Jordan_Yen

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  1. Quote:
    Originally Posted by Eek a Mouse View Post
    I like the idea a lot. It's good to provide incentives for people rather than punish them. However I can just hear the howls of outrage from players who want the goodies (badges, costume pieces, emotes, whatever) without having to delete a cherished or even a shelved character.

    Also, I imagine there'd be a number of people deleting characters named "SG Mule 1" or "Archery Test Man" in order to get the reward. I can't imagine there's anyone who will give up "Avenging Angel" or "Cobra" or "Captain Awesome".
    I never said they'd be EXCLUSIVE items

    And maybe someone would delete those. If they don't like them anymore, why not? The idea is to motivate people in some fashion to clean house. Right now, other than clearing needed space, what motivation do they have?
  2. Quote:
    Originally Posted by Electric-Knight View Post
    To be fair, there are plenty of names tied up on inactive accounts so old and long-inactive that they do not have a global name (/friend a name and then add/edit note to see the global name of that character).

    I wasn't around during the time that I've heard global names hadn't been made yet, so correct me if I have misinterpreted that.

    From a behavioral standpoint and as a compromise that wouldn't harm dutiful, but inattentive players, what if there were a carrot provided for deleting old characters?

    Say a bonus title, costume slot, or something of value that people could get for deleting a character over a year old that they don't want anymore. The year time-frame is to keep people from making and deleting characters. They have to legitimately be characters that they made once and don't want anymore.
  3. Quote:
    Originally Posted by Aggelakis View Post
    Hey, J_Y...all of the wiki links in your website go to Wikia. You might want to change that to ParagonWiki ( http://www.paragonwiki.com or http://wiki.cohtitan.com ), since Wikia is out of date and full of ads.
    Hmm, You're right. Thanks!

    EDIT: Fixed site-wide. Let me know if you find one I missed, but I think I got them all.
  4. Quote:
    Originally Posted by Call Me Awesome View Post
    On a Defender Tactics is VERY useful, with one Acc SO in an attack you can still be capped on your chance to hit higher level mobs... and it affects the entire team. One defender can give, slotted to ED cap, over 19% tohit buff to the entire team. That will have everyone on the team reliably hitting +4 mobs, seeing stealthed/invisible mobs and generally working more efficiently. TWO defenders running Tactics will give the team ~28% tohit effectively capping hit chances against nearly anything you'll be fighting.

    Controllers are nearly as well off providing ~15% to hit buff from slotted Tactics. Don't forget that even the lower amounts you get from melee characters will stack with the rest of the team... there's a reason Leadership is a staple of most superteams.

    Tohit is more effective than accuracy since it's a direct addition to your chance to hit while accuracy is a percentage increase of your tohit chance. To put it more plainly, you have (for most powers) a base chance to hit an even level mob of 75%. Adding an even level accuracy SO to that attack gives you a 33% boost to the 75% base moving your chance to hit an even level mob to 95% (100% capped to 95%). Now if you're facing higher level foes your base chance to hit drops quickly, and as your 75% base chance is lowered (I forget the formula but it's something on the order of -10% for each +1 level of the foe) that SO will be giving a proportionally lower benefit.

    What To Hit buffs do is modify your base chance to hit BEFORE the accuracy SO is added. That makes your accuracy slotting more effective as it's giving 33% more of a higher base number.

    Another benefit is facing mobs with defense... Rikti drones, Sky Raider force field buffs, Vengeance buffed Nemesis and the like. The mob's defense is subtracted from your base chance to hit FIRST, then any to hit buffs are added and finally your accuracy slotting is added. A 15% tohit buff will directly eliminate a mob's 15% defense.

    All in all tohit buffs are considerably more powerful than simply adding more accuracy enhancements, and they affect all your powers. That's the reason why the Kismet +6% tohit IO (mislabeled as +6% accuracy) is a unique... tohit is that powerful.
    Wow. I think I've been clearly underestimating ToHit. I'm going to have to take another look at my builds and see if I should make some changes.
  5. Quote:
    Originally Posted by Finduilas View Post
    You should consider getting the Kismet +Acc instead; despite the name, it provides an additional 6% ToHit, nearly as much as Tactics for Scrappers and Tanks.

    It'll improve your HitChance a bit without costing a power slot or any endurance. (And Tactics is a fairly high-cost toggle.)

    I hadn't thought of it that way. That's pretty good advice, thanks
  6. Quote:
    Originally Posted by Gammos View Post
    This was a very enjoyable read. I love the way you added comic infusion with hard data and stats so that we could more easily understand the dreaded "hard numbers" :P

    Im actually gonna respec my main to become a walking AoE destructor and I stumbled accors this piece of art.

