UberGuy

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  1. While they have end and health bars like players, mobs don't get their power "picks" based on anything like the system players use. For example, broadly speaking, every mob has its own version of every power they use.

    Basically, there's no reason to expect mobs to get Fitness powers.
  2. There are two things that are both level related but separate "rules" you need to consider if you ever exemplar to a lower level. (For example, this happens if you team with someone who's lower level than you and run their missions, if you run a TF with a lower max level than your level, or go on lower-level Ouroboros arcs.
    • Enhancements get scaled down so that they don't enhance your powers as much. The rules for this are mildly complicated, but the basic idea is that the game is trying to simulate a lower-level character having less slots.
    • Set bonuses and "global" bonuses from special IOs stop working if you exemplar lower than 3 levels beneath the level of the IOs in question. So if you have level 25 IOs slotted, they'll give you their bonuses down to level 22. If you exemplar lower than that, they stop giving you bonuses.
    Unlike enhancement effects, set bonuses don't shrink as you go lower level. They are full strength until you don't have them any more.

    It's a common (and understandable) bit of misinformation that you need to keep the power they're slotted in. You don't. If you slot level 25 set or special IOs into a power you took at level 44, then exemplar down to level 30, you'll keep the bonuses from those IOs.

    There are a couple of categories* of set IO that have slightly different rules. "Procs" - IOs that grant a random chance of something happening - don't have any level limits, but you do have to have the power they're slotted in. Their chance of activation is checked when you use the power, and you can't use the power if you don't have it. The same is true of "for 120 seconds" IOs, like those that grant +stealth, +regen or +recovery. Those will work at any level as long as you can activate the power they're slotted in.

    * Some people consider the "for 120 second" IOs to be procs with a 100% chance of going off. As far as we can tell, that's technically correct, but not necessarily a helpful distinction.

    If you are not worried about exemplaring, then all that matters is that higher level IOs grant a higher enhancement bonus. This may or may not be significant due to how "Enhancement Diversification" causes diminishing returns after three SO's worth of enhancement.
  3. Quote:
    Originally Posted by Chad Gulzow-Man View Post
    Saist's not always wrong. He's not in this case, either. He makes a valid point that likely fits well with his favored playstyle and experience with the game.

    He IS giving out his personal preferences as if it were undisputed fact, but that's just the way some people are.
    It's that bolded part that I was specifically referring to about being so very wrong about, and I stand by my claim. It's wrong to state that a playstyle choice is the only way to play. He didn't just claim it was the best way to play. He made an extremely strong implication that to play any other way was specifically wrong.
  4. Quote:
    Originally Posted by Jibikao View Post
    Why can't we just get rid of all redraw delays for the sack of balancing? If Stone Melee and Icy Assault can bypass redraw, why can't other sets do it too? That's what I really want to know. I know Dual Pistol's redraw looks nice but still...
    BaBs tried. He thought he had it working, and discovered that it horribly broke something with Shield Defense. We don't know what it was. For the time being, it seems to be a limitation of the power animation system.

    The only way they could make it work with the current system just isn't practical. Every possible power that could force redraw would need a version of its animation with every weapon it might force redraw with, times three body types. It'd eat too much animator time, and every new weapon powerset or redraw-causing power would make it worse.
  5. UberGuy

    Bit of curiosity

    Quote:
    Originally Posted by docbuzzard View Post
    Heck, even inspirations are biased against resistance. You missed that. Nobody every talks about popping a bunch of orange candy to take out an AV. It's always purples.
    Actually, that's not true, even if I can only think of one example. It's very common for anyone who's not a Stone Armor character to pop oranges in order to survive Lord Recluse in the STF. You can pop enough purples to get above his toHit bonus from the Red (?) tower, but he still has a pretty meaningful hit chance even if floored. While damage buffed, he hits damn hard.

    It's also helpful to pop oranges for the Freedom Phalanx at the end of the RSF.
  6. Quote:
    Originally Posted by GavinRuneblade View Post
    But does an orange insp buff your DDR?
    Nope.
  7. UberGuy

    A-Merits

    No. If you change alignments, you immediately lose any "banked" A-Merits.

    Spend them before you change.
  8. It's pretty unlikely that your account was deleted. As far as we know, they never have deleted accounts. The most they've ever done is take names to free some up, which (if you were affected) means only that your characters would have to be renamed. They've only done that a couple of times.

