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So FF is going to be slightly boosted here and more effective (yay!) Debuffing getting hit by double-purple penalties means that debuffing has to be over-effective at lower plus, then dropping off effectiveness.
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This change isn't making debuffs worse than before in any way. A single acc debuff doesn't have to be more usefull than the entire FF set in every AV fight, for things to be balanced.
Besides, non-FF sets have -dmg, -recharge and healing which more than makes up for any acc/def advantage in an AV fight.
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I'd advocated a lower base value, but making debuff only get affected by the purple patch {once}. That way it can less potent near your level, but possibly more effective against higher cons at later levels.
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You know the most realistic implementation of this would be about the same against +3, slightly better against +4, and suck horribly for anyone soloing +0s. -
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I'm going to add a third whahuuuuh?
Castle, I'm incredibly confused by how these debuffs are calculated now. I can see that the numbers add up to 37.5%, but what do those numbers mean? What is base Scale? Defender modifier?
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Base scale and defender modifier are just used internally at cryptic and doesn't mean anything to us.
37.5 means that an even con minion will have 12.5% chance to hit with darkest night on, and you'll need defence or more debuffs to reach 5%. I suspect a few out of shadowfall, fearsome stare, some dark blasts will do it. -
Will this change make it easier to hit +3 Rikti drones?
Vs +3, I believe the correct chance to hit is 48%. I'm guessing 20% defence. One acc SO, +33%
The formula:
old: (base - level penalty - defence) * (1 + acc slotting)
new (base - defence) * (1 + acc slots - level penalty) =
vs +3 With no def or acc:
Old: (75-27-0) * 1 = 48
new: (75-0) * ( 1 - 0.36) = 48
vs +3 with 20% def, +33% acc
old: (75-27-20)*1.33 = 28*1.33 = 37.24
new: (75-20)*(1+0.33-0.36) = 55*0.97=53.35
From 37% to 53% is a neat improvement. Unless I'm horribly wrong. -
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I would not be opposed to making the tohit floor for everyone about 10%, SR scrappers about 7.5%, and Ice tanks 5% (I actually suggested doing this at roughly the same time I originally suggested balancing defense and resistance with accuracy), or numbers thereabouts.
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Can you clarify what you are arguing about, exactly?
Anyhow, the "defence cap" isn't really relevant to SR balancing since they'll never get close without elude or using parry (vs Melee only). And neither does anyone else, except Acc debuffers. -
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Had it reduced both the value and the duration of debuffs, they would get double dinged
That said, I could believe slow got double dinged because it acts like both a status and a debuff
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I was sure it did reduce duration, but now I dont know. Tested weaken, about 30 seconds against +0, +3, -19. Couldn't find a higher lvl foe.
Note that the best debuffs are toggles or storms (freezing rain), and wouldn't be affected anyhow. -
castle: [ QUOTE ]
A Defender with Darkest Night with 3 even level To Hit Debuff Enhancements has a 30% To Hit Debuff.
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Is this exactly 30%, with ED making the base 30/1.95 = 15.38?
HarshLanguage: [ QUOTE ]
Yikes. So did Darkest Night get a nerf somewhere along the line? Because 30% is the BASE tohit debuff percentage I've seen listed for it in many places. From what Castle wrote, the base is actually, what, 15%? Or have previous estimates of the power just been way wrong, and that bad info has made it into guides and character builders uncorrected? I'm guessing we just never knew the real numbers. (So count that as one more reason we need quantitative values in the power descriptions!)
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I'm guessing everyone thought it was 30% multiplied by the base to hit, which is the same as 15% -toHit against an even level minion. 0.30*50% = 15%
Arcanaville: [ QUOTE ]
Using your numbers for DN, and rounding things off nicely, that 30% debuff is going to be slotted to 60% (we're dropping ED for now).
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But that number is wrong, since castle said 3-slotted DN is -30%, not 60. -
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Then we repeal the hated stealth nerf.
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Glad to see you still listen to reason
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AND now...we're changing the way Archvillains spawn.
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So, to duo an AV, we need difficulty #4, which will usually make it +1 to normal. That works.
Best change in a long time. -
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If you just want to relax and wander through on god mode, play a non-MMO game and get the cheat codes.
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You're saying that PvE fights without toggle drops, one-shots or huge end drain, is equal to god mode?
biostem:
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No offense, but if you play on the lowest difficulty setting, even in an 8 man team, and are having difficulty, then either your team isn't working together, chose bad builds/slotting, or just aren't good players. I mean, vs even con enemies, you'll almost always hit, and any sort of crowd control type powers will work wonders for you...
