Roderick

Renowned
  • Posts

    4006
  • Joined

  1. Quote:
    Originally Posted by MoonlightSonata View Post
    and what about AE xp? Is it doubled too?
    No XP multipliers apply in AE; it has never used Patrol XP, and it only granted double XP of the first DXP after it was implemented - and the official response was that they hadn't intended for it to happen even that one time.

    Also, Patrol XP and DXP don't stack - Your Patrol XP will accumulate as normal, but will only get used up to pay debt. If you don't die, it will sit there unused.
  2. It's been back and forth between allowing sub-25's and not allowing them a few times. I don't use the pillar often enough to know which is intended and which is the bug, or whether or not it currently works. Thanks for clearing that up.
  3. 1- We don't know any better than you do.
    2- The people who do know probably aren't allowed to say.
    3- The people who do know rarely answer questions in this section.
    4- DXP is rarely announced very far in advance.
    5- We don't know any better than you do.
  4. Last time I tried, the Pillar refused to allow the flashback to start if any teammates were under 25, even if the leader was 25+ and all teammates were in the proper level range for the mission.

    As far as merit rewards goes, take a look at the Old Positron Task Force. Before the revamp, it was worth 66 merits. After the revamp (it was unchanged, except moving it to Ouro and adjusting the merit reward to the Story Arc formula) it became worth 40. So, based on average completion time, TFs are a bit more than 50% better than Story Arcs. Of course, speed runners can make some of these far more efficient.
  5. You're not going to get a "no arms" option. I'd place money on it. Just removing the arms would look even worse than the arms and wings combination. Moving the wings to the arms position would take a huge amount of work from the art department. And it was said by a dev a while back that they can't exclude costume parts based on powersets, or vice versa; the two systems don't talk to each other, so there would be pretty serious issues with any armless character that uses a weapon. And since that's EVERY character (thanks to numerous temporary powers), it's just not likely. Furthermore, automatically removing the arms screws over people who want it that way - see Ace Duck from Teenage Mutant Ninja Turtles for an example.

    As to additions to the pack, don't hold your breath on that either. Except for bug fixes, the devs don't typically go back and change Booster Packs after they've been released.

    But don't let that discourage you! The pieces you're asking for may well already be in the works, and if not, they may make it into future development cycles. From what we've seen and heard already, the Paragon Store will have lots of things to pick and choose from, including a few things that go beyond what we're used to seeing in game. And if you maintain your subscription, you'll get free points each month to buy those pieces with.
  6. Quote:
    Originally Posted by Snow Globe View Post
    Do you leave it running while playing? I can see it might be faster IF you have it downloading in the background, but I don't.
    When I have it download a patch (before logging in, a la the old launcher, not in the background), it downloads and installs MUCH faster than the old installer did.
  7. Quote:
    Originally Posted by Cainus View Post
    I'd just be happy with turning Repel to Knockback. That way, my Earth/Storm controller could effectively use Stone Cages to keep mobs from being pushed back by Hurricane.
    1. Stone Cage the mob.
    2. Turn on Hurricane.
    3. Run in a circle around the outside of the mob, pushing everything into a nice tight bunch while the team AoEs it.
    4. ????
    5. Profit!

    EDIT: Bonus points if you lay a debuff patch in the center where you're pushing everything towards.
  8. Quote:
    Originally Posted by ClawsandEffect View Post
    give us mobs to fight that have annoying powers.
    And.... I have a new sig. >: D
  9. Quote:
    Originally Posted by Ukaserex View Post
    I might suggest a faster way. Perhaps not easier, but definitely faster.

    Use 2 hero merits - buy either a miracle or 7.5% global recharge from the Lady Grey defense set.

    Sell either one for 200 million. Do this 10 times.
    Take your 2 billion and buy what you need. This way, you only need 20 hero merits instead of 30.

    It should save you some time.

    Oh, given the cost of trading on the markets, you might need 22 merits instead of 20.
    The last 5 on Miracle: +Recovery level 20 and 40 have 7 results of 200 million, and 3 of 130-160 million. The last 5 on LotG: +Recharge level 25 and 50 have one 200 million and 9 120-135 million. Your advice is outdated - both of these enhancements are on a steady decline, for precisely the reason you posted. If you can only sell for 130 million, it would take 200/130= about 1.54x as many A-merits or 34 total - it would actually be quicker to just buy the Glad Armor outright.

