Adeon Hawkwood

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  1. I got monkeyfied right at the start of a mission in the Sister Psyche TF. Not hugely epic but one of the other characters on the team had a Clown motif so it made for some good jokes.
  2. Quote:
    Originally Posted by Lothic View Post
    I'm not saying the idea of "just run the trials to save the influence" is a bad one. As I implied I'm pretty much planning on doing that with my main character at the very least.

    What I'm saying is that I might not choose to run that many trials for ALL of my alts that I'm currently working Incarnate content for. For my secondary alts I may choose to "waste" some INF on them just so I don't have to run a bunch of trials multiple times.

    I have huge piles of influence I'm not doing anything else with. Might as well consider using some of it to save me a little extra time don't you think?
    I get that, my point is that it won't save you any time. If it was just a case of trading inf for components it would be one thing, but you have to have inf + threads + uncommon components.

    Assume that after converting your astral merits to threads you get 20 threads + 1 Empyrean Merit + 1 Uncommon Component per trial. This is (from what I saw) being somewhat generous with threads and assuming you get an uncommon component instead of a common on the reward table. You need 600 threads, 16 common components and 24 uncommon components to make a single T4. Assume you convert the E. Merits to threads (meaning 40 threads and an uncommon per trial). That will take you approximately 24 trials to get everything.

    Now suppose you don't trade your E. Merits in but use them to buy the very rare. You need 200 threads, 16 common components and 10 uncommon components. You'll need 30 trials to get the very rare (obviously) and about the same to get the threads and components (but unlike the above scenario this does not require you to get lucky with the RNG and assumes you are getting common components through the reward table).
  3. Quote:
    Originally Posted by Lothic View Post
    It's true there are some people who think these Incarnate influence costs MUST be paid when in fact they are purely optional. Despite being optional I am still considering using my hordes of unused influence to pay for things that might otherwise take too long to earn via the Incarnate trials, especially on secondary alts that aren't doing the trials as much. I can only play so many trials every day so while my main character might get her Incarnate abilities that way I'm probably just going to be "buying" those things with influence on other alts.
    Here's the thing, unless the trials are considerably less stingy with threads than they seemed to be in the sneak peek it's probably going to be faster to get the items without spending inf.

    Making a rare requires 340 threads or 8 Empyrean Merits. Making a very rare requires 1360 threads or 32 Empyrean Merits. Now unless you convert your Empyrean Merits to threads (which from the point of view of getting rares/very rares is a bad idea) but do convert your Astral Merits you're probably going to get a bit less that 20 threads per trial. So that means 17 trials per rare or 68 trials per very rare in order to buy them with threads.
  4. Quote:
    Originally Posted by Luminara View Post
    Just finished testing it again, to be certain there haven't been any undocumented changes.

    CoT Ice Thorn Caster (minion) and Behemoth Overlord (lieutenant).
    I just tested it with a power analyzer, they do not resist it. However the problem is the accuracy values you are using are wrong (or at least the Lt ones are). According to the wiki (and backed up by my power analyzer) Lts have an accuracy bonus of 1.15x not 1.1x and bosses have 1.3x (I can post screenshots if you want).

    Quote:
    Lieutenant expected hit chance without 10% resistance to -ToHit: ([50.00 - 21.61] - 9.00) * 1.1 = 21.329.

    Lieutenant expected hit chance with 10% debuff resist: ([50.00 - 21.61] - [9.00 * 0.90]) * 1.1 = 22.319

    Lieutenant actual hit chance: 22.31%.
    With 1.15x accuracy:
    ([50.00 - 21.61] - 9.00) * 1.15 = 22.2985%

    It's a bit off but bear in mind several of the values used as inputs are rounded for display purposes so the discrepancy is within reasonable limits.
  5. Quote:
    Originally Posted by Intrinsic View Post
    Where's the info for the incarnate costs for I20? Not that I'm opposed to the idea, but I haven't read anything about it.
    It's in Zombie Man's Incarnate cost guide:
    http://boards.cityofheroes.com/showthread.php?t=254950

