Arcanaville

Arcanaville
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  1. Quote:
    Originally Posted by Ultra_Violence View Post
    BTW remember they have to REWARD teaming, this means people as a whole don't want to do it and have to be bribed.
    Technically, they have to reward practically all content, so by your logic this must mean players as a whole don't want to actually play the game.
  2. Quote:
    Originally Posted by Eiko-chan View Post
    and not just optional bonuses - we have been told explicitly that Incarnate content will be balanced for and require Incarnate abilities
    That design decision is only relevant to people who intend to play the Incarnate content.

    And its also an overgeneralization: at that level of broadness its also true that the standard content is actually balanced around purples. One specific tool used to balance standard content is the datamining of the average performance of all players that play it. Some percentage of those players have purples and pull the average upwards. Thus, all inventions have some indirect impact on overall game difficulty. However, the devs have specifically said that inventions are optional, and content won't be specifically designed to require some specific level of power from them.

    In the same way, Incarnate content will almost certainly be balanced for a level of power that the devs feel is achievable in some way by players will access to the Incarnate system, but I doubt it is being balanced explicitly around any particular ability. So except for actually *having* Alpha slotted with *anything* there isn't any specific design decision I'm aware of where the devs are explicitly designing content under the premise that players specifically have any particular ability. Including level shift, by the way.

    Initially, Incarnate content will be designed based around some reasonable guestimates of the correct initial difficulty. However, in the long run Incarnate content will not be designed around Incarnate abilities but rather Incarnates themselves and what they can do in the actual game. Not fundamentally different from how the standard game is designed now.
  3. Quote:
    Originally Posted by eryq2 View Post
    @ Arcan, I know i said a billion per set. It may be a stretch for now. But it wouldnt be hard to argue that with the crazy inflation (supply/demand in CoH) over the last year that the "popular" stuff could be climbing to ever new heights, as it continues to do. I mean really, look at whats happened to those prices. Anything in the low millions has been hitting in the 100mil range. Inflation? That's a pretty steep inflation.
    I wasn't arguing that inflation isn't occurring so much as the contention that all invention sets that are worth having cost a large amount of influence, while all the others are worthless. Actually, that only seems to be sometimes true. In other cases, as I've been updating my builds I've been sometimes dramatically, and sometimes pleasantly, surprised. Take PvPIOs. My MA/SR build eventually slots two partial sets of them. The Def and the +Res bonus ones are really pricy. But the rest of them, not really a problem. In fact a lot of PvPIOs are down right cheap.
  4. Quote:
    Originally Posted by Yorukira View Post
    I wasn't specific enough.

    This is the way I see it.
    This game have X amount of player. Everyone of then get the same amount of Y drops while playing. So supply and demand shouldn't be so outrageous to the point player are going to buy Inf with real money to pay 5bill for a whole set.The market isn't "broken" is more like the players break it.Taking me to the point of knowing the basic of economics

    If players knew the basic of economics I think this inflation wouldn't be.They would use the game to generate money. For that you will need drops, but you will sell or created those you want. Making ppl less depending in the market to get what the want, lowering demand and increase supply. It become a full cycle "balancing" the market. This is my opinion.

    But actually everyone is just there in the market throwing their money b/c they want it "NAO!" That is the chaotic part for me.

    I have taken advantage of this anyway when I get a lucky drop
    One of the tenants of economic theory is that economic participants aren't required to understand economic theory to act in accordance with economic theory. In any system where the participants act in accordance with what they believe economic theory instructs them to behave, ironically that system will not obey fundamental economic theory.

    The markets actually look very much like I would expect, and economic theory would predict, thinly traded, fluctuating demand, unpinned valuation exchanges would behave.
  5. Quote:
    Originally Posted by eryq2 View Post
    The "GOOD" sets that people actaully WANT in this game are very expensive. NOT JUST PURPLES....

    Go buy a full set of Kin Coms, Numinas, Miracles, LotG, etc. and let me know how little you got it for. The whole set. Go ahead, i'll wait. Noone wants air bursts, serendipity, and plenty of other sets. They may as well delete them from taking up space. Who actually goes to WW to get them for their builds? Go ahead and look at the sub forums and find a build posted where people want them in their builds.
    I've actually slotted air bursts and serendipity sets. But actually, I've been constructing (meaning actually buying and slotting) money is no object all out builds for I19 recently, so I actually do have some recent perspective on this. Across an entire build, a money is no object build can cost billions. Probably will. But does that mean any one *set* will cost a billion inf? Almost never, except certain few. Not even all purple sets will cost that much.

