Arcanaville

Arcanaville
  • Posts

    10683
  • Joined

  1. Quote:
    Originally Posted by SuperOz View Post
    Perhaps so, Arcana, but the point is that the progress we're supposed to be making has no other impact beyond these trials. The instant I come back out of them and do anything that's not close to level 50, the apparent progress I've made doesn't exist.

    No other MMO I've ever played where I've seen the risk is worth the reward has denied me the reward after I've gotten it and used it in a setting outside of the original context.

    If that's not counter-productive, I don't know what is. Give me a zone like the Shard and move them into the post-50 bracket and I wouldn't say anything at all. But this isn't happening.


    S.
    1. The progress you're "supposed to be making" is to unlock slots and slot powers. Virtually all of those powers and effects, except for two raid-specific buffs work outside of the trials. Even Alpha's shift works outside of trials and its a reward-breaking buff that lets you attack lower content without reward penalty.

    2. The instant you exemp lower than 50, you lose your Incarnate powers, as well as any other powers more than three levels higher than the exemplar level. Exemplar always takes away abilities to moderately normalize your strength against the content for balance purposes.

    3. Most MMOs don't let you exemplar at all. It took years for WoW to add the feature long after City of Heroes did, and when they did it was *still* a novelty. So most MMOs don't have the problem you specify because most MMOs don't allow you the option to even see the situation where the problem could occur.

    4. In effect, the trials are a replacement for higher combat level content. If they had just added ten more levels, we wouldn't be having this conversation because no one would be asking to keep level 55 when doing level 50 content. They would have just outleveled it and had to either exemp down to it, or never do it again, period. The Incarnate system is *superior* to that, because almost all of its benefits can still be used in level 50 content. Even that is potentially game-breaking levels of power they are allowing us to have. But people should not be focused on the two tiny things we don't get to keep outside of Incarnate content, they should be thanking the devs for the 99% of the benefits we *do* get to keep. Because its never been true in this game that you were allowed to keep higher level powers in lower level content. That's new. I do not get to keep Nova and use it in Synapse. I do get to keep Ion Judgment and use it in ITF. The fact that I don't get to keep Lore shift in ITF is so minor of a situation relatively speaking its actually bordering on looking a gift horse in the mouth.


    Also, I'm now 5 and 2 on BAF, 4 and 1 on Lambda. No more losses since day one. Either the players are a lot smarter and adaptable than the doomsayers were predicting, the trials are a lot easier than some were asserting, or Triumph is the most awesome server in the galaxy. Or possibly all three.

    Incidentally, at one point there were two simultaneous trial leagues running in Pocket D, plus two ITFs gearing up, plus a Sutter being organized, all at the same time. On Triumph. That would be like finding out Union just spawned Rikti War Zone number twelve. I honestly would have never guessed the activity level would have been this high on I20 release. The people guessing that almost no one would want to run these trials seems to have guessed incorrectly. The trials are becoming clockwork for those that have been on at least one successful run and have seen how its supposed to go down. Incredibly, in only a couple days I'm seeing a shift in attitude that whereas I thought the feeling was that BAF was harder and Lambda was easier, now I'm getting the vibe that the thinking is that both are easy, but BAF is faster.

    All that worrying about being able to take down the AVs within a ten second window, because ten seconds is so short? Completely immaterial. The hospital door sync? I have yet to hear anyone complain in league chat yet. The only thing people complain about are other players that don't seem to follow directions to the detriment of the league, and even that is extremely rare. When an attempt fails, the leaders explain what went wrong, tell the league what to do different, and usually most people want to go again.

    I'm sure someone out there is having disasterous experiences: I've been hearing about them. But I think they happen when everyone doesn't know what to do, or are being led by leaders that don't lead crisply. The leaders I've seen all knew what they were doing, and even if they got it wrong once or twice they adapted and eventually led their leagues to wins. As this knowledge propagates outward, I think this moreso than the actual Incarnate power will inexorably improve the success rates for the trials across the entire playerbase.


    However, I will make this observation. Right now, the turnstile isn't working as a good way to throw people into these trials, for this reason. Leagues organized outside of the turnstile try to fill for maximum. So when they enter, they enter complete, with no fill room. Turnstile people are therefore likely to be all completely random. Which means also that the members and leaders will be completely random. Which increases the chances for poor organization. I think that more than anything else can lead to failure. If a turnstile league took a minute after zoning in to elect effective leaders and follow them, even if they fail they should reassemble and redo with the same people to increase their chances of success. But I doubt that is happening as often as it probably should.

