Reiska

Cohort
  • Posts

    209
  • Joined

  1. Yeah, I'll throw in my hat here too.

    My NCApplication log files consist almost entirely of the following two lines, endlessly repeating:

    2011-04-25 19:44:58.3750 : 1 : Info : Checking to see if the game (CoHBeta) can apply transition DownloadUpdates.
    2011-04-25 19:44:58.3750 : 1 : Info : Attempting transition...

    Unfortunately, they don't date back far enough to have any info from a patch actually being applied other from the patch this morning:

    2011-04-26 11:34:37.1406 : 1 : Info : Checking to see if the game (CityOfHeroes) can apply transition ApplyUpdates.
    2011-04-26 11:34:37.1406 : 1 : Info : Attempting transition...
    2011-04-26 11:34:37.1562 : 1 : Info : Checking to see if the game (CoHBeta) can apply transition DownloadUpdates.
    2011-04-26 11:34:37.1562 : 1 : Info : Attempting transition...
    2011-04-26 11:34:37.2656 : 1 : Info : Checking to see if the game (CoHBeta) can apply transition DownloadUpdates.
    2011-04-26 11:34:37.2656 : 1 : Info : Attempting transition...
    2011-04-26 11:34:37.3125 : 13 : Info : Patcher: BeginOp: Applying 1 patch(es). : () : 0%
    2011-04-26 11:34:37.3125 : 13 : Info : Patcher: BeginOp: : () : 0%
    2011-04-26 11:34:37.3906 : 13 : Info : Patcher: BeginOp: : () : 0%
    2011-04-26 11:34:37.3906 : 1 : Info : Checking to see if the game (CoHBeta) can apply transition DownloadUpdates.
    2011-04-26 11:34:37.3906 : 1 : Info : Attempting transition...
    2011-04-26 11:34:37.4062 : 13 : Info : Patcher: BeginOp: Extracting patch manifest. : () : 0%
    2011-04-26 11:34:38.5312 : 13 : Info : Patcher: BeginOp: Extracting file: CityOfHeroes_Main_2010.201104142136.1.0To2010.2011 04210057.1.0\PatchManifest.xml : () : 0%
    2011-04-26 11:34:38.5468 : 13 : Info : Patcher: BeginOp: Extracting file: CityOfHeroes_Main_2010.201104142136.1.0To2010.2011 04210057.1.0\PatchManifest.xml : () : 0%
    2011-04-26 11:34:38.5781 : 13 : Info : Unrar (stderr): CityOfHeroes_Main_2010.201104142136.1.0To2010.2011 04210057.1.0\PatchManifest.xml - use current password ?
    2011-04-26 11:34:38.5937 : 13 : Info : Unrar: Extracting CityOfHeroes_Main_2010.201104142136.1.0To2010.2011 04210057.1.0\PatchManifest.xml
    2011-04-26 11:34:38.6093 : 13 : Info : Unrar: OK
    2011-04-26 11:34:38.6406 : 13 : Info : Patcher: EndOp: Extracting file: CityOfHeroes_Main_2010.201104142136.1.0To2010.2011 04210057.1.0\PatchManifest.xml : () : 0%
    2011-04-26 11:34:38.6406 : 13 : Info : Patcher: EndOp: Extracting file: CityOfHeroes_Main_2010.201104142136.1.0To2010.2011 04210057.1.0\PatchManifest.xml : () : 0%
    2011-04-26 11:34:38.6406 : 13 : Info : Patcher: EndOp: Extracting patch manifest. : () : 0%
    2011-04-26 11:34:38.7812 : 13 : Info : Patcher: BeginOp: Applying patch: CityOfHeroes_Main_2010.201104142136.1.0To2010.2011 04210057.1.0. : () : 0%
    2011-04-26 11:34:38.7812 : 13 : Info : Patcher: BeginOp: Extracting patch files. : () : 0%
    2011-04-26 11:34:38.8125 : 13 : Info : Patcher: BeginOp: Extracting all files : () : 0%
    2011-04-26 11:34:38.9375 : 13 : Info : Patcher: BeginOp: Extracting file: CityOfHeroes_Main_2010.201104142136.1.0To2010.2011 04210057.1.0\PatchManifest.xml : () : 0%
    2011-04-26 11:34:38.9375 : 13 : Info : Unrar (stderr): CityOfHeroes_Main_2010.201104142136.1.0To2010.2011 04210057.1.0\PatchManifest.xml - use current password ?
    2011-04-26 11:34:38.9687 : 13 : Info : Unrar: Creating C:\City of Heroes\~PS
    2011-04-26 11:34:38.9687 : 13 : Info : Unrar: OK
    2011-04-26 11:34:38.9687 : 13 : Info : Unrar: Creating C:\City of Heroes\~PS\P
    2011-04-26 11:34:38.9687 : 13 : Info : Unrar: OK
    2011-04-26 11:34:38.9687 : 13 : Info : Unrar: Creating C:\City of Heroes\~PS\P\CityOfHeroes_Main_2010.201104142136.1 .0To2010.201104210057.1.0
    2011-04-26 11:34:38.9687 : 13 : Info : Unrar: OK
    2011-04-26 11:34:38.9687 : 13 : Info : Unrar: Extracting C:\City of Heroes\~PS\P\CityOfHeroes_Main_2010.201104142136.1 .0To2010.201104210057.1.0\PatchManifest.xml
    2011-04-26 11:34:38.9687 : 13 : Info : Unrar: OK
    2011-04-26 11:34:38.9687 : 13 : Info : Patcher: EndOp: Extracting file: CityOfHeroes_Main_2010.201104142136.1.0To2010.2011 04210057.1.0\PatchManifest.xml : () : 0%
    2011-04-26 11:34:38.9687 : 13 : Info : Patcher: BeginOp: Extracting file: CityOfHeroes_Main_2010.201104142136.1.0To2010.2011 04210057.1.0\ProductFiles\piggs\bin.pigg.X-D-E-L-T-A : () : 0%
    2011-04-26 11:34:39.0000 : 13 : Info : Unrar: Creating C:\City of Heroes\~PS\P\CityOfHeroes_Main_2010.201104142136.1 .0To2010.201104210057.1.0\ProductFiles
    2011-04-26 11:34:39.0000 : 13 : Info : Unrar: OK
    2011-04-26 11:34:39.0000 : 13 : Info : Unrar: Creating C:\City of Heroes\~PS\P\CityOfHeroes_Main_2010.201104142136.1 .0To2010.201104210057.1.0\ProductFiles\piggs
    2011-04-26 11:34:39.0000 : 13 : Info : Unrar: OK
    2011-04-26 11:34:39.0000 : 13 : Info : Unrar: Extracting C:\City of Heroes\~PS\P\CityOfHeroes_Main_2010.201104142136.1 .0To2010.201104210057.1.0\ProductFiles\piggs\bin.p igg.X-D-E-L-T-A
    2011-04-26 11:34:40.5312 : 13 : Info : Unrar: OK
    2011-04-26 11:34:40.5312 : 13 : Info : Patcher: EndOp: Extracting file: CityOfHeroes_Main_2010.201104142136.1.0To2010.2011 04210057.1.0\ProductFiles\piggs\bin.pigg.X-D-E-L-T-A : (CityOfHeroes_Main_2010.201104142136.1.0To2010.201 104210057.1.0\ProductFiles\piggs\bin.pigg.X-D-E-L-T-A) : 75%
    2011-04-26 11:34:40.5781 : 13 : Info : Patcher: BeginOp: Extracting file: CityOfHeroes_Main_2010.201104142136.1.0To2010.2011 04210057.1.0\ProductFiles\cityofheroes.exe.X-D-E-L-T-A : () : 0%
    2011-04-26 11:34:40.5781 : 13 : Info : Unrar: Extracting C:\City of Heroes\~PS\P\CityOfHeroes_Main_2010.201104142136.1 .0To2010.201104210057.1.0\ProductFiles\cityofheroe s.exe.X-D-E-L-T-A
    2011-04-26 11:34:40.7343 : 13 : Info : Unrar: OK
    2011-04-26 11:34:40.7343 : 13 : Info : Patcher: EndOp: Extracting file: CityOfHeroes_Main_2010.201104142136.1.0To2010.2011 04210057.1.0\ProductFiles\cityofheroes.exe.X-D-E-L-T-A : () : 0%
    2011-04-26 11:34:40.7343 : 13 : Info : Patcher: BeginOp: Extracting file: CityOfHeroes_Main_2010.201104142136.1.0To2010.2011 04210057.1.0\ProductFiles\client.chksum.X-D-E-L-T-A : () : 0%
    2011-04-26 11:34:40.7343 : 13 : Info : Unrar: Extracting C:\City of Heroes\~PS\P\CityOfHeroes_Main_2010.201104142136.1 .0To2010.201104210057.1.0\ProductFiles\client.chks um.X-D-E-L-T-A
    2011-04-26 11:34:40.7343 : 13 : Info : Unrar: OK
    2011-04-26 11:34:40.7343 : 13 : Info : Patcher: EndOp: Extracting file: CityOfHeroes_Main_2010.201104142136.1.0To2010.2011 04210057.1.0\ProductFiles\client.chksum.X-D-E-L-T-A : () : 0%
    2011-04-26 11:34:40.7656 : 13 : Info : Patcher: BeginOp: Extracting file: CityOfHeroes_Main_2010.201104142136.1.0To2010.2011 04210057.1.0\ProductFiles\piggs\geom.pigg.X-D-E-L-T-A : () : 0%
    2011-04-26 11:34:40.7656 : 13 : Info : Unrar: Extracting C:\City of Heroes\~PS\P\CityOfHeroes_Main_2010.201104142136.1 .0To2010.201104210057.1.0\ProductFiles\piggs\geom. pigg.X-D-E-L-T-A
    2011-04-26 11:34:40.7812 : 13 : Info : Unrar: OK
    2011-04-26 11:34:40.7812 : 13 : Info : Patcher: EndOp: Extracting file: CityOfHeroes_Main_2010.201104142136.1.0To2010.2011 04210057.1.0\ProductFiles\piggs\geom.pigg.X-D-E-L-T-A : () : 0%
    2011-04-26 11:34:40.7812 : 13 : Info : Patcher: BeginOp: Extracting file: CityOfHeroes_Main_2010.201104142136.1.0To2010.2011 04210057.1.0\ProductFiles\piggs\geomBC.pigg.X-D-E-L-T-A : () : 0%
    2011-04-26 11:34:40.7812 : 13 : Info : Unrar: Extracting C:\City of Heroes\~PS\P\CityOfHeroes_Main_2010.201104142136.1 .0To2010.201104210057.1.0\ProductFiles\piggs\geomB C.pigg.X-D-E-L-T-A
    2011-04-26 11:34:40.8281 : 13 : Info : Unrar: OK
    2011-04-26 11:34:40.8750 : 13 : Info : Patcher: EndOp: Extracting file: CityOfHeroes_Main_2010.201104142136.1.0To2010.2011 04210057.1.0\ProductFiles\piggs\geomBC.pigg.X-D-E-L-T-A : () : 0%
    2011-04-26 11:34:40.9218 : 13 : Info : Patcher: BeginOp: Extracting file: CityOfHeroes_Main_2010.201104142136.1.0To2010.2011 04210057.1.0\ProductFiles\piggs\geomV1.pigg.X-D-E-L-T-A : () : 0%
    2011-04-26 11:34:40.9218 : 13 : Info : Unrar: Extracting C:\City of Heroes\~PS\P\CityOfHeroes_Main_2010.201104142136.1 .0To2010.201104210057.1.0\ProductFiles\piggs\geomV 1.pigg.X-D-E-L-T-A
    2011-04-26 11:34:40.9531 : 13 : Info : Unrar: OK
    2011-04-26 11:34:40.9531 : 13 : Info : Patcher: EndOp: Extracting file: CityOfHeroes_Main_2010.201104142136.1.0To2010.2011 04210057.1.0\ProductFiles\piggs\geomV1.pigg.X-D-E-L-T-A : () : 0%
    2011-04-26 11:34:40.9531 : 13 : Info : Patcher: BeginOp: Extracting file: CityOfHeroes_Main_2010.201104142136.1.0To2010.2011 04210057.1.0\ProductFiles\piggs\geomV2.pigg.X-D-E-L-T-A : () : 0%
    2011-04-26 11:34:40.9531 : 13 : Info : Unrar: Extracting C:\City of Heroes\~PS\P\CityOfHeroes_Main_2010.201104142136.1 .0To2010.201104210057.1.0\ProductFiles\piggs\geomV 2.pigg.X-D-E-L-T-A
    2011-04-26 11:34:40.9843 : 13 : Info : Unrar: OK
    2011-04-26 11:34:40.9843 : 13 : Info : Patcher: EndOp: Extracting file: CityOfHeroes_Main_2010.201104142136.1.0To2010.2011 04210057.1.0\ProductFiles\piggs\geomV2.pigg.X-D-E-L-T-A : () : 0%
    2011-04-26 11:34:41.0312 : 13 : Info : Patcher: BeginOp: Extracting file: CityOfHeroes_Main_2010.201104142136.1.0To2010.2011 04210057.1.0\ProductFiles\piggs\mapsCities1.pigg.X-D-E-L-T-A : () : 0%
    2011-04-26 11:34:41.0312 : 13 : Info : Unrar: Extracting C:\City of Heroes\~PS\P\CityOfHeroes_Main_2010.201104142136.1 .0To2010.201104210057.1.0\ProductFiles\piggs\mapsC ities1.pigg.X-D-E-L-T-A
    2011-04-26 11:34:41.0468 : 13 : Info : Unrar: OK
    2011-04-26 11:34:41.0468 : 13 : Info : Patcher: EndOp: Extracting file: CityOfHeroes_Main_2010.201104142136.1.0To2010.2011 04210057.1.0\ProductFiles\piggs\mapsCities1.pigg.X-D-E-L-T-A : () : 0%
    2011-04-26 11:34:41.0937 : 13 : Info : Patcher: BeginOp: Extracting file: CityOfHeroes_Main_2010.201104142136.1.0To2010.2011 04210057.1.0\ProductFiles\piggs\mapsCities2.pigg.X-D-E-L-T-A : () : 0%
    2011-04-26 11:34:41.0937 : 13 : Info : Unrar: Extracting C:\City of Heroes\~PS\P\CityOfHeroes_Main_2010.201104142136.1 .0To2010.201104210057.1.0\ProductFiles\piggs\mapsC ities2.pigg.X-D-E-L-T-A
    2011-04-26 11:34:41.1406 : 13 : Info : Unrar: OK
    2011-04-26 11:34:41.1406 : 13 : Info : Patcher: EndOp: Extracting file: CityOfHeroes_Main_2010.201104142136.1.0To2010.2011 04210057.1.0\ProductFiles\piggs\mapsCities2.pigg.X-D-E-L-T-A : () : 0%
    2011-04-26 11:34:41.1406 : 13 : Info : Patcher: BeginOp: Extracting file: CityOfHeroes_Main_2010.201104142136.1.0To2010.2011 04210057.1.0\ProductFiles\piggs\mapsMisc.pigg.X-D-E-L-T-A : () : 0%
    2011-04-26 11:34:41.1406 : 13 : Info : Unrar: Extracting C:\City of Heroes\~PS\P\CityOfHeroes_Main_2010.201104142136.1 .0To2010.201104210057.1.0\ProductFiles\piggs\mapsM isc.pigg.X-D-E-L-T-A
    2011-04-26 11:34:41.2968 : 13 : Info : Unrar: OK
    2011-04-26 11:34:41.2968 : 13 : Info : Patcher: EndOp: Extracting file: CityOfHeroes_Main_2010.201104142136.1.0To2010.2011 04210057.1.0\ProductFiles\piggs\mapsMisc.pigg.X-D-E-L-T-A : () : 0%
    2011-04-26 11:34:41.3437 : 13 : Info : Patcher: BeginOp: Extracting file: CityOfHeroes_Main_2010.201104142136.1.0To2010.2011 04210057.1.0\ProductFiles\piggs\mapsMissions.pigg. X-D-E-L-T-A : () : 0%
    2011-04-26 11:34:41.3593 : 13 : Info : Unrar: Extracting C:\City of Heroes\~PS\P\CityOfHeroes_Main_2010.201104142136.1 .0To2010.201104210057.1.0\ProductFiles\piggs\mapsM issions.pigg.X-D-E-L-T-A
    2011-04-26 11:34:41.7500 : 13 : Info : Unrar: OK
    2011-04-26 11:34:41.7500 : 13 : Info : Patcher: EndOp: Extracting file: CityOfHeroes_Main_2010.201104142136.1.0To2010.2011 04210057.1.0\ProductFiles\piggs\mapsMissions.pigg. X-D-E-L-T-A : () : 0%
    2011-04-26 11:34:41.7500 : 13 : Info : Patcher: BeginOp: Extracting file: CityOfHeroes_Main_2010.201104142136.1.0To2010.2011 04210057.1.0\ProductFiles\piggs\misc.pigg.X-D-E-L-T-A : () : 0%
    2011-04-26 11:34:41.7500 : 13 : Info : Unrar: Extracting C:\City of Heroes\~PS\P\CityOfHeroes_Main_2010.201104142136.1 .0To2010.201104210057.1.0\ProductFiles\piggs\misc. pigg.X-D-E-L-T-A
    2011-04-26 11:34:41.7500 : 13 : Info : Unrar: OK
    2011-04-26 11:34:41.7500 : 13 : Info : Patcher: EndOp: Extracting file: CityOfHeroes_Main_2010.201104142136.1.0To2010.2011 04210057.1.0\ProductFiles\piggs\misc.pigg.X-D-E-L-T-A : () : 0%
    2011-04-26 11:34:41.7968 : 13 : Info : Patcher: BeginOp: Extracting file: CityOfHeroes_Main_2010.201104142136.1.0To2010.2011 04210057.1.0\ProductFiles\piggs\player.pigg.X-D-E-L-T-A : () : 0%
    2011-04-26 11:34:41.7968 : 13 : Info : Unrar: Extracting C:\City of Heroes\~PS\P\CityOfHeroes_Main_2010.201104142136.1 .0To2010.201104210057.1.0\ProductFiles\piggs\playe r.pigg.X-D-E-L-T-A
    2011-04-26 11:34:41.9218 : 13 : Info : Unrar: OK
    2011-04-26 11:34:41.9218 : 13 : Info : Patcher: EndOp: Extracting file: CityOfHeroes_Main_2010.201104142136.1.0To2010.2011 04210057.1.0\ProductFiles\piggs\player.pigg.X-D-E-L-T-A : () : 0%
    2011-04-26 11:34:41.9218 : 13 : Info : Patcher: BeginOp: Extracting file: CityOfHeroes_Main_2010.201104142136.1.0To2010.2011 04210057.1.0\ProductFiles\piggs\sound.pigg.X-D-E-L-T-A : () : 0%
    2011-04-26 11:34:41.9218 : 13 : Info : Unrar: Extracting C:\City of Heroes\~PS\P\CityOfHeroes_Main_2010.201104142136.1 .0To2010.201104210057.1.0\ProductFiles\piggs\sound .pigg.X-D-E-L-T-A
    2011-04-26 11:34:42.4687 : 13 : Info : Unrar: OK
    2011-04-26 11:34:42.4687 : 13 : Info : Patcher: EndOp: Extracting file: CityOfHeroes_Main_2010.201104142136.1.0To2010.2011 04210057.1.0\ProductFiles\piggs\sound.pigg.X-D-E-L-T-A : () : 0%
    2011-04-26 11:34:42.5156 : 13 : Info : Patcher: BeginOp: Extracting file: CityOfHeroes_Main_2010.201104142136.1.0To2010.2011 04210057.1.0\ProductFiles\piggs\sound2.pigg.X-D-E-L-T-A : () : 0%
    2011-04-26 11:34:42.5312 : 13 : Info : Unrar: Extracting C:\City of Heroes\~PS\P\CityOfHeroes_Main_2010.201104142136.1 .0To2010.201104210057.1.0\ProductFiles\piggs\sound 2.pigg.X-D-E-L-T-A
