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Ten million (the Unbreakable badge) is doable. If my calculations are correct, it'll take about as long as it'll take to purple out your Warshade. The problem badge was Immortal (used to be one billion points), which would have taken about 60 years of playing the game as intended.
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No, you know what level you intended to pick the powers at. I've never had a build stick strictly to the plan in Mids' -- I've found that I needed Hasten earlier, or that I needed Telekenetic Thrust for mitigation, or something else needed adjusting.
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That's going to be mind-numbingly slow to solo until you get Seeds of Confusion at level 8 (30 seconds to defeat a minion? Two minutes for a LT? You can't even tackle large groups because you don't have an AoE hold.), at which point it will become merely tedious until you get Carrion Creepers slotted for recharge at 27.
Of course, once you hit 27, you can attack x8 groups with a reasonable chance of success and gain levels fast. -
Quote:Hit the Sorcerer with Sniper Rifle. If he's knocked back, finish him off with Burst and Slug, then use Buckshot to knock the Green Ink Man out of melee range. If not, use Slug, Burst, and Buckshot to take out the Yellow Ink Man.Quiz question #1:
In the following group, who would you attack first?
a) Tsoo Sorcerer (healer, hurricane, foe hold)
b) Tsoo Green Ink Man (melee stun)
c) Tsoo Yellow Ink Man (ranged sleep)
I asked a number of SG mates this question, and I was fairly surprised at their answers. Assume you're a level 23 blaster, and the minions are orange con, which means you can probably take out one of the minions outright with 1 aim + build up blast but would take 2 shots to take out the Sorcerer. Who would you attack first and why?
Quote:Quiz question #2:
In the following group, who would you attack first and why?
a) Vahzilok Mortificator (ranged -slow, revive fallen cadavers, hard hitting melee attack)
b) Vahzilok Embalmed Cadaver (explodes, dumb AI)
c) Vahzilok Murk Eidolon (downgraded from a boss to a Lt, Midnight Grasp, Opressive Gloom)
Assume you're a level 11 blaster, and have build up but not aim. The Lts con yellow while the Embalmed cons white. -
AR/Dev has many powers that are situation-specific, so there's no one ideal attack chain. It depends on who you're fighting, how many of them there are, what weaponry they're using, and if you're solo or part of a group. It also depends on how you're slotted -- Slug slotted for range and recharge chains nicely with Sniper Rifle if you can stay at extreme range.
When fighting solo, there are three things I always do:
1) Run Cloaking Device full-time -- it lets me pick the fights, and prepare the battlefield in advance.
2) Run Targeting Drone full-time -- it gives me capped hit chances with a minimum of slotting for accuracy.
3) Drop a trip mine if I'm facing anything moderately tough -- it means the first real attack has a 26% damage boost, and you've got emergency mitigation if anything gets away from you.
As an example, against the Devouring Earth types who imitate trees, I'd open with Ignite followed by Flamethrower, followed by watching them burn up -- in the time it takes them to uproot themselves, the two attacks do more than enough damage.
On the other hand, against a group of melee fighters, I'd throw down caltrops in front of me, open the attack with Flamethrower (a great deal of damage over time, but it takes plenty of time), then use M30, Buckshot, and Slug to juggle them away from me, hitting them with Burst or Flamethrower whenever I don't need to juggle.
Against a Nemesis sniper, I'll open with Sniper Rifle -- I've got a longer range, and snipers don't move -- take out the minions with whatever powers are appropriate, and finish off the sniper at my leisure. (This is assuming I'm on a map that gives me the range I need. If not, I'll focus on the sniper with whatever powers give me the most damage fast.)
When fighting in a group, M30 is for emergency knockback only -- Full Auto and Flamethrower do more damage, and they don't knock anyone away from the tank.
Learn your weapons, learn what they do, and figure out what works best. -
Quote:A Scrapper with Elude probably also has the SR passives, which give a decent amount of resistance in low-hitpoint situations.You walk into a full spawn on a Blaster with PFF on and you might die because, as you know, defense debuffs ingame are very abundant, and your defense may (unluckily) get debuffed into the red.
A Scrapper with Elude on has capped defense debuff resistance and higher HP, so he'll live. -
Quote:The problem isn't the amount of processing time needed (any sane system will store the ignore list in an O(log n)- or O(1)-lookup data structure), it's the amount of memory needed. In order to get a reasonable performance level out of the chat system, all ignore lists need to be stored in RAM (otherwise, someone sending one email to each user in turn would bring the chat system to a halt). This, in turn, leaves a target for a denial-of-service attack: someone simply adds to their ignore list until the chat server runs out of memory.Very simply, the amount of processing time that would need to be devoted to parsing everyone's now massive ignore list would go through the roof. Barring further knowledge about the specifics of the chat server implementation (I'm not exactly sure at which point in the pipeline they put the references to the ignore list) I can't make a detailed analysis, but even conservatively giving an average of 5000 people on an ignore list (remember that the reason the ignore list needs to be expanded is because we're lifting restrictions on trials, so spam is going to come back up), the amount of processing time starts becoming non-trivial (computer geek code for "oh man, that's pretty damn big"). Once you add in the code for dynamically managing the size of user's ignore lists rather than just always allocating 3.2kb, and we are looking at one ugly and slow chat system.
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Quote:My scrappers, for one. Certain powers combine nicely when used in a certain order, and sticking to a standard attack chain means I never need to watch the tray to see what powers are up.QFT!
Another thing I don't get: Attack Chains. Who the heck actually uses a static attack chain without deviation?
