StratoNexus

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  1. Quote:
    Originally Posted by Another_Fan View Post
    A blaster with decent range and some sort of stealth can usually pull the spawns apart. Even at +4x8 you aren't going to get 4 bosses except from doubled spawns.
    If we are pulling, a scrapper with their origin power and some sort of stealth can usually pull spawns apart.

    When one says they fight +4/ x8, I never assume pulling. Never.
  2. Quote:
    Originally Posted by Another_Fan View Post
    Really ? So you think a 25-30% advantage in HP + Mez protection offsets having to fight several of them at once in melee range with a MA/SR scrapper ?
    ?
    How is a blaster better off vs. MIs or a large spawn of Carnies in general? I guess the one advantage is against the dark servants because blasters can stay out of the debuff? It is not like blaster builds normally end up with more Psi defense than a /SR scrapper. Even at incarnate level, the blaster will need Clarion, the scrapper is free to take Barrier or Rebirth.
  3. Quote:
    Originally Posted by Arcanaville View Post
    I would ordinarily not count that as a Blaster buff, so I would be ethically compelled to say no.
    Done deal then unless you think anything needs more clarification. I can't wait until Issue 25!
  4. Quote:
    Originally Posted by Darth_Khasei View Post
    No he also got a level bump man. Look I am not going to quibble with you or anyone else about this ish, they over buffed the PANCAKE and need to tone it down to the levels recommended during BETA period end of discussion.
    He did not get a level bump. The AVs prior to him got one, but Tyrant was always 54+5.
  5. StratoNexus

    I24 hopes?

    Quote:
    Originally Posted by Golden Girl View Post
    Penny should lead the Paretorian people.
    I don't think a barely coherent, ultra-powerful psychic who needs time to reintegrate into a nearly doomed world would be my first choice of leader, especially considering how the last ultra-powerful psychic in charge of Praetoria behaved.
  6. Quote:
    Originally Posted by T_Immortalus View Post
    I'm a bit more clever than I may appear.
    You are complaining about adding and subtracting three digit numbers. Your cleverness is in doubt.
  7. Quote:
    Originally Posted by Hopeling View Post
    Radial, however, scales both its proc chance AND its proc damage to the power's recharge.
    Ah, I keep forgetting the proc chance drops dramatically once you get to lower recharge. When I tested on Beta, Blaze, with a base recharge of 10 seconds was at 100% proc rate. At what recharge does the proc rate start dropping below 100%? Is there a chart that can be made showing recharges from 2 to 10 seconds and their corresponding proc rate?

    Thank you (and UberGuy) for the correction and explanation, I am not sure this is the best way to make Core more attractive, but it certainly is one way to do so.
  8. Quote:
    Originally Posted by Leo_G View Post
    Fix'd.
    And those who like dominators may like the new (i25 or later) blasters! Or something.
  9. Quote:
    Originally Posted by Bad_Influence View Post
    Moral of the story: maybe listening to a few people in Beta begging for the AV to have unstoppable Regen and a perma self-heal [or so it appears] IS NOT that hot of an idea. But what do I know....
    You apparently know nothing, since no one in beta asked for either of those things and many in beta pointed out that the first part would be farmed and the first part will be farmed even after they fix the bug which will make killing Tyrant a cake-walk.
  10. Quote:
    Originally Posted by T_Immortalus View Post
    You and game: A + B(+ "invisible C") = A + B
    100% + 300%(+invisible 100%) = 400%

    My idea: A + F(= B - "invisible C") + C = A + F + C = A + B
    100% + 200%(= 300% - 100%) + 100% = 400%

    It may look more complicated my way, but it is far more clear and simpler than having "invisible C" for the players.
    First, enhancment values are not invisible, they are just displayed elsewhere (you know, in the power window, since they are usually different per power).

    Second, you keep acting like enhancement values = 100%, rather than being different per power, per build.

    Third the current method is not reflected properly in your little oddly written formula, but rather should just simply be:
    100% base + up to 300% (from buffs and enhancements).

    Finally, I do not agree your way is simpler, it is just different.

    Quote:
    Originally Posted by T_Immortalus View Post
    If the "buffs only" total on combat attributes is 100% too high then why is it 100% too high?
    Why not show an accurate value or "total buff" that does not invisibly include enhancements invisibly counting against the total?
    It is not too high, it is just capped. No matter how you slice it, you will still need to look in more than one place because each power has its own enhancement value.
    Even your method requires you to know what the enhancement value per power equals in order to figure the damage (and figuring damage is even more complicated because it changes based on the relative level of the target and resistances). But none of that matters because the complicated math is all done by computers. We don't have to announce to a GM that we are attacking critter A with power B roll dice then math in all the modifiers and then do more math based on the target's attributes, etc.

