Biowraith

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  1. Quote:
    Originally Posted by Forex View Post
    I ran across this thread and wanted to ask about another veat and team potential. I'm debating leveling my robots/dark MM or Fortuna. Do Crabs and Fortuna's have the same team value in their buffs? I'm just trying to pick one to level up first based on teaming value. I'm not trying to derail this thread just noticed it was similar to my question on the Fortuna and wanted to throw it out for some input.
    They have similar value, yeah - the Fortunata can maybe even surpass the Crab there.

    They get the exact same Assault (+dam) and Leadership (+tohit) aura toggles. The Fortunata gets a weaker version of Maneuvers (+def) than the Crab, but that is countered by also getting Mind Link (+def, +tohit). Mind Link isn't perma without quite a lot of global +recharge though (but if you do perma it, Widow Maneuvers + Mind Link > Crab Maneuvers).

    Also Fortunatas get their own version of Vengeance, which Crabs don't, along with several controls (hold, confuse, stun, area hold, area confuse, area stun). On the other hand Crabs get area -res, which is very valuable.

    In either case, great addition to a team.
  2. Quote:
    Originally Posted by Shadowclone View Post
    So, twist this game into a nightmarish hell? Money to use your powers? Hah!
    Not just money to use your powers, but coupling that with a system that says no rewards if you didn't use your powers often enough. The dilemma it would present the players amuses me.

    I'm probably going to a nightmarish hell for that.
  3. Just to clarify, because I'm losing track here:

    Is Smash_Zone saying that once you get the opportunity of a roll on the reward table, nothing at all will increase your chance of a Very Rare? (that league success only helps you get that opportunity, but does nothing further once you get it)

    And similarly, is The_Spad_EU saying that actually once you've got that opportunity your chance of getting a Very Rare (or otherwise good result) from the reward roll can be further depending on how well the league performed, beyond just getting the opportunity in the first place?

    In essence, disagreeing on this point? Or have I misread/misunderstood somewhere along the way?

    It's just that the wording here seems to matter a great deal (indeed that's where some of the confusion and disagreement from the original dev post regarding opportunity vs chance came from), but I'm not sure if everyone is choosing their words deliberately (including Baryonyx), so I want to be clear on what everyone is intending to say.

    (not that I have any big point to make once I have that clarification, just like to know I'm hearing what people wanted to say and not getting tripped up on how they said it)
  4. I'd make each power activation charge you $0.02 or something like that, and then extend the incarnate trials' participation metric to all rewards game-wide.
  5. Quote:
    Originally Posted by Smash_Zone View Post
    It has been explained to us numerous times.
    But maybe if we have one more thread explaining it that'll be the one that sticks, right?
  6. Quote:
    Originally Posted by baron_inferno View Post
    Don't forget the over abundance of mobs that can stack a whole of def debuff on you and your pets very quickly.
    Well for those mobs, just one or two -def will pretty much counter the Diamagnetic debuff and such mobs tend to be throwing a *lot* of -def out there (I can pop a luck on e.g. my soft capped VEATs and large spawns of Kheldian PPD will still likely cause a cascade failure often enough to be a headache) , so I'm not sure absorbing one or two -def hits really helps much more than the -dam that applies even if all your +def is stripped completely.

    So to my mind it's probably about equal on massed -def mobs, and better against other enemies that are already floored and won't be able to change that during the fight.

    (edit: and as StratoNexus says, against AVs the -dam tends to be better - AV debuff resistance means that 20% -tohit is knocked down to about 3%, and while -dam is resisted too it's usually not resisted as strongly as that)
  7. Quote:
    Originally Posted by ClawsandEffect View Post
    The only way I can think of to fix the "run into melee" thing would be to remove all melee attacks from pets that are supposed to stay at range. Except that probably wouldn't work, Phantasm runs into melee too, and he doesn't have a melee attack at all.
    Yeah, it doesn't work - Protector Bots still run into melee and they have no melee attacks already.

