or use a yellow inspiration), you'll notice the difference.

    Your pets won't defeat enemies like Illusionists and Master Illusionists that actually phase out.
  20. For my radiation defender on a team, the sickly yellowish green swirling usually means Enervating Field, because that seems to have a faster cast time (I've never actually compared the cast times though). I might not have enough time to cast both for a spawn, so Enervating Field it is.
  21. Quote:
    Originally Posted by Roderick View Post
    Is it only a -Endurance crash? There's no -Recovery, so you start regaining End right after the crash, right?
    Right; As I said, sometimes you don't have toggles crash because you'll regain a tic of endurance before any of your toggles call for endurance. It requires some luck and some endurance slotting.

    Hmmm.... I wonder.

    I know slotting for recovery makes tics of endurance come faster, but all the tics are the same size (a percentage of your total endurance). But does slotting for endurance in toggles make each tic cost less or does it make each tic come slower? I'm guessing it makes each tic cost less.
  22. Quote:
    Originally Posted by Aneurysmo View Post
    (((2931.368/100)*21.72)*(60/(2.658+2.112)))/60 = 133.5
    You seem to be working off of the assumption that the percentage heal is based off of max hit points instead of base hitpoints. It's not.

    Level 16 Dark Melee/ Regeneration Scrapper, Siphon Life not yet slotted for heal, Dull Pain not yet slotted for Heal.

    Base Hit points: 419.7
    Siphon Life Heal Value: 41.97

    Dull Pain Hit points: 587.6
    Siphon Life Heal Value with Dull Pain active: 41.97

    The results seem pretty conclusive.
  23. Quote:
    Originally Posted by Spinomania View Post
    In fact, beast run reminds me of the apes run in Tim Burton's Planet of the apes, and the jump fits well with that.
    The only problem is we didn't get any ape heads/hands/feet/furs
    No, we didn't, but every character in game has a primate skeleton, so you design the animations to work with that.
  24. Quote:
    Originally Posted by Daemodand View Post
    Mindless drones don't hold protests.
    Wait until issue 23, when Nemesis Automatons start going on strike.
  25. Quote:
    Originally Posted by Lord_Thanatos View Post
    That was a full breakdown between a Blaster's Blizzard Vs a Blaster's Inferno, the math for Corruptor's Blizzard vs Blaster's Blizzard has not been done yet. All the math in that thread were done without Scourge or any Corruptor Secondaries.
    Actually, it did discuss corruptor Blizzard, and it discussed Scourge. It was a fairly long thread, they discussed a lot of things.
    Quote:
    Originally Posted by Siolfir View Post
    Blizzard is a pet, and thus has a 400% damage cap, not the 500% I was using. It still has the top spot in conditional and corner cases, but not as a general case: if all of the ticks hit, and all of them Scourge, it will do 4002 damage to each target in a single activation (note that this means it deals a capped damage of 2001 for Blasters and Defenders, and edges higher only due to Scourge for Corruptors).
    The main difference between the last thread and this one is that people were using the damage cap to figure out max damage for a single hit. And if all you're worried about is a single hit, that's easy enough to do with red inspirations.