Issue 19.5


Acemace

 

Posted

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Originally Posted by Arcanaville View Post
If you're soloing all the way, yeah it is. If you're running task forces, actually not really.
Well, "a lot of stuff" is not the most quantifiable threshold, so I won't argue the point. Still, my guess of 128 shard-equivalents is enough to constitute 32 common components, which represents a nontrivial amount of activity for many players.

Now me...well, my empath has an Uncommon boost and enough components and shards stockpiled to reach the 128 shard target, though it may prove more efficient to spend some of his stash of V-merits on G'rai Matters once we see exactly what's required. My controller has a Common boost and, I think, enough stuff to upgrade it to Uncommon. The requirements obviously don't faze me.

Good point about the level shift making it easier to accumulate additional shards.


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Posted

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Originally Posted by Dispari View Post
Right, but that's my point. If you made a Troll character who got their powers from doing drugs, CoH would send you to work with a scientist in a lab coat. It's a bit of disconnect to me. "My character does drugs they got on the street" and "my character got their powers in a lab while experimenting with chemicals" are pretty far apart.

All five origins cover a lot of ground individually except for one really (mutation). My point was that these two are not contradictory when placed under the Science origin.

Science is a special case origin in another sense, and that is in some ways it is defined by what it is not. Really, there are only two explanations for all superpowers in CoH: the ones that can be explained by Science, and the ones that cannot (which we call Magic). Science, Technology, Mutation, and Natural are all fundamentally based on scientific principles.

The Science Origin, however, is essentially defined as any origin involving scientific principles that does not involve a genetic mutation as the source of those powers (Mutation), does not implement itself with high technology to effect those powers (Technology), and isn't something that requires no fundamental scientific inquiry to discover (Natural).

In other words, if its not magic, and its not technology, and its not a mutation, and its not something natural, then its science.

In terms of how the origins are typically used, there are two "Super-Origins" - Science and Magic. Technology, Natural, and Mutation are all subclasses of Science. Not in an "Origins of Power" lore sense, but in terms of how the origins seem to be chosen.


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Posted

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Originally Posted by Balanced View Post
The Common boost costs 3 common components, which is equivalent to 12 shards.

The Uncommon boost costs a Common boost, 2 common components, and an uncommon component. That's equivalent to 12 + 8 + 12 = 32 shards.

The cost of a Rare boost is unknown. I assume that it will include at least one Uncommon boost, plus other stuff. My guess would be that it will cost two Uncommon boosts, which would make its total equivalent cost 64 shards.

The Very Rare boost costs "Any 2 Rare", according to the official Going Rogue site, which Teeko linked above. If that's still accurate, and if my guess about Rares is anywhere near the mark, that gives us an equivalent cost in the vicinity of 128 shards.

Of course, stockpiling components as well as shards will help, but that's still a lot of stuff to make one Very Rare.
Also, the way the upgrade chart is drawn, it looks like you need ALL rare boosts to unlock the very rare boost, which would increase the costs further.

Quote:
Originally Posted by Dispari View Post
Outside of the first arc you can do blueside, is there anything else based on origin? Out of curiosity.
Well, some temp powers grant additional effect based on origin, and since some prigin powers have an energy component, they can be used to light oil slicks...

Personal opinion, I'd think there should be a dual origin option, but that would mess with single origin enhancements. Also note that all 5 origins had never always existed, and apparently, it's possible for an origin to change, if Dmitri Krylov is correct.


 

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Originally Posted by Signpost View Post
Also, the way the upgrade chart is drawn, it looks like you need ALL rare boosts to unlock the very rare boost, which would increase the costs further.
It's says any 2 Rare will be needed to craft the Very rare.


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Originally Posted by Ultra_Violence View Post
Assuming the "Strike Pack" is a free upgrade and not a Booster Pack that is. No reason they couldn't have a booster related to 19 material. I am thinking they really like booster packs these days.
A booster pack that includes content outside of costumes and powers? No thank you, please. We do not need to go down that path.


 

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Originally Posted by MajorDecoy View Post
Okay, in Discworld, a person can be born with a talent for, or an affinity to, magic. This makes a wizard or witch a mutant (because not everyone has it). They do have to study to refine what they can do with it though.

A person in Discworld can also get magical powers from Faustian pacts or the like. That's clearly magic.

Tiffany Aching was not born with a talent for magic, but through sheer bloodymindedness, she is able to be a witch. She is natural.

They are all doing magic, though.
This brings up a good point. Discworld is cool.


