Arcanaville

Arcanaville
  • Posts

    10683
  • Joined

  1. Quote:
    Originally Posted by Clouded View Post
    I understand what you are saying but I find it hard to believe given how easily it is to slot for ACC with Set IO and obtain accuracy bonuses. Are we assuming SOs or Common IOs only? What type of accuracy slotting in CoF? OG?
    I was talking about my experience leveling the set up: from level 1 to level 49 I leveled Dark Armor with nothing but DOs and SOs.
  2. Quote:
    Originally Posted by Snow Globe View Post
    I have supported, and tried to help players get used to the trials. I'm sure that Arcanaville isn't suggesting that I'm not (in addition to my complaints ).
    I'm not, but a lot of times when I say "there's a way to work around X" someone will come along and say "so are you saying the devs are perfect and everything is fine and blah blah blah" and then I have to waste time finding something shiny for them to play with.
  3. Quote:
    Originally Posted by Golden Girl View Post
    CoH: Freedom's been out for a few weeks now - has anyone won yet?
    Its not the future yet.
  4. Quote:
    Originally Posted by Snow Globe View Post
    Unless myself or a friend is hosting a Keyes Badge run, I'm not seeing Keyes being run.

    Underground is such a mess as well. Unless I specifically don't announce a Underground and just invite through tells, I expect the Underground to fail at one of three points: The AV battles.

    Why? Players cannot get their mind out of the "pile on the AV and attack" mentality.

    There are players that say Undeground is too easy, just like Keyes. The difference is that the developers have missed the lessons that ITFs and Mothership raids have taught: make things simple & fun.

    Underground isn't fun unless people know what they are doing or listen to the league leader. Keyes isn't fun thanks to the length and that people clearly are not ready for the amount of gimmicks thrown at them at one time.

    Neither is worth the rewards at the end. Especially to someone that gets a common or thread table at the end.

    Last night I was talking to someone on Triumph that waited for 2 hours in the queue last night for a trial to start, without success. I have one thing to say about that, Positron:

    I told you so.
    I think I'm extremely generous when it comes to tolerating content and content difficulty. I will, in fact, create nightmares entirely on my own (I tried to solo Barracuda the other day, which of course didn't work out so well against Reichsman). Having said that, I will jump onto random Lambdas, random BAFs, and even random Keyes (at least when they were being run more often). If I don't recognize the leader as someone capable of running a Master Underground, I won't join at all anymore. I've given up trying to figure out if a random assemblage of people can run it. A random assemblage of people can't run it. An inexperienced leader can't control it. And it'll be an hour or more before you even realize it.

    There's a lot to like about the Underground Trial. For one thing, it corrects an error in Keyes where people are supposed to more or less stick together, rather than randomly scattering in Keyes. There's no point in the Underground where having less people would be better, except for having less stupid people during the bomb phase, and even that is only problematic on badge runs. But unless you have a supersaturated league of massive damage and debuffs, the tactics involved with the twin warwalkers and the avatar at the end are so precise relative to how most content in the game works - even Keyes - I'm sorry, but to put it bluntly we're just not up to it.

    If it was possible to solo the Underground trial, but it would take twenty four straight hours to do it, and the odds of getting the badges in it were only 10% per try, I would start now. I'm not balking about difficulty: I'm balking at futility. For me, the Underground trial passes the horizon of content that exceeds the difficulty level any designer could reasonably expect was tolerable from the current playerbase. And I'm sure there are people who love it and skate through it, just like I personally have no problem with fighting Antimatter with Keyes, or running Lambda on a squishy blaster, or tanking in BAF. I don't claim to represent anyone but myself, but I think given my normal stance on difficulty, complexity, and developer discretion when it comes to designing high end content, when I have a fundamental problem with something I think you've crossed a threshold you shouldn't be anywhere near.

    I'll run Underground if you're running them, or a few other players, but otherwise at this point I would rather attempt to solo a Master of STF. To me, that's actually a better risk/reward activity than a random Underground. I mean that literally: that's next on my list after I figure out the right set of freemium filler/helpers for Barracuda. The ten hours I spent figuring out how to solo (more or less) a Master of ITF run was more entertaining than any Underground run I've been on so far, including the successful ones.

