Stupid_Fanboy

Forum Cartel
  • Posts

    804
  • Joined

  1. [ QUOTE ]
    Hmm...

    I thought the DPE numbers looked a little odd, so I looked into it a bit closer. It seems like you truncate numbers instead of rounding them (191/40 = 4.8, not 4.7. You seem to have done the same for the BIs of the attacks (2.7778 -> 2.7 instead of 2.8)). This ends up hurting Claws more than BS, thus making Claws look (comparatively) bad.


    [/ QUOTE ]

    allthe more reason to switch from BI to DS!

    2.7778 = 1.0.

    really tough to fudge the rounding on that.
  2. [ QUOTE ]
    [ QUOTE ]
    [ QUOTE ]
    [ QUOTE ]
    [ QUOTE ]
    NOTE: You can only earn the The Lord Recluse Strike Force reward once every *24 hours* This is by design to help prevent farming.

    [/ QUOTE ]

    Per account or per character?

    [/ QUOTE ]

    Character.

    [/ QUOTE ]


    Yeah, I could see if they didin't do this Hardcore SGs would be farming this two or three times a day. Maybe more if they have more teams of 8

    [/ QUOTE ]

    So? all that would allow is them to catch up with the fully HO++
    'd out heroes who have farmed hammi daily for 2 years.

    [/ QUOTE ]

    and how is it fair for new heroes starting up if a villain who starts at the same time can get Hami's twice as fast?

    jeez, quit whining and give it some time.
  3. [ QUOTE ]
    in this example you have compared a person who has defense in issue 7 vs a person that does not have defense in issue 7. What i havn't seen is how this will effect the rest of us. Can you post some numbers to compare how this will effect my blaster. Lets say i was fighting a lutenant in issue 6 with no defense at all VS the same lutenant in issue 7 with no defense at all. Am i more or less likely to get hit under this new system

    [/ QUOTE ]

    no change at all. issue 6, a Lieut had 57.5% tohit and zero acc to buff it. In Issue 7, that Lieut has 50% tohit and 15% acc. 50*1.15 = 57.5% final tohit.

    this change only affects people using purples and def powers, and it makes them perform better for the most part.
  4. [ QUOTE ]
    If this is just a silly thought, fine. But I too can tell a difference between 4 and 5 slots in Stamina. Say it's imaginary if you want. I'll remain skeptic.

    [/ QUOTE ]

    i promise you, it's 100% a placebo effect.

    with 4slotted stamina, you recover 149.75 end per minute.
    with 5slotted stamina, you recover 151.25 end per minute.

    You're talking about noticing 1.5 points of endurance over a 60s time period. No way.

    as an aside. if you threw that slot in an attack that you use alot, you'd be saving probably more like 10 to 15 end per minute. That is noticeable.
  5. [ QUOTE ]
    [ QUOTE ]
    An easy way to consider it is:

    Without any modifiers, you go from 0 endurance to full endurance in 60 seconds. So, Temp powers or Accolades which increase Max Endurance are also, effectively, increasing Recovery rate.

    Stamina, 3 slotted with +3 SO's grants 149% Recovery, or roughly 2.5 End/second if you have the normal Endurance maximum.

    [/ QUOTE ]

    I 6-slot Stamina with every toon, save those with another was to gain it (Transferance) or Masterminds which actually don't need it. If 4 or 5 slot it, I run out of Endurance in every fight, and this is with an End reducer SO in every attack power and toggle.

    149% looks good, but in practice is not nearly enough.

    [/ QUOTE ]

    that's really not a good idea. You'd be better off putting those three slots in pretty much any other power.

    148.725% versus 152.5% recovery is only 3.7 end per minute. You're telling me 3 end makes that much of a difference? I think it's all in your head.

    If you took even 1 of those slots and put it in an attack, even to double slot that attack with end rdx, you'd be better off.
  6. This bar is self serve, so get on it.

    /slides frosty mug to Nozy
  7. [ QUOTE ]
    You guys want to know something cool I just figured out?

    For extended fights, like AVs or a boss with insane lethal protection, your DPS will be be better than a broadsword's. Even with BS's buildup.

    [/ QUOTE ]

    Yep, I've been trying to get people to realize this for a while. But big orange numbers are sexy and they get distracted.
    I have a setup with Claws and BS going against a single hard target with about 7500 HP and the claws kills it about 18 seconds faster than the BS. that's with recharges slotted in high end Claws attacks and in all BS attacks. And, that doesn't take quickness into account. claws also does kills the guy 20% faster for 20% less end, which results in about 30% more DPS than Broadsword.

    [ QUOTE ]
    Claws for the win!
    .
    Yay for Claws!

    [/ QUOTE ]

    indeed.
  8. [ QUOTE ]
    [ QUOTE ]
    [ QUOTE ]
    Posts like this always make me feel so horrible! In my 11 thousand + posts I haven't done anything productive.

    [/ QUOTE ]

    Being productive has its disadvantages. While I was off testing things, Pilcrow used 7,241 CoH eval keys to steal the "most helpful poster" title from me, I just know he did.

    [/ QUOTE ]

    I got nominated for it by a few posters and I am just a dumb blond

    [/ QUOTE ]

    least you got nominated! i was on the ballot last year and scarcely got a mention this time around. I need talk to my campaign manager for next year.
  9. do you mean electric melee? that's the new brute attack set. Brutes had Energy melee at launch.
  10. [ QUOTE ]
    I think whatever the explanation this is rather ugly. If the devs can be this wrong on something this basic for so long, it makes me wonder what ELSE they are wrong about.

