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Please use this thread to express your thoughts on Statesman's death, and feelings related to telling us about it:
I'm fairly suprised that There were no post about the announcment of the demise of the icon of CoH. I saw it coming and am not suprised in the least. Though I mostly just wish they had left it as a surprise in the SSA. I'm actually mad enough about it to stop playing. What kind of jerk tells the end of the story, their OWN story for that matter.
If I went to watch a old yeller and the director walked up and said: "old yeller dies at the end" I would probably punch him in the face.
I hate being told the ending. I'm not allowed to use words that describe my distain for CoH franchise. GRRRRRRRRR ... PUNCH.
Arachnos would be defending them BTW.
Add what thoughts you'd like -
Like communism, it's a great concept, but I don't see it working well.
secondary idea: add a "signed" check box and a system that keeps track of it, to the forums. when an idea hits, say, 1000 people, it requires a dev's response and clarification. There obviously would be some type of restriction on it, but it would be nice, so we know we can MAKE them look at somthing if enough people care about it in a positive way.
and/or add a "post view historry" to the daves page and maybe have them flagged as a dev has viewed it. -
Quote:The ASSASIN strike aspect of the damage, NOT all the damage. it would still do the primary damage as if you weren't in hide.So now my stalker can't even one-shot a minion? He can only take it down from 100% to 75%? Even if he's level 50 and the enemy is level 1?
Even the current "gimped scrapper with a neat trick" lets him take down a +1 lieutenant before its friends know he's there... -
give us the option to have our katana, DB, mace, axe, TW, staff, etc all made out of pure(tint/colorable) energy, and leave us the option to pick light or dark as well.
Also, let us apply any of our current unlocked auras to our weapon, Please. I want to make fire blaze off my sword for my katana/fire brute. -
What I'm thinking:
1) Have the hidden strike be a solid 25% of the current enemy health. meaning if evemy has 500/1000 HP, the assasin stike damage would be for 125(25% of 500), not 250(25% of 1000). that way you can't get 4 stalkers together and go AV or GM farming.
2) have assasin stike give a good melee/ranged/AoE defense buff for the time it would take to go into hide again (10sec I believe)
3) There should be 2 options for the power when you take it(like DP swap ammo). the non assasin (has no interrupt and shorter animation )and the assasin (that would be the way it is currently), so it's not a waste of a power. Cause, in most cases it can only be used once per mob. -
Chicken dance and makarena. FTW ... LOL
P.S. They should have added those dances along with garder/boucay throwing/catching when they came out with the wedding set.
When they come out with the football costume set, they better add endzone dances or I'll be pissed.
add a linked "throw football" emote: where if 2 people choose to they can just throw the football back and forth, but if only one throws it, it just hits the other (target). :P
They should also add taunts to some of the costume sets. "throw football" is just an example. -
Quote:I actually said, "I think it would be a better secondary for blasters and doms." That being said made caltrops fine to put in the set. I wrote up. Knives can be melee weapons as well and that's why I wouldn't say make it JUST a blast primary. make it able to be a primary and secondary if anything.crime of passion... O_O oh my...
caltrops probs would be in a blast set because it's available in the secondary.
i feel that if anything, a knife throwing set could be an ancillary pool, i have a hard time seeing seven/eight powers based on knife throwing alone. then again, how many ways can you shoot a gun? plenty of powersets from that soit's possible.
It would also give those that want DB as blaster secondary the narural feel yet with being able to not have a redraw problem. I see no reason why pulling out and putting away and throwing a knife requires ANY redraw time. it's not like a gun or sword. it's small light and most fighters use it as a quick weapon. -
/signed. Though I think it would be a good secondary for blaster and dominators instead.
1) warning throw: [ranged] foe immoblise lethal damage minor revovery debuff from blood loss {DoT}
2) single throw: [ranged] medium damage minor recovery debuff {DoT}
3) slice: [melee] minor damage, medium recovery debuff {DoT}
4) Caltrops: [targeted AoE] minor DoT damage, slow, recharge, revovery debuff {DoT}
5) Sharpen(build up): {adds a DoT to all leathal attacks that deals 2 more ticks of the damage dealt.}
Example: "warning throw" does 10 damage, while Sharpen is activated the damage is now 3 ticks of 10 damage.
