Redlynne

Legend
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  1. Started a crab soldier.

    Back story is that a witless minion overheard Dr. Aeon and Lord Recluse having a (presumably drunken) argument over the "ideal" candidate for an Arachnos Soldier. Result? A former fashion model of women's pantyhose gets kidnapped and put through Soldier Boot Camp, gets her memories and personality destroyed and rebuilt from scratch. Witless minion is executed (as an example of what NOT to do when Dr. Aeon is "entertaining" Lord Recluse).

    Name: Leggs
    Battlecry: Length is Strength!

    She's got very long legs ...
  2. Quote:
    Originally Posted by JD_Gumby View Post
    Nope. All the 120 second proc effects (Stealth, Miracle +recovery, etc.) now end instantly when the toggle they're in is turned off as of Issue 18 and mentioned in the patch notes, so it's not a bug.
    I have scoured the official Issue 18 Patch Notes posting here and have yet to find ANYTHING referencing any changes to 120 sec proc effects. Keyword searches on the page for Invention, Proc, Stealth and even 120 do not find any references to the point you cite.

    Where are you getting your information from? Provide a link. Show us the awesomeness of your Search Fu.
  3. At this point, I'm even more convinced that Snow Globe wants to be RIGHT more than constructive. By that, I mean that Snow Globe simply wants to "win" the argument more than either be helpful, or foster new ideas.

    Nice meeting you.
  4. Redlynne

    RTTC - Change?

    If I was going to make a change to RttC, it would be to add another Debuff into it to strengthen the aggro magnet effect. Even just a pathetic little -3.5% Defense Debuff which could not be enhanced would "strengthen" RttC's aggro holding potential.

    Increasing the duration of the Taunt from 1.25 seconds to 1.5 seconds would also be a tremendous benefit. Why? Because 1.5 seconds enhanced by a +0 SO Taunt enhancement means 2 seconds of duration ... which is enough to double stack RttC's Taunt Ticks (which is what you want). We'd be able to go from 2 slotting Taunt IOs down to 1 slotting Taunt IOs into RttC for pretty much the same effect.

    1.25 sec --> 1.5 sec = Big Buff to RttC
  5. Quote:
    Originally Posted by Arcanaville View Post
    RT is also ranged, but its iffy as to whether the knockback acts counterproductive to the taunt generated. It depends a bit on the AI settings of the critters being hit for one thing.
    My thought is that Repulsing Torrent is an "excellent" opening attack to pre-herd and draw aggro while charging into position. In that respect, Repulsing Torrent in many ways being "misunderstood" by the Tanker community, because it is best employed as a "soften them up" attack BEFORE battle is joined ... rather than something to round out an attack chain and be used every time it has recharged regardless of location or circumstances. My opinion is that Repulsing Torrent is a very situational power, for a Tanker, but it's a situation that happens a lot ... namely, being the first to draw aggro and wanting to clump up targets into a pile that you can then jump into (and fuel RttC with).

    Furthermore, Repulsing Torrent has Max Targets 10, rather than just 5 for all the single target attacks, and thus is instantly a superior option for grabbing aggro as an opening gambit when diving into a fresh pile of (unaggroed) mobs. Even Taunt is limited to a Max Targets 5, so this is not a negligible point.

    Repulsing Torrent, more than any other power in KM is a relative position(s) dependent power ... meaning there are going to be places and positions where it will be tactically beneficial ... and other places, positions and situations where it won't. That means that in order to employ it most effectively requires PLAYER SKILL and SITUATIONAL AWARENESS ... the two things which are hardest to quantify in spreadsheet analysis when doing by-the-numbers comparisons absent in-game situations. For these reasons, I really feel that Repulsing Torrent is sadly unappreciated and misunderstood by Tankers.

    It's HOW and WHEN to use it that are the challenges with Repulsing Torrent ... not IF and how quickly you can chain it ... which is not the usual way that people think about powers. The power is more Tactical in nature, in a way that does not yield itself to "obvious" analysis. Heck, even something as simple as "Hop and Pop" seems to go beyond most people's analytical thinking for how to employ this power.