    2011-04-26 11:34:42.5312 : 13 : Info : Unrar: OK
    2011-04-26 11:34:42.5312 : 13 : Info : Patcher: EndOp: Extracting file: CityOfHeroes_Main_2010.201104142136.1.0To2010.2011 04210057.1.0\ProductFiles\piggs\sound2.pigg.X-D-E-L-T-A : () : 0%
    2011-04-26 11:34:42.5625 : 13 : Info : Patcher: BeginOp: Extracting file: CityOfHeroes_Main_2010.201104142136.1.0To2010.2011 04210057.1.0\ProductFiles\piggs\sound5.pigg.X-D-E-L-T-A : () : 0%
    2011-04-26 11:34:42.5625 : 13 : Info : Unrar: Extracting C:\City of Heroes\~PS\P\CityOfHeroes_Main_2010.201104142136.1 .0To2010.201104210057.1.0\ProductFiles\piggs\sound 5.pigg.X-D-E-L-T-A
    2011-04-26 11:34:42.5781 : 13 : Info : Unrar: OK
    2011-04-26 11:34:42.5781 : 13 : Info : Patcher: EndOp: Extracting file: CityOfHeroes_Main_2010.201104142136.1.0To2010.2011 04210057.1.0\ProductFiles\piggs\sound5.pigg.X-D-E-L-T-A : () : 0%
    2011-04-26 11:34:42.5781 : 13 : Info : Patcher: BeginOp: Extracting file: CityOfHeroes_Main_2010.201104142136.1.0To2010.2011 04210057.1.0\ProductFiles\piggs\texFxGuiItems.pigg .X-D-E-L-T-A : () : 0%
    2011-04-26 11:34:42.5937 : 13 : Info : Unrar: Extracting C:\City of Heroes\~PS\P\CityOfHeroes_Main_2010.201104142136.1 .0To2010.201104210057.1.0\ProductFiles\piggs\texFx GuiItems.pigg.X-D-E-L-T-A
    2011-04-26 11:34:42.6562 : 13 : Info : Unrar: OK
    2011-04-26 11:34:42.6562 : 13 : Info : Patcher: EndOp: Extracting file: CityOfHeroes_Main_2010.201104142136.1.0To2010.2011 04210057.1.0\ProductFiles\piggs\texFxGuiItems.pigg .X-D-E-L-T-A : () : 0%
    2011-04-26 11:34:42.7031 : 13 : Info : Patcher: BeginOp: Extracting file: CityOfHeroes_Main_2010.201104142136.1.0To2010.2011 04210057.1.0\ProductFiles\piggs\texGui1.pigg.X-D-E-L-T-A : () : 0%
    2011-04-26 11:34:42.7031 : 13 : Info : Unrar: Extracting C:\City of Heroes\~PS\P\CityOfHeroes_Main_2010.201104142136.1 .0To2010.201104210057.1.0\ProductFiles\piggs\texGu i1.pigg.X-D-E-L-T-A
    2011-04-26 11:34:42.7343 : 13 : Info : Unrar: OK
    2011-04-26 11:34:42.7343 : 13 : Info : Patcher: EndOp: Extracting file: CityOfHeroes_Main_2010.201104142136.1.0To2010.2011 04210057.1.0\ProductFiles\piggs\texGui1.pigg.X-D-E-L-T-A : () : 0%
    2011-04-26 11:34:42.7343 : 13 : Info : Patcher: BeginOp: Extracting file: CityOfHeroes_Main_2010.201104142136.1.0To2010.2011 04210057.1.0\ProductFiles\piggs\texMaps.pigg.X-D-E-L-T-A : () : 0%
    2011-04-26 11:34:42.7343 : 13 : Info : Unrar: Extracting C:\City of Heroes\~PS\P\CityOfHeroes_Main_2010.201104142136.1 .0To2010.201104210057.1.0\ProductFiles\piggs\texMa ps.pigg.X-D-E-L-T-A
    2011-04-26 11:34:42.7500 : 13 : Info : Unrar: OK
    2011-04-26 11:34:42.7500 : 13 : Info : Patcher: EndOp: Extracting file: CityOfHeroes_Main_2010.201104142136.1.0To2010.2011 04210057.1.0\ProductFiles\piggs\texMaps.pigg.X-D-E-L-T-A : () : 0%
    2011-04-26 11:34:42.7812 : 13 : Info : Patcher: BeginOp: Extracting file: CityOfHeroes_Main_2010.201104142136.1.0To2010.2011 04210057.1.0\ProductFiles\piggs\texMisc.pigg.X-D-E-L-T-A : () : 0%
    2011-04-26 11:34:42.7812 : 13 : Info : Unrar: Extracting C:\City of Heroes\~PS\P\CityOfHeroes_Main_2010.201104142136.1 .0To2010.201104210057.1.0\ProductFiles\piggs\texMi sc.pigg.X-D-E-L-T-A
    2011-04-26 11:34:42.8125 : 13 : Info : Unrar: OK
    2011-04-26 11:34:42.8125 : 13 : Info : Patcher: EndOp: Extracting file: CityOfHeroes_Main_2010.201104142136.1.0To2010.2011 04210057.1.0\ProductFiles\piggs\texMisc.pigg.X-D-E-L-T-A : () : 0%
    2011-04-26 11:34:42.8437 : 13 : Info : Patcher: BeginOp: Extracting file: CityOfHeroes_Main_2010.201104142136.1.0To2010.2011 04210057.1.0\ProductFiles\piggs\texPlayers2.pigg.X-D-E-L-T-A : () : 0%
    2011-04-26 11:34:42.8437 : 13 : Info : Unrar: Extracting C:\City of Heroes\~PS\P\CityOfHeroes_Main_2010.201104142136.1 .0To2010.201104210057.1.0\ProductFiles\piggs\texPl ayers2.pigg.X-D-E-L-T-A
    2011-04-26 11:34:42.8437 : 13 : Info : Unrar: OK
    2011-04-26 11:34:42.8437 : 13 : Info : Patcher: EndOp: Extracting file: CityOfHeroes_Main_2010.201104142136.1.0To2010.2011 04210057.1.0\ProductFiles\piggs\texPlayers2.pigg.X-D-E-L-T-A : () : 0%
    2011-04-26 11:34:42.8437 : 13 : Info : Patcher: BeginOp: Extracting file: CityOfHeroes_Main_2010.201104142136.1.0To2010.2011 04210057.1.0\ProductFiles\piggs\texts.pigg.X-D-E-L-T-A : () : 0%
    2011-04-26 11:34:42.8437 : 13 : Info : Unrar: Extracting C:\City of Heroes\~PS\P\CityOfHeroes_Main_2010.201104142136.1 .0To2010.201104210057.1.0\ProductFiles\piggs\texts .pigg.X-D-E-L-T-A
    2011-04-26 11:34:42.8437 : 13 : Info : Unrar: OK
    2011-04-26 11:34:42.8593 : 13 : Info : Patcher: EndOp: Extracting file: CityOfHeroes_Main_2010.201104142136.1.0To2010.2011 04210057.1.0\ProductFiles\piggs\texts.pigg.X-D-E-L-T-A : () : 0%
    2011-04-26 11:34:42.8906 : 13 : Info : Patcher: BeginOp: Extracting file: CityOfHeroes_Main_2010.201104142136.1.0To2010.2011 04210057.1.0\ProductFiles\version.ini.X-D-E-L-T-A : () : 0%
    2011-04-26 11:34:42.8906 : 13 : Info : Unrar: Extracting C:\City of Heroes\~PS\P\CityOfHeroes_Main_2010.201104142136.1 .0To2010.201104210057.1.0\ProductFiles\version.ini .X-D-E-L-T-A
    2011-04-26 11:34:42.8906 : 13 : Info : Unrar: OK
    2011-04-26 11:34:42.8906 : 13 : Info : Patcher: EndOp: Extracting file: CityOfHeroes_Main_2010.201104142136.1.0To2010.2011 04210057.1.0\ProductFiles\version.ini.X-D-E-L-T-A : () : 0%
    2011-04-26 11:34:42.8906 : 13 : Info : Patcher: EndOp: Extracting all files : () : 88%
    2011-04-26 11:34:42.8906 : 13 : Info : Patcher: EndOp: Extracting patch files. : () : 88%
    2011-04-26 11:34:43.0156 : 13 : Info : Patcher: BeginOp: : () : 0%
    2011-04-26 11:34:43.0625 : 13 : Info : Patcher: BeginOp: Performing 1 application step(s). : () : 0%
    2011-04-26 11:34:43.0937 : 13 : Info : Patcher: BeginOp: : () : 0%
    2011-04-26 11:34:43.1250 : 13 : Info : Patcher: BeginOp: Examining patch. : () : 0%
    2011-04-26 11:34:43.2187 : 13 : Info : Patcher: EndOp: Examining patch. : () : 95%
    2011-04-26 11:34:43.3750 : 13 : Info : Patcher: BeginOp: Applying file group: ProductFiles. : () : 0%
    2011-04-26 11:34:43.7187 : 13 : Info : Patcher: BeginOp: Updating files. : () : 0%
    2011-04-26 11:34:43.7812 : 13 : Info : Patcher: BeginOp: Preparing to update file: version.ini. : () : 0%
    2011-04-26 11:34:43.7812 : 13 : Info : Patcher: BeginOp: Applying patch: version.ini. : () : 0%
    2011-04-26 11:34:43.8125 : 13 : Info : Patcher: BeginOp: : () : 0%
    2011-04-26 11:34:43.9375 : 13 : Info : Patcher: EndOp: : () : 100%
    2011-04-26 11:34:43.9531 : 13 : Info : Patcher: EndOp: Applying patch: version.ini. : () : 100%
    2011-04-26 11:34:43.9531 : 13 : Info : Patcher: EndOp: Preparing to update file: version.ini. : () : 0%
    2011-04-26 11:34:43.9687 : 13 : Info : Patcher: BeginOp: Preparing to update file: piggs\player.pigg. : () : 0%
    2011-04-26 11:34:43.9687 : 13 : Info : Patcher: BeginOp: Applying patch: piggs\player.pigg. : () : 0%
    2011-04-26 11:34:43.9687 : 13 : Info : Patcher: BeginOp: : () : 0%
    2011-04-26 11:34:52.3437 : 13 : Info : Patcher: EndOp: : (82.91 MB / 82.91 MB (00:00 remaining at 15.36 MB/s)) : 100%
    2011-04-26 11:34:52.3437 : 13 : Info : Patcher: EndOp: Applying patch: piggs\player.pigg. : () : 100%
    2011-04-26 11:34:52.3437 : 13 : Info : Patcher: EndOp: Preparing to update file: piggs\player.pigg. : () : 0%
    2011-04-26 11:34:52.3906 : 13 : Info : Patcher: BeginOp: Preparing to update file: piggs\mapsMissions.pigg. : () : 0%
    2011-04-26 11:34:52.3906 : 13 : Info : Patcher: BeginOp: Applying patch: piggs\mapsMissions.pigg. : () : 0%
    2011-04-26 11:34:52.3906 : 13 : Info : Patcher: BeginOp: : () : 0%
    2011-04-26 11:35:02.2187 : 13 : Info : Patcher: EndOp: : (121.93 MB / 127.64 MB (00:00 remaining at 13.12 MB/s)) : 100%
    2011-04-26 11:35:02.2187 : 13 : Info : Patcher: EndOp: Applying patch: piggs\mapsMissions.pigg. : () : 100%
    2011-04-26 11:35:02.2187 : 13 : Info : Patcher: EndOp: Preparing to update file: piggs\mapsMissions.pigg. : () : 0%
    2011-04-26 11:35:02.2812 : 13 : Info : Patcher: BeginOp: Preparing to update file: piggs\texPlayers2.pigg. : () : 0%
    2011-04-26 11:35:02.2968 : 13 : Info : Patcher: BeginOp: Applying patch: piggs\texPlayers2.pigg. : () : 0%
    2011-04-26 11:35:02.2968 : 13 : Info : Patcher: BeginOp: : () : 0%
    2011-04-26 11:35:03.3750 : 13 : Info : Patcher: EndOp: : (18.02 MB / 19.74 MB (00:00 remaining at 18.01 MB/s)) : 100%
    2011-04-26 11:35:03.3750 : 13 : Info : Patcher: EndOp: Applying patch: piggs\texPlayers2.pigg. : () : 100%
    2011-04-26 11:35:03.3750 : 13 : Info : Patcher: EndOp: Preparing to update file: piggs\texPlayers2.pigg. : () : 0%
    2011-04-26 11:35:03.4375 : 13 : Info : Patcher: BeginOp: Preparing to update file: piggs\mapsCities2.pigg. : () : 0%
    2011-04-26 11:35:03.4375 : 13 : Info : Patcher: BeginOp: Applying patch: piggs\mapsCities2.pigg. : () : 0%
    2011-04-26 11:35:03.4375 : 13 : Info : Patcher: BeginOp: : () : 0%
    2011-04-26 11:35:03.6718 : 13 : Info : Patcher: EndOp: : () : 100%
    2011-04-26 11:35:03.6718 : 13 : Info : Patcher: EndOp: Applying patch: piggs\mapsCities2.pigg. : () : 100%
    2011-04-26 11:35:03.6718 : 13 : Info : Patcher: EndOp: Preparing to update file: piggs\mapsCities2.pigg. : () : 0%
    2011-04-26 11:35:03.7343 : 13 : Info : Patcher: BeginOp: Preparing to update file: piggs\texMaps.pigg. : () : 0%
    2011-04-26 11:35:03.7343 : 13 : Info : Patcher: BeginOp: Applying patch: piggs\texMaps.pigg. : () : 0%
    2011-04-26 11:35:03.7343 : 13 : Info : Patcher: BeginOp: : () : 0%
    2011-04-26 11:35:08.6562 : 13 : Info : Patcher: EndOp: : (70.44 MB / 90.07 MB (00:01 remaining at 17.61 MB/s)) : 100%
    2011-04-26 11:35:08.6562 : 13 : Info : Patcher: EndOp: Applying patch: piggs\texMaps.pigg. : () : 100%
    2011-04-26 11:35:08.6562 : 13 : Info : Patcher: EndOp: Preparing to update file: piggs\texMaps.pigg. : () : 0%
    2011-04-26 11:35:08.6875 : 13 : Info : Patcher: BeginOp: Preparing to update file: piggs\geom.pigg. : () : 0%
    2011-04-26 11:35:08.6875 : 13 : Info : Patcher: BeginOp: Applying patch: piggs\geom.pigg. : () : 0%
    2011-04-26 11:35:08.6875 : 13 : Info : Patcher: BeginOp: : () : 0%
    2011-04-26 11:35:21.2656 : 13 : Info : Patcher: EndOp: : (150.04 MB / 160.40 MB (00:00 remaining at 12.84 MB/s)) : 100%
    2011-04-26 11:35:21.2656 : 13 : Info : Patcher: EndOp: Applying patch: piggs\geom.pigg. : () : 100%
    2011-04-26 11:35:21.2812 : 13 : Info : Patcher: EndOp: Preparing to update file: piggs\geom.pigg. : () : 0%
    2011-04-26 11:35:21.3593 : 13 : Info : Patcher: BeginOp: Preparing to update file: piggs\sound.pigg. : () : 0%
    2011-04-26 11:35:21.3593 : 13 : Info : Patcher: BeginOp: Applying patch: piggs\sound.pigg. : () : 0%
    2011-04-26 11:35:21.3750 : 13 : Info : Patcher: BeginOp: : () : 0%
    2011-04-26 11:35:56.2656 : 13 : Info : Patcher: EndOp: : (539.64 MB / 554.56 MB (00:00 remaining at 16.94 MB/s)) : 100%
    2011-04-26 11:35:56.2656 : 13 : Info : Patcher: EndOp: Applying patch: piggs\sound.pigg. : () : 100%
    2011-04-26 11:35:56.2656 : 13 : Info : Patcher: EndOp: Preparing to update file: piggs\sound.pigg. : () : 0%
    2011-04-26 11:35:56.3125 : 13 : Info : Patcher: BeginOp: Preparing to update file: piggs\texMisc.pigg. : () : 0%
    2011-04-26 11:35:56.3125 : 13 : Info : Patcher: BeginOp: Applying patch: piggs\texMisc.pigg. : () : 0%
    2011-04-26 11:35:56.3125 : 13 : Info : Patcher: BeginOp: : () : 0%
    2011-04-26 11:36:13.5312 : 13 : Info : Patcher: EndOp: : (288.00 MB / 301.36 MB (00:00 remaining at 17.58 MB/s)) : 100%
    2011-04-26 11:36:13.5312 : 13 : Info : Patcher: EndOp: Applying patch: piggs\texMisc.pigg. : () : 100%
    2011-04-26 11:36:13.5312 : 13 : Info : Patcher: EndOp: Preparing to update file: piggs\texMisc.pigg. : () : 0%
    2011-04-26 11:36:13.5781 : 13 : Info : Patcher: BeginOp: Preparing to update file: piggs\geomBC.pigg. : () : 0%
    2011-04-26 11:36:13.5781 : 13 : Info : Patcher: BeginOp: Applying patch: piggs\geomBC.pigg. : () : 0%
    2011-04-26 11:36:13.5781 : 13 : Info : Patcher: BeginOp: : () : 0%
    2011-04-26 11:36:25.1875 : 13 : Info : Patcher: EndOp: : (121.03 MB / 123.05 MB (00:00 remaining at 11.46 MB/s)) : 100%
    2011-04-26 11:36:25.1875 : 13 : Info : Patcher: EndOp: Applying patch: piggs\geomBC.pigg. : () : 100%
    2011-04-26 11:36:25.1875 : 13 : Info : Patcher: EndOp: Preparing to update file: piggs\geomBC.pigg. : () : 0%
    2011-04-26 11:36:25.2343 : 13 : Info : Patcher: BeginOp: Preparing to update file: cityofheroes.exe. : () : 0%
    2011-04-26 11:36:25.2343 : 13 : Info : Patcher: BeginOp: Applying patch: cityofheroes.exe. : () : 0%
    2011-04-26 11:36:25.2343 : 13 : Info : Patcher: BeginOp: : () : 0%
    2011-04-26 11:36:26.7500 : 13 : Info : Patcher: EndOp: : (5.83 MB / 8.22 MB (00:00 remaining at 5.83 MB/s)) : 100%
    2011-04-26 11:36:26.7500 : 13 : Info : Patcher: EndOp: Applying patch: cityofheroes.exe. : () : 100%
    2011-04-26 11:36:26.7500 : 13 : Info : Patcher: EndOp: Preparing to update file: cityofheroes.exe. : () : 0%
    2011-04-26 11:36:26.7812 : 13 : Info : Patcher: BeginOp: Preparing to update file: piggs\texts.pigg. : () : 0%
    2011-04-26 11:36:26.7812 : 13 : Info : Patcher: BeginOp: Applying patch: piggs\texts.pigg. : () : 0%
    2011-04-26 11:36:26.7812 : 13 : Info : Patcher: BeginOp: : () : 0%
    2011-04-26 11:36:26.9375 : 13 : Info : Patcher: EndOp: : () : 100%
    2011-04-26 11:36:26.9375 : 13 : Info : Patcher: EndOp: Applying patch: piggs\texts.pigg. : () : 100%
    2011-04-26 11:36:26.9375 : 13 : Info : Patcher: EndOp: Preparing to update file: piggs\texts.pigg. : () : 0%
    2011-04-26 11:36:26.9843 : 13 : Info : Patcher: BeginOp: Preparing to update file: piggs\texGui1.pigg. : () : 0%
    2011-04-26 11:36:26.9843 : 13 : Info : Patcher: BeginOp: Applying patch: piggs\texGui1.pigg. : () : 0%
    2011-04-26 11:36:26.9843 : 13 : Info : Patcher: BeginOp: : () : 0%
    2011-04-26 11:36:30.5625 : 13 : Info : Patcher: EndOp: : (52.49 MB / 60.77 MB (00:00 remaining at 17.50 MB/s)) : 100%
