Arcanaville

Arcanaville
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  1. Quote:
    Originally Posted by LAST_RONIN View Post
    Blasters damage isn't broken IMO. Best ranged damage in the game.
    Having the best ranged damage in the game is like having the best melee control in the game. They are supposed to have the best damage period, and if they do it would be a cosmically amazing oddity. Given that they don't have the best modifiers, don't have the best DPA, don't have the most AoEs, don't have the best damage buffs. But hey, my blaster makes really big numbers and the teams I'm on are always awestruck, so that must mean that blasters deal more damage (or my current costume is still showing too much skin)


    Quote:
    There is the same thread on fixing Tankers. And MMs. And Defenders. And... ext. I say we let the dev make us new power sets and maybe some new content (if it isn't the same zone, but with diff baddies in it =P ).
    I say we wait for Issue 24.
  2. Quote:
    Originally Posted by Starsman View Post
    Not first hand experience but I recall you used to say Sonic was the blaster's "slow but safe" primary, no? Have not studied the set enough to tell if it's anywhere near another AT's "survivable" attack set.
    Siren's Song is theoretically massive mitigation, but I wouldn't say Sonic Blast is explicitly designed to be a mitigation set. Oil Slick Arrow deals a ton of damage but Trick Arrow isn't explicitly designed to be an offensive powerset. Ditto Lightning Rod. These are interesting (and sometimes powerful) extras.

    In any case, for Siren's Song to be a good counter-example to the more general statement that Blasters don't get mitigation powersets, it should be valid to say that any primary blast set that doesn't have mitigation comparable to Siren's Song is broken, in terms of not fulfilling its design obligation.

    No one says that.
  3. Arcanaville

    Water Blast!

    Quote:
    Originally Posted by Memphis_Bill View Post
    So, if you fight against removal of colors, are you taking a lemonade stand?




    ... *runs*

  4. Quote:
    Originally Posted by PRAF68_EU View Post
    It's fairly easy to gauge people's general intelligence levels by what they post on the forums. And there are some here who couldn't see through an open window...
    Technically, is the window the hole in the wall or the glass in the hole in the wall? If the glass is the window when the window is closed, does it cease to be the window when the window is opened? If the window is the hole in the wall, is the hole defined by its perimeter or its extent? Do we see *through* windows, or *with* windows? We don't usually see *through* glasses, but *with* glasses.

    Are glasses technically windows within glasses frames? In which direction does the window point when flipups are flipped up?
  5. Quote:
    Originally Posted by Golden Girl View Post
    And the bees will be female, and wear sashes.
    And yet their mastermind aphid pets will all be male.
  6. Quote:
    Originally Posted by Yogi_Bare View Post
    Doesn't Dark/, /Dark or /Mental qualify? [Or are you referring to Primaries/Secondaries as sets?]
    I am referring to the sets in general, but as to those specific powersets I would say Dark Blast is a mitigation set in the same sense Dark Melee is a control set.

    Of Dark Blast, Dark Manipulation, and Mental Manipulation, which is explicitly designed to provide survival? At best, I think you could say that Mental Manipulation was designed to do so. If any scrapper, tanker, brute, controller, dominator, defender, or stalker got their damage mitigation reset to what is included within Dark Manipulation they would scream bloody murder.
  7. Quote:
    Originally Posted by Golden Girl View Post
    The lead-up movies had already defined the characters and their world.
    You say that like it made the Avenger's scriptwriter's job easier.
  8. Quote:
    Originally Posted by Golden Girl View Post
    I can - quite easily
    And by the looks of it, so did the vast majorty of the TV watching the movie going public
    Firefly flopped, Serenity bombed, Dollhouse was dead on arrival - Whedon needed Marvel to rescue him from his own vanity projects - and once he had better material to work with, and less freedom to indulge his stupidity, he finally produced a good quality piece of work.
    Whedon had extremely wide latitude on Avengers, and while there are two screenwriters credited with the script - Whedon and Zak Penn - Whedon has stated publicly that he threw out the original script and rewrote it as an entirely new story, and Penn publicly confirms those statements.

