William_Valence

Super-Powered
  • Posts

    482
  • Joined

  1. I've had this powerset concept in my head for a while, so I finally decided to sit down and put it to paper. The powerset is a set it and forget it type defense powerset that's made up of passive powers. The Idea behind the set being good defense, good offense, but little control over the set with the likelyhood of effect saturation in powers. Of course I'm not going to be the most objective individual, so I got it to the point where I'm happy with it and want to see what other people think of it.

    Armored Defense (Tanker Values):

    Quote:
    T1 (auto power): Layers

    Resist damage (all): 30%, +MaxHP: 20%, Endcost .2
    Quote:
    T2 (auto power): Angles

    Defense (all): 10%, Endcost .2
    Quote:
    T3 (auto power): Mobility

    Taunt mag4 13.5s, +rech 20% +5% per enemy (max 10), Endcost .2
    Quote:
    T4 (auto power): Re-enforced

    Status effect resistance 10/12.98/1000, Endcost .2
    Quote:
    T5 (auto power): Conditioned

    +Maxend 10%
    Quote:
    T6 (auto power): Inspiring presence

    Taunt mag4 13.5s, 10% debuff resist +10 per teamate, mag 1 status resist to team +.5 per enemy (max 10), +10% resist to team (If mobility)
    Quote:
    T7 (click): Endure

    Self rez
    Quote:
    T8 (auto power): Extra weight

    Add firey embrace damage scale (smashing) to offensive powers, +20% endcost to all powers
    Quote:
    T9 (auto power): Hardening

    +10% Res (If layers), +5% def (If angles), +75% end drain resist (if conditioned), +10% health (If re-enforced), Endcost .2
    Obviously, pros of the set include a lack of any real holes, with the ability to buff your team, and some offensive improvement.

    My question is, are the cons good enough? One of the biggest disadvantages I tried to give, was a strong likelyhood that a player would run out of endurance, adding incentive to act in ways that bleed endurance, if they didn't pay close attention. Adding the attempt to make a set that will eat power and enhancement slots.

    Does the fact that players, cant turn a power off to conserve endurance, need to choose between larger numbers of effects when slotting, are unable to manage the taunt auras, need to manage +recharge combined with endurance penalties, and need to take nearly every power to be at the targeted efficency help balance the swiss army nature of the set?

    What might need to be changed, what's good, whats ugly?
  2. Quote:
    Originally Posted by Venture View Post
    She does, according to "The Scroll of Tielekku". "The Origins of Power" was written by a new dev who Did Not Do The Research (badly, with Critical Research Failures in the Reichsmann TFs) and whom is no longer with the company. It's just plain wrong, should be ignored and should probably be removed.
    Again, no.

    You're reading too much into the wrong things and not enough into the right things.

    ... tells the sory of how she harnessed the power of magic and tought it to gods and mortals.

    I can harness the power of electricity and teach others to do the same, doesn't mean I invented electricity.

    I can harness the power of the internet and teach other to do the same, doesn't make me Al Gore.

    See how that works? Harnessing the power and teaching it, isn't the same as inventing it. The Origin of powers arc simply details how she gained the ability to harness magic. She learned it from her followers. From there she went out as the Goddess of magic and taught others to harness magic as she was taught.

    Still no contridiction.
  3. Quote:
    Originally Posted by Venture View Post
    Yes, actually, it would.
    No.

    It only matters if the well, acting like the polka dancing chicken, had an effect on how you use the power.

    So please tell me, how is the well is behaving that any effect on how I use it's power? If you cant, than it doesn't matter what the well does or how it acts because it's irrelevant. I get it's power, and I use it. That's it. All it can influence is access to it's power not the manifestation. You have a good argument for Statesman and Recluse, but they're weak, and my characters arn't, and my characters don't get taken over by an overgrown water fountain.


    Quote:
    Originally Posted by Venture View Post
    Informed Ability.

    Saying a character or, in this case, object (or is it a character?), does or does not have an attribute does not make it true, especially if you then go on to write it in a way that shows it does not or does have said attribute.
    And ignoring the lore that doesn't agree with your position doesn't make your argument true. The story that the player runs through is as much a part of the lore, as Statesman drinking from the well. The story the player runs through, does not have them becoming magic, it has them unlocking access to a source of power. The well does not control how the power is used, it is up to the player to decide that, and it doesn't make the player the representation of a god, it gives them more power to use in a way they are capable of.

    Quote:
    Originally Posted by Venture View Post
    Yes, it is: in more of the hamhanded railroading we've been getting lately, Ramiel presents the player's ascension to Incarnate-hood as a not-quite Stable Time Loop. He's here to get you Incarnate powers because Future You needs them to fight the Coming Macguffin (sic). Ultimately it comes off as you going off and making a Faustian bargain because some guy who says he's from the future told you to. (We have no way of knowing if Ramiel is actually from the future, if what he showed you was actually in any way representative of any future events, or if Ouroboros in its entirety is legit, etc.)
    If you go through the incarnate process, it stands to reason that you would be an incarnate in the future. That is not hamhanded railroading. So the contact for starting the incarnate content saying your going to be an incarnate isn't railroading anything, sorry it just isn't. I guess, that's not actually true. If you never want to become an incarnate, your railroaded into that story about as much as having your character never fight the clockwork king yet you run Synapse.

    And while the character fights at the future Ouroborus, motive isn't defined, The objective of getting to Ramiel is, but motive for why is not. Why you want the power is never defined. Why Ramiel, and the letter sender wants you to have the power is explored, but why your character wants the power is up to the player.

    Faustian bargain? The potential for that would exist if you were allowed to take the fast path, but the only option is the slow path and the lore for that shows the only danger there is temptation of gaining the power faster. No faustian bargain here.

    And yes, silos has finally been outed for sure as nemesis but that doesn't mean Ramiel is a nemesis plot.
  4. Aha, Found out why I always thought Teilekku was a human. It seemed like, if you skim over WW's dialogue (Whoops) that Teilekku invents magic. Though it is indisputable that humans invent magic. This made me think that she was human. However she is not, and she did not invent magic.

