Aett_Thorn

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  1. I vote for Ablative armor only if it comes in the form of Carp.
  2. However, if there are less people on recently, not only will there be less influence generated, but there will also be less items generated. Since the items also come from kills, in a fixed percentage rate, then influence costs for them, even in a reduced player-number atmosphere, should stay the same (or go up if influence is generated at a faster pace than the items).
  3. Quote:
    Originally Posted by Rylas View Post
    I'd assume, and this is assuming, mind you, that once you've established you're of age, payment methods wouldn't matter after initial activation. I'm not sure you could block a server easily once characters were created on it. Proving you're old enough once should be good enough.
    And how do you tell if the person that actually plays on the account is the person that paid for it at the beginning? If a parent paid with their credit card because their 15 year-old son or daughter didn't have one yet?
  4. I had this same problem a while ago on my work computer, using Firefox. I manually deleted the cookies for every CoH site that was on the list, closed out of Firefox all together, re-started it, and then logged in. Problem fixed.
  5. One more thing to keep in mind:

    Threat does seem to 'stack' in some ways. Meaning that it seems to add up (which is why sometimes you need to apply several Taunt powers onto an enemy to get them back onto you).

    As part of that, attacking faster generates more Threat. A scrapper not only does more damage per attack, on average, they also tend to have more attacks, and at a lower level, allowing them to have a better attack chain than many Tankers until very late levels.

    A scrapper throwing out two 100 damage attacks for every one the Tanker can throw out generates twice the Threat. Fun!
  6. Quote:
    Originally Posted by zachary_EU View Post
    Im sorry about small offtopic but I'm so curious. Where did you get those GR characters what you have in your signature?
    There was a thread in the City Life forum that had them, IIRC.
  7. Quote:
    Originally Posted by Samuel_Tow View Post
    On the one hand, I'd love such an option as it would save me a lot of money. On the other hand, such an option is bad business for Paragon Studios because it would save me money I'd otherwise pay them, so I don't see them offering it. And I don't believe that's the wrong call to make.
    This. It makes no sense for CoH to offer this up now.
  8. Quote:
    Originally Posted by Lucky666 View Post
    aww those devs of ours they sure like to contradict themselfs don't they.
    Not really, since that was only one of the reasons that Brutes didn't get Ice Armor/Ice Melee. The other one being that they like to stick with themes, and Ice Melee sucked the big one for Brutes, especially since it did very low damage, and had several additional ways to decrease the number of attacks on it in addition to the slows.

    Ice Melee wasn't given to Brutes because at the time, it was absolutely horrid for Brutes, especially given their lower damage Mod from even Tankers.
  9. Quote:
    Originally Posted by Fulmens View Post
    Dumple: There's a difference between moving inf from another character to yourself, and creating inf from nowhere, and I think that's the question the OP is asking.

    Every time you hit a badguy and inf comes out, that's creating inf from nowhere. Every time you hit a badguy and a generic IO recipe comes out, that's [effectively] creating inf from nowhere. Every time you hit a badguy and a purple comes out, that's moving inf from another character to yourself, and destroying 10% in the process.

    To the OP:

    It also means less customers.
    Agreed to the first part. However, it shouldn't be true on the second part, at least in theory.

    Less demand should lower prices. Unless the supplies are going down faster than demand is, at least.


    But I do agree that the people who are taking breaks from the game (including me, kind of) aren't the people that were tending to rack up 2 billion influence to buy stuff.
  10. /signed.

    This has bugged me since this power came out.
  11. The strength difference from Taunt vs. Auras/Punchvoke mainly comes from the duration difference.

    The Threat formula is as such (in a basic form):

    Threat = Damage * AI Mod * AT Mod * Range Mod * Debuff Mod * (1000 * TauntDurationRemaining [in seconds])


    Taunt, the power, at level 50, has a 45 second duration. Meanwhile, Punchvoke has a duration of 13.5 seconds (on most powers, it varies on some, but all are well short of 45 seconds). As you can see, if you put that into the formula above, Taunt becomes a much bigger Threat generator.

