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A Zeus <-> Cole link makes sense; Cole is an incarnate of Zeus. But Richter is an incarnate of Tartarus, not Hades. The only connection that I can see between Hero 1 and Poseidon is that Hero 1 became an incarnate after receiving Excalibur from the Lady of the Lake, and a lake is totally the same thing as god of the sea. (Also, the Lady of the Lake is/was an incarnate herself.)
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Quote:My Thugs/Dark MM has Night Fall and Soul Tentacles (Soul Mastery) as the only actual 'attacks'. I've also got Soul Storm that deals some damage, and I've got a damage proc in Fearsome Stare. That's all of the damage I'm capable of dealing without the aid of pets. (Okay, I guess Howling Twilight does, like... 5 damage, tops.)For those who were able to get above the uncommon on a mastermind do you have the attacks in your build or are you built mostly to support your pets and team? I think that might be the issue here. I have never gotten anything good on my mastermind and he does not have any of the crappy attacks. My guess in all of this if your active with the crappy attacks you might get more stuff. Well I refuse to respec into something that isnt going to truely help me like having all the other support abilities will.
I logged in for the first time in 3 weeks, ran the BAF 5 times, got 3% progress on unlocking the Lore slot, and built Ion Total Core Judgment. (And if I had planned ahead more, I could've crafted the Ion Total Core after the 4th BAF, before I had finished unlocking the slot.)
In all 5 runs, I only did two things that I don't do in normal missions: I set all of my henchmen to aggressive against the brainwashed Resistance, and I set Twilight Grasp to autofire while fighting the AVs. My reward tables were Uncommon, Common, Rare, Rare, Common. The two Rare tables were on 16-man leagues, but that was the only significant difference between the other 3 runs.
I suppose it may help that /Dark is a debuffing set, so my support powers are almost all offensive, but damage dealt clearly isn't the main criteria for 'participation'. (Though the healing from TG may have been a not insignificant factor.) -
Quote:What kind of super inspirations are there? Obviously a level shift. Is that the only one?
Sight Beyond Sight: +75% to-hit, +250ft perception for 1 minute
Furious Rage: +100% Damage for 1 minute
Amazing Luck: +50% Defense for 1 minute
Back in the Fight: +100% Endurance
Resistant: +35% Damage Resistance, +Resist Teleport for 1 minute
Liberate: -40 Magnitude protection against Hold, Sleep, Stun, Immobilize, Fear, and Confuse; -20 Magnitude protection against Knockback and Knockup; 100% resistance to Repel; 75% resistance to Taunt and Placate for 90 seconds
Immortal Recovery: Self Rez (100% HP, 25 End), +Experience Point Debt Protection for 20 seconds
Ultimate: Level Difference +1 -
Quote:Wild guess: Shards for Alpha slot and Omega slot. Threads for all the others.I'm kinda hoping they add more uses for shards and alpha salvage. Sort of like we have tech and arcane, we could have A and B incarnate salvage. A, B, C, D, E and F would be annoying.
The basis for this guess? The layout of the 'equip' tab, with Alpha/Omega bracketing all the others. In the middle, the slots on the left are unlocked with psychic Incarnate XP, and the ones on the right are unlocked with physical Incarnate XP (at least of the ones available to us currently).
Of course, it's just a wild guess. -
Quote:This is similar to the reasoning one league leader was using earlier tonight. He made it a 16-man league, saying that fewer people gave more chances at high participation. Two BAFs in a row, I got two rare tables on my MM, and at least one person in the league got a Very Rare each time.Reading all this makes me think that it might be a "grading on a curve" scenario. Lets say there is 24 people in the BAF. The person with the "greatest contribution" gets the very rare, then the next 2 highest get the rares... etc etc.
like...
very rare = 1
rare = 3
uncommon = 8
common = 12 -
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Quote:Going by Wikipedia, the first instance of the suffix 'k' being both 1000 and 1024 was in 1959. The first patent containing the word 'kilobyte' was in 1969. The Macintosh OS manual in 1984 is the first operating system to consistently use the SI prefixes in a binary sense.These are pretty much used only by harddrive manufacturers and crappy tech journalists that like buzzwords. You've got half a century of 1 KB = 1024 bytes, and the vast majority of the tech industry still laughs at the word 'kibibyte', even harddisk manufacturers acknowledge that they're making things up, since at least until recently (haven't checked in a few years), they'd have to put a disclaimer on their box that redefines the units!
Proposals for using specific binary prefixes started as early at 1968 (one year before the first patent carrying the word 'kilobyte'). The IEC introduced unambiguous binary prefixes in 1998, which were put forth by the IUPAC in 1995. I would hardly call something begun in 1968 and fully realized in 1998 a 'buzzword'. In particular, because the distinction between jargon and buzzwords is that a technical buzzword is jargon that has become widespread and is used imprecisely. Considering that the binary prefixes are not widely used, and they are very precise and specific when used, 'buzzword' is simply the wrong adjective, period.
