Reiska

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  1. Quote:
    Originally Posted by Bill Z Bubba View Post
    Option 1 for me. Nuke the old, replace with new.

    And while yall are working on such things, please get rid of the disparities between the sexes. Chicks deserve heavy tattooing, muscles and cigars as well.
    Agreed wholeheartedly. The costume pieces from issue 0 look like absolute crap compared to the modern graphics, and IMO are a serious turn-off from the game to new players coming in. Those of us who've been around forever will figure out ways to adapt.

    And now for the controversial part of this post: it's not just old player costumes that need this sort of upgrade, but old NPCs, too. Hellions, Skulls, Circle of Thorns, etc., the villain groups that have been around since issue 0, look like crap compared to the more recent additions.

    So overall, my vote is "option 1 and also make the old critters look better". And while you're at it, can I request a T-shirt for female characters that doesn't bare the midriff like the existing ones do and isn't a dress shirt?
  2. Reiska

    Energy Transfer

    Quote:
    Originally Posted by Dersk View Post
    http://boards.cityofheroes.com/showthread.php?t=132369

    Brute Stone 218
    Brute Energy 207.4

    ?_?

    See, I can do it too.
    As Talen said, the results of that thread account for extremely high levels of global recharge not achievable without IOs. Since the Devs, as stated, balance for SOs, the content of that particular test of Bill Z Bubba's is pointless.

    Stone markedly underperforms Energy Melee in the SO environment.

    That all said, I still think the easiest "fix" for Energy Melee would be to give Stun the Cobra Strike treatment. It benefits all the ATs who have the set equally.
  3. Reiska

    Energy Transfer

    Quote:
    Originally Posted by RabidBrian View Post
    Superstrength is the melee AT AoE damage king because of one attack. It has 3 aoe's, but 2 dont do damage. So while I get what you are saying, it doesnt hold much weight. One power can definitely define the set. In fact, most sets are defined by one or two powers.

    And taking that set defining power and taking away its most beneficial part changes the whole sets play. Unless you dont use the power...
    Claws?

    Quote:
    Originally Posted by dave_p View Post
    EM is not the ST king and hasn't been for a while. Both Fire & Stone outdamage EM, and let's not even talk about AoE damage.
    http://boards.cityofheroes.com/showt...results+are+in

    Powerset DPS EPS
    Brute Energy 157.5 3.3
    Brute Stone 137.5 3.5

    ?_?
  4. Reiska

    Energy Transfer

    Quote:
    Originally Posted by Talen Lee View Post
    Doesn't someone have to be the slowest set, though?
    Yes, but the problem is that it's the same set in all 4 categories. The others tend to be a pretty good spread across the spectrum.
  5. The combination of I18's fury mechanics change and I19 making Stamina an inherent simultaneously kills (or at least seriously hurts) the justifications the devs had been using for not giving either Ice powerset or Regen to Brutes. Wondering if those will be revisited now.
  6. Reiska

    Energy Transfer

    Quote:
    Originally Posted by Talen Lee View Post
    The issue I have is that there's an attitude that Energy Melee has to be the best at some form of damage to be seen as acceptable. It doesn't.

    On the other hand, stunning is one of those mezzes that's rarely resisted. There's the forcefield drones produced by Hollow Point and Sky Raider Engineers, but beyond those guys, stuns are going to do the job against anyone (stuns are the hole for some 'hard to mez' types like high-level Fortunata, for example). Furthermore, EM can stack them up quickly (relatively so). I've seen bosses under those force fields stunned, thanks to an EM stalker - so it's hard for me to consider the stuns as 'bad.' Especially when considering my bias towards dominators and control archetypes.

    (I actually, a long time ago, argued that EM, because of its long animations, should have its powers start recharging before the animations were done. I was argued down from that point, but it's closer to the 'recharge bonus' idea than other stuff.)

