Blood Red Arachnid

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  1. Quote:
    Originally Posted by Samuel_Tow View Post
    Every society has morals, yes. Not every society has YOUR morals. I feel confident enough in saying you have not lived in Eastern Europe long enough, but I can tell you that we now live the legacy of a totalitarian, corrupt state which taught people that rules are for losers and laws are there to get in your way, creating an entire generation... An entire society, even, which does not respect any form of legality unless it is explicitly forced to comply to it and overseen in the process. And that's not just us. The entire former Soviet block is in much the same situation after decades of being ruled by a Communist government where everything was free and no-one cared if you embezzled.

    While I don't want to raise the spectre of SOPA, PIPA and ACTA, let's look at software piracy. We all know it's wrong. We're all pretty sure it's illegal. Yet do you have any idea how hart it's been to pitch actually BUYING games to people around here? I tell my friends I bought City of Heroes and I pay $15 a month for it and their eyes turn into dinner plates. I tell them about this great game I bought on Steam, and they tell me I'm stupid and I could have gotten it off a torrent for free. I have a neighbour who's considerably richer than me - you know, big house, wide-screen TV, multiple computers, nice car, etc. But heaven forbid he spend $6 on Steam to get a decent game for his son. Why would he, if his son can just torrent the thing for free. "No-one wants to spend money," he says and... Yeah, I agree. No-one wants to spend money for the sake of spending money. But spending money for products is how the creation of those products gets funded. SOMEONE has to pay for it, and it makes sense for that someone to be the people using it.

    But no, because laws here don't mean anything unless you get caught. Hell, you have no idea how hard it's been to expunge illegal software out of my workplace. We own Windows 7, we own MicroSoft Office, we own the software we need, yet time after time I see computers with pirated software on it. Why? "Eh, I didn't want to bother so I pirated it." People like that send me up the wall, and I've campaigned like hell, twisted people's arms and insisted we at the very least use the legal software we already ******* own!

    And that's just today in real life. That's ignoring the history of the world, as well as the history of different peoples across it. The history of human sacrifice which was fundamental to the culture of a lot of the native American empires that existed before the New World was colonised, the history of slavery which drove not just Colonial America, but also the Greek and Roman worlds, as well as plenty of other historic nations, not least of which being part of my own history. And what about the history of feminism and women's place in society?

    Every society has morals, but those morals are not always concurrent with contemporary Catholic American ideals of truth, justice and the American way. And I'm not saying that as a dis against the US, far from it. The classic super hero is pretty much entirely your invention, because only in America can a man dedicate his life to fighting crime and the forces of evil and actually be taken seriously. The reason American comic books are comparatively less popular outside the US and possibly Western Europe is because that kind of moral high ground simply doesn't exist all over the world. It's not "innate" to people to believe in this kind of idealism, and being in the Eastern end of Europe, I know a thing or two about how that doesn't exist around here. Occasionally, you'll see a person trying to stick to his ideals, but this being a crapsack world, he'll usually be proven wrong and publicly humiliated for it. Because around here, bad guys win, and if you want to win too, you have to do what they do.
    Never said they were my morals, or that they had to be my morals (which isn't contemporary Catholic American. Guess again). Regardless, culture works in the ways that it does. Even in states of complete anarchy where gangland rules take over, those gangs function upon the basis of support and mutual self-preservation, and from there can form a series of complex markings and rituals. But I digress: if we are talking about the superhero and supervillain world, taking the fundamentals of that system and then saying it is incorrect when juxtaposed to some society in the real world is outright paradoxical. Either we are talking about a world where people don rubber outfits and shoot lasers from their eyes, or we are not.

    People do not believe that software piracy is wrong. If you ever ask them about it, they'll give a doctoral thesis to justify their actions as correct. It is a common psychological principle known as dissonance resolution; a mind dislikes its own contradictions, and so it works to resolve those contradictions through various methods. One of those methods is altering ideology around their actions, causing a mindset that always justifies actions after the fact This isn't just excuses; this is an entire perception shift to resolve personal conflict. They truly believe they have done no evil.


