William_Valence

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  1. No, that would be so horribly overpowered. That would severely break the game.

    It'd be awesome for a short while, but that's definitely a no-no.
  2. William_Valence

    10 Pet Advice

    It looks like you don't have mids.

    Mids is a build planner that, if you spend much time on the forums, you will see a lot of.

    Mids can be downloaded from here http://www.cohtitan.com/

    Play around in there a bit, come up with something you like and if you have questions, post the build (short form with data chunk) and any of your questions. That's the best advice I can give right now.
  3. William_Valence

    Pet Commands

    No you're wrong.

    You're "test" arn't tests. Go into the game, set your pets to Follow/Defensive and jump into a group. You should see grey numbers above your henchmen when you take damage even if they don't. That's BG mode. Then you tell them to attack an enemy, an you will take more damage and the grey numbers will stop popping up above the Henchmen's heads.

    Also, the first buttons you get, and the one you pull from the pet controls are pretty bad. I use Sandolphan's numpad controls, and I must say I have had to modify them on rare occasion they are so complete. Even when I do modify them, its for specific encounters and they usually get switched back when I'm done. I'd suggest you look into them.

    Either way, BG mode is Follow/Defensive only.
  4. Quote:
    Originally Posted by Arcanaville View Post
    Dammit, the forums ate my response. I'm going to short cut the thing the second time.

    Pengy's illustration isn't consistent with the problem description. The illustration is a good one for the standard physics problem of decomposing a force into two perpendicular axes, but in the problem as described the object is constrained to move along the y-axis, not parallel to its orientation. Pengy's diagram would be accurate if the car was constrained to move straight up and straight down.

    To apply such a force through a non-perpendicular surface is a little unusual. The example I can think up off the top of my head is a piston in a shaft with a trapezoidal surface:

    Code:
    
    *           *
    * _         *
    * __        *
    * ___       *
    * ____      *
    * _____     *
    * ______    *
    * _______   *
    * ________  *
    * _________ *
    *  ________ *
    *   _______ *
    *    ______ *
    *     _____ *
    *      ____ *
    *       ___ *
    *        __ *
    *         _ *
    *           *
    *           *
    

    Fill the top with water. The water should exert even pressure over the top of the cylinder. The water will also exert a force against the sides of the cylinder, but what we're concerned about is, given the pressure exerted by the water through the cylinder, how much of that pushes against the x-axis through the piston. And the answer is, I believe, zero.

    The issue of how you apply pure force through a non-perpendicular surface is sufficiently questionable so as to bring up the point that the problem as described may not be the problem as it exists.
    Sorry, I might not be understanding what he was asking, or your example correctly. Isn't that image representative of an object that's unable to move along the x-axis?

    You have an object, It is only able to move along the x-axis and a force is exerted along the Y-axis against the object. The object is unable to move along the Y-axis, so if it were flat the object wouldn't move. However in this case the object is at a 45 degree angle, so the force pushes both down and aganst the object's angle, causing it to move along the X-axis.

    I believe the question is how much of the force from the Y-Axis, being exerted, is pushing in the direction of the X-axis.
    Code:
    **************
    <- _  \/\/\/\/\/\/
    <- __ \/\/\/\/\/\/       
    <- ___ \/\/\/\/\/     
    <- ____ \/\/\/\/\/     
    <- _____ \/\/\/\/\/   
    <- ______ \/\/\/\/\/ 
    <- _______ \/\/\/\/\/ 
    <- ________ \/\/\/\/\/ 
    <- _________ \/\/\/\/\/
    ***************
    Or I could be stoned, who knows I -do- have the munchies.
  5. Abyssal Empowerment is your second pet upgrade. It works on all your pets, not just your T2 and T3, and gives them access to new powers. If you right click the power ingame, and look at the detailed info, it will show you exactly what powers it gives each henchman. That holds true for every MM primary.

