Arcanaville

Arcanaville
  • Posts

    10683
  • Joined

  1. Quote:
    Originally Posted by I Burnt The Toast View Post
    Just completed a MoMAG (The Really Hard Way).

    It's not that hard if you can get people to listen and follow simple directions.
    Its not that hard to land on the Sun if you can get people to breathe plasma and not burst into flame.
  2. Quote:
    Originally Posted by Nethergoat View Post
    In this particular instance actual game devs actually worked on a system very like the one you describe before chucking it as a bad job.
    My suspicions though is that our devs didn't conclude such as system *couldn't* be fun, but rather more critically it would be difficult to make it fun in our game. Particularly at the time it was scrapped. The problem with the skill system as I understood it was that it was an interactivity-based system: it allowed players to interact with the environment in different ways. And that requires generated environment to interact with. And the way our missions are generated, the only missions in which the skill system would be remotely interesting would be the ones that were hand-crafted to leverage them, and that could easily triple the time it took to create them. If most missions only trivially leveraged the skills system, it would have a ton of wasted depth. Imagine the problem people now have with the invention system, or the incarnate system, with lots and lots of redundant salvage, but affecting not just the crafting side of the system but the execution side of the system as well. That's probably what caused the devs to conclude it wouldn't be fun.

    When you consider that common invention salvage didn't give the devs pause, and the almost purposeless incarnate salvage variety didn't give the devs significant pause, I believe the fact that the devs back then decided the skills system would probably be too trivialized says something.
  3. Quote:
    Originally Posted by Ukaserex View Post
    When you decide to just "have fun" and forget about what you slot in your toon, you might get away with it on a good team --but as soon as you're solo, you're going to regret it.
    I don't really know how to have fun doing it any other way. I try to keep my enhancements from expiring and I slot inventions of opportunity (mostly what drops that I think I can use) but I don't plan builds until I reach the late 40s generally.
  4. Quote:
    Originally Posted by AzureSkyCiel View Post
    Hey, I just realized something: Won't the Quills of Jocas work pretty well against the Battalion? I mean, they're pretty much completely dependent on the Wells they've collected.
    It doesn't seem to be logically necessary that just because the Quills of Jocas can separate someone being powered by a well from that well, it can somehow disconnect the Battalion from the many wells they apparently have either consumed or hijacked.


    Quote:
    Also, as a random note: I'm now theorizing The Battalion... Is actually just one person. But they have an army at their command or can summon all the races linked to the Wells they consumed. They are called "The Battalion" by the Rikti because their command could not possibly believe ONE person could be so strong.
    Doesn't Prometheus also refer to the Battalion as a race of beings also? I don't think its likely he could be wrong about that.
  5. Quote:
    Originally Posted by TonyV View Post
    It's been a long time since I've worked with demorecord files so take this worth a grain of salt. But here it is...

    Is it possible that the reaction you're looking for isn't a MOV command, but part of an FX definition, like part of what happens when the model is the target of a power? I can't check this right now because I'm not at home, but it might help.
    Based on some experiments I did last night, that actually seems to be the case: there's always a ragdoll directive and an FX directive when hitting critters with attacks, but they don't always seem to initiate a MOV themselves. Actually, they rarely initiate a MOV themselves. Mostly, I tend to see BLOCK_X moves if anything.
  6. Actually, while you are above the normal 45% soft cap, you are not above the incarnate/praetorian soft cap of 59% to all positions. Some Praetorian critters, including many Praetorian AVs, have base 64% tohit not 50%, and thus the soft cap against them is 59% defense. You have 55.1% melee but divine avalanche takes care of that. You have 58.1% ranged which is pretty close to the cap there. You have 50.9% AoE which is lower than the cap, but still strong.

    You should think about what Alpha you are going to aim to slot. Agility Core Paragon, for example, will end up adding an additional ~4.5% defense to the build. That would make your current ranged defense somewhat overkill in incarnate content and also overkill in most under-50 content (barring encountering tohit buffs, which tend to be big when they occur at all).

    I'm also a little concerned about the endurance management of the build. Net recovery even with stealth and tough toggled off is not high, and both eradication and obliteration are notoriously stingy with endurance discount.