    I think ET is a great power, even now. The fact it used to be greater is frustrating, sure, but that doesn't mean it deserves something because of the change. When I hear people saying things like 'EM was balanced around,' it seems a specious argument, because the set... wasn't. That's why it was changed.

    Ah well. Some wounds run deep.

    (I am a little sad that my genuinely helpful post to Ultimo was completely ignored. :\ )
    I don't think EM necessarily needs to be the best, but to me EM's biggest frustration is that it barely manages to put together even a functioning attack chain without heavy recharge slotting, since it only has 5 "regular" attacks (I'm not counting Whirling Hands here, but if I did, it wouldn't improve this comparison) and two of them are on 20 second recharges. Analysis shows the set's DPS with fairly standard slotting is higher than most sets, so DPS (at least on a single target) is not really a weakness of the set. I think it's mostly that other sets are more flexible in attack availability. Using Brute sets as a comparison:

    Average recharges (all attacks): Dark Melee 8.4, Dual Blades 8.57, Claws 8.86, Kinetic Melee 9.67, Electric Melee 9.8 (no LR), Fiery Melee 9.86, Super Strength 10.33, War Mace 10.86, Battle Axe 11.14, Stone Melee 11, Energy Melee 12
    Average recharges (ST only): Claws 5.4, Dual Blades 5.5, Fiery Melee 6.5, Super Strength 8.4, Battle Axe 8.5, Dark Melee 8.5, Kinetic Melee 8.6, Electric Melee 9, War Mace 9.5, Stone Melee 10.4, Energy Melee 11.6
    Average animations (all attacks): Claws 1.48, Electric Melee 1.66 (no LR), Dark Melee 1.77, Kinetic Melee 1.77, Super Strength 1.77, Dual Blades 1.81, War Mace 1.84, Battle Axe 1.86, Fiery Melee 1.88, Stone Melee 1.9, Energy Melee 2.05
    Average animations (ST only): Claws 1.13, Dark Melee 1.45, Dual Blades 1.47, War Mace 1.47, Battle Axe 1.5, Fiery Melee 1.57, Kinetic Melee 1.59, Stone Melee 1.61, Super Strength 1.7, Electric Melee 1.88, Energy Melee 1.93

    Notice how Energy Melee is dead last in all four categories. THAT is what's wrong with Energy Melee - the set "feels" slow because most of the attacks take forever to recharge and are slow-animating so you feel like you're spending more time watching than playing. Unlike Kinetic Melee, this isn't a psychological effect.
  7. Quote:
    Originally Posted by Jonny_B View Post
    Anyone have any feedback?
    Power Siphon doesn't really need a buff.
  8. Reiska

    Energy Transfer

    Quote:
    Originally Posted by Cyber_naut View Post
    The problem with EM is that it was balanced around the glorious power that was ET. Then they nerfed ET, and the overall weakness of the set became ridiculously apparent.

    Now you have a set that has only one strength, single target damage. And that would be fine, except for two problems. One, there are other sets that have similar single target capabilities, and most, if not all, deliver that damage better in team environments. Two, these same sets that are on par with EM for single target capabilities, are far, far better than EM in terms of aoe capabilities. That is why EM is a badly underperforming set, and that is why the vast majority of knowledgeable players dislike the set and call for reforms.

    My biggest problem with the situation was why EM was nerfed. The dev responsible flat out posted in the discussion thread that a big reason for nerfing it was because in thread after thread, he saw players mocking other players for taking any other set except for EM. I recall this very clearly because it shocked me to think that a dev did not realize these thread reactions were only due to the fact EM was the only viable melee set for PVP, not because the set was a top performing PVE powerset. In PVE, even with the old ET, EM was subpar due to it's feeble aoe capabilities. Then to add insult to injury, they changed pvp (same dev responsible, same HORRIBLE results) to remove the advantages EM had in PVP in the first place.

