Arcanaville

Arcanaville
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  1. Quote:
    Originally Posted by Shagster View Post
    Train B on average leaves about 1 minute and 49 seconds after Train A throughout the daily schedule?

    (i.e. there's a narrower window of "time after Train A but before Train B" than there is of "after Train B but before Train A")

    Which I assume leads to the metaphor that the Train to Solotown is always departing, while the train to Leagueville often leaves you waiting at the station a while.
    More specifically, people waiting for Leagueville can always decide to leave for Solotown, but the reverse is never true. So there is an asymmetry in terms of which activity can steal players from the other that is independent of preference.
  2. Quote:
    Originally Posted by Snow Globe View Post
    The distinction between the two at this point is imperceptible to the point of being meaningless.
    Its meaningful if you intend to communicate with the people who can change it, as opposed to the people who can't. If your assertion is the devs are deliberately trying to beat the players, and they aren't, they cannot by definition solve your problem by changing their intent. They cannot solve the problem you are stating exists.
  3. Quote:
    Originally Posted by Schismatrix View Post
    So you're saying he's the Frank Miller of CoH?
    Actually, I think disagreeable and grumpy would make him the Harlan Ellison of CoH. Being disagreeable and grumpy and scary looking would make him the Alan Moore of CoH.
  4. Quote:
    Originally Posted by TrueGentleman View Post
    Watching all those unseen movies of the 1980-1995 vintage sounds like only the kind of wacky activity one would do after losing a bet (which, incidentally, was a staple of mediocre comedies from that era). Sorting by some kind of quality consensus would make this project less Herculean, so here's the same list sorted in descending order by the aggregate score on Rotten Tomatoes, a site that's rather more lenient but otherwise more comprehensive than its rivals.
    Thanks for that. I thought about doing it, but my fingers were already tired, and it occurred to me that ordering an 80s movie list by quality was perhaps missing the point. For example, Cobra and Red Sonja may have very low critical scores, but are 100% pure 80s Velveeta.

    Wait, the Sword and the Sorcerer has an 80% on RT? I suggested the movie in the first place and I still don't believe it.
  5. Quote:
    Originally Posted by Red_Gren View Post
    Is this every 80s & early 90s movie confirmed not seen by Freitag?
    Its just the ones I could find a confirmation as seen or unseen. It does not include movies that might have been skipped over by Frietag. I figured this way people could resubmit them and get an answer from Frietag.

    As to culling the thread for every single movie without a notation, gotta leave something for someone else to do. If I posted any more numbers or lists, the mods would probably move this thread to the scrapper forum.
  6. Arcanaville

    Toxic Damage

    Quote:
    Originally Posted by Doomguide View Post
    Just double checking in case it got changed on me when I wasn't looking but far as I am aware the passive scaling resistances of SR do not work against toxic or psionic damage.
    They do not. In CoV beta, they did. At the last minute (as in: all the beta builds had it, the live build didn't) those two types were yanked.
  7. Quote:
    Originally Posted by Samuel_Tow View Post
    Secondly, if most people liked Trials, then there wouldn't be a reason for the development team to worry about introducing a solo path of Incarnate progression. Surely with so many people enjoying Trials, they'd just continue to run Trials and the critical mass would be maintained. Yet the development team have expressed concerns that enabling solo progress might kill raid-goer numbers, and thus the solo path would have to be significantly less rewarding. There has to be something to it.
    Its not that simple. Even in the hypothetical case where people liked the trials more than the solo path, there is still the unavoidable situation where the solo path acts to break up the critical mass of players queuing to do a trial (and by queuing I mean waiting for one, in or out of the turnstile).

    Here's a riddle. A man has two girlfriends, one that lives in town A, and the other that lives in town B. He goes to the train station every weekend and catches the next train that is heading for either town. Even though he arrives at the train station at random times each weekend, and trains leave for town A and town B every twenty minutes, he finds he is seeing one girlfriend ten times more often than the other. If he does in fact arrive at the train station at genuinely random times, how is it possible he isn't going to each town about fifty percent of the time?
  8. Quote:
    Originally Posted by Snow Globe View Post
    The developers of the Incarnate Trials are arch-typical Killer GMs.
    I wouldn't go quite that far. I think it is true that the devs own statements demonstrate conclusively that they believe their job as end game designers is to pit themselves against the playerbase, but I think it is less that they are deliberately attempting to annihilate weaker players and more attempting to be a credible threat to the stronger ones. Unfortunately, those two are entangled objectives.

