Lohenien

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  1. the recharge bonuses stack, mids just doesn't report things in an intuitive way all the time.

    A power's recharge is calculated like this : new recharge = base recharge / (1 + recharge bonuses + enhancement bonuses).

    So a 90 second attack with hasten and 95% enhancement in it would look like:

    NR = 90 / (1 + .7 + .95)
    NR = 90 / 2.65
    NR = 33.96

    if you had hasten, 95% enhancement, 5 5% set bonuses and 1 lotg 7.5 % you get this instead :

    NR = 90 / (1 + .7 + .95 + .325)
    NR = 90 / 2.975
    NR = 30.25
  2. are we sure AVs actually resist tohit debuffs? Even running one rad toggle seems to have more than a minor 5% effect, but that is without looking at actual tohit rolls.
  3. [ QUOTE ]
    So, in general, the Praetorian Name of a character is a reflection of their current name, but with a more...aggressive, sinister twist.

    Given that:

    Castle == Checkmate

    [/ QUOTE ]

    Really? I would have gone with Queen's Gambit
  4. the TF is easy as cake if you get a few debuffers. The only problem Reichsman poses is his 100 mag stun attack because it gives him a second or 5 to hit you full strength with other attacks.

    On test he used to hit unstoppable alot, but I didn't notice that in my two live runs thus far.
  5. I'm gonna do a run on my fire and wp tanks to see how they do. I'm expecting to find they lowered Riechsman's damage, but we'll see.
  6. Actually it seems -tohit and +defense will be a fine workaround to survive him. My previous cry of doom (tm) was based on the team i ran on test before various changes. In my run he had high regen and popped unstoppable every other minute.

    I've heard some cries of impossibility on live, but most people seem to have enough -tohit to make him cake.

    Also I couldn't tell how his damage was due to the -tohit so I'm not sure if his damage is still as high as it was.
  7. let me repeat - mag 100 stun...that is 1 with two 0's after it.

    I dont know how many break frees you'd need to handle that, but doing it more than once seems unlikely.
  8. He has a mag 100 stun that does-def and -res with a ton of damage and iirc it's aoe. 2 hits after that thing and it's team wipe central.

    It seems to have lower accuracy though, I'm not sure which defense I'd need to slot for to help against it.
  9. from what I could tell on my invul from test server - Reichsman is basically going to pwn tankers in 2-3 hits and there isn't alot we can do about it.
  10. When i try to log on (after taking a half hour to get the patch ) it tells me my account is not allowed on because ncsoft employees are testing the publish.

    Is this happening for others ? Was there an announcement that this would happen and is there an ETA when players can get on ?
  11. it boosts hp (and thus regen rate) as well as resistance and endurance recovery. It's not bad to have around.
  12. I'd like to see multiple changes to the market and the various drop systems.

    Scaling market fees starting at 10 million sale price and going up to 50 million, where the fee would start at 10% like now but scale up to 30%. This would hit the higher than 50 million influence sales alot and help reduce influence in the system.

    Merits for TFs need to be nerfed by 20 each ( if they are 20 or higher currently) and a random drop be added back to TFs. Incidental supply is what fuels the market and merits + tickets removed a large portion of incidental supply. This change helps fix that to some degree.

    Tickets (IE MA not generating purples) have cut down the purple supply, so I'm not 100% sure what a good fix is for that. Realistically speaking, farmers are the ones that supply many things to the market, purples being one of them. With farmers attention shifted to tickets in the MA we can see a more "natural" result on how rare purples would be without farming.
    Whether or not that is really a good thing for players in general I don't know, but what I do know is that purples are only truly obtainable via farming, the drop in supply being evidence in how much farming supported purples. I know the devs don't like farming and they have recently changed their badges in issue 15 to reflect that attitude. Purples are in a similar situation.

