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Everything posted by ZemX
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Performance Shifter: Chance for +Endurance question
ZemX replied to Rustbeltcomics's topic in General Discussion
This is me. I attune everything. I even attuned some purples on one of my stalkers! (ugh... that'll be an expensive mistake to fix). But yeah, I am really starting to evaluate my favorite characters by how good they are down to 15 or 20 exemplared. I know you can do multiple builds, but I am not so rich yet that I don't find spinning up a new alt a better use of the available funds. -
For me, I have to not think about Vigilante because it doesn't make a whole lot of sense you'd go redside and run villain missions with other villains if you were just a hero that goes to extremes to bring villains to justice. Rogues meanwhile are a lot easier. You can do anything you want when your reason for it is merely self-interest.
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Yeah, I mentioned that too. But at least on Virtue, redside pop was, at the game's peak anyway, a whole lot larger than it is on HC today. That's not a complaint. It's just how it is now. I easily found and ran on pick-up groups, one of which ended up resulting in an invite to a VG with a good dozen active players at least. I just miss that. All that dwindled quite a bit by the time the game shuttered, of course. I was mostly blueside at the end because of it.
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Performance Shifter: Chance for +Endurance question
ZemX replied to Rustbeltcomics's topic in General Discussion
Doesn't the alpha slot stop functioning below 45? -
Well gosh, I'm sorry you decided to play exclusively redside on a server with no redside population. I didn't.
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You're honestly better off requiring people to be in zone before you invite them anyway though. Can't tell you how many times I've seen someone added to the team who then asks, in all seriousness... "Uh... how do I get there?" The thing I would like them to fix though if they can is getting dropped from a team for going to Ouro or an SG base while cross-teaming. I would honestly consider playing more actual villains if that were done. I still have a few, but it's a bit annoying to cross-team sometimes and the team wants to move quickly but you don't have a teleport up that can take you to the mission or zone it's in quickly. So you leg it to the transport or a zone boundary while everyone waits for you in the mission map (or doesn't wait, depending).
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There are certainly people who play almost exclusively blue or red, but I kind of wonder how many people really do that. I would think most people would want access to content from both sides. Have the devs ever posted alignment stats like they've done for ATs and powersets?
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Alignment powers are considered "temporary powers" so it doesn't show when you inspect. Just primary, secondary, pools, epics/patrons, set bonuses, and accolade powers. Another way is to look at Badges though. Market badges will be listed under a category name of either Wentworths or Black Market but this is according to the alignment of the person looking (i.e. you), not the alignment of the person you're looking at. However, some of the badges themselves have a gold W coin type appearance if they are on a hero/vigilante or a golden U.S. dollar sign ($) if they are rogues/villains. Examples are Scrounger and Inspiring. Other badges change name when you change sides to either blue or red (but not between the two same-side alignments like hero/vig or rogue/villain). Badges like Positron's Ally become Positron's Betrayer. Etc. Those are easy to spot in someone's Accomplishments list because of the distinctive all gray badge icon with roman numeral for the number of the original heroside TF. But of course, only if you're looking at someone who has done those TFs. I don't know if there are any badges that tell you definitively if someone is a vigilante vs a hero or rogue vs. villain so unless you see someone with redside badges in a blueside only zone, you don't know if they are a rogue or villain, for example.
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It's 10ft for stalkers as well. 10ft radius and 10 target cap, same as everyone else. I can see a Blaster not being impressed by it relative to all the big AoEs they have access to otherwise, but it's a big deal for my Ice stalkers with a 50% chance to crit from Hide, especially considering I can get into Hide multiple times in a fight after Assassin's Strike w/Hide ATO proc.
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Don't think I've ever seen that, but I have seen one person duplicated twice, so that part is maybe a little buggy, yeah. I have only been around since March, but I've never seen this on Everlasting at least. Not that people speed run either exactly, but certainly never seen anyone ask to clear that last mission. Who likes fighting CoT at that level, seriously? Nobody who is higher level is farming Posi for XP. They are running ITFs or actual farms. Which means the team is often at least half composed of side-kicks on any given Posi. If the leader runs at plus anything, you are talking someone level 14 (who might have the powers and slotting of a level 8 ) trying to hit up to level 17 or 18 enemies who might be double-stacking Ruin Mage dispersion +def bubbles while a gang of ghosts are -toHit debuffing you down to the floor. Fun!
