PumBumbler

Legend
  • Posts

    2018
  • Joined

  1. Quote:
    Originally Posted by je_saist View Post
    Blowback has also started in the Incarnate tree. The Incarnate Alpha slot system boosts powers directly, rather than base-stats, so only power-sets with native defenses benefit from the Alpha Slot. Pool powers such as Maneuvers and Weave will show much less benefit on an Alpha-Boost than powers in the primary or secondary power slots.
    Quote:
    Originally Posted by Arcanaville View Post
    I have no idea what that is supposed to mean, but Alpha buffs affect all powers that can be slotted with their buffs. They have exactly the same proportional effect on Maneuvers and Focused Fighting as defense SOs. If the Alpha slot is slanted towards "native defenses" then the entire enhancement system has been similarly slanted since release.
    Quote:
    Originally Posted by je_saist View Post
    What it means is really simple.
    • On Nerve Uncommon 1/3 of 20% defense buff ignores ED: ~6.67%
    • On Nerve Rare 1/2 of 20% defense buff ignores ED: ~10%
    • On Nerve Very Rare 2/3 of 20% defense buff ignores ED: ~ 13.3%
    Cross reference that with Leadership buffs and ED
    ...
    The buff effects on pool powers such as Weave and Maneuvers are pretty low to begin with. I think Tanks get the highest Weave rating with something like 5% defense. According to ParagonWiki Defenders and Arachnos get the highest Maneuvers rating with 3.5% defense.
    The concept of "native defenses" being introduced here is a concept here being applied as gospel. The biggest reason why leadership powers are low to begin with is because they affect more than one character.

    PBAoE auras are notorious for being lower value, higher endurance drain than their single target buffing counterparts. It has less to do with the concept of being "native defense" or not.

    A few simple examples that disprove the idea of "native defenses" are found in Steamy Mist and Shadow Fall. Even VEAT Maneuvers falls under "native defense", yet they all grant a measly +5% defense.

    A high base value benefits more with slotting than a low base value. Has nothing to do with "native defense". This means that Steamy Mist benefits more from being "native" than Maneuvers, but both are very low defense buffs to begin with.
  2. Quote:
    Originally Posted by Ironik View Post
    You aren't allowed to play the way you want to, only the way PumBumbler wants you to. Get it straight, pal.
    On the other hand, Ironik wants you to believe that I said there's only one way of playing. Don't like to do something in a game, then don't do it. Crying over it ain't gonna make you feel like you're right.

    There's stronger ways to play and if you don't want to do it, that's fine. Claiming that it's just as good when it isn't is being facetious to the point of prevarication.

    Get that straight now?
  3. PumBumbler

    Hack II

    Flinging mud just makes everybody durty.
  4. Quote:
    Originally Posted by DemonCaller View Post
    I feel your pain. The 'speed boost machine', aka 'buff me' every ten seconds was why I finally ditched my kin defender....that and the powerset wound up giving me headaches out of game as well.

    As in people telling me how to play the toon..which was 'it's a buffbot, not a fighter, stay close to the fight, if you die, you're playing it right, and get rid of that knockback power, it's interfering with the tank'..

    In the end, it was just easier to just hit the delete button...

    Don't get me wrong, it's a great set, just too many people have an opinion as to how to play it, and they are ALL right and you are DOING IT WRONG!!! as far as they are concerned.....
    I used to love repel bowling. Too bad it's a -end drain per hit. As far as being a buffbot is concerned, in many ways a kinetic's time is best spent adding damage to their teammates as opposed to personally doing damage. IE, damage by proxy. A brute or blaster mildly buffed by a kinetic can way overpower any amount of damage that a fire/kin could do.

    Some people hate this concept of damage by proxy, but a Kinetic can be seen as the ultimate mastermind, because without Kin buffs the rest of the team is usually pretty dull. Your teammates are your minions, just make them do your bidding.

    However just like any Mastermind, good kinetics means good micromanagement. If that's not your bag, then kinetics is not for you.

    If you like making sure everyone has their SB buff (consistently), if you take pride in timing a transference buff because you saw the blaster nuking you filled his/her end bar without having their toggles drop, if you like being able to damage cap that brute, then kinetics is for you. Just don't count on doing a whole lot of direct damage while on a full team that is constantly on the move.

