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Posts
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Joined
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They did a test of it during issue 17 closed beta(Or maybe 16, don't quite remember) using the -slifbos 1 flag on the updater, which definitely worked, but I have no idea whether that made it to the live version or not.
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How bout the being able to change characters without going through the login screen system that was said to be being worked on a while back?
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It's due to controller's 'overpower'
Every controller control has a chance to deal an extra mag 1 mez on top of the base hit.
Decieve has a 20% chance for it.
(Generally it's 20%, though for some, like AoE immobilize, it's 50%)
You will also see this occurance in anything that has an extra chance to do something.
IE: energy melee bone smasher, 60% chance for stun, would have an extra 60% to-hit roll to check the stun -
Yes, they can be mezzed, though to do it solo reliably would probably require a very tight dominator build with an insane amount of recharge.
http://wiki.cohtitan.com/wiki/Protection -
If it's anything like how the tier 5 used to be, the next person from the supergroup who logs in gets it, reguardless of what rank they are
Then again, I haven't messed around with supergroups and side switching so I can't give a definite answer on that. -
All the enhancements enhance damage/recharge 16.66%
For the Proc part:
Clockwork Efficiency - 10% chance for 0.5 scale Energy Damage
Might of the Empire - 10% chance for 0.67 magnitude Knockback
Resistance Tactics - 10% chance for 0.5 scale Smashing Damage
Syndicate Techniques - 10% chance for 0.5 scale Lethal Damage
Will of the Seers - 10% chance for 0.5 scale Psi Damage
Keep in mind that normal procs are usually 20% chance for scale 0.67 damage
and purple procs are usually 33% chance for 1.0 scale damage.
These will have a 10% chance do roughly 5 damage at level 1, and 28 damage at level 20
All descriptions read:
"Additionally, the power that the <Enhancement Name> enhancement is slotted into will have a 10 percent chance to <Proc Effect>, however this effect will cease to trigger once the player reaches level 21."
So these will be moderadely useful at the low levels, but not enough that having them is unbalanced against anyone who doesn't -
Quote:In game try adding the enemy group. It varies, sometimes you just need 1 extra part (Statesman.<power>), sometimes 2 extra parts (V_FreedomPhalanx.Statesman.<power>).
[Statesman.Dull Pain]
[V_FreedomPhalanx.Statesman.Dull Pain]
[V_FreedomPhalanx.Statesman_RV.Dull Pain]
[Mission_Pets.Statesman.Dull Pain]
There's another Statesman power set, but it doesn't have dull pain in it.
Ah, thanks for that. Adding enemy groups was the only thing I've never been able to figure out in the link system.
I feel at peace now. -
Quote:That sounds a bit short. The ingame info on [Statesman.Unstoppable] says it has a duration of 3m20s and recharges every 5m.
[Statesman.Dull Pain] shows 6 minute recharge with a +hp bonus for 2m.
The actual values may vary.
Thats the Event Statesman, the LRSF Statesman's unstoppable is 200 duration, 245 recharge or 45 seconds downtime.
Dull pain is the same for both
Unfortunately, when you type [statesman.unstoppable] in game, it has no way to differentiate which you mean, so it goes to the first in alphabetical order(Event before V_Freedom_Phalanx).
One of the caveats of typing npc powers in game...I have found no way to specifically identify the enemy group if the npc exists in more than one.(And I have tried MANY times) -
Quote:Yes, not sure why Oedipus brought up the Force fields power..Oh, and the OP was asking about the Nemesis Staff that the Fake Nemesis bots use, not the vet reward and temp power versions. The Fake Nemi staff is 9 points of KB, as was stated earlier, not 18.7.
