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Aesthetically, I dislike the new textures. They have a higher-quality look about them, but, IMO, they look nothing like a warehouse. They remind me of the basement of old institutional buildings from the sixties and seventies, like hospitals.
Actually, the fact that the blocks are green makes them look like public washrooms you would see in a state-built public rest stop.
As textures in an isolated sense, they're nice. Visually, I don't find them appropriate for purpose. -
Quote:I couldn't imagine that your comment was about soloing pylons, as people in this forum don't normally bring an inspiration stack in order to do that. (Why not bring a stack of Rages?) I would have hoped that was clear, since I spoke about drops, and no one is going to get inspiration drops soloing a pylon. Also, my first post in the thread was that I thought SM would be bad for DPS in a pylon soloing exercise.If it takes you longer than 16 minutes (half a tray of purples) to solo a pylon, you aren't doing anywhere near a Scrapper's DPS potential. If it takes you 32 minutes, your build probably isn't optimized for single-target DPS. At 16 minutes, your DPS is about 168. For comparison, top-end DPS builds go over 200. If you have a 200-DPS (under 9:00) build, but use Shadow Meld, you are losing 12% of your DPS which cuts you down to 176 DPS, or a 13:15 time. I think losing that much DPS is worth gathering up the purples for.
On teams especially, I find inspiration drop rates abysmal. I have found I cannot rely on it if I actually need it to achieve any given performance/survival level. If I need inspirations to survive, I bring them (edit: and if I need them for very long, then they run out.) In my experience, looking for them as drops is not viable unless you're (a) solo, and (b) strongly AoE enabled. I've tried relying on drops even solo with a single-target oriented primary, and it's just not viable for sustained performance above what my build can handle on its own. With decent AoEs, it works much more reliably.Quote:For general play on teams, I get plenty of purple inspirations or stuff to combine to make purples. As a /Fiery Aura Scrapper, I have 32.5% defense to all vectors. That is usually enough for most situations, but I can soft cap easily for tougher fights. -
Quote:Good luck getting a purple inspiration back as often as you can use Shadow Meld on an IO'd build.Inspirations can be more useful than Shadow Meld. They last longer and take much less time to activate.
If you're actually talking about general play and not Pylons, which was the OP's question, I find this comment/advice pretty laughable. (edit: If you're running an AoE-heavy build it can work out. If you're running something like DM or MA as your primary, it doesn't.)
But the OP's question was about soloing Pylons. -
I think the main downside with using it to do that is the negative impact on DPS of the ~3 second activation time.
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Quote:I'm well aware. I was here from pre-release and aware of the game's goings on (through others) for more. I had a Regen Scrapper as early as the very end of I1.Well...except that IH was a toggle in the first place. It was a toggle from I0 to I5 (GDN/ED).
The fact that it was a toggle before does not mean that the devs would give us its current level of HP recovery as a toggle now, even reduced from its glory days as it is now. My statement stands that compares to asking for things like Build Up as a toggle, as long as one is aware I don't mean for the comparison to convey true scale. The devs would not give us Build Up's click power stats as a toggle, and I don't think they would give us IH's click power stats as a toggle. Both would be reduced. -
Which is "more powerful" isn't really a clear question. The two powersets are very different. One has more "burst" healing, the other is more steady.
Willpower has less tools for reacting to sudden spikes in damage. It pretty much does what it does all the time, and if they's not good enough for a given situation, Strength of Will is its only real panic button. However, it comes with decent resists, some defense, and always-on bonus HP.
Regen has much less layering. Every hit hurts, but Regen is all about reactive management. It has lots of tools for reacting to damage. Its baseline regeneration is lower than a WP, particularly with foes around. It has more buttons, some for panic, some for businiess as usual.
WP, equipped as it is with some defense to start with, is possible to softcap, whereas for Regen it's really only reasonable to softcap Lethal and Melee defense, and only with Broadsword or Katana contributing Parry or Divine Avalanche. In an IO-heavy "game breaker" build , WP has to get the nod on this basis.
