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So, this is a serious suggestion, and one you're not likely to support, but hear me out. It's based on a couple of assumptions.
1. Power leveling is, overall, a negative aspect of the game, allowing players to attain level 50, without exploring virtually any actual game content.
2. Farming is, overall, a negative aspect of the game, leading to redundancy of missions, and general malaise among the player base.
3. Once at level 50, character options are limited. There aren't enough things for level 50 character to do.
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Your assumptions are all incorrect. PLers can always go back and revisit content through Ouroboros (i don't PL); farming is something the developers, and only the developers, should be addressing (i don't farm); and my experience with level 50 characters (6, with another just a breath away) is that there is no shortage of content and "things to do" (i spend more time playing my level 50 TA/Dark/Dark than i do playing all of my other characters combined).
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There is a dramatic, but simple, solution to these three problems.
The removal of all level 50 Heroes/Villains.
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Over my dead, smoking, twisted, shredded, drawn and quartered body.
Clear enough?
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I realize that this idea may be unpopular, and I fully expect many of the board regulars to get their knickers in a twist of the idea
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What you don't appear to grasp, at all, is that what you're proposing is essentially the same as suggesting that our pets, or families, or friends, be "removed". We don't want fond memories of the things we love, we want the things we love to be with us forever.
And we will defend the things we love until the last breath in our bodies is gone, in every conceivable way we can.
You want to delete 50s, delete your own. -
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Just so I'm clear, multiple "chance for" procs should work in an aoe dmg toggle like Lightning Field?
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Yes.
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Cause I tossed three in there the other day and stood near a baddie for minutes and didn't see anything in the combat log, or anything out of the norm dmg number fly off their heads.
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Was the power hitting (it does make hit checks, and it only has base 1.0 accuracy)? Were you attacking something else while standing next to this enemy (when using PBAoE powers which affect enemies and have hit checks, it counts for the streak breaker and can make it appear that some powers are missing more frequently)? Were there other enemies in the PBAoE (even with multiple procs in a power, having only one foe to use the power on results in lower overall total proc activity simply because there are fewer chances for the procs to trigger)? Was your target a critter or another player (you have a lower base ToHit versus players)? If it was a critter, could it have had Defense versus Energy or AoE (the type and vector for Lightning Field)? And is it possible that you glanced away briefly, once or several times, and missed the proc actions (i don't recall whether damage procs do send messages to any channels, so the visible floating numbers may be the only way to determine when they trigger)?
Need waaaaaaaaaaaaaaaaaaaaay more information than you've given to say whether there's a problem or not. -
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What are some of yalls favorites?
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Ubelmann the Unknown, The Eternal Nemesis, On the Run (The Evil Countess Crey). -
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Hey folks. I'm looking for someone to explain to me the difference between +DEF and debuffing a MOB with -ToHit. I'm working on a Corruptor who's tired of dying, so I'm going to work on some defense -- be it with a better -ToHit offense or a better self +DEF. I'm well aware that adding -ToHit helps the whole team, but let's not worry about that for the moment. I'm just looking at understanding the difference within the game of how hit rolls look at +DEF and -ToHit rolls.
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As has been pointed out by others, in regard to how the two function in the basic equation, there is no difference.
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I'm working with Dark as my Secondary, so I have a couple of debuffing opportunities. With two powers, I can apply 20% -ToHit to my enemies. Does that equate to a +20% DEF (ignoring buffs)?
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Yes, and no.
Versus +0 minions, +Def and -ToHit are identical.
Fighting anything higher, in level or tier, -ToHit is reduced.
Lieutenants inherently resist 10% of -ToHit. Bosses inherently resist 20% -ToHit. And +1s and higher of all tiers resist all debuffs (10% at +1, 20% at +2, 35% at +3, 52% at +4, 70% at +5, 85% at +6, 92% at +7, 95% at +8, 96% at +9 (here onward, it continues to increase by 1% per level)). Also note that these resistances to -ToHit trump even powers flagged as irresistible.
So if you're fighting a +2 lieutenant, your 20% -ToHit becomes [20 * 0.90] * 0.80 = 14.4%, whereas your Defense remains at 20%. That lieutenant also has Accuracy modifiers for both rank and tier, but that affects -ToHit and +Def equally, it doesn't specifically impact one or the other.
