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Leadership goes to the leader of the first team in the queue. If you don't want to lose the star, fill the team or lock it before entering the queue. If you queue with a team of seven, and there's someone who's been sitting in the queue for an hour, they will get lead by design.
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Well, I have no idea how that's happening for you. I have a new character that was just created this morning. I spent several hours on Posi and Synapse TFs today. I was only the leader as I was forming the teams, and I passed the star to a higher level person to run each trial. Due to a glitched mission, the (Premium) leader of one of those TFs disconnected to pass me the star so that I could file a petition. I spent over a half hour as the team leader. I have just over an hour of time (29% of a 4 hour badge) on the first mentoring badge.
I'm not saying that what you're seeing isn't happening. But I will say that it doesn't happen every time, nor even often. I haven't EVER received a mentoring badge when I wasn't the leader of a team, and I am rarely the leader when I'm teamed. -
Quote:Agreed. But for what I'm usually looking for, it's usually the best spot.In the 10-14 range you either hit it or fail. There is no middle ground. Its a good pay off or its junk.
Same, unless I need them for something. But more often, I check if there's any bids, and list them for 1 to get badge credit (gotta unlock those extra market slots!) before deleting them. -
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I hate you. Try not to take it personally, though.
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Just pulling up a couple attacks on Dark Melee; other power sets might be different.
Smite
Scrapper: Base - 90.84, Cap - 454.2
Brute: Base - 55.05, Cap - 426.64
Shadow Maul
Scrapper: Base - 148.4, Cap - 742
Brute: Base - 89.92, Cap - 696.88
Siphon Life
Scrapper: Base - 134.9, Cap - 674.5
Brute: Base - 81.75, Cap - 633.56
Midnight Grasp
Scrapper: Base - 189.9, Cap - 949.5
Brute: Base - 115.1, Cap - 892.025
In all cases, the scrapper ends up ahead. No source of +Damage will add anything to either at this point. Procs add a fixed amount regardless of AT, so neither benefits from this. Fiery Embrace adds an amount of damage calculated off Base damage, so the scrapper pulls ever further ahead. And the scrapper will score crits 5-10% of the time, pulling even further ahead again.
It's likely that the same is true for other sets as well. -
The badge is for being a team leader, not for having a lower level team member. Any time that you on top of the team list (While your mission is active for normal missions, while you're the leader when no mission is active, or during a Task Force), you earn credit towards that series of badges. That is how it is supposed to work, ever since they got rid of the old form of sidekicking.
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I read that page on the wiki, and checked the change log. The part you quoted was changed about two weeks ago, by GuyPerfect (one of the Mids' guys), so I trust it. The changelog lists it as "Correcting long-outdated information", so I guess it's been a while. *shrug*
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Quote:That is not how it originally worked. Castle confirmed that it would grant end to enemies, because it was built to grant End to its target WAY back. I don't recall ever seeing a patch note reflecting the change. I wonder when it happened.Here's what paragon wiki has to say on the Performance Shifter proc:
Link: http://paragonwiki.com/wiki/Performa...r_%2BEndurance
PS: This is what the wiki says and I can't confirm it from my own experiences. But they're usually pretty good at having such things straight.
PPS: The number of mobs you're fighting will have no effect on how often it procs. It will have a chance to proc when you first turn the aura on and then a chance every 10 seconds as long as you keep the aura going. This bit I'm sure about. -
No, I believe that balance should be maintained because power creep kills games. It's already happening, no need to speed it up. And your suggestion is WAY past the current balance levels.
I agree that we need more TAoE sets. I do not agree that we need a Yellow or Orange TAoE set that's better than the PVP and Purple ones. -
What it's intended for and how it's used are two totally different things. Unless you think that all those melee types using it in their builds for softcapping are slotting it in nukes. Regardless, Obliteration does not give "reasonable enhancement values in all values that need enhancement." It is incredibly lacking in Endurance Reduction, which IS a "value that needs enhancement."
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Those all exist in the 10-14 bracket, and there's significantly less garbage. Granted, 25-29 and 30-34 include a chance at Kinetic Combats, but those never drop for me anyways, so I just roll 10-14 when I'm after -KB and Steadfast Res/Def IOs.
