-
Posts
4197 -
Joined
-
okay. I'll be honest. I have no clue what's going on.
What I would like to know is where is this error occuring? Is it possible for you to take a screenshot of the error as it occurs?
If the error is occuring on the patcher / updater, you might be able to get around it by manually deleting the pigg file in question, and replacing it with an updated pigg file from what sounds like an existing working installation on Windows (or Linux).
***
Try Manga's suggestion first. -
http://paragonwiki.com/wiki/Taunt_%28Status_Effect%29
The short version is this: the taunt is a constant point blank area of effect power that raises your threat to the enemy, causing enemies to focus on and attack you directly. -
Quote:huh? Splashtop itself is a Linux and doesn't run on iPad.You are correct. I am using splahtop to port my pc to my iPad.
are you talking about Splashtop Remote? http://splashtopremote.com/
Anyways, as to your original question, I think you asked if the developers at Paragon Studios had experimented with touch-screen play, given that you posted in the technical issues forum. Touch-screen gaming is probably never going to be implemented in City of Heroes, and I don't think the developers here are going to focus on the tech.
While Multi-pointer / Touch development has been under development for years, such as MPX which dates back to 2005, City of Heroes, as a game, was designed without such input in mind.
The case in point here is everytime somebody wanders around asking about CoH on a Gamepad. Some of lightly snicker and have to refrain from responding, "you play with a gamepad then the team will be asking you to please go back to keyboard and mouse. CoH's interface was largely designed to be navigated with a standard keyboard and mouse, and as such the game makes several inherent assumptions about key combinations and interface placement.
This was one of the reasons why Google decided to not use an existing Linux window manager / desktop interface for it's Android OS. Compiz, Kwin, Metacity, Mutter, Xfwm, Fluxbox, Blackbox, you name it, none of them really fit the objectives of a purely touch designed interface. The interface inherent assumptions and action combinations are also why Google told vendors to not put Android 2.2 on screens larger than 7", and is working on larger screen support for Android 3.x: http://arstechnica.com/open-source/n...-potential.ars
* * *
Now, as to whether or not you can make touch-screen work like a mouse, well, obviously, you can. -
no.
There are no new archtypes or power-sets scheduled for I19.
The rumor that new archtypes / power-sets arose from developers comments that they might look at Epic-Story Archtypes for Praetoria at a recent meet and greet. Although the developers have confirmed that Praetorian Epic-Story Archtypes were an option, they were only an option, and nothing more. -
Quote:Well, I've done ice / mace and ice / elec.Is Ice not a very good set? I have a concept i'd liek to try, was thinking Ice/stone or Ice/kin or Ice/Ice. Any advICE? :P
The advantages to ice armor are that it is the only set that can soft-cap to Smash / Lethal / Energy / Negative Energy Defense on SO's without activating a tier 9 panic power. Ice is the only tanker set with a damage debuff component. Ice is the only armor set that can slow an enemies recharge rate. Ice is the only armor with two taunt auras. While Ice is not the only armor set with a Tier 9 that does not involve crashing out, it's Tier 9 is a complete invulnerability crossed with an insane heal and end recovery. Ice Armor can also drain enemies endurances, with a single swipe of Energy Absorption knocking out significant chunks of an enemies endurance bar. Ice also shares the Dull-pain advantage of Stone and Invuln sets as it's Hoarfrost power could put players at the old Tanker HP cap.
The disadvantages to ice is that it is a defense only set, which means that all attacks that do land, will be landing for full damage (minus the damage debuff). Ice armor is also one of the most endurance intensive armor sets, surpassed only by Dark Armor and Stone Armor with all toggles turned on. Granted, Ice makes up for this with Energy Absorption, but even at endurance recovery ED cap, Ice Armor still "requires" at least three enemies close by to top off. This means that single target performance in sustained fights, such as against AV's or Monsters, suffers greatly.
The disadvantages are what set most players off. Other problems have included many an Ice Tanker's reliance on the Hibernate Power. Many a team-wipe has occurred after an Ice Tank went into Hibernate and lost aggro on target since somebody else on team could out-taunt / out-damage a mob enough to draw aggro.
