Hopeling

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  1. Quote:
    Originally Posted by PrincessDarkstar View Post
    This makes sense, but is confusing me because using 75 actually resulted in the right number
    The formula you named was for AccMods, not the final hit chance. Your AccMods, correctly calculated, would be 2.2125. You then use AccMods to calculate the final hit chance, using the formula from your first post, which coincidentally works out the same as the calculation you did, assuming the power's base accuracy is 1.00 and that you're fighting a +0 enemy with no buffs or debuffs present.

    Anyway, glad you got it.
  2. What Mids displays as "accuracy" is your final chance to hit with that power. I'm not sure what the "Real Numbers style" accuracy it displays on mouseover is; I think it's supposed to be the power's accuracy stat, as displayed by Real Numbers in game, but that doesn't quite mesh with the numbers it's showing.

    The good news is, you can easily make Mids do this for you without a spreadsheet at all. In the example you gave, you've got a final hit chance of 179.2%. Of course, that's capped in-game at 95%. But if you're using the default settings, it's telling you your chance to hit a +0 enemy, which is usually trivial. You're probably interested in hit chance against high-level enemies; I usually try to build for capped accuracy against +3s, since you basically never face worse than that once you have an alpha shift. According to paragonwiki, the base hit chance against a +3 is 48% instead of 75%, so you can go to Options - Configuration - Exemping and Base Values and change the 75 to a 48. That will make Mids display your actual final hit chance against a +3 enemy as the "Accuracy:" number. You can plug in any other number you like for base tohit, to account for enemies of different levels, or for defense buffs/tohit debuffs.

    Edit:
    Quote:
    Originally Posted by PrincessDarkstar View Post
    AccMods = the power's inherent Accuracy × (1.0 + the power's Accuracy Enhancements + all global Set Accuracy bonuses)

    So 75 x (1 + 0.55 + 0.6625) = 165.9.
    The power's inherent accuracy here is not 75 (at least, not for any attack that I can think of). That's your own base tohit stat. The power's inherent accuracy is 1.00 for most powers, but some have higher or lower. I'm also a little puzzled how you obtained 66.25% accuracy from set bonuses, since AFAIK they only come in whole numbers... Double Super Edit: Unless those numbers switched order and the 55% is your set bonuses.

    You are correct that a purple set in most attack powers will not, by itself, cap your hit chance against +3s. However, when combined with the rest of your build, any power slotted with a purple set should quite easily reach 95% hit chance.
  3. Alpha abilities provide extra enhancement in your powers. Spiritual gives you more healing enhancement in any power that can be enhanced for healing. If you have a power that gives enhanceable +hp, like True Grit or Dull Pain, that will be increased. Otherwise, no, Spiritual will not give more hit points.
  4. Mids does account for criticals. You can see this by mousing over an attack's damage; it breaks the damage into its component hits and their chances. You're right that the toggle doesn't do anything, though.
  5. There WAS an error in Mids that made it count all the crit chances together on epic attacks, including the guaranteed crit from Hide that Stalkers get (yes, even though you were looking at it on a scrapper). This made its displayed average damage much too high, and appears to now be corrected. Now it's not showing the crit chance at all, so the average damage is 10% lower than it should be, but the power never did the extremely high damage that the previous version of Mids said it did.
  6. I know some people like Mind Control specifically because it is the only control set without a pet. Removing any of the powers for a pet would also be a severe break with the cottage rule, especially for a set that's doing quite well as-is.

    A new mind or psi set like Yin's would be cool, though.
  7. Is the -protection that Yin does somehow different, or is it just the same as all mezzes that displays as negative protection on the debuff tooltip? -protection seems like it would be equivalent to extra magnitude, anyway.
  8. This would be great. Alternately, a separate option for "Save Scales", or even just putting a typable number field to specify slider settings. You can kinda fake that now (I think?) by editing costume files.
  9. Your name is gold now, which AFAIK means you are VIP. Did you subscribe?

    Edit: Weird, now your name is white again.
  10. Hopeling

    ETA on staff

    You're preaching to the choir, friend.
  11. It's a neat idea, but since they'd still have to do QA and touch up or adjust pieces, as well as simply sort through all the submissions, I'm not sure it would really save them any effort in the long run.
  12. Hopeling

    ETA on staff

    I'm not sure something can be "pushed back" when it has never had a release date, but sadly yes, the producer's letter seems to imply Staff won't arrive this month.
  13. Quote:
    Originally Posted by Netsforex View Post
    Sort of defeats the point of a forum if only privileged people can enjoy it
    For one thing, you're complaining to the wrong crowd here. We're just fellow players; we don't make the forum rules.

    For another, you can still post in some forums, and read all of them (except the beta forums). And as DarkGob points out, that's an improvement from being able to post in no forums at all without a subscription.
  14. The technical limitation doesn't prevent them from selling it. The devs not wanting to sell it prevents them from selling it. If you're against the power creep of it, though, that's a different issue, and I'm afraid you've already lost that argument.
  15. Right, it was planned as just an extra feature, not a purchase. I think it was supposed to be that you'd get 3 slots instead of 2 at 25/27/29, for a total of 3 extra slots? I can't find the post now; maybe it was purged along with one of the previous beta forums.

