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the recipe slots are nice...but uh fog of war?...am i suppose to be familar with this term?
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Its a term that goes all the way back to the good ole days of command and conquer and other games that have minimaps.
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It's actually attributed to Carl von Clausewitz, back in the early 1800s.
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They had Command and Conquer back in the early 1800s? NICE!
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Of course not, that's just silly.
Carl was obviously playing Dune 2 at the time.
It might be worth noting that while Carl is credited with introducing the term as it pertains to military encounters, its usage in computer gaming is a tad more specific, and also a tad more recent. It is however older than Command and Conquer (and minimaps). -
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Looks good. Not great, but good. But then the City Traveler is going to be hard to beat. The Fog of War Reveal will help with my OCD about uncovering zone maps. Hopefully, it's permanent.
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This is all good for outdoor areas, but I wouldn't WANT to reveal the fog of war of many instanced maps, as when I'm trying to locate that last glowie/enemy to defeat, close check of the fog is important.
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Seconded.
Personally, I more often than not find FoW *useful*, since it allows you to see where you've been. I can't think of many cases where I'd want to completely remove all FoW (rendering a power that removes all FoW fairly useless).
What would be neat is if this gave us "tiered" FoW.
At first everything would be black (with areas being uncovered as we explore them). When the power is used, the black areas would become semi-transparent, showing us what's behind, but still noticeably darker than the explored areas. This would both allow us to see where we've been, and give us an overview of the map.
We already have semi-transparent FoW in city zones, so if maps could be made to handle both black *and* semi-transparent FoW, that should allow for this.
That'd actually be a Vet Reward I'd use. -
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Semi-colon still works... it just seems that the default bind got changed for it for some reason.
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It's not exactly that the bind was changed, it's that the command that is called by the (old default) bind has been... "fixed".
The command bound to ; is(/was) /slashchat
The help text for /slashchat states: "Starts chat-entry mode with a slash."
However, that's not exactly what /slashchat did. It started chat entry mode, but it did so with <character associated with the key I'm bound to>, not a slash.
That is, if /slashchat was bound to a, pressing a would start chat entry mode, and put an 'a' at the start of the line.
In the case of ;, that resulted in starting chat entry mode with a ';'.
However, recently /slashchat was "fixed" so that it does what it claims to do, start chat entry mode with a slash (regardless of which key it is bound to).
Since ; was bound to /slashchat, this also "broke" ;.
To restore the previous functionality of ;, you can make the following bind:
/bind ; "show chat$$beginchat ;"
Alternatively you can just do "/unbind ;", since it appears that the new default has been changed to the above bind. -
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I use lockdown +2, 4 basilisks, and a hami mez/acc in my choking cloud, and I love it. Could be slightly better on end reduction (only 60% ish) but hold and acc are capped and you get those juicy bonuses from Basilisks.
With the proc in there I can hold bosses in one pulse if Im lucky.
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Choking cloud does NOT accept accuracy enhancers...you're not getting any +acc from your HO...only the mez hold part is working.
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Choking Cloud does not accept Accuracy enhancements, but that does not mean that it can not benefit from enhancements giving Accuracy.
Simply put, enhancements have (a list of) "types" and (a list of) "boosts". The types determine what enhancements are accepted by a power, while the boosts describe the effects an enhancement gives to a power that accepts it. When an enhancement has more than one ("basic") type (for instance HOs), it is enough that one of those types are accepted by a power. When that is the case, all of the boosts given by that enhancements apply to the power.
In the case of set IOs, the boosts given by an enhancement can be completely separate from its type. For example, an Adjusted Targetting: Recharge IO is of the type "ToHit Buff", but the only boost it gives is to Recharge. It is not a Recharge enhancement, it is a *ToHit Buff* enhancement that just happens to (only) boost your Recharge.
It is possible to make a power ignore a (type of) boost (see: "the Strength of Will treatment"), but that is a completely separate thing from what types of enhancements you can slot into a power. -
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Resistance caps at 75 - 90% and you need to have it to each type (s/l/f/c/e/n/p/t) to get similar performance.
[/ QUOTE ]S/L are always paired with set bonuses, as are F/C and E/N. P/T are sometimes paired, sometimes separate, but (especially Toxic) are comparatively minor to the other types. So really you only "need" to cap 3 types for Resistance: S/L, F/C, and E/N.
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They're paired for Defense, but not always for Resistance.
