Neogumbercules

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  1. I ran Tin Mage on my very IO'd dom with a good group of people last night. While the Director 11 fight did cause us to wipe a couple of times (had no idea what the cause of all those ambushes was) everything after that was gravy. Oh and that was with 7 people. We lost one on the first mission before we even finished the AV.
  2. I would have won "Most Deaths" on the ITF I just finished. Holy crap.
  3. The DPS meter thread reminded me of something I thought of a while back but never got around to posting about. Who would be interested in Task Force leaderboards? Basically, at the end of a TF/SF or Trial one could have the option of clicking on a link in the "success" box that tells you various achievements of the team.

    Most damage - Player who dealt the most damage and how much damage they dealt.

    Most buffing - Player who used the most player buff powers

    Most debuffing - Player who used the most debuffing powers

    Most Accurate - Player with the most successful hit rolls

    Most Evasive - You get the idea at this point

    Hero/Villian of the Day - Player who contributed most to defeating to the "big bad" (something like this would have to be an aggregate score based on total contribution of damage/debuff/control, etc with each parameter being weighted to make it fair.)

    So on and so forth. To add some depth to it perhaps there could be badges associated with being the top player in any given situation. They could also tie it into global accounts so you can compare your performance against your global friends in the given TF and to take it even further, keep a global leaderboard so you can compare yourself against every other player who has done the TF/SF/Trial.

    I have a feeling this won't be popular among the forumites, but personally I think it would be awesome.
  4. What drop bug?

    Oh and to the OP, you'd probably be better off buying 17 miracle +recoveries (or something of equal value), crafting, and marketing them all for 200m a piece.
  5. So in the past I have argued against building for high defense on a ss/fire. My inclination was to build towards the strengths of the set. Usually that meant building for recharge, recharge and more recharge.

    The Alpha slot has changed things somewhat. Now I'm somewhat interested in building as high a defense ss/fire as I can using reasonable sets while not sacrificing a lot of recharge. So far I've come up with this. I intend to go for spiritual alpha. Lemme know how it looks.

    Villain Plan by Mids' Villain Designer 1.90
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Brute
    Primary Power Set: Super Strength
    Secondary Power Set: Fiery Aura
    Power Pool: Leaping
    Power Pool: Speed
    Power Pool: Fighting
    Power Pool: Leadership
    Ancillary Pool: Soul Mastery

