MagicFlyingHippy

Legend
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  1. First up, the list is a good thing.

    One addition, though: I'd say Thunderstrike, while nifty, really needs a damage boost. As was pointed out, Blasters get both Thunderstrike and Total Focus, and they do comparable damage - TF does very slightly more to the target, and has a good disorient, while Thunderstrike does some splash damage. However, the Brute versions do not match up like that - Total Focus does nearly twice the damage of Thunderstrike to the chosen target. Perhaps bring Thunderstrike up to the same relative damage level as the Blaster version.
  2. Three minute recharge? LAME.

    Lightning Rod is supposed to be the final attack of the set, the capstone of your chain. Analagous to Midnight Grasp, or Head Splitter, or Golden Dragonfly, or others. All of those attacks have 10-20second recharges. 3 minutes, just ... it just about kills my interest in the set. If I wanted an ultimate attack I can bust out once or twice a mish if I'm lucky, then I'd be a Corrupter.
  3. [ QUOTE ]
    Aw, damn. I didn't get in.

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    Which sucks. Your costume is way better than Random Lizard Guy's costume.
  4. [ QUOTE ]
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    IANAL but I think making a T-Shirt with your hero is ok under the acceptable usage clause of the EULA as long as you are not making money off of it (see the second and last paragraph in link). So making the t-shirt is OK, but selling it to someone is not.

    My 2 Inf.

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    QFT.

    Zazzle has their own lawers and issues - they see CoH content as ours and thus won't let you put character stuff up on it because then they would be profiting from our copyright - which is not allowed.

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    But now, a twist on it. What about if I don't have, like, a t-shirt press myself, and so commission a single-item run from someplace like CafePress or something?
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    Wait a second! What are you planning with Force Bubble? It repels. That's all it does. Taking away repel means it creates a big bubble that does absolutely nothing.

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    Right. That's why it's harder.

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    While you're checking Hurricane, mind taking a look at the range debuff? That power's kind of a pet peeve of mine, but in the arena my Scrapper can't be in range to use melee powers on people with Hurricane doing unless she uses TP Foe and queues an attack, no matter how I try to joust with Fly or how close to them I am.

    Also the ToHit Debuff. Might be working as intended, but it /seems/ ridiculously high.
  6. [ QUOTE ]
    (Base To Hit + To Hit Buffs - (To Hit Debuffs * Combat Mod) – Defense) capped at 5% or 95% * Accuracy (capped at 5% or 95%, again)

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    OK, here. Why must this be so very complicated? Having two different types of to-hits is a mess to keep track of, especially in terms of tryint to buff both.

    If you fold Accuracy and ToHit into the same stat, and then divide the sum Accuracy by 1 minus the defense, would something like this

    (Base Accuracy + Accuracy Buffs - (Accuracy Debuffs * Combat Mod))/(1-Defense), final result capped at 5% or 95%

    not be a lot more intuitive? It would eliminate the annoyance of two different beneficial stats to keep track of, particularly when you don't have a way to increase one of them, and would make Defense do exactly what it is described as doing - before hitting one of the caps, 25% Defense would make 25% of the attacks that would have otherwise hit you now miss, reducing a sum 40% chance to-hit to 30%, and 80% to 60%, and 50% to 37.5%, and so on and so forth. Defense would be statistically the same in equal amounts as Resistance, and apply equally well regardless of mob rank and level - scaling perfectly.

    The only downside I can see would be needing to rebalance the numbers for Defense powers, but a simple doubling would probably take care of it. And everything would be a lot simpler.
  7. MagicFlyingHippy

    Placate Nerf

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    I ask that you point me to a post where a dev has stated that the level differential does not apply in the arena.

    Until then, I'm going to believe that the arena is under the same percentages for level differential as the PvE game - just that everyone is granted +25% defense. No matter what, even 5 on 1, you will be destroyed by a +8 opponent - especially one piloted by a human.

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    I may have said everyone is "auto-leveled" in the arena, but I was mistaken. Instead, the same code as effects Giant Monsters is in effect -- when you attack a player, your To Hit and Damage is the same level they are. So, a 40 attacking a 50, would attack as if he was level 50, while the 50 attacking the 40 would be roughly equivalent to a 40.

