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Posts
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That's pretty much what I do. It's just really annoying for someone who goes between ~4 computers a day, and sometimes has to reboot or relog (which seems to reset the cookie) multiple times. Especially considering it all used to work just fine.
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Quote:In this case it is exactly the issue Zwill, Arcanaville (Thanks for testing that & saving me the time Arcanaville!), etc. mentioned above. It's a forum setting on their side and, I guess, just the way it's going to be. So I'll just deal with being annoyed and relogging. It's less of an issue now that I don't post much, but still necessary to read the beta boards.There's also Windows password manager which may be why some people think its being saved.
The first time you connected Windows should have picked up that this is a login page and offer to remember password. If you said Yes to that then just clicking in the password box should fill in the credentials.
Note this is a function of Windows NOT your browser and so the credentials are stored in the registry rather than the cookie that IE/Chrome/FF use. I think whether this is enabled may be dependent on your Windows security settings, some security suites may disable it as well.
If you said NO to that prompt you will need to hunt out a registry hack to clear the entry.
You may also have clicked YES to the "Do not remember any more passwords" prompt. -
Quote:Well that's...dumb. And different from all the other sites that I can think of that I use that have a remember box of some sort....The cookie has a max time limit of eight hours, and is set to timeout/delete itself after you close the browser. This means that "Remember Me" is pretty much useless. This is apparently working as intended.
So, anyone found a hack around via some FF addon or something? -
The one where you have to relog in every time and the remember checkbox does nothing? It happens to me on 4 different computers.
There used to be some threads about it, but I haven't seen any in a while. That or I don't know where to look, I'll admit I still get a little confused by the new layout (Get off my lawn!). -
I think we're using "fixed" in a different way. The "remember me" function/feature/red herring stopped working for me several months ago... basically any time I close/re-open a browser (or just sometimes when I've let it sit for a long time) I have to relog.
So....yeah.
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Quote:Thanks for that at least (and all the time you're putting into community relations on this change - I can't recall the last time a dev got this involved - aside from a few cases on the beta boards).I'm not adding damage to it, but I did increase its range up to 30 feet so it's now a more effective deterrent to enemies closing to melee range with you.
I'm not convinced it will make the power much more compelling, but I'll give it a shot. What would have to be sacrificed to get some damage in there? It doesn't have to be footstomp scale like the matching power in ice melee... I dunno, half that? -
Was there ever a reply/comment about Frozen Aura in Ice Manip? Man I'd love to see some damage love in there.
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Interesting. Thanks!
My favorite is my elec/fire/soul brute, which definitely "feels" faster than ss/fire/mu brute (I got tired of the rage crashes), although I haven't measured them like you have. Normally the lack of taunt has made farming difficult for me on scrappers - but I guess if you just one shot every spawn, that's not much of an issue? :P -
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9:40/193 dps on my casual, non-optimal staff/ice/lev. (T3 Musc Radial Revamp, T2 Spectral Radial)
Terrible compared to you guys, but I'm just happy because it's the first time I've had the patience to kill one.
No insps/temps, but lots of EAs, HFs and IBs and a couple Rebirths. My attack chain was mostly AS->small pause->SS->PS->SR. Use whatever click I need in the pause. -
I've found the KD from staff extremely useful. I think I'm up to running against 1x8 Talons of Vengeance on my 50+0 (I don't want to try 2x8 until I get more +acc from my alpha) and KD is a big part of my survival.
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Quote:Just wanted to say thanks! This thread has me really looking forward to the changes - a 'proc overall' was something we needed but I never dared think would happen.*sigh* Okay, I suppose I will be as vague and cryptic as possible then. That surely will do the trick...right? Right?
I may or may not look at things...
In all seriousness though Grey Pilgrim is right. I am going to go through the various procs and will test out those with a really low % proc chance and try to identify why they were set so low. If nothing scary happens (meaning I find a potential exploit) I will likely increase their performance. I can't say exactly what will change and by how much as everything involving these changes are simply on paper right now.
Regards,
Synapse
Any chance while you're at it you could convert the stupefy proc from knockBACK to knockDOWN ?
Energy Manipulator: Chance to stun is also a 10%, IIRC.
Tempest: Chance of End Drain could use some balance love (not on rate, but on effect, iirc).
Pounding Slugfest: Chance for Stun is another 10%er I think.
Also Triumphant Insult: Chance to Stun.
I'd love to see a lot of these low level "trash" procs become useful and/or desireable... it seems to me like a proc in general should always have a compelling reason for usage. Otherwise, why make it? -
I'm certainly very pleased with it on my dark/staff. I'm not seeing damage in practice being particularly low either. Running 50+0 at 0x8 vs the new Knives of Vengeance in DA paper missions: my end bar doesn't move and my health bar rarely moves (I think I used dark regen once in the last mission I ran, and that's because I was talking in channel instead of using the KD from /staff attacks and then took a bunch of -def hits). And I'm mowing through the spawns at a pretty brisk clip too.
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Some sidebar feedback here:
My dark/staff/energy tank hit 50 last night and I took him through the alpha unlock arc, which I kind of use to compare the base performance of my 50s pre-incarnation.
My 2 cents:
While I'm not the most hardcore tank player, I do have several other 50 tanks (stone/ss, ice/ss, inv/tw, elec/ice, fire/fire and a 42 wp/ice I work on from time to time). Based on my previous tank experience, and playing a staff stalker & brute, it was pretty much exactly what I expected.
