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Quote:You're not going to find people saying I don't love MA, but there's a difference between liking a set just because you like it, and saying you like a set because of objective criteria that may be either shaky or strange to compare to other sets.And, I'm not sure why others are thinking the OP was saying, "I have a MA I love, bash it please."
For example:
Quote:she can Stun, immobilize, knock up, and knock back and take on really tough mobs because she can control the crowd.
2. The immobilize in CAK is only guaranteed mag 2. That's only enough to immobilize a minion. It has only a 50% chance to generate mag 3, which is only enough to immobilize an LT. There's two problems with this effect. One: you're only immobilizing things you're capable of killing in only a few attacks. Immobilizing an LT is barely useful. Immobilizing a minion is essentially worthless, and I'm not in the habit of saying things are worthless. Two: its a melee ranged immobilize. If you're using immobilize on a runner, chances are pretty good it might have decided to run before you use it. If you're going to give a scrapper an immobilize to deal with runners, a ranged immobilize makes a lot more sense. Take a look at Impale in the Spines set. Its a *guaranteed* mag 3, so it will at least immobilize LTs in one shot every time. And it has 40 feet of range, which makes it an effective runner tool. Now take a look at Focus in Claws. Its also a 40 foot ranged attack, but instead of immobilize it has knockdown. Guaranteed knockdown. So as long as the critter doesn't have KB protection, Focus will actually stop a runner for about five seconds. All runners including Bosses. More than enough time to catch up with them.
3. Ah, stun. MA used to have one guaranteed mag 1, one guaranteed mag 3, and one chance at a ridiculously short mag 3. Then it was changed to a ridiculous chance at a mag 2, a guaranteed mag 3, and a chance at a ridiculously short mag 3. Now it has a ridiculous chance at a mag 2, a 75% chance at a mag 3, and a guaranteed ridiculously short mag 3.
For those not familiar, Thunder Kick as 10% chance at mag 2 stun. That's a 10% chance to stun a minion. Need I say more? Cobra Strike has a 75% chance of mag 3, enough to stun an Lt. That is a decent, but not stellar stun. It it could stack to affect bosses, that would be better. But stacking with itself is problematic because the stun has base 11.9 second duration and the power itself has base 11.7 second cycle time. It starts off with no overlap, and while slotting (particularly recharge) can help, it starts off not easy to stack and without high recharge usually ends up with only a little bit of overlap. It could stack with thunder kick, but TK has only 10% chance to ever stun. It could stack with Eagle's Claw, which is a guaranteed mag 3, but, well lets talk about Eagle's Claw.
Eagle's Claw is a guaranteed mag 3 now, but its duration is ridiculously short: 4.8 seconds at level 50. I should point out that the stun takes effect 1.3 seconds after activation of the power and the power has a 2.53 second cast time, 2.77 second arcanatime. That means that EC's stun only lasts about 3.5 seconds after you activate EC, and only 3.3 seconds after EC finishes and you can use another attack. To the best of my knowledge, that is one of the worst mez durations that exist anywhere. In fact, back when EC had 3.0 second cast time and I didn't know what the delay was between activation and the effects starting, I used to say that Eagle's Claw was the only mez that could actually expire on a +3 target at the same time the power finished casting.
So EC's stun is so short its control effects are not very good on its own, and its a poor candidate for stacking with Cobra.
As some people have said, at high levels control is not as valued as damage or mitigation. But even if you like control, the control is just not there in MA relative to other scrapper primaries. I think Claws has more mitigating control. I think Dark Melee has more mitigating control with just one power than the whole MA set when it comes to tough targets.
The phrase melee ranged minion immobilizer has been such a long-standing joke for me that I lobbied really hard to get something, *anything* else into CAK, which is why it now has defense debuff. But then Castle decided not to make it slottable for -DEF sets, sigh. I understand why, but I'm still going to try to get that decision reversed eventually.
I still like MA: my MA/SR scrapper is by far still my favorite scrapper. But MA has had issues for every second of its existence from beta to two seconds ago. Its a fun set to play, but it has always had performance problems. -
Quote:I would specifically say that the change was designed to implement the minimum change that brought the set into balance. Its not my fault the American education system fails to deliver the sort of skill set necessary to determine that the implemented minimum change was zero.This is where I was leaning as I was thinking this on the way home, but it made me feel somewhat unclean for considering such deception...
