makerian

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  1. No. I deleted a bunch of toons over the years. Sometimes freedom is letting go. I suggest either take your time and prioritize which ones come first and actually play them a little bit before moving on to the next toon, or remove some of the clutter. It's nice to have a 100 50s, but really, can you even play that much?!
  2. Thanks for the explanations.

    Is Repulse supressed when Hide is toggled or only when in a Hidden status?

    Example: Toggle Hide and Repulse. SS into a group of 8. Attack with Assassin Strike. After I attack and lose my hidden status, is Repulse now affecting enemies (thus also potentially triggering the proc)?

    So, now a question of opinion. Is it useful you think if I only 1-2 slot Repulse to put a proc like that in it? Particularly if I anticipate being against +2-+4 with multiple foes around?
  3. Thanks, what if the proc is in a non-combat toggle like Combat Jumping or Maneuvers? Would those also require enemies to be activated? I assume not.

    Edit: Not specifically, the proc I mentioned in Force Feedback, but let's assume some other proc, say in a Defense set based on my examples.
  4. I was recently looking into using a "chance to" proc in a crappy toggle power that I'd never normally take on my En/En Stalker until Fitness became inherent.

    I was thinking of using Repulse, at least sometimes, like when I'm not in combat, something like a movement toggle. Not sure if it's worth it, but I was considering slotting it with the Force Feedback: Chance for +Recharge.

    At: http://paragonwiki.com/wiki/Force_Fe...or_%2BRecharge, they still have text and a description of the suppression effects.

    Does someone have a link to the change when that was fixed or was it done silently?

    Two more clarifications, though.

    1. I don't think it requires contact with an enemy to trigger, just for the toggle to be active. Similarly, even with a power like Footstomp, I would assume it only matters that the power was activated, not how many targets were in the radius of the attack. Can someone clarify that?

    2. How often do Chance to powers activate on toggles? I was under the impression they check every ten seconds. Is the chance to trigger the same time for an auto and a toggle power?

    Thanks, I'm sure these have been answered time and time again, but some people, like me, can't wrap our heads around them and paragonwiki I don't think has the info I need to understand how it's working.

    BTW, this is a bit of a cross-post. I just replied to a thread in the search results that was similar to mine, but realized it was in the Controller forum.
  5. I was recently looking into this as well, but for a crappy power that I'd never take on my En/En Stalker until Fitness became inherent.

    I was thinking of using Repulse, at least sometimes, like when I'm not in combat, something like a movement toggle. Not sure if it's worth it, but I was considering slotting it with the Force Feedback: Chance for +Recharge.

    At: http://paragonwiki.com/wiki/Force_Fe...or_%2BRecharge, they still have text and a description of the suppression effects.

    Does someone have a link to the change when that was fixed or was it done silently?

    Two more clarifications, though.

    1. I don't think it requires contact with an enemy to trigger, just for the toggle to be active. Similarly, even with a power like Footstomp, I would assume it only matters that the power was activated, not how many targets were in the radius of the attack. Can someone clarify that?

    2. How often do Chance to powers activate on toggles? I was under the impression they check every ten seconds. Is the chance to trigger the same time for an auto and a toggle power?

    Thanks, I'm sure these have been answered time and time again, but some people, like me, can't wrap our heads around them and paragonwiki I don't think has the info I need to understand how it's working.
  6. I wonder if it has something to do with multiple accounts?

    I had one initial success with logging out to character select. Other times, I have not. I recently renewed my son's old account, and so I sometimes log in either account. However, I do have "save my account" or whatever the option is at the logon. The error message I get is something different, though, more like "unable to log into character select" or something more like that, so you're problem might be unrelated.
  7. You probably already confirmed all this, but:
    Was Rage on for both tests?
    Were they the same level?
    Did you have any other buffs that might've affected your damage?

    The results almost look like you fought a higher level mentalist when the alpha was slotted, or maybe it had received a buff from a nearby ally. I haven't slotted it, yet, so only conjecture as to what could be causing it.

    Also, I assume you were fighting things that were many levels gray to you. I wonder if that could have something to do with it. Try finding some even level rikti in PI, for example.
  8. If I were you, I'd go for Spiritual (Recharge).

    I notice you don't have Hasten, and basically Rage and Taunt are the only powers where you may not notice an improvement. Spiritual will give you noticeably faster Unstoppable and Conserve Power, plus you'll probably notice it in a few attacks.

