Frosticus

Renowned
  • Posts

    2597
  • Joined

  1. [ QUOTE ]
    [ QUOTE ]
    I know BU takes 1.32 sec to cast so leaves 8.68 seconds of buff

    [/ QUOTE ]

    Power effects generally don't occur until the activation time is finished. So BU has a 1.32s cast, and a 10s buff time.

    [/ QUOTE ]

    I'd have to test it to be sure, but the instant click BU your damage buff shoots up, but you can't use a power until it is done animating. Whether that cuts into the time or not I'd have to check. I just always figured it did.
  2. I at least hope you responded with this when they went after you.
    Sh*t's Weak
  3. Frosticus

    AE for PvP

    [ QUOTE ]
    I have always thought of safeguard/mayhem missions as a good instance PvP idea.

    [/ QUOTE ]

    So did everyone else that thought ahead about how to integrate pvp and pve in new and exciting ways.

    But the i13 rule changes mean that is probably never going to be possible. NPC's and pvp don't play nicely together anymore and the fact that safeguard/mayhem's would likely be one of the "first" introductions into CoX pvp they would see it would just be a nightmare.

    Mayhems with pvp looked to be a nice step in between base raids (pretty much raiding a dev created base) and pvp zones. Providing a great chance of participants graduating to zone, base, or both.

    It is pretty obvious that the dev's don't want anything like that though, just look at base raiding. Or the complete lack thereof.

    It had tremendous potential, but the people put in charge of this area of the game unfortunately don't know what they are doing.

    AE was a logical extension of the possibility of integrating pvp and pve (in a completely optional ie not forced way). Too bad.

    Had things like that been done pvp would be so easy to step in to and get acclimated that most of the "fear of the unknown" would be eliminated. That fear is the largest reason people avoid pvp. Even people that detest pvp and would rather just hit NPC's would have had a role interacting with npc's in these instances and may have at least tolerated them, possibly even enjoyed it.
  4. [ QUOTE ]
    Remember, guys, it's not exploiting or cheating that gets you punished, it's being too good at the game.

    [/ QUOTE ]

    This clip goes out to everyone that has ever felt this way. And DasBert is right.

    You're going to break the game

    In particular, 34 seconds and the end.
  5. I like fire/cold better myself, but fire/storm matures sooner and is visually impressive. And yes Freezingrain/sleet+aim+rain of fire+fireball is amazing.

    Proly want to get your hands on a lot of +recvery and/or +end bonuses though (which is part of why I like fire/cold better).

    Storm is one of the most enjoyable sets in the game (imo) even post LS nerf.
  6. [ QUOTE ]
    [ QUOTE ]
    [ QUOTE ]
    Isn't it though?

    It doesn't get BU right since it's hardcoded for Scrappers, but it's still a fun tool.

    [/ QUOTE ]

    Ya, I just hand edited in bu by setting dam enhance to 0 and then noting the last attack in w/e chain would benefit from it. Still saves me a lot of time from punching it in excel.

    [/ QUOTE ]

    Oh, you mean like creating an attack with the values of BU, but have a DS of 0 rather than using one of the existing with BU sets?

    [/ QUOTE ]

    No, I just took w/e chain it generated and looked at where I'd like to stick BU in (ie the beginning for simplicity sake).
    I know BU takes 1.32 sec to cast so leaves 8.68 seconds of buff. I'd then look for where it would expire in the chain. If there was any benefit to be gained by swapping an attack or two I'd do that.

    The reason I set dam enhances to 0 is because while bu is active it was just easier to take the number it spit out and multiply it by 2.63 and then by 1.95 for w/e was left.

    That doesn't give a good representation of BU over time though, more just in a short burst scenario that is longer than BU by a bit.

    If I wanted to do it over time at varying recharges I'd just look at the uptime ratio against the damage buff it provides and jam that in as a flat percentage onto of whatever damage buff I'm looking at. Not pretty, but I doubt it would throw the numbers off much until extreme recharge is attained.
  7. [ QUOTE ]
    Isn't it though?

    It doesn't get BU right since it's hardcoded for Scrappers, but it's still a fun tool.

