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srmalloy

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Everything posted by srmalloy

  1. ...that do not reset after conversion, the way the 'out of set' choice does now.
  2. If you right-click in the lower chat window, you get a menu with your available channels (all the names spelled out) plus a few additional commands that you can select a channel from.
  3. And had the gold star icon for zones you have missions in, like the tram menu does.
  4. The reason that model-grade paint costs more is that the pigment is more finely ground so that a layer of paint is in scale with the object being painted and doesn't obscure details. For this kind of painting, Apple Barrel and the other brands of craft paint is more than good enough for the application. You're not trying to put a recognizable expression on a face that's a quarter inch high, after all.
  5. I'm pretty sure it's more complicated than that, but only to remove the modulo-induced bias (which gets smaller the larger the range you generate. For example, when generating 0-9 with a raw modulo algorithm, only the last four bits are important, but the 0-15 of those four bits produce 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 0, 1, 2, 3, 4, 5 -- 0-5 appear twice as often as 6-9. 1-100 requires 7 bits, 0-127, so a raw modulo function returns 0-27 twice and the other numbers once. 0-999 requires nine bits, 0-1023, doubling for 0-27, a much smaller part of the range. A simple algorithm to correct this is to check the returned value and reroll if it is outside the goal range, and there are a number of well-known approaches to the problem.
  6. Depending on how you want to play, you may want to delay getting the 2XP boost longer. I normally take the first missions from Rick Davies and Azuria down in City Hall, then run Matthew Habashy's arc to get introduced to Sondra Costel, then her missions to get introduced to Aaron Thierry, who would become inaccessible if you're too high. Once I have his first mission (and arc), then I pick up the XP boost, and do Azuria's and Davies' missions at increased level to account for my being higher level at that point.
  7. It's the same math that worked against bomber crews in WWII -- if you have a 95% chance of making it back on every mission, it compounded until you only had a 28% chance of making it through a 25-mission tour to get rotated home. The chance of succeeding is (or at least should be, with an 'honest' RNG) stochastic, which means that each try is independent -- it doesn't matter how many times you failed before, your chances on the next try won't change. The coin doesn't know that it came up heads ten times in a row; the next throw still has a 50% chance of coming up heads. For the people who don't want to look at the math, the number that's important is the cumulative chance of not getting what you want in N tries -- the first time, you have an 80% chance of failure, failing twice is 80% of 80%, and so on; you still have about a one in three chance of not having gotten the one you want by five tries, and to reach 90% success rate takes ten. This doesn't mean that it will take that many tries -- you could get it on the first try -- but that 90% of the time, it will take no more than ten tries.
  8. I don't have OCD; I have CDO. It's just like OCD, except the letters are in alphabetical order. As they should be. Generally, though, if I slot a global/proc that I want even if I only five-slot the power (LotG Def/+Rech, Lockdown mag proc), they'll go first, otherwise they'll go last, because I'll slot the rest of the set and come back later for the sixth slot. Within sets, I'll generally slot by increasing number of aspects, in Damage/Acc/End order -- so a Damage, then an End, then a Dmg/Acc, Dmg/End, Dmg/Acc/End, Dmg/Acc/Rech, etc. in one power, then use the slot that lights up in the already-slotted power to tell me where to put the same IO in a different power (slotting several sets of Thunderstrikes, for example).
  9. The targeting is screwy in other ways, too. I'd need to go back through characters to assemble a list, but I've noticed in MSRs during the pylon phase with my ranged characters that most powers target the pillar a short distance below the rotating top, but some target the base of the pillar, with no apparent consistency -- within a single powerset, one or two attacks shoot the base, while the rest shoot higher. It doesn't seem to affect combat, so I haven't bothered to submit anything about it; it's just one more quirk of the game.
  10. Also, it might be useful to separate Team Teleport response out into its own permission check, so that you can automatically accept Team Teleport, but be asked for the others.
  11. You put Brawl on autofire? 😁
  12. That's what a 'decayed' Ouro portal looks like. When they're active, they have a floating diamond in the middle, which is what you click on. After their active time expires, the diamond disappears, but the rest hangs around for some time -- during the Hami raids on Excelsior, you can often find 'decayed' portals in the area around the center from the people who left via them after the previous cycle that evening.
