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Great guide Dispari! I hope this is going to help out a lot of the budding story arc writers out there.
I feel this guide should be mandatory for all story arc writers to read!
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So, has anyone tested to see what exactly the chance of this going off is? This is like the only IO that doesn't say what the chance of it firing off is.
I'm going to make an educated guess and say 20% in PvE, 30% in PvP like the other PvP procs? Can anyone confirm or deny? Both Red Tomax's and Mid's aren't updated sooo yea.
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Red Tomax isn't?
Really?
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My response to all of this. Make a story line, make a reason for their to be FIVE outdoor maps in a row. Don't use "all comm officers", just select your favorite enemy group or even mix it up, have it make some sense. And have it so that one objective "ends" the mission for each map, so someone can legitimately go through and kill just the objective and go through the story line easily.
Now that you've published this story line based arc, play it repeatedly, clear everything, and you're golden.If you try to make the map only for farming, aka "comm officer only", or "flying farm" (custom mobs with no ranged attacks), you're going to get it deleted. Leave the words "farm" out of it too even.
There's nothing wrong with making a story arc that can be farmed, but making it so that it's obviously only meant for farming (aka, comm officers only, custom mobs with no ranged attacks, etc) it's likely going to get attacked and taken down. -
This is the kind of thing that should stay really. Yah, with the wrong choices it clips really badly, but with the right choices it can make for some really awesome combinations. Such as using Fringe or Cape for the High Collar to go along with the Bolero.
I say boo to this "fix". -
The reason why there has never been a power that works as a reverse Repel (Not the power, but the effect), is because the game engine can't handle it. I have no clue if the Dev's post is still out there on it or not sadly.
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Want to make sure the damage proc mini-FAQ doesn't get purged!
http://boards.cityofvillains.com/showfla...e=0#Post9011422 -
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Yeah, I have some strange ideas. Like, how many I can slot into Brawl. I'm just Odd. I'll just start working on my own lost, and stop being Lazy ;-)
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All of the ones listed as Melee damage can go into Brawl. -
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I was looking to see if anyone had put together a list of powers that could take multiple Damage Proc's. I guess not, or at least, not here. I'll continue my search.
Great FAQ, by the way, and a fun read, even with some quibbling ;-)
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If you look at the bottom of my FAQ, you will see all of the damage procs, and what Set IO's they work for. With that you can highlight a power in-game, and determine from the information there, and in my FAQ which procs that power can take. -
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Hopefully some of you still read this thread despite month of inactivity. Had a question regarding DoT powers and Im not sure if it was covered(read over the entire thread but it's 3am and I could be missing something...).
Specifically, Soul Storm from the Ghost Widow's Soul Mastery pool. PvE @Lvl50 it has an 11.92s hold duration and 10 5.51 negative damage ticks over 10 seconds. Would a proc have a single chance to fire on activation, 2 chances to fire(Once per 10s so once at start and once before wearing off), or 10 chances(averaging 2 procs per activation) from the 10 damage ticks?
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Soul Storm is a "Click" power, which means it activates one time, and can proc only one time.
Only Toggles, and Rains/Emanations can benefit from additional procs. -
Every 10s in a toggle, period. Does not matter how the effect works nor which set it comes from.
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Perhaps Castle is waiting to see the ramifications of the Stalker buffs on PvP.
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Perhaps Castle can't code, and therefore can't fix the bug himself.
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DOES he code?
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I don't think he really does. I think it's more Pohsyb being the coder side of it.
Castle just uses what is available to put things together. Kinda like making an X-Wing out of Lego's before the Star Wars Lego's were released. Sure it may look like an X-Wing, but it certainly isn't perfect what with the mishmash of blue and red blocks instead of all grey, but hey it's what was available and works! (Yes, I actually did this with lego's)
(To be honest, I don't really know if he does code or notbut based on the whole Fury was fixed when Pohsyb went and changed the whole flagging stuff so that EB's and AV's could be flagged for the Fury boost. Then Castle went to sit down and fix Fury finding out it was already fixed)
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Lost my one slot here too. Possibly related to the purchase slots/transfers/etc being missing at the moment I suppose.
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I wonder if it's also intended some of those are only a 15% chance to proc instead of 20%.
