Hopeling

Legend
  • Posts

    3079
  • Joined

  1. Personally, I just use Assassin Strike when I planned to, even if I happen to only have 2 stacks. Delaying it in hopes of a third Focus seems counterproductive, even if it would definitely work, because AS is such a good attack already with 2 stacks.
  2. Accolades are also worth mentioning. If you're a hero or vigilante, the Atlas Medallion in particular is pretty easy to obtain, and that +5 endurance both increases your recovery and gives you more to spend before running dry. Fighting for a couple minutes solid before running into problems isn't so bad for an SO build, too, when using both a primary and secondary known for being rather endurance-hungry.
  3. It depends on the enemies, and on your primary, but just being a Brute is not necessarily enough to get by in melee without defense. Melee enemies often hit harder than ranged ones, and many enemy groups favor melee heavily. Even with S/L or melee defense, I find it's often the melee enemies that rip me up the worst. You maybe could get away with it if you take good advantage of PBAoE knockdowns like Foot Stomp, I guess.
  4. Uber, that would prevent long-recharge AoEs from ever having a 100% proc chance, and for many they would cap out far lower. This is contrary to observation, so we can pretty safely rule it out.
  5. I'm pretty sure the level shift works identically to a real level as far as the Purple Patch is concerned, which is what makes knocks increase in magnitude. I just unequipped my alpha, set difficulty to -1, and hopped in a mission, and some 49 minions were being knocked down, not back, by my Whirling Smash. This makes sense mathematically, since a 1-level difference will increase mag .67 to mag .74, and the threshold for knockdown is .75.

    "Down" is obviously a directional vector, but my point is that despite the name, knockdown doesn't make enemies move down. They don't change position at all, they just go through an animation and are unable to use abilities.
    Quote:
    Originally Posted by T_Immortalus View Post
    This is odd:


    Funny, it calls "knock-up" "knock-back".



    This is an example of what I was saying before, that the game calls "low magnitude knock-back" "knock-down":


    So, the game does call "low magnitude knock-back" "knock-down".
    Yeah, Psinado is mislabeled for some reason.

    We aren't saying knockdown isn't low-mag knockback. In fact, that is specifically what we have been claiming it IS. You've been the one saying knockdown is actually knockup. Which, unless you redefine "knockdown" to something other than what everyone else and the in-game text has always meant by knockdown, is not true.

    Edit: Knockdownupbackdownbackupupdown. Ugh, I do not want to see the word "knock" again for a month, lol. I'm gonna go sleep.
  6. Quote:
    Originally Posted by PrincessDarkstar View Post
    11 posts with only 3 showing in the search? That mean 8 of your posts got deleted for trolling like this?
    His registration date is 2004, so the other posts might have been lost to the forum switch of whenever ago.
  7. Hopeling

    damage

    Extreme is, IIRC, supposed to be higher than Superior, but they're not very consistent with it. Fortunately, you can just look at the power's Detailed Info, or pull up Mids Hero Designer, and see the exact numbers rather than relying on poor descriptions.
  8. Quote:
    Originally Posted by T_Immortalus View Post
    Yes it is.
    A "prevalence" would be if they usually do it that way, but sometimes do it the "right" way. That's not what we have, though. EVERY knockdown power is low-mag knockback. Implementing knockdown as knockback isn't just prevalent, it is universally what knockback is.
    Quote:
    Originally Posted by T_Immortalus View Post
    By the way, it only takes an enemy being one level below you, such as you being level 50 and them being level 49, for your "knock-down"(low mag knock-back) to send them backward as a greater than mag 1 knock-back.

    They should lower the magnitude to something like 0.1 or change it to knock-up to stop the common "down becoming back" problem.
    It requires at least 2 levels difference, since level 50 enemies are knocked down, not back, by Foot Stomp and Whirling Smash and etc as used by my 50+1 characters. Making them mag .1 is an interesting idea, though.

    Edit: Knockdown is not a directional vector at all, since they don't move. It's not on any axis. It's closest to a status effect.
  9. Quote:
    Originally Posted by Zyphoid View Post
    Personally I love EA, it is at this point one of my two favorite Scrapper secondaries (the other being ELA). So, I am more than happy we got that. Now, if I were the only one who was annoyed with axe and mace I would have tossed it up to it just being me, but I wasn't. The feedback on the beta boards reflected the same thing I feel now. Why didn't scrappers get at least one of the sets that had been requested for years?
    We did! We got Axe, Mace, and EA. Were more players wanting those than SS, EM, Ninjitsu, etc? I don't know, probably not. Axe and Mace were definitely easier ports, though, and EA got a much-needed revamp. SS and EM will almost certainly need at least a review when they get ported, if not dramatic changes, and comprehensive reviews of multiple powersets per AT don't usually happen in a single issue. Similar for Ninjitsu. I have no idea why Ice wasn't proliferated to scrappers at the same time they did for stalkers, so I can kinda grant that one, but 3 sets in a single issue is still pretty great. It isn't even like they've told us Scrappers will never get those sets, we just haven't gotten them yet because proliferation turned out to be way slower than we once thought it would be.

