Arcanaville

Arcanaville
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  1. Arcanaville

    DoT and Procs

    Quote:
    Originally Posted by EnigmaBlack View Post
    Not necessarily broken, just working better than most other powers with Interface slotted.

    Chances are the spawns on the wall are 50, mostly conning blue to the player because of the level shift. Factor in scourge (in the case of my Fire/Dark corr), and it makes total sense.

    The entire point of Incarnate powers is to become more powerful than you were before. Now if that spawn conned orange or purple and RoF killed off the group, then I'd consider it broken.
    The fact that the DoT doesn't seem to have the same stacking limiter as all other Reactive effects is actually almost certainly broken. It is the stacking limiter that moderates what the Reactive power can do, regardless of how fast or slow you use it. Somehow the DoT escaped that limit.
  2. Quote:
    Originally Posted by The_Masque View Post
    Arcana-

    I have a question about the def table.

    Whenever I hear people talking about soft cap, we always say that there is a 50% chance for NPCs to miss so our true def is whatever our monitored value +50% = defense (up to 95%).

    Does this hold true in PvP? Im looking at the B group and it would appear that they would be able to achieve "soft cap" in pvp (of course +to hit and such would reduce the effectiveness of this) but am I reading your table correctly?
    Basically yes, but let me back up a second.

    The soft cap in PvE comes from the fact that the base tohit of most critters is 50%. Many have accuracy bonuses that mean they hit more often than that, but the game enforces a minimum floor of 5% that defense can reduce tohit. So very simply, your overall chance to hit is Acc * (Tohit - Def) and the inside of the parenthesis cannot drop lower than 5%. Thus, if most critters have 50% base tohit, no matter how much accuracy they might also have, the maximum effective defense you can have is 45%, which reduces that net amount to 5%. More than that and you're still stuck at 5%. Note that if the attacker has accuracy, the worst their net tohit can drop is Acc * (5%) which is always higher than 5%.

    The catch to the soft cap is that it has two really big caveats. The soft cap is 45% so long as the attacker a) doesn't have tohit buffs and b) doesn't debuff your defense. Obviously, if you're being defense debuffed, even if the soft cap is 45% having more defense than that helps. And obviously if the attacker has tohit buffs having more defense helps because the soft cap isn't 45% anymore: its their net tohit - 5%. If the attacker has +10% tohit, then their overall tohit is 60%, and the defense necessary to bring them to the minimum is 55%.

    Players in PvP have the same base 50% chance to hit each other that most critters have to hit us in PvE. But while in PvE tohit buffs are less common, in PvP they are very common. So the notion of a "soft-cap" in PvP is less useful. In PvP, you have to take a reasonable guess as to how much tohit buff your foes are likely to be packing, and then try to build for enough defense to drive that total to the floor - if you're trying to completely floor them. And that can be very difficult except in a team situation where you are stacking a lot of defense buffs on top of a tanker or something like that.


    Quote:
    Two other questions-

    Does KB protection DR at the same rate that KB does?

    In other words, if I build a FF defender and his force bolt does 51 points of KB, will that truely KB anyone with less then 51 points? Or does +KB DR more heavily then KB protection so I only need something like 43 pts of KB protection to stop 51 points of KB.
    I mentioned this briefly in the original post, but DR works on totals. So DR doesn't affect buffs and debuffs separately: the game sums the two together and DR works on the total. So interestingly DR doesn't affect if KB works or not: if you have X KB protection and Y KB hits you, if X > Y you are not affected, and if X < Y you are affected. DR won't change that fact, because DR will not make a negative number positive or a positive number negative: it will just reduce the overall magnitude.

    The only catch is that nearly all KB protection isn't strength buffed: if you have 50 points of protection, all 50 points are probably raw base numbers of protection. But KB attacks are often strength buffed: they are slotted with Knock, or Power Boosted. Those strength buffs themselves will be DR affected and reduce the magnitude of the KB attack as a result.

    Either way, when you are looking at status vs status protection, you can usually skip a step: just look at the strength buffs and have DR reduce them, then just calculate what the status mag is and the status protect is. If protection is larger, you're protected. If not, you aren't. DR won't change that. The only minor exception is that in PvP, when DR reduces the magnitude of knockback specifically, it could convert knockBACK into knockDOWN because knockdown is just knockback that is less than Mag 0.75. If you care about that, you'll have to make sure DR doesn't reduce the overall magnitude of KB below that level.

    If you do have KB protection powers that are boosted by strength buffs,


    Quote:
    What about travel powers in PvP?