    In fact Whedon was hired to direct after selling the producers on an entire new treatment of the movie in the first place. I don't see where his "freedom to indulge his stupidity" was curtailed at any point.
  9. Quote:
    Originally Posted by Alekhine View Post
    What exactly being traced back, that all other ATs have, and blasters do not?
    I'll take a step back a bit to answer this. At the beginning of time, the devs created five different power "classes" - Damage, Control, Defense, Buff/Debuff. Every powerset focuses on one of these, and every archetype has two of these.

    Because Damage was split into Melee and Ranged Damage, Blasters became the only archetype that only received one of these. But more importantly, three of the four contain significant damage mitigation and survival tools. Every archetype gets at least one powerset that contains a lot of mitigation. Except Blasters.

    This was a fundamental difference, but at the beginning of time it was thought that this would be balanced by the fact that Blasters had so much more offense than all other archetypes that it would make up for that deficit. This wasn't true, but you could almost believe it until the devs made another fundamental change to the way they balanced the game. They decided that everyone must have the capability to solo effectively. And that meant everyone had to have at least some minimum amount of damage. Tanker damage went up. Controller damage went up. Meanwhile, there was no serious effort to address the fact that soloing requires *two* things: enough offense and enough survivability.

    In the current game, everyone needs to be able to kill, and everyone needs to be able to survive. And every archetype without exception has at least one powerset that is EXPLICITLY designed to kill, and one powerset EXPLICITLY designed to keep the player alive. *Except* Blasters.

    That's what they lack. And its not just a trivial difference: its the largest fundamental difference between any archetype and all other archetypes in the game.
  10. Quote:
    Originally Posted by Alekhine View Post
    You are basing this off of mez, and your data to how much a blaster gets mezzed.
    Alright, someone has to be at the bottom of that list. Right now your data shows blasters are, by 2-3 times. You add mez protection to blasters. Where does this stop? What AT is the 2nd on that list? Then they move to the bottom of the list! HEY! They want mez protection too! Mez has always been a part of this game.
    This is a slippery slope that doesn't exist. There is no justification to buff blasters in any way just because they lack something others have. There is a justification to buff blasters if they underperform, and that underperformance can be traced back to something they lack and everyone else has.

    As a disclaimer I'm compelled to include, I do not advocate direct mez protection for blasters. However, the notion that buffing blasters just means someone else can ask for a buff under the exact same logic is false, because no archetype has ever been proven to underperform as badly as blasters. So long as that is true, blasters have a justification for buffs no other archetype has, and no other archetype will have after blasters are buffed. There is no slippery slope there at all.
  11. Quote:
    Originally Posted by JeNeSaisQuoi View Post
    I would maybe go with a trashbin rather than a bucket as you'll be vomiting alot.

    I'm sorry, I like Joss Whedon and he made a fun Avengers film but I don't and can't ever understand how anyone would think that Whedon is even in the same class as Nolan as either a writer or director. I can understand preferring what Whedon does over what Nolan does--that I get. I don't agree with it, but I get it.

    However, any first year film student will tell you that Nolan is a better technical director. That's really not up for debate. It's not a matter of opinion, Nolan is simply more skilled at shooting and editing a film. Period.

    And in the realm of writing...that's a matter of personal taste. Maybe you prefer a good old fashioned tale of Good Vs. Evil that's alot of fun to watch. I like that sort of thing myself. But what I like even more is a movie whose outcome I can't predict. A movie that I might have to think about a bit before making up my mind. I like a complex film that my friends and I can watch over and over and discuss years after the movie was made.

    And yeah, you can do that with the Avengers in the sense that everyone will sit around and talk about how awesome this scene or that scene was and that's good fun. But I remember after Inception came out and the thread in these very forums. I remember how people debated what they thought happened in the movie and what the ending meant to them, personally. And that's a harder thing to do than to write a fun action film. Not that writing a *good* action film is easy but making a movie that people see again and again and all have different opinions about? That's a rare thing.

    So yeah, get out the vomit bucket because until Joss' output becomes a bit more even, I'm not even putting him the same league as Nolan.
    You judge difficulty on a very subjective scale.

    I'm a big fan of Nolan, and I believe Inception was an extremely well done project from story to scripting to shooting. However, to dismiss what Whedon did with Avengers is to conflate setting with skill. On many technical levels I consider Inception to be a far more intricate movie than Avengers obviously is. But Whedon wasn't tasked with making an intricate Avengers movie. Whedon was tasked with making an approachable and integrated Avengers movie. There's no specific reason to believe that Nolan would have made a better Avengers movie than Whedon did.


