Kosmos

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  1. Quote:
    Originally Posted by Aggelakis View Post
    Correct. Because you're not actually getting the arc from her, you're getting the arc from a copy of her that is only contactable via phone (ala some Praetorian contacts).
    Is this true of all arcs that are no longer current? If so, that would make some sense.
  2. Quote:
    Originally Posted by Nightchill_EU View Post
    I dont understand. CI hits one target, if there is another one (very close and behind'ish) it will jump on it, and on another and another etc... Iv never noticed the power to have reduce efficiency the more target it affects. Iv also seen it jump a LOT of times for exemple when I herd a huge pack and mobds tend to follow me in a tight line.
    Why character creation panel would give a number for multiple target when it doesnt do that on every other AoE powers.


    Only 5% or 5% per affected target?
    The Real Numbers info on most (all?) chain type powers are broken due to the odd mechanics used to implement them. Chain Induction can hit up to 5 targets. And somehow due to the implementation I believe it actually looks like 5 separate attacks to Real Numbers and it adds them up the same way it adds up the Smashing and Energy for an Energy Blast attack (for example).

    For Consume the +Recovery actually only lasts 15s, but at 5%/target hit. The END Drain Res is the only part that lasts the full 120s.
  3. Quote:
    Originally Posted by Vel_Overload View Post
    2. I believe Infridgidate does stack. Although, some powers are wacky and won't stack with themselves. Will need clarification
    According to City of Data, none of the effects of Infrigidate will stack from the same caster.
  4. Kosmos

    Poison trap

    Quote:
    Originally Posted by Muon_Neutrino View Post
    A 4 pack of basilisk's gets you some decent numbers to start, and you can fill it out with the lockdown proc and something else to round off the enhancement numbers.
    This is what I did, with the most emphasis on Recharge.
  5. Quote:
    Originally Posted by Chase_Arcanum View Post
    Disagree completely. Your proposed policy would be more flawed than the one they're using.

    If you spend the time to make "shoulder kittens" universal for all models- something that has VERY little widespread appeal- rather than an asset that DOES have wider appeal to the male side, you're wasting resources. (I wouldn't mind a shoulder kitten, but that's another story)

    What I do wish the devs WOULD address is possibly consider making more 'general use" versions of some of the more interesting pieces coming out. Things like the "magical bolero" are nice, but very specific in their style because of the level of detail.

    - Give an option (for the same sex) with a simple collar and less detailed cape. It would mesh with a LOT more of the art assets then.
    - How about a non-leather-textured coat?
    - The new "steampunk" skirt could make a nice slinky 1-piece dress with a simple" with skin" top... except it only really works when its set to black.
    - The veteran "samurai" armor has excellent styles to it, but smooth one using the geometry with solid colors could be used in many places where the ornate designs just conflict.

    We just have so many "unique geometry" pieces that look GREAT but just seem to have so much more mixing potential if they'd also have a version that matched the pre-existing colors and textures. Rather than re-develop them for other genders, I'd much rather flesh out the existing mesh with different patterns.
    I agree. I really dislike costume pieces that can't be color or texture matched except to other pieces in the same set. Especially when it the turns out that the set is missing gloves and boots.
  6. Quote:
    Originally Posted by Everfree_Fire View Post
    Honestly, I can't tell you if the resist IO helps all that much, but the 20% resists on top of the near softcap (I'm /dark) means that, for the most part, my thugs are pretty survivable.

    Perhaps something else could work, but this is just my personal preference. I only use Gang War in an emergency, so it gets plenty of time to recharge.
    That's basically what I'm thinking, I've just seen others that use Gang War a lot more and I guess what I was really wondering is if I'm under-rating and misusing the power in that "keep 'em busy while I resummon and train" role.
  7. Quote:
    Originally Posted by Everfree_Fire View Post
    If you have six slots, use them. I tend to do mine as

    Level 18: Gang War -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg/Rchg(19), ExRmnt-EndRdx/Dmg/Rchg(19), ExRmnt-+Res(Pets)(21), C'Arms-+Def(Pets)(21), EdctM'r-PetDef(23)


    Easy recharge, and three of the four pet aura IOs. I normally have the fourth as the whole set in the t1 thugs.
    Well, I wasn't planning on respec'ing this guy until I start playing Incarnate content with him, which is some time well down the road.

