SpittingTrashcan

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  1. 1) Energy Manipulator: Chance to Stun has a 10% chance to fire per target hit. With enough targets and enough powers proccing, something is likely to be stunned. However, those things are also likely to already be knocked down, immobilized, slept, held, confused, and/or end-drained, so you don't get much extra mileage out of it. It's not bad to throw in Jolting Chain for giggles, but I would recommend slotting Chain Fences for endurance modification instead. As for the chance-to-provide-benefit-to-caster procs such as chance for heal, chance for +rech, or chance for build up, they don't work.

    2) Energy Manipulator: Chance to Stun and Performance Shifter: Chance for Endurance both apply their effect to the target of the power they are slotted in. If you put the chance for stun in Conductive Aura, it will have a chance to stun enemies in the aura. If you put the chance for end in Conductive Aura, it will have a chance to give endurance... to enemies in the aura.

    3) Energy Manipulator: Chance to Stun would be great in Gremlins - if Gremlins took end mod sets. They don't. I'm sad too.

    4) I plan to take both Gremlins and Paralyzing Blast. The former add damage, control, and endurance drain; the latter is a decent panic button and a nice place for four Basilisk's Gazes. If you forced me to decide between Gremlins and Paralyzing Blast, I'd drop Jolting Chain.
  2. Quote:
    Originally Posted by warden_de_dios View Post
    Horse meat is so "chewy". I think you burn more calories getting it chewed up so you can swallow it, then the horse meat gives you when you finally digest it.
    Try marinating and slow cooking, like pulled pork.
  3. Khazakhstan is full of villains.

    Given the great diversity of animals, I seriously doubt that everyone will be satisfied by the contents of the booster. I will probably be pretty happy with it, though; I make monsters more than I make specific animals, and monsters can be assembled from all sorts of parts.
  4. Quote:
    Originally Posted by Bosstone View Post
    That kind of misses ST's point, which is that the developers sometimes don't seem to get that they have created a Skinner box. They make a system which has moderate rewards if you play it the "right" way, but has better rewards if you abuse the game and in the process your own enjoyment, and then are surprised when people tend toward the latter.
    Precisely. They seem to want us to enjoy ourselves (for purely selfish reasons of course, as activities that happen to be enjoyable in their own right work better at retaining players than rewards alone), but they're bad at using operant conditioning to lead us to enjoyable activities. Look at AE for a reward system that they were shocked, shocked that players farmed the crap out of. Look at PvP for a potentially enjoyable activity that they seem to have no clue how to incentivize.
  5. What I find puzzling is not that people respond in the usual fashion to a Skinner box, but that the developers don't seem to realize that their game trains their players to be reward-driven. It's kind of inexplicable to me that they are, time and time again, surprised that the player base tries to maximize rewards even when the maximum-reward path is not something that would necessarily be enjoyable without the incentive, and conversely that they neglect activities that do not have rewards attached. They even attach larger incentives to content that they acknowledge is inferior in quality. Why would you do that?
  6. Quote:
    Originally Posted by Golden Girl View Post
    Begone with your unheroic ways
    Your disapproval fills me with pride.
    Quote:
    Originally Posted by MajorDecoy View Post
    Not quite. "Dude" happens to be the only word in an inflection based language, the name of which I do not know.
    I would expect that the name of the language is "Dude".

    As for gender-neutral pronouns, I prefer singular "they". God said it, I believe it, that settles it.
  7. I love comics. I actually don't particularly care for capes-and-tights superhero comics, so I'm glad this game is not only about capes-and-tights superheroes. I like this game because it lets me play powerful people who punch dudes for various reasons, and look cool doing it.

    I agree that it is silly that some costume pieces must be unlocked on each character, while other less generally useful ones are available by default.
  8. Yes, sexism prescribes and proscribes for men as well as women. A Proper Man should be athletic, courageous, stoic, and confident. He should dress in man-appropriate clothing only. He should work hard in his chosen field, attract a wife, and support a family. He should be ready and willing to respond to threats and insults to himself or his family with violence, on both a personal (fights) and societal (war) level. All of these are unfair expectations to level against men, and violating those expectations leads to anything from lesser respect to physical attack. Sexism hurts everybody.

    However, the expectations placed on women are just as bad at the very least. Think very carefully before you label a set of expectations that drives one gender to be more confident, aggressive, and successful as worse for that gender.

