Diellan_

Super-Powered Mid's Keeper
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  1. Quote:
    Originally Posted by Zombie Man View Post
    Which ones? They're linked for me. And the link works.
    I just checked and everything after Triage Beacon isn't loading. Bah.
  2. Quote:
    Originally Posted by Draggynn View Post
    Huh???? Defenders already have Cold. And I'm telling you that the version of Sleet that everyone has is exaclty the same, and the numbers happen to be identical to Controller Freezing Rain. Is it a bug, that defenders didn't get a buffed version of Sleet? Perhaps, but I think it was intentional as most folks with experience with the two would agree, Cold already has a heavy advantage on Storm.
    Yeah, that was a brain fart. My point still stands, though: it's not the Defender numbers happen to be the same as Controller Freezing Rain; Defender Sleet summons Pets_Sleet_Defender, the same one that Controllers summon. Corruptors summon Pets_Sleet. But Pets_Sleet_Defender and Pets_Sleet are virtually identical. So either it was bugged and the Devs meant to give Controllers the Corruptor summon and to buff the Defender one, or they're satisfied with it as it is (in which case, that's an advantage towards Storm).

    Frankly, we've let this argument go a bit too far for this thread, I think. We're not really touching either of these sets: you'll notice it had only one item on our list, and that had to do with Thunderclap being terrible. Cold Domination, likewise, had a single line about Infrigidate. As far as Garent and I are concerned, both sets are basically fine (fine enough for the purposes of this experiment, anyway).

    The only real issue is whether or not other sets deserve to be able to compete with them (see Trick Arrow's debuff potential compared to theirs).
  3. Quote:
    Originally Posted by Zombie Man View Post
    No, it's 30.

    Effect area: Sphere
    Radius: 30 feet


    And Mid's is picking up the 25 feet again after having correcting it to 225.

    There is a second internal range number that is 225. Don't know why the first range number is there.
    I think we'd have to ask the Devs that. There's the issue of how close people need to be to be affected (that's the 30 feet), and how far you're allowed to teleport (that's the 225?)... Not sure where the 25 is coming from, except that it's in our sheets which means it's in the game data.

    Quote:
    Well, the game gives away the store on its own so much so that exposing the internal spreadsheets isn't revealing that much more.

    When a critter in game hits you with something, there is a damage report telling you how much damage and what type, and the chance to hit, and even the name of the attack. Debuffs show up as icons on the health bar and clicking them gives detailed real numbers about that power. Then we have access to the powersets that most critters use in the AE.

    So, we can meticulously work out what everything does and build a spreadsheet of our own which will be about 95% of what the 'secret' internal spreadsheet says.

    Or, the devs can look the other way and enjoy the free labor that comes from about a hundred players that use that numbers and provide extensive QA that their own folks don't have time for.
    The problem is the issue of things that aren't available in game yet and maybe not even announced, but their code is. Every now and then things get snuck in that aren't there and maybe the devs don't want to let the cat out of the bag (Vet Rewards, for example, are sometimes snuck into the game code and so they show up in Mids before they're announced).
  4. Quote:
    Originally Posted by Samuel_Tow View Post
    If I had to have a pick, I would choose City of Data over any other numbers source. I'd easily pick it over in-game numbers, and would actually pick it over Mids', as well.
    Mids and City of Data get their data from the same set of Excel spreadsheets that we've got kicking around (this is actually why updating it wound up falling on me - I work with these sheets a lot as it is). Theoretically, this means that their data should be the same. In practice, we purposefully obscure non-player data a bit so that Black Pebble doesn't try and convince the Devs to block us off (I've been told directly from the Devs that they use Mids far too much to kill us off, so long as maintain discretion and don't go waving around our sources). City of Data obscures it by restricting what is visible in the dropdown menus (Zombie Man knows how to work around that), and Mids does it by restricting what it imports when I feed it the spreadsheets.

    Then there's the fact that CoD has a very generic interface it uses to show all powersets and powers, something that Mids currently lacks. I really want to add a full-on Power Browser that supports linking to pets and other powers, like CoD does, but that's lower on my list than Exemp and PvP DR support (and just slightly above Mono support).
  5. Title says it all. As of today, City of Data is updated to 2010.201105250125.1.0.