    Given that you only have slightly better slotting than what I have now, it seems you'd lean towards the Res IOs over improved enhancement for Gang War itself. So I see this as a vote to use the Res IOs, which I can then move when I respec to get this guy set up for Incarnate content somewhere down the line.
  8. I just got my Thugs/Traps/Mace MM to 47 and am slotting him up with some sets. I'm just finishing out his leveling build at the moment, not spending the big bucks for a good build as he's well down my list for Incarnate content at the moment (I have 24 other 50s on my main server and only 5 are to +3 so far).

    Anyway, to get to the point: I have Gang War 4 slotted with Call-to-Arms IOs using L30 A/R, A/D/R and E/D/R plus the Def Aura. That gives 39.2% Acc, 34.8% Dam, 56.6% Rech and 17.4% EndRed. I have two other slots which I'd originally just planned to slot with the Expedient Reinforcement A/D/R and E/D/R triples in this leveling build. However, I'm now thinking I may just want to throw the two Res Aura IOs in there instead. I used to use Gang War a lot either to spread aggro or to hem in foes I think are apt to run. But with Seeker Drones slotted, an AoE Immob to reduce scatter, Scorpion Shield, Provoke and IO Def bonuses I'm not finding as many uses for it. So I'm thinking that extra 20% Res for everyone might be worth more than a somewhat more effective Gang War itself. However, my goons are at around 49% Def as is and usually only die when they're out of range of Aura IOs anyway, so I'm not sure which way to go.

    What do you think? Am I under-utilizing Gang War? Should I slot it with better enhancement and use new strategies to get more out of it? Or should I just slot the buff IOs in there and toughen up my grunts a bit?
  9. I generally don't use this sort of command, but this...

    /bind w "+forward$$powexecname active defense"

    ...should work. I'll test that when I'm finished with my Mids fiddling.

    [Edit:] Yep, works as expected.
  10. Quote:
    Originally Posted by Sentry4 View Post
    I get 1.096697E-07

    Which is...

    0.0000001096697

    Converted to a % is

    0.00001096697% chance of this happening. 1 in 1,096,069 chance.

    Is something broken or was there really an, almost exactly, 1 in 1 million chance of this happening? Did i just win the lottery (unfortunately on misses in a game), or is something broke....or is my math wrong.
    I didn't check the first part of the calculation, but this last bit of math is wrong. To get the ratio (that is, the "1 in X chance") you take the reciprocal of the likelihood. That is 1 / 1.096697E-07. Which is 1 in 9,118,289. So it was actually almost a 1 in 10 million chance.
  11. The Ill/Rad is the strongest, but the Kat/Regen is probably cheaper to get a solid build on. To get the Blaster to the level of solo'ing AVs you're going to have to spend more INF, but it's definitely possible and not really that hard with a good build and a full slate of Incarnate powers.

    If you have some decent HOs to sell you may be surprised at how much they bring. One or two can be enough to fund a pretty good build.

    I'd suggest starting with the Scrapper and doing a cheap build to keep as much INF in reserve as possible.
  12. Quote:
    Originally Posted by Memphis_Bill View Post
    If they threw a custom flag in WoC to not aggro, I don't recall it. *shrug* And I'd expect (yeah, I know) to see a callout to that effect with the in game info, which I'm not seeing right offhand. Then again, blasters do enough to get aggro that WoC *not* aggroing would be easy enough to miss!
    Look at [mental manipulation.world of confusion] Detailed Info in game. The last line in the second block is "Aggro Type: Enemies will not notice this attack". The Psionic Mastery version is missing that line.
  13. Quote:
    Originally Posted by Solo_One View Post
    yes it causes agro and it should, its a separate confuse that gets cast. for example if a mind dom in domination confuses a target and the proc fires only the dom's target will get the dom-boosted confuse while the proc's target will get a lower mag, lower duration agro-causing confuse. its not a bug, its by design.
    Except that, as I stated, Contagious Confusion's Detailed Info specifically states that it doesn't aggro.
  14. Quote:
    Originally Posted by Memphis_Bill View Post
    Checking paragonwiki on both the Mental Manipulation version and the Psi mastery (controller/dom) version, both list "Minor DoT," so if that's the case, both should be causing aggro.