    Thanks!
    Why thank you! I put a LOT of time and effort into guides for my main characters and there are more to come (as time permits :P)
  7. Tang, I really hope you like the game. As I said before, we really love it. I would like to point out in addition to the things that all the others have said, that the absolute best part of this game (for me) is creating really fun and interesting characters. See here for my advanced character creation guide:

    http://www.jordans-town.com/toon-gen

    I hope we're not overwhelming you, but you'll find that there's lots of help and great players on every server (though in my experience, you'll find the highest concentration of awesomeness on Triumph (light population) and Virtue (High population).
  8. Quote:
    Originally Posted by je_saist View Post
    ... my gut reaction is... no.

    Now, I haven't actually run the numbers, this is just from playing experience. First, To-Hit buffs are Schedule B enhancement, which means an even con SO will deliver a 20% buff. If you cap this into ED you'll be pushing a 50%~60% boost.

    On SO builds, even if you slam tactics into ED (on a tank) you'll only have about an 11% boost. This is actually a lot of to-hit. Only thing is, in my play experience, it does not replace slotting powers with an accuracy boost. There's also another reason I would not skip putting at least one acc boost in acc-check powers: most builds have no protection to to-hit debuffs.

    This is one of the key differences between Focused Accuracy and Tactics. FA offers a high to-hit debuff resistance, which means that powers that lower your to-hit are much less effective. In high level play you'll encounter multiple enemies with accuracy / to-hit debuffs. Tactics lacks this protection.

    That being said, on SO builds, there are very few powers that I'd invest more than one accuracy enhancement in to begin with. For the most part I wouldn't try to push the performance envelope of an avatar on SO's, so I wouldn't be looking to get into situations where I would need an extra to-hit or accuracy buff.

    Against SO's, on it's own, Tactics won't change your base states enough to drastically change most of your personal slotting choices.

    On IO builds most powers that have an acc-check also have IO sets that combine accuracy checks with recharges, endurance reductions, and effect boosts. Ergo, if you are slotting for sets you'll pick up some accuracy boosts anyways on most powers that have acc-checks.

    Against IO's, on it's own, Tactic's again won't really change most set choices.

    That being said, one of the problems with IO's is that you may not get the enhancements you actually want, or you may want to focus on a different aspect of a power. Say, you have a set like this:
    • Effect / Accuracy
    • Effect / Recharge
    • Effect / Recharge / Accuracy
    • Effect / End
    • End / Recharge
    if you only have 4 slots available, you could drop the Effect / Accuracy enhancement. Tactic's will aid in giving the attack a greater chance to land as you focus on the other powers for a Recharge boost and ED-capped effect.

    For these types of situations I like to use the term Edging.

    Tactics, from my point of view, is an Edging tool. On it's own it's not a replacement for any particular slotting choice.

    When coupled with the possible boosts from IO sets it enables me, on a situational basis, to round out a build for the effects I want to have.

    Does that answer your question?
    It more confirms what I suspected, but it's very detailed, thanks
  9. Quote:
    Originally Posted by Fireheart View Post
    In Mids, click 'View Totals' and the 'Misc Buffs' tab in the resulting window. It lists Run speed, Jump speed and height, and Fly speed. Then, toggle on the power in question, Hover, Fly, G-Fly, Energy Flight, whatever you have, even Swift, and you can see the numbers change, dynamically.
    Sweet! Thanks!
  10. Quote:
    Originally Posted by je_saist View Post

    ToHit is the direct answer to Defense, and thus is more important than Accuracy in determining whether or not you actually hit something.

    However, because of the way the game engine works you'll always have a 5% chance to hit something and a 5% chance to miss no matter what your accuracy and to-hit numbers are. This means that there is a practical limit on how much to-hit and accuracy can help you hit something.
    I suppose the smarter question is what effect tactics has on accuracy slotting. Is anything tactics can do going to make it so you don't need to slot as much?

    I'd like to do a test by using no accuracy enhancments and only Tactics and some other IO bonuses to see what effect it has.
  11. Quote:
    Originally Posted by Ironblade View Post
    I would guess you have the AT dropdown box set to 'Tanker'. All of the pool power attacks taunt when used by a tank.
    Nope! Scrapper in this case. I can also see it on other ATs too.
  12. Here we go:

    What is the fly speed of hover and group fly. I can't find it anywhere and Mids only lists percentages.

