Tylerst

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  1. Introduction video was released for TESO today:
    http://www.youtube.com/watch?v=KxJTsq2XeKY

    Really liking the look of it so far, will have to see how it pans out in the coming months.

    If saving CoH doesn't pan out, this seems like my next highest candidate.
  2. Quote:
    Originally Posted by Hopeling View Post
    It should tick a total of 13 times over 10 seconds. Once immediately, then every .8s thereafter. If ticks appear to be simultaneous, I'd expect that's just a latency issue of some kind.
    This.
    As CoD says in the burn power, it summons Flames for 10 seconds.
    If you look at the Burn part of flames, it's Activate period is 0.8 seconds
    So..

    Burn deals it's main damage and summons Flames:
    Flames Activate(0.0 Seconds): Tick 1
    0.8 Seconds: Tick 2
    1.6 Seconds: Tick 3
    2.4 Seconds: Tick 4
    3.2 Seconds: Tick 5
    4.0 Seconds: Tick 6
    4.8 Seconds: Tick 7
    5.6 Seconds: Tick 8
    6.4 Seconds: Tick 9
    7.2 Seconds: Tick 10
    8.0 Seconds: Tick 11
    8.8 Seconds: Tick 12
    9.6 Seconds: Tick 13
    Flames Deactivate(10.0 Seconds)
  3. Quote:
    Originally Posted by Siolfir View Post
    That number comes up a little short of max int. >.>
    Perhaps they meant max unsigned short int
  4. Probably, but range floors at 25% of original range, so taunt is enough by itself.

    The only time it would help is if the target has a range buff of some sort.
  5. Quote:
    Originally Posted by Hopeling View Post
    Zombie Man is correct. Enhancement values of 41.5% or higher are capped at 41.5% when you exemplar to 45 or below, but boosters do not appear to count against this limit (just checked it in-game). Or, to say it another way, it caps and THEN applies the boosters, not vice versa.
    Huh, wasn't aware boosters were exempt from the limiter. Then again I've only used boosters 2 or 3 times, and couldn't find anything on the exemplar page to suggest boosters acted differently, so I just assumed that was the case.

    Well it's certainly better that it acts this way, but I suppose this is one of those cases where I should have checked in-game rather than relying solely on the wiki's info.
    The exemplar page says nothing on boosters, and even the Enhancement Booster page lead me to believe this:
    Quote:
    Boosted enhancements function at their natural level; exemplaring does not break bonuses until exemplared more than three levels below the natural level of the IO, like normal. This means a build with a lot of Level 30 set enhancements that have been boosted can perform on par with or above Level 50 sets, and set bonuses will still function all the way down to level 27. However, the exemplar effect on enhancements still applies, if each individual enhancement portion is large enough.
    Quote:
    Originally Posted by Zombie Man View Post
    Ummm... wha?

    Booster effects don't disappear with exemplaring. The percentage reduction of going from 50 to 45 is applied to amount of Aspect whether Boosted or not.
    Though to clarify what I was saying, with assuming the boosters were applied first.
    A Level 50 Generic Damage IO gives 42.4% damage, which is already limited to 41.5.% under level 45. So boosting it to 53%(+5) wouldn't change that it would limit to 41.5% under 45, thus rendering the boosts ineffective.

    Obviously since the boosters are applied afterward, this isn't the case, but I had no grounds to suspect boosters were exempt from Exemplaring.

    Apologies for spreading misinformation.
  6. Quote:
    Originally Posted by Chyron HR View Post
    So, wait:

    1) If I have a schedule A 50+5 generic IO (53% enhancement), and I exemp down to 45 or below, all those enhancement boosters (which, as far as I know, can only be gotten with real money) effectively disappear?

    2) The scaling "thresholds" are based on the percentage value of the enhancement, even though Schedule B enhancements have much lower maximum values?
    1. Correct

    2. Specifically, they're based on each individual boost of the enhancement. The exemplar effects do not take into account the schedule of a boost, only the strength of the boost.

    Examples:
    On the high end: A Level 50 Force Feedback Damage/Knockback has ~26% Damage and ~47% Knockback. The Damage would be affected normally, but the Knockback would be limited to 41.5%. Both would be affected by exemplaring equally, however, since neither are below 20%
    At 50+5 the boosts become ~33%/~59%, The Damage is still affected normally, and the Knockback is still limited to 41.5%

    On the low end: A Level 24 Force Feedback Damage/Knockback has ~19% Damage/~34% Knockback. The Damage would be fully enhanced all the way down to level 21, and the Knockback would be affected normally.
    At 24+5 however, the boosts become ~23%/~43%, The Damage loses it's down to level 21 benefit and starts getting affected normally, and the knockback starts getting limted to 41.5%
  7. The exemplar effect won't hit the 50+5s any differently than the 50+0s if that's what you're asking.

