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Posts
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Quote:Frankly, Sam, those numbers are telling you something between jack and squat. They look pretty but they don't mean much.To be honest, I'm currently looking at a spreadsheet for my Scrapper, and while I have the numbers handy... I'm not really sure what they're telling me. Most of them have an EPA of around 4 or 5, but their EPS is all over the place, from 1.0 plus to below 0.8. I'm not actually sure if that much difference is even significant.
EPS, as you are defining it in terms of Endurance per Cycle Time, becomes increasingly meaningless as your attack chain approaches full for exactly the same reason that Damage per Cycle Time does: you cannot activate two attacks simultaneously. The instant you have more than one recharged attack in your tray, it flies straight out the window.
Look at it this way: you're calculating EPS by taking the endurance cost and dividing it by the total cycle time (activation + recharge). Here's the thing, though: that is making the assumption that you are using that power as soon as it recharges, every time it recharges. In point of fact you are almost certainly not doing that, not for every attack you possess; if you have manged to construct a build that lets you use every power exactly as it recharges you could probably also solve a Rubik's cube blindfolded with your feet. The instant you let a recharged power go unused you are altering its effective cycle time, which means you are altering its effective EPS (as you're defining it). In other words, the EPS of a given power is almost never going to remain stable. So that's kind of worthless as a metric.
EPA is a little closer to useful, but honestly it's telling you something you already know, in a slightly different form. If you graphed the DPA of all your attacks and superimposed it on a graph of the EPA of all your attacks (accounting for the AoE factor for AoEs)...they would follow suspiciously similar curves. Baldly put, within a given archetype, Higher DPA Equals Higher EPA. Can you find exceptions? Yeah, probably, but isolated data points are not going to change that basic truth. That's simply an unavoidable result of the rules of power design in this game, which SpittingTrashcan obliquely alluded to earlier: damage has a set cost in endurance, and that cost is 5.2 Endurance Per Point of Scale Damage. Of course DPA and EPA are going to look similar, because they are the exact same thing expressed in different units.
It's like looking at something going 50 miles per hour and something going 80 kilometers per hour: different numbers, same speed.
Yes, yes: exceptions, Snap Shot, blah blah blah. Thing is, those exceptions? They're exceptions. Isolated data points. In the grand scheme of things they aren't going to make that much difference to any single, specific character, since within a given powerset the damage/endurance ratio is going to be pretty stable. Some things are going to throw it off slightly, like free DoT on fire attacks, setwide discounts for Claws, or the odd bug (which would include Snap Shot and Aimed Shot, by the way: I'm pretty sure I've brought this up before, but that's very obviously a case of Castle forgetting to change the end cost when he changed the damage and recharge of the blaster version only in I11; sooner or later somebody on the powers team is going to look at that and go "Hey, that's funny...").
So EPA is also pretty useless for your purposes: like SP said, the attacks that conserve the most endurance are, generally, the ones with the worst DPA.
So what do you do? Well, here's the good news: because recharge increases at a faster rate than damage (and consequently endurance cost), I can give you the Grand Unified Rule of Thumb of Endurance Usage:
Over Time, the Endurance Cost of a Given Power is Directly Proportional to How Often You Use That Power (Assuming You're Not Using AoEs on Single Targets or Something Silly Like That).
What attack do you use most often? That attack is costing you the most endurance! It really is that simple.
Now, that's endurance use over an extended period. When it comes to "burst" end use, the situation is a little different, but still relatively simple. Any time you can begin and end a fight in a short enough time span that the recharge of your attacks is mostly irrelevant, you'll get the most bang for your endurance buck by slotting the powers that use the most endurance in a single use. An example: You walk up to three dudes, Blaze, Fire Blast, Bonesmasher, Total Focus, THE END. In the case of short, discrete bursts of activity like this, with recovery periods in between, your biggest end burners are the ones with the highest endurance cost per individual use, because you are only using each power once, maybe twice.