Quote:and this coming from the person that had no qualm with bringing up "jiggle physics" in his mock response.
The official City of Heroes spokesperson for jiggle physics. Coincidentally also the official spokesperson for the Perfectly Balanced Cannons of Justice. -
Quote:People used to say they flickered off and on, or sometimes worked for ten seconds and then turned off. I clearly remember one person saying Build Up buffed lucks, because they were never hit while Build Up was up and they had lucks popped.People who saw lucks turn off probably saw them turn off right before death... because in actuality the game had already killed them before the client's animation was done and turned off the inspiration.
Kinda like how it doesn't tell you you are dead fast enough to prevent you from using your Oh **** power but still starts it reactivation timer.
It was a strange, strange time. Believe me: I attempted to see if I could see what other people were reporting, without any success. The magic words that finally presented a case I could reproduce: it seems to consistently take more lucks than necessary to cap defense. -
Quote:I think there is some reasonable debate over the costs of higher incarnate powers, particularly rare and very rare. I don't think the costs of unlocking the slot and crafting a common power are all that high no matter how you attempt to do it. Even if you avoid the trials altogether it only takes about 30 threads to buy the iXP to unlock it, and that can be had for thirty threads. It takes three common components to make the common power, and even with zero drops that's 60 threads. 90 threads total. If you're even moderately patient, as in you can wait a week and two days, you can convert that from 90 shards.4. Since i20, he used 40 shards, 5 Wells conversion (this means he used 5 weeks), 3 ITF runs, 1 new Hero SF 20-40 and two Villain SF 20-40 runs to try to get his first Judgment and he is STILL 6 shards away from getting just the FIRST tier power. I haven't converted much from Shard to Thread because I've been teaming in Pocket D (since I don't mind PUGing most of the time) but this conversion looks very sucky. Let's just say he wants to avoid all trials, it will take him 2.5 years to unlock something that those that do trials can unlock in days/weeks. I understand you can let soloers gain threads too easily or else nobody wants to join trials but I think the conversion needs to be better than what we have now. Disagree?
I would expect 40 shards plus 5 NotW breakdowns plus 3 ITF runs to get you close to 80 shards. I can believe your friend ended up with 84 - 6 six short of crafting the common power - after the effort you mention. That leaves basically one WST to go to finish that power. Seven total task forces plus your original inventory to get the common judgment, going nowhere near the Incarnate content. Seven hours of his time maybe?
That's not a level of time that I believe is unreasonable, specifically for someone that doesn't want to team in large teams, doesn't want to raid, and in fact doesn't want to run the Incarnate content at all. But that's not my decision to make.
Quote:5. We did a Lamba run with 4 other friends from the chat and we almost beat it with 8 people in Lamba. Only two people (including myself) have done Lamba before and know what is going on. I think we did REALLY well and I believe with some practice, we can beat Lamba with just 8 people. This is acceptable. But I am afraid BAF will be much harder with just 8 people especially during prison escapes. Now, are there any news that the future trials are going to have smaller-size trials? I actually prefer smaller-size and with added "Randomness" so each run doesn't feel exactly the same way. Random-ness can be some random events or random AVs that you need to beat.
6. He wants to advance with some of his favorite characters but he just doesn't want to join big trial teams.
Suppose you succeed *once*. You're likely to have at least four threads, at least three astral merits (probably more), and one empyrean merit. That equates to 36 threads from breakdown: enough to unlock either Judgment or Interface in one run, and get 80% of the way to unlocking Lore and Destiny. And that doesn't count the successful drop which could be as bad as just ten threads, but more likely will be a common or uncommon drop at least. Lets say you average getting 10 threads sometimes, and a common drop the other times: the two worst drop tables.
Suppose you run just two Lambdas a week with your friend, and you fail half the time. How long would it take to unlock all four slots and slot a common power in each? Well, every week you're going to get 57 threads from breakdowns and one common drop. Even at this low activity level, and even failing as often as half the time, and even getting nothing but the two worst case drops when you succeed, and even ignoring all the iXP from these runs and looking only at the drops, and even assuming your friend was starting from scratch with a different character, in week one he would have unlocked Judgment (30 threads) and got one common, converted one common (20 threads) and have seven threads left over. In week two, he would be slotting Judgment with his next common drop, unlocking Interface (30 threads) converting another common (20 threads) and have 14 threads left over. Week three: he'd be unlocking Destiny (44 threads), converting another common (20 threads) and with the drop and the left over from the previous week he'd be crafting and slotting Interface. Week four: he'd be unlocking Lore (44 threads), getting one common drop, converting one common drop, and be one common drop short of slotting Destiny. In week five, he would be slotting Destiny *and* slotting Lore.