6) whirle: [PBAoE] medium damage, minor fear, recovery debuff {DoT}
7) laced blade: [ranged ST] heavy damage, foe confuse {DoT}
8) aimed throw: [snipe] heavy damage, heavy recovery/regen debuffs. {DoT}
9) crime of passion: (several stabs to the chest) [meleeST] extreme damage, stun, HEAVY defense/resistance debuff {DoT} -
Quote:Could you explain the heal using these same numbers? you are at 945/1050. you'd have to be healed for 105 to be back to full health?If you start at 1000/1000 and take 100, you'd be at 900/1000 (90%), then your max hp increases by 50, so you're at 945/1050, not 895/1050.
So, the health would actually go down at around half the speed of a normal player, but also recover at about half the speed. meaning he would be able to stay at a medium HP pretty easily once he get's there. IE: turning off resistance powers till he gets there. then the regen buff would keep him there and he would also be able to withstand damage spikes. What are your thoughts on that power and keeping the damage buff. I think it would work perfectly now that it makes more sense.
Would a 50% buff get you to capped HP if you slot correctly ... with all 4 types tank/brute/scrapper/stalker? -
/signed
I completely agree. I remember most of my toons powers. but ALL the other things listed I useually forget. Yes, PLEASE, add this and the ability to show what the powers look like, so you can show your friends. -
/SIGNED.
I love this concept, and it would make the "missions" required to change alignment more fun. and faster. Even if it was only worth 1 point, atleast you would have the option not to travel all over the city(island) to get to each mission. You also wouldn't have to make a certain number of kills to unlock one. And doppleganger firghts would be EPIC, not just 1-8 vs. 1 -
Quote:The problem with being more realistic is, We would all die so fast ... I know I wouldn't play it. I play to escape the way things really work.I'm disputing that the game "should" be more realistic to the detriment of gameplay. But anyway, I'll take another look at Rage Defense.
But, perhaps you can explain where you want to go with "more realistic". Make a thread about it, I'll read and reply on it
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Oh, I don't need an equation for that, the game already has that coded in, they would just need to make the coding for the power to add in the HP that also stops the HP effect when you go below starting HP number and existing HP code would auto correct the HP to be an accurate percentage. so, damage of 100 is 10% of the 1000 HP, and as the HP get boosted by 50, the health that was taken would be increased by 5 ... which is 10%. so ending health would be 895/1050 and the heal required to be at full health would only have to be 79 HP (75% of original damage).
Let's say your base regen is 22HP per sec (same as my SR scrapper with 2000 HP) if you took a heavy blow from and AV and you are at NOW 1000/3000 HP (due to HP buff) your regen is now 33HP per sec. But taking into account that every HP is 25% more effective, your acctual HP per sec would be 41.25. and even at lowest HP per sec of 22, the actual HP per sec would be 27.5.
These numbers sound about right? -
Quote:so, heals would actually be MORE effective. in the senerio the damage was taken of 1000, but only 750 was required to bring him back to full health. Also meaning that the regen value of say 100HP per sec would be more effective as well. This set could be way Over Powered with the numbers I was originally thinking. I'm going to try and think up an appicable equation for this series of changes. If you already have one, that would be appriciated.Where's the 105 damage coming from? I thought we had a character at 100 hp out of 1000, whose max hp then increased to 1050... can you clarify?
How much current hp does the example character start with, out of how much max hp?
How much damage does he take?
How much does his max hp then change by?
I'll make up an example: character is at 2000/2000 hp. He gets hit for 1000, reducing him to 1000/2000 hp (50%). His max hp then increases by 500, to 2500. His current hp changes to keep him at 50%, so he ends up at 1250/2500.
Let's say he then heals 750 hp, putting him at 2000/2500 (80%). His hp buff then ends, dropping him back to 2000 max, and so his current hp changes to 1600 because 1600/2000 is 80%.
Dull Pain is a poor illustration for this because it has both a max hp buff and a large heal. Powers like Frostwork or One with the Shield are easier to observe. -
Quote:50hp increase divided by the 105 damage (to keep the HP percentage the same) = around 47% resistance.Why does the pseudo resist end? Your 66% hp is worth 1000 hit points, instead of the 667 hit points it would be worth without the hp buff. I'm not sure where you're getting 47% from, either.
