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A level 50 fighting level 49s will tend to get level 49 uncommons and rares. (but still level 50 commons and purples)
The market trend is that these 49s are less valued than the level 50 equivalents.
It could be a big deal for you or not, but it is a factor in choosing a level. -
Quote:Are they official numbers that the devs have previously told us, or just what people have worked out?
And what is the percentage of common/uncommon/rare/very rare for those recipe drops?
They are sourced from Positron during the I9 Testing, the post has been purged.
Salvage Distribution
Common: 22 in 28 chance (78.57%)
Uncommon: 5 in 28 chance (17.86%)
Rare: 1 in 28 chance (3.57%)
Recipe Distribution from Mob defeats
Common: 32 in 41 (78.05%)
Uncommon: 8 in 41 (19.51%)
Rare: 1 in 41 (2.44%)
Purples weren't out at that time and have never been given an 'official' drop rate, and obviously Pool B and C/D fall outside of this distribution. -
Salvage
Underling: never
Minion: 8%
Lieutenant/Sniper: 10.64%
Boss/Elite Boss: 25%
Archvillain: either never or 43.22%, depending on the AV
Recipe
Minion 2.666667%
Lieutenant/Sniper 5.333333%
Boss/Elite Boss 7.999999%
Archvillain either 100% or 0%, depending on the AV -
I haven't been on test myself, but it has been posted that Oro has been fixed as not being affected as of todays patch
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Quote:Honestly I never would have considered it myself, but the idea was floated and one thign led to another. Turned out to be rather fun little event for us.See, I went the other way. I met my fiancée through CoH, through the forums, in fact. There were rough patches at the beginning, but it's been almost three years that we've been together now, and when she came by at the beginning of the month, I proposed.
No, we're not having an in-game wedding. :P
Still, I agree that there's nothing better than to have a significant other to share the game with. (Almost said CoX, there. That probably would have ruined the message) It just enriches the whole experience, as far as I'm concerned.
My only advice is be open to the idea. You will likely have lots of in game friends who cant really come to the RL ceremony, so an in game one makes them feel 'part' of that special day -
Live is coming on Wednesday - thats already been announced
Now by my cut and pasting
Combined patch notes are
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COMBINED
Tasks
Level 54 Archvillains / Heroes should now appear in Task / Strike Forces again.
Added restrictions to prevent player difficulty from affecting Task / Strike Forces
Zone Events
Zombie Apocalypse: Fixed a bug that caused the zombies to be too fragile. They are now back to their old selves again
Badges
Corrected a typo in the Leader badges description.
The Demonic Accolade will now correctly grant to players who have the required badges.
Fixed a bug in the Celebrant badge that caused the description from another badge to be present in its description text.
General
Electrical Melee (all ATs) Jacobs Ladder should look correct on male, female, and huge models now
Fixes various issues with slide animations not playing consistently (includes sliding on snow/ice as well as Prestige Power Slide)
Archery (all ATs) - Snap Shot will play the attack animation again.
Flight animations should be reliably interrupted by attack animations.
The Day Job power Warden Baton should now play the correct draw animation consistently.
Invention
Obliteration will now sell for the proper amount of influence/infamy during a respec.
Mission Architect
Custom Critters - Earth Assault now available for primary and secondary selection. Due to stance issues it utilizes versions of Stone Fist animations instead of hammer animations.
Clockwork Kingdom map can be used once again within Architect.
Custom Critters - Claws and Stone Armor are now mutually exclusive at character creation due to animation issues
Custom Critters - Kinetics - Transference and Transfusion have switched availability. Transference is now a minion - hard ability, and Transfusion is a LT - standard ability.
Powers Customization
Corrected orientation of the crystal themes Stone Mallet.
Made Sonic Dispersions Clarity completely tintable. (The continuing effect on the head was previously the default orange.)
The Sound effect for Gravity Control - Wormhole has been restored for the Bright and Dark versions of the customizable
Cold Domination - Snow Storm (All ATs) should properly play on the target now, instead of the caster.
Dark Armor now has a No Fade or Pulse theme, which will allow players customizable FX without the dark light pulses of various powers or transparency in Cloak of Darkness
Pain Domination has been revised to better reflect selected colors.
The brown tints in customized Earth Control should now be gone.
Fixed the default Ice Weapon to call the default Ice Sword instead of the Greater Ice Sword. (Both swords are still options in all Ice Sword attacks.)
Effects on the default Ice Sword should now align properly.
The second Lava theme in the tailors dropdown menu should now be gone.
