Frosticus

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  1. Quote:
    Originally Posted by Synapse View Post
    Thought I would chime in here and let you know what we've done to test this. The data has been checked, the code has been checked. There has been no change to either. That said, none of us would be satisfied until we tested this for ourselves. I knew this issue would haunt my dreams until I dedicated some time to testing. So, I went and did some pretty comprehensive testing today. Both internally and on the training room.

    The results are pretty consistent and drop rates appear to be correct. The way I tested this is load up the first mission given out by Abyss (as a number of players mentioned this in their tests). I then set my difficulty to 8x and +0. I then went through this mission 5 times internally and 10 times on the training room and the results were very consistent:

    -14 to 19 recipes per mission
    -5 to 8 enhancements per mission
    -30 to 51 salvage per mission

    So, for the time being I am calling this a perception issue, that said I will keep an eye on this. If there is in fact a bug at work here then there will be reproducible steps one could take to get this bug to happen to anyone. If anyone does in fact nail down possible repro steps for this bug, please PM me or post them in the forums.

    I know this isn't the answer many of you were hoping to hear, but I will keep an eye on the issue. Again, please contact me via PM if you have any possible reproducible steps. Lastly, I want to clear up any rumors of a "stealth nerf" or drops being different per map. Drop rates are on a per class basis. All minions, lieutenants and bosses have the same drop rates as all other minions, lieutenants and bosses regardless of what map they're on. The only difference is what items they drop (magic salvage vs. tech salvage, different origin enhancements and such)

    Regards,
    Synapse
    Maybe there is something wrong with your medulla oblingota.

    Also stop using your dev hack tools

    No data to provide, more than enough has been to warrant extensive further investigation and to convince you that your initial testing has not satisfied the issue.

    All I can say is that since I16 I can count on one hand the number of recipes I earn per session just playing solo where I'd normally have to dump off a lot more. Pretty sure I'm moving my high level toons back to AE for tickets as something is better than nothing.
  2. Frosticus

    Death to a.e

    AE is dead, but w/e not like much went into making it. I wonder if more people are pvp'ing than using AE now... Of course with drop rates in the tank I know I'm heading back to AE as some tickets are better than nothing. So maybe AE will come back anew considering Synapse has said the drop rate issue is imaginary. Maybe everyone will start using AE again, but rest assured they won't be running your sucky arcs this time either heh.

    In conclusion, AE is in limbo, if normal drops stay bugged it might have a resurgence. If the drop bug gets fixed all 5 people left playing AE will have the quiet environment to make their masterpieces that they asked for.
  3. I've helped a number of trials form teams lately. Seems overly restrictive to me. I remember trialing this game a long time ago and getting up to 26 on my ma/regen scrapper and doing pretty much everything a "real" account would. I doubt I would have actually joined this game with the current implementation of the trial. I did actually run a trial account a few months ago leading up to i15, it feels considerably more restrictive than some of the trials I've done for other MMO's such as WoW.
  4. Quote:
    Originally Posted by Grae Knight View Post
    If you really want to grab someone's attention when forming a team, use their name like you know them.

    "Hey Grae, got a x level teaming running, want in?"

    You would be suprised how often people will join than not.
    Tried and true strategy in games and life, people love the sound of their own name.

    OP: I'm not sure what advice I can offer. I play on freedom and have been really struggling to find teams since i16 dropped. I'm on the other end of the spectrum and playing lowbies (all sub 20), but finding teams on my elec/kin corr and my elec/fire scrapper has been an exercise in frustration.

    The new system makes teams more accessible, but I'm finding way less happening. I'm wondering if we have hit all-time low subs or something with school, Aion, CO and even Fallen Earth all happening at the same time. Or everyone is on their pimped toons seeing how difficult they can make a mission and still solo it. I even resorted to advertising my elec/kin as a <shudder> healer thinking peeps just might be unfamilair with kin. It's bleak.
  5. well back to AE by the looks of it, tix still seem to drop quickly enough and while I actually like random drops while playing much more I definitely prefer something to nothing .

    Synapse's post does nothing but make this issue look like a fix is not in the foreseeable future.
  6. I'd play the heck out of FM for stalkers if it had blaze. Never happen, but man it would be sweet.

