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Posts
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Joined
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I currently have four, but there was a time when we had as many as seven (wifey and daughter could not resist strays.)
Wait, are we talking in-game kittehs or RL kittehs...? -
I suppose I could go browse 78 pages of beta threads to find the answer...
Nah, I'll just ask here. -
Quote:I thought this thread was a bit late, though with Hollywood development hell you never know. Speaking of which, the actual Red Dawn remake has also been in development hell for a while, especially since they pulled a Homefront (also written by the writer of Red Dawn!) and hastily changed the Chinese to North Koreans at the last minute.Quote:Would anyone even believe that North Korea could pull off a semi-successful invasion of the United States though?
Like...ummm, maybe ... Pocatello, Idaho?
Instead of "Wolverines!" it'd be all "Spuds!!11!!" and "Taters!!11eleventeyone!!11!!"
The DPRK could pull off Pocatello, Idaho, rite?
And, as for what the rest of the US would be pre-occupied with such that they let the DPRK occupy Idaho?
Wull, they'd be doing what they always do when nothing exciting is going on, watching American Idol.... -
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Quote:Before Issue 22's patch, this power would recharge in 30 minutes of real time from the time it was last used.
Currently, it is not recharging reliably within 30 minutes while logged in. It is also not recharging at all while logged out.
Several alts used the power, then I logged out last night. Today, when I logged in, the power was still "recharging" and showed as though I had just used it. Sure enough, about 27 minutes later, it finally recharged and was available for use again.Quote:Issue 22 Patch 2
POWERS
General- Inner Inspiration: Fixed a bug that caused the 30 minute lockout period of Inner Inspiration to track in-game time. Instead it now correctly uses in or out of game time.
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Quote:Patch notes, WAI, wewt!Yes. There actually is another thread about it, can't find it right this second though. Seems intentional.
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I'll be there with Anita Hero (WP/Energy Tank)
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Quote:I've also noticed that if a team member drops, the game knows someone is missing, but does not know what the missing AT and power sets are. So the game creates an extra dopp of another toon.I think when there's a team member using a new powerset that hasn't been integrated into Doppelganger tech, it just ends up spawning a duplicate of someone else on the team.
Also, sometimes, with newer powersets, the dopps have access to tier nines somehow. -
Tuesday April 17th at 10 pm Eastern, Rule of Three (aka Posi TF, Pt 1); Level 10+, 3 to start, 11 merits.
Followed by Dam Hero (aka Posi TF, Pt 2); Level 11+, 3 to start, 15 merits
If you'd like to reserve a spot, please leave your global, toon name and AT.
1. @GATE-keeper: Anita Hero (WP/NRG Tank)
2. @shukis23: Emerald Lass (Emp/Rad Defender)
3. @Doctor_A_Science: Tiger Man Spine (Spines/Regen Scrapper)
4. @AdAstra: Ebony Shadows (Dark/Dark Dominator)
5. @Ellscry: Tributary (WP/Staff Tank)
6. @Angelica Venger: Angelene (Beast/Dark MM)
7. @Asgardian Blade: Fortune's Widow (Widow)
8. @Saint Jon: Natures Perfection (Plant/Emp Controller) -
Almost every StJ character I see is a scrapper, is it just that good on a scrapper? Or is it b/c the AoE is too weak for a brute or tanker?
As for the armor set, I like WP due to it's "set it and forget it" nature, but is there another armor set that goes better with StJ? -
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I'm not exactly sure what the fourth slot in Numina's does. What does "6% Enhance (Heal)" mean? Does that affect Regen? Or does that only affect powers that actively heal like say Dull Pain (self only) or Radiant Aura (self and others)?
I've got 3 Numina's each in Fast Healing, RttC, Health and PhysPerf, just wondering if I would get any benefit from adding a fourth.
Edit: According to Mids', adding a fourth Numina increases Regen. Is that correct? -
Plz be patient, someone will be bringing along a cut-and-pasted reply in a moment....
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Quote:Any time an incarnated character defeats an enemy who cons higher than gray, that enemy has the potential to drop an Incarnate Shard. [Exception: enemies defeated in the new Dark Astoria drop Incarnate Threads instead of Incarnate Shards.] Even if the enemy is lower than level 50. For that matter, even if the incarnated character is exemped down to less than 50.Do the normal TFs offer Incarnate rewards if you run them with a 50? I can't remember off the top of my head.
For instance, if Emerald Lass was running a Posi TF and exemped down to level 15, the enemies could still potentially drop Incarnate Shards.
Now, in this case, since Numina is the Weekly Strike Target, completion of the TF will also award a Notice of the Well Incarnate Component. -
Plz sign GATE-keeper (Inv/SS tank) for Sat badgyness!
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Tuesday April 10th at 10 pm Eastern: Soul of the Woodsman (aka Numina TF)
Level 35+, min 4 to start, 36 merits
...and once again, our schedule corresponds with the WST!
