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Freedum redside is depressing me with how much of a ghost town it is. I'm not blaming it solely on MA changes though, several big games just dropped and school is back in session.
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So the only options for TF's are those found when selecting an Ouro mish? ie buffed enemies, debuffed you, etc?
And you can't increase enemy level beyond default +0/1?
What about people that like fighting a sea of reds/purples on a specially formed Task Force Team? You know a team that has been designed to fight the toughest challenges the game offers?
Forgive me, but shutting off my ability to use inspirations and buffing even con enemies is not the same as jacking them up to +3. Even if the end result of difficulty is about the same fighting whites and yellows doesn't "feel" nearly as awesome (especially on a Task Force Team) nor do they reward commensurate with the difficulty as +cons do.
I personally want more challenge, but I personally want to be adequately and fairly rewarded for said challenge. That's why the Ouro settings were auto fail for me and from the sounds of it new TF's are going to be auto fail.
Unless I'm not reading it accurately, then please feel free to correct me. -
Quote:I think if traps went over to trollers it would quickly gain a very favorable reputation which it has struggled with for the most part. It is a great set, but is different than rad, dark, and kin so doesn't fit into the preconceived notions that many people have formed about the "buff/debuff" AT's.Yeah I dont feel /Dark Miasma would be overpowered at all. I've heard the various arguments, and I used to think it would be over powered, but I dont think it would be more over powered than /Rad, esp if scaled down to Controller or MM type values.
Now TRAPS. That could be some serious sick hurting right there. The damage options, not to mention the quasi-control, the mez protection (which continues even when you get mezzed), the zones of helplessness .... man, all of that would stack with a controller SO GOOD. So good, so good. Mmmyahrr candy all up in your mouth, YEAH! But I digress.
Actually, thinking about it more, a Controller might be the ONE AT where the stupid non-MM tier 9 (Time Bomb) could be useful. A bomb that doesnt move and that WILL go off in (what?) 15 seconds whether nobody is there or not is pretty much crap UNLESS you are a Controller. For a Controller its kinda like, yeah, I'll still be here in 15 seconds, so will my bomb, and since I don't kill that fast, so will you be. BOOM. Perfect. Mix that with Trip Mines ... *shudder*. Hell, imagine being Ice/Traps/Ice ..... Ice Slick, Acid Mortar, Trip Mine, Time Bomb, Hibernate. Woof. Funny stuff!
As far as builds, I would SO make Gravity/Traps, Fire/Traps, and Earth/Traps. I think Plant/Traps would be a must-do as well (SoC + CC + FFG + AM + TB + TM = complete safety).
Actually, Plant/Traps would probably be THE build now that I think about it. Sheesh. I dont think any /Traps would be bad tho. I can only think of good things for all of them (tho I guess Illusion/Traps would have some awkwardness like Illusion/Kin does, in terms of Phantasm knocking guys away from your kill zone).
Ah, dreams .....
Lewis
Like you say, every kind of traps troller would be very strong and it would really suit their playstyle.
The problem is of course than anything short of Hami would be easily dispatched for a traps troller
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Quote:Domination is pretty much consume these days for endurance management. Considering my new and old doms (that aren't perma) and many players I have talked to are primarily using it as an endurance management tool I would consider it to be clicked when necessary provided it is recharged. For this discussion at any rate.Would you actually do an example without including Domination, or considering Domination only up part of the time, or is that unimportant to you?
easy math example. Base recov = 1.67 eps if we pretend domination recharges in 2 min and is clicked at that time it would equate to an additional 0.835 eps of recovery. If you improve the size of your endurance pool through accolades and/or some IO sets this number will also increase.
Powersink is a little harder to account for and we have to make assumptions about # of targets hit and slotting.
With absolutely no recharge domination is equivalent to 0.5 eps of recovery.
I can pretty much assure you that what you are interpreting as disproportionate end burn with higher recharge is cause almost solely by being able to actually use powers continuously rather than standing around doing absolutely nothing upwards of 40% of the time which is what a lot of doms with no recharge end up doing.
A low recharge dom that found a way to use powers without pause would find themselves out of endurance much faster than a high recharge dom. Conversely, a high recharge dom that stood around doing nothing as often as a low recharge dom would probably never budge on endurance because they could simply wait for the most endurance efficient attack given the situation (ie no overkill, no aoes on singles) and of course have their end management tools up more often.
