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Vanden

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Everything posted by Vanden

  1. This sounds more like a bug to me.
  2. This is exactly why there's an instanced MSR now.
  3. One of the cool things about CoH is that it's from the era of cheat codes, something that most games these days don't have. To use the money cheat in CoH, type "/hc Hey I'm new, can someone spot me some inf to buy enhancements?" in the chat window and hit Enter.
  4. Hm, would the quotes be included in the in-game name for the costume piece?
  5. It could be done. There's an entire tab in the tailor window for customizing Other powers, which is mostly for various teleport powers right now. But P2W travel powers could be added there, if a dev wants to put in the work.
  6. Only when you earn the badge.
  7. Hmmm Hmmmmm
  8. Pre-Emptive Optimization seems like it fits the bill for this suggestion. Obviously not every power can benefit from its accuracy enhancements, but it still hits the ED cap for end mod and breaks 90 for recharge.
  9. I believe Paragon Studios at one point planned to have a purple fear set called Omniphobia, but never implemented it for some reason.
  10. Merit vending is a different UI to the normal store, though. I think the only way to have one contact supply more than one store like that would be to put dialog trees with the contact system, and if they did that he would become inaccessible during TFs. TFs like Ouroboros flashbacks, for instance.
  11. No variety of flight in the game has an animation for flying straight down.
  12. No, it uses the Spectral Wounds animation
  13. Levitate does around 1/3rd more damage than Mesmerize. I'm not sure where you got the idea that they're the same damage?
  14. needs to be buffed* or needs buffing*
  15. Oh no... must we?
  16. Damage resistance is the first one that comes to mind. An individual 5% damage resistance buff will reduce the overall damage you take by 5% if it's your only source of damage resistance, but it will reduce the overall damage you take by 1/3rd if you are adding it to 85% damage resistance from other sources. This means you can't take a single damage resistance buff and draw a blanket conclusion about how much it contributes to the final performance of any given character.
  17. I don't know what to tell you man, it really is that simple. You can absolutely reduce +Recovery buffs down to individual +Endurance values, because Recovery buffs don't interact with each other multiplicatively like some other stats do.
  18. 1.666... * .05 = .08333..., not .9 .8333... * 15 = 1.25
  19. I get the impression you haven't run the numbers on this. The Recovery buff on Consume adds up to 1.25 endurance per target hit. If you max the endmod enhancement and hit the maximum of 10 targets with Consume, that's a little less than 25 total endurance. Over 15 seconds. That's the same as a small blue inspiration, except it takes a quarter of a minute for you to get the endurance instead of getting it all at once.
  20. It does, though. That's why the total number of Heroes and Villains per shard on the Server Status page never adds up to the amount shown under Online Players; it's counting players on the character select screen.
  21. It's not broken, that's exactly how it's designed to work. The default targeting behavior bound to Tab is to cycle through enemies based on distance, from nearest to farthest. With an enemy targeted, it's always going to keep targeting further and further enemies until there is no enemy farther away from you, and only then will it start targeting enemies close to you. If you want it to cycle through enemies from far-to-near instead, you have to use /target_enemy_prev (bound to Shift+Tab by default), and if you want to force it to target the closest enemy, you need to use "/target_enemy_near" (bound to Ctrl+Tab by default).
  22. Right now Consume gives a total of 21.25 endurance per target hit; this is from the 20 Endurance up front, then 1.25 endurance over 15 seconds from the Recovery buff. I think it should be made less frontloaded: reduce the endurance it gives immediately on activation to 10 Endurance, and buff the Recovery to 15% for 45 seconds. This still works out to 21.25 endurance per target hit, but moving more of the total endurance to the recovery buff aspect means it'll do a much better job keeping your blue bar afloat during the long recharge time. Fully slotted, each target you hit will increase your recovery a little less than 30% for 45s, and then you'll only have to contend with about 45 seconds with no Endurance assistance until Consume is recharge again. Hitting many enemies will result in less endurance going to waste, and it will only take about 5 or 6 targets hit to keep the average player's blue bar topped off for the 45 second duration (an easy quota to meet with Consume's big fat radius).
  23. I put up a new link in the OP, it should work again now.
  24. 5% Recovery for 15 seconds works out to 1.25 endurance per target hit. I think I'd agree with Uun's conclusion about it.
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