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Posts
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Quote:Your attitude isn't really putting me in a position where I want to bother uploading the other clip because the first clip already disproves your claim. I think we are at the stage you need to provide some evidence beyond "cause I say so".If you have it post it! Down time should be about 1.6 to 2.6 seconds after your last PA disappears. I'm accounting for the "oddness" of your last video.
I am curious what your finding will be. If its wrong then it will be put to rest.
Edit: I looked at your last video again. I still find it odd that your power is not activating before the old PA despawns. How are your APP powers slotted out of curiosity?
Suffice to say the gap is longer than 4 seconds and less than 5 seconds, which is what one would expect with knowledge of how the power actually works.
It's not at all odd that the power doesn't force a despawn with it recharging at 60 seconds. It would need to recharge at 59.7 seconds or faster to do that and even then it would only be forcing the final remaining pet at that time. 58.7 or less to force the despawn of two of them and 57.7 or less to force all three to despawn.
My APP powers have no bearing on this discussion, but:
iceblast - 5 piece decimation, 1 smash proc
hibernate - 5 piece doctors wounds
icestorm - 5 piece positron's blast
frozen armor - 3 piece lotg incl. 7.5%
Here's the absolute most simplified explanation I can give of PA.
Last pet is summoned at 3 seconds in, 60 second duration.
Cast time 3.3 seconds.
63-3.3 = 59.7
Now look above to see where that figure fits in. -
Quote:Really cause every debate I've ever seen where people talk about it they don't actually know for sure. I'm telling you and showing you for sure. Science > speculation. Proof > belief. Not much to say beyond that.Frosticus, nothing personal, but I really don't care to convince you. It really isn't that important to me. This has already been debated ad nauseum. It has already been proven. Videos posted and all that jazz. I'm not wasting a respec on an "internet forum wang measuring contest". I really could care less what you believed.
Quote:I do find something odd about your video. I don't know what is causing the anomaly, but I find it very odd that somehow your PA despawns before your power is charged. This is inconsistent from what I have observed. I don't know if its latency or "Arcana time" but something is off. If you are sub 60 seconds recharge (which I don't believe you are lying about) your new cast should cause the old spawn to disappear.
It's not a high res video (was taking forever to upload so I just went with low res), but it is all there if you look. -
I was respecing into a ranged def build today anyway, so I held off on reslotting a few sets at the time. I ended up with a build that has PA recharging in 63.3 seconds.
Now before I upload the video would you like to make another guess at how long they will be down for? -
Quote:The only one that surprised me on this list is BAB vs Marauder.Cool, I am going to have to find someone that can kill Dr. Aeon...... I hate him : P
Here is what I got
Positron VS Anti-Matter-Positron WINNER ( He has a power that make him heal fast they both were at about 25% and Positron had a green glow when AM was dead Posi was nearly healed)
Valkyrie VS Battle Maiden-Valkyne WINNER
Swan VS Black Swan-Black Swan WINNER ( I was thinking it was because of the shadow attacks)
Mynx VS Bobcat-Mynx WINNER
Manticore VS Chimera-Chimera WINNER (Manticore didn't stay a chance)
Numina VS Diabolique-Diabolique WINNER (She has Phase Shift, I though Numina would have won)
Ms. Liberty VS Dominatrix-DRAW (Domibatrix held Ms. Liberty so she could not fight. Domibatrix is a messy little girl)
Malaise VS Malaisa-The Evil Malaisa WINNER (I though the Good one would have won with the pets)
Back Alley Brawler VS Marauder-Marauder WINNER
Sister Psyche VS Mother Mayhem-Mother Mayhem WINNER (It was a close battle)
Synapse VS Neuron-Synapse WINNER
Luminary VS Nightstar-Nightstar WINNER
Woodsman VS Shadowhunter-Woodsman WINNER
Citadel VS Siege-Citadel WINNER (Siege was winning but Citadel used Overlord)
Statesman VS Tyrant-Statesman WINNER (But now that just a clone ; ) ) -
Was there something I said that led you to believe I haven't tested this extensively? It surely can't be testing you have done.
