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Quote:Castle came in around the I4-I5ish time, I think. Geko was around until I6ish and then quietly shuffled over to the MUO team, then worked on CO powers when that fell through. I think he was lead dev on CO for a bit before moving to STO. I gather both display signs of that signature Cryptic "dartboard" approach to numerical balance. I'm not implying anything, but yes I totally am.What happened to Geko anyway? I don't remember Geko leaving and Castle arriving, maybe I wasn't playing at that time.
Anyway, back in my day there was no such thing as "exemplaring," so if you outleveled a task force you were plumb out of luck! We didn't care so much though because we didn't have no fancy "badges" or "accolades" or any of that malarkey.
Then when they did introduce exemplaring it wasn't automatic for TFs! You had to be exemplared to someone on the team, both ways uphill in the snow, and if they got disconnected you got kicked from the TF! And we liked it that okay no that really sucked.
Oh, and Infernal's portal used to have Archvillain-level HP! And it kept summoning demons so long as it was aggroed, scads of the little buggers, not the paltry pittance you get today, if it even works! So if you were on a team, say, where the defender and the blaster thought it was a good idea to hang back at the far end of the hall and kill it exclusively with snipes, by the time it finally dropped, whoa Nelly.* There weren't no aggro cap back then, neither.
*True PuG Story. To this day "Snipe the portal!" is shorthand in my SG for "That is an unbelievably stupid and ill-advised idea and you should definitely do it." -
Quote:Electric Manipulation Thunderstrike and Electric Melee Thunderstrike are not the same animal. Melee Thunderstrike does knockdown, not knockback, and deals nearly half its damage as AoE (specifically, a 1:0.96 ratio).Also, Thunderstrike doesn't do much damage as an AOE. It mostly just knocks back surrounding foes (chance for it), with some paltry damage thrown in.
As for Shatter and Cleave, one thing to remember is that the AoE is free. Both are treated as single-target powers for purposes of the damage/endurance/recharge formula. -
The + causes the bind to execute once on key press and once on key release.
The main reason to use it is to make sure the bind executes with one keypress. IIRC binds attempt to execute commands from right to left, so if you have no target or an invalid target the power may fail on the first attempt. Having the bind fire again on release ensures the power will activate without having to hit the key a second time. -
Quote:Nope!Hmm.. Sounds to me like someone breaking the closed beta NDA.
Quote:As an added bonus, all of you who have had the chance to view City of Heroes: Going Rogue are now free to discuss City of Heroes: Going Rogue to your heartsÂ’ content!. Have an exciting tidbit from Going Rogue you want to share? Go ahead. Screenshots you want to post? Now is the time. Head on over to the Going Rogue sub-forum and let it all out! -
It's been a while since I've seen Spirited Away, but as I recall the climax hinges on Chihiro reminding whatsisface of his name.
The problem there is that up until that point there had only been the obliquest of oblique hints as to who or what he actually was, much less that Chihiro had any possibility of realizing it. Unless your target eight-year-olds are keenly observant, shrewd, and trope-aware I don't think it's all that simple for them to follow.
Of course, eight-year-olds are also more willing to accept "Because it's magic" as justification for a plot point. -
Quote:Difficulty settings came in with I3, I believe. Team scaling didn't go away until the GDN/ED combo was complete in I5/I6. Between I3 and I6 it was possible to get 55s in regular missions, if you were on a full team on Invincible (50 +2/+3 for Invincible +2 for full team = 54/55).As far as i recall, a team of 6 would increase enemy level by +1 and it was removed when we got the new difficulty settings.
I cannot recall a team of 8 added two levels.
I have vivid memories of +5 Carnies, and a fight with a level 55 Nightstar that took approximately forever. -
It used to be that 6 teammates added +1 level, and 8 bumped it up to +2.
Until Issue 6.
So unless you're really, really unobservant, I'd say you're playing with wimps. -
Quote:I read the book after seeing the movie, and I was, uh, retroactively disappointed? Is that a thing? The film works up until the end, when it just completely falls apart if you think about it very hard, but it's especially glaring if you've read the book.A good example is Howl's Moving Castle. The movie was only loosely based on the book. I read the book first in that case. I can't say I was disaapointed, but I was surprised about how different the movie was.
