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Quote:And as you point out, a three-toggle set costs under .8, not 1.2. The example I gave is roughly consistent with a number of builds, not the solo accolade-less SO-only inherent-only baseline. That character is a polite fiction, but they do not seem to be the target of most new content rollouts.Except normal recovery boosted by slotted stamina is 2.48 eps, not 5.0 eps.
Thank goodness, or we'd all be DM/SR or Staff/Dark. (Maybe a few edge /WP or SD builds, SD particularly for tanks, and fire/fire lunatics.) Which still beat those numbers. The only reason we're not in a constant state of "Don't Stop Believing"/"Freebird" is...
...lots of deletion later...
Okay, okay, you win. Immanetize the eschaton.
Edit : But I liked the prepocalypse. ;p
Edit 2 : And this is your fault. -
Quote:Sure, it'll work. But just like inherent Fitness, it'll alter the metagame.The point was to illustrate that the current costs are arbitrary, and any value from their current value all the way down to zero still work.
Quote:Originally Posted by StarsmanMy point is not that there was a balance set for how much endurance melee were allowed to allocate into damage, but simply that toggles subtract from your offensive budget. You remove that endurance burden and you add to the offensive endurance budget. -
Quote:I used the phrase 'character building experience' intentionally. I know it isn't really balanced. Everyone who gets very deep into character building at all realizes this. There are objectively best combinations and whether or not any have actually been described there are some 90th-percentile or better builds running around out there. Even so, the experience of playing different sets, and developing the builds for various goals for them, is different enough that it's fun to have the options.Originally Posted by ArcanavilleWillpower was originally conceived to be a passive-only set. That idea was eventually vetoed because of objections about a defensive set actually having to have toggles and actually supporting the passive/toggle pseudo-balance. But when Castle was allowed to add quick recovery to the set with the specific intent of directly offsetting the cost of the toggles the fact that decision was supported completely destroys the idea of toggles being an endurance management metagame. Because Castle was allowed to eliminate the metagame in one way but not the other. And that means the meta game itself is not important. What was important was a stand-alone principle about the strength and cost relationship between toggles and passives.
And it sure is a good thing we have IOs.
But -- and I'm going to hedge in a second so you know, be prepared -- what you're talking about there sounds like bad development. (Although actually RttC really should be a toggle or a click, probably a toggle unless it was Dark Regen-ified which would actually be kind of an interesting power now that I think of it... anyway I agree with at least that. My statement about quality is predicated on the idea that Willpower was not redesigned to behave functionally differently as a toggle/passive set vs a passive-only mitigation set, which I do not actually know but I infer from your comment about the recovery bonus being added explicitly to offset the toggle cost.) And my hedge is that bad decisions happen, sometimes because of errors, sometimes because of weird priorities, and sometimes because they're simply the best of a lot of possible bad decisions. And we are...
Quote:Originally Posted by ArcanavilleNote: I'm specifically talking about primary and secondary defensive set toggles. Those are the toggles designed within a set intended for the entire set to have a particular set strength.
...we are about to see something that kind of explodes this issue. And you've tested it and played with it; I haven't. This might be a conversation I have more interesting things to say about after it's been live for a bit.
Quote:Originally Posted by Arcanaville's Incidentally Relevant Response To Someone ElseDid it coincidentally fix a problem that just happened to be fixable with inherent fitness?
But the short of it is, like, regardless of my own aesthetic or economic tastes, or you know like the existence of objectively better options insofar as number of goals met are concerned... highballing works. You're focused on an unquestionable mathematical reality but it's a subjective quality that's being promulgated here, and even though it is a subjective quality it has quantitatively measurable effects, like painting hospital rooms yellow instead of greenish black or giving a qwerty-user a dvorak keyboard.
I'm also still a little shell-shocked after playing some CO during a round of changes where they basically knocked over the mechanics and restacked them and are now rather frantically trying to keep the tower from toppling.
Quote:Originally Posted by StarsmanWould you denny that removing endurance from toggles would also result in increased damage potential? -
Whoa, nelly. Toggles cost endurance for the same reason clicks do -- to create a challenge for the player in the form of resource management. Giving defensive sets different endurance cost profiles is part of the character building experience.
I mean we could definitely have a more primal game. There's several layers of efficiency to manage, and we could go so far as to reduce everything to simple time management, with activation time and recharge time being the only conditions on power usage, so rather than toggles we'd have proactive/reactive powers. WoW and LoL do a lot of this and CO does a little, although they still usually have layered resource management, sometimes quite complexly so. (There are some notable true exceptions in League and some virtual exceptions in WoW.)
But at any level where there's still challenge at all, that's pretty stressful to the player. The fuzziness of the system we have not only helps put in a more controllable ceiling on player skill, but also a floor.
Edit : I want to be clear I see the opportunity cost side of what you're saying and that's all good, but I think it's only part of the story. -
I'd love to take credit for brilliance, but I just threw in the Steadfast +3 def global you forgot and tidied up some loose ends that made.