That's ten Lambda tries in five weeks, with five successes and five failures, and one of the worst run of drops on the successful runs ever. This also doesn't count any earned iXP towards unlocking any of the slots, which would happen half the time when you run only Lambda. So I'm actually painting a very pessimistic picture: reality is likely to be a little better than this, at least.
Now, the question to pose to your friend is: given that pace of effort, which you could spread out over as much time as you want, is that too much effort to unlock four Incarnate slots and getting at least one common Incarnate power in each? If it is, I'm not sure I can be of any help beyond that. If that makes the situation less bleak, perhaps there's hope your friend can still play the game on his terms and still get some participation in the system. It may encourage him to participate more over time. If nothing else it buys you a month where he can at least earn that much. -
Quote:Maybe one time in a thousand. The devs rarely "insist" anything is working correctly, so that specific instance is incredibly rare. But there have been times where persistent problems were brought to the attention of the devs and the players had to persist over a significant period of time to convince them to examine the problem. I can think of only a few:Correct me if I'm wrong, but hasn't there been instances in the past where players have insisted that something was wrong or bugged, the Devs kept insisting it wasn't, but in their analysis of the code and data they found something related to the "problem" that really was messed up, and wouldn't have found it if the players hadn't been wrong and brought it to their attention?
I feel like there's been a time or two where this has been the case, but I can't think of specific examples. If I'm right, it would be a good example for not ignoring what the players are saying, wrong or not. The data doesn't lie, but sometimes we're asking the wrong questions about it, or making the wrong conclusions because we don't have all the information and resources the Devs do.
1. The type-stacking defense bug
2. The labeling error of lucks and insights
3. The bugged RNG in the mission drop system
4. The Pool B drop mechanism
5. The strength of invincibility
There might have been a few others I'm omitting off the top of my head, but of those five only one of them has happened less then three years ago (#3).
My favorite example is the luck (and insight) problem. For years players reported that lucks sometimes were weaker than they were supposed to be, sometimes flickered off and on, sometimes did nothing, and sometimes acted in even more bizarre ways. There was no way to fix them because they weren't actually broken, and strengthening them just because players said they were too weak seemed like a bad idea given that other people saw them act very strongly.
What could explain all of that? Turns out the label were wrong. Lucks used to be labeled 25%, 33%, and 50% defense. They should have been labeled what they are today: 12.5%, 25%, and 33%. That's what they have always been. That mislabeling caused a lot of people to expect one thing, get something else, and infer radically weird behavior.
In one sense, the players were right: there was something intuitively wrong with them. But in another more important sense they were wrong, and changing the lucks themselves in reaction to those perceptions would have been equally wrong. Especially since many of those observations turned out to be basically hallucinatory.
The lesson here is probably the most important one: you shouldn't discount player complaints, but neither should you automatically believe them no matter how many players believe the same thing.
Since almost the day this was resolved, there hasn't been any complaints about lucks malfunctioning. Every strange effect players used to see in quite substantial numbers vanished almost overnight. Imagine how dumb everyone including the devs would have felt if they had actually done something to the lucks, like buffed them. -
Totally off topic, but every time I hear someone referring to their "huntsman" all I think about is this. Product of the eighties, I guess.
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Quote:Well, obviously "the people" would not be okay with it, because the example states "the people" think the devs are wrong. But if the people are in fact wrong, my own priorities would remain what I stated.I think what's very important that some people may not be realizing is that it seems to me, from the information I've used, that any answer that isn't #2 will result in cries of "The Devs don't care!!1111". Is that a trade-off people are okay with?
