Sarrate

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  1. No on both counts. Prior to I13, crits were unresisted by players, but not anymore.
  2. Quote:
    Originally Posted by UberGuy View Post
    It's notable that Defender base damage, +30% damage buff + 95% damage slotting puts a Defender at the same damage as a Corruptor with 95% damage slotting to 3 decimal places, not counting Scourge. Of course, it's only that strong when solo.
    It's also important to note that a 30% dmg buff is not the same as just modifying their base damage. Namely:

    *) Any source of +dmg amplifies higher base damage, but is additive with the Vigilance +30% buff. (ie: Aim, PBU, AM, Fulcrum Shift, etc)

    *) It counts against the damage cap. If you're a Kin and ride the damage cap already, the new Vigilance does nothing. If it was a straight damage scale increase, it would've still been a boost.
  3. Hey Dechs, one thing I'd suggest for your build is to swap the CI triples (Acc/Dmg/End) for Makos quads (Acc/Dmg/End/Rech). You'd lose ~2.5% enhancement in those three categories, but gain 17.3% recharge as compensation. More than worth it, imo.

    Oh, and congrats on the MSTF!
  4. Quote:
    Originally Posted by UberGuy View Post
    Oh, I'm not sure I do either. I was just throwing out an alternative already mentioned elsewhere in the thread that wasn't clearly a boost to recovery.
    *nod* That's fair, and your stance doesn't surprise me.

    Quote:
    Originally Posted by UberGuy View Post
    Another big reason that SoM is very handy, by the way, is that it's an AoE. If can use it to hit multiple foes, it's a big chunk of DPE for those levels.
    Oh, absolutely. It's specifically why I mentioned it was a cone. I think at lvl1 it one shots even con minions. It's crazy good.

    Quote:
    Originally Posted by UberGuy View Post
    As an aside but related to your comments, it seems to that "Beginner's X" effects should probably last until a bit beyond level 20, perhaps level 25 (since the effects at the end of the range are small anyway). Ending at 20 still leaves a couple of levels before SOs can be slotted.
    True, but lasting until lvl20 at least gets you up to Stamina range, which makes a pretty nice difference. It's not a full set of SOs, but it helps. (Assuming someone grabs Stam immediately at 20.)

    Quote:
    Originally Posted by Biospark View Post
    I am 100% in agreement with you on this Sarrate. The vet powers help out alot, especially if you also happen to be playing a toon that can lower defense of their opponents and make acc a non-issue. But how about any new players coming on board. Its safe to say that many of them will try solo-ing and run into that "tough-spot" in the teens.
    Even in the teens, SoM is an excellent tool. Accuracy goes down the crapper, sure, but the damage/cone continue to make it worthwhile. It's not available to new players, though. It really does taint my experience of the teens. (I actually have 3 vet powers now, but I'd pick SoM if I could only keep one.)

    Quote:
    Originally Posted by Biospark View Post
    Not trying to suggest any changes myself, and I know that the more astute newbies will seek out help from the forums or other players in-game, but would say... changing all store-bought enhancements to SOs kinda solve this whole level to 20 question ?
    Thing with SOs is it gives lowbies too much firepower at low levels. Enemies simply aren't balanced around players having SO strength enhancements. Take a look at what Fury does to Brutes at those levels. To be fair, the teens have their own share of problems. First, many players start dealing less damage compared to what they used to, due to AT scales becoming more prominent. Mob hp also starts scaling up taking damage enhancement into account. Of course, players are still short on slots, and will most likely be dedicating many of those to accuracy in order to hit reliably (also since enhancers aren't at full strength yet).

    I wonder if it would make more sense to lessen the difference between Acc TOs, DOs, and SOs. In other words, instead of the 8/16/33 progression we currently have, maybe have them progress 16/24/33 or something. Why acc in particular? Well, with less slots necessary to hit reliably, players would be more free to use the other slots on damage, without nearly as much inflation as just giving everyone SOs would have.

