Carnifax_NA

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  1. Quote:
    Originally Posted by Samuel_Tow View Post
    Wait, can someone please explain what's going on? Is the pack available for purchase or something? I can't see it in the PlayNC store, but it could just be hidden because it's bumping me down to the Euro version of the store.

    Where are you people getting these screenshots from? And, yeah, I read the thread and I still don't follow.
    US Test server.



    See the Training Room forum.
  2. Quote:
    Originally Posted by Dechs Kaison View Post
    +1's and beyond get accuracy modifiers, not tohit modifiers. Tohit modifiers come in to play against +6 enemies. Accuracy modifiers are multipliers that increase the 5% chance. Tohit modifiers effectively add to the 5% chance to hit. A 5% tohit modifier would be the same as a 2x multiplier, which is only seen on a +4AV.

    As SinisterDirge pointed out, my guide has a good explanation of why 45% is the magic number, whether it's an even con minion or a +4 AV.
    Ah, I get it. I had ToHit and Acc backwards in the formula. Accuracy Modifers come along afterwards as the multiplier, they don't care what your Defense figure is.

    That makes sense to me now. A +1 minion will always have a 5.5% chance of hitting someone at the softcap, regardless of whether your defense is 45% or 70%.
  3. One thing I've always wondered is why 45% is always seen as the magic number, even though in CoH you rarely fight even cons in the higher levels.



    What are the effective softcaps for -1s, +1s, +2s, +3s and +4s, or is it that they get a ToHit modifier and so your defense soft-cap is still 45% (they just multiply the 5% chance with a ToHit modifier adjusted for their level).
  4. Quote:
    Originally Posted by Frosticus View Post
    Chemical rounds...

    Aaah. I know nada about Dual Pistols, other than that they must get a lot of groin strains doing some of those animations. For the entirety of City of DP I was basically playing a controller who felt like she was in a pilates class.
  5. Quote:
    Originally Posted by Tenzhi View Post
    Even at 6 seconds, for most of the blasts it would probably be a less-than-100% chance to happen. I don't think any blast sets have 100% chance for disabling mezzes to happen across the entire set. Even the KB in Energy Blast isn't 100% IIRC.



    That's a good point. What's Elecs chance to make em do the twitchy dance (aka sleep)?
  6. Quote:
    Originally Posted by Avatea View Post
    Wait, is the NA store still redirecting to the EU store?

    Far as I knew only the http://www.cityofheroes.com/ URL directs based on IP. After that all the pages seem to behave themselves. I can flit between US and EU stores without issue following links from the front pages.
  7. Quote:
    Originally Posted by Madam_Enigma View Post
    Ok, so you want a 100% chance to fire mag 1 mez in every blast power. Right? I can see this *not* happening. Power Buildup for one would be beastly with this. You would have controllers complaining your stepping on their toes. Can you imagine defenders with this blast set? YIKES that would be nasty. The damage would also probably be really low. Why? To make up for the fact almost nothing would ever be able to attack you.

    Then there's PvP. Oh man I can hear the whining already. A blaster capable of perma-holding any and everyone? Aint gonna happen.

    Well except for the fact secondary effects generally only stick for 6-10 seconds, although I'd make this ones all no more than 6 personally (and I wouldn't make the secondary hold slottable). As for PvP I think you need to look up how holds (and hold suppression) works in PvP.


    I've always liked the idea of a Blast set which does -dam as it's secondary personally. Although it could be OPed vs AVs (since they don't have any innate -Dam resistances from the PTOD). Kinetic Combat may fill that void though.
  8. Quote:
    Originally Posted by Mad_Badger View Post
    Soon Tankers and Brutes will be able to team with one another from 1-50. My concern is that Tankers will start to over shadow brutes as they have superior survivability and provocation. With Tanks around who will need brutes? Or will the opposite happen? Will Brutes with their superior damage output, push tanks off to the side? What's going to happen!?

    Exactly what happens with RWZ teams, LGTF teams and ITFs?
  9. Quote:
    Originally Posted by Cryop View Post
    I only have one current account, so why did I get two emails? Spam until I buy?

