Hopeling

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  1. Quote:
    Originally Posted by TheJazMan View Post
    Being offed by a turret in a trial is not epic!
    Rather than actually respond to your main complaint, which has already been pretty much covered, I'd just like to point out that if you get offed by a turret in BAF, it's your own fault, and if you get offed by a turret in Lambda, well... I think those turrets ARE pretty epic, actually. :P
  2. The -rech floor is -75%, so your 150% is severe overkill for +0 enemies, but just about enough to floor +4's. Of course, most of those procs will not be up most of the time; Distortion Field and Gravitic are the only ones you can reliably apply to a whole crowd.

    Large amounts of -rech do make enemies do a lot less damage over time, but personally I still wouldn't trade away a DoT interface for it.
  3. Quote:
    Originally Posted by Johnny_Butane View Post
    To put it another way, the devs are trying to improve Stalkers; they're not doing it by making them more invisible than they are already.
    No, but neither are they doing it by giving them back the powers they removed when porting their primaries and secondaries, which would make them more like the scrappers they're so often compared to. Instead, they're buffing Assassin Strike, making stalkers more competitive at single-target dps, which is their team niche already. If you want to extend that as a metaphor to tankers, it would be that tanks should be good enough at their niche (survivability and aggro management) to stand out for it, not that they should become more like brutes.
  4. I find it bizarre how much threads like these focus on the AT caps. Brutes, at their caps for resists/hp/damage, have toughness similar to tanks and hit harder. That's hard to argue against. But it's also largely academic, because the vast majority of time is spent well below those caps, where a tank has more health, defense, and resistance. This doesn't even invalidate the main point - that Brutes do more damage and give up too little toughness - but the problem isn't the caps, it's that brute survivability is already enough for pretty much anything, so tanker toughness isn't a meaningful advantage.

    At the risk of throwing a wrench in those 30% calculations up above, how much should it matter that Bruising helps the whole team?
  5. Note that although only the full sets appear in the Black Friday category, individual pieces of the sets are also available, and similarly discounted. So rather than try to find a build that would want to slot the whole set, save yourself some points and only buy the useful pieces.
  6. I believe this is working as intended. When you go from VIP to premium, all your characters are locked, and you should also receive an appropriate number of slots with which to choose the ones you want to unlock.

    Edit: OK, glad you got it figured out.
  7. Quote:
    Originally Posted by Berzerker_NA View Post
    Tanks regenerate faster by virtue of having a higher max hp.
    Right, I'm not arguing otherwise. I'm arguing that although tank regen is higher, it isn't a major difference for characters that don't have +regen, and I was objecting to the statement that healing a tank is the same as healing a blaster, which isn't true because the tank has mitigation.
    Quote:
    I would agree with you if CW weren't observed to be special in this regard. Resistance and Syndicate both also def debuff, but I don't observe tanks to fail as often when fighting them.[...] Every 173 seconds, an average, un-enhanced, character regenerates their full health.
    That's contrary to my own observations. I've seen low-level tanks frequently fail against any enemy group when they try to act like high-level tanks, and I haven't seen it happen any more often against Clockwork.
    Negating the 6 hp/sec that a tank is regenerating is functionally the same as the enemies doing another 6 dps, such as by def debuffs. Against most enemies that is a pretty small proportional increase to the damage they deal.
  8. Quote:
    Originally Posted by IzzySoft View Post
    > That's the real trick about this kind of thing. It's really not about stacking like bonuses. Force Field Generator + Ice Domination's shields = nice. Force Field Generator + Empathy's healing = nobody ever plays a Defender empath again.


    Nuuuuu! You're forgetting about the toons Level playing a part in the Max Value limit.

    The full benefits wont be see until lvl 50, and by that time, defenders will Need It!
    55% Defense? Phhhh.. That wont help you in an Incarnate Trial! Ehh, but you never know! They could always nerf i-Trials!

    Hypothetically... with a Max Value limit..
    Tapering Ex:
    Force Field Generator (+Def) = two 50 Invention IO's
    Ice Manipulation (+Def) = two 50 Invention IO's

    How much extra defense would Four 50 Invention IO's give you? Yea! Very little!
    But, thats a defenders prerogative!
    You're misreading that quote. FFG + Ice shields wasn't the combo TheBruteSquad was pointing to as OP, after all, he only called it 'nice'. But FFG + Empathy heals would be even more powerful, and doesn't even run into the max limit you've proposed.

