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Posts
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I'll update my inventory as time goes on.
For those who don't know, 52 HOs were created by a glitch a long time ago that no longer exists. For this reason, the number of 52 HOs are declining as people quit the game, lose them, or accidently delete them. For this reason, the 'value' of 52 HOs is steadily increasing, as they are still the most effect method in many circumstances.
Popular for pure DPS or PvP is slotting 2 level 52+ Acc/dmg HOs with 4 procs. This gives 75.93% ACC and 75.93% DMG with 4 damage procs.
52 HOs are just as useful as 53 HOs, as after buying a cheap (50 mill) level 50 Acc/dmg HO, you can combine 52 --> 52+, equaling 38.3%/38.3%, the exact same as a level 53.
As stated in other threads, HOs like these have even gone for prices such as 3 billion before. These are a must have if you want to 100% fully min/max your characters.
Lastly, there is no difference between Synthetic and Non-Synethetic. Both can be combined. The name only suggests how the HO was earned, but they act the exact same way as each other.
There are currently -none- on the market and hasn't been for some time now.
Inventory (Updated):
3 Nucleous HOs - 2 Billion each
4 Synethetic Nucleous HOs - 2 Billion each
PST @Mr Perfection for details, questions or negotiations. -
Quote:You should read my post more closely.So, players already disinclined to PvP should waste a week pre-ignoring all the morons in the zone just so they can try out something they're not sure they'd like.
Interesting notion.
Seebs argues /ignore does nothing because you only /ignore after being trolled ("having unfun")
I argue that smart players do not wait to be trolled to ignore someone, they do it preemptively.
If /ignore were to only affect people who had sent you direct tells, then we would have a problem and what I said would be false. Foruntately, my statements disprove seebs arguement.
I don't remember saying anything along the lines of what you're trying to argue with me. I didn't state players should waste time, or that players should ignore people, or anything else.
There is no notion to speak of. -
Quote:That's because both your post and Selethia's earlier post did not have builds for us to critque. Asking for a build after not attempting one is something most people will not respond to.Hey, Selethia what i would like to know, is why no one replied to your earlier post about your SJ/EA scr, cause im interested in making a build like that for pvp. And also my post about my Elec/Nin stalk pvp build. when we both had 100+ views and everyone else got a reply but us. am i missing something? im sry just thought we could get some help.
If you make a decent PvP build, then some of us are willing to add or contribute.
At the same time, remember this is Player vs Player, and a lot of people aren't comfortable giving out builds they know are going to kill them later. This is why I keep my best builds for myself and close friends. -
Quote:Depends, you have to be smart about it.I would argue that /ignore does not really do anything to solve the problem of trash-talkers, which is that by the time you ignore them you are already having unfun.
/ignore people when you see them trash-talking 'others' and within a week you've got everyone stupid ignored and you're happily killing them.
I remember walking into freedom RV and ignoring 7 people within the hour because their broadcast was filling my chat. It wasn't targeted at me at all, I just don't want those idiots having access to my screen :P
Now I don't have that problem nearly as much. -
Which server?
What type of rules? (map, time/stock, HD/No HD, TS/No TS, lore/No lore, alpha only, no incarnate, insp/No insp)
Sunday as in tomorrow? Or the next week? Or next month?
The lottery system seems like a good idea, but that's coming from someone who doesn't mind losing. -
I would not suggest going on with this event.
As someone who spent the last 3 years with his attention on Fight Club PvP, I know, and 2 of my friends know, there are certain combinations that are going to dominate this competition.
The rules are so specific that I can already see the limitations on people, making it impossible to counter certain tactics.
You've taken Rock/Paper/Scissors and removed the Rock. Everyone will be rolling Paper, and since WP is the only secondary, there is nothing to kill Scissors.
As fun as this competition may be for some people, understand that a couple of us diehard min/maxers will completely obliterate this competition. This is some of the most imbalanced competition I have ever seen.
Do not give away prizes for this, and no dev should help organize this. If it were to go through, you'd have 3-4 PvPers killing everyone else within the first minute for every single match. It would be broken as hell.
I -could- provide a nice list of powers to ban in order to stop this from happening. For example, stop WP/SS tanks from spamming Jab/Box with 3-4 procs and killing everything. In this case, you'd ban Boxing from the competition.
If you include set bonuses, you have a select few who know exactly how to PvP spec their build for fighting WP toons. The gap between the average player and the top player would be extremely high. This would look unfair to people, and really, it is.