    And I expect the downward trend to continue now that we can but those IOs with Astral and Empyrean Merits as well.
  10. Quote:
    Originally Posted by Bio_Haz View Post
    I felt bad when I Payed for it way back when and found out it was bright pink.
    You necro'ed a 6 month thread for THAT? And the thread isn't even relevant any more, now that Freedom and the Paragon Rewards system to replace the Vet Reward System has been announced!
  11. Quote:
    Originally Posted by Arcanaville View Post
    Instead, there was just a non-stackable limit-one passive power involved. You can't get another until the first one expires.
    This is an important part to remember. With most non-stacking powers, if you get a second copy, you actually have both buffs on you, but only gain the effects of one. When the first wears off, the second keeps going, effectively extending the timer.

    Since the effect Arcana is talking about stops the second application from being applied until after the first wears off, it is now impossible to have the buff "perma". No matter how lucky you are, there will always be gaps, since it has to "turn off" before it can be "turned on" again.
  12. Quote:
    Originally Posted by The_Spad_EU View Post
    And the slider is only really useful for getting lower level enhancements, either because the sets are only available at levels lower than yours or because you want the benefits when exemped.
    No, the slider is only useful for DIRECT PURCHASES. It never has any effect of any sort on rolls. The group of recipes that you can get is determined by the category you roll in; that's why there's 10-14, 15-19, etc categories.
  13. Quote:
    Originally Posted by Ukaserex View Post
    I must confess. I get mixed up on this every other time I opt for the random recipe roll in Fort Trident.

    Why am I allowed to slide the level indicator to level 30 when I'm level 28? I wanted the level 30 IO recipes - and they gave me level 28 recipes - except for the one that isn't available until level 30.

    If I wanted level 28 IO's, wouldn't I have slid that slider to level 28? Why does it even allow for movement if it defaults to whatever level the toon is on?

    I just don't get it. Who would want any recipe that wasn't 25, 30, 35, 40 etc.? More importantly, why would they want it?

    I guess I've got to remember not to trade merits in except at levels 25, 30, 35 etc.
    The slider is for direct purchases only. Rolls are always at your level, unless they don't exist at your level, then they are as high as possible (if under) or as low as possible (if over), ie as close to your level as it can get.

    The slider goes up to (your level +3) or 50, whichever is lower, because you can slot IOs up to 3 levels above you, but they don't exist over 50.

    People would want in-between levels for a variety of reasons. For example, someone who level locks at 25, or plans to frequently exemplar to 25, might want 28's because that's the highest level that they can slot and retain the set bonuses from at their desired level. People who frankenslot will often take whatever they can get that suits their needs, and don't care about levels.
  14. Quote:
    Originally Posted by Call Me Awesome View Post
    Keldian Dwarf taunt is a port of the Presence Pool power Provoke and is NOT autohit in PvE, it needs accuracy in order to be useful.
    Really? I thought it was a clone of the Tank/Brute version (I don't play Khelds, so no personal experience there). Does that mean that they don't get the -range in their taunt either?
  15. Quote:
    Originally Posted by BrandX View Post
    Also, another suggest which people don't seem to do, set the slider to lvl 10 when you buy it.

    That way you can slot it at lvl 7
    Unless they fixed it, no you can't. I posted a screenshot ages ago in the Market forum, but it's a huge pain to copy links on my phone - For some reason, my level 10 character who was holding a level 10 Glad Armor Unique was getting the message "You must be level 12 to slot this enhancement."
  16. Scrappers will do better damage than a brute in most cases, just off the fact that their Build up gives a bigger buff (100% vs. 80%), and is calculated from a higher base (1.125 vs. 0.75, IIRC). Soul Drain has the potential to give an even bigger buff, and it lasts longer, so it increases the gap.

    However, this is only relevant if you are attempting to absolutely max your damage - I have several Dark Melee brutes, and their damage is nothing to laugh at. My main one is /WP, and the extra HP he gets as a brute make him far more sturdy than an equivalent scrapper would be.

    If you want max damage, go scrapper. If you want high damage, pick whichever of the two suits your playstyle best.
  17. Those equalizers are in one or two Mayhems. That's at most a 10 level range, then they're gone forever. And there are things to minimize their annoyance factor.

    1- Kill the Equalizer first. If you're soloing on x1, there will never be more than one per spawn. If you're teamed, then get the team to help eliminate the hard targets first. If your difficulty in insreased and it's making too many Equalizers spawn - turn your difficulty down.

    2- Mez the Equalizer. Not an option for everyone, but if he CAN'T act, he can't web you. If there's too many equalizers to mez, see point 1.

    Sometimes they'll get off a grenade anyways, especially when they show up in ambushes. That's when you need to learn to deal with the debuff.

