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Posts
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Quote:Agreed on all counts.I'm going to call these new enhancements Going Rogue Origin, or GROs.
- Even Level DO = 16.66..% enhancement of one aspect.
- Even Level SO = 33.33..% enhancement of one aspect.
- Any Level GRO = 16.66..% enhancement of 2 aspects (Dam/Rech) for a total of 33.33..%
So, with regard to the level of enhancement, GROs enhance exactly as much as 1 SO or 2 DOs. The advantages of GROs are...1. Like IOs, level doesn't matter, they will always be that strong.
The disadvantages of the GROs are:
2. They split SO level enhancement among two aspects which could just be the perfect enhancement needed for a particular slot.
3. They also have a proc effect.
4. For 20 levels, they're the strongest enhancements available.
1. They're all Dam/Rech which reduces flexibility for slotting.
I agree that they shouldn't be downplayed. Until SOs become available at level 22, these are great, but...
2. They're are only these five.
3. The proc shuts off at level 21.
4. Beginning at level 22, any Dam/Rech IO is stronger than a GRO --at level 35, a Dam/Rech IO is 23% / 23%.
- Any Vet reward attack power (starting with Sands of Mu at 12 months) is worth *a lot* more than these GROs.
- Levels 1-22 is only about the first 5% of leveling time (and only .4% of XP needed to get to level 50). So, yes, it's the best enhancement available, but only for a rather limited period in the life of a character.
GROs shouldn't be overvalued, nor undervalued -- they're a moderate buff for a limited time. -
Quote:They are not DOs. They are not equivalent to DOs. I don't think that they seem inappropriate, but they are far better than DOs (they give DO-strength bonuses to *two* aspects, and give a proc effect in addition to this). They're "stronger" than SOs, and they're available at level 1. You also don't have to replace them every few levels.A level 20 DO and people a ******** kittens? Does anyone even USE DO's anymore?
They're not The End of the World, and their main benefit is in a level range that tends to pass fairly quickly, but I don't see why people see the need to constantly downplay what they do. -
Having 5 SO-strength enhancements available from level 1 could certainly be useful. The proc effects make them even better by an unknown amount (and could also be fun to play with).
The way I see it, these enhancements will make it a bit more convenient to level up to 20 (and possibly a bit higher). Since this is a level range that many find tedious (maybe *especially* those that have been through it multiple times), I can definitely understand why "vets" could want them. -
Quote:Key phrase in the post you quoted: "in one slot".Quote:I wish people would stop saying this.
There *are* long term advantages to having these enhancements. Take for instance powers that take Targeted AoE Damage sets. There are only 3 Damage/Recharge IOs in the 3 "normal" Targeted AoE Damage sets, and getting any from the other sets is problematic (or impossible) below the top levels. These new Damage/Recharge enhancements provide a way to add more Damage and Recharge (in one slot) for these powers. Another example is Recharge Intensive Pet sets, where Recharge is only available in 2*A/D/R and 2*E/D/R (and here there aren't any other options at *any* level).
If you put 2 of these new enhancements into a power, you get the same benefit from 2 SOs, one Recharge and the other Damage.
Sure, there may be a few edge cases where one of these Dual DOs provides the perfect amount of extra Dam and Rech without hitting the diminishing returns of ED; or that you only have room for just one more slot and you need a little more DAM and Recharge and there are no Dual Aspect IOs that fit the need.... but such cases are going to be very rare, and there will be workarounds. And at level 35 and higher, switching to IOs will satisfy your needs better 99% of the time.
For those Recharge Pets, use common Dam and Rech IOs... they'll always be better than the Dual DOs.
Yes, if you're going to use two slots, then 1 Damage + 1 Recharge will be better. If, however, you are only going to use 1 additional slot, then these enhancements will be able to do something you otherwise would not be able to do. It doesn't even have to be near the ED limits for either aspect (though the effect is amplified there). Sometimes you can just prefer having a little Damage and a little Recharge to a lot of Damage or Recharge.
I agree that this is only a benefit in a limited number of cases, but the benefit is there. -
Quote:Also, I miss the days when the space penguins were invading Earth. So much fun to be had....This makes me long for the days when Cuppa and Cricket were the marketing staff.
