Zombie Man

Ebil-o FTL June-21 & Feb-22-2010
  • Posts

    10412
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  1. Quote:
    Originally Posted by Katze View Post
    Yes, I get this when the character logging in is in an area with a lot of background sounds. It's like the sounds are building up and then playing all at the same time once you're loaded, which increases their volume.
    This can be tested by logging out somewhere quiet like Ouroboros, or somewhere with distinct sounds like Pocket D and then hearing what it's like loading up again with those toons.
  2. 1. Take Viridian's arc.

    2. Change objective of defeating one of The Center's lieutenants to defeating all of them.

    3. Wrap it in Strike Force packaging.

    4. Profit.
  3. The graphic arrow 'jump to last post' is mysteriously no longer available at the tinypic.com address. So, I took the 'jump to quoted post' arrow, turn it on its side and saved it to photobucket.

    I updated the Hero and Villain skin links above so that if you re-paste the entire code of the link over the entire code of the stylish sheet, it will update.

    Or, if you want a more surgical approach, go into the Stylish code and look for the section on graphic images and change the tinypic url (and not the buttons/lastpost.png url) to the photobucket url:
    Code:
    Changes the "go to last post" arrow by the name in the "Last Post" column
    
    http://i50.photobucket.com/albums/f346/zombie_guy/Last.png
  4. While you're here, The Television, it used to be that /unloadgfx or /reloadgfx used to clear out most memory leaks. In the old days a /unloadgfx would take me from 1.2 GB down to .8 GB of RAM usage, a .4 GB recovery. Now, it barely recovers .02 GB.

    What happened to that command? It stopped doing it's magic about 3 issues ago. It was our usual help while memory leaks were being hunted and killed.
  5. Quote:
    Originally Posted by Black Pebble View Post
    Next time
    I’ll talk more about conventions, possibly talk about the non-existant Super Booster Pack VII: **B** **C***S, and how I could use some help with my secret origin.
    Urban Archers!
    Noble Lackeys!
    Tabby Secrets! - The Catgirl Expansion Pack!
    Rebel Tactics!
  6. Quote:
    Originally Posted by Fleeting Whisper View Post
    I've never gotten past around 120M... but that's because I use the money to buy something shiny
  7. Quote:
    Originally Posted by ryancowboy6 View Post
    whats weird, is that my binds for an old mm that i had still work??? not sure how i did it, but they still work..
    Old keybinds and macros made before this bug showed up will continue to work.


    Quote:
    Originally Posted by _Klaw_ View Post
    Ah I see. I don't make macro's I just type them in at the time I want them to do stuff which still works but Macro's or Binds will not.
    You can use macros and keybinds to type the command in the command line, and then you need to hit Enter to activate them.

    paragonwiki.com/wiki/Known_Issues#Colored_Speech_Bubbles_and_Petsay
  8. Zombie Man

    Whoops?

    All you need is one of those and you sell it back and forth between your two alts to set that price as the last five sales.
  9. We clearly need degradation of loot over time.

    I'll be nice and apply it only to stuff not slotted.

  10. Level 38: Dark Servant
    • (A) Cloud Senses - Accuracy/Endurance/Recharge
    • (39) Cloud Senses - Accuracy/Recharge
    • (39) Cloud Senses - ToHit Debuff/Endurance/Recharge
    • (39) Dark Watcher's Despair - To Hit Debuff/Recharge
    • (40) Siphon Insight - ToHit Debuff/Endurance/Recharge
    • (40) Cloud Senses - Chance for Negative Energy Damage
    Acc: 39%
    EndDisc: 56%
    Rech: 95.6%
    -ToHit: 39%


    Set Bonus Totals:
    • 2.25% Max End
    • 6.25% Enhancement(RechargeTime)
    • MezResist(Confused) 2.5%
    • MezResist(Held) 2.5%
    • MezResist(Immobilize) 2.5%
    • MezResist(Sleep) 2.5%
    • MezResist(Stun) 2.5%
    • MezResist(Terrorized) 2.5%

    So, a few things:

    1. Note that the 95.6% Rech is almost what you have, however, since there is an IO Set Bonus of 6.25% which is unaffected by ED, the Rech for the DS will be 101.85%. Plus, that 6% global recharge for all your powers.

    2. The heal of the Dark Servant doesn't come as often as you want when you want and where you want for anyone's survival except for the DS. Not worth it to enhance it, IMO.

    3. The EndDisc seems like a lot, but the DS uses *a lot* of END to cast. This amount of EndDisc is the difference between the DS sucking 1/3 of of your END bar down to 1/5 of your END bar.
  11. Quote:
    Originally Posted by Bright Shadow View Post
    How's this?

