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There's a hint, but based on how many times I've seen this question, it's not abundantly clear, at least to some.
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Red inspirations don't boost Judgement, other than the Ion bug that was fixed forever ago.
Lucks shouldn't affect Barrier, because they give +def, not a power boost effect. Power Boost might affect Barrier, though... not sure on that one. -
Force Feedback. Significantly more footstomps > 14 extra damage per footstomp, even if you have no other powers that benefit from the recharge. And you're talking about SS, so at minimum you have KO and Rage that benefit from recharge.
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Because it's the second-best-DPA attack in the set, and because without it you don't have anything even resembling an ST chain. A fast power with 100% chance of knockdown is nice utility, too.
Defensive Sweep's def buff isn't ideal for /Inv since it gives mostly positional defense, and it does very poor damage, especially for something you'd have to use every few seconds to keep the buff up. Crushing Blow is important for a pure single-target chain, as Reppu has said, although situations calling for pure single-target are not terribly common (basically just AV fights). Of course, you have to take one of the two, so decide which will be more useful to you. -
Quote:No, the cap is 775% if you're including the base 100%. It's 675% after you subtract that away. As in, your damage stat in combat attributes turns blue at 675 (although the slotting in your powers means you'll actually be ~95% past the damage cap by then). SonicRemedy had it right.You're missing the ~100% from slotting with damage enhancers (you do slot for damage, right?).
The initial 100% is for the base, unslotted damage, as it can be debuffed. I think of the starting base as being 575
So yeah, you need Fulcrum Shift or a lot of red inspirations to hit the damage cap on a brute, so that part is not really an issue.
The stacking damage buff in Core will be equally beneficial to all of your powers, but you do have to build and maintain stacks. The math for doublehit is kind of weird, but basically it strongly favors long-recharge single-target attacks, and... disfavors(?) large AoEs and short-recharge attacks. You don't have to build stacks, though, it does all the bonus damage up front. -
Quote:"You and thirty-nine of your closest friends can enjoy this instance for six or more hours at a time!" No joke, a friend of mine could literally do the Blackrock Mountain corpse run with his eyes closed.40 man pugs were just asking for it. *Laughs* Bringing together fourty random people to do the then hardest content in the game was a recipe for disaster.
CoH's long history and unusually high retention rate also means we have a lot of veterans, which is also a boon to forming and leading teams. Odds are that, if i put together a Numina, at the appropriate point I can just say "perez, atlas, steel, kings, skyway" and everyone will know what that means. -
It lasts long enough that it can't be easily forgotten, and although I have no use (at least, currently) for a princess hat, it's far more exciting than an inspiration or a rez.
A free new costume piece every week is probably not realistic, but even just knowing that the freebie might be such an item will make future Freebie Fridays an "ooh, wonder what we'll get this week" for me, rather than "eh, might as well claim the freebie". -
Choose Your Own Analogy!
Absorption is like:
-Power Word: Shield
-Temporary Hit Points
-Protoss Shields
-lots of other mechanics from other games that are less noteworthy
And yeah, they're just lumped into the same enhancement type as healing powers. Existing heal powers don't suddenly do absorption, though. It's more like when endmod and end drain enhancements got rolled together. -
A Broadsword version of Excalibur would indeed a) make sense and b) be awesome. This was discussed at some length on the beta boards, actually. Excalibur resizing has been canon since day 1, after all, since Ms. Liberty wears it on her belt like a box cutter.
If we ever get the Black Knight sword, I'd be happy with that, too. I'd un-retire my BS/SD just to use that sword. -
Oh, I didn't even notice the white name.
Well, then that's... very strange. -
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You can skip either of the first two attacks, and if necessary you can skip Titan Sweep. Do NOT drop Follow Through!
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Quote:That sounds like a pretty direct response to people who want it to be always on. I'm not sure how he could respond so directly to such posters without listening to them. After listening to and considering a request, the answer can still be a flat "no". That's not failing to listen.No, they didn't listen. Hawk stated point blank that whatever folks wanted, they were going with a cooldown effect to the power. Listening doesn't mean simply taking in the information.
...and when it was stated point-blank that Hybrid would have a cooldown, and players kept asking for it to not have one... well, that's not the devs that are refusing to listen. -
Quote:Right... that was my point.Unfortunately, unlimited ponies is not within the scope of what they were trying to do. Which is a power that fills a hole in your build.
An always-on toggle was not within the scope of what they were trying to do, which was to make you actively choose when to use the power, rather than just leave it on all the time, as they said from the very start of the beta. -
I think the solution should have been unlimited free ponies for everyone. However, the devs have a concept of what they want Hybrid to do, and that concept has no room for unlimited free ponies, so my opinion on the matter is rather irrelevant.
