
siolfir
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Everything posted by siolfir
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Nitpick corrections (just to make it obvious instead of implied): For epic pools, you can select the first power at level 35 for any unlocked pool. Ancilliary (originally heroside epic) pools are unlocked automatically at level 35. For patron pools, these are unlocked by having any of the badges for completing the last mission of one of the first Patron arcs, AND level 35. You have to be a villain, rogue, or vigilante to be able to be redside in order to be in the missions, but it doesn't have to be your mission*. You can get the badge before level 35 from someone else's mission (I recommend this if you can because then you can just train at level 35 like you can for ancilliary pools) To get the patron arc for yourself, what @srmalloy said is correct - you train to level 35, are introduced to Arbiter Rein automatically, and running his mission to select one of the Arachnos patrons introduces them as a contact. Finishing the last mission in the first arc for whichever patron you selected grants you a badge and unlocks the pools, and because you can't get villain contacts as a vigilante, you have to be villain or rogue for this method. All of the patron arcs are also available in Ouroboros, if you decide to just run them later and respec into patron powers. * - this is actually a change from how they were originally; they used to be tied to arc completion and not mission completion, which only applied for the mission holder(s) and not anyone else on the team.
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I suggested a 1.13 second animation available all the time in one of the many "fix EM" threads that were popping up - apparently while there was a closed beta for the system that eventually went in. I consider that a compromise, because it would cut the DPA by an amount that it wouldn't be a complete standout. Given what ended up going live, as others have pointed out, a permanent 1 second Energy Transfer (and fixing Whirling Hands to actually follow the damage formula instead of underperforming) while leaving the rest of the set as-is would actually perform worse, so I don't see how it's so unacceptable to start with that as the base idea.
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Wasn't intending to multipost, but this came in while I was typing my response. Even if you are concerned with precisely how much magnitude of single target stun, you're still better off. You just use Barrage instead Stun (and do more damage while applying the same magnitude). The people who were complaining about losing Stun during the feedback thread were talking about wanting to Stun one mob quickly in a fresh encounter, then switch to another one. They can use Total Focus for that now with a slightly slower animation, and Barrage as a follow up in less total animation time. And as @Troo said while I was typing this, people who wanted to bypass and/or not use Total Focus aren't happy that it's now the power that the rest of the set builds around. At least it's not still stuck in the "look at my incredible hangtime in super slow motion" animation.
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While fun is subjective, I have to wonder why you had one at level 50 between Homecoming going public and the EM revamp that you are suddenly having less fun with. You can still get the godawful horrible animation for Energy Transfer if you want by using it before Total Focus and using another expender (Power Crash or Barrage), you had a nearly-useless power replaced with a cone, and everything else in the set does the same things they did before, with some powers doing it better. That ignores the combo system (or charge/expend mechanic for those who insist on a narrow definition of what a combo system entails) entirely. If you liked it before enough to get it to 50, specifically what makes it appeal less to you now?
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As @Troo said (expanding on it to clarify when each occurs), it has both the awful one when used without focus and the old animation when used with focus. A lot of my time testing the set in beta was finding ways to avoid getting the slow animation.
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Zero damage, you say? Might want to check that again. It's not as much as Fire Sword Circle, true, but it follows the standard damage formula for a 20 second recharge, 10' radius PBAoE.
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You can also get them for collecting all of the exploration badges within a zone - easier now with the tip missions that lead you there! - and defeating Giant Monsters (if you or your team deals enough damage to count when it dies, you can't just hit it a few times). And if you're really silly, you can send incarnate merits (empyrean or trancendent) to an alt - it has to be on the same account - and cash them in at a merit vendor for merits, but I wouldn't recommend doing this until you've got all the incarnate powers you're planning on wanting.
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Okay, how's this? They aren't equivalent powers and you are unnecessarily conflating them by calling them counterparts. Just using the position in a tier list would be like saying Consume and Boost Range are counterparts to each other just because they're both available at level 28 in different Blaster Secondaries. THEY DO DIFFERENT THINGS. The "counterpart" for Frozen Aura that you should be looking at in Fire Manipulation is Fire Sword Circle. A click power that does damage in a PBAoE.
