Wooden_Replica

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  1. when you get down to it,
    -the To-Hit Mechanics hold up well in standard PvE, but its in PvP where they tend to break down, in large part because standard Mobs aren't built like PC's. I have never seen a mob use build up, aim, or power boost for example.

    -Then you got the extremes, do you balance to-hit against an IOed out SR running Elude? Do you balance Defense against a blaster using slotted power boost + aim + build up? Do you want to force everyone in the middle like CO (which IMO is a failure)

    -I do think they do need to incorperate elusivity in the real numbers. I also think their mistake was reducing it, rather than making it only a factor when to-hit powers are a factor, and when in its a situation where its just Acc vs. Defense, it has null effect, and it should only work to reduce that to-hit bonus, and not the base to-hit values

    -Another approach might be simply do away with it and to-hit, and convert to-hit powers into +acc. With 4 values to contend with( really 6 if you count the debuffs but lets keep it simple), and these extremes those values can get to of course it'll be hard to balance, with only def and acc( ignoring debuffs for a momment), to contend with, getting the to hit mechanics balanced for PvP should be much easier. Also I could add, you could just as easily go the other way, get rid of Acc, and replace all Acc to-Hit, so your left with only to-hit vs. defense.

    -Getting back to the real numbers point, someone new to PvP, or even some of us who aren't new would be hard pressed to find an answer the following questions
    What powers specifically have elusivity?
    Does elusivity stack with different powers?
    Does slotting for defense in a power do anything for its elusivity?
    Does Defense for set bonuses do anything for your overall elusivity?
    Is Elusivity typed? either positional or damage type?
  2. One thing is pretty apparent, I’ll have to play with my graphics settings, or upgrade my graphics card. Even w/o running Ultra, I’m seeing a lot of lag now, when before I wasn’t getting any.
  3. Quote:
    Originally Posted by Punkture View Post
    One thought we had was to make defense a slightly different animal all together. Let it retain the ability to cause a total miss if the accuracy of the attack is too low versus the defense but allow for glancing blows and such.

    The idea would be the more accurate the attack versus the defense based armor, the more damage can be delivered. This same idea can even extend towards secondary effects of the attack. So a power that slows or drains endurance or whatever would have an effect if it hit but would be diminished if it were not an accurate enough attack.

    In this way we would not have such a binary result to the battles like we seen with Fortunatas when they were kings. Some of the calculations and such I seen in here were quite nice but I recall many times playing against Forts that were set built prior to DR and getting streaks of 30 plus misses with a character with 99% accuracy. Even missing all attacks on this same toon with build up active. It would have been much more realistic to have at least scored glancing blows that resulted in diminished damage.

    This would make it more in line with resistance but dependent upon the accuracy of the attack as to how effective the result would be. Then of course the nemesis of defense would be the accurate opponent but the average accuracy types could still have a chance to play against defense.
    Specifically what killed forts was that nerf in both Defense AND their Damage, one or the other mighti've been fine, but both....
  4. Wooden_Replica

    PvP NW advice

    For the record, I would've stayed away from Widows based on how PvP functions right now


    1. Is the core concept of NW defense/status resist the same? I have over cap psitional defense with ML in PvM, but in PvP I have only 38% defense for my highest one, melee. I know this is due to DR, but I am sure it can be higher? ML and Elude can be used together it seems, so should I take Elude, as it seems to full that gap well?

    Answer: I'm assuming this is your second build and you have a satisfactory PvE build, I wouldn't go crazy on defense set bonuses, largely bc defense doesn't function well in PvP, with that said, it really does take running slotted elude to see much improvement in your defense


    2. Is it alright to not have a travel power? I use Ninja run, hurdle, and Swift. I don't have to much of a problem keeping with targets, but I don't pursue to far as I usually like to stick with the team, or if solo stick near a group of other villains.

    Answer: I really would recommend having both SJ and SS, or if only one of those two SJ

    3. I like poison dart alot. I've gotten most of my kills by it, because I've used it as they were running away. It seems like it serves it's purpose well, or is there a better option for ranged damage for flee'ing players?

    With ranged attacks, best to get procs in them

    4. I have learned some stuff about PvP NWs, from a PvM post. I will be changing Spin to Eviscerate as it has higher damage. Should I use Follow Up or Build Up? Build Up does increase the mometary damage and tohit, which is what I want, but it seems like it won't be up as often as FU, and a double stack of FU seems to be nearly as effective? though in a "ganking" situation I can see where Build Up is considerably more effictive....