    As for comics: I suggest reading Empowered. There, at least, the blatant sexualization is both explicitly acknowledged and applied evenhandedly to men and women.

    (Also, the G-d Damn Maid Man.)
  9. SpittingTrashcan

    Epicness??

    Let me put in a good word for a Fire/Fire/Pyre Tanker. Why? You do everything with EXPLOSIONS.
    - Attack nearby enemies? EXPLOSIONS.
    - Attack distant enemies? EXPLOSIONS.
    - Heal yourself? EXPLOSION.
    - Buff your damage? EXPLOSION.
    With the Tech Booster, you can even kill yourself with an EXPLOSION, and then resurrect yourself with another EXPLOSION.

    tl;dr Fire/Fire/Pyre = EXPLOSIONS
  10. Quote:
    Originally Posted by Golden Girl View Post
    But would they really still wear their villain uniforms?
    If Frostfire, Miss Thystle, Akarist, or the reformed Freaks are any indication, then... yes. Longbow don't seem to take off their red and white tights when they decide to go rogue, either, and neither do the rogue Sword Vanguard. And I'm not sure a War Hulk or a Malta Titan could feasibly remove its "villain uniform".
  11. Reformed villains, GG. Working off their debt to society, under careful supervision, alongside good role models.

    (manichean. :P)
  12. I have confirmed through independent testing that Energy Manipulator does stun things at about the rate I expected. The stun is not very long, and it has no spinning-circles-over-the-head animation, which is probably why its effects can pass unnoticed. I am sad that it cannot be slotted in Gremlins, and hope this changes in the future.
  13. Maybe HOs and SHOs are the way for you to go, then. Yes, they're tens of millions of inf apiece, but they are all level 50, they provide more raw enhancement value than anything short of an ultra-rare, they require no crafting, and they're simple. If you want a way to buy better performance without bothering with IOs, they're pretty much ideal. And for certain applications, they're still better than any invention that exists. So what if they cost a lot - what else were you going to spend your inf on?
  14. Quote:
    Originally Posted by Katie V View Post
    Basic marketeering is very simple: whenever you've got a full inventory of salvage or recipes, head down to Wentworth's and dump it all on the market for 10 inf. It will tend to sell almost as fast as vendoring, at better-than-vendor prices.
    Quote:
    Originally Posted by Samuel_Tow View Post
    So one would think, but it never seems to play out that way for me. I don't really over-list anything. I list my common salvage for 250, my uncommon salvage for 1000, my rare salvage for 5000 and any recipe I'm selling for as much.
    Well, there's your problem. 10 inf isn't a random suggestion - it's a highly efficient price point for sales velocity. If you are having trouble clearing inventory slots, it is because your prices are too high. Remember, the lowest listing price is always sold first. This means that sometimes you will sell items for way less than you could have got at a vendor, but sometimes you will sell them for way more, and over time the market tends to beat the vendors. Making sure you get better than vendor price on every single transaction does not pay off in earnings over time. I've tried the experiment myself: I used to list everything at better than vendor price, and now I list everything at 5 inf, and I spend less time at the market, don't run out of market slots, and get more inf faster.

    That said, if you can't bring yourself to slot anything other than level 50 enhancements, then your personal utility function is clearly not tied to maximum efficiency. Do what feels good; it's a game.
  15. Broadly speaking, the reason why Gladiators failed is the reason why any other system in the game could "fail:" the initial implementation was flawed, and no effort was made to correct it because it didn't break any other features. Gladiators are profoundly unbalanced, and this has never been addressed. Basically, the problem that Gladiators have always had is the same problem that has driven nearly every AE fix since the launch of the system: individual NPCs are not individually balanced against each other. Of course, it was a much bigger problem for AE, because unlike Gladiator matches, AE grants rewards.

    A correlation to this, of course, is that if this problem is ever fixed for AE, it would also be fixed for Gladiators if they bothered transferring the knowledge over. Another correlation is that if you want work done on improving a feature, attach rewards. The flaws will come to light very, very quickly.
  16. Quote:
    Originally Posted by Venture View Post
    [...] such programs are the result of bleeding hearts putting sentiment above rational decisionmaking.
    Veering off topic and into forbidden territory as I may be, I'm going to have to take exception to this. It's quite rational, even cold-blooded, to try to squeeze the maximum benefit out of everyone, even criminals; it's sentimental to want to punish them (at considerable cost in resources and lost opportunity) for the sake of the satisfying feeling of vengeance. No, good and bad acts are not fungible, because that's not a practical way to achieve desirable outcomes (see also: paying for murder in advance). But there is no net benefit to punishment over reform, either, and considerable cost.

