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Posts
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Joined
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I *am* the baby-eating Bishop of Bath and Wells!
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[ QUOTE ]
Just slotted Touch of Lady Grey : Chance for Negative Energy Damage in my Freezing Rain.
I was ... unhappy ... to be the one actually hit by the negative energy damage.
Screen Shot
I hadn't seen the Touch of Lady Grey mentioned as being bugged before, or I wouldn't have slotted the proc yet.
So ... just a heads-up.
[/ QUOTE ]
Just incidentally, this has also been happening when the proc is slotted in Call Enforcer for MMs. Basically when you summon them the proc hits you. Lousy ingrate minions!
It sounds like the new patch will be fixing this, and should restore functionality to the Perf Shifter proc in folks with Enddrain resistance. What I am unable to determine from the notes is whether the rest of the Perf Shifter set will now work...see above posts on the bugginess when slotted in Stamina.
Anyone know if this will be fixed? Castle's not answering my PM. -
It certainly works, not sure why it felt wrong. Perhaps the main issue is wanting to see which attack missed, and what's left in the chain etc. which tray changing permits.
As for the mouse issue, I never take my hand off it (with the right button usually depressed) unless I'm typing chat.
This is definitely a playstyle thing, but I find that Q and E change my character facing way too jerkily and slowly. In comparison, with the mouse I can change my front view precisely and almost instantly.
In a set that is very cone dependent I want to be able to tab or left-mouse select a foe, jump over his head, spin to just the right angle, and take out 3 baddies at once. I know the game auto-spins you when you attack, but I'd much rather actually control the direction I'm looking at all times.
Again, it's personal choice. I've just always done it that way. -
I had set up something very similar to this on Test, but found the need to reload the bind or cancel out if you miss to be a bit clunky.
I even tried binding a key to do "nop/reload bind" when I missed. Still not quite smooth enough for me.
As the latest incarnation, I put the Weaken sequence and Blinding Feint in Tray 1, slots 1-4 (thus Empower and Weaken easily accessible).
I then wrote a pair of Macros to jump to Tray 2 or 3, and put the Macro buttons (AV and SW) in slots 5 and 6 of Tray 1.
Trays 2 and 3 have slots 1-3 with the AV and Sweep combos respectively, and then Macros keyed to flip to the other Trays in slots 4-5.
All trays have the extra attacks from the other combos occupying the next slots in the tray, so if I miss I can at least fire SOMETHING and switch to the tray I want while the attack (usually Blinding Feint) animates.
This way I can keep switching my left hand between the left side of the number key row and the movement keys while my right hand stays on the mouse. It needs a little bit of practice, but can work very smoothly without interrupting the attack flow and the leaping/moving to get the best cones lined up.
Another thought I've been flirting with: I have a 5 button mouse. I might assign a bindload to one of the side buttons that can flip quickly through the trays instead of using the Macros. Could save some space on the bars. The only problem is a lack of labeling. Being able to label the macros "AV" and "SW" has been very nice.
in any case, still trying different methods to see which one feels the best/easiest. Very much would like to hear other takes. -
There's an interesting point with regard to the length of the swords. In most of the shots they look fine, standard sabre length. In the one with the blond they look *huge*!
I'm thinking she's a very small character, and that the blades don't resize to her body. Thus they look really big - in that shot only.
Is this an issue with other sword types in-game? I hadn't particularly noticed. -
Now there...ladies and gentleman...is a post that cries
DOOOOOOOooooooommmmm!
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I've got it...in I11 Nemesis, seeking to repair his shattered reputation, activates a device designed to turn back time and prevent CoV villains from ever having escaped from the Zig, thus proving to all and sundry that he is actually the true hero.
The current CoV villains exist outside of this paradoxical time-line, and need to alter events so that their escape actually occurs as planned! -
Speaking of teasing...have you read the Paragon Times? Either this is Arctic Sun's way of tweaking a lot of members of Cryptic or our favorite short Task Forces are about to go away in I11...or both.
Katie Hannon and Ernesto Hess are listed among the dead, along with Sara Moore and a bunch of others, including numerous contacts! -
Well, he *is* usually referred to as "The Eternal Nemesis"....
And his reputation is certainly taking a shellacking in the I10 RWZ story arcs.
Not sure about the 5th Column, but it sure looks to me like the big Stanley Steamer is going to stage a come-back in I11. -
Culex,
Thanks so much again for all your work on this. These numbers are (as always) a god-send.
