Myriad

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  1. Myriad

    Whoops?

    Quote:
    Originally Posted by Substrate View Post
    Yes but there is more then one Purple set. All Purples would be someone that has sloted as many different purple sets as passable.

    But I agree with another poster in here I think this is RMT ... or just a really really odd display bug.
    It's not a display bug and it's impossible that the bids were set by mistake, like Mandur12 already explained. And I don't think someone is trying to manipulate the market either, not at this price. And if whoever set these bids took a quick glance at the sales history he knew that he was bidding more than 3 times the ammount necessary. Maybe someone intended to prove or demonstrate something. It really is a bit mysterious. But I'm not here to complain about it.
  2. Myriad

    Solo Defender

    Quote:
    Originally Posted by CheshireKatt View Post
    Well I think I have my final build. Thanks for all the help and advise from all who posted. I hope this helps others who want to try this combo out, so far it is a blast. My father in law is running with it. His is higher level than mine now. lol.
    Hmm... not sure you still want to hear advice about your build. I hope you don't mind if I comment on a few things.

    Gale: Well, if you really intend to play solo all the time this is of course better than O2. But not much because you won't use Gale often especially with the low accuracy you have. I strongly recommend to take O2 instead and slot that with a single recharge. O2 is not only a heal but removes some status effects and protects from them, too.
    Steamy Mist: Get a Kismet unique and slot it here. Yes, I know it costs. But you really need more accuracy in your build.
    Freezing Rain: There's no need to slot this for slow imho. Especially on a Storm/Ice. You could drop both slow triples and replace them with a single generic recharge IO.
    Hover: Do you intend to use Hover as your primary movement power? And if so why did you take Fly? Unless you have a specific reason for slotting Hover the way you did (other than IO bonusses) you should change it. This is a great power to slot a Karma:KB protection (as an alternative you could slot a Steadfast Protection:KB protection in Steamy Mist but it would cost you another enhancement slot). Mag 4 KB protection is really helpful and you should invest the influence needed to get it. Personally I would rather play a SO build with KB protection than a IO build without.
    Tornado: I don't think the Archilles' Heel proc in Tornado will help much. Tornado is too unreliable imho. I would either switch it for something with damage or remove the slot and use it somewhere else.
    Bitter Freeze Ray: The Cast Time of this power is too long to be good. If you want the hold you should take Shocking Bolt instead. If you want more DPS put another slot into Ice Bolt. The only good usage of BFR is to use it as an opener when you have all 3 ST holds and when you try to hold a Boss. If it misses you still have two fast ST holds which gives you a reasonable chance to hold the Boss fast enough.
    Electric Fence: Considering that you probably won't be using this often with 2 holds available I'd say it's overslotted with 4 slots.

    There is more, but the other things I see would start to make it more expensive.
  3. Quote:
    Originally Posted by Tenzhi View Post
    When a billionaire tells a millionaire that the millionaire doesn't have "a lot" of money, the billionaire has (perhaps understandably) lost all perspective on what "a lot" is to most people.
    Very clever remark. I love it.
    Thanks for a new sig.
  4. Quote:
    Originally Posted by American_Angel View Post
    Will we have to start a toon from scratch in order to have him change sides? Or can a pre-existing level 50 make the switch?

    Please provide Dev statements for proof if possible.
    Pre-existing L50s can make the switch. The devs statements you want for proof exist but I'm not going to do your work and search for them now. Either you simply believe me or look it up yourself or hope for someone else to provide such a statement.
  5. Quote:
    Originally Posted by Dr_HR View Post
    So a TF has become harder boo hoo. I'm happy for the change makes things more fun.
    Did you try it recently?
    I was on a LGTF team yesterday and we ran into a wall when we tried to kill the green mitos. Two Controllers were not enough to hold them and our damage was enough to kill Dra'Gon in 10 seconds or so but not enough to even dent a green mito. I assume Newty had Rad and or Dark Defenders/Corrs on the team. I don't see how his (her?) team could have provided the necessary DPS otherwise. Stargazer and Arcanaville made some calculations about this and it seems you need roughly 1800 DPS before debuffs to kill a green mito. That is 225 DPS per character on a team of eight which is not trivial. With my scrapper I might be able to do this IF the target is on the ground. If only one team member cannot help for whatever reasons the necessary DPS per team member of the remaining seven raises to 257 which I cannot do even under optimal circumstances.