    Quote:
    Originally Posted by Arcanaville View Post
    Ironically, of the five grades given to Kinetic Melee in that guide, none of them seem to apply specifically to aggro generation. Focused Burst is not an AoE, although in terms of aggro generation its actually a ranged AoE. I certainly wouldn't give it a C-. Relative to the other scores there, I think KM deserves at least a B- if not a B.
    Arcanaville has spoken.
    Make it so.
  6. I went in the opposite direction with my MA/SR. Instead of Fighting I took the Leadership Pool. Maneuvers, Tactics and Assault. And yes, I softcap all positions.

    My fighting style is so awesome it makes all of my teammates better!

    GO GO NO GET HITSU!
  7. I see where you're going with that. Problem is, in order to do what you're saying (exactly the way you're saying it) would require "tech" to implement.

    Personally, I just like the idea of simply implementing a Mag 4 Placate for 5-10 seconds into Flash Arrow. It would allow you to use Flash Arrow as an in-combat "reset" when needed, and as a way to dump aggro.
  8. Quote:
    Originally Posted by Snow Globe View Post
    While it seems on the surface to be simpler, what you are suggesting would be a nightmare to program. You're suggestion would have the potential of corrupting groups, bases, and characters.
    And your evidence of this is ...???

    Because as we all know, you wouldn't assert your opinions as if they were facts now, would you?

    Quote:
    Originally Posted by Snow Globe View Post
    I'd think that a total rewrite of both the supergroup system and the base system would be easier, and less prone to problems of this suggestion.
    Well ... that just makes it official now doesn't it? It would be EASIER to simply REDO EVERYTHING than to implement 2 minor changes that would leave the overwhelming majority of the existing base system intact.

    And your evidence supporting such an assertion is ... what??
  9. Redlynne

    RTTC - Change?

    Quote:
    Originally Posted by Call Me Awesome View Post
    Willpower - 1.25 second duration MAG 3 taunt with a 1 second tic rate
    Add a 5% chance to proc a Mag 1 taunt for 13.5 seconds ... essentially a "crit" on the taunt ... and we'd be sitting pretty. It would still be "weaker" but it wouldn't be *reliably* weaker.
  10. Quote:
    Originally Posted by Tsuji View Post
    Lastly, for tankers, the ranged attack is basically a second taunt; it has a really really big gauntlet radius.
    Someone has been paying attention I see ...
  11. Simplest possible solution to this entire mess:
    • Allow characters to be a member of 1 red side SG ... and 1 blue side SG ... simultaneously.
    • Auto-kick/demote due to (lack of) log in/attendance will only accrue to a red or blue SG while that character's alignment is red or blue (and thus "in" the respective red/blue SG).
    These rules are consistent for all factions and will permit characters to rotate loyalties without undermining the fundamental underpinnings of the legacy SG system. It also solves the problem of accruing prestige when changing loyalties.

    Red = Villain + Rogue
    Blue = Hero + Vigilante

    Set this up at the character level rather than at the SG level (ie. cross-faction SG coalitions), for maximum player freedom of associations, and you'll be golden.

    Note that this requires only TWO modifications to the entire SG Base construct ... a "dual citizenship" model for character relationships with SGs, and a modification to the Last Login accounting system SG's use in order to dual track attendance (with only one of the two tracks being used for auto-demote/kick functions).

    S imple
    E asy
    E ffective



    Question is ... is this something that War Witch would even sanction and devote resources to?
  12. Quote:
    Originally Posted by Grey Pilgrim View Post
    I also agree with the Gauntlet stuff... think the proc just works on what the attack is hitting, not Gauntlet itself. From what I remember, anyway.
    This is true when you're talking about melee damage or PBAoE sets (or any damage set, really). Procs from damage and control (stun, hold, immobilize, etc.) sets will only proc on the target(s) that you hit. This part, is true.

