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Quote:One, of the several creatures named "daddy long legs", only one is actually a spider, and none of the others even have venom sacs. The one that does actually has uncommonly weak venom for a spider that preys on insects; while no attempt has been made to test its effect on mammals, much less humans, it seems to me that a venom that has an extremely weak effect on insects would not be fatal to humans. Certainly not anywhere near "most deadly" spider venom in the world.Daddy Long Legs have a more powerful bite when percentage of venom is compared (though Daddy Long Legs are generally considered harmless to humans... something about how they are unable to puncture our skin, if I recall).
Two, MythBusters had an episode where they investigated the myth, and they found that the daddy long legs fangs are, in fact, capable of puncturing human skin.
(Though they do have uncommonly short fangs)
So, not only is it false that daddy long legs venom is particularly dangerous to humans, it's also false that they're incapable of injecting us with the supposedly dangerous venom. -
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Quote:The streakbreaker NEVER causes you to miss. The system is designed to help preternaturally unlucky players from doing exceptionally poorly in reality when compared to their expected chance to hit. If you've got a significantly long streak of misses (where "significantly" depends on how high your hit chance is), the streakbreaker will force you to hit. The streakbreaker does nothing when you've got a streak of hits.When I looked at the combat log the misses were mostly due to the Strikebreaker forcing a miss.
Also note, with a hit chance of 90% and above, a streak of *one* is "too long" according to the streakbreaker. If your hit chance is that high, the streakbreaker will never allow you to miss twice in a row. -
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From what we know, the process is:
Villain -> Rogue -> Hero
Hero -> Vigilante -> Villain
Quote:Whats different between a Vigilante and a Hero, mechanics-wise?
Rogue: Access to all zones and Black Market
Vigilante: Access to all zones and Wentworth's
Hero: Access to CoH zones, Wentworth's, and Praetoria -
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Quote:I've been spoiled by actual sites rather than dime-a-dozen "sign up now and get your own website+forum!" shlock. I've been a long-time member for both types. Hell, I've been a long-time administrator for both types, and even webmaster for the former.I was more hoping somebody here had actual insight/experience with one of them. Enough so that they'd deem it worthy of recommendation.
I don't recommend any service similar to GuildPortal any more. While I understand free hosting and domains are attractive, I honestly think it's worth the expense. The hard part after that is being able to actually design a site. -
Quote:GG uses emoticons (esp "Got proof? Or is this just another "Make a post that sounds like I might have some sort of inside info when I don't, and add
to the end to confuse the matter more" post? I mean, the poor OP is unjustly angry as it is; don't give him false hope that will only be dashed upon the rocky shores of reality.
") instead of punctuation.
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Last year I had a huge ant problem. Most of them would come into my room through a crack between the bricks and the bottom of my window.
Then one day I saw a cluster of dead ants in the region I normally saw them enter. Then I saw a tiny little spider rush in carrying a dead ant, drop it on the window sill, and rush back out. While the dead ants were a bit annoying, it was hilarious to watch (and lasted about a month). -
Quote:On the other hand, KB resistance reduces KB in the same manner that damage resistance reduces damage. KB protection is the one that reduces KB like a mez.Actually, KB is mag 0.75 or greater. KD is less than mag 0.75. Just a quick little clarification there.
While it's true that most anti-KB powers (Unyielding, Rooted, Integration, etc.) have 10,000% KB resistance (no, seriously, 10,000% and it works exactly like damage resistance does), a target could theoretically be given less than 100% KB resistance, and the KB would remain, but in a reduced form.
If Taunt granted 50% KB resistance, KB powers mag 1.5 and higher would remain KB, but with a reduced distance. KB powers in the range [0.75,1.5) would become knockdown.
With 75% KB resistance, the range of KB that becomes KD would be [0.75,3)
With 90% KB resistance, the range would be [0.75,7.5)
With 99% KB resistance, the range would be [0.75,75)
Offhand, I'm not certain what the highest magnitude KB players can achieve is. Without doing any power comparison, I think the highest magnitude player power is Nova from Energy Blast, at mag 20.771 for Defenders. 6-slotting lv50 generic KB IOs into that would yield 209.76% enhancement, or mag 43.5692496 KB.
