Stargazer

Ebil-o FTL July-12 & May-3-2010
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  1. [ QUOTE ]
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    I'm wondering when Villains are gonna get access to the Shadow Shard.

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    when are heroes going to get access to the Golden Gizza?

    ok, so the point is, why should anyone, red or blue side, have access to the other side?

    Villains have their own exclusive zones that Heroes can't access and Heroes have their own exclusive zones that Villains can't access. I don't understand this DEMAND from one side or the other to have access to one zone from the other side.

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    The Shadow Shard is central to a big story line, and that story line is still being kept active (the latest additions were made in i12). It stands to reason that as that story line develops, villains will get increased (they already have limited access in some missions) access to the Shadow Shard. That access doesn't necessarily need to be to the current hero-only Shadow Shard zones, but it seems likely that the development will be significant enough that it will at least warrant some kind of zone-access. If some of the added content will be Co-Op (which also seems like a distinct possibility), there will most likely be some form of shared zone, but this doesn't necessarily have to be (one or more of) the current hero-only zones either.


    At any rate, there are strong story-related reasons to (eventually) give villains some form of zone access to the Shadow Shard. Such arguments do not exist for all zones (or maybe more appropriately "locations") that are (currently) limited to one faction.
  2. [ QUOTE ]
    the issue after HEATs they got all there contacts and there sf. there arcs are longer and go past lvl 25. Heros have far more missions plus a far better story line. VEATs story is bleh at best So i dont really see how you can not understand where im coming from.

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    The VEAT story arcs extend to level 50 too, but they tend to be shorter.
  3. [ QUOTE ]
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    O nobody is saying they didnt give us VEATs that we had to wait 2 years for. Then tell us they are the same minions we have been beating up for the last 2 years. But the reason why we got them is cause of how story driven they are well they fit to the story line.

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    "Story driven" is and always has been the whole point of epic archetypes.

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    lol plz learn to read the whole post. The fact that they are story driven is my point. where is the story? theres a complete lack of arcs/sf and/or trial for them.

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    Are you kidding? You get a short arc every 5 levels at least until 25 for them, probably farther. You HAVE actually gone to the contact you get referred to by the VEAT starting contact, right? Then the one he refers you to, then....etc.

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    Not to metion the story line actualy lacks in quality in compared to HEATs.

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    Did you PLAY Khelds when they first came out? Wasn't much beyond the first 10 levels in the way of Kheld arcs.

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    While the VEATs certainly can be very fun to play, I find the story that so far has been released for them to be... a tad lacking.

    Not only is there currently much more content available for Khelds, that content is also, in my opinion, far more interesting than the content released for the VEATs.

    I like the VEATs, but the content released for them disappointed me.


    (in general I feel that much of the best content is found villain-side though)
  4. [ QUOTE ]
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    Recently (i12) the ability to have branching dialog was added to the game.
    Will we be able to use this feature for player-generated missions?


    Will it be possible to flag a created mission as Private, and only give selected people access to it (through something like passwords, invites, access lists or Magic)?


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    Let's give Lighthouse a break for a bit. I'll get this one:

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    Sorry, You'll just have to wait.

    More details on all the many features in Issue 13 will be coming between now and open beta.

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    Not all questions are asked only because you are looking for an answer.
  5. Recently (i12) the ability to have branching dialog was added to the game.
    Will we be able to use this feature for player-generated missions?


    Will it be possible to flag a created mission as Private, and only give selected people access to it (through something like passwords, invites, access lists or Magic)?

    Sometimes you may not want a mission to be accessible for everyone.
    Maybe it's a mission you only want to share with a select group of people (for instance a SG specific mission), maybe you don't feel comfortable with sharing it with everyone (you may not be interested in public critique, or maybe you don't feel confident in your ability to create missions yet), or maybe you don't feel completely done with the mission yet but want someone else to take a look at it.
  6. [ QUOTE ]
    I wonder if there is going to be an option allowing you to randomly pick a player created mission out of the bunch. Then at the end of the player mission arc or each mission, you can rate and comment on them. This would help possibly find new good authors that aren't highly rated yet.

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    Sounds like a good idea.
    Might also be a good idea to make it easy to drop arcs (like the Oroborous missions) in case you're disappointed in the random arc you've chosen (I suspect that this is already the case).
  7. [ QUOTE ]
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    First veats now empathy for vills......sigh....I sure hope u got something big for heroes coming.

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    But...but... I thought the Dev Team hated Villains?

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    That's a very unfair characterization of the Devs.

    They obviously hate Heroes and Villains equally.