    Quote:
    Originally Posted by Samuel_Tow View Post
    No, it is not. Altruism is almost never profitable in an actual real life setting. The easiest way to fulfil your needs is to live on the backs of other people who do your work for you, it's to take from other people who've done the honest work. Altruism may be the path to success in a society that's good and honest, but most societies aren't, that much I know for a fact. In fact, morality, altruism and high ideals are probably the least effective way to satisfy your needs, per chance one of those isn't doing the right thing, and I've yet to meet another person who truly needed that in his life.

    It's the Freakshow lifestyle - total anarchy and complete freedom to do whatever they want in words, but in actual fact, they still subsist on the production and support of ordered, rule-bound society. A world made up entirely of Freakshow cannot work, obviously, but they don't want a world made entirely of Freakshow. They want a world made up of weak people who can work and create the stuff that the Freakshow need, which they can then steal and live a life of endless raves and boundless fun. Any utopia built on the notion that everyone will want to do his part and everyone should be rewarded with what he needs is doomed to fail. That's essentially Communism in a nutshell, and I know first hand how well that worked. I've seen the system in action - when people are trusted to do their best, they don't do anything at all. When people are rewarded irrespective of how well they do, they don't do anything at all.

    A world built around altruism does not work, because most people are not altruistic. Once you've tried to live your life in altruism and seen that take you up **** creek, if you'll pardon my language, you start to realise that the world works a lot better when it's based on managed greed. Altruism is a motivation for only a very select few, because it generally fails to satisfy needs. Greed, by contrast, is a powerful driving force because it gives the satisfaction of a person's need a particular cost, which pays for that person's support by the rest of society. It's not ideal, no, but that's how the world works where I live.
    Altruism is almost always profitable in a real life setting because through cooperation and support it is easier to achieve goals than if you are by yourself. This is fundamental to trade, sustenance, technological development, and general societal growth. It is a necessary aspect of any group consisting of two ore more people. Even while growing up in the Ghetto of Sin City, where gangs would kill each other at a moments notice, something that can always be seen is the support of individuals within those groups. They fought to protect each other, they steal for each others' benefits, they taught each other for both personal and other's benefits, and they performed actions to earn the respect of others who would gladly give that respect if unsaid action deserved it. Even in our prisons it is an important facet of society. Even amongst animals and single-celled organisms, an altruistic system survives better than a non-altruistic system.

    Expand this to the marcoverse, and social darwinism becomes applicable. Societies where individuals do not support each other have a habit of declining and dying. Hence, what happened to communism (a system where altruism is mandated and assumed as infrastructure instead of being a byproduct, to list one of the many problems). A more recent example is how wealth and corruption in the U.S. is causing worldwide economic collapse. A rule that can be applied to history (and biology and anthropology and sociology and psychology) is that people go with what works. When we look at all of the atrocities through time that aren't around anymore, you must never forget that they aren't around anymore. Slavory in the U.S. is abolished, women's rights are on the rise, minority rights are on the rise, the world as a whole is becoming richer, quality of life is improving greatly on a global scale, the world population is becoming more intelligent. The sum of the world as a whole is on the rise.

    Now, if you want to make the case that your society is a negative pocket that is rotting away due to an inability to function, then that is acceptable. Of course, it is also possible that you are being overly cynical.


    Quote:
    Originally Posted by Samuel_Tow View Post
    That... Is not even remotely close to my experience, I'm afraid. I know a fair few people and I have to deal with many on a daily basis through my teaching profession, and I've not seen many people actually trying to be good, let alone succeeding in it. Maybe we just live in different worlds, you and I, but I've never felt that most or even many people at all turn out good. They do if they have a strong example, which I try to be, but they don't in this society.
    Ironic, I've also had a job teaching people. Anyway, the whole "trying to be good" is in respect to a cultures expectations. Even in the ghetto where I grew up, 99% of the time the gangs were just hanging out and talking smack, or fixing one of their guy's trucks or something like that. Also see dissonance resolution above.


