Muon_Neutrino

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  1. Quote:
    Originally Posted by Frogfather View Post
    I just want to say Ive read this whole thread and have absolutely no idea what any one side is arguing about....this quickly went from a theoretical discussion about approximating the amount of influence to a very personal series of attacks on both sides.

    The lesson, as always; This is the internet, its serious business

    --Frog
    Yup. Started round the bottom of page 6.
  2. Quote:
    Originally Posted by Another_Fan View Post
    I usually attribute it to insecurity and lack of confidence on their part. I don't worry about the market or the wealth system being improved because I know I will come out on top. I have done it through more real world market crises, political crapstorms, and general business disruptions than I can count. The people that react badly feel entitled to their easy market mini game and any change that helps out others in their view will hurt them.
    Or.... could it be because you have a tendancy to come into threads that contain interesting discussions and derail them into pointless arguments over the same couple tired topics, as you did here? Nah....... can't be. I don't even play the market these days and I still find it annoying.
  3. I think I might go for a water/dark corruptor. Dark armor can be colored to look like some really nice water/sea mist type blue/green shades, so I'm hoping water/dark might work as a water blast / water manipulation sort of character. Plus dark miasma is, as always, amazingly good, so any excuse to use it is fine with me.
  4. Quote:
    Originally Posted by Billy Mailman View Post
    Any proc that gets slotted into auras, rain powers, etc., only has its chance to fire trigger once every ten seconds.
    The thing is, it wouldn't be the *proc* firing here, it would be bonfire's native KB effect (which has a 100% chance to fire unlike the KD patch powers) being converted to knockdown but still going off 5 times per second. Unless, anyway, the 'convert KB to KD' effect itself would for some reason subject to that limit, which seems like an odd choice.
  5. Honestly, the only thing I can think of is that its AoE damage isn't the greatest (though tremor isn't really as bad as its reputation would make it - it's at least got a nice big radius), which perhaps damages people's perceptions of the set in today's AoE-happy game. Aside from that it's a flat-out amazing set. Great ST damage, ST DPA that ranges from good to absurd, and great ST and AoE mitigation on top of that.
  6. Aaaaaaand another thread goes off the rails. It's really the best idea to not respond to the troll.
  7. According to city of data, power surge summons this pet when it expires. It's listed as doing 22.35s of mag 3 hold with a 50% chance for an extra mag 1, -55% endurance, -1000% regen for 15 seconds, and a minor energy damage component to robots. Note, though, that it doesn't have any -recovery, so even if it drains something they'll start gaining it back immediately. Also note that the power isn't autohit and has standard accuracy, so you'll probably want to slot some acc in it if you want to be able to rely on that effect.
  8. I'll drink to that. An illusion port is *LONG LONG LONG* overdue. And the flimsy excuse to not give it to us last time was really lame.

    And just to head it off, no, it won't be overpowered because of PA - if a mind permadom perma confusing an AV isn't overpowered, then neither is keeping one distracted with perma PA - and no, it won't be underpowered because of pseudopets that don't get domination - if electric and ice, which essentially only get dom on their two holds (dom is almost irrelevant for the immobs and flash freeze is useless) are fine, then illusion would be fine too.
  9. Quote:
    Originally Posted by Oedipus_Tex View Post
    I have mixed feelings about fixing Flash Freeze. On the one hand, the power is really bad. On the other hand, what makes Fire and Plant (and Illusion) so powerful isn't a wide stable of powers to pick from, but instead typically two or three really really good powers that define the set. Plant and Fire both have a couple of powers that are pretty situational: Smoke, Bonfire, Tree of Life, Spore Burst, etc. They pull ahead mainly because their good powers are sooo good.

