Badge time.png   The Paragon Wiki Archive documents the state of City of Heroes/Villains as it existed on December 1, 2012.

Difference between revisions of "Talk:Inherent Powers"

From Paragon Wiki Archive
Jump to: navigation, search
m (Ninja Run)
(Ninja Run)
Line 3: Line 3:
  
 
:Ninja Run should only detoggle Super Speed and Super Jump if I remember correctly.  Fly, Hover, any of the Sprint powers, the Jump Pack, and the Steam Jump should all be usable while Ninja Run is active. --[[User:Eabrace|Eabrace]] [[File:Healthbar notify phone.png|20px|link=User talk:Eabrace]] 14:43, 19 July 2011 (UTC)
 
:Ninja Run should only detoggle Super Speed and Super Jump if I remember correctly.  Fly, Hover, any of the Sprint powers, the Jump Pack, and the Steam Jump should all be usable while Ninja Run is active. --[[User:Eabrace|Eabrace]] [[File:Healthbar notify phone.png|20px|link=User talk:Eabrace]] 14:43, 19 July 2011 (UTC)
 +
 +
::I checked, and it does detoggle Super Speed, Combat Jumping and Super Jump. It did not detoggle the Jump Pack or any of the temporary travel powers like Raptor Pack (etc). The description of the power on the wiki page says that detoggles 'any' Pool travel power, implying that Flight/Hover would be detoggled. I thought I should mention that it does not, so that we can clarify the power description (and also Beast Run, if its the exact same power). --[[User:Scubamatt|Scubamatt]] 21:40, 19 July 2011 (UTC)
  
 
== Conditioning ==
 
== Conditioning ==

Revision as of 21:40, 19 July 2011

Ninja Run

It appears that Ninja Run does not detoggle Flight or Hover (at least) when it is activated. I purchased the booster pack last night and tried the power out on my 18th level Mastermind. It did not detoggle Flight or Hover when I turned it on, nor did itself detoggle when I started with it on and activated Flight or Hover. I'll check the other travel Powers on different characters later today.--Scubamatt 13:06, 19 July 2011 (UTC)

Ninja Run should only detoggle Super Speed and Super Jump if I remember correctly. Fly, Hover, any of the Sprint powers, the Jump Pack, and the Steam Jump should all be usable while Ninja Run is active. --Eabrace Healthbar notify phone.png 14:43, 19 July 2011 (UTC)
I checked, and it does detoggle Super Speed, Combat Jumping and Super Jump. It did not detoggle the Jump Pack or any of the temporary travel powers like Raptor Pack (etc). The description of the power on the wiki page says that detoggles 'any' Pool travel power, implying that Flight/Hover would be detoggled. I thought I should mention that it does not, so that we can clarify the power description (and also Beast Run, if its the exact same power). --Scubamatt 21:40, 19 July 2011 (UTC)

Conditioning

I don't believe, despite the description, that Conditioning actually gives an Endurance discount. Based on the Real Numbers from Test, they have a higher base Regeneration and Recovery rate but don't to my knowledge have any manner of Endurance discount on powers. I'm going to remove the reference to Vigilance because it doesn't work like that, but I'm going to refrain from any other changes until I can confirm for certain --Rantmo 20:45, 13 May 2008 (UTC)

Hey, cool! Thanks for following up on my work. I'm at work and couldn't get the exact text from the game, but the effect it references is that it's an End discount. Of course I haven't done any testing on this and the actual numbers are not available in either the Combat Numbers display (whatever it's really called) or on the new power info popups. Or at least that info wasn't available last night. I have to say that Conditioning feels more like Stamina that Vigilance, but again I don't have the actual numbers available. -- Colonel Kernel 22:28, 13 May 2008 (UTC)

Happy to provide the info, I've been on a spree here recently which dovetails nicely with my Test Server mini-spree. I've added the exact description text and listed the Real Number values that Conditioning sets Regen and Recovery Rates at. --Rantmo 06:09, 14 May 2008 (UTC)

Origin powers

Just to point out, there's already an Origin Powers article (which used to be part of the Temporary Powers list). --StarGeek 14:35, 3 July 2006 (PDT)

Axe vs. Sands

Just some basic testing I've done on them. The Brawl index number is based on what Brawl would do if there was a brawl temp power (see chart at Talk:Temporary_Powers#Removing_Brawl_index_numbers). The Power Data Scalar (PDS) is based upon iakona's Power Data Standardization v2.0 (Issue 7) thread.

Power PDS Brawl
Sands of Mu 0.269 smashing *4
+ 0.269 negative *4
=2.152 total
0.75 smashing *4
+ 0.75 negative *4
=6 total
Ghost Slaying Axe 1.32 smashing 3.67 smashing

The Sands of Mu does damage in a melee cone, and does more damage overall, recharges in abut 10-12 seconds, but has a longer animation. The Ghost slaying axe recharges in abut 10-12 seconds and does not do extra damage against ghosts (Croatoa ones) Smilies boggle.gif. It does work against Tsoo Ancestial Spirits, Banished Husks, Chambers and Adamastor, CoT spirit types, Shivans (only 60% of the special damage), and Spectral Pirates. It does not work against other Banished types (no surprise there), Council Vamps, and Vahzilok (no surprise to me, but there prob. will be some /bugging about that). -- StarGeekTalk page 17:00, 8 November 2006 (PST)

More on Croatoa Ghosts

  • Female Lost Soul - Additional damage
  • Male Lost Soul - Additional damage
  • Female Apparitions - Additional damage
  • Male Apparitions - No additional damage
  • Female Spirits - No additional damage
  • Male Spirits - No additional damage

. -- StarGeekTalk page 17:33, 8 November 2006 (PST)