Dispari

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  1. Quote:
    Originally Posted by Edana View Post
    The power deals damage unrelated to the level difference of the clockwork and the damage is attributed to the wrong person. Regardless of how weirdly the power is coded those are bugs.
    Also since I'm hitting myself, the hit rolls are pretty staggeringly high. Even if he wasn't level 16 to my 51, a normal enemy my level wouldn't have a 95% chance of hitting me. Or even someone with zero defense. It's practically a free pass to autohit a high damage attack.
  2. Dispari

    Death penalty

    Quote:
    Originally Posted by Tyger42 View Post
    Oh, hey, let's pick one specific example and try to use it as a universal rebuttal for my statement!

    ROFFLE
    There are a ton of AVs, GMs, scripted events, and even bosses that can kill players in one hit. Just because they only named Recluse doesn't mean more don't exist. I have a widow with about +40% total HP, who is over soft-capped at all times, and she can still die. Not generally due to me being a blithering idiot who refuses to learn how to play, but because the game just works that way sometimes.

    Off the top of my head, the following things can all kill her in one or two shots: Lord Recluse, Ghost Widow, Statesman, Bobcat, Goliath War Walker, Battle Maiden, Battle Maiden's blue patch, Back Alley Brawler, Citadel, Positron, Hamidon, Weakened Hamidon, Honoree, Romulus, Thorn Tree, rikti Pylons, and basically any AV or turret from the new trials. Heck there are plenty of EBs that can, like Longbow Ballista, and even regular boss Bane Spiders, Cimerorans, and Knives can one-shot her if they crit.

    So despite having 50-60% DEF, self heal temps, Smoke Grenade, hide, and Placate, unless my character is at 100% full HP at all times during all this content, there's always a risk of me just dying randomly. There's also nothing I could really do to prepare myself or pay more attention in those situations other than spam greens as fast as possible every time I take any damage of any kind. Or just don't fight and hide behind a rock. I don't believe that a harsher death penalty would serve to teach me anything, other than "death really sucks a lot more than it used to," and maybe "I should play a sturdier AT or perhaps another game." And it certainly wouldn't go very far against lower level, less prepared characters and players. Especially those running around Praetoria.

    It would certainly take all the appeal out of Vengeance, and make me hate the character and even the game. She died last night when I was playing the game while cooking, and had no access to a mouse, and couldn't reach a green when a Cim boss hit me. I just rezzed when the coast was clear and kept moving. Had I been severely punished, all I would've learned is "Um, don't play CoH while cooking I guess." Maybe that's the moral you're going for though, I dunno. Personally, I like that I can play CoH while cooking and not get stressed over it.
  3. Dispari

    Death penalty

    Quote:
    Originally Posted by Chase_Arcanum View Post
    A more daunting death penalty can add certain elements to play. When the death penalty is so trivial that a "reload, run back, keep fighting" zerg mentality presides, then the game loses many opportunities for play around the "desperate struggle to stay alive." When death is trivial, you fight until your health bar goes black and you die. If teammates (or yourself) can keep it from going black, all the better. If not... eh, no big deal.
    Since someone earlier was asking why MMOs don't need to have severe death penalties, I'll fill in on another reason based on this paragraph.

    Different powersets, and different archetypes, have varying predispositions for dying. Meaning, severe death penalties would hurt (and discourage) Blasters far more than it would Tankers. It would also discourage powersets like Fire Armor, which is designed to not be super tough, but just resurrect when you die. It would also more greatly value the ability to resurrect people or keep them from dying in the first place, which would put a heavier emphasis on the classic "tank-healer-DPS" mold that we want to keep out of our game, and let people continue to keep playing whatever they feel like.
  4. Dispari

    Death penalty

    Quote:
    Originally Posted by ClawsandEffect View Post
    Why would it be such a horrible thing to add a 10% damage debuff that only applies when you use a wakie, lasts for 2 minutes, and can be easily circumvented by using a single red inspiration?