Smashing, Lethal, Fire, Cold, Energy and Negative Resistances can all be found in set bonuses of their own. -
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If I had one slot to move around on my Inv/SS Tanker, and wanted to try to improve my endurance situation, would I be better off to add a Performance Shifter Chance for +end proc, or a Miracle unique?
I already have the Numina unique running.
I think it must be the Rage crash that's hurting recovery in long fights.
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Base Recovery is 100% End in 60 seconds, or 100%/60s = 1.67 %/s.
The Miracle proc gives a 15% Recovery bonus, which gives you an increase of 15%*1.67%/s = 0.25%/s (with 100 MaxEnd, [color= yellow]0.25 End/s[/color])
When slotted into a passive or toggle, the Performance Shifter proc gives you a 20% chance for 10 End every 10 seconds. This gives you an average Endurance gain of 20%*10/10 = [color= yellow]0.2 End/s[/color].
So, on average the Miracle proc will give you more Endurance recovery.
The Miracle proc will also give you more End/s if you have Accolades or set bonuses that increase your Max Endurance. For instance, if you have 110 MaxEnd, the Miracle proc will give you an effective 0.275 End/s.
Other differences is that the Performance Shifter proc is obviously more random, while the Miracle proc is more predictable. If you're under *heavy* Recovery buffs the effect of Miracle can be negated, while the Performance Shifter will still help you.
If cost is not an issue, I personally generally prefer the Miracle. -
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Okay, bear with me as it's allergy season and between the meds and grasses getting it on near my brain, it's hard to think.
For an MM does this mean that only the tier 3 pet gets the Soulbound Allegiance bonuses, or not?
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All signs point to:
In i14: Yes, only the tier 3s benefit from them (and only when not RSKd).
In i15: No, all of them will benefit from them. -
Paragon Wiki to the rescue.
For each type (Tech, Arcane), the three tiers are according to Paragon Wiki lvl 4-25, 20-39 and 35-54 respectively (level of the mobs that can drop them). -
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Funny, i allways saw Resistance as "technical HP", meaning if you have 30% resistance, you have 30% more hp
meaning, one has 1000hp, and recover .5hp/sec
1000/100=10 x .5= 5 hp/s
now, add 30% res:
1033.33/100=10.33 x .5= 5.16 hp/s
5.16/5= 1.032
thats only 3.2% more effective than no res if it's at 30%, meaning that migitation is only effective when in great amounts (Capped res) or coupled with other forms of migitation
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You can't do that.
Having 50% Resistance does not give you 50% more "effective HP", it *doubles* it.
With x% Resistance, you divide by (1-x%), not multiply with (1+x%).
If you have 30% Resistance, your "effective HP" is 1/(1-0.3) = 142.9% of your base HP.
(also, increasing 1000 by 30% gives you 1300, not 1033.33) -
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You mean to say, that my fire imps are getting NO accuracy or damage boosts from that set?
They are effectively only slotted with endurence discount of summoning, and on summoning recharge time reduction?
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In i14: Yes
In i15: No
They currently do not work as they should in pets, but they are now being fixed. -
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It's not autohit, so if it doesn't take Accurate ToHit Debuff, I'd say it's an oversight
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It's... a weird case.
Blaster/Devices/Smoke Grenade *is* autohit, but some of its effects over-ride that behavior (that's not exactly common, but it's not a unique situation either), and thus necessitates a tohit check.
(net result: the PvE Perception debuff remains autohit, but the PvP Perception debuff and both versions of the ToHit debuffs require a tohit check)
It's possible that the power was overlooked when Accurate ToHit Debuff sets were assigned to powers because of this reason.
Widow/Night Widow Training/Smoke Grenade is *not* autohit, but still does not accept Accurate ToHit Debuff sets.
In both cases I'd agree with your assessment that it's probably an oversight. -
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5% chance for 5 seconds is just too weak. If it weren't Unique, it might be a different story. But as a Unique, it's a waste of a slot. Unless you want the set bonus which 6-slotting provides, that is the only condition under which you should ever slot this thing.
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Really? I guess the hundreds of Claws Scrappers who have recommending slotting it into Follow Up, including myself, are just doing it wrong. Cause a power I spam as an attack that gives me +damage/+tohit randomly giving me more +tohit/+damage is a bad thing.
I also have them slotted into Aim on most of my toons with access to Aim so sometimes it turns into Aim+BU. But again I guess wanting more damage and tohit when I am actually using a power for that specific reason is useless.
Giving someone advice and stating the only exception to the rule is your exception, is bad advice.