    Do you have a table you can post showing the DR of run speed/jump speed/jump height?
    I'll try to work on that and post tables for those. I might be tied up tonight so it might be tomorrow night.


    Quote:
    I want to thank you again for posting this, I recieved feed back from several boot camp participants that it was very useful information.
    No problemo.
  3. Quote:
    Originally Posted by TonyV View Post
    In a word, no. In five: No, no, no, no, no. By the way Golden Girl, I rolled a character on Defiant. Where are my cookies you promised!!?
    I don't believe Golden Girl's cookies are an appropriate topic for a serious thread like this, although I'm sure Ullikummis will be around shortly to correct me there.


    Names are no laughing matter. We need the name of this new project to convey what Paragon Studios hopes to achieve with the new game. However, City of Even More Heroes might be just a little too nakedly obvious. And no, its definitely still not appropriate to talk about Golden Girl's cookies.

    We need to convey that this new game is in every way better than the competition, and so overwhelmingly awesome that people should fight for the opportunity to hand Paragon Studios their money while staring at the game tied to an intravenous drip twenty four hours a day. But I think City of Summer Glau would run into trademark issues.

    We want to be more specific, and trumpet our commitment to the rich history and majesty of the comic book genre. We want players to know that playing this game will make you feel like you're not just a part of a comic book story, but part of the very fabric of comic books itself. Which would make Stan Lee Presents: City of Heroes: Excelsior! perfect, if we can get Stan Lee and if he's still alive when we launch. Actually, the latter is negotiable.

    Honestly, though, I don't think Paragon has the same grand vision that I do. I think that when they decided "City of Heroes 2" was not quite right for their new super secret project, a call went out to the best creative minds in the studio, and after very careful deliberation they decided to rename the project: City of Heroes, Also. Because it sounds sort of like a sequel, and sort of like an expansion, and doesn't have any numbers in it. And as we all know, if its supposed to be called City of Heroes 2 the marketing posters will probably read City of Heroes 20.

    You know the only reason we have things like Issue 19.5 is because they sometimes forget how many numbers there are between 18 and 20 (hint: its one). Don't you guys wonder why NCSoft bought out Cryptic at Issue 10? I think its safe to tell you guys this little bit of backstory now. Its because NCSoft asked Cryptic "so, what's next for Issue 11" and the devs said "Eleven? What's an eleven?" And NCSoft said "how about we just buy the game and take over?" And Cryptic said "how much for the rights to the entire game?" and NCSoft said "eleventy thousand dollars."
  4. Responding generally:

    1. I doubt Positron ever said proliferation was done. If he did, I suspect he was drunk at the time.

    2. I doubt proliferation sells the game or made a significant impact to the sales of any expansion. Its a nice to have, and its one component among many that obviously influences sales by some amount, but I doubt its specific benefit would be measurable.

    3. I don't think its ever the case that a powerset is "too powerful for proliferation." Presume that *every* powerset is reviewed to ensure it is appropriate for the archetype it is being ported to. So no powerset is too powerful, because every set can be tweaked to not be too powerful. By the same token, however, no powerset is automatically immune from being reviewed and possibly tweaked. Some sets are ported without significant tweaking, or any tweaking. But no set is ported on the assumption that its fine as is and doesn't need tweaking. In fact, at the beginning of time most of the Blaster Manipulation power group was created by proliferation: proliferating the melee powersets into manipulation powersets, sometimes with radical alterations.

    4. Some sets would require so much change, or alternatively the devs want to make sufficient changes to support proliferation, that instead they look to make analogs rather than proliferation. Empathy and Pain, for example. When that happens, few things are absolutely certain but don't hold your breath waiting for the analog set to be proliferated.
  5. Quote:
    Originally Posted by Golden Girl View Post
    There have been 2.6 million accounts created in the last 7 years.
    Depending on which dev gave out that number, it could be 2.6 billion, 2.6 thousand, 26 million, or 7 million accounts in the last 2.6 years.
  6. Quote:
    Originally Posted by Furio View Post
    Ignored my point, though. You'd alienate a lot more than the 30days and done crowd by allowing existing customers to transfer levels from original MMO to sequel MMO. And if you're *just* going to retain your existing customer base (and the few people that wouldn't find that level of pandering to your old customers off-putting), why bother with the effort and expense of a new game?
    The problem is stigma. If you let people transfer from CoH1 to CoH2, all the people looking for a new game and seeing level capped characters, established social groups and supergroups, and players bringing their fixed expectations from CoH1 would drive those people away. Part of the initial appeal of a new game is that it is new: that's why we wipe beta testers. Everyone has a chance to get in on the ground floor. Even pre-order and premium head starts tend to be very short.

