Muon_Neutrino

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  1. Muon_Neutrino

    Moonstruck

    Quote:
    Originally Posted by Schismatrix View Post
    *huh* i thought a polar orbit was quite possible. After all, other satellites follow polar orbits. Then again i'm not enough of an expert on orbital mechanics to know why polar orbits are impossible for larger things like the moon. Still, it would take a wizard to casually change the orbit like that if it was recent. i always thought that the Primal Earth moon must've always been like that, at least for recorded history, since no mention of the odd orbit is made anywhere in game or in the lore.
    From what I understand, the reason you get these sorts of effects at all is that satellites/moons don't orbit planets in isolation. All the various subtle shifts in planet/etc orbits are due to perturbations from other bodies in the system. If you just had a single central object orbited by a single planet/satellite/whatever, the orbit wouldn't change (barring non-point-source and relativistic effects, anyway). I haven't dug into the math behind this particular effect, but I would guess that the reason we can put artificial satellites into polar orbits is that they're orbiting close enough to earth that the perturbations are so small relative to the earth's gravity that they'd take a much longer time to develop. Plus, satellites have station-keeping capability, so as long as the fuel holds out they can keep their orbit. I'd guess that in these low orbits, perturbations from the earth's slight departures from a sphere (and maybe even atmospheric drag, not sure) dominate over the external perturbations that would cause such an effect.
  2. Muon_Neutrino

    Moonstruck

    Quote:
    Originally Posted by TonyV View Post
    If I recall correctly, the moon in game actually travels from south to north in the sky, which of course, is completely physically inaccurate.
    Indeed it does (or the reverse, I forget which). And as I pointed out the first time this was brought to my attention, it's not just physically inaccurate, it's physically *impossible*. If the moon had been magically teleported into a polar orbit at the launch of the game, we'd have about another month or so before it crashed into the earth.

    As for the moon made of debris thing, unfortunately that's not very physically realistic either. The problem is that, if you blow up or otherwise turn something like the moon into debris, it's not just going to sit there as a cloud. Each individual piece will be moving according to its own momentum and the influence of gravity, and you're quite quickly going to get one of two outcomes. If you didn't blow it up hard enough to overcome the moon's self gravity, the pieces will relatively quickly reassemble under their mutual gravitational influence. It certainly wouldn't look the same, but it would become a solid body once more. If you *did* blow it up hard enough, the pieces aren't going to remain in the same area like that, but will spread out into a ring around the earth, escape into interplanetary space, or both, depending on exactly how you blow it up. Bottom line, if it's bound enough to remain as a distinct object in the sky at all, it won't remain as a more or less unchanged debris cloud.

    Of course, the CoH universe has magic, so I suppose the explanation could just be 'a wizard did it', but barring that it's not going to happen. Sorry!
  3. Quote:
    Originally Posted by Trilby View Post
    So I am enjoying dark dark, my first dom, quite a bit and I'm already looking at maxing her out, so can anyone suggest two powersets that are similar enough to dark dark in mids that I can start slotting?

    Or does anyone have a mid database edit for dark?
    Illusion. It's got the two pets, the confuse, the fear - just missing the stun and immobs...

    ... oh wait.
  4. Quote:
    Originally Posted by SwellGuy View Post
    Also, a break free taken ahead of time can prevent every status effect except KB and slow.
    Yeah, but breakfrees are essentially free and available to everyone. Also, protecting yourself from mez with one is an active thing that you have to think about and manage (i.e. not running out at a bad time), not a passive enhancement you can simply slot and forget about. They're not really comparable.
  5. Because status effects are *supposed* to represent problems for some ATs. If IOs existed for protection from sleep or hold or stun, why bother having status effects at all? At that point, the only thing they'd do would be to enforce even bigger performance gaps between IO'd characters and SO'd ones - in fact, I'd say that the performance boost from being able to slot for significant mez protection would probably be *equal* to that available from *everything else* you can do with IOs. I don't think it'd be a good idea. IOs are already powerful enough.

    In my opinion, -KB IOs exist because knockback has got to be by far the most common 'mez' type in the game. And you can get away with having them, I think, because you don't have any *other* mez protection IOs.
  6. The 60% is the cumulative contribution from two mortars and the proc. 20% per mortar (each mortar's shots don't stack, but shots from two separate mortars do) plus the proc's 20%. A mature traps build can generally keep two mortars out all the time, and since they're acting independently you can keep blasting at the time, hence Netphenix5's comment.
  7. So, did they ever fix the problem of the pets casting their self buffs as soon as they recharge and so wasting them outside of combat?
  8. I've heard it's actually reasonably effective, since the shots the mortar puts out have AoE. It won't do a darn thing in incarnate content, but for regular play it's supposedly decent. In this case the real question would be whether you can afford to lose the 3.13% melee/1.565% S/L defense bonus. Would that drop you below the softcap to either of those types (or eat unacceptably into the cushion)? If the answer is no, then it might indeed be worth pulling out the 6th enhancement for a proc.

