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If you go with Average Joe time instead of Arcanatime, you'll be fine. Arcanatime just gets you a little bit more accurate of a measure of how long the activations will take. Still, whether you'd even notice the difference in-game is debatable.
You are not always shooting for a net gain of endurance. For the most part, that is usually unattainable anyways. Also, if your average fight is 30 seconds or so, then really all you need to be able to do is have enough endurance to last that 30 seconds, regain between fights, and then last the next 30 seconds.
As for what is a 'good' number to shoot for? I have no idea, since I usually don't keep track of that number. I would say to shoot for whatever you find that you need in-game, unless you're trying to solo AVs, where it might be more important. -
Wouldn't this have the opposite effect that you intend, then? If it becomes a detriment to have larger groups (as the Tanker, you wouldn't even want to herd to the aggro limit because otherwise your damage per enemy takes a hit), then you'd see people pulling smaller and smaller groups, to keep the numbers down, versus herding up large amounts of mobs.
Considering that mobs do heal back damage over time, it's better to do a lot of damage to 10 enemies than it is to do 5/8ths the damage to 16. Also, as a Tanker, that means that I'd be generating only 5/8ths the Threat on those 16 mobs than I'd generate one the 10 I would have hit. Meanwhile, the Blaster is still generating 100% of his aggro when he throws out that Fireball. -
Simple answer:
Figure out an attack chain. Calculate how long that attack chain will last (activation time X + activation time Y + activation time Z, etc.). Take the endurance costs from Mid's, and divide the endurance cost of all the powers put together by the activation times of the attack chain.
Math-nerd answer:
What you're looking for is a non-stop attack chain, I am guessing. To determine the endurance cost for that, you first need to figure out what that attack chain will be.
Step 1: Determine the activation time of each power.
Step 2: Determine the Arcanatime of each power (this is actually the number you need, not the activation time). Determining this can be done by following Arcanaville's guide on the matter.
Step 3: Plug together an attack chain, given those Arcanatimes, that will let you attack constantly with no gaps.
Step 4: Take the endurance cost of each attack in the chain, and divide by the Arcanatimes of all of the attacks in the chain. This will give you an Endurance/second cost for the attack chain.
Now, to figure out what that actually means in the game (time until depleted of endurance), you'll need a few more things. Luckily, Mid's will provide these. If you go to the Totals area, you'll note that it gives you your endurance/second of recovery. This is your positive endurance flow.
Step 4 will give you your negative endurance flow from attacks. Mids will also show you your negative endurance flow from toggles that you have on. If your positive is greater than your total negative drain, you can attack forever. If it is lower, then there is some simple math that you can do to figure out how long your endurance.
If you have 100 max endurance, and your drain is 1 per second, you can attack for 100 seconds straight before running out. If your total drain is 2 per second, you can attack for 50 seconds before being drained. If your drain is only 0.5 end/second, then you can attack for 200 seconds before running dry.
As such, the formula for determining how long you can attack, given a given endurance drain, is:
X = Total Endurance/endurance drain
Simple as that! -
However, you are missing the point that damage is factored into the Threat calculations. Already, some sets have difficulty holding aggro, and damage is a good way to help cover for that. Lowering Tanker AoE damage if there are more than ten mobs around them would make it even harder for those sets to hold aggro.
I get the theme of it, I just can't say that I'm for it. -
It's not out yet. At least officially. There's an unofficial patch out there, that I think Leandro put together, but that's the best you're gonna get.
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Well, your post is a little short on details, so I'm going to go through this a bit more step by step:
1) Make sure that you are in super group mode when you get the exploration badges. If you are not, they won't count towards getting the beacon.
2) Heck, make sure that you're in a Super Group.
3) If 1) and 2) have been done, you should get a notification that the beacon was earned by your Super Group.
4) Make sure that you're started a base at the Super Group registrar.
5) Go into your base.
6) Make sure that you've gotten a room that can support teleporters.
7) Build some teleporters
8) Place the teleporters
9) In the room with your new teleporters, place the beacons. You'll only be able to place two beacons per teleporter that you have. -
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I mean, the only thing I can think to tell you is to make sure that you are typing in the username and password correctly. It should be the same information you use to sign in here on the forums. If it's more complicated than that, support is who you need to talk to.
