Arcanaville

Arcanaville
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  1. Quote:
    Originally Posted by Blue_Centurion View Post
    Okay, I have a concept that requires the dusty ol' Martial Arts set. The concept also limits my secondaries, well, halves them. In no particular order Willpower, Regeneration, Invulnerability, and Super Reflexes would fit the concept well.

    Can any of you break down the pitfalls and pluses of any of these pairings? Thanks.
    On Scrappers, there aren't any special strong synergies or conflicts between MA and those four secondaries. I would say pick the secondary that by itself you would feel most comfortable playing.
  2. Quote:
    Originally Posted by FourSpeed View Post
    On another sidenote, I'll add and agree that there are a LOT fewer programmers
    who actually understand wth goes on inside code these days (Thank You .NET
    et al, where a lot of the inner workings are increasingly inaccessible blackbox
    mysteries they don't want a programmer to see). Sadly, the field is becoming
    more of a lego block process, but that's also a different discussion altogether.
    There are a lot of people who seem to think there was a golden age of commercial programming. There wasn't. The industry has never valued quality. There are few programmers and software engineers that are a) more than minimally competent, b) willing to draw a line in the sand to hold the line on quality, and c) still around.

    We expect - demand, even - that certain professions have a code of ethics that includes minimum levels of quality We expect doctors, pilots, engineers, to say "either you let me do this correctly, or you fire me and find someone else because I won't do it incorrectly." When they don't, we feel justified in basically crucifying them. Even when lives are not at stake, we still believe accountants are supposed to do the books right or not at all. We have *never* as a profession even *pretended* that we aspired to that level of basic competency.

    And it shows.
  3. Quote:
    Originally Posted by Hopeling View Post
    I don't see how checking the store at 12:01am Tuesday morning to see what the new item for the week is, and then buying it when you see that it's a highly-anticipated item that no one knew the release date for, can be even put in the same category as an exploit. Yeah, the devs could've deleted or locked their characters, I guess, but there was no real need to, especially since it was only 12 people.
    Knowing it was not intended for purchase at that time and playing the characters anyway is technically exploiting a bug in the store. However, its not an exploit that the devs felt required a preventative or punitive response against the Dashing Dodecaweaponeers. Not all exploits rise to that level of necessary response.
  4. Quote:
    Originally Posted by MisterD View Post
    Are people really thinking about the impact of this
    Yes. I'm certain every marketeer with a functioning copy of Excel is thinking about the impact of this.
  5. Quote:
    Originally Posted by Ultimus View Post
    Purple patch has no effect on the effectiveness of a -Res debuff.

    -Res is a flat value, even with so called resistance.

    If you hit a 54 AV with 10 -Res debuffs that do -40% resistance each, he still takes 400% more damage AKA the cap. This is whether he has 0 resistance or 99% resistance he still takes 400% more damage.
    The purple patch affects -Res debuffs. Bruising is a special case: bruising grants a passive power to the target that debuffs self. Because the target is debuffing itself, there is automatically no level difference between the caster and the target of the debuff. That's not true for most resistance debuffs.

    Resistance itself resists resistance debuffs. By quirk of mathematics established long ago, when resistance resists the effects of a resistance debuff the net effect is to make a -X% resistance debuff act to increase the damage of the attacker by +X%. So a -40% resistance debuff acts to increase damage by 1.4x.
  6. Quote:
    Originally Posted by Oedipus_Tex View Post
    The fate of the word "awesome" hangs in the balance as well. If you were born before the 60s, you might remember when "awesome" was used mainly to refer to happenings on the scale of awe-inspiring acts of divine intervention. In just 30 years this word has picked up a primary popular meaning of simply "impressive, good."
    I just think this.
  7. Quote:
    Originally Posted by Freitag View Post
    Gosh, there's so many movies out there ...
    I actually think I've seen every theater release movie from the 80s and 90s mentioned so far. I'm not sure if that's a good thing.