    The only game you should transfer City of Heroes characters into is City of Heroes. And as to the question of whether the devs would ever rewrite parts of this game and replace it with new technology that implemented the same game but improved it in certain areas by reducing or eliminating limitations:

    Quote:
    We've made some server optimizations that will make it possible to run our servers more efficiently for the future and hold *way* more players on any piece of hardware; this improvement will help us continue to support City of Heroes efficiently for the future. One of the smartest guys I've ever had the pleasure to know has been working insanely hard on this for months, and we want to ensure that he can go back to actually getting sleep at night, comfortable that his hard work has paid off.
    How successful they've been remains to be seen. But the devs have been willing to rewrite things, redesign things, and reimplement things to improve the game. Ultra Mode is a major rewrite of the graphical part of the client. The server tests they are performing are major rewrites of how the servers process activity and character logins. The AE was a major addition to the system, and hidden in the AE is a fundamental technology change to the game which currently isn't heavily leveraged: phasing (its how your AE contact looks different to you than it does to someone else running a different mission).

    There's lots of things this game's codebase cannot do, but if you are not going to change fundamental behavior its normally not that much more difficult to simply add the feature than reimplement a whole new game just to do it. Even BaB was wrong on this score with power customization. He was correct on estimating the amount of effort required to modify all the graphical resources, which makes sense because he is involved with the graphics of the game. But he was wrong on this score in terms of the code changes required, and he admitted as much (I was right, by the way, which reinforces my certitude).

    I haven't heard a suggestion or request that is intended to improve or extend the game without fundamentally changing it that I can't see a way to implement in this game. It usually comes down less to literal impossibility, and more towards practicality. What the devs can do if they decide its worth it is quite a lot. The problem is that people believe a new game engine will prevent them from having to hear that something is not worth implementing. And that's just not true. The question of whether to make a sequel itself is just a very large form of the same decision: is it worth the effort for the possible gain.

    For just an extension to this game, I doubt it. For a brand new game that is completely different, and can attract all new subscribers to Paragon Studios? It might be.
  7. Quote:
    Originally Posted by Fleeting Whisper View Post
    Ever worked in the video game industry? The idea of animators leaving the office to discuss work over skeeball does not sound odd to me in any way.
    Well, Residentx10 said I was too negative and need to understand young people have unrealistic expectations of the modern workplace. You're telling me they should expect skeeball Fridays. That seems to be a mixed message HR is sending.
  8. Quote:
    Originally Posted by NeonMan View Post
    Wait, why the hell am I replying to Arcanaville? *sigh* This can only end badly since I don't have limitless time to respond to bombast and certitude. I cede the point, you're right, they definitely shouldn't try to retain their existing customer base at the risk of loosing some customers who would cancel after their first month.
    Just think of all the time you could save in your life by exercising a little forethought before acting.
  9. Quote:
    Originally Posted by Electric-Knight View Post
    So, this will not be on a public server?
    I don't think I could host enough people at my house. Perhaps we can convince them to opensource the servers and let us stick it in a cloud somewhere when the time comes. With the actual code to run the servers, it would be not difficult at all for the community to mod the thing into the next century.

    That would be the ultimate free to play MMO.
  10. Quote:
    Originally Posted by Venture View Post
    I suggest you get used to the idea now that everything you "earned" in this game is going to go away for good some day.
    Before the game shuts down for good, I'm stealing a server instance and running it in VMware until I die. I will periodically log into it and stare at my badges while rubbing my hands together and cackling, knowing that with the 231st veteran badge I'm now permanently at the top of the badge leader board.
  11. Quote:
    Originally Posted by Arbiter_Shade View Post
    Okay so everyone says that there is merely a threshold to reach in order to get a reward but I have issue with this because...

    Dominator: 47 Runs, 20 V. Rare, 23 Rare, 4 Common
    Stalker: 58 Runs, 2 V. Rare, 5 Rare, 51 Uncommon

    This makes no sense to me at all because WHAT is this RNG set to if the case is merely the threshold. I know without a doubt I "contribute" more on my Dom between debuffs, damage, and control than I do on my Stalker that is merely medicore damage. It isn't a thousand point test but it still gives a pretty weird picture of this RNG you have to admit that.
    PM me the character names and server of those two characters, and I will ask the devs to confirm those drops and whether they represent random chance or a participation issue. If you can prove you got 43 out of 47 drops rare or very rare, that might say something about the leagues that character was on or a bug. Or it might be an extreme random case. The anecdote is intriguing, but without quantitative proof its just an interesting anecdote.

