UberGuy

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  1. I have a DB/Regen who's going to be very, very pleased by that.
  2. Quote:
    Originally Posted by Werner View Post
    Plus, Dark Armor is kind of strange, its benefits sometimes subtle. I think it will forever remain an unsung hero, a flavor that only a few people enjoy.
    In many ways, that describes all the Dark powersets. Dark Melee has flirted with mass popularity a few times, but mostly those powersets... well, hang in the shadows.
  3. If the question is "would we like them to stack?" I know I'd answer yes.

    But them not stacking is Working As Intended.
  4. Quote:
    Originally Posted by Ra_Ra View Post
    Just had another 2 billion sale on a Gladiator Armor +def Proc
    Heh. I was in the market with you, from almost the angle of your screenshot.

    I should have picked your pocket. >.>
  5. UberGuy

    Winter Lord

    Quote:
    Originally Posted by gec72 View Post
    Does the spawning of a Winter Lord throw an alert in the chat window? I was playing Red-Side last night on Champion but don't recall seeing any (did see at least one Rikti alert though...).
    It does not.
  6. UberGuy

    Winter Lord

    Quote:
    Originally Posted by Master-Blade View Post
    That said.. I'm going to take that as the "unspawning" counting in the running total of the zone, like I implied in my last post.
    It could be is that if Winter Horrdlings "unspawning" counts, you present hunting topped off a count total that others had racked up a bunch of credit towards earlier in the evening.
  7. UberGuy

    Winter Lord

    Quote:
    Originally Posted by Master-Blade View Post
    I didn't even defeat 1 of them, and nobody else was around either... unless if the foes automatically "unspawning" when you get too far away from them counts also...
    They don't "unspawn" until both (a) their present respawns and (b) someone comes in visual range of them. When running rounds looking for presents it's common to find a WH critter who keels over as soon as you see him.

    It simply is not random. If you refuse to believe us, ask the devs.

    Either someone who else was in zone with you was whacking them and you didn't know it (lots of people play in perpetual /hide) or it does count them despawning. It's very, very unlikely that you cause him to spawn yourself. Estimates are that a person clicking gifts solo and defeating their spawns would take several hours to spawn a WL by themselves, given the average rate at which you get Winter Horde spawns and how many you get when solo.
  8. Maybe 41 points of KB protection is a lot more expensive than I realize, but if it's not, I don't pay as much for the rest of that as you seem to.
  9. A wonderful resource on how the game works is ParagonWiki. Like many wikis, it's a player maintained site, so while I find most of its main-stream information to be excellent, be aware that the information on it may be incomplete, out of date, or in error.

    Here is a page from that site on Invention Origin Enhancements, the more complex but also more powerful enhancements for your powers. Near the top are links to the more basic enhancement types.

    Another program for your character building enjoyment is the very excellent Mids' Hero Designer. There's very little Mids' planner doesn't do. Unfortunately that makes it kind of complicated. However, it's quite fantastic for exploring tweaks to and variations on your characters. Some folks spend more time fooling with Mids' than they do playing.

    Finally, all these resources are likely to spawn more questions. There are lots of helpful people around, so don't be shy about asking more questions.

    There's not end game content here so much as there are in some other games. That's actually one reason people are often relaxed about the leveling. There are some fairly challenging Task Forces (or Strike Forces for villains) and a couple of raiding activities that call for 45+ characters (and for which being 50 is much better). They are Hamidon raids, where 35-50 people take on a giant multi-part foe, and Rikti ship raids, where a mass of players fight with level-capped (level 54) dimensional invaders on top of a crashed ship. Of the two, Hamidon has more concrete rewards, giving either special enhancers or a fair chunk of Reward Merits, while the ship raid only offers Vanguard Merits which can be spent on less "loot-like" things. The organization required for Hamidon is much higher compared to a ship raid, however.
  10. Quote:
    Originally Posted by black_barrier View Post
    50 mill a day isn't enough if you're just market pvping.

    50 mill a day means 20 days to a billion. a billion will buy you half a set of apocs; and lets not even talk about pvp ios.
    That sounds like "buy it nao" prices for Apocs.

    What sort of goals make 1B in 20 days "not enough"? You can buy a lot of IOs for that kind of money, including some purple sets. What performance goals are you trying to meet in under 20 days? For how many characters?

