UberGuy

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  1. Quote:
    Originally Posted by Miladys_Knight View Post
    What exactly do I need a team and buffs for if I can do that?
    I'm not sure how many additional times or ways I can say this.

    Because with more buffs you could do it faster.

    Edit: More significantly, you've defined a case with a significant number of caveats. That your baseline is solo is very important. No bosses is too. You're repeating maps you've memorized, with obviously the same foes repeatedly. You've got an AoE-centric build, designed to mow minions fast. You've declared that what matters to you most is drop rate, and you want the Defender's benefit to double your solo speed in order to make it worth your time.

    Those conditions are not the whole game. Adding a force-multiplying Defender to a team of 5 is a 20% decrease in per-teammate drop rate for easily a 25% increase in kill rate.

    Here's a question for you. Do you think any one Defender doubled your speed before IOs? I will bet you it did not, unless maybe it was a Kinetics.

    This alleged problem is not founded in the existence of IOs. Again, this is the part of your thesis I take exception to.

    Quote:
    12% more defense reduces incoming damage (and successful mez attacks) by 25%. That means that if I needed defender level buffs to survive (or attack full out) before, then buffs that are 25% weaker are all I need to survive (or attack all out) now. That puts us squarely where the controller/defender debate has always been.
    I think that you're putting far too much faith in a mathematical model dictating actual player choices. I think basically no one is basing team build choices on minimum performance optimality criteria like that. If they were, no one would ever invite a Tanker or a non-AoE Blaster to a team.
  2. Quote:
    Originally Posted by JuliusSeizure View Post
    They do.
    Yep.

    There's a reason everyone is happy to buy level 50 ones, and why (back when you could farm for them), people farmed them at L50 and not, say, L28.
  3. UberGuy

    Purps

    There's no formal source for this information. However, there is quite a lot of circumstantial evidence that purples are part of Pool A.

    • For a while, you could get Purples off of non-Gold AE ticket rolls. This was a bug. It possibly suggests the devs had to do something to stop Purples from appearing in the reward list, which otherwise mimicked Pool A drops.
    • The predictable drop RNG bug caused some maps to have set patterns of exactly which mobs would drop Pool A recipes, and one of the things that could drop at the "Pool A" spot was Purples. Those same spots in the sequence never dropped costume recipes (which happened at different points in the sequence).
    • Anecdotally, I have never seen nor heard of a purple and a pool A dropping at the same time. This is possible with other differing drop pools. For example, I have gotten an enhancement recipe and costume recipe off of the same mob defeat before, when solo. Of course, it's possible I have never heard of this simply because it is sufficiently rare.
  4. Confuse sets have been junk even at the peak.
  5. UberGuy

    Purple's

    Quote:
    Originally Posted by eryq2 View Post
    So, i can't get 2 purps to drop on the same farm, on diff toons? I see what you're saying but if 2 can drop on the same farm, on diff toons i think it'd be worth having seeing as that i've never gotten 2 purps to drop while solo'ing.
    You can't get two purples from defeating any one mob.

    Imagine for a minute that every mob you defeated dropped a recipe, 100% of the time. (Scary thought.) Every time you defeat a mob, you get a recipe.

    You go in solo and defeat 100 mobs. You get 100 recipes.

    Now you take in two characters. The split should be roughly 50/50, but however it works out, if you add up the two character's drops, they'll have 100 recipes. Same if you take in 3, 5, 8 characters. They'd end up with 100 drops spread among them.

    It's still not a terrible thing to do for the inf bonus, and for all I know you get bonus tickets in the AE. (It seemed that way to me dual boxing it.) It just doesn't provide any direct benefit for recipe drops.
  6. UberGuy

    Purple's

    Quote:
    Originally Posted by eryq2 View Post
    Well, if the odds are 1 in 1000, say. If my 1 account gets 1 in that 1000, and my 2nd gets 1 in 1000, and my 3rd gets 1 in 1000, don't that increase my odds to 3 per 1000 instead of 1 in 1000? I would think so. .
    That's not how it works.

