Maldini_NA

Renowned
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  1. [ QUOTE ]
    not when shes banishing us

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    Who's 'us'? You got a mouse in your pocket?
  2. [ QUOTE ]
    http://img.photobucket.com/albums/v2...a/yovie100.jpg

    thought i would share to
    one down side to asian women they hate beards i so miss my beard

    but somethings are worth giving up

    http://img.photobucket.com/albums/v228/ocoda/bar003.jpg


    [/ QUOTE ]

    I still won't buy a car off you.
  3. Indeed but one thing to consider is that Level 50 tanks can get up to 3213 HP. You're AS can't do nearly that much damage.
  4. [ QUOTE ]
    No your all wrong [censored] dosen't drop toggles i have a lvl 40 ninja blade/ninjitsu stalker and i pvp alot if it did drop toggles i would easily be able to killt anks but it dosen't.

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    Whoa easy there killer. You wouldn't easily be able to kill tanks because tanks have more than one toggle running, plus they have tons of HP to get past. Besides even if AS drops a toggle, the dropped toggle doesn't take into effect until after the damage from AS settles in, therefore only your follow up critical will do more damage.
  5. [ QUOTE ]
    So, Assassin's Strike drops toggle as well as being Unresistable damage and capable of one-shotting Squishies?

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    I would say 100% chance of dropping 1 and 75% chance of dropping 2 from my experience.
  6. They should all still work. I haven't changed the source files in any way.
  7. [ QUOTE ]
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    Repulsion Bomb was the main toggle dropper of the set and Force Bolt to a lesser degree. If Repulsion Field drops toggles than it has a very, very minute chance to do so.

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    Yes, Repulsion Field detoggles and at a fair (though I have not measured) rate. In informal testing with a buddy, 10 seconds in repulsion was usually enough to drop his 4 toggles.

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    Yep, it does. I looked up the old I4 Patch Notes and it was on there. Now I just have to get around to updating the chart.
  8. The Stupendous Steves went the way of the dodo?



    By default, hitting the Backspace key lets you respond to the last person who sent you a private message.
  9. [ QUOTE ]
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    Also very rare salvage pieces such as Unstable Rad Pistols which are used to make very high-end equipment are only available in certain circumstances - i.e. PvP missions.

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    The fact that those are available in a fixed system (PvP missions, AVs, SFs) means they're not on any kind of rarity system at all. They're not "very rare", at least not compared to the "common/uncommon/rare" drops from any villain groups. Hence, they are "Special".
    "Very high end" is not quite accurate, as there are 6 weapons on the Advanced tables that require Special salvage. The same Special salvage for those goes into Expert level formulas, too.
    That was one of the reasons I made the list. To identify things as rare vs special without consulting the whole list of formulas.

    [/ QUOTE ]

    I would say that salvage gained from PvP missions are still on a rarity system, since in fact I don't get certain pieces as often as others. They may be on a separate drop schedule, but in all I get, for example, Arachnos Guns and Armor Shards, far more frequently than I would an Unstable Rad Pistol.

    But discussion on salvage rarity is not the topic of this guide, because it never was an issue I found important in general base building, especially since many crafted items are extremely expensive to place. Maybe the future will change that, but for the present this guide won't focus on rarity.
  10. ChuckNorris, don't you have some movie to make or some karate class to teach?

    Or some ridiculous infomercial to film for some useless exercise equipment?
  11. [ QUOTE ]
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    I never found usefulness in rarity of salvage. Basically I go by the following rule: if the salvage is used to make very high-end components or items, then you can bet that it will drop rarer than more common salvage.

    [/ QUOTE ]

    That was exactly why I did some rarity analysis. There are some things listed in Expert formulas that are actually not rare. There are also the Special Salvage pieces with a rather predictable drop rate.

    I guess the analysis has disappeared from the boards (I have a copy of it) but my results are in this guide.

    [/ QUOTE ]

    The fact remains that as you level you will come across more and more rare salvage to craft the higher end components. That's why I never saw a point in calculating the relative rarity of salvage pieces. Also very rare salvage pieces such as Unstable Rad Pistols which are used to make very high-end equipment are only available in certain circumstances - i.e. PvP missions.

    Also unless you just like to collect and look at the pretty salvage, getting the high end stuff wouldn't be a necessity really unless you had millions of prestige to spare, since the high-end stuff is beyond what most SG's are able to currently afford.
  12. [ QUOTE ]
    you got a list of rarity also? i had a list of them bookmarked on the forums but the forums ate the thread . ..

    [/ QUOTE ]

    I never found usefulness in rarity of salvage. Basically I go by the following rule: if the salvage is used to make very high-end components or items, then you can bet that it will drop rarer than more common salvage.
  13. Repulsion Bomb was the main toggle dropper of the set and Force Bolt to a lesser degree. If Repulsion Field drops toggles than it has a very, very minute chance to do so.
  14. If anyone would like a copy of the Microsoft Word file containing all these charts, send me a PM with your email address, and I can send them out to you.

    Please note that they are still a work in progress.
  15. BTW, if anyone wants a copy of the Microsoft Word file that contains these charts, please send me a PM with your email address, and I can send those over to you.

    Please note that they're not totally complete at this point.
  16. Thanks for your comments.

    I got some more data that I have to upload by my website server has been giving me grief lately
  17. Maldini_NA

    Dark Armor/Melee

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    Well, yeah. But hide stacks with pretty much every other stealth power out there, I think - or does it? I'm not really sure myself. Doh.

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    Concealment: Stealth and Cloak of Darkness are Mutually Exclusive.

    I think you'll all be pleased with Dark/Dark for Stalkers.