Bottom line: If you're using -ToHit, you want some extra -ToHit or +Def to compensate for the reductions due to level/tier. In my experience, though, combining the two is very effective, even accounting for the devaluation of -ToHit.
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Finally, what are the caps for a Corruptor on defense?
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Greater than 45%, just like every other AT, but going over 45% is essentially pointless unless you're fighting something that debuffs Defense and you have no Defense Debuff resistance.
You also can't reduce a critter's hit chance below 5% using -ToHit. Even if you apply 100% -ToHit, it still won't reduce the critter below 5%. -
On the tray where you have your powers, enhancements and inspirations, click the word Powers. At the top of the window that opens, click Combat Attributes. In the Combat Attributes window, click Base. You'll see the global Accuracy bonus shown there.
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Anyone else had any moments like this lately with comments so stupid that all you can do is shake your head?
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Comments? Plenty.
But the best idiot moment wasn't a comment.
It was back about four...ish years ago. I somehow found myself, turtling along with a lowbie Ice/Storm controller, on a team with one other player. We run a couple of missions together, then the other player invites a blaster.
Up comes the next mission and we merry three hop in, an office map, as I recall.
And the first thing the blaster does is jump headlong into a spawn and get himself killed.
Now, this isn't the idiot moment, this was par for the course for many blasters back then. No, the idiot moment was something almost magical.
The blaster rezzes, right there in the middle of the spawn, while the other player and I are fighting. And said blaster promptly gets smeared into a little greasy spot. But we recover, finish the spawn and up hops the blaster, with a hearty "lol".
Three spawns later, we're standing on a balcony, facing another handful of dirty criminals in need of arrestification, and the blaster does his "jump in and inspect the floor" routine. Hits the ground before the other player or I are even within aggro range. The two of us just stop for a second, staring at this poor blaster lying on the floor... and he says "lol" and pops an Awaken.
And he promptly gets smacked right back down again. And says "lol".
FREEM! Another Awaken.
And ZOT! Another beatdown, followed by (yes, you guess it) "lol".
He does this three more times in that same spawn, in a span of time totaling no more than 20 seconds. Rez, die, "lol". And the other player and I are just rooted in place, can't figure out what this blaster is trying to accomplish or if he's just completely mental, or maybe 3 years old. I keep trying to tell him to stay down so we can aggro the lieutenant standing on his face, he keeps rezzing and loling when he gets pounded into paste again.
He never said anything else, just "lol", and every time he died, he tried to rez immediately and got killed again just as quickly. I swear, by the time we finished that mission, he had to be at max debt, and he must have been carrying a full tray of Awakens, because despite using more than I could count, he never asked either of us for one.
I tried to help. I kept telling him to stay down, suggested that maybe he could let someone else take the alpha, practically had O2 Boost on auto with him targeted, but the instant he saw a spawn, he bee-lined right into it and got himself killed. Every freaking time. And he apparently truly enjoyed it, because he'd rez and get killed instantly, and just say "lol".
I never saw that blaster again after that mission ended. I don't know if he was new, or just really enjoyed that Awaken animation, or what, but he just disappeared after one final "lol" when we were exiting the mission. I have to admit, by the time the mission had nearly ended, I couldn't breathe, I was laughing so much. He seemed to be so delighted, so happy, I just couldn't not be happy for him.
Wherever you are, lolster, I salute you. May your face be perpetually planted and your inspiration tray always have one more Awaken. -
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Staalker: You play the game your way, and I'll play the game my way - however, my way involves kicking people who play your way off my team.
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I don't think he asked to join your team.
I don't think would even if he were invited.
Hell, I sincerely doubt he cares whether or not you kick like a mule.
Face it, who wants to play with the minuscule population of crabby whiners who rant and rave about how "gimp" someone's build is in a game where you can earn XP by rolling your face back and forth on the keyboard, especially considering that the vast majority of players are much more friendly and less likely to pitch a hissy because someone isn't sporting their definition of an acceptable build. -
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Storm might be pretty as hell, but it throws your opponents everywhere. This is fine when using a ST control set like Mind, but with Fire? Knockback isn't really your friend.
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...
Fire Cages, Ring of Fire. -KB in both. -
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But this would Kill Farming.
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No, it wouldn't. It wouldn't even slow it down very much. Anyone who wants to farm is going to find a way. Hell, I've already found a way to get around your proposed change. Ouroboros.
