Droid76a

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  1. Did they also fix the issue where sometimes you can use temp powers, and sometimes you can't?
  2. One of the Brute's Fury ATOs is incorrect. The IO listed as Accuracy/Endurance/Recharge is actually Damage/Endurance/Recharge ingame.
  3. Quote:
    Originally Posted by Gunbunny View Post
    That's a smart move Useally, I use the copy across the whole costume option. Will try it this way as well.
    That works too, of course, but I don't have the patience to retweak every other color. Even on items where I use the same colors, it's sometimes a cointoss for where the defaults put the primary vs secondary color, and I reverse them to make more sense (to me, at least).

    Droid
  4. There is no direct way to change the inside colors of the bridal veil (female-->hair --> bridal veil) Like capes, it has inside and outside colors.

    I messed around with changing hair, adding a cape, and changing those inside colors, but without any luck. I finally did it the easy indirect way by saving the costume, finding the part, and changing color #4.
  5. All,

    Thanks for all the responses, including those with a bit of sarcasm spice

    .125s plus latency is good enough for me.

    Thanks,

    Droid
  6. Quote:
    Originally Posted by Little_Whorn View Post
    I'm interested in this as well. I can't recall how many times I've toggled on Combat Jumping only to get defeated by a boss. If only I had that ~2.5% more defense half a second faster, I'd totally have won that fight!
    Sarcasm noted, but taken in a friendly manner. The devil is in the details. The loss of defense is greater than zero, and I'd want to know for my own use, too. Even if the toggle is on/off instantly, what if the defense has a 10 second cooldown? 30second?

    If I'm using an SoD bind with a negative side effect, I want to know how much of an impact that is.
  7. Gurus (and by Gurus I think of Arcanaville and TopDoc, especially):

    Is anyone familiar with the implementation details of the +def from combat jumping? When it's toggled off, how long will the +def remain, and when toggled on, how long is the delay before your character regains that defense?

    I looked at the numbers on redtomax.cohtitan, and it lists the power time of .75s, so I think that if toggled off, you will keep the bonus for .75s, but I'm also thinking that may be less depending on how often the game checks for if the toggle is still enabled.

    Redtomax also lists an activation time of .5s. I am mostly certain that there's no animation delay, but can't login at the moment to check. Is that .5s the time it takes for the +def to take effect?

    The end-goal is some speed-on-demand binds to incorporate Ninja Jump and Beast Run. As they are alternatives to SuperJump and toggle off CJ, I want to quantify and understand the details of how long that +def is lost if the binds are used in combat.

    Thanks,

    Droid.
  8. Quote:
    Originally Posted by Oathbound View Post
    All Defenders can hit "permasnipe" for themselves with the Kismet Unique and 2slotted Tactics.


    Time Manipulation Defenders just need PBU'd Farsight and they can permasnipe their entire team. Time Corruptors can use the same trick, but they actually have to slot for Farsight's ToHit buff, where Defenders don't need to. (Farsight + Tactics is always an option too.)

    All in all I'd have to say that the snipe buff is a far more notable buff for Defenders and Corruptors than Blasters, as they're more able to leverage it.
    What, you're not using HamiOs in Farsight for the triple bonus of +tohit, +defense, and max recharge in 3 slots?
  9. Quote:
    Originally Posted by dazedandconfused View Post
    10 Celerity, stealth, toss it in sprint

    1 Pancea I've been field testing this, its about 30% regen/rec, toss it in health.
    Really? Panacea is #1?

    I thought the performance numbers on this had it as somewhere between 'crappy' and 'awful', but I admit that's from digging through the forums and didn't do any testing myself.

    PvP procs are a lot less expensive than they were; get any pvp IO and use converters to get what you want.
  10. Quote:
    Originally Posted by Arcanaville View Post
    Generally yes.


    As far as I know, weapon draw and sheathe is mainly a function of the animation system. There should not be any specific effect, other than the delay of redraw, to drawing and sheathing your weapon.

