LuxunS

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  1. The Going Rogue announcement said that there would be a new archetype available with the release. Spy iirc. I'd like some information about how that archetype will work, primary/secondary types, basically any info would be very welcome.
  2. Quote:
    Originally Posted by Frosticus View Post
    I just tested with summon guardian because it is a 900 sec base rech power so I figured no way I could screw up a difference in time.

    97.7 rech slotting
    81.25 global rech

    Observed recharge time. 391 seconds

    Expected rech time:
    1.7825 --> 1.3033 DR'd

    900/2.3033 = 390.74 seconds

    *If it was "double" DR'ing it would have been 404.9 seconds.

    So I'm not sure how to explain what you saw repeatedly LuxunS
    You know I was thinking. I know I wasn't doing anything wrong, and i'm pretty sure that your testing was sound. So, why are we getting completely different results? I thought maybe...

    The recharge cur is different for different archetypes
    or
    Something is off with mind link

    Only other long recharge power I have is aura of confusion at 240s. I went and looked at that, and it does indeed match up mathematically and ingame with what your results have shown. The only conclusion I can come to is that there's something wrong with mind link recharge. Maybe it has to do with the power doesn't follow the normal recharge rules and has to use IOs to get the bonuses or something else. *shrug*
  3. Glad arcana is here as your math and game mechanics understanding far surpasses my own. Let me try to see if I understand this now.

    1. Take the recharge bonus from enhancements, apply ED, apply DR
    2. Take the global recharge bonus, add to DR applied enhancement bonus
    3. Apply DR to the total
    4. Apply DR total to Mind Link's Base Recharge time (300s)

    1. 66.6% (no ed applied) -> 59.5% after DR
    2. 111.25% + 59.5% = 170.75 %
    3. 170.75% -> 126.3%
    4. 300 / (1+1.263) = 132.6s

    Now If I understood that wrong and DR is applied to the total recharge bonus applied to the power like Frosticus did...

    1. Take the recharge bonus from enhancements, apply ED, add the recharge bonus from global recharge
    2. Apply DR to the total
    3. Apply DR total to Mind Link's Base Recharge time (300s)

    1. 66.6% + 111.25% = 177.85%
    2. 177.85% -> 130%
    3. 300 / (1+1.30) = 130.4s

    But I went back in game and rechecked all my numbers. The only thing I know for certain is that with 111.25% global and 66.6% enhancement recharge slotting, Mind Link recharges in 140s. I tested this several times and had no non-permanent recharge buffs (no hasten, predator, etc). I would expect a small margin of error in my timing; several tenths of a second, maybe one second, but over 7 seconds surely not.

    Any insight would be appreciated. Not sure if I'm making a mistake with my math somewhere, but this just isn't adding up for me.
  4. Quote:
    Originally Posted by EnD_Reitanna View Post
    Mezzes dont supress melee mez toggles and acro KB prot, BUT...this is the funny and sad part, widows IW still supresses when mezzed. Love devs long time.... NOT.
    This makes my day...
  5. Quote:
    Originally Posted by Frosticus View Post
    Oh jeez that was another option that I didn't even want to entertain as it hits even harder.
    So it DR's "enhancement" as one value, also DR's "global, or buff" as one value, then puts the two together and DR's that total.
    That seems to be exactly the case. I fiddled around with lots of possibilities to find the one that explained why mind link was recharging in that amount of time. That one fits mathematically, and fits with arcana's explaination.

    It does suck
  6. Quote:
    Originally Posted by Squidlington View Post
    How did you manage 111.25% global recharge? Seems like the "rule of five" might inhibit that.
    As con said, its not terribly difficult to do. There is room for more, but that's what I needed for my purposes.

    4x 10% from purples
    5x 7.5% from lotgs
    4x 5% from crushing impact/adjusted targeting
    1x 6.25 from decimation
    1x 7.5 from kinetic crash
  7. I did some testing with this because my understanding of DR was lacking. I used Mind Link as my test power due to its 300sec base recharge. The toon had 111.25% recharge and 66.6% recharge slotting from enhancements.