Plant Controls customized Spore Burst for the Controller AT should now reference the correct, tintable continuing effect.
The default themes for Electrical Melee and Electrical Armor for Scrappers and Tankers now have a consistent and thematically appropriate color.
No FX themes now available for all versions of Super Reflexes, Regeneration, Willpower and Dull Pain.
The Metal Spines on the lower left leg for female players now fits properly on the model
Stalker - Spines - Impale hit FX should tint properly
Tanker - Dark Armor - Cloak of Darkness has an additional theme that no longer makes the character invisible.
Brute - Dark Armor - Cloak of Darkness has an additional theme that no longer makes the character invisible.
Scrapper - Dark Armor - Cloak of Darkness has an additional theme that no longer makes the character invisible.
PVP
Removed travel suppression from self buffing accolades. Including: Vanguard medal, Geas of the Kind Ones, Eye of the Magus, Demonic Aura, Megalomaniac, and Force of Nature.
Scrapper - Super Reflexes - Practiced Brawlers protection versus debuff effects should last the full 120 second duration.
Stalker - Willpower - Mind over Body should no longer suppress resistances while in PVP zones.
Stalker - Electric Armor - Charged Armor should no longer suppress resistances in PVP zones.
Stalker - Electric Armor - Conductive Shield should no longer suppress resistances in PVP zones.
Tasks
Striga Isle: Fixed bug in Ernesto Hess Task Force that sometimes made the computers untargetable in missions 3, 4 and 5 or made them spawn inside geometry (walls).
Added teleport protection to the Mitochondria in the Lady Grey Task Force.
Rewards
Fixed bug was causing drop rates to be slightly too low.
CITY OF HEROES
Powers
Scrappers
Darkness Mastery - Night Fall: This power should no longer state it accepts To Hit Buff enhancement sets and should correctly accept To Hit Debuff and Accuracy To Hit Debuff sets.
Tasks
Striga Isle: Fixed bug in Ernesto Hess Task Force that sometimes made the computers untargetable in missions 3, 4 and 5 or made them spawn inside geometry (walls).
Katie Hannon Task Force - Fixed a bug that would sometimes cause Katie to stop following players.
CITY OF VILLAINS
Powers
Brutes
Claws - Swipe: Decreased this powers damage scale from .89 to .83
Claws - Strike: Decreased this powers damage scale from 1.35 to 1.24
Claws - Slash: Decreased this powers damage scale from 1.64 to 1.48
Claws - Focus: Decreased this powers damage scale from 1.66 to 1.51
Claws - Eviscerate: Decreased this powers damage scale from 2.4 to 2.181
Claws - Shockwave: Decreased this powers damage scale from 1.25 to 1.13
Electric Armor - This power set's description should no longer state that it doesn't have any healing powers.
Corruptors
Trick Arrow - All powers in this set had their endurance cost decreased to correctly use Corruptor endurance cost modifiers instead of Mastermind costs.
Trick Arrow - Poison Gas Arrow: This power was incorrectly using melee tables, it will now correctly refer to ranged tables. The end result is that this powers damage debuff effect was increased slightly.
Dominators
Earth Assault - Seismic Smash: This powers hold effect is now enhanced by Domination. Corrected normal hold magnitude to 3.
Earth Assault - Fissure - This powers hold effect is now enhanced by Domination.
Plant Control - Fly Trap summon should play its spawn animation.
Masterminds
Pain Domination - Suppress Pain will no longer root the player while activating.
Soldiers of Arachnos and Widows
Mace Mastery - Shatter Armor - Added generic Resist Debuff visual effects.
Stalkers
Electric Melee - the Stalker version of Lightning Rod received a moderate damage increase.
Badges
Credit for the Untouchable badge should now be correctly earned for defeating all levels of Family Consiglieres in the Rogue Isles. -
I, personally, am very happy about the drop rate fix.
No doom here, sorry. -
The patch will be the current test configuration.
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Quote:Woah guys... sorry to derail the thread, but are you guys saying you're all in agreement that the -Res proc can make a character into a force-multiplier when before it was not considered one?
And do you guys consider Kheldians who, with each attack, refresh their minor debuffs of -Speed;-Recharge (WS) and -Def (PB) to be force-multiplier despite the debuffs not being constant toggle powers?
Not really:
-Speed/recharge is a small debuff, so at best it adds a small portion of soft control.
-def is pretty much overkill, as stated before folks tend to take care of hitting the acc cap on their own so it doesn't add anything from about the midgame onwards.
However:
-res from a sonic blaster certainly would be an example of a small force multiplication from a damage dealer.
