Luminara

Renowned
  • Posts

    1251
  • Joined

  1. [ QUOTE ]
    I just read that Story Arc slots are now for sale.

    And to me there is a link(however tenious) between additional MA slots bought and IOs.

    Simply put, more story arc slots, more ticket rewards. More tickets = IOs. Aided by the credit card.

    [/ QUOTE ]

    Availability of story arc slots does not equate to players writing quality stories which generate interest and heavy play from other players.

    [ QUOTE ]
    Aren't we already on the slope?

    [/ QUOTE ]

    You are. The rest of us are just watching you slide.
  2. [ QUOTE ]
    Has anyone else gone without the travel pools at all?

    [/ QUOTE ]

    Almost every character since I5.

    [ QUOTE ]
    Does it have an adverse impact?

    [/ QUOTE ]

    Nope.

    [ QUOTE ]
    (Note: i'm a superjump addict). Should I respec my respec and simply smarten up by slotting end reducers in my combat powers?

    [/ QUOTE ]

    Do what makes you happy.
  3. [ QUOTE ]
    The real objection I have to the definition of fluff as just "looks" with no effects on gameplay are the following.

    1. Self Destruction

    [/ QUOTE ]

    1 hour recharge time, does not benefit from +Acc or +Recharge, immediately kills player.

    [ QUOTE ]
    2. Mystic Fortune

    [/ QUOTE ]

    Only usable on other players.

    [ QUOTE ]
    3. Mission Transporter

    [/ QUOTE ]

    2 hour recharge time.

    [ QUOTE ]
    4. Pocket D VIP Pass

    [/ QUOTE ]

    Can't be used in combat (has interrupt period), long recharge time, does nothing but take you to Pocket D.

    [ QUOTE ]
    5. Jump Pack

    [/ QUOTE ]

    Only buffs Jump Height and Fly Speed, not Jump Speed or Run Speed, and doesn't change any powers or the nature of combat. At most, it allows you to temporarily evade an ambush or fight by leaping up and not coming back down until the buff expires.

    [ QUOTE ]
    6. LKT-1700 Rocket Pack

    [/ QUOTE ]

    Jet packs are already widely available in the game, with no additional cost in real money.

    [ QUOTE ]
    7. Sex change (coming?)

    [/ QUOTE ]

    Has no impact on stats, powers or combat.

    [ QUOTE ]
    And many of those powers have significant impacts on power choices, builds and game play.

    [/ QUOTE ]

    None of those powers have any significant impact on power selections, builds or game play. You're not going to solo AVs with Self Destruct, or a jet pack, or the Jump Jet, or by teleporting to Pocket D, et cetera.

    Your suggestion is poorly thought out, and something that the developers will never implement. You aren't going to be given a chance to buy IOs with real money. Accept it, let it go, move on.
  4. Luminara

    Mistrust

    [ QUOTE ]
    Why in the world is this the only game I've played so far where it's impossible to transfer influence/infamy between YOUR OWN CHARACTERS without needed a stranger to help you out? And even then, let's say you do find someone and that person happens to keep the money or log off, do the GMs even help you out with anything in reimbursements??

    How the hell am I supposed to give money to my lowbie toons??

    [/ QUOTE ]

    According to your reg date, you've had the account for at least three years and eight months. Surely you've made at least a few friends, joined one supergroup or learned any of the numerous methods of transferring items or inf* to other characters on your account in that time.
  5. [ QUOTE ]
    [ QUOTE ]
    You could just use Mid's Hero Designer, which will calculate all that for you and show you the final accuracy.

    [/ QUOTE ]Against even-con enemies, at least. Mids' assumes a 75% base tohit, which doesn't hold true when facing enemies higher level than you.

    [/ QUOTE ]

    Options -> Configuration -> Exemping & Base Values -> Base ToHit
  6. [ QUOTE ]
    I'm trying to figure out how to slot accuracy for powers with a to-hit base that is different from 75%. Looking at ParagonWiki and Arcanaville's guide regarding to-hit numbers for fighting higher level mobs, I see that if a hero has a base to-hit of 75%, then fighting a mob conning at +3 will have a 48% chance to hit.

