UberGuy

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  1. UberGuy

    Damage output?

    Quote:
    Originally Posted by Ultimo_ View Post
    I do include mission architect enemies in this. If the AE can be used to create foes that are invincible in solo conditions that will appear when solo, then there's a problem with the AE system (which I do think anyway, but I realize the AE is still essentially in a beta state). Either way, I am prepared to set the AE aside for the moment.
    You definitely need to set the AE aside. It's easy to make incredibly tough foes in the AE.

    Critters have ATs, just like player characters do. With those ATs come modifiers that define how well their powers work. Most canon critters have AT modifiers as good or better than "primary" users of the effect the modifier applies to. For example, mobs deal excellent damage, debuff strongly, have strong defense powers, etc. They are, by design, able to be tank mages. This is intended to help counteract their limited AI.

    However, the devs don't actually want all canon mobs to be hideous threats, so they are often given toned down versions of powers players get. Their AT modifiers remain strong, but the base power effects those modifiers apply to are smaller than for most comparable player powers.

    As a case in point, when Mayhem missions were new, the PPD Quantum foes present in the level 45+ versions had the power Incandescent Strike at the same scales a Kheldian player character would. This is a "tier 9" sized attack, comparable to things like Knock Out Blow or Total Focus. When used by a Boss "archetype", it was capable of one-shotting every CoV AT but a Brute. The devs scaled it back.

    This doesn't apply in the AE. Mobs appear to get the same versions of powers that player characters do, but still scaled by their high AT modifiers. That means that they hit much harder than most canon mobs. If you give them a full powerset worth of powers, they also have a better attack chain than most NPCs, and they certainly have more defensive powers at their disposal than most NPCs. Also, critters with defensive powersets are far harder to mez than normal bosses, because they can get player-style mez protection toggles.

    In short, all bets are off when you create a custom NPC in the AE. Its the main reason why people are so up in arms about the fact that they are worth less than canon mobs even when given every power available to them - with such a configuration they are significantly more difficult to fight.
  2. Interesting. I got something similar to this last week, but I'm not sure it's the same thing. Mine was definitely installed by an Adobe scripting attack, and it did redirect my google searches.

    In my case, I was able to identify three separate rundll processes that were being installed as autorun registry entries. They were doing something pretty fancy whereby, once started, they appeared to inject themselves as part of every running process on the PC. They would then proceed to periodically update the registry with their autorun entries from every running process. I had trouble killing the processes from either Task Manager or SysInternals' Process Explorer, but for some reason I was able to kill them the "taskkill /F" command. Killing the trojan processes would cause every running process to eventually crash (forcing me to reboot), as losing the connection to the trojan after whatever injection they were performing apparently made the processes very unhappy.

    Ultimately I was able to remove the files by using a SysInternals tool "movefiles", which you can use to tell Windows to delete files during startup. I'm looking back in my command-line history, and I had these bogus files.

    C:\WINDOWS\system32\notepad.dll
    C:\DOCUME~1\<LoggedInUser>\ntload.dll
    C:\WINDOWS\system32\config\SYSTEM~1\ntload.dll

    I set these for delete on boot, then killed the running trojan processes. I may not have had to do this last kill, but the list of files to remove on boot is stored in the Windows registry, and I wanted to make sure that the trojans would not wipe references to themselves from the list.

    Once I did these steps, my problem was solved.

    If you do not have "rundll" images in your task list containing the DLL names listed above, you probably have a different invader, and my info above may not be of any help. Unfortunately, the Task Manager does not show enough of the command-line to know. I would say look and see if you have three or more rundll's in your "Image Name" column in the "Processes" tab of Task Manager. If you do, you might have the same problem as I did. Hijack This should be able to show enough of the command line to make it clear(er).
  3. Quote:
    Originally Posted by Inferno_Fusion View Post
    OK how come the servers are down? I mean this is kinda unannounced and that they to shut down Guardian,Justice,and Virtue. Like I don't understand the logic behind this?
    You shouldn't assume the servers were intentionally shut down on a weekend evening. Most likely there has been a failure. There seem to have been general stability problems the last few days, as Protector was down for a while previously.