    We at the Titan Network apologize for letting it lapse. Not enough hands, not enough time, and nobody had taken the time to really grok City of Data's importing schema after Tomax left. Not anymore, though!
  6. Quote:
    Originally Posted by Carnifax_NA View Post
    I think the issue is more to do with time. I know the CoH Titan guys were recruiting a while back but that seemed to fizzle out.
    This is basically it.

    Luckily, that doesn't have to remain the case... CoD is updated as of today to 2010.201105250125.1.0 (I still need to update the text that says what version it is :P).
  7. Quote:
    Originally Posted by Draggynn View Post
    Sure tagging with hurricane can essential soft cap the team against those you hit, but Cold can provide 24% defense against all (most) enemies including those that you missed with hurricane. And given most folks have some defense to begin with these days, it's a whole lot more effective than just a base 24% defense would be.
    I'm not saying the Defense isn't useful; I am saying that you have to factor in that it doesn't provide any solo mitigation.

    Quote:
    It's also worth noting, that the Freezing Rain advantage you're talking about is only relevant on Defenders. Sleet is Controller Freezing Rain and since sleet doesn't vary across ATs, Controller Sleet and Freezing Rain are identical.
    It's tough to say, because the pseudo-pet being summoned for Cold Domination on Controllers is called Pets_Sleet_Defender (as opposed to Pets_Sleet, which is being called by Corruptors). This is probably a mistake/bug, but it implies that when Cold gets ported to Defenders, they'll get the existing Controller version.

    Quote:
    The damage advantage from LS and tornado is only relevant against groups, since against an AV the -regen from cold will more than compensate (especially solo, since there is no risk of losing ground due to gaps in the dps chain).
    You yourself in this very thread estimated that LS and Tornado, double-stacked, would provide the equivalent of -90% Regen. Benumb is -500%, which would be resisted to -75% against a level 50 AV (smaller at higher levels), and has a base uptime of only 25% (and the effects don't stack, so if you have the recharge to make it perma, it won't get any better than -75%). And applying -Res increases the amount that LS and Tornado can provide.

    It's certainly a lot more work keeping up all the debuffs and damage sources on Storm, and to truly leverage it to its fullest potential, you need some kind of Immob/-KB source (Electric Fence from the Electric Mastery is a good fallback, since it is a moderately good DPA power in its own right). Cold wins there, hands down.

    As I said, I'm not trying to diminish Cold here. This isn't a zero-sum game and it is possible for multiple sets to be powerful without hurting each other. I personally feel Storm is stronger than Cold, but I am willing to admit that it is due to my playstyle and the playstyle of the people that I play with regularly in my SG.
  8. In terms of Trick Arrow, we're thinking that the big problem with the set is that you have to basically fire all of the powers every fight. There are fewer situational powers and specialized powers; most sets have "powers for regular mobs" and "powers for AV fights" and so forth, but Trick Arrow combines all its good buffs into the AoE powers and the few ST powers are mostly gimicky.

    Question for the diehard trick arrow users out there: do you continue to use Glue Arrow in late game play? Do you use it all the time or only when Oil Slick Arrow is down?
  9. Quote:
    Originally Posted by PC_guy View Post
    yea it's not like cold has the potential to have double the -res of all those sets, deletes any issue of end problems, makes -recover from nukes a nonissue, has the only power in game that makes powers like unstoppable, elude, ect. as effective as fortune buffs, and the ability to give every teammate 30% defense

    you lost all credibility here dude
    For one, Poison has Weaken, which does the same thing as Benumb.

    For two, you could actually ask why I think the way I do instead of simply writing me for having an alternate opinion. You didn't ask, but I'm going to tell you anyway:

    I'm thinking about the sets on a much more global level, in all situations, with the current metagame in mind. Solo, the shields and Frostwork have no usage whatsoever (unless you get a pet from your epics or decide to buff your Lore pets or something), while Hurricane provides fantastic damage mitigation that includes yourself. Freezing Rain actually has a greater -Res than Sleet (-35% vs -30%). Heat Loss, while amazing, only applies the debuff portion for 30 seconds (compared to the buff portion, which is 90 seconds), giving it a horrible up time (8.33% unslotted). Meanwhile, Lightning Storm does amazing damage, and you can have 3 of them out with effort, and Tornado can provide fantastic damage and mitigation on top of it (I've watched Garent solo AVs with his Storm Defender, back before it was ridiculously easy to cap your own defense with set bonuses). Benumb is great and unique, and Infrigidate has some great debuffing, but they're both single target only, rendering them pointless for most of the game. On top of that, Infrigidate's usefulness is hampered by the fact that it exists in the same set as Sleet, which provides as much -Defense without any of the worry about missing with the power.