    Gauntlet however is defined as an Area Effect Taunt. As such, any taunt set enhancements you slot will enhance the Gauntlet Taunt ... which is an AoE on single target powers. Gauntlet is (effectively) a Taunt "carrier" if you will ... and Perfect Zinger is a taunt set IO and has a chance to proc against every target affected by a taunt effect ... which Gauntlet, by definition, actually is. Gauntlet is the reason why ALL Tanker secondary attacks ... even the single target ones ... have a radius(!) .. and have a Max Targets of greater than 1(!) which is usually set to 5 for single target attacks (go figure).

    For Tankers, Perfect Zinger "rides" the Gauntlet AoE Taunt of the attack in question ... and has a chance to Proc on every target within that radius up to the Max Targets limit as defined for the attack power in question. Perfect Zinger can do this because it is a Taunt IO.

    No need to take my word for it ... have a look at City of Data for Tankers. Pick any secondary power that is a single target melee attack and take note of the specified radius and max targets for the power. You'll quickly notice a pattern where the radius is not zero, and the max targets is greater than one ... on single target attacks.

    Surprise ...
  13. Quote:
    Originally Posted by Leo_G View Post
    So...the taunt procs from IO sets have a chance to go off per foe in the radius of the Gauntlet effect too?
    YES.

    And they don't just check once to hit all. They check individually per target. That means if you have 5 targets inside the Gauntlet Radius, you have 5 chances (once per target) to Proc a Perfect Zinger.

    In Kinetic Melee, Repulsing Torrent and Burst are the only powers with a higher Max Targets than 5 for Gauntlet (standard for single targets and Taunt). Both Repulsing Torrent and Burst have 10 Max Targets, meaning they can gather up aggro more widely than your other attacks can using Gauntlet ... and of those two, only Repulsing Torrent extends beyond melee range. Concentrated Burst also extends beyond melee range, but its Gauntlet is still 5 Max Targets.

    My point being that you can, with Kinetic Melee, as a Tanker, build to use Repulsing Torrent via Gauntlet to "taunt" one large group of mobs ... *and* use Concentrated Burst via Gauntlet on a second set of mobs ... *and* use Taunt too on yet a third set of mobs ... and be able to make them ALL COME TO YOU. That's (up to) 10+5+5 mobs all taunted onto you and "reluctant" to seek out squishier targets than yourself. If the positioning is right, you can really build a dogpile on yourself ... and tell the Blasters/Corrupters/Kheldians/Soldiers ... "Weapons Free. Fire at Will."

    The major point here is that Kinetic Melee has the potential via Gauntlet, through its ranged attacks, to act as a really good aggro magnet. Instead of it being the Primary acting as the aggro magnet (see: Ice Armor), it is instead the Secondary which is the main aggro magnet in the combination of Willpower and Kinetic Melee on a Tanker (and I suppose also on a Brute). You just have to build and slot with that purpose in mind.

    It's counter-intuitive ... but I'm convinced it'll work out better than Heraclea is anticipating.
  14. Went to go pay rent today, and figured ... hey, why don't I find out what the base actually cost to reach its final state here?

    Answer: 5,515,380 Prestige spent

    I had a feeling it was going to weigh in around 5.5 million for everything.
  15. Quote:
    Originally Posted by Redlynne View Post
    Just about the only "stinker" of a power in the Kinetic Melee set is the Repulsing Torrent, and even that can be leveraged as a mass herding/mitigating tool in an alpha strike ... although, admittedly, the usefulness of a KnockBACK Cone diminishes dramatically once the battle is joined, since Willpower prefers not to move around too much once aggro is gained and established. There are still ways to use it though, such as the "Hop and Pop" tactic of simply jumping straight up and firing off Repulsing Torrent straight down at your $Target, so as to deploy your Cone attack as a PBAoE(ish) power which punches everyone into the ground around where you were standing. This "Hop and Pop" tactic helpfully does not surrender your position, and when you don't have Combat Jumping running can be performed in less than 2 seconds, maintaining RttC taunt continuity.
    Just thought of a "well that's damn counter-intuitive" way to make Repulsing Torrent useful to a Tanker as an alpha strike ... and it involves Stealth, either via Concealment Pool, teammate power or Stealth IO.

