Zombie Man

Ebil-o FTL June-21 & Feb-22-2010
  • Posts

    10412
  • Joined

  1. Quote:
    Originally Posted by Draeth Darkstar View Post
    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.
    Not quite.

    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
  2. My main issue with Dez is the use of just one garter belt.
  3. Devs are on record:
    1. Everything that can reasonably be proliferated, will be.
    2. Sets easiest to port will be ported first.
    3. 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.
  4. Quote:
    Originally Posted by gameboy1234 View Post
    Er, LotG is 25-50, yes? Or possibly I'm losing my mind.
    Oops. My mistake.

    And, you *are* losing your mind.
  5. Quote:
    Originally Posted by gameboy1234 View Post
    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.)
    4 levels below. They work all the way to 3 levels below.


    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.
    Level 22. And yes, the enhancement of the aspect scales.

    Here's how they work:

    http://paragonwiki.com/wiki/Attuned



    Quote:
    Originally Posted by Dispari View Post
    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.
    As long has you have access to the power. With Procs that rely on the power to 'go off', they won't go off if the power can't be triggered. So, with Procs, if the power is greyed out, then no procking. But this also means, as you point out, their level is irrelevant. A level 50 Proc in Brawl will go off even exemplared to Level 1 since Brawl isn't greyed out at Level 1.

    Quote:
    Some interesting things are considered "procs," including Numina/Miracle/Regen Tissue/Performance Shifter, stealth IOs, and so on.
    Yep. Their level doesn't matter, though, the lowest level IO of each group is worth a lot on the Market because people want to slot them early. But if you're already Level 50, for instance, any level of those Procs will work as good as any other level.


    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.
    The DEF enhancement will be exemplar scaled from 50 to level 22. It will not be at level 25 strength. See link above.
  6. Quote:
    Originally Posted by Aggelakis View Post
    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.
    25-50.

    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
  7. 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?).




  8. 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.
  9. 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.
  10. Join EXALTED CHANNELS TALK CHANNEL and we'll discuss it.
  11. 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.
  12. Quote:
    Originally Posted by Barata View Post
    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.
    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.
  13. Zombie Man

    Newbie Question

    You can't. Only a Moderator can.

    Send a PM (private message) to Avatea with your new requested name.
  14. Stats, facts, marketing, and English are all used quite loosely in those articles.
  15. <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.
  16. Quote:
    Originally Posted by ArcticFahx View Post
    I stopped actually looking at what people put as their location a long time ago, when I realized that most people put a joke location in that field.
    The nerve!
  17. When I was six, the only silicon based tech I had to play with was dirt.
  18. 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.
  19. Zombie Man

    New Character

    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:
    {
    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
    }
    
    
    }
    In the costume creator, chose the male model and then to saved costumes and look for Pilgrim.
  20. You mean what level is she in Kender levels?
  21. Quote:
    Originally Posted by Energizing_Ion View Post
    I stopped reading after this....


    Can we please for all that is good and holy, please fix the emails that are being sent out?
    It should get fixed, agreed.

    In the meantime: Link to it here.
  22. Yo, I'm gonna be over here herding them things, kthxbye.

    Can't hear you, dude, Imma herding the snick outta these things, weeee!