Adeon Hawkwood

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  1. Quote:
    Originally Posted by Psychic Guardian View Post
    Which secondary effects are considered "mez"?
    In theory Domination increases the magnitude of every mez type except for knockback. In practice it doesn't work for certain powers, primarily ones that onyl have a change to mez (such as Whirling Hands).

    The reason for this is a little complicated. Due to the way powers work Domination doesn't actually change anything in the mez power. Instead what happens is that Dominator control powers actually deal two different mezzes with each application. One has the normal magnitude and duration and always activates. The other has the same magnitude and 50% longer duration but only activates if Domination is active. Take Dominate, it's standard hold is 17.88s and mag 3. In Domination it also deals a second mag 3 hold of 26.82s duration. The net effect is that when Domination is active it will apply a mag 6 hold for 17.88s and a then a mag 3 hold for 8.94s.

    So what does this mean for powers like Whiling Hands? Normally it deals a mag 2 stun but only has a 30% change of doing so. The problem is that devs can't make it so that in Domination this stun is increased to mag 4, they can only add a second mag 2 stun with it's own proc chance. So the devs had pretty much three choices for how to handle it in Domination:
    1. Add a second 30% change for mag 2 stun
    2. Add a 100% change for mag 2 stun
    3. Have it not affected by Domination

    The first option would effectively increase the chance for the stun to proc rather than increase the magnitude (you'd have a 42% chance for mag 2 stun and 9% chance for mag 4). The second option would turn the power into a guaranteed stun against minions while in Domination which the devs presumably found undesirable. So their solution was to go for option 3 and have the power unaffected by Domination (which is probably considered acceptable since it's primarily an attack not a mez).

    For some powers (such as Bonesmasher) they went with option 1, presumably because the mez change was higher (60%) so it has a good change of actually doubling the magnitude without drastically increasing the overall chance to mez (48% chance of mag 3 and 36% chance fo mag 6).

    I hope that clarifies it a bit.
  2. Quote:
    Originally Posted by Wicked_Wendy View Post
    Archmage Badge .. COT are everywhere so it depends on if you want XP or just a quick way to get 200 Mages. You'll find plenty of them (low level) in Perez Park or the Hollows. Tsoo fade out after about level 25 or so .. So look for them in Talos As for the Carnival of Shadows your best bet may be to find a mission (radio or whetever) with them in it and get an 8 man team together and farm the summoned illusionists.. make sure you don't defeat the Master Illusionist and they will just keep spawning new batches
    Don't forget the Banished Pantheon Masks. The easiest place to farm those is Moth Cemetery in DA. Alternatively there is a high level portal mission you can farm them in if you want to (either way it's an annoying grind).
  3. Quote:
    Originally Posted by Void_Huntress View Post
    Hey, guys, I just wanted to note that I found this thread exceptionally enlightening, especially in conjunction with Misaligned's thread on anti-flipping here. Thanks, marketfolk for sticking it out.
    Glad to hear some good came from it .
  4. Quote:
    Originally Posted by Slazenger View Post
    I did not forget that, like I said people will always supply more then they demand, due to recieving wanted drops without the use of the market, what they have left over they will either delete or throw on market to sell, the average player will spend alot more time at the market selling his drops than purchasing from it.
    That assumes all recipes are equally desirable. There are plenty of rarer recipes that a character (or a player) will desire to consume in excess of their supply. From the point of view of rare recipes (purples, PvPIOs, LotG 7.5s, Numina/Miracle uniques etc.) I know for certain that I've consumed (i.e. slotted) more than I've produced. Even for recipes that aren't particularly rare I suspect I've slotted more of the desirable ones (i.e. Positron's Blast, Obliteration etc.) than I've produced.
  5. Quote:
    Originally Posted by Slazenger View Post
    Since the markets merged supply is at an all time high which should in theory plummit prices as supply will always outweigh demand (very minute cases aside), but this isn't the case as prices have mainly stabalised and in some cases certain salvage has risen in price and quite a few recipes.
    You're forgetting that while the merge increased supply it also increased demand. The general theory (which seems to be supported by the data) is that average prices would be reasonably close to the hero side prices since that makes up a larger portion of both the supply and the demand (and the villain side problems were caused mostly be a lack of confidence in the market).