    3- GTFO. The patch lasts 30 seconds, and pulses every 0.5 seconds, applying a 30 second debuff each time. They don't stack from the same patch, but they do refresh the duration. This means you can be debuffed for a full minute if you just stand there. Teleport is, of course, the best way out. Turning on Sprint, Ninja Run, Beast Run or Super Speed will give you a boost that will help get you out.

    4- Get slow resistance. Many sets have it built in. for those that don't, you can get a Winter's Gift Slow Resist IO. You can also use sets that grant runspeed or recharge bonuses to offset the penalties.

    If they get rid of or nerf Glue Grenades, then they need to do the same to a lot of other powers - Mask of Vitiation, Curse of Weakness, the disease that Vahzilok and Minotaurs cause, Sapper Rifles, Earthquake, the list goes on. Pick enemies with no debuffs or the debuffs that least affect you, and the game becomes "Press 1, 2, 3, 4 until they fall down". Pick other enemies, and it becomes a thinking man's game.
  18. The same emote, with icons for ALL alignments (they're currently missing Resistance and Loyalist), each AT and each origin would be nice to have, and shouldn't require any new assets other than the new, larger icons. The remainder of the emote should be able to be cloned from the existing ones.
  19. Quote:
    Originally Posted by Oedipus_Tex View Post
    Taunt?
    More specifically, Taunt for Brutes and Tankers, Confront (and its renamed variations) for Scrappers, and the Taunt in Dwarf form for Kheldians are all auto-hit in PVE, but require a hit roll in PVP.

    The two taunts found in the Presence Pool always require a hit roll, even in PVE.
  20. Quote:
    Originally Posted by _Pine_ View Post
    The DoT can also crit
    Crits happen up front only. DoTs do NOT crit. This is easily seen by checking the Detailed Info. Some powers, especially ones that ARE DoTs, like Midnight Grasp, will have a Crit value that is as large as the up-front damage plus the DoT, but there's only one Crit check per power, ever.
  21. Nobody who can answer that question yet knows. Anyone who does know is a Paragon Studios employee who is effectively gagged by the Marketing department, or a member of Closed Beta, who are all under a Non-Disclosure Agreement. While our NDA's aren't that strict, anyone who breaks it will probably never see a beta ever again.

    Furthermore, there's all sorts of things about CoH:Freedom that the devs can't or won't talk about because they're very likely to change as Closed Beta progresses.

    tl;dr: Wait and see.
  22. Based on what Agge posted, I typed

    Code:
    /optionset ShowVillainName 1
    And everything showed their names at all time. Some testing showed that it uses a 3 bit variable:

    Code:
    1-bit = Show everything
    2-bit = Show on mouseover
    4-bit = Show on select
    By adding together the values of the three bits, you can set it a few different ways:

    Code:
    0 = Show nothing
    1 = Show everything
    2 = Show mouseover
    3 = Show everything + Show mouseover (1 + 2)
    4 = Show selected
    5 = Show everything + Show selected (1 + 4)
    6 = Show mouseover + Show selected (2 + 4)
    7 = Show everything + Show mouseover + Show selected (1 + 2 + 4)
    The 8-bit and higher have no meaning, so any values of 8 or higher just cycle through the above values over and over again.

    EDIT: Because "everything" includes anything that you've mouseovered or selected, any odd value will show everything all the time.
  23. Roderick

    -dmg effects

    Quote:
    Originally Posted by ClawsandEffect View Post
    No.

    It counts each debuff separately.

    If you apply a 50% damage debuff to an enemy who deals 100 damage per attack, he will then deal 50 damage per attack. If you then stack another 50% damage debuff on him, it will apply that to the 50 damage he is doing now and make it 25 damage. Then 12.5 damage, then 6.25 damage, and so on.
    All buffs and debuffs of the same type are added together, and then applied to the base value. In the case of your example of four 50% damage debuffs, the target's damage would indeed be debuffed by 200%, to -100% (Assuming no other buffs or debuffs were in place). However, every stat has a floor and a ceiling. In the case of Damage, then floor is 10% (as stated previously), and the ceiling varied by AT, so whether the target had two 50% damage debuffs or 100, they'd be debuffed down to 10% damage. The only benefit the additional debuffs would provide is to prevent buffs from bringing the target above the floor.

    Quote:
    2 50% damage debuffs will NOT put an enemy at 0% damage.
    This is correct, but not for the reason stated.
  24. Correction:

    Quote:
    Originally Posted by Wicked_Wendy View Post
    (Posi 1 and Posi 2 TF) OR Old Posi via Flashback
    Synapse TF
    Sister Psyche TF
    Citadel TF
    Manticore TF
    and Numina TF