    The devs have specifically said, incidentally, that overall league performance will influence your component drops upward. So its possible your Dominator just happened to be on the better runs consistently.
  12. Quote:
    Originally Posted by NeonMan View Post
    Yeah, this is one of those things that "everyone should know", an accepted truth. Yet there's absolutely no basis for it beyond trying to duplicate the shortcomings of previous MMO sequels. There is no reason you couldn't transfer existing characters over to their closest equivalent in the new system, or just transfer levels over if the two systems are too widely divergent.
    Never. If the new game could accomodate our existing characters, its technology would just be given to us, period. No one - NO ONE - decides to spend a huge amount of money and resources to make a new game that is not a new game. If the new game isn't different, it won't be made. Even if Positron lost his mind completely and decided to test this theory, no on would give him the resources to do it.

    This is something MMO players want and MMO designers don't want. As long as that is true, its something MMO players won't get. Basically, the people that want to make this game but better work on this game, not the new game. The people who want to make something totally different work on the new game, not this game.

    The opportunity to launch an MMO as a lead designer or even as the core design team is very rare. Its often a once-in-a-lifetime event. Who would spend that lottery ticket on remaking something someone else already made?


    This is completely separate from all the problems with character transfer, with rebalancing, with community issues, with playerbase splitting. There are lots of technical reasons for not doing this. But even if you solve them all, the one you cannot solve is that no real game designer worth anything, when you ask them "how would you do it if you could do it" says "like that, only a little different." Someone who says that in the interview doesn't get the job as lead designer of the new MMO.
  13. Quote:
    Originally Posted by Robot View Post
    I apologize for being vague and sensational. I say that CoH2 NEEDS to launch next year from a market and financial context. As you mentioned, the sudden glut of under-whelming and under-performing comic book themed MMOs, coupled with the cyclical economic popularity of the genre, AND the cold hard CoH financial numbers from NCSoft, put CoH in the perfect position to learn from everyone else's mistake and create a juggernaut that can hold it's own against the next generation MMO's, if not rule them.
    The lesson every launch after City of Heroes has taught me is that new games rarely exceed expectations, new technology doesn't guarantee customers, and launching thin means crippling the game out of the gate. The "launching thin" part is the most important lession. If Paragon Studios wants to launch a CoH2, it has to launch with at least half the content of CoH1 in total which is several times more content than CoH1 had at launch. CO proved that the second time is not the charm, and DCUO proved that no amount of resources and brand recognition exempts you from the thin content rule.

    So unless Paragon Studios has a hidden army of content writers banging out content for CoH2 so that it can launch with about ten times the content that DCUO launched with, it will be an immediate failure. There is simply no way PS can launch anything next year with enough content to not be a complete waste of time, even if they had started on CoH2 back in 2007. The content writing team simply doesn't exist that I can see, unless NCSoft hired them in secret without advertising.
  14. I was asked by The_Masque to write a basic tutorial on Diminishing Returns for PvP designed to be useful to the Boot Camp. Unfortunately, there's no really easy way to explain or calculate DR in PvP, so while I tried to simplify as much as possible, even to understand the basics requires a crash course in game mechanics. Some of you might know this stuff, and some of you probably don't, so the article begins with some basic information on how the game actually calculates what powers do. If you know the difference between Cur and Abs, between Str and Res, and know how they work, you can probably skip that stuff, but the rules for PvP are embedded in that discussion (highlighted) so I would recommend skimming it regardless.

    For those that want it, I include the formula for DR. For those that want to know what the DR values for a particular scenario will be but don't want to calculate them, I include a link to a google spreadsheet with all the DR values for all attributes that you can just plug numbers into. For those that don't even want to do that and just want some rules of thumb, I have tables at the end for some of the more common attributes PvPers are likely to be concerned about with ranges of values.

    I'll try to monitor the thread for questions, but if anyone has a question and I fail to respond to the thread, you can always PM me and I'll try to respond when I can. And of course feedback on how to improve the guide in a way that would make it more useful to a general audience would be useful as well: if people think this would be useful outside of the Boot Camp, I'll consider tweaking it and posting it as a general guide.



    First, some background. All entities in City of Heroes have properties called Attributes. These are things like melee defense, smashing (damage), endurance. Each attribute has a set of Aspects. These are things like its value, strength, and resistance associated with it. Its value is obvious. Strength refers to how strong the entity is when using powers that affect that attribute. So if your Smashing Strength is 1.5 (150%), any attack you use that deals smashing damage will hit 1.5x as hard as its base value. Resistance refers to how strong the entity resists anyone trying to change that attribute. So if you have 50% Smashing Resistance, anyone trying to deal smashing damage to you will have that damage reduced by 50%.