If you exclude bonuses, then you see a few privileged individuals using 53 HOs and damage procs in their attacks. Dominating frankenslotted toons.
If you make it SO only, it's impossible to enforce them from frankenslotting because there's no way to tell.
So here are my problems with this idea.
If you enforce WP only, I can think of 2-3 combinations that could not be countered.
If you enforce no set bonuses, you have a huge gap between 53 HO users and expensive procs vs those who can't afford it.
If you enforce SO only, there's no way to know if someone is lying or not.
My biggest problem with this competition is that it wouldn't be a competition at all. I'm known for specializing in Melee Fight Club duels and have been for years, but these specific rules here just make my job a million times easier, and while I had to make my build have enough accuracy for SR/EA/Shield, or have enough recovery for end drainers, this means I can go full out regarding a lot of things.
It wouldn't be fair, at all.
Conclusion: I don't want to annouce what would break this competiton so that everyone can make them, but I'm willing to respond to a PM from Aumakua explaining it. -
For PvP I only use 51++, 52+ or 53 HOs in my builds to get the full effectiveness.
A devastation acc/dmg +5 = 33.1% or rather a regular level 50 nucleous
A acc/dmg 51++/52+/53 HO = 38.3% which is 5.2% more than the former.
When slotting these in multiple powers or multiple HOs in one power, the difference is very noticable for me.
Enhancement boosters mean you can get bonuses, but using IOs that's always been the case.
Better %s vs Set bonuses
Sometimes, the %s mean a lot more, or you've hit the rule of 5, or it can't even take a set in the power.
51++/52+/53 HOs are still much more powerful than +5 IOs, and as a sometimes excessive min/maxer, I wouldn't take any less. I have used enhancement boosters before, but I've never replaced 38.3/38.3% HOs with 33.1/33.1% IOs.
If we're to compare regular HOs that aren't combined, it's only fair to compare them to regular IOs that aren't enhanced.
HOs have never been replaced, since nothing gets the job done as well. Especially when considering the glitch creating HOs above level 50.
If you aren't willing to dish out 2 billion for those, then I suppose enhancement boosters are a cheaper option though.
As for making them useless? Crushing impacts existance never hurt Hecatombs usefulness, even though they are much cheaper and more avaliable. As long as +5 IOs are not as effective as slotting a high level HO, they won't impact it's effectiveness at all. -
If MrLiberty doesn't mind me making a very small change
Code:| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1499;667;1334;HEX;| |78DA6594596F125114C7EF94410A05D98AD0052B945296323069DDE2835A5B885A1| |22CC63743A630C149081040639F5CE227D0441397D6E5D1E8F730EA37F02BB83CFA| |62F074CE9F2561C2F0BBF77F967BE6DC3B53BCBFE5FC5C78745148AE2B0DADDBAD6| |CD27F4FEF588B5ADDA88AA3CB46F71CE4CAAED6ACEB35256F7474760D0E2CE5BBED| |76ABD3530A5AADAEF7BAC2516AB51A4AB9ADEB35A739DCD1B5B6D1AC7BCDC9D5E63| |DA36BEC190DA3B7EF1E986B7AA77BC768FBB6DB4655C9B73A55BD523493EF87A886| |14DD97C4E0EA5B45664A085516530A9865CA3950651E5BB3987C308A954509B61BC| |CE95DB0CC74DC645E266F09EB4949CEE348319D6910F98F674085F990A22C1C2B2C| |69616A516AA6D54CD897ACD03CE032D96C6C936D365EDF33CDF4D9C10B64962D22F| |583E78F696AE718ABFD80B5D943F02DF3C43BF03D33FE86E897C53645CDA01F3388| |09214708B1F3889DFF801C54A38B6324D7757ECED45F9A866511249B9B6BB1B8516| |772502FA8A2EE3C4DBDE8ABF725E7597C05BE669E3C040F40F4F90945F9D1277F40| |32B5531ED007FA99917F5C9B9B6A0B602F0288F190168416C41E148ECE3AEA9AFBC| |25AE42BF80DFBF41D443DCB38073ECAB7807C0B11F6F1931646AD61F436865EC7D0| |E3387A1CC7FECC52CC127ABC845A63E8F126218AFAA2515E77F53478063CCB4C9E0| |3CFE35C52DE15D4B7827C1FC9948096C05A9F484BE34CA5B31CBB960355709D99D9| |004392992F446B281C2B14F4C0455A0ECF93C31A2AD6FFE9A0F70BFE5286FD7F8F3| |449BAC5FE996BC45559FC1AB725D85F05FF8C6C16E929F732FB1C7C06BE602ECAC3| |6F01FDE8121179F0AAF7FBA9096B6E42512794F509656342D999504AF2F00B23245| |3B17B86DF8DFE9EC3F434C7DAD8B83436BE3D3696E940AB788AFFB05FDF2B| |-------------------------------------------------------------------|
I'm sure he'd agree with my change.