This isn't hypothetical either. When the devs first said they were going to buff blasters, the majority opinion at the time was that blasters were not remotely close to being the archetype in greatest need of help. Dominators had problems with domination itself, stalkers had issues with team utility, tankers had overlap issues with scrappers and brutes and defenders had trouble soloing, plus peacebringers were broken and cosmic balance was considered anemic. Blasters, the AoE damage kings and the most popular archetype, couldn't possibly have any problems.
Except for the whole "being dead a lot" thing, the "worst soloing performance of all archetypes" thing, the "worst soloing performance of all powerset combinations thing, and even "worst leveling performance in or out of teams" thing. And the "getting killed while mezzed an order of magnitude more often" thing. None of which was seriously considered a likely possibility before the devs stated that datamining proved basically all of those assertions.
So if the playerbase is demanding attention for kheldians, dominators, stalkers, tankers, defenders - do you turn around and say nope: we're working on blasters because we have proof they are the most in need of work?
The devs say yes, and I agree. Eventually most people came around, especially when those other things also got attention downstream, but many players never (at least publicly) accepted the devs assertions, claiming the datamining had to be wrong because it contradicted their own beliefs.
We should be responsive to the players, even if they are wrong. But if they are wrong, I'm not going to break the game to satisfy them, nor would I take up valuable designer time appeasing them. I would, in fact, do exactly what I said: confuse them. Its not hard. Although I didn't suggest them, the scaling SR passives are an example. What are they worth? I spent a significant amount of time and used some pretty sophisticated math to conclude having all three at level 50 is survivability-equivalent to having about 24% resistance to all but toxic and psi. That's an incredibly complex assertion that most players would not likely be able to derive. In the absence of my estimation, I've never seen a systematic approach to determining their overall value ever posted, beyond some very rudimentary calculations. Most everyone just guesses, and guesses more or less intuitively and randomly.
There are a surprising number of relatively simple ways to make life difficult for people trying to find an easy answer to what is more powerful than what. Most players don't know how to properly assess cancel on miss DoT. People get the average damage contribution of build up wrong all the time. There still isn't unanimous consensus over average brute Fury. And most recently a *lot* of people thought Kinetic Melee would be a dead powerset that no one would play because it was "too slow" and "Power Siphon sucked." I remember players telling me they would be waiting to tell me I told you so. Still waiting.
The truth usually wins out eventually. You don't want to be on the wrong side of it when it does. -
Quote:Just to elaborate, the other sets aren't one trick ponies compared to MA either. The swords not only have Parry/DA, they also have two AoEs and their tier 9 is a pencil cone. *And* they both have knockup and knockdown. Dark Melee has SL as you mention, plus ToF as you mention, plus Dark Consumption (endurance), plus Soul Drain (a situationally stronger buff than Build Up), plus a power that is one of the few free AoEs in the game (Shadow Maul). Claws and Spines also have the extra trick of having actual range in Impale and Focus.The appeal of one trick ponies is that there are some pretty good single tricks out there.
- Katana and Broad Sword allow you to easily soft cap your melee/lethal defense, adding huge survivability to non-defense sets.
- Dark Melee has a heal that does so much damage you'd put it in your attack chain even if it didn't heal you, which adds huge survivability to non-healing sets.
- Fiery Melee does big damage all around. Dead enemies don't fight back.
- Electrical Melee and Spines do amazing AoE damage, tearing apart crowds. In most of the game, AoE is king, no matter how much people like me like to talk about DPS. And again, dead enemies don't fight back.
- etc.
This could also be the difference between leveling builds and high-end end-game builds. I know a lot of people like having the various tricks while leveling. Touch of Fear, for instance, to fear a troublesome boss. But in the end game, there's pretty much no such thing as a troublesome boss. You don't waste time trying to control things as a Scrapper. You just take them down.
There are some exceptions, and opinions on the subject may, of course, vary. That's mine.
Fire is probably the only real one trick pony, but that trick is damage: lots and lots of DoT damage. -
Quote:I did one with eight on Triumph last night. It was a pick up in Pocket D with a mastermind, a defender, two scrappers, two corruptors, a brute and a VEAT. We completed the sabotage phase fine, took out the portals (with the customary "who has acid and isn't using it" part where we have to farm a containment vessel) and then took out Marauder. It actually only took us about seven minutes to take down Marauder with eight from the moment we exited the building. I don't know how many people were double or triple shifted, but I did not see everyone with Lore pets out, and I was only single-shifted myself.I was the original complainer about Lambda once i20 went live. In fact, I complained so effectively it almost got me banned from the boards lol. And thats why I tank, I love to taunt.
