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Difference between revisions of "Talk:Enhancement Sets"

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Just to let people know where I'm going with this page.  The intention is to shift what colors mean on the enhancement list tables.  (Not the bonus tables)  Currently the only things that colors mena on those lists is Proc and Globals.  I've already shifted Proc to text labels, and will do the same with Globals.  The intention is to then start adding the new color templates I recently created, <nowiki>{{Template:IOUncommon}}, {{Template:IOPoolA}}, {{Template:IOPoolB}}, {{Template:IOPoolC}}, and {{Template:IOPoolD}}</nowiki>.  The names should give a hint as to their intent.  But just in case it is not, the intent is to eventually color each IO to show it's origin and pool. - [[User:Sister Leortha|Sister Leortha]] 10:15, 10 April 2007 (PDT)
+
{{archive box|
* Can I suggest a Green / Blue / Orange / Red color system instead for PoolA/PoolB/PoolC/PoolD to better indicate difficulty of obtaining the enhancement? -- [[User:Resonance|Resonance]] 17:33, 10 April 2007 (PDT)
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* [[/Archive 1]]}}
  
::Orange was selected for Pool A because that will actually eventually be the Pool A Rares, and matches the color of the Rares title.  As contrasted to Yellow for Uncommons, which will evntually get labeled that or another separate color (Splitting Pool A into two colors for Uncommons and Rares).  Then I selected other colors for the B, C, & D pools.  You idea has possibilities, though I would debate that there is much difficulty difference in pools C & D, TFs vs Trials.  That all said, the colors are set up very easily to be updated, since they are defined in templates.  So we can easily enough play around with the selected colors if we want.  We just need to remember to also update the article header where it describes what the colors mean.
+
== New Issue 11 Sets ==
:: On a different note, I'm still nto happy with how Procs, Globals, and Uniques are being labeled.  I had a thought, but I need some assistance from someone with at least minimal artistic abilities (I have none, basically).  I was wondering if someone could create me a set of three small icons for the three labels.  When I say small, I mean small.  I'm envisioning something that would sit in the current tables, in the places where I currently use "(Proc)", etc, without the icons forcing the field in the table to increase in size.  Something that would be easily distinguishable for which of the three is being labeled.  I'm thinking something like a white or black "P" on a green background, either a small circle or square, for Procs, G for Globals, and U for Unique.  Or something along those lines.  I would set up the icons to link directly to the details just like I currently have the text tags linked.  Anyone want to give a shot at creating something like this?
+
:: Finally, does anyone have a link to a list of the Uncommons?  The boards talk about assuming all of them are in Pool A, which is fine, but I'm not finding a list of them.  - [[User:Sister Leortha|Sister Leortha]] 08:20, 11 April 2007 (PDT)
+
  
::: Ok.  I've marked all the Uncommons, since those can be seen in-game in the CH lists.  Just took a bit of back and forth last night between P-Wiki and the Test server.
+
Now that Issue 11 is in open beta we can begin gathering the data for the new sets, including the Purple/Superior sets.
::: I've also, just now, updated the colors. Whether the different pools truely represent increasing difficulty to accquire, they do represent a progression, and so I have colored them in the familiar order of colors, starting with green for Pool A uncommons, and progressing through purple for Pool D.
+
The CoH forums has much of the info we need here: [http://boards.cityofheroes.com/showflat.php?Cat=0&Number=9501306&an=0&page=0&gonew=1].
::: Finally, I've seen no response to my request for icons above. It has likely been lost in the flood of recent edits. So I'll repost my request over on the forum where it'll hopefully get more visibility. - [[User:Sister Leortha|Sister Leortha]] 05:52, 12 April 2007 (PDT)
+
  
== Numbers for global bonuses for enhancement sets ==
+
Where can we work on this without releasing it until Issue 11 is live?
 +
:No idea, but I just got Energy Manipulator: Chance to disorient as a pool B drop--[[User:Fleeting Whisper|Fleeting Whisper]] 03:42, 29 November 2007 (UTC)
  
The actual numbers for the global bonuses of enhancement sets aren't included here. For example, the three-slotted '''Freebird''' set should give you +8% Regeneration and +1.5% Health.
+
== Pool A, B, C, etc. ==
  
Is there a specific reason that these numbers were omitted, other than the initial release of this information did not include them?
+
Add a description (or link) to what pool A, B, C, etc. mean.  Ideally it would also have estimated drop %.  I presume pool A is just normal monster drops.
  
The data are currently available in the game. If it is deemed desirable to add it here, I would be happy to do so.
+
If these already exist, they should probably be linked by the references in the descriptions for each icon's meaning near the top of the page. That's where people will most encounter them as a puzzle that needs to be explained.
  
