Siolfir

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  1. Quote:
    Originally Posted by PleaseRecycle View Post
    The reason this debate is pointless and stupid is that this thread has come up several times in the last couple months. Dark armor does not need buffs. Dark armor does not need buffs. Dark armor does not need buffs.

    There, did it stick yet?
    Did you even read the first part of what you quoted, or are you too busy trying to act like you're the only one allowed to express an opinion on the forums?
  2. Quote:
    Originally Posted by Errant View Post
    Oddly enough, the Devs may have heard some of our cries. While I've not run it yet, I've seen guides for the TPN Incarnate trial, where you need to do ST damage only, in order to not kill neutral civilians in the area. A nifty wrinkle...
    I thought about mentioning this in my previous post, but the inside teams are still AoE-happy mass destruction, I haven't been on the outside teams to know if you really need a lot of ST to take out the telepathists, and it's not like Stalkers have a monopoly on single target damage. The one TPN I was on had 1 Brute, 1 Stalker, and the rest Scrappers on the outside team. It does make for an interesting wrinkle, but then you have all the pet ATs feeling useless because you can't control what powers the pets are using.
  3. Quote:
    Originally Posted by BrandX View Post
    Yeah, the buff to Max HP is nice, but only for the WP, IA, and Regen Stalkers. The others won't notice this buff.
    Energy Aura will notice also (Overload).
  4. Quote:
    Originally Posted by Dechs Kaison View Post
    Forget IOs. Arcana's analysis puts it above invuln on SOs.

    Besides, the set is supposed to be average. They all are; it's balance. What Jay and the others don't understand is that they are asking for buffs to a set that has been demonstrated to be in no need of buffs. Any change to the game requires mathematical proof that the chamge should be considered.
    And even Arcanaville said that the analysis doesn't take into account everything and shouldn't be the end-all-be-all of rating armor sets. How much more endurance are you using with just SOs when you have to plug that KB hole with Acrobatics in order to effectively use Dark Regeneration, for example - it does no good if you're thrown outside of its range when you need to use it.

    Like I said, I don't see it in need of buffs, but I certainly am not going to argue so much to maintain the status quo - that's what the devs are for. If they feel the requests are out of line, they simply don't have to do them and hopefully would explain why if they're feeling really nice. The set isn't so far out of balance that asking the devs to look at it is going to generate overwhelming nerfs, so what's the harm?
  5. Quote:
    Originally Posted by Dechs Kaison View Post
    Oh, sure. I'm not asking for buffs to a set that is already proven to be a top performer, so I must be trolling. Come on, Jay. I know you're not stupid.

    If you honestly think DA needs buffs, then do the math to demonstrate that it needs the buffs.
    IO Armor is a top performer. Dark Armor is about average. Do I think it needs buffs? Nah.
  6. Quote:
    Originally Posted by PleaseRecycle View Post
    Hail of bullets can fail if you don't understand how math works. Oh wait, it still can't, actually, but you may believe that it can.
    What part of "each tick has a 60% chance to go off, meaning a 40% chance to fail" do you not understand? Yes, the chance is pretty miniscule that none of the ticks will happen but the chance mathematically exists - just like there is a theoretical chance that all 75 ticks of Rain of Fire will miss over its duration if the streakbreaker doesn't kick in (which, btw, won't happen for the ticks on Hail of Bullets since they aren't separate tohit checks). But you apparently don't understand how math works and are incapable of viewing the difference between theoretical possibility and realistic probability.
  7. Quote:
    Originally Posted by PleaseRecycle View Post
    You're saying that any heal that can fail is bad. I just gave you an example of an overpowered attack that can fail in a way that other attacks cannot. Is it bad? Clearly it must be, for you wouldn't want to talk past yourself now would you?
    No, he's saying that your example doesn't fit because your numbers are completely out of whack with other attacks relative to Dark Regeneration's value compared to other heals.

    But if you really want to be obnoxious about it, there is an attack that has a small chance of doing no damage in an AoE even if it hits. Hail of Bullets has a small chance of doing no damage, even if the tohit check succeeds. Going with tohit-check failures (which is what you're talking about for Dark Regeneration), every attack that isn't autohit fits the bill. But those are powers that affect other things and so are balanced differently.

