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I have a DB/Regen, and I don't consider the redraw much of a problem at all. I rarely give having to redraw much thought, usually only when I am actively trying to apply high DPS to something, such as a Rikti Pylon. Such focused assault on more mundane foes is almost never required.
So I really don't think Claws/Regen's will present you with much issue. -
Quote:I have a strong negative reaction to spiders in general, but jumping spiders are an exception. Almost no matter where I find them, I have no adverse reaction to them. If I was somehow surprised by finding one on me I would probably reflexively fling it away, but I wouldn't object to one getting on me if I knew it was coming. Of course, they are skittish enough that such an approach seems pretty unlikely unless I was very still.Except for jumping spiders. They don't move like other spiders; they look like they were animated by Harryhausen. Also, while we know they are effective hunters, they just seem so inept. Watching a jumping spider attempt to navigate a window screen is good for several moments of amusement.
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Quote:I promise you that is not why.Laser Beam Eyes is among the most powerful debuffs available to a scrapper.
It does decent damage AT RANGE, AND a -15 percent defense debuff AT RANGE. On top of that goodness, it lets you set mule debuff and acc debuff sets. Which don't suck.
That's why.
You have to look at all aspects of a power, not just the shiny bits.
You might make the argument that it's a reason to keep it that way, though I would disagree on the general offensive weakness of -Def as a debuff in general when most players fight most things at their hit chance cap of 95%. However, it was most assuredly not given its animation time because of that balance consideration. It was given it because, as Umbral said, animation time was entirely arbitrary with respect to game balance at the time the power was created. This is not supposition. We have been told it was the case. -
With a money back guarantee. Could they say that if it didn't really work?
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Why would I want to resize everything else?
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Yep, I've done the "multiple attacks" thing to keep the debuff around, and that's definitely got some charm.
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Quote:IMO, it's all really conditional. If you're up against something you don't have (decent) resists against, having a heal would look pretty good, since healing doesn't care what did that damage. On the other hand, healing can be iffy when you're taking hits that do big chunks of your life; being able to blunt that with resists makes taking an extra hit sooner than you expected less life-threatening.Was curious if having a good Heal was better than having Specific Resistance.
Mostly the WP vs. Regen thing comes down to whether you prefer active management of your mitigation or you just want to run in and beat on stuff without having to bother with that. Not that there's no strategy to WP (what with the need for proper positioning and all), it just takes less intense focus on your green bar.
Another possible consideration is weapon redraw, since Regen's multiple clicks all cause it while WP has only SoW (which you just can't be firing that often). Having a DB/Regen I have to say this doesn't bother me terribly for what most people think of as "normal" play (i.e. not trying to beat down high-regen-rate AVs solo or something). -
Quote:That display is your character-wide damage bonus. Since enhancement levels vary by power, that display has no capability to meaningfully include it in the value it shows. Instead it indicates that the total global buff has met or exceeded the 400% cap. However, on any given power, you're at/over the cap when that number + your enhancement level is 400% or more.I monitor damage bonus in combat attributes on most of my toons. For scrappers, it turns light blue at 400 and doesn't go up anymore. with no buffs it's at 0. I never did any math or recorded damage of my attacks specifically to test this, but if enhancements count toward the 400% cap, then the combat attributes display is wrong.
To give another example where that number isn't clearly indicative of per-power caps, consider a Shield Defense Scrapper or Brute. They have buff caps over the 300% maximum of Shield Charge, which happens because Shield Charge is implemented as a pet.
The display isn't wrong, but it's not displaying what you thought it was. I'll concede that it's possibly misleading. There are other, possibly worse examples. Consider the "ToHit Bonus" attribute, which has a base value of 75%. That's terribly misleading. No one has a toHit bonus of 75%, and if we consider that your "Base ToHit", it's only valid against +0 foes with no +Defense. -
If you got to 50 too fast using AE-based PL, yes, they may have deleted those characters.
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Sadly, gen you "get" a stack it gives them to you all at once.
Edit: Read more closely, see it wasn't a stack. Nevermind.
Condolences on the loss. -
Yeah. This isn't going to be very noticeable, IMO. Even on non-AV mobs, being low on (but not fully drained of) endurance does little to their ability to fight. AVs have like 800 end. He's not going to be draining that on his own.
About the only proc that's of even mild interest to me in Dark Servant is the Cloud Senses chance for negative energy damage. This will go off with all the same conditions that Muon listed above, but actually do damage. It's not a lot of damage, but it takes nicks and bites off of baddies now and then that can shave off the need to make one last attack on them to finish them off.