Increased max hp acts as resistance against FURTHER damage taken. It doesn't really do anything against damage you've already sustained.
Perhaps I should ask how dull pain works. It is a HP bonus, But I notice a heal when I click it. is the self heal the attempt to keep the same (example: 60% current HPs)? -
Quote:The scary part would be when reaching 1000/1500 HP the 47% seudo resist ends / enemy damage buff ends and it's back to normal.If you're at 100/1000 hp (10%), and your max hp increases to 1050, you will still be at 10%, so yeah, 105/1050. When you have nearly full health, you'll gain almost as much current hp as max hp; when you're at low health, you'll gain/lose very little current hp due to max hp changes. I'm not sure which part of the numbers you're using is supposed to be the damage taken.
With the way the math works, changes to maximum hp are actually very closely comparable to increased resistance.
Thinking about it ... I'm going to change the taunt aura so it's not Over Powered. if you wanna look at it. -
Quote:I updated the set for a [toggle] taunt. Also added the sleep resistance, however, I did leave the KB, repel, and confuse in the set as the status weaknesses.An auto taunt aura is rather weird and potentially problematic. For example, you get sequestered in BAF, but continue to taunt them with your auto aura, leading to horrible death.
The first toggle has resist to both disorient and stun, but disorients and stuns are the same thing. I also don't see any sleep, KB, Repel, or confuse protection, are all of those intentional?
Changes to max hp, by the way, do not work the way you seem to be implying in the first post. Your health bar does not move when your max health changes; that is, the percentage stays the same. So maxhp changes do not really act as resistance to the heal/damage that caused them, although they will act sort of like resistance to further heals/damage.
Please explain how the HP are added? If the player is damaged for 100/1000 HP ... what would the HP look like after? Assuming there was no regen, heals, or further damage after that. would it be now show 150/1050 HP ... or is it 100/1050 HP ... or is it 125/1050 HP. Wait, you said the pecentage of the HP wouldn't change ... that means it would be 105/1050? mening the damage does an extra 5% damage but resisted by about 47% ... right?
Don't forget to vomment on the Psy defense ... it's the perfect concept for psy, I think. -
Psy aura Defense:
The damage types are separated as follows: (Physical), {elemental}, and <mental>. The effects will be adjusted by the "adjust focus" toggles like DP fire/ice/chem.
Powers in between these 0><0 Im open to suggestion, meaning Im not sure what a fair number is.
1) psy cloud: [toggle] (10% def to S/L) {10% def to E/N/F/I} <5%def TO PSY>
Example: if (Physical) was selected then the new numbers would be (20% def S/L) {5% def
E/N/F/I} <0% def psy>
2) psy barrier: [auto] (20% res to S/L) {20% res to E/N/F/I} <10% res to psy>
3) Mental constitution: [auto] (10% regen) {10% end} <5% HP>
4) Adjust focus.
a) (physical) takes 50% {elemental} and 100% <psy> and adds it to (physical)
b) {elemental} takes 50% (physical) and 100% <psy> and adds it to {elemental}
c) <mental> takes 50% of both (physical) and {elemental} and adds it to <psy>.
5) link energy: [toggle] (10% damage buff per target) {10% recovery per target} <5% dam debuff on targets>
6) Focused clarity: [auto] (6 mag protection to: hold, immobilize, stun, disorient, defense DE buff, KB) {6 mag protection to: recovery DE buff, to Hit DE buff, perception, recharge, movement, endurance} <3 mag protection to: sleep, confuse, fear, taunt, placate, TP>
7) balanced thought: [toggle] (20% resistance to S/L/F/I) {20% resistance to S/L/E/N} <10% resistance to psy/E/N/F/I>
8) Electro Mental Pulse: [click] PBAoE. (50 damage) {0> recovery DE buff<0} <0>regen debuff<0>
9) Pure clarity: [click] 40% res to all but toxic, 30% def, capped HP. (100% damage bonus) {100% regen bonus} <50% recharge bonus> ((end drain of 50 and not effected by recharge))
Thanks for reading let me know if it needs any clarifying. -
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Quote:OH ... thought you read my comment about "That might be how the game works, but it should be like this ..."Who cares about the realism of it? We're talking about somebody who can channel chi energy so well that they can shrug off bullets. Arguing the realism of it is totally futile.
