UberGuy

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  1. Quote:
    Originally Posted by Eva Destruction View Post
    People who want to tell stories and make them available to the general game populace have one.
    And if tool hadn't taken been essentially all of issue 14's deliverable and a decent chunk of issue 15's too, I'd be OK with that. But it did, and I'm not OK with that. I'm sorry, but I can't accept that dedicated story tellers are important enough for that kind of time investment.
  2. Given where this thread has gone, I wouldn't be too worried about taking it further OT. Long-lived threads tend to do this, especially here in this forum. As long as people don't start flame wars I doubt the mods mind much.

    You shouldn't assume that because I disagree with you in a thread where I've disagreed with others that I'm "lumping" you in with anyone. I disagreed with some of your points on their own merits... hm, pun not intended but liked.

    Your verbiage, as you called it, seems to me to basically restate what we (as in you and I) have been discussing already, but you throw in a twist I tried to address in my edit. You refer to the old "egalitarian" reward method before merits - everyone gets the same reward no matter what they do. We know the devs moved away from that system for a reason, and it didn't just have to do with them taking issue with the rate rewards were pumping into the system.

    The problem they have to try to solve is that reward systems have side effects outside just the reward rates they offer players. The "egalitarian" system was only egalitarian among players if they played the same content. Players understood this, and they did play the same content - the shortest content they could find that gave them a reward drop. That was a compelling incentive for everyone who wanted good rewards to play that way, which dragged in everyone who just wanted to play with others, which then sort of left other people out in the cold.

    The devs tried to find a way to make TF A as attractive as TF B in terms of reward/time. As soon as they set out to do that, they needed a way to measure time to completion. As soon as they set out to do that, they had to account for wide variation in team performance.

    Ultimately, no reward calculation that tries to go down this road is ever going to be able to make outliers not matter. The only way to try to prevent fat cats from getting fatter is to lessen the top-end outliers through balance changes. In this context, I think that would manifest as changes to content that make it less sensitive to build and playstyle, but that's a very tall order. While I can imagine making missions hard to crash through things like non-failable escorts, required ambushes, etc., the game is still basically focused on combat, and combat has a huge span of team performance levels. Flattening that performance gap would take some pretty hefty game changes that would not be popular with a lot of people.

    Solving a set of interlinked problems like this is always going to be about trade offs. We have to assume that any alternative solution is going to have to address, if not solve, all the same problems. I can't possibly see the devs returning to the old "egalitarian" system, because it had playstyle side-effects on the game population at large that they didn't like.* That puts us back at trying to determine some sort of equivalence between TFs. What's would be a better measure of equivalence than relative time to completion? How would we measure/determine it in a way that's not subject to variations in team performance? If it's subject to variations, how do we represent it as a single value to calculate the final reward?

    * The new system doesn't completely eliminate those side-effects, but it definitely has people playing more, different TFs than before, which is very likely considered a big improvement.
  3. Quote:
    Originally Posted by PumBumbler View Post
    The other alternative is to work the reward system a bit differently. Think wider. Anyhow this is massively OT, just like the last 50 posts.
    Sorry, but any reward system is going to have to solve these fundamental problems. Saying "think of something better" is just silly.

    Edit: any reward system except going back to a flat reward per TF. Given their past objections to that and the way it incentivised the shortest TFs, I'm assuming that's not on the table.
  4. No, I didn't actually assume that. I specifically mentioned that you've got two broad alternatives. "Median-like" (ignore or devalue outliers) or "average-like (give everything the same general weight).

    Any variation on "average-like", where you permit outliers to have a strong influence on the outcome for a large number of non-outlier values is going to be unpopular with those large numbers of people who are getting less because the top few percent of them are performing better.
  5. Quote:
    Originally Posted by PumBumbler View Post
    Yah, I'm not a fan of their choice of using the median. I'm quite sure there is a bivalent distribution going on.

    The simple fact of the matter is that the best people can and will run multiple TFs in the time an average person will.

    This likely self-selects the median to be a much lower value than it should be, since the fast TF people will get so many more kicks at the can, and generally they do kick it more, much more. It's not like an exam where everyone gets the same amount of time to get a single mark, and the grades are distributed along a bell curve.

