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Posts
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Joined
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Guess I'll take a whack at it with his best attack
His strongest attack is Energy Smash, which is scale 1.96 smashing damage.
Level 54 melee damage mod for AVs is approximately 949.068
949.068 x 1.96 = 1860.17328
that times the Purple Patch of 1.44 for being 4 levels above you(assuming you're level 50) brings that to:
1860.17328 x 1.44 = 2678.6495232 ..let's just round that to 2678.65
If you include the red tower, that adds 105% damage bonus, so..
2678.65 x 2.05 = 5491.2325 smashing damage
now then...assuming 23% smashing resistance, that means you will take..
5491.2325 x 0.77 = ~4228.25 total damage--Ouch
Of course, even with all that damage it wont matter if he cant hit you, so bring a truckload of purple and green inspirations, and possibly some medium-large orange ones
That is of course if you're planning to tank him and not just asking out of curiousity.
Hope that was the sort of thing you were looking for
I can do the rest of his attacks as well if you really want all of them -
Quote:As long as you change the "Save as type" to "All Files" instead of "Text Documents", this shouldn't happen.With most versions of Windows (I can't confirm this for Win7), you have to make sure that "Hide extensions for known file types" is disabled, otherwise the resulting file will actually be Type2.ogg.txt (with the .txt extension hidden), and the fix won't work.
(Unless you're adding .ogg by right-click-->rename, then you definitely need that disabled for the .txt to show) -
I only know how to do it in Windows, so if you use Mac I'm not sure if this is the same process
Within your City of Heroes folder(the one with cityofheroes.exe in it)
Create the a folder named "data" (right click-->new-->folder)
within data create a folder named "sound"
within sound create a folders named "ogg"
within ogg create a folder named "FrontEnd"
within FrontEnd create a new text document (right click-->new-->text document)
open this in notepad and go to File-->Save as
Change save as type to "All Files"
name it "Type2.ogg" and save
Done, you have now created a blank sound file for that particular sound.
Hope that was understandable, I can provide pictures if it's too complicated in words
Have fun -
Quote:Yes
If i should apply all 3 holds on a target does that in effect grant me a total of a Mag 9 hold?
Quote:Also, is the duration concurrent or consecutive?ie.. a total of 48.1 seconds of total hold duration?
Each power applys it's own duration, for example using all 3 would be like this>
Freeze Ray-Mag 3/duration 18.3 sec.
Bitter freeze ray-mag3/duration 18 sec.
Petrifying gaze-mag3/duration 11.8 sec.
Petrifying gaze would last 11.8 seconds then wear off, leaving you with mag 6
Bitter freeze ray would wear off about 6 seconds later, reducing to mag 3
and finally freeze ray would wear off .3 seconds later.
Of course with activation times it'd be quite different, but thats just an example -
Quote:Even if it was 300, that would be slightly skewed by the fact that Shadowhunter has -20% negative energy resistance, so while it may achieve 300+ on him, it would be lower against things without that weakness.Not that I know of, Shred's is alleged 300dps but again we can't say for sure becuse of Dull Pain. In the Plyon thread the top is 289DPS. I did 296DPS with my DM/SD against Romulus. That is the highest that I know of.
Of course if the weakness was already taken into account for that calculation, then please ignore this :-P -
Quote:Relevant VideoWell, that's more because the server figured out that it could remain more functional if it just kept drinking, versus stopping when it went for maintenance.
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Quote:Estimated guess, this is in reference to the Going Rogue side switching contact already being in the game, in Independence Port and Sharkhead Isle repectively.War Witch: That's fine. As long as you can't get to the other side.
[I've pored over the transcript and honestly have no idea what she was responding to here. Maybe it was a private tell.]
However, they aren't usable since there's currently no way to go vigilante/rogue.
Quick shot of the IP one(sorry for the low res, I was on my crappy monitor at the time)
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It's not nearly that complex from what I can see, it looks at your charater, copys the cotume, and adds powers sets of your character like the MA custom critters,
Truthfully it doesnt seem to do power copying at all, in fact, you'll often have clones use powers you dont even have, just because they're at the right level and automatically get them as custom bosses. And as far as enhancements, I doubt they have them, or set bonuses, after all, they do enough damage with player attacks+boss damage mods
Anyway, I personally didnt have much trouble with this one at even level with my ss/inv brute, but then again, i had near sturated Invincibility where they only had me, and ~70% smashing resistance where they only had ~40%(they don't get tough/weave) and most pertinent of all, they didnt have Fury -
I'd also like to add the one and only reason I prefer Scrappers to Brutes...
Critical Hit! -
Oh gawd
*runs*
Ah well, I asked for an answer and got one, guess I can't complain if it doesn't turn out well
Thanks for taking the time Castle. -
Also worth note, the search window will only show a certain number of players, that doesn't mean thats the extent of the people that are on.
Specifically you have to look at the bottom of the search window to see how many are total online(keep in mind this is only people who are unhidden) -
Well, I sent a short PM to Castle pointing him to this thread, if he chooses to answer, wonderful.