Countless times I run into a critter and say to myself, "Wow, I wish I knew what sort of damage would actually work on these buggers, 'cause what I'm using ain't cutting it!" Then I turn to your spreadsheet, and I learn the answer.
Or rather, I know how badly that alt is scrod against that particular villain type, but knowing is half the battle.
The mez protection stuff has been the most helpful, as always. It's also great to finally see the level of defense that Carnies have against Psi. Now at least I know how much "tohit" I need to handle them.
Great info. -
Riot, I and many others have encoutered this during invasions. I think it's a similar thing to when you've destroyed a DE Boulder and it spawns the little rock pets, or if you defeat a Clockwork boss and it spawns gears.
For a few seconds you can target them but you can't hit them (notably if you have pets like PA or Phantasm they seem to have no problem attacking right away). I think the massive lag during the invasion is magnifying this effect, leading to long delays while Rikti teleport in.
They just can't be attacked while they are spawning, and the spawn time is getting stretched. You'll notice that if you look where you've targeted you often can't see anything for a bit, and then the target will suddenly pop visible. Just guessing here, but it seems consistent.
And heh, Zombie...new bug same as the old bug. Ah well. That lvl 35 Freak is still there, just never saw him before. -
A new bug... just last night saw a pair of Freaks breaking
into a building in south Faultline. One was a level 20 lieut. The other was a LVL 35! His name, curiously, was "Rikti Freak Gunner".
Bugged in game. Reminds me of the lvl 35 warwolf bug from the last update. -
The impact sound of Grav control Propel (the WHAM as you ricochet a car off a villain's head) is gone, replaced by silence.
Rest of the animation and sound is ok. Tested inside and outside in multiple zones on multiple villain types.
Already bugged in-game and PM'd Castle (who said he'd look into it). -
Soooo...it can't be slotted in Health (resist: sleep)?
I'd like it confirmed that it will work with Dull Pain, Instant Healing and Fast Healing. -
I believe that Jaegers do require two shots of Confuse, but I'll check it for you this evening. To my knowledge the Jaegers are neither Fear'able, nor Sleep'able, like almost all true robots (Clocks being the exception). They also blow up when you kill them.
I love controllers, and I reeeeaaallly hate Jaegers.
Sadly, despite all my play time and levels I have never done anything of significance in the Shadow Shard, so no dice there.
Interestingly the Automatons act (IIRC) more like humanoid soldiers. They sleep, for one thing, and can be knocked back with something resembling success.
Btw, I believe that Nemesis soldiers are particularly sensitive to sleep, and have been told in the past that they sleep extra long. Fairly sure I confirmed that was the case, but it was over a year ago.
One interesting dataset not generally available in addition to the damage resistance stuff is mob defense. Anyone will tell you that Rikti drones are damn near impossible to hit consistently without some sort of accuracy boost. Also, the Carnies as a block have increased defense (not sure how much) against Psi attacks. They gave my Mind/TA absolute fits because he often couldn't hit them even with 2 accs slotted. I'm certain there are more.
Hope your fever gets better soon!
Edit: Confirmed, Jaegers are 1) immune to fear and sleep, and 2) require 2 applications of confuse unless a critical occurs. Also, Warhulks are fear immune and both they and the Fake Nems require 2 confuses. Humanoid Nemesis and Fake Nems are fear resistant but can be feared with stacking. -
Culex, I'm sorry I hit a hot button there. I wasn't critiquing the guide, nor was I in any way demeaning your work or absolving myself from testing. Nor have I read the entire thread.
As you can see from my sig I have 3 level 50 trollers with no compunctions whatsoever about using mezzes of all kinds on every conceivable mob. I am very clear on the usual resist patterns. My primary purpose in using your guide is to spot-check myself when my memory goes regarding mez resists. I've already done the work, but sometimes I forget and your spreadsheet helps a lot with that.
My primary reason in commenting on the missing data for Nemesis is that there had been numbers present for them in the previous version of the table, and I lost them when I upgraded to the new one.
I previously sent you a PM regarding the fact that Nemesis should show a +1 Mag for their confuse resists. 3 for minions, 4 for lts, 5 for bosses. I believe this to be the case because (short of a critical confuse) it always takes two applications, similar to their Fear resist. If you wish to add this to the table, wonderful. -
Culex, I love this type of data. The mez and damage resistances of various foes come up all the time on the boards and only rarely do folks know the actual facts.