Then there's the late-blooming factor. Getting to defensive soft-cap on SO's involves picking up Weave from the Fighting pool and grabbing Energy Absorption. This puts most Ice Tanks blooming in the late 20's to early 30's, and will leave only Stone Armors waiting on granite feeling less protected.
* * *
So, to sum up.
No, Ice is not a bad set.
Ice is a good set.
Ice armor, as a set, involves more interaction than simply wading into a mob and hitting the attack button over and over and over and over again. It just takes a relatively long time to bloom as a set, and has some pretty hefty off-sets. -
http://www.guru3d.com/article/radeon...review-test/13
Quote:The 6870 uses less power than the 5870, but these numbers are a pretty good guideline.Radeon HD 5870
* The card requires you to have a 500 Watt power supply unit at minimum if you use it in a high-end system. That power supply needs to have (in total accumulated) at least 40 Amps available on the +12 volts rails.
Radeon HD 5870 CrossfireX
* A second card requires you to add another 188 Watts. You need a 700+ Watt power supply unit if you use it in a high-end system. That power supply needs to have (in total accumulated) at least 55~60 Amps available on the +12 volts rails. -
Quote:To my knowledge there has not been any official statement on the Information Kiosks made on the forums, on the test server, or during previous beta's.Can't recall when they stopped working, but why hasn't this been fixed? I enjoyed browsing it to see the top victors in the arena and punishers of the different mob types.
I'm also afraid you probably won't get an official response. *points to the top of the this forum where it says:
Now, if you want my opinion, re-enabling the Information Kiosks to display data on arena fights is pretty low on the developers list of things to do. There have been several suggestions on what the developers could do with the existing Information Kiosks, ranging from trying them into the Tips System, to using them as a gateway to an interface for advanced teaming and task-force forming. So far the developers have not, to my knowledge, given an indication on whether or not they would look at such changes for the Information Kiosks.Quote:This is NOT a forum where official technical/QA support is available. To report a bug use the /bug command in game. For technical assistance email support@coh.com. -
Quote:even then, I'd say the chances are pretty low. Level 53's weren't, and aren't, common drops. Actually, I don't think I've seen any level 50+ since Hamidon gained the choice between reward merits or an enhancement drop.Normally I might have said you probably wouldn't have much luck with getting these anymore. But with I19 coming up and its Inherent Fitness you might get some people who are going to be respecing some ancient builds that might have some of these locked away on them.
Good luck to you.
There are likely to be more 50, 50+, 50++, 51, 51+, 51++, 52, and 52+ HO's floating around and in base storage. These enhancements are largely server locked since they can't be placed in the auction house or sent by email. I think the only way they can be moved between servers is through a server transfer.
Also, as to price, get prepared to bend over.
Level 50 Ribo's go for 400,000,000 on average.
Level 52 Ribo's have gone for as much as 1,000,000,000
There is no auction house record for level 53 Ribo's. All of the ones that I'm aware of making the trading market are sold off the market and for more than the personal influence wealth cap. Depending on how many you want, you'll probably need 10 or 12billion sacked away in order to make up the prices that players selling level 53 HO's are going to want. -
Poked iZ3D over this:
Quote:So, for those wanting layered vision in CoH, it could be arriving in 2011.Yes, originally our driver for 3d gaming was made for DirectX games and OpenGL support for limited only by games with Quad Buffer mechanism embedded. We have long term plan to support OpenGL application, but it is not short term plan. Our assumption is that OpenGL support will come in 2011, but to give you date estimation we need to finish current stage of development (Nov 2010) and them we'll have planning session for 2011, including OpenGL development.
Also, as a note, the iZ3D system "generally" works across both Nvidia and ATi graphics cards. -
We've had a couple posts now requesting that the Paragon Developers devote time to implementing a layered vision, aka stereoscopic 3D, system into City of Heroes. My response has always been it isn't required, since layered vision is largely handled by the graphics driver.
