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Posts
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Joined
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Quote:Not quite.So, if you slot a set of SBE Kinetic Combats in your Brawl and then do Positron's Task Force Part One, your Kin Combats will act as level 20 enhancements. They'll be reduced in enhancement value by the Exemplar scaling system and will lose their set bonuses because you're more than 3 levels below the enhancement levels.
The enhancement scaling doesn't go from 20 to 15, it goes from the current, natural level of the attuned enhancement to 15.
http://paragonwiki.com/wiki/Attuned -
My main issue with Dez is the use of just one garter belt.
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Devs are on record:
- Everything that can reasonably be proliferated, will be.
- Sets easiest to port will be ported first.
- Sets that require changes in powers and animations really isn't proliferation and is just about as much work as a brand new set, and given the choice between more of the same and something new, they'll go with something new.
So... this tells me that Dominator Illusion will require some significant changes (most likely for the reasons Airhammer gives above). This moves it to the bottom of the list for proliferation. -
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Quote:4 levels below. They work all the way to 3 levels below.No and no. As Lisa and Z man are saying, normal IOs that you get in game no not "scale down" their set bonus. They retain their set bonus until you are at 5 levels below the actual level of the IO, then *poof* it's gone. (Enhancement bonuses for in-game IOs do scale, I believe.)
Quote:Store bought sets keep their bonus all their way down to the minimum level of the set. For LotG, that means the set bonuses for a level 50 LotG are effective all the way down to level 25. Big difference in performance when exemplaring down.
Here's how they work:
http://paragonwiki.com/wiki/Attuned
Quote:IOs have different ways of working. Procs function at any level regardless of the level of the IO. So if you put a level 50 damage proc in your attack, it will work even if you exemp to level 1.
Quote:Some interesting things are considered "procs," including Numina/Miracle/Regen Tissue/Performance Shifter, stealth IOs, and so on.
Quote:The new LotG in the store which scales by level allows you to have both. The +DEF strength of a level 50 IO which still works down to level 22. -
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Quote:25-50.Keep in mind that all of the SBEs have a minimum level; however the set bonuses and global enhancements work throughout their whole level range (LOTG is level 30-50) and three below that.
The advertisement for it mistakenly made it 30-50.
Numina is 30-50, which is probably where the confusion came from.
The min levels of the big-time magic Special IOs:
- Steadfast+Def All 3%: 10
- Celerity+Stealth: 15
- Miracle+Rec: 20
- LotG+Rech: 25
- Numina+Rec/Reg: 30
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The Rulushin are more like the Watchershin. I'd prefer more costuming pieces that the Big Guys have. We *need* more skirts/loin cloths/breech cloths/tunics for men. And this is the opportunity to do so (and update the Rulushin from the Valkyrie skirts to a more Rul-ific variety).
The art style of the Big Guys is worthy of copying for players (and would make a good addition to the Rulushin if that faction were ever to be leveraged... Darren Wade SF anyone?).
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I would never say a Tanker is not useful on a team.
I would say a *second* Tanker is not useful on a team. And I wouldn't say that about any other AT.
When you trade out melee for more squishies, you get more damage multipliers and more mitigation done because of the synergy of the buff/debuffs/mezzes.
When you trade out squishies for more Scrappers, Brutes, and Stalkers, you get a lot more spike damage done, which is less need for mitigation.
When you trade out anyone for a second or third or more Tanker, you get more people standing around going "uhhhh" 'uhhhh"... which doesn't do much more than when one Tanker was doing it. The mitigation doesn't really increase with extra Tankers (except for edge cases of multiple simultaneous spawns). And their damage isn't spectacular. They're not a multiplier of anything else. So... what's the use?
Just like Shield Defense has mechanics for team defense multipliers, so, too, should Tankers in general. For each extra Tanker, there should be a team defense bonus. And for each extra Tanker, they (and not the whole team) should get a Damage bonus.
