Arcanaville

Arcanaville
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  1. Quote:
    Originally Posted by CaptainFoamerang View Post
    That is the thing, though. Not only does tolerance for the unexplained vary from person to person but from movie to movie. And you've got camps of people that view films as purely for entertainment purposes and thus roll with everything they're presented, ones that believe films and whatever they deem to be lesser forms of media explain themselves too much and the audience should be left to figure it out for themselves, and ones that think that films have to explain and account for everything or it takes away from the quality.

    I just think with everything that comes along with a story, we can find better things to criticize than how much background information we're given or how gently we're eased into the world.
    I'm critical of it because I believe in Scott Pilgrim's case, its the singular reason its failing to find more than a tiny audience. If that was *intentional* then I have to question the enormous amount of money spent on production and marketing. There's nothing wrong with wanting to make a very specific story you know is only going to connect with a very small audience. Its not like Christopher Guest thought A Mighty Wind was going to make a hundred million dollars. But people don't criticize movies like that for being insular, because they are being deliberately insular. Best in Show probably targets almost as small a niche as Scott Pilgrim does, but it does so consciously. If Scott Pilgrim was deliberately made intended for that small of an audience, there'd be no problem. But it aspired to reach a much larger audience, yet made absolutely no attempt to engage them. That's a mistake worth pointing out, because if the lesson Scott Pilgrim teaches is just "the movie going audience is too dumb to recognize its genius" then its really Scott Pilgrim's fans that haven't learned the lesson.

    The real lesson is that the storyteller must always target their audience, and must always speak their language. Its asking a lot for the audience to keep an open mind and hear what the storyteller wants to say. Its asking too much for the storyteller to force them to learn a different language just because he doesn't want to translate for them. Its a cop out to sit around and wax poetic about how great the movie was, and therefore the problem has to be with the audience. Whatever else the movie was, it failed to reach the audience it seems to have aspired to reach, and it failed for obvious reasons. Its worth coming up with a more nuanced lesson other than "we should never make these movies ever again" or its polar opposite "we should keep making these movies until the movie going audience grows a brain." Both of those are equally bad lessons to learn.
  2. Quote:
    Originally Posted by Jibikao View Post
    I think I still see double critical every once a while. How does it happen again?
    My guess is that its a weird race condition on the hidden meter that sometimes allows both criticals to go off (the hidden state should only ever be set to zero or one, which means only one of those criticals should go off, ever. But its possible the meter is in a funny state under those conditions for a brief instant and allows both to go off. this could happen if, for example, the meter was actually momentarily set to 0.5 as the assassin's strike went off, or if it was changing state from zero to one at the precise moment the assassin's strike power was processed).
  3. Quote:
    Originally Posted by GuyPerfect View Post
    Translation: it's treated as a multiplier rather than a literal value.
    More precisely, Cur modifiers alter the target's attribute by a percentage of maximum. "Abs 10.0" means "deduct 10 points of damage from the target. "Cur 10.0" means "reduce the target's health by 1000%."
  4. Quote:
    Originally Posted by CaptainFoamerang View Post
    I also noted how people tend to have different level of expectations for such setup and explanation based on traits of the film, and for one that seems so stylized and comical, I have trouble understanding why people have relatively higher expectations for such details.
    Because in Scott Pilgrim, those details are critical to relating to the characters. Its never really explained how anything works in, say, Ghostbusters, but its not necessary because the audience is willing to accept the setup because the characters all make sense to the audience. We know who Venkmen is from the very first scene we see him. Egon is not a big mystery. When they hire Winston, without knowing anything about him the audience immediately connects with him as the everyman tossed into the bizarre mix.

    Most people just aren't going to get Scott Pilgrim. They aren't going to get Ramona. The exes are archetypes of things most of the audience doesn't even know: they are inside jokes told to outsiders without enough explanation in most cases. In most stories, you can have impenetrable characters that are revealed through a relatable story. Or you can have relatable characters that are set in a wild story. Unrelatable characters in wild story gives the audience no touchstones to connect to. And that's why the unexplained elements of SP are so harshly criticized by some. Its too much unexplained on opposite sides of the ledger.