    Now... how does that scale for a power like Kinetics Transfusion that has a 90% base chance to hit?

    [/ QUOTE ]

    Powers with increased hit chance actually have higher base Accuracy.

    So, it would be...

    1.2 (base accuracy of the power) * 0.48 (base hit chance versus +3) = 0.576, 57.60%

    Now let's say you slot Transfusion with one +0 Accuracy SO.

    [1.2 (base acc) * 1.33 (1 + enhancement value)] * 0.48 = 0.76608, 76.61%

    Now let's get crazy with it. Let's say you have Transfusion slotted with 53% Accuracy from IOs and have 27% global +Accuracy.

    Oh, heck, let's throw in the Kismet unique's 6% +ToHit, just for fun.

    (1.2 * [1 + 0.53 (enhancement value) + 0.27 (global +Acc)]) * [0.48 (base hit chance) + 0.06 (ToHit bonus from IO)] = 1.1664, 116.64%

    Rule of thumb: If a power has an increased hit chance, it's an Accuracy increase. ToHit is a player value, Accuracy is a power value.

    A power with a base 90% hit chance is actually a power with a base 1.2 Accuracy.

    A power with a base 60% hit chance is actually a power with a base 0.90 Accuracy.
  7. Always on, as long as you're at least -3 to the IO.

    Example: I slot a level 15 Karma -KB IO in Combat Jumping. I retain the bonus at level 12, even if CJ is not toggled on, but I lose the protection if I exemplar to level 11 or lower.
  8. [ QUOTE ]
    Higher levels do not get resistance unless they are AVs, then?

    [/ QUOTE ]

    Read Arcanaville's guide to Defense. She lists the numbers for the purple patch.

    Example: All of your debuffs and damage are reduced by 10% against +1 foes.

    Additionally, lieutenants have an innate 10% ToHit Debuff resistance, and bosses have an innate 20% ToHit Debuff resistance.
  9. Luminara

    racing

    [ QUOTE ]
    Ok so i thought "hmm this games got great customization right?"
    well what if there was an arena event that was like a race
    and you got to design a race car
    (or since its customizable what ever you want lol)
    as you level and do events ingame you get better parts and more details for your vehicle
    so you can make the best vehicle you can
    and i know what your thinking "what does racing have to do with heroics?"
    well it would just be like a challenge to other heroes (just like any other arena event)
    i think it would be cool to see peoples custom rides and make my signature vehicle
    let me know what you think

    [/ QUOTE ]

    I think the slalom and ski slopes already annoyed enough people (i'm not one of the people who disliked them, nor did i have any trouble getting all of the badges without travel powers) that it would be unwise to add an actual competitive racing event.

    I also think the game's top movement speed will still be limited just as it is now, and that top movement speed would still be very easily achieved by everyone, and that latency and premature starts would be the only real factors in "winning", thus making the entire purpose of adding a dedicated racing event pointless.
  10. [ QUOTE ]
    I'd have posted this in the feedback forum, but for some reason I am unable to... so I'll post here since it's my defender that I first noticed it on. The issue is: Pet attack rate

    No pets - NONE are affected by any kind of recharge now. Where before, one could make a voltaic sentinel worthwhile or lightning cloud more powerful by increasing it's attack rate, recharge will not affect it any more (attack rate, anyway). The same thing happend with my Dark Servant on my various /dark(s). I would have no problem with this (read: I wouldn't like it, but I'd accept it) if the devs had just been forthright about this in the first place and put it in the patch notes, but I read nowhere that pet attack rates were normalized. Was this in some previous patch that I failed to see, or did they simply think that it wouldn't be noticed? If it's the former, then okay - "My bad". If it's the latter, then I look forward to seeing if Champions will be a bit more forthright in their nerfs (despite the presence of Mr. Emmert.)

    [/ QUOTE ]

    The change went live almost three months ago (April 8), when I14 was released, and the information was included in the test server patch notes and the live release patch notes. It was also discussed extensively all over the forums.