    Level 38: Dark Servant
    • (A) Siphon Insight - Accuracy/Recharge
    • (42) Siphon Insight - Accuracy/ToHit Debuff
    • (42) Dampened Spirits - To Hit Debuff/Recharge
    • (42) Dark Watcher's Despair - To Hit Debuff/Recharge
    • (43) Doctored Wounds - Heal/Recharge
    • (43) Cloud Senses - Chance for Negative Energy Damage

    This would leave me with 53% ACC, 27% HEAL, 96% RCH, and 47% -ToHit. And it also have the damage proc that Brynstar suggested!
    And from the IO Bonuses, you get a 4% speed bump of... +.57 mph!

    Why so much Recharge? Do you not have Hasten?
  12. Quote:
    Originally Posted by Brynstar View Post
    the 2.00 acc is the acc of the summoning the pet not the pets abilities themselves (a lot of the "drop" powers show this like Rain of fire).

    On to slotting, There are many options for the servant my favorite is to hit the enhancements that can hit several of his abilities at a time. 3 of his 5 powers require to hit checks (twilight grasp, pet gaze, and teneb tentacles) so Acc is important, he gets the supremacy bonus from the MM so usually around 40% is plenty. All of his powers except his hold has a -to hit component so that is another important one. Recharge is important for the MM version since it's not perma like the fender/corr version (3 SOs will make him near perma, but hasten and set bonuses will get you get away with less). I havent found much use in slotting him for heal since he's not a very reliable healer, I just consider his heal extra and don't count on it.

    I have always ended up Frankenslotting my servants with pieces from the to hit debuff and accurate to hit debuff sets, focusing on rech, to hit debuff, and acc. If you can afford it I would also put the Cloud senses' proc in him, since it can proc from all his abilites except the hold.
    Correct that the DS's Acc is not 2.00. It is 1.00.

    Incorrect that the DS gets Acc/ToHit bonus from Supremacy. Supremacy only affects henchman, not traditional pets.

    Correct that procs only go off when the power used by the pet could be slotted with it. Since every power the DS has a -ToHit component, then Clouded Sense's proc has a chance to go off with every attack the DS makes. Well worth it. A Heal proc would only go off when the DS heals.
  13. Quote:
    Originally Posted by WoefulKnight View Post
    I have used that macro for a while and it is good. The only issue I have with it is that you can't use 'z's in the text or the saying is truncated and the macro gets locked into just that saying. I had to go thru all the text and replace the 'z' with 's' in order to get around the problem.

    Change "delims=zzz" to "delims=~~~"



    My first computer: Sinclair ZX81 which had 1 kilobyte of RAM, outputted to a TV screen and saved to a cassette tape recorder via modem (no, you couldn't plug a phone line into it and get on the Internet, there was no Internet or even bulletin board systems, it converted the program to sound that was recorded as sound onto the tape).
  14. Quote:
    Originally Posted by ROBOKiTTY View Post
    Locked doors for the sole purpose of slowing players down? Just no. That's bad design and doubly frustrating in a game of superheroes/villains who are already limited at every turn. No need for another half-baked contrivance just to cater to those who cannot stomach differing playstyles.
    Ummm... The Lady Grey TF already has a mission of locked doors where an objective has to be finished before moving to the next phase.



    Quote:
    Originally Posted by Arcanaville View Post
    This cannot possibly be by design, because it almost never makes any sense for something to hold itself unless something else is supposed to come along and free it eventually.
    Wouldn't this be the case with snipers and Immobilization? When I created a MA mission with spawns that had snipers and Emps, the Emps buffed the snipers and they became mobile!




    Quote:
    Originally Posted by Another_Fan View Post
    While you are at it, just put a timer on each mission that won't let people finish until it expires . That way speed runs would be completely impossible. The game would be about as much fun as watching paint dry but it seems to be heading in that direction anyway.

    In all seriousness, speed runs aren't the problem they are the fun. Instead of trying to kill the fun in the game, there should be more concentration on providing incentives to run TFs on higher difficulty settings and determining the inherent difficulty of the TF not trying to use merit rewards as some sort of regulator valve for allowing IOs to enter the system.
    I would have absolutely no problem with speed runs if it weren't for one thing: Same Merit reward for a speed run as with a group that kills-all. The reward-over-time metric is being bypassed here and thus penalizing those who play through.

