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Difference between revisions of "Talk:Temporary Powers"

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(Note about dimension drops)
m (Mission Icon: Removed because problem has since fixed. Outdated discussion.)
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The Hyper Stealth power "How to get" needs to be fleshed out.  And, of course, the numerous other temporary powers in the game need to be added.  —TonyV
 
The Hyper Stealth power "How to get" needs to be fleshed out.  And, of course, the numerous other temporary powers in the game need to be added.  —TonyV
  
== Mission Icon ==
 
 
I could not find an icon to match Throwing knives origin power.  It looks like the Image:ThermalRadiation HeatExhaustion.png [[Image:ThermalRadiation HeatExhaustion.png|22px]] but is grey, like the other temp powers [[User:StarGeek|StarGeek]] 16:01, 18 Jan 2006 (CST)
 
 
:I'll take a look.  They may have rolled out some new icons with the new powers in the client update on Tuesday. -- [[User:TonyV|TonyV]] 10:59, 19 Jan 2006 (CST)
 
 
::I found and uploaded the correct image, checking to see if there are any other new ones --[[User:StarGeek|StarGeek]] 22:28, 22 Jan 2006 (CST)
 
 
::: I forgot what the image was for the Mutagen power, but I suspect it's [[Image:Temporary TargetedDoT.png|22px]].  --[[User:StarGeek|StarGeek]] 23:03, 22 Jan 2006 (CST)
 
  
  

Revision as of 23:55, 9 February 2006

Dimension Drops

The descriptions of the DDs will say they can only be used on heroes if they are sold to a villain, and villains if sold to a hero. Since Chilly will not sell to villains and Dram will not sell to heroes, technically, this probably means there are actually 6 new powers, a villains version of each and a heroes version. --StarGeek 13:02, 9 Feb 2006 (CST)

Needed Info

The Hyper Stealth power "How to get" needs to be fleshed out. And, of course, the numerous other temporary powers in the game need to be added. —TonyV


Stolen SMG

I don't have data on this CoV temp power, but Dev _Castle_ said that those with a Natural origin get a damage bonus. Actually, the [full quote] is

Natural heroes get a bonus with the Stolen SMG. Tech folks get bonuses with High Explosives. Blackwand gives bonuses to Magic types. Minor Mutation is more effective for Mutants. The Psionic Activator is more effective if you are a Science origin. - _Castle_

Wheel of Destruction powers

The duration of the Wheel of Destruction powers is not listed in their descriptions. I'll try to find them out, assuming they're timed. Also worth noting is that although the Empowered Shart of the Wheel is listed as "Minor DMG(Fire)," in actual use, the damage seems pretty damn heavy to me. It's more powerful than just about any of my other dark scrapper attacks. Hmmm... --TonyV 19:05, 3 Feb 2006 (CST)

Every time I've gotten them, they didn't last longer than the mission or hitting the contact (I can't remember which). My current alt didn't finish this arc until he outleveled it (level 28 vs level 24 enemies) just a couple days ago and didn't receive any of the temp powers. On the other hand, the previous time I had this mission, I insisted that my teammates take the powers, and they kept them after the mission was done and I had hit the contact. I think I have 2 alts in this level range, I'll also try and grab it and see what happens. --StarGeek 19:15, 3 Feb 2006 (CST)
Well, I eyeball-timed it (made a note of when I got them and when they expired), and it seems to be 90 minutes for the offensive powers. As for the resistance power, I haven't used it yet, and it didn't expire after a set time. I'm pretty sure that, like other shielding temporary powers, it probably expires after a certain amount of time actually used. Maybe I'll fire it up and see how long it lasts today. For the record, getting these temporary powers after a mission is one of the most powerful things a hero can get. All three offensive powers do some pretty major damage, and I ran a respec trial after getting them and was able to dispatch +1 and +2 Jumpbot Incinerators really quickly without much trouble. They've got a killer initial damage followed by some pretty serious Damage over Time once all three are kicking in, and the recharge rate on them is phenomenal! If one gets the mission in which he or she can collect these powers, I would highly suggest that one be prepared to take on a really tough challenge with good rewards afterwards. --TonyV 08:51, 4 Feb 2006 (CST)
Update: Well, scratch what I said about the resistance power. It turns out that the power did go away, and what's worse, I don't know when. I'm guessing after 90 minutes after all. The icon for that power and the Wedding Band power are exactly the same, and I must have been thinking that the Wedding Band power was that power. When I went to test how long I could keep it on is when I found out that I didn't have the power after all. Grrr... --TonyV 20:10, 7 Feb 2006 (CST)

Power loss point

It would be nice to note when the powers are lost. Cases I've seen:

  • Time in use
  • RL time
  • Number of uses
  • Mission completion

I know Taxibot Mech did not want to turn in a mission because he was afraid he'd lose his divining rod power. (He likes how it looks.)

-- Taxibot Yellow 19:55, 7 Feb 2006 (CST)

This is already noted under "Duration," and usually within the power description itself as well (though not always, as I found out with the recent Wheel of Destruction powers). If I notice any powers that expire at mission completion, I'll make a note of it. Am I misreading your comment, or is that what you're referring to? Oh, and when are you going to create a user page!? :-) --TonyV 20:08, 7 Feb 2006 (CST)
There are a few of these that do go away when you return to contact, even though they're supposed to stick around. For example, the Wave Scrambler says 30 uses, but it will disappear when you return to the contact. There are a few others, and, like Taxibot, I have often delayed going to the contact for fear of their loss. I guess it's time to buckle down and start testing icon_biggrin.gif . --StarGeek 11:48, 9 Feb 2006 (CST)