Unfortunately, at some point on the continuum between short-duration curbstomping and protracted firefights, things get really messy and confused; however, unless you regularly find yourself ending fights really, really, really fast you will be hard pressed to go wrong with the extended activity model. -
If the numbers for Zapp are actually accurate in game, that's a bug. That specific figure only makes sense if it is using the ranged damage table, and no melee AT uses its ranged damage table for anything anymore. (Stalker snipes were the sole exceptions prior to...Issue 13? Or maybe it was 11.)
As for the rest of it...they follow the general guideline that APP/PPP powers have double the recharge and 125% the endurance cost of their primary/secondary equivalents, and evidently Geko decided that interrupt times should follow a similar principle despite there being no other epic powers with interrupt times. I cannot imagine why he thought this would be a good idea, but Geko was so far out of his depth as a powers designer it is frankly a wonder he didn't drown. I cannot guess why Castle has left the interrupt times as they are.
It's also worth noting the PPP snipes show some artifacts of obsolete design. When they were first released in Issue 7, they used the stalker ranged damage table (0.6 modifier) and their damage scale was calibrated so that they dealt identical damage to blaster snipes while hidden (or otherwise scoring a critical hit). Several things have changed since then: snipes were moved to the melee damage table (though it looks like Zapp may have relapsed), the stalker melee mod was changed from 0.9 to 1.0, and the blaster ranged mod increased from 1.0 to 1.125. The net result of these changes is that stalker snipes actually do almost 50% more damage than blaster snipes on a crit, which is not an unreasonable assumption to make.
Alternately, you could view them as 66% of an AS, at 150 foot range.
That six-second interrupt pretty much guarantees they're good for nothing except set mules and party tricks, though. -
I don't object when people tell me my stuff is hard, because everyone has a different idea of what's difficult and how much difficulty is desirable. Specific powerset combinations can also produce unpredictable results. So I don't get bent out of shape when I get a comment like "zomg designed for brutes" or whatever (although in the case of Wholesale out of 400+ plays I think I've only had two actual difficulty complaints). I may snicker a little internally, but I don't begrudge anybody their opinions there.
But if you're going to play at x6 you need to realize that most game mechanics were not, in fact, designed around one person playing at x6. It shouldn't be a surprising revelation that anything is going to die a lot faster when it's just you standing between it and six players' worth of mobs.
For the rest, aside from what Eva already addressed there are a couple of points I just cannot take seriously at all:
Quote:I'm sorry, but I do not understand why figuring out that the ARACHNOS RAID being conducted by ARACHNOS is probably being led by the sole NAMED ARACHNOS BOSS amongst all the Freakshow is at all confusing.Now here's my biggest gripe with this mission, it tells you defeat the raid leader, but it doesn't give you the name of the guy. THEN it proceeds to give I think three named bosses that aren't required for mission completion. So vague instructions combined with lots of unrequired details amounts to I don't know what the heck I'm doing.
And as for "unrequired" objectives I am never going to apologize for attempting to make missions more dynamic than an orc and a pie in a 10 x 10 room. It's just not going to happen. There are tweaks I'd probably make to the arc now if I could edit it, but this isn't one of them.
Quote:which finally spawned the "center" the center once again being another vague instruction -
I can totally understand wanting Poison for concept.
Every time this topic comes up, though, I marvel that anyone would want it for much of anything else. It it really only excels at single targets, and I just can't see that as especially valuable given how excessively AoE-centric the game has turned out to be. Its only area powers are Neurotoxic Breath (which is great, but not by itself sufficient to prop up a set), Poison Trap (legendarily awful), and Noxious Gas (also great, but unenhanceable and on a 5-minute timer).
It works okay for masterminds because they're masterminds and can turtle behind a portable wall of beef. Unless you're ninja/poison, in which case I feel your pain. I don't see it being decent for any other archetype without serious revision. -
Energy Aura is not technically a pure defense set, and the lower amount of defense it offers reflects that, as does the poor defense debuff resistance. In practice, though, it tends to play like a pure defense set with some minor additional tricks. It's got no psi defense outside of Energy Cloak and no toxic mitigation at all outside of fairly minor resistance from one of the passives that a lot of people skip because they only offer minor resistance.
