Aett_Thorn

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  1. Aett_Thorn

    Aura Proc Rates

    Quote:
    Originally Posted by Lycanus View Post
    hmm, the 1 per 2sec proc on the damage auras is going to halve the TPS I figured for Amethyst's Mudpots.


    I was asking this in relation to trying to calculate threat per second

    on the other hand, wow, no wonder chilling is so threat provoking. Then again, even that doubling probably won't make it equal to many damage auras.
    Well, remember that the powers like Chilling Embrace don't stack with themselves. This means that while the power fires off very frequently, the Threat value is still just about the same as every other aura, because the difference between multiplying by 13.5 and 13 isn't all that great when compared to any of the other values in the Threat formula.

    So, yes, it is a good power. But that's a bit to do with the pulse rate, a bit to do with the multiple debuffs, and a lot to do with the fact that it's auto-hit.
  2. Quote:
    Originally Posted by Lycanus View Post
    It would be nice if the global enhancements were reflected on our power-information.

    If I have a global boost of 45% recharge, I'd like to see that reflected in each of my individual powers instead of having to refigure out the recharges for all my powers simply because the current info on each power only includes enhancements.

    Also, I've been toying around a bit with trying to figure out the threats generated by each power (see link in sig) but with all the missing pieces, the most I can efficiently do is predict broad trends: such as the fact that a 50 dam IO and a 50 taunt IO in the same power produce a 202.8% increase of threat generated, as adverse the 42.4% increase that each individual IO would give, or the 84.8% increase that two of the same type would increase it by. (this because you are applying two multipliers, one to damage and one to threat duration, as adverse merely making one multiplier bigger)

    But I'd really like it if the threat generated were one of the numbers listed in the information.
    Threat generation depends on a lot of outside factors, though. Including AI mod and Range mod. As such, even if "threat" numbers were given, they would be largely irrelevant, and probably not all that useful to people in-game anyways, since threat depends not only on build up, but the rate of decay, as well, which we don't know.
  3. The only problem with this is the following:

    While it is easy enough to recognize one hero because of their accomplishments, how do you handle that across 100K+ heroes?

    If you want a statue, who gets it? Which of the 100K+ heroes is going to have that new statue built after them, and where? Do we have enough space for all of those statues? Probably not. Even if we kept it to the last 10 heroes to have hit level 50, it would likely change fast enough that you'd never know that your character got a statue. Especially because this would need to be across all of the servers to make the zones match up, most likely.

    If you want a throng of adoring fans, that's fine. But what happens when 8 of you exit the same mission, only to be met by the crowd? Do they all call out to one person? Each one a different person? Does each get it's own crowd? Would the chatter fill up your chat tabs so much that you couldn't see tells and team chatter? If everybody gets their own crowd, what about the lag that would probably create for people?

    Things like that need to be addressed before something like this goes in, and I'm just not sure if I think that it is worth it or not.

    I certainly understand your desire to feel more appreciated within the city. I really just don't know how to do it well enough, given the number of players we have.
  4. Quote:
    Originally Posted by Vitality View Post
    1q?
    2q?
    Q1 = 1st Quarter of 2010.
    Q2 = Second Quarter of 2010.
  5. Quote:
    Originally Posted by DumpleBerry View Post
    Tentatively scheduled for 1Q, right?
    That was the goal. I'm betting that it'll be late Q1, early Q2.
  6. Aett_Thorn

    Aura Proc Rates

    Quote:
    Originally Posted by Heraclea View Post
    I've always been curious as to when proc IOs do fire in auras. That they do seems a given, because of the issue that's been around for a long time about the firing of IO procs in taunt sets, which yielded the curious result that you now can't slot taunt sets in taunt auras.

