Aett_Thorn

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  1. Quote:
    Originally Posted by Carnifax_NA View Post


    What the hell does all this even mean, and what does it have to do with respecs?

    It's like some sort of stream of conscious gibberish. Fly for Mercy Isle? Endurance needed to keep Tornado running? Killing "red names"?

    I'm beyond perplexed and now wallowing in a pool of complete incomprehension.
    Glad I'm not the only one.

    The Tornado thingy I think I've got, being that the OP has Whirlwind, and keeps that on. So he has Flight and Super Speed for some reason.
  2. Then calm down and listen to what we're trying to tell you.

    The Devs have been on record a number of times stating that you'll never be able to use a respec or any other tool to switch from one powerset to another on the same character.

    The content in this game is from level 1-50, with very little to do once you get to level 50 that can't be done before that. If you're getting PLed up to 50, you're likely going to get bored and leave. We're trying to tell you that yes, despite having fewer powers to utilize, you're missing out on the actual game by just being PLed to level 50.
  3. Please tell me this is all just a joke.
  4. Ummm...Villains have just as many options as heroes do, you know. You can run one of the three respec trials, buy a respec recipe, use a freespec if you have one, or buy one from the store.

    What more are you looking for, exactly?
  5. In seriousness, I agree that they should offer these items up for sale.
  6. Quote:
    Originally Posted by flashrains View Post
    Okay, well, then that should work for him.

    Dang it, why can't Americans have that option?
    Because this game is gone to the Americans?
  7. Aett_Thorn

    Agro?

    Just a word of advice: we who are reading your posts have no idea what tone your post is in, unless you let us know. As such, we will take it how we read it. I, for instance, took your post seriously, because I saw nothing in it which suggested otherwise. If you want a post to be a little silly, feel free to do so, but don't be surprised if other people have no idea what you're trying to do.
  8. Quote:
    Originally Posted by Memphis_Bill View Post
    Actually, it's not just that.

    See, I KNOW people know I'll get argumentative, for instance. I'm sure I'm on a number of ignore lists. But - well, look at the fire armor overview in my signature. I had people point out some things were wrong.

    What did I do? Acknowledge it, sometimes after going and double checking, admit I was wrong, and fix the problem - so I have *correct* information later.

    je_saist *doesn't* do that. Je_saist's reaction to being told he's wrong is to post what he did above, plus-size-orange fonts and all - even to things he's *demonstrably wrong about.* I'm not talking opinion - liking or disliking playing Storm, for instance, I'm not going to say he's wrong about his preferences. But something like "Brutes have to hit to generate fury" or - what was it, Mac quoted it, "90% of 50s can't afford SOs?"

    It's not posting wrong information - once or twice.

    It's not even the attitude.

    It's the mix of both and the unwillingness to even CONSIDER he's wrong that catches him so much flak.
    /This

    And the fact that he consistently never comes back to actually try to prove he's right with anything akin to facts. He just states his usual "No, I'm right because I'm a game designer" trope, but doesn't actually show how he's right. He gets proved wrong, and then just doesn't care to present any facts relevant to the issue.

    But as for my ignore list? No way, he's way too comedic for that.
  9. Aett_Thorn

    Agro?

    Okay, first off, aggro in this game is not random. At all. It follows a very specific formula that you say that you're not really interested in, so I won't put it here. However, it is not random.

    If you shoot a guy across the room, the other people in that room won't notice unless they are part of his group or are VERY close together. You may be seeing ambushes, though, which aggro to either you or the spot that you were in when they were generated. These can come from rooms away to attack you, and may give the appearance that they have been aggro'd at the same time as the group you're aiming at, but they're not.

    If you are just seeing disparate groups attack you when you attack one, record it and let us take a look at it. There maybe something there that you're not sharing with us.


    And yes, AoEs are fairly powerful in this game. They're kinda meant to be. Still, not many people can survive at +4/+8 settings without a lot of IOs.
  10. Quote:
    Originally Posted by essentially View Post
    a great big thank you for all the quick responses. Have a great day and hope to see some of you on freedom. Although, you may not want to group with me as i will have a 5 year old "blaster" in the group.......she likes to "blow"things up!
    embrace the chaos!
  11. Also, you should be able to unbind the mouse from automatically causing an autorun after a few seconds. I think it's in the Menu -> Options -> Keybinding area. I'm just not sure what it's specifically called.
  12. Quote:
    Originally Posted by Muon_Neutrino View Post
    Yeah, ditto on the ignore thing, it's just way too funny to read his lunatic rants. Plus if I didn't see his posts I wouldn't be able to tell exactly what he's wrong about this time and thus refute it, although it seems there's enough people doing so that I hardly need to bother.
    Agreed. Should we start getting a copypasta ready for whenever Je_Saist says that he's never wrong? You know, a large list of all the times he's been wrong? It might be too big, but we could at least get some of the high points in there. Not that I think it will accomplish much.
  13. Okay then, show it to us. Offer up some proof of what you claim. Not just what you see, but what exactly is going on. Use Fraps or something to show us. Make it repeatable so that others can try it out for themselves, too.
  14. Hmmm...that would also work, I would imagine. Although, as long as you didn't wander out of tether range, I imagine that you could get decent data for it.
  15. Quote:
    Originally Posted by Praetorian01 View Post
    okie that is fair enough, im mean its a pain but i love the game so i play anyway . cant wait to upgrade to full account.
    sorry i r inter net newb.. RMT?
    Real Money Transfers/Transactions.