    Finally, as a drastic method of tinkering with market supply, I suggest a script be made that generates sales for items at the markets. Every week the script would randomly generate some % of items based on how many bids are currently out on legitimate items (IE now level 51+IOs), perhaps having it be weighted the same way pool C currently is and also weighted to only generate items over some threshold of bids. Those items would be sold for 1 influence and the influence would be removed from the game by going to the generator script instead of a player. This would remove plenty of influence from the system and generate new supply.
  13. Considering it is essentially a sonic attack I think adding some -res to it would be a good idea, if not just adding damage to it like various NPCs with custom handclap get.

    I'd really like to see a lunging punch attack that does good knockback ( think Shield Charge but single target and Haymaker strength) and why on earth do level 1 blasters get a better "super strength" power than all the powers of super strength combined ? (Power Push - good kb attack that any SS set SHOULD have).
  14. thanks for the info FatherXmas.

    One more question : how much ram should I get 4 or 8 gb ? I plan to upgrade from xp home (which i'll get with the rig) to windows 7 once it comes out and works out the kinks there.

    And since I'm going dual core, any thing I need to know to make those work properly with CoH ?
  15. The builds im thinking of doing this in are already pretty tricked out and are currently using those slots in the damage aura anyway.

    It mostly comes down to trading some AoE defense for some extra damage.
  16. if i have 75-90% damage bonus in the power already - why not add some procs ?
  17. two possible workarounds would be to have team leader type /kick toonName where toonName is the toon that left.

    Alternately sometimes TP works.
  18. I'm not planning on using crossfire or SLI ...

    I'm just questioning if I should get that MB for the faster FSB or if the 1333 FSB isn't that much of a performance difference.
  19. assuming that you 6 slot a damage aura and use 3 of those slots for chance for damage procs, what is the best slotting for those other 3 slots to maximize endurance reduction and damage ?

    I've been thinking of using 2 quad IOs (Eradication and Obliteration), then throwing a dam/end in. Of course I'd go with more dam/ends instead of quads once I get better +acc and +tohit.
  20. so going for the faster FSB would be fine even if I dont plan to use crossfire or SLI right ?

    What about my HD configuration ?
  21. Also I can get it with 2 HDs or 2 HDs with RAID-0, but what is the difference ?

    I want one HD for the OS and the other for everything else.
  22. Asus P5Q Pro Intel P45 CrossFire Chipset LGA775 FSB1600 DDR2/800 Mainboard

    vs

    # Asus P5N-D nForce 750i SLI Chipset LGA775 FSB1333 DDR2 Mainboard

    What is the difference between that and the one you suggested ? Would I be able to use the same CPU on either ?
  23. very rarely have i had any trouble listing 10 at a time or more, but that is because if im listing that many that means that those IOs are selling daily or bi daily. For example - lotg: defense or def/end or def/end/rech, they all sell multiple times daily and typically sell for double their cost.

    I wouldn't list a pile of IOs that only sell one every 3 days or longer.
  24. vigilance should be altered to help when solo - by scaling the defender's damage, endurance discount and secondary effects.

    Baseline effects of this vigilance would be : 10% endurance discount, 10% status effect buff, 50% damage buff. Each teammate would give 5.7% additional endurance discount and status effect buff as well as -5.7% damage buff.

    With a full team a defender would have 50% endurance discount, 50% status effect buff, and 10% damage buff.

    Heals, buffs and debuffs would all be 50% better on full teams, which would be a huge benefit to many powers that players don't typically slot for debuff effects. This would also allow defenders to standout more from controllers with similar powersets.

    The 50% damage buff while solo would buff kill speed enough to make soloing not as tedious as it currently is on some defender combinations (IE those that can't buff their damage output with their primary). This would allow defenders to deal damage similar to controllers while solo.
  25. Higher market fees and/or additional things to spend influence on, such as really high merit/ticket/influence exchanges.

    What would be a good exchange rate for that ? 20 == 4000 == 50 million influence ?

    The devs aren't likely to make an exchange possible, so the more likely change would be scaling market fees.

    What would be best there? What would be the threshold sale price ?

    I'd suggest at 25 million the sale fee starts going up to a max of 25% at 50 million, for a total fee of 30% (listing fee should stay the same as to not hamper lower influence players).