What ends up happening is people rarely compare apples to apples.
There are a lot of factors that go into it, but that is the jist of the matter. -
Quote:i9 hey? wonder why so many people just now realized a difference because iirc i9 was when inventions came out, so if it was active then and is the same now there would be no difference right?This was caused by an uninitialized variable, in this case specifically it was a structure declared locally when awarding a drop table.
About four function calls deeper, something was using a member of that structure to determine if you were fighting something grey (no drop). Uninitialized variables can be anything, but often have tendency to be zero, which would not cause a problem (actually any positive value would not matter).
This bug as been in since Issue 9 and was not caused by specifically by anything related to I16 (Whenever code is changed the tendencies of uninitialized variables can change). I suspect the changes made with I16 caused drop rates to be closely scrutinized.
Since i9, but not plaguing the system till now? -
Quote:If you are using seismic smash to kill things with a sliver left because it is up so often then ya you'll burn a lot more end.This is my argument, really. Certainly you want to use the best DPE attacks you possibly can. However, as you use higher damage attacks, your EPS increases. Since those attacks are coming up more often, you are using them more often, and thus you are using more Endurance over time. While it might be less efficient from an DPE standpoint to have a lower recharge, and thus be forced to use a poor DPE power, if the EPS of that power is good (because it has a low DPS) then you will use less Endurance over time.
In short, high Damage = high Endurance. It's a direct proportion. (Or as I like to put it, "an attack is a tool for turning Endurance into damage") The more damage you do, the more End you spend. That's obvious. So if you have higher recharge, you are accordingly doing more damage, and spending more Endurance.
The question is whether the EPS recovery of having Domination up more often equals or exceeds the EPS loss of just throwing more high DPS attacks. I agree there is a dramatic jump point where the ability to activate permadom without having to wait for the bar to refill, but that's just for that one small range of recharge. If you compare the recharge required for permadom to the base recharge of a Dominator, or even the recharge with just Hasten, it's quite a different story.
Like I said, if you go out of your way to use poor dpe attacks (that includes situationally poor dpe attacks such as massive overkill and aoe vs too few targets) then you can expect to burn a lot of endurance.
Yes High Damage = High End Burn, until you go beyond just improving the recharge value which you seem to be stuck at.
I'll gladly show some examples, but I know you will just quibble about it so why don't you post a powerset combo and state what powers it uses and I'll happily demonstrate what I'm saying.
Unless you are actually just interested in debating over nothing at all...
Almost every attack does the same DS/end, that is a large part of how powers are balanced. In the case of doms it works out to be ~10 dpe for ranged attacks and 11.2 dpe for melee after modifiers come in to play. Some attacks can stray from this, but that is not typical.Quote:Oh, definately. I still think you're underestimating the End cost for pushing your damage over time up so high, though. The problem is that the faster you throw attacks, and the more often you use attacks that have been changed by the rebalance, the more obvious the changes become. Recharge in essense multiplies the difference, both multiplying the increase in damage that has been given, but also multiplying the increase in End Cost. The End management tools, by contrast, have not really changed.
With Electric Assault it should be the other way around. The more often you can throw melee attacks (which should be up more often anyway) the less Endurance you use compared to the old version. And since you are potentially throwing faster attacks more often, you should be recovering more End with the End drain capability as well. The only wild card is how often you throw Thunder Strike.
Most of the people who say that their change in End cost is minimal appear to be those whose recharge slotting is minimal, and I believe that's significant. You can refuse to believe them if you wish, but since their DPS would be much less than yours anyway, you would probably not want to build that way even if it was more End efficient.
Actually, I suppose it is silly of me to forget this, but the fact that outside of Domination you are doing nearly twice as much damage for the same amount of Endurance is relevant as well. Not that this means that you spend less Endurance, in fact End costs in most cases should have gone up. However, most foes will be dead well before you expend the same End that you spent before. You really should not notice the increase unless you are taking on twice the number of foes. And I think under those circumstances the End cost increase would not be noticed, as much as the larger pile of dead bodies. Obviously if you are never outside of Domination, this performance is not noticable, or is seen as merely the prelude to getting permadom up. (Possibly it is even seen as annoying, as more foes are required for the build up)
Again just state what powers you'd like me to use as an example for you, but if we make the assumption that your doms is always doing something it is unlikely that a decently built +recharge build is less endurance efficient than otherwise. This was drastically so with old domination, but still holds true.
