Starsman

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  1. Quote:
    Originally Posted by Golden Girl View Post
    For the MA additons, what stuff in the non-MA missions is currently missing from the MA?
    1. Hmmm, contact redirection (where a mission sends you to a different contact)
    2. Outdoor missions (unlikely to happen)
    3. Escort to glowie objectives.
    4. In-mission contacts: like the new Cape mission where you engage in boxed dialog with a mission contact, personally I dislike this as only the leader gets to know what happened.
    5. Simultaneous glowy clicks (many hate them but may have a use if smartly implemented and done as optional objective)
    6. Doors
    7. Doors with keys
    That's all I can think off the top of my head, I am sure there is more stuff.
    • New badges, new missions and new player emotes
      • Nice!
    • Epic Archetypes now available at level 20
      • Interesting...
    • Improvements and additions to Mission Architect
      • Customizable maps? Please? I dont even ask for Base level mods, just... dont know, lighting tinting? Glowies that dont ever glow (for random object placement, you know, for theme?)
    • Enhancements to UI and game systems
      • Please tell me you guys are revamping the power browser!!! I HATE the power browser!!!! Stopped being useful the day we got a couple temp powers, and it sucks now with Epics, vet rewards and bucket-loads of temp powers!!!

    Quote:
    Remember Going Rogue? That's right, how could you forget? Well, you have the opportunity to get access to the Dual Pistols and Demon Summoning power sets in March and April, if you pre purchase City of Heroes Going Rogue (MSRP $29.99 USD)! You will also be able to get your hands on an exclusive item pack if you get the City of Heroes Going Rogue: Complete Collection (MSRP $39.99 USD), that will be available when Going Rogue releases in July!
    OK, this is confusing.... Going Rogue is comming in July... good to know... buit should I buy the expansion now... I can play during March and April a Dual Pistols character... but what happens in June? Do I loose the character? Do I loose the ability to create more characters?

    Also, will the "Complete collection" be available only in July? If so, does this means if I want to go for that collection I'd be forced to wait and loose my head-start on Dual Pistols/Demon Summoning?
  2. Quote:
    Originally Posted by War Witch View Post
    Hey all,

    Just to clarify before speculation runs toooooo rampant, we're not doing a Nemesis-type system for Issue 17.

    War Witch
    Given recent history from certain other forums, I actually feared for the stability of time and space as we know it when I read " Just to clarify before speculation runs toooooo rampant." False alarm though, wow... that was scary...
  3. Quote:
    Originally Posted by Noyjitat View Post
    So I guess it would be a bad idea to offer you cookies in hopes that you one day implement performance options such as

    Hide other players: Capes, auras, wings.
    Hide other teams:Capes, auras, and wings.
    Hide other players: Buff effects
    Hide other teams: Buff effects
    Hide player pet: buff effects
    Hide player pet: aura effects
    Hide NPC: Capes, auras, and wings.
    Hide NPC: Buff effects

    Maybe you could someday do this, then you could remove costume restrictions. So if someone wants a trenchcoat, cape and wings... (hmm that would look very silly.) They could do it.
    While we are at it:

    Hide other players: Uniforms, make everyone but me look like a phantom illusion (minus FX)
    Hide other players: I don't want to see them at all.
    Hide world: I just want to see mobs and flat untextured ground for them to fall dead on.
  4. Quote:
    Originally Posted by Another Space View Post
    I play FFXI. That game is loaded with hide-and-seek quests, mini-games, and mazes. All of it is required to get some bit of cool loot.




    I've never met a single player who enjoys any of it.
    That's only because of the general mentality of the FFXI community. I also played it, very long, long enough to know what I'm saying.
  5. Quote:
    Originally Posted by Lazarus View Post
    Yeah seriously, let's not turn this into City of Resident Evil where we need to solve some obscure logic problem to unlock a door and then wonder how all the villain's idiot henchmen manage to get around the place without being stuck ten times a day.
    It could be clearly stated the mission in question contains or is entirely based around puzzles.
  6. Quote:
    Originally Posted by Golden Girl View Post
    Rather than puzzles, I think tasks where each member of the team has to do something would be better - like the missions where you have to click glowies at the same time - only more complex - although that might not be so good for solo players
    On that tangent, I would like to see AV designed as encounters and not as hard hitting HP bags. AVs that are entirely unmezzable but that don't hit THAT hard, instead having pets that can't be defeated but mezzed, and other pets that do heavy damage but easy to kill, and extremely vulnerable herds of debuffing micro-critters that debuff players while they last and are resummoned often and also have very high melee and ranged defense forcing players to need true AoE typed attacks to defeat them. Some of these things being immune to debuffing or do things that make debuffing irrelevant.

