UberGuy

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  1. Quote:
    Originally Posted by Dysmal View Post
    I suspect Swift and Hurdle become one power. Call it "Athleticism" or something.

    Edit: Slotting doesn't have to be a problem, if this frees up three power choices, you can take three powers that don't require any slots.
    Doing that creates a slot count issue.

    Today, you could have both powers and have enhanced each with the base slot. If you merge them into one power, you gain two power picks but have to spend an additional slot on the combined power to maintain your previous movement bonuses.
  2. Quote:
    Originally Posted by Werner View Post
    Oh, good grief. I didn't need a buff, and I LIKED having to make serious trade offs in an uber build. And yeah, it's going to suck if they're unslottable.
    Well, if we can still slot them (and we damn well better be!) you are going to have three more powers but no slots to spare for them.

    That's going to be nice on a few of my characters - I'll take stuff I currently don't like one-slot passives or maybe click rezzes I scuttled to make room. I might grab something to mule special IOs in. But overall I don't see slottable inherents moving high-end balance much in general.

    Unslottable would be a major downgrade shift in high-end regen and recovery due to loss of the most standard places we slot Miracles, Numina's and Performance Shifter.
  3. I concur, but consider that a happy problem.

    I have plenty of "one slot wonder" powers I could take. Or I might prioritize my slotting a little bit differently. Every build I spend any time on is really tight in terms of where I place slots, but this may open up new priorities.

    Edit: Here's something to bear in mind. The devs may very much understand that this won't be a huge change for people who already take and slot Health and Stamina. It will, however, be a huge change for people who currently don't take Fitness. For those people this is pure, free win. And that might be what the devs are shooting for here.

    (It's also not clear to me that this stuff will open at level 1, but if it does, that's also big free win none of us have today.)
  4. I saw an attendee tweet to the effect of "Fall 2010".
  5. Quote:
    Originally Posted by Dysmal View Post
    You can slot inherent powers like Brawl and Sprint, so I don't think this is an issue.

    Also, prepare to freespec!
    Right. And Rest.

    Basically I expect this will free up powers but not slots, assuming you have Fitness now and add slots to it.

    If that's the case, I'm really looking forward to this.

    If they aren't planning to let people slot it, I expect a <bleep>-storm of epic proportions, which is the primary reason I am not expecting such a thing.

    I am curious what it means with regard to Swift and Hurdle. Do we get both? I normally only ever take one, so I would get one for free if we get both.

    Overall I am curious and nervous at the same time.
  6. Quote:
    Originally Posted by Arilou View Post
    Question: Does a damage proc slotted in say, Fiery Aura proc every 10 seconds, or every time the aura "attacks"?
    It's every time the aura attacks but no more often than once per target per 10s.

    So it won't spontaneously "attack" on its own every 10s. It can only attack when the aura does, but it can only contribute on the initial tick and on the next tick at least 10s later, and so on.
  7. Quote:
    Originally Posted by Airhammer View Post
    I have a lot of character built and some of them use different procs of different types. One thing I have never really understood is when I see damage procs in builds that already do damage and people talk about it like its a big deal.

    Maybe I am missing something. I have placed damage procs in toggles and i have watched that they rarely go off. Do they have a better chance of firing in a click power? The chances of a lot of the procs I see going off is very small. Wouldnt it be better to just slot more accruacy or recharge or end redux??

    Again im not a novice with IO's and sets just dont understand all the damage proc love in attacks
    Damage procs have an easy to calculate average DPS contribution, at least for single-target attacks. The contribution is simply the damage when the proc goes off times the probability that it goes off.

    Let's look at a fairly typical level 1 blast on a level 50 Blaster. Ice Bolt does
    62.6 points of damage unenhanced, so roughly twice that near the ED soft "maximum. A standard damage proc does 71.8 damage 20% of the time (to critters). That's an average of +14.4 damage per attack, which is about a 12% increase in the average damage that Ice Bolt causes. If you're talking about a purple proc, that's 107.1 damage with a 33% chance, which is around a 29% increase in damage.