    (probably civs too)
  8. Now that Shields are being added, will Blue Steel finally show up in some missions of his own?

    Given how often he rescues captured Heroes in the high-level villain arcs, it would be nice if he featured as an opponent in a high-level villain arc of his own.

    I have several villains that would appreciate an opportunity to "discuss" some of those rescues with him...
  9. [ QUOTE ]
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    I bet the power included with the Cyborg bonus pack is the transform to Freak Boss permanent temp power. Not complaining, just it would make perfect sense.

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    I'll take that bet. How much ya giving me...er, I mean, wagering?

    It's a brand new power.

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    I bet that it's some sort of travel power.

    (quick! Bet him on all possibilities until we can determine what the power is through the process of elimination!)
  10. [ QUOTE ]
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    Cold Domination

    Balance Issues
    <ul type="square">[*]The +Defense shields in Cold Domination aren’t affected by buffs, namely Power Build Up, while the Forcefield shields are. At the sametime, this means Cold’s shields aren’t affected by debuffs like Weaken, while Forcefields would be. Is this difference intentional?[/list]
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    Intentional. The Defense shields also give enhanceable Resistance, and if the power was set to be affected by outside buffs (like Power Build Up), this Resistance would be magnified by damage buffs (see the recent issues with Widow/Indomitable Will). To make the shields be affected by Power Build Up, the Resistance would have to be made non-enhanceable.

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    I think a big problem comes up with the many, many players that don't read the boards and wouldn't already know this. I'm sure many Cold/ users are under the impression that a power that says it will boost +Def powers will boost their Cold Shields. Is their any in-game way for them to find this info?

    And also, why is the +Res in the Cold Shields enhanceable, anyway? They are comparable to the Ice Armor Shields, and the ability to enhance the +Res in them was removed because they said players were confused about slotting. (I'll find the note if anyone wants me to, I was going through all the patch notes on paragonwiki and I read it there*)

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    *Here it is, Issue 5 patch notes:
    Ice Armor/Frozen Armor and Ice Armor/Wet Ice will no longer accept Damage Resistance Enhancements (This to help avoid confusion and prevent players from Slotting Enhancements sub-optimally).

    * These powers only give resistance to Fire and Cold attacks. Many players slotted these powers for resistance, thinking that they were getting a bonus against the same attacks the powers give Defense against.

    [/ QUOTE ]


    I don't believe there's any easy in-game way to find this out (without actually trying it), no. That is unfortunate, but also not unique. For instance, Regeneration/Reconstruction has enhanceable Toxic Resistance, and is thus set to not be affected by outside buffs. This means that its Heal won't be affected by Heal buffs, such as the 4-slot set bonus from Numina's Convalescence.


    While it wasn't mentioned in the patch notes, something that was being tossed around when Ice Armor/{Frozen Armor/Wet Ice/(Glacial Armor? Oddly enough GA is not mentioned in the patch notes)} were set to not accept Resistance enhancements is that boosting the Cold Resistance of those powers didn't generally give an actual benefit. Even without slotting, using the 3 toggles in the set got you to the 90% Resistance cap, and if you add (unslotted) Permafrost you end up with 120% Cold Resistance. Any slotting of that Cold Resistance would only serve as a buffer against (really strong) Resistance debuffs (and to give you the possibility of having more Cold resistance earlier in the game, but at that point slotting for that Cold resistance would still be highly un-optimal in the vast majority of cases). (Frozen Armor also gives some Fire Resistance, but to compensate for Frozen Armor no longer accepting Resistance Enhancements, the Fire Resistance of both Frozen Armor and Permafrost was increased)

    This (getting no "real" benefit from slotting for Cold Resistance) is not the case for the Cold Domination shields, since you "only" end up with around 70% Cold Resistance when 3-slotting Ice Shield, Glacial Shield and Arctic Fog.

    (Technically, Ice Armor/Frozen Armor is still enhanceable, and is thus also set to not be affected by outside buffs. This is most likely just a legacy effect though, and could presumably be removed at will.)

    The non-Tanker versions of Frozen Armor (in the Blaster/Controller Epics) are still slottable for Resistance.



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    Kinetics

    Bugs
    <ul type="square">[*]Fulcrum Shift and Siphon Power. If a mob has a resistance, or vulnerability, to a certain type of damage AND that mob has an attack that is based on that type of damage, the amount the damage will be debuffed is altered by the mobs resistance. For example -- a villain has a 25% vulnerability to energy attacks. His energy damage is debuffed an extra 25% beyond the base 25%, making the final debuff 31.25% (25% of 25 is 6.25). This works in reverse as well. A mob, such as Hamidon, with 90% resistance to all attack types would only be debuffed 2.5%.[/list]
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    That is not a bug, but rather inherent to the mechanics of Damage debuffs. If the devs want to make Damage debuffs unaffected by Resistance, they can simply flag the debuffs as unresistable.