I would also suggest you make it. It's standard but at the same time obviously made by someone who knows what works and what doesn't. -
Quote:That depends. I want my challenge to be my opponents skill, rather than how the RNG is feeling that time of day.There are people who want an actual challenge, with a chance of failure, and then there are people who just want a guaranteed win over an inferior foe to make them feel better.
Note that this applies to PvP as much as PvE.
If I am a superior player, I feel I should beat inferior players 100% of the time if I play -flawlessly-. The good part is, I make mistakes, and in a game with 3-D movement and a ton of power, those mistakes happen a lot. I rarely play flawlessly and time everything to go just as I want it to, but if I nail it, I don't want to lose to someone who isn't as good of a player as I am.
If I lose, I want it to be my fault, not because 1% of the time a worse player will beat me.
I don't want a guranteed win, except on worse players, assuming I don't mess up. I don't think that's too much to ask for. I never beat better players without them making a mistake. We all do eventually. -
Zwillinger, I recently found something that broke during issue 13. Domination for Dominators isn't working properly, and there are easy fixes and suggestions on how to fix it here. I've tried to get some attention to it, but have 0 idea whether someone is taking it seriously or not.
http://boards.cityofheroes.com/showthread.php?t=287947
Even if you could assure me it's been written down somewhere where someone will see it, that would be very nice. Bookmark it and look at it when you're free if you have to. Thank you.
EDIT: ^ This is PvP related ONLY
As to PvP balance? I always point people to the original Super Smash bros game. It has a tier list, meaning some characters are -typically- better than others, just like every other fighting game.
At the same time, the top player (Isai) can beat -every- other player in the world with -any- character, usually winning by a mile as well (worldwide).
For me, that is balance. It means that regardless of the character, the amount of skill can -always- overcome that, through tactics and build strategy.
We have that to a certain degree, but honestly, the "skill" that can make any character good is knowing how to IO it properly, and while that does indeed take skill, it can also be passed over to someone who knows nothing about the game.
This is why people rarely share their own builds on the forums.
It also makes me hate how set bonuses are listed. Especially with big PvP bonuses showing. Give me 30 minutes and I can reverse engineer someone's build almost entirely. This means if someone else does this, they could have most of my builds, or something very similar to it. Wish they could be disabled in PvP zones like they once were.
If you wanted this game to be more based upon skill that isn't IOing properly, the only way I see it is to make it similar to how it was pre-i13. Some good changes have been implemented since then, but make PvP -faster-, so that reaction time and knowing your stuff is what makes you survive and get kills.
At the time being, people can take their time and relax while PvPing, because fights take a long time and both sides are constantly being slowed down. I'm never shaking because of the intensity of CoX PvP like I used to. The appeal to PvP is the adrenaline rush.
I've never tried to create a list to fix PvP, but I wouldn't mind these changes implemented, given other changes that are affected by them or affect them were also changed with them.
-Take out inherent +res in PvP
-Take out DR (This system is too complicated, Devs cannot balance things they don't fully understand, and players have no idea how to build their characters)
-Maybe give everyone a +100% dmg buff (things die faster) to counter the survivablility power creep since i13 (Incarnates)
-Lose TS/HD
I cannot stress how complicated PvP has gotten with DR and other mechanics. I -know- it's too complicated because I find mistakes in the coding on a weekly basis, and have a list right now open on my screen of over 20 PvP exploits that wouldn't exist if the programmer understood DR and PvP completely.
Anyone can take a look at the thread I posted.
PvP is so complicated these days that nobody had noticed their inherent power didn't work for 3+ years. That would get picked up before it even hit live if Dominators PvE had Domination stop working for them.
I don't even mind throwing away the years of experience I have dealing with DR. It definitely gives me an edge, an edge I shouldn't have, but I would prefer PvP without it. -
Quote:They've recently been fixing bugs in PvP.Whats the point ? Havent the devs have made it quite clear that they dont give a rats *** about PvP?