    Since that came down the pipe, I've always put procs in auras. Dark Watcher Chance for Recharge Slow in RttC. Pacing of the Turtle recharge slow in Mudpots and Quills. Chance for Buildup in Invincibility. I have often wondered whether these things really were useful in those powers.
    In a toggle or auto power, the Proc has a chance to fire every ten seconds. Now, keep in mind that those things can fire off with no one in range, such that they can fire off when you won't see any effect from it doing so.
  7. Quote:
    Originally Posted by Thaumator View Post
    Not quite. You've demonstrated your loyalty by paying the company more money over a longer period of time than others. You haven't accomplished anything else but exactly that. If the same amount of money was paid to the company in the form of a catch-up program, then so be it.
    Except that the money gotten over that longer period of time is what has kept the game going until now. THAT is what they are rewarding. Money paid during the time that the company needed it.
  8. Aett_Thorn

    Aura Proc Rates

    Quote:
    Originally Posted by prev1 View Post
    Oh I wish toggle and passive procs were 1/sec, unfortunately the number is 1/10 sec. The general rule that I use is: If it affects ME, put it in a passive (Numina, Miracle, P. shifter, etc.). If it affects THEM put it in a click (Dam, -Rech, -Recov, etc.).

    There are a couple of black sheep. The force feedback and decimation procs work well in click powers. Your mileage may vary of course. I just found that the slot was worth more elsewhere on almost all dmg/taunt auras. That would include CoF/OG.
    Not really what the OP was asking about, though I understand the source of your confusion. The OP used the term Proc to indicate when a power fires off, not when Set IO procs in it will fire off.


    However, to answer the OPs question:

    Damage toggles fire off their damage once every 2 seconds.

    Cloak of Fear: 5 seconds
    Oppressive Gloom: 2 seconds
    Chilling Embrace: 0.5 seconds
    Invincibility: 1 second
    Against All Odds: 1 second
    Rise to the Challenge: 1 second
  9. Quote:
    Originally Posted by SunGryphon View Post
    I need to +1 this thread before it's gone.

    Oh, and talking to ten people on Freedom doesn't even begin to be a good sampling for a survey involving bases. Go talk to a thousand people on EACH SERVER, and then get back to us.
    Nonsense. I talked to a couple of my friends this morning. They're all democrats. Therefore, everyone is a democrat.

    Perfect logic there! :-)
  10. Quote:
    Originally Posted by Paragon_Blade View Post
    I love all of these suggestions. And unlike the other responder I don't care that it is hard to make them work. I want them.
    The "other poster" only said that one of them was hard to do, that being Phase Shift allowing you to go through objects. And that really will probably never happen due to how the maps work now. The building isn't a solid object. It's just a place where the map juts into the air. It's empty on the inside, and if you can run through it, you'd tend to fall through the floor of the map.

    Everything else he said was this:

    Hasten and Super Speed: Probably already being worked on.

    Teleport: No need for this change.

    Flight: Could be really, really annoying. More so than it is already.
  11. Aett_Thorn

    Let us solo TFs

    Quote:
    Originally Posted by DumpleBerry View Post
    I still support removing the TF/SF team size requirements.
    I disagree. I'm not a fan of changing them because, while you can solo them if you want to now, and it really doesn't take that much work to get people to sign up just to start the TF and then quit it, it does tend to encourage teaming to do them. And that is the point of them, to be the really only team-based content that we have.

    It's great that people can solo them, but to get rid of the factors that do encourage you to run them as a team just doesn't make any sense to me.
  12. Yes, you can do that.

    Bonus: both characters of yours will get the badge!
  13. Doubtful, since they'll have the winter event going on then, and they tend not to have events overlap.
  14. Aett_Thorn

    Ice/Ice baby!

    Quote:
    Originally Posted by Finduilas View Post
    Yeah, definitely either skip Permafrost or delay it to the forties. Chilling Embrace, however, needs to be taken by level 10. Though I haven't played Ice Melee, it's my understanding that Frozen Aura has improved considerably, and should be included in a Ice Melee build. If there's nothing else you want to drop, I'd drop Permafrost in order to get FA.

    As for the slotting, where to start?

    Glacial and Frozen Armor are way overslotted; there are better ways to get the small E/NE bonus it offers, so drop the End and End/Rchg slots. I'm not a fan of Red Fortune in general, I think GotA and LotG have better bonuses if you can afford them, but that's your call.

    If you're going to add one additional slot to Smashing Haymaker, try an Acc/Dam or Acc/Dam/End from another set.

    Wet Ice is a toggle, and doesn't need recharge. Put an End Red in the base slot and leave it at that.