    Quote:
    Originally Posted by Samuel_Tow View Post
    That's assuming your culture's rules aspire to be good and idealistic. And yes, that IS an assumption. Not every culture has such high ideals in its popular mind. This is actually one of the prevailing problems of Eastern Europe these days - the completely ROTTEN mentality of people in general. I'm coming on 30 some time soon, and the spoiled brats I went to school with are now raising kids, and they're raising them in the same arrogant, self-entitled, rotten way in which they grew up. Because when mom and dad treat other people like dirt and always look for legal loop holes, then what are the kids supposed to grow up as?

    You seem to treat your brand of morality as somehow universal and constant, and I simply disagree with this. "Morality" might always be present, but what it means differs across time and across the world. It is entirely possible for a person to grow up embracing the morality of his community and still end up a villain. Imagine someone growing up in 4chan or the WoW forums.
    It does not necessitate that the culture requires you to be good and idealistic. It is conformity vs. nonconformity in regards to expectations. Hell, the example I gave is about not being hit by a friggen bus; that is quite morally neutral. Now, to get on with the broadness of morality, various studies on cultures have shown that, despite all of their weirdness that is in each of them, there are a surprisingly large list of cultural universalities that are applicable to each society. There are quite a few of them, and these rules exist in societies that are completely isolated and have no contact with each other. Because this happens, it is a very safe assumption that these facets are inspired by factors that are universally present in humanity.

    EDITFigured I'd include this: It is impossible for a culture to not be idealistic because not having ideals and being "real" is itself an ideal, much as to how valuing personal pursuance of goals is a moral)

    It is impossible for someone to grow up embracing the morality of their environment and be the villain of that environment, because this would necessitate that the simple majority of people in that environment are villains, and thus by moral relativity are not villainous.

    But alas, I am at a disadvantage here. Your whole case is dependent on some unknown culture where everyone is super-evil, and without access to this culture it is impossible for me to argue that you are incorrect about it. So long as you argue "No, I'm an exception", I cannot win unless I drag this exception onto an operating table or pull some BS moves. But regardless of this tangential discussion (City of heroes takes place in a fictional city in Rhode Island, U.S.A., not outhouse, East European Nation), I have my made point quite clearly regarding explanation via absence for villains, and how baseless heroes are acceptable since heroism is the default "normal" for society in general, exceptions extant or not. So I don't know what your problem is anymore.
  2. Obviously the spandex and the ability to kick butt.
  3. Quote:
    Originally Posted by Samuel_Tow View Post
    That's assuming you exist in a society that holds high morals values. I honestly can't say how it is in the US, never having lived there, but I myself live in a society with extremely LOW moral values, populated primarily by cynics, hypocrites and outright crooks. I know it's a harsh thing to say, but I ride a cap a lot, and I'm a chatty guy, so I get to see a very broad cross-section of society, and it's rarely entirely pretty.

    Real life social commentary aside, would being a villain just because that's how you do things come off as unnatural in a society which does not value morality? The Rogue Isles really does seem like the kind of place where, if you can commit a crime and get away with it, you're viewed as a success even if that crime was very amoral. Yeah, you killed a man for his possessions, but he'd have killed you for yours if you'd have fallen asleep first. Yeah, you robbed a bank, but it was stocked with a criminal's dirty money made by extorting the weak, so who cares? Yeah, you released a virus and depopulated a whole island town, but who cares? It's survival of the fittest, baby!

