Fleeting Whisper

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  1. Quote:
    Originally Posted by je_saist View Post
    it might be interesting if future Giant Monsters are built to take down one part at a time.
    *coughluscacough*
  2. Quote:
    Originally Posted by BloodFairy View Post
    I just want the clothing really.
    Here you go
  3. Quote:
    Originally Posted by Chad Gulzow-Man View Post
    The REAL question is what made Positron bald?
    'cuz Dark Watcher sucks at using Howling Twilight right.
  4. Fleeting Whisper

    Ninja Run

    Quote:
    Originally Posted by KingSnake View Post
    Bad enough it's the slowest travel power in the game, by a considerable margin, and to get there, it needs heavy slotting and swift...
    Fly doesn't need "heavy slotting and swift" any more to hit its cap. The unenhanced speed of Fly was buffed so that you can hit the cap with just moderate slotting.
  5. More technically it is extremely unlikely that the costuming engine is incapable of handling a given object geometry. The hurdle, then, is constructing geometry that looks good.
  6. Fleeting Whisper

    Ninja Running

    I have no idea whether SpeedJumping affects vertical speed in any fashion, and I've never paid any attention, since I can count the number of times my vertical speed has mattered on... um... zero hands. But it is the stat that affects horizontal speed while jumping.
  7. Quote:
    Originally Posted by Mental_Giant View Post
    You have to remember that the term RPG doesn't actually refer to role-playing any more
    RPG does mean role-playing, it's just that CRPG does not, and "RPG" is common shorthand for "CRPG".
  8. Quote:
    Originally Posted by Cuppa_LLX View Post
    that said NJ (i just tested this last night) detoggles CJ (and presumable other travel/combat powers) so it's akin to a weaker cj...or dare i say it Acrobatics from CO
    Weaker CJ? Um...
    Combat Jumping: Improves jump height and air control
    Ninja Run: Improves run speed, jump height, jump speed, and air control

    And the jump height/air control from NR is better than that of CJ. So... the only way NR is worse than CJ is its endurance cost, but CJ is meant to be an in-combat power, while NR is meant to be an out-of-combat power, so that isn't really an issue.
  9. Fleeting Whisper

    Shield charge!

    Quote:
    Originally Posted by Samuel_Tow View Post
    Wha?
    I didn't want to be the first to say it. But yeah, what Sam said.


    Did you get enough sleep, Bill?
  10. Quote:
    Originally Posted by Samuel_Tow View Post
    we've gotten when asking for multiple cape rigs.
    Unlike arbitrary auras on weapons, there is nothing in the costume system itself preventing us having multiple cape rigs. This is evidenced by things such as Bridal Veil + Wedding Tux, or Cape + Magic Bolero, as well as Ghost Widow's hair (which itself is multiple cape rigs), and the outfits of Candy LeBeaux and Sister Solaris and her Sybils.

    What does prevent us from having multiple cape rigs is an imposed rule that we're only allowed to have one, which is why, for example, if I ever edit my Mastermind's 5th costume slot it will automatically be drastically altered, because it uses the cape+bolero combination, which is no longer valid in the costume creator.

    With arbitrary auras on weapons, on the other hand, they would have to dramatically alter the way costumes and auras work in the game. They can create weapons that have an aura as a part of the weapon, but they can't put an aura on a weapon.
  11. Fleeting Whisper

    Ninja Running

    Quote:
    Originally Posted by Zombie Man View Post
    So, my question is... where's the forward speed variable for the various jump powers?

    If JumpSpeed is actually AscentSpeed and I jump straight up and down and a higher AscentSpeed shoots me up faster (something I've never noticed), then when I press Forward, what variable is that?
    SpeedJumping is your forward speed; it's what's affected by your Jump enhancements. MovementControl/Friction are static, not affected by enhancements.
  12. Fleeting Whisper

    Imps?Gun Drones?

    Quote:
    Originally Posted by Takashen View Post
    But there are also was to get helpers through missions..?
    Some Temporary Powers can be obtained by completing missions. And some temporary powers will summon pets.
  13. In order to put good use to Follow Up, you have to quickly follow it up with something?
  14. I'm fairly certain we've got more stuff for non-natural themed character than for natural ones, so I don't know where the issue is. There are, after all, 4 origins besides Natural to accomodate
  15. Quote:
    Originally Posted by SoulSpark View Post
    Out of curiousity, anyone can tell me how much Damage buff% does containment add?
    Containment does not add any damage%. It adds a second damage tick, which is generally equal to the first (including enhancements).