: Page size, pure and simple.  The numbers are over on the [[Invention Origin Enhancement Set Bonuses|bonus]] pageWhen I split the original IO page appart, because it was itself becoming too huge, I made the descision to separate the two type of tables, because if I had kept them together, I would still have a gigantic page on my handsThat was the original logic, at least. - [[User:Sister Leortha|Sister Leortha]] 14:29, 19 April 2007 (PDT)
+
:You are correctIt would be good to add a linkAt present, the recipe drop pools are defined in the [[Recipes]] article.
: I see two options: put the numbers on the pages for the enhancement sets (where there is room, and people will want to see numbers there anyway when they search by set name), or have the numbers pop up as tooltips (which I have forgotten how to do in Wikitext; in HTML, it's <span title="tooltip here"> ... </span>; the title property also works with other span-like tags, such as <a>). The best plan would be both.  But putting them out front would make this page look like the stock market listings in the newspaper. --[[User:Lin Chiao Feng|Lin Chiao Feng]] 14:47, 19 April 2007 (PDT)
+
  
== Working sample for new Pool drop icons ==
+
:In general, there is a ''lot'' of linking that could be done with the IO and recipe articles.  I just don't think we managed to cover all of those links when we first wrote all the IO articles because the system was so huge and there were so many articles to write that we completely lost track just how much stuff content being created at the time.
  
{| class="wikitable" style="text-align:left"
+
:Edit: Now that I look, the main article for [[Recipe Drop Pools]] is actually already linked in the article. --[[User:Eabrace|Eabrace]] 16:35, 26 June 2008 (UTC)
! Set name !! Levels !! Option 1 !! Option 2 !! Option 3 !! Option 4 !! Option 5 !! Option 6
+
|-
+
| [[Calibrated Accuracy]]  || 20-53 || [[Image:Uncommon salvage.png|20px]] Acc/Dam || [[Image:Uncommon salvage2.png|20px]] Acc/End || [[Image:Uncommon salvage3.png|20px]] Acc/Dam/Rech || [[Image:Uncommon Critter.png|20px]] Acc/Int || [[Image:Uncommon Critter.png|20px]] Acc/Range || [[Image:Uncommon Critter.png|20px]] Acc/Rech
+
|-
+
| [[Executioner's Contract]]  || 20-53 || [[Image: Icon clue generic.png|20px]] Acc/Dam || [[Image: Icon clue generic.png|20px]] Dam/End || [[Image:Badge stature 01.png|25px]] Dam/Int || [[Image:Badge stature 01.png|25px]] Dam/Range || [[Image:Badge task force 01.png|50px]] Dam/Rech || [[Image: Icon clue generic.png|20px]] Chance for Sleep {{IOProc}}
+
|-
+
| [[Extreme Measures]]   || 35-53 || [[Image:Uncommon Critter.png|20px]] Acc/Dam || [[Image:Uncommon Critter.png|20px]] Dam/End || [[Image:Uncommon Critter.png|20px]] Acc/Int/Range || [[Image:Uncommon Critter.png|20px]] Acc/Range/Rech || [[Image:Uncommon Critter.png|20px]] Dam/End/Rech || [[Image:Uncommon Critter.png|20px]] Dam/Int/Rech
+
|-
+
| [[Exploit Weakness]]  || 10-53 || [[Image:Uncommon Critter.png|20px]] Acc/Dam || [[Image:Uncommon Critter.png|20px]] Dam/End || [[Image:Uncommon Critter.png|20px]] Dam/Range || [[Image:Uncommon salvage.png|20px]] Dam/Rech  ||  || 
+
|-
+
| [[Sting of the Manticore]] || 35-53 || [[Image:Rare  Critter.png|20px]] Acc/Dam || [[Image: Icon clue generic.png|20px]] Dam/End || [[Image: Icon clue generic.png|20px]] Acc/Int/Range || [[Image:Rare  salvage.png|20px]] Dam/End/Rech || [[Image:Badge trial zone 01.png|20px]] Dam/Int/Rech || [[Image: Icon clue generic.png|20px]] Chance of Toxic DoT {{IOProc}}
+
|-
+
| [[Sting of the Manticore]] || 35-53 || [[Image:Rare  Critter.png|20px]] Acc/Dam || [[Image: Icon clue generic.png|20px]] Dam/End || [[Image: Icon clue generic.png|20px]] Acc/Int/Range || [[Image:Rare  salvage2.png|20px]] Dam/End/Rech || [[Image:Badge trial zone 01.png|20px]] Dam/Int/Rech || [[Image: Icon clue generic.png|20px]] Chance of Toxic DoT {{IOProc}}
+
|-
+
| [[Sting of the Manticore]] || 35-53 || [[Image:Rare  Critter.png|20px]] Acc/Dam || [[Image: Icon clue generic.png|20px]] Dam/End || [[Image: Icon clue generic.png|20px]] Acc/Int/Range || [[Image:Rare  salvage3.png|20px]] Dam/End/Rech || [[Image:Badge trial zone 01.png|20px]] Dam/Int/Rech || [[Image: Icon clue generic.png|20px]] Chance of Toxic DoT {{IOProc}}
+
|-
+
|}
+
  
