Aett_Thorn

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  1. No, most heals do work based off of a set % of your max health, and increasing your HP helps with that. HOWEVER, heal powers that also grant resistance (like Healing Flames) are flagged as not to do this, because it messes with the resistance part. As such, heals that do not grant any kind of resistance (such as healing aura) will be affected by +HP accolades and set bonuses, but powers like Healing Flames will not.
  2. Quote:
    Originally Posted by Neo Shadowdream View Post
    /This. Though it was hilarious...
    My Claws/Stone Brute on test laughs at you all. Odd Combo will one day make it to live servers, but until then, he's happy on test, dancing and spinning in Granite Armor.
  3. Quote:
    Originally Posted by Shatterjack View Post
    I don't support the "full respec" idea and never have (it works in some games, but this isn't one of them).

    However, it's worth pointing out that "the devs said no" is a poor argument against any given suggestion, no matter how "obviously" bad it is.
    Really? That seems like a pretty good argument to me. The devs have repeatedly and emphatically said no to this idea. And it's their game. Every lead this game has had has said no to the idea. They're not going to put it in.

    That's kind of like saying "Just because the boss said we shouldn't drink on the job isn't a good reason not to do it."
  4. Quote:
    Originally Posted by Stormfront_NA View Post
    Ok, enough of the BS factor here!

    You keep saying support has tools, I been telling you over and over, yeah they got tools but they are questionably effective, shown you the numbers, can't you read? Or playing coy in a very self-serving manner?
    What numbers have you shown? Seriously. Where are the numbers that back up exactly what you say? Because the only ones that I've seen from you don't support the claim that you are trying to make about them. Their tools fall into a number of categories:

    1) Always on mez protection (Force Field and Sonic)
    2) Mostly always on mez protection (Traps)
    3) Stealth, allowing you to get first shot (Dark, Cold, and Storm)
    4) Buff/Debuff set controls (Dark, Storm, Radiation, Traps, Trick Arrow)
    5) Accuracy Debuffs (Radiation, Dark, Trick Arrow, Traps)
    6) Blast set control powers (all blast sets to some extent)

    Now, the only sets that don't have SOMETHING to help you take out the enemy before you takes a shot at you are Thermal, Empathy and Kinetics. I have yet to see anybody seriously state that Kinetics is underpowered and needs a serious buff. Empathy can do some very nasty things on a team, and is very much a team-focuses set, and the same thing with Thermal. Those sets are designed with a teamer in mind. If you want to solo with them, you don't get much to help you, and that is by design because of how much they can help the whole team.

    Quote:
    You say Melee can not mez mobs reliably, ding, ding, nor can Support! But your protections are 100% reliable! And Melee do have ranged mez ability thru their epic choices, in fact just as strong as those owned by Support; the problem they have "is the same" problem support has with theirs, duh: "Its not reliable"
    So, again, you want your support characters, which act as large force multipliers on teams, to be able to have 100% reliable protection from Mez effects like melee does, even though melee characters cannot possibly buff the team/debuff the enemy anywhere near as effectively as your support characters. Is that right?

    Quote:
    Love your comic book note, that is great, can you tell me any names of any hero that is automatically succumbed to the weakest foe in the field consitently? What is his name? Captain wooz?
    Again, if you are consistently succumbing to the weakest mob in the field consistently, you are doing something wrong.
  5. Also, since I haven't seen it mentioned: you don't NEED to craft IOs. You can get by just fine with SOs. If you want to IO out the character, you can still buy SOs now, and work on getting the IOs in there over time.
  6. Please prove that there is bias in the current system. Until you do that, I see no reason to change it.
  7. Quote:
    Originally Posted by Blue_Blaze View Post
    That does help. Thanks!

    WOW, it doesn't seem like a whole lot tho does it... maybe when the Paragon slots become available and 2/3's by basses ED...
    Well, when 2/3rds is available to bypass ED, then you'll be at:

    S/L: ~78%
    E/NE: ~52%
    F: Still 90% capped
    C: ~17%


    Also note, that while the percentages might not be that large, let's take a look at it another way. If you are at 70% resistance, you are only taking 30% of incoming damage. At 74%, you are taking 26% of incoming damage. If an attack normally does 100 points of damage, you've gone from taking 30 damage to 26 damage, a 13% reduction in incoming damage. At 78% resistance, you're now taking 22 damage, a 26.7% reduction in incoming damage from your current 70% resistance.
  8. Completely random is also completely fair in the long run. Sure, you might run into patches of bad luck, but you'll also run into patches of equally good luck.
  9. Quote:
    Originally Posted by ClawsandEffect View Post
    Just one thing to say about this:

    Oppressive Gloom + Ice Patch + Death Shroud + Cloak of Fear

    Between all those powers you will be virtually untouchable. They'll be stunned, terrorized, and falling down simultaneously, all while taking ticks of damage from Death Shroud. You could pull an agro cap sized group into a corner, put Ice Patch on autofire, and just walk away from the computer, knowing that when you come back that entire group will be defeated. If you slot the Armageddon: Chance for Fire Damage proc in Death Shroud, you can make it go even faster.

