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Posts
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Well the first thing I'd suggest is to completely delete all of the data installed so far and start again from scratch.
Also, when you say clean hard drive do you mean it was wiped or it's a brand new drive? It could be that there's a defect on the part of the drive that it's attempting to write to. -
Quote:That's a good point I was forgetting enhancement slotting. You're right, it's not very realistic, I'm ignoring Build Up (both have Aim), Defiance and the fact that Defenders get better bonuses from sonic than Blasters. Overall, I mostly wanted to point out that the sets with high -res or +dam do close the gap to a considerable extent.I'm not sure where your numbers are coming from. Defender with Assault and 95% damage enhancement is doing 0.65 * 2.1375 * 1.6 = 2.223 damage. Blaster with Assault and 95% damage enhancement is doing 1.125 * 2.055 = 2.311875 damage. That's ~96.2% of the Blaster's damage, which is admittedly more than I expected since last time I did the calculations Cold Domination wasn't available to Defenders. And I thought nothing had happened to improve Defender damage.
Were you calculating without any damage enhancements in the powers? That gives 99.3%, but it's not very realistic.
Edit: then again, assuming that the Blaster took Assault isn't terribly realistic either. Nor is ignoring Defiance v2.0 and Aim and Build Up. I'm just gonna wash my hands of the whole affair at this point, math is not my thing I guess.
Defenders will never have the overall damage levels of blasters but some primaries do give them a decent boost. -
Quote:You know, I think this is why I always have trouble with Science origin. With the other origins the focus is on the source of their powers, for Science the focus is on how they were granted them in the first place.Science: A process or experiment created the character. If this did not happen, they would not have ever had their abilities. While the process may have mutated the character, a scientific origin places the emphasis on the event/process that created the character's abilities.
Quote:I believe Adeon is trying to just distinguish between natural/tech. It's not to imply that it's impossible to have a magic or science or mutant explanation along with your rifle.
In theory, every set in the game can be any origin you want.Quote:I thought he was actually trying to demonstrate your last point rather than further the direct discussion of natural vs. tech origins. Anyways, his list of alternative explanations inspired me just to throw out my own random idea as it came to me half-formed. -
Quote:They can come very close though, if you take the best case solo scenario a Cold Defender with Assault (60% resistance debuff some of the time) compared to a Blaster with Assault the defender will do 99.3% of the Blaster's damage against even level enemies.I'm pretty sure that no Defender build can debuff resistance enough to meet Blaster damage with the same blast set. In fact, I'm positive of it, since Defender damage scale was reduced to 0.65 from 0.75 explicitly to prevent that from happening, and this was back when Blasters only had damage scale 1.0. Now that Blasters have a higher damage scale and a better inherent, it's not even close.
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Quote:Smoke Grenade is extremely useful. When slotted it works out to close to 7% -ToHit which if you slot a bit of positional defense is nothing to sneeze at, it also allows you to get guarded glowies from stealth. Bean Bag and Taser depend a lot more on your preferences and playstyle and build. Prior to I16 I used them a lot since it made soloing at higher difficulties easier. However post I16 I've taken to upping my spawn size while keeping level at +0 and no bosses. In those situations Blaster mez powers lose a lot of their utility, being able to stun one man is great against a 3-5 man spawn, against a 10 man spawns it's a lot less useful.So would it be more advisable then to go ahead and take Bean Bag/Smoke Grenade - two powers I'd thought of skipping - over a combo like Aid Other/Aid Self?
Medicine is one of those things I always tell people do what you feel is right (unless you're an empath). It is nice to have but I to not take damage in the first place. Remember faceplanting is the game sway of telling you to use more red inspirations. -
Da_Captain has it. The upside of going for Ranged defense is that you can slot Thunderstikes for 3.75% each and most blasters can fit in 3-5 of them easily along with a couple of BotZ for another 3.13% each. The upside of going S/L is that as long as you don't mind using Ice Mastery you can get ~16% S/L for one power and a few slots. The downside is that there are fewer blaster friendly S/L sets although if you go Blapper you can four slot some Kinetic Combats.