    Also, while going back through the list, although some people mentioned "all the Lord of the Rings movies" I'm not sure if that was intended to include both the Bakshi Lord of the Rings animated movie, and the unrelated Return of the King animated movie. The latter, especially, is a must-see.
  8. Quote:
    Originally Posted by ChaosAngelGeno View Post
    I think Freitag needs a Grindhouse night.
    Hmm, its getting harder to avoid movies already mentioned:

    It Came from Hollywood (the warm up movie: guaranteed to put you into an MST3k mood)
    The Five Deadly Venoms (obligatory token Kung Fu movie: actually a 70s movie but I saw it in the 80s, so there)
    Back to School (yes, that's Terry Farrell)
    The Sword and the Sorcerer (rocket sword ftw)
    Caveman (zug zug)
    Fright Night (horror movie, sort of)
    Halloween 3: Season of the Witch (requires you be as stoned as the screenwriter and director were making it)
    Toxic Avenger (because a grindhouse list without a troma film is inconceivable)
  9. Quote:
    Originally Posted by Johnny_Butane View Post
    They really shouldn't have put them under the 'Tank' category at character creation then.


    Granted, the Tank category would otherwise be pretty empty with just the one AT listed.
    And I would have thrown a conniption had they the gall to put Tankers under 'Melee Damage' in their current condition.
    Quote:
    Originally Posted by Ultimus View Post
    Because in character creation the developers put them under the category of "Tank" by their own definition, not mine.
    The playstyle categories aren't "definitions" as such. They are there only to provide general guidance for players with no knowledge at all about how the archetypes work. This was brought up during the I21 preview, and again in beta, and in both cases the devs stated that the playstyle selector was there only to provide casual recommendations for play to a beginner player.

    Widows have a ranged damage score of 5, and are a ranged damage playstyle recommendation. Dominators have a score of 6 (and this was before they were buffed) and they are not. What the archetypes are judged capable of doing and which archetypes are recommended for a particular playstyle is highly subjective in the playstyle selector in the character creator.

    And to the extent we can nit-pick it, the devs official response is that its not for us. I asked this question specifically, and directly. If you can nit-pick the playstyle screen's recommendations, you're not its target audience.


    And frankly, if Defenders are listed under Ranged Damage as an archetype, Tankers should be listed under Melee Damage as an archetype. That's just a mathematically inconsistent decision. The fact that it would give J_B fits is only incidental.
  10. Quote:
    Originally Posted by Dark One View Post
    The original flick was horrible. Between the Navigators looking like something that should've been flushed, Sting's *shudder* codpiece, the lack of Harrah, the "weirding modules' and Thufir looking/acting like he should be in a home for Mentats, that was an absolute abomination of a movie.
    In other words, a perfect 80s movie.
  11. Quote:
    Originally Posted by Xanatos View Post
    I'm more of a City of Heroes man myself.
    In other words, you prefer cyan-orange-magenta-green-silver-purple-pink-yellow-black. With sparkles.
  12. Quote:
    Originally Posted by Kitsune9tails View Post
    It attaches a real life dollar value to inf, which will result in many Freems coming to the game for the express purpose of making RL money. Their means of doing so will be intrusive, and the draw of the money will lead them to attempt means that involve hacking.

    They will violate the EULA and encourage others to so so, causing mass bannings, which will hurt the reputation of the game.

    Been through this already in Star Wars Galaxies, except for the Freem part.

    The ATOs that are obtained in game should be tradeable, that's okay.

    The ones you can attach an actual real life value to, as in "It cost me $150 to complete that set!" should not be.

    The chances of tradeable RL money ATOs not having obvious major bad effects on the game I equate to the chances of everyone who has created an AE arc going back to the AE tomorrow and adjusting their arcs so that the story quality and rewards gain rate are roughly equal to the average ingame mission.
    I'm afraid if you really believe this, making the store-bought ones non-tradable is meaningless. The fact that they are identical to the ones earnable in-game means the ones earnable in-game still have the same real-life cash value as the store-bought ones, and therefore they can be farmed in-game and then sold for values comparable to their average cost in the store. The fact that the store-bought ones themselves specifically are not tradeable and therefore not sellable is actually irrelevant to the issue of price anchoring.

