Hopeling

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  1. Diamagnetic's debuff is affected by AV/GM debuff resistance, which makes it trivial and much weaker than a DoT interface against any target with enough regeneration to care about. :/
  2. Hopeling

    Sooooo Glowy!

    I meant the pants look like Retro SciFi 3. The top in GuyPerfect's screenshot is of course the tux, but Samuel_Tow wasn't asking about that top, he was asking about the top that matches the pants.
  3. Quote:
    Originally Posted by ClawsandEffect View Post
    So a Brute's max damage with those powers will be a significant amount lower than the Scrapper's max damage with them. In practice, it won't make much of a difference, but in heavy buff situations you'll notice a difference.
    Since these powers are frequently used with Build Up, a Brute will easily be bumping up against the damage cap. A Brute with ED-capped damage slotting (95%), 70 fury (140%), Build Up (80%), and 5 enemies in AAO range (37.5%) is already well above the damage cap - his Lighting Rod will deal 534 to enemies in the inner radius of the power, and no amount of buffs nor red inspirations will improve that. A Scrapper with the same slotting (95%) and Build Up (100%) and AAO (46.9%) will do 684 damage to enemies in the inner radius of Lighting Rod, and can get as high as 800.8 with a couple inspirations.

    This isn't a transformative difference, especially since 534 damage already more than one-shots +0 minions, and if you want to tank, the scrapper still loses by default, but the difference in tele-nuke damage is significant even under normal circumstances.
  4. Hopeling

    Sooooo Glowy!

    Quote:
    Originally Posted by Samuel_Tow View Post
    What costumes did you use to make your glowing lady? Specifically, what are those pants and is there a matching top that's NOT under the Armoured category?
    Looks like Retro SciFi 3, and it appears that the only matching top is indeed in Armored, although it is much less bulky than most of the options in that category.
  5. According to paragonwiki, Oppressor and Interrogator are now awarded for defeating Ms. Liberty and Penelope Yin, respectively. So it's still the same badges whether you earned it before i23 or after.
  6. Quote:
    Originally Posted by Wicked_Wendy View Post
    So obviously once crafted the guns are available account wide (to any that can actually use them).
    No, they're unlocked per character, so only the character that crafted the recipe gets the unlock.
  7. Quote:
    Originally Posted by Arilou View Post
    I think the one exception is the one in Mind Control (which is psi damage) no?
    Also Spinning Strike, which is kind of a weird one.
  8. Quote:
    Originally Posted by Nalrok_AthZim View Post
    Do you even read the forums?

    OP: Check out my sig, as well as Dechs's stuff.
    Times like this, one wishes the sarcasterisk would become more widely used.

    *The sarcasterisk is a great idea, and everyone will love it!*
  9. Quote:
    Originally Posted by Black_Assassin View Post
    But then that will let you just PL to 50 and then take 10mins to get all the badges....broken no?
    Broken? No.

    I mean for one thing, PLers can already take breaks every five levels to do Mayhems, if they want to.
    For another, it takes far more than 10 minutes to run 9 mayhems and their prerequisite newspapers, no matter what level you are. Since we're talking about making this a part of the flashback system, you wouldn't even be fighting greys here, you'd be exemplared down appropriately.
    For another, accolades have never, to my knowledge, been intended as a stat bonus for not PLing. Heroes certainly don't have that problem.
    Most importantly, some players are new to the game, and don't even know what an Accolade is until they are way past the level for many of the Mayhem missions. And even if they're doing Mayhems every five levels, they may not know to walk down the right alleyway in the Talos map to get the badge. Even non-newbies sometimes just want to play the game without worrying about outleveling Mayhems, which is quite easy to do, especially at lower levels, and especially with content like DfB. Praetorian villains can never, with any amount of planning, get the Atlas/KR mayhems on their own, and will miss the Skyway mayhem as well unless they are very careful.
  10. Quote:
    Originally Posted by UberGuy View Post
    Given that area factor doesn't change (as far as I know?), it's interesting that it's dynamic.
    Ranged cone attacks could have their areafactor change, if the calculation uses enhanced/buffed radius rather than base radius (I don't know if it actually does).

    Johnny_Butane tells me Gauntlet and Doublehit's interaction is working properly now, it was apparently silent-fixed at the end of beta, although now it seems to be maybe interacting somehow with Reactive ticks (or Interface ticks, or procs in general? /shrug). Some confirmation would be useful, though.
    Quote:
    Originally Posted by Codewalker View Post
    As for the odd issues doublehit is having on powers with seemingly identical parameters, I'd like to see if that can be reproduced on a powerset other than Titan Weapons. TW uses power redirect, and I'm a little suspicious of how PPM/doublehit interacts with that, since it's basically substituting in an entirely different power at the last second.
    I agree. At this point we really just need more data, so I made a new thread that will hopefully draw more views than page six of a mostly-answered question.
  11. 46.88% is an oddly specific number, but 46.5% is one small purple from the Incarnate softcap. 45.875%, if you have the increased insp effectiveness from the rewards tree.