    Quote:
    Originally Posted by Ignatz View Post
    I can see a problem in the 10-20 range for new players that haven't a clue about combining inspirations. Perhaps that single clue should be shown automatically at low levels to better educate new players. I use almost no inspirations soloing except blue ones 1-20.
    I'm not sure I'd ever advise that. At low levels, characters have a much smaller inventory space. Trying to save 3 of the same kind is much harder than at higher levels where they have more room to bank inspirations for rainy days. what I've found helps most is to save greens/purples/blues as long as I can while just burning reds/yellows. If I end up having a tray full of greens/purples/blues, I'll burn one. Having those buffs up help defeat mobs faster, which helps generate inspirations faster - it's a cycle. (This actually helps higher damage characters more than lower since it amplifies their damage output more significantly, increasing inspiration gain faster than lower damage ATs.)


    -----


    As an aside, there are many ways to handle resource management. Our current system is harsher at low levels, but by high levels is much easier to manage. (More slots, stronger enhancers, IOs, Stamina, more insp slots, etc.) It provides a very real sense of progression. After getting through the lower levels, things start to become easier to manage. Look back at low levels and you can see you're better. Not saying whether that's good or bad, just what we have.

    Take a look at other mechanics out there:

    For example, in Champions Online, all players get a power that builds endurance which they can then (fairly rapidly) deplete. (Blocking also generates end. The pro is the player knows that if they take a break from using end draining attacks, they'll have more to spend. On the negative, they're likely to always have to break and generate more end, even at higher levels. Unlike here, they can't "outgrow" their end builders. (Some builds might, but I've never really seen it.) Also, you don't start at full end, but somewhere between 25% and 75% or so (depending on build/equipment). So you may not be able to launch large alpha strikes.


    So, here you may do this before getting end under control:
    Attack, attack, attack, attack, attack, wait, attack, wait, attack, wait, attack

    While at high levels:
    Attack, attack, attack, attack, attack, attack, attack, attack, attack, attack

    There (wait = auto attack):
    Attack, wait, attack, attack, wait, attack, attack, wait, attack, attack, wait

    Which is better / would you prefer?
  5. Quote:
    Originally Posted by UberGuy View Post
    Are there any other versions of the changes with more clearly limited chance for balance impact? "Beginner's Luck" type endurance discounts might be one (assuming even that is required).
    I'm not sure I like the "Beginner's Luck for endurance" idea.

    Firstly, the levels that it would be strongest (1-10) are the levels you probably need it the least. Every AT has nearly the same AT mods, so their damage is close together (aside from Brutes). At these levels, player accuracy is pretty good, as well.

    The worst levels, in my opion, are 10-20, are where the potency of Beginner's Luck tapers off anyways. For this reason, I don't think it would help that much. Well, that and it would really amplify the feeling that you're getting weaker as you level up. It happens now with Beginner's Luck (A), but it would be magnified with a second BL for endurance.


    You know what helps me most from lvl1-20? Sands of Mu. Heightened accuracy due to BL, simulated enhanced damage, and a cone. This allows it to simultaneously speed up killing, save endurance, and not lose as much health per fight (the enemies are dead faster, so they have less time to deal damage). I abuse the heck out of it at low levels.
  6. Smurphy: You may want to update your links to point to ParagonWiki (hosted on cohtitan) instead of the old, outdated wikia version. Not only is it more up to date, but...

    Quote:
    Originally Posted by TonyV View Post
    I discovered tonight that the Wikia City of Heroes wiki (please note: not the Paragon Wiki!) has been infected with malware. I discovered it when Google Chrome gave me a huge alert box saying that it was trying to load content from a known malware site. After digging around for a while on a sandboxed virtual machine, I discovered a hidden iframe that is being attached to the top ad banner that is, indeed, attempting to load malicious code.
  7. Quote:
    Originally Posted by Bill Z Bubba View Post
    Can't find the post, Bass. Going off memory there were issues involving the DoT that were out of whack in relation to how it should be balanced. On the OP side of things.
    It was more because of the plethora of secondary effects. Pretty much every attack has a:

    *) toxic dot
    *) recharge slow
    *) movement slow
    *) low mag immobilize

    Not to mention other attacks have additional special properties on top of that (range for Impale/Throw Spines, guaranteed high mag immob for Implae).

