Hopeling

Legend
  • Posts

    3079
  • Joined

  1. Quote:
    Originally Posted by Netphenix5 View Post
    When I say that it uses the same check as defense, I meant only so far as to check what vector the attack uses. As I understand it, when an attack hits my character, there are two separate checks, on looking at the damage type, one looking at the attack vector. Based on what they say, different defenses are checked and the highest is applied, correct?

    This applies BEFORE the engine looks at which defense is highest, because even if I have a huge Melee defense if it's a ranged Lethal attack that hits, Melee defense won't even be factored in. Those checks, as far as I'm aware, exist already, since my SR Tank can use the Watchman Accolade that grants high Psi def and get a chance to avoid a Blind in his face despite the attack having no vector. So there HAS to be a way to check both type and vector as early as ToHit for those rare cases when you have both types of defense. No need to redo it after, just store its result somewhere to pass on to the next stage. That wouldn't be too hard, I assume.
    Bolded the problematic part for you. This is exactly the kind of situation the Standard Code Rant applies to.
    Currently, when damage is calculated, it's very straightforward. To make this work would require adding a conditional test, referring to a variable passed from an earlier calculation, neither of which it currently does. Is that possible? Probably, yeah. Is it easy? No one in this thread is qualified to say.
  2. Quote:
    Originally Posted by Twigman View Post
    Let's just say it's a good thing it wouldn't resist toxic, because then it's resist buffs would be around 50-55%. But, because toxic can't be resisted in this set due to "positional" checks, it could actually be around 60-65%

    OH ... just thought of a question, would DOT damage be resisted in any way seeing how it's type only, not positional?
    Toxic attacks have positional flags. [Poisonous Ray] and [Bile Spray], for example. There's no such thing as toxic typed defense, but the relevant positional defense works normally against them. Presumably, toxic attacks would be subject to the relevant positional resist here.

    Most DoT damage also has an attack type. The only exceptions I can think of is damage fields like Caltrops, since those are just autohit.
  3. Quote:
    Originally Posted by Jagged View Post
    [*]My Global Ignore is full and the list is always completely blue meaning they are all online. The only people on my global ignore list are RMT spammers, haven't you banned any of them? Does /ignorespammer do anything beyond a global ignore?
    The names in the ignore list being blue does not mean they're online. Like you said, they're just all always blue. You can check that they're not online easily with a /getlocalname. Odds are most or all of them have been banned now. AFAIK, reporting spammers ignores them immediately, and if enough people report them, they're chat-squelched and flagged for a GM to investigate.
  4. Quote:
    Originally Posted by Netphenix5 View Post
    In the context of what I'm proposing, yes, yes it would be just as hard. The fire damage they added IS a new variable added to each and every power in the game with, on top, a test checking to see if the power "embrace of fire" has been activated.
    The Fiery Embrace change had to be added individually to every power used by the relevant archetypes. That's a large list, but still a much smaller list than EVERY power in the game. Of course, rather than hand-coding the check into every power, it would make more sense to change the underlying mechanic, so that it happens at some point during the hit roll or something. But at that point you're changing something that many other things rely on, giving you many possible ways to introduce bugs.
  5. Synapse is the worst offender among the six TF Commander tasks, IMO. It feels like just 2 missions when I run it:
    1) Defeat All Clockwork In City
    2) The last mission on that nifty map

    I don't mind 2) at all, but 1) gets a bit tedious.
  6. Hopeling

    Titan Weapons

    It contains 4 TW options. There are screenshots in the feedback thread over in the beta section: http://boards.cityofheroes.com/showp...50&postcount=7
  7. Quote:
    Originally Posted by Anaharra View Post
    why is the vote for more cheesecake less valid than the one for less?
    It's no less valid*. But as you yourself called it a "vote", and a very large fraction of feedback on the issue has been in the "stop giving us cheesecake to the exclusion of other options" camp, it would appear that despite both opinions being valid, one is winning.

    *Unless you want to get into RL gender issues, objectification, etc. Personally, I don't.
  8. Without Momentum, the TW attacks are in the same neighborhood as Knockout Blow for speed. Does KO Blow's moderately long animation make it difficult to control aggro? If you answered "no", TW probably won't be a problem either.
  9. Quote:
    Originally Posted by Johnny_Butane View Post
    Stalkers are the opposite of Tankers, both at extremes of the damage-toughness spectrum (for melee).

    So, if they're increasing Stalker survivability via Max HP cap and increasing their ST damage...

    That would be comparable to improving the Tanker damage cap and increasing their survivability.
    Only if you assume that every problem Stalkers have is also a problem for Tankers, but exactly reversed. Which is not true. WHY are these Stalker changes being made? There's 2 things here, the HP cap and the AS/Focus changes.