It should probably be noted that I don't actually have this slotted in my Servant on any of several Dark Miasma characters on live. But at least I thought about it.
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Quote:I think you may be the one that hasn't gotten the message.This thread happens every on the verge of every major expansion by the way. Guess you guys just have not gotten the message the last 20 times or so.
The devs have ported over things to ATs that make no sense on them under the "rules" you quote. Claws and DB on Brutes. Fire Melee on Scrappers. If Scrappers ever had a lock-in on "graceful" attack sets (debateable, as neither BS nor DB have what I consider grace), that was dilluted long ago.
There's just no firm evidence to support your position. Stop acting like there is.
Edit: By the way..There was nothing "hand to hand" about Martial Arts until power customization. That's six years of that claim being untrue - essentially the entire time interval where that opinion might have been formed for most players of the game.Quote:The scrapper hand to hand mellee set is MA. Love it, live it, embrace it. -
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Yep. They have never to my knowledge ever wiped characters in a systematic way... except in I14's exploitation response.
I have friends who didn't log in for 4 years who signed on for free weekends and found their pre-ED slotted characters still hanging out. -
Quote:Except that assumes that the fact that Scrappers are better at damage dealing than Tankers means all bets are off, and everything can be ported to Scrapper damage levels unmodified. It's assuming that there's no upper bound that this might exceed.maybe, just maybe. SS isn't overpowered but is the correct level of powerful on brutes and tanks and so maybe it should just be ported over as is.
Experience has shown us the devs do not hold this belief. Look at the port of Psychic Blast to Blasters from Defenders. Look carefully at Greater Fire Sword on Scrapper Fire Melee and compare it to the Tanker version, let alone other overall differences in that powerset (the power choices are not all identical).
While Brutes open up a different can of worms in the comparison, Rage actually provides less total damage benefit to a Brute than it would on a Scrapper, because Brute Fury is additive with Rage and because a Bute must use Fury to achieve parity (or better) with Scrapper damage levels. Plus a direct port of Rage would be +100% on a Scrapper as opposed to the current +80% on a Brute. -
The goal of being able to fight non-stop (or at least a really long time) without running out of endurance can be thought of as trying to minimize your net end burn, which is all the end you're spending using powers minus the rate at which you're recovering end back.
Typically, the scale of your end outlay is way bigger than your recovery. The majority of it is typically found in your attacks, mezzes, or whatever it is your character normally spams in the course of a combat. Usually, you gain the biggest bang for the least investment (in slots, market costs, etc.) by slotting end reduction in these powers. Edit: Note that this isn't saying slotting end is a bigger priority than other things in these powers, just that slotting end reduction in these powers usually shaves the most off of your net burn rate.
Your next biggest outlay of endurance is usually toggles, though this varies widely and depends a lot on the specific powers in question and how many you run. Broadly speaking, armor/mez toggles and things like Leadership or similar buffs fall into a range of ongoing endurance costs that put them below attacks in cost. Putting the equivalent of one SO end reduction in these is usually good, though exceptions abound.
Once you've done this sort of slotting, you've usually lowered your end expenditures down to a level where increases in your recovery start to have noticeable effects on your time-to-empty (the time it takes you to run out of end). Picking up Stamina is usually the next biggest chunk you can take out of the net end burn rate, unless you're playing a powerset with a reasonable substitute, such as Quick Recovery.
After this, your next smaller improvements are the recovery uniques and +endurance procs. Then things like +recovery set bonuses as well as +maxEnd accolades and set bonuses.
It may seem not worthwhile to keep caring about adding more and more smaller benefit, but there's a nifty thing at work here. The time it takes you to run out of end from a full blue bar is MaxEnd/NetEndBurn. 1/x approaches infinity as x approaches zero, so the smaller you get the denominator, the bigger that number gets, and as you approach zero in the denominator, small decreases in the net burn have stronger effects on how long you can fight. -
Quote:Actually, it does. Does it apply perfectly? Not in my opinion, but in my opinion it doesn't apply perfectly in the real world unless you attach a lot of assumptions. Those assumptions are sort of standardized for the "real world" situation, so people tend to think of them as part of the supply/demand theory, but they're not.Also, stop trying to use real-world economics in a debate about the market. Unless you know how to kill someone and rip Clockwork Gears and Hamidon Goo out of the corpses to sell on a world-wide consignment house, it really doesn't apply. At all.