Wait, that didn't happen either?
(Cuppa and Cricket worked with Community relations, not marketing)
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Quote:I wish people would stop saying this.Yeah, that's the thing that boggles me about this whole ridiculous tempest in a teapot. Once you get past level 20 (which presumably you plan to do at some point) the darn enhancements are WORSE THAN A LEVEL 21 DUAL ASPECT IO IN EVERY WAY. There is literally *NO* long term advantage to having them. What the heck is the point of getting all worked up over it? This is an outstanding example of the dev team doing it *right* in making a bonus which is useful but not too much so.
There *are* long term advantages to having these enhancements. Take for instance powers that take Targeted AoE Damage sets. There are only 3 Damage/Recharge IOs in the 3 "normal" Targeted AoE Damage sets, and getting any from the other sets is problematic (or impossible) below the top levels. These new Damage/Recharge enhancements provide a way to add more Damage and Recharge (in one slot) for these powers. Another example is Recharge Intensive Pet sets, where Recharge is only available in 2*A/D/R and 2*E/D/R (and here there aren't any other options at *any* level).
I'm not saying that this is in any way problematic (I think it seems like a reasonable advantage that basically only exists in a limited number of cases), but there *is* an advantage here. I agree that it seems to be a bonus that is "useful, but not too much so", but you're wrong when you say that "There is literally *NO* long term advantage to having them". -
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Quote:I don't think that's fair.You people that pre-purchased got months of pistols and demons that the people who really wanted to wait for a box they could hold in their hands won't get. So suck it up.
In the choice between pre-purchasing and waiting until the release, players had to consider how much they valued the following:
1) Early access to Dual Pistols and Demon Summoning
2) The Complete Collection goodie pack
3) A physical box
4) The Complete Collection free month (value varies based on subscription periods)
A number of people made the decision that they valued early access enough to warrant a pre-purchase. Others decided that early access was not worth pre-purchasing, and chose to wait instead.
Now, you're essentially saying that since the people who waited (decided that early access wasn't worth enough) didn't get the early access (something they had every opportunity to get, but didn't value enough in the first place), the people who pre-purchased shouldn't be upset because the choice they made was based on incorrect information.
That's not fair.
If you already valued the bonuses associated with waiting higher than early access, the difference in value only increases with added pre-order bonuses.
If you valued early access higher than the (stated) bonuses for waiting, adding pre-order bonuses can, depending on how much you value the pre-order bonuses, change which option you value the most.
Yes, the people who pre-purchased did get the benefit of early access (something they obviously valued), but, there are some that would have made a different decision if they'd had all information from the start. -
Quote:Increasing Damage also increases DPE - making your attacks more Endurance efficient. Having the equivalent of 2.5 Damage SOs can give a significant DPE boost at lower levels.Plus, let's not forget here... these MOs (Marketing Origin) are damage/recharge, not damage/endurance reduction. You're using your powers more often but not recovering your endurance any quicker. Go into crazypunchstuff mode and you're gonna tire out more easily. That alone balances it for most low-level characters. It is a pleasant bonus, but it's not so phenomenal that a person will hurt for not having it.
Being able to attack "faster" is also a significant benefit, even if it means that you run out of End faster. (there's also a small End efficiency benefit to attacking faster) -
Quote:I don't think it's fair to call it "lying". By all accounts the information they gave was correct at the time it was given, and things do change.So, you are going to add these pre-order bonuses to people who already pre-purchased, right? Since thats not infringing on anyone who would pre-order from Gamestop (since they have already boughtit) and would make it so you didn't explictly lie to to people about there not being any pre-order bonuses.
Right?
I also do not think that it is reasonable to expect that all statements shall be set in stone, with no possibility of change if change would be desirable.
However, the following two things seem clear:
1) People made purchasing decisions based on the information that was given, and a subset of the people that pre-purchased would have made a different decision if they'd know about the pre-order bonuses.
2) If people can not trust that the information given in these situations will be honored, they will be less inclined to pre-purchase in the future.