    However, I'm pretty sure the devs can see the non gaussian distribution and therefore fudge the rewards a bit.
    The median is a much better choice for this sort of thing. It's far less subject to the effects of outliers, and that's why they used it. Any time you want to treat things that have real values over a wide range and represent things as a single value, you have to do one of two things.
    1. Ignore or at least devalue large outliers
    2. Allow the single value to be disproportionately modified by large outliers
    Option (2) is almost certainly to be considered unfair by a significant number of players, because it balances the game's rewards downwards for everyone to account for the best performers. Very few of the devs' changes have done that, even when you include some of their most extreme changes (ED and I13-PvP). Instead, many of their changes try to make the majority of people perform at the levels the devs want, while accepting that some will perform above it. Certainly, balancing merits around median values fits that philosophy to a tee.

    Of course let's not forget that balancing to the median also allows some people to perform significantly poorly without suggesting rewards need to be increased. This is pretty important, because it helps keep people from gaming the stats by staying logged into TFs overnight.
  6. Quote:
    Originally Posted by Umbral View Post
    I'm kinda curious as to whether Castle is pushing him to find a resolution, or if the removal of redraw is going to require Castle to remove the redraw "bonus" (5% higher base accuracy) from weapon sets.
    Given the nature of the "balance" for that sort of secondary effect, that would seem highly arbitrary of him. Moreover and as already pointed out, several powersets which have redraw requirements lack any such bonus ... claws, DB and Spines all come to mind.
  7. They don't calculate the average. They calculate the median. They do that specifically to make the calculation less sensitive to extreme results at either end of the time scale. For the times you're talking about to end up as the median, enough people have to be executing at that speed to push those times down into the middle of the list of all times people are hitting.
  8. Quote:
    Originally Posted by Evilmeister View Post
    Why are you leaving out Choking Cloud for Radiation Emission? Debuff diminishing numbers are tragic, which is an imbalance when considering debuffing sets versus buffing. *sighs*
    Debuffs don't suffer diminishing returns (at least not in PvE). Are you referring to foe resistances to them?
  9. UberGuy

    Too much loot.

    Well, it's likely to get people's butts on deck.

    Also, when you consider you're spreading that around over all the winners and various runners up and door prizes, I'm not sure that's overboard these days.
  10. Quote:
    Originally Posted by Another_Fan View Post
    I know many many people that are doing posis in an hour and a half or less as a somewhat slow speed, so I look at the number and have to think there is something odd going on there.
    The very fact that you are here on these forums, and probably play with like-minded people is very likely to be what's going on there. Never, ever assume that you or anyone you know represents the average (or median) case. I know lots of people who complete TFs in 25 minutes that other people talk about failing repeatedly, and refusing to run them any more on those grounds.
  11. Quote:
    Originally Posted by Living_Scarecrow View Post
    I'm playing a SS/Shield brute at the moment and I'm having a hard time understanding how to use toggles, specifically the first two for melee and ranged damage, respectively. Should I run both at once? Do I switch constantly? Do I pick one and roll with that? I'm not too sure, and any help would be appreciated.
    In general, you are expected to run most toggles simultaneously. Very few toggles are mutually exclusive, and those that are tell you what they are incompatible with in their descriptions. A few toggles are very endurance intensive to run, and these are usually intended to be run only for a short time, but aggressive endurance reduction/recovery builds can sometimes run them full-time.

    When you are low level, you may not have the endurance to run all your toggles simultaneously. Slotting attacks for end reduction (high priority), slotting toggles with end reduction (moderate priority) and getting Stamina (if/when you can) all will alleviate this issue, as will various special IOs or accolades that improve your endurance total and recovery rate.

    If you find you cannot run your two toggles together until you get better slotting, you should probably prefer the melee defense toggle. Most mobs are more damaging with melee attacks, and/or have more of them to cycle through. Making them miss more in melee is probably more valuable. On the downside, many low level mobs debuff your defense powers with their ranged attacks (bullets often do this), so your results may vary depending on foe.

