Frosticus

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  1. Quote:
    Originally Posted by ConFlict View Post
    Did you just take someone serious that said tru warrier in thier post
    the path of the tru warrier is not to be taken lightly.
  2. Quote:
    Originally Posted by Supermax View Post
    AS'ing is only easy when you team up, preferably with doms. Actually that gives me an idea. Teaming up is overpowered. It clearly gives an advantage to those that are teamed. The poor casual soloers are left out. This is clearly the reason why PvP has failed.

    So with the theme of I13 in mind, I suggest we balance the playing field. Anybody on a team should get a -50% damage debuff, as well as slowed recharge. Perhaps throw in a new feature I call auto death. If you're on a team and you haven't died in 10 minutes, you are killed automatically.

    I think this would make the game more fair and keep those damn cheaters from teaming up. Everybody will have to fight like tru warier.

    Thoughts?
    You aren't making a lot of sense. The game is designed around teaming. AS'ing is currently very easy in a team scenario. If you return it to 6x critical and combine that with how easy the attack is to use in a team nothing good would result from it.

    The idea is to benefit from teammates not automatically win. There isn't an AT in the game that couldn't set up the target for an ez AS.

    I really don't give a sh*t about solo performance tbh

    I think returning it to 6x was a nostalgia comment and not made in seriousness. If you honestly think that would be good for the environment then give your head a shake.
  3. With the utter ease of AS'ing people now I'm not sure a return of the 6x AS damage would be appropriate.
  4. Another Space: your RotP example would be much more accurate if you tried to analyze it in a scenario where you can boost it with build up, reds, fulcrum, FE, etc. The fact that you can't use RotP while alive precludes that you can't affect it with buffs. So without first saying; pretend you can use RotP while alive such an analysis is irrelevant. Just like how it is currently impossible to place a damage aura and AAO together. It's fine to do, it just is what it is (and was shown even moreso with double FU+FE+aura). So your analogy of asking for more damage for RotP is flawed, but I'll avoid using the kind of language you felt necessary to point out just how flawed.

    You can agree or disagree with max targets-then dps if you like. I showed it as single target dps earlier in the thread, but that doesn't highlight the massive disparity that presents itself when you factor in that SC can hit 60% more targets than an aura. I figured showing it in a wide array of scenarios such as 0 to full AAO and/or 1 and saturated targets would quell such things before they started, guess I should have shown it for every single possible scenario in between.
  5. WAD, but I somehow doubt WAI. Use it, abuse it, and enjoy it for as long as it lasts.
  6. Quote:
    Originally Posted by CB_GB View Post
    Help me get a sense of the difference in play between Fire/Psi and Mind/Fire?

    I'm planning my first Dom, and I'd like a build that offers different choices for different battles. That's more important to me than raw power; I like keeping track of each mob and my teammates, and choosing my actions accordingly.

    Would Fire/Psi be more damage-oriented and Mind/Fire more for control?

    Any recommended guides or sample builds? What I've found so far has been helpful, but far enough out-of-date that I wonder if much has changed.
    For pve I'd take the fire/psi for almost anything. If you want to play /fire I like it with earth (so much so I have a perma earth/fire at 50), plant, and fire control sets.

    Mind/fire is great in pve if you are seeking very high st damage, but fire has a heap of aoe damage too, but mind just isn't the best choice for making the aoe shine (imo).

    I'd do fire/fire myself, and aim for high recharge. High uptime on FE puts fire and /fiery head and shoulders above anything else. Not sure if you ever need more control than a perma firedom brings when paired with that kind of damage.
  7. Shivians will quickly start hitting you 95% of the time, which is a lot more often than ~50% of the time that a normal even con would do. It is sort of like fighting a faction that hits twice as hard as another from a survivability standpoint.
  8. Quote:
    Originally Posted by Luminara View Post
    What is advertised when all of the information is released. I expect nothing more and will accept nothing less.
    Is this a new sentiment for you? just curious cause I don't personally put a lot of stock even with what the box says since CoV...
  9. Quote:
    Originally Posted by Windenergy21 View Post
    Heh, i was kinda thinking something like Deflective shards or something, ie what deflects off the shield bounces off of it and hits the nearby enemy. Only problem is that thematically requires you to be attacked, would be an interesting method to be applied in game though hmmm.
    Damage reflection of some kind in the game would be awesome.
  10. "it was only heated becasue of you"

    but I was right, sorry for turning up the heat.
  11. I like shield/fire a bit better for tanks as the aoe is superb and the st is very high as well.

    That said tele-nuking is amazing and the only thing better than that is having two tele-nukes.