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    Then maybe they should be, as it doesn't appear to make much sense for an enemy to be weakened by poisonous gas or radiation except (for example) for their fire or cold damage because they have resistance to fire or cold.

    The problem is made worse by the fact that many NPCs are made "thematically" to deal the same type of damage that they resist.

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    I agree that it does not always make sense that Resistance buffs reduce the effect of Damage debuffs, but making Damage debuffs unresistable could have some unwanted side-effects. For instance, Damage debuffs would become much stronger in certain situations, and this might not always be desirable. There would also be no simple way to give entities Resistance to Damage debuffs (without a significant change to the game mechanics). You could give selected entities a general Damage buff (say 100%) and reduce the base Damage of their attacks (to 50%) to compensate. This would in effect act as "resistance" to Damage buffs/debuffs, but you would have to make significant changes to many many powers, and it would not work in all situations (for instance, giving another entity this "resistance") without huge changes.

    Anyway, even if making Damage Buffs unresistable would be desirable (and I'm not so sure that this is generally the case), it would probably be more of a Wishlist/For Discussion item rather than a Bug.





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    General comment about Damage debuffs:

    As BurningChick mentioned, some of the Damage debuff powers already have larger values for PvP than PvE. This was added because the debuffs have lower relative effect against characters with Damage buffs for their attacks. Since the PvP values were set with the direct assumption that they would not give a relative effect equal to the base value of their debuff, it is not a good argument to say that they don't (and even if they were increased, it would still be the case). If the current (PvP) debuff values are considered to be too low, that's a separate issue, and for the powers that currently have the same debuff values for PvE and PvP, the question could be raised if they shouldn't give higher debuff values for PvP.

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    We can only assume that the PvP values were increased because they only affect base damage. They might be higher in PvP because certain ATs hit harder than many NPCs, too. Or because certain ATs have criticals. I don't think we've ever been told why they're higher in PvP, just that they're working as intended.

    And for whatever reason that some are higher, it doesn't change the fact that they're not all higher. In fact, I think only 2 damage debuffs available to Defenders have higher PvP values. Are those 2 powers supposed to make up for the fact that all damage debuffs only perform at 50% of their PvE strength in PvP?

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    If I'm not mistaken, Damage buffs on Players was talked about as a reason for increasing the PvP debuff values of those powers. As you mention, this does not seem to have been a universal increase of PvP debuff values though, and several powers still give the same debuff for PvE and PvP. You could either look at the situation as a "global" rule (either all Damage debuffs should be higher for PvP than for PvE, or they should all be the same), or judge each power separately. If a power gives an equal Damage debuff in both PvE and PvP, and the powerset that it is in is also deemed to underperform in PvP, increasing the PvP debuff would seem to be one way to improve the situation.

    Either way, Damage buffs on the target is not generally a good argument for increasing the PvP debuff in the cases where the PvP debuff is already higher than the PvE debuff.
  11. Nice list.

    [ QUOTE ]
    Cold Domination

    Balance Issues
    <ul type="square">[*]The +Defense shields in Cold Domination aren’t affected by buffs, namely Power Build Up, while the Forcefield shields are. At the sametime, this means Cold’s shields aren’t affected by debuffs like Weaken, while Forcefields would be. Is this difference intentional?[/list]
    [/ QUOTE ]

    Intentional. The Defense shields also give enhanceable Resistance, and if the power was set to be affected by outside buffs (like Power Build Up), this Resistance would be magnified by damage buffs (see the recent issues with Widow/Indomitable Will). To make the shields be affected by Power Build Up, the Resistance would have to be made non-enhanceable.


    [ QUOTE ]
    Kinetics

    Bugs
    <ul type="square">[*]Fulcrum Shift and Siphon Power. If a mob has a resistance, or vulnerability, to a certain type of damage AND that mob has an attack that is based on that type of damage, the amount the damage will be debuffed is altered by the mobs resistance. For example -- a villain has a 25% vulnerability to energy attacks. His energy damage is debuffed an extra 25% beyond the base 25%, making the final debuff 31.25% (25% of 25 is 6.25). This works in reverse as well. A mob, such as Hamidon, with 90% resistance to all attack types would only be debuffed 2.5%.[/list]
    [/ QUOTE ]

    That is not a bug, but rather inherent to the mechanics of Damage debuffs. If the devs want to make Damage debuffs unaffected by Resistance, they can simply flag the debuffs as unresistable.



