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It's not a bug. While Smoke Bomb may not alert the enemies, the -recharge proc does. If the proc hits one of them, they'll aggro. If they aggro, they'll alert the others nearby.
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Work on the cross-platform version of Mids' has progressed since my last post in this thread, but the past school year has slowed me down. I plan to make another strong development burst this summer, but who knows whether I'll even reach an alpha stage by then.
I believe Steiner is working on some modifications to the current version of Mids' to make future development easier. The original verson of the program grew very... "organically", and it can be diffult to change things other than the powers database. Once Steiner is done, Mids' may or may not be compatible with Mono. (The current version of Mids' is not compatible.)
I believe SuckerPunch's online planner has been updated somewhat, too, but it's not as recent as Mids'. -
Quote:So in your world, "grouped by their mechanical effects" means one of: Ranged Damage, Melee Damage, Damage Reduction, Crowd Control, Pet Summoning, and Buff/Debuff? Those are pretty damned broad categories, and still don't quite cover the powersets and ATs we've got. And don't even start thinking about the Kheldians and the Soldiers of Arachnos.The ATs were designed around creating a coherent theme for play, then the powers for each set in the AT were further sub-divided by theme. In your example, the Dark Miasma power set is a buff/debuff set. It is available to certain ATs whose role is to buff or debuff, such as defender, corrupter, or mastermind. The individual powers in a given set are not supposed to be mechanically identical, as long as the complete package fulfills the role that the set is meant to fill in the AT. Tar patch and darkest night are both debuffing powers (though tar patch also contains a strong control element, as much of Dark Miasma does), therefore they belong in a debuff set.
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Temporary powers, I'm guessing...? Gladiator battles in the arena?
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Quote:I'm not sure why you're comparing Trick Arrow to Dark ArmorTA's biggest problems are NOT animation times and an unreliable OSA. These are minor issues. TA's biggest problems are that its numbers stink. Run the numbers vs. DA, since as debuff sets they are very comparable. One example: Tar patch, a level 2 power gives -30% resist and 90% slow, while Disruption arrow, a level 28 TA power, gives -15% resist and no other effects.
But you're missing the point. Tar Patch does -30% res and -90% run speed. Acid Arrow does -15% res and -20% def (and DM has no -def) with Disruption Arrow applying an additional -15% res. Glue Arrow inflicts the same slow effect as Tar Patch, plus -20% recharge (which DM can't do). To a single target, Entangling Arrow applies an additional -10% spd and -10% rech. Ice Arrow and Petrifying Gaze are the same... except Ice Arrow applies -10% spd and -10% rech as well. Poison Gas Arrow applies -20% damage, while Darkest Night applies -30% and Twilight Grasp applies -10%.
The long animation times in TA are it's biggest issue, because while TA's effects make it comparable to other debuff sets, TA's effects are spread out among multiple powers. The only place TA can shine with a single power is EMP Arrow, but that's almost identical to Radiation Emission's EM Pulse and it's not a power you can use every spawn.
Quote:Compare Flash Arrow with Fearsome Stare while your at it. TA numbers just suck.
Your blatant cherrypicking regarding Flash Arrow doesn't speak well of your argument - level 50 AVs are not what one is fighting most of the time. As others point out, TA is still far worse here. But against normal targets, things like Fearsome Stare are game changing while Flash Arrow is barely noticeable.
I wasn't cherrypicking with my earlier side comment. I was pointing out a quirk of Flash Arrow that is often missed when people look at the power. Flash Arrow has an unresistable -tohit. IIRC, the only unresistable -tohit available to players. Dark Miasma, lauded as the tohit debuffing set (rightly earned: on a Corruptor or Mastermind, DM has 35% tohit debuffs, plus a pet which can apply an additional 55% -- base values). A level 50 AV will resist 85% of most debuffs (including tohit), lowering DM to 5.25% (self, unslotted) and 8.25% (Dark Servant, unslotted). Flash Arrow remains 5%. With slotting, the numbers change to ~7.875% (self), ~12.375% (Dark Servant), and ~7.5% (Flash Arrow).
My point was that while Flash Arrow normally has little effect in preventing team damage (in normal gameplay, it's more useful for stealthing due to the -perception and the fact that it doesn't cause aggro), that small quirk of its design makes the single power on-par with 2 click powers and a toggle from the set known for its tohit debuffs (and two of those 3 powers in DM are tied for third-strongest -tohit powers available to players, behind Dark Servant's Chill of the Night and Dark Blast's Blackstar). -
True. But a duo fighting a +2 boss (+1 to one of the players) should be fine, unless the character who's sidekicked is level 3 or something.