    Given your very high ranged defense, you might want to consider shifting one slot out of agile and put it into SS or CJ and use it to slot Winter's Gift slow resistance. Quickness provides 40% slow and recharge debuff resistance, this would stack onto that to get to 60% resistance. I find that to be very noticeable against run debuffs and recharge debuffs. Incidentally, your defense IOs in Agile and Lucky appear to be level 40s, which are slightly weaker, as is your set of Crushing Impacts in DA.

    I would also consider replacing one of your crushing impact sets with a scrapper ATIO set. You'll get more +health (and one of them isn't counting anyway because you are over the cap between LOTG and Crushing), more recharge, and you'd get a bit more melee defense. You'd be trading more s/l resistance for psionic resistance, and damage buff for accuracy buff.

    Also, I don't know why you need steadfast KB protection in tough since SR is immune to KB, and I don't think the 1.5% recovery bonus is really worth it. You should know that Gladiator's Armor +3% def is not astronomically expensive these days and if you can afford it I would suggest sticking that in there instead. The extra 3% defense could just jack up your defense numbers even higher (and take AoE closer to the incarnate soft cap) or it could buy you some flexibility to rethink some of the sets that are there for their defense bonuses.


    Edit: this is what my MA/SR build looks like right now, just as a point of reference.

    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
    |MxDz;1541;734;1468;HEX;|
    |78DA65945D53125118C7CFB28B048A422AA8A8886FBCC90AD545535653998E2686A|
    |2DE35B4C25199D980019CD1CBBE4217DA4C755756377D905E3F475356D7DDD8C33E|
    |7F91197686F99DF33FCFDB79F659D207F35D1F179FDD114AF77DD3A8D572D97CD5A|
    |85464D5B16AD4F7AB8629E8716F15CBA6AC8FADEF3FDD36A58394C0B9592E2D4D29|
    |F5B451AD170D3377B75AAF059B67F37247966A52CFEE3776EB72C79407B2E65D2AE|
    |DC9AA2CD5F5F34557A65C36F51569548AA55DB7B55928EEEED59BBBB42C14F3C592|
    |7459BB6C45CA82F741A598D7EF950B87B9B451ABCBEAE100D515A3DF51A340EB39B|
    |38B699B10294DD8220D3A852DC6D4A2609CCFC361DEA71BBE8AE5AB8905D5D23A96|
    |999E45A66F8939F050B57C8F1D70211FE589B0B48E02F3D2369867BA2473957C54C|
    |EA3AAC8E342FC01C41F42DE17646BC77DEC6FB8DEAEB7E009B3FB1DF89EE9F9C07C|
    |44BE0EE47120DE24F24C23EF74BF623143B64ECE239C21C17725AD93FD95CE51D64|
    |661AFD0991BF6EE3982A68A35D27A60DF03FBF3F82FE9CC8B7B783F71EF2E7F06BF|
    |30FBBE82DF98BEEF4C957C7B718F5E1F2D469C2236CBF5C7FC8DBD266257D8769D6|
    |CFBD956F427B8063F697ED4EA0FB0DD2BD206F1DE066F72BF866E3147AF833798A1|
    |3966967C021CDB16E8E37B0DE37EC31EF4C547E5705C75E487CDAA75F214FCC90CF|
    |F62BEA67841D410C4EC8C6166C630336398A5106667837CC6D18B71BCD309BCCB09|
    |CCCE046A1A21DB298EAF4C6D2A3CEB596690CE22A833B2C9F63301EED7CC06F6596|
    |696C2C6D1BF789C6D3649D351BB3ECBFD99D5C12438C34CA59827343049F42F897A|
    |52A827B5C61CD69ADFAF1098AB95560DEF34A335BF3BA1C4B93741ADF9FD9E655C9|
    |6B5B57EDCB2365AD6DB2D6BA787BE49AC4F495730430AF2FD6ED5229CEFCF856657|
    |966811D64414F789E27E89DB3C9F89653E4F6CB1FEF7C2D7A61CF1FF4FE898FB147|
    |DCEFB64EBBDCFE811B13625D5A65C6B53AEB629FF684A53E8D47F2945E3A4|
    |-------------------------------------------------------------------|
  7. Quote:
    Originally Posted by Hopeling View Post
    I don't know what the original design intent was, but the SSOOCSS eventually became the Invention system.
    I think the SSOOCS was eventually displaced by the invention system, but I don't think it morphed into the invention system directly.
  8. Quote:
    Originally Posted by Ultimus View Post
    Doesnt change the lore will state you beat Tyrant via kryptonite rather then being the better combatant.
    To secure ourselves against defeat lies in our own hands, but the opportunity of defeating the enemy is provided by the enemy himself.