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There's only one that is 15% instead of 20%. Which is the Touch of Death proc for Melee Sets.
I would say that this is intended considering it can be slotted into Brawl, and in comparison to Mako's Bite (Lethal) it would just be far far superior to Mako's if it was set 20% like Mako's.
Once you factor in PvE resists, personally, I find Touch of Death to be superior to Mako's even at the 15% proc rate instead of 20% proc rate.
For PvP, Mako's is the superior one. Ignores resistance, so proc rate makes it better. -
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Impeded Swiftness and Positron's Blast procs are also unresistable in PvP.
I can get some screens to show, if need be.
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No need, I can verify it all in City of Data. I actually forgot about that.
Unresistable Procs:
Explosive Strike
Perfect Zinger
Malaise's Illusions
Cacophony
Glimpse of the Abyss
Impeded Swiftness
Trap of the Hunter
Unbreakable Constraint
Ghost Widow's Embrace
Neuronic Shutdown
Sting of the Manticore
Scirocco's Dervish
Positron's Blast
Mako's Bite
Touch of Death
Resistable Procs:
Touch of Lady Grey
Armageddon
Apocalypse
Hecatomb
EDIT:
If you find any of the above are incorrect on being resistable or not, then I'd appreciate a screenshot.
Oh, and I did speak with Castle, and he said pretty much that it is intended for some procs to be resistable and others to be unresistable. He didn't elaborate more into any sort of pattern, and I wasn't about to bug him about it. -
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OP has been updated.
Ex
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Thanks Ex! -
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<QR>
Anyone knows how a damage proc behaves in Electrical Melee/Chain Induction?
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Hmm, hard to say.. I don't have any first hand experience with Chain Induction. I'll see if I can bug a friend of mine to copy their char to test server and see if we can figure out how it works.
In theory, with the new "pseudo-pet" version of Chain Induction (That's currently on test), each jump should have a chance for the proc to fire off. However, it is possible that it may not work that even though they are supposed to (Such as Carrion Creepers, Castle has stated that the procs should all trigger from the attacks of the vines themselves, however, testing has shown that certain procs that in theory would work do not. Such as the Positron's Proc). -
Oh, it is very very useful. Which reminds me, I need to test to see if the Achilles proc is stacking now or not with multiple pets with that proc.
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What about powers that only have a chance for the enhancements type to fire off (Such as Energy Blast with Explosive Strike)?
There has been much debate about this particular point; via testing and thanks to Biowraith, there is now a perfect example/proof of how this works. In essence, a power only needs to be enhanceable for the type of enhancement for the proc to fire off. The power does not even need to contain such an effect for the proc to work! That is to say, slotting an Explosive Strike chance for Smashing into a power that has a 20% chance for Knockback, it will roll the chance for Smashing proc whether or not the chance for knockback the power has inherently fires off! What's my proof? Robotics Mastermind's first attack, Pulse Rifle Blast (Tier1 attack), has NO knockback effect at all, however, the power accepts both Knockback enhancers and Knockback Set Enhancers, and yes, the Explosive Strike proc works in it.
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i put an explosive strike proc in my lich, which without upgrades, has torrent (kb) and dark blast (no kb). torrent will proc, but dark blast will not - which is contrary to what is stated above.
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Even though Pulse Rifle doesn't do knockback, it does accept knockback enhancements and sets (although there is/was a patch to fix that in the works), therefore the proc would have a chance to fire when that power was used.
Your Lich, though it is one power, has multiple attacks of its own. Some do knockback, some do not. Only the attacks that are flagged for knockback will have a chance that the proc will fire.
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it just sounded like the Pulse Rifle Blast (which i assume has no KB component) could set off the proc (now that i re-read it, i realize this is the MM's power and not the teir 1 pet). the way i tested it, and the way you describe, makes the most sense, given how over powered it would be in pets if every attack (regardless of type) had a chance to set off the proc.
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Sorry for the confusion there. In the case of the Lich, only ONE of their powers is "enhanceable" for knock back. So, this is working as intended.
<Shakes fist> And of course, City of Data's new "user interface" bars me from posting an easy link to the Lich to show you which powers are enhanceable for what.
So, yes, the Lich "summon" accepts Knockback enhancements, however, to determine which powers procs do work for you have to look at the individual Lich "powers". This is what really determines whether a proc will function or not.