    I doubt its really going to have a significant negative effect, though, because fundamentally the ATIOs aren't powerful enough to be directly worth those cash values. What it costs the average player to acquire is not the same thing as its intrinsic redemption value. I would think there would be a higher incentive to sell purples for cash whether the paragon store sold them or not, and that doesn't really happen because there aren't enough buyers to make the problem significant.
  13. Quote:
    Originally Posted by Ultimus View Post
    Why does Brute need a nerf? Why does Tanker need to be higher? Why does the game need just one tank above the rest?

    Think of it as presenting a case to a developer, I'm not saying you are right or wrong, but for what reason does Brute need to be brought down or Tanker have superior caps?

    I gave my reasoning for streamlining the 4 tanks in terms of caps, whats yours?
    If you are thinking in terms of presenting a case to the developers, your initial problem will be with the assumption that tankers, brutes, peacebringers, and warshades are "tanking classes" that all should all have the same tanking potential under buffing. The Tanker is the singular "tanking class" as such, and on the red side the canonical role of tanking was split between brutes and masterminds. Both peacebringers and warshades were given the option to act as pseudo-tankers in their design, but not primary tankers. Their resistance caps are indicative of that, not errantly set too low for a genuine tanker class.

    So why specifically peacebringers or brutes should be normalized as "tanking classes" and not, say, scrappers or VEATs, would likely appear arbitrary to the devs.
  14. Quote:
    Originally Posted by Zombie Man View Post
    Interesting, so, do you think the original blurb meant that Titan Weapons reduce the quantity of one's foes by a certain percentage, or, that Titan Weapons merely seriously injure them?
    It does have a 5% chance of missing.
  15. More quintessential 80s movies:

    Fast Times at Ridgemont High ("Make up your mind, dude, is he gonna **** or is he gonna kill us?") - this and the Breakfast Club is 80s angst in a nutshell.

    Night Shift & Doctor Detroit (the unintentional pimp double-feature)

    Remo Williams the Adventure Begins (still waiting to roll my Shinanju/Shinanju scrapper)

    Red Dawn (Wolverines!)

    Stir Crazy (this movie is ba-a-ad. and it don't want no **** either)

    The Lost Boys (the vampires don't eat either Corey, but its still a good movie)

    Absence of Malice (Paul Newman, Sally Field, Bob Balaban, and great end piece with Wilford Brimley)


    And since people are tossing in movies outside the period, I'm going to stump for The Bestest Comedy of All Time Ever, Murder by Death.
  16. Quote:
    Originally Posted by Electric-Knight View Post
    Most Extreme English Eradication Challenge!!
    You intend to eliminate English by removing its roots?
  17. Quote:
    Originally Posted by Zombie Man View Post
    While the strict meaning of 'kill one out of ten' is pretty much obsolete, it still doesn't mean 'decimate' was used correctly.

    The intent of the blurb "decimate your foes with Titan Weapons" is better explicated with 'devastate' or 'destroy' or 'eradicate' or some other verb of total annihilation. 'Decimate' implies reduced or harmed greatly, not 'kill all.' Note that none of the quoted definitions implies 'completely destroyed.'
    I find it interesting that the American Heritage panel disagrees with you. The majority of them seemed to object less to the quantity of destruction, and more to whether the destruction was killing or not. According to the quote, 66% were willing to accept the usage when a far larger number other than 10% was killed, but only 26% were willing to accept the usage when it referred to non-human death, such as property damage.

    I don't think I would agree with the panel, but it does seem that there are two foci to the term: whether it refers to some acceptable range of fraction, and whether it refers to people specifically.
  18. Here's some I think aren't posted yet:

    Sneakers (possibly the only reasonably accurate mainstream Hollywood depiction of what penetration testers actually do)

    Batman (the Tim Burton original: seriously, how is this not up here already?)

