UberGuy

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  1. Quote:
    Originally Posted by MisterG_NA View Post
    Anyone else out there think they should change DM's Souldrain into Build-Up, like they did for Stalkers? Would more people be inclined to play that powerset if it actually happened?
    No, they should not do that. I would be incredibly P.O.'d if they did.
  2. UberGuy

    CoX take 2

    Quote:
    Originally Posted by Dispari View Post
    Aren't they still? Most people tend to pick Controllers over Defenders from what I see of average teams.
    From what I see, people really don't care much. The kinds of teams who care are often being formed by people who are (IMO) vastly over concerned with exactly what ATs and powersets they're picking, and frequently are looking for a tank and a healer. It's not like you need a Controller for much, either. I know when I play, I want buffs and debuffs, and honestly I don't care who brings them.
  3. UberGuy

    Benumb questions

    Quote:
    Originally Posted by Silverado View Post
    Benumb doesn't reduce mag protection, it reduces mez resistance, making the holds last longer therefore making it easier to hold the greens (or anything its applied to)
    So it seems. I was remembering some (quite old) discussions about Power Boost and its cousins increasing mez protection mag, but I'm guessing that was erroneous. If it worked that way, it should have increased mag on outbound mezzes, and we know it can't do that. (I remember some redname or other told us we get to choose between mag and duration, but can't boost both on the same power with the exception of knock powers.) Some quick testing couldn't reproduce it increasing mag, but could reproduce it increasing resistance.

    The terminology they use in the power definitions is pretty obscure. Picking on the ones shown on RedTomax's site, Mez protections are listed as -X Hold, and mez resistance is listed as +Y% RES(Hold), but the effects of PB and Benumb are listed as +Z% Hold.
  4. UberGuy

    Benumb questions

    (1) Yes. Green mitos have mag 50 mez protection. Benumb will reduce this.
    (2) It shouldn't. Most mez doesn't do anything to the towers, though I believe they can be caged. They don't regenerate, move, mez or attack. They don't use endurance.
    (3) There's no such thing as damage debuff resistance, per-se. Damage resistance resists damage debuffs. If the red tower is giving LR damage resistance then it would also give him additional resistance to damage debuffs.
  5. Another problem with being SK'd up is that if nearby healers aren't SK'd up, you end up with more HP, taking more damage, and getting less proportional benefit from their heals. In fact it makes the most sense to leave low level damage dealers at their native levels and SK up any healers in the area.

    Of course, with SSK, this gets complicated. Only one person can be the "level anchor" for the whole team, and high-level characters can lose a lot of benefits if they are exemplared down to a lower level character. I know I would be unlikely accept being deleveld on my 50s to try and benefit lowbies on my team. This all interacts poorly with the requirement for a team to do 10% damage to get badge credit.
  6. All ATs are useful in the current raid strats I'm familiar with.

    Brutes are useful for either Hamidon aggro or yellow mito destruction/aggro. Brutes with +HP and/or +Regen are good choices for Hamidon aggro, whereas something with at least 12 points of KB protection and the ability to fly (even just with a jetpack) are good for yellow aggro/destruction. Leaping can be used instead of flight, but it hurts your DPS, and DPS on the mitos is important.

    Stalkers and DPS-oriented SoAs also work for yellow destruction, but because yellow mito attacks ignore defense, SoAs generally need active EoEs to survive. I like /WP and /Regen Stalkers if I'm meleeing mitos but not on a Brute. If you bring a Stalker, the same issues with defense apply as for SoAs and for KB protection as for Brutes.

    Corruptors of nearly all varieties are helpful. Those with ranged heals are helpful for aggro Brutes as well as for the yellow teams. Pain doms can grant the aggro Brute +regen, which is a primary means for that Brute to survive. Those with mezzes are helpful for the green team, especially if they can also debuff DR on the greens or buff the green team's recharge and/or damage. Fear protection is also very useful in the green team "cloud" of players due to chain lightning, so Shadow Fall is nice to have there. Anyone with a rez is obviously potentially helpful, depending on how the raid is going. It's very common for people on the aggro and yellow teams to go down even if everything is flowing smoothly. Howling Twilight can turn around a raid going bad. Kinetics can provide key endurance boosts/recovery to people being sapped by chain lightning, and of course also increase attack rate. Rad boosts recovery, damage and attack rate, and grant some resistance to end sapping.

