Sarrate

Renowned
  • Posts

    1774
  • Joined

  1. Quote:
    Originally Posted by Kruunch View Post
    Even with hitting the soft cap of 45%, higher level and higher tiered mobs have higher *minimum* chances to hit you (Sarrate or Starsman can post the actual numbers). So if you were doing an L52 boss farm this weekend, and you had all the support in terms of defense (lets say you had 200% defense), you'd have still been faced with packs of 12-18 mobs, all of which had a *minimum* 8-10% chance to hit you (even with 200% defense).
    Yeah, critters get extra acc for being higher level and higher rank (sorry for the ugly tables, the [code] tag seems to have been removed ):

    Lvl +Acc
    +0 +00%
    +1 +10%
    +2 +20%
    +3 +30%
    +4 +40%
    +5 +50%
    (Past +5 they stay at 50% acc, but get +tohit as well.)

    Rank +Acc
    Min +00%
    Liu +15%
    Bo +30%
    AV +50%

    So a +2 boss would have a 7.8% (5 * 1.2 * 1.3) chance to hit against a softcapped player.


    (I am a little curious why everyone keeps bringing up AE boss farms when AE wasn't mentioned at all in the OP. I have a hard time believing that's all any PUG does... but I avoid PUGs, so I don't know.)

    Quote:
    Originally Posted by Amberyl View Post
    (... the other day I was on a team where between buffs and whatnot I was at 62% defense according to the combat attributes monitor, but still would sometimes take enough hits in a row from an alpha strike that I might as well have been one-shot.)
    Keep in mind that defense is always a gamble at the soft cap or not. It's possible (although very unlikely) that every single mob will hit you during the alpha strike and kill you. That's just how defense works. When several enemies hit you in a row like that, shake your fist at the RNG and move on. If that happens every spawn, then there's probably something else going on.
  2. Quote:
    Originally Posted by Lacrymosa View Post
    Key phrase here, "WITH IO's". Pretty sad that it takes entire sets to match up to a certain tank class. Flawed a bit?, yes. Regardless, if where speaking of non IO usage, Granite takes it. Of course, Granite takes it even with IO's.
    I said what I did because of this key phrase from the OP:

    Quote:
    Originally Posted by electric_emu View Post
    To clarify, I'm talking end-game, all-round effectiveness. So don't go saying "WP is better off in the beginning" or something similar. I want Granite's obvious weaknesses accounted for. Also, I'm not seeking "which is better in extreme situations" answers. Because when it comes down to tanking a horde of monsters in Tempest Quay, Granite clearly gets the nod.
    When I read "end-game," I think 40+ with some IOs involved. Yes, Granite will almost always get the survivability nod. The question was whether the survivability is worth the penalties. My experience says it is not.

    Again, I'm not a granite hater or anything like that; I'm not insulting or speaking down to stone armor at all, just answering the question.

    (Ever since my WP picked up Tough/Weave, surivavility was never a big problem - and I'm Fire Melee.)
  3. Quote:
    Originally Posted by Shannon_EU View Post
    It's just a random idea thats for pre 22 end reds to be schedule B. I don't know how popular end reds are pre 22. I'd rather increase dam per end with dam enh and cut fight duration and many ppl swear by increasing their acc. So with few slots in the build how popular are end reds? Higher end rec should only be more noticeable between fights so it'll decrease downtime. If end reds are more popular than I think then going from schedule a to schedule b is a slight disservice but with such a poor %change provided by the enhancements pre 20 I am not sure that it is much of a disservice. At lvl 20 end rec can return to normal and end red enhancements can go back to being schedule a.
    I definitely agree with you about damage slotting at low levels, although accuracy has the even higher priority.

    I'd be leery about adding yet another Beginner's Luck mechanic, though. You don't want to make low levels too strong, or you'll feel like leveling up makes you weaker. It was an argument against Beginner's Luck, actually. (I was all for BL mind you.)

    I know I haven't really presented any better ideas instead - it's a difficult problem that I haven't thought of anything I found acceptable.
  4. Quote:
    Originally Posted by _Deth_ View Post
    Willpower is sexy, it's new, it sucks against Alpha Strikes, the regen is badass.
    This needs a clarification - base WP may be weak to alpha strikes, but a WP with Tough/Weave and especially IOs (which I think the OP means with "end game") is not.