    This to-do list would make these encounters more than just HP bags and the "critters" don't have to really be humanoid or animals but can also be fixtures and turrets and the like to make sense on the given environment and encounter. In short, things to make more than just plain damage or debuffing useful.
  7. Quote:
    Originally Posted by BackAlleyBrawler View Post
    I don't think a tetris-like game was what was suggested.
    Perhaps. But it all goes down to "non combat advancement opportunities." Obviously for it to offer tangible rewards it would have to also have opportunities for failure.

    Perfect example that even perfectly fits in the game's context: Bomb Assemble/Disassemble missions.

    Make a small tetris/gems/columns like mini-game that works as an interface to activate and deactivate bombs. Once the mini game starts you would be on a timer regardless whether you are setting up or deactivating a bomb, loose or run out of time and the bomb blows up effectively failing the mission and killing you. This means just half end of mission xp and, off course, debt. After all, nothing is as boring as being perma-held, this may give players something to with the reward of breaking out of the loop!

    Also, don't take me literally with the puzzle type, it can be a balance game of sort (trying to keep perfect balance between the liquids in an explosive device) or a
    wire cutting/connecting mini-game that works like a minesweeper (giving you clues what is bad to cut next, but not entirely giving it away.) Every bad choice would not insta-kill but it would "hurt" a health bar that once empty would make the thing explode.

    And off course, story wise this can be attached to many things, from bombs in car trunks on a building basement to missile launch/sabotage.

    Can also see computer hacking (this one can really be a tetris/gems clone) and
    lockpicking mini-games.

    Combine them all together and you have to hack computers and lockpick doors to make your way through a building all the way to the silo/basement and disassemble/set that bomb in the trunk of a car or launch/sabotage that missile launcher.

    Ideas keep flowing in right now, making the full gamble on a final bomb disassemble/assembly may sound a bit too harsh, how about 3 bombs where you got to, giving you no end-of-mission xp but instead a nice xp bonus for each properly disassembled bomb.

    Then you can always mix these things into normal combat missions. Like lockpicking doors instead of having to find the keys, forcing players to actually do these puzzles for every single bomb activation/deactivation currently in the game and add these elements to TFs where cooperative Tetris is played to solve a huge minesweeper thing to, I don't know, permanently disable the Striga TF giant mek-man before you face the final AV. Oh and lock-picking prison doors! Or hacking the energy doors in Arachnos prisons. Or dispelling (with similar mini-games) doors in CoT prisons.

    While at it, would be interesting to have a quick hold-breaking puzzle game that casted break-free effect on you if you manage to solve it before your hold/stun/fear runs out.
  8. Quote:
    Originally Posted by Castle View Post
    Instead of Speed Boost, have your friendly Kineticist cast Inertial Reduction instead. I find that makes a bigger difference than Speed Boost. Combat Jumping is the single best power you can have for this, of course. The Ninja Run power ought to be pretty handy for this, too, though I've not specifically tested it.
    I didnt manage to get that badge on Starsman Prime last year, this year I tried again after a friend told me "it's impossible to do without the Ninja Run". At that point my head burst open and I ran back there and used Ninja Run, took me 3 attempts but got it. Ninja Run is PERFECT for this.
  9. Quote:
    Originally Posted by BackAlleyBrawler View Post
    Do puzzle games really work in this internet age? Especially online games, where you already have guaranteed access to the web and convenient access to wikis, FAQs, walkthroughs, etc.
    Yea, since I found a walk-trhough for Tetris, it lost all the fun!
  10. Quote:
    Originally Posted by Sarrate View Post
    Wait a minute, the magnitude is what was increased in the real numbers window? Well, that's unexpected and contrary to what we've been told (that taunt duration enhancers enhance, well, duration instead of magnitude). It's not, however impossible for them to function in this manner. (Intangible enhancements, for example, enhance the magnitude of FF/Sonic Cage powers.)
    I think this is a bug with the Real Numbers feature, would not be the first one I spot*.