    Anyway, proposing that they sell it for points doesn't make the technical issues go away. At best, it gives them a stronger incentive to work on it, but they'll have to overcome the same problems to do so, which means that, at best, other features would be shuffled around on the schedule.
  16. I'm not sure about the signature thing, but yeah, premium accounts can only post in the All Access forums and cannot send PMs.
  17. That's a pretty solid starting point, I've just got some ideas for fine-tuning:

    High Pain Tolerance should be slotted for health first; you can slot it for resist too if you want, but it definitely needs heal enhancement first.

    Obliteration and Scirocco's Dervish are good sets, but they give mostly positional defense, and /WP benefits more from typed defense. Swapping in some Eradications can boost your energy and negative energy defenses.

    The Force Feedback: Chance for +Rech proc is excellent in Whirling Smash, because it gets a chance to fire for each target hit. When you're surrounded by enemies, the proc will go off more often than not.

    The scrapper ATO set is a bit expensive, but not much more so than Kinetic Combat. Even without catalysts it's an excellent set, so if it's within your price range, I recommend using it, probably in Titan Sweep or Arc of Destruction.

    See what you think of this:
    Code:
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    |D9E|
    |-------------------------------------------------------------------|
    Edit: It's also worth mentioning that Resurgence got a nice buff in i22; it now makes you untouchable for 15 seconds after rezzing, so it's now a decent combat rez instead of totally useless. /WP has been great for years without a useful rez, so it's still far from mandatory, but worth considering.
  18. Quote:
    Originally Posted by Darth_Khasei View Post
    I don't see any "need" for "any" more slots. Just because some people want them does not mean that is a valid reason to magically make more slots.

    I truly think bringing in the inherent argument weakens the position for more slots as the comparison misses on several levels, not to mention the sheer pay to win elements.

    I don't see this kind of overreach as something "any" of the devs are getting behind or receiving warmly in any stretch of the imagination.
    You know it was the devs who put this idea forward in the first place, right? It was in the process of being implemented when they hit a severe technical snag (the aforementioned delete-all-purples bug) and had to abandon the project until a later date. We are well past the "convince the devs this should happen" stage.

    Edit: By "this" I mean "more slots". How to obtain those slots is possibly up for discussion.
  19. For a single-target attack, yes. AoEs get a reduced proc chance; it appears that the larger the AoE, the more it is reduced. We don't yet know the exact math for that.
  20. Quote:
    Originally Posted by Aneko View Post
    What? I softcapped mine to S/L/E/Ranged and it doesn't even protect me? I've been misled.
    Quote:
    Originally Posted by Grendar View Post
    with just SO's [...] An average Blaster
    A softcapped blaster is not using SOs, and is not average, and the whole Blaster discussion isn't just about level 50 characters.
    The statement is questionable in other ways, though; Clobber won't generally one-shot LTs unless it crits IMX, and Aim + Build Up + t3 blast isn't much behind on damage.
  21. No, the critical is the same strength with any number of stacks, but it will not be guaranteed to crit with less than 3 stacks.
  22. You get Focus stacks from your attacks, yeah, but many attacks have only a chance to grant a stack, rather than a guarantee. City of Data lists each power's chance. And the stacks last 10 seconds, so yeah, with slower powers they can fall off before you get to 3.

    I often end up just using my AS with 2 stacks, because I want the hide proc already and don't want to cycle through my attacks again.
  23. Willpower gets different amounts of defense to different types. It gets the most against E/NE/F/C, a little less against Psi, and the least against S/L. Since Tankers get more defense from powers, this means your Tanker's exotic defenses have a larger "head start" on his/her S/L defense than a Brute will have.

    Set bonuses, however, are the same across ATs. On the brute, your S/L set bonuses are larger than that head start, so S/L defense ends up higher; on the Tanker, your S/L set bonuses are about the same as that head start, so your defenses end up about equal.
  24. Well, thanks to sidekicking, you can keep doing whatever you liked doing before you hit 50, without it being trivialized just due to your level. But if you mean character advancement, there are some things you can do at 50 even as a premium. This list is far from exhaustive:

    For one, you can gather badges, if that's your thing.
    You can work on accolades. This is technically a subcategory of hunting badges, but worth noting separately because certain accolades grant health/endurance bonuses or activated powers.
    You can work on replacing your level 50 SOs from vendors with higher-level ones from drops.
    If you have invention access, you can work on obtaining merits/recipes/inf for that awesome IO build you've always wanted.
    If you're in a SG, you can earn prestige to upgrade your base.

    And of course, you can make another character One of my favorite things about CoH is how amazingly alt-friendly it is. If you get bored with a 50, you can leave them alone for a couple months, and when you feel like playing them again, you won't have fallen behind the gear curve or any such thing, you can just jump right back in.
  25. Darkest Night reduces enemy damage and chance to hit. It's a bit clunky to use, because it's an "anchor" toggle with a long activation time, but its provides a significant survivability boost when used. If you're not familiar with how anchor toggles work, you target an enemy and activate the power, and they then radiate a debuff field, but the power toggles off when the target dies or moves too far away. It's an active survival tool, basically. Plus, Gloom is in the same pool, and is a very good single-target attack. That's not a survivability benefit, other than its small to-hit debuff, but it is worth mentioning.

    Energy Mastery is also a good pool, but other than the little bit of +regen in Physical Perfection it doesn't really give any survivability bonuses. Mostly it's desirable for the endurance management tools (Superior Conditioning, Physical Perfection) and maybe for to-hit debuff resistance (Focused Accuracy). It's also a good choice if you feel "busy" enough without also keeping track of your Darkest Night anchor, because passives of course require no action to use. The attacks in Energy Mastery are passable, but not exceptional.