    Build up by far, followup is great for PvE but PvP is about burst damage, on that note on that, I would at least get one assault-tactics, double up if you can fit it in. while it won't be a factor yet, when GR hits a VEAT with double tactics + perception unique will have the highest perception in the game

    5. Lighting Fence from Mu Mastery doesn't do much? I have IO'ed for duration(Five slotted with Enfebled Operations set minues the Acc/End IO), but it rarely holds, and when it does it last for porbably a second or less. This is due to resistances to holds being raised in PvP and the durations lowered?

    Mez effects in general are very marginal for PvP, with immobilizes in some cases the travel suppression on you will be greater than the actual immobilize duration, stuns/sleeps/ holds are only useful for de-toggling offensive toggles, the only good immobilize is one with a lot of -ant-travel effects like web envelope, or of the mezz effect does a lot of damage (ie a tanks fossilize doing really crazy damage)

    6. Can stealth be capped on a NW? What is a the cap for a NW, or is it the same to comapired to a stalker? Does a stealth IO in sprint stack with Mask Presence?

    The stealth IO does stack with MP, and I would advise getting it, you won't achieve stalker level stealth, but still worth getting

    7. This question would help 1 and 6 well. Should I get smoke grenade? Judging by it's effects, and the effectiveness of holds I think not?

    Smoke grenade, nope not worth it, Placate is actually a much better choice

    8. The leviathan patron pool seems to be the most common used in PvP from what I've seen for villains. The powers Spirit Shark and School of Sharks seems to be the powers used most, but wouldn't Soul Mastery be better for Gloom which is more damage, and a nearly identicle immoblize, Soul Tentacles?

    Spirit Shark isn't a bad choice, but it isn't a great choice either. Someone else mentioned BS's patron pool, and they were pretty spot on, and if you need a supplimentary ranged ST attack, its ranged attack isn't horrible either( although the real sale there is the Web power and that mace attack)

    with regards to set bonuses, as mentioned I wouldn't go crazy with def set bonuses.
    Acc is good, especially if you have the to-hits from double tactics
    damage, recharge, +HP are also good set bonuses

    Ideally I'd say slot with a combination of purple IO's and PvP IO's combined with other sets,
    but being redside with its $ and availability issues that you don't see blueside, that may be a long term goal depending how much Inf you have
  5. Quote:
    Originally Posted by __Divine__ View Post
    Enjoy it while it last....cause when going to rogue hits...it's going to lolz stalker.

    Forts > Stalkers. I'm just saying.
    the one thing that does depress me about GR,
    assuming you have PvP worthy toons on both sides, it is basically pick your poison, do want to deal with Blasters or do you want to deal with Stalkers, after GR it will be dealing with Blasters AND Stalkers no matter which side you play
  6. Quote:
    Originally Posted by black_barrier View Post
    only when the stalker's a retard.

    ie, not mac.
    Not since they neutered Forts Defense AND Damage, one or the the other would've been fine
  7. Quote:
    Originally Posted by macskull View Post
    Reminds me of Dutchrad in RV the other night, going on about how Arctic Air meant he couldn't be AS'd, just before we double AS'd him.
    What the OP has in mind, MIGHT work once in a blue moon, but no more reliable than Artic Air does
  8. First off CC doesn’t accept accuracy the last time I checked( I’d have to log on my Rad / Dark Defender to double check). I have no idea if acc from a hold set actually effects accuracy on this( I really haven’t played him much for a while), but it I’d say accuracy global bonuses do. Also unlike many other PBAE toggles, it doesn’t have an auto hit, debuff component.

    Besides its low tic rate, also there is the fact if stunned/ held/ slept, as an offensive toggle, it will de-toggle.
  9. Wooden_Replica

    PvP Drops

    Quote:
    Originally Posted by Xanatos View Post
    PVPIOs only drop if the following criteria are met:

    1. You kill someone in zone that gives you rep.
    2. You kill someone in the arena that would hypothetically give you rep.
    3. You are within three levels of the person you have defeated. (Actual levels of characters.)