...especially considering what it gives you in the way of end management. -
Pretty anything /fire (or fire/ on tanks) can farm very well. I have ss/fire, elec/fire and a fire/fire tank (also working on a TW/fire & SJ/fire). Aim for that defense spot that DreadShinobi suggested and you'll be fine. Sure, you may be x% slower than ss/fire but... generally I've found it to not be that big of a deal.
My preferred farmer is elec/fire/mu. I'm so tired of rage crashes that I'm working on a TW/fire to replace the ss/fire (1 farmer on each main account <.<). I have main tanked some of the non-incarnate content (ITF, LGSF) on the elec/fire pre-incarnate and she did just fine. I think I main tanked a lambda once with her as well. Definitely not quite as strong as a true tank but that's kind of how it should be.
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Quote:I'm confused by the people only rolling one... I made 3As to your opening question...Staff Fighting, Brute or Scrapper?...consider expanding that to include Stalker. I've been playing around with it and staff seems to work well with a Stalker, and for added fun you stack both the staff form buff and Assassin's Focus.
. Brute, tank, stalker. I'll work on each and stick with whichever feels the best.
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Finished level shifting my dark/psi/ice dom last night. Finished the dark/dark/soul cont a little while ago. Both are very solid, very fun characters. The wolf pet tries so hard to ruin it for me with its $%$$ing incessant howling, but now I play with the sound off and all is good. ...
Think I'm about done with dark madness as a primary focus - but I'll definitely still be trialing the dark/psi a bit until one of my staff/ alts hits 50 (and maybe longer).
I'm glad we've got a quote on that build to preserve it for posterity. It is certainly worth preserving. -
I just did a /regen brute - it wasn't terrible. Definitely not "awesome", but it was fun. I'm not sure I'd do a /regen scrapper ever again - if I'm going to run that set, might as well get the extra mileage that a brute gets out of it with the higher HP cap.
Staff should go better (defensively) than ss/ as well with the parry type skill... if you want staff/regen I would definitely choose a brute over a scrap. For /dark, either way is good.
The /energy epic on brutes has the droids...err +regen passive you are looking for.
/elec is pretty solid in general, hard to go wrong there. -
Quote:I think my nin/time can do 4/8 as well, but I haven't checked in ages.I was more thinking about slotting AH proc for team situations or ST damage in the context of soloing AVs. Every bit counts against the big bad baddies and -res helps your whole team.
If you just want to do 4/8 radio missions ... yeah i wouldn't bother. Then again i wouldn't bother with ninja/ for that at all. Well maybe ninja/storm just for the lulz and because it would probably actually work without having to constantly resummon.
-res proc also goes well in summon wolves.
I think nin/therm can be a pretty solid team mm, I just wouldn't want to solo one. Pretty much ever. Much of that can be attributed to my dislike of thermal though.
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Not like Commando or merc/ in general needs any help making sadfaces :P.
@Codewalker: I'll probably just leave the fire damage out for now. Anyone who has played bots knows how crazy that damage is, and that bots are going to outdamage the others in the right circumstances (which you can easily manufacture in most cases). -
Quote:Ahh! I wondered how exactly those drop-downs applied. I've updated the bots, sans patch damage (still not quite sure how to calc: looks like 20s duration @ 3.34/tick, is the activation period the tick frequency?).As Jeremia said, the damage for the burn patch is what it says. The psueopet is its own class, so it uses those damage mods rather than any specific ATs. It's slottable for damage, so it should inherit damage enhancements that are slotted into the Assault Bot.
Unfortunately, 38.16 is wrong. For player powers it works fine, and for the base pet powers as seen on the summoned pet page it will be accurate. However for powers that are granted by an upgrade, CoD currently has no way to know what class's damage tables to use. A while back as a workaround I modified the dropdown to just show all three MM henchmen types, so you can pick the right one. In this case, the power is being used by the Assault bot, so you need to change it to Class_Boss_Henchman in the AT dropdown.
So Swarm missiles is a 20' targeted AoE that does 8 * 7.49, or 59.92 damage to each target in the radius.
Incendiary Swarm missiles, however, does 30.56 damage to each target, and from the looks of that power, it also summons a burn patch... under each target hit. That's why it does such insane damage when it hits a lot of targets. The burn patches themselves can hit up to 5 targets with each tick (8' radius).
I'll update the others tomorrow as I find time. -
Quote:Nice, thanks for the info. More reasons for me to fire up my ice/thorn & elec/pois again.Jack Frost now cycles through his sword attacks properly. Before he'd use one of the sword attacks and not use the others.
Other stealth Controller/Dominator pet buffs include:
Jack Frost
60% Resistant to Cold
10% Resistant to Fire
25% Defense vs. Smashing, Lethal, Energy, Negative Energy, Psionic, AOE
35% Defense vs. Fire, Cold
Fly Trap
30% Resistant to Smashing, Energy, Negative Energy, Cold, Toxic, Psionic
25% Defense vs. Psionic
+200% Regeneration
(He loses his weakness to fire, cold and negative)
Gremlins
40% Resistant to Energy
30% Resistant to Smashing, Lethal -
I went with /soul. It's thematically kind of / /dark and has one of my favorite patron pets. Really long range + psi damage. I seem to have a pretty solid single target chain just cycling my hold+1t immob, but realistically there are lots of other powers to be using as well... All in all, I'm pretty pleased with how this alt came out.