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I bet you haven't tried fighting lvl 40 longbow in a big team as a brute. Better hurry up before they change that mag 100 hold, or you'll never be informed enough to say that it is definitely 'too easy'.
Neither have I, but I can imagine a half-dozen reasons why every power that's complained about in this thread would be easier for masterminds. (except flamethrowers.) -
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I'm all kinds of behind that. Getting that Longbow Warden held is nice, but to see them still firing Quills AND floating in the air...well, it's just dumb. Yeah, I see the point to it while they're non-aggroed, as it makes the Stalker think twice, but I should be able to help the Stalker out, right?
That goes for those darn phase-shifting Carnies as well. Held = no more phasing.
It's not so much the damage - Quills is pretty weak, comparatively - but the principle.
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*quills* is an auto power for mobs? I really hope they find a way to change that.
Flying and resist being inherent I dont mind. I'm torn about the carnie phasing. It's one of the cool almost unique things about them. -
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2) Flamethrower: The Multiple Burn Patches is a bug. I've put it on my list of things to fix.
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After talking to geko:
The Flamethrower is by design, however there is a bug (well, it's really a feature with an unintended consequence) which prevents Henchmen from reacting properly to the power. I'll be fixing that portion of the power.
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This is an AoE power that does more damage *per target* if the targets are standing close enough to be hurt by 2+ patches. AoE attacks are deadly enough as it is, this makes it real easy to die before you knew what happened.
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The mag 100 Stun is being replaced with a more standard stun (duration based, normal magnitude.)
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Good job. -
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Have an AoE power that creates a burn patch for everything it hits. Villain, HENCHMEN, ForceField Generator, whatever. They can effectively stack infinite burn patches.
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That's a very silly power for a minion that spawns in multiples to have. I even find it odd that my assault bot can do it and there's only one of him.
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-At level 40 gain an AoE hold that can punch its way through a Brutes protection. Thats a bit rediculous.
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Even a weak AoE hold is enough to be challenging in big teams, this is way too much.
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If I recall correctly, Longbow are worth 10% more XP than usual. Compare that to the Freakshow, who are substantially weaker and are worth 15% more than usual. All this, of course, pales before the Fake Nemesis bosses, who are worth a staggering 50% more than they should be. Perhaps some of these XP things need to be reworked a bit for varying challenge.
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Freaks are nasty, but at least your defence powers work against them, you dont get end drained and held by ranged AoEs.
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Btw, someone posted about Night Widows and their Smoke Grenades, and I agree that they're ridiculous. I've been on teams vs them, and they have essentially made me unable to do anything at all, because there's nothing to target. It might as well be a hold. Funny, SG for a Blaster doesn't do that....
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I hate powers that are vastly different when NPCs use them. If 7 blasters shoot SG at a group of foes, and the 8th blaster stands next to them and launches SG.... he dies.
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And the Energy Melee Wardens can stun through a Brutes status shields like they aren't even turned on.
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If fighting statues isn't fun, why would being a (slowly walking disoriented) statue be fun? Some people play melee chars only for the status protection. -
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Smashing damage is very resisted in the end game.
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Not really.
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Agreed, smashing isn't bad at all. I think psi might actually be the worst at the end (robots and carnival resist it).
Unless you spend half your life fighting freaks of course. Like in coh respec. Then energy is clearly better. -
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That's also interesting: either they couldn't have fully checked accuracy as they have been suggesting, or they knew defense was being hit harder than normal because of the streakbreaker. Or: the left hand analyzing defense didn't know what the right hand checking accuracy knew.
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Probably wasn't very in-depth analysis of streaks. -
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Okay now based off that chart
How can I make a NEW character, run up to PRISONERS in breakout and miss 10 times in a row?
Explain that one please. If you need a fraps recording I will be HAPPY to provide this proof.
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A video would be great.
I'm willing to dismiss this as perceptions not matching reality untill someone gathers something more concrete, such as a video. -
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How about this-I had blue con mook minions brawling off the toggles on my level 9 dark/dark brute, that doesn't seem quite right.
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Their brawl probably has a chance to disorient, like boxing. -
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It eliminated a challenge for me.