    No way is it that bad. Those numbers are so high because of teaming:

    0 team mates = 100% chance of you getting the drop
    1 team mate = 50% chance of you getting the drop
    2 team mates = 33% chance of you getting the drop
    3 team mates = 25% chance of you getting the drop
    5 team mates = 20% chance of you getting the drop
    6 team mates = 14% chance of you getting the drop
    7 team mates = 12.5% chance of you getting the drop

    I'd say the drop rate is closer to between 1/150 & 1/350 rep worthy kills.
    between the above factors, its does end up being like 1/2000,
    how often is it you have people in the pvp zones whose actual level differences are greater than 3 lvls?
    How often are you teamed?
    How often do you end up defeating someone before you can claim rep on them? This part I'm actually fine with
    Also factor in there is no streek breaker in drops

    personally I'd just have you getting a PvP merit when you collect rep( regardless if your on a team or not), and have PvP recipes cost like 50 PvP merits or so.
  10. my best guess is that when they were changing status protection to status resists for PvP 2.0, they changed the TP protection to 'TP resist' which is apparantly useless. The question here, was it an accident or on purpose? From what I recall, there were a lot of suprised people who thought they had TP protection, who all of a sudden were being droned when issue 13 went live.
  11. Wooden_Replica

    PvP and Procs

    Quote:
    Originally Posted by SoulSpark View Post
    I probably should have said which procs before, sorry about that.

    1) Guassian's Synchronized Fire Control: Chance for Build up. Slotted in my Tactics toggle.
    2) Decimation: Chance for Build up. Slotted in my Flares power (T1 from Fire Blast)
    3) Devastation: Chance for Hold. Slotted in both Flares and Fire Blast.
    4) Achellis' Heel: Chance for Resistance debuff: Slotted in Infrigidate and Sleet.

    And just to say, I'm pretty sure they haven't fired off...been keeping track of my combat log. And all this is done in the Arena. No PvP zones yet.
    As others said you really do have to pay attention to your Combat logs to see if they go off, since there are no visible cues that they go off
    1) Sounds nice paper, my problem with this proc, its pretty much random on a toggle( for example it will go off while your standing there, and really isn't reliable for PvP)
    2) Spam this power enough eventually it will go off
    3) the problem here is that slotted hold powers only last for a few sec in PvP, I can't imagine these procs actually hold longer for 1 sec in pvp, not my first choice for PvP procs, best use would be de-activating offensive toggles on who you are fighting
    4) this is a nice proc, the miliage i've seen out of it, is when slotted in attacks with -def, and in mutlipe attacks

    For PvP the best procs are damage procs( as mentioned their unresistable). Also shop for damage procs for your secondary effects, many secondary effects have at least one damage proc available
  12. and the joke is thiat TP protection only matters in PvP (when was the last time you were TP Foed or Wormholed by a NPC?), and it hasn't worked since i13
  13. the hazard zones blue side are largely a victom of the various changes made over the years. In the current game their really isn't a reason to go to them other than for door missions and hunt missions. In the beginning, the game did support going to the hazard zones.

    The two hazard zones redside are in a slightly different situation, their not often visited largely b/c Hami raids are conducted redside even less than blueside if at all. Hami raids are an entirelly different topic in of itself

    If I were try to bring more life to the existing hazard zones,
    1) Introduce a medic station, quartermaster, and radio missions to these zones
    2) Start an AE contest. Announce the zone in question, general theme, foes to be used, and level range. The winners would have their story arcs inserted into the hazard zones as content ( this is assuming its easy enough to transfer/ copy AE arcs to the actual content system) the winners would get a account wide badge, along with maybe a decent amount of merits to use account wide.
  14. Quote:
    Originally Posted by Zmoosh View Post
    I'm not talking about removing the Market. I'm saying leave the Market as is and add a Store that has everything for sell. The price of items in the store would be set so that they would be the "cap" for that item. You could still sell stuff for a profit on the market, but it would make no sense to list anything above the store prices.
    I would rather an increase in supply side,

    Example I logged onto one of my 50 alts that haven't played since before the changed how difficulty worked, so it was set at the default lowest setting. Until I really cranked up the difficulty I wasn't getting ANY recipes much less set recipes. Having a streak breaker mechanic would be nice for drops
  15. For CoX to be an integrel part of MicroSoft Windows,
  16. I could think of a lot more things like than those two things
  17. I'll likely play around with new Preatorian Alts first, in terms of toons I'd actually change sides on, not sure yet
  18. Quote:
    Originally Posted by BlueBattler View Post
    Boy I hope a DEV reads and answers this ...

    Both Positron and War Witch state they would prefer to concentrate resources on making new zones rather than revamping old ones because it's easier to do so.

    I'd like to know why it's actually easier to make a new zone than it is to revamp an old one? What does a revamp involve that making a new zone doesn't?
    I don't think harder was the term used, but rather more fun.

    Look at it this way would you rather re-paint your car, or buy a new one?

    Also I can understand wanting to start with a blank canves rather than trying to fit something into an existing zone.

