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  2. Keep in mind the minimal for this game I'm pretty sure any new computer/laptop has. It is a old game and the minimal requirements to play are easily met by any new device. https://www.systemrequirementslab.com/cyri/requirements/city-of-heroes/10282 Of course having a good graphics card lets you push the limits of the game but really by how much? It's not like this game is brand new for 2019. I played during live and I'm happy to play again just have fun and don't worry too much about graphics cards, but, this is just my opinion of course.
  3. Millions of peaches, peaches for me Millions of peaches, peaches for free
  4. Captain P said that that is not the case, he said he was considering it all along for some other non-stated reason.
  5. Other sets have BU powers too. You need to factor those in if you're assuming perma-Rage for Jab. You should also factor in enhancement and the crash time. Jab with 95% enhancement, perma-Rage and 8.3% at 10% damage gives a DPA (not using ArcanaTime) of 71.5. That's with the Live numbers rather than the reduced +DMG from this patch. Assuming 20% up time for basic BU powers, 50% with just 3 targets for Soul Drain, 100% for Follow Up and Blinding Fate, 30% for Power Siphon with 3 stacks, Staff Mastery at 2 stacks, and the Live buff scale we get: Beheader 69.9, Hack 115.8, Swipe 100.0, Shadow Punch 102.2, Nimble Slash 81.6, Charged Brawl 95.0, Barrage 93.2, Scorch 96.5, Frozen Fists 70.5, Sting of the Wasp 93.1, Quick Strike 95.9*, Thunder Kick 95.0, Mental Strike 97.5, Contaminated Strike 139.4, Savage Strike 116.7, Barb Swipe 117.1, Mercurial Blow 76.6*, Stone Fist 113.1, Initial Strike 95.8, Jab 71.5, Defensive Sweep 32.1**, Bash 70.6. Those that are unusually bad (85 or less) are in red, those that are unusually good (105 or better) are in green, with 95 as the nominal standard. * I didn't double check this calculation for Power Siphon and Staff Mastery, but went off memory for the damage buff. It may be wrong. ** A misfit power that is AoE with a significant secondary effect and I assumed was never used in fast mode, since I don't know what the animation time is for that. So, Jab ranks in set context as bad, but there are three other sets that have a T1 just as bad: Battle Axe, Frost Melee and War Mace.
  6. Except that there's this post: Now, I disagree with the self-damage-buff nerf - I don't see the point in it since I didn't think that their modifier was too high (honestly, I thought Stalkers should have gotten the Blaster and Scrapper modifier, but that was long before any other changes when they still had a 0.9 modifier, lower hit points, a 1606hp cap, and their criticals out of hidden status were only for held or sleeping mobs... now I'd still like it and think it makes sense but they really don't need the help anymore). I haven't tested the Fury generation changes at all - let alone on a team - but I somewhat agree that the changes probably aren't necessary even if the team is full of Tankers and one Brute since at that point you can run off and do your own thing. So basically, other than the power descriptions and specific power fixes, I like the last beta patch better than this one.
  7. Might need to uninstall/reinstall then, sounds like something's corrupted.
