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Quote:Actually the purple patch applies to any level shift and increases/decreases the effectiveness of powers. It doesn't apply a To Hit bonus until +5 but it does apply an accuracy bonus at +1 and higher though so +4s do have a higher change to hit than +1s.except for the sake of argument, a +4 has the same chance to hit as a +1. I believe the purple patch starts at +5 and above.
http://wiki.cohtitan.com/wiki/Purple_Patch
http://wiki.cohtitan.com/wiki/Attack_Mechanics -
When you buy it it will go to your enhancement tray which can hold 10 enhancements. Open that tray up (click on "Enhancements" above your power bar) and then click on "Manage" at the top of the enhancement tray. This opens up your enhancement window and you can drag enhancements to any slot.
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Quote:You can create them through recipes but for now I recommend you use SOs to get the hang of it first. To get some go to Talos Island (I'm assuming you're a hero) and look on your map for an icon that says "Origin Store" where Origin is whatever your origin is. Got there and talk to the shop keeper. Look in his inventory for the ones that have the same border all the way around and have a "30" at the top those are SOs (the other types are DOs which have a border that changes half way around). If you right click on them and select info they will say something like "this enhances X by 38.33%".Oh ok. Well now I feel really stupid. So to increase the different aspects of the power I create enhancements through recipes and then apply them to powers? Or please explain to me what I have to do. I'm really sorry for my lack of knowledge here. I play on Justice. And I can do it even if I'm 27? Oh good haha. Now I just need to figure out how to do the trial and stuff. Again sorry for the noobness
You can buy them and then open your enhancement window to slot them. SOs only work when your level is +/-3 to their level so you have to replace them every 5 levels or so.
http://wiki.cohtitan.com/wiki/Enhancements
Invention Enhancements are slightly better than SOs but require a little more effort so I would recommend waiting until you have the hang of it before using them, it's easy to waste a lot of inf slotting the wrong type of IOs.
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Quote:I think you are misunderstanding the point of Slots. When you add Upgrade slots to your powers the stats of the power don't immediately change. Instead the slot allows you to put an additional "Enhancement" in the slot which increases the power's effectiveness. All powers start with one slot and you can add up to 5 more.Ok sorry. So basically your wasting enhancement points if you upgrade them more than 3 times? Because the stats on it hasn't changed since I first got it.
Enhancements increase the effectiveness of one aspect of the power (i.e. Damage, Recharge Time, Accuracy or others). Due to ED it is not worth adding more than three of the same type of enhancement to a power.
What server do you play on?
Quote:Ok sorry. So basically your wasting enhancement points if you upgrade them more than 3 times? Because the stats on it hasn't changed since I first got it. And yeah I'm putting them on. Yet the specs won't change. As long as they are giving one out on the release then I'm good, the problem is I'm level 27 and so I missed the chance to Respec.
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Quote:Regarding Respecs, you can get ones much more cheaply than the market (i.e. for free). Here are the three main ways:Or do I have to find a respec recipe? I have 500,000 influence if you don't mind selling me one for that cheap (I know its not much for what they sell in the auction). Please help me out. Thanks a lot
1. The Devs give them out after most major updates. These ones are called Freespecs and you can only have one per character at a time. As Chad mentioned the Devs will be giving out two of them very soon. One with the release of Issue 19 (probably on the 16th but it could be delayed) and one exactly a week after that
2. You can run the Respec Trial for a free respec. This can only be done three times per character. Hero Trial and Villain Trial
3. Veteran Rewards. At the 9month mark and every 12 months after that you get a respec for every character through the Veteran Reward system.
There are a couple of other ways but those are more specific, see the Wiki article on Respecs if you want:
http://wiki.cohtitan.com/wiki/Respec -
Quote:From Wikipedia:hmm... I thought that was a cartel. Is there a difference between syndicate and cartel?
OPEC is referred to as a cartel.