    When you defeat a mob, there is a 1-in-X chance that it drops something. What X is depends on the mob's rank. X depends in no way on how many people are on the team. Mob is defeated, random check is made to see if it drops something from a given drop table.

    If that 1-in-X chance does result in a drop, then* a check is made to see what was dropped. We're mostly all talking about Pool A recipes, which contains commons, uncommons, rares and purples**. Something is chosen randomly from the table.

    Finally* a random determination is made to see which character on the team the drop is given to. If the recipient can't accept the drop because they are out of room, the drop is lost. (We were told that SO drops behaved in this way a very, very long time ago, and I'm assuming recipes and salvage work the same way.)

    * I actually have no idea if it decides what to drop before it decides who to give it to, or the other way around. However, it doesn't matter in the end.

    ** Each mob can only generate one drop from each drop table it's eligible to drop from. There are drop tables for enhancements, inspirations, salvage, pool A and pool E recipes. Pool E has costume and (I think?) respec recipes in it. You can get both a pool A and pool E drop from the same mob. I actually don't know if the boss Pool C/D drops are considered part of Pool A or not.
  7. Quote:
    Originally Posted by Arcanaville View Post
    Also, as far as I know, there's no way for a power to change an archetype's damage "modifier" (really, the damage table). As far as I know, that table is immutable and irreplaceable for all archetypes, which means the only way to change it is to literally change archetypes. I don't think Nova form changes archetypes.
    Actually, Kheldians form attacks are quite special. They kind of act like changing archetypes. The form powers, found in the "Inherent" category, achieve this by referencing completely different ranged and melee damage tables than the human form attacks. The Nova blasts use the Ranged_SSDamage table and the Dwarf attacks use the Melee_SSDamage table. This is in contrast to the human form powers, which use the regular Ranged_Damage and Melee_Damage tables shared by the other ATs.

    It's interesting to me that RedTomax's site shows the *SSDamage tables as having entries for the Arachnos epic ATs. I'm not aware of them actually referencing these tables, but haven't looked.
  8. UberGuy

    Purple's

    Quote:
    Originally Posted by eryq2 View Post
    umm, yes Iron. Theyre random drops. But with 3 toons, i get x3 the inf, prestige, tickets when in AE, and drops.
    One other possible nit to pick: you also don't get 3x the inf or prestige per map. Reward per defeat per character on the team is divided by the team size and then given a bonus based on team size. For a team of three, the bonus is 1.5x. Each member of a 3-player team will earn 1.5/3 = 50% of the solo reward per kill. Obviously, taken as a whole, you earn 1.5x as much in total.

    Definitely not disagreeing about whether you gain more. It's just not 3x as much.

    (I'm actually under the impression Tickets also work out in a similar way, but I've never analyzed it myself, so am not sure.)
  9. Some more feedback on the actual ToT-ing.

    Presumably, there are now more "tricks" than "treats" because now the tricks are what supply us with costume salvage. However, that makes looking for the costume badges incredibly tedious. I am experiencing something like an 8- or 10-to-1 ratio of tricks to treats. That's a lot of door clicks to get to 50 costumes - especially when every treat doesn't actually seem to give a costume. (Yes, I know nothing happens if you get one you already had, but I am watching my badge progress bar, too.)

    At least there's a badge progress bar these days.
  10. UberGuy

    Purple's

    Read his last post. He states that he went from 10 to "30ish per run". The italicized part is the key here. It's in direct conflict with your interpretation.
  11. My one prediction so far is that, tentatively, I think there will be a lot more costume salvage this time. You can now get multiple pieces per door click, and a large team can get a lot more than one per click. If this prediction is correct, that will probably depress the price for the long term between this event and the next one.
  12. UberGuy

    Purple's

    You aren't getting three times the drops. That's what he's saying. You get the same number of drops no matter how many characters are on the team. Your chance of purples does not go up.

    There is one drop chance each time you defeat a mob. The number of players on the team has nothing to do with it. Before I16 it would have affected the number of mobs in the spawns, but it doesn't any more if you have your difficulty turned up high enough. Most people would have it turned up above */x3 for farming purposes.
  13. Of course I've done it.