    Quote:
    Originally Posted by electric_emu View Post
    I simply wanted opinions on whether or not the weaknesses of Granite are worth its super-buff versus WP's lack of weaknesses but less overall defense.
    One correction, WP does have a weakness - it has a extremely weak taunt aura. It is only ~9.25% the duration (1.25s) of most (13.5s), and 7.4% the duration of the rest (16.875s). If you're fighting up level enemies, teamed with other taunting characters (Scrappers/Brutes), moving around (short duration falls off), etc you will lose aggro if you're not paying attention. All those situations can be overcome, but it is far more of a manual set than others.

    I'd consider that a very significant downside; for that reason the set is not for everyone.

    If you can work around that, then no, I don't think Granite's penalties are worth it after factoring in IOs. Yes, in most situations a Granite Tank is more survivable, but the situations in where the difference is meaningful are few and far inbetween. The only one really coming to mind is tower buffed Recluse - but a well built WP is still up for the task.

    Keep in mind I have no hate for Granite or anything like that. When I look at the two sets and what they can accomplish with IOs, I think WP is the victor (if you can manage aggro).
  5. Quote:
    Originally Posted by jthig32 View Post
    Stalagmites is mag 3, so it will stun Lt's. Obviously it will miss one or two per cast, but it will stun the majority of mobs.
    Is City of Data wrong then? It looks like it only stuns 10% of the time.
  6. Quote:
    Originally Posted by Heraclea View Post
    You realize that if end mod enhancement is improved, your end drain powers will become more effective if you slot them for end mod as well?

    Not sure how much this helps the pre-Stamina game,though.
    Actually, I just realized that Shannon was talking about End Reducers not End Mod. Gah!
  7. Quote:
    Originally Posted by Shannon_EU View Post
    No time to read everything but from the OP I thought about higher end recovery in the lower levels and for low level end reducers to become schedule b instead of schedule a to compensate. This way you have higher end rec aiding pace as some/most people are barely likely to slot end anyway for want of acc and dam.
    Hmm, interesting, but I can see a potential problem with that. If you move End Mod enhancement to Schedule B, that'd be a nerf to all other end modifying powers. For example, it would be a nerf to end drain / recovery debuff powers. The last thing my /Elec Defender needs is a downgrade to her secondary effect.

    Or, technically, since End Mod Enhancers modify End and Recovery separately, they could change it so that only the Recovery part was Schedule B. Of course, that'd still be a nerf to powers with recov debuffs (like Elec Blast), but it'd still be a nerf to recovery buff powers like Speed Boost and Accelerated Metabolism. They could balance it so the loss broke even with Stamina, but anything above that would be wasted.
  8. Quote:
    Originally Posted by Talen_Lee View Post
    Any chance of getting threads to automatically jump you to the last appropriate place you were?
    You can do that now, but it's counter-intuitive compared to the old boards and easy to miss. Stealing an image from one of Vivace's post



    [edit: The button could stand to be bigger.]
  9. Quote:
    Originally Posted by Kyasubaru View Post
    I dislike that there's no "Preview" option when posting.
    There is, but it's one step removed. Instead of clicking "Post Quick Reply," click "Go Advanced" instead. From there you'll be able to preview your post. (I may be misremembering the exact button names, but you should get the idea.)
  10. Quote:
    Originally Posted by darminiam View Post
    Interesting. I can't stay logged in. I wonder why?
    I had that problem at first too. Here's what I did:
    • Clear out my cookies (there may be two sets, boards.coh.com and boards.cityofheroes.com
    • Login at boards.cityofheroes.com instead of boards.coh.com

    That's all I did and I got it to work. Hopefully that will do the trick for you.
  11. Sarrate

    Finally!!!

    Quote:
    Originally Posted by SargentWild View Post
    Actually, vBulletin has a grace period of about 60 seconds, but could be a bit longer( I never bothered to time it). Any thing after that will be marked, permanently.
    Oh really? I'm going to test that...

