-
Posts
448 -
Joined
-
Quote:OMG that is awesome. Be sure to check out the Victorian-era DC and Marvel pages. The steampunk Iron Man is a work of art.Check out this site. This guy redesigned all of the Star Wars characters to be steampunk. Pretty cool.
http://www.sillof.com/C-Steampunk-SW2.htm
The Old West Star Wars line is pretty amusing too. What a fascinating hobby. I wish I had that kind of free time, lol. -
Quote:Come to think of it I don't recall seeing combat spam from any of the interface procs, except maybe the DoT.The only Rain I have has Diamagnetic and for some reason I'm getting no combat spam at all from that proc despite a guaranteed chance to fire (it's the 100% -ToHit, 50% -Regen one). I made sure I had all combat channels monitored but saw nothing. So, either the proc isn't working at all, or it's not talking about it. Which is a bug in either case.
All of them have a visual effect though, so you can at least see if the guaranteed effect is going off. For the 50% one you can craft a power analyzer mk3 temp power to see the combat numbers of one of your test subjects. -
Quote:That's what I mean, without his base 30%, if you don't use grenades, he'll "only" resist 95% smashing and lethal. That's the same amount he resists fire, cold, energy, negative energy, toxic, and psi damage when you don't use them.Without using pacification grenades though he had a 100% resistance to smashing and lethal which made most scrapper less than optimal for a moLambda where you not use the temp powers.
When he pops unstoppable while enraged, he'll still resist 100% of everything except Psi, which he'll resist 95% of. -
I don't understand why people are so surprised about the reactive nerf. It was being abused. Did we learn nothing from the poison gas trap debacle?
I do think only proccing on one target from an AoE is taking it too far though. Most AoE powers take longer to recharge to make up for hitting more targets. Since the change wasn't documented in the patch notes I don't know if that's the intended effect, or if it's a bug. -
Should assault rifle be listed in this as well? The trailer used AR sounds for showing off one of the rifles, but I'm not where I can get on test and check if it got a customization too.
-
Smash and Lethal should now be on-par with all other non-psi damage sources for the Marauder fight (95% resisted while enraged). The only advantage that psi has is that Unstoppable doesn't raise it to 100%. OTOH, the reduction of the Unstoppable duration from 2 minutes to 1 does make having a lot of psi slightly less important.
-
-
-
Allow me to highlight the important take-away from this issue of the Informer:
EDIT: And welcome to the madness that is the forums, Cheryl! The steampunk costumes look amazing. -
Quote:Don't underestimate the power of the RDF.Reality Distortion Field Engineers (2 posts, 1 part time),
EDIT: Editing to avoid spamming a new post.
I have to say I'll be interested to see what the Q2 numbers look like. I'm assuming those will include sales of the steam punk pack, which from the trailer and the reactions I've been seeing look like it's going to be a home run. -
xdelta.exe is the program that actually does the patching. It's a binary-diff (i.e. patch) algorithm to efficiently patch files by making you have to download as little data as possible.
It's extremely unlikely that xdelta is related to your adware problem.
I suspect you have some adware on your machine, and it's getting triggered by the ncsoft launcher inadvertently. The launcher uses embedded internet explorer components to show the news on the right-hand side. At lot of malware/adware hook into IE to intercept page clicks and launch popups while browsing, and when the launcher uses that IE component, the adware is jumping in the middle and opening some extra popups.
I'd suggest running a full scan with a good security program. Newer versions of IE also make it easier to see what plugins are affecting it and disable them, so you might also want to check under the settings there. Even if you don't use the browser, there's unfortunately no easy way to excise IE completely from a windows system since so many microsoft components depend on it. -
Quote:Yes, Short Circuit does have a large -recovery debuff. In my time playing storm/elec, it was the only endurance drain power that actually seemed useful, as you can drain them to 0 all day long (even that can be tough to do before they die anyway), but they'll still attack the instant their recovery ticks... unless you Short Circuit.Years later, these numbers still amaze me. Also, I could be wrong (It's probably been close to six years since I last played my empathy/elec defender) but if I remember right short circuit for Defenders also halts recovery. This makes completely draining them actually stop them from attacking.
-
Quote:No, when you switch sides you remain in your SG, you just can't access the base or earn prestige, as mentioned earlier. You can still use SG chat and... that's about it. You do not get kicked out when you switch.Okay, thank you
I imagine a prompt of some kind will politely ask me whether I wish to leave the sg or not before I completely switch then...(?)
