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Posts
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Joined
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I don't mind Mercy or Praetoria.
Currently thinking Arrow/Dark Corruptor whichever. -
I'd not quite got that off the current Iso thread. I think there's another week with the last lot.
Even if it does, I've signed for this and need the components so will do the 2 x LGTF.
Not even clear if the new Iso is starting Red or Gold side yet. -
The solo morality missions in Gold probably do make it too much extra hassle to start there, despite the wider choice of ATs. It's not like the first 20 levels take very long.
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Wednesday please, will bring Blaster. (And switch to Controller if there's a second Weds run.)
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Great value, apart from it all being furrrrrry. :-P
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I'd quite like to get in an Isos run. Not sure what as. Maybe a Dark/Dark, although I dunno about Corr or Def.
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My updater's downloading a small additional patch and applying now. Certainly looks like 19.5 to Live.
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can i have my money back that i paid for cov then?? cause this is kinda a slap in the face for those of us that bought cov.
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Don't be ridiculous. -
Damn. Missing it again.
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Every single word of that State of the Game post is full of win.
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CoH 45% ???
CoV 20% ???
CoX 25% ???
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You think the split is like that? Really, I'd have thought at least 80-90% would have both games. This is a minor thing which allows them to know that everyone has both games - which they already know if anyone buys them at retail now.
Personally, I love this news. Bodes very well for the future, I think. -
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I sincerely hope they still offer some incentives to people who already have bought both games, otherwise that's money down the drain.
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It's only money down the drain if you've never played the second game you bought and haven't gone above 8 server slots. -
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Add in that I have a hold attack...Ice Melee is really safe set.
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Tanker Secondaries with 100% chance hold/stun attacks:
Energy.
Stun: Mag 3 Stun, 6.67 Smashing, 4.45 Energy
Total Focus: Mag 4 Stun, 44.49 Smashing, 113.89 Energy
Ice.
Frozen Touch: Mag 3 Hold, 6 * 12.46 Cold
Stone.
Seismic Smash: Mag 4 Hold, 158.38 Smashing
Super Strength.
Knockout Blow: Mag 3 Hold, 158.38 Smashing
War Mace.
Clobber: Mag 3 Stun, 11.12 Smashing
Ice's hold attack isn't even slightly the best. -
I don't have a complaint about my Fire/Ice Tank atm - he's lvl 25 now.
On the other hand, I've got Frozen Fists and Ice Patch from /Ice and have no great need for any more, which is obviously a problem. I should want much more of a secondary power set.
I'll probably get the hold to be able to stack with an Epic Hold, but that's it. -
More Double XP weekends = great!
Once again on a weekend I'm not able to play = sucky. -
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Cryptic starts working with Marvel.
Cryptic shuts down its own comic.
Uhhhh, somebody want to pop a quick "In no way was this decision influenced by Cryptic's partnership with Marvel Comics" in there? I'm feeling a tad paranoid today and could use the comfort disclaimer.
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There's much too big a gap between the Marvel announcement and this for it to be a factor. -
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Wrong formula.
FoeLevel = CombatLevel + INT(RepLevel/2) for a CL 40 character should have been giving FoeLevel = 42 to start with, not 43.
In either case it would appear that the Pool B award is following the character CL and using the bracket for the respective CL rather than the award bracket for the FoeLevel variable. If it were following the FoeLevel result it should have kicked the reward into the 40-53 bracket making the Gift drop impossible.
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When I said a lvl 43 mission I mean my CL was 43 and I took the mission at CL 43. I was fighting 45s, I think. -
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(lvl 40 drop off a lvl 43 mission, if that's of interest)
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Interest? It's just plain weird!
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Thought it might have been, but I wasn't sure!
I was solo, I'd just got the mission from the police radio, and I was running on Unyielding. -
You defeated Ursis!
You gain 20220 experience and 20220 influence
You received Gift of the Ancients: Def/End/Rech.
You have defeated Ursis and his Circle of Thorns crew. Mission Accomplished
(lvl 40 drop off a lvl 43 mission, if that's of interest) -
Completed Katie Hannon = Stupefy: Chance for Knockback
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ok, Ive tested this numerous times, MoG ends BEFORE the warning timer even starts blinking.
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Doesn't surprise me.
MoG is essentially the period of def and res, plus the period of no def and res with no regen. So the blink is for the end of the entirity of the MoG effect.
Hence..'working as designed'. It's just that with MoG, that generic design doesn't work, since you want to know when the first part of the power ends, not the secondary. -
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My question, and where I see where we disagree, is when the ToHit Buff is applied (before or after Enhancements) and the equation doesn't tell us.
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The equation:
((Total_To_Hit Total_Defense), 0.05,0.95 MinMax) x ACC = Chance To Hit.
So that's base accuracy vs the mob plus all to hit (eg tactics) bonuses minus all defenses of the target.
That's min/maxed to 5%/95% if it's very high or low.
Then multiply that by accuracy (for most things accuracy is 1 plus enhancers) and again min/max at 5%/95%.
If you have a lot of Accuracy, ToHit is wasted vs things with no Defense.
But vs things with Defense, ToHit plus lots of Accuracy is very valuable. -
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I'm sorry if this has already been mentioned, but how does this apply to Defense-based characters? If a character normally has a .9 percent to hit chance, and is attacking someone with a .6 defense percentage, does the streak breaker still only allow them one miss in a row? Or does the defense directly affect the atacker's to hit number, in turn increasing the amount of misses allowed before a streakbreaker trigger? If it's the first option, then that's definitely a problem for all defense-based builds.
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His explanation already says it's the second option AFAICT.
A 90% to hit vs a 60% def puts us into the 30% area of the streakbreaker. -
Consonants - I'm just wondering what you've been fighting...because if something you're fighting has +def that can make a difference.
Lets go for some rounded numbers to make it easer and assume 3 Accuracy SOs are +100%
So. You have a Base ToHit of 75% vs even con * 2
150% capped to 95% to hit.
If you fight something with 25% def that becomes
75% - 25% = 50% * 2 = 100% capped to 95% to hit.
(This is your base point for PvP)
If you fight something with 50% def that becomes
75% - 50% = 25% * 2 = 50% to hit.
Not saying that anything's not bugged, but just take into account that Accuracy enhancements aren't necessarily all that they seem in some situations.
(nb. Same if anything debuffing your accuracy. That comes off the base same as your foe's Def.)