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It was never intended to do that. It was intended to prove the opposite, that even the most trivial of standards for female roles was surprisingly difficult to meet.
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Quote:You're looking at it wrong. The powerful difference between tohit and accuracy is mostly due to the fact that defense subtracts from base tohit first, and then accuracy is applied to the final number.Doesn't the accuracy bonuses (which can be substantial on something like +5 levels) affect their ability to ultimately land a hit?
I know that accuracy is not as powerful as To Hit, but it was my understanding that as a mechanic it does modify the final chance to be hit, doesn't it? (like a 1.50 accuracy modifier from +5 levels would bring a mob's 50% To Hit to 75%, or am i looking at it wrong?)
So if you have a critter with 50% base tohit and you have 45% defense, final chance to hit is 5%. Adding 5% tohit increases that to 10%, doubling your chance to get hit. A whopping 40% accuracy bonus only increases final chance tohit from 5% to 5% * 1.4 = 7%, an increase of - not coincidentally - 40%.
Here's an illustration of the difference. You have three players, one with 45% defense, one with 25% defense, and one with zero defense. If the attacker gains a 14% tohit buff, then the first player goes from being hit 5% of the time to 19% of the time. His damage increases by 280%. The second goes from getting hit 25% of the time to 39% of the time; his damage goes up by only 56%. The last player goes from getting hit 50% of the time to 64% of the time, an increase of only 28%.
But if the attacker gained an accuracy bonus of +28%, then the first player goes from getting hit 5% of the time to 6.4% of the time, the second from 25% to 32% of the time, and the third from 50% of the time to 64% of the time, and in all cases the player experiences an increase in incoming damage of 28% more damage.
That's the difference between handing out tohit buffs and handing out accuracy buffs to NPCs. -
Quote:At the moment I am sitting, and only my chair is supporting me.I am definitely not misunderstanding her. And I can guess as what reason she has for lying and why others are supporting her, but then I'm not allowed to say why because of certain reasons I can't mention.
I assume that's what you are referring to, because it is customary when one accuses someone of not telling the truth to be able to produce an attributed statement which is factually incorrect.
And please stop guessing. We've already established you're not that amazing at it. -
Quote:I'm not sure if I should be insulted or impressed with the fact that he's trying to convince people that "critters used to factor in how much time it would take for an attack to become available which had a range comparable to how far the critter was from your location" is obvious to him. That's something you say when you have never seen source code, or for that matter a computer, before.To be honest I already learned how his brain works from the old SGU threads when he'd drop in to criticize episodes he never watched. He was basing his arguments off of what he saw during the commercial teasers for the next weeks episode.
Its like if someone wanted to convince people he was the bestest pilot in the world by telling people he's one of the only people American Airlines trusts with their Miami to Saturn route. -
Look, if you're upset that I didn't give you a problem, then a solution, then allow you to declare it obvious, so you have to resort to calling me a liar, hey, whatever makes you happy. You do what you have to do, and I get this thread to point to whenever I need to remind people how your brain works.
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Quote:At triple the numbers, there would be almost no reason to play any other tanker.I know im soured on SR but you could tripple that number before you could see a difference
As to the scaling passives, you can lobby for them to be larger, but they are not bugged. They are explicitly functioning as intended, and there is no rule that mandates they scale upward with tanker modifiers. Those resistances don't even use scrapper or tanker modifiers in the first place: they are hardcoded to generate the same result regardless of archetype.
That's just one of those things, like how Hurl is a ranged attack that uses the melee modifier, so tankers, scrappers, and brutes don't have to actually pay the range penalty built into their damage modifiers. Its like that. -
Quote:Eventually, maybe, but there is a time limit. You will need the PA and the Decoys focused on Marauder, and that means clearing first to prevent distraction. That will burn up time even if you deploy the acids fast. And while Ill/Cold like most debuffing Illusion controllers is tough against one hard target, trying to solo clear the initial adds around Marauder is a different situation entirely. Sometimes five bosses can be more dangerous to Illusion than two Giant Monsters.Now I don't have first hand experience with Ill/Cold since I can't stand pets, but looking specifically at Ill/Cold, which can solo Recluse on the STF, I'd mostly compare this fight to that (and this was done before Interface, Destiny, and Lore) I definitely think an Ill/Cold could solo Marauder in Lambda. If the Ill/Cold had a single target chain with a single target epic blast (fire blast, power blast, etc) then I don't think the crates would be too bad since they automatically give a containment boost since they are auto-immobilized. Speaking of containment, this would be even easier when marauder is affected by containment damage.
Then you have to wear down Marauder, while dealing with the fact that even though Phantasm is an all ranged critter he likes to commit suicide by rushing the target, Marauder has a PBAoE kill-all button, and likes to jump around forcing the fight to reset several times.