    To put it bluntly, the Underground trial is the *only* content that I wouldn't run if it didn't have badges in it. I can't even say that about the shard task forces. I can't even say that about the original Positron's task force.

    To put it even more bluntly, I've thought about hacking the game servers to give myself level 9 permissions so I can just miracle myself the Underground badges I'm missing, because I think that would be easier, especially with my timezone limitations.


    Remember what I said about Lambda; remember what I said about BAF. I said people were exaggerating the difficulty, and one day we'd be doing them with our eyes closed. Remember what I said about Keyes: its hard, but with time we'll eventually get to the point of Keyes being no more difficult than the LRSF. Frame my comments about the Underground in that light.
  5. Quote:
    Originally Posted by Brimstone_Bobby View Post
    Arcanaville,

    Thank you, thank you THANK YOU! I tried this (the part quoted that I bolded) last night on a Keyes and never once got obliterated playing a stone tanker with rooted running. This was a great way to summarize the obliteration issue, and give me a tool to minimize getting caught in the green stuff.

    You have helped me many times on the forums with your posts (not directly, but by improving my understanding of the game, the mechanics, and design philosophy) – plus I love it when you snark.

    Thanks for all the help.
    Glad I could help. I still think SnowGlobe is basically correct about most of his complaints about Obliteration's mechanics, but that doesn't mean I shouldn't try to help players work around those difficulties in the meantime.
  6. Quote:
    Originally Posted by Kioshi View Post
    Being a fan of both armors, I agree. That's why I want CoF to be more useful, being it reducing end costs or having normal base accuracy.
    I wouldn't mind higher CoF accuracy, but I do want to point out a weird occasional benefit to CoF's low base accuracy. Suppose you're fighting more than ten things in roughly melee range. If you turn on OG to stun them, OG will hit its target cap of ten targets. At high accuracy, they will be the ten closest targets to you most of the time. If you also turn of CoF, if CoF had the same accuracy it would also tend to hit the same targets, more or less. But at lower accuracy CoF tends to miss many of the first targets it sees.

    This is important, because the target cap enforced on all AoEs is number of targets *hit* not number of targets rolled against. So if CoF misses a few, it will keep looking for targets until it finds ten, or runs out of targets in range. The difference in accuracy tends to cause the two auras to hit a somewhat different set of targets (with some overlap) if both auras are on, which can have some benefit in high density environments.

    The deficits to players only running one at a time outweigh this situational advantage, but it is there: I've exploited this mechanical difference myself on occasion.
  7. Quote:
    Originally Posted by EvilGeko View Post
    You know that by itself would fix a lot while giving Broadsword something unique.
    I'm not exactly sure it fixes a lot, but it does have the advantage of focusing any damage increase benefit into larger visible numbers. Psychologically, that sort of buff will look even better than it is to most people.

    For example, if I say "increase crit damage to 150%" that's going to look *huge*. Its not. Its equivalent to about a three percent increase in damage across the board. But its occasional burst damage will increase dramatically.
  8. Quote:
    Originally Posted by Ideon View Post
    I wouldn't mind Spiritual removing a set amount of recharge time for Incarnate powers rather than depending on the original recharge time of the power in question. So like Judgement for example, it could just remove between 5-10 seconds off the original 90 sec recharge depending on the tier rather than the 30 seconds proposed, haha.

    The removed time would be set by the devs, and would be minor, so it can't be enhanced even further. Or something, haha. Better than no buff at all from the alpha.
    Ok. And then how would you solve the problem of Nerve Core Paragon not buffing my Rebirth Destiny.
  9. Quote:
    Originally Posted by Another_Fan View Post
    City of heroes is indeed now free to play in that if I want to I can start a new account and pay 0 to as much as I feel is needed. So a subset of its market is exactly F2P and does indeed depend on forcing the people to pay in so their characters can keep up.
  10. Quote:
    Originally Posted by rsclark View Post
    And I don't give those other companies money. Raiding is a big reason for that. And it's not end game grinding. It's end game grinding that requires a dozen people and has virtually no benefit(in the case of getting multiple incarnate enhancement).