    If we're talking about being shaped by nurture as opposed to nature, then wouldn't growing up in an environment where evil is A-OK as long as it's not happening to you make one who does evil because it's evil justified? Or am I giving more context than just that by defining the environment?
    No, it is not assuming that. The interesting thing about morals is that everyone seems to know about them, even when living in an area with low morals. You might be able to blame this on globalization, or the idea that people universally do not like to be hurt. But that is beside the point; every civilization has itself a set of cultural expectations that it expects others to behave in. These expectations are not all explicitly taught; many are inherited through frequent observation while growing up. This is done through the same pattern recognition that is used to associate behaviors with their respective meaning. With the general expectations set, people behave around these expectations, much as how they behave around the idea that the Earth's gravity not abruptly ceasing to function. To find someone who behaves different from these expectations is automatically deviant in that society.

    The deviancy needs some excuse for its existence, whatever it may be. The deviancy within any culture is roughly equivalent to a mathematical operation producing a different result than what is normal; an illogical outcome in society. Though a series of near limitless factors culminating to the whole of any individual, there is some sort of significant alteration, whether clear or unapparent, that ultimately contributes to deviancy. Applying this to the comic book universe, the superhero is the logical outcome and villains the illogical because the comic book universe assumes that the everyman is not an evil man.

    As to whether or not culture is absolutely arbitrary, I staunchly hold the position that no, it is not. Merely existing, any individual has a series of needs that are necessary to fulfill, and desires that want to be fulfilled. All actions taken therefore are ultimately done in respect to these needs and desires. Society progresses in a manner to maximize these needs and desires, causing culture to move in a particular direction. The greatest way to obtain nearly any goal is through cooperation and interaction with other people, and their function is dependent on their well being. Altruism is profitable to everyone in the long run, so it is encouraged.

    These desires are not evenly weighed by every individual, however. This causes confusion in society, causing the word "irrational" to be thrown around when their actions are just operating by a different rationale. The rogue isles operate under a different rationale, and strangely one that is in a constant and aware contrast to other rationales. This contrast implies a dependency, and thus the rogue isles are closer to a subculture than a regular functioning one.

    Quote:
    Originally Posted by Samuel_Tow View Post
    Not necessarily, not always, at least. You seem to be arguing from the perspective that people are good unless something happens to make them evil, either by its presence or absence, but I just don't see things like this. I personally believe that good and evil are more often a matter of choice. Not literally the choice between good and evil, but rather the choice in which action to take in a given morality-charged situation. That's why I dislike insane and misunderstood villains as a concept - because then that choice is taken away from them. They didn't choose to be evil, someone or something else made them evil, and they can therefore be fixed.

    I remember a biology documentary from many years ago that had a line I remember to this day: "We evolved a big brain with which to make decisions." When we're talking about what makes one a hero and another a villain, I always like to believe it comes down to decisions. A person was given the choice between being right and wrong, and he simply chose wrong for whatever reasons felt compelling to him. What I'm saying is that neither a person's nature nor a person's nurture need to be "damaged" in some way to turn that person evil. Morality is not physical law, it is simply a reflection on how we live our lives.

    As such, I don't really believe an external force needs to be present to propel one into villainy. It's quite possible that a fully-functional person brought up in a good environment might still simply feel that he doesn't want to play by the rules. That, then, would make him a villain, and a villain without excuse.
    My actual position is that people are all objectively evil (even me), and the lack of good instruction causes these tendencies to not be curbed. But, regarding societal rules everyone is neutral until developed. It is then that they are either good or evil. The majority end up "good", or at least trying to be.

    Some of the inspiration for the "villainous by absence" methodology comes from a few medical examples involving individuals who didn't experience the physical sensation of pain. They were scarred and injured because they lacked the pain to tell them not to preform some self-harming action. From chewing their own tongue off to burning their hands by grabbing hot light bulbs, what we deem as common sense is gone because that negative feedback we are so used to was absent. Likewise, one of the strongest factors causing one to conform to culture's rules is the consequences for when you don't conform. If you have parents that punish you, if you get socially ostracized, or if you've ever been nearly hit by a car, there is SOMETHING there to encourage you away from running out into the middle of the street randomly, and often for a logical reason like not becoming a stain on the concrete.

