Wonderslug

Legend
  • Posts

    309
  • Joined

  1. Wonderslug

    Damage output?

    Quote:
    Originally Posted by Arcanaville View Post
    I believe Castle acknowledged that recently (like, within the last year or so). I think Blasters were already at 5.2, and everyone else was set to 5.2.
    I'm pretty sure Stupid_Fanboy pried the history of endurance changes out of Castle around two years ago; I seem to have lost the PM he sent me in the forum migration, so I can't check the date, but that was the jist of it. The exceptions were Brawl and pool attacks, which remained at the original 6.5 end/DS values (although Jump Kick and Flurry are weird to begin with).

    However, defenders did get a discount prior to I6. Their blasts were reduced to the blaster values in Issue 2--I remember it clearly because in one glorious patch, my new D3 saw bug fixes to three powers and Gloom stopped costing ~11 endurance.

    Hmm. Looking at the notes again, it looks like tankers actually got the same treatment then, too.
  2. Wonderslug

    Nemesis?

    The Jaeger machine gun attack has a 15% accuracy bonus, but at the softcap that's not much of a boost. Werfer Jaegers, as noted, create autohit toxic DoT clouds with their gas grenades.

    Alternately, sometimes the RNG just hates you.
  3. Wonderslug

    Nemesis?

    Quote:
    Originally Posted by Sarrate View Post
    (You'd still be in a tough spot against multiple Lieutenants, though.)
    The trick there is to whittle them all down and then finish them off in quick succession, or with an AoE.

    It's also worth noting that Nemesis are the only faction that will spawn snipers in normal missions, so you can get a lot of unexpected aggro that way if you're not careful (or sometimes even if you are).
  4. Wonderslug

    Caging Questions

    Quote:
    Originally Posted by GuyPerfect View Post
    Knockback is the exception in the world of mez, since it isn't technically a status effect. Internally, Knockback powers are set up differently and don't make use of the "magnitude" variable; they simply have a force/distance value, which can be buffed.
    That's not so. Pretty much everything has a magnitude value; whether slotting affects magnitude or duration is part of the power definition (it can't do both). Enhancing magnitude is actually quite common--it's what happens every time you slot a debuff or buff, for instance. See Arcanaville's post here for more on magnitude, specifically as it relates to Dimension Shift.
  5. Quote:
    Originally Posted by Aett_Thorn View Post
    I love posts with completely no evidence behind them. They really make my morning.
    Now that's just silly. I mean, 100% of known sons have stopped playing! You can't argue with a number like 100%! It's science.
  6. Quote:
    Originally Posted by Rubberlad View Post
    If I'd said: Why is there a Guild Wars 2 in the works, but no CoH2 by now - would that have made more sense?
    Yes, it would have, but it's still based on assumptions about the relationship between NCSoft and its subsidiary developers that are, based on the information currently publicly available, erroneous.

    Putting aside for the moment that Guild Wars has no subscription fees and is thus quite literally entirely reliant on selling new content and microtransactions for revenue, that question does have a simple answer:

    Quote:
    So what was wrong with the original Guild Wars?

    The development team at ArenaNet realized at the time they started work on the fourth Guild Wars campaign that there was so much stuff they wanted to do but couldn't make fit into the existing game. So they decided that making Guild Wars 2 was the best way for them to do what they wanted to the game.
    There's a Guild Wars 2 because ArenaNet wanted to make one. Presumably at some point someone at NCSoft had to say "Okay, do that." But if what you are really trying to say is "I want a CoH2," you need to start by trying to convince Paragon Studios that that's a good idea. It's not likely to happen until Positron and co. want to do it, and from what little has been said in interviews it's not something they've even given serious thought to yet.

    So basically the reason people in this thread are looking at you funny is that you seem to be saying the reason CoX lacks features X, Y, and Z that you want is that someone in Seoul is bogarting a finite supply of Magic Shinies that will make it happen. The CoX dev team has gone from 15 to over 70 (at last count) in the past two years, and they are still hiring; if you're not seeing the things you want, I really don't think Magic Shiny supply is the issue.
  7. Quote:
    Originally Posted by Rubberlad View Post
    Keep in mind, NCWest answers to NCSoft Korea for quite a few things (including PR). Absolutely there's someone behind the scenes evaluating all the NCsoft IPs and deciding which of the best technology upgrades/proposed features should go into currently established IPs but not others (its all about investing wisely and where the most profit can be reaped after all).