Anyways, I have completed Lambda multiple times now. People are starting to get the new powers unlocked and know what they are doing. I believe 8 people could do a Lambda. There are 2 breaking points. The Sabotage raid, which is the make or break section of the whole Trial. Now it is easy to see where 4 hot team members who know what is up could work together to complete each side of this. Half the time a full 8 team never does it, some are in hospital, some soloing something, and some just lost on the map. Now doing enough damage to Marauder. Whew, that can be tough. But, I know enough about serious players and high end builds to know that a well rounded team with some hotshots could do this. a few good Blasters, Scrappers, Corruptors, with good buffs, (Fulcrum Shift would be nice, among others)
Not for the casual 8 team, and not for the easily deterred. But doable by 8, yes.
Honestly, it was an almost eerily problem-free run for the most part. I'd do Lambda with that team any time. And some admitted not having done it very often at that point: we were explaining as we went along. -
I don't know why, but the mental picture of a "little sub-group" that is "coordinating with themselves on teamspeak" that fails to listen to the league leaders in a trial and jeopardizes it for the entire league actually makes me even less likely to feel sympathetic than the idea this was deliberate griefing.
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Actually, there is a right answer. You fix Shepherd's Crook immediately, period. Including the misspelling. You fix Meekling eventually, when you get around to it. You make a highly complex change to Cannon of Justice that no one can really understand, and does virtually nothing. And you let me know you're going to do that, so I don't compare your powers team's math skills to a deranged woodchuck for the umpteenth time.
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Quote:Enemy AI seems to have a threshold for taking damage without being able to return fire: although its like an "afraid" I call it "frustration." If they get hit and they do not hit back, when the imbalance between the two exceeds a certain point some critters are designed to flee in response. You can see this in the default behavior of the AE critter's standard AI "brain." Make a critter with one attack, and spawn it. Attack it, and it attacks back. Now remove that attack and spawn it. Attack it, and after a couple of attacks it runs away.I'm not sure how much this has to do with Fire in particular. For the longest time, enemy AI has been displaying odd behaviour when it comes to running away. I recall enemies running from my Masterminds for no easily discernable reason, and this is including perfectly untouched and otherwise terribly dangerous EBs. There are some weird logical elements to what causes enemies to run when under what circumstances, and just damage on its own can sometimes cause this.
My Fire Scrapper, for instance, always managed to cause enemies to scatter even without using Burn, and most of my Masterminds cause enemies to scatter through their sheer presence on the field.
I believe its possible the DoT from fire attacks acts like individual "attacks" as far as the AI is concerned: the AI sees "I'm damaged, I'm damaged, I'm damaged, I'm still getting damaged: I have to run away because I can't shoot back." Which may be why Fire is more effective at generating this response than most other attacks which just hit once. -
Quote:I can only reply to what people say, not what they think they are saying in their own heads. Or I can conclude that the disparity between what they are saying and what they think they are saying is intractably equivocal.Yes, lucky to get an attack off...
>>>> AFTER <<<<<
...all the incarnate stuff comes into the picture.
Jeezus!
Get off the overpower issue, please! It's not what I'm talking about. It's a separate issue. I'm talking about Haves and Have Nots specifically. Yes, that's what I'm talking about. Yes, it is. Yes, I determine what it is that I am talking about. I am talking about Haves and Have Nots. Okay? Okay. -
Quote:1. My theory is that participation is being measured somehow and leading you to a "supertable" of random rewards. If you have low participation, perhaps you have a high probability of getting the thread or common reward table, and if you have high participation you have a higher probability of getting the uncommon or rare tables. But you always have some finite chance of getting higher value tables at any level of participation.So that one trial where I spend most of the time running back from the hospital on a low damage team and got a very rare...how does that fit into your anecdotal evidence?
And that other trial where I died once, gained close to 50% of the XP needed to open up a slot and got a common reward. How does that fit in?
In order for your theory to be correct, the dev team had to come up with some sort of a reward table based on some sort of arbitrary way of determining which characters participated more, and code that in to work on just these two trials without breaking anything else.
OR...random = random.
When applying Occam's Razor to this, you come out with the latter.