    Defense powers work by checking the attacks "types" (such as ranged or melee) against all your defense values. If you have any defense that work against the attack's types, you benefit from the highest of those defense values. As far as I know, there's no such thing as an attack that's flagged both ranged and melee. Most attacks combine one position type (melee, ranged, AoE) and one or more damage types (lethal, smashing, cold, fire, energy, negative, or psionic - there is no "toxic" attack type). A few have only a single position or a single damage type, but not the other.
  12. Quote:
    Originally Posted by black_barrier View Post
    Also, Bab's mentioned it about a year and half ago (i11?), when drop rates were actually changed to be dependent upon the difficulty of certain encounters
    1. I have no recollection whatsoever of BaBs ever saying that. I follow the Dev Digest rather dedicatedly.
    2. BaB's job is not associated with drop rates. I would take anything he said about drop rates with a large grain of salt, especially when...
    3. It's been contradicted by devs who do deal with drop rates. Synapse told us what I said above in very clear terms during the mass testing of drop rates being done in I16. Mob faction nor level has any bearing on their drop probability. Only Mob rank (minion, LT, boss, etc.) has any influence, and that influence is static. Level interacts with rank only to determine whether it should give you a reward at all - the mob has to con at least green to you to give you any drop. The only known variable drop rate is from AVs, who have a binary control on them saying their drop rate is 100%. Only AVs deemed "non-farmable" have this setting enabled.
  13. Quote:
    Originally Posted by Derangedpolygot View Post
    Khaaaannnn!!!
    This.
  14. Quote:
    Originally Posted by Solicio View Post
    I'm curious to hear what everyone else thinks. Thanks!
    I think people who make AT demands on teams are silly. This game is really easy. Even if you're running some of the most intense team content it offers, such as the LRSF or STF, splitting hairs about which buffing/debuffing AT you want is overkill. Just grab someone with the correct tools you need, make sure they are at least considered to have using those tools in their stereotpyical role, and go to town. About the only content where you really want specific ATs doing specific things is Hamidon raids, and even there you can cut some slack in the roles.

    Now, will distributions shift as people discover they really enjoy this or that AT? I think they will. But I'm going to shake my head a little bit at the people who worry about what AT is "better" at using X or Y power when all the main contenders are all really damn good at using those powers.
  15. Quote:
    Originally Posted by EnigmaBlack View Post
    Is this true? I've never heard that before.
    I've never heard this before either, and know of no reason to expect it to be true. Barring some good evidence to the contrary, I'm chalking it up to perceptions. We've been told explicitly that drop rates are a function of mob rank and nothing else. I think that makes this very unlikely unless mobs in RV have rank labels that lie about what they really are and they're actually uniquely ranked entities with different drop rates. I can't imagine the devs going through that effort.
  16. Quote:
    Originally Posted by EvilGeko View Post
    No. KB is NEVER more useful than KD or KU. Period.
    Though I'm someone who's not a fan of KB, I'm going to disagree with you.

    I can't use KD or KU to knock foes into places I want them, such as into patch powers, next to allies with AoE damage effects in play, or next to allies who benefit from adjacent foes. This is something I commonly do on teams in particular, but I do it even solo on a rare few characters (Psi/Dark Defender comes to mind - get back in that Tar Patch, you runner!)

    I'm on board with the idea that the mitigation of most KB powers is not meaningfully better than KD or KU, and that KD and KU lack the overhead of having to chase down a knocked foe (or at least knock him in a direction that's useful). But knocking things around does occasionally have actual utility. I wouldn't ever build for that utility, and find KD or KU more "hands off" by far, but I've used that utility enough to know your absolute declaration isn't true.
  17. Quote:
    Originally Posted by Deacon_NA View Post
    Well I'm glad we got that cleared up.
    I'm sorry, but I can't tell if that's sarcasm or not.

