UberGuy

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  1. Unless it's changed, that's definitely not the case.
  2. Quote:
    Originally Posted by Silverado View Post
    Here (includes Deathsurge and Scrapyard)
    The Assault Bot has significant -Regen in its plasma bolts.
    • Regeneration -5 for 30s (30% chance) PvE only [Ignores Enhancements & Buffs]
    (-5 is aka -500%)
  3. Quote:
    Originally Posted by NetMinder View Post
    Midnight is on the :00 and :30 of each hour. We turned in some before 10:30 and some after 10:30pm last night. nothing. There were ghosts in Croatoa so it was "night time". So unless the game servers are way off from the atomic clocks (yeah, i have a radio signal synced clock on my desk), we were in the right time window.
    The game time definitely does not consistently appear in synch with "wall clock" time.
  4. Quote:
    Originally Posted by Bill Z Bubba View Post
    I fail to see how DRMs and MIs tear through my softcapped SR as easily as they do if their attacks had a positional component.

    On the other hand.... as they are +4 bosses when I'm fighting them, they would never have less than a 9.1% chance to hit me. 10.1% chance with spectral wounds.
    DRMs definitely have a positional component on all their attacks. (Well, except Darkest Night, which has no attack roll.)

    Psychic powers
    Dark Miasma powers

    Edit: It boggles my mind how hideous Mask of Vitiation is, given that its duration is twice its recharge time.
  5. Quote:
    Originally Posted by Metacreativity View Post
    On the opposite side of the coin, I have watched a scrapper solo a GM. Granted, it was back in I2 when regen was god and damage on the sets was through the roof. When I5 and 6 hit I'm pretty damn sure it was undoable. With the invention system, I wouldn't put it past some builds.
    Actually, a lot of work has gone into the analysis on this, and there are no Scrapper builds that can obtain the DPS levels needed to overcome a Giant Monster's regen levels. The absolute best DPS builds out there are /Shield Scrappers with saturated AAO, and it's not high enough when paired with the best DPS primaries, like Dark Melee or Fire Melee.

    The major contributor to soloing such entities is large -Regen debuffs. The ones of 500% and larger, even when resisted by level 50 GM resistances, are such as to contribute such a large effective DPS that ATs with much lower inherent raw DPS capabilities can be built to overcome what's left.
  6. You have to watch out, though, because the Demons have a fairly insane-o version of Invincibility. I've never poked them with a power analyzer to see what their toHit bonus is, but if you don't have at least a bit of headroom over the softcap I think you'll notice them applying an annoying amount of damage. I know I've noticed it on my Nightwidow.
  7. Quote:
    Originally Posted by Gaia View Post
    There are a few other absences - off the top of my head Hami (OK its Hami class not a GM presumably lvl 50), the DE monsters in the Hive/Monkey Island, Hydra, Crystal Titan
    Neither Hami nor the DE count as Giant Monsters. Indeed, the DE are tagged simply "Monster". The distinction is that they don't level scale. I am pretty sure they are level 50, since they all do more damage to anyone who isn't level 50. That's Hami too.
  8. Indeed, if it did have a message, it would spam the living daylights out of your logs. These IOs are not "procs" in the usual sense people mean because they always activate when the power does. You would get a message every time Health refreshed your regen rate.
  9. Interesting. I never knew that. Then again, I can't remember the last time I took on an over-level GM. I know I've done it, but very rarely.
  10. When you attack them, the power is scaled to be as if you were the GM's level. When the GM attacks you, the attack is scaled to be as if the GM is your level. Nothing else changes.
  11. Quote:
    Originally Posted by MutantX_7 View Post
    Since no one hit this, I'm pretty sure that the RV AVs were dropped to lvl 50 from 54.
    Yes. There was no patch note for it. Honestly, given how ridiculous their mezzes are under PvP rules, I'm happy it was changed, but I don't know if it was intentional.
  12. Quote:
    Originally Posted by TRTerror View Post
    So the Power Analyzer is showing innacurate results and Kraken would actually regenerate more that is shown?
    I don't know why you think it would be wrong. He has lower HP with the same regeneration % per second. That means he regenerates fewer HP/second. That's not wrong. It's a natural effect of being lower level.

    Quote:
    Still curious though of Krakens lack of mez protection and debuff resistance compared to Jack.
    Most mez protection scales with level. Look at the stats on toggle mez prot powers on your own characters while you change your level slider.
  13. Because Kraken's natural level is like 14, while Jack's is like 30 or 35.

    GMs have levels, just like normal mobs. They have specially coded behavior that makes most effects scale so that anyone attacking them appears to be their level, and vice versa. Behind the scenes, though, Jack has higher stats because he's higher level.