    If you don't like that type of activity then kinetics will be a 'meh' set for you, or worse, a set that drives you mad.
  5. Quote:
    Originally Posted by DocArcus View Post
    Ah the old "You are slowing down the team if you don't take SB" argument. I don't see how a team gets slowed down by one less person overshooting a mob and causing a team wipe because of muti-group aggro. I have been kicked from team because I asked not to be SBd. There are powersets that the animation time is slow enough that the extra recharge is useless. So for toons like my rad/arch that never has end trouble and carefully built attack chains that keep all my buffs, debuffs, and attacks going without a pause, the faster movement just means that I'm more likely to be out of position when the team needs me because I'm bouncing around like a pinball. As for the "might get asked to fewer teams for that reason", I never have trouble getting teams invites because I don't want SB. Most people are not so worried about max XP per minute that they will pass me up. The times I do get kicked for it I just one star the team leader so I know not to waste my time with them ever again and go about having fun without the stupid drama.
    It's not just the fast attacks that love the added recharge. It's usually the long recharge attacks that benefit from speed boost as well. Powers like Mind Link, Nukes, AoEs, cone attacks, rains and various debuffs can come up much faster when a ton of recharge is added.

    The old "Optimized attack chain" argument is tailored to the endurance and recharge of your build. Speed Boost messes with that in a good way, allowing you to substitute multiple target attacks versus single targets, and more powerful attacks in place of tier 1 and 2 attacks.

    Like I was saying before, for some teams it doesn't really matter, but if you like playing the speed runs and steam roll teams then having speed boost on everyone gives a noticeable benefit. You can say that you don't like having to refigure your attack chain or that the extra run speed is difficult to get used to, but to debate whether speed boost is effective or not is bit far fetched.

    If you are one of those people who don't speed run, you probably don't have super speed on all the time anyhow, which is similar to speed boost. Most people I know have very little problems unless 2+ speed boosts are stacked on them on top of super speed, so I tend to find that the people who do have issues with SB are very rare.

    You could one-star me even though I wouldn't kick you from the team for not wanting to be Speed Boosted. I'd be OK with that too.

    Quote:
    Originally Posted by DocArcus View Post
    It is fun to watch the team that kicked me make run after run back from the hospital while I'm making another run to the trainer though.
    Schadenfraude is always a delight. With a kinetic at least they will run back from the hospital much faster.
  6. Some days I want to 6-slot my Speed Boost with Run Speed for all the complainers who gripe about Speed Boost.

    It's very simple:

    Kinetics is a very clicky set. Get over it. Don't like it? Don't play it. Speed Boost is a very strong power for what it provides. People spend bajillions of inf to up their Recharge and End gain, and this provides it in spades. No wonder people ask for it. A kin without SB or doesn't want to provide SB is a much weaker teammate than one who does SB. That in itself is notable, especially at the lower levels when teammates are usually short on end recovery (probably matters less now with inherent stamina).

    Don't like running too fast? Ask not to be SB'd. A good kin will respect that, but it also makes you a lesser player than one accepts/wants Speed Boost because you are missing out on the recharge and possibly end. Might not matter on your team or no one else will care or notice, but others might. You might get asked to fewer teams for that reason. Sorry, but that's life in the schoolyard.
  7. Quote:
    Originally Posted by FunstuffofDoom View Post
    Now, hold up. Bobcat can kill just about anything without too much effort. The question you really mean to ask is, can a team of dedicated buffers keep a group of HVAS long enough for said HVASes to do their thing?

    Perhaps. If we ditch the invisibility thing for a moment, what happens if the team members begin to participate? Yeah, I know, -8 and debuffage out the wazoo. I'm pretty sure you can't debuff inspirations. And, even if you could, floor Bobcat's accuracy. It takes more than 45% positionals, but I've been hard-capped on a PuG before. It can't be difficult on a dedicated team.

    From there, the cycle aggrosinks. One person does some mean things to Bobcat, and drops Phase Shift, or something, and the rest concentrate on keeping the HVASes in the green. Yeah, I know this is a gross over-simplification of the scenario. You've got Neuron, and those two Goliaths, and every mob on the map, but the point is, this could be theoretically possible, I think, with some involvement. -8's a big hit, but that just means we have to get creative. Death is the best effect a player can inflict, but second best is no small thing, and that, we might be able to inflict.
    I would guess that it is doable, however, I'm not sure offhand how much health a HVAS has. Just remember that pets are not protected by one shot code, and Bobcat hits very very very hard. She hit my ice/storm for 5100+ damage once and only the one shot code kept me from dropping.

    The best AT to be deploying HVAS are MMs, bar none, because only MMs are allowed to feed their pets inspirations. This includes HVAS, so pushing a few tier 3 oranges, purples and whatever else is a very valid strategy.