CS just got nerfed
The mez with higher durations were standardized
A couple other small things
Besides that, I have a long list of exploits I've slowly been handing over to them. -
Worth noting that the PPM goes off the recharge of the power, not the recharge of the pet. I've heard some asking about this lately with PPM in pets.
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Although the thread may belong here, I feel it was my duty to alert the PvPers that their characters were bugged and their inherent was not working correctly.
This bug has existed since i13 (3 years), but this thread has multiple sources of evidence to prove that Domination for Dominators in PvP does not work as intended. It explains why as well.
http://boards.cityofheroes.com/showthread.php?t=287947
There are solutions at the top as well as Arcanaville's suggestions halfway through.
I'll try to get some GMs to look at this thread, as well as bug it ingame.
Thanks for reading. -
It looks like it's been broken for over 3 years.
Here is a post by Castle. 10-14-2008
"* For Dominators: Change normal control Duration base to 4 seconds for Stun, Sleep, Hold, Immobilize, Terrorize, Confuse, Untouchable, Intangible attributes. Duration of Status Effects (Hold, Sleep, etc.) no longer scale by level; instead they have fixed base durations. Change Domination control Duration base to 4 seconds for Stun, Sleep, Hold, Immobilize, Terrorize, Confuse, Untouchable, Intangible attribs. Duration of Status Effects (Hold, Sleep, etc.) no longer scale by level; instead they have fixed base durations. Change Magnitude bonus from +3 to +1."
Specifically the last point. "Change Domination control.....Change Magnitude bonus from +3 to +1."
http://coh103.gtm.cityofheroes.com/s...d.php?t=125865
Doesn't look like it was a stealth patch. Looks like Castle broke it and didn't realize it, since he annouced the change himself.
I'm posting a link to this thread in the bug forums now. -
Quote:I think you missed what I said, domination *does not* boost the duration of the hold.
If you take a naked target with no toggles or IO's and hit them with a dominated hold vs. one without they will last the same.
Dominations only effect is making the mez cut through mez resistance. The duration doesn't increase.
If say a hold were to last for 5 seconds before mez resistance is factored in, but lasts only 2 seconds between status protection and what not, while in domination the hold would last 5 seconds. Not an increase in duration, but an increase in the time spent held over a target with mez resistance.
My apologies. If I stated it increased the duration, it was only under the assumption that most PvPers have resistance to holds from one source or another. The realistic effect would be holds lasting longer, even though their duration wasn't increased, only the resistance to them was lost.
Similar to comparing -resistance with +dmg, both makes orange numbers increase. Domination holds should work as ignoring resistance all together.
That last paragraph is what -should- happen, but this entire thread proves it does not. Specifically, I did the test you and Katalyst mentioned. Here are the results.
First Screenshots = CM stacked on me, No Domination, Dominate from Mind Control. It lasts roughly 1 second.
http://i42.tinypic.com/25a6iao.jpg = Dominator just used Dominate. I'm held (As seen under my HP). The timer is 9:00. I have a ton of Clear minds on me.
http://i43.tinypic.com/2s7teoh.jpg = Time is 8:59. I'm still held.
http://i43.tinypic.com/2087gqp.jpg = Time is 8:58. No longer held.
Here we see that Dominate only lasted for about 1 second.
Second Screenshots = CM stacked on me, Domination, Dominate from Mind control. Lasts roughly 1 second again.
http://i41.tinypic.com/23mswhg.jpg = Dominator used Frenzy, then Domination. I'm held. Timer is 6:58. I have a ton of Clear minds on me. Note the Domination text above my head.
http://i42.tinypic.com/f0vtqu.jpg = Time is 6:57. Still held.
http://i41.tinypic.com/zx8xop.jpg = Time is 6:56. NOT HELD. The Domination porton of the hold exists, but isn't enough to hold me on it's own.
http://i43.tinypic.com/2v3255l.jpg = Time is 6:55. NOT HELD. More proof that the Domination portion, that ignores resistance, is there but not doing anything since it's not greater than 1 Mag.
This is simply proof that Domination does not boost holds. Dominate has a 4 second BASE duration as a hold, if it were to ignore resistance in Domination as it should, it should at least hold for 4 seconds.
I highly doubt that someone fiddled with PvP numbers in the past 3 years to make Dom holds broken.
I really want to quote this...
Quote:If say a hold were to last for 5 seconds before mez resistance is factored in, but lasts only 2 seconds between status protection and what not, while in domination the hold would last 5 seconds. Not an increase in duration, but an increase in the time spent held over a target with mez resistance. -
Quote:It's worth noting...I'm not sure what "Very very small" means exactly? Do you mean less than one second.