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Unfortunately, there is not much we can do to help you out. This will need to be fixed by support. If you do not hear back from them soon, contact one of the Community Reps, like The Ocho through private message, and see if he can help you out.
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First off, welcome back to CoH!
First off, a question:
What kind of budget are we working with here?
Now, onto some suggestions:
1) Take Swift instead of Hurdle as your prereq to Health and Stamina. Swift boosts both run and fly speeds, which can help you get around both in combat and while flying around.
2) Get Dull Pain much, much earlier. RPD can wait a bit, but Dull Pain should be a level 2-4 pick, and should be slotted to get you to the ED caps for Recharge and Healing. 5 Doctored Wounds is good IO slotting, I've found.
3) May I ask why you got both Flight and Super Speed? They don't exactly stack very well. You could drop one or the other and get Taunt, which has a nice little -range Debuff on it now.
4) I would vote for dropping Hurdle completely, dropping unstoppable, and working in the Fighting Pool. Tough at the very least will help you a lot.
I'll offer up a few more suggestions once I know what kind of budget we're looking at. -
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Quote:Just as a point of clarification here, this:Please note: while we are reserving that two-hour period for maintenance updates, they will not necessarily require the entire two hours and additional updates may be scheduled outside this time-period as needed. We may also perform maintenance on additional servers, such as the web servers, message boards, or login servers.
implies 2 hours or less not
2-4 hours or more
or was there a problem with yesterdays patch
Quote:Please note: while we are reserving that two-hour period for maintenance updates, they will not necessarily require the entire two hours and additional updates may be scheduled outside this time-period as needed.
Obviously, if there are problems with the maintenance, it will last longer. I know that this bugs a lot of people, and that they'd like to get some news on it, but for me, if there are problems, I'd rather the devs be working to fix it rather than have to give the community reps a status update every 15 minutes or so. -
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Quote:Like I said, I'd have no problem with them lowering the minimum team size for some of the TFs. Certainly, the original ones do seem like they just kept increasing it to show progression. However, not all of the TFs have this 'arbitrary' minimum team size number, and it seems like Bill wants to get rid of all of them, not just lower the ones that don't make as much sense.I am going to agree with Bill's assessment at least as far as the original TFs are concerned.
Why 3 for Posi, 4 for Synapse, 5 for Psyche, 6 for Citadel, 7 for Manticore and 8 for the Shards?
Just to numerically show an increase not because you ever really needed more than 2 or 3 players to beat down the AVs at the end of them.
So that does seem more like they chose the minimum numbers based on progression not any inherent difficulty in the TFs. I would consider them arbitrary in that way.
The Hollows Trial requires 8. No two ways around it and you're right they could have done that same kind of thing to all of the TFs but they didn't. In fact if you look at the required minimums in Paragonwiki it sure seems arbitrary.
Then along came villains and they started getting more thoughtful on what they really wanted for a minimum start up. Recent additions have a lot more meaningful start up requirements in my opinion than the originals. -
Quote:I'd actually argue that the TFs should not allow you to solo them at all. Certainly, this should not always be done with simul-clickes, as that hinders the ability of people to finish the TF if people get disconnected or try to grief TFs, but I'm sure that they can think of something. The problem is, it's not just about increasing the difficulty of the end mob. Bill's character might be able to stand up to a power-increased AV at the end, but a regular PUG might not. But there must be a way.I think you have completely proved your point re: the forums, or more accurately the forums have proved it for you.
As to soloing, people do this anyway, the only difference your proposal would make, is the soloist would not have to bother other people to do their thing. So the people who are arguing for not allowing tfs to be soloed directly are actually saying they want soloists bothering people to fill.
Either that or they are just arguing to argue. -
Quote:Bill, that is bullsh*t and you know it. Granted, some of the minimum team sizes are higher than they need to be, however, that does not mean that the only way to have those minimum team sizes not be arbitrary are when there are multiple simul-clickies. The Devs could very well have come together and decided that they wanted people to come together and team certain content (i.e., not individual discretion). They could have decided that the minimum team sizes were there so that even if some people did drop, there would be enough people left on the team to be able to finish (i.e., not a random choice). They knew at the time that the TFs came out, or at least after ED happened, for sure, that a large majority of people couldn't solo AVs, and that almost all of the TFs out there end in an AV, and they didn't want people getting to the end only to find out that they couldn't finish it (i.e., based on objective distinction). None of that sounds arbitrary to me.
