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And then you have to consider enhancement diversification - If you're already slotted up near the ED limit where you get very little extra from any additional defence enhancements, a Tier4 nerve isn't going to give much more than 13.3% enhancement (2/3 of 20% bypasses ED. The other ~6.6% is going to be heavily reduced by ED.)
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Alpha slot only affects your powers - it acts life an additional enhancement in each of your powers that accepts an aspect that your alpha increases.
So your alpha buffs the powers you cast on others, but their alpha cannot buff the powers you cast on them. -
I think the closest you'll get without using 3rd party stuff is modifications of the standard teleport bind, which teleports you to your cursor when you hold shift and click (rather than activating the power, which brings up the reticule then you click)
shift+lbutton "powexecname [power]"
However, I think this only works with chord keys (shift, ctrl, alt), so if the game allows distinctions between the left and right versions of those, you've got 6 reticule powers max that can use this shortcut per character. -
Quote:There are hoods; in the costume editor under each of the major headings, before any of the options you can select the type (for heads, there's; Standard, Masks with hair, Full masks, Hats, Hoods, helmets, etc...). Cloaks are a little different though - you might find something close under robes or jackets (categories under the "upper body" heading), but I'm guesing you want a cape.On a side note, I haven't noticed any hooded cloaks in the game yet, but I assume you can get them?
Capes are back details tied to a story arc given by the City Representative hero side, or Kalinda/Burke villain side (depending which one you picked), starting at level 20. HOWEVER, depending on what perks you have on your account (costume packs, veteran status) some cape styles/designs can be available at level 1
Quote:Also, is there a site (here possibly) that has maps or walkthrough's of certain missions? I've only gotten stuck on one so far which was the "find and kill Frostfire" mission from the Hollows. I cleared the building but couldn't find Frostfire for some reason. I've also wondered about the age groups in this game. So far the people I've come across seem more mature than with other games I've tried which is a good thing imo... -
Quote:... Is it just me, or did a necro'd thread get necro'd? It was brought back to life after over a year of rotting in the grave, and then someone saw fit to perform the ceremony again 5 months after that.Hi guys, this thread has been dead for quite some time now. Let it die.
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Son-of-a--- forum logout issue ate my post... *grumble* that'll learn me to copy my posts to notepad before posting. Here I go again...
Just guessing here, but the "new computer" line leads me to one of the usual suspects; Have you tried updating your graphics drivers? I know Win7 'tries' to provide you with drivers, but they are usually old ones that are only good for browsing the web / editing documents. Not suitable for high end gaming.
If that doesn't work, you might find more targeted advice in the "Technical issues & bugs" forum (under the 'development' heading). While there is some overlap between knowledgeable furumites, generally Player Questions is more for in-game help ("My health/xp bars dissappeared!") than technical issues. While there you might want to look over the "++ Common solutions & Posting guidelines ++" Sticky, paying close attention to the "How to post" section. This will help those that hang out there get all the information they need to help you out (It will be a lot of text to copy into your post; this is normal).
EDIT: the link StarGeek provided ("[Guide] Asking for technical help on the forums") might be a little more up to date and thorough than Zloth's guide from 2008.
Sidenote: for future reference, no need to reinstall CoH if you accidentally modify your settings higher than your computer can handle. In the NCsoft launcher, when CoH is selected, there's a down arrow. Click that, and then hit "properties", and in there check the "launch in safe mode" box. (The safemode checkbox should be right on the old launcher window before launching the game). Safemode launches the game using minimum settings so you can (hopefully) change the default to something less taxing. -
Quote:The most obvious difference, setting aside the powers for the moment, is the aesthetics. DP, visually, involves a lot of gun fu, and bullets with widely curving trajectories. This is not inherently bad, I think the animations are quite well done, but for some it can break the immersion (Might want to fire up the costume creator, select dual pistols, and skip to the power customization - there you'll be able to preview the animations for her). Assault rifle has it's own visual issue though - the gun model. While there are several you can choose from, your choices out of the box are the original franken-gun, or several assault rifles that don't really look look like they should be able to fire grenades or flames...So, onto what I looked into. From what I have read on the wiki and what is said here Blasters do seem like a pretty good choice. It's a toss up between AR and DP for the primary, both of which get new toys in the upcoming pack. My question now is: What's the difference? How does the playstyle of the Rifle differ from that of the Pistol. I think that may help a bit.