    DR Maths
    111.25 -> 90.5
    66.6 -> 58

    90.5+58 = 148.5
    Apply DR to that
    148.5 -> 114

    Mind link with 114% recharge should recharge in 140.1 seconds, and in game testing showed that it did recharge in 2mins 20sec.

    Can't really comment about hasten because it wouldn't be up for the entire duration of the mind link recharge, and my math isn't strong enough to account for that.
  8. As an alternate, you could join a supergroup or create your own and use the sg mode colors.
  9. lvl 50 AVs have 85% to-hit debuff resistance, lvl 52s have 86%

    lvl 50 AV - RI reduced to 7.125% to-hit debuff
    lvl 52 AV - RI reduced to 6.65% to-hit debuff

    At 40% defense you should be over the softcap. I noticed that you have hover in your build, but if you got hit with a melee attack or 2 that could explain why you seemed to get hit more often then expected. Bobcat has slash; Battle Maiden has hack, slash, slice, whirling sword, disembowl, and headsplitter. All those attacks have defense debuffs.

    Beyond that, all softcapped toons are slaves of the random number generator. Sometimes she's forgiving, other times just plain old mean. I recommend making a separate chat tab for hit rolls can help you keep track of your chance to be hit.
  10. Edit: Deleted this post due to incorrect information.
  11. LuxunS

    Night Widows...

    Quote:
    Originally Posted by macskull View Post
    Attacks don't mean **** when you can't live long enough to deliver those attacks and then get out. Even at the VEAT stealth cap any good hero build (or just one on a team with a competent Emp) will see you well before you're into melee range and will then proceed to burn through your defense like it's not even there (lol elusivity).

    Forts were aweseome from I12 until I13. Night Widows were better from I13 to I14 (due to various aspects of the I13 changes). Now neither are really good, thanks to the reduction in elusivity numbers and the 10-15% AT PvP damage reduction. A supported Fort/NW/Bane is still decent but you'd be better served with a Dom or Stalker.
    I'm the first to agree with you; I was merely giving an objective comparison of damage among the 2 archetypes. I tire of discussing defenses in pvp. Castle has made it clear there's no plans for changes any time soon. Writing about it is almost as frustrating as trying to deal with it in game.
  12. LuxunS

    Night Widows...

    Quote:
    Originally Posted by _Blu_ View Post
    It's sad because it is true. They had their damage nerfed because people complained they were too defensive to have that kind of strength...at range and/or melee.

    Then I13 came and nerfed everyones defense. You'll see for yourself how sad they've become, just play in a pvp zone heroside for a while, theres still a few around. They aren't that hard to kill if your not new to pvping.
    This isn't exactly true. Forts had their damage wizzed on, but Widows didn't really come off that bad. Comparison between Widow and Scrappers with the same attacks

    Scrapper-Widow
    Swipe = 79.08 - 71.71
    Strike = 101.54 - 102.38
    Follow-up = 110.14 - 82.42
    Lunge = 112.85 - 104.66
    Slash = 114.81 - 124.32

    Widows fall short with Lunge and Follow-up. Lunge does less damage for widows because it has a significantly faster animation time then the spines version. I don't have any numerical explanation for follow-up *shrugs*. The fortunata attacks Subdue, TK Blast, Dominate, do similar or less damage then they do for Psy Defenders with the Psy epic pool, that makes me sad

    As for defenses in pvp, I'm not going to talk about that because I'll just end up nerd raging.
  13. LuxunS

    Us vs Devs

    Quote:
    Originally Posted by Castle View Post
    Been done. Castle isn't PVP spec'd, but even so he didn't do THAT badly against Johnny Mercone in the I13 testing phase. I think the final score was 4-1 in his favor. I was expecting worse...