    This logic does extend to CoH. Metahumans are rare and valuable. If there was a good chance of reforming one and getting the benefit of their power, I for one wouldn't instead say "no, unforgivable!" and throw them in jail forever (and it'd be a heck of an expensive jail, too, if you wanted to actually keep them there...).

    But then, I'm a cold-blooded snake of a utilitarian. Your miles may vary.
  17. If you're coming at this from the angle of "oh god, fine, I'll slot some sets, that'll shut 'em up", then you reallly shouldn't bother. Because as it is, your approach is kind of a non starter - you don't know what's possible, and you don't know what you want, so it's extremely premature to exclude options from the set of acceptable responses.
  18. I just dropped an Energy Manipulator in Jolting Chain recently. If it doesn't do anything, I should notice pretty quickly. With a 10% chance to activate per target, that comes out to 65% chance to activate against at least 1 of 10 targets per cast.

    (The numbers get even better if it turns out Energy Manipulator does work and can be slotted in Gremlins. Two Jolting Chains, 16 targets, 96% chance that at least one target will be stunned. If the Force Feedback or Performance Shifter proc worked optimally in Jolting Chain, it'd be nuts...)
  19. Suppose Alice murders Bob. Bob is now dead, and Alice killed him. Alice surrenders to the police and is sentenced to a term in prison. When, 20 years later, Alice is released, her term of punishment is over, but her act is not redeemed: Bob is still dead, and Alice still killed him. Alice goes on to save Charles from certain death. Her act is not redeemed: Bob is still dead, and Alice still killed him. Why is this distinction important? Suppose Alice first saves Charles, then voluntarily spends 20 years in prison. When she gets out, does she have a license to kill Bob?

    There's an important distinction here between "irredeemable act", an act that cannot be compensated, and "irredeemable person", a person who has lost the ability to do good. I believe in irredeemable acts, but I think that the majority of irredeemable acts are not done by irredeemable people. From a societal standpoint, it behooves us to motivate everyone, including people who have done irredeemable acts, to do good from this time forward.
  20. Quote:
    Originally Posted by Golden Girl View Post
    Don't be so unforgiving - everyone deserves a second chance
    I think I'm going to go with "orly?"
  21. Quote:
    Originally Posted by xhris View Post
    Of course, if there are unequipped pets around, they're equipped, too.
    That's what my repro steps were made to determine. Recasting upgrades on upgraded pets is odd but mostly harmless. Casting upgrades on unupgraded pets is important.

    I don't have a /traps MM myself, but I'll ask friends to try this.
  22. Interesting. Let me see if I have the reproduction steps down:

    1. Summon FFG.
    2. Summon pets.
    3. Upgrade pets.
    4. Lose a pet somehow.
    5. Resummon pet. Pet does not have upgrades.
    6. Resummon FFG. Pet now has upgrades.

    Correct?
  23. Quote:
    Originally Posted by BrandX View Post
    I've been on mostly melee teams that have taken BM down fast enough to recieve the badge.

    So my question is, why the use of team teleport to do this? In my experience it really wasn't that hard to just jump out of the patches.
    I want to be clear that I don't think that this is the only way to approach this encounter, nor even necessarily the best way. The advantage is that it places the onus of reacting to the halberds in a timely fashion on one person, and reduces the challenge for the other 7. Some people have stated that they have difficulty with escaping the halberds and feel like they can't contribute or enjoy the TF because of this. These people are the target audience for this strategy. If you don't have any difficulty with escaping the halberds or with attacking BM in melee range, then you don't need to do this.
  24. Quote:
    Originally Posted by Sailboat View Post
    It's probably a commonly-used shorthand for "anthropomorhpic animal," but it bugs me to see it used this way. "Anthro" means "Man." We already have plenty of "man-parts."
    Quote:
    Originally Posted by Sailboat View Post
    We already have plenty of "man-parts."
    Quote:
    Originally Posted by Sailboat View Post
    "man-parts."
    <.<
  25. Has anyone tried it? Does it give all their abilities - the jolting chain, the electropunch, and the damage/drain aura - the chance to stun? Do they then actually stun things? Inquiring minds want to know.