    All powers have what the game calls Attribmods and players call "effects." Each power effect affects one attribute. When Build Up buffs "damage" it actually buffs the strength of all damage types: Smashing, Lethal, Fire, Cold, Energy, Negative, Toxic, and Psionic. It has eight separate individual effects each of which buffs the strength of one of those attributes (and one that buffs tohit).

    When a power tries to change an actual value of an attribute, it has two basic ways to do that. It can do what is called a "Cur" change, and it can do an "Abs" change. "Cur" changes are relative percentage changes. When a power tries to change Endurance with a Cur -0.5, it is reducing the Endurance of that target by 50%. Abs changes are Absolute in points. When a power tries to change Endurance with an Abs -0.5, it is reducing the Endurance of that target by 0.5 *points*. Note the difference. Most damage is done in Abs: attacks deal a specific number of points of damage. Many debuffs of actual values are Cur: they deal a relative change.

    There are other kinds of changes. Max changes buff the maximum a value can be. Dull Pain buffs the Max of health for example.

    Rule Number One: PvP Diminishing Returns affects all Cur, Str, and Res effects. It does not affect Abs, or any other kinds of effects.


    When a player uses a power, the game does this *for each attribmod the power has* (i.e. for each individual effect separately).

    1. The game calculates all strength buffs and debuffs for the attribute in question.
    2. If the attribmod allows strength mods, the game applies them to increase or reduce the effect.
    3. If the attribmod is resistable, the game applies the appropriate resistance of the target to reduce (or increase) the effect.

    Rule Number Two: PvP DR works on Cur, Str, and Res individually, but it only works on totals for each.


    Example One:

    You have +95% damage enhancement in an attack that does base 100 points of damage, and you have +80% damage buff from build up, the game totals them all up to get +175% damage. That is +1.75. It then applies DR to that value. For damage, that would be reduced to +1.28, or +128% damage. The attack is then magnified from its base damage to 2.28x normal, or 228 damage. That's an Abs, which is unaffected by DR, so that's the end: the attack does 228 damage.

    Example Two:

    A Scrapper has a defensive power that buffs melee defense by 10%. It is slotted with +56% enhancement, and you also have an invention bonus of +3% melee defense. The game needs to calculate the effect of the first power by calculating the effect of DR on its strength buffs. +56% or 0.56 is reduced to 0.51, and the power then does 10% * 1.51 = 15.1%. That is a Cur buff. The invention bonus adds +3% Cur buff for a total of 18.1% or 0.181. The *total* Cur buff on the Melee_Attack attribute is then the DR value of 0.181, or about 16%.

    Example Three:

    A Blaster has Health slotted with +95% enhancement, but is also under a -50% regeneration debuff. The strength buff is reduced from +95% to +80%. Health is a player self buff, and its a Cur. That makes the effect of Health +40% * 1.8, or +72% Cur. But the Blaster is also under a -50% debuff which is also (probably) a Cur. So the net is +22%. That is reduced to about +22% (negligable loss). Note: the buff and the debuff are summed and then DR is applied. As far as the game is concerned, those are both just attribmods: both buffs, just one negative. The game does not apply DR to buffs and debuffs individually. It only affects totals.


    Rule Number Three: PvP DR is set individually per archetype, although most attributes work the same for most archetypes.

    Nearly all Strength buffs obey the same DR curves for all archetypes. Most Resistance buffs obey the same DR curves with the exception of actual damage resistance. There are five different Resistance curves. Masterminds have the harshest, then the other squishies (Blasters, Controllers, Defenders, Corruptors, and Dominators), then HEATs and VEATs, then tankers, then the non-tanker melee (Scrappers, Brutes, Stalkers). For reference a 75% damage reistance buff would be DR reduced to 30% for MMs, 40% for the other squishes, 47% for EATs, 49% for Tankers, and 55% for the other melee archetypes. Most Cur DR curves are also similar, with the big exception being Cur defense buffs. There are three classes of Cur defense curves: the melee+VEAT curves, the HEAT curves, and the everyone else curves. For reference, a +40% defense buff is 18% for most classes, 26% for HEATs, and 30% for melee and VEATs.


