Luminara

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  1. Quote:
    Originally Posted by Feycat View Post
    This!

    A lot of the old zones are really really showing their age, and it's one of the main things that CoX gets knocked down for in reviews. Polishing up the old content would be a great way to KEEP some of the new people who go through Praetoria and then get dumped into the oldest zones in the game.
    Shinier windows and prettier water don't fix things like players losing e-mails every Thursday, or heal procs healing inanimate destructible objects (crates, barrels, etc.), or Lingering Radiation's Slow not working for corruptors unless another Slow is used in conjunction with it, or "Diffuse the Nemesis threat", or the AI bug which causes enemies to run away and never come back, or any of the other things that have been stuck on a shelf and left to rot because they aren't crashing the servers.

    A player who gets killed in a newly redesigned Skyway City because of buggy powers isn't going to remember how nice it looked, he/she is going to remember that he/she died because his/her powers didn't work as intended, described or expected. A player who goes looking for an underlying story to those nifty new missions isn't going to remember that unique mechanic in that special mission, he/she is going to remember having his/her eyes start bleeding after reading mission text rife with spelling and grammatical errors.

    Things need to be fixed. Not covered up with more shiny, fixed. Revamping zones is just adding more content to cover up the problems with the existing content. That's not what this game needs right now. It needs a serious focus on quality: fixing bugs, addressing AI problems, cleaning up mission text, etc.
  2. Nothing would make me happier than to see an entire Issue dedicated to cleaning house. There's a distinct feel of quantity over quality lately, and I don't like it. Poor QA, grade school writing and a complete lack of action on long-standing bugs is not the way to attract new players, or retain the existing ones.
  3. Luminara

    Hover Speed

    Quote:
    Originally Posted by _Zep_ View Post
    This makes me wonder, exactly how fast can a lvl 50 get however going?
    The flight speed cap is 58.6 mph.

    Quote:
    Using no doubt six slots between hover and fitness.

    Anything else affect flight speed? I guess a few IO sets do, not that most people would slot just for that.
    You actually gain more flight speed from a single 5% +Movement bonus than you get from a third Fly Speed enhancement in Swift, or a fourth in Hover. In fact, with three level 50 Fly Speed IOs in Hover and two in Swift, putting a third in Swift is almost exactly the same as having a 2% +Movement bonus. Six-slotting Hover and Fly, or even Hover, would give you less than you could achieve by using the extra slots to accumulate +Movement bonuses. Six-slotting Swift with Fly Speed enhancements wouldn't even be as good as a single 5% +Movement bonus.

    As for other ways to increase Fly speed, there are numerous other options. Kinetics, Radiation Emission, Quickness/Mental Training and other clones of that type of power, Mayhem/Safeguard +Movement power, Commuter/Pilot day job, GvE Jump Pack, the Nerve Radial Paragon Alpha boost, Heightened Speed from the Mutation power (Mutant booster pack)... and I'm not even trying to list everything that improves the speed of flight, those are just the ones I remember off-hand.

    My Fire/TA corruptor will be over 41 mph with Hover if I get her the Nerve Radial Paragon boost.

    With the recent increase to flight speed overall (faster base), in concert with the buffs to Hover over the past few years, even without IO sets, Hover is once again a viable alternative to ground movement. As Lothic noted, it's not a travel power, but it's ten million times better than it was after ED and before the buffs, and it's definitely fast enough for use in missions.

    Quote:
    I am thinking of my Bots/FF Mastermind who has slots to burn. I dont really want to take attack powers for conceptual reasons, other then the bots of course, and am curious how fast I can get his hover.
    A mere two level 50 Fly Speed IOs in Hover, one in Swift and a single 5% +Movement bonus will put you at 35.5 mph. And that's not even working at it.
  4. Real wrath of God type stuff. Fire and brimstone coming down from the skies. Rivers and seas boiling. Forty years of darkness. Earthquakes, volcanoes, the dead rising from the grave, human sacrifice, dogs and cats living together, MASS HYSTERIA!
  5. I had a similar experience. Rogue corruptor trying to pick up Heroic tips, was getting them at a rate of one tip every four to six hours. That was four to six hours of doing practically nothing but obliterating spawn after spawn of level 21-25 enemies in both Talos and Dark Astoria. But if I went back to the Rogue Isles, I'd get three tips within a span of ten minutes. Tested it several times, same results, Rogue/Villain tips would drop like rain, but only one Hero tip a day, and that one only after I'd defeated thousands of enemies.