    Quote:
    Originally Posted by War Witch to magic user
    She had discovered magic through her own worshipers
    Her worshipers invented magic, and she learned from them. As a god, and the first one (god) to use magic, she became the god of magic.

    Quote:
    Originally Posted by Ironik
    This is just wrong, sorry. Magic was created by Tielekku and given to man and some other gods.
    So this belief is incorrect

    Quote:
    I checked ParagonWiki and found no evidence of this. Perhaps I missed it, but it's pretty clear magic is something given to humans by gods and is imbued in objects either by gods or through their agents.
    And this one

    So the basic lore behind magic says, that magic is a learnable skill, a method of using power. Not inherantly some intervention by a god or deific representative. And that it was given from humans, to gods not the other way around.
  5. Quote:
    Originally Posted by Ironik View Post
    I can't speak for anyone else, but I'm ignoring it because it's irrelevant. Just because a magical doodad shapeshifts into a form you're familiar with doesn't change the fact that it's a magical doodad. Which is exactly what you're describing. In Ghostbusters Ray accidentally thinks of the Stay Puft marshmallow man when Gozer tells them to choose the form of their destroyer, but the fact it was a cartoon character didn't alter the fact he materialized due to magic. Same thing here.
    No, but what if Rolland from the circle of thorns used the web? He would still cast spells, he would just be supercharged. The web is tech or science, so does he become tech or science despite still using magic?

    Quote:
    Originally Posted by Ironik View Post
    I just read the Ross arc on the wiki and I have no idea where you're getting this notion. It's pretty clear from the context that the Leviathan and the Blood Coral are magical in nature. Invoking the demonic magic and the Midnighters underscores this. Ross is a magic user himself. They seem to harken back to the original intent of magic in CoH, where there are many different gods and therefore many different sources of magic, but in the end it's still just magic.
    Power never dissapears, it's just transfered. The power went from Meriluna, to the Levithan, to you. You dont change origin when your imbued with the power, my SoA still fired rifles, and flug grenades. The only difference was the ammount of power he could put behind it. What origin is Meriluna or the Levithan? Power is something that can be used, origin is how the power is used. And power can be transfered. It is little more than a commodity.

    Quote:
    Originally Posted by Ironik View Post
    Now, of course, the Devs seem to be trying to link everything to the Statesman/Lord Recluse version of Incarnates and that has muddied the waters but at this time most of the lore has "Made By Magic" stamped all over it.
    It may just be me, but I dont see this. In fact, it seems as if they're trying to make statesman and recluse seem weak, and give players an ability to surpass them.



    Quote:
    Originally Posted by Ironik View Post
    That remains to be seen. So far the only extant Incarnates are avatars of a god, so until they retcon that away then that's how it plays out.
    Out of curiosity, which god does the muscular boost make you the incarnate of, because I thought none of the player incarnate were representatives of Gods. Oh, and trapdoor doesn't seem to represent a god, while being connected to the well's power.

    Quote:
    Originally Posted by Ironik View Post
    This is just wrong, sorry. Magic was created by Tielekku and given to man and some other gods.
    Dont know why, but I always read WW's part as saying Tielekku was a human. Makes no sence but I did, my bad. Wait:

    Quote:
    Originally Posted by War Witch to non magic user
    The world was once full of gods. As of yet there was no magic as we would think of it today, only the powers of the divine and the spirit. Magic was created by man, but really wasn't used seriously until the gods needed it.
    Second, magic is a skill, more specifically:

    Quote:
    Originally Posted by War Witch to magic user
    the ability to bend, shape and tear reality through sheer force of will
    So how it is in the game, is simple. People access power, and use the power. The origin is how the power is used, and the source of power is irrelivent.

    Simple. I get power from the well, doesn't matter if the well is magic (and this hasn't even been show, or even likely), and I use the power in my tech. Guess what, I'm still tech.
  6. Quote:
    Originally Posted by Venture View Post
    They can write whatever they like; that doesn't make it so. The Well behaves like magic.
    The well could behave like a polka dancing chicken. It doesn't mean a thing. It transfers power to those that unlock access. This doesn't make the person magic, if it is in fact using a magical method of transfering power (which it's never stated or even hinted at), and it doesn't make them the representative of a god.

    And really how is it behaving, if it isn't behaving how it's written?

    As to the story, motive isn't written. You could be trying to get the power for whatever reason you want. The story is simply that you have in the future gained the power, and are begining the journey to reaching that future. That your character may have chosen the fast path, or decided to remain on the slow path is completely up the the player, and why you want the power is up to you to define.
  7. First, I would like to cuss out the forums. Kick me out, then don't let me log back in *grumble*

    Now:

    Gonna just say this again, because people like to ignore this part

    How the power is manifested:

    Quote:
    Originally Posted by Natural
    The form of the artifact shifts as it rests in your hand for a few minutes before forming into a mirror. It is big enough that you can just see your face within it.
    Quote:
    Originally Posted by Magic
    The form of the artifact shifts as it rests in your hand for a few minutes before forming into a magic symbol, solid in your palm.
    Quote:
    Originally Posted by Mutant
    The form of the artifact shifts as it rests in your hand for a few minutes before forming into a replica DNA strand, solid in your palm.
    Quote:
    Originally Posted by Science
    The form of the artifact shifts as it rests in your hand for a few minutes before forming into a solid piece of paper riddled with numerous equations and formulas.
    Quote:
    Originally Posted by Technology
    The form of the artifact shifts as it rests in your hand for a few minutes before forming into a schematic for some sort of device, though you're not sure what exactly this device is.
    That is how you manifest the power. As you can see, it depends on your origin. The well itself is simply a source of power for people it allows acces. How they manifest the power is dependant on them.