    [/ QUOTE ]

    Ya, I just hand edited in bu by setting dam enhance to 0 and then noting the last attack in w/e chain would benefit from it. Still saves me a lot of time from punching it in excel.
  8. What a fun tool, save a lot of Excel time. Definitely bookmarked

    Ok for /nrg
    (adjusted for Arcanatime)
    BS>PP>TF>BS>PP>PBurst>Pblast> repeat
    13.73 sec, 138.94dps
    1907.71 damage

    For /elec
    (adjusted for Arcanatime)
    CBrawl>Havoc>Lbolt>Cbrawl>Cbolt>rep eat x2
    12.68 sec, 127.9dps
    1621.27 dam

    w/ BU
    BU>Cbrawl>Havoc>Lbolt>Cbrawl>Cbolt& gt;Havoc>(bu expires) Cbrawl>Lbolt>Cbolt
    14sec, 144.35
    1545.9 (bu)+475.04 (bu expired) = 2020.9 dam

    *I figure VS adds about 23.5 dps to /elec, but that is overly optimistic as pets usually have a delay longer than activation+rech would indicate.

    Like I said, /elec needs BU just to compete. And you need to use VS to actually best the /nrg by any meaningful amount.

    /nrg gets powerboost for free, /elec pays for BU. I noted that when the changes were first announced.

    More data points:
    @ 30% recharge
    nrg: BS>PP>TF>PBurst>PBlast>BS>PP> Pbolt>Snipe>Pblast>repeat

    =125.3 dps

    elec:
    Cbrawl>Hav>Lbolt>Cbolt>Cbrawl>Snipe >Havoc>Cbrawl>Lbolt>Cbolt>TS>rep eat
    =112.66 dps


    @ 70% recharge
    nrg:
    BS>PP>TF>Pburst>BS>PP>Pblast> Pbolt>Snipe>repeat
    =125.54 dps

    elec:
    Cbrawl>Hav>Lbolt>Cbrawl>Cbolt>Snipe >Cbwl>Hav>Lbolt>Cbrl>Cblt>TS
    =114.96 dps

    @100% recharge
    nrg: (same as 70%)
    elec: (same as 70%)

    @ 150% recharge
    (see above breakdown)

    @225% recharge
    nrg:
    BS>PP>TF>BS>PP>Pburst>repeat
    =141.46 dps

    elec:
    Cbrawl>Hav>Lbolt>Cbrawl>Cbolt>Hav&g t;Cbrawl>Lbolt>repeat
    =131.04

    Edit: if /nrg had pbu put in place of powerboost and remained on the same recharge timer with the defender duration (12.5 sec), then /nrg would be better than /elec in every single way (if it isn't already)

    Yes it would have a longer recharge than buildup.
    120+1.32 =121.32 with 12.5 dur= 10.3% uptime
    90+1.32 = 91.32 with 10 dur= 10.9% uptime.

    I'd say that is a pretty insignificant difference.

    However, I still support /earth getting pbu
  9. So what was your actual numbers there? Sorry it is just a lot of edits

    In the end it looked like you pulled 2256 is that with our without VS? Did you also adjust for server time?

    I know Thunderstrike is garbage and should be skipped under ideal dps and dpa simulations. I just wonder how many doms realize that in game?

    I just did a burst representation because you suggested /nrg would be fine with pbu. I think it would stomp all over /elec.

    Anyway here is the relevant DPA's across the sets.
    <font class="small">Code:[/color]<hr /><pre> DPA DPA
    Pbolt 44.47 Cbolt 44.47
    BS 66.70 Cbrawl 72.99
    PP 65.60 Lbolt 46.83
    Pblast 55.97 Havoc 66.70
    TF 63.57 TS 38.57
    Pburst 61.20
    </pre><hr />

    Bare in mind Starsmans charts have /elec as 0.05 above /nrg for sustained st. It is clear looking at the dpa values that /elec leans heavily on charged brawl whereas /nrg is comfortable with every power it has.

    I haven't looked at the attack chain generator yet. But I'll have a look shortly to see what can be seen.
  10. [ QUOTE ]
    Well, /Elec still has higher ST DPS than Energy and better AoE to boot.

