Kurugi

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  1. Quote:
    Originally Posted by Werner View Post
    Just because Hasten has a recharge gap doesn't imply that Dull Pain has a recharge gap. In case Umbral's explanations still haven't convinced you, let me try another approach.

    Let's say that you have perma Hasten. You have 100% recharge in Dull Pain, 100% recharge in Hasten, and 107.5% global recharge. Hasten recharges in 119.2 seconds, giving just enough time to click again before it drops. Dull Pain then recharges in only 95 seconds. It isn't just permanent; it has a 25 second overlap. Now let's say you fiddle with the build a little, and your global recharge drops to 107%. Now Hasten isn't quite permanent. It's down for about a tenth of a second. What about that tenth of a second of Hasten being down would suddenly make Dull Pain take a full 25 seconds longer to recharge on one of its cycles?
    I think I know this one!

    Uhh......let's see...carry the 4...multiply by pi...got it!

    DP would still be perma! Right? ...is that right?
  2. Quote:
    Originally Posted by Steelclaw View Post
    I don't get upset about the negative rep so much as the rude comments that accompany them.

    These comments are the reason I haven't written a "funny" post or list for the past two or so weeks. Quite frankly it's hard to be in a funny mood when I suspect someone will take advantage of the system's anonymity to be a deliberate jerk.
    Yeah, I've never cared for a rep or karma system on any forum because all it does is make people apprehensive to post certain things for fear of getting "rated down", which may be the main reason for such a system.

    I'm the type of person though that I don't really care what people think of me, I'm going to post exactly what's on my mind and not sugar coat it, despite whatever "rating" people might end up giving me.
  3. Quote:
    Originally Posted by Slashman View Post
    *GASP* I'm on Nethergoat's ignore list! Say it isn't so...

    I kinda feel like giggling...
    I know, right? When you can't beat em', ignore em'! Such a nice feature
  4. Quote:
    Originally Posted by Leo_G View Post
    That would imply you have influential or dangerously impressive thoughts.

    *Thumps N_r in the forehead*
    I could've had a V8?
  5. Quote:
    Originally Posted by Chompie View Post
    I dunno, they just make me turn into a furious hellspawn. You're just lucky I actually had something on-topic to say! *shakes fish* >_<
    Heh, lucky me indeed

    Quote:
    Originally Posted by Memphis_Bill View Post
    But they open themselves up to so many answers - admittedly most sound rather snarky (such as "Really! Your first?") or otherwise smartalecky ("I used to have those, but they did nothing but get me in trouble.")
    I gotta admit I was at least expecting something along the lines of "Quick, everybody take cover!".
  6. Quote:
    Originally Posted by Chompie View Post
    I just had a thought too...

    ... that uninformative thread titles suck.
    But they make you wanna know what the thread is about! >_<
  7. Quote:
    Originally Posted by Fleeting Whisper View Post
    I believe DarkGob is correct; the original version of the power was a click rather than a toggle, and they just never changed the name.
    Ahh, that makes sense. I thought I was just having another stupid thought moment...
  8. I'll also clarify further on innovation.

    Is MA innovative in the sense that it's an option available in CoX that isn't readily available in most other MMOs? Yes, I'll give you that one.

    Is it innovative in the sense of offering new and refreshing content never before seen in the game? No, not really.

    Sure, I might could create a story arc that involves giant gophers running amok all over Paragon City, and the last mission involves having to go into their cave lair to extract the Super Secret X Chemical that's been mutating them, thereby returning all the gophers to their normal size.

    Is that an innovative mission? No. It's essentially just another "click the shiny" mission. The story behind it is creative perhaps, but the actual mission itself is not innovative, and there's a big distinction there.

    I think some people are just confusing innovation with creativity. They aren't the same thing.
  9. I was toying around with a build on mid's when I realized..why is it called Temp Invulnerability? I'm assuming the "Temp" is short for temporary, but I don't really see what's temporary about the power. The only real way to lose it is to run out of endurance or manually toggle the power off yourself, but the effect doesn't just eventually fade off as the name would suggest.

    I dunno, random thought is random I guess...
  10. The only issues I've had with the I16 mid's was a few bugs with power selections. I.e. if I saved a build with Physical Perfection in it and then open it it replaces PP with Adrenalin Boost.
  11. Quote:
    Originally Posted by Silver Gale View Post
    No. What he's saying is that just because some players use the MA for farms does not make it "not content". Similarly, just because you personally don't like/use the MA doesn't make it "not content". Therefore, your assertion that "the last few issues had barely any content" is wrong.

