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EA should be about the same on a scrapper or brute, it doesn't particularly favor either (a brute would just be a little tougher, as usual, due to their higher HP). KM's definitely better on a scrapper.
The same combo on a stalker is also looking quite good once i22 goes live. That's a somewhat different playstyle, which you may not like, but it's worth mentioning. -
In many games, and for that matter even in this game, fire is often associated with things like healing and stuns, not just raw damage. Adding a Lancer Shot stun to Blaze might sound a bit nuts... but that's pretty much what Clobber does. Just as one example.
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By what measure? Do blasters have "low" survivability compared to other ATs, but still high enough to complete most meaningful tasks? No. Especially without a high-end and high-level build. If a tanker gets separated from his team midfight, it's usually a pretty safe bet that he can defeat the spawn on his own and then join back up. He can't do that as quickly as a brute or scrapper would, but usually there's near-zero risk of being unable to do it at all. A blaster in the same situation is much more likely to end up going to the hospital or needing teammates to rescue him: there's a very good chance he cannot defeat the spawn at all.
Tankers have bad melee damage compared to archetypes that have better melee damage, but their damage is still easily high enough to complete most tasks even without help. Blasters have bad survivability in an absolute sense: their survivability is too low for many tasks. -
Quote:See, the problem with your whole position, really, but especially with this little analogy, is that Tankers DON'T have crap melee damage. They have less melee damage than some ATs, but still enough to defeat nearly any foe in a timely manner.Just like Tankers are supposed to have crap melee damage, right?
When tanks frequently lose fights against small-to-moderate numbers of common enemies due to their low damage, you can talk about that as an analogy to blaster survivability. -
Quote:SS on a tanker outperforms other tanker secondaries by an even larger margin than Brute SS outperforms other Brute sets.Super Strength is fine on tankers. The lower damage cap and base damage on a Tank make it right in-line with what it should be.
Whether that's really a problem, or whether it should really be fixed, is another question, but it definitely overperforms on both ATs. -
Quote:What country has a legal code that defines this Super pack system as gambling?Quote:Define gambling: gam·ble (g
m
b
l)v. gam·bled, gam·bling, gam·bles
v.intr.1. a. To bet on an uncertain outcome, as of a contest.
b. To play a game of chance for stakes.
2. To take a risk in the hope of gaining an advantage or a benefit.
3. To engage in reckless or hazardous behavior: You are gambling with your health by continuing to smoke.
v.tr.1. To put up as a stake in gambling; wager.
2. To expose to hazard; risk: gambled their lives in a dangerous rescue mission.
n.1. A bet, wager, or other gambling venture.
2. An act or undertaking of uncertain outcome; a risk: I took a gamble that stock prices would rise.
You -are- gambling on these items.
Edit:
Good news! It isn't. -
Hopeling
Portrait: Never could decide on one, so it's blank
Baddies Defeated: 178219
Active Characters: Varies
Foot-In-Mouth-In-Forum-Thread Average: .32
Sorry, I never collected baseball cards, so I have no idea what other kind of stats should appear -
We know the weights, so we can easily predict the odds. The percentages Zwill posted are accurate before you've obtained any of the one-time-only items. The Very Rare table has a total of 333 weight. If you want the Elemental Order back, that has 47 weight, so your chance of getting it is 47/333=.1411=14.11%, just as Zwill said. But what if you've obtained the other two EO pieces? Then they're removed from the table, and there's a total of 239 weight left, so now your odds of getting the backpack are 47/239=.1966=19.66%.
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The wiki's talking about beta, though. Has anyone obtained a catalyst from Incarnate content on live, or is that an i22 feature?
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Another simple thing to check: save a new costume, and see if the game puts the new file in the folder with your old costumes, or if it goes somewhere else.
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Quote:According to the drop tables posted yesterday, costume pieces are just removed from the table once you own them.You cannot get duplicate costume pieces or Black Wolf. The card will reroll within that rarity until a non-owned costume piece/Black Wolf drops. (NOTE: This is only supposition, but the only other option would be that it would reroll within that rarity's costume pieces, which would mean people would get the costume pieces far quicker, so not likely.)
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Quote:That's not how debuff resistance works. 25.95% regen debuff resistance means regen debuffs will be reduced in effectiveness by 25.95%, so that -1000% will become -740.5% (assuming the Heavy is your level), which for most /WP builds will still floor your regen if the Heavy is the only enemy in melee range.I ask because it seems like every time I get hit with any kind of regen debuff my regen goes to 0%.
If I understand regen debuff resistance of which I have 25.95% from Fast Healing, this should never be possible.
Most regen debuffs are very large: -500% and -1000% aren't uncommon, so resisting about a quarter of the debuff means you're still debuffed quite a bit.
That said, I have no direct testing of whether the resistance is working or not, but just from what you're saying I see no reason to suspect a bug. -
Remember, it's not specifically the size of the bonus that matters, it's the name of the bonus. Thunderstrike's 2.5E/NE, 1.25R set bonus is a different bonus with a different name than BotZ's 1.25R, .63E/NE set bonus, so they're considered different bonuses for the Rule of 5.
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I started saving my reward merits some time ago when I learned they'd be usable for ATOs, and I find that most of my characters earn 4-500 reward merits, if not more, by the time they get to 50, so every character can basically buy their own ATO proc easily, without touching a single super pack or the market. Of course, you could do much better than that with ATOs and reward merits from super packs, and/or purchase more from the market - we'll see how the prices settle out (right now I suspect they're strongly in flux), but many of them may end up cheap enough that it's more efficient to spend merits on something else, sell that, and use that inf to buy the ATOs you want.
