MajorDecoy

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  1. Quote:
    Originally Posted by EvilGeko View Post
    That's fair, but in this case, the DE and their defense spanking power predated IOs.
    But having 65% inherent to hit in tip missions is new. And the crystals also predate the global defense reduction.
  2. Did you ask support this question or are you only posing it to us?
  3. Quote:
    Originally Posted by Signpost View Post
    A fire/forcefield controller taking mace mastery for scorp shield and focused accuracy (the hot feet gotta hit stuff!) has even more expensive toggles though, from my quick checking: 8.39 end per sec before enhancements vs 7.56.

    It also have PFF as an emergency toggle!
    I count 17 toggles you can run simultaneously on the controller vs. 20 on the scrapper. The controller is also forced to take more powers that aren't toggles.

    We could also increase endurance consumption by taking group fly.
  4. Of course, that was written before inherent Stamina.

    Actually, Cardiac Boost makes toggle man possible.

    Hero Plan by Mids' Hero Designer 1,92
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Scrapper
    Primary Power Set: Spines
    Secondary Power Set: Dark Armor
    Power Pool: Leaping
    Power Pool: Leadership
    Power Pool: Speed
    Power Pool: Fighting
    Ancillary Pool: Body Mastery

    Hero Profile:
    Level 1: Lunge -- EndRdx-I(A)
    Level 1: Dark Embrace -- ImpArm-ResDam(A), ImpArm-ResDam/EndRdx(17), ImpArm-ResDam/Rchg(21), ImpArm-EndRdx/Rchg(23), ImpArm-ResDam/EndRdx/Rchg(37), EndRdx-I(50)
    Level 2: Death Shroud -- M'Strk-Acc/Dmg/EndRdx(A), M'Strk-Dmg/EndRdx(5), Sciroc-Acc/Dmg/EndRdx(5), Sciroc-Dmg/EndRdx(7)
    Level 4: Murky Cloud -- ImpArm-ResDam(A), ImpArm-ResDam/EndRdx(11), ImpArm-ResDam/Rchg(13), ImpArm-EndRdx/Rchg(15), ImpArm-ResDam/EndRdx/Rchg(34), EndRdx-I(48)
    Level 6: Super Jump -- EndRdx-I(A), EndRdx-I(7), EndRdx-I(40)
    Level 8: Maneuvers -- RedFtn-Def(A), RedFtn-Def/EndRdx(9), RedFtn-Def/Rchg(9), RedFtn-Def/EndRdx/Rchg(11), RedFtn-EndRdx(33)
    Level 10: Obsidian Shield -- ImpArm-ResDam(A), ImpArm-ResDam/EndRdx(27), ImpArm-ResDam/Rchg(31), ImpArm-ResDam/EndRdx/Rchg(33), ImpArm-EndRdx/Rchg(34), EndRdx-I(50)
    Level 12: Assault -- EndRdx-I(A), EndRdx-I(13), EndRdx-I(42)
    Level 14: Tactics -- EndRdx-I(A), EndRdx-I(15), EndRdx-I(43)
    Level 16: Super Speed -- EndRdx-I(A), EndRdx-I(17), EndRdx-I(43)
    Level 18: Quills -- Sciroc-Acc/Dmg/EndRdx(A), Sciroc-Dmg/EndRdx(19), M'Strk-Acc/Dmg/EndRdx(19), M'Strk-Dmg/EndRdx(21)
    Level 20: Jump Kick -- EndRdx-I(A)
    Level 22: Acrobatics -- EndRdx-I(A), EndRdx-I(23)
    Level 24: Cloak of Darkness -- RedFtn-Def(A), RedFtn-Def/EndRdx(25), RedFtn-Def/Rchg(25), RedFtn-Def/EndRdx/Rchg(27), RedFtn-EndRdx(37)
    Level 26: Hasten -- RechRdx-I(A)
    Level 28: Cloak of Fear -- DarkWD-ToHitDeb/EndRdx(A), DampS-ToHitDeb/EndRdx(29), SipInsght-Acc/EndRdx/Rchg(29), Cloud-Acc/EndRdx/Rchg(31), SipInsght-ToHitDeb(37)
    Level 30: Whirlwind -- EndRdx-I(A), EndRdx-I(31), EndRdx-I(43)
    Level 32: Kick -- EndRdx-I(A)
    Level 35: Oppressive Gloom -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(36), Stpfy-Acc/EndRdx(36), Stpfy-Stun/Rng(36), Stpfy-Acc/Stun/Rchg(40)
    Level 38: Tough -- ImpArm-ResDam(A), ImpArm-ResDam/EndRdx(39), ImpArm-ResDam/Rchg(39), ImpArm-EndRdx/Rchg(39), ImpArm-ResDam/EndRdx/Rchg(40), EndRdx-I(50)
    Level 41: Focused Accuracy -- EndRdx-I(A), EndRdx-I(42), EndRdx-I(46)
    Level 44: Weave -- RedFtn-Def(A), RedFtn-Def/EndRdx(45), RedFtn-Def/Rchg(45), RedFtn-EndRdx/Rchg(45), RedFtn-Def/EndRdx/Rchg(46)
    Level 47: Conserve Power -- RechRdx-I(A), RechRdx-I(48), RechRdx-I(48)
    Level 49: Combat Jumping -- EndRdx-I(A)
    Level 0: Task Force Commander
    Level 0: The Atlas Medallion
    Level 0: Portal Jockey
    Level 0: Freedom Phalanx Reserve
    Level 50: Cardiac Core Boost
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Critical Hit
    Level 1: Sprint -- EndRdx-I(A), EndRdx-I(33), EndRdx-I(42)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    Level 2: Swift -- Empty(A)
    Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(46)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- EndMod-I(A), EndMod-I(3), EndMod-I(3), P'Shift-End%(34)