    Enchant Demon is the same, but it's your first upgrade and gives your henchmen different powers than Abyssal Empowerment.
  6. So, it's been announced that travel power pools will be getting 5th powers added to them. I haven't seen any mention of the other power pools getting powers added to them. So I'd like to suggest a 5th power for those other pools. These powers would be different in intent from the new travel powers. These powers are intended for alternate progression through pool requirements whereas the new travel powers are more as an alternative high tier power for the player to reach.

    The powers would be T3 and follow the same requirements as T3 powers which I believe will be changing with I21 to allow access immediately without requirement.

    The powers:

    -Fighting
    Pain Tolerance: +20% maxHP

    -Concealment
    Diversion: ST foe placate

    -Leadership
    Enduring Presence: +5% maxEND

    -Presence
    Insulting presence: PBAoE taunt aura

    -Medicine
    Combat medic: Auto interrupt reduction (large) for Medicine pool powers

    So, there they are, my suggestions for a 5th power for the non-travel power pools.

    Whad'ya think?
  7. Thought you might like that one
  8. Dechs Kaison: Summon Epic WS +special

    Detailed info: Summon hostile spawn of +4x8 Malta for 3 seconds

    Yes, every time you summon Dechs you must take an alpha!

    Steelclaw: Summon Steelclaw +special

    When Steelclaw is summoned the player does a combo Laptop and spew animation.

    Yes, every time you summon Steelclaw You need a new keyboard!

    Golden Girl: Summon Golden Girl +special

    When Golden Girl is summoned she /e A random player is instantly told they need to log back into the game.

    Yes the forum log out bug has reached the game itself!
  9. Sonic Resonance just needs to be better at debuffing than thermal by a margin similar to Thermals advantage with regard to Buffing, otherwise there's no reason to pick sonic over thermal except concept.

    To that end, I'll make my suggestion of adding -22.5 dam and -200% regen to the three debuff powers; Sonic Siphon, Disruption Field, and Liquefy. Those would be controller numbers by the way, and defenders would get better ones obviously.

    That's really all that would be needed, I think.
  10. William_Valence

    My MFing Build

    Quote:
    Originally Posted by Dechs Kaison View Post
    My priorities were as follows:
    1. Recharge Bonuses
    2. Enhancement Values
    3. Bonus HP/regen
    4. Accidental bonuses

    If you look at my build, you'll see that I have two sets of three Devastations for the high HP and regen bonuses. I did not, however, get HP anywhere that I thought I could get better enhancement value out of, such as with Call to Arms.

    I suspect most player's Warshade builds to prioritize this way:

    1. Recharge
    2. Defense
    3. Enhancement Values
    4. Accidental bonuses

    Slotting for defense often means not getting all the enhancement you want unless you throw extra slots at your powers. The biggest problem for a WS is that those slots are hard to come by. Then again, the defense multiplies your resistance, reaching insane survivability. Stygian Circle and Sunless Mire can easily make up for any lacking enhancement values, as well.



    It's entirely possible that I didn't emphasize it enough. A good many of my characters build for high HP, to include my Mastermind and my Brute. HP is an effective way to get more survival as long as you already have high mitigation elsewhere. Defense and Resistance each multiply the value of all of your hit points, so it is usually best to build one of these first. Warshades build for resistance by gaining recharge.
    Actually, the reason I was so intent on maxHP buffs is because, from what I can tell, they're often found alongside recharge buffs.

    Anyway, I'm able to put up a build now, and would very much appreciate a once over if you can. Just to make sure I didn't do anything too outlandish.

