Fleeting Whisper

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  1. Fleeting Whisper

    Day Job Priority

    The accolade powers are not day jobs. The accolade powers will charge if you're at either day job location. You will get charge time on both when you're at the university.
  2. Fleeting Whisper

    Benumb questions

    Quote:
    Originally Posted by Silverado View Post
    I think that cap was raised recently, so that you can have higher than 100% mez resistance. Don't quote me on it though, but I seem to recall it did
    The cap was indeed raised, to 10,000%. I was the one that organized a group of Rads and Sonics to test the new value.

    Technically, I can't say the cap is exactly 10,000%, because the value was extrapolated from the Combat Attributes window. The CA window says you've hit the cap when you're at 0.99% mez duration, which translates to 10,001.0101...%, but the CA window also isn't the most precise thing in the world, only going to 2 decimal places. It seems likely to me that the actual cap is 10,000% (0.9900990099...% duration), despite the calculated cap being 10,001.0101...% (0.99% duration).

    Edit: Just think, at the status resistance cap, the infamous Malta stun grenades from a +4 lieutenant last 0.42768 seconds
  3. Quote:
    Originally Posted by _gohan661_ View Post
    This comment has gone along way into cheering me up. i was in a slump thinking i was some noob for my attitude.
    vive'la CoH (or however its spelt)
    I can understand people who want to be competitive. But whoever wrote that whole 'play to win' thing seems to be writing from a perspective that being competitive is the only true way to play. Which is really offensive to me, as both a generally noncompetitive player, and as someone entering into the game industry.
  4. Quote:
    Originally Posted by TwilightPhoenix View Post
    True, forgot that it did the full heal. But I also forgot rezzes set your health and endurance to specific percentages. Maybe that could be used here in a fashion?
    This is what the code for [Agile]'s resistance component looks like (in Reverse Polish Notation):
    60 kHitPoints% source> - 0 100 minmax 60 / 0.2 *

    Translate into more readable notation, and you get something like
    minmax(60 - hitPoints%, 0, 100) / 60 * 0.2

    Where minmax(a, b, c) is the linear interpolation from b to c by amount a (a being clamped between 0 and 1, or 0% and 100%).
    Code:
    minmax(a, b, c) := b + (c - b) * clamp(a / 100, 0, 1);
    
    clamp(value, min, max) := value < min ? min : value > max ? max : value;
    If your hit points are at 60% or above, 60 - hitPoints% ≤ 0, so minmax results in 0, and you get 0% resistance from [Agile].

    If your hit points are at, for example, 50%, 60 - hitPoints% = 10% = 0.1, minmax results in 10, and Agile gives 3.33% resistance.

    If your hit points are at 10%, 60 - hitPoints% = 50% = 0.5, minmax results in 50, and Agile gives 16.66% resistance.

    As you can see, Agile (and the other SR passives) operate on a simple function. While they can access existing variables (source>kHitPoints%), they don't store variables, they just return the result. Swapping hit points and endurance would require storing the value of one or the other temporarily during the swap. As far as I know, the powers system is not capable of doing this.

    Edit: It is possible to swap two values without storing a temporary variable:
    a := a + b
    b := a - b
    a := a - b


    But this still requires using the set operator, which I don't think the powers system is capable of (at least, not directly; a power effect can return the result of a function, which depending on the type of effect may then set some stat on the caster/targets)






    On the other hand, I do think -MaxHP fits the theme of the set well, and works better mechanically than -HP. It's a good suggestion for improvement. -MaxHP is functionally equivalent to some amount of -Res, while not interfering with actual resistance (and the resistance to -res, resistance to -dam, and the -res floor that follows from that)
  5. Quote:
    Originally Posted by MondoCool View Post
    What about the ability to create 8 man Thugs/Traps MM teams with Gang War? You can easily go over the "max NPC draw" limit with all that. If that's possible to accomplish I don't see why there'd be a problem with performance issues.
    Um, you do realize that all MM pets (including the GW Posse), as well as all enemy critters amount to "Draw character model #12345"? On the other hand, players consist of "Draw player model A, with hair B colored with C and D, head piece E colored F and G, face H, face pattern I colored J and K, detail L colored M and N, detail2 O colored P and Q, detail3 R colored S and T, chest U colored V and W, shoulder X colored Y and Z..." (not to mention body scales and physics-enabled cape systems)

    8 MMs each with 6 pets and 13 Posse (Gang War summons between 9 and 13), and let's say 3 spawns of 15 NPCs currently visible. Heck, let's make them /Traps, each with 2 Acid Mortars, 2 Caltrops, a Triage Beacon, a Force Field Generator, two Poison Traps, two Seeker Drones, and 6 Trip Mines.

    All of that amounts to 325 NPCs of some sort, and 8 PCs.

    ...