    2011-04-26 11:36:30.5625 : 13 : Info : Patcher: EndOp: Applying patch: piggs\texGui1.pigg. : () : 100%
    2011-04-26 11:36:30.5625 : 13 : Info : Patcher: EndOp: Preparing to update file: piggs\texGui1.pigg. : () : 0%
    2011-04-26 11:36:30.6406 : 13 : Info : Patcher: BeginOp: Preparing to update file: piggs\bin.pigg. : () : 0%
    2011-04-26 11:36:30.6406 : 13 : Info : Patcher: BeginOp: Applying patch: piggs\bin.pigg. : () : 0%
    2011-04-26 11:36:30.6406 : 13 : Info : Patcher: BeginOp: : () : 0%
    2011-04-26 11:36:34.3750 : 13 : Info : Patcher: EndOp: : (33.10 MB / 39.36 MB (00:00 remaining at 11.03 MB/s)) : 100%
    2011-04-26 11:36:34.3750 : 13 : Info : Patcher: EndOp: Applying patch: piggs\bin.pigg. : () : 100%
    2011-04-26 11:36:34.3750 : 13 : Info : Patcher: EndOp: Preparing to update file: piggs\bin.pigg. : () : 0%
    2011-04-26 11:36:34.4218 : 13 : Info : Patcher: BeginOp: Preparing to update file: piggs\mapsMisc.pigg. : () : 0%
    2011-04-26 11:36:34.4218 : 13 : Info : Patcher: BeginOp: Applying patch: piggs\mapsMisc.pigg. : () : 0%
    2011-04-26 11:36:34.4218 : 13 : Info : Patcher: BeginOp: : () : 0%
    2011-04-26 11:36:36.3593 : 13 : Info : Patcher: EndOp: : (17.00 MB / 26.19 MB (00:00 remaining at 13.61 MB/s)) : 100%
    2011-04-26 11:36:36.3593 : 13 : Info : Patcher: EndOp: Applying patch: piggs\mapsMisc.pigg. : () : 100%
    2011-04-26 11:36:36.3593 : 13 : Info : Patcher: EndOp: Preparing to update file: piggs\mapsMisc.pigg. : () : 0%
    2011-04-26 11:36:36.3906 : 13 : Info : Patcher: BeginOp: Preparing to update file: piggs\texFxGuiItems.pigg. : () : 0%
    2011-04-26 11:36:36.3906 : 13 : Info : Patcher: BeginOp: Applying patch: piggs\texFxGuiItems.pigg. : () : 0%
    2011-04-26 11:36:36.3906 : 13 : Info : Patcher: BeginOp: : () : 0%
    2011-04-26 11:36:39.7187 : 13 : Info : Patcher: EndOp: : (49.95 MB / 50.45 MB (00:00 remaining at 15.39 MB/s)) : 100%
    2011-04-26 11:36:39.7187 : 13 : Info : Patcher: EndOp: Applying patch: piggs\texFxGuiItems.pigg. : () : 100%
    2011-04-26 11:36:39.7187 : 13 : Info : Patcher: EndOp: Preparing to update file: piggs\texFxGuiItems.pigg. : () : 0%
    2011-04-26 11:36:39.7656 : 13 : Info : Patcher: BeginOp: Preparing to update file: piggs\misc.pigg. : () : 0%
    2011-04-26 11:36:39.7656 : 13 : Info : Patcher: BeginOp: Applying patch: piggs\misc.pigg. : () : 0%
    2011-04-26 11:36:39.7656 : 13 : Info : Patcher: BeginOp: : () : 0%
    2011-04-26 11:36:39.8593 : 13 : Info : Patcher: EndOp: : () : 100%
    2011-04-26 11:36:39.8593 : 13 : Info : Patcher: EndOp: Applying patch: piggs\misc.pigg. : () : 100%
    2011-04-26 11:36:39.8593 : 13 : Info : Patcher: EndOp: Preparing to update file: piggs\misc.pigg. : () : 0%
    2011-04-26 11:36:39.9062 : 13 : Info : Patcher: BeginOp: Preparing to update file: piggs\sound5.pigg. : () : 0%
    2011-04-26 11:36:39.9062 : 13 : Info : Patcher: BeginOp: Applying patch: piggs\sound5.pigg. : () : 0%
    2011-04-26 11:36:39.9062 : 13 : Info : Patcher: BeginOp: : () : 0%
    2011-04-26 11:36:44.6562 : 13 : Info : Patcher: EndOp: : (59.74 MB / 66.92 MB (00:00 remaining at 13.91 MB/s)) : 100%
    2011-04-26 11:36:44.6562 : 13 : Info : Patcher: EndOp: Applying patch: piggs\sound5.pigg. : () : 100%
    2011-04-26 11:36:44.6562 : 13 : Info : Patcher: EndOp: Preparing to update file: piggs\sound5.pigg. : () : 0%
    2011-04-26 11:36:44.6875 : 13 : Info : Patcher: BeginOp: Preparing to update file: piggs\sound2.pigg. : () : 0%
    2011-04-26 11:36:44.6875 : 13 : Info : Patcher: BeginOp: Applying patch: piggs\sound2.pigg. : () : 0%
    2011-04-26 11:36:44.6875 : 13 : Info : Patcher: BeginOp: : () : 0%
    2011-04-26 11:36:52.2500 : 13 : Info : Patcher: EndOp: : (107.00 MB / 112.38 MB (00:00 remaining at 14.68 MB/s)) : 100%
    2011-04-26 11:36:52.2500 : 13 : Info : Patcher: EndOp: Applying patch: piggs\sound2.pigg. : () : 100%
    2011-04-26 11:36:52.2500 : 13 : Info : Patcher: EndOp: Preparing to update file: piggs\sound2.pigg. : () : 0%
    2011-04-26 11:36:52.2968 : 13 : Info : Patcher: BeginOp: Preparing to update file: piggs\mapsCities1.pigg. : () : 0%
    2011-04-26 11:36:52.2968 : 13 : Info : Patcher: BeginOp: Applying patch: piggs\mapsCities1.pigg. : () : 0%
    2011-04-26 11:36:52.2968 : 13 : Info : Patcher: BeginOp: : () : 0%
    2011-04-26 11:36:52.5312 : 13 : Info : Patcher: EndOp: : () : 100%
    2011-04-26 11:36:52.5312 : 13 : Info : Patcher: EndOp: Applying patch: piggs\mapsCities1.pigg. : () : 100%
    2011-04-26 11:36:52.5312 : 13 : Info : Patcher: EndOp: Preparing to update file: piggs\mapsCities1.pigg. : () : 0%
    2011-04-26 11:36:52.5781 : 13 : Info : Patcher: BeginOp: Preparing to update file: client.chksum. : () : 0%
    2011-04-26 11:36:52.5781 : 13 : Info : Patcher: BeginOp: Applying patch: client.chksum. : () : 0%
    2011-04-26 11:36:52.5781 : 13 : Info : Patcher: BeginOp: : () : 0%
    2011-04-26 11:36:52.6250 : 13 : Info : Patcher: EndOp: : () : 100%
    2011-04-26 11:36:52.6250 : 13 : Info : Patcher: EndOp: Applying patch: client.chksum. : () : 100%
    2011-04-26 11:36:52.6250 : 13 : Info : Patcher: EndOp: Preparing to update file: client.chksum. : () : 0%
    2011-04-26 11:36:52.6718 : 13 : Info : Patcher: BeginOp: Preparing to update file: piggs\geomV2.pigg. : () : 0%
    2011-04-26 11:36:52.6718 : 13 : Info : Patcher: BeginOp: Applying patch: piggs\geomV2.pigg. : () : 0%
    2011-04-26 11:36:52.6718 : 13 : Info : Patcher: BeginOp: : () : 0%
    2011-04-26 11:36:55.9687 : 13 : Info : Patcher: EndOp: : (43.00 MB / 48.19 MB (00:00 remaining at 14.32 MB/s)) : 100%
    2011-04-26 11:36:55.9687 : 13 : Info : Patcher: EndOp: Applying patch: piggs\geomV2.pigg. : () : 100%
    2011-04-26 11:36:55.9687 : 13 : Info : Patcher: EndOp: Preparing to update file: piggs\geomV2.pigg. : () : 0%
    2011-04-26 11:36:55.9687 : 13 : Info : Patcher: BeginOp: Preparing to update file: piggs\geomV1.pigg. : () : 0%
    2011-04-26 11:36:55.9687 : 13 : Info : Patcher: BeginOp: Applying patch: piggs\geomV1.pigg. : () : 0%
    2011-04-26 11:36:55.9687 : 13 : Info : Patcher: BeginOp: : () : 0%
    2011-04-26 11:37:00.7031 : 13 : Info : Patcher: EndOp: : (7.00 MB / 10.86 MB (00:02 remaining at 1.56 MB/s)) : 100%
    2011-04-26 11:37:00.7031 : 13 : Info : Patcher: EndOp: Applying patch: piggs\geomV1.pigg. : () : 100%
    2011-04-26 11:37:00.7187 : 13 : Info : Patcher: EndOp: Preparing to update file: piggs\geomV1.pigg. : () : 0%
    2011-04-26 11:37:00.7187 : 13 : Info : Patcher: EndOp: Updating files. : () : 95%
    2011-04-26 11:37:00.7656 : 13 : Info : Patcher: BeginOp: Finalizing and verifying changes to files. : () : 0%
    2011-04-26 11:37:00.8125 : 13 : Info : Patcher: BeginOp: Finalizing changes to file: piggs\player.pigg. : () : 0%
    2011-04-26 11:37:00.8125 : 13 : Info : Patcher: BeginOp: Verifying patched file: piggs\player.pigg.P-A-T-C-H-E-D. : () : 0%
    2011-04-26 11:37:00.8125 : 13 : Info : FileVerifier: Verifying: 'C:\City of Heroes\piggs\player.pigg.P-A-T-C-H-E-D' Expected Hash = '3C3EE6AD44E05B74B593B72531BFF318' Expected Length = 86932296
    2011-04-26 11:37:00.8125 : 13 : Info : Patcher: BeginOp: : () : 0%
    2011-04-26 11:37:00.8125 : 13 : Info : Patcher: EndOp: : () : 100%
    2011-04-26 11:37:00.8125 : 13 : Info : FileVerifier: PASS: Length and hash matches.
    2011-04-26 11:37:00.8125 : 13 : Info : Patcher: EndOp: Verifying patched file: piggs\player.pigg.P-A-T-C-H-E-D. : () : 100%
    2011-04-26 11:37:00.8125 : 13 : Info : Patcher: BeginOp: Writing target file: piggs\player.pigg. : () : 0%
    2011-04-26 11:37:00.8906 : 13 : Info : Patcher: EndOp: Writing target file: piggs\player.pigg. : () : 0%
    2011-04-26 11:37:00.8906 : 13 : Info : Patcher: EndOp: Finalizing changes to file: piggs\player.pigg. : () : 80%
    2011-04-26 11:37:00.8906 : 13 : Info : Patcher: BeginOp: Finalizing changes to file: piggs\mapsMissions.pigg. : () : 0%
    2011-04-26 11:37:00.8906 : 13 : Info : Patcher: BeginOp: Verifying patched file: piggs\mapsMissions.pigg.P-A-T-C-H-E-D. : () : 0%
    2011-04-26 11:37:00.8906 : 13 : Info : FileVerifier: Verifying: 'C:\City of Heroes\piggs\mapsMissions.pigg.P-A-T-C-H-E-D' Expected Hash = 'C35A5C5A0CB73D51BA8D8956782B347B' Expected Length = 133835927
    2011-04-26 11:37:00.8906 : 13 : Info : Patcher: BeginOp: : () : 0%
    2011-04-26 11:37:00.8906 : 13 : Info : Patcher: EndOp: : () : 100%
    2011-04-26 11:37:00.8906 : 13 : Info : FileVerifier: PASS: Length and hash matches.
    2011-04-26 11:37:00.8906 : 13 : Info : Patcher: EndOp: Verifying patched file: piggs\mapsMissions.pigg.P-A-T-C-H-E-D. : () : 100%
    2011-04-26 11:37:00.8906 : 13 : Info : Patcher: BeginOp: Writing target file: piggs\mapsMissions.pigg. : () : 0%
    2011-04-26 11:37:00.9062 : 13 : Info : Patcher: EndOp: Writing target file: piggs\mapsMissions.pigg. : () : 0%
    2011-04-26 11:37:00.9062 : 13 : Info : Patcher: EndOp: Finalizing changes to file: piggs\mapsMissions.pigg. : () : 80%
    2011-04-26 11:37:00.9531 : 13 : Info : Patcher: BeginOp: Finalizing changes to file: piggs\texPlayers2.pigg. : () : 0%
    2011-04-26 11:37:00.9531 : 13 : Info : Patcher: BeginOp: Verifying patched file: piggs\texPlayers2.pigg.P-A-T-C-H-E-D. : () : 0%
    2011-04-26 11:37:00.9531 : 13 : Info : FileVerifier: Verifying: 'C:\City of Heroes\piggs\texPlayers2.pigg.P-A-T-C-H-E-D' Expected Hash = '19667AFC1F44B4EFE3B427470FA98A4B' Expected Length = 20700648
    2011-04-26 11:37:00.9531 : 13 : Info : Patcher: BeginOp: : () : 0%
    2011-04-26 11:37:00.9531 : 13 : Info : Patcher: EndOp: : () : 100%
    2011-04-26 11:37:00.9531 : 13 : Info : FileVerifier: PASS: Length and hash matches.
    2011-04-26 11:37:00.9531 : 13 : Info : Patcher: EndOp: Verifying patched file: piggs\texPlayers2.pigg.P-A-T-C-H-E-D. : () : 100%
    2011-04-26 11:37:00.9531 : 13 : Info : Patcher: BeginOp: Writing target file: piggs\texPlayers2.pigg. : () : 0%
    2011-04-26 11:37:00.9531 : 13 : Info : Patcher: EndOp: Writing target file: piggs\texPlayers2.pigg. : () : 0%
    2011-04-26 11:37:00.9531 : 13 : Info : Patcher: EndOp: Finalizing changes to file: piggs\texPlayers2.pigg. : () : 80%
    2011-04-26 11:37:01.0000 : 13 : Info : Patcher: BeginOp: Finalizing changes to file: piggs\mapsCities2.pigg. : () : 0%
    2011-04-26 11:37:01.0000 : 13 : Info : Patcher: BeginOp: Verifying patched file: piggs\mapsCities2.pigg.P-A-T-C-H-E-D. : () : 0%
    2011-04-26 11:37:01.0000 : 13 : Info : FileVerifier: Verifying: 'C:\City of Heroes\piggs\mapsCities2.pigg.P-A-T-C-H-E-D' Expected Hash = '36B3976E9EAF786172C17EF19A617ECC' Expected Length = 3443726
    2011-04-26 11:37:01.0000 : 13 : Info : Patcher: BeginOp: : () : 0%
    2011-04-26 11:37:01.0000 : 13 : Info : Patcher: EndOp: : () : 100%
    2011-04-26 11:37:01.0000 : 13 : Info : FileVerifier: PASS: Length and hash matches.
    2011-04-26 11:37:01.0000 : 13 : Info : Patcher: EndOp: Verifying patched file: piggs\mapsCities2.pigg.P-A-T-C-H-E-D. : () : 100%
    2011-04-26 11:37:01.0000 : 13 : Info : Patcher: BeginOp: Writing target file: piggs\mapsCities2.pigg. : () : 0%
    2011-04-26 11:37:01.0000 : 13 : Info : Patcher: EndOp: Writing target file: piggs\mapsCities2.pigg. : () : 0%
    2011-04-26 11:37:01.0000 : 13 : Info : Patcher: EndOp: Finalizing changes to file: piggs\mapsCities2.pigg. : () : 80%
    2011-04-26 11:37:01.0468 : 13 : Info : Patcher: BeginOp: Finalizing changes to file: piggs\texMaps.pigg. : () : 0%
    2011-04-26 11:37:01.0468 : 13 : Info : Patcher: BeginOp: Verifying patched file: piggs\texMaps.pigg.P-A-T-C-H-E-D. : () : 0%
    2011-04-26 11:37:01.0468 : 13 : Info : FileVerifier: Verifying: 'C:\City of Heroes\piggs\texMaps.pigg.P-A-T-C-H-E-D' Expected Hash = 'B1A5D8070EFC32C5D344FFFFE51DC635' Expected Length = 94448983
    2011-04-26 11:37:01.0468 : 13 : Info : Patcher: BeginOp: : () : 0%
    2011-04-26 11:37:01.0468 : 13 : Info : Patcher: EndOp: : () : 100%
    2011-04-26 11:37:01.0468 : 13 : Info : FileVerifier: PASS: Length and hash matches.
    2011-04-26 11:37:01.0468 : 13 : Info : Patcher: EndOp: Verifying patched file: piggs\texMaps.pigg.P-A-T-C-H-E-D. : () : 100%
    2011-04-26 11:37:01.0468 : 13 : Info : Patcher: BeginOp: Writing target file: piggs\texMaps.pigg. : () : 0%
    2011-04-26 11:37:01.0625 : 13 : Info : Patcher: EndOp: Writing target file: piggs\texMaps.pigg. : () : 0%
    2011-04-26 11:37:01.0625 : 13 : Info : Patcher: EndOp: Finalizing changes to file: piggs\texMaps.pigg. : () : 80%
    2011-04-26 11:37:01.0937 : 13 : Info : Patcher: BeginOp: Finalizing changes to file: piggs\geom.pigg. : () : 0%
    2011-04-26 11:37:01.1093 : 13 : Info : Patcher: BeginOp: Verifying patched file: piggs\geom.pigg.P-A-T-C-H-E-D. : () : 0%
    2011-04-26 11:37:01.1093 : 13 : Info : FileVerifier: Verifying: 'C:\City of Heroes\piggs\geom.pigg.P-A-T-C-H-E-D' Expected Hash = '746BFD9C1DF1552A186F7AFB839F0B66' Expected Length = 168196216
    2011-04-26 11:37:01.1093 : 13 : Info : Patcher: BeginOp: : () : 0%
    2011-04-26 11:37:01.1093 : 13 : Info : Patcher: EndOp: : () : 100%
    2011-04-26 11:37:01.1093 : 13 : Info : FileVerifier: PASS: Length and hash matches.
    2011-04-26 11:37:01.1093 : 13 : Info : Patcher: EndOp: Verifying patched file: piggs\geom.pigg.P-A-T-C-H-E-D. : () : 100%
    2011-04-26 11:37:01.1093 : 13 : Info : Patcher: BeginOp: Writing target file: piggs\geom.pigg. : () : 0%
    2011-04-26 11:37:01.1093 : 13 : Info : Patcher: EndOp: Writing target file: piggs\geom.pigg. : () : 0%
    2011-04-26 11:37:01.1093 : 13 : Info : Patcher: EndOp: Finalizing changes to file: piggs\geom.pigg. : () : 80%
    2011-04-26 11:37:01.1093 : 13 : Info : Patcher: BeginOp: Finalizing changes to file: piggs\sound.pigg. : () : 0%
    2011-04-26 11:37:01.1093 : 13 : Info : Patcher: BeginOp: Verifying patched file: piggs\sound.pigg.P-A-T-C-H-E-D. : () : 0%
    2011-04-26 11:37:01.1093 : 13 : Info : FileVerifier: Verifying: 'C:\City of Heroes\piggs\sound.pigg.P-A-T-C-H-E-D' Expected Hash = '4FB81339D04008EF14252753763FA2B0' Expected Length = 581493053