    Dark Regeneration isn't even the best heal with a tohit check in the game - that's debatable between Transfusion and Twilight's Grasp (specifically, Defender Transfusion or Corruptor/Defender Twilight's Grasp since they heal for the same amount) with most that I've heard from leaning to TG since you don't have to stand next to the mob to get the heal, and they both hit a larger number of players at a much lower endurance cost and faster recharge to heal for significantly more than just one person's health bar.
  8. Quote:
    Originally Posted by Tater Todd View Post
    Heck, I have controllers, dominators and defenders that can out damage my stalker sadly. People forget the relatively you can only do your AS from hide once per mob.
    Nah, last night I was on a team of 8 with Trouble (DM/Regen) for a couple of radio missions before I had to log out. I routinely got off multiple Assassin's Eclipses per spawn since we were fighting +3/+4 Council and Freakshow, sometimes with multiple spawns rushing in and I wanted the demoralize debuff to go off.

    It can be limited at times, but it's certainly not impossible to use in a fight even for sets that don't have significant defense.
  9. Quote:
    Originally Posted by Oedipus_Tex View Post
    And I find myself sometimes wondering if dying and rezz nuking isn't sometimes my greatest contribution.
    No, hitting Self Destruction and nuking while dying, then nuking while rezzing is your greatest contribution.
  10. Quote:
    Originally Posted by ebon3 View Post
    You wont get clown summoning until they get player vehicles in the game. Really how else would you summon a clown!
    Irrelevant - the Thugs Bruiser rides in on a motorcycle, so the clowns can come in on their own car without a need for player vehicles.
  11. Quote:
    Originally Posted by Angry_Citizen View Post
    Other AT's do it as well as we do, and even if we did it better, why would it matter? What possible use is high single target damage in the vast majority of encounters?
    The same reason the Pylon thread exists... bragging rights. At least sustained single target damage has a use in some encounters, as opposed to single target burst damage.

    The scope of inter-AT balance comes into play as well, since right now Stalkers are 3rd among melee ATs for sustained damage and last for hit points - but that's a metric that's highly dependent on powerset choice and intra-AT balance makes a larger difference.

    Do I think that suddenly people are going to say, "hey, we need a Stalker for this"? No. But that ship sailed long before Stalkers even existed with how the AT structure and pool powers were created.
  12. Quote:
    Originally Posted by Jibikao View Post
    There's real talk about CoH2?
    None that I know of. But can you really see the devs ripping out 6 ATs at this point in the game and combining then into 3 that serve the same functions, with the powers chosen determining the focus? That's something that would need a whole new game title to justify.


    Quote:
    Originally Posted by Hopeling View Post
    It would be almost exactly as good as a -res debuff for the same duration.
    Right, but you'd be more likely to get a larger value from the -resistance debuff because the devs seem to have some artificial inflation of how good -maxHP is. Otherwise why is there a cap on Degenerative?
  13. I've had /x0 (x1) spawns that had single Lts or 1 minion + 1 Lt. You can't unilaterally say that Dark Regeneration is a better heal per endurance spent than other heals "because there will be 3 things to hit". It may be that way when you're surrounded and you can adjust difficulty to address this, but I can assure you that there are times in the game when you're fighting single targets and need a heal.
  14. Quote:
    Originally Posted by Aggelakis View Post
    Yep. And that is time spent doing something else that gets a wider appreciation. Aaaaand we're back to feasibility.
    Feasibility sucks. They should drop everything they're doing and work on what I want.
  15. Siolfir

    Toxic Damage

    Not really going through completely but Dwarf Forms for Peacebringers and Warshades offer Toxic resistance, and while there is no defense for a Toxic-typed attack, there are extremely few attacks that are typed as positional (ie, Toxic) only (off the top of my head, Poisonous Ray and Venom Grenade) and the other attack types can provide an avenue for defense from the attack.

    Otherwise, a decent guide.
  16. Quote:
    Originally Posted by Jibikao View Post
    One thing they should add is giving -Maxhp debuff in Assassin Strike using from hidden so it makes using Placate + AS more attractive. Not that I'll use that often but at least it's more attractive if it has good -Maxhp debuff. Tanker has Brusing and Stalker has -Maxhp debuff.
    Well, it could be amusing if it applies the -maxhp debuff and then applies the damage, because it would effectively boost its own damage by the amount of the debuff (ie, a 10% -maxhp would effectively increase the damage by 10%). If it's a short-duration debuff it wouldn't be that great, though - see all the threads on Degenerative vs Reactive Interface for why.

