Talk:Inherent Powers: Difference between revisions

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== 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.--[[User:Scubamatt|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. --[[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)
:::I updated the notes in the power descriptions to clarify. --[[User:Eabrace|Eabrace]] [[File:Healthbar notify phone.png|20px|link=User talk:Eabrace]] 00:46, 20 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 --[[User:Rantmo|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.  -- [[User:Colonel Kernel|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. --[[User:Rantmo|Rantmo]] 06:09, 14 May 2008 (UTC)
== Origin powers ==
== Origin powers ==


Line 10: Line 26:
! Power || PDS || Brawl  
! Power || PDS || Brawl  
|-
|-
| Sands of Mu || 0.269 smashing *4 <BR>+ 0.269 negative *4<BR> =2.152 total || 0.75 smashing *4<BR> + 0.75 negative *4<BR> =6 total
| Sands of Mu || 0.269 smashing *4 <br />+ 0.269 negative *4<br /> =2.152 total || 0.75 smashing *4<br /> + 0.75 negative *4<br /> =6 total
|-
|-
| Ghost Slaying Axe || 1.32 smashing || 3.67 smashing
| Ghost Slaying Axe || 1.32 smashing || 3.67 smashing
Line 16: Line 32:


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) {{boggle}}.  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). {{User:StarGeek/sig}} 17:00, 8 November 2006 (PST)
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) {{boggle}}.  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). {{User:StarGeek/sig}} 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
. {{User:StarGeek/sig}} 17:33, 8 November 2006 (PST)
== Revision of Inherent Powers page? ==
I'm noticing this page is (a) long (and will only get longer) and (b) the overview no longer ''quite'' matches the original use of the page. Is it feasible to do something like the following?:
* Overview: add a specific reference that many powers purchased on the paragon market will show under Inherent Powers
* Add that a power is considered inherent if it shows in that sections of Powers for a character, as well.
* Break out the page? Maybe an Inherent Power categogoy, and transclude the huge number of powers that have been added and are from the market; putting all purchasable powers that are inherent in their own article (Coyote Travel power and Team Transport Power and Panther Stealth power have their own pages, Beast Run and Rocket Pack do not)
The above is a very rough thought, already I can see problems, I'd like to know if it is worth exploring? [[User:Taosin|Taosin]] 06:15, 16 May 2012 (UTC)
:The premise of the idea seems solid, I am unsure if logistical problems may result... but its worth looking into as far as I can see.  —[[User:Thirty7|Thirty7]] [[File:Talk-Icon.jpg|link=User talk:Thirty7]] 06:36, 16 May 2012 (UTC)
: I agree, the article could use some reworking. I think I would suggest breaking things out, following the example of [[Origin Powers]]. Articles for Archetype Inherent Powers and Universal Inherent Powers would clearly make sense. The others I guess could all fall under "Purchasable Inherent Powers", but then that article is just going to balloon to a huge size. I could also see breaking them out into individual articles. However, I would ''not'' transclude everything into a single page. There's no need to have every single inherent power viewable on a single page. Links will suffice and I think they'll be much easier to navigate and make sense of. -- [[User:Sekoia|Sekoia]] 12:20, 16 May 2012 (UTC)
:: Nice feedback, 37, Sek! It's on my list, with some other projects. And yep, the diorection you describe makes good sense to me, Sek. Once some real-life pulse-halting deadlines are done with, looking forward to getting down and dirty in the wiki (so to speak  :)  ).[[User:Taosin|Taosin]] 12:44, 16 May 2012 (UTC)
:::Yes, links to individual pages for each would be good (á là [[Temporary Powers]]- which itself is a hugely messy article, IMO) would be a TON better than transcluding everything now that I think about it more.  This article is already a bit unwieldy, and will only get worse as you pointed out Tao.  —[[User:Thirty7|Thirty7]] [[File:Talk-Icon.jpg|link=User talk:Thirty7]] 13:14, 16 May 2012 (UTC)
== Homecoming ==
Issue 25 moved the Peacebringer and Warshade Inherents of Combat Flight, Energy Flight, Shadow Recall and Shadow Step out of Inherents and into their respective Secondary Powersets. I will likely move these at somepoint soon if no-one else does!
-[[User:Aberrant|Aberrant]] 5th May 2020

Latest revision as of 18:02, 12 May 2020

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)
I updated the notes in the power descriptions to clarify. --Eabrace Healthbar notify phone.png 00:46, 20 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). User:StarGeek/sig 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

. User:StarGeek/sig 17:33, 8 November 2006 (PST)

Revision of Inherent Powers page?

I'm noticing this page is (a) long (and will only get longer) and (b) the overview no longer quite matches the original use of the page. Is it feasible to do something like the following?:

  • Overview: add a specific reference that many powers purchased on the paragon market will show under Inherent Powers
  • Add that a power is considered inherent if it shows in that sections of Powers for a character, as well.
  • Break out the page? Maybe an Inherent Power categogoy, and transclude the huge number of powers that have been added and are from the market; putting all purchasable powers that are inherent in their own article (Coyote Travel power and Team Transport Power and Panther Stealth power have their own pages, Beast Run and Rocket Pack do not)

The above is a very rough thought, already I can see problems, I'd like to know if it is worth exploring? Taosin 06:15, 16 May 2012 (UTC)

The premise of the idea seems solid, I am unsure if logistical problems may result... but its worth looking into as far as I can see. —Thirty7 Talk-Icon.jpg 06:36, 16 May 2012 (UTC)
I agree, the article could use some reworking. I think I would suggest breaking things out, following the example of Origin Powers. Articles for Archetype Inherent Powers and Universal Inherent Powers would clearly make sense. The others I guess could all fall under "Purchasable Inherent Powers", but then that article is just going to balloon to a huge size. I could also see breaking them out into individual articles. However, I would not transclude everything into a single page. There's no need to have every single inherent power viewable on a single page. Links will suffice and I think they'll be much easier to navigate and make sense of. -- Sekoia 12:20, 16 May 2012 (UTC)
Nice feedback, 37, Sek! It's on my list, with some other projects. And yep, the diorection you describe makes good sense to me, Sek. Once some real-life pulse-halting deadlines are done with, looking forward to getting down and dirty in the wiki (so to speak  :) ).Taosin 12:44, 16 May 2012 (UTC)
Yes, links to individual pages for each would be good (á là Temporary Powers- which itself is a hugely messy article, IMO) would be a TON better than transcluding everything now that I think about it more. This article is already a bit unwieldy, and will only get worse as you pointed out Tao. —Thirty7 Talk-Icon.jpg 13:14, 16 May 2012 (UTC)

Homecoming

Issue 25 moved the Peacebringer and Warshade Inherents of Combat Flight, Energy Flight, Shadow Recall and Shadow Step out of Inherents and into their respective Secondary Powersets. I will likely move these at somepoint soon if no-one else does!

-Aberrant 5th May 2020