    The only time it would make a difference is if the boosters push a particular boost over 41.5%, or if a particular boost is 20% or less.

    In this case, the one's you are using(The 3 doubles judging from your totals) only go from boosts of ~26% to ~33%, nowhere close to the limit, and certainly doesn't pertain to the 20% and below effect.

    In short, you should only see benefits from using 50+5 Thunderstrikes over 50+0s
  8. Quote:
    Originally Posted by Trickshooter View Post
    This is how it was described by one of the developers when we got the changes. People brought up how unintuitive it was, and were told that it was a limitation of the engine.

    If you read the wiki, it also seems to agree:

    "In PvE, a suppressed toggle will stop providing all buffs except mez protection. For example, a Force Field Defender is hit with a Rikti Mentalist's Mezmerize. The Defender is now sleeping and her Dispersion Bubble is no longer providing her with any defense. It is still providing mez protection and if the Defender is next hit with a Dominate she will not be held. In this situation, the Defender's teammates will still benefit from the defense and mez protection so long as they themselves remain un-mezzed."

    If it doesn't work this way, then it was described to me (and several other people) wrong, and is documented on the wiki wrong, as well.

    Now, after discussing it with someone else and really looking at Soothing Aura (the main issue it came up about), Soothing Aura might be exempt from this just because a Heal is not a continuing effect that can be "canceled" (like actual buffs) because it doesn't have a duration. But I don't know, testing will probably need to be done. >_>
    Trickshooter and the wiki are correct on how it works. If you take a look at one of the powers on City of Data(Dispersion Bubble for example) you'll notice the defense portion flagged(The red X icon) to cancel on sleep/hold/stun. This occurs per target, as the buff is cast per target. So if the target, whether the player who has the buff or an ally being hit by it, the effect will suppress on them.

    Just to make sure, I did a test in-game with a ninja/sonic MM and an AE custom boss that only had mesmerize. I set myself to be invincible and untargetable, set the pet to passive, and let the boss have at it.

    As you can see in the following screenshots, the pet has the resistance buff while normal, and has it removed while slept even though it's still within the radius(The Icon is still in his buff bar, too).

    Screenshot 1: Without Sleep
    Screenshot 2: With Sleep


    Note: I do not have a pain dom corruptor, so I can't test that one for sure. However, Supress Pain's Heal does have that same flag according to City of Data
  9. Tylerst

    Post your UI!

    Nothing special, but it works for me.

  10. Quote:
    Originally Posted by Trickshooter View Post
    Keep in mind that what City of Data shows is essentially a group of powers stored together as "Tyrant_Endgame" the way the 9 powers of, for instance, Fire Blast are stored as "Fire_Blast". That doesn't necessarily mean those are the only powers he gets, though.

    He could also be using Archvillain's Might and you wouldn't be able to tell through City of Data alone.

    Just like we can have "Fire_Blast", "Radiation_Emission", "Power_Mastery", and "Flight" all on one character, Critters can be linked to several "powersets" to use. For example, even though it's not always done this way, many factions are set up with a "Resistance" set that contains any powers that relate to the groups inherent resistances and defenses. Then there are the base minion attack sets, and then typically the higher rank or higher level sets add one or two powers. On their own, it would look like the higher ranks have fewer powers, but what's really happening is that higher rank/level enemies are getting access to multiple sets at once.

    A good example of this is the Master Illusionist of the Carnival of Shadows:

    As a Carnie, she would get the "powerset" that contains their typical inherent powers.

    As an Illusionist, she gets the "powerset" of the Lieutenant-level Illusionists.

    And then because she's a Master Illusionist, she gets the "powerset" with the Master Illusionist pets.


    EDIT: A good example using an AV/Hero is Infernal. If you wanted to see what powers Primal Earth Infernal has, and you looked him up in the Vindicators, it would look like he has no attacks except summoning demons:

    Low-level Infernal powers

    High-level Infernal powers

    But what actually happens is that Primal Earth Infernal uses the "powerset" originally set up for his Praetorian counterpart and then the "powersets" listed under his Vindicator powers get added to him (depending on level).
    I'm aware.

    I just felt that list was the only thing relevant to the topic.