    - Sun Tzu
  9. Quote:
    Originally Posted by Madadh View Post
    That's a very good point. So, if each of the powers that had a scaling +Res could slot to enhance that +Res, allowing I think 3 powers to be slotted for Def and Res, that might be a change I could get behind. It would allow for slotting options, and allow for the ability to better choose your focus, without adjusting the base performance. There might be a few holes in that plan, I'll admit. I'm just throwing ideas out as they occur to me.
    The problem with that is that the devs seem uncomfortable with how strong the passives have to get to be interesting in the first place. In CoV beta, where they were first introduced, they actually went from 0-25% instead of 0-20% as they do now, but literally between the last day of beta and the first day of headstart they dialed them down to their present value. Making them slottable would require reducing their base strength which would weaken them for players that don't slot, and it would make SR even more slot hungry.

    What makes a bit more sense to me is to give PB the Kuji-in Rin treatment: give PB slottable Psionic resistance. Its only one power instead of three, and the number of slots involved drops. And it fills in a questionable hole in SR in non-positional psi (SR has no protection at all against that; even Invuln has Dull Pain protection against psionics). PB is rarely heavily slotted, so there's likely to be lots of opportunity to slot PB for psi res *and* slot res procs for most SR characters (factoring in the fact the slots have to be taken from somewhere to do this).
  10. Quote:
    Originally Posted by Leo_G View Post
    Well, I did make a suggestion that Defiance not only allow you to use your first attacks while mezzed, but also that none of your persisting effects (primarily toggles) be suppressed while mezzed.
    Some version of that (perhaps not that total) would be the fourth way that occurred to me.
  11. Quote:
    Originally Posted by Snow Globe View Post
    You know, his plans never work.
    If you see a road runner running past your house, I would recommend unplugging your computer.
  12. Quote:
    Originally Posted by Sin_Stalker View Post
    Tried the out of breath, the person is too bent over.

    Do you know where ingame I can find the code for the person on the ground? I've been messing with the PYR ALOT for this issue so its no problem. Hopefully it works. The only place I've seen that MOV was in the Breakout which I don't think exists anymore.
    You could try using the AE where you can set starting emotes for various critters in custom missions.
  13. Quote:
    Originally Posted by Yogi_Bare View Post
    I question how you choose to group/present your buff list.

    I'm looking at it as:

    on average (in a majority of cases) Blasters have a damage buffer in their primary (which is comparable to most ATs (including melee) that have sets that provide damage buff powers (with 3 notable set exceptions (one of which can be dependent on RNG) and one notable AT exception; Stalkers (technically having two damage buff powers)

    on average (in a majority of cases) Blasters also have a damage buff power in their secondaries (which outstrips whats available in most melee ATs; even where secondary buffs are available (Fiery Embrace's longer recharge and Against All Odds' dependence on targets). Dominators also have this leverage in about half of their sets while the debuff AT classes have methods that allow them to leverage a better buff over time in their secondaries than what is provided in the melee secondaries.


    Question is, IMO, who does the law of averages favor, over time, (AT wise; set wise) when it comes to powers based damage buffs by rank?
    Requiring targets in melee range is technically a limitation of AAO, but not a practical one for a power given to melee archetypes. Meanwhile its average strength is far higher than Build Ups because it doesn't cost activation time. Build Up costs 1.32s of zero damage for every +100% damage buff for 10s it grants. That cast time cost is often overlooked when computing BU's true damage over time benefit. For SO slotting, the simplified calculation not counting cast time for BU slotted down to 45s recharge is +22.2% damage buff, or about 11% net damage increase over time assuming approximately +100% damage slotting. But factoring in the cast time, BU's benefit drops to only 8% net damage increase or about +16% damage strength. AAO beats that with one target in range.

