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Posts
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I like playing solo precisely so I can enjoy the story arcs at my own pace, without anyone rushing me through the arcs. If I rush myself to 50 I may as well be teaming up.
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1. have you posted a minimum of 10 comments that sparked 10 pages of outraged replys?
Oh hell yea.
2. have you engaged a minimum of 50 other forum members in heated debated that required at least 5-7 posts before you both got bored and looked for another argument?
Lost count... but most likely yes. There tend to be a lot of repeating offenders, is hard to get a distinct count off the top of my head.
3. have you been contacted via PM by a redname at least 4 times and told NOT to use personal slurs or attack a member personally?
Never.
4. has anyone actually put you on ignore becuase they simply can not stand your opinions any longer?
Oh I'm certain of it.
5. and perhaps the most important of all.. has anyone contacted you and given you your secret decoder ring and shown you the secret hand shake?
Yes. If I remember correctly, it had something to do with Star Trek, The Federation, Hyperspace and Vulcan first contact. I cant reveal more than that. I may already had said too much. -
In theory, if you can convince Synapse, you can add AoE formula obbeying damage to Stun, as long as it's locked behind a formula that justifies the "primary unconditional" use of the attack is either stun or single target damage.
It would be a single target attack that gets transformed into AoE with certain actions. -
Quote:The cottage rule does not protect the AoE formula. The AoE formula on itself is another separate balance rule. So far, within that AoE formula, you can either extend the radius of WH a bit or increase damage by 18%.The cottage rule pretty much forces you to either severely break the AoE formula for WH
Quote:I've seen a suggestion of making Barrage a "freebie" cone (like how Shadow Maul doesn't pay for its AoE) as a fix as well -
I would rather see the set get more AoE damage than AoE Croud Control capabilities. Also, I dont feel KD fits with the feel of EM.
On the splash damage bit, we already have a power like that in the game: Thunder Strike. It only accepts PBAoE IOs. (Horribly named, they should be named Melee AoE... oh well, rant for another day.) -
Sure, that would work. Would not help this set in question but it sounds like something they may accept to be 100% cottage rule safe.
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Quote:Sort off. Both attacks may be seen as active mitigation themselves. At least Total Focus would. Another factor increasing the penalty for missing.Another issue with these 6 seconds is that a lot can happen TO YOU during this time. And for armor sets that are more actively engaging, that could mean a death (such as Regen or Bio). Granted, this does require someone to use a little bit of thinking when playing, but you're asking people to not use their hard hitting powers as much and slowing down their kill speed.
It may not be quite that common, but its an issue that is out there. -
Aett_Thorn, I attempted to convince the devs about some changes that would retain the same level of power but change certain slotting options.
The idea was shut down mainly on this, it was seen as too drastic even if nothing was taken away from a player.
As you state, turning a ST stun into an AoE stun may be acceptable because that would not change the slotting options. If that attack also does dmage though... changing an attack also forces them to change it from accepting ST Melee Damage IOs to only accept AoE IOs.
I am actually gambling that adding the damage in a conditional may make them accept the idea that no slotting requirement changes may be necesary. -
Quote:OK here are the issues as I see them:Okay, so it looks like EM is doing good in terms of single-target damage, at least while solo. However, I think that its on teams that the long-animation times are a problem with potential corpse-blasting and such. So IF that is a problem with the set, I think that your idea might work, though I think I'd prefer less of a gimmick to the set.
But could the game, if ET or TF were determined to hit a dead enemy, turn the power into an AoE? Could it do a second check when the power would normally do damage, and if the target isn't alive anymore, the power becomes a weaker AoE? So if the target is still alive, you deal full damage to them, but if they're dead, your energy radiates out to those near him instead?
AoE is extremely lacking. With tactics you may reach the potential damage of other low AoE damage sets like Stone Melee, but thats a bit of an issue: with work you can reach AoE capabilities of low performers? That's more than bit lame. AoE needs a direct solution.
Unfortunately, cottage rule prevents converting a power into AoE because it would force a change in IO slotting, something I think the devs are not willing to do (they may add slotting options, never change them.)
The other issue is more sublte. The cornerstone of the set's damage are two powers with extremely high damage and slow animations. You can easily waste 6 seconds in a no damage dump. Although the Streak Breaker will prevent you from missing both, Total Focus and Energy Transfer being used back to back with propper slotting, unless you are facing high defense foes.
The Streak Breaker is there to help such issues, but it's not that fair.
In a 6 second window, other sets are likely to land between 3 or 4 attacks. You need to have less than 60% tohit for that window of attacks to have no hits, otherwise the Streak Breaker makes sure at least one attack lands.