Edit : Oh, right. derp of my own, sorry -- when I said Aegis I meant Kismet. Your accuracy is a bit low for Incarnate-level. SO MANY SET NAMES. -
BRA's suggestion on multiple costume slots is absolutely the best way to do this.
But I don't know that you'd necessarily need a new power for every single aura. I think they could probably create a command to toggle on or off a costume part, and you could bind it to a macro. The functionality seems to exist to do this (see: SG Mode). It's a bit speculative, though. (Also, it's even more up in the air whether you could pick an aura on the fly, or if you would just have to have an on/off switch for whatever aura was in your costume. It seems like the SGMode functionality would allow for the former, but eh.) -
Quote:Death of the author, Aett.Originally Posted by Aett_ThornAnd, given the Dev comments that sparked this, I am betting that SOMEONE would have started a thread like this even if I didn't, and may have started off more controversial. The point of the OP was merely to say that the Devs might be looking at Tankers, and to inform people that the Devs never promised that they would do anything or actually look at us, only that we may be next on the list. That's not something that has no value, especially when someone with as many posts as I have has seen Dev comments taken completely out of context before.
Was I trying to play backseat community manager?
And I've definitely noted the irony of the topic pretty much each time I've looked at this thread. -
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WM/SD is quite good. Fire/SD is also quite good and you can build it weaponish, but the look is kind of fixed.
BS/SD is okay, but not what I'd go with.
On the alternatives list, BS/WP is good, Staff/WP is fantastic, and Mace/Dark can be quite fun. -
It's a solid build defensively and shouldn't have any real problems offensively. You made one serious derp, however. Here's the fixed version. I didn't take the liberty of replacing something with Aegis (edit: Not Aegis, Kismet. dur.) but... you should, if you plan on doing Incarnate stuff. (And less of a fix than a personal choice -- I'd break the slotting in Strength of Will and take the defense hit for better slotting of High Pain Tolerance, Health, and/or Indomitable Will. Also a personal choice, I'd far and away take Resurgence over Assault, or even Strength of Will.)
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Well since we're getting all meta, anything you do is kind of a crapshoot. Take the best odds you can, but there's no reason to get mad if it turns out, say, the most optimal solution to making Tankers more desireable is to nerf Brutes, rebalance saturation buffing, and give Masterminds mandatory police hats. Roll again.
I'm pretty sure none of those are needed here, whether or not they're a good idea independently, and I've argued to that case. That discussion seems exhausted. We are now having the discussion of whether or not it's a good idea to have had that prior discussion, and man, it just blows my mind.
Life is like, a journey, man. It's like a winding road. Everyday. Everyday, it's just... it's just like, a winding road, man. -
Alright, so I was a bit over-generous in my uptime estimates; I really wasn't properly thinking of the multiplication of probabilities. But the recommendation stands -- it's just not worth it to bother with getting more than a few activations per period.
(Although... 74% uptime at 1 check per second? I feel like the recasting behavior of the proc would result in very few periods of downtime... ah well, but it looks right. I just really would've expected more like a 1-(1/11) uptime soft ceiling on it.) -
I wouldn't mind a design-your-own in Omega. But I'm really not in a hurry to see it no matter what it is.
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I'm pretty sure he means if you click two of the powers -- like say Aim and Build Up -- at the same time, you lose a few seconds of Snipe-ability. I'm not sure how that's much different than just randomly clicking off Targeting Drone, though.
Quote:perma Perma Permanent perma not perma perma be perma perma perma
Quote:Originally Posted by ArcanavilleATIOs -
Bwahahahahahahaha. Thank you so much.
I need to go find Werner and tell him to make a MA scrapper with Storm Kick. It will be his favorite attack chain ever.
Edit : I realize I never said anything about your crawl. It was hilarious. This seems as good a place as any. -
I'd say go for it. I've tanked on my /Ela Brute but... well, not all that well unless I have really good support. It definitely can be done, but it's really hard to come up with a tanky build that wouldn't just be easier and better on a Tanker.
I've got some IRL stuff to do but I'll try and give you a rough version of each if you're still interested later and no one's beat me to it. -
I would have suggested Willpower, but Ela is a good choice too. I also probably would have suggested playing a Tanker if you want to tank; it's certainly doable on a Brute, but you're going to be relying a bit more heavily on your support teammates.
And Shield Defense is actually the best secondary for /Staff... too bad it's unpossible. =(
Hmm. You actually aren't leveraging one of your better mitigation tools in /Ela -- the direct heal and regen buff from Energize. It's definitely not /DA or /FA's self-heal, but it's no joke either.
Drop Stealth for Maneuvers.
Are you really married to Power Surge? I see the 7.5% rech bonus but it seems like quite a bit of investment to get there. It's too harsh of a crash to be an effective tanking power.
Is there a KB hole in Ela nobody told me about? I keep seeing -KB IOs, and I don't get it. Basically same question re status resist IOs.
And your resists...
Okay, this build is kind of a mess. Not like, 'a steaming pile,' but it needs work. I'll see what I can do. -
My answer was "Having more people playing them," but I might like Arcana's better at this point.
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As with many math questions, the answer to the OP is probably one of two terrifyingly large numbers : Infinite, or 2.