    The introduction of A-Merits has caused some changes in relative pricing, mostly a decrease in the cost of high end rares (because people are buying them with A-Merits) and an increase in the price of purples (trading A-Merits for high end rare recipes means people have more income and spend less of it on high end rares leaving more for purples). Most of the mid-range rares seem to have remained steady or dropped a bit in price due to increased supply.

    Quote:
    Originally Posted by seebs View Post
    Consider that "common sense" tells us that ... there is no reason for a correlation between shoe size and spelling test scores. However, common sense is wrong about all of these.
    Ok, I'm curious, what's the correlation? The only thing I can think of is that on the same test older students (i.e. teenagers or adults) will generally do better than little kids and in general will also have larger feet (due to being older). Is that it or is there something else?
  6. Quote:
    Originally Posted by PrincessDarkstar View Post
    I don't think anyone mentioned it but Numina isn't a great benchmark for defence builds, she is a /psi user which has no positional component on most of her attacks so it goes straight up against your /psi defence which is unlikely to be very high. She destroys softcapped builds quite easily.
    A fair point, although Traps is one of the few sets which does provide strong Psi Defense. If you take the fighting pool it's reasonably practical to softcap Psi defense alongside the more standard type/positional set of defenses.
  7. Quote:
    Originally Posted by Carnifax_NA View Post
    I haven't personally tried them but the MM APPs which they get from Blasters look far more attractive to me than the PPPs. Villains can automatically pick from them when they hit 41.
    I would say exactly the opposite, the MM APPs are very unappealing compared to the PPPs. The PPPs have a nice mix of useful powers (a shield, a single target hold, an AoE immobilize, a ranged cone attack and one other power). It's not a perfect solution (there isn't really a lot of variety in them) but it's a decent mix. Several of the APPs, on the other hand have what is (to me at least) a pretty questionable power mix.

    Chill Mastery is ok (especially if you lack a heal in your secondary) although for a defense shield I'd still prefer Mace Mastery in most cases. Flash Freeze strikes me as a pretty questionable power for a Mastermind. Even if you are very careful and only order your pets to attack specific targets most pets have an AoE attack of some type and are going to wake the rest of the spawn up pretty quickly. The main reason I can see to take Chill Mastery is if you specifically want Hibernate although I'm not really sure how useful that's going to be for a Mastermind, if you Hibernate and your pets die then your dead when you come out, if they don't die you probably didn't need to Hibernate in the first place (notice that MMs were the only Villain AT apart from Brutes/SoAs not to get Hibernate in Leviathan).

    For Charge Mastery I cannot envision ever taking over Mu Mastery. They have 3 powers in common but the lack of a shield power in Charge Mastery is a deal breaker for me, I think most Masterminds would find an always on limited coverage shield a lot more useful than a god mode power. I can see some usage for Surge of Power on a Tankermind for limiting the damage pets take through bodyguard but I think Charged Armor is going to be more useful. EM Pulse versus Electrifying Fences I consider a wash, one's a useful positioning tool and the other is a useful panic button, depending on preferences I could go either way.

    In Heat Mastery the lack of a shield is, again, a deal killer for me. If they replaced Fire Blast with Fire Shield it would be a decent set. It's got Fireball as a nice AoE, Bonfire as a positioning tool, Char as a single target control and RotP as a self rez (with the stun/kb giving you time to resummon your pets).

    Field Mastery is probably the best of the MM APPs and does fill a hole in the existing PPPs by allowing a MM who's satisfied with the support from his secondary and wants more personal offense the option of getting it while adding a shield for personal protection (since by going offensive he'll be drawing more aggro).
  8. Traps
    Traps
    Traps
    Traps

    I would say it's the best overall Defender for soloing. You get a combination of strong defenses, some limited control, the ability to take the alpha strike with no health loss and a very nice resistance debuff.
  9. Quote:
    Originally Posted by Oedipus_Tex View Post
    BTW is healing resistance based on the caster or the target? I think both Empathy and Pain's big (and mostly skipped) heals have 100% healing debuff resistance.
    Actually it depends on which particular effect is being discussed. The effect I was talking about is Resist(Heal) which is used by Hamidon (and Absorb Pain) and decreases the effectiveness of heals based on how much of the debuff is on the Target (so Absorb Pain negates healing done to the Empath but does not negate the healing that the Empath can do to other characters).