    So now I do have a recommendation for players. If you're having multiple strings of failures, my best recommendation is find out where your server is forming leagues - its mostly Pocket D on Triumph - and go there, and advertise for an invite, and wait. Jump into one of those static repeating leagues, and your chances of success probably go from whatever they were, to almost 100%.
  2. Quote:
    Originally Posted by Samuel_Tow View Post
    What's going on?
    Good question. I'll have to take a look more carefully. I have a couple of things with Burn I can test with. Unfortunately, it might not be until tomorrow or Friday when I get the chance to test, as I'll be traveling and I'm also trying to get some Lambda and BAF time in there to unlock some slots and someone has asked me to do a write up on some game mechanics for them. I'll try to squeeze in some quality testing time this week though.
  3. Quote:
    Originally Posted by Warlocc View Post
    It's not optional. Choosing to cut yourself off from all future content isn't much of an option at all.

    EDIT: Probably not all future content. That may be an overstatement. I hope. At least the next few issues, though.
    That's funny, because just today I did I20 content involving Sky Raiders and warships and an advanced element of the Praetorian invasion, and it didn't even require being an Incarnate much less require running Incarnate trials. In fact, it exemplared me below level 50.

    Also, I find it interesting that neither Lambda nor BAF have, as a prerequisite for running them, having previously succeeded at Lambda or BAF, and yet they are being held as clear examples of how future Incarnate content will be gated behind them. Honestly, I'm not even sure this is an argument I want to have anymore: now that I20 is reality and not theory, I find arguments about what it might or might not do increasingly uninteresting.


    Incidentally, between yesterday and today, my current record on the trials stands at 3 and 1 on Lambda, 2 and 2 on BAF. So 75% success rate on Lambda and 50% on BAF. Interestingly, in both cases the successes on BAF came after failures with basically the same team. Observationally, it seems to me that the teams that succeed at both trials have players willing to listen, and players willing to teach, simultaneously. When that happenstance occurs, you can usually adjust and beat Lambda on the first try with any hodge-podge team. You can usually adjust and beat BAF on the second try after a failure tells you where you failed - and it always fails on the escaping prisoners, so its just a question of adjusting tactics to deal with them based on the team.

    Honestly, I think it was an order of magnitude harder for us to figure out the I1 Hamidon back in 2004 than it is to figure out these trials. The only difficult part really - which was the exact same hurdle with Hamidon - is just getting everyone on the same page functioning as a team. When that happens, the trials go down fast. I honestly believe - specifically because you can bring 24 players to bear on it - that BAF, the harder of the two, is easier than the LRSF was before ultrastrong invention builds and Incarnate powers arrived.

    They are also far more entertaining than Hamidon ever was. I'd run these trials even if they didn't have Incarnate rewards. I also like the fact that Sutter (haven't run the other yet) gives lower level players a taste of the kinds of combat mechanics the end game eventually throws at you. It creates a nice learning curve. Hopefully, future players won't run into the advanced mechanics face-first like us old timers do, because it will be old hat to them.


    What's my advice to players? Honestly: I don't have any. If you're enjoying the new content, I have nothing to say that would improve that situation. If you're not enjoying it, my tactical advice for improving your odds of succeeding in the trials would be irrelevant. I firmly believe that the Incarnate content will eventually be like Hamidon, or the LRSF, or the ITF. Complaints about something being too difficult for our playerbase to enjoy have always vanished over time. The playerbase overall will adjust to the Incarnate content as well. Any argument over that fact will itself be irrelevant over time. We've already seen that with Apex and Tin Mage: the level of difficulty claimed for those two has dropped dramatically. And these two new trials are something I'm getting better than 50% success rates at twenty four hours after launch.

    If you just don't enjoy it, I can't help you: no one can. Not everyone will like all content added to the game, and its unfortunate if you're one of those that doesn't like the new content. But if you think they are too hard for this game, you're wrong. But I don't have to convince anyone of that, just like I don't have to make arguments today that the LRSF and the STF are too hard for all but a vanishing minority of players. Time is on my side.
  4. Quote:
    Originally Posted by SuperOz View Post
    To have theoretical levels beyond 50 but they're unseen and in fact don't exist outside the Trials seems like counterproductive thinking to me.
    Everything except Incarnate Shift works everywhere, inside or outside of the trials. Incarnate Shift is not a "theoretical level." The progress in the Incarnate system is not defined by combat level shifting. They even changed the name to signal that. What do they have to do at this point, change the mechanics so it doesn't use the combat modifier tables at all and replaces it with a complex numerical buff that takes an extra month to make and ends up doing the same thing?

    The Incarnate "levels" are the slots. Every "incarnate level" works everywhere. The special combat modifier buff in the slots besides Alpha only work in the trials, so that the devs can make the trials have very high difficulty levels *but* unlike the LRSF before the players can work to earn power to overcome that difficulty. The numbers involved are simply too stupidly high to allow just that one tiny mechanic to work outside the trials.