    Power doesn't have origin. Power is power. Where does the game lore say that there are 5 different sources of power, one for each origin? In fact, the Vincent Ross arc makes it seem like it is far more likely that there is just one type of power that is accessed by the 5 origins in different ways. The Well is most likely a new type of power for people to access. Again in a way that they are capable of. My Martial artist doesn't know magic, so he won't be flinging spells just because he's using the well's power. A power armor user isn't going to become some Magical beast.

    They just have more power than they did before, and it isn't magical unless that's how they choose to manifest the power.

    And being an incarnate Doesn't mean you're automatically the manifestation of a god.

    Magic, in this game, was created by man. Power existed before it, and it is not the catch all people are making it. Just because you can't place something, or something is "supernatural", and god knows what that has to do with anything in a comic book mmo, doesn't make it natural.

    Is a demon magic or natural? A demon might use magic, but if the demon uses power in no way other than what is natural for that specific type of demon then it is natural.

    In reference to those who are the manifestations of Gods in current lore, they don't really have that much free will due to "fast path" issues. It would be a fair argument that the well can choose how their powers manifest.


    And about the origin of power arcs, "Mutants as we know them". The lore specifically mentions at least two mutants who existed before 1938. Giovanna Scaldi and Brother Abelard Vernoux. Both mutants prior to 1938. The NPCs wouldn't know this, they shouldn't know this, but piecing together the whole story is preferable to freaking out on one part and saying it's better to ignore the whole bit.

    P.S Wise Sam is wise
  8. Quote:
    Originally Posted by The_Alt_oholic View Post
    ...
    But the orginal question and point of this thread still stands.
    ...
    It's really not that tricky of a question.
    The question wasn't in question. The assumption that you make that, all characters who go through the incarnate system, become gods or the representation of gods is.

    In fact, the whole pourpose of defeating Trapdoor is to get the artifact he has. An artifact that is connected to the powers of the Well of the Furies. On accquisition of the artifact it changes in a way that fits the player's origin. I.E. how the player will manifest the power they gain from the Well.

    When Skillgap, for example, gains power from the well he is going to use the power to improve his natural ability. He isn't going to gain the power of Gurglebile the god of nasty. He will have a new source of power that he can put to use in the best way he can. In his case his Martial arts.

    He won't be the manifestation of a God, he will gain godlike power that he can manifest in his own way.

    Here's a curiosity. What God was Hero 1 the incarnate of?

    You're right, it isn't that tricky. Being an incarnate doesn't mean being the manifistation of a god. It is having access to a new source of power that you can manifest in your own way.

    As to the well being magic, it isn't. It is simply power. That power is manifested in a way that represents the player's origin. If your magic it is magic, if your tech it is also, and so on and so on.

    Quote:
    Originally Posted by Well of the Furies
    The form of the artifact shifts as it rests in your hand for a few minutes before forming into a mirror. It is big enough that you can just see your face within it.
    The form of the artifact shifts as it rests in your hand for a few minutes before forming into a magic symbol, solid in your palm.
    The form of the artifact shifts as it rests in your hand for a few minutes before forming into a replica DNA strand, solid in your palm.
    The form of the artifact shifts as it rests in your hand for a few minutes before forming into a solid piece of paper riddled with numerous equations and formulas.
    The form of the artifact shifts as it rests in your hand for a few minutes before forming into a schematic for some sort of device, though you're not sure what exactly this device is.
    It is power, pure and simple. How the power is used depends on your origin, because that is how you manifest your power. Your power which is, upon unlocking access, power from the well.
  9. Ok lots of speculation. Also possible spoilers.

    Before Statesman and Recluse drank from the well, it was a "dark age". People with power still existed, Lady Gray and Possibly Nemesis, but the golden age of power from before was gone for some reason.

    Where did the power go? We know from Ross' arc that power never dissappears, so what does that mean? We know the power exists and it's not being used so it must be somewhere. Enter the cave where the well was located. In the cave there was a box, supposedly Pandora's box. It contained the creativity of the past millenia. The release of this creativity is what gave power to the heroes of this new age of power.

    Pretty story, but how does it translate to the game world? Assume creativity is a pretty name for power. That the box would contain all the power that was in existance prior, which is then released to the world once again.

    Now I like that idea, but to be honest there are too many holes. So what if creativity just meant creativity? The power was always out there, it just wasn't being used by the majority of the population. Creativity is released, and more people are inspired to channel existing power in some way or another.

    So, people are inspired to channel this existing power in various ways. These methods are our origins. Power sources are irrelevent, what matters is how the power is channeled. Take the Ross arc. There a lot of power is transfered to the player temporarily. The player has more power to channel through their tech/magic/ability, but they dont need to become the original user of the power. They remain themselves, just a version of themselves with a much greater level of power.

    Now take the STF. The web is intended to siphon the power of the others and give it to Recluse. People still have the ability to channel the power, however, the power doesn't exist for them to use after the web is activated.

    So it seems that in game, there are two things that are needed for powers, a source of power and a method to use the power. Without both, people have nothing.

    Origin is irrelevent. It is simply the method that is used to channel power. Rikti never used magic before, but because of their weaknesses they decided to learn how to use power in a magical way. The circle of thorns repeatedly attempt to siphon power from other origins in the same type of way Recluse tried to take power from other powered individuals. Quite possibly attacking the way people can channel power, leaving more power for them to use.

    How does this tie in to the well? The well isn't an origin. It isn't a method for channeling power. The well is simply a source of power. How your character uses the power is entirely dependant on them. That is at least for the slow path. Perhaps the quick path fills a person with an incredible ammount of power, and controls how they use it. It would explain why the power used by one "quick path" incarnate is similar to a previous version. I.E. Statesman and Imperious. It would also be a step to explaining why the well is capable of taking over the quick path incarnates.

    As for Natural characters doing things beyond what is possible for a "regular person", why can't a regular person possess a large ammount of power? Why can't my natural origin character look at that giant robot, say "I am the <Censored> Batman!", and after an epic struggle come out on top? Juking and jumping, targeting vital mechanism's in a "oooh this looks important" way, and in the end the machine drops and the day is saved.