    EDIT: One of our Controllers was a Kin, the other had Trick Arrow as a secondary powerset. The team had 1 tank, 2 brutes, 1 scrapper, 1 widow, 2 controllers and 1 blaster.
  6. Quote:
    Originally Posted by Muon_Neutrino View Post
    As for the 6gb thing, while I do expect to be doing some astronomical image work I wouldn't expect it to need that much memory. It just seemed strange to me that 4gb was still standard - I know some people had that much a couple years ago, so it just seemed odd that larger amounts weren't common now. I was bottlenecked by my 1gb of ram so long on this laptop that I wanted to make darn sure it wouldn't be a problem on my next computer. Is 4gb really still enough to do everything, is this just my limited knowledge showing up again?

    And, related, if there are performance issues with doing 3x 2gb, are there similar issues with 2x 2gb, 2x 1gb? I imagine you could get a pair of 1gb sticks pretty cheap. (Although, can you even get DDR3 1gb sticks? I assume you'd want them all to be the same speed, right?)
    4 GiB is enough for most people and all current games afaik (there are some special cases where 6 GiB will give a small advantage, though). If you intend to work with large pictures in Photoshop you'll notice an increase in performance if you add more RAM, especially if you want to run other software in the background (an internet browser with many tabs open will need a lot of RAM, for example) .

    The reason that 4 GiB is (still) more or less the standard is that 32-bit MS Windows can only address 3.5 GiB. You need a 64-bit OS if you want to use more RAM.

    The reason for the performance issues when using 3 RAM sticks is that you can't use dual channel mode properly any more (the exception is a socket-1366 system which supports triple channel mode). However, with modern systems the performance drop is not necessarily large.

    Mixing different types of RAM sticks is possible but can lead to stability issues if you aren't careful with the BIOS settings. Basically you need to set everything to go with the specs of the slowest RAM sticks.
  7. Quote:
    Originally Posted by Canine View Post
    One of the things that comes up occasionally on these boards is players expressing a desire for recipe storage items in their bases.

    And the developer response that comes up is always 'it would starve the market of supply and encourage hoarding'. (paraphrased).
    I think you could view this from a different perspective as well. I used to dump common and uncommon salvage into the market always listing the stuff for 1 inf. With the new market UI I sell more and more often at vendors instead. However, sometimes I need salvage to build an IO and then I buy it from the market. If I had the option to store common and uncommon salvage in meaningful quantities I would do so thus minimizing the need to buy from the market which would diminish market demand a bit. In other words, if I store salvage it wouldn't affect the market directly because this salvage doesn't show up on the market anyway. And if I stop buying from the market the stuff is still there for another one to buy it. And I could avoid our current market UI and with it much frustration. Probably I will do this anyway when I finished IOing my current projects. Of course, if everyone would do this the market would die very fast.
  8. Quote:
    Originally Posted by Aggelakis View Post
    So give the market a little extra time?
    This will not help. I usually wait several seconds between clicking the buy or sell button (and not because I like waiting ). Most of the time this is long enough for the phantom actions to disappear again. However, sometimes all these phantom actions - although I saw them vanish - suddenly come back and get real. Had this happen on buy and sell orders and lost a few million inf because of this. Actually I think I'm lucky that it was only a few million ... could have been a few hundred million inf easily (had a stack of expensive recipes stored at one of these times).

    When you notice that you have market UI lag you should be really really careful or better avoid the market at all.
  9. Quote:
    Originally Posted by DarkGob View Post
    You exaggerate. Although it is extremely annoying, once you know what's going on it's not "impossible" or "unusable".
    Well, today I joined a ITF team and me and some other people had Leadership auras. And my character was fully IOed. The lines in the Combat Attribute window were jumping so fast and so extreme that I couldn't read anything nor could I switch to another section. Just wasn't able to hit the correct space with my mouse. (No team member was moving when I tried to check the combat attributes.)
  10. Quote:
    Originally Posted by Scene_EU View Post
    my usual trick is to rotate around the crystal while running backwards and jumping - works everytime
    Yes, this usually works. Might need some time, though. Last time I got stuck (today) I rotated and jumped for 2 minutes or so. And /stuck doesn't work, like DarkGob said. The bug is definitely not fixed.
  11. I tend to collect them, too. The "Prevent Weapons Deal" sidequest in safeguard missions is very good to get started with your collection.
  12. If I am a winner, I permit NC Interactive, Inc. and NCsoft Europe Limited to use my name, likeness, photograph, hometown, and any comments that I may make about myself or this contest that I provide for advertising and promotional activities. I also certify that I am at least 13 years of age and am eligible to participate in this contest.


