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Posts
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Joined
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They are both self-cast procs, basically. Whenever the proc lands, the target debuffs itself. Since both are considered to be coming from the same source, the target, whichever is the greater will stick for its duration.
You won't be able to get a 22.5% debuff from both. However, you will be able to get a 20% debuff even if there's already a 2.5% debuff. -
It's Statesman. Manticore shoots him. Numina brings him back.
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Tigerdirect.com, do a guided search for a power supply between 700-800 watts for less than $100. I found 22 power supplies, many of which fit your criteria. Further, the very first power supply listed, a Thermaltake XT, meets all your criteria.
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A Fortunata, which is a Natural origin character, has access to telekinetic and psychic powers. Therefore, it's telekinetic hover and telekinetic flight. Justified and done.
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"Every AT gets a nuke now at 50 when they are incarnated out!"
Yes. EVERY AT gets an Incarnate nuke. Including Blasters.
"Other ATs can buff damage!"
Yes. Blasters benefit tremendously from having their damage buffed.
"This makes Blasters superfluous!"
.... *facepalm* -
And here I thought it was because of the Inverse Ninja Law.
"The more Ninja there are, the weaker each of them is." -
Your idea is so so. The problem is that you fundamentally do not understand how programs are developed, nor how a development company must allocate resources.
It is possible, certainly, to create code to allow something like this. However, to retrofit this idea into City of Heroes would require months of coding effort by multiple programmers, followed by months of Q&A testing. It would completely lock up development of the game for the time coding would take.
Code changes would have to be made to *fundamental working code*. They would have to rewrite enhancement slotting, rewrite how powers are gained and lost, both of which have the potential to screw up *every other character* in the game.
THAT is why we're telling you it's a bad idea. It would monopolize programming time to the point that fixes won't get made and new content won't make it in, for six months or more, and the changes needed to support dynamic power allocation on the fly have the potential to screw over everyone. -
Quote:I don't PvP. I hate PvP. I love Issue 13's PvP changes because a> it got rid of the FOTM PvP build and b> It decoupled PvP power definitions from PvE power definitions.At some point the devs should swallow their pride, admit the changes were a mistake, and rectify them. The easiest way to do so would be to simply do away with the i13 changes.
What I don't understand is why non-pvp players constantly rail against this idea when it wouldn't take much if any resources away from the regular game, and wouldn't impact them much, if at all. And more importantly, such a change would probably lure some old players back into the game, which benefits the game and every player who plays it.
In other games where powers work exactly the same in PvP and PvE, there is a constant, never ending stream of powers changes due entirely to PvP players complaining about power a or ecstatic about power b, which drives another round of nerf cries and calls for buffs to powers, etc, etc, etc.
I would HATE to see that decoupling undone just because people don't want Issue 13's changes anymore. PvP MUST remain separate from PvE when it comes to powers definitions.
Second, PvP players are a niche market (PVP) of a niche market (City of Heroes) in a niche market (MMORPGS). They're very vocal, certainly, but PvP is NOT a big part of most people's gaming experience in City of Heroes or indeed in most MMORPGs.
I doubt very much that people will PvP more because of ANY changes to PvP. Even if PvP changes were reversed without decoupling, the only characters you'd see in the PvP zones are high defense + stealth + high DPS characters, aka Widows. -
It must be a bug somewhere, because I have never had a problem stripping a character to 0 inf. First I confirm how much the character has either by opening up the Character ID or by opening up the Recipes menu and checking the number.
Then I send exactly that amount. Never had a problem doing that. So it makes me wonder where this bug is happening. -
Windows 7 at base should not have much more running in background than Window XP or Windows Vista does.
Make sure to uninstall all the crapware/bloatware that the manufacturer thinks you need. If you're not going to use a program that came with the computer, remove it.
The method of uninstalling is a touch different in Win 7 than it is in XP. Open up the Control Panel from the Start Menu, then slide down to Programs and Features. Programs and Features is the equivalent of XP's Add/Remove Programs. -
This has not happened to me. Then again, I don't do a "rolling accumulation". It seems that you claim the inf that you send on one character, and then immediately send out all the inf the character has, including the stuff that was just claimed, to another character.
I just send what the character has, then switch to the next character and send what that character has without claiming from email, and so on, until I get to the character to whom I'm sending all this inf. Then I claim everything.
It's possible there's a rounding bug that's being introduced through this "rolling accumulation" that isn't there when you just send. -
I forget whether it's +endmod or +recovery, but Musculature does have that at the tier 3 and tier 4 level.
That said, endurance reduction is more effective because it minimizes endurance use in the first place, and usually by a larger amount overall than +endurance modification or +recovery can replace for the same amount of modification. -
Something that immediately stood out when I reread the report:
Do you have two, different, video cards installed? Because your computer seems to think that you still have the 7800GTX present for monitor 3, and the 250 GTS on Monitors one and two. -
Shut down the NCSoft launcher after starting the game.
Choose *one* real time virus/spyware monitoring program and shut down the other two. -
Shut the NCSoft launcher after starting the game. It's even available as a setting option IN the launcher. There is a known memory leak, and the launcher does NOT need to be running all the time.
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Yes, the cone effect of Dart Burst seems to be small. That's why you put in Positron's Blast, which has +range as one of the IOs, and with Cardiac, you get some +range as well IIRC. That widens and lengthens the cone considerably; you can possibly catch an entire spawn with it at range. It's not a power you'd use all the time, but on teams and when there's suddenly more enemies than you thought there were, you can bounce out and fire it off while they're running up to you, neatly lining themselves up for it.
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I would drop TT:Vengeance for Elude (it also accepts an LotG and it's a defense boost when you need it), I would drop Eviscerate for Lunge or Dart Burst, I would probably drop Assault for, well, just about anything else. That's a real endurance hog.
You're going to need Cardiac. -
And you miss the point. The Helicoptor is *designed* to be able to hover. The turboprop is not *designed* to be able to hover.
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It's a permanent boost, which is why you don't see any duration listed. I have it slotted in build up, and it's active all the time.
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It sounds like a standard DVI to VGA adapter plug. These usually aren't an issue.
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Keep in mind that higher power draw means more heat; The advantage of the newer generation video cards isn't just expressed in terms of speed, it's expressed in terms of heat and power for performance.
480s run hotter than 570s. You'll need to keep that in mind if you're going back a generation, and plan to make sure that your computer's case can handle it. -
"A helicopter can hover and move sideways in the air, I don't see why you can't do that with a turboprop airplane, I mean, they're both aircraft so they should be able to do it!"
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The +perception IO helps quite a bit against Night Widows and Banes.
Also, I'd consider slotting a stealth IO in Superspeed instead of something else. The IO's stealth will stack with Superspeed's inherent stealth when moving, so you can zoom into a mob and get off a Pulsar or Dawn Strike easily.