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Using the more then 3 months past, maybe people will feel differently about it excuse.
Now not only will you able to collect salvages and enhancements from your foe, but your able to collect their body parts too.
-mmmmm delicious!
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Necroposting a thread about building zombies? Bonus points for appropriate method of breaking the forum rules (Rule 5, 9th bullet).
To make my post reasonably constructive though, I'll say that, while it may be interesting, I'm also sure that it's probably a waste of time. It doesn't really serve any benefit to the game as a whole. -
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Well, I would design it similar to teleporting. You pick a spot, any spot, within 10 yards and you jump to that location automatically. You then have like 3 seconds to pick and move to a new spot. If not, then you fall down to ground level if you jumped to the side of a wall or the ceiling of a hallway.
The movement would be click intensive but TP is like that now....but this would probably be even more intensive but much cooler!!
I recommend this way as it is already coded ingame with TP. They just have to shorten the distance and add the jumping and clinging animations....should be easy enough....I think.
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And, to bring up one of Positron's arguments concerning new transport powers, how would it differ markedly from Teleport or Leaping as they already exist in game? You could easily just take Teleport if you want a movement style like this, and it wouldn't require a vast load of new animations to go along with it.
One of the big reasons that Teleport is so unpopular is that it is very high maintenance for a travel power. You'd be making a travel power that is simply slower and just as high maintenance. The only "advantage" is that it would look slightly fancier, but I doubt that will keep people interested for long, especially if it can't compete mathematically and functionally with the existing transport powers. -
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Grrr..... For some reason my posts are disappearing. That's twice now today that I posted and then for some reason it's nowhere to be found.
Anyway - I was wondering if the buff from this particuliar enhancement is supposed to show up in my buffs under my health bar like my other buffs?
I only ask because there's no indication that it's even working. It put it into Fast Healing beside a couple of DO Heal enhancements, but I can't figure out how to see that it's working.. Shouldn't a little buff circle show up like everything else does?
I blew almost every bit of inf i've been able to build up since I started playing full-time a couple months ago.. I've been real lucky in some cases.. If it's working, awesome - My priorities may be out of wack, but it'd be worth it to me
But if it's supposed to show up as a buff, then something (somehow) is wrong..
Someone put my fears to rest.. Any insight is appreciated.
Acidon
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They won't show up on your buff bar, but, if you in need of some evidence of the buff's presence, simply bring up your Combat Attributes. The buff will be noted specifically as the set name (Numina's Convalescence, for example) under whatever attribute it is buffer. Simply look under "Regeneration" and you should find it, and its specific contribution. -
You can put it into a toggle or auto power without worry. It will simply proc once every 10 seconds without stacking, which is enough to make it perma with a lot of extra time.
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I'm reasonably sure that I just got a free character slot. Gonna report it after I finish this TF.
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See, Positron DOES pay attention to things. Granted, in this case, it was very much a "what the hell did he just say?!" thing, but he does pay attention. And he even took notes!
Which means Posi was either a total geek in high school/college, or he learned way early on that smart gamers always write down weird stuff the GM says so you can call him/her out on it later.
Michelle
aka
Samuraiko/Dark_Respite
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Samuraiko, you played a DnD campaign with Posi, and didn't realize until now that he 'might have been a geek' in high school?
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I confess to being one of the few dev fangirls who does NOT rabidly seek out every detail of the developers' personal lives. Matt may well have been a gaming geek in high school, but I didn't ask him that during his gaming session (I was too busy fangirling over Sean Fish, to tell the truth).
That reminds me... D&D session tonight!
Michelle
aka
Samuraiko/Dark_Respite
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My game got canceled tonight.
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I've got enough demand from players to seriously consider starting another D&D night, but I want to actually play rather than GM. The curse of the GM... -
With that build, you'll either need Stamina or Dark Consumption, not both. I doubt you'd need Stamina that early either. */Regen is wonderfully easy on the blue bar. You may want to consider taking the Fighting pool earlier, but, otherwise, the slotting looks fine for an SO build.
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Forgot to ask with 82.5% recharge do I even need hasten to run the smite,SL, MG chain. If not I can throw in manuevers and assult for me def and damage.
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Do you mean Smite>MG>Smite>Siphon? If you do, then yes, you will need more recharge. To get MG (which is the most recharge intensive power in that chain, Smite is a close second), you need 235% +recharge in MG. Considering optimal slotting (95%), you'd still be short 57.5% +recharge. Hasten would close that gap easily. -
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I never bothered binding any of my regen clicks. They're not even mapped to my mouse. I move my mouse over the power icon and click it. Typically, I'll be hovering over the one I expect I'll need next anyway. Probably not the most efficient approach, but it's worked fine, particularly since I don't need to move during combat (other than tab follow, which doesn't require the mouse).
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I've got my toggles set on my third bad, attacks on my seconds, and long recharge clicks on my second. This allows me to use alt+number whenever I don't mouse-click as Werner described. -
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We're sitting in a meeting and our Development Director said "We've contracted some Type R programmers".
