Talk:Temporary Powers

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Revision as of 17:13, 10 August 2006 by imported>Snorii (→‎Temporary Powers That Need to Be Added)
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PvP temp powers

A couple of things I'm not sure of at the time of editing.

  • Are these powers also available to villains? I'm guessing yes, and for the same amount of infamy.
  • I created a few templates to make creating the boxed entries easier. I just got tired of counting out 17 spaces minus the description text :D
  • On the grenades, I'm not sure if the purchase gives 6 grenades (uses) or if you have to purchase it 6 times to get 6 uses. I'll test that after dinner :D
  • Many of these are copies of regular temp powers, but have different stats (for the most part). The Arena temp powers (coming soon) also have different stats.
  • The web grenade icon has no ring, indicating it's supposed to affect the player, even though it is a single target power.

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)
o.o err... actually you used to have the powers for a day, or till you log out. Sometime around i2 or i3, they made it as it currently is. The powers are actually a bit bugged, and like the TV reactor leak, can stick with you for an hour or two afterwords, depending on how the bug effects you. If you are over the range of the story arc when you do the finnal mission, you won't get the powers at all (you can exempt down into range though). They should go away when return to contact. I'd post the dev's explanantion, but it appears its no longer with us.
I just ran through this arc and copied my character over to the I7 test. Each of the four powers say that they last 90 minutes of in game time. The powers are lost when you talk to your contacts. I'll have to make another copy to see if it's just in game time or if real time also counts against the time. --StarGeek 21:03, 13 May 2006 (PDT)

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 http://dotn.evilgeniuses.org/phpBB2/images/smiles/icon_biggrin.gif . --StarGeek 11:48, 9 Feb 2006 (CST)

Psionic Activator error

Something's wrong in the description of the Psionic Activator power. It says that it confuses the target, but the effect is only listed as stun. I haven't checked out yet which in fact it is. --TonyV 15:51, 19 March 2006 (PST)

Origin Temp Powers

Looks like in Issue 7, the Origin Temp powers will be permanent. - CuppaJo [1]

Moved Origin Temp powers to seperate page.

Removing Brawl index numbers

Appearently, temp powers and accolades scale off their own index, rather than off the brawl damage of the toon using the power. You can test this by getting an EMP Glove in Siren's Call on two different (but same level) characters and shooting the same type of bad guy with it. You'll get the same damage no matter the archetype. I came across this using the Crey pistol accolade and went off to research it. Here's a post by Blueeyed and a chart that has values that brawl would have it there was a brawl temp power.

The upshot of this is that I'm removing the temp power brawl index numbers, since they'll be inaccurate. --StarGeek 16:36, 9 May 2006 (PDT)

Here's the base comparison numbers for Brawl Indexing Temp powers, from Cohwiki.pedantic.org. --StarGeek 13:43, 6 June 2006 (PDT)

  Lvl        Temp
    1       3.600
    2       3.978
    3       4.385
    4       4.821
    5       5.289
    6       5.788
    7       6.319
    8       6.883
    9       7.480
   10       8.111
   11       8.775
   12       9.473
   13      10.204
   14      10.968
   15      11.764
   16      12.590
   17      13.447
   18      14.331
   19      15.241
   20      16.176
   21      17.133
   22      18.110
   23      19.103
   24      20.111
   25      21.128
   26      22.153
   27      23.181
   28      24.209
   29      25.232
   30      26.247
   31      27.249
   32      28.234
   33      29.197
   34      30.135
   35      31.042
   36      31.915
   37      32.749
   38      33.540
   39      34.284
   40      34.978
   41      35.617
   42      36.199
   43      36.720
   44      37.177
   45      37.569
   46      37.893
   47      38.147
   48      38.330
   49      38.441
   50      38.552

Temporary Powers That Need to Be Added