    Edit: The above isn't intended to suggest incredulity or act as leading questions. I'm genuinely interested in the answers.
  11. Quote:
    Originally Posted by Katie V View Post
    Another unexpected thing there: about a half-dozen people showed up at the Steel Canyon portal, but when we entered Lord Winter's realm, there were easily three or four teams worth of players, with a mix of heroes and villains.
    This is a matter of timing. People who enter the Winter Realm may be sent to an existing zone if other people have recently "spawned" it. This is one how villains and heroes can end up in the same realm and the most likely way it was occurring during the sneak peek. (They could also enter the same present alongside one another from a PvP zone.)
  12. Quote:
    Originally Posted by Obscure Blade View Post
    As far as the Northern Lights being "unbeatable"; someone said in game that they phased sometime. That might be why some people thought they are indestructible. I know that I certainly killed some.
    They phase when Lord Winter does, and can be attacked when he's not phased. People tend to turn and focus on them during the downtime between LW phasing and the Winter Guardian appearing, but by then it's too late to harm them.

    Quote:
    I don't know if this is significant, but this evening on Pinnacle the Winter Lord DID appear in Port Oakes at least once, and did spawn a Special Present when we beat him.
    He also spawned in Mercy on Justice. I suspect that they fixed this bug from the last beta test of the event and it didn't make it to the patch notes.
  13. UberGuy

    Winter Lord

    Quote:
    Originally Posted by Master-Blade View Post
    Yes. Presents have a certain "chance for" spawning him, just like before.
    While it's how it worked in the past, the Winter Lord does no longer spawns based on a chance. He spawns based on how many Winter Horde have been defeated in the zone. Estimates put the number of WH required at 300-500. The number is cumulative in a zone barring server reset, and it presumably does not matter who or what defeats them.

    Quote:
    but how the heck are you supposed to deal with all the "Northern Lights" spawns? I swear, I targeted one of them and it was "Unaffected" by everything I did. (Okay, it's possible that was from when the Winter Lord was phased out.)
    The Northern Lights phase when Lord Winter does. When he can be attacked, they can too.

    Quote:
    With how few toons can you handle Lord Winter and his Guardians? Is it any idea to do it with just a 8-man team?
    Yes, but it would have to be a highly effective team. Ideally, it would have very strong -Regen, very strong +damage/-DR, and a good core of DPS characters. It is likely that it would have to be all or nearly all level 50 characters.

    Quote:
    And whats up with the co-op zone dialog in the Winter Realm? Can you get in there from, say, RWZ and do it together with Villains?
    Co-op instances are a matter of timing. If hero and villain teams both get inside a special present within some small window of time, they go to the same Winter Realm. One way to do this is to enter "together" from a PvP zone. Presents don't spawn in co-op zones.
  14. It dawns on me that it might be useful to post my understanding of enhancement rules here, because it's relevant to some of the questions in the thread.

    I might not have this exactly right, but I think it's fairly close.

    My understanding is that there are three categories of rules that affect what you can slot in a power, and what it does when you slot it. The categories are...
    1. What of effects a power has on targets
    2. What types of non-set enhancers the power accepts
    3. What sort of Invention sets a power accepts
    Category (2) is usually all the stuff in category (1) plus endurance, recharge and accuracy, where applicable. Some powers have primary effects we can't enhance (Defense debuffs in many Earth Control powers) and some powers lack some or all of accuracy, endurance or recharge (such as passives).

    These three rule categories for power slotting are clearly related, but separate. This means they can interact in interesting ways. For example, under category (1), technically slow enhancements could affect Hasten because they boost recharge effects - they're slows when the base effect applies negative recharge bonuses. Now, even if we could do this, we know it wouldn't do anything to Hasten because Hasten is flagged to ignore buffs and enhancements. However, that never comes up because slow enhancements are not on the list of things you can slot in Hasten, under category (2). Finally, you can't slot any set IOs in Hasten because its category (3), is empty.

    Multi-function, non-set enhancements seem to satisfy all applicable category (2) limits at once. For example, a Membrane HO is a recharge enhancer, a toHit enhancer and a defense enhancer, all at the same time. Widow/Mind Link doesn't accept recharge enhancements under category (2), but you can slot Membranes in it because it accepts Defense enhancers and Membranes count. While it's there, the Membrane's recharge enhancement will enhance Mind Link's recharge.