Well, AMD seems to agree. Rather than devote internal resources towards making their own Layered Vision driver, AMD has entered into a partnership with iZ3D. http://www.prlog.org/11045716-new-st...ecosystem.html
iZ3D's Layered Vision solution will be marketed towards those gamers wanting Layered Vision on RadeonHD 5000 and 6000 series graphics cards. Unfortunately for City of Heroes, while DirectX is mentioned in the press release, OpenGL is not. So, at this point, gamers seeking Layered Vision support won't be finding it on City of Heroes for the time being. -
eh. it's got a RadeonHD 4250. You probably won't find any laptops with GPU's more powerful than that under the $500 mark unless you shop used or stolen.
That being said... if you don't have to buy this year. Don't.
Here's why: http://www.engadget.com/2010/09/14/a...-against-intel
Zacate / Fusion units are targeted for around the $500 mark and the first production units should be hitting shelves in January: http://www.maximumpc.com/article/home/amd_demos_zacate
So if you are in the $500 mark, I would wait. Really. I would. -
Quote:A few years back somebody posted a response to the concept that defenders heal with... I want to say it was a video, titled I'm a defender! I just remember lots of pictures showing defenders doing different things. In fact, the subject was actually a sore-point for the developers themselves.
A blaster is cycling through all their primary and secondary, why can't a defender?
One of my largest complaints on defenders was the labeling of the class. When you go to create an avatar in the game the defenders damage was described as "medium" while a blaster's damage for the same powerset was described as "high". For all other archtypes the difference between "high" and "medium", such as a Scrapper's damage to a Tank's damage, and a tank's shielding to a scrapper's shielding, was about 30%. The difference between "high" to "low" was about 60%.
Defender power to identical Blaster power though, on average, was 60%. Only in various AOE's were the 30% rates observed, and in some powers such as the Blizzard Nuke, ignored. The reality was, Defender damage was bloody low.
Many players basically became used to the idea that Defenders just didn't do damage. One of my friends made an empathy / archery defender, and.. well. Let's just say that solo-ing was not a strong point. My friend could deliver all of the buffs in the world, but because he couldn't debuff an enemy, and none of his attacks had a secondary effect, he just couldn't defeat enemies.
This is where we get to the sore-point. One of the problems the developers ran into with Defenders is that Defenders had too wide a range of powers. Minor changes to the overall damages, in order to actually give defenders attacks with "medium damage ratings" would turn defender combinations with -resists into power-houses that would, on paper, out-dps blasters.
In fact, the developers recognized that the old Old-Vigilance was a bit of a problem for some power-sets. Endurance Reduction depending on team-mates health didn't work for all archtypes. In fact, endurance problems created their own internal issue.
Some classes (cough radiation cough) would have large amounts of recovery tied up in running their toggle debuffs. In many cases a Radiation Emission on SO's wouldn't be able to do anything but drop their toggles, then pretty much spend the rest of the fight doing nothing since all of their endurance was powering the toggles alone. Such toggle heavy power-sets would rely on team-mates loosing health to take advantage of endurance reduction.
* * *
Now, granted, today's IO system, and the new vigilance have addressed two of the problems that defenders faced.- Recovery or +endurance buffs tend to be common in the mezzing or debuff / buff IO's available to most defenders.
- The new Vigilance gives a damage buff while in solo or small team configurations, actually giving defenders the DPS to be effective.
You can actually see this in practice by checking a players power list. There are many defenders who will quickly sacrifice their secondary / attack powers to pick up useful pool powers, such as the Leadership pools, the fitness pool, the invisibility pool, or the healing pool. For many defenders, it's not that they don't want to cycle through from their primary to their secondaries. It's that they don't have any secondary powers to cycle to, or the powers that they do have are IO'd out for IO buffs rather than power-effect.
Hopefully this answers your question and gives a bit of background insight into the game. -
Quote:every time a new issue hits I tend to make the requisite now hosted by SOE jokes.Didnt anyone notice mapservers happen a bit before AE or issue 13?
As to the original poster's problem, I've been working a wide range of servers over the past couple of weeks, and I haven't noticed any particular map-dropping errors. Actually I did figure out what was causing my own "game seems to pause for 5 seconds" issue from a good while back. (it was KDE changing background wallpapers for those interested)
I've got the old net_info tool that used to be on NCSoft's support site mirrored through google docs. It can tell you if you have any problems connecting to various NCSoft games. Useful for determining if the connection problem is the server or your connection.