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I'm not sure when it started, but prior to Issue 21, I was noticing that some enemies were awarding tickets twice. As in "You defeated Some Guy. You earned 24 tickets. You earned 50 XP and 50 Inf. You earned 24 tickets." After the release of Issue 21.5 people started flipping out that ticket drops had been nerfed. I don't farm often, so I don't know when exactly the change happened, but after the "nerf" screaming began, I tested, and could not see any enemies dropping double tickets.
So I think that this has always been the intended rate of ticket drops, and that a bug was causing it to be artificially inflated. -
The Recharge bonus becomes the same Ultimate Recharge Bonus that regular Purple Sets give. I'd imagine that all the other bonuses become Ultimate as well. Those which match set bonuses that already exist in Purple Sets should have the same values.
Note that the recharge (at least, probably the others as well) is exactly the same bonus as the recharge bonus in normal Purples, so if you already have five Purple Recharge bonuses, the Superior ATO bonus will exceed the Rule of Five and be lost. -
Quote:Numina, Miracle and Regenerative Tissue procs all affect the caster. However, RttC stops functioning if there are no enemies around, so the procs turn off when there are no enemies around, just as if you had turned off the toggle. Panacea affects targets, so it functions as you say. Fortunately, RttC targets both enemies (with the debuff) AND the caster (with the +Regen), so you still benefit from it, even as it's buffing the enemies. Like the others, it also turns off if there's no enemies around.Numina's, Miracle, Regen Tissue and Panacea procs all effect targets, so slotted in Rise to the Challenge, they effect the mobs around you.
Quote:You can also slot Energy Manipulator: Chance for stun into Speed boost to stun level 1 noobs in AP for fun all around !
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Quote:They didn't design an enemy-buffing proc. They designed a TARGET-BUFFING proc. If you're dumb enough to put a buffing proc in an attack, then it's YOU that made the mistake, not the devs. The proc is intended to be used in self and ally buffs that accept Endurance Modification sets. The fact that there are attacks that accept Endurance Modification doesn't make the proc broken. Making it so that the proc always gave the End to the caster would make the proc broken, because then it would be impossible for it to grant your allies the extra +End in powers like Accelerate Metabolism, Transfusion, and Speed Boost.Sorry, but, I have to say.. "Balls!" I'm sure that they didn't intend to have a negatively beneficial proc.. But I suspect it might not have been fixed due to the problem of it then being OP in some circumstances... I have utmost confidence that the devs never sat about and said, "What we need is a proc that buffs the baddies. That'd be in demand!"
Quote:Regardless of intent, tho, that doesn't answer the question I asked. Does the thing give the Conductive Aura caster the +End, or the baddies affected by it?
I'd put money on the target being the enemies though. -
I'd recommend going and asking in the Bases section, or in a global channel such as "Base Builders Inc". But no, I don't think you can rotate on the Z-axis.
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Dink has already started porting around a few costume parts, and the one's she's done have been far more difficult Male -> Female model adjustments. Send her a PM, and maybe she'll be able to get it on the list.
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I'm not sure how it compares to the Miracle and Numina procs, but my understanding is that it affects the Target, rather than the Caster, which makes it far better in AoE powers, in my opinion at least.
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Quote:You are correct.if I'm not mistaken, Scrappers win in the damage department with this combo
Quote:I have no idea how good SR's is, it's still more than nothing
For Brutes, it's the strong version, equal to Invuln's.
For tanks, it's the crappy weak version, equal to WP's.
Weird, huh? -
Quote:Only toggles that debuff or damage enemies get detoggled. Taunt auras like Rise to the Challenge and Blazing Aura will drop, but Evasion won't, because it's purely self-buff and taunt.SR Scrappers get Evasion at 35, Brutes at level 20(Brute version also functions as an Aggro Aura; detoggles if mezzed).
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Giving endurance to an enemy isn't a bug, it's the intended function of the proc. It gives its End buff to the target of the power, not to the caster. To tell who gets the boost, open your Enhancement screen, click one of the "Show Details" buttons, and mouse over the power. Somewhere in the list, will be an entry labelled "Target Type". If it says "Self", you get the boost. If it says "Allies" or "Enemies", then the target gets the boost.
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And if you need it again in the future, and can't remember that link, log into your Master Account, click on your City Of Heroes account, and you should see a download link there.