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Posts
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Joined
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Except that the in-game market takes a cut of the transaction, meaning the buyer pays more and/or the seller recieves less. The percentage is small enough that for most things it doesn't really matter, but once you're up in the 1 billion range, the house's cut of the action is enough to IO out an entire build (for those of us with humble needs).
I expect Alpha's objection wasn't to the interpersonal quality of consignment operations, but rather to the idea of the game engine eating the inf when he could just ask around and pocket the commission price himself. -
Its enough of an optional power that a lot of people either dont slot it or just use it as an IO set mule, but if you do want to slot it up it opens up some nice possibilities.
With two IOs worth of Resistance enhancement, OWtS gives just enough smashing/lethal resistance to hit the hard cap when stacked with Deflection and Tough.
A single IO worth of Heal enhancement in OWtS stacked with True Grit and the +HP Accolades is enough to cap your hitpoints as well.
Assuming you're already at the Defense softcap (which is quite an assumption, but come on, thats why you're a Shield/ tank, isn't it?) that essentially means you are as well protected against Smashing/Lethal as is possible for 2 minutes, with a nice side of +Res to other damage types to go with your hitpoints, defense and damage debuff.
The "crash" consists of a sudden large dip in your blue bar when the power runs out which might be a problem, except that OWtS also boosts your recovery. Unless you have major endurance issues already, one IO worth of EndMod will probably be enough to prevent you even noticing the "crash," which means the power has virtually no drawback when used in the end, middle or beginning of a long fight.
Personally, I recommend 4-5 slots; 1 Heal, 1 EndMod, 2-3 Resistance.
But thats mostly because I like having a "Whatever, punks, I'm a tank" button. -
Team 1 finally gave up the ghost about fifteen minutes ago. We stayed in Invince, cleared everything up until the last mission. Cleared most of the last mission, but skipped ahead to Rommie. After some non-starters we lost one teammate, then the 7 of us finally got our act together. Defeated Rommie 3 times, had him alone and down in 1/4 of his health.
Total team LCM. Mission reset.
We tried to rally, still on Invince, but people got demoralized when we wiped on Rommies 2nd ambush and some folks dropped. We decided we'd beaten the sandaled peoples of Cimerora enough for one night. -
I'm not sure the word "comfortable" is quite right, since by the end of this I, and some others, will almost assuredly be running on nothing but caffeine, blood lust and dementia no matter how we set things up.
I would not object to any setting chosen, but suspect I would be a happier person come Sunday morning if we went with Heroic. -
Been wanting to ask; are you assuming as a given a particular difficulty setting? I looked over the details and I can't find any mention of it.
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You can count me in as participating.
I'll be bringing Fire Agate, MA/Regen Scrapper in his mid forties. -
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CAK
ACT= 1.848
Damage with 95%=220
220/1.848=119
DPS of 119
EC
ACT=2.773
Damage with 95%=319.8
319.8/2.773=115.3
DPS of 115.3
So CAK is the better DPS attack.
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Also, it had a big chunk (3 seconds) of 115.3 DPS... bringing the whole chain down... where as a shorter animating attack allows you to use your higher DPA attacks more often.
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While the DPS may technically be lower (by all of 4 points per second) doesn't the higher chance to crit ultimately make up the difference in EC's favor though? Since the highest DPS chain is most important against tough targets (Bosses, EBs, AVs, GMs and Players) the greatest benefit would be in average damage over time in most those cases. Though CAK would likely still have some advantages in PvP for mobility reasons, in PvE against bigger targets that you don't need to dance around EC would have a higher DPS.
The real argument for CAK would seem to be that, since both it and EC bring down the attack chain's net DPS, CAK just activates quicker, letting you get back to your "real" attacks as soon as possible, but that assumes a massive amount of recharge to get them back up and in the fight often enough that there isn't room in the chain.
In lower recharge builds you might still be better off using EC over CAK, it depends on how much time you need to burn while SK and CK recharge. -
Put me down as interested while I try and talk myself into it.