    It's barely more than we have now. Since you only replied to the one sentence, I get the feeling you stopped reading my post right there.
    Why does the death penalty need to increase? You say yourself it's barely more than what we have, so what does this achieve?
  5. Dispari

    Death penalty

    Quote:
    Originally Posted by Tyger42 View Post
    Well, as I've said, I found CoH's death penalty to be fine. It's the notion that there should be none at all that I take exception too.
    It would be impossible for there to be no death penalty at all, unless characters were just invincible. Even in CoH, just the timeout from combat, having to rez or be rezzed without toggles and possibly dying again, or in the worst case walk back from the hospital are a form of death penalty.

    With my Dominator, the worst death penalty is that I have to wait for Domination to recharge, as I'm a lot weaker without it.
  6. Dispari

    Death penalty

    Quote:
    Originally Posted by Tyger42 View Post
    Cute. But the point I was trying to make is that there's a good reason for it. Accomplishment is meaningless if there was no risk of any sort of meaningful loss to failure.
    The point I was trying to make is, just because everyone else does it, doesn't make it a good idea.

    I think you'll find a lot of people playing CoH who can still muster accomplishment out of the game even if they don't lose significant and/or effort work when they die. I think it would be terribly boring if the only way to measure accomplishment is the act of not dying. Fortunately, our playerbase and developers are far more creative than that.
  7. Dispari

    Death penalty

    Quote:
    Originally Posted by reiella View Post
    Well, they all went online didn't they?

    To be honest though, I'd suggest looking at what's happened to death penalties in the genre as a whole. They've gotten less and less. There is a bit of realization that the loss of time from dying is the most effective 'penalty', and it's inherent to the system.

    Although, with COH it should be noted that there's no distinction between combat rez and out of combat rez. Which does have an impact as well, so you can deter zerging.
    There are many billions of reasons why death penalties don't particularly work in an MMO. My personal reason is that MMOs are about social interaction. They're more about having fun than competing or "winning." You don't have limited lives to beat the game with because there's no way to beat the game. And you don't need limited lives to pit yourself against other players and see who comes out on top because the game's not about that. So, death is a part of the game, but it need not be severe.
  8. Dispari

    Death penalty

    Quote:
    Originally Posted by Tyger42 View Post
    That's kinda the point of death penalties, though. When death is meaningful, it tends to encourage people to get better.

    Again, I ask, why is it so abhorrent to some people for MMOs to penalize failure when every other genre of games does so?
    If every other genre of game jumped off a bridge, would MMOs do it too?
  9. I would rename it "City of Heroes" and drop the 2, and then put all the code into the first game. And then add some new costumes.
  10. Quote:
    Originally Posted by Daemodand View Post
    You took Confront.
    Yup; take a look at this post to see why.
  11. Dispari

    Death penalty

    Offhand I should mention my last two MMOs had really horrible death penalties.

    The first one was Ragnarok Online, where you lost 1% experience if you died. It doesn't sound like a lot, but at high levels, 1% exp might take you 1-3 hours to earn. For more casual players it could eliminate an entire day's worth of work, and make you extremely paranoid of dying -- even if was due to an accident or mistake.

    The other one was Guild Wars. I really didn't like their system. You rezzed with -20% HP/end and had to work off the penalty over time. It would continue to stack if you died more, up to -60%. But each death would increase the odds of you dying again, and in certain scenarios, the huge decrease in HP would mean the tasks just became impossible to overcome. The unannounced failure became a frustrating experience as you just tried over and over again until you finally gave up out of annoyance. The penalty was also harsh enough that people would often just leave teams after one or two deaths, causing the entire group to have to quit.

    I like our system fine. Besides, there are way too many things that can kill people effortlessly to impose a severe death penalty. In fact, our lack of a severe penalty (and the fact that people have for-fun powers that rez, and inspirations are easy to come by) actually makes those super powerful attacks okay. If we got huge penalties for dying to Pylons and their 350 foot range DoT attacks or any of the numerous AVs that can do more than 1500 damage in one attack, all those things would have to be reevaluated and rebalanced.
  12. Quote:
    Originally Posted by Vanden View Post
    I'm guessing you're right about patches stacking the debuffs, but from what I've seen one player can't stack more than one DoT from Reactive on a target.
    You can stack more than one. I've done it just from attacking normally. Rain powers make it a lot more obvious, as they can kill +3 lieutenants easily.
  13. Dispari

    Confront?

