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Posts
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Joined
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Quote:Well, I figured the healing would work, I was refering specifically to the recharge.They do actually, only not the recharge part. I have a Spiritual t4 on my Regen scrapper, and the t3 Rebirth. The heal of Rebirth is 1222 because of the Spiritual.
I guess the incarnate powers are flagged as unnaffected by recharge at all. (a la Stregnth of Will, etc.)
Oh well, guess I'm sticking with Musculature for the cool 600 damage judgement -
I know musculature increases the damage of Judgement, which is shown if you info your judgement power(for core musculature paragon ~600 damage vs the normal 428), but upon equipping Spirit, the recharge remained the same, do judgement/destiny not benefit from spirit's recharge buff?
Edit: Typo in the topic title -
So much hilarious stuff on that one.
Sexy Jay's antics, Positron's Cabbage Patch Dancing, and the NERF guns.
Seriously, I'm sad that wasn't recorded.
Oh well, maybe the monthly ones will get funnier too. -
Quote:It's known alreadyCame on to check up on this bug too, sad to see no acknowledgment of it. I didn't know it was happening to fortunes, but it is a major deal to suddenly have your 45% end reduction enhancement stop working.
Quote:Alpha Slot Issue in Incarnate Trials - We're currently investigating an issue where players have reported losing their Alpha Slot Boost after dying in an Incarnate Trial. -
No, the Incarnate abilities are universal across all archetypes, so they aren't affected by AT inherents or damage mods.
I imagine this is to keep one archetype from being better with an incarnate power than another.
IE. A Blaster having a more damaging judgement nuke than a dominator, or a defender having better interface debuffs than a corruptor, etc. -
From what I understand, this happens for users who are running windows xp service pack 2 or older.
As of Issue 20, CoH requires Xp service pack 3 or a newer version of windows, for the specific windows function stated in that error.
Quote:http://msdn.microsoft.com/en-us/libr...(v=vs.85).aspxMinimum supported client - Windows Vista, Windows XP Professional x64 Edition, Windows XP with SP3
Edit: Just noticed the other thread:
http://boards.cityofheroes.com/showthread.php?t=257008 -
Some think so due to this line from the initial announcement.
Quote:The NCsoft Launcher provides several new enhancements, including the ability to download patches faster through a content distribution network. -
When I saw the name, the first thing that came to mind was this.
http://www.youtube.com/watch?v=jQLoUGj2888
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I see no reason why they wouldn't since they both use special damage, but I thought I'd ask incase someone has actually tested it.
Thinking about using them for a Master run on my tank, if they work. -
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Quote:The tower only gives him hold/imob/stun protectionLR learned, from so many people using that trick in his service, to not allow himself to be taken that way. He can't be slept until yellow (orange?) tower is down.
I too want to give props to the OP, great achievement!
Not to say that he can be slept like anything else as I've never taken a power analyzer or anything, but if has sleep protection, he isn't getting it from the tower.(That tower buff is linked in game with [Dispersion Bubble Real] -
SSD = Soldier State Drive, HDD = Hard Drive Disk
I can't comment on performance, but I know that unless you have windows 7, it's best to stick to HDDs since only windows 7 is optimized for SSD support.
Edit: Excerpt from Wikipedia on my previous point:
Quote:Versions of Windows prior to Windows 7 are optimized for hard disk drives rather than SSDs. Windows Vista includes ReadyBoost to exploit characteristics of USB-connected flash devices, but for SSDs it only improves the partition alignment to prevent read-modify-write operations because the SSD is typically aligned on 4 KB sectors and the OS is based on 512 byte sectors and they are not aligned.The proper alignment really does not help the SSD's endurance over the life of the drive. Some Vista operations, if not disabled, can shorten the life of the SSD. Disk defragmentation should be disabled because the location of the file components on an SSD doesn't significantly impact its performance, but moving the files to make them contiguous using the Windows Defrag routine will cause write wear on the limited number of P/E cycles on the SSD. The Superfetch feature will not materially change the performance of the system and causes additional overhead on the system and SSD, although it does not cause wear.
Windows 7 is optimized for SSDsas well as for hard disks. The OS looks for the presence of an SSD and operates differently with that drive. If an SSD is present, Windows 7 will disable disk defragmentation, Superfetch, ReadyBoost, and other boot-time and application prefetching operations. It also includes support for the TRIM command to reduce garbage collection of data which the OS has already determined is no longer valid (without TRIM the SSD would be unaware of this data being invalid). -
No bosses doesn't mean bosses won't appear, they'll just spawn as lieutenants.
Of course, if you knew that already and they really ARE spawning as bosses, then that's definitely a bug. -
WPSDR News(WSPDR? I've seen it spelled both ways), which Amanda Vines works for, stationed in Cap Au Diable.
What do the letters stand for(if anything)?
Was a random question I thought of while playing and I couldn't find anything on paragonwiki.
