Fleeting Whisper

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  1. Fleeting Whisper

    Power Boost?

    Quote:
    Originally Posted by Silverado View Post
    It affects all the attributes it lists in the detailed info, both for buff and debuff values.
    ...unless the power is set to ignore buffs. For example, +heal is buffed by Power Boost, but +heal powers which also grant damage resistance (Earth's Embrace, for example) are set to ignore buffs, so PB won't affect it.
  2. Quote:
    Originally Posted by Aett_Thorn View Post
    Actually, it's about 0.76 mag turns into KB. 0.75 or below is KD.
    Technically, the 0.75 is just a guess. We only know for a fact that the threshold is between 0.7437 and 0.8174. I think 0.75 is a good guess, though
  3. Fleeting Whisper

    Email Down?

    Quote:
    Originally Posted by CasualX View Post
    I used to have to use an underscore
    No player should have ever had an underscore in their name. Underscore is reserved for NCSoft employees and GMs; this is to help prevent players impersonating staff in-game.
  4. Unless something goes catastrophically wrong, the next version should have all the new Incarnate slots.
  5. Quote:
    Originally Posted by Oathbound View Post
    Only powers that are Enhanceable for damage will trigger the Interface procs. Mass Hypnosis/Spores/blaster Frozen Aura/Static Field all work fine still.
    Yup, that was a brain fart on my part.
  6. Quote:
    Originally Posted by Sharker_Quint 01 View Post
    Psst... Fleet, your answering to an 8 month old post.
    >.>
    <.<





    Nuh-uh!
  7. Does Interface add on to non-aggro powers like Mass Hypnosis? If so, that would break the 'don't notify mobs' portion no matter what Interface you used.
  8. Quote:
    Originally Posted by Residentx10 View Post
    You can sell recipes to bartenders?
    How else are they gonna learn to make any new drinks? I'm getting really tired of this "Drop of Vitality" crap Chilly has been selling me for the past years.
  9. Quote:
    Originally Posted by Stormfront_NA View Post
    Having grown up in the days of paper and dice, I have seen the game masters generate ahead of time "roll tables of 4, 6, 8, 10, 20, and 100" which ensures that all the numbers are used once, they have used dice to actually generate the tables and ignore repeats. Perhaps CoX should abandon the random number generator, and simply have a table approach, in which your number look-up in the table is updated each time its used to the next number, till the entire table is used,and then subsequently the pointer goes back to the first table entry.
    With the exception of the part about ignoring repeats, that's effectively what a pseudorandom number generator does. Of course, the RNG uses a function to generate the numbers, rather then statically defining a table of billions or trillions of entries.

    If you tried to use the M19937 algorithm as a table, you would need (2^19937 - 1) entries. That would take up more data storage space than the universe is capable of encoding. Alternatively, you could just use M19937 which requires just a handful of bytes and processor cycles.
  10. Fleeting Whisper

    QoL Issues

    Quote:
    Originally Posted by Dr_Dismemberment View Post
    3. Minimize/eliminate loading times.

    I have a machine with 8 GB of memory, feel free to precache every adjacent zone and every mission that I have.
    That's good for you. Not everybody has such a thing. The minimum requirements for the game still say 512MB.

    Quote:
    Originally Posted by Crazy_Larry View Post
    5. I don't know if it counts as QoL or not, but balance blast sets. I hate the fact that I can only really enjoy Fire because all of the other ones have such glaring holes. Obviously the devs are OK with the power of Fire, so in my mind the others should be worked on the bring them to its relative level of damage output so we can have a little more variety in what blast sets people play. Perhaps the only other blast set that doesn't need buffing is Sonic, as the power of its secondary effect may actually make up for it's lack of damage output, unlike any other of the sets.
    Um... they are balanced. Aside from damage type and secondary effects, blast sets are very similar. Not identical, but similar. Fire's 'secondary effect' is more damage, so when you compare a power from Fire to an equivalent power in another set, Fire almost always wins out for damage (though Blizzard can notably pwn Inferno in the damage department).

    Quote:
    Originally Posted by Memphis_Bill View Post
    I *believe* we've been told part of the reason we can't is that these aren't pre-rendered cutscenes (such as in Guild Wars or Aion.) The models are there and running through a script. When (for instance) Breakneck jumps down and rushes whatsisface, the NPC model is actually doing that.

    The solution for this would have to start with creating pre-rendered videos as opposed to the scripting they use now.
    I haven't played Aion, but the cutscenes in Guild Wars are not pre-rendered. It's very easy to notice if there's a minion master in the party, as the cutscene scripting doesn't effect minions. They'll keep attacking any nearby enemies during the cutscene (though it seems they are prevent from doing any damage). Also, Guild Wars uses paper doll armor character appearances, so your armor and weapons are not set in stone; pre-rendering is impossible.

    In fact, in the last mission of the Prophecies campaign, the effective difficulty actually changes depending on whether you skip a cutscene or not. If you watch the full cutscene, the final boss has to travel a long path to reach the staging area for the final fight. If you skip the cutscene, he's teleported there immediately. Considering the area has a number of tough enemies nearby, it's beneficial to watch the cutscene, so that you can pull the other enemies away before the boss shows up.