    If a power deals 100 damage without enhancements, using it with containment will deal 100 damage twice. With 50% damage enhancement, the same power will deal 150 damage twice.

    While most powers have an equal containment damage tick to the normal damage, that's not a requirement of the system.

    Quote:
    Originally Posted by SoulSpark View Post
    Sorry for being pushy. But would you know of a site where the "base" stats of mobs and/or AVs? I'm talking about things like Regen/Recovery Rate, HP, resists, defence (if any) and stuff like that?
    I know it can be viewed in-game via the Power Analyzer MKIII temp power, but was wondering if there's something comprehensive with most AVs in it already?
    AFAIK, the only thing in the entire game with higher than normal base regen/recovery are Arachnos Soldiers and Arachnos Widows. Enemies all have the same base regen/recovery (the same as other players), but they can get regen/recovery buffs from powers (often an auto power named "Resistance"). The same applies to all stats except mez protection, mez resistance, player's tohit before level 20, and maximum HP/end.

    Edit: And the power analyzer temporary power doesn't list base mez protection/resistance. It also does not take into effect the Purple Patch which will act on every mez, debuff, or tick of damage you throw at a target.
  16. Quote:
    Originally Posted by Donna_ View Post
    I have mids 1.4 updated issue 13 and Stony's version of 1.4 with issue 16..

    But neither of them are picking up any updates.

    Where can i get the new one ?
    I take it you have Stoney's unofficial version of Mids', not the version released after he became an official member of the Mids' team.

    Because Mids' has ceased being hosted on honorableunited, version 1.4 cannot be upgraded to 1.6. You must download and install 1.6 from http://cohplanner.com
  17. Quote:
    Originally Posted by Hydrofoil_Zero View Post
    Have you noticed that in one of the previous issues they started labeling some of the missions with big blue Hero or Red villeins? That's probably part of the bases of the alignment exchange.
    Actually, it has more to do with co-op zones and the [Mission Teleport] power than anything to do with GR.
  18. The current version is 1.601, released for I16.
  19. Quote:
    Originally Posted by Samuel_Tow View Post
    Sprint doesn't take Flight Speed enhancements, since it doesn't have a flight speed component. You're thinking of Swift. And maybe Quickness.
    Also, while Sprint does take Jump enhancements, slotting it with them does not make you jump faster, only higher.
  20. Quote:
    Originally Posted by PratzStrike View Post
    Thread necromancy!

    So, any idea what's going to happen in 11 days?
    Most likely, nothing relating to the Omega Team's capsule, considering we already got a TF and a SF dealing with it.
  21. Quote:
    Originally Posted by Silverado View Post
    Numbers are nice and everything and I'm sure you must be very good with theory, but in practice Acid Mortar has a pretty strong scatter component. Wether it be a result of directly applying the afraid effect OR scattering indirectly through DoTs and debuffs is irrelevant, the end result is still the same.
    I have said nothing about Acid Mortar causing scatter. The last time I played with Traps was months ago.

    However, Lumi said "[Acid Mortar] has no Afraid component.", and you replied with "Have you even played a trapper?", suggesting you believe it does have an Afraid component, which is factually incorrect.
  22. Quote:
    Originally Posted by Adeon Hawkwood View Post
    Thanks, I thought it had that stuff somewhere but I've never been able to find it.
    It's not available from the CoD dropdown lists. Unless it's player-accessible, you've essentially got to type it in manually, knowing the correct keywords. Or, you could check out my list of Red Tomax Categories on Paragonwiki.
  23. Fleeting Whisper

    More traffic o.o

    Quote:
    Originally Posted by Lemur Lad View Post
    Paragon is built with mass transit in mind a lot more than most cities.
    And yet there's not a bus in sight
  24. Quote:
    Originally Posted by Cuppa_LLX View Post
    that's a non response since Sprint stacks with
    Super Speed
    Fly
    Super Jump

    So comparing NR+Sprint to Fly/SS/SJ without is disingenuous at best
    While you can have Sprint and Fly running at the same time, they don't "stack" - you don't fly faster with Sprint on, and you don't run faster with Fly on. The same applies to Super Jump.
  25. Quote:
    Originally Posted by Samuel_Tow View Post
    OK, so far I'm seeing basically "persistent world with many players in it." I can kind of go along with that, but where does all the other stuff come in to?
    I think that stuff comes from the "RPG" half of "MMORPG". Not all MMOs are RPGs, but most RPGs have some or all of the things that the CrimeCraft dev was talking about, in some form or another. Even single-player RPGs have some of that stuff.