Narcissus

Legend
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  1. Narcissus

    Two things...

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    2. We'll be putting in a check that prevents "one shotting"; if anything occurs within a fraction of second that brings a player from 100% Hit Points down to 0, we instead give the player 1% Hit Points.

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    Surely you're joking, Mr. Feyn - er, Statesman. If you think for even a moment that this addresses the heart of the problem with one-shotting (which is the psychological impact on the player), then you are woefully disconnected from your playerbase.

    ~Gabriel

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    QFT.
  2. [ QUOTE ]
    Given the nerfing that was given to Regen with IH and MoG along with Phase Shift and Kheldian's Quantum Flight, these were certainly PvP nerfs. I fully expect you to nerf hurricane which is needed. Also fix the toggle droppers. Hurricane and things like that should be made Clickies like IH was with long recharge times(to be fair). I'd leave Stalker's Hide alone though. They are pretty weak without Hide and since you can buy IR goggles in a zone if your side is doing well along with all the leadership powers tossed on, this should be adequate.

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    Dear Devs:

    I've been playing Paper, Rock, Scissors since Beta and I wanted to let you know what I think. Since I've been playing a Rock AT, it seems that the Scissors AT is working exactly like designed. However the Paper AT is COMPLETELY BROKEN!!!111ONEONE

    Please adress this glaring flaw immediately.

    -Jepetto
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    related to this, other powers are area attacks, not auto-hit, and yet can't slot Accs. For example, Choking Cloud

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    Choking Cloud is this way by design. Per dev response, accuracy slotting would make it too powerful.

    +Tohit Buffs and -Defense Debuffs improve the powers effectiveness though.
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    Only on Tuesday nights.

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    Anything that's -fly will ground your jumping too. At least everything I've ever seen.

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    Then you've never seen Snowstorm.
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    No, a patch note was not generated -- my fault, sorry! I simply forgot to note the change down.


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    Imagine that.
  7. Just an error in the combat log text.

    -It's been a "hold" since release
    -It has said "disorient" since release

    Shocked you never noticed it before.
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    You should not expect the game to make up for something you can still do.

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    I don't. For the sake of simplicity I left those last 3 slots off because 15% of .41 is almost ignorable but since you asked...

    Those last 3 slots? Now under and ED'ed system equate to 0.0615 eps. So *grumble* I'll edit my previous comment to reflect a 6 slotted stamina:

    Base Endurance recovery for Stamina is 0.41 eps. 6 slotted it was 1.23 eps. 6 slotted under ED it is now 0.861 eps. That amounts to a net loss of 0.369 eps.

    13.33 endurance / 0.369 eps = 36 seconds. So unless you somehow were able to use up your entire energy bar in 36 seconds, the global end reduction does not make up for the loss of those last 3 stamina slots

    Woo 5 more seconds! I have yet to meet a character that can go from F to E in 35 seconds short of using a Nuke.

    But I'm ok with the way things are now... or moreso, I've learned to adapt to this change. I still never slot endreduxes in my attacks (against my religion), and I still grab Stamina (3 slotted) on almost every character. I was just suggesting that all those people that were shouting "Now I don't need to take stamina at all because the end redux was SOOOOOO big!" look closer at what they had and what they have now.
  9. The way I see it is that a 13.3% reduction in endurance cost means that if you blew your entire endurance bar you only saved 13.3 endurance.

    Base Endurance recovery for Stamina is 0.41 eps. 6 slotted it was 1.23 eps. 3 slotted under ED it is now 0.80 eps. That amounts to a net loss of 0.43 eps.

    13.33 endurance / 0.43 eps = 31 seconds. So unless you somehow were able to use up your entire energy bar in 31 seconds, the global end reduction does not make up for the loss of those last 3 stamina slots

    The only people that gained anything from this were the people who never had stamina to begin with.
  10. Why in god's name would they implement something like that? A toggle dropping mob group in PvE that also has the ability to drain you of almost all your endurance (which would drop your toggles anyway).

    All while taking loads of damage since it is also one of the most damaging mob groups in the game?

    [censored] Brilliant.
  11. TWO geko posts!? And posts about powers at that?

    Someone pinch me! I must be dreaming.
  12. I doubt accuracy debuffs will be affected at all. Why? Because they *arguably* don't need it.

    ALL +defense abilities/sets were hit by the Global Defense Reduction. Although mob tohit values were lowered, it still translated into a direct reduction in player effectiveness.

    Tohit values WERE NOT TOUCHED, and if anything were made much stronger by the overall reduction to mob tohit numbers.

    On topic: This is a great change to balance out defense based powers. But like others I am curious: how will this change affect +6 mobs? Will this change move over to CoV and other CoX powersets like Cold Domination and Force Fields?
  13. Narcissus

    About -Res....

    Synonym wrote,

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    Where'd you get 62.5 from 50? That's a 25% increase to damage dealt, is it not?


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    By that first line, he meant that the attack regularly does 100 damage. Against someone with 50% resist, that attack now does 50 damage because half of it was resisted.

    Now let's look at the resistance debuff (not to be confused with a damage debuff):

    Resistance debuffs work just like damage multipliers. If you could do 100 damage against a target with 0 resistances, if that target was hit with a resistance debuff of -25%, your damage would be multiplied by 1.25. If the resistance debuff was -33%, your damage would be multiplied by 1.33.