  8. So with mine I tried to focus on Def/resists/and dam bonuses. No purples but have both ATOs and one winter set to reduce costs. Villain Plan by Mids' Reborn : Hero Designer 2.6.0.7 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! Level 50 Technology Stalker Primary Power Set: Electrical Melee Secondary Power Set: Shield Defense Power Pool: Leaping Power Pool: Fighting Power Pool: Flight Ancillary Pool: Body Mastery Villain Profile: Level 1: Havoc Punch -- SprAssMar-Acc/Dmg(A), SprAssMar-Acc/Dmg/Rchg(3), SprAssMar-Dmg/EndRdx/Rchg(3), SprAssMar-Acc/Dmg/EndRdx/Rchg(5), SprAssMar-Rchg/Rchg Build Up(5) Level 1: Hide -- RedFrt-Def/EndRdx(A), RedFrt-Def/Rchg(7), RedFrt-EndRdx/Rchg(7), RedFrt-Def/EndRdx/Rchg(9), RedFrt-Def(9), RedFrt-EndRdx(11) Level 2: Jacobs Ladder -- Mlt-Acc/Dmg(A), Mlt-Dmg/EndRdx(11), Mlt-Dmg/Rchg(13), Mlt-Acc/EndRdx(13), Mlt-Acc/Dmg/EndRdx(15), Mlt-Dmg/EndRdx/Rchg(27) Level 4: Deflection -- RedFrt-Def/EndRdx(A), RedFrt-Def/Rchg(15), RedFrt-EndRdx/Rchg(17), RedFrt-Def/EndRdx/Rchg(17), RedFrt-Def(19), RedFrt-EndRdx(40) Level 6: Battle Agility -- RedFrt-Def/EndRdx(A), RedFrt-Def/Rchg(19), RedFrt-EndRdx/Rchg(21), RedFrt-Def/EndRdx/Rchg(21), RedFrt-Def(23), RedFrt-EndRdx(40) Level 8: Assassin's Shock -- SprStlGl-Acc/Dmg(A), SprStlGl-Dmg/Rchg(23), SprStlGl-Rchg/Hide%(25), HO:Nucle(25) Level 10: Build Up -- HO:Membr(A) Level 12: Super Jump -- HO:Micro(A) Level 14: True Grit -- RctArm-EndRdx(A), RctArm-ResDam/EndRdx(27), RctArm-ResDam/Rchg(29), RctArm-ResDam/EndRdx/Rchg(29), RctArm-ResDam(31) Level 16: Active Defense -- RechRdx-I(A) Level 18: Chain Induction -- SprStlGl-Acc/Dmg/Rchg(A), SprStlGl-Dmg/EndRdx/Rchg(33), SprStlGl-Acc/Dmg/EndRdx/Rchg(34), HO:Nucle(34) Level 20: Against All Odds -- EndRdx-I(A) Level 22: Kick -- HO:Nucle(A) Level 24: Tough -- UnbGrd-Max HP%(A), ImpArm-ResPsi(33), GldArm-3defTpProc(36), StdPrt-ResDam/Def+(36), Ags-Psi/Status(50) Level 26: Thunder Strike -- OvrFrc-Acc/Dmg(A), OvrFrc-Dam/KB(34), OvrFrc-End/Rech(37), OvrFrc-Acc/Dmg/End(37), OvrFrc-Acc/Dmg/End/Rech(39) Level 28: Weave -- RedFrt-Def/EndRdx(A), RedFrt-EndRdx(31), RedFrt-Def/Rchg(36), RedFrt-EndRdx/Rchg(37), RedFrt-Def/EndRdx/Rchg(39), RedFrt-Def(40) Level 30: Combat Jumping -- HO:Cyto(A), Rct-ResDam%(46), ShlWal-ResDam/Re TP(46) Level 32: Lightning Rod -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(33), SprAvl-Acc/Dmg/EndRdx(42), SprAvl-Acc/Dmg/Rchg(42), SprAvl-Acc/Dmg/EndRdx/Rchg(42), SprAvl-Rchg/KDProc(43) Level 35: Shield Charge -- FrcFdb-Dmg/KB(A), FrcFdb-Acc/KB(39), FrcFdb-Rchg/KB(43), FrcFdb-Rchg/EndRdx(43), FrcFdb-Dmg/EndRdx/KB(45), FrcFdb-Rechg%(45) Level 38: One with the Shield -- Prv-Absorb%(A) Level 41: Superior Conditioning -- PrfShf-End%(A) Level 44: Focused Accuracy -- GssSynFr--ToHit(A), GssSynFr--Build%(45), GssSynFr--ToHit/Rchg(48), GssSynFr--ToHit/Rchg/EndRdx(48), GssSynFr--Rchg/EndRdx(48), GssSynFr--ToHit/EndRdx(50) Level 47: Physical Perfection -- Pnc-Heal/+End(A), Pnc-Heal/EndRedux(50) Level 49: Hover -- LucoftheG-Def/Rchg+(A) Level 1: Assassination Level 1: Brawl -- Empty(A) Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 1: Sprint -- Empty(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Empty(A) Level 2: Health -- Mrc-Heal(A), Mrc-Rcvry+(31), NmnCnv-Regen/Rcvry+(46) Level 2: Hurdle -- Empty(A) Level 2: Stamina -- PrfShf-End%(A) ------------ ------------ Set Bonus Totals: 20% DamageBuff(Smashing) 20% DamageBuff(Lethal) 20% DamageBuff(Fire) 20% DamageBuff(Cold) 20% DamageBuff(Energy) 