EDIT:
Drawing for another MM Pet example.
Enforcers. Slotting the KB Chance for Damage into them would mean only one of their attacks would have the chance for damage, which would be the Blast Clip Power.
Now, if you slot the Defense Debuff Chance for Damage into the Enforcers all of their attacks except two will have the chance for Damage. The two it would not get them in, is Brawl, and Blast Clip. Neither of those powers are enhanceable for Defense Debuff. -
Thanks to a post in a separate thread, I have finally found an official source for what proc stands for within CoX, and as such I am updating this thread with that information.
http://www.cityofheroes.com/game_update9_qa.html
Not sure why I never saw this (or at the very least do not remember seeing it), and I do apologize to those I have butted heads with over this but since I have it from a devs words, well, that ends the argument for me. (Previously, I had thought there was no official words by the devs for this, hence my insistence on it being just a matter of semantics) -
Like I said above, I felt it was rather off-topic about it and not really correcting an error when there are several different definitions of it.
Yes, I probably shouldn't have snapped at him, but it's too late, no point in drudging it up again ok?
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Bleh, actually, I think I'm going to stop posting until i12. It's not just me but everyone's a bit antsy about i12 Closed Beta, and there's a lot of tension running higher than usual. >_<
While I still don't feel it was a valid nitpick due to the whole issue of semantics, I do apologize for the way that I reacted towards him. Anyways. -
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Well Natsuki, I'm sorry if I caught you on a bad day, but my post certainly wasn't intended to be rude, it was only intended to be helpful
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If it wasn't, that's fine then. Since you preferred me to bring further arguing over semantics into PM's instead, that's what I have done.
My FAQ is about a specific type of PROC and is not about the history of the various definitions of PROC, which there are many of them.
PROC Process
PRoC People's Republic of China
PROC Peoples Republic of Cork (Ireland)
PROC Procedure
PROC Proceeding(s)
PROC Processing
PROC Processor
PROC Procurement
Proc Programmed Random Occurrence
PROC Proposed Required Operational Capability
PROC Puerto Rican Operations Center (US DoD)
This'll be the last post I make off-topic about this discussion in this thread. -
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What about procs and exemplaring?
I'm assuming they'll still work, even if the IO is more than 3 above your exemplared level, but can anyone confirm?
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Damage procs always work while exemplaring, even below the level of the IO.
However, there are some buff procs that are not working properly. (Gaussians' chance for Build Up, and Force Feedback chance for +Recharge come to mind) -
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I digress; and perhaps I am arguing semantics anyway.
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Yes, you are. Woulda been nice if you had something constructive to at least add instead.
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How rude! I wouldn't have posted if I didn't think it was constructive. I might not be contributing data on proc percentages, but I'm still offering my knowledge and time in an effort to improve your FAQ; you could show a bit of gratitude - or at least courtesy.
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Nit picking is not exactly something that is constructive, and you picked a rather bad day to do it and bad timing. I had just finished my shift at work, where not a single one of my tools were working properly.
In all honesty, I found your post to be rude first and returned it in kind.
EDIT:
http://en.wikipedia.org/wiki/Nitpicking
"As nitpicking inherently requires fastidious, meticulous attention to detail, the term has become appropriated to describe the practice of meticulously searching for minor, even trivial errors in detail (often referred to as "nits" as well), and then criticising them."
I chose Programmed Random Occurence because it is the -easiest- definition for the average person to understand for proc.
The reason I do not like "procedure" is due to most people thinking of it in the lines of the outcome be exactly the same time every single time. -
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I digress; and perhaps I am arguing semantics anyway.
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Yes, you are. Woulda been nice if you had something constructive to at least add instead. -
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This is a brilliant idea, and also removes one of my current problems playing my 50s - If I exemp down, I divorce myself from any chance at getting purples.
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I think.. the suggestion is a one-way street.
Lower the level of the drops the lackey/sidekicks can receive, but not increase the level of the drops a malefactor/exemplar gets.
Honestly, I think it's a terrible idea unless they make drops rolled for each player rather than rolled per kill then split between the team. (This is why they currently can't scale the level to the player. The drop is determined when the mob is killed and then randomly given to a player)