    Agency is always present in the outcome of an individual, but agency is dependent on choices being realistic and present. To warp back on needs and desires again, there are many reasons why someone would deviate from the norm with no apparent explanation as to why. It could be a strong sense of pride, entitlement, individualism driving that person to refuse to conform by fulfilling these desires in lieu of comfort or acceptance. It could be a particular idea that, when heavily exaggerated beyond normal levels, creates a conflict with the other practices and ideals in that same society. It could be that a general discomfort due to a lack of fulfillment causes a disdain for the system which hasn't provided for that individual. So, if we assume that someone decides they aren't playing by an environments rules: then what? Do they play by another environments rules? If so, then why did they pick that environment? Do they play by their own rules? If so, why did they choose those rules as their own? For any answer to the previous, it is necessary that the choice be made possible by some shared information or some experience or some line of reasoning upon the system yet thoroughly contingent on that same system.

    We aren't gods. Our agency, however apparent, is nonetheless heavily dependent on other things.
  4. Quote:
    Originally Posted by BellaStrega View Post
    To be fair, I don't think your extreme example compares to other MMOs at all.

    Some Korean MMOs have that kind of grind city, and it was a popular staple in my earlier MMOs. Since a lot of games use an exponential growth formula to determine what you need at the next level, the end-game can get pretty sick. In another game I play where 99 is the maximum level, level 93 is 50% of the way there. There's another skill that has a maximum level of 120, and getting to 99 is 1/8th the way there.

    It is literally maddening how much dedication it requires.
  5. ^^Incarnate trials do have a lot of the hallmarks of online skinner boxes. Randomly generated rewards to comparatively little content requiring rarer and harder to get rewards in order to preform better at later trials. However, when compared to pretty much every other MMO I've ever played, CoH is a lot lighter on these things. Imagine if it weren't, and you had to play for 30 hours to go from 49 to 50 doing nothing but ITF with full teams. And imagine if the ITF was made up of your character doing the exact same animation against a single critter for 3 minutes at a time.


    Anyway, to talk to the OP about this topic, the thing with this game is that it wasn't specifically designed for end-game content. A lot of the good stuff is in the 20-40 range, which is where a lot of casual players tend to hang out. It is supposed to be like this: the game isn't based around being maximum level, but it is based around giving people enough stuff to want to continue to play to see more.

    The thing is that a lot of MMOs do this. The money isn't in the hardcore players who still play CoH even during the week Skyrim was released. It is about appealing to the masses. CoH also has Ourobos, so from this angle it makes sense to front/middle pack the game; you never "outgrow" that content.
  6. A shifted random number generator is still a random number generator. Since the RNG has things of such a rarity that they only drop once a week, it is hard to get the full effect of windfall from a single run. However, since the windfall run produced around twice as much INF as non windfall runs, I'm not exactly sure what the problem is here.
  7. The reason why it is acceptable to be a baseless hero but not a baseless villain is because villainy runs against the morale gradient in society, and thus need to have some manner of propulsion to get them going in that direction.

    It's like this in real life. The few times that I've been put on the spot IRL to save someone, no one ever stopped and said "Hey, why is that guy climbing through rubble? What is his intrinsic and deeply moving motivation to do so?". They just rolled with it. If I were to grab a baseball bat and start smashing everyone's cars, they'll definitely wonder what is wrong with me. It is so easy to be nice because no one hates you for it. To be mean or "villainous" means going against standards and performing actions in direct contrast to the negative consequences that come from them. You usually need an explanation for not following the path of least resistance.

    Now, something I think is important is not just what is present to motivate a villain to villainy, but what is absent from motivating them away from villainy. Morale abhors a vacuum, so something can pull someone toward evil just because it wasn't there. The real life example is sociopaths, who are often completely devoid of the empathy that prevents most people from doing things to hurt others.

