All Activity
- Past hour
-
Got an outside the box choice. My electric/time controller is boring as hell solo, but I usually go +2/4x to keep it interesting. In a group, I barely have to do anything to make life easier.
-
Yea, it's due to some spawn not actually being in the bank. Though I usually only run into that problem if I have others on my team not in the bank. Might also be worth having a GM poke their head in to check if someone spawned in a wall or something.
-
They filmed some of The Last of Us near my house, so I got that covered. I've never watched it. 😄
-
Darny joined the community
-
I used to think this was just funny. Now, it's damn near a mantra for me. Beyond the "fighter training" in DBZ, it also means taking the time to relax as much as you work. Old pervert knew about self care way before it was cool. 😎
-
RoaminGnome joined the community
-
FYI I've moved the mod site from mods(dot)cityofheroes(dot)dev to https://cityofheroes.dev/mods To get away from the annoying oauth system I was relying on to share users between the two sites. PLEASE Report any errors you may run across from this change.
-
Go looking for the parts of the spawn that didn't enter the bank. I'm pretty sure with you being at x8, depending on the map, some of the ambush you need to clear is stuck somewhere outside the bank.
-
"Unavoidable Fate" personal story does not desummon MM pets
Rudra replied to AmbiguousOmen's topic in Bug Reports
This happens with every mission where you have a MM character and your character is replaced with another character for the story. It is particularly fun in the Skulls mission where you aren't supposed to use your powers for fear of breaking your cover and your pets, which will be in Defensive Follow when you enter the mission, wipe the floor with the Death Head you are supposed to fight to progress the mission. -
Last week I decided to get the Force of Nature badge for Purple Lovin'. I went Rogue and picked up the Peregrine Island mayhem mission from Lord Schweinzer, set to my usual challenge level of 0x8. The bank hero was Holo Man, but the mission didn't end after he was defeated. I know that sometimes the holograms he summons can count toward the required defeats, so I just logged off after a minute. On my next attempt, the hero was Manticore: again, the mission didn't end after he was defeated, even though I went back through the bank in search of stragglers. Then I ran the mission again: the hero was Holo Man again, and again the mission didn't end. To try to reproduce the bug, I switched to 0x1 and ran it again. The hero was Cacophony, and the mission ended properly after she was defeated. I went back to 0x8 and tried again... and it didn't end. Since then, I've run it about a dozen times, with several different characters. Without fail, the mission would complete after the hero defeat if set to 0x1, but not end if set to 0x8. https://imgur.com/a/AELBcFv
-
That’s not really how archetypes are balanced against each other. It’s not One for One, the inherent against the inherent, etc. It’s total package vs total package. The Stalker inherent does more for the Stalker than the Scrapper inherent does for the Scrapper. A Stalker with no crits is worse then a Scrapper with no crits.
-
NilbogMelborp joined the community
-
Focused Feedback: Plant Control
Caimie replied to The Curator's topic in [Open Beta] Focused Feedback
I've been messing around with my level 50 Plant/Ice/Ice Perma-Dom Dominator that I transferred to Brainstorm this morning. I pulled out my 5 piece Unbreakable Constraint from Vines and slotted 5 piece Ragnarok (didn't use the Proc from either one) I then slotted Cupid's Crush into Creepers, since that skill already had 6 slots in it (I originally had 5 piece Ragnarok in it with the Posi blast Proc as the only proc) While I do have Ice Storm on this character, I never used it because I wanted to see what the latest version of Vines and Creepers are like for a Dominator, but for some reason whey I summon Creepers the combat log states I activated Ice Storm power. (screen clip shows what I'm talking about) (A side note on Creepers is that if you summon it, defeat a group them and go to the next then jump over the group, the pseudo pet aggro the group and they turn and attack you) The Creeper vine summon is still slow and the fact the first vine it summons does nothing as far as grabbing the mobs attention before the others spawn defeats the main purpose that I used Creepers for. I don't expect Creepers to do the proc bombed damage it can do on Live, but it does need to be turned up a couple notches at least. I prefer the way it summons on Live, but if that isn't going to happen, at least consider giving it's vines a bit more robustness and the initial summoning vine a taunt to fill the summoning gap between it and the rest of the vines. The AOE Vine Hold change with the rotating holds don't care for at all, on a Dominator. The increased damage is a nice addition, but not really noticeable. I only found it moderately useful if I summoned Creepers first then used Vines. The combo seemed to work 'ok' together, but it's not very efficient. The old Vines is a better version in my opinion. I don't have Spores, Flytrap or Spirit Tree in this Dominator's build (it's my only Plant/ alt I have ), so I can't really comment on those 3 Skills. Edit: I should note that the screen clip is from me messing with some Warrior groups on my way to do Chip's introduction mission that had +3 lvl x 4 group size Blackwing with Bosses (sometimes multiple Bosses) in the groups. -