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Quote:Right, exactly.But that's not the point, really. As mentioned above, the point of the high end cost was that the devs didn't want us to run Hybrid full-time. That anyone would "fix" their build (or Destiny choice) to run it full time directly violated that design intent. They didn't change it because some people disagreed with the end cost -they changed it because it left some characters able to run Hybrid all the time.
The "I would rather deal with the end cost and run it all the time" approach is WHY it was changed. It was changed to prevent people from doing that, because it's intended to not be run all the time. And it would also disproportionately favor sets/builds with strong endurance tools, while being disproportionately useless for sets/builds that already struggle with endurance. An always-on toggle with a cost was opposite the design goal, and in a way that drastically favored some builds over others. An always-on toggle with a lower cost but lesser effects was never even on the table, -
Quote:It was intended from the beginning to be an "actively choose when to use" power, not a "toggle on and leave on forever" power, and was explicitly explained as such, as evidenced by the feedback questions Freitag used to start the feedback thread. The initial design, with the endurance cost, failed to accomplish that intention, as multiple players pointed out, and so it was changed.Also, if I recall the thread in beta, many, many people were perfectly fine with reduced power for constant use. It was the devs that decreed that they wanted a 'cooldown' type effect to the power. Something flashy and ultra-powerful with the caveat that you can't use it all the time. Well, on those terms, I think they succeeded (mostly). But it was THEIR terms, not the players. And anyone who says different is simply being an apologist for the devs.
Hybrid had a specific design goal; players saw a new Incarnate slot and projected all their hopes and wishes onto it, regardless of whether they met the design goal or were at all balanced. A LOT of player feedback and input went into the Hybrid slot; all four trees are dramatically different than when they first went up on beta.
Everything in the game is done on dev terms. That's not apologism, that is a basic fact. -
I facepalm every time I see somebody in another MMO say something like "people don't want to group up very often, so the game should force them to do so". Yes, I love it when games force me to do things I don't want to do. Let's not make grouping desirable or fun or accessible so that players want to group up more, that's just crazy talk. *sigh*
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The only new broadsword options currently are the Mecha Armor ones, which are in VIP t9. The Black Knight NPCs have a new broadsword, which is not currently available to players, although hopefully (?) that and some other Black Knights costume pieces will be put on the market sooner or later.
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I wouldn't exactly be surprised by such a bug, but it's a bit unrealistically pessimistic to predict that the whole mechanic fundamentally fails to work before anyone has even tested it.
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Well, we will almost definitely see Chainmail, Leather Armor, and Night Ward. Those alone might be enough new items for the week.
But what I'm wanting, rather than what I think we'll get on the 5th, is SSA2. Maybe also an Armageddon or Apocalypse set. -
Ah, I thought that was what you were claiming back in post #7, my bad. Well, anyway, it gave me a reason to play with the numbers and get a feel for how it works, and hopefully that will be useful for someone else following the thread.
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Quote:Right, your test definitely shows that Radial wins for your attack chain, but the question is whether that result can be extrapolated to all powersets. Since TW is unusual in ways that directly affect how much it benefits from doublehit, I'm not at all convinced it is representative. A Gloom-less SS brute might not do so well with doublehit, for example, since only two attacks in the set are really slow, and one of them (Foot Stomp) has an aoefactor of ~3 that penalizes its doublehit effectiveness twice (granted, the brute's lower damage scale might still make Radial more attractive than Core). A Dual Pistols character might also gain less benefit, since HoB is such a key power, but doublehit caps recharge at 20 seconds for its damage calculation (and caps it before applying the aoefactor penalty, which is quite large - 4.75 - for HoB).Either way, the tests don't lie. The Core test, even with keeping the stacks rather consistent, was an inferior run to the Double Hit test.
Altogether, doublehit damage on HoB should be, according to the City of Data formula,
(0.8 * 20 + 1.8) * 2 * 107.09 / 10 / 4.75 * 0.4
= 32.1, regardless of AT.
Whereas +75% damage from Core adds ~130 to HoB with Incendiary Ammo for a Corruptor, more than four times as much. A Blaster would gain a yet larger benefit.
For Titan Weapons, yeah, Radial definitely wins. For other sets with mostly long-recharge attacks, too. But that's not every set, and double-dipping on the aoefactor penalty might mean Radial generally loses for AoE powers. Needs more testing. -
According to the formula UberGuy posted, animation time doesn't affect doublehit damage at all, only recharge time does. It would affect proc chance, since PPM procs are based on total cycle time (recharge + activation), but not by much, and attacks with recharge >=10s (which is 4/5 of Reppu's attack chain) have a 100% proc chance anyway (and the 5th attack would have a 92% proc chance even if the Momentum speed were used).
The i24 PPM changes will make animation time matter more, but not by much. Animation time is a relatively small part of cycle time.
So, in short... since it has barely any effect at all, it does seem pretty likely they will let it stand. What might change, though, is letting doublehit double-dip on recharge, disproportionately favoring slower power sets like TW.