UberGuy

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  1. So... anyone else notice that this is *not* double influence, at least for level 50s?

    It's almost three times the influence on a 50.

    From my chat logs...
    02-19-2010 01:47:26 You have defeated Vortex Cor Leonis Sonic You gain 8,413 influence.
    03-05-2010 17:04:04 You have defeated Vortex Cor Leonis Sonic You gain 26,724 influence.

    02-19-2010 01:48:11 You have defeated Vortex Cor Leonis Archon You gain 66,811 influence.
    03-05-2010 17:03:51 You have defeated Vortex Cor Leonis Archon You gain 193,010 influence.

    02-19-2010 01:56:41 You got the Oxygen Destroyer from the Council! You gain 69,250 influence.
    03-05-2010 21:49:33 You got G-Cells from the Arachnos! You gain 207,750 influence.
  2. Well, check it out sometime and let us know what you find. Heaven knows the way they actually work is confusing enough that maybe the whole set does stick around. I didn't think it did.
  3. It's not a bug, it's actually how they work.

    You don't lose bonuses, including special bonuses like those from LotG:Recharges, when you lose the power the IOs are slotted in. Instead you only lose the bonuses when you get more than 3 levels below the IOs levels. If you slot one half of a set with level 30s, one half with level 50s, and then exemplar to level 40, you'll still have the 1st two set bonuses (for the 3 level 30 IOs) slotted in that power, even if you don't have access to the power at level 40.

    Edit: This is different for procs, since they rely on the power being activated to do anything. If you don't have a power, you can't activate it, and the procs in it can't activate either. Things like Miracle and Numina uniques are, essentially, procs with a 100% chance to activate.
  4. Yep, agreed with the replies above. The new 5-level leeway on your powers doesn't apply to your actual combat level, and so your IOs stop working where they used to before. Level 33s sound like a good idea.
  5. UberGuy

    The Boot Myth

    I was once kicked for not being level 45+ on a Halloween banner team.

    What was horribly ironic was that I was on level 24 Controller with the Rad Emissions secondary, and had all the DR and -Regen debuffs that really help take down banners, plus the DPS improving Accelerate Metabolism.

    I usually only see people kicked because they're being rude or perma-afk. But I also rarely play in PuGs, exactly because dumb stuff like this is more likely in them.
  6. UberGuy

    Shadow Maul

    It's worth noting that you can hit high-level targets with vet powers potentially well if your build happens to include an unusual amount of global accuracy and/or toHit buffs. I use SoM relatively often on my Defenders, for example, who usually have around 30% global Acc and Defender-level Tactics.

    But if they have a lot of defense or are +4 or something, it's still not very good at hitting.
  7. Quote:
    Originally Posted by Bill Z Bubba View Post
    I can't stand bunny hopping, so I go with swift instead of hurdle. I usually leave sprint on in combat as long as I have end to burn. If I don't, sprint is bound to G for easy on/off access.
    I don't hate bunny hopping, but I don't prefer it. If I can run fast, I prefer that. Since I normally take Swift and leave Sprint on, I normally can run fast.

    I'm bummed about the whole thing on my most recent Scrapper, who didn't get the Fitness pool at all. She feels slow.
  8. Quote:
    Originally Posted by Xanatos View Post
    People don't make new threads every time they ding 50. I never understood the #9 post.
    Currently, getting to 1B or 2B inf is a lot less common than people getting to 50. Among other things, not everyone cares to hold on to the cash long enough to hit such levels.