    Looks like you are in the 120-180% range with Rage on, and higher with Invincibility, so if you feel you are good against +4 Bosses through AVs, you probably don't need that.

    And if you're not feeling end issues, the Cardiac isn't gonna do much.

    Musculature will offer a negligible improvement for all your attacks save Hurl and Footstomp.

    Btw, why not focus more on Footstomp? I used to love Footstomp + Fire ball with my Inv/SS, ymmv.
  9. My main is a Fire/Ice Blaster so I already tend to have plenty of Acc/Dam and with sets plenty of Recharge and mandatory End Reduction too. The benefits of the Alpha come with the Rare and Very Rare for sets like you have. If you want more Def, you'll probably wanna go with the Nerve and make a build that purposely gimps your Acc on stuff so you'll benefit from it. Again, with Elec, I'd take things like EndMod and Disorient as bonuses enh in lieu of Acc on that build.

    As for Heal and Regeneration, Heal is a one time effect, like 25% health regained. Regeneration is slow healing over time.

    It takes you 239 seconds to go from 0-100% health and you regenerate around 6hp/sec. With the 245% Regen I mentioned (which doesn't include anything other than the Health and Stamina, no other sets), your time from 0-100% would decrease about 141 seconds down to 98 seconds to go from 0-100.

    Note, increases to your max HP (from powers and sets) change that slightly.

    Regen is good, particularly for Resistance builds, where you take a decent amount of damage but it's not very strong. With Def builds, it can be helpful too, but Defense sometimes goes through a period of misses and three hits in a row which can cripple you if you don't have a Heal insp, Aid Self, Dull Pain, etc.

    http://paragonwiki.com/wiki/Health_Regeneration
  10. I agree with Korith. There are two ways I'm looking at the Common/Uncommon right now:
    1: What is my current weakness of the major attribute, such as Acc/Dam/End/Recharge
    2: If I were to intentionally sacrifice something like Acc/Dam/End/Recharge in all my powers, could I benefit by adding something else and then slotting the Alpha as a replacement?

    #2 is trickier, if you exemp below 45, you don't get the benefit of the Alpha, so you might gimp yourself. Also, you can swap, so maybe you have the Acc in there now, but might wanna switch in something else later, but don't wanna have to mess with your slotting or enhancements.

    If you're using #1, then look at your current weakness, which I think for most is End or Acc, not Dam or Recharge. I assume that because most people after a little teaming in game learn about Hasten and most people will probably 3 SO or 3 IO Dam until they get sets. And, generally speaking, sets put you around 180%+ damage. Finally, by the time a player really kicks in with sets, they are probably getting a lot of accuracy bonuses, sometimes around the 200% range without specifically slotting acc, just using sets and bonuses.

    As for your particular example, if you have no end issues, then you are overslotting Stamina. But lemme break this down and others can correct if necessary:

    Stamina 6 slotted with Efficacy and 4 slotted Physical give you about:
    180% Recovery [178% in Mid's cause it's not calculating your PS: Chance for +end] (1 + .5037 + .2397 + .015 + .025 + .02)

    If you instead 3 slotted Physical with L50 IOs and 4 slotted Stamina with 3 L50 IOs and the PS: Chance for +end, you would have 175% recovery and 3 more slots.
    And if you put a couple slots in Health (say 5 slot health with 2 L50 IOs and a Miracle +Recovery and a Numina +Recov +Regen) you would have about 200% Recovery, a little more regeneration, and still one slot left over. If you added one more slot to Health and put in Regen Tissue: +Regen, you would increase your base recovery to 200% and your base regen to 245% for the same slots.

    Of course, you lose out on 5% of that recharge time and about 50 HP, but the way you have it slotted, you have 180% Recovery and 210% Regen (not including other powers in your sets), so the added regen with my proposition might offset the 50 HP.

    Edit: I also agree about the 45 gimping that Flower mentioned and using a separate build that is designed to be run without any Incarnate stuff like Rajani Isa mentioned so you can still kick axe on a Positron TF or help some friends running low level or on a Flashback.
  11. For me the main purpose of the Rikti Invasions specifically, and all zone events generally are to add some interesting interactions in the zones.

    Some zone events are small and local and easier to avoid. Some, like the Rikti and Zombie invasions, are zone wide, but still can be avoided in those zones.

