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zimxero#8085 Arc User

True science is the exploration of significant possibilities. There is no limit to what it can encompass and there is no mandatory process.

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  • In a different instance, my team defeated Drufi in this position, then, instead of concluding, it sent us all back to the startup staging area to restart the fight. On the second battle, everything went as normal.
  • I largely agree with this statement. There are some things you can still grind for to improve a character, but it is much more limited now: * Ribcage Armor and other gear that have a superior effect, since effects don't scale * Boons - altogether these add about 10% extra damage and some defense, and are immune to scaling…
  • I've run several of the weapon enchantments on 3 characters and get similar results. None of the builds uses fast melee spam, which would favor bilethorn. All of them are within balance. I can't even decide which one is best or worst. Flaming: 7-10% extra damage (also lowers target deflect severity by 4%) Dread: 6-8% extra…
  • Root - Freeze - Slow - Stun - Daze - Confuse - Knockdown - Immobilized - Poisoned - Bleeding - On Fire One of the big issues with these 'effects' is that players do not know which ones are affected by Control and do not know which effects are giving Combat Advantage. How many new players know the damage formula for Poison,…
  • Agree. A dps can slot 10 enchantments. If you equip 10x R15 Azure Enchantments, you'd pay about 20 million. For this price tag your Critical Hit rate increases by 3%...., but that amount erodes as you scale down. It's not significant. You literally wouldn't notice if you removed them all. Furthermore, the 300 stat points…
  • Played the original Pool of Radiance for PC here. I don't believe any game has ever matched some of its gameplay and graphical feats. They never remade it cause they can't.
  • So... the forte of this thread is that a few players are too lazy to down-adjust their capped critical severity, and therefore, they want thousands of other players to re-adjust theirs instead? Instead of pushing for consumable nerfs and lobsided changes to character building, I would focus a push for adding new…
  • I don't see any problems here. Why aren't you complaining that Forte gives you Power which is even easier to cap? Some characters have Accuracy, which is easily the worst stat to invest in after hitting 50%. It's all about distribution. It's ridiculous to complain that you have too much of something you want to cap when…
  • 1. Avoid swapping Radiant enchantments of yours that are unbound. Highly consider trading some and using some. 2. For me, I am using a combination of Azure (Critical Chance & Defense), and Savage (Critical + Crit Severity), plus Radiants, with Dark on Utility.
  • After thinking more on scaling and running numbers... I believe the following would work better and be easier to manage and understand: 1. Remove combined ratings from the game. (except for select cases) 2. Set all default starting stats at a flat 25%. 3. Each Item Level adds 5 stats or equivalent value. 4. Scaling upward…
  • After thinking more on scaling and running numbers... I believe the following would work better and be easier to manage and understand: 1. Remove combined ratings from the game. (except for select cases) 2. Set all default starting stats at a flat 25%. 3. Each Item Level adds 5 stats or equivalent value. 4. Scaling upward…
  • These rings have been underpowered for years. 100% combined rating would give them a little life.
  • After thinking more on scaling and running numbers... I believe the following would work better and be easier to manage and understand: 1. Remove combined ratings from the game. (except for select cases) 2. Set all default starting stats at a flat 25%. 3. Each Item Level adds 5 stats or equivalent value. 4. Scaling upward…
  • In general I prefer some scaling, but this seems too flat to me. It shouldn't be so flat that you gain nothing by buying a collar, that you gain nothing for making it all the way through to the end game. Every enchantment stone is identical now, so it doesn't even matter which one you slot or where you slot it. Our only…
  • I have 3 characters topped off now except for BiS gears. Rogue: Lost nothing in the transition. A couple minor gains, a couple minor losses. Ranger: Lost nothing in the transition. A couple minor gains, a couple minor losses. Dreadnought: Lost considerable FEAT magnitude damage in the transition, because while percentages…
  • There is certainly a "small" imbalance now in favor of fighting companions. My suggestion for future adjustment: 1. Reduce Warlord's Inspiration from 20% to 10%. (this would reduce active companion damage to about 80% of current) 2. Add characteristic boost to each augment: Each augment would have a key characteristic and…
  • If we are to continue on the path of making special effects trigger off of daily power executions, I suggest lowering the AP cost of at least one of the powers for classes with 1000 AP for all Dailies. Every class has at least one poor Daily skill.... these could be reduced to 500 or 750 AP cost.
  • yeah, it seems to me, that enchantments should have less combined rating and more feature stats. The whole point of an enchantment is to balance stats. The way we have it now... if a DPS player slots 10x r15 Azure enchantments in offense slots... they gain 3% Critical Hit chance for a price tag of 20 million AD. The gain…
  • I'd like to see a minor buff to augments: +1 to an ability score each time an augment upgrades. I'd like to see a minor nerf to combat companions: Warlord's Inspiration should be dropped to 10% each, or made to stack at 20% + 10% + 5%. Three Warlord's Inspiration multiplies companion damage by 1.6x currently.
  • The Chult Primal Weapons (700 IL) give +10% damage and outgoing healing bonus for 10 seconds whenever you lose 10% of health in a single blow. In my opinion these are competitive with Lionheart and Celestial, but have less reliability. They aren't going to proc when speed-clearing easy areas.
  • This is a good point. To show it as an example: Player + 6 Runestones + Augment + 3 Mount Insignia Bonuses + a re-usable consumable = 100% damage. Player with a combat companion has none of that. They deal about 85% damage. 100% = Augment player 85% = Combat Companion Player 17% = Combat Companion This is an average case…
  • Do we want some DPS classes to be able to trigger these effects with their at-wills and some not? That's another question with the set-point, since the high-end of at will damage varies considerably between them, for example: Shadowknife: Highest at-will damage is 60 magnitude Dreadnought: Highest at-will damage is 175…
  • When I unequip the rank 5 collar that I have, my Power goes from 75.9% to 76.7%. That's almost a 1% drop to every stat! (5% extra Encounter Damage is a wash... no net gain even though it costs 20 million on the auction house.) The collar that gives an AD bonus makes you lose stats and costs 1 million AD. It would take a…
  • Can we have an option to turn off a guild boon? If I don't want to use one, I'd rather not be penalized with its IL level increase. I'm thinking about guilds that only have a mount speed bonus in that category. Why should those players be penalized in dungeons for having a boon that they might not want?
  • Then I completely agree with you. It should be changed to 20%, 10%, 5% for the 1st, 2nd, and 3rd equipped Warlord's Inspiration, regardless of the mount level. The broken system as it is, is an exploit, because no other Insignia powers work that way, it is not documented anywhere, and most players are unaware of how it…
  • Flame Sprite excels versus single targets, but does poorly in multi-target AoE situations. I agree that Warlord's Inspiration is overpowered. I'd like to see it eventually decreased to 10%, but the ability to equip 3 of them is nice and adds to the game, cause a player has to decide between it and other great mount…
  • ______________________________________________________________________________ Lesser Red Dragon Glyph and Greater Red Dragon Glyph give armor penetration. ______________________________________________________________________________ This is not Armor Penetration but is related: The strongholds have a set of 5 food items…
  • the Defense slot companions that have critical severity should have been converted to deflect severity before going live. If they do it now, a lot of players are gonna be upset cause they upgraded them for offensive use. 2 changes I suggest are: * Add more sources of deflect severity * Convert the Stronghold food set that…