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Quote:Actually, now that I'm looking. Is city of data correct that Siphon life has a damage scale of 1? Looking at my AT mods sheet and the detailed info from the game, it is. If I'm doing the numbers right, and the balance numbers for henchmen are the same for scrappers, a 30s recharge attack should have a damage scale of a little over 5. Not 1. That would mean the attack should do, at level 50 for mastermind so 48 for zombie, 124.45 damage. Not 24.89 damage.I think Zombies are a bit under-performing because in terms of damage, they are at least 30% less than Genins and in terms of survival, they are not that stronger than Genins. Zombies fold just as easily as Genins.
I just think Zombie's 2nd upgrade sucks. Siphon Life recharges way too long at 30s. It needs to either recharge faster or does more damage for a 30s attack.
Is this a mistake or WAI? That might be one for the MM issues thread. -
Quote:I really like the ideas for changing the powers, but I still think it would be better to do something different when it comes to survivibility for zombies.After testing Necro and having several high level Necro, I would recommend:
Zombie
1. Add Lethal resistance to match Smashing
2. Zombie pbaoe Vomit should have a bit lower recharge. It has 12s recharge and while the damage is a bit higher than Projectile one, its radius is really quite small. I think either the damage needs to be a bit higher or recharge needs to be 10s. I am voting for 10s recharge so Zombie attacks a bit more frequently.
3. Siphon Life: This is probably the worst 2nd upgrade of all. Zombie's Siphon Life recharges in 30s and only does the same damage as Brawl. I think the recharge needs to be much lower and damage scale needs to match Stalker/Scrapper version.
Recharge 16s (keep the same damage and healing). 16s would match all the 2nd upgrade cone attacks like Full Auto Laser and Exploding Throwing Star.
or
Keep Recharge 30s with damage scale that matches Stalker's version (5.99xbrawl). Stalker's brawl damage is 20 and Siphon Life is 119.9.
I see you matched lethal resistance to zombies, but why no resistance for Grave Knights? C/N/P/T resist just doesn't cut it for a melee pet. Add to that the fact that 25% resist for Henchmen that, as a base, take 11% or 22% more damage already is useless.
One thing I realized when I noticed that the Lich and Grave Knights have no S/L resistance is, that they shouldn't have it. When all the zombies do their thing, the -tohit and control is what keeps them standing, not resistance. And it often works well. However some enemies highly resist -tohit and control which messes the game plan in an epic way. In these cases an ammount of resistance really won't help. Zombies (the T1 henchmen not a generic name) have 25% smashing resistance, but against enemies that resist the control and -tohit, they are often 1shot.
So to expand my suggestion for zombies a bit.
T1 Zombies get a Self rez with no strings. Full health and Endurance and that's it.
T2 Grave Knights get a Self rez with a 10s invincibility
T3 Lich gets a full Soul Transfer clone with stun and everything
One idea I'm tossing around in my head, is giving the Lich an auto power aura with the second upgrade that instantly recharges the T1 zombie's Rez. Or maybe the first upgrade would recharge T1 and the second would give an aura to recharge T2 henchmen, but I'm not sure. Possibly, that they couldn't use the rez without the Lich around. As long as the Lich is alive and in range, the zombies won't stay down. They would drop, but not stay dead, and the Lich itself would get one (powerful) second chance. -
Quote:Since the upgrades work as a Grant power type deal, I could imagine they would be able to keep them after Rezing. I would see it functioning in the same way as secondary mutation, which you get back after you rez. However that's just a guess. I could be wrong.This would add a good amount of flavor to the set.. But what about buffs and such? Is there any method that the zombies would retain (at the very least) their pet upgrades?
Even with the new end cost of the upgrades, I don't see how having to use them constantly would be any fun. -
Quote:Two ways. First is to right click the resistance power itself and look at the detailed info and real numbers. Only the description mentions S/L resistance while bothe the detailed info and real numbers show no S/L resistance.Oh really? I thought Lich has S/L resistance? How do you know it's not always there?
The second is to right click the Lich itself and look at it's combat attributes, more specifically the damage resistance.
I checked with all three upgrades, and the lich has the same resistance.
So the power description says it should have S/L resistance while everything else shows it doesn't. -
Quote:I agree that the pet AI is the single most important issue for MMs at the moment, but I don't believe that we've failed to express that. I have faith that the devs know it is a pressing issue and are working toward a resolution, and I believe it would be prudent to consider what might need to come next.BUT I think the most pressing issue for MM, and all other pet owners as well, is the movement AI. Sort that out first will be a significant improvement of QoL that has long been over due. (Last night, I noticed that runners are far more intelligent in negotiating obstacles: they jump when necessary instead of circulating on the ground thinking to jump or not; and they seem to know how trace a clear and direct path to run away.)
When the AI is fixed, and they're looking for the next thing to work on, it never hurts to have something ready for them to consider.
