Sailboat

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  1. My forum index shows the thread title in a sans-serif font, so it looks like a thread about Weird Al Yankovich singing "My Bots Ain't Smart and They Ain't Fast..."
  2. Despite a lot of real-life interruptions, I pushed my new Scrapper from 7 to 22 running real contact missions with friends and some random people we picked up (who weren't too bad, actually). I like to do the regular contact mishes during double exp so that at least some of the contacts have a history with me and will sell inspirations if I'm in their zone later on. 22 is a good level to reach.

    Another Scrapper went form 26 to 27. Insignificant leveling, but it did enable me to slot up Soul Drain and experience that for the first time -- very nice.
  3. Ragdoll physics. One of the older additions to the game that really made it look and feel better.

    I've Crane-Kicked people who slid to the edge of a dropoff and rolled as they tumbled over it, so that one arm rose up as they disappeared and it looked like they were waving bye-bye. That was really hysterical. Recently I've been running a Spines Scrapper and enemies break and run from me while suffering the toxic damage-over-time secondary effect (stacked from several attacks, sometimes) -- I'll see 3-4 guys running away from me and fanning out, then all at once they crumple, tumble, and roll to the ground.

    Area knockdown is another effect that fills me with the kind of glee that I hope isn't showing on my face when anybody's looking.
  4. Sailboat

    What is Poverty?

    If the player is wearing a golf shirt instead of a tie, and cross trainers instead of black polished wingtips, he's a casual player.
  5. Quote:
    Originally Posted by DarkThingy View Post
    I would say scrapper as well you can get melt armor which will fit a nice set of shield breakers for the +def and also you get fire ball which has a chance to crit and if you put a rag proc in it has a chance to help mitigate dmg by keeping them on their backs, so IMHO I would go with the scrapper for a easier def cap to reach with shield breakers and the extra dmg from a fire ball
    Regarding fireball, it's also nice that Fireball shares the 16-target cap like Lightning Rod and Shield Charge, instead of the 10-target cap of most Scrapper area attacks.
  6. Quote:
    Originally Posted by Cade Lawson View Post
    Check the view selector in the bottom right hand corner of the pop-up at the crafting station. Is it set to "Hide unowned recipes"?
    Gah, I looked for something like that both in the pop-up menu and in the \options for graphics and key commands. I probably just overlooked it, especially if it's in the bottom right (for some reason I tend to assume that kind of thing will be in the top part of a window). I will look tonight, thanks everyone!
  7. I feel silly asking this because I'm a vet player, but this kind of surprised me last night.

    When I can't find enough of a given common IO recipe for sale at the particular level I want, I sometimes go to my base's invention worktable and directly buy the recipe(s).

    Quote:
    Originally Posted by Paragon Wiki
    Purchasing Common IO recipes from Invention Worktables

    Common recipes can be purchased at fixed prices from any Invention Worktable:

    ...<snipped>...

    Note that paying the purchase price merely gives you the recipe. You still must pay the full crafting cost in order to create an enhancement from the recipe.
    Then I can craft the recipe if I have the salvage and crafting cost.

    It works well normally. In fact, the main problem I have with the system is that when I don't want to purchase common IOs (for example, I'm crafting a set recipe) the common IO recipes all show up in the window anyway, and I have to scroll down to open the inventions list. Even though I don't have any of the common IO recipes at the time, I still see all of them in the list so that I can buy them if I choose.

    Last night I took a character into the base to buy some common IO recipes not available in the market and craft them. The character already had the salvage in-hand. But when I got to the crafting table, I had none of the common IO recipes listed, and thus could not purchase them. The list only showed some set recipes I was carrying at the time.

    I went back to the market and bought a common IO recipe and returned. Now I only saw that one common IO recipe and not a list of all of them, and once I crafted that one recipe, it too no longer appeared on my list, so I could not buy more copies of it, even though I had the salvage in-hand.

    I switched to one of my 50s and that character can see and purchase all the common IO recipes.

    Is this a bug? Or is this because of some setting in my options for the character in question? Or is there some requirement the character needs to fulfill, like doing the invention system tutorial? The character who cannot see/purchase the recipes is a new "double exp weekend" baby and has not run the invention tutorial yet. The character is 22 currently.