    The fictional example is in Vespila (and Nazka, but not as important ATM). As part of the "Bartholomew's Legacy" gag that I have running, I have more than one toon that is a descendent of Adrian Bartholomew. The other is a hero named The Obsidian Gales, and a key difference between Gale and Ves is that Gale had loving parents who still raised him as their own. Because of this, he developed meaningful relationships with people, and ergo seeks to protect people instead of dominating them.
  8. Whenever we are dealing with the random number generator (RNG), always keep these three things in mind: The RNG thinks, the RNG feels, and the RNG hates.

    Specifically, the RNG thinks you are pathetic, feels you shouldn't win, and hates you and you alone.


    And that is why I don't gamble. The few packs I bought were never for any specific goal in mind. I just got them for some stuff and then sold it/used it/am keeping it in reserve for when I use it. In all likelyhood, I'll never get the blackwolf pet, and neither are any of you who haven't gotten it already.
  9. Blood Red Arachnid

    Arachnos ATOs

    I haven't tested it yet, but right now I have the ATO set slotted into spin on my night widow. Right now, the plan is to use the proc to keep the enemies in a near perpetual state of terror while using spin as I pick them off one by one.
  10. So, I have done some testing with this proc, and it turns out that the proc is quite misleading in it's description.

    It turns out that the ATO proc doesn't change frequency depending on the recharge of the power you put it in. It works nearly every time in a power that has an 8 second recharge on it. Rather, there is a "stacking limit" that the power goes through. So this proc is actually best off not with the rest of the set (ranged defense be damned).
  11. Blood Red Arachnid

    neat

    I had the problem with KM. Concentrated strike wouldn't recharge build up after the proc fired unless I waited half a second after the proc fired.
  12. I have a KM/Elec Armor stalker, and it rocks. In general, I would recommend that kinetic melee be paired with any resistance based secondary. Since the damage reductions on the enemies are not resisted, it stacks quickly with the resistances of those sets. In general, my stalker's long-term combat takes enemies to anywhere from -30% damage to -40%, and if you add that on top of his resistances (75%), it means the enemies are only doing 15% damage instead of 25% damage.

    Combine KM with Void Radial Judgement and Duplicity, a KM stalker can hit the -dmg cap at 90%. I'm not familiar with the exact capabilities of the other sets, but if you have a Tank that can cap at 90% resistance, and you make the enemies hit the -dmg cap, then they are only doing 1% damage.


    Also with the ATO proc Kinetic Melee Stalkers have some serious damage.
  13. Blood Red Arachnid

    neat

    ... Yes, if you have the proc in AS.
  14. Quote:
    Originally Posted by Hopeling View Post
    OK, so it's adding 18 damage to Lunge. By comparison, a (non-purple) damage proc has a 20% chance to add ~70 damage, or ~14 damage per hit on average. And that would only be in the attack you put the proc in - a damage buff affects every attack.

    Plus, it can stack.
    I have the controller ATO proc slotted on another toon in their mass hold power. When the damage from that proc fires off, it does as much damage as their single target attacks, except to the whole group. It essentially changed the hold power into an AoE+Hold power.

    It was those that I was referencing when I was talking about damage procs and the ATO set.

    Quote:
    Originally Posted by Rebel_Scum View Post
    Anyone know how long the buff lasts, out of curiosity?
    The buff lasts about 15 seconds. At least on on the regular ATO proc.


    Quote:
    Originally Posted by DarkCurrent View Post
    I'm kind of missing the point myself. If it goes in my ST hold, then I'm supposed to spam that to get a dmg bonus. But if I'm spamming my ST hold, which is slotted for control, then I'm not using my assault powers as much, which are slotted for damage. End result seems to be a wash. More boosts, but lower damage attacks.

    For a controller I imagine such a proc would be gold as their controls are their attacks. For a dominator, not so much.