    I would gladly grind for 1% smashing defense (for example). I won't gladly grind for a different graphic attached to my judgment's basically identical power. At that point it feels like a ripoff.
    Why would anyone do content they don't like over and over again for virtually no benefit? There's no requirement to do that.
  11. Quote:
    Originally Posted by Mr. DJ View Post
    my bad, forgot Invul falls a bit short before Tough (I think Invul used to cap itself w/out Tough, can't remember...)

    but still...it's funny that Invul requires 1 toggle and 1 passive to hit 63% S/L, while DA requires two toggles to get about the same number for negative energy...
    TI + RPD equals 62.4% resistance to smash/lethal (on tankers).

    Dark Embrace + Murky Cloud is also equal to 62.4% resistance to negative energy. And 46.8% resistance to smash/lethal. And 46.8% resistance to fire/cold. And 46.8% resistance to toxic and energy.

    Periodically, Invulns have expressed concern about the opposite situation you're noting: that sets like Dark Armor get to have substantial resistances to a wide range of types, while Invuln is heavily focused on smash/lethal.


    Quote:
    I want to roll a DA Tank...just can't decide on a secondary =\
    Today, going to have to go with MA. Between being able to stack stuns with OG and with the defense bonus in SK and with a PBAoE knockdown to keep things in range of the auras and Dark Regen, its probably one of the better matches for Dark Armor. MADA has always been considered good synergy for Scrappers, I think its an even better combination for tankers.
  12. Quote:
    Originally Posted by Johnny_Butane View Post
    IMO, the majority, if not all of the flaws in this game stem from a simple fact: the people calling the shots on the team do not respect the genre and would rather butcher it and force a round peg to conform to an outdated fantasy game mechanics square hole rather than create mechanics that better support the chosen genre.
    That's because your idea of respecting the genre is unique.
  13. Quote:
    Originally Posted by Blue_Centurion View Post
    I do got a question, since I am running a Energy/Energy blaster, and closing in on 50. Does anybody have a no holds barred softcap Ranged/Aoe hover platform build for that laying around. No holds barred, i have a Glad proc +3% def ready to go in it as well, purples are fine if you can squeeze them on.
    No, but I have been thinking about a max mitigation build for my Energy/Energy to complement her ultra-fast speed build. So far, this is what I've doodled into Mids:

    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
    |MxDz;1546;713;1426;HEX;|
    |78DA6593694F13511486EF4CA7400B655F652D888502A56571498CC4A518234D10D|
    |06F86D43296D13AADA544F8E85FD0C4A8891B71FDE20F52FF801BFA0B1CCFCCFB76|
    |4998A47DEE3DF79C73CF7DEFB9A9BD4B4D9F2F3F5C525AE8622EBDB3B37941FE4B6|
    |6D19F4A67AD8C924F5F395F2FE8E7C2E65ADACE9A5BB1A46D16B3FB701F2BAFADEF|
    |160AF962A9BC984ADB566137972E5979BBED8ABD6D164DBB142B0F82ABF97C2EB65|
    |E30CDAD90374C995B56C6B2CD466FB69CB3B2DB25AC2CBB43CBCEF6240B562696CC|
    |999952D1CAA473B283BBEF7EAF14382DBF53AAFC397EF542903094FE927C051AAFC|
    |93760DD8170D050F7AAB14A9D15183E755AA0319FC67C75CCD7C07C0DCC1764BEE0|
    |019817F818EB7BAB7BB6E3EFC013EFC90FE44730F2091C15C5FDDEC68EE69F42BE2|
    |67250D6EA5967BD239F0AC834006F23D0A5C1FBAACF63F80B77FE0A46BF8167C4BB|
    |1159F4C60762EB3054FB1ED8B90FBA2284B85388BB17042D3C55CB1DD8DA6F83DD7|
    |7C1DE2C786C9BB4C0FB8236E66B63BE61A9BD8375745C43ED9D1B60F73AA8894F17|
    |E3BA78333EB1F5E0CC7ACF1CCEDAEB1AE42687CEC1C7109F3EEAD2F74F1031D480A|
    |E791C71300F2BCCA31AE886F6632FA37F0E5A8DCD930BE422353D09EEB80DC4FA06|
    |C338D79260983A0D7FD7BDBA467E93BFC0F04F70FA0738730896246A1475AB51E6D|
    |B158C33DF38F58E50E708759EA4CE93BC9749DEC753916782B113ECE228BB78965D|
    |3CCB2E9E65F726D8CDCF24768A1A4EC5711FD3F3E42238932017C0E71213A31E31A|
    |F43C7E426E2BCE5B8DB91CDB2033B32C18E1C308EBEBF955A5B007EAB46E54D2A8D|
    |5D1436CA0FD5715683EEABC1F866CD385D33BE55330EB456DEA9F35BEC1A95D7669|
    |0FBB0D63601DB9FAACDAFDDC0A99BD7C0D6EBE000BB77885D3DB481EEFC5B8DD5B5|
    |273853F363B0F51118AF3DB7A760B4D6C2CA1247BC168E58E6ABCA54E29CCA9794A|
    |797A00EFF01EA78F288|
    |-------------------------------------------------------------------|
    It does use Nerve to get over 45% ranged defense, but even without that its a fairly sturdy build. It essentially soft-caps range, has a bunch of defense besides, has about 47% s/l resistance, and 33% energy resistance. It nets 2.17 eps with toggles so it should be fairly sustainable, and for more end if you swap nerve for cardiac the ranged defense is still above 44%. It also has aid self. Interestingly, although it does use the Shield Wall proc, and the Gladiator Armor proc, and steadfast, it only slots one purple set (Ragnanok) that is there mainly for the recharge: it has almost no bearing on the survivability of the build.