    To really apply DR, you need to know what powers actually do, so you know whether something is a Str, Cur, or Res buff - or none of the above. Here are the basics:

    1. Essentially all standard enhancements are Strength buffs.
    2. Any power that buffs you in such a way that another power gets stronger is a strength buff. Note the trick here: Build up buffs damage powers: the damage part is a Strength buff. But the tohit part just increases to hit, it doesn't, say, boost the effect of tactics. Its actually a Cur buff.
    3. Self buffs that do not buff other powers, but buff the player directly are almost always Cur buffs (except for things like Max buffs).
    4. Damage is basicaly always Abs (unaffected by DR directly - although damage Strength buffs are).
    5. Heals are Abs.


    Special case: Status protection and mez, including Knockback

    Almost all power effects have two properties: a magnitude and a duration. Damage has a magnitude, but it typically does not have a duration - it has duration zero. Damage with a duration is not a DoT: damage with a duration is a continuously firing damage at the maximum speed the server can calculate damage - about eight times a second. Damage with a duration is generally a bug. Mez, on the other hand, tends to have meaningful magnitude and duration. Its important to note here that only *one* of those two properties can be changed for each effect per power. When you slot a hold for hold enhancement, the hold's duration gets longer. Its magnitude does not get higher. That's because all holds are designed so that the hold effect is *tagged* to be "Duration type." That means strength buffs affect duration, not magnitude. This is a binary switch: it can be set to "Magnitude" or "Duration" but not both. All effects in all powers must obey this rule: one property is frozen static, and one can theoretically be changed by buffs and debuffs, enhancements and other powers.

    KB (and KU) are different from most mezzes. They are not designed to have duration, and buffs don't boost duration, they boost Magnitude. So while most holds are Duration-type effects, KB is a Magnitude-type effect. Buffing KB buffs its Magnitude. And KB is a Cur effect like most Mez and like most Mez protection.

    Interesting note: you do not need to factor DR into mez magnitude to determine if something is mezzed. You only need to factor in mez strength in the attacker's mez power itself. The reason: Rule Two. DR only affects totals. If you have a mez protection power that is reducing Hold by mag 10, and and you have an incoming set of holds that are mag 9, the total is -10 + 9 = -1. DR might reduce that, but it will still be negative, which means you are still not mezzed. If the incoming hold total is +12, then the total is -10 + 12 = 2, and you're mezzed. DR might reduce the 2 to a lower value, but it will still be greater than zero. The only thing you have to factor in is if the attacker has mez strength capable of increasing the magnitude of the mez. The answer for most mezzes is usually "no." Enhancement and other buffs make holds last longer, not get higher mag. But the exception is KB: buffing a KB will buff its magnitude, so you do have to factor in KB strength into the attacker to determin the attacker's net KB, before adding to the target's KB magnitude protection.




    For the mathematically inclined, here's the formula:

    Final Value = Original Value * (1 - ABS(ATAN(A * Original Value) * 2/pi * B))
    A and B are the tuning parameters set per attribute, per aspect, per archetype. To find the values for A and B, see the DR calculation sheet at this link: https://spreadsheets.google.com/ccc?...thkey=CPO10LgM

    Use the two pulldowns to pick archetype and attribute, then enter values in the Normal value column for Strength, Cur, or Res. The calculated values show to the right. For reference, at the far right the sheet displays the A and B values for that attribute, that aspect, for the selected archetype.


    For the mathematically disinclined, here's some tables with precalculated values. You can interpolate between values to get an estimate for other values:

    Most Strength buffs including damage:

    Code:
    95%    80%
    125%    100%
    150%    115%
    175%    128%
    200%    141%
    225%    152%
    250%    162%
    275%    172%
    300%    181%
    350%    197%
    400%    212%
    450%    226%
    500%    239%
    Resistances:

    Code:
    Base    A    B    C    D    MM
    20%    17%    18%    18%    18%    16%
    25%    20%    23%    22%    21%    18%
    30%    23%    27%    26%    25%    21%
    35%    26%    30%    29%    28%    22%
    40%    29%    34%    32%    31%    24%
    45%    31%    37%    35%    34%    25%
    50%    33%    41%    38%    37%    27%
    55%    35%    44%    40%    39%    28%
    60%    36%    47%    43%    41%    29%
    65%    38%    50%    45%    43%    29%
    70%    39%    52%    47%    45%    30%
    75%    40%    55%    49%    47%    30%
    80%    41%    57%    51%    48%    31%
    85%    42%    59%    53%    50%    31%
    90%    43%    62%    54%    51%    32%
    A = Blast/Con/Def/Dom/Corr
    B = Scrap/Stalk/Brute
    C = Tanker
    D = HEAT/VEAT
    MM = Masterminds