 +
== Rectified Reticle: +Perception ==
  
Sample above that I will start tweaking for using icons instead of colors for flagging different drop pools.
+
Got it at the end of Flashback story arc, during reporting back to contact.
 +
Flashback had two challenge settings (30 minutes, and 1 defeat), both challenges were successfuly met.
 +
Recipe was given right before the challenge badges were awarded.
 +
[[User:Nord Blast|Nord Blast]] 22:31, 12 March 2008 (UTC)
  
Ok.  Here's a first sampling.  I don't have the crosshair icons yet, so I just used BoreSight for uncommons. I've placed nothing for rares yet. That would be the Orange Crosshair (Or black on orange), when we get one.  I like the Pool B, C, and D effects, using familiar badge icons.  They look recognizable enough at that size for the needed purpose, IMHO.  The clue icon also works well for unknowns.  The real changes will be made in the existing templates but for this test I have coded the icons all directly into the above table. - [[User:Sister Leortha|Sister Leortha]] 13:47, 23 April 2007 (PDT)
+
== Flashback's the end of story arc drops... ==
  
: Ok.  I've edited in both sets of sample crosshair icons.  One pair of S-Kitty's, and the rest Lin's.  Both look OK to me.  Seeing them in place, does anyone else have preferences?  And how does this way look in general? If we can decide on a crosshair set, and everything else looks good, then this can be put into place easily enough. - [[User:Sister Leortha|Sister Leortha]] 06:59, 24 April 2007 (PDT)
+
Does anyone know from which pools the recipies are awarded?
  
:: I've added in S-Kitty's varients.  The Calibrated Acuracy row has Uncommon 1, 2, and 3 in order.  The Manticore rows have 1, 2, and 3 in order on each row.  I don't want to cause any false rumors by labeling any of these fields against what we actually know, so for now I'm stuck with the few Pool A rares that we have shown.  That's why I duplicated Manticore, to get more spots to show Pool A rare icons.  I tried increasing the icon size.  But even increasing to 25, the icons start to enlarge the field size, which is something I expressly do not want with this.  The icons nedd to fit into the existing height fields. - [[User:Sister Leortha|Sister Leortha]] 07:58, 24 April 2007 (PDT)
+
Since I began to keep statistics, i've got the following recipies:
  
== Crosshair Icon discussion ==
+
* Commanding Presence: Acc/End - Pool B
 +
* Rectified Reticle: +Increased Perception - Unknown Pool
 +
* Impervious Skin: End/Rech - Pool A
 +
* Cacophony: Conf/Range - Unknown Pool
 +
* Energy Manipulator: Chance to Disorient - Pool B
 +
* Unspeakable Terror: Fear/Range - Unknown Pool
  
:o.o this any use to you? I just threw them together.. [[Image:Testtype crosshairs.png]] in order of left to right: msg-green, uncommon-yellow, rare-orange/red, Admintalk-red, bin-blue. All the colors are taken strait from the games interface. The shapes themselves are modified heads-up displays and boresights. --[[User:Sleepykitty|Sleepy Kitty]] 15:31, 23 April 2007 (PDT)
+
[[User:Nord Blast|Nord Blast]] 21:50, 13 March 2008 (UTC)
  
:: Could I request a variant of those?  Black crosshair over the colored background?  That was Lin Chiao Feng's suggestion over in the forum, and seeing the subtle difference between the yellow and orange in that image I agree with him that varying the background may make for a more distinctly identifiable difference in icons.  I'm looking at yellow and orange for the colors, to match the in-game name colors for uncommons and rares.  I think I like the bottom row bast, with the crosshair and box.  So to summarize, would you mind making up a sample of black on yellow, and black on orange, bottom row pattern. That would be great. :) - [[User:Sister Leortha|Sister Leortha]] 15:59, 23 April 2007 (PDT)
+
You have to be careful to seperate out the end of mission drops from the defeat last guys drops. Story arcs can award a Pool B for completing the final mission. There are still a few arcs that got missed in the I9 beta change and give a 100% chance of Pool B.
 +
[[User:Catwhoorg|Catwhoorg]] 22:45, 13 March 2008 (UTC)
  
::: o,o I'll see if I can, I have to run to the store for a bit, but if no one does before I get back, I'll see about tossing up an example. >.> and the bottom row are probably my fave to. Boresights sights aren't the the same on both sides btw... I had to correct some interesting messups by the devs when I was editing those. ^^;; --[[User:Sleepykitty|Sleepy Kitty]] 16:08, 23 April 2007 (PDT)
+
It was the end of the story arc, recipe was awarded right before you are unexemplared to your current level, and right before challenge badges were awarded if any, but after statistics window for flashback had been shown.
  
