Corebreach

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  1. Quote:
    Originally Posted by Obscure_Blade View Post
    If people aren't playing Defenders it's unjustifiable to nerf Controllers in some attempt to coerce people into playing Defenders.
    If people aren't playing Defenders because Controllers are as good as, or better than, Defenders at everything Defenders do well, and Defenders are at a balanced power level compared to ATs in general and to enemies, then a nerf to Controllers would be justified.

    Not that I'm suggesting such is currently the case. However, the blanket statement "nerfing class X won't make more people play class Y" is not guaranteed truth.
  2. Quote:
    Originally Posted by Fulmens View Post
    SECOND: Single-Origin enhancements will cover most of your needs. The only really "important" IO's, in my opinion, are:

    * some sort of knockback protection if you don't have it. This is game changing for me.
    This is an alternative to Acrobatics. Point out that the IO option is far more desirable if you aren't planning to take the Leaping pool for your travel power, and that it can usually be done with a single IO.

    Quote:
    * some amount of global accuracy, so you can get away with one SO of accuracy
    Again, this is an alternative to a power-based approach, like Tactics, and isn't as necessary if your powers have Defense debuffs built in. Also point out that unless you're referring to the Kismet +ToHit Unique, you'll likely want to slot two or three sets of at least 4 to get this benefit.

    Quote:
    * A "movement Stealth" IO is very nice, on some characters.
    Sprint takes the run OR the jump, in case one is cheaper. I haven't checked.
  3. I heartily recommend this service and/or product.
  4. Quote:
    Originally Posted by MightyLornac View Post
    While it does do everything else you said. It Does not boost -res of any kind.
    http://www.redtomax.com/data/powers/...on.Power_Boost
    It doesn't boost -Recharge debuffs either.
  5. Quote:
    Originally Posted by Krya View Post
    Doesn't he need 73% defense to cap vs. +2 bosses?
    Short answer: no, because you apply Defense before multiplying by Accuracy, and +45 Def is all you need to get the pre-multiplied value as low as it'll go.

    Long answer: read Arcanaville's Guide to Defense or ParagonWiki.
  6. Quote:
    Originally Posted by St_Angelius View Post
    It is about time this power description was updated, both in game and in guides like the wiki and tomax, Power Boost DOES NOT improve KB
    I've updated ParagonWiki.

    For Red Tomax's site, the best person to send this suggestion to is Red Tomax. ("Red_Tomax" on the forums, "@RedTomax" in the game, I don't know about email) I personally don't expect he'll change his site since his Power Quantification pages are merely a dump of game data right now, and adding custom comments would add considerable maintenance time to the site, but one never knows.
  7. Quote:
    Originally Posted by Folonius View Post
    Just curious as to everyones opinions and experiences. Do people think MA is causing inflation?
    I think the answers you get to this question will be confounded by the fact that some people think "inflation" means only inflation and others think it means any increase in price for any reason. For instance, the MA has obviously caused an increase in Invention Salvage prices, but primarily not from inflation.
  8. Quote:
    Originally Posted by Shadow_Wail View Post
    Has anyone actually played quality content on AE?!
    I've played things I liked...





    I'm banned now, aren't I?
  9. Quote:
    Originally Posted by hedgehog_NA View Post
    I kind of agree. i see people trying to do ITF's and Stf's without the proper training. The devs should set it so you need at least 10 lvl 50's before you are allowed to do these TF's. That will ensure you have the required experience and AT knowledge.
    Not really. Simply having X level Y characters is no guarantee of anything. The devs need to use a more reliable restriction, like limiting the ITF only to characters that have been on the ITF before.
  10. Quote:
    Originally Posted by Talen_Lee View Post
    Because blasting is more fun, because waiting 41 levels to do direct damage is a chore,
    To the OP: this, mostly. More AoE attacks, more directable damage, and earlier.
  11. Quote:
    Originally Posted by Ultimo_ View Post
    I left out Fulcrum Shift on purpose, because like many Tier 9 powers, it's not a normal part of the character's usage. We don't consider Unstoppable, for example, when talking about Tanker mitigation.
    We don't? Who is this "we"?

    Quote:
    I thought I mentioned Enervating Field.
    Not in the context of damage boosts. You did not mention any Resistance debuffs except Sonic's, and even there you may have been referring to Sonic Blast instead of a primary.

    Quote:
    Yes, I call this SOME. Decent mitigation or decent damage is not available to all Defenders, so that means it's only available to SOME Defenders.
    Again, I was discussing only damage-boosting in that paragraph. I was highlighting your use of the word "some" to describe the ratio 6.5/9. That is "most" in everyday English. Insisting on the term "some" due to technical correctness sounds dishonest to me.
  12. Quote:
    Originally Posted by Ultimo_ View Post
    Kinetics can boost damage by 25% (making the effective damage 0.65+25%=0.77, which is better, but still lower than anyone else).
    What about Fulcrum Shift?

    Quote:
    Radiation has multiple debuffs to reduce enemy defense, making them easier to hit. With accuracy a limited problem, this is actually a limited benefit, and doesn't actually increase damage output much.
    What about Enervating Field?

    Six of the nine Defender primaries have full use of their damage-output-boosting tools even while soloing, and one of the other three has partial use. Do you really consider that "some"?

    Quote:
    Kinetics can debuff foe damage by up to 25%, and has no other defensive measures.
    If you're counting powers that can keep you alive, and not "mitigation" in a strict dictionary sense, there is also Transfusion. (And Repel, technically, but it's awfully tough to leverage as a defensive tool.)
  13. Quote:
    Originally Posted by Heraclea View Post
    Even if I could make enough inf selling the junk I get for more than it's worth to buy it at auction for more than it's worth, [...]
    How does one determine what an item is worth if one cannot use its market value as a factor?
  14. [ QUOTE ]
    After you remove the eyesores from the zones work out the XP from the AE... you shouldn't get XP for a simulation

    [/ QUOTE ]
    Then why did Xavier build the Danger Room? And why do real-life airlines use simulators as part of the pilot training process?
  15. I'm in search of official, non-AE missions that have Clockwork with speaking roles. Any pointers would be appreciated.
  16. [ QUOTE ]
    I'm not sure what "loaded" with AoE means here?


    Archery: 1 cone, 1 targeted, 1 location
    Dark: 1 targeted, 3 cones, nuke
    Electric: 1 target, 1 PBAoE, nuke, pet
    Energy: 1 targeted, 1 cone, nuke
    Ice: 1 location, nuke
    Psy: 1 cone, 1 targeted, nuke
    Sonic: 3 cones, nuke
    Rad: 1 targeted, 1 cone, 1 PBAoE, nuke

    Ok, so ice has 2, Archery, Psi and Energy have 3, Electric, Sonic, and Rad have 4, and Dark has 5 powers that are AoE (and remember, I counted nukes in that)

    Earth Control: 2 targeted
    Fire Control: 3 targeted, 1 PBAoE
    Gravity: 1 targeted
    Ice: 2 targeted
    Illusion: 1 PBAoE, and I'm counting PA.
    Mind: 1 cone
    Plant: 1 targeted + creepers

    [/ QUOTE ]
    I understand counting nukes, but not some of those Controller powers. You're counting Stalagmites as a damage attack? Flashfire? That is not reasonable. You can't chain something with a minute-and-a-half base recharge, and it's not worth using once per fight if it does merely the same damage as the attacks you can chain.

    You're also talking some serious IOing to get +100% Damage, +50-100% Recharge to hit the once-per-fight mark, and +66-100% Accuracy to overcome the inherent 0.8 multiplier, leaving you with no slots to enhance the dangerously short base mez duration. That runs counter to the "Controllers get damage AND control" claim.

    What does your list look like with a more realistic attack power selection?
  17. [ QUOTE ]
    Well, as a rule, a level 25 generic IO is about as powerful as a +0 SO, and a level 35 IO is about as

    powerful as a +3 SO; in both cases the IOs are less effective by a neglectable amount. For that reason, it's best to stick to TOs/DOs/SOs until level 32.

    [/ QUOTE ]

    I soundly disagree. First, if you're going to triple-slot something with Common IOs, like damage into an attack, do not wait for 35s. Three 30s puts you past ED's sharp cut-off point. There is no reason to delay five more levels for an irrelevant extra benefit.

    Second, the total difference between 25 IOs and green SOs, even in triplicate, is only a couple percentage points.

    Compare:

    three 25 IOs: +92.2% (after ED)
    three 30 IOs: +95.7%
    three 35 IOs: +96.5%

    three -1 SOs: +88.0%
    three =0 SOs: +95.0%
    three +1 SOs: +95.8%
    three +2 SOs: +96.5%
    three +3 SOs: +97.3%

    (I don't list -2 or -3 SOs since you never have those if you upgrade all your SOs every five levels as soon as you can.)


    Look how close the numbers are, and consider that an IO may cost less than an SO, never mind that that single IO will also last to 50 while you'll need many more SOs over time. I cannot recommend deliberately turning down Common IOs in favor of SOs as a standard character-building rule at any level at which typical SOs are available.

    [ QUOTE ]
    You get generic recipes at universities both blue- and redside and abandoned labs redside. Interact with a crafting table, pick a recipe, and you can buy it. It might be cheaper to buy IO recipes from the market, though. I'm lazy so I just put the extra money forth and buy from the university.

    You could also buy already crafted IOs, but their price generally exceeds that of the salvage, recipe and crafting, so I suggest not doing that unless you struck a goldmine (ie, found several purple recipes and decided to sell them).

    [/ QUOTE ]
    Common recipes are nearly always cheaper from other players than from the crafting tables, sometimes by an order of magnitude. However, that fact is surprisingly irrelevant. Buying finished Common IOs from other players usually costs less than you would spend by crafting them yourself, sometimes even if you got all the ingredients for free. The only catch -- and it's a small one -- is that you usually need to leave a bid up for 24-48 hours. The Consignment House is not like vendor NPCs. You can't just go there any time you want and expect to be able to find a bargain waiting for you. Oh, and if you need something unusual like Taunt or Fear duration, you're better off making them yourself due to the simple fact that players rarely put those up for sale.
  18. [ QUOTE ]
    As the game has evolved, many things have changed. Epic power pools were introduced, inherent abilities were added such as Containment, which was intended to appease angry players after the multiple-pet nerf.

    [/ QUOTE ]
    In the interest of accuracy...

    Containment was first added in PvP only, to compensate for PvP mez suppression. Controllers were only able to deal damage safely when their enemies were helpless, and since they could no longer keep their enemies helpless as much of the time as before, they needed a way of doing more damage during those occasions.

    Containment was added to PvE after that, but simultaneous with the multiple-pet nerf as part of a two-pronged change to distribute Controller damage output better across all primaries and level ranges rather than allow them to remain whirling maelstroms of XP-spewing fury...but only if you were Fire or Illusion and over level 32. Containment was not added after the pet change and was not added to appease those who hated said change.

    [ QUOTE ]
    ii) If containment is double damage, then why do all Controller primaries have a 20% chance to crit? Is this just another perk?

    [/ QUOTE ]
    The 20% chance for extra control strength has always been there. It predates the notion of making it standard practice to have highly-visible, named, distinct mechanical differences on every AT. "Overpowering" did nothing to address the balance issues that the devs tried to fix with Containment, so they didn't declare, "it's good enough, so that's all you're getting". There was also no objective reason to remove it, so they left it in.

    EDIT: Expanded, added Overpower note
  19. [ QUOTE ]
    Take a looky at the linky and tell me if this seems right. I know the accuracy modifier is at 80%, but I seem to think that I recall having Flashfire up in the 90% area before. Yes, I am aware of diminishing returns. Still... it just doesn't seem right.

    [/ QUOTE ]
    A level 50 Common Accuracy IO gives +42.4% bonus. Six of them would give +254.4% before ED, which is +118.16% after (+95% from the first 100% plus 0.15 times the 154.4 left over). So your Accuracy multiplier from Enhancements is 2.1816.

    Your Accuracy multiplier for the whole power is its inherent multiplier times its multiplier from Enhancements. That's 0.8 * 2.1816, or 1.74528.

    Everything appears to be working as expected.
  20. [ QUOTE ]
    I spent a couple minutes once trying to go in the "out" door of the tram,

    [/ QUOTE ]
    We've all done that. It's a CoH rite of passage.
  21. [ QUOTE ]
    The 100% base damage is considered part of the buff in the game mechanics equations. That's why it's listed the way it is in the wiki.

    [/ QUOTE ]
    Actually, I believe it's more likely because the devs presented the damage caps in those terms in things like patch notes. But it's not like the devs have always been consistent with their terminology (like "accuracy"), or as clear as they could be (see "slow" versus "snare"). For instance, the Combat Attributes window in the game shows buff only, without the 100% base.
  22. [ QUOTE ]
    And like the other guy said, if an arc is not worth an A then i have no choice but to give the next rating below which is 4 ( B+,B,B- ).

    [/ QUOTE ]
    Correct. If an arc is not worth an A, you should give it a B (or lower, as appropriate).

    What people have a problem with is you saying that 99.9% isn't worth an A when A corresponds to 100% right and B corresponds to 80% right, especially when you also believe every single person who ever has or ever will take the test is guaranteed to get at least one answer wrong.

    You are allowed to use any rating scheme you want, including your original plan of automatically giving a 1 to anything with a high rating because you felt it was more likely to have that rating from collusion than actual merit. We're also allowed to point out that if you're honestly trying to rate based on content, it's better for everyone involved if you utilized the entire range of the scale, since it's pretty apparent that's what the devs intended, and it's probably what most players use. When raters don't all use the same scale, it's harder to compare or collect their ratings meaningfully.
  23. [ QUOTE ]
    I do not give a damn about what other players thinked about a story and how they rated it. I never give a 5 and i never give a 1. It really is that simple.

    [/ QUOTE ]
    Now I'm confused. I distinctly recall you once saying you would only give stories ratings of 5 or 1, based only on whether they had bad or good average ratings already and not on their contents at all. When did that change?
  24. Corebreach

    population

    [ QUOTE ]
    why cant i equip any enhance inventions...they all say they cant be combined with any others in red

    [/ QUOTE ]
    Just to cover something that I don't think has been made explicitly clear:

    In this particular instance, "combining" specifically refers to merging two similar Enhancements to try to raise the higher one's level. It does not mean having different types of Enhancements in different slots in the same power.