Because I can say with 100% certainty when we (myself included) tested the mez times on Stalagmites with earth doms, against mez resistance capped targets the difference was significant with domination vs. without.
This was in the arena, no TS / no heal decay, but DR left on.
Outside of tests I've seen it countless times in the arena in action. Its the difference between breaking out of a mez before you hit the ground and stumbling around for 4 to 5+ seconds when you see that "Domination" hit above your head.
http://tomax.cohtitan.com/data/power...ol.Stalagmites
That Domination Stalagmites doesn't even have 'unresisted' as a flag on it. That means even if they increased the Mag to a number that would work, it wouldn't increase the duration at all. I really -really- think it's just a preception thing.
I will test this today though, with an emp and a dom. I'll stack as many CMs I can, and see if Domination Dominate really lasts longer in domination than out.
Base on the numbers, the hold should last less than 1 second, then looking at my combat attributes I should see the Mag 0.8 hold on me for anywhere from 5-6 seconds (as it's unresisted), but not be held. I'll take plenty of screenshots for each second to show how long it lasts.
I'll post later today about how it goes
EDIT: To clarify, Stalagmites in and out of Domination has always had the exact same duration (Since i13). Not only because the Domination portion isn't working correctly, but Stalagmites doesn't have an "unresisted" flag that would allow it to cut through CM stacking. -
Quote:That second change seems like a big one, as it would affect PvE as well as PvP. If the case was that the devs did not want to toy with PvE (Mag 1 mez may exist in critters), than only making it activate like that in PvP could be the best option. All mez in PvP is supposed to work regardless of Magnitude either way.My instinct is to say set PvPDR Alpha and Beta to 1.0 and 0.0 for CUR for all boolean hard mez. In other words, turn off DR for mez magnitude. I don't think that has any bad or unwanted side effects.
As to the 1.0 vs 1.00000001 thing, it occurs to me that the best way to solve that might be instead of searching for and changing lots of mez powers all over the place, simply set the base for player and critter confuse, terrorize, hold, immobilize, stun, and sleep from 1.000 to 0.999. That way, everyone and everything becomes vulnerable to a mag 1.0 mez effect, at least as I understand how the mez effects work. If that is what the devs intended.
At the same time, it wouldn't be changing too many mez powers to be over 1 magnitude. As far as I can tell, only the Domination portions of Dominator Mezzes seem to work that way. Could be as easy as rewriting 1 Mag --> 1.1 Mag for a handful of Dom powers, assuming they get rid of DR for magnitude.
I think I'll try to get some GMs to look at this thread now. There's a lot of options on how to fix what has been broken. -
Quote:I've edited the Solutions at the top incase a dev reads this to reflect these confirmations.Actually, after thinking about it more carefully, I have to retract one of my two statements. Since DR affects Curs directly, they can indirectly affect the hold magnitude of a hold without actually affecting the actual magnitude of the power.
Its not that the hold is being reduced from mag 1 to mag 0.84. Rather, its the net hold Cur magnitude being applied to the character that is being reduced from mag +1.0 to +0.83.
I believe therefore as I understand DR to work, to mez a player in PvP the Cur magnitude of the mez must be at least magnitude 1.249 for DR to reduce that to a value still greater than 1.0. 1.27 to be safe from round-off error.
It may help if you were to confirm either solution as something that 'could' be changed and if it were to really fix the problem. If neither would, a suggestion as to what would fix it would help too. The more backup from known number crunchers, the more attention this problem will get, and the more confident the devs will be in changing it. -
Quote:A couple of general comments:
1. DR affects scale. Every power effect has a magnitude and a duration (possibly zero). One, and only one of them, can be enhanceable. If its magnitude, its defined to be a Magnitude effect and the Scale of the power equals its magnitude. Damage is like this. If its duration, its defined to be a Duration effect, and its Scale equals its duration (and a different field in the effect definition specifies its magnitude). Most holds are like this.
If you can slot the mez effect, and the duration goes up, then that effect is a Duration effect. Since PvP DR *only* affects the Scale of the power, it can only affect the Duration of this effect. It cannot affect the magnitude. A mez effect that is a Duration effect with mag 3 can have its duration increased or decreased, but its magnitude is fixed. Nothing, not the purple patch, not PvPDR, not any resistance in the game, can alter the magnitude of that effect. Its absolutely immutable.