    I really like having a strong ranged attack on my melee toons to minimize chasing after things that run away cause I'm wailing on their buddy. I however, don't really like waiting until the 40's for that to become an option.
  7. Frosticus

    Serious Question

    Quote:
    Originally Posted by ThugsRus View Post
    Okay, my attempt to make humorous metaphores to the current situation with Issue 16 failed miserably. Let's try a direct approach.

    I build superior toons in CoX by careful examination of every tiny minute set bonus possible. My toons are able to solo 300 of any single type of boss in a single room.

    What I enjoy is facing the hordes of enemies and laying waste to them all. I use no exploit what so ever. I expect to be rewarded for all my hard work, but the developers of this game insist on nerfing every high end challenge I can face.

    My friends' who enjoy the same aspect of this game are all on the verge of quitting. I too am on the verge of quitting.

    My question ... Is it time to quit? I can't seem to find any enjoyment left in this game and I don't want to abandon a game that I've invested so much in, but I don't see any light at the end of the tunnel.
    Option 1: Pad TF/Trials/SF, get extras to drop and then run it alone or with as few as possible of your friends. Set it to w/e +con you can handle. That will be adequate challenge that will rival any boss farm (god I miss them though, they were a lot of fun). If your build is as uber as you believe the rewards will come quickly. Or at least they will if they ever fix the drop rate bug

    Option 2: You can still make very rewarding AE missions, what you need is a toon that can pull far more than the single player target cap, then stick it with grey minion fodder (I think this is still possible, haven't checked) and tougher luts/bosses. The fodder will vaporize and you'll be left fighting what closely resembles a Boss farm of yore complete with full rewards, full excitement, and full challenge.

    Granted 1 and 2 are a LOT more effort than just logging into a Boss Farm and going to town.

    Option 3: intentionally gimp yourself. Probably sounds like an insult to anyone that enjoys min/max building, and it is at the core, but I don't mean it that way. Make a specific build weakness and then min/max it away. Example, build a fire troller with no flashfire and then min/max the lack of that "mandatory" power out of the build. It can be interesting as lets be honest it isn't hard in the least to build a tankmage in this game if you have the funds. If you have a large bankroll it removes a lot of the enjoyment out of maximizing a build imo.

    Anyway, I won't patronize you and say you should be enjoying normal content as it is "intended", if you don't then you don't. NBD. But you can still find things that have difficulty on par or even exceeding the typical boss farm, the reward rate will still be very good if you toon can do well.
  8. Quote:
    Originally Posted by Hindenburg View Post
    -Mind/cold sounds nasty.

    -I'm pretty happy with my cold/dark defender even though I lose or tie more then i win..

    With more play time on it I'm sure I could win half the time! :P.

    but most my matches are no more than a 2pt spread (win or lose)(no TS, DR on).

    Life Drain is pretty shweet. Here's an idea what im running..

    Hero Plan by Mids' Hero Designer 1.601
    http://www.cohplanner.com/


    Click this DataLink to open the build!



    I think the Corrupter version of this would be alot better..even tho i have almost zero experience with vill's
    You should consider upping your kb protection, you probably get bounced around a lot. At the same time, have you looked at torrent? it is mag 28kb when slotted. Not as good as levitate (35), but depending on the crowd you face it could be advantageous for ensuring you get to land a max buffed TF on a max debuffed opponent.

    I'm not sure of the interaction that benumb has with kb protection. I think it probably only reduces the enhancement value of any kb slotted into acro, so at best a pbu'd benumb would knock off ~3 points of kb protection. But I'd have to test to say for sure.

    Some of your slotting seems a bit unconventional too. ie sleet in particular and that endreduc in benumb.

    cold/dark is a pretty fun toon though, I should get around to finishing mine someday as it is stalled at 40.

    As for the OP: I dunno, I've found my mind controller has next to no damage. I think fire would do better in that department, but I know sonic for defs does very good damage, though I think a sonic/cold corr would be a better choice.