    [edit: Alright, I gave it three minutes.]
    [edit: Awesome, it worked!]
    [edit: Also, if you clicked the link at the bottom of a post (the "Last edited by <name>" bit), you'll see it tracks the changes of the post, and you can even compare different versions.]
  12. Like others have said, it's a whole new board, so it will take a while to get used to, especially considering how often I frequented the old one...

    At any rate:
    • Emocations - I liked the old ones, but you already posted on the issue.
    • View All - The old forums had a feature to view all posts in a thread. I used that a lot (on some larger posts I probably shouldn't have, too). I'd prefer it if this was readded, if possible.
    • Edited Posts - On the old forums, when a user edited a post it defaulted to having some text saying that the post was edited, for example "[Sarrate edited this post on mm/dd/yyyy at hh:mm]". These forums don't display that at all. Personally, I think all edited posts should be flagged as such to avoid 'ninjas.'
    • Images - While it can be useful, I can't help but feel like the feature will be abused...
    • (Subjective) The forums feel a little slower than the old one, but it may because numerous forum addicts (myself included) can finally get their fix after 3 days of downtime.

    That's all I have for the moment...


    [edit: I retract the bullet about editing posts. It was pointed out to me that there is a short grace period before a message gets tagged as edited. This is fully acceptable to me.]
    [edit: Holy crap! This board actually tracks the history of edited posts! That's awesome.]
  13. Sarrate

    Finally!!!

    Quote:
    Originally Posted by BillZBubba View Post
    Hmmm. Apparently not. But then, we could always disable that before.
    True, but I would've preferred all edited posts be marked, not none of them. I don't like the 'ninja' aspect if you know what I mean.

    *cough Evil Geko cough*


    [edit: Oh, and yes, welcome to those across the seas!]
  14. Quote:
    Originally Posted by Moderator 08 View Post
    We're working on the emoticon issue. Things are a bit more complicated for a business than it would be for someone setting up personal web forums.
    Ahh, I was wondering if it was a licensing problem. Thanks for the info!


    (Btw, that multi-quote feature? I think that will allow you to quote posts from different threads. Nifty!)
  15. Sarrate

    Finally!!!

    Quote:
    Originally Posted by BillZBubba View Post
    Had to log in after logging in to post? BUGS!

    To the OP... withdrawal sucks.
    1) I noticed I couldn't stay logged in at all if I logged in to boards.coh.com - I was successful using boards.cityofheroes.com though. (After I flushed the cookies.)

    2) *twitches* I resorted to reading the devs twitter pages to fill in the gap (all 9 of them that I'm aware of). They didn't generate nearly as much new material as a full forum, though. :smirk:

    [edit: Aww, the smirk emote is gone. Shame.]
    [edit: Yikes! There's no notification on a post when you edit it?!]
  16. Hmm, I forgot all about this thread and lost it in the sea of "new posts." It pretty much fufills the point of my new one. Ah well.

    Also, I agree with Voo, just isn't the same. Emocation icons should be swappable, shouldn't they? Is there a reason they couldn't use the old ones? I've never setup / managed a forum myself, so I don't know.
  17. Sarrate

    New forums!

    Not sure about you guys, but I was very much in the same boat as BABs as he said on his twitter, checking routinely, even though I knew the forums didn't exist, so having them again is a very welcome change. (I got in the habit of checking about 9 different dev Twitters to fill the gap. They didn't generate as much content as a whole forum, though.

    One thing that I will miss, though, the old angry face. just isn't the same.
  18. Mod8:

    [ QUOTE ]
    [ QUOTE ]
    So is the downtime 2hrs or a couple days?

    [/ QUOTE ]

    Days.

    [/ QUOTE ]

    Pessimism wins again. :P
  19. [ QUOTE ]
    [ QUOTE ]

    There has been some speculation on Victory that it was a 2hr downtime instead of 3 days worth of downtime (how I initially read it).

    So is the downtime 2hrs or a couple days?

    [/ QUOTE ]

    Days.

    [/ QUOTE ]

    Thank you, sir!
  20. Hey Mod8, could I get a bit of clarification on the "Forumpocalypse"?

    There has been some speculation on Victory that it was a 2hr downtime instead of 3 days worth of downtime (how I initially read it).