Some of the changes are logical compromises moving between book and film. But somehow in the midst of combining characters to save screen time and rejiggering the plot so he could make an anvilicious antiwar statement and feature lots of flying machines wheeeeeeee he completely failed to notice that the stitched-together amalgam he set up as a substitute for the book's villain...doesn't make a lick of sense. Her motivations are murky at best and are only explicable by extremely circular logic, and then when her plans fail...for...some reason, she just kind of shrugs and gives up. ("I'm perpetuating this war so I can force Howl to join me in fighting this war I'm perpetuating to force Howl to join me in fighting this--oh, you fell in luuuuurrve and really won't join me? OH WELL, WAR'S OVER I GUESS gee darn shucks.")
That seems to be Miazaki's biggest weakness: sometimes, he just flat forgets to make sense. When he dodges that bullet he's golden, but when he doesn't it's really messy.
Which is moot in this case, since it's Miazaki Jr. and apparently it sucks anyway. -
This kind of radical, freewheeling thinking will doom us all.
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You've only been here a month. Give it time.
(I wish I had saved Arcanaville's angry rant about how I11 didn't allow her to realize her dreams of a dual-archery scrapper. I swear three or four people took it at face value on the first page alone.) -
Thorntrops and Caltrops are functionally identical. (Incidentally, handy reference for powers questions: http://tomax.cohtitan.com/data/powers/.)
As for crippling huge spawns, Thorntrops is likely to be surplus to your needs on a plant/thorn. Seeds of Confusion is an utterly, utterly ridiculous power and is available at level 8. Carrion Creepers is also maimtastic. -
The main reason people say Devices is suboptimal is that it is very much an odd man out among blaster secondaries.
Most blaster secondaries get a mix of ways to actively defend their squishy internal organs, potent click self-buffs, and ways to murder mobs' faces off.
Devices gets a bunch of quirky utility powers, the benefits of some of which can be replicated or near-replicated by other means.
Many people also find Gun Drone lackluster and while you can create uses for Time Bomb as a whole it is frankly horrible compared to...almost anything else.
As for regret: that's your call, not theirs. -
That looks well within reason. I'd make a few small recommendations:
I personally would six-slot Fluffy (=Dark Servant), using the extra two for recharge (for when he has a derp attack at a horrible, horrible time, which he will do) and/or healing (because why not). And If/when you feel up to tackling IOs, slotting him with a Cloud Senses proc (currently easier said than done) will provide hours of hilarity.
You can pretty safely take two slots from Petrifying Gaze. Four acc/hold/recharge IOs (which must come from four different IO sets, note) at or around 30 will give you better values than you could get with six SOs, and pretty cheaply if you're patient.
Two slots in Assault is plenty. The only thing Assault takes is endurance reduction, and the difference between two slots and three is about 0.04 endurance per second, best case. The third slot could go to Tactics.
The only reason to six-slot a resistance or defensive toggle is if you want a six-slot IO set bonus out of it. Anything above 3 SOs worth of resistance slotting is going to get hammered by diminishing returns, and much as with Assault the difference between two and three slots of end red is negligible.
More as an advance notice than anything else: Don't plan to rely too much on Dark Consumption. The general rule on epic power pools is that they have twice the recharge and cost 25% more endurance than primary/secondary equivalents, and Dark Consumption is preeeeeetty slow cycling even in Dark Melee. -
Quote:SP has oversold his point slightly. While stealthing objectives is of dubious utility in most cases, stealth itself still has tactical value, especially if you stack it to the point of invisibility. You can do that with any two of: Stealth IO, toggle stealth power (note that with the sole exception of stalker Hide, these are all mutually exclusive), Superspeed (not actually stealth, but functionally identical for most purposes).It does lead me to wonder why stealth IOs are so highly valued, though.
This is most obvious in the case of "toe bombing," which is to say leaving some variety of usually explosive present at the feet of an unsuspecting spawn. I know you have /devices blasters; this is probably the most common way of using Trip Mine to good effect (at least without making the rest of a team wait on you to build an inefficient trap nest). It's also a good way to use Poison Trap, although in that case you need to watch out for the FFG drawing aggro.
Toe bombing is a specific application of the general benefit of stealth, namely getting to pick exactly how, when, and from what angle a fight starts. That's most evident when solo, obviously, although it can have applications while teaming as well. As Shadowfall and Steamy Mist are PBAoE, they also have the benefit of helping teams avoid unwanted aggro from adjacent spawns.
