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Posts
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Joined
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i only delete a 50 when its met a few conditions:
A). i do not get much use out of it anymore
B). is inferior to other toons that i dont use it anymore
C). is using duplicate powerset before we got more options and thus rerolled it
examples of toons i have deleted:
emp/psi defender - deleted because i did not enjoy playing it, pitiful dmg and pain domination came out for redside
ill/storm - was too end intensive for my tastes and rerolled him to ill/cold who is now one of my fav toons
AR/dark - deleted because he used a bunch of duplicate powersets, i already had an AR/traps and my main was ninja/dark so i just deleted him
i think there were a few more that i cant remember atm
as what forbin said i always strip my toons down of all inf, IOs, ect before deleting -
usually sg badges count the total of everyone in the sg, so you could do it by yourself for 5 hours or 5 poeple could do 1 hour each, ect
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Quote:would depend on what diff settings your on, if your in sg mode, how fast you complete the mish, ectI need money badly. Much like a wizard and food. Whats a half decent powerleveler get for 2 dedicated hoursish of smash and smash?
if you run at +4 and make 5-10 mil a run not in sg mode and you can do the map in about 10-15 min, then you will make approx 30 mil an hour
if you know how to marketeer then you could make 5-10x that in 15-30 min of "work" with the work just being crafting (its easier if you have /auctionhouse command then you can just sit in the university) -
the reason they were disabled is because the devs would have to retool it to differentiate between the different account levels
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because i was interested in the strengths and weakness of the base defense items i decided to compile a list of the stats
as a note, ALL tech and arcane items have the same stats so im only going to document the tech versions
to add to the note, i could not document the trip mine since it is not targetable, i also could not document the rikti plasma turret(for killing lanaru the mad 5 times) or improved energy turret(for attempting CoP 100 times) due to having neither sg badge
the items will be listed in the form of:
item name
item class
offensive stats (will not include avg dmg since detailed info in game uses AT mods)
defensive stats (will note oddities to keep it short)
Chain Gun
Small Device (1205 hp)
Offense:
dmg: lethal
rech: 3 sec
range: 100 ft
acc: 1.00
secondary effects: -def
Defense:
+803 max hp
-regen (essentially makes it 0)
-heal received (cannot be healed)
acc bonus: 1.30x
perception: 150 ft
resistances: 30% smash, 50% lethal, 30% fire, 30% cold, 70% psi (0 for anything not listed)
defense: self -25% def
debuff resist: 100% tohit resist, 100% rech resist, 100% def resist
Scanner
Small device (1205 hp)
offense:
-def(all)
-resist
rech: 3 sec
acc: 1.00
defensive:
identical to the chain gun
energy beam
small device (1205 hp)
offensive:
dmg type: energy dmg
range: 100 ft
acc: 1.00
rech: 3 sec
secondary effects: none
defensive:
identical to the chain gun
improved igniter
medium device (3855 hp)
offensive:
dmg type: fire (note this is marked as unresistable)
acc:1.00
rech: 3 sec
range: 40 ft (note is cone with 40 ft radius and 20 degree arc)
defensive:
mostly identical to chain gun, will note differences
+2570 max hp
acc bonus: 1.50x
repulsor
medium device (3855 hp)
offensive:
repulsion pulse [repulsor]
dmg: none
acc: 1.00
rech: 8 sec
40 ft aoe (max 10 targets)
effect: mag 66.47 kb
defensive:
identical to the chain gun, will note differences
+2570 max hp
acc bonus: 1.30x
perception: 81 ft
resistance: 90% resist to everything
gas trap
small device (1285 hp)
offensive:
-tohit
duration: 1 min
rech: 10 sec
acc: 1.00
aoe 40 ft radius
defensive:
identical to chain gun, will note differences
+857 max hp
acc bonus: 1.15x
perception: 75 ft
resist: 90% to all resist
force field:
medium device (3855 hp)
offensive:
none
defensive:
same as chain gun will note differences
+2570 max hp
perception: 81 ft
resist: 90% resist to all
(its defense bubble does not seem to affect it self or other turrets)
scorpion surprise:
large device (6425 hp)
offense:
dmg type: lethal
acc: 1.00
rech: 20 sec
range: 100 ft
secondary effect: mag 3 stun
defensive:
identical to chain gun, differences noted
+4283 max hp -
#1 sounds interesting
depending on the story #2 may or may not be liked since NPCs that do a lot of dmg to baddies suck away your rewards and if its just a boss then it will go down quickly once the other mobs show up -
Quote:honestly, not really, although i havent been able to test the improved energy turret or rikti plasma beam since my sg is missing both of those badges atmNecro, other than the igniter, is there anything else that does decent damage?