You do realize that 5% chance is the base chance Scrapper attacks have to crit right? I was amazed the other day when I was fighting a Roman Boss in the ITF and I had 5 crits in a row on my DM/SR. That was rolling that little 5% chance 5 times in a row. I have had this proc go off in Aim twice in a row and cant count how often I see another 100% damage boost. [color= yellow]5 seconds lets me get off 3 attacks on most every toon I have besides my Energy Melee and even then I would gladly take the added damage of 4 reds for my Energy Transfer or Total Focus any day of the week.[/color] It only cost 1 slot and fires off often if you put it into something you use often.
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The amount of Damage buff the Build Up procs give you varies with your AT. For Tankers and Brutes, the buff you get is 80% (equivalent to slightly more than 3 small reds).
The BU procs tend to be relatively poor at increasing average sustainable damage output, but there are certainly situations where the burst damage increase they sometimes give can come in handy. How useful the procs end up being depends on how often you find yourself in those situations, and how much importance you consider them to have.
It's been suggested that these IOs should be put into attacks that you use often. One thing to take into consideration before doing this is that if you use an attack often, you usually want it to be well slotted. It's one thing to add an extra slot to Aim or Build Up (that way you're "only" giving up a slot), but when slotting a Decimation proc into an attack, you also limit yourself to a maximum of 5 *other* enhancements in the same power (the same applies to the Gaussian proc in attacks like Follow Up). When the other options include things like Damage, Accuracy, Recharge, EndRdx (and whatever other enhancements the power in question can take), but also other procs like Damage procs, giving up that extra slot in a frequently used attack is not always worth it.
In a general case, it's very subjective if the Build Up procs are worth having, and it depends a lot on how often you find yourself in situations where they are useful (which partly depends on what/how you play), and what you have to give up to slot them.
Personally I do not use the Decimation procs, but I have slotted the Gaussian proc on some characters (though that tends to mostly be motivated by the yummy last set bonus of the Gaussian set). -
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In the opinion of people who have played around extensively with this proc... is it worth it?
I'm working on a fire/rad build that has ring of fire recharging every 1.2 seconds with it's animation time being 1.7 seconds. Was wondering using this as my only single target attack if it was worth it to slot the build-up proc over a trap of the hunter proc.
Here's the build you can check out for yourself... if you're a number cruncher and can figure which adds the most dps.
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At level 50, the Trap of the Hunter proc has a 20% chance of dealing 71.8 damage, for an average of 71.8/5 = 14.36 damage per attack.
As a Controller, the Decimation proc has a 5% chance of giving you 64% Damage buff, for an average of 64%/20 = 3.2% Damage buff.
To determine which option would give you the most damage output, we have to consider how much (base, before enhancements) damage (D) is dealt by the attacks that are activated within the 5.25s buff window.
The two options are equal when:
3.2%*D = 14.36,
or
D = 14.36/3.2% = 448.75
If D is lower than this then the TotH proc will give you a higher average damage contribution, and if D is lower than this then the Decimation proc will give you a higher average damage contribution.
If you use a lot of AoEs that hit a large number of targets, then the Decimation proc can easily give you a higher total average damage contribution (especially with Containment), but with only single target attacks or attacking a small number of targets, the TotH will tend to give a higher total average damage contribution.
You mention an example with having Ring of Fire as your only single target attack. If you mean that you intend to only use this attack (maybe when attacking AVs), then you'll get to activate it twice within the buff window. With Containment in effect, this'd give you a total D of 2*2*5*6.73 = 134.6 damage (@lvl 50), which would be well below the 448.75 threshold. If you plan to also use other attacks (or count the effect on Hot Feet), then you'll have to add those too. -
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I intend to have a couple of batch files one to copy the game data to the ram disk at boot, and to copy the game data to hard drive at game exit.
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There are ways to remove the need for copying back game data to the hd when you exit the game (and as a bonus also prevent you from losing data if the computer is shut down (e.g. from a crash) before you have a chance to copy the data).
The files that are changed by CoH tend to either don't be read back by the game (e.g. chat logs and screenshots), or gain limited benefit from increased transfer rates (e.g. locally stored Mission Architect files). This means that you'll gain very limited benefit from reading these files from a RAM Disk, and thus you lose little by leaving them on your hard disk.
The trick thus becomes to read *some* files from the RAM Disk, and *some* files from the hard disk.