    So is the downtime 2hrs or a couple days?
  21. Sarrate

    Comic Con Panel

    [ QUOTE ]
    [ QUOTE ]
    [ QUOTE ]
    Not Found
    The requested URL /_VYPWSl21Ny4/SP_c4DHdmCI/AAAAAAAAASc/j-qM-AyFa4M/s912/img_0841.jpg was not found on this server.

    [/ QUOTE ]

    Google is griefing your pic!

    [/ QUOTE ]

    Edited link. Try now.

    [/ QUOTE ]

    That did the trick, thanks!
  22. Sarrate

    Comic Con Panel

    [ QUOTE ]
    Not Found
    The requested URL /_VYPWSl21Ny4/SP_c4DHdmCI/AAAAAAAAASc/j-qM-AyFa4M/s912/img_0841.jpg was not found on this server.

    [/ QUOTE ]

    Google is griefing your pic!
  23. [ QUOTE ]
    Please understand that this is not a put-down or anything of the sort, but merely an explanation of what my experience and observations have been over they years.

    [/ QUOTE ]

    How dare you belittle my point of view!

    Hah! Don't sweat it Sam, it'd take something for me to think that was your goal with any of your posts. My experience is that MMs are pretty strong most of the time, but there are enough "fiddly bits" that prevents them from being fully realized. I think we'll just have to agree to disagree on this; I don't see either of us changing our views so discussing back and forth for a couple pages won't do us any good. I'd rather just call it here and save us both the trouble.
  24. [ QUOTE ]
    I agree about the end issues but in my mind these only really apply pre-Stamina.

    [/ QUOTE ]

    Kruunch: In my experience, ATs only really have end issues from lvl10-20. Levels 1-10 are generally pretty painless compared to the teens where AT mods start having a more noticeable effect and mob hp starts scaling up.

    Admittedly, my point of view is contaminated by vet rewards like SoM, though.

    [ QUOTE ]
    *EDIT* I'd like to amend that I could see a lot of merit with this type of change, were it be involved with a general AT upgrade (all ATs).

    [/ QUOTE ]

    Kruunch: Another reason I posted this, it may be the square peg for a round hole (Tanker ideas), but it may be just the thing for something else, be it a global change, mechanic for a new AT, boss fight for a TF, etc.

    [ QUOTE ]
    Lift the agro cap (but not the target limits per power). Give Tankers the ability to once again push their defenses to the maximum.

    [/ QUOTE ]

    Kruunch: I did think of that (raising the cap for just Tankers), but the problem that creates is it makes Tanker overlap even worse. Right now, if more than 17 mobs are pulled, a second Tanker can grab the extra mobs. If the aggro cap was raised to 25 (for example), taht would mean it would take 25 mobs before the second Tanker is useful again. That's the opposite direction I was aiming for.

    [ QUOTE ]
    - It specifically doesn't improve Tanker soloing, which is an area they should be improved in.

    [/ QUOTE ]

    Johnny_Butane: Actually, I mispoke before. By increasing efficiency, you are boosting the speed most Tanks can solo at. By "most Tanks" I mean those that aren't IOed for end management.

    This would speed up Tanker soloing before IOs since they'd have more end to attack with, but it wouldn't increase their maximum kill speed (which a dmg buff / res debuffs would).
  25. [ QUOTE ]
    I don't pretend to be an expert on Masterminds, bit I'm a sworn Scrapper at heart, and if even I can admit Masterminds are as close to tank-mages as we're going to get, trust me that this counts for something.

    [/ QUOTE ]

    Like you, I'm not an expert MM player by any means. I'm also not saying that MMs don't tread close to Tank Mage territory. What I'm saying is that MMs have issues to deal with that makes them different than having Tanks become Tank Mages (by dealing Scrapper damage or having support like Dark Miasma).

    A Tanker is in full control of their abilities, not AI.
    A Tanker won't freak out when hit by Burn or Caltrops.
    A Tanker doesn't need to worry about mezzes (for the most part).
    A Tanker can 'focus' on one target without sacrificing defense.
    Etc.

    That's what I was trying to say. Sorry if I wasn't clear, it was a short night. :\