20% DamageBuff(Negative) 20% DamageBuff(Toxic) 20% DamageBuff(Psionic) 21.94% Defense(Smashing) 21.94% Defense(Lethal) 17.88% Defense(Fire) 17.88% Defense(Cold) 16% Defense(Energy) 16% Defense(Negative) 6% Defense(Psionic) 21% Defense(Melee) 20.38% Defense(Ranged) 22.25% Defense(AoE) 45% Enhancement(Accuracy) 27.5% Enhancement(RechargeTime) 15% SpeedFlying GrantPower Preventive Medicine (10% chance, if Scourge) 131 HP (10.88%) HitPoints 15% JumpHeight 15% SpeedJumping MezResist(Confused) 43.75% MezResist(Held) 43.75% MezResist(Immobilized) 43.75% MezResist(Sleep) 43.75% MezResist(Stunned) 43.75% MezResist(Terrorized) 43.75% MezResist(Teleport) 100% (20% chance) 15.5% (0.26 End/sec) Recovery 22% (1.1 HP/sec) Regeneration 15% ResEffect(SpeedFlying) 15% ResEffect(RechargeTime) 15% ResEffect(SpeedRunning) 15.5% Resistance(Smashing) 15.5% Resistance(Lethal) 21.5% Resistance(Fire) 21.5% Resistance(Cold) 13.25% Resistance(Energy) 13.25% Resistance(Negative) 8% Resistance(Toxic) 19% Resistance(Psionic) 15% SpeedRunning | Copy & Paste this data into Mids' Reborn : Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1453;669;1338;HEX;| |78DA6594D94F135118C5EF74A6D66EEC502A6DA1142814A9ADCA8B9A98284854484| |830BEB8D45A46DA38A1D8D6045C1271797289FAE28B6BE2FAE2DFE2FAA646FF00D4| |C4279FEAD79EC312A7C9E437F7DC7BEE77E6BB339D5A1CF3BD9D58DEAB34FF7E2B5| |B2E67662A59EBAC59F21C3173F9F9A2559C5BD295FC5C7245389799322DD34C8E5B| |66AE522AE4B21684B5E931F38C395F369333F98269CDAE0E956FBA58B492936676A| |1303FE7AF0F0E14E6F215197931B26A432C9B29967266692938BE50C825F7156797| |3253D9724594D5809D12A85FAE9B6EC55FD5508B86526943392E901741E31279193| |C1697E55ADDE3541EADAE6DF2923E70B39F6C003D8DE02D37ADE2D51614E6CE81BE| |1259061B2AE096F36046EAEAACABB36E03EB36B16E13EBB6B06E9C758F8BD749AF9| |3DE167ADBE86DA3B7E33FEF6D370E50BCBAEB9D8E35EFC1CECFE41E9936747547D6| |A2A555E5DE052D20662F35EF6E6827258F1F790C7F4C6EE2F29C1130D44D46C1482| |F78423C8DDCA771183DB92BC59A99ADF903B2F47C04A39F48663B25FE564DABFB5B| |A3F03B245B3BF76CE73A5DB400B305FE72CF2164886DC738565B1036547A143DBA2| |739827C8F825F58F707D8F795FC060E7C070DA9D3C533E9E29944D8F318CFA68F67| |33C0B389F36C3AC41B86D7111E45EE913FD877E430785F3275F35DEB7E8877B7E71| |138F4987C423E0513CFC0D3D2AB5E66EBBDE2408665307195BC066EBD4EDE007371| |7C5BB59EF6AFE8F5BE19724883D84F0D3EC03AA768C3AC31FC9C7BBC01B7BD205F9| |2AFC0F46BD025DE24BC5A328AE74D8740B7F426C5FAA976F4ABCB58FBCEABA1F5FB| |DAB05A55099B92B229699BB2C3A6ECB429933665DA58FB07505A5D7137C977CD6C2| |B1E99D536CEFE5A571CDA417E1187C091A378BA9F36D7EF8D0AFBFD0FD49FDFB5| |-------------------------------------------------------------------|
  9. I feel your pain, Gortak, my BS/Regen was level 25 when the nerf hit. Parry was always a godsend for him though, all the way to 50.
  10. If not a limited team size, maybe more content that encourages teams to split off to do simultaneous objectives instead of sticking together and steamrolling?
  11. Does it die faster than Rommy? Since it's the first one he eats to Rez that would seem to be the way to choose.
  12. If you're going to factor in perma rage, you need to factor all damage enhancements. I'm not sure how you did the math, but I'm hoping the comparison isn't simply applying the base damage with a 1.80 multiplier. If you wish to compare by incorporating a 95% damage enhancement as well, then you can use a 2.75x multiplier to jab and a 1.95x multiplier to non-SS attacks.