    Additionally, Castle publicly explained the reason for the change. When pet attack recharge rates were altered, the AI reacted poorly and caused some pets to stop cycling through their attacks. As a result, some pets, like the Bruiser or Fly Trap, simply didn't work, no matter what tweaks were made to the AI. Removing the ability to enhance Recharge was the best solution available.

    Now, were you done ranting and threatening to quit, or are you holding out some slim hope that the CO development team will be hand delivering and reading aloud patch notes so people who take three month long mental naps don't get caught by surprise by documented changes?
  11. [ QUOTE ]
    ever since I15 anytime I oil slick I can't shoot it, If I target it and fire it targets the nearest enemy as if the oil slick is an ally and i'm targetting whatever it is targetting.

    [/ QUOTE ]

    MA bug.
  12. [ QUOTE ]
    That's what I "somewhat" did. You see MM pets don't exactly need a lot of Acc.

    [/ QUOTE ]

    Tier 1 henchmen are -2 to critters which are +0 to you, and they have base 1.0 Accuracy. That gives them base 66% (taking Supremacy into account) chance to hit your +0 enemies, 58% chance to hit your +1 enemies, 49% chance to hit your +2 enemies and 40% chance to hit your +3 enemies.

    Tier 2 henchmen are -1 to critters which are +0 to you, and have base 1.0 Accuracy. Adjusted hit chances with Supremacy become 76% for +0, 68% for +1, 59% for +2 and 50% for +3.

    With 33% +Accuracy, those totals are adjusted as follows:

    Tier 1: 87.78% +0, 77.14% +1, 65.17% +2, 53.20% +3
    Tier 2: 101.08% +0, 90.44% +1, 78.47% +2, 66.50% +3

    Tactics will help compensate some, but you'll still need more Accuracy if you team or want to raise your difficulty above the first or second setting, because you will be fighting +2 and higher critters on a regular basis.

    With frankenslotted set IOs, it's very easy to get ~60% Accuracy, 95% Damage and ~17% Endurance Reduction using only four slots, leaving two for "goodies", and that's with three level 30 set IOs and one vanilla level 45 Damage IO.

    Slotting level 50 set IOs, one Acc/Dam, two Acc/Dam/End and one Dam will result in 68.90% Acc, 96.70% Dam and 42.40% End, and again, still leave two slots for "goodies".

    Frankenslot. You can maximize Accuracy and Damage, and include some Endurance Reduction if you want it, and still leave room for two slots in every tier.
  13. [ QUOTE ]
    The trouble I have with this thread is that you're seeking out people who have already gotten bad reviews and are actively seeking to "kick them while they're already down" for a few laughs and giggles.

    [/ QUOTE ]

    No, the trouble you have with this thread is that you've imposed your own reasoning for reviewing the arcs and ignored the fact that TerminusEst13 wasn't deliberately panning or flaming arcs, but instead, looking for arcs with low ratings, attempting to discern whether those low ratings were warranted and if so, why they earned low ratings and reporting on his findings with wit and sagacity instead of simply saying, "Yeah, this arc sucked, don't run it".

    You attribute malice where none exists. That's your problem with this thread. And it is precisely that, your problem. Take it somewhere else.
  14. [ QUOTE ]
    [ QUOTE ]
    Destructible objects in MA missions are conning friendly until aggroed. It's an MA bug, not an OSA bug.

    [/ QUOTE ]

    The question then is how to aggro your Oil Slick... which sounds like the setup for any number of bad punch lines.

    [/ QUOTE ]

    Actually, the question is, will your own OSA burn you if you do ignite it in an MA mission?

    There was a bug, when the MA was introduced, that caused OSAs cast by friendly NPCs to burn everything, including themselves and you. I haven't checked to see whether it's been fixed yet (reported it to Castle when i was working on my first arc, he said he'd take care of it), but with this new destructible object bug, I probably should.
  15. /e teabag - I like having tea parties, especially when I'm in PI, hanging out with Castle.

    /e newspaper - I like having newspaper parties. Shut up, it's fun.

    /e kneel - I just like this one.