    [/ QUOTE ]
    I've never tried to quantify Volt Sent, but unless it is pretty good then this is not the case at all. Higher burst w/ build up (barely), not even close for dps though. The aoe of both sets is pretty trivial.
    <font class="small">Code:[/color]<hr /><pre> nrg 0.95 w/pbu
    Pbolt 52.8 103.0 138.9
    BS 114.5 223.2 301.0
    PP 86.6 168.9 227.9
    Pblast 103.6 201.9 272.3
    WH 64.2 125.2 168.9
    TF 226.6 441.8 595.9
    Snipe 188.1 366.7 494.6
    Pburst 137.4 267.9 361.3

    elec 0.95 w/bu
    Cbolt 52.8 103.0 138.9
    Cbrawl 77.1 150.3 202.7
    Lbolt 86.6 168.9 227.9
    Havoc 114.5 223.2 301.0
    Snipe 188.1 366.7 494.6
    Static 65.0 126.7 170.9
    TS 137.5 268.0 361.5
    Sent 44.5 86.8 NA 23.5dps?


    </pre><hr />

    Actually lets take a look at a couple rough "burst" scenario:

    Burst Nrg (150% rech)
    PBurst&gt;Pblast&gt;BS&gt;PP&gt;Pbolt&gt;PBurst&gt ;TF
    13.5 sec
    95% enhance = 1674 dam
    PBU w/ 12.5 sec duration (remove Pbolt, sub in pbu at beginning for ~ same chain time) = 2119

    Burst Elec (150% rech)
    BU&gt;Havoc&gt;Lbolt&gt;Cbrawl&gt;Cbolt&gt;Havoc&g t;TS
    13.07
    =1533 dam
    +23.5dps of Volt Sent
    =1840 dam

    So ya, elec needs BU just to compete with normal /nrg. I see no way it could possibly keep up in DPS. If /nrg had pbu it would blow /elec out of the water even more than it already does (sans VS)


    [ QUOTE ]
    I don't think it would over power Energy at all.

    [/ QUOTE ]
    Maybe not, I dunno. There must be some reason they lowered the damage on the /elec attacks though while making /nrg the new /elec with 14 sec powerburst and 22 sec TF (these attacks actually have higher base damage than the blaster versions).

    As it stands there is barely any reason beyond concept to play /elec right now (outside of pvp). If /nrg had pbu it would only make that even more apparent.
  11. PBU would be a very welcome substitution. (on a 120 base rech as suggested, and proly pull the tohit buff even though I'd like it to stay).

    I'd argue that /nrg would be too powerful with it judging by how they nerfed /elec just cause it has BU, but I'd definitely vote in favor of pbu for /icy and /earth.

    Even if /earth has thumping melee like /nrg I'd still give it the ok because:
    1. Earth will be by FAR the worst ranged set. Probably like 2x worse than the next worst. A set that has such horrid ranged options would greatly benefit from the ability to boost control AND kill a bit faster when needed.
    2. Stone melee attacks, tremor, fissue all suggest great "power" with crazy screen shake action and ground pounding.
  12. Rad/sonic is the current AV champion for defs. I wouldn't say it is a mindless process though, it does require some involvement.

    Or wait for traps in i16. It should take the throne quite easily. Traps fenders should become the "best" blueside Big Game Hunter including GM's and other Monster class foes.

    *What badass blasters are cake walking AV's?
  13. I'd probably go with a troller. They are very active, require some strategy (bare in mind how easy most toons are to play and how they approach everything the same) and they usually have 1 or 2 contingency plans on the back burner.

    Trollers I'd recommend:
    /storm - very visually appealing and provides several ways to "skin a cat"

    Any primary. They all get pretty repetitive in that you tend to cycle your "go to" control every spawn. Each one does have a distinct flavor so play what you like.

    The reason I say storm troller rather than storm def or corruptor is because they have the "plan B" you're looking for in their aoe holds and they have amazing epic powers that make them very very powerful all round (ie jack of all trades, like you said you want).

