Fleeting Whisper

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  1. Quote:
    Originally Posted by Samuel_Tow View Post
    And I didn't believe him for a second. If they had a "story bible," then the Khan TF would not have happened, the Council would have made sense, the Origin of Powers would not have been as inept and that's just off the top of my head.
    y'see, it's more like a "Lore 3-ring Binder" than anything else.
  2. Quote:
    Originally Posted by Knight Jolt View Post
    So, that's what that noise is below?

    - another flyer
    *checks watch*

    - teleporter
  3. Black Scorpion sez:
    FEAR ME!
  4. Quote:
    Originally Posted by That_Ninja View Post
    What ever happened to this villain group/EAT/idea or something?
    Nothing has happened to it. At all. That's why you don't know anything about it.
  5. Quote:
    Originally Posted by milehigh77 View Post
    Damage inflicted by a whip has less to do with sound waves and more to do with kinetic energy.

    So a whip powerset would in fact be lethal damage.
    Kinetic Melee is based on the concept of using kinetic energy, and it does Energy/Smashing
    (And, since Madam_Enigma said 'sonic damage' rather than any actual damage type in the game, I'll point out that Sonic Attack also does Energy/Smashing.)
  6. Quote:
    Originally Posted by Nelviego View Post
    Now about these Movementcontrol and Movementfriction stats: are they enhanceable using the kin's "Power Boost"?
    I'm not exactly certain what you're talking about, since Kinetics doesn't have Power Boost. Power Boost is available in Energy Assault, Earth Assault, Icy Assault, Energy Manipulation, Primal Forces Mastery, Mace Mastery (Masterminds), and Soul Mastery (Corruptors/Defenders). Power Build Up (very similar to Power Boost) is available in Power Mastery.

    While a Kinetics character could gain Power Boost in Soul Mastery, or Power Build Up in Power Mastery, it's not something that's specific to Kinetics. And, finally, to actually answer the question: no, neither PB nor PBU would affect MovementControl nor MovementFriction. And besides that point, Super Jump grants you enough control/friction that you don't really need more; Combat Jumping provides more control (but less friction), and Inertial Reduction provides the same control as CJ and more friction than either CJ or SJ. Ninja Run has the same control as SJ, and the same friction as CJ.

    Answer to question bolded to separate it from m ramblings.
  7. There is no 'run to range' command. There is merely Autorun (default binding to R) and Follow (default binding to F). Autorun will only make you run forward, and Follow will make you run to your target, to melee range generally although it's possible for the follow distance to bug out occasionally.

    If you queue a power and you have a valid target, the power will remain queued until you're within range, at which point you'll execute the power. And, since most powers prevent you from moving during their animation, you could use that to find range, if you like.
  8. Quote:
    Originally Posted by Angelofvalor View Post
    I cannot remember the right account name or password for some reason, and tried sending them a ticket and they never send anything back to me about it. I really need to get into my nc soft account.

    Thanks all.
    Your NCSoft account, or your CoH account? Your CoH account is the same as the one you use to log into the forums. IIRC, the first NCSoft game you register defaults to the same as your NCSoft master account, too, but you can change that.
  9. Quote:
    Originally Posted by Adeon Hawkwood View Post
    You are basically correct, Cardiac and Nerve are the ones that are less critical to a build however there are reasons to use both of them.

    ...

    As for Nerve, I don't think it's that useful on an IO'd build (since most IO builds pick up a decent amount of +accuracy by accident)
    While it's true that an IO build probably doesn't need any more +acc, that's missing the bigger picture. Look up one level, to Nerve Radial, and you'll see it gives +def as well. Similar to the thinking of getting perma-X on the cheap, Nerve Radial can help with softcapped defenses. Once I slotted Nerve Radial on my MM, my henchmen were finally softcapped.

    I hadn't tried it without Nerve Radial, but I also noticed in one mission when my tohit was debuffed to base 30%, my final hit chance was still 95%.
  10. Was fighting a Zombie Apocalypse in Grandville solo the other day on my MM (nobody else was even around). I asked in RO Global whether the zombies dropped shards, and seconds later I got a shard from one of the minion zombies.
  11. I use the ratings fairly regularly, but I almost never use the notes. In all cases where I rate someone, it's someone I'm currently teaming with.

    1 - Scum of the earth; do not team with them ever again.
    2 - PuG teammate who stood out as a good player; worth teaming up with again.
    3 - Member of Repeat Offenders; helps for identifying members of the network.
    4 - Member of RO who I especially enjoy teaming with.
    5 - Friend in real life.