    Thanks for any ideas or assistance.
  8. All 74,017 other Beyeajuses will be soooo jealous.
  9. Quote:
    Originally Posted by Leo_G View Post
    Well, since '8' is usually substitute for 'ate', then wouldn't it be 'm8'?
    Yes, that's how I've seen it.
  10. Quote:
    Originally Posted by macskull View Post
    whereas the proc will have a chance to fire for every enemy hit by PSW every time you use it.
    Does it really work that way?
  11. I crafted the Lost curing wand, went and cured ONE Lost and it disappeared from the power tray.

    Checked mission and I had forgotten to talk to contact after crafting the wand, so I did not have the "cure 20 Lost" mission active, and had had NO credited Lost cured. Took mission...but then did not have the wand in power list.

    Is the Lost curing wand a one-shot item if you don't take the "Cure 20 Lost" mission?

    This is kind of a silly bug. The wand has something like 50 charges normally and you only need 20; but apparently if you forget to click the contact it'll erase the wand on the first use. Either too many charges or too few.

    I was able to droip the mision successfully, and got the credit for curing 20 Lost, but wanted to report this one in case no one else had.
  12. Quote:
    Originally Posted by Talionis View Post
    I love how easily you just accept that. The item most people want in the game is new powers and new customization.
    Actually, any time someone states that something is "the item most people want in the game," they're making an assumption that most other players feel the way they do, and I feel that's wrong -- and I know most other players feel the same way I do. ()

    Quote:
    Originally Posted by Talionis View Post
    I even said I'd be happy if they put crossbow in Assault Rifle. Did not change the ammunition.
    YOU may not mind not seeing crossbow bolts...I'm sure most players feel the same way.
  13. This weekend, as usual, I am taking anyone and everyone, whatever they're playing, giving preference to nonidiotic character names if the team is filling up.

    This weekend, that means a crapload of pistol blasters (I think we had 5 at one point), but I can play with any mix of powersets, as long as the players don't turn out to be twits.
  14. Sailboat

    SD/Axe....Whoa.

    I made a SD/Axe as one of my first shield characters. My thought was to experiment with knockdown, since Axe does so much KD and Shield Charge also does KD.

    I liked it so much I ran him right up to 50. I bought just enough defense from set IOs to soft-cap him, which wasn't really necessary, since he does enough knockdown to really help a non-softcapped defense. The rest of his slots are frankenslotted with cheap IOs around the levels the powers became available -- I haven't bothered to plan out set bonuses beyond the little bit of defense.

    He's quite a lot of fun. WHOOM, and everything falls down.

    Mace has better area than Axe (wider cones, and notably, Pendulum from Axe only hits 5 targets, Mace's equivalent hits 10) , but Axe has more consistent knockdown and I get the impression it does just marginally more damage on a few of the heavy hitters. (For example, Axe's Cleave is 122 base damage at lvl 50, vs 101 for Mace's Shatter, although Shatter has a wider cone.)

    Either set will be keen.

    Weirdly, Axe lets you get up to 10 enemies with Cleave. It's a tiny narrow cone, so that seems all but impossible. But with a little kiting, I occasionally have gotten six with one blow, which I guess technically means I'm taking advantage of its ability to hit more than five. :P
  15. Sailboat

    Recipes

    I find these pages particularly helpful:

    Invention Origin Enhancement Sets

    and, when looking for sets with specific properties,

    Invention sets that improve...
  16. Sailboat

    speeed?

    Quote:
    Originally Posted by Bitt_Player View Post
    That's to prevent kiting and maintain the risk/reward ratio.
    Actually, a kite poses considerable risk to a swallow.
  17. Sailboat

    180.3% Accuracy

    Quote:
    Originally Posted by Adeon Hawkwood View Post
    Accuracy bonuses (both set bonuses and accuracy enhancements) are applied as a multiplier to the base accuracy of the power. So for a weapon power with a 1.05 base accuracy if you had +180% accuracy the final accuracy would be 1.05*(1 + 1.8) giving 2.94 as the final accuracy multiplier.
    Gah, I knew that.
  18. Sailboat

    180.3% Accuracy

    Quote:
    Originally Posted by Eiko-chan View Post
    When fighting enemies with 25% defence or more.