Arbitrary: Based on individual discretion or judgment; not based on any objective distinction, perhaps even made at random; Determined by impulse rather than reason
No one is choosing whether the min team size requirement is arbitrary. It IS arbitrary regardless of one's opinion. The proof of that comes from the fact that if the min team size requirement was NOT arbitrary, then it would always take at least that number of players to accomplish the task. The ONLY time the minimum team size requirement is NOT arbitrary is when it matches the number of simultaneous glowies that must be clicked.
Just because you don't agree with them, and have built your character to such a degree as to make team-oriented content capable of being soloed doesn't mean that those restrictions are arbitrary.
Even if the Devs decided together that they wanted the TF to require a team size that was larger than they knew was enough to finish it, just in case people dropped or quit, then it was not an arbitrary number. -
Quote:Tanks can be a very good source of damage, if used right. However, a lot of that type of perspective comes because a Tanker usually, in his early career, is taking more of his Defensive powers over his offensive powers, and then in the 20s and 30s takes a lot more of his attacks. So it just takes them longer to get to those attacks, and a lot of people can tend to give up in those early levels because of the lack of offense.This is very helpful, and clarifies a few things for me. Thank you. I guess I've been mistaken in thinking that a Tank couldn't be a good source of single target damage where other ATs are far more adept, and therefore their role was to hold groups to them and whittle them away all at once. This new perspective is interesting, and I'll test it out. I'm glad to hear holding aggro will be less of a big deal than, say, my WP/ Tanker.
However, if you think about it, a Scrapper wouldn't do too much damage either if, until level 20, you only took two attacks and the rest were defensive powers. Certainly, a bit more than the Tank, but not by too much.
But yes, this is a very good combo, and you should have a lot of fun with it. If you're worried about AoE damage, once you get Soul Drain, Dark Consumption, and (if you were to go with something like the Pyre Mastery pool) Fireball, you'll be fine. Also, if you focus on attacking the boss, Icicles will do a huge portion of the damage needed to kill the minions, if it doesn't just kill them outright. -
Yes, offensive toggles do suppress while hidden, though this is a new development. It helps sets like Dark Armor for Stalkers a lot.
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Okay, the first thing that you have to know about Invoke Panic is that you're going to need to put a lot of slots in it before it will become useful.
Even when you do that, you could probably have gotten a lot more mitigation out of the 3 power picks that you have to use up for this power.
Now, that being said, on a solo toon, with fears to stack with it, it will work okay. However, on a Stalker, you're going to run into the problem of this power using up a LOT of endurance. DM on a Brute, Scrapper, or Tanker will at least get Dark Consumption to regain you some endurance, but on a Stalker, you won't have that.
However, on a positive note, since you're a DM Stalker, your attack chain will be mostly single-target. With less AoEs to 'wake' the feared opponents, you'll actually be able to use this as decent mitigation from a lot of foes. When solo, using this tactic whenever it's available (IP has a decent recharge on it, so it's not going to be an 'every spawn' power) will make you able to stand there and swing away while your foes are helpless.
I would suggest you try this out, but have a second, team-friendly build as well, so that if you don't like it, you have something to fall back on.
Edit -> Just saw that you plan to have Focused Accuracy in your build to make this work. With CoF running, and Focused Accuracy, you're not going to have a lot of endurance to play around with. Using Invoke Panic will likely mean that you won't have a lot of endurance to actually attack anything, so keep that in mind. -
Quote:Okay, but you don't *need* to play that content. If you want to, there are gates there. I am okay with those gates. I know that you are not. And we're going to disagree on that, which I'm sure that both of us can agree to do.The point, Aett, is that we're about to get new content WITH the new incarnate buffs specifically designed FOR characters with the incarnate buffs and thus my +4/x8 build will be insufficient for the task at hand WITHOUT the incarnate buffs.
Therefore, I *need* the incarnate buffs to do the upcoming content. -
Quote:How is that any different than saying that you need the incarnate slot to solo? It's just your opinion that it is needed, based on how you as an individual play the game.So your only determination of soloability is one's personal opinion of leveling speed?
