Hopeling

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  1. Dehydrate hits harder and has higher DPE and DPA than Hydro Blast; the heal is just a bonus. It's worth taking.
  2. I assembled a build for my StJ/FA on beta, just earlier tonight, with capped S/L/F resist, ~60% E/NE resist, ~38% S/L defense, ~2200 hp, and ~70% global recharge plus Hasten. And this was already a pretty tight build on live. And I think there's still room for improvement. I'm not just guessing.

    But yeah, all the F/C bonuses allowed me to drop Temperature Protection

    Here's the build, if you want to see it; the empty slots are for Preventive Medicine in Healing Flames (plus some enhancement boosters on the pieces with recharge), Superior Unrelenting Fury in Shin Breaker, and 4 pieces of Unbreakable Guard in Tough.
    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
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    |MxDz;1518;733;1466;HEX;|
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    |-------------------------------------------------------------------|
    Edit: By the way, TigerKnight has put together a list of all the resistance set bonuses over on the beta boards, which was immensely helpful: http://boards.cityofheroes.com/showthread.php?t=295299
  3. Quote:
    Originally Posted by Erratic View Post
    It amazes me that people worry about Brute versus Scrapper but never look at Scrapper vs Stalker because it seems to me that Stalkers, with the right build, can utterly leave Scrappers in the dust as goes dealing damage.
    This thread is from 2011, several months before Stalkers became serious competitors

    Also, Scrapper vs Stalker has indeed been looked at quite a lot since the i22 changes.

    Edit: I think the i24 set bonus changes will quite possibly shift the scales on the Scrapper vs Brute comparison. In the past, a Brute's 90% res cap has been a minor perk, occasionally advantageous but usually only for a few powersets and/or in relatively uncommon conditions. But with the i24 changes on beta, a lot more Brute builds will be able to run around with 90% S/L resist at all times.
  4. Yep, OmniNogard is correct, the bonus damage is only for the AR snipe.

    Targeting Drone has a "Set mode: Range_Finder_Mode" effect: http://tomax.cohtitan.com/data/power...argeting_Drone
    Sniper Rifle deals extra damage if you have Range_Finder_Mode: http://tomax.cohtitan.com/data/power...e.Sniper_Rifle
    But other snipes, like Penetrating Ray, do not have that effect line: http://tomax.cohtitan.com/data/power...enetrating_Ray

    So yeah, just Assault Rifle
  5. Quote:
    Originally Posted by Kangstor View Post
    Nope they do I got two tokens this month while I didn't make any purchase of points. One token at an odd date other at the date when I get stipends and I was getting it like this in every three month or so since freedom launched.
    Checking back over my bank statements to see exactly how many points I've bought, and combining that information with how many reward tokens I had when Freedom launched, and how many I have now, this can't be true. My current number of reward tokens matches the number I should have if the stipend doesn't count, and is 5 tokens (a year's worth of 550-point stipends) short of what I should have if the stipend does count.

    I'm with Forbin: you're either mistaken in some way, or the system has made an error in your favor.
  6. I'd say it isn't Smoque that missed something:
    Quote:
    Originally Posted by Smoque View Post
    I know some people have paired it with Elec, Fire, and WP. I have a Staff/Elec, a SS/Fire, and a SS/WP so I'm not looking to re-roll those secondaries.
  7. Quote:
    Originally Posted by Grim Saint View Post
    Most people don't like math. It's true. Look it up.
    I don't know the statistics on it, but I have no trouble believing it. It makes me sad... but then again, I'd probably be out of a job if it were otherwise.
  8. Quote:
    Originally Posted by Blue_Centurion View Post
    yeah, i got the same setup Rangle, bu I know those temps get canned in the Incarnate Trials, as well as Master Attempts
    Travel temps don't, actually. I use jetpacks for the reactors in Keyes all the time.
  9. "Fast" refers to recharge + cast, not just cast time. Fireball activates quickly, but it has a 16-second recharge, which is not especially fast.

    The Ragnarok proc, on beta, is 3.5 PPM. Fireball has a modified areafactor of 2.6875, same as Foot Stomp, since they're both 15-foot 360-degree AoEs. 1s cast, 16s base recharge.

    For various amounts of recharge slotting, the Ragnarok proc would have the following proc chance:
    @33%: 3.5*(1+16/1.33)/(60*2.6875) = 28%
    @60%: 3.5*(1+16/1.6)/(60*2.6875) = 24%
    @95%: 3.5*(1+16/1.95)/(60*2.6875) = 20%
    @130%: 3.5*(1+16/2.3)/(60*2.6875) = 17%

    So, you'll be slightly worse off than the current 20% if you have a recharge alpha, and slightly better off if it's not slotted heavily, but not a big change either way.

