RolePlay onLine RPoL Logo

, welcome to City of Heroes and Villains

02:55, 26th April 2024 (GMT+0)

Game System Stuff.

Posted by CoX AdminFor group 0
CoX Admin
GM, 19 posts
Head of the game
Banhammer
Wed 7 Dec 2011
at 02:25
  • msg #1

Game System Stuff

Originally posted by Joe:

Well, I guess it's back on Sticky list.  If only for a relevant place to talk about the actual MMO

  Relevant Incarnate Links.
  http://wiki.cohtitan.com/wiki/Incarnate_System
  http://wiki.cohtitan.com/wiki/Incarnate_Vendor
  http://wiki.cohtitan.com/wiki/Incarnate_Component

  The actual enhancement lists themselves are link buried a bit, if you click a link to 'Alpha/Interface/Etc Slot', if leads to a general overview of what that kind of Incarnate type does.   But a link to 'X Slot Abilities', leads to the actual enhancement list.

COH Lucky:
[Team] Lucky Kitten: 3 more shards to go before i can upgrade my incarnate thingy to lvl 2

This made me cry.  Because even the most Durp of Trial play would get you an uncommon in a few hours.  Three wins at any trial is a basically guarantee of being able to make a common ANY incarnate enhancement (allowing your willingness to downgrade anything you got better than common salvage lower, or spending astrals to get threads)  However, not blaming Chris either because back in the day, Shards style was the only way and only alpha slots existed.  And way back, Tim filled out alpha via abusing holiday events.

  The things Shards style crafting are capable of.
  A)  Making your Alpha slots the whole way.
  B)  Making a Very Rare for ANY slot.
  C)  You can deliberately gun for the Shards style  parts you need, by beating the specific Taskforces that grant them. (Example, Imperious TF has a reward option of Ancient Nictus Fragment for Incarnates.  Beat a Weekly target TF for a Notice Of the Well.  Shards Style, the VR Alpha Alloy Archmage has would use an Ancient Nictus Fragment[Can also be made with 4 shards],  Infused Nictus Fragment [needs Ancient Nictus Fragment +8 Shards]  And a Favor Of The Well [Needs Two Notice Of The Well + 32 Fragments].

  Only use shard style crafting for B.  Why?  Because Threads style (Trial based) is a billion times easier and faster.  Rares Threads Style salvage is also semi reasonable to create if the RNG hates you (8 EMP merits), while if the RNG REALLY hates you, VR Thread style salvage takes 30.

TIM EDIT: RNG = Random Number Generator

  Threads style:  When you run incarnate trials, enemies have a chance to drop incarnate threads.  Also, you get some threads for accomplishing things in them.  Also Also, they are the baby prize for if you were SO bad, you don't even rank a common rewards Table.  20 Threads = One Common Incarnate Salvahe. 60 Threads = Uncommon.  From there it gets ridiculous if you try to craft a rare salvage or VR salvage out of anything other than EMPs.

  Enhancement Crafting Pattern:
  Thread type Common:  Three Commons.
  Uncommon:  Two commons, one uncommon. 1 Common Enhancement from same tree.
  Rare:  Two Commons, One Rare. 1 Uncommon Enhancement.
  Very Rare: Two commons, one Very Rare. TWO DIFFERENT Rare Enhancements from same tree.
  Don't Make VR's until you are satisfied with what you have.

  Breakdowns, Downgrades and Sidegrades: All Thread style salvage (except Threads), can be for free downgraded into a lesser kind of salvage of choice.  Usually a bad idea to do.  Sidegrades, you pay some threads and turn a salvage into any salvage of the same tier.  Useful if you made a mistake in your rewards table selection and don't want to wait until you get another rare or very rare table reward.  Ooops!  I took a rare ancient text when I wanted a rare Exotic Isotope!  30 threads and BAM, all done... its 150 threads to sidergrade a VR though.

  Astral Merits:  See the incarnate vendor link.  But also, you Get astrals for accomplishing goals in Trials.  you get 4 or 5ish every Lam or Baf.  If you already won an EMP within 20 hours from a trial,its an extra Astral instead.  you can turn one astral into 4 threads.  Or, 32 Astrals = Certain unique recipes, like Blessing Of the Zephyr's -Kb slot.
  Important:  The EMP vendor sells things that are also available for Astrals.  If you spend EMP's on something you could have gotten with more plentiful astrals, then Baby New Year will stalk you and watch you as you sleep in a creepy manner.  The most tricky of this being 'Ascension' armors.  Only the armors that say Ascension RADIANCE need EMPs.  (Also, there is no Radiance Cape.  The Astral Merits gained cape is it, but it has the glow effects anyway).

  Empyrean Merits:  EMP Merits, you can get once every 20 hours per individual trial beaten.  Behavioral Adjustment Facility (BAF) and The Lambda Sector (LAM) are worth one each every 20 hours.  These are reasonable, BAF being the easier of the two.  The recently nerfed in difficulty Keyes Trial, Gives Two EMP every 20 hours.  Keyes is a bit crazy, but teamwork (and players who know what they are doing, I beat it without a clue thanks to people like that) can pull it off, but it's longer and harder.