    Any of you actually compared your pre-proc build to your post-proc? Are you spamming your ST control more just to get it to proc when you otherwise would have delivered another blast or melee attack? Bottomline: are you defeating enemies faster or not?
    This is another concern I had, and one of the two reasons why I slotted this power into wormhole. Right now, my ST hold power is Gravity Distortion (Crush is kind of useless and redundant since the set has a impale for ST immobilize), and Gravity Distortion is franken-slotted with Hami-Os and IOs to increase it's damage, accuracy, recharge, hold duration, and endurance cost all at the same time. Because the ST hold is going to be a permanent part of the attack chain on everything that isn't fully immune to mez, it has to be able to do damage just as well as it can do holds.

    The Dominator ATO set doesn't increase damage, so putting it into Gravity Distortion cuts the damage it does in half. I'll end up just firing it off over and over again to get the random damage boost to just break even with what I had in the first place. Of the non-damage focused mezz the set has, the only one that is "rapid fire" is Crushing Field, and that power is nearly useless. Crushing Field is an endurance hog that causes slow/immobilize, and ONLY slow/immobilize. Firing off any more than one is a waste of time in the majority of situations, and again I shouldn't have to hamper my damage output possibly for 15 seconds of 14% extra damage that, were it to stack 3 times, is equivalent to Aim in the set.
  15. I've been playing around with some of the ATO procs, and after a bit I think that this one is a little low on the strength scale.

    I have it slotted in wormhole where it currently gives me a 14.19% boost to damage each time I use it. At a third of the set's Aim power's potency, I doubt that this increase in damage actually contributes anything. When paired with my strongest attack (lunge), it does only 18 additional damage, meaning that it has less potency than the interface damage proc.

    Right now, I'm favoring the straight up additional damage procs to this one. Is it only me that feels this way?
  16. Blood Red Arachnid

    neat

    Quote:
    Originally Posted by Siolfir View Post
    Fixed that for you. Also, strictly for DPS Assassin's Strike outside of hidden status (once i22 goes live, dealing 2.76 scale damage in a 1 second animation for Arcanatime-adjusted scale 2.323 per second) is better than Assassin's Strike from hidden status (2.21/second) - and that's without Placate. With 2 stacks of Assassin's Focus it's better for DPS than the old 1-second animation of Energy Transfer (3.838); AS from hidden is very good but it's not that good.

    Here is an old post from when it was announced where I showed the scales with different levels of Assassin's Focus and the numbers for the non-standard AS animations (KM, DB, BS, NB, StJ).
    I really do hate when I build my toons around a core mechanic, and then the devs up and make it obsolete. However, until I22 goes live, AS from hide still outperforms most attacks the game has. In Kinetic Melee, for example, the attack with the highest DPA is Concentrated Strike, which is 1.20 (if I did the math right) Scale Damage Per Activation time (what I will call SDPA for short).

    If AS is normalized to have the 3 second activation time and placate with 1.5 second time, then adjusting for arcanatime it would have a SDPA of 1.47. I'm not used to dealing with damage scales (values for which I cannot find the existence of anywhere in the game). I made a post about it awhile ago, and these are the numbers I am used to referencing. But for now, unless they have changed things, the SDPA of 2.21 is pretty much unheard of on stalkers. Though I haven't run the numbers on street justice yet (like dual blades, complicated system that I won't fully understand until I play it).

    EDIT: I will really miss all my foes being under perpetual demoralize, too.

    Quote:
    Originally Posted by Jibikao View Post
    Are we actually hiding away from the main target because when I was testing last night in regular mission, I didn't notice any of the enemy stops attacking when the proc goes off. What exactly is that "stealth" for?