    Rule category (3) appears to trump category (2). Widow/Mind Link doesn't accept recharge enhancements under category (2), but Mind Link accepts Defense sets, and Defense sets contain recharge enhancers. This isn't the same as the multi-function behavior explained above. Even if there was a pure recharge enhancer in a Defense set, Mind Link would accept it, because it accepts Defense sets, no matter what the individual enhancements boost.

    Pet powers can become really confusing with set enhancers. Dark Servant is a good example of this. If you slot a set in Dark Servant, it will only enhance the category (2) attributes of powers he uses if the set type matches one of the category (1) features of the power. For example, Cloud Senses contains accuracy enhancements. However, this accuracy enhancement will only apply to toHit-affecting powers Dark Servant uses. It would not enhance the accuracy of his Petrifying Gaze, because that power has no toHit component. Similarly, if you slot Touch of the Nictus accuracy enhancements in him (which he accepts), they would only buff the accuracy of his Twilight Grasp, and not of his tentacles or gaze.

    This extends to procs. If you slot a Touch of the Nictus proc in Dark Servant, it will only go off when he uses his heal, a Trap of the Hunter proc would only go off when he uses his tentacles, etc.

    This is why I suspected that the Cloud Senses proc would work in everything except his hold. Procs seem to trigger based off of what category (1) attributes the set enhances. If the set enhances holds, the proc can go off when a power with a hold effect affects the target. If it enhances damage, the proc can go off when a damaging power affects the target*. Cloud Senses enhances toHit, so I figured any toHit debuff would have a chance of triggering the proc. The "accurate" restriction is controlled by rule category (3), and doesn't actually have anything to do with whether the power has enhanceable accuracy. Thus the proc can go off in Chill of the Night, even though that power can't be slotted for accuracy.

    * Procs don't seem to care if the effect they trigger off of itself has a random chance of happening. For example, Telekinetic Blast has a chance of KB, but if you but an Explosive Strike proc in TK Blast it can go off whether or not the power's KB chance kicks in.

    As far as I know, the above isn't documented anywhere in game. It is also immensely unintuitive. I learned much of it here on the forums; my only significant personal research on it has been related to procs. Hopefully if any of my description above is incorrect, someone will notice and be able to correct it.
  15. OK, I finally stopped poking the Winter event and tested this.

    It definitely works in Chill of the Night. I plopped my Dark Servant in the middle of 3 level 50 Dragoons and he slowly killed them all with it. I watched it proc multiple times when my servant was between attacks. I also saw it proc in both Tenebrous Tentacles and Twilight Grasp (lol). In fact, the last poor *** died while held, killed by a proc off of Twilight Grasp.

    Edit: Woah. It censors the word s-o-t?
  16. UberGuy

    Worst Mobs Ever.

    Quote:
    Originally Posted by Crimson Vanquisher View Post
    I'm surprised at the amount of people hating Night Widows and Mu, I always thought all Arachnos troops were underpowered.
    Arachnos are some of the most effective troops in the game short of Vanguard and Rularuu. I consider them more dangerous than Longbow.

    The thing about them is that they have something for everyone. They deal exotic damage all over the place (Toxic, Psi, Energy and Fire are all highly represented). They have a wide variety of resistances. Mu are strongly resistant to cold, fire, energy and negative. Fortunatas are resistant to Psi and some have mez protections. Tarantula Mistresses have have good resistance to all damage types, high resistance to Psi and a hideous toHit and defense debuff. Mu are dangerous end drainers, and the Mu bosses are insane about it. Fortunata Mistresses attack with non-positional Psi attacks. Bane Scouts and Executioners deal really hideous amounts of smashing and toxic damage if you let them, and even the Bane minions hit pretty hard.

    One on one, they're not particularly notable, though you may have one or two types that are a problem for a particular character. On the lowest team size settings, they're not really scary. But if you start turning up your team size, look out. Those debuffs, drains and exotic damage types get downright ugly.