    An idea like this can, in principle, be balanced. But you cannot just tack it onto an existing system and expect everything to work out. You're talking about an incredibly huge revamp, and it doesn't even do anything for existing characters, only new characters using the new AT. If the devs are going to spend a year or more of development on something, I would rather not have to delete characters to use it.
    Quote:
    All im reading is Why NOT to do it!! Where are the comments for Why Yes!!??
    Good question. It's your suggestion, you should be making the case for why it's desirable, not us. Other than extremely overpowered combinations, what are the benefits of this system? What character concepts or playstyles does it make possible that cannot be done under the current system?
  9. Quote:
    Originally Posted by Berzerker_NA View Post
    In the early levels of Praetoria, you're not exactly using your final build. However, even otherwise, a Tank's fast regen is the primary reason you put them out front. They're there to absorb damage for the rest. Take away the regen, and they've still got their resistance/defense powers, but their hp mean very little in a protracted battle because your healer is still healing the same amount of hp per heal. It will be the same benefit if they heal the blaster instead of the tank.
    Not true, because like you said, the tank has res/def powers. It takes more enemy attacks to undo any given amount of healing on the tank than it would to undo the same healing on a blaster.
    Quote:
    Originally Posted by Berzerker_NA View Post
    I feel like it's only fair for some mobs to be able to debuff regen, since that's the main strategy players use to defeat GM's and AV's. But... there's a reason the Devs saw fit to give them a resistance to it. It's because it simply made it too easy to defeat GM's otherwise.

    Maybe someone should take the same logic and apply it back to us players?
    AV regen is powerful because their regen is very high. Level 50 AV's regen about 100 hp/sec.

    Tanks, except for the few sets that have +regen powers, don't have very much regen at all - well under 1% of their health per second before you add set bonuses, which they won't have at the low levels we're talking about. That level of regen makes very little difference in, say, a 1-minute fight. It adds up over the course of a mission, certainly, but if you're losing individual fights because of -regen, you would almost certainly be losing those fights anyway.

    When you see tanks failing to be able to tank for teams at low levels, it has little to do with regen debuffs - it's because their defenses haven't matured yet and they just plain can't handle all the aggro from a spawn by themselves. Low level tanks who want to act like high level tanks need a lot of support from their team. -Regen debuffs don't help, but they don't make much of a difference.
  10. Hopeling

    Accuracy of DP?

    I notice this effect a lot on any character in group combat. It seems to be that the numbers just don't show up, but are still doing damage. I guess the engine only renders so many numbers at a time or something? So if there are a lot of people attacking, it can't show numbers for all of them, and apparently doesn't prioritize your own attacks.

    If you're worried about accuracy, though, you can track Last Hit Chance in Combat Attributes. With 3 level shifts and decent acc slotting it should be 95% most of the time.
  11. If you have 91% slow enhancement in Caltrops, it will reduce enemy movement speed by about 152%, right? Their speed bottoms out at -90%, so if you account for the Purple Patch, your Caltrops alone are already enough to floor anything +3 or lower. With the alpha level shift there are very few enemies that are +4 to you anyway, so you'll rarely benefit from the improved slow. On the other hand, if you do take the Radial path, you could free up a slot or two in Caltrops to use elsewhere.
  12. Quote:
    Originally Posted by ShadowMoka View Post
    TW has a lot of range for a melee set. But it's gigantic two handed weapons.
    And note that "a lot" here means "ten feet instead of 7". It has no actual ranged attacks like, say, Claws.
  13. Quote:
    Originally Posted by Lycanus View Post
    My complaint is that the -Max HP doesn't work at ALL on the types of enemies that it would actually matter against
    Degenerative's -maxhp is supposed to work against AVs and above, although it caps at -150 hp per stack, making it several times weaker than Reactive. Or maybe that hasn't made it out of beta yet? In which case, it WILL SOON work against AVs and above, so wish granted I guess.

    Degenerative's -hp is almost exactly as useful as Reactive's -res against normal enemies, whether minions or bosses. Neither is dramatic. Unfortunately, the cap at -150 makes it proportionally WEAKER against the targets which you would most want the debuff for.
  14. Hopeling

    HP

    For a /wp, 2000 hp seems pretty low (my ss/wp has over 2500). I'm guessing you do not have accolades, so start working on those, that's a big chunk of health. Also, High Pain Tolerance is generally best slotted for healing instead of resists.
  15. Hopeling

    HP

    Quote:
    Originally Posted by hidbyflames View Post
    any options for hp increase not including purples.
    Well, you can get up to +20% hp from accolades (~300 health on a brute).

    If you're a hero, check out: http://paragonwiki.com/wiki/Gaining_...s_with_Effects
    For villains: http://paragonwiki.com/wiki/Gaining_...s_with_Effects
  16. Quote:
    Originally Posted by Xanatos View Post
    Actually not
    No, that is exactly the story of how CO came to be.

    For evidence I present Wikipedia: http://en.wikipedia.org/wiki/Marvel_Universe_Online
    Quote:
    Originally Posted by Wikipedia
    Marvel Universe Online was the original working title of Champions Online.
    There might well be a CoH2, it just won't be MUO. I don't have any idea if a sequel would be successful, but if it could work I think it would be a nice opportunity to ditch the apparently very limited engine that seems to rule out 3/4 of all possible ideas.