    But yeah, that extra 1.88% defense will generally not be transformative.
  12. Perhaps, but then I have no idea why it's affecting AoD but not TS. They're both 10-foot, 120-degree cones. And it doesn't help explain Whirling Smash at all.
  13. So, I'm doing some testing on the beta server, and getting some weird results.

    I am using a TW scrapper (only character with Hybrid unlocked, as of yet) and the Assault Radial Embodiment. Crushing Blow, Follow Through, and Rend Armor appear to have 100% proc chances as expected, and their doublehit procs deal the expected amount of damage. Titan Sweep also behaves as expected (I don't have a large sample size, so I can't be confident of the proc chance, but it appears to be a high-but-not-100% chance as expected, and the proc damage matches precisely). Brawl and Boxing deal the expected damage, and have low proc chances as expected (although again, I'm not yet precisely confident of the percent chance).

    However, Arc of Destruction appears to not be applying its areafactor to its doublehit damage - its doublehit deals 152.49, rather than the predicted 94.13, which is exactly the amount it would deal if it were acting like a single-target attack.

    Whirling Smash also appears to have roughly the right proc chance, but doublehits for 37.11 instead of 34.27.

    I've ruled out enemy resistances (I'm testing against Nemesis with 0% energy resist), debuffs (I have avoided using Rend Armor before other attacks, and unequipped my Reactive Interface, and have no other sources of -res), and level differences (I have an alpha shift and I'm testing against 51s in a tip mission).

    So, one cone works as expected, another cone thinks it's a single-target attack, and a radial AoE deals very slightly too much damage, but single-target attacks seem to work as expected. I can't test with other powersets myself, because I only have the one character with Hybrid so far; more data and/or more eyes on the problem would be helpful to figure this out.
  14. Quote:
    Originally Posted by That1GuyUKnow View Post
    Exalted, for example, wasn't around at the time where 2-letter names were possible.
    True, but somebody else might have transferred there already. It sounds like you've decided against it, but if you do someday decide to transfer to Exalted, check that the name is available first.
  15. There was a time when only the highest-end melee builds, in the hands of the most skilled players, could manage to solo even the easiest AVs. That time is long past now. You basically need 3 things to defeat an AV:

    1) DPS higher than the AV's regen. AVs regenerate ~100 hp/sec, so you need >100 DPS. With Interface and etc etc, almost any melee build can break 200 DPS without much effort, and some can get MUCH higher, so even AVs with high resistance are not out of reach. If you use Lore pets, this part becomes laughably easy; most Lore pets can outdamage AV regen by themselves.
    2) The ability to survive. AV fights are long (although not so long as they once were), so you can't just count on defense, some hits WILL get through. You need to be able to reliably survive an AVs attention for minutes at a time.
    3) Endurance. AV fights are, again, long, so you need to be able to fight for a long time without breaks.

    Note that "damage, survival, endurance" are the same three things ANY decent melee build will include, and with Incarnate powers, they'll usually have them in spades. Soloing an AV with almost any good melee build isn't even particularly challenging.
  16. To my surprise, I was able to do it, but it required some absurd silliness. Shield Wall unique, Purple ATO set, five sets of Gladiator's Strike, one set of Analyze Weakness, Resilient Core Paragon, six 50+5 resist IOs in Charged Armor, and four 50+5s in Tough.

    You could probably reach the 70-80% range without devoting so ridiculously many powers/slots to it, but I'm still not sure it would be cheaper or more effective than, say, building for defense.
  17. It's worth mentioning that, even if the game doesn't auto-validate your name on transfer and forcibly change it, there are only a very finite number of possible two-character names, so there's a decent chance your name is simply already taken on the destination server. Unless you've already checked that.
  18. Quote:
    Originally Posted by Ukaserex View Post
    Don't be old
    This is good advice, but over time it is becoming harder to follow.
  19. Quote:
    Originally Posted by T_Immortalus View Post
    Can "it's not finished yet"(specifically, my game idea that uses it) be a good enough reason for you?
    I'm not a patent lawyer, but my understanding of the process is that if it's a technical idea, you should try to get a patent/copyright/whatever ASAP. You don't have to be actively using it to do so. If it's a truly original and patentable idea, it would be better to have the patent and sit on it for a few years than eventually try to implement it and have to pay royalties to somebody else who came up with it independently and patented it in the meantime. Again, I am not a patent lawyer, but if you really think you have a good idea, look into it.
    Quote:
    Originally Posted by T_Immortalus View Post
    "without sin"(misinterpret this one phrase which means "without fault" in this case, go ahead).
    I'm more of a cosine guy. (hey, you said to misinterpret! )
  20. Quote:
    Originally Posted by UberGuy View Post
    (Specifically, that includes: Increase PPM by 25%, adjust recharge rate for slotting, and cap proc chance at 90% instead of 100%.)
    fffffff I thought I forgot one of the i24 changes.
    Fixed i24 spreadsheet: https://docs.google.com/spreadsheet/...204NlpyVnJkRGc