    Of course, either (a) the wiki's wrong on the blaster version, or (b) the in-game info is wrong on one of the powers by not showing the DoT. Both have been known to happen.... though the info in-game does mention the DoT (if you just hover over the power for the description.)
    The Blaster version has never aggro'ed from the point I entered the beta test for the power set till today. I may be misremembering, but I thought Castle explicitly stated during beta that it wasn't supposed to aggro despite the damage. As for the Psi Mastery one, that may have deliberately had the notify flag set to weaken the power for use in an APP.

    According to its Detailed Info, Contagious Confusion is not supposed to notify foes either. The only powers I have it slotted in are Seeds and WoC, so I can't say if it is working correctly in non-notify powers other than WoC. However, my experience with it slotted in Blaster MM WoC is identical to Derangedpolyglot's.

    So I think the fact that the proc aggroes in Blaster WoC is a bug of some sort.
  15. Quote:
    Originally Posted by Rigel_Kent View Post
    I'm assuming we're talking about 1-slotted Stamina here, and ignoring complications like recovery flooring from debuffs or having a full end bar. If my math is correct, the proc is slightly better than a level 50 common IO in 1-slot Stamina.

    Performance Shifter proc: 20% chance of +10% endurance every 10 seconds, which averages out to +12% endurance per minute

    Base stamina: +25% endurance per minute

    Stamina + proc: +37% endurance per minute

    Stamina + 1 level 50 common IO: +35.6% endurance per minute

    As you can see, the difference, 1.4%, is about the same as a weak set recovery bonus (2xTempered Readiness = 1.5%). So definitely prioritize enhancing other powers and completing sets over "upgrading" Stamina to the Performance Shifter proc. You might even decide the consistency of a the common IO over the random rolling of the proc is "worth" the 1.4% average loss, and that'd be a reasonable choice.
    This is my general take as well, though I'll add that the proc suffers no loss when Ex to low levels. I consider all three advantages of the proc (+1.4% avg Rec, not affected by -Rec and safe from Ex penalties) minor and generally don't bother with it for a character with just a single slot in Stamina.
  16. The Visual FX for Assault Rifle powers emanate from a point about a full foot below the barrel of the new steampunk gun (Remarkably Reliable Rifle).
  17. Quote:
    Originally Posted by PeerlessGirl View Post
    More than likely either:

    1) no one realy beta tested and checked the precise effects with rain powers (but did likely do melee AoE's).

    or 2) The code did something weird on live or something else was changed since that made it act strangely.

    but, you'll believe whatever you want to. Using terminology such as "FotM" tells me you are or were a PvPer, which tells me all I need to know...

    edit: and reading the rest of the thread tells me it was exactly as I figured, #2.
    It just looks like another case of not advertising exploitable bugs to me.
  18. Quote:
    Originally Posted by Dispari View Post
    It just means that in rain powers and DoT toggles only (no affect on other powers, they still continue to function as they have been)
    This isn't precisely true, any pet/pseudo-pet that runs a toggle that does damage appears to be affected. [Edit: I didn't test them all, but all those in this class that I did test were affected.]
  19. Quote:
    Originally Posted by Robo_Knight View Post
    So that means Interface won't be as affective? IE, a Tier 4 Diamagnetic won't go off all the time if it's at 100%?