    /e holdtorch - Yay.

    /e drumdance - Yay.
  16. [ QUOTE ]
    [ QUOTE ]
    [ QUOTE ]
    Didn't find answer using my serch-fu, so anyone know why slick won't light up anymore?

    [/ QUOTE ]

    There were no TA changes, or pet changes which would affect OSA, and I just roasted 8 Death Mages. What you experienced is typical OSA bug-out behavior. It happens.

    [/ QUOTE ]

    I don't believe this is typical behaviour. I just experienced it myself, and I have two questions for the OP: Where you in an MA mission when the Oil Slick failed to light? Did it just not light, or were you unable to attack it to -get- it to light?

    I cannot drop an oil slick in an MA mission and light it at all. Not because it fails to light, but because I can no longer target it with -anything-. Blue reticle and everything, 100% of the time.

    Leaving the mission and dropping the Oil Slick out in the regular game produced a normal Oil Slick that I was capable of lighting 100% of the time.

    [/ QUOTE ]

    Destructible objects in MA missions are conning friendly until aggroed. It's an MA bug, not an OSA bug.
  17. [ QUOTE ]
    Didn't find answer using my serch-fu, so anyone know why slick won't light up anymore?

    [/ QUOTE ]

    There were no TA changes, or pet changes which would affect OSA, and I just roasted 8 Death Mages. What you experienced is typical OSA bug-out behavior. It happens.
  18. [ QUOTE ]
    SO...... Got any ideas for a PvP build?

    [/ QUOTE ]

    The best one I've come with so far is AAAAAAAAAAAAAAAHAHAHHAHAHAHHAHAHAHAHA *choke gasp wheeze clutch chest*.

    In the past, TA tended to be dependent on its Slows and controls in PvP. Not to make it "uber", but just to keep enemies off of you long enough to give you a fighting chance. A good, smart TA PvPer could leverage the Slows and controls well enough to really put up a good fight against practically any opponent, and even pull off some impressive defeats. At the very least, a TA in PvP was considered a primary target, "back in the day", because when it was played well, it could debilitate entire villain teams to the point of making them so angry that they'd throw away common sense, caution and whatever cookies they might've been carrying around as they went hieing off in hope of hamstringing the nasty TA.

    It's not like that any more.

    Slows are no longer of any value in PvP. That 90% -RunSpeed from Glue, which you use so effectively on +0/1/2 critters, is almost completely neutered in PvP by a simple combination of unslotted Swift and unslotted Sprint.

    Unslotted Swift and Sprint.

    And your controls have tiny durations now (in PvP, not PvE), so they don't last long enough for you to develop any kind of strategy or build up an edge.

    Additionally, defender debuffs are no longer flagged as irresistible in PvP, and everyone is granted free +Res to all damage types, so everyone resists your -Res. On top of that, all of your debuffs are subject to diminishing returns, so what little -Res you had after accounting for the global +Res is reduced even further.

    Your -Def and -ToHit aren't faring much better, either.

    And -Damage has always been a joke in PvP. It's an even bigger joke now, one that no-one finds amusing, after all attacks had their damage increased.

    These days, you can't even reliably drop Fliers, because Hover resists -Fly, so even your weakest power, Entangling Arrow, loses what little effectiveness it previously had.

    Oh, and villains now have equal access to powers which grant +Perception, so forget about using Flash Arrow to get the drop, or get out of Dodge. They will see you.

    My only advice for a PvP TA build is: don't bother. Use your standard PvE build, or if you use dual builds, use your solo build, because there is no special slotting scheme or build that will make it better in PvP. TA doesn't have the magic in PvP any more. It's not completely "gimp", I have PvPed some since the changes and done relatively well, but in my experience, the changes have been detrimental to TA, due to the relatively low debuff values and changes to controls, to such a degree that no amount of slotting or unique build ideas can compensate.

    The one positive thing, though, is that any source of damage will defeat OSTarget in PvP. It's a bug, but it's one that you could, theoretically, use to your advantage... presuming you could find some way to keep your enemy stationary, and that you previously had no Fire or Energy damage to defeat OSTarget.
  19. [ QUOTE ]
    I just tried to make a new character to team up with a new character of my fiances and in short I couldn't find an available name. Literally.