    I'm sure lots of people get to these marks who never post about it, though.
  9. I like having Swift or an equivalent run speed boost, and I normally fight with Sprint on. That's about all I usually focus on.
  10. Stacked fear from powersets with strong magnitudes or long durations. From power pools, not so much. It functions, but I'm not sure it's worth the final result.
  11. Quote:
    Originally Posted by Olantern View Post
    Second, as a corollary of the first, many (I won't say most) players know so much about how the game works that they consider anything less than maximum xp-per-minute to be "sub-par" and "broken." (See, for example, current crop of threads complaining about lacklustre performance of Dual Pistols. Is it "the best" blast set in mechanical terms? Of course not; it has those elaborate, silly John Woo animations that players begged for in a set for years and years, which makes it somewhat slow. Does that make it "the worst?" Of course not. Many players have a similar attitude toward AE; they won't do it [except for farm-type missions] because it's less-than-maximum xp.)
    This is a terrible generalization. Min/maxers and people who care about XP aren't so black and white, and people who aren't min/maxers aren't always oblivious to leveling speed or reward rates. If such generalizations were true, no one would play anything but FotMs (Elec/SD Scrappers, Rad/MM Blasters, whatever), and they would all be farming and/or PL-ing full time. None of those things is true for most people.

    By the same token, the people who are more ambivalent about reward rates or what powerset has the best DPS still often notice if they play for an hour and get a lot less progress, or if they build a character that kills half as fast as some other one they've played. They may not care to go about quantifying it, but they often notice.

    I'm a min/maxer, and I play all sorts of sub-optimal things. I might have a higher bar for minimum absolute performance than some people, but I don't just play what's "best". I also don't spend all my time worried about optimized XP/hour, inf/hour, whatever. (I do like my shinies, so I do try to be fast, but I'm also OK with being, for example, a fast example of a slow character type.)

    Depending on what the mission has in it, the AE can be a lot worse reward/time. That's due to a combination of reduced rewards and unusually challenging critters. I'm not going to care if something is 10% worse XP/foe (that happens all the time with normal foes). I may not notice if something takes me 15% longer to win against. If my foes take me twice as long to defeat and give 1/2 the XP, that's a big difference. That's the kind of thing you can run into with the AE currently. (There is an expectation this will improve with I17.)

    Basically I'm cautioning you not to give in to a bad case of prejudice where you paint everyone into one of two camps, when the reality is much more blurry. Giving in to that tendency is likely to taint your experience with the game and its community.
  12. Quote:
    Originally Posted by Fire_Minded View Post
    I seriously hope the Devs come up with a way to transfer characters from 1 account to another.
    Hello, RMT wet dream come true. Custom made characters, just tell us what you want and we'll build it for you and transfer it over... for a small fee.
  13. UberGuy

    Jack Emmert?

    Quote:
    Originally Posted by Samuel_Tow View Post
    Other than hurt feelings, there's no reason to stop playing Energy Melee, as it's still probably one of the highest, if not THE highest, damage sets out there. The Energy Transfer change did little to affect that.
    This is easily disproven, Sam. It's perhaps not a discussion best made in this thread, but all we have to do is build some attack chains in comparative sets - work that's already been done. EM is a notable DPS laggard now if you operate under any kind of decent recharge buffs. Remember, you don't have to be some sort of IO'd god to operate under large recharge buffs - all you need is some teammates with powers like Speed Boost, Accelerate Metabolism or Adrenaline Boost. As soon as you do that, EM goes way behind many of its peers. If it had strong AoE damage that might keep people interested in it, but it's actually in the bottom of that pack (it always was).

    Right now, if you choose what to play with an eye to relative performance between sets you'd never choose EM. You'd choose it when relative performance isn't a factor, such as when you choose it for concept. Performance considerations say you shouldn't choose it.
  14. UberGuy

    Jack Emmert?

    Quote:
    Originally Posted by Samuel_Tow View Post
    As an idle point of curiosity, why is linear maths inherently worse for games? I've been hearing this a lot over the years, and I have so ideas, but I'd really like to hear a more founded answer, if possible.
    Stacking. Your ability to survive things is inversely proportional to your damage admittance, which is defined as 100% minus your mitigation percentage. As your mitigation approaches 100%, survival time approaches infinity. This makes your survival increase for, say, +5% additional damage resistance or defense accelerate in benefit every time you add it. That makes it potentially undesirable from a balance perspective to provide anyone with +5% DR, because they might be able to add it to existing mitigation and get a major bump in survival, even though it doesn't do much for people who don't have any mitigation to start with.