    AoE defense is only 29.7%, so you're short of the cap even with a small luck, but its a work in progress. Stick tier 4 Rebirth on this build, and I think you'd be way beyond standard scrapper survivability except for mez protection.
  14. Quote:
    Originally Posted by DarkSideLeague View Post
    It may be easy in that its hard to fail (I've failed more BAFs than Keyes (2 BAFs vs 0 Keyes - one was because of the escape phase, the other we ran out of time trying for Gotta Keep 'Em Separated), but it's extremely frustrating because of that damned pulse if you lack a self heal - on my Blaster a single pulse cannot be countered by 2 greens since I have +HP Accolades, and that means the Vickies can OHKO me. Which they do since I can't hide because my stealth proc doesn't work - forcing me to burn a respec for a single trial. (Also its incredibly punishing for squishies who dont take an electric armor from their patron/ancillary)
    The stealth procs don't work? Odd: I never noticed that. I stealth around with a stealth proc stacked on superspeed in Keyes all the time and I seemed to be invisible, at least when running into bunkers. If the stealth proc was off and all I had was SS, I think they would spot me at that range.

    Its certainly harder for blasters in general, but everything is harder for blasters in general as long as anything is shooting back. Which is actually why blasters tend to like BAF: not as much shooting back, and when it happens its usually when the league is in tight clusters of buffs and heals. But its not impossible for blasters to succeed in Keyes without special builds or powers. My blaster's only self heal is Destiny, and I don't have Electric Armor, and I'm not soft capped to anything, and I do fine.
  15. Quote:
    Originally Posted by Nox__Fatalis View Post
    They missed that boat about five years ago, and jumped the shark after CoV's release, dropping the ball on base raids and ruining PvP.

    Now they just give us this WoW raidordie bullcrap. To the people with snarky responses, you can say they've added plenty of content for pre-50s and small groups, but nothing like incarnate slots, so shut it.
    They added plenty of content for pre-50s and small groups.
  16. Quote:
    Originally Posted by seebs View Post
    You can ask the key question:

    "If I had access to this code base, how many consecutive days could I get on the front page of the Daily WTF with it?"
    Are you saying you believe the store and reward systems were coded by Walker E. Richardson, Suuuuuuuuuupppperrrrr Geeeeeeeeennniuuuuusssss?
  17. Quote:
    Originally Posted by Werner View Post
    Take a Broad Sword/Shield Defense or Super Reflexes with a high recharge build that soft caps without Parry. Now Parry, Build Up, and crush your enemies while still soft capped. Repeat frequently.
    Parry is still Melee/Lethal, right?