    I'm leveling up an elec/shield scrapper myself because the new base numbers for scrappers on those nukes are insane, but the tank should be a force as well.
  12. Team up and hit them with a couple -regen powers right before they click it. They emerge with no more hp than they went in with. Ha ha double Heat Exhaust and they'll not only gain no hp they might even drop out of it due to the -recovery cause lots of people don't really slot it up.
  13. Clearly this is evidence that the devs now hate MA and have given up on it
  14. Quote:
    Originally Posted by Windenergy21 View Post
    Shield defense is definitely more damage than fire armor. Never said it wasn't. And i'm not pretending, i'm comparing. Saying you understand apparently doesn't seem to mean you actually do.
    Your comparing things that aren't possible in the game. Which means you are pretending. If you want to pretend a new set coming out will have AAO and a damage aura then fine, but it will probably be the lower base damage auras rather than blazing aura. And SC will still be better than it.

    In the mean time I've shown that SC is numerically better with or without AAO than the best damage aura available to scrappers. Really there is nothing to debate on that other than arguing that burst aoe is not of greater value than aoe dot, or that a larger aoe is not better than a smaller one. You're welcome to pursue that if you want, you are good at pretending.

    SC makes damage auras look bad numerically and in actual game play. Period. Shields as a whole makes the other +offensive armor set look horrible with just SO's (strictly speaking of the +offense aspect) and in the meta game of IO's it stomps all over other offensive options even giving things like Blaster Archery a run for its money.

    If you want to disregard what actually happens in the game then be my guest as you've made it abundantly clear that is your intention. You started out making claims that simply aren't true and I showed that to which you've done nothing but say I should use my imagination and pretend AAO either doesn't exist or exists for damage auras too. I pretended it doesn't exist and you still aren't satisfied. I'll make you a deal, I'll add in AAO to a damage aura, but I'm adding FE to SC too and giving it a 500% cap. Hey were doing hypothetical things that aren't possible in game so why not right?

    Anyway, no one is trying to get SC nerfed so you can pull your head out of the sand now. It's safe to accept reality (or ingame reality at any rate).
  15. Frosticus

    Burn DPS...

    Quote:
    Originally Posted by Lohenien View Post
    For some reason I recall reading somewhere that pets inherit buffs from their casters, but the time left on the buff does not matter. For example you could cast a pet with hasten active and it would get a 70% recharge buff for the pets duration instead of just 120 seconds.

    I'm probably wrong though.
    Oh you are tearing open old wounds pets no longer inherent any recharge, but no afaik buffs have always expired on them when the caster buff falls off (by always I mean since they have inherented caster states).

    I know old Lightning storm which used to inherent everything used to slow down when hasten dropped (or you were hit with -rech) and it used to hit harder while aim or other +dam buffs were up and hit less hard when they expired.

    Burn definitely drops off with your buffs, just use it when rage crashes
  16. Quote:
    Originally Posted by Oliin View Post
    It just seemed a redundant comment in a wish list of features is all. Now I'm honestly curious though, what sort of meaningful "end game" content do you want to see? I've personally played and liked pretty much all the "end game" type content out there in some form or another over the years and when the content's done well I like them all really, so there's no bias behind me asking you that.
    I get your point, but lots of things listed in this thread are redundant. I mention End Game because I'm stressing the importance of it. The population is aging, leveling is on avg faster than ever and there has been a pretty large shift in support for people that don't want to play the reroll game anymore.

    What I'd personally like added to the list of meaningful and engaging end game content is world activities. Random disasters, better and much more varied invasions. Where's the arachnos invasion when they overrun Siren's Call, or Recluses Victory that spills out into Steel canyon or where ever?

    I can go on and on, but in short most of what I'd like are things that bring life back into the "world" aspect of the game that they have all but killed off entirely. I want to see lots of heroes/villains engaged in something that is bigger than one individual instance such as the STF.

    I want a warning to pop up that villains are kicking butt in SC and that arachnos are about to spill out of the zone if you don't do anything about it. When they spill out of the zone I want a bunch of destructible objects and hero npcs fodder to spawn that the arachnos crush. And then I want a warning to pop up saying that if you don't go kick arachnos *** they are going to "do x" that will weaken all heroes. If you fail to act and arachnos wastes SC then all heroes regardless of zone are hit with a minor-ish debuff (like -5% def, some -speed/recovery, etc).

    I realize not many would jump on board with such ideas right away as it disturbs the "easy street" set up we have, but I'd like it.




    Quote:
    The same could also be said for any sort of new zone though. Whenever you add in any sort of new content it's either not going to pan out and be wasted, or be well done and draw players there.
    Definitely, I think it is safe to say that 90% of heroes occupy ~5 zones and that the other ~25 you are more likely to encounter a tumble weed than another hero. While they are pretty and neat to visit now and again when so few people get any use out of them all they are is bullet points on a feature list rather than something that actually matters.