    Take my Ill/Rad. She slots a lot of "popular" stuff and purples. Its not complete yet, but she does slot five of the six coercives (all but confuse/end). That cost me about 300 million total: recipes, salvage, crafting. The whole set would have cost less than 400. She slots four of the Bazilisks, the entire set would have cost just a couple hundred. Half of it for one enhancement in the set (acc/end/rech/hold). My complete set of Gaussians cost less than a hundred million. That's not an unpopular set. She also slots Unbreakable constraint, which is just about a billion inf set if you try to buy it instantly, but honestly I paid only about 650 for five of the six (I don't slot hold/end).

    I also slot glimpse of the abyss which is nowhere near a billion a set, decimation which is also nowhere near, and performance shifter which is nowhere near.

    I've never slotted a full set of Miracles before: not sure why I would. But a full set of Miracles seems to be going for about nothing right now: exxcept for the proc the rest of the set will set you back less than twenty million. The proc depends on level: the low one is going for about 160 million-ish. Kinetic Combat is also not a billion if set. It only has five members, but the combined set is around 350 million right now. Numina is also a set where the proc dominates the price of the set. If ever you watned to slot the entire set, you can do that for a couple hundred million *including* the proc.

    Not even LotG is an expensive set in total. Defense is right now 50 million-ish. Def/End/Rech 15 million. Def/End 30 mil. +Rech is 100 to 200 million. Everything else is worthless.

    Some purple sets cost a billion or more. Some PvP IOs cost a billion or more for one. But its not true that all the "valuable" sets are billion inf sets. Mostly, we're talking about purple offense (melee, range, PBAoE, AoE). Nothing else, not even the most valuable defensive sets, will generally set you back anywhere near a billion inf.


    This is the build my Katana/Invuln currently has right now. Its a build that dates back literally to I9, and I never even finished it: you'll notice the slots aren't even all filled. Its still a very strong, viable build. Except for the Lysos, which used to be much cheaper back in the day, you could probably build this with pocket change people have left over after building a multi-billion inf build. You know what's sad? The build actually comes close to soft-capping elemental with just one target in invincibility and I never bothered to even put defense IOs as fillers into the defense powers. Duh.

    Hero Plan by Mids' Hero Designer 1.90
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Katana Kate: Level 50 Natural Scrapper
    Primary Power Set: Katana
    Secondary Power Set: Invulnerability
    Power Pool: Speed
    Power Pool: Legacy Fitness
    Power Pool: Fighting
    Power Pool: Leadership