Ultimately, the two play very differently. WP rewards you very little for how good a player you are, where Regen can be very satisfying if you like feeling like your power activation choices and timing were big factors in your success. On the other hand, if you choose poorly or have bad timing, or just don't like micromanaging your mitigation, Regen can be a harsh mistress under stress. -
Quote:That is so not when that happened, or why.When COV came out (Issue 6) the reason for IH to become a click power was that Stalkers didn't got Quick Recovery, so the devs changed the power. Now, with fitness been inherit, there is no excuse for IH to be changed again. Maybe it won't happen, but what the heck.
And no, there's no way it would become a toggle at its current power. I'm not saying the level of power is the same, but this is fundamentally like asking for Strength of Will or Build up to be made into toggles. Sure, they could be, but they would not be nearly as strong as they are as clicks. -
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I very much doubt this has anything to do with farming. Players in PvP aren't dropping anything, including inf, prestige, or salvage. That's pretty clearly broken. My guess is something broke in the attempt to make players drop Incarnate Shards.
This has happened before.
And yes, it's broken right now. -
Quote:Against level-shifted stuff, yes. Effectively, we could be looking at the equivalent of fighting +14 foes. (Level 54 plus as many as 10 level shifts.) That's just not even worth thinking about.Not that I'm adding much to the discussion, but as soon as the rare and very rare versions of the Alpha slot and other Incarnate abilities come out that apply level shifts, the purple patch will make purpled out builds fall way behind.
It brings up an interesting thought, though. Con color is already railed at purple for level 50 characters looking at level 54 minions. I wonder what a level-shifted mob looks like in terms of listed level or con color. A level 54 boss with 10 level up-shifts would, without some other indicator, look like a normal level 54 boss, but would abruptly wipe the floor with a non-incarnate level 50 character. -
IMO, one of the reasons people dig Stalkers is similar to why many dig Blasters. You do a big chunk of damage fast and hope you kill stuff before it kills you. The curve is somewhat gentler for Stalkers, since they do get armors and mez protection, but it's also somewhat steeper in other ways - like the very narrow single-target focus most Stalker attack sets get.
As mentioned, if you don't enjoy that roller coaster, then Stalkers may just not be for you. (I think it's worth noting that the powersets many people do favor for Stalkers are the ones that I think work hardest to smooth out the ride by providing very high peak damage mitigation.) -
Quote:I know I wandered across it in my own musings back during the great I4 Regen wars. It pops out of a fairly basic attempt to calculate how long a given average DPS that's going to kill something eventually takes to do so.I forgot the exact formula that I got by reverse engineering Arcanaville's survivability spreadsheet, so I rebuilt that one off the top of my head. I don't believe I was ever actually given that formula, but you could probably give credit to Arcanaville or one of the other old school number crunchers.
T = HP/DPS
But when there's regen in the picture, "DPS" has to be "net DPS", which is (applied DPS - HP regen rate). Since we are talking about DPS that will win out, we know that regen rate is lower than applied DPS, so the quantity has a reasonable sign.
T = HP/(DPSa-R)
Applied DPS is the part of raw DPS that gets past your mitigation.
T = HP/((1-M)*DPSr-R)
All that's left then is to note that average raw DPS can be expressed as Damage/Time.
T = HP/((1-M)*Damage/T-R)
That can be rearranged into the formula posted before. -
Quote:Seriously? Good luck convincing them that this is "griefing".Obitus, if you follow me from forum post to forum post griefing me I will report you. Last warning.
Giving people "last warning" over such thin threats rings extraordinarily childish, IMO. "Look out, I'll totally put this paper cup on your head!" -
I'm not a fan of the Curse of Weariness. I think it's a brutal effect that lasts long enough that it goes from "challenge" to "annoyance" for a lot of people. That said, I did know it existed thanks to the RWZ arcs, so I knew what it was when it hit me. My 1st character through the arc did not have a Cursbreaker temp power on hand. I did, however, have blue inspirations in my tray and a Geas of the Kind Ones in reserve. Fighting Holtz as an EB I was able to win the fight just based on inspirations. I did turn some toggles off to save end, but I obviously needed to keep attacking.