    Quote:
    Originally Posted by Dr_Dismemberment View Post
    1. Eliminate time to redraw weapons.

    Many class combinations are made inferior to completely unworkable because of weapon redraw issues.
    "Inferior" is true, in the strictest sense of the word, but the difference is miniscule. "Completely unworkable" is a blatant lie if you're simply looking at DPS. It requires more effort to care about the difference redraw makes than it does to overcome that difference.

    Now, if the complaint is aesthetic, that's a completely different issue.

    Quote:
    Originally Posted by Dr_Dismemberment View Post
    2. Don't root during power activation animation.

    Instead of rooting during a power activation animation, make it so that if you move, then the power is canceled instead.
    That's unlikely to ever happen, for multiple reasons.

    The power animations without rooting look extremely silly, which is at least part of the reason why we have rooting in the first place. If you made it so that attempting to move would interrupt the power, I know that a lot of players would start hating powersets they previously enjoyed, which is not something a developer wants to do.
  11. Quote:
    Originally Posted by Wicked_Wendy View Post
    2) They will respond to MM commands and when clicked on have the same MM menu but no way I know of to get icon buttons.
    Drag the icons from the pet window to your power tray. Even without lore pets, you can do this with a non-MM when you participate in a gladiator match in the Arena. And, since the buttons are really just macros with images instead of text, you can edit them with a right-click.
  12. Quote:
    Originally Posted by Soul_Stormer View Post
    the best team heal
    Transfusion heals the same amount at Twilight Grasp, and (in the case of everyone but Masterminds) it has the same radius. The difference is that TG debuffs tohit and damage in addition to regen, while Transfusion only debuffs regen. Also, Transfusion fails if the target dies while casting. TG only fails if you die while casting.

    TG also comes in a set with a pet that also has TG.
  13. Quote:
    Originally Posted by Serva_Obscura View Post
    How many people knew that the subject line was about? In case it isn't as obvious as I'd hoped, I'm talking about the sound FX for Ion Judgement.
    Sorry, 'vworp' is the sound effect of the TARDIS, not Ion Judgment.
  14. Quote:
    Originally Posted by halfflat View Post
    I'm afraid this is not correct. -damage is resisted by damage resistance of the same type. AVs (and harder targets more generally) are almost always highly resistant to their own major damage types.
    While true, AVs rarely have damage resistance as high as the standard AV debuff resistance (85% for a lv50 AV), except when using a T9 defense power.

    So, while Vandal may resist your -damage by 25%, he's resisting your -tohit by 85%.

    Also, not all AVs have damage resistance in their own types. Requiem only has bonus resistance to Fire and Cold, but he mostly deals Negative.
  15. I'm not sure how defense higher than 45% helps against tohit debuffs.
  16. Quote:
    Originally Posted by Bossa_Nova View Post
    It's the special effect attacks have aside from damage. For instance, attacks from the Sonic Attack powerset cause a small debuff to damage resistance in addition to the damage from the attack. This interface power would increase that debuff.
    Without spending the time to check, I'm almost positive that Gravitic has zero effect on Sonic Attack's debuffs.
  17. Quote:
    Originally Posted by Pampl View Post
    Do any enemies have to-hit buffs?
    A few. Not enough that you would normally worry about it. DE crystal emanators offer +100% tohit to all allied DE in the radius, so you're better off destroying the emanator than trying to build up an extra +100% defense. Other sources of +tohit that normal enemies get are much smaller, and occur rarely.

    The only non-incarnate content I would seriously consider getting extra +defense in order to combat critter +tohit would be facing Soldiers of Rularuu regularly. On the flip side, though, you may also want to get extra defense to combat defense debuffs, and those show up almost everywhere Lethal damage is dealt.
  18. BG mode is thanks to the MM inherent, not the pets specifically. And I doubt the Lore pets would work as bodyguards for MMs and nobody else.
  19. The only way in which Inertial Reduction is worse than Super Jump is the level at which it becomes available. In all other aspects, IR is either identical or superior to SJ.
  20. Doesn't the description of Lore itself already say that the pets can be controlled like Henchmen?
  21. I just want Dark Miasma proliferated so I can make a Controller with 4 Fear powers (5 if I pick up Fear Incarnate).
  22. Quote:
    Originally Posted by Chaos Creator View Post
    Time needed increases proportionally with length and thickness of hair.
    Which is why my showers always take upwards of 30 minutes.

    <-- IRL male Rapunzel.
  23. Quote:
    Originally Posted by Sole_Savior View Post
    I'm curious if the increased to-hit by the enemies in the trials was brought about because of them being a higher level? (Sorry lol, I haven't had the opportunity to try the trials) That would make sense to me.
    No. Enemies only gain tohit due to higher levels when they are 6 levels above you, or higher. Below that, they gain an accuracy bonus (a softcapped character facing enemies with accuracy but no tohit will still floor their chance to hit, the floor simply won't be 5%).

    Enemies in the Incarnate trials have buffed tohit, to help increase the challenge of the trials.