    Hero Profile:
    Level 1: Gambler's Cut -- P'ngS'Fest-Acc/Dmg(A), P'ngS'Fest-Dmg/EndRdx(3), P'ngS'Fest-Dmg/Rchg(3), P'ngFist-Acc/Dmg(5), P'ngFist-Acc/Dmg/Rchg(5), P'ngFist-Acc/Dmg/EndRdx/Rchg(7)
    Level 1: Resist Physical Damage -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(7), Aegis-ResDam(9), S'fstPrt-ResDam/Def+(9)
    Level 2: Temp Invulnerability -- Aegis-ResDam(A), Aegis-ResDam/Rchg(11), Aegis-ResDam/EndRdx(11)
    Level 4: Flashing Steel -- Sciroc-Dmg/EndRdx(A), Sciroc-Acc/Dmg(13), Sciroc-Dmg/Rchg(13), Sciroc-Acc/Rchg(15), Sciroc-Acc/Dmg/EndRdx(15), Sciroc-Dam%(17)
    Level 6: Build Up -- RechRdx-I(A), RechRdx-I(17), Empty(19)
    Level 8: Dull Pain -- Numna-Heal/Rchg(A), Numna-Heal/EndRdx(19), Numna-EndRdx/Rchg(21), Mrcl-Heal(21), Mrcl-Heal/Rchg(23), Mrcl-Heal/EndRdx/Rchg(23)
    Level 10: Divine Avalanche -- HO:Lyso(A), HO:Lyso(25), HO:Lyso(25)
    Level 12: Hasten -- RechRdx-I(A), RechRdx-I(27), RechRdx-I(27)
    Level 14: Super Speed -- HO:Micro(A)
    Level 16: Unyielding -- Aegis-ResDam(A), Aegis-ResDam/Rchg(29), Aegis-ResDam/EndRdx(29)
    Level 18: The Lotus Drops -- Sciroc-Dmg/EndRdx(A), Sciroc-Acc/Dmg/EndRdx(31), Sciroc-Dmg/Rchg(31), Sciroc-Acc/Rchg(31), HO:Nucle(33)
    Level 20: Hurdle -- Empty(A)
    Level 22: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(33), RgnTis-Regen+(33)
    Level 24: Stamina -- EndMod-I(A), EndMod-I(34), EndMod-I(34)
    Level 26: Soaring Dragon -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(34), KntkC'bat-Dmg/Rchg(36), KntkC'bat-Dmg/EndRdx/Rchg(36), HO:Nucle(36)
    Level 28: Invincibility -- Ksmt-ToHit+(A), LkGmblr-Def/EndRdx(37), LkGmblr-Def(37), Empty(37)
    Level 30: Sting of the Wasp -- P'ngS'Fest-Acc/Dmg(A), P'ngS'Fest-Dmg/EndRdx(39), P'ngS'Fest-Dmg/Rchg(39), P'ngFist-Acc/Dmg(39), P'ngFist-Acc/Dmg/Rchg(40), P'ngFist-Acc/Dmg/EndRdx/Rchg(40)
    Level 32: Golden Dragonfly -- Sciroc-Acc/Dmg/EndRdx(A), Sciroc-Dmg/EndRdx(40), Sciroc-Dmg/Rchg(42), Sciroc-Acc/Rchg(42), HO:Nucle(42)
    Level 35: Tough Hide -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(43), LkGmblr-Def/EndRdx/Rchg(43), Empty(43)
    Level 38: Unstoppable -- Aegis-Psi/Status(A), Aegis-ResDam/Rchg(45), Aegis-ResDam/EndRdx/Rchg(45), RechRdx-I(45)
    Level 41: Boxing -- Empty(A)
    Level 44: Tough -- Aegis-ResDam(A), Aegis-ResDam/Rchg(46), Aegis-ResDam/EndRdx(46), EndRdx-I(46)
    Level 47: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(48), LkGmblr-Def/EndRdx/Rchg(48), Empty(48)
    Level 49: Maneuvers -- LkGmblr-Def(A), LkGmblr-Def/EndRdx/Rchg(50), Empty(50), Empty(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Clrty-Stlth(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 1: Critical Hit
    Level 4: Ninja Run
    Level 0: LEGACY BUILD



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  6. Quote:
    Originally Posted by MaelwysAlts View Post
    I'm a bit rusty on level scaling mechanics, but if I recall right, due to the "purple patch" a modifier of 0.48 would get applied to all inflicted debuffs (due to your character being -4 to the foe) which would reduce the initial 165% debuff figure to only 79.2% "real" debuff being inflicted - and at this point it would encounter the standard AV debuff resistances of 87% (at level 54), resulting in that initial 165% debuff figure eventually only applying 10.296% worth of "actual" defence debuff to the AV...?
    Correct.
  7. Quote:
    Originally Posted by NeoDarke View Post
    It'll be Mr. Fantastic, Invisible Woman, Thing and Wolverine. Watch.
    Don't you mean Wolverine, Mr. Fantastic, Invisible Woman, and Thing.
  8. Quote:
    Originally Posted by Djeannie View Post
    On a side note, everyone I know has either gone radial for the recharge or cardiac for the end reduction. I have yet to meet a damage/accuracy person at all. Sadly some of these bonuses just don't excite me or are even wanted outside of the uncommon slot but you gotta do at least the rare to get the level shift.
    My MA/SR currently has a Nerve slotted. I actually crafted a Spiritual Radial for her, but I decided to also craft a Nerve. The reason is her theoretical final build uses Gladiator to get the last 3% defense to soft cap: without that nigh-mythical enhancement I'm short at about 44% defense. Slotting Nerve Radial Boost added more than 2% defense to my build and puts me a little over 46%. The net effect is a drop in incoming damage of about 20%, and I get some free accuracy.

    Its temporary to be sure, although given what I have to do to replace it, temporary might be a significant temporary. Nevertheless, I do think Nerve is the least attractive of all of them. Damage is at least the default: no one can fail to benefit from more damage. The mistake I think was in not realizing that while Accuracy, Damage, Recharge, and Endurance reduction are the big four most commonly used enhancements (the anchors for the four Alpha variants) Accuracy can be saturated. Damage and recharge cannot be, and Endurance reduction is common, but almost never slotted to the ED soft cap. Given that, Accuracy should have been paired up with significant qualitative bonuses that are nice to have but rarely taken. Cardiac and Nerve should probably trade range and defense and fear and taunt. End/Def/Res/Taunt makes more sense, and Accuracy/Range/Hold/Fear makes more sense. I can see why they might have wanted to split them up, but the more I think about it the more I believe that split up just ends up devaluing both relative to Recharge/Heal and Damage/Recovery, and it weakens the sense of power progression through the individual trees.
  9. Quote:
    Originally Posted by Nalrok_AthZim View Post
    Let me rephrase: If the WST isn't a level 50-enabled task/strike, isn't that a bit of an inconvenience? I mean, we can't have an option to get both shards and Well favors/notices during the same run? They're both for the same goal, right?