On the whole Apex task force sidebar, I ran this tonight for the first time. After reading a lot about it, I was kind of worried the damage patches would annoy me. Honestly, I didn't really see the big deal. Well, except for the time one got me because I was standing on a hill, and the "warning" patch was invisible because of how it clipped through the slanted hillside. But that's more of a bug/limitation than an issue with the patches themselves.
I don't know, maybe my pre-CoH days as an avid FPS-er make hazards like that more natural for me.
(This was a team of mostly melee characters, too, by the way. Four Scrappers, a Bane, a Nightwidow, an Ice/Storm controller and a Dark/Dark Defender. We not only succeeded, we got the badge for Battle Maiden without dropping any temp powers or the like.) -
I like going on TFs quite a bit, but I would be very happy to see story arcs. I'll be really shocked if there aren't some in the works somewhere, to be honest.
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As with most things, the answer depends.
Here's an example. I have a DM/Regen with fairly high defense (for a Regen). But it's not really practical to soft-cap DM/Regen, and /Regen loves high recharge, so there's a lot of LotGs and a purple set in the build. I went for the Spiritual boost.
I am supposing having one purple set counts as "purpled". I really think the question should be more generally about richly IO'd characters, of which "purpled" ones are a subset.
Now, some of the character's major clicks have ED-"capped" recharge in them, meaning only the ED-bypassing part of the Incarnate Spiritual line benefits those powers. But my single-target attacks, many of which have Touch of Death sets slotted in them for melee defense, only have around 63% recharge slotted. That leaves more than enough room for the entire ED-compliant part of the Spiritual boost, meaning I'm basically going to get the full +33% recharge we can get out of the uncommon boosts. There's no way I could add that much global recharge without sacrificing defense sets. That was enough improvement to let me run the optimal DPS Dark Melee attack chain with only one very small gap.
Meanwhile, though, thanks to my IOs, I still have ~70% global recharge that stacks with the ED-bypassing 11% from Spiritual for my ED capped powers. -
Quote:And can you tell me how often it matters in practice whether that is 15 seconds of 17 seconds? If you needed 16 seconds to win and you were going to die in 15, did you just stand there and die?What is actually happening is that you face a situation where the damage is enough to defeat you, and you have a limited amount of time to whittle it down.
Do not translate across to what? I'm sorry, but does your CoH client somewhere list for you the DPS that AVs deal? Do you sit around and calculate the DPS that a Council spawn will deal, and compare it at various team sizes and level offsets? How do you come up with the numbers you will plug into these absolute expressions of survival you put forth as the better way forward? And I'm lost in a sea of numbers?Quote:It's significantly more useful, because it's trivial to say more defence is better. There's nothing enlightening about that.
It's useful because you can make comparisons between choices, instead of getting lost in a sea of % increases that do not translate across.
You've said it yourself - the answers to what's better is completely situational. But that's a non-answer to the question of how to improve a build in broad terms. To actually decide on something, you have to make assumptions. The immortality line model is based a set of assumptions. It happens to be a set of assumptions that work based on observations about how a lot of people play.
I'm going to reiterate that you did not show that. You made a statement about what you think it shows, and then you shot that down. Except that's not what it shows, so it's not very compelling that you shot it down. You didn't prove anything wrong except for, well, invalid conclusions to be drawing from the immortality line.Quote:Look, just stay with your survivability measure, which is proven to give wrong results already, several pages ago
Yep, it sure hasn't been working for me all these years.Quote:We're clearly at an impasse so stick with what doesn't work
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Quote:Sure, but that's not the same thing as what they do with Shards, and that's what was asked in the OP.They already scale exp/inf to teams very well. If they just boosted drop rates while on teams by whatever % is appropriate it'd accomplish the same goal without nerfing solo farming.