This way, extra Tankers are as useful as any other extra AT. This gives the second Tanker a role on the team as a damage dealer and as a source of mitigation without having to spam Taunt like the "main Tanker" is doing. -
I wouldn't pay for the LotG+Recharge because I'm swimming in them. They're only 2 A-Merits. That's 5.5 Speed-Tip Missions a day over four days. Or two 8-minute SSAs over the course of 2 weeks. Or 100 Merits + 40 Million Inf over two days (and if I run the Incarnate TFs of Apex and Tin Mage, I can get 160 Merits for 100 minutes' work).
I create a surplus of LoTG+Recharge and Numina+Rech/Rec and Miracle+Rec and Celerity+Stealth all at their lowest level and sell them for over 100 mil Inf each. Well, the Numina and LotG market has just crashed, so, I'll be sticking to Miracle and Celerity now.
As far as I'm concerned this still hasn't reach pay2win... yet. Not when these items are rather easily and deterministically produced in-game. And also not when their benefits don't make them stronger than what can be found in-game. In fact, what's closer to pay2win is the Enhancement Boosters where I can take a regular set of Numinas and get a good deal more Enhancement from them. These Attuned *may* be considered an advantage for exemplaring... but a second build built for exemplaring would still be stronger.
And I'm not ready to dive into Attuned sets until their level range is expanded from 20 to 50 for all of them. I really would like to pay for the convenience of slot-and-forget, and so far, only 2 of them come close to that. -
Join EXALTED CHANNELS TALK CHANNEL and we'll discuss it.
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They're real benefit is being able to slot them as you're leveling, and they level up with you to their maximum aspect enhancement.
And while the aspect enhancement gets hit by exemplar scaling, the bonus remain to a pretty low level.
So, that's two things they do that ordinary versions can't. -
Quote:If you are a VIP, and Tier 8 is full, and you have Tokens to spend, then, yes, you should be able to simply click on the Tier 9 VIP rewards and get them. Since you can't, open up a support ticket with Customer Service.I'm a Tier 9 VIP player. I earn reward tokens, and can spend them on the Tier 9 repeatables. They all show up with their little green spinning arrows around them, and I can choose them and spend the tokens and get the rewards.
But I can't choose the VIP rewards and get the Celestial costume pieces. They show up, but nothing happens when I click on them. Is this something that I should be able to access? I figured I should be able to because I can access the other Tier 9 rewards. -
You can't. Only a Moderator can.
Send a PM (private message) to Avatea with your new requested name. -
Stats, facts, marketing, and English are all used quite loosely in those articles.
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<johnny butane>They're not completely invulnerable like Superman, even when they take the Invulnerability set!</johnny butane>
Just wanted to get that out of the way. -
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When I was six, the only silicon based tech I had to play with was dirt.
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Was the friend spamming a channel in an attempt to sell a farm and perhaps got hit by a bunch of annoyed fellow players with /ignoreasspammer?
