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What numbers are you using for Dark Miasma?
_Castle_ quoted Darkest Night at 18.5%. Both Fearsome Stare and Twilight Grasp are about half that, Chill of the Night is about equal to Darkest Night. Tar Patch does enhance damage debuffs numbers, but the resistance debuff can also be resisted. Nobody knows whether or not it will affect the ToHit Debuff resistance.
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States used 31.25% for RI in his example. I highly doubt that there is such a big different between RI and DN. Something is wrong..
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I confirmed both values via PM from _Castle_ a few days ago (actually DN is 18.75%). There's a post with the details here -
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I've tracked down the error in the "Before" case. Statesman says:
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The To Hit chance also increased over level. A +1 level had a 1.05 modifier, +2 level 1.1 and +3 1.15. For example, the base to hit chance of a lieutenant +2 levels was .58*1.1 or 63.8%.
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As iakona shows, the math doesn't work using these base to hit chances. However, if the level modifiers are additive rather than multiplicative, the numbers match perfectly. (In other words, a +3 boss would have a base to hit of 0.65+0.15=0.80). Which leads to the question: which is wrong, the explanation or the math?
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Well, the way he wrote the math was wrong, but that's not a big deal.
The whole point of the Issue 7 DEF changes is that the old system WAS additive (ToHit buff), and the new one is multiplicative (Accuracy buff). So States' explanation was correct; his example was just wrong.
Old system: Even boss had a .5 + .15 = .65 modified chance to hit.
New system: Even boss has a .5 * 1.3 = .65 modified chance to hit.
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That's not what I'm saying. The error is in the level modifier, not the rank modifier. Is a +3 boss:
1) 0.65*1.15=0.7475 or
2) 0.65+0.15=0.80 ?
Both of these vary from player tested numbers:
+0 1.00000
+1 1.09400
+2 1.18670
+3 1.26670
+4 1.36000
Obviously, we can't evaluate the change if we don't know how things work now. -
I've tracked down the error in the "Before" case. Statesman says:
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The To Hit chance also increased over level. A +1 level had a 1.05 modifier, +2 level 1.1 and +3 1.15. For example, the base to hit chance of a lieutenant +2 levels was .58*1.1 or 63.8%.
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As iakona shows, the math doesn't work using these base to hit chances. However, if the level modifiers are additive rather than multiplicative, the numbers match perfectly. (In other words, a +3 boss would have a base to hit of 0.65+0.15=0.80). Which leads to the question: which is wrong, the explanation or the math? -
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Am I correct that if I knew the Tohit debuff scale for Darkest Night for example I could calculate the actual base debuff of that power?
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I recently tested Darkest Night, because I've got a MasterMind Superteam that I'd like to fine tune. With a sample size of slightly over 7000 attacks, and taking the StreakBreaker into account, it looks like Darkest Night debuffed ToHit by 10.5% for a Mastermind. If Darkest Night is considered a Ranged attack, that means the Damage Scale is 1.4, and Defenders should be 17.5% and Controllers 14%. If it's considered a Melee attack, the Damage Scale is 1.05, and Defenders should be 13.125% and Controllers 10.5%. Looks like I'll need to find a Dark Defender to test this, as I don't have one. Anyone desperate to get these numbers?
I also tested Radiation Infection. It was 31.2% for Defenders (13,000 samples) and 25.5% for Controllers (don't have the sample data handy). It looks like that will require some more testing, because those numbers don't work out cleanly. If I had to guess, I'd say RI has a Damage Scale of 2.5, and should debuff ToHit for Defenders by 31.25% and Controllers by 25.0%. Time to test RI on my level 40 Fire/Rad Corruptor!
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From a _Castle_ post Jan 16:[ QUOTE ]
FYI: Darkest Night
Its base Scale is 1.5. It has been since at least I3 (that's as far back as I checked.) Defenders multiple is .125 and enhancements are 1.98 (my calcs before were thinking ToHit Debuffs were Schedule B.)
1.5 * 0.125 * 1.98 = .37125 or a tad over 37%.
Any guide that says it is Base 30 Probably meant 30% mitigation, since that lines up with the 1.5 base.
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I sent the following PM to _Castle_ in relation to his post above:
I was hoping you could clarify some information for me. Back in January you posted the following regarding the mechanics of Darkest Night: (see above)
That would imply a base tohit debuff of 18.75%. This figure caused some confusion, as several guides have reported the power as having a 35% debuff to accuracy. However, this appears consistent if you look at 0.1875 / 0.50 = 0.375.
I wanted to clarify the status of Darkest Night relative to Radiation Infection and Hurricane. The debuff of these powers is being generally discussed in the range of 30-35% and (due to your prior statement) having a higher value than Darkest Night. Do these powers truly have a higher debuff than Darkest Night, or is the debuff being confused with the mitigation as above? It would be helpful if you could provide the base scale of these powers to eliminate the confusion.
Also, can you confirm that the Controller multiple is .10 (i.e., that Controller are at 80%)?