If you want to join a villain group, you'll have to open up your supergroup window and manually quit the SG first, as you can't be a member of more than one supergroup at a time. -
Quote:While that could be an issue in Incarnate Trials, it can't actually happen on an ITF. Teams work like they always did, even when part of a league. If you set a normal mission while in a league, only your team sees the active task and can get into that mission.The only reason I can think of there being no rewards is if the leader converted the team to a league, and split you into multiple teams. Then, if a Judgement one-shot killed a group, only the person who got the kill and people on his team (not the whole league) would get XP, etc.
And the leader may have done something like that entirely accidentally. I'm not sure what's triggering it, but when I've led teams, as I'm right clicking on people to check their info and global names, one of the hotkeys for the popmenu is causing me to split the target into a new team.
Similarly, if you start a TF while in a league, the team who started the TF is automatically locked in the league window, and stays locked as long as the TF is active. IIRC the only thing the league leader can do at that point is to remove the entire team from the league.
Interestingly, I noticed that a player who disconnected during a TF did rejoin the team as usual after logging back in, but did not show up in the league window from that point forward. I don't know if that was a fluke or a bug in the league interface. This was in a league made of 3 teams running separate, independent TFs.
When it comes down to it, a league is really just an interface to see the HP/End/Buffs of select people who aren't on your team, a handy automatic chat channel, and nothing more. -
Quote:Amen. Of all of them, this one irritates me the most. I already know that the $*(&^ teleported away, because I suddenly can't hit him anymore. I don't need the game to rub it in.Duray is teleporting? Do I really need to be told what I'm already seeing?
Temblor and Fusion's special attacks are similarly redundant to red text-ify. They're pretty obvious, and you can't really avoid them, so what's the point of announcing it? -
Quote:If you're comparing damage to blasters, you're missing the point of defender blasts. Yes, they do some damage, and yes it helps the team. Sometime, take a look at the real numbers info on the Defender blast debuffs and think about what they offer.That's my point. Defender damage is so low, its really not going to make much of a different, especially when a blaster literally out damages the highest damaging attack a defender has, with its t2 blast that it can use while mez'ed.
Its not worth skimping out on my buffs to use my attacks when the AT next to me is dishing out double my damage in the same time frame. I might as well boost their damage more, and keep them alive, instead of trying to deal damage.
Dark: -9.375% tohit
Electric: Endurance Drain (less useful because the computer cheats)
Energy: Powerful damage mitigation through knockback
Ice: -25% recharge and movement speed
Psy: -37.5% recharge
Rad: -25% defense
Sonic: -20% resist
AR: -def, kb, etc
Dual Pistols: Selectable based on ammo (kb & -def, -dmg, -rchg)
Oh, did I mention that those can stack? So if you're a */dark defender, you can easily keep up 2 applications of your tohit debuff on a target or even a whole spawn (night fall + tentacles), reducing their tohit by 18.75%. That's almost as good as putting a DO-slotted Fortitude on the entire team! Hell, that's exactly as good as unenhanced Darkest Night.
Sonic's -20% res is like having an [Achilles' Heel: Chance for -Res] slotted in every single attack, except that it's guaranteed to go off rather than a 1 out of 5 chance. One hit from a /sonic attack increases everyone's damage by 20% in many cases and is about as good as putting Fort on the entire team. 2 hits is better than Fort.
Psy's -recharge is a huge damage mitigator. Everything except Archery has some useful effect, and Defenders get the best debuff values of any AT on their secondary.
Any defender who doesn't use their secondary and stands in the back twiddling their thumbs between buff cycles is a detriment to the team. I'm not saying you're one of those, as you implied that you do use them in between buffing, but I've seen too many who do exactly that. -
That one is just an oversight. The server clock is frozen during the cutscene (at least as far as powers and combat go), but it doesn't instruct the client to do the same. So the client continues to recharge your powers and expire your buffs and gets out of sync.
-
Quote:Wow, the to-hit dropoff for higher level enemies is a lot steeper than I thought it was. Never really did the math before, but without Tactics or any other to-hit buffs, you need a whopping 2.44 accuracy to hit +4 enemies at 95%.Check out the ParagonWiki article on Attack Mechanics. ToHit is character-wide. A power has a certain base accurcy (not all are the same!), which can be enhanced, generally only via enhancements and set bonuses (Widows have a power that boosts all their powers accuracy a tad).
That's 144% accuracy enhancement for a base 1.0 acc power (i.e. most of them), which isn't even possible without set bonuses.
For +3 enemies, you need 1.98 accuracy to reach the ceiling. Adding in Tactics makes it a little easier (never realized until today that the to-hit amount varied per-AT for that power), reducing it to around 66-73% enhancement.
So, the answer to your question is: It varies wildly depending on how high level the enemies you're going to be fighting are. For even-cons, you don't need much. If you like to run on high difficulty settings or do STF/LRSF/Apex/Tin Mage, it's hard to get enough!