    However, if you're only getting one enhancement in the power that's not from the shield breaker set, I personally would *strongly* vote that it be an achilles heel proc instead of the devastation one. 2 mortars + achilles proc in each = essentially perma -60% resist on a hard target, which actually *will* have an effect even on incarnate bosses. With capped defenses you probably don't need the extra mitigation from the hold proc anyway.
  9. That is officially made of awesome.
  10. Um, unless something changed in the past couple weeks, that gun *is* back - it's a current option for beam rifle, my beam/dark corruptor is using it. It's just not available for sets other than beam, is my guess.
  11. If your choices are between specifically those three types, then your primary should be ice. Psi and electric primaries, quite frankly, suck. Psi has very poor AoE damage and only mediocre ST damage thanks to the nerfing will dom took in the transition. Electric has ok AoE (albeit partly tied into a very long animating PBAoE), but poor single target damage and a nearly useless secondary effect. Neither can match ice's ST damage or mitigation, and in AoE ice outstrips psi and and is surprisingly competitive with elec.

    For the secondary, I would personally go psi. That lets you complete the trifecta with the electric ancillary (there is no psi ancillary), and the extra two cone attacks let you have an ranged cone chain of all three damage types. I also just think psi is a better secondary overall, mostly because of the extra cone and drain psyche.
  12. The problem with that is that we don't have any way of knowing whether the population of people recorded there is actually representative of the game population as a whole.
  13. Yeah, some mobs have protection to one or more types of mez. It works just like player protection - you end up needing a higher mag of mez to overcome the mez protection. it's not necessarily that some mezzes flat out don't work, but that you're just not applying a high enough mag to affect them. Of course, some protection is high enough that it might as well be complete immunity - you're almost seeing this with the huntsmen, where you're only managing to stack enough mag for a couple seconds at a time before one of the stacks wears off.

    Apart from experience, sometimes the enemy group entry on paragonwiki will note the mez protection in the list of powers available to various foes. It doesn't always show it, though.
  14. Muon_Neutrino

    Intuition Alpha

    Yeah, intuition radial is *really* nice for a lot of defenders/corrs. Tohit debuff + range + damage is some sexy, sexy enhancement. It's a pity you have to build all the way up to tier 4 to get all 3 at once, since none of them are on the primary line, but it's still a *very* good overall goal.
  15. Yeah, in general, pseudopet powers inherit the benefits of enhancements and *some* buffs, but not things like set bonuses (iirc) or domination.

    Procs in VG work pretty well, too. Most powers like that would only have a chance to fire procs every 10 seconds, but thanks to the weird psuedopets-using-click-powers nature of VG, hold set procs have a chance to go off roughly every 3.5 seconds (on average) instead. The purple damage proc ought to be dang good, and the regular damage procs wouldn't be bad either if you have room for them. Lockdown is probably somewhat overkill as the power is already pretty good at holding even bosses (assuming good hold slotting so they can stack), but it's definitely not a waste either. If you wanted to use the purple set I'd probably go with all but the pure hold and then stick one of the psi hold procs or the lockdown proc in the last slot.
  16. Muon_Neutrino

    Tanking as SR

    It is indeed the duration that's the issue. I don't know why the ingame info doesn't show this, as it's the most important factor in taunt strength. In fact, I'm not even sure the magnitude actually *does* anything. Anyway:

    SR taunt aura

    As you can see, the taunt aura has a whopping 1s duration. That's even worse than willpower's 1.25s. Since the strength of a taunt aura's effect on the AI's target selection is directly proportional to the duration of the taunt, this makes SR and WP tankers' auras *much* worse at keeping the attention of enemies than those of other tanks. Given that the version of the power brutes get has a proper 13.6s taunt duration, the tanker versions' crappiness is probably a bug, but who knows when it'll get fixed.

    BTW: the place to go for this sort of info is City of Data. It occasionally takes a while to update when new issues come out, but otherwise has extremely accurate and comprehensive info about basically every power in the game.
  17. Sleep effects don't have anything that inherently prevents their stacking. The only thing that wakes a sleeper is HP modification (damage or healing) or knockback. Thus, in principle there's nothing to prevent stacking of two sleep powers.

    *However*, there's the proviso that a lot of sleep powers, for whatever ridiculous reason, have a tiny tick of damage applied just before the sleep takes effect. While frozen aura doesn't suffer from this, flash freeze does. Thus, if you sleep stuff with frozen aura and then try to stack flash freeze on top of it, flash freeze's trivial tick of damage will break frozen aura's sleep effect and you won't get any stacking. However, you *can* stack them if you use them in the other order - flash freeze first, and then frozen aura. Since frozen aura has no damage, it won't break flash freeze's sleep and thus they will stack.
  18. I wouldn't reroll, assuming that 'years of work' includes getting to 50. I don't care about badges, but getting to high level represents a *lot* of work for me given my altaholism, so I have a hard time imagining a reason that would convince me to delete and reroll such a character. Even high level characters which I am no longer interested in (like my ice dom) don't get deleted.