    I've never, ever sustained it. I inevitably end up with a splurge of blues, yellows and greens or reds when I needed a purple, or some other variation of that.

    The effect is nothing like what we do on the TFs you're talking about. I would never in a million years compare it to what we do with the aid of buffs and debuffs.

    If this is so reliable, where are all the Blasters soloing +4/x8 missions? Try sustaining that strategy without PFF and tell me how it goes. Try that trick while fighting an AV and tell me how many inspirations it drops on you that let you kill it. Try that trick the way you try it now with a Defender and tell me you don't go even faster.

    Edit: I'd also like to know what foes you're running that setting against, since there are a things out there that are known to be a problem against things like softcapped SR Scrappers running on +4/x8. You'll have to pardon me, because I'm not 100% on board with the notion that your IOs + inspiration rush are as good as regularly as you are suggesting.

    Quote:
    So yeah set bonuses can obviate the need for a buffer. Back in the days of SOs only and no combining insps you needed the defender. You never had enough of the right insps drop so you used what did drop to supplement the buffs. Now in the days of combining insps and set bonuses it' just the opposite. Buffs supplement your set bonuses and inspirations. Defender buff values are overkill. Controller/Corruptor/Mastermind values are high enough.
    The two things highlighted in yellow say two separate things. With respect to the first one, look, we don't need a lot of things. When was the last time serious power gamers in this game needed a Tanker? Yet people still play them. Hell, they're fairly common on teams from people in our little power-gamer's channel. I am fully convinced that they will still be played even when we see Brutes in Paragon. Even among power gamers, there are plenty of people who play to take something and make it as good as it can be, not just always play the very best thing possible.

    Buffs and debuffs are insanely more helpful to have on a team than a Tanker. They take something you can already do, and let you do it even faster. If you weren't already perfectly safe, they let you be even safer. Most of the players I hang with are addicted to speed in this game, and I don't just mean movement and attack rate. Whether they're mowing down mobs in missions, farming, or running TFs, they want to bump their DPS, their inf/hour, their drop rate, or their merits/hour. Buffs and debuffs bring all that. Nobody's IOs and inspiration rages are going to keep them at the speeds they can go by adding buffs and debuffs. If you're satisfied with what IOs and inspirations can do for you, that's fine. The rest of us will take the buffers and debuffers you don't seem to think you "need" to team with.

    With respect to second yellow statement, that's a non-starter with me; I'm not part of that debate and it doesn't much interest me. I think it's silly to drag IOs into that debate - people have been debating how Controllers can replace Defenders long before I9 landed.
  14. Quote:
    Originally Posted by Miladys_Knight View Post
    And you highlight my point (this is after all a thread about defenders). Why would I want a defender if the additional buff is meaningless?
    Because it's not meaningless. So long as it can still significantly increase your performance, as all the examples I gave show instances of, it's worth adding. Again, I don't know why you're even bringing inspirations into this picture. I don't care how many inspirations you're getting. If you're going to claim that your rate of inspiration receipt replaces the functionality of the buffs a Defender can provide you, I'm going to want some evidence to back that up. My point is that a Defender can still make you faster and more effective at pushing you through content, because Defenders can provide sustained benefts that inspirations cannot. The edge case we see often is +def, but only FF is saddled severely with being a one trick pony in regards to that particular benefit.

    Quote:
    Why wouldn't I pick up a Corruptor for that team spot for increased damage and scourge? Why wouldn't I pick up a Controller who not only gives me adequate buffs but also several extra hard and soft controls? Why would I pick a defender when their inherent increases the chances that they will be sloppy about applying those buffs so that they can get an endurance discount?
    Stop moving the goal posts. My sub-conversation with you here is about your comment regarding IOs and how they obviate the need for Defenders. The only reasonable way to read that assertion is that it obviates the need for their buffs and debuffs. If it does that for Defenders, it sure as hell does it for Controllers and Corruptors too. At that point your claim is that the buffs and debuffs of all these ATs are made pointless by IOs. This is the claim I am calling bogus.