You can do this using symlinks. Very simply put, a symlink points to another location (you can read more about symlinks in Windows here: http://en.wikipedia.org/wiki/NTFS_symbolic_link ). You can make a directory symlink that looks like a normal directory to applications (including CoH), but when things are written to that "directory" they actually end up in another location, a location that can be on a different disk (and correspondingly for reads).
In this case, you basically have two options.
1) Run the game from the RAM Disk, and make symlinks for the folders you want written to the HD (the stuff that's changed by the game).
2) Run the game from the HD, and make symlinks for the things you want to read from the RAM Disk (the stuff that benefits from better read performance).
Since there are lots of folders that contain things that are changed by the game (screenshots, logs, demorecords, the various MA directories...), and few things that really benefit from better read performance (mainly the piggs directory structure), I'd probably personally go with option 2), since it'd be far simpler to set up.
Basically:
1) Move the piggs folder to another location.
2) Make symlink that replaces the pigg folder, pointing to where you'll put the pigg folder on the RAM Disk.
3) copy the piggs folder from the HD to the RAM Disk
The only step that has to be repeated after every computer restart (or play session if you delete the files each time you're done playing) is step 3). There is no need to copy things back to the HD when you're done playing (except for when a patch has been applied). Other benefits (compared to transferring the entire CoH directory structure back and forth) is that you won't lose data from unexpected computer restarts, and that you won't have to copy as much data to the RAM Drive each time (saves both time and space (memory)).
If you feel that there are other folders/files that would also benefit from being on the RAM Disk, you can of course also make symlinks for those. -
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My current build has two Touch of the Nictus for some more HP (Acc/Heal and Acc/Heal/End) and a Common Hold IO (that gets the duration to perma Mag3 on an even).
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One thing to take into consideration when slotting Fluffy is that Acc bonuses from Acc/* enhancements from *set IOs* only apply to the sub-powers that accept enhancements of the same "type" as the set in question.
That is:
Acc/* from Accurate Healing sets only applies to Twilight Grasp.
Acc/* from Hold sets only applies to Petrifying Gaze.
Acc/* from Immob sets only applies to Tenebrous Tentacles.
Acc/* from Accurate ToHit Debuff sets only applies to Twilight Grasp and Tenebrous Tentacles (well, Chill of the Night too, but since that's autohit.....)
This makes HOs containing Acc (Acc/Debuff, Acc/Mez) nice for Fluffy since they'll apply to all of Fluffy's attacks.
For characters that can't yet slot HOs, I'm actually not sure what I'd slot Fluffy with. I might end up (mostly) going with plain common IOs...
(except for the MasterMind version where I'd try to squeeze in some Recharge with set IOs) -
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If I slot it in health, I know that it will will tick every 120 seconds. (At least I think I know that)
If I slot it in Heal Other (or Absorb Pain, whichever has my Numina pieces in it) will it still proc every 120 seconds, or will it only proc 120 seconds after I use that particular ability?
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Actually these procs activate when the power they are slotted in is activated.
Passives and toggles (e.g. Health) constantly re-activate (re-apply the buffs they give), and this is when the IOs activate. There is however a limit on the procs that prevents them from activating more often than every 10 seconds in these powers, and since most passives/toggles re-activate at least as often as every 10 seconds, the procs will generally re-activate every 10 seconds when slotted in a passive/toggle. The *duration* of the Numina proc is 120 seconds, but it will be re-applied every 10 seconds when slotted in Health.
This means that in the case of click powers (such as Heal Other or Absorb Pain), the procs activate only at the time of (power) activation, and will then last for 120 seconds. -
Procs slotted in a pet summoning power will carry over to the summoned pet, and will be "activated" when the pet uses a power that accepts enhancement of the same type as the proc. For example, if you have a proc from a Hold set slotted into Jack Frost, this proc will activate when Jack uses his hold, but not when he uses his other powers.
Procs that affect the caster will affect the pet if it is the pet that uses it. For example, if you have a Decimation: Chance for Build Up slotted into Lightning Storm, it is the Lightning Storm that gets the buff if it activates when the Lightning Storm uses its attack.
Since procs activate when you use the power they are slotted in, you also get one chance to get the buff at the time you summon the pet.
In the case of Lightning Storm/Decimation: Chance for BU, this is what happens:
At the time of summoning, you get one chance to get the buff.
Buffs that are given when the Lightning Storm attacks are given to the Lightning Storm, and not to you.
