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Posts
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Joined
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Great info. I'm a bit confused about the durations for the normal attacks, though. I assume these apply to the -Def, where other sideeffects are absent, but they vary quite a lot. Is there really such a large variation in the -Def duration?
Also, you list a recharge time of 0 for Dwarf; I get something like 5 seconds.
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But anyways, I read somewhere that the ranged attacks of kheldians scale at a different rate than the melee attacks of a kheldian do.
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It is my understanding (read, was told so, and limited testing supports) that if we say that ranged damage at level 1 do 100% of melee, the two types scale such that the brawl indices for ranged attacks drop gradually up to about level 20, and then are stable at about 83% of melee.
After level 20, for instance, gleaming bolt is stable at a plausible 1.33 BI. -
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We preorder people still have the prestige sprint powers to glorify our loyalty.
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Except the people that preordered from EB Games, but live in Denmark, and got a regular box instead of preorder, and of course when it got here it was too late, no fair! aaaaaaaaaaaaaaaah! -
Well, even if they always work the same way, there's the vital point of whether we have a base chance to hit of 100% (so enhancements give 33% more) and minions have a base defense of 25%, or enhancements affect the chance to hit that is determined by target (and thus give 25%).
But I trust that you've tested how it works, so thanks for clarifying. -
Now, what about accuracy and defense enhancements? I know that Def gives +20% for an SO, and Acc +33%, but I hear that accuracy and defense enhance in different ways:
Supposedly, accuracy enhancements increase your base chance to hit, so one SO would give you 1.33*75% (even con minion) = 100% chance to hit, while defense just subtracts from chance to hit, i.e. Hover gives 5% defense, 6% with one SO, so if the even con minion had hover 1slotted and you had 1 acc SO you'd have 1.33*75%-6%=94% chance to hit.
Does anyone know if this is correct, or whether Acc enhancers just add chance to hit, i.e. 75%+33%=108% chance to hit? -
PraetorianIC - For Praetorian doubles and other villains. Roleplaying channel.
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I think he already answered that. You can use them all you like, but ground speed and jump height are capped.
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This is too funny. Rad, here's what you wrote to someone compaining about the WL event in another thread...
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Look-
I took an extended hiatus from CoH about 2 months ago (ive been a member since beta) and I found it quite convinient to be able to return to the level I was at when I left (24) in only 2 days. Now of course I took the easy way out and im not afraid to admit it. But when people are more interested in leveling up as fast as possible without caring about the storylines or missions, then let them be!
Personally, not only did I lev quickly, I met alot of new people (I switched from Freedom to Gaurdian) and had a ton of fun throwing snowballs while waiting for the next spawn.
Dont be upset by this experiance. Be understanding to other peoples situations.
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And now suddenly you don't like the xp from WLs?
Not trying to put you down, but this seems a little hypocritical. -
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Still screwed over we are I see. Very sad.. Very sad indeed.
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And all the comments like it; Statesman, I'm very confident that you're smart enough to see through these comments. Not saying that Kheldians don't have issues, but there's a fix coming, and people shouldn't be whining until they've at least tried it with the fix.
To everyone else: Kheldians are NOT as gimped as people say. Mine is very good, sometimes outperforming others, often filling in and saving the day. They're harder sure, and maybe weaker, but with these changes they'll be graet. Normally I try to stay out of debates like this, but wanted to give a warning to new Kheldians, and reassurances to States that not everyone disagrees. -
Well, bases are coming, so I won't get into those. Same goes for Global and Alliance Chat. But, as has been said:
Ability to email entire SG (maybe also friends list?).
Ability to demote inactive leader/captains.
SG trials/raids.
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1) The ability to do Super Group Missions where everyone becomes the same effective level.
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Other things like 5th costume slot, more ranks, etc. would be nice, but not top priority for me. -
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Really, I don't mind that y'all made the bosses harder. In a way the challenge is fun because new tactics needed to be evolved, but in a way it's kind of tedious spending yet another 5 minutes taking down the 17th Paragon Protector in one door mission.It evens out, more or less.
What I really mind is that it seems like a fair number of Bosses can lay out anyone with squishy-level HP in one hit. That's not really heroic.I don't mind being two-shotted, because if I react fast enough I can do something about it. One shot is
, especially when combined with their now very, very good accuracy.
One additional thing I would like to point out is that I'm not sure this change will have the intended effect for group gameplay. I'm actually more leery now about bringing along teammates in my door missions than I was previously. On Unyielding, if I solo a mission, it's comfortably filled with lts and minions. If I add one person, it's likely similar. When I hit 3 people, unnamed bosses appear. So I think very hard before I add that third person now.
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I agree completely. -
Go to her statue in Galaxy City (behind the HeroCorps HQ) and click on the sign.
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Aurorae doesn't mind that you're inexperienced, as long as you try. You can check out our site in my signature, and if you go to the roleplaying thread on our site forum there's both some discussion about roleplaying and a link to a great beginner's guide that I heartily recommend. Hope it helps.