As this video clearly demonstrates I have 135% global recharge, hasten and an additional 95.3% slotted. Which gives PA a recharge of 240/4.003 = 59.995 seconds.
They all despawn before the power begins to activate again.
Perma PA Testing
Hopefully as we move forward we can dispel the myth of the 63 second Perma PA.
Or you are welcome to provide some sort of evidence for the power operating in the manner of which you speak. That will be tough to do though considering it doesn't.
This is one of those cases where just saying you know something isn't going to cut it.
edit: ideal a video showing a build that has a 63 second recharge on PA with them out perma. GL with that. -
Hasten and AM both replace their effects, so do not stack. Unless of course you have zoned between uses.
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Quote:If you have a 63 second recharge on PA you will be without PA for ~4.2 seconds.Also keep in mind Perma-PA does not require 60 seconds. If you can get PA to recharge in under 63 seconds you are in the Perma range. "Overlapping" recharge actually causes the old PA to completely despawn. My point is that either way you are going to have a gap (a little over 1 second) between PAs.
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Well Paladin and Kraken are very low level and lend support to adding a GM to Port Oaks. A coralax GM or ghost GM would be cool as they are both featured (but rare) spawns in that zone.
Paladin is such low level it almost supports adding a GM to mercy. I vote for a snake GM.
Adding more GM's is cool, but still have the ever present issue of no one wanting to fight them due to the instanced paradigm and low reward rates. -
I prefer to have a widow around over a stalker because as mentioned they offer very strong team buffs. They are both similarly fragile when their durability is stressed and similarly unkillable when it isn't.
Those team buffs put everyone in a position to better handle that one tough target that will be standing for a short while longer than if the stalker were present.
In terms of damage. Stalkers have more burst, but their sustainable dps is very similar to the best stalker sets. They do a lot more aoe than most stalkers.
If the question is specifically between claws and a NW I'd take the NW if for no other reason than the NW gets spin which was pulled from the stalker version of claws. -
I think the OP is asking the wrong question because stalkers ARE acceptable additions to almost any team.
However, based on past inequities and lingering player perception they would need to be exceptional on teams. -
I don't think you could do it on an ill/rad. I haven't tried mind you, but I'm doubtful.
I also don't think you really need to. As mentioned by Local, spec terror and RI both debuff tohit in fairly sizable percentages. Even if your goal is to fight a room full of AV's they will still offer about 8% of the 45% you need.
If your goal is just to construct such a build then it may be possible, but probably fairly gimped in the process.
I have built a perma PA/indom will version of my ill/cold that has 40.2% ranged def (no pvp 3% IO), but that toon has no need for stamina and has arc fog giving a 6% headstart. Those two factors are more important in the goal to reach high def than the extra recharge of AM is in freeing up slots to do so.
I dunno, all you can really do is sit and play with the build in mids and see what you come up with. -
Those comments were based on the premise that champions wouldn't be terrible though. Champions could still be turned into a solid showing, but it was released in a very rough state, just like this game was. That just doesn't fly anymore. CO still managed to take a nice bite out of us though. If anyone is going to release a fairly polished product is is SOE and the time they are taking on DCUO seems to support that. That does not reflect how they will handle the game further down the road of course.
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I don't mind them being common as they were obviously introduced with the intention of being readily available at all times (for many of them) and somewhat available for the rest.
Common doesn't have to equate to prolific though. They drop so much that any sense of urgency to craft and use them is removed.
On the other hand if they are intended to be used frequently perhaps they could cut the recipe drop rate in half and have the other half drop as pre-crafted and ready to use right away. That way we still get spammed by temp powers, but they are spread out between your recipe bin and your available powers.
I know my character is far more likely to use a box of grenades I find in a mission compared to finding the schematic for a box of grenades that I need to take to specialty provider and have them create for me. -
Quote:Definitely, but that doesn't change that I'm pretty sure you guys were talking about two very different things.It's not just Gamestop.
