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Posts
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Joined
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Incidentally I can find plenty of stuff about the ALLUSERS property, but not specifically about the error or what might cause it. I'll look more later.
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Do you have admin privs on your system?
It's using the MFC and CRT MSM files to install, and they install into windows shared (I think, they're MS installers, my program just needs their DLLs to run), and they likely need admin privs since they're basically system DLLs. -
Well its something I'll consider adding. If I understand you just want to add a means of attrition to the mobs so that you can see how killing things off affects your DEF?
I won't promise it soon, as the next thing on my list is to make it a bit more readable still (using a Grid control rather than a List control). Then if I'm up for it I'll do it. -
Oh, and this is only the 2nd MSI I've generated with the latest Visual Studio. It should work, but post here or PM me if it doesn't, and be specific as to your problem.
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A post-ED, post 10-Target patch look at Energy Absorption can be found in my updated guide and program:
Energy Absorption Calculator & Guide -
Well, its been a while, and I've had this sitting around for about as long, and was mostly just being lazy about getting it out for the public to see.
This guide comes in the form of both a program that I wrote which allows you to see a complete breakdown of how Energy Absorption works numerically. This program, combined with my commentary on the history of Energy Absorption comprise "the guide."
Both can be found here: Energy Absorption Calculator & Guide
If you have any questions, don't hesitate to ask.
Release Notes
Program: Energy Absorption Calculator
Latest Version: 1.1.0.0
Date: 07/06/2006
Copyright: (c) 2005-2006 by Todd D. Perlmutter, all rights reserved
1.1.0.0 (07/06/2006)
- GUI rework
- Now offers a Hasten Tab with an adjustable number of Recharge Enhancements, shows breakdown of Hasten
- Number of Targets is now from 1 to 10, default is 10
- Makes use of Enhancemnt Diversification in calculations
- Got rid of split view, now has just one continuous view, reason for this is the fact that with Hasten on the pattern is not repeating any longer, so you need to provide an effective "infinte" amount of space for it
- Since now Endurance Drain/Recovery is a big use of the power, the breakdown between DEF and Recharge enhancements may not always be 6 total, so there are now 28 possible slottings shown instead of 7.
- If a Def/Time slot is listed as "..." for its values, this means that you should look at Def/Time slot N-2 where N is the number of the time slot of interest.
1.0.0.4 (08/24/2005)
- Changed to I5 base DEF per enemy of 0.5% (down from 18.75%)
- Changed to I5 max affected targets of 14 (up from 5)
- Set "Num Targets" to default to 14 (was previously 5)
1.0.0.3 (07/06/2005)
- Added EPM and EPS calculations
1.0.0.2 (07/06/2005)
- Fixed problem with About dialog
1.0.0.1 (07/05/2005)
- Added Website Button
1.0.0.0 (07/05/2005)
- Initial Release -
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Jenkins is the incarnate of the wine god Bacchus. You have nothing to worry about.
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Could be something like Maria Jenkin's nephew. -
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In another thread I saw a post by Shyster that led to this bio of Frostfire .
After reading it, I'm not so sure that Frostfire didn't get railroaded a bit.
Frosty was acting in a Good Samaritan manner and things went kablooey on him ... and he was going to get jail time for that? Is that kosher?
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Consider that this the same city where super powered heroes are both tagged (for "medical teleport") and licensed for their use of their own superpowers. And where said heroes are allowed to beat up gang members merely for standing on street corners in disctricts of King's Row. Or knocking members of certain militia groups off their soapboxes... literally, without due cause. -
Crey Armor Top is available on male "Tight" chest.
But male "Tight" legs do not offer the Crey Armor Bottom.
The bottom is only available in armored legs. -
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Going to be hard to get a screenshot of this, but with the toga on a Huge body type, the rear end clips through while running. Especially noticeable when the rear end is a different color from the toga.
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This happens even on a non-huge frame. -
Again another addition for me:
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Well, the way I figure it, Magnitude comes into play in one single instance - when there is Taunt Resistance. This fits well with the quote above, in that Magnitude only matters for determining if a Target is Taunted - in other words it likely works like every other mez power in that respect. Because it is really a mez effect.
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A6 should say "debuff" in the first few words, not "buff".
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Not even that: they'll decided that everyone's bases have to suffer level 50 nothing-else-to-do-but-farm-prestige-23.2-hours-a-day costs. Base costs are one of those rare moments when both PvE and PvP are simultaneously screwed, leaving even the conspiracy theorists genuinely stumped.
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Well lets face it, they spend too much time worrying about what people can do at level 50, and not enough time worrying about the other 49 levels. -
Just adding these for when I sit down to update:
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Epic and Pool powers *do* have Gauntlet, but they are single target only, not AoE like Tanker Secondaries.
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and this...
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AoE powers use Taunt targets that they hit in their Areas.
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Are you serious? You do realize this provides nothing (by design) to a resource strapped, small SG, while providing a large, organized PvP, who can farm a single av for a week and a half, a huge advantage for 15 mintes, aka 1 match.
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Because, for whatever stupid reason, they've made a decision that PvE bases need to suffer PvP costs. They have right there in front of them the ability to separate the two, and give both sets meaningful functionality and appropriate costs that diverge along the lines of PvE and PvP, but they've decided its not worth their time to do.
As sarcastic as I was before, the idea that work is fun in a video game is piss poor and 20 years out of date, yet its a repeated mistake and why video games, and specifically MMOs can't advance. And why games that are so bogged down in minutia like CoH is will never appeal to the masses. -
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Is the buff too low for the investment
or
Is the investment too high for the buff?
You clearely state that the buff is working as intended, then the obvious question is, dont you think its a bit too expensive to make such a worthless (unless stacked) buff?
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Don't you players get that fun=work? (that was sarcasm) -
Get this moved to Guides so it doesn't get deleted!!!
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From Issue #7 Patch Notes (6/6):
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Tanker's Inherent Power, Gauntlet, now works in PvP. Single target powers have a chance of Taunting the target hit, while Area of Effect powers have a much smaller chance of Taunting all targets in the radius.
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2 mobs deep, can hit two at the max range, 1 close to you. It's electric's version of shadow maul.
Of course, like shadow maul, it's very hard to use vs large enemies.
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It has nowhere near the depth of Shadow Maul. If its supposed to, then its broken. -
Anyone else noticing that the End Drain from Lightning Field seems to be causing mobs to animate the Kinetic Transfusion/Transference Fist pull animation?
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, sure you can spend 3 recharge to get it to about 90s and then pull it down more with Hasten if desired. But it just seems too much.
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Yes, because besides pigeon-holing people to take hasten, You cut down on the damage by slotting it with 3 recharges, making it pale even more in comparison to the other 32 powers.
pathetic.
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Yes. It comes off as a melee power designed for a ranged powerset. But from what I'm reading its nowhere near as strong as Nova, or heck Blackstar. -
While my Elec/Elec Brute is nowhere near Lightning Rod, I can't see the viability of the 180s recharge unless its doing a significant amount more damage than an attack like Tremor. It doesn't make a lot of sense relatively speaking. It seems about 3 times too long for a top level Melee attack, sure you can spend 3 recharge to get it to about 90s and then pull it down more with Hasten if desired. But it just seems too much.
My biggest problem right now (as others have pointed out) is Jacob's Ladder. The range is about 1 mob deep and 1.5 mobs wide, anything outside that is never touched by the power. If its range is only going to be normal melee range, then its cone should be wider (like 180 degrees) to compensate. Its too restricted in both directions. I don't think its damage is a problem. -
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As to why it's differnent for different powers, that does make sense if you consider the that endurance cost is directly linked to recharge time - powers that occur more often should have a lower chance to active, not only from a thematic stance (I can't see someone being more likely to decide you're a bigger threat than a Blaster because of a Jab or Barrage, compared to Energy Transfer), but from a balance viewpoint. Higher endurance/recharge time powers keep their validity in a Taunting viewpoint, as opposed to if they all had the same flat rate (thus making low-endurance/recharge attacks the only valid choices).
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See, but it doesn't make sense, because (as you in your earlier post later eluded too - it just took me a while to parse that you had two ideas that got merged into one textually), and see my Taunt Guide for reference, duration of the Taunt on powers is already designed to rougly follow the Endurance costs. Therefore its already moderated, and it doesn't need to be moderated twice. You either give them varying times, or you give them varying chances, you don't need both.
And again I have no problem with Taunt not firing 100% of the time, I do having it not fire at a consistent rate, because its already moderated in duration.
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I really don't think it works that way. If someone was so powerful that you had to disable part of their abilites for PvP, that doesn't necessarily justify a secondary buff. You reduce things if they are too powerful, and increase them if they underperform, not because you 'should'.
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You still make sure that all similar powers are roughly equivalent in use. And you don't just do this in PvE, you make sure it translates to PvP. And we're talking about Inherent powers here. Ignoring badly broken inherents like Defiance, do any other Inherents function at somewhere between 7% and 40% of its PvE effectiveness in PvP? Answer no.
For example, in PvE Critical Hit works out to somewhere between 6.67% once you average it out. How Gauntlet functions in PvP would be the same as Critical Hit working between 0.467% and 2.67% in PvP. Or Containment only working between 7% and 40% of the time. etc.
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And what would you ask for? A containment-like system that increased damage against Taunted targets? Tankers certainly don't need more damage - their current values are problematic enough from a balance viewpoint. Decreased incoming damage from Taunted targets? With Tanker defenses only getting dropped by Domination-buffed Dominators, the act of taunting itself should cause that.
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There are only 2 inherent powers that do not give a damage bonus: Gauntlet and Vigilance. Why would it be so bad to allow for Tankers to get a bonus on Taunted targets? Or Defenders to get a damage bonus when their team members are injured? Certainly there's room for this, especially in PvP. Especially since Taunt itself requires a to-hit roll in PvP, and Gaunlet is working so infrequently.
Now if everyone else's inherents were similarly gutted in PvP, I wouldn't be asking for such a thing. But instead we see the devs bending over backwards to give Stalkers a high degree of flexibility with their inherent power, both in PvP and PvE.
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I meant the high-end powers with Gauntlet active... it was supposed to be a secondary statement having little to do with the statement on BA/RotP/Icicles except that the value for Gauntlet needs to be increased for them. For example, I assume KO Blow/Energy Transfer/Total Focus/Seismic Smash are the powers at ~40% Gauntlet activation. Due to their long recharge, I think that 40% really isn't enough.
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This is why I think you gate by either duration or chance, you don't do both. If it were gated by duration then your attack chain would drive your chances to maintain Taunt through attacking, and not random chance. Especially since random chance is already factored in by the fact that you need to already hit something for Gauntlet to work.
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It may be required, since the listed balance mechanism (endurance) isn't really applicable to them. It may also be working as designed, so that using RotP against enemies with mez protection won't instantly be forced turn and kill you again (the 'invulnerability' RotP is supposed to give is spotty at best in PvE, and worse in PvP).
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Correction, Castle specifically indicated that endurance is not the mechanism, its the guideline. The actual mechanism is separate. -
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As long as perma-mez isn't considered a valid ability, Taunt will have to be limited. It's a status effect, just like those powers are. If you allow Jab to taunt 100% of the time, you're going to find yourself able to apply a status effect nearly permanently against an opponent, or, alternatively, have it last a meaningless duration.
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Blue, I did not even request anything to happen 100% of the time. My point was more one of, why is 40% good for some powers, and for others its only 7%.
In fact, I agree with what you've said. However, last I checked, mezzers (primarily Controllers) get Containment to supplement the fact that they have mezzed.
I'm saying if you can't let it work 100% of the time, you should be providing something that makes up for the missing percentage.
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I would rather not have Taunt suppress itself unless it's absolutely necessary - that would hurt Tankers where they don't need it, such as when trying to defend their allies from melee ATists that can stay and fight.
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Agreed.
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I don't see why Blazing Aura and RotP don't benefit from Taunt, though, or Icicles. That seems unnecessary, and one of the strong points of RotP is that you can reclaim aggro after a death. Likewise, the high end for these probably need to go up unless their Taunt duration is extremely long - if these powers only recharge once every twenty seconds, you won't have a chance to use them twice when trying to help an ally.
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None of those powers are high End. BA and Icicles both had their End costs lowered significantly in I5. And RotP has no End Cost since you're dead when you use it and therefore have no End to spend. So I have no idea what you're trying to say in the last bit there.
I don't see why they don't Taunt either. I mean if Tremor, Whirling Hands, etc. Taunt, why can't other AoE damage powers. That Auto-hit powers (Invinc, CE, EA) don't Taunt makes sense to me, but still, that they don't means they should be stronger otherwise in PvP.
The Taunt duration for Gauntlet seems to max at around 6-8 seconds (some powers are less) before Enhancements in PvE, I'm figuring that tis about the same in PvP. -
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On "Feeling":
Fearsome Stare, and other "Cower Fear" powers cannot override "Feeling", be it naturally occuring or power induced.
Many enemies get "feeling" when a large number of their spawn mates are defeated. This can be observed when AOEing packs in hazard zones, notable in my experience are sky raiders.
Other, odd power that causes "Feeling": Howling Twilight. Enemies under this effect attempt to leave the caster's vicinity. Often overlooked due to slow/stun effect minimizing the "feeling" impact.
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My experience tells me that its very likely that, in fact, Fear contributes to Feeling. Edit: and it may actually be better named "Morale", but "Feeling" is the name I was provided.