    Arctic Air and Ice Slick, I believe, have the potential to be a Seeds of Confusion, Creepers, Flashfire, or Hot Feet. At the same time, I don't want Ice to lose its identity as the crazy set that ventures into melee range. I just wish there were more incentive to do it, and less conflict built into the set (which is why I have focused on making Ice Slick's knockdown unresistable for boss level enemies and below).
    I don't think, though, that fixing flash freeze would harm the set's melee character. The thing about sleeps is that (with the partial exception of static field) they don't really provide useful mitigation on their own - what they do well is *set up* other mitigation. And in the case of ice, that other mitigation is, to a large extent, melee based. Even if flash freeze were a functional sleep, after you freeze them from range you've still got to run up close to put AA to work if you intend to actually fight the spawn. I mean, I suppose it's possible that you could take some spawns purely from range with FF + ice slick only, but if it's not tough enough to demand the use of AA you can probably take it purely from range even with the set as it is now.

    Heck, I could even see a functional flash freeze as an *incentive* to go into melee, in the sense that the prospect of getting in untouched with AA running might encourage people who don't currently make heavy use of AA to try it out.
  10. Toss 100mil at a time to random newbies? Cause that's always fun.

    Though that's more difficult now that we've got free players who can't receive trade requests. Does anyone know if there's an easy way to give free players inf?
  11. Well, I voted for option 1, but really, they both kinda stink. Why are two d-list bit characters becoming the face of the game here? Put some combo of states, recluse, and/or tyrant back up there. I don't *CARE* if states is dead, he's a far better symbol than two nobodies.

    Quote:
    Originally Posted by Memphis_Bill View Post
    Being really, brutally honest?

    I use adblock, so I have no background at all. It's nice and clean. I would love an option like that. I know theming is a part of marketing as much as anything else - but an "official" option that looks just like I have it now, with the COH logo up top and nothing else, would be lovely.
    Oh man, I can't believe I never thought of doing this. Thank you so much for the idea, the forums look so much cleaner now.
  12. So, here's what I'm looking at right now.

    Cooler master CM690 II case (Suddenly out of stock, but I don't imagine that will last long. I wasn't going to order until next week anyway.)
    CORSAIR Professional series 650W power supply
    ASRock Z77 Extreme6 LGA 1155 motherboard
    Intel Core i5-3570K processor
    Cooler master Hyper 212 cpu cooler
    G.SKILL Ares 8GB ram (went for some with no protruding heat sinks)
    EVGA GTX 569 Ti video card
    Seagate Barracuda 1TB hard drive

    Is there anything wrong with this, as far as anyone can tell?

    I still need to decide on a monitor, keyboard, and maybe headset (already have mouse, speakers, and copy of windows 7). Monitor I'm just looking for a decent, fairly big (20"+) lcd. Last time I had this monitor, which seemed to be pretty nice. I was thinking of just getting the same one again for simplicity, unless anyone has any better suggestions. I specifically *don't* cate about 3d or any of that.

    Keyboard, when the rig was stolen I had *just* gotten a microsoft sidewinder x4 to replace the cheap generic I had destroyed with a glass of pop. I originally chose it for the anti-ghosting, since the generic had the annoying habit of not recognizing the 3rd keypress if I tried to hold down (for example) shift, s, and a (which got me killed on occasion in games like counter-strike since it's useful to be able to walk on the diagonal while sneaking). I was also hoping, though, that the macro keys would help alleviate some of the power overload I run into on high level characters here in CoH by mapping them to something like control+(1-5), but in the few days I had to play with it I found them a bit far from wasd to actually comfortably hit in combat. It's still a good anti-ghosting keyboard for about the right price, the extra features (while not quite as good as I had been hoping) are still useful, and I'd definitely buy it again if nothing better comes along. I'm curious, though, if anyone has any experience with any other gaming keyboards that they particularly like (especially ones with anti-ghosting or easy to hit macro keys).

    Finally, headset/microphone. I'm not looking for anything fancy, just a decent, reasonably cheap headset with microphone that won't fall apart after a couple months. I had in the past a cheap radio shack headset which was nice and comfortable, but the mic died. Does anyone know what the *good* brands are in terms of reliability/comfort/etc?
  13. Hey all,

    Since this hell semester is finally winding down, I've decided it's time to replace the desktop that was stolen from me back in january. And, surprise surprise, there's a new set of processors just out to boot.