    If you don't recall your log-in credentials, that could be an issue.
  9. You have a Super Strength Scrapper?

    I don't really have a problem with these, but if you deal lethal damage, they have high resistance. You also can't stand still with them, because they drop not only a burn patch but also a self-stacking mez patch. If you stand still, they can end up stacking a hold on you, which will suppress your toggles and let them beat the snot out of you.
  10. Quote:
    Originally Posted by Ang_Rui_Shen View Post
    What does the Stone Melee power animation of Seismic Smash look like? Does it use a mallet?
    Imagine the Bonesmasher or Air Superiority animation, with your hands covered in stone, with a visible, spherical shockwave blasting out of the point of impact, and a deep thunderous boom as its sound effect. If you have particle physics enabled, it also releases a scatter of small stones (as all Stone Melee attacks do).

    It does not use a mallet.
  11. When you are solo, if you "wake up" more mobs than can aggro on you, then the extra ones will simply stand there and ignore you until you defeat one of the active mobs that is reacting to you. Then another previously idle but "aware" mob will activate and fill in, until you defeat all the mobs, run away or whatever.

    If you have teammates, the extra mobs will probably attack your teammates assuming they are anywhere meaningfully nearby. They will not (usually) stand idle.

    It sounds like this may have been what was going on. The tanker may have been "waking up" extra mobs beyond his aggro limit. Though the 17 he was allowed may have stuck on him like glue, the rest may have gone after his teammates.
  12. UberGuy

    Inherent Fitness

    Quote:
    Originally Posted by DSorrow View Post
    I'm thinking he means the 60 month vet reward (City Traveler) which lets you pick a travel power at level 6 without prequisites.
    Ah, yeah, I was mixing it up with the booster power. Getting a travel power at level 6 is nice, but with the ability to get temp travel powers at level 1 (if you really want them), it's not that great in terms of unlocking travel. If anything, it's better for dropping a power from a tight build. Then again, I find most of the travel pools' gateway powers terribly useful, so I'd never drop them anyway.
  13. I agree with Sailboat. The devs worked on this because players asked for it. They discovered the inconsistencies when looking into it based on player feedback. They didn't investigate it because of the inconsistencies.
  14. UberGuy

    Inherent Fitness

    Quote:
    Originally Posted by Intrepic View Post
    Ninja Run and smaller zones in Praetoria tells me the devs are aware of the travel issue, although City Traveler should have been a game wide change and not limited to 5 year vets.
    Do you actually have City Traveler? Because the power it grants is not very useful. I maybe use it once a day I play. It has a two hour recharge time that's not affected by global recharge buffs (and obviously can't be slotted). Trust me, it doesn't do much for you.
  15. UberGuy

    Inherent Fitness

    Quote:
    Originally Posted by Skyster View Post
    As far as I know, they still haven't said exactly how this will be implemented, so there's no need to argue about it.

    It sounds nice, but I just hope it's not another situation where they hand us a lemon, and then we're expected to make lemonade. It could so easily be a universal nerf. We just don't know yet.
    You have to respec to get them if you have Fitness already
    They are enhanceable and you can add slots to them (just like now)
    They work in Kheldian forms (this is a buff)
    They remain auto powers
    Clarified overview description
    I19 Overview Page (which has been updated to reflect Castle's clarifications)

    The only thing I can't find is an explicit statement that they have the same buff percentages as the ones now on live. Not that I think they would have said all that they have said so far without mentioning an explicit downgrade in the powers, but I thought I'd seen that posted and wanted to include it to squash as much of that particular kind of pessimism as I could.
  16. I'm not really seeing a need to make meaningful sacrifices, in general. Coming from someone who plays lots of Scrappers and Brutes (who collectively share many powersets with Tankers), my builds normally include every truly useful mitigation power in those AT's secondaries, enough attacks to achieve my goals as a damage-dealer, and pools as required to supplement my overall goals.

    Despite having mitigation powers as a secondary, I never skimp on my survival powers on those ATs, because I want to be able to survive as much stuff as possible so I can defeat as much stuff as possible. If I'm doing that successfully on Scrappers and Brutes, I'm not clear on why I would need to do much different on a Tanker. I've only got one mature Tanker, but I've applied this philosophy to him as well, and it seems to have worked out as planned other than that he's EM and I hate the "new" ET. The main difference is in fitting Taunt in the build, which I don't do on Brutes (or Confront on Scrappers).