Also, if you are running a Cable or DSL modem, type the address 192.168.100.1 into your address bar.
This should bring up the modem control panel. If you are running through a router, you might have to set yourself as a DMZ host to view.
On a cable modem you should have both a Receive Power Level and a Transmit Power Level.- The receive power level should be between 0 and 1.
- The Transmit level should be between 45 and 56.
-
... that honestly looks like an old Planetside bug that was tied to the graphics card overheating.
Some more information about your hardware could help find a solution:
http://boards.cityofheroes.com/showthread.php?t=219502
http://boards.cityofheroes.com/showthread.php?t=231628 -
Quote:Well... honestly... get a system that doesn't use Intel graphics.Well, I managed to fix this issue, but now we're back to the issue of my game randomly freezing up. *facedesk*
EDIT: I figured out what S.O.L. means. T_T Is there anything I can do?! /panic
One of the basic problems is that Intel doesn't really have much interest in the gaming graphics market. Sure, Intel makes demonstrations at E3 and other cons showing off their chips running the latest games... in low resolutions and with the lowest detail settings. Intel's status as a provider of gamer-capable graphics is such that most developers openly mock Intel, and one of the big pre-selling points on Project Larrabee was Intel's aggressive approach in getting game developer input. Intel canned that Project Larrabee which once again sent a message to game developers that Intel just doesn't care about graphics.
Another basic problem is that not all of the Intel Branded hardware is actually Intel hardware. In many cases the graphics hardware is designed by Imagination Technologies.
That problem is complicated by the problem that not all of Intel's drivers are written by Intel. In many cases the Graphics Drivers were actually designed by, and implemented by, Tungsten Graphics who are now owned by VMWare.
The Intel Hardware / Driver matrix is so complex that even Intel is on record admitting they have too many drivers for some products.
* * *
The problems with the actual hardware, and who-ever writes the drivers for that hardware, is further complicated by notebook vendors themselves.
Both AMD and Nvidia have taken to hosting chip-compatible bare-bones drivers for the GPU's that they sell to the OEM's and ODM's that actually produce laptops. One of the driving reasons stated by AMD is that notebook vendors weren't keeping their own drivers up to date. As many City of Heroes players have found out the hardway, notebooks with AMD graphics would often come with a driver that lacked any OpenGL support.
Case in point for me, I've got an Asus F3Ka. The laptop shipped with a RadeonHD 2600 mobile GPU. The latest AMD/ATi driver that will support this GPU was released on 10/22/10. The latest driver Asus lists was released on 2007/10/31.
Now, the reason why laptop vendors do NOT update their offered drivers is fairly simple. Laptop vendors figure that at some point you'll have to buy a new laptop and the more quickly your current laptop is obsolete the more quickly you'll spend more money.
There are also other factors. To a beancounter it simply is not worth the maintenance cost to continue to properly update mobile graphics drivers. Many of the custom drivers meant for laptops often have special hotkey access, special timings, or even special fan controls, that a generic driver won't support. In many cases adding the special controls to a driver can take additional man-hours and the actual product driver will have little resemblance to the reference driver.
In the Intel situation where there is a wide variety of Hardware, and a wide range of product drivers, some of which are updated and some of which are not, most laptop vendors simply say something to the effect of "screw it"
* * *
I, personally, don't agree with that sentiment. That being said, I don't know how to fix that mentality on the part of the laptop vendors. I don't know how to fix Intel's perception that drivers are not-important and there should be an easy and non-complex way for users to update their drivers without having to dive through one of the industry's worst software-download matrix's in the history of web-interfaces.
I honestly don't know what to tell people who have Intel graphics hardware and aren't in a position to replace it. There's only so much you can do on the driver front, and for the most part, you are either waiting for Intel or the laptop vendor to care, neither of which are likely to do so. -
http://boards.cityofheroes.com/showt...08#post3296508
I already know what the problem is: ig4icd32.dll
That would be an intel graphics chip.
