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Posts
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Here's my take on it.
It comes out to +32% damage, but to me it's severely inferior to a SO/IO for two reasons:
1) It's not reliable.
2) It's concentrated. So what if it procs on one enemy, if I Have to use my AoEs to wipe out his 10 buds anyway?
That said, I use one in Icicles to push it's damage even higher. -
Myself, I'm happy for those changes.
This will make my Mind/Thorns, who suffered from a terrible case of "too many powers, not enough time", much more enjoyable. I don't know what it'll do to my Earth/Ice, since the fact I don't have much powers to spam is one I like (I didn't take either Immob). -
Some melee powers my initial run missed:
-Sai (Serpent)
-Wolf Punch (Crane)
-Kama (Eagle)
Y'know, those'd work better as prefixes.
And a ranged power:
-Pilum
Minion Ranged:
-Sniper Rifle + Positioning (Hitman) -
The way I see it, the DPE stayed roughly the same, maybe even went up.
What changed is the ability of Doms to put out MORE damage per second, leading to higher End usage.
If the mob you needed 3 attacks to kill now goes down in 2, that's however long the third attack took worth of end recovery you're missing out on. Per mob. It adds up. -
It's a smaller Moment of Glory.
I use it to cover up my Retsu crash. -
Yeah, my apologies.
Also, I did the number crunch sometime ago. Scider proc in Icicles came out to ~30% added damage. -
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You are suggesting my post implied the 20% chance was on every target vs 20% chance per target? Not seeing where I implied that.
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Not yours. Reyne's.
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and then at least one should fire straight away, (if not more)
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Reality:
"Okay, ten second's up! *rolls* You get hit. *rolls* you don't *rolls* you don't *rolls* you don't *rolls* You do. See you in ten seconds!"
Post:
"Okay, ten second's up. *rolls* Yup, you all get hit. See you in ten seconds." -
It's 20% pet 10s per ENEMY.
When the proc triggers, it hits that enemy. Every 10s, every enemy gets a chance to be hit - not, as your wording suggets, you get a 20% chance to hit every enemy in range. -
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three to five canon arcs they would give five stars to were they AE projects.
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Sorry, sleeps wait for no man.
What I don't like about WWR is my personal version of JABOSTH. It's not about the lack of theme, it's a lack of coherency. Crimson just sends you against Malta hideout after Malta hideout, until the clues you stumble upon just happen to have some coherence. It's simple politics until Wildflower gets mixed in, which I really feel belongs in another arc entirely. You've got plot A, then suddenly you've got plot B, and somewhere along the way you get some answers to plot A which you might have already forgotten. Anyway. Gripe over. Time to dig into Red Tomax for a reminder.
Five arcs I'd five-star:
1) Oh Wretched Man! - good enemy spread, good story, mixed-up missions.
2) Von Grun's * series - writing, writing, writing. Plus, again, varied enemies and objectives.
3) Last Man Standing - good concept, hops between groups, recurring bosses always (usually) a plus.
4) The Cult of the Shaper - Again, writing. Again, variation, plus the equivalent of a fun custom in Metal Shift.
5) High Roller's Last Gamble - Damn sympathetic ally, is what.
Oh look, I ran out of spots, and there's still Buzzsaw, and Sonata, and Automatic Villainy, and Mu'Drakhan, and Code Merlin.... anyways, let's check heroside. This'll be harder, I haven't done 'em in a while.
1) Sky Raider Secret (Poor Indomitable)
2) Freakalympics (for concept and execution thereof)
3) Scroll of Tielekku (just not on a Warshade, not again)
4) Ubelmann the Unknown (great clueing in)
5) Rise of the Vampyri
I'll admit I haven't done much of the 45-50 arcs but after WWR and Hero's Hero I'm not sure I should. -
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The plot of "World Wide Red" is very straightforward: Malta seeks to reinstate government control of superhumans by having China take credit for the mass murder of supers through an amabassador replaced by a shapechanger then capitalizing on the resulting crisis.