    I've a Stalker, a Corruptor and a couple others I PVP with once in a while.
    I don't mean to seem impudent, but isn't this statement in indirect contradiction to the goals of the current pvp system? I thought part of the reason it was implemented was to make pvp more attractive to pve players; that the goal was people wouldn't have to spec for pvp to function in it.

    Originally under those suppositions I supported the proposed changes to the pvp system. Though my character was a pve spec (fortunata) I did well in pvp, and had hopes that if many pve builds could do as well, it would add greatly to the pvp community.

    Fast-forward to today and it seems that things are a mess. The above mentioned pve character has no pvp capability. It does the same damage as a defender with psi blasts, has virtually no damage mitigation, and has the lowest shared base hit points (except masterminds). In zones it is just a target that's hardly a threat to anyone. Even pvp spec'd with IOs carefully placed to fit within the confines of DR, that character is barely pushing the resistance levels other archetypes get inherently and still not putting out damage that a blaster with SOs is (even with attacks slotted with 2 procs). Many toons have found their roles in pvp reduced, or even eliminated completely. But back on topic....

    We don't have access to numbers, but subjectively it seems that the pvp community has diminished significantly, while the additions from the pve community have been minimal. I remember a few months back there was a discussion about soloing ghost widow and you (castle) posted that you could do it on many toons that someone else in the office could not; you have an understanding of the powers and AI mechanics that this person lacked. For many players this is what the game becomes to us. Mechanics and numbers become second nature (even if its not consciously understood) and even the games greatest challenges become more or less trivial. After playing ever story arc and running every task force and soloing AVs, pylons, etc etc, what's left for people to do with the characters they've invested so much into? PvP is the answer.

    Or rather PvP should be the answer. Opponents with constantly changing tactics with a variety of different powers that require different approaches to defeat. There were always FOTM toons who had an advantage, but now it seems the zones have become even more homogenized. Toons that ended up pulling the short straw with the pvp changes are SoL.

    The development of this game has been moving in a good direction pve-wise. Removing most of the AE farming problems, allowing toons to set their own difficulty, power color customization, all good things for that aspect of the game. However, pvp seems to not be moving forwards. I beg you, please make pvp more of a priority. The original (inferred) attempt to pull pve players into pvp can still be accomplished. A BALANCED pvp system with reward incentives will draw players. After all there's only so many times you can run the high level task forces repeatedly before you move on. Options are rolling an alt, pvp, or moving on to another game.
  14. LuxunS

    Us vs Devs

    I think this is a pretty good idea. It would probably take a dev 2 minutes of playing a fortunata to see how broken defenses are in pvp, hell i'd even volunteer my account

    However getting the developers to play their avatars in a regular pvp event would certainly increase the interest in pvp as a whole. More people in pvp would probably get us more attention and subsequently (hopefully) updates to create balance.

    A few problems to overcome though. I'd say a good amount of the pvp community is hostile towards the devs. While some of us are reasonable and would welcome the devs join in the fray with hopes it will benefit the community overall; there are others who would certainly show up to harass the devs or hope that there aren't any more changes to pvp (with the fear the system will become even worse).

    I wouldn't put the devs up against the "best" pvpers. While it would get the message across of how unbalanced pvp currently is (especially if a dev was playing a pve build, oh wait those were supposed to be viable!) it wouldn't be a fair match. Most pvpers know the first time they stepped into a zone they got handled, but with practice and working on the build they steadily got better. Tossing the devs in against the "best" would be too sharp a learning curve and who knows what changes would happen with that experience. (This is inferring the devs don't pvp; I think that's a fair assumption giving the state of pvp)
  15. This morning's runs. Again random missions from Borea in RWZ, today set at -1, 8 team size. Ran 10 missions

    1031 kills
    756 minions
    275 lts

    17 recipes (4 set, 13 generic)
    9 enhancements
    69 salvage (1 rare, 14 uncommon, 54 common)
    138 Vanguard merits (not including those from mission completion this time )