Even after all that, if there was no time limit I would not have any doubts an Illusion controller could ultimately be made that could do it, because it becomes a divide and conquer fight. But with a time limit, the tactical situation changes, and I'm less inclined to see how its likely a player could do it all in one go. -
Quote:Are your eyes in the same room as your fingers when you type, or do they sometimes bang out things your brain never gets a chance to audit?Forbin,
I was asking for an example of a non-obvious bug solution.
She didn't provide the solution but presented it as if it were.
She says it wasn't the solution later and that her "major part" has nothing to do with the actual solution.
And she admits that she "obfuscated" the truth
People who are honest and don't have malicious intent have no need for obfuscating truth.
But there really is no point to this as regardless of what I say no one's mind will be changed unlike people like me who actually admit when they are wrong. -
Quote:The issue, for those that are curious, is that critters used to factor in how much time it would take for an attack to become available which had a range comparable to how far the critter was from your location, as a factor in whether to attack, move, or wait. Buffing recharge would change the way the critters made decisions which would not necessarily show up in QA testing, and furthermore many issues would only turn up in specific dynamic situations where players and critters were moving around in particular ways.For someone who claims to be "fairly awesome at figuring out where bugs are even if they don't make much sense for most" without ever having to look at the actual code, you somehow managed to overlook the blatantly obvious fact that she flat out told you that the recharge buffs were only part of the problem.
The fact that there was code that told the critters to take range into consideration when deciding what to do included an algorithm that upon careful analysis was not stable. You could therefore not rely on a critter using the powers you gave it just by looking at the power definitions and checking to see if the powers recharged in a way that allowed them all to be useful. And dynamically changing recharge made things even worse, because critters could get confused by the changing values of time to recharge on their attacks.
Although the bug was often triggered by recharge buffs, its source was the range factoring component of critter AI, something that was changed during I18 development.
To say this was non-obvious would be an understatement. It took weeks of careful testing under a very systematic set of conditions to uncover the range-specific component of the bug, and weeks more testing to confirm that neutralizing it would greatly improve critter functionality if the code were changed, and weeks more testing to determine that a particular algorithmic replacement would be in all cases better or identical to the original if it was changed.
This is not by any stretch an isolated incident. When I discovered that some female characters attacked slower than male characters under certain circumstances even though they had the same power definitions, that would have been opaque to anyone not intimately familiar with how the game engine and game client worked. Why adding some new totally unrelated animations caused Elude to trigger the whirlwind animation when you were falling during activation is not something you can just guess at. The Oil Slick ignition problem was extremely non-trivial to locate. Why we can sometimes with some element of reproducibility unroot ourselves is a subtle flaw in the way the animation system works. Race conditions have created strange bugs. To this day I've never found out what the source of the immortal critter bug was: there was a bug where sometimes a critter would spawn that you could not kill. You could pound on it all you wanted but its health would not move. I actually had Castle yank the logs of me doing that to one of those critters to analyze, and he came up empty. The problem eventually went away, but I never heard what was causing that. Keep in mind the critters were targetable, damageable, but their health didn't move (anyone playing TOR now is having a twitching fit).
I wish there were lots of people capable of being expert black box debuggers. Then the game would be better and I wouldn't have to do it. I love City of Heroes, but one thing I like about playing other MMOs is that I'm an ignorant anonymous nobody. -
Quote:The only time I believe you can say they rebooted Bond was the 2006 Casino Royale, and there was a four year gap between Die Another Day and Casino Royale. Longer, but not excessively so. The biggest gap was the six year gap between the last Timothy Dalton Bond (License to Kill, 1989) and the first Pierce Brosnan Bond (Goldeneye, 1995).They went roughly 2 or 3 years between Bond films, even when they brought in a new Bond.
Reboots are less about the time between incarnations, and more about whether the reboot is strong enough on its own to compete favorably with people's recollections of the previous incarnation. People have had to do that often with Bond anyway, so when Casino Royale said "lets start over, and lets introduce a new Bond while we're at it" movie audiences were already used to changing faces: restarting continuity was almost a relief than a struggle.
I think honestly Spiderman left such a weak final impression that the Amazing Spiderman will not have to compete much. Its going to live or die based on whether its a good movie, not based on living up to any expectations from the previous trilogy. -
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Quote:Television is also a programmer, and even when working on this game had no real input into the way powers and powersets were designed. I'm simply saying your assertion that most of the epics don't have mitigation powers isn't true. If you believe they are not strong enough, that's a different discussion that won't get addressed here.Yes they do....but we still dont take damage at higher levels in the same way. Were still squishy...just not as squishy as we were at low levels. Think about the added benifits of someone who has good or better than good defense and damage soak who does decent close range damage getting decent good range damage vs someone who has ok devfense/damage soak and good ranged damage...getting more ranged damage. It is a valid point.