    Minion and LT increased accuracy are distinct and separate from their ability to resist toHit debuffs.
  18. That's how I usually use MoG, so I would agree with that assessment. Note that this can depend somewhat on how durable you are compared to something that's beating on you. If you can see things going south at a dangerous speed, but still have time to get to your "oh crap" power, then popping powers Shadow Meld or MoG becomes a bit more "regular use". Given the relative fragility of Stalker HPs, though, it's hard to fault a proactive, early activation.
  19. Quote:
    Originally Posted by Aura_Familia View Post
    Actual, didn't WoW and Guild Wars allow you to purchase a pvp toon for only pvp?
    I'm not sure what they do now, but originally I don't think it was a purchase. It was just an option. You created a character for PvP, and they were automatically max level. Their selection of rare skills was based on what you had unlocked in PvE, though.

    To A_F, the idea of a "free" 50 came from the internal progression of my own post, which you quoted, and some of the other, earlier posters in this thread, who mentioned the idea.
  20. Quote:
    Originally Posted by Silas View Post
    If I recall correctly, it was because some powers like Lightning Storm were crazy-powerful so they made pet power recharges not affected by your recharge slotting. Which, I think, was an unintended side effect to begin with.
    That's not the reason they gave, though it's probably not an end result they minded. The explanation given was that they had to do this to correct problems with pet AI, where pets would use the same power over and over, or stand and stop attacking. They attributed this to the ability to increase the recharge speed of the pets' powers, so they removed that ability to correct the issue.
  21. Quote:
    Originally Posted by Deacon_NA View Post
    First, a technical quibble:

    Ranks above minion get accuracy buffs, not to-hit. See the table at the bottom of this link:
    http://wiki.cohtitan.com/wiki/Attack_Mechanics
    You're correcting an assertion I did not make. Please look carefully at what you quoted me saying.

    Quote:
    The implications of that for toHit debuffs are a bit complex, because foes resist toHit debuffs for being both over your level and being ranks above minion.
    I said that ranks above minion resist toHit debuffs. This mechanically has nothing at all to do with their increased accuracy.
  22. A few things.

    First, to expand on what Fulmens mentioned, they have made it so that the way mobs calculate attacks always makes 1% of defense amount to a 2% reduction in an NPC's average DPS against you. The implications of that for toHit debuffs are a bit complex, because foes resist toHit debuffs for being both over your level and being ranks above minion. However, every point of effective -toHit you inflict on a foe is just like a point of defense for you (and adds up with any actual defense you have).

    Overall, a lot of your slotting looks fine for the things you're using to slot. Since you have the HOs laying around, using them is fine. Bear in mind that removing them later will be annoying if you chose to (taking multiple respecs). For a variety of reasons but IMO heavily around the attractiveness of alternative rewards, a lot of people don't go for HOs these days, making them rare and thus expensive (and thus valuable to sell), so it would be very wasteful to overwrite them. However, it's a lot easier. Selling them for cash now would be viable, but you might want to do some research into what to buy to replace them. Meanwhile, your character would be less efficient - the HOs are definitely better than the SO or common IO alternatives.

    Some specific questions or suggestions.