    Basically: paying real money for in-game stuff, like influence.
  16. Quote:
    Originally Posted by Praetorian01 View Post
    im both and old player and a new player, i played the original CoH and CoV but quit soon after CoV. i recently saw going rogue advertised somewhere and i figured i would give it a go. got a free trial account and love it. but there are a few things missing that really complicate it. for instance a trail account cant send party requests, how does that help? if you have to friends playing together they cant play in a party together because they cant invite the other person... i thought a trial account was to be an experience of the games good points. not a bit of a pain in the behind due to locked features.
    In short: it doesn't.

    However, that doesn't mean that there was no reason to put it in. The trial restrictions are a bit harsh. However, they were put in there due to spammers. Basically, before that was put in, one of the ways that spammers would advertise was to form a sewer team in Atlas, get a full team going, then start spamming the team. As such, the Devs put in the restriction that trial accounts could no longer form teams, but could be invited to them.
  17. Aett_Thorn

    Bit of curiosity

    The only thing that I think that Resistance lacks over Defense is that Defense will block all secondary effects of a power as well as the damage that would be inflicted. A resistance-based character with 90% Damage Resistance to S/L damage will take, over time, as much damage as the character with 45% S/L Defense. However, the Defense-based character will get hit with 90% less secondary effects than the Resistance-based character.
  18. Quote:
    Originally Posted by Samuel_Tow View Post
    Some of us are posting from work with five people talking over each other in the background. Hardly an ideal position to be thinking of ideas in.
    Also, I came up with an idea, and it was criticized by the OP himself. If he wants this thread to be people throwing out more ideas, instead of criticizing his, then maybe he should lead by example.


    I was going to post more ideas, but decided not to when it didn't seem like that's what he really wanted.
  19. Hello all!

    !!!Warning: Long Post!!!

    While posting in a thread in the Player Questions forum, I found myself typing the phrase "We don't know how Threat degradation really works," or something to that effect. However, my brain is apparently working today, and I think that I've come up with an idea.

    Okay, so most of us know the basic formula for Threat:

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

    While that is definitely a bit simplified, it works out true in the game, based on past testing. However, what has been difficult to show is how that Threat value wears off. Obviously, if you keep applying effects that generate aggro, it doesn't matter all that much. However, it would be kind of nice to know, at least for the game theorists among us.

    Now, unless I am missing something, Threat should degrade in one of the six following ways:

    1) A linear decline by value (i.e., a mob loses 100 Threat per second)
    2) A linear decline by percentage (i.e., a mob loses 10% Threat per second)
    3) An increasing decline by value (i.e., a mob loses 100 Threat at second 1, then 200 at second 2)
    4) An increasing decline by percentage (i.e., a mob loses 10% Threat at second 1, then 20% at second 2)
    5) An exponential decline by value (i.e., a mob loses 100 Threat at second 1, then 1,000 at second 2)
    6) An exponential decline by value (i.e., a mob loses 1% Threat at second 1, then 10% at second 2)

    Now, obviously those numbers are just made up, and they could be any values. However, I think that I've figured out a way to figure out in general which one it is. Since I will not be able to access the game until Thursday, though, I thought I would throw this out there for some help.


    The Test:

    Step 1:

    Take a Level 50 Blaster. Find a spawn of level 50 enemies. Fire at one enemy with a single attack. Record the damage done to the mob, and let us know which attack was used. Back off quickly, and see how long the mob will follow you without you doing anything else to him (record how long until the mob stops to turn around). Try not to use a KB/KD power, as that could throw things off


    Step 2:

    Same thing, but with a Scrapper using a Ranged attack that doesn't KB/KD.



    Step 3:

    Same thing, but with a Scrapper using a melee attack that doesn't KB/KD.


    Step 4 and 5:

    Repeat Scrapper tests with a Brute.


    Steps 6 and 7:

    Repeat Scrapper/Brute tests with a Tanker.