    Although to be honest, if you put some time and money into your troller they jump from Jack of All Trades to Master of Everything heh.
  14. [ QUOTE ]
    [ QUOTE ]
    I'd be the richest player in City of Heroes by hundreds of miles.

    [/ QUOTE ]

    Whoa man, I'm not saying you wouldn't or couldn't but don't you think there is a difference between confidence and drink too much of your own cool aide?

    [/ QUOTE ]

    It is pronounced cool wHip
  15. qr
    My impression was that the majority of items (ie everything but purples and TF drops) were supposed to function in a "store-like" manner. Basically plenty of supply, very reasonable prices.

    One could argue that the market isn't currently working very well in this regard. I know a few months ago I could stop by at lvl 27 and franken-slot my toon for a few million with instantly filled bids.
    Price is not the issue now with this, but many IO's that should have high suppy just don't anymore.

    Purples were put in place to fill the request for super end game "gear/loot". To fill that niche, extreme rarity is pretty much one of the first requirements.

    PvP IO's were implemented to satisfy the player demand for progression and reward for pvp activity. But for w/e reason have rarity beyond even purples. It would be ok if they had several layers of pvp enhancement similar to pve, but they don't. So pvp IO's are fail in every way.

    For me Purples are more or less WAI, good IO's that make a non-purple top tier build are fine, pvp IO's have failed, and I get pretty pissed off when I have to "wait" on cheap IO's that I want to buy NAO for franken-slotting because there is zero supply.

    However, unless they put in some ridiculous restriction on the new system for spawning team sized spawns while solo or w/e then I think the market is going to flourish in i16. Of course pvp IO's will still be phail.

    *To answer this question: "dev's are you ok with Billion inf purple sets?"
    Probably, a Billion inf is the equivalent to what about 400 million was a few months ago. Making a LOT of inf is even easier than ever and things cost a lot more. The proportions don't seem all that different to me.

    However, the BIG numbers can be a shock now that inf has pretty much been converted from US currency to Yen!.
  16. [ QUOTE ]
    [ QUOTE ]
    [ QUOTE ]
    [ QUOTE ]
    I think you might overestimate the area of the stalker critical.

    [/ QUOTE ]

    I don't think he does. Not vs. "hard targets" and on a large team.

    [/ QUOTE ]Sure, but that's funnily enough, not all the time. In fact, considering the teams I find myself on, that's barely 5% of the time. AVs, pylons, gms, sure. Great. Whoo hoo. They're good at that.

    [/ QUOTE ]

    You mean like when I said...

    [ QUOTE ]
    There's also the matter that "hard targets" aren't that big a part of the game.

    [/ QUOTE ]

    Frankly, unless they somehow mutate them into some kind of force multiplier, there's no version an assassination class that's ever going to be especially attractive to generic teams plowing through normal content. (Note that, given the casual nature of this game, "not especially attractive" does not have to equate to "never invite due to uselessness".) Meanwhile, I'll take a version that's reasonably good at hard targets, since I actually do spend a significant part of my game time playing content that includes them - TFs, raids (Hami or RWZ), etc. After all, the previous version wasn't especially good at anything.

    [/ QUOTE ]

    The way VEATS have forcemultiplication ability is something I think should have been used to improve stalkers. Not sure where I'd fit it in, but if they offered the team defense that VEATs can throw around Stalkers would be a lot more attractive.

    Need a thematic reason?
    I'd feel a lot more confident (survivable) going into a fight knowing some invisible killing machine is ready to sucker punch the living hell out of my opponent.

    After playing a NW and a stalker into the mid 30's the NW feels like a stalker 2.0
  17. Frosticus

    Trying Farming

    DasBert and Macskull have given the most useful advice. I'd listen to either, or both.
  18. 1. Skippable. It is a decent power, but it is one of the first that is dropped from any Kin I make if necessary.

    2. Good IO mule. cheap kb protection and +def global can go in it. The buff is so short lived that you often use it as reactionary (after the fact). I find my kins are so busy that I rarely use it. If concept is important to you it is a very good fit for a grav user though.

    3. Definitely possible depending on playstyle. However, a grav/kin/power seems like a more range oriented build to me (basically in and out for fulcrum and then fight from range). A transference reliant build generally works better on a more melee oriented troller.