    (Assuming no +tohit, 25% defence yields a 50% chance to hit - 50*1.8 = 90, which is less than maximum to-hit chance.)
    Doesn't he mean plus 180% accuracy? In which case it would be base number for the attack (1.05 for most weapon attacks, for example) plus 1.8, for a total of 50*2.85?
  19. While people are correct that Claws is fine, although differently-oriented than other sets, I can think of one effect that might have contributed to the OP's impression.

    As stated, Claws does many medium-damage attacks (and a lot of them area attacks) rapidly. Solo, it melts enemies evenly.

    On a team, it might interact a bit differently with the team dynamics.

    Fast-animating Claws area attacks quickly take a big chunk of life from many foes, but kill none of them. Then Broadsword and Martial Arts Scrappers pound one or two or three targets to death with their big hitters -- targets already wounded by the Claws Scrapper. Then the Claws Scrapper nearly finishes off the remaining foes with another AoE. Then the other Scrappers actually finish off several of the foes with their (less effective) AoEs.

    End result -- although a lot of the damage from the high-damage attacks from the other Scrappers was "wasted" (doing a 335-point hit to someone the Claws Scrapper left with only 50 life, for example), none of that "wasted" damage appears in the combat results text. And although the Claws Scrapper contributed buckets of damage against many foes that wore them down for anyone to defeat, none of that appears in the spammed text either.

    Instead, the text reads:

    Broadsword has defeated Freakshow X
    Broadsword has defeated Freakshow X
    Broadsword has defeated Freakshow X
    Martial Arts has defeated Freakshow X
    Broadsword has defeated Freakshow X
    Martial Arts has defeated Freakshow X
    Martial Arts has defeated Freakshow X
    Claws has defeated Freakshow X
    Broadsword has defeated Freakshow X
    Martial Arts has defeated Freakshow X
    Broadsword has defeated Freakshow X

    I can see where that could lead to mistaken impressions of the effectiveness of Claws.
  20. Quote:
    Originally Posted by SinisterDirge View Post
    Christ, it reminds me of my little brothers crying to mom.
    Permit me to point out that this thread, and several others like it, were started by exploiters "crying" about the change, not by team players crying about exploit farms making teaming impossible.
  21. Quote:
    Originally Posted by Windenergy21 View Post
    Well according to the devs, redraw doesn't affect animation time at all.
    On a Spines Scrapper, that's true. And we're talking about Spines here, so it's still true. But I don't want someone to read this and think that's a general rule. Spines is the ONLY Scrapper set that still has the old-style animations with redraw factored in. Any other set that forces redraw, like a weapon set, currently will pay a time penalty for drawing the weapon again.
  22. Sailboat

    Invuln/SS

    Quote:
    Originally Posted by Finduilas View Post
    I'm glad you like the build, but I want to point out to the OP that Touch of Death and Scirocco's Dervish are not particularly great choices for an Invul tank since they give primarily positional defense, not typed. There are other choices that would give better bonuses.

    Also, though I understand it's for set bonus, given that Invul doesn't need KB protection, using the BotZ -KB IO is a very expensive way to get a rather small F/C def bonus.
    Concur -- also, Touch of Death only gives 40% recharge or so, tops. I would put it in a quick-recharging power where it will make difference of a few extra tenths of a second.

    Example: TOD set in Jab (vs. ED-capped 95% recharge): you wait 0.37 seconds longer for Jab.

    TOD set in Knockout Blow (vs. ED-capped 95% recharge): you wait more than 5 seconds longer for your best attack.
  23. Sailboat

    No GR for me!

    Rescue and adoption is holy work. You will be rewarded many times over.

    There's a girl in our development who has a retired greyhound named Charlie and she fosters a second one on a regular basis, so every few months she has a new dog #2 to keep Charlie company. They're sweet and gentle things (if you're not a rabbit).
  24. Quote:
    Originally Posted by Staccato View Post
    Let's face it, the majority of players like to level quickly.
    You level quickly fighting greens. You level too quickly fighting normal content. Leveling in the AE MM pet exploit was waaay beyond "quickly."