  How Many EMPs Will I need?:  Refer to link. But, if your lazy...

  69 total:
  Ascension Radiance Armor: 6*6= 36
  Trail Auras (Take same costume slot as Regular Aura): 6*3= 18
  Costume Change Emotes: 5*3= 15
  http://www.youtube.com/watch?v=pygwHPW8Yt8   CCE Emotes video.

  36+18+15= 69

  Things you can get for just astrals:
  Non Radiance Ascension armor (only way to get the cape)
  Regular Aruas.
  Regular Emotes (like collapse and swoon).
  Chest emblems, which cost only 1 Astral each.
  http://wiki.cohtitan.com/wiki/...te_Chest_Symbols.jpg

  Underground Trial:  Stay away from this.  Sure, 2 EMPS if you beat it, but it takes forever and even if you survive to the final boss room. it has complete BS MAG 20 confuse effect in the ENTIRE cave (Translation, no single power in the game, even among the few confuse protections, can stop it.)  On top of fighting a crazy Giant Monster.  If you ever run a UG, only do it with a fresh 50 who has never done any trials, because there are a LOT of enemies, and you get both kinds of incarnate experience for it.  You will lose, but you will get exp faster.

  Reward Table Odds:  Recently, they buffed the odds of getting an uncommon or rare table if you beat the Keyes.  Meanwhile, you are guaranteed to get either a rare or very rare, IF you beat the Underground trial.  Do not expect me to ever be able to describe the Keyes strategy in a comprehensible manner,  or the Underground Strategy beyond swear words.

  Trial Badges and you:  The very first time you get a badge for a trial, it gives a random form of uncommon incarnate salvage.  Just throwing that out there.

  Incarnate Experience:  Running trials grants incarnate experience, which is needed to unlock the slots above the Alpha slot.
  Psychic Experience: Unlocks the Judgment (Nuke) and Lore (Summon) slots.  BAF, Keyes, and UG enemies grant this.
  Physical Experience: Unlocks the Interface (attack proc), and Destiny (area Click Buff) Slots.
  A reminder that the Lore, and Destiny slots at the highest up are what you need to stick rares in for the extra Level +'s.

  Make a Rare Alpha as your First Alpha:  +1 Lv buff EVERYWHERE.

Strategy Guides!: BAF is the super kiddy Trial.  LAM takes some attention.  Keyes is work.   UG is BS.  Linked guides may not be exact to most common methods actually used on Freedom, but it fills you in on the general situation.
http://wiki.cohtitan.com/wiki/...ility_Trial/Strategy
http://wiki.cohtitan.com/wiki/...ector_Trial/Strategy
http://wiki.cohtitan.com/wiki/...actor_Trial/Strategy

Emmy is a Tanker, so get used to demands you pull the AV's to the tennis court in BAF if you're the only tanker.

Lucky, your Decoys could get people killed used recklessly since you cant control them, but people will want to give you hugs and cookies during BAF escape phase.  While fighting the AVs, your watch any of your pets that can be targeted by enemies to make sure you dont cause Ring Fail via your pets (Decoys should be safe. I dunno if your spectre thingy can be targeted or not)

For all trials, learn to pay attention to giant words that show up on your screen for two seconds, and the timers and counters window (that also shows AVN health bars, clicking that targets AV).


My incomprehensible gibberish attempt at BAF explanation:
  1: Start BAF.
  2: Enter the door at the top of the little staircase.
  3: MURDER until the kill counter in your event stats window is satisfied.
  4: Go To Tennis Court. Tanker Pulls Nightstar to tennis court, careful as wall turrets activate in this segment.
  5:  Murder Nightstar at the requested section of Tennis court.  if you get two floating rings around you, MOVE AWAY FROM BOSS.  Three rings = unreistable hold to you and all allies near you.  Waves of reinforcment boss bots come periodically during this.
  6:  Escape Phase.  People do this in two styles I've seen.  'chokes' where people gather in locations along the north and south sidewalks where a majority of enemies will pass by.  And 'doors', where a clump of people will attempt to murder everything that comes out.
  ESCAPE WARNING:  escapees have confuse auras.  The luits are IMMUNE to all effects (slow, hold, immob, etc).  if 20 escapees make it to the exit points (which get shown on map)m you fail trial.  if nobody escapes, badge and extra astral. if 1-19 escape, tears.  North side is easier than south side.
  7: Pull Seige to Nightstar's corpse.  MURDER as before.
  8: Fight Seige and Nightstar at same time, MURDER as before trying to keep them near eachother.
  DOUBLE AV FIGHT WARNING: If you do not kill both AVs within 10 seconds of eachother, they both pop back to full health.