Energy Drain is a fantastic utility power but saps less than Power Sink--not enough to be useful for mitigation except in protracted fights--and is only useful as a heal if it is slotted for healing and is sufficiently saturated (I'd say 5+ targets to get your money's worth). It also makes Conserve Power in the same set pretty redundant.
The only thing it really has that goes firmly in the "advantage" column with no qualifiers is Overload, as Bill pointed out. For Brutes, that is. Stalkers can't take full advantage of it because the unslotted HP buff already exceeds their max HP cap.
You can certainly build a sturdy /EA character (I have a 45 fire/EA who solos pretty comfortably at +1x6 without Aid Self, although he was about 37 before he had sufficient slots, pool powers, and IOs to not feel like tissue paper *with* Aid Self) but it's not especially easy or fast. -
32/sec sounds about right...without Dull Pain. Regeneration works off max HP, not base HP, so a fully slotted DP at 50 will boost your individual regen ticks from ~65 HP to ~105 while it's up.
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Chained missions award their bonuses on exiting the completed mission, not as soon as the mission completes. It can be easy to miss if you're not looking for it. If you have chat logging on and remember when you did the arc, you should be able to go back and check.
If you really didn't get anything, that's almost certainly a bug. -
There are two things going on here. As mentioned above, Nemesis lieutenants use Vengeance when they drop. That provides a 30% hit bonus and a 20% melee/range defense bonus to everything within 80 feet. Judging by the numbers there you were fighting stuff with several Vengeances stacked. If you're relying on defense, Nemesis lieutenants die last. Actually, that's a good rule of thumb even if you're not relying on defense.
That explains the 89.31%.
The 10% roll is because Rikti infantry rifles have a 10% chance to stun, and "chance to" effects display as to-hit rolls. Any time you see a suspiciously round number like 10% or 20% in the combat log, especially paired with a wildly different tohit roll, it's pretty much always going to be a "chance to x" sort of thing. -
That is why I said tended. Tended to be.
I'm well aware that it's not always on Tuesday, which is why I chose the words I did. And looking at the release history after the three days of hotfixing the Issue 2 launch debacle we've got 8 Tuesdays, 4 Wednesdays, and 2 other, which is sufficient in my mind to qualify as a tendency. -
Quote:Since you appear to be asking the question seriously: Issue releases have historically tended to be on Tuesdays. Most likely this is because it leaves Monday to run any final checks and Wednesday-Friday to run around screaming and putting out any fires that result from the patch before the weekend.Lovecraft aside, you said things tend to happen on Tuesdays. I'd like to know what specific things you are referring to.
Issue 2, IIRC, launched on a Thursday, which turned out to be a mistake they have never, ever repeated. -
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It probably means open beta is getting close, but prepatching has in the past preceded live launch by a up to a month or more. Since the vast bulk of any given issue patch is generally bulky art and geometry assets that are unlikely to change significantly during beta it's not really a good predictor.
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Quote:More to the point, since the graphical update is not simply a matter of adding a "Shiny!" button, but also requires major changes to the entire game, there are very few sane reasons to gate it and a great number of excellent ones not to.And why gate graphical upgrades when they'd make a swell bullet point for a free release?
Not least of which is that trying to gate it would probably cause the programming team to go on a murderous rampage. -
Quote:When City of Heroes came out, how many levels did it have?- Wait until 4th quarter 2010 to get the remaining 9 levels and the new endgame system and perhaps another high-level zone (but only if we buy GR 3 months earlier).
What happened the next issue?
When City of Villains came out, how many levels did it have?
What happened the next issue?
When Going Rogue comes out...
There's a pattern here, I just know it. -
Quote:My GW experiences are blissfully moron-free, since I unchecked the local channel and have never looked back.However, when I play Guild Wars, you practically can't move for people spamming about the supposed superiority of WoW.
Likewise, one of the first things I do here on a new character is quarantine Broadcast in its own special idiot-hole. -
http://paragonwiki.com/wiki/Patch_No...08-06-17#Brute
The notes don't specifically mention the XP, unfortunately.