    You're correct there's a psychological effect going on here, but its not the one you're thinking of.
  5. Quote:
    Originally Posted by Samuel_Tow View Post
    I specifically paid attention to my to-hit channel, and I've been seeing... Weird things with it.

    The 75% to-hit was real, and exact - 75.00%. However, next battle after that I was seeing a perfect 95% to-hit hit, which means it does indeed take accuracy into consideration... Sometimes. But then I spotted something else weird - the initial burst of damage from the power is reporting as auto-hit. Literally. "The Burn power was autohit." That can't be right, I'm sure of it, but that's the combat spam I got.

    I'll keep tracking that when I get the chance to see if I can't spot anything else weird.
    That's the funky part I mentioned earlier. If the power wasn't autohit, if the very first burst of damage failed to hit anything, the pseudo-pet wouldn't spawn. - the power didn't affect anything. So Burn is coded to autohit (both you and its targets), to guarantee the pseudopet forms. However, the actual damage from the power has a special check built into it that in effect rolls a tohit roll separately to see if it hits each of its targets (and to make sure it doesn't actually damage you - it was at one time bugged to hit yourself). That extra bit of gyration is something Real Numbers isn't coded to understand so it probably drops out saying anything about the initial damage, and only shows the pet damage.
  6. Quote:
    Originally Posted by Samuel_Tow View Post
    This power is... Ugh! I don't know if it's bugged, if its numbers are wrong or what, but something here ain't right. Allow me to list the problems I've noticed with it.

    Real numbers: Burn is listed as dealing 13 ticks of 3.34 damage in the in-game real numbers. The problem with that is that City of Heroes lists the "Flames" pet's offensive aura as ticking every 0.2 seconds, and persisting for 10 seconds, which gives the power more like 50 ticks, if one stays in it from beginning to end, which is achievable. I've observed the power and can confirm that it lasts "about 10 seconds" and that it ticks "VERY fast," a lot faster than the roughly once per second that real numbers would suggest it ticks.

    Accuracy: Is this or is this not slottable for? Yes, Burn does indeed accept Accuracy enhancements... But they don't seem to do anything. I watched my to-hit tab list miss after miss from "Flames" and each to-hit roll happened at the default 75% to-hit that a power unenhanced for accuracy would attack at. Why? Wasn't Burn SPECIFICALLY changed to accept accuracy enhancements? What happened?

    Thirdly, wasn't this power altered to have a larger damage burst upfront and lower tick speed? What happened to that? I don't see it listed anywhere.

    Can anyone help me make sense of this thing?
    Real Numbers probably hasn't caught up with the new definition of Burn yet, which is a little bit funky. Burn does 1.44 scale damage up front from the scrapper and then casts a pseudo pet that deals scale 0.06 damage every 0.8 seconds for 10 seconds - 13 total ticks.

    That is 90.09 damage up front and 13 ticks of 3.34 damage.

    Not sure about accuracy, will have to check on that. The burn pet might be bugged to not accept accuracy buffs from the caster.
  7. Quote:
    Originally Posted by Leo_G View Post
    I didn't say they didn't. However, the crux of the suggestion makes little progress to its intended solution. Since the suggestion is that of a democratic nature, a poll asking what that overwhelming majority would rather see attached to their name (if anything) would be in order.

    The suggestion, in and of itself, is just adding some tag that would make it unique to a name with the exact same configuration of characters but on another server. That's not really up for discussion as it's just common sense.
    The precise way that happens - because it is potentially changing player characters' visible character names - is not common sense. It is, in fact, the singular aspect of universal naming that is likely to be the most difficult to achieve any sort of consensus on. You have a contingent of players that have said elsewhere and in the past that they would rather accept rejecting any game addition that required name changes rather than accept *any* name change. That is a priori proof of the difficulty surrounding this problem.

    I should point out this thread is my fault: Snow Globe was responding to a post I made in another thread where I specifically stated my uncompromisable objection to Global@Local. I would accept it if I was forced, but I would go down swinging at everything that moved until then. In fact, and this is no exaggeration, Global@Local is a small but significant part of why I do not post on the Champions Online boards anymore, and why I never did on the ST:O boards. That is the degree of objection I have to that convention.
  8. Quote:
    Originally Posted by LovesBigDogs View Post
    The endurance and recovery changes seem to be all over the place (to me) and as Peter Griffin would say "That grinds my gears"... well a little bit. Help me understand what was done!
    Nothing was done. Base regen and recovery were not changed, and what's more its basically impossible for a respec to change those. *Nothing* can change those for a player because they are hard coded into the archetype definition: once you pick an archetype, those numbers are the same for every character of that archetype. This is not a guess.