    Compare to Inception. Inception has an equally high potential for disorientation. The plot isn't linear, the world rules are unconventional, and the characters aren't given a lot of backstory initially. But the movie does a good job of taking the audience by the hand and walking them through the movie, so even people who don't fully get the movie at least get from beginning to end feeling like the movie didn't pass completely over their heads. Inception eases us into the character of Cobb, first with the scene with his father in law, and then with the scenes with Ariadne, which give you insight into why this character is doing what he's doing. We can relate to Cobb because at the heart of all the wild crazy stuff is someone guilty over the death of his wife, and seeking a way to return to his children. People can connect to that.

    Similarly, Cobb introduces the audience to the dream world by introducing Ariadne to it, and Ariadne becomes the proxy for the audience to explore the rules. We find out very quickly how much control a dreamer has over his dream, what happens to people within those dreams, and even why certain rules exist, such as the need to avoid antagonizing projections. This creates a mental short-hand for the audience so that when the actual inception begins no one has to explain anything. We know why they are being shot at. We know why projection-Mal is trying to disrupt everything (at least to some degree, so the deeper explanation makes sense further in). We know why there are multiple levels of the dream, and we even know what the critical risk is in the "Mr. Charles" gambit and what the whole payoff is supposed to be at the end. And we know well before we get there what Limbo is and why its so critical to Cobb's story.

    Nolan could have gotten millions of people to watch any blockbuster movie he wanted to make at this point. But he took great pains to make sure that there was a learning curve for the audience to connect with both the characters and the story, and given how unconventional the movie actually is, it shows in how many people it ultimately connected with. A lot is still left unexplained. But enough is to make it possible for the audience to get to the end of the movie with some sense of what was going on.

    Its not a question of having higher standards. Its more a question of meeting a threshold. Everyone's threshold is different, even situationally different at times. But its apparent that SP was not going to meet very many people's critical comprehension threshold, and if you're going to spend that much money on a movie you probably should try to.
  5. Quote:
    Originally Posted by Krogoth View Post
    That and the Steel Canyon Fire both outdo 'The I Win Button', which according to The Tomax power quantification does 11 ticks of 4284 damage.
    City of Data is wrong: that is a mistranslation of the power. Actually, the I Win Button does damage in a manner comparable to the Steel Canyon buildings because its damage is a Cur not an Abs (game mechanical wizards will know what I mean by that). The I Win Button is actually designed to deal 4283.6 times the target's health per tick for eleven ticks. That's far more than the Steel Canyon buildings, but its something players should essentially never see, since that power is never supposed to be used around players.
  6. Quote:
    Originally Posted by Soul_Fane View Post
    The RNG seems to get worse with every update, but maybe that's just me.
    So far as I can tell, its not the rand().


    Quote:
    My KM is 28 now, with frankenslotted acc, and a kismet. She has 95% chance to hit almost all the time in combat attributes, and rarely hits 4 out of 4 mobs with burst, and that's on normal critters like freaks.
    Chance to hit all four targets when tohit is at the 95% ceiling: 81.45%. About four out of five times you should hit four out of four targets. One time in five you should miss at least one.

    You're probably just remembering the times you miss more often than the times you hit. But you can always turn on chat logging and see for certain.
  7. Quote:
    Originally Posted by Werner View Post
    Honestly, I don't think we know for certain how it works. I don't anyway. My ASSUMPTION in my own calculations is that the Follow Up buff starts IMMEDIATELY upon the completion of the cast, at exactly 0.83 seconds, and isn't waiting for the next server tick.
    I believe Follow Up's buff beings 0.5 seconds after activation not after cast time concludes.

    All effects happen some finite interval after the power is activated: that is how critters get stunned and "zip" off while you are in the middle of the total focus animation, and for that matter how things like the damage ticks in One Thousand Cuts occur while the power is animating. There is an offset built into the power definition that tells the game how long to wait before starting the power's effects, and its a separate value from "delay" which is a per-effect setting (to allow different effects to happen staggered from each other).