    Quote:
    Also, I don't know that diluting the playerbase is quite so bad a thing here in CoH as it is in other games out there. With the speed of travel in between zones being so low, and the global chat system letting people communicate with each other regardless of which zone their in or even which server they're a player (who knows how to use the chat system ... there really should be more in-game information about that) can end up with a far less 'empty' feeling than they would in another game's lower populated zone.
    I disagree very much. Just like in rl texting them isn't the same as seeing them. But this is just a difference of opinion so meh.

    Quote:
    I don't know if I, personally, want an efficient game. I'd prefer a fun game. For me that's a game with a lot of fun things to do, which isn't always terribly efficient. It's why I wish they'd be able to revise some of the lesser used content in CoH, since there's really a lot of potential there for great content. (Not that I'm even slightly against new zones mind you)
    I'm sort of against new zones, yes I'm looking forward to the ones that GR brings, but it is mixed emotions for me. One one hand we have dozens of zones that are little more than empty space. I'd much prefer less quantity and far more quality.

    Look at it another way. I'd rather they spend time improving the content we see 97% of our playtime than a Boomtown revamp. What I'm saying is I'd much rather the artists and level creators flex their muscles and work on the instanced maps that exist and will be introduced in GR. I think we are beyond needed reskinned maps and need actual new maps which means overwriting a bunch of existing ones.
  17. Frosticus

    Burn DPS...

    One thing to be careful of though (if I'm remembering this correctly) is that damage bonuses from IO's only last ~2 seconds and they just keep pulsing and pulsing. However, once that initial pulse fades it will no longer be affecting burn, which is an pretty big issue for brutes with fury.

    Same with assault, it is only a 0.75 sec buff, it just pulses without any gaps. But after the first pulse it will no longer buff burn.

    Hopefully you don't have to calculate this to the nth degree and the decision will be clear. ie your attack chain deals noticeably less or more dps than burn. When it is close and you are trying to squeeze out a bit more is when you find out how deep the rabbit hole really goes.
  18. Frosticus

    Burn DPS...

    Quote:
    Originally Posted by BrandX View Post
    Wait. So if I read this right. Using Burn isn't helpful at all on a Single Target when your DPS is 154+?

    Or it only becomes useful when using it with FE?
    Well with the slotting you gave it does ~154 dps so if you happen to do more than that with your attack chain then it will be subtracting from your output. Though worth mentioning is that it has extremely good damage per endurance and is pure fire damage, which may be worth factoring into your scenario as your primary is smash/nrg.

    FE certainly helps it because FE boost fire damage by 125% for 20 seconds and all other damage by 100% for 10 seconds, so with FE up burn will be doing 247.5 dps, which you'd need to see if your dps generated from your attacks while FE is up is higher or lower than to determine if burn would be worthwhile casting during the first 10 seconds.

    During the second half it will likely be much better than your normal attacks because FE will no longer be boosting them, but will still be affecting burn.

    Unfortunately this kind of examination goes a bit deeper than just looking at avg dps because you are having to make critical decisions during short buff windows about what benefits your output most.

    It's kind of neat when you get right down to it. I remember looking at one version of sonic/cold I made for a corruptor and casting aim was actually causing a decrease in my sustained dps vs hard targets because it was taking away from the -res stacking and proc occurrences only to add a relatively small damage buff. Not really relevant to you of course, but it was neat.
  19. Quote:
    Originally Posted by Fantomas View Post
    \

    Agreed!

    Did you notice any differnce between how it looked in the costume generator vs. how it looked in the game?
    Oh ya the generator led me to believe it would be very visable, but in game the outlines were quite faded and the transparency was higher as well.
  20. You should use /bug that will get an answer
  21. Quote:
    Originally Posted by TRTerror View Post
    Can do pretty good pulls of the 2 avs in the third ITF mish as well. If you want crap powers look at poison trap in /poison or serum in merc/
    I definitely agree that the worst powers in the game are reserved for a select few like such as poison-PT and MM serum, but I also happen to put an 8 sec interpretable snipe in that category ymmv
  22. Frosticus

    Burn DPS...

    Quote:
    Originally Posted by Werner View Post
    When talking about a single attack, I believe the consensus is that DPS means "damage per Arcanatime second". So that's what I report for single attacks. I'm not saying that Burn adds 152 DPS to your chain's DPS. Obviously you understand that. But I would hope that it was also obvious to anyone interested in DPS discussions. I suppose it might need to be clarified occasionally for people unfamiliar with our terminology. But hopefully if they were interested but confused ("What the hell is Arcanatime???"), they would ask.

