Dispari

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  1. Quote:
    Originally Posted by Futurias View Post
    So, from the size of the download, this is the new Natural Booster? It was way too big for the walk power by itself, right?
    Curious. How big was the download?
  2. Quote:
    Originally Posted by Fulmens View Post
    Mm, hmm, I loved having my Lethal Resist and my Lethal Defense both suddenly turn red. On an Invuln Brute.
    My Inv Brute never hits red on S/L, but it definitely drops to 40-50 range. That's with Tough of course, with S/L sitting at just over 70% unhindered. F/C/N/E will definitely hit red though.
  3. Quote:
    Originally Posted by Scarlet Shocker View Post
    1) Can we slot for speed?
    2) When does it go live?
    1) Doubtful. It sets your move speed to 3.09 (barring the apparent bug that's making it less). But it also sets your MAX move speed to 3.09. Slotting for speed wouldn't do anything, because you're already at max speed.

    2) Soon!
  4. Quote:
    Originally Posted by all_hell View Post
    I may be wrong, but I think that BAB was saying that he has a different, more recent version than what was posted to test and that he has already corrected it in the version he's working on.
    I know, but just in case, I posted a failproof method in the event he was doing something different.
  5. You know, I noticed that walk is like, really useful for turning off all your toggles in one click.
  6. Quote:
    Originally Posted by Starsman View Post
    [/list] You are right, sprint is level 1.

    Welcome to City of Heroes, where you must learn to run before you can learn to walk!!!
    You actually get walk at 1 too so not sure what Niv was on. vv
  7. Quote:
    Originally Posted by BackAlleyBrawler View Post
    I had the same issue with BABs. Something was causing me to cap out at 1.4...we're not sure what the culprit is right now, but we're aware that something is inconsistent with the way Walk currently works.
    As long as the devs are aware of the situation.
  8. Almost everyone was showing 3.09 walking speed on test, but we had two people reporting 1.4 and 1.8 walking speed. Both were showing no debuffs in combat attributes or buff bar. Both were bot MMs, but different secondaries. But none of us were able to reproduce it, even by logging on with other bot MMs or making new ones. Just those two people were walking slower, for no reason that we could discern. They both sent bug reports.
  9. Quote:
    Originally Posted by BackAlleyBrawler View Post
    I'm not able to repro this...which makes me thing this is something I might have fixed, and the sequencers haven't made it into a build.
    This has worked for me several times without fail:

    * Log into BS/Shield Scrapper (female)
    * Toggle on Deflection, Battle Agility
    * Toggle on Hover
    * Move around; laugh at seizures character is having
    * Press Whirling Sword; wonder why character is using spin emote with a sword
    * Toggle off Hover, toggle on SJ
    * Jump; seek glass of water to cure hiccups
  10. Quote:
    Originally Posted by Mystic_Fortune View Post
    With today's patch, I've found that with my Shield/Energy Tank his Flight animation is broken and the character 'jitters' while moving if he has a Shield out.
    Getting this too. It's really bad when jumping. You have to turn on at least two toggles before it starts to do stuff. You may also have to "walk" first.

    My character is BS/Shield. If I turn on a couple shield toggles, she'll jitter while hovering. She also repeats her jump noise very rapidly indefinitely while ascending with SJ. And will always do a freestyle air-run when falling.

    In addition, neither Head Splitter or Whirling Sword are playing the right animation while hovering (with shield out). It was already doing this at the start of i16, but only about half the time. Now it's 100%. It always plays the wrong animation.
  11. So any chance we can convince BABs to give us new running animations, with these same rules? Like running on all fours, shuffling like a zombie, or something?
  12. Quote:
    Originally Posted by Orion_Star_EU View Post
    I already did and it seems to be hard capped somehow - no matter what buffs I apply to myself, the numbers are always the same with Walk on, and Walk doesn't even appear in the real numbers window.
    Reduces your max run speed apparently. Mine's showing as "capped" run speed at 3.09 MPH. No amount of +speed will change the fact that your max run speed while walking is 3 MPH.
  13. Quote:
    Originally Posted by Redlynne View Post
    Castle ... if THIS is balanced for hordes of NPCs to have ... why can't we have it on our characters? Hmmm?

    (question asked for rhetorical reasons)
    Also, where's my Hamidon EAT?
  14. Quote:
    Originally Posted by GrinningSpade View Post
    We got walk now? I was under the impression that making walking work and not look silly was near impossible? SO what changed? Did the near impossible got possible or do we have a silly walk and van we join the Ministry?
    BABs has said before that new animations for movement, like running all fours like CO has, would require all new animations for tons of stuff. It wouldn't just be one animation and done. Walking in this way disables all other powers and jumping so that none of the clashing animation issues can occur.

    Personally... I wouldn't give one flip if the running all fours was instantly interrupted and I "teleported" to a standing position to execute any powers. I don't care about seamless transition from running to attacking, not one bit. I just want to run around on all fours dangit! vv

    Maybe we can get new running animations using these same mechanics, disallowing other powers at the same time? I'd start setting up binds to toggle them on the instant I start moving right away!!
  15. Quote:
    Originally Posted by StarGeek View Post
    From 0 to full end, does this decrease the time by even a full second?
    Even if it doesn't, I can't say no to bonus HP or move speed that works with Hover.
  16. Quote:
    Originally Posted by Eric Nelson View Post
    Indeed, and I USED to do exactly that -- however, the cost of the 3 additional Performance Shifter IOs (either crafted or bought pre-crafted) generally is far higher than the cost of 3 level 50 END Mod IOs (especially since I have that recipe memorized on multiple toons), so the cost/reward trade-off isn't currently worth it in my opinion.

