Hopeling

Legend
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  1. Quote:
    Originally Posted by Schismatrix View Post
    Tellus? Earth? Terra? Gaea? Which language are you thinking of?
    Perhaps it will be clearer if we tell you to think of the dimension most of the game happens in
  2. [Soul Mastery.Moonbeam] is showing me 143.89 for a 50 Scrapper, actually, which is better still

    The fast Moonbeam will have DPA comparable to Brute Gloom, although of course with its longer recharge and the tohit requirement it's still not as good.
  3. Quote:
    Originally Posted by Arcanaville View Post
    There's another full powerset I'm aware of that hasn't been leaked at all yet, and might be basically done. So since Zwillinger mentioned powersets, maybe I can finally stop holding my breath on that one.
    Arcanaville leaks Breath Weapon power set!!!1!!eleven
  4. As long as "the high end" doesn't include large portions of most Incarnate trials, teams, any build that wants/needs to be at range for any reason (cones, ranged defense build, etc), or any mission/difficulty setting where you don't consistently have a large cluster of enemies to Drain every 30 seconds, and we all suddenly decide we don't care about anything other than "the high end", he's totally correct.

    Mind you, since the situations THB refers to as "the high end" comprise approximately 0% of what I do with my characters on "the high end", and I do lots of stuff that isn't at "the high end" too, I feel safe in saying that DP is not going to be universally overperforming Sustain powers. That's not to say it's bad - it's still awesome when you can get a bunch of targets with it, of course, and the regen debuff can be useful. But getting regen equivalent to ~3 targets of Drain Psyche, without needing to close to melee range or make a hit roll or even have 3 enemies, and a much higher uptime for builds that don't have huge global recharge (including almost every sub-50 build), and so on, gives Sustain powers some substantial advantages of their own.
  5. Hopeling

    Dang.

    Depends on what you're building for. An Ouro bracket caps at 29, but a couple TFs, SSA1.2, and Siren's Call are level 30.
  6. Two shields, Blazing Aura, Tough, Weave, Combat Jumping, possibly Maneuvers and/or Darkest Night. 7 toggles is quite plausible for a /FA.
  7. Play characters with good AoE damage on high difficulty settings? >.>

    I'm at 44 million out of 50 on the SG I started back in March, just from playing regularly. I have most of my characters in my solo SG, though; this would be more difficult if you mean a literally one-character SG.
  8. Hopeling

    [Quick Strike]

    Normal knockdown powers (mag .67) don't turn into knockback against -1's, which means the threshold must be above .67*1.11 = .7437. My Stalker's Quick Strike doesn't do knockback against +0s, but DOES turn into knockback against -1's, which means the threshold is no higher than .7*1.11 = .777.

    So, yeah, it's somewhere between .7437 and .777. .75 seems likely, being a nice round number. It's definitely not .67, in any case.
  9. It would mean something - specifically, it would mean +30% damage. The problem is that +30% damage isn't very much (slightly less than one medium red inspiration), and getting that much usually requires significant sacrifices in defense, or recharge, or etc. And a similar build not specifically focusing on damage bonuses can often get 15% or so anyway, so really you're only getting +15% damage (~half of one small red inspiration) in exchange for gutting your build.

    It's not that it does nothing, it just doesn't do enough to be worth giving up much else for.
  10. 6 slots in every power would make builds terribly uninteresting.

    Building a character is, and should be, about tradeoffs, not just slotting everything in every power.
  11. Damage set bonuses are, generally, too small to be worth going much out of your way for. If you want to increase your damage with IOs, you'll probably get better mileage from procs and global recharge bonuses.
  12. Specifically, you get that upon completing tier 7, which means 27 reward tokens. Below that, you can buy an invention license to get invention drops for 30 days at a time.
  13. I'm going to stop posting on this topic. Dwelling on it like this has made me far more unhappy about it than Hybrid itself ever has. Suffice it to say, I am not particularly happy with the current situation for Hybrid, and I'm clearly far from alone. Citing specious game design principles at me certainly doesn't make me any happier with it.
  14. For anyone wondering, I edited my post above several times; PRAF68 did not misquote me, he just hit the quote button before I was satisfied with my wording.
    Quote:
    Originally Posted by PRAF68_EU View Post
    Not yet available means you get it later. Which is exactly the same as slower.
    No, being unavailable is not the same as slower. If it's slower, I can do something. When the path doesn't exist, I can't do anything. Nothing I do allows me to make any progress towards earning Hybrid on my own. In terms of my satisfaction, these are worlds apart. One gives me a game to play, the other does not. As always, CoH is about the journey at least as much as the destination.