    Jack: Careful guys! It's theOcho. Don't attack before the reinforcements arrive!
  13. Quote:
    Originally Posted by Bill Z Bubba View Post
    Brute: Higher base HP means you get more out of Dull Pain.
    Scrapper: No need to chase fury.
    Brute: DoT on Fiery Melee attacks Are affected by fury's damage buff but are Not affected by crits.

    Brute wins.
    You forgot style. When it comes to that Scrappers always win.

    However, I wouldn't complain if Scrapper numbers were a little better when compared to Brutes.
  14. Quote:
    Originally Posted by UberGuy View Post
    Unfortunately, I think they then committed a sin game devs everywhere are guilty of (and some other software devs too). I think they designed a new interface without a good understanding of what their users were actually doing with the old one.
    I think you're too kind here. Even someone who never played CoX before should be able to design a better interface. It's not like they had to reinvent the wheel. There are many examples out there to learn form. Or learn from our old UI. It was not great, but it was still better than the new one in many aspects. Actually it should be enough to take a look at MS Explorer or Mozilla Thunderbird to get hints. Or take a step back and just look at your monitor and ask yourself whether a screen resolution that has more horizontal than vertical pixels should affect the UI desgin.

    It's almost worse to see that there are good ideas in the new UI. They're just so poorly implemented that I disabled all I could (not much) and wish I could disable the rest. It's painfully obvious that we have the tech to build a really nice UI. I just wish we had someone who could and would do it.
  15. Quote:
    Originally Posted by Blue_Fenix View Post
    I don't have any idea what might be the cause of this, but on all my characters (at least on Virtue, where I play most), clicking on "post" or "get" or dragging salvage to the storage tab at Wentworth's seems to have about a 1 in 4 chance of actually working. Most of the time, it appears to work, and then reverts about 2-5 seconds later. I do not get any message in my chat log except for the normal one when it actually works.

    Anybody know what's up with this?
    It's some kind of user interface lag. From my experience it's tied to server load and/or the number of player characters in your surrounding. It might help a bit to monitor the market messages in the chat window and to wait a bit between clicking buttons. However, I still had it happen that I bought multiple items instead of the single one I wanted or getting my buttons greyed out when I clicked multiple times to retrive a single item from WW. Generally I try to avoid the market during peak hours now.
  16. Quote:
    Originally Posted by Sapphire7 View Post
    I'm not sure how else I can phrase this, though apparently my earlier reply wasn't clear.
    The mitos were indeed executing the heal power. The whole reason this bug was discovered is because they *were* executing the heal, even *while held*. That's the point, that's what opened this whole can of worms. You could hold them, but they would heal anyway.
    Quote:
    Originally Posted by Stargazer View Post
    As others have mentioned before, the Green Mitos could previously heal despite being held. A Controller would also have significant difficulty maintaining a stacked Mag 54 on a target with 50% Mez Resistance.
    No, both of you were clear enough. I guess I wasn't clear enough to make my point. Sorry about that.

    I was unter the impression that this:
    Quote:
    "Corrected an error in Critter powers which could prevent them from being shut down in appropriate circumstances. Good examples are Reichsman keeping his max Resistance despite being shot with the Dimensional Grounding Ray, Green Mito's in the Lady Grey Task Force keeping their Healing Aura despite being held, and some critters retaining Hide when damaged"
    was a fix to a bug that came with I17 simply because I didn't see people talking about it before I17 and I never experienced it myself before I17. Whereas the first post by Castle in this thread indicates that the bug is at least as old as the LGTF.
    My problem with this and the source of my confusion is the fact that the LGTF worked before I17. And it seems to be broken now. If I read and understood everything we had permaheld Mitos that healed other Mitos before and have unheld Mitos that heal other Mitos now. So what exactly makes the LGTF harder now? Mito Resistance is from an Auto power, so that shouldn't be suppressed when held. Again, no change here, so what makes it harder now? I would go and check it out myself, but it seems the LGTF is not very popular atm, couldn't find or build a team so far.
  17. Quote:
    Originally Posted by Stargazer View Post
    Regular Mitos should have a base Mez value of -3, and if the LGTF Mitos are Lts (I wasn't sure, and assumed Boss-equivalent earlier), they'll have a base value of -2. In order to Mez someone, the sum of all their Mez protection (negative values) and the mag of all the Mezzes on them (positive values) have to be above 0.

    So, for the LGTF Mitos we previously had -2 (base) + 50 (mez "protection" power) = 48. This means that they were above 0 already, and were thus held without any outside influence.