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It's in the same thread where he announced the solution:
http://boards.cityofheroes.com/showt...79#post2448179 -
Unfortunately BaBs plan to remove redraw turned out not to work so all sets will have redraw for the foreseeable future. When he does figure out a way to do it I'm sure DP will be included.
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Quote:Even with that distinction I think you're limiting yourself. While Assault Rifle is mostly used by Tech/Natural characters it can just as easily be applied to other origins.My old SG once had a running argument on our forums specifically about AR toons. To me, the underlying question is "What makes you super?"
For example, a normal person with a normal gun can not take on demons and aliens and giant robots and super villains. So if you're playing an AR/Dev blaster (or AR/Traps Corruptor), you have to ask yourself "What is it that allows me to run with the supers?" It has to be one of the following:
A) If it's because you have such exceptional ability to use your weapons and a phenomenal grasp of combat tactics, then you're a Natural.
B) If it's because your weapon is so advanced that it can do things that normal weapons can't, then you're Tech.
A Magic origin character might use enchanted bullets, in that case the magic is doing the heavy lifting the rifle is just the delivery system.
A Mutant origin character might have superhuman aim and reflexes allowing him to get significantly more out of a normal assault rifle than a standard human would.
(These two could easily be switched with a mutant who empowers his bullets like Gambit or a magic user who uses magic to guide his shots)
A Science character would use some combination of the above depending on the exact nature of the experiment that empowered him (Science is the origin I always have the most trouble with, most of my attempts end up as mutants or tech). -
I'd say go Corruptor or Blaster. Since Pistols will be your primary you'll be able to focus on it more than you could with a Defender.
My dual pistol character is almost certainly going to be a DP/Storm Corruptor. I have no real interest in playing a villain so he'll be starting in Pretoria. -
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1. I play this game
2. I am amazing
3. Therefore this game is amazing by association
Ok I lie, it's actually the easy travel and fast paced and largish scale combat that make the game amazing for me. The problem I had with other MMOs I tried was that the amount of time required to kill one or two enemies was similar to the time required to kill an entire group here.
Also there's the teaming. Most MMOs tend to set things up so that for most content you're either discouraged from teaming or required to team with no middle ground. Here teaming is almost entirely optional and if you do want to team it's ludicrously easy to do so, none of that "LF Healer" stuff just grab seven other people and start punching. -
As a note, if you want to fit 9 storage racks in a 2x2 room you will need to stack them. It's pretty simple and I think there's some guides to doing it on the board somewhere.
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No, no, no, no for the love of everything no!
A system where a player can opt to retire a level 50 in order to get bonuses for a new character would be ok as long as the bonuses weren't to powerful (think veteran reward powers as a suitable power level). Forcing players to retire their characters that they've played a lot? A horrible, horrible idea that would cause a lot of people to quit. Some people like to play their level 50s and being forced to stop and start over again would be extremely annoying. For people who want to play this way the current system is fine, you have 36 maximum slots per sever and a nice delete button.
EDIT: Also seriously, you posted this thread in player questions then reposted it here? I understand you felt the need to post in the correct forum, but given the overwhelmingly negative response you got in player questions why bother? I should have been obvious from the responses there that this is a horrible idea, reposting it (even to "correct" the location) smells of trolling. -
With the exception of the wiping thing yes it does. In fact it wouldn't surprise me if that was the primary motivator for doing it.
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I suspect the problem there is experience. The game has a limited number of maps and even though the total number is pretty high, the number of tilesets is a lot lower. Additionally the maps are largely pieced together from a small-ish number of sections that are arranged in different ways. This means that for people who have been playing awhile even if you don't remember the exact map layout you learn the sections well enough that you have a pretty good idea of where you should be heading to find more enemies to beat up. There are times when as you say the team splits because different people have different ideas as to the best way to clear the map in which case a "please follow the tank" normally works. Of course this assumes that the tank knows where to go .