    Very nice graphs, though. It would be interesting to plot the benefit from Core on the same axes for various AT modifiers (assuming the power in question follows the normal formula). I may do that tomorrow.

    Edit: I am puzzled as to how Radial ended up substantially ahead of Core in Reppu's test, though. That implies something very significant that has not been accounted for in the calculations and/or the testing. I do not yet know which is correct; I should go run some pylon tests myself some time. Reppu, you said you tested with a TW scrapper; what was your secondary/ancillary/Incarnate powers/any other possibly relevant conditions? I'm not sure if it will/should make a difference in the results, but it's worth asking.
  21. Hopeling

    Radiation Armor

    Quote:
    Originally Posted by Madadh View Post
    But, I fairly well dislike the theme. I can't think of comic book precedent, and while I admit that alone isn't reason not to have it, I just don't think of 'radiation' as meaning 'armour'. I'll grant, that the comic concept of radiation 'granting' some type of super toughness is well established, but the Hulk isn't tough using radiation, but as a result of it.
    The same might be said of fire, darkness, or electricity, but enough people seem to enjoy them anyway
  22. The proc chance uses cycle time, but the proc damage uses just recharge time. This is consistent with what we know about PPM procs, and also what we know about doublehit (it's based on the "normal" formula for attack damage, which is a function of recharge time and doesn't care about animation). This is also why the doublehit formula on City of Data looks so clunky: the 2*(.8*recharge+1.8)/10/aoefactor part is just the regular formula to determine an attack's damage scale, which means the whole formula is really just "damage scale times purple proc damage times .4".
  23. I'm quite alert, but given my odd sleep patterns, it was a reasonable question ;P

    It's not clear if you're saying the buff display should work differently, or that damage buffs themselves should work differently?

    The display will be "lying" in some way whether it does or doesn't subtract cap 95% sooner to account for enhancements. If the display turns blue at 205%, it's still lying about your unenhanced powers, which is quite relevant when you have a power that deals damage but isn't (or can't be) enhanced for damage. The difference between +205% of buffs and +300% of buffs is quite important when, for example, using a Warburg nuke. This setup might arguably lie to you in less important ways, but it's still lying, especially when you get into type-specific buffs, or the way damage debuffs interact with resistances.

    If you want to change the way damage buffs work so that the damage cap only includes buffs, and enhancements are outside that - well, that would not necessarily be impossible, but it would have non-negligible effects on gameplay and balance that are not necessarily good, while providing minimal benefit. The players who know enough to be aware that there's a damage cap, care about whether they've reached it, and know how to use Combat Attributes to monitor stats and pay attention to them, but can't handle the damage cap display being a bit unintuitive in its interactions with enhancements, is a group with such a small and specific intersection of traits that I'm not sure they actually exist, and changing fundamental game systems while probably breaking other things and providing benefit to zero actual people is, if I recall, something you usually rail against.
  24. Quote:
    Originally Posted by T_Immortalus View Post
    No it isn't.
    The damage cap is 400%, but Combat Attributes caps at 300% in the example.
    That means it is not showing the "hard damage cap" but the "hard damage BUFF cap".
    That's... what he said in the very sentence you quoted. Combat Attributes displays a stat called "Damage Bonus", not "Total Damage". If you have a 100% damage bonus, it displays 100%. It assumes you have passed fifth grade and are aware that a 100% bonus means double.
  25. Quote:
    Originally Posted by T_Immortalus View Post
    Ok then, so why does the combat attributes window still start at 0% even though you're fully enhanced for damage?
    Which power should Combat Attributes refer to, then? I have 45% damage enhancement in Brawl due to my Alpha power, 128.8% in Crushing Blow, and of course Envenomed Dagger has no enhancement value at all. But none of those values are my global damage bonus, which is what Combat Attributes displays. If my damage bonus turned blue at (400-45)=355%, that would still be misleading for the same reason it already is, plus further misleading because unenhanced/unenhanceable powers would continue increasing until I got to 400%. If it turned blue at (400-128.8)=271.2%, it would be misleading because the damage of Brawl and Envenomed Dagger keep increasing past there.