    In the case of Follow Up specifically, this delay is set to 15 frames of animation, so I believe the buff happens about half a second after the activation of the power. Its very difficult to say if it happens *exactly* 0.5 seconds after activation or some offset from that because the difference wouldn't be easy to detect at the client. But that is my best guess on the matter.

    If you want to test my understanding, I believe Total Focus is designed for the damage (and the stun) to land 69 frames after activation, or 2.3 seconds after activation, which is 1 second before the animation completes. That kinda sounds right to me, but I honestly haven't measured that carefully in a long time.
  8. Quote:
    Originally Posted by Werner View Post
    I strongly suspect that gaps in chains round up to the next 0.132 seconds, since you can only do things on server ticks, though calling 0.132 a server tick is overly simplistic, and I'd need to refresh myself on what's really going on since I've used that shorthand for so long. That would further negatively impact chains with gaps.
    No, I don't think they do. I think at worst gaps round to the nearest 0.125 seconds. The 0.132s ArcanaTime gap considers having to expire both the combat clock and the animation frame clock in conjunction. But during an attack chain gap, the rooted time window bound to the animation clock will have already expired.
  9. Quote:
    Originally Posted by Necrotech_Master View Post
    while this is hilarious and true, i think the OP was talking about powers usable by the player
    Probably, in which case I believe Siolfir's post represents the best that players can do. I don't think anything exists that can compete with the theoretical scale 18 damage that Blizzard can pump out if all ticks land and all ticks Scourge. Nothing else really comes close to that.

    The normalized value of the AS double crit is equivalent to a scale 4.75 attack criting at the damage cap. That too seems to be higher than anything else I can think of that players wield in terms of non-rains.
  10. There are three basic types of reviews. They have radically different requirements.

    1. Humorous.

    The most important thing to be is funny. Funny itself has a lot of requirements: if your jokes don't have a significant kernel of truth to them, you'll come off as an idiot on open mic night. But you don't have to be balanced. Far from it: no one wants comedians to be balanced. But they do have to be fair, in the comedic sense of fair. There are things you can take pot shots at, and things you can't (and still be funny). If you're Yahtzee, you can pretty much make fun of anything. If you're not, not.

    Tip: if you're not sure if you're funny, you're not funny. If you are absolutely certain you're funny, you're not funny. If you're pretty sure you're occasionally funny, you might be funny. Good luck.


    2. Educational.

    Some reviews are intended to be guides to the game. These are the fun parts, these are the boring parts, these are the parts you might want to watch out for. They are the Fodors of the video game world, and they too do not need to be balanced, nor do they need to be funny. They should know their audience. Some people want to know where all the Mickey-Ds are within a hundred miles of the north rim of the grand canyon and which bathrooms have running water. Some want to know which hiking trails have the longest list of "and they never heard from them again" so they can hike them. Same with game reviews. If you're going after a particular audience, your job is to be the representative of their tastes, at least to some high level of degree. The problem here is that a lot of people think they represent a lot more people than they really do. If you aren't sufficiently self-aware and self-critical to be able to figure out what your actual taste niche is, and how many people might be in it (possibly barely enough to fill a Greyhound bus) then you'll come off as, well, an idiot on open mic night.

    If you know your audience, and can target them, and can target them consistently, you have a shot. Assuming your audience can actually find you. Angry Video Game Nerd and AngryJoe figured that out: I don't watch their reviews from my happy place.


    3. Authoritative

    These are the game reviews that are most like (most) professional movie reviews. The reviewer takes a position that they have sufficient insight and understanding of the material to make a professional judgment of the medium. To do this, particularly with an intricate medium like game design, you absolutely *must* have command both of the subject matter and the specific work you're reviewing. Otherwise, mic, idiot, you get the idea.

    I had several people ask me to view the video review in question and comment on it, but by the time I got around to it the thread had been closed. It was *painful* to watch. I'm sitting there saying "well, he has a point about boss fights being simple and having lots of room for AI improvement and ... did he just say that combat jumping was a required power pool power? On a Willpower scrapper?!?"

    Yeah, its like that. If you think I'm being harsh saying I thought that was so crazy suggesting trepanation is a reasonable response, you shouldn't do authoritative voice reviews. That's the response floor. The ceiling involves pasting your face on the Star Wars kid and putting you in a Caramelldansen video.