2. iXP is almost certainly known at this point to be tracked like regular XP: shared among the entire team, but not the associated league. So even if one person is totally idle, it would not reduce their iXP level to zero. In fact, if their team was doing the disproportionate amount of the killing, they would get the most iXP even if they personally did nothing.
3. My data, posted in the thread linked above, makes the odds that there isn't some systematic effect happening in the reward tables, extremely low. Random chance is not likely to produce the results I've seen, even for the relatively small data sets I'm looking at. Its enough for me to draw an objective conclusion. I just don't know *what* is happening to leave the non-random signature I'm seeing. -
Quote:My only concern is that the reward system should, like it does everywhere else, make some effort to reward merit. Suppose two teams split on a Lambda and one team is far better than the other, not just getting all their assign weapons but also clearing more critters in the process, and *then* having lots of spare time left over to go help the other team. The current system would, I would imagine, reward that team with somewhat more iXP. Shouldn't it?Besides, everyone is working towards a common goal and should be treated equally. It is just the decent thing to do.
The problem is really that while that situation presents roughly the same situation to both teams and then gives them both equal opportunity to excel over the other (and its rare one team really does excel so far over the other that it impacts iXP too badly), the adds in BAF create an opportunity for huge asymmetry if the leader allows it. But while I think something needs to be done, I'm just a little uncomfortable saying that since everyone on the team is working to a common goal all rewards should be split perfectly evenly among all participants because that's only fair option. If there was a better way, I would suggest it. I don't have a better way in mind at the moment, though. -
That might be an "afraid" temporarily overriding their preprogrammed path. Score one for fire. But I've also seen knockback throw a minion off the road, have them get up, turn in the opposite direction, and almost run out of sight, then stop, turn around, and then head back the way they were originally going. That's kinda odd.
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Quote:I know they are affected by knockback: in the early part of the escape phase if I'm stationed anywhere near a door on my energy blaster I stand right there and tab-target them before they even exit the doors, and start spamming torrent and explosive blast on them. The minions usually can't make it past the doors: the Lts sail right on by.Now, I can't say for sure because I don't have characters with a lot of KB powers, but are the minions in the escaping prisoner phase of the BAF affected by Force Bubble?
Knockback also tends to confuse the minions a bit if you hit them on the paths as they run by: they often get knocked off the road, run around randomly for a bit, then figure out where they are and head back to the road and back into their escape path. I've sometimes seen them run the wrong way for a couple of seconds before figuring it out and reversing back to their escape path. -
Quote:Entirely possible. I'm trying to figure out if I can write my own damage calculator to calculate damage in the trials. Simultaneously, because its a necessary first step anyway, I will also be counting power activations. Perhaps that will generate a stronger signal.Or maybe a longer trial gives you more time to 'participate.' Especially if the metric is number of times powers have been activated. That would be a real kicker for the folks who are trying to speed through the trials.
It may not be until the weekend when I do that, though, because I owe someone else something else, and of course I'd like to get some time in to continue "collecting data." -
Quote:It wouldn't be in general: it would be a proxy for my team's overall contribution relative to all other teams. I'd be in there somewhere, so I thought there would be a weak statistical signal from influence in general at best.Correct me if I'm wrong, but isn't influence split evenly among the team? So how would it be used as a measure of your personal contribution?
But there's a catch: on *some* BAFs I was exclusively on an AV team, essentially shooting at nothing but the AVs. On other BAFs I was *still* on a designated AV team but elected to shoot at the adds when I had the opportunity to do so and it didn't interfere with the AV assault (i.e. when my AV was pulling ahead). Doing that noticably improved my iXP rate per trial on BAFs. Since iXP is split among teams as well as far as I know, both influence and iXP would be a rough gauge, I thought, in factoring that change in behavior into the statistics: when I did that, my relative influence earning would go up. So would the rest of the team, but my overall damage contribution would definitely be higher.
I could just *count* damage, but that's a bit more difficult to do in the logs than counting influence. I can't count iXP, because once I unlocked both slots in the physical tree I stopped earning it, and that became worthless as a metric. Influence was the easiest thing to count that might have any relationship to actual activity. -
Another data point on the subject of participation-based reward tables.