    The other effect is Healing buff/debuff which adjusts the effectiveness of the heal based on the amount on the caster. This functions like damage buff/debuff and adjusts the effectiveness as a percentage of the unenhanced value. This is very uncommon as a debuff with only a couple of powers, such as Benumb, having it. The buff version is more common since it occurs in Power Boost.
  10. Quote:
    Originally Posted by Talen Lee View Post
    Why do people think putting more information in the hands of people who aren't willing to understand the information they already have is going to help? Market information benefit the informed and the engaged. More information is going to benefit the ebil and leave the poor casual players pouting 'screwed again.'
    Honestly, I don't think it will help those who are unwilling. However, I do think it will flatten the learning curve required to understand the information which increases the number of people capable of being ebil (note this is in regard to the suggestion seebs had a few pages back regarding adding time based historical data not the suggestion to show exact bid data).
  11. Quote:
    Originally Posted by Dechs Kaison View Post
    I dunno. Give me resistance caps with sonic defenders and defense caps with force fielders and I doubt you'll to something that will make me wish I had a heal. With enough mitigation, natural regen is plenty.
    Hamidon .

    That's the closest you get to healing based content and even there regen boosting powers are much more important than actual heals (since he applies a pretty hefty healing resistance debuff).
  12. The short answer is that you don't (or at least not in the manner you mean). Unlike other MMOs CoX is not really balanced around healing but instead balanced around buffs and debuffs in general rather than heals. Additionally all of the ATs that can do buff/debuff have a second powerset which they are (in general) also expected to use rather than sitting around waiting for someone to need healing.

    I'm assuming you posted this in the wrong forum and actually meant to post in the Corruptor forum but I'm actually going to talk about Buff/Debuff sets in general. There are 4 ATs that can take Buff/Debuff sets: Controllers, Defenders, Corruptors and Masterminds.

    Controllers get Control Sets for their Primary and Buff/Debuff for their secondary. Their control sets allow them to protect the team (and deal damage) by locking down the enemies so they can't attack. Their damage is pretty poor at low levels but it does pick up quite a bit at higher levels.

    Defenders get Buff/Debuff sets as their primary and have the most powerful buff/debuff powers of any AT, their secondary is Blast sets and they can do respectable damage with them.

    Corruptors are the opposite of Defenders, they get more damage from their blast sets but pay for it with slightly weaker buffs/debuffs.

    Masterminds get Pets for their primary set (and a few weak blasts). They do minimal damage directly but can use their squad of pets to deal a lot of damage. Due to the need to control pets they do have a higher learning curve than the other buff/debuff ATs.

    Now if you specifically want to play a set with significant healing ability then Empathy, Thermal Radiation or Pain Domination is the way to go since those are the sets which have both an AoE heal and one or more single target heals. They generally aren't considered top tier sets but they are solid enough. The important thing to remember for all three sets is that the heals are the weakest powers in the set (which is why you get them early) as you level up (especially once you hit about level 30) the healing is less important than the other powers the set offers.

    As for your other set there are a number of options depending on which AT you select. For Defenders and Corruptors Dark and Sonic are both popular Blast sets. Dark Blast provides to hit debuff capability with all attacks (and some limited control powers) which can be an effective way of further limiting the incoming damage. Sonic provides resistance debuffs with every attack which helps your team deal more damage (something that the sets listed above are weak on).
  13. Quote:
    Originally Posted by Rajani Isa View Post
    120s : Any IO that mentions the 120 second duration. The duration is only for clicks, always on you. In toggles, it lasts as long as the toggle is running, permanent in auto powers.
    It's worth pointing out that this is a (relatively) recent change. Prior to I18 they worked for 120 seconds after you turned the toggle off.
  14. Quote:
    Originally Posted by Wanted_NA View Post
    While I appreciate the link and the info, that's not what i'm looking for. I'm not looking for minimum/maximum ranges on Regen and Recovery, I'm looking for actual base value for them in normal circumstanes before being hit with any buffs/debuffs or anything else. Also, I know paragonwiki, I used to look at it sometimes. But I heard quite a few bad things about the info in it, and that the site itself is infested to begin with...so I just stopped going there lol.
    http://wiki.cohtitan.com/wiki/Health_Regeneration
    http://wiki.cohtitan.com/wiki/Endurance

    I like to think of Regen/Recovery as recharge bonuses for your hit point/endurance recovery rate (which is effectively how they work). With no regen and no recovery you get 5% of your maximum hit points every 12 seconds and 6.67% of your maximum endurance every 4 seconds.

