Kitsune Knight

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  1. Lets start off on the side:
    The server ticks every ~0.132 seconds, see ParagonWiki's article on ArcanaTime. But, this is largely academic wrt regeneration. It's small enough that it generally doesn't matter if you're not min/maxing, and most people only ever consider it impacts activation times (when in reality it should impact many other things- but not enough to really care, the server might also jiggle the numbers around to account for the ticks as well).


    Increasing the amount of regen you have would not increase the amount of time between "ticks", quite the opposite! Higher regen = faster tick rate (just watch a Scrapper pop Instant Healing!).

    I'm not sure the formula exactly, but it generally works like this:
    Result = Base / (1+Buffs)

    Not sure what 'base' would be in this case, but 'buffs' would be the combined value of all the +regen buffs you have (don't forget to include Health!).
  2. There should be a dialog with various instructions, including progress bars for the Praetorian events, showing how many you need to kill/options of stuff to kill.
  3. "Inanimate" objects are pretty much just regular NPCs with no powers except for a self-only immobilize + KB protection (it's why many of them will turn and face you upon being aggroed!)
  4. I don't particularly like the idea of removing the One Shot code- but, if you wanted to be able to insta-kill any character in the trials you already can, just make the attack do multiple ticks of damage, spaced infinitely close together (like what the Longbow Heavy would/used to do in Recluse's Victory... 6 or so shots over 1/4th a second that did somewhere around 2k damage, a guaranteed 1 shot on my Stalker if it hit!).

    Adding an 'untyped' damage type would likely require some revamping of how the type system for damage works (as I mentioned earlier on, they already had all the types used up back when they added Hami damage), and I'm fairly certain that you can't make def/res able to block 'untyped' damage (a base defense buff might, actually, which'd increase your defense to everything else, though... no equivalent for resistance AFAIK). Not saying it's impossible, but that it wouldn't necessarily be a drop-in "solution" (a "solution" I don't like anyways).
  5. I'm definitely not an expert on Defenders, but Fire Blast is pretty much always a strong choice in the damage department. Archery also has some nice AoE (yummy... Rain of Arrows!), and Sonic's -Res debuffs would act as a force multiplication for your team (+Damage and -Res are a wonderful synergy!).

    Ice Blast doesn't have a huge amount of AoE powers (a so so cone and a patch), but the Tier 9 Blizzard does Blaster damage, which'll blow away any of the other nukes.

    I'm sure someone with more Defender-specific experience will be around shortly to give you better recommendations that synergize well with Kinetics (50/50 chance they already posted while I wrote this!).
  6. No, they just won't sell them independently. You'll have to buy them with Paragon Points through the store (i.e. microtransactions). Whatever ones you already have, you'll keep.
  7. Quote:
    Originally Posted by Bionic_Flea View Post
    Really?

    Hmmm . . . that's a bummer. I'll have to revisit that.
    It expires 120 seconds after the power it's in is turned off (give or take a couple seconds, depending on the tick rate of the power)


    Quote:
    Originally Posted by Papaschtroumpf View Post
    I think I've read something about that before but can't find the reference.
    You'd think it would be called "chance for +toHit" if it acts as a proc
    It's a 100% chance, so there's no 'chance' about it, calling it that would just mislead people (sure, people are mislead now, but at least it's not due to the name being deceptive!... well, other than it being called 'Accuracy' and not 'ToHit'). Do you think the Stealth IOs should be changed to 'Chance for +Stealth'? They operate on the same mechanic, as do many other IOs.
  8. Quote:
    Originally Posted by TwoHeadedBoy View Post
    And you just gave examples of untyped damage that was removed from the game because it was deemed unfair, right?
    Technically it wasn't untyped (it was Nictus damage), but it was changed to Negative because they needed a new damage type for Hamidon, and they were already at the cap for types of damage. You'd have to ask the devs if fairness had anything to do with it, but at the time they implied that wasn't the reasoning (by explicitly saying they needed the damage type for Hami).

    Quote:
    The debuffs would account for the massive buffs and expensive builds, while still being relative to individual character survivability.
    But those numbers are quite puny, with the amount of Defense/Resistance buffs, no one will notice! With all the buffs flying around, you really don't notice the difference that much between an SO build and a max-inf build with purples and pvp-IOs out the whazoo, because the difference is tiny in comparison to the size of the buffs.

