Ladioss_Sopp

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  1. Dan Collins (@Novus) passed on March 17, 2006. He had been my college roommate and one of my best friends until his death. He started in Beta and played actively to the end.

    Here is a picture of his first 50 "Novus" from Protector:



    If I can locate a good RL picture of him I will post it.
  2. Not sure I ever added anything to the game itself, but I believe I wrote the first power guide (for kinetics) that broke down a powerset completely by the numbers. I had to gather hours and hours of data to nail down the debuff numbers and some of the more esoteric boost numbers (since we didn't have any real number data when I wrote the first guide).

    I know I participated in many of the early discussions about defenders, tanks, and did some work for the community when we were trying to nail down the accuracy, to-hit, and defense numbers. (I think a reworked version of my accuracy spreadsheet is still running around somewhere).
  3. Back to the topic:

    Roll back the inherent fitness change. Give all players a recovery and regeneration gain to compensate and then allow fitness back into the pools. Perhaps tweaking stamina and health so that although they provide a small recover and regeneration bonus, they offer some other protections that would make them valued for those reasons. (-end protection for stamina and -reg protection for health for example)
  4. Quote:
    Originally Posted by TonyV View Post
    I agree with Zyphoid. There really isn't a monolithic "VIP community" in this regard; one block of people who all generally think one way or the other. We frequently dissent and argue over exactly what free/premium players should and shouldn't have access to. Personally, I agree with you, that VIPs should embrace free/premium players more, make them feel welcome in the game.

    Paragon Studios is trying to walk a fine line between making enough free to encourage free/premium players to spend money in the Paragon Store, but provide enough incentive to VIPs to encourage people to upgrade to a $15/month subscription. (And for that matter, continue to provide incentives for VIPs to spend additional money on Paragon Points to purchase stuff past their monthly stipend.) We players like to pretend like we know what is and isn't obvious that free/premium/VIPs should and shouldn't have access to in order to maximize the studio's profit, but the harsh truth is that only they have the mined data on what people are spending money on and they are in the best position to make authoritative decisions based on actual data.

    Obviously, this doesn't mean that they will reject all of our input, but it also does mean that sometimes they will do things that don't necessarily make sense to us but that there is a compelling business case for based on data to which we do not have access. The mark could be overshot on either side--providing so much free stuff that people start dropping their VIP subscription, or providing not enough free stuff so that people don't bother wasting their time playing on a gimped account and choose some other game.
    I know it isn't the whole of the community (which is why I used the some word). In reality much of the attitude has gone away over the months since Freedom launched, but I was here when it launched and the vitriol was heavy then.

    As for access. This community locked their message boards down behind a pay wall many years ago and I am sure in general this is why Premium players are still treated as little more than non-paying customers on the boards. But I, along with many other Premiums, do spend some money (almost monthly) on the game and it would be nice to participate in the larger community.
  5. Quote:
    Originally Posted by I Burnt The Toast View Post
    *I would limit premiums on the boards more than it is now....player questions..there ya go.
    This attitude annoys the bejeezus out of me (currently a tier 9 premium player who cannot even post on the archetype board that I helped to shape in the early days).

    The VIP community (in a general sense) should do more to embrace the Premium players of the game and encourage them become (or remain) a part of the community. Not gate themselves away from the "masses". The often hostile attitude towards Premium players has been one of the biggest turn-offs to lurking the boards since I came back to the game.
  6. I remember back in the original forums before the game was ever launched or even Alpha'd. I've been playing since the Open Beta and been around for all the major changes of the game.

    So what has happened to me:

    5 Jobs
    Gotten my son from Elementary School to College
    Moved to another city
    Cut off my waist-length hair
    Took a year off of CoH for financial reasons and have enjoyed coming back as a Premium Player
    Traveled out of country on business a half dozen times
    Written a Novel (unpublished still)
    Published a Song
    Enjoyed Life

    Amazing to think that this game (in some form) and some of the community have been around for over a decade now.
  7. Quote:
    Originally Posted by Ardrea View Post
    It's positively frightening in prospect.

    But....