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    Sonic Resonance

    Balance Issues
    <ul type="square">[*]Sonic resonance users are extremely weak as far as self defense. Every other defender primary has powers in their primary to help with self-defense of some kind, even if that's just a heal or a slow. Sonic Cage seems inadequate for this.[/list]
    [/ QUOTE ]

    I have to agree with the people that bring Sonic Dispersion up as a means of self-defense. Even if it is not considered to be "enough", it should probably at least be mentioned. As it is written now, it almost seems like Sonic Cage is the only means for a Sonic/ to protect themselves.





    General comment about Damage debuffs:

    As BurningChick mentioned, some of the Damage debuff powers already have larger values for PvP than PvE. This was added because the debuffs have lower relative effect against characters with Damage buffs for their attacks. Since the PvP values were set with the direct assumption that they would not give a relative effect equal to the base value of their debuff, it is not a good argument to say that they don't (and even if they were increased, it would still be the case). If the current (PvP) debuff values are considered to be too low, that's a separate issue, and for the powers that currently have the same debuff values for PvE and PvP, the question could be raised if they shouldn't give higher debuff values for PvP.
  12. [ QUOTE ]
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    Thanks for the updated patch notes

    One question - I just tested my Crab VEATs 'mace blast' power, and the mace being used is still invisible. Was only the Bane version fixed in regards to this: "Arachnos Soldier / Bane Spider - Fixed Bane spider characters getting an invisible default mace when using a powers respec. " Or were both the bane and crab versions of the mace fixed so they would be visible? just wondering - I did send in a petition to inform the devs also.

    Other than that, great work on the patch!

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    What Crab Spider Mace powers?

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    I would assume that he's talking about the powers in the Mace Mastery Patron Pool, given if you choose Black Scorpion as your Patron.
  13. [ QUOTE ]
    Hmm or here's a wild idea.....maybe the IO is "broken" or "not working as it should be"? So how about you send your data off to Lighthouse and Tech Support and have them make a note to check the IO?

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    It has previously been /bugged and brought to Dev attention. It is on my list of things to re-poke Castle about, but it is not the only item on that list.

    None of that changes how it currently works though, and the current behavior is what people will get in the game, regardless of how we want it to work. I am glad to see that your guide now is more in line with the current behavior of the IO.
  14. I figured I'd just show how the Aegis Mez resistance currently works.


    First, theory (skip to the shiny green link if you are not interested in the theory):

    It has been my claim that the Aegis IO grants a 5% Mez Resistance when the power it is slotted in is activated, stackable up to 5 times.

    This is the effect of Mez Resistance in CoH:
    New_Duration = Base_Duration/(1+Mez_Resistance)

    This means that we can get the reduction in duration this way:
    Duration_Reduction = Base_Duration - New_Duration = Base_Duration - Base_Duration/(1+Mez_Resistance)
    or
    Relative_Duration_Reduction = 1 - 1/(1+Mez_Resistance)
    (this is what the Combat Numbers window shows. Well, the negative of it)



    How much would the duration go down with n 5% Mez Resistances stacked?

    With one 5% Mez Resistance (total 5%), we'd get a mez duration reduction of:
    1 - 1/(1+.05) = 4.76%

    With two 5% Mez Resistances (total 10%), we'd get a mez duration reduction of:
    1 - 1/(1+.05*2) = 9.09%

    With three 5% Mez Resistances (total 15%), we'd get a mez duration reduction of:
    1 - 1/(1+.05*3) = 13.04%

    With four 5% Mez Resistances (total 20%), we'd get a mez duration reduction of:
    1 - 1/(1+.05*4) = 16.67%

    With five 5% Mez Resistances (total 25%), we'd get a mez duration reduction of:
    1 - 1/(1+.05*5) = 20.00%




    When the Aegis unique (activate period of 10s) is slotted into a toggle like Tough (activate period of 0.5s), we would expect it to give a 5% Mez resistance when that toggle is activated, and then an additional 5% Mez Resistance every 10 seconds after that, up to a total of 25% Mez Resistance.

    So in such a situation, we would expect the Aegis to give a 0% reduction in Mez duration before Tough is activated, a 4.76% reduction in Mez duration when Tough is activated, a 9.09% reduction in Mez duration 10 seconds after Tough is activated, a 13.04% reduction in Mez duration 20 seconds after Tough is activated, a 16.67% reduction in Mez duration 30 seconds after Tough is activated, and a 20.00% reduction in Mez duration 40 seconds after Tough is activated.