    Maybe me trying to apply a thin veneer of logic to the antics of a marketing department wasn't such a clever idea*
  10. Quote:
    Originally Posted by ClawsandEffect View Post
    It's a balancing factor.

    Peacebringers get Flight and Hover for free, so to make it fair they are prevented from ever taking Teleport powers (aside from Dwarf form)

    Warshades get Teleport and Recall Friend for free, so to make it fair they are prevented from ever taking Flight powers (aside from Nova form)

    Seems pretty balanced to me. They each get a travel power as an inherent ability that every other AT (including VEATS) have to spend power picks to get, so they are completely barred from ever taking the one their opposite gets for free.

    I thought PBs got Flight automatically and Group Fly at 10 ? (which is where the Warshades get to point and laugh)
  11. Actually I've just realised that I do have 4 different CoH accounts, 1 main EU, 1 main US, 1 trial EU and 1 trial US.



    So I guess someone decided to send the US mail to every instance of a CoH account, active or inactive, trial or full, EU or US.


    Which is certainly an... interesting way to go about things.
  12. Quote:
    Originally Posted by Cryop View Post
    I got one in my inbox and one in my junk o.O'

    I got it 4 times as well, all pointing to the US side and all auto-spammed. It seems the Marketing team are trying to get themselves onto Gmails blacklist or something*
  13. Quote:
    Originally Posted by Shades_McSpikey View Post
    How did this build work out for you? My necro/FF is 44. I'm out of touch on the villain IO market. How expensive is this build?

    What is the actual softcap for resistance and for defense?

    75% for Resistance for MMs (it's AT dependent), 45% for everyone for defense (due to the way Hit Rolls work).
  14. Quote:
    Originally Posted by Local_Man View Post
    There are different beliefs on that. At 25, I generally buy SOs, since they are actually better than common IOs. While Frankenslotting is still better than SOs at that point, most of the time, I still use SOs for levels 25 and 30. Then I make sure that I'm fully outfitted with common IOs and whatever set IOs I can fit in cheaply by 35.

    Frankenslotting, in case you don't know, is taking advantage of the fact that the multi purpose IOs from sets provide a higher enhancement level than common IOs or other enhancements at the same level. Two Acc/Dam IOs from two different sets at level 25 will provide more enhancement than an Accuracy and a Damage IO or SO for the same level. The triples are even better. Putting three Acc/Hold/Rech in a hold is much better than an Acc, a Hold and a Rech. Look at the percentages and you'll see. And, of course, the IOs don't expire, so if you can get them fairly cheaply, knowing that you will replace them later, it is generally worth it.

    Will you end up with a mix of 25's and 50's? That's up to you. By the 40's, I generally replace anything I have left over at 25 or 30, but unless you use a respec, those lower level IOs will just get thrown away. But that's OK, because there are always more.
    Last time I used Frankenslotting, about a month ago the Acc/Rech/Hold IOs were incredibly cheap as well. That was red-side though, on my Ice/Psi Domi. At 29 he's got 4 of them slotted which gives equal or marginally better bonuses than the traditional 6 slotted SO method of 2 of each. Brilliant for the late 20 when slots are traditionally tight.
  15. Quote:
    Originally Posted by Night_Hornet View Post
    Thought I'd pitch in with a few name ideas:


    EU Gotta Be Joking
    EU FTW! (Forever The Wasteland)
    The DOOOOM Squad
    EU Dodo’s
    European Black Sheep

    Don't mention sheep, Damz is welsh!!



    *flee*
  16. Quote:
    Originally Posted by Quinch View Post
    Revisiting the topic from another angle, my old gripe - for a team-oriented archetype the Peacebringers happen to be, they are completely locked out of one of the most team-useful utility powers available. If we're to assume that for reasons unknown it's impossible to simply unlock the teleportation pool, would it be less of a pain to implement a squid-flavored version for the actual Luminous sets instead?

    Pros and cons, ignoring SCR:
    Human pickable: If available at low levels, extra useful for ferrying teammates around before permanent or temporary travel powers become available. Counterbalanced by the fact that you'd need to use up a power to do so anyway.

