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Posts
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Joined
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I noticed when placing salvage into base storage, that the Halloween event salvage no longer has their unique graphic. Text is still the same.
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I reupped my account for ZIS!
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Wootles! -
Gratz to the LoF for our one year anniversary since the Great Blaster Migration!
LoF has been around longer, but this was a rebirth or sorts for us. A great bunch of people who make gaming and having fun, well, fun!
A special thanks for our coalition members and friends who have supported us! -
Q1: Will you ever cease to amaze me?
A1: Probably not. -
Pos,
Does it get uncomfortable under that containment suit, or do you have fan ducts or say...a trap door if you get my meaning...
P.S. When will they stop tormenting you on the banner and let you go to the little hero's room? -
I wholeheartedly agree that flight pales in comparision to it's other travel pools.
1. It is the only travel power that cannot meet it's cap with enhancements.
2. Even "capped" via buffs, etc, still isn't as fast as other travel powers.
3. It provides horizontal and vert movement, but so do SJ and TP, both sucking less end and SJ being as "fast" as flight and Teleport being (lag excluding) being considered the fastest from point A to point B.
4. SS d/n have vert movement, but it offers a stealth aspect, is faster than Fly, and uses less end, and is faster.
5. SS and SJ stack with other powers (sprint being available to EVERYONE as an inherent power and stackable with BOTH SS and SJ, and both stacking with powers from the fitness pool (SS with swift, SJ with hurdle) -- hover (and fly) stack with neither.
So it is in comparision to other powers that I argue that hover/fly should be looked at as they are inferior relative to their counterparts. -
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OK heroes, a lot of people have many misconcenptions about random number generation systems. Lets clear some of that up...
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ok...
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1. rand() or any sufficiently random number genator works fine when it's results are spread out across multiple observers. The rand() as a whole may eventually be predictive(not by a human) but when 1000's of people are picking results out of rand() at random times, the result is that each individual observer will NEVER be able to predict with any accuracy bc each individual user has NO IDEA where in the sequence rand() is and NO IDEA how many other users are picking results out of rand(). rand() on a mod of 5 is easy to predict. rand() on a mod of 100 is not quite so easy. rand() when you aren't the only one getting a sequence is impossible to predict. So drop it on rand(). rand() is fine. PM is you want a more detailed proof that rand() is fine on MMORPs.
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Sorry, this isn't correct. If "rand() or any sufficiently random number genator works fine when it's results are spread out across multiple observers" were true, then people would suggest that a good way to fix a bad generator would be to discard a random number of generated results before accepting one. That doesn't work. The problem with rand() is the pseudo-cyclical nature of the low-order bits: that will show up no matter how you consume the random numbers.
You don't even need to PM me for the proof: if there is an entropy issue with the low order bits of the sequence generated by rand(), then the entropy e of rand() is lower than the entropy of a true random sequence R. If this is the case, then a random subset of the sequence rand() will also have a lower entropy than normal (for that matter, most non-random subsets will have the same property), ergo it will suffer the same problems with randomness.
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2. random generators work against the whole system not an individual. Seeing people with experience with long streaks indicates that the system is working fine because you couldn't predict that you'd have such "bad luck". In fact, you can't predict when your bad streak will end because you can't know all the variables behind the scenes. If you can't predict what will happen then the random generation system is fine.
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There is actually a statistical definition of the term "random" and it isn't just "unpredictable." A sequence that goes 0, 0, 0, 0, 1, 0, 0, 1, 0, 1, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, ... might be unpredictable, but an extremely poor random number generator because of its extremely low entropy.
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3. Streak breakers are there to shield against perceived bad luck and actually reduce the randomness of the generator. When missing 99 times in a row has a 7.88e-131 chance of happening with 95% accuracy, it's still possible AND given that there are billions of sequences being burned through, it becomes probable.
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And we can calculate how likely it is, too. The odds against missing 99 times in a row when your tohit is 95% is one in 6.34 x 10^128. If all 150,000 subscribers played 24 hours a day, attacked things constantly at that tohit percentage at an attack speed of one attack per second, it ought to happen at least once every 134 million trillion trillion trillion trillion trillion trillion trillion trillion trillion years. Heck, maybe twice.