Both those things are unfortunate. -
Quote:They aren't ignoring people, they posted about it in another thread.Although of course, without having confirmation from one of the rednames that is still not certain however,that theOcho and Black Pebble are ignoring the EU people says a lot I think.
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Quote:They effectively are.Meh. DO strength enhancements with minor procs isn't anything to get excited about. I'd be tempted if they were SO strength.
They give DO enhancement values to two aspects, so if you slot two of them, you gain enhancement values equivalent to 1 Damage SO and 1 Recharge SO. -
Quote:<understatement>I don't think that'd be a good idea.</understatement>I would much prefer them to do away with the caps. -or- ED...
ED (and caps) put a limit on what we can do with enhancements (and depending on what caps you mean, power stacking). Without those limits, there's much less freedom for the devs to add new stuff (such as the IO system), and they'd be more limited in how strong they could make powers. -
Quote:I disagree with your logic. There are several other possibilities for the Incarnate System than adding IOs that give a chance for power activation on a hit with an attack.Did I mention, and I'm surprised no one mentioned this, that the temporary activation of a power included in the newbie enhancement can be seen as a precursor to the Incarnate System? Tell me, if the level cap is still going to be 50, how else would they go about it? Enhancement system. Looks like we're going to get a new power slot for each level and corresponding I.O.'s with a chance of incarnate power activation upon a successful strike of an attack. The release of this information pretty much confirms it in my book. Mark my words here people, logically it's the only way the Incarnate System is going to work within the confines of what the developers have already stated. Paragon Studios, stop giving us the run-around and concede to the fact that we guessed right on the Incarnate System!
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Quote:For some reason, public statements about game mechanics often tend to be ambiguous (and/or wrong).Edit: And while I was typing this, Ocho seems to have proven me wrong - still worded a little bit ambiguously but now sounds like it is full DO in each aspect. But then you lose the proc at 21. Heh. Give and take.
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That certainly limits their usefulness at higher levels (that's a good thing). I could possibly see myself continue using them in some powers on some characters, but in general I'd prefer regular set IOs.
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Quote:Level 20 common IOs are better than DOs, but these aren't DOs. They're dual aspect enhancements (Damage/Recharge) that are described as being "equivalent" to DOs. The question is what exactly they mean by "equivalent". Will the total enhancement value be equal to that of a DO? Will each aspect have an enhancement value equal to that of a DO? If it's the latter, these enhancements will effectively be SO-level strength (if you slot two of them you'd have the same enhancement value you'd get from slotting 1 Damage SO and 1 Recharge SO). In addition to this, they'd also have their proc effects. This'd make them superior to SOs in powers that you'd slot for both Damage and Recharge, and (unless the proc effects really suck) in many cases also make them superior to common IOs.I don't think they'll stop working. The pics show them as being level 1 enhancements so I bet they work like an IO, just with DO numbers. Thing is, at level 20, common IO's are better than DO's, so these quickly become obsolete. But not totally worthless.
The really interesting question is how they will compare to set IOs. These IOs have the additional proc benefits, but dual aspect set IOs (of sufficiently high level) will give higher enhancement values, and also give set bonuses. Which one is "better" would probably vary from case to case, but would be strongly influenced by just how good the proc effects are (if they're comparable to even the weakest of the current procs, there will be some cases where they'll be rather desirable).
I can also see these enhancements as being particularly interesting for Targeted AoE Damage powers. IOs containing Recharge are hard to come by in the "regular" Targeted AoE Damage sets (one Damage/Recharge in each of the 3 sets - more can be found in the purple and PvP sets, but the purple set can't be slotted until lvl 50, and the PvP set can be hard to acquire). These enhancements would then provide an additional means (other then common IOs and secondary effect sets) to put Recharge into Targeted AoE Damage powers.
At any rate, it seems like these enhancements would be great at low levels. -
I've long found /dialog_yes to be very useful (but ended up removing the /dialog_no bind since I found myself not using it). I'm curious though, have you actually encountered a situation where "/dialog_answer Accept" is necessary? Usually, /dialog_yes works even when the button on the dialog window says "Accept", thus making /dialog_answer Accept unnecessary (I'd assume that the same goes for _no and Decline).