    Consider that most attacks only have one or two secondary effects. Some have more than that, but certainly not every attack in the set. (Not saying effects like low mag immobilizes are particularly useful, mind you. However, that's the gist from what I recall of Castle's post - take it with a grain of salt.)
  8. I really don't want to go to Facebook to watch a video about CoX. I do not trust social networking sites one bit.
  9. Sarrate

    Mids' 1.7.0.7

    I've stumbled across a bug for Crab VEATs: Crab Spider Soldier / Frag Grenade is always grayed out. It should be selectable at lvl18 (provided the Arachnos Soldier Frag Grenade isn't taken), but no matter what level I try to take it with any combination of powers selected, it is always an invalid choice.

    Thanks for all your work on the new MIDs, St0n3y. I salute your dedication.
  10. I'm pretty sure that "real numbers" (both on the enhancement screen and from right clicking on a power and selecting info) only reflects the values from enhancement slotting.

    If you want to test to make sure it's working properly, you'll have to do it the old fashion way with a stop watch.
  11. Sarrate

    RttC

    Quote:
    Originally Posted by Rebel_Scum View Post
    On everything in melee range, as I understand it. Everything close enough to count for the buff gets the debuff.
    Not quite, it will hit up to 10 targets. So even if you have 15 targets in melee range, it will only effect 10 of them.

    Quote:
    Originally Posted by Werner View Post
    It depends on what you're fighting. Level 50 AVs have 87% (?) ToHit debuff resistance. If you're fighting +4s, I *think* the purple patch will affect you, so is only 48% as effective. The way I look at it, anything dangerous enough for me to NEED the -ToHit is dangerous enough that I can't count on the -ToHit. I want my raw defense to handle it, period.

    That said, yes, of course -ToHit will make SOME difference in practice. It's a nice to have, but not what you take Rise to the Challenge for, or what you slot for.
    All of this. Also keep in mind that def works against all most while -tohit only works against those being debuffed. If you're close to the softcap, it will definitely help. How much it helps, however, will vary based on what you fight.

    [edit I mention this because if you're fighting a group of mobs that are pegging you from range, RttC's tohit debuff won't help.]
  12. Quote:
    Originally Posted by Fireheart View Post
    The ultimate answer is that there is no 'best'.
    I wouldn't quite go that far, Fireheart. There are "best" sets for certain situations. However, there is a very wide variety of situations so there are a lot of "bests" according to those situations.

    Having said that, just because one set is best at something doesn't mean that you (generic) will like it. At that point, the "which set is best at X" question morphs into "which set is best at X that I enjoy."

    That is a question no one on the forum can answer definitively. We can guess, but that's all.
  13. Quote:
    Originally Posted by Mr_Hellcat View Post
    Generally speaking, if Shield out performs the other secondaries and it's going to be needed for tougher enemies, then shouldn't almost ALL secondaries be getting buffed to match Shields?
    If you don't mind a long answer, I suggest you read Positron's thoughts on the matter

    [edit: That's for all "don't nerf, buff" situations, not this one in particular.]
  14. Quote:
    Originally Posted by Kitty View Post
    all of my threads are valid and appropriate for the section where they were posted.

    asking opinions on classes is what a class discussion forum is for isn't it?
    It's not necessarily that the questions aren't valid - it's that "what is best" threads have the same outcome every time, and they all look like this one. It's happened time and time again, regardless of who made the post. They tend to follow the flow of:

    What's best?
    Best at what? / There is no best. / Play what you like. / Set X is best.
    I agree, they're all good. / Set A is the best at B. / Uh, no, Set Y is much better than Set X.
    No, Set X is better than Set Y because of ___ and ___.
    You're both wrong, Set Z is superior because of ___ and ___.
    etc

    Different people with different perceptions and opinions on what is best. Some include IOs, some don't Some PUG, some don't. Some solo, others only team. Some people have no qualms about using inspirations while others view them as a cardinal sin. Some have experienced all sets, some haven't. etc.

    All these things boil down to a never ending debate on what's "best."
  15. You're not alone, Dechs, I tend to do the same thing. It's probably one reason I'm much better at playing melee in this game rather than squishies - I have more time between "nah, I've got this" and "ohcrapohcrapohcrap." I have two reasons for this:

    1) Just like you, I don't want to get stuck in a situation where I need them and don't have any. I just hate burning inspirations on trivial encounters only to run smack dab into something I needed them for, but don't have any left. (I still think this is remnants from the I2 days where you'd fight +1 bosses in solo missions with 90% base tohit... and I was playing an Ice Tank. I needed damn near a full tray to beat the boss, and it seemed like this happened every mission.)