As you become familiar with the standard map layouts, you will come to recognize most tilesets have some rooms and intersections that are pure Schmuck Bait designed to murder the unobservant, the incautious, and the slow to learn. There are at least three particularly infamous ones in tech lab and office tilesets (I refer to them as the Doom Room, the Corner of Woe, and the Hall of Dismemberment, but parlance varies). Team stealth can be very helpful in saving such people from themselves, and more to the point saving you from the consequences of their failure to account for the seventeen spawns hiding behind the one they have just charged.
However, despite that, I'd also say that viewing stealth as the major benefit of Shadowfall is backwards. It's a nice, occasionally useful effect, but I think the buffs are more significant.
On its own 5% defense is worthless, but as a quirk of how defense works, the more you have, the more valuable every additional scrap is. As a D3 you're packing a ton of tohit debuffs, which essentially function as a kind of selective defense you have to hit people to get. And especially in the late game, 30% (slotted) resistance to psionic and energy damage is nothing to sneeze at, especially given that many defensive sets have psionic damage as their designated Achilles heel.
All that said, still easily put off to the 20s or 30 if you have more compelling things to take. Very useful, but not drop-everything essential. -
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I spend 99.99% of the time either solo or teamed with people I know. The people I know are mostly moderately-to-highly competent and are generally used to one another, which has spoiled me horribly. Every once in a great while I join a PuG, which generally culminates in me thinking "Huh. What do you know. It is physically possible to teamwipe in these circumstances."
I hide mostly to cut down on the number of polite invitation refusals I need to issue, because I don't like to just ignore the reasonably literate ones. (HAY I CAN JOINZ UR TAEM I won't even acknowledge.) -
The problem with truly enormous critters is that above a certain size, targeting starts behaving very strangely. I'm pretty sure that's been cited as one of the reasons we don't have anything in game the size of, oh, say, Rularuu.
A couple issues ago, I'm thinking during I15 beta, a "MekMan Gigante" was briefly available by mistake in AE. It was there because Castle was investigating the problem, so while I wouldn't hold my breath, it's possible truly ginormous critter will come off the back burner eventsually. -
Random thought: are your powers customized, and have you changed them since the problem started happening?
Also, do you know if this only affects you, or does it hit other people around you too? -
Quote:Vanguard are the prime example of what he's talking about. Every single critter says this:When you say that info is generalized, do you mean, where it says something along the lines of "Minions are no match for a hero of the same level...blah blah blah"? Because I have only ever seen that occur on custom enemies in AE.
Quote:Vanguard is a group backed by the United Nations, and headed up by Lady Grey. Their soldiers are specifically outfitted in Impervium armor and with high tech as well as magical weaponry to fight the Rikti. Everything they do is centered around containing the Rikti menace in our world.
A lot of the "smaller" groups with only one type of critter per rank are similarly lazy, but Vanguard are easily the worst offenders. -
The thread title caught my eye since I have an FF/Ice that just hit 37.
I...really don't understand what your goal is with this build.
Most of your slotting decisions seem to be dedicated to amassing global recharge, but FF benefits less from recharge than any other defender primary. And in order to obtain it you've slotted practically all of the powers that would actually benefit from that much recharge (Repulsion Bomb, BIB, Ice Storm, and Dark Consumption really leap out)...rather peculiarly, which really makes me wonder why you bothered in the first place.
Repulsion Bomb only has a 40% chance to stun minions. It's primarily an area KD/damage power. If you can work in some stun slotting it's a nice bonus, but slotting primarily for stun is pretty sketchy.
BIB is your ST heavy hitter, and as a forcefielder you have even less reason than most to slot it for tohit debuff. If you're worried about personal survivability, FF/ice has (much cheaper) slotting options to softcap your positional defense.
Ice Storm, I can at least see some value in slotting for slow as a soft control. On the other hand, you're a FF defender with Maneuvers. You should pretty much be able to softcap a team by existing. Is the added soft control worth it? It could be in specific circumstances, but you didn't specify any, and for the general case I kind of doubt it.
Dark Consumption is horrible for defenders (it's pretty blah for scrappers, tanks, and brutes too, come to that), but I'm guessing you only took it as an Armageddon mule anyway since the damage is minor and it's on a 6-minute timer. I guess it'll at least be up as often as Blizzard?
You appear to have enough recharge to perma Vengeance, of course, but if as a FF you even have the opportunity to use it as often as it's available at base recharge, I would posit something has gone horribly awry.