The corrupted graphics would indicate an older driver. The poster "might" be "S.O.L." depending on the age and version of the Intel Graphics Accelerator being used. -
I can verify that CoH works perfectly well on Windows Xp 64bit with ATI RadeonHD 2600 and a Radeon x1900.
-
Quote:erg. My head actually hurts on this question.With .83/sec endurance and only a mag 1 is it even worth getting? Why not up the mag to say 3 like more other sets. I don't see anything else with a mag of 1. Most minions are 1 shotted anyway. lol.
Okay, first thing, Choking Cloud is in the Radiation Emission Powerset. It is a toggle point-blank-area of effect power. The stats of the power are identical across all three archtypes that can get it: Defender, Controller, and Corruptor. The pertinent stats are:- 15ft radius / 30ft diameter
- 50% chance for 2mag hold
- 80% chance for 1mag hold
Second of all, it's a constant PBAOE toggle. That means that it works like an attack armor. Any enemy that gets within PBAOE / Melee. The reason why it is only chance for hold is because the archtypes that get the power are not supposed to fight in melee range. Let me repeat that, and bolded.
The Archtypes that have access to Choking Cloud are not Supposed to be Fighting in Melee Range.
Choking cloud, as a power, is designed to give those archtypes who have enemies enter melee range a chance for the avatar to leave melee range.
Now, is the power worth getting? Well, considering that the Basilisk's Gaze has a 7.5% recharge buff with only 4 slots, and Choking Cloud gives you a platform to put this set on, and it can save your hide when an enemy closes up, then yes, Choking Cloud is probably worth getting.
If you don't spend a lot of time in melee range, as most controllers, corruptors, and defenders should be doing, then you likely will not really miss the power in a regular course of play. -
... ...
My gut reaction is no, you are doing the math wrong, but now I have to do the math myself. The general rule of thumb if that the effect of the power is less than 1/5 of the power you will not be able to make that power permanent.- Hell on Earth has a base recharge of 10 minutes, or 600 seconds.
- Hell on Earth has an effect time of 90seconds + (15seconds final imp)
- 90 seconds goes into 600 seconds around 6.6~ times. This is will over the recharge cap.
- 105 seconds goes into 600 seconds around ~5.7 times. This is also well over the recharge cap.
Now, what about a practical recharge cap? The player reachable recharge cap buff is 400%. This gives the effect of a total 500% base recharge rate assuming 100% of normal recharge rate: http://paragonwiki.com/wiki/Recharge_Cap#Recharge_Rate
Well, on paper you have 18 primary and second powers, and 6 extra in level powers, two that must be chosen on the way to 40, and four that must be chosen after level 40. That is a total of 24 total powers.
Most recharge boosts occur in the pump 5 or pump 6 slots on enhancements.
The theoretical maximum any one build could have is going to be less than the combined total of- 7.5%(*5) Enhancements
- 7.5%(*5) LoTG 7.5
- 10%(*5) Purple
- 6.25%(*5) enhancements
- 37.5
- 37.5
- 50
- 31.25
With hasten's extra 70% the total possible maximum achievable boost through IO's and internal buffs is going to be less than 227%
Now, if you are going for a money no object build with a focus on recharge, your build could be a bit like this:
- Demon MM
- 10% Corruption: Apocalypse Purple Ranged Damage
- 10% Crack Whip: Ragnarok Purple TAOE damage
- 6.25% Hell on earth: Recharge intensive Pets
- 7.5% Lash: Kinetic Crash Knockback set
- 10% Demon Prince: Unbreakable Constraint Purple Hold Damage
- 7.5% Demons: Kinetic Crash Knockback set
- Storm:
- 7.5% Gale: Kinetic Crash Knockback set
- 7.5% Tornado: Kinetic Crash Knockback set
- 7.5% lightning storm: Kinetic Crash Knockback set
- 10% Thunder Clap: Purple Stun Set
- 7.5%: Steamy Mist: LoTG Buff
- Pool Powers
- 7.5%: Combat Jumping LoTG buff
- 7.5%: Weave: LoTG Buff
- 7.5%: Maenuvers: LoTG Buff
- 7.5%: Vengeance: LoTG Buff
- Patron Power:
- 10% Web Envelope: 10% Gravitational Anchor Purple Immobilize
Now, would this build actually do anything besides suck really bad because it has tons of slots in powers that really just hurt a team?