    Make no mistake, there's definitely "like" technologies being shared between CoH and Aion (and Guild Wars 2, I'm sure) - but not all the advancements are being shared equally across every NCsoft IP (regardless of which IP originated the need/idea originally) - at least not yet.
    Ultimately, yes, but I think you are seriously overestimating the degree of direct control NCSoft exercises over its subsidiary studios. Paragon Studios does its own hiring, budgets its own time, and judging by the fact that booster pack sales funded the labor involved in getting VEATs into I12, they are at least to a significant degree self-financing. If you assume there is someone sitting in Korea issuing royal decrees to Brian Clayton to include (or more ridiculously not include) features in CoX you basically have to assume that every time someone from Paragon or ArenaNet or wherever tells us that NCSoft gives them a great deal of freedom they are flat-out lying through their teeth. And making that assumption goes so far into conspiracy nut territory that it doesn't matter what anyone says anyway (because sure, they'd say that, they'd have to say that, but I'm on to them nudge nudge wink wink).

    Also, unless you define "technologies" so broadly that you basically mean "ideas someone had for a feature," that's a nonsense assertion. Those games cannot "share" technologies in the sense of actual code and systems, because they were built by different teams with different code for different engines and often with radically different game design elements. One game having implemented something or not has essentially zero bearing on the cost or feasibility or even desirability of implementing the same or similar features in a different game, because they are different games.

    Guild Wars 2 will have a system similar to sidekicking in CoX, but it's not like they can use the same code for it; they have to build the system from scratch. Calling that "sharing" would be quite a stretch. Borrowing, adapting, stealing? Sure. But it's not much different than if they had borrowed the idea from SOE or Bethesda or Valve--would you consider it "sharing" then? The best you can say is that a dev team that borrows an idea from another game has the benefit of seeing in hindsight what did and didn't work about the original implementation. And that's true even if the element they adapt came from another game by another company in an entirely different genre.
  8. Quote:
    Originally Posted by Zyphoid View Post
    If there WERE overlap, I wish they would overlap Guild Wars' dance emotes to CoX
    Yes.
  9. Quote:
    Originally Posted by Captain_Photon View Post
    2) City of Heroes is developed in the US, originally by Cryptic Studios, then by an in-house NCsoft team; Aion is developed in Korea, by a completely different in-house NCsoft team. As such, wondering if stuff originally intended for one is going to the other doesn't really make a ton of sense anyway. That'd be sort of like wondering if something you were expecting to be in a Sims 3 expansion pack wound up in Mass Effect 2 because of internal politics at EA.
    This. Paragon Studios is a subsidiary of NCSoft. There's no more overlap between them and the Aion team than there is between Paragon Studios and, say, ArenaNet. In fact, as of 2008 NCSoft's western titles don't even report to NCSoft Korea, but to the North American branch, NCWest.
  10. Oh, why not?

    A Woman Chromed
    Arc ID: 343565
    Villainous
    Level: 20-30
    Difficulty: Moderate
    EB/AVs: 2 EBs
  11. Wonderslug

    I17 and GR

    Quote:
    Originally Posted by SunGryphon View Post
    I'm in the "expansion = expansion goodies" camp. I fully expect that the DP/DS powersets will either be greyed out, or gone entirely (much like epics do not show up until they are unlocked) unless you have purchased Going Rogue, and I don't think it's unreasonable to believe this.
    Yeah, I'm not at all certain why anyone would expect access to either set without buying GR. From a sound business perspective, who at Paragon Studios is going to sit around saying, "I know! Let's talk up two new powersets as selling points of our new expansion, and technically our only tradition expansion if you want to get pedantic...and then give them away for free to people who don't buy it! It's genius!"

    Looking for precedent in CoV is not unreasonable, but it's not particularly safe to draw any conclusions from, either, since it was a standalone product in its own right. But here's an unambiguous example of content gating from I6: bases.

    Remember how bases were originally a CoV-only feature? Heroes could make and enter bases, sure--but only if they bought CoV. No CoV, no base access. Anyone remember when that changed? It was several issues later, at the least, and possibly even not until they officially fully merged CoH/V into a single product.

    If anything I think the lesson there is "You might possibly, in theory, see DP and DS without buying GR, eventually, one day, perhaps."
  12. Quote:
    Originally Posted by Arcanaville View Post
    I believe Stargazer tested this (there may have been others, but I remember her article specifically). The wiki is correct. When you debuff a resistance value, the non-debuffed strength is used to resist further debuffs, not the debuffed strength.

    Actually, I recall there was a further complication. Unresistable resistance debuffs actually reduced the resistance to further debuffs.
    Aha. That does sound familiar and is probably what I was thinking of, since the impression was cemented in my head by a rad/sonic defender I used to (try) to fight in the arena when defenders still had unresistible PVP debuffs.
  13. Quote:
    Originally Posted by Adeon Hawkwood View Post
    DSorrow is correct. Resistance debuffs are always resisted at the un-debuffed resistance value. This is why defense is subject to cascading failure and resistance isn't.
    http://wiki.cohtitan.com/wiki/Resistance
    I'm almost certain the wiki's incorrect, there. *casts Summon Arcanaville*
  14. Quote:
    Originally Posted by DSorrow View Post
    Just think about it, after 100 cycles of that attack chain you would be looking at 1.26^100 * 1.13 Resistance Debuff applied by the next Sonic blast.