    Anyway, my Regular person, natural origin, character is going to be an incarnate for sure. Skillgap is my new praetorian, the praetorian William Valance, and he's a MA/Shield. The incarnate system is just more power for him to put behind his techniques. He wont be a God, just very good, which will work with his, more special, techniques.
  10. Quote:
    Originally Posted by Aett_Thorn View Post
    ET needed a slightly higher activation time, but they way overcompensated. Having two powers in the set with 3+ second activation times is pretty bad. Energy Melee should be the single-target damage king, which it isn't anymore thanks to the animation times. Fix those, and the set is fine.
    I dont get this at all, why did ET need a higher activation time? It doesn't make sense.

    EM was the single target king. And nothing but. Why cant my EM kill that boss as fast as my spines kills those 5 other guys?

    This is an AoE centric game. ST is at a disadvantage, and being scared of giving ST sets damage that makes them a decent choice vs AoE doesn't help.
  11. So my Math/ character is a little anemic, and I was wondering if I could get a multiplication power pool to shore up his weaknesses.

    Now that that joke is out of the way

    I would like to see a Multiplication power pool added. The pool would apply the Doppleganger (fun word) tech to the summon henchmen power type, and let players summon coppies of themselves.

    I see the pool looking something like this

    1. Multiply

    2. Multiply

    3. Multiply

    4. Multiply

    Simple, right? I see one minor issue. Allowin 4 copies of a player just might be a little too powerfull. So penalties must be added.

    1. No penalty

    2. All henchmen copies are -1 of the player

    3. The player and henchman powers (and to ensure that this isn't inherantly ignored by MMs the penalty should be applied to all henchman) cost 10% more for each henchmen copy

    4. The player and henchman's health are dropped to 3/4 maximum

    Power customization for power pools doesn't exist yet, but if it did, potential customization could be selecting which Costume slot is coppied, and even adding the CoT doppleganger effect.
  12. Wow...um

    Ok. Why were A-merits added? Supposedly because the advangage of being gray was greater than the advantage of being pure. The fix was the addition of A-merits for the pure Alignments.

    Personally I don't care if, or even think it would be a good idea if, the gray alignments get their own A-merits.

    Before when A-merits didn't exist, there was no reason to stay pure because the gray alignments had everything the pure ones did and more. The method to add incentive to the pure alignments was, in my opinion, too much. I believe that something should be added to what is currently there to bring the total package of incentives for gray alignments, to the same level as the pure alignments.

    As to using other characters to gain the item a person might need. When I want to play, say, Test and Faith or Nagoh Shan. I want to play that character. I dont mind spending more time getting stuff, so long as there's equal benefit to the choice of having them rogue. Equal benefit doesn't mean exactly the same, it means if you dont have as much of this, you get some of this added until it becomes a viable option, gameplay-wise.

    Concept-wise, I love the idea of a rogue or vigilane alignment. I don't have any Vigilane characters, but I do have a rogue. I wan't my time spent as a rogue to be as valuable as time spent as a hero, villain, or vigilante.

    BTW, Did GG hack your account Lothic?
  13. First, for clouded http://wiki.cohtitan.com/wiki/Alignment_Merit Alignment merits are merits than may be used to purchase special items at advantage.

    For instance a single rare recipe roll cost 20 merits. However you may pay 1 Alignment merit to get 5 rare recipe rolls.

    Next, when the market forums is trying to see if it's more effective, when trying to get 2 billion inf, to do 30 random rolls or save for 1 pvp IO; that shows extreme mastery of most. Pure alignments have extreme reward access, better alignment powers, and don't truly lose much from lack of opposing content.

    All a player gets access to, through the gray alignment, is TFs and whatever content is being played at the time. They do not get access to the entirety of the opposing side's content. That and any content they might, possibly, get access to is available already by simply starting a new character.

    If all opposing side content was opened; badges, contacts, and ouro. In addition to a moderate economic advantage such as largish inf bonus for Vigilantes and a higher rare/purp drop rate (like 10% more often) for rogues. If that were done, I think the gray alignment could be considered jack of all trades as opposed to just getting access to content you could already do, and even then not get most badges for it.
  14. So I just finished up my second rogue morality mission, and have the duplicity power. After bouncing around, visiting some zones, and checking the merit vender. I've developed my first impressions of the "gray" alignment.

    It sucks

    I hate it. The rogue alignment is the only one that fits the character, and it's little more than a burden. Duplicity is worthless, though I guess if a character had a confuse to stack with it; it might be better, the rewards are, ironically, trash in comparison to hero or villain alignments, and i'm going to get a concussion from banging my head on my desk every time I try to leave Pocket D and that obnoxious prompt decides it has to show up. Twice.

    For a first pure alignment re-affirmation, you get 50 reward merits. For some reason, the time of a person seeking a "gray" alignment is worth less as they only get 30 merits. After that pure alignment morality missions give an alignment merit, where "gray" supposedly give 60 merits. Alignment merits are an immense advantage, when it comes to purchasing power. I think it's ironic that the alignment that's all about money and power is actually at a disadvantage when it comes to acquiring both. To buy a rare recipe with regular merits, it cost between 125-275 according to the wiki and I haven't been able to find a recipe that doesn't fit that assertion. To buy an uncommon recipe it cost between 50-75 merits. A random rare recipe roll cost 20 merits. You cannot get purples or pvp ios with regular merits.

    So I want to buy a LOTG +rech? I pay 200,000,000 or 275 merits. Alternativly I could hop on my hero and, if I have two alignment merits, set the level slider to 25 and buy one. If I have one hero merit I can pay 20,000,000 and convert 50 merits saving myself either 180,000,000. Or about 11.5 hours considering, iirc, the design intention was a merit/hour average of 20

    The power duplicity, it trash compared to Frenzy or Call of justice. A Pbaoe build up or a power either specifically built for your at, that if not is still a large damage/recharge bonus, is hella better than a confuse a bunch of minions that probably died in your first AoE attack chain. Additionally Most ATs and powersets, cant even stack additonal magnitude with it. I haven't tried Fear incarnate, but I can imagine it's much better unless your a Dark, ill, or mind.

