Aett_Thorn

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  1. A Fire/Cold Corr might be a good choice. Really good damage, great debuffs against single targets and AoE, and the shields would help the team out a lot to reach the incarnate soft cap for Defense, which is higher than in normal content.
  2. Aett_Thorn

    Ice/Ice Tanking

    Quote:
    Originally Posted by bmbeeman View Post
    So, on a whim I started an Ice/Ice Tanker to run through preatorian content and give me a break from the EAT I have. I wanted to get a basic idea of how I should make one. I figure they're scrappers in reverse, but I know that's probably wrong in so many ways. I busted heads on my way to 10 and probably borked my power picks and thought I'd come here before going further. So far I've got Frozen Fists, Ice Sword, and air superiority in my attack chain, taunt is on auto. I've Taken Hoarfrost, Chilling Embrace, and Permafrost from my primary. Am I doomed?
    Your attacks are okay, but I would never put Taunt on auto. You want to use it strategically, and it's useless solo for the most part (the -range helps, but if you're solo, then you've got all of the aggro anyways). Plus, you want to make sure you're switching targets on a large team, since you want to gather as much aggro as possible, and Taunt only hits 5 enemies at a time.

    For your armors, Permafrost can come much, much later in your build. However, Frozen Armor and Wet Ice should be in your build by now. Frozen Armor is you basic smashing/lethal damage shield, and Wet Ice gives you protection from being Mez'd. You want those two powers.

    I would also advise you to pick up Frost soon. It's your only AoE damage power until Frozen Aura (and Icicles, too), and it's a great power.
  3. Quote:
    Originally Posted by Rylas View Post
    Bwah!? If you're referring to primary tank pools, then color me confuzzled.
    He's talking about the Ancillary and Patron pools.
  4. Grats, OP. It's a job well done, I think. Don't mind what Johnny_Negativo thinks.
  5. Aett_Thorn

    Negative Stealth

    Quote:
    Originally Posted by Samuel_Tow View Post
    The purpose of Negative Stealth was to solve the problem of people adding stealth Inventions Sets to their passive powers, which couldn't be turned off, making hostage escorts impossible. I don't remember what the solution was, but it wasn't Negative Stealth, not in the long run.
    It was the Devs changing it so that passive powers couldn't slot the travel sets.
  6. They created "alternate" animations for some powers already. Most of the blast sets already allow you the choice of two different animations for it. And some offer quite a different effect. For instance, X-Ray Beam can now be shot from the hands. So it is possible. However, they do take time, and I doubt they'll change the actual effect animation, but different points of origin seem possible.

    The only reason I quote "alternate" is because they basically created four new animations and applied them to several dozen powers. Not exactly what I was hoping for.
  7. Quote:
    Originally Posted by FredrikSvanberg View Post
    Except that nobody in the arc mentions anything that can summon Scrapyard, but they do mention a wedding ring.
    They don't mention gaining +Res, either. I'm just saying, the ring doesn't have to have the same function. Maybe it's the anchor keeping him as part of this world.
  8. Quote:
    Originally Posted by Eric Nelson View Post
    If you read his OP, you'll see he already has it.
    Bah! Begone with you and your reading skills!
  9. Quote:
    Originally Posted by Kinetoa View Post
    Thanks again for all the great responses. It's helping to really clear things up.

    I think it will also help to get off the sidelines and being willing to make a mistake or two. You can only connect so much from forum reading wit out actually working things in game and getting the experience of learning by doing.
    You should really look at downloading Mid's Hero Builder. All of the experience, none of the influence cost.
  10. #2 is incorrect in it's assumption. Several sets allow you to well surpass the enhancement levels that you'd get from just using SOs. For instance, many of the damage sets, or resistance/defense sets allow you to hit well over the level of 3 SOs worth of enhancement in the powers.

    As such, #1 becomes a trade-off. some sets offer better bonuses, but less enhancement value. Whether those bonuses are good enough to justify the trade-off will be up to you and what your goals are for the character.
  11. Quote:
    Originally Posted by Johnny_Butane View Post
    That's like saying it's better being homeless and finding $5 on the ground than being a millionaire and finding $5 on the ground.