    Hero Plan by Mids' Hero Designer 1.942
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Moonshatter: Level 50 Science Warshade
    Primary Power Set: Umbral Blast
    Secondary Power Set: Umbral Aura
    Power Pool: Leadership
    Power Pool: Leaping
    Power Pool: Speed
    Power Pool: Concealment

    Hero Profile:
    Level 1: Ebon Eye -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(34), Dev'n-Acc/Dmg/Rchg(34)
    Level 1: Absorption -- S'fstPrt-ResKB(A)
    Level 2: Gravimetric Snare -- Decim-Acc/Dmg(A), Decim-Acc/Dmg/Rchg(7), Decim-Dmg/EndRdx(15), Decim-Dmg/Rchg(25), Decim-Acc/EndRdx/Rchg(27)
    Level 4: Orbiting Death -- Dmg-I(A)
    Level 6: Dark Nova -- P'Shift-End%(A)
    Level 8: Maneuvers -- LkGmblr-Rchg+(A)
    Level 10: Penumbral Shield -- HO:Ribo(A)
    Level 12: Sunless Mire -- Oblit-Dmg(A), Oblit-Acc/Rchg(13), Oblit-Dmg/Rchg(13), Oblit-Acc/Dmg/Rchg(15), Oblit-Acc/Dmg/EndRdx/Rchg(45)
    Level 14: Shadow Cloak -- LkGmblr-Rchg+(A)
    Level 16: Assault -- EndRdx-I(A)
    Level 18: Combat Jumping -- LkGmblr-Rchg+(A), Zephyr-ResKB(25)
    Level 20: Black Dwarf -- HO:Ribo(A)
    Level 22: Hasten -- RechRdx-I(A), RechRdx-I(23)
    Level 24: Stygian Circle -- Panac-Heal/EndRedux(A), Panac-Heal(45), Panac-EndRdx/Rchg(48), Panac-Heal/Rchg(50), Panac-Heal/EndRedux/Rchg(50)
    Level 26: Gravitic Emanation -- Amaze-Stun(A), Amaze-Acc/Rchg(40), Amaze-EndRdx/Stun(40), Amaze-Stun/Rchg(42), Amaze-Acc/Stun/Rchg(46)
    Level 28: Inky Aspect -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(36), Stpfy-Acc/EndRdx(43), Stpfy-Stun/Rng(43), Stpfy-Acc/Stun/Rchg(43)
    Level 30: Gravity Well -- Dmg-I(A), Hectmb-Dmg(36), BasGaze-Acc/Rchg(42), BasGaze-Rchg/Hold(42), BasGaze-EndRdx/Rchg/Hold(48), BasGaze-Acc/EndRdx/Rchg/Hold(48)
    Level 32: Dark Extraction -- C'Arms-Dmg/EndRdx(A), C'Arms-Acc/Dmg/Rchg(36), C'Arms-EndRdx/Dmg/Rchg(37), S'bndAl-Acc/Rchg(37), S'bndAl-Acc/Dmg/Rchg(37), S'bndAl-Dmg/Rchg(39)
    Level 35: Stygian Return -- RechRdx-I(A)
    Level 38: Eclipse -- Aegis-ResDam/Rchg(A), TtmC'tng-ResDam/Rchg(39), ImpArm-ResDam/Rchg(39), RctvArm-ResDam/Rchg(40), Acc-I(50)
    Level 41: Quasar -- Erad-Acc/Rchg(A), Erad-Dmg/Rchg(45), Erad-Acc/Dmg/Rchg(46), Erad-Acc/Dmg/EndRdx/Rchg(46)
    Level 44: Vengeance -- LkGmblr-Rchg+(A)
    Level 47: Nebulous Form -- Zephyr-ResKB(A)
    Level 49: Grant Invisibility -- LkGmblr-Rchg+(A)
    Level 0: Freedom Phalanx Reserve
    Level 0: Portal Jockey
    Level 0: Task Force Commander
    Level 0: The Atlas Medallion
    Level 50: Spiritual Core Paragon
    ------------
    Level 1: Brawl -- Dmg-I(A)
    Level 1: Sprint -- Clrty-Stlth(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 1: Dark Sustenance
    Level 1: Shadow Step -- HO:Micro(A)
    Level 10: Shadow Recall -- EndRdx-I(A)
    Level 4: Ninja Run
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Health -- Numna-Regen/Rcvry+(A)
    Level 2: Stamina -- P'Shift-End%(A)
    Level 2: Swift -- Flight-I(A)
    ------------
    Level 6: Dark Nova Bolt -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(33), Dev'n-Acc/Dmg/Rchg(34)
    Level 6: Dark Nova Blast -- Apoc-Dam%(A), Apoc-Dmg/Rchg(31), Apoc-Acc/Dmg/Rchg(31), Apoc-Acc/Rchg(33), Apoc-Dmg/EndRdx(33)
    Level 6: Dark Nova Emanation -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(27), Posi-Dmg/Rchg(29), Posi-Dmg/Rng(29), Posi-Acc/Dmg/EndRdx(31)
    Level 6: Dark Nova Detonation -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(3), Ragnrk-Acc/Dmg/Rchg(3), Ragnrk-Acc/Rchg(5), Ragnrk-Dmg/EndRdx(5)
    Level 20: Black Dwarf Strike -- C'ngImp-Dmg/EndRdx(A)
    Level 20: Black Dwarf Smite -- Hectmb-Dam%(A), Hectmb-Dmg/Rchg(19), Hectmb-Acc/Dmg/Rchg(21), Hectmb-Acc/Rchg(21), Hectmb-Dmg/EndRdx(23)
    Level 20: Black Dwarf Mire -- Armgdn-Dam%(A), Armgdn-Dmg/Rchg(7), Armgdn-Acc/Dmg/Rchg(9), Armgdn-Acc/Rchg(9), Armgdn-Dmg/EndRdx(11)
    Level 20: Black Dwarf Drain -- Dmg-I(A), Dmg-I(11), Numna-Heal/EndRdx/Rchg(17), Numna-Heal/EndRdx(17), Numna-Heal/Rchg(19)
    Level 20: Black Dwarf Step -- Winter-ResSlow(A)
    Level 20: Black Dwarf Antagonize -- Taunt-I(A)