Luke11 joined the community
-
Calculating Chance to Proc The current formulae used by the game: If power is a click: PPM × ((Enhanced Recharge Time + Time To Activate) / (60 × Area Factor)) If power is not a click: PPM × ((Activate Period) / (60 × Area Factor)) Note: For this calculation, "Enhanced Recharge Time" includes reductions from enhancements and Alpha slotting, but not from Luck of the Gambler bonuses, other enhancement set bonuses, Hasten, or other recharge buffs. The calculation uses activation time, not Arcanatime. When accounting for powers that potentially can effect multiple targets and the proc potentially hitting off each target, the game discounts the probability of proc-ing off any one target by an Area Factor. The current way to calculate this number: Single Target Area Factor = 1 Sphere Area Factor = [1 + (0.15×Radius)] × 0.75 + 0.25 Cone Area Factor = [1 + (0.15×Radius) − (0.011×Radius×(360−Arc)/30)] × 0.75 + 0.25 Area Factor applies regardless of how many you actually hit. When using AoE and cones on single targets, proc performance will be significantly lower than with comparable single target powers. The final chance to proc is clamped between a minimum and a maximum. The minimum chance to proc is (PPM × 1.5%) + 5%. For example, a typical damage proc, with 3.5 PPM, has a minimum chance to proc of 10.25%. It will have at least a 10.25% chance to proc per target, even if the power has a large radius and short recharge. The maximum chance to proc is 90%. Procs that always happen, such as Kismet's to hit buff and Miracle's recovery buff, ignore this maximum, and proc 100% of the time. Cone/Area of Effect The formula for calculating the required recharge + activation time to achieve a 90% proc chance is (54 × Area Factor)/PPM, where Area Factor is [1 + (0.15×Radius) − (0.011×Radius×(360−Arc)/30)] × 0.75 + 0.25.[1] Note that when Arc is 360 degrees (which is true for any non-Cone AoE) the Area Factor simplifies to [1 + (0.15×Radius)] × 0.75 + 0.25. The issue I have is with how it could be done. Because the chance to proc' is fluid, it does change depending on how you have the power slotted for recharge reductions and if you have recharge reduction Alphas slotted, how would you simplify it to something the proc' can show for ease of reference? Say you and then you gain or change your Alpha. And now because you either added more recharge reduction from your Alpha or you took away some recharge reduction because of your alpha, that proc's chance to trigger has changed. Now the information you used to slot the proc' is/was wrong. The PPM didn't change though. That stayed the same. Just how complicated of a display do you want the proc' chance to be? And why is going to a wiki to get more detailed information for anything such a bad thing? Especially if the player is trying to make a min/max character. If the devs want to open this Pandora's box and make the change? That's their choice. Always was. Saying PPM isn't accurate though? When it is the basis of the calculations for chance to trigger? And is the one thing you can count on to not change just because you changed your slotted enhancements and/or Alpha?
-
ellanarc joined the community
- Today
-
Simon Sez joined the community
-
Focused Feedback: Tanker - Archetype Inherent Changes
ZemX replied to The Curator's topic in [Open Beta] Focused Feedback
Heh.. not actually but it's very difficult to follow, to be sure. There's another weird tag on the first effect that says "fallback - only used if no other affects apply". In other words, the two effects really are mutually exclusive. One applies to "raid" mobs (which I think it like AVs and maybe incarnate stuff?) and the other is everything else and the whole point of all that acrobatics was to make it so the piddly mag 2 sleep side-effect was auto-hit on some enemies but not on others. Wild. It's sort of funny though that it's possible to get so complicated with the powers coding that the game literally can't decipher it back into human-readable form. And like I said, Staff powers are even more complicated looking than that. Maybe look at it sometime you have a stiff drink at the ready. -
Androssi joined the community
-
Hey! I resemble that remark...