    I took Confront on my widow on the last respec. It's the claw powers applying -rech that messes up the AI of various targets. It spaces out their powers too much, and since they can't use anything, they flee in terror. Taunted enemies however, will linger unless their AI has special "run like a moron" instructions like Longbow Eagles and some other units (offhand I don't know any bosses, EBs, or AVs with that -- Caleb as a GM might).

    I've used it to great effect when soloing, where AVs will almost always run from me. It's allowed me to solo a few GMs and it keeps me from having to chase down things. I've also used it to great effect during BAF trials, where I can help redirect a few sequesters my way (and then Placate when I'm done). I've used it to pull AVs during ITFs or in other situations. It also lets me draw attention away from my temporary or Lore pets.

    I'd rate it as one of my top 5 favorite powers for widow.
  14. Quote:
    Originally Posted by Rikti View Post
    1) It doesn't seem to be working in pvp (well, arena at least). Is this intended?

    2) It doesn't follow the ticking-only-every-10-seconds rule like a lot of procs apparently do, is this working as intended? Because seeing how much damage my sleet does now makes me want to put ice storm on my farmers...
    1) Incarnate stuff is bugged in arena.

    2) I doubt it's WAI, as all patches (including things like Caltrops) are now nukes that stack the debuffs to their maximum, for the entire patch duration, on all targets. Reactive's DoT can turn Rain of Fire into a power that can wipe out spawns of 54s including lieutenants.
  15. I've seen buff pets "take damage" a few times. It's always 50%. I don't think it's from falling damage because they're in a constant fly status, and since they only have 10 HP they should lose more than half from falling. I don't really know what it is, but it's not from attacks and it's never enough to kill htem.
  16. Since I'm always messing around doing stupid things I inevitably run into weird stuff from time to time. Today I learned that a level 16 Clockwork lieutenant actually has a pretty good shot at killing my level 50+1 widow. Seems every time he uses Particle Burst, this happens:

    You activated the Confront power.
    HIT Repair Companion! Your Confront power is autohit.
    You Taunt Repair Companion to attack you.
    Confront is recharged.
    HIT Victoria Noir! Your Particle Burst power had a 95.00% chance to hit, you rolled a 79.04.
    Victoria Noir HITS you! Particle Burst power had a 95.00% chance to hit and rolled a 79.04.
    Repair Companion MISSES! Particle Blast Barrage power had a 5.75% chance to hit, but rolled a 58.58.
    You're struck by a Particle Burst for 105.73 points of Energy damage.
    The Particle Burst continues to deal 10.56 points of Energy damage to you!
    The Particle Burst continues to deal 10.56 points of Energy damage to you!
    The Particle Burst continues to deal 10.56 points of Energy damage to you!
    The Particle Burst continues to deal 10.56 points of Energy damage to you!
    The Particle Burst continues to deal 10.56 points of Energy damage to you!
    The Particle Burst continues to deal 10.56 points of Energy damage to you!
    The Particle Burst continues to deal 10.56 points of Energy damage to you!

    It seems to throw out some autohit power that compels me to hit roll myself, and then damage myself. It would explain why the Clockwork lieutenants felt so unfairly powerful, especially in groups.
  17. Quote:
    Originally Posted by starphoenix View Post
    You mean this one?
    You're welcome.
  18. Dispari

    New zone?!

    Quote:
    Originally Posted by Finsplit View Post
    To which an appropriate villain response would be: Let them try. Not "Please, Mister Hero, let me tag along with you."
    Well, they did attack Nerva.
  19. Quote:
    Originally Posted by DeProgrammer View Post
    I personally would go Radial for any Judgement power. Pretty much all Core Judgement powers do the same damage, including a 20% chance for about 37% more damage. With the exception of Pyronic's extra damage, the only difference between the Core ones is the location or max targets, and none of the Core ones have any cool secondary effects.
    I would go core on Pyronic, and maybe Ion depending on what you're going for. Radial for everything seems like a good choice though -- other than Pyronic which has kind of lame Radial bonuses.