    • Why so much recharge in Dark Servant? Is it to resummon him when he dies? Bear in mind, you can only summon one at a time now. If it's so you can sacrifice him a lot and get him back faster, that makes sense. My own slotting for him is two Endos and two Enzymes. However, how to slot him is a lot about personal preference. I don't find his healing very reliable due to his AI, and prefer to slot his mez and toHit debuffs.
    • I would have recharge in my attacks. You have them at reasonable values for damage and endurance. The accuracy is high on some, but that's because of the liberal use of Nuclei for damage. 66% Acc is probably plenty, and if it's not hitting things you want to hit, you might consider investing in either Tactics or a Kismet: +toHit unique IO. If you could get a 6th slot in each attack even 1 IO recharge would help.
    • I would also go for recharge in Twilight Grasp. I guess it depends on how you use it. I often solo my Dark Miasmists, and when I take on a lot of stuff at once, a fast recharging heal is sometimes very useful.
    • It's not really very strong to slot +defense in Combat Jumping these days. It has its place if you're trying to eke out the last couple of percent on a build that's shooting for the magic number of 45% defense (the most that is normally useful under the accuracy/toHit rules we mentioned before). This would be a great place to stick that Kismet if you get one.
    • What was the goal of Acrobatics? Is it KB protection? If so, know that the protection from it was reduced and while it's still very good, it's no longer perfect and very strong KB will still get you. Also, you can get relatively inexpensive single IOs that give 4 points of protection (Acro gives 9 now). These various IOs can be slotted in defense or resistance powers, making CJ or Shadow Fall places to put them. These IOs are also cost zero endurance to use, as opposed to Acro.
    • I recommend more recharge and some fear duration in Fearsome Stare. IMO, this is a staple power for a Dark Def, and while the -toHit is important and useful, so is leaving a foe feared for a good long time and being able to stack the power on bosses. This is a pretty good power to look into your first IOs for, because toHit debuffing sets are pretty cheap, and you can mix those with Endos to get more rounded-out stats for the fear, toHit and recharge.
    • Now, it's possible you really do, but do you really want Blackstar back as fast as possible? Part of my asking this question is that I'm not a huge fan of Defender nukes unless they have significant damage boosts going on, and Dark Miasma's not one of the sets that gets "singnificant" boosts in the way I mean.
    • Can you turn the accuracy in Pet. Gaze into another Endo, and then one of the holds into a recharge? I, too, like having PG, but its duration-to-recharge ratio could use all the help it can get.
    • The +toHit in PBU really isn't worth slotting for, IMO. It's quite small and only 12.5s long, and PBU's got a long recharge. If you want to take any of my suggestions about adding recharge to attacks or KB IOs, here's a place you can grab two slots for those purposes.
    • The +Resistance "armor" toggle in the epics is really nice on a Defender. If you decide to dump Acro, taking Temp Invuln and slapping a Ribo or two in it (if you have them) is a decent plan, IMO. (My DDD is also a user of Power Mastery.)
    I like your power choices overall, as they match my own with the exception of Blackstar (which is a very subjective thing).

    I hope that helps.
  23. There are different ways you can design any game, and some people will like approach "A" while others will prefer approach "B". The approach the devs here took is that heavy-duty IOing, at least purples specifically, is something you're intended to do as ongoing progression potential for a character that's already 50.

    That means that just getting to 50 in a month and then calling it good with whatever money you earn on your way there isn't the approach they envisioned for someone to take to get a baseline 50 to the level of power that lots of IOs can provide. It's very likely it's supposed to be additional "grind" at 50, presumably performed with the 50 in question.

    Now, I'll be honest, I get why someone interested in PvP as a primary goal isn't going to like that. I think a lot of serious CoH PvPers consider it annoying enough to have to level to 50 in the first place, and burn through it as fast as they can. For a lot of such folks, PvE play requirements are a barrier to their good times.

    Having to play a while for heavy-duty IO access isn't a barrier to me. I'm goal-driven, and with no goals, I'm bored, so having something to work towards is fun for me. I'll play the same character heavily for weeks or even months, at the end of which they are 50, heavily IO'd and ridiculously bad-*** in PvE. Then, I'll play them even longer to enjoy how bad-*** they are. To me, that's a good time, and it's a good time that's very compatible with the goal structure the devs seem to have created.

    That said, though, I get the desire of people for something like Guild War's PvP-only builds and loot. If the devs here had gone that way day one, a lot of things might be a lot better. Sadly, day one, I don't think the devs on deck had enough of a clue on what they really wanted PvP to be to come up with something like that. Such a system might work really well here, because we have so many PvErs who don't want to PvP, and I think PvPers who don't want to PvE much are common in many MMOs.

    Even if they added in instant level 50s you could only PvP with, that doesn't mean they'd have to go for instant max gear access, and I'd be more than a little surprised if they did. I would expect people to still need to play (and/or play the market) to make progress. The place you have to play might change - I could see PvP-only characters having to PvP to get credit for loot.

    Not my call and it would be no skin off my nose if they did, but removing all the progress requirement just doesn't seem our devs' style.
  24. ...there's hopefully going to be less reason to avoid click-intensive secondaries.

    As someone who plays Regen a lot, I'm excited.