    Terminator 2 (in my opinion, one of the best action movies ever)

    Clash of the Titans (the Harry Hamlin 1981 version)

    Cobra ("Go ahead: I don't shop here")

    Xanadu (oh, come on: no one should be allowed to escape the 80s without seeing it at least once)

    A Few Good Men ("you can't handle this movie!")

    Predator ("I ain't got time to bleed")

    The Quick and the Dead (just to see Leo and Crowe before they became big)

    The Silence of the Lambs (seriously, does any comic book fan *not* think of Bullseye's escape from prison during Miller's run at the end of this movie?)

    Schindler's List (must see, period)



    And since someone mentioned shorts, I guess I'll toss up the Spirit of Christmas, which I remember spending three days downloading the 50meg quicktime version of back when it was originally circulating around.

    405 is, though, still the best internet short film ever made.
  19. Quote:
    Originally Posted by Bionut911 View Post
    Most definitely! A game like city of heroes Is all about making your own superhero, with his or her own backstory (sorta like a "make your own comic book" deal.)

    A perfect example: My first character, an Energy/Energy Blaster.

    I picked energy/energy because...well i dont remember. The point is that I've heard people complain that "NRG's knockback sucks" or "Worst DPS." In the end, none of that matters. I love seeing an entire group flail like mad when I use Explosive blast, and the overpowering feeling of a point blank one handed energy burst to the face is pleasing. I even took whirlwind for more KB fun ^_^
    One thing about energy blast that I think is a bit under-rated is that not only does it look cool, but it sounds powerful. That vroosh is something I find I miss when playing most other ranged sets.
  20. Quote:
    Originally Posted by Wrend View Post
    I think part of the problem is that the aggro formulas in CoH are *not* totally understood.
    I think that its not just a question of formulas, but where the numbers the formulas generate go; what uses them. For example, we now have a pretty good idea of what the hate generation formula is for damaging attacks, but all that means is that we know when a critter will "aggro" onto a target. What we call "aggro" and what the game actually does when something aggros is not necessarily the same thing. For example, some people think if you're aggroing the target, it will run up to you. That's not necessarily true. It may not even be automatically true that under all circumstances it will shoot at you. Its probably only true that the critter will target you, but its entirely possible the AI can sometimes choose to do something else besides shoot at anybody including you. That makes aggro experiments tricky.

    I remember when aggro was being discussed a while back conducting an experiment. One tanker autotaunting a critter, and a scrapper punching the target from behind. After about a minute, the critter simply ran away, right through being taunted. And there was another experiment where I was taunting and terrorizing the same targets, and in one case the critter literally acted placated: it forgot I was there and just walked calmly away, both through the taunt and through the terrorize (probably a bug, but still). So I think a full accounting of aggro has to involve a full accounting of critter AI, and no one has fully deciphered critter AI yet or explained it to the players.

    Still, I think the information we have is close enough for reasonable discussions about tankers, at least in terms of their rough aggro capacity and relative aggro generation capability.
  21. Quote:
    Originally Posted by Liquid View Post
    Two reasons.

    First, a Scrapper with AAO or Invincibility can pull aggro off of you because Taunt Magnitude actually isn't what is used to determine who has aggro (Magnitude just determines if it's taunted at all)-- it's Taunt Duration times damage times threat (that's a very crude representation, but we were never given the exact formula, just that) that determines that. Taunt enhancements will not increase the duration (they don't increase Magnitude, not that we need it) enough to surpass them, as Scrapper AAO and Invincibility have 17 second Taunt durations.

    Second, if you are facing higher level foes, the duration is lowered, and WP and SR end up with short gaps in aggro where foes will attack other players. Yes, they can slot Taunt enhancements to increase their duration to make up for it, but no other set has to do that.
    Just a side note: when Castle posted about his aggro investigation with Ghost Widow, he mentioned that according to their investigation the double-hate rule was still valid. Specifically, in order for you to pull aggro away from someone else, you have to have twice the hate they do. My guess is that the original programmers put that in there because if all it took was to exceed hate by any amount, that would be exploitable (two attackers taking turns hitting a target would constantly flip aggro back and forth and confuse the AI).

