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Posts
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Joined
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Rules:
All ATs allowed
All powers allowed (incarnates included)
All maps are legal- maps will be set to random
Small Inspirations only
Travel Suppression will be turned off
Heal Decay will be turned off
If both duelists agree to different rules, then they may fight under those rules.
Best 2 out of 3 matches wins
If a player loses the 1st match they may withdraw and not have to fight again.
If matches result in 2 or more ties then both players will lose 5 pts
All players will start the ladder/Seeding Tournament with 1000 points.
Players who are less than 1000pts after the tournament will have their base points raised to 1000.
If a player changes characters in the ladder they will have their points reset to 1000.
Players may only enter one character in this event
Points will be calculated by an ELO system with an initial k value of 20.
The Seeding Tournament will be 5 rounds of randomly drawn match ups.
If at the end of 5 rounds there are ties in the ladder, those players will fight each other (one match) with a k value of 6.
Players may only challenge those of a higher rank than they are.
Challenges must be issued by the Wednesday of the week fights are to take place.
If a player recieves multiple challenges they must chose one of the match ups by Friday of fight week.
Fights are to be held Friday Nights at 9pm est, or if both participants agree they may be scheduled any time Friday/Saturday/Sunday
If a player fails to answer or show up for a match it will count as a loss, unless they post they are unavailable that weekend.
If a player will not be available for a specific weekend they must post it by Wednesday of the fight week.
Players may only miss one week, the second time they miss a challenge it will count as a loss (even if they post they are unavailable) the third time they miss a challenge they will be removed from the ladder and their points reset to 1000.
Results must be posted in this thread by the winner by Wednesday of the week following matches. If the winner fail to post no points will be awarded.
note- all rules are subject to change.
This ladder will go for 6 weeks- the top ten finalist will win a costume code provided by paragon studios -
Please sign up using the following format-
Global- @Masque
Available for matches on weekends- yes
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Rules:
All ATs allowed
All powers allowed (Lore incarnates banned, all others legal)
All maps are legal- maps will be set to random
Small Inspirations only
Travel Suppression will be turned off
Heal Decay will be turned off
If both duelists agree to different rules, then they may fight under those rules.
Best 2 out of 3 matches wins
If a player loses the 1st match they may withdraw and not have to fight again.
If matches result in 2 or more ties then both players will lose 5 pts
All players will start the ladder/Seeding Tournament with 1000 points.
Players who are less than 1000pts after the tournament will have their base points raised to 1000.
If a player changes characters in the ladder they will have their points reset to 1000.
Players may only enter one character in this event
Points will be calculated by an ELO system with an initial k value of 20.
The Seeding Tournament will be 5 rounds of randomly drawn match ups, on Sept 24th at 9pm eastern.
If at the end of 5 rounds there are ties in the ladder, those players will fight each other (one match) with a k value of 6.
Players may only challenge those of a higher rank than they are.
Challenges must be issued by the Wednesday of the week fights are to take place.
If a player recieves multiple challenges they must chose one of the match ups by Friday of fight week.
Fights are to be held Friday Nights at 9pm est, or if both participants agree they may be scheduled any time Friday/Saturday/Sunday
If a player fails to answer or show up for a match it will count as a loss, unless they post they are unavailable that weekend.
If a player will not be available for a specific weekend they must post it by Wednesday of the fight week.
Players may only miss one week, the second time they miss a challenge it will count as a loss (even if they post they are unavailable) the third time they miss a challenge they will be removed from the ladder and their points reset to 1000.
Results must be posted in this thread by the winner by Wednesday of the week following matches. If the winner fail to post no points will be awarded.
note- all rules are subject to change.