    First, the current Stalker HP cap is too low. A Stalker with accolades can cap their HP with IOs, without even particularly trying, using any power sets. Even with no accolades, no IOs, and no enhancements at all, a Stalker runs over the HP cap by using Dull Pain. The HP cap is an issue for every Stalker set, and especially severe for /Regen, /Ice, /WP, and /EA.
    By comparison, only one Tanker secondary can (barely) reach the damage cap under its own power, and to do so requires a high-end IO build specialized in recharge, along with a Musculature alpha, some set bonuses, and fully slotted attacks.

    Second, on a team, Scrappers outperform Stalkers even at the one thing Stalkers are supposed to be good at: putting down a single hard target. AS changes will presumably bring Stalker ST DPS up to a level that makes them competitive with, if not slightly ahead of Scrappers.
    But Tankers are NOT outperformed at surviving. They're at least slightly ahead of Brutes in that regard. So again, it isn't a valid comparison.
  10. A Clarion Destiny power is helpful, because the final boss does a mag 20 confuse. There aren't any other powers that are specifically needed for UG, although of course they're all helpful in general. Level shifts do help a lot, which means you might want to take that Clarion to t3.
  11. Quote:
    Originally Posted by Johnny_Butane View Post
    You should stop to consider that maybe that is the problem.

    That controlling aggro in and of itself isn't compelling enough for 99% of the players in the game and maybe isn't deep enough or is too artificial to build an AT around.
    Do you have any data to back that up? Tankers are clearly not the MOST popular AT, true. They're also clearly not an UNpopular AT: I see at least two Tankers on almost every trial I run. And it isn't just people playing their old 50s due to attachment, I've seen plenty of Tankers while leveling my latest character too.

    You've brought up the Stalker changes comparison again, so let's look at what those changes are doing:
    -Making Stalkers better at single target, which is already their niche
    -Allowing them to take full advantage of the +hp powers they've always had
    And let's look at what those changes are not doing:
    -Making them tougher than Scrappers
    -Giving them better AoE

    So no, Stalkers aren't becoming more invisible, but they ARE getting better at what they're already good at, and NOT getting much better at the things they aren't already good at. Extending that philosophy to Tankers will get you better aggro management, maybe some new ways to protect your team besides aggro, but little or no change to damage.
  12. Quote:
    Originally Posted by Mattmba2173 View Post
    Isi t really possible to get S/L/E defense above 75% and most others about 50% when the cap is only 45%?
    If you count Vengeance, sure. It's not realistic to assume you'll have Vengeance up all the time, though.
  13. Quote:
    Originally Posted by AmazingMOO View Post
    I'm certain that it depends on the individual, but I've found that Mrs. Hamster is much happier when there are more feminine items in her closet. I am also much happier to see her wearing feminine items than I am neutral or masculine items.
    Yes, it does depend on the individual. There's a 44-page thread right now, with many individuals stating they would prefer a more balanced approach. Starting a new thread over this really makes it look like you're trying to spin the issue into "they want to take away my attractive costumes", which isn't actually what anyone is asking for. Note that Noble Savage is all over that thread, so if you want a red name to see and reply to your opinion, post it there.

    That said, I rather agree with your basic sentiment from the first post:
    Quote:
    COH Artists and Developers: Please include VASTLY MORE costume pieces for female models than you do male models. More accessories, shoes, boots, and costume items.
    The choice that has been presented is "we can have female-only pieces, or we can share the men's pieces, but we can't have both because that's more work." This presents what I think is a false dilemma. I would rather take the third option and pay 100 points extra for the set if it meant women get both groups of pieces.
  14. OK, now go through Mrs. Moo's part of the closet and remove anything that isn't overtly effeminate and sexualized. Long pants? None of those. Jackets? Get rid of them. Are you still happy with her wardrobe? Is she?
    I haven't seen anyone arguing against the existence of "cheesecake" costume options. It's when we get ONLY cheesecake options that it becomes a problem.

    I'm not sure this actually needs its own thread when it's obviously a response to the sentiment in another thread already on the front page...
  15. Well, any attack can potentially corpse blast occasionally. But TW attacks aren't exceptionally slow in the grand scheme of things, even without momentum, and I didn't observe it happening any more often than with other power sets I've played. If anything, TW is LESS prone to corpse blasting, because you open with the slow attack, and then use the fast attacks, and often, enemies die before Momentum wears off. Then you reposition yourself to attack another enemy and start over.
  16. Quote:
    Originally Posted by JayboH View Post
    That still doesn't nullify what I said at all, since I never said anything about Titan Weapons being slower.
    Have you played Titan Weapons on a large, steamrolling team yet? I have. Corpse blasting didn't seem any more common that it is with most already-existing power sets.
  17. Hopeling

    Shadowmeld

    Quote:
    Originally Posted by Kitsune Knight View Post
    Most of the Villain arcs are absurdly mild... you'd spend most of your time fighting Villains, anyways.
    Yeah, but the Vigilante -> Villain tips to get you there are not mild at all.