    It's still another gimmick, though. I agree that there really isn't a great place for Stalkers in the game, but right now they aren't even tops at what their specialty is supposed to be among the melee classes. I don't forsee the drastic changes that would be needed to fix the issue until CoH2, but IMO the game could use a few less ATs with the abilities of some rolled up via skill trees and mutually exclusive powers a la VEATs.
  17. Quote:
    Originally Posted by Errant View Post
    Whoops, thought I had dropped Brimstone, wasn't an intentional ommission. And correct on AAO as well, I forgot it has -Dmg.
    Fair enough - but I already had run the numbers for Stone vs Dark earlier in the thread, so I knew that it was only Mud Pots that really made the difference in a "typical" configuration; Stone Armor was cheaper otherwise.

    Another issue with the endurance consumption for Ninjitsu, SR, and Shield is that the mez protection isn't accounted for in those numbers but is for the other sets - which makes them also seem a bit cheaper than they are. But you did mention you ignored clicks, and how you account for them is iffy since some Shield characters try to double-stack it for the extra DDR instead of taking Grant Cover - that makes it fairly expensive.

    In any case, Dark Armor gets a minor discount on its toggle costs but has more toggles to run and isn't a bad set - but in a typical configuration it's one of the most expensive sets and the only ones that typically cost more have endurance refill powers (Energy Drain, Energy Absorption) and one also has an endurance discount power (Energize). I wouldn't be adverse to an increase in the negative resistance but don't see where it's really hurting.
  18. Quote:
    Originally Posted by EvilRyu View Post
    Due to the upcoming stalker changes they might end up doing this, it really kind of depends though. Can someone who has access to the set list the attacks for the scrapper version. I will say this it will be second set they did not gut if they manage to keep all the aoe.
    It's on City of Data here.

    Powers are:
    Defensive Sweep
    Crushing Blow
    Titan Sweep
    Follow Through
    Build Momentum
    Confront
    Rend Armor
    Whirling Smash
    Arc of Destruction
  19. Quote:
    Originally Posted by Golden Girl View Post
    The devs have said the the enemies in DA will be harder than normal content, but not as hard as the Trial enemies - it'd be silly for them to all give the same level of rewards.
    Which means it will likely be like the difference in leveling up by fighting +2/x8 vs +4/x8 for incarnate XP... you get less reward per enemy but kill them so much faster and more than make up the difference (because you're not waiting around for trials to start). Of course the drop rate will be the real issue - if you can get incarnate salvage faster on trials even accounting for the dead time, that's probably going to be the way people go. Fortunately, you can get incarnate salvage on any of the trials, including the easy ones - which is why they're run so often.
  20. Quote:
    Originally Posted by Dechs Kaison View Post
    Revival power. The T9.

    Invuln gets 25% end drain protection on a tank. DA gets 86.5%. You really want to compare that level of protection?
    The t9 revival power also has the possibility of not even being able to work at all, and I was assuming you meant Dark Regeneration because that's what everyone else was talking about refilling their end with since it didn't involve dying in the middle of a spawn while things continued to stand over their corpse.

    And stating that "and [Dark Armor] has drain resistance and [...]" seems to imply that Invulnerability doesn't. Had you said it has "more drain resistance" that would indicate that you were aware of the drain resistance that Invulnerability was given but your word choice indicated ignorance of it, not dismissal.

