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If everything is a Nemesis plot...
...Then does that mean nothing is a Praetorian Nemesis plot?
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No, it means that Nemesis is himself a Praetorian Nemesis plot.
Remember: Praetorian variants are not opposites. They're the same powers only bent to tyrannical means. They got power hungry and became the public masters whereas our own heroes remained public servants. -
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Ideas which are not very well conceived, have many/serious flaws or are just plain unworkable get shot down.
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I'm sorry, but, really? My suggestion was really that bad?
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When you're asking for a pool power that acts exactly like an inspiration, yes, that's a bad idea, especially as you describe it. The only reason a problem exists is because you believe it does. For everyone else (including the devs), it's a trait of the archetypes and powersets in question.
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Not well concieved . . . ok, I didn't work out specific recharges or plan out all 4 powers that might be in the pool ... sorry.
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Not only that, you didn't even show any evidence that a problem exists except for a highly possible pebkac error. Try actually finding any evidence of Controllers and Defenders being unduly penalized when actually playing intelligently beyond simple game design and it might be a more compelling argument for change.
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Have many/serious flaws . . . how many serious flaws does my idea have?
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There's one big glaring problem: the problem you're trying to fix doesn't exist and there aren't enough tangential benefits or even decent game balance reasons to actually institute it.
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Unworkable . . . is the suggestion really unworkable?
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It's not unworkable. It's just unfeasible. If Defenders and Controllers get a power pool for mez protection, I insist that Scrappers and Tankers get a power pool with ST and AoE mez effects and substantial debuffs.
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Just seems to me like a lot of self appointment guardians of all that is possible making veiled "l2p nub" replies.
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Are we really making the replies particularly veiled? I thought we were being obvious. If you actually knew how to play decently rather than simply running in like a Scrapper or expecting to be able to play the same way while solo as you do on a team, you'd be perfectly fine, especially if you remembered to pack a few BFs.
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A long recharge power (so that it's only usable once a mission) that works like just 1 single aspect of a Break Free is such an off the wall idea that it would lead to "tank mages"?
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It's not an issue of "tank mages". It's an issue of "it's not needed", especially since the power that you're describing would be so utterly worthless that no one but you would take it. -
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I recently made a Kat/Regen Scrap and got him to 50..I was thinking i wanted to get good sets for my toon for PVP and PVE. I would like to have 2 builds 1 for PVE and 1 for PVP....Could anyone give me tips or sets i should for both my builds?!?!? It would be very much helpful..
Thank you
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You'll probably have more luck looking for a PvP build in the PvP forums. The Scrapper forums (and the most of the Archetype forums in general) tend to focus more on PvE than PvP.
As to what sets to look into for PvE...
Doctored Wounds (5 piece for 5% +rech), Touch of Death (6 piece for the +def melee), Mako's Bite (6 piece for the +def ranged), Obliteration (6 piece for all the awesome set bonuses), and Blessing of the Zephyr (3 piece for +def ranged and AoE) are your money makers. The LotG +rech IOs are money as well. Remember when you're building for PvE that you've got DA for huge +def(melee). You want to aim for either 15% or 30% +def(melee) depending on whether your attack string manages either 1 or 2 stacks of DA. +Def(ranged) is generally better to slot for. Make sure to slot the Achilles' Heel proc into your most commonly used attack (re: Gambler's Cut).
Here's the Katana variant of my DM/Regen +def concept build.