    Chalk that one up to convenience, but with the way this game's been in the past you'd think the path of least resistance would still be the way to go (CoP trial notwithstanding).
    Personally, I believe a significant fraction of the WSTs *should* be lower task forces, if for no other reason than to make sure the devs do not give the impression that level 50s will always be catered to by making sure featured content always drops shards for them. If the devs decide to make a new zone event that happens to be intrinsicly level 30 rather than 50, I do not want it to be said that the devs have an obligation to make sure that content drops shards, or else the devs are screwing level 50 players without cause. Given that, I think the precedent should be set here that this is not the future rule for featured content.

    I wouldn't mind if the first two were level fifty task forces to start releasing that pent up demand for wells, but I would not want say, four in a row to be level 50 task forces which essentially send the message that the WST is essentially a high level thing only.

    Another possibility: make two WSTs, staggered. Every Tuesday, announce a non-50 one. Every Friday, announce a specifically level 50 one. Each runs for a week, so every Tuesday to Monday a lower level one is active, and every Friday to Thursday a level 50 one is also active. I say its a possibility, but I'm concerned having more than one simultaneously will dilute the playerbase between them, and destroy the overriding point of the WSTs, which is almost certainly to focus attention on one specific activity at a time that a significant fraction of the playerbase will converge on. And we can't make the cycle times shorter than one week to get more WSTs cycling through, because a lot of players play weekends. Each WST has to cover a weekend at least. And of course it doubles the rate of well -earning, which the devs might not want.

    We might actually have to see at least one live week of WST to see what the playerbase can handle with regard to frequency and dilution of WST targets.
  10. Quote:
    Originally Posted by Zombie Man View Post
    You mean unlike how, when we level up a toon, we get a new power, then we work to put six slots in it, then we put in a set of six Purple recipes, *THEN* work to open up the next power?

    You're like proposing a system where we gain powers on a regular basis, and before they're maxed with enhancements... we start working on obtaining and enhancing new powers!

    That's crazy talk! No one is capable of such complicated multi-tasking! Madness!


    True, but the level one to fifty system forces us to get powers and slots in a particular order. We cannot level from 40 to 41 and unlock Epic #1, then level from 41 to 44 and unlock Epic #2, then level from 44 to 42 and pick up slots. In the Incarnate system, we can. I think that is a valuable additional feature.

    Madness? THIS IS ALPHA!
  11. Quote:
    Originally Posted by Dr_Mechano View Post
    Wow just taken a look at what is needed to craft a 'very rare'.

    Now the Rare...not that hard to get infact I can get it once I've done whatever Weekly Target taskforce it is but the Very Rare is quite a major step up, which is understandable.

    Even if you COULD make a Notice of the Well single player you're looking at a truly massive amount of Shards to make the Very Rare. Just converting a Notice of the Well into a Favour of the well takes 32 shards.
    Perhaps that is intentional, a sort of "diminishing returns" element to the Incarnate powers that on the one hand let people who will acquire stuff far faster than average still have a target to reach, without that target being overwhelmingly better than what average players can more likely reach. Common and Uncommon are the easy targets, Rare is the longer term pursuit target for most players, and Very Rare is the final target (in that sequence) for people who either can reach it quickly or like setting targets for themselves that will take a long time to reach.

    Keep in mind you could work towards Rare, then switch to a new slot eventually (when they open up) while still possibly making some small progress on Very Rare Alpha here and there incidentally. So its possible that while one day working on Rare Omega, say, you find you've accumulated enough resources to craft a Very Rare Alpha. Thinking in terms of Common Alpha -> Uncommon Alpha -> Rare Alpha -> Very Rare Alpha -> Next Slot is thinking more linearly than the system is actually designed to be.
  12. Quote:
    Originally Posted by Zombie Man View Post