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They should just remove the toggle drops, and give him fulcrum shift with two+ minute recharge (twice the normal) in stead. Masterminds and teams can work around it some tactics if they recognize the power. -
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Ballista is a Toggle Dropping *******!
Yeah, he is. He was designed to be as close to a Player Hero as we could make him. How do you guys like the Toggle Drop on him? Is it too nasty or does it add a nice challenge?
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With a Mastermind + Dominator duo toggle dropping doesn't add any challenge at all since we dont have important toggles. This is another reason to remove it.
Please please keep toggle dropping out of pve. -
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Another for the poor bubblers:
Detention Field: The Immobilization effect of Detention Field is easily resisted. Resistant targets can move around freely while "captured" by this power.
Troll bosses in the Hollows made my new Defender look like an idiot for taking this power.
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It was pretty neat when my stone tank was walking around the outside corridor in the death star in shadow shard zone #3. While in detention I could walk but not be hurt. -
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7.5% base * (1+ (6 Enhancements * .2 Enhancement increase)) * 1.15 for +3 Enhancements = 18.975.
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I'll be the 10 millionth person to point out your slight math error.
With one +3 enhancer that formula gives a value of 10.35, which must be wrong
7.5% base * (1+ (1 Enhancement * .2 Enhancement increase)) * 1.15 for +3 Enhancement = 10.35 -
Scenario: I am in a cave mission with my blaster, sneaking up on 3 foes with stealth + superspeed, then I attack. However there are a few foes a distance left/right/above/below/behind.
- In I3, these other foes would not see me, and I only had to deal with those I attacked.
- After superspeed supression: they would only see me if they were reasonably close.
- In I5, they will see me and destroy me the second I attack my target.
The main effect is that I now have to be superduper carefull, looking in every direction very carefully before I attack. This is slow and boring compared to I3, but not harder or a fun challenge.
In teams it means that more pulling will have to be used, since shadowfall etc dont help prevent additional groups from attacking. Pulling all the time gets dull.
Suppressing defence is not suprising considering all other defence nerfs, but PLEASE dont supress the stealth.
Question: Is grant invisibity, group invis etc supressed too? -
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Wet Ice
0.5% base
1.265% Defence from Wet Ice with +++ SO's.
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Would be better to set it at 0 defence, to not tempt people into slotting it.
If you fight a +1 boss and 6 minions, 6-slotted EA can give 19.5 defence, which is not much. And it gives ~3 in most AV battles. -
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That was - and is - the reason why Blaster damage is capped lower than Scrappers. I did forget to add that the ranged attacks of mobs deal less damage (typically) than melee attacks - and the Blaster is generally the target of raned attacks.
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Foes do 2-3x more damage in melee? A scrapper is perhaps 7 times more survivable than a blaster at 40+, even when not facing status effects.
Scrappers are worse off against AVs with strong PBAoE attacks, but several blaster attacks cant be used from safe distance either (some monsters have footstomp range greater than power burst range).
I suggest an inherent toggle with boss level status protection from lvl 35 for all. -
Nice guide for a nova-based warshade. Similar to what I plan to do.
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Another fire/dev has his sniper attack sloted with 6 damage/range.
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6 Hamidon raids. Time spent = reward. Big deal.
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One of the selling points of CoH for some people, is that this does not apply. Your lvl 10 or 50 character can be just as powerfull as someone else's even if they have played the game since release on other chars.
Hammidon enhances will get annoying in random pvp battles. But it might not be a problem at all for those who dont care about pvp ladders as long as the devs dont start balancing AVs around hamidon enhancements, which wont happen. -
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Wolves had a number of advantages that made them the easiest mob to herd:
1. No ranged attack. Herding melee-only mobs is laughably easy.
2. No mez attacks, no trump-card attacks like psi or end drain.
3. They run fast, so it's feasible to pull an entire map.
Even after #1 and #2 got taken away, reason #3 is a really good reason to herd wolves. People who haven't tried herding probably don't realize just how tedious it is to herd things that move at normal speed.
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I got a surprise timed wolf mission yesterday, did it with my tank and a blaster and tried a little herding. Wow. These werewolves are by far the easiest enemy I have tried to herd. I can aggro 5 groups, then stand around a corner untill they all bunch up, taunt, then go aggro a few more and repeat. This is with my rather clumsy-moving teleporting stone tank. All other foes are much slower, and lose interest and go home halfway.
I dont think it will, should, or was intended to stop all powerleveling and such. But perhaps break up the supposed wolfherding craze.