    The problem is that for the end game trials, "the playerbase" is being represented by its highest performers. And this is not an obviously dumb notion. The whole point of having an end game was to extend the game beyond the confines of standard difficulty. If it wasn't significantly more difficult, it would be pointless because it wouldn't be something beyond the standard game. I'm sure there are people who would be fine if the devs did nothing but continue to add to the standard game, but that's neither here nor there.

    I think the problem is more that they take that objective to excess moreso than they deliberately set out to try to "beat" the players. I think they want us to win, but the issue is that "we" win when "we" construct leagues that beat the trials. "We" doesn't mean "me" or "you" specifically. That causes friction in a playerbase used to "we" meaning "almost all of us" when it comes to content.
  9. Quote:
    Originally Posted by Leo_G View Post
    When Willpower was first being tested, I was all for having a hole in its mez protection primarily because it was unique and would require *thinking* to overcome (and I would have sworn the set had high 'resistance' to every mez on top of premiere 'protection' as well, making any mezzes last a shorter time).
    It did not. High resistance to immobilize was one of the suggestions for eliminating the problem, but Castle decided to eliminate the lack of protection instead. Also, I'm pretty sure back then the mez resistance cap was a lot lower than it is now: the game still reflected a fundamental misunderstanding of mez resistance dating back to launch that wasn't really changed until after Willpower launched.
  10. Quote:
    Originally Posted by Rangle M. Down View Post
    How would you include a value for Dull Pain? Would you want to see the same for Earth's Embrace?
    Depends on the assumptions. If the assumption is an SO slotting situation, I'd compute their end cost based on their uptime with SOs. But if the assumption is comparing base endurance cost in builds that can make that power perma, I would calculate based on 100% uptime. You don't have to factor in end reduce slotting in that situation if you are only comparing relative numbers, and everyone can slot endurance reduction.

    Its iffy on Earth's Embrace within Granite. Its a case of nothing being right there, and so I( would just pick a reasonable assumption and state it with the calculation.


    Quote:
    I wasn't sure how to account for Willpower, Electric, Energy, and Fiery Aura in the manner you described. Even Ice has a great end recovery tool in Energy Absorption. (speaking of Ice Armor, it seems I didn't include it in the spreadsheet.. sigh) While the aforementioned sets do have end recovery tools this was more about what the endurance "usage" each set has, not the recovery each of those particular sets can achieve on their own.
    I would just list them separately, so as to reinforce the fact that you can't compare endurance burn for those sets vs endurance burn for the other sets, because those sets were designed with deliberate ways to offset their own endurance costs. Willpower in particular only has quick recovery because it was originally envisioned as an all-passive set with no end cost. When the devs decided to move away from that, they changed some of the powers into toggles and clicks, increased their end cost, and commensurately made those powers stronger (in general, toggles and clicks tend to be stronger than passive powers). Then they added quick recovery to counterbalance the end costs.

    Incidentally, that's why Willpower is so strong. Castle was a much more conservative designer than Willpower reflects, but when the all-passive set was converted to toggles, it got stronger than Castle's original baseline design.
  11. Quote:
    Originally Posted by Blue_Centurion View Post
    I read this above -"The main advantage of Tankers that they trade damage for, survivability, is all too often trivialized in newer content by 'cheating' mechanics. Situations are created that are lethal to all ATs, even Tankers, yet Tankers continue to deal less damage even when they're in just as much danger. I refer to unresisted damage, attacks and hazards that deal a HP percentage and the like. A Tanker can no more shrug off a Battle Maiden Sword Bomb than a Scrapper can, but the Scrapper will be outputting more damage regardless."
    The problem with this complaint is that its a severe distortion of the truth. The simple fact is you can't deal damage if you're dead, so there's no such thing as being in a situation that kills everyone but you're doing less damage.

    If Scrappers are outdamaging Tankers, its because the Scrappers are actually alive. And if the Scrappers are alive, the Tankers are probably alive also. The argument that the Tanker has more damage mitigation than required in many situations is hazy, but the argument that the tanker's damage mitigation is irrelevant in other situations isn't logical.

