Fleeting Whisper

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  1. Quote:
    Originally Posted by GuyPerfect View Post
    I've always been convinced that a petless Mastermind could work, but everyone keeps saying they'll be worthless now matter what you do. I decided the best way to know for sure was to try it, and I found that "worthless" is definitely not the right word... well, not if you do it right, that is.
    I don't think it's a question of whether a petless Mastermind is capable of soloing. It's a question of the number crunchers squeezing every last bit of effectiveness from a build. For Masterminds, that means pets.

    Quote:
    Originally Posted by GuyPerfect View Post
    Air Superiority is extremely useful, as it's almost a guaranteed knockdown.
    Assuming the target can be KBed (well, KU, since AS does low-mag KU, not KB), they will flip due to AS. Unlike many in-set powers and Jump Kick, AS doesn't have a chance attacked to the KU effect.

    Quote:
    Originally Posted by GuyPerfect View Post
    Poison isn't big into AoE, so it's more useful against individual strong targets than multiple weak targets. On the other hand, Noxious Gas is the kingpin of debuff powers
    Of course, Noxious Gas requires a pet
  2. Quote:
    Originally Posted by Aggelakis View Post
    things that, in the grand scheme of things, don't really mean a whole lot.
    This is exactly my point. Sure, you can go through all of the attack from the various critters and find the percentage of each damage type that is dealt... but critters do not appear throughout the game dispersed evenly.

    For an easy example, a villain is going to encounter a LOT more Longbow Guardians than they will encounter Squall Elementals. For a useful statistic, you would have to weight the number of encounters with Longbow Guardians compared to the number of Squall Elementals when calculating their contributions to the damage totals.

    But what if the player solos through most of the game on +0/x1, and then runs through Dr. Forrester's "Shut down experiment" mission with an 8-man team? This would change the numbers. What if the villain switches sides after Going Rogue and hangs out in The Storm Palace? Again, the numbers change.

    And that's only considering encounters with a given enemy. If you really want to be accurate, you've got to incorporate how often the various powers are used, too. From above, you're probably going to get shot by the Longbow Guardian's pistol more often than you're going to get punched in the face. That would bump up lethal a bit higher with respect to smashing. Then consider recharge (some critters have powers on long timers, or timers so long they'll only be used once per encounter), post-death specials, and DoT patches (which would depend on how long you stand in the patch).

    It's a good guess that, for example, smashing and lethal will pop up a considerable amount more than toxic will. But trying to get accurate numbers is like trying to demonstrate that funny bears don't wear pope hats when they're Catholic in the forest.
  3. Quote:
    Originally Posted by Forbin_Project View Post
    This would defeat the purpose of the highest bid going to the lowest sales price. If you can see what the asking prices are your just going to bid the lowest amount listed and screw over that seller.
    Agreed. On the other hand, I can see an argument for the opposite: display the highest list price, and display the lowest bid price. A potential buyer see that ABCD is the highest list price, and knows that bidding higher than that will guarantee a purchase right now (of course, you'll actually purchase from the lowest listed seller, not the displayed one). A potential seller see the lowest bid price, and knows that listing lower than that will guarantee a sale right now (of course, you'll actuall sell to the highest bidder, not the displayed one).

    I'm not convinced that would be a good idea, but I think it's a better idea than what the OP is proposing.
  4. Quote:
    Originally Posted by Rangle M. Down View Post
    YES, I could spend the entire course of a character's life in the AE fighting Toxic Tarantulas or Carnies, heck why not throw Freakshow into that mix, but that doesn't represent the full picture of the game as A WHOLE....

    You're way to busy trying to tell my how some folk may only see certain kinds of trees on their path to 50 while I'm trying to see what the whole forest is made up of.
    And I'm telling you no character will ever see the whole forest, so why bother asking?
  5. Quote:
    Originally Posted by DrMike2000 View Post
    I'm surprised that Poison was your secondary of choice, since it seems to be one of the weaker secondaries in my limited experience with Masterminds.
    Poison's actually fairly strong against single targets. It just doesn't really have so much to use against groups.