    Say wha???

    You start out stealthed.
    You pick your target out of the pile you're facing ... preferrably one towards the back, no further away than about 30ft from the nearest enemy to your position.
    Using stealth, you find the optimum position to begin your attack run, and cue Repulsing Torrent while beyond the range of the cone.
    You then charge forward, either under keyboard control or by use of Follow, into the pile.
    When you reach Cone Radius range from your $Target, you'll automagically unleash Repulsing Torrent, and then continue charging forward into the pre-herded pile ... who then fuel RttC.

    The stealth aspect is simply to have better freedom of movement to find the optimal charge angle on the witless NPCs, and so as to not lose the element of surprise too soon before unleashing Repulsing Torrent.

    Very much an alpha strike sort of scenario, but it does illustrate how Repulsing Torrent could be useful to a Tanker as an opening attack. On indoor maps with plenty of hallway corners, Repulsing Torrent could prove to be quite useful for establishing initial aggro while mitigating enemy alpha strikes through mass knockback (into walls and corners). Slot Repulsing Torrent with Force Feedback for extreme crowd control purposes (and to defeat KB Protections) and watch your Siphon Power start coming into play a lot more often! Getting Siphon Power recharge in under 50 seconds is quite doable ... even on a build without Hasten! Heck, I'm looking at being able to have Siphon Power recharge in under 40 seconds (according to Mids') ... without Hasten ... by using Force Feedback in Repulsing Torrent as a "turbocharger" for Siphon Power.

    Damn ... now I think I want to fit Repulsing Torrent 6 slotted for Force Feedback for indoor alpha strikes into my own build (after taking it out earlier)!



    Now check out this action combo for using Repulsing Torrent 6 slotted for Force Feedback on a Willpower Tanker.

    Select target nearest.
    Follow.
    Shortly before arriving in melee range, click Repulsing Torrent.
    Immediately cue Siphon Power so that it activates while under Grant Power Force Feedback, hastening recharge of Siphon Power by +100%.
    While nearest target (and friends) friends are still airborne, continue to Follow while animating Siphon Power.
    Immediately cue Quick Strike while Siphon Power is animating and continuing to Follow.
    Arrive in melee range at approximately the same time as Siphon Power completes animating, causing Quick Strike to animate.
    Quick Strike will apply a Resistance Debuff (bruising) and a Damage Debuff (base plus Siphon Power) and a Damage Buff to self. First stacking of Siphon Power.
    Rise to the Challenge begins getting fueled.
    Initiate normal attack chain under Siphon Power, rapidly stacking Siphon Power to the detriment of initial target(s) and misery of subsequent targets after first is defeated.

    Repeat for all alpha strikes on new piles of mobs whenever possible and/or practical in the presence of nearby walls and corners. Use Knockback Cone for (pre)positioning of mob piles to fuel Rise to the Challenge. Use "Hop and Pop" with Repulsing Torrent to gain "breathing room" while getting dogpiled on and to accelerate powers used following Repulsing Torrent (assuming Force Feedback procs, which it "should" when used against large piles of mobs).

    I think it's safe to say that no other Tanker Secondary offers these sorts of 1-2-3 combos, except for Dual Blades ... and even then, Dual Blades doesn't have the "reach" that Kinetic Melee does in this department. This makes possible new "not just melee" tactics and engagement strategies ... opening up possibilities that have not yet been seen before for Tanker Alpha Strikes short of Shield Charge (which is a Primary power, not a Secondary power).