    You also tend to spam your smallest attacks the most, because they have the lowest recharge. So you are more likely to get lots of proc activation chances into play, and therefore have a good convergence on the average performance over the course of a play session.

    In click AoEs, procs provide the same benefit, but for every foe affected.

    Putting a proc in an attack with a huge damage and a correspondingly large recharge isn't going to be as impressive. You're going to increase your damage over time by less in relative terms.

    Putting damage procs in damaging toggles has benefit, but how beneficial it is computes slightly differently because it's only allowed to affect targets every 10 seconds. If the damage in the toggle is low, adding a proc may still cause meaningful improvement in average DPS cause by the toggle.

    A lot of procs get slotted in attacks for no other reason than that they have to be in order to get the 5th bonus gained by six-slotting a set.
  8. Quote:
    Originally Posted by StratoNexus View Post
    That is an interesting concept, but I am not sure I can agree with your observation. Outside of the old Praetorians, the enemy groups seem to have decent variety of effects and damage types. Even 45+ Crey, as boring as they all look, do different things. There is also concept to consider, as it would not make a lot of sense for Malta to suddenly be shooting negative energy beams.
    • Example already given: Level 45+ CoT - every boss is -Regen. It's not uncommon for a 45+ Scrapper (or other melee) these days to play on settings where there is a boss nearly every spawn. I find the result to be that I commonly end up with zero regen for the majority of a CoT map unless I'm playing a high defense character.
    • Circa-Level 15 CoT: Extremely heavy presence of Spectral <something>s. On hero side, this tends not to be diluted by Nerva Spectrals. Spawns of nothing but Spectral entities are very common. Extremely high lethal/smash resistance and extremely high stacking of -toHit debuffs. Villains get Nervas, which tend to mix the -toHit with slows, which I prefer. At later levels, there are more "fleshy" foes. Ruin Mages tend to reinforce the -toHit debuffing with their own and with force bubbles.
    • Level 20-25/30? Arachnos. Extremely heavy robotic presence, with spawns containing nothing but robots quite common. Noticeable and very painful if you deal mostly Psi damage.
    • Banished Pantheon - every minion has very high negative and Psi damage resistance.
    • My favorite: Longbow, level 15-50. Lethal/Smash resistance, all the time. -Defense debuffs, all the time.
    The point is that even when there might be many ways in which these foes may be varied, there are ofen some ways, usually their resistances and sometimes their debuffs, that are very "monochromatic". If your character happens to align with this, it becomes highly noticeable. The fact that the spawns may be doing an interesting variety of other things takes a back seat to the fact that suddenly they're taking a less damage than you're accustomed to dealing, dealing you more damage-over-time than you're accustomed to taking*, or consistently doing something to you that's bad for how your character is built. When this state of affairs with a mob faction spans 5-10 level ranges (or basically never goes away), I get pretty tired of dealing with it.

    In my opinion, level 30+ Arachnos are one of the most difficulty NPC factions to fight in the game, because they do lots of different annoying things. But because they do really do lots of different annoying things, how dangerous they are to any given character of mine varies widely from spawn to spawn, depending on its composition. This is not the case when I face, say, Freakshow, Banished Pantheon or Longbow. (Longbow bosses have a nice variety, but their minions and LTs are amazingly uniform, almost literally).

    Basically I'd love to see more factions do more different things or have more different protections so that a given character didn't risk being so consistently affected by them. Even Arachnos, IMO, needs to be cleaned up in the 20s.

    * I used to include how some sets have pervasive weakness to Psi damage in this, but these days I find that it's less of a problem, due to various changes in powers and powersets, plus IOs. It used to affect Invuln and Fire Armor a lot, and they're certainly still weak to Psi, but the degree is such that I usually find it manageable, even facing strong Psi foes, like Carnie bosses (which are certainly common in Carnie missions and arcs.)
  9. Quote:
    Originally Posted by Arcanaville View Post
    The question is whether there are too many of them or they last too long. Those are the only two dimensions of the problem that feedback could likely change. And of the two, I think the stronger argument can be made against the duration of the debuffs, not their frequency.
    I think this reality interacts badly, at least in some cases, with the design of enemy groups. We still have a few groups that have, in my not-so-humble opinion, too much homogeneity. Sometimes they are just always highly homogeneous, and sometimes only in certain level ranges. That means that if you run a mission or story arc against those foes (at least in some level ranges) you are faced with either high stacking of the same effects (in the case of pervasive but smaller debuffs) or fairly consistent reapplication (in the case of less frequent but very strong debuffs). For an example pertinent to the -Regen discussion, consider level 45+ Circle of Thorns, where every boss is a Death Mage.