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Because Hot Feet comes from Fire Control, where it is a toggle, and Frozen Aura comes from Ice Melee, where it is a click?
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Torn between two powersets based on concept
siolfir replied to ItalicSquirrel85's topic in General Discussion
I could also see Radiation here. So do you envision it as concussive force? If so, Energy Blast. Is it ionic (charged) energy, as it was converted to a drive energy source? Electric Blast. Is it the stellar energy itself, pre-conversion and storage? Radiation Blast. You could mix and match primary and secondary within the sets to taste and still fit the theme. -
To @seihyup kim: this, but with the addition of Wentworth's and the Black Market are marked on the in-game maps if you're going to head there in person instead of using /ah to access it. The info on the auction house (minus the bit about the /ah command) is also included in the invention tutorial, which can be run in either Steel Canyon or Cap au Diable starting at level 10.
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Remove Operative Renault's Ambush Entirely
siolfir replied to Katharos's topic in Suggestions & Feedback
It probably should have been removed when Kalinda was moved out of Fort Darwin, which had a higher drone density and mob pathing that led past them to the point where I didn't even notice that there was an ambush attached to the mission. -
Supporting this, the game is forgiving enough at lower levels that until single origin enhancements (SOs) were made available at low levels most people recommended just selling everything that drops and waiting until level 22 to slot either level 25 common IO enhancements or whatever sets you had available because the don't expire, or at least get SOs at that point if you don't have any of those because the low-level bonuses are gone by then. At lower levels you outlevel the non-invention enhancements so quickly that it's not worth buying them unless you have a lot of inf handy, and training enhancements (TOs) and dual origin enhancements (DOs) have low values that aren't worth paying for. With single origins dropping at low levels, you can slot the drops and sell the rest. As for sets.... that's a whole other can of worms and often the slotting for the "best performance build" seems counterintuitive - particularly in the case of using damage procs. For advice there, you would be better off describing how you play, what you want to do, and getting help in the AT-appropriate forum because while there is a general "this tends to work best" idea of how to build most characters, the sheer variety of options available makes it hard to quickly summarize without an idea of what you're specifically looking for. Based on the questions you're asking I assume you're new to the game, so my advice is to play the character with either common IO enhancements or single origin enhancements and figure out what your powers are capable of by themselves and what you want or need beyond that: the game made it a couple of years live without having inventions, and while highly recommended they still aren't essential to have a good time playing (in fact, often the complaints are that using optimized builds makes the game too easy). The threads linked a couple of posts up are a good place to start, though.
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Super Speed can be used with other stealth powers, and its stealth stacks with the stealth from them. Infiltration should be treated the same way - as it is now a travel power that has stealth, rather than a primarily stealth power. If it was allowed to stack it would be no different than allowing Super Speed's stealth to stack with other forms; as it is treating it as a stealth power causes it to detoggle too many other powers that are more useful, and its movement effects can be had elsewhere without that drawback. Given that stealth IOs and Super Speed are available and the stealth from each stacks with any stealth power, I don't see the harm in getting rid of stealth mutual exclusivity altogether (no pun intended), but that's a different discussion than just treating the travel power Infiltration (because it's certainly treated that way for it's movement effects) as a travel power instead of a stealth power. As for the name, this isn't even the right thread for the vote but I don't see why it shouldn't remain Stealth. The term stealth covers more options than invisibility does, and invisibility is a form of stealth.