    Oh, and not to mention having to look at the Atlas tour guide accolade every time I open my Closest to Completion section of the badge menu. Not being able to get Edge of Chaos because "Only Heroes are allowed beyond this point" kinda sucks noodles.

    Really, this is driving me insane. Is there something I'm missing? Is there some saving grace to the "grey" alignments, because from first impressions they are garbage for anything other than concept, and incredibly disadvantaged when compared to the pure alignments.
  15. So I was reading one of the other threads where someone, I think it was Sam, mentioned the Praet Penelope Yin arc. I had never played through this arc, so I went to the wiki and read through it. I believe much of the motive of the Malta can be found there. Just to be nice depending on how much you've played through *Possible Spoilers*

    They have concerns that their tech isn't at the same level as the Praetorian stuff. This would mean that they would want any tech that emerges, that pulls advantage from the Praetorians, the moment they hear about it.

    Additionally if they discover that the tech is ment to save the lives of metahumans in an invasion, and obvious secondary objective would be to prevent it's use by those metahumans. I believe this would be secondary because a group like Malta would look long term and see that technological superiority would be the more benificial goal in the long term, allowing them the ability to defeat more of their enemies.

    And looking at the story as an outsider, I noticed something interesting. The only evidence that shows Malta was even involved, is when the Titan showed up. It means that 'Peter' could walk up, say he's from Malta, be implicated in the whole situation, and there wouldn't be a shred of physical evidence that Malta even exists. Except for the Malta tech they sent to try an salvage the situation. All there would be is a bunch of dirty cops, sky pirates, and incoherant testimony saying some group no one can prove exists is responsible for it all. That actually sounds familiar. A Malta operation that no one can prove they did, that makes the people, saying it was them, look insane.

    So Malta operative that no one can prove is a Malta operative, approaches a Rogue PPD convincing him to steal the tech and the Information on the tech so it can be given to the people. He sets it up to be stolen by the Sky Raiders, and tries to make it look like the Family did it. But when he's found out, cuts his losses and simply tries to get the information on the tech for their use without worrying about preventing metahumans from using it. However his hostage was saved, his guards were beat, and he was arrested. And assuming the wreckage wasn't destroyed, the only way he could be linked to a group no one knows about is the robot they sent, when they could of just let him be arrested, and sprung or killed him later.
  16. In order of personal Importance

    Kheldians

    -Kheldian sash
    -Kheldian auras
    -Removal of Shapeshift animation times
    -Making Kheldian Inherant Zone range

    Traps

    -Something to replace time bomb
    -Something to stop acid mortar from making enemies go berzerk and run around

    Poison

    -Just look at it, and bring it to a point where you stop laughing at it

    Masterminds

    -Fix the AI please

    Stalkers

    -Make the Inherant zone range

    Arachnos solders

    -Can we get the rest of their arms in the Arachnos uniform please

    I'm sure I forgot something, but that would be a pretty good start.
  17. Lets see if I can check some of these off. Also, serial quotes incoming, long post follows.

    Quote:
    Originally Posted by Samuel_Tow View Post
    I've been accused of just not getting Roy Cooling's arc and its plot and continuity, and I'm willing to concede this may be true. So, in the interest of getting it, allow me to ask the following questions:

    1. What is "tech" that MediCorp scientists created, physically? It's referred to as a circuit board once (when you find it on the sinking ship) and as a chip twice (by Roy Cooling himself), but those are not the same thing, and they aren't interchangeable. Finally, what I give to Malta is neither a board nor a chip, but actual digital information - the schematics of the thing. I've been told that the tech may actually be just information, something along the lines of calibration data or software, but then why would it constitute a chip or a circuit board when neither is an information-carrying medium? If this were data, I'd expect it to be a disk, a disc, a flash drive, a memory card or anything else which is designed and made to hold electronic data.
    The tech in the story arc is an upgrade that is supposed to prevent *spoilers about anytime after here*

    Hero deaths from the incoming praetorian invation. Remember in the other thread where you were asking why people didn't know praetorians were invading? They do, they just dont publisise it, and are preparing in the shadows. They are aware of Tyrant's plan to shut down the Mediporter system so they can kill metahumans and this upgrade is ment to prevent that.

    Quote:
    Originally Posted by Samuel_Tow View Post
    2. Why are MediCorp scientists unable to simply reproduce the "device?" Neither chips nor circuit boards are hand-made, one-of-a-kind custom products that are inherently unique. They require precision machines that need to be programmed to produce them, and these programmes could have been kept. In fact, all Malta need to replicate the device is its schematics. Furthermore, why do I need the device itself in order to get schematics from it? Why would MediCorp scientists destroy their schematics? Wouldn't they have working blueprints or backups or a prototype of some sort? Why would they only ever make one copy? What if it broke or malfunctioned? What if it turned out to be defective? What if they ended up needing several? What if it turned out to not work all that great and needed to be changed and remade? What if it fried and needed to be replaced? I would understand if it involved some kind of space rock that's not found on Earth, but this is never explained.
    Remember all the villain missions where you go in, steal the item, and remove all the information from the computers so your the only one who has it? My guess is something like that. Likely not impossible to start from scratch and make a new one, but they seem to be more worried about getting it installed and functional before the invation.

    Quote:
    Originally Posted by Samuel_Tow View Post
    3. Why are MediCorp scientists unable to replicate the device once they have it? Why, more specifically, when Roy Cooling seems to be able to replicate its schematics just fine to give to Malta? Now, an argument can be made that MediCorp were trying to replicate the physical device while Roy was only replicating its schematics, but then replicating the physical device becomes irrelevant when they're not losing the physical device. They don't stand to lose anything by trading to Malta, because all Malta want is information, and information is infinitely copyable. So why bring up their inability to copy it at all? They act like I'm going to give up the actual device and MediCorp won't have it to install it, which is clearly not the case.
    He specifically says he's not sure why it's taking so long to replicate, but he's filed a complaint with FBSA. It's just a literary device to up suspence. You have no safety net, no margin for error. The real tech is on the line and so are the lives of thousands of supers.