    Shadow Meld would work better except for the long cast time. If we're talking about an effect that would only last ten seconds, both the buff and the debuff, then I might consider going Shield Defense but not specifically to attempt to beat the debuff with more defense. Every time I used Build Up, I would immediately follow with Shield Charge. Bang: ultrahigh buffed SC, and an immediate knockdown to mitigate much of the defense debuff for about half the debuff time total (from SC activation to the critters rising from the knockdown).
  18. Quote:
    Originally Posted by xhris View Post
    Anyone has any numbers handy* showing how much dps a soft-capped Dark Amour scrapper can absorb, so that they're left with 1 hp after 10 sec, at which time they hit DR and go back to full health to start over again? I think these is how DA's top performance should be compared to other sets.

    *Or at least show me how I can calculate it myself >_>. It's not the math I'm having problem with, but how defense and res work exactly.
    That's not hard. A soft-capped scrapper will avoid 90% of the damage they would have taken if they did not have any defenses. That's usually considered to be the definition of "90% mitigation" comparable to 90% resistance.

    To calculate the best case damage mitigation you divide the heal / (1 - resistance) / (1 - defensive mitigation). Or alternatively, Heal / (1 - Resistance) / ((0.5 - Defense)*2). Note that the value will be different for different damage types, because Dark Armor will have different resistances for different damage types. For softcap, Defense is 0.45 (45%) so that becomes Heal / (1 - Resistance) / 0.1 = Heal * 10 / (1 - Resistance).

    Keep in mind that real world performance is bursty and variable, and the averages mask that. You would be looking at just about the most extreme case of averages not matching reality, because there's no way to consistently get down to 1 point of health and fire the heal, and there's no way 90% defense ends up consistently being equal to exactly 90% damage mitigation second by second: it will only average to that over long periods of time. A teeny tiny burst of damage will kill you under these attempted circumstances.

    But if the calculation is just for estimation purposes, and you are aware they represent the upper bound of the best you could do, not what you will always do, then that's the way to calculate that.

    You can also click on the link in my sig for "Scrapper Secondaries Comparison" which has out of date numbers (from Issue 7) but is there primarily to explain exactly how defense, resistance, +health, heals, and regeneration work mathematically, and how you can account for them numerically. The advantage of that is that you'll see how all the effects work and can be calculated for, not just defense and resistance. The disadvantage of that is that your eyes will bleed for a week to ten days.
  19. Quote:
    Originally Posted by Snow Globe View Post
    As a part of my Web Development Diploma, all my fellow students had to do a checkout system. In every case there was a transaction history.
    I've been around the block so many times I've worn a groove in the sidewalk. Every system I've ever written has audited everything. I do it even when I'm told not to do it unless there is a security, privacy, or regulatory reason not to, and even then I log everything I'm allowed to log. I log the fact that the system is logging.

    I've not commented on the store implementation and the related reward tracking systems too much, but that's because what more you can say but that those systems suck. When I think about what you're supposed to do instead of what's actually happening, as a professional I'm half embarrassed, half furious. So I try not to think about it too much.

    I still think I could do a better job in PHP in a weekend. And I'm not just talking about the in-game store, either.
  20. Quote:
    Originally Posted by Stupid_Fanboy View Post
    (btw, if anyone knows how to get Synapse and Black Scorpion to respond to PMs, let me know. They've yet to acknowledge the existence of the Issues List, which is one of the reasons I've been so damn lazy about it)
    The entire powers team is pretty busy with this and that, but I would recommend hitting up Arbiter Hawk with your questions if you're having trouble getting a response from Black Scorpion.
  21. Quote:
    Originally Posted by EvilGeko View Post
    That's what you get for pushing specific solutions. Keep your goals broad and the specifics cagey, and you will always win!
    My definition of "win" is a little more specific than yours is. Also, I tend to ask for things that can go horribly wrong if the parameters aren't very carefully adhered to, so I tend to be much more specific. Even when I'm specific and I explain why veering off is a bad idea, sometimes a variant of a suggestion shows up that deals more harm than good, which makes me even more cautious than most.
  22. Quote:
    Originally Posted by SinisterDirge View Post
    However, I think an easier question may be to ask what build doesn't gain much from increasing recharge and having their buff's/debuffs, heals, holds, attacks, and defensive powers up more often. I can't think of any.
    FF/Energy defender comes to mind. It benefits a little, like all things benefit at least a little, but not all that much really.
  23. Quote:
    Originally Posted by Vauluur View Post
    I understand the idea of a Berserker Rage sort of power, but a defense penalty while it is running is not the way to implement that. In DnD and other RPGs, that sort of thing is represented by bonuses which are then followed by penalties. This is the case in CoH already as well, as represented by the existing Rage power in Super Strength.