    Expected recipes: 756*.026667 + 275*.05333 = 20.16 + 14.67 = 34.83
    Expected salvage: 756*.08 + 275*.1064 = 60.48+29.26 = 89.74
    Expected VG Merits: 756*.1 + (275*.1)*2 = 75.6 + 55 = 130.6

    I'll let someone who's better at statistics interpret, but the recipe drop rate does seem consistently too low. I'll was going to test on CoT but i have the possessed scientist farm, hero stats won't distinguish between lts and minions since they have the same name
  16. Quote:
    Originally Posted by Archie Gremlin View Post
    Likewise, I'd expect you to get less than 88 Vanguard merits about 94% of the time. This makes the merit drop figure high but not suspiciously so.
    I made a mistake with the vanguard merit number. I neglected to account for the merit rewarded for completing a mission. Running more today and keeping track better. I'll try to get 2k or so kills to have a better sample size.

    One question, what's the underling drop rate if there is any... I'm coming across lots of monkeys ><
  17. Has anyone checked this against how things are currently on live? Just to make sure this isn't something old that has simply been overlooked.
  18. Just ran some missions in RWZ on test. Someone asked for rikti so they could check vanguard merit numbers. +2 Spawned for 5 team members. Maybe i'll do it again tomorrow spawned for higher so I get more lts. (Repeatable missions from Borea)

    706 Defeats
    658 Minions
    48 Lts

    9 recipes (0 sets)
    88 Vanguard Merits

    Expected recipes: 658*.026667 + 48*.05333 = 17.55 + 2.56 = 20.11

    According to wiki outside of ship raids, rikit should drop merits 10% of the time. Minions = 1, Lts = 2, Bosses and higher = 3

    Expected VG Merits: 658*.1 + (48*.1)*2 = 65.8 + 9.6 = 75.4

    From my admittedly small sample size it seems to back up what others have found that recipes are not dropping as readily as they should. Seems like Vanguard merits are within the appropriate range tho. Sorry no numbers on salvage, didn't realize it filled up during my testing and neglected to clear to make room, so my number was inaccurate *face palm*
  19. LuxunS

    Parton Pools

    Quote:
    Originally Posted by macskull View Post
    No, not a bug.

    I'm still peeved that VEATs are getting a throw-away power with Focused Accuracy (hello, incredibly redundant endurance hog!) and kept pushing for changes the entire time during closed beta. *shrug* Guess that just means one less power I have to worry about taking.
    I had thought darkest night would be a godsend for pvp. Allowing us to make up that defense we lost from DR, but upon further consideration it has limited use. How often do you actually get to 1v1 someone outside of the arena What's your take on it?

    Overall I'd say VEATs get shafted this issue. None of the abilities added to the PPPs seem worth of taking. We get no additional claw options, and no power customization options. Only thing i'm looking forward to is being able to set missions to the "proper" difficulty
  20. Quote:
    Originally Posted by Fiery-Enforcer View Post
    I always thought that for the RWZ challenge you have to have all of the aggro on you at all times and no kiting. Since it started with Scrappers doing it.
    The challenge is done to test a build. So long as you're relying on your own powers and not inspirations or anything outside I thought it valid.

    By that reasoning, any secondary effects are illegal. If confuse is invalid, holds are invalid too (since the mobs aren't aggro on you while they're in a block of ice or rock or holding their head). It would be terribly difficult to do the RWZ challege on a fort without the use of scramble thoughts, dominate, or any confuses and just SOs. Would such things be illegal on a dominator where disabling opponents is the main form of damage mitigation? Many melee sets use their secondary abilities to great effect, ss/ with its knockdowns and kob, em/ and ma/ with its stuns, dm/ with its to-hit debuffs and fear. Why should forts be penalized for powers they have available?