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
+def concept: Level 50 Magic Scrapper
Primary Power Set: Katana
Secondary Power Set: Regeneration
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed
Power Pool: Concealment
Hero Profile:
Level 1: Gambler's Cut -- Hectmb-Dmg/Rchg(A), Hectmb-Acc/Dmg/Rchg(3), Hectmb-Acc/Rchg(3), Hectmb-Dmg/EndRdx(5), Hectmb-Dam%(5), Achilles-ResDeb%(42)
Level 1: Fast Healing -- RgnTis-Regen+(A)
Level 2: Flashing Steel -- Oblit-Dmg(A), Oblit-Acc/Rchg(7), Oblit-Dmg/Rchg(9), Oblit-Acc/Dmg/Rchg(9), Oblit-Acc/Dmg/EndRdx/Rchg(11), Oblit-%Dam(46)
Level 4: Reconstruction -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(11), Dct'dW-Heal/EndRdx/Rchg(13), Dct'dW-Heal(13), Dct'dW-Rchg(15)
Level 6: Quick Recovery -- P'Shift-End%(A), P'Shift-EndMod(7), EndMod-I(48)
Level 8: Divine Avalanche -- Mako-Dam%(A), Mako-Dmg/EndRdx(17), Mako-Dmg/Rchg(19), Mako-Acc/EndRdx/Rchg(19), Mako-Acc/Dmg(21), Mako-Acc/Dmg/EndRdx/Rchg(21)
Level 10: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(43), Zephyr-Travel(50), Zephyr-Travel/EndRdx(50), Zephyr-ResKB(50)
Level 12: Dull Pain -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(23), Dct'dW-Heal/EndRdx/Rchg(23), Dct'dW-Heal(25), Dct'dW-Rchg(25)
Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-ResKB(15), Zephyr-Travel/EndRdx(27)
Level 16: Integration -- Numna-Heal/EndRdx(A), Numna-Regen/Rcvry+(17), Numna-Heal(27)
Level 18: The Lotus Drops -- Oblit-Dmg(A), Oblit-Acc/Rchg(31), Oblit-Dmg/Rchg(33), Oblit-Acc/Dmg/Rchg(33), Oblit-Acc/Dmg/EndRdx/Rchg(33), Oblit-%Dam(34)
Level 20: Boxing -- Amaze-Stun(A), Amaze-Stun/Rchg(34), Amaze-Acc/Stun/Rchg(36), Amaze-Acc/Rchg(36), Amaze-EndRdx/Stun(36)
Level 22: Tough -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(37), Aegis-ResDam/EndRdx/Rchg(37), Aegis-ResDam(37), Aegis-Psi/Status(39)
Level 24: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(39)
Level 26: Soaring Dragon -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(39), Mako-Dmg/Rchg(40), Mako-Acc/EndRdx/Rchg(40), Mako-Acc/Dmg/EndRdx/Rchg(40), Mako-Dam%(42)
Level 28: Instant Healing -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Rchg(29), Dct'dW-Heal/EndRdx/Rchg(29), Dct'dW-Heal(31), Dct'dW-Heal/Rchg(42)
Level 30: Hasten -- RechRdx-I(A), RechRdx-I(31), RechRdx-I(34)
Level 32: Golden Dragonfly -- Armgdn-Dam%(A), Armgdn-Dmg/Rchg(45), Armgdn-Acc/Dmg/Rchg(45), Armgdn-Acc/Rchg(46), Armgdn-Dmg/EndRdx(46)
Level 35: Stealth -- LkGmblr-Rchg+(A)
Level 38: Moment of Glory -- LkGmblr-Rchg+(A), RechRdx-I(43), RechRdx-I(48)
Level 41: Build Up -- RechRdx-I(A), RechRdx-I(43)
Level 44: Super Speed -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(45), Zephyr-ResKB(48)
Level 47: Invisibility -- LkGmblr-Rchg+(A)
Level 49: Resilience -- S'fstPrt-ResDam/Def+(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit -
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NO AT is meant to solo on Invincible
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A better way of saying this is that the minimum performance of any AT is not meant to allow for that AT to solo on Invincible. The minimum solo performance ensured by the devs is for non-EB/AV Heroic missions. This doesn't mean that, no matter what you do, no matter what build you've got, that you're going to be able to solo. It means that, if you're intelligent (re: tactically minded) and have taken most of the powers from your primary/secondary and slotted them intelligently (re: slotting 3 res enhancements into Healing Flames is not "intelligently"), you will be able to successfully solo a non-EB/AV Heroic mission. There is no guarantee of time (Defenders will almost assuredly solo slower than a Blaster). It's simply a guarantee of can/can't.