    2011-04-26 11:37:01.1093 : 13 : Info : Patcher: BeginOp: : () : 0%
    2011-04-26 11:37:01.1093 : 13 : Info : Patcher: EndOp: : () : 100%
    2011-04-26 11:37:01.1093 : 13 : Info : FileVerifier: PASS: Length and hash matches.
    2011-04-26 11:37:01.1093 : 13 : Info : Patcher: EndOp: Verifying patched file: piggs\sound.pigg.P-A-T-C-H-E-D. : () : 100%
    2011-04-26 11:37:01.1093 : 13 : Info : Patcher: BeginOp: Writing target file: piggs\sound.pigg. : () : 0%
    2011-04-26 11:37:01.1250 : 13 : Info : Patcher: EndOp: Writing target file: piggs\sound.pigg. : () : 0%
    2011-04-26 11:37:01.1250 : 13 : Info : Patcher: EndOp: Finalizing changes to file: piggs\sound.pigg. : () : 80%
    2011-04-26 11:37:01.1718 : 13 : Info : Patcher: BeginOp: Finalizing changes to file: piggs\texMisc.pigg. : () : 0%
    2011-04-26 11:37:01.1718 : 13 : Info : Patcher: BeginOp: Verifying patched file: piggs\texMisc.pigg.P-A-T-C-H-E-D. : () : 0%
    2011-04-26 11:37:01.1718 : 13 : Info : FileVerifier: Verifying: 'C:\City of Heroes\piggs\texMisc.pigg.P-A-T-C-H-E-D' Expected Hash = '934D7DF756663863F779C5851FCC7682' Expected Length = 315995659
    2011-04-26 11:37:01.1718 : 13 : Info : Patcher: BeginOp: : () : 0%
    2011-04-26 11:37:01.1718 : 13 : Info : Patcher: EndOp: : () : 100%
    2011-04-26 11:37:01.1718 : 13 : Info : FileVerifier: PASS: Length and hash matches.
    2011-04-26 11:37:01.1718 : 13 : Info : Patcher: EndOp: Verifying patched file: piggs\texMisc.pigg.P-A-T-C-H-E-D. : () : 100%
    2011-04-26 11:37:01.1718 : 13 : Info : Patcher: BeginOp: Writing target file: piggs\texMisc.pigg. : () : 0%
    2011-04-26 11:37:01.1875 : 13 : Info : Patcher: EndOp: Writing target file: piggs\texMisc.pigg. : () : 0%
    2011-04-26 11:37:01.1875 : 13 : Info : Patcher: EndOp: Finalizing changes to file: piggs\texMisc.pigg. : () : 80%
    2011-04-26 11:37:01.2343 : 13 : Info : Patcher: BeginOp: Finalizing changes to file: piggs\geomBC.pigg. : () : 0%
    2011-04-26 11:37:01.2500 : 13 : Info : Patcher: BeginOp: Verifying patched file: piggs\geomBC.pigg.P-A-T-C-H-E-D. : () : 0%
    2011-04-26 11:37:01.2500 : 13 : Info : FileVerifier: Verifying: 'C:\City of Heroes\piggs\geomBC.pigg.P-A-T-C-H-E-D' Expected Hash = '981DC939EB6E3A1F30C90686ACD9FF8E' Expected Length = 129022775
    2011-04-26 11:37:01.2500 : 13 : Info : Patcher: BeginOp: : () : 0%
    2011-04-26 11:37:01.2500 : 13 : Info : Patcher: EndOp: : () : 100%
    2011-04-26 11:37:01.2500 : 13 : Info : FileVerifier: PASS: Length and hash matches.
    2011-04-26 11:37:01.2500 : 13 : Info : Patcher: EndOp: Verifying patched file: piggs\geomBC.pigg.P-A-T-C-H-E-D. : () : 100%
    2011-04-26 11:37:01.2500 : 13 : Info : Patcher: BeginOp: Writing target file: piggs\geomBC.pigg. : () : 0%
    2011-04-26 11:37:01.2656 : 13 : Info : Patcher: EndOp: Writing target file: piggs\geomBC.pigg. : () : 0%
    2011-04-26 11:37:01.2656 : 13 : Info : Patcher: EndOp: Finalizing changes to file: piggs\geomBC.pigg. : () : 80%
    2011-04-26 11:37:01.3125 : 13 : Info : Patcher: BeginOp: Finalizing changes to file: cityofheroes.exe. : () : 0%
    2011-04-26 11:37:01.3125 : 13 : Info : Patcher: BeginOp: Verifying patched file: cityofheroes.exe.P-A-T-C-H-E-D. : () : 0%
    2011-04-26 11:37:01.3125 : 13 : Info : FileVerifier: Verifying: 'C:\City of Heroes\cityofheroes.exe.P-A-T-C-H-E-D' Expected Hash = '101E7BD8524BD7E6AF82B189FCE97BF4' Expected Length = 8622080
    2011-04-26 11:37:01.3125 : 13 : Info : Patcher: BeginOp: : () : 0%
    2011-04-26 11:37:01.3281 : 13 : Info : Patcher: EndOp: : () : 100%
    2011-04-26 11:37:01.3281 : 13 : Info : FileVerifier: PASS: Length and hash matches.
    2011-04-26 11:37:01.3281 : 13 : Info : Patcher: EndOp: Verifying patched file: cityofheroes.exe.P-A-T-C-H-E-D. : () : 100%
    2011-04-26 11:37:01.3281 : 13 : Info : Patcher: BeginOp: Writing target file: cityofheroes.exe. : () : 0%
    2011-04-26 11:37:01.5000 : 13 : Info : Patcher: EndOp: Writing target file: cityofheroes.exe. : () : 0%
    2011-04-26 11:37:01.5000 : 13 : Info : Patcher: EndOp: Finalizing changes to file: cityofheroes.exe. : () : 80%
    2011-04-26 11:37:01.5312 : 13 : Info : Patcher: BeginOp: Finalizing changes to file: piggs\texts.pigg. : () : 0%
    2011-04-26 11:37:01.5312 : 13 : Info : Patcher: BeginOp: Verifying patched file: piggs\texts.pigg.P-A-T-C-H-E-D. : () : 0%
    2011-04-26 11:37:01.5312 : 13 : Info : FileVerifier: Verifying: 'C:\City of Heroes\piggs\texts.pigg.P-A-T-C-H-E-D' Expected Hash = '6D31EC4E44D4261B6A336C494A169F17' Expected Length = 1281730
    2011-04-26 11:37:01.5312 : 13 : Info : Patcher: BeginOp: : () : 0%
    2011-04-26 11:37:01.5468 : 13 : Info : Patcher: EndOp: : () : 100%
    2011-04-26 11:37:01.5468 : 13 : Info : FileVerifier: PASS: Length and hash matches.
    2011-04-26 11:37:01.5468 : 13 : Info : Patcher: EndOp: Verifying patched file: piggs\texts.pigg.P-A-T-C-H-E-D. : () : 100%
    2011-04-26 11:37:01.5468 : 13 : Info : Patcher: BeginOp: Writing target file: piggs\texts.pigg. : () : 0%
    2011-04-26 11:37:01.5625 : 13 : Info : Patcher: EndOp: Writing target file: piggs\texts.pigg. : () : 0%
    2011-04-26 11:37:01.5625 : 13 : Info : Patcher: EndOp: Finalizing changes to file: piggs\texts.pigg. : () : 80%
    2011-04-26 11:37:01.5625 : 13 : Info : Patcher: BeginOp: Finalizing changes to file: piggs\texGui1.pigg. : () : 0%
    2011-04-26 11:37:01.5625 : 13 : Info : Patcher: BeginOp: Verifying patched file: piggs\texGui1.pigg.P-A-T-C-H-E-D. : () : 0%
    2011-04-26 11:37:01.5625 : 13 : Info : FileVerifier: Verifying: 'C:\City of Heroes\piggs\texGui1.pigg.P-A-T-C-H-E-D' Expected Hash = '39C8CA5FBA15C2F676259895EF9C1C44' Expected Length = 63720199
    2011-04-26 11:37:01.5625 : 13 : Info : Patcher: BeginOp: : () : 0%
    2011-04-26 11:37:01.5625 : 13 : Info : Patcher: EndOp: : () : 100%
    2011-04-26 11:37:01.5625 : 13 : Info : FileVerifier: PASS: Length and hash matches.
    2011-04-26 11:37:01.5625 : 13 : Info : Patcher: EndOp: Verifying patched file: piggs\texGui1.pigg.P-A-T-C-H-E-D. : () : 100%
    2011-04-26 11:37:01.5781 : 13 : Info : Patcher: BeginOp: Writing target file: piggs\texGui1.pigg. : () : 0%
    2011-04-26 11:37:01.6093 : 13 : Info : Patcher: EndOp: Writing target file: piggs\texGui1.pigg. : () : 0%
    2011-04-26 11:37:01.6093 : 13 : Info : Patcher: EndOp: Finalizing changes to file: piggs\texGui1.pigg. : () : 80%
    2011-04-26 11:37:01.6562 : 13 : Info : Patcher: BeginOp: Finalizing changes to file: piggs\bin.pigg. : () : 0%
    2011-04-26 11:37:01.6562 : 13 : Info : Patcher: BeginOp: Verifying patched file: piggs\bin.pigg.P-A-T-C-H-E-D. : () : 0%
    2011-04-26 11:37:01.6562 : 13 : Info : FileVerifier: Verifying: 'C:\City of Heroes\piggs\bin.pigg.P-A-T-C-H-E-D' Expected Hash = 'CEBFAFA95663FFFC93D61DE5160F0C93' Expected Length = 41274567
    2011-04-26 11:37:01.6562 : 13 : Info : Patcher: BeginOp: : () : 0%
    2011-04-26 11:37:01.6718 : 13 : Info : Patcher: EndOp: : () : 100%
    2011-04-26 11:37:01.6718 : 13 : Info : FileVerifier: PASS: Length and hash matches.
    2011-04-26 11:37:01.6718 : 13 : Info : Patcher: EndOp: Verifying patched file: piggs\bin.pigg.P-A-T-C-H-E-D. : () : 100%
    2011-04-26 11:37:01.6718 : 13 : Info : Patcher: BeginOp: Writing target file: piggs\bin.pigg. : () : 0%
    2011-04-26 11:37:01.6718 : 13 : Info : Patcher: EndOp: Writing target file: piggs\bin.pigg. : () : 0%
    2011-04-26 11:37:01.6718 : 13 : Info : Patcher: EndOp: Finalizing changes to file: piggs\bin.pigg. : () : 80%
    2011-04-26 11:37:01.7187 : 13 : Info : Patcher: BeginOp: Finalizing changes to file: piggs\mapsMisc.pigg. : () : 0%
    2011-04-26 11:37:01.7187 : 13 : Info : Patcher: BeginOp: Verifying patched file: piggs\mapsMisc.pigg.P-A-T-C-H-E-D. : () : 0%
    2011-04-26 11:37:01.7187 : 13 : Info : FileVerifier: Verifying: 'C:\City of Heroes\piggs\mapsMisc.pigg.P-A-T-C-H-E-D' Expected Hash = '207EA6A3725E4D26975D2589AD19DEDA' Expected Length = 27461923
    2011-04-26 11:37:01.7187 : 13 : Info : Patcher: BeginOp: : () : 0%
    2011-04-26 11:37:01.7187 : 13 : Info : Patcher: EndOp: : () : 100%
    2011-04-26 11:37:01.7187 : 13 : Info : FileVerifier: PASS: Length and hash matches.
    2011-04-26 11:37:01.7187 : 13 : Info : Patcher: EndOp: Verifying patched file: piggs\mapsMisc.pigg.P-A-T-C-H-E-D. : () : 100%
    2011-04-26 11:37:01.7187 : 13 : Info : Patcher: BeginOp: Writing target file: piggs\mapsMisc.pigg. : () : 0%
    2011-04-26 11:37:01.7343 : 13 : Info : Patcher: EndOp: Writing target file: piggs\mapsMisc.pigg. : () : 0%
    2011-04-26 11:37:01.7500 : 13 : Info : Patcher: EndOp: Finalizing changes to file: piggs\mapsMisc.pigg. : () : 80%
    2011-04-26 11:37:01.7968 : 13 : Info : Patcher: BeginOp: Finalizing changes to file: piggs\texFxGuiItems.pigg. : () : 0%
    2011-04-26 11:37:01.7968 : 13 : Info : Patcher: BeginOp: Verifying patched file: piggs\texFxGuiItems.pigg.P-A-T-C-H-E-D. : () : 0%
    2011-04-26 11:37:01.7968 : 13 : Info : FileVerifier: Verifying: 'C:\City of Heroes\piggs\texFxGuiItems.pigg.P-A-T-C-H-E-D' Expected Hash = 'C1F6CFAB5F34BA59DDA5D8368CE0A69E' Expected Length = 52903280
    2011-04-26 11:37:01.7968 : 13 : Info : Patcher: BeginOp: : () : 0%
    2011-04-26 11:37:01.7968 : 13 : Info : Patcher: EndOp: : () : 100%
    2011-04-26 11:37:01.7968 : 13 : Info : FileVerifier: PASS: Length and hash matches.
    2011-04-26 11:37:01.7968 : 13 : Info : Patcher: EndOp: Verifying patched file: piggs\texFxGuiItems.pigg.P-A-T-C-H-E-D. : () : 100%
    2011-04-26 11:37:01.7968 : 13 : Info : Patcher: BeginOp: Writing target file: piggs\texFxGuiItems.pigg. : () : 0%
    2011-04-26 11:37:01.8125 : 13 : Info : Patcher: EndOp: Writing target file: piggs\texFxGuiItems.pigg. : () : 0%
    2011-04-26 11:37:01.8281 : 13 : Info : Patcher: EndOp: Finalizing changes to file: piggs\texFxGuiItems.pigg. : () : 80%
    2011-04-26 11:37:01.8750 : 13 : Info : Patcher: BeginOp: Finalizing changes to file: piggs\misc.pigg. : () : 0%
    2011-04-26 11:37:01.8750 : 13 : Info : Patcher: BeginOp: Verifying patched file: piggs\misc.pigg.P-A-T-C-H-E-D. : () : 0%
    2011-04-26 11:37:01.8750 : 13 : Info : FileVerifier: Verifying: 'C:\City of Heroes\piggs\misc.pigg.P-A-T-C-H-E-D' Expected Hash = 'A83F7232819C086F2ADA09452EE4FB14' Expected Length = 1149959
    2011-04-26 11:37:01.8750 : 13 : Info : Patcher: BeginOp: : () : 0%
    2011-04-26 11:37:01.8750 : 13 : Info : Patcher: EndOp: : () : 100%
    2011-04-26 11:37:01.8750 : 13 : Info : FileVerifier: PASS: Length and hash matches.
    2011-04-26 11:37:01.8750 : 13 : Info : Patcher: EndOp: Verifying patched file: piggs\misc.pigg.P-A-T-C-H-E-D. : () : 100%
    2011-04-26 11:37:01.8750 : 13 : Info : Patcher: BeginOp: Writing target file: piggs\misc.pigg. : () : 0%
    2011-04-26 11:37:01.8750 : 13 : Info : Patcher: EndOp: Writing target file: piggs\misc.pigg. : () : 0%
    2011-04-26 11:37:01.8750 : 13 : Info : Patcher: EndOp: Finalizing changes to file: piggs\misc.pigg. : () : 80%
    2011-04-26 11:37:01.9218 : 13 : Info : Patcher: BeginOp: Finalizing changes to file: piggs\sound5.pigg. : () : 0%
    2011-04-26 11:37:01.9218 : 13 : Info : Patcher: BeginOp: Verifying patched file: piggs\sound5.pigg.P-A-T-C-H-E-D. : () : 0%
    2011-04-26 11:37:01.9218 : 13 : Info : FileVerifier: Verifying: 'C:\City of Heroes\piggs\sound5.pigg.P-A-T-C-H-E-D' Expected Hash = '6CE450B9B304B7A809D7259F0E0AA3F6' Expected Length = 70174454
    2011-04-26 11:37:01.9218 : 13 : Info : Patcher: BeginOp: : () : 0%
    2011-04-26 11:37:01.9218 : 13 : Info : Patcher: EndOp: : () : 100%
    2011-04-26 11:37:01.9218 : 13 : Info : FileVerifier: PASS: Length and hash matches.
    2011-04-26 11:37:01.9218 : 13 : Info : Patcher: EndOp: Verifying patched file: piggs\sound5.pigg.P-A-T-C-H-E-D. : () : 100%
    2011-04-26 11:37:01.9218 : 13 : Info : Patcher: BeginOp: Writing target file: piggs\sound5.pigg. : () : 0%
    2011-04-26 11:37:01.9531 : 13 : Info : Patcher: EndOp: Writing target file: piggs\sound5.pigg. : () : 0%
    2011-04-26 11:37:01.9531 : 13 : Info : Patcher: EndOp: Finalizing changes to file: piggs\sound5.pigg. : () : 80%
    2011-04-26 11:37:02.0000 : 13 : Info : Patcher: BeginOp: Finalizing changes to file: piggs\sound2.pigg. : () : 0%
    2011-04-26 11:37:02.0000 : 13 : Info : Patcher: BeginOp: Verifying patched file: piggs\sound2.pigg.P-A-T-C-H-E-D. : () : 0%
    2011-04-26 11:37:02.0000 : 13 : Info : FileVerifier: Verifying: 'C:\City of Heroes\piggs\sound2.pigg.P-A-T-C-H-E-D' Expected Hash = '33C1CE31A6A2784347FDC0FFDDB4C17E' Expected Length = 117833742
    2011-04-26 11:37:02.0000 : 13 : Info : Patcher: BeginOp: : () : 0%
    2011-04-26 11:37:02.0000 : 13 : Info : Patcher: EndOp: : () : 100%
    2011-04-26 11:37:02.0000 : 13 : Info : FileVerifier: PASS: Length and hash matches.
    2011-04-26 11:37:02.0000 : 13 : Info : Patcher: EndOp: Verifying patched file: piggs\sound2.pigg.P-A-T-C-H-E-D. : () : 100%
    2011-04-26 11:37:02.0000 : 13 : Info : Patcher: BeginOp: Writing target file: piggs\sound2.pigg. : () : 0%
    2011-04-26 11:37:02.0156 : 13 : Info : Patcher: EndOp: Writing target file: piggs\sound2.pigg. : () : 0%
    2011-04-26 11:37:02.0156 : 13 : Info : Patcher: EndOp: Finalizing changes to file: piggs\sound2.pigg. : () : 80%
    2011-04-26 11:37:02.0625 : 13 : Info : Patcher: BeginOp: Finalizing changes to file: piggs\mapsCities1.pigg. : () : 0%
    2011-04-26 11:37:02.0625 : 13 : Info : Patcher: BeginOp: Verifying patched file: piggs\mapsCities1.pigg.P-A-T-C-H-E-D. : () : 0%
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  2. Quote:
    Originally Posted by UberGuy View Post
    Mechanically, you absolutely had to have had sufficient Psi damage to power through him at the end, because Psi is the only damage type that works. (Edit: Well, I think Toxic works as well, but I'm not sure anyone can pump out enough to be a significant factor.) As a weaker corollary, you had to have had a sufficiently small contribution from L/S-dealing powersets during the first 80-odd percent of his HP, because they cannot contribute damage.