: o.o kk, here's the new version! [[Image:Testtype2 crosshairs.png]] first two are the actual colors of the salvage, I included the other three just cause. Any changes needed still?--[[User:Sleepykitty|Sleepy Kitty]] 19:50, 23 April 2007 (PDT)
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[[User:Nord Blast|Nord Blast]] 00:07, 14 March 2008 (UTC)
  
:and 4 possible styles that these could be in.. [[Image:Testtype3 crosshairs.png]]. Lemmie know what appeals or could use work. --[[User:Sleepykitty|Sleepy Kitty]] 22:12, 23 April 2007 (PDT)
 
  
I like the first two from each pic, which I think are the same two.  They look good.  So whenever you have the chance to make up the actual icons for those two... :) - [[User:Sister Leortha|Sister Leortha]] 04:20, 24 April 2007 (PDT)
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== Regenerative Tissue: +Regen ==
  
o,o yes, the first two, and top two are the same, just wanted to give you choices in style. [[Image:Uncommon salvage.png]] here's the uncommon, and [[Image:Rare salvage.png]] the rare. If you end up using them though, you'll probably want to adjust their category.. --[[User:Sleepykitty|Sleepy Kitty]] 06:00, 24 April 2007 (PDT)
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Overseen on the forums:
  
o_o hate to say it, but neither mine, nor Lin's graphics look quite right to me.. I went ahead and iconed two more of my test types, [[Image:Rare salvage2.png]] [[Image:Uncommon salvage2.png]]the auras, and [[Image:Rare salvage3.png]] [[Image:Uncommon salvage3.png]] the contained. o,o contained might be better in the end, but perhapses with a pixel or two of buffer space.. --[[User:Sleepykitty|Sleepy Kitty]] 07:18, 24 April 2007 (PDT)
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<i>> > > > "Pool B includes the regenerative tissue."<br/>
: went ahead and added 2 pixels of buffer so that the letters aren't right next to the image on the contained, they might also look better at 30px instead of 20. --[[User:Sleepykitty|Sleepy Kitty]] 07:37, 24 April 2007 (PDT)
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> > > "If you mean the +regen one, isn't that actually a Pool A rare?"<br/>
 +
> > "Not according to the wiki, but it could be wrong of course"<br/>
 +
> "It's wrong. There are three people I know (including me) of who keep correcting that, and someone keeps changing it back. I've gotten it as a drop, so I know it's pool A."</i>
  
Here's what I had in mind:
+
Has anyone had it drop as a mission reward for them? [[User:Corebreach|Corebreach]] 02:38, 26 March 2009 (UTC)
*[[Image:Uncommon Critter.png|16px]] Uncommon
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*[[Image:Rare Critter.png|16px]] Rare
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I'm just worried that the "HUD" type crosshair isn't going to scale down recognizably. Sorry for the delay; I just didn't have time on my Mac (which is my only machine with Photoshop) the past couple days. Hopefully, our colorblind folks can tell the brightnesses apart.  If not, it's a simple change (I have the Photoshop files saved as layers). --[[User:Lin Chiao Feng|Lin Chiao Feng]] 05:19, 24 April 2007 (PDT)
+
  
: I can easily differentiate between these two (and the other variants of them): [[Image:Rare salvage3.png|16px]] and [[Image:Uncommon salvage3.png|16px]]. I cannot easily differentiate between these two: [[Image:Uncommon Critter.png|16px]] and [[Image:Rare Critter.png|16px]]; I can tell that they are different if I look very closely, but in the table up above I can't really tell which one is which. -- [[User:Sekoia|Sekoia]] 12:55, 24 April 2007 (PDT)
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:Got it as a Pool A drop on my 50 Corr, changed the pool. -- [[User:Aggelakis|Agge]] ([[User_talk:Aggelakis|talk]]) 02:56, 26 March 2009 (UTC)
:: How about now? --[[User:Lin Chiao Feng|Lin Chiao Feng]] 18:02, 24 April 2007 (PDT)
+
::: I can tell the new versions apart quite easily. Thanks! :) -- [[User:Sekoia|Sekoia]] 18:16, 24 April 2007 (PDT)
+
  