    As far as fixing EM and making it a more competitive powerset, the devs could go one of two routes. If they want to have EM be the best single target type set, thats fine, but then it needs to be heads and shoulders above the competition, when the competition is already heads and shoulders above EM in terms of aoe ability. Simply returning ET to its former state would accomplish this, and EM would still be supbar in PVE because aoe ability is almost always more valuable in PVE due to the fact you are almost always fighting multiple enemies, and the value of aoe only grows with teaming. Or they could buff other powers to improve its single target output, preferable the faster hitting attacks.

    The other option is to boost EM's aoe capabilities. I would suggest some of the following. Make stun a more useful power by making it an aoe stun, maybe even add some damage. Or justify ET and TF's horribly slow animations and make them small cones or aoe's so that at least some of the targets they hit on teams are not dead before they land.

    It's a shame such a nice looking, and formerly popular powerset, is left in such a state of disarray where only a few players are left that still enjoy it, especially when it would not take much to restore the powerset to more competitive levels and satisfy a lot of disgruntled customers concerns.
    We argued about Energy Transfer before, and I still think ET needed the nerf it got... but, the point you make here is 100% correct all the same. Energy Melee as a set now *does* suck - I'm pretty sure I said otherwise to you previously, and I'm gonna admit being wrong. :P That said, I think Energy Transfer is not where we should be looking to fix the set.

    Given that you're partial to the set, I thought I'd run a couple ideas by you for input, since an in-game conversation about the set made me think about it. As a preface, I continue to think that Energy Transfer should remain exactly as it currently is.

    What I do think should change is one or more of the following.
    • Either Total Focus' animation time should be lowered to a level comparable to Knockout Blow (2.23s) since it does the same amount of damage, or it should be given AoE splash damage in the same fashion as Thunder Strike, as suggested by Techbot Alpha in this thread.
    • Stun could get the same treatment as Clobber in War Mace and Cobra Strike in Martial Arts did. Clobber used to be a Stun clone, doing minimal damage with a 100% chance to stun; since War Mace was buffed, Clobber is now the highest ST damage attack in War Mace, and still has the 100% chance to stun. I think making Energy Melee's Stun a Clobber clone would be too much in light of the set also having Energy Transfer and Total Focus, but I think it probably should be brought up to Cobra Strike's level.
    • Whirling Hands should probably be brought up to the level of Kinetic Melee's Burst if Total Focus doesn't get AoE splash.

    Honestly, I think just making Stun into an actual damaging attack like Cobra Strike and making Whirling Hands more like Kinetic Melee's Burst would solve most of Energy Melee's viability problems. The set was designed as an ST champion, and it should retain this theme, IMHO. The Brute version honestly could stand to have its powers reordered alongside this, but this would likely violate the cottage rule. Nonetheless, I think an order like this would greatly improve the viability of the set through the leveling process:
    • Barrage
    • Energy Punch
    • Bone Smasher
    • Build Up
    • Stun (changed to be like Cobra Strike)
    • Taunt
    • Whirling Hands (changed to be like Kinetic Melee Burst)
    • Total Focus
    • Energy Transfer
  9. Quote:
    Originally Posted by Spruce View Post
    Similarly, there may be better mobs to choose than Vahzilok and Coralax. In particular, the Vahzilok bosses must have had some sort of defense ability, because I would see my hit chance drop to around 60% sometimes. If there's a boss with worse defense and a better xp value, this could increase xp rate by quite a bit.
    It would have to depend on your damage type, I suspect. Hydra Man O' War bosses are great for Smashing if they can spawn at level 1 (Culex's spreadsheet indicates this is a possibility but I'm too occupied to confirm at the moment). They give lower XP than the Vahzilok bosses do, but the higher damage done may be enough to offset this (they have -50% Smashing RES).
  10. Quote:
    Originally Posted by Smiling_Joe View Post
    Would LOVE to have an alternate to the Incandescent Strike/Thunderstrike/Seismic smash/Total Focus animation where your toon jumps in the air in slow motion and brings both fists down.