    Adding regen or recovery increases the frequency of these ticks according to the standard recharge formula.

    For example, unenhanced Stamina provides a 25% recovery bonus so the frequency of recovery ticks changes from 4 seconds to 4s / (1 + 0.25) = 3.2s. Yuo still get 6.67% of your maximum endurance per tick so assuming a max endurance of 100 your effective EPS goes from 6.67end/4s = 1.67EPS to 6.67end/3.2s = 2.08EPS.
  15. Quote:
    Originally Posted by Quinch View Post
    I don't see how one could effectively merge those two sets - both ranged and TAoE use range enhancements, while PBAoEs and meelees don't. You could merge meelee and PBAoEs, though.
    Not a critical issue, while Ranged and TAoE sets have Range enhancement those aren't the main point of either, slotting a set specifically for it's range boost is the exception not the rule so I don't see the lack of range as a bar to people using Melee sets in Ranged powers or PBAoE sets in TAoE powers. As for the inverse Melee and PBAoE powers can already ED cap Range enhancement using Centriole enhancers if a palyer really want to so either their range is unenhanceable or the boost is so small the devs don't care (I don't actually know which it is).

    I would consider the proc issue to be substantially more problematic than the range enhancement issue.
  16. Quote:
    Originally Posted by Max_zero View Post
    WoW's prices are very stable.
    Different situation though, the supply of most regularly traded goods is significantly more stable so there is less natural volatility in prices. Goods are produced at relatively constant rates by performing specific activities that will produce specific goods. In CoX goods are only produced by random drops so the supply of a specific item will rise and fall quiet significantly over time. If I want (for example) some Impervium I can't simply get on my Miner go and find an Impervium vein and mine it for Impervium, I have to fight enemies that have it on their drop table.

    You can see this (to some extent) in CoX, goods which players can specifically produce (primarily crafted IOs) exhibit much less variation in pricing than goods which are produced by random drops.

    I don't hugely object to showing exact pricing my point is that it won't have the effect you think it will. Most players who overpay don't overpay because they can't see the exact price, they overpay because they either don't realize or don't care that they can get a better price by waiting.
  17. Quote:
    Originally Posted by Max_zero View Post
    Rent seeking profits are very much against the interests of the free market and detrimental to the economy as a whole. Both in CoH and real life.
    In real life maybe, much less so in CoH. Market slots are a limited resource, and a marketeer is effectively acting as a wholesaler or distributor. They buy up small quantities of goods from multiple other players who want to sell quickly and then store them until the market needs them (using up their market slots in the process).
  18. Quote:
    Originally Posted by Max_zero View Post
    No I don't just mean your listing IOs I mean all IOs of that type.

    ie If there were 70 Mako's Bite Acc/Dam on the AH then the sale price for all 70 would be shown. A rational consumer would buy the cheapest one of course. It provides real competition though giving the buyer better market knowledge.
    I know that's what you meant. My point is that it doesn't actually change anything. The profit form any form of marketeering comes not from people unable to see prices but from price fluctuations over time. Allowing a buyer to see the exact price of an item when they are paying BUY IT NAO prices might same them maybe 10% of the price (based on how much people seem to overpay me by). Allowing them to see what the highs and lows were over the last 24 hours would save them quite a bit more (up to about 50% on most of the mid-range rare IOs) and decrease market volatility (well it would if we assume the majority of buyers are patient).
  19. Adeon Hawkwood

