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They last for as long as the toggle is on, and then 120 seconds after you turn then off. Always been this way.
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Not all bugs can be found on the Test Server, because the live servers and test are slightly different. Also, more people will be using them on the live servers, putting more stress on the system, which can cause more issues to be identified.
Want more bugs to be found? Have more players test out issues before release. -
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Quote:This is correct.As far as I know, you have it right. Damage debuffs and self resistance work independently and stack together very well.
If you have an attack that deals 100 damage, let's say. You hit him with a debuff of 50% -dmg. His attack will do 50 damage to you. If you have an additional 50% resistance to his attack, he'll do half of the remaining damage to you. As such, you'll take 25 damage. -
Quote:This isn't quite true. The rule of five applies to the set bonus name, not how the set bonuses as organized within their set. In this instance, it might be because the BotZ is coded as "small ranged defense bonus," and the thunderstrike as "minor ranged defense bonus." They should probably have the same name, and therefore be subject to the rule of five. But it has nothing to do with the other bonuses in the set.Oddly enough (as I understand it), the Rule of Five only applies to completely identical bonuses.
The Set Bonus for 2 BoTZ is (as per Paragonwiki):
# Two enhancements increases Ranged Defense by 1.25%.
# Two enhancements increases Energy and Negative Energy Defense by 0.625%.
The Set Bonus for 3 Thunderstrike:
# Three enhancements increases Energy and Negative Energy Defense by 2.5%.
# Three enhancements increases Ranged Defense by 1.25%.
Although they both include increasing the Ranged DEF by the same amount, the overall Set Bonuses are not identical (differing amounts on the EN and NEG DEF) and therefore do not count against one another under the Rule of Five.
This, at least, is my understanding of the situation. -
Not much, depending on what side you're on. Villain-side has a bit more than hero-side, but if you know which mobs to look out for, you can handle it.
Also, Resistance resists resistance debuffs, so it's got that going for it. Still, I prefer Defense over Resistance, since if you block the attack completely, you avoid any secondary effects, too. -
Man, if they don't break or somehow show how badly Gauntlet was programmed in each issue, I think the game would implode.
I'm guessing that this is a bug that they will never fix. So, go Tankers! -
Quote:I would agree with this. The crashes on powers don't seem balanced anymore (and actually haven't for a while). I can understand some kind of crash, but a complete crash makes little sense.One could say that it's easier for a level 50 to obtain a base judgement 'nuke' than it is for a new character to gain their level 32/38 nuke.
The Judgement powers are great for destroying mobs quickly, the only downside that you won't have the ability to do so for another minute and a half. Still, they can just keep on doing what they do, and this is not 'unbalanced.'
If such is the case, then how is doing so to a lesser degree earlier from your 'ultimate' blast unbalanced? Out of pure, honest curiosity, I'm just wondering what makes a level 32 blast's crash a balance necessity? I'm especially curious in light of the judgement's treatment. -
Hey all,
My most recent project is a KM/SR/Mu Brute that I'm really liking so far. However, as I plan out his build, with the powers that I want, I'm looking at being over the softcap for Melee and Range by a little bit, but I'm at only about 40% AoE Defense. Looking over the build, can you see how I might be able to get a bit more AoE Defense?
Thanks.
Villain Plan by Mids' Villain Designer 1.92
http://www.cohplanner.com/
Click this DataLink to open the build!
Foerender: Level 50 Mutation Brute
Primary Power Set: Kinetic Melee
Secondary Power Set: Super Reflexes
Power Pool: Leaping
Power Pool: Flight
Power Pool: Fighting
Ancillary Pool: Mu Mastery
Villain Profile:
Level 1: Quick Strike -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(3), T'Death-Dmg/Rchg(9), T'Death-Acc/Dmg/EndRdx(15), T'Death-Dmg/EndRdx/Rchg(25), T'Death-Dam%(31)
Level 1: Focused Fighting -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(7), LkGmblr-Def/Rchg(11), LkGmblr-Rchg+(23)
Level 2: Smashing Blow -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(3), T'Death-Dmg/Rchg(5), T'Death-Acc/Dmg/EndRdx(15), T'Death-Dmg/EndRdx/Rchg(25), T'Death-Dam%(34)
Level 4: Body Blow -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(5), Mako-Dmg/Rchg(9), Mako-Acc/EndRdx/Rchg(17), Mako-Acc/Dmg/EndRdx/Rchg(31), Mako-Dam%(34)
Level 6: Focused Senses -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(7), LkGmblr-Def/Rchg(13), LkGmblr-Rchg+(27)
Level 8: Combat Jumping -- DefBuff-I(A)
Level 10: Practiced Brawler -- RechRdx-I(A), RechRdx-I(11)
Level 12: Power Siphon -- RechRdx-I(A), RechRdx-I(13)