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Really? I had no idea that Tar Patch was grouped with Darkest Night because they have similar mechanical effect.s
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What about the MM's inherent power, Supremacy? Supremacy gives +tohit and +dam to your henchmen within 60'.
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Quote:Err... TA is not like Dark Miasma at all. I wouldn't say TA is the best support set available, but it's not bad, either.Hey, I won't resist another opportunity to take a potshot at TA as currently designed.
As the rare person who has actually played a TA Corruptor up to high levels, I'd like to point out that I've yet to meet anyone else who has done so and thinks TA is any good. It's motto should be 'It's like Dark, except half the numbers and no pet and no heal'.
TA's biggest problems are animation times and an unreliable OSA.
(Also, worth noting: While DM is lauded as the super duper awesome -tohit set, against a lv50 AV all of DM combined is about as effective as slotted Flash Arrow) -
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Quote:And in a debate, the burden of proof shifts back and forth. While the burden initially lies with the side making the ontologically positive claim, it quickly moves around, unless one side gives up the fight (or starts resorting to fallacies) or the debate is forced to cease.The Onus of proof lies on the person presenting it as part of their position.
It's your turn to present some support for your argument, since Leo already did. And claiming to give him half credit doesn't give you an out, because the burden of proof in a debate is not so strict as even in a civil court. Either support your argument, or stop waffling and admit defeat.
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Another note: The LKT-1700 Rocket Pack (the 30-day jetpack) is a part of the $20 "Game Card". While Game Cards can be used to add time to your subscription (although they're more expensive than the standard monthly fee), the important thing is that they can be used to create a new account, and a full account at that instead of the limited trial. Hang those suckers on an impulse buy rack in a store and draw in new players by letting them have the full experience.
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Quote:The only problem with the Eye of Leviathan is if you've got a group of melee characters that can't fly. IIRC There's a ledge right next to it where you could get one or two melee characters to attack from.Tell that to any melee villain who's ever run the Sharkhead Strike Force.
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Quote:Consider that you need either Maneuvers or Assault in order to get Tactics, both of which are also 0.39 eps. If you run both toggles, you're still at 0.78, and if you only run tactics, then you've wasted a power (unless you're just trying to use Maneuvers as a set mule).There's also Tactics, which offers a scrapper 7% base tohit buff at a base end cost of .39 eps vs FA's 5% base tohit @ .78 eps.
Quote:So what your saying is the ACC enhancments are not ACC but +tohit bonuses, but the +tohit is actually adding to accuracy even though its outside the equation being multiplied and is normally slotted as a +tohit Enh....gotcha
Clamp( x ) := if( x < 0.05 ) then ( 0.05 ) else if ( x > 0.95 ) then ( 0.95 ) else ( x )
AccMods = PowerAcc × ( 1.0 + AccEnhances + AccSetBonuses )
BaseHitChance = {[-4:.95], [-3:.9], [-2:.85], [-1:.8], [0:.75], [1:.65], [2:.56], [3:.48], [4:.39], [5:.3], [6:.2], [7:.08]}
HitChance = Clamp( AccMods × Clamp( BaseHitChance + ToHitBuffs - ToHitDebuffs TargetDefBuffs + TargetDefDebuffs ) ) -
On the other hand, EF animates much faster, so you can opt for the protection it offers sooner by going that route. On a fast-moving team I often don't even bother with RI, because the spawn it dead by the time it finishes animating.
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Quote:Even petless Masterminds and poolboys can get on teams.There is no "holy trinity", no "If you play this, you get no teams ever* " class, no One Right Way. Eight defenders is a steamroller team; tank, three blasters, two scrappers, two defenders is a steamroller team; six blasters, a Force Fields defender and ANY OTHER CHARACTER is a steamroller team.
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*OK, maybe stalkers don't get teams.
(And Stalkers stopped slowing steamroller teams down ages ago. On a big team, Stalkers get crits like Scrappers, plus the best invisibility* in the game, plus Assassin Strike)
* Technically Illusion Control's Superior Invisibility is better than anything a Stalker can get, but Controllers can't take advantage of that fact
Only ten? You slacker