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Posts
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Joined
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Ugh, can't believe I didn't try to call her. I think I tried everything except that.
ID 10 T error, carry on. -
Just FYI, the last time I did that arc in Ouroboros it was broken. After the first mission Maria wouldn't give me the next mission, and clicking the crystal in Ouro would come up with "The crystal does not know where to send you" or something similar.
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Quote:*shorter more concise post about opinion*Originally Posted by YouQuote:Originally Posted by Tylerst*Long-winded explanation of opinion spanning at least 5 paragraphs*
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Contrary to the wiki, you don't actually need to defeat enemies at all 4 at the same time, the game can keep track(I was able to get about 25% of the bar by myself one time, just cycling between them
).
I don't know exactly how many enemies are needed at each, seems to be 50 or thereabouts.
Quote:It's doable with one team, but the team would need a good amount of damage and/or debuffs(incarnate powers/pets help here). 2 people per banner is the standard single team setup, but even 1 per banner would work. Besides, making the banners vulnerable is the easy part. it's the banners themselves that require the most work.But essentially, it requires one, more likely two, teams spreading out over the whole map then gathering at the weakened point right?
Quote:BTW, do ALL the banners lose their invulnerability at the same time?
Quote:And another question - I think I saw mentions of people "forcing" Eochai and Jack to spawn during the halloween event, are those facts? Can one force-spawn them?
The spawn intervals for the halloween versions are set, with about 30 seconds between each spawn, once one has been defeated. It used to be 90% chance for Eochai and 10% chance for Jack, but they balanced it out more last Halloween, not sure of the exact % now.
The only 'forcing' of them lies in making sure the Unseelie that often spawn with them are defeated. If even 1 Unseelie is left alive, the next GM won't spawn as the game doesn't register them as defeated. -
Random note, for brutes energy aura(and posibly the dark armor cloak of darkness, but I haven't tested), neither energy cloak nor the SG base stealth buff supress, allowing fully invisible glowie clicking/combat on that particular powerset.
At least it used to be...I haven't tested it out in a few issues, but I don't think they've changed either power. -
Quote:...Wow.
I hadn't bothered with Hami since i20 hit because I figured everybody would be too busy running Lambda and BAF to care. But since the Praetorian Surge on Freedom meant that a lot of people were online, I got one going after the community team left.
First go, we had some old regulars, but everybody was out of practice. Many of them had never done evacless before. But with Rebirth and Clarion, we destroyed Hami. I had to nag people to not keep attacking Hami because we would have stacked blooms; but looking back, I think we could have stacked the 50% bloom with the 25% bloom and still killed it. It dropped very, very quickly.
After that, most people left for a Mothership raid, and we had to work with the kind of league that would have ended in a failure pre-Incarnates. Mitos were loose all over the place; the Hami tank died several times (his first time tanking, and he only had two Empaths); the green team was split. All around, a royal mess, and I was nervously expecting a complete wipe at some point. But not only we didn't wipe, but we finished it evacless (with most yellows loose!), and we skipped the last bloom and killed Hami with all his mitos up.
Just.... wow.
Heh, I think if I hadn't run out of EoE's at the 75% bloom I probably wouldn't have died at all(Final tally for me was 4 deaths). The empaths were quite consistant with Adrenalin boost though, so it turned out great, and Radial Rebirth was definitely a godsend to have for emergencys.(Speaking of which, I now have t4 radial rebirth as of last night.)
I had done mito tanking alot, but it was as Leo said my first time tanking Hamidon, it went much as I expected(My thought process going in was Taunt + EoE + Stay away from allies = Win?), and I got a Nucleous(Acc/Dam) for it.
If I ever run out of EoE's tanking Hamidon again though, I might try more sneaky maneuvers like taunt+breaking LoS with the rocks and doing hit-and-run taunting every so often.
Overall, it was fun, I'd do it again.
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Also fyi, the 30 second timer resets after going through a loading screen, so you can use that to your advantage if you need to go through multiple zones to get somewhere(assuming it takes you less than 30 seconds to travel Zone to Zone).