Level 14: Fly -- Winter-ResSlow(A)
Level 16: Dodge -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(17), LkGmblr-Def/Rchg(36)
Level 18: Burst -- Oblit-Dmg(A), Oblit-Acc/Rchg(19), Oblit-Dmg/Rchg(19), Oblit-Acc/Dmg/Rchg(29), Oblit-Acc/Dmg/EndRdx/Rchg(34), Oblit-%Dam(39)
Level 20: Agile -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(29), LkGmblr-Def/Rchg(36)
Level 22: Evasion -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(23), LkGmblr-EndRdx/Rchg(36)
Level 24: Boxing -- Empty(A)
Level 26: Tough -- S'fstPrt-ResDam/Def+(A), Aegis-ResDam(27), Aegis-ResDam/EndRdx(40), Aegis-ResDam/EndRdx/Rchg(43)
Level 28: Lucky -- GftotA-Def(A), GftotA-Def/EndRdx(37), GftotA-Def/Rchg(40)
Level 30: Focused Burst -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(31), Thundr-Dmg/Rchg(37), Thundr-Acc/Dmg/Rchg(39), Thundr-Acc/Dmg/EndRdx(43), Thundr-Dmg/EndRdx/Rchg(46)
Level 32: Concentrated Strike -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(33), Mako-Dmg/Rchg(33), Mako-Acc/EndRdx/Rchg(33), Mako-Acc/Dmg/EndRdx/Rchg(37), Mako-Dam%(46)
Level 35: Quickness -- Flight-I(A)
Level 38: Repulsing Torrent -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(39), Posi-Dmg/Rchg(40), Posi-Acc/Dmg/EndRdx(42)
Level 41: Electrifying Fences -- Det'tn-Acc/Dmg(A), Det'tn-Dmg/EndRdx(42), Det'tn-Dmg/Rchg(42), Det'tn-Dmg/EndRdx/Rng(43), Det'tn-Acc/Dmg/EndRdx(46)
Level 44: Ball Lightning -- Det'tn-Acc/Dmg(A), Det'tn-Dmg/EndRdx(45), Det'tn-Dmg/Rchg(45), Det'tn-Dmg/Rng(45), Det'tn-Acc/Dmg/EndRdx(50)
Level 47: Static Discharge -- Det'tn-Acc/Dmg(A), Det'tn-Dmg/EndRdx(48), Det'tn-Dmg/Rchg(48), Det'tn-Dmg/Rng(48), Det'tn-Acc/Dmg/EndRdx(50)
Level 49: Taunt -- Empty(A)
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Level 1: Brawl -- Empty(A)
Level 1: Fury
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Health -- Empty(A)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(21), P'Shift-EndMod/Acc(21), P'Shift-End%(50) -
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What kind of feedback are you looking for? General feedback? What it's good or bad against? Are you looking for a build?
Help us help you. -
What kind of budget are we working with? What are your goals for the Tanker?
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I don't mean to be rude, but the "casual" players got 18 issues of stuff. I'm okay with giving the players who want end-game content a few issues, and I'm a casual gamer. I have yet to Alpha slot any of my characters, because I'm an altoholic. I'm slowly leveling up a KM/SR Brute that I will want to Incarnate out, but I'm in no hurry, and I'm still having fun with all of the "old" content that is still there.
The new content isn't taking any of my fun away, and I'm sure that once the Incarnate stuff is done, we'll get more content in the lower levels to do.
But some players have been clamoring for an end-game in this game for a long time. The Devs should give them something to do. -
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1) None of the servers are so empty that you can't find a team. However, you just need to know where to look. Try to find some global channels on your server.
2) Any powerset combo can solo. Yes, some can do it easier than others, but there are some attacks already in the power pools that you can supplement your character with.
3) The problem with creating a power pool filled with attacks (especially ranged AoE attacks) is that anyone can take them, including the ATs that already have strong attacks, but could use this pool to get even more. It's not like only those powerset combos that are slower soloers would be able to choose it, right? -
Or, you can calm down a bit, read some, and find out that the maintenance from this morning accidentally caused a server rollback, and that they are trying to fix that.
I would MUCH rather have the Devs working trying to fix the problems than giving us status updates every 15 minutes. -
1) Yes, slotting with accuracy is a good way to do it. However, depending on what you're fighting, there is only so much that you need. For instance, against +0 enemies, one Acc SO caps your chances to hit, so you don't need more. I think that two SOs worth will cap you up to +3s, but someone else may correct me there.
2) 3 Acc is likely a waste, because you'll want to enhance for damage, endurance reduction, and recharge reduction as well. I think 2 is a good place to start. Once you get into putting in set enhancements, 3 SOs worth of Acc is sometimes easy to come by, depending on the sets in question. But hitting more often for less damage isn't as good as hitting more often for more damage. You'll need to find the right balance of Acc, damage, and other aspects. It is also going to depend highly on the sets in question.
3) General slotting can be up to you. However, the common slotting that I see on the boards is either 1 Acc, 3 Damage, 1 EndRed, 1 RecRed, or 2 Acc, 3 Damage, 1 EndRed OR RecRed. For defensive toggles, 3 Defense or Resistance enhancements, and maybe one EndRed (attacks use FAR more endurance than defensive toggles). For auto powers, 3 of whatever the effect is.
