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My bots MM's pets are Alice, Beth, Caty, Diane, Eileen, and Fiona. My necro MM's pets are named after the 1986 Mets.
edit: Oh, and for a while I had a thugs MM named Editorial Cartoonist whose pets were all named after "hot topic" issues: "Internet", "Global Warming", "Republicans", etc. The idea is that, since a typical bad editorial cartoon can be made by taking any image and arbitrarily assigning labels of hot-topic issues to the things in it, a mastermind whose pets were all so named would be procedurally generating editorial cartoons at all times. -
Quote:This relates to something I've seen with a few characters, not just with slows. The observation I've made, such as it is, is that the enemy AI is very good at determining a path to your character, even a non-obvious one, but not very good at determining whether taking that path is a good idea.I have an AI question. I know in theory an Immobilize is better than a Slow, because Immob stops enemies from moving completely. However, in practice enemy AI appears to treat Slow and Immob differently. Enemies with melee and ranged powers who get immob'ed seem to immediately switch to ranged powers. Slowed enemies appear to still try to chase you down. I have no objective proof of that this is how it works, but has anyone else noticed this? I especially see it on my Ice Controllers, but I could be misinterpreting. I think it has some important implications to the Slow vs Immob debate.
As far as I can tell, a typical enemy with a mix of attacks (such as your average Hellion with a baseball bat and a pistol, or a Mek Man with energy blasts and energy-melee attacks, or etc.) will have three attack "modes", which I call ranged, approach, and melee.
If an enemy sees that it has no path to you, it will go into ranged mode. It will use only ranged attacks and may or may not run around a bit in between them. Ranged mode is also used by enemies immobilized out of melee range. This is sensible programming, because, well, ranged attacks are all that'll work.
If an enemy sees that it has a path to you, but it is out of melee range, it will go into approach mode and try to get into melee range. In approach mode, the enemy will use its ranged attacks occasionally but much less often than in ranged mode - presumably this is to make it more "persistent" against players who try to run away (since while it's in its firing animation, it's not chasing you), while at the same time still attacking so as to at least wing them while they run.
If an enemy is in melee range, it goes into melee mode. It will prefer its melee attacks while in melee mode, but will not use them exclusively. Not much to say here. Since the majority of enemies have better melee than ranged combat, they will try to get in with approach so that they can switch to the more effective melee.
Now, what's interesting here is that approach mode is actually much safer for the player than ranged or melee. The problem is that, under normal circumstances, approach mode doesn't last very long before melee range is reached. Slows will help, but you need to run around a lot to keep them at that range, which means you're not attacking. Basically, I've seen two ways to consistently keep an enemy in approach mode. The first is knockback/repel. I honestly think that approach mode does as for an energy blaster's survival as the actual knockdown time, and a stormy running Hurricane is much safer on the ground than hovering out of reach - if you hover, enemies go into ranged mode and pelt you with bullets and boulders, while on the ground they'll keep seeing a path to you, try to take it, get repelled, and stay in approach mode the whole time with attacks being sparse. (The to-hit debuff helps too, of course.)
The other way I've seen is avoidance patches - caltrops are the star for me here, with long duration, fast recharge, a slowing component and quick animation. If you place them right, enemies can spend a long time running a few steps onto the caltrops, realizing their feet hurt, turning back, running away, realizing they want to kill you, and running back onto the caltrops to repeat the process. The entire time they are in approach mode, and will fire on you relatively slowly even though there is no -rech component to caltrops. If you hover up out of range, this process breaks as they switch to ranged mode and fire on you much more often.
So, tl;dr version: Yes, as far as I can tell a slow reduces the number of incoming attacks more than an immob does for as long as the enemy retains a perceived path of approach and does not reach melee range. However, with a few exceptions this is difficult to properly leverage; an immobed enemy will stay immobed pretty much as long as you feel like, while a slowed enemy will still reach melee range unless you stop attacking to run away. -
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Quote:Well, I mean it's certainly feasible to determine who wins in a contest where they both stand there punching each other, and there might be some useful data about attack/defense balance there (for Scrapper v. Scrapper, Tank v. Scrapper, Scrapper v. Tank, either v. Brute, etc) but it's about the same as the Pylon Challenge. The problem is that the idea starts running into issues as soon as you have two characters who fight at different ranges such that one makes an active effort to maintain distance (Blaster v. Scrapper). This starts getting less and less feasible the further your options get from a straight slugfest. A /dev blaster using caltrops, smokebomb + cloaking device, and so on is going to be a nightmare to model, as will just about any AT with access to defender or controller sets.
I'd have a whole summer to do it. Besides, it's my ultimate goal. I may not get as close to it as I'd want. I just like challenges.
I'm a Software Engineering student, and sadly, in my program, they rarely give us any practical stuff to work on so we can get a little more hands on experience. So that's where the incentive comes from.
As for useful information; it depends. The way I envision it, it would only be useful to someone who finds purely theoretical numbers useful. There is a lot more to combat in this game than pure numbers; things that are either impossible, or beyond the capacity of a project done by a lone girl. The system would be assuming a lot of pre-defined conditions, and it may INSPIRE new strategies or build tweaks; but not dictate. -
It does seem odd to play this particular rule on a character who has an in-set rez. For thematic reasons, I would suggest letting characters with a primary/secondary rez continue if the rez is used within a certain number of seconds of "dying". (I would also tend towards a similar rule for defender/controller rezzes: it's allowed if it hits within a certain time after the death. If your rez or the defender's isn't back up yet - well, too bad.)
Personally I just love the Rise Of The Phoenix animation and it seems a shame to play a Fire Tanker who can never use it. -
Quote:That's.. extremely ambitious and probably unworkable, at least in a way that would give useful information.