    However, Titan Weapons may be a special case as its the first powerset to deliberately play games with the way the animation system and the powers system interact in order to have momentum speed up (really, alter) the attack animations. It may be that the act of sheathing alters a mode bit in such a way as to cause a direct change in momentum or vice versa, beyond the obvious delay.
    So putting it all together:

    SoD binds that cause redraw are bad, so it's worth my time to rewrite them. It always looked slower on my weapon characters (widow, now TW brute), but not as noticeable on the widow
  11. All,

    Is there a loss of DPS when a weapon character has to redraw as well as animate an attack, or is the game smart enough to decrease the animation time by the redraw time?

    I don't know how the game would be smart enough, as I think that would mess with the faster animating attacks.

    Also, what powersets are affected in ways other than redraw? For example, I noticed that Titan Weapons loses momentum if the weapon is sheathed (noticed from powexec_unqueue in the speed-on-demand binds); are other combo-based systems like dual blades affected as well?

    Thanks,

    Droid
  12. Droid76a

    CityBinder .80

    Quote:
    Originally Posted by Spacebar View Post
    Bah! The web host was having issues today which prompted me to check all my files. I discovered I had a version with out any of the changes uploaded under the .80 build. This should be fixed now. For the folks who downloaded the broken version, please download it again. It's the same link in the original post with, hopefully, the right files this time. Let me know if it isn't.
    Does your re-update fix Prestige Power Surge? (removes the extra space).

    I manually repatched mine, but didn't know what else you did besides bindloadfilesilent. I also didn't see Ninja Run, Beast Run, etc.
  13. aggressive --> goto door --> attack door works. Just have to park them right in front of it first.

    Thanks for the suggestion,

    Droid
  14. Well, I guess I'll bug it.

    One challenge with this game.. and arguably with all modern MMO's, is the lack of documentation. Without it, the obervant player doesn't know how things are supposed to work, so can't know what's 'bugged' vs 'working as designed: this power is different because..."

    We don't have an instruction manual anymore, and if we did, it would be outdated, and IIRC the original CoH manual, it was incorrect before the game went live (my first character was a DM/SR scrapper, and the power order for DM was changed before live).

    Droid
  15. All,

    Is it an oversight or design intent that the tier1 beast mastery pets don't take slow enhancements or slow sets? All of the tier2 attacks and 2 of 3 tier3 attacks have a slow component along with the -def, and I planned on slotting one for tankerminding (taunt while they're slowed and the wolves chew on them from behind).

    I rechecked my old demon mm and confirmed that I did remember correctly that they take slow enhancements... what's up with beasts?

    Thanks,

    Droid.
  16. Quote:
    Originally Posted by ricohdah View Post
    Accolades, IO set bonuses do not affect a pet's hp but I have never noticed a pet's hp after Frostworks or Rebirth Core is cast on them.
    That's too bad. That makes accolades nearly useless from a buff perspective.

    20% health is a noticeable boost. Not having that apply to pets makes them fall even further behind.
  17. All,

    Are pets' health fixed, or are they a percentage of the mastermind's health? If the latter, will the accolade health bonuses, IO set bonuses, etc increase the pet's health, or are they at a fixed health period?

    Thanks,

    Droid
  18. Quote:
    Originally Posted by Shadey_NA View Post
    I'd vote for defender also. Your damage kind of ramps up anyway and my experience with a Beam corrupter was that your scourge is usually overkill.

    I would suggest that either way you go redside for the pet so you can use him as an anchor for your -res toggle.
    Defender it is!

    Thanks for suggesting/reminding me about redside pets, too, to anchor that toggle. I hope I would have thought of that before 50... but I am blond. Who knows.
  19. Quote:
    Originally Posted by Memphis_Bill View Post
    It really depends on what you want. The -res from Sonic Siphon will help somewhat with the damage, and if you do a dual build, you can fill in the gaps (in either AT) for powers you won't use solo with things you'll find useful - leadership, hasten, etc.