    If you're going to comment with an authoritative voice, credibility is key. It takes a lot of effort to build it, and only one really inexplicable mistake to damage it beyond repair. And there are no excuses for making a "simple mistake." Until you have the sort of reputation that allows you to make "simple mistakes" making them in an authoritative voice review is basically a write off.


    For all of the above, the most important thing is to know your limits. Most people do not, and most people attempt to do what they can't do and be who they are not. If you know, say you know. If you're only guessing, say you're only guessing. Distinguish between personal preference and objective fact - heck even Yahtzee does that every once in a while when he's on his meds.

    Above all else, be entertaining. Either humorously entertaining, or engrossingly entertaining, or educationally entertaining. But give me a reason to spend ten minutes or an hour or whatever watching your stuff.


    And jeez, this isn't a live performance. I wonder sometimes how many amateur vloggers actually *watch* their own performances before they release them, just to see what they look like. I mean literally sit back and watch them for flavor, not just in tiny snippets during editing. I have a feeling this number is very low.
  11. Quote:
    Originally Posted by Manofmanychars View Post
    Brian Wood has earned a spot on TVTropes' Real Life entry in Heroic Sacrifice.
    I'm sure someone will add it. Its basically the real life version of "act with integrity, no regrets." Very sad that it sometimes takes the very worst of us to illuminate the very best of us.
  12. Probably not what the OP meant, but the highest damage attack that still exists in the game and is repeatable is the attack that Steel Canyon buildings execute on targets when the buildings explode. They have a bug in the coding that the devs have never bothered to fix because it gets the job done: they will do, at level 50 (meaning the level of the target), something like about 360 times your health in damage, whatever your health (as in health bar size) is at the moment of detonation.

    I think we calculated that this little exercise caused the detonation to deliver over eight million points of damage to the Kronos Titan. Per damage tick. For three ticks. Plus one more tick of about a half million. About 26 million points of damage total.

    Too bad you can't buff the building.
  13. Quote:
    Originally Posted by Stealth_Bomber View Post
    Really dumb question: didn't they change the damage output and hit points of upper level bosses back around the time they announced ED? Doesn't that make the +2 boss target increasingly more difficult as you level, and if so wouldn't that impact your level time? Would it be significant?
    The calculations in this thread were based on the current values for things (but not factoring in the latest announcement of fitness, obviously). Changes from way back then wouldn't have an impact on the numbers in the original post.
  14. Quote:
    Originally Posted by SinisterDirge View Post
    Has anyone done the math to figure out how much faster people will be lvling in the 1-20 level span with fitness as an inherent?

    I would if I could, but I can't, so I won't.
    I haven't done the math yet, but its likely to be tens of percent faster on average between the added endurance of stamina and the lower health downtime of Health. But it depends greatly on two factors that this thread originally sidestepped. The first is what percentage of people deliberately seek out teams that have sufficient buffs to eliminate downtime as a major concern, and for what percentage of the time. And the second is what percentage of players deliberately power level themselves through a significant fraction of this level range in the first place.
  15. Quote:
    Originally Posted by Evil_Legacy View Post
    how and where do we turn this data in. I've been watching my numbers closely past few weeks and writing down the numbers, calculating and such.
    Findings in short-player rolls are over estimated and usually end up ten-12% under than what the number suggest. And NPC rolls, including pets, seems to be understated i nthe hit roll log. Many times, a npc have 5-7% to hit and it hits way more than that. while when the player side have 5-7% to hit, it might as well be nill. The NPC seems to roll low numbers quite more often than the player.



    Just now, I had 90%-95% to hit, and four times within a very short time, had to have the power force hit. Had three force hits in a row then the fourth force hit cam three mobs later, with misses in between. Havent analyzed this current data but rough counting of the misses and hits over all powers, about 50%. far from 90-95% chance.

    The first time I noticed, took it "oh just a bad streak. But after paying close attention, this is more than just bad streaks.
    Really, there's nowhere to turn such data in. After all these years of such observations never panning out**, I doubt anyone will take them seriously. Particularly without statistically air tight evidence. The only person that continues to take this remotely seriously is probably me, and even I will not conduct an investigation based solely on observational evidence unless the observer is known to me to be a trained observer of such things. I'll only investigate actual combat logs, and only if they are long enough to give me sufficient context to rule out all other possible sources of the problem.