    I was planning on doing something along the lines of Father Xmas' 1350$ build, which in the time since its last update has fallen to around 1200$. Toss out the 100$ for a copy of windows since I still have the copy from the last computer and it's around 1100$, which, once I add a monitor and keyboard, will be around what I want to pay.

    The question comes with the new processors and associated parts. I'm knowledgeable enough to assemble a computer, install windows, etc, but I don't really feel confident on the picking out hardware side of things, and I *really* haven't had any time lately to pay attention to that sort of thing.

    The processor on the old list is an i5-2500k, which goes for 220$ at the moment. Of the 7 ivy bridge processors available at newegg, the i5-3550 seems to be the closest equivalent, as far as I can tell. What I'm wondering, though, is what's the significance of the letters after the number? I *think* it has something to do with integrated graphics; correct me if I'm wrong, but that shouldn't be important for a build with a discrete graphics card, right (although then I'd wonder why it was in the last build)? Also, the main difference between i5 and i7 is the hyperthreading that gets two threads going per core, right? Am I correct in thinking that that doesn't make much difference if I'm not running a million programs at once, and therefore that I don't really need an i7? Basically, I don't really know the reasoning behind the choice of the original processor, so I'm not sure choosing the nearest equivalent ivy bridge version is correct.

    I believe I'm supposed to be looking for Z77 chipset/socket LGA 1155 motherboards for ivy bridge. The old motherboard was an ASRock Z68 Extreme4 LGA 1155 board for about 180$. This seems to be the nearest equivalent Z77 motherboard - even somewhat cheaper. Again, though, I don't know what the reasoning for the original choice was, so I'm not sure if simply looking for the nearest equivalent is the right thing to do.

    As for graphics, I was thinking of simply sticking with the EVGA GTX 560 that's in the old list. Is this still a good card? I notice it says it's a 'PCI express 2.0' card, while the motherboard lists 'PCI express 3.0' slots; will it actually work in that motherboard?

    Will the cooler master 212 CPU cooler work with the new processor? I see that it says it works with the intel 1155 sockets; does that mean that it'll still fit the new processor? Also, a review for that particular motherboard mentioned that a similar cooler blocked the first memory slot and that they had to put their ram into slots 2 and 4 - they said it worked, but that seems like a really weird thing to me; I thought the first slot always had to be filled. Could this be a problem?

    Finally, the case. I assume that the cooler master 690 case in the old list is a perfectly good case. Unfortunately, as near as I can tell, it doesn't seem to include any provision for locking the case shut (at least it doesn't look like it in the pictures). Given what happened to my last machine, I fully plan to lock this one shut and then bike lock the case itself to some holes drilled through the side of my heavy wooden desk (won't stop a persistent enough burglar, but ought to defeat the sort of smash and grab jerk who took the last one). I need an appropriate case, though, and it doesn't seem that case manufacturers think that locking provisions are important enough to note in their descriptions. I suppose I can drill holes in the thing for that purpose if I have to, but it seems simpler to just get one that already has a place to put a lock. Does anyone have any suggestions about how to go about finding such a case, or whether it'd just be simpler to just get this one and drill some holes (I can do that, especially since I'm guessing I'll have to drill holes for the bike cable anyway)?

    Apart from all that, is there anything else on that list of parts that's out of date and should be updated? I'd rather not spend extra money, but if better stuff's now available for equivalent prices I'm all ears.

    Thanks in advance!
  14. Arms & backpack. They just look goofy to me. Plus, huntsmen are quite similar overall, and since I'd rather play a huntsman and don't want to play two characters which are so similar, crabs would lose even without the backpack.
  15. Quote:
    Originally Posted by Garent View Post
    As for area powers and PPMs, you mentioned that you think they're being penalized too much, but from what I've seen of the (current live) numbers, cones are the ones with the poor proc chances while targeted area attacks are just fine. For example, blaster's wrath has an 89% chance of going off in fireball and a 58% chance of going off in breath of fire, despite both of them having the same recharge and breath of fire having a much smaller area and target cap. Honestly, I think procs in area powers in general could use a nerf.
    Are you sure it's actually working like this? According to the formula synapse posted, fireball (cast 1s, rech 16, area factor 3.25) should currently be procing at (5*17)/(3.25*60) = ~44%, while fire breath (cast 2.67, rech 16, area factor 2.16) should be procing at (5*18.67)/(2.16*60) = ~72%. If they're not working like this on live, something's weird.