    It's important to note (since many people seem to be ignoring it) that the inf costs are only if you buy the components with threads. If you use trial rewards you don't have to pay anything.
  6. Quote:
    Originally Posted by ShadowsBetween View Post
    I'd question the credibility of the numbers for Warhammer, as well. They just had *another* server merge I think, which I believe brings them to something like two US servers and one EU. Or something. (It's not many, in any case.) The only way I can imagine those numbers being even slightly legitimate is if they're counting "Endless Free Trial" accounts, IE, the ones that never expire and are capped at level ten.
    Bear in mind though, it is a more RvR focused game. As such population density matters a lot. An RvR game is more likely to merge servers than a more PvE focused game simply because lower population density has a higher adverse effect on the game.
  7. Quote:
    Originally Posted by firespray View Post
    Yes, however it'll be a long wait. I've had a bid sitting for 2 months and still haven't gotten one yet.
    And this is why price caps are not a good idea .
  8. Quote:
    Originally Posted by FreakofFate View Post
    To go Hero or Villian you need to do an allignment mission right?.. Cuz I just finished the starter zone and chose to go to Talos instead of the rogue Isle.. and my Icon thing changed from the Resistance Arrows to the blue Star.. but I haden't even gottena tip yet.. lol
    To change from Hero to Villain (or visa versa) you have to do tip missions. However Praetorians get a special mission that turns them into either a Hero or Villain (thier choice) at level 20 instead.
  9. Quote:
    Originally Posted by Garrott View Post
    With the new way that Exemplaring works where you are say level 40 for Numina's TF but you have the powers of level 45. Your IO's would still have to be level 43 or lower for you to gain set bonuses from them correct?
    That is correct.
  10. Well personally I prefer Traps but Trick Arrow is also a good set. The two do play very differently, Traps encourages a more aggressive play style while Trick Arrow is a bit more methodical. One thing I think Trick Arrow does better than Traps is provide reactive mitigation.

    At the end of the day I think it comes down to what you prefer. A Trapper will be able to solo larger spawns then a Trick Arrow character and the -regen is more useful if you want to solo AVs but TA is a lot of fun to play.

    Quote:
    Originally Posted by Luminara View Post
    *All enemies +1 or higher resist all debuffs, including debuffs flagged as "unresistable". All enemies of higher rank than Minion resist -ToHit by varying degrees, including -ToHit flagged as "unresistable". The AV "Resistance" power, however, does not resist powers flagged as "unresistable".
    I don't believe higher rank enemies actually resist to hit debuff just by virtue of being higher rank. They do have an inherent accuracy bonus which makes to hit debuffs (and defense) less effective.
  11. Quote:
    Originally Posted by dave_p View Post
    Forget the def bonus, I take CJ on *all* my toons just as a QoL issue. I hate not having CJ on melee toons for combat mobility, and most of my squishies have SS for movement, but again, not having CJ while running at 92.5 MPH is painful for maneuvering mid run. And again, for combat, esp w/free Hurdle, CJ makes you vastly more maneuverable w/no suppression.

    The extra def and the ability to carry a LotG +rech are gravy.
    I'm pretty much the same except I use Super Jump as my travel power instead of Super Speed. My sole Controller had Jump Kick for a while because I wanted an extra attack at low levels but I ended up switching it for CJ because I found that I'm used to the combat maneuverability of CJ it's hard to play without it.
  12. Quote:
    Originally Posted by Deus_Otiosus View Post
    Admittedly Ranged Softcap + Combat Jumping would be kind of an odd pairing.
    My Blaster has almost softcapped range (41%) and Combat Jumping. I don't particularly like Flight/Hover so I take CJ for combat movement and use a combination of kiting, Caltrops, Web Grenade, Electrifying Fences and knockback to keep enemies at range.

    I will admit it's a somewhat esoteric build but it works well with my preferred play style.
  13. Quote:
    Originally Posted by Zwillinger View Post
    • English Breakfast
    I'm pretty sure that eating an English Breakfast is considered attempted suicide in the US.
  14. Quote:
    Originally Posted by FreakofFate View Post
    Ive read about there being mods for CoX... Other than using mids... I play al natural... what kinda fun stuff could i be using to enhance my gaming pleasure?
    There aren't a lot of mods out there but there are a few nice ones.