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If you can't see what's wrong with that sentence, I can't help you. -
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"World Wide Red" is easily one of the best arcs in the game
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In your very subjective opinion. I for one hate it. It's the Synapse Taskforce of storyarcs. Way too many missions of the same damn enemy group with a plot that doesn't even try to make sense. At least it gets a sudden and IIRC asspully solve-out in the end, until then it's three plot lines that do not tie together at all. -
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Now, had I tested on my Dark Armor instead of my Regen, I may not have noticed that
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Res(End). I laugh at Sappers. -
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Oh, you're using Lethal damage. Then yeah, your Blaster just sucks against Malta. I feel your pain. I don't recall them having any particular resistance to energy damage though...except the Titans, who resist everything.
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Operatives: Res( S25 L20 )
Sappers: Res( S20 L25 E50 )
Gunslingers: Res( S20 L30 F20 C20 E20 N20 )
Titans: Res( S30 L50 F20 C60 E20 N20 P60 )
Personally, I consider the Titans' behavior to be nothing but a malicious bug. Since the dawn of time, Malta had 3 boss/lt types.
-The High-damage but killable and stunnable one
-The mid-damage that could easilly perma-stun if not mitigated
-The high-damage, hard to kill one that can be negated by positioning.
I hope you see where I'm going with this. -
Arachnos forts tend to have names. The small fort in Mercy is Fort Darwin, the big one is Fort Cerberus, the converted old fort on Oakes is Fort Hades. Do the other forts have names? Off the top of my head, there's the big fort in Sharkhead, the entire neighborhood of Double Down, and the tiny airbase fort in Cap.
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At a glance:
-Dom redesign
-AE custom mobs' power levels tweaker in ways that elude my grasp so far.
-Bug fixes, tweaks, etc. -
Never knew ya, yet it's a love for a game we had in common.
Rest in peace, mate. -
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um. Malta have always sucked.
I dont understand this thread title.
11 pages of people chatting about malta >.>
Oh ya a sapper...
Oh neato cheeto a gunslinger...
clap clap clap
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"Malta is hard" isn't the problem.
"Malta behavior changed and now some of the legitimate ways to reduce their damage don't work" is -
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http://boards.cityofheroes.com/showflat....ue#Post12069021
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Bit of clarification there: That post (made by yours truly, huh) was a reference to the original post from the Build Up days, meant mostly as a sarcastic "You said you wouldn't do it.". And hey, it all worked out in the end. -
(QR)
I recall* one of the devs saying they are loathe to post in the S&I forum with something like "I like this idea" because we tend to take that as "They promised it to happen next issue!"
*Disclaimer: May or may not be pulled from the depths of my faulty memory and/or my [censored]. -
You lose all the tickets you get from a storyarc's final mission, which have a 1.something multiplier.
It should also be noted that those "only" tickets are double or more what you earner already. -
The problem with that is that failable missions don't give rewards.
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I disagree with the reduced XP though, they should give normal minion, LT, and Boss XP.
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I was thinking scaling. You don't see LTs armed with only machineguns/shotguns past 10. -
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Like I said before: If you open up that "what if" box, you've got to pick a point where you close it. You're saying "They'll just keep coming" and I'm saying "from where?" If you can't accept a story for what it is because of what happens hundreds or thousands of years in the future, then you can't just stop at "They could send more." If you want to write the next few thousand years of a story's history, then you'd better really write them.
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Which is exactly our point. The box should be closed. -
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I have to side with the big man with the metal gloves on this one. As something of a personal ultimate dream of mine, I've been following official commentary on Power Customization, and that's pretty much what BABs has said in the past. Technologically, the solution isn't very difficult. Powers currently draw off static effects files and use sprite textures draw in colour. That's why Dark Melee can be black AND not transparent. Changing those isn't as much about reinventing the wheel as it is about digging through all the files and reworking them by hand, redoing coloured textures in monochrome and at the same time making sure not to mess up how powers look in the process. I believe he mentioned it was at least two Issues' worth of work.
But then, BABs, now that you have a minion or two... Maybe?
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You forgot the possibly most important bit.
Rewrite the FX engine to let effects remember their creator's color. Right now, they could make the glow around your hands and your fire bolt purple, but they have no way to change the color of the bolt exploding on the enemy and the fire that lingers to show the DoT.