    Now, if we're talking about the Tanker's relatively early career, when the fact that we get primary power picks faster than secondary ones impacts how we have to prioritize what we take, I can see that having a slightly different answer. I'm talking about the final build at 50.
  17. Quote:
    Originally Posted by Test_Rat View Post
    Yeah I am an experienced Marketer, but are things really that bad?
    Well, if you could have done that before in, say, 1 or 1.5 months, do you consider being able to have done it in 3 an improvement?
  18. There's a now long thread on this in the tech support forum. It happens to people on different browsers, different OSes, using different ISPs. All the evidence suggests it has nothing to do with the client side of things, because there are too many different client configurations all sharing the problem. It seems far more likely that the problem is with the server side, either in the forum software.

    I've looked at my own browser session cookies for the forums, and they always have expiry dates well out past the timeframes in which I get logged out. It's like the server forgets about the session attached to my cookie's session ID.

    I have two guesses that seemed reasonable for this behavior, based on similar versions of this behavior I've seen in other web/app server software. One is that that there is some misconfiguration (or bug) in the forum software that's losing/dropping people's server-side sessions. The other is that there's a problem where the forums are being served by a farm of web/app servers and they are not appropriately sharing session information among one another. If there is a load balancer dishing our page requests to different web servers, we may lose our session when we hit a server that doesn't know about our session ID.
  19. Quote:
    Originally Posted by PumBumbler View Post
    Can you describe how it works? Does your stealth radius drop?

    I've only had this happen occasionally, most of the times my invis works but once in a blue moon a random mob will take a swipe at me even though I haven't aggro'd it.
    I don't believe stealth powers are relevant in the usual sense in the example given. Stealth keeps mobs from knowing you're there. Once anyone on your team aggros the mobs, I believe they know you are there, irrespective of any stealth. If you are off around a corner somewhere or even just in the "back" of your group relative to the spawn, they may choose to ignore you regardless of this fact, but I believe that your stealth is no longer actually making the mobs unaware of you. At that point I think whether they attack you is all down to their hate calculations.

    It may be that your stealth effectively causes the mobs either consider you as further away than you actually are or to have a lower threat rating, either of which may affect whether or not they attack you once they know about you. However, they definitely sometimes choose to attack you, and I agree with FourSpeed's example that being closest to the mobs seems to make it more likely. I have definitely been up in the front of the group, relying on Hide to get in position, and as soon as someone in my team opened up on the spawn a mob turned and swung or shot at me.
  20. Quote:
    Originally Posted by Energy_Aura View Post
    Illegal in the fact that it is putting out CLOSED BETA info and numbers. Thus in violation of the EULA, thus ILLEGAL
    E_A, Castle posted on the open forums that the powers would unlock at level 2 and they they would have the exact values they have as a non-inherent pool now on live.

    There is no "illegal" involved.

    I really appreciate your work (and that of all the guys on the Mids Builder team), but I have to say, you seem a bit overly excitable.
  21. UberGuy

    Inherent Fitness

    Quote:
    Originally Posted by Ultimo_ View Post
    Yep, but that's new. It's one of those things I was told wasn't needed, yet the devs seem to have agreed that it was.
    Based on timing of the change, I feel it's pretty likely that the devs felt it was worth doing because of the impending merger of AT access across sides. They wanted to give Defenders more damage to make them a more competitive choice for solo play when someone could choose to create a Corruptor instead.

    This might suggest that Corruptor-level damage was "right" and Defender levels were "wrong". Or it might instead suggest that Corruptor damage levels were set to something sufficiently different (to keep the AT from being a Defender "clone") without a view towards ever being in direct choice competition with Defender levels.

    I believe your past position about Defender damage was not that it was too weak in relation to other ATs, but in relation to its own absolute performance. How fast did it defeat stuff? How fast could a solo Defender level? Was it fun? But it's not clear that the answer to those kinds of questions are why it was increased.

    So yes, you may have been right in the sense that something you wanted done was done, but it's not clear that you were right in the sense that it was done for the reasons you thought it needed to be. It seems more likely to me that it was a happy coincidence.

