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Posts
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This wouldn't have to affect every power available. Single target buffs should be left alone. Single target heals do not need to be affected. I really don't see a problem with a power that can only be used on one ally at a time (all of which have long enough recharges so that they can't be used on an entire team.)
What bothers me are those powers that affect everyone on the team except the caster.
The option to target yourself is not actually needed. Simply let the powers that now buff everyone on a team but the caster affect the caster as well, and be castable without requiring a target. I suspect the easiest way would be to make them pbaoe effects around the caster like accelerate metabolism. Make the buffs work at somewhere between 25-40% strength on the caster. Leave the visual effects as they are now.
On a slightly different note, but that I feel is related: This problem basically comes down to the fact that new sets are being designed and released that are far more powerful and capable than older sets. I have no problem with new sets, variety is always a good thing. But when you have new sets that can do everything an old set could so, do that better, plus has some extra utility, it is time to take the shackles off the old sets. -
I am not sure how complete this is, but it has many of the items with pictures.
http://cityofheroes.wikia.com/wiki/Crafted_Base_Items
Some of them require specific supergroup badges before they become available. -
Thank you two. That answered the question nicely.
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If a character has a calculated resistance value above the cap for thier AT and is then hit by a resistance debuff, is the effective value the cap minus the debuff or the calculated value minus the debuff?
For example:
Assume an electric/* tank with 90% resistance cap. At level 50 and using 3 level 50 SO resistance enhancements in each, Charged Armor (54.6%), Conductive Shield (54.6%), and Grounded (19.5%), the tank will have a total of 128.7% energy resistance, reduced to 90% by the cap.
If this tank is hit by a -20% unresistatable resistance debuff, what will his effective resistance be?
Either 90%-20%=70% or 128.7%-20%=108.7%, reduced to 90% by the cap.
I say unresistable because as I understand it, some resistance debuffs are resisted by an amount equal to the undebuffed resistance... ie. that 20% debuff from a resistable power would be only a 2% debuff effectively. (90% of the 20% is resisted). If this is not correct, please explain that as well. -
Quote:That is awesome. I am going to go check that out now.As an alternative, Defraggler is a free disk defragger with a gui that can also defrag individual folders or files.
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The biggest problem I have had with this game is the amount of file fragmentation that appears after every patch. The main exe file was in 155 fragments after the last patch, not counting all of the massive pigg files everything else is stored in. Disk defragmentation fixed everything, and also greatly improved the framerate and load times.
You can use the built in disk defragmenter, which works on the entire drive. This is a good idea to run every now and then, or to schedule to run during times you won't be using the machine.
However, this utility,Contig.exe, is a command line utility that is much faster, and you can target it at the game directory only, so it saves a lot of time. I run it after every game update. The first run took forever, but now it is about a 10-15 minute process as it only has to fix files touched by the last update.
It is available here: http://technet.microsoft.com/en-us/s.../bb897428.aspx
Read the page, and it gives good instructions how to use it. Essentially, install it. Then open a command prompt and change to the directory you want to defragment. I think the default installation is C:\Program Files (x86)\NCsoft\City of Heroes, so type
cd "C:\Program Files (x86)\NCsoft\City of Heroes" and hit enter.
then type
contig -s -v *.*
hit enter and walk away until done. If you don't have any experience with the command prompt, reply and I'll try to give you a better step by step process. -
Without regards to performance gains or not...
http://memory.dataram.com/products-a...ftware/ramdisk
The freeware version supposedly works under Win7 64 bit. I have not used it myself. -
It looks like that is a part of a mission arc from the Noble Savage contact. You probably have missions left to do in the arc.
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Quote:I think toxic resistance is base 20% from healing flames.Because the Toxic resistance is in Fiery Aura's excellent self-heal, Fire Tankers have excellent Toxic resistance = 60% with just SO's, if you're using Healing Flames on cooldown. I'm not absolutely sure, but I think that might be the highest of any Tanker primary.
Note: the 60% is if you are building Healing Flames for healing only. If for some reason you slot Healing Flames for resistance (seriously. . . why?) you can cap Toxic resistance.
On a separate topic, if you use Mid's hero planner, switch it to dynamic from level up mode, and then select just the tanker primary powers only, switch to totals and turn them all on, then hit the view totals button. From there, you can see the base values for defence and resistance, status protections, and debuff resistances. It makes it a lot easier to compare two sets. Just keep in mind, the larger the defence or resistance is before enhancing, the larger it will be when you are done.
For fiery aura, if you take them all, you get 30% smashing, lethal, energy, and negative resistance, 20% cold and toxic (after using healing flames), 90% fire, and 0% psionic resistance. Defence is 0% to everything. You get magnitude 12.98 protection from hold, stun, and sleep, and also from immobilization (after using burn). You get 20% debuff resistance from recharge and run speed debuffs.
Compared to something like invulnerability, you can see the big differences. If you take all the powers, but without unstoppable up, you get 10% (+1% per opponent in range of invincibility, up to 10, for 20% total) defence against smashing, lethal, fire, cold, energy, and negative, 45% resistance to smashing and lethal, and 20% resistance to everything else except psionics, which is 0%. You get 12.98 magnitude protection from hold, stun, sleep, and immobilize, and magnitude 10 protection from knockback and repel. For debuff resistance, you get 20% to recharge time and run speed, 25% to endurance drain, and 50% to defence debuffs.
That should give you a pretty good idea of how effective a tanker primary will be.
Oh, and going way back to the original question... if you select a power and look at the effects tab, it will show you the details about a power's effects. This is mainly only important when a power gives different values depending on the damage type. For burn, the effects are Magnitude -13 immobilization for 100 seconds and Afraid magnitude 50. To the best of my knowledge, everything in there is accurate. -
Reading this, it is a lot more than you were asking about, but since you are considering fire, maybe it will be useful.
Fiery Melee has good AOE attacks, and good single target attacks. They all have a DOT component, even the ones that don't specifically mention it. They do not have any mez type effects at all (no sleep, stun, hold, knockback, endurance drain, or to-hit debuff). The attacks generally do more damage because they have no secondary effects.
The extra PBAOE attack gives a bit more punchvoke-type aggro management than most sets as well.
The fiery aura primary is unlike most tank primaries. The heal is relatively quick and strong, and can be used without requiring a target. Fiery embrace is an excellent boost power, but it is slower than build up. (Although with build up in the secondary, you can get a really powerful short term boost by using both at once, or more boosted attacks by alternating them). Blazing aura also is the highest base damage tank aura, but the survivability is quite a bit lower than most.
The set has no inate defence and no knockback protection, and the resistances are not impressive compared to any other set, with the exception of having capped fire resistance. It also has no psionic resistance at all, toxic resistance comes only from the self-heal, and immobilization protection comes from burn, which does have the 'afraid' component, making them run away (they do come back to the tank eventually, because the taunt effects remain... but they are out of range of your damage capabilities for a little while). So... without IO sets, you pretty much have to take combat jumping/super jump/acrobatics and ?/tough/weave. (With the immobilization protection of combat jumping, you don't need burn. Some people like it, others don't. At one time it was rediculously powerful... no afraid effect, and fast enough recharge to stack multiple times. )
My oldest character, and my first 50, is a fire/fire tank. He is a lot of fun to play. You do have to use the heal regularly because of the weaker defence/resistances, but he is enormously better at damaging targets than any of my other tanks. The general idea is that if you kill them fast enough, you don't have to survive as long. You just have to play them differently.