The problem I have with your suggestion is that it only serves to benefit those ATs and powersets without any native status protection. You want to have the devs create a power pool specifically because you, as a player, are incapable of dealing with the specific weakness of Defenders and Controllers: they've got great team support capabilities, but need a team around to ensure that they're not biting it constantly. They're ATs designed specifically to be most effective on teams. Scrappers, Tankers, and most Blasters would find no use from any of these powers. Look at all of the other pools out there. None of them are completely redundant to any AT. The transport pools all offer their transport capabilities. Defenders and Controllers, though they get little-to-none personal mitigation capabilities, get more out of the Fighting pool than Scrappers, Tankers, or Blasters. It's actually a highly effective option. Medicine gives personal and targeted healing. Many Defenders and Controllers, especially Cold, Force Field, Sonic, and Trick Arrow, could actually find some use for healing. None of the pools give a benefit that every powerset within a specific AT contributes, especially when it's against a binary effect that is pointless (but possible) to stack once a certain threshold is reached.
Don't expect to get every tool in the world (outside of insps, which should be good enough unless you're incompetent) to solo. You should specifically expect to not get those tools because you're solo. -
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You don't have to have been conducting any scientific inquiry or involved with any experiments for it to be Science origin. Walking down the street and getting splashed with toxic waste from a passing truck would be Science origin.
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That would be a scientific accident, sitting in the sun and yelling at kids would not
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It would if he sat in the sun and absorbed enough UV radiation to mutate him.
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The difference between Mutation and Science is that Science is outside effects acting upon you to change you while Mutation is having the change itself be native to you. It's an issue of whether the change to your DNA or whatever was after you were born or before. Captain America is Science because the Super Soldier Serum made him awesome like that (combined with a hefty dose of personal training). So is Spider Man. The X-Men are Mutants because, even if they grew up in a completely different universe where nothing happened to them, they'd still have their powers because they were born into them. -
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Mine loves empaths more, but not for healing. Mine loves the +recovery power (which I keep forgetting the name of). As strong of a +recovery boost, but without the annoying +speed. Sure you don't get +recharge with it, but IMO +recharge is a double edged sword. If your already having end issues it can exasperate them. I know on my DM/DA scrapper I like speed boost at times, but sometimes I notice it doesn't really slow down the endurance bleed as much as I'd want.
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Empathy has 2 +recov buffs, both of them stronger than Speed Boost: Recovery Aura and Adrenalin Boost. Recovery Aura (of which you are probably referring), has a baseline +recov of 200%, with a baseline 18% uptime (95% +rech slotting brings it up to 35.1% uptime), and is a PbAoE. Adrenalin Boost (which is utterly awesome imo) has a baseline 800% +recovery, 500% +regen, and 100% +recharge with a baseline 30% uptime (95% +rech slotting bring it up to 58.5% uptime), but is only single target.
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Which works out great when dealing with the slow bleed /DA normally is combined with the spike endurance rupture that is having to use dark regen.
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Getting either one of those should more than solve your endurance problems. Getting Adrenalin Boost just tells you to stop using Dark Regen at all because now you've got the hp/sec of a non-IH regen Scrapper to go with those luverly defenses and stun effects. -
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Some uber-number-crunchers can correct me if I am wrong here, but as /Regen your main focuses should be recharge and defense, as opposed to recharge and regeneration. The set already has a good amount of regeneration built into it, and you are relying more on your click abilities for healing than built-in regen.
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The basic reasoning behind this is that damage recovery only scales up in a linear fashion and damage mitigation scales up in an additive fashion. This means that any quantity of +regen will give you the exact same level of improved hp/sec when you've got 1000% +regen as when you're packing 0% +regen while any quantity of +def or +res will provide you with more comparative protection when you've got a lot of it than when you've got a little. 40% +def to 45% +def is the difference between taking 100 dps and 50 dps. The difference between 0% +def and 5% +def is the difference between taking 100 dps and 90 dps.
Something else to remember is that damage mitigation and damage recovery have incredible synergy. When calculating immortality curves and duration based survivability, damage mitigation and damage recovery work together multiplicatively. More damage mitigation means that you've got that much less incoming damage to have to recover from.