    There is a difference between getting the right mix without especially trying and not needing the right mix.
    I should in the interest of fairness note that if your team's raw non-S/L-but-also-non-psi DPS is high enough, you can get him to 25% (I think that's when he pops Unstoppable) early enough that you can simply wait out his unstoppable (fighting off the by-now-very out of control adds in the meantime) and then beat the snot out of him afterwards, which is what the MoLambda I got a pity slot on a couple days before I made this thread did. I think we had 2 minutes left after the unstoppable crash or so.

    That said, I don't particularly recall the makeup of the team this much later, unfortunately, but I do remember that we only had maybe 1 or 2 psi damage dealers at most.

    It could be fair to say that the number of psi damage dealers you need is inversely proportional to the number of other people on the league with powers that do any S/L damage (even if the character doesn't do exclusively S/L damage on the whole).

    To touch again on a point I made above, my experience in attempts at this (three total, got everything but Synchronized on the third attempt) suggests that "adds control" performed by the S/L damage dealers on the team is, at best, futile - if you have enough people on the adds to take them down at the same speed or faster than they continually spawn, you probably don't have enough people DPSing Marauder to win inside of 20 minutes. So eventually - and this was the case in all 3 of my attempts - the adds will reach a point of saturation in quantity beyond which they are uncontrollable and attempts to do so will usually result in frequent hospital visits without actually taking any down.

    Quote:
    Originally Posted by FredrikSvanberg View Post
    I still think S/L ATs can contribute to a Master run but obviously they will have to do something other than beating on Marauder.
    They can certainly contribute to some degree; the design I take issue with is that their contribution is, by design, inferior to that of someone who doesn't rely on S/L damage, and no amount of player skill will change that fact.
  3. Quote:
    Originally Posted by FredrikSvanberg View Post
    Fortunately there's more to the Master attempt than just killing Marauder. You still have to get all the acids/grenades, and clear the road/courtyard, and turrets, and kill off the adds. So I'm sure that all of the archetypes you mentioned will still have plenty of stuff to do.
    And all of those things can be done by AT's and powersets which won't be dead weight while fighting Marauder, too.

    So again, I ask: what use is an S/L-damage based toon on a Master of Lambda run, and why would a success-minded team leader ever take one on their team for any reason other than pity?
  4. Quote:
    Originally Posted by FredrikSvanberg View Post
    So... when you've got your sonics and rads debuffing Marauder's resistance and regen, wouldn't a bunch of scrappers, stalkers, brutes and tankers be nice for damage?

    Or is there something else going on? I've never tried a MoLambda.
    From what I've heard (I lack a character with Surveillance, so I can't monitor it closely), due to the fact that Marauder has 100% S/L resistance, he also has 100% resistance to his S/L resistance being debuffed. Even if you could somehow apply a base value of, say, -100% RES (all) to him, due to the way resistance debuffs work, this would only actually cut his resistances to 100% S/L and 90% everything else (resistance can't cascade fail, as resistance debuffs always use the pre-debuffed resistance value for being resisted).

    Granted, people of the ATs mentioned can get on MoLambda attempts... if they're a powerset with an exotic damage type, or as a last resort for adds control. S/L-based melee characters have no role but adds control, though, and plenty of other sets can do it just as well as them.

    It took me a few attempts to get a pity slot on a MoLambda team with my main (dual blades) - people just do not want to take S/L-based characters on these if they have the choice, and given the design I can't blame them

    EDIT: http://paragonwiki.com/wiki/Resistance_%28Mechanics%29 corroborates the point about resistance being the stat that resists resistance debuffs. (whew, tongue twister)
  5. Note: This post has nothing to do with the mutual exclusivity of the badges. That point has been raised in other threads ad nauseam, and while it is a good point to make, I think it will distract from the real reason I'm making this thread.

    What I want to know is why the conditions to acquire the Master of Lambda Sector badge as currently written essentially render five entire Archetypes and host of powersets in other archetypes a waste of a team slot. How are players of these archetypes and powersets supposed to acquire the badge when they are not capable of meaningfully contributing to the effort and teams will not take them except out of pity?

    Take Scrappers for instance - out of Scrapper's 10 primary powersets, six of them cannot do any meaningful damage to Marauder on a Master run. (Five can't do any at all; the sixth, Spines, does only very token damage with its DoTs.) The four remaining sets all do damage at significantly reduced efficiency. Why would you take a Scrapper?

    How about Brutes? Same thing - six of Brute's eleven primaries are wholly incapable of damaging Marauder on a Master run, and again, the five that remain all suffer significantly reduced efficiency. A brute isn't going to tank Marauder very well either, so why would you take one?

    Stalkers? Same situation as Scrappers. Assassin Strike isn't a plus either - in all the stalker primaries that do have any exotic damage, the assassin strike does 2/3 of its damage as smashing. So stalkers here come off even worse than scrappers, most likely, and we've already established that scrappers are of questionable utility in a master run. I thought Stalkers were _supposed_ to be better at taking out single hard targets...

    Tankers? Well, they're perhaps a little better off in some ways, and not in others. On the one hand, you pretty much need a tanker to, well, tank Marauder. On the other hand, five of Tanker's secondaries are incapable of damaging Marauder, which means they're also incapable of generating any meaningful threat, which means they're incapable of actually tanking Marauder. They still have the problem of reduced efficiency, but bottom line, you're probably going to need *some* kind of tanker for running this. Unfortunately, five of the sets are useless, and one of those five just happens to be the most popular tanker melee set in the game. Oops.

    That brings us to the last AT I was going to single out, and that's the Soldier of Arachnos. While you can point out that the SoA's leadership buffs do provide a significant benefit to the team, a Bane Spider is in more or less the same position as a Spines scrapper or stalker when it comes to damaging Marauder (slightly better, if you took Poisonous Ray, at least); Crab Spiders are at badly reduced efficiency, but still marginally functional; and Huntsman builds are screwed.

    It goes further than these five ATs, too. What about all the Archery, Assault Rifle, and Dual Pistols blasters/defenders/corruptors? What about Earth, Gravity, and Plant Control for controllers and dominators? What about Earth and Thorny Assault for dominators? What about Ninjas, Thugs, and Mercenaries masterminds?
  6. Quote:
    Originally Posted by EvilGeko View Post
    EDIT: I would recommend that you put these points into a MOTD pop-up sooner rather than later. Aberrant behavior has taken hold with respect to the trials and folks need to know this isn't the way to succeed.
    A thousand times yes. Not everyone checks these forums, and everyone NEEDS to be aware of this.

    Quote:
    Originally Posted by Jophiel View Post
    Maybe I'm slow but I'm not sure I understand.

    Is the message here that you either qualify for a component reward or you don't and, if you do, then you have the same chances at a Common-V. Rare as everyone else who qualified?
    Yes, that's exactly what Baryonyx is saying.
  7. Okay, now that I'm not trying and failing at FPARN...

    Thanks, Baryonyx. While it will take some time for players to be convinced of this, this is in fact exactly how a participation metric for these things _ought_ to be designed, and I deeply appreciate you informing us that it is in fact working this way.

    With that, I can now get back to playing - and enjoying - the content, and pointing people who are being idiots in trials at this thread.
  8. Quote:
    Originally Posted by tanstaafl View Post
    You can lock the teams first. This will still let people join (afaik) but stop randoms getting star.
    It's supposed to, but doesn't work.
  9. Quote:
    Originally Posted by DMystic View Post
    so some fun facts about Stalkers and Agro.

    Currently Stalkers Base threat is already low. I'm not sure about the exact numbers but they have either the lowest or close to the lowest base threat in the game. So making changes to Stalker threat won't do much as Stalker threat is already low.
    We do have exact numbers for this thanks to the Combat Attributes window. Stalkers have a threat multiplier of 2. For comparison, Tankers and Brutes have a multiplier of 4; Scrappers and Kheldians in Dwarf Form have a multiplier of 3; VEATs, Kheldians in human or Nova form, and Masterminds also have a multiplier of 2; and all other ATs have a multiplier of 1.

    The following powers all reduce a character's threat multiplier by 1: Super Speed, Invisibility, Phase Shift, Superior Invisibility, Group Invisibility, Quantum Flight and Nebulous Form.

    Quote:
    Originally Posted by DMystic View Post
    Now we move on to mob agro. When a team attacks a mob, everyone on that team is added to the mobs agro list regardless of any factors currently effecting the player so phased,hidden, or at the door making a sandwhich you are now on the mobs target list.

    How does the mob decide who to attack, that's where threat comes in. Every thing we do adds threat, the mob targets whoever has the highest threat on their list. So lets say a Tanker attack is worth 2 points of threat and a Stalker attack is worth .5 points. If both hit the mob once, it will prefer to target the Tanker. Taunt acts as a multiplier for threat.
    Every point of damage the Tanker deals is worth at least 4 points of threat. Every point of damage the Stalker deals is worth at least 2 points of threat. If the attack has a secondary effect attached, this will be up to twice this value, but the exact mechanics of this aren't publicly known.

    Quote:
    Originally Posted by DMystic View Post
    so if our Tanker taunted that 2 points of threat actually becomes higher. Now I don't know how much taunt multiplies by but for this example we'll say 3. So our Tankers threat is 6 and our Stalker is still at .5.
    Thanks to Castle, we know this too. Taunt generates a small amount of threat on its own due to the fact that it applies a Range debuff. However, Taunt also applies a very considerable multiplier to the taunter's future threat generation against the taunted target - specifically, the threat generated by the taunter is multiplied by 1000 for every second of taunt duration remaining - so if it's 15 seconds left, it would be multiplied by 15,000.

    Quote:
    Originally Posted by DMystic View Post
    So now our Tanker wanting to be a good tank starts attacking other mobs in the group to draw more agro. Our Stalker wanting to do his job of killing stuff nao continues attacking his initial target and eventually builds up a threat more than 6. Our mob now attacks the Stalker.
    This, I suspect, is where the (unknown) multiplier for debuffs is most relevant - melee sets tend to be very debuff heavy, and of course, Assassin Strikes not only do a very large amount of damage but apply a lot of debuff to a lot of targets. I am not a terribly experienced Stalker player, but I suspect that AS accounts for the overwhelming majority of threat a stalker generates.