    Also, while I haven't specifically checked his full power sets, if he's anything like the rest of the trial AVs, he'll likely have Supervillain Resistance
  11. Tylerst

    Siphon Speed

    Quote:
    Originally Posted by Memphis_Bill View Post
    Benefits of Siphon Speed:
    - Doesn't need a pool pick
    - Recharges fairly fast.
    - No END crash.
    - Slows speed and recharge of most enemies.
    All enemies actually, it's unresistable(The only player power with unresistable -recharge, as far as I know). Which comes in handy against enemies with high recharge resistance such as Arch-Villains.
  12. Quote:
    Originally Posted by Rajani Isa View Post
    Originally yes. But they worked this bit out a year or so ago.
    I may be wrong, but I'm fairly sure they've been able to do it longer than that.(Whether they used it or not is a different story)

    Pool powers are the best example, everyone gets the same power, but they do different things for different ATs

    Example:
    Boxing
    Has scrapper/stalker crits, controller containment, dominator domination, etc all within the same power, but does checks for the AT to determine which parts to use.
  13. Quote:
    Originally Posted by Ultimus View Post
    See thats what I was thinking too. What is Hamidon's KB?

    Or do Fake Nemesis do huge KB?
    Hamidon's attacks are both 7.5

    Fake Nemesis' Staff Bolt is 9

    Note that KB is affected by the purple patch, so a Fake Nemesis at a higher level than the player would have a knockback greater than 9. IE. A level 54 Fake Nem vs a level 50 player would have a 12.96 knockback(9*1.44).
  14. For the record, Unstoppable and Power Surge also can slot EndMods even though the +recovery is unaffected by it.

    Although in Power Surge's case it at least enhances the EM Pulse end drain so it's not completely useless.
  15. Quote:
    Originally Posted by Saint Valencrime View Post
    Lets look at the facts

    1) Penelope Yin is making Anatomically Correct Clockwork
    2) Everyone who makes robots and cyborgs puts their name on them
    3) In literature a common plot is artificial life forms going beserk and attacking
    4) People on Beta have found art to indicate Water Blaster ranged attacks

    If you put all these together it suggest the next zone event would be Beserk Anatomically Correct Clockwork Bosses labelled "P Yin" spawning and spraying down players with their ranged water attacks.
    http://www.youtube.com/watch?v=5hfYJsQAhl0
  16. I usually pop some purples before doing the 4 labs.

    The debuffs require a tohit roll, but the buffs are auto-hit.

    They're also affected by the purple patch. If the labs are above you in level the buffs/debuffs will be stonger(and vice versa).
  17. Quote:
    Originally Posted by Aggelakis View Post
    Quote:
    Originally Posted by StarGeek View Post
    I just tested and these no longer work. I still need to test /requestexitmission

    edit: I moved these commands to the obsolete list
    I used requestexitmission all the time (it's bound to CTRL+E by default). It works.
    Seconded, though note that it requires the number argument to work.

    IE
    /requestexitmission
    Will do nothing and return 'unknown command'.

    /requestexitmission 1
    Will exit the mission as expected.
  18. No, judgements are completely unaffected by damage buffs, except for other incarnate slots, like the musculature alpha slot(and any other damage alphas they may add later), and DoT from interfaces(technically not a 'damage buff' but I thought I'd mention it still, since it increases overall damage).
  19. Quote:
    Originally Posted by Lothic View Post
    The idea behind the Radial Vorpal powers that provide the DEF buff is an interesting one. Since the buff itself only lasts 10 seconds and you can only get it once every few minutes it's definitely something you'd want to tailor to the type of character you're using it on. I wouldn't really factor it in as a primary source of DEF - at best it's icing on the cake not the cake itself.
    It's important to note however, that the defense buff on them is BASE defense.
    This is a very strong thing to have since base defense works against all attacks, even untyped onces(Except auto-hit attacks, obviously).

    For example, the final radial would give you +30% defense for 10 seconds even to Hamidon's attacks.
  20. Quote:
    Originally Posted by Blood Red Arachnid View Post
    Olympian Guards: Have Unstoppable, which gives 18 points or so in some status protection and I believe some resistances. Exact values couldn't be obtained because all Olympian Guards who used Unstoppable would die very soon afterward.
    Olympian Guard Unstoppable (Full OG Power List)
  21. All the information found here can be found on City of Data(If you know how to find it), though an easy to read list is nice.

    I only glanced over your info, but some notes:

    Quote:
    Originally Posted by Blood Red Arachnid View Post

    Marauder while Enraged:
    95% resistance to all damage.
    50% damage increase
    It also increases his recovery and tohit:
    Berserker Rage

    Scaling affects regeneration as well.

    Also, this is their super duper mez/debuff protection power:
    Supervillain Resistance

    Quote:
    Originally Posted by Hopeling View Post
    I seem to recall Marauder actually being vulnerable (as in, negative resistance) to psi, but I haven't looked in a long time.
    This is true for the normal Marauder( Marauder's Normal Resistance), but for whatever reason the trial version doesn't have his inherent resistances.