    Honestly, in this situation, I'd just pare it down to "Do you want your buffs earlier or your attacks earlier?" Such as 12 vs 20 for Sonic Dispersion, or 26 vs 35 for clarity (still comes WAY too late in the set either way, IMHO.)
    I'm patient, and can wait, so this isn't a factor for me. I am looking for a hands-off secondary which kinda leads to more attacks earlier.... but as you said, the -res from sonic siphon will balance that out, scourge doesn't matter with disintegrate (but shouldn't it? is that a bug?), and the primary weapon attacks you get first anyway.
  20. All,

    I'm looking for comparison info on a beam/sonic corruptor vs a sonic/beam defender.

    Toon concept will be blue-side with Praetorian origin. Corruptor is fine.

    I'm going with sonic as a secondary, as it's low maintenance and lets me focus on the buttons of beam.

    Does that combo prefer one AT over another, or will it be a toss-up?

    I want to be able to solo effectively without being painful, but still darn impressive in teams

    On the solo side: yes, I know that's harder with Sonic, as most of the powerset is useless when solo. Corruptors have scourge, and (I think?) a higher DF than defenders. Defenders have vigilance.

    On the team side: defenders get bigger boosts from both the -res (30% x2) as well as the +RES in the shield. Corruptors still do plenty of -res, though, especially combined with beam.

    Thoughts?
  21. Quote:
    Originally Posted by Morganite View Post
    Eh, not really what I was thinking of. More on the order of reverse knockback - enemies go flying, but it's towards you instead of away from you.

    (Now that I think about it, an IO that made knockback powers do that could be pretty cool in it's own right...)

    -Morgan.
    That would be awesome.

    Not sure how it would fit thematically with most melee sets (gravity melee, anyone?), but would still be awesome.

    Or, a purple proc for taunt on tankers/brutes: pulls them towards you!
  22. Quote:
    Originally Posted by SonicRemedy View Post
    Fury is nice but doesn't get you anywhere near your damage cap on its own. Brute damage cap is 775% - 100% for staring base so 675%, now if you account for max fury 200% then you get 475%. Now, assuming an average of 95% for slotting you get 380%. So you still have 380% but if you assume the more average of 150% fury then you really have 430% still let to fill up.

    As for better, thats something I can't think of to decide but I would say +dmg because the affects are more stable and doublehit is meant more so for when your at damage cap. Thats just my opinion though.
    You're missing the ~100% from slotting with damage enhancers (you do slot for damage, right?).

    The initial 100% is for the base, unslotted damage, as it can be debuffed. I think of the starting base as being 575
  23. Quote:
    Originally Posted by Deacon_NA View Post
    Go To is definitely necessary for melee pets, such as Beasts. I'd never noticed how bad this bug was before, because each MM pet seems to have some range, but the first time I did Atlas with my doggies and gave them the attack command, they started showing off their "sit" and "stay" training. Yes, they had line of sight.
    I'll try this, thanks.

    I've had them on aggressive while I solo'd it, then tried to attack (so they were bunched up next to me), but I'll try a go targeted for on top of the door, then attack.
  24. All,

    Is there a known bug with getting MM pets to attack vault doors, or a trick to make it happen?

    I'm levelling up a beasts MM to replace my (retired) merc/traps MM (first level 50 a number of years ago), and I can't get the beasts to attack vault doors in mayhem messages.

    I tried aggressive, I've tried attack my target... nothing. They just sit there, and sometimes get stuck and won't attack anything. I'm left solo'ing the vault door with temp powers.

    Yes, I understand the realism factor in wolves biting vault doors, but that's never stopped a pet before. They'll happily chew on robots, sentinels, apparitions... why can't it lift a leg on the vault door and do some damage?

    Thanks,

    Droid
  25. Planned powers are Time's Juncture (autohit pbaoe toggle), Distortion field (autohit ground location aoe), possibly Time Crawl. I just noticed that the Wolves take a -tohit set; if that's in the same regular attack used with -def that Iuse for the Achille's heel proc, I may add one there, too: that's three additional pets with their fast attacks and ac hance to proc.

    I need to check which power does the -tohit, but the -def with achille's procs on 1-2 mobs per group (when set to +1/+2), so with the perk of each pet giving a chance to proc, they could stack well.

    Thanks,

    Droid