Over the summer, I plan on making a "fight simulator". Which would take a character with user-defined stats, put it against another character, and then instantly determines who would win based on all factors involved, with the most efficient attack chain. That's what I'm shooting for. Where I'd land is a different story! -
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It is my understanding that the tyrannosaurs is an able fisticuffsman.
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Quote:The European viper (vipera berus) and the common lizard (zootoca vivipara) both live north of the arctic circle, as do numerous cold-blooded frogs.I was referring to the comment that was said about them being in the arctic Circle and Antarctica, there are no reptiles in those areas.
It was the "ice age" comment that was baffling. -
..all of them?
Saying that "reptiles didn't make it out of the Ice Age" is a baffling statement. Clearly they did or there wouldn't be any today.
..you do know that there are reptiles today, right? Snakes, lizards, turtles, crocodiles, and those frigging tuataras. Are you thinking of a word that isn't "reptile"? -
If it triggered on a kill, you couldn't do the thing where one enemy is standing a bit apart and the others are facing away from him, and when you shank him the others don't even notice (the fear/debuff would agg them anyway). It's not reliable, but it's fun when it happens and I'd hate to see it go.
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Quote:No offense, but if you're on a difficulty level where you can't take out a high-priority minion pretty quickly after you've shanked the spawn leader, then either your difficulty is high enough that changing fear wouldn't help or there are some serious problems with how you're playing.wow. no questions about what difficulty settings or anything. just right into insults =/
I guess not being able to one shot everything means I should learn to play and not say anything. I'll just be keeping my mouth shut in the stalker forum then.
Edit: Or the spawn is an ambush and you didn't notice the sapper on his way in, which can happen. If the spawn isn't an ambush and you didn't notice the sapper, why not? You're invisible until you strike and you should be evaluating the spawn for prime targets anyway. -
Quote:Something to note with Cold Domination: you left Infrigidate (and single-target powers in general) off your table, and it's a -87.5% that's perma with the default slot (for controllers, at least). As a result CD is somewhat better against AVs than the table makes it look.Cold Domination and Storm might be able to pull it off with -Recharge in the secondary or primary powerset. Everyone else pretty much shouldnt even bother against AVs.
Thanks for the info.
(Of course, Ice Control is also even better against single targets than you make it look, and it already looks pretty good: Chilblain and Block of Ice are also self-stacking single target -rech you can cram in between all the others if you're so inclined.) -
I do see the issue with interconnection. As far as stacking controls goes, I don't think it's significantly worse than /cold or /storm can get. The biggest balance issue it has imo is that people would no longer be able to point to stacked holds as a reason to consider Trick Arrow acceptable in its current form.
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Personally, if you're expecting to blitz through things that fast, I would lean towards Thermal over Dark. The faster the enemy dies, the more enemies a buff lasts through; conversely, the faster an enemy dies the shorter the benefits from a debuff will stick around.
But Dark Miasma is an awesome set, so hey, no complaints there. -
Quote:I tend to think of the lifespan of a character rather than only play at 41+. From 1-31 an ice or earth controller's damage is a joke unless the secondary is /kin, /storm or /sonic, and from 32-40 it's still the pet doing most of your damage.-Defense does help with veteran attacks, but that generally only matters at lower levels. Once you have a decent build and access to epic / patron pools you're not likely to use veteran attacks often. I suppose some Masterminds might keep using them but Controllers get some nice single target attacks in their epic pools that benefit from Containment and can be slotted. Maybe a really low damage Controller like Earth / Empathy or something would.
As for the statement earlier that a blaster's is less useful because "it won't be enough to cancel out Hurricane", it seems to me that when the debuff is that huge any degree to which you can counter it is valuable. -
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Sorcerers and Storm Shamans, Spectral Demon Lords, anything with darkness-type attacks. My /rad defender throws some shots onto them to get things started and suddenly the scrappers can actually take them down.
Against Rikti Drones it's quite useful, since I don't have enough AoE damage output to kill them quickly just with AoE; I land Irradiate and/or Neutron Bomb and that's enough to get the cascade started
On my earth controller it's quite useful to be able to reduce enemy defense before throwing Sands of Mu, since it's her strongest attack and it can't be slotted for accuracy. Recently I rolled up a low-level ninja blade stalker, where it's less crucial but still pretty useful - if there are more enemies present than I can assassinate at once, one of them gets hit with a few defense-debuffing normal attacks before Sands of Mu comes out and it hits quite reliably.
It's true that defense debuff is the least obvious secondary effect in terms of its benefits, but the idea that "it's useless because I obviously hit the first time if it happens" is somewhat misleading. Anyone who's been on the wrong end of a cascading defense failure knows that the attacker doesn't have to be able to hit reliably to get things started. -
Ninja Blade with a defense secondary feels pretty unstoppable once Divine Avalanche is slotted up. You won't be conducting an AoE massacre, but it should have a pretty good feel of hacking your way through an army singlehanded.
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It doesn't help much that the primary influence sink (enhancements) has been largely supplanted by IOs, which mainly push inf from one player to another instead of sinking it.
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So if we have this to prevent "an army fights for you/buffs you/etc" can fighting allies stop jacking an extra cut of XP? I understand not wanting to have an AV sweep the map for you, but as it stands you can't even include someone like Thunderhead or Fusionette. A bunch of my favorite canon story arcs include fighting allies, and it depresses me that any attempt to use them in writing AE arcs makes me feel like I'm ripping off the player. Maybe AV allies would count as multiple allies for XP scaling purposes to discourage that?
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You do not need Stamina if you're paired with a kin at all times, no. The problems start when the other guy doesn't show up.
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