    ... I'd go through all the IO sets and cut all the defense and recharge bonuses in half. As a consolation, we'd make the debt reduction bonuses bigger.
    My thought is similar to this. Create hard caps for defense based on AT like the res caps, that are obtainable and for most AT actually under the soft-cap.

    For Example:
    Hard Melee: (Tanks basically) 60%
    Soft Melee (Brutes, Scrappers, Kheldians, Domintors, etc): 50%
    Ranged (VEATS, Corrupters, Defenders): 40%

    Hopefully this would also encourage the Devs to remove some of the horrid auto-hit mechanics that have been popping up and encourage players to diversify builds some.
  8. I'm good with you reviewing mine. I've got thick skin and if you don't like the arc, it won't kill me.

    I like the video review idea, it gives ppl a look at the arc so they can see if they like the look or feel of the arc and the stream of conciousness feel of the review gives some instant feedback. For good or ill.
  9. Here is my story Arc. global name: @ladiosssopp
    Story Arc: Austrian Polytechnic ArcID: 19239

    On the fly review. Playing through the story with Nikumu, my 33 BS/Inv scrapper.

    The contact looks a bit like Penn from Penn and Teller :P

    Mission 1: Caves....at least they are the large caves. No real problems. The invis boss threw me for a loop because I was stealthing through the map and heard him, but couldn't find him. Last encounter was rough, but other than that no one I couldn't handle. Overall the minions have a nice balance, although the -tohit from the darkness can be rough.

    Mission 2: Intro text explains the situation. Not sure I like the contact all that much. Hasn't really sold me on the urgency of avoiding this invasion yet. Outdoor map. Not too hard to find the loot and run.

    Mission 3: Nice office map and new objectives. It would be better if the Legacy Chain hostages looked like Legacy Chain (since they have good costumes).

    Mission 4: Ok, the contact buttered me up some. Flattery is always nice...also makes me think he might be hiding something. Love the Rikti base maps. So far the change of pace from mission to mission has been good. Nice set of objectives. From a design perspective you might just create a "search crate" function without a number listed and throw a few more fakes in there. Nice some hidden lore in the crates. (Love playing someone who can 2-shot night widows). Bosses not too difficult...Dual Wield can lay out some serious damage.

    Mission 5: Boy that was an efforless spell :P Orenbega map to end with. I like them, but know a lot of ppl who don't. War God, time to meet the Goddess of Hate...Of course I choose the wrong pathway...Final Boss was not too difficult. Of course he played against my strengths...

    Final Thoughts: Well done arc. There is enough story to keep it interesting and the custom baddies are well rounded enough to cause some problems without being overpowering. Gave it a 4.5 stars (rounded to 5 in game)
  10. Sorry to see you go, hope you have good fortune in all your new ventures.
  11. [ QUOTE ]
    Actually, from the EndMod spec'ing camp, with 3 DOs in it, it is starting to show a little promise. I still get my butt kicked by 3 even mobs, but I tear down bosses pretty quick. It is not so much damage mitigation against LTs and minions, but since bosses/heros use more end for their powers, it goes away much quicker.


    [/ QUOTE ]

    And remember they changed the way End drain works for I7 (PvE at least)...It now takes a straight percentage no matter what the mob's base end. So if it ake 15% from a minion it will take 15% from a boss. I've been finding most bosses and even some Lts are out of end long before i kill them.

  12. Here is the Updated Kinetics Guide v5.0 with changes and updates for Issues 4&5. Changes from the previous guide are marked with a * and listed at the bottom.

    As always all effect numbers are the BASE UNENHANCED numbers. This should let you accurately figure your effect from these powers after applying enhancements.