    Quote:
    Originally Posted by Samuel_Tow View Post
    4. Why are MediCorp scientists trying to replicate the device to begin with? They clearly only need one copy, on account of their having only made one copy initially. They have no reason to replicate the device's physical form as they're not losing its physical form to Malta, and apparently replicating its schematics is easy enough for Roy to do it himself. So why are they trying to make copies of it? If they needed more copies, then they shouldn't have burned the formula and just made multiples right from the start. In fact, they should have done that even if they didn't need multiples, just to be fail-safe.
    Proof of concept. Prototype. They didn't make one device to start because that's all they needed. They made one device, because they had a theory of what might work, and wanted an actual device to test. And really who said they burned the copies themselves? It may well have been the people who stole the tech, that's responsible for that.

    Quote:
    Originally Posted by Samuel_Tow View Post
    5. Why do Malta want the device? They already seem to have mediport technology of their own, or at least technology that allows them to teleport away, so do they just want to protect that from the Praetorians? Do we WANT their people to be unable to mediport and die? I guess the implication is that if the device can be used to prevent the mediport system from being suppressed, it can be reverse-engineered to suppress it, but that's my own assertion, because this is never addressed. When given the chance to explain it, Roy just says it's unthinkable. The problem is that this implies that we all know what the consequences of Malta getting the device are, but we just don't want to think about it, when I am in fact dumbfounded. Come to think of it, the whole affair of "getting back" the data seems to make the story act like we gave them the physical device and we're trying to get back, and what's unthinkable is us not having the device and our mediporters suppressing because of it. But this is not the case, as we don't give out our device, but rather a copy of its schematics, so what's scary isn't what we don't have, but rather what Malta have, and this is never addressed.
    If the upgrade isn't installed in time, supers may well be wiped out in the invation. Thats kinda /exactly/ what the Malta group wants right?

    Quote:
    Originally Posted by Samuel_Tow View Post
    6. Why are Malta bothering cartoonishly extravagant plans? If they're trying to maintain a low presence, then sinking ships and kidnapping famous executives seems like a bad way to go about it. If schematics is all they need, why can't they just hack MediCorp's computers and pull them from there? Assuming MediCorp foolishly erased all backups making this impossible, why not dump the schematics from the device when it first passed through their hands? We know the leader of the Rogue PPD is working with the Sky Raiders. I'm sure he had access to the device at some point, or could have had access to it if he wanted to. Why couldn't he just copy its schematics, send it on its way to Europe, supply that to the Raiders and on to Malta and that way no-one even knows Malta were ever involved. In fact, why did Malta even need the device? Why stage a raid and sink a ship, when they could have sent one guy to sneak aboard, copy the schematics, reseal the crate and leave before anyone knew about it? They end up having the device stolen, sent abroad, stolen from themselves, and then they hold a hostage for ransom for it yet again.
    They want other people to be on the hook for this, however, you were too good for the elite group and revealed their involvement. Had you not interviened, there'd be a lot of Rouge PPD with egg on their face when they learn they were responsible for, not only the deaths of near every super, but also doing nothing to see the tech in the hands of civilians. All with malta presence being unknown.

    Quote:
    Originally Posted by Samuel_Tow View Post
    7. Why are Malta even trying to maintain a low presence to begin with? One would assume what Malta is interested is discretion, not uninvolvement, and the best way to be discreet is to use professionals who can be discreet, like their own commandos. We've seen that Malta use commandos for something as trivial as ruining a young heroine's career, banking that they'll be in and out before anyone even knew they were involved. If Malta wanted the device, they could have had it stolen by professionals on any number of occasions. Right at the start, beating the Rogue PPD to the punch, or taking it from the Rogue PPD with their own commandos, or infiltrating the ship with their own commandos. There are options there, and options that would have been far more discreet than relying on incompetent mercenaries. This just comes off as an excuse to not have Malta in the 20-30 games without actually explaining why they aren't there. Not being involved just seems like tying their own hands when it makes them more visible in the long run.
    Your probably right about keeping malta out of the 20-30 range, but really the best way to keep people from knowing your involved is to be involved as little as possible too. And from the way it's written the story does a fairly good job of making it seem like your efforts are the only thing that revealed them.

    Quote:
    Originally Posted by Samuel_Tow View Post
    8. If Malta are trying to keep their involvement secret, why do they introduce themselves as Malta? Why wouldn't Peter lie and say he represents The Patriots or some other made-up organisation? Why even introduce an organisation at all? There are really only two reasons to give the name of your real organisation in such clandestine dealings, and neither applies here. Either you want your organisation to take credit for your actions, which Malta clearly don't want here, or you want to capitalise on your organisation's reputation, which Malta shouldn't have to begin with being that they're a secret conspiracy. This strikes me as a rather unwieldy attempt to tell players about Malta, which isn't actually necessary and, to a large extent, ruins both their secrecy and the story's sense of mystery. Players don't need to know who Malta are before they find out "for real," and throwing an unexplained reference to them 20 levels too early could have been a much better approach.
    It seems to me as if malta was using the fact that, to most of the population, they dont have a reputation. With the ability to say just about whatever they want to get this person to work for them. If the target has an aversion to supers, using the natural vitriol you posses for supers would be the best way to turn him, and if you dont expect yourself to be revieled then there isn't a fear of using your orginization in conversation. As it's natural, and more importantly, true. He wouldn't feel as if he were being lied to.


