Hopeling

Legend
  • Posts

    3079
  • Joined

  1. Hopeling

    /Invulnerability

    Invuln is an excellent set.

    I don't know about "the best secondary"; there's no useful way to rank Invuln's extreme survivability against, say, Fire's offensive benefits or Energy's endurance tools or whatever and objectively declare that one is the best. Apples to oranges and all that. But it is definitely a very good set.
  2. Quote:
    Originally Posted by Texas Justice View Post
    You have to complete them as normal arcs before you can access them through Ouro.
    Texas Justice is correct. The error message is terribly unhelpful in this regard.

    You'll also need to unlock your alpha slot before Captain Nolan will talk to you, if I recall.
  3. Quote:
    Originally Posted by Rebel_Scum View Post
    You can still do that now, it's just harder because enemies start getting direct tohit buffs at +5 and higher, whereas before one of the patches mentioned (I forget which one off the top of my head) I believe they continued to only gain more accuracy, which is far less effective against high defense.
    I think Nihilii was referring to how the tohit calculation used to only clamp values at the end, rather than once before applying accuracy and again after. This meant that if you floored the enemy hit chance, it would be exactly 5% no matter how much accuracy they had. In the updated system, an enemy with, say, +50% accuracy will have a 5*1.5 = 7.5% hit chance at worst. A +4 (1.4) boss-rank (1.3) Malta Gunslinger (2.0 accuracy on most attacks) will always have at least a 5*1.4*1.3*2.0 = 18.2% chance to hit, even if you pop a tray full of purples and get 200% defense.
  4. Quote:
    Originally Posted by Stealth_Bomber View Post
    We were told when ED was announced that there was a plan to offer more powerful enhancements and that we would be able to reach essentially the same level of power as Pre-ED. I don't think that goal has been reached. Is it possible to have every attack at 198% damage (that is 6 slots of even level SOs)?
    No, but it is possible to have every attack at 95%+ damage with 95%+ recharge and high acc and endredux and with a DoT worth ~50 damage per hit.

    Moreover, wasn't enemy health reduced when ED went live, so that a 198% attack now would actually be proportionally stronger than it was then? Or is my memory playing tricks on me? I can't find any mention of it on paragonwiki, so it might be the latter. Hm.
  5. Hopeling

    Absorb = ?

    Quote:
    Originally Posted by T_Immortalus View Post
    Well, if the +def was changed to absorb then it would still not be breaking the cottage rule because both are damage mitigation and, I would argue, absorb fits the true intention of "force field" more than +def does.
    The Cottage Rule gets its name from the first time a dev explained it: the power Build Up should not be changed from a damage buff to a power that builds a small cottage, because although both could properly be called "Build Up", the mechanic is entirely different. This was of course a silly example, but it's pretty analogous to changing a long-duration defense buff to an absorption shield. Yes, they're both defensive powers, and they both make thematic sense for a force field, but the mechanic is entirely different.

    On the other hand, the Cottage Rule is often misinterpreted as "we will never make changes like this", but the original explanation contained no such statement. It was more along the lines of "we will avoid making such changes, if at all possible". It's a last resort, but not completely off-limits. We've seen several "violations" of the cottage rule, after all, even relatively recently, like during the Energy Aura revamp in i21, when Energy Drain was changed from a heal to a defense buff.

    In short, if fixing Force Field is on the development agenda, and it absolutely cannot be fixed except by ditching some defense powers for absorb powers, it will happen, but if less drastic changes will suffice, they will be used instead.
  6. In absolute terms, definitely IOs and Incarnate powers and all the stuff we have now.

    Relative to the environment... probably still what we have now, but not by such a wide margin.
  7. Quote:
    Originally Posted by Atilla_The_Pun View Post
    Except Melee, per the post you linked to. And it's supposed to.
    Yes, although it's worth pointing out that that post is from more than a month ago. I do not know if Melee has been fixed since then.
  8. I agree that those pieces should be combinable with other facial details, but moving them into the ear category just shifts the problem onto a different group of players. The preferable fix would be for those pieces to appear in BOTH categories.
  9. Quote:
    Originally Posted by StarGeek View Post
    Same here. Additionally, the 10% end redux is only 9.something%
    Combat Attributes shows the "real" cost reduction to your powers - 10% endredux means your powers cost 1/(1+.1) = ~.909 as much, or .0909 less than normal, which is 9.09%. Or if you had a 100% endredux buff, Combat Attributes would say -50%. Unfortunately this is a near-useless number to display, since many of your powers are probably slotted with endredux already, so they will get a different amount of discount than what Combat Attributes says.

    I cannot say for certain, but since Support Radial's only other advantage over Core is a larger radius, it seems probably intended that Core gives a smaller buff (6% vs 8%) to players in exchange for the larger buff (12% vs 8%) to pets. The detailed info should be clearer about it, though.
  10. Quote:
    Originally Posted by Rodion View Post
    Part of the reason may be that setting up a real TF is frequently time-consuming, because you have to recruit the minimum number of people, and you have to deal with an AV. With an Ouro TF there's no such hassle. Perhaps the devs cooked those considerations into the merit reward calculation for the TF.
    Well, the reward merit calculation favors TFs by default, for this reason among others.

    Does it still have the daily diminishing returns? Or can you chain-run it for full rewards?
  11. Hopeling

    Energy Aura!