    Most of the situations where there is no survivability difference between scrappers and tankers are limited metagaming situations, not genuine combat. Don't stand here, or you die. Metagames are usually directed at the player, not the character, and aren't intended to obey the same balance metrics as combat ones.
  12. So, given there's a ton of movies in here and its getting hard to avoid posting duplicates, here's a list of every movie Frietag confirms having not seen in this thread, sorted in alphabetical order:

    11 Minutes Ago
    48 Hours
    A Boy and His Dog
    A Clockwork Orange
    A Few Good Men
    A Goofy Movie
    A Nightmare on Elm Street
    A View to a Kill
    Absence of Malice
    Adventures in Babysitting
    Airplane!
    Aladdin
    American Werewolf in London
    An Extremely Goofy Movie
    Apocalypse Now
    Arena
    Bachelor Party
    Back to School
    Back to the Future
    Back to the Future II
    Back to the Future III
    Beauty and the Beast
    Beetlejuice
    Better off Dead
    Beverly Hills Cop
    Big
    Bill & Ted's Excellent Adventure
    Black Dynamite
    Blazing Saddles
    Blind Fury
    Brain Dead
    Breakfast Club
    Butch Cassidy and the Sundance Kid
    Caddyshack
    Carrie
    Casino
    Caveman
    Chaos Theory
    Charlie and the Chocolate Factory
    Chinatown
    Christine
    Clash of the Titans
    Close Encounters of the Third Kind
    Clue
    Cobra
    Coming to America
    Cujo
    D.C. Cab
    Dead Alive
    Dead Heat
    Dead Poets Society
    Demonic Toys
    Django
    Doctor Detroit
    Dodgeball
    Dolemite
    Dollman
    Dollman vs Demonic Toys
    Drive
    Drop Dead Fred
    Duck Soup
    Edward Scissorhands
    Enemy Mine
    Eraserhead
    Evil Dead 2: Dead by Dawn
    Excalibur
    Fargo
    Fast Times at Ridgemont High
    Fear and Loathing in Las Vegas
    Ferris Bueller's Day Off
    Firestarter
    Forrest Gump
    Friday the 13th
    Fright Night
    From Dusk Till Dawn
    Funny Farm
    Galaxy Quest
    Gamers
    Ghost
    Godzilla: Final Wars
    Goodfellas
    Goonies
    Hackers
    Halloween 3: Season of the Witch
    Heartbreak Ridge
    Heat
    Heathers
    Hellraiser
    Hook
    Howard the Duck
    IP Man
    IP Man 2
    It Came from Hollywood
    ItÂ’s a Mad Mad Mad Mad World
    Jaws
    Jaws 2
    Johnny Dangerously
    Judgment at Nuremberg
    Jumanji
    Kibakichi
    Killer Klowns From Outer Space
    Krull
    Kung Fu Dunk
    Kung Fu From Beyond the Grave
    LA Confidential
    Ladyhawke
    Lawnmower Man
    Legend
    Liar Liar
    Lifeforce
    Little Big Soldier
    Little Shop of Horrors
    Maniac Cop
    Mortal Kombat
    Murder by Death
    My Future Boyfriend
    My Name is Nobody
    Mystery Men
    Naked Lunch
    Night of the Comet
    Night Shift
    Nothing but Trouble
    One Crazy Summer
    One Flew Over the Cuckoo's Nest
    Outsourced
    Pet Sematary
    Pink Floyd the Wall
    Platoon
    Poltergeist
    Porky's
    Pretty in Pink
    Private Benjamin
    Project X
    Psycho
    Puppet Master series
    Puppetmaster vs Demonic Toys
    Purple Rain
    Raising Arizona
    Rawhead Rex
    Red Dawn
    Red Sonja
    Remo Willaims: The Adventure Begins
    Riki-Oh: the Story of Ricky
    Risky Business
    Robin Hood: Men in Tights
    Robot Jox
    Robot Jox 2: Robot Wars
    Romancing the Stone
    Schindler's List
    Seven
    Shark Night 3D
    Short Circuit
    Short Circuit 2
    Sidekicks
    Sixteen Candles
    Sky High
    SLC Punk
    Sneakers
    Some Like it Hot
    Space Jam
    Spaceballs
    Stand by Me
    Starcrash
    Stephen King's It
    Stir Crazy
    Stripes
    Subspecies series
    Suburban Commando
    Sucker Punch
    Swingers
    Tango and Cash
    Taxi
    Teenage Mutant Ninja Turtles
    Teenage Mutant Ninja Turtles II: Secret of the Ooze
    Teenage Mutant Ninja Turtles III: Turtles in Time
    The Adventures of Buckaroo Banzai: Across the 8th Dimension
    The Breakfast Club
    The Car
    The City of Lost Children
    The Day of the Dolphin
    The Dirty Dozen
    The Exorcist
    The Experiment
    The Firm
    The Five Deadly Venoms
    The Fly
    The Frighteners
    The Fugitive
    The Gamers
    The Gamers: Dorkness Rising
    The Great Muppet Caper
    The Great Outdoors
    The Howling
    The Hustler
    The Infidel
    The Inglorious Bastards
    The Langoliers
    The Last Dragon
    The Last Lovecraft: Relic of Cthulhu
    The Last Starfighter
    The Last Unicorn
    The Lazarus Project
    The Lion King
    The Lost Boys
    The Man From Earth
    The Mask
    The Muppet Movie
    The Neverending Story
    The Quick and the Dead
    The Rocketeer
    The Secret of NIMH
    The Silence of the Lambs
    The Sword and the Sorcerer
    The Untouchables
    The Warriors
    The Warrior's Way
    They Live!
    This is Spinal Tap
    Time Bandits
    Tombs of the Blind Dead
    Toxic Avenger
    Trading Places
    Trancers series
    Transylvania 6-5000
    True Romance
    Up in Smoke
    Victor Victoria
    Wargames
    Warriors of Virtue
    Weird Science
    Who Framed Roger Rabbit
    Willow
    Xanadu
    Young Frankenstein
    Zero Effect
    Zu Warriors