-
It fades, can only happen every 8 seconds of inactivity. The point is though l, the he inherent crits of the scrapper class already balance out the fact that a stalker has hide. Unless things have changed and I’m missing something. Now if they made this set make classes play a little bit like another class; that would be cool. The scrapper/sentinel one makes you more like a stalker. I feel the brute one made you feel more like a tanker. I think they should have the tanker play more like a brute with a mini scaling damage increase or like a dominator with a scaling CC boost. The stalker could have a power that makes them play a little like a defender or corrupter. It could be a buff that effects party members. I’m not really asking for a damage increase, i just feel a creative opportunity is being missed here.
-
I spent 30 minutes giving a lecture at my 35th high school reunion on things we can do to keep our parents healthier longer. So many of us, even as we cross over 50 years, we tend to be super efficient in real life, minimizing our movement. And most of us think 30 minutes on a treadmill is exercise. It's better than nothing, of course, but it's not nearly as good as resistance training. Short version: look for ways to install safety bars in their showers, and hand rails on any steps in and out of your house. When older people fall and are left in bed for a week, they can lose 6-10 pounds of muscle. And if you're a little old lady who only weighs 110 pounds, you need all the muscle you can get! And for those of you approaching old age - work on your core strength and balance. It's those falls that break hips that often lead to massive muscle loss and eventual death.
-
This Saturday, June 7th, we will get back on Victory for another Tanker "Tuesday" run. We will be forming up at 10:00 am PT / 1:00 pm ET in Kings Row beside the IP Gate as always. We will likely try for a Katie Hannon TF if we have someone with it unlocked and enough tankers that are over level 30. Depending on turn out, we will need someone to lead a mission team as well. Hope to see you there.
-
"If i put proc A, in power B, with recharge C what is the chance of proc A going off during an activation?" Having that in game would be very useful. I have a spreadsheet with a formula that seems to be acurate but I have to modify that each time i consider a new combination of Proc A in Power B, with Recharge C & that formula does not account for how AOEs/Cones affect activation rates or how powers that actually act like pseudo pets affect the formula. My understanding of OPs' suggestion takes care of all of that for people.
-
Focused Feedback: Powerset - Dark Miasma
Snarky replied to The Curator's topic in [Open Beta] Focused Feedback
it is NOT just AVs. in fact, with their resists, i am not even sure it will work on AVs and GMs. it is certain types of mobs, that have repel resistance from Templarstone on first page "So far tested at +4/8 Carnies can trawl mins/lts/bosses except the Steel Strongman Lts (they have resistance to repel ) Cimerorans well they would be on the list to not use it except as an opening. mins/lts/Bosses will all be pulled but once they are aggroed their version of Phalanx Fighting (gives them resistance to repel) turns on and then they cant be trawled ." No one has mentioned testing it on AVs and/or GMs. My guess is that will be as useful as sticking a towel in the bulkhead on the Titanic. Might make you feel like you "did something" Basically they took a completely useless power and turned it into a "It's Wonky, but it does things sometimes, YMMV" power. Meanwhile, all the Devs that play will NOT take this power ever, and WILL take Fold Space. -
To be fair, they probably had trouble recognizing you from any other lemming.
-
AverageDestro joined the community
-
Focused Feedback: Plant Control
Vinceq98 replied to The Curator's topic in [Open Beta] Focused Feedback
Y'all must be doing something wrong. My plant storm controller was steam rolling MALTAs at 53x8. I never did that on live because if I had a critical failure from seeds I was dead from the mobs. Spirit tree , spore burst and seeds I was cruising along and killing so damn fast. I made a video of my test character just deleting spawns on the open beta build 4 thread. -
Proxxsy joined the community
-
Focused Feedback: Tanker - Archetype Inherent Changes
Maelwys replied to The Curator's topic in [Open Beta] Focused Feedback
Good grief that's some convoluted coding. Looks like double-damage in PVE but only to to "RAID"-flagged mobs? Amended. I really should've caught that one earlier - I was playing my /Ice Blaster again recently until all these Tanker changes smacked me upside the head... -
Lol it's at least one less than the number of givens for PPM to be true or accurate.
-
Server Status
North America
Torchbearer79 onlineExcelsior754 onlineEverlasting305 onlineIndomitable54 onlineVictory34 online
Reunion68 online
Brainstorm33 onlineTransfer5 online
Total1332 onlineLast updated -
Upcoming Events
-