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It might be more accurate to say that you get half as much benefit from those merits, rather than half as many merits, but the basic idea is there: you get less reward for the same task.
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The accuracy displayed is based on the normal 75% chance to hit an enemy your own level that has no defense. So, in those circumstances a 150% chance to hit is extremely overkill, since it caps at 95%. You can change that 75% value in options -> configuration -> exemping and base values -> base tohit. I often set it to 39 or 48, which is your base chance to hit a +4 or +3 enemy respectively.
To calculate endurance usage, you can add up the total cost of your attack chain, then divide it by the time it takes to execute the chain. That will give you the effective end/sec used by your attacks. Add that to the cost of your toggles and you have your total endurance consumption. If that value far exceeds your endurance recovery, you might have problems. Ideally your recovery will equal or exceed your total consumption, but for most builds in most situations it's good enough to have a small net drain (if you have a net drain of 1 end/sec, it still takes you 100+ seconds depending on accolades to run out of endurance when attacking nonstop). Powers that aren't strictly part of an attack chain are harder to translate directly into an end/sec number. -
I'm liking Spring Attack on my brute. It lets me basically use foot stomp twice in a row, and I can use it every ~35s. It's also fun, and I had nothing else worth mentioning to take with my last power slot. I got pretty much exactly what I expected/hoped for from a pool attack.
Oh, and Charlestone Chews are excellent. -
Funny you should post this, because I usually feel the opposite way: to me, being able to do any mission on one character (in a game that encourages alts) doesn't feel like much compensation for easy access to rare and expensive items from hero merits. Also, the alignment powers for full heroes/villains are generally better than the rogue/vigilante powers.
But if I think heroes/villains are unfairly better, and you think rogues/vigilantes are unfairly better, maybe really they all have enough benefits and downsides to about even out. -
Quote:Fortunately, it is not the case.If this is the case, then COH Freedom is growing increasingly unattractive.
You keep Dual Pistols, macskull is completely mistaken on that point. You also keep Demon Summoning, although unless you unlock Masterminds you can't actually use it. But at no point do you have to pay twice for a single power set - if you unlock Masterminds by purchase, reward tier, or VIP, Demon Summoning will already be unlocked and available. Similarly, you keep Kinetic Melee and Electric Control, although you may not have access to Controllers. -
To me, untyped damage is more about disparities between individual defense power sets than between archetypes. If the reactor pulse did Energy damage instead of untyped damage, then Electric Armor would laugh it off, for example. The devs seem to use untyped damage for effects they want everyone to have to pay attention to, regardless of their degree or type of defense: Battle Maiden's nanite thingies, Nova Fist, reactor pulses, etc.
Thematically, there's a fair argument that Electric Armor SHOULD laugh off reactor pulses, that's kind of the point of the set after all. But in this case the dev team appears to have chosen gameplay over thematics. -
ToD is a 15% chance, Mako's a 20%, and they do the same amount on a proc. So averaged over time, ToD is better only if the enemy has more than 25% lethal resist and 0 negative energy resist. Since some enemies do have NE resist, and not all enemies have lethal resist, Mako's should be better for overall gameplay.
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Quote:Well, depending on exactly what the mechanic is it might not be so radical. It could indeed be a % animation haste or something that's applied on the fly, but it could also for example work in tiers (attack animates in 2.5s, or 2.0s with X momentum, or 1.5s with Y momentum), which would let them design the normal and faster animations individually and then have the power decide which animation to use based on the conditions.If Momentum does increase the actual animation speed of attacks then that's new tech, and pretty radical new tech at that. From what we know, the animation time of attacks previously has been completely static. They could play games by making the activation time and the animation time of a power not equal to each other but we haven't seen any evidence that animation powers could be made faster on the fly.
Of course, I don't know what the code looks like, so maybe that would actually be even more radical... -
We have a vague description of how Momentum will work, assuming nothing changes between now and its release. There are any number of possible implementations of the concept that wouldn't penalize click powers at all. Here, let me make one up: Momentum could work like Dual Blades combos. Strike B animates faster if you use it after Strike A, and Strike C faster after Strike B. Like DB, using non-weapon powers in between would not break the combo.