    We push button, pretty animation goes off, enemy gets whacked. Yay!
  11. Quote:
    Originally Posted by T_Immortalus View Post
    So why is the enhancement value "invisibly" factored into the Combat Attributes value?
    It is not. The value in the display monitor is just for buffs. The 100% most folks are talking about is not from enhancements, but simply from the fact that the power deals damage even without buffs and enhancements, what is commonly called "base" damage. That 100% is already not displayed, as you seem to wish.

    Quote:
    Originally Posted by T_Immortalus View Post
    Why not "cut 100% off the Combat Attributes value" and just let enhancements be a separate "per power" modifier that performs almost exactly the same, just without the "how much of my exterior damage buffs am I losing?" calculation hazard?
    It already acts like this. This is how it currently works. You seem to be asking that enhancements not be included in the cap equation at all?


    Quote:
    Originally Posted by T_Immortalus View Post
    I'm talking about simplifying the calculations for people and making them more obvious, without going to an outside resource. It would be a negligible change in functionality if any change.
    Not including enhancements as part of the damage cap would be a significant change, basically improving the total damage any character could deal by the amount one could enhance. Or, as you may be suggesting, we could be nerfing outside buffs by lowering the damage cap by 100% and then saying enhancements ignore the buff cap (not sure that is even possible with current code).

    Finally, I find it somewhat baffling that we are talking about addition as if it is complicated math. I can understand being confused by what is going on, but not by the math part. The math here is adding (and subtracting) up to 3 digit numbers.

    Every power deals 100% or what we call base damage. Every power can then deal additional damage though enhancements and buffs up to an additional +300% for most, +400% for a few, and +575% for brutes.
  12. Quote:
    Originally Posted by T_Immortalus View Post
    That is why I suggested they hack another 100% off the combat Attributes cap and make enhancements count separate from other buffs.
    But not all my powers have 100% from damage enhancements. Some have more, some have less, it is likely none actually have 100%.

    Quote:
    Originally Posted by T_Immortalus View Post
    It would accomplish the same result while making the buffs listed in Combat Attributes absolutely accurate as "additional to the power's own damage numbers". It would make calculations of damage easy without Mid's or another outside program.

    Does that not make sense?
    Shall we keep the current "300% +/- any enhancement values over/under 100%" + base damage mess?
    You really are being a bit dense here. Every power starts with the base damage. So every power starts at 100%.
    Enhancements increase that more, but each power has a different value for that, so the display you are talking about CAN'T show those, since it changes per power.
    Global damage buffs do affect every power, so they can be displayed.

    How enhancements factor in must be a function of the player to do rough calcs in their head while playing. For example, when my blaster has Musculature slotted, I know I only benefit from ~275% damage showing in the global display (100% base + ~125% enhancements + 275% gets me to the blaster cap). If I get buffed to that point, I normally stop using Aim or Build Up, because they have lost their value.
  13. Quote:
    Originally Posted by Aggelakis View Post
    Probably because this is the only way for them to give the information popup. There's no mechanic that I know of that allows an info window when activating a power (temporary or otherwise).
    There is a power in the Summer Event that pops up a window for the player to read.
  14. Quote:
    Originally Posted by Arcanaville View Post
    Its relatively easy to unlock just about anything on test and/or beta. So just about everything is up for grabs. I can take the heat, if you can survive my imagination.
    Hmmm, a KB fest seems potentially appropriate? Watching your blaster send mine flying frequently and interestingly could be entertaining (and I know you like to find those special ragdoll effects). But I'd be up for other stakes once your imagination gets rolling.

    Hmmm. Devs buff blasters. If they simply buff every range blast set for all ATs, but add nothing else to blasters, do you still win? I am OK if you do, I just want the terms clarified. I will concede defeat if blasters get this phantom buff anytime before I25, it doesn't have to be with I24 release.
  15. Quote:
    Originally Posted by UberGuy View Post
    For powersets dominated by fast cycling powers, Core is likely the better choice.
    I am not sure that is true. Fast cycling powers also have lower base damage so Core is smaller as well (although it does become easier to maintain stacks for Core).
  16. Quote:
    Originally Posted by Arcanaville View Post
    You're right. Triple or nothing then.
    Hmmm. I'd be willing to take that bet. Could be fun having a video of an Energy/Energy/Force blaster burning in the flames of a Fire/Fire/Flame blaster when neither of them get buffed until I25 (or later)! You do have the Ghoul death emote unlocked, right?
  17. Quote:
    Originally Posted by Darth_Khasei View Post
    I was solely talking about the buff to "Tyrant" asked for and given during BETA was over the top for the majority of players in the game. You say there is some bug causing this or something not to be working correctly, that sounds like the speculation to me.
    The only real buff Tyrant himself got was regen debuff resistance (which basically means you don't need to think about being sure to bring regen debuffs since they are helpful, but not super strong). His regen rate itself was not increased. That said, two other things made the final fight moderately harder, the lightning recharge was shortened by 5 seconds and its damage was mildly increased.

