-
Posts
1285 -
Joined
-
Quote:OW OW OW OW IT STINGSWow... lots of destruction going on in here. But you cannot beat the ultimate destruction move! Ladies and gentlemen, I give you....
THE DESTRUCTION OF ONE GOOGLEPLEX EXACTO-KNIFE-CUTS!!!!
.... follows by immersion in hydrogen peroxide.
Now I'm riled! I send a single ninja to slay the person below me. A thousand ninja would fail, but one will succeed! -
Quote:You are technically correct. However, to the best of my knowledge, the types of enemies for whom -regen begins to have a significant effect are simply not a good investment of time to take on alone, and it's solo performance I was discussing. Again, on teams, much changes.A minor caveat to this--it's not strictly damage output, it's the damage:target regen ratio. You can eventually solo anything with unslotted Brawl, if you can survive and keep the target's regen zeroed out, and the more your effective damage (after the target's other defenses are accounted for) outpaces the target's regen, the faster you can kill it. That's why -Regen debuffs are so prized, since the devs insist on sticking with the Big Sacks Of Hit Points model of challenge so often.
-
Quote:Damage output is a hard ceiling on soloing capability. You can't kill faster than you can kill.People that look only at the damage output of ATs are comparative to people that look only at the xp for singular critters.
--NT
Of course it is obvious that builds with high potential damage output are hindered by concessions to survivability. However, once you've dealt with the problem of not dying, damage output is the limiting factor.
Also of course, on teams everything changes. But no class II AT can rightly complain about their team performance (except Tankers, and that's only because they don't stack). -
Scrappers (and Brutes) are currently sitting in the power-building sweet spot - they have a good offensive base and moderate mitigation. IOs provide enough additional survivability to handle as much challenge as it is profitable to handle. They can't solo GMs, yes, but then that's not actually a useful thing to be able to do from a rewards-maximization perspective.
I think that in the distant future, we will look on I16 as the golden age of the Scrapper (and Brute). -
I saw a drawing of a spitting trashcan once, and it appealed to me. I use it as my handle wherever I go, because it's almost never claimed.
-
The problem with making Stone a ten-power set is that BaB cannot do it. Not even if Castle helps. It'd require heavy engine changes, and that means much, much more effort than is likely to occur between now and I16 release.
Well, that's one problem. The other problem is that everyone who isn't Stone Armor would immediately scream "Where's MY tenth power?!"
So, yeah. Not realistic by any stretch of the imagination. -
I think that at the time I am writing this message, a fair number of your potential testers are at work or at school and thus unable to access either these forums or the Titan forums. I expect interest will pick up in a few hours.
-
Quote:That looks quite a bit like Cloak of Shadows.
Which a lot of people hate, hate, hate for obscuring their costume. To the point where BaB has now created a version that doesn't.
There's no winning here, really. And given that, I think it's most likely that there will be no change to Granite - because if you have a choice between putting in a lot of work, and doing no work, and people are mad either way... -
Quote:It might have been more accurate for me to say that I am refusing to state any conclusions, on the grounds that if I presented any conclusions I might be accused of presenting biased information to further an agenda.Conclusion? There's far too much defense available from Set bonuses.
Particularly if that agenda is "we have too many nice things". -
Everybody knows what's great about Defense, but let's make a list...
1. The mitigation from Defense scales better than linearly. The more Defense you have, the more additional damage you will avoid by getting more Defense.
2. The Defense softcap is well below the defense hardcap for all archetypes, so it is possible to reach maximum protection - 90% damage mitigation - through Defense on all archetypes.
3. Defense protects against secondary effects of attacks - if an attack does not hit, none of its effects apply. That means Defense protects against mez, debuffs (including Defense debuffs), and end drain as well as damage.
4. There are lots of ways to get more Defense. In addition to several mitigation sets that provide Defense, there are many IOs and set bonuses that provide significant Defense.
5. There are ten Defense types: Smashing Lethal Fire Cold Energy Negative Psi Melee Ranged AoE. The vast majority of attacks in the game carry at least one of Melee, Ranged, or AoE, and a large number also carry at least one of Smashing, Lethal, Fire, Cold, Energy, or Negative. All Defense set bonuses apply to some degree to both the first three and the last six. Thus, whatever Defense you may have, it is easy to build Defense to protect you against most attacks.