    MMOs, it seems to me, have a problem with things like story telling. Since every player steps into the game at different times, sometimes you want repeatable events that tell some story to just appear, over and over.

    There is a reason behind the Rikti Invasion that is deeply embedded into the game's lore.

    I suspect you are more annoyed that because of the release of I19 and the demand for the Lady Grey Task Force, you're going to be seeing more invasions, sometimes quite a few in a few hours.

    My experiences are: that I've always been able to avoid a Rikti invasion, and any zone event for that matter; that I've never died because I was forced to be in the event against my will; that I've had a lot of fun inviting random teammates to accomplish a shared goal on a moment's notice; that I like zone events because it's a way to be out in the open receiving rewards without patrolling or competing for kills; and I've had a lot of fun being diverted from some mission or task to participate in an event with an already formed team.
  12. The two powersets you mentioned have the following special effects:
    End Mod
    Sleep
    Disorient
    Resistance

    as well as (less than the others)
    Knockback
    To Hit Buff (thb)
    Taunt
    Def

    Cardiac is good for Endred/res/sleep
    Muscular is good for Dam/endmod
    Nerve is good for Acc/Def/Taunt
    Spiritual is good for Recharge/heal/thb

    Most of the other benefits are not yet available in game, but you can start working toward them. You can also swap in and out what's in the Alpha slot, so you're not limited to a particular line (unlike an Enhancement which can't be replaced without deleting/overwriting it).

    I would recommend in the beginning to think about whether you miss people (Nerve) or ever run out of end (Cardiac).

    Let me give you an example of when you might want muscular, right now.
    Suppose you only used common IOs and you had something like 2 L50 Acc IOs and 3 L50 Dam IOs in all your attacks, which all had 5 slots.

    Well, you could slot the Muscular, and remove a Dam IO and replace it with an EndMod IO. Chances are, you don't slot any EndMod in your Elec powerset. This would boost your endmod about 42% with L50 IOs, so about a 1.5 times increase over the base drain. So, instead of your powers draining about 7-10% end per hit, they'd drain about 10-14%. That's not too major, but in another team with another endmod drainer, you might be able to see yourself visibly contribute to end draining bosses, for example.

    However, say you have 5 slotted attacks, but you're using Set IOs. Well some of the best set bonuses (like Recharge Reduction) come only after having 5 of the same set in the power. So in that case, not only would muscular probably not improve damage much, you probably don't wanna lose those set bonuses just for endmod bonuses.

    That's why, I might focus on end (Cardiac) if you're running multiple toggles (like say Tough/Weave + your set toggles). In the beginning, it's probably the one you will notice after actively running a map. The rest, maybe sometimes, but you're probably already slotting Acc and Dam and Recharge Reduction, if you're running Hasten with 60%+ global recharge, then you're doing fine in that area as well, I'd guess.

    If nothing else, more end reduction let's you be a little sloppier, run more toggles, use high end draining attacks all the time with less regard for your end bar. Sometimes, the end bar really can be a limiter (it's what it's designed to do, hence the reason why so many people think Stamina was required) to going all out and building up that Fury bar.
  13. also a quick note, the 5 set bonuses for 5% may not be appearing unless you used those powers recently (click or toggle), so you are potentially not seeing .25 of additional recharge in those calculations unless you fired those powers then activated hasten.

    Again, simplest comparison is with a long recharge power, unslotted for recharge, without hasten running.
  14. I was doing the same Korith was doing, with similar results, see if our posts help or hurt your understanding of what's going on:

    And just to add that recharge is not as intuitive as something like damage and accuracy enhancements

    Recharge is calculated as: P/(R+B)
    P = Power's unenhanced recharge time
    R = 1
    B = a percentage increase added by enhancements, hasten, globals, or other powers (including external buffs like speed boost)

    So R+B could be 1.7 with Hasten, or 2.65 assuming .95 with enhancements and hasten

    The problem is there is already a form of diminishing returns when dividing as opposed to adding (like Damage does)

    Initially, a power that has say 1000 seconds recharge gets the following:
    1. 3 L50 IO recharges [1000/(1+.9908)] = 502.31 seconds
    2. 1. + Hasten [1000/(1+.9908+.7)] = 371.64

    Common Spiritual, as mentioned, gives 33% but since you're in the ED penalty window, only 1/6 (5.5%) completely bypasses and the other 5/6 (27.5%) is subject to ED. If you're using Mids, and you have a spare slot, try slotting a L20 common IO (25.6%) to see what the effect would be and then add the 5.5%.