    Tip toe, through the tulips...
    We're getting Jester Running in I19? Cool.
  13. Quote:
    Originally Posted by Avatea View Post
    • Level Shift: Level shifts are direct bonuses (or penalties, if negative) to a character’s effective combat level. A combat level 50 character with one level shift fights in combat as if they were a combat level 51 character. Characteristics like damage, control duration, debuff potential, chance to hit, as well as effective defense and resistance will all be increased, as all of these characteristics take into account the difference in level between you and your foe. However, a level shift does not actually raise the character’s level. Base characteristics such as Hit Points, Endurance, Movement Speed, Recharge will not be affected, nor will additional enhancement slots or power picks be unlocked. Rewards drops and badge credit are also not affected by level shifting.
    Defense and Resistance are not affected by combat modifiers. Theoretically speaking if you fight even cons and use level shift to shift them -1, your defense will get "effectively stronger" but I'd rather not say that. If you fight +2s and level shift them to +1, the critter base chance to hit will remain at 50% and their accuracy bonus will reduce from 1.2 to 1.1. The "effectiveness" of defense would remain the same in that case in the way we normally mean. If you were soft capped before, you would still be. If you were not soft capped before, you would still not be. The shift from zero to -1, however, does potentially reduce the soft cap from 45% to 40% defense and make all other defense values commensurately stronger.

    In no sense does resistance get better under level shift. If self buffs get stronger under level shift, I'm pretty sure that's a bug. I doubt the devs intended for us to be level shifted relative to ourselves, as interesting a concept as that sounds.
  14. Quote:
    Originally Posted by Amy_Amp View Post
    I'm still waiting to be kicked due to power sets.
    You know, I have yet to be kicked from a team for powersets also. And my first three were Martial Arts Scrapper, Energy Blaster, and Illusion Controller. Also known as "single target knockback," "area of effect knockback," and "uncontrollable random direction knockback." Triumph is either a very forgiving server, or too drunk to tell the difference between things flying around and the room spinning around.
  15. Quote:
    Originally Posted by EvilGeko View Post
    At the risk of being modsmacked, you absolutely MUST group and raid in the most recent of those much newer competitors at the end-game. In fact for some rewards you must PvP.
    And you get to the end game very, very quickly.
  16. Quote:
    Originally Posted by Silverado View Post
    I'm pretty sure that Mako's Elude gives him a 100% immunity to -def debuffs, same as Mynx.
    It does not. For that matter, Mynx Elude doesn't either. Neither are immune to defense debuffs. They just have the AV debuff resistance of 87% in the case of Mako at level 54 and 85% for Mynx at 51. That combined with the minimum 14% defense buff you need to get Mako off the floor at +4 (without tohit buffs) and the 20% defense debuff you need to get Mynx off the floor at +1 (her combined defense when Elude is up is actually 80%) means the first 108% defense debuff on Mako and the first 133% defense debuff against Mynx won't show a net visible effect.
  17. Quote:
    Originally Posted by GibsonMcCoy View Post
    Yep, it retconned a whole season of Dallas in one fell swoop. Back then, Dallas was the CSI of the TV watching world. Everyone either loved it or hated it.
    The most amusing aspect of Dallas bringing back Bobby by saying an entire season of the show was just a dream was that Dallas had a spin off show called Knots Landing that regularly crossed over with the original, and in that show they acknowledged Bobby Ewing's death. When Dallas retconned it away, Knots Landing didn't. Thus, in the Dallas world the entire rest of the show Knots Landing from that point is a continuation of a dream, and in the Knotts Landing world the entire rest of the show Dallas was a counterfactual alternate reality.
  18. Quote:
    Originally Posted by Abraxxus View Post
    Not gonna happen anytime soon. As explained by Sexy Jay, the NPC character model animation rigs that use those costume pieces are built differently than the ones used by the player models. More than likely, the only way one will get those costume pieces would be as a costume code that turned you into a generic sybil.
    I don't know about the current animator, but I do know BaB would have ripped off my head and punted it out the window while shouting "T for Teen" if I asked him to make martial arts animations that work with that costume.

    However, if the new animator is crazy enough, I'd love to see how that would work. I have this mental image of my MA scrapper completely entangled around a Hercules Titan while it tries shaking me off its arms.
  19. Quote:
    Originally Posted by Siberian_Spring View Post
    For defense based mobs (including AVs), it only takes one hit with -def to start a cascade failure.
    Actually, just as with players, cascade failure can't occur until you stack enough defense debuffs to reduce defense below the relative soft cap of the attacker. Players attacking a +4 have an intrinsic tohit of 39%. That means, unless those players have tohit buffs, the soft cap for a +4 AV is actually only 34% defense. Until you debuff them below that much defense, the defense debuffs aren't having any practical effect except to bring defense closer to the soft cap.