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I don't see any reason to get upset about a suggestion, but I also don't think this would help anything. Redside population, even on live, seemed to be no more than half blueside at any given time. At least after the novelty of CoV's release wore off. Almost nobody would move to this hypothetical villain server from any of the more populated servers. There is simply more to do blueside than redside and it's always been that way. Going Rogue was pretty much the nail in the coffin of any hope that redside would ever be brought up to parity on content.
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Redside population. Sure, it was never what the blueside pop was, but with higher server pops in general, it was enough for pretty regular strike forces and pick-up teams. I joined CoH initially when it was just heroes and then quit when my friends moved on to the next game. I came back on my own eventually after CoV released and really ended up liking the Rogue Isles. It was newer. It was generally better written, I thought. I maybe remember one of my original heroes and ALL of my villains. I'll second this one. I miss 3D sound. Wish there was a way to fix it here, but it seems not to detect it even if you use something like Creative Alchemy to re-enable DirectSound3D.
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Can you tell how well that proc is working in Ignite? I know I used to have a Ragnarok:KD in Caltrops on one of my stalkers back in the day and it seems to work okay. But the PPM mechanics would seem to suggest the proc rate is really low if it's calculated on the pet's power that ticks at an absurdly high rate (5/s). Curious how often it would hold them in place without Oil Slick backing it up.
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I did say just a little bit. They each emphasize more what the AT is designed to do. Defenders defending and Corruptors... offending. 🤪 More I think about it though, the more I think it's likely I'll just alternate between them until they're both 50. Assuming I can stop making Stalker alts long enough to do that.
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372 is "accurate"-ish given the in-game bug that shows 100% scourge for the full duration. It's 186.295 unenhanced damage at level 50 (10 seconds of 0.2s ticks of 3.7259 fire damage = 50x3.7259 = 186.295) How many of those ticks actually scourge is, of course, up to the health % of the enemy. It's also fair to think of Corruptor Scourge as just tacking on 25% damage to every attack for the purpose of comparing them with Defenders. That doesn't happen on every attack in practice, of course. It's somewhere between zero and 100% damage bonus. But averaged out over the lifetime of the character, it should amount to a 25% bonus. Defender is 161.27 (50x3.2254). Solo then, I'd compare them as Defender + 30% Vigilance and Corruptor + 25% Scourge. You get 209.65 for Defender and 232.86 for Corruptor. Again, the Defender will do that damage reliably every time (if it doesn't kill the target early) and Corruptor will vary wildly but over the long term average out to that damage from Ignite. As for making it useful, yeah, I always had to rely on a Patron immob with my AR/Dark Corr on Live. I used Black Scorpion which was slow to stack but also AoE. Good for igniting most LTs at least. As a result, I'd usually not bother taking Ignite right away at 26. Suppose I could take PGaze at 28 and then drop it later. Have no other use for it and Web Envelope is just a more useful control in general than a single hold. Almost as fast to recharge, lasts longer, does -Fly and -Rech too. Usually can't justify room in the build for both.
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Did I screw up buying this on Origin or does buying it on Steam send you to Origin for launching AND updates anyway? Yesterday I tried to hop on and play for a little bit in the evening and it said it needed to update. The patch notes looked pretty minor.... and then it started downloading. Slowly. I checked my internet and there was no issues. Speedtest was as fast as it should be. I eventually gave up. Now when I try to resume it looks like it's downloading the entire game again (or at least combing through all 100+GB of files already installed. Not sure. Gave up again. If Steam handles the updates itself... that would probably have been better. As for the game, I haven't gotten far yet. Just played a little of the intro. The lighting is the biggest improvement I see. Maybe even more-so than the textures.
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Just passed 20 and this is how it's been going so far, but already I'm using Soul less and less. Slotted Panacea and Perf Shifter. Picked up Ninjitsu's +end clicky. And I don't even have any endrdx slotted in attacks yet.
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You know what game, oddly enough, had a Super Leaping mechanic I like better? Saints Row 4. Goofy game, but it had super powers for the protagonist and leaping was done with a charge/release mechanic. So holding down the button charged the leap and releasing the button caused you to start the leap. But your height was based on how long you held the button (up to a maximum of course). While in the air, you could start "charging" the next jump before landing so your feet only momentarily touched the ground if you were chaining jumps. So you could bounce along just like leaping in this game, but you couldn't control your height (well, with jump... that game also had a dash/glide mechanic that let you transition the jump into gliding if you wanted to stop gaining altitude after leaping). In any case... it felt a lot more like leaping than just flying upward and back down like it does in this game.