    Doms are very important on the green team, as their mezzes are the main way to get the green mito shields to drop. Their DPS potential is also important there, as you have to beat down greens fast once their shields drop. Fortunata branch Widows also can contribute decent holds/sec on this team, and generally are exposed to less raw damage than ones on the yellow teams.

    MMs usually have the most hands-off roles, as they are frequently used to stream in their pets at blue mitos as a distraction. That said, Poison MMs are usually called into healer duty for the yellow teams, especially since they can grant stackable stun protection and resistance.
  7. It's still not exponential. Your damage admittance is proportional to (1-2*defense). The decrease in the ratio of new over old admittances does accelerate the closer you get to 45% defense (where the toHit calculation's 5% floor halts it), but that acceleration isn't exponential. Exponential implies that your admittance decreases as some constant raised to the power of your defense (or perhaps (1-DEF)), and that's definitely not the case.
  8. UberGuy

    CoX take 2

    Quote:
    Originally Posted by Fulmens View Post
    My INV scrapper- Boltcutter, my first 50, back when it commonly took a person over 500 hours- went from 50 times as tough as my wife's Fire blaster to around 6 times as tough.

    That's overpowered. And I5/I6 (they happened in quick succession) fixed it.
    Right. That reinforces my point, because the big change there wasn't ED. It was ED and the GDN. ED was, for schedule A enhanced powers, a roughly reduction to 2/3rds of slotted strength of powers. For schedule B enhanced powers, which include defense and DR powers, it was a reduction to about 4/5ths or 8/11ths their slotted strength. Most of what your Tanker lost was due to the GDN.

    Note that you're wife's Blaster could have had very high defense before the GDN, depending on pool and other powers chosen. Granted, it wasn't nearly as useful against as many things back then as it would be now, as mobs had effective +toHit with rank and level.
  9. Quote:
    Originally Posted by eryq2 View Post
    Whats the scrapper challenge in rwz? I have an elec/sd scrapper with 50.3% melee def, s&l def is 20%, and s&l resist is 33% and 142% rech. I'd love to try that challenge.
    Find a spawn of L54 Rikti that contains 3 bosses. Defeat them all without using inspirations, temp powers or (preferably) click accolades, but all your powers are game. Don't split the group. Kiting and pulling are OK as long as all of them ultimately are fighting you at the same time when you really start to beat on them.

    Edit: Oops, already scooped above!
  10. Indeed. Walk was a "spare time" kind of thing. Taking the time to make it transition properly with all the combat modes would have probably made it a "not while the game was still operating" kind of thing, at least based on things BaB has told us about how that has to be done.
  11. Quote:
    Originally Posted by Amerikatt View Post
    If these PvPers want real challenges, then why not set up Monster Island or The Abyss as a *consentual* PvP zone, devoid of any non-PvP content. When a PvPer is defeated in one of those zones, his character is locked-up on the character load screen and then deleted during a routine maintenance cycle. Kind of like Hardcore setting in other games. You've got 1 life. Death = Deletion. THEN *maybe* real skill will return to PvP and the gankers will *finally* be diminished (at least a bit). No more gank gangs of 8 hunting 1 character just so that they can feel in control for a few minutes.
    I hope this is tongue in cheek, because surely you know that essentially no one would want to play this, whether they were "real skill" players or not. The time investment wasted in getting a character to where you want them that would be deleted on fail attracts only a tiny segment of what's already a tiny segment of players. Even in those other games, "hardcore" was an optional deal. You're suggesting that all PvP here be hardcore, which is preposterous.
  12. I wouldn't pursue PvP here. When I came here, I had specific goals for play that revolved around the lack of PvP the game had. This was largely because I'd spent 5 years on competitive FPS ladders, often as a ranked group member, and I wanted a break from competitive play. Nowadays, if I want PvP, I'd do it in more stateless environments. That's just my preference.*

    If I didn't actively dislike this game's PvP mechanics then I wouldn't necessarily avoid it. You see, I used to avoid PvP zones out of general disinterest. Since I16 I avoid them because I actively dislike how they work.