    More information about how specifically you got those numbers would help explain the discrepancy. But base regen and recovery were not changed, and cannot change under a respec.
  9. Quote:
    Originally Posted by mauk2 View Post
    Sure, there are edge cases where some scrappers do slightly better ST dps than some brutes. That must be why every farmer in the game is running a ss/fire scrapper, right?
    Hidden in the snark is one of the legitimate reasons for choosing scrappers over brutes: their powersets don't completely overlap. Scrappers get Broadsword and Katana, while Brutes do not. This means Scrappers get Parry/DA, and Brutes don't. Brutes get Superstrength, Scrappers don't. This means Brutes get Rage, and Scrappers don't.

    So: if you want to play Broadsword, Katana, Spines, Martial Arts, or Regeneration, you have to roll a Scrapper. If you want to play Energy Melee, Super Strength, Battle Ax, Stone Melee, War Mace, Energy Aura, or Stone Armor, you have to roll a Brute (if you're choosing between a Scrapper and a Brute).

    I tend to pick powersets first then archetype, so often choice of powerset decides the archetype.
  10. Quote:
    Originally Posted by EvilGeko View Post
    I thought Knockup was just Knockback aimed in a different direction?
    Quote:
    Originally Posted by Arilou View Post
    I thought it had to do with "strength" of the knock?
    Quote:
    Originally Posted by Samuel_Tow View Post
    I'm pretty sure knockbakc and knockup are the same effect as far as stats are concerned. Knockback and knockup effects are both resisted by knockback resistance and negated by knockback protection.
    Nope and nope and nope. Knockback and Knockup are two different effects.

    Knockdown is not a separate effect: its a variation of knockback where knockback magnitude is less than 0.75: knockdown has a throw distance of zero, but still causes knock. But Knockback and Knockup are two completely different effects.

    Off the top of my head, I cannot think of anything that has or offers protection to KB and not KU or vice versa, so in practice protection to one is tantamount to protection from the other. But they are not the same effect.
  11. Quote:
    Originally Posted by Samuel_Tow View Post
    I know BABs made aerial knockback equal ground knockback in terms of length, but this seems to have been shortened thereafter, since aerial knockback at least FEELS to take slightly shorter than ground-based one, or at least doesn't feel like it has such a huge pause after the tumble.
    Actually, he specifically made the knockback animation while hovering take less time than it normally takes if you are on the ground. I'm pretty sure I tested this to be true back then, although I never tried to figure out the precise numbers both ways.
  12. Quote:
    Originally Posted by Igor_The_Mad View Post
    I'm still a firm believer that a scrapper's first job is damage output.
    My philosophy on scrappers is scrappers are designed to be balanced. My definition of balanced is, in very rough terms, have enough defense to survive what you have enough offense to kill. Having enough offense to kill a pylon in three minutes is meaningless if it can kill you in one. That's obviously a very hazy target, and not something you can really easily put into numbers. But its what I strive for intuitively regardless.
  13. Quote:
    Originally Posted by Samuel_Tow View Post
    I see. But it's just not the same without the enhancement saying it's level 50
    Well, people do things for all sorts of reasons and I'm not the one to tell people how to play, but if it means anything to you its worth pointing out that while there is such a thing as a level 50 SO, there's no such thing as a level 50 IO in the same sense. An SO has an intrinsic level, such that if you are more than three levels higher it stops working. IOs have a minimum level, but they work at all levels. Since nothing about the KB enhancements scale up or down with level a level 10 KB IO is indistinguishable from a level 10 KB IO when you are level 50, so it is in effect identical to it. It only acts differently at lower levels, which you say you'll never be again.

    On the subject of what has what level of knock, just to review:

    All knockdown is 0.75 or lower; that's what makes it knockdown in the first place. A -4 therefore blocks all knockdown.

    Most critter knockback for minions to bosses are between mag 0.3 and mag 3. One KB IO will stop those as well.

    Some critter KB exceeds mag 4, but its unusual. Archvillains can exceed mag 4 with a variety of powers. Any boss or higher critter with power push can also exceed mag 4.

    Some KB is intrinsicly lower than mag 4 but players can experience higher mag due to the purple patch. Statesman in the LRSF has a lot of mag 4 KB, but its only mag four if you happen to be the same level as Statesman. Its otherwise somewhat higher. KB in +2 missions only has to be mag 3.3 to convert to at least knockdown. Against +4 critters its only 2.8.

    Force bolt is the usual culprit for high mag outside of AVs. Its intrinsicly mag 9 on bosses, enough to overcome to -4 KB protection IOs. It can also overcome three such IOs if you face the boss at +4.

    A few critters just have mega KB. Statesman has an intrinsic mag 6 knockup in KO Blow and mag 6 knockback in Hurl, but two IOs can block him. BackAlleyBrawler and Reichsman both have some wicked knock, from mag 6 all the way up to mag 22 (both have at least one mag 22 knockback power). But this is usually very special circumstance.

    And by the way, as far as I remember all KB IOs are also KU IOs with the same mag.