    Kinetics - The Defender's Guide v5.0
    -------------------------------------------

    Transfusion (Level 1) - Transfusion is a AE heal power that is centered around the target. The area is fairly large
    and extends slightly beyond the visible effect. Transfusion has one of the fastest activation times and recharges of all the AE heals. This is to compensate for the to-hit roll and target-centered nature of the power. Transfusion also halts the
    target's regeneration for a short time.*

    Stats:
    Healing effect: Transfusion scales from 22.3 points of healing at level 1 to 238.81 points of healing at level 50,
    this progression is not strictly linear. The amount healed is a percentage of your HP, for Transfusion this amount is 23% of your base HP. Your base HP are your characters HP for your level without any modifiers including accolades.
    Endurance Debuff: The target of this power will lose 10pts of endurance. This effect will vary depending upon the
    relative level of the mob compared to yours.
    Regneration Debuff: The target's regeneration is stopped for a short time.
    Endurance Cost: 9*
    Activation: 1s
    Recharge: 8s
    Range: 60ft
    Area of Effect: 20ft around target
    Base Accuracy: 90%
    Duration: Instant/13s Regen Debuff
    Enhancers Available: +ACC, +END Drain, -END, +Heal, +Range, -Rec
    controller note: The healing ratio for controllers is 19.8% and the endurance debuff is 10pts of endurance.

    Siphon Power (Level 1) - Siphon Power is a combination damage debuff/buff. It is a single target power and after landing a successful hit will provide a AE damage buff to all those around the user. The AE portion of this power covers a decent area and takes some practice to get it to affect the most teammates possible. Siphon Power is one of the great staples of the Kinetics set and I highly recommend learning how to use both the buff and debuff portion of this power to maximum effect.

    Stats:
    Damage Buff: The buff of Siphon Power is an even 25% to the base damage of an attack power. Other than time limitations and the maximum cap on a damage power there is no stacking limit to the amount of times this buff can be applied to a hero. This buff also stacks with the buff from Fulcrum Shift.
    Damage Debuff: The debuff portion of siphon power is a 25% reduction in damage. This can be stacked on a target multiple times and the maximum debuff to a target's damage dealing potential is 90%. This effect scales with the relative level of the target.
    Endurance Cost: 12*
    Activation: 2s
    Recharge: 20s
    Range: 80ft
    Area of Effect: 20ft around user
    Base Accuracy: 75%
    Duration: 30s
    Enhancers Available: +ACC, -END, +Range, -REC
    controller note: The buff for Siphon Power is 20% and the debuff is 20%.

    Repel (Level 2) - Repel is a personal force field that will automatically knockback any enemy that touches its area of effect. Repel has use as both a personal/team protection power and as a lockdown power against dangerous enemies. Also Repel has a small chance per pulse to drop toggle powers in a PvP setting.*

    Stats:
    Knockdown Buff: The field is slightly larger than melee range and therefore is good, although not complete, protection from melee damage. The power has a continous endurance cost and will also use a small amount of extra endurance each time the field knocks an enemeny down. Note that enemies resistant or immune to knockback will ignore Repel. In PvP a target can only be knocked down once every 10s, this is called knockdown suppression.*
    Toggle Drop: In PvP Repel has a 1% chance per pulse to drop a toggle power.*
    Endurance Cost: 1 per pulse*
    Activation: 1s
    Recharge: 20s
    Range: Melee
    Area of Effect: Melee
    Base Accuracy: n/a
    Duration: Toggle
    Enhancers Available: -END, +Knockback, -REC
    controller note: The knockback distance is slightly less for a controller.

    Siphon Speed (Level 6) - Siphon Speed is a combination movement and recharge debuff/buff. Like most kinetics powers it requires a successful hit against an enemy target and then provides the user with a boost to his movement and recharge. This power combined with Inertial Reduction can eliminate the need for a Kineticist to take a pool travel power.*

    Stats:
    Movement Buff: Siphon Speed provides a movement speed buff that applies to all movement powers, except Teleportation. This will increase ground movement to a speed slightly faster than base Super Speed. This effect scales with the relative level of the target.
    Movement Debuff: Siphon Speed debuffs the target's movement speed considerably. Speed can only be reduced to a minimum of 10% of the creature's top speed. This effect scales with the relative level of the target.
    Recharge Buff: Siphon Speed provides a 25% haste effect. This stacks with all other haste effects, including itself.*
    Recharge Debuff: Siphon Speed debuffs the target's recharge by 25%. A mob cannot have its recharge reduced below 25% of its base recharge. This effect scales with the relative level of the target.*
    Endurance Cost: 9*
    Activation: 2s*
    Recharge: 60s
    Range: 80ft
    Area of Effect: n/a
    Base Accuracy: 75%
    Duration: 60s
    Enhancers Available: +ACC, -END, +Range, -REC, +Run, Slow
    controller note: The speed buff and debuff is slightly less for a controller. The recharge debuff/buff is 20%.*