    Human inherent: See above for pros, but having it for free might seem unfair toward all other archetypes which, again, have to use up a power slot to take it.

    Nova inherent: Available at Lv6, but might be thematically inconsistent, as novaform seems to be more focused on flying than teleportation.

    Dwarf inherent: More thematically consistent, but also less useful, as by Lv20 most everyone will have chosen a travel power of their own, thus having the power be a bit late to the party.

    Any thoughts?

    You know Gloomysquids only get it at level 10, right? I'd have no objections to it though, although then would you also have to give Warshades Group Fly at 10 for free too (joy)
  17. Quote:
    Originally Posted by Samuel_Tow View Post
    On EBs, I agree. That's the time when you kind of need them, plus EBs are pretty rare. For toe-bombing, though... I'd say Time Bomb is better.
    How can a power with an 8 second interrupt which takes 9 seconds to place and 15 to go off be good for toe-bombing?



    Do I have a different definition of toe-bombing to everyone else?
  18. Quote:
    Originally Posted by Night_Hornet View Post
    Well, I don't have a US account expired or otherwise.

    je_saist I have emailed them, I don't suppose I'll get a reply, but I thought what the hell.
    I'd PM Black Pebble about it, assuming he reads PMs of course, I've no idea if he does or not.
  19. Quote:
    Originally Posted by Riale View Post
    Well I've ended up with a FM/DA Scrapper who seems to be fun so far. A little squishy, but that should change once I get and slot dark regen.

    However, I have a friend who recently joined the game, and her main is a blaster. She plays very kamikaze style. I like to duo with her, but all of my heroes aren't very good at supporting her. What do you think would be better, an Emp/ or FF/ defender to buff her out the wazoo, or some kind of tank to absorb alphas and keep aggro while she goes all crazytrain with the AoE?
    I'd go with a buffing Controller rather than a Defender to be honest. You can buff the blaster nicely and also control the spawns for them to do horrible things to.
  20. Quote:
    Originally Posted by je_saist View Post
    have either of you two thought about complaining to the European branch of NCSoft?

    http://eu.ncsoft.com/en-gb/

    Really, it's their job. Right off hand it sounds like the American NCSoft guys are picking up on their slack.

    Far as I knew there is no European branch of NC Marketing, it's all handled by the US side now. NCSoft EU is mostly GMs nowadays, any sort of business / campaign stuff is handled by the US side.


    Is there a chance this mail was sent to people because they have an expired US account of some form, even a trial account?


    Really it's stupid from their point of view. Sending EU customers to buy a product which isn't compatible with their version of the game just causes extra work for Customer Services and generates bad will on the customer side when they've to jump through hoops to get their pre-purchase working.
  21. Quote:
    Originally Posted by Zortel View Post
    And that Chance for +End would work the same in Electric Blast's Short Circuit or Ball Lightning? Or is that best kept for Stamina?
    Stamina only, or similiar powers. This is because it's set to affect the Target, not the caster.



    (in other words in a blast it gives a chance to give the enemy back some End)
  22. Quote:
    Originally Posted by SpittingTrashcan View Post
    Force Feedback only fires once, but it has a chance for that one firing for every target hit by an AoE. The formula to calculate the chance of the proc firing on an AoE is 1 - (0.9^n) where n is the number of targets.

    1 target: 10% chance
    3 targets: 27% chance
    10 targets: 65% chance
    16 targets: 81% chance

    Force Feedback is quite nice in AoEs.
    Indeed. I've got it in Fissure on my Fire/Rad and it's pretty darn tasty, even nowadays (it used to be ridiculous)
  23. Quote:
    Originally Posted by Zortel View Post
    I was just about to slot one of those Force Feedback +Recharges into Power Bolt. Anyway, reason for thinking so? Yesterday's patch was 12mb. Way more than really needed for a few bug fixes. Then the game and store being down at the same time?

    Ah well, I'll watch some Top Gear and enjoy Jezza, Hamster and Captain Slow annoying Alabama.