    Which is to say 1.23 * 10^12 % Res Debuff. In one number that is 1 230 000 000 000 % Res Debuff. Quite absurd, yes?
    Ignoring the fact that the floor on resistance is -400%, yes, that would be absurd. It would also be impossible, because the debuffs on Shriek and Scream only last 5 and 7 seconds.

    And -res has to work that way, unavoidably, because of what goes on under the hood. I keep hoping Arcanaville or Stargazer or somebody will write up the whole attribute/aspect shebang in the guide section some day, but the short version is this:

    What we colloquially call "damage" is actually several different attributes, one for each damage type (smashing, fire, toxic, etc.). Resistance to a damage type is governed by the RES aspect of the corresponding attribute. However, the RES aspect attempts to resist *any* change to that attribute; this is why buffs are flagged to ignore resistances, or else you'd frequently resist your own buffs. Because a -res debuff reduces the RES aspect of an attribute, that attribute also becomes less able to resist changes. In other words, debuffing the RES aspect of an attribute not only causes it to be less effective at resisting that damage type, but also makes it less effective at resisting further changes to *any* aspect of that attribute.
  15. Boost relative to what?

    -res simply acts like a flat multiplier once all damage buffs are factored in; 26% -res means you'll do 26% more damage than you would without it, period.

    Using those numbers, assuming you've got 95% from slotting, you'd be looking at base * (1 + 0.95 + 0.516) * 1.26 = base * 2.466 * 1.26 = base * 3.107.

    That's about 59% more damage than you'd do with slotting alone, but of course that only applies once you've already got the -res stacked. Also, that's ignoring one additional complication you've missed: resistance debuffs inherently debuff resistance debuff resistance. Or to put it another way: -res makes subsequent -res stronger. Stacking two (with that chain you should actually have brief windows of 3 stacked, no?) -13% debuffs doesn't result in -26%, but in -27.69%; the second one becomes -13 * 1.13 = -14.69. A third -13% debuff would then be -13 * 1.2769 = -16.5997.
  16. I've read it several times now. You said:

    Quote:
    Originally Posted by AlienOne View Post
    Which proves my point that if you're a tri-former facing heavy mezz enemies, you're stuck in lolDwarf.

    The entire time.
    This appears to rest on the assumption that if you have dwarf you must use it, because there are no other tools in your arsenal that will allow you to succeed. I cannot see any other way to interpret "stuck in lolDwarf. The entire time." Especially since you follow it up with

    Quote:
    Good luck with taking down an entire mob of Malta while in Dwarf, especially since it'll take you longer than what your Eclipse lasts to do it!
    The only way that even begins to "prove" anything like your point ("if you're a tri-former facing heavy mezz enemies, you're stuck in lolDwarf") is if you first assume that having a triform (or, presumably, biform? I ditched Nova long ago) build necessitates sacrificing other forms beyond all hope of utility. That's not a reasonable assumption to make.
  17. That doesn't even remotely begin to make sense.

    If you've got dwarf you're magically "stuck" in dwarf form, but if you don't have dwarf you're free to not use the dwarf form you don't have? I mean, what?
  18. Quote:
    Originally Posted by AlienOne View Post
    What have you been fighting that causes you to walk around for 40 seconds stunned? Is Rikti Raids seriously all you do with your human-form Warshade?
    Malta say hi.

    Quote:
    Oh, wait... Let me guess... You don't have a human-form warshade, or you wound up deleting it a while back.
    You're right. I probably only spend 90% of my time in human form. Silly me!

    Quote:
    That said, I will say yes, it does suck if you're immediately hit with a mezz the second you go in. But, in actuality, unless you're consistently going up against the most difficult enemies/mob sizes in the friggin' game,
    I suppose I am. I certainly can't be bothered to lower my settings every time I run into Malta or Carnies.
  19. Two points.

    1. You have neither Gravitic Emanation nor Inky Aspect, and not nearly enough defense to be blasé about mez in the late game. Without dwarf form to fall back on, mezzing first is your only protection against being mezzed yourself. Nothing--nothing--sucks more than jumping into a big spawn, hitting Eclipse and Sunless, and then doing the drunk walk for 40 seconds while all that lovely buff goes to waste.

    Actually, that's not entirely true, because while you are watching the pretty stars your kooshes will try to tank for you. I say try, because they are about as resilient as a level 32 blaster with an unreasoning faith in the power of an unslotted Nova.

    By which I mean not very.