2. Mag 1 mez effects don't affect anyone on their own. Pretty much everything out there has a default -1.0 base value to all their status flags. Mez status attributes are sometimes called Boolean attributes. That's because they are evaluated as a true/false: if Flag > 0 then True, Else False.
Note: greater than zero. Not not negative. When you increase the base magnitude of a mez attribute from -1.0 to zero, the target is still not mezzed. *Anything* higher and they would be. A Mag 1.01 hold would work. 0.01 is greater than zero. But 1.0 doesn't work. It can only stack on other mez.
That's why mag 1 mezzes don't seem to do anything. They shouldn't with anyone with the normal -1.0 base mez attribute without mez protection.
Long ago, Thunder Kick in the Martial Arts set had a 100% mag 1 hold. The players complained that mag 1 didn't stun anything. So the devs changed it to a 10% mag 2. Now it had enough magnitude to stun, but now the effect almost never went off.
We should have asked for a 99% chance for mag 1.001. That would have stunned minions. For all I know, way back then Geko might have even fallen for it.
Funny, I was just about to post on this find. Thanks to @Dexterity to pointing this out in his own test for it.
It seems like even with DR -off- it didn't work, which is led me to believe that it needs to be slightly more than Magnitude 1. Testing Telekinesis (1.5 DRed to 1.1 and working) provided more evidence for this.
I wanted to share these 2 screenshots, where Combat attributes is showing the Magnitude being DRed. I know Combat Attributes sometimes doesn't apply DR to totals, like damage/accuracy/recharge (as they're per power), but I've never seen it apply DR to things that aren't being DRed. Are we absolutely sure about it not being DRed? I can't test this right now, unless I get a hold with a magnitude -above- 1 that's 'would' DRed -below- 1, with the test proving whether DR affects it or not.
If I can't test it at all, I'll take your word. I just like to be able to back up what I tell others later.
Here are the screenshots. The first one is being hit with a regular Domination Dominate.
http://i39.tinypic.com/v5vdao.jpg
The second is after the initial mez work off, and only the Domination part was left.
http://i44.tinypic.com/dyp2ps.jpg
So I was correct in that Domination is broken for doms. The problem isn't DR, the problem is that the magnitude has to be more than 1, not -at- 1. This is good progress. -
100% sure of it. Not only does it not work on paper or in theory, it doesn't work with tests.
To MrLiberty, in that test, I'm absolutely sure that both in Domination and out of Domination, both would hold for very very small times (CM can be stacked to around 15% mez duration). I'd bet my reputation on it, but I'm willing to test it with a couple friends.
It's worth noting that in the second test, I had acrobatics on. The 3 seconds of Mag 0.8 hold (on combat attributes, not held) only outlasted the original hold because of my hold resistance.
I can assure you that if this was fixed, dominators in domination would hold everyone twice as long (as they'd actually ignore hold resistance). Confuse would last twice as long too (everyone has tactics).
On the other hand, not many squishies have stun resistance, so the change for stuns would be minor.
The tests seem pretty straight forward, and the theory checks out. It was tested in 2 different ways mind you. Using a Mag 1 Confuse (Possess ignoring suppression), and using a regular hold that ends with a Mag 1 hold (Dominate in Domination).
Domination isn't working as intended.
Maybe I can get Arcana here to look it over. -
and it has been since issue 13.
While this may be better fit for the bug forums, I feel the PvP community should know this right away. The tests I've been doing have just uncovered that Domination does -nothing- to increase your hold times. This would explain the confusion others have had regarding how much longer holds last with Domination.
The answer is that it doesn't increase mez durations at all.
The problem is that Magnitude is DRed (Diminishing Returns), and a magnitude of less than 1 doesn't affect targets. I don't believe this is common knowledge among the playerbase or the devs as no mez I'm aware of has less than 1 under any circumstances, except with, of course, PvP.
Let's look at Char from Fire Control on Doms. Here is the link to RedTomax.
http://tomax.cohtitan.com/data/power...e_Control.Char
In Domination, stated as "If source.kStealth > 0.5", it applies
4s Held (mag 1)
With 3 tags.
1. Floating text "DOMINATION"
2. Unresisted
3. Mez Suppression
The normal "4s Held (mag 4)" a player gets out of Domination is resisted, and therefore lasts roughly half the time of the unresisted hold, as melee players have around 50% mez resistance and squishies with acrobatics (aka, all of them), have 50% resistance to mez as well.
