Diggis

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  1. Quote:
    Originally Posted by Kitsune Knight View Post
    After you calculate Defense vs Tohit (and cap it to within >5% or <95%), you then multiply that by the accuracy (and cap it to within >5% or <95%), and you have your final chance to be hit.

    So if they had normal tohit, and you were at 45%, they'd have a 5% chance to hit you before taking accuracy into account (50-45 = 5). If we say they're a generic +5 minion, then that puts them at a final chance to hit you of 7.5% (5 * 1.5 accuracy = 7.5% final chance).
    Which would be the same no matter what I did to the defense over 45% as they'll always have a 5% chance to hit? I think I get it now.
  2. Quote:
    Originally Posted by Rodion View Post
    Remember, this is against even-con opponents. The accuracy and to-hit modifiers vary by level and rank.

    If you plan on running against higher-level critters this may affect your decisions.
    Ahh, missed that bit... looks on the table like the To-Hit is even up to +5 and the acc is 1.5 at +5. I'm not sure how defense and accuracy interact. Will have to look into that deeper.

    Not sure I'll be fighting +6 or +7's very often. Haven't had to do that since they bought in SSK.
  3. Quote:
    Originally Posted by Kitsune Knight View Post
    All accurate. Defense also has positional types (Melee, AoE, Ranged), and most all powers in the game have both a positional type, as well as a damage type (there's a few exceptions).
    Ahh, forgot about Positional. Does it work the same, so if something is positional and fire and the positional has 25% def to the fire's 10% then the positional would be used?

    Quote:
    Originally Posted by Kitsune Knight View Post
    It depends on the AT/build, but for a resistance based character, something akin to that is often the best approach (since so many attacks in the game are at least part smethal). I don't believe Stone as any positional defenses, so going typed would be your best bet.
    Excellent, thanks.
  4. I'm finally delving into Mid's and have a few questions about defense and resistance and the caps. I read up on the Wiki and just wanted to clarify a few things and make sure I got them right.

    My understanding of defense from the Wiki:

    Defense is how easy you are to hit. So the higher the defense the less likely you are to get hit. And increasing it above the soft cap of 45% gains no benifit unless the opponent uses a debuff or a to hit debuff.

    Additionally if an attack has a dual aspect to it's damage (say lethal and fire) only the highest form of defense is counted.

    Defense is an all or nothing power, it either stops all of the attack or it fails completly.

    My understanding of resistance from the Wiki(I'm working on damage mitigation at the moment I'll look at debuff resistance once I get this):

    Resistance is the other side and mitigates incoming damage if it gets past defense. There is no soft cap, but there is a hard cap depending on AT.

    Resistance of 75% means you'll only take 25% of the damage of the attack.

    This is where I'm unclear though: If an attack has both lethal and fire components I assume that the resistance is applied to each type individually so if you have 75% lethal and 20% fire resistance you'll take 25% of the lethals damage value and 80% of the fire damage value?

    Now to the tricky part... What's better to concentrate on? Resistance or defense and which parts? At the moment it seems to me that getting lethal and smashing defense up to the soft cap and then getting the resistances as high as possible would be the best way.

    I know that some sets are more resistance based and some are more defense based, I'm looking at a stone tank that I can run without granite except as an 'oh ****' button but am more curious than anything for the future.
  5. Quote:
    Originally Posted by Prof_Radburn View Post
    Patience is a virtue
    And Virtue is a server.
  6. Quote:
    Originally Posted by ZanderCross View Post
    Well why didn't he say so! I can't tell context in ONE post! Sheesh!
    Lol, sure, but the post you originally quoted does provide the context. He was replying to GG:

    Quote:
    Originally Posted by Frosticus View Post
    Quote:
    Originally Posted by Golden Girl View Post
    I love the DC universe - but DCUO is nothing compared to GR
    Don't make statements when you have no idea. This is your speculation based on next to nothing, not a definitive statement.