What this change would do is make the game less accessible to players who constantly cycle through alts and players who have shorter or less frequent log-in periods. It could also be construed as a "punishment" by some players, in the same manner that day job powers have been. -
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i'm surprised so many ppl were against this. you must be rich or are you brats that live off your parents.
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I'll be 37 in a couple of weeks, haven't even spoken to my parents in a decade and I make $8.50/hr. washing dishes.
And I don't have a problem paying my subscription fees to play this game.
Grow up, lose the attitude, stop whining and point the finger at the person responsible for your inability to manage your personal finances - you. -
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5/9 (yes, i was wrong about Emp's total number of +regen buffs, didn't account for AB). Resurrect isn't a heal.
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Healing 100% of HP and restoring the dead to life isn't a heal?
OK.
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Scroll up and read some more. It won't hurt, I promise. -
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Hmm, I did multiple proc slotting into my health. I did 1 Numina, 1 Miracle, and 1 Panacea. Now my curiosity is sparked as to whether those all will go off or as I seen up above have sort of a rotation pattern going on them.
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The Miracle and Numina's uniques aren't procs. As long as the power is on, they're on (very shortened explanation), and unless you're going somewhere like the Studio B area in AE buildings or exemping below the level at which you took the power, Health is always on.
Haven't looked at Panacea yet. -
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My question about the kismet unique.. is it worth it? How much does the 6% to hit translate into accuracy on say a 1.0 acc power. In other words by slotting this can I knock my powers down from the 2 accuracy Ios I have in them now to 1 acc IO's and still be fine against +3s and 4s
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No, not without other sources of +ToHit and/or +Acc.
That's not to say it isn't worth having, just that by itself, it's not going to replace traditional Acc slotting.
Is it worth using? It can be. For example, my TA/Dark has the Kismet +ToHit IO slotted in Combat Jumping. With that IO and several global +Acc bonuses, I'm over 95% versus +3 critter without slotting any Accuracy enhancements in powers. That meant I didn't have to slot Accuracy in Acid, which in turn meant I saved slots there. If I removed the Kismet IO, my hit rate would drop to 85% with powers not slotted for Accuracy, so the net effect of the IO for this character is 10% versus +3s because of the global +Acc I've built up and how the hit checks are calculated.
Additionally, having the IO slotted in a power you take early in the game means it's available if/when you exemp down. If you put it in a power you take at level 10, then the IO will continue to grant its buff as long as that power is used or toggled on all the way down to 10, even if the IO itself is level 30. This helps when you're doing Flashback missions in Ouroboros, low level AE missions or teaming with low level friends.
But if all you're doing is running paper/scanner missions, or ITFs, or generally focusing on "end game" content, it's probably not going to make a world of difference to you unless you've deliberately worked it into your build to function in conjunction with other sources of +ToHit/+Acc. -
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I tossed Kismet Accuracy proc in to Maneuvers and if I toggle on Maneuvers and stand there, I never see it proc on the logs.
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The Kismet +ToHit IO doesn't proc, so it won't send messages to chat tabs. What this IO does is apply a buff to the caster every time the power it's slotted in is activated and lasting for 120s. The buff doesn't self-stack, it's overwritten every time the buff is reapplied, like Force Field bubbles.
Toggles actually work like click powers set to auto-fire. At specific intervals, just as if it had a recharge time, a toggle will reapply its effect. In Maneuvers' case, that interval, the activation period, is 0.5s. So every half second, it reapplies its buff. With the Kismet IO slotted in Maneuvers, you also get the Kismet buff refreshed every 0.50s, and it will last for ~120s after Maneuvers is turned off.
That's why it doesn't send messages to a chat channel, because it doesn't randomly apply its buff like a proc would and because it would spam a chat channel with rapid fire messages. -
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Self-Stealth and -Perception powers in primary and secondary powersets seem very underwhelming to anyone else?
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No. They serve the purpose for which they were designed, and they're very easy to use for gaining an advantage against standard foes.
One Stealth power and one -Perception power combine to grant the user the equivalent of full Invisibility, without the limitation of being incapable of attacking or affecting teammates.
Even without stacking them, single Stealth buffs or Perception debuffs allow a player to get closer to critters and spawns, assess situations and line up cones or get close enough to use powers with shorter ranges, all with less chance of accidental or early aggro.
The Stealth powers offered in primaries and secondaries also don't debuff movement speed, like Stealth from the Concealment pool. That's their advantage over Concealment > Stealth.