    Quote:
    You and I are in the same global channel on Justice. The folks there are highly skilled and heavily IO'd. My armored toons are occasionally at the HARD cap for defense and frequently damage capped on the teams that run in that channel. With the exception of my FF/dark/dark, and a certain spooky toon, I can't remember a time in the last 3 months that there was any other defenders on any of those teams. Controllers yes, Corruptors yes, Masterminds yes, extra defenders no.
    Um, dude, I know what you're talking about, and you need to pay more attention. I have two Defenders I bring on those TFs - our resident catgurl is not the one known for playing Darks. So do two other people in that channel - in particular, they frequently bring Cold Domination Defenders. There's a new one of those now that Quat made for PvP, so that's at least four of us in there that bring Defenders. People don't always bring Defenders because we don't always play Defenders. We have other characters we like to play and earn merits on, so unless we have a stable of nothing but Defenders, other stuff that can buff and debuff is going to make an appearance. I like to play villains a lot lately, so I show up with Corruptors more often, but mostly I've been showing up on melees because I want to fund their purples using their own playtime.

    In any case, that's a distraction from what I'm replying to. You keep crossing over into this debate about Defenders vs. Corruptors and Controllers. I'm talking about what you said regarding IOs. Nothing else.

    Quote:
    Lastly those set bonuses allow my blasters, scrappers, tanks, and controllers to solo at speed with out defender buffs. What they don't do is allow my buffing defenders to solo at speed. Not even close to speed.
    Well, first of all, so what? What has that got to do with your claims regarding IOs replacing Defenders? Second of all, I've seen some Colds and Kinetics on the wall in Cimerora who might want a word with you. But ultimately, I don't really know why you think this is a problem worth mention. People understand that any support build (build, not AT) is typically a weak soloist. IOs can't fix that. They can help, but they're not going to reverse it. Why is this worth mention?
  15. I know a lot of people think the bosses are the cat's meow, and I'm all for them on my high-level characters and on teams. In fact, I'm for them across the board. But, for low-level, solo characters, they come up a ton, or they can, based on the RNG. I had a string of 5 doors give me a boss at one point, sometimes accompanied by other stuff (so far I've seen 2 minions, 1 minion, and one LT appear with a boss). Again, my 50s would mostly sneer at this. My sub 20 or mid 20 characters? Not so much sneering involved unless it's the mobs sneering at me. The probability of a boss spawn seems too high to me, at least at those levels.
  16. A bit of feedback - I utterly hate that there's a threshold on damage you have to deal to get credit for the banners. I have been on teams that worked through the whole event and got nothing because we didn't meet that threshold. That's incredibly frustrating.

    I don't care if people leech the badges off the work of others. I'd rather make sure that people who put in the effort actually get a reward.
  17. Quote:
    Originally Posted by Miladys_Knight View Post
    That's the point that I have enough mitigation and damage to pop/combine inspirations as fast as they drop. For me that happens on a non-armored toon in the neighborhood of 15% extra defense.
    Define "enough".

    You seem to feel you no longer want a Defender when you can get along without one. I think that's ridiculous. I want a Defender until there's no more meaningful benefit that one can offer me.

    Let's see the difference in your team of IO'd non force multipliers and mine with some Defenders (or Controllers or Corruptors) on it. I think I know with a great deal of certainty which will go faster.
  18. Actually, difficulty settings don't affect what spawns. Only team size.
  19. Quote:
    Originally Posted by Miladys_Knight View Post
    Many roles that defenders are designed (ie: supposed) to fill on teams are now done as well (or better) by IOs and set bonuses.
    I've been thinking about this statement for a while, and I've decided I strongly disagree. In fact, I think this statement is misleading.

    I play a lot of heavily IO'd characters, running the gamut of the usual design goals, such as +recharge, +defense, and high endurance/recovery. Yes, those benefits often allow me to do things that I could previously only do with the help of a Defender.