    powexecname Hover

    /em Lotus
  16. Quick Strike
    Body Blow
    Smashing Blow
    Concentrated Strike
    • Pounding Slugfest - Accuracy/Damage
    • Pounding Slugfest - Damage/Recharge
    • Kinetic Combat - Accuracy/Damage
    • Kinetic Combat - Damage/Endurance
    • Kinetic Combat - Damage/Endurance/Recharge
    • Kinetic Combat - Knockdown Bonus
    Pounding Slugfest
    (Quick Strike) (Body Blow) (Smashing Blow) (Concentrated Strike)
    • 8% (0.63 HP/sec) Regeneration
    Kinetic Combat
    (Quick Strike) (Body Blow) (Smashing Blow) (Concentrated Strike)
    • MezResist(Immobilize) 2.75%
    • 28.1 HP (1.5%) HitPoints
    • 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
    Total Set Bonuses:
    • 32% (2.52 HP/sec) Regeneration
    • MezResist(Immobilize) 11%
    • 112.4 HP (6%) HitPoints
    • 15% Defense(Smashing,Lethal), 7.52% Defense(Melee)
    Maybe it's just me, but ... I'm not really seeing a whole lot of downside here for Kinetic Melee being able to stack an extra 20% chance to Knockdown on every single target attack in the powerset ... along with those set bonuses ... for a Willpower Tanker. The combination looks like it gives some pretty strong mitigation against the target you're beating on, effectively taking them out of the fight (unless AV/EB and PToD).

    If you want to go a different route, you could do something like 5 slot Crushing Blow (all except Dam/Rech?) and add the Razzle Dazzle proc which Immobilizes (20% chance, Mag 2 for 8 sec vs critters) ... which given a fast enough attack chain cycle, if you've got the same slotting in all four single target attacks, stands a chance of Immobilizing even Bosses through their Stuns ... which effectively gives you Ghetto Holds(!). Also note that Crushing Blow enhancements are "dirt cheap" to buy with Merits (50 each!), making for a very easy to slot combination (1000 merits for 4 powers 5 slotted).

    If the benchmark for Heraclea's comparison is WP/KM using SOs only, then it's probably a pretty fair comparison. The thing is, SOs only built characters are (effectively) gimped by their lack of IOs and set bonuses. Speaking as an MA/SR scrapper, I *know* first hand that Super Reflexes is "leaky like a sieve" when slotting SOs only ... but becomes very powerful (in PvE) when you can start stacking up enough set bonuses (and procs and stuff) to carry SR the rest of the way to the Defense Softcap. I strongly suspect that the combo of WP/KM will have "many builds" which do not leverage the strengths of Willpower, or Kinetic Melee, to the synergistic benefit of both ... but that doesn't mean there will be NO BUILDS which cannot synergize the two powersets to complement each other to the advantage and benefit of both.