    While I agree communication would be nice, it sounds like you think they shut them down for maintenance or something. That's incredibly unlikely.
  4. UberGuy

    Damage output?

    Quote:
    Originally Posted by Jetpack View Post
    I would be curious to know what is more important than Build Up in the build.
    If I remember correctly, this character has the Fighting pool.
  5. UberGuy

    Damage output?

    Quote:
    Originally Posted by Ultimo_ View Post
    Uberguy:
    No, solo = solo is definitive. If it's not soloable, by definition it's not solo content. If it's not solo content, it shouldn't be present in solo play.
    There's no such thing as "solo content" in this game. There is only content, which you can attempt to play while solo. The majority of that content is intended to be completable by a majority of players who play on the equivalent of the old "Heroic" difficulty.

    You are attempting to create a classification for content which the developers never created and never intended. There is content which attempts to enforce teaming, specifically Task/Strike Forces. However, that does not imply that content which does not specifically enforce teaming is intended to be completed solo. It just happens to be the case that most of it can be, for most characters, on the old "heroic" setting.
  6. UberGuy

    Damage output?

    Quote:
    Originally Posted by Bill Z Bubba View Post
    ugh..Uberguy, could you edit your post please? I don't want anyone thinking I actually stated anything like that. Not sure what happened with the quote thing.
    Wow, what the hell...? Sorry man, fixing it now.
  7. UberGuy

    Damage output?

    Quote:
    Originally Posted by Ultimo_ View Post
    I'm afraid it is definitive. It's like saying "red content should be red." If something is going to presented as a challenge for a solo hero, it has to be soloable. If the devs are saying different, then they're wrong too.
    It's not definitive. You want it to be definitive. That's it. You don't always get what you want.

    Quote:
    Solo content has to be soloable, or it's not solo content. If it's not solo content, then it shouldn't be appearing to solo players.
    I soloed it, so I guess it must be soloable content. See how that works?
  8. UberGuy

    Damage output?

    Quote:
    Uberguy:
    Content that appears when you're solo must be soloable. It's definitive.
    No, it's not. That's your opinion. Nothing anywhere says that. When you meet something that's not soloable and you're solo, you're supposed to form a team. That's not my opinion. It's been told to us by the devs on and off for going on six years.

    The closest thing to what you're saying that the devs have ever told us is that everyone should be able to solo at a reasonable pace on the old "Heroic" difficulty. No claims were made that this meant that one could solo all possible contented offered to a solo player. They added warnings to many missions advising that they recommended a team for them, but they did still let you accept them solo. They added the ability to drop missions. Now they've added the ability to run missions at -1 level to your own

    For one thing, there are too many build combinations to guarantee that everyone can solo everything. Should the game evaluate your build and decide that because it sucks it should make sure it never offers you anything hard, even though other characters would waltz through it? I don't think it should. If your character can't solo, then either fix what's wrong with it, get a team, or try a different character.

    For another thing, there's a difficulty "slider" for a reason. Turn it down. You are facing an EB, and that means you have bosses turned on. Turn them off, and your problem should be solved. If it's not, turn down the level more. If still too hard, I really think you have done something wrong with your character.
  9. UberGuy

    Damage output?

    Quote:
    Originally Posted by Bill Z Bubba View Post
    The OP disagrees with the low damage scaler for defenders and the equations used in the recharge to damage to end ratios. That's fine.

    His refusal to adapt to those values to get what he wants from his powerset choices, however, is irrational. He can either build to solo or delete the character and move on.
    I think this may underscore a fundamental differences in the way Ultimo and someone like me (for example) approach the game.

    I never start out with an idea for a character and then wonder what AT and powersets would match such a character. I always decide I want to play some AT and powerset combination and then create a concept for that character.

    I can't really fault folks who create characters from concept first, but it's worth pointing out that the game isn't sufficiently flexible to allow all arbitrary concepts to function well, because it has certain baked-in trade-offs that are meant to enforce the dev's notions of balance.