    Quote:
    Originally Posted by DMystic View Post
    Seems pretty simple and straightforward until we get to the agro cap of 16. Mobs stop attacking a player when 16 other mobs are already attacking. So they go through their threat list until they find a target not being attacked by 16 other people.

    So what about Placate? Placate removes the player from the valid targets list for 10 seconds or until new threat is generated. However it doesn't erase current threat so when new threat is added it gets added to the already existing threat.

    Then we move on to ambushes. They're are two kinds of ambushes locational, and targeted. Locational works like a rally point, the ambush spawns and moves to it's predetermined location. Targeted ambushes spawn in agroed to their target,with an attack queued. Like when you chase a mob around a wall but never loose targeting on it. Since no threat has been assigned to anyone with a targeted ambush they go to whoever.

    Hope that helps explain why you're Stalker randomly gets attacked and Why Castle said that Stalker Problems are Systemic in nature.

    Oh as a counter anecdote to the Lambda and ITF experiences mentioned above, I was on a Tin Mage with my Stalker we were fighting Bobcat. The Tankers and Brutes had gone down as well as one of the Corruptors before she started to attack me. And I was happy to go Toe to Toe with her as she couldn't really hit me(love Divine Avalanche) so for a bit we were brawling then she ran off after the squishes that were still standing. Cause Stalkers are terrible at holding agro.
    That said, you pretty much hit the nail on the head with your analysis, regardless of what the numbers are. tl;dr: assassin strikes generate a ton of threat, tanker taunt auras do not generate threat very quickly (for quick generation, you need to also be using attacks on lots of targets)
  10. Quote:
    Originally Posted by Memphis_Bill View Post
    I seem to recall that being a dev, possibly Statesman, statement at the time.

    ...

    Actually did a bit of searching (keyword "Subscription," user "Statesman_NA") and found this, which I think (entire-thread wise) is the key - Statesman mentioned we'd kept gaining customers after ED, and referred to sub numbers on another site.
    I think it was Positron who gave the number I quoted, but it miiiiiiiiight have been BAB...
  11. Quote:
    Originally Posted by tanstaafl View Post
    I mostly pug on virtue as well. I mostly agree with you.

    But I have seen tons of times a TF recruiting only support/tanking type/something on the major global channels like virtue Tfs, VU or LFG beta. Its common enough to see.
    I've seen plenty of ITFs that only wanted level 50s.
    I've seen plenty of Speed TFs asking for things like Ice shields on ITF over other support.
    I've had scrappers refused from doing SFs because they had enough damage.
    I've seen pure healer or 100% support with only one attack builds kicked.
    I've seen builds ridiculed in team for lacking powers, more or less encouraging the person to quit the team.
    When LRSF and STF where first notice of well, I saw some very picky team making.
    Then theres all blaster TFs but yeah they don't count

    I'm really surprised the only rejection from teaming you've seen on Virtue is from the alpha slot TFs.
    To be fair, at the time I wrote the post, I didn't really count speed runs in the equation, only normal runs, and yeah, you are right - people are much more picky when it comes to doing speed runs, largely as a function of efficient speed runs requiring fairly specific powersets/builds (which ones, of course, vary with the TF). I admittedly also didn't really count statements like "<specific AT> preferred" where specific AT is usually any support AT or a tanker, because I figured it to be essentially common wisdom that for most of the level 50 task forces (counting ITF in this), given an otherwise average team, some form of support and/or a tank is a necessity for the TF to be successfully cleared. This is generally, again, just a consequence of the TF design - STF/LRSF are extremely painful without a tanker/brute; ITF similarly requires some form of aggro control if you don't have the raw DPS to chew through Romulus' healing; LGTF is nigh impossible to complete without controllers or dominators specifically because of the Weakened Hamidon mission*; and surviving the hydra fire long enough to take out the pylons in Apex is difficult without some kind of support (most likely of the healing variety, given the toxic damage type).

    You did remind me though, and I have to concede, that I made an error: yeah, I did see people rejected from Apex runs in the first week or so it was live for being melee. (Including myself, heh.) I've also seen the "50 only" ITFs, and I personally think they're silly, but they didn't really register to me as exclusionary in that sense - however, I think you're right there.

    I've never seen anyone rejected for being a pure healer/support build, personally, but I can believe it happening, so there's that as well. As for ridiculing builds in team chat, that's personally one of the things I file under 'socially rude' - I'm not above making suggestions to people regarding their builds, mind you, but I try to do so constructively; it's a lot more productive to say "You should consider taking <taunt aura> or <mez protection power>, it would make things a lot easier" than "lol your build sucks".

    * Yes, I'm aware other ATs can have holds via ancillary pools or sometimes their primaries; these powers are often skipped though, or not of enough magnitude/duration to hold a green mito by themselves.

    Quote:
    Originally Posted by tanstaafl View Post
    Most players I come across in Pugs are not heavily IO'd. I don't believe that the 'average' player is purpled out, or is a soft capped blaster. Lots of people I see still using SOs at 50s rather than even generic IOs.

    The relative ease of getting incarnate powers is going to do a lot for most people's builds. Its going to boost them up a lot. Players who have got them in my experience have been raving about how good they are.

    I think more players are going to be more powerful due to incarnate powers than from IOing out. Because more players will incarnate than heavily IO.
    They are good powers, that will do a lot in level 50 content.
    This is my experience as well, and there I agree; only 3 of my characters I would consider "IO'ed out" at all, and my main isn't even the most IOed of them, largely because getting all the stuff together is annoying.

    Quote:
    Originally Posted by tanstaafl View Post
    People wanting to do speed run ITFs, may well end up needing them. We'll know better in a few months when there's more expectation among the community that more level 50's have got them. But I wont be surprised the first time I see "speed itf looking for incarnates +3".
    Heck, I think there's evena thread in beta discussion about how fast they could do the ITF now.
    Not necessary doesn't equal not given preference.
    I expect to see that too, but as above I don't really pay attention to speedruns.
  12. Quote:
    Originally Posted by rsclark View Post
    While what you say is true, I don't see how it's relevant. The difference between Hamidon and MS and these new trials is that Hami and MS aren't required for advancing your character. Until we see some indication that there is a solo or small group path to incarnate content, then the OP reaction is very reasonable. The devs are making it look like these huge mega groups are the future of the game.
    It's a fair note that right now, the only path to "incarnate content" is via "huge mega groups"... because there *is* no solo/small group "incarnate content" to have a solo/small group path to.

    Unless you consider a couple of AoE powers to be "content", that is. Personally, I don't.

    That's not to say I wouldn't like to see some solo/small team story arcs geared to incarnate 50s. I'm just not sure exactly how the devs could set them apart from existing level 50 content.
  13. Quote:
    Originally Posted by Infernus_Hades View Post
    We have a game that has a STATIC subscriber base of about 100,000 give or take each month.

    We have a game which has NEVER in 7 years had this style of grind for a reward.
    What about Hamidon and the Rikti Mothership? The Vanguard Merit prices for most of the Vanguard items are set so high that acquiring them without running mothership raids is completely unfeasible.

    Quote:
    Originally Posted by Infernus_Hades View Post
    I will NOT become a farmer for a shiney. I understand his friend - the one who has been here since the beginning and he sees the game he loved take a turn into a style of play he loathes.
    I'd like to share a bit of an anecdote here about myself; if you don't care, feel free to scroll down, but I think it's quite pertinent.

    City of Heroes, at the time I started playing it nearly six years ago, was the second MMO I had played (the first being a well-known Japanese one). I quit the latter game because I was unhappy with the high time investment and the combination of everything needing groups with the difficulty of assembling said groups given players' elitism.

    In the six years since, City of Heroes is not the only MMO I've played - I had a rather long stint with the industry leader as well. Guess what? I quit that game for the same reason, too. Exclusionary elitists + difficulty getting groups + everything requiring a group.

    And yet, I still play City of Heroes, and even with Issue 20, I don't see myself quitting anytime soon. On the contrary - the new trials in Issue 20 are some of the most fun I've had playing CoH in years.

    You see, at least from my perspective playing exclusively on Virtue, City of Heroes is lacking the most toxic element in that combination: the exclusionists. I don't want to imply that Virtue is lacking in 'elite' players by a long shot - on the contrary, we have some very, very fine players there. But in my experiences, they all seem to lack the negative qualities people tend to ascribe to 'elitists'.

    On Virtue, I've never seen a person be kicked out of any team I've been a part of because the leader didn't like their build, or indeed, for any other reason at all short of the player in question being socially rude to the rest of the team.

    On Virtue, I've never seen a team I've been a part of reject a player because they weren't IO-slotted. (And if I did, frankly, I'd quit such a team - there are plenty of other fish in the water.) The only rejection I _have_ seen is for people lacking an alpha slot on Apex and Tin Mage, something which is unfortunately mechanically enforced by the developers. Realistically speaking, though, I fail to see how requiring the alpha slot is much different from requiring people to be level 30 before they can run Manticore - if anything, it takes less effort to common-slot than it does to get to level 30, let alone 50. (P.S.: If you happen to play on Virtue and you can't beat Trapdoor, the server has plenty of people who are often able and willing to provide assistance, myself included.)

    And bear in mind: I mostly PuG.

    Somehow, as a player who has quit every other MMO he's played because of PuGs' toxic attitudes, I manage to find PuGs in City of Heroes not only tolerable, but downright enjoyable. I've PuG'ed every Task Force in the game, repeatedly. I've gotten every single blue-side Master of ______ Task Force badge - those were mostly PuGs, too (they all had 1-2 other people I knew on them). I got 3/4 of the badges for Master of the BAF on a PuG I randomly queued into through the turnstile.

    Even with the advent of I20, I have encountered nothing but the same polite and accommodating people in PuGs that I've been accustomed to playing with since the days of issue 4, when I began playing. And honestly, when I heard the news about I20, I had the same fears as you did.

    As of yet, they have not been realized. Mind you, I'm aware there are jerks playing this game - plenty of them have shown up in this thread, in fact, criticizing the OP or their friend.

    All I can say is that I haven't seen them in game on the server I play on.

    Quote:
    Originally Posted by Infernus_Hades View Post
    I am completely ignoring this "content" however do you think there will be MORE such "content"? I do indeed and it causes me great irritation when the so called "best community" in the world attacks a player who finds a completely new style of play after 7 years - not desirable.
    Please don't take the actions of a vocal minority on this forum as representative of the game's community as a whole.

    I would say that you should at least give the trials a try before you decide to completely ignore them.

    Quote:
    Originally Posted by Infernus_Hades View Post
    If you wanted to do a Hamidon raid you could and get a shiney little boost - but it was small. If I wanted to do a sewer trial I got a similar reward. Small but useful.
    I wouldn't call the boost from Hamidon enhancements particularly small, especially before ED and the nerf to HOs. Even in the modern game, they can still have a profound effect on character power by allowing you to redistribute slots in your build

    Frankly, IOs are a much more profound boost than Incarnate powers are on the whole, still, at least in my opinion. I do find myself obligated to correct you though:

    Quote:
    Originally Posted by Infernus_Hades View Post
    Now if you wish to ignore the farming lifestyle it is NOT a small boost - it is 3 levels in boost and potentially a gated content block.
    Two of those levels only apply in the trials you refuse to run.

    Quote:
    Originally Posted by Infernus_Hades View Post
    It is Permanent pets
    15 minute cooldown, 5 minute uptime =/= permanent

    Quote:
    Originally Posted by Infernus_Hades View Post
    permanent AoE attack powers
    Which aren't really necessary for any regular content currently in the game, the incarnate trials included, and anyone who rejects you from a team for not having them is leading a team you didn't want to be on anyway, frankly. In my experience, as above, our playerbase is above this.

    Quote:
    Originally Posted by Infernus_Hades View Post
    We have TF's now that if you do not have an Alpha slot reduces you to -8. What happens in the future if you don't climb on the hamster wheel?
    This is pretty much the only part I agree with here, but I can only guess the devs needed some way of making the incarnate trials distinct from pre-existing TFs that are run on a +4 difficulty setting, and since the game does not currently support mobs above level 54, this was the only thing they thought of.

    Quote:
    Originally Posted by Infernus_Hades View Post
    This is the most foolish ill advised change to this game since before ED.
    I know saying this in public on the forums will not end well, but, frankly, ED was a net positive for the game in the long run. (Mind you, at the time it actually happened, I was a fairly vocal critic of it, and I still disagree with the manner in which it was sprung on the playerbase.) Even if ED had actually been a bad change, which it was not, though, this statement is still false, because you forgot about I13's PvP changes.

    Quote:
    Originally Posted by Infernus_Hades View Post
    The loss of customers this will cause cannot just be absorbed.
    From what I saw, for all the noise and outcry about ED on the forums, only about 3000 account cancellations could be directly tied to it in the end, or about a 1% loss at the time.

    Quote:
    Originally Posted by Infernus_Hades View Post
    The players love the game they have played for all this time and now the Devs are making it into WoW or some other game that was NOT played the way City of Heroes was.
    Maybe I'm in the minority, but frankly I was starting to get bored with steamrolling everything in the game effortlessly as has been the norm for the last two years or so, and with the addition of some actual slightly challenging content to the game I am actually having fun again.

    That's not to stay that I don't still enjoy steamrolling the old stuff from time to time.

    Quote:
    Originally Posted by Flying_Infant View Post
    The way I see it is this, the devs tried tirelessly (I'd imagine) to stop farming, and farm missions in AE. Then they go out, make two giant farming missions, and slap an "Issue" label on it. It'd be one thing if it were, like, a huge story arc, or a lengthy TF where you had missions. Instead its one giant mission where you get to go in an farm the baddies for threads and IXP.

    Now, mind you, I've played both of the new Trials. With one toon. Out of all my 50s (and theres not too many, even though I've played since right after COH launch, I have altitis) I only have 3 IOd up. And 2 of those were done by a friend of mine (who is awesome and my hero). I also do not find the forced farming to be a good idea, basically thats what these trials boil down to. Farm the giant mission so you can be more uber.

    At least make it a full TF with a story, and missions. Not a farm.
    Making it a full TF with a story and missions would make it that much more annoying when you failed the thing. With the way it's structured now, failures are both A) still partially worthwhile and B) over quickly.
  14. Just had this happen on a 16-person Lambda on Virtue, pre-formed - we were clearing out the turrets before entering the facility and boom, loading screen. About 5:10 PM PDT or thereabouts.

    The team leader was @Blind Zealot, attendees included Silver Streak, Repha'im, Zarah Neman, Amy Jo, Bio Pharm, and Dynamic Champion, among others. Dynamic Champion had DC'ed and rejoined not too long before it happened (perhaps 1-2 minutes before).
  15. Quote:
    Originally Posted by Snow Globe View Post
    I agree.


    That is my hope too, but I'm not going to fool myself into thinking it will not happen with these trials.
    It'd be my general hope that either:

    1) The sort of people who do this sort of kicking will get a reputation on it for their servers - entirely possible, since CoH is not an overly large game like WoW, and will find themselves ostracized from the community in fairly short order, or

    2) Kicking people from PuG leagues for arbitrary non-legitimate reasons is a petitionable offense, should a pattern establish.

    In general, I'm not too worried - in six years of playing this game, all of it spent on Virtue, I can count the number of times I've seen a person kicked from a team on two hands, and I can't remember a single instance where the kick wasn't either justified by the player's behavior, or done because somebody went AFK on a mission map, the mission was cleared, and the next mission couldn't be taken because of them being idle in the mission map. (And in almost all of THOSE cases, the person was sent a tell informing them that the leader would reinvite them when they got back and the slot was held.)

    Maybe I'm just lucky?
  16. I've seen a few people on Virtue say something to the effect of "IO slotted toons preferred", but all of the time they were recruiting specifically for speedruns, and not just regular TF teams.
  17. Quote:
    Originally Posted by Emberly View Post
    Haven't seen this, and I like to pull Rommy to the front door of the mish (surprise, PUGgers!), so I assume I would have noticed it.
    I have a feeling I've been on one of those.
  18. Quote:
    Originally Posted by Kheldarn View Post
    Everything I've read and heard is that you have 15 mins. total. Including the time when she's gone.
    Definitely can't be true, I got the badge on a team that took close to 25 minutes total on the final mission.

    That said, I still can't be sure of when it starts counting. However, I'm beginning to suspect the timer only starts upon her *return* - in that fight, we took about 8 minutes to take down her initial 50% of HP (no tanker, sloppy pull), maybe 2-3 minutes to take down the ambush waves of champions, and than about 12 minutes to take down her second 50%. I was genuinely surprised when we got Already Dead at the end.

    (As you might imagine, testing this is difficult.)
  19. Quote:
    Originally Posted by Dragonkat View Post
    I mean the only thing i could see it really impacting might be all defender teams, after all when do you actually see more then 2 of any one defender type (defense buffer, or def and acc debuffers such as storm or dark) on any one team?
    Well, if you count the defender powersets appearing on other ATs as a secondary (corruptor, controller, mastermind) I often see 3 on a team, and sometimes 4.

    Quote:
    Originally Posted by Dragonkat View Post
    Just don't see why it would be such a big deal, and might put the whole buff/debuff aspect of the game more in line with other goodies such as purple patch, global defense nerfs and ED.

    Anyway that said, I gotta take a little jab at you Reiska, cause seriously, you want to equate juggling 2 AV's, 2 GM's, neurons clones, and a possibily pissed off bobcat with "Hurr dur err tank and spank!"

    Sorry but I rank that on the divorced from reality scale right up there with people who attack those who do have issue with the diff and I19 as people who "want to one shot everything with brawl."
    4 AVs, actually, the Goliath War Walkers are regular AVs just like Neuron and Bobcat. But that's nitpicking. It's also nothing we haven't done before at all - STF has us taking four AVs at once too (in a worst case scenario), and they're even level 54.