    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
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    |78DA6594C94F535114C6EF6B5FA994D2813294A9656EA1505A418DE284B2014121A|
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    |F10FB32|
    |-------------------------------------------------------------------|
    That's not -that- insane, is it? Depending on what sets come with I21, I might move slots from Inky Aspect to Dwarf Strike. As for Pnumbral Shield, I just can't seem to get the Eye aura right in the costume creator, so I use it
  11. I always use one of the supernatural faces when I want to do this. Be nice to see, but maybe that will help you until then.
  12. William_Valence

    My MFing Build

    Quote:
    Originally Posted by Dechs Kaison View Post
    I like the enhancement values more. I think those are worth more than the 16 HP I'd get our of Call to Arms.
    Where would you put +HP on your list of priorities when it comes to High end WS slotting? My build strategy was Recharge then +HP, because of the immense ammount of resistance. I'm not the best build-maker, but I was seeking as much of both as I could.

    I'm not at my home computer right now so I can't post a build, I was just wondering how much you valued +HP bonuses, because you didn't seem to say that much about them in your guide. Either that or I missed it, but they seem like they'd be extremely powerful for Warshades.
  13. [Local] Moonshatter: Are you guys considering a preview system for free/premium accounts to let them test stuff before buying it?
    [Broadcast] Positron: Moonshatter, they will be able to preview any costume set they want
    [Local] Moonshatter: Costumes yes, but is there any thought toward a Sig arc or powerset preview system?
    [Broadcast] Positron: Not at this time, Moonshatter, we'll have to see what demand for that is like
    [Local] Moonshatter: Cool

    From the first round dev event today.
  14. William_Valence

    My MFing Build

    Wow, we went for some very similar build points, I like that build. Working on getting purples now, but I'm glad I saw this first. Gave me some really nice ideas. Out of Curiosity, why Expident Reinforcements over Call to Arms?
  15. Floodgates, my favorite name by far. You could also imagine my suprise when even in I19 on virtue server, the name was available

    Need to get that guy to 50 already Dark/fire tank FTW!