    Here is what happens when I activate Tough (about 14s into the video, 2nd tray, position 9), slotted with the Aegis unique:
    Video

    The text is a bit fuzzy, but it should be readable.

    By now it should be clear that the Mez Resistance that the Aegis unique gives is not always on, and I would suggest that you change that part of the guide to reflect that, since the current version is directly misleading. If anyone were to slot the Aegis Unique into something like Unstoppable believing that they would always get the bonus to Mez Resistance, they would actually not receive any bonus to Mez Resistance until they actually use Unstoppable, and they would *very* rarely see the full 25% bonus to Mez Resistance.







    I would also like to repeat my suggestion that you remove the "+" before "resistance" for the "Steadfast Protection +resistance +defense" IO.
    The + notation is used to signify that a particular property is given directly by the IO, rather than the IO amplifying that property of the power it is slotted in.

    For instance, the Miracle: +Recovery gives a fixed amount of Recovery regardless of what (acceptable) power it is slotted in, and it does not amplify the Recovery given by any power it is slotted in.
    The Freebird: +Stealth gives a fixed amount of Stealth regardless of what power is is slotted in, and it does not amplify the Stealth given by any power it is slotted in.

    The Steadfast Protection: Resistance/+Defense IO gives a fixed amount of Defense regardless of what power it is slotted in, and it does not amplify the Defense given by any power is is slotted in, but it does not give a fixed amount of Resistance regardless of what power it is slotted in, but rather amplifies the Resistance given by any power it is slotted in (just like a regular Resistance enhancement).
    By writing "+resistance", you are effectively implying that the IO is working differently than it actually is (or alternatively rendering the + notation pointless).
  15. [ QUOTE ]
    4. Aegis Psi/Status Res: (3% psi resist/20% status resistance). Always on even if the power is off, also functions as a set bonus but if you Exemplar/Flashback too far then the IO is offline for the duration

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    As previously mentioned, the Psi resistance is always on, but the status resistance is not. Also, it does not give 20% status resistance.
    The Aegis gives 5% status resistance per activation, stacking up to 5 times for a total of 25% status resistance.

    Maybe you don't want to go into the details, but you should definitely mention that the status protection is not always on, and it would probably be a good idea to also mention that it increases if you "activate" the power with the IO several times.



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    10. Steadfast Protection +resistance +defense. This IO functions as part of a set bonus and is always on even in a power that is switched off but if you Exemplar/Flashback too far then the IO is offline for the duration

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    You may want to mention that the +Defense part always gives a constant (3%) "global" bonus to all (normal) Defense types, and that the Resistance part functions like a normal Resistance enhancement, and thus increases the Resistance the power it is slotted in gives, and nothing else.

    Also, according to convention you should list it as "Resistance/+Defense" or "Resistance/Defense", not "+Resistance/+Defense".

    See below for "part of a set bonus".



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    11. Edict of the Master: Defense aura for pets functions as part of set bonus, always on even if power is off: so your summoned pets retain the Aura. However if you Exemplar/Flashback too far then this IO shuts down for the duration.

    12. Sovereign Right: resistance aura for pets: functions as part of set bonus, always on even if power is off: so your summoned pets retain the Aura. However if you Exemplar/Flashback too far then this IO shuts down for the duration.

    13. Commanding Presence: Taunt/Placate resistance for Pets: functions as part of set bonus, always on even if power is off: so your summoned pets retain the Aura. However if you Exemplar/Flashback too far then this IO shuts down for the duration.

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    It might be worth mentioning that these IOs give a power to *the user*, and that the pets only gain the buffs when they are within range of the user (40 feet).

    If you want to mention the value of the buffs, they are:
    5% Defense
    10% Resistance
    10% Taunt/Placate Resistance

    See below for "part of set bonus".



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    If a Unique IO is mentioned as being part of a Set Bonus then if you Exemplar/Malefactor/Flashback 3 or more levels below the level of the IO or to the point where you don't even have the power at all then no you won't have the IO in effect for the duration.

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    Instead of saying that they are "part of a Set Bonus", you should probably say that they "are set bonuses" ("is a set bonus"), or "function like set bonuses" ("functions like a set bonus"). (Personally I like the second alternative, "function like set bonuses")


    edit: Oh, I forgot to mention this time... The Psi Resistance the Aegis IO gives actually depends on your AT, and only reaches 3% for some ATs. For a list of what it gives for different ATs, see my first post in this thread.
  16. Issue 12 includes several good additions/improvements, and it will make a fine addition to the game.