    The theoretical maximum performance of Build Up, at the recharge cap of 500% recharge, is 1.32 idle, 10s of +100%, 8s of no buff. At approximately +100% damage slotting, that is +38% damage strength, or 19% more net total damage. If you can average four or more targets within AAO, you will beat the best that BU can do under the numerically best possible conditions.

    In PvE Fiery Embrace has the same uptime as Build Up and Aim: its up 20s with 180 recharge, which is identical uptime to Build Up's 10s of buff with 90s recharge. It also has lower cast time and far lower per cycle time. Slot BU with SOs and you spend about 2.8% of its total cast time rooted and unable to attack. FE slotted similarly spends only 1% of its total cycle time similarly rooted. The net result is that slotted with SOs, even though FE delivers a slightly lower buff (45% additional base damage vs BU's +100% damage strength, roughly 50% additional damage overall) it delivers more overall benefit: 8.9% vs BU's 8%. For all higher recharge regimes, FE gets increasingly better than BU.

    Power Siphon also beats BU, and many prior analyses of FU which are a bit more complex due it its effect on attack chains have concluded that FU is at worst equal to BU, and almost certainly better.


    I also get the feeling you think Blasters have a higher damage buff modifier than Scrappers. If so, that's false. Both have a 0.125 melee damage buff modifier. BU buffs both by +100% damage. Oh, but BU buffs Blaster tohit by 15% and Scrappers by 20%. That's because Scrappers have a tohit self buff modifier of 0.1 and Blasters have a tohit self buf modifier of 0.075. BU is always better for Scrappers than Blasters, albeit primarily in its accuracy improvement. Its equal in the damage area.

    Comparing Blaster secondaries to Scrapper primaries, every Blaster secondary has Build Up except for Devices (which has no comparable power) and Dark (which has Soul Drain). Every Scrapper primary also has Build Up (same damage buff, higher tohit buff) except Claws (Follow Up), Dual Blades (similar to FU), Dark Melee (Soul Drain), Kinetic Melee (Power Siphon), Staff (which has forms), Street Justice (whose BU analog buffs less damage but improves combos), and Titan Weapons (same).

    So if we consider BU to be the baseline, two Blaster secondaries are exceptional: Devices which is lower and Dark which is higher. If we assume Follow Up is no better than BU (and most analyses including mine over the years have said its likely better) then the exceptional Scrapper primaries become Dark and Kin which are both provably higher (than BU), and Staff, SJ, and TW.

    If we say Staff's self damage buff is lower, the question is where do SJ and TW fall. Given their self damage powers are intimately tied with combos, this is probably a non-trivial issue to convert into an apples to apples comparison, but its highly unlikely the net contribution of Combat Readiness and Build Momentum is to be significantly lower than BU. Particularly because they have about 2/3rds of the damage buff of BU besides their combo effects.

    Conservatively - very conservatively - this is a draw. In reality, FU is stronger than I'm giving credit for and SJ and TW are almost certainly better than I'm giving credit for, or just plain incomparable. Worst case scenario is a tie. Its almost certainly a win for Scrappers.

    That leaves the other side of the equation: Blaster primaries vs Scrapper secondaries. Here, Blasters do have more actual powers, but that power is Aim: Aim's damage buff is not very high in terms of net overall buff over time. Remember that BU was only increasing damage by 8% under SO conditions and its maximum possible benefit was only 19% (i.e. about +38% damage buff). Aim's going to be lower than that. And its competition is going to be Fiery Embrace and Against All Odds, both of which are stronger than Build Up, much less Aim. In fact, if you're thinking that a straight simple average across the board is the correct way to compare, then saturated AAO alone is going to come close to beating Aim across the board. Lets assume FE grants about 8.8% net damage, or about 17.6% damage strength equivalent, and AAO is saturated at +81.25%. That means averaged across nine scrapper secondaries that is about +11% damage buff.

    Aim's average buff slotted with SOs is about +7.8% damage buff. If every blaster primary had Aim, the average would be 7.8%. But AR and Dual Pistols don't. So unless you believe AR and Dual Pistols have something that is an equivalent to Aim but twice as strong, Scrappers are actually going to win this one also.