Quote:As to Zombies, I would rather they have better resistance than your new proposal. It is a good idea nonetheless and thematically make sense as well. With good enough resistance - better still with some heal powers alongside - Demons are rather tough pets. Likewise with Zombies, just scale up the resistance value, I suppose, will make them a lot less flimsy. -
Necromancy:
Bugs:
Lich:
Lich's Auto Resistance power says it provides S/L resistance, however the Lich Does not have any S/L resistance. -
So there are currently some Discrepancies in performance between various MM primaries. Right now Bots and Thugs are a good bit better than the others.
Melee pets have decent enough damage, but they don't often get to use that damage due to being in melee range and dying due to lesser available survivibility options.
Mercenaries seem to have a lot of good stuff, that's just doesn't function when used by the AI.
Demons seem to be at a good point, as far as I can tell.
So my suggestions
Necromancy:
Remove all the Zombie resistances. Yes I said remove them. It may seem counter to what I was saying about needing more survivibility, but zombies pay too much for an ammount of resistance that doesn't actually help. With the resistance gone, we could get something more useful.
What would be more useful? Replace zombie resistance with a new power called Undead. Undead would still have the status protection, but no longer have it's resistances. Zombies would then recieve a self rez, preferably soul transfer but that might be a tad too powerful. What this would do is allow zombies the ability to shrug off defeat and keep fighting while adding survivibility in the form of the rez's secondary effects. Undead's description would mention the rez as the survival ability.
Soul extraction may need to be modified to kill the targeted henchman then summon the spirit as well as working on a corpse (If that's even possible). If changed in this way, and their rez is recharged it should fire off.
Ninjas:
Each Ninja would get a Phalanx Fighting clone. The Jounin would get Grant cover with much less defense and a lot more Defense debuff resistance.
Mercenaries:
Medic- Remove Frag grenade from the second upgrade and replace it with a Rez power that only works on Mercenary pets
Spec ops- Replace Stun grenade and tear gas with Frag grenade and Acid Grenade (Venom grenade clone) Double the defense gained from stealth.
Commando- Add 10% chance for a 10s mag3 Disorient proc, to M30 grenade and Buckshot. Allowing the potential for greater control without consistancy. Also the control would be the product of a regular attack chain, preventing stupid pet AI from wasting the powers.
Putting aside Pet AI issues, MMs are incredibly fun to play. The Biggest issue is choosing which one. And while the primaries should be varied in playstyle, there should not be such a variance in effectiveness between sets.
While there are plenty of threads on individual sets, and changes that may be needed for a specific primary, there needs to be a consideration of where other sets stand currently, as well as where those sets may stand in the future depending on potential changes. -
Quote:Oh, lets see with Necromicus.So, how many costumes slots would you like to have on each character?
He has his bad guy costume, his Cimmorean Counterpart costume, his praetorian costume, his Amerika Korps costume (actually HER but whatever) and his street clothes.
I'd love to have at least one alternate costume for each of his extra-dimentional counterparts, and I would be giddy if I could make more. And I gaurantee I could fill 30 costume for this character. They may not be unique (there are only so many ways to do Nazi chick) but they would be there and loved.
So yeah, what Dechs said -
Does this mean we're getting new costume slots?
Plz?
Pretty plz!
With sugar on top and everything! -
Hey, how come mod 6 looks absolutly terrified now that your around?
And welcome -
Quote:So what, none of the other zones are fun? No zone in the game is fun except the chalet? Because if restricted access is needed for the chalet to be fun and exciting, then none of the non-restricted zones can be fun by extention.No it's not. It's actually a fact. The only reason the Chalet is still fun and exciting is because the devs restrict access to it while continually add to it. Players can't get bored of it during the rest of the year by farming it to death.
Quote:Players however are sick to death of the Zombie Apocalypse, Deadly Apocalypse, and Rikti Invasion because they happen so often. Many players either ignore them completely or leave the zone they occur in because they view them as an annoyance especially if they are trying to accomplish an outdoor mission of some sort.
Truth doesn't hurt, and even if it did your post wouldn't hurt enough to cause a tingle.
What's annoying is someone deciding to move from a standard get the point across, disagree without being disagreeable post, to one that crys dooooomm1!!!!11!! about how my suggestion will destroy the halloween event as we know it. And getting all hostile implying that I want the devs to ruin stuff for others so I can have shinys was a tad obnoxious as well. -
Dang it! You just made me think up an Elec/Dark stalker concept I don't have any time to build.
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Not the halloween event ones that give the badges "Hallow Spirit" and "Iron Warrior"
Quote:And no more people won't do the events if the Halloween tip mission is up all year round. People don't like the zone events because they are a pain in the ***.
That's complete garbage. It won't be special? So making the entirely new thing added to the event LAST YEAR, will take all the fun from the event? It would ruin it? Give me a break. Way to overreact, you should have stuck at /unsigned and left it at that. -
No, but you can access the candy cane vender. I see banners and zombies, but there are still no unseelie or halloween gms. I still can't ToT. I just think adding the tip, and obviously the badges/rewards, to the halloween mobs, then more people might actually do the events. I'm not asking for the whole halloween event to become year round.