How does Resistance compare on these measures?
1. Resistance scales the same way as Defense does. Going from 80% resistance to 90% resistance provides the same twofold increase in survivability that going from 40% defense to 45% defense does. Or at least it does when this is achievable - see below.
2. The Resistance hardcap is 90% for exactly two ATs. Every other AT cannot achieve the same level of mitigation through Resistance that they can through Defense.
3. Resistance does not prevent attacks from connecting, and it does not offer any protection against secondary effects, with one exception: resistance resists resistance debuffs (and, due to an extremely obscure quirk of code, damage debuffs).
4. There are not as many ways to improve Resistance. A fair number of mitigation sets provide some measure of Resistance, but usually nowhere near the levels available for Defense. Despite the fact that a percentage point of Defense offers the same increase in mitigation as two percentage points of Resistance, Resistance set bonuses are multipliers on the same base values as Defense set bonuses (see here).
5. There are eight Resistance types: Smashing Lethal Fire Cold Energy Negative Psi Toxic. While Defense protects against an attack if it matches at least one of the incoming attack's type flags, Resistance only protects against damage that exactly matches its damage type flag. Overall, a large chunk of incoming damage is either Smashing or Lethal, but set bonuses to Smashing and Lethal resistance are extremely rare. Resistance bonuses come singly where Defense set bonuses come in groups of two elemental and one positional type.
So, in summary:
- Defense is more useful than Resistance - it can be softcapped on all ATs and protects against secondary effects.
- Defense is easier to obtain than Resistance - it has plentiful availability through set bonuses and buffs.
My tentative conclusion is that, at some point in the development of the game before the introduction of IOs, the developers arrived at the same conclusion I have - that Defense is more broadly useful than Resistance - and thus when designing set bonuses, they made a deliberate decision to grant more Defense than Resistance. The results of this decision have been interesting, to say the least - the widespread distribution of powerful mitigation tools has lifted vulnerable ATs to respectable toughness, moderately tough ATs to extreme toughness, and extremely tough ATs to... where they already were. Top level builds lean towards ATs with high inherent offense and moderate inherent mitigation, knowing that mitigation can be increased to any desired level while offense cannot.
Where am I going with this? I'm not entirely sure. I would be interested in comments and alternative analyses, though. -
There are three classes of AT in the game now.
Class I: Generalists. Generalists solo well and can also contribute to teams. Class I is: Brute, Controller, Corruptor, Dominator, Mastermind, Scrapper.
Class II: Specialists. Specialists are much stronger in one aspect than any other AT in the game. They are therefore weaker in some other aspect than most comparable ATs. This makes them more difficult to solo, but excellent on teams that cover their weakness. Class II is: Blaster, Defender, Tanker (the "Holy Trinity" of standard MMO design).
Class III: Soloists. Soloists are excellent alone, but the qualities which make them excellent soloers are at best deprecated and at worst actively problematic on teams. Class III is: Stalker.
Defenders, as a class II AT, are by design always going to be inferior alone. There is no balanced way to improve their solo performance, other than getting rid of them and bringing Corruptors heroside. And they're still better than Stalkers, who cannot be made useful on teams at all.
And that's my poke at the hornets' nest for today... -
I'd like to come down more strongly in the revision camp, but there's a question I need to ask first. Is there going to be code in such that power geometry respects the physique slider?
To see what I mean by this, try creating a Female Spines/ with the physique slider as thin as it can go, and then a Huge Spines/ with the physique slider as fat as it can go. Note that the Spines are "anchored" in the same points around the skeleton of the character regardless of the physique settings, so that the spines appear to project much further from the thin female than from the bulky huge. As another example of this behavior, consider that the female Rock Armor geometry has to be bulky enough in the chest to accommodate a chest slider set all the way to the right.
If the geometry of the new Granite armor acts in this way, then at least one of two things would be true - either a sufficiently bulky character would swallow up the geometry within its own geometry, or the geometry would be sufficiently thick to accommodate any build - which means, in particular, the biggest possible build. It might be possible for that to look good, but I'd be much more in the revision camp if the new Granite geometry was capable of respecting the physique settings. That said, the current Granite doesn't even respect the gender or height selections, so any change that did would still be a step up in my opinion. -
-
Quote:Arguably, working for Dubrowski and Dumont means working for Cage Corporation, and the continued operation of Cage Corporation's mines is clearly in Arachnos's interest, which is why I didn't include them. Then again, Cage's mine may be a means to an end for Arachnos, with the true goal being the unearthing and exploitation of the Leviathan. It's an edge case.And Henri Dumont and Vince Dubrowski. I accidentally skipped over a level range.