You've only slotted two ST blasts and Blizzard for damage (Force Bolt does not count), so I have to assume you're aiming for team support rather than solo capability. I'm not going to poke that beehive. But in that case it's really, really odd that you've only got one slot of actual defense enhancement in Deflection Shield, and you don't have Insulation at all. -
Quote:Which is actually the only version of Ice Patch. Ice Slick is a different beast entirely.
Easy: presumably it's the Tanker version of Ice Patch.
(On the subject of powers with similar names: Fire Breath and Breath of Fire: also not the same power.) -
Quote:If your heavy hitters are up that frequently, it sounds like a safe bet. Slotting the heaviest powers first also provides a more obvious benefit in the short term.Does that mean I should focus on slotting those heavy hitters the most? I realise it seems like a stupid question, but I choose not to trust my judgement in this thread, as questioning my judgement is kind of the point.
Quote:Interestingly, you say I don't have to have the numbers to spot which powers cost me abnormally much, but it's from the numbers that I first realised they were -
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Quote:Well, I did say they looked pretty. If it helps you understand what's going on, more power to you, but it's an additional step of calculation that's not strictly necessary.As far as EPA being basically the same thing as DPA, I guess you're right, but does that mean I shouldn't calculate it just so I can look at it? Why not?
Quote:On the other hand, what EPS tells me is that "If I choose to spam this power, this is how much it will cost me over time."
Quote:I guess you're still right, in that I can just look at DPE, realise it's doing less damage for its cost than pure attacks and assert from that, but having it written down for me doesn't hurt.
Quote:Basically, here's my question - if I took the powers with the highest EPA and slotted those for the most reduction, would I be cheating myself of endurance reduction which I could have better used elsewhere?
That doesn't help, so here's an example with some rather extreme outliers to show how that strategy could play out over various lengths of time.
Seismic Smash is one of the highest DPA attacks in the game: 3.56 DS / 1.5 seconds = 2.373 DS/sec. It recharges in 20 seconds and costs 18.512 endurance, for an EPA of 12.341.
Heavy Mallet is also pretty good, although not as good as it once was: 2.28 DS/1.67 seconds = 1.365 DS/sec. It recharges in 12 seconds and costs 11.856 endurance, for an EPA of 7.099. That's a lot lower, right?
Now, you mentioned 20- to 30- second fights, so let's start with 20 seconds. That gives you time to use Seismic Smash once and Heavy Mallet twice. You end up spending 18.512 endurance on SS and 23.712 on HM. The power with the lower EPA ends up being the one costing you the most.
Okay, but let's see what happens if the fight drags on for 30 seconds: that's enough time to use SS twice and HM three times: 37.024 end on SS, 35.568 on HM. Okay, SS is costing the most now, but it's oddly close for powers with such different EPA values...
Oh, oops, you got tangled up in a patrol, and now the encounter's dragged on for 60 seconds: you use SS three times for a total cost of 55.536 endurance, and HM five times for 59.28 endurance. HM's edged ahead again, despite having much lower EPA! In fact, in 60 seconds you could also have used Stone Fist (a mere 5.2 EPA) 11 times for 57.2 endurance--still more than SS, with over double the EPA.
This is basically an illustration of what I said earlier: over time, the attacks you use the most frequently tend towards using the most endurance. The exact amount is going to change constantly as you play around with different time spans (and recharge values, and endurance slottings...) and powers leapfrog over one another for the top spot. High EPA attacks are probably going to rack up costs slightly faster simply because they got to be high EPA attacks by having low activation times relative to their damage, and low activation times mean they're available to use slightly more frequently.
You can see a similar pattern with, say, Power Bolt and Power Blast: 7 Bolts cost a bit more than 4 Blasts, 8 Bolts cost less than 5 Blasts, 9 Bolts cost more than 5 Blasts, 10 Bolts cost more than 6 Blasts, etc., etc., etc...
So if your goal is to pinpoint the powers that cost you the most, figuring out which ones you use the most is a good place to start. I haven't used Hero Stats since, like, 2005, but I'm pretty sure the number of times you use your powers is one of the things it tracks. Failing that, you could just keep track of how many times you use Power A in a series of fights, then Power B, then...
However, what I would really take from this example is that the longer you fight--either in terms of single encounters or in terms of multiple encounters before "hitting the reset button" by using Rest or Power Sink or what have you--the more the cost of ALL your attacks (that are balanced as attacks, anyway) tends cluster around similar values, suggesting you cram as much end reduction as feasible into everything. (Which is, incidentally, what I do when I plan a Staminaless build).