    2) The other part of me recognizes that inspirations could save me / make the fight trivially easy, but if I always lean on them, I'll become a sloppy player. So I try not to OD on them so I learn to play that character better.


    Oddly enough, I'm much better about using inspirations at lower levels when my tray is smaller. Lower level characters can benefit from a lot of the inspirations that drop. It also helps keep their speed up to earn more insps. It's higher level characters that I start to become conservative with them.


    Side note: Someone take Smurphy to rehab, because... damn...
  16. Hey Masque, just a heads up, you probably want to stop using the wikia version of CoH in favor of the titan network one (which is located at http://www.paragonwiki.com). The reason I bring this up is due to a post by TonyV about it being infected by malware:

    Quote:
    < snip >

    I discovered tonight that the Wikia City of Heroes wiki (please note: not the Paragon Wiki!) has been infected with malware. I discovered it when Google Chrome gave me a huge alert box saying that it was trying to load content from a known malware site. After digging around for a while on a sandboxed virtual machine, I discovered a hidden iframe that is being attached to the top ad banner that is, indeed, attempting to load malicious code.

    < snip >

    On a more related note, cool stories, everyone.
  17. Quote:
    Originally Posted by Grey Pilgrim View Post
    He also backpedaled from changes to Clear Mind when people pointed out how ridiculous that was going to make Ghost Widow in the STF. I think he sometimes gets challenges in his head that sound good (and kind of are, from the right perspective), but really aren't when you look at the game and players as a whole.
    Actually, he reverted the changes to Clear Mind because there currently wasn't a way to make reapplying CM-like powers drop the protection for a split second. (ie: I have 45s left on CM and I have 1 hold on me. If the emp refreshes is, the current one will be removed, I'll be held, then the new CM will be applied. That split second hold is enough to drop offensive toggles.) That's why CM still self stacks, not because of Ghost Widow.

    (I've tanked her plenty of times without any CM; it's a nice safety blanket, but not a necessity.)
  18. Quote:
    Originally Posted by Bill Z Bubba View Post
    Brute: Higher base HP means you get more out of Dull Pain.
    Scrapper: No need to chase fury.
    Brute: DoT on Fiery Melee attacks Are affected by fury's damage buff but are Not affected by crits.

    Brute wins.
    Actually, you forgot one more:

    Brute GFS - Scale 1 lethal dmg, Scale 1.44 fire dmg

    Scrapper GFS - Scale 0.84 lethal dmg, Scale 1.44 fire dmg

    The Brute's version of GFS is better than the Scrapper version, considering all other stats (rech, end cost, dot dmg) are the same.


    [edit: Moonlighter - I don't think so. If you want to check intent, see if Invincibility detoggles. Keep in mind that those are design decisions, but there is no automatic system to enforce it. When I13 first rolled out, Brute RttC didn't detoggle while held.]
  19. Quote:
    Originally Posted by JuliusSeizure View Post
    Soft Capped SR on a Brute is extremely potent as well, and often outlasts Granite Tanks.
    Then the Tanker(s) were doing something wrong. :P

    Quote:
    Originally Posted by Roderick View Post
    An attack's damage type(s) has absolutely no bearing on which defense type(s) are used against it.

    ...

    Most attacks only have one positional and one typed vector. Some (psi especially) lack one of these vectors.
    I agree with the former, but disagree with the latter. There are a lot of attacks that are flagged with multiple types. Energy Blast, Energy Melee, Dark Melee, Fire Melee, Ice Melee, Ice Blast, Archery (Blazing/Explosive Arrow), Psi Blast (Telekinetic Blast), Sonic Blast, etc.

    I'd consider powers dealing multiple damage types but only flagged as one of them to be the exception, rather than the rule. (Powers completely missing a flag, such as Dominate lacking the range flag, are rarer still.)
  20. I find that a bit strange, I felt pretty strong on my DM/Invuln when I created him back before the DM and Invuln buffs (Unyielding still had the 3.75% def debuff). What content are you doing, and at what difficulty? What does your build look like?