Now we're really getting into the niggling details, though. The broad point has already been made, I think. -
Quote:Captain PetrovichDoctor Creed
Mongoose
Angelo Vendetti
Billie Heck
Mr. Bocor
The Radio
Dmitri Krylov
Dr. Percey
Peter Themari
Willy Wheeler
Golden Roller
Archmage Tarixus
Darla Mavis
Diviner Maros
Doc Buzzsaw
Hardcase
Psymon Omega
Slot Machine
Vivacious Verandi
Basse Croupier
Jezebel Jones
Johnny Sonata
Kelly Uqua
Ambassador Kuhr'Rekt
Terrence Dobbs
Abyss
Tavish Bell
Television
Plus the Midnighter/Cimerora/RWZ contacts. Think that's it.
Crash Cage
Lorenz Ansaldo
Lt. Chalmers
Hard Luck
And of course the brokers.
Quote:A list of contacts who give no missions for or against Arachnos, though, would probably be short indeed. -
I think you hold Recluse's influence in higher esteem than I do, but I'm open to convincing. If you have a line of argument that supports your position, I'd be interested in seeing it.
-
The untouchable period is for rezzes that are explicitly designed to be activated in a crowd of enemies, because they do something to enemies: namely, Rise of the Phoenix and Soul Transfer. The untouchable period is there to make suicide a viable strategic use of these powers. The other rezzes confer no benefit when activated in a crowd, and so aren't designed to be activated in a crowd.
I can see why you'd want to have an untouchable period on all rezzes, but all rezzes that don't have an untouchable period can also be activated for full benefit when there are no enemies around - and there's a simple way to ensure that no enemies are around when you rez, even when soloing. -
-
A point of note: Stun is very much not an AoE stun. It is a ST mag 3 stun with minimal damage.
Carry on. -
Quote:By whom? I don't mean to pick but you're advancing an argument based on an unspecified authority, and as it contradicts my own experiences I'd like to know who it is you believe knows better than I do what constitutes an improvement.I did not say it made games bad, I said it was considered a good thing when they moved away from that to hand crafted maps.
Quote:Edit: And like was already said, a randomly generated world just isn't going to have the same depth as one where somebody took the time to put in those neat little touches.
For a long time, I thought that CoH maps were randomly created, because many of them are constructed from a finite set of interlocking segments. I was quite surprised to find out that no, they had taken these segments and specifically constructed a subset of the possible map configurations to be the available maps. By my estimation, there are only a minority of maps in the game that could not be constructed algorithmically by attaching prefab segments together. Given that there is literally nothing to distinguish the maps we have from the set of possible maps that could be created from the same pieces, what makes the limited selection of maps we have better? -
Diablo II.
EDIT: To clarify, Diablo II generated random maps, and if it was considered a bad game because of this, that'd be news to me. I certainly liked it a lot. -
Monstrous hands with the Wrap texture.
Enforcer gloves, Robotic Large gloves, Vanguard gloves. I love big gloves.
The Reaper face detail, with the Long Scarf cape or the Single Shoulder Tattered cape.
The Sinister top, but just for the upper arms.
Roman segmented chestpiece and shoulders. I would love a segmented tech armor.
The Slacks pants.
Valkyrie boots.
Sinister boots. -
Weird. That hasn't been my experience at all.
Well, carry on. -
Yes.
Quote:So the arguement of "Limit of 10 was on purpose to limit respecs..." is bogus.
The original decision to limit the enhancement tray size to 10 was made before respecs existed, but after respecs were implemented, the devs reconsidered that limitation in the context of respecs, and intentionally kept it. When a dev specifically states that they consider keeping 10 enhancements generous, you can bet that they haven't left that limitation in accidentally.
Again, I have nothing to say about this idea one way or the other, but it's not useful to misinterpret the process by which the current system came about. It's not a bug or a relic - it's a deliberate design decision made with full knowledge of the consequences for the game as it is now.