    Two KB powers that land at the same time will combine magnitudes, a fact which is more important for tankers (and anything else that tries to tank like one) than most other things. The definition of "at the same time" is a little vague, but I think its probably something like within the same combat clock or thereabouts, which means the KB has to land within one eighth and one quarter of a second apart. Two Nemesis Fakes landing simultaneous force bolts will almost certainly knock almost anything off its feet that does not have KB resistance - which all melee powerset powers with KB protection have as well.

    And since this has come up before, 100% KB resistance means no KB. It reduces all incoming KB mag to zero, and zero means no KB - unless the knockback is unresistable.

    On the subject of unresistable knockback: UXB detonations have unresistable knockback, and its mag 300. That's why they will toss even melee away from them: its almost impossible to have enough KB protection to stop that.
  14. Quote:
    Originally Posted by Werner View Post
    I'm not a believer in the new soft cap, in the sense that I'll be surprised if there are very many enemies with exactly 64% to hit.
    The devs made a whole set of critter types with exactly that base tohit: the "Praetorian" variants of various critters. That is just what they are called: they aren't necessarily restricted to only Praetorians (the DE in tip missions have that base tohit, but its unclear that they specifically have any connection to Praetoria).

    Unless the critter gets specific powers to boost tohit (i.e. Rularuu eyeballs) there's three different base tohits in the game: 75% (players, pets, turrets), 50% (just about everything else) and 64% (special Praetorian classes).

    The only place we currently see the 64% specials is in Incarnate content and (still weirdly) DE tip missions. I doubt we'll be seeing them in standard content any time soon. But I suspect we'll be seeing them increasingly in end game advanced content.

    Whether that's enough to build around is a separate matter. But I will say that the difference between 45% defense and 59% defense is a factor of almost four for a critter like Tin Mage Bobcat. That would be significant to someone wanting to tank her, or even stand anywhere next to her.

    Of course, in virtually all of the content these guys show up in except for DE tip missions, you're likely to be on a team and a significant percentage of the time (but not always) you'll have defensive buffs. So building to 59% may be the land of diminishing returns for almost everyone. For a few things, like SR, Ice, and Energy (and certainly Force Fields) it might be a not-insane exercise. I'd consider it for Katana/* scrappers and NB/* stalkers, and anything/Invuln with invincibility, because those too are not too unreachable.
  15. Quote:
    Originally Posted by TheBruteSquad View Post
    I find it the complete opposite. All your attacks are slotted with two damage SOs 21 levels early as soon as you throw two punches. Once you get going, especially with inherent stamina, you can get to the 140% bonus damage of 70% fury. That's four damage SOs slotted in your powers within moments of stepping off the chopper... and the mobs aren't scaled for that at all.
    I've started leveling a new brute, and every brute has been the same for me as well: the early levels are immensely easier than for scrappers. Its never been hard to generate a lot of fury, and the current incarnation of Fury means it lingers even longer between spawns than it used to. I've actually Rested after a spawn and left rest with a lingering 40% damage buff, which is bordering on ludicrous. And at lower levels, the break even point between Scrappers and Brutes when neither are doing much in the way of damage slotting is just about 60% damage. About 30% fury. That is trivial to generate and average. Not only does this mean you kill faster, it also means you burn less endurance per kill which is important before you slot up Stamina or start slotting attacks with significant endurance reduction. Averaging +100% damage (50% fury) - which I'm finding to be a very conservative estimate even solo - a low level Brute is dealing about 20% more dps and is about 20% more endurance efficient than a comparable Scrapper. It evens out a bit at the high levels when the break even point jumps to about +130% damage buff (+65% fury), but at low levels Fury is much more decisive.

    I've seen unslotted brute KO Blow deal 140 damage at level ten while playing solo with no external buffs. For reference, unslotted blaster Total focus does 198 damage at level fifty. And that is a power brutes get at level eight competing with a power blasters get at level thirty eight. Defiance will increase the blaster number by some amount, but its still a remarkable comparison.
  16. Quote:
    Originally Posted by Techbot Alpha View Post
    Yes, yes it is.

    And now? Now I have proof.



    Chatlog:
    04-05-2011 00:49:48 [NPC] Fallen Buckshot: You owe me so much influence it's not even funny.

    So. Anyone still want to cling to the belief that Inf is anything other than in-game currency? Because the Devs are clearly treating it as such.
    Influence has been in-game currency for as long as the game has existed. I don't think anyone has really argued against that.

    However, its not money. What's the difference? The difference is that calling it money carries connotations that aren't true in the game, for example the notion that anything purchasable with any currency should be purchasable with influence. In more technical terms, money is universal currency. If someone thinks its money and they think it functions as money, no problem. If someone thinks its money because its treated as money in the game, but they have an issue with all the times its not treated as money in the game, they have a problem. A humorous problem, but not one the game can correct for them.
  17. Quote:
    Originally Posted by slainsteel View Post
    As someone said earlier, to truly get a precise idea of survivability, we'd need nothing short of a simulation. We're trying to get to a 'good idea', the spreadsheet does that just fine.

