Jump to content
Hotmail and Outlook are blocking most of our emails at the moment. Please use an alternative provider when registering if possible until the issue is resolved.

Adeon Hawkwood

Members
  • Posts

    853
  • Joined

  • Last visited

Everything posted by Adeon Hawkwood

  1. So my take on it. You don't really need recharge, it's an 8 second recharge already so if you've got any global recharge at all it should be fine as is. I would definitely slot some accuracy in it (at least 1 possibly 2 if you aren't running tactics). It's got quite a high endurance cost so I'd probably also slot at least one endurance reduction in it. Additionally I'd stick one range in it, you could add two but in general I think 1 will be sufficient, especially if you put a Defenders Bastion set somewhere in your build (since that has a global range bonus). Finally it's a good place for a Force Feedback Proc since that should trigger regularly.
  2. That seems a little extreme to me, but you do you.
  3. I thought that End. Redux. Enhan. only lowers the End. cost to summon the pet, not the cost to the pet of their own powers' uses. Endurance Reduction enhancements do help pets. This is very noticeable with the Protector Bots, they tend to run low on end unslotted but slotting some endurance reduction makes a noticeable difference. Recharge is the one that doesn't help pets, so you might be thinking of that.
  4. Yes, you have to buy them as crafted not attuned though.
  5. I like it. I've been leveling a Dominator playing through the hazard zones (Hollows, Faultline, Striga and Croatoa) and I really enjoyed the Hollows. It was fun to play through although I wish the Minions of Igneous weren't all so resistant to immobilize and speed debuffs. They're a massive pain int he ass for low level ranged characters.
  6. Did you check behind the couch? Or in your inherent powers?
  7. 67 slots is correct in the game. When you count the number you have are you including the default one that comes with every power? the count of 67 is how many you can add.
  8. When you're in the enhancement selection window press the + key.
  9. I fail to see how "buy the enhancement attuned" is a solution for "I have this recipe and want to make it attuned when I craft it". Well I thought it was implied but if you want to be literal then the solution is: 1. Craft your recipe 2. Sell the crafted enhancement 3. Use that inf from that sale to buy an attuned version of the enhancement And for completeness sake if you've already slotted the enhancement the solution is: 1. Buy an enhancement unslotter 2. Unslot your enhancement 3. Sell the unslotted enhancement 4. Use that inf from that sale to buy an attuned version of the enhancement Since the attuned and non-attuned versions of the enhancement share the same set of market listings and an enhancement catalyst generally costs 4-6million using catalysts to attune enhancements is a huge waste of inf. In fact in many cases you can buy an attuned enhancement for less than the cost of a catalyst. Using catalysts for anything other than upgrading ATOs to the superior version is basically wasting inf.
  10. Super Packs can be bought form the market for 10million each (the inventory is seeded by the developers rather than players so it's a fixed price). Catalysts can either be bought from the market (4-6 million last time I checked but it's been a while) gained as a random while playing a level 50 character or bought for merits (25 merits each so generally not worth buying compared to other options)
  11. Correct. Incorrect. It would hide your auto and toggle powers but also turn all of the other buff displays on.
  12. You're basically on the right track. The base damage at level 50 is 55.61. That means that a power with a damage scale of 1 used by an AT with a damage scale of 1 will deal 55.61 damage. So Single Shot for a Wolf Spider is a perfect example of a damage scale 1 power on a damage scale 1 AT. Similarly Charged Bolts is a damage scale 1 power on a damage scale 1.125 character so it does 55.61 * 1 * 1.125 = 62.56 damage. Now let's take Lightning Bolt. A power with a recharge of 8 should have a damage scale of 1.64. So on a blaster we do 55.61 * 1.64 * 1.125 = 102.6 damage. You can find the damage scales for each AT at each level here: http://web.archive.org/web/20161103150217/http://tomax.cohtitan.com/data/powers/tables.php?mod=Ranged_Damage
  13. Well different sets have different types of mez protection or resistance. The newer sets also seem to get recharge bonuses. Long term I expect that the devs are looking at revamping the older Blaster secondaries with similar effects (for example the Beta shard gives Targeting Drone a recharge bonus). IMHO I prefer the idea of giving different blaster secondaries different options for mez protection/resistance as opposed to a one-size fits all. So currently looking at the new sets we have: Atomic: High resistance to all mez but no protection Martial: Basically a Break Free and Healing power on a long cooldown Tactical Arrow: Protection from KB and Immobilize, resistance to Hold and Stun Ninja: Protection from Fear (somewhat useful) Plant: Protection from Confuse (largely useless) Time: Protection from Stun