    Generally, ratings are just so I don't have to memorize someone's entire list of characters.
  12. Quote:
    Originally Posted by RaikenX View Post
    Actually...as for the damage type...I'd lean more towards lethal more than smashing. Smashing damage is more akin to blunt force trauma and you really don't get that much with a whip. You tend to end up with more lacerations, slices, and cuts for whip-related injuries.
    Or you could go for fire damage
  13. Quote:
    Originally Posted by Sgt_Hobo View Post
    Almost everything I read on these boards seems agree with me. Heck, it might have even been the place where I got the idea from.
    ...
    It just seems that it's much more rewarding to have AOE characters. You can tear through huge groups in very short amounts of time, as opposed to killing targets one by one.
    People on the forums like to talk about farming. Successful farming requires a high kills/time ratio. AoE accomplishes this.
  14. Quote:
    Originally Posted by Madam_Enigma View Post
    Or anything that sees your thugs.
    That's what the 'goto' command is for.

    Jordon, for a more full explanation:

    Minions can see you at 45'.
    Lieutenants can see you at 50'.
    Bosses, EBs, and AVs can see you at 54'.
    Turrets and GMs can see you at 100'.
    Snipers can see you at 149'.

    Stealth powers subtract from the distance a critter can see you at. [Stealth] subtracts 35', and the Celerity unique subtracts 30'. The two combined will make you completely invisible to most critters, and will let you get 65' closer to Turrets, GMs, and Snipers than you normally would.

    Some critters have Perception buffs. For example, some Rogue Isles Police have Tactics, granting +per to all of their nearby allies. Vanguard Sword also have inherent increased perception.

    As Deacon mentions, some critters ignore stealth completely. This list includes Rikti Drones, all members of the Knives of Artemis, and the Rularuu Sentries (the giant eyeballs).

    Another notable exception is Longbow Eagles. While they don't have increased perception and they don't ignore stealth, they have a power called Positioning. It's a PBAoE auto power which makes them fly out of melee... but it's considered an autohit attack, so it will suppress your stealth, and then everyone else will see you.
  15. Quote:
    Originally Posted by Madam_Enigma View Post
    Ideally, you want a combination of to-hit and accuracy. Although if suffering from extreme debuffage, accuracy may be more useful then to-hit. It's rather hard to get enough to-hit to reliably hit through five force field generators, or 8 stacked nemesis vengeance. But heavy acc slotting will help you hit a tad more often.
    If you're debuffed to 5% tohit, in order to get back up to 95% hit chance you need +90% tohit. If you try to do the same with just accuracy, you'd need +1,900% accuracy.

    If you split the middle and get some of both -- let's say +45% tohit* -- you'd still need +190% accuracy. Splitting in two on the other side -- +950% accuracy -- means you only need an additional +10% tohit. It's much easier to recover from tohit debuffs by adding tohit buffs. I believe the reverse would be true if you were suffering from accuracy debuffs, except there aren't any that exist. (Things would really suck if it did exist, because there's no means in the attack mechanics to prevent you from going into negative accuracy.)

    Hitting a target with defense is essentially the same as being debuffed yourself. Consider the accuracy formula: Clamp[AccMods * Clamp[SelfTohit - TargetDefense]]. By the time your accuracy comes into play, the difference between your tohit and the target's defense is your tohit, as far as the equation is concerned.






    * A Blaster using Vengeance slotted for 56% tohit still gets +40.95% tohit. Other ATs get even more benefit; Defender, Scrapper, Tanker, Brute, Stalker, Widow, and SoA all get +35% tohit from Vengeance without slotting.
  16. Quote:
    Originally Posted by Dispari View Post
    Technically the system does exactly what it is told to do, accurately.
    Computers are stupid. They always do exactly what you tell them to do. Erroneous output is still a bug, no matter how the erroneous output was achieved.

    Debuff HOs enhancing buff powers is exactly the way HOs were coded. But it's still a bug. In beta testing, Touch of Lady Grey proc firing for billions of damage was exactly the way it was coded. That's still a bug. Players getting stuck inside geometry is exactly the way the game's physics is coded. It's still a bug. A Warshade putting all 67 slots into one power and one-shotting Hamidon was exactly the way the game was coded. It's still a bug.