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    Uh, I'm sorry, but that's not how it works. At least, not on Live right now.

    As per the Giant Monster code, you do damage assuming your target is your level. So a 40 attacking a 50 would attack as though the 50 was 40. And the 50 attacking a 40 would attack as though the 40 was 50.

    So a 5 against a 50 will just about always lose. The 5's damage output will be nothing to a 50's hp - he's getting the full 20 or 30 damage per big attack, but that's nothing compared to the 1000+ HP that the 50 has. Meanwhile, the 50 is hitting for 100+ damage, and more than likely one-shotting the 5.

    If it worked the way you describe, it'd be great. If Giant Monsters worked the way you describe, it'd also be great. But as of now, it does not. And a 30 will do very little to a Giant Monster as compared to a 50.
  8. Uh, just fyi: Last I checked, Weave wasn't even close to a Luck. It was like a fifth of a Luck, when slotted.
  9. I'd call Captain America an MA/SR Scrapper with a Shield epic pool. While he does do some nifty tricks with his shield, it's neither his primary weapon nor his primary defense.

    Statesman is, yeah, an Invuln/SS tanker, at least according to what he uses in the Tyrant mission, and the CoV End-of-Beta event. As for Incarnates, being an Incarnate seems more like an Origin, not an Archetype, and as near as I can tell they're just supercharged versions of the existing ATs. Statesman is an Incarnate Tanker - still a Tanker, but better than any non-Incarnate Tanker. Recluse, also an Incarnate, has been said a few times to be a Mastermind, not tank-ish.
  10. Because I just KNOW you're all DYING to hear another random person chiming in with their opinion ...

    Suppose a Hero is rolled up, say, this coming Saturday, after the Valentine's Day even is over. This character has a list of badges that s/he is able to theoretically get. It does not include Cold Warrior, Frozen Fury, Malleus, et al. It does include Isolater. As such, it seems off to me that a character who already existed by this Saturday would, if missed, be barred from getting Isolater. It's not like Celebrant, or Toy Collector, or any such thing. The badge is still in the game, and still being awarded. And as such, it should be available to whatever character feels like doing the work to get it.

    It's not realistically feasible for, say, a Scrapper to get Empath. But that doesn't mean they're arbitrarily prevented from earning the badge through months and months of Heal Othering. It's a pain to get for most characters, but it's still gettable by everybody. Isolater is not gettable by everybody. This just seems unfair. If a badge is gettable, it should be gettable by everyone.

    Suppose they added a badge for, say, number of Sleeping enemies. Put the number at something like 100,000, and every time you Sleep someone you get 1 point towards it. This would be complained about massively, and rightly so, because it explicitly excludes some characters and not others. That's what Isolater feels like to people who missed it, or who were already in the game proper when it was added.
  11. [ QUOTE ]
    Fire Sword Circle.

    Fire Sword Circle FSC, well slotted this way 2 Acc, 1 end and 3 dam (all SO, of course)
    FSC will with one application: (depending on your target and their resistances)

    Take a mob even con minions to half to almost half health.
    Take a mob of yellows to about 60% health
    Take a mob of oranges to 70%-80 health
    Take a red of reds to 80-90% health.

    I just did some number checking in hero planner, and here is the damage for

    Nova (yes Nova, which has similar numbers as all the nukes) = 24 3 SO Dams

    FSC = 11 w/out Fury, with FE and BU is 21.4

    Fury, the hallmark of the Brute, I don't think anyone realizes that you can take a red almost down to about half health, while you fight the purple next to him. The red, next to you that you never attacked, down to almost half health just using BA and Fury? That is just awesome!

    I am thinking about adding FSC slotted correctly, to an almost full fury bar in combat. Now how does that Fury multiply damage again? 80% should be about 240% damage increase.

    let's make FSC clear,
    Nova = 24 SO Dams
    FSC w/out Fury 11
    FSC with Fury at 80%=26
    FSC with Fury at 80% and FE and BU= 51 I think that is one giant BOOM!