  13. One of the things that commended CoH to me when I joined was that it didn't have PvP. The devs made a good shot at compressing the disparity between characters for the PvP zones, but the mechanics of exemping preserve an advantage for higher-level characters, although not to anywhere near the extent that a 'you're dumped in the zone at your level' MMO does. In my experience on Live, though, there were still gankers in CoH, although the imposed exemping meant that they didn't have a position of absolute superiority to gank from, and would often run if they started taking damage. That said, the jerks were a decided minority in CoH; in one of the rare times when I participated in PvP qua PvP, it was shortly after the release of CoV, and some friends of mine and I had appropriated the roof of the hero bunker in Bloody Bay as a hangout. We weren't going after any of the heroes, except for the ones who came up to try to dislodge us; it was a "we're here; what are you going to do about it?" challenge. An hour or so after we started, having gotten occasional assistance from other villains, we had to leave because of dinner being called; by that time, we were largely ignored by the heroes, as we weren't doing anything but camping on the roof.
  14. I haven't tried the combination myself, but I'd put a Dark Armor/Titan Weapons Tanker up against Blasters for being an End hog.
  15. When I tried this morning, it still said 'you have already filled out this form' and had no submit button. Oddly, I was originally able to submit two the previous day with Firefox and one with Edge after receiving the 'already filled out' message in FF, but I may have checked this morning before you applied your changes.
  16. I think the anti-one-shot code was introduced much earlier, but not as a combat effect -- I remember there being a brief surge of jerk behavior very early in the game with players inviting other people to team, and using Recall Friend to teleport them to the top of a tall building, but just off the roof, so they'd fall to the ground; the code was tweaked so that an uninjured character could not be defeated by falling damage, leaving you at 1HP. Extending it to combat came later -- I remember having a Katana/Regen Scrapper one-shotted by one of the Praetorian AVs several issues into the game.
  17. This has been my experience from other MMOs; in an MMO with open-world PvP, the overwhelming majority of the PvP-focused players seem to be придурки for whom the sole measure of their "leet skillz" as a gamer is how fast their level-capped combat monster in BiS gear can gank low-level characters fresh out of the starting areas who have no chance of even damaging them in return.
  18. At least you get a 'defeat all' message. I'm not sure it's 100% true, but it seems like every single mission to "Check out Nemesis base" (or facility, or whatever) gives you a simple, concrete mission goal (i.e.,'look for clues')... and never once says that it's really a 'defeat all' mission, revealing itself only when it doesn't complete when you finish the displayed mission goal.
  19. Knowing how the Rule of Fives works is important to understanding how the set bonuses group under the rule. And Castle's explanation of how it works -- a description of fact relating to the code -- is unrelated to your or anyone else's opinion of him based on his decisions regarding the development of the game.
  20. A 'rare overlooked inconsistency' specifically cited by Castle talking about how the Rule of Fives worked by name, not by value. All of the Defense set bonuses have one positional and two typed, with the positional defense either first or last. The first (either the positional or both typed) have a value of 1.25% modified by the adjective (defining the tier of the bonus) , with the remaining being 0.63% modified by the adjective.
  21. Go to an empowerment station in a base and craft a two-hour Grant Invisibility temp power, then go off to the PvP zone and grab your exploration badges. No need to fool around with a second build. And they're cheap -- the low-tier Grant Invisibility requires an Ancient Amulet, a Simple Chemical, and a Heavy Water.
  22. The reason to draw the distinction is that there are some odd quirks in the bonuses for Defense sets. For example, among the bonuses for the Blood Mandate set is a "Small Increased Fire/Cold/AoE Defense Bonus" and a "Huge Increased AoE/Fire/Cold Defense Bonus". Each of these gives 1.88% to Fire and Cold Defense, but because they have different names, you can theoretically slot five sets of Blood Mandate and get ten 1.88% Fire/Cold defense bonuses.
  23. This needs to die. Open up your combat attributes window and look at the damage modifiers, then look at the name of the bonus on the left side. That is what you can have five of. You could have four "Large Damage Bonus" entries, with two of them being 1.5% damage and two being 0.75% damage, which means you could only have one more before hitting the Rule of Five. This is how you can get 75% Recharge bonus using ten 7.5% bonuses - five "Luck of the Gambler: Increased Recharge" and five (IIRC) "Huge Recharge Bonus" (could be 'Ultimate'; I'm working from memory here).
  24. They actually moved the XP from the spawned demons to the portals themselves -- originally the portals didn't give much XP, but after the change, any character with a fast-recharging hold could farm those maps for a ton of XP. You hold the portal and it stops spawning demons, allowing you to destroy it at your leisure. Destroy all the portals, exit and reset, repeat.
  25. Trying to recreate Supermegatopia's Dr. Ghoti?
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