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Posts
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When talking about Enhancement Diversification, the threshold is based on the total boost to the attribute from the enhancements (of the same type) you're using, not the actual number of enhancement pieces. If you were using Training Origin or Dual Origin, you can slot up all 6 slots and you'd be ok. It is only when you start using Single Origin enhancements that the sum of their boost goes over the threshold with your 3rd SO and you start getting hit hard with diminishing returns for additional SOs. This is where the "don't use more than 3 enhancements (of the same type)" rule of thumb comes from -- they're talking about SO enhancements. Depending on level, Invention Origin enhancements can also hit the "no more than 3" advice. Read that link to Paragonwiki.
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Once you've spent some time studying Set IOs for their set bonuses, you will develop a few favored Sets. Or at least recognize which are the more difficult to acquire without going bankrupt. If you have the time to wait out a bid, you can set them up on your alts.
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In the old days, not only was there no aggro cap, but there was no target cap either. If you used an AOE, it effected EVERYTHING within its area of effect. Not only that, the enemy NPC collision algorithm was dumber. That is, an aggroed enemy will do anything it can to get close to the aggroer, including jumping into and occupying the same space as another NPC.
This led to the term "dumpster diving". The herding Tank would run around the entire outdoor map (typically the Boomtown-like map) to gather up every enemy NPC. Then he would jump into a cargo container. All the aggro'ed NPCs would go nuts trying to get at him and pack the cargo container. There might be 50-100 individual NPCs in the cargo container that realistically should only have space for a dozen or so. The Tank would cast one more (no cap) Taunt to solidify his aggro and the Blasters would proceed to drop their (no cap) AOEs. The farming map could be done in 5 mins and be ready for a reset.
Nowadays, we have:
- aggro cap = 17 individuals
- Taunt cap = 5 individuals
- target cap = 16 individuals -
A recent post by Castle regarding aggro.
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Quote:The only times someone might get snippy is if you didn't take a power that they feel is defining for the powerset.I was expecting to hear things like "your DPS sucks" or "Your heals are crap" There was no Recount, Gearscore or Omen to foul things up either.
Classic example: it is someone playing a set that includes penalties to offset its significant advantages. And if you're playing a buffing powerset that includes a power to counteract said penalties, they were expecting you to be their personal servant to ensure that they can demonstrate how much of a god they are.
There are too many other examples to go into. Just tell them that you're new and ask them to explain to you why that power is so good. Maybe they will, maybe not. You can always come here to get a full rundown.
Note: If they get unruly and personal, remember that you can petition them for harassment (Menu-->Support) and set them on ignore (right click their name in chat or the team window or directly on their character.
Some people play for concept and purposely skip powers. You'll need a better grasp of the various powers first, so you probably aren't at this stage yet for a few months. -
Free respecs are coming. So you may want to start stocking up on replacements if you're going to make changes.
Remember: cashing out IOs via the respec will only get you back their (relatively) dinky crafting cost, NOT the millions you paid for their recipes or their salvage costs.
Pull out 10 into your inventory slots and put them on the Market afterwards if you want to sell them. Maybe you'll even make a profit. -
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How about this one: http://paragonwiki.com/wiki/Gaining_..._Crafter_Badge
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Quote:Ah! The 1st mission in the Katie TF is a great example. It is so obvious there.Aggro, in the AI sense, is a separate formula. In addition to being accumulated (i.e. you "move up the list") by attacks, debuffs, stuff you would expect, you also get it just from being on the same team as someone who is attacking them. Foes can appear "pre-aggroed", easiest place to see this is the Katie TF, where as witch spawns appear, you can see a boss flying straight to where someone is cowering invisible behind a wall and attack them. The aggro formula doesn't *have* any perception radius terms in it, other than visual proximity being one of many factors that can add to aggro, so its completely possible for a mob to go after the stealth capped stalker.