    We (in the general sense) can, and often do, argue about those trade-offs and the assumptions that underlie them, but given their state at any given time, it's unwise to try to ignore them. My Dark/Psi functions very well because I worked within the framework of existing trade-off options to give her durability, damage and good staying power. If I wanted to build a Bubble 'fender I would do so with different play goals in mind.
  10. UberGuy

    Damage output?

    Quote:
    Originally Posted by StratoNexus View Post
    Would you delete your tankers and scrappers if your defender(s) did 23% more base damage and had scrapper base HPs?
    I... don't think I know where you're trying to go with that question.

    No. I already have characters that are technically inferior to others for the ways I want to play, so having one potentially outshine others in new and different ways would not make me delete anything I already have. My criteria for characters are:
    • Are they capable of playing solo at the difficulty settings I like to achieve
    • Are they capable of doing the above at a speed I can deal with
    • Are they fun for other reasons, such as visual style, etc.
    Unlike what seems to me like a lot of posters, I don't play this game in a way that accepts only the optimal of everything. I don't even believe such a thing exists, because there are too many target ways to play the game to capture the idea of optimal for all purposes. That means I accept a wide range of performance.

    Like Bill talks about, I don't play things that I don't think will satisfy my criteria. My Defenders therefore have things like Dark Miasma and Rad Emission as primaries, because they make good soloers. My one controller is Mind/Rad. I've made mistakes before in terms of whether I'd enjoy something enough to justify keeping it, and I've deleted a few characters as a result. It usually happens relatively early - if I can get a character into the 20s they're usually good to make it to 50.

    I don't object to the idea of Defenders getting a damage buff. I do object to the idea that it's somehow obviously needed. I think it would be "nice to have". It would almost undoubtedly increase some people's enjoyment of the AT. I have no idea how to reconcile the intra-AT balances in a post GR world with such a change, but I think it could be done. (Since you mentioned one, I do object to the idea of Defenders needing a HP buff.)
  11. UberGuy

    Damage output?

    We know some sets do better than others. So I took a setup that's known to be pretty capable, and is also heavily IOd at level 50, and I upped the stakes.

    Dark/Psi Defender
    +2/x4/Bosses/NoAVs

    First, I felt I really had to clear the map. Such a small, narrow map with so many patrols set to x4 is just asking for something to come join the fun when you are trying to fight the main boss. As it was, even just trying to clear the patrols I still ended up in a fight with 3 spawns at once, each of which contained what appeared to be a Soldiers/Empathy LT and a boss with dual pistols. That fight was the hardest on my endurance bar, and at one point, Assault detoggled when Hasten expired.

    Next, I went looking for mister catburglar. He was easy to find on a character with Tactics. When I switched on Tactics to keep him in sight I turned off Assault to keep my end expenditure the same.

    I found him next to what appeared to be a 2nd spawn containing a boss and LT. Either that or the AE decided to make his a really nasty hard spawn. I managed to pull the boss, LT and two minions away, which is why I think they were actually separate. I defeated those down the street a bit and came back for the EB.

    I dropped a Dark Servant, dropped Darkest Night on the EB, feared the rest, killed the empathy LT, and started in on the EB. He never hit me once.

    Here are a few images.

    Here he is almost dead.
    Here I have just defeated him.
    Here I realized I wasn't showing my difficulty settings. (I've also got a nice cascade defense failure going on.)

    You can see this character has an almost ridiculous assortment of extra toys beyond passives and IOs at my disposal, none of which I used. None of a full tray of 20 tier 3 inspirations. No accolade clicks. No Shivans or WB nukes. I break those toys out when I want to solo an AV.

    (By the way, if you think this Defender and the level 19 have awfully similar appearances... I made the Rad/Psi first and then decided I wanted a Dark/Psi instead, but I kept the original too.)

    Was this slow compared to some other ATs out there? Well, honestly, it depends. I have some melee characters who would have had a horrid time with the multiple patrols piling in on them like that, plus the cascading defense failures. All my "slow" time was spend in clearing the map, not so much the EB itself.