Quote:In that case tanks and defenders aren't soloable to me under any circumstances.
I don't need enhancements to solo. Yes, it would be stupidly slow, but I don't need them. I don't need them any more than I need to bother playing the game at all.
Quote:The fact is that we advance our characters. How far we choose to take that is up to us entirely. I *need* all of the incarnate abilities to solo in EXACTLY the same way I *need* to play this game at all.
Besides slightly faster leveling, is there any real reason to form a team now? If you solo, you can do more arcs to get merits for IOs, can do your own tips as faster as you can to get hero/villain merits to get some of those pesky IOs, get a better drop rate, as well as being able to pick and choose which enemies you want to fight, basically. The only things that teams are really needed for are TFs (to get merits which can be earned solo), and Hamidon (to get either HOs, which are generally less useful than IOs, or merits, which can be earned solo as well). The Devs have basically be steadily giving soloers everything that you used to need a team to get. Are you all that surprised that people who like to team want something back?
Quote:Stating that one doesn't need incarnate abilities to solo but needs enhancements at all to do so is not thinking anywhere even remote close to clearly.
1) If you got rid of all enhancements in the game, how many people would think that the solo leveling* speed is too slow?
2) If you got rid of set IOs, how many people would think that the solo leveling speed is too slow?
3) If you got rid of HOs, how many people would think that the solo leveling speed is too slow?
4) If you didn't introduce Incarnate slots, how many people would think that the solo leveling speed is too slow?
The point is that the more buffs you can already get, the less the next step is needed to play the game. Certainly, with just SOs, the basic game at normal settings can become almost ridiculously easy. With IOs, you can make +4/+8 easy enough to do. If you can already do the maximum difficulty with ease, then adding more buffs on top of that won't make you able to do any harder content. Maybe you can do it faster, but that's it. It's like the Defensive soft cap. Once you get there, adding more on top helps you with less and less of the game. -
A question to those of you who want to solo all of the content:
What percentage of the game's population do you think can solo AVs? -
Quote:Unless it's very early in the morning, I can probably get a team together to do any content, including "forced" team situations like TFs, even on Pinnacle. At peak times, there's no problem whatsoever.<QR>
Reminder to those who take the position that this is an MMO therefore you have to team: there are times when teaming or building a team of sufficient size is not an option unless you are on Freedom or Virtue.
Incarnate stuff is level 50 only. The more level 50s required to do it the fewer the people who will be able to participate in it and enjoy it.
You are welcome to hold the position of "too bad you need to team to get to do content" but that boils down to telling some people they may as well unsub which is not healthy to us all in the long run.
Also, almost all content is far easier on teams than it is soloing unless your teammates are complete morons. If anything stuff like the Incarnate stuff is less meaningful to team players than to soloists.
And ultimately in the end I don't care if someone wants to try to solo everything including the Hamidon. That does not negatively impact my gameplay. So I am all for lowering all things to being able to start solo even if it will not be possible for anyone to solo it.
Let's face it, if you have to force someone to team with you to accomplish something how much enjoyment are you and they really getting from being together to do it?
Even when I am "forced" to team to do a TF, I generally enjoy it more, because we are going faster. It certainly doesn't make me enjoy the game less just because I'm on a team.
And saying that people who can't team might as well unsub is ridiculous. It's not like they have to team the entire game, or to even get 99% of rewards in this game right now. Some rewards being team based does not negate all of the rest of the rewards in the game. -
Quote:I understand that Incarnate abilities ARE character advancement, Bill. Much as SOs or IOs are. The point is, you don't need them to solo, much as you don't need IOs to solo. I would say that you need to slot some enhancements in order to solo, unless you are prepared to go at what I think everyone would agree is an unacceptable rate of advancement through this game.Aett, I want you to read your own post again.
Now understand that incarnate abilities ARE character advancement.
Now see that your post makes absolutely no sense. I don't need to slot anything to solo from one to 50. I could make a character and leave it at trained level 1 with a combat level of 50. Seems like a pointless exercise to me. Much like ignoring any other performance boosting character advancement. Like incarnate abilities.
However, you can advance your character to the point where you don't need to team to do any of the content. That to me seems to indicate that the team content should be made harder, not that the content should be made so that you can solo it.