Quote:A Syndicate is a self-organising group of individuals, companies or criminals formed to transact some specific business, or to promote a common interest or in the case of criminals, to engage in organized crime. Quote:A cartel is a formal (explicit) agreement among competing firms. It is a formal organization of producers and manufacturers that agree to fix prices, marketing, and production. -
Quote:That really gets at the entitlement issue Uberguy was mentioning above. Does your $15/month give you the right to experience purples or the right to earn purples?Do you think it is a consideration along these lines:
It is content in the game, and I pay the same $15/month everyone else does -- why can't I experience purple IO sets?
MMOs are all designed not around getting you to play the MMO but getting you to pay your $15 again next month. The carrot is an integral part of that process, sure you don't have insert shiny item this month but surely you'll get it next month. CoX in unusual for an MMO in a number of ways. First off it is very flexible in what it allows you to do to chase the carrot. There are no Bind on Pickup items so as long as you are doing something that generates you inf (mostly playing the game or using the market) you can work towards having the very best gear in the game, the only issue is how long it will take. Additionally the difference between the very up-most top end gear and gear that is merely "pretty good" is actually very small.
Compare that to [Name Redacted] where the best gear is all Bind on Pickup which means that the only way to get it is to go and run specific high-end content and that gear makes you significantly more powerful than someone in gear they've gotten through lesser content. -
Quote:Actually in the I18 Beta all of the higher level Boosts required a lower level boost as a component. So the answer is technically no, you can't "deconstruct" boosts, but you aren't wasting the components either.I have a query. Perhaps those I18 beta goers could answer. So if you say, make a common Cardiac boost and slot it, then later gain components used to make an Uncommon Cardiac boost. Can you remove the common boost and use these components to create an uncommon? And then gather more components and create a rare? And so on. Or is it that once you make the boost, it stays as it is and cannot be upgraded?
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I very much doubt it. The incarnate content is supposed to be doable with SOs and if HOs changed so would they pretty much forcing everyone to use IOs (espeically if the other Incarnate slots also have a level shift).
I suspect that it will work like Sidekicking does now. Your combat level is changed for the purposes of things like hit points, the base values for powers and your level relative to enemies but your basic level doesn't change for enhancements and such. -
Quote:Quite a few Pseudo Pet powers are the same, I know Rain of Arrows is.Rain of Fire doesn't have a 2.0 accuracy, the Real Numbers are sorta lying to you on that one. The 2.0 accuracy is for the summoning / placing of the Pseudopet which does the rain effect. Its basically meaningless and you do need some Acc as the ticks themselves have pretty normal Acc as far as I remember (1.0 I think).
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Based on the numbers in the GR Beta it sounded like Incarnate shards were quite a bit more common than purple. The statistic given in Zombies guide was that clearing a farm map set for x7 normally yielded 1 or 2 shards. So even if you run at lower difficulties you should get a shard every couple of missions.
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These features (and several others) have been asked for on multipel occasions. The devs are aware that we would like it but it's (apparently) pretty low in their priority queue.
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Quote:I agree with you regarding Caltrops and Hide but disagree a bit regarding Smoke Flash and Blinding Powder. The best example of a similar set already available to Scrappers/Brutes is (I think) Dark Armor. It has less passive mitigation than other sets but uses control in the last few powers to make up for it. Taking that approach I think the set can work with only minor modifications. Smoke Flash is a bit of a problem since Placate is less useful for other melee ATs than it is Stalkers, but I think replacing it with a BPAoE Stun power would work (maybe mag 2 with a 50% chance for mag 3?).The smoke flash and blinding powder effects are direct contrasts to the scrapper and brute methods of managing damage, not aggro. These two powers would need to be replaced with something else in order to fit the scrapper / brute armor build mechanics.
Blinding Powder I don't see any problems with. Solo it allows the character to sleep enemies and use ST attacks if necessary. Solo and Teamed it provides a to hit debuff which stacks with the defense already present in the set.
As you noted Caltrops should probably go (at least for the Scrapper set). My suggestion is to replace it with a passive power that increases max HP and provides some S/L resistance. This would decrease the set's vulnerability to bad luck.
Hide could then be changed to not have the Stalker specific bonuses and moved back in the set.