    [/ QUOTE ]

    www.m-w.com
    www.dictionary.com

    Expand your vocabulary.

    [ QUOTE ]
    We just spent more then an hour looking for names and logged off out of shear annoyance.

    [/ QUOTE ]

    Shear annoyance? Scissors, scythes or knives pestering you?

    [ QUOTE ]
    At some point something is going to need to be done to free up some names and doubly so if we want new people to be able to come to the game because the situation as it stands is absurd.

    [/ QUOTE ]

    The situation, as it stands, does not exist. There is no problem, at all, with name availability. I started a new character last week, tested four different names on two different servers and came up with eight "This name is not taken" messages. I had more trouble deciding which one I wanted to use, and which server to play on, than in actually finding an unused name.

    Use an online dictionary, use an online thesaurus, use your brain. All powerful tools for generating unique names.
  20. [ QUOTE ]
    I was just curious what toons/builds people were playing even after they dinged level 50. Whether it was to purp out the build or hoard influence for another toon, concept/role playing, badge hunt, or just because it is so damn fun.

    [/ QUOTE ]

    TA/Dark/Dark. Everything else I play is just keeping myself busy while I try to figure out what I want to do next with my TA/Dark/Dark.
  21. Luminara

    Arena Badges

    [ QUOTE ]
    So I'm not a great PvPer, especially with my badge collector (a regen scrapper), but I would like to earn the arena badges. If there is anyone else interested in helping each other earn these badges, send me a PM and we'll set something up.

    [/ QUOTE ]

    Oooooooooooooo yes yes yes yes yes yes yes. DO WANT ARENA BADGES!
  22. [ QUOTE ]
    [ QUOTE ]
    Quote:
    I am sure this has been suggested before, but I cannot find a post where it is suggested in detail.


    Here.

    And still no.


    [/ QUOTE ]

    Yes, the OP off-handly mentions the subject but does not deal with drop rate or cooldown timer. I was aware of the post you linked before I wrote this one but because the proposal is more detailed and specific I thought it should be separate.

    [/ QUOTE ]

    I don't care what kinds of limits you design for the suggestion, it still gets a resounding no from me. Singling out one or two S/TFs for special drops will have exactly one result - those S/TFs being farmed and every other S/TF being ignored.

    No. Hell no.
  23. [ QUOTE ]
    I am sure this has been suggested before, but I cannot find a post where it is suggested in detail.

    [/ QUOTE ]

    Here.

    And still no.
  24. [ QUOTE ]
    I don't usually suggest anything cause most of everything I think up has been suggested already but I haven't seen this so here goes.

    Some new rewards for TF's, special rewards.

    [/ QUOTE ]

    There are still, after almost four years, S/TFs that I haven't done yet, because I can't make my own teams and don't play during peak hours. So I'd very much prefer not having any S/TFs singled out for special rewards, because that would only lead to all of the other S/TFs being run even less often and thereby reducing my already slim chances of experiencing them.

    No more "Fast Katies" or "Speedens", please. If I should be so blessed as to get 10 /tells asking me to join S/TF teams every night, I'd like them to be different ones, not the same one or two over and over and over and over and... *twitch*
  25. [ QUOTE ]
    Thanks. That explains a lot... so it truly acts like a rain power rather than a standard attack.

    [/ QUOTE ]

    Eeeeeeeeehhhhhhh... "rains" are PBAoEs delivered by pets, they just have ridiculously fast recharge rates (0.2s) and no animation time. It's not really any different from "standard" attacks, other than the lack of animation time, they just appear different because they're supposed to.

    [ QUOTE ]
    That also explains the massive sea of orange numbers I get when attacking huge groups... since it's three attack rolls it can hit a different 16 targets with each roll, resulting in more than 16 being damaged (but less damage to each). I'd noticed before that it had looked like it was hitting 20+ targets, and it was... just not with any one attack.

    [/ QUOTE ]

    Correct.