If not, oh well, I was just curious, wasn't trying to *DAMAND ANSEWR NAO!1!!* or anything.
Also..
Quote:Just so you know, I doubt it has to do with the damage buff, as the damage buff is exactly the same for each version (specifically 10.0 scale fire and 8.0 all else) except for the fire buff durationIf you compare scrappers and tankers, scrappers have a higher damage buff percentage, and they are on the same timer. I guess the dev don't want the damage percentage to be high, so they let the damage buff percentage of brutes to inheret that of tankers, but make the buff lasts longer. (This only explains the fire part)
The percents are only different because of the AT Melee damage buff mods:
Tank/Brute = 0.1
Scrapper = 0.125
Dominator = 0.085
Resulting in the percentages you see once they're multiplied together by the game -
The zoning trick works for just about any click buff(or debuff if it were possible for an enemy to go though a loading screen) that uses the "doesnt stack from same caster" flag.
There are very few exceptions to it.
Off hand, Mystic Fortune, but that's not really a buff in itself so much as it's a *grant random temp power to target*
A short list of buffs for defenders that work of the top of my head:
[Cold Domination]
The 2 shields, frostwork
[Empathy]
Fortitude, Adrenelin boost, Clear mind(the auras would work too but they aren't perma-able)
[Force Field]
The 2 Force fields
[Kinetics]
Speed Boost, Inertial Reduction, Increase Density(This is already stackable, but normally doesnt stack the smashing/energy damage resistance, with the zoning trick, it it does)
[Radiation Emission]
Accelerate Metabolism
[Sonic Resonance]
The 2 shields, Clarity
[Thermal Radiation]
The 2 shields, Thaw
Quote:By the way, this doesn't work, it will replace the buff with the weaker version, I tested it once on my empath with fortitude.Also, if memory serves correct, as long as you don't let the bubbles expire, the Super FFs will remain on the team member. Meaning, Once you pop Power Build Up + FF your team member, every time you refresh the FF on that individual, they will be Super Bubbles. -
So, I thought up this question quite a long time ago, but keep forgetting to ask Castle when I happen to see him, so I figure here is as good a place as any in case it has been answered at some point already, or if others want to know. Anyway...here it is.
Why does Fiery Embrace(Specifically the Fire damage buff) last 20 seconds for Scrappers/Tanks, and 30 seconds for Brutes/Dominators
For the life of me I can't think of good reason why.
Well you know...except the fact that the devs hate heroes(wait...what?)
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Quote:Oh, my bad, Just read that his file was quickchat.mnu so I just assumed...Ah well, can't be right every time :-PThe OP is trying to use the popmenu command, not the QuickChat menu.
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Quote:You're missing main headerI opened that up and added the following:
Menu "Sanstone"
{
Title "Armor Toggles"
Option "Dark Embrace" "powexecname dark embrace"
Option "Murky Cloud" "powexecname Murky Cloud"
Option "Obsidian Shield" "powexecname Obsidian Shield"
Option "Tough" "powexecname Tough"
Divider
Option "Cloak of Dark" "powexecname Cloak of Darkness"
Option "Weave" "powexecname Weave"
Divider
Option "Death Shroud" "powexecname Death Shroud"
Divider
Option "All &Qn" "powexectoggleon Death Shroud$$powexectoggleon Weave$$powexectoggleon Cloak of Darkness$$powexectoggleon Tough$$powexectoggleon Murky Cloud$$powexectoggleon Obsidian Shield$$powexectoggleon Dark Embrace"
Option "All off" "powexectoggleoff Dark Embrace$$powexectoggleoff Murky Cloud$$powexectoggleoff Obsidian Shield$$powexectoggleoff Death Shroud$$powexectoggleoff Tough$$powexectoggleoff Weave$$powexectoggleoff Cloak of Darkness"
}
The inside of your file should have
Menu Quickchat
{
Menu "Sanstone"
{
Title "Armor Toggles"
Option "Dark Embrace" "powexecname dark embrace"
Option "Murky Cloud" "powexecname Murky Cloud"
Option "Obsidian Shield" "powexecname Obsidian Shield"
Option "Tough" "powexecname Tough"
Divider
Option "Cloak of Dark" "powexecname Cloak of Darkness"
Option "Weave" "powexecname Weave"
Divider
Option "Death Shroud" "powexecname Death Shroud"
Divider
Option "All &Qn" "powexectoggleon Death Shroud$$powexectoggleon Weave$$powexectoggleon Cloak of Darkness$$powexectoggleon Tough$$powexectoggleon Murky Cloud$$powexectoggleon Obsidian Shield$$powexectoggleon Dark Embrace"
Option "All off" "powexectoggleoff Dark Embrace$$powexectoggleoff Murky Cloud$$powexectoggleoff Obsidian Shield$$powexectoggleoff Death Shroud$$powexectoggleoff Tough$$powexectoggleoff Weave$$powexectoggleoff Cloak of Darkness"
}
}
Have fun -
The Honoree has base resistance of the following:
Smashing: 50%
Lethal: 50%
Fire: 30%
Cold: 30%
Energy: 40%
Negative: 20%
Toxic: 20%
Psionic: 50%
The biggest thing to note is that most if not all Archvillains can reach 100% resistance(IE attacks have no effect with that type of damage)
When he uses Unstoppable(200 Second Duration, 245 Second Recharge) he gains 70% to all but psionic, upping his resistances to this:
Smashing: 120%(100%)
Lethal: 120%(100%)
Fire: 100%
Cold: 100%
Energy: 110%(100%)
Negative: 90%
Toxic: 90%
Psionic: 50%
Therefore the only thing you can damage him with becomes Negative and Toxic at 10% effectiveness and Psionic at 50% effectiveness.