    It is amazing that /Fire is one of the best sets for replicating water

  16. Actually, I remember them NOT releasing any results from the polls. I don't know where you got Psychic weapons/armor as the top, and would really like to look at that.

    Either way, Street fighting was a very often requested set and depending on how it plays and looks, I might be re-rolling a MA/Shild to a SJ/Shield

    QQ and I just got Dragon's Tail!
  17. All my hero's stories are tied both to my other hero's and the game lore. They were connected to the lore from the beginning, but once I remade William Valance the illusionist, I decided to tie them all together. Then when the incarnate stuff was first being hinted at I decided to push their stories into that direction. They are very concerned with what's going on in Praetoria and with the Coming storm. I have a few Praetorian Loyalist heroes that are in that group, and they care very much about what happens in Praetoria.

    So yes, at least my heroes care about what's going on in the game world and with the various storylines in it.

    I haven't figured out what I want to do with my Villains, though. Some of them are connected to the storylines, however, I don't know if I'm going to have them care about that fact.
  18. Quote:
    Originally Posted by Another_Fan View Post
    Quote:
    Originally Posted by William_Valence View Post
    Did you really just compare a kin buffed scrapper to a vannila blaster and try to use that to prove a point?


    Impressive.
    No. Once again I suggest basic reading comprehension for you.
    Honest mistake, I saw the numbers you were using and knew the actual numbers were different. There is a thing called arcanatime. Arcanatime is = [RoundUp(CastTime / 0.132) + 1] * 0.132. This means that the actual animation of Charged brawl isn't .83. It's actually 1.056. When you use the correct animation time, the blaster's version wins at the recharge cap. 3.056/1.656= 1.85 or scrapper gets 1.85 charged brawls to the blaster's one. 57.8*1.85 = 106.93. Not by much, but it wins. Which is still entirely irrelevent, and not an accurate representation of the AT's damage.

    I assumed that your results were because you were buffing the scrapper not the blaster. I was wrong. You were still wrong, but I admit I misread what you were saying. At least the first two lines of my post. The rest of what I said is still accurate.

    Also, I've shown that you were wrong with your method of comparison. The Damage per cast cycle of one power isn't an accurate comparison of the two ATs damage outputs, even more so when you don't even know what the cast cycle is. You made the claim that scrappers outdamage blasters. Still waiting for you to prove it.
  19. Quote:
    Originally Posted by Another_Fan View Post
    [CODE]
    Oh wait a sec, Blaster charged brawl recharges in 10seconds scrapper charged brawl recharges in 3.
    Hmmmmmmmmmmmmmmmmm
    That wouldn't have an effect on the damage output of a power would it ?? I mean if you were trying to compare powers you might want to mention something like that, otherwise someone might think you are being deceitful.

    I mean just on the face there, charged brawl has a .83 second animation, and a 3 second recharge so its going going to fire 2.5+ times as often, so over time its doing roughly 140 damage to charged brawls 109. Hmmm Boy isn't math fun.

    Oh I know recharge thats the ticket. Lets see the recharge cap is 500% Well I suppose a few kins will help here, at the cap scrapper charged brawl cycles every 1.43 seconds to blaster charged brawls 2.8 this is looking good for you cheer up. 2x57.8 =115.6 vs 109 Oh noes it looks like you still don't know what damage output is.

    so just again

    Code:
    Damage/cycle time
    AT          Scrapper   Blaster
    Base        140        109
    Max Rech    115.6*     109
    
    *Not considering critical hit blaster doesn't consider defiance because we are talking max buff


    Were you trying to show something ? Because when you take your real world situation it doesn't seem to say what you think it does

    Indeed this math stuff is fun.
    Did you really just compare a kin buffed scrapper to a vannila blaster and try to use that to prove a point?



    Impressive.

    In many cases, such as charged brawl, the blaster version has a higher damage scale than the scrapper version. Accompanying this is a higher recharge to fit the Dam/rech/end ratio guidelines. However, the blaster versions get a distinct advantage in DPA. DPA is the Damage per activation time. When you're just firing a single power off over and over, you need to be aware of the DPS (cast cycle) which is the damage / (activation + rech). If you're chaining multiple powers together, you need to be aware of the DPA or the damage/ activation.

