Hopeling

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  1. Quote:
    Originally Posted by Mastermiine View Post
    so I dont see why they cant still give it away?
    Back then, you needed a subscription to play at all. So to get a Warshade, you needed to pay monthly, AND get a character to level 50. Now, all the archetypes come automatically with a VIP subscription, you don't need to level up a character for them at all.

    So, if you consider what they did then to be giving it away, they're giving it away for even less now.
  2. Earning a 1200-point AT or 30 days of VIP time just for reaching 50 would be quite excessive, I think. Getting to 50 seems really hard the first time you do it, but once you know your way around it is much, much easier. My most recent character went 1-50 in less than a week, and no, I was not powerleveled.

    I'm not totally opposed to the idea of earning points or something for various in-game activies, as some games do. It would be nice. I wouldn't go so far as to say it "should" happen, though. Other than chat restrictions which are removed after a single purchase, f2p accounts get more stuff for free now than we got for $15/mo back in 2004.
  3. I'm not saying it is a large factor in how rewards are already calculated, you're of course right that a trial rewards the same amount no matter how long it took to form. But it is certainly a factor in the rate of rewards - as in, the amount of play time it takes to obtain any given goal. In this measure, yes, it is a penalty to play on a smaller server where leagues take longer to form. That's quite difficult for developers to address directly, though. But if, say, 10 minutes out of every hour I spend on trials is actually spent waiting in Pocket D, then just to break even with a solo path, I should be able to expect the remaining 50 minutes of actually doing trials to give similar rewards to what I could've gotten for a full 60 minutes of soloing. Really, to make the trials attractive enough to draw a dozen or more players on a regular basis, the 50 minutes of trial should be more rewarding than 60 minutes of solo play. Plus, waiting for a trial is boring (DA street sweeping will hopefully make this less true), which will further drive players away from trials if the reward rates are only equal.

    Currently, the trials are at least a couple orders of magnitude better than the incarnate progress I can make solo in the same amount of time (by soloing for shards to turn into threads, mostly). That margin could be way, way smaller and trials would still be attractive to many players, just as TFs are attractive for reward merits even though you can solo for not-so-much-lower returns from story arcs.

    All that said, I personally wouldn't mind if the solo/small team path was wildly overpopular, and trials became as infrequent as mothership raids or the less popular TFs. But that's only my opinion, which isn't shared by all players, nor by the devs.
  4. Redlynne is correct that there are a great many variables to consider. I'll take a guess at filling some of them in.

    When talking about -regen, I assume we're discussing AV fights? An AV regenerates .33% health/sec, and at level 50 has 28,271.7 hp, which means its base regen is 93.3 hp/sec.

    Time Crawl does -100% regen, but that's mitigated by AV debuff resistance. A level 50 AV has 85% debuff resistance, so only 15% of the debuff gets through. That means you're only really applying -15% regen, which is (.15*93.3) = 14 hp/sec. So Time Crawl is worth 14 DPS there. If you have a level shift it will be slightly more, due to the purple patch.

    On the other hand, if you're fighting a level 54 AV, it has 87% debuff resistance, and regenerates 101.2 hp/sec. But the purple patch will reduce your debuff as well, to 65% effectiveness assuming you have a level shift. This means your Time Crawl is negating (.13*.65*101.2) = 8.6 hp/sec, and so it's equivalent to that much DPS.

    On the other end of the spectrum would be a level 1 AV (which you'll never encounter outside AE, although I think the Hellion leader in DfB is level 2), which has 60% debuff resistance and regenerates 2.8 hp/sec. If you're also level 1, Time Crawl will reduce its regeneration by 1.14 hp/sec.

    In any case, you're only removing a small fraction of the AV's regen. Time Crawl isn't a very good regen debuff, really - Lingering Radiation is five times stronger, and Poison Trap is ten times stronger! You can add a bit more -regen with Time Stop, but still far short of what some debuff sets can do.

    Edit: Numbers taken from here: http://paragonwiki.com/wiki/Archvillain and http://paragonwiki.com/wiki/Health_Regeneration
  5. Your DPS numbers are right. The Pulverize chain requires about 22% more recharge, but with Interface should actually pull slightly ahead.
  6. Quote:
    Originally Posted by MrCaptainMan View Post
    I don't see why small team/solo Incarnate progress should have to have less rewards than trials.
    The reasoning goes that nobody would want to do large trials if you can get the same rewards without forming a huge league.

    Which then leads to the question "why do we keep getting these trials if nobody actually wants to do them", but people usually just laugh or get mad when I ask that.
  7. The Paragonwiki entry for the Awakened is sadly incomplete, but yes, I do recall some of the Awakened having some kind of ugly tohit buff.

    Edit: You could check with a power analyzer.
  8. Quote:
    Originally Posted by Lycantropus View Post
    The only time not taken into account at this point is the time required to form the team, and if one posits the Dev team anticipated the ammount of time it would take to form a team into their calculations, that almost seems a bit silly (not saying it's not true, wouldn't surprise me either way, but...).
    League formation time is a large factor in trials, so it's reasonable for them to give greater rewards to make them still attractive. I don't think it has to be MASSIVELY greater, though.
  9. Quote:
    Originally Posted by TwoHeadedBoy View Post
    has anyone run the numbers on the -max hp one yet?
    It caps at -150 hp, so it's far weaker than Reactive against high-hp targets like GMs.
  10. Quote:
    Originally Posted by Lazarillo View Post
    Except most of the vigilante missions are either rather covert, or don't really involve breaking the law, as much as ignoring certain crimes to focus on the so-called "bigger picture".
    My memory is probably being selective here, because these missions were the most shocking, but many of the vigilante missions that I recall offhand involve specifically breaking the law because your character believes they know better than the law. See: Beating up Miss Francine's reformed, non-violent students; breaking into a jail to beat up Frostfire after he turns himself in; helping Agent Freymuth escape justice after his crimes come to light; beating up/probably killing Carnie recruits (who haven't actually committed any crimes yet, other than associating with the group) as a cautionary tale; attacking a Longbow base because "How dare they doubt you" (actual mission text) when false accusations surface due to a doppelganger. There are certainly some vigilante missions that are just making the difficult choice, but many of them are decidedly illegal.
  11. This is so bizarre. Is the Marvel Universe spilling over into our reality?

