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Posts
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Quote:If we use the median, or throw away outliers, the time displayed would be less than it currently is, and thus even more misleading. "5 minutes" as an average wait time at least implies you'll be waiting, and so it is intuitively plausible that you could be waiting a while. If it says "<1 minute", why, one would expect to get in almost instantly!That's actually a really interesting point. What value is really the best to use here? By now I'm pretty much convinced that it is not the average, no matter how you calculate it.
Why not use the median? Or maybe some more sophisticated calculation. Throwing away outliers might be a good idea too. Also, is the time calc including people who enter the queue, and then leave with no result? It seems like they should count too, in some way.
The problem with the "average wait time" is that it's the average of the whole group, both solo and group queue-ers. But you can't queue up simultaneously solo and with a group, so the average wait time is never applicable to your own situation. It's like the surveys that say the average family has 2.2 children - it's mathematically true, but you cannot expect to actually find any such family. Groups above the start threshold don't really need a wait time display at all. The wait time should probably only count solo players, and possibly also groups below the minimum size threshold, although I don't think there are many of those, it's mostly people queuing solo or with a team big enough to start on its own. -
Wha...
There was another post with someone stating they'd found a bug, and a screenshot of the Mids totals, but they also had Rest toggled on.
I had thought it was odd to put it in this thread, but there it was, so I replied to it.
I'm... not sure if the post was deleted, or I'm just hallucinating >.<
Edit: The same post now appears in the Mids thread over in the Build Workshop, so yeah, I'm gonna assume it was misposted, deleted, and then moved over there. -
One of the recent Mids releases (the first one with TW, I believe) was bugged, and wasn't applying Musculature properly, among other things. It's fixed in the latest version, though.
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That's not a bug. You've got Rest toggled on, which does indeed make your recovery and regen skyrocket, but your defense and resist bomb.
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Quote:True, I should've compared a Fort, since we're talking about ranged damage here. In fact, I'll even discount the claw powers completely. If I do that, the Fortunata has only 10 powers in the primary, and 12 in the secondary - still more than normal ATs. They have Mind Link, which stands up pretty well by itself in a comparison to Farsight despite Widows not being a buff AT, but they ALSO have TT:M, meaning they can provide MORE team defense than /Time (at least, without Power Boost).Look at what ACTUALLY is available in those power picks.
The secondary of the Widow has several powers that BY THEMSELVES are noticeably WEAKER than other ATs equivalents (TT:M stands out, compare it to the Time Manipulation Farsight ability). The Widow has those extra powers because it NEEDS them to match up in power to a real support set. Want your Widow to be a ranged damage dealer, great you can respec to Fort, but by doing so you Lose the advantages of the Widow.
They also get a single-target hold, confuse, stun, and an AoE of each as well. Their Dominate matches the controller version, except it does more damage even after accounting for the different AT modifiers. Their stun is mag 4 guaranteed, something which very few Controller powers get.
Overall, their individual powers compare pretty well to the same or similar powers on other ATs. They have Controller-level control, Scrapper-level defense, above-Corruptor-level damage, and some team buffs thrown in for kicks.
Quote:The point is not that the Arachnos ATs are soooo limited (they're not, they're great and fun, I play them, I like them) but rather that they are not any Less limited than any other AT.
Quote:I don't even know why I'm responding to this, it has NOTHING to do with the topic. -
The Shield Wall unique is a global bonus, if I recall, so it should still work even when the power is turned off.
Slotting for stun does not increase the magnitude or chance of the stun happening, only the duration. Since Whirling Mace's stun has a low magnitude and chance of happening, I don't usually bother slotting for it, I'd rather just use a generic end reduction IO.
If possible, I think you would benefit from 1-2 more slots in Stamina. Grant Cover is probably the best place to take the slots from. If necessary, the heal enhancements in Health could go too (if you decided you want Membranes in Active Defense, for example). -
One with the Shield is an odd place to put a Performance Shifter proc. I'm not sure if it would check only when you activate the power, or every 10 seconds for its duration, but either way you're not getting much use out of it. Since Stamina is underslotted, there's a better place to put that slot if you're looking for help with endurance woes.
A long-recharge AoE is not usually a good place for a res debuff proc.
The Absolute Amazement proc isn't great, and also mostly unnecessary since you're softcapped.