    * When I play FPS PvP games, I like being able to change roles rapidly in response to changing tactical conditions. In most games that's just a general change of your weapons and/or gear. Here, it can mean a complete change of your active character. But generally I'm playing something because I want to play the character. My resolution of that conflict is just not to worry about PvP here - if I want to PvP, I do it in other games.
  13. UberGuy

    CoX take 2

    Let's not forget that a lot of the examples people are giving of how ridiculous the game was pre ED had very little to do with what ED changed. Fire Tankers were strong because nothing ran out of Burn patches. They were tough enough to pull it off because it was before both ED and the GDN. Regen scrappers were tanking Hamidon because of the way old IH worked as much as because they could six slot it.

    Lots of other game mechanics have changed between now and ED. It's hard to look at any one thing that was once "overpowered" and claim that ED fixed it.

    ED transformed one set of standard slotting templates into another. It wasn't until we got inventions that people really truly started varying their slotting significantly, because there are so many possible overall design goals. Before, you were just slotting your individual powers for some maximal function for that power. Inventions allow you to slot with a bigger picture in mind.
  14. UberGuy

    CoX take 2

    Quote:
    Originally Posted by je_saist View Post
    IO's can also allow players to be really bad at what they do. Case in point is the recent trend I see on the forums to focus on soft-capping defenses on an avatar. Most of the soft-capped builds I see sacrifice class defining powers, and make players weaker at what their avatar is supposed to do, in an attempt to allow the avatar to do what the avatar isn't supposed to do.
    There's not really any good reason that should be happening. Anyone proposing such builds are doing a poor job.

    I'd like to see some examples.
  15. In what most of us consider normal play, no.

    If you start pushing your survival to the limits, particularly when barraged by a large number of attacks or conducting a very long fight (such as soloing an AV/Pylon) you might.

    On average, someone with 44.5% defense is suffering about 10% more damage/time than someone with 45%. If you're suffering very average low damage/time, then that probably doesn't matter. If you're pushing it to where you're actually suffering damage that could overcome your average regen (plus whatever else you might have), then it's possible that taking roughly 91% of that damage/time might mean the difference in victory or defeat.

    If you're not pushing that kind of envelope, I wouldn't worry about the difference.
  16. UberGuy

    CoX take 2

    With the right IOs, characters are far, far more powerful than they ever thought about being in the pre-ED world. They don't deal as much raw damage per attack, since no one in their right mind would usually six slot attacks for damage, but they have much higher sustained DPS, due to higher recharge and far higher endurance recovery (plus slotting more recharge and end reduction in the same six slots). Moreover, you can do things with IOs you could never do with slotting SOs, such as adding defense, adding knockback protection, etc.

    In general, yes, IOs replaced most of what was lost. It's not a one-for-one replacement, but it's a stronger place overall.
  17. Quote:
    Originally Posted by Noyjitat View Post
    If thats true then why do I get way more drops on lower settings than high settings? heh I think the high settings are either bugged or they think you should get less drops since the mobs are worth more inf at higher levels.
    They've told us that's not how it works. Difficulty has no impact on it. Only rank matters.
  18. Quote:
    Originally Posted by Silverado View Post
    I already said what I had to say in my previous 3 posts, if your skull is too thick to understand basic english and you're unable to grasp the concept of basic logic (resulting in "pedantic" to you) then that's your problem *shrug*
    Translation: I can't actually present a good defense of this argument, so instead I'll resort to ad hominem attacks and try to skirt the point.

    Quote:
    There are times when you have to act maturely and say "hey man sorry I was wrong" instead of throwing a hissy fit like a frustrated middle aged woman
    Yeah, because I'm clearly the one throwing a hissy fit..or even the one who was wrong.
  19. Quote:
    Originally Posted by American_Angel View Post
    funny, I thought running a test 10 times in a row was factual...
    It's factual, but it's not sufficient. Given the small probabilities for any given mob to drop anything, to get a feel for the actual drop rates requires literally thousands of defeats. A really solid feel takes 10s of thousands. 10 runs of a farm set to 8 players is barely in the ballpark.
  20. Quote:
    Originally Posted by Dispari View Post
    Believe me, I'd love to see a PUG succeed using just debuff sets like Trick Arrow, Storm, and Dark. Those sets are all potent and powerful sets that can offer a lot of useful debuffs toward the fight. But to trivialize the incoming damage of 8 level 53 Heroes and act like any team you could possibly put together would still be easy is just ridiculous. You're going to need some sort of amazing gimmick to get past the tremendous buffs, debuffs, autohits, and varied damage types they offer. If you're REALLY suggesting that all it takes is 8 random people with random ATs and powersets as long as they're intelligent, you're some kind of batty.
    You're mixing two things together. A random pug is not the same thing as a mishmash assortment of buff and debuff and damage types in the hands of experienced RSF players. Read my posts. There are keys to victory, and the encounter is easy if you know what they are. That means you see what powersets and ATs people brought, and you adjust to make sure you bring the keys. Lack defense? Bring more lucks. Lots of Lethal/Smashing damage? Get Shivans. Sure, if it really doesn't look like a good mix even with that, 1-2 people might consider getting a different character.