    It is a shame that this is marred by a premature release, which has left several nagging annoyances in the build.
    While these issues aren't (generally) game-breaking, they do serve to detract from the whole.

    I really wish you'd waited another week or two before pushing it live.
  17. I haven't read it all, but I did look a bit (primarily) at the Storm part. A few comments:


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    STEAMY MIST

    Additional Notes:-
    The defense base value is only a few percentages compared to the much higher resistance base values. Estimated resistance value is around 20% compared to 2-3% of defense as a base value. So don't slot the defense, put them into resistance if you want this power for protection purposes.

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    15% Resistance and 3.75% Defense. 3.75% Defense translates into 7.5% damage mitigation, so the Resistance gives double the damage mitigation, but in return the Defense works against (almost) all attacks (and also protects you from secondary effects). Most people tend to focus on the Resistance, but the Defense is actually quite decent too.




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    FREEZING RAIN

    This power has a +100% base accuracy bonus!

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    Freezing Rain has a base Accuracy of 1 (no Accuracy bonus). The Defense debuff does however make it easier for the later ticks to hit, and since there are so many ticks, some of them are bound to hit.
    The summoning power itself does have a base Accuracy of 2 (100% bonus), but it doesn't make an Acc check, so...




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    HURRICANE

    Additional Notes:-
    The repel effect works on a 'pulse' which pushes targets away with each pulse. In PvE the pulse is every 0.5 seconds, in PvP it is every 1 second. This means it is a slightly weaker effect in PvP to reduce its ability to pin someone into a corner.

    [/ QUOTE ]

    The activation period appears to be 0.25 seconds for both PvE and PvP. The duration of the Repel is however shorter for PvP.




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    THUNDER CLAP

    Has the usual -10% accuracy penalty as with all AoE control powers.

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    Thunder Clap has a base accuracy of 0.8 (-20%).




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    LIGHTNING STORM

    Has an inherent +100% base accuracy bonus.

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    Base accuracy of the Lightning Storm attack is 1.4 (40% bonus).
    As with Freezing Rain, the summoning power does have a base Accuracy of 2 (100% bonus), but it doesn't make an Acc check.




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    8j. "Spectral damage is always Psionic in nature" and/or "Spectral damage is unresistable" (False)
    Due to the mixed nature of how Spectral damage works such rumors were sure to exist. The fact is that the damage type is always shared with the powers' true damage type. In the case of the Phantasm, the Decoy (although it causes 100% spectral damage) is paired with the Phantasm itself resulting in the Spectral damage being Energy based in nature however for Phantom Army the Spectral damage is actually Psionic as the real damage the Phantoms cause is Psionic based.

    [/ QUOTE ]

    The Phantasm Decoy appears to do Psionic damage, not Energy damage.

    edit: Removed something I think I may have read wrong
  18. [ QUOTE ]
    Yeah, I know it can give to the enemy, I'm just not sure if you and your allies are also counted as targets.

    Because it targets the enemy and then summons a pet, and anyone in range becomes the target of the pet (I think). So you + allies might not get any benefit from the proc.

    [/ QUOTE ]

    Predictions without actual tests to confirm:

    The pet summoned by Transference accepts Endurance Modification enhancements, so any EndMod enhancements slotted in the power should carry over, and this should include the Performance Shifter proc. Because of this, I'd guess that the proc would work on allies hit by the Transference effect too.

    The pet summoned by Transfusion does not accept Endurance Modification enhancements, so any EndMod enhancements slotted in the power should not carry over. Because of this, I'd guess that the proc would not work on allies hit by the Transfusion effect.
  19. [ QUOTE ]
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    Anyway, the Aegis is a weird creature, and can't just be classified as "like a set bonus". Part of it functions that way, but not all of it.

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    In particular, according to my last testing it functioned like this:

    *3% Psi Resist - On constantly
    *20% Status Resist functions as a 100% chance to fire proc of 4% status resist(with nigh-infinite duration) that stacks with itself to hit 20%.

    [/ QUOTE ]

    No, as I said above it's 5% status resistance stacking up to 5 times for a total of 25% status resistance.
    I guess that one possible source of confusion is that 25% Mez resistance is displayed in the Combat Attributes window as reducing Mez duration by 20%.



    [ QUOTE ]
    HOWEVER, as of my last testing of this proc it only fired if in an 'active' power. I placed it in Resist physical and only received the psi-resist. Placed it in TI and both aspects worked as described above...it has been a while since the test so I am not sure if this has been fixed or not.

