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Posts
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At level 50 defeating an even con minion
SG mode
2362 inf
13 prestige
Not SG mode
4724 inf
The game currently puts roughly 182:1 conversion rate in there for 50s right now.
(yes it varies by mob type somewhat)
500:1 really isn't that bad when considered against that -
Diminishing returns would be computationally intensive compared to the current system.
That alone could make the system unfeasible. -
Chose the recipe, then there is a 'show all' option
Normally its set to items for sale or bid
You can tweak this to show all -
as an example...
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Catwhoorg: Level 50 Magic Scrapper
Primary Power Set: Claws
Secondary Power Set: Regeneration
Power Pool: Flight
Power Pool: Fitness
Power Pool: Leadership
Ancillary Pool: Darkness Mastery
Hero Profile:
Level 1: Strike -- GS-Acc/Dmg(A), GS-Dam/Rech(3), GS-Dam/End/Rech(3), GS-Acc/End/Rech(5), GS-Acc/Dmg/End/Rech(5), T'Death-Dam%(7)
Level 1: Fast Healing -- Heal-I(A), Heal-I(7)
Level 2: Slash -- Hectmb-Dmg(A), Hectmb-Dmg/Rchg(9), Hectmb-Acc/Dmg/Rchg(9), Hectmb-Dmg/EndRdx(11), Hectmb-Dam%(11), LdyGrey-%Dam(13)
Level 4: Reconstruction -- Panac-Heal/EndRedux(A), Panac-EndRdx/Rchg(13), Panac-Heal/Rchg(15), Panac-Heal(15), Panac-Heal/EndRedux/Rchg(17), RechRdx-I(17)
Level 6: Quick Recovery -- EndMod-I(A), EndMod-I(19), EndMod-I(19)
Level 8: Follow Up -- HO:Nucle(A), HO:Nucle(21), HO:Nucle(21), HO:Membr(23), HO:Cyto(23), Mako-Dam%(25)
Level 10: Air Superiority -- GS-Acc/Dmg(A), GS-Dam/Rech(25), GS-Dam/End/Rech(27), GS-Acc/End/Rech(27), GS-Acc/Dmg/End/Rech(29), T'Death-Dam%(29)
Level 12: Dull Pain -- Panac-Heal/EndRedux(A), Panac-EndRdx/Rchg(31), Panac-Heal/Rchg(31), Panac-Heal/EndRedux/Rchg(31), Panac-Heal(33), RechRdx-I(33)
Level 14: Fly -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(33)
Level 16: Integration -- HO:Golgi(A), HO:Golgi(34), HO:Golgi(34)
Level 18: Focus -- Apoc-Dmg(A), Apoc-Acc/Dmg/Rchg(34), Apoc-Dmg/Rchg(36), Apoc-Dmg/EndRdx(36), Apoc-Dam%(36), ExStrk-Dam%(37)
Level 20: Swift -- HO:Micro(A), HO:Micro(37), HO:Micro(37)
Level 22: Health -- Heal-I(A)
Level 24: Stamina -- EndMod-I(A), EndMod-I(39), EndMod-I(39)
Level 26: Eviscerate -- Armgdn-Dmg(A), Armgdn-Dmg/Rchg(39), Armgdn-Acc/Dmg/Rchg(40), Armgdn-Dmg/EndRdx(40), Armgdn-Dam%(40), Sciroc-Dam%(42)
Level 28: Instant Healing -- RechRdx-I(A)
Level 30: Spin -- FotG-Acc/Dmg(A), FotG-Dam/Rech(42), FotG-Dam/End/Rech(42), FotG-Acc/End/Rech(43), FotG-Acc/Dmg/End/Rech(43), FotG-ResDeb%(43)
Level 32: Shockwave -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(45), Ragnrk-Acc/Dmg/Rchg(45), Ragnrk-Dmg/EndRdx(45), Ragnrk-Acc/Rchg(46), Posi-Dam%(46)
Level 35: Assault -- EndRdx-I(A), EndRdx-I(46)
Level 38: Moment of Glory -- LkGmblr-Rchg+(A)
Level 41: Tactics -- HO:Cyto(A), HO:Cyto(48), HO:Cyto(48)
Level 44: Petrifying Gaze -- UbrkCons-Hold(A), UbrkCons-Hold/Rchg(48), UbrkCons-Acc/Hold/Rchg(50), UbrkCons-Acc/Rchg(50), UbrkCons-EndRdx/Hold(50)
Level 47: Resilience -- S'fstPrt-ResDam/Def+(A)
Level 49: Vengeance -- LkGmblr-Rchg+(A)
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Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Critical Hit
Not really optomised for anything but being a solid effective team-mate when exemping. -
Quote:Seriously, it depends what you mean by more...i know heroside has more content because when running the normal contact arcs i would get a new contact almost every other mish
Redside has more arcs, but they do tend to be shorter. In terms of arc missions blueside is ahead, but lots of them are filler hunts and Fedex. In addition, most blueside contacts have one off non-arc missions, the 'filler' role of these is pretty much covered by newspapers redside.