    [/ QUOTE ]

    Until they go up against an Ice Tanker with Glacial Armor, Tactics and Focused Accuracy.
  18. [ QUOTE ]
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    A great example is the Assault Rifle Smashing/Lethal damage being overly resisted complaint. It is, however, a much more pandemic problem than just AR. Claws, Katana, Super Strength, Ice Blasters to a lesser extent, Mace, Axe and Broadsword all have the exact same complaint (I might have missed a couple, this was off the top of my head.) That means, it is something that needs to be addressed globally, and is not an AT specific issue.

    [/ QUOTE ]

    I have to disagree. Other ATs with the lethal/smash problems all have ways to mitigate incoming damage - Blasters do not. My Claws Scrapper has zero difficulty due to lethal damage because he's not in such a hurry to kill. He's able to stand toe-to-toe while my Blaster is forced to kill quickly because he can't manage incoming damage. This is why the lethal problem is so huge - it henders a Blaster's ability to kill quickly, thus increasing the chance of death.

    I can't remember the last time I've had anybody I know who plays an SS Tank (or Brute for that matter) complain about lack of damage. In fact if you read most of the threads concerning SS, it's about the enormous amount of damage they are able to do - not a lack thereof.

    The only melee AT that has problems with smash/lethal is Mace, I know this from personal experience.

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    Having trouble against S/L Damage? You have options. Take Tough and T.I. and Force of Nature in your Epic Power Pools. Without Force of Nature you can still achieve over 50% Resistance to S/L attacks, and with Force you can cap it. That's why PvP will remain unbalanced in the end game.
  19. Maldini_NA

    Badge Questions

    Question:

    Why were the Firebase Zulu Secuirty Detail and Troll Task Force Member Badges never implemented in the game?

    Also, will they ever be implemented since now we have badges based on time spent in a particular zone - i.e. PvP zones?
  20. Personally I'm glad that we'll have a Level 50 PvP zone. The reason: because I'm sick of only having one mission left on my Tanker. I've exhausted all but one of my contacts and the only mission on him left is Dreck.

    The new PvP zone will give my hero something to do now other than Dreck, Dreck and more Dreck. We'll have a little bit of a variety with the several types of missions offered and something to help Level 40+ heroes out. It will also be interesting to see the actual zone change based on who's winning the war.
  21. [ QUOTE ]
    Great chart!

    Could you add the % heal for Rooted in the Stone Armor set?

    Thanks.

    [/ QUOTE ]

    I'll add that in. I got an updated chart with a bunch of defender set values, but I have to upload it and I was running into problems.
  22. Here's a look at an Ice/Ice build that I have been working on. It still needs some minor tweaks, but otherwise it's a solid build. Pyre Mastery helps to make up for the lack of damage output that Ice Melee provides.


    Exported from version 1.5C of CoH Planner
    http://joechott.com/coh

    Archetype: Tanker
    Primary Powers - Ranged : Ice Armor
    Secondary Powers - Support : Ice Melee

    01 : Frozen Fists dam(01) dam(3) dam(3) acc(43) slw(46)
    01 : Frozen Armor defbuf(01) defbuf(5) defbuf(5) endred(23) endred(31) endred(40)
    02 : Hoarfrost hel(02) hel(7) hel(7) recred(34) recred(34) recred(36)
    04 : Ice Sword dam(04) dam(11) dam(11) acc(13) endred(13) slw(21)
    06 : Wet Ice endred(06) endred(46)
    08 : Hasten recred(08) recred(9) recred(9)
    10 : Chilling Embrace slw(10) slw(15) slw(15) endred(40) endred(40) endred(50)
    12 : Kick (Fight) dam(12) acc(21)
    14 : Super Speed endred(14)
    16 : Build Up recred(16) recred(17) recred(17) thtbuf(33) thtbuf(33) thtbuf(34)
    18 : Glacial Armor defbuf(18) defbuf(19) defbuf(19) endred(23) endred(31)
    20 : Ice Patch recred(20)
    22 : Tough endred(22)
    24 : Weave defbuf(24) defbuf(25) defbuf(25) endred(31) endred(39)
    26 : Energy Absorption enddrn(26) enddrn(27) enddrn(27) recred(29) recred(29) recred(33)
    28 : Freezing Touch dam(28) dam(42) dam(42) acc(42) endred(43)
    30 : Provoke recred(30)
    32 : Intimidate ferdur(32) acc(43)
    35 : Greater Ice Sword dam(35) dam(36) dam(36) acc(37) endred(37) slw(37)
    38 : Permafrost damres(38) damres(39) damres(39)
    41 : Char hlddur(41)
    44 : Fireblast dam(44) dam(45) dam(45) acc(45) endred(46)
    47 : Fireball dam(47) dam(48) dam(48) acc(48) endred(50) recred(50)
    49 : Hibernate recred(49)

    -------------------------------------------

    01 : Brawl enhancement(01)
    01 : Sprint enhancement(01)
    02 : Rest enhancement(02)





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    Here is a look at some of the numbers using +2 SO's and considering you're surrounded by 10 mobs:

    Total Defense to Smash/Lethal Damage = 43.22%
    Total Defense to Energy/Neg Energy Damage = 43.22%
    Total Resistance to Smash/Lethal Damage = 15%
    Total Resistance to Cold Damage = 123.2%
    Total Resistance to Fire Damage = 33.25%
    Total Resistance to Toxic Damage = 20%
  23. One thing to note in your guide is that you mention Toxic Defense a couple of times. There is no such thing as Toxic Defense in this game, only Toxic Resistance. Toxic damage came later in the game than the other forums, and they never put in a Defense component to it.

    Therefore Hoarfrost is your only means of mitigating Toxic Damage.