== toggles and click global effects ==
+
== PvP sets ==
  
When do you receive global bonuses for set IOs slotted into click and toggle powers?  All the time?  Or only when the power is active?  --[[User:Colonel Jasmine|Colonel Jasmine]] 21:04, 28 April 2007 (PDT)
+
I have a suggestion meant to better "at a glance" readability. Can the PvP only bonuses be split off into a second table. I mean something like...  - [[User:Baalus Seth|Baalus Seth]] 14:49, 2 June 2009 (UTC)
: This was answered in the Dev Digest sometime in the last month, I just forgot what the number is.  I think it's in the ballpark of 2 minutes for clicks, and on when the toggle is on for toggles, but don't quote me.  I do know that it isn't the standard 10 seconds that a click power is considered to be "on" in the internals if the game. Best bet is to go look it up on the Dev Digest--[[User:Lin Chiao Feng|Lin Chiao Feng]] 21:18, 28 April 2007 (PDT)
+
  
== Props and a drop question ==
+
:Set Bonuses
  
This page alone has done so much to ease the whirling bewilderment of the i9 learning curve. (Is that a set, Whirling Bewilderment?) I want to thank everyone who has worked on it.
+
{{IOBonusHeader}}
 +
| [[Bonesnap]]
 +
| {{IOlevel1}} | Immob Res 
 +
| {{IOlevel1}} | +Health  ||  ||  ||     
 +
|-
 +
| [[Pulverizing Fisticuffs]]
 +
| {{IOlevel3}} | Sleep Res 
 +
| {{IOlevel1}} | + Positive/Negative Energy Def  ||  ||  ||
 +
|-
 +
| [[Bruising Blow]]
 +
| {{IOlevel1}} | + Recovery 
 +
| {{IOlevel1}} | +Health  ||  ||  ||     
 +
|-
 +
| [[Pounding Slugfest]]
 +
| {{IOlevel3}} | + Regeneration 
 +
| {{IOlevel1}} | + Positive/Negative Energy Def 
 +
| {{IOlevel3}} | + Damage  ||  ||
 +
|-
 +
| [[Smashing Haymaker]]
 +
| {{IOlevel3}} | Immob Res 
 +
| {{IOlevel2}} | +Health 
 +
| {{IOlevel2}} | + Smashing Def<br>+Lethal Def  ||  ||
 +
|-
 +
| [[Kinetic Combat]]
 +
| {{IOlevel4}} | Immob Res 
 +
| {{IOlevel3}} | +Health 
 +
| {{IOlevel5}} | + Smashing Def<br /> + Lethal Def 
 +
| {{IOlevel4}} | + Movement Speed ||
 +
|-
 +
| [[Focused Smite]]
 +
| {{IOlevel2}} | Immob Res 
 +
| {{IOlevel2}} | Confuse Res 
 +
| {{IOlevel2}} | Debt Prot 
 +
| {{IOlevel2}} | + Movement Speed ||
 +
|-
 +
| [[Touch of Death]]
 +
| {{IOlevel4}} | Immob Res 
 +
| {{IOlevel3}} | +Health 
 +
| {{IOlevel4}} | + Damage 
 +
| {{IOlevel4}} | Hold Res 
 +
| {{IOlevel4}} | + Melee Def
 +
|-
 +
| [[Crushing Impact]]
 +
| {{IOlevel3}} | Immob Res 
 +
| {{IOlevel2}} | +Health 
 +
| {{IOlevel3}} | Accuracy 
 +
| {{IOlevel3}} | - Recharge Time 
 +
| {{IOlevel3}} | + Psionic Res     
 +
|-
 +
| [[Mako's Bite]]
 +
| {{IOlevel5}} | Immob Res 
 +
| {{IOlevel3}} | +Health 
 +
| {{IOlevel5}} | + Damage 
 +
| {{IOlevel5}} | Hold Res 
 +
| {{IOlevel5}} | + Ranged Def
 +
|-
 +
| [[Hecatomb]]
 +
| {{IOlevel7}} | + Recovery 
 +
| {{IOlevel7}} | + Fire/Cold Res 
 +
| {{IOlevel7}} | Accuracy 
 +
| {{IOlevel7}} | - Recharge Time 
 +
| {{IOlevel7}} | + Toxic Res
 +
|-
 +
| [[Gladiator's Strike]]
 +
| {{IOlevel4}} | + Recovery
 +
| {{IOlevel2}} | + Health 
 +
| {{IOlevel4}} | + Damage  
 +
| {{IOlevel5}} | Sm/Lethal Res
 +
| {{IOlevel3}} | Accuracy  
 +
|}
  
Down to business, is more known about drops?  IME both critters and mission completion CAN give a recipe drop, but it's not 100% on mission completion.  Is the same true of TFs and trials?  I had the impression the drop is guaranteed for TFs and trials.  Is there any drop % information for critters and missions?  --[[User:Colonel Jasmine|Colonel Jasmine]] 10:04, 3 May 2007 (EDT)
+
: PvP only:
  