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I don't think that's true. You can test this very simply by leaping straight upward to a fixed height with SJ. Then do it again with a temp jet pack. The jet pack is faster. However, Super Jump is faster than the Jet Pack by a LOT horizontally. JumpSpeed, I am convinced, is only the horiztonal speed component. Your speed vertically is either fixed by the power or maybe it depends a little on JumpHeight stat, but it's definitely not the same as JumpSpeed. You can also try just hopping along the ground with SJ instead of holding down the jump key. It's no faster than going all the way up and back down. Feels, yes. I think this is just a greater perception of speed you get by being closer to the ground. If that's what you're after then great. But it's not actually faster in the upward direction, which is what's being asked for here.
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Not sure how it wouldn't feel slower when it has both less JumpHeight and less JumpSpeed, by a lot, than Super Jump does. Does it somehow have a faster upward speed than SJ despite having a lower max height?
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I suspect the problem mentioned here is about vertical speed, which has always been lackluster on SJ. So much so that if I need to go more up than over, I'll use a temp Jet Pack instead. "Jump speed" stat in game is horizontal travel speed so while I haven't tried Mighty Leap or its Takeoff, I suspect it's no faster going up than SJ. It just goes a little faster horizontally.
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90% sure I made this post before for trollers/doms
ZemX replied to kelika2's topic in General Discussion
Everyone is making this too complicated. It's very simple: Is using your AoE immob the way you use it helping the team or slowing it down? If you think it's helping, for any of the reasons mentioned, then there's no problem, is there? But if someone is doing it just because they can and they don't care if it's slowing the team down... they're just being an ass, aren't they? -
So I've just started a Scrapper version of my Staff/Nin Stalker and this was one of my worries going in. Having only Form of Body on the Stalker there wasn't a choice, but... while I was certain I would use the different stances leveling up the Scrapper, I figured it was likely I'd settle back into Form of Body anyway permanently. Well, not so much a worry then, but a slight disappointment at having a choice I'll end up not making much use of. So it's good to see people are finding use for the stances later on. It's eventually a zero sum game anyway, isn't it? If I need more blue, I need it. Getting it some other way means giving up potentially recharge or damage maybe in other ways (like choice of Alpha slot) or extra slots given over to +end procs. That sort of thing.
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Your math isn't the problem. But you've chosen pretty much the most favorable comparison for a Scrapper though by assuming a 16% crit rate against a boss (which they won't see against every boss) while giving the Sentinel no Opportunity. Not that I know how to properly compare the overall benefit of SCS vs. Opportunity here either, but one is clearly a best case and one is a worst case. That's just an unfair comparison. Also, this is a single target and everybody takes one swing. I get that that's just easier to calculate, but it's also nothing close to a real-world comparison of the overall damage output of each AT involved here. This same thought experiment would make Stalkers look like gods in need of a serious nerf. Sentinels have generally more and larger-area AoEs than Scrappers. That makes them more likely to hit more targets even if the caps are the same. The design then suggests that while Sentinels are not the boss busters that Scrappers or Stalkers are, they can probably do equal or better real-world AoE overall damage already with pretty much similar survivability. If they need a tune up, it's not by much.
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Good? Why should a Sentinel ever even equal a Scrapper in damage? or a Stalker for that matter? I see in some of the past posts the idea that a Sentinel was supposed to be a ranged Scrapper but if there ever was such a thing what would be the reason to play a melee scrapper then? And don't anybody even think about bringing up Sentinel hit points because (a) You inherently get some additional survivability just from being able to avoid melee combat when you choose, (b) the convenience of attacking from range, and (c) I play Stalkers, who have the same hit points, and despite forum wars much longer and bloodier than this one were never allowed to do much if any more damage than Scrappers outside of maybe bursting a single boss. I get that Sentinels might currently be TOO low in damage, but I also get the feeling reading here and from all the comparisons that a lot of people feel it's justified for Sentinels to have at least Scrapper level damage if not something approaching Blasters. Or am I misreading it?