When enough people use that, the target is auto-squelched and a GM looks into it. -
If you want something like this, then create this file with Notepad, or preferrable, Notepad++
City of Heroes/costumes/Pilgrim.costume
And cut and paste the following into the content of Pilgrim.costume:
Code:In the costume creator, chose the male model and then to saved costumes and look for Pilgrim.{ Scale 8.791 BoneScale -0.356 ShoulderScale 0.3011 ChestScale -0.1343 WaistScale -0.01879 HipScale 0.2857 LegScale 0.008747 HeadScales -0.1012, 0.3671, -0.79 BrowScales 0.4412, -0.008055, -0.8602 CheekScales -1, 0.2754, -0.79 ChinScales 1, -1, 0.7224 CraniumScales -0.51, -0.72, -0.3958 JawScales 0.04632, -0.02342, 0.2449 NoseScales 0.1695, 0.1658, 0.218 SkinColor 255, 214, 201 NumParts 28 CostumePart "" { Geometry Tucked_In Texture1 Baggy_01 Texture2 !HIPS_Blend DisplayName P887196332 RegionName "Lower Body" BodySetName TuckedIn Color1 59, 59, 59 Color2 0, 0, 0 Color3 0, 0, 0 Color4 0, 0, 0 } CostumePart "" { Geometry Jackets_Sleeves Texture1 !Chest_FancyShirt_01 Texture2 !CHEST_Peak DisplayName P566009771 RegionName "Upper Body" BodySetName Jackets Color1 31, 31, 31 Color2 255, 255, 255 Color3 0, 0, 0 Color4 0, 0, 0 } CostumePart "" { Geometry V_MALE_HEAD.GEO/GEO_Head_V_Asym_Standard Texture1 skin_v_head_77 Texture2 none DisplayName P687117166 RegionName Head BodySetName Hats Color1 227, 227, 227 Color2 171, 171, 171 Color3 0, 0, 0 Color4 0, 0, 0 } CostumePart "" { Geometry Smooth Texture1 skin_bare Texture2 none DisplayName P3937616722 RegionName "Upper Body" BodySetName Jackets Color1 0, 0, 0 Color2 0, 0, 0 Color3 0, 0, 0 Color4 0, 0, 0 } CostumePart "" { Geometry Folded Texture1 leather_02a Texture2 none DisplayName P2104750136 RegionName "Lower Body" BodySetName TuckedIn Color1 0, 0, 0 Color2 59, 59, 59 Color3 0, 0, 0 Color4 0, 0, 0 } CostumePart "" { Geometry Leather_02 Texture1 Leather_03a Texture2 Leather_03b DisplayName P177456852 RegionName "Upper Body" BodySetName Jackets Color1 171, 171, 171 Color2 0, 0, 0 Color3 0, 0, 0 Color4 0, 0, 0 } CostumePart "" { Geometry N_MALE_Pilgrim_Hat.GEO/GEO_Pilgrim_Hat Texture1 !X_Pilgrim_Hat Texture2 none DisplayName P4104497066 RegionName Head BodySetName Hats Color1 51, 17, 0 Color2 0, 0, 0 Color3 0, 0, 0 Color4 0, 0, 0 } CostumePart "" { Fx none Geometry none Texture1 none Texture2 none Color1 0, 0, 0 Color2 0, 0, 0 Color3 0, 0, 0 Color4 0, 0, 0 } CostumePart "" { Geometry none Texture1 none Texture2 none DisplayName P2793026233 RegionName Head BodySetName Hats Color1 199, 199, 199 Color2 171, 171, 171 Color3 0, 0, 0 Color4 0, 0, 0 } CostumePart "" { Geometry none Texture1 none Texture2 none DisplayName P2281134661 RegionName "Upper Body" BodySetName Jackets Color1 199, 199, 199 Color2 171, 171, 171 Color3 0, 0, 0 Color4 0, 0, 0 } CostumePart "" { Geometry none Texture1 none Texture2 none DisplayName P772741860 RegionName "Upper Body" BodySetName Jackets Color1 0, 0, 0 Color2 0, 0, 0 Color3 0, 0, 0 Color4 0, 0, 0 } CostumePart "" { Fx none Geometry none Texture1 none Texture2 none Color1 0, 0, 0 Color2 0, 0, 0 Color3 0, 0, 0 Color4 0, 0, 0 } CostumePart "" { Fx none Geometry none Texture1 none Texture2 none Color1 0, 0, 0 Color2 0, 0, 0 Color3 0, 0, 0 Color4 0, 0, 0 } CostumePart "" { Geometry V_MALE_NECK.GEO/GEO_Neck_Wizard_Beard_01 