    Toxic/Psi might not have many res buffs to limit them (unless they're positionless, which you already poo-pooed, defense will still help stop them), but I can't quite see much of a difference between making everything toxic/psi and making things untyped. These aren't the bread and butter attacks, these are the special abilities that are backed by special mechanics.
  9. Since there's no situation where all the damage coming in will be unresistable (again, not played Keyes yet, but fairly certain that one holds as well), the billion inf build will still have an advantage, and be more survivable (except for the next point making the billion inf build largely moot).

    And, quite frankly, most of the league will likely be soft capped anyways, and maybe even res capped, thanks to all the buffs flying around in the iTrials (and I suspect future ones will be at least as large, if not larger!), meaning the performance delta would have been tiny anyways. The untyped damage isn't so much because of the multi-billion inf builds as it is the massive quantity of buffs flying around, and the force multiplication nature of CoH.

    Untyped damage has been part of CoH since pretty much the beginning (Voids had untyped damage back in i3, Full Auto had untyped possibly even back at launch), it's not exactly cheating, just rare.

    Would you be happy if they changed it from untyped to auto-hit unresistable damage?
  10. Quote:
    Originally Posted by SailorCallie View Post
    I have two questions:

    1. What is the correct way to include an address when sending an e-mail?
    2. How do I add an attachment?
    Thanks in advance.
    1.) Write it in the form of '@Global'. You can find your global name by typing in /getglobalname $name exactly like that (it'll spit it out in the Global chat tab). You'll be putting an at-symbol (@) in front of it, to signify that it's a global name.
    2.) Drag and drop what you want to attach to the 'Attachment' section of the window (to send money, just type the value into the Influence text box).
  11. Quote:
    Originally Posted by MrEian View Post
    -Misconception-
    Commas can be used as decimal points... although this little dot with a line on it looks ok to some people for a decimal but its not. A comma is used for sepperatting numbers into thousands, millions, etc.
    -Example
    I have seventy-five hundreths of a fully functioning brain = I have .75 of a fully functioning brain
    There's actually quite a number of countries that use commas instead of periods to separate off the decimal value. Wikipedia has a good examples section.

    Considering the OP was originally on the EU servers (hence the '_EU' appended to his name), it's quite likely that he's in one of the many countries that use that style.


    ps. pancakes
  12. Some interesting ideas wrt ATs. Most people proposing ATs are actually just proposing powersets! *facepalm* Definitely need some more tweaks, but a couple of them might actually work with some refinement & more unique-ness.


    Quote:
    Originally Posted by daveyj3 View Post
    "Kamikaze" - High DMG, Med HP. Primary is Meelee [Special with DMG+ when HP is low, Special Ultra Mode power that ends with some sort of self destruct after 20 seconds of superior dmg. Special Taunt Power] and then Secondary is a combo of Assault/Manip consisting of Ranged/Control/ and auras
    Sounds like Blasters before the Defiance revamp (their damage was boosted as their HP dropped- it generally didn't help), with the Self Destruct power from the Cyborg booster.

    Quote:
    "Guardian" or "Combat Medic" - Low DMG, High HP. Primary is Buff sets tweaked with first two powers being ones that do dmg [for obvious reasons] and secondary sets are Self Def sets similar to stalkers with Hide being primary and Placate being thrown in there. with auras for holding aggro. Obviously made for teaming.
    So it's buff/defense AT? That'd be a total nightmare to solo! I think the Devs want any AT to be capable of soloing reasonably well, so having only a T1/T2 attack to rely on would probably be a no go. Now if you did a manipulation-ish primary, except team-buffs/enemy debuffs instead of self-buffs (or more attacks into the secondary) it'd be more soloable.

    Not sure if Hide/Placate really fit in thematically to the idea of a 'guardian'/'combat medic', especially Placate since it forces aggro onto an ally! An aggro aura might also break Placate (even a non-damaging aura).

    Quote:
    "Field Support" or "Assistance" [i cant think of good names.] - Med DMG, Low HP. Primary is Assault/Manipulation set and Secondary is Buff set.
    Might be somewhat interesting, but it seems like Corruptors but with some melee mixed in. Having to go into melee for some attacks would make it more dangerous, making it more likely to faceplant. For a debuff secondary, the added danger might not be an issue, but for a buffing secondary, they'd not really have the support necessary to make up for the increased risk IMO.

    Quote:
    "Snipe Master" [ranged equivalent of an Stalker] - High Dmg, Low HP. Primary is Ranged attack, secondary is Control.
    A blast/control AT could be interesting, although also similar to Dominators (it'd need some inherent to make them more distinct, as well as not being too close to Corruptors/Blasters).