Something is going on. What is going on I'm not sure. But I'm prepared to state that the probability is essentially zero that the thread/common/uncommon/rare/VR table selection is completely random. Worth noting I have yet to see anything but the middle three, and uncommon is *overwhelmingly* the highest frequency table for me so far. -
Quote:I'm actually finding the trials better in this regard than something like the ITF. The ITF throws numbers at you: you're often in a tunnel with seven other densely packed team mates surrounded by what looks to be fifty targets. That doesn't really happen on the trials, unless they spiral out of control. Each individual thing in the trials is a genuine threat of at least some amount, and it doesn't take many to pose a serious threat. So while clearing the outside of Lambda is often an AoE fest, even there its usually generally coming down to a few one on one or a few on one fights with the bosses. I don't find myself overloaded with targets most of the time. In fact, I'm finding my MA/SR scrapper, a primarily single target melee ranged attacker, to still find lots of one on one fights to get into that are meaningful.However, at the end of the day, I'm still biassed. Few things turn me off the game more than the phenomenon I like to call "a soup of effects." When you get a large team fighting a large group of enemies, your screen turns into what resembles a multicoloured soup swirling around in a bowl. It displays shapes and motions, but they have no meaning that I can distinguish, and the only way for me to get through it is to employ tunnel vision by auto-targeting whatever is close and cycling attacks. Not a very fun experience. As such, I'm always in favour of objectives that lower the scale of the skirmish I'm immediately involved in without necessarily lowering the scale of the overall campaign. Call it information overload if you must.
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Quote:No, what you said, and I always quote what I reply to including this time, was this:No, what I'm talking about is an issue of Haves and Have Nots. When a character's particular contribution to the team is suddenly covered by everyone else's new Incarnate goodies, that character is no longer required.
Quote:What worries me, however, are the Have Nots. What worries me is playing, say, an SKed character--level 35-40 or so--with a team full of people who all have these goodies. I used to be able to make some sort of meaningful contribution with such a character, but in these new dynamics? I might be lucky to get an attack off. Not too thrilled with the prospect of that.
Quote:I'm not talking about people's feelings. I'm talking about real dynamics and developments I'm seeing taking shape in the game right now, only one week after the introduction of the Incarnate trials.
Quote:The Tanker who needed a Blaster to speed things up doesn't really need that Blaster anymore.
To the extent that the Incarnate system makes players redundant in general, they were already mostly redundant. The only sense in which it makes the players further redundant on teams is that it makes players more powerful. *All* systems that make us more powerful will make other players redundant on teams that were not redundant before. That is mathematically impossible to avoid. Once a team goes from "not enough" to "more than enough" they stop needing anything. Everything else becomes redundant. And you can't buff everyone's performance and not create that circumstance. Inventions make people redundant. SOs make people redundant.
Quote:In short, post-Incarnate play is shaping up to be very different from pre-Incarnate play, and I'm not convinced the two can comfortably coexist together.
Quote:The best way to neutralize Ghost Widow depends on who's joining the team and what characters they want to play. For me, debuffing Widow's brains out usually ends up being part of the strategy. Regardless, if she's dropped in a timely manner without anyone being smished in the process, it's sufficient enough for me. However, whether it's debuffs or buffs, the point is, with all the things Incarnate powers bring to the table, characters who traditionally provided such buffs and debuffs won't be necessary anymore.
Incidentally, what radiation debuffs do you believe are making the largest contribution to Ghost Widow? And what Incarnate powers make that contribution redundant? -
Quote:A failure (or a disruption to the best of my knowledge) hasn't happened on one I've been on yet because I'm pretty discrete about it, and in some cases I was the team leader and just plain told the team to stay on the AV while I switched to the adds. But I know it is causing problems elsewhere which is why I only do it if the raid is 100% under control and my AV is getting too far ahead anyway, so it would be a matter of shooting at the adds, switching to the other AV, or not shooting at all.And this is one of the reasons why I'm bringing the suggestion. Having people ignore tactics is causing disruptions and raid failures.
Still, anything that causes people to elect to not follow directions to the actual detriment of the raid should be carefully reviewed. -
Here's some data. I haven't been able to analyze every single run yet, these just happen to be the easiest to analyze. I can always tell when a Lambda starts and stops in my logs because it begins with identifiable caption dialog and always more or less ends with identifiable NPC dialog. That's not true for BAF: under certain circumstances there's no obvious key to when the trial ends and I have to find it manually.
