Arcanaville

Arcanaville
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  1. Quote:
    Originally Posted by Grey Pilgrim View Post
    I also don't think you understand the Cottage rule. This means that you can't make a power do something it didn't before, like making Temperature Protection into an attack, or something. The developers can adjust damage, recharge, etc., on a power that has those attributes.
    ... without good reason. In effect, the cottage rule says that the threshold for mucking with the mechanics of a power in a way that makes it impossible to use it like it was before in at least broad terms is to declare a situation essentially broken in a way that only changing it can fix.

    The devs didn't ignore the cottage rule when they made Singularities, for example: they simply decided the need for them outweighed the need to preserve the cottage rule for Gravity Control at the time.
  2. Quote:
    Originally Posted by Quatermain View Post
    Hm, I never was able to get a copy of my MA to test, in two seconds (post EC) you can get storm kick off and start on CAK, when does the crit get evaluated?
    i.e. Can you potentially get boosted crit on both SK and CAK? I'm assuming that is not the case, but havent seen anyone specifically say so.
    No. The crit buff actually starts about 1.3 seconds after *activation* of EC, not at the end of EC. There's only about a half second from the end of EC where you can activate an attack and be buffed. And in actual testing, it seems that if you haven't started queuing the attack by the time Eagle's Claw visually looks like its about to hit the target, the delay from the time you try to start the attack until when the command reaches the servers will be enough to cause the attack to fall outside the buff. In other words, the only safe bet is to queue an attack while Eagle's Claw is running, relatively early.

    I've sent all my timing calculations and test results to Castle, and I'm hoping to squeeze at least another quarter of a second duration on the buff to buy more time to get that next attack off. I think that part of the problem is that what we see is delayed slightly from what the server knows (this is not quite the same thing as "lag" but a rather different offset) which exacerbates the problem, but I haven't fully quantified that yet. My hunch is that there's an additional quarter of a second in there to be had, meaning it would be safe to increase the buff duration by a full half second. Doesn't sound like much, but it would make a big difference: it would double the margin for error on starting the next attack.

    The bottom line is that the intent is to only buff one attack, and the timing reflects that. But its just a bit too aggressively short in my opinion.
  3. Quote:
    Originally Posted by Cyber_naut View Post
    In terms of endurance, I've NEVER heard anyone complain about claws. I've read many posts of testers complaining about KM's endurance useage.
    I've also read that its almost impossible to stack Power Siphon damage buffs more than twice.
  4. Quote:
    Originally Posted by Thug_Two View Post
    This isn't a request for an alternate animation, but for a way to use them: for sets that have multiple animations, how about the ability to use different animations- either alternating, or at random. Would make more sense on the unarmed and armed melee sets than the blast sets, but could be useful for anyone.
    First thing I suggested when I found out the devs were even doing customizable animations. But darn it, the way they are implemented makes this difficult, though.

    If only the customizable animations used prefix bits rather than specifying their own bits directly in completely separate VFX block, a bitmask setting mapped to a UI element in the customization screen could have been used to map to the ALT bits setting any or all of the simultaneously, which would have forced the animation sequencer to choose one randomly as all of their bits would be set, and then...

    Er... I mean: this is non-trivial.


    Put me down for giving CAK something a little less ACK, alternates to the tricorder, and more visceral animations for assassin's strikes.


    What I'd like to see, though, is some leverage applied. There are a lot of 0.83 second unarmed melee animations: basically punch attacks. Since there are a lot of powers that share that animation, it makes sense to make alternatives to that punch and make them things that could be applicable to all those sets. So by making three or four of those, a whole bunch of sets would then have access to multiple animations, getting more bang for buck. Things like that should be kept in mind: every time you make a custom animation for a power that shares that animation with another power, you're actually getting a two for one, or three for one, or more.


    ...Oh dear god not another cross reference. I didn't even finish the Fiery Embrace one yet.
  5. Quote:
    Originally Posted by Cyber_naut View Post
    So KM 'might' do better single target dmg with 'sufficiently high recharge' and 'good use of power siphon'? But a set like claws is faster, better on end, has better mitigation (single target -dam isn't as valuable as any aoe mitigation) and 'blows KM away on AOE' (which is generally more valuable in an mmo, outside of fringe gamers who solo av's all day...). Hard to believe so many people criticized this gem, lol.
    Actually, with the average value of Power Siphon I measured, KM actually roughly ties Claws on endurance efficiency.