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There's not a lot of lines to read between, there. If anything, specifically saying "the immediate future" to me says they're at least strongly considering it, but want to wait for the gottahaveitnow types (...like me, I guess) to buy some packs first.
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I've never found a way to make your turn keys turn into strafe keys while holding down the mouse like other games do. Admittedly, I've never looked too hard.
The good news is, I find it fairly easy to adjust when I go to a game that uses that scheme (and when returning here afterward), but YMMV on that. -
The weight is a measure of how likely each piece is - the percent chance is derived from the weight. The higher the weight, the more likely you are to get that item. You can think of it like pulling names out of a hat, and each item is in the hat as many times as its weight.
For example, the Common table has a total of 100 weight, and the Elemental Order belt has a weight of 10. 10/100 = .1 = 10% chance. But if you've already obtained the sleeves, they're removed from the table, so there's only 90 weight left, and your chance to get the belt is 10/90 = .111 = 11.1% chance. -
Quote:It's difficult to say for now, but I would be very surprised if they end up cheaper than pieces like the LotG 7.5. They cost more to obtain via merits, and unless Super Packs prove wildly popular, there will probably be less of them entering the market randomly, yet they're extremely desirable to a wide variety of builds. Of course, price might vary widely between the more and less popular pieces and sets, although converters might lessen that disparity.Actually I think quite the opposite, the price on these will plummet.
That said, I expect prices will be low for a while, as the people who care about super packs buy a bunch for the costume pieces and flood the market with all the ATOs they randomly obtain and don't want. Once that initial rush slows down, I'd guess that most ATO purchases will come from merits... but like I said, it's difficult to say for now with any degree of certainty. Time will tell. -
Quote:This is counterintuitive when you're first learning about different bases, but it's not really a strange result. 7x7 is 61 in octal (base 8), but 61 in octal isn't the same as 61 in decimal (base 10, what we normally use). If I arrange a 7x7 square of objects, every observer will agree that number of objects is a perfect square, no matter what base they count in. Whether they write down that quantity as 49 (decimal), 61 (octal), 31 (hexadecimal), 110001 (binary), or some other base won't matter. Similarly, if I arrange two 5x6 groups, and then one more object by itself, everyone will agree that's a prime number of objects, regardless of base, but they again might write it down differently.Anyway, I find this conversation on numbers interesting. I worked with a grad student who specialized in theoretical algebra, and he told me that the proof for 1+1=2 was 40 pages long about group theory, set theory, and various other axioms would allow us to do simple addition. I'm not a theoretical algebrist (what do you call them?), but I did learn something interesting about our number system.
There is something called the modulo, which is the amount of digits that make up our number system. Our most popular system is 10 base, with 0-9 constituting the separate digits. Once we go past nine, we expand to a new placeholder. Another common system we use is the 12-base system for time keeping and clocks, and its subset that is 5 x 12 system that expands into the primary 12 system. Now, I bring this up because different modulos can create very strange mathematical results. For example, in a 0-7 system, 7 x 7 is equal to 61; a normally prime number. I believe in a modulo 2 system, you can get things like 1+1=0.
Related to the pi issue, even in this universe some people don't think pi is a particularly fundamental value.
Edit: And by "everyone will agree" here I mean after resolving the possibility of simple errors and disagreements in definitions. -
Quote:I'd put good odds that they can't actually apply that code to your account for the same reason you can't: your account is not eligible for that code. A sufficiently senior support representative might possibly be able to void that code and apply some other code to grant you a month of VIP, but that probably requires various kinds of authorization even after you work your way up the support ladder to talk to that person, and thus won't be a quick process if it can be done at all.Great, so now I've got a useless paid-for account. Why they can't simply apply the status to the account is beyond me. It's not as if there's something physically stopping them. They simply use up the serial code and apply VIP to an account, it's not rocket science.
In some sense, this is caveat emptor here - it lists the relevant restriction in bold print on the page for the VIP starter kit. Still, I wish you luck with support, hopefully you and they are able to resolve the issue to your satisfaction. Unfortunately, customer support issues (anywhere, not just in CoH) often take a while to get sorted out, and will require some back-and-forth between you and support. It may be helpful to remember that you're talking to customer support, not the CEO, so getting mad at them for their company's policies won't help much and can give them a reason to dump you and mark your issue as "resolved" at the first opportunity. Don't be that customer yelling at the returns counter because he didn't read the fine print.
Edit: If you want to get back into the game ASAP, you might try buying a subscription and just asking support for a refund. I have no idea if they can or do ever give refunds, but if they can/do it might be a simpler thing to request. -
In Euclidean space with the axioms that seem to most naturally arise therefrom, yes. Pi is not itself an axiom, but it does arise from our axioms and definitions. But even we don't actually live in Euclidean space (although it's a very close approximation under most circumstances). Even the simple ratio of circumference-to-diameter is not equal to pi in, say, the Ehrenfest paradox, which is a real thing in real physics, and it's difficult to say what might happen in other types of (to us) more exotic space.
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Quote:There's no simple and consistent rule for target caps, that I've ever noticed. Some melee cones cap at 10, some at 5, some at 3. Ranged cones seem to usually be 10, but not always. The target cap seems to be decided by "how strong an attack do we want this power to be" (Crowd Control: very strong, Piercing Rounds: not very strong) more than "what type of power is this". That could easily be reading more intent than there really is, though.I was always under the impression that the cone affect caps were:
- 3 to 5 for melee cones
- regular AOE cap of 16 for ranged (primarily) damage cones
- 10 for ranged damage+control cones
Of course, I can't rationalize Fearsome Stare's 16, but I never really thought about it. -
If you want pure damage, a blaster is probably your best bet. Yes, even though most secondaries are better suited to blapping.
If you instead just want "a character that does damage and is effective primarily at range", you might prefer a corruptor?