Master-Blade

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  1. Quote:
    Originally Posted by Terminal Velocity View Post
    the devs have said we're getting TWO.
    This is what I was led to believe as well.
  2. Quote:
    Originally Posted by Mr E-Man View Post
    Let's just pretend I had something interesting to say here & did not double post the sign-up list...
    Before you edited it out, all I saw was this...



    On a side note, I'll be bringing Master-Blade Kat/Regen Scrapper. I know he may not be the best choice of all my toons, but he's the only one available that has not even run this SF yet. Nurse has not gone Vigilante yet, and Tabby went back to Heroside already, so they are not even options. It seems Customs will be tanking anyway.
  3. Master-Blade

    Agro?

    Quote:
    Originally Posted by XxKrucibleXx View Post
    The post was ment to be a little silly. Some of you people really need to unbuckle your belt a little and loosen up.
    Quote:
    Originally Posted by Master-Blade View Post
    Well that comment is just plain silly.
    At least I started out on the right track. haha
  4. Master-Blade

    Agro?

    Quote:
    Originally Posted by XxKrucibleXx View Post
    Argo in this game is the most random and silly thing I have ever seen. If im in a cave in Steel Canyon a boss in a factory in Skyway city gets agro'd.
    Well that comment is just plain silly.
    Quote:
    Originally Posted by XxKrucibleXx View Post
    I find it aggravating because I solo a lot and to shoot a mob in a group of 3-4 (fully expecting the 3-4 to come) just to see two more groups of 3-4 come running in from 3/4 of the way across the room. Then, the same exact situation I am able to pick them off 1 by 1 with 0 agro from anyting else.
    Aggro can be attached to each mob independently. If you have a group of 6 foes in a stationary mob, and 6 foes in a Patrol mob walking through it, you can attack one from the patrol at range and only get the patrol mob without disturbing the stationary mob. This can largely depend on the enemies perception radius, whether or not the power you are using has a NotifyMob modifer, and/or if the power you are using has any AoE effects that might draw the attention of any foes in the other mob. Sometimes I feel like the direction the enemy is facing can impact whether or not they react to what's going on around them as well. This may or may not be the case, but it is a common tactic some people use when trying to pull enemies from mobs individually. Maybe the foes in your example were actually part of a single mob, but scattered around the room.

    I'm not going to sit here and say it's always 100% predictable, but it's certainly not random. You don't need to be a math genius to manage agro. You just need to understand there are several factors that regulate it and once in a while things don't always go your way. That's what makes some scenarios challenging and fun.
  5. Master-Blade

    Help!?!?

    Quote:
    Originally Posted by Adeon Hawkwood View Post
    To summarize slightly what Lazarillo said this will take 4 days (or more accurately you have to wait 20hours between each step):

    Day1: Do 5 Rogue Alignment Missions
    Day2: Do 5 Rogue Alignment Missions + 1 Rogue Morality Mission
    Day3: Do 5 Hero Alignment Missions
    Day4: Do 5 Hero Alignment Missions + 1 Hero Morality Mission
    To expand on that, you'll have access to Heroside after Day2, and it's on Heroside that you will get the Hero Tip missions to start becoming a full Hero.
  6. Quote:
    Originally Posted by Essentially View Post
    When using the mouse to run, how do you make your character stop moving forward when you release the mouse buttons? All of us continue to zoom forward after releasing the buttons.
    You can press a different forward key, a backward key, or the Autorun key to cancel the autorun.
    Quote:
    Originally Posted by Local_Man View Post
    Probably the best way to avoid the locked-running-forward problem is to not use the 1-2 combo mouse buttons for forward movement. Just use the keys on the keyboard.
    I prefer using the mouse for movement, especially when I'm just traveling to my next mission and I'm eating a snack with my other hand. lol
    The thumb button on my mouse is an alternate jump button to make it even easier single-handed forward movement.

    Everybody has their own preferences. Nobody should be forced to use a specific method of controlling their character, and due to our extremely customizable bind system, we don't have to.

    Quote:
    Originally Posted by Katze View Post
    To remove the autorun from kicking in when pressing both mouse buttons, type in:

    /bind mousechord "+forward"
    A thousand times this.

    Alternately, you can set it from the keymapping options menu by simply selecting one of the "Forward" keys you don't use and then clicking both mouse buttons simultaneously. Stay away from the option marked "Forward (Mouse Control)", because that's the one that binds "forward_mouse" and activates the autorun after 2 seconds.

    Quote:
    Originally Posted by Essentially View Post
    How do you lock your powers in the power tray? I know there is a way to do this, or at least there used to be way back in '04 and '05, or I'm just old and "THINK" there was
    As mentioned, there is a place in the options that allows you to lock the power icons.

    Personally, I make it even easier with binds.