    In general, tohit buffs are more effective, point for point, than defense debuffs, for the reasons specified in the thread: they don't have to hit a target to be effective, and they cannot be resisted. Although as mentioned some tohit buffs are self buffs only, while a defense debuff automatically assists all attackers. Assuming you can stack enough to make a difference.

    Mako, by the way, has I believe 5% unsuppressible defense from hide and 40% defense from Elude when its up. Which means unless you have tohit buffs, the first 11% defense debuffs are only bringing him closer to the soft-floor of 34%. To cascade him, you'd need more than that. Although I'm going from memory here because its been a while since I've looked at Mako.
  20. Quote:
    Originally Posted by Furio View Post
    But is it better than not really dying at all, but being misplaced in time and having to fight your way back, while some of your allies fight to take over your role?

    I'll be honest: I think these people keep forgetting that they are stewards of these properties, and not their owners. As a writer, you have to balance respect for the past with forging your own course, because you can't just be stuck in the past when you are taking over the legacy of other writers.

    But for me, it comes down to this: if you want to shake up Spider-Man by killing Gwen Stacy, you're a genius. If you want to shake up Spider-Man by killing Spider-Man you're an idiot. If you can't figure out how to make the Fantastic Four work, that says something about you: go do something else. Destroying the title for the good of the title is ludicrous. Why write about characters you don't want to write about. Make up your own and go kill them off. If the problem is that people won't care about your characters as much as these more established ones, well that's the point isn't it. More people care about the Fantastic Four than care about the Fantastic Four writing team. Nobody cares about their writers block.

    In any case, the chances of any good coming of this are something between zero, and negative zero.
  21. Quote:
    Originally Posted by Ironik View Post
    As a safety precaution, Reed downloaded everyone's memories... without anyone knowing about, including the readers. Or the writers. He'll forget he's done this until 12 issues from now, when he'll repair a damaged android Torch -- who has conveniently suffered massive head trauma and is therefore without operating system or memory -- and will upload Johnny's slightly-out-of-date memories into it, creating Human Torch 2.0. Send out press release.
    Even though you're stealing plot from Star Trek Nemesis, its still better than finding out Johnny was a clone who thought he was the real Torch, or Sue Richards making a deal with Mephisto.
  22. Quote:
    Originally Posted by Hyperstrike View Post
    I'm not saying don't use it. I'm saying for the purposes of how much recharge one can get that you not factor in non-auto/toggle powers because the recharge rate isn't a guaranteed constant, due to it requiring continual monitoring by a highly fallible control device made of meat.
    In my personal opinion, normal recharge is recharge that requires no special circumstances beyond the player being able to activate powers. This includes autohitting self buffs like Hasten. Powers that grant recharge under special circumstances, which includes having to roll to hit a target, fall under the category of situational recharge. However, unless that situation is "fighting things impossible to hit" its not unreasonable to count it in an informal discussion. In a formal discussion, we'd have to factor in the fact that you can miss targets, and you can be slowed (which would affect the perma nature of powers like Hasten).

    Recharge that cannot be altered is what I normally call "intrinsic recharge" like that from enhancements, set bonuses, and powers that cannot be involuntarily switched off (like passives, also Alpha buffs).

    This can be a tricky question even to resolve personally. For example, my Energy blaster slots Force Feedback (the proc). As in "everywhere." I have to hit a target for that proc to work, and the proc doesn't fire all the time. Nevertheless, I know with certainty that in combat I'm all but guaranteed to get *some* benefit from it. Suppose I have a total of 350% total recharge in hasten from enhancements, itself, and global recharge. That would make Hasten non-perma: you need 375% to do that. The gap is about 11 seconds. However, every time I trigger Force Feedback I get a 5 second +100% recharge buff. In real terms that is equivalent to shaving about 5 seconds from base recharge time of Hasten (450 seconds). If I can do that 6 times in two minutes, Hasten will become perma. To do that, I have to average triggering the proc once every twenty seconds in combat. That's not easy, but its also not impossible, particularly with it slotted in torrent and EB. But its close. I would be pushing my luck to call Hasten perma here.