    Quote:
    Originally Posted by Samuel_Tow View Post
    9. How does Roy Cooling know so much about Malta? He even implies he could talk about them all day if we had time, in turn implying that Malta are well-known. Where does this leave Crimson, then, when he claims Malta are almost unknown, even in intelligence circles? Where does that leave his and Indigo's spy game, their need for secrecy and their whole clandestine style operation when Malta are treated as knowns even in the early game? Knowledge of who and what Malta are is supposed to be restricted, to the point where in the above-mentioned hero career destruction, it's expected that no-one will believe the heroine when she talks about masked commandos, meaning that people don't know Malta exists. If everyone knows that, then she could simply claim it was Malta who attacked her, and everyone would believe it. Malta's entire shtick is their anonymity. It's what they need to operate, so how does Roy Cooling know so much about them? This is never explained, and it's a legitimate question.
    First of all, one government agent does not a well-known orginization make. It's the same thing I feel the need to say when you mention the origin of power arc. Just because one person in the game world says something, it does not mean it's the god-given law of the universe. NPC comments are only as accurate as so far as the NPC's knowledge allows. Second he says they could talk about their motives and twists all day long, but we have a deadline to meet. This implies, not that he could talk about Malta all day, but that it's a waste of time trying to figure them out, and that you need to just act.

    Quote:
    Originally Posted by Samuel_Tow View Post
    10. Why can't mediporters be made available to civilians? This is what this whole story is about, and yet the only reason we're given is "but I won't go into that." Why? This is legitimately interesting. What makes heroes any different from the ordinary folk when so many heroes are actually just ordinary folk, themselves? Roy mentions it's dangerous, but in what way? Is it bad for their health? I doubt it, considering they're enabling it for the sick and elderly, exact people for whom health-deteriorating effects would be the most dangerous. Is their some kind of extreme physical stress involved? Again, no, because we're talking sick and elderly here. Is the system somehow getting overloaded? We know there is some kind of bonding process involved with it, as Dr. Steffard explains in Praetoria's tutorial, but again - this doesn't explain why a cop on the force can't have a mediporter whereas a cop who has a super hero ID can. I can understand if the writer just didn't want to freehand what is essentially very important root canon, but someone has to, eventually. Isn't that what the story bible is for?
    Likely it has to do with the level of danger an individual finds themselvs in vs. available resources. Registered supers find themselves in much greater danger than others far more regularly, so the limited resources are directed at them. But of course that's just a theory. Also, the preatorian Medi-porter may well be an entirely different animal. There's no need for them to be the same thing. In the Apex/War Witch comics, wasn't it something attached to the dude's belt?
  18. William_Valence

    The Defence Myth

    Quote:
    Originally Posted by Arcanaville View Post
    See: Elusivity.
    I remember Elusivity from the last time you paddled me with it. I also remember you used to call it Anti-accuracy. The intention, correct me if I'm wrong, being to make defensive sets better resist tohit buffs when considering the efficiency of each point of defense.

    My question is, what would be the drawback of pulling player's defense completly from the tohit calculation. My thought being if you did this the only option would be to have a seperate defense roll prior to the tohit roll. If the defense roll is a success then skip the tohit roll as it already counts as a miss. This would make player defensive sets ignore tohit buffs when considering the efficiency of each point of defense. And depending on how you have the system check the rolls, you may even be able to make player defense useful vs. autohit effects. Defense debuffs would need to be modified, but that would be obvious.
  19. William_Valence

    The Defence Myth

    Quote:
    Originally Posted by Arcanaville View Post
    Soft-capped SR is certainly not weak, but I think people forget that cascade failure was just *one* of the SR weaknesses that were on my list of problematic situations. DDR virtually eliminates that one, but the others are still around, and while they aren't nearly as bad, they do significantly soften the strength of a soft-cap focused build. Autohitting damage and debuffs in particular are a double nasty because they can run right through soft capped defenses and make aid self problematic to use. And it seems the devs have started ratcheting up the tohit buffs in the last couple years, which is probably a reaction to so much defense buffs existing in the invention system.
    Because I'm feeling lazy, and I'm sure in your considerations of the defense mechanic you've already thought of this, I have a question for you. What would be the consequences of removing defense from the tohit formula? Or more accurately, adding a new mechanic that provides a percentage chance to avoid an attack, prior to any tohit checks and allowing npcs to keep the old defense.
  20. When I got these badges I used one of the following ultra-super helpful methods of participation.

    Summon thugs, upgrade, and after the event side was set put them on follow/aggressive while I spammed every power I had.

    Or

    Didn't bother to summon thugs, and I spammed every power I had.

    Both of those methods have suceeded, in fact, those methods have yet to fail.
  21. Arachnos soldiers seem to be missing a chunk of their arm when wearing their arachnos uniform.



    The part of the bicep that would be up against, and in some areas cliping into, the chest is missing. Makes the character look incredibly lanky and makes the arm look abnormally long.
  22. Just got this bug on the mayhem side, and found out that you can use pets to kill them. The pet I used was a zombie from the Loa Bone, but my guess is that any pet that attacks on it's own without being ordered will work. Also, you can target through the pet to attack them yourself.

    Just be sure to stand next to the part of the elevator they would have tried to use, and it should work.
  23. William_Valence

    The Defence Myth

    Quote:
    Originally Posted by BunnyAnomaly View Post
    Proof 2.

    Case b.

    DPS Faced: 300
    Defence: 35%
    Resistance: 0%
    HP: 2000
    Base Regen: 30 (20+50%)

    Damage Received: 15/second (300*0.15-30)

    Time until Defeat: 133.33s
    First of all, something needs to be addressed whether your still following this or not.

    Quote:
    Originally Posted by BunnyAnomaly View Post
    Comparing on %s leads to bad maths.
    This is flat out wrong. So long as percentages remain consistant, then there is no issue.

    If your correct, then I shouldn't be able to convert the non percentage numbers in the quoted case b to percentages, and get the same answer.