    You're totally entitled to your disappointment, I just really dislike the way you construe the AT getting things other than the ones you most want as getting "the shaft".

    But like I said, you and I have gone through this whole thing before, so I'm going to stop discussing it here and let you have the last word. And hey, as long as any proposed changes don't mess with the AT's straightforward awesomeness, I'm not vehemently opposed, I just don't think it's much of a priority.
  10. It's not just a "prevalence", that's what knockdown is. Low-mag knockup isn't the same as low-mag knockdown, and I don't just mean how it behaves against lower-level foes. It is visibly not the same against even-con enemies. Knockdown makes enemies fall over; low-mag knockup makes them do that very distinctive Air Sup double flip that I've mentioned several times. And against sufficiently lower-level enemies, the Air Sup double flip turns into the KO Blow rise-and-fall anyway, which as any character with KU can attest, does not drop enemies back exactly where they started from. It's less annoying than knockback, true, but it would make very little sense for enemies to double-flip up then down when hit by most KD powers.
  11. At the top left of the first screen at character creation, there are two big icons. One says City Of Heroes Freedom, the other says City of Heroes Going Rogue. These are buttons; selecting Going Rogue will make you start in Praetoria. Unfortunately, they don't really look like they're buttons, and are incredibly easy to miss. The GR button shows up (with the lock icon) even on my second account, which is premium, so it should definitely be there for you as a VIP.
  12. I tinted the powers to bright colors and I'm calling it Ink Control, does that disqualify me?

    I'd love to join, I'm @Rahiel, often on at strange hours though.
  13. ...but is that because your stalker was tougher, or because your stalker was just better built/more competently played, or even just because the scrappers were the ones getting shot at? Personally, I have never seen pretty much anyone on any team outlive my scrappers.
  14. Brutes do not have higher damage potential, and they usually don't have higher damage in practice either.

    But even if your premises were true, "slightly less incredibly awesome than brutes" is still a far cry from "useless".
  15. Quote:
    Originally Posted by T_Immortalus View Post
    True, TRUE, knock-down is a low magnitude knock-up because TRUE knock-down never changes to "knock-back" when attacking a lower level enemy.
    Um... ok, then. If you want to define "true" knockdown that way, that's fine I guess, now that you've actually said what it is. I apologize for the misunderstanding, but you might see how saying "knockdown" without specifying you mean "true knockdown", and also without specifying that by "true knockdown" you mean "something other than what everyone else, and the game itself, calls knockdown" could be easily misread as the words you actually typed.

    By the way, since I cannot recall ever seeing anyone use the phrase "true knockdown" at all, much less to mean what you describe, I'm not sure how you could reasonably expect anyone to know that you implied it.
  16. Quote:
    Originally Posted by T_Immortalus View Post
    I'm not formally educated in game programming. I haven't been working with their game for 8 years.
    Having no knowledge of both the field and the specific subject is not a strength. Especially in computer programming, where the way the system actually works is deliberately concealed from the user as much as possible. This is exactly the point of the Standard Code Rant. Maybe your fix works, I don't know, but simple historical observation says that's unlikely. Claiming that your idea is a good idea because you know far less than the people who literally do this for a living is... kinda silly, don't you think?
  17. Yes, that is the same sentence I first quoted and pointed out was incorrect.

    I thought I was quite clear: knockdown powers are not knockup. These are specific terms with specific meanings, clearly denoted by their effects and labels in-game and in the City of Data links I have provided for examples. There is no power effect labeled "knockdown", I agree. But that's not because knockdown powers, or "true" knockdown powers (whatever that means?) are actually knockup; they verifiably aren't, they are low-mag knockback. Knockup isn't a synonym for knockback, or a subset of knockback, or a misnomer that some players use for certain kinds of knockback, it is a separate and distinct thing of its own, although it uses the same type of enhancements.
  18. Quote:
    Originally Posted by T_Immortalus View Post
    Umm, so where do we disagree?


    You just said "knock-down powers are actually low magnitude knock-back" which I actually said myself.
    You said, several times, that knockdown powers are actually knockUP. That is mechanically a completely distinct effect from knockBACK, not merely negative or low-mag knockback like your resist/damage analogy implied, and knockBACK enhancements have always, as far as I've been able to tell, affected knockUP effects as well, just as slow enhancements affect both -run and -fly. There are low (Foot Stomp) and high (Power Thrust) mag knockback powers, and low (Air Superiority) and high (Levitate) mag knockup powers, and each is a different kind of thing.