    I'll give you the bit about Cold being easier to utilize than Storm. Hurricane is a magnificent power, but few people know how to "tap" foes with it for the ToHit debuff without scattering them.

    I personally feel Storm is a more powerful set, but that doesn't mean I think Cold is weak, because I don't. I really don't.
  10. Quote:
    Originally Posted by Horusaurus View Post
    lolidunno maybe use it and look at it's effects? Nawwww craziness. Why would anyone look at what a power would do? That's like pfffft. It's not like it gives a ton of -def or knockdown effect to it. Why would that be a debuff. Almost like it has some sort of debuff to it...or something.
    Thank you for being constructive and helpful at the analysis. Or ignoring the part where he said he was not including knockdown/knockback effects because of their difficulty in quantifying just how useful they are (especially since teaming with most controllers can completely negate it).

    You'll also notice he didn't really count -defense anywhere. This is because, except for the case of tier 9 AVs and Paragon Protectors, there are very few cases where -Defense makes a difference in the late game. Most players are slotted to between 40 and 70% accuracy in all their attacks, usually have some amount of accuracy in their set bonuses, and can get +ToHit from a variety of places as well. As a result of the fact that the chance to hit cap is so low and so easy to hit, he didn't bother factoring in -Defense into his analysis.

    The other thing that Oil Slick Arrow brings is damage, and he didn't include that either (see the lack of Lightning Storm).
  11. Quote:
    Originally Posted by Draggynn View Post
    Hmm, clearly my comprehension skills need improvement. I guess I just assumed since some of the changes you are recommending are to make non stackable powers stackable, that you wouldn't introduce another non-stackable power.
    I would basically have to, given the recharge of the power.

    Quote:
    Even if it doesn't stack, 20% still feels like a lot, and the -res doesn't make sense thematically to me. I'm all for increasing the damage of force bolt or repulsion bomb, but adding -res just seems sort of arbitrary.
    It makes about as much sense as Tar Patch causing -Resistance. More, in my mind, in that Repulsion Bomb is a large burst of energy that could mess with the targets' defenses in a similar manner to Sonic attacks.

    Quote:
    Personally, I'm not convinced that the new paradigm has been implemented correctly. It's my personal belief that cold was balanced around the fact that villains didn't have access to defender level modifiers or any of the hero buff sets to compete with, and that when it was proliferated it became too powerful. This would appear to be supported by the lack of a defender modifier version of sleet, but it is the same across all ATs. Like I said before, I think trying to make the sets comparable to cold is a mistake.
    A lot of the villain specific sets were made with the specific villain AT in mind (see Electric Armor, whose Energy Resist is specifically such that Brutes can only just reach their cap, and now that it is proliferated to other ATs, they all wind up with far too much energy resist).

    Cold, by the way, I don't consider nearly as powerful as Storm, Rad, or Dark (the latter two of which were available to Corruptors from the beginning).
  12. Quote:
    Originally Posted by Jophiel View Post
    People wanted a long coat for females. Which is fine and understandable but people have also been asking for corset type pieces for years so to complain that we got one instead of the other (and this means the Devs didn't listen) is a little bizarre.
    You mean a corset exactly like this? Agreed.

    But corsets, in general, seem to be the general fallback that the Devs make whenever they decide to make a female specific piece (see witch outfit, wedding outfit).
  13. Quote:
    Originally Posted by rian_frostdrake View Post
    ok, im not even getting in the middle of this pirahana filled minefield of understated gender politics, but this one sticks out, which specifically steampunk options for a female top were we asking for that we wanted but didnt get? ill admit, im not super into steampunk, but based on what i have seen in abney park costumes, girl genius, and that lady mechanica comic david posted up, the outfits we were asking for were pretty much as exactly as we could get without getting us sued. what specific steampunk type for women was asked for that was not addressed? i tend to haunt the costume threads and i missed the steampunk thing that was asked for for years that we didnt get. can i get some links?
    In specific: Long coats for women? They're a staple part of the genre (that's why men got them), people were clamoring for them ever since the Magic Pack mysteriously denied it, and this was a perfect opportunity to add it.