    It might be useful to take only the specific situations with the AV sets that you mentioned and have a survivability 'case' study for the tanks, based on the debuffs/buffs the AV's use; sounds like a lot of work though, for not 'that much' more data than we already have.
    I think it would say more about the game than the powersets, or rather it would give a reference point for the numbers. When someone says a tanker can survive a thousand points of damage per second, is that a lot? What about 500 dps? What does that mean?

    If I said a tanker can tank a spawn of three bosses, six LTs, and eight minions, that means something more to most players (I believe) than "500 dps" (*which* bosses, Lts, and minions is of course the $64000 question). And we have some actual interesting targets worth mentioning, which I'm not sure everyone is intimately familiar with. For example, long ago the devs said that the target for tanking performance with SOs was being able to tank for a team of four without significant team assistance. Lower performance than that was cause for concern. So that's a balance target, if not an especially interesting high performance target. But we also have the aggro cap, which makes the case of a full spawn up to seventeen, and seventeen bosses, also interesting targets. And then we have special case tanking: what does it take to tank Lord Recluse when buffed with all the towers? What does it take to tank Romulus? The entire Freedom Phalanx? We all know what those targets are, but I doubt anyone (including at the moment me) knows what those targets translates to numerically.

    Does it say more than the current numbers if you can meet those specific targets numerically? Maybe not. But it does tell you what the current calculations mean by "X dps."


    If nothing else, its a frame of reference. Here's an example of a frame of reference. Pre-I4, it was possible for a Regen scrapper, and *only* a regen scrapper, to solo tank Hami (the nucleus only). What did it actually take to do that back then? Although I know this one, its possible to calculate backwards. It took just about 200 dps regen to tank the nucleus. A perma-DP Regen had about 1870 health back then (without accolades). At +2000% regen with instant healing a regen could get about 164 h/s regen. Realistically, the most I think a regen could get is about 2400% total regen, which is 187 h/s. With DP's heal, that would get you about 194 h/s. As a practical matter, then, a regen needed perma-DP, maxed out regen, *and* reconstruction. With all of that, a regen scrapper could get to about 225 h/s. It actually took about 260 h/s to tank a yellow mito, so even the best Regen scrapper couldn't do that, and in fact I'm unaware of any regen scrapper of the time being able to do that. You could get close, but eventually the yellow would out-pace you. Many tried though.

    A quick and dirty mental calculation suggests that berserk Bobcat in Tin Mage can probably dish out 6000 dps in melee range. That doesn't sound high because the spreadsheet shows smash/lethal numbers above 10,000. But that assumes 50% base tohit and soft-capped defenses bringing that down to 5%. If you had *50%* defense against her in TM *and* were level shifted she'd still be hitting you about 27% of the time or more: about 5.5 times more often. In other words, an apples to apples comparison would weight Bobcat as generating about 33,000 dps. And that's why even Granite tankers have issues there.

    Knowing that Bobcat is kinda sorta a class-33000 critter is helpful in broad terms to give the spreadsheet's numbers some context. 10,000 dps sustainable is a lot. Few things - or even groups of things - hit harder than that. But some do.
  18. Quote:
    Originally Posted by Leo_G View Post
    Oh, you want me to comment on the actual suggestion? Do I want "Tiger-Squall@Protector" or "Tiger-Squall@Leogunner", etc.? Lol, I DON'T CARE! I could be given a random collection of numbers when I go cross-server and not give a flying flip >_>

    The sum of the OP, in my book, is "let's give flags to names so they aren't the exact same collection of characters", to which everyone will say, in unison, "Duh".
    I believe it is a safe assumption that the vast overwhelming majority of players will care somewhat more than that.
  19. Quote:
    Originally Posted by GuyPerfect View Post
    "I can buy that game with only a £5 note; not a £1 note or a £10 note." Quite a bit different meaning using "with only" in that sentence.
    Actually, it doesn't. It still means "all it takes to buy that game is a five pound note." The extra clause only adds the following additional: "for some unspecified reason neither a one pound note nor a ten pound note is sufficient."

    "I can buy that game only with a £5 note; not a £1 note or a £10 note."

    - The only thing capable of buying that game is a five pound note: for clarity I'm reminding you that neither a one pound note nor a ten pound note will work. No other option will work, whether I mentioned them or not.

    "I can buy that game with only a £5 note; not a £1 note or a £10 note."

    - All it takes to buy that game is a five pound note. Its still possible a twenty pound note will work, or five one pound notes work. For some reason, neither a single one pound note nor a ten pound note will work. Other options I haven't mentioned may still work.