If you'd like to reserve a spot, please leave your global, toon name and AT.
1. @KEY-master: Wind Break (Fire/Dark Corruptor)
2. @Ellscry: Two Moons Running (Beast/Storm MM)
3. @Simoon Gryphon: Finders (KM/NRG Stalker)
4. @shukis23: Emerald Lass (Emp/Rad Defender)
5. @AdAstra: AdAstra (Dark/Ice Blaster)
6. @Angelica Venger: Toxic Kate (Dark/Poison Controller)
7. @Ebony Bengal: Jupiter Man (WP/SS Tank)
8. @Doctor_A_Science: Principality Angel (Claws/WP Scrapper) -
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Tuesday April 3rd at 10 pm Eastern, Following Countess Crey (aka Manticore TF)
Level 30+, 7 to start, 32 merits.
If you'd like to reserve a spot, please leave your global, toon name and AT.
1. @KEY-master: Wind Break (Fire/Dark Corruptor)
2. @shukis23: Action Girl (MA/Regen Scrapper)
3. @Ellscry: Precept (StJ/SR Stalker)
4. @Simoon Gryphon: Finders (KM/NRG Stalker)
5. @Angelica Venger: Toxic Kate (Dark/Poison Controller)
6. @Asgardian Blade: Fortune's Widow (Widow) - R/L interfered
7. @Saint Jon: Shasta Darkwolf (BM/DM MM) - R/L interfered
8. @AdAstra: Ad Astra: (Dark/Ice Blaster) -
D'oh! I forgot that the FF Proc could go into Foot Stomp! Thanks for the replies.
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I've got an Inv/SS tank with a full Hecatomb set in KO Blow.
It's easy enough to quantify the Hecatomb proc:
Per Mids, the Hecatomb proc has a 33% chance of adding 107 pts of Negative Energy damage. Which averages out to (107 divided by 3 = ) about 35.67 pts per use of KOB. So, over the course of a minute it would add:
60 / 7.64 (recharge time of KOB) = 7.85 x 35.67 = approx 280 pts of extra damage over the course of a minute.
As I said, the Hecatomb proc is easy to quantify; the FF proc, not so much.
The FF proc has a 10% chance of firing per use. When it fires, it provides a 100% increase in global recharge for only 5 secs.
Now, my current recharge time on KOB is 7.64 secs, which comes from:
Rech-KOB = 25 (KOB's base recharge) divided by (1 + 1.375 [my global recharge] + .8993[recharge from Hecatomb]) = 25 / 3.273 = 7.64 secs.
Damage done over the course of a minute = 60 / 7.64 = 7.85 * 330 (KOB's damage with Hecatomb with no proc) = 2591 pts of damage.
Now if the FF proc has a 10% chance of providing a 100% recharge boost, i guess that averages out to a 10% recharge boost overall. Which would change the 3.273 in the above equation to a 3.373, which would lower KOB's recharge time to 7.41 secs. Which should change the damage over the course of a minute to: 60 / 7.41 = 8.097 * 330 = 2672 pts of damage.
That's only about 80 pts of damage more than Hecatomb with no proc. Of course, that's only 80 pts of damage from KOB; but since the FF proc is a global recharge buff, it would affect all my attacks. But if I'm only getting an extra 80 pts out of KOB, I find it hard to believe that Jab, Footstomp and the others would get much more. I doubt they would come close to the 280 extra points of damage per minute that the Hecatomb proc would generate.
Teal Deer: what do you all think? -
I'll be there:
@GATE-keeper: Olivia Neutron-Bomb (Rad/MM Blaster) -
Thanks everyone, got it to work!
Here goes, nothing fancy, just functional:
My main toons are on Infinity, but this is the base for my alts on Exalted. I'd guess I converted about 1.1 bill inf into prestige to get this. I hardly ever actually play on Exalted.
I could easily have dropped the number of teleporters, but decided to keep no more than 4 zones per telepad. Otherwise I would have had huge gaping holes in the big room.
Overall layout:
This is the 8x12, but I could have just used the 8x8. Originally I had two more 2x2 Teleport rooms, but I was able to delete those two rooms.
High Floors (Hirano Wood Planks); High Walls (Hirano Wood); Low Ceilings (Hirano Wood Grid); Primary Color: Pale Yellow; Secondary Color: Pale Blue
Seekret entrance room:
Infirmary (Inspiration Collector has all Tier 3s. I 'sploited helz out Inner Inspiration.)
Power Room:
Control Room:
Teleporters to: Co-op and Hazard Zones (New DA; Pock D; RWZ; Crey; Eden; TV; Echo DA; Boom; Striga; Hollows; Perez)
Dept of Labor says we gotta have a break room! Devs, why can't we have vending machines (I've seen them on instanced maps)? Oh, and how about refrigerators, too?
The rest of the teleporters
The rest of the Teleport room is set aside for meeting space, work stations and records storage.