    I've tried to lobby the powers team to move some or all of the Merits of a TF into drops to even out reward-over-time. So that a TF that is sped through in 10 minutes would give 10 Merits. And another team that killed-all over an hour would get about 50 Merits on average in drops plus the 10 Merit reward. Both teams would be earning 60 Merits/hour, but by their own play style. Synapse said he was looking into it, but nothing thus far.

    One or the other needs to be fixed: The ability to bypass the intended design of a TF or the static reward for widely disparate time efforts.
  15. Quote:
    Originally Posted by Mystic_Fortune View Post
    I guarantee you, the weakened Hamidon encounter is not responsible for the 25 minute LGTF runs.. The culprits are the assembling the team to the door once Penelope has been freed in the first mission, and auto-failing the third mission via getting Infernia and Glacia killed.

    The latter I have never fully agreed with, and is an exploit that really needs to be looked at.
    Totally agreement here.

    Speed runs happen not because a particular tough foe is too easy, but because the objectives of a mission are too easily bypassed.

    As long as we can hop to the end of a huge map to take out the sole objective, then that will be done. It's the difference of a 30 minute map v. a 5 minute map. Multiply that by 5 missions and you get a huge discrepancy of the 'intended' challenge and time (over 2 hours) and the speed version (under half an hour).

    Quite frankly, Castle, it's not your job on your own to slow down speed runs by buffing foes. That's not the problem. My experience with LGTFs has all been PuGs, and even those that speed run are already slowed down by the Weakened Hamidon. That's already the speed bump of this TF. I've seen team wipes on this mission from teams that tear through all the other missions.

    Get together with the game designers to change the objectives that are being bypassed:

    1. Don't let Penny be Assembled to the door.
    2. Don't let the deaths of escorts end the mission without penalty.
    3. Don't let a huge map be bypassed to get to the Honoree... require doors to be unlocked along the way.

    That's how you stop the speed runs. Not by making a foe so buffed that many teams can't even complete it.
  16. The Greens should be hard but not overly difficult to take down. And if you can hold them (say mag 10), then they should be easy to take down.

    Making anything nigh unkillable unless you have a mez for a TF is just wrong. LGTF isn't even an elite TF like LRSF or STF is. It's supposed to be a level 45 TF akin to the difficulty of a Numina.

    Also, this is a Weakened Hamidon. The Yellows are weakened. The Blues are Weakened. Hamidon is Weakened. So... why are the Greens nigh unkillable without a gimmick?
  17. Quote:
    Originally Posted by Castle View Post
    I fixed the bug which made their power not shut off when held. However, I ALSO fixed the bug which made them perma-hold themselves, so the LGTF will be harder than you remember. Too hard? Perhaps -- the Green Mitos have 50 points of hold protection (as opposed to -50...) now.

    EDIT: The design intent for Green Mitos is you essentially HAVE to hold them or they are nigh unkillable.
    Whoa. That's ridiculously high for a team of 8. It would also be ridiculously high if they were nigh unkillable and you had to hold them and their magnitude was only 1.

    No TF should be required to have a specific mez to complete it. Not one.
  18. Quote:
    Originally Posted by Coin View Post
    Dear gods in the heavens, kidengineer, that's not normal, you know
    Actually, this was the first time I recognized and knew the spot immediately. He just saw the post ahead of me.
  19. Pro Tip:

    If your team is finished with the 'Atlas' sewers, move to the Tunnels of the Trolls (entrance through the Hollows).
  20. They should fix it by putting a hostage in that mission: Ichabod Crane.
  21. Quote:
    Originally Posted by Ultraamann View Post
    #3- When your hair starts going gray. And I'm not talking the stuff on your head.
    No, when it starts growing in places it has no business growing in.
  22. Quote:
    Originally Posted by The_Coming_Storm View Post
    I"m sure, They were to have Training room down for a publish from 9PM - 11 PM Eastern last night, but I went to bed at 8:30.


    Perhaps it was for the GoRo client and they accidently put it on the forums saying EU and NA training rooms?
    Dude, the Mods are gaslighting you!
  23. On a computer which didn't have the latest patch I tried jumping on bypassing the updater and got this message:

    Wrong game version, run patcher and reconnect, server 1800.201003300904.18T5r, client 1800.201003300904.15T4r

    And indeed, the latest patch notes are for ...4.18T5r.

    So, latest patch notes match latest patch.

    You sure you're not mixing this up with the announcements for double downtime for Virtue for maintenance?
  24. Zombie Man

    GFX options

    In closed beta, the UM settings were cloned and put into one box so there would be no confusion over which settings were UM settings.

    They never got around to removing the original and now duplicated settings though it was suggested to them often enough that they should. <shrug>