: Missions is 10% chance for completion of every door mission.  TFs and trials are 100%, unless you are subject to a [[Reward Timers|timer]].  For enemy drops, it depends on the enemy.  Percents are [[Recipe|here]]. - [[User:Sister Leortha|Sister Leortha]] 13:51, 3 May 2007 (EDT)
+
{{IOBonusHeader}}
:: Also note that the respec trials, the rare recipe is a choice instead of the respec. Just did one of those myself a few minutes ago, expressly for the recipe. - [[User:Sister Leortha|Sister Leortha]] 13:52, 3 May 2007 (EDT)
+
| [[Gladiator's Strike]]
 
+
| {{IOlevel4}} | + Endurance
== Bonus numbers directly in the tables ==
+
| | +5% Status Resistance
 
+
| {{IOlevel4}} | + Sm/Lethal Def
Could I get some other opinions on the changes made this morning placing the bonus numbers directly into the bonus tables? IMHO this is a fairly bad idea.  First, they are rather ugly there.  They are a bit of information overload, IMHO.  They make the colors for the set bonus levels somewhat redunsant.  They will also be a nightmare to maintain if any major changes are made to the bonuses.  If the base for, say, accuracy bonus is increased, then every acuracy bonus slot on the page will need to be checked and adjusted.  So, overall, I think this is a bad idea.  But I wanted some other opinions before I blanket reverted what someone definitely put some time and effort into. - [[User:Sister Leortha|Sister Leortha]] 10:50, 7 May 2007 (EDT)
+
| | 10% Chance for Repel Protection
 
+
| {{IOlevel5}} | + Recharge
: The set bonus percentages are already included on each of the set pages, so the information is already available on the wiki. I think the page is already a bit overfilled with information. It's tough to figure out what should and shouldn't be included, but I think it should definitely be an overview--not a comprehensive guide to every bit of info we have. If we're going to include everything here, there's not much point in having the individual set pages. So I'd rather see the set bonus percentages omitted, personally. -- [[User:Sekoia|Sekoia]] 11:22, 7 May 2007 (EDT)
+
|}
  
I was very happy to see the numbers added - it saves me from having to flip through multiple pages to find them.  The information may be available elsewhere on the wiki, but to find it I'd have to click to pages for each individual set - which means I can't easily have it all visible at once for comparison purposes.
 
[[User:Drnuncheon|Drnuncheon]] 15:37, 7 May 2007 (EDT)
 
  
: I prefer the percentages removed. I agree, with the percentages there, there's no need for the color code system, and I also agree that the information can be found elsewhere. There's even Categories for things like "improves recovery," and etc, to make it easier to look for what you need. [[User:Martavius|Martavius]] 15:40, 7 May 2007 (EDT)
+
== Knockback, Slows and Mez ==
: I miss the percentages. They were VERY useful in helping me make decisions without having to view multiple pages. [[User:Maverick X|Maverick X]] 09:34, 8 May 2007 (EDT)
+
I've always considered Knockback to be a form of Mez... It's not a status effect in that it has a duration like the the rest of the mez library, but it's still something that, once it hits you, you are prevented from using your powers the way they normally work. I motion for Knockback to be moved out of the "Other Sets" category and into "Mez Sets."
  
== Time & Space ==
+
On the other hand, I ''don't'' consider -Speed to be a form of Mez. It's like -Recharge or -ToHit to me: just a debuff by another name. I also motion that this category be moved out of "Mez Sets" and into "Other Sets." {{unsigned|GuyPerfect|19:57, 1 December 2009 (UTC)}}
  
the link to the Time & Space doesn't seem to work.  It just goes to 'Time'  The version of mediawiki on wikipedia deals with ampersands, but apparently this version doesn'tNot that I have a solution or anythingjust thought people should know. [[User:Kznf|Kznf]] 11:34, 8 May 2007 (EDT)
+
:The [[Status Effects]] article and I agree with you.  I also think Taunt sets belong in the same general category as Holds, Stuns, Immobs, etcThey're all forms of control whether "hard" or "soft".
  
: I just put a really ugly workaround in place for now and left a message on the forums letting Tony know about it. Thanks for the heads up! -- [[User:Sekoia|Sekoia]] 23:09, 8 May 2007 (EDT)
+
:I generally think of anything that can be protected against as being a "Mez" effect while anything that can ''only'' be resisted would be "Buff/Debuff".  Hold, Immob, Knockback, Stun, Taunt - those effects are all all-or-nothing and vary only in duration or distance. You are either held or not held, knocked back or not knocked back, stunned or not stunned, etc.  I'm not aware of any cases where speed or recharge debuffs are applied in all-or-nothing form, which would make those effects a debuff, not a mez.
  