In the GAME, the chain of causes you listed does not hold. The smashing, fire, and DoT are all directly the result of the attack, not each other.
Anyway, I guess you win. Though I wasn't disputing how the game worked. :P
Could you give some REAL constructive thoughts on My rage defense and Psy aura (should be posted tonight) set Hopeling. I would like to be able to make it game worthy and need to know what's over and under powered. If you want to. -
Quote:Insert ranged S/F damage power here ____. You are hit with ____, which does smashing damage, fire damage, and fire DOT. the smashing damage is a result of the ranged attack, the fire is a result of the smashing, and the DOT is a result of the fire damage. Therefore the only damage that can be resisted by ranged resistance is the smashing.Flares actually does no smashing damage, only fire. But even if it did, why can't we just have the toggle apply itself to both smashing and fire? Chi Defense, as presented in the first post, is not an armor or aura that slows projectiles. It "toughen[s] your body against incoming blows".
I'm not going to debate the point anymore, if you still don't believe be that this is the way it works, do an expirament. record a water balloon hitting a wall, then watch it in slow motion. Then ask yourself, Is the wall wet prior, during, or after the water balloon smashes into it. -
Quote:Twigman, while I (think I) understand what you're trying to say, I believe you're confusing the issue. SR on a fireball does check for AoE defense, and my system would have checked AoE resist. Whether it's fire or other would have had no bearing on either type of mitigation, neither does the fact that it's flying at you before it explodes. And you're also mixing up DoT and dual-type attacks, I think.
I'm acually not confusing the issue. I just used wrong terminology per this game. So, here's the correction. "Flares" is thrown at you, due to ranged resistance the flare is slowed thus reducing smashing damage upon impact: however, the fire is already past your armor/aura and WILL effect you at full damage seeing that it is not an attack of it's own and has no positional value to check, and you have no fire resistance.
clearer? -
Quote:All the VIP perks including Incarnate access is apparently not enough to make subbing attractive to SchroedingerCat. All the VIP perks minus Incarnate access will be even less likely to attract subscriptions. If there were an Incarnate license, I'd drop to premium and get the license myself; I'm quite sure I could get the other features I use for $10/mo or less, since I already have everything from the rewards tree. But I also know that less subscriptions would be bad for the game.
By the way, minor nitpick, there is no AE license. There was one in beta but it never made it to live. Premiums can only gain access to AE through reward tokens.
Edit: And since the OP specifically mentioned he hoped for solo incarnate options, I don't think he'd agree with the trials-only suggestion. And if you're going to count discounts for buying a year at a time, you should also count discounts for buying points in bulk.
I'll grant you that, I know many people that would just take the incarnate and the IOs and nothing else. I was just looking for a middle ground. not NO incarnates, But not ALL of them either (maybe just LAMBDA/BAF). Like I said, The times I play the incarnate part of gaming is dead. but many players are on, I would like them to be able to be part of an iTrial should they choose to pay for it. But, they don't need solos because the concept is to give them a taste of the POWER ... MUA HAHAHAH. know what I mean. -
That would be "result" damage not AoE. Melee/Ranged/AoE, though they all very in distance, they ALL are incoming attacks. Something that applies to you AFTER impact is non of those 3. Does an SR check for ranged damage, THEN check for AoE (engulf) damage from fire. No, it doesn't. The why would positional resistance?
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Quote:I agree that "the game" doesn't have it. What I am saying is, that for this set, it would apply.I'm not sure what you even mean by this. What is a primary and secondary damage? There is no such thing. They all apply equally.
Example: a fireball is launched at you smahing into you(smahing damage), after impact you are engulfed in flame. if you have resistance to a projectile IE: an aura that can (somehow) slow the object. It wouldn't change the fact that you're about to be enculfed in flame. Fire damage unchanged.
The same applies to ice or any other "seconrary" damage.
Now in the case of fire breath (only fire damage) Fire is the primary attack and isn't incased in the projectile. Therefore can be resisted by the same (somehow) slowing and deminishing effect concept.
All that to say. That's how it should work, but couldn't due to the Devs not planning for positional resistance.