    There's actually a LOT of synergy in DA/Ice if you think outside the box about it. I'm leveling one right now in fact. (Which I rolled because I'd never seen one before either)
    Yeah, as soon as I said it, I thought to myself: now there's something I should play. Making all of the auras as light-white as possible, and you can write it off as frost or something. Now, if only we could make the Ice Melee attacks black (Dev's, there's such a thing as black ice: get on this!).

    The only reason I wouldn't think there would be synergy with those powers (at least more so than usual) is that Oppressive Gloom/Cloak of Fear should take care of most minions anyways, so Ice Patch wouldn't be as necessary. Now, if you could get your Ice Patch to only affect the bosses and lieuts, then we'd be on to something. But if it's knocking down something that is stunned already, then it's not working to its full potential like it might with the other sets.

    It's certainly not a bad combo of powers to have, I just see the other sets getting more use out of Ice Patch than Dark Armor would.


    Now, if you wanted to make a melee Controller, then I'd say that Dark/Ice is the way to go. Once you get Oppressive Gloom, Cloak of Fear, Ice Patch, Freezing Touch, and Frozen Aura, you've got stuns, fears, holds, sleeps, and KD. The only thing you're really missing is an Immob and a Confuse, and you can get the immob and another hold from your APP if you so choose. Heck, go Stone APP and you can get another Hold, a ranged AoE stun, and an Immob. Go crazy and with your three power picks from no longer having to pick up Stamina, and go Presence Pool, to pick up another Taunt, a ST fear, and a PBAoE fear. Doing all that would get you:

    2 ST holds
    2 PBAoE fears
    1 PBAoE stun
    1 Ranged AoE stun
    1 PBAoE sleep
    1 Placeable AoE KD
    1 Immob

    That's nine control options. Nothing should ever touch you, as long as your endurance holds out.
  10. Math? Don't mind if I do!

    Okay, so you say that you've got the 33% EndRed/20% DamRes Incarnate enhancement crafted. I'd say that's a good choice for you. You've got 3 DamRes powers in your arsenal there: Fire Shield, Plasma Shield, and Tough.

    This gives you, base, of:

    S/L: 45% Res
    E/NE: 30% Res
    Fire: 60% Res
    Cold: 10% Res

    Now, if we slot those up like you have them (57.52% enhancement), we get the following values:

    S/L: 70.884
    E/NE: 47.256
    Fire: 94.512 (capped at 90%)
    Cold: 15.752

    Now, we add in the Incarnate slot. It's a 20% boost to each of your powers. However, it is subject to ED. The good part is that 1/3 of it is not at this point. So, you're getting 6.67% unaffected by ED, and the other 13.33% is. As such, we'll say that you'll be getting about 7% more resistance enhancement in each power, bringing your enhancement totals up to 64.52%, and making your final values as such:

    S/L: 74.034%
    E/NE: 49.356%
    Fire: 98.712% (still capped at 90%)
    Cold: 16.452%


    Hope this helps!
  11. Quote:
    Originally Posted by ClawsandEffect View Post
    I still think this is a dumb rationale. If people's personal morals dictated what they are willing to do in a video game, games like Grand Theft Auto and Manhunt (to cite some examples) wouldn't be as popular as they are.
    While I do agree with most of your points, I also see it more like this:

    When I come up with a character concept for a game called City of Heroes, most of them tend to be more heroic in nature. Certainly, the other half of the game is called City of Villains, but the base game is still regarded, in my mind at least, as City of Heroes. As such, the majority of my characters would never be evil. It's just not how I see them. Certainly, if I want them to get a patron pool, or some badge over on villain-side, I might take them over there briefly, but for most of their career they will be hero-side.

    I think that a lot of people play this game to be heroic, and so make more heroes. The corollary to that is actually a game like Grand Theft Auto, where you play it to be villainous for the most part, so you don't mind doing evil things.

    Certainly, everyone is entitled to their own opinion on this, just wanted to throw out another point of view.
  12. Quote:
    Originally Posted by IanTheM1 View Post
    Efforts have already been undertaken to reduce this, and I suspect eventually it will be fully fixed without the need for a vet reward. Many contacts already cough up their phone number after 1 mission.
    Aye, but some don't give you their number until you're almost done with them. Heck, I did one of the level 1-5 contacts the other day, and didn't get the guy's number until I was level 5, and done with him anyways. Fixing that would be great, but if it's not fixed for everyone, a Vet reward for it would be nice.
  13. Ice/Ice is definitely a fun combo, though I might be a little biased there.

    However, Ice can go well will Shields, Invulnerability, and Willpower. Why? Because they don't have damage auras, and therefore you can actually use the sleep in Frozen Aura as mitigation against minion attacks, which can be handy.

    Fire/Ice can be good, too, since Fire/ will help out /Ice's lower than average damage, while /Ice helps Fire/ with some more mitigation.


    I've never seen a Dark/Ice Tanker before, and while nothing would really be a poor combo there, there's also not too much direct synergy going on, either.