 

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Originally Posted by Golden Girl View Post
It's the use of the word "pack" instead of "patch" that makes it sound like it might be less than free
I guess if they just want THAT game to take all their subs...


 

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Originally Posted by RemusShepherd View Post
Whereas I will pounce on it faster than a catgirl in heat.
Catgirl in heat = slightly crazy person with claws = Pain and Terror.


 

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Originally Posted by Golden Girl View Post
One level shift per slot for the "level 60" that the devs have mentioned would mean that running the current high level TFs would give you gray AVs capped at 54 - so those MO badges might need tweaking
Currently if you run a level 25-30 TF with a level 40 character, you are exemplared to level 30. I am going to assume that the non-Incarnate TFs that currently cap at level 50 will remain capped at level 50: even if you have 10 level shifts, you will still be 'exemplared' to level 50 for the STF, ITF, etc.

And I have no clue how the level shifts would interact with super sidekicking.


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Posted

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Originally Posted by Radmind View Post
It's says any 2 Rare will be needed to craft the Very rare.
Three problems.
1) The chart differs from the in-game chart, which links all the rares together before splitting to the very rares.
2) If assuming it's not linked, why any two rares, as opposed to the rares underneath them?
3) Is that rare boost slot, OR rare components? It may very well mean any two rare components, along with ALL boost slots underneath them.


 

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Originally Posted by Leandro View Post
Currently if you run a level 25-30 TF with a level 40 character, you are exemplared to level 30. I am going to assume that the non-Incarnate TFs that currently cap at level 50 will remain capped at level 50: even if you have 10 level shifts, you will still be 'exemplared' to level 50 for the STF, ITF, etc.

And I have no clue how the level shifts would interact with super sidekicking.
I remember when the incarnates were first talked about and it was said that Incarnates would make regular content trivial.

Common sense says that its probably unlikely that every Incarnate lvl will have a lvl shift. I could see maybe 1 shift every 2 lvls, but not a full 10 lvl shifts.

Also, why would the devs make the Incarnates exempt down to lvl 50 on the regular TFs? You aren't technically lvl 60, more like lvl 50 +++++.
The whole point of the incarnate system was to make your lvl 50's more powerful. Why get the incarnate lvls when you can't even use them on a lvl 50?

I'm sure in the future issues there will be content for the lvl shifted incarnates that will put them to the test.

But to be honest I'd have a lot of fun just going into a lgtf and soloing Hami, and the AVs. I would feel like an incarnate!


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Posted

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Originally Posted by MajorDecoy View Post
Okay, in Discworld, a person can be born with a talent for, or an affinity to, magic. This makes a wizard or witch a mutant (because not everyone has it). They do have to study to refine what they can do with it though.

A person in Discworld can also get magical powers from Faustian pacts or the like. That's clearly magic.

Tiffany Aching was not born with a talent for magic, but through sheer bloodymindedness, she is able to be a witch. She is natural.

They are all doing magic, though.
To be a mutant, there has to be a genetic cause of your powers. Just being born able to do magic doesn't make you a mutant, even if it runs in families (i.e. Sourcery). The same thing is true even in CoH: the Mu have familial sources of magical ability, but they are not mutants.

Since even science is caused by magic on the discworld, I'd say that all powers there have a magical cause. None of them are science or mutation. Theoretically speaking technology can work on the discworld, but only under very special sets of circumstances: there isn't that much technology on the disc that isn't controlled ultimately by magic.

In CoH, even when magical ability is "natural" that is considered magic, not natural origin. Natural presumes no supernatural ability. What it actually presumes is something tricky: that in the world of City of Heroes its possible for normal people to do things that normal people cannot do in the real world.

In the movie Last Action Hero Jack Slater can survive wounds that would kill a normal person. But he doesn't have magical abilities to do so: that is what is "normal" in the Jack Slater world. Similarly, a person who is a "natural" energy blaster has somehow figured out how to unlock the natural potential of human beings to project kinetic energy. In the real world, no such ability exists, but it does in the fictional comic book world of City of Heroes.


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Posted

Quote:
Originally Posted by Signpost View Post
Three problems.
1) The chart differs from the in-game chart, which links all the rares together before splitting to the very rares.
2) If assuming it's not linked, why any two rares, as opposed to the rares underneath them?
3) Is that rare boost slot, OR rare components? It may very well mean any two rare components, along with ALL boost slots underneath them.
Looking at the website I see your point... But I'll probably go with what you see in game.