    When it comes to AVs and GMs, on top of that, punchvoke isn't automatic, and requires a ToHit check, in addition to the one on the power, if any. As such, punchvoke becomes not an automatic thing when fighting AVs and GMs, and Taunt gains a lot of usefulness against them, but isn't mandatory to hold aggro.
  12. I've always just called it the "Newbie Express."
  13. Any mission with only standard enemies in it (i.e., any one with enemies that you'd find in the 'real' world of CoH) give standard XP. Any custom enemies with a full range of powers will give standard XP. It is only those enemies in the AE where they either have few powers, or do not have all basic ranks of enemies (minion, lieut, and boss) represented that will give reduced XP, AFAIK.

    But I'm likely wrong.
  14. Quote:
    Originally Posted by Stormfront_NA View Post
    Aett, I think I understand what you are saying, but for clarity, let me try to explain it...

    There are two knock effects: back and down. A flag is essentially set to where if the mag of the knock effect is below 1, it will result with a knock down/up; but if anything is done to increase the mag to 1 or more, then the effect is Knock-back.

    Am I accurate?

    Hugs

    Sue
    Still not quite right, but accurate in how it works in game. There is no "flag" that sets it to knockdown if the mag value is less than 0.75. Think about it this way, the mag of knockback is how far the enemy will fall backwards. At knockback values of less than 0.75, the distance is functionally 0, and the enemy will still fall down, but won't go back any.

    There are two knock effects, but they are knockback and knock-up. Knockback and knockdown are the same effect.
  15. Quote:
    Originally Posted by Stormfront_NA View Post
    I am not sure, I truly understand your reply, but consider the tanker axe power set, just about every attack has a knock-back/down ability. If one delves the various powers you see Knock-Down, Knock-Back, and Knock-Up. My experience is these side effects, tend to be quite consistent when fighting mobs, so I find it hard to believe that the Knock-Up component, for instance, to be less than a Mag 1 strength to it.
    I never said anything about Knock Up, which is separate. However, if you ACTUALLY look at the powers in the various Tanker sets, including Axe, you'll see that there is no knockdown value. There is, however, a knockBACK value, of less than 0.75 (thanks for the correction on that one, Fleeting). Knockback and knockdown are one in the same, just with different values.

    Quote:
    With regards to IO choices, I am after certain specific effects one can get from using IO sets (more % damage, quicker recharge, better accuracy, enhance defense, etc), the knock-back feature from the using of a set is not limited to only knock-back based IOs, in fact some ranged attacks have knock back features, which for a blasters is an excellent benefit. All I am suggesting is to look at the variety of IO sets, and those which has recipes that offer Knock-Back, have an alternate choice Knock-Down, for instance take Kinetic Combat, a melee IO with high melee defense, it has a Knock-back recipe; would be nice if it also had a Knock-Down recipe alternate choice.
    Except, again, this would be the same thing. You're asking for the same thing, but it still wouldn't do what you're looking for. There is NO way to improve Knock-down effects, without turning them into KB effects, unless you increase the value (usually 0.67 KB) by a percentage small enough to keep it under 0.75 KB. So, unless you switch out all of those KB enhancements for something else, you're not going to get what you want. Basically, you're asking for the same set, but without any KB in it, which would then need to be replaced with more Acc, or EndRed, or some other effect.

    Now, the Kinetic Combat set has a Proc that does Knock-back, which could be changed. Since then you're just changing the value of the KB on the Proc.

    Quote:
    Penny what I want is my powers that are Knock-down and Knock-up to remain so, and not be converted to Knock-Back when I use IO recipes such as Kinetic Combat for instance. Would love to have a means to convert powers from knock-back to knock down.
    Now, here's the problem again. Say you have an attack that currently does knock down. You add a proc to it that also does knock down. If the proc fires off, then the two effects combine, and it becomes knockBACK again. That is because the Mags will stack, and push it over the 0.75 mag boundary between knock down and knock back.
  16. Quote:
    Originally Posted by somnambulist View Post
    You got me there. I haven't played since Issue 7 or 8 and fear has never been very popular and so has never been extremely well documented. It's also been changed a lot so yeah... leaves me with questions.

    oh yeah I forgot... /Mace is good now?!!?!?