    Basically, the difference between "only with" and "with only" is the difference between "necessary" and "sufficient." You can argue that people colloquially interchange the meaning of those two phrases, but its not ambiguous what their correct syntactical meaning is. If I used both in an instruction, I would expect (as in demand, not anticipate) that instruction to be followed correctly every single time.
  20. Quote:
    Originally Posted by Wyldhunt View Post
    Is it worthwhile to abandon "comparative survivability" completely and instead go for "pass-fail (or minimum) survivability?"
    The advantage of simple calculations are that they are simple. Other people can read them, learn them, and adapt them. Lots of people have over the years, or reinvented them, but at the time I first wrote the basic versions of the survivability equations, I had that same choice: maximum fidelity or maximum clarity. I chose to use simple average equations because they would be most useful at the time. I still think most players at best can run those equations, or use a spreadsheet and get some numbers and try to extrapolate. They are still useful, if imprecise. Virtually all more complex approaches ever conceived of have been lost to time, because no one can sustain them.

    The irony is that the more complex you get, the less interesting the numbers can get because beyond a certain point, people can't understand precisely what you're doing and have to take your numbers on faith. And if they do, your numbers have to have very little room for misinterpretation.

    I think the threshold idea would be a good supplement to the simpler calculations, but I don't see them replacing those calculations.
  21. Quote:
    Originally Posted by Ravenswing View Post
    Agreed, but I really wasn't sure.

    Your post addresses the least important and easiest to solve aspect of cross-server teaming. It is, essentially, irrelevent itself.

    To iterate the factors involved which would require work that I know of:

    Each server has its own database. Transferring characters from one server to another is an offline process involving collecting all the data for a character (note that that data involves mission progression, contacts available, all aspects of the game world affecting your character), marking the character deleted, and applying the data to a different server. Overcoming this for a 'temporary' transfer would need:

    *Additional hardware to coordinate transfers.
    *Additional database columns to indicate a temporary transfer.
    *Much additional programming to perform the transfers.

    There would need to be vast amounts of additional programming to allow cross-server LFT.

    Design issue: Which server is the team formed on? The leader's team? What happens when the leader changes?


    The only version of this kind of thing I know anything about is WoW's Battleground mechanism, which works for instanced battlefields and operates in groups coordinated by specialy designed hardware and software. To my knowledge, they don't bother with messing about with the names. The chances of two being the same are slim. Our equivalent would be cross-server teaming for the new Incarnate Trials.

    Even if there was much chance of name conflicts in a team, it's hardly a show-stopper and not really worth much consideration in the grand scheme of thing.

    I'm not saying this is a bad idea, or a good one. It's just not really worth the column-inches.
    Actually, global namespace is a legitimate point of discussion. You're approaching this from the perspective of the amount of work involved. All of the technical challenges to making cross-server teaming are just that, technical challenges. The programming team could go away and come back with a solution, and for the most part neither you nor I would have any reason to need to know what they did, or have any real say in how they did what they did. There's no political dimension to the problem.

    Global namespace is different, because while almost all solutions are technically straight forward, and probably less work than the actual act of creating cross-server instances, the question of how specifically to do it is subjective. Its not a technical challenge, and as a result its actually beyond the limits of the programmers to solve with just code. That makes it a potentially far more critical challenge. Its entirely possible the devs could kick around ideas for how to do this for a longer period of time than it would take the programming team to solve every other problem.

    Code can sometimes be difficult and sometimes be easy to change, but its almost always straight forward. What to code often takes longer to decide, and creates more controversy. You need only look to the current EU/NA server space merge to see how the most straight-forward and practical implementation can cause lots of people to decide the devs failed to choose the "best" possibility, for at least six different definitions of "best" all mutually exclusive.
  22. Quote:
    Originally Posted by Beastyle View Post
    "Based on current usage and our projections," Destin Bales, Development Director for Paragon Studios said, "we predict we will run out of Experience Points exactly one year from today, April 1st, 2012. And I would like to point out that Influence isn't looking too hot either."
    The good news is that with XP rationing, it will only take 7,500 XP to level to 50 in Issue 21. The bad news is that the Kronos Titan will only be giving 6.
  23. I would definitely prefer Local@Server over Global@Local, particularly if it was only visible in cross server content of any kind.

    My first choice is universally unique names with an algorithm to resolve pre-existing collisions (like Local@Server for example) but Local@Server is a reasonable compromise when inter-server names must be unique for some reason, of which cross-server teaming is just one possibility.
  24. Quote:
    Originally Posted by Wyldhunt View Post
    Throwing out some considerations for data-gathering I can think of:
    1. What powers are used by each mob type, what is each power's effect, and what endurance each power costs to use.
    2. What innate resistances etc. each mob type has.
    3. What could be considered a "mean average" (if this term could be mutated a bit and applied here) spawn, and what are the outliers for spawn composition, by level range.
    4. What difference team size and difficulty settings will have on spawn composition.