    Chilling Embrace doesn't need more than one End Red, so leave it at the base slot unless you want to slot it with a set. (If you do, Curtail Speed has a small 4-slot S/L def bonus that might be worth getting.)

    The added def for slotting CJ is pretty small; I'd recommend slotting both CJ and SJ with 2 Blessing of the Zephyr for the E/NE bonus. Without the Red Fortune bonuses, either two sets of BotZ or one of Eradication in either Icicles or Frozen Aura will get you to the soft-cap for E/NE.

    Energy Absorption can and should be slotted for defense as well as end mod. If you don't want to bother with a set, add another slot, drop one of the Efficacy Adaptors, and just stick a couple of common Defense IOs in it.

    Icicles is underslotted, especially for end reduction. It is a very high-end toggle and should be slotted for at 50-60% end reduction. You might want to frankenslot with Scirocco's and Multi Strike to make sure you get enough end red, accuracy, damage, etc.

    Tough is very underslotted for resistance, and the -KB IO is completely unnecessary since Wet Ice takes care of KB protection. Keep the Steadfast +Def, add another slot, and replace the other two Steadfast with a higher level resistance set. If you're already soft-capped for S/L/E/NE, Aegis is a good choice since it provides a nice F/C bonus for three slots.

    If you take Frozen Aura, (and I think you should) it would be a good place to put 3 slots of Eradication for the E/NE bonus. Erad is low on end red, so add another couple of slots from Scirocco's Dervish or Multi Strike to make sure it's fully slotted.

    Hope that helps! My experience with Ice Melee is very limited, so hopefully one of the IM experts like Aett or Tundara can give you some advice on the attacks.
    This...all of this.

    Frozen Aura is pretty much a key power now, and should be taken at level 38, no later.


    That being said, there are two things that I will add to Finduilas's excellent advice:

    1) Ice Melee is a control-heavy set. As such, I like to take Ice Patch much earlier. Although the animation is long, the power is fun, and can definitely help your survivability in certain situations, even if you have soft-capped Defenses. Also, Ice Patch only needs one RecRed in it to be perma'd, especially with a high-level IO in it.

    2) Frozen Touch. This is a great power. It's got better DPA and DPS than Greater Ice Sword, IIRC, plus it has the Hold component to it. I would choose Frozen Touch over GIS any day of the week.


    One other thing that is more of a recommendation, is that Hoarfrost is a pretty bad place for any sort of Proc. Since it's a click power, the +Regen will go for 120 seconds after you click it. Since you won't need Hoarfrost up all of the time, and it's a waste to use it just for the +Regen effect, I'd say that you could move that Proc to one of the slots in Health.

    Hope this helps a bit. And Finduilas, definitely good advice there.
  15. Aett_Thorn

    Day Jobs Plus

    They are bonuses. They are essentially free stuff that you can get when you come back from a weekend of not playing, or not having played a certain character for a while. They are not supposed to be all that persistent, or always-on things.

    Take your XP one, for example. If it were turned into a toggle, you could toggle it on right at the end of a mission, complete it, and then turn it back off again. Using up about 30 seconds of time, instead of needing to have it on for the whole mission. This would lead to the ability to exploit it in a way that it was not designed for.


    The Day Job system was pretty much added in to give you a reason to play alts, instead of just one character all of the time, and I think it works just fine doing that.
  16. Quote:
    Originally Posted by Shard_Warrior View Post
    Interesting choice of words on Posi's part. The AE Custom Critter changes the devs implemented totally ignore this risk and/or time to reward ratio. There is no incentive to make challenging custom critters that have powers above and beyond what non-custom critters have.

    If an author creates a custom critter or custom NPC group that has more powers/is more difficult than a standard NPC, where is the greater reward for the greater risk?
    And this may get looked at again. However, the backlash was to be a bit expected, especially when the Devs, many times, said specifically what it was not to be used for, and people still used it in an exploitative fashion. I'm betting that the rewards wouldn't have been as severely reduced if people had voluntarily not used exploits, but I guess that was asking too much.
  17. Quote:
    Originally Posted by tensionfade View Post
    People keep saying this, but it does_not_ have any mention of that on my AE edition box. (I pre-ordered off Amazon - so I had it long before any of the XP changes went through.)