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Quote:You were indeed correct. Their Resistance power currently gives them 50 mag protection, and their base value is added to this. The mitos in the LGTF are supposedly LTs, which would make their effective Protection 52.Quote:Actually, they currently have 50 Protection. Castle then said he was going to drop it to 15, but instead, dropped it to 10.
The patch has been checked in, so it's out of his hands, and as you noted, should be in a patch Soon™.
As you mentioned, Castle indicated that the Hold protection given by their Resistance power would be lowered to 7, giving them an effective Hold protection of 9.
So, if things end up as described:
The Hold protection given by their Resistance power will change from 50 to 7.
Their effective Hold protection will change from 52 to 9*.
* Castle erred on the side of caution and assumed Mitos would count as Bosses when he said that their Hold protection would be reduced to 10. Even if you choose to use that value (for a hypothetical Boss version of a Mito), you still wouldn't get a 50->10 change, it'd be 53->10). -
As she was walking past Icon, Jennifer thought to herself that Serge's latest customer must be compensating for something.
If I am a winner, I permit NC Interactive, Inc. and NCsoft Europe Limited to use my name, likeness, photograph, hometown, and any comments that I may make about myself or this contest that I provide for advertising and promotional activities. I also certify that I am at least 13 years of age and am eligible to participate in this contest. -
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Quote:It wouldn't be for performance reasons, it's a diagnostic tool (and in some cases a band-aid). Apparently something has changed, making your system unstable when running games. One of the things (these) games have in common that separates them from most other "normal" computer usage is that they tend to stress the system more (and sometimes differently). It can be very useful to know if the problems persist even when this stress is minimized.And as a general FYI this system is rather robust and played CoH for 6 months wonderfully (even multiple instances), so it's not something in the system that needs to be throttled down for performance reasons.
I pre-checked btw, and none of the things I suggested were even mentioned in the tech thread. -
Quote:That happened to me too a while back (it was fairly common a couple of years ago, with some bad batches of caps). For me it was a gradual decay, and for a while I was able to stay ahead of it by progressively underclocking/undervolting my CPU. Eventually it couldn't keep the voltage stable even at lower power usage, but at least it gave me a few extra weeks, and I had time to shop around for a replacement before it gave out on me.This almost sounds like the problem I had with my previous computer. Without more details, I probably might be wrong, but it sounds like you might be having problems with the motherboard. Before it completely fizzled out, I would be crashing now and then. It turns out that the capacitors (sp?) were burning out.
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I'm going to be annoying and post a tech suggestion.
If the games crash "after a while", it's often heat- and/or power-related.
In these cases, one thing to test for can be if anything changes when the game is artificially limited. If, for instance, a game should stop crashing when it's limited to only using a few % of your CPU/GPU, it's less likely that there's anything actually wrong with the game, and more likely that the game (when unlimited) simply makes some component fail due to heat/power usage. This can't entirely rule out heat/power issues, but sometimes it can help finding them.
Fortunately, in CoH we can use /maxfps to easily test this. Using "/maxfps <n>" prevents CoH from outputting more than n frames per second, reducing its CPU/GPU usage in the process, and thus also reducing power usage and heat generation (which also makes this useful if you want to reduce fan noise. Its sibling /maxinactivefps caps the framerate when CoH is not active, which is great if you tend to tab out of the game a lot, and don't want your fans to keep spinning at full speed when doing so). As an example, "/maxfps 10" limits the game to 10 frames per second, and "/maxfps 0" will turn off the limit.
If you want to try this, I'd suggest starting with something like /maxfps 12 (the game is still kinda playable at those framerates), and if needed work your way down (I'd also suggest turning off FSAA, Anisotropic Filtering and Physics (and any fancy new Ultra mode thingies), and maybe turn down World Quality a little).
If you suspect that it's a CPU issue, it might also be worth testing to disable Hyperthreading and/or Turbo Boost.
You could also limit what CPU cores CoH is allowed to use, in case the problem is with only one/some of the cores (you can do this from Task Manager by right-clicking CoH and changing CPU Affinity (the menu item may be called "Set Affinity...").