Jump to content
Account validation emails are not going out, delaying registrations. We apologize for the inconvenience.

Burk

Members
  • Posts

    267
  • Joined

  • Last visited

Everything posted by Burk

  1. Well, the only conflicts are powers with 35ft (Arctic Fog, Shadow Fall, Steamy Mist, Field Operative, Shinobi, Shinobi-Iri, Cloak of Darkness, Super Speed) or 36ft (Inflitration, Energy Cloak). Since most of those are from support sets, blaster manipulation sets, or armor sets, they won't be able to be used together anyway. The only ones we really need to worry about are Inflitration and Super Speed. So my suggestion: leave Super Speed at 35ft and Infiltration at 36ft. Move all the ones from the sets to 37ft. That would remove all conflicts.
  2. I don't have any toons with Infiltration. My guess would be that there would not be an issue since Infiltration is 36ft and would override. For example, Mask Presence on my Widow is not having any issues since that is 40ft. Maybe I'll get on test later and try out all the possible stealth powers, but don't have time at the moment.
  3. The weird thing about it is my combat attributes keep reading as 65ft even up to the point where stuff starts attacking me. And @Wavicle, it doesn't happen with my other toons that only use Super Speed and Celerity. Any toon that has those with another 35ft stealth power is having problems.
  4. Yes, I acknowledged that fact specifically in my post. The Stealth power has a radius of 55ft which is automatically going to win out over Infiltration's 36ft. I'm fairly sure that the problem lies in all the stealth powers in my post having the same radius of 35ft and therefore the game is having trouble figuring out which one to use. Same thing was happening with Shadow Fall, Steamy Mist, Shadow Cloak, and now I've heard from someone else that it is happening with Arctic Air from Cold Domination.
  5. I noticed while playing a dark armor tank that while I was stealthing parts of missions I would occasionally be seen by enemies with no perception buffs despite having Cloak of Darkness (35ft) and Super Speed (35ft) with Celerity (30ft) slotted. Now of course with the latest page Cloak and SS no longer stack and that's why I now have Celerity slotted in the first place, but that should mean I have 65ft of stealth. More than enough for any normal minion through boss. Also should state that my damage aura (Death Shroud) was off. With further testing on a variety of enemies in PI, I found that they would just randomly see through my stealth. One mob would completely ignore me as usual and then the next one with the same type and level would just see me. I then tested with a number of different characters. I noticed the same thing happen with my dark affinity controller (Shadow Fall + SS + Celerity), my storm corruptor (Steamy Mist + SS + Celerity), and my warshade (Shadow Cloak + SS + Celerity). None of my characters that simply have Super Speed with Celerity slotted could replicate it, though, so it doesn't seem to have anything to do with Celerity, but instead SS conflicting with the other stealth powers. In conclusion, stacking a 35ft stealth power from a power set with Super Speed no longer grants full stealth and is instead a liability with both stealth powers randomly failing.
  6. The power states that you can have up to 3 copies of the power. That is not accurate, I have a toon that has 10 copies from the winter event back in 2019. Even if it were so, there is nothing stopping you from claiming a copy of Build Snow Beast, using it to get the pet, and then claiming a new copy. This even allows you to circumvent the recharge since you literally do not own the power to be recharging until you claim the new one.
  7. Since you are fire farming, I'm assuming the issue is not with Melee Radial, and more that your enemies have fire sword. With the patch, fire sword and the other sword attacks now have a defense debuff.
  8. Have you even tried running the Eden Trial with an illusionist? We didn't recall having any issues with Phantom Army on the Crystal Titan, so to verify, @SSR and I tested it. On regular settings and master settings, the Crystal Titan did no damage to the Decoys. The damage type of attacks does not matter when it comes to Phantom Army. The Decoy's invulnerability comes from having the Untouchable status effect, not through any resistance to damage. Hamidon deals damage to Decoys because his attacks are flagged to ignore Untouchable, not because Hamidon does unique damage. For reference the Mending Mitochondria deal toxic damage and still hurt Decoys. The explosions of the Weapon Caches and Containment Chambers in Lambda deal fire and lethal damage and still hurt Decoys.
  9. To be fair, 4-star + special fight is different from 4-star by itself. Not every team that can do 4-star can do the special fight.
  10. I find it funny how people took my post as being serious. I would have figured going as far as pointing out you could disable enhancements and then putting a winky face showed how I was joking about anyone using those options on Hard Mode. I was simply pointing out to someone who asked for an option to disable incarnates that the option already exists. If I want to be serious, though, I am firmly against people trying to force incarnate powers to be disallowed from content. Last time this happened, we had all incarnate powers removed from Master of Task Forces, and that has been an outright pain for the last 9 months.