    Low-mag KB (knockdown): Enemy falls over.
    High-mag KB: Enemy goes flying away from you.
    Low-mag KU: Enemy does the Air Sup double flip.
    High-mag KU: Enemy is thrown upwards.

    We do agree that it is a bug, though.
  19. Quote:
    Originally Posted by T_Immortalus View Post
    Look, there are 2 directions for knock, vertical and lateral.

    Lateral knock, knock-back, can be turned into knockdown by making its magnitude less than 1, so that it doesn't move them backwards at all.
    Right, I haven't disputed any of that.
    Quote:
    Vertical knock, knock-up, will just toss them up in place to a certain height determined by the magnitude. Knock-down is only "down" in name; it is actually knock-up that isn't a huge magnitude, and may not be enhanceable to keep it logical.
    Emphasis mine. This is what I'm disputing. You can look at the power info for any knockdown power, and it will be listed as knockback, not knockup. Usually mag .67 knockback. These powers behave visibly differently than low-magnitude knockup powers, like Air Superiority. Edit: And if you slot a KD power with KB enhancers, it will pass the threshold where it stops being knockdown, and will actually knock enemies back, not up. This is trivially easy to verify in any number of ways.
  20. Quote:
    Originally Posted by T_Immortalus View Post
    Knock-"down" is really just a low magnitude knock-"up".
    No, it isn't. They are totally different things. You might be thinking of how knockdown is low-magnitude knockBACK. You can quite easily see this by how knockdown powers do not list their effect as knockup in detailed info, and low-mag knockup powers like Air Superiority act differently (the double-flip) than knockdown powers.
  21. Quote:
    Originally Posted by Aggelakis View Post
    Not exactly, because Dark Melee doesn't have a "chance" of doing damage.

    It's like saying the Miracle unique has a 100% proc rate (which is true). It is a chance of happening that is set at 100%.
    Does it actually roll 1-100, check if that's 100 or less, and apply the buff if so? That would be computationally inefficient, and totally pointless. I obviously can't say for certain without seeing the code, but I would be quite surprised if it worked that way. I would be even more surprised if Bruising did the same.
  22. That's exactly what the prompt says it will do when you check the box: "Unpurchased pieces will no longer be visible for selection. Costume will be reset. Are you sure?" So I'm not sure this is a bug, but it sure is annoying. It would be far preferable if it would clear only unowned pieces, if that's at all possible.
  23. Samuel_Tow said it better than I was going to. Scrappers are, mechanically, totally straightforward and vanilla. That is WHY I like them. I don't think they need buffs, at least not as a whole. Maybe for a few specific sets, I guess. But I'm not particularly bothered by someone who thinks they do. I may disagree, but not viscerally.

    But when someone says scrappers need something "unique", some kind of mechanic that makes them special, my gut opinion shifts from "meh, whatever" to "keep your dirty paws off my favorite AT." Actually, it shifts further than that, but I will refrain because profanity is against forum rules. When I play a scrapper, I don't need to worry about whether I'm leveraging my unique mechanics optimally for the situation and my team. I don't need to rush from spawn to spawn chasing fury, I don't need to set up assassin crit combos, I don't need to gather aggro. I just hit things, and they hit me back, usually in vain. Not only is this extremely low-maintenance play that lets me focus on the fun, it also feels more "super" to me (I know that's always an incredibly vague statement, but I can't think of a better way to say it). Any enemy, any time, anywhere, I fight them head on, and I usually win, without needing to worry about or rely on a gimmick.
    Quote:
    Originally Posted by Zyphoid View Post
    I maintain scrappers are the black sheep of the ATs. They even get the shaft when it comes to power proliferation. How long has EM, SS, Ice, and Nin been requested by Scrapper players? What did we get in the last round? Axe, Mace, and EA.
    I know I've argued about this with you before, but getting 3 sets proliferated at once that aren't the sets you personally want is not neglect or mistreatment of the AT as a whole. I, personally, was far happier with Mace and EA than I would have been for any of the sets you mentioned. I don't begrudge you your disappointment, but you need to stop trying to construe it this way.
  24. Plus, with 2 combo levels for every AS, you can get a lot more out of finishers.
  25. Hopeling

    Is it justified?

    If they couldn't charge for the sets, I doubt I would ever have gotten to play Street Justice ("Use the alt animations for MA we already have, duh") or Titan Weapons ("Use one of the other three heavy melee weapon sets we already have, duh"). And I love those sets. So I feel that yes, the practice is absolutely justified, and I am very glad they're doing it.