    The Vidiot Map Pack marks important features (such as badge locations) on your map:
    http://www.badge-hunter.com/index.ph...maps-map-pack/

    Neo's enhancement standardization pack changes DOs and SOs to use the same symbols as common IOs which makes buying them a lot easier:
    http://boards.cityofheroes.com/showthread.php?t=228044

    I think there are a few others for tracking badges and such but I've never really bothered with that.
  15. Quote:
    Originally Posted by reiella View Post
    Just a fun thought, doesn't this also mean that the Beta and Test servers will get merged as well?
    I suspect that the EU players will get access to the North American Test and Beta servers while the EU Test server will be decommissioned. Having two "Test" servers isn't really needed for the population that does testing so the only benefit is to test different code revisions simultaneously which is what the current Test and Beta servers already do.
  16. Quote:
    Originally Posted by Broken Voltage View Post
    Call me weird, I've also been thinkin about dropin most my 50s the incarnate system has make me realize that they dont mean jack to me.... >.> Ya weird and stupid, but it keeps slots on my freedum server for new power sets.
    It's not at all weird. The Incarnate system is intended to require significant time to get high in it. As such the devs are pretty much assuming that people will choose to focus on a small number of characters.
  17. Quote:
    Originally Posted by xeaon View Post
    How many of you make 1B+ a day?

    If so, how much?
    I don't make that much but with my current marketeering I'm making somewhere between 300 million and 500 million a day (at a guesstimate, I'm to lazy to keep detailed notes).

    Quote:
    Then... have you lost interest in making more ?
    No. I enjoy marketeering for the sake of marketeering but at the same time I don't really have any solid plans to actually spend any of it. I suspect that I'll eventually get around to spending it but I'm not sure on what. With the Incarnate stuff I'm spending most of my time playing three characters who already have pretty high end builds and there doesn't seem a lot of point in IO'ing a character I'm not going to play.
  18. Quote:
    Originally Posted by Twisted Toon View Post
    I'm fine with the drop rates for shards. the time it takes for me to acquire enough shards to create a common or uncommon alpha enhancement is fine with me. Quintupling the number of shards for the next tier is a bit excessive. Quintupling that for the next slot just shows that the end game is not for casual players.
    The thing is it's a re-valuation. Yes it takes 20 threads instead of 4 shards for a common component but threads drop a LOT more frequently than shards.

    If I do a kill most ITF I get 1 common component and on average 3-7 shards so say 2-3 common components total. The Lamda Trial gives (going by memory): a few threads from drops (say 2-4), 3 Astral Merits (equal to 12 threads) a common component (worst case) and an Empyrean Merit (equal to 20 threads). So all in all it works out to about... 2.75 common components.

    Yes if you try to progress in the new slots using the old content the difficult is quintupled but if you use the new content the effort required should be about the same per slot.
  19. Quote:
    Originally Posted by Amy_Amp View Post
    And yet defenders have had Archery since issue 5.
    Which has knockback. In any case my point was that no secondary effects made it low on the list for proliferation, not that it ruled it out entirely. Additionally, Archery was not proliferated, it was added to defenders when it was released.
  20. Because the devs haven't gotten around to it. The original concept was that when ATs had the same powerset ype they would still have a number of different powersets. Eventually the devs changed their mind and started proliferating the powersets between ATs. Fire is almost certainly on the list but it's the last one since it doesn't really play to a Defender's strengths (not secondary debuff effects).
  21. Quote:
    Originally Posted by ComradeCommunism View Post
    I feel like one major problem with how many people have reacted to the Incarnate system is assuming that their 50's will need to get all of the Very Rare Slots. This to me is like assuming that all of your 50's will need to be outfitted with all of the PVP and Purple IO's. If your starting point is to assume that you will get the ultimate level of power for all of your characters in an MMO you are probably going to be disappointed with the amount of work it is going to take. For me, that's not even an option: I have 15 level 50's and 2 more on the way. 8 of these 50's are "favorites" that I play a lot of and expect to play through all of the Incarnate content.
    I agree. Personally I have 3 characters I'm working on incarnate stuff for and I doubt I'll even get very rare in all 5 slots for all of them. I've gotten their Alpha Slot V.R. but honestly the difference between rare and very rare isn't that huge.