    And every movie Frietag confirms actually seeing:

    12 Monkeys
    2001: A Space Odyssey
    300
    Akira
    All the Star Trek original cast movies
    All the Star Wars movies
    Apollo 13
    Batman
    Blade Runner
    Blues Brothers
    Brazil
    Daybreakers
    Dr. Strangelove; or How I learned to Stop Worrying and Love the Bomb
    Dune
    Escape from New York
    ET: The Extraterrestrial
    Final Fantasy VII: Advent Children
    Full Metal Jacket
    Ghostbusters
    Gladiator
    Groundhog Day
    Indiana Jones and the Temple of Doom
    Johnny Mneumonic
    Jurassic Park
    Labyrinth
    Lethal Weapon
    Predator
    Predator 2
    Pulp Fiction
    Raiders of the Lost Arc
    Repo Man
    Reservoir Dogs
    Robocop
    Rocky
    Scarface
    Shaolin Soccer
    Tank Girl
    Terminator 2
    The Dark Crystal
    The Fifth Element
    The Hunt for Red October
    The Incredibles
    The Name of the Rose
    The Neverending Story
    The Nightmare Before Christmas
    The Peter Jackson Lord of the Rings trilogy
    The Princess Bride
    The Rocky Horror Picture Show
    The Running Man
    The Seven Samurai
    The Shawshank Redemption
    The Usual Suspects
    Tron
    Wag the Dog

    (about 60 out of about 300, depending on how you count movie series)


    And if you want to make a checklist of every 80s and early 90s movie, in the original spirit of the thread, then I believe this is the list of every US theater release movie originally released between 1980 and 1995, sorted by year and then by title:


    Airplane! (1980)
    Caddyshack (1980)
    Friday the 13th (1980)
    Private Benjamin (1980)
    Stir Crazy (1980)
    Xanadu (1980)
    Absence of Malice (1981)
    American Werewolf in London (1981)
    Caveman (1981)
    Clash of the Titans (1981)
    Excalibur (1981)
    Stripes (1981)
    The Great Muppet Caper (1981)
    The Howling (1981)
    Time Bandits (1981)
    48 Hours (1982)
    Fast Times at Ridgemont High (1982)
    Halloween 3: Season of the Witch (1982)
    It Came from Hollywood (1982)
    Kung Fu From Beyond the Grave (1982)
    Night Shift (1982)
    Pink Floyd the Wall (1982)
    Poltergeist (1982)
    Porky's (1982)
    The Last Unicorn (1982)
    The Secret of NIMH (1982)
    The Sword and the Sorcerer (1982)
    Victor Victoria (1982)
    Christine (1983)
    Cujo (1983)
    D.C. Cab (1983)
    Doctor Detroit (1983)
    Krull (1983)
    Risky Business (1983)
    Trading Places (1983)
    Wargames (1983)
    A Nightmare on Elm Street (1984)
    Bachelor Party (1984)
    Beverly Hills Cop (1984)
    Firestarter (1984)
    Johnny Dangerously (1984)
    Night of the Comet (1984)
    Purple Rain (1984)
    Red Dawn (1984)
    Romancing the Stone (1984)
    Sixteen Candles (1984)
    The Adventures of Buckaroo Banzai: Across the 8th Dimension (1984)
    The Last Starfighter (1984)
    The Neverending Story (1984)
    This is Spinal Tap (1984)
    Toxic Avenger (1984)
    A View to a Kill (1985)
    Back to the Future (1985)
    Breakfast Club (1985)
    Clue (1985)
    Enemy Mine (1985)
    Fright Night (1985)
    Goonies (1985)
    Ladyhawke (1985)
    Legend (1985)
    Lifeforce (1985)
    One Crazy Summer (1985)
    Red Sonja (1985)
    Remo Williams: The Adventure Begins (1985)
    The Breakfast Club (1985)
    The Last Dragon (1985)
    Transylvania 6-5000 (1985)
    Weird Science (1985)
    Back to School (1986)
    Cobra (1986)
    Ferris Bueller's Day Off (1986)
    Heartbreak Ridge (1986)
    Howard the Duck (1986)
    Little Shop of Horrors (1986)
    Platoon (1986)
    Pretty in Pink (1986)
    Rawhead Rex (1986)
    Short Circuit (1986)
    Stand by Me (1986)
    The Fly (1986)
    Adventures in Babysitting (1987)
    Evil Dead 2: Dead by Dawn (1987)
    Hellraiser (1987)
    Project X (1987)
    Raising Arizona (1987)
    Spaceballs (1987)
    The Lost Boys (1987)
    The Untouchables (1987)
    Beetlejuice (1988)
    Big (1988)
    Coming to America (1988)
    Dead Heat (1988)
    Funny Farm (1988)
    Killer Klowns From Outer Space (1988)
    Maniac Cop (1988)
    Short Circuit 2 (1988)
    The Great Outdoors (1988)
    They Live! (1988)
    Who Framed Roger Rabbit (1988)
    Willow (1988)
    Back to the Future II (1989)
    Bill & Ted's Excellent Adventure (1989)
    Blind Fury (1989)
    Dead Poets Society (1989)
    Pet Sematary (1989)
    Tango and Cash (1989)
    Back to the Future III (1990)
    Brain Dead (1990)
    Edward Scissorhands (1990)
    Ghost (1990)
    Goodfellas (1990)
    Robot Jox (1990)
    Stephen King's It (1990)
    Teenage Mutant Ninja Turtles (1990)
    Beauty and the Beast (1991)
    Dollman (1991)
    Drop Dead Fred (1991)
    Hook (1991)
    Naked Lunch (1991)
    Nothing but Trouble (1991)
    Riki-Oh: the Story of Ricky (1991)
    Suburban Commando (1991)
    Teenage Mutant Ninja Turtles II: Secret of the Ooze (1991)
    The Rocketeer (1991)
    The Silence of the Lambs (1991)
    A Few Good Men (1992)
    Aladdin (1992)
    Dead Alive (1992)
    Demonic Toys (1992)
    Lawnmower Man (1992)
    Sidekicks (1992)
    Sneakers (1992)
    Dollman vs Demonic Toys (1993)
    Robin Hood: Men in Tights (1993)
    Robot Jox 2: Robot Wars (1993)
    Schindler's List (1993)
    Teenage Mutant Ninja Turtles III: Turtles in Time (1993)
    The Firm (1993)
    The Fugitive (1993)
    True Romance (1993)
    Forrest Gump (1994)
    The Lion King (1994)
    The Mask (1994)
    A Goofy Movie (1995)
    Casino (1995)
    Hackers (1995)
    Heat (1995)
    Jumanji (1995)
    Mortal Kombat (1995)
    Seven (1995)
    The City of Lost Children (1995)
    The Quick and the Dead (1995)

    That is 152 movies, so Frietag if you watch two every weekend, you'll complete the list sometimes in June of 2013.

    That feeling you'll be having sometime around September, that's the same feeling all badge hunters get eventually.
  13. Quote:
    Originally Posted by Kitsune9tails View Post
    I suspect that there are people who collect bug reports and throw them into various bins labelled by urgency rather than ease of fix.

    Working from the 'most urgent' bin down to the 'least urgent' bin, I suspect you won't get to "spelling errors' for awhile.

    I further suspect that you are more likely to get a spelling error fixed by PMing Avatea, Zwillinger, or War Witch than by filing a bug report.
    I have a theory about that which I haven't specifically discussed with the devs, so this is just a theory and not the devs talking here. But there is a certain amount of overhead to addressing any bug: you have to check out the right code or resources and fire up the right tools or other utilities necessary to view them, edit them, document the changes, etc. A ten second spelling error could take ten or fifteen minutes for a dev to get into the right "position" to fix. So single spelling errors are actually far more costly to fix than they might appear.