    One nice thing is that troller benumb is already 90% debuff (well93%) so you don't need to powerboost it at all. It should really gut your opponent.
  9. /traps will break the game when it goes to trollers even moreso that it does on MM's. I'd roll a fire/traps immediately and become a hotfeet, toebombing aoe tool of destruction. Then I'd go to monster island and solo all the GM's (one maybe two at a time).

    I can't wait.
  10. Quote:
    Originally Posted by Local_Man View Post
    To further explain, I have the Fire APP set on my Ill/TA and my Ill/Rad. I explain why in my Ill/Rad guide, but I wanted fast AoE damage that did not rely upon an AoE immob. Illusion benefits from faster, up front damage to avoid losing damage to the heal-back in Spectral Wounds, Phantasm and Phantom Army.

    I tend to take Ice on my */Storm characters, because Hibernate is the only APP power that lets you recover both health and endurance, and since Storm has no self-heal or End Recover, it fits. Ice is also good if you want AoE damage, but can keep the foes in place for a while. Ice has both Ice Storm and Frost Breath for AoE damage. If I'm looking to boost my defense, then I go with either Ice or Earth.

    I tend towards Earth on my melee-oriented characters, because Fissure has such a short range. The main exception to that is my Fire/Rad, who needed the mez protection in Psi. Earth has great single target damage, so I have it on Plant controllers who lack single target damage.

    I'll consider Primal if there are important mez powers that can be be boosted with Power Boost, but the AoE damage on Primal is very weak. I like Primal for Mind controllers.
    this is pretty sound reasoning.

    I'm tempted to try /fire app on my fire/cold that is in the works just for rotp as a nuke.

    My question is that I know sleet rain will cancel when I die, but the effects should linger yes? Basically I want to cast sleet, jump in and die and then blow them all up with rotp! If sleet effects linger a bit after I die that would help it hit harder and more accurately.

    I suppose I could log my fire/storm and use the second build for /fire, or xfer to test, but if anyone knows offhand that would be easier.

    why? cause it is like a blaster nuke in terms of damage, but works in reverse. Rather than draining me it restores me. That and trollers are such tankmages in late game that it would be about the only way to get a rush out of the toon vs "normal" content.
  11. Quote:
    Originally Posted by wasabivirus View Post
    i actually wondered WHY the hell was diminished returns implemented? well, i finally found out why. the other day i was on my hero sg and the member who was in RV with me said she wished that IOs were turned off in pvp. i was like wtf?? she further explained to me that she doesnt have the time to get all the goodies and she tought it was 'unfair' that others were IOd out... but she was on her husband's toon... so i thought to myself, well instead of going along with altitis they should have worked to together to IO out their regen scrapper (which ofcourse are the best scrappers) instead of being freaking LAZY...


    so in short, DR was implemented for the lazy because they dont wana spend the TIME to make their toons good. they cried and cried to the devs to have IOs turned off in pvp and the devs returned with a 'compromise'. which to me is just stupid. just like in real life, you gotta work to get anywhere. and i hate DR.
    DR is intended to even the playing field and make pvp more accessible to a wider array of players. But the road to hell is paved with good intentions.

    Those players that were now supposed to be included in the new demographic never showed up and DR just pisses on pretty much anyone that spends time actually focusing on their build. I think it is asinine at best to introduce character tweaking as pretty much the only end-game content and then effectively disable that feature for the only other end-game content: pvp.

    You gotta wonder what is going on in their heads. I mean I get why they did it, but it really should have been a non-starter when brought up in the current implementation. Basically ya, setting off a nuke will demolish the building your looking to take down, but that should be the last resort, not the go to plan A.
  12. I've only done a couple /ta MM's up into the mid 20's. it will certainly work for a ranged build, though the mitigation it offers is less than satisfactory imo. I found my thugs/ta ended up getting cut down pretty often (for a MM) and I think thugs are tougher than mercs.
  13. Quote:
    Originally Posted by Hart View Post
    For comparison, I went Earth/Earth over Plant/Earth because of my experience with Plant/Energy.

    For the first 26 levels I relied on /Energy's knockback for mitigation. After getting Carrion Creepers and Fly Trap knockback was even more unreliable than normal because both of those are pets that follow you around spamming roots.

    Granted, this may not matter much since Seeds of Confusion can be made perma with very little cost or effort, so your need for knockback as mitigation is a lot less.

