Arcanaville

Arcanaville
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  1. Quote:
    Originally Posted by Starsman View Post
    Im just stirring up elements of different things in a melting pot. But what about literal domination equivalent though? Build it up just like dominators: attacking. Be able to activate it for similar benefit: mez prot + ... damage?
    You can make Domination perma.


    Quote:
    At this point I'm just going crazy and having fun with the ideas since I figure the direction is already decided (unless we playing "guess whats actually happening" )
    They must be playing around with something if Synapse implies he's seen a difference playing his blaster, but that doesn't mean what they've done is all they'll do.
  2. Quote:
    Originally Posted by Mr_Morbid View Post
    .

    Flash Arrow from the Trick Arrow power set also has an unresistable to hit debuff.
    Its unresistable, but its not granted. Topdoc was thinking about debuffs that are delivered through grantpowers, because with those the target is given a power that causes it to debuff itself, like Bruising's resistance debuff.

    This is significant because when the target debuffs itself, for obvious reasons the purple patch doesn't apply. Trick Arrow's unresistable tohit debuff would be unresisted, but still decreased by being delivered by an attacker -5 or -6 to the target by the purple patch to between 30% and 15% of its strength.
  3. Quote:
    Originally Posted by Snow Globe View Post
    Yeah, I looked in the global settings.

    Edit:
    This seems to have worked. I hope it works for the live stream as well.

    Edit 2:
    Sigh... Yup, nvidia/flash 10 hardware acceleration issue.

  4. Quote:
    Originally Posted by firespray View Post
    Agreed. I tried soloing nemesis. I quit after about 45 minutes when it was clear I wasn't making any significant progress once he started phasing regularly.
    In I14 beta pohsyb posted a "challenge mission" that he claimed would beat any player. It turned out to be a small room full of nothing but Nemesis AVs, EBs, and Bosses. He apparently literally meant it would beat any player, not necessarily any character, by crushing their spirit.
  5. Quote:
    Originally Posted by Starsman View Post
    Arcanaville, whatever is comming is comming but suddenly crossed my mind your note to the OP:

    "Think about Blasters' closest cousins: Dominators and Stalkers."

    This makes me think... stalkers have been called a lot "melee blasters", at least in the old days.

    Dominators have a huge overlap with blasters in feel too...

    So... how about combining them a bit...

    Blasters get a Domination bar!!! As it fills, blaster gains what Stalkers get in their secondary: mitigation and mez protection!
    The domination bar is really only a gate to trigger the domination power, it does nothing on its own. What you're describing is closer to a defensive Fury bar. While its an interesting idea in general, defensive fury doesn't seem to match the blaster concept to me.
  6. Quote:
    Originally Posted by TopDoc View Post
    I just thought of something...

    What if lots of people hit him with Stuns that included Absolute Amazement: Chance For To Hit Debuff. That's a 33% chance to give an UNRESISTABLE 7.5% ToHit debuff for 10.25 seconds. As far as I can see, that's the only unresistable granted debuff in the game. I think that would work on him. I tried it in Cosmic Burst against a target dummy in RWZ while using a Power Analyzer mk III to check the stats, and I frequently saw the debuff. In fact I often saw it double stacked for 15% ToHit debuff. And it obviously ignores the level difference because the dummy is level 35 but my Rad/Rad Def is 50. Radiation Infection gave it a -131.63% ToHit debuff because it is level adjusted.
    Interesting. Let's think that through. Tyrant will be either +5 or +6 during a hard way run (depending on whether Ultimates are used). He'll have 1.5 accuracy for being an AV, and 1.5 accuracy for being +5 or higher, and +5% tohit if he's +6. I believe AA tohit debuff has a maximum stacking limit of 10, so that's -75% tohit maximum.

    That will floor Tyrant, which means his overall chance to hit the player will bottom out at 5% * 1.5 * 1.5 = 11.25%. Hammer of Justice has 1.2 accuracy, so it bottoms out at 13.5%**. That's pretty good, but it presumes Tyrant is at or below 80% tohit. He'll intrinsically have 69% base tohit from being a Praetorian AV and +6, or 64% if he is +5. I believe he will gain +5% tohit for each of his pets that Power of Tartarus absorbs.