With the number of players, and the actual playtime and play conditions, million-to-one shots are going to happen. Billion-to-one shots are eventually going to happen, but they will be lottery winners. Trillion-to-one shots are really unlikely, and anyone who sees enough of them to believe they are recurring has defacto seen something worthy of investigation. If you actually need to go to scientific notation to express the probability, then a reasonable estimate for that likelyhood is zero.
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The streak breaker removes that possibility and therefore reduces the randomness of the system. Streak breakers remove huge chunks of possibilities out of the universe of what the random generator could churn out.
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Actually, based on the numbers and description provided by Weirdbeard, it does a lot more than that. The streakbreaker is actually more powerful than I thought it was, and does in actual fact skew net tohit percentages by measurable amounts. Not radical ones, but potentially noticable ones.
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For the curious, study the definition between possible and probable. Think also about the scale you are talking about with a MMORP.
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Scale doesn't have anything to do with it. If the devs were using an incredibly bad random number generator, the distributing the random numbers might break up truely awful periodic behavior inherent in the generator. But if the problem is a general lack of entropy in the generator, distributing the random numbers won't, and provably cannot, improve the situation.
As I mentioned previously, the main problem is with the low order bits of rand(), so the question is which bits are the devs using: the low order ones or the high order ones (given how rand() works, everyone tends to use only a subset of the bits).
There is also the issue of whether or not the random generators are instanced or not, and whether rand() is the only source of "random" numbers. Rand() is a little pokey, so many times rand() is used to seed a pseduo-sequence generator that is a lot faster: usually a generator like r2 = (r1 * p1) mod p2 that is used a few times before being reseeded by rand().
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Arcanaville makes me woozy...not sure if in a good way. ;-) -
One note about the repulsion field...I have a EN/Kin Corruptor using repel (same power) and it's really good to act as a shield...I stay back and fire from range and the squishies stay with me...they run up to heal, take damage & aggro...come back to me...chasing mobs get bounced back. If my meleers get overcome I run it and bop the mobs back...works great! I had my team waiting for me and my shield and basing their tactics around it!
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Mebbie I'll post something inna beet...
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Come back soon, we miss the Bean!
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GRATZ! Welcome to the HoTC (pronounced "Hotsy!") crowd!
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* SGs: Legion of Freedom/The Legion of Freedom/Legion of Freedom: Reserves/Legion of Freedom - DELTA
* Legion of Freedom Homepage
* Leaders: MsKnight (@EnergyStar), SnipeFu (@SnipeFu), Unknown Blaze, Dr. Flo, Hallucard
* Preferred Method of contact: Please post in the recruitment section of our homepage.
* Guild Description: We like to have fun and to play the game. We avoid drama, and try to be helpful to others. We have many of the more helpful/prolific posters from the Blaster forums, but have a wide-range of ATs represented. We combine strong gameplay with solid teaming and a bunch of fun. We agree to disagree. We laugh at ourselves. We have a good time. -
Does anyone know what's going on w/ the back and forth about the updates changing Enzymes?
Thanks! -
Gratz to you, sorry for us. Lineage II will be the better for it!
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Eep. 20/21.
And I haven't read a non-CoH comic in YEARS.
*sigh* -
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I went away from the computer to check on some CoV stuff and *wham* I received 5 or so PM's asking "what is the Blaster's role?"
Answer - Ranged damage. Now, the issue is more specifically - what does a Blaster do that a Scrapper can't already do? Or, even worse, is a Scrapper inherently "stronger" than a Blaster. We want each Archetype to have a well defined role, and part of our Scrapper testing is aimed directly at this.
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From the CoH website's AT description:
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The Blaster is an offensive juggernaut. Whether up close or afar, he can deal out tremendous amounts of damage. In comparison to the other Archetypes, the Blaster is by far the most damaging to the enemy. But the Blaster is quite fragile; this Archetype has relatively few hit points. Blaster heroes must be on their guard before getting into combat; while their immense power can overcome most foes, alone they are quite vulnerable. The Blaster can turn the tide of a conflict, but they need their friends to help them succeed.