    If it's not, then I don't get it... -_-;
    Interface acts as before in clicks. In toggles and pseudo-pets such as Rains it will check only once every 10 seconds. The chance to proc remains the same. So my 100/50 Diamagnetic should apply -ToHit with a 100% chance and -Regen with a 50% chance when Freezing Rain is cast and then again after 10s. Right now, in this build on test, that's broken however, and it will only be applied to one target in each instance.
  20. Quote:
    Originally Posted by StratoNexus View Post
    The 10 second lockout (and the single target limit) only affect rain (including things like Burn and Bonfire) and aura powers. Neither Flashfire nor Fire Cages should behave any differently than they do on live. Only Bonfire and Hot Feet from Fire Control should be affected.

    As far as I recall, each power has its own timer and will not interfere with other powers proc chances (unless, of course, the cap is reached). So if I drop Freezing Rain and my Hellfire Gargoyle charges in, the fact that Freezing Rain just procced will not prevent the Hellfire Aura from proccing.
    I wasn't sure because it reminded me of one of the numerous bugs that once plagued the Force Feedback proc. Anyway, I just got a chance to test and confirmed what you said, accept for the Rain issue.

    The only Rain I have has Diamagnetic and for some reason I'm getting no combat spam at all from that proc despite a guaranteed chance to fire (it's the 100% -ToHit, 50% -Regen one). I made sure I had all combat channels monitored but saw nothing. So, either the proc isn't working at all, or it's not talking about it. Which is a bug in either case.
  21. Kosmos

    new def softcap

    Thanks. It was really just curiosity on my part. I recently fought a Blade Prince with my Energy Aura Brute and thought those swords seemed pesky. The rest were just critters that came to mind when I posted earlier in the thread.
  22. Quote:
    Originally Posted by MajorTractor View Post
    I'm pretty sure its unlawful to claim that any task force that takes over an hour is a "speed run."

    Speed LGTF should be 30 min or less or your doing it wrong.
    I think 1:03 counts as a speed run for Dr Q or Faathim and maybe even Sarah Moore or Synapse.
  23. Quote:
    Originally Posted by Residentx10 View Post
    I ran a speed LGTF this morning with 8 in 1 hour and 3 minutes and got 10 shards, lots of Vanguard merits and my notice. I love this TF because it's a two for 1. I think this is the best Shard TF in the game for collecting shards. Any comments? I consistently get 10-15 shards every run whether it's farm or speed.
    I'm going for a 4-for-1 on LGTF tomorrow with my Claws/En Brute. I need 7 shards and 70 or so VM, plus the Notice and I even need 50-some Gears for Freedom Phalanx Reserve.

    Personally, I get more shards on the ITF than the LGTF on average.
  24. Kosmos

    new def softcap

    Quote:
    Originally Posted by Arcanaville View Post
    FYI, pets and turrets have base 75% chance tohit. "Turret" is actually a class of critter (actually, a set of classes). They aren't "pets" per se. The turrets in the base in Striga, for example, are all minion, LT, and Boss-ranked turrets, and should have base 75% chance to hit.
    I wasn't actually speaking of an official class of critter when I wrote "pet class" (hence the lack of capitalization) as I couldn't remember what entities such as the Gun Drone or the Phantasm were labeled.

    Some of the critters I wondered about were Desdemona's demons, Infernal's Imps, Blade Prince flying ice swords and IDF Orbs. Do you know which of those, if any, might have the 75% Base instead of the usual 50%?
  25. Quote:
    Originally Posted by StratoNexus View Post
    I have now tested Diamagnetic, and it works the same as reactive, proccing every 10 seconds in rains and auras.

    HOWEVER

    There is another change to how Interface works in rains and auras. It only procs on one target. That is right, these AoE powers can now only proc the interface on one target at a time.

    Please let that last part be a bug, because that seems WRONG.
    Unfortunately I don't have time to test right now, so...

    Strato, did you test to see if the 10s lockout stopped proc'ing from separate powers as well as from one? That is, if I get a -Def proc from Flashfire, does that mean a follow up Fire Cages would have no chance of applying another -Def debuff?