    However, there's a world of difference between being able to do things a Defender used to be needed for and not wanting a Defender. Adding the benefits of a Defender on top of my IOs still makes my characters significantly better the majority of the time. I'll always happily accept more +recharge and recovery. We all know IOs don't add much in the way of +DR, so Sonic and Thermal shields are always welcome. IOs don't add mez protection except Knockback/down, but Defenders can. IOs can't replicate the sustained DPS increases of things like Tar Patch or Enervating Field, or the -Regen of Howling Twilight or Lingering Radiation. And heck, when it comes down to it, there's nothing in IOs that can match the healing of the Defenders who can heal; as much as I'm big on "healers aren't needed", their damn handy when you do take a face full of smackdown.

    About the only time a Defender can't improve my characters is if I'm adding a FF Defender to a defense-capped character. I don't have a lot of defense-capped characters, though, instead having a lot of characters with +def in the 15-25% range. So instead of finding something like +def useless I find it incredibly beneficial, since just one can drive my characters near the soft-cap.

    There's a world of difference between being needed and being helpful. Defenders are still incredibly helpful. People still want them on teams because they still have multiplicative effects on the team's effectiveness and divisional effects on foe effectiveness. Queue the regular debate about whether Controllers do this better, but that's not relevant to whether the benefits still exist and whether Defenders can provide them.
  20. Before I16, I used to be able to run two instances of the game at a Hami raid, zone to Talos via Ouroboros at the end, and go to the market with both instances.

    Since I16, if I try this, I send my system into spasms as soon as I try to enter Talos, because I have two instances of the game at close to 1.5GB of both resident and virtual memory (so I'm trying to use 6GB of memory just for 2xCoH for on a 2.5 GB WinXP 32-bit system). I now must exit one game before I try this if I don't want to have to forcibly reboot my system.

    Something is now consuming far, far more memory than it used to.
  21. Quote:
    Originally Posted by StratoNexus View Post
    I wonder how true the thought is that "most" folks choose to cap Acc at 95% and vs. what level of enemies that may be true for.

    I have a sneaky feeling, defense debuffs are worth a lot more in many PuG situations than people realize. I discount them a bit myself in forum conversation, because a lot of forumites build for capped Acc vs. +2s at least, but even with forumites I wonder if "most" applies.
    While some may see it as something of a role niche for a Defender, I'm not fond of considering "really helpful to people who are so casual they don't slot effectively" a good goal for Defenders.

    Long before IOs my standard was two accuracy SOs, not one, because that got me close to "hit capped" against +2 foes. I know there must be a lot of people who may not slot like that because they don't know better or something, but is it better to help them by defense debuffing foes, or helping them help themselves by educating them about better slotting options?
  22. Quote:
    Originally Posted by Knightsblade View Post
    Even 3 slotted for flight speed? After the boost they gave it, it feels faster than moving on foot.
    As already noted, definitely. If you have CJ and either of Swift (for zipping around on the ground) or Hurdle (for significantly boosted CJ hangtime) you're going to move faster for fewer slots than even 3-slotted Hover. Since so many builds go through the Fitness line anyway, the CJ approach is the better performer at lower total cost (in slots).
  23. UberGuy

    Purple's

    Quote:
    Originally Posted by Hyperstrike View Post
    Christ...I sound like a frickin' infomerical.
    Play IN THE NEXT TEN MINUTES and we'll not just give you a second IO'd character, we'll throw in not ONE, not TWO, but THREE of these rares you can only get if you call this number now! That's a set worth five-hundred million for just TWENTY-NINE NINETY FIVE!
  24. For a good while you'd see posts about it here on the forums. It took people a while to figure out that if you couldn't DPS him to death with a really strong team you needed to try and get the healing nictus away from him. Then for a while you'd see people who accidentally killed him out of LoS of the the nictus having trouble defeating them if the healer was left.

    I don't see it very much these days, but I assume it still must happen.

    People also still find themselves unable to defeat The Honoree in the LGTF if they can't either deal damage his Unstoppable isn't immune to or if they can't DPS him fast enough between activations. (Personally, I think that encounter's design is flawed, but a strong DPS/debuffs team or one with the right damage types can still best him.)
  25. UberGuy

    Feral Kat artz!

    I really like the piece by scarypet. Very cool.

    (I like the others too.)