== Rearranging ==
+
:Just my two cents. --[[User:Eabrace|Eabrace]] [[File:Healthbar notify phone.png|20px|link=User talk:Eabrace]] 20:25, 1 December 2009 (UTC)
  
I just did a bunch of rearranging on the article. I didn't find the overall page organization really intuitive, and the names for some set types didn't match anything in-game. So I made them all match up, then grouped things a bit. If this isn't well-liked by others, feel free to undo. -- [[User:Sekoia|Sekoia]] 23:11, 8 May 2007 (EDT)
+
== Reorganize according to Paragon Market categories? ==
  
 +
Damage Sets: Melee, PBAOE, Pets, Ranged, Recharge Intensive Pets, Sniper, Targeted AoE (this one's the same)<br />
 +
Defense Sets: Resist Damage, Defense<br />
 +
Healing Sets: Accurate Healing, Healing<br />
 +
Mez / Status Sets: Confuse, Fear, Hold, Immobilize, Sleep, Slow, Stun<br />
 +
Buff / Debuff Sets: (Accurate Def Debuff), (Accurate ToHit Debuff), Def Debuff, EndMod, Knockback, Taunt, ToHit Buff, ToHit Debuff<br />
 +
Travel Sets: Fly, Leap, Run, Teleport, (Universal Travel) (this one's the same)
  
== +Stealth is not global ==
+
Currently no Accurate Defense Debuff, Accurate ToHit Debuff, or Universal Travel sets are for sale on the Paragon Market, but their categories are obvious. [[User:Rigel Kent|Rigel Kent]] 14:58, 6 April 2012 (UTC)
Global icons should be limited to inventions that are actual global effects. Since stealth does not affect how other powers function, they should not be labeled as "global." This would be like saying the Concealment power Stealth is a "global effect power." The two are functionally exactly the same. [[User:Martavius|Martavius]] 17:02, 10 May 2007 (EDT)
+
: Except that it functions exactly like the other global.  If in a click, it has a temp period of on time.  If in a toggle, it's on while the toggle is on.  And before it was blocked from passives, it functioned exactly the same in there.  The +Regen, +recovery, +Run Speed, etc globals all function exactly the same.  They add an effect to the character in general.  The stealth ones function exactly the same.  The classification has nothing to do with effecting how other powers function.  +Regen, +recovery, +Run Speed, etc do not effect how other powers function.  The distinction is that globals effect the character globally, rather than effecting just the specific power into which they are slotted.  And stealth fully qualifies for this, IMHO. - [[User:Sister Leortha|Sister Leortha]] 07:17, 11 May 2007 (EDT)
+

Latest revision as of 20:27, 29 June 2012

New Issue 11 Sets

Now that Issue 11 is in open beta we can begin gathering the data for the new sets, including the Purple/Superior sets. The CoH forums has much of the info we need here: [1].

Where can we work on this without releasing it until Issue 11 is live?

No idea, but I just got Energy Manipulator: Chance to disorient as a pool B drop--Fleeting Whisper 03:42, 29 November 2007 (UTC)

Pool A, B, C, etc.

Add a description (or link) to what pool A, B, C, etc. mean. Ideally it would also have estimated drop %. I presume pool A is just normal monster drops.

If these already exist, they should probably be linked by the references in the descriptions for each icon's meaning near the top of the page. That's where people will most encounter them as a puzzle that needs to be explained.

You are correct. It would be good to add a link. At present, the recipe drop pools are defined in the Recipes article.
In general, there is a lot of linking that could be done with the IO and recipe articles. I just don't think we managed to cover all of those links when we first wrote all the IO articles because the system was so huge and there were so many articles to write that we completely lost track just how much stuff content being created at the time.
Edit: Now that I look, the main article for Recipe Drop Pools is actually already linked in the article. --Eabrace 16:35, 26 June 2008 (UTC)

Rectified Reticle: +Perception

Got it at the end of Flashback story arc, during reporting back to contact. Flashback had two challenge settings (30 minutes, and 1 defeat), both challenges were successfuly met. Recipe was given right before the challenge badges were awarded. Nord Blast 22:31, 12 March 2008 (UTC)

Flashback's the end of story arc drops...

Does anyone know from which pools the recipies are awarded?

Since I began to keep statistics, i've got the following recipies:

  • Commanding Presence: Acc/End - Pool B
  • Rectified Reticle: +Increased Perception - Unknown Pool
  • Impervious Skin: End/Rech - Pool A
  • Cacophony: Conf/Range - Unknown Pool
  • Energy Manipulator: Chance to Disorient - Pool B
  • Unspeakable Terror: Fear/Range - Unknown Pool

Nord Blast 21:50, 13 March 2008 (UTC)

You have to be careful to seperate out the end of mission drops from the defeat last guys drops. Story arcs can award a Pool B for completing the final mission. There are still a few arcs that got missed in the I9 beta change and give a 100% chance of Pool B. Catwhoorg 22:45, 13 March 2008 (UTC)

It was the end of the story arc, recipe was awarded right before you are unexemplared to your current level, and right before challenge badges were awarded if any, but after statistics window for flashback had been shown.