    http://www.escapistmagazine.com/news...-are-Not-Human
  12. Quote:
    Originally Posted by Blue Rabbit View Post
    Think Mind will probably cover that one Brand.
    I'm not at all convinced of that. Guessing what future powers will do based on the slot names is extremely iffy, because doing so a year ago would've probably failed to predict any of our current powers. What do team buffs have to do with Destiny, for example?
  13. Quote:
    Originally Posted by Schismatrix View Post
    So theoretically a level one should be able to get the badge unless it's specifically level locked.
    Which it is, according to the text on the incomplete badge.
  14. Quote:
    Originally Posted by rodrangerofdark View Post
    What do you mean? I currently have my burn slotted with 4 procs

    (3 dmg and the Fury of the glad chance for -res)
    That seems terribly inefficient.

    A damage proc has a 20% chance to fire, and hits for 71.75 damage at level 50. This means it has an expected value of 71.75*.2 = 14.35 damage. Even if it gets two chances to tick (I'm not sure if it does), that's 28.7 expected damage. By comparison, a damage SO in Burn adds 34.5 damage for a brute, and more for a tanker/scrapper/blaster. If you've got 4 procs in Burn, you cannot possibly have good acc/damage/rech enhancement values as well - there's only room for 2 more slots!
    The FotG -res proc is actually worse than a normal damage proc for minion-killing, although that's fine if your build uses Burn as a single-target attack.

    Don't get me wrong, procs are good, but plain enhancement value is better, until the ED cap. Purple procs are another story, but there's only one of those that can go in Burn anyway.

    Edit: It works out similarly in Blazing Aura, by the way. Blazing Aura ticks every 2 seconds, so one tick in 5 has a chance for the proc to fire, again with an expected value of 14.35 damage. A damage SO on a brute adds 3.05 damage per tick, or 15.25 damage over 5 ticks.
  15. Even just being able to down-convert single insps (large to medium, medium to small) would address the first problem, and might be simpler to do.

    I've always interpreted buying insps from contacts as seeking out their help/advice - maybe they can provide me some Insight, or wish me Luck, or even just tell me about how horrible my enemies are, helping me work up an indignant Rage. This works fine for normal contacts, but does kinda break down with the nurses.
  16. Well, when I tried it earlier with my Broadsword character, it (correctly) found the attack chain of Headsplitter-Hack-Disembowel-(short pause)-Hack. It didn't put Slice into the chain at all, even though I had entered it. So it appears smart enough to not include all the attacks, even in a tricky case like Broadsword where you can get better results by spending .2s doing nothing than spending 2.244s doing a poor attack.
    I would assume that it takes longer to calculate and compare the possible chains when there are more attacks to choose from, is all.
  17. Fritzy, most of the stuff will be instanced, AFAIK, just like the rest of the game. Street sweeping just gets brought up a lot because it will also give rewards but not interfere with forming/queuing for trials.
  18. Well, the ad is clearly working, Primals have been flocking to the TPN campus like teen fangirls! I don't know the exchange rate between Paragon dollars and Praetoria Colebucks (?), but the money spent on that ad has to have paid for itself already!
  19. Quote:
    Originally Posted by Archmage MC View Post
    In retrospective to the above, I'm getting at most 150 dps on my StJ scrapper /w damage calculated at 3 combo points with the finishers included. With arcanatimes active. I think you may need to be more clear on where you get your damage numbers from Mids, because I know thats below what I do in-game.

    Another example was my PB doing sub 100 dps which isn't true. Something is going on here that I can't figure out.
    Did you count incarnate powers like Musculature/Reactive when you put in the damage numbers? 150 DPS actually sounds about right for most scrappers before you count incarnate powers, Combat Readiness, etc. NoChain also doesn't appear to know how to handle -res debuffs, so you'll have to account for those yourself.
  20. Quote:
    Originally Posted by gameboy1234 View Post
    Not true. If the distribution is "top heavy" (many people wait a long time) or the outliers we throw away are on the low side, then the value displayed will increase, not be less.
    Right, but it isn't top heavy. Solo queuers ARE the outliers, because their waiting time is far from the simple arithmetic mean.

    So rather than discarding outliers, I think it would be better to track two separate averages: one for teams, and one for solo queuers. It could display both all the time, or maybe just display the appropriate one when you're teamed or solo. This would be more informative than the current average, and require little fancy analysis or mathematics, although the SCR applies of course.
  21. Quote:
    Originally Posted by gameboy1234 View Post
    Both the common IOs and the IO Sets work like this.
    Non-Invention enhancements also work like this.
  22. Quote:
    Originally Posted by Golden Girl View Post
    Like rewatching a movie or rereading a book?
    I rarely find a book or movie interesting enough to sit through a second time just for its own entertainment value, so yeah, that works pretty well in this analogy.
  23. It is, technically, a targeted AoE. It's centered on the enemy, like Fireball, not yourself, like Footstomp. So it's not totally illogical to put it in that category...

    But it's still dumb. The only other melee TAoE that I know of, Thunder Strike, uses PBAoE sets.

    It might be less galling if there were some decent TAoE sets. And/or if they didn't all have range enhancement that Spinning Strike can't benefit from.