    This isn't just an annoyance for debuffs, either. It can also apply to things like their resistances (when they happen to be highly resistant to your attacks), their damage types (when they happen to deal what you are particularly weak against) or their use of some types of mezzes.

    This isn't necessarily a pure balance issue, assuming it can be called a balance issue at all. After all, one could always try to forgo facing those foes. For me it's an unpleasant interaction between the more numerical analysis of performance and the desire to experience content or the RP notion of feeling like my characters are hiding from foes they're weak against.

    As obnoxious as foes like the Tsoo and Arachnos can be at times, I usually feel like I can pick out particularly obnoxious foes in their ranks. They aren't all uniformly obnoxious to me. I like that, because it allows/forces me to make important tactical decisions as I go if I want to succeed. This is in contrast with how I sometimes feel about more homogeneous foes, where I feel compelled towards a more up-front, binary choice of whether avoid and entire enemy faction or not.

    Sorry for the moderate thread-jack there. I found the rest of your post quite interesting, but only had something specific to say on the part quoted above.
  10. I have to say, I don't really understand why so many NPC -Regen effects are in the format of "minus multiple thousand percent regen".

    I have a completely unfounded suspicion of why they're like that. I think they were specifically designed to counter old toggle Instant Healing. Barring massive burst damage, there wasn't a lot out there that would clearly challenge an old-school Regen Scrapper's survival unless you could somehow turn IH off.

    From then on, I have a further suspicion that these really strong effects were basically just copy/pasted into new powers that got -Regen.

    If there's any basis for those suspicions, I think it would mean those powers need to be revisited, because the assumptions under which they were created/modified back in the day have since changed fairly dramatically.

    As has been pointed out a few times in the thread, almost no level of -Regen Debuff Resistance (RDR?) would actually matter in the face of the debuff magnitudes NPCs deliver. Whether having your Regen floored is a serious issue is somewhat decoupled from the question of why so many -Regen effects are so incredibly strong. The whole comparison to DDR really doesn't apply, because everyone would usually be better off if somehow cascade failure applied. Instead we often get fully binary failure - we have some +Regen or none at all.
  11. UberGuy

    Merits 911!

    This is one of those cases where people want them at lower level not because they want them for exemplar (as mentioned, that doesn't affect these), but so they can slot them on lower-level characters they're leveling up. I'm guessing he only sells the level 40+ ones because he wants to keep and use the ones that are lower than that.
  12. UberGuy

    Purple Drop Rate

    The drop probability per mob is somewhere roughly between 1:1500 and 1:3000, based on various reports by folks here on the forums. We've never been given the drop probabilities for purples from the devs, though we have them for non-purples. (Excluding the TF/Trial drops they added to bosses - we don't know their odds either.) It's important to note that the numbers above are averaged across ranks: minions, LTs and bosses have differing drop probabilities from one another for other mob-drop recipes.

    Temp powers and costumes are in their own drop pool(s). When you get a temp power, it is not "using up" your odds of having gotten a purple from that mob, because you can get both. I have several times now gotten a mob drop enhancement recipe and a temp power.