The problem is that the "mag 1" of the Domination version is DRed to 0.8 mag, which by itself does not hold the target.
While it's true that the magnitude of the hold goes from "Mag 4" to "Mag 5" while in Domination for the duration of the first hold, it's worth noting that after achieving a Magnitude of 1 or greater -after- DR, any addtionally magnitude is worthless.
While many PvPers already know this, the difference between a Magnitude 4 and a Magnitude 5 hold is -nothing-, as Hold Protection doesn't exist in PvP, only resistance. This means Magnitude means nothing outside of reaching 1 (after DR).
Castle knew that Magnitude 4 and Magnitude 5 were the exact same. That's why he made the Domination hold -unresisted-. In this way, he believed he was making Dominator holds unresisted while in Domination. Whether or not that should be done is another note by itself, but with what is before us we can conclude that Domination has been broken for years and is not working as intended.
The Evidence (There is more down below in other posts, it's been confirmed multiple times):
What led me to believe this originally was the existance of the new confuse from Dark Control.
Possess is broken in that the Domination part of the confuse ignores suppression. As seen here, it is missing the tag "Suppressed when confused for 15 seconds". The same tag every other confuse in the game has.
http://tomax.cohtitan.com/data/power...ontrol.Possess <-- Domination portion lacks Suppression
http://tomax.cohtitan.com/data/power...ontrol.Confuse <-- Has the mez timer tag as every confuse should
This means, in theory, someone should be able to spam it and obtain perma confuse. The problem is that it's only Magnitude 1. When I tested this, it took -2- stacks of Possess to keep an individual perma confused. This is because the Magnitude 1 was DRed to 0.8 and did not affect the individual. These results were the first to lead me to believe that Domination holds didn't do anything.
Next, I went into the arena with a friend.
She used Dominate, I was held for roughly 3 seconds. No Domination.
Second, she used Domination, then Dominate. I was held for, again, roughly 3 seconds. The difference was, that for 3 secounds -after- that hold, I had 1 Magnitude hold on me that was being DRed to 0.8 and it was not holding me. This was all viewed in Combat Attributes.
This is good news, as the problem could be much worse. It means that Castle was correct in that the Domination hold is not suppressed by the non-Domination hold, but it also means that Domination doesn't do anything since it's only Magnitude 1.
Solutions:
There are 2 solutions to this problem.
1. Turn off DR for Magnitude. (EDITED: Mag 1 is not enough on it's own. Make it greater than 1 and -then- make it unaffected by DR)
As I've discussed earlier, the magnitude of a control does not impact it's performance on players because the lack of Protection in PvP. The only holds impacted would be those with a Magnitude 1 that are being DRed to below 1, to an ineffective level. Castle, as well as any other Devs, intended for these magnitude 1 holds to be effective. Those who changed holds in Issue 13 purposely made the Domination part of holds -unresisted- in order to make Domination worth something. Unforunately, there wasn't enough testing done, and the complex mechanics of DR hasn't allowed players to test it.
This solution is definitely possible, as things such as +HP and +Range already ignore DR. If anything, DR on Magnitude was an oversight that's taking away the best ability of a Dominator's inherent.
2. Increase the Magnitude of all Domination holds to 1.5 Magnitude. (EDIT: Arcana mentioned how anything above Mag 1.27 would work if DR still affected it)
This may be a simplier solution. 1.5 Magnitude is DRed to be above 1, therefore all the Doms holds would be effective once again.
Last Part: This part is important for you PvPers to read.
Do we want this fixed? Feel free to discuss this down below. I only present the numbers and the bug, but if I were to recieve enough negative feedback, that they should -not- fix this because Doms would be overpowered, I am willing to delete this thread.
Should we even bring attention to this? Would this make PvP better or worse?
I've actually been discussing some PvP bugs with some high level GMs lately, so it's likely that we could get this fixed, especially if we're to bug it ingame.
So there you are. Domination has been broken for over 3 years now. Although some of you may have noticed this in regular PvP, this explains why, which is what is necessary to convince devs to fix it.
EDIT: As discussed below, it seems Magnitude needs to be higher than 1 to affect the target. Even if DR didn't affect the Domination part of the holds, they would still not work. There are 2 things limiting their effectiveness. 1. DR 2. Only mag 1 -
Quote:Gale with both portions at the same server tick is not that consistant. Force Bolt is.Quote:I've tested this and it indeed KBs people with under 52 KB prot 100% of the time (suppression period is only 10 seconds).
If it doesn't KB someone, you may be fighting against the 10 seconds suppression period.