    I may not have had issues since I did many things I bet others wouldn't:
    *) I took ToF at lvl6 and abused the hell out of it.
    *) Soloed on Heroic until the mid 20s. (Pre-Beginner's Luck. I hate missing when fighting higher cons at low levels.)
    *) I did a lot of PvP missions before they reduced the rewards / took away the ability to call the contact. I was going from mission to mission before the 30s PvP immunity wore off. Also, this was before paper missions.
    *) Took Stamina at 22
    *) Took Siphon Life at 24 (pre buff, remember; it did about half damage and had a longer recharge.)
  21. Quote:
    Originally Posted by Frosticus View Post
    This is more an indication that the aggro auras need to be more distinct when moving from tank to brute to scrapper
    Agreed. I'd include Taunt and Gauntlet-lite for Brutes, too. Unless a Tanker uses Taunt and a Brute doesn't, the Brute will out threat the Tanker - same taunt durations, same threat mod, while having higher damage.
  22. Quote:
    Originally Posted by Severe View Post
    one of the reasons i bought gr was incarnates really. been waiting for real high end content for years.
    Yeah, me too. I'm not a big alter (though I have more alts here than any other game), so it gets to be a drag after a while not to be able to do anything for my characters. It's also a bit frustrating that not all characters can get as much out of IOs as others can. I'm hoping that the Incarnate system equalizes power levels a bit.

    Quote:
    Originally Posted by Blood Spectre View Post
    Your mother.
    Okay, I laughed. (I'm a sucker for "your mom" jokes.)

    Quote:
    Originally Posted by Frosticus View Post
    Depends entirely on what skills/bonuses the system offers. I have no intention of grinding out the incarnate levels on any toon that won't benefit a large amount from them.
    Quote:
    Originally Posted by UnicyclePeon View Post
    Whether I even bother to make an Incarnate at all depends on a) how tedious it is, and b) what form the bonuses/rewards come in and c) when the bonuses apply.
    Both of these weigh very heavily in my mind. The character I'd want to utilize the Incarnate system on is my WP/Fire Tanker. What worries me a bit is going through it with him, and screwing up. As with all systems, it'll take time to explore and find out the nuances of the system. Looking back at my first characters, first IO builds, etc... yeah...

    I don't know if there will be any choices to be had (I'm hoping there are), and if so, will they be reversable if I do pick poorly?
  23. Sarrate

    Aggro Bug?

    Quote:
    Originally Posted by psycheout View Post
    Quote:
    Originally Posted by Aett_Thorn View Post
    It's:

    "I think those 17 guys can handle the big guy. Let's go try to smash the little guy with him"
    ^This^ is how I feel it was before, you could grab tons of guys but any over *17*(not 16) would attack your teammates but now with them completing ignoring me it just seems weird.
    It's been like that for a long time. Once you have 17 mobs attacking you, you can't get anymore. They'll completely ignore you.

    Here is a demorecord of me testing the aggro cap last year. I herd up 17 monkies, and taunting will not grab any more. If I damage a mob, then one of the mobs previously aggroed to me will be pushed off and return to their spawn. I suspect it was done to prevent...

    Quote:
    Originally Posted by psycheout View Post
    Well like I said was solo. So there was an EB and to make killing him faster walked to him through a few mobs to flood AoG, didn't really noticed that some of the mobs didn't follow but when I got to him he wouldn't attack me which I guess can't really be exploited but seems weird.
    ...this. If you're correct and you could aggro 17 mobs and actively beat on a 18th without retaliation, then that's a bug. Gathering 17 and attacking an 18th should push one of the 17 off and add the 18th to it.
  24. Quote:
    Originally Posted by Shred_Monkey View Post
    There's idiots everywhere... some of them organize task forces.
    ...and some idiots join them.

    What's running through there mind at the moment isn't necessarily "We can't do it with a Regen Scrapper," but more along the lines of "Do I trust this PUG I don't know using a powerset notorious for spontaneous deaths to not to die?"

    I'll be honest, I'd have reservations too.

    [edit: Which is basically what Werner posted in the first response. Heh.]