    Also, it isn't a completely one-or-the-other thing. I don't mind the Magisterium trial. I've run Magisterium. Quite a lot. I have Hybrid unlocked on 6 characters. I am approaching the point where fighting IDF on the roads of Nova Praetoria causes me to reflexively cry and/or vomit uncontrollably. I want a way to finish unlocking the slot when I'm at 99% and most of the league called it a night after the last run; or to make some progress when I happen to be online at an odd hour and there aren't enough players to run any trial at all, certainly not the one with the most stringent requirements; or when I'm just not feeling social. Even just a second trial that gives advanced iXP would be a huge improvement, really, to at least cut down on the repetitiveness.
    Quote:
    Originally Posted by PRAF68_EU View Post
    If the content can be soloed, it is solo content. If it can't be soloed, it will be QQed amount just as much as a trial, and is, therefore, pointless.
    This is, again, not borne out by reality. Task forces remain popular to this day, as do teams for radios, regular contact missions, SSAs, etc. Yes, people also solo the solo content, and some people even solo the TFs (if we stretch the definition of "solo" a bit to allow TF padding), but teaming is alive and well, despite a vast abundance of alternatives (even, in some cases, more efficient ones).
    People will team if they want to team, and clearly many do. Offering incentives (like faster progress) to team up is great, too. Saying "people don't want to team up, so we should make them team up anyway" is missing the point in a way that makes players unhappy AND loses revenue.
  15. Quote:
    Originally Posted by PRAF68_EU View Post
    Yes there is. Two actually.

    The first one is:

    It's a multiplayer game, therefore the multiplayer path must be faster. There reason this exists is that teaming takes effort. Therefore if a solo path exists it becomes the path of least resistance. Before you know it teams disappear and you have an online single player game. People who like the group path can't find teams and leave.

    The second is difficulty. Group content is inevitably more difficult to learn and requires greater co-ordination and tactics. People won't do it unless you make them. Once they have done it a few times, they learn it, and it ceases to be considered difficult. But people won't learn it if there is an alternative option.
    Currently, the non-trial path isn't slower. The non-trial method of getting Hybrid doesn't exist.

    Also, "less than a dozen people" =/= "solo".

    Lastly, "people won't group unless you make them" is quite clearly not borne out by reality.
  16. Quote:
    Originally Posted by PRAF68_EU View Post
    Use of the word "like" implies a degree of vagueness.
    It implies vagueness that the list is not exhaustive, but when it specifically lists "defense buffs" as one of the kinds of effects that will be improved, one would certainly expect it to improve defense buffs, and certainly not to exclude only some defense buffs for no reason that would be apparent to someone without knowledge of the technicalities of the way powers interact, and the reasoning behind it. And you would DEFINITELY expect that, if it specifically lists knockback, it should at least affect SOME knockback, because such a simple text error shouldn't have made it through beta, and even if it did should not have gone uncorrected for years. What a player might reasonably expect just from reading the description is not necessarily what they get.

    Again: I agree with you that it should be addressed. I'm still not convinced that it will definitely be addressed, or that "it will never be allowed to go live in that state". It's the certainty I disagree with, not the reasoning.
  17. No, fast attacks don't get penalized. They get a lower proc chance, because they are faster. But you can use them more often, because they are faster. So you get roughly the same number of procs over time, regardless of the speed of the power it's slotted in.

    The whole point of PPM is that neither fast nor slow powers are particularly better just for being fast or slow. The only thing getting penalized by the i24 changes is slotting a lot of recharge. Which will still be awesomely beneficial, just slightly less awesomely beneficial than it is now.