    Finally, I doubt the drop rate has changed, though it's incredibly hard to tell from anecdotes when the overall probabilities are so low. In contrast to your dry spell, since I18 went live I have gotten four purples without doing anything other than playing things on +2/x4-6. Most of it has been morality missions.
  13. One of the nice things about the changes is that Cobra Strike no longer really needs anything else to synergize with. Its duration and recharge are such that stunning a boss is just a natural extension of fighting them with a strong damaging attack. (Yeah, it stacks with Eagle's Claw's stun, but that's always had such an anemic duration, all I've ever found it good for in PvE is dropping non-boss critter toggles.)
  14. Quote:
    Originally Posted by Actagamic View Post
    I have no lag on my system during normal play despite being UK based. There is however a curious effect on the maps particularly around SC and TI WWs - on some days as the toon approaches WW lag starts and there is often severe lag on response to bidding and buying clicks that you don't see elsewhere else in game. Many times a click is not registered at all. I am not alone in seeing this phenomenon - many people notice it and comment on it. As soon as you move away - no lag!
    This may have a limited relationship or even nothing at all to do with whether the player powers are on. This is likely cause by the mere presence of large numbers of players, and possibly their pets (which, as mentioned are not suppressed). It's common for folks with lowband internet connections, which suffer when there are lots of updates from the server about character and critter movements, etc.

    This is a function of how close you are to the characters and critters in question. Since a lot of folks congregate at the markets, it's natural that you experience this as you approach.

    Unless the characters in the WW are actively cycling through new powers, their powers likely make this only marginally worse. Contrast what you get if you've ever shown up at, say, a Hamidon raid, with what happens when the same players are piled in the center of the zone beating on Hamidon. This means that power suppression is not likely to get rid of this problem for you. Instead, you want to go to a different market - one that's less-used.

    If you find a particular market convenient and want to use it because of that, you've probably hit upon why there are other people congregating there.
  15. That is incredibly weird. I have never seen Mangle before GR, and I have run innumerable bank mishes villain side since they were added to CoV.

    Is he expressly non-50 or something? I've run a lot of those as well, but not nearly as many as at 50.
  16. DM has been compared to entire secondaries in terms of the benefit it provides to survival. It's a very nice set, even if it's not the most damaging. It's not got much AoE going on, of course, but not that many Stalker sets do.
  17. If he had landed on me and opened with AS, I would have been annoyed, but I wouldn't have started a thread about it. The thread is about his AS having a (corroborated) 1.0s activation.

    Edit: Hm, this wasn't a response to Flea... It seems some posts went away.
  18. Quote:
    Originally Posted by Arcanaville View Post
    Hmm. Based on those numbers, I'm guessing you were level 50 facing him as +2.
    Yep, and as a boss, to answer the up-thread question.

    Quote:
    They probably nullified the interruptible time but didn't increase the cast time to compensate; this is not the first time I've heard this complaint. I'll hit Castle up on this one and see what he thinks.
    Thanks. I wouldn't have thought about that being the problem, but I saw the patch note about this for AE critters.

    Which makes me wonder - did they intend to remove interruptability from all critter powers that were interruptable? Granted, I'm not sure a player is ever going to give and NPC a chance to execute an interruptable AS or snipe, but it still surprised me, since the seemingly related patch note specified AE critters.

    Quote:
    Originally Posted by Chaos Creator View Post
    Hmm My scrapper killed Mangle 4 times in the last 2 days so I dunno.
    Oh, I've killed him plenty, but I was doing it with melee characters and ones that could lock him down fairly effectively to boot. This time he was an ambush against a Corruptor. I also didn't expect how he approached, which was to enter the room on a platform above me and then paradrop right on my head (whereupon he executed me with prejudice).
  19. Maybe some of you have met Mangle. He's an NPC signature boss from the various alignment missions. He's supposed to be a Claws/SR, presumably, based on the experience I just had, a Stalker.

    I say he's a Stalker because he has Assassin's Claw. That's fine and all, but look what he just did. This is taken from my chat logs, so that timestamps would be included.

    Quote:
    08-31-2010 21:45:00 Mangle hits you with a Slash for 640.03 points of lethal damage!
    08-31-2010 21:45:01 Mangle impales you with an Assassin's Claw for 969.74 points of lethal damage!
    Look carefully at the time stamps. He executed Assassin's Claw in approximately one second. Based on how it went in combat, I'm pretty sure it was less than that. In fact, I only saw him execute what looked like one attack.

    Notably, the character I was on has about 1370 HP. So from my perspective, I was effectively one shotted by something that bypasses the one-shot code. (Not that there aren't many examples of this, but still.)