    As far as adding or subtracting from the damage of your chain, Burn and other DoTs aren't special cases. If you have ANY attack that does 152 DPS, and you have a chain that does over 152 DPS, using that attack is unlikely to increase your overall DPS. Buffing attacks are a notable exception.
    I wasn't intending to contradict what you posted and that's why I edited as it came across like I was. I was just expanding on what was happening because it could potentially be misleading. ie burn does 150 dps and burn lasts for 10 seconds so does 1500 damage... but that isn't the case.

    I of course used the correct arcanatime as well, that is standard these days. All I actually did was help show at what point burn would become beneficial rather than just a yes/no state.
  23. Quote:
    Originally Posted by Werner View Post
    That's how I read it - as "What if we swapped out Shield Charge for a damage aura?" But I'd say that your meaning was obviously not clear to others, since it was so widely not understood.

    And Santorican, I don't think he was suggesting that it SHOULD be swapped out. Obviously Shield Charge makes MUCH more sense thematically. It was an argument about whether or not Shield Charge is now OVERPOWERED, not about if we should swap the powers around. Saying that he'd rather have a damage aura wasn't a SUGGESTION, it was a COMPARISON to support the position that Shield Charge wasn't overpowered.

    I don't personally have a dog in this hunt. I didn't even review the math. Shield Charge is great. It will probably soon be even better. But it won't be enough to make me IO out my Broad Sword/Shields instead of my Katana/Dark, and it won't affect my Shields/Dark Melee Tank (much).
    I understood what he was saying from the start. It is just irrelevant like I already said. It can be fun to pretend, but beyond that serves little purpose.

    Besides I more than covered what a damage aura would do with AAO in the example where I used a claws/Fa with double follow up and FE(over time), which is more damage than saturated AAO would offer. I'm unsure what other scenarios he wants because SC is better without AAO, with AAO, and every iteration between. That doesn't make SC evil or in need of a nerf, but it does make FA look pretty bad and I happen to really like FA and have been of the conviction (along with many others) that FA needs more. Meanwhile the idea that FA would be too strong with more offense was used as a deterent, but I think that falls to pieces in light of what Shields brings to the table.
  24. Quote:
    Originally Posted by BackAlleyBrawler View Post
    There is, unfortunately, not that I can do about this. Spines has always been a hybrid set set of sorts and with power customization, a lot of things had to be re-wired under the hood.

    I can't make Quills remain always visible without doubling up the geometry for the spines. Not much of a problem with the old, low poly, boney spines but some of the new custom spines have quite a bit more geometry and are translucent.

    Quills should remain visible for as long as the toggle is active, and I believe that they will as long as you don't use another spine power (yeah, I know). But as soon as you do use another spine power, that takes control of that shared FX script and it starts adhering to the same rules that govern when all visible weapons appear and disappear. This is out of my hands.

    As for redraw, again...nothing I can do about this. This would fall squarely in the same camp as every other weapon powerset. Activating Quills does not put you into "Spine Combat" mode, it just plays an animation and makes the spines visible (if they aren't already visible). This is how it's always worked though, nothing new there. Changing this would require building full modes for every power that could potentially be used, ala what we did for Shields. Only for every weapon combat mode, which is simply not feasible.

    I might figure out a workaround at some point, but right now that's just how it works and it's as close to how it used to work as I could make it.
    thanks for the info BaB's. I could have used you a couple weeks ago in a heated spines discussion on the scrapper boards.
  25. Quote:
    Originally Posted by Kilgoth View Post
    *cough* wormhole *cough*

    Also: Not everything is about performance. Some might not yet have noticed, but this is a game. It's about fun, and earth with it's shaky brutish feel offers a damn lot of that - and that comes from someone who tends to crunch numbers in Mid's.

    Sorry for the off topic but I'm tired of everyone speaking so ultimately low of Earth assault (which I totally like, the single target damage is awesome and if you manage to clump em together, the AoEs can work wonders, too).
    Wormhole used is a specific way can clump. outside of having a corner to push them into it does anything but clump. And while I didn't intend it that would actually be covered by the term "corner stacking" heh cause that is exactly what you are doing.

    I've mentioned in other threads that /earth is fun for the exact reasons you state and also mentioned that if you can overlook numbers it can be a very satisfying experience. I also mentioned in this very thread that the 3 melee attacks are great*. However, it would be more fun if the aoes were bigger and in the case of fissure matched the expectation formed from the existing power available to trollers. Then it could be fun in a tactile sense and a numeric sense and please a larger group of players.

    *Stating the st damage is awesome is very misleading. The recharge needed for that to be true is beyond what most people ever experience on a consistent basis. The burst st damage is pretty decent though.


    I apologize if I'm down about /earth, I had very very high hopes for the set. Not unrealistically high, but I was hoping for the equivalent of shields, wp, pain, or dual blades (relative to other sets) awesome that they have done with new sets. I'm unsure why earth turned out the way it did.