Knockback is like an instant hold that only lasts as soon as it's cast. When both hit at the same time, it's literally like stacking 2 holds on them, doubling the mag.
I could test it more and go over a 100 trials, but theoritically it should work exactly as I've stated, and I can't imagine why the system would ignore one of the KBs. The power executes both at the -exact- same time.
The only inconsistency is that defender, mastermind and corruptor versions do not get this. Controllers alone get this particular mistake. -
Quote:Excellent.
*copy's info*
Gale's kb mag randomly stacks right? How often I wonder. I got the impression it was uncommon.
I'm gonna paste this old info whilst we have the kb pro's here..
p.s. I recently heard that some melee mez protection is all you need for kb protection.
Wet Ice, Unyeilding, Active Defense, Rooted, and Practiced Brawler all say -kb: 10000%
I was wondering if Indomitable Will is the same way? (mids doesnt show the 10000% number).
/threadjack
A lot of people thought it was the 2 separate KBs stacking (the 1s delayed). That's impossible, and it's actually much simplier. It's an exploit. Or a mistake in code if you'd rather that.
Only Controller Gale does more KB than all the others. Let's compare it to Defenders
http://tomax.cohtitan.com/data/power...Summoning.Gale
Ignore the KB that's delayed, that doesn't matter. This is a normal Gale. It has 10.386 KB when it's in PvE, and that's replaced with another 10.386 in PvP.
Let's look at the Controller versions
http://tomax.cohtitan.com/data/power...Summoning.Gale
Oops, someone forgot to put PvE/PvP tags into Gale. It does 10.386 KB x2 in both PvE -and- PvP. Since the KB hits at the same time, it's similar to how +mag works with domination. If it's the same time, it's added.
Force bolt has 18.694 base KB, and controller's gale has 20.772 base KB.
I don't mind sharing this one as I never really liked storm anyway.
I've tested this and it indeed KBs people with under 52 KB prot 100% of the time (suppression period is only 10 seconds).
And yes, +10000% KB resist turns all KB into 0 and they cannot be KBed. There was some confusion when holds turned off KB protection, because it also turned off KB resistance and regens were getting thrown around then. That has since been fixed.
Indom will for WP has it, but the epic power for squishies does not.
I believe only Electric, Dark, Fire and Ninjitsu lack the 10000% KB resistance for melees.
Repel from Force bubble pushes them, but it's basically* impossible to KB Regens, Invuls, WPs, EAs etc.
*Self Destruct has 12 'unresisted' KB. It's the only time I've been KBed on my Invul. Hard to use that effectively though. -
I have these numbers from not to long ago, regarding KB in PvP. Since the DR curves on the totals of KB and KB prot are the same, the only real DR being applied is to the strength that enhances the base KB.
There's 2 slotting options I have.
1. 6 Kinetic Crash
2. 6 level 50 KB IOs
Levitate/Lift
Base 12.463 Base KU
1. 28.3 KU
2. 30.5 KU
Energy Blaster Power Push
Base 13.294 KB
1. 30.2 KB
2. 32.5 KB
Blaster Power Thurst/Dom Power push/Blaster Telekin Thrust/Dom Telekin Thrust etc.
Base 16.617 KB
1. 37.9 KB
2. 40.7 KB
Force bolt
Base 18.694 KB
1. 42.5 KB
2. 45.8 KB
This means whoever came up with 41 KB knew what they were doing. It'll protect against multiple powers avaliable to doms/blasters if they were slotted to the extreme. Of course that was before enhancement boosters. If someone was to use 6 level 50+5 KB IOs, that 40.7 KB would become 41.9 KB.
Since "41 KB prot" was the old standard if slotted to the extreme, then 42 KB prot should be the new one with enhancement boosters.
Lastly, Force bolt isn't actually the most KB there is, storm has that title.
Hope this helps everyone. -
If you have an enhancement with +5 and want to remove the extra levels so that it can be sold, it's very simple to do.
1. Take them out via respec or enh unslotter
2. Find a random person, -anyone-
3. Start a trade with them (randoms always accept, lol optimism)
4. Drag the enhancements (from your tray) to the trade window as if you were to trade them
5. A pop up appears, asking if you're fine with the +5 being stripped off (also works on combined HOs). Click yes
6. Cancel Trade
It's quite easy, doesn't take multiple accounts, or friends, or anything. If you're in atlas or cap, someone there will accept a random trade and you can remove the boosters off of it.
GL