  13. I mean most TFs are just a series of missions with an AV at the end, so if your build can solo an AV (and IOed out lvl 50 demon/dark definitely can) you can solo the TF. Munki already named most of the tough ones and the redside equivalents (barracuda and recluse) are about the same. The ITF final fight can be tricky but it's definitely doable. For masterminds in particular I wonder about the Renault SF. The final fight there is on a tiny ledge with knockback-causing tornadoes all around. I know typically MMs have a tough time keeping their pets actually hitting the AV.
  14. Hmm, that lets out using Hotfeet/Rain/Cages/Bonfire/Hurricane on a spawn which was my first thought, the damage and debuffage working like the tried and true Hotfeet/Choking Cloud/Cages/Bonfire of a Fire/Rad. Oh, I seem to remember seeing something about immobilize no longer eliminating KD? Is that correct or will I be avoiding Cages?
  15. People were talking about roles, and also worrying about treading on the territory of team support toons. It seems to me it makes some sense for Sentinels to be a LITTLE bit support-like. Blaster and Stalker are super self focused. Scrapper can off tank a little bit, even without Confront. Sentinel being able to support a little bit makes some sense in that context.
  16. I don't like how the proposed damage buff reduction is basically because of one set.
  17. My namesake was a dm/regen scrapper, so after the nerf to instant healing, he had to rely more on dark's tohit debuff. I can't recall if I ever picked up tough and weave on him, or if I just played at closer to base difficulty on missions...
  18. You are correct, I'd forgotten about QR... and I shouldn't have since I had a BS/Regen scrapper back in the day. Unfortunately he had to grow up after the IH nerf.
  19. Hello all, Like everyone else here, I am back playing coh. I want to re-build my main which is MA/SR (just hit lvl 40), after that I will probably explore new things. It looks like there are a fair bit of new things available that could "freshen" this build, and some general changes I was considering anyways. Here is my build as it last was on live: Hero Plan by Mids' Reborn : Hero Designer 2.6.0.7 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! Some notable points and things I like about this build: - Perma Hasten +4 second overlap - Soft-cap on all three positionals + some OK damage resistance - Lots of regen and recovery (no real end problem, but it is toggle and click heavy) - Built in an order so that it exemps well - Fast movement speed Overall I love this build, there are no huge shortcomings with it other than probably things that are just MA/SR regardless. So, aside from looking to get some general advice, here are some things I am considering: PBAoE: I absolutely LOVE Dragon's Tail and Energy Torrent (I should probably find an AT to focus on this, really) - So, I have been playing with Spring Attack, the animation is so-so but it has good damage, starting to grow on me Upgrades: - Looks like I can switch allot of my IOs over to attuned one's, if nothing else I am able to slot them before 50 (any other diff?) - I am confused, I have some purples and "superiors", can other sets be upgraded to these overall? - Looks like there are some new and different sets that could make this build better, been going through, not all seem to be in Mid's Considerations: - I wonder if this build would be possible without fighting and leadership (and what I would do instead)? (or even hasten) - I wouldn't mind putting in concealment / Stealth, only because it is useful and somewhat part of my theme (using a proc now) - I don't know how important it would be to try and get to 59% defense due to Incarnates Thanks in advance. -Bodai