I looked at two things: the amount of influence I earned in each trial if it completed successfully, and how long it took. I thought influence would be a good proxy for "activity" although its possible it is not for various reasons. Time obviously is also a measure of activity, but I assumed it would be a relatively weak one.
Here are all my analyzed Lambdas (note this is more than one character) showing the amount of influence earned in the trial, the drop type at the end, and the amount of time in seconds the trial took. Its sorted in descending order by amount of inf:
Code:Hmm, it kinda sorta looks like rares are a little more prevalent above, and commons more prevalent below. But its hard to say. Now look at the same list sorted in descending order by amount of time spent:4415496 Uncommon 2031 3598879 Rare 3131 3284811 Uncommon 1722 3237665 Rare 3200 3031409 Uncommon 1655 3017308 Uncommon 2127 2933331 Uncommon 2176 2862601 Common 1426 2834413 Uncommon 2228 2750277 Common 1545 2382199 Rare 2731 2329301 Common 1756 2108716 Uncommon 1665
Code:3237665 Rare 3200 3598879 Rare 3131 2382199 Rare 2731 2834413 Uncommon 2228 2933331 Uncommon 2176 3017308 Uncommon 2127 4415496 Uncommon 2031 2329301 Common 1756 3284811 Uncommon 1722 2108716 Uncommon 1665 3031409 Uncommon 1655 2750277 Common 1545 2862601 Common 1426
Does the same pattern appear in BAF? By influence:
Code:1755557 Uncommon 931 1507753 Uncommon 1062 1419276 Uncommon 984 1394623 Rare 1131 1227456 Uncommon 1277 973721 Rare 1231 864894 Uncommon 996 856045 Rare 990
Code:1227456 Uncommon 1277 973721 Rare 1231 1394623 Rare 1131 1507753 Uncommon 1062 864894 Uncommon 996 856045 Rare 990 1419276 Uncommon 984 1755557 Uncommon 931
Also important to note that all of the above statistics come from damage dealers: an En/En blaster and an MA/SR scrapper. So there is no cross-comparison of damage contribution vs any other kind. Both characters primary contribution is damage.
Although this is a relatively small sample, and the BAF signal is very weak, I believe the Lambda signal is strong enough to state that there is strong enough evidence to conclude that *some* performance monitoring system is in place which weights reward tables based on some measure of participation. What that is specifically I don't know, and its clear that while the Lambda signal is strong, its not perfect, and the BAF signal is weaker, so I don't think it is a simple "do this, get that table" system. It might be a "do this, get this table" and that table itself says "10% common, 60% uncommon, 20% rare, 10% very rare" or something like that. A double-indirect reward table if you like: a table that determines which table you get.
Why the signal is so much stronger for time rather than influence, particularly for Lambda, is something I have some theories about, but none that really make complete sense yet. I doubt it actually *is* time that is being monitored: rather I believe something about longer trials causes *me* to somehow behave differently in a way the game is seeing. Maybe longer trials favors players that deal more damage and have marathon builds. Maybe people die more often in longer trials and on average I die less often and have to go to hospital. Maybe longer trials are longer just because there is less damage on them, and as a damage dealer I'm now a higher percentage of the damage total. Its hard to say without a lot more (and more detailed) data.
Edit: I should also mention this is preliminary data. I did this late last night and its possible there are errors of some kind in it. Normally I would spend an extra week or two verifying the numbers but the signal in Lambda was so strong I decided to post sooner rather than later. -
My experience leads me to believe that the drop tables for the trials is weighted by participation but not determined by participation. Which means you cannot predict what you will get based on activity, but you can say that higher activity increases the chances of a higher reward.
I don't have quantitative evidence of this yet, but I hope to soon one way or the other. I can say that I've seen some highly suggestive evidence.
1. People who d/c for extended periods of time during trials seem to more likely claim to get a common reward.
2. My blaster, in 20 completed trials, got only one common table. If the system was weighted towards common actually being more common than uncommon, this would be an *incredibly* astronomical run of good or bad luck, depending on your point of view.
3. Every short trial I've run has netted me a rare or very rare so far.
I'm going to look more deeply at my logs to see if I can find stronger evidence than that, either tonight or tomorrow.