The Force Feedback proc won't go off terribly often in Shatter, due to not hitting a lot of guys at once with its narrow cone. It would be much better in Crowd Control. You might consider swapping the slotting on those two powers.
Otherwise, looks like a pretty good build. If you want more defense debuff resistance, there's also always the option of taking Grant Cover and slotting Membranes in Active Defense. -
When your sample size is too small to be significant, and you know it's too small to be significant, you don't say "oh well, I'll draw a conclusion anyway and then assume it's representative."
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Total Domination and many similar powers have a 4m recharge, so I could believe an incarnate version would be 2 minutes. Judgement is much faster than most blaster nukes, after all.
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That looks much improved. A few comments:
High Pain Tolerance benefits more from slotting for the +hp than the +resist.
Put a Steadfast Protection: Res/Def somewhere.
Most of the endurance you spend actually comes from your attacks, not your toggles. You might consider moving some of those endredux slots from your toggles to attacks.
You've got a res/recharge in Strength of Will, but its recharge time is fixed, so you might as well use a plain resist IO instead.
Is this the order you plan to take the powers in-game? You should probably move the attacks much sooner, preferably the lowest level at which they are available. The build you've posted has only 1 attack if you exemplar down to level 20. -
Some builds really don't solo well (and some players aren't good at it, either). I don't think those builds/players are usually the ones clamoring for a solo path, though.
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Can you name me a level 50 build, which hasn't explicitly gimped itself, which one could bear to solo for 50 levels, but couldn't clear a level 54 mission on x1, with insp use? I can't think of any offhand, myself, but I could be wrong.
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Quote:...uh?If the proposed solo Incarnate content is hard-locked at level 54, then that makes it a complete bust as a solo path to Incarnate status for anyone who's not already at +3.
By level 50, almost any reasonably solo-capable character should be able to solo at +4. Not +4/x8, that's really hard. But +4/x1 isn't terrible, mostly you just need good accuracy.
I mean... the trials, Tin Mage/Apex, and STF have been at 54 since always, even before we had level shifts, and they're perfectly doable. -
My corr on live just hit 47, so I can slot HOs! I'm testing the ED thing now.
For a 47 corr, Power Build Up gives 77.09% defense strength, Membranes give 23% defense, and Enzymes give 38.3%.
With 1 membrane, it gives 94.82% (1.23x base). No surprises there.
With 2 membranes, it gives 112.55% (1.46x base). ED should have kicked in by now if it was going to.
With 3 membranes, it gives 130.28% (1.69x base). ED doesn't appear to be kicking in at all.
With 3 membranes and an Enzyme, it gives 151.17% (1.96x base). So... the Enzyme gave +27%. ED appears to be kicking in, but I can't figure out exactly how it's applying.
With 3 membranes and 2 Enzymes, it gives 155.60% (2.01x base). This enzyme gave +5.74% enhancement, which is exactly how much we would expect it to give at the most severe level of ED.
And, just for completeness, with 3 Membranes and 3 Enzymes, it gives +160.03% (2.07x base), again as much as we would expect from the most severe level of ED.
With 4 Membranes and 2 Enzymes, it gives 158.26%(2.05x base), which is 3.45% more enhancement than it had with 3 Membranes and 2 Enzymes. That's again what we would expect from the most severe level of ED.
A few unslotters later, with 2 Membranes and 2 Enzymes, it gives 152.94% (1.98x base). I again can't quite figure out how ED is being applied here.
So, in conclusion... I have no idea!!??
Note: All of these are Synthetic HOs except the third Membrane. That shouldn't matter as far as I know, but maybe it does.
Edit: In the respec screen, 3 Synthetic Membranes and one real Membrane gives 146.00% (1.89x base). This still doesn't line up with anything that I can figure out. My head hurts >.< -
You need to slot your attacks way more. You've put better enhancement in Kick than in any of the attacks you will be actually using. I would rarely consider less than 5 slots in an attack I'll be using regularly.
Tactics + Focused Accuracy is major overkill. FA alone is overkill against most enemies, although I like having it in case of tohit debuffs.
Physical Perfection is best slotted with a Performance Shifter proc and then left alone. Its regen/recovery values are too small to usually be worth enhancing.
Edit: Rise to the Challenge is primarily a healing power, and should be slotted as such. The tohit debuff is almost negligible.