    As to your specific observations, most of my observations are NPC rolls, not player rolls, and in those cases the NPCs are rolling every range of numbers equally often. Furthermore, their last roll doesn't bias the next roll: the odds of rolling high or low are equal regardless of the previous roll. Its theoretically possible that player tohit rolling could be different than NPC player rolling, but I consider that highly unlikely due to the way the game actually performs tohit rolls, which is to say to the best of my knowledge the game engine doesn't know when its rolling who is doing the rolling.


    ** As far as I know, reports of accuracy or tohit "not working right" have only panned out twice in the history of the game: the first time long ago when the type-stacking bug was discovered, and the second time when I investigated the mechanics of luck inspirations. And in both cases, the random number generator itself was exonerated as being the source of the problem.
  16. Quote:
    Originally Posted by Warrior7 View Post
    Yes, but the opposite isn't true... if you are protected from hits (or if the NPC is protected from the power) the combat log doesn't say, "Protected" or "Cannot be used" instead it generates a number that cannot fall into the "hitting" range.

    I've noticed with with Hibernate specifically--it's a power I use a lot. I haven't been hit once while in the middle of it (though I've been killed many times while activating it but that's a subject for another forum). Instead of it generating a message saying "you are protected from hits," the hitroll counter never allows the NPC to land a successful hit... which is part of my confusion with the hit roll generator.
    No, that's not what's happening. Look closer. If an attack actually lands on you while Hibernate is up, the combat chat doesn't print anything at all. I think that is a bug, in other cases where the target is unaffected by the attack something prints (at least as of the last time I recall) but I confirmed the behavior of Hibernate just now. If the attacker misses you'll get a combat spam message with the miss message. But if it hits you there's no message at all. So you'll only see the tohit rolls that happen to miss, not the ones that happen to hit.

    As far as I know, nothing "modifies" the tohit roll. its the chance to hit that is modified. There's only one exception to that rule, and its not an exception that you'll likely see direct evidence of, and won't show itself in the combat spam as a modified tohit roll (that exception is tohit rolls used in special formulas within Requires or Magnitude clauses: people familiar with the mechanics I'm talking about will know what I'm referring to).
  17. Arcanaville

    Dear Arcanaville

    Quote:
    Originally Posted by Manofmanychars View Post
    With all the "Dear Arcanaville" threads I've seen, she should start her own advice column.
    I thought this was my advice column.


    Also: nice hat.
  18. Quote:
    Originally Posted by Knightfox View Post
    There's no way they'll actually have mailed in NDA signatures, that's just absurd on a colossal level. It will simply be an electronic signature rather than the normal "signing in means you agree to abide by the NDA" method. Electronic signature is much quicker and doesn't involve sorting masses of snail mail. I don't see how so many jumped to the conclusion that it would be an actual physical signature.
    I didn't say "would" I said "could." And I have specific reasons for thinking its within the realm of possibility.
  19. Quote:
    Originally Posted by DaemonHeld View Post
    I keep seeing the term "Signed NDA" being questioned.. but haven't all of the NDA's prior to this been "digitally signed"? It seems to me that, that is exactly the case here.

    I haven't been in a CoH Closed Beta requiring an NDA since CoV.. so my memory may be a little fuzzy there, but I would almost swear that the wording used then was equal to the player 'signing a non-disclosure agreement' by accepting their spot in the Beta.

    Peace
    True, but a lot of players seem to not take that NDA seriously. Some think its not even enforceable. Most believe the worst that could happen is they could get banned, maybe. The terms of the closed beta NDAs have always lacked the rigor of an actual contractual NDA.

    There would be absolutely no question about the intent or enforceability of an actual signed contractual NDA the player had to physically sign and send to NCSoft. Because an actual nondisclosure agreement is essentially a contract between the two parties, violating an NDA is a breach of contract that theoretically exposes the violator to almost unlimited liability. Its not the same thing as violating the EULA.