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When you do that, replace one of the regular invention: endurance mod enhancers with a Performance Shifter: Chance for +End in both Quick Recov. and Stamina.
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Here's some quick math to show you why your first slot in both of those powers should get the Perf Shifter proc:
Perf Shifter: .20 end/sec
Lvl 50 common end mod IO in QR: .21 end/sec
Lvl 50 common end mod IO in Stam: .17 end/sec
The best thing about the Perf Shifter is that, just like +recov, it scales up with higher levels of endurance, and, unlike +recov, it's unaffected by debuffs. It might be .01 end/sec less than that level 50 common IO in QR, but it's got other tangential benefits going for it that make it better imho. Also, keep in mind that QR should always get slotting priority over Stamina. You should be redzoning QR before you even think of putting another slot into Stamina.
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I'm sure Umbral or Werner can pop in and help with more tweaks, but I hope that helps.
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Personally, the only thing stopping me from getting crazy with the build critiques is that the OP is asking to keep the build under a certain price. I don't really build with price in mind (much less actually pay attention to what price most IOs and recipes are at), so I'm not really qualified to give a price sensitive build. If the price restriction is removed, I've got loads of advice to start giving. -
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Mine loves empaths more, but not for healing. Mine loves the +recovery power (which I keep forgetting the name of). As strong of a +recovery boost, but without the annoying +speed. Sure you don't get +recharge with it, but IMO +recharge is a double edged sword. If your already having end issues it can exasperate them. I know on my DM/DA scrapper I like speed boost at times, but sometimes I notice it doesn't really slow down the endurance bleed as much as I'd want.
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Empathy has 2 +recov buffs, both of them stronger than Speed Boost: Recovery Aura and Adrenalin Boost. Recovery Aura (of which you are probably referring), has a baseline +recov of 200%, with a baseline 18% uptime (95% +rech slotting brings it up to 35.1% uptime), and is a PbAoE. Adrenalin Boost (which is utterly awesome imo) has a baseline 800% +recovery, 500% +regen, and 100% +recharge with a baseline 30% uptime (95% +rech slotting bring it up to 58.5% uptime), but is only single target. -
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This isn't the best part yet. Unlike the tanker version, Invinc can stack with itself. Activating every second, with a 17s duration.
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Remember that Taunt stacking doesn't actually increase the aggro effect. It simply increases the mag of the Taunt effect allowing you to Taunt stronger targets. The actual effect of the Taunt itself is based upon the damage you deal the target while it is under the effect of Taunt and the remaining duration of the Taunt itself. Put simply, any damage you deal to a Taunted target is increased proportionately by the remaining duration of Taunt effect. Stacking up multiple Taunt effects won't really do much aside from let you get the Taunt effect off on an AV. -
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As for why there are few mutants walking around with detrimental powers...well, that's where standard evolutionary protocol comes in. If your mutation makes your life difficult, harder, or even impossible, your survival rate is diminished. Negative mutations die off, while positive ones thrive.
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The problem is that we don't get to see mutants with detrimental powers at all. Evolution doesn't act insofar as killing those with less desirable attributes via external methods. It acts by spreading that gene less. If it's really random, there would actually be X-gene carriers than are fundamentally weaker than the average person, especially considering some of the things that the X-gene seems to affect, such as regeneration, cognition, sensory perception, and physical strength. Unless the X-gene operates exclusively by improving rather than actually operating as genetic mutation would imply, you'd expect to see at least as many cases of mutants that die as soon as puberty hits because their X-gene kicks in and wipes out their regenerative capabilities or others that suddenly go blind, deaf, and stupid because the X-gene just crippled them as there are that are capable of super human regeneration and perception. -
You're still using some very strange slotting that I'm not sure makes complete sense. You gave Eviscerate 5 Scirocco and 1 Oblit. I realize you don't want to go over the rule of 5 for the 5% +rech IO, but you'd still get more out of the other Oblit set bonuses than the Scirocco bonuses you were getting. I still suggest getting Hasten rather than Maneuvers or even dropping the Fitness pool if you need the power choices. If you did that, you'd be able to get Hasten, Super Speed (Blessing of the Zephyr is awesome), and Conserve Power (for those times when you do experience some minor end woes).