    I can say for certain that at least from the start taunt powers were set to enhance and work off duration, not magnitude. There is basically one field called Scale that determines the strenght of an attribute and another that is called Attribute Type, that determines if the Scale means Magnitude or Duration. Enhancements work on this field. There is a second Magnitude field that will be used only if the Attribute Type is set to duration. This field can not be enhanced by enhancements.

    Taunt has it's Attribute Scale set to Duration and the Magnitude stored in the magnitude field. Even if Castle wanted he cant make enhancements work on the Magnitude field, he could, however, change the Attribute Type to Magnitude and blank out the Magnitude field (as at that point Magnitude means nothing) then setting a static duration in the Duration field (have I lost anyone yet?) but that's a very manual change and unlikely to happen without a big patch note, and it would also render taunt enhancements useless.

    This is also how he allows Acrobatic to enhance it's magnitude, it's set to Attribute Type Magnitude with a fixed duration.


    *Long time ago I found that Resist Magic/Mutant DO did not enhance Toxic resistance but Real Numbers were saying the resistance of Healing Flames was affected, not sure if it got fixed but I reported that bug a long time ago. Ironically, the combat Attributes window did display
    my true total Toxic resistance, that was just the base the Healing Flames power provided.

    Quote:
    If taunt enhancers indeed increase the MAG and not the duration (assuming all other info provided by Castle is correct), it provides next to no benefit. Of course, trying to test it to see which is which isn't going to be easy (if even possible due to all the unknown variables at this point).
    It's a shame Taunt magnitude cant be tracked on the Combat Attributes, would make for a very easy test. But you still should be able to test it in PvP, once it manages to land on the target the target should right click on the icon and see what magnitude and duration it states.
  11. Quote:
    Originally Posted by Castle View Post
    Looks like a bug to me. I'll prod someone and get it fixed.

    EDIT: It looks like the sets were using the Scrapper/Brute values instead of the Tanker values. Effected sets are Dark Melee, Dual Blades and Electric Melee.
    Lazy copy-pasters!
  12. Quote:
    Originally Posted by Arcanaville View Post
    But you could do something that looked better on higher rendering systems and degraded gracefully to something that showed some effect on lower systems. I'm assuming the entire basis of Ultra Mode is based on that assumption. Unless VFX components have restrictions on that sort of thing the general environment doesn't, I would think you could spawn a swirly vortex that rendered "correctly" on higher cards and rendered a simpler static effect on lower end cards.

    Is there a design directive that essentially states things like Ultra Mode can improve environmental rendering, but all power effects and similar graphics must be designed to reasonably render on the lowest supported video card? In other words, no "Ultra Mode" power effects?
    From what I gather the Ultra Mode is frosting on the cake everyone is eating now. Bending light means a new cake and your alternative means two cakes with a waitress to make sure you get the cake that wont kill you.

    I'm sure it's possible but requires branching, I don't think there is any branching in the FX system right now, even Physx stuff is just more Frosting on the old FX Cake.
  13. Quote:
    Originally Posted by Sarrate View Post
    While that may be acceptable for certain sets (like Invuln), I think it screws the results for Ice, since it's a T9 with a high reuse rate (it can be used every 2 minutes). Still, that would be a bear to try to compute, since it's not just the regen, but up to 30s of complete immunity as well.
    Yea, hard to calculate with spreadsheets, not to mention many would still call foul on the T9 usage. The immunity is not that big of a deal as is the entire inability to attack or protect allies.

    Quote:
    It's not just AVs, though, any "spike rich" encounter could do that. Even the Romans on the ITF can crit for around 500 to 700 damage. That's 1/3 to 1/2 an hp capped Tanker's health from just two hitting at the same time. That's the problem with defense, anytime attacks are around that can kill you, your life is riding on each dice roll. On average, you're correct, you'll be fine, but it's not a guarantee - it's still heavily based on luck.
    I have not run much Roman content with my icer to comment on them but in the end I'd say its an issue with critter design more than with powerset issues. The content does not accommodate properly for purely defensive sets in a few situations. As popular as the ITF may be though, it's still the minority of the content.