The only remaining issue I can see is a Taunt Aura. The only obvious option is to take the Super Reflexes route and make one of the Armor Toggles a Taunt Aura. However, to me this feels wrong. My suggestion there would be to leave it out and just not proliferate it to Tanks (sorry Dechs). There is precedent for a Brute set not to have a Taunt Aura (Energy Aura) but I think making a Tanker set without one would be a poor idea.
The net result is a set that sort of merges Super Reflexes and Dark Armor. You've got positional defense but lack the scaling resistances of SR instead having a smaller passive resistance and making up the difference with limited control ability. -
Heh, I plan to take fire on my Earth/Storm for exactly the same reason (although I also used the lava theme on most of my earth powers to give them a fire and earth combined look).
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Well it's a good bet that if the Devs do proliferate it to Scrappers they will replace Caltrops since Scrappers get Caltrops in Weapon Mastery and the general policy is that you shouldn't be able to get the same power in both a main set and your EPP.
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I thought the point was to annoy He Who Shall Not Be Named?
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Invulnerability and Willpower are both good examples. Invulnerability gets defense from it's aura ranging from 9% with one enemy to 24% defense with ten (assuming ED capped slotting). Willpower gets most of it's regeneration from it's aura (even with just two enemies in range the aura makes up two thirds of it's regen) plus it applies a to hit debuff to all enemies in range effectively increasing it's moderate defenses.
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Well the thing to keep in mind there is that the effect of the Alpha Slot enhancement verus Set bonuses on a build is not identical for all types.
Assuming we convert the non-ED bonuses from each type into Tiny set bonuses as a value scale (just considering the non-ED bonuses).
Damage: 30 set bonuses
Defense: ~7.2 set bonuses (assuming it grants 3% to either all positions or all non-psionic types)
Recharge: 12 set bonuses
Defense and Recharge are popular set bonuses because it's easy to build them up into something worth having. Damage bonuses are much lower scale which makes them harder to build up to significant levels. For a character who is already getting sufficient Defense ro Recharge through set bonuses a Damage bonus looks very tempting. -
Quote:Maybe. On the other hand you'll need a significant quantity of recharge from IOs and Purples/LotG are often the most slot efficient way to get them. The increased supply of purples from people playing their 50s more should increase supply though. For LotGs in particular I think with Inherent Fitness a lot of people will end up taking Concealment or Leadership powers to fit in more of them.I think one of the most popular Alpha slot tree is going to be Spiritual, which gives you at its peak a 45% rech bonus, 30% of which can exceed ED caps. This is going to make hitting perma-Hasten (AM, IW, PA, whatever) a lot easier for 50s. I wonder if this will cause a decrease in demand for purples? Similarly for LotG +7.5s.
Quote:Another branch gives you +def, about 12.6% at the peak that can exceed ED caps. If ppl find that branch attractive, we may see some lowering demand for the popular (and expensive) +def sets as well, like Kin Combat.
Quote:+Acc, +Dam, +Status effects are all pretty meh, but I think the three bonuses listed above will have the heaviest impacts on the market as far as demand goes. +Dam resist will be popular too, but I don't see that affecting IO demand in any significant way. -
Quote:For the pop quiz I'd go B but frankly I probably wouldn't even bother with Bonfire unless we were in trouble. I'll probably be wrong though.Quote:Hmm. B would be rational in general, but is probably unneeded because the tank can hold aggro, so A might give some bonus damage, but unless the damage ticks are significant, it might not be worth it. I might go with B anyway on the grounds that it'd be useful if accidents happen. Or, don't cast it UNLESS something happens, and then use it to adjust the situation.
Quote:The conclusion I've come to at this point is that both the tank and I were probably wrong.The tank was missing the point about scattering vs. gathering -- the scattering effect wasn't affecting herding, because everything was already herded. However, I was probably over-estimating the utility of the mitigation trops provide. It sounds like people tend to view trops more in terms of controlling movement of mobs than in terms of the mitigation produced by the fear. I was mostly thinking in terms of the mitigation effect, and disregarding the movement as irrelevant; I didn't figure anything would move far enough for it to make any difference. So I was looking at mitigation and maybe a bit of free damage; sounds like I should think more about the effect trops have on where things go, not just whether or not they're attacking.