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Quote:It's irrelevent how it's done durring the halloween event, because I'm asking for an additional method of having it drop from halloween mobs. And yes this is to make a method that is available year round.Was it? I thought it was from defeating "Trick" spawns while in costume. Either way, the costume was required. I think the OP is asking for the change so that the tip (and thus, the badges from it) would be available year-round, instead of just during the event.
The winter stuff isn't really restricted to winter as much as it's restricted to whenever the devs open the chalet. People horde candy canes so whenever it opens they could get stuff ASAP, and the chalet is opened from time to time for events and such. -
You know, critters from the zombie and banner events. Let them drop Halloween tips.
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So I was digging through my spreadsheet files, looking for something, when I saw one of my defense set ideas. Specifically Armored Defense, an endurance hog auto power set. When I saw that, I remembered the hardest part of working out numbers for that set was not knowing what the average expected survivability values were. Added to that, I had no idea what a unit of damage was worth compared to a unit of survival, or what a unit of endurance was for a unit of damage or survival, or even what a unit of survival, damage, or endurance is.
So I'm starting to break everything down to come up with average expected survivibility values, base and enhanced. Also, I'm going to try to give secondary effects, bonus damage, and endurance costs, values.
This will probably only be useful in the sense that it'll give me something to do, and it'll sit next to my AoE sheet collecting dust, but it got me wondering what people's opinions are regarding this game's balance. This game is definitely one of the more diverse when it comes to what powers do, and that creates interesting balance considerations, which in my opinion have been handled fairly well.
One thing I've always wondered was if there was a base template that was modified up and down according to some designed ruleset, or were powersets just eyeballed.
This is mostly just relating to Survivibility sets, and I know there are rules regarding damage/endurance/secondary/AoE for damage sets, but I'd still be interested in any musings regarding them and their balance, it's just a very interesting topic. -
Not always a DoT, according to mids at least. Spin gets 35.5 bonus damage in mids, which makes me confident as 35.5/78.8=.45050.
Though, like I said i'm not sure if burn or fireball or any of those powers get extra damage on top of that for being fire base. -
If I'm remembering correctly, it's 45% additional damage from FE. Not sure if there are any applicable corner cases or exceptions that would apply to your comparison.
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Quote:Imagine what'll happen when they finally port spines over to brutesI v been through the thread and its mostly SS have a bigger on, Claw has a bigger one, Elec has a bigger one and trolling all over the place. Can you please explain me what setting on mission use to optimise xp/hour (and what insp to use).
Anyway, pretty interested to see what happens with this. I personally think claws has better AoE. It'll be nice to see some actual tests and experience. -
Funny thing, back when I first joined the forums it was at the behest of a poor HR worker for cryptic who I was communicating with, and wouldn't stop. I was amazed that they didn't have a person to communicate with the community. Not as a wordsmith who just does releases, but as a member of the community who takes player issues to the development team, and vise versa. Idealy the person would spend time in game as a representitive of Cryptic (at the time) playing with, chatting with, and engaging the community outside the forums.
Tookem a while, but they got it down to a T -
Just goes to show they need to add weapon unlock vouchers to the E-merit vender.
/e George W laugh -
Quote:If something has 25% resist and you drop them to -5% resist, they take 30% more damage. Perhaps only 5% is from negative resist, but that's just because the enemy had resistance to start.To powerful how? If something has 25% resists and I drop that to -5% resist they take 5% more damage which is laughable, once you take it to 0% your already set since doing 1050 damage is no where near the power boost of taking only 750.
Quote:The +damage from negative resists is tiny. If the single targets did say -50% to everything then noxious gas adds on another 35% thats -85% which is enough to floor the resists of most everything in the game and those things would much resistant it would be worth... what three reds worth of +damage?
Quote:Which while nice is nothing a kinetic can't do FAR better. Further since AV's resist so much the much higher -50%'s are needed since an AV hit with -50% is only deals with an 8% resistance debuff which is nothing. If 5% of the debuff was unresistable we'd have a reason to bring poisons to AV fights since to get -20% resistance debuffs on an AV requires four Rads or sonics.
Anyway, If you make envenom and weaken competitive to the AoE debuffs on their own, then when you add NG they will pass the others up. And remember, resistance isn't the only thing being debuffed. Poison hits Damage, Defense, ToHit, Regen, Healing, Mez, and Resistance. This is a set with great ingredients, but poor delivery. -
Quote:Aha. That makes sense. I know of fraps, but I have an older laptop and don't usually run anything other than the forums when I play.I personally use FRAPS. It's a bit of amazing software that will give you a direct FPS readout on anything you're running and it's perfect for capturing video and screenshots from practically anything. You can run it in the background of the game and I don't think it affects performance, or you can turn it on only when you need editor screenshots like I tend to do.
The free version of FRAPS can only capture 60 seconds of video at a time and always puts on the FRAPS logo on it, but it has no limitations on taking screenshots that I've been able to determine. It saves its screenshots to its FRAPS\Screenshots folder as raw bitmaps, so you still need to crop them and/or save them as jpeg files, but I find it incredibly convenient. It actually takes better screenshots than City of Heroes does, or so it looks to my eye.
Was that screenshot better?