    Quote:
    Also, I think that proc chances in toggle powers should ignore the recharge time of the power. Again using blaster's wrath as an example, it doesn't make much sense for the 8 radius blazing aura to have a 23% chance to go off because of its 2 second recharge time while the 20 radius hot feet has a guaranteed proc chance because of its 20 second recharge time.
    Afaik, toggles are supposed to be using either their activation period or 10s as their 'cycle time' (seems to be slightly contradictory statements here). Either way, it's not recharge time.
  16. Quote:
    Originally Posted by Vauluur View Post
    Is this assuming that no recharge is slotted into the power? If so, I don't see this being terribly game breaking. It would be trading consistent damage for massive burst damage. Otherwise, I assume the PPM would simply have to be less than 1.
    Well, at 1 PPM, if you've got a 50 second cycle time on BU (roughly max enhancement), the proc rate would be:

    (1 * 50)/60 = ~83%.

    Yeah. That's going to be a real edge case, because the problem with that is that a proc rate less than 1 is going to make it borderline useless in anything else (of course, it's already like that, so maybe it'd be ok after all).

    If I'm understanding synapse's posts correctly, the current 5% chance ought to translate to 0.75 PPM, which would then get multiplied by ~1.25 for something close to 1 PPM. Which would make that proc really, really, really good in BU or aim.
  17. Quote:
    Originally Posted by Synapse View Post
    Okay, here's what I've come up with. The differences are FAR less dramatic than my first proposal:

    1) Increase the PPM value by 20-25% (So a 4 PPM proc would become 5ish PPM) NOTE: The exact amount is still being figured out.
    2) Replace the Base Recharge used by the PPM formula to only take into recharge enhancements affecting that power. This means recharge boosts from powers like Speed Boost, Hasten, Chrono Shift and Global Recharge from Enhancement effects like Luck of the Gambler's: +Def/+Global Rech 7.5% are not factored in.
    3) Procs will have a maximum chance to trigger. I'm leaning toward 90-95%. There will be a minimum chance to proc equal to 5 plus 1.5 per PPM. Only the most extreme instances of very low recharge, cast time and area factor will cause this to occur.
    4) All non-PPM enhancements with a chance to trigger less than 100% will use PPMs. (Note: Enhancements like Numina's Convalesence: Regen/Recovery will not be affected by this change as they have 100% chance to trigger).
    5) The formula will treat Area Factor differently. Instead of simply using the flat Area Factor of the power, it will use 1 plus 75% of the difference between 1 and its actual AF.

    <snip>

    Now the why...

    As many of you have mentioned it seems odd to penalize players' proc chances for strengthening their builds with global recharge. So, only recharge modification from enhancements and enhancement-like effects (like Alpha Slot effects) will modify proc chance. We also realized, after looking at a great number of affected powers, that we were over penalizing AoE powers with PPMs. So, we've lightened the impact Area Factor has on the formula.

    Thanks for all the great feedback and really making me look for creative, but appropriate ways to solve this problem.

    Thoughts?

    Synapse
    I think this is definitely a step in the right direction, but something still feels slightly off (with the recharge thing; the AoE thing sounds great). Let's see if I can explain properly...

    Basically, on the one hand we want to account in some way for the fact that adding recharge means you can cycle your proc'd powers faster, but on the other we want to avoid the odd situation where additional recharge actually *penalizes* you because you *can't* use a power faster.