If you want to have as close to permanent uptime as possible under all conditions, the correct solution is to slot it in each power that can accept it. I'm tired and don't feel like doing the math, but I suspect with AH-slotted ~4-8s rech powers in your chain, you'll beat 80% uptime with two procs and 90% with three, and each additional proc slotted will give you another fractional bit of uptime (up to whatever the number of powers in any given chain -- ST, AoE, or utility) is.
However, you'll get the greatest DPS increase with the first one. I think. Again, this is situational and I have an allergy to making my own spreadsheets, but I'm pretty sure uh 20% w/ 10s uptime on a power you use twice in 10s... hm. Okay, so actually it's probably kind of iffy whether 1 or 2 such powers is the best answer (of course if you're using the power more than twice in 10s it starts to really converge on 1). Three is pretty much right out, though. And the other benefit to sticking with just 1 is that if everyone on your team does this, you'll have a pretty fantastic uptime without much wasted opportunity.
So assuming all that's the case -- you have a power you're using 2-4 times per 10s that accepts the proc -- 1 is probably the best answer. If you're using the power less often than that, a higher number is better for now (although in a realistic sense you'd probably get more mileage out of just +damage or +rech in slower powers), but once the PPM change goes in as long as the power's being activated at least once per 10s window 1 is probably still a good number.
If someone wants to come along with real math and disprove me, I'd welcome it, since I'm interested in the answer myself. But I'm confident this is in the ballpark. -
Overall, solid. Few minor things, the biggest of which is that you have Physical Perfection picked in a way that isn't possible in-game. You'll have to take Superior Conditioning first and drop Stealth (or something else) for Focused Accuracy or Laser Beam Eyes to get PP.
I recommend Focused Accuracy because your tohit/accuracy is low on most things. It's more illustrative to set your base accuracy to 39%, which you can do in the Options/Configuration/Exemping & Base Values window of Mids'. You can slot Gaussian's in that, rather than in Build Momentum.
You don't really need the KB protection IOs you have in Charged Armor or Super Speed, and you actually get better psionic resistance out of just actually slotting Static Shield with R/E and R/E/Rech than using the +3 Res IO. (You lose such a small amount of resistance for dropping the R/Rech from Grounded that I recommend three slotting it and Static Shield; the third IO in Static can be the Psi res global if you like.) With the free slots you'll have, you can pick up a Kismet proc for Weave or CJ or whatever, and perhaps improve a few other things. Although I suppose I could see leaving Super Speed 2-slotted with Zephyr to keep your ranged defense above 20%.
Defensive Sweep isn't particularly useful to you; melee defense is okay, but really you also need ranged and/or lethal if you intend to tank. I don't think you'll see a significant performance loss to go with Crushing Blow -- you're already going to be relying on teammates to softcap you, or eating purples, or both if you really intend to do itrials -- and your ST damage will be much better.
etc etc. -
Quote:Yeah, and the people with the knowledge are expensive. Still; figure out the time and team required -- 2-3 months with 3-6 fulltimers seems like it should be able to accomplish the project (if you have a good mechanism for delegating smaller issues and testing to part-time volunteers). Then figure out how much money that would require. There's a certain amount of labor of love that's got to be involved; part of the team selection is going to have to be lowest bid for how much any given member needs for themselves per month for the expected duration of the project. We can raise one grand, I think really no problem if we can get the word out. Ten grand is definitely within the realm of possibility. Twenty grand... maybe. Anything over that and it's just not feasible.The discussion of a "New Planner" is something that has come and gone in the Titan Network, and it's mostly an issue of time - all the people with the knowledge don't have the time to do it, myself at the foremost. It'd have to be a sabbatical or a job change or something, as I truly don't have time to do this on the side of my current job for more than I do now - I'm a busy, busy team leader/manager these days.
There's also the possibility of doing 'bake sales' during the run to get some interim funds; raffles for rare in-game items or other relevant commodities. I'm confident people would pitch in for that. But you'd have to get the bulk of the funds from the initial campaign.
Quote:If a "New Planner Kickstarter" ever went further, yeah, we'd totally be hitting up the Devs for incentives and trying to work things out with them. Sadly, there aren't a whole lot of "rewards" we could offer beyond "put your names on x" and "beta access to New Planner" and possibly "demand a feature".
The only other logical use for the kickstarter rewards tiers would be some way of getting non-CoX players interested in the game and thus donating to the project. I can't think of anything that would obviously accomplish this, but if I do I'll let y'all know. -
He outlines how you can do it right there -- Tactics, Kismet, and IR Goggles.
Although just for Arcanaville's benefit, I was really tempted to post a build that consists of one snipe, Vengeance, Recall Friend, and whatever mandatory prerequisites there were to those things.
Quote:Assuming your not trying to emulate what the OP posted as perma. As much as it could be theoretically perma there still is a good chance for human error. Thus defeating the whole Perma.
When I read perma I think along the lines of Device Perma. The only thing stopping me is the recharge of Snipe and nothing else. -
I think tomorrow I'll put up a permasnipe Fire/Fire. There is so much whinging.