    Does the critical go away if I get hit before clicking the follow up attack?
    Though I think it grants stealth, the hidden status doesn't remove aggro or placate any targets. It is mostly for offensive purposes. And the critical hit does go away if you are hit before using a follow up attack (caltrops are a stalker's worst enemy!)
  17. Blood Red Arachnid

    neat

    The flaw in the system is that it is still interruptable.


    And yes, it is annoying to have to "wait" for the proc, but you'll have to wait half a second to make sure it goes off.
  18. Blood Red Arachnid

    neat

    There is an issue with the proc in that it takes half a second to fully activate. You can queue an attack before then, and this attack won't get the critical hit bonus, but since the attack lands when hidden status is up it takes hidden status away.


    I have the ATO set and proc on Concentrated Strike from Kinetic Melee, and it ROCKS!. The proc triggers nearly 100% of the time, and with it I can pull off some mad combos. Currently, I have two chains that I use. First is against a group in general:

    Build up -> AS from hide -> CS (proc) -> Burst from hide -> other stuff

    And this is good for doing severe damage to one target while thoroughly debuffing the spawn and doing medium damage to it. However, if I am fighting a strong single target like an EB or an AV, I use this chain:

    BU -> CS from hide (proc) -> 2nd BU -> AS -> another attack or two -> placate -> CS from hide (proc) -> BU -> AS.

    The damage output is insane. With Musculature Core Paragon and my current setup (18.5% damage bonus from sets), that AS dishes out 1950 damage in a single strike. Now, I like to do that since I can go "Oh hey, I hit nightstar for 2000 damage. Isn't that nice?", but I am aware this isn't optimal. Some time from the first buildup is wasted on the second build up, so I'm losing some damage there. The alternate version of that chain is where I don't use that second buidlup. CS from hide means build up is always ready for when I begin the chain again, and this is a more efficient use.


    Now, I know it seems like it is a good idea to slot the proc in AS, and it kind of is. However, the move which benefits the most from the proc is AS itself. AS from hide is the strongest attack that any stalker can learn barring AoE moves. It is somewhat gimped by requiring placate, but even then it had a DPS higher than most attacks. With the ATO proc, you can use AS from hide without needing that extra time for placate, pushing your DPS into the "insane" category.
  19. And it rises again. O.K., I think I have it figured out.


    It takes a moment for the "hidden" status to fully register with the proc. After using the attack, it is possible to que up Concentrated strike before the proc truly "activates", and because of this you don't get a buildup recharge. But, because you launched an attack, it takes you out of hidden status.


    Still not sure if this should be classified as a bug or a hardware limitation, though.
  20. Tried it again. It works this afternoon, so I think the problem has been resolved.
  21. Something I noticed is that using Concentrated Strike from Kinetic Melee doesn't recharge Build Up if you were hidden from the Stalker ATO.

    Is it supposed to be like this? If not, I'll submit a bug report.
  22. I definitely support. It shouldn't be too hard, since the code is already present. Just allow players to use it.
  23. I don't actually hate 3D movies. When I saw How to Train Your Pet Dragon in 3d it was awesome. During some of the flying scenes I felt a kick in my stomach during sudden turns. The first movie I saw in 3D was Coroline, and the 3d helped to enhance the creepy factor for the movie.


    The thing is, I get the distinct feeling that those movies were made for 3D. A lot of the crap that we watch in 3D wasn't, so it looks like some super-dark popup book that throws crap at you at random intervals.


    See This article for a much better explanation of the problems some 3d movies have.
  24. I had thought of this before, and I fully support the idea.


    Something I had thought of was that the balance between the number of redside players and blueside players was in a large part determined by the content and how desireable it is. Red side is fun, but I always found it a bit lacking in the scale of content that was actually there.

    Now, what I would prefer to do is to make more content and better content for redside. But, a reasonable alternative is to make their desires for power rewarded. This works in two senses: First, it bribes players to go redside. Second, it makes sense that by being evil and doing evil things for personal gain, you'd actually get that gain. Much to how stealing rewards you with money if you can live with being a criminal and all that.