By advertising thru both companies Marketing will be able to see exactly how successful the advertising was by looking at how many people bought the game from them and then decide if it was worth it.
That said, I haven't looked that closely at the different offers they are doing through the various vendors, but I imagine they are all fairly similar. Extrapolating meaningful data out of the sales records will be a challenge to say the least. One will first have to eliminate such variables as the vendor itself, which is an extremely difficult task to do with enough accuracy to proclaim the relative value much beyond red, or black.
I doubt they are doing any tracking and analysis that is in-depth enough to determine the relative success of each different GR offer at each different vendor. That requires a very strong marketing department and/or a lot of resources dedicated to the task. If PS marketing had that on hand I think they would be doing a lot more marketing. I know we like to bag on the marketing department, but I'm pretty sure the deficiency is caused by it being the "pvp of departments" within the company, which is to say - neglected. -
Quote:If you feel like Guardian is empty (and it is) then don't move to Victory as it is more of the same and you may as well just stay on Guardian.Thanks everyone. This really helped calm me down; I was near scared to play for a couple hours because I didn't want to feel like I was wasting my time, you know? I will definitely make a move, but I just need to decide between moving to Freedom or Victory where a friend has some characters. Thanks again and perhaps I'll see you all in the game sometime.
Freedom and Virtue both have solid populations. By far the strongest at any rate. If as you say the MM part of the MMO is important to you then Freedom is the best choice. There are times I'd prefer Freedom to have even more people, but you can usually find people doing almost any activity that you might want to partake in, so it is pretty good.
Freedom (and Virtue) are night and day from the other servers, but don't tell any of them that they are ghost towns or the diehards playing on them will attempt to tear you a new one. But should you ever make such a mistake it isn't that big of a deal because there are only a few people there to even bother yelling at you
Welcome to Freedom and make sure you check out the thread that lists the main channels and you will never run out of teams unless you choose to. -
Quote:Pretty sure you guys are talking about two different things.Yes it is, CoH marketing told us this is their advertising campaign.
Next time do some research before you post.
Houtex was talking about the listing not being a form of marketing, which is true. It is a fine line though. If they paid to be a featured item on the listing it would be marketing. However, just a standard placement probably doesn't qualify.
You are talking about the gamestop offer attached to that listing being a form of marketing, which is true.
However, it isn't until you click a level further on the game stop site where it describes the gamestop offer and links you to a cox video. -
true, but they do fill up your recipe allotment very quickly. I frequently have to stop mid mission to delete a bunch of them less I am no longer able to receive a decent drop.
I rate their annoyance factor higher than spam emails in this game. Temp drops are like spam drops from the dev team and they are annoying. -
Quote:Unfortunately it is a tough issue to tackle. The kb is visually great and it is even fun provided you can get past the negatives it brings. I personally wouldn't want to take the effect away from the power, but I would make it more reliable and increase it up close to 100% chance of occurring. I don't think you can change what CK does without taking a lot of the flavor away from the power. So ideally we shouldn't.Even then, it won't change the detail that you can't reliably put this attack in an attack chain.
Despite the earlier misinformation, CK presents a much larger overarching issue toward MA as a whole than CAK. One that I'd solve with CAK as mentioned, but I remain open to ideas of course. I know as of now CK is one of the main reasons I went fire app and now include ring of fire in my attack chain. While not actually a terrible DPA attack if the target lives long enough for the long duration dot to complete it does tend toward lowering MA's dps even further if used (better than when the only option was web grenade). But it is still higher than if I have to keep chasing the target down. -
Inv gains easily as much advantage from having foes in range of its aura as WP does.
Not trying to explain the deficiency in RTTC, but rather just explaining why I doubt that is a real justification. -
Most companies (across all industry, not just games and not just MMO's) don't understand marketing. As a result they will demand specific ROI on the dollars they put into marketing ventures, but the chances of finding a marketer that will guarantee a certain return is slim to none. Especially because most companies expect a near immediate ROI from campaigns.