    /EM sucks and /Mace is good.... what the!?!?!?!
    Also, Ice Melee ain't bad now, either! Just to throw your world really in a tizzy.
  17. Quote:
    Originally Posted by Radubadu View Post
    So Hecatomb no but there are other sets that I could have fully slotted in multiple powers? How do you find out... I looked it up on http://wiki.cohtitan.com and I can't really tell a difference by looking at them and they don't really say "unique" anywhere, but I could not be looking in the right spot.
    All of the Purple sets are unique, and you can only have one of any given enhancement within the set on any character.

    You can have multiple purple sets on a character, but you can only have one of each enhancement.


    For other sets, there are specific IOs within the set that are flagged as unique, which you should be able to see on ParagonWiki (just check the legend at the top of the page).
  18. Quote:
    Originally Posted by Yogi_Bare View Post
    [Note: All of this is based on the assumption of slottable power pool powers]


    I don't know of many toons that would have an extra 12-15 slots to accommodate a full pool of additional powers or sacrifice 12-15 slots just to take advantage of something that may or may not be used as an abuse. You forget that powers have not been determined in this suggestion; nor has their strengths or costs.

    And being able to replace a power pick is fine; in fact... it's the norm.
    It's not as much about having 'extra' slots. It's about being able to drop other powers, thereby freeing up slots, to get locked powers, and use the slots there. However, even given that, I know several of my builds that have put slots into throwaway powers, just because I didn't really have any other place to put them. Not 12-15, of course, but 6-7? Possibly.

    Replacing a power pick is fine, and you're right, is the norm. It's more about how already-established characters wouldn't be able to choose among them, which I'll get to later in the post, I'm sure.


    Quote:
    One of the arguments against Patron Powers; but yes, I would like to see at least some small variation between the pools at some point in the power selection (assuming that the slottable power model is used).
    Glad to hear it.


    Quote:
    How is that any different from regular character creation. If you were to drop all of the outside pools; leaving nothing but the AT and powerset selections be available from start to finish... the same argument can, has and will be made. Would that be a reason to not expand ATs and/or powersets?
    It's different in the following way: at character creation, you get to pick and choose among all of the power picks, knowing that you can take power pools available to everyone to shore up any weaknesses that you might want covered.

    What you are proposing is a locked power pool choice, that, while new characters would be able to look at with foresight, established characters would have no way of choosing between. If they didn't like the one that came with their origin, which might have been picked 5 years ago, then what do they do? They can't change out of it to get the power pool that they want. They're stuck, with an in-game effect based on choice they made 5 years ago, or even a day ago, that they can't alter.


    Quote:
    If they were of the wrong origin, they wouldn't be able to run the arc unless they are on a team in which the team leader was of the correct origin; established that in the OP.
    Not at all what I was talking about. I was talking about how, yes, they'd be able to run the arc, as established in your OP, but would NOT be able to get access to the power pool from that arc, because it's still tied to a different origin from them. Hence, it is locked, and they can't access it.


    Quote:
    There are powers tied to Origin outside of Apprentice Charms and the like; and they do get used by high level toons. I've made mention of a few; although I may have missed more
    Most of these have very little impact on gameplay. The Vet powers have an equivalent choice, really. Just a difference between KB and -ToHit and damage type. There are a couple of temp powers that have difference effects based on origin, but they are temporary, and tend to have few uses. Nothing has a potentially game-affecting, mostly permanent (outside fo a respec) effect on the character, as these origin power pools would.


    Quote:
    That's just it; it would be less of a game affecting choice than IO Sets and/or the Market... both which are 'optional'. Nobody is being forced into a pool; it's just there if people want it and are willing to go through new, cohesive content to get it.
    Except that my Magic Origin Tanker can't get access to the Mutant Origin Power Pool. He does have access to any IO set out there if he has the funds, and he can access the market at any time if he wants. You're comparing additions to the game that everyone has equal access to, to a new addition to the game that is locked by origin. It's not the same.