    Also would love an alternate to the Whirling hands and whirling axe that actually looks like you're dong more than jumping up and attacking the ground in a vicious circular fury. Don't mind it so much for the sword sets, given that the swords are - you know - long enough to reach the enemy when the attack animates.

    EDIT - and +1 more vote for the fist animation for solar flare

    EDIT(the sequel) - can I haz the chicken dance emote as an alternate for my mind/ controller's mass confusion?
    Seconded this one.
  11. Just wanna post here saying I played in Talos all night tonight on Virtue.

    That said, it does seem to be laggier than anywhere else.
  12. Quote:
    Originally Posted by Captain Fabulous View Post
    Only partial mez protection and less damage than we could do before.
    I'm failing to see where "partial mez protection" is a downside when blasters had, oh, none before. Also, new defiance is only an overall damage nerf if you were playing like a flapping idiot before.

    Quote:
    Originally Posted by Captain Fabulous View Post
    Try mailing more than one item at a time. Oh, that's right, you can't.
    Which is exactly one more item than you were previously able to mail at a time. Not seeing a cost here.

    Quote:
    Originally Posted by Captain Fabulous View Post
    Giving mobs tons of DoT AoE damage that essentially neuters Stalkers.
    Was always there in issue 6. Stalkers were a lousy design from the outset.

    Quote:
    Originally Posted by Captain Fabulous View Post
    You mean those watered-down not-even-as-good-as-the-tier-1-versions-other-ATs-get powers? Those? Oh yeah, and don't get me started on the "improved" version of Focused Accuracy.
    Funny, I remember people complaining at CoV launch about not getting the APPs since the PPPs were so bad statistically in comparison. With the exception of Focused Accuracy, the APPs haven't gotten any worse since then, and the PPPs haven't gotten any better, so...

    And as far as Focused Accuracy goes, that was never billed as anything other than a nerf, and it needed it. They didn't nerf the power's effects to compensate for them reducing the endurance cost; they reduced the endurance cost because they nerfed the power's effects. (In other words, they intended to nerf the power's effects all along. They lowered the endurance cost because the old endurance cost was no longer appropriate. Of course, it still is too high compared to, say, Tactics.)

    Quote:
    Originally Posted by Captain Fabulous View Post
    Do people still play Kheldians? I haven't played my PB in over 4 years. It's just too painful.
    Yep.
  13. Quote:
    Originally Posted by azile View Post
    And if you wanted the option to slot it, you could take the power, which would still be in a pool. What would be a much simpler solution is a global movement/regeneration/recovery rate buff, along with a nerf to fitness.

    Don't get me wrong, I'm not against more inherent movement/regen/recovery. My question is why was this approach chosen.
    Because buffing base regen/recovery would have multiplicative effects on all other regen/recovery boosting powers in the game.

    You can still slot the new inherent Fitness powers, as Castle said, the same way you slotted the old ones.
  14. Quote:
    Originally Posted by joebartender View Post
    This


    Never seen a mission that contains an AV or EB that doesnt contain the "you may need to get some help" info in the mission text.

    Bosses have to be enabled by a player period now. In the past on the default solo setting bosses didnt spawn either.
    There's at least one moral choice mission in Praetoria which requires you to kill an Elite Boss and explicitly does not allow you to team.
  15. Quote:
    Originally Posted by Werner View Post
    It's Membranes. Enzymes are a different "cheat", which has confused me before as well.

    Active Defense has 17.3% defense debuff resistance. You can't slot defense IOs or sets in it, so on the surface, you can't enhance the DDR. But there's a "cheat" - you CAN slot Hamios in the power, specifically Membranes. Membranes give you both recharge and defense, and that defense enhances the defense debuff resistance in the power. Three level 50 Membranes take it to 27.7% defense debuff resistance while also giving it +95% recharge. Now you pile on the global recharge until you knock the recharge time of the power down to 60 seconds or less. You then have a perma double stack of Active Defense, and the defense debuff resistance stacks with it. So now that one power is giving you 55.4% defense debuff resistance. Slotting up Battle Agility and Grant Cover gives you another 38.3% or so. Put together, you get 93.7% DDR, almost capped. Adding another Membrane or bumping up the level of the Membranes can get you the rest of the way if you desire.