    So for this to work, assuming a reasonable hard way run uses ultimates, you have to make sure Tyrant doesn't stack more than 3 tartarus buffs, and they refresh stack. Once he gets more than three he'll start coming off the floor, assuming all other tohit debuffs are negligible (which in this case they probably are).

    I'll admit this is an interesting idea that didn't occur to me, but given this seems to be a high order effort for a net result can be replicated by bubbles or a pair of large lucks is there a tactically significant advantage to attempting this that I'm overlooking?


    ** Maybe. Praetorian AVs seem to uniquely have a higher than 1.0 base accuracy; 1.1 in fact. I've not tested this yet, but I suspect that means they get an intrinsic 1.1x accuracy factor on top of all others equivalent to player slotting, which means Hammer of Justice may bottom out at 14.85% tohit.
  7. Quote:
    Originally Posted by dugfromthearth View Post
    I was 17 when we started, 21 when we finished.
    My worst shard task force only took a year and a half.
  8. Quote:
    Originally Posted by Snow Globe View Post
    That I haven't tried yet. I'll do that.

    (edit: Vista & Win 7 don't allow that setting.)
    I run Win7 ultimate x64.

    Try going to a flash video site that works, say youtube, and right click on a video there. Select Settings, and uncheck hardware acceleration. Then open a different browser tab to twitch.tv. It should still be disabled. See if that helps.

    Note: its settings, not global settings, and its set in the applet, not in the control panel.
  9. Quote:
    Originally Posted by Ideon View Post
    Don't forget everyone has to MOVE when the air crackles. Even the main Tanker (if there is one) has to move (preferably on ground so Tyrant doesn't take to the air).
    My experience with Magi says when the air crackles, start moving away from Tyrant and in a direction where no other players are, and keep moving until the lighting strikes. When it strikes, because you're moving you'll likely take only one tick of damage. Because you're moving in a direction where no other players are in front of you, you're not likely to move out of one lightning burst and right into another one. Once the lighting strikes and you're definitely not in it, its safe to stop and take stock of what is where, and move back towards tyrant to engage him moving around the lightning pillars as you do.

    Its similar to the strategy I recommended for Avoids the Green Stuff: don't try to move away from the death patches, try to move towards a spot you know there aren't going to be any, and keep moving until you're sure you aren't in one yourself.

    Something to note is the fact that if everyone moves generally away from Tyrant, no one can possibly cross the path of another player. If some players move away, and some move sideways around the bowl, someone moving away from Tyrant when the lightning strikes could, if they are partially blinded by the lightning glare, run right into another lightning pillar that appears in front of them as another player crosses their path. That could kill them before they realize what happened.

    I haven't been on any hard way runs yet, so this is just what my thoughts are on that particular issue until I see some successful hard way runs.
  10. Quote:
    Originally Posted by Biospark View Post
    Hehe

    You know I will never change Arcana
    Nor am I hoping you do. Still:

    Quote:
    What I really hope the devs will do one day is a 10th power to each powerset which is REALLY well thought out and focused on what the particular powerset lacks. In this way the Cottage rule can stand right where they left it.
    I'd certainly have no problem with that, because adding things doesn't hurt anyone that was currently leveraging any of the existing things. Deleting Aim and boosting BU hurts the players that liked cycling both powers in alternating fashion for a longer net buff. If there was no other way to do what you described, maybe. But there should be other ways, because sets without BU and Aim would have to have this effect also.
  11. The first time the topic of global naming really came up, I proposed a solution similar to one proposed in this thread: all characters invisibility are called charactername@globalname or similar system. First person to select charactername gets to optionally drop the @globalname in all visible circumstances. Everyone else must non-optionally use the suffix.

    I spent the entire thread mostly defending why the singular option even needed to exist, and what character flaws it implies to believe it ought to exist.

