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Luminara

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Everything posted by Luminara

  1. Okay. But it has to cover everything, not just damage and healing. Everything. Total time enemies spent debuffed, for each debuff. Total endurance drained. Number of attacks delayed, and by how long, by -Recharge. Enemies' time spent mezzed (and it would have to exclude time spent with an ineffective mez applied, to discount things like Warwolves shrugging off Immoblizes, and AVs ignoring status effects), for each status effect. Percentage of teammate damage output attributable to buffs from other teammates. Percentage of teammate damage mitigation attributable to buffs from other teammates. Damage dealt by Confused enemies, and percentages of variables attributable to buffs from Confused enemies. Every fucking thing has to be accounted for. If it's not applicable to everyone, presenting information useful and valid for every archetype's distinct abilities, I guarantee that it won't be done at all, because the HC team is an inclusive group and absolutely will not add anything to the game which would outright exclude players.
  2. Given that participation isn't mandatory, only presence (and only in the final mission), you're grossly over-inflating your estimation of this hypothetical badge's value.
  3. DELETE "priorityboost 1" INSERT "camdist 17" PAGEDOWN "++netgraph" PAGEUP "++showfps" These are the first four keys I press after logging in. [ "suppressclosefx 0" ] "suppressclosefx 1" I have suppressfxdist set to 15. If I'm playing a character with graphical effects that annoy me, like World of Confusion, [. When I'm playing a different character, ]. MouseChord "nop" Z "nop" I don't need click to move crap, and by default, pressing Z drops target, so both of these are unbound to prevent violence and obscenities. Location AoEs are /bind mouse4 or mouse5 powexeclocation target Power or /bind mouse4/5 powexeclocation self Power , depending on where whimsy carries me. If I'm really short on easily reached keys/buttons, I'll set up a rotating bind so I can assign more than one power to a key. Blizzard and Ice Storm, for example, would use one file, bliz.txt, with button5 "powexeclocation self Blizzard$$bindloadfilesilent e:\Games\Homecoming\settings\live\ice.txt" and one, ice.txt, with button5 "powexeclocation self Ice Storm$$bindloadfilesilent e:\Games\Homecoming\settings\live\bliz.txt" . Movement powers, including Sprint, are bound to V (toggle on) and B (toggle off). All other toggles are bound to V, and when the character limit imposes a restriction, B as well. Movement powers are listed first in the binds so they'll be the last to activate. Status protection is listed last so it activates first. I don't waste time, or tray space, on macros. I can do everything just as well with a bind, and often save tray space in the process, so I can keep the clutter down. Simplified power recognition in a bind string. Instead of having to use /bind v "powexectoggleon Rise to the Challenge", for example, just /bind v "powexectoggleon Rise" or /bind v "powexectoggleon Chall". Or powexectray ##being usable in multiples (/bind v "powexectray 1 4$$powexectray 2 4$$powexectray 3 4" (as of now, powexectray ## only works on the first power in the string, everything else is ignored).
  4. As far as I've ever been able to determine, all debuffs, all controls, hit rolls, damage, everything applied to an enemy is purple patched. If it's used on something above your level, it's diminished in some way. Below your level, it's enhanced. Even effects flagged to override resistance are subject to purple patch math. Speculatively, the sentence was phrased as such just in case someone found an effect that wasn't affected by the purple patch. Buffs, on the other hand, are not affected by the purple patch. Or, they're not supposed to be, and when one is found that is, it's adjusted accordingly. When one does crop up, it's almost always a secondary effect of an attack/debuff/control and is unintentionally boosted or diminished when the attack/debuff/control is used on an enemy below or above +0. Those have to be specifically flagged to ignore level differences.
  5. Purple patch isn't resistance to debuffs, or a function of debuffs, or a function of Resistance, it's not a power or anything in a power, it's a flat reduction when facing +X foes. It's an adjustment to the number before other calculations, or other parts of a calculation, are performed. Versus a +4 foe, a 20% Resistance debuff nets 9.6% -Res (20 * 0.48 = 9.6). That's the number that exists, 9.6, before any Resistance calculations are performed. If the +4 critter has 50% Smashing Resistance, the game checks that against the 9.6% -Res, not 20%, and arrives at a total of 50 - (9.6 * 0.50 = 4.8) = 45.2% final Smashing Resistance. Even if you pile on a ton of -Special to reduce the critter's resistance to debuffs, 9.6% is the ceiling because the purple patch isn't a resistance, it's a change to the underlying mathematics used to calculate everything else.