Also, the jump pack is affected by recharge buffs, so that 150 can be reduced quite a bit with hasten+set bonuses. At max recharge it would come back in 30 seconds. It can't be made permanent by any means, though, as it doesnt start recharging till after it goes off. -
Perhaps something like this
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Quote:Hamidon has 95% resistance to ALL damage, and 87% regen resistance.Hamidon ignores all defense and resistance, only regeneration helps against its damage. So maybe a character at the HP cap, using the Destiny regen power to cap itself and take out a mito at a time... maybe using pets as a distraction first...
It would take forever, though.
Basically meaning you would need to overcome his health regeneration doing only 5% damage.
I'm not sure it would be possible, even with all the power players have access to now. -
The head is supposed to be untouchable until 6 of the 8 tentacles are down. (As per the Giant Monster Guide), then on death it uses Tentacle Death(Linkable in game with [Tentacle Death], or CoD)taking the last 2/1 tentacles down too.
The actual power description(Linkable in game with [Octopus Head.Untouchable] or on CoD) and Paragonwiki state all the tentacles must be defeated first.
Which is correct, I don't know, but you definitely shouldn't be able to defeat the head with all the tentacles up. Unless it's bugged of course..always a possibility. -
To add to what Arcanaville said, these are the 2 separate invisible bonuses:
The Basalisk and Thunderstrike use this bonus
and BotZ uses this bonus
They are separate 'powers', so stacking isn't an issue
Also, as Arcanaville stated, some set enhancements grant specific powers aside from set bonuses, such as Luck of the Gambler's +recharge or Gift of the Ancients' +run speed
Full City of Data List
Admittedly CoD is 3 or so issues outdated, but there haven't really been any set bonus changes since then, so you can generally rely on it. -
There are 3 parts to the creepers: The slow patch which you put on the ground, the imob patch which spawns from dead enemies, and the creeper vines which spawn on enemies and from dead enemies.
The slow patch has Bramble(movement debuff and -fly)
The imob patch has Entangle(Smashing/Lethal damage, Imob, and -fly)
The creeper vines have Vine Smash(Smashing damage + Toxic DoT, -fly knockback(knockdown), and movement/recharge debuff) and Vine Thorns(Lethal Damage + Toxic DoT, -fly, and movement/recharge debuff)
Positrons Blast: Chance for Energy(TAoE) should fire for Entangle, Vine Smash, and Vine Thorns
Trap of the Hunter: Chance for Lethal(Imob) should fire for Entangle
Impeded Swiftness:Chance for Smashing(Slow) should fire for Bramble(chance on spawn and every 10 seconds), Vine Smash, and Vine Thorns
Explosive Strike: Chance for Smashing(Knockback) should fire for Vine Smash
Note: I've never put damage procs in CC personally. I'm going based on what I know of the power and damage procs. -
Quote:A flight speed increase enhancement will enhance fly as much as any other flight power.Okay, I asked specifically if Flight Speed enhancers do nothing. Maybe I asked that wrong. I did not understand your answer. Sorry.
So, can you enhance flight speed for Fly specifically. the one person Flight power that is not Hover, in the Flight pool. Will a Flight Speed enhancer increase your flight speed?
Due to the flight speed cap however, enhancing Fly won't increase Fly's speed(Fly is at the flight speed cap out of the box). -
Quote:It works like resistance/or more similarly, defense debuff resistance in that 100% would negate it.There's a few defensive powersets that include powers that grant 20% or 40% slow resistance. By adding a Winter's Gift Unique and a few PVP sets, it would be possible to get 100% slow resistance.
Would this be like 100% damage resistance (where the effect is completely negated), or 100% status effect resistance (where the effect is halved)? Mids' doesn't show one, but is there a cap on slow resistance, and if so, does anyone know what it is?