    Edit: Oh, by the way. I soloed this character to 45 before we had IOs.
  12. UberGuy

    Damage output?

    Level 19 Rad/Psi Defender who hasn't trained up from level 18. No set bonuses. No Stamina (obviously). Unimpressive overall slotting.

    He was an EB for me set to +0/x1/Bosses/No AVs.

    Result? Victory (← That's a link to the image)

    Here's my slotting.

    I didn't know the guy would be invisible, so I stumbled across him and he basically one-shotted me. His focus deals 412 points of damage, and I have 403 HP. On my next pass, now though I was ready for his stealth, he still killed me again with Focus. 3rd try, I took him down.

    I have vet attacks. I didn't use them. Yes, I used my inspiration tray. I used a total of four lucks (2 at a time), 4 reds (two at a time) and one blue. I'm level 19. I would have had to use inspirations on anything I've ever played taking on a foe like that at that level. I would have needed a different mix depending on AT, and I quite likely would have needed fewer on something like a Brute or Scrapper.

    Yes, I know, Rad has debuffs and self buffs. The debuffs did help, but because I didn't have the sense to use yellow inspirations, any time he re-hid from me my toggles dropped. AccMet was no help to me because he killed the 1st time before I ever got to attack him with it running, and it never recharged before I defeated him.

    I didn't really have a problem defeating him except for Focus, which I did find frustrating. Him having Focus wasn't a problem with my damage output.

    At higher levels the EB will have more powers. So would my character, and much better slotting.
  13. UberGuy

    Damage output?

    Quote:
    Originally Posted by Ultimo_ View Post
    Ok, again, people are fixating on the example. I only described the situation so you'd have context, a reason why I'm posting this. The point is that the AT seems to have a problem doing damage. I started the thread to discuss THAT.
    I'm going to tell you something negative about the above quote. It's not an attack on you.

    That is horrifically flawed logic.

    You are making claims with this example as your evidence. Your example is terrible evidence. You are trying to do something that's pretty much outside the design limits of your AT. What's worse about it, though, is that players pretty regularly violate those design limits. People have offered you advice on how to better do that yourself, and you don't seem to give it any attention.

    So you're to trying to do something you're not really expected to be able to do, not even doing things that you can do to improve your ability to do it, and then you're holding it up as an example of how flawed the AT is.

    It's absolutely terrible. It's not an argument anyone with a lick of sense would accept.

    If you want to argue that soloing a Defender is no fun because it's too slow, well, that's an opinion, but it's one you could probably get the backing of people who agree with you. But you're trying to back up your qualitative opinion with quantitative evidence, and that evidence is ... poor at best. Even the people who agree with your qualitative opinion aren't going to stand behind your evidence here if they're smart, because it provides people with contrary opinions too much ability to kick the legs out from under arguments founded on it.

    If you want to post your opinion, then do that. Leave the examples out of it. You'll be better off.
  14. UberGuy

    Damage output?

    Quote:
    Originally Posted by Ultimo_ View Post
    ANYTHING the game provides as a challenge to overcome must be accessible by everyone, regardless of AT or powers. It makes no difference if it's PC or Dev content. If something can't be overcome, then there's a problem somewhere.
    No.

    No, no, no, no.

    This is false. Anything the game provides as a challenge to be overcome must be able to be overcome by someone. Not everyone. If you cannot overcome something by yourself, you're supposed to get a team to help you.

    If there were a situation where the above was so pervasive that a majority of people across a majority of builds could not solo a majority of the content, I'd agree that it might be a problem. But that's not even remotely the case.
  15. UberGuy

    Damage output?

    And what powers from Ninjitsu does he have?
  16. Quote:
    Originally Posted by JuliusSeizure View Post
    The old ET would have a DPA of 500 for stalkers, or 700 with BU...

    The old ET would have a DPA of 380 for Brutes, 722 with 90% Fury, and 874 with 90% Fury plus BU ... It had a DPA 90% higher than the current melee champ, Seismic Smash.
    Which does zero damage to the user, of course...

