Korith

Forum Cartel
  • Posts

    846
  • Joined

  1. Let's look at it another way...

    How about being able to craft inspirations in addition to temp powers? I, for one, would definately be found assembling some XXL purples...
  2. A setting to remember and use the orientation of the last object placed would be nice.
  3. The recovery increase is 17%.

    And we invest how much just to get another 2.5% from a set?

    I call that one "worth it".
  4. [ QUOTE ]
    [ QUOTE ]
    Smmexy !

    [/ QUOTE ]

    I came.

    [/ QUOTE ]

    I saw.
  5. Tundara wins 50,000 awesome points.

    I'd give out more, but thats all I have in the bag of awesomeness.
  6. [ QUOTE ]
    [ QUOTE ]
    Smmexy !

    [/ QUOTE ]

    Sometimes the word ‘fap’ just doesn’t cover it.

    [/ QUOTE ]

    "You got that right!"
    "You betcha!"
    "Oh yeah, oh yeah, oh yeah!"
  7. Yes, the 10% inf/level decline starting at 25 thingy.

    But then, I'm unnaturally persistent
  8. Confirmed, it's in-game time. Otherwise, the characters who had leftover buffs after copying to test and being signed into the day after wouldn't still have those buffs on them (they did).

    To verify this for yourself, open the Powers window, scroll down to your empowerment buffs in it, right-click them and click "Info". The timer clearly indicates in-game time.
  9. Ah, some standard "requests"

    -Offline invites: makes pulling all the characters tied to a single account into an SG much easier. It also helps if two people can't always be on at the same time.
    -Reverse invite requests/SG applications: For people who want in on an SG. The application should be targetted at the SG itself to minimize in-game spam, and an SG administration panel should allow the leader (or anyone with appropriate "invite" permissions) to accept/deny each application. If an applicant joins another SG, their application should automatically be deleted. An option should exist to close the SG to applications as well for any SG that is full or simply not recruiting.
    -Prestige Slider - as often discussed, being able to earn X% influence and (100 - X%) prestige at high levels will settle a lot of issues about SG mode and high level play.
    -Review influence reductions - I'm personally okay with the 10% decline, but it's been suggested before that it's too fast. Some say dropping 5%/level would be better. Some review and discussion of this rate would be helpful.

    ...that's all I've got for now.
  10. _Ilr_'s exploit is essentially this:

    You're a level 50 /SR scrapper, and you want to beat up people in bloody bay. Get yourself killed, hosp to base, pop elude, and zone in.

    The elude effects are still there waiting for you when you zone in.

    Now, you could still do the same thing from the regular zone entrance, but with bases you can essentially pop up anywhere in the zone, sans 30-45 seconds of your buff due to zoning and the PvP countdown.
  11. Warburg Resist Buff missions don't in my experience. The other three door missions have rewarded salvage without any problem, so long as I'm in SG mode.
  12. [ QUOTE ]
    [ QUOTE ]
    Perhaps not.

    However - if you exemp down and join someone else's PvP zone mission, do you get salvage matching your actual level, or the level of the mission?

    [/ QUOTE ]

    If your talking about invention stuff, the level of the salvage is determined by the level of the mobs you fight as is the level for the class A mob kills recipes. The class B mission end recipes that are awarded at the end of a mission are awarded at your level regardless of sk or exemp status.

    [/ QUOTE ]

    I'm not. I'm refering to PvP zone special base salvage (which is presently near-useless). As you may have noticed, certain salvage is given at certain levels, or at least in certain zones. The question is one of whether Exemplaring can allow a level 50 to get Scent of Brimstones from PvP missions, as opposed to Weapons of Mu.
  13. Perhaps not.

    However - if you exemp down and join someone else's PvP zone mission, do you get salvage matching your actual level, or the level of the mission?
  14. Jagged:
    [ QUOTE ]
    Make the crafting of an Improved Telepad require a unique piece of salavge that can only be aquired through the CoP TF or SG related TF.

    [/ QUOTE ]

    Fire_Ice
    [ QUOTE ]
    No. You shouldn't have to go that far out of your way to craft something.

    [/ QUOTE ]

    How about a use for all that special salvage we've been accumulating?

    Recipe for Arcane Improved Teleporter: 10 Spells of Power, 10 Scent of Brimstone, 10 Demon Heart

    Recipe for Tech Improved Teleporter: 10 Alien Tech, 10 Abberant Tech, 10 Nano Fluid
  15. [ QUOTE ]
    [ QUOTE ]
    My wants are pretty much what's shown already - the ability to host more than 2 zones per beacon (at higher cost, likely) would be VERY in demand, and the ability to port directly to outside a mission door post-defeat also a great goodie to have. Both would be excellent QoL improvements.

    [/ QUOTE ]

    Ironically we had the last as a bug.

    [/ QUOTE ]

    There are two ways to force "zone to mission door".

    First, assume you're defeated in the mission, and your mission takes place in a zone without a beacon.

    If you go to the base hospital and take the blue column out, you get deposited right in front of the mission door. This works particularly well for the Cavern of Transcendence Trial, Sewer Runs, the Abandoned Sewer Trial, Shadow Shard missions and PvP zone missions.

    Secondly, if you log out in your base after hitting the base hopsital, the game appears to deposit you at the mission door when you sign back in.
  16. To your revised solution for the sandbox area, and the style behaviour, I say "excellent ideas!"
  17. [ QUOTE ]
    Base Raid wishlist[LIST][*]Plan pickup raids more than 5 minutes ahead[*]Groups with no IOP are easier to defend, they is 1 less victory condition

    [/ QUOTE ]

    Grammatical error highlighted.
  18. An "undo" button (doesn't have to work on crafted items.)