    I was expecting "Victorian Steampunk" to be, well, more Victorian than it is. It could've been more like Soulless (technically more a gaslamp fantasy than steampunk, but the point is the same). I don't understand why the Victorian Steampunk and Classic Steampunk jackets on women are the same except for a few textures.
  14. The problem with debuffing max endurance is that you can't eat a blue pill to counter act it, or receive endurance from other ways, like you can currently.

    Also, I think you mean corruptors?
  15. Quote:
    Originally Posted by Diellan_ View Post
    I hadn't seen this thread. I'll read it over and see if it matches our goals.
    I looked over at http://boards.cityofheroes.com/showthread.php?t=258072 about Poison, and they seem to be making a list of all possible ideas, even to the point of buffing powers that are already decent enough (Elixir of Life and Antidote, which are both as good as equivalent powers - Antidote is actually one of the better st mez protection powers in the game). They have some good ideas we can use, as well as some that we can't because of our rules.
  16. Quote:
    Originally Posted by Garent View Post
    Ah! Great idea. Years ago, -range occured to me (or someone else mentioned it and I stole it) but I didn't recall it during our brainstorming. Thanks for the feedback on TA from you and other people. I gave out the call for help in improving that area and you guys did not disappoint.
    Agreed. The TA suggestions are great... This is exactly what we were hoping for.
  17. Quote:
    Originally Posted by Miladys_Knight View Post
    Not all that thematic and while it is a decent buff for the defender it's likely too much for the controller. Ice Arrow should be a scale 1 damage power in addition to it's being a hold (it is an arrow after all, and isn't that the reason there is no "healing arrow"?).
    I don't really understand what you mean by "thematic", Miladys Knight. I don't think that Trick Arrow's theme is "too long of a recharge".
  18. Quote:
    Originally Posted by Garent View Post
    They should be, but we missed them. Kinetics repel should have the end cost reduced and the cost per target removed, and EM Pulse should have its end crash removed.
    I was loathe to touch Kinetics and Rad, because they're already such strong performers that entire FotMs and SuperTeams are built around them. I didn't think it was pragmatic to put them on the list... I originally didn't have Storm or Dark, either, for similar reasons, but they got put in for completeness' sake. We should add in Kin and Rad as well, just to have a complete list.
  19. Quote:
    Originally Posted by Redlynne View Post
    Counter-proposal.

    Leave the To-hit Debuff as is ... and add a Tanker Taunt-ish styled
    • Range -75% for 15s [Ignores Enhancements & Buffs][Effect does not stack from same Caster]
    ... and maintain the Does Not Aggro.

    Also ... add a +14.5s Placate (mag 3) after 0.5 seconds (33% chance) (PvE and PvP)
    That's an interesting idea, and one I like.



    Quote:
    Increase the Recharge Debuff from 20% to 40%.

    Apply an Anti-Conserve Power Debuff which makes all Powers used by affected Targets cost MORE Endurance than normal (ie. everything takes more "effort" to do). Possible balance point: amount of increase in Endurance Cost "normalized" to Recharge Debuff strength. A power that costs 10 END and recharges in 10 seconds, when debuffed costs 15 END and recharges in 15 seconds (for purposes of illustrating principle, if not proposed values).
    Also an interesting alternate solution. I've always liked the idea of applying -Enhancement(Endurance Reduction) effects as an alternative/supplement to endurance draining (I think ArcanaVille came up with it first, way back when). My only issue with it is that it takes a long time to have a noticeable impact, and part of the problem Trick Arrow has is that it moves slowly to layer its debuffs.


    Quote:
    Make Poison Gas Arrow work in a manner analogous to Static Field in Electric Control via a psuedopet pulsing a Sleep Effect. Guaranteed Mag 3 Sleep only (does not self stack), no other Debuffs (ie. remove Damage Debuff). Does Not Aggro (like Flash Arrow). Conceptualize as being more of a (self-)repeating Mass Hypnosis (ala Mind Control).
    While I personally think that's a good idea, it might be considered too much a control power. Leaving it similar to Poison Gas Trap is probably for the best.

    Quote:
    The only thing Acid Arrow needs is MORE RADIUS! 8 ft Radius? REALLY?!? Try 25 ft Radius ... to match Disruption Arrow.
    I can't believe I forgot about the radius on this power. It really is horrid, and a huge hit against the set.