    Now I've described this as a "cheat", as it probably wasn't intended by the devs, and perhaps it will be taken away some day. However, I've also heard that they've said, basically, "Hamio 'exploits' are now an accepted part of the game." My take on that is that there's often very little reason to slot Hamios EXCEPT for this sort of "exploit", and it isn't particularly overpowered compared to set IOs most of the time, so it's just considered business as usual now.
    I'm gonna guess that the one with Enzymes involves the fact that Defense Debuff is schedule A and Defense Buff is schedule B.
  16. Quote:
    Originally Posted by Arcanaville View Post
    The intent of that ginormous set of articles was more to document the methodology and what some of the advanced computational techniques were saying about the simpler approximations. The closest I've come to redoing that was the mitigation powerset proliferation spreadsheet (which now that I think about it, I have to upload somewhere new because the old link to it appears broken). I don't think a rehash of the same thing with updated numbers would be as interesting for the effort, and if I were to do something on that scale again I would probably focus on situational debuffs and critter faction issues. But those articles were a culmination of several hundred hours of work, including mandatory testing all four secondaries in-game at all level ranges. Testing *all* the mitigation powersets under all critter faction situations would be an order of magnitude more work.

    The bottom line on those four secondaries is that they are now a lot closer in performance than they were back when those articles were first conceived, at least with standard SO slotting. Inventions have changed the situation somewhat at lower levels, and more dramatically at the end game and higher levels of performance. Regen's downtime and other advantages have been significantly diluted by Willpower, but Shields has done that to a lesser degree for SR. Most of the interesting discussion on balance comes from proliferated and new powersets that didn't exist for scrappers back then: Fiery Aura, Electric Armor, etc.

    Probably the most interesting development since those articles were written regarding the original four is that Dark Armor is a much less controversial powerset than it once was. DA used to be a highly polarizing subject: some thought it was awesome, the rest thought it sucked. Now, the more moderate viewpoint on DA seems to be the norm. Its usually seen to have situational strengths and situational weaknesses, and nowhere near as many people think its broken or unplayable due to knockback weakness or endurance costs.

    Hmm, maybe there is an article or two in there somewhere. Never say never.
    Indeed, I'd love to have that mitigation spreadsheet handy again.
  17. Quote:
    Originally Posted by ashlie kimasiro View Post
    nimble slash 1 so damage 1 so accy. 1 so endur 1 so recharge
    power slice same
    a.s same + 1 so enhance debuff
    typhoon edge same as first two attacks
    b.f same + 1 so enhance to hit buff
    venge slice same as first two + 1 so enhance knockback
    sweeping strike same as first two
    thousand cuts same as first two
    regen stuff )
    fast healing 6 so enhance heals
    reconstruction 5 so enhance heals and a so recharge
    quick recovery 1 so endurance mod
    dull pain same as reconstruction
    intergration 1 so endurance reduce and 1 so enhance heals
    resilence 6 so enhance damage resistance
    instant healing 3 so enhance heals and 2 so recharge
    revive 2 so recharge 1 so enhance heals
    m.o.g 1 so recharge 5 so enhance def buffs
    hasten 1 so recharge
    ss 1 so endurance reduce
    stealth 1 so endurance reduce 5 so def buffs
    recall friend 1 so recharge
    (stealth and recall for ninja'ing mishes)
    conserve power 1 so recharge
    pyshical perfection 1 so enhance heals
    Disclaimer: I'm nowhere near as expert as some people in this thread, but I can probably give you a start on where to go.