    What I *would* consider doing, however, is renaming the existing character and then using the name on a new character with the new set/at/whatever. This would be highly contingent on actually coming up with a *good* new name (and possibly concept) for the existing character, however. If it's a character I enjoy, I would *not* want to saddle them with a possibly bad name, as getting a name that feels right for the character is not only a difficult and time-consuming process for me, but also is extremely important for me in terms of actually being able to enjoy the character. (I wish they gave us vets tokens which could be used for renames *or* transfers instead of just transfers. I'm much more likely to use renames than transfers.)
  19. Yup. Still not sure I actually like the set, but now that's solely due to the way swapping foe-affecting for ally-affecting powers changes the set's character, not because the new additions suck.
  20. Quote:
    Originally Posted by DreadShinobi View Post
    My view on it:

    Scrappers should get Nin.

    Stalkers should get Shield.

    If Stalkers don't get Shield, Scrappers should still get Nin.

    If Scrappers don't get Nin, Stalkers should still get Shield.
    This. I'm not going to get into another huge argument on this topic (had my fill of that last time, if you want my reasons go read that thread), but I will say that the conceptual objections on both sides are pure bunk. Every AT should get *every single* applicable set, end of story. It should be up to the *players* to decide how their concepts work. And 'AT politics' is about the saddest, stupidest, least defensible reason I've ever heard to do/not do anything, and I'm saddened to see that people still seem unable to let go of their spite.

    My two cents. I'll leave this thread to its tired rehashing of the same arguments now.
  21. Of those three accuracy boosting powers, TT:Leadership is probably the best bet. Tohit buffs are generally more useful than accuracy buffs, and TT:L has a lower endurance cost than pool Tactics. I wouldn't say you'd need more than one, though, unless you're going to be using SOs, slotting only one acc per power, and planning on fighting higher than +2s, in which case some extra help might be nice (slotted TT:L plus one acc will cap you at 95% against even cons and +1, and almost cap against +2s).
  22. Muon_Neutrino

    Premium IO's?

    Quote:
    Originally Posted by Minotaur View Post
    Zwillinger, I'm VIP so this doesn't affect me, but I know several people who have logged in as premiums, realised their toons are completely unusable and given up.
    And this is why I was opposed to this particular method when it was first revealed, and am still opposed to it now. If you want to win back returning customers, you need to put as few barriers in the way as possible. If someone left in the first place, there's a pretty good chance that their interest in the game had waned. If the first thing they see when they return is that the two characters they're allowed to have are both crippled due to effectively having no enhancements, and the very first thing they have to do in game is tediously respec/level up an alternate build (if they even realize that's an option), it's not exactly unlikely to lose them before the game really gets a chance to win them back over with all of the stuff that's been added/improved since they left.

    To give an example, my brother was the one who first introduced me to the game. He stopped playing a few years back, just for the general reason of 'not interested enough to keep paying'. He didn't leave because he was no longer interested at all - for example, he's come back and played with me on various reactivation weekends, and I still keep him informed on what's new in the game - but just because he wasn't playing enough to justify subscribing. He expressed some interest when I first told him about freedom, but I was ultimately unable to convince him to come back, and one of the big reasons was that all of his characters would be full of unusable enhancements. It wasn't the *only* reason, but in general he ended up feeling that there were too many hoops to jump through to be worth it. Again, it's all about barriers to entry. If you make it simple and easy to jump back in, people have the chance to become hooked again and you might regain a customer, even if they don't end up spending as much as they used to. If you toss obstacles like this in the path, you lose people before you ever really get a chance to sell them on the game again.

    You don't need to just abandon the idea of selling invention licenses. You don't need to abandon the idea of tiered privilege unlocking. But you really do need to make it as streamlined and gentle as possible. Having IOs degrade gracefully in some way instead of being completely locked out would be a very good start.
  23. Quote:
    Originally Posted by Tater Todd View Post
    I have to agree...the changes to Gravity are just pathetic at best.
    I dunno if I'd go quite *that* far - at least wormhole is halfway decent now, when you finally get it. But yeah, the rest of the changes don't do much, especially for doms.
  24. I turned the voiceover volume to zero within 30 seconds of logging into that tutorial for the very first time. It just feels extraordinarily jarring for a game which otherwise has none at all, and it's not the most superbly acted voiceover ever, either.
  25. Quote:
    Originally Posted by Demobot View Post
    I've played an Energy/Energy Blaster since I first started back in May of '04, and I've never heard a single complaint about KB from teammates. It's the AoE radial KB that gets the hate, so I recommend skipping Explosive Blast.
    Just a quick note, TAoE powers with knockback don't work this way. Knockback throws enemies away from the *originator* of the KB effect, not the impact point. If you're standing 60 feet from a spawn and hit them with explosive blast, the ones that go flying will all go the same direction, away from you. The only time you'll cause radial scatter with explosive blast is if you use it on someone in melee range. The only way you'd have a ranged power that throws enemies away from the impact point would be if the knockback were delivered by a summoned pseudopet at the target.

    You are certainly free to skip explosive blast if you like, I just wanted to toss this out there for anyone else who might not be aware of it.