    I tried it on my mind/kin, but found it sort of a hassle to need to close to melee when I otherwise would not.
  19. Frosticus

    Plant/ ??

    qr
    I've been taking my plant/kin to hazard zones until 20 when I plan to AE blast it to 50 (yaya I've played plenty the hard way to 50 already thx).

    I swept Perez and am now sweeping Boomtown. Seeds+roots is way too easy. So far it has been faster than my fire/rad doing similar.

    Plant (so far) doesn't even need a secondary. In that regard it is kind of like mind, but this is against team sized spawns and pumping out decent aoe damage.

    I think offensively plant will pair very well with kin, rad, storm, cold and TA. So really I think you'd be safe picking w/e you enjoy the most.

    The reason I personally picked /kin is because it will be really easy to pl and I've recently run a storm troller and two TA's. I also wasn't in the mood to run another /rad, which I've played to death over the years.
  20. [ QUOTE ]
    [ QUOTE ]

    And also, I'd like to see any purchase of 500mil or more flag that account for investigation of RMT. Before you jump into an uproar, if you earned that Inf the honest way, then you have nothing to worry about.

    [/ QUOTE ]

    Yes, because treating your customers like criminals is such a fantastic way to keep them subscribed.

    [/ QUOTE ]

    Worked well shortly after MA came out... Oh wait.
  21. [ QUOTE ]

    I expect some changes. Fissure and Stone Spears use the exact same animation as Stalagmites. Stone Spears even use the same hit effect. Tremor is just crap with it's low damage and loooooong animation.

    Hurl Boulder is just ick...

    I really, really, like Fissure and the melee focus of the set. Even Elec isn't this focused on melee. Power Boost is kinda meh, but I think I can live with it.


    If I was making the set it would be:

    1: Fling Rock
    2: Stone Fist
    4: Gravel (the Igneous cone attack)
    10: Stone Mallet
    16: Power Boost (would give my left kidney for Earth's Embrace)
    20: Heavy Mallet
    28: Fissure
    35: Mudpots
    38: Seismic Smash

    [/ QUOTE ]

    I like this version much more. Though I'd personally switch Seismic with Fissure in power order and I don't mind tremor being in the set. It isn't a great power, but it is pbaoe which will work better with mud and the melee attacks.

    Good point about the redundant animations on an earth/earth. You put your left foot in, you put your left foot out, you put your left foot in....

    That animation is pretty cool and powerful looking. I don't really like it attached to such a spammed attack as stone spear will be.
  22. Frosticus

    Therm MMs (PvP)

    Therm shields + the 2 res pet procs is going to make some meaty pets both in pve and pvp.

    I didn't mind /pain when I tried it for MM's, but I think thermal is ftw, less babysitting required and maybe even more powerful + HE = I win.
  23. [ QUOTE ]
    Good call on "Fissure". I was thinking in terms of the Tanker version. The controller version would make more sense in terms of balance. I still hope it comes with some KD so it can be chained with Tremor/Earthquake/Mallets/AirSuperiority.



    P.S. So no one else is even midly shocked they gave the set PB? (If you haven't guessed, I'm really quite amazed).

    [/ QUOTE ]

    I'm just happy that pb no longer boosts kb effects. The lack of synergy would be astounding.
  24. Ya I think it is only spines/thorny left now that redraw doesn't slow you down. Doesn't make it any less annoying on those sets though with the constant "thwick" and dropping like a stone during movement.
  25. gonna ae pl mine up to 28, the set looks unplayable before then, but overall looks like it will be awesome in later stages.

    Hopefully they didn't mess with the DS of the melee attacks much. If they gave it the /elec treatment and those slow [censored] ranged attacks I'll just pass.

    But, it doesn't have buildup so no reason to punish it unnecessarily. I would have rather stone fist at lvl 1 than stone spear. I know it is standard practice to have a ranged t1 in the assault sets, but who cares, the set is so melee oriented they should just embrace it. Stone spear might just have the lowest DPA of any dom assault power (st).

    I know I'll be petitioning during open beta for them to ditch spear for fist.