    I've concluded that as I'm fine with the status quo, and no on has yet produced a strong enough argument to challenge the status quo, there's no specific benefit to me to attempt to convince anyone that any particular course of action would be reasonable, when no action at all is currently being contemplated.
  12. Quote:
    Originally Posted by Samuel_Tow View Post
    I imagine it's also very unrewarding since NPCs that kill each other for 100% hit points take away all rewards and drops. Or does that not apply to Incarnate content? I remember people used to do this to pass tough fight in the game back in 2004, and I remember it being not terribly different from waiting
    Crime doesn't always pay.
  13. Quote:
    Originally Posted by Starsman View Post
    I think it's the only thing I do in these forums...

    Needless to say I have been disapointed I still have not seen a single balance discussion/argument in the Tanker forums since I returned. Every single thread is about X/Y builds.

    I ponder if all tankers are content these days, the ones that were discontent just rolled brutes, or it was me that was always starting the fights...
    There weren't really any going on in the Blaster forums either until I decided to start shaking the cage a while back. Part of it is that the devs seem to have been on a slow rolling sweep through the archetypes and as each gets attention from the devs most of the discussion shifts in that direction, and part of it is that a lot more discussion is about content than powers and game balance, and part of it is that all tanker balance discussions these days end up being about how Johnny_Butane defines tankers.
  14. Quote:
    Originally Posted by Samuel_Tow View Post
    Yeah, I pretty much did. Unstoppable, Hasten and attack spam. And why I say I cheated is I'd used Unstoppable on the spawn before, the one with the elite boss, two bosses, four lieutenants and approximately a hundred thousand minions. So I waited. Or rather, I left the game sit idle, Alt-Tabbed and went chatting on the forums for around 15 minutes.

    I call this cheating, but it's really only cheating myself, since I wasted my own time. Oh, sure, I could have downed a bunch of purples, but I lost faith in those when my SR Stalker got repeatedly killed by those same monsters while running all her SR toggles, Elude and consuming multiple purples. I realise that that ought to have put e about three times over the defence cap, but I kept getting killed by errant Head Splitters.
    That's waiting. PL a mind dominator in a second account and have it confuse everything to death while your main character watches. Now that's cheating.
  15. Quote:
    Originally Posted by Miladys_Knight View Post
    Truth!
    Eight years and I keep coming back for more.
  16. Quote:
    Originally Posted by Samuel_Tow View Post
    OK, so what's your advice when I'm staring down a spawn of 12 bosses, a neat mix of Cyclops and Minotaurs plus Nictus Romulus Plus a Keres, and all of my NPC helpers are dead and my inspiration tray is completely empty?
    Cheat.
  17. Quote:
    Originally Posted by Hopeling View Post
    To my surprise, I was able to do it, but it required some absurd silliness. Shield Wall unique, Purple ATO set, five sets of Gladiator's Strike, one set of Analyze Weakness, Resilient Core Paragon, six 50+5 resist IOs in Charged Armor, and four 50+5s in Tough.

    You could probably reach the 70-80% range without devoting so ridiculously many powers/slots to it, but I'm still not sure it would be cheaper or more effective than, say, building for defense.
    If you use Barrier Core Epiphany you only need to build to 85% without it, and that buys some options, so you don't have to do quite so absurd things to reach the res cap.

    That doesn't stop me from doing absurd things to reach the res cap and the defense soft cap to smash/lethal simultaneously:

    Code:
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    40.2% s/l defense, 85% s/l resistance, so with Barrier Core Epiphany you'll always be at least 45% defense and 90% resistance to smash/lethal. Of course, its a lunatic build that has net 0.3 recovery and I don't think an unslotted Power Sink is going to really get you places.
  18. Quote:
    Originally Posted by DarkGob View Post
    Shouldn't the Combat Attributes reflect the numbers after resistance though?
    That would be more accurate, but they generally don't. The reason as it was explained to me when Real Numbers was first implemented appears to be that combat attributes taps the game engine to get those numbers, and it can get one of two things: the net value of an attribute, and the strengths of individual buffs/debuffs before they are factored into final attribute. The individual strengths don't seem to account for resistances at the point in the code where they are tapped. Attempting to factor in things like that would take more code, and cause the feature to place more load on the server, which at the time was deemed to be too expensive to do.