PS. Any particular reason why you're not using the accolades? -
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Wouldnt a sudden lack of oxygen carrying medium be a more pressing problem then potential cuts and bruises or eventual micro-organisms invasions?
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Well of course, especially since his body is no longer capable of actually producing said medium. I always thought it was an interesting exception of the Mutant origin that there are very rarely, if ever, outright negative super mutations. People always seem to get super strong, super smart, super regeneration, etc., but they never seem to get negative mutations. I turned this on it's head with my main: he's a Mutant in the sense that he has the Mutant gene, except that his mutation is that he's the exact opposite of a regenerator. Luckily, since he can't fight off any infections, his body can't get in the way of super efficient nanites that would otherwise be attacked by a normal person's immune system (re: requiring either consistent nanite transfusions or immunosuppressants in order to allow them to function). -
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Speaking of Katana, anyone happen to know off the top of their head what the ideal attack chain is and the amount of recharge needed?
And how does it compare to DM's chain of MG-Smite-Siphon-Smite?
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GC>GD>GC>SD requires 249% +recharge in Golden Dragonfly and deals 403.5 damage in 5.412 second for 74.56 DPS.
MG>Smite>SL>Smite requires 235% +recharge in Midnight Grasp and deals 506.4 damage in 6.732 seconds for 75.22 DPS. -
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Marital Arts - all kicking
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MA actually has Cobra Strike, which is a hand delivered nerve strike, so it's not actually all kicking.
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Dark Melee - all punching[ QUOTE ]
Shadow Punch, Smite, and Shadow Maul are all punching. Everything else (Dark Consumption, Soul Drain, Siphon Life, Touch of Fear, Midnight Grasp) doesn't actually involve contact with the enemy at all (and thusly deals no smashing damage). All of those attacks are more akin to defeating your opponent by waving your hand in their face. -
I would ask what secondary you're wanting. If it's */SR or */Invuln, I'd definitely tell you to aim for DM/* so that you're not wasting the amazing potential of DA on a set that is already packing hefty defense. For every other set, they're rather evenly matched. Katana is probably going to be a bit more survivable (DA is friggin' awesome) and have better AoE (on teams; once you learn to use Shadow Maul, you can tear through mobs insanely fast). DM is going to simply have more fancy things you can do with it.
Honestly, any/any is a good combination for a Scrapper. Pick whichever one makes you happier. -
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I've never had a problem with the animation time on recon, but I have on DP. MoG is pretty much the best power ever.
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The problem with MoG is that it's a 2.904 sec animation for a 15 second buff. It's actually got a painful delay, if you're trying to use it reflexively. -
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Hot Feet: This one is tough to explain. I can't think of anything right now.
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The same as Fire Cages and Ring of Fire only with a slow release fluid and on a constant release down his pant leg from a canister on his back. It's weaker, causing less damage, and only affects the targets feet, slowing them. How does he avoid the damage himself? Obviously, it's his super thick self-made boots that don't react to the stuff at all.
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Fire Imps: Another one I can't explain.
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Either stages hands in burning suits or lab techs that he "accidentally" lit on fire. -
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That's an awful large leap to get that he must be soft capped. The far simpler solution is exactly what the quoted poster implies: the tank was dumb.
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Considering how high the actual defenses of a Tanker can get, it's actually not that difficult to imagine, and it actually provides a decent explanation for his/her request. Even if the Tanker wasn't softcapped but was simply quite simply capable of surviving without any need for buffs, it's still applicable. Giving the Tanker extra defenses doesn't really serve much good outside of allowing the Tanker to do a little bit more damage. Giving it to a Blaster would not only generate more damage but the Blaster would also be getting more real effect from the +def. In my experience, once you hit the mid 30s, most intelligent Tankers (re: the ones that would actually be smart enough to say "I don't need this buff") are fully capable of taking whatever a mission can throw at them without need for outside help. For target selective buffs like Fortitude, it generally better serves the team to place it on a squishy in the un/likely event that the Tanker doesn't grab all aggro and some critter hate is directed towards said squishy. -
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Heh, those bosses they're farming in AE are purposefully designed to be as weak as possible.