    The question then becomes 'where does the border between these lie?' The above solution is better at this than the original, but I'm not sure if it's quite completely on target yet. As noted already, it can lead to the weird case of deliberately *not* enhancing a power for recharge when you know you have enough global to compensate in order to maximize the proc chance. As well, to first order having a recharge buff placed on you *does* often lead to being able to use powers faster - the problem only really comes into play when it *doesn't*.

    As such, I wonder whether having a cap on *how much* recharge it will consider in the proc chance formula might work out better than distinguishing between different sources of recharge - in other words, trying to only decrease the proc chance by an amount of recharge you could reasonably be expected to *benefit* from. For example, if it only considered (say) the first 100% worth of recharge, regardless of source, then it doesn't matter if you've been buffed to the recharge cap in a MS raid.

    This doesn't quite deal with the conceptual issue of a buff *ever* potentially causing a decrease in performance, of course - the difference between (say) 33% recharge and 83% would still cause a decrease in proc rate, which may or may not be conceptually acceptable - but it seems like it might lead to fewer edge cases.
  18. Electric blast is bad because:

    No 3rd blast.
    2nd AoE is a very slow animating PBAoE.
    Effectively no secondary effect unless you put a *lot* of effort into building around it and leveraging it.

    There's nothing especially *wrong* with storm, and there's no particular anti-synergy between it and elec (apart from hurricane+PBAoE), it's just that elec sucks and there's no *positive* synergy either. Ice has the stacking rain synergy, dark has the self-heal + KD-allowing immob synergy, fire stacks rains too, etc, while nothing electric does really capitalizes on anything storm does (or vice versa).

    As far as end use goes, frankenslot for end reduction in hurricane, freezing rain, tornado, and lightning storm, which are the biggest offenders (steamy mist too, somewhat). Getting +60% endredux in all of those will make your life so much easier. Aside from that, the usual perf shifter + recovery uniques, and try to grab recovery bonuses where possible.
  19. Silencing sounds can be done with the procedures outlined in this thread:

    http://boards.cityofheroes.com/showthread.php?t=113746

    The specific beast mastery sounds are listed in this particular post in that thread:

    http://boards.cityofheroes.com/showt...82#post4169382
  20. Quote:
    Originally Posted by Argentae View Post
    I'm currently working on the Musculature tree. Musculature buffs so many things that benefit Dark/Dark that it seems like the hands down choice: Damage, Immobilization Duration, Defense Debuff, Endurance Modification, ToHit Debuff and Run Speed.
    If you're interested in radial musculature, might I suggest looking at intuition radial as well? You keep the tohit debuff, damage, and defense debuff, but trade the immob duration (not super needed since they last so long anyway), endmod (nice but not critical) and runspeed (ditto) for hold (always nice), range (very useful but you never seem to have room for it) and slow (nice for tar patch). All three of the things you trade aren't *super* important for either alpha (it's the damage and tohit debuff that are really the big things), but I'd personally say that hold/slow/range beats out immob/runspeed/endmod. Only real annoyance is you can't combine tohit debuff and damage until the full tier 4 radial.
  21. Quote:
    Originally Posted by Carnifax_NA View Post
    My main beef with Jolting is that the animation is a teeny, tiny bit too long for my liking, but I played Elec as a Domi so there's lots of things fighting for that animation time. I love the rippling "popcorn" effect it does and its Proccability.

    I don't skip it, but it goes a bit unloved on my Elec/NRG for that reason. Plus the Gremlins get it too so it becomes overkill slightly (its the one power I always feel people don't give credit to the Gremlins for having, it's nice soft control for a pet to have, unless you're fighting -2s)
    Yeah, it's rather less attractive for doms. There's no such thing as a dom secondary that's not busy, but a lot of controller secondaries don't leave you nearly as much to do once the buffs or debuffs are laid down. It's not like my elec/sonic has too much to do once her toggles are up and shields are cast, after all. Doms are usually much to busy beating stuff up, on the other hand.
  22. Quote:
    Originally Posted by Black Pebble View Post
    By any chance do you have any third party firewall software running?