    It's the DPA of attacks in powersets such as Marial arts that shows the most effective way damage can be delivered is by using the power storm kick as many times as possible, while filling in recharge gaps with the highest DPA attacks in the set. Another example would be Firey melee for scrappers. Assuming all powers are slotted Acc/Dam/Dam/End/Rech/Rech; Scorch looks like good damage due to having the best DPS (cast cycle) but when trying to get the most damage out of the set, it actually hurts damage output to use it. Incinerate has the greater DPA, so you start with it, then you fill in with attacks that take up it's recharge time, while dealing the most damage in that time (DPA). Incinerate has a 6s recharge time when 2-slotted for recharge (SOs). That recharge is best filled with Cremate/Fire Sword/GFS with a .192s gap. Trying to fill this gap with Scorch actually lowers your DPS. Oh, look a 3s rech power with half the damage is less valuable for dps than a 10s recharge power with twice the damage, despite the DPS (cast time) being so much larger for the lower recharge attack.

    whodathunkit?

    I didn't consider recharge, not because I was trying to pull a fast one. It was because I understand what a Real ingame senario would look like, and recharge is of much less importance than damage. You are completely misleading people on damage output, and you either don't care or don't understand. My guess is some combination of both.

    Quote:
    Originally Posted by Another_fan View Post
    And throws it out there to completely mislead when if you look at damage output you get
    Funny. Really funny, when you compare a situation that, both, isn't representative of how the game is played and compares a power with buffs to a power without.

    Please stop pretending you have any clue about what you're talking about. You don't.
  20. Quote:
    Originally Posted by Memphis_Bill View Post
    True. Germans come up with some hellacious compound words for everything.

    It'd be something like the Putcraftedsuperenhancementofvarioususedynamiclocat ionthing slot. If they used English words for it, for some strange reason.

    (But really... yeah, "Interface slot" just doesn't do anything for me. Heck, two of my friends are engaged - to each other, even! - and even as not-shy as they can be, it gets not even a titter from them.)
    Huh huh...you said titter
  21. Quote:
    Originally Posted by Another_Fan View Post
    LOL, lets go through this, in a subthread talking about how survivable blasters are you did an analysis of their damage. Even at that you didn't consider that other ATs can just as much damage as a blaster and didn't need the full team to support them doing it.
    First, in a thread talking about what blasters bring to the team, and if other ATs bring more, I did an analysis showing they don't. And even if it was a thread talking about how survivable they are, an analysis of their damage would be warranted to see if they are less survivable while getting damage to compensate.

    Also, please, please, please, please, PLEAAAAASE show that other ATs can do just as much damage as blasters. PLEASSSSSE!

    You won't because you refuse to back up anything you say, but if you put on that helmet and brave the trecherous calculator to do so, for once, I'll give you credit.

    Quote:
    Originally Posted by Another_Fan View Post
    Now finally :

    You can't grasp the idea that it's better to be able to two or more things at once than being able to only do one thing at a time, I have no idea what I can do to help you, except maybe ask how many cores does your cpu have and are they hyperthreaded.

    To go back to what you showed, it is that at some point adding a high damage scale AT is better than adding more buff/debuff. Its not even a complete analysis from the point of considering the other high damage ATs versus the blaster. Seeing as Scrappers have the same damage scale for melee that blasters have for range and also crit even when at the damage cap thats a problem.

    What you are missing is that I never argued with that.


    No that isn't even in doubt. Not by a wide margin.

    If you feel that isn't the case argue with Arcanaville here http://boards.cityofheroes.com/showp...0&postcount=86
    Her logic is flat out wrong from the inception but at least I won't have to wast effort on the argument.

