Trickshooter

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  1. Seems to be some confusion here; T is saying that he's already planning to help kid get Blazing Blue the MoKTF, but that he'd be willing to help you, Oz, as well, if you run your own team. I'm pretty sure kid already has a full roster for his own run, or at least has an idea of what AT/powerset combos he needs.
  2. Quote:
    Originally Posted by Quinz View Post
    All right, I get it now. I thought Energy Cloak did suppress, wy I was a bit anrgy, but still, why are the smashing/lethal toggle different from the fire/cold/energy toggle? I get the Psionic and Negative Energy difference as holes, but it seems off that one is 12 and the other is 15 percent. I don't recall any other set doing that.
    Stalkers get the higher Smashing/Lethal Defense, because they don't get the Smashing/Lethal Resistance Auto power.
  3. *gets out wrench and works on arc*
  4. Trickshooter

    New CoH Player

    4 things:

    1. Welcome to the game and Protector!

    2. Never ever take anything I say seriously. Ever. Opinions, stories, nothing. Unless its about numbers or info, it probably won't be true.

    3. If you have a question about numbers or info, feel free to send me a PM on the boards or a tell in-game to either of my globals (they're in my sig).

    4. I think its a little early in his CoH life to expose him to the horrors of a Posi or Synapse TF.
  5. If you want to sap, I think an elec/elec blaster would be a better idea. Since there isn't a difference between Blaster, Corruptor, and Defender end drain anymore (if there ever really was), what it really comes down to is which powers from your non-Elec Blast powerset really assist your end drain better and Lightning Field and the faster recharging Power Sink really allow Blasters to drain groups of enemies much faster (as in, in the first couple of seconds in every fight).
  6. Pretty sure it was tested in Beta and did not inherit PBU buffs. But I can't say that for sure for one reason or another (wasn't invited, boooo).

    Even if it did, like several people have said, it wouldn't last long passed the duration of PBU, as pet powers are subject to the same rules as player powers. In this case, that means that when you activate a +Special power, if you have an Auto power or activate a toggle with effects that can be buffed, those effects will only be buffed for each Activation Period that occurs during the duration of the +Special power.

    For a power like FFG's Dispersion Bubble, which has an Activation Period of 0.5s (I think), that means that every 0.5s it will reapply its buff, and each time it does that while PBU is active, the buff will be a greater value. So at 14.5s, it willl send out a buffed value; at 15s, it will send out a buffed value; but, by 15.5s, it will have returned to its normal value because PBU's 15s are up.
  7. Quote:
    Originally Posted by Tyrantula View Post
    Just adding: Made a Arch/TA Corr and just got him to 22. Hope it gets better 'cause I am seriously not impressed at all except for the end usage (or lack thereof)
    Corruptor TA's end costs are bugged, and are 25% too high. That was a huge problem for mine before I got Stamina and a Miracle: +Recovery. That combined with SOs made the end costs much more manageable.

    But still, I'm at 29 now and feel really meh about the set. I like to solo, but bosses and the EBs heavily sprinkled throughout the villain arcs (something I usually enjoy) make it rough, so I'm running a lot more SFs that I ever have before to get past some crappy levels I feel like I'm stuck at.

    I'm sure by the late levels, it will feel as awesome as my TA/A Defender, but right now its a real uphill struggle.
  8. Just downloaded the latest update. Looks great as usual.

    Trick Arrow/Glue Arrow seems to have been missed in the standardization of -MovementSpeed and -Recharge power icons. Glue Arrow is both a -MovementSpeed and a -Recharge, but its icon only shows the rings around the legs, not rings around the torso.

    Also, EMP Arrow's icon has some odd pixels on both sides of the feet that don't look like they belong.
  9. Quote:
    Originally Posted by Ironblade View Post
    I'm disturbed that there is no mention of a fix for the Ernesto Hess TF. We were told that it was a simple error for Hess but that they would have to "take a look" at the Katie TF. Yet the Katie TF is getting fixed already.
    Uh... check the patch from 4 days ago, yo.
  10. So, I'd like to do a Temple of the Waters Strike Force tonight, but I want the XP, so I can't guarantee any kind of speedy run.

    I'd like to start between 8-8:30 EST.

    Would there be any interest or is it too last minute?

    So far, in addition to my Archery/TA Corruptor, valkery has agreed to join on her Elec/Kin Corruptor.

    Temple of Waters is a 25-30 SF, but with the new SSK system, you'll still earn XP if you're higher than that, and 24 tasty merits.