    The only reason I'm hedging on single target is that I haven't done all the computations across enough recharge domains to be sure. If I had to bet money though, I would bet that at least Scrapper KM beats Scrapper Claws in ST with power siphon's average performance and without counting insta-recharge, which would help KM even more (by a little).

    Claws isn't that much faster cast time wise, although it does have recharge discounts. At levels of recharge higher than SO slotted recharge, that becomes less of a problem for KM.


    And once you say "AoE is always better except for fringe gamers" you've just placed yourself outside the realm I'm usually willing to discuss when it comes to set design. I won't usually argue the point, but I will generally reject it out of hand.
  6. Quote:
    Originally Posted by Muon_Neutrino View Post
    The problem isn't that it's an axe kick, the problem is the awkward two-step hitch in the middle of the animation. Why does the animation have you lift your right leg up almost to head height, drop it down on the left, then lift it back up to head height and perform the actual kick? It's ridiculous looking.
    My guess is that an actual axe kick would look boring and be too quick given the animation time requirements. Actual Axe Kicks have to happen almost instantaneously or else they are suicidal. In expanding the animation, they made something that was longer, but also weirder.

    In the past, it was also actually longer by about half a second: there was an even longer pause in mid kick which made it look visually even more goofy. BaB sped it up a bit when he tightened up the MA animations back around I11 or so (when he was also working on weapon redraw buffering).
  7. Quote:
    Originally Posted by Umbral View Post
    Looking at KM, it seems that Castle seems to have decided that long durations (roughly equivalent to recharge time) in attack powers should now be something of a "normal" thing. I expect for other effects to get similar treatment (high comparative uptimes) whenever sets get reviewed.
    There was never really any contrary rule. I don't see KM's stun durations out of line of some other sets, except for MA itself which at this point I'm filing away under "inexplicable" and calling it a day.
  8. Quote:
    Originally Posted by Obsidius View Post
    I remember when the game was so new we didn't have "Back in the Day" threads.
    And those go back a long, long time. In July of '04, with the game barely two months old, people were posting "I remember back in the day when there was no level 50..." Sometimes in jest, sometimes not.

    I think people were even reminiscing about beta shortly after launch, saying things like I remember back in the day when Illusion did no damage, or I remember when there was no game and just the old discussion forum. Then they would start muttering about cows and sabercat and other things no one else had heard of and have to be taken away.
  9. Quote:
    Originally Posted by Captain Fabulous View Post
    1.35. You add them together the same as you would enhancement buffs.
    Just to be perfectly clear, all accuracy *buffs* are added together. This includes accuracy invention buffs, accuracy enhancements slotted into a power, and accuracy buffing powers (like focused accuracy).

    However, they do *not* add to the intrinsic accuracy of a power. If a power has 1.05 accuracy (i.e. +5% accuracy) intrinsicly in its definition, that is *multiplied*. So if you have three 10% accuracy buffs, slot 33% accuracy, and use an archery attack with 1.155 accuracy, your net accuracy becomes:

    1.155 * (1 + 0.33 + 0.1 + 0.1 + 0.1) = 1.88265, or about +88%.
  10. Quote:
    Originally Posted by Ehina View Post
    A question about Scrapper vs Brute Kinetic Melee :

    Reading the feedback thread I understood that :
    - Power Siphon is a 20 sec self buff that allows you to stack +%dam buffs using Kinetic Melee attacks. It has a 2 min base recharge.
    - Scoring a critical on the tier 9 attack (scrapper or stalker) insta recharges Power Siphon. However there is no similar effect for Brutes (or tankers).
    Stalkers get Build Up, not Power Siphon, and their version of Concentrated Strike insta-recharges Build Up instead of Power Siphon. In both the scrapper case and the stalker case, Concentrated Strike does not crit for damage like scrapper and stalker attacks usually do: the insta-recharge is there as an alternative to criting for damage. Brute and Tanker versions of concentrated strike do not have the insta-recharge effect (because they had no crit to replace).
  11. Quote:
    Originally Posted by Silverado View Post
    Funny you mention, KM has lower recharge requirements than Claws to achieve higher ST DPS
    That may be so. But unless KM has conclusively higher single target damage at zero recharge, then its only true for sufficiently high levels of recharge.
  12. Quote:
    Originally Posted by Bill Z Bubba View Post
    Let's do a comparison:


    Swipe: .83 Tie
    Strike: 1.17 KM wins
    Slash: 1.33 KM wins
    Spin: 2.5 Claws wins
    Focus: 1.17 Claws wins
    Shockwave: 1 Claws wins
    Eviscerate: 2.33 Claws wins
    Followup: .83 Claws wins

    So claws still is the fast animating set, but I'm betting that KM's ST damage output is considerably higher. Is that a safe bet, A?
    Given sufficiently high recharge and good use of Power Siphon, I think so. But Claws DPA has significant advantages, especially with regard to Focus. If Focused Burst was as fast as Focus, I would be more inclined to give the unambiguous edge to KM. Claws still blows it away on AoE of course.
  13. Quote:
    Originally Posted by Umbral View Post
    For the longer animating powers, the root times (which are what is listed under activation time) are not the same as the animation time (which must be completed before the power begins recharging). This means that Concentrated Strike, Burst, and Focused Burst all begin recharging before they finish their animations (something that others and I dearly hope the devs will start doing to other sets as well).
    Fair warning: those lower cast times were backed out two or three builds ago: these are the current cast and root times for all the Kinetic Melee powers as of last week:

    Quick Strike: 0.83s
    Body Blow: 1.07s
    Smashing Blow: 1.2s
    Burst: 2.67s
    Focused Burst: 2.0s
    Repulsing Torrent: 2.0s
    Concentrated Strike: 2.83s
    Power Siphon: 1.93s (no rooting)
    Taunt/Challenge: 1.67s (1.5s root)

    Placate (stalker): 1.5s (1.33s root)
    Build Up (stalker): 1.93s (no rooting)

    All the powers now seem to have the same cast time and root time except where noted.

    Also, small jargon note: what Real Numbers displays under "activation time" is what the devs call "Cast time." Its the amount of time the power is designed to prevent you from activating another power. "Root time" is the amount of time that the power's animation is flagged to prevent you from taking *any* action, including allowing you to move (under control: you can still fall or slide while "rooted").
  14. Ah, memories. Ok, here's a blast from the past: say you were Illusion/Radiation back at the beginning of time. Three different mechanical changes (toggle ranges, aggro limits, fear mechanics) made this combo slightly different than it is now. This could only have happened to you back then:

    1. Lock a rad toggle onto a target in a large spawn.
    2. While fighting, deploy Spectral Terror.
    3. Watch the ST's fear blast cause a bunch of targets to flee for their lives in all directions.
    4. Fail to notice one of them was a toggle anchor.
    5. Notice about sixty seconds later when that runner comes back with half the map trailing behind him to on stomp you.
  15. Quote:
    Originally Posted by SwellGuy View Post
    All I can think of with Praetor Berry is his cousins Chuck and Marvin.
    And that early experiment he doesn't like to talk about, Frankenberry.
  16. Quote:
    Originally Posted by EvilGeko View Post
    Pretty sure I read in a patch note that you changed it to work on all powers because it was causing issues.
    Cursory examination says all primary, secondary, and epic/ancillary attacks seem to have the fiery embrace damage component added. Pool attacks don't have it, and cannot be boosted by Fiery Embrace.

    Its not a question of changing FE to work with all attacks: all attacks intended to work with FE must be individually changed to do so.

    Someone should really do an extensive cross-check to make sure everything that is supposed to actually has the FE attribmods with the correct scale damage.


    Sigh...
  17. Quote:
    Originally Posted by Eva Destruction View Post
    Then they should have waited. Let's face it, everybody's going to be playing with the new shiny anyway, and people who already play MA have been waiting for years for buffs, we can wait a little longer if it means they'll do it right.
    I got tired of waiting. And once we venture away from damage-related adjustments, my version of "doing it right" probably wouldn't match yours anyway, so at the end of another year of waiting, someone was bound to be even more disappointed.
  18. Quote:
    Originally Posted by Warkupo View Post
    Is there any reason they can't do something similiar to Dual Blades combo system, making the next attack guarantee a +33% crit chance and then ending the bonus effect after whatever move you use? Then they'd be able to increase the duration of the buff without worrying that it'd be used for more than one attack, since that is what they seem to have been going for.
    The mechanic works a bit differently than the way the combo system works for dual blades. Short answer: you probably could, but only by redoing the effect in a completely different and more time consuming way.
  19. Quote:
    Originally Posted by Leo_G View Post
    How much did they shorten the duration of the stun though?
    Shorten? Last I checked, the stun duration was exactly the same as it always has been.
  20. Quote:
    Originally Posted by JamMasterJMS View Post
    I think it sux actually.
    I built a toon and invested alot of time into a ma/da with the whole purpose of, if the attacks hit, I just added 4 mez of stun to something.