Being more reliable than the procs, it would be noticeable on any hard targets. On the TF I was referring to the 'normal' AVs melted so fast the proc would have fired 1-2 times tops.
It was the combination of the biggest bag of HP in the game, and the complete lack of -res on anyone else that made it noticeable. -
Going back to the OP, I wouldn't trade either of IH or MoG for anything from a power pool. Each is situational true, but individually they are both awesome powers.
As a claws/regen I run both assualt and tactics, the latter is probably overkill in most teams (and for sure solo) due to lots of folks with +acc from IO sets, but it does have its place. I have been on STFs where due to the stacked +tohit, then huge accuracy bonuses from my own IO sets, when Mako popped his Elude, my tohit chance barely budged.
I also needed another one from the pool so I could grab Vengance.
I dont see why you cant fit both IH/MoG and assualt/+1 other leadership. Its not like the APP powers really cry out must have, so there is plenty of room in the late game builds for them. -
An example of a small bug coming from the +4 setting.
On the STF on Saturday night, we ran it at +4 primarily for giggles and a sense of being in a real fight. From time to time, the spawn rules created a level 54 EB, basically the Arachnos Heavy from RV. (Im not sure if its the full blown one or the one that is available as the pet for getting the 1000 temporal points).
Not only did the team get zero XP for defeating said hostile EB, that EB actually would turn on the group it was spawned with and start fighting them, well basically wiping the floor with them in fact.
Lost kill credit on quite a few toxics this was, and I would be a little peeved, but for the reduced count for that badge meanign my character already having it. (In fact I think the entire team already had it from several STF/Silos and Khan TFs)
Big deal - no, but an example of a bug created by the +4 difficulty setting. -
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Quote:As a general case, I fully agree.
We're saying that a scrapper is, by definition, not force multiplication.
With the availability of -res IOs (Achilles Heel and Furty of the Gladiator) and Melt Armour in the new Blaze Mastery Pool, a subset of scrappers can now have a limited force mutliplication effect.
The only reason this occured to me is that last night I ran a Khan TF with a damage heavy team, the only defenders were emps (so +dam from fortitude and assault).
Cat has a Fury proc and by using spin at every oppurtunity, the damage boost from the -res was certainly significant over the course of the Reichsman fight. (He has assault as well and that pool has a limited damage multipication effect)
A single -res defender/controller would have easily outdone what contribution I had in the force multiplier stakes, but it the context of that damage heavy team I did witness an edge case where the lone scrapper did act as a multiplier. -
oooh +rep to Sun for being the worst, I think thats how to deal with this.
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Quote:Turned 40 here myself this year.Slightly OT but - with so many age 40+ players, are there any Super Groups especially for us oldsters? If there are, who do I see for an invite?
[plug]
Whilst not specifically for 'oldsters' one of the SGs I'm in and spend a lot of time with is Fusion Force on Triumph. We do have a general aged 18+ rule, the majority of folks in the group are mature adults many with kids, and a great attidtude towards family first when needed.
Check out the website: www.fusionforce.us
[endplug] -
One extra way is the to enter the line command:
/leaveteam
You should get a confirmation popup, and then you are golden. -
This side discussion is disctracting from the real and udnerlying question here.
Is Soylent Green Sheeple ? -
Quote:This exactly. Long after this current issue is resolved this little application will make the life of a tester verifying drop rates in closed and open testing so much easier.Thanks for the time and effort you put into this, Archie. I'm heading over to the site to download it now!
Thank you -
Not currently.
Certain event badges are available after (Winter event notably), but the anniversary badges are not amongst that group. -
I'm strictly on the fence about such a channel, but if it did, as I fear it would, become the new avenue for a typical AP type spam, it would be removed from my tabs which would of course if enough folks did this, defeat the whole object.
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Always has. Was one of my preferred ways of getting a quick boost of prestige into a small SG
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The timing depends a lot on the internal 'cycle' when the change was made.
It is possible but unlikely to be in the next test patch. It is almost certain to be in the one after that. -
The secondaries all have the pros and ocns.
The trick to finding a fun defender is to find the primary thta matches your style
FF/Sonic/Cold primarily long duration ally buffs.
Rad/TA - primarily foe targeted debuffs
Storm/dark - foe debuffs and control
Empathy - heals and short duration buffs
Traps - combination of lots of things, a very unique set.
Pick a primary first then worry about the secondary -
There were two running concurrently on redside Triumph Last night, around maybe 9.30 or 10 eastern. Cap and Grandville.