  11. I don't know, my Mu Guardian did that before the patch. Same as my Phantasm. Want to buy ranged pets that just stay at range.
  12. Selecting 4-star under difficulty does not prevent you from selecting "No Incarnate Powers" under power selections or the "No Enhancements" toggle. 😉
  13. The pattern would be for the next one at 1750.
  14. That only works with the weakened Hami in Lady Grey. Also, I don't get why people are saying Fold Space can teleport +3 bosses. By numbers, the mag 4.10 teleport should be limited to +2 bosses (magnitude gets reduced to 2.665 against a +3 and a boss requires mag 3) and this is consistent with my in-game tests. My guess is that people are ignoring their level/incarnate shifts when calculating level difference.
  15. Technically the Description of Assault doesn't say anything about "15%". It says "While this power is active, you and your nearby teammates deal more damage and are resistant to Taunt and Placate". In the original version of CoH, that was all the information we were given. Now we have the Detailed Info, but that information is presented in such a way that you need to have some understanding of how stuff works. All powers that buff damage have their damage bonus listed the same way in the Detailed Info and you are expected to understand that they add together instead of multiply.
  16. Cold Snap: "Shiver" has been renamed to "Cold Snap". This power has its cooldown increased from 30s to 40s. Fixed a bug where Controller and Dominator had inconsistent cooldowns and endurance costs. Both should now have a 40s cast time and 10.4 endurance cost. This has a typo in the latest patch notes. I doubt it has a 40s cast time...
  17. I believe that was edited in afterward, or maybe I hadn't reloaded the page because I didn't see it there at the time.
  18. I just assumed Cauterizing Aura was included because I don't have a blaster with Fire Manip and City of Data has the "Target Requires: (source.EventTimeSince>Held > 8 ) && (source.EventTimeSince>Sleep > 8 ) && (source.EventTimeSince>Stunned > 8 ) && (source>kStealthRadius < 36)" condition. Lifegiving Spores spawns a pet like Voltaic Sentinel. I think it was stated that would be a very different kind of tech.
  19. The suppression starts at the moment the mezz is broken, not at the moment you get mezzed.
  20. You did miss a number of blaster manipulation toggles, notably Fire Manipulation does have two: Cauterizing Aura and Hot Feet. But still, Controllers are the one to look at most.
  21. That very much depends on the type of content. I see there are new story arcs and badge missions. I'm excited to run my badgers through them. Then I see these salvage badges that will take weeks of grinding per character and it's depressing. Not all badges are the same and grindy badges are just bad.
  22. I will accept that argument only when I seed the sell price at anything reasonable, because with them being mostly small amounts from anything other than advanced difficulty, I could see them going for hundreds of millions easily. That would mean I wouldn't even have enough cash for one of my badgers, let alone all of them, without grinding for them myself.
  23. First of all, for people saying the 8 seconds should include recharge, keep in mind that the recharge of the powers would theoretically take place during the mez. The equivalent of not having toggle suppression should be that the toggles are fully recharged when you come out of the mez and now you just need to turn them on. Next, from what I can tell, there are very few ways to even get 4 enemy-affecting toggles. For non-melee ATs, which would be the most vulnerable to mez, we have: Radiation Corruptors and Defenders with Dark or Psychic Mastery. Using World of Confusion (longer activation than Oppressive Gloom), this gives 5.67s total activation time (would have been 7.27s except Radiation Infection is getting an activation time buff). Interestingly Nature's and Sonic's longer activations would beat this at 6.8s or 6.7s using only 3 toggles. Controllers have the same World of Confusion option and support sets, but now add in possibilities from the control sets. With this, you can get 5 toggles from (Electric/Fire/Gravity/Ice/Mind) Control + Radiation + Psionic Mastery. The longest activation from the primary would be Conductive Aura or Arctic Air at 2.03, giving a total activation time of 7.7s. Again, Nature and Sonic can beat this with 8.83s or 8.73s using only 4 toggles. In fact the combinations of (Electric/Fire/Gravity/Ice/Mind) Control + (Nature/Sonic) + Psionic Mastery are the only ones I could find among non-melee ATs that could surpass the 8s. Seems a little excessive to me to balance everyone's experience around these 10 specific combinations. (That's not even getting into the fact that some of these toggles really should get the Radiation Infection treatment and have their activations shortened. Looking at you Darkest Night 3.17s, Spore Cloud 3.1s, and Disruption Field 2.7s)
  24. The 10% is for the badge. I can guarantee that it is possible to not do enough to get the badge, but still get the merits anyway.
  25. It is worth noting that not all critters that can see through stealth do so through extra perception. Rikti Drones and Knives of Artemis just ignore stealth, even Superior Invisibility's 200ft stealth, but definitely don't see normal unstealthed players from 200ft away.
×
×
  • Create New...