and as far as the nemesis staff:
The veteran reward Nemesis Staff for players is actually less than 9 depending on the AT using it..except for tankers and brutes, in which case it's above 9 at level 41+, capping out at about 10.4 at 50
The temp power version however, is much higher, up to as much as 23.37 for tankers and brutes at level 50 -
As of this patch, rescues no longer have "BOSS_DISPLAYNAME" guarding the hostage :-P
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Quote:I can tell you with 100% certainty that it is magnitude 9.Having a hard time finding a solid answer to this one
Fake Nemesis do a higher amount of knockback than most foes. My question is, how much knockback protection do I need vs one or two Fake Nemesis Lieutentants (not bosses, if it is different?) For all I know, I am overslotted for knockback protection, and if I can, I'd like to save a slot or two
I am hoping I can get by with -3, -4 or -7 Mag. Let me know if I need more. Thanks
Keep in mind however that it is affected by the purple patch, so fighting Fake Nemsis higher than you will yield stronger knockback.
for example: a +2 Fake Nemesis would have:
9 x 1.22 = 10.98 (The game would probably show this as 11 in the real numbers window) -
Quote:It seems that the "DemonLieu_Taunt_01.ogg" is not what the Ember Demon uses. Any ideas on what is might be?
Edit: I converted and uploaded the DemonLieu_Taunt_01.ogg soundclip as an mp3 here if you want to listen to it to make sure that isn't the right one.
I don't have a DS character to test it on. So if you want to try them out yourself..
Here is the full list of sounds under sound\Ogg\DemonSummoning\
Code:Demon_AbyssalRecon Demon_AbyssalRecon_Hit Demon_BreathAttack_Cold Demon_BreathAttack_Fire Demon_BreathHi_In_01 Demon_BreathHi_In_02 Demon_BreathHi_In_03 Demon_BreathHi_In_04 Demon_BreathHi_In_05 Demon_BreathHi_Out_01 Demon_BreathHi_Out_02 Demon_BreathHi_Out_03 Demon_BreathHi_Out_04 Demon_BreathHi_Out_05 Demon_BreathLo_In_01 Demon_BreathLo_In_02 Demon_BreathLo_In_03 Demon_BreathLo_In_04 Demon_BreathLo_In_05 Demon_BreathLo_Out_01 Demon_BreathLo_Out_02 Demon_BreathLo_Out_03 Demon_BreathLo_Out_04 Demon_BreathLo_Out_05 Demon_BuffFX_01 Demon_Cast_01 Demon_Cast_02 Demon_Cast_03 Demon_CastHit_01 Demon_CastHit_02 Demon_CastHit_03 Demon_CastParticle_Loop Demon_ClawHit_01 Demon_ClawHit_02 Demon_ClawHit_03 Demon_FireHit_01 Demon_IceHit_01 Demon_SpawnFX_Loop Demon_SpawnGroundBurst_01 Demon_SpawnGroundBurst_02 Demon_SpawnGroundBurst_03 Demon_StompAttack Demon_SummonFX_01 Demon_Swipe_01 Demon_Swipe_02 Demon_Swipe_03 DemonLieu_AbyssalEmpowermentVOX_01 DemonLieu_Dismiss_01 DemonLieu_DismissVOX_01 DemonLieu_DismissVOX_02 DemonLieu_DismissVOX_03 DemonLieu_EnchantVOX_01 DemonLieu_HellOnEarthVOX_01 DemonLieu_Look_01 DemonLieu_Look_02 DemonLieu_Look_03 DemonLieu_Look_04 DemonLieu_Spawn_01 DemonLieu_SpawnALL_01 DemonLieu_SpawnVOX_01 DemonLieu_SpawnVOX_02 DemonLieu_SpawnVOX_03 DemonLieu_Taunt_01 Demonling_AbyssalEmpowermentVOX_01 Demonling_DismissVOX_01 Demonling_DismissVOX_02 Demonling_DismissVOX_03 Demonling_EnchantVOX_01 DemonLing_HellOnEarthVOX_01 DemonLing_Look_01 DemonLing_Look_01a DemonLing_Look_01b DemonLing_Look_01c DemonLing_Look_02 DemonLing_Look_02a DemonLing_Look_02b DemonLing_Look_02c DemonLing_Look_03 DemonLing_Look_03a DemonLing_Look_03b DemonLing_Look_03c DemonLing_Look_04 DemonLing_Look_05 Demonling_Swipe_01 Demonling_Swipe_02 Demonling_Swipe_03 Demonling_SwipeFlurry_01 Demonling_SwipeFlurry_02 Demonling_SwipeFlurry_03 DemonPrince_AbyssalEmpowermentVOX_01 DemonPrince_Dismiss DemonPrince_DismissVOX_01 DemonPrince_EnchantVOX_01 DemonPrince_HellOnEarthVOX_01 DemonPrince_IceDeath_01 DemonPrince_Look_01 DemonPrince_Look_02 DemonPrince_Look_03 DemonPrince_Spawn_01 DemonPrince_SpawnVOX_01 DemonSpawnVox_01 FF_DemonSweet_01 FF_DemonSweet_02 Resistance_Cold_Loop Resistance_Fire_Loop Resistance_Hellfire_Loop Whip_Corruption_01 Whip_CrackWhip_01 Whip_HellOnEarth_01 Whip_Lash_01
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Short Answer:
Resistance is better, simply because it is unaffected by enemy level and/or enemy damage resistance.