The -Perception powers with -ToHit also tend to give more damage mitigation than comparable Stealth powers. That little 6.25% -ToHit I have with Flash Arrow can be enhanced up to ~9.75%, it doesn't suppress when I attack and it has no endurance cost after the initial use (as opposed to the endurance usage of toggles).
All of these types of powers are fine just as they are. If you really disagree, go take a look at the market values of Stealth IOs, or the advice given on these forums regarding picking up Super Speed and stacking it with absolutely any form of +Stealth or -Perception. They're popular because players recognize the benefits of Stealth, even plain old Stealth that doesn't offer a Defense buff or ToHit debuff. They don't need to be closer to full Invisibility, and if they were, they'd be penalized in some way to compensate.
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Would it be possible to allow the above Stealth Powers to offer a Hidden status and a higher degree of stealth, such as SoA's have, for just the powersets which have them? Nothing like extra damage on attacks from Hide, as that's the Stalker's inherent and niche.
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Extremely unlikely, because it would move these powers into the niche that the various forms of Invisibility occupy. If you turn Stealth/-Perception into Invisibility, what do you turn Invisibility into? It creates a situation of escalation and power creep to provide a solution to a problem that didn't exist.
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Then, I see -perception powers such as Blinding Powder and Seeker Drones offer some control as well. Blinding Powder is a sleep with chance of confuse, and Seeker Drones have a stun component. Would there be a reason Smoke Grenade and Smoke couldn't receive a similar benefit?
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If you add a "chance to" to these types of powers, then you encourage players to waste time and endurance "spamming" the power(s) in hope of triggering the effect. That was exactly why the hit check for Flash Arrow's (and Smoke's) -ToHit was removed years ago, it was forcing players to repeatedly apply the power until they could be certain they'd properly debuffed spawns. Turning around and adding hit checks back to these powers wouldn't improve them, it would just repeat that mistake.
It could, conceivably, also result in the -Perception of these powers being negated, as evidenced by existing ToHit Debuff procs. If the bonus control/debuff is deemed "too good", it could be flagged to generate aggro, and then the basic function of the power itself is destroyed. So the bonus would either be so negligible as to be a waste of time to add, or be useful and good enough to be worth having but result in the power itself becoming invalidated for the very thing for which it was designed.
As IOs, it's very possible that some special debuffs or controls could be added. But as additional effects baked into the powers, highly unlikely and something I'd vehemently oppose. -
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Looking at slotting Acid Arrow with the procs from Posi's Blast and/or Shield Breaker. Do they work and if anyone has gone this route, is it advisable?
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Yes, yes and yes if you have the slots to spare. Pack it with procs. Posi's Blast, Shield Breaker, Lady Grey's and Achilles' Heel. -
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It's a long post i know. I took the time to highlight the actual questions in yellow if you want to skip over my life story
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This isn't long. You're safe.
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First question. I've noticed that when i go into the parties that i have managed to join that my toon (as i believe they are called) doesnt really live up to its role. As a tank i would assume i would survive a long time and take a load of damage. Not the case, as i can't seem to survive the first group of enemies we come to without running through all my health inspirations and still ending up in the red. I don't really focus on Enhancements much. Is this a mistake? do they make that big of a difference at this early in the game? and how can i better distribute them if i should be.
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Your powers start out at a base number, be that damage, defense, resistance, accuracy or whatever. That base number is sufficient in the very early part of the game, but as you advance in levels, the game slowly increases enemy attributes (damage and hit points), and enemy abilities (more foes with status effects and debuffs, for example, and a wider range of those status effects and debuffs).
What enhancements do is allow you to "keep up". Some of the attributes of your powers will slowly scale upward, others will remain exactly the same at all levels (defense, resistance and accuracy are good examples). Enhancements are designed to give you the ability to improve those set values, at a "controlled" rate. That "controlled" rate is accomplished by making certain enhancements boost attributes by certain amounts. Training enhancements, or TOs, improve powers by small amounts. Dual origin enhancements, DOs, double the improvement offered by TOs. Single origin enhancements, SOs, are twice as effective as DOs. And each category of enhancements becomes available after you achieve a certain level. TOs are available as soon as you create a character, but you don't get access to DOs until level 12, and access to almost all SOs is restricted to level 22 and up.
There are other categories of enhancements (HOs, IOs and some special ones from certain trials), but we won't get into that now. This is a "starter kit" explanation, and if you are interested in the other types of enhancements, you can read about them at paragonwiki.com.