    It might just be a more elaborate electronic acknowledgement of the NDA rather than the informal one in all the other closed betas. Or if they are really serious about it, it might be a "download this and sign it and send it back to us" kind of thing. It depends on how seriously they intend to protect the integrity of the I20 beta.
  20. Quote:
    Originally Posted by Veritech View Post
    so, don't listen to geeks and always pander to as many people as possible regardless of the quality of the product. got it. i feel all learned now.
    It has nothing to do with pandering. If you want to target a niche audience, that's fine. Just don't spend a hundred million dollars on something that targets a niche audience: that's stupid. And don't expect people to go see it just to subsidize your taste, no matter how smart or well crafted it might be.

    The problem is that geeks aren't honest about geek culture. Sometimes it has crossover appeal, sometimes it doesn't. But they (we) rarely admit it. I had a pretty good idea that Scott Pilgrim wasn't going to be a $200m movie, and even $100m was going to take a miracle. Its crossover potential was iffy. Even Inception wasn't well received by everyone, but I had a pretty good idea that Inception was going to appeal to about ten times more people, even though it too was a fairly intelligent and well-crafted movie that wasn't typical summer blockbuster fare (turns out the number is more like thirty times as many, not ten).

    It shouldn't be hard to understand why a movie like Star Trek did so well and a movie like Scott Pilgrim didn't. And its not because the movie going audience is "stupid." They sometimes are, but that's not the reason. That same stupid movie going audience turned out to see Gran Turino, they turned out to see District 9, and they even turned out to see Coraline. And I think the fact that it *is* virtually impossible for some people to come to grips with why Star Trek did well against the geek backlash and Scott Pilgrim did poorly with the geek support tells you why Scott Pilgrim failed. Its because people don't get this that they can't ever learn from it.

    The bottom line is that Scott Pilgrim's audience was presumed, but Scott Pilgrim isn't even a wide-audience item in the geek culture. Its a subculture of a subculture of a subculture. Its basically a replication of the Speed Racer mistake.


    Still, I think the final verdict on Scott Pilgrim isn't in yet. I always thought the very audience that would most want to see Scott Pilgrim would probably buy it on DVD or Netflix the thing. If it does exceptionally well in the home and rental market, it could yet end up being ultimately something of a success.


    The amazing irony is that the reason why it isn't connecting with a cross over audience seems to be, at least in my experience, the characters are almost totally unrelateable to people outside the subculture. And that means if you aren't a fan of the work, and you can't connect with the characters, the movie is a bunch of random special effects with no story. Ponder that the next time someone says a big budget action film is just "pandering" to the stupid sheep movie going audience by just having dumb action stars blowing stuff up. What does it mean or matter if you write the smartest script in the world and its about characters so alien to the movie going audience that it might as well be about saguaro cacti.
  21. Quote:
    Originally Posted by GavinRuneblade View Post
    What about debuff resistance in the same sense as the debuff resistance from IO set bonuses? Meaning, make it wear off faster instead of reducing the impact when it happens. If the duration is the penalty not the degree of the reduction, then let us turn off the debuff sooner. Against a Stun, I can ignore the magnitude, or I can unstun faster. Against -regen I can do neither. If ignoring the magnitude is too difficult, what about shorter durations?
    That is how regeneration debuff resistance would work for the duration-based debuffs. The problem, as has been mentioned above, is some of them are duration based and some are magnitude based.

    Every effect is either duration based or magnitude based. This means the "strength" of the power either determines the duration of the effect or its magnitude. When the effect is magnitude based, the duration is hard coded, and vice versa. Damage is always magnitude based, so buffing and debuffing damage increases or reduces its magnitude. Mez effects are almost always duration based, so buffing and debuffing mez effects generally increases or reduces its duration.

    Some regen debuffs seem to be coded as magnitude effects, which means regen debuff resistance would reduce their strength, but their duration would be constant (and unaffected by anything, including combat modifiers). Some are duration based and debuff resistance would only reduce their duration, not their magnitude (which no effect would be able to change). It is unpredictable what resistance would do for a random attacker unless you know how that attacker works.