    Villain Profile:
    Level 1: Punch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(5), KntkC'bat-Dmg/EndRdx/Rchg(25)
    Level 1: Fire Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/EndRdx/Rchg(7), RctvArm-ResDam(23), RctvArm-ResDam/Rchg(37)
    Level 2: Haymaker -- KntkC'bat-Dmg/Rchg(A), KntkC'bat-Acc/Dmg(3), KntkC'bat-Dmg/EndRdx(5), KntkC'bat-Dmg/EndRdx/Rchg(11)
    Level 4: Healing Flames -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(7), Dct'dW-Rchg(17), Dct'dW-Heal/Rchg(31), Dct'dW-Heal(40)
    Level 6: Combat Jumping -- LkGmblr-Rchg+(A), Krma-ResKB(40)
    Level 8: Knockout Blow -- KntkC'bat-Dmg/EndRdx/Rchg(A), KntkC'bat-Acc/Dmg(9), KntkC'bat-Dmg/EndRdx(9), KntkC'bat-Dmg/Rchg(11)
    Level 10: Hasten -- RechRdx-I(A), RechRdx-I(13), RechRdx-I(15)
    Level 12: Blazing Aura -- Erad-Acc/Rchg(A), Erad-Acc/Dmg/Rchg(13), Erad-Dmg/Rchg(15), C'ngBlow-Acc/Rchg(37), C'ngBlow-Acc/Dmg(37), C'ngBlow-Dmg/EndRdx(43)
    Level 14: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx/Rchg(31), KntkC'bat-Dmg/EndRdx(36), KntkC'bat-Dmg/Rchg(46)
    Level 16: Plasma Shield -- RctvArm-ResDam/Rchg(A), RctvArm-ResDam/EndRdx/Rchg(17), RctvArm-ResDam/EndRdx(23), RctvArm-ResDam(39)
    Level 18: Rage -- GSFC-ToHit(A), GSFC-ToHit/Rchg(19), GSFC-ToHit/Rchg/EndRdx(19), GSFC-Rchg/EndRdx(40), GSFC-ToHit/EndRdx(42), GSFC-Build%(42)
    Level 20: Consume -- Erad-Acc/Rchg(A), Erad-Dmg/Rchg(21), Erad-Acc/Dmg/Rchg(21)
    Level 22: Tough -- S'fstPrt-ResDam/Def+(A), TtmC'tng-ResDam/EndRdx(25)
    Level 24: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(27), LkGmblr-Def(36)
    Level 26: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(27), LkGmblr-Def(34)
    Level 28: Burn -- Erad-Dmg/Rchg(A), Erad-Acc/Rchg(29), Erad-Acc/Dmg/Rchg(29), C'ngBlow-Acc/Rchg(42), C'ngBlow-Acc/Dmg(43), C'ngBlow-Dmg/EndRdx(43)
    Level 30: Super Jump -- Jump-I(A)
    Level 32: Foot Stomp -- Oblit-Dmg(A), Oblit-Acc/Rchg(33), Oblit-Dmg/Rchg(33), Oblit-Acc/Dmg/EndRdx/Rchg(33), Oblit-Acc/Dmg/Rchg(34), Oblit-%Dam(34)
    Level 35: Fiery Embrace -- RechRdx-I(A), RechRdx-I(36)
    Level 38: Assault -- EndRdx-I(A)
    Level 41: Gloom -- Thundr-Acc/Dmg/EndRdx(A), Thundr-Acc/Dmg/Rchg(46), Thundr-Dmg/Rchg(50)
    Level 44: Dark Obliteration -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(45), Posi-Dmg/Rchg(45), Posi-Dmg/Rng(45), Posi-Acc/Dmg/EndRdx(46)
    Level 47: Soul Tentacles -- Enf'dOp-Acc/Rchg(A), Enf'dOp-Acc/EndRdx(48), Enf'dOp-EndRdx/Immob(48), Enf'dOp-Acc/Immob/Rchg(48), Enf'dOp-Acc/Immob(50), Enf'dOp-Immob/Rng(50)
    Level 49: Vengeance -- LkGmblr-Rchg+(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Fury
    Level 4: Ninja Run
    Level 2: Swift -- Empty(A)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(39)
    Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-End%(31), P'Shift-EndMod/Rchg(39)
  6. Neogumbercules

    The Defence Myth

    Well this has been a good thread to read. Great example of using technically sound math to describe an invalid real-world scenario.

    Speaking of theoretical arguments, is defense always better than resistance? Is it true that 45% defense is better than as 90% resistance?

    Given a finite number of HP, is it better to dodge 100% of incoming damage 95% of the time or is it better to take 10% of the damage 50% of the time?

    My initial inclination is that 10% of "a lot" over a short period of time can still kill a player pretty fast. Faster than the RNG, anyway. I would think that the RNG would be even more punishing for a resistance user, especially when bosses come into play. Though this argument quickly sinks back into a theoretical debate over given enemies who deal arbitrary amounts of DPS and buffs/debuffs enemies may be affected by.
  7. I've got a 190% recharge dom and... I don't think it's a very big deal that there are a few situations where one doesn't absolutely, totally, utterly, embarrassingly decimate an opponent or group of opponents... or zone full of opponents.
  8. I wanted to bid 100,001 but accidentally typed in 36,715,431.
  9. Not that I'm adding much to the discussion, but as soon as the rare and very rare versions of the Alpha slot and other Incarnate abilities come out that apply level shifts, the purple patch will make purpled out builds fall way behind.

    More to the discussion, my current project, and only character I have or probably ever will slot purples into is my Plant/Psi/Fire Dom. I've made invincible brutes/scrappers so this time around I decided to go with a massive +recharge permadom. Thankfully I have access to a confuse, immob, and sleep to use for cheapo purple sets. I've gotten fairly lucky, as well. I got a hecatomb on an ITF the other day, a membrane on an LRSF and then another membrane on the STF the next day. Those three things and a little extra funding from my rich alts have supported the entire build.

    Not sure if it's totally worth it yet, but it's damn fun. By the time I finish I'll have somewhere around 191% recharge. To top it all off I'm gonna go Spiritual Core Paragon to get even more ridiculous recharge and to help boost a few % defense.
  10. Neogumbercules

    So...Ignite...

    Melee characters using Burn were being counter-productive. Scattering enemies away from you is bad when you're a brute trying to build Fury or a Scrapper trying to kill stuff as fast as possible. It basically became a wasted power pick unless you specifically built to keep foes inside the radius. Since most players who care enough to notice would take CJ to counter immob effects, burn had no place.