    Quote:
    Originally Posted by MriBruce View Post
    Well, yeah. What I'm specifically asking about is dealing with the psi damage that incarnate trials fling around so much.
    Well, I haven't taken a /EA through trials yet, but I have found that psi damage is pretty much a non-issue with /Inv, which is about as defenseless against Psi. Inspirations, Destiny, and the occasional knockdown is plenty.
  12. No, it's supposed to do that. All Hybrid powers are toggles, which will stay on for up to 2 minutes, then detoggle itself and have a recharge timer.

    It's a bit odd, and does make it act almost like a click power, yes.
  13. Quote:
    Originally Posted by plainguy View Post
    Link please
    He's correct, all Hybrid powers affect pets. http://boards.cityofheroes.com/showp...&postcount=142
  14. Hopeling

    Absorption

    Absorb is a new mechanic used by certain NPCs, and which will be used by upcoming player powers, like Bio Armor. More info here: http://boards.cityofheroes.com/showthread.php?t=290511

    Rather than making a new type of enhancement for these, they'll apparently just use Healing enhancements.
  15. Quote:
    Originally Posted by Reppu View Post
    Might be due to the fact Titan Weapons base animation times are slow as sin? Either way, it was a GLORIOUS display of chain procs.
    It's not necessarily the animations so much as the recharge times, I'd guess. Only one power in the chain you named has a recharge under 10 seconds. Doublehit disproportionately favors slower powers, since both the proc rate AND the proc damage are proportional to recharge time.

    TW is rather abnormal in having very few fast-recharging attacks, but sets like, say, most blast sets, or Katana, or quite a few others that make extensive use of attacks with <10s recharge may not see nearly the same returns from Radial.
  16. Hopeling

    Absorb = ?

    Quote:
    Originally Posted by Kitteh View Post
    What "creates" the shield?

    It is a straight math via IOs for any applicable power?
    Or is it an auto-hit "drain/syphon HP" type of mechanic?
    Or something else?

    Will today's external healing buffs be tomorrow's external healing/absorb buffs?
    Presumably, it's just another power effect, like healing or +maxhp. So one power might grant a 500-point shield when applied (analogous to a direct heal), another would grant several "ticks" of shield (analogous to an HoT), and another might be an absorb shield tied to an attack (analogous to Siphon Life).
    Quote:
    Originally Posted by Rajani Isa View Post
    No, that's +MAX HP. Technically, +MAX HP +Heal.

    Different thing.

    Absorb's temp hp shield doesn't affect regen since it's not part of your hit points, for one, while +MaxHP does.
    Yep, +maxhp would be analogous to a temporary Constitution buff in D&D. (nerd points +10)

    But yeah, similar concepts have been used in a LOT of games, and it's pretty intuitive in actual play. It's ablative shielding, and acts kind of like pre-emptive healing (preventing damage before it is dealt, rather than restoring it afterward).
  17. Focused Accuracy is the main one, and it provides huge resistance; I can stand in the middle of a bunch of Master Illusionists and their Dark Servants and still not have problems hitting. Combat Training: Offensive for soldiers/widows has tohit resistance, but not as much as FA. The Radial side of Ageless Destiny also provides resistance to all debuffs, starting high and tapering off over its duration as most Destinies do. And of course, yellow inspirations help (if you have /auctionhouse, it's easy to grab large or even Super yellow insps cheap before going into a mission).
  18. Quote:
    Originally Posted by Cybershadow View Post
    Core seems pretty straitforward, but people have mentioned it being less effective b/c of the tanker dmg cap. I'm guessing that won't be a problem solo (which I do about 75% of the time), but when doing trials I hit the cap frequently.
    No tanker combo will run into the damage cap harder than SD/SS. Even if your build doesn't double-stack Rage, you're looking at no more than 100% head room for damage buffs, to be shared among Build Up, Hybrid, and red insps, before even considering any team buffs. So, I'd say Radial.

    Unfortunately, Gauntlet seems to be screwing with the doublehit proc like it did PPM procs, but hopefully that will get fixed soon enough.
  19. Phalanx Fighting is not worth enhancing, unless you play with a regular group that literally moves in a phalanx. Grant Cover is at least slightly useful to slot, but I'd prioritize it below any other build goals.
  20. Only certain parts of the powers are enhanceable: the defense from nearby allies for PF, and the defense to nearby allies for GC. The constant 3.75% defense from PF and the debuff resistance from GC are the unenhanceable parts.
  21. That caps recharge at 20 seconds, and floors it at 1, for purposes of the calculation.
  22. Zero, of course, which means those terms disappear and leave an area factor of 1.
  23. Of course. But do YOU want to be the guy to explain to him that he doesn't deserve XP for gray enemies?
  24. Quote:
    Originally Posted by Derangedpolygot View Post
    When will this change?
    If the last time around is any indication? Roughly two months after the very thought of running Magisterium again causes me to cry and/or vomit uncontrollably.

    Nah, more realistically, I think I will just be abstaining from Hybrid for a while with all but 1-2 characters. I like trials, really I do, but I like them in moderation. Running Magisterium forty times, plus another five for each future 50, is way past the threshold where I can enjoy it.
  25. Quote:
    Originally Posted by peterpeter View Post
    How about today? Was there another freebie, or did the new issue interfere?
    Yes, and this time it's available until Monday. Posted on the front page, as usual: http://na.cityofheroes.com/en/news/n...ay_is_live.php