    Come ooooonnnnn, I know you're not ALL on that Blaster-only Posi.
  11. Well, I would suggest leaving TF/SFs unaffected by the difficulty contacts, as they are with this new patch, but adding the ability to increase the difficulty of them (in the same X number of players and Plus X level, but without the -1option) to the "Set Challenges" screen you get when starting them or flashbacks.
  12. *jumps in thread*

    The initial hold is not autohit, as Muon said.

    Also, the 2% chance to Hold is not out-of-date, CoD was updated after the power was changed. That is currently what the power does.

    The gas cloud has two powers: The initial Mag 3, 5.96s Hold, which is not autohit, that it can only use once. And then the second power activates every second and applies the -Recharge, -Regen, and has the 2% chance to Hold, and the 1% chance to Vomit(which is a forced 4 second animation).

    It used to be a 1% chance to Hold and a 1% chance to Vomit every 0.25s.

    When it was changed to go off every 1s, the Hold chance was "increased slightly" to the 2% every second version.

    Then, an issue or two later, the Self Destruct power on the trap was given a new "Max targets hit" of 1 to prevent it from spawning a cloud for each enemy in range.

    You can see the Self Destruct power's new max target here: http://coh.redtomax.com/data/powers/...ps_Poison_Trap
  13. I noticed the 9th power getting cut off when you select any of the other powers, but whenever it did, a scroll bar appeared on the left that you could use to move the menu down to see it again.

    I thought it seemed weird, but then I figured it was probably done like that to prepare for powersets with more than 9 powers, such as those used by the Epic ATs.
  14. From what I saw last night, Super Reflexes "FX in PvP only" option for Practied Brawler was not actually working, and on Elude, only part of the graphics were invisible. The swirly circle things were gone, but these other weird graphics were floating around, sort of to the left of the character instead.
  15. Quote:
    • Trick Arrow - All powers in this set had their endurance cost decreased to correctly use Corruptor endurance cost modifiers instead of Mastermind costs.
    • Trick Arrow - Poison Gas Arrow: This power was incorrectly using melee tables, it will now correctly refer to ranged tables. The end result is that this powerÂ’s damage debuff effect was increased slightly.
    Wee!

    Now that those are fixed... buff Trick Arrows!
  16. Trick Arrows endurance costs and PGA's debuff value are both fixed on Test with today's patch.
  17. Seriously guys, February of 2008. Come on, now.
  18. Quote:
    Originally Posted by Ghost_Ripper View Post
    SO. . .has this been fixed yet?
    Hasn't been a patch yet (besides some emergency one the other day), so not yet.
  19. Since I no longer have to ask a redname to update the list if I miss anything, I went ahead and updated it with what I had. Enjoy!
  20. Good thing I have two posts at the start of this thread, cause I think I may have to break this list in two soon.

    Anyway, I'll be adding a section for Power Customization bugs to each set, so if you guys know of any issues, please start posting those, too.

    For example, this is what I have for Traps in that section:

    • When choosing the Color Tintable theme for Poison Trap, the gas summoned by the trap is not actually the custom color chosen. No matter what color is selected, the gas cloud summoned is blue.
    • When choosing the Color Tintable theme for Triage Beacon, the glowing rings are not actually the custom color chosen. The color seems to 'mix' with a green/grey color, rather than taking on the actual color. For example, choosing a red color for both color selections will result in a mustard yellow Triage Beacon, while choosing a blue color will result in a turqoise Triage Beacon.
  21. I believe the animation is borked, at least on female models. I think I read a post from BABs a few days ago that said it was fixed in a coming build.
  22. Blasters' ranged damage modifier is 1.125, which would mean an AR Defender would do about 57.8% of the damage of an AR Blaster, before taking Defiance and a possible Build Up in the Blaster secondary in to consideration. Except for Ignite, which does the same damage.

    I like that Defenders got AR, its a good AoE set, and would be playing one with Traps if I didn't already have an AR/Traps Corruptor.

    Edit: Curse these slow fingers! They're no good on this tiny phone keyboard!
  23. I sent Castle a PM this past Sunday about the endurance costs and PGA's low value, and Monday he replied that he was forwarding it to Synapse and that he'd take care of it. Too late for launch, but at least they know about it for sure now.
  24. Trickshooter

    Morning all

    Let me just say now that if you ever see me and I'm not talking about in-game info, do not take anything I say seriously, ever.

    And hello!