    Defense:

    Code:
    Base    A    B    H
    10%    8%    9%    9%
    15%    11%    14%    13%
    20%    13%    18%    16%
    25%    15%    21%    19%
    30%    16%    24%    22%
    35%    17%    28%    24%
    40%    18%    30%    26%
    45%    18%    33%    28%
    50%    19%    35%    30%
    60%    19%    40%    32%
    70%    20%    43%    34%
    80%    20%    46%    35%
    90%    20%    48%    37%
    100%    20%    50%    37%
    A = Blast/Con/Def/Dom/Corr/MM
    B = Scrap/Stalk/Brute/Tank/VEAT
    H = HEATs


    Tohit:

    Code:
    10%    9%
    15%    12%
    20%    15%
    25%    18%
    30%    20%
    35%    21%
    40%    23%
    45%    24%
    50%    25%
    60%    27%
    70%    28%
    80%    28%
    90%    29%
    100%    30%
  15. Quote:
    Originally Posted by Yomo_Kimyata View Post
    Gaiman is wonderful, but I've never read much Pratchett. My initial impression was that he was a poor man's Piers Anthony, what with the hyuk-yuk-yuk comedy and the punning in a fantasy setting. What should I read to disabuse me of this notion?
    The three I mentioned above as my favorites: Reaper Man, Small Gods, Feet of Clay. All three have humor, but all three are about very deep ideas.


    WHAT CAN THE HARVEST HOPE FOR, IF NOT FOR THE CARE OF THE REAPER MAN?

    YOU HAVE PERHAPS HEARD THE PHRASE THAT HELL IS OTHER PEOPLE?
    Yes, of course.
    IN TIME YOU WILL LEARN THAT IT IS WRONG.

    You Own Yourself.
  16. Quote:
    Originally Posted by Oedipus_Tex View Post
    "Power Trees," in particular, tend to backfire. Their intent is to allow players to branch out and get a unique level of customization. Their result is, inevitably, "build specs" in which 2 or 3 optimal builds come to dominate. At that point, they might as well have been powerset swimlanes, as those would be much easier to balance if they were.
    I think the problem with power trees honestly is that the more complex you make a system, the more likely it is the power designers will just throw things on the wall to see what sticks.

    But on a more technical level, we do have power trees in CoH: they are just very simple ones. Our tree has three decision points, and they all happen at once: choose archetype, and based on that choice you get a choice of primary set, and based on that choice you get a choice of secondary powerset (usually there's no dependency between primary and secondary, but sometimes there is: cf. Shields). Then we have four or five minor decision points as we pick power pools and ancillary pools.

    I have always wondered if the four melee archetypes could have been a single branching tree, and the VEATs implement that very philosophy. In one sense, there are two VEATs, but in another sense there's six: two you start off being, and four you end up being.

    There is a balance that has to be reached I believe to make power trees work, and it has to do with the consequences of your decisions. The choice of archetype forever limits some options and enhances others. The choice of powersets does the same thing. You cannot choose ice blast and then later make other choices that get you Fireball. The choice is meaningful because there are consequences, and that's not always true with power trees. As much as people complain about wanting a completely free choice system, I don't think its particularly a good idea. You want to provide as many thematic options as possible, but in terms of what you can and cannot do in-game, every choice - even if that choice is to be a jack of all trades - has to have consequences which make that choice good in some ways, and not as good as other choices in other ways.
  17. Quote:
    Originally Posted by Techbot Alpha View Post
    with the exception of Small Gods...never got that one myself
    Its actually interesting to read Gaiman and Pratchett tackle essentially the same premise in their own way in American Gods and Small Gods.

    Each in their own way tends to tell stories with big ideas: Gaiman presents them to you bundled in a dense mythology while Pratchett tends to introduce them (at least initially) in a slightly more sneaky manner.

    My guess is that the most accessible of Gaiman's works targeted at adults is The Books of Magic limited series, although I think his run on Sandman is ultimately his best work taken in total. I think American Gods is his best novel, although I personally have an affinity for Neverwhere.

    The Discworld novels I like the most are ones that balance big themes with dynamic stories that don't get bogged down in too much sidetracking, which does tend to happen often with Pratchett. Reaper Man, Small Gods, Feet of Clay are my personal favorites, but I think the best place to start is either at the beginning: The Colour of Magic or the one I think has the best balance of Discworld mythology, characters plot, and DRAMA, Reaper Man.