I had never heard this term before, so I jotted it down on my notepad, so I could inquire about it later.
Just then our Lead Engineer asks "What is Type R?"
Our Dev Director looked stumped. "What do you mean?"
"You said 'Type R Programmers'" said the Lead Engineer.
"No, I said 'High Powered'." said the Dev Director.
"No you didn't. You said 'Type R.' See I wrote it down." I said, and showed him my notepad that said "Type R?".
So now, everything high powered and awesome in the office is "Type R".
I am now on a crusade to get it used outside our offices. I should add it to urban dictionary or something.
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What's a 'High Powered' programmer?
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It's obvious. They fully slotted all of their "Programming Melee" attacks with as much damage as possible and their "System Defense" with as much defense and resistance. -
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Considering how rarely you'll actually see anyone slotting any of the resistant heals for +res, I'm pretty sure that there would be a significant shout for joy if he made the resistance unenhanceable and unbuffable and allowed the heal to benefit from outside buffs. But I doubt he will because that would be a buff to */regen and */fire.
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Keep in mind that making the heal unbuffable also makes it un-debuffable. Quite welcome when fighting things like mitos. Not sure that I would welcome the change on my /regen or /fire if it meant that Reconstruction and Healing Flames were now subject to -heal.
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You sure about that? I'm pretty sure I recall having Recon and DP reduced to nothing by green Mitos during Hami raids already. -
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Shadow Fane uses 2 slotted hurdle with combat jumping and is easily faster than a capped flyer. Most travel-powerless builds I've seen have similar workarounds.
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Please don't misread my comment here as I genuinely would like to know and I do not profess to be an expert here. I was under the impression the combat jumping and hurdle would only mildly increase your jumping height and distance. I have never taken hurdle and CJ together so I don't know. Help me understand. Thanks.
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Combat Jumping increases your jump height by 200% and jump speed by 1%.
Hurdle increases jump height by 166.8% and jump speed by 124.5%.
Together they give you a jump speed of 38.2 mph and height of 20.9 ft.
1 slotted Flight (without Swift) gives a flight speed of 42.9 mph. -
You'll notice a significant improvement to survivability at 22, just like everyone else. Pre-SOs, everyone is pretty squishy.
I've got a couple questions though:
How are your */regen powers slotted? Did you slot up Fast Healing more than Recon thinking it would help more?
Keep in mind that */regen is much more reactive than it was way back when. If you're still under the assumption the you can stand there and be fine, that might be your problem. At low levels, everyone takes it to the face. Regen just tends to bounce back faster. -
The only binds I use are...
"/bind j ++up" - permajumping to get around with SJ
"/bind g powexecname Teleport" - only on characters that I use teleport for transport (my WS only) to speed up the interface -
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no comment
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Then why did you post? -
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We already have Chasers and Sky Skiffs as I said, and people aren't asking for private jets. I don't see why tanks would cause people to start whining for vehicles any more than they already do.
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Because they keep trying to use the Motorcycle that the MM Thug pet arrives on as proof that the devs could give us vehicles as travel powers.
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They do?
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Yes. Many people do thinking that the motorcycle exists as a power effect of the Brute rather than an emote prop specific to the Brute model. -
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If Castle wants a heal's +Res to be enhanceable (and in many cases, the self heal's +Toxic res is the only source of protection from Toxic the set gets), he has to mark the whole power as unbuffable. He could make the heal buffable by setting the resistance to be unenhanceable and unbuffable, but it seems he's unwilling to do that.
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Considering how rarely you'll actually see anyone slotting any of the resistant heals for +res, I'm pretty sure that there would be a significant shout for joy if he made the resistance unenhanceable and unbuffable and allowed the heal to benefit from outside buffs. But I doubt he will because that would be a buff to */regen and */fire. -
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Assuming your build from 4/21/09 is still current, 904, but that's not including anything from your to hit debuffs.
And for fun, I plugged in your high def, high recharge concept build from 4/22/09, and got 1163.
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Against even con AVs and other mobs with AV resist, the tohit buffs give ~4% -tohit if you're curious as to how much it'll contribute against the important targets.
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I pretended you had perma Hasten in both since I haven't set up anything for Hasten yet, and since both were pretty close.
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Eh, you could use the uptime percentage time the +recharge benefit as a straight addition to global recharge like I do. The +def build (which is what I'm working towards atm) gets 66.9% +recharge from Hasten and the other gets 65.5% +recharge.
I'm curious as to how you account for IH and MoG. Do you just figure out their average contribution over time? Or do you have some other method? -
Care running my latest DM/Regen build through your angry number machine?
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Veteran power choice set...
Grow = The ability to grow to enormous size and be ridden by people in your group. And you're power gets a damage, defense and range multipliers, but lose accuracy and dodging?
Shrink = You shrink to a size that allows you to ride on a person in your party. You get an accuracy and dodging multiplier, but lose damage, defense, and range.