    The other reason I went Earth/Earth is entirely powergamey - I want to slot Achilles Heel Chance for Resist Debuff in Quicksand and either Earthquake or Stone Cages so I can watch things melt on big teams.
    Not to burst your bubble but the only power that has slottable def debuff is earthquake. Though Achilles works pretty well in it from my experience on my earth/fire.
  14. Looks like they got around to giving stalkers their own version of L-rod like they did for scraps/tanks. It does about ~45 more base damage. Sweet.
  15. Fire/sr - I have found my fire/sr to be very enjoyable, fast movement, cuts through mobs like a hot knife through butter because three of its attacks actually use a gigantic hot knife . Ah now I want to rename him! I really like that you can have different colored fireswords for each attack and that depending on how you attack the model will stay active for quite some time. So with a bit of though I can use a purple sword for all my sword attacks and then switch it to a green sword for a while. Neat little mini-game.

    BS/shield - I originally rolled a dm/shield brute and took it to the mid 30's, but the total lack of aoe damage wore me down. Bs/shield has been a good solid toon from lvl 8 on. The only thing that bothers me is that shield charge causes redraw. That and I wish it was actually a kat/shield (if possible) as I really like goldendragonfly and soaring dragon animations.

    elec/fire - dunno, this toon is only lvl 16 so far and it has been painful up to this point as the st damage is low and the aoe is anemic so far, but this toon will eventually turn into a walking nuke. I even plan to use rotp offensively once the toon has enough bonuses to make it effective with no active buffs running. Yes I plan to actually let myself die...and often. So I'm aiming for high recharge rather than trying to pimp out survivability super high, that way L-rod and roflecopter of the pheonix will be up more often.
  16. I think you should review your slotting of cremate, 22% acc even with your global acc bonuses seems pretty low to me.

    I'm not sure if you do/don't like incinerate, but it is a pretty beastly attack. Though the propensity to drastically overkill targets with it if you don't like frequent target switching is very high, especially on teams if others are also targeting the same foe as you.

    I've found on most teams I just spam FSC and epic aoe on my fire/sr, it generally isn't worth targeting anything less than luts as the aoe splash will eliminate all of them.

    I dunno, I think most of the fire chains deal about the same dps as all of the attacks have pretty similar dpa, so as long as it is full you can pretty much base it on aesthetics/preference. You look like you are more or less there with a tiny gap in the scorch, cremate, scorch section. Though incin is certainly your most end efficient attack that probably isn't a major concern on a /wp w/ stamina. I personally wouldn't drop incin for GFS as the latter is a pretty visually and auditory satisfying attack as you pretty much cleave foes from head to toe with a huge firesword.

    Dunno what your goal for the toon is, but it looks like you've spent a fair amount to reach it
  17. With your stipulations I'm gonna say firemelee hands down. It's probably still right near the top even with major inf dumped into the build.

    No build for you, but shield powers+2 slotted cj+weave+steadfast 3% def should get you to about 43% def. I'm sure you can squeeze out the last bit in w/e way you like.
  18. For anyone not comfortable with DS scales and what they actually mean here are the unenhanced lvl 50 numbers live vs test for a brute.
    Swipe: 37.1 --> 34.62
    Strike: 56.3 --> 51.72
    Slash: 68.4 --> 61.73
    Spin: 78.83 --> 78.83
    Followup: 33.37 --> 33.37
    Focus: 69.2 --> 62.98
    Taunt:
    Evis: 100.1 --> 90.96
    Shocker: 52.1 --> 47.13

    So what does that mean? Spin still rocks so hard! But what about some attacks with enhances, single followup, and say 85% fury?
    Strike:
    146.5 --> 136.7
    Focus:
    273 --> 248.8

    So really not that much of a reduction in actual play, but a reduction nonetheless. At least spin still does like double the damage of most other pbaoes!
  19. The first few attacks of archery ie snap and aimed do indeed deal lower damage than most other tier 1 and 2 blasts. Not 3x as much, more in the range of 1.5x as much. However, archery attacks recharge faster and cost less end.

    If you were also fighting mobs with a bit of lethal resists and the set you are comparing to was more exotic damage that may have made the difference a bit larger still.