Only way the Streak Breaker will help the EM land some damage in such a window is if you have over 90% tohit chance on all attacks. Mind you, the attacks have very high inherent accuracy but I still feel this set rellies too muich on such slow attacks. During a single fight it can be much more disastrous for an EM. This may justify having an instant recharge where the attack can then, use a 1 second cast time.
The final issue is mostly just about frustration, with corpse blasting. Applying the above change to corpse blasting would also help with that frustration, others may also consider you more useful in the team.
The main reason not to tie up corpse blasting to the AoE buff is that it's extremely unlikely you will see corpse blasting solo, not unless there are some heavy hitting Ally NPCs or you running a damage aura and decide to queue one of these heavy hitters on an enemy that has a 1% health left.
Going back to the first issue, this means AoE has to be added to the set in some new mechanic. Since we can't just turn Stun in a cone or Targeted AoE, we may be able to use the Energy Load mechanic I mentioned earlier to conditionally turn it into an AoE. This would allow retaining Single Target Melee IO slotting.
Energy Load mechanic may also be usable for other interesting things like disabling Energy Transfer self damage or giving some other power also an energy burst capability, all of these consuming the energy load.
This would be a way to add AoE to the set without breaking cottage rules, and in a way it's usable solo or teamed. -
Quote:Oh yea I assume all attacks have 95% damage enhancement, and 50% recharge (be it from slotting or IO bonuses is irrelevant.) Proper accuracy slotting for every attack to reach it's max 95% accuracy is expected but not explicitly quantified.Just looking at how things are ranked I would make the assumption that it's under SO or common IO conditions with no pool powers.
The goal of this chart was a "casual" build, not necesarely an SO only build.
I have another version with 250% recharge. Cant access it now to post a screengrab, since my workplace blocks Google Docs, but I am looking at it from my phone.
It stands at:
2.30 Stone Melee
2.10 Energy Melee
2.10 Fiery Melee
2.10 War Mace
2.00 Dark Melee
2.00 Super Strength
1.90 Battle Axe
1.70 Dual Blades
1.60 Ice Melee -
Quote:The test in that chart is basically something very very similar to Arcanaville's Peak DR. It also incorporates Arcanaville. Other than Arcanatime, I designed this entirely independently and was actually a bit surprised the systems ended up being so similar.I know that it's old, but any chance I could pick your brain about how the ST DPS was calculated? What factors did you take into account? I'm assuming you gave the powers some recharge, but anything else?
I'm surprised that EM is up there with Fire Melee, given Fire Melee's lack of secondary effect besides more damage.
Do note the version of Fire Melee you see there is the Tanker version. That version has fewer single target attacks and they dont tend to be extremely speedy ones, at that.
All sets that have it here, have a bit of a priority. They will attempt to accomodate the best DPA attacks they can for the enemy count they can (with 1 for ST and 16 for AoE, relevant for the blast version.)
Bigger priority is given to powers that add self damage, like Rage and Build Up. The window of time that Rage forces near-no damage is accounted for there too.
As I noted earlier, I do some special formula that adds an artificial enemy spacing. The goal is to determine AoE potential without herding or corner pulling. Basically, I give every critter a 7ft diameter of space, no shoulder to shoulder cramping. If you corner pull and cramp foes, Stone and Energy Melee end up with basically the same AoE score. This was done to quantify the advantage of larger radius, the 7ft may be overkill for melee but its also designed to make blasters huge radius AoE display their AoE superiority.
Dark Melee in the list is an interesting case. It has a large AoE score, but it's not because of direct AoE damage, but because the magnitude of Soul Drain can reach in larger spawns. So you may say technically Dark Melee IS the ST king, but only while in AoE situations. -
Here it is:
At least among tankers, it has the worst AoE DPS.
BTW, that study took a lot of things into consideration. I made a special balancing formula that artificially penalized powers with short radius with a lower "realistic" target cap, precisely to be able to quantify the advantage of powers that may do the same damage and have the same recharge but have larger radius.
This was last updated June 15, 2010 -
I don't know if anything has been done in recent years but I have an old chart last updated pre-GR, I did a few versions. I'll try to hunt them down. I stopped paying for the page I was using to host them about half a year after I quit the game. I was paying almost as much as I pay for the game now to just host them
Edit: found the Tanker version, but something is odd with Google docks, perhaps some changes broke the ability to share it. I'll have to screen grab it and host it... -
As noted earlier, here is the list of AoE attacks (PBAoE or targeted, not cones) that break the damage formula.