    I know it's not the AT or the Rogue status that caused "it", because I'd taken a Praetorian Heroic corruptor full circle (started Hero, went Vigilante at 40 to gain access to the PPPs, got to full Villain status, unlocked PPPs, went Rogue, and back to full Hero) without seeing any problem with tip drop rates.

    That problematic corruptor did have one Rogue tip completed, and one Villain tip completed, so I'm wondering if that, having three open morality bars, was the source of the issue. I'd test it, but I'd honestly prefer to suffer another collapsed lung than deal with that again.
  6. Quote:
    Originally Posted by dave_p View Post
    While I agree w/your larger point, the flipside of Glue's persistence per mobs hit also works the other way, i.e. mobs that wander into Tar Patch's AoE are affected. I don't really consider the target persistence an advantage over area persistence, esp if you can lock stuff down inside of the patch.
    Glue's AoE is persistent. It's a 30s duration AoE which leaves the debuff on enemies for up to 30s after the AoE expires*. It has area persistence and per-target persistence.

    *Barring bugs, of course. Corruptor version is bugged, the debuff is removed if the enemy is inside the AoE when it expires. Need to remind myself to test my mastermind.
  7. All PPP AoE Immobs all have a 20s recharge, regardless of other effects, so when the brute PPPs were copied and tweaked for SoAs, that wasn't altered. And since WAWG is placed in a set with Call Reinforcements (which summons two pets which both have similar AoE Immobs), WAWG had to be balanced with those pets in mind. PPPs aren't balanced around any specific ability, whereas powers within a powerset are.

    In other words, the reason Web Envelope is better than Wide Area Web Grenade is the same reason Dominate (Defender Psychic Mastery) is demonstratively better, in every regard, than Petrifying Gaze (Defender Dark Miasma), and arguably better than Ice Arrow (Defender Trick Arrow). Tertiary powers and pools aren't balanced primarily against any primary or secondary powers or powersets, they're balanced against each other, and primary/secondary powers aren't balanced against APP/PPP powers, they're balanced against the other powers in their powersets.
  8. Quote:
    Originally Posted by JuliusSeizure View Post
    This is really confusing for me. Tar Patch has the same movement debuff value as Glue Arrow.
    Glue's debuff is persistent after enemies leave the AoE. Tar Patch's is not.

    Quote:
    It is also 50% to 100% more effective, depending on AT, at debuffing resistance than Disruption Arrow. On top of this, Tar Patch can stack the -Resistance debuff, which Disruption arrow can not, making it 3 to 4 times better at providing -resistance against AVs/GMs.
    Disruption most certainly be stacked. I'm available on Liberty if you need a demonstration.

    Quote:
    Why is Tar Patch flat out superior to the two Trick Arrow skills that combined cost nearly 300% more endurance to cast?
    It isn't.

    Quote:
    It seems the only thing that the Glue/Disruption does better is a 20% recharge debuff for nearly triple the endurance cost.
    Glue remains on targets after they exit the AoE or after the AoE expires, which means a target (or targets) will continue to suffer the effects of the debuff for up to 60s (30s duration of AoE, 30s additional debuff time). Tar Patch is stationary and not persistent. When Tar Patch ends, the -Movement ends. When a target (or targets) leaves Tar Patch, all debuffs are lost.

    Disruption's -Res pulses have a duration of 5.25s, so targets which exit the AoE will remain debuffed for up to 5.25s, whereas Tar Patch's -Res has a duration of 0.45s per pulse, which results in the debuff being lost within a fraction of a second after enemies exit the AoE.