Edit: typo -
To quote paragonwiki:
Quote:The experience that a character gets while on a team is affected by the team's size, by his level relative to the enemies, and by his level relative to his teammates. Larger teams get a higher XP multiplier, but the rewards also get split more ways. Lower-level characters get more XP from each critter (since the critters are comparably tougher), but the game also gives greater-than-average shares of XP to the higher-level characters in the team (since they are presumed to be doing most of the work).
Mission completion experience is affected only by the character's level relative to the mission's. The full amount is awarded to each team member individually, with no split or weighting. -
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Knockout blow has a range bonus over other melee attacks to begin with(13ft as opposed to 7ft)
I'm guessing in order to give it that bonus over the default was to remove the clamp for whatever disallows range enhancement for melee attacks(perhaps in the same way alot of resist powers ignore strength buffs, melee attacks disallow range buffs), thus making range enhacements allowable too.
Thats entirely a guess, though. It could be knockout blow is just a short range attack which uses melee damage mods and a melee attack vector.
Still though, makes for some funny stuff(epic lulz?) when you get extra range in it
Back before IO's I used 3 dmg/rng HOs in it. It's fun to punch someone from a distance.
Of course KO blow may not be the only melee attack that allows this, it's just the only one I can think of at the moment. -
Indeed, only melee attacks that accept range enhancement would work.
For example, knockout blow.
Speaking of which, the first incarnate mission where you have capped range makes knockout blow able to hit from a mile away, it's hilarious.
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Recharge enhancements are basically recharge buffs for the single power which they are slotted into, therefore, you simple add them all up.
Example:
Power A has a recharge of 60 seconds(60/1 = 60)
With 95% RR(recharge reduction) enhancement, 60/1.95 = ~30 seconds
Add Accelerate Metabolism 30%
60/2.25 = ~44 seconds
Add Hasten 70%
60/2.95 = ~20 seconds
2 Notes
1. The recharge cap is 500%(400% recharge buff) or base recharge/5
2. Enhancements count toward the cap of that particular power,
for example if you had 95% recharge enhancement on a power, a 305% recharge buff would cap you for that power.
All caps work this way.
For example, if you were capped on damage from say, Fulcrum Shift, damage enhancements would become completely useless. -
Villain Plan by Mids' Villain Designer 1.81
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Mutation Dominator
Primary Power Set: Mind Control
Secondary Power Set: Energy Assault
Power Pool: Speed
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Leaping
Ancillary Pool: Ice Mastery
Villain Profile:
Level 1: Mesmerize -- CSndmn-Acc/Rchg:50(A), CSndmn-EndRdx/Sleep:50(3), CSndmn-Acc/EndRdx:50(3), CSndmn-Sleep/Rng:50(19), CSndmn-Acc/Sleep/Rchg:50(19)
Level 1: Power Bolt -- KinCrsh-Dmg/KB:50(A), KinCrsh-Acc/KB:21(21), KinCrsh-Rchg/KB:50(21), KinCrsh-Rechg/EndRdx:50(23), KinCrsh-Dmg/EndRdx/KB:50(23), KinCrsh-Acc/Dmg/KB:50(25)
Level 2: Dominate -- BasGaze-Acc/Hold:30(A), BasGaze-Acc/Rchg:30(25), BasGaze-Rchg/Hold:30(27), BasGaze-EndRdx/Rchg/Hold:30(27)
Level 4: Bone Smasher -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(5), KntkC'bat-Dmg/Rchg:35(5), KntkC'bat-Dmg/EndRdx/Rchg:35(7)
Level 6: Confuse -- CoPers-Conf:50(A), CoPers-Conf/Rchg:50(7), CoPers-Acc/Conf/Rchg:50(9), CoPers-Acc/Rchg:50(9), CoPers-Conf/EndRdx:50(11)
Level 8: Hasten -- RechRdx-I:50(A), RechRdx-I:50(13), RechRdx-I:50(13)
Level 10: Mass Hypnosis -- FtnHyp-Sleep:50(A), FtnHyp-Sleep/Rchg:50(15), FtnHyp-Acc/Sleep/Rchg:50(15), FtnHyp-Acc/Rchg:50(17), FtnHyp-Sleep/EndRdx:50(17)
Level 12: Hurdle -- Jump-I:50(A)
Level 14: Super Speed -- Run-I:50(A)
Level 16: Health -- Numna-Regen/Rcvry+:50(A)
Level 18: Power Blast -- KinCrsh-Dmg/KB:50(A), KinCrsh-Acc/KB:50(42), KinCrsh-Rchg/KB:50(42), KinCrsh-Rechg/EndRdx:50(43), KinCrsh-Dmg/EndRdx/KB:50(43), KinCrsh-Acc/Dmg/KB:50(43)
Level 20: Stamina -- EndMod-I:50(A), EndMod-I:50(37)
Level 22: Power Boost -- RechRdx-I:50(A), RechRdx-I:50(39), RechRdx-I:50(48)
Level 24: Kick -- Empty(A)
