macskull

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  1. Quote:
    Originally Posted by Supermax View Post
    lol at fire being OP'd.

    Count how many fire blasters play on serious arena teams in the league.

    If you count more than 0, you know something I don't.
    More for zone and 2v2s, where Flares is a retardedly good power.
  2. macskull

    DM/???

    Quote:
    Originally Posted by BlissfulChaos View Post
    My tops picks for being able to hold the fort on teams and still grind thru things on your own would be shield, invuln, and wp. All these benefit a lot from darks melee's 2 best selling points, its -tohit and the self heal.

    If you want something less common energy aura and SR are even still solid choices. But these would really be better suited for solo play since they lack taunt auras.
    The Brute version of SR has a taunt effect in Evasion, plus SR's powers are re-ordered a bit from the Scrapper version so you aren't having to wait until 35 to get your AoE defense in. Energy Aura lacks a taunt aura, though, so building Fury might be a bit more difficult if you lack another way to maintain aggro.

    I'd say DM/Shield, DM/SR, and DM/WP, in that order.
  3. Quote:
    Originally Posted by cybermitheral View Post
    Level 21 SoA with Stamina (unslotted).

    Recovery Rate 2.19%
    a) Base 1.84%
    b) Stamina 0.44%

    a + b = 2.28%

    So either the Total Calculator is broken (showing incorrect data), or the Total is correct but the Base value used is not including the Conditioning bonus.

    Sent off a Bug report.
    Ran the math on this using the base recovery value (1.67%) and the numbers came out to 2.11%. So, it's possible the totals calculator is broken (this has been known to happen at times) or Conditioning isn't giving the full 1.84 EPS it's supposed to. It is giving more than the standard base of 1.67 EPS (the numbers above would suggest it's giving 1.75 EPS, or about half as much as it's supposed to be giving), but it's not giving as much as it's supposed to.
  4. Quote:
    Originally Posted by Novawulfe View Post
    Post Deleted
    What you are saying:

    "The Kheld forms unlock extra inherent powers, and both the forms and the new powers can be slotted."

    What he is saying:

    "You cannot enhance a power to have an effect on your other powers."

    The reason you can slot both the form and the extra powers on a Kheld is because they do entirely different things. Yes, you need to have the form activated to access its powers, but that's not what is being asked for here. What the OP is asking for is to be able to enhance Swap Ammo's toggles to improve the secondary effects of the powers used while that toggle is active. That's more akin to being able to slot Bright Nova (the toggle power, not the inherents that come with it) for defense debuff and have that enhancement apply to all the Nova attacks. The system does not and cannot work that way, which is why the OP's suggestion will not happen.
  5. Real fixes to DP:

    * Reduce animation time and/or increase damage on Executioner's Shot.
    * Increase range of Empty Clips to 50 feet.
    * Make Hail of Bullet's damage more reliable. Right now, the way damage is calculated for the power means it does weird things (see below).

    What's "wrong" with HoB? Well, for starters, it doesn't do a hit roll on targets that are within its radius and keep checking those targets once they move outside its radius. Inferno, on the other hand, will make the hit roll on all targets within range when the power is activated, and whether or not you or the targets move out of that area, it will continue to make those extra "% chance for" rolls. HoB, on the other hand...

    HoB does a hit roll on every tick of damage. This means that there's an equal chance of it doing no damage as there is it doing full damage, but more often than not it will be somewhere in between. One side effect of this is that if your target moves out of HoB's radius while the power is still making hit rolls, that target will no longer be affected by the power. It's kind of like how mobs running out of the radius of Rain of Fire won't have hit rolls made on them, but this is a PBAoE nuke with a looooooong animation, and this doesn't seem right for the risk this power requires to use. On the other hand, though, a mob could wander into HoB's radius after the power's started animating and take damage (or run into and then out of during the animation cycle). This isn't a huge deal for PvE, but for PvP it makes the power even more of a throwaway than it already is (long animation, crappy damage due to being an AoE).
  6. macskull

    Great Job Devs!!

    Quote:
    Originally Posted by Reiska View Post
    It's a good thing it isn't the lowest damage Blaster set in the game.
    Sorry, second-lowest.

    At least all these people playing the set will hopefully give the devs lots of solid information when they're datamining so they can give the set the buffs it needs sooner rather than later.