    The thing about Pratchett is that he tends to write these huge interweaving stories that come to a conclusion, and sometimes the big conclusion misses for me (The Fifth Elephant) and sometimes I get completely lost in the story before I get there (The Last Continent). But there are these scenes in Pratchett that stand out in my memory as being the most powerful in the Discworld, and interestingly they aren't always in my favorite novels. One of the most powerful scenes in all the Discworld novels I think is the scene where Vimes' dis-organizer is telling him what was scheduled to happen in an alternate timeline in Jingo. It still gives me a slight chill when I think about it. Because of that, while I recommend certain Pratchett books, there aren't any I recommend *not* reading, because its really hard to tell what will connect with what reader. I like Soul Music, but many people I know think its one of the weaker novels, for example.
  18. Quote:
    Originally Posted by UberGuy View Post
    The color emphasis is mine. That section strongly suggests that league successes can improve your individual success, even possibly to the point of raising you above having low "valid" activity for the participation system.

    I know I ran a Trial recently with two people who padded with alt accounts which were largely on autofollow, and both got non-Thread reward tables.
    Baryonyx specifically said that league performance benefits personal participation scores as a bonus:

    Quote:
    • If your individual participation and your league's success combined get your personal contribution over the event's threshold, you will qualify for the component table random rolls at the end of the event.
    • If your individual participation and your league's success combined do not get your personal contribution over the event's threshold, you will qualify for the 10 threads table.
    • You can earn an individual participation on your own that gets you over the threshold. This affects only your individual chance for a roll.
    • You can be helped across the threshold by your league's success. This is how a successful league improves your individual chance for a roll.
    • You can help others across the threshold by helping your league be successful in completing the goals of the trial. This is how you contribute cooperatively to improve everyone’s chance for a roll.
  19. Quote:
    Originally Posted by StratoNexus View Post
    But I have been taking aggro first on my Fire/Rad controller for years!

    I must admit, I was a bit surprised at how much more careful I had to be with my Fire/Rad controller. This was the character where I had to make the most adjustments to my normal playing in order to die less when I first started running Lambdas. My Fire/Earth Dom was almost as rough, but had a bit easier time then the controller.
    The first character I starting running trials on was my main, which is a blaster. I've been playing blasters for seven years. Asking me to adjust to content that can kill me at any moment is like asking me to adjust to the fact that the game is in color. I just played the trials like I normally play my blaster on teams, which is to say like I'm the last non-virgin in a horror movie set in the woods.
  20. Quote:
    Originally Posted by rsclark View Post
    Except for, you know, VEATs. Yet, they still somehow don't become dominant uber-characters.
    VEATs are no exception, they make comparable sacrifices. Among other things, VEATs sacrifice modifiers to get some additional diversity. Lower damage modifiers and lower health for one. Special design rules that moderate DPA for another. They pay significantly for their exception to the ranged/mitigation exclusion rule, which is *why* they don't become the dominant uber-character. They do come the closest to the ranged scrapper that dominates CO, but they do not reach that level.
  21. Quote:
    Originally Posted by Angelxman81 View Post
    I would love to have a CoH2. That doesnt have to mean the end for CoH.
    Why not? People still plays EQ and EQII... Both games can co-exist.
    There is some risk to split the community but there is also a chance to get a lot of new players too.
    CoH is doing great and still is the 1# in the superhero MMO market but the engine is what is stopping CoH to be bigger and better.
    Performance, lag, old bugs, engine cant do certain stuff...
    If they can make a game engine that does everything ours does, only better, why wouldn't they give it to us?
  22. Quote:
    Originally Posted by Robot View Post
    Honestly, I think it's a tad naive of you guys to think that CoH can survive much longer in the current video game climate
    People have been saying that for years, and they've all been wrong. Its easy to make such predictions, particularly because I've never seen a single person admit they were in error after making it.

    If they were offering lifetime subscriptions for this game tomorrow, I'd still buy one. It would have been a better deal back in 2004, obviously, but I think it would still be a good deal today. I have absolutely no doubt whatsoever that this game will still be here a couple years from now and I'd be getting my money's worth.
  23. Quote:
    Originally Posted by Jibikao View Post
    What's the real reason behind Dominator not getting Illusion Control?
    It would take longer to review, test, and tweak Illusion control for dominators than practically any other powerset. For the time it would take to proliferate Illusion control they could probably proliferate three other powersets for other archetypes. That currently makes the choice easy.
  24. Quote:
    Originally Posted by OutaControl View Post
    I end up lagging behind everyone to hope someone else might take aggro first.
    You're not supposed to take aggro first.
  25. Quote:
    Originally Posted by Zwillinger View Post
    *cackles maniacally*
    Uh huh.