That being said, a large amount of information present in the old spreadsheet disappeared with the latest update. I was hoping you'd update the Nemesis Confuse res stuff, but now it's just gone, as are a lot of the Arachnos numbers.
More updates coming soon I hope? Thanks for the effort. -
So far only one heroic solo Steel Canyon Safeguard to my credit, but it was a load of fun with my level 11 Ill/Rad controller. For the record, although I have lots of CoH time under my belt I do not own CoV, and thus have not experienced Mayhems.
I headed straight to the bank as fast as my Sprint would take me. I had to take down maybe 6 clocks/Skulls on the way to clear the path.
I arrived to find a group of 3-5 Skulls in the foyer of the bank. As I cleared them, I got the "Villains are Escaping" message. I was maybe 1-2 minutes into the bank at that point, a little quick in my view. To ensure the baddies didn't get past me I turned and ran the 25 feet to the door. In moments the Fire-based Lt and her buddy showed up, I Deceived one, Blinded the other, and then it was all over but the shouting.
With now 16 min remaining I headed outside to deal with some Vandals, and after that happened upon some Skulls. Taking them out unlocked the Arms Deal mission. Easily completed although it would be nice if it would then STOP showing up on the *map* as mentioned by others. I leveled on this side-mission.
Having now gotten the idea I scoured the map for more Skulls and unlocked the Arson mission. Also quickly dispatched. Now I had 11-12 minutes.
I had been told there were 4 side-missions. I cleared the whole map looking for more things to unlock and dealing with Vandal spawns, but found no new keys. I found the exploration badge, but could locate no more mobs with 6 minutes left.
Does anyone know if the lowbie Safeguards have fewer side-missions, or am I missing something?
For my trouble I got a Med Kit and a Zero-G jump pack. The latter, for a non-travel power enabled hero, is the greatest thing since sliced bread. No matter how the rest of the Safeguards go, I'm extremely happy with this temp power.
I concur with the aggro "bug", although when it's just even con Skulls and Clocks it doesn't hurt much. With Malta and Carnies it would suck...literally.
Finally, formal instructions on how to locate the side-missions need to be provided. Failing that, they could just tell you to "Patrol the streets! The Skulls are plotting dastardly deeds!" At least that way I'd know where to look. -
The amusing thing about the CWK is that the first time I faced him I hadn't heard about his reputation for tank-slaying.
My stone tanker had the mission, but didn't realize it had an AV. I waltzed in solo on Invincible wearing Granite alternating with Psi armor, and cleared out the Psi clocks bit by bit. No real danger, slow and steady as always. Then I see the massive form of the King in the distance.
"Hmmm...", I said to myself. "I wonder what he does? I'm sure I can't take him down (can't damage enough), but I should be able to hold him off for a bit. Let's see how tough he is."
I'd tanked the Envoy, Nightstar and other AVs with no problems. I hadn't died once in about 10 levels. I had TP for the rapid approach. I ate a few purples, cranked up the Psi and Rock armor and attacked.
I didn't even see what hit me.
By the time I rematerialized fully from the TP, I was face down in the rubble. I read the damage readings from the Combat log. My wife, playing at the computer next to me, heard my gasp of awe.
"What happened?" she said.
"Something new. Something different," I replied. "For the first time in his life, Painlord knows fear!"
Adjusting to this new reality was a bit of a shock. The next time I faced him I brought a large team. I did die once, but he went down after all.
Since then I've solo'd him twice as an EB using my Fire/Kin/Fire. Negate his alpha and he's mostly a big softie.
But you never forget your first King. -
Heh, running into things I know well.
I have two-slotted fly speed, Swift, and usually one or two siphon speeds on, so I have established ballistic, building-pinball as a solid precedent.
Glad to know I'm gilding the lily a little with the Jumpjet though. Everything helps. -
But... here's the real question: does it let you traverse the Shard without fly? I'm thinking yes if you have SJ, but not if you have SS. Anyone tested this yet?
Also, when flying straight (not climbing) is there really any boost to Flight? The jet doesn't fire unless you're climbing, and forward speed doesn't seem increased to me, though I have no hard numbers on this. (IOW, I know it's boosting Hover, but what about Fly?)