    All DCUO has to have is 4 zones, a few costumes, 4 powersets, lvl 1-20 content and it will already be pretty much neck and neck with GR.
  7. Quote:
    Originally Posted by ZanderCross View Post
    LOL! What does that have to do with you being completely and totally wrong with what you said? I'm not sure what you're trying to accomplish here.
    Actually, I think he's saying you need to go read his previous posts to see the context he said it in, as it makes sense there.
  8. Quote:
    Originally Posted by mousedroid View Post
    ... Serious reasonable post!...
    Arrrggghhh the voice of reason!!! Nooooo!!! Burn the heretic!

  9. Quote:
    Originally Posted by Thirty-Seven View Post
    Also, when you compare MT to other transport powers' recharges, I feel you are missing a key element or two. Self-buffs and self-affecting powers, by and large, cost more and do less than teammate-affecting powers. Also, there is no other power in the game that can bring you, the player, from ANYWHERE in the game (except a large portion of Pocket D) to the EXACT spot you are trying to get to with a single click. The closest power is probably [Recall Friend] or the Pocket D/SG Base teleporters. However, one is limited by zone and the other can only get you to ONE particular place. So, as you can see, the recharge in this case is balanced by utility.
    Not only that, it is further limited by being a power pick and also by requiring you to have a team mate with it as it's no use to the mission owner really.
  10. Quote:
    Originally Posted by Cyber_naut View Post
    If you're OK with a company selling you a product then yanking features AFTER you buy it, that's fine, but some of us are not. But there really is no argument as to whether or not this feature was advertised in multiple instances as being a part of GR, without question it was.
    Thing is... you'll still get this feature. It'll just be a little delayed. Sure, it's not great, but it sounds like the beta testers (who are just some of us) have told the Dev's it's better this way.
  11. Quote:
    Originally Posted by Marut View Post
    This team, on the other hand, is effectively saying "It's epic, but you can't see the whole yet, and you've already broken the model we had envisioned. Broken model = bad. Let's give you the whole picture so you can see it the way we do. Hang on for a bit longer please" Maybe we'll still see it differently, but at least they're willing to take the rather nasty hit now for the sake of being able to show us what they see, rather than trying to crowbar in a lens shift for us after we establish the wrong impression based on limited info.
    See, I'm still not sure where you are getting broken from. Posi's post implies that the testers aren't getting any use out of the Alpha Slot, not that it's broken.
  12. Quote:
    Originally Posted by Lucky666 View Post
    Well it would satisfy us more then nothing that's 100% given.
    Except the Dev's are saying that the Beta testers dissagree with you.
  13. Quote:
    Originally Posted by UberGuy View Post
    The title bars for powers are currently longer than six slots. There is now room for a seventh slot on each power. Before I17, the bar was basically exactly six slots long.

    I play on a wide screen.
    Yeah, that was kinda my point. Before I17, on your wide screen your enhancement window was a 4:3 window stretched. So the bars were exactly 6 slots long, but the slots were oval, not round as they were stretched to accomdate a 16:9 screen.

    In I17 they fixed the window to scale for 16:9. The net result of this was users on 4:3 screens see no difference, they still only have room for 6 slots. Users on 16:9 screens now have stretched title bars but round slots. This has lead to many many users thinking more slots are coming, but, unless they are implimenting options for widescreen users only, it's not likely.
  14. Quote:
    Originally Posted by UberGuy View Post
    If I17's changes to our enhancement screen are a good indication, I am not sure I would expect Incarnate System slots to compete with anything else in that sense.
    Really? Cos I17 just changed the slots from oval to round on wide screens. On a 4:3 screen it had no change. Unless the incarnates have something to do with tiny numbers...
  15. Craft and sell the recipie drops you get. Including the common IO's, especially damage and accuracy. They sell pretty well and are cheap to craft in most cases.
  16. Quote:
    Originally Posted by BigMoneyHustla View Post
    So .... let me get this straight ...