    Its actually probably something the devs will have to resolve at some point, because its a potential cause for undesirable complexity. But it would probably require, or rather should require, a rethink of a unifying design principle for those debuffs.
  22. Quote:
    Originally Posted by SpiderTeo_OC View Post
    This seems to be changed a bit now with the new Praetorian Clockworks, whose attacks do have some -regen debuffs in them, but won't necessarily floor a /Regen scrapper's regen rate. I noticed on a lowbie MA/Shields scrapper that my regen was repeatedly getting zeroed out against these things, though the minor defenses at the time was enough to provide some mitigation. Then I run into some of these Praetorian Clockwork on my IO'ed out level 50 MA/Regen. I did notice that my regen rate did drop a few times below standard Integration levels, which made it uncomfortable during that time before I would hit Instant Healing. Once IH was up, those -regen debuffs didn't matter so much as the actual damage coming in, but when IH is down, those smaller -regen debuffs can hamstring a Regen scrapper without actually flooring its regen.

    These new attacks seem to be how -regen can be used within the game without having to always resort to the -1000% debuff that will shut down anything. Now whether this might be a glimpse of later enemy design or just something that has popped up coincidentally, I'm not sure, but it seems that there is some deliberate thought on introducing more -regen attacks against players, which might then impact on powerset design.
    Those *are*, if I remember correctly, magnitude debuffs (with fixed duration). Because the devs seem to be rewriting some of the critter balance rules for Praetorians, it will be interesting to see how all of that plays out, and not just for -regen debuffs specifically.
  23. Quote:
    Originally Posted by Alpha_Zulu View Post
    To Arcana,

    I think everything can be summed up quite simply.


    The devs ****** this one up. Big time. And they should revert it back to the less broken way it was before they ****** it up. End of story.
    Ironically, I agree. That is in fact the end of the story until everyone who thinks that is the end of the story either changes their minds or isn't around anymore. I would really prefer the former over the latter, but that is the cold hard truth of the matter.

    If you figure out a way to dictate uncompromising terms to the devs on the development of the game, let me know what your secret is. That's far outside my capabilities. What I'm describing is something that might actually work. Take that opinion for whatever its worth.
  24. Quote:
    Originally Posted by UberGuy View Post
    I have to say, I don't really understand why so many NPC -Regen effects are in the format of "minus multiple thousand percent regen".

    I have a completely unfounded suspicion of why they're like that. I think they were specifically designed to counter old toggle Instant Healing. Barring massive burst damage, there wasn't a lot out there that would clearly challenge an old-school Regen Scrapper's survival unless you could somehow turn IH off.

    From then on, I have a further suspicion that these really strong effects were basically just copy/pasted into new powers that got -Regen.

    If there's any basis for those suspicions, I think it would mean those powers need to be revisited, because the assumptions under which they were created/modified back in the day have since changed fairly dramatically.
    I think that is unlikely. My recollection is that most of the -regen in the game was put in after toggle IH went away.

    The reason -regen has such high magnitude is probably because its not balanced based around magnitude but on duration. And the reason for that is probably for the same reason the devs got into so much trouble trying to balance movement debuffs: the game engine only supports linear debuffs and not proportional ones (at least, most of the time). So a -X movement debuff stops most players dead, but a player with superspeed doesn't even notice because his movement buff is so high that the debuff is small by comparison. Similarly, most players have low numerical regeneration, but some things have ultra high levels of it (on a relative basis). Trying to balance a linear debuff against the levels of regeneration out there would be extremely difficult.

    Instead, the debuffs often simply zap the player's regen tick rate to basically zero for X seconds. In effect this removes a certain window of health recovery with each debuff which is proportional to the intrinsic rate of regeneration. Its an attempt at a proportional debuff the long way around. This would probably be too harsh if there existed powersets that relied almost exclusively on regeneration, but there are no such sets. Just like if SR, FF, and Ice didn't exist as powersets, cascade failure would be just an odd trivia observation rather than a game-balance significant phenomenon.