    Or maybe you feel defiance 2.0 was enough to take the worst to being not the worst ?
    Again, the discussion is if blasters are bringing something to the table that other ATs cant, or do other ATs bring everything blaster's do and more. Blasters bring the highest level of damage available.

    The discussion is not, if blasters underperform in solo situations.

    Wait, you may have just tried to back something up!

    Shouldn't have gotten myself so excited, you're still just spouting off random stuff that doesn't make sense. Blaster ranged mod 1.125 melee mod 1. Scrapper melee mod 1.125. WAIT 1.125!!!!! SCRAPPERS DO MOAR DMG ONOEZZ!!!111!!!1

    WAIT! Lets look at a real world situation and see if this is even possible (see what I did there, and if you'd take my advice and actually see if the problem you're preaching exists, then you'd be less laughable)

    Electric blaster vs electric manipulation: Charged brawl (scrapper) = 57.8 damage <> Charged brawl (blaster) = 109!

    Manipulation is not a strait port to Melee, and you have to check individual powers in their case. I could compare directly between Blasters and corruptors because their powers had the same damage scales which reduced to the AT damage mods. This is not the case for Blasters vs Scrappers. Manipulation sets are balanced differently, and need a much different comparison method. Also, many powers in the set are of a utility nature allowing the Blaster to branch out into other types of effects than just damage.

    If you wan't to say other AT's do more damage than blasters, you'll need to prove it. Go ahead, I'll wait.
  22. Quote:
    Originally Posted by Another_Fan View Post
    Granted. I really don't put much effort into most of my replies on this topic. For me its like talking to a young earth creationist, after I have shown them that a volcano has rebuilt itself 4 or 5 times or the eroded strata in the grand canyon whats the point ?

    All the creationists do is put their fingers in their ears and start repeating themselves. The CoH equivalent is this http://boards.cityofheroes.com/showthread.php?t=265933
    No, the equivalent is me showing there's a point where damage is more important to a team or at a certain point enough damage makes survivability meaningless and any addition to the team is meaningless, and you continuing to say that blaster's are replaceable on teams. And one better, that I'm ignoring the value of splitting up and not taking TEAM CONTENT on as a TEAM.

    Are there issues with the AT? Yeah.

    Is the AT obsolete and passed up by every other AT? NO. That's the issue.

    If you have specific issues with blasters, you should gather data and pm a dev with the information and a suggested fix. List out, this is problem one. This is why it should be fixed, this is how it should be fixt. This is problem two, this is why...Ect.

    Raging about how useless blasters are with nothing to back it up is just a waste of time, and an annoyance. Pull you're fingers out of your ears, and start a rational, reasonable discussion on the topic. (this thread isn't that topic, it's the topic of "Are blasters surpurflous?") I'm sure people will be happy to discuss real issues with actual facts supporting them.
  23. Quote:
    Originally Posted by Winterminal View Post
    A paid-for power set will not actually give anyone any more strength than another power set. It is for this exact reason that there will be no way to purchase access to the Incarnate system.
    I disagree with this slightly. I believe the reason individuals won't be able to purchase incarnate access is to push them -HARD- in the direction of subscribing. Ouro aside, with two character slots total. They will hit 50 and be like everyone was before iTrials. They'll wonder "what next". Then they have to choose. Either nothing, or subscribe. This is a big part of why the trials are the focus IMO, because the more there is when freedom hits, the easier it will be to market. Not so much GG's theory that for some reason the devs feel our cosmic level characters cant take part in cosmic level stories solo, dispite already doing so, before being cosmic level.


    Quote:
    Originally Posted by Winterminal View Post


    I am not crying doom, and I'll repeat myself saying that there needs to be incentive for Free players to become VIPs, but limiting access to certain parts of the game is not the way.

    In this particular case, I actually want to be proven wrong, and I welcome any responses that attempt to do so. I only ask (for whatever that is worth) that you approach it objectively and avoid outlier examples and/or what-if situations. As this is is a massive multiplayer online community, I am referring to the general majority of the player base.
    It is the way, and no offense to the person in the video, that was about the only area he got wrong. I'll admit it wasn't so much that he was wrong in general, but because he was talking about something that doesn't apply so much in our case. He was talking about monetization through microtransactions whereas we're supporting a subscription with microtransactions. These are different things with different goals.