    You're shelving a whole system based on what people are saying about seeing 1/10th of it ?

    How do the other 9/10ths affect the 1st/10th ??

    I want to know whether testers are only seeing mediocre results because they aren't experiencing/can't experience the full incarnate system yet.
    Quote:
    Originally Posted by Carnifax_NA View Post
    So basically GR won't feature the Incarnate system because you've decided whatever system Posi came up with isn't up to scratch a month before it was supposed to go live? Ooops.*
    You guys must be reading a different release to me. I read it as the Alpha slot didn't stand on it's own as well as hoped and really needs the other levels to work so they are waiting to release it closer to I19 so that players don't feel like they wasted their time.
  17. Quote:
    Originally Posted by PennyPA View Post
    Then I am confused by your post, oh well. I mean we can make "mule" toons to store stuff, use email, use SG bins. Just how much more do you want? Your post sounds like you just don't want to bother logging on a different toon and send what you need.
    I kinda think that's Bill's point. This change won't effect anything to do with the markets as so much storage is already available. It then becomes a QoL issue as it saves mule toons and alting to find that piece of salvage you wanted.
  18. Quote:
    Originally Posted by Ukaserex View Post
    Exactly how does adding a vault help? I just put one in my base to see. My room for salvage hasn't grown. Seems like the only purpose a vault has is to store items of power - for base raids which we no longer have.
    I think they meant access to the storage vault that gives you 30(?) item storage on every toon. You can access this throughout the city too as well as in Pocket D, but once I installed the base one I never used the other locations. It does count as 1 storage item though.
  19. Quote:
    Originally Posted by Dechs Kaison View Post
    It's the 6k.

    He's willing to pay more for the item, and the market fairies want more of a commission, so they make sure they get their cut from 6k before they take the smaller cut from 5k.

    Dirty market Fairies... stealing our Inf... it's a plot I tell ya....
  20. Quote:
    Originally Posted by SwellGuy View Post
    However if there were bids for 4999 that the 3 for 5000 would not sell to, yours would immediately sell for 4999.
    OK, what if there is a bid of 6000 and a bid of 5000 up and no items for sale and I put an item up for 2000. Do I get the 6K or the 5K? I think it's the 6.
  21. Diggis

    CoH 2

    Quote:
    Originally Posted by Vitality View Post
    Is there any information about this?
    No

    Quote:
    Originally Posted by Vitality View Post
    Would keeping my City of Heroes account active until this comes out...if it ever does...be a good thing?
    If you enjoy playing CoH then yes... otherwise... why would you?
  22. Quote:
    Originally Posted by Postagulous View Post
    Very timely. I was going to have to look this up as I wanted to do a:

    /macro VIS "say Changing into high visibility mode$$cce 4 ccCast"

    Uh...will that work.

    [slot five will be a garish and bright costume for visibility in dark areas, so the team can see me.]
    Should do, yeah.
  23. Quote:
    Originally Posted by Xzero45 View Post
    In GR's case? I've actually been saving up for awhile to get it, and hopefully I'll have enough when it comes out. However, if something happens that requires me to spend that money I've been saving, such as a bill or need of groceries, then my GR funds'll go towards that and I'll patiently start the process over again.
    Understandable, but I think that was the point that PG was making. In 3-6 months most people who are playing CoX are likely to have GR as well.
  24. Quote:
    Originally Posted by Minotaur View Post
    Also it drives me mad that you can't permanently get rid of the "useful salvage" warnings, every time you want to store stuff in WWs.
    Isn't there a 'don't remind me next time button'? I checked it on a character who has the crafting badges as they always triggered it.
  25. Quote:
    Originally Posted by mereman View Post
    I haven't noticed any problem this side of the pond (Defiant an EU server).

    Now I have got used to the new WW I much prefer it.

    This. Although on Union. The old interface kicked me out of game more times that I care to count. I used to tell my team/sg mates I'm going to the market, if I dissapear I'll be back. No problems with the new market.