    [/ QUOTE ]

    The status resistance seems to work just fine in passives, and I see no reason why it would not.
  20. [ QUOTE ]
    [ QUOTE ]
    [ QUOTE ]
    4. Aegis Psi/Status Res: (3% psi resist/20% status resistance). Always on even if the power is off

    [/ QUOTE ]

    This functions like a set bonus also.

    [/ QUOTE ]

    Yeah, the op might want to throw in a remind about how an always on and a set bonus unique differ.

    [/ QUOTE ]

    IOs that function "like set bonuses" are the ones that are always on.

    Anyway, the Aegis is a weird creature, and can't just be classified as "like a set bonus". Part of it functions that way, but not all of it.
  21. [ QUOTE ]
    At a guess, the Recovery bonus in the Numina and Miracle uniques can be enhanced by END Mod Enhancements in the power they're slotted in. Transfusion and Drain Psyche are the only powers I can think of offhand that allow both Heal and End Mod sets, but they're both usually slotted for Healing.

    [/ QUOTE ]

    This was one of the first things I checked when I first discovered that the Regeneration bonus was enhanced by enhancements. I only tested with the Numina (in Warshade/Stygian Circle), but the Recovery that it gave was indeed enhanced by EndMod enhancements in the power.

    Worth noting about using these IOs in powers like Stygian Circle, Transfusion and Drain Psyche is that the buff they give scales with the level difference between you and the target. If you use the power against a lower level target you get a higher buff, and if you use it against a higher level target you get a lower buff.
  22. [ QUOTE ]
    4. Aegis Psi/Status Res: (3% psi resist/20% status resistance). Always on even if the power is off


    [/ QUOTE ]

    The Psi Resistance is indeed always on, but the amount of resistance it gives depends on your AT. It uses the normal Resistance buff AT modifier, so Tankers/Controllers/Defenders/Masterminds/Soldiers of Arachnos get the full 3% Psi Resistance, Dominators get 2.55% Psi Resistance, Scrappers/Kheldians/Brutes/Stalkers get 2.25% Psi Resistance, and Blasters get 2.1% Psi Resistance.

    The status resistance however is neither 20% nor always on. It actually gives a 5% resistance upon activation, and this bonus stacks with itself up to 5 times. In other words, the first time the power is activated you get a 5% resistance, the second time it is activated you get a total of 10% resistance, and so on. After the 5th activation you have 25% resistance (the values are reset when you zone).

    In a passive/toggle you reach the maximum status resistance after about 40 seconds, but in a click power the resistance you get depends on how often you use the power. Slotting the Aegis into something like Unstoppable will of course result in a very slow build up of status resistance, and if you don't use the click power you don't get any status resistance at all.



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    14. Decimation Chance to Build up 5% chance for 10 second boost to hit and damage

    [/ QUOTE ]

    I believe it actually lasts for 5.25 seconds.
  23. [ QUOTE ]
    "IOs are like proliferated powersets; there may be an issue that goes by where we don't do any, but there won't be two issues in a row where there are none."

    [/ QUOTE ]

    This scares me for two distinct reasons.
  24. [ QUOTE ]
    Something else to report: I turned off every toggle I have, waited about 5 minutes in a zone without going anywhere near a mob (top of a building in talos) and then found a group of 3 green Ink Men and a sorcerer at lvl 24ish (do not remember exactly). I jumped in (all toggles still off) and my 1.93% regen rate immediately dropped to 1.83%. I did not attack, they did not hit me at all. I jumped away and about 15 seconds later my regen went back to "normal". I then turned on everything I have and found a group of warriors and proceeded to vent my frustrations. While RttC was on I was noticing a constant change of my regen rate, that is to be expected with RttC as mobs leave the AoE, again my regen dropped. I found a single warrior and jumped next to him and did not kill it. He did not hit me, I stayed right next to him (no other mobs around) and my regen rate would "flicker" from the enhanced level to a lower level (3.08 and 2.87).

    It appears that whenever I am near a mob my regen rate goes down, and I do not know why.

    [/ QUOTE ]


    Ok... I started looking closer at this, and the first thing I noticed was that your Regeneration as listed by Mids' did not match up with the Regeneration rate listed by the Combat Attributes window. Mids' lists your total Regeneration as 406%, which should give an Regeneration rate of 4.06*0.42%/s = 1.69%/s, not the 1.93%/(1.83%) you get.
    Trying to figure out why, I hopped on my SR Scrapper to see if I could find any similarities. One of the first things I noticed was that both the Numina +Regen/+Recovery proc and the Regenerative Tissue +Regen proc were giving a higher Regeneration rate than expected.