  14. Go for it. This was an incredibly obscure option when the game was live so I'm all for spreading the info around. Ok, so fair warning I'm going by memory here, I'll try and do some tests when I have time but for now this is how I remember it working. The answer to your question is no. Basically what this command does is set your buff display options. So if you were to, for example, send the code 1 then it would hide auto powers for your character and set all other buff displays on. If you want to toggle a specific setting then you need to calculate two different codes with and without that particular setting. A good way to think of it is like this (which is roughly how it must work behind the scenes), your character has a 24-bit variable for determining buff displays (actually it's probably a 32-bit variable but we'll use 24 for simplicity). Each bit can be Zero (off) or One (on). If you look at the list of codes you'll notice that if you select one option and convert that number into 24-bit binary then it's a binary number with a single One in it and 23 Zeros. So when you send the command your buff display variable is over-witten with the new one you are sending. So let's take the example I used above: 2110240. In 24-bit binary that is 001000000011001100100000 so my buff bar display variable is set to that. Each digit in the binary number corresponds to a single setting for the program. The /optionset command doesn't toggle individual bits, it just overwrites the entire variable with the new variable.
  15. Yes you can do the same arc again through Ouroborus. Merit rewards for replays are normalyl full but they are reduced if you run the same Arc or TF again within a 20 hour period.
  16. So I was looking through some old notes I had archived on my Wiki Talk page and realized that I had a detailed description for doing a custom filtering of buff bars. Now for the most part this is similar to what you can do with right clicking but it also allows you to filter out toggles which you can't do though the interface. Side note, I haven't tested this on Homecoming, it should still work but caveat emptor. The way it works is you use the slash command: /optionset buffsettings code In order to find the value for code you select the options that you want from the list below and add them all up. The total value will determine what settings are used. Fans of binary can probably figure out how this works internally to the computer :). Code list: 1 status window hide auto 2 status window hide toggles 4 status window no blinking 8 status window no stacking 16 status window numeric stacking 32 status hide buff numbers 64 status stop sending buffs 128 -- 256 group window hide auto 512 group window hide toggles 1024 group window no blinking 2048 group window no stacking 4096 group window numeric stacking 8192 group window hide buff numbers 16384 group window stop sending buffs 32768 -- 65536 pet window hide auto 131072 pet window hide toggles 262144 pet window no blink 524288 pet window no stacking 1048576 pet window numeric stacking 2097152 pet window hide buff numbers 4194304 pet window stop sending buffs So let's do a practical example. According to my notes on my Demons/Thermal Mastermind I used the following setting: /optionset buffsettings 2110240 If you back calculate that it means I was using the following settings: 32 status hide buff numbers 256 group window hide auto 512 group window hide toggles 4096 group window numeric stacking 8192 group window hide buff numbers 2097152 pet window hide buff numbers Now I'm not quite sure why I wanted to hide the buff numbers (seriously, I've got no freaking clue). But the key point here is that in the team buff window this not only filters out auto powers and uses numeric stacking (both options that are available through the interface) it also hides all toggle powers that my teammates are using so that I only see click powers. This greatly reduces the number of buffs being displayed for my teammates which makes it much easier to tell who does or doesn't have Thermal shields on them.
  17. Brawl is a special case. Basically the devs did separate animations for every combat stance and then hard coded brawl to select an animation based on your current stance. Basically you end up needing a ton of extra animations for each combat stance plus body type and flying. Back in the day Back Alley Brawler actually commented on this, fortunately I saved a link to his post on my wiki page http://web.archive.org/web/20120904045419/http://boards.cityofheroes.com/showpost.php?p=2441550&postcount=26
  18. In general your best bet to get the regular ones is to buy them from the market. The majority of the supply comes from opening Super Packs but these are random so you'd probably just end up with ATOs for other ATs that you sell to fund Tanker ATOs. You can also buy them for Merits but you're generally better off using merits to buy Enhancement Booster or Converters and selling those to fund buying ATOs. Now as for the superior ones you get those by using an Enhancement Catalyst on a regular ATO. You can also buy Superior ATOs on the market but it's generally better to just buy regular ones and upgrade (although definitely check the superior ones, sometimes you'll get a good deal).
  19. So I just realized that the WST for the week of July 4th is going to be Admiral Sutter. That seems appropriate.