I'm sure not of the cap on it, but if it matches DDR it's 95% -
Quote:In this case it would problably work both ways, but we have access to inspirations to refill endurance, endurance reduction enhancements, and a ZERO endurance cost brawl, enemies don't.For a minute I was going to say.... don't forget that whatever they make apply to the other side they'd apply to us as well.... but then I remembered that not everything that gets applied to us applies to the other side.
For example, the 3 minute suicide button. I think all of the power sets have one. You click it and in 3 minutes your heath and/or endurance drops to zero or near zero with the possibly of not being able to regain one or the other for some time. I don't think I've seen this effect on any enemy I've fought.
Actually, if they applied something like that to the other side it would likely be applied in a modified, more brutal fashion to players.
This was why I originally deleted my question after posting it in a rather heated moment and only put it back up after getting an answer I didn't think I got. I was only venting because I know the other side does not play by the same rules we do and it got me a bit frustrated because of a particular situation. -
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The problem:
IMO, the problem with endurance sapping is with the inherent way endurance recovers.
Endurance is a stat that recovers in increments of 5%, with endurance recovery just decresing the time between the 'ticks'.
The 'brawl' power that most enemies have costs ~4.7 endurance, and a simple tick of recovery is going to restore at least 5 endurance, so most enemies really do need to be kept at 0.
Even worse, unlike players, any enemy above minion rank has more endurance.
Minion - 100
Lieutenant - 140
Boss - 200
Elite Boss and above - 800
Due to the way recovery works as stated above, this means a single tick will restore a boss to 10 endurance, which even for players, is enough to get off some strong attacks.
As far as EB and above..well, very few ablities cost more than 40 endurance.
My personal solution:
Allow -recovery to reduce the 'ticks' by the % it drains.
IE, 50% -recovery would make endurance recover at 2.5% per tick instead of 5%.
This would make it so that enemies would actually be drained enough that they would need more than 1 tick to attack
Even a mighty 800 endurance enemy would be reduced to a measly 4 endurance per tick at 90% -recovery(though admitably getting an AV/GM to -90% would be a challenge with their high recovery resistance, but you get the idea)
Edit:
Side note, health regen works the same way, but damage is plentiful enough that -regen doesnt need much help. And once an enemy is reduced to 0 health, no amount of regen matters. -
Quote:I'm guessing it's supposed to be NightmareMy Arc is currently invalid because of the title, Crey's Nightmare, apparently it's finding the word Nightmar in there and I guess THAT is copyrighted. However I couldn't figure out what it is from my google and wikipedia searches. :P Bug report filed.
Probably Nightmar in the filter to pick up those people who try to be all leetspeak and use Nightmar3..or it really is just a typo. -
Just for reference:
Copyright List
I'd post the profane list too, but I doubt it'd be allowed on the forum (mostly the profanity, but it also incudes some of the RMT site names). -
Quote:This is correct, for example, my Inv/SS tank with 90% s/l resist is practically...well, invulnerable to damage debuffing.Resistance will resist damage debuffs, but only to the type(s) the resistance covers.
In fact, it's viewable in the combat attributes when it(I don't have a screenshot handy to prove it unfotunately, but I know this to be the case)
As was said though, it's based on type. The game uses 'strength' for each type(smasling/lethal/fire/etc) for all damage buff/debuff, resistance buff/debuff values.
This is why resistance resists resistance debuffs.
Why resistance powers are flagged as unaffected by strength changes(for example, power boost not boosting cold domination shields). Because if they werent, damage buffs such as build up, fury, etc would increase your resistances(During willpower beta, HPT wasn't flagged, and was giving obscene amounts of resistance when damage buffs were added).
Finally this is also why resistance resists damage debuffs(unless they are flagged as unresistable of course), because as the game sees it, they're all connected.
Edit: forgot my list
1. Alpha - the general level boost and ehancement to all powers is just awesome
Final Verdict - 11/10
2. Destiny - Perma-able huge buffs to all allies in range? Yes please.
Also, incarnate shift, but honestly this was 10/10 for me already.