Level 26: Whirling Hands -- Armgdn-Dmg:50(A), Armgdn-Dmg/Rchg:50(37), Armgdn-Acc/Dmg/Rchg:50(37), Armgdn-Acc/Rchg:50(39), Armgdn-Dmg/EndRdx:50(39)
Level 28: Total Focus -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(29), KntkC'bat-Dmg/Rchg:35(29), KntkC'bat-Dmg/EndRdx/Rchg:35(31)
Level 30: Tough -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(31), RctvArm-EndRdx/Rchg:40(31), RctvArm-ResDam/EndRdx/Rchg:40(33), S'fstPrt-ResDam/Def+:30(33), GA-3defTpProc:40(33)
Level 32: Mass Confusion -- Mlais-Acc/Rchg:50(A), Mlais-EndRdx/Conf:50(34), Mlais-Acc/EndRdx:50(34), Mlais-Conf/Rng:50(34), Mlais-Acc/Conf/Rchg:50(36)
Level 35: Weave -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def:50(36), LkGmblr-Rchg+:50(36)
Level 38: Terrify -- Abys-Acc/Rchg:50(A), Abys-EndRdx/Fear:50(40), Abys-Acc/EndRdx:50(40), Abys-Fear/Rng:50(45), Abys-Acc/Fear/Rchg:50(50)
Level 41: Power Burst -- Apoc-Dmg:50(A), Apoc-Dmg/Rchg:50(45), Apoc-Acc/Dmg/Rchg:50(45), Apoc-Acc/Rchg:50(46), Apoc-Dmg/EndRdx:50(46)
Level 44: Sleet -- Ragnrk-Dmg:50(A), Ragnrk-Dmg/Rchg:50(46), Ragnrk-Acc/Dmg/Rchg:50(48), Ragnrk-Acc/Rchg:50(50), Ragnrk-Dmg/EndRdx:50(50)
Level 47: Frozen Armor -- LkGmblr-Def:50(A), LkGmblr-Rchg+:50(48)
Level 49: Combat Jumping -- LkGmblr-Rchg+:50(A)
------------
Level 1: Brawl -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(11), KntkC'bat-Dmg/Rchg:35(40), KntkC'bat-Dmg/EndRdx/Rchg:35(42)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Domination
Level 4: Ninja Run -
*Thinks about making a SS brute called Captain Knockup*
5 seconds later...*decides the name draws the wrong idea* -
Quote:Winter Horde and Redcaps are weak to fire, so a fire/fire, mind/fire (or any*/fire, really), would have a nice advantage on that mission.Hello all.
With the Winter event a few months away, I have started thinking about Snaptooth. In the past I have brought him down with scrappers, but this year I am having fun with Dominators.
What do you think would be a great Dominator combo for soloing the Snaptooth mission, the one that has been around for years and years
Thank you all in advance.
Lisa.
As far as snaptooth himself any dominator would work...after all, if it's held, it's just a sack of HP -
Heh, I wasn't trying to sound so gloomy in that post, but I guess it kinda looks that way without a /sarcasm smiley. Was supposed to be a joke
Anywho, heres the link again then:
http://www.wikiupload.com/DXQSBPX2H3B4N1T -
Quote:Ok then...I guess I'll just...shut up now >.<I found a codec to play the ogg files directly on Windows Media Player:
Directshow Filters for Ogg -
Quote:8781 x 1.4(the exp mod for protectors) = 12293.4Now, I'm not a big numbers guy, and I do know that certain enemies have different XP modifiers, but this one incident I had today seemed a little off.
I was playing on my level 44 Tanker, going through Janet Kellum's arc (One of the best blueside arcs might I add) and beating up Crey. I'm set to x3 players, so I usually get a Paragon Protector every other spawn. However, something really doesn't seem right about the XP from paragon protectors.
The particular one I'm talking about is the Energy blasting one with the old Moment of Glory power. The boss is of equal level to me, conning orange. After defeating her, I gain 6,541 XP. I thought this was a bit odd, as I usually get more XP for bosses than that. I keep going, looking for a different boss, and the next boss is also a Paragon Protector, although this one is the Spines scrapper with Elude. I defeat him and I get 12,294 XP, nearly twice as much for the energy protector.
So, either something is wrong with the Spines or the Energy protector I figure to myself. So I decided to head off to PI and look for even-level bosses to compare XP gain. I find a Nemesis Warhulk and a Malta Gunslinger boss, and they both award me the same amount of XP, 8,781.
So I have to wonder now, is there something wrong with the Energy protectors XP? And also, why did the Spines protector give me almost double the XP as the energy? Since the two Nemesis and Malta bosses both gave me the same 8,781 XP, I figure that's around the average XP for bosses I should be getting. Something doesn't seem right with the Protectors XP... any idea on what's up?
Self damage for the lower one
Warhulks and Gunslingers are 1.0 scale so they were the same
If you did a Fake Nemesis you'd find they're much more (1.7 mod)
Useful links:
Wiki Entry on experience with base exp per rank/level
Culex's Exp Mods as of Issue 16