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Good point ,Leech. However can you imagine the outcry if it was live? This needs to be corrected ASAP regardless that its on test server.
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Well then... good thing it's not Live.
This sort of thing? Kinda common in the closed betas I've been a part of. It's the exact reason why we have betas.
Everyone going a bit nutty about how bad and awful it is? Welcome to what the beta testers have been experiencing every time. It's not fun, but in the end, it makes for a better game.
The issue will get fixed as soon as it can be. -
Changes? As in plural?
Um... the only thing changed in Grav is that Lift got normalized. It's now on par with Levitate.
Basically, if you didn't like Grav before, this patch won't suddenly make you love it. -
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OK, just finished recopying and having it fix files for about 30mins... crashes out at launch.
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Same. There's a thread on this in the 15 Feedback forum as well. -
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Now I'm most certainly confused.
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You were probably still using the old patch.
The servers were up earlier, but the patch hadn't gone through. I tried testing out the new changes as well, but noticed the version numbers didn't match.
Plus my Dom's PSW was still on a 10s Rech. -
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Castle states.
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Edit: Just checked and the Melee/Ranged table change is not in the version patching today. That'll be fixed for next patch.
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It is unclear whether that is the PSW Modifier change* or the Base Damage change for Dominators as a whole though.
* = New PSW will use the Melee Damage Modifier, not Ranged. -
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The original CoH manual also has something like Resist Holds in /Regen for Scrappers. (And yes, there was a power called Fold Space in Grav Control.)
That power was rolled into Integration. Can't remember what replaced it. Resilience maybe? Dunno. Don't have my manual handy.
So, there IS precedent for the wholesale removal of powers.
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CoH Manual Regen is as follows:
Fast Healing (Auto)
Reconstruction (Click)
Quick Recovery (Auto)
Resist Disorientation (Toggle)
Integration (Click)
Dull Pain (Click)
Instant Healing (Toggle)
Revive (Click)
Moment of Glory (Click)
Resist Disorient is pretty much Resilience, except without the RES and as a toggle instead of an Auto.
For reference also, Fold Space was the Tier 8 power in Grav Control. Wormhole was the Tier 9. -
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In order to still make these prospective AT IOs open to more, what if they were designed like the PvP IOs?
The Set will give "normal" bonuses for anyone, but will also give extra bonuses if used by the correct AT? -
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Well, Origin does have one other minor effect: It determines which 33 Month Vet Reward Staff you get bonus damage with.
Technology, Science and Natural Origins will get bonus damage with the Nemesis Staff.
Magic, Mutation and Natural Origins will get bonus damage with the Blackwand.
And no, that's not a typo. Natural Origins get bonus damage for both. -
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I like my PB better because I like the blue/white better than my 'Shade's purple/black. -
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Take away PBU's ability to boost damage and you've removed the entire issue.
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PBU is only one of many ways to get damage buffs. Aim/Amplify, Assault, Vengeance, set bonuses, Soul Drain, red insps, PvP zone buffs, not to mention outside buffs such as Fulcrum Shift. All damage buffs would boost the damage resistance buff value.
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Allow me to rephrase then since addressing global issues wasn't my intent:
"Take away PBU's ability to boost damage and you've removed the issue of PBU not being able to buff certain powers which are currently flagged to not work with it due to PBU's +DMG component." -
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welp, here we go again
[/ QUOTE ]MANY WELPS
>.>
<.<
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TROW MORE DOTS -
(QR)
Really, the simple way to solve this problem is to remove the +DMG from PBU.
It's the interaction with +DMG and how RES works that's causing this mess. Take away PBU's ability to boost damage and you've removed the entire issue.