    .
    Get rich enough, and it actually costs you more money to pick it up than if you had passed it by.
  12. Or make it like the Warwolf Whistle, allowing you to summon an aspect of Scrapyard to fight by your side. Because what's more villainous than making a hero of the people fight the people?
  13. Well, there goes my theory, then. Guess people were being rude.
  14. Quote:
    Originally Posted by TheSceneCommander View Post
    Well, up until now, I'd found the community to be very friendly. I'm just glad I played the game for awhile before posting here, as I'm amazed at the hostile reception.

    I think most of you have made your opinions clear, some of you even politely.

    I think you can safely say that I shan't be bothering to post here for a very long time.

    Thanks for the welcome.
    Please don't mistake disagreement with rudeness. Nobody here was being rude, just trying to point out why your ideas might not work. Not all of your ideas will work in this game, and many have been discussed often before.

    I hope you do come back and post again.
  15. Quote:
    Originally Posted by Fleeting Whisper View Post
    When Willpower was new, people were complaining about losing aggro despite using Rise to the Challenge. Then, Castle and Ghost Widow eventually sifted through the code and discovered exactly how Taunt worked - as a multiplier to Threat, based on the remaining duration of the Taunt. This explained the problem with RttC, since its duration is short compared to other Taunt auras.

    Previously, everyone (except, presumably, whoever originally wrote the Threat code) thought that Taunt was a binary thing. Now we know it's not. There was never any intent to change it.
    Ummm...Willpower was released in I11. I have e-mails from Castle discussing Threat from well before that.

    Edit -> Or my memory is going. I have some e-mails from just before I11 came out, but others from slightly before that, and the others were deleted. So maybe I just think that I11 came out more recently than I remember. I am an old fart, after all.

    However, in checking through my e-mails from Castle on the subject, I did find out that I was wrong on something else, too. DebuffMod is actually around 50, not 2. That might explain a lot.
  16. Quote:
    Originally Posted by Comicsluvr View Post
    I once read long ago that the Devs were wrong when they tried to figure out how Taunt and Threat worked. But once they found out they were wrong they decided to keep what they had bumbled into rather than try and make it what they THOUGHT it was.

    On a lvl 46ish team a buddy of mine caught a beat down from a spawn because he ran into the middle of the group of us and hit Heal Aura. No attacks and we were laying out the damage. He and I watched for a while and as a test he threw NO attacks for the next 3 spawns. Next one he hit HA again and again came under fire. Yet Castle used to maintain that there was no 'Healing Taunt' code in the game or at least there was but they had not 'turned it on.'

    Taunt, Threat and Aggro are a group of things that the Devs stumbled into, got wrong, liked it, decided to keep and don't understand. It makes no sense sometimes but without a really clever AI for the enemy a quirky system is the closest thing we'll ever get to unexpected behavior.
    This is kinda-sorta true, but not exact.

    Basically, Castle and Ghost Widow went into the files upon the request of the players, who were noticing things with aggro that shouldn't be happening, based on how the players thought that aggro worked in the game. At the time, the original aggro coder had left, and so nobody on the staff or in the player community knew how aggro really worked in this game, though we had some ideas. In short, the common idea at the time was that in order to steal aggro from somebody, you needed to have twice the level of Taunt as them, and that other factors weren't really involved.

    However, Ghost Widow found the Threat files buried within the system, and after looking through them, her and Castle gave us the very simplified formula that you'll see being thrown around today. As part of this, they disclosed through a series of PMs what some of the values are (e.g., the AT Mods, Damage, and TauntDurationRemaining *1,000), or at least close approximations of them (DebuffMod is usually around 2 per debuff effect). Then there are others that were too complicated to really boil down simply (RangeMod, AI Mod). What they did tell us was that they discovered that while they could create the AI mod to "Kill the Healer," there was no AI coded with that at that time. This means that "Healer Aggro" should not exist. However, that doesn't mean that spawn aggro doesn't exist, or that using a heal doesn't create some minor level of threat.

    But if you're really seeing mobs that are being damaged by others, and they still attack the person who throws out a single PBAoE heal, then you should bug that, or at the very least get a video and see if other people can replicate the situation so that we can see what is going on, whether it's just certain enemy groups, or what have you. It could be all AoE damage that he is taking, if he's close enough to hit the meleers with his own PBAoE, but I'd want to see it to be sure.

    I think that castle and Ghost Widow now have a good understanding of how it works, it's just very, very complicated, and gets easily broken because of its complexity. It doesn't mean that it was broken and they decided to keep it, it just didn't work how the documentation at the time said that it worked.
  17. First off, standard code rant. I don't care if you've been a game programmer for 100 years. Until you've seen the code for THIS GAME, I wouldn't assume how easy or hard something is.