    2. For all I know this may have been fixed by now, but last I knew the T&S stealth proc had the unfortunate quirk of suppressing for ten seconds when you teleport. You can work around that, but you would be better off sticking the run version in Sprint. Or getting SS.
  20. Well, when Dr. Aeon posted the thread for Wholesale Soul Sale, I said that would probably motivate me to finish up some of the stuff I had in the works. And it did! I also said I would probably get around to putting together a consolidated feedback thread for all my stuff. And I am! After a ton of procrastination!

    The Good!

    The Science of Eternity
    Arc ID: 123178
    Level: 45-54
    Difficulty: Challenging
    EB/AVs: 2 EB, 1 AV

    Mark IV's been keeping tabs on his Crey creators and is not comfortable with the things he's seeing. Things like agents of a corporation with easy access to cloning technology sneaking around in the company of unhygenic men with bonesaws.

    ---

    Poetic Injustice
    Arc ID: 288118
    Level: 45-54
    Difficulty: Fairly challenging solo, but more geared for teams
    EB/AVs: 1 AV

    The Tsoo are slow to forget a slight and ever slower to forgive. It looks like they've set traps for the city's law enforcement bodies, but is that actually their real target?


    The Bad!

    Wholesale Soul Sale (dev choice, whee)
    Arc ID: 4178
    Level: 35-54
    Difficulty: Moderate
    EB/AVs: none

    Don't care to part with your soul? UniStyxHellCorp, LLC understands. That's why, for a limited time, we're willing to accept someone else's soul, at a modest discount! In exchange we'll provide the sorts of tools every villain can use. Help us help you be as bad as you want to be!

    ---

    A Woman Chromed
    Arc ID: 343565
    Level: 20-30
    Difficulty: Moderate
    EB/AVs: 2 EBs

    Doc Buzzsaw has a wonderful idea! ...honestly, does anything more really need to be said?


    The Could Go Either Way, Really, I Dunno, What Do You Wanna Do?

    For Love or Monkeys
    Arc ID: 175803
    Level: 20-29
    Difficulty: Easy
    EB/AVs: none

    It's hard to have monkey fights without the monkeys. The Family's still intent on muscling in on Cornelius and Joe Young's racket, and they've stooped as low as monkeynapping, right out of Pocket D. DJ Zero's embarassed, Cornelius is all broken up, and Furious BoBo misses his blankie. Won't somebody please think of the monkeys?

    ---

    A note on difficulty: I tend to be on the "easy" side of the "this game is easy/hard" debate, so for clarity here's what I'm terming "Moderate": If you can handle a run-of-the-mill canon EB with no nasty tricks solo, with whatever inspirations you have on hand, you should have no trouble provided you're paying attention. I've also tested all of these with multiple ATs, including at least one variety of squishy, at a difficulty of at least +0x1/with bosses, if not higher.
  21. Wonderslug

    EA question

    It's small, but Energy Cloak actually provides defense to everything, as do any defensive pool powers you pick up. EC, Weave, and CJ will get you up to about 15% psi/positional, which, while not great, will stack with purples for those psi-intensive moments, which really aren't all that common.

    But really, the best way to deal with psi as an /EA brute is kill it kill it now killitkillitkillit.

    This also goes for pure toxic attacks, of which there are a surprising number in the 40+ game.
  22. Quote:
    Originally Posted by Miss_Freeze_NA View Post
    Thank you. I was not sure if you needed his name included or not. Thank you for verifying the numbers.

    I think the in-game description is bugged.
    I'm pretty sure the Kahn Reichsman and the Barracuda Reichsman are not the same critter. If that's so, it's entirely possible for there to be multiple versions of Fist of Tyranny with different effects.

    The reason [Soul Storm] and [Ghost Widow.Soul Storm] pull up different numbers is that there are multiple powers called "Soul Storm"--at least four, in fact: Ghost Widow's version, the stalker version, the mastermind version, and the corruptor version. Without any context to tell it which one you mean, the game simply grabs whichever version it runs into first internally.

    If there are in fact multiple versions of Reichsman, [Fist of Tyranny] and [Reichsman.Fist of Tyranny] could still be referencing a different power than the one you expect. Unfortunately, since City of Data is only up I14, there's no easy way to see if that's the case without a lot of trial and error.
  23. Quote:
    Originally Posted by Socorro View Post
    I've never actually tried the test server... maybe now's a good time haha. Thanks
    If you're mostly interested in what it looks like, just make an /elec dom and take a look at it in the power customization window. It's the same thing. Mu also use it, and it originated in the blaster elec APP (in blue, of course).
  24. Quote:
    Originally Posted by Morac_Ex_Machina View Post
    Ulterior, vines, and faces were in issue 15, and I would love to hear in what reality "June 29" is "over a year ago".
    There were also all those new suit jackets and belts and other day job bits in issue 13 (December 2, 2008).

    That was over two years ago, by the same highly specialized calendar.