    Increase Density (Level 8) - Increase Density is a ally targetted buff to damage resistance and protection from status effects. This is the first of kinetic's two ally targetted buffs. It provides decent protection as a resistance power, but
    where it really shines is as a means to remove and protect from ill effects from mobs such as ink men and abberants. Increase Density has a slight disadvantage in that it slows the movement speed of the target slightly.

    Stats:
    Resistance Buff: Increase Density provides a base of 25% resistance against Smashing and Energy damage. Note that a character's damage resistance cannot exceed 90% for tanks, 85% for kheldians in dwarf form, and 70% for all other Archetypes.
    Effects Buff: Increase Density provides a strong buff against Disorient, Hold, Knockback, and Immobilization effects. It also frees the target from these effects if they are active when hit with this power.
    Speed Debuff: Increase Density debuffs the target's movement slightly.
    Endurance Cost: 6*
    Activation: 2s
    Recharge: 3s
    Range: 70ft
    Area of Effect: n/a
    Base Accuracy: n/a
    Duration: 60s
    Enhancers Available: -END, +Range, -REC, +RES
    controller note: The resistance buff is 20%.

    Speed Boost (Level 12) - Speed Boost is the second ally targetted buff in the kinetics line. This power has several beneficial effects which include an increase in movement speed, an increase in endurance recharge, a reduction to power recharge rates, and a protection from slow effects. This power is one of the staples of the kinetics line and is your first "high demand" grouping power.*

    Stats:
    Speed Buff: Speed Boost increases the target's movement speed to all movement powers, except teleportation, by a significant amount. The ground speed is slightly less than base Super Speed.
    Endurance Buff: Speed Boost will improve the target's endurance regeneration by a base of .966 end/sec.
    Recharge Buff: Speed Boost provides a 50% reduction to the recharge time of the target's powers.
    Slow Buff: Speed Boost provides protection from slow effects.
    Endurance Cost: 9*
    Activation: 1s
    Recharge: 2s
    Range: 50ft
    Area of Effect: n/a
    Base Accuracy: n/a
    Duration: 120s
    Enhancers Available: -END, +END Recovery, +Range, -REC, +Run
    controller note: The speed boost is slightly less, the endurance buff is .773 end/sec, and the recharge buff is 40%.

    Inertial Reduction (Level 18) - Inertial Reduction is a AE movement power. It will provide all characters within the AE at the time of casting with the Super Jump power. This is a good personal travel power and can be very useful to groups as IR is faster than Flight and able to clear obstacles better than Super Speed. Unlike actual Super Jump, IR takes no endurance to use after the initial cost.

    Stats:
    Leaping Buff: IR grants all affected by it with the equivalent of the Super Jump power. All other leaping powers will stack with IR. Note that your maximum jump height will not increase, but instead your maximum jump length will improve.
    Endurance Cost: 27
    Activation: 2s
    Recharge: 60s
    Range: PBAoE
    Area of Effect: 25ft around user
    Base Accuracy: n/a
    Duration: 60s
    Enhancers Available: -END, +Jump, -REC
    controller note: The leaping buff is slightly less for a controller.

    Transference (Level 26) - Transference is a targetable endurance drain/endurance heal much like transfusion. Like transfusion this power is centered around the target and has to hit the target in order to function. This power is one of the most powerful abilities in the Kinetics line. The endurance drain of this power is a useful form of defense that can be used to negate powerful enemies since they no longer have any endurance to power their strongest attacks. See the addendum for a note on this power.

    Stats:
    Endurance Buff: All allies around the target will instantly receive a base of 60pts of endurance when this power goes off.*
    Endurance Debuff: The target of this power will lose around 60pts of endurance. This effect scales with the relative
    level of the mob to the user.*
    Endurance Cost: 3*
    Activation: 3s
    Recharge: 30s
    Range: 60ft
    Area of Effect: 20ft around target
    Base Accuracy: 90%
    Duration: Instant
    Enhancers Available: +ACC, -END, +END Drain, +END Recovery, +Range, -REC
    controller note: The endurance buff and debuff are 40pts.

