Kosmos

Legend
  • Posts

    682
  • Joined

  1. Kosmos

    new def softcap

    Quote:
    Originally Posted by Aett_Thorn View Post
    Rikti drones and Rularuu eyeballs have +ToHit buffs, which negate an equal amount of +Def.
    I think pets summoned by critters generally get an effective +25% ToHit. Malta auto-turrets certainly do. Critters that aren't pets - such as those Rikti Comm Off summon - don't get this, just pet class critters summoned by other critters.
  2. Kosmos

    new def softcap

    Quote:
    Originally Posted by Darej View Post
    Does this just apply to itrials or everywhere? Seems like all my sofcapped toons are getting killed way more playing regular content.
    If you're running anything with the new Praetorian critters in it - which includes Imperial Defense Forces, Clockworks, Warworks, Seers and the Devoured Earth that appear in tip missions - then you are far more likely to run into +ToHit than you were in the past. The DE always had Quartz eminators with +ToHit, but now some have a personal ToHit buff as well. Most of the IDF not only has something that grants +ToHit (Seer Fortitude/Tactics and the Battle Orbs) but -Def as well, and some Clockwork have a power that actually causes you to attack yourself and anyone near you. Seers in particular are murder, as all of the minions have either stackable +ToHit (Seekers have weaker versions of Fortitude and Tactics) or nasty -Def (Scryers).
  3. I did a mini-guide for this a while back.

    AR/Dev should be easy. Buy Purples and Reds from Ramiel plus a couple of BFs just in case. Eat 3 or 4 Purples to cap your Def and, say 4 Reds, then knock him into the lava with Buckshot and/or M30 Grenade, jump down to the ground outside the lava and shoot him full of holes, using KB to put him back in the lava every time he climbs out. Renew your Purples if it takes more than 60 seconds, which it shouldn't. Ignore /Dev except Web Grenade (Edit: this isn't necessary, but if you can Immob him in the lava that's great, unfortunately you'll have about 10s where he'll be lose and protected from KB - it may just be better to stand on the lip of the lava pool so he stands in it trying to attack you), don't bother to chase the clones as you should be able to finish him off without worrying about them.
  4. Quote:
    Originally Posted by Sailboat View Post
    That's a little...quirky. Thanks.
    Yes, an oversight on the Devs part. I first noticed it when I tried to use a Power Analyzer to look for the -END Res of some mobs when beta testing Electric Control. I'm pretty sure I reported it as a bug at that time. I encourage others to do the same, as it certainly should be in the CA report somewhere.
  5. Quote:
    Originally Posted by StrykerX View Post
    This debuff is in the form of a granted self-debuff power rather than a normal debuff, so it does not scale based on AT modifiers, though it might scale based on level.
    It doesn't scale by level, as being a self debuff the caster is always the same level as the target.
  6. Quote:
    Originally Posted by Carnifax_NA View Post
    Nope, in most cases DoT is a single effect baked into the engine. So the 80% chance is an all-or-nothing rolled when the power hits (like most chance-of effects). For example the chance of Toxic Damage powers in Thorns and Spines work like that, if you make the 80% when the power hits you get all the DoT, if you fail the 80% roll you don't get any of them.

    As for Reactive and all the other Interfaces I'm not too sure really. They've been described as being normal procs, which seem to lack the normal 10 second inhibitor every other PROC has, but this doesn't seem to be the case.
    Actually, Spines DoT is cancel-on-miss. The 80% chance on all Spines attacks is. Essentially what's happening is the initial attack has an 80% chance of applying a delayed tick of damage, which in turn has an 80% chance of applying another delayed tick and so on till the maximum is reached. So if any tick fails to apply the next the string is broken.

    As far as I know all DoT powers that say they have a chance of DoT work this way. It is certainly true of the "bonus damage" of both Spines and all Fire sets. Powers that say they do DoT without mentioning a chance don't do this.

    The Reactive Interface DoT appears to be a chance to proc with a 100% chance of DoT if it does, rather than a 100% chance to proc applying a chance to do DoT. That is, it doesn't appear to be cancel-on-miss. All Interface procs lack the 10s lockout, but instead have a stack cap of 4 applications of their effect on a given target even if the effects come from different casters.
  7. Kosmos

    DoT and Procs

    Quote:
    Originally Posted by Scientist View Post
    Interesting; this doesn't apply to things like the Fire DoT attacks which have a chance of occuring after things like Blaze, does it? My impression was that those don't make tohit checks, its just "% chance of occurring" if the original attack lands.
    Correct.
  8. Quote:
    Originally Posted by Jophiel View Post
    I think he is planning to buy SOs direct from the AE since he lacks influence rather than hoping for an IO to resell. Especially since he admits to knowing very little about the IO system.
    Yikes, no, don't spend tickets on SOs. Buy salvage with the tickets and auction it. There's no real risk in that compared to making Bronze rolls and you can work the process with as little as 10k to start. Buy L26-40 Arcane Uncommons such as Alchemical Gold and Symbols and sell those at WW for 200-500k (depending upon your patience and the current market). At the low end of that range it's really better to get Rares than Uncommons, but with Rares down to 2M or less the 500k per Uncommon yields a better return (about 80% better) and you don't need 540 tickets to start the process.