    After a rage, the penalty is usually associated with fatigue. This would translate to a loss of endurance better than a defense penalty.
    Endurance penalties are extremely difficult to balance in City of Heroes, because the game allows players to easily manipulate how much endurance they have, how much recovery they have, how much their powers cost to use, and they can carry large numbers of endurance supplements.

    Its so difficult to balance, that arguably *none* of the endurance crashes in the game are anywhere near being correctly balanced against reasonable design requirements. They are either far too strong or far too easy to ignore, and given the ability to manipulate I mention above, sometimes its actually both simultaneously.
  24. Quote:
    Originally Posted by Snow Globe View Post
    The thing is that picture:
    • Is a still image.
    • It isn't competing with other animations as much as in game.
    • You have more than a second to process the image as you aren't in mid-combat.
    Like I said, I might not be a good example. I spotted the appropriate details instantly because I know what to look for, and I can do it dynamically under higher density conditions than that. I'm just pointing out what they are for the benefit of those that don't have as much experience observing them as we do.

    The question isn't whether its easy or hard to spot the patch, but rather how hard is too hard. I tend to be very conservative when it comes to that sort of thing because I know that what I can process visually in real time isn't representative of the median person. That's why I think it should be made somewhat easier regardless of whether I can spot it or not.

    However, there are two aspects to this issue and one of them is, given the current way the system works, what are the elements of it that should not be as problematic as they are, that the devs should fix. The other is, given how it is now, what advice could be given to players to assist them in the meantime.

    Thinking back to when I was first running Keyes and learning to avoid these patches, one strategy I employed before getting more practice was to realize that the goal wasn't to avoid the patch, it was to go where the patch wasn't. Too many people, I think, are paralyzed by an inability to locate the patch fast enough. But you do not need to locate the patch to avoid it. Rather, you only need to locate a spot of ground where its *not*.

    So the strategy I used in the early going was to zoom out when the timer approached the next Oblit, and locate an open spot of ground that was not obscured by players, effects, anything. When the timer ran to zero, I only had to make one decision:

    A. I see Obliteration, I run in the opposite direction.

    B. I don't see Obliteration, I run to daylight (the spot I mention above).

    This guarantees you are always moving towards a spot Obliteration is not. It does not guarantee you are always moving in the opposite direction from where Obliteration is, but that's not the objective.

    Either way, unless you are absolutely dead certain you are not in the patch (and the only way I'm certain is if I see it far away), you move. You assume you're in it, and you move to somewhere its definitely not. No amount of players, special effects, or ground effects can prevent you from doing that.

    Instinctively, players don't want to disengage and run unless they are certain they have to. But if you move only when you think you have to, instead of running unless you're certain you don't, mistakes happen.
  25. Quote:
    Originally Posted by Snow Globe View Post
    I challenge people to figure out where the Obliteration beam is firing in the following picture:

    ...

    If you guessed nearly center, you would be correct.

    Finding a "Flee or Die" graphics effect shouldn't be a case of "Where's Waldo?"
    Actually, I'm not sure what you mean by "nearly center" but the center of the oblit in that image is actually right of center and low: the person standing just below the three 10s is actually standing almost at the center of the oblit patch. Perhaps I'm not a good example, but my eyes key off of some key elements of the oblit patch which I noticed when we were running master runs initially:

    I've highlighted some features on your cap: the double concentric circles and a line characteristic of the crosshair in the middle, and the outer edge of the oblit patch:



    These features are easier to observe unobscured. I have a couple pics of the same patch at different moments firing and just after firing (which looks like just before firing) that are fairly unobscured:

    Just after firing = just before firing. Note the crosshair and the hazy edge of the patch itself:



    Firing. Firing obscures the ordinarily more prominent crosshair, but of course if its firing its too late anyway: