Deacon_NA

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  1. Is this 79 movie(s) what Conan has been showing recently as previews of the new movie?
  2. I thought my ticket was money well spent. As ever, lots of easter eggs for the fanbois.

    I didn't mind the montage part. At first I was put off by it but I grew to accept it as a way to show off "lots of stuff happened" without getting in the way of the overall plot.
  3. Quote:
    Originally Posted by Arcanaville View Post
    Yes: -DMG on the target does not do anything to -RES on the target. -DMG reduces the damage (type) strength(s) of the target, which will affect anything *they* try to do. It will not affect anything done to them by someone else. The theoretical exception is Tanker Bruising: that actually works by granting the target a power whereby they debuff themselves. However, that power is unaffected by strength (buffs or debuffs) so its immune to any -DMG debuffs the target might have at the time.

    -RES on the target does affect -DMG on the target because -RES on the target affects all effects that land on that target that affect the same attributes. -RES is technically a resistance debuff of all damage types, and -DMG is a strength debuff on all damage types, so if the target has lower resistance for those damage types (attributes) the -DMG debuff will be stronger, as long as it is not unresistable. If an effect is unresistable, note that it is not affected by resistances *including* resistance debuffs.

    Just to complete the circle of life, -DMG on you could theoretically reduce *your* -RES effects on your targets except -RES debuffs are essentially always tagged to ignore strength. Otherwise damage *buffs* would make your -RES debuffs stronger, which the devs don't want to have happen. And -RES on you would have no theoretical effect on -DMG debuffs on your targets because that would only affect effects on you, not what you do to other things.

    The bottom line is that if a target has -RES, it becomes more vulnerable to effects that land on it. If a target has -DMG, it becomes weaker when it tries to land effects on other things. Both -RES and -DMG tend to be flagged to ignore strength buffing, so no debuff on the *attacker* is likely to mess with those. But since both effects are usually not unresistable, resistance effects on the target can affect them (and in fact straight up damage resistance can reduce the effects of -DMG unless it is unresistable).
    Arcanaville, would you be so kind as to explain this relationship formulaically?
  4. Good lord, there's nothing gimped at all about Ice/Cold, great combo.
  5. Deacon_NA

    Purple Futures

    Quote:
    Originally Posted by TopDoc View Post
    A main part of my post was regarding the reduced purple production and income of the main CoH population players, which is opposed by the increased purple production and income of farmers, all due to the Incarnate trials and powers. It isn't really about the raw price, but more the increasing gap between normal players and farmers. And if a lack of Inf sinks will make purple prices rise, why are other prices dropping. "A rising tide lifts all boats", but that isn't happening. Does a pretend clergyman have any insights to share in this fake video game market?
    I see, in retrospect, that "pretend PhD" may have been interpreted as being a play on the "Doc" part of your name and that really wasn't my intent, I wasn't singling you out, by any means. Apologies if that appeared to be the case.

    Also I'm a very real clergyman, just in a fake religion. In other words, any religion...

    To actually deal with your questions, about other prices dropping. I haven't engaged in active marketeering in a while. I got my nest egg and retired, so I haven't noticed any drops, with the exception of LOTG 7.5, so I'm going to posit the "big 3" are going down in price (if indeed they are) due to the ease of acquisition via A-merits.
  6. Deacon_NA

    Purple Futures

    Quote:
    Originally Posted by Fulmens View Post
    You already have the option. 1500 Reward merits (plus cash)-> 30 Hero/Villain Merits-> purple.
    Isn't a purple 20? PVPs are 30. I don't use A-merits for purples so I haven't done it first-hand, but I believe they're less than PVPIOs.

    As for the future of purples, yes of course they'll go up, even the new-ish inf sinks don't have a tangible effect on the supply of inf. It doesn't take a pretend PhD about a fake market in a video game to figure that out.
  7. To say that Rikti, in general, are weak to dark, fire or whatever is simply not true.

    The Rikti Drones are particularly weak to negative, but I don't think anyone makes a Rikti farmer for drones. Some of the higher rank Rikti have resists to s/l/e, psi too for Mentalists.

    See the Culex spreadsheet for the details: http://boards.cityofheroes.com/showthread.php?t=115749

    Electric Armor is Rikti farmer friendly right out of the box. Build up some defense and perhaps take Tough and those hard-hitting sword attacks become far less of an issue too.

    As for primary, Dark is so single target focused, I wouldn't advise it for any farming even if all mobs were susceptible to negative. Fire however, is chock full of aoe. I farm Rikti with an Elec/Elec/Soul, if I were to make a new one, I'd make Fire/Elec/Soul.
  8. Deacon_NA

    Nuke + Heat Loss

    Quote:
    Originally Posted by Chyll View Post
    *shrug* It works pretty nifty either way.
    Yeah I like knowing my blue bar is going to refill with the +end buff rather than relying on the +rec being sufficient. With Blizzard being all DoT, enough ticks get the -res that the net time to kill isn't much different, the main difference is, using HL afterward I know my blue bar will get refilled.
  9. Quote:
    Originally Posted by Werner View Post
    As already stated, the non-linear relationship between defense and survivability means that you can survive twice as much incoming damage at 45% defense as you can at 40% defense (in PvE). I tested this a while ago to help prove the point. The only reason the 45% observation isn't closer to theory is that I couldn't get the spawn to put out enough damage.


    Is there a thread somewhere (on these forums or wherever) that explains the details of that graph?
  10. Over the years, I've had up to 4 accounts active at a time. My current state is 2 active.

    I expect accounts 3 and 4 to be VIP only. Account 2 will probably be premium, Account 1 definitely will be premium. I do like the idea of 4 other accounts that I create a 50 for, just to be able to start tfs/sfs.
  11. Deacon_NA

    For Zwillinger

    Quote:
    Originally Posted by TonyV View Post
    What's the big deal? She's a teenage girl who wants to be famous, just like--well, just like most teenage girls. She's trying to do it in the way our culture is showing teenage girls how to be famous, and she seems to be having some measure of success in doing so.

    Do I like her music? Not particularly, but I have heard MUCH more foul on the radio waves. Anyone who has lived through the age of crap metal doesn't really have much room to criticize her musically. Anyone who has lived through the age of crap gangsta rap doesn't really have much room to criticize her lyrically.

    If she really is just enjoying her 15 minutes of fame, then good for her! Why all the peeing on her parade? Are you jealous? Let her do what she does, wish her luck, and move on to the stuff you like. Her music doesn't aim to make my ears bleed, her lyrics don't make me want to go out and shoot cops, so I wish her much success.
    I have to agree. Black is not the problem here, we are. We're the ones that made Rebecca Black a household name by e-mailing her youtube links, starting discussions on message boards, retweeting or whatever else there is to make videos go viral.

    I tip my hat to the girl. That was a fantastic $2000 initial investment, she's now in a big-budget Katy Perry video to boot. Since her talent and stage presence doesn't support her level of stardom, I'm sure she'll eventually taper down to the same relevance as the "Chocolate Rain" guy, for now though... you go girl!
  12. Deacon_NA

    Tip drop rate

    Quote:
    I didn't try to follow what you were saying about drop rates
    That much is abundantly clear.
  13. Deacon_NA

    Tip drop rate

    Quote:
    Originally Posted by Lemur Lad View Post
    I refuse to accept your anecdote qualifies as statistics in any way.
    Additionally I refuse to accept that your anecdote is the norm, when I and most people I've played with have a different experience.

    Translation: I've heard barely a handful of people complain of these dry spells you're talking about. The only time I've had it take me more than 10minutes hunting for a starting tip was once when an event hit and I had to move to another zone.

    I don't think detailing your worst case scenario is an effective reason to make a change.

    My personal tip hunting tactics never really vary, and have yielded consistently good results. I go to Talos or Sharkhead and look for lvl 20+ bosses or Lts. I generally ignore minions. Drop rates have been consistently better on higher ranks for me, and I never feel like the time spent looking for them was wasted. If I'm on someone whose level is low enough that they're not blue or gray conned, then I ask in a channel for someone to let me be their sidekick for the few minutes I'm hunting. If no one is available to help, I just take the few extra minutes it takes to kill them straight up.

    Bottom line - I don't think you've demonstrated what the actual tip drop rate is. Any frustration you felt was because the situation you were in doesn't seem to have made a few simple allowances for smoothing out your experience. This isn't a matter of lack of downside, it's a matter of lack of upside making it not worth the development time.
    Your acceptance is of no concern to me whatsoever. I did not attempt to document the average drop rate, I don't care what the average drop rate is, the average is fine, as I specifically pointed out several times at the beginning, the middle and end of my post.

    I was not positing this as the norm, in fact, I specifically mentioned this is NOT the norm, rather that it was an outlier. I refuse to accept that you read and/or understood my point given that.

    Though I appreciate your own suggestions for how to hunt, it is more proof that you did not read and/or understand my post, where I specifically pointed out that the typical tip hunting goes quickly.
  14. Deacon_NA

    Tip drop rate

    Running hero tip missions is sort of my default activity. Usually my tip runner(s) are able to defeat large spawns of -25s in a shot. So typically I can tip hunt for 2-4 minutes before I get 2 in my inventory and can begin the day's work.

    However, I was doing tips the other day playing a Stalker (not my A-merit farmer). It felt like it was taking forever to get a tip to drop. Being an empiricist, I checked my combat log to see I had defeated over 120 mobs before a tip finally dropped. Let me head off now any comments of "are you sure that [insert condition that keeps tips from dropping] didn't happen?" Yes, I'm 100% sure I was eligible for tips. Being a Stalker, those 120 had to be taken out one at a time (for the most part). This took over 20 minutes. This isn't the worst luck I've ever had, by the way, I once counted over 150 mobs to get a drop.

    I have no idea what the drop rate is. Here is the probability of an unlucky streak of 100 mobs with no tip drop for 3 scenarios - tip drop rate = 1%, 2% and 5%.

    1%: 36.6%
    2%: 13.2%
    5%: 0.6%

    That is, if tips drop off 2% of mobs, there's a 13% chance you'll defeat 100 mobs without seeing a drop, it's only .6% if the tip drop rate is 5%.

    Note - this isn't saying the tip does drop at mob 101, just that you can go 100 mobs with no drops. The losing streak may well continue.

    Now, I'm going to make an assumption that the development staff is not averse to players getting tips quickly. As mentioned at the beginning, the expected tip hunting time for my lvl 50 tip runner is in the neighborhood of 2-4 minutes. What I think the dev staff may not have accounted for is the extended losing streak. Hunting grey mobs fruitlessly for 15+ minutes is not fun for me, and I'm sure others as well.

    On to the crux of the matter - I would like to see measures taken to minimize the risk of these streaks, or perhaps even eliminate them. Two ways come to mind:

    1) Increase tip drop rate
    2) Implement some sort of "streak breaker" for tips

    Personally I'd love to see #2, that at mob #50 you get a tip, given that you are eligible for one. Even increasing tip drop rate would still result in long droughts, it's just they would become much rarer.

    I don't believe there is any harm, market-wise, to increasing the tip drop rate. Given that the expected wait time for drops, is already low, an increase drop rate would speed this part up by what, a minute?

    Anyway, this is just a quality of life suggestion. I know I'm not the only one that gets dry spells. I occasionally see people ask in global channels "are tip rates broken?" when they get on a losing streak. Other channel members ask to make sure it's been 20 hours, etc, and the answer tends to be yes, they're just on an unlucky streak.

    Bottom line - I think the current drop rate creates unneccesary frustration when the inevitable losing streak occurs. I also think there's no downside to taking steps to reduce this frustration.
  15. Deacon_NA

    MA/SR Build

    I think you'll get more feedback if you post your data chunk, that seems to be the standard now as it's easy to import to see the big picture.

    Quote:
    is it a bad thing that Storm Kick, Thunder Kick, and Boxing are only 4 slotted, or are they fine with the 4 piece Kinetic Combat set and don't need perhaps a generic damage worked in somehow at the expense of three 9% accuracy bonuses (pulled from the LotG sets)?
    Yes, it's a bad thing, but not for that reason, rather /SR makes better use of Touch of Death for melee than KC (and will save you significant coin). Slotting out 2 sets of ToD nets you more melee def than 3 sets of KC, not to mention makes those 2 attacks better enhanced.
  16. Deacon_NA

    Nuke + Heat Loss

    Which nuke? To make best use of HL, you should be in melee range. With Fire or any of the pbaoe nukes, that's where you are anyway. If you're using a ranged nuke, well, you'll want to still be in melee for the HL. As for how to do it, target a boss and be quick about it. If you're Energy Blast you may be sort of screwed since you'll have scattered all the mobs.
  17. If you had asked me a few weeks ago, I would have said there was no advantage whatsoever to FF over Traps for a MM. Today, I can now think of one, that you can power boost your bubbles to provide a huge +def buff for your league. That still isn't enough to inspire me to recommend FF over traps though.
  18. Quote:
    Originally Posted by GGG247 View Post
    I've been running at +2/x1 for awhile now. I'd hate to have to drop my fighting level just for this one guy in the game and then raise it back again as soon as he's dead. I may just recruit a team and treat him like a GM.
    Hilarious. Here's my guarantee, it takes a LOT less time to go to the fateweaver, click twice to turn diff down, click twice again to turn it back up, then it will take to recruit a team.

    Biff is also quite knockable, iirc, spamming the SS power with kd would help, as would footstomp. I do like the idea of recruiting an immob/debuff controller, a trapper spamming webnade and PGT will do the trick as well.
  19. I tried to think of what would be "bad" to pair with a Demon/Therm, but couldn't really think of something that would provide "anti-synergy". So I'd say it's open season to just play what you want.

    Having said that, if I were in a position where a Demon/Therm MM put a gun to my head and said, "make the best controller to team with me, I don't care what you want to play, bring the best" I'd bring an Earth/Cold. Once you got to the mid-30s there would be nothing that pairing couldn't do.
  20. Deacon_NA

    Robotics/Traps

    Scorp Shield certainly isn't mandatory as long as Frozen Armor exists. I respecced my bot/trap out of Scorp to Chill Mastery and haven't looked back. Chill Mastery (or whatever it's called) simply has too many fantastic tools available, most notably Hoarfrost and Hibernate (a great 1-slot wonder).
  21. Quote:
    Alan ******* - The Good Wife
    Poor guy, I guess he's not invincible on these forums.
  22. No, it's not better mathematically. Not when you advance up to a level of risk analysis. This is a more complicated subject than I am inclined to go into on the boards, at least with formulae and numbers, but suffice it to say, just because E(x1) > E(x2) doesn't mean x1 is implicitly better than x2, from a risk mitigation perspective. I'm not entertaining recovery being shut down as a factor because that's a rare and when it happens, as I mentioned above, a CaB is your best bet.

    This by the way, is why I don't buy into "soft-cap or bust" conventional wisdom that pervades the game, but that's a different topic entirely.
  23. Quote:
    Originally Posted by redtornado View Post
    Where the Panacea Proc becomes worth the effort is when it is put into Pain Domination's Soothing Aura and Traps' Triage Beacon. The proc will shine in those two powers.
    I've pretty much ignored this proc since it came out, I just viewed it as "not a good value". So I'm not familiar with what makes it good for the two powers mentioned above. Does it give the bonus to anyone in range? Does that mean it would be good in Spirit Tree as well?
  24. If you're hit by a -rec debuff and you're hoping the proc gives you that endurance, well... good luck with that. A blue insp is the most reliable of all.

    I go for the "no variance" recovery buff of an end mod IO, personally.
  25. If this statement is absolutely true:

    Quote:
    We only play these toons when all four of us are playing.
    then you've gone way overboard with Defense. Both with respect to IO bonuses and some power selections. Simply from TT:M you've got 53% defense, that's before the Widow gives ML. So regular Maneuvers is overkill, even considering def debuffs, as is Weave. Tough is still helpful for the Crabs though.

    On re-reading I see you want the Huntsman to be soloable, so he should keep his +def pool picks and bonuses.

    Once defense is taken care of, VEATs need endurance management help, which you have covered with your purpled out builds, as well as recharge.

    Really VEAT team builds are simple - take the TT: x powers, Widows take ML, take the aoes (especially Crabs)... go nuts.