Also: the Linux kernel uses the IEC binary prefixes; CELNEC also adopted them as a standard for its member countries in 2003. -
Quote:They're not different. People just use them incorrectly. A gigabyte NEVER means 1000 megabytes. Use the correct terminology:Okay: For memory:
1 Byte = 8 Bits
kBbyte = 1024 Bytes (2^10)
mByte = 1024 kBytes (2^20)(1,048,576 Bytes)
gByte = 1024 mBytes (2^30)(1,073,741,824 Bytes)
tByte = 1024 gBytes (2^40)(1,099,511,627,776 Bytes)
pByte = 1024 tBytes (2^50)(1,125,899,906,842,624 Bytes)
For hard drives.
kByte = 1000 Bytes (10^3)
mByte = 1000 kBytes (10^6)(1,000,000 Bytes)
gByte = 1000 mBytes (10^9)(1,000,000,000 Bytes)
tByte = 1000 gBytes (10^12)(1,000,000,000,000 Bytes)
pByte = 1000 tBytes) (10^15)(1,000,000,000,000,000 Bytes)
Why are they different?...
nibble/nybble/hexit/semioctet/quartet = 1/2 of a byte
KB = kilobyte = 1000 bytes
KiB = kibibyte = 1024 bytes
MB = megabyte = 1000 KB = 1,000,000 bytes
MiB = mebibyte = 1024 KiB = 1,048,576 bytes
GB = gigabyte = 1000 MB = 1,000,000,000 bytes
GiB = gibibyte = 1024 MiB = 1,073,741,824 bytes
TB = terabyte = 1000 GB = 1,000,000,000,000 bytes
TiB = tebibyte = 1024 GiB = 1,099,511,627,776 bytes
PB = petabyte = 1000 TB = 1,000,000,000,000,000 bytes
PiB = pebibyte = 1024 TiB = 1,125,899,906,842,624 bytes
EB = exabyte = 1000 PB = 1,000,000,000,000,000,000 bytes
EiB = exbibyte = 1024 PiB = 1,152,921,504,606,846,976 bytes
ZB = zettabyte = 1000 EB = 1,000,000,000,000,000,000,000 bytes
ZiB = zebibyte = 1024 EiB = 1,180,591,620,717,411,303,424 bytes
YB = yottabyte = 1000 ZB = 1,000,000,000,000,000,000,000,000 bytes
YiB = yobibyte = 1024 ZiB = 1,208,925,819,614,629,174,706,176 bytes -
Also, as of I13, the status resistance cap is 10,000%, rather than the 100% it was previously. The behavior of status resistance hasn't changed, you're simply able to have more of it. (At 10,000% mez resistance, mezzes will last 0.9% of their original length.)
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Quote:Porting from Android to... pretty much anything except Apple's mobile devices is, while not trivial, comparatively easy. Android apps are Java programs using XML for layout.Only if it's not limited to the damn Apple and androids and crap. I want one on my desktop
That's not reverse-engineering. The closest the CoH community has come to reverse-engineering anything about the game are the memory scanners used by HeroStats and Titan Sentinel. I suppose you could qualify discovering the compression format of pigg files as reverse-engineering, but that seems like a thin argument to me. -
It's been suggested before, but... Vet reward costume claim tokens. Rather than getting the costume pieces for the vet reward, you choose which piece goes with your reward. Then, people who want boxing gloves don't have to wait years and if they're not particularly fond of the super sentai pieces, they don't have to get them when they could be getting what they do want.
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Quote:From Zombie Man, back in 2009(?):Four servers for the Europeans across the pond
Eleven for the Americans in their continent wide.
Three for testing, tightly controlled
One for the developers blessed and wise.
In Mountain View, California where the servers lie.
One list to rule them all, one list to find them
One list to bring them all and in the darkness bind them
In Mountain View, California where the servers lie.
EDIT: Yes, I know the servers aren't physically located in Mountain View but the devs are and they need to be collocated for it to work.Four servers for the Euros past the Gulf Stream
Six servers for the East coast in their towers of stone
Five servers for the Left coast stoned as they seem
Two servers for the Testers, gankers ungrown
One for the Darkity Dark Lord to find them
One Server to unite them all and grind them
In the Land of NorCal where the Developers freem. -
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Fearsome Stare. Even better with Glimpse of the Abyss psi damage proc. (It makes me win staring contests against grays for GOOD!)
Also, aside from the hilarity of killing lower level critters just by looking at them, it's actually a good power. One of the best tohit debuffs available to players, and a fear that can be made perma fairly easily. -
Quote:As well as non-language data input. For example, powers are defined in a spreadsheet. I recall Castle saying his job was (paraphrasing) entirely playing with Excel documents (though, many powers use a pseudo-language thingy for defining stuff like how the power unlocks, or how much resistance the SR passives give you, things like that). Animation sequencers aren't exactly any programming language, either. Then there's the P-strings...At a guess it'll be done across several languages aswell which means building a method of interacting with an 'engine frontend scripty thing' aswell as interface shite... God only knows. More than i'd care to imagine :/
I was recently talking to a friend of mine (previously lead designer at a ~100 person game company, now develops independently for Android), and he mentioned a game company in Houston that was working on an MMO... with 6 employees. I asked him if they were crazy. We laughed. I suppose you could build a really nice MUD/MUSH with 6 people, but you're not going to make a profitable MMO like that.