    However, Rikti Drones seem to be happy to sit at range where other mainly-ranged mobs will eventually close to melee (all the more noticeable after that short spell where even the drones were rushing into melee all the time). So it appears it's possible to do, the devs just haven't done it for some reason; hard to say whether it's because they don't want to, don't have the resources to (possibly it's more complex than the drones make it appear), or just don't have MMs on their radar.
  8. I'd probably opt for Paralytic myself - my Bots/FF MM already has her bots over the defense softcap, so -tohit doesn't do so much (may still do something in the trials with their +tohit though). So I'd rather layer a bit more -dam onto that. There's enough pet attacks flying around that the 75% chance to proc will still be going off lots.
  9. Quote:
    Originally Posted by Bubbawheat View Post
    That's not true, I've formed three LFG trials, one was at the minimum, but the other two were at or near the maximum for the trials. I was actively forming through global channels and team search, but instead of inviting them to a league, I was asking them to join the LFG queue.
    Yeah, I misworded it a little, should have said it strongly tends to go with near the minimum. When I said it won't add more above the minimum I meant once the trial had actually launched, and I think that *is* true? If so, that just leaves a limited window between the minimum becoming available and whatever timeout the devs have set for the system to launch, and in my experience that means minimum league size (or close to it) more often than not.

    I'm not sure I'd take your example as a good one of the system working well to launch near full, as what you did isn't much different than a preformed group - you just removed the need for everyone to meet in a particular zone first, but you still had to do all the recruiting and organising that the system is meant to do for you (you're "soft" preforming, as it were).
  10. Quote:
    Originally Posted by Arilou View Post
    Learn what "average" means. The times shown are accurate for what they show.
    I think people don't realise that pre-formed groups are counting (as near-instant) towards the average. It's not that they don't understand "average" (though no doubt some don't), it's that they don't realise that it's not an average wait time for just solo players joining the queue. And to be honest, it's not really any more useful than "inaccurate" in its current form.
  11. I think the primary failing of the LFG system is/was that it goes as soon as it finds the minimum number of players, and won't add more players once it has the minimum. That fed into the other main issue which is the system needs a decent number of people using it for it to work.

    When the trials first came out a minimum sized league of random archetypes had a low chance of success, so people started preforming to improve their chances, and that meant even fewer people using the LFG system, which meant increased queue times for those still using it... so more people abandoned it to ensure they got onto a league in a reasonable amount of time so even *fewer* people were using it. And so on.

    So for my personal experiences, on the first couple days I could queue and saw a wait time of around 5-10 minutes. Most of those leagues ended in failure - we rarely got more than a couple more than the minimum size, nobody was incarnated out yet, and most people were running their scrappers/brutes to start with so not much buff/debuff/mez going on. On the few times I've tried the queue recently, I can easily sit for an hour and not get a hit (when I do it's because I get lucky and get assigned to what I assume is a nearly-full preformed league, but never a league composed entirely of people using the queue solo). That's on Freedom and Virtue, so goodness knows what it's like on low pop servers.

    At this point I'm doubtful as to whether it can ever really be salvaged - the devs could go in and fix the problems, soup it up a bunch, make it the system it should have been, but it won't mean much if most people have settled on the manual method and won't go bother to go back to the queue system in the numbers it needs to work.
  12. Quote:
    Originally Posted by Psylenz View Post
    Another trick is to put achille's heals resistance debuff in your pets to increase damage.
    I like to throw in the Lady Grey damage proc too. I'd not put either on Commando though as most of his attacks aren't -def - I go with the knockback smashing proc for him. Although that does leave the question of where/whether to slot the +def and +res aura uniques (I'd probably skip the +def if the char didn't have any other +def buffs to use - more mileage from a bit of extra damage than 5% def on its lonesome).
  13. Quote:
    Originally Posted by Bookkeeper_Jay View Post
    -Damage is irresistable, and as such you will contribute quite a bit to the Grenade-less portion.
    Quote:
    Originally Posted by Lewisite View Post
    I heard -Damage was resisted though?
    -Damage isn't resisted as part of the suite of AV debuff resistances, however it is resisted by regular damage resistance. Smashing Resistance will resist -damage applied to Smashing Damage attacks, Energy Resistance will resist -damage applied to Energy Damage attacks, and so on. This means mobs whose attacks' damage types match their damage resistances will resist -damage debuffs (and also has the side effect that -damage resist debuffs, such as Tar Patch, will enhance the effect of any -damage debuffs on the target).