There are too many problems with this build to recommend individual changes. Almost everything about it needs to be scrapped and go back to the drawing board. For comparison, here is the TW/WP build I am using. It's for a scrapper, so there are some differences, but this should get you a general idea of what you want things to look like. It's a very expensive build, but so is the one you posted so I assume that is not a problem.
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Quote:Yes, I realize that commercials pay for the show. But if I have no legal obligation to watch the commercials, it cannot possibly be illegal to not watch them.It's not an obligation...
Commercials pay for the making of a tv show. TV shows earn money from commercials based on how many people watch the show. The reason that is is because the show is giving the commercial a forum to convince that audience. If that audience is not watching those commercials then the commercials will not advertise during that show... if the show doesn't get the advertising money it can't be made thus no show.
Edit: As evidenced by movies, which don't have commercials but can still be pirated. -
True! And even back then, you didn't sign a contract obligating you to watch commercials.
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Quote:How is that more limited than other ATs, which are totally locked out of certain options at level 1?To answer a question:
Limitations of the Arachnos archetypes.
This is pretty obvious and I'm kind of amazed people don't get it.
The Arachnos archetypes are THE MOST limited of ANY AT. You make choices at 24 that totally lock you out of certain options.
And even once you pick a path and get locked out of the other one, you have more options available to you than a normal AT, not less. A Night Widow, for example, has 14 "primary" powers (13 even if you count follow up/build up together as only 1 power since they're exclusive) and 13 secondary powers, which is more than the 9/9 available to most ATs. Plus, a NW can basically change power sets to a Fortunata with a respec or second build, which other ATs cannot do. -
Quote:Yes, and if they do, they get locked. But I said "likely to", not just "able to". Some topics are much more likely to spark it than others.By the nature of what politics is everything can turn into a political flame war.
Quote:Commercials pay for tv shows via the premise you'e going to watch the commercials. If you aren't watching the commercials you aren't paying for the show thus you shouldn't be watching the show. Cut out the commercial part and say you just download the show that is ripped from a blu-ray. You aren't paying for it thus shouldn't be watching it. What's the difference and why is it that people view it as a difference. I never even thought about it till maybe yesterday and it just hit me that it is roughly the same thing. I just am wondering and it has nothing to do with changing things legally. I am just curious as to the thoughts of others and if we can come to some agreement on this odd thought. -
And as soon as one of those threads hits upon a topic likely to devolve into a political flame war, it will be mod bait as well.
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Quote:Wait, really? [Citation Needed] please.Also the system favors the person who can make the most off a product. So even if I can prove I created something and Disney stole it the courts would rule that because it would be impossible for me to make as much money off of the product as disney that my claim of copyright is invalid... or some such.
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Quote:What an utterly bizarre line of reasoning. Is it pirating to channel surf during commercial breaks? Would it not be pirating if you downloaded the whole show including the commercials?Well, the basic argument is that the reason "pirating" is bad is because you are stealing, not paying for, whatever it is you are pirating.
What does that have to do with DVRs? TV, cable and network, the programming you get to see is paid for via commercials. The commercials are based on the idea that they are exchanging paying for the show for time to convince you to buy their product...
By you not watching the commercials you are not upholding your end of the sales thing going and because of that, in essence, not paying for the show you are watching and thus stealing that show...
You don't pay for TV by signing a contract to watch the commercials, you pay for it by actually paying for it.
Recording something on a DVR falls under... what's it called, fair use or something. Recording it on a DVR for your own use is also in a different category than recording it and posting it on Youtube. -
I don't so much mind the KB sets. There's one uncommon set and one rare set at any given level - and occasionally they're even useful (Force Feedback proc is great in AoEs, and the rech/end piece is sometimes nice to round out an attack's numbers). Lots of powers take KB sets. I don't think we particularly need more, but at least I don't mind the ones we have.
Snipe sets, though, are usable only in a very few powers (which are often not desirable powers anyway), and there are FIVE snipe sets at level 50, most of them terrible. Plus, it's kinda redundant to give snipes their own category when they already take normal ranged attack sets. Please, no more snipe sets, ever. -
They are a group called W.I.S.D.O.M. There's Foreshadow, Mirror Spirit, Rose Star, and Spark Blade. Foreshadow and Mirror Spirit are in-game as the trainers in the Hollows and Faultline respectively, the other two do not appear in game.
More info here: http://paragonwiki.com/wiki/W.I.S.D.O.M.