    As an example: I don't enjoy PvP, I stay out of PvP zones, I don't go to the Arena, but if there was a Issue that was mostly PvP focused and added dozens of new maps and some new PvP modes, I wouldn't say "this issue has no content". I would say "There is not much in this issue for me", and "maybe next Issue will have something that interests me".
    Cool, but I wasn't the one who said the last few issues had no content. That was Slashman

    My points were more on the innovation of it, not the technicality.
  12. Quote:
    Originally Posted by Nethergoat View Post
    Being wrong makes you wrong.
    Your position being ridiculous makes it irrelevant.

    but please continue feeling like some sort of persecuted freedom fighter for the cause of...uh, whatever you're on about.

    *salutes*
    I'm assuming by my "position" you mean my opinion. My opinion is simply that I don't like MA farms (or farms in general), and yet you say that's ridiculous as if one cannot have such an opinion because to you it's unthinkable how anyone could have a differing opinion from yours, and those that do you just label as "wrong and ridiculous". Real mature logic you got there, buddy.

    I think I'm just about done here. I can only argue with someone who's entire basis of a debate is sticking his fingers in his ears and going "LALALALALALALA YOU DON'T AGREE WITH ME SO YOU DON'T EXIST LALALALALALA" for so long...
  13. Quote:
    Originally Posted by Nethergoat View Post
    I don't care if you like it or not, or understand it or not. Enough players do like and understand it that the attitudes of blinkered folk like you and Slash are irrelevant.
    Wow, so because me and Slash don't make up the majority that makes us "irrelevant" and "wrong"? We aren't allowed to not like MA lest we be viewed as "lesser players" is that what you're saying?

    Newsflash: The majority isn't always right.
  14. Quote:
    Originally Posted by Silver Gale View Post
    So if before the MA, the vast majority of people looking for teams in Peregrine Island (the level 50 zone) were looking for farms, that means even before the MA CoH had very little level 50 content that wasn't farms?
    Except back then it was just a level 50 thing. Now it's something available to all levels, and being someone who finds farms mind-numbingly boring and dull you can see why I don't particularly care for MA.
  15. I don't have any 50s and most of the teams I'm on are just generic radio/paper teams, but I do have one story...

    I was on a low level brute and got on a team to farm the bank mission in MI. One of the people on the team wanted to get the badge for breaking into the vault 10 times and everyone on the team agreed to go for it.

    Well after the 6th time or so the guy says, "this is taking too long, let's just rush the vault". Now, the other 6 people on the team were either apprehensive or weren't too sure what he meant, but the next time we went in me and him just bolted straight to the end without paying any of the mobs any mind. We make it to the vault and focus fire it into oblivion. As we slowly turn around we're greeted by pretty much the entirety of the bank's security squad looking us dead in the eye, and the rest of our team is still dumbfounded back at the start.

    I quickly rush forward while the other guy throws out his AoE immob. I jump right in the middle of all of them and...BOOOM...Thunderstrike. Now, I already had over 50% of my fury bar built up from the constant fire from the mobs as well as from pounding the vault into submission, and that was enough to pretty much level every minion and make a hefty dent in the LTs as well. From there we proceeded to wipe up the rest of the wave as the rest of our team finally catches up for round 2.

    After the dust settled and it was all over I sent a tell to the dom that had been with me and said, "did we just duo that entire bank mission at once?" to which he replied, "yep".

    We proceeded to do the exact same thing 3 more times...
  16. My point that you decided to completely ignore, Nethergoat, was that if I go to Atlas Park right now the vast majority of all of the people crammed in the zone looking for MA teams are not looking for the thought provoking story missions. They're looking for farms. Farms are the majority of the reason why so many people flock to the AE, not the story, and you're kidding yourself if you even so much as think otherwise.

    If MA were used just for stories and you didn't even have the option of creating a mindless, boring, lame farm I probably wouldn't mind it as much, but as it is MA is nothing more than a virus hypnotizing everyone. I miss the days when I could log into SC and see team after team after team being formed. Nowadays everyone's off doing MA instead, and most of the tells I get to team are for MA.

    You mention MA being innovative because no other MMO lets you make your own content, but what other MMO also lets you level up to the cap in the flippin' starting zone? Now that's just pathetic...