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Posted

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Originally Posted by Arcanaville View Post
To be a mutant, there has to be a genetic cause of your powers. Just being born able to do magic doesn't make you a mutant, even if it runs in families (i.e. Sourcery). The same thing is true even in CoH: the Mu have familial sources of magical ability, but they are not mutants.
Actually according to some COH lore, it may have to be more than genetic. Dmitri Krylov and Sister Psyche speculates it to be atomic. In that sense, pure genetic mutations may very well be classified Natural instead.

Also note that the same speculation states that Origins can change over time. Which makes the whole thing more complicated... or more simple. In that sense, by doing the incarnate arcs, we're changing origin from whatever we were, to Incarnate.

(EDIT: Also because it's atomic, fixadine related mutations may potentially be considered Mutant origin despite not being genetic. And theoretically, it may also affect more than just biological beings. Just a thought.)


 

Posted

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Originally Posted by Arcanaville View Post
To be a mutant, there has to be a genetic cause of your powers. Just being born able to do magic doesn't make you a mutant, even if it runs in families (i.e. Sourcery). The same thing is true even in CoH: the Mu have familial sources of magical ability, but they are not mutants.
Since Susan inherited Death's handmark on her face from when he slapped her mother, I suppose that there are things in Discworld that you can be born with that are not Hereditary traits.

And yes, in Discworld, science deals heavily with magic. Which makes sense, because science is about exploring the world in which you live. Discworld is a world of magic, so there would be a lot of scientists researching magic, well... wizards doing science.

In City of Heroes... why aren't the Mu mutants? From what I've read, they improved their magic abilities by selective breeding.


 

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Originally Posted by MajorDecoy View Post
In City of Heroes... why aren't the Mu mutants? From what I've read, they improved their magic abilities by selective breeding.
I guess you missed my posts and/or edits. Either way, both are wrong, Mutants are NOT genetic based on CoH lore. See the post above yours.

(Also noting because it's atomic, fixadine-related mutations are also liable to fall under Mutant despite not being genetic.)


 

Posted

When I started writing my post yours wasn't there. I typed up something about the Discworld, then started writing about the Mu, because I thought they had a pact with Hecquat to get power, but couldn't remember her name, so I went to research and discovered that it wasn't really a pact with Hecquat.


 

Posted

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Originally Posted by MajorDecoy View Post
When I started writing my post yours wasn't there. I typed up something about the Discworld, then started writing about the Mu, because I thought they had a pact with Hecquat to get power, but couldn't remember her name, so I went to research and discovered that it wasn't really a pact with Hecquat.
Maybe not this post, but I edited a previous post too. Still, I just want to correct this major misconception being thrown around here.


 

Posted

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Originally Posted by Signpost View Post
Actually according to some COH lore, it may have to be more than genetic. Dmitri Krylov and Sister Psyche speculates it to be atomic. In that sense, pure genetic mutations may very well be classified Natural instead.

Also note that the same speculation states that Origins can change over time. Which makes the whole thing more complicated... or more simple. In that sense, by doing the incarnate arcs, we're changing origin from whatever we were, to Incarnate.

(EDIT: Also because it's atomic, fixadine related mutations may potentially be considered Mutant origin despite not being genetic. And theoretically, it may also affect more than just biological beings. Just a thought.)
Sister Psyche implies in the Origin of Power arc that genetic mutation isn't the sole story behind people who have power that appears to come from genetic mutation: that there is some deeper thing at work. But that isn't really about whether our understanding of the mutant origin is invalid in the metagaming sense: Sister Psyche is doing what all the Origin of Power contacts seem to be intending to do, which is to imply that there is a root cause to all superpowers that transcends the five origins. Which is possibly a reference to the revelation that the Well of Furies is the source of all Incarnate power, and possibly ultimately the source of all power.


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Posted

Quote:
Originally Posted by Arcanaville View Post
In CoH, even when magical ability is "natural" that is considered magic, not natural origin. Natural presumes no supernatural ability. What it actually presumes is something tricky: that in the world of City of Heroes its possible for normal people to do things that normal people cannot do in the real world.
I disagree, in that I don't think that's all of it. Jack Emmert once said that if Superman existed in City of Heroes, he would be of the Natural origin, and Superman isn't human or "normal" under any definition of the word. A good example from our own universe is Kheldians, more specifically Peacebringers, who bring with them alien energy powers, yet are still considered and tagged Natural.


Quote:
Originally Posted by Arcanaville View Post
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.