Hit Points: Low
Damage: High
Primary Power Category - Ranged Attacks
Secondary Power Category - Melee Attacks
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If we do not/will not be "by far the most damaging to the enemy" especially "In comparison to the other Archtypes" and are regulared to being the "ranged damage" specialist, then please change the description. Otherwise our role should be clear. If not, then it would be an extension of the problems inherent in not making an informed decision of powers/primary powerset/secondary powerset that is of concern to the Devs. -
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I've read plenty of people say otherwise. One player being able to do it is way different than the majority. Similar to the way some Blasters don't have a lot of problems post-lvl38 but the majority of others do.
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Where? Every post I've seen by someone with Total Focus has been a rave review of the power, and none of them have mentioned having to take the Fighting pool to use it.
Again, I'm not saying every blaster melee power is great and must be preserved. What I'm opposed to is the idea that some good powers need to be removed, just because they're melee.
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I have TF and I love it. But to use it solo one need say Super Speed and Stealth (the animation time is so long and leaves one so vulnerable that, solo, it's best used as an alpha or an omega attack).
However I'd say that Bone Smasher is more synergystic for a blaster. Nice damage with a quick activation. Much better to use during a fight, especially solo. -
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Another thing to please keep in mind is that some defenders have powers whose effect is to amplify damage (siphon power, fulcrum shift, fortitude, accelerate metabolism) - and many blasters can increase their damage to 400% of base without recourse to these buffs. This makes those powers far less desirable... It would be great if there could be room left to buff! That's why the 500% limit is so nice for scrappers.
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Honestly, what other ATs have so much question as to their usefulness in their primaries? Blasters are supposed to be damage kings.
Scrappers: have a higher dmg cap and can herd and AoE kill mobs. Strong debate on who deals more "damage"
Tanks: can herd and, with AoEs or energy transfer, clear entire maps solo. Debateable (though less so than v. scrappers) who has better damage over time when factoring in survivability.
Controllers: especially a certain hot FOTM primary that can deal high damage with much better survivability.
Defenders: with a blaster's primary as their secondary, and powers like fulcrum shift approach a blaster's damage level.
Kheldians: there's a recent post asking which makes a better blaster, a blaster or a Kheld! With the Nova form and the upcoming changes to Cosmic Link it becomes questionable.
How many other ATs can blasters debatably outpreform for their primary role?
If we dip into the medicine pool can we out-heal a defender? If we dive into the fighting and jumping (for acrobatics) pools, do we out resist a tank (or a scrapper even?). Oh wait, we get less of an effect from the fighting pool than tanks or scrappers get from the pool power.
Our best option for matching *any* primary ability?
Managing aggro.
By taking phase shift. -
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why not just make the blaster melee powers equal that of a scrapper or maybe even a little more since they are risking more when they get in melee range.
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Because we risk a lot more. -
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Wow, I agree that Blasters need some help w/ PvP, but in PvE?... where is all this coming from?? You complain more than regen's
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Puh-leeze
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You're all focusing on the damage cap, and forgetting that we have the AoE advantage. I can obliterate a group of 10 or so +2 minions in less than 10 seconds
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No we aren't. Blasters: 1. understand that scrappers are being looked at anyway, 2. don't want to nerf other ATs, and 3. just want what's fair and equitable.
Heck, most aren't asking for uber changes or to have a higher damage cap than scrappers, but rather to have the same 500% cap. -
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Yes, but that balance usually requires SS and stealth or things along those lines (like teaming w/ a controller who locks down everyone.
Scrappers and Tanks don't *need* any particular pools except for say Stamina which is pretty much and all-AT issue.
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IMO, no AT should need any particular pools to function. My scrapper needed the fighting pool to function (and still needs leaping to acrobatics) well in fights, and I think that it would be much nicer if all of these pools were groovy bonuses instead of necessities...because your primary/secondary already covers those.
But I'm not sure how to go about that.
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There's a slight difference. Scraps and Tanks dip into the fighting and jumping pools to augment their resists and defense. Blasters don't have other powers that these augment (until at least L41 and the APPs), but we also get lower bonuses (in the base numbers), lower effective enhancement (as a %age off a lower base), and a lower (resistance) cap.
Unless used defensively (i.e. to a foe coming to within melee range of the blaster) a blaster has to use SS and stealth in order to be able to use melee attacks (say as an alpha attack) otherwise we die.