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It's a power (probably incomplete) that was added tot he game files, but it's not actually available in any way at the moment. If you want to see the stuff he's showing in the screenshots for yourself say [Ion Radial Final Judgement] in any chat channel (copy it exactly including the brackets) this will create a link you can click on to view the power window.
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Quote:Caltrops is 80% slow unslotted which is slightly less than Tar Patch, it's pretty hard to tell the difference though.Hmm, well speaking as a tanker player I can see the scatter = bad, but 'trops should be slowing them down enough for it not to really matter. I'm not completely familiar with them, do they slow to the same extent that, say, Tar Patch does? If so then by all means once a tank has the group nicely bunched toss them out. If I'm teamed with a fire blaster for example I definitely have them drop Rain of Fire once I have the mobs grouped... they won't run far thanks to the slow in Rain.
Quote:An experienced, competent tanker will compensate and adjust his tactics based on the team and the situation. About the only real issues I have with players making life difficult for me are either the 'troller who immob's before I've bunched the group (and I can deal with that, I just have to work harder and it limits AOE usefulness) or the idiot Stormy I had on a TF awhile back who ran Hurricane at all times and insisted on standing RIGHT BESIDE ME. That was a fiasco and it took over a dozen tells and 7 missions to get him to quit 'caning the mobs away from me. Unfortunately he had the star
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Pop quiz, which of these would have been a sensible use of Bonfire under the circumstances (a full team with a mix of characters and a competent tank who can hold aggro and is tough enough not to need more mitigation):
A) Use Fire Cages to give the mobs KB protection and then cast Bonfire under the tank
B) Cast Bonfire a short distance (about 15-20 ft) away from the tank between him and the squishy characters
C) Cast Bonfire under the tank wait for mobs to scatter and THEN use Fire Cages -
Short Answer: The Blaster was an idiot. Your defenses are the best option for a Shield Defense Scrapper, you're a little over the 45% soft cap on Ranged and AoE and a little under on Melee so you could look at tweaking your build a bit but it's not critical.
Long Answer:
All attacks in the game have "defense" tags which determine what defenses work against them. Most attacks have one positional tag (Ranged, AoE and Melee) and one or more Type Tags (Smashing, Lethal, etc.) based on what damage they do. There are some exceptions to this such as non-damaging mez powers which lack a Typed tag or Mind and Illusion Control attacks which have a Psionic tag but lack a Positional tag but those are the exception, not the rule.
When you get attacked the game looks at your defenses for all of the tag the attack has and the highest defense is used to determine if the attack hits or not.
Therefore the majority of people opt to build up either the Positional Defenses or the Typed Defenses but rarely both.
There are pros and cons to each approach but the best advice is to build on the defenses you already have. A Blaster can take a S/L Defense shield in their epic so building up typed defenses is popular with blasters who take that (although for a Blaster who takes a pool with a Resistance Shield Ranged defense is a more popular option).
A Shield Defense character on the other hand has strong positional defenses and is wise to capitalize on them. Positional defenses are virtually no use to such a character (baring a few special cases).
It is technically possible to make a character who has 45% to all 10 defenses (a Traps defender with the Fighting pool is the easiest example) but there is little reason to do so other than for laughs. -
Regarding the FIFO system you can see it anytime you buy or sell multiple stacks of the same item. You'll often end up buying/selling a few from each stack rather than doing it one stack at a time.
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We're not questioning the existence of the content, we're questioning the devs claim that the content is balanced around having the incarnate slot. Supposedly it's going to be extremely difficult to do without the Alpha slot and frankly I don't believe it (although if that is the case I will happily eat my words). I just don't see the small bonuses and the level shift making enough of a difference to allow content to be balanced such that it is completable by a decent team that has the Alpha boosts but not by the same team without the boosts.