    But what if I only need 4 triggers in two minutes. Or two. How about one? At that point, even if I'm shooting at nothing but MoGed PPs I'm going to be able to manage that. At some point you have to make a judgement call. Not everyone will make the same one.
  23. Quote:
    Originally Posted by Zeh_Masteh View Post
    Not so sure about this one... if I remember correctly, your powers all have a recharge cap of (Recharge Time)/4. Both OT's and my builds show (on Mids) that Siphon Speed recharges in 13 secs, down from 60 secs, meaning that in the game it will actually recharge in 15 seconds. The extra slot in SS will do nothing
    The recharge cap is actually 5.0. What many players call "+400% recharge." Best possible recharge is BaseRecharge/5.
  24. I'll toss this build in here: Ill/Rad, with Hasten and AM up (and both are perma) +212.5% recharge:

    Hero Plan by Mids' Hero Designer 1.90
    http://www.cohplanner.com/

    Aurora Vortex: Level 50 Science Controller
    Primary Power Set: Illusion Control
    Secondary Power Set: Radiation Emission
    Power Pool: Teleportation
    Power Pool: Leadership
    Power Pool: Flight
    Power Pool: Speed
    Ancillary Pool: Fire Mastery

    Hero Profile:
    ------------
    Level 1: Spectral Wounds Apoc-Dmg/Rchg(A), Apoc-Acc/Dmg/Rchg(7), Apoc-Acc/Rchg(13), Apoc-Dmg/EndRdx(15), Apoc-Dam%(15)
    Level 1: Radiant Aura Dct'dW-Heal/EndRdx(A), Dct'dW-Heal/Rchg(37), Dct'dW-Heal(43), Dct'dW-Heal/EndRdx/Rchg(43), Dct'dW-Rchg(46)
    Level 2: Blind Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(17), Decim-Dmg/Rchg(17), Decim-Acc/EndRdx/Rchg(23), Decim-Acc/Dmg/Rchg(27)
    Level 4: Radiation Infection DarkWD-ToHitDeb(A), DarkWD-ToHitDeb/EndRdx(36), DarkWD-ToHitdeb/Rchg/EndRdx(37), DarkWD-ToHitDeb/Rchg(37)
    Level 6: Flash UbrkCons-Hold(A), UbrkCons-Hold/Rchg(31), UbrkCons-Acc/Hold/Rchg(34), UbrkCons-Acc/Rchg(36), UbrkCons-Dam%(36)
    Level 8: Accelerate Metabolism P'Shift-EndMod(A), P'Shift-EndMod/Rchg(9), P'Shift-EndMod/Acc/Rchg(9), P'Shift-Acc/Rchg(11), Efficacy-EndMod/Rchg(11), Efficacy-EndMod/Acc/Rchg(13)
    Level 10: Recall Friend Range-I(A)
    Level 12: Teleport Range-I(A)
    Level 14: Enervating Field EndRdx-I(A), EndRdx-I(46)
    Level 16: Group Invisibility LkGmblr-Rchg+(A)
    Level 18: Phantom Army ExRmnt-Acc/Dmg(A), ExRmnt-Acc/Dmg/Rchg(19), ExRmnt-EndRdx/Dmg/Rchg(19), ExRmnt-Acc/Rchg(21), S'bndAl-Dmg/Rchg(21), S'bndAl-Acc/Dmg/Rchg(23)
    Level 20: Lingering Radiation Acc-I(A)
    Level 22: Superior Invisibility LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(43)
    Level 24: Deceive CoPers-Conf%(A), CoPers-Conf(25), CoPers-Conf/Rchg(25), CoPers-Acc/Conf/Rchg(48), CoPers-Acc/Rchg(50)
    Level 26: Spectral Terror Abys-Dam%(A), Abys-Acc/Rchg(27), Abys-Fear/Rng(29), Abys-Acc/Fear/Rchg(29), Abys-EndRdx/Fear(31)
    Level 28: Maneuvers LkGmblr-Rchg+(A), HO:Cyto(34), HO:Cyto(40)
    Level 30: Tactics GSFC-ToHit(A), GSFC-ToHit/Rchg(31), GSFC-ToHit/Rchg/EndRdx(40), GSFC-Rchg/EndRdx(40), GSFC-ToHit/EndRdx(42), GSFC-Build%(42)
    Level 32: Phantasm ExRmnt-Acc/Dmg(A), ExRmnt-Acc/Dmg/Rchg(33), ExRmnt-EndRdx/Dmg/Rchg(33), ExRmnt-Dmg/EndRdx(33), SvgnRt-PetResDam(34), ExRmnt-+Res(Pets)(48)
    Level 35: Hover LkGmblr-Rchg+(A), HO:Cyto(50)
    Level 38: EM Pulse BasGaze-Acc/Hold(A), BasGaze-Acc/EndRdx/Rchg/Hold(39), BasGaze-Rchg/Hold(39), BasGaze-EndRdx/Rchg/Hold(39)
    Level 41: Fire Ball Ragnrk-Dmg/Rchg(A), Ragnrk-Acc/Dmg/Rchg(42), Ragnrk-Acc/Rchg(45), Ragnrk-Dmg/EndRdx(45), Ragnrk-Knock%(46)
    Level 44: Fire Shield GA-3defTpProc(A), S'fstPrt-ResDam/Def+(45), GA-End/Res(50)
    Level 47: Hasten RechRdx-I(A), RechRdx-I(48)
    Level 49: Mutation RechRdx-I(A)
    ------------
    Level 1: Brawl Empty(A)
    Level 1: Sprint Empty(A)
    Level 2: Rest Empty(A)
    Level 1: Containment
    Level 4: Ninja Run
    Level 2: Swift Empty(A)
    Level 2: Hurdle Empty(A)
    Level 2: Health RgnTis-Regen+(A), Mrcl-Rcvry+(3), Numna-Regen/Rcvry+(3)
    Level 2: Stamina P'Shift-End%(A), P'Shift-EndMod(5), P'Shift-EndMod/Rchg(5), P'Shift-EndMod/Acc(7)