    However, /pauleyshore I'm a ka-razy boy, so lets try anyway.

    dps would be 300/2000, regeneration would be 30/2000, and damage recieved would be 15/2000; or .15, .015, and .0075 respectively. Time to kill would be 1 (representing 100%) / .0075, which equals? Well what do ya know, 133.3333333333333333333333333(and so on). Also, you can rearrange the problem to find the incoming damage value: .15=((1/133.33)+.015)/.15 or 300= (((1/133.33)*2000)+ 30)/ .15

    So you can in fact use percentages. So where's the problem?

    It seems to be, that you're looking for a different number than everyone else is. Your using an arbitrary dps value to find time to kill while most people i've seen use a given time to kill (immortality line is an infinite time to kill) to find an upper bound to the ammount of damage they can take, within the time frame. The problem with your method is the answer changes as you mesure it, your answer requires a static ammount of incoming damage to remain valid, which won't exist. Damage is probablistic, It will average out over time but won't always be the same, so you can't get a definite value for incoming damage. Each fight is different, and depending on luck the ammount of damage you take will go up or down. With the method your attacking, damage might exceed survivable levels for a given timeframe. Made up example: an enemy might deal 50 damage over 180s but it does 1000 points of damage over 30 of those seconds, but so long as the timeframe remains reasonable to the situation (which the previous would be an example of poorly defining time to kill) a performance expectation can be given that's far more reliable.

    as to this:

    Quote:
    Originally Posted by BunnyAnomaly View Post
    Quote:
    Originally Posted by Arcanaville View Post
    But I would take +5% defense over just +50% regen, because the former doubles my survivability while the latter increases it by only 50% (or less, if I start with slotted Health). The break even point, if you have slotted health, is about +180% regen.
    Wrong. Again, why people should not use %s like this. Which is also what this whole thread is about. Comparing on %s leads to bad maths.

    ...snip worthless math...
    And this is why people get annoyed with you. Because you don't read what people say and go off on worthless tangents.

    you forgot this part of the line you quoted

    Quote:
    Originally Posted by Arcanaville View Post
    If I was at 40% defense, I would take +400% regen over +5% defense. That's an easy choice. But I would take +5% defense over just +50% regen...
    The bolded part being the qualifier you ignored.

    Your proof corrected:

    DPS Faced: 300
    Defence: 45%
    Resistance: 0%
    HP: 2000
    Base Regen: 20

    Damage Received: -5/second (300*0.05-20)

    Time until Defeat: sideways 8


    DPS Faced: 300
    Defence: 40%
    Resistance: 0%
    HP: 2000
    Base Regen: 30 (20+50%)

    Damage Received: 0/second (300*0.10-30)

    Time until Defeat: sideways 8

    Proof proves nothing, except that arbitrary damage value is arbitrary

    But wait a minute lets try this a different way, how about seeing how much damage they take each second over a given timeframe? Lets try 120s

    (((1/120)*2000)+20)/.1 = 366.66 damage

    (((1/120)*2000)+20)/.05 = 733.33 damage / 366.66 = 2

    (((1/120)*2000)+30)/.1 = 466.66 damage / 366.66 = 1.27 (by the way, if you didn't guess, this would be an "or less" example)
  24. I just have to say, that any conspiracy theory where devs are out to get Masterminds is lunacy and that's not what I red from Zep's post. I could be wrong, but I read his post as saying that positron said he hated some of the technical issues surrounding Masterminds, and that's it. No hidden agenda or mustache twirling.

    And all I was saying is that it seems that the dev team has fallen into the trap of thinking that issues surrounding henchmen are of less priority than issues facing other AT's powers, because other AT's control their powers directly making issues seem more impactfull to the player. That's why I compared the AI to a blaster being forced to run into melee on activation of a ranged attack. It seems like the henchmen's issue would be lesser, but really it's the same. That henchmen uses powers on behalf of the Mastermind. If that henchmen's doesn't activate it's power correctly the Mastermind is as sunk as that blaster would be. Though maybe slightly better off as the mastermind might have a better chance of disengaging while the henchman dies.

    But like the title said, It was a mini rant. I have no clue what the Devs are working on. They could've, for all I know, been trying to fix those problems from day 0. The issue I had is that it isn't fixed yet and we know just as much today about the issue as we did in the begining, and that's just that the problem exists. Well I guess I learned /releasepets. Thanks for that, I'll be sure to try that!

    Sarcasm, jokes, and witty banter aside. I was only attempting to vent and bring this issue out front and center. No assumptions as to developer intentions, if they knew hopefully they'd mention something. The zone event thing was just the straw that broke the camel's back.
  25. I was in fact a level 19 thugs/poison. The powers I had available for use toward counting my participation were sands of mu, nemesis staff, hand grenade temp power, alkaloid, weaken, envenom, and neurotoxic breath. I'm not sure if the leadership powers count as buffs when considering participation because I had all three of those toggles running often with multiple teamate henchmen in it's area of effect every attempt.

    I mean isn't the point of tracking support abilities, when considering participation, to recognize the entirety of a player's contributions to the team? Now, I might as well forget about my henchmen and just spam neurotoxic breath the whole time. That minion with one hit left? He gets envenom. Three bosses there? Normaly I would take the time to debuff one while ordering an attack on another and by the time the first is dead, I can knock down the third with nemesis staff and have my henchmen kill the debuffed one. Takes too much time controlling henchmen that I could be using debuffing or healing. Because I only have debuffs that track my progress and need to use them as much as others use their primary and secondary together, I'm going to hit each of them with as many debuffs as I can possibly muster, forget trying to kill them, so that I get the reward I actually earned my first three runthroughs.

    Also I also know, from other masterminds complaining after the event was done, that this issue is not limited to poison. It is an issue that strikes at the fact that many players of Masterminds worry about controlling their henchmen more than using whatever power is up the moment it's available. My run through the great escape where I got my ghoulflex emote? I used alkaloid more in that event than I did the entire 19 levels prior. I used it regardless of target health, my only focus that run was getting enough usage of personal powers to get the reward. It worked, but that's not a good way to play mastermids and the game should not reward you for that slop.