    Perhaps you think its unfair to presume AAO is saturated. So lets work backwards. The Blaster average with no Aim in AR and DP is actually +6.5% on average due to Aim. How many targets does AAO need to average for the Scrapper average to tie that value? Its when AAO is generating about +49.7% buff, which occurs at 5.4 targets.

    When Shield averages 5.4 targets in AAO, it and FE alone can combine to provide a greater average benefit to nine scrapper secondaries than Aim can when ten out of twelve blaster primaries have it.

    So even though all I said was that Scrappers get the strongest and the most variety of damage self buffs, if you want to average the self buff amounts for both Blasters and Scrappers, something I would not necessarily consider a valid comparison, Blasters still lose.
  14. Quote:
    Originally Posted by Fulmens View Post
    I'd say "Yes, yes, yes, yes, maybe, no, no, on top of absolutely, yes."

    That is: Despite Scrappers having slightly higher damage per DS, I think Blasters with a reasonable melee set, at melee range, will outdamage Scrappers in single target. Scrappers turn out to have more AOE (and all the new sets look dramatically better than all the old sets, especially in AOE; how did that happen? ) but Blasters can apply that AOE to more targets more easily. And all Scrappers get is six-plus times the survivability.
    Except that wasn't nine questions, but one: what if every single one was true simultaneously?

    And while lots of people have, over the years, opined that blaster aoe was somehow better tactically, that blaster damage was somehow stronger visually, that blaster offense was superior apparently, the fact that those conjectures have to be true against the fact that practically every base number the devs have control over do *not* grant blasters those advantages is telling.


    Quote:
    I'm a little surprised by the claim that Scrappers have stronger self damage buffs: care to elaborate?
    These are the damage self buffs available to Blasters:

    Build Up (and its clones)
    Aim (and its clones)
    Soul Drain


    And for Scrappers:

    Build Up (and its clones)
    Follow Up (and its clones)
    Soul Drain
    Power Siphon
    Fiery Embrace
    Against All Odds

    That doesn't count things like Form of the Body, and if you throw Brutes in there you also have Rage. So Blasters get Aim which Scrappers don't get. Scrappers get Follow Up, Power Siphon, Fiery Embrace, and Against All Odds which Blasters don't get. I'd say Scrappers get a much more diverse, much more interesting, and numerically much stronger set of damage self buff powers.
  15. Quote:
    Originally Posted by newchemicals View Post
    Well if the AoE alpha kills everything then mez isn't an issue.

    Being out of range of the mez.

    Being out of LoS of the mez. I love using ignite on Nenesis snipers (who don't move) its possible at times to use ignite from out of LoS and watch those poor guys burn.

    The last defense is, no be there. If they can't hit, you can't be mezzed.
    I don't think the devs are open to allowing us to attack while not being there.
  16. Quote:
    Originally Posted by Starsman View Post
    Hmmm... fair enough...

    I guess one thing I always think about is something similar to The Human Torch. Every time he is going to use fire, he engulfs himself on his flame, protecting him from at least some attacks and not always just fire.

    It may make more sense with energy/elemental sets than with physical things like weapons, but what if every attack you inflicted granted you either defense or resistance? Weapon sets like pistols or AR can add positional defense while elemental sets would add resistances.

    It would be similar to defiance 2.0, only instead of adding a damage buff it would add a resist or defense buff. Some attacks maybe even add mez protection.

    Problem I see is the huge reworking of every power set.

    Perhaps its possible to use the tech we see in some incarnate abilities to give every offensive power a 100% proc to resist, ideally if we can categorize somehow the type of target of power that gets such proc (weapon vz non-weapon.)
    How long would it take for such an effect to ramp up?
  17. Quote:
    Originally Posted by CactusBrawler View Post
    So if it's a Super hero MMO, but uses a different series of names, it's not CoH2?

    Despite having the same design team, artists and the like behind it?

    Or could it easily be called a spirtual sequal aka 'Coh 2'?
    In that case, Champions Online is already CoH3.