    Both Glue and Disruption have a base recharge time of 60s, thus permitting them to be used more frequently and/or stacked, as opposed to Tar Patch's more restrictive 90s recharge time.

    Essentially, a TA's debuffs last longer outside of the AoE locations or after the AoEs expire. Additionally, no power exists in a vacuum, all powers within a set are balanced in comparison to the other powers within that set, not across sets. Glue and Disruption's debuffs are balanced versus the availability of Acid Arrow and OSA, not against Tar Patch, or Sleet, or Acid Mortar + Caltrops, or anything else. Yes, there is some balance work done between sets and within the AT as a whole, but at no point is any one power "better" or "worse" in relation to another power in an entirely different set. Ever.

    Bottom line, context matters. Specifically, the context of how a power works in conjunction with other powers within the same set, not how a power works in comparison to a completely different set with a totally different focus and no real directly comparable powers.
  9. Quote:
    Originally Posted by Madadh View Post
    If you play Defs really offensively (Offenders) how much should you expect your playstyle to alter when transitioning to Corrs?
    In my experience, an offensive corruptor plays identically to an offensive defender. The increased potential rate of defeating enemies offsets the lower potential buff/debuff values. Meaning, you kill stuff faster, so you don't have to work as hard to protect yourself via other means.

    Quote:
    And I'm speaking in general terms, assuming similar powersets. If I went from Rad/Dark to Dark/Rad for example (which isn't really a pairing I plan to try, was just a handy example) wpould I need to change much?
    All things being equal, you're going to be using the same powers in the same sequence, and in the same way, between both ATs. I'd even go so far to say that for identical powers, you'd be slotting them identically. The only perceivable difference is going to be when you gain access to different powers, so in the very early part of the game, some different tactics or choices might be necessary, but in the long run, it's two sides of the same coin.

    There's a difference in how you play if you're going from defender to blaster, or blaster to corruptor, but offensive defender to offensive corruptor is really just the same thing with slightly different numbers under the hood.
  10. Quote:
    Originally Posted by Zombie Man View Post
    In lieu of that, they're asking that the not-set-in-stone figures of crafting be reduced.
    That's what I'd like to hope for. As I said previously, I'm not too upset about the number of shards, but the additional inf* expense rubs me the wrong way. First, because there isn't an inf* cost anywhere else in what's been revealed of the Incarnate system, so this one stands out as deliberately tacked on with the intention of adding another gate to slow players down, and not very well thought out; and second, because the player on the WST is quite likely to be generating inf* at a faster rate than the solo player, plus getting an additional Notice of the Well for "free", so the solo player is not only progressing along the Incarnate path more slowly by default, he/she is also being slowed down even more by an inf* tax. High shard/component cost or high inf* cost, one or the other. Both is unnecessary and overly restrictive.
  11. Quote:
    Originally Posted by Amperrie View Post
    I'm currently running my D4 at +0/x5, and I know that I can go higher (I've been ramping up the spawn size a bit at a time to get used to the larger groups). On your defenders that you solo, what settings are you running at? Is anyone running a defender at +4/x8?
    I run my main, TA/Dark/Dark, at +0/x6. I'm not interested in a challenge, so I don't bother going above +0. x6 gives me target saturation for TT and NF. I tend to leave bosses off if I'm farming, but sometimes I'll wander around PI and pick out spawns of two bosses (Death Mages or Warhulks, for example), just for the heck of it (best time: 38s).