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You've got defense confused. Defense is what you term "dodging". Resistance is taking less damage. -
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Oh, here's another one- Accuracy and ToHit. If I am buffing/debuffing toHit, I am effecting Accuracy.
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Actually, Accuracy and ToHit are separate quantities that, together with the target's defense, are used to determine your end HitChance. ToHit has nothing to do with Accuracy, Accuracy has nothing to do with ToHit, and neither of them will be the exclusive decider in your end HitChance. -
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That said, Umbral knows what he's talking about, and it would be useful to listen to him if you can get past the aggressiveness (sorry, Umbral!).
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I appreciate that you feel the need to give it to me lightly (and apologize for it even lol), but I readily admit that I'm an [censored]. Of course, I tend to be a bit better disposed to people that know what they're talking about beyond a smattering of anecdotal evidence and are actually willing to engage in debate without becoming belligerent, obtuse, and blind to their own faults.
I'm an [censored]-hole. I readily admit it. My friends think I'm an [censored]-hole. But I'm an intelligent, observant, and knowledgeable [censored]-hole. It's because of this that the kinder and more understanding individuals around me accept me into their fold, especially when there are other [censored]-holes about that need a good verbal/forum beat down. -
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Umbral
I did look at your baseline build, The set bonuses aren't enough to justify what you give up IMHO. Your mileage may vary.
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I'm curious as to what I am giving up? A little bit of extra recharge and a tiny degree of +regen?
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I will take another look at siphon life if Damage has been improved, but my base philosophy is "That which does not kill me does not kill me." genrally speaking any fight I can survive for the first 8-10 seconds Will never kill me. Between sets, procs, and powers my regen is just too high. Adding an extra little bit of healing on a hit is overkill. That (almost) makes the fighting pool worth it, but I cant think of 2-3 powers I'd be willing to drop to get it
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I'm curious as to what challenges you're facing. The mentality you're describing will work for most soloing on low difficulties and most non-challenging team environments. If you actually try any of the marked challenges out there, I'm sure that your build will be found wanting if you rely that heavily on simply recovering from damage.
As to Siphon Life, it's part in parcel with the best attack chain available at the moment. The one you describe does significantly worse DPS than the usual attack string. For baseline damage, yours does 591.8 damage in 9.768 seconds. That's 60.58 dps. Smite>MG>Smite>Siphon deals 506.4 damage in 6.732 seconds. That's 75.22 dps. That's 25% more damage than yours. You may want to reevaluate that attack string. -
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I've been playing my Dark regen as my Primary for about 4 years now. My two main observations are you have too many attacks and that You're not considering Hammis, For many of your powers Hammis are the best option.
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Actually, it's the current state of a working build that is going for a set bonus heavy build that I made. I looked into Hamis, but didn't find any particularly useful since I needed the set bonuses more.
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My Attack chain:
Smite, Shadow Maul, Smite, Midnight grasp, Laser eyes, rinse repeat. If i'm willing to wait a fraction of a second I dont even need the laser eyes anymore.
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That's a horrible attack string, especially if you're using it for single target. The aimed attack string for the build that is being aimed for is Smite>MG>Smite>Siphon, which is the best single target attack string we've been able to find as of yet.
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Siphon life? Never needed it. Ditto the fighting pool.
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I strongly suggest you look at the damage numbers on Siphon Life now. It's actually a very nice attack, better than Dark Blast, Shadow Punch, or Shadow Maul by a significant margin.
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I'd slot fast healing.
The only thing I fear is end drain( and -recharge/slow in PvP). Stamina and Quick recovery are 3 slotted + each has the performance shifter end proc.
Touch of Fear? Drop Glimpse, thats lame. Again, Slot with Hammis the super inexpensive Lysome exposures! 3 lysome exposures, 2 IO recharges, and an IO fear make Touch of fear a devestating power. Maybe 2 lysomes and an endoplasm....
As for intergration. you get much better results with 3 Golgi Hammis.
Ditto MoG 3 Membrance expossures, + 1 more to hang a LoTG recharge proc.
Superspeed is a waste.
Drop a stealth into Super jump. Also I like the winter event -slow proc.
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You should really look at the baseline build before you start giving recommendations like that. It makes you look like an idiot. Anyone can tell that the posted build is only intermediate. -
For endurance woes, first things first, get a Perf Shifter proc in that third slot in QR. It'll give you almost as much end/sec as a pre-ED lvl 50 common IO (.01 end/sec less to be precise) but is unaffected by ED. You'll be able to eke out a bit more end/sec.
My second suggestion is to slot out Dark Consumption with more recharge than EndMod. If you need more endurance from it, find more targets. EndMod on DC is, imo, wasted.
Otherwise, the same comments said before apply. Start getting the attacks slotted with IO sets. You'll get some much needed end redux from those (especially for Siphon Life).
PS. Shadow Punch will be next to useless when you start getting enough recharge and Touch of Fear could use and extra slot. The Glimpse 5 pc bonus is great.