    Besides HP, GMs have a variation of the "purple triangles of doom" we see on AVs, and that's what gives them most of their effect resistances. This resistance scales by level - a level 50 GM (or AV) has vastly more resistance to things like toHit debuffs than a level 15 one.
  14. Quote:
    Originally Posted by Largo View Post
    I would also suggest to set it to -1/ +8 just to see if a different scientists type appears. Then try +1/ +8. It actually might be more survivable,and you can figure out if you can force the Earth Mastery ones not to appear.
    The only way to change their type is to reset the arc. Once you have "generated" the mission, you're stuck with the mob type it has in it. All you'll be able to do is scale their level/number up and down.
  15. Quote:
    Originally Posted by Carnifax View Post
    Just on Cloud Senses, that will only PROC on powers which use Accurate -ToHit won't they? So just Tentacles & Twilight Grasp will PROC, since they're the only 2 powers which require a ToHit checck and do -ToHit. Chill of the Night and Darkest Night won't get to use it (or will they? My Necro/Dark MM really would like to know )
    I strongly suspect they will work, because the powers perform the function that the set enhances. (Accuracy isn't something powers do as much as something powers have.) However, I haven't tested it myself.
  16. Quote:
    Originally Posted by Kidd Kaos View Post
    When the SF/TF ended you had the choice of rare enhancements, recipes, salvage, etc. Now you just get 2 choices Merit or Enhancement.
    Your only choices were:
    • Random Rare Recipe
    • "Power 10" SO (Accuracy, Damage, Recharge, Endurance, etc.)
    If you were running a Statesman Task Force or Lord Recluse Strike Force, you were given an additional option: a random Synthetic Hamidon enhancement.

    That was it. You never were able to choose salvage.

    The options to choose various SOs was widely considered pointless in a world of IOs - especially a world of IOs where a common recipe could be sold to an NPC for more than the price of any SO you could want to buy.

    The option to choose a random rare recipe was replaced by merits, so the devs could better equalize the rewards per task force. Essentially they wanted some TFs to be worth one random roll, some to be worth more than that, and some to be less. You can take your merits and go roll for random drops at Merit Vendors sprinkled in basically every PvE zone.

    The option to choose random Synthetic HOs is still on the STF and LRSF.

    The option to choose random salvage never existed.

    Hope that helps.
  17. [quote=ChaosExMachina;2302387]
    Quote:
    Originally Posted by ChaosExMachina View Post
    Build up is not much of a concern since every primary gets a similar power, but this is one of the specialties of shields.
    The fact that just about every Brute attack set gets something like Build Up reinforces the point. All Brute powers that buff damage function equally less well on a Brute as, say, on a Scrapper. I don't how see /Shield merits special consideration or is uniquely disadvantaged. Fiery Embrace is party of the supposed offensive specialty of Firey Aura, and yet it is just as degraded on a Brute compared to on a Scrapper because more of a Brute's damage potential is an additive bonus on a smaller base.

    There's nothing magically bad about the damage buff from */Shield on Brutes here. It works like everything else similar across the AT.
  18. One thing I realized I didn't mention is that, when a proc checks for activations, it likely only checks whether it goes off on valid targets the area of effect of powers its slotted in. For example, Darkest Night has a maximum number of targets of 16. Even if more foes were caught in the 25' radius, a proc slotted in it probably cannot check against more than the 16 affected foes. This is supposition on my part, however. It seems logical, but I've never tested it.
  19. Quote:
    Originally Posted by ChaosExMachina View Post
    However, this introduces a balance issue. AAO is dramatically less useful for brutes than scrappers. Before, brutes' shield charge advantage was more than enough to make that irrelevant, but now shields are definitely better for non-brutes.
    All Brute powesets beneft less from +damage buffs. This doesn't introduce a balance issue. It might be highlighting an existing one.

    For example, this situation has existed all along for Super Strength with Rage and other sets with Build Up. (Not even mentioning that BU is smaller +damage for Brutes than it is for Scrappers.)
  20. Quote:
    Originally Posted by Heraclea View Post
    I'll admit it was slower here than in Zimbabwe. But the net effect of the excess ratio of inf to goods over the past couple issues was more or less exactly as you describe in the first paragraph quoted.

    Prices skyrocketed, while the inf dropped by mobs over the course of play remained static. For someone for whom mob drops were the chief source of inf, the result was identical. The end result was to force you into a strategy of peculation and speculation on the markets, the only way to gain enough inf to meet current prices; or of hoarding and AE ticket farming, to minimize resort to the market.
    Except this is always in the hands of player choice. It is not like what happened in Zimbabwe, because real people cannot simply start doing something else to make more money, where players in CoH can. Worse, players should be expected to have to use the market as a two-way street. If everyone tries to act as a consumer, the system breaks down.

    In the real world, what happened in Zimbabwe was a crisis and a tragedy. In the game, it called for people to adjust in some very mundane ways. Their refusal is neither a crisis nor a tragedy.
  21. Quote:
    Originally Posted by peterpeter View Post
    Anyhow, I'm not advocating in favor of anything, or complaining about anything. I'm more trying to anticipate. I could be wrong, but I suspect that the devs are not entirely pleased that our in-game currency is being compared to Zimbabwe's.
    I don't see on what basis you can really say, one way or the other. And like Cat, I don't really see that analogy as valid except in the sense that absolute prices went up.