    Quote:
    I know, I know, farming on a defender isn't very efficient...but damnit, it's FUN!!!
    It's efficient enough. I generated over 5 billion influence, and 160+ shards, in two weeks with Parthenia. Paid for my Panacea set, plus proc, and 5/6 Hecatomb, getting me over 200% global +Recharge.
  12. The shard cost for the Notice is fine, as far as I'm concerned. I collected over 150 shards on my main, solo, in the first two weeks after the Alpha slot went live, I can handle farming up a few more. But attaching a 100 million inf* fee in addition to the shard cost, that's pushing it, especially considering that none of the other crafted Alpha components or boosts have an inf* fee. I'm not objecting because I couldn't afford it (i could afford to slot five purple sets and a full 6/6 Panacea, without flipping or playing other market games, so there's no reason for me to feel that i couldn't pay for this as well), I'm objecting because I just don't think it's in line with the rest of the system, or particularly fair (seems more like a penalty than a path).
  13. Quote:
    Originally Posted by Zwillinger View Post
    1. I'm familiar with the issue, however I don't have any new information regarding it. It's something that we'll need to pursue with our Web Team.
    Pursue it diligently, and with haste. More than a single response would also be advisable.
  14. Quote:
    Originally Posted by DePr0grammer View Post
    Drag-and-drop is using lots of CPU, eh? Interesting. It's not causing any CPU usage increase while I'm dragging, but it's going way up after I drop until I move the mouse a ways.
    The behavior I'm seeing is that DWM's usage jumps while I'm dragging, then drops back to normal when I stop moving. I don't have to release the click to see the usage return to normal, it's only increased during movement.

    The outline of the power bar is... laggy, as well. It trails behind the mouse movement, flickers in and out of visibility and doesn't appear at all unless the mouse is in motion. Like trying to move an open window with a low (single digit) refresh rate or extremely high HDD activity.

    Quote:
    It's making that other program's CPU usage drop because WDM is higher priority, of course.
    I understand that. But it's still abnormal.

    Quote:
    Has the way domination appears in Mids' actually changed? It's working the way I remember it...
    It's not displaying the bonus in the Info window. Prior to this update, toggling Domination on resulted in the Info window showing an increased duration for controls in the Info window. Now it doesn't.

    Quote:
    Not the Effects window, the Info window.



    Domination is on, mouse pointer is on Mesmerize, but the Info window doesn't indicate an increase to the duration of the control. It used to, it doesn't now. It's not just Mesmerize, it's all powers, just like Scourge, Containment and Vigilance aren't showing a damage buff for any powers.
  15. Quote:
    Originally Posted by Bittovan_Odduck View Post
    I am thinking things like IO set bonuses (for +ACC or +DAM), globals like the Kismet +6% ToHit, things like that. Do they affect the temp/vet powers at all or are they truly unenhanceable in any way?
    Temp powers and veteran rewards benefit from global +Acc and +ToHit. +Recharge as well. Same is true of accolade powers.
  16. Um... Domination, Scourge, Vigilance don't appear to be functioning. Vigilance has never worked, but now Domination isn't showing any improvement to control durations, and Scourge and Containment give no bonus damage.

    Power bars are turning green on the bottom half, where the slots are located, when flipping to the alternate set of enhancements.

    The last value listed for an enhancement in the Info window has a -2 following it, but it's only on IO set enhancements, not commons, HOs or SOs. Occurring with single attribute IO set enhancements, duals, triples and quads.

    It looks exactly like this-

    Accuracy enhancement (Sched. A: 21.75%)
    ToHit enhancement (Sched. B: 13.06%)-2

    There's a discrepancy between in-game Flight speed and the value given by Mids'. It looks like the base is wrong (19.1 mph). I've checked two of my characters, a level 37 corruptor and a level 43 blaster, both show 21.48 mph base in the game.

    Burn for scrappers and blasters needs to be set as a click buff in the DB (as it is for tanks and brutes). This one's been around for a while, like the Lightning Rod/Fiery Embrace bug and Hasten and Domination's animation times, just didn't remember it until I was looking at my Elec/Fire build.