Nope.
This would be a god awful build to actually make. You'd probably also have to drop useful teaming powers and give many of your powers almost no slots to make the purples and the kinetics crash fit. Thing is, I've done the whole recharge is KING! thing before will an ill / storm controller. I've got 103%(203%) base recharge


Is it really something to do on a mastermind? With even lower strength buffs and larger endurance usage?
Hey, feel free to do so. I'm just going to warn you that it's a bad. idea. -
nope. not even the tip.
I've run the numbers before comparing the active player population as determined by average number of posts versus the total population of the listed board members versus the known subscriber numbers versus the expected subscriber numbers. From a purely numerical point of view the active population of the forums could be anywhere from 2% to 15% of the actual paying player base. There are several reasons why the percentage range is so wide.
To put this in comparison for a moment, if somebody was to judge the player base on the forums alone there are several logical conclusions that can be gained:- All players have at least 2 accounts.
- PvP is an active component of the game with a large number of participants on many servers
- Everybody has at least one level 50 avatar on Hero and Villain side
- Everybody has unlocked Villain and Hero Epic Archtypes
- Everybody uses purples in their builds
- Everybody builds towards defensive soft-cape
- Everybody is sitting on at least 2billion influence on one avatar
- Anybody can use the market to gain millions of influence in a very short amount of time.
We know from the developers decision to move Epic Archtypes to a level 20 unlock that a majority of the player-base hadn't ever reached level 50, and thus not everybody had an Epic Archtype avatar. We also know that players reaching the influence cap is a rare occurrence. The devs are actually on record as describing off-market trades for more than the personal-influence cap as being an abuse of the system, one they are not sure how to address or deal with. The list from that point goes on, and on, and on.
From a strictly practical point of view the forums represent a small group of players, and that small group is, in and of itself, fragmented. In some cases the fragmented nature can be useful, allowing the developers a quick range of feedback on any given specific issue. In most cases the fragmented nature is not so useful. The not-so-gentle point here is that the "jerk" player who does not understand basic game design is more likely to be more vocal, and more forceful in that vocalization, over any given issue from somebody who actually knows what they are typing about. Just look for the calm and collected posts that take time to reason out any given scenario, event, or idea. Then compare the number of those posts to the flat one liners with disparaging remarks.
On some level most game developers understand the communication problems associated with opening up any particular forum or avenue of communication with the player-base. There are a variety of different methods by which game developers can approach the community in order to get effective feedback, such as having a limited-access beta for any given software release, or responding to emails or private messages. For particular issues where mass feedback is required typical approaches include marketing survey's, pop-up notifications in game requesting feedback, and other such methods.
Specifically for CoH, a F2P model probably isn't in the near or long-term future. NCSoft was pretty clear about having a multi-year plan for the CoH franchise, so I'll go-ahead and restate my opinion.
If Going Rogue does not sell as well as NCSoft expects over the Christmas Season, and if subscription rates are not where NCSoft would like them to be by the end of the first fiscal quarter of 2011, NCSoft will likely work with Paragon Studios to pursue building a CoH2 game.
Should NCSoft pursue and develop a sequel title, it is likely that NCSoft would do a unified subscription, with just a single CoH subscription unlocking access to both games. I don't think, at this stage, that a F2P business model is in the cards for City of Heroes as it is now.
Conversion to a F2P model has only largely worked in one circumstance: Market Saturation.
To end this, let me pose a simple question:
How many Fantasy / Medieval themed MMO's are there?
How many sci-fi first person / third person shooters with online components are there?
How many Super-Hero MMO's are there?
Thing is, F2P can work when you have a good basic game that is better than the competitors basic game, but both are in the same market. Charging a subscription fee for something that is offered for free elsewhere can work if you have a good brand-name or an outstanding product.