    As far as holding aggro is concerned ... you've got two choices. Rise to the Challenge slotted with 2 common 50 Taunt IOs (strongly recommended!) ... and Gauntlet. Remarkably enough, the Gauntlet radius on everything in Kinetic Melee is, other than Quick Strike's paltry 3 ft, actually pretty decent.
    • Quick Strike has a 3 ft Gauntlet radius.
    • Body Blow has a 5 ft Gauntlet radius.
    • Smashing Blow has a 7 ft Gauntlet radius, which actually makes it a decent PBAoE(ish) Punchvoke, particularly with its fast recharge and 1.2 second animation speed. It should be VERY EASY to double stack the Gauntlet Taunt duration of Smashing Blow even without being a recharge intensive build. Perma Hasten recharge builds will be able to triple stack Smashing Blow's usefully large Gauntlet radius of effect.
    • Burst has an 8 ft PBAoE radius, which exactly matches the aura radius of RttC.
    • Focused Burst, the ranged single target Knockdown, has a huge 13 ft Gauntlet radius on it, making it an almost ideal for corner pulling tactics as well as a supplemental "melee" attack for gaining and maintaining aggro. Focused Burst is effectively a second Taunt attack in the hands of a Tanker (or a Brute) which also happens to do damage and Knockdown on the $Target. In fact, try actually slotting Focused Burst with 6 slot Mocking Beratement ... or Perfect Zinger (leverage that Gauntlet Radius for the Psi Damage Proc!) ... and it actually does become a second (shorter ranged, shorter duration, but faster recharging) Taunt power! In fact, I'd even go so far as to argue that for a WP/KM Tanker, slotting Focused Burst for a Taunt Set is making better use of the power ... enhancing its Targeted AoE aspect, rather than its Ranged Single Target aspect to the very important benefit of covering one of Willpower's weaker aspects ... that of being able to hold aggro. Furthermore ... the use of the single target Knockdown property in Focused Burst is going to be your best way to "discourage" stunned mobs from wandering away, which is VERY HELPFUL since the only mobs you're going to be stunning are the ones that you already had selected and were hitting with your melee attacks which produced the Stun in the first place. No $Target switching necessary. *AND* ... with Focused Burst slotted for Taunt (Set) rather than for Damage, you guarantee your $Target will run back to you when your stun on them wears off, because when enhanced, you can *easily* get a Gauntlet Taunt duration of over 20 seconds on Focused Burst.
    • Concentrated Strike has a whopping huge 17 ft Gauntlet radius, which is actually larger than the radius on Taunt.
    • And note that the Gauntlet duration of 13.5 sec (base) exceeds the base duration of your Stun powers (7.2 sec and 11.9 sec) unless they've been enhanced for stun duration.
    Just about the only "stinker" of a power in the Kinetic Melee set is the Repulsing Torrent, and even that can be leveraged as a mass herding/mitigating tool in an alpha strike ... although, admittedly, the usefulness of a KnockBACK Cone diminishes dramatically once the battle is joined, since Willpower prefers not to move around too much once aggro is gained and established. There are still ways to use it though, such as the "Hop and Pop" tactic of simply jumping straight up and firing off Repulsing Torrent straight down at your $Target, so as to deploy your Cone attack as a PBAoE(ish) power which punches everyone into the ground around where you were standing. This "Hop and Pop" tactic helpfully does not surrender your position, and when you don't have Combat Jumping running can be performed in less than 2 seconds, maintaining RttC taunt continuity. This is not a "problem" per se, relative to other powersets, which often have one "stinker" power built into them (or at least one power that common conventional wisdom claims is a "stinker" of a power).

    As an aside, I feel that Repulsing Torrent would be better for Tankers if the radius were reduced and the cone angle widened to put it more in line with the parameters for a power like Frost in Ice Melee. Doing so would actually improve the power's potential in "Hop and Pop" tactics over the long and narrow cone effect. But that's just my personal opinion.

    The way I see it is ... it's VERY possible to build Kinetic Melee in ways which do NOT synergize well with Willpower. This is no real surprise, since this is actually a somewhat common occurence with other powerset combos too. That does not however eliminate the fact that there ARE useful tools within the Kinetic Melee which are perfectly capable of covering for the limitations of Willpower, particularly in the realm of aggro control and maintenance, which I would argue are actually somewhat stronger on the Gauntlet/Punchvoke side of the equation than the options found in other Tanker Secondaries. Focused Burst in particular seems to be ideally suited for investment and slotting for Taunt Set enhancement for a Tanker, which in and of itself is highly unusual. Combining both a 6 slotted Taunt and a 6 slotted Focused Burst ... with BOTH powers enhanced with either Mocking Beratement (superior taunting) or Perfect Zinger (taunts that do damage!) ... would seem to be perhaps one of the most powerful Taunt+Gauntlet combos that you could stack onto a Tanker ... and even more importantly, one of the most powerful combos you could stack onto a Willpower Tanker, provided you invest in it to achieve the (combo) effect.

    Perhaps most importantly though is the fact that SOs will *NOT* tell you "the whole story" of what is possible with the combination of Willpower and Kinetic Melee. Like so many other combinations of powersets, it will be the Set Bonuses and the Procs which will "complete the circle" of the story to be told by WP/KM in the hands of Tankers. Do not despair, my bothers and sisters ... as with so much in the art of Kung Fu upon which the animations of Kinetic Melee are based ... there is more here than immediately meets the eye.

    powexecname Hover

    /em Lotus
  17. Quote:
    Originally Posted by Peregrine_Falcon View Post
    Not that it took a rock scientist or anything to figure it out.
    Fixed it for you.
  18. I'm running on a Mac and I have almost the exact same issue. Only difference is that my icons for each item are colored "hash" with a teeny tiny little barely visible image of the item in the bottom left corner that's about 1/4 the size it ought to be. And yes ... this does make it way harder to edit my base than it ought to be.