Edit: Just a note that while resistance is better, most resistance buffing powers don't buff all resistances while almost all damage debuff powers affect all types. Off the top of my head Infrigidate is the only power I can think of that only debuffs one specific type(fire)
Long answer: -
Quote:No, if that were true I could still edit my test thread:It's entirely possible that you can change the title of a thread that has no responses yet, but cannot change the title of a thread that has had any replies.
http://boards.cityofheroes.com/showthread.php?t=223756
Though I can definitely tell you it worked once, as I originally called it "test", then changed it to "[Remove]" after I found how to do it. -
Hmm, don't know what to say, I made a thread to test it and it worked, but now it isn't.
Perhaps it's a short time limit after you create the thread, below x number of views, or it has to be the top thread of the sub-forum.
In any case, I don't want to go making 10 empty threads just to test it -
You have to double click to the right of the thread title to bring up an editor.(You have to be the creator of the thread)
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Exclusive Enhancements: The five exclusive Enhancements increase the damage and recharge value of a character power and have a small chance to trigger an additional ability. The Enhancements and their additional abilities are:
- Will of the SeersChance for minor psi damage.
- Clockwork EfficiencyChance for minor energy damage.
- Might of the EmpireChance for knockdown.
- Resistance TacticsChance for minor smash damage.
- Syndicate TechniquesChance for minor lethal additional ability triggered.
http://goingrogue.na.cityofheroes.com/en/gamestop/ -
Quote:Note that these are slightly approximated, any damage calculations you do may end up being off by 0.01 or soCan anyone give me the melee, ranged, and AoE modifiers for 53 and 54 AVs? Or point me to a link that has them?
Thanks a lot!
Melee Damage Mod Level 53: 930.3245
Melee Damage Mod Level 54: 949.068
Ranged Damage Mod Level 53: 558.1955
Ranged Damage Mod Level 54: 569.4367
Also, there is no such thing as an "AoE Modifier"
With few exceptions, Targetted AoEs use ranged mods, and PBAoEs use melee mods.
2 Examples from the STF:
Lord Recluse's Spider Strike - PBAoE - 10 foot radius
1.64 Smashing damage
Level 53 -- 930.3245 x 1.64 = 1525.73218 x 1.33 = ~2029.22
Level 54 -- 949.068 x 1.64 = 1556.47152 x 1.44 = ~2241.32
And Ghost Widow's Soul Storm - Targetted AoE - 80 foot range - 10 foot radius
10 ticks of 0.5 Negative Energy
Level 53 -- 558.1955 x 0.5 = 279.09775 x 1.33 = ~371.20 (x10 = ~3712 total damage)
Level 54 -- 569.4367 x 0.5 = 284.71835 x 1.44 = ~409.99 (x10 = ~4099.9 total damage) -
Thanks for doubting me actually, after rechecking my post I noticed I was indeed slightly off.
It's 5491.2325 x 0.77 = ~4228.25
Not 5491.2325 /1.23 = ~4464.416 for damage resistance calculations.
Edited orginal post.
Sorry about that... I should really start double checking my math