    Of course, none of my examples are things that were/are "Working As Intended". But the game's Real Numbers initiative is intended to show players exactly how their powers work, and telling them that ?Rain of Fire has a 2.00 accuracy is false, and is therefore a bug.
  17. Quote:
    Originally Posted by Jeuraud View Post
    Police handgun qualification required them to qual from 3 yards to 25 yards.
    3yd = 9ft. Many PBAoE powers are 10ft, standard 'melee' powers are 7ft, and the only 'melee' power that's longer than that is Knockout Blow.

    25yd = 75ft. Standard 'blast' power range is 80ft.
  18. Fleeting Whisper

    Lost game =/

    Quote:
    Originally Posted by Novapulse View Post
    There is a lot of misinformation about the true origin of the word "gypped". It comes from the Greek word "gyp" for vulture, not from the word "gypsy".

    Gyp (Jip, Gip, Gypsy, Gippo, Gypper, Gypster)

    A person who cheats or swindles people. A trickster. A person who is not quite honest. Gyp is the Greek word for vulture. In the 19th century, the Universities of Cambridge and Durham in England provided servants, who attended one or more undergraduates. Students called the servants “gyps” because the gyps found many ways of obtaining ale and tips from them and preyed upon the students like vultures. Gyps made beds, ran errands, helped their young masters over the college walls late at night, and provided other services. Sometimes they ran away with everything they could lay their hands on.
    'gypsy' derives from Middle English 'gyptian', which in turn comes from Old French 'gyptien' (short for 'egyptian'), deriving from Latin 'aegyptius'. Gypsy itself is a pejorative exonym for the Romani people, used on the mistaken belief that the Romani originate from Egypt.

    In the sense of swindling (or a person who swindles), 'gyp' does indeed derive from 'gypsy', in the same way 'jew' in the sense of defrauding derives from 'jewish', and 'welsh' in the sense of defaulting on a debt derives from the name of the Welsh people. Interestingly, 'gyp' can also mean other things (such as pain), with different etymologies, and it's also an abbreviation for the plant genus 'gypsophila' which includes the common Baby's Breath (US/Canada) aka Soap Wart (UK). The name of the genus describes the fact that the plant commonly grows in calcium-rich soil, such as gypsum.
  19. Fleeting Whisper

    Perma Hasten

    Hasten, Dull Pain, and Domination are the examples given on the Prema page of Paragonwiki.
  20. Quote:
    Originally Posted by Oedipus_Tex View Post
    I'm pretty sure Hasten does root.
    I'm pretty sure it doesn't.
  21. Hmm... the Ghost Falcon character is supposed to be a Praetorian, according to Manticore...


    Okay, so Praetorian Crey deprogrammed him, so I suppose he qualifies as Resistance, now?
  22. Quote:
    Originally Posted by Johnny_Butane View Post
    If you're melee, where is the patch coming down? Right on the enemy you're fighting. You have to step aside, stop attacking until the attack goes off or dissipates, which can take quite some time in the case of Battle Maiden, and then move back into melee range. Only THEN are you allowed to resume attacking with your decent attacks. That is much more downtime and more effort.
    If you're a melee character, presumably you're in melee with Battle Maiden. You move outside the nanite radius, and presumably all of the other melee characters do, as well (if they don't they'll soon be corpses, ignored by BM). When BM is in melee AI mode and all in-range targets leave range, she'll follow them to get back in range.

    Presumably at level 50, you'll have at least one ranged attack, too.

    Quote:
    Originally Posted by Venture View Post
    The "casual MMO" is FarmVille.
    FarmVille (and clones) is specifically designed to make players spend as much of their time as possible either playing FV, or thinking about FV. FV developers don't want you spending time doing anything else besides FV, except possibly telling your friends about FV.

    And that's not even an exaggeration, it's the actual design philosophy of the game.
  23. Yes, well CoD doesn't line wrap the 'mode disallowed'.
  24. Quote:
    Originally Posted by WoefulKnight View Post
    City of Data didn't have anything more.
    I don't know what you're talking about:
    http://tomax.cohtitan.com/data/power...venomed_Dagger
    • 70.68 Lethal damage
    • 5 * 14.99 Toxic damage over 5.00 seconds (after 0.5 second delay)
    • Regeneration -2.5 for 10s PvE only [Ignores Enhancements & Buffs]
      Effect does not stack from same caster
    • -1.211 Regeneration for 10s If target is a player [Ignores Enhancements & Buffs]
      Effect does not stack from same caster
  25. Fleeting Whisper

    Lost game =/

    Quote:
    Originally Posted by Moderator 05 View Post
    Also, I lost the game.
    This is for all of you who lost the game due to this thread:


    I'm as surprised as you! I didn't think it was possible.