    Now it gets complicated (isn't it always? ) if the target has any resistances.

    If the target has 50% resistance, and your target would do 100 damage against a target with 0 resistance:

    - Your damage is going to be reduced by 50%. Final damage (excluding debuffs) is 50.
    -Your resistance debuff is going to cut in half (half resisted). If the debuff was -25% (normally a 1.25 damage multiplier), it now becomes a -12.5% debuff (a 1.125 damage multiplier).

    So take your damage (post resistance) check and multiply that by your debuff (post resistance) check.

    50 x 1.125 = 56.25 damage.

    In Starman's example, the resistance debuff started at as -50% (1.5 multiplier) and was modified into a -25% debuff (1.25 multiplier) due to the target's resistances.

    50 x 1.25 = 62.5 damage
  14. Narcissus

    About -Res....

    I guess it all comes down to who's side you're on. If you are the debuffer you're gonna want your debuffs to have a serious effect while if you are the defending person you are not going to want your multiple shields destroyed by a single debuff.

    In the case of Resistance the Defending person is gonna be doing "/e victory". While in the case of Defense the attacker is going to be "/e cheer"-ing up a storm.
  15. Narcissus

    About -Res....

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    Yeah.. it is strange. -Resistance powers works the least where they are actualy needed the most. If it is called -resistance shouldn't it reduce resistance.. not act like a damage multiplier?

    Then again.. what do I know. I just play the game.

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    Resistance Based sets have (almost) always resisted -res effects. Defense Based sets can now resist -def based effects.

    I don't see whats wrong since someone could just as easily argue that you need -def the most when fighting a defense based enemy.
  16. Narcissus

    About -Res....

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    Was this supposed to be news? Geko explained this a long time ago

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    Link?
    The information is probably lost.
    Unless they compile a list of FAQ... the same questions are bound to come back regularly.

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    They always do (come back that is). You'd be amazed at the wealth of information (numbers, formulas, etc) that have gone down the drain since they implemented the forum purge.

    Anyway, he explained how it works waaaaay back when they made EF resistable.
  17. Narcissus

    About -Res....

    Was this supposed to be news? Geko explained this a long time ago
  18. [ QUOTE ]
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    Against anything aside from Smashing (Zombies), Lethal (Robots), or Smashing/Lethal (Mercenaries), Ninjas have the upper hand. They have some mitigation vs other set's None. They also can get some sweet stacking going on with Force Fields.

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    First of all I thought robots were energy (says so in character builder). Also explain the mitigation? Is this in their attacks? All sets have bonuses against certain damages. Bots have the best overall against lethal/smash and hefty psionics among others. Perhaps I am not following well enough.

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    He was referring to their innate resistances.

    Also Bot attacks only do energy/smashing. And they absolutely 0 smashing resists (cold/lethal/psi).

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    However, unless I discover that having 4 Damage SO's in a power means I do LESS damage than if I only had 2, I'm not respec'ing my character, I shall simply do less damage.


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    From what I read here on the CoH forums, you're getting warmer.

    *grabs some popcorn*
  20. [ QUOTE ]
    To all of those that suggested that there was no lubricant offered with the ED implementation - here's your KY :|

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    That's not KY. It's spit.
  21. [ QUOTE ]
    With Enhancement Diversification comes a benefit for ALL City of Heroes powers.

    Every power, across the board, is getting a 13.33% reduction in its Endurance cost.

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    Thanks a ton Positron!!! This truly makes up for the 33% effectiveness I am losing from my powers. I am sure that this is going to help me LOADS with my FF powers that already cost almost nothing to begin with. Funny though, I would have gotten more than the 13% endurance reduction from my original 6 slotted Stamina.

    Nice to know I'm getting such a helpful boost! *huggles*





    /pukes
  22. Yolks on me for posting before morning coffee
  23. [ QUOTE ]
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    Taking your suggestions into account, I've added Defense to the Power Pools to EVERY single damage type EXCEPT Psi. In other words, the Pools are no longer limited to Smashing and Lethal.

    Frankly, my original idea didn't account for the fact that some pools would have been situationally more useful to certain Tanker and Scrapper builds...This change addresses the inequality.

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    Really States? You had this planned all along?

    I mean it wasn't because of a few rather number intensive posts popped up this morning on certain forums?

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    Apparently you need to re-read what he said...

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    Oh gee. Thanks. Because it wasn't made clear enough by the first person to say it.

    I really just want to see how many people will post the exact same thing before I turn in for the night. We can even start a pool with a free copy of CoV issue as the prize.

    Edit: yeah I goofed and moved my fingers before my eyes. Sue me!
  24. [ QUOTE ]
    Taking your suggestions into account, I've added Defense to the Power Pools to EVERY single damage type EXCEPT Psi. In other words, the Pools are no longer limited to Smashing and Lethal.

    Frankly, my original idea didn't account for the fact that some pools would have been situationally more useful to certain Tanker and Scrapper builds...This change addresses the inequality.

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    Really States? You had this planned all along?

    I mean it wasn't because of a few rather number intensive posts popped up this morning on certain forums?