Final Verdict - 10/10
3. Judgement - The large target cap and damage(particularly combined with the musulature damage boost from alpha) make this a close match to Alpha.
Be nice if it was buffable..but then it'd probably have the endurance crash :-P
Final Verdict - 9/10
4. Lore - I'll admit these pets are nice, but only being up 1/3 of the time(and being unaffected by recharge at that), and kinda lacking AoE makes these almost less useful than interface, especially at +anything/x8.
Also, even with alpha's level shift, their base accuracy is lacking against anything above +0, though admittably this does make good use of the often unused nerve alpha.
I will say though that the damage they add is invaluable for soloing hard targets such as AVs, GMs, and RWZ Pylons. However it would be nice if they lasted until they died(which, running at +4x8, that generally happens fairly quick).
The buff pets are nice too, but not a game changer against the above hard targets like the boss/ltns are(Though admittably the invulnerable buff pets will probably help more against REALLY hard ones where the boss/ltn pets die in a few hits :-P)
In the end, the incarnate shift during trials/other future incarnate content puts this above interface for me.
Final Verdict - 6/10
5. Interface - Underwhelming compared to the previous 4, it's a nice addition, but asside from reactive's DoT, they feel like they're missing something.(Unresistable, higher stacking, higher debuff, I don't know..just..something.)
Final Verdict - 4/10 -
Quote:Here ya goIt should be possible, someone just needs to dig around in the places not mentioned for the file name.
sound/Ogg/FrontEnd/LeagueChat.ogg
http://boards.cityofheroes.com/showthread.php?t=113746 -
Quote:Against an even level enemy with 0% regen resistance and no regen buffs, yes a 100% regen debuff would reduce his/her/it's health regeneration to nothing.The numbers for some of the debuffs in this game can be a bit obtuse, but for me regen debuffs take the cake. Just what does -500% mean? -1000%? If I take a minion and hit him with a -100%, does he stop regenerating health completely? A boss? An EB/AV?
The main reason I ask is because I was on three lambdas today where we didn't have a single player with any -regen powers. It seemed like it took a LONG time to get Marauder down all three times, though it's tough to tell if that was due to lack of -regen or simply low outgoing damage.
Thanks!
Against hard targets like AVs and GMs however, they have very high regen resistance(as noted above). Thus, to reduce them to 0 regeneration requires much more
For example, against a level 50 archvillain(85% regen resistance base), using a level 50 character, you would need ~667% -regen to reduce them to 0.
Any enemies with regen buffs would also need higher regen debuffs.
Keep in mind that the Purple Patch also affects regen debuffs.
Meaning, against a level 54 AV(87% base regen resistance), using a level 50 character(48% power effectiveness vs a +4) would require ~1603% -regen to debuff to 0.
Which is equivalent to 4 Lingering Radiations.
Quote:So I rolled a Fire/Rad corruptor in a reactionary fit (I normally only play Scrappers and the like, I can't stand getting mezzed), and I want to know how much it's going to help.
To your other question/comment, for maximum help vs AVs you want -resistance more than -regen, though stacking them is even more goovy
Thus, a cold/sonic defender or sonic/cold corruptor would provide the most debuffing, force multiplying goodness to a team.
With sonic attacks,sleet,heat loss, and benumb, all AVs shall fall before your AWESOME DEBUFFING POWER!!!(TM)(insert maniacal laughter).
This is in a team setting of course, where you have teammates for damage to make use of your ADP!!!(TM)
Not that Fire/Rad isn't awesome in and of itself though, so don't worry if you'd rather stay with what you have, I'm simply giving you why and how for best helping against hard targets.
Edit: That post was far longer than I wanted it to be, but I hope it was helpful -
If you want, you can edit the exact gamma value in the registry using regedit.
Under HKEY_CURRENT_USER/Cryptic/CoH
Edit the gamma value to whatever is desired(1.00 being 100%, 1.15 being 115%, 0.5 being 50%, etc) -
Somehow I doubt it, but I've never tried it.