For instance (seeing as how it was brought up) does each commercial WoW runs directly lead to X number of subs? No probably not. More importantly, does the entire TV campaign lead to a certain expected number of subs? No, definitely not.
One of the hardest things about marketing is actually attributing the accurate amount of success/failure the campaign has. Even if you ask them "are you playing this game because of the Mr. T commercial?" and they answer "yes" that may have just been the toppling point for them. As such attributing that sub to that campaign is debatable.
Marketing for the purpose of increasing customers is only part of the reason you do it though. Most companies don't realize that though and fewer still ever get to the point where making that realization could even happen. -
Quote:Good. Well, not good in the sense that I'm glad TA's are also experiencing this negative in their play, but good in the sense that the more powers this bug affects the more likely it is Castle will eventually fix it*Yes, if enemies are on the glue patch when it expires, the debuff on them immediately ends. It only lasts the full 30s if they get off of it before it disappears.
*Assuming it is the same cause, which it sounds like, but who knows. -
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Quote:Solo: I do the same thing. I let them make their way back to me and deal with the other enemies.It is annoying no doubt. One thing I've learned to do is let the enemy live. I Crane Kick and immediately shift select the next enemy and take them down while the first is getting up and running back.
It gets really annoying on the last rescued hostage when you mistakenly Crane Kick the last mob you have to defeat off the top of the factory map or something and then have to go chase them down into another spawn to finish the mission.
Team: I'm a st specialist and as such usually going after high ranking threats. Having two bosses run around with 10% hp is just as dangerous as having two bosses at 100% hp. If I were an ma/inv or shield I would continue with the strategy of switching targets because they are going to be under a long duration taunt and will come back to me. Other secondaries, the risk of a squishy doing pretty much anything to get their attention is fairly high. Especially since I likely just knocked them out of range of the punch-voke tank or anyone else helping with agro control.
That says nothing of me knocking them out of my own preferred areas such as away from my rttc, or powersink, or damage aura, or dragon tail.
Crane Kick's high kb actually gives solid support for the idea of adding some -regen to the set. If the dev's really intend for us to switch targets after crane kick then it would be nice if said target didn't go and heal back some of that damage in the time it takes them to make their way back to us. Or the devs intend for us to have near zero dps due to knocking the target away all the time, which I hope isn't the case.
It also lends support to the idea of adding 2-3 seconds of -kb to CAK. That way you can combo in to CK without worry of zeroing future damage. Which as of right now if you lead with CAK into CK it takes even longer for them to come back to you due to immob and/or slow, which is further contrary to synergy. The short duration -kb would allow CK to still function as it does now unless you combo into it. win, win and would mean less disruption to powers if people like them the way they are now.
But then again I've been told
by the all-seeing prophet, so I'm not sure why I'm even talking as this thread has already been blessed by her omnipotent vision. -
how many enemies are you fighting? From what range do you like to fight? Do you care that you'll be spending significant time not attacking if you don't have icebolt? etc.
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60% of the time, it happens every time.
I found Crane Kick to be the largest annoyance on my MA scrapper. I find it annoying like shout on my sonic toons (though in a slightly different way).
I want to use CK immediately because it is a high damage attack with solid DPA, but in doing so I will likely gut my damage because I have to run across the room to continue fighting them. I've found I either need to fight by a wall, or use CK as a finisher (like shout).
That means in many situations I have to eliminate CK from my attack chain (luts/bosses) or meet certain criteria such as having a wall or using ring of fire first, or leading CK with dragon tail (which makes no sense against a single target). If I don't meet that criteria the kb trends my dps toward zero.
I like the idea of kb on CK, but if you want to talk about secondary effects that have no meaningful place in the set you need look no further than the high mag kb on CK putting restrictions on attack scenarios that just shouldn't be prevalent.