    Edit: It's also 25% regardless of AT or level for Invulnerability since it uses melee_ones - that 86.5% you quote is only for Tankers at level 50; other ATs get 30.0%-69.2% as they level up. Yes, it's more but it's not always triple the value and the drain resistance cap is stupidly low when a character starts out.
  21. Quote:
    Originally Posted by dugfromthearth View Post
    • Real eye masks, not painted on.
      It is a computer game, there cannot be real eye masks, just the pixel fiction of one
    • Symbol options on belt buckles, backs, and capes, not just on chests.
      this I can see as superhero
    • Grapple-hook gun emote (I know the real thing isn't feasible, but this would be good enough followed by a super leap).
      this is pulp, not superhero. Yes there is a pulp hero who is well known and pretends to be a superhero, but this is pulp
    • More bracelets, arm bands.
      There are about 6 I think for men, more for women. How many do you need?
    • More "floaty bit auras", like crystal shards, or metallic spheres, or sea-horses, or cubes, floating around your character.
      we have a bunch of auras. I don't really recall any superheroes with floating things that cannot be covered by existing auras
    • Working holsters, quivers, sheaths (hip, thigh, boot).
      This is not superhero. This is pulp, fantasy, etc.
    • Sleeker, more sophisticated power armor.
      You can have skintight powered armor, how much sleeker can it get than that?
    • Chest and eye blasts for ranged power sets, not just hand blasts.
      I would rather say consistent blast origins. All eye, all hand, all mouth. Not random firing for each power
    • Linked costume emotes with animated transitions (hoods pulled back, helmets removed/opened, power armor assembled over body).
      nice but total second long fluff
    • Hoverboards inspired by the modern comic era.
      I must not know the modern comic era. How many hoverboards are there?
    • Customizable "Mood" stances to replace default standing idle stances, more reflective of your character's personality (heroic, flirty, arrogant, relaxed, studious).
    It would be nice to set your default stance to an existing emote, but they pretty much have all the emotes you need.

    without going through each of JB's items I generally like his list. I especially want talking apes and stretching powers
    Just fixing this for readability.
  22. Siolfir

    Spines question

    Quote:
    Originally Posted by _Hush_ View Post
    Why is there no toxic component special to the Assasin Strike of Spines for stalkers?
    The devs hate Stalkers.




    Well, that or else none of the other criticals in Spines are Toxic damage, and the pattern is to copy the damage type from the other criticals. But the first line is funnier.
  23. Quote:
    Originally Posted by Dechs Kaison View Post
    And Dark Armor has a revival power that refills both HP and End, and it has end drain resist and it has a bunch of other tools that make this comparison likewise invalid.
    Using SOs, Dark Regeneration does not refill endurance. Against a limited number of targets, it does not refill endurance. And Invulnerability has end drain resistance as well.
  24. Quote:
    Originally Posted by Errant View Post
    You objected when I stated Stone cost more, since most don't run outta Granite, nor run with Brimstone Armor, so my numbers reflected that as well. I only ran the common Defensive Toggles... (so no Brimstone for Stone, no AAO or Grant Cover for Shield, etc.)
    It is manipulating the numbers, since you said you didn't but then included Brimstone.

    Rock Armor = 0.26
    Crystal Armor = 0.26
    Rooted = 0.208

    That's 0.728. Which is less than the Dark Armor number you have listed without Cloak of Fear.

    Brimstone adds 0.26 to make it 0.988.

    Against All Odds is a defensive toggle. It has -damage, and is extremely common among Shield characters.

    And as mentioned, Cloak of Fear was "fixed" to only be mag 2 for Brutes sometime around/after it was ported over to Tankers. Prior to that, it was mag 3 for Brutes and 2 for Scrappers and Stalkers.
  25. Quote:
    Originally Posted by Errant View Post
    I'm not arguing against potential benefits/tweaks, but I do want to clear up the myth that DA uses the most... These are passive drains for the defensive toggles of Armor sets:
    DA sans CoF .96
    ElA .73
    EA 1.04
    FA .52
    IA 1.04
    Inv .73
    Nin .62
    Self-Empathy .26
    SD .42
    Stone .99 Granite .47
    SR .78
    Will .83

    Clicks were not factored in (DR, HF, mez pro etc). DA ain't the worst, however, it is near the bottom of the pile, and DR's giant end cost doesn't help matters in actual play.
    The numbers for Shield are very low because you don't include Against All Odds, but you included Chilling Embrace for Ice. They're both -damage, and don't even try to say that most Shield characters don't use it. If you run all of Shield's toggles, you're at 0.78; if you skip Grant Cover you're at 0.624.

    If you're listing "common" configurations then drop Brimstone from Stone which takes it down to 0.73; Fire and Cold damage isn't common enough to make it necessary and it's not even on most of the Stone Armor builds I've seen.