    For what it's worth, it's possible (and makes the fight markedly easier if you're going for Kitty's Got Claws) to pull Neuron without aggroing Bobcat.

    Quote:
    Originally Posted by Dragonkat View Post
    But that doesn't answer your question, am I happy with tank and spank? In a word, yes, if it aint broke, don't fix it. After all it's not like every TF, every story arc, every Trial, every safeguard, pretty much every piece of content for the last 6 years pre incarnate pretty much runs along that mentality at it's purest form. Even the Apex TF when you get right down to it, after all you still need a taunter for BM, and you said it yourself when I wondered about ambushes, "The tank wasn't dong his job."
    You don't NEED a taunter, but it makes Apex _markedly_ easier, yes. The TF is certainly completable without any tankers on the team, but I'll admit it's a good deal more frustrating.

    As for content design, though, what you're advocating here is stagnation, and stagnation causes people to get bored, which is a bad thing when a possibly competing game is just around the corner. The jury is still out on whether or not CoH's current direction is going to be a good one in the long run (and to be fair, I have my own worries, as I honestly do not like "hardcore raiding" either - it's why I don't play the Other Game).

    Certainly the devs will make (and IMO, have made already) at least some missteps - for example, I'm part of the camp that thinks Trapdoor's difficulty is over the top, and that he should be more solo-friendly.

    Quote:
    Originally Posted by Dragonkat View Post
    Tank and spank isn't all that accurate though a term though, as we don't need the tank, or the scrapper, or any one AT to get the job done. That's the beauty of coh, and it's a beauty I feel is going to be left wrecked in the ditch as the incarnate train plows right through it.
    Me using the term 'tank and spank' was just a general reference to the standard AV fight tactic in this game of 'dogpile and spam attack chain until defeated', which works on 95% of them or so.

    That said, I agree with you on this point. The flexibility of team setups and the *lack* of a "holy trinity" requirement like most MMOs have (tank + healer + DPS) is indeed a strength of CoH as a game, IMO, and it would be saddening to see it thrown by the wayside. Thus far it hasn't, but it is one of my worries about the future of Incarnate content.

    I LIKE the fact that I can beat the Apex TF with a 2 scrapper/2 blaster/2 crab spider/defender/controller team.

    Quote:
    Originally Posted by Dragonkat View Post
    You can already see it fights like honoree and trapdoor, more so with BM.
    The biggest offender in the game right now, actually, IMO, is the weakened Hamidon in LGTF, and as I said above I agree Trapdoor's over the top. I didn't have trouble with the Honoree on either of the two characters I ran through the arc, though I can easily see how others would if they weren't careful.

    Quote:
    Originally Posted by Dragonkat View Post
    Certain AT's just have far more trouble with the arcs then they should because of gimmicks. Again look at MM's, I got janked three times by honoree, got fed up, called my only friend online, popped call to justice on his pets, honoree died in under 10 seconds. Kinda left me wondering. Yet how many pets are really going to be viable in the BM fight as they aren't smart enough to puddle dodge? And if the puddles target the mm, how is he gonna have the time to get pets back up?
    Well, certain ATs will always be better than others at certain challenges, especially in a solo environment. As for MMs against Battle Maiden, I have yet to get on an Apex run that included an MM. I've heard rumors to the effect that the puddles don't damage MM pets, but I can't confirm that assertion myself as I've not seen an MM in action in the TF and I don't have one at 50 myself to find out.

    I do have concerns about the overall viability of the MM in light of the fact that his minions are -6 to the enemies though.

    Quote:
    Originally Posted by Dragonkat View Post
    Trap door? Good luck chasing down clones depending on the AT (hi stone tanks) and when you get right down to it, how sad is it that the simplest way to beat his gimmick is with another? (lava or pulling from clones into hall)
    Fully agree with you here.

    Quote:
    Originally Posted by Dragonkat View Post
    This is the core of why Apex bad, Tin Mage good. It's not just the tank and spank aspect, it's the sense of actually feeling useful. In the BM fight I had maybe 3 powers that were at all useful, and all were just my St attacks. 3 powers out of two trays worth and change. How heroic did I feel (As I said before) running around like a spaz pretending I'm level 4 again as that's all I could use? Not in the slightest.
    I've got two trays full of powers too (counting toggles), and in any AV fight I only actually hit 4 of them in sequence until the thing drops, generally speaking. Pretty much every AV fight in CoX for me is 2-3 minutes of 12341234123412341234123412341234123412341234123412 3412341234... suffice to say, the trash leading up to them is more fun.

    Quote:
    Originally Posted by Dragonkat View Post
    How epic did I find it crashing through portal corp to take down that massive walker outside. Then afterwards chasing down clones left and right by freezing and pounding them, then going to town on Berry and his toys, watching us hold off him and two GM's at once, then wailing down lil miss super cat one tick at a time? Given I had a whole lot more options to choose from, a whole heckuva lot more heroic, and it was a lot more fun, "Giant HP bags" be damned!
    The possible variation in the final mission of Tin Mage is interesting, yes. If you take Bobcat down first without touching Neuron, he'll rage in the same fashion, but there's no badge for it.

    The "easy" way to win the fight is to take both of them below 50% before defeating either.

    Quote:
    Originally Posted by Dragonkat View Post
    Anyway /rant. You did ask for suggestions too, so here's the list I thought up in two hours at work, though before I start, a question for you right back. If tank and spank is so boring, what's your suggestion to fix it? More of this?
    Well, in short, I personally want TFs where I have to actually pay attention, as opposed to TFs where I can get away with playing my DS with one hand while the other hand goes 123412341234etc.

    Quote:
    Originally Posted by Dragonkat View Post
    Sooo if every malta boss suddenly gained director 11's crazy mines of doom, or say every KoA boss gained a nerve gas grenade that insta killed any hero in the blast, how many players do you honestly think would choose to fight them compared to now?
    That would be massively stupid overkill. :P

    Quote:
    Originally Posted by Dragonkat View Post
    Suggestion #1 Splitter AV

    Already coded in, we see the DE do it when they break into little guys. So why not a boss that every time you killed an aspect of him, say the AV splits into two EB's the EB's split into bosses, so on down the line. Maybe if you don't kill them fast enough they also could recombine as the herc titans do?

    That and just for kicks why not have them go up a level every time they split? So if you had a +0 AV by the end you've got the +4 minions to deal with?
    Interesting gimmick, but as was pointed out by someone before me it wouldn't be all that difficult (at least with those numbers). Still, I personally don't think that's a problem - the key here is 'interesting', IMO, not 'ball-busting hard'.

    Quote:
    Originally Posted by Dragonkat View Post
    #2 Evolving boss.

    Coded in, we see the red caps do it when they upgrade, or council turning into warwolves. So why not a boss that does the same, after all you could keep the same costume model but just change his powers, maybe higher damage, more aoe, some such as that? Though I'd give the final form wings myself (cookie for anyone who gets the joke)
    lol Final Fantasy, where's my cookie

    In all seriousness, this would just be a different (and slightly better) take on fights like Reichsman or Romulus where you have to either slog through inflated HP or defeat the same boss multiple times before he stays down, at least as I see it.

    Quote:
    Originally Posted by Dragonkat View Post
    #3 more AV's like nueron and the Prae version of countess Crey.

    I LOVED the fight with the countess, all the decoy's and chasing and popping all those copies was a shining gem in the manure that was 95% of the 1-20 game in praetoria. Same with running down all of berry's Clones, it was a good way to throw in adds that wasn't a cheesy Hi I'm requiem, lets just insta fill the room!
    Neuron himself is exactly the same as the STF's Dr. Aeon fight, but easier (and thankfully so, given the three other AVs in the fight). Unfortunately the clones are mostly ignorable because they're minions and minions are weak. Perhaps LTs would have been the sweet spot.

    I haven't seen the Praetorian Countess Crey in action - which arc is she in?

    Quote:
    Originally Posted by Dragonkat View Post
    #4 Av fights where maybe not killing off the AV at first is the objective. Or there's a little something to blow up first.

    Thinking of the fights with IVY, and part of the STF put together here. Invincible AV for a strech till you pop that object, or maybe cope with a few waves while trying to keep her off your back.
    Not sure how this really makes anything more interesting, honestly - most groups flatten regular ambushes too quickly.

    But if I could expand on the suggestion - what could be cool, if executed right, is if there was a TF that had, say, a fight with two AV-class enemies that both initially start hostile to the team (and far enough away from each other that they can't be caught in a single AoE), but as soon as either one is attacked, the other turns peaceful, and the TF storyline actually branches depending on which one you decide to fight against. Bonus points if one of the AVs is much harder than the other, but fighting the 'easy' one gives you worse rewards and/or a bad ending storywise.

    Quote:
    Originally Posted by Dragonkat View Post
    #5 More fights like Belladonna's crazy porting, but add a few twists.

    Like say perhaps exploding decoy copies (think vahz zombies) Or having the AV port off to leave little surprises like gas traps and seeker drones.
    The only problem I see here is that if you immobilize the AV, the gimmick is implausible or shut down, and if he can teleport while immobilized, then people complain about cheating AVs.

    Quote:
    Originally Posted by Dragonkat View Post
    #6 AV's that power cycle.

    Have no idea how viable this honestly wold be, but I was thinking something perhaps like Rommie in a way, kill the AV and it respawns minus a fluffie or invis buffing pet. But during the fight it changes up behavior, think a bot with an attack program giving it a big damage boost, then switching to a defensive one, or a regen ability. Just every time you kill it one of them gets knocked off.
    I don't see how this really changes the fight other than dragging it out.

    Quote:
    Originally Posted by Dragonkat View Post
    And depending on team make up actually thought of adding in a temp power that scrambles the bot, and makes it switch to a different one, or there's a chance to knock them all out of whack, and it's down to basic attacks for a few seconds.
    Or adding one more button to hit occasionally (hello, Reichsman).

    Quote:
    Originally Posted by Dragonkat View Post
    #7 Terra Volta style fight.

    Not just the AV to contend with, but something to protect, even though I'll be the first to admit a burning hate of all things escort mission, no matter the game. Not sure how to set it up though, or the context to use it in.
    YES. Bonus points if protecting it is actually a challenge - I miss the days when Terra Volta was actually fun, rather than what we have nowadays, in which the team spends 75% of the mission sitting around waiting for the next spawn because the waves spawn far too slowly.

    Quote:
    Originally Posted by Dragonkat View Post
    #8 more environmental hazards!

    Why not a crey warehouse full of lab equipment? Who knows what'll happen when it goes off near an AV or the team? Or an area covered in easily triggered bombs for extra damage to the AV, or maybe a debuff cloud? Lots of ways to run with it.
    Weren't you just complaining about these? :P

    Quote:
    Originally Posted by Dragonkat View Post
    #9 if we're gonna ambush, why not be creative about it?

    Instead of piling on mobs, why not try changing it up, say a map where there's rooftops snipers spawn on to attack as you engage, and tactics might dictate luring the AV out of their line of slight to reduce your damage. Leaves an option for flyers perhaps to also go up and engage while melee's pound the AV and keep it busy.

    Thought about setting them to of course despawn and appear on another roof after a set time period, also considered backup say in the form of longbow sky skiffs to engage them, add a little extra chaos to a fight.
    I actually like this suggestion - snipers are rather underused where they SHOULD be used, and overused where they shouldn't be (i.e. random spawns), IMO.

    Quote:
    Originally Posted by Dragonkat View Post
    #10 Why not a little backup during the AV fights?

    Inspired by DE farming during the eden trial from ambrosia. Take the final tim mage mission as an example, how awesome would it be if you cleared out enough of the guards that you got as backup the signature heroes joining in with the fight (RP it as thinning the invasion so less heroes are needed to guard the portal) I mean who wouldn't want BaB's as a pet? =p
    As far as Tin Mage goes, the signature heroes aren't helping you because Emperor Cole's Incarnate Control renders all of them but Statesman completely depowered. That aside: CoH pet AI sucks.

    Quote:
    Originally Posted by Dragonkat View Post
    #11 Why always people, why not a tank or more stuff like the mega walkers?

    Why not something a super nemesis steam tank perhaps, more arachnos flyers, dropships, the list goes on. Even had a silly notion about APC's driving in during an AV fight, perhaps stopping them before they can unload troops an option during it.
    I like the idea, but I'm not sure if the engine's capable of it given what was said above.

    Quote:
    Originally Posted by Dragonkat View Post
    #12 How bout a PvE version of a base raid? Why not run the gauntlet into an AV lair?

    Narrow halls, plenty of turrents, the AV himself porting away to try and lure into different traps, we got all the toys laying around and not being used, so what's stopping the devs from making a map like that?
    My guess is the enemy AI not being good enough to handle it well. Done right, it would be interesting, though.
  20. Quote:
    Originally Posted by NordBlast View Post
    This is what you are getting in Roy Cooling arc. You fighting against rogue PPD there
    Excellent! Now heroes can know the villains' pain at having to fight this crap since level, what, 15?
  21. Quote:
    Originally Posted by Eiko-chan View Post
    There are no inspirations that counter -speed. If you think Break Frees do, you are wrong.
    I'm aware Break Frees don't. Eating Lucks, however, often prevents the -slow attacks from hitting you in the first place. Unfortunately, this doesn't help against some things (like !#&!@@ caltrops), but those things can sometimes be resolved with Hover or a flight temp power.

    Of course, villains have had to fight the PPD's glue patches for four years.

    Quote:
    Originally Posted by Venture View Post
    And until the devs bite the bullet and do what needs to be done -- which is nerfing buffs and debuffs -- the game is going to continue to not make sense. Designing around a system everyone knows is broken is wagging the dog.
    I don't agree with you often, Venture, but I do agree with this. Yet...

    Quote:
    Originally Posted by Fiery-Enforcer View Post
    And how exactly are they going to do that? I think it's too late for them to make a big change like that. The biggest 'problem' is stacking buffs and debuffs, but if they remove stacking then they make multiple buffers and debuffers on a team useless, which would be a terrible design decision.
    This. At the point the game is at right now, pretty much any change to buff mechanics would cause immediate and severe AT imbalance and would take CoH much further in the direction of That Other Game and "holy trinity" teaming than anything in the Apex and Tin Mage TFs could.

    Simply removing stacking, for example, would make it useless to bring more than at most 2 or 3 (depending on powersets) out of the spectrum of Defender/Controller/Corruptor/Mastermind, and would sharply limit what you could bring within those groups (sorry, Thermal corr, you'll have to sit out because we already have a sonic defender).

    Nerfing the actual strength of buffs and debuffs is similarly thorny. By the time you were done nerfing them enough to actually solve the problem, the Defender AT would be nigh unplayable and a worse drain on teams than pre-buff Stalkers, and VEATs, Controllers, Corruptors and Masterminds would also be severely hurt (never mind that MMs already have enough problems with the fact that the purple patch is whacking their pets mercilessly in the Incarnate content). You'd either see people bringing truly absurd numbers of support ATs to things (to the exclusion of every other AT in the game), or none at all because a lone non-healing defender would be essentially useless and you'd be better off just taking something that can do damage instead. Of course, they could buff Defenders' and Corruptors' and possibly VEATs' and Controllers' and Masterminds' damage to compensate for the loss of buff power, but then where does that leave Blasters or Scrappers? Or Kheldians?

    tl;dr: The archetypes are already on a thin enough line as far as balance goes that a massive, sweeping nerf to no fewer then six archetypes would likely irreparably wreck game balance even worse than buffs/debuffs currently do. And the cottage rule prevents them from making the changes that would really be necessary to avoid such problems.

    The fact that we DON'T have "holy trinity" (tank, healer, DPS) teaming is one of this game's strengths, and it would be truly sad to see CoH reduced to it.

    Quote:
    Originally Posted by Antigonus View Post
    When PvP got nerfed to hell and dimishing returns was introduced, I said that it was only a matter of time before it was introduced to the PvE game as well, and I got blasted on these forums for saying something so blasphemous.

    It looks as if that time may soon be upon us.
    And then this is the third possibility I see - and honestly, the most likely one. It still bears a number of the problems of team composition mentioned above, but is both less disruptive, and able to be applied on a per-map level.

    When diminishing returns were implemented in PvP, I recall it being said at the time that there were no plans to introduce the system to existing PvE content. I also recall that they didn't rule out diminishing returns being used in future PvE content.

    Connect the dots - they likely can impose diminishing returns on buffs/debuffs in new task forces without affecting the balance of the existing 1-50 game.

    It still raises questions of viability for one-trick-pony defense powersets such as Regeneration, Energy Aura or Super Reflexes in such an endgame, of course.
  22. Quote:
    Originally Posted by Dragonkat View Post
    It's 3:30 am, i stopped reading around page 15, but I do feel i need to throw out here my take about the new TF's.

    Apex beef #1: not the 54's so much as the ambush mechanic itself overused and abused while being paired with the prae clockwork. Ask anyone whose done the old I think it was crimson arc (second kronos, the one on the burning forest map) That map had ambushes out the wazoo, and I can;'t even begin to count the number of times I as the blaster had the ambush deicde i was it's ***** and have gunslingers teleport right next to me and faceplant my toon in seconds, or a zeus launch it's hold spam missiles of doom before i could even see it to target it. Much less fight back.

    Now instead of that we have (in my opinion) the stupidily overpowered prae clocks sitting at a perma +4 Which have crazy stupid range and are so aoe tastic there's zero place for a squishie to hide. I Actually died more times during the KR fight then BM because the ambushes came after me before the tank could even think of pulling them his way.
    No offense, but this sounds like your tank just wasn't on the ball in getting the spawns. They spawn at the same place every run, or nearly so, and can be seen before they start attacking. I've yet to be on an Apex run where the team had serious trouble in the KR portion, even when we were going for the badge for not reviving the drones. And that's in PuG runs.