    The goal here is to entice players to play this game, then hook them into subscribing. The monetization does two things. First it trains players that spending money give more access to the game, making it easier to get them to jump into a subscription. Second it supports the subscription income allowing them to budget new things that would have been out of reach. Additionally it allows them to modify their content creation pipeline to better bring items to the player.

    When you do tiered memberships like freedom will, (freedom isn't F2P so much as tiered), you create senarios similar to the one they discribed with Ingame stores. The first tier should be easy, if not trivial, to work through. When they do they will learn, this action->that result. The action being "pay money", and the result being "get game access". This isn't so much a community split, as it is a trial. In a F2P game where the only pay options are microtransactions, it splits the community by making every action gated. However in a tierd system, these gates can be sidestepped, and thats the explicit goal of the system here.

    However to do it right, there needs to be a way for them to try what they're missing. The best way is one I suggested when they first annouced Freedom. That is, giving paying customers tokens that they can give to free customers. They would allow for access to content that's...above their pay grade if you will.

    But really, the way their doing it is about the only way it could work. That is, a microtransaction system supporting subscriptions.



    Quote:
    Originally Posted by ShadowNate View Post
    Honestly here is what we got.
    There is us. The community. Who allready pay perfectly happy. -Nothing- is being taken away. So long as we don't stop paying.
    Before when you did NOT pay you GOT NO ACCESS AT ALL.

    Please explain to me how this splits anyone at all besides returning, non-paying customers who right now can't play whatsoever from the people like us, who make up the community as is.
    *removed tired mode edits*
    Grouchy pants need to come off. Also that was a bad time to whip out that copy/paste. What he was saying is a valid concern. The goal of CoH Freedom is to bring in more players as paying subscribers. One of the biggest reasons CoH has the player retention it does, is most likely the community. So it's a valid concern that they'd be shooting themselves in the foot if they split the community. Asking why it should be done this way is not unreasonable at all.
  24. Quote:
    Originally Posted by Another_Fan View Post
    Is that what you thought you were doing ?

    Then you needed to do the analysis with regard to weather adding a scrapper a brute a tank or other at represented a better choice than adding a blaster.

    That would be just one more thing that you missed.
    In a situation where the survivibility threashold has been reached, Damage > all. It isn't a given that a debuffer will provide more damage than a damage dealer, so adding a def/corr/cont isn't a given. In team makup situations where survivibility threashold is reached and the damage dealer is > the force multiplier, the blaster is -THE- best choice. My proof was that a Force multiplier isn't always the best choice, and it can be beat by pure damage. (BTW this -was- addressed in my other post)

    However when the ability to survive the challenge hasn't been met, that's the priority. Remembering that you need less survivibility when you have more damage. It's in these team combinations that Brutes/scrappers are a better choice, because they bring lesser ammounts of damage, but the survivibilty to deliver that damage. Combine that with enough supplementary damage, and their lesser mitigation becomes just enough to defeat a given challenge, with less concern toward gaining more survivibilty.

    Adding a Tanker is usually enough to hit the survivibility threashold. Again, once the ability to survive incoming damage is reached, the priority is maximizing outgoing damage.

    This is a delicate balance of numbers, that you've shown a complete inability to understand. However, the point is that blasters are not replacable by other ATs and, as expected from a game, some choices are better than others a certain times. The great thing about this game is, that better doesn't mean absolutly neccesary.
  25. Ah ha! I see where my mistake was. I was assuming you were contributing to the coversation of whether or not blasters were surpurlous on teams. You know, the point of the thread.

    Instead you were going off on some terribly pointless tangent on the classification of Corruptors as damage dealers, and if their health should count as damage dealer's health.

    My bad, I shouldn't have assumed you were adding to the actual conversation.