    Making such boosts proportional lets them affect the survival time in a consistent way, no matter what the existing base mitigation is. This is seen as allowing more balance flexibility in the survival benefits you can offer characters, because it benefits everyone equally. You can freely offer boosts for people who have no mitigation baseline without creating gods out of those with a high existing baseline.

    Edit: Consider a Tanker with 75% damage resistance, and a Blaster with none. The Tanker can already take 4x as much damage as the Blaster, even assuming for some reason they start at the same hit points. Now give both characters an additional 15% damage resistance. The Tanker goes to 90% DR and the Blaster goes to 15%. The Tanker is now able to take 10x as much damage as the unprotected blaster (a 2.5x improvement), while the blaster can now take about 18% more damage than when he was unprotected (1.18x improvement). Contrast that with a change that just improves how much damage that both of them can survive by 15%.
  15. UberGuy

    Jack Emmert?

    Quote:
    Originally Posted by Mr. DJ View Post
    I think BABs only got some heat for Energy Transfer's animation change...I think subconsciously I wasn't okay with the change even though I understood why...because I noticed I stopped playing my EM Brute and Stalker...
    I'd love to see stats on what that did to the percentage of EM characters played and created. My anecdotal experience is that the set is now very rare, and no one I know creates new characters with the powerset any more. Hence, I feel they still have work to do on the powerset as a whole.
  16. Quote:
    Originally Posted by Gulver View Post
    There's probably one now.
    There was at least one yesterday (when you posted this). It was already extremely IOd.

    Edit: Ah, nevermind. It was Ra's.
  17. UberGuy

    Jack Emmert?

    Again, try to step back into the context of the game at that time. At that time, in the context of the players' much more limited understanding of their characters' powers, there were things we know were crazy from day one that the devs either didn't see, or were woefully slow in addressing. This is all long before Red Tomax's site, Mid's designer, and certainly "Real Numbers". Some of this stuff predated Brawl Indexes by quite a long while, and we still recognized a lot of it as pretty broken (even if we enjoyed it).

    Bearing in mind that I enjoyed some of these while they lasted: Perma Unstoppable (too strong), Instant Healing (too strong), practically the entire SR powerset (too weak), mutually exclusive melee mez protection toggles (too impractical), mobs with no ranged attacks, travel powers when the vision was people fighting their way to missions... These all represent fundamental failures to apply either simple math or even simple logic to some of these powers.

    This is totally separate from any consideration of DPS or using DPA as a key metric in determining what attacks were best for optimal chains. These flaws were far, far more basic in nature.

    I forget where it fell in the timeline of people coming and going, but the original HP regen rate buff to AVs was a fairly epic analytical failure as well. Apparently, no one realized that without 500% unresistable regen debuffs that the AVs would be unkillable.
  18. UberGuy

    Jack Emmert?

    Quote:
    Originally Posted by Jade_Dragon View Post
    I think a lot of the problems surrounding powers and Geko's animations is that originally the game was never intended to have powers that could be fired back to back with nothing but a cooldown timer and Endurance to limit them. The original system consisted of a dramatically smaller number of attacks, which could never have resulted in an attack chain. Thus, people would have been sitting around doing nothing for long periods waiting for attacks to recharge.
    Far, far more was wrong with what Geko produced (or was in charge of producing) than the disconnect between damage and cast/animation time. Completely independent of such consideration, certain powers were insanely strong, ridiculously weak, or simply impractical with the reality of the PvE environment.
  19. UberGuy

    Jack Emmert?

    One flaw that probably doesn't squarely fit on Emmert's shoulders but which he is possibly "responsible" for in the sense of being in charge of the game's direction, is that it was so terribly imbalanced at release.