 

Posted

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Originally Posted by Samuel_Tow View Post
I disagree, in that I don't think that's all of it. Jack Emmert once said that if Superman existed in City of Heroes, he would be of the Natural origin, and Superman isn't human or "normal" under any definition of the word. A good example from our own universe is Kheldians, more specifically Peacebringers, who bring with them alien energy powers, yet are still considered and tagged Natural.
I kinda cheat in this case. Carnifax (Illusion/Storm) is a demon (well an imp), she's a creature of magic but where she comes from that's probably more of a Natural origin.

So I fudged it slightly and said because she got here due to a magical CoT portal (they're like the ferry for getting us Demon types into Paragon City, aren't they) coupled with the fact her weather control powers are a result of non-innate learnt magical rituals and spells I went with with Magic origin. Which is really nothing more than a self-justification excuse for the fact Magical felt more correct for her when I was rolling her.

But I think it acknowledges the real fact with Origins, it's the players choice. If they've an origin which suits how they see their character they should go with it, there's no real ingame impact and no real point in someone coming along and saying "Hey, that's wrong. Technically you're of Natural origin"


 

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Originally Posted by Hydrofoil_Zero View Post
Catgirl in heat = slightly crazy person with claws = Pain and Terror.
Slightly???

Catgirls are more than slightly crazy when they're not in heat!


 

Posted

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Originally Posted by Arcanaville View Post
Sister Psyche implies in the Origin of Power arc that genetic mutation isn't the sole story behind people who have power that appears to come from genetic mutation: that there is some deeper thing at work. But that isn't really about whether our understanding of the mutant origin is invalid in the metagaming sense: Sister Psyche is doing what all the Origin of Power contacts seem to be intending to do, which is to imply that there is a root cause to all superpowers that transcends the five origins. Which is possibly a reference to the revelation that the Well of Furies is the source of all Incarnate power, and possibly ultimately the source of all power.
Technically more than that though. Both sides imply that Mutant, as an origin, only came about after 1938, the splitting of the atom. Certainly genetic mutations existed before 1938. But as a discrete source of power, it apparently draws from a different source even if genetic, at least until that 1938 event. Also because it's from atomic structure, it also means that Mutant doesn't necessarily have to be from mutation whatsoever.

More importantly, Sister Psyche also implies that there may be more origins that the quaint 5 (or 6) categories we have.


 

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Originally Posted by Samuel_Tow View Post
I disagree, in that I don't think that's all of it. Jack Emmert once said that if Superman existed in City of Heroes, he would be of the Natural origin, and Superman isn't human or "normal" under any definition of the word. A good example from our own universe is Kheldians, more specifically Peacebringers, who bring with them alien energy powers, yet are still considered and tagged Natural.
I don't believe that contradicts what I said, unless you think I implied the rule only applies to Earth-native human beings when I said "people." Superman gets his powers because its natural for beings that happen to have his biology to have them, and more importantly Superman's backstory implies such abilities are even possible regardless of biology.

By my stated definition of the Natural Origin, Superman is natural as are the Peacebringers. Superman is not magic, which places him in the "non-magic umbrella." He's not a mutant, in that he is not a genetic abnormality. He does not derive his powers through technology. He does have powers that did not explicitly require scientific research or inquiry, but are said to be theoretically possible to exist in his reality naturally - without deliberate technological effort or the uncovering of scientific principles that would lead (deliberately or accidentally) to extraordinary ability. Therefore he is Natural origin.


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Posted

Quote:
Originally Posted by arcanaville View Post
i don't believe that contradicts what i said, unless you think i implied the rule only applies to earth-native human beings when i said "people." superman gets his powers because its natural for beings that happen to have his biology to have them, and more importantly superman's backstory implies such abilities are even possible regardless of biology.

By my stated definition of the natural origin, superman is natural as are the peacebringers. Superman is not magic, which places him in the "non-magic umbrella." he's not a mutant, in that he is not a genetic abnormality. He does not derive his powers through technology. He does have powers that did not explicitly require scientific research or inquiry, but are said to be theoretically possible to exist in his reality naturally - without deliberate technological effort or the uncovering of scientific principles that would lead (deliberately or accidentally) to extraordinary ability. Therefore he is natural origin.
^ QFT, is all I can add, really.


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Originally Posted by Zwillinger View Post
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Originally Posted by Captain_Photon View Post
NOTE: The Incarnate System is basically farming for IOs on a larger scale, and with more obtrusive lore.