    Just add a fulcrum Shift in there....the game might not let you do damage this high.

    Now add the recharge times in there…but wait there is no need...lol


    At almost full fury, you would literally "explode" and WILL kill everything around you maybe even the boss.


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    OK, your math is completely wrong, ignoring or contradicting a number of fundamental rules of the game's calculations.

    First up, damage boosts are additive, not multiplicative. Which you'd notice if you actually tried this insanity. FSC with full fury and FE and BU and 3 damage SOs is actually 32.7 brawls, not 51. So, that's a lot less damage.

    Technically, this is more than a 3-slotted Nova, in pure brawl numbers. But thing about the Brawl Index scale is that it isn't constant across archetypes. It measures damage in terms of how much it does compared to an unslotted unboosted Brawl from that character. Brawl doing very different amounts across archetypes, due to the different ATs having different damage scalers. For example, a Brute's Brawl, without any boosts, is about 70% of the damage of an equally-levelled Blaster's Brawl.

    So, 70%. Suddenly, in terms of Blaster-scale BI, that Fire Sword Circle is doing 22.9 Brawls, to Nova's 24.4.

    Now, don't get me wrong, that's good damage, but it's under fantastically rare conditions, and the Blaster's numbers are skewed rather low. Nova with 3 SOs, if under Aim and Build Up like your Brute is, actually does 40.6 brawls. Wow, look at that, very nearly twice the Brute's FSC.

    Or, let's try it without those boosts. Just the SOs, and let's even be so nice as to give the Brute full Fury. In Blaster brawl terms, that's 15.7 vs 24.4. Wow, still only about 64% of the damage.
  12. [ QUOTE ]
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    How about letting Hero Supergroups and Villain Supergroups coalition? I can't imagine any kind of exploit there that isn't already available through global chat.

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    They can "coalition" by making a channel and having everyone who wants to communicate join it.

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    This is very decidedly not the same thing, and a poor substitute at that. Having to use a global channel requires everyone to keep track of which Global Name belongs to which Character, and requires everyone to use one of their 5 global chat channels just for what Coalition chat should be able to do. Plus, if your SG wanted to go that way, you can restrict access to Coalition chat based on rank, but you can't do that for Global channels.

    It's not about "Oh, there's a mediocre alternative, so feh." It's about "For a while after launch, Hero and Villain SGs were able to Coalition. This ability was removed. Why? Why not add it back in? There is much benefit and no downside, and would be a very nice QoL touch."
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    Have not read this full topic but the exploit to the friends list would be this:

    In a pvp zone you could /friend an opposing player then track his movement with a single mouse click.

    Yes, you can do it with global but you have to consent being added to a global list.

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    I'd just like to point out that no consent is necessary to track someone like this. Given a character's name, you can /gignore that name, and target from your Global Ignore friends list. Doesn't matter whether they're allied or opposing.
  14. How about letting Hero Supergroups and Villain Supergroups coalition? I can't imagine any kind of exploit there that isn't already available through global chat.
  15. Just one thing ... please don't get rid of the Shadow Cysts showing up all over. They're fun. They really up the need for strategy and attentiveness in the game, and that's good. At the very least, leave 'em in for groups greater than 4 and/or above 20.

    Plus, it's always fun to wander off from your pick-up group in a mission and ask "What's a Shadow Cyst?" in team chat.
  16. This is highly cool, and needs to be stickied somewhere.
  17. So, is there a slash command to change your Gamma setting? What with alt-tabbing and this Catalyst bug, it'd be nice to just hit a key to reset to 71% Gamma whenever I'm back in the game.
  18. [ QUOTE ]
    Terrible, and here's why:

    It's City of Backstory (or is it Futurestory). It's not City of Heroes.

    I want a comic that has the flavor of the game.

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    I, for one, don't. If I want the flavor of the game, I'll log in and play some. I'd rather the comic was looking at stuff about the game world that the game itself could never really explore. Like, say, how well the Freedom Phalanx holds up without their powers and archvillains to keep them off each others' backs. I'm loving the new series. Blue King ... well, it was entertaining. I enjoyed reading it. But it was by no means good. The Top Cow run is good.