    For example, one decent ticket run of 480 would allow you to get 6 Symbols which sold at 500k yields 2.7M INF, which is more than enough to keep you in SOs for a while. Even sold at 200k that's 1.08M. Enough for about 20 SOs compared to the 450 ticket return of just 6.

    So, taking the time and trouble to auction off salvage will get you about 3 to 8 times as many SOs as using the tickets directly. Or more importantly, 1/8th to 1/3rd the pain of playing AE without the SOs long enough to get them.
  9. It's definitely de-spawning them when you log into their area with no one else there to "anchor" them. It's nothing new. I first noticed it logging into the Training Room to test the Force Feedback +Recharge proc. I learned to log out well away from the dummies so they'd be there when I came back to do more testing. It's not as big of a deal on live, where there's a good chance someone will be near enough to keep them from being de-spawned.
  10. I ran a Rikti raid last night on Guardian, and the use of a single League and/or Incarnate powers turned the event into a slide-show reminiscent of the worst Hami Raids of the past.

    While I didn't disconnect - as so many others did - there were times when my FPS dropped as low as 2. However, the lag reduced considerably when one moved outside of the bowl and when, by request, the Destiny powers were reigned in. And this did appear to be actual lag, and not just extreme client-side load, as the synch of power recharge between the client and server was nearly total broken.

    If this is not a unique occurrence, then the performance of large leagues in intensive situations like this is unacceptably low.

    Anyone else care to share their recent Rikti Raid experiences? I'd love to hear that this was an aberration.
  11. Quote:
    Originally Posted by Kosh_Naranek View Post
    Two nights ago, I was on a BAF that experienced possibly my favorite bug in the history of City of Heroes (I meant to post this earlier, but real life sidetracked me):

    After the entire League confirmed their readiness or whatever that popup box that teleports you into the Trial is called, we all found ourselves kicked out of the League again (this was AFTER the patch that supposedly fixed that).

    But more importantly, we had all zoned into some poor mid-level guy's morality mission in Oranbega. After a fair amount of confusion from everyone, we zoned back out through the mission door (and found ourselves back in the Rikti War Zone) and went back on to run an incredibly successful BAF, including beating Nightstar and Siege in under two minutes.

    Of course, about five minutes into the Trial a bunch of us got a mission complete badge from the morality mission.
    Was this on Guardian? My SG co-leader said he had a League come visit him in a Tip mission yesterday.

    I have to say, the bugs in I20 are some of the most novel yet.
  12. Quote:
    Originally Posted by Lachlin View Post
    Read your announcements, its been confirmed for next week.
    Reading the announcements won't tell you anything about that. It's in the monthly Producer's Letter in Dev's Corner or the News Archives of the main site.
  13. Kosmos

    Trapdoor

    The lava still appears to be working in the same old manner. Though in testing I had a harder than usual time getting Lil' Trappy to take his bath.
  14. Kosmos

    Trapdoor

    Quote:
    Originally Posted by SailorET View Post
    I solo'd him easily on my AR/Dev blaster and my Merc/Traps MM, but that was before the lava trick got nerfed.
    They nerfed the lava? I guess I need to go do some more testing.
  15. Kosmos

    Trapdoor

    Quote:
    Originally Posted by Finduilas View Post
    It's worth noting though, that Trapdoor was significantly easier in Beta. I was able to beat him straight up with my main tank, no tricks, no temps, etc. On live, no such luck.
    That must have been early beta. I didn't notice any changes to him while I was in there. But then I didn't really test that mission till after the buff range change on live.
  16. Kosmos

    Trapdoor

    Between beta and live - including testing for writing that mini-guide - I'm somewhere around 70 solo beatings of Trapdoor using 21 different characters representing every AT except MM and Corr.
  17. Quote:
    Originally Posted by Schismatrix View Post
    Just felt like pointing out that John Acton's
    Lord Acton was actually his title, his surname was Dalberg (though I believe he used Dalberg-Acton too).
  18. Kosmos

    50 (+1)

    Quote:
    Originally Posted by Largo View Post
    It hasn't been said yet so I will. It also goes away when you exemplar down to help a friend.

    If you're 50[+1] and you join a team thats doing a tip mission at lvl 45, you do not become 45[+1], just plain old 45. You lose all the incarnate boosts. So remember this when you plan your next build.
    At 45+ you get the level boost, at 44- you don't.
  19. Quote:
    Originally Posted by Aggelakis View Post
    The books have a colored bookmark that is barely visible. One is blue, the other is green. Or, for some people, one is brown and the other is brown.
    LOL. Or, for some of those of us who are older: one is too tiny to tell what color it is, and the other is too tiny to tell what color it is.
  20. My feelings on this are ambivalent.