Castle, I believe it was, also described "spawn aggro/spawn AI" which is code which causes different members of a spawn to do different things. Thus, if the scrapper charges into a group, rather than every member of the group going after him because he is closest, one or two will charge at his Emp buddy who is just standing there watching. Note that this is part of "aggro code", not "perception code" so inviso won't save you. A couple may stand back at range, while others move into melee. The idea is to try to give a bit more variety to how spawns react and make fights more interesting. This of course frustrates MMs with melee pets, who want them all in melee, or ranged pets who want them all at range, but its spawn AI at work.
The tl;dr version is, being able to "see" you is one thing that can cause a mob to attack you, but not the *only* thing.
Unfortunately, hiding behind the collapsed structure was the old method of handling that mission, so newer players may not experience it. There's nothing like seeing 2-3 +4 witches make a beeline to you as soon as they materialized, even though you're face hugging the wall, and knowing that you're hosed. -
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If you click the blue dot on the border of the Map, you can detach it. Once detached, you can grab a corner to shrink or stretch the Map window. I find it convenient to have my Map always open. I make it small and shove it into a corner at the top of my screen. You may need to move the other status windows aside. Here's an example of my UI layout.
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Quote:When you do and before you spend it, take a screenshot of yourself showing the 1 billion in your stats and post it in the Market subforum to join the Billionaires club. If you include a top hat and monocle, while doing /e teabag, you can be an "Ebil Marketeer Billionaire" too.
save real hard and save yourself 1 billion -
If your email changed, then you missed the invitation to the Reactivation Weekend last month coinciding with the Devs appearing at a NY Comic Con panel.
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Note: you can sell recipes you receive as drops at a regular store. They're listed on the left side of the store's window, UNDER the inspirations which you can't sell.
Common/generic IO recipes sell for quite a lot at a regular store. Way more than you can get at the Market where other players are trying to pay the least to buy them. Their extra value was to offset the change to drops where you don't get a lot of junk TO and DOs that you used to sell.
Named Set IO recipes sell for quite a be less compared to Common IO recipes at a regular store. However, depending on popularity/demand, individual named Set IO recipes may be worth millions at the Market. Until you get a feel for which Sets are popular and which individual Set IO piece is extremely popular, you may want to check them out at the Market before deciding whether you want to sell it at a regular store.
Note: a crafted IO will usually sell for a magnitude or more than selling a recipe.
Note: often a Set IO recipe may sell for a chump change at the Market, but that may be due to it requiring an expensive rare Salvage piece (costing 1-2 million Inf). However, check the going rate for a crafted enhancement of this Set IO piece. The crafted IO enhancement may be selling for multi-millions Inf and thus may be worth your time. Note: take close look at the dates of its transaction history and those for a couple of levels up and down. Make sure the action is recent and quick. Don't get suckered by an anomaly. -
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Quote:When you say "the few times I play my empath", how much time have you put into playing a powerset with PBAOE heals? PBAOE, by definition, means you need to be close to or in the fight so your heals affect everyone there. Of course, this also means that you're now within the effects of AOE attacks. Are you getting pegged by single target attacks or just splashed by AOEs? I don't know about anybody else, but my play style has developed to the point where, no matter how bad the situation gets, I will hesitate momentarily to gauge whether I have enough time to run in before the enemies cycle to their AOE attacks.The few times, I play my empath, I do single heals on the main DPS, I almost never get any aggroe. I pbaoe a heal, and I get ringed like a bell, despite the group is below 16 and we have a tanker. What is the reason, this is occurring?
It's not something I actively think about, anymore. I just use the time between the ranged heals and buffings to get a visual overview of where the enemies are concentrated compared to where my team mates are (I have "Show Player Health Bars = Always" set in Options). I take a moment to see what type of attacks the enemies are using, especially the bosses and lieutenants. I consider whether it is best to go for the PBAOE heal now or do my own AOE attack first distract them (my Emp Def is /Energy with Energy Torrent for the almost guaranteed knockdowns), then go for the PBAOE heal. -
"Frankenslotting" is the forum's slang for mix and matching individual Set IO pieces, focusing on maximizing attribute enhancement (preferably achieved with less slot allocations) rather than trying to assemble the Set for set bonuses.