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    |-------------------------------------------------------------------|

    Of course, this is not as high as most of the builds here, but it I post it because I'm pretty sure its a playable build: I'm actually playing it. Or rather, most of it. Its almost done: I still need to fill in most of the Apocalypse and Ragnaroks for SW and Fireball, and that pesky Glad Armor +def, but they have common fillers right now. What's interesting is, in relative terms, how inexpensive the rest of the build was. Its not cheap, but its not like it costs an arm and a leg for, say, all those Coercive Persuasions (and contagious confusion is pretty fun on top of that).

    I was mainly looking for a way to get to perma-PA again. This build does that with a final 58.28s recharge on PA. It also has about 25% defense to everything, slots both pet resist procs (even though the only pet that can benefit from them is Phantasm), has a megaton of recovery (including the performance shifter proc) and even takes mutation just because.

    There are obvious ways to get more recharge. Ice epic would have given me one more LotG for example, but then I would have ultimately lost Mutation, and I've had mutation since forever: I like having a rez on my support characters.

    I was on a Moonfire a while ago and when it got to one of the "defeat council" missions I found myself standing next to some +4s. So I just started taking them out with PA and Deceive. Even exemped this build has so much recharge and so much super-saturated slotting in some powers (way over the ED limit in some cases due to the purples) that I could keep five +4 council confused with a single target confuse including one boss, while the PA hit them enough for me to get reasonable defeat credit. I'd say its a solid build.

    And yeah, the comment about cast time becoming the limiter with builds like this. Radiant Aura has about a 4.2 second cycle time in this build. 2 seconds of recharge, 2.2 seconds of cast. It recharges faster than it executes. In reality, its going even faster and stronger than the posted build because I slot spiritual on this alt: it always seems like it recharges almost immediately after casting.
  25. Arcanaville

    Stun Capability

    Quote:
    Originally Posted by Gorgar View Post
    In practice, I find this changes MA from a control-oriented set to a set where control effects often occur as a side effect of trying to kill things.
    Given the control that exists elsewhere (Touch of Fear, especially) I didn't think Cobra Strike's stun necessarily needed to be reduced to 75%. But while I know there were people that liked Cobra Strike's 100% stun, in objective terms it was a nearly worthless power. It could only stun LTs. It couldn't stack to stun a boss without very aggressive slotting. It was slow. It had almost no damage. It took up an early slot in MA that neutered the set's ability to deal damage in the early levels. As a practical matter, I found the power to be almost as impractical as others find dimension shift.

    In any event, that one change alone doesn't by any possible reasonable perspective change MA from a control oriented set to a non-control oriented set. Its other control effects were already far lower than you could justify in a control-oriented set. TK's stun is even more unreliable. Eagle's Claw's stun is almost shorter than the activation time of EC itself. And I really cannot say this with an absurd enough tone on a keyboard: a melee ranged immobilize that only affects Lts and under. A melee ranged immobilize that also slows running speed.

    Katana has a 60% knockdown in GD and a 75% knockup in SD. Arguably, it has as much control as MA excluding Dragon's Tail, and that control is completely incidental to its design. Its most powerful secondary effect is the defense buff in divine avalanche. Dark Melee is also not intended to be a control set, and it arguably has more control in Touch of Fear than the entire MA set combined.

    Cobra had a 12 second stun and a 20 second recharge. Touch of Fear had 22 second fear and 8 second recharge. You could stack it fast enough to mez a boss with time to spare without even slotting it. That's a power you give to a control set. 12 second stun and 20 second recharge is what you give to players in a perk pack power.