    I'm assuming that's still true, although when it comes to aggro I'm not 100% certain of anything.
  22. Quote:
    Originally Posted by Deathbeforedisco View Post
    The deal breaker for me in this game so far is the short duration of most buffs. I don't think they got one that last longer than two minutes at a time. Not sure. But thats a turn off for me because I don't want to have to keep going back and forth to rebuff every 30 seconds. I like to check on the other toon once every 4-5 minutes.
    Force Fields, Sonic, and Ice shields all last four minutes.


    Quote:
    But whats making me change my mind is the tier 4 incarnate abilities. They have a great recharge time and last a decent amount of time making them ok to autofire or something. Also I can make a Mastermind and a Brute on the other account to help me PL my own brutes and veats. Thats a good idea since I love Brute and the Veats so much.
    There are buffs that have durations and recharge so you can just autofire them in a similar manner: Fortitude, for example.
  23. Quote:
    Originally Posted by Sarrate View Post
    I'm not following where you got the 13.3dps and 1.33x numbers. Could you please explain?
    Actually, now that I think about it, I was thinking about the Scrapper threat level which is 3, not the Brute threat level which is 4, identical to Tankers. So ignore that calculation: the 1.33 factor is only relevant to Scrappers not Brutes.
  24. Quote:
    Originally Posted by Gearsinger View Post
    I wonder if anyone has video of the old Storm Kick animation. I loved that doofy kick.
    Here you go. (Edit: scooped)

    The only two attacks that really are significantly different animation-wise are those two: Storm Kick and Crane Kick. Storm Kick used to be a four second kick-flurry with a punctuated kick at the end, and Crane Kick had a pose before the kick. I don't really miss those animations too much. My guess is that if you wanted to you could add back the old Crane Kick animation: your Crane Kick would be slower than everyone elses but I think at least the damage can be synced up within the alternate PFX. Storm Kick is problematic because the attack itself used to be a DoT, kind of like Dual Blades' One Thousand Cuts. Storm Kick is no longer a Dot, and the animation wouldn't sync up with the damage effects.

    Anyway, I've played MA so long that for me, the question of trading damage for style is practically meaningless. The real question is whether I would trade style for damage, and the answer is no. You normally don't have to, but in the case of MA you could make the set a whole lot better by replacing Eagle's Claw with an attack that animated in, say, 1.83 seconds. But you can't compress the backflip into that short a time, so that's just out of the question, period. You can make it better, but you can't really make it any faster than it is now (it is a bit faster than it was at release, but most people don't notice).
  25. Quote:
    Originally Posted by Aett_Thorn View Post
    My concern with Bruising is actually how it is implemented. It's not the Tanker giving a -20% Resistance debuff. It's actually the Tanker forcing the target to give itself a -20% resistance debuff. This is one of the reasons it works so well against higher-level targets, since there's no purple patch to apply.

    Because of this, I wonder how easy it would be to get it to stack, since it's all coming from the same target (your enemy).
    Bruising was implemented that way specifically to *ensure* it would not stack from multiple tankers. It could easily be made to stack, and it could easily be made to not stack from the same tanker, but stack from multiple tankers, but the mechanics of bruising grant the target a power that self-debuffs, and the devs could limit that power so no one could have more than one copy of it at a time. That is why it works that way. The fact that it avoids combat modifiers due to the quirk of its mechanics is actually a side effect, and not the primary reason bruising works the way it does.

    If the devs wanted it to stack, they could simply allow the bruising power to have a higher limit on the number you can have. Some incarnate interface power effects work that way. But it was originally very explicitly designed to not stack. Changing it to stack in some fashion requires a dev decision, but there are no mechanical limitations that prevent it or make it difficult.