    A "copy room" feature (again, doesn't need to affect crafted items - but creates an identical room with all the furnishings, textures and lighting settings of the selected room)

    A "room holder" that allows a room and all of its contents to be held outside of the plot temporarily. This is to help re-arrange rooms in a "full" plot without having to delete and rebuild from scratch.

    A "copy item" button. Does not have to work with crafted items. Creates a copy of the selected item, with the same facing/orientation.

    A "clear room" button. Clears all non-crafted decorations from the room.

    Granular editing permissions: Separate Add/Delete/Move/All permissions for the following...
    -Functional (Primary) items - Include storage, telepads, rez rings, power and control primaries, batteries, anchors, weapons, etc.
    -Aux items - Anything that attaches to a functional (primary) item, including power and control auxes, medical auxes, telepad beacons, weapon auxes, etc.
    -Decorative items - Anything that has no particular functionality.
    -Rooms ("Delete" option on rooms automatically provides delete permissions for functional, aux and decorative items)

    The intent here is to allow such things as "open permissions" for beacon swaping and the like. Rooms could have overriding permissions (so that the new guy doesn't delete all of your control Auxes and shut down the base, but can still change the "anything goes" telepad from Rikti War Zone to Atlas Park. Similarly, a decorative "lounge" could be configured to allow SG members to add, delete and move decorations at will.)
  19. [ QUOTE ]
    SG-Mayhem, SG-Safeguard?
    Obviously the pipe-dream here would be the often-suggested raid on your base by NPCs.

    [/ QUOTE ]

    In lieu of this pipe dream, how about raiding an NPC base? Have some base designs filled with, say, arachnos and named Rogue Isles villains (boss-level). Similar in nature to fighting one's way through the "Villain Team" in the Statesman task force, it gives a PvE scenario with a "we're fighting actual villains rather than faceless soldiers" feel.

    Villainside, this could be reversed. Attack a hero base filled with longbow and Named Paragon City Heroes .

    The objectives could emulate those of a raid - fight your way through the defenses and click the glowie (item of power, but not. Perhaps it gives a temp power to the person who clicks it?). Alternate objectives (such as droping raid pylons) may also be a possibility.

    Large teams, in a fashion resembling a safeguard, could trigger an Elite Boss or AV in the base.

    The key to succeeding would be in the dynamic creation of enemy bases, and having a large library of NPCs to draw from. An Auto-SK to 50 would be ideal here, in order to allow everyone in a team to participate in much the same fashion as a classic base raid.
  20. A few critiques and nitpicks for your otherwise excellent guide:
    [ QUOTE ][*]Stacked slows: Gravity Distortion has a slow with -recharge

    [/ QUOTE ]

    Gravity Distortion only slows movement. It has no effect on recharge. That said, the stacked movement slows are still extremely useful, particularly when dealing with superspeed and/or bunny hopping enemies in a PvP fight.

    [ QUOTE ][*]Smashing damage is highly resisted: Smashing damage is possibly the most resisted damage type in the game. Highly smashing resistant foes will be frustrating, especially if you solo.

    [/ QUOTE ]

    Using Culex's spreadsheet as a basis of information, smashing is the 2nd most resisted damage type in the game, outresisted only by Lethal. Out of 1341 enemy entries, 61 are vulnerable to (take additional damage from) smashing, 429 are resistant to (take reduced damage from) smashing, and 851 don't care. Average damage resistance is 6% (accounting for the vulnerable and non-resistant entities) with a standard deviation of 0.21. Lethal is worse off, with an average of 8% resistance, standard deviation of 0.22, 51 listings of vulnerable enemies, and 477 listings of resistant.

    Smashing damage is particularly useful against Hydra, Rikti Drones, Devouring Earth "mineral" types, Rularuu wisps, as well as Council robots and Nemesis Jaegers and Warhulks. It's noticably ineffective against Arachnos robots, armored Rikti, council wolves, ghosts (including CoT spectrals) and various other things. Played to its strengths, it's a good damage type, but is well balanced by a second type of damage.

    [ QUOTE ]
    Disruption Arrow: This is a location based -resistance debuff with a nice large radius. The debuff isn't huge (about 16% for controllers I believe)

    [/ QUOTE ]

    Disruption Arrow is a 15% debuff.

    Great guide on the whole!
  21. I used to watch it just before Duckula...or maybe it was after.

    Meh, too long ago.
  22. 1x4 works, for 150K - but it's very awkward to fit in TheLadyK's layout

    For reference, it's roughly
    <font class="small">Code:[/color]<hr /><pre>TTTTT.CC
    TTTTT.CC
    TTTTT..|
    TTTTT.PP
    TTTTT.PP
    .|.|...|
    II-EE.WW
    II.EE-WW</pre><hr />

    Fitting a 1x4 in that would kill two rooms, which is not particularly pretty, nor is it all that functional.
  23. [ QUOTE ]
    [ QUOTE ]
    No supercomputer yet. *grin* The spots for the other two telepads are ready and waiting. We should be there in another week or so.

    I am none to thrilled about having to have a supercomputer instead of an arcane control main. No more mystic library for us.

    [/ QUOTE ]
    How do you mean? Isn't there a magic equivalent to the supercomputer you can use instead?

    [/ QUOTE ]

    There is a magic equivalent of the Supercomputer (Orbits of Control), but it's MASSIVE, coming in at about 2.1 x 0.9 base squares, vs the 1.2 x 0.6 of the Supercomputer. The real problem, of course, is that you need a 1x4 room to hold the orbits. The 2x2 won't work.
  24. [ QUOTE ]
    In my favorite quote from Invander Zim:

    “I’m glad it had a happy ending.”

    [/ QUOTE ]

    I've always liked:

    "That kid SUUURE likes his waffles!"