Nord Blast 00:07, 14 March 2008 (UTC)


Regenerative Tissue: +Regen

Overseen on the forums:

> > > > "Pool B includes the regenerative tissue."
> > > "If you mean the +regen one, isn't that actually a Pool A rare?"
> > "Not according to the wiki, but it could be wrong of course"
> "It's wrong. There are three people I know (including me) of who keep correcting that, and someone keeps changing it back. I've gotten it as a drop, so I know it's pool A."

Has anyone had it drop as a mission reward for them? Corebreach 02:38, 26 March 2009 (UTC)

Got it as a Pool A drop on my 50 Corr, changed the pool. -- Agge (talk) 02:56, 26 March 2009 (UTC)

PvP sets

I have a suggestion meant to better "at a glance" readability. Can the PvP only bonuses be split off into a second table. I mean something like... - Baalus Seth 14:49, 2 June 2009 (UTC)

Set Bonuses
Set name With 2 slotted With 3 slotted With 4 slotted With 5 slotted With 6 slotted
Bonesnap Immob Res +Health
Pulverizing Fisticuffs Sleep Res + Positive/Negative Energy Def
Bruising Blow + Recovery +Health
Pounding Slugfest + Regeneration + Positive/Negative Energy Def + Damage
Smashing Haymaker Immob Res +Health + Smashing Def
+Lethal Def
Kinetic Combat Immob Res +Health + Smashing Def
+ Lethal Def
+ Movement Speed
Focused Smite Immob Res Confuse Res Debt Prot + Movement Speed
Touch of Death Immob Res +Health + Damage Hold Res + Melee Def
Crushing Impact Immob Res +Health Accuracy - Recharge Time + Psionic Res
Mako's Bite Immob Res +Health + Damage Hold Res + Ranged Def
Hecatomb + Recovery + Fire/Cold Res Accuracy - Recharge Time + Toxic Res
Gladiator's Strike + Recovery + Health + Damage Sm/Lethal Res Accuracy
PvP only:
Set name With 2 slotted With 3 slotted With 4 slotted With 5 slotted With 6 slotted
Gladiator's Strike + Endurance +5% Status Resistance + Sm/Lethal Def 10% Chance for Repel Protection + Recharge


Knockback, Slows and Mez

I've always considered Knockback to be a form of Mez... It's not a status effect in that it has a duration like the the rest of the mez library, but it's still something that, once it hits you, you are prevented from using your powers the way they normally work. I motion for Knockback to be moved out of the "Other Sets" category and into "Mez Sets."

On the other hand, I don't consider -Speed to be a form of Mez. It's like -Recharge or -ToHit to me: just a debuff by another name. I also motion that this category be moved out of "Mez Sets" and into "Other Sets." — Preceding unsigned comment added by GuyPerfect (talkcontribs) 19:57, 1 December 2009 (UTC)

The Status Effects article and I agree with you. I also think Taunt sets belong in the same general category as Holds, Stuns, Immobs, etc. They're all forms of control whether "hard" or "soft".
I generally think of anything that can be protected against as being a "Mez" effect while anything that can only be resisted would be "Buff/Debuff". Hold, Immob, Knockback, Stun, Taunt - those effects are all all-or-nothing and vary only in duration or distance. You are either held or not held, knocked back or not knocked back, stunned or not stunned, etc. I'm not aware of any cases where speed or recharge debuffs are applied in all-or-nothing form, which would make those effects a debuff, not a mez.
Just my two cents. --Eabrace Healthbar notify phone.png 20:25, 1 December 2009 (UTC)

Reorganize according to Paragon Market categories?

Damage Sets: Melee, PBAOE, Pets, Ranged, Recharge Intensive Pets, Sniper, Targeted AoE (this one's the same)
Defense Sets: Resist Damage, Defense
Healing Sets: Accurate Healing, Healing
Mez / Status Sets: Confuse, Fear, Hold, Immobilize, Sleep, Slow, Stun
Buff / Debuff Sets: (Accurate Def Debuff), (Accurate ToHit Debuff), Def Debuff, EndMod, Knockback, Taunt, ToHit Buff, ToHit Debuff
Travel Sets: Fly, Leap, Run, Teleport, (Universal Travel) (this one's the same)

Currently no Accurate Defense Debuff, Accurate ToHit Debuff, or Universal Travel sets are for sale on the Paragon Market, but their categories are obvious. Rigel Kent 14:58, 6 April 2012 (UTC)