For Incarnate Trials it depends how many level shifts you have... -
Quote:I respecced my Elec/FF troller into detention field when we got inherent stamina and I have to say it's a lot more useful than I thought it would be. Besides the "OMG overwhemled, take one boss out of the mix" situations, I find myself using it on summoned pets all the time, especially the ones that despawn anyway when you kill the summoner. Things like Carnie Dark Servants, Animated Stones, or buffers like DE Quartzs and Cairns...Hint: It's a "useless" power that no one should take, and it can temporarily shut down a tower in one hit.
It also came in handy on the alpha unlock mission when you get 2 AVs at once... Just kept Captain whosherface in a bubble while we beat down Hero1.
That or "saving" a Nemesis lt. from my aoe-happy team before he buffs the fakes and warhulks to even more godlike levels -
I'll have to check in game to verify, but IIRC Mystic Fortune is also an auto power that would be hidden by that option. Technically it grants a time-limited auto power to the target, which is how it's able to persist through death.
-
Quote:No, I know about that option, and it's not what I want.Ummm......right click on one of the buffs in the window and choose "Hide Autopowers".
It gets rid of any autopowers in the buff window that are affecting any member of the team.
Your suggestion is already in the game, it's just not set to be on by default, you have to do it yourself.
For one, many debuffs that can affect members of your team are considered auto powers and hidden by that option. Random examples: An enemy Dark Servant's Chill of the Night, CoT crystal auras, pseudo-pet spawned flame and mez patches (*cough* Malta), etc.
I'll have to check but it might also hide Supremacy (which on a mastermind you definitely want to know if your pets are in range of or not). -
I've done the Mortimer Kal SF, but not Sutter yet, which is a little ironic since I usually play heroside a lot more. The first mission was a little rough on a team of 5, but we got through it and the SF was a blast. It's one of the few stories redside where it feels like your characters are the ones taking the initiative and calling the shots.
Also:
Battle Drone 1: I AM PROGRAMMED TO LIKE MAKING INTRUDERS SORRY.
Battle Drone 2: I AM PROGRAMMED TO LIKE PIE.
Battle Drone 2: WHY?
Battle Drone 2: THIS QUESTION HAUNTS MY EVERY ACTIVE MEMORY CYCLE.
Battle Drone 2: I DO NOT EVEN HAVE A MOUTH TO EAT PIE.
Battle Drone 2: WHY ME?
That is all. -
Quote:Please don't call it that, WoW has a much better group/raid UI than the new (or the new "classic") team and league UIs.So am I the only one that expected when I was given the choice to use the WoW, sorry, 'new' Team UI or the classic team UI that using the 'old' version would actually be the same thing I've always had? Was it that much of a problem to leave it alone? The new 'classic' verison has smaller bars, different text, and a slightly different layout.
Plus it's scriptable so if you don't like it there you can always change it with addons.
The old team interface was at least decent, if not terribly flexible. The new "classic" is ugly, and the team numbering is so tiny that it's unreadable.
--
/would LOVE to have a customizable interface in CoH
//would WRITE the thing for Paragon if they asked -
Here's an easy one. Inherent Fitness is great in all aspects except one: It takes up 4 icons worth of space on the buff list. The buffs on the team window can already get ridiculously long at times (Fulcrum Shift, anyone?), so why not save a little space by hiding those icons?
Since the inherent versions are technically separate powers from the legacy Fitness pool, and everyone without the legacy pool gets inherent fitness, it would be a simple matter of flagging those 4 powers to not display on the buff list. Then we could safely assume that anyone without a fitness-related buff icon has all 4. -
Hi all! I've been using some of the alternate icon sets for a while (Vanden and Corva's), and playing around with some ideas of my own. One that immediately came to mind is a pet peeve of mine -- the new story arc icons. A while back they changed it from red book / yellow book icons to the new green with yellow and blue with yellow icons that are almost indistinguishable from each other. That can make it a pain to figure out which major arcs you need to clear out if you're at the limit.
So, that sounds like an easy fix... and here you go.
Current contact list:
Can you spot which ones are major arcs and which ones are minor arcs? The color difference is very subtle, so the biggest clue is that currently the display is bugged and the major arc icon is offset slightly to the left. Here it is with the new icon:
Much easier to tell which is which! So how do you get it? Easy, just click on the download link:
Download Story Arc Icon Fix!
and extract the zip file to your City of Heroes installation. For Windows users, it's as simple as dragging the "data" folder to your main CoH install directory.
To "uninstall", simply delete the storyarc_button_major.texture file. If you're not using any icon or map packs, you can just delete the whole texture_library folder.
Make sure not to add or remove this while the game is running, as it really doesn't like files changing out from under it!