The powers;
Both start off rather similarly, although the numbers probably set them apart a bit; [ST, low dam, fast recharge], [ST medium dam, medium recharge], [Cone], [targeted AoE], [ST, low damage, control]
From there, AR continues one with a snipe (not the greatest in mid combat without a few interrupt reductions, and even then is often not worth the extra setup time), a flame based Cone, and a location AoE (also fire), and finishes off with full auto, another cone (narrow, long recharge, heavy damage).
DP adds a unique power between the cone and targeted AoE, Swap Ammo, which adds 3 mutually exclusive toggles which can change 30% of the damage from lethal to the selected type. The different ammo types also impart different effects. Standard will often have a chance of knockback/down. Cryo will apply slows to targets. Incindiary will add additional fire DoT. Chemical does toxic (often less resisted against), and debufs enemy damage. The remaining powers are a short range high damage blast, a narrow cone, and finishes with a PBAoE
Overall, my views;
-Assault rifle tends to have a bigger focus on AoEs, particularly cones, which are not bad, but to get the most out of them, you have to learn how to fit as many enemies in the cone's arc as possible (generally, aim for a guy in the rear middle, and situate yourself accordingly).
-While DP with it's PBAoE 'nuke' and short range blast might have you standing closer to the dangerous melee range of the mobs (although if your secondary powerset is going to put you there to make the most out of it anyway, not necessarily a bad thing.) While at the same time pulling out of the mob to make the most of your cone. Ammo switching is a nice escape form "oh look, another smashing/lethal set", but overall I find most of the secondary effects to be a bit lackluster. Cold and toxic are almost always set aside in favor of fire's superior DoT, I generally only switch to them if the team's already mowing down groups like blades of grass, or if there's someone around with whom I can stack the effects.
(that said, I've not taken a DP though incarnate content, could be interesting adding the interface proc, as Gravitic, Paralytic, and Peactive can all stack effects with the ammo types.) -
Quote:As far as I'm aware, it goes like;Just wanting to repost my question here. Can anyone confirm or deny these for me?
- Mob capable of dropping shards is defeated
- Players eligible to receive rewards (the team the player was on dealt a sufficient % of the damage to the critter. Player was in the same zone when team did this, etc)
- drops other loot (Recipes, inspirations, salvage, enhancements) normally. Distributes to eligible players by RNG.
- For each eligible player with alpha unlocked
- RNG rolls to see if you picked up a shard.
- Eligible players without alpha unlocked
- No roll is made for shards at all, thus no increased chance for those with alphas unlocked
- Players eligible to receive rewards (the team the player was on dealt a sufficient % of the damage to the critter. Player was in the same zone when team did this, etc)
If those incapable of receiving shards still roll for them, but forfeit the shard to someone with the alpha slot unlocked, the second part of the test should net you 8 times the shards as an all incarnate team.
*Doesn't have to go the exact same, just don't ghost the first three missions one time then plow those missions on the next run. - Mob capable of dropping shards is defeated
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My only issue was that during the event on my main server, the zones involved seemed to increase as a response to the lag caused by the hordes of players. This was a good idea, really - if you can divide the players among enough zones the lag lessens and it becomes more workable.
Unfortunately there seemed to be just as much spawned in zones with fewer players as in AP/PI where I gave up because the server-side lag made it too annoying. And I get it that should the Preatorians invade, there's no reason for them to send a "reasonable" amount of forces... but it just crossed the line from "difficult but fun" to "futile, why bother". As league wipes became increasingly frequent, with less and less progress being made on existing forces as more spawned.
Although, one good thing did come from the invasion... a somewhat vague and unhelpful answer from Mother Mayhem on how she doesn't impale herself on her belt buckle; "Mind over matter" ... I'm assuming this is also how she doesn't suffer from chronic back pain from her huge... tracts of land. -
It's the interface powers that have somewhat useless descriptions. As far as I'm aware, the only way to determine how much they debuff is by checking out the enemy with a Power Analyzer.
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Quote:While, yes, you could get a more complete picture by having everyone on the team use herostats and send you the data, we really only need your data.This spreadsheet looks nice but here are my questions. I can't monitor all of these statistics during the game. Also, every player would have to use herostat(if it can track all of this information).
Next, I'm willing to take shot at this but this would be over a year and it would be 1 lgtf and 1 itf each month because so much has to be planned.
Finally, that means 24 runs over a year(12 lgtfs/12 itfs). Can you make a conclusion based on this period?