    My initial goal when I20 comes out will be to get a Rare in each slot for each of them. However I'm not as concerned about getting the very rare. Oh, I'll work towards it but since going from rare to very rare requires about 4 times the effort required to go from nothing to rare (baring a lucky very rare component drop) and doesn't really provide that much advantage it's a long term goal that I'm not to concerned about.
  22. Quote:
    Originally Posted by je_saist View Post
    I suspect Spines is about as assault(ish) as the devs are willing to go for Armor Archtypes.
    Don't forget the EATs, they are all essentially Assault/Armor Powersets to some degree or another.
  23. Quote:
    Originally Posted by LtZerge View Post
    I would agree with this. In fact I thought of a PPD EAT with a more SoA approach a long time ago.
    You started off as a basic gun wielder type that branched into spec-ops/swat or hard-suit options. Psi-ops and peacebringers are already present in-game so no need to touch those.
    I'm not sure the SoA branching method would be the best option for the hard suit wearer, I'm not horribly against it (since it is a cool mechanic) but I can see some issues.

    The core problem with a powerset that requires special, permanently visible costume pieces is how to implement them without removing the ability to have a "down time" costume. The Crab Soldiers were implemented with a permanent backpack and plenty of people complain about that, how would people feel about a permanent suit of power armor?

    The only practical solution I can see is for a Toggle style power like the Kheldian Forms. The difference is this toggle being active is a requirement for all other powers in the set rather than just a few (it would also be nice to have customization options for it, but that's a different problem). As such the toggle needs to be available at all levels. The simplest solution there is to make it the level 1 secondary power so people are forced to take it. Unfortunately this doesn't work so well with a branching tree like the SoAs, it could be implemented as an inherent power but that is kinda messy.

    Personally if the devs ever do decide to implement a PPD EAT I think a simple character progression makes more sense than trying to do an VEAT style branch if they want to implement a PPD Hardsuit option.

    Finally regarding options, I'll add that PPD Hardsuits are the only living PPD that can't really be emulated in game (drone can't either but they are robots). Awakened Division are just Peacebringers. Psi-Ops are Mind/Psionic Dominators. Even the various SWAT teams are essentially combining Assailt Rifle with either Traps or Devices (admittedly with some variations such as glue grenades in place of caltrops). Hardsuits are the only ones that I think would offer an interesting gameplay variation (I think all of them could offer interesting stories).
  24. Ok, first off let me state that I LOVE Power Armored characters and that over 50% of my characters use some form of powered armor. That being said while I, personally, would love to have a powered armor set I don't think it makes sense as a general power set.

    The basic power sets are reasonably generic to allow them to work well with any idea or concept. Even the weapon sets which, by their nature, limit concept somewhat provide a variety of weapons that allow for different concepts (i.e. laser sword versus regular sword versus magical sword).

    A power armor set is, by it's very nature, very limited in what concepts it can work with and I just don't see that as a good thing. In addition the need for a power armor set to incorporate certain costume elements means it's a lot of work for a set with limited application.

    That being said I think a new EAT with a focus on power armor (such as a PPD Hardsuit) would be absolutely awesome. Since EATs are (theoretically) story focused it is more reasonable to build them around a more limited design concept. The VEATs set a precedent for having a costume slot with limited options which would work for power armor EAT. However, unlike the VEATs, it would need a larger portion of it's powers to be associated with that costume so a better model might be the HEATs and have a power armor "form" toggle that changes you into power armor but this has different technical issues (mostly related to the fact that the power armro would be the same for everyone).
  25. Quote:
    Originally Posted by Von Krieger View Post
    Saving up 30 Alignment Merits for a Gladiator proc seems silly, especially when you have Luck of the Gamble +7.5% Globals going for 200-250 million. You could get 15 of those for the cost of one Gladiator Defense.
    It works out about the same in the end since with the gladiator proc you don't have to pay the market or for salvage (ok, technically you can sell the LotGs off market, but people rarely do).

    But yeah, from an Inf making point of view trading A-Merits for LotGs makes more sense.