    Now, we get -2 (base) + -50 (mez protection power) = -52. This means that we'd need a stacked mag 53 Hold on them in order to hold them.

    Anyway, since the mez protection power (Resistance) applies the same value to both instances of Mitos, it's not plausible that the "-50" (actually +50) was meant to make the LGTF Mitos easier to hold.
    Are you sure about the numbers? Wouldn't it mean that one Controller is enough to hold a green Mito during a Hami raid? My last Hami raid was too long ago, but I think I remember that we needed to stack multiple holds to stop green Mitos. And wouldn't it mean that LGTF Mitos were never able to heal themselves or other Mitos? Something they actually did.

    What if Hami Mitos were -3 (base) -50 (buff) = -53 and LGTF Mitos were Hami Mitos with a lower base (-2 instead of -3)? They would have been -2 -50 +50 = -2 before the "fix" and -2 -50 -50 = -102 now. I have no clue to what the original numbers are, I'm just guessing here and trying to include what I have seen and experienced during Hami raids and LFTG runs.
  18. Quote:
    Originally Posted by Arcanaville View Post
    This means the implementation intent of all the mez protection powers must be the same for both the standard and the weakened mitos, because they are the same thing. That's probably the real source of the problem: if the design intent was for the weakened hamidon to require a much lower level of mez magnitude than the trial version, they should have made two entirely different mitos. As it is, they are currently linked together.

    This cannot possibly be by design, because it almost never makes any sense for something to hold itself unless something else is supposed to come along and free it eventually. Even if you wanted something to hold itself as a weird containment buff for controllers, there's no reason to apply a mag fifty hold to yourself, because there's no difference between applying mag 10 and mag 50 to yourself, again unless you're trying to overcome someone else's protection buff (and nothing I'm aware of can come along and buff Hamidon's mez protection). And if I was worried about that, I would apply mag 9999, not 50.
    I'm a bit confused by what you say here. Mitos in the LGTF and in the Hami raid are the same thing except that they're lowered from AV to Lt. status? Does this mean the mitos in the Hami raid are buffed by this "fix", too? And wouldn't it implicate that the level of mez protection was set to be a raid challenge instead of being a TF killer?

    And another thing bothers and confuses me as well. All this talk about green Mitos permaholding themselves. I might be completely wrong about it, but wouldn't a held green Mito stop healing itself and other Mitos? I have done the LGTF often before I17 and I have seen the green Mitos at work.

    Btw, what is the mez protection level for regular Mitos? If it's true, that the LGTF Mitos are the same as the raid Mitos, is it possible, that the -50 was set to be added (or subtracted) to what is set for the raid Mito to make it easier to defeat them? Like as if they were in a weakened state?
  19. Quote:
    Originally Posted by Werner View Post
    On paper, survivability when surrounded drops from 2826 to 2520. The big difference is the loss of Strength of Will. I'm not a fan of variable survivability and crashes, so I'd be very tempted to go with your version anyway, but the average contribution of Strength of Will is more than the extra defense and resistance you've put in its place, at least on paper.

    Looks like more recovery, though I gather that wasn't a problem that needed solving. I'm glad to see Tactics make an appearance, but with the loss of the Kismet unique and some global accuracy bonuses, chance to hit doesn't really improve. A little extra recharge, but the build probably doesn't benefit much from recharge.

    Anything else I'm missing?
    Well, Iggy just said "to improve it some more". I had no clear goals and didn't see any obvious problems. So I tried to get some improvements in with as little sacrifice as possible. I'm not a fan of SoW either, for the same reasons you already mentioned. So I decided to drop it to be able to take Tactics. The drop in regen was something I accepted, too. Although in retrospect I could have left the Numina IOs in RttC to minimize the regen drop and still have more net recovery than before.
    I added defense especially to F/C to bring it in line with the other types plus ~1% resistence overall. More recovery is always nice, I think, and more recharge won't hurt. I didn't analyze the vid to figure out the attack chain used, so I stayed away from the attacks (except for a minor tweak).
    If it were my Kat/WP the build would probably look a bit more like Wuiglys build. And unlike Iggy I always include the Glad.Armor unique when I try to build for defense (then again, I have only 3 characters with defense builds so far, so I only needed 3 of them, I guess that makes it easier and cheaper compared to someone with more alts ).
  20. Quote:
    Originally Posted by Iggy_Kamakaze View Post
    Here's the new build.
    maybe you guys could improve it some more
    Very nice build!

    Here are my suggestions. I assume you'll like them.