I've refined the spreadsheet a little after determining what herostats can actually track. Basically the two statistics you need from herostats are "Villains defeated: you or team" (put this under K) and "Villains defeated: final blow" (this one goes under L).
you just need to "reset all statistics" at the start of the taskforce, and then jot those two numbers down (Plus number of shards dropped, and elapsed time of the TF) at the end of the TF. -
Quote:For the record, I'm with "random is random", but if someone wants to test a theory that the random is either weighted or influence-able, more power to them. I just felt I needed to step in and push for more meaningful data and a decent sample size.Well, then I hope you've run it a lot and kept very precise records of how many shards you received. Trying to draw any valid conclusions from your memory of how many you've gotten is laughably unreliable.
And just so we're clear: A spreadsheet like this. Colums K-Q and S-Y are optional if hero stats does not track them, but R and Z are mandatory. Time is only necessary if you wish to prove the original claim of the thread; that the LGTF is the superior task force for shard drops. "Team levels" could be shortened to 1 column of "# of team mates eligible to receive shard drops", and it would probably be more accurate as lvl 50s don't necessarily have the alpha slot unlocked. -
Quote:Aah, yes... Hero side is full of legacy content like that, I'm afraid. Fortunately QoL improvements over the the years have made some of it less brutal than it once was. And to answer your question, there are four entrances - Atlas Park on the East, Steel Canyon to the North, Galaxy City on the West, and Skyway City is South. PS: Handy maps! There's also an in-game city map, from the compass window, open the map and select the 'city' tab (although it's a bit outdated, it can give you a general feel for how the zones connect)If you read on you'll learn this is not the first time I will have had to restart building a main character. In CoX I've been stymied twice in a row at low levels and it hasn't been my fault. Those low levels aren't that much fun. (30 minutes running around in the area recommended looking for just 10 enemies to defeat? I learned to hate and avoid those missions. And is there more than one gate into Perez Park? Without a travelling power Perez Park is the pits.)
Legacy content tended to send you all over the place and often into hazard zones like Perez Park. It was sometimes a tough slog trying to avoid the spawns on your way to a door somewhere in the maze. By about the release of Villains the design philosophy changed to more focused level range appropriate zones. Over time some of this has been applied to Paragon City, but all of the old stuff remains.
At level 5+ head to kings row, you should be directed to speak to a detective, he'll give you a police scanner contact that can be used for quick one-off missions in the same zone - running enough of these will fill the detective's bar until he offers you a Safeguard mission.
Also - if you tire of being sent all over the city;
lvl 5-15 The Hollows
lvl 14-19 Faultline
lvl 20-29 Striga Isle
lvl 25-34 Croatoa
All tend to have contacts that (generally) keep you in the same zone and have interesting story arcs. There's also a couple new contacts in Talos Island that you can speak to for some interesting arcs: Field Agent Keith Nance (20-29) and Roy Cooling (25-29). -
Quote:Indeed, you'd still have entangle, strangler, roots and vines from your primary for damage and control. Every secondary for dominators has damage you could be doing, and controllers have useful buffs/debuffs that should be used...Well, "Flying way up in the air and doing nothing" would definitely be a "no-no."
You have a whole secondary full of damage, and seven more powers in the primary.
(fly trap is iffy, you cant guarantee it'll contribute much to the fight. Most teams might not notice the exta healing the flytrap is providing rommy, but it could be the "one pet too many" tipping point on lower DPS teams. I generally dismiss it at the start of fighting rommy as a courtesy.) -
Quote:No. Confusion does NOT make them friendly pets. Each confused enemy simply reverses what they see (and target) as friend/enemy. To all non confused mobs, the confused ones are still friends (despite being attacked by it.)I know there's been discussions about Creepers actually helping Rommy (at least until the healing nictus goes down). But something occurred to me on an ITF last night. Since Confusion allows baddies to attack each other, do Seeds also end up helping to heal him? It feels funny for Plant to help mow thru bajillions of baddies and then help take down Rommy by flying way up in the air and doing nothing.
The power the healing nictus uses is a PBAoE (with a rather large radius); First it hits as many enemies as the power allows with a debuff, then heals as many friends as it can around it (not sure what the target cap is for either part). The heal is scaled to the number of targets that got hit with the debuff. To the nictus, any enemy you confuse is still friendly, it will not hit them with the debuff.