If this doesn't answer your question, feel free to ask follow ups. -
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It comes in very handy. Monitor ToHit bonus, one of the Defense, and one of the Resistance ones. When you see the numbers go down (and I believe they turn red when you are debuffed, or maybe only when you are debuffed below the base value), you will know it's time to pop the appropriate inspirations or get out of Dodge, before you start whiffing/getting slammed.
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It's when you get debuffed below the base value.
As you say, it can be quite useful.
You can also open/close the Combat Attributes window by typing "/toggle combatnumbers" (if it's not open the command opens it, if it's already open the command closes it). If you bind this to a key you can easily and quickly open the CA window when you need it. -
Since you mentioned a concern about overheating, I thought I'd mention something I found useful on my laptop.
Something I found annoying was the fan noise when the laptop became hot. This is understandable when the game is running, but I sometimes found myself tabbed out of the game, and in such cases it felt unnecessary to have the laptop working hard on the game, thus increasing heat generation and fan noise. To prevent this, I started using "/maxinactivefps 1", which limits the game to running at 1 FPS when it is not active. This drastically cuts down CPU/GPU usage when you are tabbed out, and thus also heat generation and fan noise.
It's not completely without downsides (autorun doesn't work well when you're tabbed out, and if you have the market interface open, any purchases/sales done while you are tabbed out will not instantly be updated in the interface when you tab in (you can wait for an update, or close/reopen the interface to force an update)), but for me it felt like a good trade-off (and you can minimize these effects if you instead use for instance "/maxinactivefps 5" or "/maxinactivefps 10" (at the cost of higher CPU/GPU usage)).
If this is something you want to use on a regular basis, you can put "-maxinactivefps 1" at the end of your CoH shortcut, removing the need to manually type it every time you play.
(I've actually started using this on my desktop system too, since it makes a drastic difference in fan noise there too. Also, running cooler is always a plus...)
If you really want to reduce heat generation/fan noise while playing, you could similarly limit your in-game FPS by using /maxfps. For instance, "/maxfps 30" would limit your maximum FPS to 30, which, assuming your computer is able to run the game at a higher FPS than this, will result in lower CPU/GPU usage (and thus heat generation/fan noise). This can obviously be much more noticeable (especially when doing quick motions such as turning rapidly), and different people will have different tolerances for how high/low FPS they are comfortable with. Many probably wouldn't notice much of a difference between 30 FPS and 60 FPS, while others might. In this case it's definitely a trade-off between how high FPS you want and how concerned you are about heat generation/fan noise.
Note that one of the standard benefits of higher "base" FPS is that you are less vulnerable to "spikes" in scene complexity, but since /maxfps only limits your maximum FPS this is not really an issue.
Say for instance that your "comfort limit" is 25 FPS, and that when you get below this you start to notice that things get jerky.
Without any limitations a system that generally manages an average of 30 FPS might give you a sequence of [30, 32, 28, 20, 18, 28] FPS, which would in two situations put you below your "comfort limit".
A system that manages twice the FPS output would give an average of 60 FPS, and the sequence [60, 64, 56, 40, 36, 56] FPS. Here you would never drop below your comfort limit.
However, if you use "/maxfps 30" on the second system, you would again end up with an average of 30 FPS, but this time you'd end up with [30, 30, 30, 30, 30, 30] FPS, which would never put you below your "comfort limit" (and would generate less heat/noise than the 60 FPS situation).
Basically, limiting a 60 FPS capable system to 30 FPS would give smoother graphics than a 30 FPS capable system, so the reduction is not as high as it would initially seem. It's still definitely a trade-off though, and one that would vary a lot from person to person. YMMW.
edit: Note that if your "comfort limit" is normally much lower than the FPS you get, a common alternative is to increase graphics detail, thus decreasing your effective FPS. For instance, on a system that runs at 60 FPS, you could potentially increase the graphics detail until you run at an average of 40 FPS. This would affect the heat generation/fan noise reductions you'd see from using /maxfps, and thus quality naturally also becomes a part of the trade-off. -
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Hmm, I did multiple proc slotting into my health. I did 1 Numina, 1 Miracle, and 1 Panacea. Now my curiosity is sparked as to whether those all will go off or as I seen up above have sort of a rotation pattern going on them.
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The Miracle and Numina's uniques aren't procs. As long as the power is on, they're on (very shortened explanation), and unless you're going somewhere like the Studio B area in AE buildings or exemping below the level at which you took the power, Health is always on.
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That depends on which definition of 'proc' you use.