When nobody else has a competitive product, you can pretty much set your own price. The fact is, as of right now, CoH doesn't have any competitive products. From recent game demonstrations it's likely that CoH will continue to remain unrivaled for a few more years. With the lack of any real competition to force a product or pricing move, there is little reason for NCSoft to pursue a different financial model. -
Quote:I'm responding to this a bit on an off-the-cuff level. While I do have a dark / stone brute, that avatar is in the 20's and is several levels away from Granite.Quick one.......does the slow down with powers affect the abilty to build fury whilst in Granite?
The reasons why I have a Dark / Stone brute are related to some of the reasons you don't really see that many stone armor brutes around, at least not these days. Several issues back Stone Armor was the king of survivability. If you wanted to take damage, Stone was the way to go. However, with defensive capabilities exposed through various existing IO sets, the Willpower and Shield armor sets have become more prized for those seeking survivability, offering power-sets with decent base defensive capabilities, decent resistances, and powers that can leverage a brute's high-HP cap.
I decided to make a Stone Armor brute precisely because I wasn't seeing them around.
My own Dark / Stone build is largely being built with the idea of not using Granite. On paper I can achieve a defensive soft-cap to smashing / lethal, and get close to, if not perma, Earth's Embrace outside of granite. The conceptual idea is that in doing so I won't actively be sacrificing total damage, and will still have a high recharge rate for when I encounter enemies that will require the defensive and resistance properties of granite armor.
The aspect of Fury while in Granite mode was a consideration. A player I know from a global channel does have a Stone Armor brute and we compared Fury levels after the I18 update. On average my existing Electrical Brute was able to sustain the ~80 fury limit. Under similar aggro conditions, in granite, the other player was sustaining between 10~20 less fury.
On paper then, under the new Fury and with the damage debuff to Granite armor, a Brute in Granite Armor without any other external or internal buffs, should be putting out the same average damage as a tank: This being based on ~63 fury being the equivalent of a scrapper, and Granite's -30% damage debuff being the difference between scrappers and tanks.
So yes, in practical effect, being in Stone Armor will effect negatively effect Fury. However, the damage debuff of Granite itself will, in most cases, affect total damage more-so than the loss of Fury itself. -
... okay. Creating 6 different threads on the same subject is... SPAMMING THE FORUMS.
Deliberately and intentionally spamming the forums, and even indicating that you are spamming the forums by posting revision numbers in your titles is against the forum rules.
Ergo, I am going to say what is on my mind when I saw these suddenly appear: These threads need to be deleted and you need to be banned from these forums until you get the idea that spamming is bad. -
Quote:The company he went to needs a lot of good employees.Honestly, i still feel he did some extremely good work here, and it's my opinion that the new company he's working for could really use him. The animation team that's here now has also been doing great work, so it's not like he left PS without a good animation team.
... *sends them a resume to see what happens* -
Quote:if, for some reason, the player somehow enters a code that only unlocks a single faction / side, Customer Service was activating the other faction / side of the game manually.Then how do you explain people buying original copies of both CoH and CoV from places like Amazon and getting full access to both sides? Maybe it's something that only works for US accounts.
The system is supposed to be setup so that buying City of Heroes or City of Villains or entering a code unlocks both games. Doesn't mean it always works. -
Quote:Well, first thing, the Gift of the Ancients 7.5% run speed proc also includes a +Defense component, so you don't really sacrifice protection to place it.It is worth chasing runspeed and movement increase bonuses for a stone tanker? Will it make slotting too tough or take away from other powers too much? And is the bonus worthwhile in Granite Armor, or just with the other armor toggles running? And what sets and IOs do you look to for the movement speed bonuses, besides the Gift of the Ancients global?
Sorry for all the questions, thanks in advance!
On my first stone tank I did a 4-slot franken-slot of
Luck of the Gambler Defense / Endurance
Luck of the Gambler 7.5%
Gift of the Ancients 7.5%
Gift of the Ancients Defense / Endurance
Now, that being said, spending slots on movement will only buy you so much. With both Granite and Rooted up, you'll have -10.02 + -12.89, or basically 22.91mph of your base run speed gone. So even if you rack up on movement speed boosts, you won't be moving very fast anyways.