    Also: What Silverado said. That build with pets should easily be able to take on x8 spawns, and probably with their levels buffed, too (depending on what powers you drop to add in the pets and upgrades)
  6. Quote:
    Originally Posted by beyeajus74018 View Post
    You don't use poison trap? I dunno, it works for me.
    Poison Trap is the worst power in /Poison. It's one of the best powers in /Traps, but that's because Poison.Poison Trap and Traps.Poison Trap are VERY different powers.
  7. Quote:
    Originally Posted by Brigg View Post
    Once you accept an SG invite, you are in SGmode.
    Not true. You have to enter SG mode yourself. While it's true some SGs may kick you for not generating prestige, you are never forced into SG more.

    Quote:
    Originally Posted by Ninus View Post
    I thought the Prestige/Inf while in SG Mode scaling had been smoothed many Issues ago? Is it truly 50%? Either way, I dont notice it. I run in SG mode for my own or any SG/VG I am in and havent run out of cash yet.
    The prestige/inf ratio was modified in I12, but it is 50% inf earning power at level 29+. You get 100% prestige earning power at lv25+ (ranking up from 52% prestige at lv1).

    However, as others have said, I have no problem being in SG Mode. Inf flows freely, and you're generally going to fund the multi-billion inf builds with market sales rather than inf earning, anyway. And since neither drops nor market/trading is affected by SG mode, I'm not really seeing an issue that needs solving.
  8. Quote:
    Originally Posted by Thirty-Seven View Post
    I am confident that the current arcs will be scrapped and updated in a similar fashion to how the cape mission was updated after the time capsule opened.

    At the very least, we can assume the new character models will be used... presumably with new bios.
    Well, we know they're going to be using the new character models. They've said as much. Hopefully, that means they'll be looking at the arcs, too.
  9. Quote:
    Originally Posted by Rangle M. Down View Post
    I have to admit my first thought to your comment was "no sh*t Sherlock!".... but then I realized you hadn't really understood my reasoning behind the question.

    I spend a majority of my time in the tank forums where we spend a huge amount of time talking about how to best optimize defensive builds. Yes there will be specific enemies that do specific kinds of damage, but I'm not looking for a narrow defined focus. I'm not looking to see what to expect from Carnies, Arachnos, or even Shivans, which all skew the numbers in different directions. I'm looking for generalities. I.E. the game as a whole.
    I understood your question perfectly. I'm telling you that you can't get an answer more accurate than "ish", which you already have. Even for the game as a whole. Someone who runs through every single story arc to level up is going to run into a different set of damage types compared to someone who just doest the arcs offered necessary to reach the next level, compared to someone who only uses radio missions, compared to someone who only uses the AE, compared to someone who just teams with their friends in the RWZ. There is simply no remotely accurate answer that you can get. Ever. From anyone. For any character. Period.
  10. Fleeting Whisper

    Can't Remember

    EATs will not be allowed to start the game in Praetoria, but will be able to change sides. All other archetypes can either start on their normal side and then switch, or start in Praetoria.
  11. Quote:
    Originally Posted by Mr_Grey View Post
    One of them has a crucial detail missing, in that they're not relatives!
    Biologically, this is only relevant with regard to how likely the recessive genes are to surface. Over several generations, the incestuous line is more likely to produce such offspring, with the probability approaching 1 as the length of the line extends incestuously. With a single generation, however, whether the incestuous couple or the non-incestuous couple is more likely to produce the recessive gene in the offspring entirely depends on the genetic predisposition of the parents in both couples.

    Socially, as you've pointed out, is an entirely different matter. Even putting aside the taboo most cultures have for incest, there is the issue of abuse of power. When incest occurs between parent and child (or grandparent and grandchild, or whatever), the opportunity for abuse of power is extremely high. The "consensual" part of the "consensual relationship" may only be so because the inferior party is forced into consent. Considering the characters in question, however, with Tyrant and Dominatrix, I wouldn't be so quick to assume that Dominatrix is being pressured into the relationship by her grandfather.

    As I said, I'm not really in favor of incest. However, assuming it's a relationship between two truly consenting adults, the relationship is really none of my business. It's not something I'd do, but it's not my place to interfere. Without evidence to the contrary, I think Tyrant/Dominatrix is entirely consensual, so the relationship doesn't bother me.
  12. Fleeting Whisper

    Time Control

    Sounds like the set would be hurting for damage for Controllers, only getting containment from the ST hold and the AoE hold (which would be on a long timer).
  13. Quote:
    Originally Posted by Mr_Grey View Post
    You know, now that I'm forced to the point, yes, I have trouble with parents who are clearly diseased creating children. It strikes me as torturous to the child and extremely irresponsible. Roughly the same chance exists between the scenarios that the child will come out perfectly alright, and that's not a very high chance at all.
    So, do you feel the same way about, say, people with astigmatism? It's similarly a genetic defect. What about blue eyes?