I think what is largely skewing your perception is that without high recharge toons (doms in this case) tend to stand around doing nothing a heck of a lot more than most people realize. A lot more. -
I perceive a fix coming to test soon. Hopefully that isn't in my mind too!
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Quote:Not the brightest bulb in the pack hey?Are you serious? What exactly do you base this statement on? Do you have ANY proof at all that this is true? ANY.
AE is not dead. I still get tells ALL THE TIME asking to join AE teams from random unknown people.
And not much went into making it? Wow. That statement only enforces the believe that you don't know ****. -
I was not aware. That's good news. Stick a winters gift in the build too and I'll be set to plow right through slow patches.
thx.
Edit: can anyone confirm that it is only recharge protection as CoD seems to indicate or if it protects against runspeed as well? -
Quote:this is my understanding of the power and supports what I've seen with the lockdown proc in it: ie it fires a heck of a lot when initially cast.Um, not sure that this is completely true. Check out the CoD page for the poison trap gas. While the second power (the -regen/-recharge/pulsing hold/puke - BTW, chance to hold is listed as 2%, and chance to puke at 1%) lists 'Entities autohit' as 'Foe', the first power (the initial hold) doesn't. I have never seen CoD to be inaccurate (even if it is occasionally out of date), so I'd be inclined to trust it. Now, it may still be the case that the accuracy component of the lockdown IOs don't affect the power (I don't know), but the initial hold doesn't seem to be autohit.
Also, regarding the proc's interaction with the continuing hold effect - since that power is treated as an auto, the proc will only have a chance to go off once every 10 seconds. On the other hand, to go off the proc doesn't actually need the 2% hold effect to fire - it only needs to be slottable in the power, and it will have a chance to go off every time the power is used (or once per 10 seconds for autos/toggles) - all procs work like this. So, it'll just have a 20% chance to go off at 0s, 10s, 20s, and maybe 30s (not sure on that last).
Interestingly enough, it'll actually have two chances to proc on each target at 0s - one chance from the initial hold, and once from the auto power. So, you actually have a roughly 37% chance to hold a boss right off the bat, taking into account both proc chances plus the 2% hold chance.
I feel like the power became considerably more powerful when I slipped in acc/rech IO's replacing the rech SO's I had initially put in. Enhancing the hold had a good results in making the initial hold last longer, but didn't seem to be nearly as good as say enhancing the hold of volcanic gases for the pulsing hold. But of course looking at the percentage chances for PT makes that pretty understandable. -
I just tested with summon guardian because it is a 900 sec base rech power so I figured no way I could screw up a difference in time.
97.7 rech slotting
81.25 global rech
Observed recharge time. 391 seconds
Expected rech time:
1.7825 --> 1.3033 DR'd
900/2.3033 = 390.74 seconds
*If it was "double" DR'ing it would have been 404.9 seconds.
So I'm not sure how to explain what you saw repeatedly LuxunS -
Quote:My plant/kin troller that "deceives" everything in sight all the time disagrees with your assessment of reward deprivation and encourages you to do some research on how confuse actually works.I don't see a point in deceive or flash. It deprives the reward given by the target. I find it nice at the low levels but ugh..It just sucks to me at 50..lol. I can solo AVs just fine.
In short, confuse is so good that if it was more common it would probably be nerfed. -
If you got the dough shields is the way to go. I don't dump billions into most builds so I went BS for parry so that I wouldn't need to focus as much on jamming melee def into the build.
Some weaknesses though?
No perception
No -rech protection or slow protection
Moderate DDR protection unless you double stack active def and use HO's in it
No end drain protection
But these things become much less of an issue with high def, the only things that have personally bothered me is the lack of perception (rarely) and the lack of slow protection more often. I really like that my SR can just stroll through debuff patches like quicksand with barely noticing.
I don't have max DDR achieved yet so something like an earth thorn caster can pretty much single handily cause my death by drastically reducing my def and slowing me to a halt. ie sitting duck.
That said, if you have the inf you can actually build those very few weaknesses right out more or less. -
Quote:Depends at what frequency you are able to refill.And really, I'm not sure that refilling the End bar with Domination more often really does make up for the fact that you're just spending more End on attacks.