There, I solved that design problem in under a minute, and I'm an amateur. Imagine what a professional game designer can do. -
Quote:The Rebirth Core buff is only +375 hp at its strongest point and a measly +54 for the last half of its duration.So usually the rule of thumb for a WP tanker is that if you want to improve your regen, what you should actually do is increase your HP because regen is a % of HP. Is the regen bonus actually large enough to flip that? That's interesting.
The Rebirth Radial buff is +2000% (!) at its strongest point. Even after it degrades to its lowest point it's still +200%.
I'd still vote Barrier for a Willpower, but if you get Rebirth you should definitely do Radial. -
In one of the articles about Freedom from the site's front page:
Quote:!!!Originally Posted by A Mild-Mannered ReporterOne of the really cool elements that was shown off was something I inadvertently alluded to a few weeks back: two-handed melee weapons. It turns out that isn't coming in a Super Booster but in the new store. It also promises to change the dynamic of the weapon sets to reward a slightly different playstyle, emphasizing repeated weapon strikes in quick succession. Interesting stuff, to be sure, although I was told that it won't quite be ready for the store's launch.
I'm really excited to see what this could be about!
Edit: Apologies if there's been another thread on this, but I didn't see one. -
Sometimes it just bugs out for me. Right-clicking on one of them makes all the tooltips start showing again.
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You can also right-click on an ability in the crafting window and it will show you the numbers. Interface abilities don't show anything useful this way, unfortunately, and it's also worth noting that the t4 core Lore pets don't include their damage buff in the numbers displayed.
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Here is a middle-budget build that has served me very well on TFs and trials:
Build: Broad Sword/Shield Defense
Price Range: Moderate (no purples/pvp) Note that, by losing some DDR, the cost could be significantly reduced by using plain recharge IOs instead of Membranes in Active Defense
Goals: Softcap, good attack chain (HS-Hack-Disembowel-(small pause)-Hack), sustainable endurance
Weaknesses to be improved on: ~20s downtime on Hasten, no Aid Self
Incarnate: Alpha Musculature and Destiny Rebirth Radial are the ones I recommend, the other slots are to personal taste
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As an 8-person task force, doesn't Apex always do x8 regardless of player settings?
More importantly though, I'd like to know what Emperor Cole thinks of his invasion spearhead being completely rebuked by 1-2 people. Maybe it was a bad idea to attack Primal Earth at the same time that the Well of the Furies gushed open there? -
Hack should not be skipped, but Slash should. You could get by without Slice in Broadsword if you wanted to. Eventually if you can cap your melee defense without it, you could skip Parry, but for leveling it is excellent (but you might want it anyway for defense debuffs, or for the enemies on the new trials which have higher tohit).
Grant Cover is useful but skippable, One with the Shield can be skipped if you need to. Everything else in /Shield is pretty mandatory. -
Carrying a few purple inspirations and using one when you get separated from the team and their defense buffs is far more practical than building for 59% defense, anyway.
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On most teams there are lots of defense buffs, so if you're normal-softcapped on your own you'll almost always be trial-softcapped in a group.
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This happens to me too, but with alt/ctrl instead, mostly when I alt-tab out of the game. I couldn't tell you a technical reason for WHY it happens, but tapping alt/ctrl fixes it.
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Would you spend 400m to equip a character with the best IOs they could get short of purples?
Why is it not OK to do the same for Rare Incarnate powers? -
A level 50 AV has 85% resistance to -ToHit. Diamagnetic is 5% base per stack(?), so that's .75% after resistance, or 3% with 4 stacks. 3.33%, if you're +1 to the AV from your level shift.
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Quote:Changing the Archetype in the power info in-game does not change the +hp numbers (which is consistent with other Destiny powers, and I guess makes sense since it's a team buff). It's pitifully low for everyone.Dispari's guide shows +HP numbers from an undisclosed AT's version of the power, so I can't assume they're accurate for Tankers (who have the highest HP in the game).
The Radial lets many characters cap their regeneration during the initial burst. Regeneration is normally a LOT harder to cap than hit points, yet even a Blaster (who have the least room between their base HP and their AT cap) needs a few hit points from accolades/sets for Core to cap their health for even the first 10 seconds. It's just severely worthless compared to the benefit of the Radial path. -
In principle, you could have the melee scatter away from the tank when they see two warnings, but good luck getting the herd of cats on most trials to do that.
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My Elec energy resists help with tanking 9CUs also, which on a GOOD team should not be an issue because they will die quickly, but... they're not all good teams.