    Quote:
    Something I thought about when reading this: I'm guessing the first table doesn't include +maxhp.
    I thought you knew me enough by now to know I treat HP as a form of universal damage resistance and am against measuring it as a "regen booster." +HP is accounted for in the first chart, but averaged for uptime meaning that during uptime of these buffs the set may be better than what I show and during downtime worse, but in average, that.

    Quote:
    Well, that would be nice, but unecessary. They're already up 2/3 the time out of the box. Even with only moderate IO investment you can bump that up to 80% of the time.

    When you say "without increasing the healing," you mean decrease the recharge but lower the heal amount so it averages out to be the same over time?
    For the sets that have it, it's so important that I personally dislike the fact that it's not perma with 3 SOs. Although the idea of decreasing timer and healing power to have more regular healing bursts appeals me, I think it's too disruptive with play-styles and therefore would just prolong the duration of the +HP.

    There is the issue of stacking but the cap is low enough for it to be a non-issue, so far that they may also as well flag the attribute non-stack-able.
  14. Quote:
    Originally Posted by Sarrate View Post
    Hah! I hear, on good authority, that the Theft of Essence: +End proc is worth its weight in gold in Dark Regen.
    Not even looked at my dark armor. That set was not around when I made her and never consider that in her growth plan. I may look into it once I decide to sit through her again.


    Quote:
    That looks more like what I'd expect. Ice looks like it has a higher weight than I expected, but its sustainability seems about where I'd expect it. (Not sure if the weight counts CE and the weight/sustainability counts Hibernation.)
    CE is used and assumed to hit all foes. My calc can simulate situations where the foe is higher level (purple patch) but it's not trivial to see the impact on larger groups that don't fit CE (either cap or area.)

    No tier 9s are used in the calculations (other than the isolated Granite benchmark).




    Quote:
    Nah, I don't think you need to start a whole new thread about it, especially if you're working on a whole new method of measuring performance and will be deprecating the spreadsheets. I just wanted to know what they actually *meant* rather than using the numbers as a relative ranking. So thanks for giving me the skinny
    I actually would love if it was easy to just make people trust it as a relative benchmark because that's sort of the point, but understand that many would love to understand the meaning of the numbers (I know I would be curious myself :P)



    Quote:
    This statement perplexes me a bit. On initial read it makes sense, but the more I analyze it, the more I furrow my brow.

    For example, in your list, you give Ice a sustainability of "02,500%" (Is that 2,500 or 2.5?) compared to a naked Tank being "00,135%". That implies it can sustain ~18.5 times as much incoming fire before buckling. However, if the RNG doesn't play nice, it die a lot faster than that. It implies the tables above don't measure "how much they can take without ever dying."
    The only thing that can truly kill a def set faster than that is not the RNG playing nice, but pure luck. I know i know "same thing" but my point is that in average, the ice tanker WILL avoid enough attacks to survive normally, unless facing something like Lord Recluse that has one attack that can two shot you. Lets say you have a foe that has 10 distinct attack chances per minute. 9 of those chances just deal 1 point of damage, though, and one can deal 1000 points of damage. The RNG can easily make you miss 9 attacks and get hit by the one that can kill you. It's not bad on the RNG but actual bad luck. This is a scenareo that I think is common specially at lower end of the game and while facing certain AVs and monsters, it certainly can increase mortality but cant be averaged out properly (your luck may do the entire opposite and always make you miss the one big hit so in averages it wont work.) That's one of many things I hope to explore better with my new approach, that is more simulation based.

    Quote:
    I bring this up because when I switched from Regen to Invuln, I noticed a significant decrease in my "how fast I will die" time, even if it was a decrease in my ability to sustain myself for long periods without aid. If I can survive a nasty burst of damage, then I can live long enough to act/retreat. Afterall, if I have the possibility of dying real fast, I may not be able to react at all!
    Regen is a different matter, but thats also why I inlude the first set of data. It does not only represents how well you take an alpha but how vulnerable you are to spikes in damage input. The case with defense is different. When talking about big spawns it's not the same as you split damage into multiple dice rolls, when facing a single tough entity with huge hitters, then things get complex but still "average-able" in theory.