    I'd say the worst pairing would be Stone Armor, since it generally doesn't need the higher mitigation than /Ice provides, and the slightly lower damage of Ice Melee would be felt more when in Granite Armor.
  14. Turn off the auto-updater feature of Mid's. And make sure that you download the one from the correct site.
  15. Quote:
    Originally Posted by Ray_Ray View Post
    Although I thoroughly enjoy the CoX game and community, I've often thought that the Vet badge rewards were underwhelming.

    Paying $180 a year for an online video game, Veterans (after a certain year) should be given something that really sticks out from the rest of the group.

    A new powerset comes to mind. I have no idea what archetype or kind of power. Just sayin'...
    Vet rewards are meant to be fluff. They aren't supposed to be anything nearly as large as a new powerset.

    You pay $180 a year to play the game. The Vet rewards are thrown in for free. You do NOT pay $180 for the Vet rewards.
  16. Quote:
    Originally Posted by buzsaw View Post
    its doin it in game. 38 to 48 with 1 enemy. ah man im confused...
    Okay, yup, you're right. I was just looking at the number at the bottom of Invinc that Mids had. It was only showing 1.5% for one enemy in range. However, if you look at the effects tab, it'll show you what the actual value is. 5% base, plus 1% per enemy (the 5% only starts when an enemy is in range, though), gives you base 6% with one enemy in range. Slotted to 1.56% or so will bring that up to 9.36% increase. So there ya go.
  17. Quote:
    Originally Posted by buzsaw View Post
    i fugured it out. base is 38% with 1 enemy in range it goes to 48.4% . i dident take into account the 1 enemy.. sorry.. its workin as was supposed to.

    im a dumb ***
    There's no way that it should jump 10% from one enemy. It should just just over 1.5%. There's still a huge problem with that number.
  18. Quote:
    Originally Posted by DSorrow View Post
    Keep in mind that you have to have one enemy in melee to get the Defense bonus from Invincibility. This might be why the numbers in-game are different from those in Mid's.
    Yeah, I chalcked that up to the difference between his 38 and my 40 (since Mids's base is one enemy in range of Invinc). But there's still 4-8% Defense unaccounted for.
  19. Yeah, just opened it up and saw that. Adding up all of your set bonuses and powers, I'm getting 40.515% Defense to S/L. Don't know what is going on here.
  20. Sounds like Mid's has Invincibility set to 10, while when you're in just the combat attributes, you're obviously not getting the bonuses. I'd make sure that you turn down how many mobs Invinc is giving you Def bonuses for in Mids.
  21. Quote:
    Originally Posted by Largo View Post
    So what you're saying is for a power like the knives caltrops, i'd never notice it anyway, because the slow lasts until caltrops wears off, but Id feel it if I was hit with an ice blast because that applies a timed duration slow effect?
    No, that's not what happens. Just to be clear, slow resistance resists the effect, not the time the effect lasts. If you got hit with an 80% runspeed debuff, but you resisted 20% of that, you'd have -64% runspeed.
  22. Quote:
    Originally Posted by Syntax42 View Post
    Status resistance reduces the duration of effects.
    Status resistance does this. DEBUFF resistance, which Slow Resistance is, resist the amount of effect, but does not lower duration.
  23. Aett_Thorn

    Thank you devs

    So I take it the suggestion is for the Devs to keep being awesome?
  24. Quote:
    Originally Posted by MTS View Post
    The odd thing is that some support ATs do have mez protection. Force Field for instance gets mag 8-ish Hold, Stun, and Immob protection in their big bubble. They're still vulnerable to sleep. Also knockback, but several melee sets have that hole as well and it's easily plugged by IOs. Traps gets the same power, but from a pet (so it doesn't suppress if you do get mezzed, but can be killed early by an enemy).

    Powers like Clear Mind Increase Density can't really be viewed as an equivalent, because they (1) can't be used on yourself, and (2) the duration is so short it's not really practical to keep it up on an entire team 100% of the time. ID is particularly bad. Because of its long cast time, it takes nearly 16 seconds to buff 7 people, and that's assuming they're all in range and you queue it perfectly. The buff only lasts for 60 seconds, so by the time you finish buffing everyone, you don't have very long to do other things before you have to start buffing again. CM is a little better but it still falls off rather easily. Thaw is somewhere in the middle, it has a longer cast time than ID at 2.4 seconds, but the 90 second duration of CM, and Clarity is a bit better.
    You seem to be under the impression that those powers need to be cast on the entire team. They don't. Except in high-level missions with a lot of Mez powers, the Tankers and Scrappers probably don't need CM, but the Blasters, Defenders, and Controllers might if you have a bad Tanker on the team who causes aggro spill-over. If the tanker is the focus of all of the attacks, then few people on the team should need CM at all.

    Increase Density is nice for Defense-based Tanker and Scrapper sets, giving them another layer of protection, but the support characters that aren't getting hit don't need it.

    Powers like that aren't meant to be used on all seven other players on your team. Use them accordingly, and they take much less of your time.
  25. Yes, to some degree. Aiming for +Recovery or +Endurance set bonuses will help you out, definitely. However, if you've currently got other sets in your build, then it might hurt to go after those types of bonuses.

    Another good avenue to take would be to make sure that you have all of the +Endurance Accolades.