    I found an old CoH Code in an Intel Motherboard box. I know it's only for a new account, but is it an unlimited account or trial? Is it 14 day or 30? I'd like to give it away, but won't bother if it's no different than a free trial.

    What good is toHit really? I never understood it and therefore shun powers like Tactics, but I feel like I'm missing something.

    Why does Mid's list a taunt on Jump Kick? does it actually taunt?

    If a redname sees this, could they please consider implementing a booster affiliate program?

    The reason I ask is because I've spent the last week upgrading the guides on my site and creating new detailed articles on each of the boosters and why you'd want them. I'll upload them regardless, but it'd be nice if I could get some credit for it
  13. Welcome to our beloved game! I won't be so presumptuous as to say I can help you as much as the raw data in the Titan network or Paragon wiki, but I can help you with guides for character design, some fun types to play and several other things:

    http://www.jordans-town.com/guides
  14. I just finished this piece for Relinquisher, a Poison/Mercs mastermind. Because it was a contest winner, I put a little extra into it and added some of his henchmen to. I hope everyone likes it

    http://www.jordans-town.com/relinquisher-and-team
  15. Quote:
    Originally Posted by Kitsune Knight View Post
    I frequently use the following bind to toggle the UI on and off:

    /bind o ++disable2d

    That makes it so whenever I press 'o', the UI will be toggled. Perfect for recording video at a moments notice (and if you're using FRAPs, you should also do: /bind F9 nop so that you don't spam local whenever you start/stop recording a video using the default key).
    Awesome! Thanks! I already have the nop bind set for FRAPS too. Now I just need to pay for it so I can record longer video :P
  16. I saw a video on Youtube the other day where the entire UI disappeared suddenly. I assume the person recording had a shortcut or bind of some kind that disables the UI to make the screen clearer for video. Is that so and does anyone know how to do it?
  17. Quote:
    Originally Posted by Kitsune Knight View Post
    What binds are giving you issue (/showbind KEY will tell you exactly what a key is bound to)? What are they doing, and what do you expect?

    I'm not having any issues with my henchmen binds.
    numpad4 petcom_pow Battle Passive
    numpad5 petcom_pow Battle Defensive
    numpad6 petcom_pow Battle Aggressive
    numpad7 petcom_pow Battle Attack
    numpad8 petcom_pow Battle Follow
    numpad9 petcom_pow Battle Goto
    numpadenter petcom_pow Battle Attack

    etc. One for each type of robot and switching bind files with the 1-3 numpad keys. It's always worked perfectly, but recently, I've had a problem when trying to control individual groups where they don't listen. They just hang there looking stupid.
  18. I've been having a huge problem with my mastermind binds working properly. I used to be able to control them individually and such with a modified version of these binds, but now it's just goofy. Any insights? Is this a bug being worked on?
  19. Quote:
    Originally Posted by PSLAnimal View Post
    No worries. My business requires travel all over, and I've logged into the US servers from Canada, Japan, China, Germany, and South Africa, just to name a few.

    Even California.
    I suppose the only real issue then is whether there'll be others to team with, but that should just be a matter of time differences.
  20. Quote:
    Originally Posted by Memphis_Bill View Post
    Necessary watching before traveling to the exotic land of Canada.
    Oh WOW. I'm going to +rep you just because that frightened me so much
  21. Quote:
    Originally Posted by Decorum View Post
    Well...maybe not China (VERY restricted internet). Heck, even Google is having an on-again/off-again fight to stay available to China.
    Thank War Witch I'm not going THERE!

    It's not for certain, but I wanted to be sure.
  22. I have to admit, I find the idea intriguing. I remember early early on when CoH launched that we only street sweeped. I didn't even know what a contact WAS at the time

    And those were some of the most fun I've had, though I did team in Perez park (good times )
  23. I may have the opportunity to travel to odd and exotic places like Canada (Ok, actually somewhere a little further away) and I'm wondering about how access works. I know there are European servers, but is that all about time zones? I can still connect to US servers right? If I need to connect to a different server for time reasons, can I choose to do so?
  24. Not a new comic yet, but I wanted to show off some of the pencil art that's in the works. On the left a certain Neko is waiting for her debut in the comic. On the right, a poisonous mastermind hones his powers (the pencil work for one of my contest winners).

  25. Quote:
    Originally Posted by Emberly View Post
    My mistake, I thought the discussion was about adding more data to the market interface. I agree that anything like a 60 day limit on items being held should be right there in front of you, probably best displayed right beside your item as a countdown timer.
    Now that's a great idea