    If it is true, as I saw someone claim once, that Titan Weapons uses its slow animation times for proc chance calculations, even during Momentum, then that would give most of its attacks an extra ~1s of cycle time, which is beneficial, but not enormously so - a few percentage points difference, for most procs, and none at all for the powers TW spams most (FT, WS).
  18. Quote:
    Originally Posted by Ultimus View Post
    I didn't think PPM factored in Animation Time? At least in the original post it doesn't state that?
    The original post talks about the changes. They include animation time now, and that's not changing, so the original post doesn't mention it. Paragonwiki's page does, though, as does Synapse's post later in the thread.
    Quote:
    Originally Posted by Ultimus View Post
    Also if thats the case, isn't it best then to slot both Brute ATO's proc in something like Blazing Aura and you maintain a perma 5 stack and fury ?
    Not necessarily. Under i23 rules, you'll average 3 procs per minute from a 3 PPM proc, but can get considerably more than that in an attack, since the calculation uses base recharge, not modified recharge. Under i24 rules, it uses slotted recharge, which reduces the gap, but with global recharge bonuses you can still get more procs than you would in a toggle/auto (unless the proc chance floor thing works for toggles/autos). In Blazing Aura, the ato2 proc under i24 rules would go off 7.5 times per minute, but you'd need >10 times per minute to reach 5 stacks consistently.
  19. ATO and ATO2 procs are already PPM, and PPMs already count animation time. Neither of those things are changing in i24. Whether i23 or i24, Energy Punch's short cycle time means it's not very good for PPM procs, unless you're using it every other attack. I'm not actually sure what EM attack chains look like, so maybe that's plausible.
  20. I agree with your reasons that it would be a good thing to do, and it's worth bringing up during beta. I'm just not convinced that it will necessarily happen. Power Boost doesn't say anything about not working with certain powers (in fact, it says "your power effects, like {list of effect types} are all improved," emphasis mine), nor Incandescence, and yet here they are.
  21. I'm not questioning the addition of new content with new rewards. It's the "oh, you guys wanted a non-trial path? *shock, surprise*" only a single issue after they finally added a halfway-viable non-trial path for the previous content because of exactly the same player reaction.

    We're getting a non-trial path for Hybrid eventually. Presumably, it will be new content. There is no game design principle that says it has to come after the league content.

    Edit: Hell, at least last time you could work on things slowly with shards. It was horrible compared to trials, but it technically existed.
  22. Quote:
    Originally Posted by PRAF68_EU View Post
    When nothing critical is affected, it goes to the bottom of the priority heap. But when it prevents a new power working, it jumps to the top.
    Quote:
    Originally Posted by PRAF68_EU View Post
    Eh, no. It would never be allowed to go live in that state.

    You CANNOT advertise a power as "buffs healing" and then have a whole bunch of healing powers which are completely unaffected.
    Incandescence already fails to buff a variety of powers, and Incandescence is relatively new, and they didn't change things when Incandescence came out.

    I'd like you to be right and see it work somehow, but I'm not at all certain that it definitely will.
  23. I thought the defdebuff sets were strange because you used the single-aspect defdebuff pieces (the defdebuff in RA and CB is not worth enhancing), and did so while those powers weren't even ED-capped on damage. Using an end/rech or acc/end/rech or such pieces that have regular attack enhancement stuff is great; defdebuff instead of damage is usually a bad choice.
  24. An end/rech enhancement doesn't enhance knockback, it only enhances end and rech. It's just in a knockback set, which the powers conveniently can take.

    You could use the procs for Boxing and anywhere else you're muling Kinetic Combat sets on other characters/builds, or you could use enhancement converters to turn them into some other piece. (Yes, store-bought enhancements can be Converted.)

    And yeah, otherwise the build looks fine; I'm a little wary about endurance, but not sure just looking at it "on paper".
  25. I'd probably keep the Oblit sets, for the recharge and accuracy bonuses, but replace the proc or the acc/rech with a generic endredux, or maybe an end/rech from a knockback set.