    I agree I am speculating that the lights not affecting the whole league is unintended. It is possible it is intended to be a smaller, random effect. I think that is unlikely, but not impossible.
  18. Quote:
    Originally Posted by Shubbie View Post
    THIS CANT BE INTENTIONAL.
    I do not think the current difficulty is intentional. I think the level shifts granted to the league from turning out the lights is not working as intended.

    Quote:
    Originally Posted by Darth_Khasei View Post
    As much as I respect and understand the end boss "hard as possible" encounter crowd, the devs go overboard when listening to them sometimes and it is utterly frustrating trying to get them to see any different during BETA when it matters most IMHO.
    To be fair, the changes they made to the three AV fight were very good and no one is freaking out or failing (excessively) due to that. The buff Tyrant got for the last fight did not push him over the top into something unbeatable in our beta tests nor as hard as several of our runs on live have been. I am hopeful the level shifts granted by the lights is supposed to affect the whole league and once that is fixed all this angst will get to go away.

    There has been vast speculation about some buff given to Tyrant just before this went live and that does not appear to actually be the case. There has been talk about the devs significantly increasing the difficulty of the last fight in response to Beta feedback that asked for a mild increase. It does not seem like that is the case either. It appears one of the trial mechanics is not functioning correctly, and that is what is causing the increased difficulty.
  19. Quote:
    Originally Posted by __Tru__ View Post
    Crashless nukes for all just isn't going to happen.
    They should. Making them crashless doesn't mean they need to recharge in one minute like Rain of Arrows. Leave them at the longer recharge, just make them not incapacitate the character (although I think at least the blaster versions should recharge in 240 seconds instead of 360).
  20. Quote:
    Originally Posted by EvilGeko View Post
    As YOU HAVE ALL STATED, there was never an option for an always on power. We agree on that. But if there was NEVER an option for an always on power, then the devs weren't giving due consideration to some folks' concerns.
    Looks at his always on end reduction. Looks at his always on damage buff. Looks at his always on mez resistance. Looks at his always on +regen.

    In what world are you in any sense of the word accurate when you say they didn't consider those who wanted an always on buff?
  21. Quote:
    Originally Posted by PRAF68_EU View Post
    However apologetic you want to get for the developers, this power DOES NOT do what it says on the tin.
    I kind of dig being able to fear, immob, and stun enemies on my Kat/Invuln, something that is definitely Hybrid scrapper/controller. My Fire/Fire/Force blaster with Support who also already had Man, Assault, and Tactics is hyrbid blaster/defender.

    My Fire/Fire/Flame blaster took assault, I chose to specialize more rather than branch out.
  22. Quote:
    Originally Posted by firespray View Post
    I don't know if it's a bug, or if there's just some mechanic to it that I'm missing. Anyone know more about them?
    I think the current assumption players (including me) have is that it is bugged or there is a simple error preventing the level shifts from affecting the whole league. It is, however, possible that the level shifts are purposely a random mechanic and putting the lights out only grants a chance for a level shift rather than a guarantee.

    If it is supposed to be a chance, it has created some interesting scenarios. I have seen the 40 to 20 health dance quite frequently, and sometimes those twenty percent fly by in 30 seconds and other times it takes 2 minutes. That does create a bit of unpredictability which I have found engaging. If it is intended to be random, then there likely needs to be something in the UI declaring the level shifts in addition to the real numbers display, because that would allow for more tactical play.
  23. Quote:
    Originally Posted by firespray View Post
    I guess I don't really see what disadvantages range has that this supposedly balances out.
    Lower hitpoints, lack of personal armors, the need to move around and run away from normal enemies and ambushes due to those two things. Lack of mez protection. They don't call them squishys because they are ranged tanks.
  24. Quote:
    Originally Posted by firespray View Post
    I think it's a false dichotomy anyway. Certainly there are other options between "patches of instant death" and "10x as many hitpoints as a normal AV". If the devs truly can't come up with anything other than those two options, maybe we need some more creative devs.
    How about AVs that can't be hurt unless you kill something else near them? Or AVs that heal by eating other enemies (which you can destroy before they heal)? Or AVs that get more regen when their health gets low? Or AVs that heal when a player with a special effect on him dies? Or AVs that can heal at special machines (which players can destroy to prevent healing)? Or AVs that have constant spawning ambushes? Or AVs that can only be killed if other AVs are killed about the same time? Or AVs that move around occasionally and have large ambush waves chasing after the players? Or AVs that can hold if you hold people if someone maintains aggro too long? Or AVs that drain away level shifts? Or AVs that Teleport? Or AVs that target people on a team and will hit them with a dangerous effect if they don't move (or react in some other way)?

    Why do the devs only ever use this one "danger patch" mechanic and never think of any of those other things? They need to be more creative, those bums!