    Thanks for the advice on the option, though!
    Well sure, that's the nature of all IOs. I figured if you're springing for Numina, Miracle, and Regen Tissue (which I don't even do, most of the time), you could spare a little for Performance Shifters.
  17. Quote:
    Originally Posted by Eric Nelson View Post
    Same here. On nearly every toon I have, I 3-slot Health and 4-slot Stamina. In Health I put the "big 3" procs (Numina's, Miracle, Regenerative Tissue), and in Stamina I put 3 End Modification IOs and 1 Performance Shifter +End proc.
    If you're going for 4-slot in Stamina, there's a better way:

    3x level 50 IO + proc = +49.8% recov + proc
    4x Performance Shifter (including proc) = +50.4% recov + proc

    EndMod + EndMod/Recharge + EndMod/Accuracy + Proc will give you slightly more recovery than what you have now thanks to the 4-piece +2.5% recov bonus. On top of that, you also get +5% move speed and +1.88% HP.
  18. Quote:
    Originally Posted by Clouded View Post
    Ah, but PPD defeats are required if you want a certain Accolade; Force of Nature. 1000 PPD to be exact.
    Or you can just beat up the much easier police drones and PB guys at level 50.
  19. Dispari

    Blaster weapons?

    Quote:
    Originally Posted by Kelenar View Post
    Only if my Brute can get Sniper Rifle Melee.
    Dual Psionic Rocket Launcher Defense.
  20. Nice to see all the modifiers there. Thanks, Trick.
  21. Quote:
    Originally Posted by Bill Z Bubba View Post
    I would like to see a complete overhaul of the APP/PPP system. There's just far too much garbage in all of them and the power orders are often illogical (see scrapper body mastery.)

    I know all about the cottage rule, but sometimes it really is better to demolish the building and replace it.
    I disagree with replacing any powers. They already tried that, and it lead to tons of drama and outrage and them doing the 5th power thing. I'd rather they revisit the power unlocks by changing it so you don't have to have so many prereqs or wait until 47 to get things. I feel as though epics should feel, well, epic and not just be another lame prereq fest, especially so late in your career.

    And there are far worse outliers than Body Mastery. Controller epics have their AoE attacks coming anywhere from 41 (instant unlock/use) to 47 (requiring two powers and faced with a shortage of slots). Plus Blaster Elec which for no apparent reason gets its tier 9 power at 44 while Force has to wait until 47. And the one that bugs me the most, that villains get armors at 41 while heroes get theirs at 44. Of course, villains also usually have to wait until 47 for holds, while most heroes get them at 41. *shrug* vv

    I'd rather see the tier system die entirely, or at the very least go to a 2-tier instead of 3-tier, than have any drama unload from having powers replaced. Only good things can come out of having powers available earlier with less requirements. Lots of bad things can come from replacing or reordering powers.
  22. Quote:
    Originally Posted by Bill Z Bubba View Post
    brute get tank
    stalker get scrapper
    cor get defender
    dom get controller
    mm get blaster
    In my head I would probably swap around Dom to have Blaster and MM to have Controller. Other than that, it's a FAIRLY straightforward port. There would be a few duplicates, but they can work that out in the process.

    My expectation is that they'll get APPs, and that blue ATs going redside will still get the same APPs they've always had. Somewhere down the line, maybe in a later issue, we'll get PPPs for redside blues, and maybe even PPPs for everyone blueside. APPs are the logical first step though, because they can follow you anywhere, not being tied to any missions or story.

    It'd also be neat to have it so everyone automatically gets APPs when they hit 40 and ALREADY have a nice selection of epics to pick from, but can go one step extra and unlock PPPs to have even more. Would also be a nice solution for those of us who hate dropping everything to grind out PPP arcs every time we hit 40.
  23. I think the real question here is how Bill has a character with 46% DEF and 95% DDR at level 20.
  24. Quote:
    Originally Posted by Trickshooter View Post
    Actually, MMs only share +/-Res and +Def mods with Controllers and Corruptors; for nearly every other type of buff or debuff (that uses buff/debuff mods, that is), MMs are intentionally weaker. Powers that use pets are sometimes the exceptions, though.
    I haven't checked everything, but it seems that -RES, -DEF, -speed, and -RECH are the same. Heal is of course weaker due to HP, but heal/HP powers tend to vary even between Controller/Corruptor. I haven't looked at every other effect, but regen/recov seem to be the same (for what few powers there are that do those).

    I know for certain that DMG and ToHit powers will vary (and be weaker) for MMs. -END also seems to vary, even though -recov doesn't.

    Quote:
    Originally Posted by docbuzzard View Post
    Unresistable resistance debuff powers are a no-no for a reason. They would drastically skew encounter experience in favor of teams having those debuffs. I mean completely drastically.
    Just imagine how trivial Honoree, Statesman, and the others would be if you could easily toss out an unresistable -40% RES.
  25. Quote:
    Originally Posted by Luminara View Post
    Masterminds use 1.0 Slow mod, Ranged and Melee. Defenders and controllers use 1.25 Ranged and Melee. Every other AT uses either 1.0 or 0.8.



    Defenders have 0.125 mods across the board, Ranged and Melee, for -Dam, -Res, -Def and -ToHit. Controllers use 0.100 mods for all of those. Masterminds only share controller values for Melee -ToHit, -Dam and -Def, the rest of the listed debuffs sit at 0.075.

    In no case is a mastermind's debuff potential comparable to that of a defender, and in only a few cases is it even as high as that of controllers.
    Sorry, I must've misread what you said. What I was trying to say was that Controllers, Corruptors, and MMs all share the same values. Some earlier posts suggesting numbers were showing some awfully low numbers for MMs on slow and RES debuff powers.