    Ignite is designed to be a power that is used in conjunction with an immob of some kind or used to "block" areas. Not that that works, seeing as how enemy AI is completely unpredictable. I like Ignite... but it really sucks when you think about it too much.
  11. Plant/Psi/Fire. Just hit 50 with mine and got her mostly IO'd. Still missing a significant chunk of my recharge, but still enough to be in perma-dom range (and it literally runs out about 1 second after it recharges.)

    It's pretty much the most broken thing I've ever played. Seeds, Roots, Scream, Shockwave, Fireball, RoF. Holy crap. Might wanna give that a try!
  12. Super Strength/Fire Brute.

    Fire/Psi/Fire permadom

    Fire/Shield Scrapper
  13. You might want to try a dominator. Kind of like a mix between controller and blaster. If you go for a secondary with more of a ranged focus you might find something you like.
  14. Quote:
    Originally Posted by Clebstein View Post
    It's called "emphasis"

    Putting the word HATE in all caps several times is the only way to emphasize how much I hate it, since I can't use tone of voice in text. Maybe next time I'll put "(<-Read in a really angry voice!)" instead.
    No comment on the thread, but you did just remind me of Kefka.

  15. I also avoid it. Once you're soft-capped there's no reason to have it. I happen to hate the powers that don't take recharge, as well. IMO it's just an annoying way to balance the power. Not ineffective, not OP or UP, just annoying and contrived.

    Rant aside, from a gameplay perspective I agree with the poster above me. There's very little value and almost always a better choice than OWtS.
  16. Good SoAs who take their toggles+leadership.
  17. For all the above reasons, and because if I didn't my OCD brain would melt.
  18. Turns out I did misrepresent WWs statement a bit, as Noble pointed out. It was unintentional, wasn't trying to put words in her mouth. I'll edit the original post to be more accurate. Typing from 2 day old memory fail.

    Glad this topic sparked good conversation, though! One thing I'd be absolutely against would be weather having a beneficial or detrimental effect on powers.
  19. It's really not a matter of technical difficulty, reality of it ever happening, how much time it would take, or whether or not it would cause other areas of development to suffer.

    The point I was trying to make was that weather absolutely enhances a game's level of immersion especially in a game that is supposed to be representing a dynamic, persistent world. I was also making the point that weather can also absolutely add gameplay scenarios and hooks to justify it.

    Although I'm not of the opinion that you need to "justify" implementing something as basic as weather. It's like trying to justify the day/night cycle. To me, not having weather is just as absurd as it would be if it was bright and sunny 24/7/365.

    Personally I just found War Witch's statement about it to be flabbergasting and totally hypocritical in the light of how much they've been patting themselves on the back over Ultra Mode graphics. Not that I'm "calling out" War Witch. That's just my reaction to her statement.
  20. That image right up there is probably why the devs NEVER post anything definitive until the last minute before launch. Talk about heightened expectations.
  21. Neogumbercules

    A god with a gun

    It's worth noting that it's pretty much getting to the point now where a "natural" origin character could never accomplish the new content in a story/lore sense. Cole and his alternate dimension counterparts are the most powerful beings in the CoH universe. I don't care HOW skilled your natural origin character has become. There is absolutely no way he/she could ever hold a candle to him, or his War Walkers, for that matter.

    It may also be a bit of a slip-up by the devs for the game to state that you have the ability to become even more powerful than Statesman or Recluse because your starting point is already one of supernatural ability, whereas they started out as just regular dudes. It kind of just ignores the fact that lots of people may just be playing a regular dude themselves.

    One way someone could work in an RP sense would be similar to what I said earlier. The Well doesn't actually give your body any kind of supernatural abilities. Maybe it morphs it's behavior to match your character's wants and attributes. You never had superpowers to enhance and never wanted/needed them. However, to facilitate your need to take on these new threats it enhances the tools you have always used. When you pick up your sword it becomes so powerful it can cut any substance and/or project energy blasts to damage enemies around you.

    You aren't becoming super, the well just powers up any weapon you happen to be holding. It's not doing any of the work you, and it's still up to your natural expertise and years of hard work and dedication to wield this powerful new weapon in a useful way.

    It's really not that different than how physics (science origin) allows a sword to cut and slash in a way that is proportional to how you manipulate it or how a combination of your marksmanship and ballistics determines where your bullet impacts and with how much force.