    Quote:
    Go ahead and place the old ET on a bell curve and notice that the range of the worst attack to the second best attack (Seismic Smash) is LESS than the difference between Seismic Smash and ET.

    Statistically, it was clearly overpowered and there's just no debating that.
    And now that it's not anymore, we can execute that exact same argument with a plethora of other powers. Are you the arbiter of what range outside the bell curve something is allowed to exist in? Who dictates that DPA something that's not allowed to have a 90% outlier? What's the maximum outlier on AoE DPA? On AoE DPS? On solo XP/hour? On combination of mez capability and self-mitigation? Damage dealing and self-mitigation?

    I'm sorry, you're not disproving my point.

    Quote:
    Mechanically, it was clearly overpowered, as so many people came to define an entire set by a single skill.
    Yes, of course, no one took the set because it combined awesome DPS with powerful stuns and an exotic damage type. No, I think you overstate this argument. Yes, if it had no stuns and dealt pure smashing damage I could agree ET would have wholly defined the set, but that's not the case, and thus I say your assertion here is simply false.
  17. This is known, and "mostly intended".

    Originally, "damage typed" and positional defense bonuses were separate and distinct. This led to a great deal of dispersal of the bonuses for damage types among the various IO sets, and made it very hard to come up with meaningful bonus stacking across damage types.

    This was changed so that the "main" typed bonuses always appeared in pairs (lethal+smashing, fire+cold, energy+negative). Psi defense has no partner, and there is no such thing as toxic typed defense.

    At the same time, the following match-ups were added.
    • Wherever a set granted a positional defense bonus it now also added a 1/2-sized damage typed defense bonus pair.
    • Wherever a set granted a damage typed defense bonus it now also added a 1/2 sized positional defense bonus pair.
    Those pair-ups look like this.
    • Melee <-> Lethal+Smashing
    • Ranged <-> Energy+Negative
    • AoE <-> Fire+Cold
    What you're seeing is that Aegis originally had both Fire or Cold and AoE defense. When the pairings described above came through, those ended up with self-reinforcing bonuses. The same thing happened in several other sets (as others have noted).
  18. It's a song from a Discovery Channel advertisement.

    It's being used as a soundtrack and screenplay choreography for movies of just about every video game you can think of. It... works really well.
  19. There's explicitly no way to turn on two powers with one keystroke.

    However, you can try to bind one power execution with pressing a key and another with releasing it. I don't find it works that reliably, because I click the key too fast and the server ends up only doing one of the things I wanted. Occasionally lag is also an issue. I swear that keystrokes get delivered out of order when you're suffering bad latency spikes.
  20. Wow, what the heck.

    No.

    Feel free to retire your own 50s.
  21. UberGuy

    Nemesis?

    Quote:
    Originally Posted by vinque View Post
    I'll have to put the tohit rolls in a separate chat tab. So now the question is, how do I do that?
    Set up a new tab and add the "Hit Rolls" channel to it.

    Pitching in with the folks reporting that Nemesis aren't especially likely to hit outside of Vengeance. I've spent plenty with them on the Liberate Television map using a Night Widow.
  22. There are a great many things, but I think, for me, it comes down to two.

    I really feel like my characters are uniquely mine. The combination of free-form backstory text, sooo many appearance combinations and the great variety in possible builds even within the same AT make it possible to feel they really are your creations. That sense of attachment leads to investment, both in terms of time and emotional attachment.

    Most fundamentally for me, though, I love the combat engine. Yes, the AI is dumb. I really don't care. What matters is that combat is sufficiently random. I have to do things to react to the fact that no combat plays out exactly as planned or exactly like the last one. At the same time, though, I don't feel as though I'm completely at the mercy of the RNG. It's just random enough that my actions control the majority of my destiny, but I can't be certain they'll do exactly what I intended.