    So for a regular Marauder fight it'll be resisted, though not as heavily as most other debuffs. For a grenadeless Marauder (i.e. MoLambda) fight, it will in fact be very heavily resisted until/unless you can *seriously* dent his enraged damage resistances.
  14. Yeah Singy, stop knocking them off my Bonfire
  15. Biowraith

    +Def Vs -ToHit

    Quote:
    Originally Posted by Lewisite View Post
    Let me re-phrase that to be more clear... if I do a -100 -ToHit, and I'm fighting an ArchVillain who resists that at 87%... that would mean I only do -13 -ToHit right? Which would mean assuming the normal circumstances.. having a defense of 32 would floor his ToHit at 5.

    But thats assuming I'm understanding how the resistances work in the first place, which is my question. Is there any funny math involved in debuff resistances, or is it a straightforward % off like I have above?
    I'm pretty sure this is correct. 87% debuff resistance is just a straight 87% off the tohit value, and the result can be "added" to +def to get the 45% (more if they have +tohit) needed to floor the target's tohit against you.

    However there's also the modifier due to level difference, and that applies on top of the debuff resistance. See http://paragonwiki.com/wiki/Purple_Patch

    For a +4 foe that level difference reduces your debuffs to 48% of their normal value, before any debuff resistances come into play. So as a level 50 player vs a 54 AV, assuming no level shifts on you and no +tohit bonuses on the AV, your 100 -ToHit is reduced to 48 -ToHit due to the level difference. Then the debuff resistances reduce that to 6.24 -ToHit (48*0.13). So you'd actually need 38.76 defense to floor that AV's chance to hit you.

    (Note: one exception to the level difference modifier is Interface debuffs - they're still affected by debuff resistance, but they bypass the level difference (or at least Diamagnetic -ToHit does, I haven't tested the others))

    Finally don't forget that the AV will get accuracy modifiers both for being an AV (1.5) and being 4 levels higher than you (1.4), and those apply after the ToHit math takes place. So if you get it floored it's actual chance to hit you would be 10.5% (5% * 1.4 * 1.5). There's not really anything you can do about that though.



    (Disclaimer: I'm fairly sure about all this, but I don't use or explore it as much as some players so it's possible I've misunderstood some aspects, or botched some of the maths. But it's probably right ;p)
  16. Quote:
    Originally Posted by Adeon Hawkwood View Post
    Slight correction, the steadfast protection knockback IO is not available for Alignment Merits. It costs 75 reward merits which is to low to make it "worth" an alignment merit.
    Huh, I thought all set recipes were available for a-merits. Learn something new every day and all that.

    Still, price history for a level 30 -kb recipe is a mix of 55k and 1mil with over 300 for sale just now, so I don't suppose it'd be worth using either type of merit for it.
  17. Wait, it's today already??
  18. Quote:
    Originally Posted by Two_Dollar_Bill View Post
    I feel that Frag Grenade is incompatible with Frenzy. If you want to stay surrounded in melee and fire off Frenzy as fast as it recharges, you don't want any knockback.
    I somewhat disagree with this (I've got both powers in my build). All you do is hit Frenzy, then hit Frag Grenade. By the time Frenzy is recharged the knocked back mobs will have long since stood up and ran back into melee with you. And generally they won't all get knocked back, so there'll still be targets for e.g. Slice or Arm Lash.


    But otherwise I agree with the majority of what's been said here: on SOs (or generic IOs, or even Frankenslotting) the MM will generally be a stronger soloer than the Crab. Once you start using IO sets and uniques, the Crab improves greatly.

    Endurance was an issue for me for quite a lot of my Crab's career (I heart Cardiac). Obviously there's the pricey options of Numina and Miracle uniques in Health, and Performance Shifter unique in Stamina (plus 3 regular Endmod enhancements there), along with ensuring you have EndRedux slotted in pretty much all attacks and toggles. But you can also dabble in IO sets to pick up some extra +recovery - there's quite a lot of sets that offer a +recovery bonus for only 2 or 3 pieces of the set, and a lot of them are relatively cheap. e.g. 2 pieces of Thunderstrike in Channelgun and/or Longfang. Get enough of them and they can make a noticeable difference.

    And yeah, pick up a Steadfast knockback protection IO, it's not too expensive (as IO sets go) and if it is you can always get it via a-merits.