- -0.18 Energy Melee > Whirling Hands
- -0.18 Battle Axe > Whirling Axe
- -0.18 Broad Sword > Whirling Sword
- -0.18 Katana > The Lotus Drops
- -0.10 Fiery Melee > Fire Sword Circle
- -0.06 War Mace > Whirling Mace
- +0.01 Electrical Blast > Short Circuit
- +0.10 Dual Blades > Typhoon's Edge
- +0.11 Radiation Blast > Irradiate
- +0.12 Electrical Blast > Ball Lightning
- +0.20 Stone Melee > Tremor
- +0.32 Super Strength > Foot Stomp
- +0.35 Titan Weapons > Whirling Smash
- +0.45 Fiery Melee (tank) > Combustion
- +0.71 Claws > Spin
- Broad Sword, Katana do less base damage than they should, but they have 100% chance for DOT. If those powers got altered in any way it would just be reducing the DOT and adding the damage up front, not a necesary change by any means.
- War Mace does slightly less damage than it should, but that set is already an AoE beast.
- Typhoon's Edge does not have much logic behind it. At all. Nearly seems as a bug. Endurance Cost is also too low.
- Irradiate does a tad too much damage, basically one tick too many, but it's doing it via a long DOT. Some extended DoT attacks tend to have such bonus damage, but mostly a thing only seen in old sets.
- Ball Lightning has some up-front damage but it has a similar issue as Radiation Blast.
- Tremor, Foot Stomp and Whirling Smash all have too big of a radius, Only Titan Weapons seem to have a set-wide reason for it. The other two may simply be legacy of an older formula predating CoH launch, or pure whim.
- Fire Melee (tank) > Combustion is doing bonus damage via DoT but it's hard to measure. The base damage is way too low, but the DOT is 100% chance without cancel on miss (like bonus Fire DoT tend to be) so I asume this power is just doing too much damage. The DoT may also be high due to the same logic seen in Irradiate and Ball Lightning.
- Claws > Spin, well, as I mentioned, uses a special formula for it's damage.
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This. Although every AT can have it's own pseudo-pet to have their own self-damage scale.
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Because I have a very strong feeling there is somewhere a power that has delay and some conditional behavior. Cant remember an example right now, though, I just have a very strong feeling there is one. I'm re-building a database I used to have, once I get that finished I may be able to find out where.
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The pet may be the one inflicting damage if it had to.
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Quote:I am 90% sure it gets evaluated after the delay.Yes, and each line item would have to have its own "if Scourge" check to copy it (which is how Scourge works), and I still don't know that it wouldn't just run all the checks at once, pass/fail them on the mob condition at activation, and queue them into a delayed event to deal damage rather than wait for the delay and then check the way you expect it to.
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Quote:I don't think you will convince the devs that the set being slow paced is a valid issue to fix. You may, however, convince them that corpse blasting and missing on a set that puts so much damage on such slow attack, is a real issue.Well, I like the sound of it, yes. But there are a couple of issues with this.
1. I still have to wait through an animation that takes quite a long time. Then have to miss, before getting a chance to hit again very fast. This doesn't exactly recover the "fast-paced" feel considering you're still waiting through one long animation from the beginning, then getting consolation prizes when it misses.
2. If you're slotted for a lot of accuracy, you won't see this option that often.
I'd be happier with shorter animations. BUT, I'd be willing to entertain the idea of a mechanic that allows you to get shorter animations under certain conditions. Something like Momentum, but it doesn't have to be exactly the same. -
Quote:I can think of a few "workarrounds" to this. One is adding a extremely small delay to all effects (including damage) that check for enemy health. An effect that occurs on a delay will check for the current target state, not the state at the time of activation.Edit to respond to corpse-blasting "fast cast": I wouldn't mind it but I don't know that it's okay on a miss (might be a bit OP relative to other sets), and I think that there may be data access issues with determining if it's a corpse-blast or not that would depend on underlying engine changes and as such be outside of the powers realm.
Edit: as for balance in missing, I must look more into the idea, but the idea of these powers having increased base accuracy is in itself an acknoledgement it hurts much more to have them miss than having a regular attack miss. It's not just about wasted time per cast, but also endurance.
Quote:The power can tell whether or not to run a line item based on success or failure at the time of activation (see: Scourge), I'm just not sure that the check to run the line item would have access to mob state at the time damage is dealt (which is why individual DoTs in an already-activated power such as Gloom can't Scourge but new activations can).