    I don't think that having 8 players at -8 is a big handicap as long as the HVAS are fighting at level 50. I would probably bring a /FF and /pain MM, and probably /traps MM as well. The rest could be any other type of buffer...not so certain about debuffs since debuffing at -8 is alot harder to hit and the scaling makes it less worthwhile. Still, as long as you can hit with a fulcrum **** (auto hit for 40% damage minimum I think) etc., debuffing does bring something to the table. Speed boost on the HVAS is probably necessary, and ID as well.

    Also PA would be very helpful since they cannot be hurt so I'd carry along 2 Ill/* to take some pressure off the HVAS.
  8. Heh, I've been here for a while, ragequit for a while, and while I don't think I've seen it all I've been around the block a few times.

    AE Babies. This is just another take on PLs and bridging and the like. Within every group there are always people who don't think the journey is the reward. They want to get to the end so fast they believe that it's their way of winning.

    AE really didn't introduce anything different in that regard. While it is like growing up on a diet of sugar and empty calories, people who stick with AE generally won't bother you much. As long as they are paying players, they are also helping your experience by funding the publisher and the developers of this game. Which is a good thing.

    The only thing I wish the devs did better with AE is give better tools for the people who are genuinely writing content for AE, instead of getting lumped in with the regular farms and marginal content.

    For example, Cai has a contest that is contained in AE that seems to be very well received and his arcs are very well written and engaging, and go beyond what the devs have done.

    I'm not saying that exploits are good, in fact I think they're bad for the game. And AE is a big point of contention there since it is so much easier to find exploits in AE due to the complexity of the mission architect. I just wish that they'd stay on top of exploits and shut them down much earlier.

    The other point you make is PvP. They stuck a fork in it and now it is really done. I know that wasn't their intent but I don't know how they could have really fixed it. This game was founded on PvE and no numbers, and most of the player base who've tried PvP are extremely frustrated that the rules are completely different from PvE. There are a subset of PvP players who still love it, but I think they loved the old system more. Not sure what they can do to fix it since it is majorly broken.

    Base raiding. Probably dead until they fix PvP.

    Hanging story lines. Not really great but comics did that all the time. Too bad this game suffers from the same problems on a loot basis as well. Brain storms, base salvage, task force merits, candy canes, vanguard merits, alignment merits etc. There's a lot of cruft in the system because the devs felt like introducing something and then there is nothing else built on top of it. This shallow but wide loot system makes it seem like the devs can't decide on which way to go.

    It seems like they've abandoned the economy lately because inflation is so high, and their response is to basically shelve it by making things that are harder/impossible to trade, like alignment merits and incarnate shards (bind on pickup).

    Of course, that's just griping on my part. There's a whole slew of things that have been done right, like third builds, a whole slew of Quality of Life improvements, Ultra mode, Incarnate TFs and other content, Praetoria that show that this game is still vibrant and alive and able to keep (my) interest.

    Like you, I just wish they were more consistent in all the facets of the game instead of it being so uneven after 6 years.
  9. Quote:
    Originally Posted by Chaos Creator View Post
    So an idea came into my head...
    Vanguard Heavies spawn at 54. I'm pretty sure they don't get level shifted.

    So could a team of fully invisible buffers buff up their heavies enough to do all of the TF by themself?
    by the way if you didn't know, Heavies laugh at blue death patches.
    Vanguard Heavies spawn at the combat level of the caster. This means level 50 if you are on the Tin Mage TF. Not sure if the pets that you cast would be debuffed if you didn't have your alpha slot slotted, ie. 50-4.

    Vanguard Heavies in RWZ are usually 50-54. On a ship raid, HVAS are usually level 50 or level 49, but technically can be any level (depending on the team leader).

    If no debuff is applied to pets, a set of 8 level 50 HVAS paired with shivans and nukes could probably do the end encounter without much difficulty, but I would probably bring emps and cold/FF since their buffs don't really get affected by the debuffs. Bobcat can chew through the health of a HVAS quite quickly without much effort.
  10. Quote:
    Originally Posted by Assisace View Post
    I have to agree; it's not a good boss encounter. The sheer volume of mines is absolutely absurd, and I think the ludicrous AMOUNT of mines is the one defining feature that ruins Director 11's fight. It doesn't make sense at all. There's just no way to fight 11 ordinarily AND keep the team together so they don't trip mines on each other AND be able to move to a safe area after tripping a mine. The mines absolutely CARPET the entire warehouse in ten minutes. When the minelayers were able to be defeated by AoEs, the volume of mines wasn't a problem. Now that they aren't, it is utterly impossible to try to clear an area even by tripping as many mines as you can -- by the time you've circled the warehouse, the thick mine carpeting has been re-laid. It can't possibly be what was intended; you can't avoid these like you can avoid Battle Maiden's special ability.
    Now that the mine layers have been given the ability to avoid every attack power, why not make the mine layers visible? At least you could see what is being done to give you the opportunity to move away.

