-
Posts
3079 -
Joined
-
AAO is nice; Shield Charge is amazing. But then, having a heal without needing Aid Self or Rebirth is nice, too, and EA has excellent endurance tools.
I strongly doubt you'll be disappointed with either set. -
Regeneration happens in ticks. Base regeneration, without counting any buffs or whatever, gives you one tick every 12 seconds. 5% hp per 12 seconds is .416666% per second. If you have, say, 1500 health, that's 6.25 health per second when you average it out, but you're not really getting a tick of 6.25 health each second, you're getting 75 health every 12 seconds.
If you add +100% regeneration, you're now regenerating health twice as fast - one tick per 6 seconds. 5% health per 6 seconds is .833333% per second. With 1500 health, that's 12.5 health per second, but again, you're not getting a tick of 12.5 health each second, you're getting a tick of 75 health every 6 seconds.
Each tick is always exactly 5% of your maximum health. However, the ticks will be more or less frequent, depending on how much regeneration you have. This can be expressed in terms of hp/sec.
Note that another character with 3000 health and base regeneration would also regenerate 12.5 health per second, but he'd get a single tick of 150 every 12 seconds, rather than a tick of 75 every 6 seconds.
This is, again, really easy to observe just by using Rest. Even with 2000% or more regeneration, each tick of regen is still small, but they happen very quickly. -
No, regeneration ticks are always exactly 5% of your maximum health. Regen buffs make the ticks more frequent, not larger. This is easy to observe with any large regen buff, like Rest.
-
Having played a lot of Hovering characters, and also a lot of Combat Jumping characters, I feel confident in saying that, empirically, all of the advantages you just named are very minor and/or rarely relevant (except the immob protection, but many characters have that already). And when flight is desirable, jetpacks are passable for combat movement, but not nearly as good as Hover.
I'm not saying Hover is better, nor even that it's as good as CJ. But it's certainly not far worse. -
To be specific, the defense values that should only be present in Defensive Adaptation are:
6.71% S/L, +.36% per enemy for Evolving Armor
5.96% E/NE/F/C, +.27% per enemy
3.51% Psi, +.2% per enemy
All of these are unaffected by enhancements. -
It's not difficult, but it will require a large part of the build. The WM/SD rebuild I'm planning at the moment has both 3% defense uniques and 35 slots used for set bonuses to reach the softcap.
Quote:Is positional defense as reliable as typed defense? (I've read there are some abilities that don't have a position tag at all.) -
Quote:My TW/WP scrapper, with CJ, has a run speed of 40.2 mph (with Sprint, which I leave on all the time), and a jumping speed of 41.3 mph. My DB/Inv scrapper, with Hover, has a flight speed of 36.9 mph. I have yet to discover any task for which the extra 3-4 mph makes any meaningful difference.Hover is still to slow, even if you are just tanking. Combat Jumping is better by a mile.
Now, granted, you do have to spend a couple more slots on Hover than CJ to get that speed. And Hover does cost slightly more endurance. But neither of these is nearly enough to make CJ better "by a mile". And Hover has some tactical value of its own. -
...no, I'm not saying it would be hard. Adelante asked if they're working on anything to improve this. They aren't.
-
No, simply factual. We get these threads A LOT.
You asked if there will be another wipe, or any plans to address the naming problem. There won't be another wipe, there are no plans to address the naming problem. -
Quote:Originally Posted by the articleWhy does everyone hate free-to-play?Quote:Originally Posted by the article paraphrasedWhy do we have this problem I just made up?
I mean, there really are people who hate F2P, but plenty of people despised pay-to-play games when that was the dominant model, too. -
Not exactly - the two procs would be totally independent of each other. The Bonfire proc would get a 40% chance every 2 seconds or whatever it is, and the Caltrops proc would get a 20% chance every 10 seconds. Those intervals might not necessarily line up, either.
-
Quote:Not really. I'm just saying that the decreased regen from Degenerative is very strongly unlike actual regen debuffs. Meanwhile, the decreased regeneration and decreased health, put together, ARE very strongly like -res debuffs.The Max HP debuff sounds like the illusory portion of the damage found in Controller Illusion attacks.
*ack*
The decreased regen is "kind of" illusionary, although with Degenerative you can potentially keep the debuff up all the time if it's a fight where you can attack continuously. The amplification of damage dealt during the debuff, though, is not illusionary at all. -
It's listed in the Paragon Rewards window at tier 4.
I'm not really sure WHY Vanguard Merits are gated behind tier 4, but they are. -
Degenerative's -hp does reduce the target's regeneration, but it does so rather differently than regen debuffs do. Unlike an actual -regen effect, it in effect retroactively debuffs any previous regen ticks when the debuff is applied, but retroactively gives them back all the health they would have regenerated when the debuff expires! However, since the target has less health while the debuff is on, and your attacks are dealing the same damage, your attacks are taking larger chunks out of their health bar. This means that -hp ends up closely comparable to -res, and not so closely comparable to -regen.