    Endurance per second burned: 3.31
    Endurance per second recovered: 3.72 (with accolades) 3.41 (without)
  5. Quote:
    Originally Posted by Johnny_Butane View Post
    Actually, what's more likely is someone created a new, throwaway account with some free GR trial time they had and changed the in-game global name to one that would fool people into thinking it was Sexy Jay.

    The person in question was later reported by members of the CapeRadio channel to GMs, and the next night that global named was generic'ed (when a global name is changed everyone in the channel is sent a system message) with dozens of witnesses.

    These riddles are guesses and falsehoods. Case closed.
    That I can believe.
  6. Imagine, for a moment, that a member of the game development team has his or her account hacked and someone then goes and pretends to be that person in a public interaction.

    Do you HONESTLY believe that NCSoft wouldn't immediately issue a statement about it? It's been over a month now, this post is from January 10th.

    Whereas, imagine for a moment, that your friend is just repeating an internet rumour, a particularly obscure one at that. It makes sense that NCSoft would not even bother with responding to it.

    And from what I've read of SexyJay's style, this writing sample seems to fit. The idea that someone would hack his account, drop hints about a beast pack (that they wouldn't know was coming), and do NOTHING ELSE with that account...

    SuperOz, there is absolutely NO need for clarification on this issue.
  7. I only just filled up my 12th slot.
  8. Quote:
    Originally Posted by SkullThuggery View Post
    Get the Cyborg booster, then you can use Self-Destruct to set yourself up for RotP or Soul Transfer. A teammate could even hit you with Vengeance before you rez.
    No they can't, no body to target when you Self-Destruct.
  9. MajorDecoy

    E-mail rollback?

    I lost a fair number of recipes that I'd e-mailed. I believe you're right.
  10. Quote:
    Originally Posted by Signpost View Post
    It's not tank level offense when your offense consists of temp powers, power pool attacks, and brawl.
    That's nine powers, or rather, one power set. I would imagine that most ATs get two power sets per character, at least.
  11. Quote:
    Originally Posted by Signpost View Post
    AFAIK there's only three sources of DDR in shield def: Battle Agility, Active Defense, and Grant Cover. Grant Cover's DDR is also non-enhancable, so the only ability helped by nerve for DDR is Battle Agility.
    I hadn't noticed that Grant Cover's DDR was non-enhancable, I had assumed that it started at 10% and, via slotting, it reached 17.3% DDR, but looking at it, yes, it is base 17.3% DDR, ignores buffs and enhancements. Still, it makes sense to mention to mention which level of Nerve is slotted when discussing DDR.
  12. Quote:
    Originally Posted by Signpost View Post
    1) The nerve shouldn't have an effect on active defense (defense not slottable there), though it will affect battle agility.
    2) The membrane affecting active defense is officially a bug.
    Nerve doesn't act on Active Defense, but it does act on all the rest of the Defense Resist in Shield Defense.

    If it is a bug, then it's not one they seem too concerned about, because they if they can make One with the Shield ignore all recharge enhancements, they can make Active Defense ignore all defense enhancements.
  13. Quote:
    Originally Posted by srmalloy View Post
    Right. Two rares, a component, and a Notice of the Well to make an ultra-rare.
    A Favor of the Well, not a Notice of the Well. You construct a Favor of the Well using two Notices of the Well and 32 shards.
  14. Quote:
    Originally Posted by Eiko-chan View Post
    50-60% on a Brute (or Scrapper; the numbers should be the same for both.) My softcapped Shield Brute sits around 55% with ED-slotting and the Nerve Radial Uncommon. She has a brief window around 70% while Active Defence is doublestacked.