    To lock the powers:
    /bind KEY "option_set DisableDrag 1"
    To unlock the powers:
    /bind KEY2 "option_set DisableDrag 0"

    - OR -
    Use a single key to toggle it on and off with each press:
    /bind KEY "option_toggle DisableDrag"

    That way, you can easily toggle it on and off to move new powers as you are leveling up, or temporary powers you earn as you play, without having to search through the options to find it every time you want to make a quick change.
  7. Quote:
    Originally Posted by Sailboat View Post
    I looked for this last night on a Fire Tanker and I must confess I'm not sure where, or even if, Recovery Resistance would appear in the Combat Attributes listing. I didn't know where to look and I pored over the listings but did not see it. Does anything else show Recovery Resistance in Combat Attributes? If so, where is it?

    Is it possible Recovery Resistance simply isn't displayed among the Combat Attributes?
    Recovery Resistance is listed in the Debuff Resistance section, and does seem to display normally for powers such as [Resist Energies] that do have Recovery Resistance.

    Quote:
    Originally Posted by UberGuy View Post
    Is it recovery resistance it grants? Based on the in-game power info, it looks to me like it grants end drain resistance, which is slightly different.
    I didn't think of it that way before. I think you are right. Looking at it again, [Consume] does indeed reduce Endurance Drain, not Recovery Debuffs. I don't think that stat is listed in the Combat Attributes anywhere. Endurance Discounts are not displayed either.
  8. Quote:
    Originally Posted by Mr E-Man View Post
    If I do need to change to Friday, would everyone still be available?
    Actually, Friday night is even better for me than Saturday night. This week, I have to work early Sunday morning. It's easily manageable, but getting to sleep early once in a while can't hurt. haha
  9. Quote:
    Originally Posted by Bringer_NA View Post
    I can't see your photobucket picture do to blocked access currently, if the mentioned information is there.
    Sorry, I temporarily deleted the picture to refresh it with a new version containing the EB and Monster Endurance. It should be fine now if you refresh it.

    Quote:
    Originally Posted by Bringer_NA View Post
    With this is mind, what is AV/GM endurance and average recovery rate?
    As for the Recovery rate, these are the results when I used the Mk Power Analyser on a Monster:


    It looks like they might have the same base rate we do, but because of their higher value, it's significantly more end/sec.


    Quote:
    Originally Posted by Bringer_NA View Post
    Also, what is the inherent EB/AV/GM ability linked as in-game? I was around when it was introduced, but I'd like to see the link for it in-game, since I never saw an actual name for it.
    I'm not exactly sure what you mean by this. I could be wrong, but I was under the impression the added Inherent power for enemies was a Ranged power that only applied to AE custom enemies. I think the reason for this was that people could create foes with only Melee powers and Immobilize them while attacking them at Range with no threat.
  10. Quote:
    Originally Posted by AzureSkyCiel View Post
    Actually, Minions only have 80 end, Lts have 120, and bosses have about 200.
    Further more, NPCs USUALLY only need end to attack, but never for armor toggles most NPC armors are passives anyway, but the AE versions of armors also do not use end, debuff toggles or damage auras however, do consume end.
    It might vary by mob type and/or level then because I was trotting through Sharkhead and RWZ verifying random mobs before I posted that. Every minion I saw showed as having 100 endurance. The LTs showed 140, and Bosses were 200.

    Edit:
    I just took another run through various lvl foes and recorded the numbers:


    I didn't find any minions with only 80 Endurance, but it looks like there is some slight variation at the lower levels, so anything is certainly possible. Either way, the point stands. LTs and Bosses have higher Endurance than players do, and EB/Monsters significantly moreso.
  11. Quote:
    Originally Posted by SuggestorK View Post
    Hi,

    im asking this cause u said u are on a ITF:

    Is ur Warshade maybe LVL 50?

    Cause it would make sense then that the power dont show up cause its practically worthless if u are LVL 50.

    The power gives u per use 5 Bars of patrol XPs, a lvl 50 use them only up if he dies (debt removal). If u have patrol XPs left and log out, theyre gone when u log back in.

    So it would make sense that a LVL 50 dont get that power,.....

    Greetings
    A level 50 does get the power, because Turg claimed it on his level 50 when we were testing it last week.

    Our only guess is that it could act as a brief "get out of debt now" button so that you will still earn INF if you die while EX'd. Granted, you could log off and have the debt removed naturally over time, but if you are in a TF or something and planned on using that character for a while, you might as well earn INF while you are doing it.

    That said, because of it's limited uses, it's probably only worth it if the team you are on is wiping constantly and you accumulated a lot of debt. Otherwise it wouldn't make sense to waste it on a single death that would be paid off in minutes anyway.