    Now i'll only have a 75% chance of landing the boss lvl mez stunning on the first attack, its like they're FORCING me to use EC to add in mez if I need it. That blows.

    Ya know, instead of adding a little aoe to SK, we get more damage in CAK.

    Thanks devs!
    First of all, I would rather chew off my left arm than add another AoE to MA just to make it like all the other sets with cones.

    Second, while I can appreciate that some people will dislike the loss of the 100% stun in Cobra Strike, I should point out that now Cobra Strike is a legitimate attack in your chain, and rather than having to pause damage periodically to deal CS you can get that stun for free, and it is going to be generated almost twice as often due to CS's much lower recharge. So while it's been reduced to 75%, an MA/DA is now going to be emitting a lot more stun mag overall, with or without EC.

    However, no change can please everyone, and I don't expect that this will break that rule.
  21. Quote:
    Originally Posted by iBones View Post
    Going to have to agree with Eva...I feel as if these buffs are more along the lines of "That'll shut em' up" rather than a creative change to a set in need of some much needed love.
    There were limits to how creative the changes could get because there wasn't time to add new mechanics for the powerset. It was use the mechanics that exist, or nothing.

    Still, the single target damage of the set has improved, the AoE potential of the set has improved without adding another AoE and turning it into just another two AoE melee set, EC has a unique effect that doesn't even cost anything (the enhanced critical effect adds no endurance or recharge to the power, although the stalker version is different: it is straight-up boosted in damage with a commensurate increase in endurance and recharge, but with the net result of more alpha strike damage), and CAK isn't an embarrassment anymore. Plus the lower level performance of the set is greatly improved by not being saddled with a mez-carrier instead of an actual attack, and CS and CK are now essentially interchangeable attacks with different effects: those who do not like the knockback in CK can now swap it without cost for CS.

    All of that without radically altering the nature of the powerset for those already familiar with it. All together, that's not bad as powerset revamps go.
  22. Quote:
    Originally Posted by mauk2 View Post
    Yeah, for my purposes, I ignore that "extra crit" silliness.

    In my opinion, the primary use for Eagle Claw now is as an 'opening shot' with CAK queued up right behind it. After that can-opener I doubt I'd bother with EC in a chain again, until time to start the next beat-down.
    Its also a good attack to use prior to using Dragon's Tail, if DT has more than one or two targets around to hit, because the damage boost of the enhanced critical is amplified by Dragon's Tail being a PBAoE.

    The attack doesn't have to be queued immediately, but from testing unless you have a very laggy connection the next attack has to be queued prior to EC's kicking animation striking the target (if you are using that animation). If you initiate the next attack after that instant and while the backflip is occuring, its generally too late.

    The effect probably needs to be about a half second longer or so at least.
  23. Quote:
    Originally Posted by Stormfront_NA View Post
    Mmm

    Despite of the 90% forced hit at every other time, that is simply not enough to compensate for essentially a defective randon number generator (you are being artificially corrected to 50% to hit); after all if you have a 95% chance to hit, you should "nomally" hit 95 times and miss 5 times within a reasonable standard deviation, say 85 times out of 100 sets of 100 rolls. I don't think the random number generator performs within a standard deviation performance of about 85%.
    I'm not exactly sure what you just said here, but I believe your understanding of how the tohit system works and what is happening in the game is faulty. Especially the part about being artificially "corrected" to 50% to hit. The random number generator generates a random number from zero to one. The tohit system multiplies that by 100 when it displays it to you in the combat chat (although my suspicion is that it just uses the fractional number in its calculations). That roll is then checked against your required chance to hit. Lower, and you hit. Higher, and you miss. There are no "correction factors" applied to the random roll. Every number comes up basically just as often, except for the extremely minor glitches noted above.