    As to your statement: "any first year film student will tell you that Nolan is a better technical director" here's what I know. Nolan is known to work closely with a specific cinematographer - Wally Pfister has been Nolan's DP for virtually all his movies, and its well known that he collaborates with and relies heavily on Pfister for the shooting look of his movies (separate from the design work of his movies). What you see on the screen is Nolan's vision, but the technical skill you're seeing is Pfister. Whedon isn't as wedded to a single DP - the work he's done over the years would prohibit that anyway - but he's also known as being a stronger director than cinematographer.

    Which is important, because when comparing, say, Inception and Avengers, to say any first year film student will tell you that Nolan is a better technical director" the strengths of these two directors is in overall look of the movie, and actual direction. Both are less in-camera directors and more actor-directors. So the evidence of their strength of their direction comes from their cues and direction for performances.

    And if you were not there on-set, I don't see how you can directly compare the two directors on their technical merits in that area: it doesn't leave unambiguous footprints on screen, except to say that both appear to be extremely good at getting strong performances out of their respective actors.

    I will say that its obvious to anyone who has studied both that Nolan is the technical film geek and Whedon is the more playful experimenter. But which one is better is something that shouldn't be "obvious" when dealing with two directors of that caliber.

    As to writing, I'm curious how much of either director's writing you've actually read.
  12. Arcanaville

    Melee AT for me?

    Quote:
    Originally Posted by Justaris View Post
    But no knockback protection? That sucks! Also easily fixed with -KB IOs. I use three for 12 points of protection, which is on par with what you'll get from powers that do include that protection in other powersets. Problem solved.
    While I agree with most of what you said about Dark Armor's strengths, I should point out that while mag 12 KB protection is pretty good and proof against most (but not all) KB, that's not what sets with KB protection have. Sets with KB protection have some XYZ mag protection, whatever it is, and 100% KB resistance (actually, its usually 10000% resistance, but that's effectively the same thing). Because they have 100% resistance to KB, they are absolutely immune to all but unresistable KB. 12 points of KB protection from inventions will protect against any KB up to mag 12, but sets with actual KB protection cannot be knocked down by any amount of KB, no matter what their KB protection magnitude is, because 100% resistance reduces all incoming KB magnitude to zero.
  13. Quote:
    Originally Posted by Memphis_Bill View Post
    I do nothing particularly special except pay attention.
    By strange coincidence this is almost word for word exactly what I told a client last month. And in both cases, this statement is sort of true, but not in a useful way to most people attempting to emulate that form of paying attention.
  14. Quote:
    Originally Posted by Mystic_Fortune View Post
    On the other hand. My personal favorite was the Princess Hat.
    Next week, in order to best leverage developer resources and respond to player feedback, the freebie friday giveaway will probably be a power that summons a warwolf wearing the princess hat.
  15. Quote:
    Originally Posted by Electric-Knight View Post
    I honestly don't jive with all the negativity I've seen about the Green lantern movie.

    I really don't know, and I'm curious to watch it again, but my wife and I both very much enjoyed it.
    Neither of us are very knowledgeable of GL and the comics (the only GL experience I really have was, as a child, he was my favorite member of the old Super Friends cartoons... mainly because that was the best super power ever).
    We didn't go to see it in the theatre. We rented it as soon as it became available and we had no - or possibly somewhat low - expectations, to be honest.
    That last bit may be why we enjoyed it more than most around here seemed to have.

    It didn't exactly blow me away as a great movie, but it was completely enjoyable and I thought it was a successful ride of fun for an origin story of an awesome super power.
    *shrugs*
    Maybe X-Men, Spiderman, Iron Man, and Batman Begins have spoiled people, but while I personally didn't find Green Lantern offensive like some people did, I felt it was a very weak movie overall. Mostly, I think it tried to do too much and didn't give enough time for any of it.