For instance perma dom is considerably more endurance friendly than 1% off of perma dom just by nature of having to refill the entire bar again even though domination is recharged and ready to go a sec or two later than that of a perma dom.
There is also no rule stating that a perma dom can't slot for end reduction as most sets that provide global recharge also reduce endurance cost. Yes a different build could franken-slot more end reduction in, but I'm not sure they would necessarily push it above 60%+ end reduction slotting which is what you get with 5 pieces of decimation/crushing impact + 1 piece from anther set to fill it out. Additionally many of the sets that improve recharge also improve recovery or boost max end.
IME people frankenslotting often push for more recharge enhancement within the power because they don't have it globally in the build, but people spending time on their build recognize the desire to have attacks/powers cycling more often and with less gaps. At any rate frankenslotters aren't that different in their goal, both aim for tighter more seamless power activation and once you remove any sizable gaps your end burn scope really starts to narrow into a set range.
So unless you deliberately go about using a horrible DPE attack(s) as often as possible once you have more recharge having domination come up more often pretty much always increases the amount of available endurance more than it burns. Which really, it makes little sense to use poor dpe powers once you have high recharge because your other powers will be up much sooner. ie a low recharge dom might end up using an aoe attack in their st chain, but a high recharge one would rarely run into that necessity. The recharge also makes other end management tools such as DP, consume, or powersink up more often, which also increases end beyond what you are burning.
I won't pretend that a high recharge dom is more end friendly than a low recharge dom that sits around doing nothing, but they aren't even in the same category of powerfulness so comparing them beyond stating they might belong to the same AT is pretty pointless.
Edit: OP doms went from being perhaps the most endurance friendly non-MM in the game to being not so endurance friendly. Psy assault specifically underwent the largest swing. If you couldn't feel a difference I'd be worried, which has made me question the validity of some posters comments inthe past. Basically your best option without spending huge inf to get domination and DP cycling more often is to pick up powersink. Or start ditching powers like hotfeet or drastically slow down your gameplay. I'd personally go for powersink. -
So are you saying that in the case of Mind Link that LuxunS cited earlier with 66.6% rech slotting and 111.25% global it should be applying DR to the total only? (that was my first inclination when I posted an example for blaze; that it tallies all rech before DR'ing it, though admittedly I wasn't that confident in that assessment as I'd never actually tested it).
But rather than continue to try and figure something out with no numbers I just went and tested it with Fiery Embrace on my dom.
97.4% slotting
81.25% global rech
=178.65%
=180/2.7865 =64.59 sec rech (which is what it was in normal zone)
With DR it should be
178.65 --> 130.18
=240/2.3018 = 78.20 seconds in pvp, or 1 min 18 sec and change in pvp.
That is accurate. I think I was confused because LuxunS may have been a bit off in his testing for mindlink that led me to think recharge was being double DR'd. I know my testing almost got screwed up because I had that masterpredator buff that expired in the middle of the pvp test and threw the whole thing off by like 4 seconds, but subsequent retesting fixed that.
Anyway thanks for the info, everything fits nicely together now. -
As a corr you can also take soul for powerboost which cycle way faster than pbu and soul storm hits like a ton of bricks that with a solid build pretty much fill the role of 3 rd tier blast.
You could also take the fortunata pet, I haven't pulled her out in forever, but I don't see someone completely sapped of end getting away very quickly; not faster than she could move with speedboost on her even with retarded ai. Over the corr damage should be considerably higher than the defender version. -
Quote:Get used to it. traps > AV's.I took on Dr. Vahz with my level 18 Traps/AR last night. I was half-expecting the sort of epic running battle I got when I soloed him with my TA/A way back when TA was new. Sure, he's weak to lethal, and I had a resistance debuff...but my TA/A had those advantages, too, and was forced to kite him all over the map.
Vahz folded like a cheap suit. I believe it's the first time I ever soloed an EB on a defender without using any inspirations at all, and I never dipped below half health. I know Vahz is about the easiest of the AVEBs, but I still find this rather promising. -
I think other than /icy it would appear that /earth has the lowest damage in pvp, but at least ice has -rech and can hit targets that are in the air and be used while in the air. It looks like /elec, /nrg, and /fire all blow it out of the water before even using bu, or fe.
/elec/mu should do well enough. You have hold and confuse as two separate mezzes as plant so it will probably do ok too. If you hit sirens I think /elec is probably the go to set now that you have access to thunderstrike there.