Even if you managed to stack enough confuse on the healing nictus to actually get it confused for a time, the wost that would happen is the nictus seeing the traitors/romulus/5thColumn/other nictus as enemies. debuffing THEM, and then healing the players. -
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Quote:Yeah, unless you have some actual tracked data from, say, hero stats, compiled in a spreadsheet that shows aspects you feel are influencing the RNG (team composition, Number of personal killshots* on enemy critters) combined with relevant data like total enemies killed*, Completion time. And even then, the data might not be relevent unless you track a hundred+ runs. So far with the data samples ResidentX provided, one could just as easily claim that characters who's names start with "D" get more drops on average than characters who's names start with "L".Resident, what part of this don't you get? The RNG(random number generator) is RANDOM. Notice the first word in the name is RANDOM. So, incase you still don't get it...
RANDOM IS RANDOM!!!
Number of shards per run just isn't cutting it when we don't know the variables involed in each individual run. Chiefly; HOW MANY ENEMIES WERE KILLED. This can vary from run to run, and since shards drop FROM enemies, it is something we need to know. A lower than average shard count could be from a team that just waited around for the stealthers to get the hostages killed (or assasinate the horsemen). While a higher shard count could be from when the non-stealthy team members start clearing the hallways while the stealthers do their thing.
And then, if you wish to prove that the LGTF has better shard drops, you need to run, say, ITFs a similar number of times, tracking the SAME statistics.
*possibly broken down into pet/minion/Lt/Boss/EB/AV/object - I'm not sure if available tracking programs can do this. I haven't messed around with this. -
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Quote:20+ is probably overkill, but I've never really tried fewer, I always just keep placing them until the first one times out - using a combination of hasten and geas to get as many out as possible.Oh my...the sheer cunning...makes me want to and levels up a /devices toon or respec it back into my /traps Defender just so I can have said character dance madly around Trapdoor, cackling and asking him 'How he likes it!'
In the end I got my Alpha through the trials then eventually went back with my 3rd tier Lore pets and booted him around in no time. I would have just dropped d the mission but didn't see that option appear. -
20+ mines on a single pile. I haven't yet met an EB that could take that burst of damage.
(granted some need a little coaxing to actually step into the area, mostly those EBs who just blast from range. use cloaking device for stealth, and place the mines at the top of the ramp. Swallow a few purples/oranges aggro him, then sit at the bottom of the ramp. He jogs to the top to get LOS, and BOOM! Instant crippled and talkative trapdoor!)
NOTE: This method is not for the impatient. It works, but the mines take FOREVER to set up. -
Quote:In theory - you could get quite a lot of xp from a baf if you delay finishing off the avs in each stage. In practice unless you state your intention to form an XP run it isn't likely going to happen spontaniously. On one such XP run, one team (mine) got enough to finish off the last 25% of my judgment and the first 30% of lore. We didn't end up finishing the trial successfully, but it was well worth it IMO.One way to speed BAF exp if the group is willing to is to take a couple of run throughs on the AVs, rather than dropping them quickly. I had been getting slow exp on BAFs and thought I needed at least two more to unlock, then had a 'bad' run where we had to kill Nightstar and Siege twice, it made the trial that much longer, but more than doubled the exp. Now I wouldn't recommend this unless everyone knew it was the plan, but dragging out the kills can really add the unlock exp. It is a bit counter intuitive that you get more if you don't do as well, but that is the way it works.
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Quote:No acids is easy (although The badge has never awarded).. Enough incarnate shifted players throwing judgements is plenty to deal with the ambushes.Here is my question, what do you think the % chance of a PUG made up of shifted and completely unshifted characters of various AT's has of getting EITHER of the MO badges (no acids or no 'nades) is? I would put my vote at around 5% or less. You?
It's the no pacification grenades that's tricky. You need plenty of debuff/buff and a few of the more exotic damage types to even bother trying with a pug. (or, I hear having the seer lore pets works quite well) -
Not sure if it has been fixed - but isn't this also an issue with the shivan meteor in the Ouroboros intro arc? Or was it just the mender ally?
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I remembered that I happened to have a necro MM stuck at lvl 16, so I tried it out:
We don't have access to that exact aura - the closest approximation I could come up with was Tendrils (torso) or Smoldering (fist) using the dark greens in the first column.
'Glowing Aura' or 'Starburst Glow' (both with the fist option) looked a bit closer visually, but even the darkest green was way too bright. Also - the grave knight's aura looked like it covered his arms and upper body, but of the 4 auras I mentioned only Tendrils has a torso option (which, like the knight's aura, covers fists and upper body). -
Quote:Well... Depending on if the cook in question handled the food improperly or, say, slipped laxatives into your meal... Although that would be more of a symptom of what you should be blaming the cook for.That's NOT who you're supposed to blame? Blast, I've been doing it wrong the whole time!
Next thing I know, you'll be saying I shouldn't be blaming the cook for the dirty toilet!