    I think that sort of thing applies to some of your other improvement suggestions as well. I'm not sure why you were reviled for suggesting improvements to Invincibility, as I think it was a weak set for quite a long time. Then again, I don't know what your suggestions were.
  22. Quote:
    Originally Posted by Another_Fan View Post
    Merging the markets would have been a defacto currency merge even if you couldn't trade directly. People would have just moved inf between red and blue the same way they used to move inf between servers.
    Care to explain how that would have worked?

    If they hadn't allowed currency transfer between characters on opposite sides, how would using the market allow a hero buying something from villains done anything but move infamy between different villains?
  23. Quote:
    Originally Posted by Alkirin View Post
    For instance, Alchemical Silver was averaging between 50-75k before it spiked at several million when it was hit. As of this morning, it was averaging between 150-200k, even though a healthy supply has returned to the market.
    How do you explain a "healthy supply" returning to the market at this time? ToT is still here until server maintenance tomorrow. (They say midnight, but events seem to almost always last until maintenance.) Where did this supply come from?

    Why is that relevant? Because there's something that happens in this market because we're playing with play money and a lot of people don't give a damn not only whether they spend a lot, but also about how much they get. The last 5 history has a tendency to be "sticky". A lot of people tend to post stuff for sale at a price based on the last 5.

    If the last 5 history is at a price point that's below "what the market will bear", it will sometimes stay there until something causes it to "unstick", in which case it will often find a higher price. The unsticking can be caused by an "attack" on supply, someone intentionally "painting" the price, or just someone impatient enough to over pay multiple times in a row.

    I suspect that Alchemical Silver was underpriced based on its supply during the Halloween event. The intentional supply hoovering drove up its price to a point radically over what the market will "bear" - as evidenced by what happened to outstanding bids. Most people weren't going to pay those prices so they put out lower bids and waited. But what they were willing to pay was still higher than the original price. When the hoovering ended, the price point stayed high, because people were now acclimated to the higher "last 5" and still willing to pay more to ensure they got their supply.

    Part of where you and I disagree is that I don't object to that, and I don't consider it a "disruption". Do I have to pay more for it? Sure. Am I nuts about that? No. Do I expect the price to decline as ToT activities cease tomorrow? Yes, assuming nothing else changes. If they drop I19 next week, prices may stay high, because a lot of people may devote time to playing level 50s to unlock and play Incarnate content. That will sustain the supply drought for low- and mid-level salvage.

    Quote:
    A more dubious case, much longer ago, would be circuit boards. They rose from 20-40k averaging to a gridlock at near 200k that held for over a week.
    Who knows, maybe someone was trying to manipulate it that whole time. It does happen. It's just not usually that profitable compared to a lot of less labor-intensive alternatives, so it's not that common any more. (People used to do it a lot more in the early days of the market. Then patterns emerged for higher-margin tactics, and a lot of people's notion of a big profit got a lot loftier.)

    Quote:
    Even in the worst case, the fluctuations are temporary. So the claim that this is 'ruining the economy' can't be sustained. Likewise, however, I scoff at people who say that this kind of thing has no noticeable or significant effect on the market.
    I think there's a problem of scale here. I scoff at the notion that either the Alchemical Silver or Ancient Bone examples are significant. They might be noticeable. I'll concede that the Circuit Board example is a lot more notable, but only if it was only possible to get CBs for around 200k, and not just that someone was regularly (re)selling them that high.
  24. Hey, there's a pretty serious mistattribution of a quote to me up there.
  25. UberGuy

    Inherent Fitness

    Quote:
    Originally Posted by Winterminal View Post
    Now, as to why all of this wasn't done in the first place? Who knows? We all could go on for ages postulating why the Devs chose to design the game this specific way. Hell, someone who has been around longer than I have may know.
    This is a fairly standard pattern in MMOs over the course of their lifetime. Generally the game is made easier, and things are done to make leveling faster/easier/more convenient

    Part of it might be trying to draw in and/or retain players. Part of it may be looking to remain relevant in light of new games with lower perceived "grind", or old competitors making the same kinds of changes. Part of it is probably evolution in dev team collective mentality about appropriate leveling speed. (Our original devs had pretty strong opinions about their "vision" of how we should be playing, but even they relaxed some things before moving on.)

    Heck, with a new "end game" coming on line, maybe the devs really want it to be easier to get to 50. That may be a big stretch, and it's a theory that's probably likely to get a big negative response here, but I think it's at least possible.