Texture1 !Neck_V_Wizard_Beard_01 Texture2 !Neck_V_Wizard_Beard_01_Mask DisplayName P2371314042 RegionName Head BodySetName Hats Color1 115, 115, 115 Color2 31, 31, 31 Color3 0, 0, 0 Color4 0, 0, 0 } CostumePart "" { Fx none Geometry none Texture1 none Texture2 none Color1 0, 0, 0 Color2 0, 0, 0 Color3 0, 0, 0 Color4 0, 0, 0 } CostumePart "" { Geometry Half Texture1 Cape_Top_01 Texture2 none DisplayName P1987928225 RegionName Capes BodySetName HalfMantle Color1 51, 17, 0 Color2 31, 0, 0 Color3 31, 0, 0 Color4 97, 30, 30 } CostumePart "" { Geometry none Texture1 none Texture2 none DisplayName P33398819 RegionName Capes BodySetName HalfMantle Color1 0, 0, 0 Color2 0, 0, 0 Color3 0, 0, 0 Color4 0, 0, 0 } CostumePart "" { Fx capes/CapeShortMale.fx Geometry none Texture1 Cape_01 Texture2 Cape_Blend DisplayName P4269015351 RegionName Capes BodySetName HalfMantle Color1 51, 17, 0 Color2 31, 0, 0 Color3 31, 0, 0 Color4 97, 30, 30 } CostumePart "" { Fx AurasPath/Shrubbery/Shrubbery_IdleAndTrail.fx Geometry none Texture1 none Texture2 none DisplayName P3636920680 RegionName Special BodySetName "Path Auras" Color1 127, 42, 0 Color2 0, 0, 0 Color3 0, 0, 0 Color4 0, 0, 0 } CostumePart "" { Fx none Geometry none Texture1 none Texture2 none Color1 0, 0, 0 Color2 0, 0, 0 Color3 0, 0, 0 Color4 0, 0, 0 } CostumePart "" { Geometry V_MALE_TOP.GEO/GEO_Top_Lab_Coat_02 Texture1 !Top_V_Lab_Coat_01 Texture2 !Top_V_Lab_Coat_01_Mask DisplayName P828551227 RegionName "Upper Body" BodySetName Jackets Color1 51, 17, 0 Color2 51, 17, 0 Color3 0, 0, 0 Color4 0, 0, 0 } CostumePart "" { Geometry V_MALE_SLEEVES.GEO/GEO_Sleeves_Lab_Coat_01 Texture1 !Sleeves_V_Lab_Coat_Sleeve_01 Texture2 !Sleeves_V_Lab_Coat_Sleeve_01_Mask DisplayName P90216369 RegionName "Upper Body" BodySetName Jackets Color1 31, 31, 31 Color2 143, 143, 143 Color3 0, 0, 0 Color4 0, 0, 0 } CostumePart "" { Geometry none Texture1 none Texture2 none DisplayName P1848153390 RegionName Head BodySetName Hats Color1 0, 0, 0 Color2 0, 0, 0 Color3 0, 0, 0 Color4 0, 0, 0 } CostumePart "" { Fx none Geometry none Texture1 none Texture2 none Color1 0, 0, 0 Color2 0, 0, 0 Color3 0, 0, 0 Color4 0, 0, 0 } CostumePart "" { Fx none Geometry none Texture1 none Texture2 none Color1 0, 0, 0 Color2 0, 0, 0 Color3 0, 0, 0 Color4 0, 0, 0 } CostumePart "" { Fx none Geometry none Texture1 none Texture2 none Color1 0, 0, 0 Color2 0, 0, 0 Color3 0, 0, 0 Color4 0, 0, 0 } CostumePart "" { Fx none Geometry none Texture1 none Texture2 none Color1 0, 0, 0 Color2 0, 0, 0 Color3 0, 0, 0 Color4 0, 0, 0 } CostumePart "" { Geometry none Texture1 none Texture2 none DisplayName P546439883 RegionName "Lower Body" BodySetName TuckedIn Color1 0, 0, 0 Color2 0, 0, 0 Color3 0, 0, 0 Color4 0, 0, 0 } CostumePart "" { Color1 0, 0, 0 Color2 0, 0, 0 Color3 0, 0, 0 Color4 0, 0, 0 } CostumePart "" { Color1 0, 0, 0 Color2 0, 0, 0 Color3 0, 0, 0 Color4 0, 0, 0 } }
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You mean what level is she in Kender levels?
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Quote:It should get fixed, agreed.I stopped reading after this....
Can we please for all that is good and holy, please fix the emails that are being sent out?
In the meantime: Link to it here. -
Yo, I'm gonna be over here herding them things, kthxbye.
Can't hear you, dude, Imma herding the snick outta these things, weeee!