    It's the really large, really fast AoEs, like control set AoE immobilizes, that are the worst off.
  10. Quote:
    Originally Posted by graystar_blaster View Post
    is there a way to increase the proc trigger?
    The question doesn't quite make sense.

    The proc trigger is just the thing that happens that gives the proc a chance to go off. The proc trigger, for example, would be "use Burn". Is there a way to increase use Burn?

    You have some control over the proc chance, by slotting the power with less or more recharge. And you have some control over how often the proc trigger happens, by how often you actually use the power. But the proc trigger isn't a magnitude that you increase or decrease, it's just the event that gives the proc a chance to proc.

    Under i24 rules, procs work the same way they do now. The only difference is that the proc chance will be a different number, instead of the current 20%, depending on the power in question and its slotting.
  11. Quote:
    Originally Posted by Sailboat View Post
    I thought the formula was intended to make it more or less the same number of procs over time whether it was slotted in a fast-recharging attack or a slow one. In that case, isn't it more properly thought of as "more predictable," perhaps, in Knockout Blow than "excellent" or "terrible"?
    Yeah, I could have phrased that better.

    A Hecatomb proc in Jab will become significantly worse, under i24 rules, than it is in i23. It'll change from a 33% proc chance to a ~20% proc chance (depending on slotting). But a Hecatomb proc in Knockout Blow will become significantly better - possibly even better than it was in Jab under i23 rules, depending on the circumstances and on your attack chain - going from a 33% proc chance to a 90% proc chance.

    Procs in some places get worse, and procs in other places get better. But by knowing which are which, and just shuffling some procs around to the powers that are most advantageous under i24 rules instead of the powers that are most advantageous under i23 rules, most builds will at least break even with where they are now, and many will end up ahead.

    So, is there an upside to PPM? Yes, definitely: it's mostly a buff, and in some cases a very significant buff, as long as you're willing to take advantage of it.
  12. Quote:
    Originally Posted by Bullet Barrage View Post
    What happens if I put a Proc in a toggle, say, Gaussian's in Tactics?
    It gets one chance to proc every 10 seconds, with the proc chance calculated using a 10-second cycle time.
    Quote:
    Originally Posted by Arkyaeon View Post
    However I thought AF used: 1+(0.15*Radius)-(0.011*Radius*(360-Arc)/30)
    It does, but that formula is (IMO) unnecessarily hideous. The formula I posted above is equivalent, just rearranged using some algebra, and (also IMO) is much easier to understand, because you can see by looking at it that the areafactor starts at 1, then increases for larger arcs and radii. But yeah, the formula you have is the one a dev would recognize. Oh, and internally, the game actually uses radians instead of degrees, so that would have yet a different formula.
  13. Enemy-affecting procs will still get one chance to proc for each target hit, yes. The chance to proc will just be determined by the PPM formula, rather than being a flat 20%.

    As to the second question: that depends on what you mean by "slotted efficiently".

    For a majority of builds, from what I've seen, PPM is potentially a buff, if you take advantage of it (possibly requiring a respec). Yes, the Hecatomb proc will be terrible in Jab, but it will be excellent in Knockout Blow.
  14. Hopeling

    Of TankMages

    Quote:
    Originally Posted by ClawsandEffect View Post
    How many people would you expect to choose the Unarmored version? Even if the damage modifier was lower.
    (The question is directed at Sam, but I'm gonna answer anyway. I'm sure Sam has his own answer, too.)

    *raises hand* I would play the Unarmored version.

    I mean, not all the time. I'd play the armored version, too. But I really, sincerely doubt that Blasters would disappear, or suffer a precipitous drop in popularity. Lots of players like doing MOAR damage, and a fly-by-the-seat-of-your-pants glass cannon is conceptually attractive to many players as well. You may recall the statistic from a while ago that Blasters are more popular than *any* other AT at character creation (although their popularity falls off at higher levels, due at least in part to systemic issues and blah blah I'm getting off topic). A low-to-moderate-damage range/armor AT can't provide either of those.

    Let me turn that question around on you: how many people would you expect to change their preferred AT from Blaster to our hypothetical Defender-damage Blast/Armor AT, even though they play totally differently, compared to people that swap from Scrapper/Stalker/Tanker/Brute, to which it plays very similarly, just further away?
  15. Yeah, that's 18% per enemy, compared to the 10% it has on live. But that proc chance might be lower, if the power is slotted more heavily for recharge.

    Whether any given proc or power is better off under the i24 system really depends heavily on what AoE (and sometimes, what proc) you're talking about. Small and/or slow AoEs do pretty well; large and/or fast AoEs are worse off.
  16. They still get a chance to proc once every 10 seconds, according to this post, and they calculate their proc chance using that 10-second period as the cycle time.
  17. Quote:
    Originally Posted by Madadh View Post
    Anyone know what the math is going to be for proc in AOEs? And can you explain it? Last I checked that was somewhat cloudy.
    Same as for single target powers, except at the end you divide the proc chance by the power's modified area factor.