    Dragging powers is doing something very abnormal with the CPU and/or DWM (Desktop Window Manager). Dragging powers causes DWM's CPU usage to skyrocket. A video app (Dscalar) running in the background shows considerable frame loss, and the corresponding CPU usage for that app drops as DWM's usage increases. Something isn't playing nice here, and it's especially troubling considering that the graphical representation of a dragged power is just a boxy outline. Vista x64 SP2, E7300 Core 2 Duo (2.7Ghz), 4GB 800Mhz DDR2 in single-channel mode (motherboard limitation) and a GeForce 250 GTS, if you needed that information.
  17. Quote:
    Originally Posted by Aluminum_Dave View Post
    The Spiritual boosts don't seem to affect the recharge time on Dominator Domination(the inherent not the Mind Hold). I don't know if this is WAI or not.
    Alpha boosts only affect things which can be slotted for the things which they affect. Meaning, you can't slot Domination with +Recharge enhancements, therefore Domination doesn't benefit from Spiritual X Alpha boosts. Intentional, by design, working as intended and properly reflected by Mids'.
  18. Quote:
    Originally Posted by Diellan_ View Post
    Drag and Drop reordering of already selected powers!
    I know the Alpha slot is going to be the high point of this release for a lot of people, but this feature deserves just as much attention and appreciation. Really wonderful improvement to the program, going to be very useful. Thank you very much.
  19. Quote:
    Originally Posted by Vanden View Post
    This isn't about me, it's about the powers.
    The powers are fine. Hurdle's bonus to jump speed is balanced by the lack of control. Without using an additional power, you can't stop instantly, change direction instantly, reach top speed instantly or even turn effectively, as opposed to running.
  20. Quote:
    Originally Posted by Siolfir View Post
    Sprint provides more of a vertical jumping boost than Hurdle does (0.1 JumpHeight vs 0.06, specifically).
    No. Sprint's 0.1 buff translates to 10% of base jump height, less than .5'. That 0.06 provided by Hurdle, however, equates to a 166.8% increase, effectively almost tripling jump height at level 50. Hurdle's JumpHeight buff is almost as high as Combat Jumping's (200%).

    Modifiers matter. Sprint uses Melee_Ones, Hurdle uses Melee_Leap.
  21. Quote:
    Originally Posted by Schismatrix View Post
    i'm pretty sure the Night Widow Smoke Grenade is autohit for both aspects of the power, as well as having an unresistable tohit debuff. It can't be slotted for accuracy and also appears to work the same in both PvE and PvP.
    Devices.
  22. Quote:
    Originally Posted by Pyro_Master_NA View Post
    Just a note, smoke's -perception is auto hit, but it's -tohit component requires a check.
    No. Smoke Grenade requires a hit check for the -ToHit property. Smoke, from the controller Fire Control primary, is autohit across the board (in PvE).

    Quote:
    But something else that I *think* is unique to smoke, is that its tohit debuff is non resisted if it hits.
    Flash Arrow.
  23. 1 point of -ToHit is equal to 1 point of +Def (all vectors, all types) for +0 and lower minions and underlings.

    Lieutenants resist -ToHit by 10%.

    Bosses resist -ToHit by 20%.

    +1 critters of all ranks resist -ToHit by 10%.

    +2 critters of all ranks resist -ToHit by 20%.

    +3 critters of all ranks resist -ToHit by 35%.

    +4 critters of all ranks resist -ToHit by 52%.

    +5 critters of all ranks resist -ToHit by 70%.

    This resistance increases with level difference, up to 99% at +12 and above.

    <edit>
    Additionally, I should note that the rank-based resistance is discrete from the level-differential resistance. I forget whether they're factored independently (one resistance calculated before the other is applied) or added together and factored as a single total. I did have that information somewhere, but I've forgotten where... if I find it later, or decide to spend the time testing it again, I'll put it up here.
    </edit>

    AVs with the Resistance power resist -ToHit by a scaling amount, dependent on their level. A level 50 AV resists -ToHit by 85%, for example.

    -ToHit powers flagged as "unresistible" ignore AV Resistance, but not level-differential or rank resistance.

    So the answer is, there is no specific answer. How closely -ToHit will equate to +Def (All) will be different for every fight, due to different levels of critters, different mixes of minions, lieutenants and bosses in spawns, etc.
  24. Quote:
    Originally Posted by Wanted_NA View Post
    Hmm, interesting. Imma have to look into that. The highest I personally got was about 122.5% on my Plant/Nrg Dom pre-hasten. But then in that build I was also building for S/L softcap and didn't consider PvP IOs.

    Thanks, will have to check this out.
    You can definitely go higher and still have a viable build. My main is at 133.75% before factoring in Hasten.