    Quote:
    Maybe not, in the grand scheme of things ... but it *IS* thematically "appropriate" to the nature of the power (even if the Recovery Debuff isn't "useful" because it doesn't have anything to stack with). The 300 second Recharge however could be dropped to 180 ... to match that of Oil Slick Arrow (to give the set a "reliable" native ignition source).
    We're talking about the self -recovery, not the endurance drain on the target. And we won't get this power's recharge dropped, not when control aoe holds are 180 seconds.
  20. My position is basically this:

    I have no problems with the Devs, or anybody, making gender based decisions. My problem is that every time they do make a gender based decision, it caters to a very particular sexist stereotype (witness the difference in the walk emotes).

    I have a separate problem in that they continue to choose to make a gender-based decision almost every time they add some kind of clothing (as opposed to the armors and animal pieces and so forth). As a result, they haven't really been expanding the range of options available to toons (male or female), and have simply been adding in more variations on themes that already have an incredibly strong showing.

    I have no problem with them adding in a nice corset piece, and I'll even accept the really odd choice of what looks like a padded bra, because, well, it doesn't hurt me that those pieces exist and more options is always good. But when they add those instead of other things that the playerbase has been clamoring for for years and would be more in theme, I get annoyed.
  21. Quote:
    Originally Posted by Garent View Post
    I'm guessing it's the stacking. After looking at raw power data, I realized that -all- resistance debuffs are set to be unstackable. The reason we never realize this design decision (if that's what it is) is because so many resistance debuffs are pseudopets that this isn't apparent.
    Hm...
  22. Quote:
    Originally Posted by Draggynn View Post
    Whoa, yeah...that would be WAY too high in my opinion and way out of line. 20% debuff for 20 seconds on a 30 second recharge could be easily stacked to provide a perma 40% debuff which would exceed rad and dark's -resistance debuffs. Sets that are intended to provide debuffs. I definitely cannot support that change.
    I explicitly said non-stackable. It'd never be more than 20% -Resist.

    Also, because of the pseudopet thing, Dark can and regularly does stack its -Resist. Tar Patch lasts for 45 seconds and has a recharge of 90 seconds; my D3 regularly has two of them out at once

    Quote:
    And I think that would support my claim about the original paradigm. Empathy and Forcefields were the original buff sets (for survival at least, kin is a buff set, but isn't really targeted at survival). Remember that sonic wasn't added until later.
    It might've been the original paradigm, yeah, but that was six years ago and experience has shown that the original paradigm (if that's what it was) didn't work out so well.

    Quote:
    Several things. I wasn't concerned about the changes making forcefields obsolete. You aren't taking anything away from FF, just adding new things. My concern is about making other debuffing sets obsolete, if you try to bring the buffing sets into line with the existing debuffing sets.

    I also don't think cold should necessarily be the standard that you are comparing other sets to, as I think cold is likely overpowered as is. Having buffs that are that strong combined with debuffs that are that strong is a bit much. I don't think I can get behind creating another cold.
    Even with the changes, it won't be as good a debuffer as Cold or Dark or Rad or Storm. It's got better buffs, so it makes up. I am willing to hear other suggestions, though... This is meant to be the starting point for discussion, not the end.

    Quote:
    I could get behind these changes and even the -to-hit and -damage in force bubble. That would help it stand out more from cold. It's mostly the -resistance that just doesn't sit well with me, especially at the magnitudes being suggested.
    Even if it doesn't stack? -20% isn't a huge amount. My reason for something besides -ToHit and -Damage is that these are defensive debuffs and Forcefield already has the defense side of things down pat; when it comes to helping the team offensively it has very little to provide (Repulsion Bomb is really it).
  23. Quote:
    Originally Posted by Amy_Amp View Post
    It's not the same thing. Controllers due to their inherit would still get better use out of their controls. If controllers get the same numbers in terms of buffs, defenders don't have an inherit to make them standout versus the controller versions.
    I agree with you; controllers have suh great control because they get powers with higher durations and more damage with lower recharge than those available to other ATs. But some people will make the argument regardless and I'd like to avoid it (I am sure Black Scorpion does to).
  24. Quote:
    Originally Posted by anonymoose View Post
    The Mastermind forum has a thread discussing improvements to poison:

    http://boards.cityofheroes.com/showthread.php?t=258072

    The first post is a summary of suggestions.

    I'd love to see envenom and weaken merged but honestly, have they ever merged powers before?
    I hadn't seen this thread. I'll read it over and see if it matches our goals.