    I'm also reasonably sure that this mess with the icons is a major contributor to the HUGE GAPING MEMORY LEAK that the editor has. Sometimes all it takes is scrolling from left to right through the choices on the Room Details tab (ie. the LONG one) for my client to crash to the desktop. During most base editing sessions, I wind up crashing and relaunching dozens of times before being able to complete a project session.

    I've said it before and I'll say it again. The editor we've got is a total piece of numblecrunk.
  19. By Design.

    Archetypes have merged across Red/Yellow/Grey/Blue.
    The Markets have been merged across Red/Yellow/Grey/Blue.

    Bases? Not so much.

    Why not?
    Because doing that would require the Devs actually invest some ... er, I mean, ANY ... resources into Bases.

    When all other divisions between players fall, gotta keep the Bases divided up ... you know?
  20. I personally use a Shoji Wall Lamp as my "anchor" point for corner balconies which need to fit flush against walls. This works because the shoji lamp's sides are "active" and you can "stick" things to their sides. Takes a little juggling to get the lamp in EXACTLY the right spot so that when you very carefully drag the corner balcony into position, it "flips" into the exact position you want it to be in.

    For anything not flush against the walls, I use a wall of the Cubicle as my "active" vertical surface to attach the corner balcony to ... and then delete the Cubicle when I'm done with it.

    You can see the results of this all over the place in my Screenshot Tour of the Spring Knights base.
  21. Send me a PM here in the forums and we can set up a time for a tour. I'm often available for tours weeknights from 8-11 Eastern, especially with advance (day or two) notice so I can clear my schedule.
  22. Quote:
    Originally Posted by Obsidianus View Post
    I have a question though: What did you use in the Arcane Workshop to make the stories? They look a lot more fluid then mine and yours is solid on the bottom as well.
    They are solid. Very solid. There isn't even any texture tearing like you'll often see with other choices for repurposing as flooring, like using Desks or Cabinets. That's because I used Small Bookshelves from the Shelves tab (first item, all the way to the left).

    The same Small Bookshelves which you see wrapping around the tree planters on the left at ground level here or wrapped around the tree planter and along the walls here are the exact same item I use (in stacked arrays) to create flooring with like you see in the Power Room (launch tramways and raised floor), the Arcane Workshop (above ground level floors), and in the Control Room (raised floors). It's quite expensive to do though, both in terms of Prestige and in terms of Item Count, since filling a 32ft by 32ft area with them will cost you 25,600 Prestige and 256 Small Bookcases ... and you'll get bored out of your skull placing them all. Heck, just placing enough to cover an 8ft by 8ft square will cost you 1600 Prestige ... when a simple SG logo Floor Plate will only cost you 1000 Prestige instead. So it's "not cheap" to do ... but the results are SO worth it, if you expend a little bit of effort getting it right in the first place.

    And if you noticed, I even gave a little mini-tutorial on how to achieve the "wood grain" pattern you see in my base in the Control Room post where I covered the Executive Loft, since it was easiest to see in the camera angles there.
  23. Quote:
    Originally Posted by SpiderTeo_OC View Post
    would both effects stack (for an effective +200% damage buff over just +100%) if the proc get activated?
    Yes, but you only get a 5% chance to proc every time you use Build Up, which you're using ... what ... twice a minute? You're far better off slotting the Gaussian Proc into something like Tactics or Focused Accuracy, where it has the opportunity to proc 6 times a minute (1 chance per 10 seconds while toggle on). Sure, you don't get to control when it procs ... but who cares? It'll proc 3x as often because of 3x more chances to proc over time.
  24. Quote:
    Originally Posted by mauk2 View Post
    ...you know, it would be SO nice if the game designers would just buy out the rights for Mids and incorporate it right into the game itself....
    ... or put something just as useful ON THEIR WEBSITE ...
  25. Quote:
    Originally Posted by durien View Post
    i'd love, if nothing else, if the gravity controls got the 'floating erratically in the air' like the ghost widow hold.
    This.