  20. Yeah, resist IOs (both Aegis and Unbreakable Guard) jumped up during the middle of the week so even the bad pieces were selling quite high (4million is a good price for the End/Rech, that one is normally in the 2-3million range). They seem to have dropped back down to normal levels now though (although certain pieces in those sets are always in higher demand for frankenslotting). I think it's worth looking at the number of bids relative to the number for sale. If there are a lot more for sale than there are bids then you should price lower to sell quickly. However if there are a lot more bids than there are sales you can be a bit risky and price them higher since they're in high demand.
  21. Also, more radios. I'm not sure about the others but for Faathim the Kind, part of the reason it was so slow is that you have to visit him in person every time you need a mission. I used to run that one every so often (since I really like the zones) and I knew the exact route to get to his place via gravity geysers. As a side note, gravity geysers let you get around the zones a lot faster than flying, but it takes some practice to learn how to use them and know the routes (VIdiot Maps helps but you still need practice)
  22. I'll be honest, it makes me wonder where you guys find these players. The closest I've gotten to someone complaining about playstyle was a Tanker who quit a Citadel TF part way through because he got upset that we weren't waiting for him to get into the mission before starting. Honestly I think he was mostly upset that my Defender and one of the Blasters on the team were successfully Leoroy Jenkins'ing our way through the missions.
  23. You can slot defense sets in Protector Bots, it's definitely available in Pine's for me, so I'm not sure why it's not showing up for you (it's in the Defense sub-category of Sets). You're correct, Pets don't benefit from recharge. That one is solely there for the Aura bonus, it gives all of your pets +15% AoE Defense while they are close to you which is great for reducing the likelihood of your pets getting wiped by an AoE attack. Personally I don't really bother with sets in the pets anymore (although I pick up a few 2 and 3 piece set bonuses where I can). Stacking all 6 Aura IOs gives your pets +10% Defense to All, +15% additional AoE defense and +35% Resistance to all. That's a huge buff to pet toughness but it takes up one-third of the slots available for your pets. Since getting sufficient Accuracy and Damage takes up three slots per pet as well there's not a lot of room left to slot for utility or to pick up set bonuses. In the case of Robotics it's a bit easier since the Protector Bots are the only ones that need utility slotting in the first place. So slotting the Battle Bots and Assault Bot with 3 Acc/Dam and 3 Auras each lets me get all 6 auras in without significant compromises. The Protector Bots are a little trickier in that in addition to Acc/Dam they also need some endurance reduction slotting (they tend to run out of endurance on their own) so there's limits to how much utility slotting you can fit in. I opted to focus on Defense (as opposed to To Hit Debuff, Stun or Heal) since in my opinion that's the utility slotting that gives the most benefit (they don't use their seeker drones very effectively and their heal is generally sufficient even unslotted). Slotting them for defense gives 8% Defense to the Assault and Battle bots and 4% defense to me and the Protector Bots so it's a good use of slots. Given all that I'm less concerned about going for set bonuses in the pets themselves. I did put 2-piece Superior Mark of Supremacy in two pets though since that set gets a 10% recharge bonus as it's two piece bonus. The other set bonuses are less useful but since they are essentially free it's still worth it. Sovereign Right and Luck of the Gambler are giving me some extra regen and HP which is never a bad thing. The 4% bonus damage from Superior Command of the Mastermind is more in the "well at least you tried" category though.
  24. You don't have to ask Arcanaville, Leandro posted the formulae in the guides section. Now a quick note regarding recharge, in general powers in Epic pools have double the recharge they should for their damage, this is to make them weaker than equivalent powers in primaries and secondaries. So when applying this formula to an Epic power you should halve the recharge before plugging it in. In any case lets run the math. LRM has a damage scale of 2.49, a radius of 20 and a recharge of 240s. Now if we solve for recharge we get a nominal recharge of 60 seconds. Now as I mentioned above powers in Epic pools generally have their recharge time doubled compared to the value they have in Primary or Secondary sets so we'll double the recharge to 120seconds however this still gives us a recharge value that is half the actual recharge of LRM. Now playing it the other way, if we take the current recharge of 240 seconds, halve that (Epic pool penalty) and apply the standard damage formula we get a damage scale of 4.89 or just under twice the current damage. So yeah, I'd say that there's room to either increase the damage or reduce the recharge within the realm of the standard damage formula.
  25. Regarding the first formula, I think it should have "/AreaFactor" at the end, shouldn't it?
×
×
  • Create New...