    For me personally, where the movie failed is that I simply did not buy Hal Jordan as a hero. As a popcorn movie it was acceptable, but I didn't leave the theater wanting to see more Hal Jordan. I suspect deep down that's where a lot of the negativity comes from. Fans want to see a Green Lantern movie that is full of promise; that makes them want to see more. But whatever else anyone says about Green Lantern, I doubt anyone can argue that the movie is full of promise for future stories.

    That lack of potential turns to disappointment, and that disappointment turns to anger.
  16. Quote:
    Originally Posted by Memphis_Bill View Post
    If I *had* to make a change to blasters, specifically - yes, put a gun to my head and say "Do something that will probably be seen as an overall positive,"
    Fortunately, it won't come to that.
  17. Quote:
    Originally Posted by Arbiter Warrant View Post
    We read much, much more than we post.
    It now occurs to me that Arbiter Warrant never specifically said he read the forums more than he posted.
  18. Arcanaville

    Radiation Armor

    Quote:
    Originally Posted by Hatred666 View Post
    Looks weak.
    Looks like a cross between Electric Armor and Regeneration with a bit of Dark Armor. Whenever you stack significant resistance and regeneration you end up with something pretty good. Electric was considered very poor until Energize: with just a moderate heal it went from subpar to excellent.

    Radiation armor seems to have a scaling regen (Gamma) and a dark regen-like scaling heal (Radiation Therapy) and something that looks like a click Instant Healing + Absorb power (Particle Shielding).

    And a nuke that doubles as a self-rez (Ground Zero).

    I haven't seen numbers yet, but somehow I'm not worried.
  19. Well, at least we can finally scratch "not free, not random, and not on Friday" off our list. That just leaves the final one, "not free, not random, not on Friday, and not an actual item" on my scratch card.

    Oh come on, its a little funny.
  20. Quote:
    Originally Posted by Snow Globe View Post
    As to GMs specifically, what it means is that if you are over the Monster's real level, your attacks are capped. However if you are lower than the Monster's real level, it does't match characters whose level is greater than the monster's real level.

    So 2 Rad defenders: one level 40 and one level 15, both using the same attack slotted the same attacking a level 30 GM. The level 15 can have its attacks buffed, but the level 40's damage is capped out at the equivalent of level 30. The Halloween GMs proved that.
    I'm not sure what tests you're referring to, but that's not how the GM code works. The GM code neutralizes combat modifiers. Its the critter equivalent to the IgnoresCombatModifiers switch for attribmods. If you saw anything other than a disabling of combat modifiers, I would /bug it. If the Halloween GMs actually work in the way you describe, that would require completely new mechanics just for them, unless the zone imposed a level 30 level on all the players. There's just no way for an enemy to treat an attacker that way that I'm aware of.
  21. Quote:
    Originally Posted by Nericus View Post
    The Hal Jordan we got in the GL Movie was basically Hal Jordan from Emerald Dawn. A bit down on his luck as a pilot, hung up on what happened to his father, not well liked by many characters for many reasons but still a hero on the inside. Then comes the ring from Abin Sur, then soon after Hal learns a few things from his ring's memory bank then the ring warps him to Oa where he undergoes training by Kilowog. He saved Oa, the GLC and the Guardians by beating a yellow armored creature called Legion and by merging with the Central Battery to fully pull Legion off of Oa and into space where the GL's contained and took it away. The Guardians at the end of Emerald Dawn stated that Abin Sur found another like himself, intelligent, strong willed, opinionated.....

    Basically the GL movie was Emerald Dawn with Parallax in place of Legion, and Hal learning that courage/will power trumps fear. The dialog could have been far better, giving us the Hal from Emerald Dawn was a mistake, and also Ryan Reynolds as Hal was a BIG mistake.

    I still need to see the BLu Ray extended cut version and see if that helps it or not.
    I think the big problem wasn't so much Ryan Reynolds specifically, but the fact that he had to play an unplayable character arc: it was just too much to accept in one short movie that Hal Jordan goes from being an irresponsible goofball with a heart of gold but a brain of yogurt and has serious PTSD combined with daddy issues, to the most powerful green lantern in the universe in about two days of movie time. Reynolds is not a strong enough character actor for that, and I'm not sure any character actor is strong enough for that.

    That just makes seeing wind in outer space just that much more grating.