    Also don't be afraid to pop inspirations for regular spawns, especially if you have a spawn size multiplier set. One or two purples can make a huge difference when stacked on top of existing defenses, and with larger spawn sizes you should have a steady supply of inspirations coming in.
  19. Quote:
    Originally Posted by Neogumbercules View Post
    If I had to take a wild guess I'd say that once the system figures out that you are participating, or have participated, the rewards are completely random after that. You don't get better rewards for "doing more" it seems.
    That's pretty much exactly what the devs have come out and said. Except with one vague line about the league success improving your chances of a very rare.
  20. I'm wondering whether anyone else has been having this problem (and ideally whether they've figured out a fix):

    When I log in and click on a server name, there is almost always a delay of anywhere from 5 to 30 seconds before it actually gets me to the character select screen. Then the same again when I select a character before it displays the character ready to actually log on (if this delay takes too long the game thinks I was trying to move the character to another position in the roster). During this pause I'll get the busy mouse cursor and trying to e.g. alt-tab to desktop or a web browser doesn't respond until the pause is over.

    Now, it didn't used to be this way - I used to get no more than a couple seconds delay, if any. Problem is I'm not sure exactly when this issue started for me. The two main possibilities are: 1) when we gained the option to quit to character select. I'm thinking that because if I select that option it always freezes up for that 5-30s when the timer reaches 0 before it actually goes back to character select, and usually has a shorter intermediate pause at the login screen (without displaying account name etc) on the way, and it's done that since the option was added (I'm just not 100% sure the other delays started then as well). Or 2) I got a new PC back in November and possibly it's only been since playing on this machine. I *think* it's since 1), but I wouldn't swear to it.

    For reference I'm currently running an Intel Core i7 950 @ 3GHz, 6GB RAM, XFi Fatal1ty soundcard, Nvidia 460GTX graphics card, Windows 7 Home Premium 64 operating system, with Microsoft Security Essentials & Comodo Firewall (basic version) running in the background.


    It's not a major problem as the rest of the game runs fantastically, it's just a bit annoying given I didn't used to have this problem and used to be at the loading screen within a few seconds of typing my password.
  21. Quote:
    Originally Posted by Roderick View Post
    There are multiple reward tables, each with different odds of C/U/R/VR. Which table is used to offer you your reward is based solely off the league participation metric. That means that if you are more active, you are not increasing YOUR chance for a good reward - you're increasing EVERYONE'S chance.
    Has there been confirmation that the "league participation" that can boost your chance of a good reward is the same as the "league participation" that can boost you past the threshhold to get a reward in the first place? Especially with the statement that "Once the participation system has done a handoff to the random table, it no longer has any effect on your reward." it would suggest that something else is used for that.

    All I've seen from a dev on the subject was:

    "If your league does well, and you are a factor in that success, this will only increase your opportunity to earn a Very Rare component. You are not in competition with other players."

    But with no clarification as to what constitutes "does well", "success", or "factor" (and no mention of the participation metric).

    (that's not to say that what you describe isn't how it's working, just that I've not seen any devs say anything that would concretely confirm it as such)
  22. Quote:
    Originally Posted by baron_inferno View Post
    Just a quick note. If the reward randomization (trial participation) system is really working as the devs described it, the AT shouldn't matter. As far as statistical data collection, combined number of runs between all of one's characters should suffice. That is assuming what the devs has stated is the way things really work.
    Indeed, which is one of the reasons that if you do e.g. 30 runs on your Controller and only get two rares and no very rares, then run your blaster 6 times and get 4 rares and a very rare, it doesn't really tell you much.
  23. Quote:
    Originally Posted by RadioSilence View Post
    Maybe. I don't think the Devs are lying but there's something in the mechanics that they overlooked. From two weeks of grinding, I'm getting more "random" VR drops for one character versus common/uncommons for another.
    Unless you're running 100s (ideally 1000s) of trials with each character, I'd expect that from a random system.
  24. Quote:
    Originally Posted by Irish Fury View Post
    IF you like to PuG, Freedom may be your best choice as it has the highest population. As a native Freedomite, I will warn you that Atlas Park is flooded with AE spam, but once you leave Atlas, it gets much better.
    Virtue's pretty good too. Population is maybe a little smaller than Freedom, but not by much and sometimes it actually edges ahead.

    What I've found most appealing about Virtue though is the publicly available global channels there for forming PuG teams and TFs seem to be a lot more active than Freedom's. The only really active public Freedom global I've managed to find is the TF one that's almost never got space for new people to join (I accidentally left it at one point and it took me a couple months before I managed to get back in).

    Despite common belief though, I've not found either to have any real difference in the quality of player, whether by ability or personality.