    I believe Resistance calculations are tricky for Real Numbers to handle specifically because as simple as resistance appears to us, the game engine uses an algorithm to handle resistable and unresistable resistance factors in a not-straight-forward way to dynamically arrive at final values. That code doesn't get any simpler when unresistable resistance effects happen to not be present.
  19. Not in a position to look at this now, but I'll try to take a look when I get home, assuming a more expert demoeditor doesn't get here first.
  20. Quote:
    Originally Posted by Traska View Post
    Don't be such a silly goose!

    (Hey, take a gander at that pun!)
    You're cuckoo if you think you're getting more than the booby prize for that.

    I toucan play this game.
  21. Quote:
    Originally Posted by Ironblade View Post
    I wonder how long it would take to save that information if you were storing it on an audio cassette like my first computer did......
    If we're talking about a hundred gigs or so at the speed the old TRS-80's saved to cassette tape, about fifty one years.
  22. Quote:
    Originally Posted by Chase_Arcanum View Post
    Y'know, people yelling "Arcanum, DUCK!" and you totally don't realize they're yelling at YOU until WHAM! it hits.
    You think there's a possibility Harry Potter is summoning water fowl at your location?
  23. Quote:
    Originally Posted by Madadh View Post
    And if SR doesn't see much help from +def, neither to all the other sets that are easily doing what SR can do (except for the DDR part). Granted, some mechanic to make over the cap def act to directly offset +tohit from say, Venged Nemesis, or DE crystal emanators might be nice, and probably wouldn't make SR OP. And granted, a small +regen/end discount built in somewhere also probably wouldn't make SR OP but would helpit some during leveling. But, this is what I meant when I said it could use one. It could have one added witout making the set more powerful than a set should be. But I don't think it needs one. I don't feel the need to lobby for those things because I think SR is fine where it is. Yes, it can hit the softcap pretty easy and doesn't see huge payoff for going beyond it. So I don't go WAY beyond it. I start slotting for other things once I get there. Other sets have to spend more IOing attention on getting to softcap, and can't do that.
    One problem I noted from very early in Issue 9 beta was the fact that separate from raw performance, SR is much more limited in its slotting opportunities. Most melee defense sets then, and all of them now, have more set slotting opportunities. Its trivially easy for all melee defense sets to slot defense, resistance and healing sets, except SR which has a significant blind spot with resistance sets. The only way to slot those is to take tough, which requires a separate prerequisite power on top of that.

    There's a separate issue and that is that survivability is, slightly oversimplified, the product of mitigation and health recovery. SR is one of only two melee defense sets that lack significant strength on one side of the ledger (the other being Regen, which is analogously weaker in strength on the opposite side of the ledger). Soft-cap without significant health recovery (heal, regeneration) is actually not all that powerful on its own. And this is why energize, which is weaker than reconstruction in total health recovery (heal + regen), was enough to turn Electric Armor from the worst performing melee set to one of the better ones in one jump.


    On the topic of the OP, if you ask me what would I completely revamp if I could revamp anything, I'm going to give a weird answer. I would revamp the set of the first two attacks in every offensive set in every archetype collectively. I would make a special design rule for them allowing them to be faster, recharge quicker, and cost less to use. This would allow lower level characters to be more active while they are building up their powers, and allow greater flexibility in making higher tier powers more interesting, knowing players always have a better set of "bread and butter" attacks that work well in general. Players would have to rely on long "attack chains" less, and get more mileage out of more situational or longer recharging powers.
  24. Quote:
    Originally Posted by Alekhine View Post
    tinkerers gonna tinker, yo!
    Everyone's gotta have a hobby.