    Its really this aspect of regen debuffs that make the notion of regeneration debuff resistance an indirectly futile pursuit. The debuffs are often intended to be balanced around a presumption of debuffing to zero, so the magnitude is set high enough to ensure this. Adding regen debuff resistance to any powerset would be virtually meaningless. The question to ask isn't whether players should resist them partially, because there's basically no such thing as partially resisting something intended to always drop you to zero. The question is whether there are too many of them or they last too long. Those are the only two dimensions of the problem that feedback could likely change. And of the two, I think the stronger argument can be made against the duration of the debuffs, not their frequency.


    On the related subject of recharge debuffs, those aren't balanced that way. So resistance to recharge debuffs is on the table from a discussion perspective. But I think people would be generally surprised as to what the actual numbers say. For example, the last project I started with regard to the mitigation spreadsheet (but didn't finish) was adding debuff resistance and debuff analysis to the mitigation spreadsheet. I kinda had it working, but it was an ugly hack and I didn't have the time to clean it up. Perhaps I should. I did get -recharge working on a limited basis specifically to compare powersets like Fiery Aura, Regeneration, Ninjitsu, and Dark Armor. The comparison curves between FA and Regen were especially interesting. I can dig those up, but the bottom line was that at SO-slotting (which is the starting point for any powerset balance discussion) Regen outperformed FA's mitigation from 180s windows down past 60s windows for all levels of -recharge debuff. It was only at 30s windows that Regen crossed FA's mitigation line, and it did so somewhere around -70% recharge. In other words, Regen outperformed FA until both were experiencing the equivalent of -70% recharge debuff constantly on average. Then FA outperformed Regen.

    Clearly, Regen did "suffer" from recharge debuffs more than FA, but its also true that the amount it suffered more than was irrelevant for the most part. Only at 30s windows (the lowest I even acknowledge as balance-significant) does it play a factor, and only at very high levels of debuff. And for bonus points, when I factored in FA's recharge debuff *resistance*, that curve shifted so that the breakeven point was closer to -30% debuff, which made a lot more sense.

    Interestingly, the only counter to this analysis is that FA shouldn't be balanced solely on the basis of mitigation, because its presumed to have compensating value in its offensive and utility powers, which is true. But when you toss in Burn and Consume, you end up with the converse situation where you can no longer make the case that Regen's performance curve is steeper than FA's under recharge debuffs. Regen's is basically a product of its recharge-dependent heal(s) and its recharge-dependent +health mitigation, which means its dependent on the square of the recharge debuff. But the coefficients are so small that the curve is almost linear. Not so for the coefficients of offense to recharge. Recharge has an almost direct proportional effect on the offensive output of Burn (and consume) and the endurance recovery of Consume. Quick Recovery basically beats Consume (even with the new buffs) under recharge debuff, greatly increasing the recharge dependance of the utility value of the set. And likewise Burn for offense. The proportionality as so much stronger that even if you heavily devalue offense relative to defense (and most people are inclined to do the opposite) the recharge dependancy swings over to FA.

    So either FA is more dependent on recharge than Regen, or Regen is more dependent on recharge than FA but outperforms it by more than the dependency. Separate from the threshold requirements for recharge resistance, there's the separate numerical argument that Regen doesn't actually suffer relative to peer sets in this regard by enough to make it significant except in extreme cases. And no powerset is balanced at those extremes, even if melee players enjoy throwing themselves into them.


    I'll see if I can dig up those numbers: this was a while ago. Maybe I can google docs the numbers and the associated charts this weekend if I can find them and correctly excerpt them.
  25. Quote:
    Originally Posted by Samuel_Tow View Post
    True, but they have allowed more flexibility in bringing off-level team-mates to level-gated content. Sidekicks, exemplars, auto-SK-EX, the removal of Hazard minimal levels, exemplaring for TFs, that sort of thing. Content is still level gated, but you can still bring practically anyone to practically anything you go to do.
    True, but that's not relevant to the context in which I made the original statement, which was whether there was any evidence that the devs design philosophy is consistent with making task forces scale to any level. Level gating plus exemplaring is consistent with what I said: content is targeted at a particular level but there are compromise solutions that sometimes allow players outside that level range to be brought *into* that level range. But that's not the same thing as bringing *the content* into the range of the *player*. They may sound similar, but from a design perspective those are night and day differences.