    Those 8 PCs require about the same storage as 1300 NPCs in order to represent their models.
  6. Okay, I won't disagree on the egotist part, but I think you're too hard on him.

    Also, we don't know the full reasoning behind the resources limitation, nor whether Jay was the one who imposed it (he's just the one who told us that it exists)
  7. Emotes, too!

    Heroes get access to ListenPoliceBand immediately upon creating the character
    Villains get access to ListenStolenPoliceBand only after killing 1000 PPD

    Heroes get access to Dice7 after completing the Hess TF
    Villains aren't allowed to cheat at dice
  8. Fleeting Whisper

    Stalkers & Hide

    Quote:
    Originally Posted by ClawsandEffect View Post
    On the contrary, it makes perfect sense. The only things that can see a stalker in PvE are the things that ignore stealth altogether anyway. You're saying that a stalker shouldn't have to take extra powers for PvP effectiveness when every other AT does? That isn't exactly fair.
    And while Stalkers need extra sources of stealth to be safely invisible in PvP, their opponents need extra sources of perception in order to force that upon the Stalker in the first place. Nobody can see a Stalker in PvP unless they have some kind of +perception (Hide gives 500ft StealthRadiusPlayer, and player base percetion is 500ft).

    Quote:
    Originally Posted by Techbot Alpha View Post
    Off topic;
    Don't Stealth and Hide not stack?
    Quote:
    Originally Posted by ClawsandEffect View Post
    Hide is the only stealth power that stacks with other stealth powers.
    All stealth powers stack. Most stealth toggles are set to be in the "Stealth_Group" power grouping. Activating a power in a power grouping will deactivate any active power that shares the grouping. (As another example, each armor toggle in Stone Armor has it's own grouping, allowing them to be used together. Granite Armor belongs to all of those groupings, and is therefore mutually exclusive with the rest of the armors in the set)

    Hide is set to "Hide_Group", rather than "Stealth_Group". (The only power in Hide_Group other than the various copies of Hide is the Raid Deploy Pylon temporary power, but since base raids are inactive...)

    Don't forget, however, the stealth powers which are not toggles (Grant Invisibility [Concealment pool], Grant Invisibility [Empowerment station], Group Invisibility); these are not part of any power grouping. The other side of it is stealth powers which, while they might be in Stealth_Group, don't necessarily have to be activated by you: Shadow Fall, Arctic Fog, Steamy Mist.

    Quote:
    Originally Posted by M_I_Abrahms View Post
    Are you saying they get a higher perception cap than other ATs?
    Yes. VEATs cap perception at 1260.6ft, other ATs cap perception at 1153ft. The Stalker stealth cap is 1143ft in PvP, so a stealth-capped Stalker can be seen at 10ft by a perception-capped Blaster, but can be seen at 117.6ft by a perception-capped VEAT.
    See Limits
  9. Quote:
    Originally Posted by Twilight_Snow View Post
    Do all summoners keep on summoning? Whether people farm or not depends on the xp. If the pet xp is relatively low, it's more efficient to grab a new mission.
    Summoners will, in general, keep summoning (I think there are a few with limited summons), but the summon power itself is almost always on a very long timer. (Not all, though. Consider, for example, Arbiter Sands' drones or Captain Castillo's FFG)

    Quote:
    Originally Posted by Techbot Alpha View Post
    The Portals also seem to have a limited timer, e.g. you cant get unlimited exp from them because they dont produce unlimited spawns.
    No, but given enough time, the comm officer can summon another portal.

    Quote:
    Originally Posted by Memphis_Bill View Post
    The only one to my knowledge that doesn't is the Warshade's extracted essence - and that's fine, because (a) it's on a timer (it despawns on its own,) and (b) it requires a defeated enemy to be spawned (before the enemy starts to despawn.) It requires a lot more just to bring it into existence. Every other pet and minion dies with you.
    Gang War's Posse do not die when the summoner does, either.
  10. Quote:
    Originally Posted by _gohan661_ View Post
    I play because i enjoy the game. This apparantly is the wrong attitude to have in games! note this site http://www.sirlin.net/ptw catagorically describes why my/our attitude is and i quote 'superfluous and counterproductive'
    Those articles are... really bad. The writing quality is fine, but... the writer is simply an idiot.
  11. Fleeting Whisper

    Benumb questions

    Quote:
    Originally Posted by Tylerst View Post
    Correct, this is because Knockback powers don't have a "duration" in the sense that other effects do, they simply have the magnitude
    False; knockback does have duration, it's just that the duration is usually 0. For a counterexample, Repulsion Field applies a 0.75s knockback in PvE.