    [/ QUOTE ]

    coughclawscough

    they get basic stuff wrong all the time.
  11. not shocked, not by a long shot.

    You Rock, Arcana. as always.
  12. i'd hit it. after i died of course.
  13. hey, what if we combined Revive and MoG?

    so you die. BLARGH! then click Moment of revival and you stand up and do the cool animation. Then you get full end and a the full heal/25% hp drop with capped res and def. duration, 45s. recharge, 300s

    then, in place of revive, we get that click power that I mentioned earlier that gives 1.5 base end recovery for 90s, recharge 500s.

    eh? EH?
  14. [ QUOTE ]
    [ QUOTE ]
    Don't you just love this guy?

    [/ QUOTE ]

    Yeah. He's made useful posts in the past. But I guess nobody's perfect.

    [ QUOTE ]
    I am ignored...he doesn't know what I said...yet he immediately attacks.

    [/ QUOTE ]

    Yeah, well. I guess in the end you can't expect too much from people who do the internet equivalent of sticking their fingers in their ears and going "la-la-la-la I'm not listening."

    [/ QUOTE ]

    oh, cool, it looks like i guessed right.

    Sunchild and I have gone back and forth on the Claws for stalkers thing since i7 hit test. It's cool, I like talking it out with him. At this point, it boils down to a design issue. Scrapper claws were made for a playstyle that does not mesh well with stalkers and the stalker version of the set lost some stuff that made the scrapper version work. So it could definitely use a dev comment.

    Pinkstar, on the other hand, introduced himself to the scrapper board by trolling, and not even doing that well. After seeing him post on a bunch of stuff and still retaining the same attitude he had in the troll thread he made, it was pretty clear that there's nothing to be gained by reading this posts. so off to limbo. Judging by what you quoting and your own less than stellar reply, i was plenty right in that decision.
  15. i've got no idea what you said, ignore ftw, but i'm going to assume you made a comment about how i responded to Sunchild.

    if you had taken the care to read the entire exchange between the two of us in this thread rather than simply dropping in to try and sound cool by making snotty comment, you've have seen that his lastest set of posts is nothing more than a rehash of old points that he didn't prove last time either. but that would have required you to actually read a thread instead of simply trying to look cool. aw, who am i kidding, you'd have made the comment anyway.
  16. the point i've been trying to make, aside from the fact that this dicussion is outside the scope of this thread, is that we don't even know how the devs want stalkers to play. that needs to be determined and then based on that, we need to see if claws can do that and continue to be a DPS set. Right now, it looks as if dps and stalker are opposites. So then you end up having to either redesign the whole set are start adding in funky secondary effects, like -res. And that's a pain to discuss.
  17. [ QUOTE ]
    no, many claws stalkers would like follow up instead of buildup, or some kind of mix between the 2, to actually make claws good at something. want the stalker set with a good ranged attack? spines has you beat. want the set that's great at scrapping? ninja blade has the +def power that'll keep you alive a while longer while doing similar damage

    [/ QUOTE ]

    none of which has a damn thing to do with the animation changes.

    the issue stalkers have with claws is the design of the set for dps and the design of the AT for burst damage. the two don't fit well.


    [edit]

    this all still belongs on the stalker board so i won't discuss it here Sunchild. but hey, keep repeating that stuff about Claws not being great at DPE. maybe it will actually be true one day.
  18. testing demonstrates that Claws != EM

    This is not acceptable to most stalkers.
  19. i love this whole discussion but this has to be the most fanciful conversation that's taken place in either of the Lounges, moreso than even the "create-a-nerf" stuff. I really don't ever see them going back on their stance concerning risk. All this stuff would make soloing much easier and I just don't think they'd ever do that. Situational power has been their design goal for the last 4 rounds of nerfs.
  20. really? i've had the exact opposite feeling. I picked up SP-Sm-SM and Air Sup for my attacks. With those and brawl, i had Fury up and running after about 5 minions and then I'd hit Dark Consuption or Energy Drain and from that point on, my character's name might as well be Steamroller.

    my fire/da brute on the other hand, couldn't build Fury nearly as fast as my DM. sure the damage was a bit higher on each attack because it's a tank set, but in the long run, i finish missions faster on my DM.
  21. every idea for this that i think of also involves a game wide rebalancing in the critter use of mez powers.
  22. [ QUOTE ]
    Removing knockback protection, though, would require a major boost to scrapper defenses. It made sense in I3 to take KB protection away from a perma-elude scrapper. It doesn't make sense to take it away from an I6 scrapper, because so much of their damage mitigation is tied into killing attackers quickly. But I think a lot of people would trade KB protection to get back I3 regen or something close: really powerful damage mitigation, but can be tossed around a lot. Sounds more scrapperish to me, anyway.

    [/ QUOTE ]

    bingo, that's exactly what i was thinking. it just... fits better. this is an overused example, but collossus and wolverine really fit my idea of coh tanker/scrappers.

    Collossus doesn't get thrown around but wolverine damn sure does. Mez effects can really screw Collossus over though whereas they aren't going to mess with wolverine's passives.

    and while this is a really old issue, i still think it was a bad move to stick so closely to mmo conventions that basic comic truths were ignored, i.e. no mez protection for the mezzers.
  23. that'd work too. who know if they can do that though. simple things tend to elude them, like toxic defense.