    On the other hand, if someone were to collate a large number of them together, with enough information to rapidly and conclusively find them, and put that in a single submission to the devs, that might be something that rose to the level of being worth addressing, because it may be more efficient to address dozens of them or even hundreds of them at once. Their bug system might not collate them automatically like that. A big bunch of them might be something they could hand off to an intern or something and have them go through and do all at once.

    I don't know if anyone is actually interested in collating spelling errors, but it might make them likely to be fixed if someone was.
  14. Quote:
    Originally Posted by Wing_Leader View Post
    The only reason we had any stringent practices at all, such as they were, was because without a reputation for reliability and performance, we had no customers. Contrast that with the entertainment industry that I work in now where any "professional practices" remotely like I knew from my previous experience(s) are utterly alien concepts. I can only conclude that ADA had a profound and lasting influence on professional programming only in the minds of its architects, who nurture a fantastical notion of its legacy.
    The primary impact Ada had on programming was in the thought process that went into the design of the language, for which people eventually picked up and adapted for other languages. But that's just the development of better tools: the impact of the DoD directive itself was to create a lot of Ada cheerleaders in the 80s, most of which were embarrassed into shutting up in the 90s. At one point there were people trumpeting that one day we'd all be coding in either Ada or assembly. It took a decade, but the rest of the world had the last laugh there.

    Its not that Ada is a bad language: it has a lot of good qualities. But none of them specifically prevent poor quality or even encourage good quality, because good quality is not something encapsulated in syntax. Take the Ariane 5 kaboom. An Ada project. But if you look carefully, you'll see that Ada wasn't the cause of the failure, nor did it mitigate it. Ada was mostly irrelevant to it, because the problem was not in not obeying the language dictates, but in misusing them. As is true for most programming languages. A language can force people to obey your syntax, but a language cannot influence people to write good code. The promise of a language that will encourage good coding practice happens every few years: Ada, Pascal, C++, Java. Its only taken, what, thirty years for people to figure out that its good frameworks that encourage good programming practice, not good programming languages, because people tend to emulate their implementation.
  15. Quote:
    Originally Posted by Siolfir View Post
    I'm really, really, really wondering why having to take a very cheap toggle that also acts as a great set mule power is such a burden compared to other armor sets.
    Because no other set has to, period.
  16. Quote:
    Originally Posted by Rangle M. Down View Post
    Since there continues to be a discussion about endurance costs of sets, etc. I threw this together. I know it's not perfect, but this might help compare apples to apples better.
    NOTE: With Shield Defense and Super Reflexes; I included a "end/second" cost if Practice Brawler and Active Defense were able to achieve a 120s recharge. (Basically averaging the activation cost across 120s.) It's not perfect, but I did wish to include an end cost for them.
    Am I missing anything? Is there any other details I should add or change? Should I change the formatting?

    At a glance, I believe Invuln does not include some cost for Dull Pain which should probably be stuck in there somewhere (in terms of endurance cost its more of a power like Practiced Brawler or Active Defense and less like a heal like Dark Regen or Healing Flames).

    Also, not sure about Dark Armor's toggles. The three resistance toggles are 0.104 * 2 * 3 = 0.624. Cloak of Darkness is 0.26. Oppressive Gloom is 0.078. Cloak of Fear is 0.52. I'm not sure how to end up with a combination that gets to 0.84.

    Also, Energy, Electric, and Willpower all might as well be zero, since all of them get some form of recovery that equals or exceeds its own endurance costs. Slotted quick recovery is worth about 0.98 eps for Willpower. Energy and Electric's endurance is just short of unlimited once powers are slotted up.

    Fiery Aura also generates more endurance than it burns with consume, although its a little trickier there because of the very long recharge and the fact that most of the recovery is in the big burst and not the recovery over time (in fact, while the recovery over time is good in that it isn't wasted when consume fills the end bar, it actually represents only about 1.25 endurance per target hit, or about 2.5 endurance per target hit slotted).
  17. Quote:
    Originally Posted by Another_Fan View Post
    Especially when standardization is a quality issue, and you contradict yourself. ITs also great that you have completely missed what the impact and lasting effects of the mandate were and are.
    Of the Ada directive? Honestly, I have no interest in addressing this particular topic with someone completely unqualified to discuss it. Its frankly offensive.

    Standardization is a quality issue? Ahahahahaha. Unfortunately, I can't punish you for your stupidity, so I'm just going to have to take it out on the next idiot that suggests it. Standardization can be a tool to improve quality, just like documentation can be or pencils can be. But standardization does not, in and of itself, promote or enhance quality. In fact, a higher degree of standardization doesn't correlate to higher quality except extremely weakly: those that enact standardization efforts in some areas tend to have better habits in others.