So why slot enhancements? Well, let's say you have a power which grants 10% Defense. At level 1, 10% Defense is pretty good because the enemies you face are weak. At level 10, 10% Defense starts to feel less effective because the enemies you face are hitting a little harder and doing strange things, like making it impossible for you to move or hit them back. At level 25, using that same 10% Defense can feel downright discouraging because the enemies you're fighting are beating the snot out of you. But if you slot some Defense enhancements in that power, you can increase it up to ~15% at level 25, and it helps a little more. You're getting hit a little less often and that snot they were beating out of you doesn't end up overflowing the sewers (now you know why the water in there is green).
Basically, enhancements make your powers more effective, and more effective powers make you better at whatever it is you're trying to accomplish. Accuracy enhancements help you miss less often, which means you're spending less endurance on missed attacks and defeating enemies sooner, which in turn reduces your incoming damage and down time. Defense enhancements improve your Defense powers, which reduce incoming damage and down time. Damage enhancements make your attacks hit harder, which saves endurance and helps you defeat enemies faster... you get the picture.
One thing to keep in mind is that enhancements have a cut-off point. The closer you are to a certain percentage of enhancement value, the lower the benefit from another enhancement of the same type. For instance, if you have three Defense SOs slotted in that 10% Defense power, the power will grant ~15% Defense, but if you add a fourth Defense SO, it will only increase it to ~16%. If you have an attack that deals 25 base damage and you slot it with three Damage SOs, it will deal ~49 damage, but if you add a fourth Damage SO, it will only increase the damage by 2-3 points. A good rule of thumb is "no more than three of the same type".
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Second question.
Salvage and Recipies. Do i sell them? keep them? use them? honestly i have found them to the point where the box for it was filled up. Luckaly i stumbled across pocket D and discovered the bank they had. but still, since i've been saving them all in case they had some great purpose later on, they build up incredibly quickly. What is the best way to go about using salvage and recipies at early levels in the game?
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Salvage and recipes are part of the Invention system, used to create Invention origin enhancements (referred to as IOs). What do you do with them? Well, that's something everyone decides on a person by person basis. Some players try to keep everything that they think they might use, some sell everything before they reach a certain level, some just ignore salvage and recipes completely.
So what should you do with them? Look at your powers (in the Enhancement Management screen) and see what kinds of enhancements can be slotted in them. If you see that you have a recipe that you think will be worth using, and you have the salvage or can afford to buy it at the market (Wentworths for heroes, Black Market for villains, just check your map), then go ahead and craft it. If a recipe doesn't seem useful to you, check the sales history at the market. If it's something that sells well, list it and see if you can make some inf*. If it doesn't sell well, take it to any contact or store and sell it there, and you can use the inf* you accumulate from recipe/salvage sales to buy other enhancements or recipes that will be more useful to you.
A handy tool to use for determining things like what powers will accept which enhancements or how to best slot different powers is Mids' Hero/Villain Designer. It's very popular among those of us who read the forums and will allow you to plan out builds and slotting tactics, and share them with others or ask for detailed advice and/or pointers on improvements.
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Question 3
Creating toons is probably the funnest part for me so far. but i'm always questioning as i level up weather or not i should try and focus on the primary skill set for my class, or to evenly distribute between primary and secondary. I'm sure this question will proove rather difficult to answer due to good character builds being a matter of opinion and experience. Currently I'm wanting to make my main toon a Scrapper with Broad Sword/Shield Defense sets. What would be a good way to distribute Skills and skill slots as i level up?
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Play it by ear. As you level up, pay attention to what you're experiencing and feeling. If you think you're taking too much damage, pick a power from your secondary set. If you feel safe, but you're not defeating enemies quickly enough, pick a power from your primary. If you're happy with your progress in both of those aspects, go poke around in the power pools and see if there's something that looks fun or useful there.
Honestly, it's very difficult to make a character that won't perform well in this game. There are all kinds of safeguards and preventative measures in place to ensure that even if you make all kinds of mistakes, you aren't so bad that it becomes impossible to level up or make progress through most of the content.
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Question 4
What is one of the more popular servers with alot of people willing to party and hang out?
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Freedom and Virtue have the highest populations, but a better approach might be to scroll down on the main forum page and browse the different server forums at the bottom. Get a feel for the players posting there, see which servers have communities which you feel you'd fit in with well and introduce yourself.