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Quote:I've heard of people duoing Lambda, but the problem with attempting a single player multibox attempt is that you can only really control one character at a time. Two players controlling two characters tends to be far stronger than one player controlling two or even three characters. So my guess is that the final fight will likely require fillers that can speed up the fight with Marauder without needing much babysitting. I don't think one Ill/Cold will be enough, and I'm not convinced one Ill/Cold can take out the crates and vessels fast enough to interleave. I don't think the pets engage fast enough and I don't think you'd be fast enough on just your own attacks.Lambda has been duoed by various combinations, I don't think even soloing it "legit" (just one account being played) is impossible, provided you keep 7 other accounts standing at the entrance as to not get automatically kicked from the not enough players thingy.
You can get 10/10 in the collection phase as a solo player playing one character with high damage alts by smashing 2-3 crates, going back to the other side, smashing 2-3 containment chambers, going back, and so on (milking the extra time efficiently). It's tight, but definitely possible - and this I say from first hand experience, although I've only done it a handful of times and on "direct" damage characters, i.e. melee alts.
That's perhaps the one potential hiccup. You'd obviously want to be a strong debuffer for the final part, and illusion, as often, seems tailor-made for the task between PA and psi damage; but while something like an ill/cold is a potentially extremely high damage alt, much of that damage comes from pets and static debuffs, and a perfect sabotage phase might not be as easy to pull off. You really want to drop those crates in mere seconds as travel time will take quite a lot. Seeing as you get containment on crates and chambers it might be possible to build a nice enough direct damage attack chain.
Perfectly willing to be proven wrong on that score, though. -
Quote:Nowhere in this thread did I lie about anything. Nowhere in this thread did I specifically say anything about the game or its functionality that wasn't the unobfuscated truth either.it's been done for a while.
She blatantly says she lied, noone including herself seems to realize she said she lied, and I'm the bad guy. Awesome ^.^
And the ultimate impossible to fake method of proving you're a cracker-jack code debugger that doesn't need to see the code to find and fix bugs is to find and fix some bugs in a program you are not allowed to see the code in, such as this game. There's lots of them to find, and the task isn't impossible because I've done it about a half dozen times. For someone that is awesome at it, this should present no problem at all.
The problem which everyone else recognizes in this circumstance, is that its easy to make claims on the internet until you just happen to run into the one person out of a thousand that can challenge them directly and unequivocally. And then you go all in thinking everyone's bluffing, and lose your shirt to aces over kings. -
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Quote:I was buying them cheapI didn't get into it until cheap purples were already at 45+M.
Plenty of other people HERE bought them up to that point before me.
I could have posted this then, but I would have had to pay more to get my purples.
So I get bad karma for buying them medium cheap quietly
, but now I'm making up for it by telling everyone about it.
but slowly
because I didn't know Unicron was going to come along and inhale the entire market
so now I'm just happy to be rich enough to slot what I want
and make a couple bucks on the side
while everyone else engages the market like Target has Elmo on sale Christmas Eve
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Quote:Since I7 critters get accuracy bonuses for being higher level, up to +5. They only gain increased tohit starting at +6.I find it interesting to note no one commented about a question on page 3 of this thread. The question:
Is the higher to-hit from the mobs in DA just having higher base to-hit, or is it because they are higher level then the player?
There are a set of new critter types that are identical to the normal minion/LT/Boss/EB/AV classes but have 64% base tohit instead of 50%, generally referred to as the Praetorian class critters. These critters act like they have +14% tohit on them all the time. The spawns in DA appear to be of this class, not the normal class of critters. Outside of DA, the only place you see this class of critters are *some* of the critters in Incarnate trials, and the DE that spawn in tip missions for some unknown reason. -
Quote:Whatever you need to tell yourself to sleep at night.Oh gee, now I'm really embarrassed... Arcanaville lies and thinks she's proving her point but really just shows exactly what I'm talking about the accuracy of confirming or deconfirming the ability to deduce things. Yup fine job you did ther Arcana. You just keep those lies a rolling and eventually someone other than me will call you on it.