    (I think AE is fine giving XP btw - but the whole "it says it on the box" is not persuasive and to me, inaccurate.)
    Fair enough. I was wrong on that. However, in many interviews and posts here on the boards, it was clear that the Devs did intend for it to be an alternative leveling path from 1-50. And like BAB said here, that doesn't mean that it was supposed to be equal, but it was supposed to function in a similar way.
  18. While there are no sets specifically that add Psychic damage to a scrapper, there are a few other options out there for a Psy warrior.

    1) A Dark Melee character might be a good reflection of a psy warrior, using mostly his hands to do the damage, and coloring it as light as you can get it. Would be a good concept for a character that siphons the psychic energy from his enemies.

    2) A MA Scrapper that uses the alternate animations to make it more of a punchy set.

    3) a WP/ Tanker, since then you can add the Taunt set Psy damage proc to pretty much every attack that you have.

    4) I think that SR as a defensive set works, especially for the reasons that you point out, and can be colored pink to make it represent psychic energy, as well. However, WP also works, so that should be fine, too.

    5) Like Tensionfade said, a Widow or a Brute, once GR comes out could work. The Widow for the actual psychic abilities, and the Brute for the same reason as the Tank: allowing you to slot the Psy damage procs in your attacks.
  19. Quote:
    Originally Posted by Invincible_Ninja View Post
    I want to super transfer one of my characters but I don't know where the server transfer button is. Could anyone tell me where it is?
    In the game login screens, where you go to login a specific character, there should be a button in the lower right hand corner that takes you to the store. Click on that, and you can purchase a server transfer token from the store.
  20. JE Saist, AE was advertised as an alternate leveling path from level 1-50. It just was. On the AE Edition boxes, it was specifically listed as such.

    So, if people want to use it to level from 1-50, it should remain so.
  21. Still easy to farm, just have to switch characters instead of staying on one. So, instead of farming one character to 50 in a week, you farm 7 over 7 weeks, or whatever.

    Custom critters that are very, very weak, should give out less rewards.
  22. Quote:
    Originally Posted by Tokyo View Post
    Not really the same thing but thanks for the link.
    You should read more of the thread. It does get there.
  23. Quote:
    Originally Posted by IanTheM1 View Post
    The ability to keep 10 enhancements with a respec has been called "generous" by Positron. As it stands, enhancements are meant to be semi-permanent, and the need to craft new ones is likely seen as a viable influence sink.
    This. It's supposed to cost you something to take them out.
  24. Sooo...you're proposing an alcohol-based set in a Teen-rated game?

    A Blast set with only one single-target attack, and that's the Snipe, which only does light damage?

    A set which has no ability to really stack effects on bosses? So would be fine at dealing with minions, okay at lieutenants, and just a big endurance waster against bosses and up?


    Assuming this is serious:

    1) Wine Splash and Moonshine Splash should have their secondary effects swapped. Moonshine, especially high-alcohol moonshine, has been known to cause blindness in people who drink it. So, I'd think that -perception would be more thematic there.

    2) Give the set some single target attacks. It's okay to be AoE heavy, but it shouldn't be ONLY AoEs. Especially in the low levels, the lack of a ST attack would be killer on the endurance bar (pun intended).

    3) The set should probably go from least alcoholic -> most alcoholic. So, beer on the bottom, moonshine at the tier 9.

    4) The set should have as another drawback a secondary effect that causes +Res (Cold) to all targets hit.

    5) I don't know how many drunk people you've been around, but semi-drunk and drunk people are VERY easy to mind control. I've gotten drunk friends to do some pretty stupid things in the past.
  25. Out of curiosity:

    Why would somebody that's never worked for the Vanguard have access to the Vanguard Weapons?

    Why would somebody that's never come across the Rularuu have access to swords from their dimension?

    Why would somebody who's never fought a Nemesis troop have one of their guns?


    Are there RP reasons around this? Sure, but there's just as many against, really.

    Game-wise, it's probably don't to encourage people to play through a variety of content on each character.