Of course, I'm pretty sure that many won't like that sort of solution at all, but it is the relatively simple one. -
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powerboost does work on PFF which also has significant resists in it though, so the reasoning that this is why it works on FF and not ice sheilds is somewhat flawed
edit * it only boosts the defence portion of PFF not the resists
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The relevant information from PFF:
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* DEF(Base) +75% for 0.75s If NOT on a PvP map
Effect does not stack from same caster
Suppressed when MissionObjectClick, for 10 seconds (Always)
* RES(All except Toxic) +40% for 0.75s If NOT on a PvP map [Ignores Enhancements & Buffs]
Effect does not stack from same caster
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Power Build Up will not work with ANY power that contains a boostable (enhancements and/or outside buffs) RES component.
Your example of Acid Arrow? Its -RES cannot be boosted, thus PBU will affect what it can: the -DEF value.
Cold Shields all have RES components that can be enhanced for. Thus, PBU ignores the power.
Forcefields (Deflection Shield particularly) have RES components, but are flagged to ignore all buffs and cannot be slotted for. PBU will work for FF Shields.
EDIT: And for more reference, PBU will definitely work with Vengeance for super fun time. -
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IS THIS A BUG?
I tried casting the Cold Domination's 2 defense shields on a teammate, when I was under the effects of Power Buildup. But, the defense values of those shields were no better than without Power Buildup.
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No, PB doesn't effect the Cold Shields because they have an enhanceable dam res component.
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Fixed.
FF shields have a RES component, but since it's flagged to ignore buffs, PBU will work on them.
Cold shields' RES component accepts buffs so the entire power will ignore PBU.
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To be fair he DID specify a "dam res" component, which is what breaks the PB. FF shields have a debuff res component, no dam res
On the other hand, Scorpion Shield has an unenhanceable res component and PB still doesn't affect it, because it's dam res
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Deflection Shield
* DEF(Smashing, Lethal, Melee) +15% for 240s [Non-resistable]
Effect does not stack from same caster
* RES(Toxic) +40% for 240s [Ignores Enhancements & Buffs] [Non-resistable]
Effect does not stack from same caster
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Scorpion Shield
* DEF(Smashing, Lethal) +13.5% for 0.75s If NOT on a PvP map
Effect does not stack from same caster
* RES(Toxic) +17.5% for 0.75s If NOT on a PvP map
Effect does not stack from same caster
* DEF(Energy) +9% for 0.75s If NOT on a PvP map
Effect does not stack from same caster
* DEF(All Types) +13.5% for 0.75s If on a PvP map
Effect does not stack from same caster
* RES(Toxic) +27.5% for 0.75s If on a PvP map
Effect does not stack from same caster
* SmashingElusivity, LethalElusivity, ColdElusivity, FireElusivity, PsionicElusivity, EnergyElusivity, NegativeElusivity +10% for 0.75s If on a PvP map
Effect does not stack from same caster
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Full Masks > Face > Veined
is new is it not? looks cool too
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Nope. It's been around. I had it on my Rad Corr I made about 2 issues ago. -
Pics coming.
Faces
10 Male:
Face 14
Face 15
Face 16
Face 17
Face 18
Face 19
Face 20
Face 21
Face 22
Supernatural Face 14
12 Female
Face 18
Face 19
Face 20
Face 21
Face 22
Face 23
Face 24
Face 25
Face 26
Face 27
Supernatural Face 12
Vines - Very minimalist, pretty nice looking though. (Back and Side)
- Mask
- Chest
- Gloves
- Pants
- Boots
- Cape
Ulterior - A nifty techy type undersuit deal. A little busy in spots, but not bad. (Back and Side)
Ulterior with Red Primary, White Secondary colors: Front/Back
- Chest
- Gloves
- Pants
- Boots
Possible New Pieces
- Tights Sleek options for Gloves and Boots added
- Tanker option added to Chest
EDIT: Edits to follow for additions.
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2) Oh, goody, they want the fight with Reichsman to be "challenging." In my experience, what that means is "impossible for pickup groups" and "requires a specific mix of archetypes and powersets, including none of the ones I prefer to play." I doubt that Paragon knows how to make a strike force that would make people say, "Wow, this is going to be tough; we better make sure we have enough masterminds and at least one stalker."
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From the article:
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We wanted these fights to be challenging Reichsman is very, very powerful and to allow the players to take different approaches.