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Say the Tank ran around the room and made his presence felt to 3 full groups of enemies which consists of about 30 individuals. All 30 enemies immediately become fully aware of everyone on your team whether you're stealth or in the next room. The Tank has the highest threat level due to taunt aura and proximity, so they focus on him. However, the aggro cap kicks in and only 17 can maintain interest in the Tank. The other 13 are still aggroed and are still aware of the rest of you. The will individually switch focus to someone else on the team based on line of sight. This is why old style herding Tanks tend to get their team mates killed a lot.
If you see a Tank doing this, ie trying to aggro more than 1.5 enemy groups, and you want to stay alive, then the best thing you can do is stay around a corner. Stay at range and do not approach the corner to get in line of sight of the occupied room. As long as there is enough meleers up front with the Tank and his herd, the additional aggro'ed enemies ought to be distributed to them.
Occasionally, a herded enemy may be fickle and switch target to you. That's probably just luck. That is, there was a streak of misses by the taunt aura, gauntlet and assorted attacks, and the initial taunt decayed to the point that you were even threat level and you were in line of sight.
Edit:
Note, the above applies for regular enemies. If you're talking about an ambush, then that's another story. They work differently. Some ambushes are specifically targeted on a team mate. The circumstances vary, maybe because it was you who clicked the glowie or you got the last hit in on the goons guarding the hostage, etc. Anyway, those ambushers are focused on you specifically. They know where you are regardless of stealth, invis, stalker Hide. They'll follow you up and down elevators. If you're on an outside map, they'll track you no matter where you go or fly. -
I think the easiest thing for you to do is to set up a Combat Attributes mini-window so you can see the effects for yourself.
Refresher: on your Powers tray, click the link for Powers on its header bar. On the Powers window, click the link for Combat Attributes. You will see a big window with all your stats in real time. You can right click a stat to add it to a mini-monitor window.
For your Power Siphon question, right click to add these 2 stats: "ToHit Bonus" and "Damage Bonus". With that done, go find and enemy that you can punch around. Keep an eye out for what happens:
- when you click Power Siphon, you ToHit Bonus increases
- your 1st punch increases your Damage Bonus
- your 2nd punch increases your Damage Bonus some more
- your 3rd punch increases your Damage Bonus some more
- your 4th punch increases your Damage Bonus some more
- your 5th punch increases your Damage Bonus some more
The swirly graphics you see when you click Power Siphon is just eye candy. Its purpose it to let you know the Power Siphon is in effect. -
From the NY Comic Con panel (jump to time 3:40).
Someone who participated in the Issue 18 beta, before the Devs pulled the Alpha Slot out, may have more practical info. -
The only one who can save a buffer is another buffer. Are you keeping Increased Density on your Controller friend? I've mentioned before that just about every Rularuu has a hold. Most defeats could be avoided by just being able to run away. Of course, your friend should be reciprocating by keeping Clear Mind on you.
In addition, I believe the Wisps (thin, yellow floating humanoids) are mez resistant. Casting AOE mezzes is like taunting except his hit 16 enemies compared to your Tank friend's Taunt's 5. Your Controller friend may have to experiment with aggro management timing (ie wait until after your Tank friend taunts or does his AOE attack) or pop-up casting (ie casting while simultaneously ducking behind cover to get out of line of sight for the attack response). -
We're just players here, so we can't tell you anything about the ban. You should call up customer support.
http://help.ncsoft.com/cgi-bin/ncsof...p?p_faqid=4654 -
Hmmm. I never noticed. I thought it was just like the old UI where if the entire stack sold, you just saw the single stack with the total.
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Why are you filling up your market slots with individual postings of the same item type?