They can use certain abilities to deal with the auras. They can just brute force damage procs so high they'll kill the Healer (although this would be easier if the Healers weren't bugged to heal instead of soak damage on-hit). Although it's still lose-lose for the player, they do have the option of trading 90% healer soak for their 75%-resistance by subbing in Radiation to proc. 90% reduction and soaking status procs (this is important). I suppose you're comparing the 'plot armour' from Arbi drones with the damage soak. Ancients - I don't know why you're calling out Healers and not Disruptors.The player can make educated decision on their priority based on what the specific subtype removes, and that they're also only an 'offensive' nullification - they cleanse and disable you, they don't passively protect everything around them as well. Aptly to their distinguishing feature, they don't wear all the 'Hats' like normal Nullifiers do. A 'priority target' taken to the un-engaging extreme. They should not exist in their current state now that these things have (largely) been addressed because they are binary influences - they do so much all packed into one unit there is no dynamic gameplay, it's YES/NO. Nullifiers were an emergency mechanic thrown in to quick-fix out of control abilities like all those non-LOS, mapwide nukes and crowd controls.Is anything ever straightforward with you, though? I know I'm a bit overly verbose at times myself, but you take the cake. It's not like bumping split chamber from 90% to 100% would be a gamebreaking buff. And I don't mean galvanized versions, I mean normal split chamber (90%) and barrel diffusion (110%). #Rappelz arcane mod#Like the pathological resistance to letting rifles have a 100% multishot mod (split chamber is90%), while secondaries have 110%. Why would I want a stack-variable rangemod from 30-90% that offer no other benefit vs using something like Fatal Accelleration for a flat no-nonse 60% all the time and not have the aggravation of compensating for variable range. Not sure why you bother talking about g.accel, but that's just me. Since we apparently are still doing this, you should re-read what g.savvy and g.aptitude do. #Rappelz arcane upgrade#Galvanised Acceleration has a maximum +90% Projectile Speed/Beam Length, which is equal to Vile Acceleration (without having to had get kills for the stacks), though it being a Corrupted Mod has -15% base damage, which isn't a huge increase, compared to the buffs the other Galvanised mods have seen (Galvanised Hell being an upgrade from 120% up to 260%). Galvanised Shot ends up with a maximum of +200% Status Chance compared to Aptitude and Savvy with +160% thanks to the extra stack Shot has, despite all being the same capacity.
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