    Quote:
    Originally Posted by Dragonkat View Post
    Same thing happened multiple times back in Oct on Mallus Mundi Runs, and those weren't even +4 clocks. Those guys need to be toned down, or the ambush mechanics need to be looked at, one of the two, I'd prefer both.
    I agree with one thing here: ambushes do need a tweak to not ignore stealth. The mobs are fine, they're supposed to be hard. If they weren't this hard, it would make no sense plotwise why any of the other various NPC groups in Paragon City - the PPD, Longbow, Vanguard, whoever - couldn't handle the invasion on their own. Apex certainly has continuity issues already (how do they fix Blyde Square that fast?), but it certainly succeeds in establishing the forces you face as a credible threat.

    Quote:
    Originally Posted by Dragonkat View Post
    Beef #2 BM and her puddles of doom, and her ambushes, and the fight in general. Regardless of how easy they are to dodge (or not) I stand by an opinion that when the devs of any game have to resort to this kind of gimmicky cheap one shot trick and try to pass it off as a "challenge" they have run out of ideas. For anyone who played war for cybertron, I'd hold up the zeta prime fight as a shining example of this failure too. There's plenty of ways to make a fight harder then forcing us to play the twitch game, or be at the mercy of lag spikes and server latency. When she spawned that first wave of swords, my older comp's vid card did a total crapout, and this is on settings just barely above minimum. End result, it took me a good couple minutes to even click the hosp button.
    Make suggestions, then. You say there are plenty of ways to make a fight harder, but give no examples. Show us.

    (And no, "multiply their HP by 10" is not an answer. Reichsman is stupid.)

    I do concur that low graphics settings issues with the fight need to be fixed, and quickly - the correct answer to this problem is not "well you should upgrade your hardware".

    Quote:
    Originally Posted by Dragonkat View Post
    Oh and when I came back I walked through the door into a puddle, yeah you can imagine how much fun I was having at that point.
    Jump on the ledge above the door and point the camera down before you go through. (You might not be able to turn your draw distance high enough for this to work with your system; see above re: 'need to be fixed'). Failing that, ask your team if the door is clear before you enter.

    Quote:
    Originally Posted by Dragonkat View Post
    The same when for the first few rounds of this battle I died nonstop because I'd fire off ice bolt and blast, then before i could wonder about the puddle fall or ready a third attack the next thing i knew was a puddle to the face. (Now what was that about run and gun working for ranged?)
    Sounds like another low graphics issue. I've seen a few people claim the warning puddles won't show up on low enough graphics settings - I should do a run with mine turned down on purpose to see.

    Quote:
    Originally Posted by Dragonkat View Post
    Granted after i turned my speakers up and paid a little more attention (and got over the foaming rage) I actually managed to spend the rest of the fight with a 100% puddle dodge rating. In short I did what our elitist friends call "L2P" Or simply adapted to be more diplomatic about it. I timed my attacks to coincide with dodges, i managed to stick and move (and didn't need cheesy meta game tactics like jousts to do it) And I managed to be a worthwhile contributor to the damage on dropping her.

    Oh, except for the fact I was relegated to basically just spamming my T1 and T2 attacks with the occasional bitter ice blast when I managed to get close enough.
    Congratulations! (No, seriously, I mean it)

    Better off than me, I usually spend most of the fight cycling Nemesis Staff and Blackwand.

    Quote:
    Originally Posted by Dragonkat View Post
    And the fact I was told not to use web grenade to keep from rooting her in puddles.
    Specific powers that are a poor tactical choice for a specific encounter are nothing new in CoH. Immobilizes are a poor tactical choice against Battle Maiden, just like anchor powers are a poor tactical choice against Warwolves or a lot of pet powers are (supposedly) a poor tactical choice against Ghost Widow and/or Romulus.

    Quote:
    Originally Posted by Dragonkat View Post
    And the fact she pretty much ignored caltrops like they weren't even there.
    Yup, she has Slow resistance. Which is probably for the best; having her slowed significantly would be a poor tactical choice too.

    Quote:
    Originally Posted by Dragonkat View Post
    And the fact I play a recharge build based on hammering AV's with double gun drones. Yeah good luck getting one summoned, much less having it live for more then 5 seconds. Forget melee I honestly weep for any MM that tries that fight.
    Any build that's hyper-optimized in a specific direction like yours is going to suffer in an encounter that doesn't cater to its strengths. Take, for example, an extremely common one: all those softcap defense builds on powersets that lack intrinsic defense debuff resistance tend to fall over quickly when faced with Cimerorans. Defense powersets _in general_ get shredded by Devouring Earth when the quartzes come out. Characters that can't fly are at a significant disadvantage when fighting either version of Hamidon. The list goes on.

    Quote:
    Originally Posted by Dragonkat View Post
    And you know what? By the end I was glad it was over, and I was feeling tried, frustrated and drained to the point where I wanted to just log for the night. And here's the important detail.

    Because that fight and that TF was NOT fun in the slightest. It was tedious, it was frustrating, and it was annoying as ****. Personally for those reasons alone I'm in the never doing it again camp, even after knowing how to fight BM. For the simple reason alone that I'd like my power choices to actually be USEFUL in a fight, and not running around like a spastic hamster spamming my quick animating attacks in between something that's tantamount to the devs giving an npc the I win button. While having my entire secondary relegated to useless as well.
    I'm sorry you feel that way; I personally find it more fun than most of the TFs in the game before it, and I play one of those much maligned melee characters on it.

    Perhaps giving NPCs an "I win" button isn't the best way to go about making a challenge, but the engine somewhat limits them in options. They can't scale enemies above level 54, we've already shown them numbers alone don't make an encounter challenging (LRSF). Enemies in CoH are facing a foe or group of foes that, 99 times out of 100 in my personal experience (and again, this is entirely on PuGs), has defense well above the softcap, significant healing ability, and often non-negligible damage resistance. The combination of defense and healing alone is enough to bring the game to the point where if your team does enough damage to make the enemy's lifebar move, it is outright impossible to lose unless the enemy's attacks do high enough damage to defeat any single character, including an HP capped Tanker, in the game in a single attack.

    The only other means the developers really have of combating this is to wield the nerfbat and beat Defenders, Controllers, Corruptors and Masterminds (did I miss any?) into an absolute bloody pulp with it (tl;dr: nerf buffs, and by a LOT). And I guarantee the uproar from that would probably dwarf the uproar that resulted from the issue 5 Global Defense Nerf or issue 6's Enhancement Diversification.

    Quote:
    Originally Posted by Dragonkat View Post
    I work 4PM - 1AM, my playtime is minimal except on days off, my playstyle is for the most part a mix of casual and powergamer at times. I'm no stranger to everything that coh has to offer either, heck i've even gone back and redone the eden trial twice this month.

    But this. . . this, and protean (though oddly enough not Tin mage) Really really reeks of WoW, and that's a direction that I really really hope the coh devs do not take us.
    You're correct in noticing that Tin Mage is basically just another TF like we're used to - tank and spank, only the numbers are bigger.

    That said, adding in encounters which require more effort than standing still and pressing a sequence of 3-5 buttons for 1-3 minutes until an AV dies is not, in and of itself, enough to 'take us in the direction of WoW' Now, if we had to grind these TFs over and over and over again for loot drops which were not guaranteed to be useful to anyone on the team and often most of the team would walk away with nothing at all?

    Then yes, there would be a significant complaint to be had.

    But as of yet, the Incarnate system is not even remotely near that. The content we have to run is the same stuff we've been doing for years. Everyone on the team is guaranteed a return. The return is predictable, i.e., you know exactly what piece you're going to get. And if you don't want to run the TFs, you can still take advantage of shards to get you there, which really do not have a bad drop rate at all - my main has over a hundred of them already, and I rarely play more than 2-3 hours a night on the days I don't work.

    Quote:
    Originally Posted by Dragonkat View Post
    And while we're at it I have to thumbs down the entire Roy Cooling arc, whose bright idea was it to add npcs that floor spped and acc in every spawn, an impossible 5 minute timer mission, and drop after callisto an EB Zeus freaking titan on a map that is for the most part soloable otherwise? I'm not about to run back from the hospital with a new insp tray for one cheap shot, that's when auto complete gets hit. And that's when I never do this arc again either.
    I haven't done the arc in question yet, but flooring speed and acc can be countered with inspiration use, never mind that villains have had those NPCs since issue 6, frequently, if you're referring to the ones I think you are.

    Quote:
    Originally Posted by Dragonkat View Post
    Anyway back on topic about the new stuff. I felt the same way about the IO system when it first came out, the big things that appealed to me about coh in the old days were no pvp and no phat lewtz, though we see how both of those turned out. I was afraid we were gonna see a severe divide in the playerbase between haves and have nots, and the content might also split along those lines. That or the devs would make inventions so powerless they'd be a gimmick at best.

    But market inflation aside, well they seem to have got it right, mainly because of the creed they held to, inventions are optional. You don't need them to succeed in any of the games content.

    Fast forward to now and I have the same fear about incarnate TF's and the future of the upcoming powers/slots. And this time I'm really thinking the devs dropped the ball with the incarnate arc itself (honoree and trapdoor rage) to the new TF's.

    It feels like forced/specific teaming (not everyone is a wonderpug), it feels like they decided to just try to powergame us with +4's locked in. Also cheap shot things like BM and perhaps to a lesser extent super bobcat. And it really feels like they're going overboard with the new toys and leaving a lot of their playerbase out in the cold.
    You don't need to face Super Bobcat if you don't want the badge for it.

    Quote:
    Originally Posted by Dragonkat View Post
    Yes, you don't have to be a keyboard god to dodge BM, but is it fun?
    I enjoy it.

    Quote:
    Originally Posted by Dragonkat View Post
    and if this is the start, what's the next gimmick wall we're gonna bash our heads against till we bring out the jackhammers? When it's discovered will it be like Hercula describes and we're down to memorization and vent speak more then actual gameplay? Will coh perhaps even spawn it's own leeroy? =p
    Scrapperlock.

    Quote:
    Originally Posted by Dragonkat View Post
    Or will the devs get it right, and balance things out so everyone can take part? That's the key right there, it can be hard, it should be hard, i hope it IS hard. But there's a very large divide between hard and utterly cheap crap like what I'm seeing now from BM to the fact that every time i've fought protean without fail i'm in a long attack animation when siphon goes off.

    If the incarnate arcs of the future lock out anyone. Or divide the players, that's a failure on the devs part pure and simple. Not everyone is as . .ahem . . vocal as JB there about the rage and doom, but I don't exactly have high hopes myself if we go down the road of trying to be like every other mmo, but just with tights. After all not everyone is a forum reader, some might just ragequit or burnout without a peep, least till we see the sub numbers.

    Ok ok veering a little into doomcall there, but color me worried about the direction of the game, and unimpressed with a huge chunk of the new content
    I'm sorry to hear that.

    Quote:
    Originally Posted by Dragonkat View Post
    Tin mage aside, that's what a TF should be.
    A boring tank-and-spank like the other fifteen or so TFs in this game?
  23. Quote:
    Originally Posted by PleaseRecycle View Post
    It seems to me that the devs don't consider DPA as important as most players tend to, and I believe I can see why. Particularly with aoes, even if you have 150% global recharge before hasten, you will not have a gapless aoe chain just from your primary set. Alternate sources of good aoe are very limited for blasters - I don't know what PPPs they have access to but static discharge is the only "real" aoe available from a power pool, and aoes in assault sets have significant tradeoffs, largely being short range pbaoes.

    Given all of that, animation time is unlikely to be a real factor in terms of the aoe output of almost any blaster. At 200% global recharge, only assault rifle has anything you could call a seamless aoe chain and mixing in outside aoes would only harm its dps as it would cause redraw. Dual pistols has the next most crashless aoes and can also only just chain them gaplessly at such a ridiculous level of recharge.

    In that light, from the perspective of anticipating the total aoe damage output of a farming player, dual pistols is harmed by its animation times at total global recharges exceeding 200%. Fire blast, on the other hand, can never chain its aoes even at the recharge cap and would have to resort to using blaze as filler, I suppose. Even the worst "real" blaster aoe does more damage than blaze in the world of hypothetical saturation, of course, so having gaps in which to insert single target attacks is not particularly enviable.

    Anyway, my point in all of this, I think, is that the devs probably care how many demons you can mow down with an insanely specialized build designed to do nothing but that, as that has a real impact on the game. Dual pistols is probably the second best set for the hypothetical perfect farmer because it can throw down the second most aoe damage overall ceteris paribus. If its aoe animation times were reduced, its farming potential would increase.

    Of course, in actual gameplay with builds that range from fairly below average to well above average, dpa certainly does matter because you will often be facing enemies that are actually a threat to you and your being rooted in place is very helpful to them, so even if you could sit there chaining aoes all day you would still value quicker ones for survival's sake. All I'm saying is that edge cases do matter to game balance and people have done much crazier things to amass loot than stick a lot of recharge onto a blaster. Even with empty clips in particular being a relatively slow cone, I've found that dual pistols does not have unsurmountable survival issues when going full bore on aoe.
    DPA is really of more importance when it comes to single-target DPS for exactly the reasons you state, yes: gapless AoE attack chains are unrealistic. (And frankly, despite how bad it looks "on paper", I'm fine with DP's AoE performance for the reasons you state, more or less.)

    Of course, DP needs significant help in ST DPS too, and while ST DPS is irrelevant for farming, it's not irrelevant for TFs or trials where the focus is on a single enemy.
  24. Quote:
    Originally Posted by PleaseRecycle View Post
    Huh? The only set that does more than 1% more damage than pistols in its tier 1 is assault rifle, which does 8% more. Flares does 1% more, i.e. is identical for all practical purposes. Every other tier 1 blast does damage scale 1, same as Pistols. Archery and sonic do 16% less damage, though at least shriek is balanced by its resistance debuff.

    I would argue that the recharge times of the tier 1 and 2 blasts don't matter very much because with moderate global recharge and hasten you can chain them together indefinitely on any set. I suppose it's an advantage at low levels.

    Edit: Okay, it takes closer to perma-hasten recharge to chain them gaplessly, but that's hardly outside the realm of how people actually play. Didn't bother on my pistol blaster as I typically have things I would rather be doing than using my tier 1 and tier 2 blasts, the exception being while mezzed of course.

    In response to Reiska, just how much of a damage bonus would you consider balanced? Without even turning on inferno rounds, or considering tier 9s, dual pistols has stronger aoe than energy, psy, sonic, elec and arguably ice. Turn on inferno rounds and it immediately gains, to use Obitus' low estimate, 24% beyond that. That isn't enough?
    I'd disagree with you on Energy, simply because Energy Torrent is a lot better than it looks on paper. Dual Pistols certainly outperforms Psychic, Sonic, Elec and Ice on AoE damage... but only because those four primaries are actually missing core AoE attacks (Sonic and Ice have no targeted AoE blast at all; Psychic and Elec have no cone), not because those four primaries simply have inferior powers.

    Even using Obitus' estimate of a 24% damage gain from fire rounds, all that happens with the fire rounds is that Bullet Rain ends up more or less on par with the other sets' targeted AoEs in damage, while Empty Clips is still awful. This would be fine, except that Dual Pistols gives up secondary effects to achieve this damage, and the other sets achieve this damage while still having their secondary effects.

    What I can say for sure is that I don't support adjusting the actual damage of the attacks themselves - only the animation times of them, for that is where the actual problem lies.

    Quote:
    Originally Posted by Dispari View Post
    No it doesn't... the gimmick of the set is that you can switch between four different ammo types that do different things for different situations. I would say that lethal is better for soloing on a Blaster due to the knockback (it's even fairly high rate). And there are times when chemical and cryo are useful. Unless you believe that all four ammo types should do the same damage, the only person that's "destroying the gimmick" is the player, by deciding that the only thing that matters is pure damage, and opting for fire all the time. I switch off of fire fairly often on my Blaster, even if it's the one I use the most.
    This is a fair point, sure. I just feel that the secondary effects are of too low magnitude on a Blaster to justify the damage loss they entail compared to fire; I suspect if I were playing a DP Defender I'd use cold/toxic more or less exclusively. Using any ammo type besides fire as a DP blaster, the damage feels anemic* compared to other blast sets I've played. I'll definitely grant the utility of lethal ammo, though, for the knockback and the mitigation provided by it.

    * That said, I still prefer playing the DP to those other sets on the whole - the visual style of the set makes it just more fun to play. I just wish that I didn't feel like I was inordinately gimping myself to do so - it stands out if I duo with my friend's Archery/Fire blaster, for instance.
  25. Quote:
    Originally Posted by Eiko-chan View Post
    So, anyone want to post their PuG ITF success story that involves Masterminds? Because none of you have countered what was a central point I made: Don't Bring a Mastermind seems to be the operative strategy to winning the ITF.
    I rarely run a single ITF on Virtue that isn't a PuG of at least some fashion - at most, I might know 2-3 other people on the team well - and a fair number of them have masterminds. I also haven't failed an ITF in at least a year. I really don't know what to tell you.

    Quote:
    Originally Posted by UberGuy View Post
    Does she have an Unstoppable that caps her DR to some damage types, then? I've never noticed it, but that might only mean we've had enough debuffs and/or "correct" damage types.

    Edit: By the way, if you're dealing damage to which the Honoree has 100% resistance, you actually don't get any damage float text. That can be hard to notice in a high-gear 8-man team, but it's how I noticed this eventually. I really start to notice it if I an playing somthing that can crit, scourge, assassin strike, or whatever. You see, you get that message ("CRITICAL") and no attendant damage numbers, which has a slap-in-the-face feel to me when I know what it means in this case.
    She does, yes, to at least Lethal. Not sure about Smashing, I haven't fought her with any characters that use Smashing damage yet. I usually just open the combat log when I fight either of them and when I start seeing zeroes, switch to cycling nemesis staff/blackwand until they decide to stop cheating.