Go fight a bunch of level 54 Vanguard bosses and see how well THAT goes. Mmm, massive -DEF -RES debuffs feel GREAT. Or, Rularuu. Eyeballs with hax accuracy, Wisps that can shove you inside a bubble.
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Or fight lvl 54 AE custom critters that are actually set with extreme/extreme for Super Strength/Willpower. As previously mentioned, it's not like the AE enemies are actually universally harder. There's a reason that people are farming AE rather than Portal Missions and it's not just the fact that it's always in the same room and it doesn't matter if people complete their mission. It's mainly the fact that players can custom design enemies that deal easily resisted damage and have no marked resistances themselves. -
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Last night I saw a tanker tell the defender not to Fort him, he said " Don't fort me, cause it doesn't help me much "....
I mean buffs are buffs right?
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If he's already softcapped, then all he's getting is a most likely unneeded +tohit buff (he's probably already dancing at the 95% chance to hit mark) and a small +dam buff. The tank was more likely politely recommending that you give it to someone else that could put the buff to greater use, especially that phat +def buff that everyone should know and love. Annoyingly enough, I've had a number of Tankers (and Scrappers) that, even knowing that they're deeply over the def softcap and have more than adequate tohit to maintain 95% chance to hit, insist on getting Fortitude over other members of the team because they insist it makes a difference (even though the actual +dam effect they would experience is roughly equivalent to getting another SO in their attacks). -
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Rise to the Challenge has two parts to it. IIRC, One is a larger +Regen buff that is capped at one target, and the other is a smaller bonus, capped at 10 targets. Each bonus lasts one server tick over 10 seconds, and refreshes itself every 10 seconds. During the one server tick overlap, you have all the bonuses from the previous cycle, plus the bonuses from the new cycle.
I'm sorry, but I can't say how big those bonuses are - I don't have access to numbers right now. But you get ONE big bonus, and several small bonuses.
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I have no clue where you're getting your 10 second buff number. That's way longer than any toggle power's individual effect lasts. The power itself activates every (1) second. The "primary" (re: non-stacking) buff lasts 1.125 seconds and the "secondaries" (re: stacking) buffs last 1 second, but, thanks to the clock interval not evenly dividing a second and small amounts of lag, you could actually see the buffs themselves stack (appearing to double up). You can actually see this phenomenon on many different toggles. You won't actually see a really effect from it however, mainly because they actual period of stacking is so insignificant as to be completely and totally ineffective. It will flash 16 stacks every once in a while and you'll see huge hp/sec numbers in your combat attributes, but, I assure you, you will actually experience the lower, more common number. -
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How fast have you heard it being done?
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I've heard 3 hours and 4 hours to 50. I've actually verified a friend of mine who did it in just over 4. Needless to say, the character was deleted during the controversial AE exploit user purge, but it was definitely possible. -
Do you mean stacking from tick to tick or stacking from being surrounded?
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I always thought it meant when they miss a to-hit check versus accuracy check..
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Accuracy and tohit are mutually exclusive parts of a single formula to determine end the end chance to hit.
I believe it depends on the effects on you at the time. I know that when I pop MoG I get "Absorbed" repeatedly. I'm pretty sure it's a flavor effect that depends on the assumed method of added defense from the power that is on. I'd assume it randomly picks a power on you to draw the effect from if you've got multiple on. -
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How would that Praetorian thing work with people who are named things like... Names? Like me, say.
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Your name would remain the same. The thing that most people don't remember is that the Praetorian names aren't the opposite of their Primal Earth version. They're simply more villainous versions of the same variety. For some individuals (re: Infernal), it remains the same because it's already sufficiently nefarious. Praetorian variants still have roughly the same powers as their Primal Earth version (slight differences but largely the same), so they're in no way simply opposites.
I've always felt that it's better to say that Praetorian Earth is a world where supers took over and let power corrupt them rather than it being the "evil opposites world".