    Which is a shame, because I think Mark Strong plays a pitch-perfect Sinestro. I found myself really wanting to see more of him at the end of the movie, not Hal Jordan.
  22. Quote:
    Originally Posted by Snow Globe View Post
    For Lusca you have to be near the head of when it dies. You don't even need to hit it.

    For the Croatoa GMs, if they were damaged before your team arrived it is quite possible that someone else tried & failed OR, even more likely, that the damage they inflicted on each other was such that your team failed to reach the 10% threshold needed for the badge.

    The way it works is that as they heal back damage taken the 10% figure goes higher. Basically, the 10% damage threshold is for both its maximum hit points and its recovered hit points. It can eventually get to the point where 10% of the GM's overall health exceeds its maximum hit points.

    Example:
    Let's say that Jack in Irons has a max of 16,555 HP (level 35 AV, so this isn't his normal HP max, but close enough for an example). Normally your group needs to do 10% of that or 1,655.5 HP. Except Eochai has been beating on him for a while and Jack has healed back all his wounds (quite likely as the GM regen is huge). If left alone long enough, the 10% threshold could reach 17,000 HP, which means if you just beat him to a pulp that you don't get the badge.
    I'm not sure how much damage they do to each other per minute, but I have seen situations where they've been going at each other for over two hours and yet a team was able to bring them down and get the badges. Although it takes some trickery. I was on my Ill/Rad when I was asked to help a small team get these badges, and what I basically did was not use Lingering Radiation for about ten minutes, and then started using it to bring down Eochai, then repeated that for Jack. In both cases, the act of pounding on them for the first ten minutes was enough to give them credit even though they had been going at each other for a very long time. By not debuffing regen, the team could deal an unlimited amount of damage to the monster without killing it, which meant they could rack up a higher damage credit.

    But I don't know how to figure out how long you have to beat on them to get the credit if you don't know precisely how much damage they've done to each other. I just guessed in this case.

    I wonder if there is a cap on how much healing gets credited against the health pool for the badge credit. If there was one, we could work backwards and say that for damaged GMs like the Jack/Eochai pair, a kill must take at least X minutes for the total damage to be guaranteed to exceed 10% of the maximum possible health pool.
  23. Quote:
    Originally Posted by I Burnt The Toast View Post
    Get a room you two
    Not with Chicken McNuggets all over the place and Coldplay on the stereo.
  24. Quote:
    Originally Posted by UberGuy View Post
    Edit: While I prefer to solo, I clearly have no issue running lots and lots of iTrials. Some of my 50s are starting to groan under the weight of their piles of iSalvage.
    I decided to try to make all the tier 4 Lore pets on my main. Problem solved. New problem now: that'll probably take years.
  25. Quote:
    Originally Posted by Werner View Post
    So I guess for me, it's the incarnate powers and all the new sets. Those aren't bad things, but I think I contribute most in a stable, analyzable, optimizable environment. That's kind of not what we have now. I'm playing as much as ever - I'm just not spending the time on calculating how to get another 2% performance out of my build when the next issue will give me another 20% with no thought involved (while wrecking my 2% optimization), and when my current performance is perfectly sufficient for available content.
    Its the way of things. I was far more valuable when the mechanics were unknown and Real Numbers didn't exist and City of Data was extremely out of date. Now that most the mechanics are known and Paragonwiki documents things very well and CoD is pretty much up to date and anyone can get most of the powers data from Real Numbers, I'm 95% redundant, which is mostly good for the game.


    Quote:
    Ah, also, I kind of don't CARE personally about other sets any more. Being mostly solo, the incarnate powers are WAY too much of an investment for me to consider starting over with another combo. And I love my Katana/Dark. So that's pretty much all I play now.
    Well, the way I look at it there are things I incarnate out, and things I don't or are not likely to. But I still enjoy playing new powersets, and Water Blast is looking like it will be a blast. And I absolutely love my Staff/SR Brute: it jumped all the way up to my second-favorite melee behind my MA/SR main the same day I started playing it.

    Of course, I don't hate running iTrials either, so even though I solo a lot my situation isn't the same. I think my Staff/SR will *eventually* get incarnate-slotted, and it won't be as much of a chore when I decide to. Although I've been thinking about running through solo DA for that just to see what the process is like first-hand in terms of long-term progress. I know it ain't fast, but slow is a subjective judgment.