Originally, Chain Induction worked by granting a power to its targets, which would then cause the actual jumps to occur. This meant that technically, it was the target dealing the damage on all the jumps, not the player, which is why it "stole" XP. It's also why they jumps were originally unaffected by damage buffs on the player, and could hit other players if the target was confused.
In this patch it was changed to work by summoning a series of pets. -
I am posting just to say I misread that as "Controller Powerset idea: Electric Lambs," which would be simultaneously the best and worst idea ever.
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Quote:Issue 2.But I can find no mention (yet) of a mission completion bonus in any issue's release notes. Nor do the release notes state why this was done.
And it was done because the original mission complete bonus was so minuscule that many teams did street sweeping exclusively, because missions were literally not worth the time, XP-wise, given the constant stream of targets available outdoors. In fact, sometimes street sweeping was your only real option, period: aside from TFs there was no repeatable content, and less content in general, and mobs were in general worth a lot less XP--defeat XP has been boosted multiple times across various level ranges in the past five years. It was extremely common at the time, if you soloed any significant amount, to do every mission available to you and still be two levels shy of your next contact giving you stuff. You had to hunt to get over that hump. Everybody thought that was bad. -
Quote:This. Any power that applies x ticks of damage over y period with only a single hit check cannot be "overwritten," or halted in any way short of the target dying.Pretty sure they stack. Stuff like Char/Cages/Ring of Fire definitely do, because the mezzes stack.
Now, it is fairly easy to overwhelm the game's ability to pop up little orange numbers. If you hit something standing under someone else's Freezing Rain, for instance, you may not see some, or any, of your damage floating up there all nice and bright against the sea of gray, but that's purely a display issue. The damage is still applied and tracked, which you can verify in the combat log. -
I'm pretty sure, excluding bugs, the best case scenario is a damage-capped corruptor with a PBAoE nuke against a res-floored level 1 that is already injured.
That ought to be roughly:
~41.71 (corruptor base damage at 50) x 6 (DS for all three nuke hits) x 5 (buff cap) x 6 (level difference) x 4 (floored res) x 2 (scourge) = 60062.4
Inferno's extra DoT would push it a lot higher if it all hit, but of course nothing would survive to see it. -
Quote:Damage actually doesn't settle down to its final progression until 20, so unless you're a Blaster, Scrapper, Stalker, or VEAT your damage increase per level is declining while mob HP gain per level is increasing. And in I13 (or was it 12?) they introduced a so-called "beginner's luck" (I don't think it's ever been officially named) that applies the same system to to-hit, so you need more slotted accuracy as you level to maintain the status quo.If I recall correctly, the game doesn't scale damage the same way from levels 1-10, as it does from 11-50, so you feel more powerful at the lower levels than you will in your teens.
The mid-teens-to-22 area just sucks. -
Pets are unaffected by recharge buffs. That was a specific change made to stop the AI going stupid when faced with unexpected recharge times. Jack is plenty stupid as it is, alas; last time I hauled out my ice controller he seemed to have fallen back into his old habits of getting stuck on one attack.
He will, at least, benefit from the damage buff. -
A pandemonium of Hellions
An ossuary of Skulls
A saga of Trolls
A circle of Thorns (dur)
A flight of Sky Raiders
A conspiracy of Malta
A web of Arachnos
A comedy of Carnies
An assemblage of Clockwork
A vanity of Nemesis
A goatee of Praetorians
A repudiation of Luddites
A committee of Council
A nest of Snakes
A corps of Vahzilok
A triad of Tsoo
A ravage of Rularuu
A xerox of Paragon Protectors
A pie of Fir Bolg
A union of Scrapyarders
A wrapper of Gold Brickers
An attack of Slag Golems
A resurgence of Fifth Column
An anachronism of Warriors
A Graceland of Wailers
A quiver of Wyvern
A corruption of Crey
An arena of Cimerorans
A kegger of Freakshow
A calendar of Aeons