    No one is trying to say that any random group of people who try it the first time is the same as going in with a non-optimized team of players who know how to win. It's not. A non-optimized team still knows what they need, and will try to make sure they have all the things they need somehow.

    Quote:
    The LRSF is hard. I don't know what to tell you. I've never failed it, but that doesn't mean it's not hard. I don't know what sorts of things you do that you could claim the hardest mission in the entire game is EASY, but if that were true the rest of the game would have to be some laughable joke.
    For a team that can win the LRSF, there is absolutely no question that the rest of the game is a total joke.

    I play with the kind of people who find even Hamidon raids pretty easy. We have most of the game down to a science, and that science is only disrupted by unfortunate RNG streaks, accidents, bad network performance, or other things generally out of player control or not player intended.

    Most people feel solving a Rubiks' Cube is hard... except the people who figure out how to do it, and can repeatedly do it in seconds. I've never solved a Rubik's Cube without cheating by taking it apart first, but I have figured out (or play with people who figured out) how to "solve" most of CoH/CoV with a team. Fortunately, I still find the game fun for a variety of reasons.

    Quote:
    The LRSF is quite doable with a comfortable level of speed and success if you know what you're doing. That doesn't equate to easy. You're basically an expert juggler telling regular people that juggling chainsaws is easy. Maybe you don't have problems with it, but that still doesn't mean it's easy.
    Juggling chainsaws is dangerous. Juggling, like a lot of things, is easy once you figure out how to do it. Figuring it out is the hard part, and then the difficulty fades after you succeed.
  21. Quote:
    Originally Posted by Dispari View Post
    Also in summary, over half the support sets offer things that won't do much, if anything for the final battle.
    Baloney. Seriously, if you think this, it's not wonder you think this encounter is hard.

    By the way, the only time the teams I usually run this on try to pull the Heroes is if we're trying for the Master badge. Normally we jump feet first into all eight of them. We always prioritize Numina, then Sis, then usually Positron, and usually save Statesman for last.
  22. UberGuy

    Drop Rate

    No, it was distinctly broken when I16 came out. The attempts to characterize that brokenness are why Archie created his drop parser. (I created one too, his is just a lot nicer. )

    Pohsyb told us they found an uninitialized variable bug in the code that checked if a foe was at least green-con. That bug had always existed since Inventions were added, but had apparently only recently begun to affect drop rates on a large scale, presumably working "well enough" previously due to a quirk of fate, but finally changing noticeably for the worse with I16.
  23. Quote:
    Originally Posted by Sailboat View Post
    I'll make a possible exception for Brutes. Brutes need to keep fighting, to keep their inherent power, Fury, as high as possible; it takes endurance to keep fighting. Fury supplies so much damage that lower-level Brutes can get by without slotting damage enhancements until they have enough slots to do so comfortably.
    Yep, no argument. At low levels, Fury really makes Brutes stand out above their peers. It helps immensely that, at the earliest levels, all the ATs have similar damage modifiers. So Brutes deal about the same inherent damage scale as everyone else... but get Fury on top at a time when enhancements are really weak.
  24. Quote:
    Originally Posted by Umbral View Post
    For any other Scrapper secondary, I would aim for 25-30 hp/sec at the very minimum, though, to me, it's more important to set a goal number for damage mitigation and just get as much tangential damage recovery as you can along the way.
    This is what I do on non-Regens and non-WPs. I usually end up with around 300% regen "bonus" from the combination of Health, set bonuses, unique IOs, etc., and then I also try for +HP bonuses (from sets and accolades) to get me to the right target numbers that Umbral mentions above.

    Note that I may slack on the +HP bonuses if my powers include +HP power like Dull Pain (which can can be made perma through +recharge) or on +Regen bonuses if I have a strong self heal like Healing Flames.