    There are three basic ways (that I can think of, at least) to justify a hero going redside without "really" being a villain. Two have already been mentioned:
    -Do it OOC: for a few days, you're not getting into your character, you're just playing a video game.
    -Pull a Manticore: You're going undercover or something until you accomplish what you need (in this case, gaining some redside powers).
    -Pull a Malaise: Due to mind control, possession, or whatever other reason you like, your character is not in control of his own actions for a while, so although you clearly did some bad things, it wasn't because you're evil.
  18. Quote:
    Originally Posted by Netphenix5 View Post
    This set would need Res debuff resistance, and THAT is something I'm unsure would be possible to code in the current game system. Or the passive could add resists to other effects like slow, end drain and perception debuff maybe.
    It's worth noting that res debuff resistance already exists. Specifically, res debuffs are resisted by normal damage resistance. So your set already has res debuff resist.
  19. Hopeling

    Incarnate Info

    Quote:
    Originally Posted by SwiftOneSpeaks View Post
    In the non-BAF trials I'm really feeling the lack of Level shift. I'm currently running Cardiac, but I've found that first Cardiac does all I need on my Brute, so long-term I think the t4 Musculature that gives me 33% End discount as well looks perfect.
    Do note that Musculature does NOT give endurance reduction. It gives endurance MOD, as in the stuff you slot in Stamina. If you want endurance reduction, you can do Cardiac or Vigor.
  20. I haven't personally tested the suppression period, but everyone who talks about it these days seems to agree it does not suppress. In one post, Arcanaville even said it never did suppress, and the belief it does was maybe due to some systematic error in the tests used by the first players to document it: http://boards.cityofheroes.com/showp...5&postcount=18
    It definitely does not stack, just refreshes itself.

    Overall, it's generally not worth slotting in single-target attacks, but can be great in AoE attacks because it gets a chance to fire for each target hit. It still can't stack, but the multiple chances makes it dramatically more likely to go off on each activation.
    Do note that the proc doesn't work in pseudopet powers, like Shield Charge or Spring Attack, because the buff from the proc applies to the pseudopet instead of the player.
  21. If it looked cool and did something interesting to distinguish it from other sets, sure.

    If it was basically, say, a recolor of Energy Aura and Energy Melee, probably not.
  22. Quote:
    Originally Posted by Johnny_Butane View Post
    I feel I can be bold enough to say that any Tanker (with the exception of Stone Armor) will hit the cap when teamed with one decent Kin and one or more SoA.

    Build Up for sure will ram them into it.

    On a league, chances are very good both of those will be present.

    And Kin the only buff set that would do it, but is the one that will do it the easiest. Plus there's anyone who brings Assault. Leadership pool is very popular nowadays.
    Yeah, but so will the Kin and SoA. Do their caps also need raising? You say Kinetics isn't the only support set that can cap damage, but of the support sets that even HAVE damage buffs, all except Kin are relatively small (the highest is Forge, at 50% for defenders) and often single-target. With 95% damage slotted, and let's even assume a t4 core musculature for another 30%, tankers need +95% in damage buffs to even reach the cap during Build Up. That is not an all-the-time or even most-of-the-time occurrence, even in leagues.
    Frequently running into the damage cap is not an issue unless you're playing Super Strength, and I don't see why /SS Raging to the damage cap is any different, or any more of an issue, than a Kin Fulcrum Shifting themself to the cap.
  23. Quote:
    Originally Posted by Erratic View Post
    The comic book fandom term for Superman (and other characters of like property such as Thor, Wonder Woman, Ms. Marvel, etc.) is brick.
    A brick isn't a CoH tank, though. Brick, as I've seen it used, refers to superhuman physical strength and durability. Tanks certainly CAN be bricks, but many combos like a Fire/Fire share little in common with the comic book definition of brick. And Hulk is clearly a brick, but also clearly a brute. So bricks and tanks are two different categories that only partially overlap.
    This is because the story characters tend to be classified by their power types, while in-game we classify them by their group role (which may be poorly defined in the comic, if it exists at all). This is true for other common classifications as well, like speedster (MA/SR scrapper or Kinetics defender, to name just two possibilities), psychic (blaster/corr/defender/troller/dom/widow), and so on.
  24. Quote:
    Originally Posted by Johnny_Butane View Post
    Its funny, but characters in comics usually don't try to classify themselves, unless the book is trying to be meta or post modern.
    ...and I don't know about you, but it drives me nuts when they do. Especially if they classify themselves/each other into categories that don't make any sense in-character, like the example we're discussing. "Tank" is an MMO concept which, as you've pointed out earlier, doesn't even make much sense in a comic book world. It wouldn't have bothered me if they'd just said outright that Hawkman was good at drawing attention, and that can be an asset. But instead they chose a silly MMO term that the characters probably wouldn't use or even be aware of. I half-expected them to follow up with describing how adding the Flash would really raise the team's average APM, or how they would advise the candidates they deemed unqualified to l2p.