However, this is pretty simplistic, and you'll find that there are a lot of exceptions and odd powers that need different slotting. Basically, see what you think is needed, and go with that. -
Quote:3 months - TrenchcoatsSo I worded it wrong. Go to any CC. See how many costume parts are just NOT AVAILABLE to newer players, period.
6 months - Greek symbol chest pieces (yeah, I see those used all the time.../sarcasm)
9 months - Belly Shirt, the Hacker, Desire, and Disco patterns for Females, Scottish Kilts for Males
15 months - two sets of wings
18 months - Samurai Armor
21 months - shoulder capes
27 months - Tech Sleek
30 months - Signature group logos for chest pieces (Freedom Phalanx, Vindicators, Vanguard, Arachnos, PPD, Cage Consortium, CoT, Council)
39 months - Boxing Gloves, Champion (belt), Boxing Shorts, and Boxing (boots)
51 months - Crab Spider, Blood Widow, Mu Mystic, Wolf Spider Helmets
Edit -> So, except for the last two, all are under the three-year mark, which you claim is the cut-off point for new players to feel like they are attainable. And to be honest, I rarely see most of these items used even by the people who CAN use them already. -
If the game itself doesn't interest new players, then vet rewards aren't going to keep them.
Vet rewards are just that, rewards for veterans. They were intended by the Devs to be thank-you gifts to the players that stuck with them through the tough initial times of the game, and provided them the funding they needed to keep going. They achieve exactly what they were intended to do, and don't need to be fixed. -
Quote:Pretty much this. There are no sets for it because you can't enhance it. And the ability to enhance -dmg is problematic, because any powers that did damage and had a -Dmg debuff on them would then be affected by the damage enhancements, as well, if my understanding of them is correct.3 Reasons why not:
-dmg in powers is labelled as not affected by buffs and enhancements.
-dmg is extremely powerful as it stands.
The enhancements would need to be on the same enhancement schedule as +dmg making them overpowered.
If they were to make -dmg enhanceable I would predict that all the powers effects would be cut in half to balance it, meaning you would need to enhance it to the ED limit to reach current numbers. -
Yup, you're not running into the Defense Cap, which Invincibility and Tough Hide won't get you to alone, you're running into the Enhancement Diversification (ED) caps. Basically, like Spad said, more than three SOs worth of enhancement is wasted on a power, and you get very minimal returns for anything more than that.
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First off, welcome to the game and to the forums!
I'm going to break this up a little bit and make it easier to read.
Quote:CoH and CoV and Praetoria are all the same game to some degree. For instance, if you buy just CoH somehow, you have access to CoV as well. However, in order to access the Praetorian content, you need to have purchased Going Rogue (however, purchasing Going Rogue gives you access to all three sides).First off is CoH and COV and Going rouge 3 separate games as in will you run into players from the Praetorian cities? I'm sure you'll see people from the CoH but I assume that's for the PvP side of things.
However, the only time you will interact directly with people on the "other side" is in PvP. But if you have Going rogue, you can switch sides.
Quote:Are there costume options and archetypes that u can ONLY access being hero/villain/Praetorian?
If you start on hero-side, you can only make the hero Archetypes (ATs), and if you start on villain-side, you can only make the villain ATs. If you start in Praetorian, you can make any non-epic AT from either side. Epic ATs are linked to their respective sides, and open up once you get a level 20 villain or hero, respectively. Getting to level 20 as a hero gets you Peacebringers and Warshades (Kheldians as a generic term), and getting to level 20 as a villain gets you Arachnos Soldiers or Arachnos Widows. Eat of the Epic ATs can only be created on it's respective side of the game.
Quote:I also would like to know if there is a site or something that gives a better description of the Archs and powers and maybe some build suggestions. -
In the head area of the costume creator, there is actually a whole subset for hats. It's just before you can choose hair or anything like that. One of the drop-downs should give you options for 'normal,' 'masks with hair,' 'full masks,' etc. One of the options in that will be for hats.
Edit -> Yes, there is a way to change how your character looks. You will need to find one of the Tailors or Facemakers, depending on what side you're on (Tailors for heroes, Facemakers for villains, forget what in Praetoria, but something like a Tailor). They will charge you a small fee to change how you look, with higher values the more you change and the higher your level. -
Quote:Sorry, was typing quickly and made a typo. I meant "many powers" not most. Yes, on most it will not turn into KB (though it is painfully close), but there are a number of them that it will change it to KB.This is NOT true. This very thread has demonstrated this is NOT true. It baffles me that someone would post that non-true statement in this thread where it has been spelled out mutliple times that it is NOT true.
KD turns into KB against -2s on most powers against almost all enemies. Almost all -1s still only suffer KD when hit by almost all KD powers. Quick Strike should be fixed to 0.67 KB, IMO, although it is almost a non-issue generally.