    The streakbreaker breaks miss streaks based on what your chance to hit is and how many misses you're allowed to have before the streakbreaker kicks in. For example, if your chance to hit is higher than 90%, then the streakbreaker will kick in after one miss. Miss once, and the next swing (assuming it is also at higher than 90% tohit) will be forced to be a hit without bothering to roll anything.. If your net chance to hit the target is between 80% and 90%, then you are allowed up to two misses before the streakbreaker forces the next swing to be a hit, again without rolling anything. And so on.


    Quote:
    Having grown up in the days of paper and dice, I have seen the game masters generate ahead of time "roll tables of 4, 6, 8, 10, 20, and 100" which ensures that all the numbers are used once, they have used dice to actually generate the tables and ignore repeats. Perhaps CoX should abandon the random number generator, and simply have a table approach, in which your number look-up in the table is updated each time its used to the next number, till the entire table is used,and then subsequently the pointer goes back to the first table entry. It may not be needed for the game to keep up with were it was in the table, whn you left the game the night before and thus start you were you left at; but it would be a good thing.
    Not really. First of all, that is theoretically gameable, because its no longer random. Second of all, a sequence in which no number ever repeats is the exact opposite of a random sequence. Third, its impractical because of the precision of the numbers required: the game computes random rolls and requirements to basically four decimal places (two decimal places in percentage notation). That means the random "tables" would have to be ten thousand entries long just to encompass one cycle.

    Under no set of circumstances is this remotely a good idea. It would be better if all attacks were autohit than to do something like this, and I think having all attacks autohit is a bad idea in general. This is worse.


    Quote:
    Ps: I get confused, but can someone please explain whats the difference between "To-Hit" and "Accuracy", mechanically how do they differ?
    Net Chance to hit = Accuracy * (ToHit - Defense)
  24. Quote:
    Originally Posted by Fleeting Whisper View Post
    Less to do with random number, but interesting all the same:

    In base-10, we all know that 1/3 cannot be accurately represented as it repeats infinitely (0.333...333...etc.)

    But did you know that 1/10 (0.1 in base-10) has the exact same issue when represented in binary (base-2)?

    The More You Know!
    I actually tripped over that very bug when I first wrote my random checker for CoH a long, long time ago. In python, you get this oddity:

    a = "0.23"
    b = "0.24"
    c = "0.25"

    d = float(a)
    e = float(b)
    f = float(c)

    What pops out is:

    >>> d
    0.23000000000000001
    >>> e
    0.23999999999999999
    >>> f
    0.25
    >>>

    So, int(float(x)*100) ends up being 23, 23, and 25 for those three numbers. Which means that code fragment never sees "24" as a roll, even though there are such rolls. Which was an obvious error once I saw it, and required adjusting the code to eliminate the round/truncation error. The question is, does the to hit system contain such an error? If it does, its a much more subtle one than that. But again, unlikely to matter to almost anyone in actual play.
  25. Quote:
    Originally Posted by Rangle M. Down View Post
    Translation: As far as you can tell the random number generator in the "to hit" system is working just fine with a few minor quirks in the thousandth percentile range?
    More or less. The statistical oddity occurs with an anomalous pattern in the digit representing the hundredth of a percent (basically, the last one). Its not completely inconsistent with a binary random generator being asked to generate rounded decimal numbers, but I haven't looked closely enough yet. I only had time to look at the automatically generated correlated values.

    So in other words, when you roll 67.18%, the problem exists with the "8." It seems slightly more likely to be odd than even for certain ranges, and slightly more likely to be even than odd for other ranges, in a repeating pattern. If anyone can figure out how to exploit that, or even detect that without using a correlation analysis, I'm all ears.

    Except for 0.00 and 100.00, every possible random roll from 0.01 to 99.99 seems to come up equally often, and no matter what you roll, each number still seems equally likely to come up after that roll. There's no tendency towards streaks, opposites, or other patterns that I've come up with so far.

    When I have more data collected, in a couple days, I'm going to do a better entropy test, a spectrum test, a differential test, and a set of sliding window tests. If those all pass, it basically means they are using the rand() like they are supposed to, and no one got the bright idea to implement their own, seed it stupidly, reuse numbers, or otherwise tamper with it, which means its good enough so as to be effectively random. If the only thing that fails is the LSB error above, its still good enough for no player to have a beef with it, because no player could possibly detect that.