I usually cave pretty quick so it shouldn't be a problem, I just also need to sort out what that weekend looks like.
And determine the local market price for Mountain Dew. -
Count me in; global @Runoff.
I'd prefer to bring my Warshade Barabas, but if needed I can bring a Tank, Scrapper or Sonic Defender, all three are 50s. -
Count me in with Fire Agate. I'm kicking myself for missing the last one.
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I'd like to run Fire Agate with ya'll again.
The Ouro TFs are always fun but hard to get people together for. They're absurdly short but they take a lot of heavy hitting to beat. -
Master of Statesman Task Force
5/22/09 9:30pm EST
1- @BlackAmaranth - 50 Rad/Elec Def - Electroconvulsive
2- @AceMACE - fire/mace tank
3- @Meowtch - 50 cold/ice def - name escapes me
4- @Prvt. Slacker - Sandra Twitchy - Blaster sonic/fire
5- @Netminder - 50 Mind/Rad/Psi cont - Strikeout
6- @ResplendentMs - Leftee Sonic/Elec blaster, or a Def - Emp/Kin/Dark/Cold/Rad as necessary
7- @Runoff - 50 Sonic/Rad Def, Martensitic, or a Shield/Fire Tank if we want a 2nd Tank
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There's two things here: the style choice these characters are going for and their sync with the game world.
As far as the style choice goes, the schtick you're seeing is the old trope of "Deep, brooding soul with dark and troubled past seeks redemption through good deeds for the mistakes he's made in the past. Which he's really, really sorry about now. Really." There's a lot of that going around. Most of my characters have something screwed up in their past, but usually nothing violent, just something that drives them. Most players who opt for the "dark past" motif either assumed the character avoided being caught and lives secretly with the guilt (again, brooding) or that he lives as an outcast because of it. I can fault them for being unoriginal, but not for their effort. A lot of people think violence is the only way to add a serious note to their characters.
But as far as these ideas syncing with the game world's "Hero License," I actually think you've got the stick by the wrong end.
You're describing the Hero License as something that explicitly authorizes superpowered individuals to do things ordinary citizens aren't allowed to do. While the backstory of Paragon City mentions legalizing superpowered vigilantism that's not to say that the "Hero License" a character is issued has anything to do with their being explicitly approved to participate in ways others aren't. The website just says that vigilante action is legalized as long as they follow the same restrictions as the police (which in real life would translate into a civil liberties nightmare, but that's the one point you just gotta let slide in CoH).
I consider the license as more of a monitoring and tracking protocol. Think about it like this; in the firearm license background check, if you fail the background check you don't get to own a gun. That's not an option here. The fearless Captain Adam Atomic (aka Adam Assaultcharge) can shoot radioactive bolts out of his elbows and the rest of us just have to live with that. He can be a vigilante or he can be stockbroker, same as any other citizen. The difference is, because of the whole radioactive-elbows thing he's required to register with the city as a superpowered being.
The issue isn't whether or not its ok for this guy to run around with super powers. He is already running around with super powers and in this city people aren't persecuted for being superhuman. The issue isn't whether its ok for him specificly to be a vigilante. The city's already made up its mind that if you want to try to be a hero you're free to try (and if you screw up they will send someone after you nonetheless).
But if you have hero-level abilities you have, say, 60 days to register with the relevant branch of superhuman management bureaucracy (remember those first contacts in Atlas Park?) or you will be subject to arrest and/or sanction for failing to comply with city safety ordinances regarding super-powered beings. Which coincidentally means making sure that the authorities have your name, your current alias, your picture, a list of your notable abilities, and (I assume) your fingerprints and a DNA sample.
The only thing your "Security Level" authorizes you to do which normal people can't do is walk into exceedingly dangerous areas where most people would get themselves killed, which is mostly a way of protecting the vigilante himself.
Now, certain individual contacts choosing to trust ol' Adam with important tasks is a bit of a stretch but they might not know about it or they might not care.