Tylerst

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  1. Quote:
    Originally Posted by OneWhoBinds View Post
    Okay... Why won't they? They made the Good vs. Evil bonuses available for purchase, why not the Collector's bonuses?
    The collectors edition was a limited time box set(First come first serve type of thing), the GvE was not limited edition.

    Also, Positron responded to something like this on this Ustream at about 41:40
    http://www.ustream.tv/recorded/17246488
  2. 2 Things

    First off, Invincibility has 2 parts to it's defence. a large defense bonus(In your case 5.87%) that is flagged to not stack and a small one(in this case 1.17%) that can stack up to the max targets(10). This means that with one target in range you get the large defense bonus AND 1 of the small defense bonuses.You can then add up to 9 additional targets for the small defense bonus. This is why you see 10 listings for the small bonuses.


    Secondly, toggles reapply their effect every half-second or so

    The small defense bonus has a duration of 1 second, and the large bonus lasts 1.12 seconds. So as Lohenien said, invincibility has overlap sometimes, which is why you're seeing extra randomly.

    The combat attributes window used to show the flux every second or so, but recently it seems to pick the normal or double value randomly for the total, as if the CA window has lag. This is especially noticeable with inspirations or build up and such, it takes a second or so after using them before the CA window will show the damage/to-hit bonus and such. *shrug*
  3. Indeed, it's that way because Benumb's secondary debuff goes by the Ranged Stun modifiers, thus controllers have the highest modifier values. This is also why the -secondary effect increases with level(-93.125% at 50 for Controllers) instead of being static like most debuffs.

    Most of the time defenders have the highest because most debuffs use the debuff modifiers.
    For example, the -damage portion of Benumb goes by the Ranged Debuff Dam modifiers, so defenders have the best modifier values.
  4. Theres a thread in the tech forum about this, Zwill forwarded it to tech support and is requesting netgraph shots from people.

    Thread Link
  5. Quote:
    Originally Posted by Necrotech_Master View Post
    the purple triangles do not show up in the combat attributes if you use power analyzer or surveillance
    This is untrue, they show up under status protection(usually as "Resistance").
    AVs also have inherent boss level protection(mag 3), THAT doesn't show up in the attributes.
    So in total, AVs generally have 53 points of protection to breakthrough.

    Quote:
    Originally Posted by Freem View Post
    This is incarnate trial AVs?
    No wonder I haven't been able to hold them even with the level shifts.
    The trial AVs get an inherent 10,000% mez resistance and mag 1000 mez protection

    [Supervillain Resistance.Resistance]
  6. Quote:
    Originally Posted by Schismatrix View Post
    This. A while back melee attacks were specifically flagged to ignore range enhancements, buffs and debuffs.
    Except for a few special cases. For example, Knockout Blow accepts range enhancements since it has an inherent range bonus. Which can lead to some funny things when you get enough range boost. The first mission of the Mender Ramiel arc is a good example(Where you get Limitless Radial Freeeem capping your range). You can use KO blow at sniping range in that.
  7. The debuffs last 8.3 seconds, and reactive's DoT lasts 4.3 seconds(according to power info anyway).
  8. Quote:
    Originally Posted by Fulmens View Post
    Tylerst: Is her res capped at 90%? I know NPCs play by different rules sometimes.
    Yes, I noted that in my second paragraph. Apologies if I wasn't clear enough.
  9. Her Power Surge lasts 3 minutes, recharges in 5 minutes, and doesn't have a crash. (http://tomax.cohtitan.com/data/power...id.Power_Surge)

    She has 90% resistance to all but psi while in power surge(25% base resistance to all but Psi + 70/70/70/70/80/60/0/70 S/L/F/C/E/N/P/T). Though she does get 35% psi resistance while static shield is up(it also gives 35% S/L/F/C/E and 20% N, but they're already 90% during Power Surge anyway)

    Basically, if you don't have psi damage, it's better to wait for it to wear off if you can't kill her before she has a chance to use it.
  10. It stands for Enhancement Diversification.

    Basically after you have so much enhancement of a particular stat, it's value goes down(Diminishing returns).

    The 'Pre-ED' value mids shows is what the enhancements you have actually add up to, the regular percentages show the applied amount after ED is taken into account.

    The colors represent how much ED is affecting that paricular stat.