    I'm not saying I approve of incest, but claiming "it's bad and you should feel bad!" for the reasons you give, while you approve other similar acts, is simply a double standard.
  14. Any such guide wouldn't be very accurate, since it's entirely dependant on what enemies you fight during your play through the game.
  15. Quote:
    Originally Posted by Calash View Post
    I am of the strong opinion that The Dream Doctor is an aspect of Rularuu, and that his home would have been the zone we use for Firebase Zulu.
    Based on what we know of the Dream Doctor, it seems more likely that Rularuu is an aspect of the Dream Doctor than that the Dream Doctor is an aspect of Rularuu.
    Quote:
    Originally Posted by Dream Doctor
    ... I guess after all I've seen, a part of me is still human. I wonder if the same can be said for my counterpart, Rularuu.

    As I used the blade, I shaved off a piece of myself...
  16. From Shawn Hargreaves' blog, entry "Keyboards Suck"
    (Shawn Hargreaves is a developer for Microsoft XNA Game Studio)
    Quote:
    I'm not a hardware guy, but if I had to design a keyboard I'd probably include some kind of electrical switch under each key, with a set of wires leading to and from each switch so I could detect when they were pressed.

    Bzzzt, wrong!

    Real hardware designers reduce manufacturing costs by sharing only a few electrical connections between many keys. Next time you are throwing out an old keyboard, rip it open first and take a look inside. You'll see a crazy circuit board with a matrix taking voltage to and from the various switches, but if you look carefully, you'll notice the same inputs and outputs are routed to many different keys. How can this possibly work?

    The trick is that in order to detect a single keypress, you don't actually need a unique wiring for that key. As long as each key has a unique combination of input and output connections, you can figure out things like "source #3 and destination #5 have voltage, so 'O' must be pressed".

    You can also detect multiple keypresses, using logic like "sources #3 and #4 are connected to destination #5, which means both 'O' and 'K' must be pressed". In fact, any combination of two keys can be reliably detected (the proof of which I shall leave as an exercise for the reader).

    More than two simultaneous keys, however, are a problem. Some combinations may work ok, but others will try to connect source and destination wires that are both already in use by other keys, in which case the new press will be completely ignored. Even worse, exactly which combinations can be detected varies from one keyboard to another, depending on the details of how their wiring matrix is laid out.

    This behavior was fine for the word processing applications that keyboards were originally designed for, but is not so great for games. There is nothing we can do to fix the hardware, but there are a couple of ways we can minimize its impact:
    • Prefer the shift, alt, and ctrl keys, because these usually have dedicated wiring that will not cause conflicts.
    • Avoid game designs that require pressing many keys at the same time.
    • Avoid the keyboard entirely. Gamepads don't have this problem!
  17. Quote:
    Originally Posted by Ice_Wall View Post
    Unfortunately it seems the CoP trial being taken offline had more than just the IOP counting against it. My understanding was a broken mission allowed people to simply click a contact over and over again to get repeated mission complete rewards to the point people could get from lvl 1 to lvl 50 in a manner of hours.
    Correct. I believe the issue with that was because the CoP was designed to be run by multiple teams simultaneously, and in concert.
  18. Quote:
    Originally Posted by Ice_Wall View Post
    I feel they should open it all up, make it all a co-op zone
    I disagree, but I'll get to that.

    Quote:
    Originally Posted by Ice_Wall View Post
    That brings me to Rularuu. Up until earlier, I had no idea that Cathedral of Pain was Shadow Shard related, and that it had Rularuu himself in it. I didn't realize Rularuu himself was actually in the game.
    He's not, and never was. The Cathedral of Pain Trial had "Aspect of Rularuu", which used Ruladak the Strong's model.

    Rularuu the Ravager is, literally, too big to fight. The combat engine simply doesn't support him correctly. It even has trouble with the Jade Spider that heroes face in Mender Silos' TF, but Rularuu is even bigger. A while ago Castle was experimenting with large targets on the Test server (using the giant MekMan model), but we haven't seen anything come of that, and we don't know if he got any results.