I received the following reply:
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Darkest Night has:
Damage Debuff Scale 3 (critters)
Damage Debuff Scale 4 (players) [Defenders only]
To Hit Debuff Scale 1.5
Radiation Infection has:
To Hit Debuff Scale 2.5
Defense Debuff Scale 2.5
Controllers modifier is 1.0
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This seems to confirm where folks thought these values were. The issue I have is that numerically a Dark/ defender's Darkest Night has a base tohit debuff of 18.75% and a /Rad controller's Radiation Infection has a base tohit debuff of 25%. I play both, and it just doesn't "feel" as if the controller has the stronger debuff. With both 3-slotted with SO's I feel as if I get hit through RI much more often than I get hit through DN. -
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You know you're and old gamer if you can identify this quote, 'Trisle, Trasle, Trosle, Trone. Time for this one to go home.'
I dare ya.
I double-dog dare ya!
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I am old enough to have watched it, but I confess I couldn't remember which cartoon it came from and had to look it up. I won't post the answer to give others a chance. -
Wasn't really paying attention to it at the time, but I was able to solo Chimera EB with my MA/Inv. I know I had unstoppable and invincibility running. Pretty sure I popped some purples too, but I don't remember if he missed or not.
I've done Dominatrix twice and don't recall her drawing a weapon. She may not have missed, but I found her to be quite easy - never even hit dull pain, let alone unstoppable. -
Most of the damaging AoE auras have a tohit check and are unreliable against stalker's high AoE defense. These include Death Shroud, Blazing Aura, Quills, Orbiting Death, Icicles. I believe those that are autohit include Hurricane, Repel, Repulsion Field, Chilling Embrace, Mud Pots, Arctic Air.
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Tobor the 8th Man. Yep, I'm old enough to remember seeing this show on TV in Black and White. I'm also old enough to know what toon is referenced with the phrase "Bigger than big, taller than tall, quicker than quick, stronger than strong, made to fight for right against wrong".
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Yep, I reckon I know that one too
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Speed Racer? check. Kimba? check. 8th Man? check. Underdog? check. Batman, Green Hornet and Star Trek during the original runs? check.
- The first computer game you remember playing was text-based Star Trek played on an IBM 360 mainframe over a teletype terminal.
- You remember watching Gigantor (see avatar).
- You remember the words to the Spiderman song. -
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Do not invite a lvl 30+ player if you are under 25,people dont like to babysit(well some might but I dont)unless they are a SG/VG friend or just a friend and dont mind.
Do not invite a lvl 50 player if you just made a toon and are in atlas
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QFT. Just because my lvl 32 defender is standing near you in steel, doesn't mean your lvl 10 tank should keep sending me blind invites. -
When pulling, DON'T TARGET THE BOSS! If we wanted to fight the entire spawn, we could have just gone to them.
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Do not send a tell to a kinetics defender/controller asking "do you want to SB me while I herd? good XP".
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Do not send a tell with an invite right behind it when someone has in their search comments, "No blind invites."
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Don't send a tell consisting only of the word "tell" with an invite right behind it when someone has in their search comment "PST". -
A SG mate got really fed up with that type of thing. His latest female character is named "imreallyafathairyguy".
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Re: blind invites
I find the most effective way to avoid blind invites - I put "Forcefield Defender" in my search comment. Usually the blind inviters stay away.. usually all inviters stay away, for that matter :P Well, some at least.
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QFT. Identifying my defenders as Storm and Dark cuts down quite a bit on the blind invites and r u h34l0r? tells. -
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Hudsonsmith said:
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Do not send tells to folks asking them to join your team when they are in a mission.
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Indeed. What is up with that? I find it rude to try to get yourself invited to a team especially when the team has 'enough' players and are in a mission. If the team wanted more players, the leader would have looked and sent invites already. Maybe I'm just overly sensitive but this behavior irritates me.
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I agree with you, but I was actually talking about the reverse. I'm running a mission solo and receive a tell asking me to join someone else's team. (Probably because you can't blind invite folks in missions.) I think its pretty arrogant asking somebody to drop what they are doing to come join you. If they are polite and specific about what they are doing, I will usually send a tell back saying that I am in a mission and will contact them when I am done. If its the usual "wanna join mish team", they will be ignored. -
Do not send tells to folks asking them to join your team when they are in a mission.
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Any chance someone could post the updated Martial Arts numbers in here, so they don't get lost to history?
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These are from RisingPhoenix's MARTIAL ARTS - APP/POWER POOL ATTACK GUIDE v6.0, who tested them at the time of the changes. I believe he has since left the game.
Thunder Kick: 2.3341
Storm Kick: 3.6681
Cobra Strike: 0.6944
Crane Kick: 5.4469
Crippling Axe Kick: 4.5575
Dragon's Tail: 2.7788
Eagle's Claw: 6.3363 -
AV's alternate between high mezz resistance and boss level resistance. There are little purple arrows pointing up or down to indicate this (which are almost impossible to see in game).
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Nicely done. One minor comment - Focus Chi does not take damage or accuracy enhancements. Typical slotting is 3 recharge and as many tohit buffs as you can spare.
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Gravity/Propel was increased in I4 and is now 5.50.