    If a /wp scrapper can use a wall to get the rikti into melee range so they get the benefit of rttc, why is it illegal for a fort to stay out of melee range to get the best benefit of their defenses (so long as they don't lose aggro)?
  21. LuxunS

    Parton Pools

    Quote:
    Originally Posted by Ideon View Post
    Not quite, they have basically the old Brute versions, with no access to the new powers which were put in fairly recently, such as Darkest Night from Soul Mastery for Brutes.
    On test we have the new brute version!!! Hope it's not a bug lol
  22. Quote:
    Originally Posted by Djeannie View Post
    This part here. Bad idea. Not all banes are going to take the mace patron pools, many don't even take a patron at all.
    The devs do seem to take care to make sure that powers within sets don't overlap with epic/ancillary power pools. It is odd that banes are the exception...
  23. Quote:
    Originally Posted by Fiery-Enforcer View Post
    Not to nitpick, but I highly doubt you can do it easily following all the rules with just SOs. You pretty much need to be softcapped to do it with a Fort.
    Rules other than no insps, temp powers, teammates? On both the fort widow it isn't terribly difficult.

    With the fort you can open with aura of confusion and keep single target confusion on a chief soldier boss. Outside of that just pick away everything else around. It's easy to stay mobile out of melee and rikti do mostly psi and energy damage. Since we have psi resistance its not a major concern. Aid self for hairy spots. Single target confuse has had its animation time lowered since I tried it with SOs months ago, I'd imagine its even easier now to do it with this tactic.

    With the widow you don't have the convenience of confusions, but you do have elude. It puts you significantly over the soft-cap and gives you 3 minutes of unlimited endurance to take them out.
  24. With the right build, i'd put my money on a fire/psi perma-dom. They'd only have to worry about surviving the first 20 seconds or so before they had the AV held, even through the purple triangles. Imps+dom damage+the negative regen from drain psyche. The build would have to be absolutely monstrous to do the same to a GM but I'd like to believe its possible
  25. Quote:
    Originally Posted by Jibikao View Post
    Mmmmm, I am looking at Mid's right now and Stalker's Energy Punch (4s attack) does 61.2 damage. Both Stalker and SoA have 1.00 damage scale. Widow's Swipe at 4s only does 44.5 dmg but with a chance to tic toxic damage up to 3 times.

    Poison Dart's base damage is 55.6 which is already much higher than Swipe's 44.5. That's where I have problem. A range attack shouldn't have higher base damage than melee at the same recharge rate. Yes, I know Swipe has 20% slow debuff but Poison Dart has -25% regen debuff. Putting secondary effect aside, I think Swipe is under-performing and I won't take Swipe because of this.

    The same reason why Channelgun > Slice.

    This is just nitpicking because the easiest way to do is just to avoid taking those powers which I did. Between Swipe VS Poison Dart, Dart is an easy winner. Between Slice VS Channelgun, Slice is an easy winner. Both Poison Dart and Channelgun are long range attacks too!
    You're looking at damage, I'm talking about damage per activation time. Looking at things the way you do, the powers that do the most damage are those that are the best. I'm looking at what powers do the best damage for the amount of time they take to animate. When you talk about 4s attacks you're looking at the recharge time, not the animation time.

    The example you gave, energy punch isn't better than swipe. DPA wise...

    Energy Punch – 0.7 Smashing + 0.3 Energy = 1.0/1.056 = 0.947
    Swipe - .8 Lethal + 3x.08 toxic = 1.04/1.056 = 0.985

    Even damage wise
    Stalker Energy Punch
    38.93 Smashing damage
    16.68 Energy damage =
    55.61 Total Damage

    Widow Swipe
    44.49 Lethal damage
    3 * 4.45 Toxic damage over 2.10 seconds =
    57.84 Total Damage

    Poison Dart does more damage then Swipe, but has a much longer activation time. If you're just looking at powers that do the most damage then by all means, ignore my ranting But for attack chains swipe is a very good attack. Since Widows get some of the best DPA attacks in the game with slash and lunge, it may seem underpowered, but compared to attacks of other sets, it is more then competitive.