    Quote:
    The problem was never the change, the problem was that nobody bothered to do the calculations relevant to the change.
    The problem was the change was signed off on by the engineering team without *any* review. But to focus on the calculations is not understanding the lesson of the event, which is supposed to be obvious enough that anyone that doesn't shouldn't be talking about it much less be in a position to reproduce it. The change should have been rejected without a single calculation being made. The only thing calculations would have done is remind them that they were not supposed to do something that dumb in the first place. You do not "accidentally" sacrifice 50% of your design strength because you forgot to whip out your pocket calculator.
  18. Quote:
    Originally Posted by peterpeter View Post
    And I suspect we're all coming up with a conclusion which is the opposite of that poster's worries. To me, this looks like a magic potion that turns crap into gold. It doesn't really matter that some people can afford more crap, or even that some people can afford more of the magic potion. In a world where it's possible to turn crap into gold, everyone is going to get more gold than they had before. And less crap.

    [And, because this is an internet forum for a video game, we'll get complaints from people who miss the crap and hate tripping over all this gold.]
    My guess is that enhancements will mostly segregate into three types: cheap, moderate, and expensive.

    When the cheap stuff can be converted into expensive stuff, people will do that and that will deplete the cheap stuff and increase the supply of the expensive stuff. You'll end up with a lot less cheap stuff lingering on the markets, a higher supply of the really expensive stuff, and the moderate stuff will not move around too much: some will convert it, some will continue to sell it.

    The interesting thing will be whether this causes people to run a lot more task forces. Because the intrinsic value of a merit has just potentially gone way, way up.
  19. Quote:
    Originally Posted by Thirty-Seven View Post
    Don't bother to apologize, you have no need... Snowglobe is just being overly possessive of something he really has no claim to.
    It has always been common courtesy for as long as betas have existed for the people who spend time compiling guides for the players in beta to be given the courtesy of reposting and continuing to keep up those guides when the beta is released. Mistakes happen and in this case I believe this was an honest if overeager mistake. But that should really be an issue between Snow Globe and Terminotaur. Whatever claims they have, the rest of us have less than zero.
  20. Quote:
    Originally Posted by Deus_Otiosus View Post
    While you're busy making them immune to everything, could you maybe look into their ability to debuff def by half just by looking at you?
    Incarnate Trial - TPN Campus
    • Telepathists pacify was incorrectly debuffing defense by 5% due to a decimal error. It has been corrected to debuff defense by 500% in a future build.



    (5%, per Telepath, stackable, with infinite range, and unresistable, seems slightly high to me. Where's the 10% unresistable stackable resistance debuff? Oh yeah, I forgot what game I was playing for a moment.)
  21. Quote:
    Originally Posted by Another_Fan View Post
    MIL-STD-1815 AKA The ADA mandate.

    Which was the response to the profession's lack of quality control and standards. So no particular error just an overwhelming number of them.
    It was a response to the Department of Defense wanting to impose a standard programming language. It had nothing specifically to do with quality control. To the extent the language was designed to be more structured and modular, the intent was for the language itself to promote better coding practice. But 1815 didn't specify *how* Ada was to be used, and there was no corresponding standards ever drafted for best practices in system design that incorporated the language.

    There *were* standards of project management at the time, but anyone who's seen those in the DoD for this period of time claiming they improved the methodology of software engineering is insane.

    To be specific, the Ada directive:
    a) didn't impact the profession overall, just one of its clients
    b) didn't actually specifically address any quality issue, only standardization
    c) just forced us to code in Ada, for one client, for a while.

    And the legacy of Ada is that most of us talk about Ada more than we use it. Much like OSI: we talk about it, but we don't design around it. Ask the MPLS guys what layer they were targeting MPLS for when that was invented. For that matter, there's RFC3439. And even the Ada mandate itself lasted for only about twelve years: it doesn't exist now.


    Quote:
    Edit: Your commentary on the Hyatt beam is also off. That engineering change would have been fine if the beam were stronger. The problem was that no one had bothered to do the calculations to see if the beam could take the load.
    Err, no. First of all, the hanger rod change doubled the load on the lower box beam connection point. To say it would have been fine if the beam were stronger would be like saying everything would have been fine if the walkways were made of adamantium. That design would not have supported the load with a small change in materials: it would have required a radical rethink of the system.