Welcome to City of Heroes/Villains. -
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It doesn't bother me. I normally am using my kin powers, then cycle through attacks of Fistfull, Explosive, and Rain of Arrows. Those are the attacks.
Everything works fine for me.
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There's the correct answer. All primary and pool powers for defenders will force weapon redraw for Archery, but it doesn't matter because you're not typically using primary/pool powers between attacks, you're using them before you attack and not using them when you're attacking.
I've been playing TA/*, */TA and Archery/* characters for a long, long time and I've never had an issue with redraw. You have to go out of your way, or be very bad at prioritizing your powers, to have a problem with redraw. -
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Rezzes can restore HP, but they aren't heals.
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I'm boggled by this statement.
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It's a question of terminology. If we deem "everything that restores HP" to be heals, then we are then required, by our own lack of restriction, to refer to every possible method of HP restoration as "healing". That would even include natural regeneration.
So we break things up into sub-groups. +Regen powers, +HP powers, Heals, Rezzes, each a distinct and separate category.
What is a Heal? A Heal restores HP immediately to a still living target.
What is +Regen? +Regen restores HP over time by increasing natural regeneration.
What is +HP? +HP increases base HP, which in turn makes natural or buffed regeneration more effective.
What is Rez? Rez restores HP to a dead target.
Same reason we refer to attacks with different vectors as single-target, AoE, PBAoE and cone. Categorization. -
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Did anyone else hate doing this same mission three times?
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I hated doing it once.
Damn wolves. *twitch* -
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I want my Fire/TA, dammit!
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I can see Resurrections being counted as heals.
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Is the Awaken inspiration a heal, then? Do you use it to recover HP during a fight?
No and no.
Rezzes can restore HP, but they aren't heals. -
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Enemy will be placated as soon as the power the proc is slotted in hits them. I think the proc is bugged to always fire but that might be a PvP thing, not a PvE one.
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It's not bugged in PvE. -
On Saturday, May 16th, I purchased a brand new shiny (really, it's shiny! silver!) moped.
Yay.
No, it doesn't have any electrical problems. Or mechanical problems. It has "Lumi has never ridden a powered two-wheeled vehicle before" problems, but those are irrelevant to this.
But what it also doesn't have is a battery. The electrical system on this moped is driven by the engine. Turn it off, no juice. Turn it on, juice. A magneto to generate electricity when the engine is turning over and a regulator to keep the electricity within a specified range of volts and watts. Very simple, just enough to power a headlight, brake light and turn signals.
The "issue" I'm having is a direct result of the way this system works. With the electrical system being dependent on engine revolutions, the slower the engine goes, the less power there is for the lights, so the headlight dims and flickers when I slow down or stop.
I know I can't make it stop going dim without installing a battery, so I'm not really concerned with that. What I want to do is stop the flickering. So what I was thinking was, wouldn't I be able to stop it from flickering by wiring a capacitor in behind the headlight connector? Now, I don't have a degree in electrical engineering, or even do much of anything with electrical components (hands shake too much to hold a soldering iron steady), but I understand what capacitors are, and how (and why) they work, and from what little I do know, this seems like a viable solution.
With a capacitor, what I would expect to happen is, the capacitor charges up on the incoming electricity, and acts as a buffer, so even when the power in the system itself is coming in bursts, the capacitor should release a steady stream of electricity to the headlight as long as it holds a charge. And that should, if I'm right, be just enough to alleviate the flicker.
Yes? No? Banana?
The headlight is 12v 25w/25w. The magneto generates 12v 80w (peak?), and there's a 12v 60w AC (yes, AC, not DC) regulator. I've read dozens of reports of people running 12v 35w/35w headlights on this electrical system (if that information is useful in any way). So what, in "Lumi is a stupid doodyhead who don't know nothin'" terms, type of capacitor would work best for this, if it will work at all? -
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what is your favorite defender build?
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TA/Dark/Dark.
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and why?
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AoE debuffs/controls/damage, access to almost every debuff (can get Placate from a proc and a day job power, leaving only -Range and -Special missing (that i can recall, don't have time to go through a list of debuffs to check, have to leave for work)), stacking ToHit debuffs, stacking Stuns and the more offensively you play, the better your damage mitigation.
Fun, effective and still the only character I've enjoyed enough to continue playing after hitting 50.