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Quote:Television has actually moved on to a new project at Paragon Studios. However, I can say that most of the epic power pools for Corruptors and Defenders have resistance or defense toggles. Scorpion Shield in particular has smash/lethal/energy defense. Mu, Soul, and Leviathan have resistance toggles. Dark, Electric, and Power, and Psychic mastery also have res toggles.I have a question about the Mastery Powers. Is there a chance that the corrupters,defenders etc will get Physical Mastery to give us some ability to be less squishy? Because as it stands the melee guys get our range abilities with dark mastery,mu mastery etc but we get nothing to balance that,just more ranged powers really. With something like Physical mastery we could beef up our defense and damage resistance as well as health and endurance regeneration. On the villian side only I think Mu mastery has some damage resistance. Personally playing corrupters and some of the other ranged classes opened my eyes to this imbalance as I for the most part tend to play stalkers (Yay stealth kill!) and I for one would cheerfully swap out the Mu with the one damage resistance I have for something that gave me much better resistance and some health and endurance.
Thanks in advance for reading it!
~WW -
Quote:Actually, it wouldn't be technically hard, and it wouldn't require a ton of resources to create. The real problem is doing this sort of thing cuts to some foundational assumptions about how archetypes and powersets work, something a lot of different devs have different and strong opinions about.This is interesting. It is also IMO extremely dangerous. I think it is something that would pretty much require an entirely new game in order to implement.
In other words, this is the classic example of a change that would get stuck in committee. -
Quote:I think its a little too low period, but I wouldn't scale them up for tanks. Applying the logic that they should increase commensurate with the tanker mods would mean they would scale up to 80% resistance, which is too high. I think the fact that SR tankers can soft-cap right out of the box itself is higher than you'd normally expect a tanker to get, and I think that allowing the defense to scale normally and the resistance to not scale is a compromise to prevent the set from getting too powerful in non-exotic damage mitigation.What's your take on increasing the base value for tanks? Should it be increased based on other tank versus scrapper/brute values?
Interesting thing about the scaling passives: their behavior has different properties depending on how numerically strong they are. For example, on SR scrappers no matter how low in health you go, the SR passives *slow down* damage, but don't reverse it. In other words, you don't ever actually get stronger as your health drops: the resistances don't "overtake" your drop in health.
Stacking slotted tough (tanker) on passives that scaled from 0-80% (60% to zero as they work now) would actually make SR tankers *stronger* as they lost health. Sounds counter-intuitive, but its true. At 60% health it would take a burst of damage equal to about 78% of max health to kill the tanker instantly from that level. But at 20% health, it would take 86%. At 10% health it would take 100%. It would actually be harder to one-shot an SR tanker with smash lethal damage when the tanker was at 10% health than at 70% health.
I don't think the devs want to go there. -
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Quote:I do not believe this to be mathematically impossible. I've thought about it myself, actually. I think it starts with a bunch of bots/sonic mastermind fillers getting rebirth powers and triple level shift. That would get expensive because you can't do that with free fillers.I would love to see you try to solo an eight man Lambda. Feel free to fraps it, might need a RAM upgrade for that. Don't bother booking more than five minutes of space on youtube, though.
Add in teamwide insps and nukes for everyone, focus on the grenades in the collection phase, and try to focus fire on Marauder. Add some FF in there and toggle in a bunch of repulsion toggles to keep adds away. Team teleport to pull the constellation to Marauder when he leaps.
Oh wait, this isn't the scrapper forum. -
Built like him, maybe: his proportions aren't too out of whack. But the article writer goes on to say that *if* you were built like that, you would go out of your way to dress like the two costumes shown, metallic speedos and Liberace's version of Dracula, because no amount of silly is too much to show off your perfect body. Every man's dream is not just to be built like Namor, its to be a color blind Venice Beach exhibitionist.
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Quote:Hopefully, the process is an extension of the "slot one power at a time" methodology. 90% of it above focuses on just improving the slotting of one specific power at a time, and the set bonuses are just gravy. The Crushing Impacts, for example, are mostly looking for a nice melee set that provides good slotting. The fact that their set bonuses look good on the surface is a plus, but no thought was put into their actual numbers: the list itself just looks good. Also, your defense comes almost entirely from defense powers, and your attacks are free to be slotted any way you want. The process doesn't try to use attack set bonuses to build defense. That isn't always optimal, but it is simpler: defense for defense, offense for offense, extra bonuses when you can get them, and the only real exception is Gaussian, because its just such a good option everyone eventually learns its out there.Thank you, Arcana. I really appreciate the explanation, and I like your iterative process of building. I'll have to try that some time. However, I'm still determined to start with "frankenslotting," and the reason I say it's simpler isn't because of the complexity of the build so much as because I'm only looking at part of the data. It might seem like using less of the available information would make decisions harder, but you yourself have said that sometimes, a little information is worse than no information at all.
It's just easier on my head to look at power, go "I want improve this power thusly:" and not really worry my pretty little head about how that affects anything else in the build. I'm sure it's a worse proposition, but it's actually easier to comprehend, and it's comprehension that's tripping me up. I will follow your advice, just... In time