It's not that one mob has 8x the chance to drop one Shard when faced with a team of eight players. On every mob defeat, everyone has a chance to get a drop. Multiple people can get a shard from the same mob. Same result on average, but very different mechanic. -
Quote:I'm not sure if you're just not very good at English, or if you're actually very dense, but that's not what I said. I said they seek conditions where their long-term trend is immortality.The idea that someone seeks missions at which your HP doesn't move is ridiculous.
There's a name for what you're doing. It's called a strawman argument. You're claiming my position is both something it's not and something that's very easy to prove wrong. Then, disproving this thing (which I didn't say), you claim you win the argument. Doing that is called a logical fallacy, and to be clear, someone who uses it is not winning the argument.
No, that is not what you displayed. You displayed a case when mitigation <<< damage, and you showed that a higher immortality line did not indicate which mitigation source gave the best time to defeat.Quote:That's when the immortality line is useful: when mitigation = damage. I've already displayed that when this isn't the case, the method encounters big problems. Big enough as in: it's wrong.
There are so many things you're doing here that are confusing the issue.Quote:Base 60% chance to hit:
100 - 40 - 5 = 55.
If you ignore the initial 50% miss chance and describe defence the way Chaos String does, you get it looking very ugly very quickly. Else 5% defence equals... uhh.. -5% mitigation? Or is it 5/60 = 8.333% mitigation?
All critters in the game have hit chances calculated like so.
FinalHitChance = TotalAccuracy * (50% - TargetDefense + AttackerToHit)
There are limits on both the total and the parenthetical expression - they cannot be below 5% or over 95%.
Let's consider an imaginary minion had one attack on a 4-second timer that deals 100 damage. It would have a raw DPS output rate of 100/4 = 25 DPS. Its chance to hit an same-level character with no defense would be 50%, so the character would experience 12.5 DPS from our minion. Without something else in the picture, it's impossible for the character to experience 100 average DPS from this mob. Even if the character were badly defense debuffed the mob's hit chance can't exceed 95%.
But if this was now a +2 boss, its accuracy would jump to 1.56, and it would have a base chance to hit of 0.78, and our defenseless character would experience 19.5 DPS.
Give our character 5% defense, and he mitigates 10% of the average damage he would experience with 0 defense. Why? Because of the formula
above.
Minion Before:
25 DPS * 1.0* (50% - 0%) = 12.5 DPS
Minion After
25 DPS * 1.0* (50% - 5%) = 11.25 DPS
11.25 DPS / 12.5 DPS = 90%
You take 90% of the damage, and so 10% of it must have been avoided.
Boss Before:
25 DPS * 1.56* (50% - 0%) = 19.5 DPS
Boss After
25 DPS * 1.56* (50% - 5%) = 17.55 DPS
17.55 DPS / 19.5 DPS = 90%
So 5% defense allows you to mitigate 10% of the damage you would have otherwise taken, not 5%.
This is not plus five percent. This is 5% absolute defense score.
It's your approach to defense values as absolute rather than proportional mitigation that's at the root of why you're in such disagreement with so many other posters.
Except that's not usefully portable. I can't do anything with that in the game based on ordinary play experience. I can use the ratio approach.Quote:It's much cleaner to express it in terms of the damage it is actually mitigating, and it doesn't matter if they have a 95% chance to hit or a 50% chance to hit, 5% still protects you from 5% damage.
If I know that I can survive forever standing in the middle of X mobs, I know that if I increase my defense enough to halve the average damage I am admitting then I know I can survive in the middle of 2*X mobs. I don't have to know what DPS they are dealing. I only need to know proportions.
If I can't survive forever standing in those X mobs but I can win, I don't know for sure that I can defeat 2*X mobs if I increase my defense enough to halve my average incoming damage. However, the closer I am to full health at the end of a fight with X mobs, the more likely it is that I can win against 2*X mobs, or something close to it. This gets back to the heart of the assumptions about playing for the immortality line. -
If I wasn't clear before, and looking back I can see I probably wasn't, I wasn't trying to state that the immortality analysis gives you the knowledge to pick the best combination of mitigation (defense or DR) and HP recovery to any given DPS. It simply lets you pick a maximal value you can survive forever. You are correct that how that value was arrived at from its component values will affect how it performs under different DPS loads in excess of the immortality rate.