    Vehicles present a number of problems in this game, and have been hashed out numerous times before.

    What impact does it have if there are so many SGs? Is there a problem I'm not aware of? Why shouldn't a soloist have as many options as a full SG? Some people don't like to have to play with others, but still want a fully functioning lair. Why shouldn't they be able to have one?

    Duels are just bad in the open areas. Want to duel? Go to the arena.
  18. Quote:
    Originally Posted by Auroxis View Post
    Doesn't SD have special animations for powers like Hurl and Brawl?
    Yes, but that has nothing to do with weapon models, which would affect this.
  19. Quote:
    Originally Posted by Comicsluvr View Post
    Remember that proximity is part of aggro. 100 pts of damage fired from across the map will do less than 100 pts of damage fired from point-blank range IIRC. So dropping a toggle on the AV, combined with Taunt, attacks and standing on their toes might hold aggro through a LOT of attacks fired from farther away.
    Well, we're not really sure about that, to be honest. we know that there is a RangeMod value in the threat formula, but we know nothing about it. Current speculation is that melee range generates a higher threat value, but it might be the other way around. We really don't know.
  20. Quote:
    Originally Posted by Adeon Hawkwood View Post
    Problems with this:

    1. It would mean changing the base stance for the powers (specifically it would change from "Right Handed Weapon" to "Two Handed Weapon") may or may not be possible possible even with power customization (all existing alternate animations keep the same stance).

    2. It would need new animations for all of the powers (including the variants for different body types and flying).

    It's a nice change but in terms of animation-team effort it's probably almost as much work as a whole new powerset.
    Expanding on 2) for a second: it would require 6 new animations for each powerset. Basically, you'd be creating the animations for 3 new sets, without getting new sets out of it.
  21. Your -res aura should have been acting as an aggro aura on the Scrapper. However, Threat is calculated as such:

    Threat = Damage * DebuffMod * AI Mod * AT Mod * RangeMod * (TauntDurationRemaining * 1,000).

    As such, if your Scrapper friend didn't have AAO running, you're basically comparing his damage, DebuffMod, AT Mod, and RangeMod against yours. He should have won on all of those, except for the DebuffMod, which you should be tied on. However, you may have hit many enemies that he hadn't hit. As such, while his threat is near zero (basically only the debuff from your aura), yours is now the damage times the debuff mod.

    I'm betting that you got the aggro from the enemies he hadn't hit yet.
  22. Aett_Thorn

    Fiery Embrace?

    Quote:
    Originally Posted by JayboH View Post
    Well, I am a fire/fire scrapper, so it should have technically decreased my damage output quite a bit, since it was another build up that gave extra damage to all my attacks on top of it since I am all fire.
    It's still better, for several reasons. One being that if you're at the damage cap, Fiery Embrace still adds damage now. Before, it didn't.
  23. Quote:
    Originally Posted by Dark_Tower View Post
    I could be wrong here but as I understand it, Knockdown is basicly 1 mag or less of knockback.

    Up to 1 mag of knockback and the target is knocked down, more then 1 mag and the target is knocked back. Wouldn't most bosses have some knock back protection negating any and all knockback less then 1 mag?


    I guess I was over estimating the power of this proc but I was expecting to hit a x8 group with fire cages and see around 1/4 of the minions and Lt's hit the ground.
    Actually, it's about 0.76 mag turns into KB. 0.75 or below is KD.
  24. Fire Cages provides -KB mag to enemies affected by it for the base duration of the power (or just about). As such, putting the ragnarok proc in this will do you little good.

    It might be okay in the Elec or Gravity AoE immobs, since they don't contain -KB, but not in Fire's.
  25. Quote:
    Originally Posted by BeastMan View Post
    The idea taken after an post stating following GR that COH has maybe 2.5 yrs left got me thinking of what if they introduced freeform powersets; picking what powers you want in a archtype instead a set as it currently is. Could this destroy a game or enhance it?

    I don't know how long an mmo has for lifeblood but with guildwars not being out as long as coh, it at least is coming out with a "2" hopefully at the end of the year.
    Considering that it was done in the Alphas phase of the game, and was found to be horribly imbalancing, I think it would quite quickly destroy the game.