    Mids is giving a value of around 66% for Tankers, which would go to about 88 with doublestacked Active Defence.
    If you slot Active Defence with 3 Membranes ultra-rare nerve, you can get 77.7% Defense resistance single stacked.
  15. Quote:
    Originally Posted by Oedipus_Tex View Post
    I envision such an AT with a mixed armor/buff/debuff set paired with an Assault set or Melee set.
    Say, tank level offense, scrapper level defense, controller level buffs and debuffs.

    Combine Kinetics with Energy Aura

    Kinetic Shield
    Transfusion
    Siphon Speed Aura
    Entropy Shield
    Power Shield
    Grant Increased Density (works like grant cover)
    Energy Drain
    Dampening Field
    Fulcrum Shift
  16. They should have a Weapons Muenster Pack! All the cheese knives you can stomach!
  17. Defense/Defense, so I can finally realize my dream of having an Invulnerability/Dark Amour character.
  18. Quote:
    Originally Posted by Oedipus_Tex View Post
    Poison Defenders! (with replaced tier 9 for something appropriate--how about a combo of Disruption Field and Choking Cloud---the mezz aura you cast on a teammate?).
    Actually, I think it might be more helpful to the solo defender if you just gave them Choking Cloud, but call it Noxious Gas Cloud.
  19. MajorDecoy

    Knockback

    Quote:
    Originally Posted by DSorrow View Post
    I guess my beef is mostly with KB powers that don't have 100% chance for KB
    Well, I like the idea of "Knock-back Chance Enhancements" then. And they could also add "Knock-down Chance Enhancements".

    Basically, by adding Enhancements that give a 30% chance for mag 1 knock-back (much like the Kinetic Combat Proc (except that's mag .67)), we can turn an 80% chance for Knock-back into 86% chance of knock-back with one enhancement, 90.2% with Two enhancements, and 93.14% with Three enhancements.

    By adding Enhancements that give 30% chance for mag .05 knock-back, we likewise increase the chance for knock-down.
  20. Firey Aura for Stalker. Drop Blazing aura to get hide, drop Temperature protection and put in Blinding Smoke, which would work like Smoke Flash. Keep burn though, but use the old version that made enemies flee.

    For the primary, the obvious choice is Super Strength. Drop Hand Clap for "Assassin's Back Handed Slap", move Rage to level 32, Foot stomp at 26, Knock-out blow at 18.
  21. MajorDecoy

    Knockback

    Anecdotes are not evidence. Particularly not when they include "it looked pretty much the same."
  22. MajorDecoy

    Alpha, my Alpha

    I'd like to see an alpha that increased Knock-back too, unfortunately, the only enhancements currently not represented in Alpha slot powers are Knock-back and Interrupt. As such, the "Respiration Boost" would probably have to look like

    First tier: 60% Knock-back bonus
    Second tier: 60% Knock-back/ 40% Interrupt or 60% Knock-back/60% Knock-back.
    Third tier: ---
    Four tier: 90% Knock-back/60% Knock-back/40% Interrupt or 60% Knock-back/60% Knockback/40% Interrupt/30% Run,Jump,Fly, 20% Range
  23. MajorDecoy

    Knockback

    I wasn't trying to prove that increased knock-back magnitude increased distance with my numbers. I was just asserting that it did.

    I don't know the function to convert knock-back magnitude into Knock-back distance, I just know that there is one. Unless you care to demonstrate that past a certain magnitude, knock-back distance is constant, I'm happy with my assertion and then with the argument that follows.
  24. MajorDecoy

    Knockback

    Quote:
    Originally Posted by DSorrow View Post
    As far as I know, the mag of the KB doesn't make a huge difference in the KB distance,
    It does make a difference. A significant difference.

    Power Thrust starts out with magnitude 16.62. I can enhance that to magnitude 45.52.

    If Power Thrust was reduced to magnitude .67 the same slotting would provide magnitude 1.835 knockback.

    I would need to have 6794% enhancement bonus to get the same magnitude of knock-back from Power Thrust if it started at magnitude .67. Three slotting Knock-back enhancements would only get me to 175.38%

    Also, what would this change do to Force Field characters who wanted Repulsion bomb to stay magnitude .67, but wanted to do knock-back with Repulsion field?
  25. I'm annoyed with the Fly speed enhancement, given that not many powers use fly speed enhancement and Flight hits the speed cap without any bonuses to flight speed.

    That said, I do quite like Nerve on my shield tanker. The +taunt is fun to have, the defense bonus is excellent (Yes, I'm soft-capped without it, but it doesn't hurt to have the extra), and the accuracy doesn't hurt at all.

    I don't however, know why anyone would take the 45% accuracy nerve.