    Dual Pistols is a very flashy set, and I've gotta give props to the dev team for making it look good and giving it a "gimmick" that differentiates it from other weapon-based sets. Unfortunately as far as numbers go it just doesn't add up, which is something that can be addressed.
  7. Quote:
    Originally Posted by Furio View Post
    Um...that's *exactly* what he said. He simply put it in the form of a conversation...could be formatted better...maybe like this:


    poster 1: "Hey, I heard rumors that DS is part of I17"

    Poster 2: "THAT IS A FLAT OUT LIE" etc etc"

    he continues from there with almost word for word what you posted.
    This is one of those "learn to read" things. From the OP:
    Quote:
    The only time that Demon Summoning and i17 are in the same sentence are to say that they will be released around the same time
    So no, he and I are not saying the same thing.
  8. Quote:
    Originally Posted by ZanderCross View Post
    -I have heard rumors that Demon Summoning is now part of i17 just like Ultra Mode. THAT IS A FLAT OUT LIE!!! Nowhere does it EVER say that in any official announcement!!! The only time that Demon Summoning and i17 are in the same sentence are to say that they will be released around the same time, i17 for free and DS for PRE-PURCHASE CUSTOMERS ONLY. DS is not going to be a free part of i17 kids! Sorry!
    Absolutely and completely incorrect. DS will be pushed onto the servers at the same time as I17, but it will only be available if you pre-purchase GR. From the GR pre-purchase announcement:

    Quote:
    Dual Pistols will be available immediately upon prepurchase, and Demon Summoning will come shortly thereafter with the launch of Issue 17.
  9. Quote:
    Originally Posted by Master-Blade View Post
    As for the file never being recreated, I can't really explain that one unless you are not using the "Remember account name" option when you are logging in
    Aha, that would probably be it. Just started leaving that option unchecked, and didn't even think that might be the cause of the problem.
  10. Does this happen in PvE also? If it does there's a lot better chance of it getting fixed (say, with I17's release).

    EDIT: Nevermind, just tried it out. Fire Blast roots for too long, Fire Ball doesn't. This was with default colors.
  11. Quote:
    Originally Posted by DoctorParadox View Post
    I think the real question is "how long will it take for the first DP with all the core TF's?" considering that level isn't really an object any more, I tend to look a badges more.
    ...Because badges mean you are good at playing a character?

    Right.
  12. I remember after I12 was released with the ability to re-order your characters at the selection screen, people were having issues with the order randomly resetting, and the given solution was to lock the playerslot.txt file in the proper account's folder in the CoH install, but if I'm not mistaken this issue was fixed a while later.

    Since I did a server transfer the other night, the problem's reared its ugly head again. I kept moving the character in question to the slot I wanted it in, but every time it reset itself. Tried locking the file, no dice. Eventually just deleted the file, thinking "okay, the game will rebuild it when I log in and re-order my characters." Unfortunately this didn't happen... the character order got all messed up, and the playerslot.txt file was never re-created.

    So... what now?
  13. macskull

    Imps

    Quote:
    Originally Posted by ketch View Post
    I should clarify that the defense only affects your pets and not pets in general. I'm not sure if it even affects all pets or only the one in which it is slotted. You may be able to find that answer on the mastermind boards.
    It does only affect your pets, but it should be noted that it affects all your pets, including temp pets (like the Shivan or Warwolf) and some mission allies (like Katie's Spirit in the last mission of the KHTF).
  14. macskull

    ae nerf

    Do you have the correct ranks in your group? You can't have a group of just EBs or AVs anymore.
  15. Way to say "sorry I was wrong" without actually saying it. Nice try.

    EDIT: Went out there and "verified some ****." Used a Blaster and a Stalker... used a stopwatch to time how long suppression from being attacked or using an inspiration lasted with and without Invisibility on the Stalker.

    Being attacked:

    * Without Invis: 2 seconds
    * With Invis: 2 seconds

    Using an inspiration:

    * Without Invis: 4 seconds
    * With Invis: 4 seconds

    Obviously as I was using a stopwatch my times were a tenth of a second or two off, but I ran enough times to determine that no, having an only-affecting-self power activated does not decrease the length of travel suppression. Kind of amusing that it took me all of 10 minutes to shoot a hole in the theory you've been formulating for a year, isn't it? I don't know where you come up with these things, but can you send me some of whatever you're smoking?
  16. macskull

    ae nerf

    If they're custom NPCs, you need to have a certain amount of their powers selected or they're worth less XP. You also need to have minions, lieutenants, and bosses in the custom faction, or they'll be worth less XP.
  17. Alright, so next time I get hit with an attack I just won't allow it to suppress me. Sounds great, can't wait to try it!

    Again, unless it's one of those "it's bugged" things, Acid Arrow triggers the same 2-second suppression getting hit with any attack does. Pretend travel suppression doesn't exist all you'd like, but them's the facts.
  18. HaHaHaHaHaHa.

    It does, actually. Same two seconds as any other attack thrown your way. A better example, though, would've been "toggle debuff = no TP."

    You really should at least understand how the wheel works before you try reinventing it.
  19. Quote:
    Originally Posted by Xury2 View Post
    Edit: Oh looks like Mac got to it before I did. One last thing though. TS kicks in, yes when a hit is successful on you, but this is a matter of perception. TS kicks in the moment the hit is rolled successful and you see the damage incoming icon on your HUD. Meaning the damage is incoming, but the hit is registered and you get suppressed even before the damage lands.
    Yeah, this is weird for slow-moving powers like Will Dom or for some snipes. I'll know I am getting hit (I monitor hit rolls and damage in a separate window so I can tell if someone attacks me even before the damage comes in), and will get suppressed, but many times the suppression will be over and I'll be moving again before the damage actually hits me.