    In Zimbabwe, you would make X Zimbabwe dollars a day on Monday, and a loaf of bread cost Y Zimbabwe dollars. On Tuesday, a loaf of bread could cost 2Y Zimbabwe dollard, but you still only made X dollars a day.

    That's not what happened here, for serveral reasons. One, obviously the price increases weren't so extreme. But more importantly, they didn't represent a major shift in ongoing purchasing power. Yes, if you had a large pile of inf already, it would buy you less after I14. However, your absolute earnings rate on the market generally kept pace with the bulk of goods' prices, because you could sell on the market at increased prices.

    The people who didn't keep pace as well were people who were only using the market to buy, meaning they were buying with purchasing power obtained purely through defeats, mission bonuses and NPC vendor sales of recipes and SOs. Their earnings would stay basically static while the market prices of goods went up*, so they could afford less. However, they were destined to be left behind no matter what, because the richest players would be the ones concentrating wealth by selling the most stuff (either dropped or flipped).

    Unlike the laboror in Zimbabwe, who probably can't just up and change jobs (becoming a bread seller, for example), the player in CoH always has the option to act as a recipe (or crafted IO) supplier to the market. Doing so will always help them "keep up with the Jonses", as it were. They'll at least be able to afford to live in the same neighborhood.

    * What prices actually did in I14 wasn't that cut and dry, and the example of them rising mostly applied to purple sets. A lot of goods decreased in price because supply spiked.
  22. Quote:
    Originally Posted by Miladys_Knight View Post
    Adding salvage into the market system by not spending it for bases and buffs would increase the availability of that salvage and decrease it's price while simultaneously reducing the inf pool by making it used for temporary buffs.
    With no relevance to the rest of your ideas, the market isn't in need of this currently. Right now it's drowning in salvage.
  23. Quote:
    Originally Posted by filcher View Post
    Darkest Night is a targetted toggle so does the proc fire off every 10 secs (or every 5 ticks) or just once when targetted?
    Every 10 seconds, including one check at "zero" seconds when you activate it.

    Quote:
    The toggle affects nearby foes so does the proc also fire off for each foe affected and does it fire off every 10 secs (or every 5 ticks) or once when targetted?
    When the proc is allowed to go off on its 10 second intervals, it checks every target in the area of effect. It has a chance to go off with the listed probability on each target.

    Quote:
    Since foes can move into and out of range of the targetted foe how does that affect the proc?
    They only have a chance to be affected if they are in the area when the proc is checked.

    Quote:
    Tar Patch is a persistant targetted AoE does the proc fire off once when it is activated or does it, like a rain, continue to fire off every 10 secs?
    Mechanically, Tar Patch works just like a rain.

    Quote:
    Since foes can move into/out of the Patch how are they affected by the proc?
    As above for Darkest Night.

    Quote:
    How is a proc slotted into Dark Servant affected?
    A proc in Dark Servant acts based on what the servant is doing. If you slot a hold proc in Dark Servant, it only checks when the Servant uses its hold. Likewise with its immobilize. One of the best things to slot in Dark Servant for frequency of triggering is a Dark Watcher's Despair: Chance for Recharge Slow or a Cloud Senses: Chance of Negative Energy Damage, because so many of the Servant's powers apply toHit debuffs. Particularly, the Chill of the Night aura he uses is always on, autohit and wide-area.

    Quote:
    Does it fire off every 10 secs? If so, what is the radius of affect?
    A toHit debuff proc will check for activation off once per target per 10 seconds in the aura and once per power activation per target in powers like Tenebrous Tentacles and Twilight Grasp. Other procs will check when the powers they could be slotted in on a player are activated. The proc doesn't have a radius of effect, but rather has a chance to affect everything hit by the power it is slotted in.

    Quote:
    And/or does it fire off every time DS uses an attack or only on specific attacks? Does the type of proc matter (i.e. damage vs, say, a slow recharge effect)?
    What the proc delivers to a foe does not matter, but it does matter what kind of set the proc is in. You cannot slot damage sets in Dark Servant. If you slot something like a hold set's proc in him, it will only go off when he uses a hold, etc.
  24. Not everything with enhanced perception automatically perceives you through stealth powers. However, most things with it will see you before (or just as) you reach melee range with them, making it a moot distinction for a lot of Stalker powersets.

    The one true distinction is Rikti drones. They completely ignore stealth. They cannot actually see further than normal, and will not aggro at increased range (even for unhidden characters).
  25. I think my problem with this idea is that I'm not really interested in making concessions for people that bad at simple division and multiplication.

    I also don't think it's as big an effect as you do, because I encounter very few people in game who seem to have that particular problem. In fact, I'd say I meet more people in game who grok the whole relationship between selling things for profit and earning enough to buy things than I do on this forum. Even when I run into people who haven't really thought about that, they often seem more accepting of an explanation of it than folks who post to the contrary seem to.