    Did you take blazing arrow at lvl 6? If not grab it ASAP, it is a very good attack. The only corruptor attack that hits harder is blaze from fire. Though both powers do have significant dot damage that you have to wait on.

    Other than that arch deals decent aoe damage and with rain of arrows great aoe burst damage. It is a very endurance light set that should allow you to skimp on end reduction throughout the build, which is pretty nice for people not wanting to spend a king's ransom on recovery IO's.

    IMO if blazing arrow isn't satisfying you then it will be a long road waiting on rain of arrows, which is really where the set jumps into the next echelon. You may want to look at other primaries if that is the case.

    Although it still looks to me like rain of arrows for corrs is doing less damage than it should, but maybe that is intended for some reason or another.

    To answer you last question: no arch is not a "support" set like dark blast (not that I necessarily agree with that assessment of dark). Arch is pretty much pure damage role as it has very little mitigation built in. It's actually closest to fireblast imo, just minus the extra dot damage (excluding blazing arrow) so fire is able to surpass it in pretty much every way until you get rain of arrows and then I've yet to hear an archery user say much of anything negative. It also is the best far range set available for corrs.
  20. What do I think? I think I played a claws/wp brute up to 10 and was pretty dang impressed with fury+spin at low levels and was confident it would continue to destroy with over twice the damage of other pbaoes such as whirling hands. And it should continue to as it wasn't lowered from the looks of it.

    I also think this is a major concern http://boards.cityofheroes.com/showthread.php?t=188712. It feels wrong that that person was so right haha. While this nerf/downward adjustment is not enough to make the set unplayable its enough where if you are a numbers person you will certainly notice and it might put a damper on your enjoyment...maybe.
  21. Quote:
    Originally Posted by Plusone View Post
    Ok, I've heard about this Physical perfection power, can someone please tell me where to find the info, I'm working on a Regen Frankenslotted Willpower Brute, and this sounds like it would help lots, but I don't know anything about it other than it exists.
    reroll as a scrapper or tank and take body mastery, then you'll be able to find it
  22. Quote:
    Originally Posted by JJDrakken View Post
    Wierd, why wont it add in FFG normally?


    Strange


    JJ
    Prognosis: read thread better, the issue with FFG not being able to toggle on was indicated in the OP as were instructions of what numbers to add ontop of what is displayed.

    In short anything equal to or greater than 24.1% def will be softcapped (45%) when FFG is added on.

    You even get a nice 20% tohit debuff from the two seekers for pesky mobs like Fortunatas that can still have a decent tohit chance through 45% psy def.
  23. Just for clarity, mezzes seem to no longer suppress knock protection, or at least acrobatics at any rate. We didn't test with melee armor sets.
  24. I've been massaging the build that I first posted a bit more to squeeze what I feel is even better numbers.
    -better hp, 1398.9 vs 1335.8
    -better regen, 30.43 hp/sec vs 26.9 hp/sec w/ triage active.
    -bit better net recovery (recov less toggle drain) 2.38 eps vs 2.13 eps
    -more even distribution of defense, lowest is 45.3 (psi), highest is 47.1 (ranged) *I realize higher can be beneficial but my goal was to softcap only, so for this project overages are wasted resources.
    -bit better team defense 26.3 vs 25.85
    -removed siren's song and replaced with screech. This will stack better with the stun of seekers to nail down a boss easier.
    -much more useful slotting of poison trap
    -should be more friendly for those wanting to exemplar down

    It did however cost me 3.75% global rech

    I think overall this is one of the better builds I've ever done and it would be very powerful. I think I'd tentatively place traps/sonic as a top 10 most powerful toon in the game.

    edit: if my calculations are right this toon could theoretically live indefinitely through 1350 dps of incoming slash/lethal damage. So something that would kill a naked squishy in one second this build would actually be sitting even through (ie not getting hurt, but not healing excess). Vs damage with no resistance it could face about 930 dps of incoming damage.

    That is before taking into account seekers which are an amazing -53.2% damage (so pretty much cuts incoming damage in half in ideal situations) and the fact that your traps actually pull a lot of agro of their own.

    Click this DataLink to open the build!

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