    Also, the power still fires off and wastes the charge if you are a level 50 with no debt.
  12. Quote:
    Originally Posted by Gargoyle_KDR View Post
    I claimed the 78 month badge power on my Warshade last night. I received the message I was granted the power, but no power was added to the Combat Attributes (powers) list.

    I was on an ITF at the time I claimed the power. I don't think that should matter, but it's a fact associated to when I claimed the power.

    I've filed a bug report and a petition concerning the issue.
    Check your Temporary Powers list. It only has 5 charges, so it's listed as a Temp, unlike the other Veteran powers that are Inherent.

    The power icon looks like this:
    Experienced

    Hopefully it's just as simple as looking in the wrong group. If not, I'm sure the petition will clear it up for you.
  13. Quote:
    Originally Posted by Golden Girl View Post
    Do mobs even use endurance? I've never seen them unable to use a power because they've run out
    On my kin, I regularly drain their Endurance to nothing and they have to wait for a point or two to recover before using one of their week attacks. At least it prevents them from using their larger ones.. most of the time.

    But as mentioned, they can Recover quickly sometimes, and it only takes those few points to get another shot off.

    The thing that sucks the most about it is that enemies usually have more Endurance than we do. I think minions have 100 like we do (at base), but Bosses have twice that much, and EBs and AVs may even double that too.
  14. Are we official for the 6th? I'll add it to my list if that's the case.
  15. Quote:
    Originally Posted by Terminal Velocity View Post
    Yes, three facepalms.
    Actually, there are a few hundred there if you consider what the second picture is made up of.
  16. Quote:
    Originally Posted by Praetorian01 View Post
    okie that is fair enough, im mean its a pain but i love the game so i play anyway . cant wait to upgrade to full account.
    The sooner you upgrade, the sooner those restrictions will be lifted. Don't worry, you wont lose the remaining free time from the trial.

    and Welcome!
  17. Quote:
    Originally Posted by Luna de Nocturne View Post
    Next week will be the Mender TESSERACT SF in Ouro (not Laz).
    Oops. No problem. *changes my note above.

    Quote:
    Originally Posted by Luna de Nocturne View Post
    As far as the Doc Buzzsaw arcs, I've got a night scheduled coming up with both of them, so more freakshow loving will be had by all
  18. Just a word of warning, you'll lose it if you change alignments... so if anybody is saving it, be careful.
  19. Quote:
    Originally Posted by Myrdinn View Post
    We went through some of Doc Buzzsaw's. Wish I *had* thought of that quest line... that would have been a good one!
    On the other hand, I love Doc Buzzsaw's arc as well. I might have gone that way instead if I thought of it at the time.

    Quote:
    1 m4y n0 10nG3r b3 t3h s00p4rFr34k, bt 1 w1l1 s71l1 f1gH7 b3s1d3 j0u!
  20. Quote:
    Originally Posted by Sailboat View Post
    Well, it should show in combat attributes. Other temporary resistances do, like the toxic resistance from Healing Flames and the immobilize protection from Burn.
    I checked this last night when I saw this thread, and it certainly does not show any changes in the Combat Attributes at all. There are a number of things the Combat Attributes actually don't display correctly, so it's possible this may be one of them, but I didn't get a chance to test if the Recovery Resistance was actually working behind the scenes.

    Both the Brute and Controller versions act the same way.
  21. Quote:
    Originally Posted by Myrdinn View Post
    Short and sweet. 21 minutes, 1 death.
    We took it a little slower and finished at around 26 minutes. We would have earned the Gold badge, but I only set it for Bronze for some reason. Then we moved on to Ouro and went through Pilgrim's Arc. We picked up the Jail Bird exploration badge and earned 187/200 credit for Shivans.

    Thanks to everybody for coming. See you next week for Mender Tesseract!
  22. Quote:
    Originally Posted by Shadow Ravenwolf View Post
    The only limit I know of is the total amount of characters you can use while typing into the chatbox (255?) as stated above.
    The limit also applies to loading bind files. Anything after character 255 in each line is just truncated, which can severely screw up a set of binds if they were made too long.
  23. Quote:
    Originally Posted by Doctor_Kumquat View Post
    @Cende: Huh... you know, all this time, I had assumed that the shattered screen that was supposed to display Grandville on teleport beacons looked that way on purpose. My take on it was that Recluse's oppressive regime had Grandville in such a tight grip that the cameras taking the photo were found by Arachnos and destroyed to prevent do-gooders from gathering intel on it, or something like that.

    Pocket D using the same pic seemed odd, but it never really connected that it was a bug. Huh.
  24. Quote:
    Originally Posted by StarGeek View Post
    Well, 1:50 am Pacific time here and it's still running, so they're a bit off on the time .
    Even before the event actually started, I expected that it would last until the next downtime after Halloween... or at least not for several hours after the announced time. I've never seen an event end on time. haha