    Fulcrum Shift (Level 32) - Fulcrum Shift is the crowning power of Kinetics and delivers upon its' promise of "dramatically turning the tide of battle". This power acts as a mass Siphon Power. The target of this power and enemies
    within the AE get hit with a Damage Debuff. Each affected enemy then radiates an AE damage buff for you and any allies near that enemy. You also create an AE buff that is centered around you as well. Just a small cluster of enemies can easily add 100% damage to those in melee range and if you hit the right clusters its possible to stack icons from one side of the screen to the other. This power's effect also stacks with those of Siphon Power. This power can make every member of your team hit the +damage cap for their powers.

    Stats:
    Damage Buff: Fulcrum Shift provides one +25% damage buff per enemy affected by this power. In addition the user of this power radiates an AE buff that provides a +50% damage buff.
    Damage Debuff]: Each target affected by Fulcrum Shift suffers a 25% reduction in his damage dealing. The target's damage cannot be reduced to less than 10% of his original damage. This effect scales with the relative level of the mob.
    Endurance Cost: 18
    Activation: 2s
    Recharge: 60s
    Range: 60ft
    Area of Effect: 30ft around target, 20ft around other mobs, and 20ft around user. Maximum affected targets is 10 per use.*
    Base Accuracy: 65%
    Duration: 45s
    Enhancers Available: +ACC, -END, +Range, -REC
    controller note: The buff portion is 20% around the enemy and 40% around the user. The debuff is 20%.

    ---------------------------------

    *Changes from v4.0 to v5.0

    -- This guide integrates all issue 4 changes from the unpublished v4.5 of the kinetics guide and the issue 5 changes.

    -- All kinetics powers received a change in endurance cost. For most this was a 20% reduction. Increase Density received a 50% reduction and Transfusion gained a 20% increase (I5).

    -- Listed power change for Transfusion, regeneration halt (I4).

    -- Listed power change for Repel, toggle drop in PvP and knockdown suppression in PvP (I4).

    -- Listed power change for Siphon Speed, recharge buff/debuff (I4) and enhancement change (I5).

    -- Listed power change for Speed Boost, slow protection (I5).

    -- Listed power change for Transference, increased drain (I4).

    -- Listed power change for Fulcrum Shift, AE target limit (I5).

    -- Added short PvP note to the addendum (I4).

    ---------------------------------

    Addendum to Guide:

    -- Damage debuffing powers have a slightly odd "feature" that might make you come up with different then expected results. Damage debuff powers are affected by mob resistances, but not how you would normally think. (Siphon Power being a "energy" power you would normally expect mobs with energy resistance to be less affected by it, but this is not the case.) If a mob has a resistance, or vulnerability, to a certain type of energy AND that mob has an attack that is based on that type of energy, the amount the damage will be debuffed is altered by the mobs resistance.
    For example: A Freak Juicer has both a punch (a smashing attack) and an electric shock (an energy attack). Juicers are
    vulnerable to energy attacks and have no resistance to smashing attacks. So for sake of the example the Juicer's punch and electric shock both do a base 100pts of damage. You lay down a Siphon Power on the juicer which debuffs his damage. His punch is now reduced by 25pts to doing 75pts (this is the expected 25% reduction in damage). However, since the Juicer has a 25% vulnerability to energy attacks his electric shock is actually debuffed an extra 25% beyond the base 25%, making the final debuff 31.25% (25% of 25 is 6.25) so the Juicer's electric shock only does 68.75 points of damage.
    This works in reverse as well. A mob, such as Hamidon, with 90% resistance to all attack types would only be debuffed 2.5%. I realize this doesn't seem logical, but it is the way the game works for now.

    -- You will notice that I mention that some effects "scale with relative mob level". Basically powers have lessened (or greater) effects on a mob if its level is higher (or lower) than yours. If you want to see the exact scaling please download
    THIS spreadsheet. It has many useful tools that I have gathered for planning characters and slotting powers, especially for accuracy and debuffing or buffing effects.