Right now, this is how the scourge bit looks like in City of Data:
8 * 9.18 Negative damage every 0.5s over 3.6s
Now, it would be possible to change it to do this:
9.18 Negative damage
9.18 Negative damage after 0.5s delay
9.18 Negative damage after 1.0s delay
9.18 Negative damage after 1.5s delay
9.18 Negative damage after 2.0s delay
9.18 Negative damage after 2.5s delay
9.18 Negative damage after 3.0s delay
9.18 Negative damage after 3.5s delay
This version has a lot more checks on the server, but would result in a dynamic scourge effect that gets evaluated on every "tick". -
Quote:The dev that said that was incorrect.I haven't seen the spreadsheets, nor am I basing the "breaking the rules" part on that. When KM was in beta, I was responded to by several people (I don't remember if one was Synapse or not) in the feedback thread while I was complaining about scale 1 damage in 8' for Burst, and they all stated that it followed the formula for a 14 second recharge AoE. Those posts would mean that 1.15 isn't correct and 1.0 is, but in any case 1.15 would still be a buff from where it is now (and Whirling Axe needs to be changed also).
The damage formula is:
=((Recharge*0.16)+0.36)/(1 + 0.75 * Radius/5 - (0.011 * Radius/6) * (360 - Arc)/5)
This sets a 8ft radius attack with 14s recharge at 1.18. (1.181818181818181818181818181818181818[...] to be exact)
There are quite a few powers that have this mathamatical error, and I would not be shocked if a dev would think that was the case if they just grabbed a power like Whirling Hands and copy-pasted it.
1.15 is too low for an 8ft radius PBAoE, but seems to fit an 8.4ft radius PBAoE.
BTW, all this means a lot of the Whirling attacks are doing less damage than they should. Doing a quick check now on that too see how many we talking about.
I just looked at Burst and seems whoever was working on this realized it, because at 15s recharge, it has 1.25 ds damage, appropiate for the radius.
As for the extra range, it's 6.6ft longer than it should. Titan Weapon attacks tend to have between 2 and 3 extra feet per attack. My guess is the much larger bonus to radius is offset by requiring being inside Momentum to use it. -
Quote:I ask you: do you like the sound of missing with either (TF or ET) resetting recharge and changing to super fast versions on the event of corpse blast or missing?I agree. Taking away is bad. And since the feel of the set was taken away long ago, I'd like to see it added back. Even if it's only in small doses. I don't expect big hitting powers to have super short animations, but if we can give it that more active and fast-paced feel, that to me sounds like a good thing. The set used to be a little more "buzz saw" and a lot less "stop and wait".
I hope to convince the devs that some limited restoration might be in order, so long as it's balanced.
I think it may even be acceptable if it's a shared trait:
TF misses, TF recharge resets and you get to pick using fast TF or fast ET.
ET misses, ET recharge resets and you get to pick using fast TF or fast ET. -
Quote:This is something that actually bothers me a lot. I understand there has to be a certain limit to how much damge a single attack can do, but I think a power that has it's critical portion artificially reduced this way should have an equally higher critical rate chance, so that, in average, the attack gets the same benefit out of the boost as the rest of the set's powers.What causes the changes for Stalkers is that Total Focus doesn't critical for full value, and Energy Punch and Bone Smasher do.
This is also, my understanding, something that is holding sets like Stone Melee and Energy Melee from going to scrappers. They dont want the sets doing too much damage in criticals but they Synapse seems to not be happy with the reduced critical solution as it stands either. -
Quote:KinMele has that? As I said, got to catch up with the Post-GR sets. Was away for a whileIt wasn't added with Water Blast, that was just the first time it was used in a Ranged set and the first time that the power was resetting its own timer. Oh, and Kinetic Melee said to say "hi."
Quote:To address another point, Whirling Smash also is restricted in use to when you have Momentum built up,
Quote:in which case DPA is hardly a consideration for the entire set as a whole. It has its own gimmick, but it shatters the rules that you're talking about being unlikely to break.
Bleeding DOT damage has always been considered bonus and not restricted by damage/recharge/radius formulas. -
I reviewed the power (not the set as a whole yet) and it seems Whirling Smash does appropiate damage for a 14s recharge attack that has a 8.4ft radius: 1.15
Titan Weapons as a whole, though, gets bonus reach on all it's powers.
The power also gets an extra DOT, with an 85% chance of triggering that can cancel on miss (similar to Fire). This is a common secondary effect for blade attacks that represents bleeding.
Unlike other bleeding effects seen in Broad Sword and Katana's PBAoE, though, this one is toned down to cancel on miss and have only a 85% chance. Those other powers have a 100% chance to trigger.