    The area factor is given by 1 + radius * (11 * arc + 540) / 30000, but for PPMs, it only uses 75% of the difference from 1. So the formula becomes 1 + .75 * radius * (11 * arc + 540) / 30000.

    For example, the modified area factor of Foot Stomp (radius 15, arc 360) is 1+.75*15*(11*360+540)/30000 = 2.6875.
    The modified area factor of Crowd Control (radius 8, arc 180) is 1+.75*8*(11*180+540)/30000 = 1.504.
    The modified area factor of Psychic Scream (radius 60, arc 30) is 1+.75*60*(11*30+540)/30000 = 2.305.

    And for a complete example, the Force Feedback proc (2 PPM) in Foot Stomp (with 60% recharge slotted) would have a proc chance of:
    2*(2.1+20/1.6)/(60*2.6875) = 18.1%
  18. The point at which it is "too much" is the point at which you've made unacceptably huge sacrifices elsewhere in the build, and/or the point at which having your powers recharge faster stops being beneficial. Both of these criteria are subjective to at least some degree, and also vary wildly depending on the build.

    Edit: @Shadowhex, the cap includes enhancements, rather like the damage cap. The cap basically says you can never get a power to recharge in less than 1/5 of its base recharge time. Well, barring instant recharge effects like Enhanced Water Jet and etc, of course.
  19. Quote:
    Originally Posted by Dark One View Post
    Sneezing, watching how hard he grips something, how hard he stomps his feet, etc., are a lot easier to control than the involuntary actions in a physical coupling.
    I would argue that restraining or disabling supervillains, even the ones he doesn't totally overpower, while they try to kill him, and while he is very angry at them, but without killing or severely injuring them, requires much greater control. Yet he's clearly capable of it.

    I'd also argue that, as an alien, all bets are off, when it comes to his biology.
  20. Quote:
    Originally Posted by Sailboat View Post
    Burn certainly does check to see if it hits.
    This. The large initial hit does indeed have a to-hit check; the subsequent ticks from the burn patch are autohit.

    If I understand correctly, PPM procs in such powers get a chance to go off when the power is first activated (using the power's recharge to determine the proc chance), and then get additional chances to proc for the duration of the field (I've heard conflicting reports that PPM procs still follow the 10-second rule and use that as the cycle time to determine their proc chance, or that they get a chance to proc on every tick using the tick frequency as their cycle time; not sure which is correct).
  21. Quote:
    Originally Posted by Kangstor View Post
    Bio changes how your character look as much as stone armor.
    That's something of an exaggeration, since you can turn off the armor bits from the toggles, but it definitely is more visually distinctive than WP.
  22. I have no argument against a long-term way to move slots, for a cost or even for free (in fact, I think that would be nice, since I have a few slots tied up uselessly on a server I never play on anymore). But I think a one-time reallocation of slots would doubly undermine any attempt to sell it: because the players that want it now would get it for free, and because any players wanting it in the future would strongly consider toughing it out until/in case they give slots back for free like they did last time.
  23. Quote:
    Originally Posted by Jack_NoMind View Post
    Nay; verily, this doth speak truly o' that which would yet ag'n be requested, soon a' thy whim changed o'ce moor.
    Verily, this fine fellow is a soothsayer, in both the new and the old sense of the word.

    Maybe not for Xenophage personally, necessarily, but certainly if in November 2012 all global slots are un-distributed, somebody will join the game in December 2012 and be asking again to redistribute their slots in January 2013. If the problem is that global slots can end up totally wasted, the money/points lost and useless forever, refunding global slots once doesn't fix that problem. A slot mover that allows you to move character slots but costs less than buying additional character slots, or a system in which slots aren't assigned to servers at all, or something else that actually addresses the problem would be a fix, but a one-time refund is not, that just kicks the can down the road.

    Edit: I'm using the word "refund" here to mean that the slots are de-allocated and can be placed again, not that the slots are taken away and their point value returned.
  24. :E

    Hands OFF my Dehydrate heal.

    JK, but slightly more seriously, I don't think it makes much more sense to drain/restore endurance with it than to restore health. And it would almost certainly be a less useful power.
  25. Buffs do not persist through death, nor work while you're dead. As far as I can tell, this includes stuff like set bonuses and Incarnate powers (enemies will con a different color when you die, because you lose your level shifts). So your global recharge won't work while you're dead.

    I think slotted recharge still works while dead, but I've never attempted to test it; buffs that are actually temporary powers (Secondary Mutation, for example) do not work while dead, but will still be present when you rez. This also happens with short-duration temp powers, so if you rez quickly you can still use the Tidal Power you built before you died