In order to turn that extreme amount of KB into KD using KB resistance, you would need to grant a bit more than 98.278%, so we'll call it 98.279%. Of course, I believe that the KB resistance-granting would stack between different casters (they could add the "does not stack from same caster" flag to prevent stacking from the same person). Even if they implemented the same system as they have with Vengeance, stacking could occur if two Taunts were sent on the same server tick (which is more likely than accidentally stacking Vengeance).
Considering it's unlikely that anyone will slot Nova for KB, you could instead go for Nova's default KB magnitude (requiring 96.37% resistance) Or, you could go for a more common KB magnitude; Defender Energy Torrent @ mag 6.231, for example. Turning this from KB to KD would require 87.964% resistance. OR, you could ensure that double-stacking doesn't cause a problem, and halve any of my previously mentioned values (49.14%, 48.185%, and 43.982%, respectively). This would decrease the range of KB magnitudes that would become KD (none of which would exceed mag 1.5 without stacking), but would prevent stacking from becoming a problem. (I am fairly certain that a mag 0 KB would not be KD, but I have no means to test that, as all instance of KB resistance will reduce the KB to mag 0, and are also paired with KB protection. Reaching 100% KB resistance on the target would reduce all [resistable] KB to mag 0, and there is no player power that I know of which causes non-resistable KB. Any power which does cause non-resistable KB would ignore this system I am presenting alltogether.)
Note: This post is entirely about presenting the possibilites of the suggestion within the existing game mechanics, and does not necessarily support the OP's proposition. -
Don't entice Castle to look at MM numbers! Just let us have Demon Summoning and hush up!
>.>
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I don't believe this has been mentioned yet, but...
Free server transfers make for-pay rename tokens a waste.- Transfer Character "ABCD" from server X to server Y
- If "ABCD" exists on server Y, rename character and transfer back to server X
- Create character "ABCD" on server X
- Transfer "ABCD" from server Y to server X. A rename is forced (and free)
- Delete "ABCD", since it's no longer needed
- Transfer Character "ABCD" from server X to server Y
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Quote:Nitpick: Paragon Studios is the developer, and is a subsidiary of NCSoft.Back in October 2005 when the game launched, Cryptic studios was the developer and NCSoft was the publisher. Now NCSoft is both the publisher and the developer
I'm going to hell for this, aren't I? -
Rule #197: I will explain to my Legions of Terror that guns are ranged weapons and swords are not. Anyone who attempts to throw a sword at the hero or club him with a gun will be summarily executed.
(This post may be in jest) -
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Quote:But IOs originate from invention!"Invention Origin" is a ******* term, since it doesn't make sense. Singe Origin and Dual Origin enhancements are called that by the system, because they affect one or two origins only.
And HOs originate from Hamidon!
*pushes Sam's buttons* -
Poison.Poison Trap's sleep is a short duration, and can't be enhanced for accuracy. The endurance drain is so small that it might as well not exist. The hold is its only redeeming value, but both the sleep and hold only have a 2% chance of occurring once per second for 30 seconds, and can miss.
Traps.Poison Trap, on the other hand, is guaranteed to hold the targets in the initial burst (barring a miss), and will floor the target's regen and reduce their recharge for the entire duration of the gas. While the pulsing hold is similar to Poison's version (2% chance every second for 30 seconds), the hold is longer, and isn't subject to missing.
In short:
Poison - useless sleep, useless endurance drain, might hold a target for a bit.
Traps - Amazing regen debuff, good recharge debuff, and good chance to hold the target for a fair amount of time. (And, in fact, during the first 6-12s of the trap exploding, it's possible to stack the inital hold with the pulsing one) -
Quote:You'll note that the hold in NG has a 0% chance to occur.There's also a massive Mag 1000 hold for 4s. Is that triggered once, or does it pulse with the aura? If the pet is holding everything in its 15ft aura for the next 40 seconds then thats pretty impressive.
The most important thing about Posion that makes it stand out above the other Mastermind secondaries (against 1-3 targets) is, frankly, Weaken. Weaken's -Special doesn't just reduce their ability to heal and their mez duration. It also reduces the target's ability to buff just about everything. That includes auto-power self buffs. It's like a reverse Power Boost. -
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