    First off, the one thing that immediately sticks out with your build is that it doesn't account for enhancements' diminishing returns - more than 3 of a single type of SO in a power has only minimal effect. You have a fair number of slots wasted in this manner, particularly on powers that don't take more than a single type of enhancement like Fast Healing or Resilience.

    (Note: You'll need to respec to do any substantial changes here.)

    Your actual power choices (though I don't know what order you picked them in) are reasonably sound, and you're going to have a better idea of what fits for your character conceptually than I ever will. However, here's my advice on slotting them:

    For your secondary -

    Fast Healing: Take this down to 3 slots, all with heal enhancements. (Net slots removed: 3)
    Reconstruction: You want to leave this at 6 slots, but I'd switch it to 3 heals and 3 recharges.
    Quick Recovery: Get this up to 3 slots, all with endurance modification. (Net slots removed: 1)
    Dull Pain: See Reconstruction.
    Integration: Get this up to 4 slots, with three heals and an endurance reduction. If you're short on slots you want to put elsewhere, you can get away with 3 here by dropping the endurance reduction - Regen's recovery is high enough to not substantially need it. (Net slots removed: -1)
    Resilience: Resilience's resistance bonus is, in my opinion, far too small to be worth slotting beyond the initial slot, so I'd take it down to just the initial slot and stick a resistance SO in that slot. (Net slots removed: 4)
    Instant Healing: This should be slotted the same as Reconstruction and Dull Pain, so add a sixth slot with a third Recharge SO. (Net slots removed: 3)
    Revive: A lot of people on this forum are going to suggest dropping this power entirely, I'm sure; I personally like to keep it around for emergencies. It doesn't really *need* slots beyond its initial one, but in my experience most builds end up with an extra slot or two and Revive's as good a place for them as any. I'm not sure the heal enhancement is worth it, though, so you might want to swap it out for a third Recharge (I'm not logged in right now and can't check exactly how much difference the heal enhancement makes in the amount of HP you revive with).
    Moment of Glory: The base amount of Defense provided by Moment of Glory is already well in excess of the "soft" Defense cap. Other posters can explain this concept far better than I can, but the short version is that you generally don't need to slot any defense in Moment of Glory, as it's already bringing enemies' chance to hit you to the minimum values the game allows (5%) in almost all cases with no slotting. As such, I'd take it down to three slots, all recharges. (Net slots removed: 6)

    For your pool powers -

    Hasten: You absolutely want to get this up to three recharge SOs; any more is wasteful. (Net slots removed: 4)
    Super Speed: Fine as is.
    Stealth: The defense bonus provided by Stealth is very small (1.88%), and once you start attacking half of that bonus is suppressed (leaving you with a 0.94% bonus); it's really too small to be worth slotting for Defense. Stealth can really get by on just a single endurance reduction SO, though if you leave it on at all times, it's not absurd to consider a second one. (Net slots removed: 9)
    Recall Friend: Fine as is. You could switch the Recharge for a Range, but the base range is sufficient in every zone of the game except for Independence Port and the Shadow Shard, so it doesn't matter too much.
    Conserve Power: I'd try to get this up to 3 recharge SOs, instead of 1. (Net slots removed: 7)
    Physical Perfection: This is more or less fine. The base amounts are on the small side to be worth enhancing, but if you have slots to throw away, this is a fine place for them. You'll likely get more overall benefit out of endurance modification SOs than heals here, though.

    For your primary powers -

    In general, I consider 'minimal' slotting for attacks in most sets to be 1 accuracy and 3 damage SOs. If I plan to be fighting higher level enemies frequently ("higher level" means 52 or higher, for the purposes of a level 50 character), then I'd want 2 accuracy and 3 damage minimum. I will then usually give the higher-tier attacks and/or AoEs a sixth slot devoted to either recharge or endurance reduction, depending on whether or not my build has been having endurance problems. (Generally, I consider attacks with a base recharge of 6 seconds "fast enough" when working on slotting for SO builds; others' mileage may vary.)