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If you want the exact modifiers, Redtomax has a full listing:
http://www.redtomax.com/data/modifiers.php
and the wiki has the level 50 values:
http://wiki.cohtitan.com/wiki/Blaster
http://wiki.cohtitan.com/wiki/Defender
Quote:I have both an AR/Dev and a Traps/AR as well. I love my AR/Dev Blaster because he was my first character (and my first 50) and I play him a lot but I can honestly say that if Traps had been available and I'd made the Defender first I probably would never have played the Blaster. Blasters do almost twice the ranged damage of Defenders so from that point of view the Blaster is a lot better (even factoring in Acid Mortar). The problem is that Devices is a rather weak set when compared to the other manipulation sets and doesn't add a lot to play. Traps on the other hand is all kinds of awesome. It's much less specialized than a lot of the other defender sets and requires a bit of thought in terms of positioning but it contains a wide variety of powers to give you the right tool for whatever job is needed.I've only played a defender and a Blaster to level 12 or so. but I really cannot tell much a a difference in damage output of my AR/Device Blaster and my Traps/AR Defender. The Defender however is much more hardy and dies much less often.
If you want damage I'd say stick with the Blaster but reroll him with a different secondary (Mental and Energy are both good choices or Ice if you want more mitigation). On the other hand if you want a gadgeteer type character then stick with the Traps/AR. It's got a good mix of Damage and Mitigation that make it able to solo reasonably well as well as being an asset to most teams. You'll also get a lto more use out of your Traps powers than you would out of the Devices powers. Plus it has pretty comprehensive mez protection at level 8, who can say no to that? -
What does happen? Does it block the move or can you use it to have two characters with the same name? If it's the latter I'm totally going to abuse this to rename one of my characters (I have Adeon Hawkwood an AR/Dev Blaster and Adeon Hawkwood MK2 a Traps/AR Defender, same guy two suits of power armor).
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Quote:Sprint can slot Jumping and Running Set IOs but not Universal Travel IOs. Swift (and Hurdle) cannot slot any set IOs. The wiki is a good resource for these sort of questions:Ah nertz..... Can anyone else out there confirm that? I knew IO sets couldn't be put into the universal powers like sprint and the prestige runs like power quick, but thought they were allowed in powers that you had to select in advancement?
http://wiki.cohtitan.com/wiki/Fitness
http://wiki.cohtitan.com/wiki/Inherent_Powers#Sprint
EDIT: Also, some general answers to your initial question:
http://wiki.cohtitan.com/wiki/Limits
http://wiki.cohtitan.com/wiki/Invent...e_Law_of_Fives -
Ummmm.... no. The point was holding the name for your character while he's out dimension hopping not checking if he can keep his name during a transfer.
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Quote:I believe other people have covered the general problems with something like this, but I'd liek to suggest you read the wikipedia article on price ceilings:First of all I realize that rare recipe drops are going to be expensive. I have a problem with just HOW expensive they get. THis makes it practically impossible for lower level characters to get a hold of them. I am suggesting a 1,000,000 influence / infamy cap on pricing in the consignment house / black market. I believe this is a fair cap as it still garners players large sums and still leaves it reasonably available for lower end characters. I know the gold miners and hoarders are going to complain about this but we need a fairer pricing system that allows rarer recipes to be purchased (when available) by lower level characters.
http://en.wikipedia.org/wiki/Price_ceiling -
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Quote:Well the simple solution is to create a new character with your name on the old server to reserve it.The one thing to look out for is names. I've been finding that my name is usually already taken on the new server when I move a character. You get a free rename token. If you move off of one server, and then come back later, there is no guarantee that someone won't have taken your name while you were gone.