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Official Release Date of CoH? 27th or 28th of April?
siolfir replied to Waljoricar's topic in General Discussion
According to https://hcwiki.cityofheroes.dev/wiki/Timeline: 04/25/2004 - City of Heroes three-day head start began for those with a pre-order code 04/27/2004 - City of Heroes' official publishing release date (when retail purchase could begin) 04/28/2004 - City of Heroes' live launch (and the date used for Anniversary Events) The release date and the launch date are different in this case. Based on your question, it's the 27th; although you could (apparently) log on two days earlier than that. The wikipedia article date has a webarchive link announcing the launch which it seems to be using as the release date based on the notations. -
issue 27 [Beta] Patch Notes for April 25th, 2021
siolfir replied to Jimmy's topic in [Open Beta] Patch Notes
That's actually the specific reason why they don't (they did in the beta where Blessing of the Zephyr was originally added); it was deemed too much of a benefit to veteran players who could get 6 extra places to put -KB procs for no cost beyond redeeming a vet reward. -
Off-topic and this is probably a dumb idea, but if the hp cap uses a variable rather than constant (unlikely, but I haven't looked at the code - it could be) then an aspect of the inherent could provide +hpmaxmax to change the AT hp caps for either PvE or PvP only. Then you could have the higher hp cap for Blasters in PvE, where it's not needed with all the other i24+ buffs, and the original cap for PvP, where the higher hp cap is also not needed (or really desired).
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The first section ("Changes to the /enterbasefrompasscode Command") is all about what happened with the macro, since the macro uses the /enterbasefrompasscode command.
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Details on what changed and why here.
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If you're basing it on single activation clicks that players can use, Blizzard (on a Corruptor) has an unslotted potential of 667.7092 if all ticks hit and all ticks Scourge. It's a special case, though, since it's a rain and those actually Scourge properly - the other Corruptor nukes don't Scourge for full damage. For comparison's sake, Blizzard (on a Blaster) is 417.075 if all ticks hit, and Inferno (with all DoT ticks) does 419.1625, which is probably the closest a player can get without including special conditions like Scourge. The nukes did more damage in i23 before the crash was removed - they do scale 4 damage now (scale 6.7 for Inferno) and used to do 4.25-4.875 with Inferno doing scale 7.44354. I want to say that for Blizzard each tick was doing 6.78 damage vs 5.56, but the webarchive didn't grab pet information. Inferno would have surpassed Judgement damage then, too: scale 7.44354 for a Blaster is 465.679 damage. I didn't look very hard specifically to look for any but there are several powers that do significantly more base damage in the game than Judgements, but I don't think you really meant about mob or object powers rather than things the players can use.
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Backing up @arcane and @Grindingsucks on this, you can look at the effects for Ionic Judgement on City of Data here: https://cod.uberguy.net/html/powerset.html?pset=incarnate.ion_judgement Each one of power descriptions includes this little bit (with other side effects and chances based on which path): Some paths have a 20% chance for "critical" damage, some have a chance for a mag 4 hold, but every version of Ionic Judgement does an unslotted 428.3588 energy damage to each target hit. This value doesn't vary between ATs because it uses a modifier that is the same for all of them. Now let's compare that to a Blaster's Thunderous Blast: 187.6845 + 62.5615 = 250.246 unslotted damage. So Ionic Judgement does 71% more then a Blaster's nuke, for all ATs. It also does more than an unslotted slow Assassin's Strike (389.2714 total in PvE): If you think that the damage is "meh" blame the rest of your build.
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Focused Feedback: Power Changes (Release Candidates)
siolfir replied to Arcanum's topic in [Open Beta] Focused Feedback
Too late now, but rather than a new mechanic you could go with knockUP instead of knockBACK, which with the inverted repel effect would likely result in the same thing. -
The part you're missing is that the "normal" flight speed will be faster than 58.63 mph (0.0162 mps); it will vary based on slotting but will likely be closer to your (current) afterburner speed of 71.63 mph (0.0198 mph). Fly no longer limits you to 58.63 when Afterburner is not active, and after several sets of patches there should be no instances of slotting that have you going slower than you did before, even without ever using the new Afterburner tray toggle.
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Focused Feedback: PvP Changes (Release Candidates)
siolfir replied to Arcanum's topic in [Open Beta] Focused Feedback
Or they need to do what they did for PvE and match them - which amounts to the same thing. -
Fixed that for you, since you obviously didn't read the second sentence that you quoted.