    Also, do you even know what biased means? It means that no matter what anyone says you're pretty much always going to have the same opinion. I am biased against MA. No matter what anyone says I will always despise it. You, however, seem to be biased for MA, and nothing anyone says will change your mind that it's a great system even if it's not, and by if I mean definitely
  17. Quote:
    Originally Posted by Bill Z Bubba View Post
    How do you dodge a laser?
    Or if you happen to be stuck in a crossfire on a giant space station you can always jump down the garbage chute!
  18. "I thought this was suppose to be the hoverboard from Back to the Future 2. I'm never ordering movie props off of ebay again..."
  19. Quote:
    Originally Posted by Nethergoat View Post
    The gameplay is the same as we from the rest of the package. The revolution is in putting a fairly robust SDK in the hands of players opening up limitless frontiers of story exploration.
    "Limitless"? Seriously? If you've played one farm you've played them all. Sure, one might can change the mob type, spawn level/size, etc. but the overall goal of every single farm that exists is exactly the same: kill everything on the map. That's not "limitless" in the slightlest. In fact just the opposite.

    Yeah, the same can be said of radio missions, I'm not denying that, but at least with radio missions you're in and out in about 10-15 minutes.

    Quote:
    That's "new". That's "content". Saying otherwise is ridiculous. Pretending the devs have been playing tiddlywinks and not giving us anything of note in the last six issues requires ignoring a huge genre innovation.
    If you want to get super technical then yes, it's "new" in the sense that one day it didn't exist in the game and the next day it did, but in terms of offering innovative content, no. Sure, some people have made some arcs that they actually put some thought into, but on the whole MA isn't largely used for that purpose.

    All MA truly did in terms of "new content" was turn something that was mostly a high level activity into something that's accessible to people of every level. That's it.

    Quote:
    In other words, your bias is showing.
    And yours isn't? You can't really call someone on something that you're also guilty of. That's called hypocrisy.
  20. Btw if anyone cares here's my planned build for when I'm lvl 50 and rich:

    Hero Plan by Mids' Hero Designer 1.401
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Technology Scrapper
    Primary Power Set: Electric Melee
    Secondary Power Set: Invulnerability
    Power Pool: Fitness
    Power Pool: Leaping
    Power Pool: Speed
    Power Pool: Fighting
    Ancillary Pool: Body Mastery

    Hero Profile:
    Level 1: Charged Brawl -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(7), KntkC'bat-Dmg/EndRdx/Rchg(15), P'ngS'Fest-Acc/Dmg(36), P'ngS'Fest-Dmg/Rchg(40)
    Level 1: Resist Physical Damage -- S'fstPrt-ResDam/Def+(A), ResDam-I(43), ResDam-I(45)
    Level 2: Jacobs Ladder -- Oblit-Dmg(A), Oblit-Acc/Rchg(3), Oblit-Dmg/Rchg(7), Oblit-Acc/Dmg/Rchg(13), Oblit-Acc/Dmg/EndRdx/Rchg(34), Oblit-%Dam(37)
    Level 4: Dull Pain -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal/Rchg(5), Dct'dW-Heal/EndRdx/Rchg(5), Dct'dW-Heal(13), Dct'dW-Rchg(19)
    Level 6: Hurdle -- Jump-I(A)
    Level 8: Thunder Strike -- Oblit-Dmg(A), Oblit-Acc/Rchg(9), Oblit-Dmg/Rchg(9), Oblit-Acc/Dmg/Rchg(15), Oblit-Acc/Dmg/EndRdx/Rchg(19), Oblit-%Dam(37)
    Level 10: Build Up -- AdjTgt-ToHit/Rchg(A), AdjTgt-Rchg(11), RechRdx-I(11)
    Level 12: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(43)
    Level 16: Unyielding -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(17), RctvArm-ResDam/EndRdx/Rchg(17), RctvArm-ResDam(31)
    Level 18: Health -- Numna-Heal(A), Numna-Regen/Rcvry+(46), RgnTis-Regen+(46)
    Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(21), P'Shift-EndMod/Acc(21), P'Shift-End%(48)
    Level 22: Temp Invulnerability -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(23), RctvArm-ResDam/EndRdx/Rchg(23), RctvArm-ResDam(31)
    Level 24: Chain Induction -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(25), KntkC'bat-Dmg/Rchg(25), KntkC'bat-Dmg/EndRdx/Rchg(31), P'ngS'Fest-Acc/Dmg(37), P'ngS'Fest-Dmg/Rchg(40)
    Level 26: Hasten -- RechRdx-I(A), RechRdx-I(27), RechRdx-I(27)
    Level 28: Invincibility -- HO:Cyto(A), HO:Cyto(29), HO:Cyto(29), LkGmblr-Rchg+(40)
    Level 30: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(43), KntkC'bat-Dmg/Rchg(45), KntkC'bat-Dmg/EndRdx/Rchg(45)
    Level 32: Lightning Rod -- Oblit-Dmg(A), Oblit-Acc/Rchg(33), Oblit-Dmg/Rchg(33), Oblit-Acc/Dmg/Rchg(33), Oblit-Acc/Dmg/EndRdx/Rchg(34), Oblit-%Dam(34)
    Level 35: Tough Hide -- DefBuff-I(A), LkGmblr-Def(36), LkGmblr-Rchg+(36)
    Level 38: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(39), RctvArm-ResDam/EndRdx/Rchg(39), RctvArm-ResDam(39)
    Level 41: Weave -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(42), RedFtn-Def/EndRdx/Rchg(42), RedFtn-Def(42), RedFtn-EndRdx(46)
    Level 44: Conserve Power -- RechRdx-I(A)
    Level 47: Adrenalin Boost -- Mrcl-Rcvry+(A), Mrcl-Heal(48), P'Shift-End%(48)
    Level 49: Resist Energies -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(50), RctvArm-ResDam/EndRdx/Rchg(50), RctvArm-ResDam(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Critical Hit