  6. I think this belongs in the Suggestions & Feedback forum.
  7. https://homecoming.wiki/wiki/Arachnos_Agent_Badge https://homecoming.wiki/wiki/Architect_Badge https://homecoming.wiki/wiki/Banker_Badge https://homecoming.wiki/wiki/Chronologist_Badge https://homecoming.wiki/wiki/City_Official_Badge https://homecoming.wiki/wiki/Crey_Employee_Badge https://homecoming.wiki/wiki/Day_Trader_Badge https://homecoming.wiki/wiki/Demagogue_Badge https://homecoming.wiki/wiki/Intern_Badge https://homecoming.wiki/wiki/Law_Enforcer_Badge https://homecoming.wiki/wiki/Midnighter_Badge https://homecoming.wiki/wiki/Professor_Badge https://homecoming.wiki/wiki/Scavenger_Badge https://homecoming.wiki/wiki/Shop_Keeper_Badge https://homecoming.wiki/wiki/Smuggler_Badge https://homecoming.wiki/wiki/Survivalist_Badge https://homecoming.wiki/wiki/Vanguard_Recruit_Badge
  8. DoTs don't crit in DoT form, the crits are a single application of damage. And Staff attacks, including Guarded Spin, Innocuous Strikes and Eye of the Storm, have the same 5% crit chance as other scrapper primary attacks.
  9. You Confuse a spawn. In defeating everything, you deal 50% of the damage, your enemies deal the other 50%. You receive 80% of the XP you would receive if you dealt 100% of the damage to each critter. You see a 20% loss of XP per critter, right? Now factor in that you just defeated that spawn in half the time it would have otherwise taken you. You might be "losing" 20% XP per critter, but you're defeating twice as many critters in the same period of time. 80 * 2 = 160% XP over time from using Confuses. Now let's flip that set of numbers, and you only deal 20% of the total damage to the spawn that you Confused. You still receive 50% of the XP you'd collect if you were the sole damage dealer, but you're defeating enemies five times as fast, thanks to all of that critter damage working for you. 50 * 5 = 250% XP over time. There are, of course, other factors. The time it takes to move from spawn to spawn. Enemies buffing you (❤️ Rikti Guardians). Inconsistent variables which have differing degrees of impact on your XP gain over time. The basic premise remains, though: Confuses allow you to defeat enemies faster, and defeating enemies faster racks up XP faster. What's lost in individual increments is far, far exceeded by the sum over time. And, just as importantly, since drops aren't scaled by damage dealt, you still receive 100% of the drops you'd receive without Confuses, but you're receiving those drops at an accelerated rate. Confuse is not only an incredibly utilitarian status effect, it's also one of the best ways to accelerate XP and drop rates.
  10. I dislike "useless" powers in a build as much as anyone. Nothing sets my hair on end like having to look at those shit T1/T2 powers that I can never get rid of once I've passed the baby levels. But I also recognize that this game is based on tiered progression. You can't unlock your T3 primary until you've selected one of the first two powers. You can't jump into a pool and grab the level 14 or 20 power until you've arrived at level 14 or 20. That's not just for balance, it's also a core representation of the game's idea that you start out with limited abilities and grow, develop, improve. This is fundamental to what Co* is and how it was intended to be played, and restrictions like prerequisites on higher tier pool powers are representative of that in the same way primary/secondary/*PP prerequisites are. Restrictions are also there to inspire us, to push us to find ways to excel, create solutions to problems, devise workarounds for obstacles. We're encouraged to find ways around limitations. We're given a wide array of tools to accomplish that goal. This is another fundamental design aspect of Co* that sets is apart from other games, the freedom we're granted in exploring the limitations and seeking out ways to bypass them. We're not locked into a singular build pattern. Some players impose that limitation on themselves, but the game doesn't. No pool power is mandatory. No content requires any pool power in order to complete it. Anyone who believes they "have to" take any pool power is playing within self-defined boundaries, like marking out a square on the floor with tape and insisting that space-time needs to be changed because you're "trapped" in that square. You created those constraints. Not Cryptic, not Paragon, not HC. You. Expecting the game to change to "free" you from your self-imposed prison is unwarranted. But let's be honest here. Even if the HC team did throw away the tiered progression system, where would that really get us? We'd still have "useless" powers cluttering our builds. Oh, sure, they'd be powers we could cram a proc into, but in a game which spoon-feeds its players dozens of powers, the reality is that most of those extra powers would be just as unused, ignored, disregarded as they are now. And the very people insisting that this would open up build diversity would be running the same builds they are now, with different unused powers, and scrambling to explain how that qualifies as "diversity", while simultaneously complaining about "having" to take those powers because they don't have more slots to devote to them. Same song, different refrain. Here's a counter-proposal: pull the tape off of the floor and take a step in any direction. Try other pool powers. Explore IO builds. Experiment. Push the boundaries in different ways. If every build you make "has to have" specific pools powers, you're the one building the walls, not the game, and nothing the HC team does, no way the game is changed, can ever remove those walls. It's up to you.