    Regarding stack versus refresh: check your buff bar when you're getting spiked. As long as the damage keeps coming in with less than a two-second pause between attacks, you will stay suppressed. The icon for travel suppression will stay at the same place in your buff bar, as opposed to going off and then coming back on at the end of the bar. If there's a gap greater than two seconds in incoming attacks, then yes, there will be a momentary gap during which you'd be unsuppressed and be able to teleport.
  20. Quote:
    Originally Posted by Dahjee View Post
    Powers that affect self, as well as other powers can reduce TS time attained from both attacking and getting hit.
    ...Such as? Given that travel suppression is a fixed duration and a fixed speed, if such is the case it's a bug and I wouldn't expect it to last.

    Quote:
    TS time from attacking is much much shorter than the time supressed from being attacked.
    If you're using low damage scale attacks (i.e. little "ping ping ping"-type powers such as Flares) this is true. For just about any decent attack, though, this is incorrect.

    Quote:
    With enough recharge on Invis or PFF for example, TS doesn't really threaten a good teleporter unless they're up against 10+ in a zone or something. Assuming they can stay in the air of course. Attack, invis, suppression over in less than a second.
    So what you're saying is that Invisibility or PFF reduce the duration of suppression? Doubtful - very doubtful. If it works this way, it's a bug. You may, however, have "suppression reduction" confused with "I toggle on invis so people can't see me" or "I toggle on PFF so people can't hit me." Knowing you, this is probably the case. In that case, of course you can TP away.

    Quote:
    TS does not stack like effects do. Getting hit with 3 powers in a row or DoT means that TS ends after the first application of TS, it doesn't continue until the 3rd power's TS duration ends or for the duration of a DoT... Another round of TS will be applied if this small window of no TS isn''t taken advantage of though, so it is often missed when using any other form of travel, and is often why I don't recommend TP to those brand new to PvP. It does take practice.
    This is incorrect. TS does not stack, but it can have its duration refreshed, much like Fortitude doesn't stack but can be extended by the same caster. You've got attacks coming in at you, you stay suppressed unless those attacks aren't coming in fast enough to keep you surpressed. In the case of toggle debuffs or debuff patches, you will be unable to remove suppression until you either get that other player detoggled or leave the debuff patch. If you get webbed onto, say, Quicksand or Tar Patch, and don't have Super Speed, you're screwed because TS will disable teleport and you won't be able to quickly move off the debuff patch (oh wait, is that yet another situation where SS is preferable? my gosh, it is!).
  21. Quote:
    Originally Posted by Dahjee View Post
    This suppression can be reduced to less than a second.
    If you have any insights on how to reduce 2 or 4 seconds (standard fixed duration of suppression for being attacked or activating a heal, for example) to "less than a second," I'm all ears.
  22. macskull

    Con!!!

    who the **** is gnome
  23. Quote:
    Originally Posted by Daemodand View Post
    Now if only Conditioning wasn't broken...
    What's broken about it?
  24. Quote:
    Originally Posted by Dahjee View Post
    You assume that from the arena. Stop dripping your arena mentality into zone PvP. Lrn2z0ne perhaps. I can Use SS/SJ with the best of them Mac... Can you Combat TP?
    I'm sorry, I was under the impression that playing without the ridiculous zone handicaps (hello, TS and HD) made you a better player. Obviously I'm wrong. You continue to think that your Hover/TP build will work - meanwhile we'll just webnade you and suppress you over and over, which completely removes your means of travel. All that time I'll still have at least one usable travel power, no matter what you're doing.

    lol @ telling me "learn to PvP."

    "Combat teleport" would imply that you are using teleport while in combat. Given that your ability to teleport is completely disabled while you're in combat, it is impossible to "combat teleport." Even if that weren't the case (i.e. arena rules) you'd still have to be able to keep up with someone who isn't standing still - teleport, fire off maybe one or two attacks (if you TP to where the person was going), and teleport again. All this time you're burning endurance and there are periods where you're entirely stationary where I'm basically getting free shots. Good luck keeping up and being able to close to finish someone off.

    If TP and Hover was such a wonderful viable tactic, I'd expect more people to be using it. As it stands, almost every Fly/TPer I come across dies repeatedly to players who know how to counter them (easy, just look up!), and the ones that don't spend more time TPing up to the zone ceiling or their base than they do actually attacking/getting kills. SS/SJ is easier to use and more effective in almost every situation than Fly/TP, not to mention it grants access to three useful powers (Hasten, CJ, Acro). Given the choice between "easy to use and effective 99% of the time" and "slightly harder to use but almost never effective," I'll take the former.

    Guess I have to give you props for throwing off just about every thread you post in by giving bad advice and then defending yourself when everyone who knows better says you're wrong.
  25. Teleport is completely disabled when under the effects of travel suppression (attack or get attacked? can't TP).