    On the positive side it gave me a reason to play my 50s again. Enough so that I spent many hours and billions of INF giving the older, neglected ones updated builds in the same class as my later, richer characters have.

    On the down side, even though I've kept up fairly well with just the Alpha (17 of 23 50s slotted, 8 level shifted), I feel an occasional sense of dejection when I contemplate the coming Incarnate slots and how many of my 50s are soon to be relegated to second class status.
  21. Quote:
    Originally Posted by Roderick View Post
    For pets that can accept Range SOs, the Cardiac will increase the range you can summon pets at, and will extend the range of the pets' Ranged, Cone, and Targeted AoE attacks. It shouldn't affect their AI in any way.
    Extra range could change the behavior of pets, particularly those with Cones, as it may alter what range they think the power will work at and therefore could affect their movement and attack choices in some edge cases.

    It shouldn't affect their aggro range however, as that is a matter of PER. +PER can cause the affect the OP mentions, as anyone playing Imps while a teammate is running Tactics can attest.
  22. Quote:
    Originally Posted by Microcosm View Post
    Arachnos, I find, is particularly annoying, and for several reasons. Banes have high energy resistance; you will notice when you fight them how anemic your attacks seem. Mu’s, especially in groups, are killer on your endurance and can detoggle you fast if you aren’t paying attention. Worst is Tarantula Queens/Mistresses. These seem to have an autohit defense debuff that is very hefty and lasts for a long time. You must be extremely cautious when fighting these in large groups; preferably take them out with an Assassin’s Shock.
    Only the Mistresses have the nasty, NASTY -Def power Mental Scramble. They get it at L40+. It's not autohit though, it's Ranged/Psi. However, both have Mind Link, as do the higher rank Fortunatas. I think it's +5% ToHit, and can stack from several of them, but fortunately I think only one uses it at a time. However, a lot of the lesser stuff does minor -Def too, and Night Widows get a hefty +ToHit of their own. Throw in Executioner's Strikes from the Banes and Arachnos can be murder for Defense reliant builds. Those L40+ Tarantula Mistresses are the key though.
  23. Quote:
    Originally Posted by Carnifax_NA View Post
    The regen ones aren't particularly worth it in any shape or form though IMO, 25% regen isn't that much in the scheme of things.
    Especially in a slot in Health where an L50 Common is 17% Regen.
  24. Quote:
    Originally Posted by random_person View Post
    awesome, thanks for the info. i forgot council did -def. where did u get the info to make this answer? id like to learn about the math involved.
    Well, some of it I just know from in game experience or from older sources (such as the Purple Patch info and the Council's and CoT's -Def), but much of it I verified or looked up at ParagonWiki. Some is a rough estimate from experience, like the estimated percentages large Council spawns can be expected to debuff a soft-capped toon. Anyway, here are some of the links I checked:

    Purple Patch - this tells how effects scale with level differences.

    Arch-villains - this tells you why AVs sneer at many debuffs.

    And the various mobs can be found by searching for the group name such as... Longbow

    Another source of good data is City of Data.

    And, Mids' Hero Designger can be handy too when you're talking about your own numbers. Some of the numbers it gives are off, such as those for Lysosome HOs in Rad Inf (something I noted recently when respec'ing my Rad Def and saving money by using Lysos instead of Enzymes). But then so are some of the numbers Real Numbers give, such as the average damage for Jolting Chain.
  25. Quote:
    Originally Posted by random_person View Post
    oh duh huh, should have said what im fighting...just normal mishs set at +2 +6, i like fightint cot, council, longbow.
    Council have some light -Def from those that use Assault Rifles or Submachineguns. Note that all of the -Def is from Ranged attacks.

    CoT can have significant amounts from those using Earth powers (Earth Thorn Casters, Ruin Mages, Ruin Arch-Mage, some Possessed Scientists), but the typical high level Ice Thorn/Behemoth/Death Mage crowd has none. All the -Def is from Ranged attacks or location powers (Quicksand and Earthquake) which are autohit debuffs.

    Longbow has a ton of critters that do small amounts of -Def with their guns plus the Officers and Empathy Wardens can buff ToHit and the Rad-using Longbow Wardens can shred Defense. Most of the -Def is Ranged, but there's one AoE in there from the Rad Warden (Electron Haze).

    So, at +2 you're Darkest Night is about a -13.5% ToHit debuff. At capped Ranged Def you can probably avoid taking more than about a 9% DeBuff from the Council, most of which you'll resist. But they could spike you a couple of times and so I'd want a little margin with DN. So against Council and CoT (the latter unfortunately don't like to melee, and will probably have to be herded) you can probably get bye with around 37-40% Melee Def, but will want soft-capped Ranged.

    The Longbow are a different story. First, they have more -Def, and second, once they start hitting you they have -Res and can put a world of hurt on you in a hurry. Most of the time you can probably make do with that 37-40%, but if there's a Officer, Emp Warden or Rad Warden in the mix, things can get ugly fast. If you're not inclined to slow down to identify them before attacking then you're going to want a larger margin of error. Probably that full 49% plus Darkest Night.