    Quote:
    And that's just your IMO vs. my IMO. [Personally, I would like to see it be built and expanded upon... in a more complex fashion than what I am suggestion now]
    Yes, it is just your opinion versus mine. But that doesn't negate anything that I've said. At this point in the game, it is my opinion that something like this would be a bad idea. And I've given my reasons for it. You have not convinced me that my worries aren't logical, or would be addressed. In fact, you've done the opposite, and made it seem like my worries are not just justified, but there would be more along the same lines as my worries.
  19. There's really no such thing as knock-down. There is only Knockback with a mag or less than 1. As such, to get what you want, you'd actually have to have another set that was equivalent, but had no knockback slotting at all, since any increase in KB would likely push the KB mag to over 1, causing KB.
  20. Quote:
    Originally Posted by Yogi_Bare View Post
    1. The Min Max Effect happens no matter what's introduced but it can be minimized by making the potential pool powers be dependent on the AT that unlocked them; similar to how Epic and Patron Pools are now. In addition, if these are introduced as slottable powers, players would have to work that slotting around their powerset, pool and epic/patron slotting; it becomes a give-take relationship.
    Yes, the Min/MAx effect happens no matter what, but allowing huge abuses of that for no reason isn't a good idea. And even if it needed slotting, it's not a huge loss for many characters, who have extra slots in the 40s, or could even use these to replace another power pick.

    Even if you made them dependent on AT, you'd have differences in the origin pools, right? I mean, if you made them have all the same powers, then there's not much of a point, is there? Any time you make differences, there will be better choices than others. Just look at the Patron Pools now. Some are just "better' for any given AT than others are. I really don't think we should expand that.

    Quote:
    2. The arcs/pools would be optional so no one would be restricted to anything (at least not anymore than the Origin Power they start off with).

    [and I don't see why a character shouldn't be allowed to change the origin of their powers. As applied to the suggestion: and get access to the appropriate pool once they complete the requirements]



    I agree that restricting the Pack Powers at this point would cause problems... but that's not what I'm suggesting. It was just a bad idea for them to do it like that in the first place (from a certain standpoint)
    Except, they WOULD be restricted to their origin powers. Just because they can run the arc, doesn't mean that they'd have access to the origin power pool of that arc, since they'd be of the wrong origin. The origin powers that we get now are VERY minor, and tend to become very unused at the later levels. Heck, most of my characters tend to take them off the bar upon character creation. Having a power pool tied to origins is a lot different from that.

    I don't think that the Power Packs as they are now was a mistake. I wasn't talking about changing those now. I was talking about how you have characters that can be as much as 5 years old, unable to change their origin, that would be locked into a game-affecting choice if these origin power pools were introduced. Right now, there are very few things in-game that iare really affected by origin, so that it can be an RP tool. As such, it has been mainly used as an RP tool. Changing THAT now I think would be a big mistake.
  21. There's a problem with this, and it relates to an issue the Devs found out about way back in Beta. Actually, there are two problems, but we'll address the main one first.

    1) With a pool like this, you get Min-Maxers. And then people go against RP in an MMORPG to get the 'better' origin for their character.

    For instance: Say you have one origin pool that contains a power which raises resistance to Fire, Cold, Neg Energy, and Energy. None of the other origin power pools have a power like this. We'll say this goes to Science. All of a sudden, you have every Tanker out there being made as a Science origin, because it really helps them out. And no Tankers being made of other origins. You will tend to see 'grouping' around the origin that helps out the AT best, regardless of the actual origin of the character.


    2) We're now 5 years into the game. People have a lot of characters out there, with already-picked origins, which they can't (and aren't likely to be able to) change. If Origin Power Pools did appear, you'd have a lot of characters restricted to a power pool that they might not like, or be able to use, when they'd vastly prefer another origin pool.

    This is exactly why the Origin Purchase Packs were made available to every character, regardless of origin. Restricting them, at this point in the game, would cause massive outrage, since not all characters have the same RP behind them, and some could use costume pieces or powers that come from Packs of a different origin from the character.
  22. Can we just let this thread die?
  23. First off, welcome to the forums!

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