    I can see a possibility of where some the difficulty may be. Hazard zones are a feature of blueside. Another feature of blueside (a feature I hate with a passion), contacts send you all over creation for every single mission (often with no ryme or reason), depending on how the programming is set up, I could see it as a PIA to make sure none of those contacts sends you to a mission entrance that doesn't exist anymore.
  19. Can't this be done now sort of?? The science pack was the one pack I didn't get, but didn't allow you to change models and genders one your costume slots? Have one costume slot at the max height allowed, and use another slot for the minimum height allowed. I know its not quite where the OP was going, but if he was going towards this concept....
  20. Quote:
    Originally Posted by Rubberlad View Post
    Sorry but the question's gotta be asked. The way things are looking now players have to:

    - Buy in early to get early access to Dual Pistols and Demon Summoning

    - Wait until July and get access to four zones, 7 new costume sets, 2 additional powesets (parts of which we've previously seen in-game for NPCs), and level one access to the new incarnate system

    - Wait until 4th quarter 2010 to get the remaining 9 levels and the new endgame system and perhaps another high-level zone (but only if we buy GR 3 months earlier).

    And in the meanwhile, Ultra mode which was flagged for retail is now free. And in its place comes an awful lot of last minute bait and switch improvements.

    My question is: why? Why not just package it together in one retail expansion and let players enjoy? The way its all piecemealed out now, players might as well wait until 4th quarter to get Going Rogue and enjoy it all in one go rather then buying in now and waiting 9 months to get the full product?

    This just seems like a really weird business model somehow... What's the logic behind it again?
    No matter how much we may like NcSoft or Paragon this is a business, and their here to make money( this does not make them evil), additionally more revenue now means they may be able to fit more stuff in sooner rather than latter.

    Also keep in mind this is a work in progress, they could wait until they've finished everything, but would have to wait until 4th Q to get everything. If I had to guess, GR is in in-house beta right now or close to it, and as soon as the next issue goes live, it will go in closed beta with them maybe trying to fit a few more things, In terms of the 4th Q content, I'd bet their beyond the planning stages, and maybe a 1/3 of the work that needs to be done for it at this point, if that far.
  21. in terms of primaries, chose any of the 'offender' primaries that is Dark, Rad, Traps, & Storm, and some may argue TA. These are primaries that offer various forms of debuffs, control, and damage mitigation. The only secondary I would be hesitant with, would be psi blast. As a defender your already at a 65% damage base( which -resist debuffs do help to mitigate), combine that with the super high resists on the critters that do resist psi damage ( generally anything that uses psi, robots, and zombie like critters with no brains). The other damage types have critters who resist that type of damage, but I'm pretty sure you don't see resists like you do with psi damage. I am told DB works really well with defenders (variety of damage & secondary effects, combined with stacking with their existing debuffs, and secondary effects on blasts are generally much stronger with defenders)

    I still remember leveling my first 50, my rad/dark defender who was a monster in terms of soloing, vs. my wife's emp/rad, granted that was before ED
  22. Wooden_Replica

    Incarnate Levels

    Will there be enemies up to level 60? In effect yes
    Will we go up to level 60? in effect yes
    Will there be enhancements at levels 51 to 60? in effect yes

    Based on what they have said, we only know there will be 10 incarnate levels, that based on what they have said foes will ramp up, as will incarnate abilities, and left the impression that the incarnate levels will be different from previous levels and the incarnate content will be in Preatoria.

    For all we know, they pull a fast one from Blizzard's playbook, that is an incarnate may be a sort of epic AT your toon either transforms into, or is unlocked once you hit 50, whose incanate starting level 1 is equal to 51 for all intents, not totally different from the entire concept of the Death Knights in WoW, or something else totally
  23. Its really hard to judge,
    they'll be redside and blueside blasters and stalkers

    -We don't know if there will be a forced respec out of the patron/epics once you change sides, or if there will be a group of new patron/ epics pools

    -I'm fairly sure redsiders will go blue for a little bit at least just to equip, and the red market will crash (heroes do have a huge advantage of having a more healthy market, making it easier to get high or even medium end IO's)
  24. Wooden_Replica

    So Kinetic Melee

    its hard to judge KM w/o any of the details at this point, ignoring PvP it does look like a fun set
  25. I don't like playing blasters myself, but in PvP they definitely have an edge over corrupters
    -More damage
    -More HP
    -And while mez is a much lower factor in PvP these days than it used to, that ability to use those attacks for the maybe few sec while mezzed gives them an edge

    If I were to make a PvP oriented Rupter , I'd chose maybe a */Pain Rupter, the sad thing is there is only a handful of of powers in the buff/debuff/ heal sets that are really useful for PvP