    I sacrificed 3 HP/s regen and 1.7% Res:Psi (and a lot of influence) but I believe it was totally worth it.

    Code:
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    |-------------------------------------------------------------------|
  21. Quote:
    Originally Posted by B_Witched View Post
    there is a bug with task force commander - i have to do all the tasks forces to get it ..can I just have it on all my toons please. /bug.
    Quote:
    Originally Posted by Silit View Post
    Yeah, I quit all of the TFs right after they started and I didn't get the badges either, do I have to wait until later to quit?
    This has nothing to do with the Tournament badge, not even with Arena badges in general. And neither of you describes something that seems to be a bug or related to a bug. You have to finish a TF to get the badge for it. If you get it any other way it's very likely that this would be a bug. And like the vast majority of badges they're tied to the character who completed the TF and are NOT awarded account based.
  22. Quote:
    Originally Posted by Terror1 View Post
    Dont worry. since it affects badgers it will be fixed
    But it's a PvP badge and we all know that PvP is ignored after nerfs.


    Btw, someone told me that they got the Tournament badge recently (after I17), so I assume this issue doesn't affect all people. I will test some more things when I have the time, maybe I get lucky and find something.
  23. Quote:
    Originally Posted by oO Pokey Oo View Post
    Here is what I am working with on my current build. This is as good as I know how to make it, would love any constructive help. The only change I can see that would be greatly beneficial would be to get rid of SoW and replace it with Stealth. This would give me a little extra defense and I could slot Stealth with a LotG +Rech which would hopefully perma hasten me.
    There's already a recent Spines/WP thread (you posted in it). Instead of explaining what I think is wrong in your build I'd like to suggest to forget about your current build (it's not good imho, only expensive) go back to that thread, take the lastest build from Atago and include the suggestions I posted there. When you have done that, you can start adjusting it to include Hasten if you want that, and maybe purple IOs if you find some that make the build better.

    Hmm... considering your forum registration date you might be new to CoH (in which case I'd like to say welcome ). If that's the case you probably don't have the influence needed to buy all the shinies anyway (the build you posted would cost several billion inf). Consider playing with standard enhancers for a while to learn more about the strengths and weaknesses of your powers.

    Btw, I would really like to know how you thought you could take Stealth if you drop SoW.
  24. Quote:
    Originally Posted by Atago View Post
    THX, for the advice. Here is a new Try. Instead of Body Mastery i took Air Sup+Fly for more Def, more mobility and one Attack more in the Single Target Attack Chain.
    My 2ct based on the latest build:

    Lunge: Needs more accuracy. I would try to get a triple into it (i.e. Acc/End/Rchg).
    HPT: I would remove all 3 Impervious Skin. They add only 2.15% to res plus the HP. Totally not worth it imho. You could slot the Steadfast Protection unique here, though.
    Spine Burst: ok
    MoB: ok
    Kick: I would take this later in the build.
    Impale: Either 4 or 6 slot this with Enfeebled Operation. I would go for 6 slots.
    Indomitable Will: I think I would try to get a LotG: Def/End into this. This is optional.
    FH: Put the Miracle and Numina uniques into this power. Also a good place to slot the Reg.Tissue unique (6 slot it if you want to add this).
    Tough: I would take this later in the build (after QR).
    RttC: Remove the uniques and put them in FH. I would 3-slot this with Miracle IOs.
    Quills: Ok, i think. End cost should be manageable with QR+Stamina.
    QR: Slot this with Performance Shifter if possible (check for a conflict with too many HP bonusses of the same kind). At least remove one of the EndMod/* and replace it with a Performance Shifter +End proc. The 10% regen is not as big as you might think and the extra end is probably needed.
    Weave: ok
    Air Superiority: Drop this power and take Hover instead (unless you can take Fly at L6). Slot Brawl with the Kinetic Combat set and put a LotG:+7.5% recharge into Hover (would be the 5th in your build) and if possible add the Kismet unique.
    Ripper: ok
    Heightened Senses: Add a LotG: Def/End
    Combat Jumping: ok
    Throw Spines: ok
    Swift: I would slot this with a Flight enhancer to increase fly speed.
    Health: ok
    Stamina: See QR above - and I would try to get this sooner.
    BU: I would drop all 3 Gaussians and replace them with 1 or 2 basic recharge IOs.
    Fly: I would take this as soon as possible (to use it as my main travel power - if you intend to use Ninja Run you could even think about not taking it at all)
    SoW: Optional - SoW is nice to have but not really great.