    Steps 1-3 will be used to find out how the RangeMod affects Threat level, and see if that affects the time the mob will follow you.

    Steps 2-7 will be used to determine how the AT mods and TauntDurationRemaining * 1,000 affect the length of follow time.


    If the mobs follow a Tanker for longer than the Scrapper, then the results would lead us to believe that Threat degrades by a value over time. If the mobs follow a Tanker for the same amount of time as a Blaster, then we know that it's some function of a percentage of Threat degrades over time.


    Does this approach make sense? Did anyone even read this whole thing? Can anybody test this?
  20. Quote:
    Originally Posted by Minotaur View Post
    I've observed the healer/buffer aggro screnario also, speed boost and "during combat" bubbling seem to upset mobs on occasion.

    Another one is that if you had aggro on a load of stuff and you die, it doesn't always wipe the taunt effect. The number of times I've seen a toon die, be TPd out of LoS (much further away than any sort of normal aggro radius, and after a longer time than you'd expect them to hold aggro) but not far enough away, and a nanosecond after they res the badguys run straight to them, ignoring the other people in between.

    The not loosing aggro even when you die is a result of how aggro 'deteriorates' from enemies. It's not a binary "I have aggro or I don't" type of thing, as you well know. Everything you do generates some Threat. That Threat level slowly erodes from an enemy if you do nothing else to him (though sight aggro should still not let this go down to zero if you're within range). Basically, if your Threat level hasn't eroded to zero before you're rezzed, then you are still on the enemy aggro list when you come back to life. Basically, death doesn't remove your Threat level, the enemy just knows enough not to target you while you're down.


    As for the healing aggro: yes, healing does count as an action that will generate threat. However, it is very, very low. If the Tanker (or anyone else, for that matter) has done something to the mob, they should have generated more Threat and would remain the target of the enemy. I wouldn't be surprised if healing counted as a debuff in the threat formula, but I don't think that it counts anywhere in there, so it should be generating laughably small amounts of Threat (basically 1 * AT Mod * RangeMod).
  21. Quote:
    Originally Posted by Stormfront_NA View Post
    Mmm...

    Love the corrections :<)

    While the game has a lot of advertisements such as we don't do this or not, the game allso fails to say a lot of things, leaving it to the player to find out on their own. Is this practice, good, bad or indifferent is upto each player.

    While I will confess in some instances to some exageration or poetic license in the description to over-plused perception by certain mobs such as Nemesis Sharpshooters and Rikti Drones, yet their exagerated perception is of an arbitrary value...Essentially there is nothing you can do about it, it's simply rigged.

    I see comments about the no healing aggroe, I hear you, my experience does not consistently support you. The few times, I play my empath, I do single heals on the main DPS, I almost never get any aggroe. I pbaoe a heal, and I get ringed like a bell, despite the group is below 16 and we have a tanker. What is the reason, this is occurring? Who cares! its happening. The same happens with buffing, especially if they are as a result of a debuff; sure not supposed to draw aggroe, thats what the devs said, yet the unpleasant surprise of aggroe happens.

    While much of what I said, does go against the CoH Dogma, I would suggest you try the suggestions, and later if you would please post if the suggestions had a beneficial effect or not in reducing your mortality rate.

    Stormy
    I have done in the past, and will again if you want, tests that show aggro working EXACTLY as Castle explained it to the Tanker forum and myself when he and Ghost Widow went through and actually found out how aggro works. I actually spent most of my playtime for a month on the test server doing exactly these types of experiments, and never once did I see it work any differently, as long as the Tanker had aggro.
  22. No. Power Siphon is kind of an odd power. There is a marginal +ToHit buff on the power itself. Then, every attack after you use it, for it's duration, will give you a buff. This works for up to 5 attacks.
  23. Yes, yes they probably should. This should probably get moved to the Suggestions Forum, though.
  24. Thank you for correcting Stormfront's many errors. I was getting madder and madder at his errors as I was reading his post.


    Enemies CAN have healer aggro in this game. However, NONE of them do. It's just not coded into their AI.
  25. Quote:
    Originally Posted by Wavicle View Post
    I agree that a TP attack of that kind would be cool.

    However, I do want to point out that Teleport Foe is the attack power in the Teleportation pool.

    All the travel pools get an attack and a subtravel except speed which gets Hasten instead of subtravel.
    I didn't say attack, I said combat power, by which I meant travel. Yes, Super Speed doesn't get one, but it can be used to get you into combat with relative ease, and can then be turned off. If you do that with TP, you're at a decent disadvantage trying to get around while the hover period wares off.

    A short-range combat teleport would allow for combat maneuverability within the TP pool.