    Knockback is not an exception to the magnitude-vs-duration rule, it's just that the mechanics of knockback are such that magnitude correlates with distance moved. Similarly, the mechanics of knockback resistance match the mechanics of damage resistance (final = initial * resistance), rather than the mechanics of, say, hold resistance (final = initial / [1 + resistance])
  12. Quote:
    Originally Posted by KingSnake View Post
    can't slot the passive with anything but generic IO's IIRC. And sprint, you can slot the run speed set, but not the universal for the -knockback IO. So, really, i can't see either being a good place for IO sets. I'd only slot them if you have slots to burn. One stalker build i'm working on that has a few extra slots left over, (BS/SR) that i may dump into swift/quickness for kicks. But all in all, NR and sprint, with swift is about as fast as a slotted flying Char. That's really fast enough when you add in all the potentual short cuts in this game. (pocket D, oro, base portals, mission recall... ect ect ect.)
    On the other hand, both Swift and Sprint (and Hurdle, if you want to add that to the mix) come with one slot by default, so you really only need to spend slots if that's still not enough
  13. Quote:
    Originally Posted by Mock2 Author View Post
    Good enough reason, realistically, but then again realism doesn't seem to hold much water in this game.
    Hey, you're the one who asked for a non-game mechanics reason why EMPs don't ignite Oil Slick.
  14. Quote:
    Originally Posted by Santorican View Post
    My little qualm I have with SD is that it does damage, and over time it kills my fuel for AAo lol.
    But... doesn't successful use of your AAO buff kill your fuel for AAO?
  15. Quote:
    Originally Posted by BrandX View Post
    Throw in a sexy warrior nun outfit, and I'll love it
    Make that Battle Pope!
  16. Fleeting Whisper

    Mob Weaknesses

    Quote:
    Originally Posted by Edana View Post
    Ignite may or may not. The accuracy on pseudopet powers often seems to refer to the chance of hitting the floor with the pet rather than the chance of the pet to actually hit anything.
    The accuracy on the power that summons the pseudopet means diddly squat (same goes for real pets). As such, you've got to actually go look at the stats of the pseudopet itself, and find the power used by the pseudopet which actually does the damage. In the case of Ignite, that pseudopet is Flames, and the power that deals damage is the last one in that list (Flame Thrower). The accuracy, then, is 1.0.
  17. Fleeting Whisper

    CDKey Problem

    Quote:
    Originally Posted by Soulwind View Post
    I can't say for certain, only that they have done so in the past.
    I believe what they've actually done in the past is to shut down the originally bought account, and give you an account code for the correct side of the game. So if you wanted the US version, accidentally bought the EU version and created characters before realizing it, you'd lose those characters.
  18. Fleeting Whisper

    Benumb questions

    Quote:
    Originally Posted by UberGuy View Post
    I remember some redname or other told us we get to choose between mag and duration, but can't boost both on the same power with the exception of knock powers.
    You're remembering the fact that an enhancement cannot increase both magnitude and duration of anything - no exceptions.

    This has no bearing on the effects of buffs.
  19. Because an electro-magnetic pulse wouldn't ignite oil?
  20. Quote:
    Originally Posted by Twilight_Snow View Post
    What's the exploit?
    I don't know what the exact procedure was, but what I gathered after they took xp away from the portals was that people would go into RWZ, aggro the Comm Officers in a spawn so that they summon the portals, tag the portals with some damage, and then run off. A minute or two later, the portal would despawn, but since they had damaged the portal, it counted as a kill and they'd get full xp from it.

    Repeat for multiple spawns throughout the war zone.
  21. Croatoa should have guided tour groups
  22. Health + Physical Perfection + IOs
    (Not to mention Freedom Phalanx Reserve, Task Force Commander, Portal Jockey, and even more IOs)

    Edit: Also, I don't believe that Nuclear Rearrangement is possible within the powers system.
  23. I wouldn't mind pets dying when the summoner does. But xp was taken away from Rikti portals due to an exploit which gave pretty much free xp. It didn't even require a mission, since the exploit was usually conducted outdoors in the RWZ.
  24. Fleeting Whisper

    Dragon stuffs!

    Quote:
    Originally Posted by Snowpaw View Post
    Oh really? Wow. I played it and yeah, it's good. But then again, they have a licence to uphold.
    They don't have any license to uphold at all. They bought the Champions IP outright.
  25. No, not really. With 3 targets (extremely common situation), Soul Drain is +16% tohit and +80% damage for 30s, 120s recharge (Scrapper numbers). Build Up is +20% tohit and +100% damage for 10s, 90s recharge.

    Before slotting, Soul Drain is up 25% of the time, Build Up is up 11.11% of the time. After slotting, Soul Drain is up approximately 48.75%, while Build Up is approximately 21.66%.

    Soul Drain matches Build Up for +tohit and +dam at 5 targets, and is capable of hitting up to 10, which would result in 1.5 time Build Up's buffs. And Soul Drain does damage, as well (especially good for Brutes and Tankers)

    Soul Drain only really loses out on endurance cost (SD cost 3x BU), and how late it's available.