    Personally, I think they're one of the best designed groups out there, exactly because they're heavily diversified. Too many groups do one thing to excess, which eats your face if your're weak to it and makes them a cakewalk if you're not. If you face enough Arachnos at once, you're pretty much guaranteed to face something you're going to be weak to. On the flip side, you don't have to worry about every spawn containing something you deal like half damage to unless the RNG really decides to hate on you.
  17. Quote:
    Originally Posted by Another_Fan View Post
    What I have been getting back is people saying if newbies don't get the pain we had to go through, and we don't get to wail on them with the that extra edge above skill, it devalues our accomplishments.
    Jesus. Where can I buy whatever you're smoking? It's gotta be hot.
  18. Quote:
    Originally Posted by Miuramir View Post
    unless synthetic team size difficulty affects Present spawn sizes, which I didn't think to test
    I feel pretty sure it does not. I was set to +2/x6 today, and got about 4 total beasties on a team of 2.
  19. There is still something strange wrong with his phasing at times. I just ran through an event and on the last section (25% health), he never seemed to phase. I and others were still getting damage numbers off of him (and floaters like SCOURGE and CRITICAL), but his health was actually regenerating, and there was definitely a Winter Guardian out at the time.

    I specifically noticed this because I was staring up in the air looking for the "UNAFFECTED" floaters, and never got them on that pass. It's already ridiculously hard to tell when he's phased, and this sure doesn't help.
  20. Quote:
    Originally Posted by Adeon Hawkwood View Post
    I'm afraid that it is the telsa cage animation, same as the other chance to hold procs.
    Nope, it's not, as EarthWyrm reports.
  21. Quote:
    Originally Posted by Umbral View Post
    The problem being that the Green Mitos don't actually hit you with a -heal debuff. They increase your resistance to healing, just the same as diminishing heals in PvP, so an unenhanceable heal provides no benefit against them. The only thing in game that acts as a -heal debuff is Benumb from Cold Domination.
    I see the same thing on RedTomax, but can tell you that in practice this is not what happens at a raid. My raiding characters with unbuffable heals cannot be stopped from healing, no matter how many green mitos zap away with the green DoT ray of doom. That includes Regen and Fiery Aura characters. Meanwhile, Dull Pain, Aid Self, and Twilight Grasp will all do nothing once you have been hit with two of those same rays.

    I have to wonder if the "not affected by buffs" flag interacts in an unexpected way with heals and heal resistance. The heal is not otherwise flagged unresistible.

    Edit: /Poison also has [Weaken].
  22. I try not to disparage folks for having different ideas of what's fun than I do, but I find it hard not to poke people who have a different idea of what's fun than I do, yet who stand right next to me in a room full of people like me, doing what we're all doing it and hating it.

    That was a helluva sentence.
  23. Quote:
    Originally Posted by GuyPerfect View Post
    I verified this to be the case back before IOs. I don't know if you can get enough damage still, but we can certainly get pretty close.
    You need 353 DPS just to counter the regen rate of a level 50 GM. That's a lot of DPS. I'm backing this out from someone else's Defender Sonic Attack chain and adjusting for differences between Blaster and Defender on -Res and damage scale, but from that back-of-the-envelope work it looks like Blaster Sonic by itself can only muster about 1/2 of what's required.

    There was a recent thread on highest DPS characters, and reference was made to outdoing a Fire/Elec Blaster with a Fire/Fire/Mace Dominator. Including its epic pet, that Dom build was a bit over 400 DPS. Clearly, that's enough. Of course, it was built for sheer DPS and had none of the mitigation you're want in a GM soloing build. Also, the pet wouldn't likely last long.

    I don't know what the Fire/Elec Blaster clocked in at, but even if we assumed the same 400-ish as the Dom, that's only around 50 HP/sec over the regen rate, it'd take a while to whittle a GM down, so the build would need to be pretty tough.

    Some fairly lengthy analysis has gone into highly optimized Scrapper DPS chains, and under really optimal conditions, they were around 300 DPS, which isn't good enough.

    So it doesn't look like anyone can do it without -Regen. While there might be a Blaster build or two out there with the raw power to (slowly) grind down an GM, I'd question whether it's reasonable to have that and the mitigation tools to survive for the time it would take. Contrast that with being able to lop off about 265 HP/sec by throwing a -500% regen debuff at the GM (which it will resist down to about -75% @ level 50). That gives you a lot more build breathing room for other things.