The introductions blueside are because the contact tree predates newspapers/scanners, where as the redsiders need to run papers and mayhems to get most introductions. -
Might I suggest that if several people took that as being part of your suggestion, you were less than clear initially.
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Once you get to 16 and integration it gets much better.
Right now think of yourself as a low downtime (thanks to reconstruction and QR) blapper -
Quote:It was more a tease of GG than realistic comment.Moving hair would be good. But wouldn't moving hair be more complex than a moving cape, if it were to look at all realistic? Yes, it's smaller but presumably it'd have a lot of flex points. And here's what BaBs posted on adding capes:
So either it's way simpler and less taxing on the graphic system to implement moving hair than I'm supposing, or expecting moving hair is unrealistic.
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The resistance guy's beard looks like it is animated, moving hair is coming!
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So instead of
"we have 6, could use a buffer and more damage anyone fancy joining"
""we have 6, could use a buffer and more damage any mutants fancy joining ?"
Sounds like a terrible and divisive idea. Limiting zones like this is just too restrictive. -
RADIO!
RADIOOOOOOO! Free Opportunity! That's right, we are Radio Free Opportunity, home of the best information for villains with the right inclination!
(Welcome TV) -
The eternally asked question:
Revamp the original Freedom Phalanx TF's. Yay or Nay ? -
Thats a whole lot of information in one go.
Big grats to the movers, shakers and new hires.
Now War Witch, I don't think you said content quite enough, can you say MOAR content repeatedly for us. -
The numbers of targets hit was a big issue. Many crashes, many many crashes.
Even with 16 targets its overbuff for anyone but a brute, hitting 100 or more was just crazy. Fun but crazy. -
Quote:assuming 100% recharge. Build up is 100% damage for 10 out of every 45 secs. (22.2% average)Just wondering are the numbers that disgustingly bad not having build up ?
With 200% recharge that is 10 out of every 30 secs (33.3%)
Assault at 10.5% doesn't seem too bad in that light.
However, BU (and aim) allow you to chose the boost to front load the damage with a massive alpha strike and recharge when you are moving to the next group, so the average over time really under estimates the effectiveness.
I still like assault having though. -
Heck go back in the history of COH.
The server load dropped pretty noticeably when they instituted the auto logout timer and XP leash.
I recall before and after at Bricks Station as a great example of how those two improved play for non-afk farmers. -
My AR/dev has his cones
1 acc 3dam/range 2 recharge (Buckshot gets a proc instead of a recharge)
Its very helpful for getting the whole of a group. -
The engine is licensed from Cryptic. Their logos staying was undoubtedly part of the deal.
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Yeah, it was pretty nifty when I found that out.
The PvP crowd did the hard legwork on showing that -
http://wiki.cohtitan.com/wiki/Exempl...ts#Set_bonuses
Quote:Set Bonuses are always on, even if the power in which the Set is slotted isn't activated, and even if that power is greyed out due to exemplaring! However, you do start to lose the bonuses if you exemplar more than three levels under the level of the IOs in the Set.
Let's give an example:
Let's say you have a full set of six Set IOs in a level 40 power. Three of the Set IOs are level 30, the other three are level 20 so, you're getting 5 Set Bonuses from the six Set IOs.
Now, if you exemplar down to level 35, the power is greyed out because you're under the level of the power. However, all five bonuses are still working! Level 35 is higher than the level 30 and level 20 IOs.
Now, if you exemplar down to 27, you still get all 5 Set Bonuses because you are within 3 levels under the level 30's.
However, if you exemplar down to level 26, you've gone too low for those 3 30s, and so, it's like they don't exist. However, at level 26, you're still over the level of the three 20s, and so they still 'work' and are giving you the first two bonuses of the Set.
The Set Bonuses of Purple (Very Rare) Sets and PvP Sets are immune to the effects of exemplaring. However, the aspects of the power that they buff (e.g., Accuracy or Damage) are affected by exemplaring just like any other enhancement. -
My baseline activity is probably 100 million inf /week. Pretty much split across whomever logged on that week.
If I am seriously planning a build that ramps up. -
Another point.
These type powers are ideally suited for HO slotting
My own is 3acc/dam, 1 tohit/endrec 1 tohit/rech and a damage proc
That's not an answer for the pre-47 game for sure, but any IOs are likely not to reach that level of utility even if frankenslotted.
(well maybe the 40s with Titan-Os and Hydra-Os - like anyone gets these anymore)