Many use the 'PROCedure' definition, which essentially means "an IO that gives an effect when the power it is slotted in is used" (as opposed to "special" IOs that work like set bonuses, giving an effect as soon as they're slotted in a power). This has the benefit of defining a group based on the mechanics of how they work (there are no significant mechanics differences between "chance for" IOs and a Numina: +Regen/+Recovery), and is thus often a more useful definition.
In this particular case the mechanics of the situation is what is asked for, so the procedure definition definitely seems to be the one that is more interesting to use.
To answer that question, everything I've seen has indicated that all 3 procs would go off every 10 seconds, i.e. no rotation pattern of any kind. -
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just did test on mids myself and you will be ok. as long as the bonus name does not appear more thenn 5 times, meaning the exact same bonus name, you will be ok.
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While the conclusion is correct (2.5% Ranged, 1.25% Energy/Negative ("Moderate Increased Ranged/Energy/Negative Energy Def Bonus") and 1.25% Energy/Negative, 0.625% Ranged ("Tiny Increased Energy/Negative Energy/Ranged Def Bonus") are different set bonuses and will thus not count towards the same limit), I'd generally caution against using Mids' to "test" how something works. While Mids' tends to have good information, it is not the game, and does not accurately show all peculiarities of the game. -
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Fitness/Health or Willpower/Fast Healing is there the unique health IO's should go.
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Passives are definitely good places for these procs, but self-(only)-affecting toggles (like Integration) are also good, and can, depending on slotting, actually be superior places to slot them. If you have access to both passives and self-(only)-affecting toggles that can take them, slotting them in the power that has the most Health slotting tends to be best, unless you feel that the set bonuses you'd get in another power would outweigh the extra Regen.
Note that these procs obey combat modifiers, and when slotted in foe-affecting toggles (such as Rise to the Challenge) the benefits they give will be affected by the relative level of the foes you face. If you face +level foes you'll get lower bonuses than usual, and if you face -level foes you'll get higher bonuses than usual. Since people more often tend to fight +level foes, slotting the procs in a power like this tends to be a bad idea. -
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Invisibility makes you completely invisible to any mob that doesn't have +perception.
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Incorrect. Snipers, Turrets and Giant Monsters can see you through Invisibility even if they don't have any +Perception.
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Rikti Drones, pretty much any mob with "Sniper" in it's name, and all Knives of Artemis have +perception.
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Incorrect. Rikti Drones and Knives of Artemis do not have any +Perception, they ignore Stealth. Snipers tend to be of the Sniper class which has higher *base* Perception than most mob classes, but they don't tend to have any +Perception. -
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Rikti drones will see you no matter what. Units with +perception have so much perception that even if you're at the stealth cap they still see you. The only way around it is to use a -perception power.
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True and false.
They'll still see you if you're at the Stealth cap, but it's not because they have any extra Perception (they have normal minion Perception. If they had high enough Perception to overcome the Stealth cap they'd see unstealthed targets from very large distances away), it's because they just plain ignore Stealth altogether. -
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Let's stop looking at AVs by themselves with this feature. How about we look at something that's supposed to take many many people to take down? Let's say... Hamidon? If I recall correctly, Hami has 75%+ resists to all. What happens if you add armor breaking? Hami becomes horrifically easy. 50 heroes beating on one target with only 20% resistances? Yeah, it's not going to last that long, no matter how much health you give it. You'll wind up trivializing content that's supposed to take lots of players and coordination to take down. Of course, you could make them "immune", but then we wind up with Arcana's post.
And for trivia, going back to my last post, the attack chain is gapless and has AH procs on Slash and Disembowel. So, you'd be looking at even less than 20% resist on whatever AV I or anyone else with a similar attack chain and build was attacking.
Also, I have to ask, what if the AV only has 15% resistance to the armor breaker's damage type? Does armor breaker simply not work, making it pointless? Or is the resistance broken down to zero? What if the target (AV or otherwise) has only 9% resistance?
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That may not be a problem, I believe that Hami Hard Caps Debuffing at 5%(as in, he will only ever lose 5% of anything) so a Resistance debuff in that manner may be laughed at by him.
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There's no such thing as a "general debuff resistance", all attributes have their separate resistance.
In the case of Hamidon, it has 95% resistance to damage types. It does also have high resistance to some other attributes, but those are not at 95% (some are higher, some are lower).
In this case we happen to be dealing with an aspect of damage types, but if you implement Armor Breaking in such a way that its net effect is affected by resistance, then it would not be able to function as described.
Basically, it would not be able to have its intended effect in the very cases it was intended for.