    Quote:
    "Commander" - High Dmg, High HP. Primary is Buff set and Team Support [i.e. incorporated leadership like SoA] secondary is Pets [but without MM auto because of HIGH hp, and instead has an auto power that gives +def to pets and teammates]
    Seems far too similar to MMs. You're just exchanging Bodyguard mode for some straight-up HP, and swapping primary/secondary. I don't think it'd really have much of an impact.

    ---

    Quote:
    Originally Posted by daveyj3 View Post
    by "nemesis" i actually also meant council and the like that are found in cimerora. :P
    You mean 5th Column (the time traveling alien Nazis that were absorbed by the Council but have since re-emerged)? Also, you can edit your posts


    ps. pancakes
  13. Because you get to pick and choose what facts you want to acknolwedge!


    This is basically the same effect going on:



    When you start picking and choosing what facts you want to accept, then you start constructing a false picture (I'd say ignoring AoE is the most egregious!). Actually, I'm curious what the OP's point actually is with this thread, because it either seems to be trolling or he has the WoW (/other generic fantasy MMO) mindset and doesn't quite grasp that CoH operates under entirely different concepts & paradigms.
  14. Quote:
    Originally Posted by Nightchill_EU View Post
    There are three ways to play Defender. /Sonic, /Dark and "concept".
    This is all the proof anyone needs that you've never played City of Heroes.


    Quote:
    I ignore solo and AoE because:
    1- AoE hardly matters when it comes to damage discutions. Minions and most Leuts are wiped away in 2 powers of pretty much any AT.
    2- You can discuss minmaxing on solo or optimised teamplay. I chose the later.
    Further proof. On a team, especially optimized, AoE is massively important, and I'd say much more so than ST the vast majority of the time.
  15. Quote:
    I can have some perspective as well and I remember the amount of people whining about it on the boards, and, yes, it's probably nowhere near as much as the amount of people complaining about trials. I'd agree with a hypothetical claim saying the ratio of people liking the LRSF compared to people hating the LRSF was much smaller than the ratio of people liking trials compared to people hating trials.
    A much smaller percentage of people even had level 50s back then to try it. I remember not even being allowed on any LRSF runs back then (lol@stalker), because it was pretty much just 1 Brute, and 6-7 buffing corruptors (maybe a pity spot!)


    I'd say I like the new mechanics/gimmicks. Before, all you had to do was SMASH and that'd solve any problems. If SMASH doesn't work, obviously you just need more SMASH! Now, at least you gotta pay a little attention, and you'll be fine, but actually having to pay some attention is IMO a nice improvement... being able to alt-tab out of CoH and read the forums every time I was mid animation, only going back long enough to queue the next power (or move to the next enemy if needed) is an experience I'm kinda tired of.

    It would be quite hard for the computer to play by the rules, but also be a challenge, considering how many buffs are being thrown out there, especially thanks to the AoE buffing now. I don't want to see everything as untyped, positionless damage, but I do like it as something to keep you on your feet (I've not done Keyes yet, so I can't say how I feel about the execution in that one).

    And, really, untyped positionless damage isn't really any different than an attack doing absurdly large amounts of damage (that even at the Tanker HP & Res cap would be at 1 HP after) combined with an absurdly high accuracy, in effect. One of them is just more even than the other.
  16. The only real benefit would be if you've been hit with -def, or they have +tohit/acc. Using the default slot for a single +Def IO certainly wouldn't hurt you, just as an extra bit of safety for your panic button.
  17. You don't take into damage buffs, but half your numbers were exclusively about damage buffs (i.e. the +damage cap)?


    Thing is, you can't really pick and choose what aspects you don't include when you're trying to make min/max'ing points, because people will always call you on leaving out aspects when you try to make absolute statements like you did (you can't factor in everything).
  18. Kitsune Knight

    East Coast Quake

    Yep, that was weird! I was wondering what the hell it was, figuring surely it couldn't be a quake! But, the map says it was real! Anyone in the DC/Richmond area? Must have been nasty over there... I can't imagine many buildings are designed to resist quakes in those parts!

  19. Quote:
    Originally Posted by Nightchill_EU View Post
    Powers matter, tho a LOT of powers are accessibles to many ATs (or are clones).
    You claim Stalkers are the kings of damage, but their damage is almost exclusively ST damage (+1 melee cone)- in a large team, ST damage is generally not what you're wanting so much as AoE. Point being: situation matters.