    Now, as for why I don't think the Shadow Shard should be co-op: I think we've got too much co-op already, and I find the trend of "make every new zone co-op!" annoying. I realize that making zones co-op makes them accessible to more players, but frankly that argument has held little water since CoV and CoH were merged (since any player can simply make a character on the other side of the game), and it will hold even less water once GR arrives.

    On the other hand, we're missing a large portion of the Shadow Shard.
    • Cascade Archipelago: Ruladak the Strong (Brutes)
    • Factory Cubes: Chularn the Slave Lord (Wisps)
    • The Repository: Kuularth the Scavenger (Natterlings)
    • The Palace: Aloore the Watcher (Sentries)
    • Garden of Memories: Uuralur the Mirror (Reflections)
    • The Storm Palace: Lanaru the Mad (Storm Elementals)
    • The Chantry: Faathim the Kind (None)
    • Firebase Zulu: None (None)
    There are four existing Shard zones. One (Firebase Zulu) has no associated aspect of Rularuu, and serves as a beachhead for Paragon City. There are seven aspects of Rularuu, each associated with or located in a region of the Shard. We're missing the Factory Cubes/Chularn, The Repository/Kuularth, The Palace/Aloore, Garden of Memories/Uuralur.

    I'd say that villains need their own four Shard zones, all to themselves. One of them would need to be a beachhead, similar to FBZ. That would leave one remaining zone/aspect not assigned to either heroes or villains: this, I would make into a co-op or PvPvE zone (the latter being PvP via PvE action akin to capturing pillboxes in RV or PvP missions in the other PvP zones, rather than direct conflict)

    Edit: If you look into the game's files (which is against the rules and you absolutely shouldn't do it), there are powers assigned to Chularn the Slave Lord (PFF and some Psy blast attacks), though he doesn't show up anywhere.
  19. Quote:
    Originally Posted by Smurch View Post
    Cain is mentioned specifically as having a wife, the others are assumed since there was male and female offspring and the daughters are kinda glossed over.
    Of course, Caine was cast out to Nod before Adam and Eve were cast out of Eden. Presumably, Caine took his wife (/sister) with him to Nod, as she bore him a son, Enoch, and then Caine built a city and named it after his son. But unless Enoch (and Irad, Mehujael, Methusael, and Lamech) was bedding Caine's wife or their own sisters/nieces/aunts, the city had a population of three (plus any of Enoch's sisters) before Enoch had a child, then there were people in Nod before Caine got there.
  20. Quote:
    Originally Posted by Steampunkette View Post
    Nothing, Yet. Though it's not inconceivable, as Asheron's Call and Everquest both prove.
    Guild Wars 2 is also currently in development (of course, GW's payment model doesn't really lend itself to this discussion, since every GW account is a "lifetime subscription")
  21. Quote:
    Originally Posted by Mr_Grey View Post
    Again, the genetic defect problem arises in such an instance. The deformities that would arise in a society where such a thing is acceptable could bring ruin to a nation.
    Quote:
    Originally Posted by Mr_Grey View Post
    It is simply wrong to sleep with kin, I don't care the society or civilization "precedent." It has been illustrated that such behavior has led to deformities and defects.
    Incest does not cause genetic defect any more than a normal physical relationship does. What incest does do is increase the chances of a recessive gene asserting itself. If the two partners do not have any recessive genes (or, rather, no recessive genetic defects), the incestuous relationship cannot produce genetic defects, except for example random mutation that is just as likely to happen in a normal relationship.

    Quote:
    Originally Posted by Mr_Grey View Post
    The Egyptian pharaohs may have demanded worship, but I'm certain the people were wondering just what the Hell was wrong with their leadership when they were out of sight.
    The pharaohs didn't demand worship. The pharaohs were gods, in the eyes of their subjects.
  22. Quote:
    Originally Posted by Memphis_Bill View Post
    SOA's are somewhat odd in there, yes, but they tend to be given the brute (style) PPPs, with more of a "add range" focus.
    Before the PPPs were expanded, the SoA had exactly the Brute PPPs.
  23. Agreed. The only thing that's not beneficial from Mystic Fortune is The Fool. It's got a very tiny tohit debuff (what is it, 2%? 5%?), and some people don't like movement speed buffs.
  24. Quote:
    Originally Posted by je_saist View Post
    Lack of direction was what killed Tabula Rasa as well.
    No, starting over from scratch 3 or 4 times is what killed Tabula Rasa. =/