Obviously resistance debuffs and psi damage are the biggest boon here even though you cant debuff the 100% values(damage resistance acts as resistance debuff resistance)
Another huge help is a Kinetic or two spamming Siphon Speed for it's unresistable -20% recharge, to keep his unstoppable down as much as possible.
Any slows will help of course, but almost all slows will have to go through his 85% Slow resistance check(at level 50) -
Here are the youtube videos of the PAX panel:
The kinetic melee demo and info about the incarnate system is in Part 4
Youtube vids -
Quote:That's not quite right, you forgot to subtract the base recharge rate of 100. Perma-hasten is actually +275% recharge.Quote:400% is not the recharge cap. +400% or 500% (base of 100+400% from buffs) is.
Slight but big difference there.
What I get for not proofreading
Edited a few words to for better understanding of what I meant -
Quote:Base Recharge / ( 100% + buffs - debuffs ) = Final RechargeHey all,
So I'm trying to figure out the actual recharge time of a power, including all bonuses/slots.
Anyone have a formula for that? I've got 160% recharge with my team going (3x AM and 1 Hasten) so how would I figure it out?
Note: Buffs include enhancements
Example:
Hasten with 3 SOs(~95%) and your 160% recharge buff
450/(100%+(95+160))
450/(100+255)
450/355%
450/3.55 = 126.76(7 seconds from perma)
Couple other things:
For max recharge simply divide the base by 5. (400% is the recharge buff cap. For hasten 450/5 = 90 seconds max recharge)
For finding out how much recharge buff is needed to make a power perma, divide the base by the duration (For hasten, 450/120 = 3.75 = 375% total recharge) -
Quote:Magnitude is how 'powerful' the control has to be to affect the target. Kuji-In Rin givesa starting -10.38 to Stun, Hold, Sleep, Immobilize, Confuse, and Terrorize effects. So when a boss lays a magnitude +3 hold on you, Kuji-In Rin gives does this+ You have -10.38 mez on you. To get you to be held, the boss needs MORE power, until the magnitude of the hold is positive. So in this case, you are taking away 10.38 magnitude from any of those effects that hit you. The boss hits you with +3 magnitude, but Kuji-In Rin knocks that down to -7.38. A Hold that is negative 7.38 in power is weaksauce.
But let's say four bosses lay a mag 3 hold on you. Kuji-In Rin takes away 10.38 from the first to hit, making the power -7.38. All good, as we said earlier. The second hold hits, it has already used up -3, so it's +3 vs. -7.38, leaving Kuji-In Rin at -4.38 in its magnitude-lowering power. Uh-oh, that third hold? You're down to -1.38 power. But it's still negative, so you aren't held. But wait, one last hold is +3 vs. -1.38, leaving the hold at + 1.62. At this point, you get held.Quote:Powers that give a negative magnitude are giving you protection from those status effects.
This is correct except for one thing...you have the +/- switched, protection is +magnitude, and actual mezzes are -magnitude
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Also, a copy/paste from a post I made about a month ago
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It's a little known fact that players have an inherent mag 1 protection.
Though, to be clear, inherent protection is a bit misleading, since it doesn't show in the real numbers
It's just that players have to fall below -1 protection in PvE before they get mezzed. (acro +2 prot -3 hold =
-1, not held )
Same with enemies too, if you've ever looked at an npc, like a boss, with a Power Analyzer you'd know that they don't show any inherent protection even though it's widely known Bosses have Mag 3(because bosses need to fall below -3 to get mezzed).
This is also why Kheldians only need 4 controllers to resist mag 3 holds(each troller gives +0.5 prot)
Edit: Made a quick mission in AE to to show an example:
As you can see, I'm not held by a Mag 3,
but by a Mag 4 I am, since it went below -1.
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Even the Paragonwiki Page doesn't list player's inherent 1 protection -
While I didn't use it much, the free transfers were indeed nice to have.
In fact, I think I used it more for free renames than actual transferances. -
Quote:Are there any for the Outcasts, the Hellions or the Skulls? If there are, who are the contacts to get those missions?
See links for contact/mission info
Outcasts:Frostfire(Hero side Elite Boss)
Hellions: 3k Kelvin(Villain side Elite Boss)
Skulls: None that I'm aware of.
If you want to fight Frostfire on Villains or 3k Kelvin on Heroes you'll have to make an AE Mission -