I don't think plant is the best primary, but you gotta get it leveled up to pvp and plant levels very well. If you are just getting pl'd I'd probably consider mind, or fire, and while rare I think a case can even be made for grav. -
I believe it is a bug at this juncture, but in 6 months or so if a lot of people are raking in rewards such a change might not be a bug.
On the other hand this is vaguely reminiscent of the pvp IO's.
They stopped dropping altogether - "definitely a bug"
Then they came back at a drastically reduced drop rate.
I'm slightly paranoid that they have a lower reward system in the works and this has just slipped through ahead of schedule and in bad format.
I dunno the ability to spawn a map for 8 and -1 just seems a little too good to be true for people looking specifically for rewards.
I really hope they are being straightforward with us, the fallout will be sad if they aren't. -
An example using global buffs would have been even more handy

I think I get it for things like tohit and from the defense example you provided in the guide.
basically enhances get DR'd on a per power basis, and then you sum for that attribute then the total for that attribute gets DR'd again.
The thing that has been throwing me for a loop is global recharge (well global buffs in general). It's easy to see where enhancements fall in the system, but is it also treating global buffs (ie rech, acc, damage) as strength buffs, but separate to the strength buffs contained within the power?
Like if I wanted to explain it to someone in game would it be accurate to tell them that the system pretends (or that it is simpler if we pretend) that global buffs are basically enhancements of an invisible power so they get DR'd separate from the enhancements of the actual power and then added together and the grand total is DR'd again.
I got hung up trying to explain this the other day, I could do an example for tohit like you did, but when asked where global buffs fall in I drew a blank at explaining and understanding why they are DR'd separately before being tallied with the enhancements and the total being DR'd.
Like it makes sense when you have multiple powers doing the same thing. The strength buff for each is DR'd individually and then the total is hit, but where do global buffs fit in the grand scheme.
thx
Does that make sense?
DR feels like I haven't paid my visa bill
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Quote:Or wait for FM stalkers with BLAZE!Blaze can have it's range reduced to like 10 feet...even though sets like Spines and Claws both have ranged/melee attacks that have a range of 40 feet. I do realize that Blaze's Damage coupled with the Range might make it alittle over powering, so shorten the range...easy fix.
As to the chasing down runnings, unless your primary/secondary set for stalkers has a ranged attack, you'll have to pick something up from the patron power pools...that won't change, so either kill them quicker or deal with runners.
I ended up getting rid of my em stalker after the ET change, and I enjoyed my clawlz stalker mostly because of focus, but never really got into /wp that much and ended up deleting it.
lack of ranged attacks causing me to run after things is probably why my collection of toons is about 85% ranged AT's
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Quote:It would appear that shockwave is more on par with strike for st damage, but is of course a nice cone.The only thing I've noticed is why decrease Shockwave's Damage...at lvl 50 with 90% Fury it still does less damage than Swipe...it just does damage to a cone. That is still sad that a tier 1 attack (Swipe) does more damage to a single mob then the tier 9 attack (Shockwave) :P
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Quote:I'd say as an all-rounder this build would probably go the distance.
hm, solo friendly, group friendly, fun friendly. i hate tedious toons....i have plenty of them, and that's why none of them have gotten the attention this one has, and why he's my badger, my IO'd toon, and my go-to guy. he can even PVP a little
it's all good! thanks again for the heads up on the Hecatomb/accuracy/cremate probelm. -
Quote:You're probably right, I trialed WoW a long time ago and didn't remember it being bad at all, the only thing I recall was the gold limit. Just as when I first trialed this game in ~'05 it was great. The trial I ran of this game a few months back would have never inspired me to actually buy it, perhaps WoW's would be just as bad for me now.Oh really? Here are
WoW's trial account restrictions
City of Heroes Trial account restrictions
Sorry but aside from being able to respond to tells/whispers they seem just as restrictive as ours if not more in some spots.
At any rate, I feel bad for people trialing this game now. -
Quote:that would be pretty funny. Dunno if it would work or not and I haven't purchased any of the MT's, but ya.City of Data doesn't have the numbers up for the Cold set for Controllers, but if they are the same as Defenders, then the debuff lasts for 30 seconds.
Does Rise of the Phoenix work after Self Destruct? If it does, you could run in, self destruct, then RotP. That would be some substantial damage. and be pretty darn funny, too.
