Kyria_Shirako

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  1. Well, ****.

    That was sooner than I expected.
  2. Kyria_Shirako

    Tw/ ?..

    Quote:
    Originally Posted by Aneurysmo View Post
    I'm running a very similar TW/DA build, and the +end IOs carry it. I still don't really understand how they work, because they don't seem to impact the endurance pool, and yet they seem to create staggering amounts of endurance recovery.
    +End IOs in a passive have a 20% chance to fill 10% of your max Endurance roughly every 10 seconds.

    So for someone with 100 EndMax, (20% chance X 10% of endurance X 100 end)/10 sec = 0.20 end/sec. Which isn't small.

    This scales upwards if you have accolades, set bonuses, or powers that increase it, of course, and those can start to add up if you have one in Stamina, one in Physical Perfection and one in Superior Conditioning.
  3. Honestly, I find them more hilarious than useful.

    Downtime during the Terra Volta, known ambushes - It's a major giggle to prepare a field of mines and poison traps and see them going off like 10 at a time after a cutscene, but it rarely actually wipes out much more than the minions unless you stacked them all on top of each other, and is never a >necessary< thing.
  4. Kyria_Shirako

    Tanks vs Brutes

    Quote:
    Originally Posted by Garent View Post
    Not significantly. The tanker gets a bit more of an advantage from it for the reason that Siolfir mentioned. I think it DOES change scrapper vs. brute though since the scrapper's lower cap is going to become more of a detriment.
    I actually came to this conclusion myself, and it's a situation that exacerbates an extant disparity. There already doesn't seem to be all that much reason to run with heavily resist-based sets (especially Scrapper-taunt-aura less ones like Fire, Dark, Elec) on Scrappers over Brutes unless you just really, really don't like chasing Fury; It seems that in i24 there will be even less reason to do so.
  5. Kyria_Shirako

    Tanks vs Brutes

    Quote:
    Originally Posted by Siolfir View Post
    But the green dogs shedding hair on italian leather sofas have me intrigued. We should be talking about them instead of rehashing a discussion that's been around since i6 with no significant changes.
    Alright then, here's an upcoming change: Do you think the i24 proliferation of Resistance bonuses changes this discussion?
  6. They... Did listen though. That's why the power even has a passive component. o.o

    And although I was interested to see how I could rebuild to handle the initial design's end cost, that moment was when I became really kind of okay with it all; I know I've worked way harder for, say, TFC than I did here for a 10% flat damage increase.
  7. Quote:
    Originally Posted by plainguy View Post
    Nutshell
    The only valid nutshell here is a pithy statement I seem to remember about heated arguing on the 'net and the Special Olympics.
  8. ...Oh wow.

    Hey, whoever posted the popcorn, pass it here. This is some quality forum crazy.
  9. My defenses are in more the 46-48% range, and I still do fine at 4x8 (With three level shifts, mind.) I'll have to pop the occasional skittle, or use Destiny, or otherwise temporarily bolster myself, but you do not need to be at Incarnate softcap to perform acceptably well in Incarnate content solo.
  10. Quote:
    Originally Posted by Dz131 View Post
    according to the ppl in beta, it's a flat +50%.
    I see the post. I still seriously doubt they're going to let all scrapper damage be permanently and in all circumstances be functionally improved by a flat 50% by one enhancement on Live. I'm all for more enhancement of the crit mechanic - It helps Scrappers and Stalkers bypass the damage cap in a way - but that's a bit much. Rednames have declared them a work in progress.

    Anyway, back to Blasters.
  11. Quote:
    Originally Posted by Another_Fan View Post
    And if this ever goes live it just won't matter. Bad enough Stalkers are criting half the time but scrappers using their damage mod and criting half the time will put them so far ahead of blasters in damage it will be sickening.
    Er, it isn't clear to me from reading it in the Scrapper Second ATO description. Does anyone know if the Crit Chance Increased by 50 percent (i.e. From 10% to 60%), or is a multiplier of +50% applied to your existing crit chance? (i.e. From 10% to 15%?)

    'Cause I'll be with you on the first being OP as hell, but I'm quite sure the Devs realize that, making the second a more likely interpretation.
  12. Quote:
    Originally Posted by Minotaur View Post
    This one was proposed by many people on global channels before release.
    I'm not surprised. But it still made me want to applaud-strangle the person who did it in that manner puns have.
  13. Quote:
    Originally Posted by Minotaur View Post
    This is win, but I was just seeing toons called "Massive pole", "Enormous Rod", "Pole dancer" and "Brazilian Whacks" on my server.
    I think the best we've seen was "Staff Infection," which seems appropriate on multiple levels.
  14. Quote:
    Originally Posted by EvilGeko View Post
    3. Scrappers - Flip out and kill isn't unique. Give this AT something that's unique and stop stealing everything they have and giving it to Stalkers.
    ...I'm sorry; You need more than 'Flip Out and Kill?'

