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The VIP badge is what switched me from "eh I'll probably do this" to "omg I want." Right now the only other way to get VIP is from occasional ebay or amazon listings. Right now they have it up on Amazon for $80.
But I'm one of those rare pvp-badger hybrids.
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Lol same here. Ive wanted the CoH Special Edition set for a while, but I'm not sinking that kinda money into it.
So yeah as soon as I can put together a team I'm in. Just remember to let me win, cuz I really want this stuff. -
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Prize for each of the 5 members of the winning team:
City of Heroes® Hero Gear Kit
The goodies from the Collectors DVD Edition of City of Heroes are now available in this kit! Special items include:
* A serial code for 30 Days of free game play!
* A Limited Edition City of Heroes HeroClix figure of Statesman
* An exclusive 16-page comic book from PvPOnline creator Scott R. Kurtz
* A full color Map of Paragon City/poster from City of Villains
* Special in-game items include: Prestige Power Slide travel power, an exclusive cape (available for all 20 th level characters), and the coveted V.I.P. Badge!
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OMFG.. a travel power...a cape..and a badge!!?? I'm in! -
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Adding:
@plasma blizzard
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Name: Black Plague
Server: Libery
Faction: Heroes (Some of us play villains)
Size: Small (Around 10 of us, usually not all on at the same time)
Website: www.BlackPlaguePvP.com
Contact: @Divine. , @Starlight Burner , or @Start Running
Recruiting: Not actively. However if your interested, drop by the site and say hi...maybe fill out the application. -
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1) You have the default To Hit value (ie no buffs), your target has no Defense value. How often do you WANT to hit him? Conversely, as the defender, how often do you expect to be missed?
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As the attacker, I'd expect to hit 50% of the time. As the defender, I'd expect to be missed 50% of the time.
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I'd say thats about right
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2) You have the maximum possible To Hit value, and your target has no defense value. How often do you WANT to hit him? Conversely, as the defender, how often do you expect to be missed?
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As the attacker, I'd expect to hit most of the time (95%). As the defender, I'd expect the attacker to nearly never miss (5% of the time.)
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I'd prefer to see about 90% chance to hit and 10% to be missed.
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3) You have the default To Hit value, and your target has the maximum possible defense value. How often do you WANT to hit him? Conversely, as the defender, how often do you expect to be missed?
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As the attacker, I should rarely expect to hit (hitting 5% of the time). As the defender, I'd never want to be missed a lot (being missed 95% of the time).
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I'd have it at 10% chance to hit 90% chance to be missed.
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4) You have the maximum possible To Hit value, and your target has the maximum possible defense value. How often do you WANT to hit him? Conversely, as the defender, how often do you expect to be missed?
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As the attacker, I'd expect to miss a lot (hitting 5% of the time). As the defender, I'd expect the attacker would never hit (missing 95% of the time). However, In PvP, defense should have a reasonable cap, so that an attacker with well slotted accuracy and/or ToHit buffs can hit, say 25-30% of the time.
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I think the max vs max should me take us back to default vs default. 50% chance to hit 50% chance to be missed. -
If I said: "_Castle_, thanks for caring enough to stop by and ask."
Would that be considered brown nosing?
pudds said:
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1) Against a target that has no defense, and assuming that I have at least slotted my attacks with 2 Accuracies, I'd expect to hit with nearly every attack. If I missed with more than one from my attack chain of 4-5 attacks, I'd be a bit annoyed. If you mean no tohit buffs and no accuracy slotted, I'd expect to miss basically my whole chain.
2) I'd be a bit annoyed if I missed even a single attack.
3) I wouldn't expect to hit at all.
4) I'd expect to hit more than I missed, but not much. Enough that I felt like I was actually hitting, but not like he had no defense at all. 75% feels about right.
Basically my ideal situation would be one where no defense meant hitting almost 100% of the time. More +ToHit than +Defense should equate to roughly the same situation, and more +Defense than +ToHit should result in majority misses.
For the most part, I think the current system hits the mark reasonably (mechanically speaking, in practice, there is simply too much +ToHit available). Where I feel things tend to break down is at even amounts of ToHit and Defense; in this case, it feels like you're hitting too much, and that high defense simply doesn't stack up to high +tohit.
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