More on that here: http://boards.cityofheroes.com/showthread.php?t=292805 -
Quote:I'd agree with this, I would take hover on every character that doesn't have a reason not to
I mean, I don't intentionally aim for that, and I've had a few characters that weren't flyers without any compelling reason not to, but looking at my roster, a pretty strong pattern emerges... -
Quote:Rage does three things when it crashes: -def, -end, and -damage.Speaking as an SS newbie, how does double stacking Rage work? I assumed that would give you a perma damage boost at the cost of a small def debuff.
Is it so bad that it cripples you if it drops in mid-battle? Wow...and I was told SS is godly on brutes.
The defense debuff is pretty nasty (-20%, unresistable), but that part of the crash just plain doesn't happen if you can get Rage to overlap at all, even if only by a few seconds. That means getting Rage's recharge under 120 seconds, which isn't terribly difficult even on SOs (via Hasten, Quickness, etc).
The endurance crash is more problematic, because it isn't prevented by stacking. But losing 25 endurance every minute or two is manageable.
The part that's annoying is the -9990% damage crash, which is also not prevented by stacking. It floors your damage for 10 seconds every 1-2 minutes, which is a significant fraction of your time. Throwing a KO Blow for 15 damage is, IMO, frustrating. -
MisterD, was that before or after the June 26 patch? The patch notes claim that the toggle effects should persist properly after zoning, but I haven't specifically tried it.
-
I mean that, once there are 4 people queued up for DFB, the system waits 90 seconds, then takes everyone in the queue and gives them the window with the green and the red button. That window will itself expire after 60 seconds, so you can't necessarily wait until a satisfactory number of players have joined.
-
Problematically, the turnstile will start an event with as few as four people, but for DFB you want at least six, so that you'll get AVs instead of EBs. And the AVs are a huge chunk of the trial's XP. There's a delay (I think 90 seconds) between when the turnstile has enough people to start and the trial actually launches, so if another two people queue up in those 90 seconds, you'll be fine.
...but, to be able to expect two additional people to queue in 90 seconds, would mean you average at least 1 person queuing up every 45 seconds. That's enough people to launch a full team every 6 minutes. DFB is popular, but even on Freedom during the busiest hours I don't see a full DFB leaving every six minutes.
So, having everybody queue up individually rather than form a team and then queue is very, very likely to result in an awful lot of small teams that are significantly less productive. -
This is not an AE-specific feature. Hybrid toggles (and also the GvE jetpack power, and probably any other time-limited toggles that I can't think of at the moment) reset their duration on zoning.
-
This has been around for quite some time, iirc. And yes, it's annoying.
You don't have to change all your keybinds. You just have to change alt+enter. If you don't have something else you specifically want it to do, you can just bind it to do nothing:
/bind alt+enter nop
Edit: oh, pancake, apparently this wasn't the fix. I had it fixed long ago, did a /unbind to test the fix again and make sure I had remembered it correctly, and now have broken it.
I'd have sworn there was a way to fix it, but apparently don't know what it was... -
Ted in the summer event was using Moment of Glory, which is not Absorb-the-mechanic at all. It's just a huge defense bonus, and pops up "Absorbed" when it avoids an attack, like how Invulnerability shows "Deflected" and Super Reflexes shows "Dodged". If you track your Last Hit Chance stat, you'll notice that your hit chance plunges when he uses it - your attacks acted like they were missing because they WERE missing.
You can see an actual absorb effect on Nega Pendragon in the Magisterium trial, and you can hit him just fine. -
Er, yes, only within the level range of the set.
But really, those are the draws of the SBE sets in general. Although it seems to have been forgotten now, very few players were even aware that SBE procs were PPM, or even what a PPM is, for quite some time after SBEs first appeared. It wasn't until the first round of ATOs and the Performance Shifter proc thread that it seemed to become common knowledge. Yet the SBEs were selling just fine the whole time.
Some players so dislike crafting, or have so little inf, that they don't use or can't afford IO procs at all, certainly not minimum-level procs that are generally more expensive and harder to obtain than the max-level versions. And far more players than you might expect just from reading the forums have a very hard time getting enough inf to buy purples.
SBEs definitely do not require an invention license. -
There are reasons, but they're the same reasons to buy any other SBE - namely, that they work without an invention license, and they can be slotted at any level, and you don't have to deal with the auction house nor with crafting them.
-
I just noticed that the first post was asking specifically about a WP/SS Tanker.
For that character specifically, Hover is terrible, because you can't use Foot Stomp while flying. If you want the defense bonus, use Combat Jumping instead.