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"Different approaches" is an unknown. We'll have to wait and see to find out exactly what this entails. It could be that your MMs and Stalks are suddenly going to be very viable.
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I"m sorry, "suddenly" viable?
o.O
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Eh. You know what I mean.
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IS THIS A BUG?
I tried casting the Cold Domination's 2 defense shields on a teammate, when I was under the effects of Power Buildup. But, the defense values of those shields were no better than without Power Buildup.
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No, PB doesn't effect the Cold Shields because they have an enhanceable dam res component.
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Fixed.
FF shields have a RES component, but since it's flagged to ignore buffs, PBU will work on them.
Cold shields' RES component accepts buffs so the entire power will ignore PBU. -
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Yeah me too so they can finally put an end to all that dom saying on the dom boards.
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Well, what do you expect on a Dom board? Of course they're gonna dom say.
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2) Oh, goody, they want the fight with Reichsman to be "challenging." In my experience, what that means is "impossible for pickup groups" and "requires a specific mix of archetypes and powersets, including none of the ones I prefer to play." I doubt that Paragon knows how to make a strike force that would make people say, "Wow, this is going to be tough; we better make sure we have enough masterminds and at least one stalker."
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From the article:
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We wanted these fights to be challenging Reichsman is very, very powerful and to allow the players to take different approaches.
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"Different approaches" is an unknown. We'll have to wait and see to find out exactly what this entails. It could be that your MMs and Stalks are suddenly going to be very viable.
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So, my guess is that I'll probably never get to complete the new SF, unless I get somebody's "pity spot."
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Or start your own team. That sort of thing does happen.
Like the saying goes, "If you want it done right..." -
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Sorry, snuck an edit into there to add a bit.
For survivability in an APP, I'd probably go with Psi.
Two Holds and an AoE Sleep? Not bad.
Dark can give you more potential damage boosting with Soul Drain, but as a TA/A and being rather range-centric, I try to stay out of melee for the most part.
Honestly, I'd look to IOs for increasing my survivability over the APPs. That and really look at my tactics with the powers I have. A nice dose of Ranged DEF can really help out. -
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For TA, PBU will:
Increase -ToHit on Flash Arrow
Increase Immob duration on Entangling Arrow
Increase -Run Speed in Entangling Arrow
Increase -Run Speed on Glue Arrow
Increase Hold duration on Ice Arrow
Increase -Run speed in Ice Arrow
Increase Sleep duration on Poison Gas Arrow
Increase -Defense on Acid Arrow
Increase Damage on Acid Arrow
Increase -Defense on Oil Slick Arrow
Increase -Run Speed on Oil Slick Arrow
Increase Hold duration on EMP Arrow
Increase Endurance Drain on EMP Arrow
Increase Special Damage to Robots on EMP Arrow
And I think that's about it. All the "big" debuffs though? Nope. Neither PBU nor any other buff will boost them.
And by "big," I mean things like -RES and -DMG.
Personally, I love having PBU available. It's super nice for when things go south and you can pull out a PBUed EMPA. Over a minute of not having to worry? Yes.
Plus it goes great with Vengeance. -
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What else can ignite Oil Slick besides Flamethrower? Commando doesn't use it unless he is at closer range.
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Any Fire or Energy damage can ignite Oil Slick. It will ignore any other form of damage.
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I don't know. I just feel Oil Slick looks quite weak because other sets like /dark and /storm, they use Pet debuff values so their base debuff values are a lot higher than TA's.
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Apples and oranges.
OSA is not primarily a debuff. It's a damage power... that happens to have a debuff and soft control aspect.
At 50, unslotted, it will deal 3.34 Fire damage every .2s for 15s once ignited. That's 75 ticks dishing out a total 250.5 damage. It will also slow the affected foes, knock them down routinely and apply a -DEF debuff.
EDIT: And yes. Since Disruption Arrow is spawned via a pseudo-pet, it will stack. Provided you have enough Recharge to do so, of course.