    Also, I understand the the badge is awarded for not taking damage from the trip mines only? IE, triggering the bomb (but running away in time) will not disqualify you from earning the badge? And pets don't count in triggering and taking damage from the trip mines?
  11. Quote:
    3.2 Manufacturers, Models, and Vintages
    Failure rates are known to be highly correlated with drive models, manufacturers and vintages [18]. Our results do not contradict this fact. For example, Figure 2 changes significantly when we normalize failure rates per each drive model. Most age-related results are impacted by drive vintages. However, in this paper, we do not show a breakdown of drives per manufacturer, model, or vintage due to the proprietary nature of these data.
    I am reading the successive part as being that normalizing within each brand/type as showing the spin up time as being a valid metric for reliability, but it makes no claim about whether that is overwhelmingly the metric to judge reliability versus any failure rates from a specific model or vendor.

    Also, your claim about returns being made because of hype or disappointment can be true but does not rule out absolute failure either. That is only a supposition, but that in itself is not unreasonable.
  12. PumBumbler

    Hack II

    Quote:
    Originally Posted by _Cai_ View Post
    Besides, who has time to trivialize the momentous and complicate the obvious?
    You must be new here.
  13. PumBumbler

    Hack II

    Quote:
    Originally Posted by _Cai_ View Post
    Rules will be posted ahead of time and written out with more clarity this go around. Short answer, not for teaming.
    So no rules will be posted with clarity for teaming?

    >.>


    <.<
  14. So sad that the new Master of Apex/Tin Mage TFs are just badge collecting and not 0 defeats/no temps.

    They should have left off the Master of designation for collecting all the badges and called them Apex Specialist/Tin Mage Specialist.
  15. Quote:
    Originally Posted by Ironblade View Post
    Google did. They have a bajillion hard drives in their data centers. Some of their engineers published a paper, "Failure Trends in a Large Disk Drive Population". PDF of the paper is here. It only covers hard drives, but it's something.
    They don't mention any specific model or vendor in that study, which makes choosing a specific recommendation difficult.
  16. Finished about half the current tree off, probably will finish the other half soon. If you notice that you need the lower rung shards crafted again to crawl up the tree, and it branches off twice it means that getting enough components to craft for the upper tiers will take a whole ton of shards.

    It looks like most people will not be able to be compleatists with regards to the incarnate tree unless they spend an awful long time at it.

    Only 150 shards so far. I'd feel more comfortable having filled the entire set and having about 1500 shards in reserve for the next tier.
  17. Quote:
    Originally Posted by Pinball View Post
    But with the sound set to 0, I don't crash. Ever. I've tested this for the last several days. Run 2 raids with no crashing. Exit the client, come back in, turn the sound up to 1 (any sound at all), go into a raid, crash. Bring the client up, sound to 0, no crashes anywhere.

    I know it's the game, I don't have these issues anywhere else, I just want to know what I can change to make the crashing go away and let me still have sound, as it's tedious as heck to play in silence, and far less enjoyable.
    Go to the Asus website and check to see if there is an updated sound driver for your motherboard/OS combo.

    If there isn't you can also try the vendor of the soundchip that Asus uses as well.
  18. PumBumbler

    coming back

    Are you talking about playing your old 50s or rolling a new one?

    4 years is a while ago...do you remember which issue you ended at?

    There's been a *lot* of changes to the game since you've left.

    This is probably as good a place to start as any:
    http://wiki.cohtitan.com/wiki/Issue

    BTW, welcome back
  19. Quote:
    Originally Posted by Syntax42 View Post
    This study does not cover what I was hoping it would. I could argue that they are stretching to making a claim based on the evidence. DOA (dead on arrival) rates do not reflect reliability of electronics over a period (years) of use. DOA's simply reflect quality issues in manufacturing that will always exist, no matter what type of electronic component you are examining.