    So, that would be:
    1. 3 L50 IO + 1 L20 IO [1000/(1+102.98)] = 492.81
    2. 1. + Hasten [1000/(1+102.98+.7)] = 366.41

    For Hasten itself, it's more like:
    1. 450.00 unenhanced
    2. 316.01 1 L50 IO (450/1.424)
    3. 245.47 2 L50 IOs (450/1.8332)
    4. 226.04 3 L50 IOs (450/1.9908)
    5. 172.03 3 L50 IOs + Global bonus (450/2.6158)
    6. 135.71 3 L50 IOs + Global bonus + Hasten (450/3.3158)

    Now add .0384 and .055 for the ED affected and bypassed amounts of the 33% reduced recharge in Spiritual

    7. 131.99 3 L50 IOs + Global bonus + Hasten + 33% Spiritual (450/3.4092)

    So you should have seen, in theory, about a reduction of 3.72 seconds in Hasten.

    Here's the second non-intuitive thing, though. The power you chose was the worst possible power to choose to measure recharge reduction. That's because Hasten's power is to reduce recharge while it's active, so it's affecting what you're measuring while you're measuring it... Second, it's not already perma, so when it shuts off briefly, that .7 in your denominator disappears.

    So in your actual results, your hasten downtime is affected by Hasten itself shutting off after 120 seconds. The remaining time before it recharges is calculated differently (it's more like #5 above, not #6).

    That means, without Hasten already perma, you are probably seeing most of those 3.72 seconds being 'eaten up' by the loss of the .7 recharge in hasten, while only receiving a little extra boost from the Spiritual. See, the Spritual has 5/6 affected by ED, but hasten gives you it's full 100%, .7, without ED penalties. So that brief window when Hasten is down is a real noticeable hit on all the recharges in your long recharge powers, including Hasten itself.

    Try on a long recharge power 30-1000 seconds, without any Recharge reduction and turn off Hasten. Try with the Alpha and without it slotted. You should almost surely notice the results then.
  15. What is the UI name of the enhancement table (the tech and arcane tables placed in bases)?

    I want to individually set the window_scale of the table, but I can't seem to track it down.

    I saved a wdw.txt file with it open and still couldn't locate it in the text. I tried a few options that looked promising, but no success.

    I didn't find it in http://paragonwiki.com/wiki/Window_scale either

    Thanks!
  16. Thanks all for the feedback.

    My initial experience was redside, everything spawned in Gville except the occasional mission in PO (I assumed at first it was always the 5th tip mission, since that happened the first 2-3 times I did them). I do lag in the Villain morality mission (new Praetorian map, I assume).

    I did try a blueside Bricks run, and I liked it. Bricks also has plenty of Council and Freak groups, too, so I don't think I'll even go into a hazard like DA to get bigger groups. I'll try Atlas as well and see how that works out.
  17. Claws, according to the information in City of Data, the effect does stack for recharge with multiple castings, as long as the total recharge from Enforced Morale is less than 20%. What I don't know is whether the system is calculating all instances of EM on the same character, or it calculates each caster's EM separately.

    crayhal, if I had two Pains to test this on me, I would. I have one friend with a pain, but that's doesn't help much. Maybe I can find some on the weekend, but was just curious if people knew how this worked from their own testing or experience first.
  18. Enforced Morale can be used multiple times on the same target and can boost a number of attributes, including Recharge. According to City of Data, one MM could buff someone's recharge 20% (4 applications of 5% boost within 90 seconds).

    Question: If two MMs are using Enforced Morale on the same target, can they collectively boost that player's Recharge to 40% (20% each)?

    Below is partial copypasta from http://tomax.cohtitan.com/data/power...forced_Morale:

    Quote:
    Target:
    ...
    * RechargeTime +5% for 90s If not Hidden and under +20% Recharge [Ignores Enhancements & Buffs] [Non-resistable]
    ...
  19. Thanks for the additional feedback, I also found: http://paragonwiki.com/wiki/Recipes and http://paragonwiki.com/wiki/Invention_Salvage to be helpful, but I wasn't sure in particular about whether higher level or more mobs (more difficulty) were supposed to equal more reward. The reason I specified 50 was to avoid that confusion about the various eligible drops, but I think I already understand that part sufficiently well. Sounds like from the responses, that level of the mobs doesn't matter (as long as they con green) in terms of drop rate, and more mobs is just a plain increase based on probabilities, but not based on hidden developer added multipliers affecting the outcome.