    Numina is supposed to be a 20% Regen bonus and Regen Tissue a 25% bonus, which would translate to .2*.42%/s = .08%/s and .25*.42%/s = .11%/s. My procs were listed as .16%/s and .20%/s. The obvious conclusion would be that I had zoned and they were double-stacking, but that was not the case. To verify, I zoned, and *now* they double-stacked, each instance giving the higher than expected values.
    I checked some of my other characters with these procs, and most of them showed the expected values. However, one other character also showed these unexpectedly high values.

    Time for theorycraft.
    What was the common denominator for these characters?
    One was a Scrapper, the other a Tanker. Another Scrapper got the expected value for the Regen Tissue.
    But... Both of them had the IOs in a power that also was slotted with Heal enhancements. Both of them had close to 100% Heal bonus in these powers.

    Theory: Heal enhancements in a power also enhance the Regen buffs given by the Numina and Regenerative Tissue procs slotted in that power.

    To check this out, I went over to the Test server, and deslotted some of the regular Heal enhancements. The Regen bonus given by the procs dropped.

    [color= yellow]Conclusion: Heal enhancements in a power also enhance the Regen buffs given by the Numina and Regenerative Tissue procs slotted in that power.[/color]



    With this knowledge, I could check your expected Regeneration rate again. Your Heal slotting in Health (the power with the procs) was 72.34%, leading to:
    (4.06+.7234*(.20+.25))*.42%/s = 1.83%/s, which is the lower of the values you listed.



    This leaves the question of where your "extra" .10%/s comes from (1.93%/s - 1.83%/s).
    .1%/s corresponds to a 24% Regeneration buff, which is a nice even number.
    For instance, it's the same value as 2 12% Regeneration set bonuses (of which you have a few), but I don't know why something like that would kick in sometimes, and sometimes not.
    Something else that would give varying Regeneration rates is if you had something that gave you periodic +Heal enhancement buffs, but I don't see anything like that in your powers.

    At any rate, it seems like the real question isn't why you get lower Regen when you get near mobs, it's why you get higher Regen when you are not.

    Do you think you could look at the sub-headings for Regeneration before/after coming close to a mob? That is, look at how much Regen you get from Health, how much from Fast Healing, how much from the Numina, how much from the Regen Tissue, how much from set bonuses...? That would make it easier to track down the discrepancy.



    It seemed very possible that the same issue (the proc bonuses being affected by enhancements) was in effect for the +Recovery procs (Numina, Miracle) too, so I copied my Warshade over to Test and moved some slots around.
    With the Numina +Regen/+Recovery slotted into Stygian Circle (Health/End boost), the Recovery given by the Numina did indeed increase when EndMod enhancements were also slotted in the power.

    [color= yellow]Conclusion: EndMod enhancements in a power also enhance the Recovery buff given by the Numina (and probably also Miracle) procs slotted in that power.[/color]

    This isn't quite as much of an issue since there are not many powers that accept both Heal sets and EndMod enhancements, but there are a few...


    It also turns out that both the +Regen and the +Recovery in Numina is affected by the relative level of your target if it is slotted in a power that targets a foe. That is, if you use the power on a foe of lower level than you, the +Regen and +Recovery you get is increased, and if you use it on a foe of higher level, it is decreased. This is probably not desired behaviour (such behaviour was in the past removed from most buff powers that targeted a foe, such as Claws/Follow Up). This also seems to affect other proc buffs. For instance, Lohenien noted that if you slot a Kismet: +ToHit into one of the Sword set Parry powers, the magnitude of the ToHit buff is affected by the relative level of your target. I would suggest a pass through all of the buff procs to make sure that their effect does not vary with the relative level of your target.

    Pennelope also noted that the +Regeneration/+Recovery buff given by Dominator/Psionic Assault/Drain Psyche seems to suffer from the buffs scaling with the relative level of your foe.
  25. [ QUOTE ]
    [ QUOTE ]
    The mez resistance part is a very unique creature.
    It is indeed a "set bonus", but instead of being activated for just being slotted in the power, it is triggered by activating the power. So the mez resistance bonus is only activated once you activate the power. It is neither a "proc" or a "set bonus", but a rather interesting mix of the two.

    [/ QUOTE ]

    Wow. That is odd. How does it work if you put it in an auto Resistance power then? Is it pinned at 5% forever? If so, thats going to require some reslotting on my Kheld, sigh. . .

    [/ QUOTE ]

    Passives keep "reactivating" themselves every few seconds or so (10s for Umbral Aura/Absorption), so the mez resistance will go up to 25% in relatively short time (around 40s for Absorption).