  11. Yes.
  12. Superman/Batman: Public Enemies. Supes was attacked by Metallo, had a fragment of Kryptonite lodged in his chest. Bats rescued him, they escape through the sewers. Supes still has the Kryptonite in him when they have this conversation, and Bats was hurt during the escape, so yeah, they're both a little messed up at that moment. The animated film was adapted from the comic of the same name. It's good. The banter alone makes it worth watching.
  13. The net Defense is identical. CJ and Hover grant 1.875% (scrapper) Defense (All), not 1.88%.
  14. The endurance costs of free/prestige/temporary travel powers were normalized and flagged to ignore global EndRdx as part of the travel power updates in Issue 27, Page 2. This was done deliberately, as another means of cementing the superiority of pool travel powers. They're never going to reverse that change, and they won't permit free/prestige/temporary travel powers to be slotted because doing so could create serious problems (characters becoming unplayable when a temp power is used up or deleted, for example). If the endurance cost is too much, turn the power off during combat. If you want a travel power that you can keep active during combat, there are 8 pools with travel powers, all of which have lower endurance costs than free/prestige/temporary travel powers, and all of which can be enhanced.
  15. Caliburn was just another Latinized variant of Caledfwlch (after Latinization, the name was adjusted and altered for another ~200 years, Caliburn, Calibore, Calibourn, Escalibur, before it settled on Excalibur). Different nationalities and lack of linguistic standardization resulted in changes over time. The sword in the stone (actually in an anvil on a stone) was identified as Excalibur in Boron's Merlin, original written in the late 12th century/early 13th century (Vulgate Cycle). But later revisions to Merlin (Post-Vulgate Cycle) don't name that sword Excalibur, instead Arthur acquires Excalibur from the Lady of the Lake. This is just one example of the problem of figuring out what's what in Arthurian legend. The story was rewritten... almost before the ink was dry. Historia regum Britanniae has proven to be more fiction than fact, so that's unreliable as a source. And that's as far back as I care to go in pursuit of whatever truth there might be in the legend, because everything prior to Historia is Welsh. I'd rather french kiss my chainsaw, while it's running, than try to read Welsh. So I neither accept nor refute the two sword theory, nor am I in possession of sufficient information to say which might have been Excalibur, if there were two swords.
  16. The name is derived from Old Welsh, Caledbulch (Caledfwlch in Middle/Modern Welsh (fucking Welsh. BUY A VOWEL, DAMNIT!)). It's translated as Hard Cleft or Hard Breach, implying a weapon capable of cutting through enemy shields. The name was alliteratively Latinized in the first half of the 12th century, to Caliburnus, or Caliburc (French), "calibs" being the Latin derivative of Greek "chalybs", meaning "steel".
  17. You can imagine other swords made of anything you like. Excalibur was steel in Arthurian legend, it's steel in the game. Deal with it.
  18. George Lucas sent a C&D back in time when he read about swords made of crystals and light, so they had to change Excalibur to metal. Merlin was pissed. Or, the scholarly answer: tracing Arthurian legend back crosses multiple cultures and more than 1500 years, to a time and place when steel was still so rare as to be considered as having mystical properties. Iron was already viewed as a magical metal (re: folklore surrounding cold iron and faerie creatures), and the properties of steel, being everything iron was and wasn't, was nearly godlike. Good steel could take an edge and hold it, whereas iron dulled quickly. When a steel weapon bent, it didn't shatter, and ofttimes, it didn't even stay bent, unlike iron (wrought iron bent easily, cast iron broke easily). Steel weapons were lighter, too, making them easier to wield. And steel, unlike bronzes and brasses, sometimes came from the heavens (meteoric iron), further strengthening the perceived link to the gods. Steel was, in the foundational roots of Arthurian legend, as magical as anything.
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