    Edit: Of course, it could just be a pervasive myth that has made its way into Wikipedia, as well as to the community of Champions itself as I saw in the time I was over there, but that's still considerably more evidence and reasoning than has so far been provided to the contrary.
  17. Quote:
    Originally Posted by Ultimus View Post
    Ok and I am back again, doing some testing on test again with Titan Weapons, what is redraw time around?

    I am gaining momentum and then undrawing my weapon, I notice the animation is a lot like Fire Melee or Stone Melee, essentially there is no redraw the weapon appears during the animation.

    I'm testing it and it doesn't appear for TW to cause a longer animation.

    Anyone else tested this?
    Interesting... just hopped on beta and confirmed this myself. TW doesn't appear to have a redraw animation during Momentum (or if it does, it's so short that I can't tell the difference). There's definitely a redraw delay outside of Momentum, though.

    To the first part of your question, I'm not sure of the exact duration of redraw. It might be different for different sets - Broadsword/War Mace/Battle Axe/etc all seem to use the same draw animation and thus are presumably the same length, but I remember Claws being faster (haven't played my Claws in a long time though, so maybe my mind is playing tricks).
  18. Hopeling

    Rikti Supers?

    Interesting questions.

    If I recall, magic was not absent in the Rikti home dimension... until they destroyed it (a Rikti NPC in Montague Castanella's arc mentions this for example). I don't recall any explanation of how or why they destroyed their world's magic, though.

    With the Battalion appearing soon, and the Rikti's current state being a result of their encounter with the Battalion, maybe we'll learn more about their history.
  19. Actually, both figures are correct, but they're telling you different things.

    The power description states it gives 53.6% discount. This is like slotting an extra 53.6% of endurance reduction in every power. Power costs are calculated thus: final cost = base cost / (1 + endredux)
    The combat attributes are telling you how much less your powers actually cost. Note that 1/(1 + .536) = .651, or 65.1% of normal cost, or 34.9% off. Unfortunately, this number is less helpful, because to figure out the discount on your powers you have to add the discount from Energize to the discount from their slotting. The number in combat attributes is thus only correct for powers that are not slotted for endurance reduction.

    I don't know why the devs decided to have combat attributes show it the opposite way to what most of the game does, though...
  20. Quote:
    Originally Posted by Forbin_Project View Post
    We can have big raids, regular team sized content, and purely solo content.
    Why does solo content have to be PURELY solo content? The only purely solo content in the game, that I can think of, is the Moral Choice missions in Praetoria, which is a pretty small category, and also relatively recent. Everything in the game that people usually refer to as "solo content" - normal contacts, tips, repeatable missions, etc - is actually "solo or team".

    Moreover, what advantage is to be gained from making content that specifically cannot be played with a team? You can design the content to be soloed/soloable without excluding the possibility of teaming, and without punishing the player for not teaming. The SSA arcs, for example, are well within the realms of soloability, and provide the same rewards to a solo player, but you can still run them with a team if you want to.
  21. Quote:
    Originally Posted by NinjaPirate View Post
    Yep, was about to post the same link.

    Part of this issue can be addressed by a sort of handwave about involuntary movements (biological functions, sneezing, etc) not using his full strength because HEY LOOK OVER THERE. Sure, for we normal humans those muscles seem to contract about as hard as they can, but his biology is after all not human, so all bets are off.
    The remainder of the explanation is that superman DOES have such a level of self-control, and that's part of what makes him a hero. 'Parallel Universe' storylines sometimes feature Supermen who lost control, and the consequences thereof.
  22. What Vanden said.

    Really, with the incredibly huge +regen in the Radial tree, I'm not sure any amount of +hp would make the Rebirth Core tree worthwhile, even if it took you to the HP cap for the full duration.
  23. At the least, I think TW can give SS a run for its money, with its multiple fast AoE attacks. It may not ultimately prove superior, since Rage also boosts things like Burn and epic pool attacks, while TW would prefer to avoid using those altogether due to redraw and Momentum. I'm guessing the margin won't be huge either way.
  24. Quote:
    Originally Posted by GavinRuneblade View Post
    Personally, I was surprised to see enemies with level shifts at all.
    Quote:
    Originally Posted by Kitsune9tails View Post
    Understandable, but my understanding is that AE notwithstanding, critters don't have to follow the same rules we do for hp and similar.
    Well, they don't follow the same rules in the sense that they use a different equation to figure out their health etc, but both players and NPCs gain more health, do more damage, etc at higher levels, even before you count in the purple patch.

    I suspect the reason that enemies have started getting level shifts is that the table of NPC stats doesn't go up that high. So if they want an enemy above level 54, they actually can't raise its real level any higher, so they have to use a level shift. They could of course try to extend the table/formula/whatever, but that's probably harder than just tacking on a level shift.
  25. Hopeling

    +4 8x speedters

    The correct answer to your question, although probably not the one you want to hear, is "it depends". It depends heavily on what enemy group you're fighting, what map you're on, and other parameters (inspiration use? incarnate powers? etc).