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Quote:Hard to believe, eh? I'm somanly.WAIT JUST A MINUTE.
Amy used to be a chick? Crazy I didn't know.
As for the career in ballet, it ended promptly when I was told the Sugar Plum Fairy could not have a beard. Something about pirouettes and whiplash. So I ragequit like a boss. -
Was fun all! I had a good time. It was nice to meet more Liberty players.
Congrats to all the teams. -
Quote:Welcome to the game, BlueMyth! I also play on the Champion server. Please feel free to send me a tell @Amygdala if you'd like some company or have any questions.Hello all again. Just wanted to give you all a quick update. BlueMyth is now up to lv 5 I believe and he is on the Champion server. I have had so much fun even though champion seems to be a little too quite for my taste. Might be the time of day I am playing. I have decided to create my first alt named Deaths Menace on the Freedom server. He is a Villain of course. I am going to be switching back and forth but prob focusing on Death a little more then Blue for the time being. Both Global's are @Bluemyth and @Deaths Menace. I hope to see some of you guys in game. Until next time.
Bluemyth
Champion has a great community and lots of server events. The best way to connect with other players on Champion is to join one of our global chat channels: either 'BMT of Champion' or 'Champions United', or both if you like. Also, check out the Champion forums to check out our community. Also, check out our Event Calendar for the times and dates of player run events.
Hope to see you around! -
Quote:You should have gotten both.Need to check my badger if he got Pain Killer when he did it red side awhile back and took the temp power; he definitly got Master Thief however. I assume you'd get both if you took the power, but foggy brain has me wondering.
Check for Pain Killer under Accomplishments. Master Thief/Power Liberator is under PvP. -
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Updated rewards to 21 merits or 11 merits + 7 day temporary power.
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1. Are you male or female?
Female.
2. What ATs do you mostly play, and for what reason(s)?
Mostly support characters, simply because I find the support sets so different from each other and that makes them unique and interesting. For example, my Dark Defender plays like a pseudo Tank and Controller. My Kin Defender is probably my busiest toon because there is always something to do and never a dull moment. With that said, I do have a level 50 of almost every other AT (Blaster, Scrapper, Tanker, etc.) but I find my interest in them plateaus after a certain point.
3. Redside, blueside, purpleside, or any combination of the above?
I've spent most of my time on blueside after starting up an SG about 4 years ago. Folks have traditionally shown more interest in blueside. However, these days it varies.
4. What are your favorite story arcs?
That's a tough question! I enjoy the arcs in Striga quite a bit, as well as the arcs in Croatoa. I have to say, though, that I always look forward to going through the AVs in Maria Jenkins' arc as I'm leveling up a new toon.
5. What makes you like this game?
I love the degree to which you can customize your characters. But I'd have to say that the friends I have made over the years are the driving factor behind my enjoyment of the game.
6. What other games do you play?
I don't understand the question.
(None).
7. How long have you been playing?
Since August 2004.
8. How many alts do you have, what is the average level range, and how many are level 50?
TNTC. (Too many). I've finished leveling most of them, so the vast majority are sitting at 50. I've got a few very low level ones, and maybe one or two in their 30s.
9. Do you bother with softcaps, set bonuses, and all that numerical stuff? What difficulty settings to you normally use?
Absolutely. I can become quite the Mids junkie once I've decided on a project. I haven't gotten around to putting IOs in all of my characters though, since I tend to chip away at one build at a time. As for difficulty settings, it depends on the team, the level range, and the task at hand.
Good luck on your paper! -
I've been playing on Champion for years. It is a great server with lots going on if you know where to look. I'd advise going to the Champion forums and checking out the events calendar, as well as joining one of our global chat channels. Teams/TFs/raids are generally organized through them.
Send a tell to @Cobalt Azurean for an invite to one of our main channels. Feel free to send me a tell as well @Amygdala if you need a hand. -
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Quote:Sweet, thanks.Did no one tell you? You ARE a Liberty player. Anyone with any character on this server is a Liberty player. And let no one tell you any different!
Quote:And another 1/2 dozen for GEL because her new avatar is very nice! -
Quote:Thanks. I figured I'd miss a line somewhere.Still says something about him attacking through his shield... <_<
"a. Ruladak the Strong
...This AV doesn't pose much of a threat, despite him attacking through his shield. ..."
Thought I'd let you know.
Still a fantastic guide though, awesomely written and extremely helpful. -
The issue of Regen has been one of interest to me since I started looking into the CoP. I had calculated that you'd need approximately -3000% Regen to completely floor it to zero. So for example, 6 Lingering Radiations, 3 Poison Traps, etc.
However, after looking at your screen shot, it seemed puzzling. Specifically, this part you noted:
Quote:From what I understand, -Regen debuffs are resisted twice. Once due to the Purple Patch (which makes your powers 48% effective as their original value when used against an enemy +4 to you) and then resisted again due to his 87% Resistance (as shown in the Power Analyzer).In the second screenie, the -regen added up to -3.8/s but was only effectively -0.23/s.
By looking at the screen shot (and confirming by experimenting on another AV) it appears that the numbers in red that show up in the Power Analyzer only take into consideration his resistance due to the Purple Patch when applying the debuff to base Regen.
So as an example, take one of the Twilight Grasps which is -50% Regen:
-0.5(0.48) = -0.24
Take Envenomed Dagger, which does -250% Regen:
-0.24 (0.42%/sec) = -0.1008%/sec
-2.5(0.48) = -1.2
The Power Analyzer seems to round to 2 decimal places, so those numbers are reflected in the screen shot above.
