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Traps.
Here's a weird thing: I've done a bunch of ITFs over the years with various toons, including a lulzy expensive fire / fire dom, spines / WP scrapper, and different support toons (Dark, FF, and Kin), and my fastest times have all been with my Dark / Traps defender. I've done kill alls with my Traps / Dark that were faster than "speed" ITFs on my dom.
I've been on some crazy bad teams that were simply not helped by my Kins or only marginally helped by my dom.
But I've never, ever been on a failed TF with my trapper.
I've never had a team dissolve because a mish was too hard with my trapper.
I think most players simply don't get what Traps does. -
Just throwing it out there ...
Ship raids are a great source of shards. Typically, I've had 2 or 3 drop / raid, and rack up enough merits to buy 5 or 6 G'rai Matters over the coming week (there's a timer on how often you can buy them). From there, convert the G'rais to shards.
Yeah, it's not fast, but it's dead freaking easy to drop in on a raid.
But we need more people running ship raids. -
Quote:Just to go off on a tangent ...But, but...folks said you weren't adding a solo option until Issue 21 or never? I'm confused.
Could it be you listen to your players after all?
Prior to Incarnates, I had rarely done TFs (outside of the occasional RO ITF run) because getting together a team was something of a PITA. I don't generally have enough time for doing the TF AND waiting for a team come together.
Post Incarnates? I've done a bunch of TFs ... because it's straight-forward to get a team going simply because there's a critical mass of people looking for TFs. I've even done a PuG STF on my fire dom -- a toon that outside of RO teams receives requests for PLing ... but precious few invites to team. And that PuG STF? Set up in about 5 minutes, finished in about 70. A damn near perfect gaming session. Same thing with Kahn yesterday -- quick to set up, a nice 45 minute run through.
From someone who likes teaming, but generally doesn't, the Incarnate system is a work of genius.
Edit: for some time, I had been despairing that CoX was on the road of becoming a solo grind-fest. And now it isn't. And that makes me happy. -
I've known a few "all support" empaths over the years, and they often feel trapped while playing the toon.
The corolloary to the idea that healing is the weakest form of mitigation is that there are times you'll end up on teams that can layer on so many other forms of mitigation that you will rarely need to heal. At that point, your role will be reduced mostly to running leaedership toggles, huggling up for the non-healing auras and throwing out (possibly redundant) ST buffs.
Most of the empaths I've come across are happiest with builds that can mix it up with a decent attack chain for the times that they don't have to OMG ALERT! to keep teams going.
Anyway, yes. Empaths can throw out the best green numbers. But a more prudent path would be a balanced build that can slot itself into different roles on the fly.
If you are really stuck on the idea of being a support-y kind of toon, something like an Illusion / Empathy 'troller might be more up your alley. -
Another shout out for traps / dark -- the ToHit debuff in dark blast stacks with the +def of Force Field Generator. And you get decent hold / stun / immob protection in FFG as a bonus.
You can pad your damage with some cheap damage procs thrown into Caltrop and Poison Gas Trap.
It's not a particularly end-intensive set, so it's easy enough to run Tactics + Assault, bumping up your offensive output. And Assault stacks with the inherent damage bonus while soloing.
Throw in Acid Mortar's resistance debuff (you can also add a -resistance proc to AM), and you're looking at very solid damage.
FWIW, my Traps / Dark was soloing 8 person spawns from the high 20s or low 30s. And even some nasty groups, like Malta, Carnies, and Arachnos aren't all that bad on her. -
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Quote:Hmmm ...I would therefore conclude, initially, that the cause of the mapserver issue is summoned entities by a summoned entity that is level shifted - both Assault Bots (in Missile Patches) and Protector Bots (Seeker Drones) cause a summoned entity with the L32 Upgrade, whereas the Battle Drones do not.
Does this tally with anyone elses experience?
I just dropped my level shifted Traps / Dark into a KoA mission.
All her drops worked fine:
Force Field Generator
Triage Beacon
Seeker Drones
Caltrops
Poison Gas Trap
Acid Mortar
Of those powers, PGT leaves behind a field (additional summon?) upon its destruction.
I also ran my fire / fire / fire dom through a few missions -- no problems with imps and RoF.
IIRC, the guaranteed map server issues are with one of the Illusion pets, Carrion Creepers, and upgraded Assault and Protector Bots.
Weird thing, eh, but it sounds like you're on to something.
Just woolgathering ... but I noticed that my imps were level shifted. I wonder if the issue shows up with some summons summoning additional summons that are ... or aren't ... level shifted? Works for some powers, doesn't work for others. -
Quote:Last night was mapserver hell in Atlas. This morning? Smooth sailing, even with my level-shifted Traps / Dark walking around with summons (FFG, Seeker Drones).My team was the first one on Freedom to figure out that RSF was the SF of the week and by proxy STF. We all got our level shift before it was announced. 4 members of that original team tried to repeat the task and wound up in mapserver hell. We crashed 3x on the first mission, reformed the team, went back in, and crashed again. An hour later, I formed another team and ran it again with no problems. I know that the devs have figured out that it has something to do with the level shift. I'm wondering if the reason it affected us so badly was because there were so many of us on the team that already had it? Until the problem is fixed, maybe we should limit the number of members on our teams with the level shift?
My guess (and, really, just a guess) is that level shifting is causing additional load on the servers. Nothing showed up on the Test Server (maybe also I20's CB) because there wasn't a critical mass of players to stress them out.
I'm probably completely wrong, but you never know.
Anyway ... crap happens. Yeah, it sucks that some players lost rewards. But we should cut the devs some slack -- MMOs are monumentally complicated pieces of software. No amount of testing will reveal every single bug before a patch is pushed to live. The very nature of bugs is that they're unpredictable and that they'll show up unexpectedly.
I would, however, lose faith in the devs if this bug were allowed to continue unsquashed for days on end. -
Quote:4 damage procs and two recharges.Thanks for the excellent responses to my initial question about the length of the -regen. I am extremely happy that my initial impression was incorrect. I am mainly soloing at x8 ad it's been great.
BurningChick, how ARE you slotting up PTG? It might be a tough choice for me between damage procs and something that gives me +def. I would really like to get to the positional soft-cap on def if I can.
FWIW ... I could probably do 1 recharge and not notice much difference. Between hasten and 75% global recharge, I don't think the second recharge is doing much.
But this is on a Traps / Dark defender, so YMMV. I have the 2 cones (6-slotted), the 2 non-snipe ST attacks (5 slotted), and a couple filler powers, Life Drain and Dark Pit (base slot). No Aim, no heavy-hitting third ST attack in Dark, so it's an efficient set for adding slots and powers just for procs. And giggles.
Edit: you can also ram 4 damage procs + the KD proc into Caltrops. On a recent ITF, I tracked my defender's damage -- 500k, 325k of which was from procs. -
Quote:If I'm in a slow fight (AV / EB, runners), I'll pull other spawns into the mayhem. No use letting good debuffs go to waste!Nooooo, this is part of the reason Traps has a reputation for being slow. Toetrapping is a perfectly viable and effective way to play Traps. Luring is for solo play, toetrapping is for teams.
Lots of fun during ITFs. Some people go into WTF mode when they see my trapper herding EBs, but I say the more the merrier. But setting up traps and pulling mobs into the traps? Zzzzzzzz.
Also ... you can ram oodles of damage procs into Traps, so the time "wasted" by setting up can be compensated for just by watching crap get blown up by Caltrops and PGT. My fastest ITF runs have /all/ been on my Trapper (50 minute kill alls). -
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Quote:So ...According to the conversion menu, converting a Common Component into shards gives you 1 shard. Converting an Uncommon gives you 2-3. Converting a Notice gives you 4-6. Converting a Favor gives you 8-12.
During this double XP weekend, a non-50 could head to RWZ, participate in raids, get a holy crapton of expees, rack up a bunch of Vanguard Merits (I can land about 600 - 750 / raid),
and then, at 50, craft a bunch of common components, deconstruct those into shards ... and get a headstart on Alpha slotting?
Fascinating -
OK ...
So I rammed (almost) every single damage proc I could into my traps / dark.
The last time I ran HeroStats on an ITF (kill most of the mobs) I ended up with 2/3 of my damage from procs.
The way I look at it is that, if you're going to use powers like Acid Mortar, Caltrops, and Poison Trap anyway ... milking some "free" damage from these powers is all good.
I had the hold proc in Acid Mortar and found it didn't do much for me; FFG + the -ToHit from drones and dark blast meant that a mob that was VERY unlikely to hit me ... wasn't going to hit me.
Meh.
Gimme moar damage. -
Caveat: I'm totally gassed. Not quite Ted Kennedy-level, mind you.
The problem with inf and inflammation ... inflation ... ahhh ... you know what I mean ...
in CoX is that the game continually prints money. Every time you defeat a mob, inf is generated out of nothing. Every time you vendor an item, inf is created. Most of the classical def ... defin ... ahhh ... definitions of inflation assume a static money supply; that's not the case in CoX.
What we have is something betwixt inflation and ... hyperinflation. hic
hic
Gahhh ... losing my train of thought ...
Hmmm ...
hic
The game doesn't have enough mechanisms to deal with the expanding monetary supply, and we've generally seen prices drift north since i9, and prices of the high end esoteric stuff (purples and some PvP IOs) are nucking futs ... and more than compensate for the relatively static prices of the low- and mid-range items.
Oh dear god am I ever going to be hung over tomorrow. I can feel it.
hic
Ahhhh ...
off to drink some water.
And have some vitamins.
The game won't have a stable economy until it has a stable monetary supply.
Devs: please stop adding new currencies. -
Quote:Prestige / inf conversions should've been a good way to burn inf ... but, at the end of the day, bases blow chunks. And then, once they're built, they're almost free to operate. I can pay off the rent for a blinged out base with what ... a couple TFs? It might, ultimately, be better to nuke prestige and have everything paid for straight-up with inf.Other Money Sinks
- Ingame buyable costume/weapon unlocks with inf
- Ingame buyable emote unlocks with inf
- better inf to prestige conversion to promote burning inf into prestige
- more base functionality to spend inf/prestige on
Whatever would be done has to be "fun". That is paramount to a good game.
Enough critiquing.
To your list, I'd add early access to new primary / secondary sets -- akin to how the devs gave out access to demons and DP with pre-orders of GR. To add extra enticement, attach a badge to the transaction.
The hardcore solution to the inflationary system we currently have, IME, would be to cap how much inf is in the game. But I'm not sure how people would react to AV defeats being worth 10 inf one minute and full value the next depending on how active the market and the hospital vendors are. -
44+ meg patch upon logging in ...
182 meg pre-download upon exiting.
Are we getting ready for Strike Pack?
Anyone have any guesses about when Strike Pack will be launching? -
/bugged in game
Apocalypse: Chance for Negative Energy Damage when slotted in Traps: Acid Mortar has a chance to go off on the caster upon activation. -
Quote:Uhhh ...I think an example would be helpful here. Suppose you had an actual power that buffed you with 35% defense. In PvP that would be reduced to about 17.0%, assuming you had no other defenses running. But suppose you had a power that buffed you with 21.875% defense, and you had slotted it with +60% enhancement, for a total of 35% defense. In that case, the +60% enhancement would be reduced to 54%, which would then reduce the power to only 33.7%, and then DR would hit that to 16.7%. The difference is usually small, but it can throw numbers off if you do not know how much of the value is due to enhancements buffing a base value, since DR hits enhancements first, then the total second.
...
Now, what would it be if you had 35% defense from a couple of slotted powers, plus some set bonuses that are not enhanced. That's when it gets tricky.
Hmmm ...
I think it got tricky by % number 5.
So, really ... DR is even more complicated than I gave it credit for
I'm again left wondering why the devs, who had previously been proud of the move towards numeric transparency, chose this system. It's nice they have a system with lots of numbers to twiddle ... but if they have no intention of twiddling the numbers, ever, why bother implementing it? -
Quote:Hey Arcana,I think something like that would be a good idea in theory, but that wouldn't work in practice without a lot of extra features. First of all, DR doesn't work per power but per attribute, so that's basically out. Second, if you wanted to know what your precise Smashing Defense would be in a PvP zone given a hypothetical set of powers and slotting, you'd have to specify all powers that offer Smashing Defense, plus all defense slotting for all of those powers. No shortcuts.
The game could tell you, given what you have now what those values would be in a PvP zone, since the game can tell everything it needs to figure that out from your build. But it cannot easily do that with hypotheticals without asking the player a lot of questions.
I think you're over-thinking my suggestion. I was thinking of a simple slider that would convert, for instance, 35 def into what you'd get post-DR. The mechanism would not pull up numbers from your individual powers. Or from anywhere. Or break def down by type. The user would just adjust the slider over to 35 and the UI would spit back how much def you'd get post-DR for your particular AT. It would be really, really basic, but would give clods like me an understanding of what the effects of DR are, if not the underlying mechanics.
I fully understand that trying to get the game to spit out what happens when Healing Flames stacks with Insulation would be ... ummm ... difficult, but even having a rough guide to DR would be good. -
Quote:My point, if I had one, is that DR is a goofy system at odds with other CoX systems. Fine, lots of games have goofy systems. But what's particularly egregious about DR is that it's simply not explained in-game, and it goes against the devs' explicit promise to make the numbers for the game transparent. But ... calculus? Really?The DR defense cap for squishies sits at about 20% - you can add as much defense as you want, but you'll never really go much above that point. For example, PB'd Veng takes my MM from 15% S/L defense up to 19.5% when PB'd Veng on its own is something closer to 45%.
You know the slider on the info screen for a power, the one that shows the effects of the power at a given level? The interface for that UI element should be repurposed to demonstrate DR in-game. I.e., you click on the "Powers Button" on the tray, and next to "Combat Attributes" and "incarnate Abilities," you'd find "Diminishing Returns". Click on DR, and a window pops up that with the different elements for which DR exists, "def", "res", "+dam", "+ToHit" and so on. Click on "def", and you'd have a slider with two numbers "Anticpated" and "Actual". Anticipated shows the numbers you'd get by simply adding up your def bonuses. "Actual" would show the DR-adjusted values for your AT.
Introduce it at the PvP contacts in the zones. Explain the difference between hold "protection" and "resistance". And explain all the other rule changes from PvE.
FWIW, I think it's appalling that a game that set the standard for casual, approachable MMOs has such an impenetrable PvP system that functions so differently from the PvE system. Screw whether or not the system is fun; the current PvP system places a barrier to casual PvP that helps to deter people from PvP and ensures that PvP will never appeal to any but a tiny minority of the game's players.
Edit: I think it shows an inordinate amount of disrespect to the player base to apply a scorched earth policy to an existing system; rebuild it with rules that exist nowhere else in-game; say that the new system allows the devs a greater degree of variables to tweak for balance; promise on-going development to achieve balance; and then ignore the system. States, for all his faults, at some point would've at least faced the music, owned up to mistakes, and said some platitudes about "limited resources" or "not enough player interest" ... something. Posi and WW have simply ignored the problem. -
Quote:Just for giggles, (and for my benefit, not Arcana's) I took my bubbler into RV. In AP, she had just over 26 s/l def.The DR curves could probably be a little ... better in some respects.
Having said that, DR isn't too harsh at normal buff levels for most things. Its particularly harsh against some things like tohit and defense. But looking at, say, damage: +95% damage slotting gets reduced to about +80%. Stacking +100% from build up generates a net buff of about +138%. In effect, BU can still buff +58% damage stacked on top of ED soft-cap damage slotting. Lower, but I wouldn't say useless.
In RV, 15.
In RV with 10 small purples, Combat Jumping, Dispersion Bubble, Maneuvers, and a + def unique ... 20.87.
Like, really?
The DR defense curve for defenders appears to start at something less than 3 since, with only the +def unique active, her s/l def is 2.83 and /rapidly/ escalates since a fully-slotted dispersion bubbles adds less than 10% def (i.e., less than its base value of 10). With DB, CJ, and the unique, I come up with 13.3 s/l def, and it gets bumped up to 15 with a slotted Maneuvers.
I.e., the amount of def added by FF's ST buffs is borderline meaningless to a squishy standing somewhat near my bubbler. Or, conversely, DB and Maneuvers ARE meaningless to someone covered by the small bubbles.
To me, this flies in the face of the "every buff useful" mantra of the GDR days.
But I digress.
DR would be somewhat more palatable if it were described in-game somewhere. Like, for instance, in the powers descriptions that says that DB gives +16.05% defense ... in PvP. -
Quote:Hey, Posi,DR is a tool that gives a lot more flexibility to designers when they are creating powerful effects. Without it, PVP would just come down to who can buff the fastest to get off their killing blow.
I understand a hatred towards DR, as it really does monkeywrench a lot of builds, but it does give the Powers team a lot more flexibility in what they are allowed to create.
Have you guys actually tweaked DR at all since I13's release?
I mean ... you could.
Just like those guys I know with sheds full of power tools could finish their basements, but never seem to get around to it. -
Quote:Well ...The subtext is that these powers already have 100% uptime. That is the result of their duration, cast time, endurance cost, animation time, and large benefit. It would be foolish not to put them up 100% of the time. So the question is how often do you have to do it? Right now its four or two minutes. A lot shorter than most games. The benefits of the actual power are higher. What is the right balance? We all have different opinions. Obviously.
If the baseline for the shields became one hour, SB one half hour, and mez prot 15 minutes (the current ratio is 4:2:1, I think), you'd see people with second accounts furiously PLing emps, kins, bubblers, and ringers. You'd see second account toons in RWZ and Cim. They'd be buffing people for high-end TFs ... and nothing else. They wouldn't even have to be invited to a team.
The insane whackiness a coordinated group of people could get up to is nucking futs. A team of blasters could go into the ITF with /hard/-capped defense and resistance (to all but psi); unbreakable mez protection; hard-capped recharge; endless endurance; possibly silly amounts of regen (not much mention of Regen Aura in this thread, mind you). I've done kill-all ITFs on RO teams in 50 minutes. A team of buffed sonic blasters could probably do it in half that.
To combat that level of extreme power-gaming, what would the devs do? -
Quote:My fire / fire dom:Or... maybe said players just don't want to be forced to commit the exact same keystrokes every 4 minutes without any thought process requires just so they can fulfill the core function of their chosen powerset.
There's no conspiracy here. This isn't a Nemesis plot (or is it?). Some of us just want more engaging gameplay. Literally, a trained monkey could manage this particular portion of gameplay. It's dull, uninteresting and tedious.
1.) Flashfire > Cages > Rain of Fire > Fireball > Acid Reflux Breath
Next spawn:
2.) If Flashfire not up then Cinders > RoF > Fireball > Acid Reflux Breath
3.) Otherwise 1
4.) Occasionally hit Dom or Hasten to break the tedium
That is, IME, every bit as repetitive, and possibly more so, than playing my FF / rad -- because I can use buffing to break up the tedium of my attack chain. But I prefer my dom. Why?
The subtext to people disliking re-buffing is, IME, that they object to clicking powers that don't cause orange numbers [edit] or provide some form of direct self benefit. -
Lest we forget ...
In Beta, FF had 3 ST bubbles (fire / cold, neg / NRG, s / l) on 2 minute timers. At this point, you're prioritizing which target gets buffed.
Buffing has already been made less tedious -- I can't see the devs changing this now. But you never know.
FWIW, I think the devs like the idea of players prioritizing who gets buffed and who doesn't since it adds a layer of tactical thinking to a game that is mostly a zerg-fest.