    Finally, related to the above, the fights feel epic. Taking on lots of foes gives me great joy. Even if they could all be outflanked by a sack of potatoes, it still feels fun.
  23. Quote:
    Originally Posted by Grey Pilgrim View Post
    This is rather over the top. People KNEW Energy Melee was going to get nerfed: it was regarded as overly strong for what it was. The devs even dragged their heels on doing it because so many people liked it.
    That's not nearly as cut and dry as you make it. Quite frankly, we don't really know what the devs will nerf, and have a hard time understanding sometimes why they nerf some things, and then turn right around and create new things that, in their respective ways, seem just as or even more powerful. I have a fairly hard time understanding the ET change in light of not only the initial version of the Shields powerset, but then later buffs on top of that.

    The devs are walking an interesting line. Characters in this game can be, by many standards, pretty wildly powerful compared to their environment. The devs seem to be working with the fact that the game's initial balance was pretty far off the intended mark, but at the same time, that was pretty popular with their players. They seem to be generally willing to let the current general power levels stand while trying to decide what's too powerful for their sense of risk- or time-vs-reward.

    It's not at all clear to me that many of us players can make reasonable assertions about what "clearly" will be nerfed, or not, in such an environment. If we strictly assume that anything as "clearly overpowered" as ET was should be nerfed, I think we would have a lot of additional downgrades in our future.
  24. The answer isn't simple, unless you force it to be. Is "increased metabolism" only going to be manifest as +Regen percentages, or is it best expressed in HP/second? Can outright heals be considered? Does it have to be "on" at its max value all the time?

    We should point out that +Regen is one of the smallest returns on investment in terms of how to make either Regen or WP characters tougher. You may not care about that if your goal is primarily concept driven. However, because both sets already regain HP so fast, +Regen bonuses add less additional benefit compared to the existing capabilities than, say, +Defense.

    If your concept is that the character just has mad regenerative abilities that don't really spike or waver (but maybe do rise in combat), then WP is probably the better fit. If your concept is that they have somewhat mad regen that they can spike crazy higher on demand, then Regen sounds better.
  25. Quote:
    Originally Posted by JamMasterJMS View Post
    Ill take an autohit mez then over something with a tohit check 10 times outta 10 times.
    You'll also take it at about 1/11th the recharge rate.

    Quote:
    Ya, in my play xp preemptively using TG will make mobs miss.
    Do you really know the statistics for your powers? You actually debuff your foes' toHit more by opening with, for example, Dark Blast or Gloom. TG's toHit debuff is -6.25%. All the blasts in Dark Blast are -9.38%. So, by what you're saying, it should be even better to open on your foes with Gloom.

    Quote:
    and yours is to wait for PG to recharge to double stack. Good luck with that.
    Way to focus only on bosses, ignoring all the other cases, when bosses are an edge case even for your Dark Pit approach to play. You have to double stack too. I have a 90.25% chance to double stack PG, while you have a 95% chance to stack Dark Pit on HT, but you can only do that at 1/11th the rate that I can attempt to double stack PG. (Edit: By the way, it takes more accuracy or toHit bonus to make sure you're at 95% on Dark Pit, since it has 0.8 accuracy.)

    Quote:
    actually you did when you talked about damage/time. And how you solo on +2 X8.
    No, I talked about comparing my DDD to yours, and improving a build over baseline damage/time. I never compared a DDD to anything else. Also, I said +2/x6.

    Quote:
    here again we disagree. Id rather FS the mob, DN a particular baddy, tarpit, run in with HT and DP.
    You don't need to DN most spawns. I don't use DN unless I'm fighting bosses or EBs, or I'm pulling multiple spawns together. I can defeat spawns faster than I could recharge Dark Pit in order to have it back every spawn. Your approach is slower. It's not wrong, but when I offered the OP advice, I offered them advice based on perceived optimal performance. I consider speed part of that optimization.

    Your response to speed optimization seems to be "why bother optimizing speed on Defenders, because they're slow." That doesn't make sense. You can still make them faster than they would be.

    Quote:
    mob/spawn is quivering shakin in there boots while you SLOWLY wittle away with NF+ TT.
    Apparently, for whatever reason, I whittle faster than you. It sounds like that might be because I bothered to make mine faster, while you decided it wasn't worth doing.