    So... bug? Side effect of the recent AE critter change removing interruptibility from AE critter powers? Lingering case where his activation time is broken because he was given an uninterruptable AS? Or ridiculous intentional power? Totally dead people want to know.
  20. Briefly, a bunch of the Incarnate options showed up on the regular (not GR beta) test server while GR was still in beta. It included things that were not on the beta server even when the Incarnate system was being tested there.

    Hopefully obviously, anything seen there should be considered wildly subject to change. I don't know how wise it would be to discuss what was there in detail, but I will say that very little of it was directly about improving survival. There were definitely some things there that would make our DPS subculture in here salivate big-time.
  21. I have to say, -Regen resistance is probably the last sort of debuff resistance I'd like to see the set get, because -Regen is probably the last kind of debuff that I experience defeat because of. If I am consistently debuffed to 0% regen, then yes, that gets to be a problem for my long-term survival. Because I am not dependent on +Regen alone for survival, and because I find being consistently Regen debuffed to be unusual, I'd prefer some other protection. The obvious one would be -Recharge resistance.

    Basically, I wouldn't turn my nose up on some -Regen resistance, but I really wouldn't be that impressed by it based on current content.
  22. Quote:
    Originally Posted by Nemeros View Post
    Carnies mish with boss are a real pain for any secondary.
    Just /dark can do some ok stuff agains em due to the good native psionic resist and the nice heal.
    I don't know, I don't have a big problem with them since the MoG improvements. I now consider my Regens my best Scrappers for opposing them.

    Master Illusionists I can pretty much out-heal, even with their summoned friends. The Dark Servants are annoying, but not specifically dangerous.

    Dark Ring Mistresses used to be a big problem for me, because they would always land Mask of Vitiation on me. But now I've learned to run in to start beating on them, let them use a couple of powers, and then pop MoG. Generally they'll try to use Mask on me while MoG is running, and generally they'll miss. Unless something unusual is going on, I'll have a +2 or +3 Mistress down before she recharges the Mask for a second use.

    Edit: The above assumes one boss. Two (or more!) DRMs is a pretty serious problem for any character I have. I can deal with two MIs, but I usually have to wait for their mass of pets to expire - especially the Dark Servants.
  23. Quote:
    Originally Posted by Golden_Avariel View Post
    Also, I like to take all or most of both sets if I've never taken them before (both MA & Regen are brand new to me).
    I can grok that, but bear in mind that it's just not compatible with the notion of tweaking out a Regen for max performance. I don't think you ever said it was, so please know I'm not arguing with you. I'm just trying to point out to all reading that there's sort of two divergent goals going on in discussion here - skipping the sorta "meh" powers to make room for stuff that helps you live longer, and doing things like taking powers to learn first hand which ones are "meh".
  24. Quote:
    Originally Posted by JusticeisServed View Post
    I don't have a ton of experience with MA (especially since the patch), but my MA seems to get his rear handed to him fairly frequently with /wp. So perhaps MA doesn't mesh with the +regen type sets as well?
    Regen pairs well with lots of additional mitigation, or fast AoE killing. I dive into large spawns and use Regen's clicks to recover from or mitigation the alpha strike. Then I have to defeat my foes before I either run out of additional clicks to use, or I have to slow down their net DPS enough that I can get my clicks back before I die.

    Sword sets provide excellent mitigation. Dark Melee can as well, though not so effectively against large spawns (but Siphon Life is really powerful). Fire Melee, Electric Melee, Spines, Claws and, to a lesser extent, Dual Blades all have good AoE kill potential. You can use these sets to really hose the minions in a large spawn if you can cluster them for your cones and PBAoEs.

    Martial Arts is heavily single-target focused. It provides some decent but not amazing mitigation. In a crowd, it's mitigation is dependent on Dragon's Tail to keep stuff off its feet, and its stuns to disable singular annoying foes. The stun mitigation used to be basically non-existent in most builds before this issue. Now I consider it quite high, but it's still limited to a couple of opponents at a time.

    So that's probably why you feel more squishy pairing Regen with MA.