    I guess I'm trying to determine what is more optimal for a squishy to get better and more frequent drops solo, or nearly solo, in missions. My guess is -1 or 0 x2-8 would be better, and if bosses aren't much of an issue, to permit them in the missions as well. Typically, I avoid bosses solo, but it's mostly a speed issue, not always a difficulty one. Also, the speed of completing a mission increasing mission recipe drops, which is a factor as well.
  20. ah yes, another assumption: assume solo play. Players, I assume, do wash out drop rates slightly, just like they spread out xp to some extent (mitigated by teaming multipliers). I've read that some defeats can result in drops to every player on a team, and some drops can only be given to a single player when the random calculation occurs.

    While that is interesting, and I'd like to know more about that as well, I'm specifically interested in the 3 questions asked for solo play at L50.

    (response was typed before reading Soulwinds, thanks for the answers on those questions, btw).
  21. Based on people's experiences running tips, what is your take on which side is better? My experience is mostly limited to running tips to get the 7 day alignment badges, but considering whether to make my Blaster remain a villain and my Widow remain a hero. Consider particularly for L50.

    I'm looking for feedback on things like:
    travel time to missions
    frequency of zone changes
    mission story, objectives
    repetitiveness of tips (does H or V have more tips?)
    common mission maps (does one side have more CoT caves, for example)
    etc., but basically how you feel about H or V side tips.
  22. Mechanics question that I don't see in Search or paragonwiki, but I'm pretty sure must be answered a number of times. Something I never much paid attention to, particularly because my squishies normally aren't very good at high level stuff solo.

    Assume, L50 fighting against stuff in missions.

    1. Is there a higher chance of something dropping based on level of the enemy? That is, does a -1 minion drop less frequently than a +4? Is there a comparison chart of this somewhere?

    2. Is there a higher chance of something dropping based on the critter type (minion, lieutenant, boss)? Exclude EB/AVs, Monster/GM, just the basic enemy types. Is there a comparison of this somewhere?

    3. Is there a higher chance of something dropping based on the x# settings, per defeat? Of course, the more you fight, the higher the chances, but is there anything else that affects the drop rate when there are more mobs in missions?

    Thanks!
  23. Welcome (back) to the game Praetorian01. You did point out an interesting problem, though. They should probably let trial accounts accept invites from other trial accounts. There wouldn't be much harm in that.

    By the way, RMT is not "City of" specific, but the first time I heard it used was in these forums; see also http://en.wikipedia.org/wiki/Virtual_economy

    I had heard about RMT from friends that played EQ before I started playing City of Heroes, so was familiar with the concept. I remember asking one of them whether trading stuff like inf between my own characters was unprincipled... those were the days.
  24. I agree with using the 2nd build for making IO sets. For what it's worth, your first build already works for you and you spent inf slotting it. Leave it for now.

    I would not advise making your 2nd build until the Fitness inherent. Why respec in a couple months? Enjoy the build you have now, learn it's strengths and weaknesses. Sounds like you're doing that with some solo missions on different difficulties. Try other enemy types like Carnies and Arachnos (you already mentioned CoT, Malta, Nemesis, Rikti) for high level content to make sure you know your boundaries for the most common enemy types.

    I would definitely recommend Mids, it's a good way to do some offline analysis and it's much easier to respec in Mids than in the game. You get great stat information on the powers and the effects of slotting.

    I recommend using A-merits for the really expensive stuff as well. At 1-2 A merits, it's much more affordable than x hundred million inf if you're talking about a stash of 400 million. You can game the market to increase your stash or buy cheap, but if that's not your thing, you can just run missions and be able to 'afford' those really expensive enh from a vendor instead of the market. Buy the other stuff at the market.

    I do think IO sets can help. Frankenslotting is good, too, depending on what you want. When you're in Mids, you can see what your Defense and Resistance look like, maybe there's some sets you want to get in particular that give you bonuses to up some Def/Res, maybe it's not worth it.

    You can bypass Set IOs and HOs and all that jazz and still probably do reasonably well with just SOs and Common IOs, especially on teams. As a tank, though, there is a special incentive for sets to store up against a few weaknesses, cause sometimes, if the tank goes down, everyone goes down.