    -- Recharge reduction uses the X/(1+Y) formula, where X is base recharge and Y is the total amount of reduction expressed as a decimal.

    -- Transference is a direct drain power. Therefore any enhancers that you place in either endurance recovery or endurance drain will directly affect the other aspect of the power. The amount you drain and gain will be identical. This number is fixed though, so even if the mob does not have enough endurance to drain the total amount you will gain the maximum amount you could have drained. As another note, transfusion is not a direct drain power and the amount of endurance drained is totally independant of the health given.

    -- For Reference the base end regeneration rate is 1.66 end/sec.

    -- PvP note: Kinetics powers will seem less effective in the arena for several reasons. First is that endurance drain
    effects are 75% less effective in PvP than PvE. Second is that other kinetics effects only reduce the base unenhanced
    numbers, not the final enhanced number. Finally the to-hit and melee nature of kinetics means that you need to be close and cannot always rely on hitting. Since PCs often have higher DEF than NPCs and tend to move around more, this can make life difficult for a kineticist in the arena. Kinetics buffs are still very powerful and learning to use your powers in a team setting can often overcome many of the PvP limitations.

    --------------------------------

    As always I appreciate comments and feedback.
  13. Well there is a Defenders channel, but it really hasn't had much vocal traffic on it. Not sure if that's a function of defenders being busy or quiet by nature
  14. Yeah, the healing amount listed is the amount EACH hero in the area of effect will be healed for.

    In reality you are going to want both of these powers. Healing Aura is highly innefficient if there is only 1 person needing healed or if someone has taken alot of damage. Heal Other will be your primary tool then to keep them alive.
  15. [ QUOTE ]
    I have 1000 HP even at 46, with no accolades to skew the total.

    [/ QUOTE ]

    heh I was close then. You get very few HP in the last few levels. Got home and checked my old Heal test numbers. If my Heal/HP chart is correct (back from all my testing for heal ratios) then a 50 has anywhere from about 1020-1060 HP...
  16. I believe a 50th level squishie (def, troll, blas) has right around 1000hp at level 50. So yeah this ratio is much better at the higher levels. (30% as opposed to 10%)
  17. Great Guide LadyMage. I would 5 star you for it (and the great encouraging posts about me), but I had already 5 starred you long ago.

    Just got to post my official Dark Miasma and the Kinetic 4.0 guide this week and we'll have half the defender sets covered. Just get a few more people to do the leg work on the last 3 (although I can probably get a rad one done if I set my mind to it.)
  18. Well due to my testing of Kinetics and Dark Miasma, I do have the "HP Index" for Transfusion and Twilight Grasp.

    I3 Transfusion and TG for defenders is .232 (or base heal is 23.2 % of hp)
    I3 Transfusion for controllers is .196 (or 19.6% of hp)

    I2 Transfusion and TG is .196 for controllers and defenders

    Hope that is useful info.

    Haven't tried making a "brawl index" for healing yet.
  19. [ QUOTE ]
    This is actually a much better description of how the "monster code" works.

    Oh -- and everyone let's be calm. There's still a lot of time and a lot of testing before anything is finalized.

    [/ QUOTE ]

    I think the monster code would work very well for PvP against foes with level disparity. This would at least give those with a much lower level a chance to defeat an "Uber" enemy if they use mass tactics.

    One of the things I have always disliked about PvP was the fact that once a griefer gets to a high level he suddenly switches into a PvP the lowbie mode for no other purpose than to cause problems. Some code like this could mean he has to at least think about what he's doing before just griefing uncontrollably.
  20. Question 1: There have been some conclusive tests done showing that there are no differences between kinetics transfusion for defenders and controllers. Will this be addressed?

    Question 2: Kinetic's Transfusion and Transference both have a unique bug compared to all other siphon powers (Twilight Grasp, Siphon Power, Fulcrum Shift, Siphon Speed, etc.) If the mob is defeated during the course of the animation, the visible power effect goes off, but the healing effect does not. This "bug" has existed since beta, but has never been addressed as either intended or a bug. Will this get addressed soon?