    We do incredible amounts of damage without all the ancillary crap in the way. Sounds unique to me!
  15. Quote:
    Originally Posted by Mad Grim View Post
    Ah, good to know. Are these things listed anywhere?
    http://wiki.cohtitan.com/wiki/Damage

    Under "Damage Scale by Archetype," somewhere in the middle.
  16. Quote:
    Originally Posted by ThatGuyThere View Post
    Oh, yeah, meant to say this too.

    The fact that MMs would be noticeably stronger if the pet AI was fixed is a problem, and shouldn't be ignored. A fixed Pet AI could absolutely be the focused bug-fix of an issue, and both masterminds and the game would be better for it.
    Hell with stronger - I've stopped playing them because the pets were too staggeringly frustrating to wrangle as they are, not because they were weak.
  17. Quote:
    Originally Posted by Vauluur View Post
    I'm already putting a build plan in place to account for the cost. Adding in additional recovery, and scrapping my current Alpha and Destiny powers for Agility and Ageless. Hopefully they change the design or lower the end cost. If not, at least I can get some use out of it this way. It's just irritating that the build will cost a few hundred million extra for a respec recipe.
    I'm shoring up the additional endurance by using things like the Panacea procs (Which are now so delightfully cheap and an average of 0.15end/s * (Endmax/100)) and Enhancement Boosters on the /End portions of my attacks. I'm hoping to squeak it without having to change my other Incarnate powers, which might be possible with a bit of reslotting.
  18. I'd say Scrapper is definitely an easier introduction than a Brute.

    I hear the arguments in favor of Fury being straightforward, but getting the most out of Fury, especially early on when you don't have defenses of Yes, is about knowing what you and your build can reasonably handle. If you don't know this, then you'll either do substandard damage erring on the side of caution or get your buttocks handed to you at tachyon speeds. Probably more often the latter; the constant need to maintain fury might rush a new player into attacking things that they or, worse, their group can't reasonably accomplish.

    A new player who hasn't seen everydamnthing a billion times like us vets might also want a look at the scenery or the mission dialogues at times. Granted, the writing in this game isn't exactly Terry Pratchett, but being forced to power through by the Fury mechanic could rob them of what experience is offered.

    As for sets: Any armor set which doesn't require a lot of reactive clicking would probably be Easier. WP offers a reasonably smooth ride. Any set with Parry might make it a little smoother; Katana/WP is straightforward, effective, and still has very good endgame potential.
  19. Kyria_Shirako

    Pairing beasts

    Quote:
    Originally Posted by Reppu View Post
    So, yes. APPARENTLY Beast Mastery managed to bomb some sort of AI logic of "not rushing a mission's objective", SOMEHOW.

    ...

    Shut up. Seriously. Quit using this as your baseline and assuming it's my own. The set is bad because it's inferior to even the inferior Mastermind primaries, and two that development has said are underperforming (Ninjas/Mercenaries).

    You, and every other person, need to get it out of your heads that 'performance disparity' equals "SOLO EVERYTHING EVER". It should be AT THE VERY LEAST on the same level of Necromancy, but more so toward Bots/Thugs/Demons, which are all considered to be equal in overall strength in combined fields. NOT inferior to Ninjas and Mercenaries, two sets ACKNOWLEDGED AS UNDERPERFORMING BY THE SAME PEOPLE WHO DESIGNED THIS SET.

    ...
    Yow. Uh, BM might be underperforming, but y'know, you might want to grab a Valium or a kitten or something.
  20. Quote:
    Originally Posted by Katerinae View Post

    At level 50, the 775% damage cap of brutes (with lower base damage on their attacks) and the 500% damage cap of scrappers (with somewhat higher base damage), is almost identical. For example Lightning Rod in electrical melee, at the damage cap for scrappers and brutes respectively, is within a couple damage points. I don't see reaching either of those caps without a Kin on your team though.
    Actually, two things.

    First, the damage cap is higher for Scrappers.

    Scrappers have a melee Damage Scalar of 1.125, the highest in the game. Brutes have a mere 0.75 in anticipation of the difference being made up by Fury.

    If you account properly for critical hits (Not even counting the new ATOs, which are amazing for Scrappers)

    Scrappers: 1.125 * 1.1 * 500% = 6.1875
    Brutes: 0.75 * 775% = 5.8125

    The Brute damage cap was actually lowered a couple of issues back from 850% to 775% for more or less precisely this reason. So, at peak, Scrappers do more damage, and have a much easier time reaching this peak.