Applying supply/demand modeling successfully to situations like what we're discussing in CoH's market requires one to understand how the game's market mechanisms differ from the "real world" that economic theory tries to model. Not because the model doesn't handle it, but because we have a tendency to try to shape the model just like we would in the real world, when that's the wrong fit. Human psychology matters to economics, and CoH has its own unique impacts on how we think when we use its market. But supply/demand economic theory is intentionally quite vague to help it to be fitted around a wide array of concrete situations. It does have relevance around here, just not in the sense of letting us map the CoH market directly to real world ones.
Edit: The notion that you'd have to kill people and strip salvage off of them for economic theory to be valid in the game is pretty silly. I hope it was intentional exaggeration. -
Quote:There's zero doubt in my mind that this is possible. The main things to bring are +def shielders (cold, FF and - for villains, VEATs), the favored AV debuffs (DR and Regen), and it would be nice to bring a Kin of some kind to help keep people in endurance.Has anybody ever got MoRSF or MoSTF with an all SO team ? Now that would be a challenge, and if some of the best can't do it then I'd suggest not everything is balanced around SOs.
IOs make this sort of thing achievable at lower completion times or with less support, but they don't specifically uniquely enable it. -
Re: 1st paragraph... Heh.
Re: 2nd paragraph... It's interesting, isn't it? One way I've thought about fitting that into the supply/demand model is that fiddling with the market interface to find those low-cost items might be considered a kind of "cost". But maybe that's trying too hard - maybe it's just one of those "irrational market actor" things. -
Quote:Answer my question. I am asking for your explanation, not some open-ended deferral to unnamed parties who may or may not respond.Make up an example like Roderick did. Use something totally unrelated to City of Heroes. Then let's e-mail it to some economics professors and see what they think.
Either you know how to answer the question or you don't. Which is it? If you don't respond, I'm going to interpret that as "you don't". -
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Quote:Hi, Smurphy.No. Supply and Demand do not work that way.
What you are saying is that "When Supply goes up Demand goes up."
From economics: "When Demand goes up prices goes up."
From economics: "When prices goes up Supply goes up."
One of those three statements cannot be true. These three statements, together, don't work. Price, Supply and Demand don't all rise together indefinitely.
If you believe that when Supply goes up Demand goes up you need to throw away every law, every facet, and every concept of economics.
No, I am not saying "when Supply goes up Demand goes up."
I am saying that when item A and B are largely substitutable for one another, and item A is in greater relative supply than item B, collective demand (which does not go up) will shift from item A to item B.
It's not about supply and demand in the sense you are describing. Given a collective market demand for the type of widget that both A and B are examples of, we have a collective supply of A and B to fulfill it. It's about market share. It just so happens that market share here and relative production rates of A and B are linked - people are both producers and consumers of items A and B. If the marketshare of B drops, people will both tend towards fulfilling their demand with item A and have a harder time selling item B, which will trend them away from producing item B (in the cases where they get to choose).
In case it's not clear, item A represents level-capped IOs, and item B non-level-capped ones. -
Quote:No, I'm pretty sure he meant what he said.That is not how demand works.
Perhaps what you meant to say was "The largest supply of IOs is there so most of the transactions are there."
I think the market behavior can be interpreted as showing that the supply distribution does, in fact, affect the demand distribution in this game. Over time, I believe more and more people have progressively given up seeking IOs at earlier levels partially because the supply there is too low. Low supply rates lead to longer bid fulfillment waits and greater need to cast "nets" across multiple levels. In contrast there is plentiful supply at 50, meaning bid fulfillment waits are shorter, and some of that net casting money can be spent on the spot on a larger single bid rather than spreading it out over more levels.
Concentrating the demand like this simultaneously serves to raise the price at 50 (because there is increased competition for that specific level's supply) and lowers prices at all other levels, because demand tends to vacate those levels and focus on level 50s. This is then self-reinforcing; because sale prices are lower for non-50s, people tend exhibit a tendancy to hold off using merits and tickets to generate random rolls until they're level 50.
Now, in my opinion, this focus on level 50s surely can't be the only force at work driving things to level 50 (or other max levels). But I do believe it's a factor, based on comments I see in game and here in the forums. -
Quote:I complain about it often. I guess my mistake was I just complained to my friends.Why didn't they then weight the wild drops of A and B? I don't know. Probably because players didn't whine about wild drops giving them useless recipes like they do when they have to spend Merits or Tickets on a roll.