I noticed that not only is the damage pretty good, those things are very accurate (I'm guessing they have the pet +25% base accuracy that malta gun drones have but not sure).
the chain gun and regular energy turrets are very weak, the scanners do like -10% def and resist, and the gas trap does a very long -tohit debuff (-4% for 1 min, doesnt stack with itself though)
the scorpion surprise turret has a mag 3 stun attached to its dmg but it isnt much stronger than the other guns
of course this is testing on my stone brute, vs a squishier toon they are all do quite a bit of dmg
one other thing i noticed is that each defensive item has a varying rank in small and large equipment
chain gun, energy beam, gas trap, scanner all are classified as small equipment and only have ~1200 hp
improved igniter, force bubble are classified as medium equipment which have ~3200 hp
scorpion surprise turret is classified as a large equipment and has ~6400 hp
i have not had a chance to take a toon in there which has a power analyzer to view resistances but the scorpion surprise turrets take forever to kill -
not that i know off, pretty sure they still save in screenshots folder for me
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Quote:/this first day of this i monitored the detailed info of all the stuff that we can useI just started tinkering with this bug on my base last night. I enjoy it also. Kinda fun to see what each item does.
the most interesting thing i noticed was that the improved igniter does unresistable dmg (2 of them hitting my stone brute at once could nearly kill him) -
at such a low lvl just turn off blazing aura and stick with single target attacks for the vahz AV
honestly i think its easier to get that badge on smaller team so the AV spawns as an EB
due to how easy those badges are for the most part i usually just try for them every time or at least mention what we have to do to get them, if people dont listen then their loss -
no each power only adds +1 to the power siphon, its better to save burst for when you have a 5 stack already together
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our origin along with powersets is essentially hardcoded when we create the character, once we finish creating the character those things are locked in and the only easy way to change them is reroll
according to the devs it would be extremely difficult to change and they said if you wanted new origin or powersets that it would be better to just reroll -
Quote:i would not mind if you started a new toon, but the time thing might be an issue since im east coast US time (so 5 pm for me would be like 11 pm for you i think)I don't have anyone on Victory now but if you're fine with starting from scratch I'd be happy to make a toon. That said I forgot to point out that I'm in the UK so time's an issue.
depending on how much time i have that day i can be on as early as 1 pm EST or as late as 9 pm EST, to contact me in game my global is @Necrotech Master -
Quote:/this, more specifically the CoP trial since there is currently no other way to start it except from an sg base1. Maintenance is trivial.
2. Hazard zones are not linked up to the transportation hub. On speed Manticores, e.g., it's great to use the Base Transporter to leave an instance and hop to Crey's for the street sweep (can't use Mission TP for that).
3. Storage of Rare IOs and salvage.
4. Run the Cathedral of Pain trial.
5. You don't get logged out AFKing in a base.
6. Another way to use the Flashback Crystal. -
i pretty much always skip all crashing nukes because i despise the crash
as for non crashing ones like hail of bullets or full auto ill take that all the time -
since astral and emp merits can already be converted to threads and whatnot i dont think they are talking about them
vanguard merits can buy a grai matter which can break down to a shard
that leaves reward merits and alignment merits, but alignment merits would be too unfair since it excludes rogues/vigilantes, and thus it leaves reward merits -
Quote:when i have seen a RMTer on victory immediatly 2-3 people shout out that hes an RMTer and even explain how to do the ignore spammer commandI was wondering when they'd start hittng the Help channel.
Was only a matter of time I suppose. I've been waiting for this move for a while now, I just avoided saying anything about it in case they hadn't figured it out yet and have people reading the forums.
The sad thing is: There will be free players buying influence from them, not understanding that there is really nothing for them to spend it on, and getting their credit card number stolen, as well as getting potentially banned from the game.
And they'll blame it on the game, not their own stupidity in buying an intangble item with their credit card from someone in China.
after one such time there were poeple who were unsure what RMT meant so i explained it to them and that what they were doing was illegal as well as dangerous to use -
you could also just type /respec
if you have a freespec you immediatly start the respec, if you do not have a freespec it will say so and say how many earned respecs you have -
i was about to post something similar, if hide is so integral to a stalkers playing ability it should be made inherent, it already costs 0 end and your being forced into it anyway
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i think ive only seen a total of 2 RMTers on victory and that was only in the help chat
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i think i managed to vote twice lol, i voted when using google chrome then i opened firefox and it acted like i hadnt voted yet so i voted again (i tried again with IE but it didnt take lol)
so +2 for coh lol -
Quote:i have something around this except the idle bug is not 1 hour for me either its prolly around half hour as wellUnfortunately, it doesn't take an hour for it to consider me idle and log me out. I've had it log me out after 30 minutes of being idle. I haven't been getting the random logout bug that others have, only the idle log out.
And if it's a detailed discussion with lots of information to digest, it sometimes logs me out before I can go to the next page. I guess that's what I get for having it set to 100 posts per page. -
i would really like to keep the base defense bug ONLY if they fixed the bug that is affecting control, energy, medical, and teleport to be considering hostile as well since destroying that would be bad for the base
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Quote:agreedEven if we accept this argument as the "real and truthful" reason for why the Devs made this change I still think the Devs could easily limit us to one vanity and one combat pet at the same time and still satisfy the intent of "reducing server load" without overly restricting our freedom in this area.
i dont know why they lumped the combat pet in there since they have functionality
for vanity pets i think they are mostly considering the future, cause right now we can have up to 3 vanity pets + the buff pet, on the list of the pets affected there are 2 on the list that we dont even have yet, imagine a year from now if they did not implement the mutual exclusivity and everyone was running around with 10 vanity pets + buff pet, with 2-3 of them i dont think its a big deal but with 10+ per person that gets much worse with fewer poeple