    From my personal experience, I've found that sometimes, some of the COH game servers are blocked by certain firewalls.
    I can attest to this sort of thing. If something about the most recent patch changed some little detail somewhere in the way CoH connects to the server, it's entirely possible that the change may match a misguided security program's definition of a connection that should be blocked. It'd be odd, in that case, that the test server would work, but hey, maybe whatever little thing that was changed has been changed back on the test server's build.

    Also, are you connected to the internet directly or through a network managed by someone else? In my case, the problem was when a patch back around... 2009? changed something in the login process such that my college's network security package blocked the connection as suspicious. I had to go talk to the IT people to get it unblocked. If you're on a network managed by someone else, it might be worth seeing if they are actually seeing any connection attempts come out from your computer, and if so whether they're being blocked.
  23. Did they ever make another pass on the sounds? Because last I heard, they still sounded like a party in a trash can lid factory.
  24. Muon_Neutrino

    Celestial Armor?

    Quote:
    Originally Posted by VKhaun View Post
    Quote:
    Originally Posted by Muon_Neutrino View Post
    The problem I have with this is that having it in super packs isn't actually any more *exclusive* than having it in the store - either way it's still available to the same set of people. The only difference is that in the super pack case it's held hostage to the RNG and will (on average) cost more points.
    Contradiction. The argument to your first sentence, is your second sentence.
    Howso? Far as I understand, the definition of 'exclusive' applicable here would be the one about the group of people that something is available to. Currently, access to celestial is exclusive to the group of people who are tier 9 vets. If it gets put into super packs, access is exclusive to the group of people who can buy super packs on the market. If it just gets put into the store, access is exclusive to the group of people who can buy the set itself on the market (in either case, you could put a VIP lockout on it, as well). In both of those latter two cases, the group of people for whom it's possible to obtain the set is the same. That's what I meant by 'super packs aren't any *more* exclusive' - if it is possible for you to obtain the set under one scheme, it's possible for you to obtain it under the other.

    That's why I'd rather it just go into the store. It'd be possible to obtain it either way, so from my point of view all putting it in super packs would do is make the process more annoying.
  25. Procs in trip mine work the exact same way they do in any regular damaging AoE power - each of them will make a single roll against each enemy in the AoE when it goes off.

    33% worth of damage enhancement in trip mine is worth ~64 points of damage. A regular proc (20% chance for ~72 damage) is worth a bit more than 14 points of damage on average. A purple proc (33% chance for ~107 damage) is worth ~36 damage on average. The blaster PPM proc, it depends on the proc rate, which I don't think anyone has figured out for sure yet (especially in AoEs). If it's (cycle time/(60/ppm))/target cap, that works out to ~7.5 average for the regular proc and ~14 average for the superior. If the dividing factor is aoe factor instead the blaster procs will be worth somewhat more, although I seem to have lost the aoe factor formula. Point is, with the possible exception of the blaster proc, it's not worth using procs until trip mine is already maxed out on damage enhancement.

    If you want to try to max out damage and recharge in as few slots as possible to leave room for procs (i.e. the absolute most damage per boom, while still getting as much recharge as possible), I might slot the purple dam/rech, acc/dam/rech, proc, and superior blaster acc/dam, proc, along with a third proc of your choice (possibly store-bought, depending on whether the PPM actually leads to a higher proc rate than the normal proc or not). This sacrifices any ability to get the best set bonuses out of either of those sets, but if you toss a few boosters onto the purples you're sitting at 65+ acc, capped damage, and almost 90% recharge while still fitting in 2 purple and one regular proc (if you're willing to +5 both purples you could even swap the blaster acc/dam for the acc/dam/end and get a bit of endredux while still keeping capped damage, although your acc will dip to just under 60%, which might start to get problematic against +level foes - set bonuses won't transfer to the mines, although I wonder if tactics might).

    Overall, though, unless you use mines *really* heavily I do have to wonder whether it'd be worth it. It's a lot of expensive enhancements and boosters to simply pack an extra two procs into the power (relative to using 6 oblits), and you're really sacrificing set bonuses.