    Pssst, stick it in an AOE instead. Energy Torrent is good. This is because it's got a 10 second "no check" rule built in, so if you stick it in Power Bolt it still won't check every time you fire it. But in Torrent it'll check against everyone hit by the AOE.
  24. Quote:
    Originally Posted by Madam_Enigma View Post
    My views on the OP's suggestions:

    Entangling Arrow: This power is just fine IMO. It's easily able to stack enough to immobilize some of the more annoying AV's (read ones that love to run). It's no web grenade, true. But then the sets with web grenade don't have a plethora of -run speed and -recharge powers either. By the way, don't all powers with redraw (aka weapon sets) tend to have a small acc mod boost?

    Flash Arrow: Ok, this I could almost agree with. It's a rather meh power. It's unresistable -tohit is the only real reason to use it usually. And that's a small amount. Ideally I would rather the -acc get boosted and the -perception be removed.

    Glue Arrow: Say what?! Are you looking at the enhanced values or unenhanced values? You did know this power use to have a 6 second recharge and either 45 second or 1 minute duration when initially on test right? And the devs (possibly correctly) decided that a self stacking -recharge was too strong. Mind you, I'd love to see it's -recharge boosted. I'm not seeing it happening though. By the way, what is the other -runspeed power in trick arrow that gives -90% to run speed? It's not Oil Slick, that gives -3.20 max run speed but no run speed penelty other then that. Glue does that, plus a base of -90% runspeed.

    Ice Arrow: Yeah, I'd like the debuffs increased. I'm rather doubting it'll happen though.

    Poison Gas Arrow: Say what?! Allow it's sleep effect to stack? And how pray tell are you going to do that? Why would you want it to do that? With a duration that's half the recharge rate, you have to be heavily slotting recharge to get this perma to begin with. You'd then have to have insane +recharge from other sources in order for it to be self stacking to begin with. But then if your doing that glue arrow doesn't need a stronger -recharge debuff. It's self stacking already.

    Acid Arrow: I could aprove of the aoe increase. But why are you asking for a nerf to it's recharge? The devs have stated in the past that it and disruption arrow have lower -resist values because they can stack together. And I'm not sure, but I think acid arrow can self stack.

    Disruption Arrow: Uhm, as far as I know it doesn't have a cap for how many foes it can affect at once. As for adding -acc to it, erm... probably not. See my suggestion for flash arrow instead. Enemies would either run out of the disruption arrow's effect radius quickly (thus lose the -tohit) or die extremely quickly (thus lose the -tohit).

    Oil Slick Arrow: I don't seem to have the problems you do lighting this. There were problems in the past. It use to refuse to light when street sweeping or in outdoor missions. That hasn't been too much of an issue for a while. Mind you, I'd love the recharge timer to be reduced. That's doubtful to happen though.

    Wrong on Acid I'm afraid. Acid Arrow cannot stack with itself, it's specifically marked as such. It will stack with Disruption. Together they just equal Freezing Rain or Tar Patch in effectiveness (in a much smaller AOE of course).


    I'd be all for upping the AOE of Acid Arrow to 12 and allowing it to self-stack.


    Disruption Arrow has a 10 enemy cap but since it constantly reapplies the debuff every 5 seconds it can move around those affected (but from City of Data it looks like it'd still never be greater than 10 people). Why this is is beyond me since anything else is 16 AFAIK. I'd give it a -100 regen debuff and up the target cap to 16.


    As for Poison Gas Arrow, if the -damage was increased to 30 seconds, it was given a 30 second -150 regen debuff and was allowed to self-stack I'd like it (the sleep is fine, although I'd accept that being changed to a Fear but then you run into the Cottage Rule).


    I'd also up Glue Arrows -recharge to -35 or so.
  25. Quote:
    Originally Posted by SpACatta View Post
    Why do people who write guides think they're so funny and witty? They never are. Don't quit your day job. Stick to being informative; the humor angle isn't your strong suit.
    I believe you should write us a guide and show everyone how it's done.


    Or just slink back under whatever noisome bridge you lurched forth from and await the trip-trap trip-trap of tiny hooves which signal that it's your dinner time.