    As for step-by-step builds - others in the thread can probably do better than me, but I've attempted to put one together. (Note: Since this is designed as a respec build, the exact slot levels aren't particularly relevant)

    Hero Plan by Mids' Hero Designer 1.803
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Scrapper
    Primary Power Set: Dual Blades
    Secondary Power Set: Regeneration
    Power Pool: Speed
    Power Pool: Concealment
    Power Pool: Teleportation
    Power Pool: Leaping
    Ancillary Pool: Body Mastery

    Hero Profile:
    Level 1: Nimble Slash -- Acc(A), Acc(3), Dmg(5), Dmg(13), Dmg(39)
    Level 1: Fast Healing -- Heal(A), Heal(19), Heal(21)
    Level 2: Ablating Strike -- Acc(A), Acc(3), Dmg(5), Dmg(11), Dmg(39)
    Level 4: Quick Recovery -- EndMod(A), EndMod(15), EndMod(21)
    Level 6: Typhoon's Edge -- Acc(A), Acc(7), Dmg(7), Dmg(11), Dmg(37), RechRdx(46)
    Level 8: Blinding Feint -- Acc(A), Acc(9), Dmg(9), ToHit(13), RechRdx(42), RechRdx(48)
    Level 10: Reconstruction -- RechRdx(A), RechRdx(15), RechRdx(17), Heal(36), Heal(39), Heal(43)
    Level 12: Hasten -- RechRdx(A), RechRdx(40), RechRdx(46)
    Level 14: Super Speed -- EndRdx(A)
    Level 16: Integration -- EndRdx(A), Heal(17), Heal(19), Heal(48)
    Level 18: Stealth -- EndRdx(A)
    Level 20: Recall Friend -- Range(A)
    Level 22: Vengeful Slice -- Acc(A), Acc(23), Dmg(23), Dmg(25), Dmg(36), RechRdx(46)
    Level 24: Dull Pain -- RechRdx(A), RechRdx(25), RechRdx(29), Heal(36), Heal(37), Heal(43)
    Level 26: Sweeping Strike -- Acc(A), Acc(27), Dmg(27), Dmg(29), Dmg(34), RechRdx(45)
    Level 28: Instant Healing -- RechRdx(A), RechRdx(31), RechRdx(37), Heal(40), Heal(42), Heal(43)
    Level 30: Power Slice -- Acc(A), Acc(31), Dmg(31), Dmg(34), Dmg(45)
    Level 32: One Thousand Cuts -- Acc(A), Acc(33), Dmg(33), Dmg(33), Dmg(34), RechRdx(45)
    Level 35: Revive -- RechRdx(A), RechRdx(48), RechRdx(50)
    Level 38: Moment of Glory -- RechRdx(A), RechRdx(40), RechRdx(42)
    Level 41: Resilience -- ResDam(A)
    Level 44: Conserve Power -- RechRdx(A), RechRdx(50), RechRdx(50)
    Level 47: Physical Perfection -- EndMod(A)
    Level 49: Combat Jumping -- Jump(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Critical Hit

    Some notes on why I selected powers in a particular order:

    In general, with the attacks, I was going with the idea of having access to DB's combos (which are the cornerstone of the set) fast. Since Power Slice isn't useful for any combos but Sweep, and you can't use Sweep until 32, I put it off until the 30s; but this build is capable of laying down either Empower or Weaken as early as level 8, and will be ready for Attack Vitals at 26, the earliest possible.

    In regards to the placement of Stealth and Recall Friend, normally I would take Vengeful Slice immediately at 18. However, Vengeful Slice adds nothing to your combo capability until 26 (since it's part of Attack Vitals), and by itself it's a fairly slow-animating attack that isn't going to be remarkably more useful than the four attacks you already have to this point if you're Exemplared down to these sorts of levels. By placing Stealth at 18 and Recall Friend at 20, you have access to them in any Task Force or Strike Force in the game, and I thought this would be more useful than having another single-target attack with poor DPA (damage per animation) in the Positron task forces or the Cavern of Transcendence trial, which are the only hero-side ones in which this would be relevant.