    Having said that, let me clarify that I loved the game for being so broken, and it's highly likely that its brokenness is why I am still here today. However, that brokenness required painful adjustments that were inevitably resented by many affected players.

    Strictly speaking, I believe most of these pains really lay at the feet of Geko, because that man (and presumably any subordinates he had) was positively atrocious at understanding how powers worked in real practice, what their play implications were, and how people might use them in practice. I don't even mean exploitative edge cases, I mean he didn't seem to understand how people would use them normally. That's not cool for the powers guy. Castle gets a bit of flak in this regard, but generally speaking I think he's in touch with how a lot of people are using a lot of powers, at least in PvE.

    In retrospect, it felt as if they whole lack of "real numbers" thing infected the devs. It's one thing to hide the numbers from the players and hope that reduces min/maxing. It's another for the devs themselves to appear ignorant of how powers work and thus unable to actually balance the player/environment interaction around those powers, or, at times, powersets with one another within an AT.
  20. I have a DB/Regen I really enjoy. However, I really can't see it going badly with any secondary we have today.

    Like some others, I only really approve of the Attack Vitals combo. I have Power Slice, Blinding Feint, the three attacks for AV, and Typhoon's Edge. I use a mix of Typhoon and Sweeping Strike to downsize large mobs.
  21. Hasten used to be permanent with just one (SO) recharge enhancer.

    (In Beta it was a toggle.)
  22. UberGuy

    Jack Emmert?

    Quote:
    Originally Posted by Sapphic_Neko View Post
    Purple patch was lovely, the first version of it made +3 mobs about as hard as +6 mobs are to us now. It was next to impossible to kill anything than an even mob, which happened to be really easy, and a red/purple minion could wipe a team. Was insane and unplayable, ESPECIALLY when you take into account that half the missions were bugged and would contain a +5 boss in the end. Took a week or two for it to change into pretty much what we got now. Been some updates after, mostly on defense and accuracy and such.
    I don't remember the specific time line, but this state of affairs persisted what felt far too long. What I do know is that this was where I started soloing, because being a sidekick who was even just -1 to foes on a team was pretty rough under the regime, and being -2 was right out. That broke teaming badly, and so I soloed in order to feel like I was achieving something. When they finally fixed it, I still soloed a lot; the experience strongly shaped my long-term approach to the game.
  23. Your calculation there is what happens when you use Regen's mitigation powers, not (just) what happens when you suffer redraw. If, for example, you play MA/Regen or DM/Regen, using /Regen's click powers reduces your DPS, but redraw is not a factor.

    The question was whether redraw itself was an issue. Perhaps that wasn't the actual question intended, but without knowing, I think it's safer to answer the question asked than what we think the question meant to ask.
  24. Quote:
    Originally Posted by Bill Z Bubba View Post
    For each use of Recon or DP, 1.716 seconds of no damage is added to your chain
    For each use of IH, 2.112 seconds.
    For each use of MoG, 3.564 seconds.
    As Werner said, it's these times that are hammering DPS.

    If you want to illustrate the effect of redraw on DPS, calculate the effect of these times with and without any redraw and then compare those numbers.
  25. UberGuy

    Laser Beam Eyes

    Quote:
    Originally Posted by DarthAcerbus View Post
    So everything has to be all about the numbers and not about the fun?
    That's a false dilemma. Your implication is that pursuit of "fun" should dismiss the numbers completely. There's no reason for that to be the approach any more than it is for proper balance to obviate any attempt at "fun".

    It's possible to create beautiful, long animations and then adjust the mechanics of the attacks to account for them. Systems for this already exist in the game and have examples in use today for melee ATs. In order to be better balanced, the attacks should deal more damage the longer their animation is. (If this results in an obscene level of damage, common sense may suggest that the animation is too long and should be sped up or trimmed for balance reasons.)