  My rambling LAM explanation:  (not Speed LAM)

  TEMP POWERS WARNING!: LAM results in special Temp powers REQUIRED to live.  They are randomly assigned to random players when a Tube or Crate is destroyed.  Due to game quirks, they will not automatically place themselves in your power trays except for 1, 2, and 3 of your main power tray.  If you free up a bunch of slots in like, tray 4, they wont auto place whether you toggled to 4, or have a free floating extra power tray.
  In short, free up two or three spaces in one of your first three power trays.

  PACIFICATION GRENADES: When it says Maurader is really really pissed off, use a pacification grenade to keep him from regenerating like crazy and kicking all your asses.

  ACIDS:  These are used to destroy dimensional portals during the AV fight phase, CAUTION: if you do it to close they hurt (and can kill) yourself.  Further quirk, some people like to kill all gates, some people like to leave them all open,
  And most commonly, some people like to save the two by the exit gate open while the rest are destroyed, wait till a certain time on the clock for a mass of enemies to built up, then nuke the bejezus out of everything (cause X enemy kills in that phase gets extra astral).  Or at least, TRY.
  It seems that many people are incapable of A) reading a clock. B) listening to requests like 'don't aggro the boss yet' 'check your temp powers'.

  1: MURDER.  Kill everything outside of the gates.  Then, kill the entry doors and kill all enemies inside the walls (there some above and behind the inner gates structure).  Then, destroy all turrets around the base.
  2: Go inside the base, kill Elite boss robot.  After that, teams split into Warehouse team and Labs team.  Labs are the closer elevators, warehouse is the down the hall elevator.  Warehouse team runs around looking for crates to destroy (grants grenades to anyone who's been inside warehouse).  Labs team runs around destroying tubes (grants acids).  If people are running around both places, it grants extra time needed to pull this off, which is why people don't do one after the other.
  2.b:  You will come to hate tanks/brutes with stealth powers and/or super speed.  You are in a hurry to pull off goals, yes.  But watch out, as a lot of the time the 'tank' people will zip off the instant a goal is busted open leaving the squishies to deal with LOTS of aggro.  battle orbs ignore stealth.  If a team pulls off actually sticking together though, it is beautiful (an almost all Corrupter team, was the fastest LAM I've ever been on).
  3:  While the labs/warehouse raid targets are not marked on the map, you do get a kill counter for them.  they are always in same spots so its a matter of practice (or, following tankers like a violent puppy).  If one team finishes first, 10 seconds later they are teleported out, then you go help the other team.
  4: Both labs and warehouse done?  Go back to the inside walls but outdoors area, STAY ON THE RAMP.
  5: Marauder shows up.  From here, argue over what to do with the acids/when to wait to for attacking/etc. Ire asside, this goes easy as long as people pay attention and don't ignore what is said.
  MAURADER ATTACK WARNING:  Giant words will show up on the screen if A) he is about to pull a Punch Of Kill Everything (move away then)  B) he is SO ANGRY USE A GRENADE.
  LAM not as bad as it sounds:  Really, the 'worst' part of LAM is A) if you left behind to die in the lab/warehouse phase.  B) if people do their own silly thing at the AV fight.  The rest of it makes you fee like an incredible badass.

  My most hilarious in game death ever:  One time I landed on top of a lamp post during the AV fight.  Maurader walked over, jumped up, and punched the last 1/4 of my lifebar into space.  Then he went back to fight the rest of the teams.


  Remember that Halloween mission we did?  Leader uses the Que system (that LFG button by Team, League, etc), and if everyone is in the same zone it will just teleport you into the mission.  If everyone on the league ISN'T int he same zone, then the Leader can't even start up the waiting Que, let alone anyone get into the trial.  Pocket D anyone can go to so that's why everyone does it there (I've heard people whined on Virtue about it ruining their pretend party time, so there they do it at Vanguard).

  Don't go running off to somewhere else to do auction stuff or Crafting in your SG while you're waiting. (some people actually do that still -.-).
  People will just overreaction whine if you're not there to click the 60 second 'are you actually ready? Yes/Cancel' when the Que wait is over.

  However, while you may be thinking 'oh that's fine, it just means I have to wait till another leage', that is not true.  Due to the X amount of people requirements of Trials,  One person durping out trying to Form a LAM, can result in everyone getting sent to the 'needs less people at minimum, but is way harder' Keyes Island Trial.
  Thanks superstar. (Not that I'm bitter because that happened to a LAM I was trying to form or anything, that would be crazy).

  Another detail that is SUPER IMPORTANT I forgot to mention.  League chat was not visible by default, so make sure it's actually turned on for each character.  If you don't turn it on then you will end up 'That jerk who keeps ignoring what everyone says' on Trials.  This will take about as much effort as making sure HahaChat is on for any given character.

  I'm also suspecting they never fixed the bug where the leagues, and even who is leader, often gets shuffled around once you enter a Trial -.-  (It even did that on our Halloween Mission Run).  There are 'lock teams' buttons for leagues, but those didn't help there.
This message was last edited by the GM at 04:00, Wed 07 Dec 2011.
Sign In