    White = No ED
    Green = Stage 1 ED
    Yellow = Stage 2 ED
    Red = Stage 3 ED

    More advanced explanation of ED here, along with how ED affects each schedule of enhancements: http://wiki.cohtitan.com/wiki/Enhanc...iversification
  11. Quote:
    Originally Posted by Zombie Man View Post
    Yes, on Beta, the 1 -> 50 script is in place and it only works on level 1 toons. Copying over a level 5 toon will miss out on the leveling script.
    Further clarification, the Script affects Hero and Villain level 1s, Praetorians are unaffected.
  12. There is a range bonus attribute(for things like Boost Range), but I don't think it's ever been possible to see range-to-target.

    About the closest thing you can get for that is setting a waypoint.
  13. I just noticed Blizzard(The other t9 rain nuke) has the same lack of accuracy bonus.

    All t9 nukes have an acc bonus, most are 1.4, Psychic Wail is 1.5, and Full Auto is 1.35.

    I'm not asking for a change to the power, buff or otherwise, I'm talking about fixing what seems to be a simple oversight/discrepancy/bug.

    Anyhow, I PMed Black Scoprion about it pointing to this thread, whether he will find the time to look at it, who knows.

    Look at the bright side, the last time I pointed out a consistancy/discrepancy, it ended up buffing fire armor (burn and fiery embrace change)

    Of course, saying that, I also realize he might also take the time to fix defender/corrptor Blizzard and Ice storm doing blaster level damage, but let's hope it doesn't come to that, eh?
  14. While playing my archer for the first time in months, and going over the newly updated CoD along with my tohit logs, I noticed something that strikes me as odd.

    Rain of Arrows has no accuracy bonus.

    Most if not all T9 blast powers have an inherent accuracy bonus, and in fact all archery powers in general have an accuracy bonus, but RoA does not.

    Now to be fair, the power itself gets a 1.6 multiplier, but as anyone who is familiar the powers system knows, thats the accuracy for the pet summon(most of them are 2.0, but they're autohit so it doesn't really matter), the pet that acually does the damage has a 1.0 multiplier.

    I checked them all to make sure and indeed, all 3 versions are 1.0.
    Even Mids shows it wrong.

    From what I can tell, this has always been the case, I'm guessing it was an oversight when creating RoA, whoever did it changed the wrong accuracy mod.

    Edit: Blizzard(the other t9 'rain' nuke) has the same lack of accuracy bonus.
    this one should probably be 1.4, since Ice Blast has no inherent accuracy bonus.
  15. Quote:
    Originally Posted by LISAR View Post
    If the charts could be modified to show pet damage would Corruptor Archery look like this?

    CoD counts all ticks of damage(as you can see with Blazing Arrow) and assumes all of them hit, so it would be much more than that. (Corruptor RoA does 148.48 base damage [49.49 x 3] assuming all 3 ticks hit)
  16. Ah I see, that must be what this is then.
  17. Well, that was a fast fix, good job.
    I noticed the version # is updated now too, cool.
  18. Oops, I was looking at the power names. My bad.
  19. Looking at his powers in CoD(Link), I don't see a teleport power, so I can only assume that he has the standard Sky Raider Teleport, which recharges in 4 seconds, unless the tf version has a special teleport power which I'm just not seeing anywhere.

    Note: I've never done the TF myself, so if the it has some sort of 2 minute timer, I wouldn't know.
  20. Quote:
    Originally Posted by Adeon Hawkwood View Post
    For what it's worth it seems to be that anything with a pet that was created in I16 or later is not working (not 100% sure about the issue, it might be earlier).

    Proliferations that used an existing Pets got ported fine (for example in Cold Domination for Controllers is fine) but new pets are not getting linked. Here's a list of affected powersets I've spotted:
    Electrical Melee for Scrappers
    Electrical Melee for Tankers
    Traps for Defenders
    Archery for Corruptors
    Demon Summoning for Masterminds
    That does seem to be the case.
    The powers are still in there, though, even if the links are broken in the set lists:

    Scrapper Lightning Rod
    Fiery Embrace part of Scrapper Lightning Rod

    Tanker Lightning Rod
    Fiery Embrace part of Tanker Lightning Rod

    Defender Acid Mortar
    Defender FF Generator
    Defender Poison Trap
    Defender Seeker1(Seeker 2 and 3 have the same stats)
    Defender Trip Mine
    Defender Time Bomb

    Corruptor Rain of Arrows

    Demon Summoning pets are at the bottom of the MM Pet list

    Quote:
    Originally Posted by Dromio View Post
    Dang, still no details on Poison's Noxious Gas either.
    Noxious Gas
  21. Hooray, I can finally start linking Incarnate powers and Praetorian/Incarnate Trial Stuff.

    Let the Mind Games begin.