    Your natural abilities are still absolutely the source of your accomplishments, you just happen to be using tools that are -vastly- more powerful than the ones you've been using.
  22. I'm pretty sure it only bases it's 10% off of your base endurance, which is always 100. Enhanced endurance doesn't factor in AFAIK.
  23. She could have basically applied the same logic to "Ultra Mode" graphics. For those who don't know, in the New York Post article War Witch said she was a against weather for the sake of weather. She went on to say she would want a compelling reason to add a weather system to the game, not just add it because it's cool. I really, vehemently disagree with that statement.

    One of the greatest goals for any game, especially one where you intend to have very long-term players, is to give them a reason to care about the world they are playing in. Weather may not directly contribute to a players sympathy towards the characters or universe, but the total lack of weather has an extremely detrimental effect on tearing players out of their suspended disbelief. It's like when you are running around Atlas Park smacking down baddies and 3 identical looking male NPCs named "Becky" go walking on by, and when you click on them, they ALL say the exact same thing.

    Things like that smack players out of the moment and you start to see in a very obvious way all of the dirty plumbing behind the pretty picture on your monitor.

    The lack of any dynamic environmental effects makes the game world feel like a sterile, lifeless, and utterly static bubble world. The winter event festivities outside of the winter lodge area take place in either the dingy back-alleys of the Rogue Isles, or on the sunny, perfect days of Paragon City (which is in NEW ENGLAND!)

    In my opinion, lack of weather alone makes it impossible to ever feel like the world your're in is "real" and in that sense makes it a lot harder to give a crap about anything that happens in it.

    She did state that if anyone came up with any ideas on how to implement weather and make it matter in a gameplay sense then it might be something to consider. Well, I had a few ideas on that matter as well.

    - Weather dependent enemy spawn dynamics. Is it raining or snowing? Maybe the gangs stayed home. Decreased Hellion activity and a general lack of people being outside means more clockwork robots are prowling the streets looking for scrap. Maybe in some zones the enemies just straight up leave. Winter Horde enemies crop up during blizzards. Cabal show up during thunderstorms.

    - Weather patterns that mimic real-life Rhode Island. Snow falls during winter, storms rage during spring/fall.

    - Defeat badges for taking out enemies during bad weather. You braved the elements to defend the people of Croatoa during a raging blizzard proving you are a true Winter Warrior!

    - NPC behavior/appearance changes. Instead of just roaming the world aimlessly, NPCs out in the rain have umbrellas, maybe some are holding new papers over their heads and are running along faster than usual. Snowing? NPCs are wearing coats. Maybe they are making building a snow man.

    - NPCs in need of help. Cars stuck in the snow or people lost in the rain in the middle of a violent thunderstorm can all use your help. Various badges can be awarded for helping people out of tricky situations.

    Of course it wouldn't always be perfectly clear or storming. It could be dark overcast, cloudy, partly cloudy, sunny, etc... All of this helping to enhance immersion. Weather conditions would last for 3-6 hours before changing and can gradually improve/degrade, etc...

    Anyone else have any ideas to implement weather into the game in a way that would have actual gameplay hooks?

    *edited to better represent WWs statement.
  24. You can slot multiples and have them all work. A WP brute that goes energy mastery will be able to slot 4 of them in passive powers. Pretty much gives you 4 20% chances of getting +10 endurance every 10 seconds
  25. Quote:
    Originally Posted by Scythus View Post
    http://blogs.babble.com/strollerderb...5/kids-health/
    http://www.rense.com/general63/FACTS.HTM
    http://www.scientificamerican.com/ar...e-brain-cancer
    http://www.foxnews.com/story/0,2933,569465,00.html
    http://www.huffingtonpost.com/devra-..._b_585992.html

    Well, look at that Sam, you're wrong again. Excuse me for not wanting to bake my brain.

    By the way, I don't own a car and I have a hatred for GPS anyway since it's nobody's business where I drive. Oh yeah, and no wireless mouse or keyboard either.
    So what I gather from the Scientific American article (and I don't trust a damn thing that comes out of the WHO/UN to begin with when it has anything to do with big American industries) is that -if- any of that is even remotely true I would have to duct-tape an active cellphone to my head for several hours a day for TEN years and by age SIXTY I would have a whopping 0.6% chance of getting a brain tumor.

    I'll keep my cellphone. It plays Pac-Man.