    Quote:
    As strong as defense can be in the game, I still like having some form of resistance behind them to give some stability.
    I agree. +HP or Resist either helps a lot, at least as tankers. Scrappers are a bit different. I wish they increased the uptime of dull pain and like powers (hoarfrost/earth embrace) without increasing the healing.
  15. Quote:
    Originally Posted by Call Me Awesome View Post
    IO'ing a brute is substantially more difficult due to the terrible availability of the redside market... Kinetic Combat for example does not exist. I've had bids in on the redside market for over a month now... most of the recipes I'm looking for haven't even sold on the market for a month or more. With only the Smashing Haymaker/Reactive Armor IO's available soft capping looks out of the question.
    Odd, I use Kinentic Combats on my dominators (i slot them to cap their smash/lethal defense) but I'm willing to take a few levels of difference too. There are always merits, too.
  16. Quote:
    Originally Posted by Sarrate View Post

    I will say that your assumed slotting for Dark Regen is suspect. (I can't say from firsthand experience, but I've teamed/talked with a prolific DA player friend enough to get the basics.) First, the power needs to hit in order to heal you, yet you slotted absolutely no accuracy?
    I do have a dark tank, and yes, I just went back and I made a mistake posting that. I did tell my calc to only slot the power for 3 acc/3 end, no recharge, no healing. After all, only 3 hits make the thing a 90% heal. If possible, I'd slot the thing for 5 end redux and just one acc enhancement.



    Quote:
    I think the best option is to have both. The base performance can show the sets in isolation, while the one with "casual min/maxing" illustrates how well they'll scale up.
    Done. Only issue is these spreadsheets require me to keep multiple copies for each variation, meaning an update to one forces a manual update to the other. It can easily become a huge headache to manage them all.

    Quote:
    Well, I can't view the spreadsheet from work (firewall has googledocs blocked as "inappropriate" for "personal storage"),
    Thats an epic definition of lame. "

    Here is the base chart:
    Code:
    Weight    
    0%    Naked
    47%    Fire Aura
    52%    Electric Armor
    59%    Dark Armor
    62%    Stone Armor
    64%    Willpower
    71%    Shield Defense
    74%    Invulnerability
    82%    Ice
    92%    Stone Granite
        
    Weight    
    00,100%    Naked
    01,134%    Invulnerability
    01,142%    Stone Armor
    01,201%    Electric Armor
    01,328%    Ice
    01,448%    Shield Defense
    01,591%    Fire Aura
    01,928%    Willpower
    01,969%    Dark Armor
    11,932%    Stone Granite
    And here with the pools:
    Code:
    Weight    
    24%    Naked (only the pools)
    65%    Fire Aura
    69%    Electric Armor
    73%    Dark Armor
    74%    Stone Armor
    77%    Willpower
    82%    Shield Defense
    83%    Invulnerability
    89%    Ice
    92%    Stone Granite
    
    Weight
    00,135%    Naked (only the pools)
    01,982%    Stone Armor
    02,208%    Electric Armor
    02,418%    Fire Aura
    02,500%    Ice
    02,508%    Shield Defense
    03,281%    Dark Armor
    03,353%    Willpower
    03,888%    Invulnerability
    11,932%    Stone Granite

    Quote:
    (I do wish I knew more about what the chart represented, though. Right now, the numbers displayed are completely abstract. I can't even translate that into something meaningful like 'sustainable dps'.)
    I can jump into an open discussion on it in a separate thread, only reason I would not love to do it is because I am now working on an entirely new approach at benchmarking and have left this project behind, not because it's bad but because my expectations have expanded beyond what spreadsheets can handle.

    I can tell you a basic though:

    The first chart takes all mitigation, no healing, and then weights this mitigation against rarity. The rarity I did based on extensive amounts of enemy data and the damage types they use. Smashing, for instance, is the most common type you will encounter therefore gets the highest weight. I tweak down the impact of the rarest types then sum them all then divide by the sum of all weights to get an average mitigation "to all situations". You should never see a 100% in that table.