    There's also other things, like how my Bane can do, IIRC, -60% res to all (-80% res to toxic) on a ST enemy (-20% to a group), which will massively boost the amount of damage done (by me as well as everyone else), and is by no means equivalent to a +60% damage buff!

    Quote:
    My presentation probaly sucks but what if random people that reads that assume its not damage scale but "the damage that an attack does" how wrong would it be? At some point in the whole bucket of powers, pools and patrons the damage scale number pretty much summarise the damage potential of an AT.
    When I first looked at it, I assumed you were trying to present the range of some sort:
    Base 125 - Max 562,5

    If I didn't know what I knew, I'd simply have assumed that "it" started at 125, and went up to 562.5. That paints a much different picture, and is why it's so misleading.

    Quote:
    As for special AT abilities, 10% do deal double damage is, in the long run, 10% damage increase. The scourge curve leans towerd 17%. The calculation on Defiance have to be calculated for every single possible (or optimal) ST cycle for every set but looking at the way it works I would be extremely surprise if its overall far from 10%.
    Defiance does a +damage effect. Assuming your "10%" number is correct, it's not even close to equivalent to the "10%" number for Scrappers. In practice, everyone will already have ~+100 damage buff (from enhancements), making the "10%" from Defiance a 5% damage increase, while the criticals would amount to 10% still!



    But, with all that said: These numbers really don't matter. CoH is not a hard enough game that the majority of the player base even needs to care! These numbers are really only for people that min/max because they enjoy that sort of thing (or, people like me, that like numbers, but totally ignore them when playing).
  20. Quote:
    Originally Posted by Nihilii View Post
    You really want to get your numbers correct or at least within a small margin of error if you're going to make sweeping generalisations based on very limited data - but ideally, you shouldn't make sweeping generalisations based on very limited data.
    This. You're only including part of the picture, totally ignoring... you know... the powers.

    Also, your presentation kinda sucks. If you're going to list a variety of numbers you might... you know... wanna actually say wtf those numbers are (I know because I already know those numbers, but obviously you're not writing them for someone that doesn't know them). The way it looks now, it would give one the impression that you really don't know what the numbers mean, since you kinda lumped stuff unrelated together in a way that makes them look like they are.

    ps. pancakes

    Edit: Also, don't conflate mechanics like criticals/containment/scourge with a +damage mechanic! They work drastically different, and when you seem to be implying the world lives at the damage cap already, one will have an impact and the other won't!
  21. In Mid's, you can adjust whether it shows you the suppressed or unsuppressed values... I'd recommend keeping it set to showing the suppressed values, simply because you'll be so disappointed when you hit the soft cap with a build, only to realize that's only when you're not in combat :P

    Both attacking (hit or miss), as well as being (successfully- misses don't count) attacked will suppress it.
  22. Quote:
    Originally Posted by SerialBeggar View Post
    Really? I thought the defense from a stealth-type power was just flatly cut in half of whatever amount you had when you picked up aggro.
    Seeing as there's 1.75 that suppresses, and 1.75 that doesn't suppress, the end result would be cutting in half. Enhancements would equally boost both those portions.

    Other stealth powers don't necessarily cut it in half, take Hide for instance: it has somewhere around 30% defense to AoE when unsuppressed. I believe in the majority of cases, it is half, though.
  23. It suppresses when you attack, or when hit (them missing doesn't impact it, IIRC... Assassin Strike also won't suppress stealth powers if it misses- but it's really an exception).

    The attributes that have the red text under them are the parts that suppress, so that means you always have +1.75% defense and +15 StealthRadius (also .3 transluency, but that's only cosmetic).

    Cloaking Device will stack with the Stealth IO. The stealth IO will stack with all stealth powers (including Super Speed, which is mechanically equivalent to a stealth power). Also, Cloaking Device can stack with Shadow Fall if someone else is the one running SF and you're within the radius. Long as you don't run into any Snipers or other enemies with absurd +perception (such as Knives of Artemus or those freaking Rularuu Eye Balls that are the things of nightmares!), CD + Stealth IO should be enough (can't recall if EBs/AVs have higher perception...)

    The suppression also lasts for 10 seconds, like the red text says.

    ps. pancake
  24. Just an fyi: You do not install Going Rogue on top of the 'normal' game. Schismatrix is right that you probably didn't apply the Going Rogue code to your account (on the ncsoft website).
  25. The only way, I believe, is to have everyone log out long enough for the mission state to be dropped by the servers.