    Edit: Updated the build after toying around some more. Havoc Punch looked like it wouldn't get much use with the quickness of my other powers recharging, so I dropped it for PP since my recovery looked kinda on the low side and more regen never hurts! Just wish the current mid's didn't bug out and replace PP with Adrenalin Boost for whatever reason...

    Note that in a more "conservative" build I created (read: Smashing Haymakers instead of Kinetic Combats, no uniques, etc.) my S/L defence is more like 36%, but at least with the above build I have something to look forward to
  21. Quote:
    Originally Posted by Umbral View Post
    Read my post explaining partial recharge functionality and it will make sense. Hasten doesn't need to be perma in order to provide a substantial quantity of +rech. It provides 70% +rech while it's up and 0% +rech while it's down, which averages out to something in between (45% w/ 3 common SOs), the value of which increases the more +rech you get.

    Because of this, it doesn't actually require perma-Hasten in order to achieve the level of recharge that is required to get Dull Pain permanent (201% +rech). With 53% global +rech and Hasten slotted with 3 common SOs (55% +rech), Dull Pain will be permanent with 95% +rech slotting (53 + 55 + 95 = 203%).

    Perma-Hasten is in no way required for perma-DP.
    What I don't get is how I got so close to perma with only 88% rech in DP, and only 38% global rech, yet doing the same exact calculations DP was to rech 1.75 seconds after Hasten's effect wears off. Of course this isn't entirely consistent because doing it this way assumes that I would be using DP right after Hasten to gain the +rech for the full duration, which wouldn't always be the case. Perhaps that's why you chose to found the +rech contribution as well?

    Quote:
    Originally Posted by Werner View Post
    The thing a scrapper has over a tank is a higher AT modifier and criticals. Mids' average unslotted damage for L50 scrapper Shadow Punch = 57.8, for tanker = 37.4. That's 55% more damage on the scrapper from the get go. That's what we get for having horrible hit points and sucky damage mitigation.


    No, we pretty much shoot for 45% as well. It's harder to get there, but we CAN get there.

    Not that I'm trying to talk you into a scrapper. Tanks are great too.
    Yes, Elec Melee for Tankers single target damage wise is pretty bad. Charged Brawl only does 28.4 damage unenhanced, which unless mid's is just screwed up makes it the weakest tier 1 attack of the Tanker socondaries, and while the same is true that it's also the weakest for Scrappers, it at least doesn't seem to be behind by as much.
  22. Quote:
    Originally Posted by Werner View Post
    In a way it's silly to have a scrapper with the primary focus being damage mitigation. After all, if that's your primary interest, why not roll a tanker? And it seems like that's what you've chosen to do.

    However, scrappers focused on survivability overlap with tankers focused on DPS, so if you're looking for something in the middle, either can do the job. I like something in the middle, and scrappers are my preference.

    A lot of the forum regulars focus on serious scrapper survivability (not just on DPS), and we should be able to tell you just how to achieve whatever you want to achieve. There are a lot of combinations that can pull it off, so you aren't particularly limited. I haven't fiddled with Electric Melee yet (waiting for it to go live and thus be “final”), but Invulnerability can be made very solid. It's easier to make it solid with one of the sword primaries (Katana or Broad Sword), but you can certainly do it with other primaries, as Nihilii has demonstrated very well doing crazy things with Dual Blades/Invulnerability.
    Well the way I see it, I'm still ED capped for damage in all my powers, and I can manage to get a fair amount of recharge. The only thing another scrapper focused entirely on damage would have over me is +damage set bonuses since I'm focusing on nabbing defense while they're focusing on all the damage, so in a way that seems pretty balanced to me.