    The second table does similar only it also accounts healing (regeneration and heals.) In this table, 100% equals a naked tanker with no buff and no powers, just base HP and base regeneration. If you gave that character 2x the HP, he would go 200%, if you gave him 50% resist to everything he would also note 200% (if i didn't account for weight) In the end, 1000% means it can survive 10 times more DPS than the base tanker. It's a "basic" weighted immortality line calculation but one that really represents truthfully how much you can take. After all, no one cares how fast they will die, they just want to know how much they can take without ever dying.
  17. Here is a link to a version that includes tough/weave/combat jumping (1 slot) and a steadfast.

    It's easy to see how the set that benefits the most from such optimization is Invuln, jumping from nearly the bottom to be the king (with 5 foes, remember, although also tested with 1 and Invuln does not goes down from it's position after taking these tools).
  18. Raw set with 3 resist/heal/recharge SOs where applicable. Exception is only Dark Regeneration that is assumed to be 3 end redux and 3 heals.

    I was considering last night to add "casual minmaxing" tools: Combat Jumping, Tough, Weave, and a Steadfasgt +3 Def as these may yield a better representation of the sets potential as a tank. I think any tanker should invest in those tools by level 40. It's very possible to do so without sacrificing offense.
  19. Oh and one more thing, right now I have it set at "one foe in melee range" but I can easily increase that on my side. Actually, I think 3 foes would make a more realistic case.

    Edit:
    Never mind that, it was set to 5 foes. Looking at it again yea, Invulnerability does end at the bottom of the pack as far as sustained dps goes, i blame it on Dull pain, though.
  20. Quote:
    Originally Posted by Ironblade View Post
    It's your perception. Someone (I think it was Starsman) did exhaustive calculations and simulations to gauge the 'toughness' of each armor set. The only real shock for most people was the difference between 'stone with granite' and 'stone without granite'. One was at the top, which we all expected. The other was pretty much garbage.

    Anyway, I tried searching but can't find the post. It may have been on the old forums. As I recall, Stone was far and away number one. Invuln and Willpower were 2nd and 3rd but close to each other so their positions would easily shift depending on enemy type.
    Well, my last effort produced these numbers. Please dont ask me to explain everything behind them but in short, these weight how survivable the set is against damage types and then weights the rarity of different damage types. In specific situations, a set may be less survivable against certain enemy groups, but overall, against random foes throughout your career, these charts are rather accurate.

    If google docs gave me the tools I'd allow for the player to pick an enemy to benchmark against, but thats just not possible with Google Docs.

    Oh and there are 2 groups of numbers there. The most important one, generally speaking, is the second set at the bottom as it represents how much dps can you sustain (the higher the number the better, that's all that matters.) The first set is more specific to the act of tanking as it indicates how much damage you can mitigate with all healing and regeneration ignored. In other words: Alpha Absorption. The higher you are in that table, the better you should fare at tanking with support. Problem with that, though, is that if you have support you likely already got patched up to be much more survivable than this.

    BTW, my main is an invuln. There are some groups that can slaughter me quickly, specially if there is pure psi damage, but the cases these are an issue are an extreme minority. I don't remember the last time Starsman died. I been actually tanking winter lords just for kicks, they can barely hurt Starsman Prime, then again, I have invested him into a few IOs. Nothing mayor but enough to take me out of the base survivability settings.

    Edit: Starsman Prime has no fighting pool nor aid self, but takes the passives.
  21. Quote:
    Originally Posted by beyeajus74018 View Post
    YAY! the strong pretty thread is back for Christmas!!! Hope all your christmas trees are strong and pretty! XD
    My tree is full of energy as I plugged it to the wall. It also has a war mace, as I think it looked prettier than weakling glass balls. That qualifies my tree as mace + energy aura strong!
  22. Starsman

    Virtue Down?

    Now Freedom is going yellow, guess soon it will be flooded with everyone from the west coast servers.
  23. Quote:
    Originally Posted by Golden Girl View Post
    Not sure - maybe blame the snow?
    Had not crossed my mind... perhaps some one was driving too fast on frozen roads and hit the wrong pole killing the lines...

    Does Aion has west coast servers? Are they also dead?
  24. Starsman

    Virtue Down?

    I think everyone transferred their characters to the west coast servers effectively killing them.

    Due to time constrains I have never done an ITF before, today I was getting started on my first run.... and this happens.