Mafalin

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  1. Is there a Craban fanclub? If not, I want to start one!
  2. Argh, true, I always think of the higher initial foe bonus as base def, but you're right, of course.

    I'm fairly certain that there was a thread on the tanker forum after the patch I quoted went live where test results were reported, but at 5.30 am my search-fu is too weak to find it, and I don't recall what the results were (although I think that the stacking bug was reported as fixed).

    So, in conclusion my previous post was probably totally unnecessary, but at least it upped my post count
  3. I posted this on you v1.2 thread earlier today, I'll repost it here.

    [ QUOTE ]
    2. Just exactly how does invincibility work?

    Much more industrious people than me are continuing to investigate invincibility, most recently Stargazer. Invincibility was originally thought to have a base defense, plus an additional amount of melee and ranged defense per villain in melee range. Havok concluded that the original belief that invincibility had a base defense was false, and attempted to correct that mistaken belief. Much more recently, Stargazer seems to have done fairly convincing tests that lead one to believe that invincibility is not offering melee/ranged defense, but rather damage-typed all except psi defense. Whether invincibility was always like this, or changed to be this, is not clear to me, given the complex history of invincibility testing.

    Additionally, further testing by others have hinted that invincibility might be offering twice the defense the developers quote for it because (like all auras) it "pulses" to generate its effect, and the pulses might be coming twice as fast as the actual pulse duration, in effect causes invincibility to stack with itself.

    Testing of invincibility might be the longest running attempt to define how a power works in CoH by the player community.

    [/ QUOTE ]

    Invincibility has changed (again), here's the patch notes (from 11.16.05):
    [ QUOTE ]
    Modified Invulnerability /Invincibility and Ice Armor/Energy Absorption. for both powers: Max number of affected targets have been reduced to 10; The first target you affect grants you more defense than before; Additional defense gained for each affected target after the first is at a reduced rate. This change will ensure the powers grant a reasnonable defense bonus when facing few foes, while making it more challenging to get a massive defense bonus.



    Modified Invulnerability /Invincibility so it goes off every second instead of every half seccond. This was for performance reasons. This does not change the effectiveness off the power, but it will cause the Endurance Cost to occur every second instead of every half second.

    [/ QUOTE ]

    IIRC the double bonus bug was fixed with that update too.
  4. IIRC combat jumping was changed to cost as much as hover in a patch a while ago, couldn't find the notes though.
  5. [ QUOTE ]

    2. Just exactly how does invincibility work?

    Much more industrious people than me are continuing to investigate invincibility, most recently Stargazer. Invincibility was originally thought to have a base defense, plus an additional amount of melee and ranged defense per villain in melee range. Havok concluded that the original belief that invincibility had a base defense was false, and attempted to correct that mistaken belief. Much more recently, Stargazer seems to have done fairly convincing tests that lead one to believe that invincibility is not offering melee/ranged defense, but rather damage-typed all except psi defense. Whether invincibility was always like this, or changed to be this, is not clear to me, given the complex history of invincibility testing.

    Additionally, further testing by others have hinted that invincibility might be offering twice the defense the developers quote for it because (like all auras) it "pulses" to generate its effect, and the pulses might be coming twice as fast as the actual pulse duration, in effect causes invincibility to stack with itself.

    Testing of invincibility might be the longest running attempt to define how a power works in CoH by the player community.



    [/ QUOTE ]

    Invincibility has changed (again), here's the patch notes (from 11.16.05):
    [ QUOTE ]
    Modified Invulnerability /Invincibility and Ice Armor/Energy Absorption. for both powers: Max number of affected targets have been reduced to 10; The first target you affect grants you more defense than before; Additional defense gained for each affected target after the first is at a reduced rate. This change will ensure the powers grant a reasnonable defense bonus when facing few foes, while making it more challenging to get a massive defense bonus.



    Modified Invulnerability /Invincibility so it goes off every second instead of every half seccond. This was for performance reasons. This does not change the effectiveness off the power, but it will cause the Endurance Cost to occur every second instead of every half second.

    [/ QUOTE ]

    IIRC the double bonus bug was fixed with that update too.
  6. So, if I'm understanding this correctly a defender would do more damage with dark blast than a scrapper?

    Edit: That is, if they have the same damage scale value of course.
  7. Mafalin

    Pantsless Hero

    W00t! Finally Captain Queen will be able to enjoy the freedom he so sorely craves!
  8. [ QUOTE ]
    Why would it be Defense based? Sheilds are all about THEM getting hit instead of YOU. It should be Resist based.

    [/ QUOTE ]

    The dodging approach to defence isn't the only one there is.

    The other way of looking at defence is that it provides some sort of shielding between you and danger, and that this shielding isn't foolproof. This fits perfectly with shields, which will (bar the shield breaking) either deflect an attack, or do nothing.
  9. [ QUOTE ]
    You guys don't pay attention Do you!!???

    [/ QUOTE ]



    Read WeirdBeard's post...

    (sorry )
  10. [ QUOTE ]
    FOOLS!

    The devs haven't been replaced by pod people.

    This is obviously the work of reverse vampires.

    [/ QUOTE ]

    Nonono, the devs have been jerk-hacked and well be gone to the americans!!!!!!

    (sorry )
  11. Ugh...this might mean that tf doesn't have punchvoke.

    @JackBaldy: Ya, you're right, no good for pvp...and I wasn't really trying to sell it as a solution, more like a way for tankers to cope until the issue is fixed.
  12. There is a way to bypass this bug, although it only works for attacks with fast animations. You just have to do it like we had to in the old days, before the devs gave melee sets some love and let us hit moving targets from behind: Jump in front of the mob you're chasing; if your animation time is short enough the attack will fire wile the mob is running past you, and thus still is in melee range.