    The only reason I said I was going to stick with my tanker was like I said, I slotted up using exactly the same sets but while on my tanker I was at 45% S/L and E/N defense on my scrapper I was only at about 38% S/L with even less E/N. For a scrapper that's probably excellent but..*shrug*
  23. Quote:
    Originally Posted by Umbral View Post
    Couldn't find my discourse on calculating recharge across changing +rech conditions, so I'll just explain it again.

    As I said in my previous post, current recharge is based upon a percentage. If the power at the specific time had a recharge time of 15 seconds and you were 5 seconds into it, it would be 33% recharged. The game wouldn't care if the recharge time suddenly changed to 5 seconds or 300 seconds. It would still consider the power to be 33% recharged. Because of this, long recharge powers, such as Hasten and Dull Pain, are better off calculating based upon average Hasten +rech contribution rather than having separate calculations specifically for the two conditions of Hasten up and Hasten down.

    The way you calculate is quite simple: at the time of the +rech conditional change (re: you get more +rech or lost any +rech), you calculate the percent of the recharge time (for the "original" recharge time) that the power has remaining and then convert it so that it's the same percentage of the "new" recharge time. Repeat this as often as the +rech condition changes.

    I'll show you how to do this with Hasten rather easily. Assume Hasten has 95% +rech slotting. This means that, upon activation, it has a 165% +rech for a "base" recharge time of 169.8 seconds. The only +rech condition change is when the 70% +rech buff from Hasten fades after 120 seconds. At this point, Hasten has 49.8 seconds remaining until it is recharged, or 70.67% recharged. The new "base" recharge time is going to be 230.78 seconds. It is still 70.67% recharged, so the 49.8 seconds that were required while Hasten was active becomes 67.69 seconds. Add that time to the 120 second duration of Hasten and you get a total "real" recharge time of 187.69 seconds.

    For situations in which you've got multiple +rech conditions changing throughout, you just repeat the percent conversion steps until you've accounted for each of the changes in turn.

    Now, to determine the average +rech contribution, all we have to do is divide the duration by the total recharge plus the animation time of the power (120/(187.69 + 1 ) = .635) and then multiply it times the actual effect of the power (.635 * 70% +rech = 44.45% +rech). So then you'd be able to assume 44.45% +rech from Hasten, assuming no other +rech values (which would simply increase the +rech contribution).

    Because of this, it's quite possible to get perma-DP without ever having perma-Hasten. I know this for a fact because I've got perma-DP on my DM/Regen and an 8 second downtime on Hasten.
    Got it. So using the same calculations for DP with my build (which only has DP at 88% recharge, unfortunately) by the time Hasten runs out it will only have 17.54 seconds left to recharge, and that's just using my cheaper IO build which only has 12.5% global recharge bonus.

    For my beefier build which has 38.8% global recharge (I like recharge ) DP (which still only has 88% recharge) recharges 1.75 seconds after Hasten wears off. Yeah, I'd pretty much say that's close enough to call perma

    Thanks for showing me that conversion Umbral. Much appreciated
  24. Quote:
    Originally Posted by Nethergoat View Post
    I seem to remember I14 delivering some sort of system that was new and different and had a lot of content...hmmmm. What was it called again?
    Poop?
  25. Quote:
    Originally Posted by Umbral View Post
    Invuln gets access to Dull Pain. Dull Pain + passive accolades = 31.54 hit points shy of the +hp cap. 2 3 piece Mako's Bite set bonuses = 40.2 +hp.

    All it takes to get Dull Pain permanent is 201% +rech. With 95% +rech from slotting, that leaves just 106% +rech needed to get it permanent. All it takes to get that last 106%, is Hasten (3 level 50 common Rech IOs) and about 55% +rech.

    Even if you don't go for perma-DP, it will still have a better than 50% uptime ratio. Without any +rech except for the 95% from slotting, it would still have a possible 65% uptime ratio. This means that, even assuming conservative use to get optimum benefit from the self heal portion, any +hp slotting you get beyond the first 2 bonuses would be contributing nothing roughly half (or more) of the time. You would get much more use out of +regen and +res set bonuses than +hp set bonuses. Any set that has Dull Pain should only get tangential +hp set bonuses, such as those provided by Mako's Bite and Touch of Death on the way to the 3.75% +def (ranged or melee, respectively) set bonus.
    Technically isn't perma-DP still impossible due to a requisite being the +rech from Hasten, but Hasten in and of itself can't be made perma which means for a short time you won't have the +rech from it and thus can't truly have perma-DP, right?