    A god with a gun

    Quote:
    Originally Posted by Tormentoso View Post
    There was this PC game that was Lord of the Rings meet the Industrial age. Its argument was that magic bent the laws of nature and physics to achieve its goals, whereas science used the laws. Due to this, there was strife between magicals and technologists.
    Yeah I played that game and liked it a lot. The conflict between magic and technology was well thought out and made sense within the story of the game. In general I can support either option as long as it makes sense in context, I tend to prefer the "magic is simply an advanced science" explanation in more science inclined settings and "magic and science are opposed forces" in more fantastic settings.
  20. Quote:
    Originally Posted by Quinch View Post
    Hmm, maybe I should have been clearer. Basically, merge the categories - have Targeted AoE sets slottable in single-target ranged powers, and vice versa. Since they all use the same enhancement types {damage, range, endurance, recharge} there's be minimal, if any, balancing, and the pool of available sets for each category would be drastically expanded.
    I can see several potential balance issues with procs in the sets though. The Ranged and Melee sets have several proc types that could cause issues if slotted in AoE powers (specifically the mez and self buff procs). These are presumably balanced by the fact that they get one change to fire when you use the power. If they suddenly got say 5 changes (about average if you're using an AoE) would they still be balanced.

    I would have no objection to merging the Ranged and Melee sets or the TAoE and PBAoE sets. I'd be wary of merging the Ranged/Melee sets with the TAoE/PBAoE sets without some thought as to the effectiveness of certain procs in AoE powers.

    Quote:
    Originally Posted by Memphis_Bill View Post
    My Warshades would like to argue with your reference to those as "chaff." IIRC they'd fit well with Caltrops type powers as well.
    Due to the low base damage of Caltrops it's actually more efficient on a per-slot DPS basis to slot it with damage procs and only slot for damage if it's full of those (assuming you want to slot it for damage at all, but that's a different argument.
  21. Quote:
    Originally Posted by Max_zero View Post
    All they need to do is not hide listing prices. If you could see what all IOs of certain type were listed at consumers could make better choices.
    I disagree with this, oh sure it would mean a buyer would pay my listing price as opposed to my listing price rounded to the nearest convenient round number but that isn't how I (or most marketeers) make money anyway. The fundamental issue causing a lack of price knowledge among players is not an inability to see the exact current prices, it's an inability to see what prices were when they were not around (i.e. what were the highs and lows over the last 24hours/7days). Showing the exact current price helps the BUY IT NAO buyer save a bit of inf but that's peanuts compared to what they could save with a 24hour bid, and exact pricing doesn't show them that.
  22. Quote:
    Originally Posted by Winterminal View Post
    Some like it because it is unique among the Ranged attack sets and provides a Defiance damage bonus for 60 seconds (as opposed to other attacks bonuses that only last about 8 seconds).
    I am pretty sure it doesn't do that (and Red Tomax supports me on this). The issue is that for all powers that summon a pet (including most of the devices powers) the buff symbol remains on your bar for the duration of the pet and will tell you it provides a damage bonus if you right click on it but in actual fact it doesn't provide a defiance bonus longer than normal and you can see this if you monitor your damage bonus.
  23. Quote:
    Originally Posted by DSorrow View Post
    What is this madness? Price caps... NOT WORKING?!
    Inconceivable!
  24. Adeon Hawkwood

    Macro help

    Quote:
    Originally Posted by all_hell View Post
    +down$$-down$$powexecname Hibernate$$inspexecname Respite

    I use a variation to turn on all my toggles

    I think you may be able to use something else thats shorter than my prefix, but I forget what it is.
    Ah, that explains it, I was testing with click powers. I did a few tests and it seems like it does work with two toggle powers or a toggle power followed by a click power but it won't work with two click powers or a click power followed by a toggle power (in the former case you simply activate the second click power twice, in the latter case you activate the single click power twice). Also, the short version seems to work, you just need a +$$ at the start.

    So +$$powexecname Hibernate$$inspexecname Respite will work but you will enter Hibernation before using the inspiration which is the opposite of the OPs request (I believe because you can't use inspirations while hibernated although I've never had a character with it so I don't know for sure).
  25. Adeon Hawkwood

    Macro help

    Quote:
    Originally Posted by CriticalKat View Post
    Ok so then a bind instead? Is that possible?
    The basic problem is that the power engine only allows you to have one power queued at a time (and for our purposes Inspirations count as powers). As such macros and binds are limited to one "power" per click. The common workaround is to set one of the powers to autofire but that won't work with toggles and inspirations.

    all_hell has posted a possible workaround, I will admit I have not heard of that method before so I don't know if it will work.

    EDIT: I tried all_hell's suggestion but could not make it work.