    In their first paragraph, they claim that solid state drives are less reliable than mechanical. In the first 30-90 days, this may be true due to new manufacturing processes for SSDs requiring optimization and quality improvements. However, over years of use, mechanical hard drives will not last longer than the average solid state drive due to wear from friction.
    True, but I'm not sure any organization could do a study like that on a large scale except for the manufacturers themselves, and most likely they will not release any data that makes them look bad.
  20. PumBumbler

    The Defence Myth

    Quote:
    Originally Posted by Void_Huntress View Post
    To be fair, my sister's pretty hot.
    Send pics pls. kthxbai.
  21. I don't see what this has 'fixed' because it doesn't prevent anyone from spamming a blind invite to someone who doesn't want to be invited by that person at all.

    If this is an exploit fix, it's poorly done and has served only to annoy instead.
  22. Quote:
    Originally Posted by Electric-Knight View Post
    I don't recall seeing this change in the patch notes or mentioned anywhere before...
    Unless i am mistaken...
    Let's just /bug this then.
    Yah I never saw any notes about this either, so I was totally irked when I finally understood the error message was deliberate.
  23. PumBumbler

    Speed TF's

    Quote:
    Originally Posted by Wicked_Wendy View Post
    Yeah I am sure there are those out there but what they don't realize is they are RACING to grab a single Element at the end when if they took their time and actually defeated all or most of the enemies in the missions they could probably skip a couple, if not more TFS, because the amount of shards that would drop would allow them to BUILD all those little "end bits" they are so busy racing to obtain. LOL Like I said they are not exactly using a lot of Gr'ai matter.

    Using their so called logic.. Lets say they manage to complete an ITF in 50 minutes and gran and Ancient Nictus Fragment along with maybe 4-5 shards. Then speed through a LGTF in say an hour and get a hero one and another 4 maybe 5 shards. Now assuming they plan to go with a Cardiac Boost, like I have, they go and buy a Gr'ai Matter with vanguard merits and have their common slot taken care of.. but they have a grand total of at most 10 shards toward that uncommon .. and need at least 8 just to build the uncommon element required plus another Hero One DNA. So its off to run another LGFT, waiting 18 hours so they can actually get the reward at the end and then they still need another Hero One Dna plus befiore they can craft an uncommon Cardiac Radial. They probably end up running 4-5 Task Forces taking between 4-5 hours to complete. I did this same thing KILLING ALL in 3 TFs in slightly over 4.5 hours. I'm not saying the Speed runs are not out there but less people are begging for them and more are looking for the "Let's defeat as much as we can find!" at least its what i have been seeing lately
    ITF = 21-28 min
    LGTF = 20-25 min
    KahnTF = 20-24 min
    'CudaSF = 40-48 min (although no one speeds this regularly because the last mission stinks)
    STF = 36-43 min
    LRSF = 25-32 min
    Apex = 28-30 min
    Tin Mage = 27-29 min
    Ship Raid = 40 min, 600-1000 vmerits
    Hami Raid = 34-40 min, no shortcutting.
    Total time about 4 hours, including downtime to market, recruit, eat, bio etc. More efficient than kill alls if you can keep the pace up.

    The other benefit to finishing fast are that if you want to leave, you can because it is finished. If you want to stay behind and defeat the last mobs, whether it is ITF, LGTF or any other TF, it is your own personal prerogative.

    Speed TFs are truly awesome to watch when everyone knows how to play their toons to the edge of their ability. It doesn't even take an fully kitted out toon to do it, SOs are fine. Watching *really* good speed runners is quite incredible because it is like a well oiled machine, or a ballet with spinning daggers.

    It isn't even always about the lowest time, sometimes you do it because it's fun. Some people like to role play during down time, some like to chat, others like to dual box, some go afk. Some people like to speed so there is less downtime.

    Personally I think forcing people to use their toons to their maximum makes them not fall asleep at the keyboard. It can be overwhelming for people who aren't used to doing it that way, but I prefer having the team at the perpetual edge of a teamwipe to really see that they are playing.

    I'm of the opinion that everyone fights. When the runners are making a break for the end boss, the rest of the folks at the door can smash things while waiting.

    Most veteran speeders aren't really about the rewards, funnily enough. They probably have enough stuff already where it doesn't matter much to them now. It's just the way they play, and it is infectious enough where other people want to do it as well.
  24. This invite cooldown is a huge pain for me. I can form a team fast, and with the new cooldown I am never certain whether or not I've actually invited them without looking at the error message.

    Then I have to reply to the people saying to wait a minute while I try to sort out who's actually gotten an invite and who I 'missed', and then the tells start coming if I actually got them a reserved space or not.

    If the devs are worried about the issue of spamming invites, they should put out a checkmark on the team invitation dialog to 'permanently decline' invites from that person. If an inviter gets enough of those perma declines on their account then the system should institute this speed limit on them for a few days.