    Second, Lightning Rod is a wildly exceptional case. It, and Shield Charge, are what are called Pseudopet Attacks - They generate a briefly summoned entity rather than counting as a direct attack. Pseudopet Attacks actually use the more general damage cap of 400%.

    This lowers the potential of Scrapper Lightning Rods and Shield Charges somewhat. It devastates the potential of Brute pseudopet attacks. It's one of the reasons /Shield is much better on Scrappers.


    Scrappers tend to shine in defense-based secondaries (Where Higher brute resist caps are rendered academic) and in sets with unusual damage buffs or mechanics, since +Damage effects are nearly twice as strong on a Scrapper as on a Brute. (The Brute +Damage Buff multiplier is 0.8, the Scrapper +Damage Buff multiplier is 1.0. 0.75*0.8 = 0.6; 1.125 * 1.0 = 1.125.)
  21. Quote:
    Originally Posted by Memphis_Bill View Post
    I see maths.

    I suspect it's time to run and hide in a bunker before the math-nuke from Arcanaville hits, which takes into account quantum variations in keyboards, string theory, string cheese, the heat death of the universe, age, specific variations of the color yellow, and how much rum is left.
    To be fair, rum supplies do have a noteworthy impact on your accuracy.
  22. Because blasters are the weakest AT, or at least the slowest to earn rewards. We actually have data to prove it.

    Datamining has evidently showed that the rewards per unit time they were earning was eclipsed, on average, by every other AT and powerset combination by a statistically significant margin.

    Whether or not they have more overall offense than Scrappers or Brutes is actually possible to question. Functionally, it means that blasters have sacrificed any semblance of defense for an advantage that may not exist. Blasters do not have the highest base damage absent all other factors, to be certain. Scrappers use their 1.125 melee modifier for ranged attacks, and can be considered tied, or worse, critical hits can be accounted for. Both Scrappers and Doms have higher melee modifiers.

    Arcanaville says it best in "Blasters and the Modern CoH" over in Archetypes and Powers General, which is a fascinating read:

    Quote:
    Originally Posted by Arcanaville View Post
    ...when Blaster performance was datamined prior to D2.0, four things were true that are not trivially dismissable as being just a "not everyone can be above average" issue:

    1. Every Blaster powerset combination was below average. You could not say that about any other archetype.

    2. Every Blaster powerset was below average in essentially every teaming situation. That was also unique.

    3. Every Blaster powerset was below average in every teaming situation at all combat level ranges. That was also unique to Blaster.

    4. Every Blaster powerset combination was below average by a substantial amount. It was not the case that everyone clustered around the average, and Blasters happened to end up slightly below. I cannot repeat numbers, but I can say this: I asked Castle if Blasters underperformed everyone by 10% in all respects and in all areas, would that have been considered a problem. He said no. That would be considered within the reasonable range of performance allowable for different archetypes. It was actually significantly larger than that.

    Given the wide range in performance that different powerset combinations have, consider that the *best* Blaster powerset combination (whatever that was) was underperforming the average of all players by a lot more than 10%, in a datamining system that almost certainly understates performance differences, and then ask what the *worst* Blaster powerset combination was probably doing.

    Its not asking for anything unreasonable for the best Blaster powerset combination to not be worse than everyone else's average powerset combination. Its amazing to think that the best Blaster powerset combination was probably having difficulty being better than everyone else's *worst* powerset combination.
  23. You know, I've had images ruined for me by people pointing out flaws I didn't see, like perspective errors or misdirected nipples. I didn't really notice, initially, that Statesman had no package; I thought it was weirder that they put a dead man on the cover.

    Then someone points it out on one of my chat channels and now arrrgh it's all I notice every time I login. @.@

    Quote:
    Originally Posted by Scarlet Shocker View Post
    Just think of it as very rare salvage
    So is the KIR trial going to drop Statesman's Wingwong or is tucking the Forbidden Technique?
  24. Quote:
    Originally Posted by Comicsluvr View Post
    Forgive me for trying to get back on topic but...

    Do Blasters simply need a total overhaul? They underperform as an AT. Many of their nukes cause crashes so bad that players are reluctant to take them. They have fewer secondary choices than any AT in the game (except Doms with whom they are tied at 7). Many of their secondary powers seem to be counterintuitive to how the AT works within the game. Defiance 2.0 is better but hardly the best way to update them. Mez is still an over-heavy burden in many players' opinions. Yet the Players love them.
    People exist who love racial supremacy, enemas, and Baconnaise. And, possibly, racially supremacist Baconnaise enemas. That doesn't make them right.