  20. It's fabbo. Can I have a minimal FX version though, please?
  21. I wanted to try a /Rad since I never really did a resistance set before (ignoring an abandoned /FA). I ended up going for Rad/ because it works so well mechanically, even though it does feel pretty clunky with the long-ass weird animations (it is one of the few sets where I prefer to just wait for my shorter attacks to recharge instead of using my super long winded Devastating Blow.). I feel Rad/ works better on a Scrapper. Since it is my first /Rad I don't know if I did a good job of it. Tips are welcome. The premise is a gimmicky softcap melee defense relying on Beta Decay's -ToHit. I know it is not exactly perfect (I remember testing it on a Blaster and both pylon and level 54 mobs did not resist the -ToHit but I did not test on AVs) and the radius is short (8 yards, but to be hit in melee mobs will be in those 8 yards anyway), but it's primarily a resist set after all. The defense is just an extra layer. The gimmicky part can be ignored by swapping the six slot ATO from Atom Smasher to Devastating Blow and five slotting Superior Avalanche into Atom Smasher. Either way the Destiny slot goes to Barrier as a panic button since I don't feel we gain much from Ageless. Hasten is at pretty damn decent 125 seconds with the Force Feedback in Radioactive smash able to push it to perma and not even mentioning the extra recharge when surrounded by enemies from Beta Decay. Considering I have seen some /Rad builds pushing for 170 seconds Hasten this part worked out better than expected. I had no slots for Electrifying Fences, but eh, I often finding myself not using it since it makes enemies not hug me and it certainly helped me choose to slot Ground Zero instead. Fusion + Ground Zero + Atom Smasher and we don't have minions to fight. The resistances are at: 83% S/L 76% Fire 44% Cold (low, but not terribly important in the end game) 75% energy 63% negative (eeeeeeh) 67% toxic 25% psi (eeeeeeeeeeeeeeh) All of these gain an extra 5% minimum from Barrier. Endurance recovery is low at 3.06 EPS on Mids, but it has another 0.60% from Gamma Boost that Mids ignores and Particle Shielding to help. At level 31 and with no accolades or anywhere near being slotted I'm at 2.70 EPS with Gamma Boost and my endurance drains rrrrreally slowly with Particle Shielding taking up the slack once I get to half blue bar. Tough and Weave have not yet been taken and will be a further drain but by then I should be better slotted with endurance reduction in attacks. If there is interest I can whip out a leveling build that I suspect should be able to softcap melee earlier than level 50. But I just stock up on purples between missions and use them when needed. At level 31 it's no longer a juggling act and I often don't pop purples any longer.
  22. The problem with Regen is, in my opinion, a matter of perception. In a really tough fight, the Def and Res powersets come out seriously injured and need to rest; the Regen character is at 100% health. This is because Regen heals the damage that the character takes over and over and over again until it's gone -- fast enough to keep the character alive at the start of the fight, when all the enemies are attacking, but at the end of the fight, even if all the surviving enemies hit every time, they're doing less damage than the character's regen rate. A character whose protection is mainly Res-based is resistant to a big alpha, but they're going to get nickle-and-dimed over time, each hit building up damage taken. A character relying on Def-based protection is vulnerable to the lucky hit; they'll avoid most damage by not being hit, but take damage in big chunks when a hit does land. Both of these will graph out as a more-or-less steady decline in HP as a fight goes on. Regen, on the other hand, nose-dives precipitously at the start of a fight, their regen rate unable to keep up with the incoming damage until they thin the pack, cutting the incoming damage first to slow their HP decline, and then to pull ahead of the incoming damage. Once they're outhealing the incoming damage, they are effectively unkillable, and will be at or close to 100% HP at the end of the fight. But people don't see that the Regen character is down at 25% HP or less a minute into the fight; they just see them jump into a huge spawn, and come out looking untouched. IF you break apart the powerset healing from the character's base healing, Def- and Res- based defenses get one shot at incoming damage -- Def tries to make the attack miss completely, and Res tries to reduce the amount that did it. Regen, on the other hand, chips away at the incoming damage over and over and over again; it's an advantage the other types of defenses don't get. An idea I had back well before shutdown was that Instant Healing was misdefined as a power. Instead of just being a big crank to your healing rate, it should literally be instant healing -- you take damage from an attack, then after a second or two, an enhanceable fraction of that damage 'instantly' heals back. This essentially makes all incoming damage act similarly to the way Spectral Wounds does -- you take all the damage from the attack, and if you're still alive when the illusion fades, part of it disappears. This would let Instant Healing be returned to being a toggle, and because it applies once against each incoming attack, it can be balanced against Def- and Res-based defenses. And at that point, its End cost could be reduced to something similar to the other defenses, instead of the huge end cost of the original toggle, or the intermittently-available click power it was turned into after the devs saw that people were willing to build Regen characters around being able to support the End cost of the IH toggle running continuously.
  23. IF U LOVE CITY OF HERO'S LET ME HERE U SAY GO HERO GO HERO GO!!!!
  24. Today
  25. Ignoring the rest of the issues with this, which were addressed by others, you've miscalculated the Rage buff with the current Beta patch. It should be 100 * 0.95 * 0.6 (not 0.8) = 57 (not 76).
  26. As I have stated, I am SO happy just to be able to play the game again, that even the parts that I detested before (Orenbega, Malta, and tri-level cave anyone?), are an absolute pleasure to experience again!
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