-1.2 (0.42%/sec) = -0.504%/sec
So if the total amount of -Regen debuff was -3.8%/sec from the screen shot, that number only accounts for whatever was applied to base Regen after the Purple Patch was taken into consideration.
Therefore, after taking into account his 87% resistance, it should follow that:
-3.8%/sec (1-0.87) = -0.494
However, this wasn't happening in the screen shot. Puzzled, I investigated this further. I figured something might be up with one of the Temp Powers. Envenomed Dagger was fine, but when I brought an HVAS with me, Plasma Blast showed up as a negative number (red number) under the total Regen, but the total Regen number hadn't changed. After a few seconds it did, but then it bounced back. So it is likely that Plasma Blast is not reliably showing up in the total Regen number, and you took your screen shot at a time where it wasn't appearing to affect it.
Total Regen - Regen Debuff = 0.78%/sec - 0.494%/sec = 0.286%/sec
So going back to the screen shot, Plasma Blast accounts for -2%/sec of the -3.8%/sec total. If we discount it, that leaves -1.8%/sec. If you multiply -1.8%/sec by (1-0.87), you get -0.234%/sec, which is what you said the difference ended up being. Then 0.78%/sec - 0.23%/sec = 0.55%/sec (as seen in the screen shot).
Quote:The AV's resistance was pretty much always floored at 10%, never going any lower. Interestingly enough, this means chem nukes were basically of marginal usefulness anyway. -
Updated to remove all parts of the guide referring to the AV attacking through his shield. Player reports confirm this has been fixed.
Added Drain Psyche and Envenom to list of powers with -Regen. -
Quote:Ah, I missed what you were saying first time I read your post. Interesting idea.I find for the initial insertion taking and holding the left cube works nicely, then on the first raising of the AV's shields and subsequent passes, one team per cube is definately more effective.
Whilst there has been some heated discussion about CoP in general, I'm keen to gather as much data as possible and hopefully as offered earlier, willing to share any data we measure here EU side to assist! There must me a mathmatical lynchpin for this trial, and I hope we'll find it!
PS Congrats to Union for their recent victory vs the HurRAWRicane. -
I have a level 50 Rad/Electric Defender on Liberty at the moment, so if you need another I'd be glad to join. But I understand if you want to fill it with Liberty players first.
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Quote:Thank you for the feedback and additional notes!I would like to add some additional measurements if I may that could assist for the initial attack against the Aspect of Rularuu.
When entering the Cathedral it is important to note that the Willforge spawns are co-aware. That is; that an attack on one immediately draws reinforcement from the others.
There is also no noted difference across several measurements between the shield down time when spawns are defeated by 1 team per spawn (with the intention of bringing them down at once) or by defeating them sequentially.
I would suggest that when the first assault is made, attack the left spawn when entering as a group and holding that position until the shields go down, that way any AoE buffs that are cast, will effect the majority of teams rather than just the individuals, giving a higher change of causing additional damage during the first phase of the shield coming down.
Several raids were attempted on Union last night (We got the Purple AV twice) and these measurements and observations were also consistent there.
I had also taken some measurements of my own with regards to shield down time, and it appears to be 45s flat. I had also read an earlier post of yours confirming the same observation.
The reason that we had decided to assign each team to a cube was not to affect the window of time the shield was down, but to clear the spawns faster so those intervals were closer together, allowing less time for the AV to regenerate. We had tried to go cube to cube in earlier runs, but found that, as you mentioned, the mobs would spot you from across the room and start flying around. In the end it took us longer to clear them simply because more had to be chased down. We found that having each team go directly to their Willforge kept the spawns together and lead to a faster defeat.
Though, at the end of the day, it's about what works for you and your teams. I'm a firm believer that there's not only one correct way to do something. There are obvious benefits to not splitting up the 3 teams, since that enables buffs to overlap more, and there's something to be said for focused fire from 24 people on a spawn vs 8. But like I said, it just didn't pan out for us when we had tried it like that due to spawn movement.
If the issue of the AV attacking through his shield has indeed been fixed, then each team taking on a spawn should be even easier, especially if groups had no trouble with the obelisks (since that's a fairly good indicator of how the teams handle the spawns separately).
I very much appreciate the observations, though. If anything, at some point I'd like to add a troubleshooting section to the guide discussing common issues and how to overcome them, including alternate approaches. So if the method you described works out, I will be happy to create a link to it. I recently checked out the Union forums and it sounds like some great progress is being made, so I will keep checking back. -
Quote:This. All this talk of excessive organization and planning is on par with anything that is new. I remember when the earlier Hami raids were being run, the form up itself could take hours. Then the raid itself could take hours. Now, the form up and the actual raid take minutes. A Hami raid is far more complex than a CoP is, requires more people which means even more organization, the attendees often vary from raid to raid, and yet, look at how efficiently they are run now.You don't expect the set-up time to plummet once people know what they are doing? As soon as a large enough population on a server learns how to run the trial, a SG who can get 8 to 10 members together should be able to schedule one of these and using globals and coalitions easily get to 20-24 people.
It takes a long time now because half the people on every run have never done it. Once people get a bit more organized, these will go very quickly.
Successful PuG CoPs are already happening in under 20 mins, some in under 10. And that is with, as StratoNexus said, a large proportion of people who are inexperienced with the trial. -
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Updated section on trial rewards to reflect recent statement made by Castle.