    My guess is that #1 and #2 would be the most time-consuming to compile and keep up-to-date, although some sources have a very good head start on this. A guesstimate of CoX's spawning code might be discoverable through *enough* mission/zone runs, with good player logs of those activities.

    I'm absolutely sure I'm missing some data considerations, though.
    Making a judgment on how often you should be expected to face the different critters is one hazy area of guestimation. Are we considering players who play all the content, or focus on just some content? Are we looking for the best tanker for specific situations like high end task forces or all content?

    Another thing that requires judgment is the concept of thresholding. For example, certain critters can only generate so much threat due to the aggro cap. Should they count and under what circumstances.

    For example, imagine a mission with lots of minions and Lts that all do smash/lethal damage that ends in an AV that does negative damage. The s/l damage is all in minions and LTs, and the most damage you could possibly face from them is seventeen times the output of one LT. That might end up being far lower than the damage output of the AV. The s/l damage might be 90% of the total damage you might face, but 0% of the total damage from damage sources capable of killing you.

    So weighting isn't just about the pure damage ratios, but also their peak levels. Put simply, if you have a mission in which 99% of the time you're facing 500 dps of s/l damage, and 1% of the time you're facing 1000 dps of energy damage, energy protection might be far more important than its damage ratio would imply. Energy protection is only 2% of the total, but does that underweight energy protection? Something with 99% mitigation to s/l and no protection to energy might look better on paper than something with 75% s/l and 99% energy using unweighted ratios, but the latter might perform better.

    When we start looking at specific critters and damage mixes, its starts to become interesting to ask if we can abandon averages altogether and come up with a set of damage targets to survive. In other words, suppose we make a list likie this:

    1. Tank average 0x8 critter spawn (of each type of high level critter).
    2. Tank all Praetorian AVs (singly)
    3. Tank Lord Recluse in STF
    4. Tank all AVs in LRSF (combined)
    5. Tank buffed Bobcat in Tin Mage

    etc. Instead of asking how strong a tanker is, we could ask whether a tank build could theoretically reach these specific targets which would have both damage levels and damage mixes intrinsic to them. A tank build would then hit some of them, and only reach a percentage of the rest. That would be a real-world-anchored way to compare tanker builds. Picking the targets for comparison would then be the area of debate.
  25. Demorecord the run if you can: it should be a lot easier than trying to video cap the run and should cause no real slowdown on a relatively zippy machine. I'd love to see a successful runthrough to get ideas for how to improve the mission.

    Your team composition is a much more "brute force" team of tanking and buff/debuffing and less of a control-y team, which is an interesting counterpoint to what people are saying in terms of the mission being vulnerable to controls (its intended to be at least partially vulnerable to controls used efficiently). If you can smash through the mission with buffs and debuffs, I might need to crank up difficulty slightly. Of course, it will be harder at +4.

    I don't expect people to clear the entire thing, but I designed it to intend the players to actually fight most of the ambush spawns. If you can spike the boss dead out from under them, that would be a smart way to bypass a lot of the threat but I might need to increase the resilience of the bosses to compensate for that tactic so they live long enough to make their reinforcements a legitimate threat.

    Also, technically none of the bosses is a literal requirement, more of a handshake requirement. The computer lets you complete the mission and exist at any time, so players aren't trapped in the mission having to quit out. But yes: I would have designed the mission to make the three bosses the requirement if it wasn't for that escape hatch issue.

    Gratz on the run though: if you actually cleared it in an hour that's pretty good. The occasional death is to be expected, and yeah, that Soul Transfer grouping is specifically my way of saying "surprise!" to heavy-AoE packing teams and teams that try to go all-melee or think they don't need to support the tank (if they have one).

    I thought of making all the bosses nine feet tall to make them easier to find in the crowds but then decided against that. They do look usually different and do stuff designed to call attention to themselves. I'm not deliberately trying to hide them, but I am trying to make sure there's enough stuff happening that everyone's aggro limit is being well served, and things like AoE controls and debuffs cannot easily hit everything quickly.


    Overall, what did you think of the mission? Was it a fun challenge, or an annoying challenge? Did you feel like everyone was needed and useful, and everyone had to be engaged all the time? Were you using all your powers, or did some things seem unnecessary or worthless?

    Most importantly, did it seem like the mission caused you to change tactics frequently depending on what was coming at you, or did the same basic set of actions serve you well against everything? Did it actually *seem* like there was a lot of different threats, or just a huge mass of monolithic threat? I'm trying to amp up the diversity quotient, so it doesn't just challenge but does so in different ways so players aren't bored.