1) MA/Regen: Jump kick (someone heading through the roof isn't going to be hitting me) -> storm kick (with jump kick slotted for knockback, this connects just as the target is coming back down. Very satisifying.) -> thunder kick (just in case one of the previous missed) -> crane kick (a nice finisher for minions -- send 'em flying)
2) Claws/SR: Followup (damage and to-hit buffs if it connects) -> focus (knockdown) -> slash (defense debuff) -> strike (filler while followup recharges). Between the damage buffs, the to-hit buffs, and the defense debuffs, this absolutely shreds tougher targets.
One of these days, my forcefield defender should get together a knockback-heavy team and run safeguard missions for the sole purpose of watching the bodies fly. -
This is a known bug. As soon as a pet gets hit by a targeted anything, it'll show back up.
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Beating the Winter Realm GM gives you 8 merits, 20 candy canes, and a badge. If you've got time left over, you can swat the Frostlings in the area for more candy canes.
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Quote:I think I saw something similar in Steel Canyon on Virtue. A Winter Lord showed up near the Yellow Line station. I took a couple swipes at it, determined that my claws/SR scrapper couldn't solo him, and took off past Wentworth's. A minute or so later, I got the message that the Winter Lord had dropped a present.Just had something odd happen, don't know if this is a bug or not:
In Port Oaks, on Victory server. Winter Lord appeared, nobody else around to fight it. Found it hanging out in the piers near the Arena. Just for laughs, I decided to lure it into the drones. That worked, and they killed it.
Then, the large present/portal to Lord Winter's realm opened. I went through and ran around (did not try to take Lord Winter by myself). I did NOT think that beating the WL with a drone should have triggered the portal- I was only kidding around. Is this a bug?
Another unexpected thing there: about a half-dozen people showed up at the Steel Canyon portal, but when we entered Lord Winter's realm, there were easily three or four teams worth of players, with a mix of heroes and villains. -
As I understand it, I17 will not be released later than GR. If enough non-GR work is finished before GR is ready, I17 may be released earlier.
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Quote:My fire/mental blaster has had a full attack chain since level 2: subdual -> flares -> fire blast -> flares. It's especially nice since I can simply ignore most mez attacks.That's when I realized.... at level FOUR.... that a Warshade can have a FULL attack chain.
Get all three first attacks, Shadow Bolt (slot 1), Ebon Eye (slot 2), and Gravimetric Snare (slot 3). If you do the attack sequence 1, 2, 1, 3 and repeat it...even WITHOUT slotting them.... that is a FULL attack chain. The powers will recharge in time for you to continue the sequence, always.
I never realized this before... and that's somewhat insane... a FULL attack chain by level 4.
Does any other powerset have this ability? Has anyone noticed this before about Warshades? I'm curious. -
It sounds to me like you're doing something wrong, or you've got a different definition of "effective" than I do. I've got a level 39 AR/Dev blaster that I've spent maybe a couple million on (not counting the rocket boots), and with the exception of a few opponents who are highly resistant to lethal or fire damage, I'm not having any problems.
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Quote:I don't see why. Repel isn't knockback: knockback is a power that sends targets flying through the air, while repel is a power that moves targets away from a point. You could generate a reverse repel by simply computing the repel movement vector as normal, and then inverting it before adding it to the target's position. You'd have a bit of wobbling with a single target near the center of the field, and computing the collisions between a dozen targets all being sucked in would give most physics engines fits, but it's not an intractable problem.It has been stated many times that a 'reverse repel' would be impossible.
Reverse knockback, which is what you're describing, is a much more difficult problem. -
But it hasn't been answered. We don't know if the limiting factor is the pixel-pushing ability of the card (in which case the playability depends on your tolerance for low framerates), or if it's the presence of specific hardware features (in which case a sub-par graphics card can't do Ultra Mode at any framerate).
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Read the instructions that come with the update: it should tell you.
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BIOS upgrades are a high-risk operation: if something goes wrong (say, the power goes out during the upgrade), your computer will be rendered completely non-functional. Unless you know that a BIOS upgrade will fix your problem, don't do it.
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This really matters. A GeForce2 MX 100 and a GeForce GTX 295 are both "NVIDIA GeForce" cards, but the former is an eight-year-old card just barely capable of running CoH right now, while the latter will have no trouble with Ultra Mode.
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Quote:I've never seen frontloaded missions, but backloaded missions are still around (for example, the "defeat Atta" mission in the Hollows), and they're an option in MA.They even had what I can only assume were legitimately "front-loaded" and "back-loaded" missions. Anyone still remember those? You'd enter a mission and find the enemies all -2 and someone on the team would go "Oh, it's backloaded!" or you'd enter a mission, find all enemies +2 to +3 and someone would clasp his hands and go "Oh, GOD I hope this is frontloaded!" They removed this, but at least part of the idea behind it (provided it was intentional) seems to have been to add variety.
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Quote:Your defense against an incoming attack is the sum of your base defense and the appropriate typed defense. If your base defense is negative, this means your typed defenses are reduced.Well, defence granted by powers from secondary sets like Super Reflexes or Shield defence is affected by Defence debuffs, so...Honestly I'm not sure how to interpret your answer =/
Incidentally, I was wrong: purple inspirations don't raise base defense. This means they provide no protection against untyped attacks (Hamidon uses these) or against some toxic attacks. -
An upgrade from 1GB of RAM is well worth it. With my old system, going from 1GB to 2GB gave a significant performance increase (especially when zoning or visiting Wentworth's), even though I had to underclock my CPU by 25% to get the extra memory to work reliably.