This in no way invalidates the usefulness of the immortality line model. The central notion behind the immortality line is that, over relatively long stretches of play, such as a single kill-all mission, a player seeks conditions that meet their immortality line. If their trend through a mission is to continually decrease in remaining HP, they tend to slow down, kite foes, reduce their difficulty, or take some other action to reduce the average damage they are facing and drive their HP trend towards infinite survival. Under these assumptions the difference in being defeated in 15.38 versus 17.38 isn't especially germane. The key is that the player was going to be defeated at all and so likely took action to avoid it. The higher the character's immortality line, the more combat stress the character can manage and still survive. Assuming increased combat stress has a relationship with increased reward, a higher immortality line will allow the character will be capable of a higher reward per unit time.
You're arguing for a different analytical situation, where that model arguably breaks down. You want to analyze the situation where a player and a mob (or two players) duke it out and race to see who dies first. As you point out, there's no way we can analyze that in the general case, because we can't predict what the foe's DPS output is going to be. But that doesn't mean that the immortality analysis is wrong. It means its not meant to model that situation.
And none of this has anything to do with what you argued against in your original post. Multiple posters in this thread have addressed that with very firm math, and you have not once responded to it. You have instead wandered off into other territory (taking the rest of us - including me - with you) about with the relationship between values of defense and regen for a given DPS. That's a different topic than the one you mentioned in your OP.
(As an aside, those are not the defeat time numbers I got for reasons relating to what Chaos String mentioned. You seem to be assuming that whatever is attacking you is missing 50% of the time at base. This is a poor assumption. Mobs above your level and/or above minion rank have greater-than-unity accuracy, making their base hit probability greater than 50%. All you can say with certainty is how your defense affects their damage relative to no defense at all. However, that's not especially germane as it doesn't change the outcome in your example.) -
All my 50s will be incarnates. None of them are less super than others except as dictated by the in-game limits of their powersets or ATs. All of them will be as super an example of their AT and powerset as I can manage to make them.
If I wasn't willing to invest in them, they wouldn't be 50. -
Specifically, defense returns are proportional to 1/(0.5-defense). Your time to defeat approaches infinity as your defense approaches 50%.
I can't think of a descriptive name for that function in the vein of "exponential".
I'm not sure when or where people started referring to it as exponential, but I agree that it's not correct. -
Quote:But if you choose a given DPS target, as the immortality line model does, you can see which changes move the time you survive higher. That's all that matters. That's mathematically the same as choosing a duration you'll survive and seeing what makes the DPS you'll live that long against go up.My point is exactly that. You should be careful about your interpretation. Expressing mitigation in these terms leads to false conclusions. It should be written as a quantity of mitigation. That quantity (if defence or resistance) will depend on how much damage you face.
A higher immortality line always means you live longer on average in the face of any average damage for which you will not already live forever. The actual numbers do not matter. I don't know why you keep referring to the exact damage for the immortality analysis. No one cares about that number. We only care about changes to a build that make it better.
Actual (random) variations in burst DPS may mean that real performance deviates from the average, but that's a limitation inherent in the math being used by everyone in this discussion.
Edit: if you are possibly trying to say that you don't like the limitations in the time averaged assumptions of the immortality or time-to-defeat model (the more general case Umbral posted and which I also use), you're doing so incredibly obscurely. -
Quote:Do you understand what percentages represent?If I can stop you here because this is where you have gone wrong. Your definition of incoming damage has changed.
Incoming damage MUST be determined from the start, else you end up where you are now.
He expressed change in incoming damage as a percent. There is nothing wrong with that statement. He did not change the definition of anything.
You don't have to know the absolute number to know that removing a larger percentage of any number is better mitigation. We don't understand why you can't see this.