    Dull Pain is also placed later than I would like, but the only thing I could have delayed for it is Super Speed, which I don't think you'd want to be without in those same early task forces. If you've bought the Martial Arts booster and have access to Ninja Run, you could consider making a switch here, and taking Dull Pain at 14 instead and Super Speed at 24.

    Finally, I added Combat Jumping in your build at 49 because the list of powers you gave was one short, and I figured you'd gain more from it than any single other power I could think of with no slotting.
  18. Are you ever going to do a new scrapper secondary analysis that includes the newer sets we've gotten since I7?

    (Even if it's not anywhere near as detailed as your I7 effort, I think it'd be an interesting read, a sort of "how far we have come" deal)
  19. Longest I remember was about 3 hours with a bugged mission in the middle of a Sara Moore TF. We ended up going to the server's scheduled Hami raid while waiting for the GM, and got a GM response about 20 minutes after the Hami raid ended.

    This was a long, long time ago though (as in, when it was still the original Hami design) - I remember because that particular Hami raid provided me the yellow dawn screenshot that I still occasionally set as my wallpaper
  20. Reiska

    Bug Followup

    What command did you use to reveal the map name? I'd like to know that for future bug report filing of my own.
  21. Reiska

    Garbled Text

    Try verifying all files through the patcher, first off.
  22. Quote:
    Originally Posted by ShadowNate View Post
    Protip: You legally can't copyright a "font". The only thing you can copyright is the means to create it, like photoshop. So for example if you create something with a font with photoshop but don't have a license to use it then if they can prove you used their software to create the image that used font, they can bust you for copyright infringement.

    Cryptic studios or whoever has the original data for the font doesn't NEED to give it to you.. However i'm fairly sure the font the game uses is just one you can find on the internet, ive seen it before.

    edit: On the copyright issue the exception is the font "data" like the truetype code. The design itself is not copyrightable.
    You got a source for this? Since I'm almost positive the design would be copyrightable in the same way a piece of artwork would be.
  23. Quote:
    Originally Posted by Werner View Post
    Yes, the game IS so easy that you don't need IOs. I suspect the vast majority just level up their characters with whatever comes to hand, then retire. Of the people who like playing their 50s, probably a lot of them aspire to good IOs, but probably very few people understand things like how to soft cap defense and cap defense debuff resistance on a Shield Defense character, which is what makes it (in my opinion) stomp a bit on Super Reflexes. Very few people have the budget to do it, even if they understand how. So the percentage of Shield players in game that are running soft-capped builds with capped DDR is probably minuscule.


    Yes, that would be the ideal. But as a dev, I'm going to spend most of my balancing effort on the perhaps 99% of players that don't have multi-billion level 50 min/max builds, not on the 1% of players that do. Even with that in mind, I think they've done a very good job of balancing for the 1% of players as well. But it isn't and shouldn't be their focus.


    Yes, but it could easily be argued that this would be overpowered. Super Reflexes is already an EXCELLENT set, and Elude probably provides good benefit already for the vast majority of players, all those people who haven't already built for 45% defense to all. You don't buff good powers in excellent sets just because the powergamers find that power largely useless (which brings us back to the 99% vs. 1% idea). You buff the powers and sets that are lagging, like what they did with Fiery Aura and Martial Arts.
    I'm gonna bite: how does one go about optimizing Shield Defense's DDR?
  24. Quote:
    Originally Posted by Londoner View Post
    I would just love to know who they think is going to bother buying stuff with a nicked card, who are they going to sell it to.
    RMTers have a bad habit of nicking their customers' credit card numbers and using them to open illicit accounts for farming purposes.