    As it was even with the original single-rod hangers the box beams were not designed with sufficient safety margin. They were designed to handle 100% of the design load, but the building codes at the time required a 60% safety margin. But by doubling the load with the design change, the box beam connector bracket was now being asked to support 200% of its maximum design load. That ultimately resulted in the collapse.

    The *cause* of the collapse wasn't numbers, though, it was the fact that neither the structural engineers nor the construction fabricators felt responsible for the overall design, so no one bothered to question ad hoc changes to the design like this. This actually changed the industry in a way software implementation hasn't, which is why I mentioned it. It specifically caused the industry to declare that structural engineers have final ultimate responsibility for the entire as-built design of their projects, including change orders. They are explicitly taught not to rubber stamp design changes because they are singularly responsible for all of them. And its worth noting that even in the absence of that industry directive, the engineers responsible were punished by the industry (by having their licenses to practice engineering revoked).
  22. Quote:
    Originally Posted by JayboH View Post
    ...because break frees don't exist
    Break free inspirations certainly can be used to break out of the occasional mez, but that's really not the point. If you're saying break frees eliminate the issue, then I don't think you really know how prevasive or strong immobilize is in the game.

    Immobilize is a very common and long duration mez relative to its recharge. Melee don't notice, because all melee are protected against it. Squishies tend to notice it more, but they also generally kill the source of immobilizes with ranged attacks which reduces the net effect. It would literally be like adding sappers to every critter faction and telling people that hey, cabs exist, so what's the problem.
  23. Quote:
    Originally Posted by New Dawn View Post
    When it comes to SR anything with KB/KD powers in their secondary has an advantage. I tank every AV going with SR scrappers as it is, what it is I am currently doing is leveling a SR Tanker to see if it feels balanced enough.
    I've tanked the STF with a Dark Brute. That doesn't say anything in particular: I'm pretty certain you'll find players that have tanked most of the AVs with pretty much any set. I don't even know what you mean by KB/KD being a specific advantage for SR: it has the same advantage for everyone in general: taking out targets. But if it has any synergistic advantage at all, it would be skewed towards the sets with the most healing and regeneration due to the fact those sets disproportionately benefit from slowing down incoming damage that way. It would have zero effect against the two situations I mentioned: quartz enimators and vengeance because quartz summons are no longer interruptable and knock has no effect on vengeance triggering.

    The point you seem to be dismissing is that everyone has problems in different areas. Either you see the fact that Dark Armor has problems as unique, which it is not, or you see the problems themselves as uniquely inescapable, which begs the question what have Dark Armor brutes, tankers, and especially scrappers been doing all this time.

    Its particularly odd that the situation you've decided to focus on is being the center of a huge amount of stacked tohit debuffs. If you can't hit anyone with Dark Regen, you can't hit anyone at all. That means not only do you not have a heal, you have no offense. Scrappers and Brutes have basically zero offense in that situation. Tankers can't use gauntlet or bruising, both of which require hitting the target. You're left with a tanker doing nothing but taunt, and brutes and scrappers doing nothing period. That's not just true for Dark Armor, but true for most melee primary/secondary combinations. You're just not supposed to be facing huge amounts of tohit debuffs alone all the time: everyone is toast in the situation where you can't hit anything.
  24. Quote:
    Originally Posted by ClawsandEffect View Post
    At least it wouldn't have been as bad as needing Acrobatics on a Fiery Aura or Dark Armor before IOs existed. Combat Jumping is available at level 4 now, level 6 before that, and it's available as the first pick in the pool. Acrobatics required 2 power picks and wasn't available until level 20.

    For a scrapper, stalker or brute Combat Jumping is available before you get your mez protection toggle.

    I would not have seen Combat Jumping being required as being a big deal.
    Its not remotely the same thing. There's no solo mission at standard difficulty that can kill you with knockback. There are lots that can kill you with immobilize, and trap a player permanently with no way to escape. Running a melee character without knockback protection is a risk. Running without immobilize is suicide. You're guarateed to die eventually, and it will be a very frustrating death: like being perma-held for ten minutes while something slowly kills you. No power pool is that kind of mandatory.

    It wasn't just that you could - would - die. It was the very peculiar way you could die: watching a single minion take longer to kill you than it would take to log out, log back in, and then restart the mission and get back to that point.
  25. Quote:
    Originally Posted by Redoptic View Post
    Nope it's resistible right now.
    That's non-sequitor. Resistability has nothing to do with the frequency at which it goes off.

    Bruising goes off 100% of the time the attack hits the target: I don't see a specific reason to make it go off more often than that, which would basically require making the effect autohit.

    Can't make it unresistable. That would be horribly broken.