    (The aborted MUO was CoH2)
  18. Quote:
    Originally Posted by Golden Girl View Post
    They can't let old computers hold them back fom developing better graphics
    They can, and they do, and they should. They can continue to improve things, but they have to be aware of the limits of their existing playerbase while they do.
  19. Quote:
    Originally Posted by CactusBrawler View Post
    So what would it be?

    Another fantasy MMO in an already over glutted market?

    A sci-fi MMO? Toxic to NCSoft after Tabula Rasa?

    Or is it going to be another Superhero MMO, something the devs know, even if they don't actually call it City of heroes two?

    You know in the same way that ICO has the sequal Shadow of the collosus, despite them not being the same IP?
    I don't think its any of those things.
  20. Quote:
    Originally Posted by CactusBrawler View Post
    Oh you mean the mythical project that a lot of people have been moved to within this company?
    I think its highly unlikely that project is CoH2.
  21. Quote:
    Originally Posted by Fulmens View Post
    Starsman, I had a similar idea I tossed in here somewhere, except you could fire it off whenever you want, not just when the bar is full. Shorter mez protection, shorter and less damage, but you don't have to wait. You can do it when you NEED to do it.
    So thinking out loud about mez. An interesting question to ponder is why mez kills. I think it kills blasters because the only way blasters survive is to keep attacking, either defeating or disabling attackers. Shut off offense, and blasters become extremely vulnerable (preventing movement is another problem) Defiance 2.0 attempts to partially mitigate that by giving the blaster offensive options even while mezzed.

    But it kills melee for different reasons. That's all part of it, but the bigger issue is that it detoggles them, stripping most of their protection away. They get mez protection to prevent that from happening at all.

    So we have attack while mezzed, and mez protection. And then we have the controller version, which is alpha mez them before they can mez you. Are there any other ways to reduce the threat of mez besides those three?
  22. Arcanaville

    Radiation Armor

    Quote:
    Originally Posted by Madadh View Post
    You make a valid point. Which brings up a question. If the newer sets performance baseline IS higher that it was, is it by enough to warrant the older sets getting a buff of some sort? Or have there been enough minor tweaks along the way that the older sets have already been buffed?

    Edit: If this doesn't have a fairly simple answer, as I suspect it might not, and turns into a discussion all it's, to avoid a serious threadjack, I'll open a new thread, I promise...
    The simple answer is yes, in theory, but just because there's a reason to do so, doesn't mean that reason makes that a high priority item to actually do relative to all other things the devs want to do. The farther behind older sets get in theory relative to newer sets, the higher that priority likely becomes. At some point, they'll probably look at them, but that point may be many newer sets into the future, and possibly years down the road. It depends on how much of a difference there actually is, and that's going to be informed by how well the newer sets perform, and how popular they are in terms of being played, relative to older sets. The longer the older sets can "hold their own" against the newer ones, the less likely the devs will prioritize revamps.
  23. Arcanaville

    Radiation Armor

    Quote:
    Originally Posted by Forevermore View Post
    I'm just curious why a set that would thematically have a damage aura isn't getting one? I mean, it's radiation.
    It should also thematically buff all enemies within range to the resistance cap, the damage cap, and the health cap, and make them very, very angry.
  24. Quote:
    Originally Posted by Vitality View Post
    No one is upset...it's just my opinion that Alphas should not boost Incarnate abilities.
    Its explicitly designed to do so: this was discussed when Alpha was being beta tested. It is an explicit feature of the Alpha slot that each alpha ability would interact with the other powers in the incarnate system in different ways, presenting a choice to the player within the system itself.

    That's one of the reasons Alpha exists at all: its the only way to buff the other incarnate powers.
  25. Quote:
    Originally Posted by Vitality View Post
    My point was that I don't think any Alphas should work with incarnate abilities.

    +damage Alphas boosts the damage of your primary/secondary/power pool attacks...and Judgement.

    +recharge Alphas only boost your primary/secondary/power pool powers.

    Where is your balance on that?
    Recharge is the exception, not the rule. The incarnate powers are exempt from recharge buffs because they are balanced around particular uptimes. Like Strength of Will for example. Since recharge can't buff SoW, should we make all enhancements stop buffing all powers?