    Ion, Void, and Cryonic only get the 20% damage proc. Which on the whole isn't that great (on average it only adds about 32.126 damage at rare, which is only about 7.5% more damage). Pyronic at its best, however, adds a lot more damage (102.816, which is about 24% more damage). If it's your goal to just do lots of damage, Pyronic is the way to go. If however you want to debuff or mez, the other powers have great options. In my opinion, Void has the best debuff.

    It's worth noting though that Ion has some interesting perks that make it worth having. It hits a huge number of targets (up to 40) and the chain mechanism allows it to leap to nearby spawns or even hit the same target more than once. Its secondary effect of end drain is also not very useful unless you're already doing end drain, so in the context of a not super useful Radial effect, it may be worth taking Core anyway. Unless the hold is valuable to you (it's mag 4, but the duration is short and the proc is low chance).

    In answer to the OP, I don't think Cryonic is very good. I would stick with the Pyronic. And no, you can't as of yet break down powers (my Dom has a Musculature laying around I wish I could do something with).

    All the info for all the stuff can be found in my guide too, if anyone wants to see an out-of-game reference list.
  20. Quote:
    Originally Posted by Dark_Tower View Post
    The Vanguard Mini, given the tread the question was posted in ...

    As far as the "damage" it takes, I've seen it take AoE and falling damage.
    I just stood next to a Pylon for several minutes (they have a 25 foot radius AoE attack) and my MVAS seems to be fine.

    They also fly so I don't know how it could take falling damage. But even so, falling damage can't kill things and is a special mechanic. If in theory they can take falling damage but nothing else can target them, they still can't be killed.

    They're targetable but not buffable, and aren't affected by AoE buffs. Enemies don't attack them, or even be alerted by their presence.
  21. Quote:
    Originally Posted by Pyro_Master_NA View Post
    No, damage resistance debuffs are resisted by damage resistance. Things that debuff damage, such as kinetic melee and fulcrum shift, cannot be resisted in game currently.
    No, -DMG is resisted by +RES. It definitely is not unresistable.
  22. Dispari

    New zone?!

    Quote:
    Originally Posted by Golden Girl View Post
    Or ever will have - it's just not as popular to be naughty as it is to be nice
    On the other hand, this could be cause and effect. Add more stuff to do redside without simultaneously adding things blueside, and there will be more villains.
  23. Quote:
    Originally Posted by Scythus View Post
    Except for the legendary Googolplex.
    Speaking as a math nerd, Googol and Googolplex are lame. They don't end in a number of zeroes that is divisible by three, and therefore fail to properly name a set of numbers. By which I mean, instead of naming the thousandths place (1000-999,000), it instead is the name of 10,000 (except with a lot more zeroes).

    Googol (and -plex) have no real mathematical significance, other than making big numbers for "regular people" easier to relate to or imagine.
  24. Quote:
    Originally Posted by Seschat View Post
    Seriously. I have absolutely ZERO clue what mathematicians call numbers that high. Though those odds are right up there with "Stray neutrino struck trace lead molecule in your brain, causing an atomic explosion"
    Quote:
    Originally Posted by HelinCarnate View Post
    68,719,476,736,000,000,000,000,000,000,000,000,000 ,000,000,000
    Well, it's a fairly simple pattern. It goes:

    Hundred (first set)
    Thousand (three zeroes)
    Million (six zeroes)
    Billion (nine zeroes)
    Trillion (twelve zeroes)
    Quadrillion (15 zeroes)
    Quintillion (18 zeroes)
    Sextillion (21 zeroes)
    Septillion (24 zeroes)
    Octillion (27 zeroes)
    Nonillion (30 zeroes)
    Decillion (33 zeroes)
    Undecillion (36 zeroes)
    Duodecillion (39 zeroes)
    Tredecillion (42 zeroes)
    Quatturodecillion (45 zeroes) <--Our number falls here
    Quindecillion (48 zeroes)
    Sexdecillion (51 zeroes)
    Septendecillion (54 zeroes
    Octodecillion (57 zeroes)
    Novemdecillion (60 zeroes)

    And so on. After million, everything is done with prefixes, and it's basically just like counting. The "n zeroes" can also more easily be expressed as 10^n, such as Undecillion being 10^36.
  25. Interface doesn't have a very compelling visual. It's mostly just yellow and orange puff clouds.