This ladder will go for 6 weeks- the top ten finalist will win a costume code provided by paragon studios. -
Quote:Special case: Status protection and mez, including Knockback
Almost all power effects have two properties: a magnitude and a duration. Damage has a magnitude, but it typically does not have a duration - it has duration zero. Damage with a duration is not a DoT: damage with a duration is a continuously firing damage at the maximum speed the server can calculate damage - about eight times a second. Damage with a duration is generally a bug. Mez, on the other hand, tends to have meaningful magnitude and duration. Its important to note here that only *one* of those two properties can be changed for each effect per power. When you slot a hold for hold enhancement, the hold's duration gets longer. Its magnitude does not get higher. That's because all holds are designed so that the hold effect is *tagged* to be "Duration type." That means strength buffs affect duration, not magnitude. This is a binary switch: it can be set to "Magnitude" or "Duration" but not both. All effects in all powers must obey this rule: one property is frozen static, and one can theoretically be changed by buffs and debuffs, enhancements and other powers.
KB (and KU) are different from most mezzes. They are not designed to have duration, and buffs don't boost duration, they boost Magnitude. So while most holds are Duration-type effects, KB is a Magnitude-type effect. Buffing KB buffs its Magnitude. And KB is a Cur effect like most Mez and like most Mez protection.
Interesting note: you do not need to factor DR into mez magnitude to determine if something is mezzed. You only need to factor in mez strength in the attacker's mez power itself. The reason: Rule Two. DR only affects totals. If you have a mez protection power that is reducing Hold by mag 10, and and you have an incoming set of holds that are mag 9, the total is -10 + 9 = -1. DR might reduce that, but it will still be negative, which means you are still not mezzed. If the incoming hold total is +12, then the total is -10 + 12 = 2, and you're mezzed. DR might reduce the 2 to a lower value, but it will still be greater than zero. The only thing you have to factor in is if the attacker has mez strength capable of increasing the magnitude of the mez. The answer for most mezzes is usually "no." Enhancement and other buffs make holds last longer, not get higher mag. But the exception is KB: buffing a KB will buff its magnitude, so you do have to factor in KB strength into the attacker to determin the attacker's net KB, before adding to the target's KB magnitude protection.
For the mathematically inclined, here's the formula:
Final Value = Original Value * (1 - ABS(ATAN(A * Original Value) * 2/pi * B))
A and B are the tuning parameters set per attribute, per aspect, per archetype. To find the values for A and B, see the DR calculation sheet at this link: https://spreadsheets.google.com/ccc?key=0AiQEKoD191W7dFJUT0hyT3pGeGo4NXpsTGE4TzFZU Xc&hl=en&authkey=CPO10LgM
Use the two pulldowns to pick archetype and attribute, then enter values in the Normal value column for Strength, Cur, or Res. The calculated values show to the right. For reference, at the far right the sheet displays the A and B values for that attribute, that aspect, for the selected archetype.
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try this len... unplug your computer, leave it that way for about a minute, plug it back in and turn it on.
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They just finished an extended server maintenance-
http://boards.cityofheroes.com/showthread.php?t=270290
Avatea just posted servers are back up, the Server Staus page is wrong... for now. -
Hey Chop wb dude.
You just missed BC2, we should be running a 1v1 duel ladder soon with a 3v3 ladder to follow. Shooting for a Sept start date for the 1v1.
There is a Freedom League that is starting up as well, I can channel invite you if you want to get into the global channel for that or message me and I will get you on the gp site. -
Also lets make sure we get at least 6 teams for this....we might need to wait till f2p comes out but I think that its worth it to have an actual league.
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Incarnate power:
Alpha only- its fairly easily obtained.
To get the rest is a huge grindfest and not really what anyone wants to do especially if they have to lvl up something new and get it accoladed and IO'd for this league.
Lore pets are stupid
Interface/reactive- its pretty great but having to grind to get it to t3/t4 just isn't fun.
Destiny buffs- stupid, you will see most of the buffs pretty clearly if someone uses them but rebirth leaves no (or none at low settings) visible effect on a character. So if you ban this you will need to be prepared for people to try to sneak a rebirth in here and there.
Powers:
Honestly- who cares so long as they are available to everyone (and they are) its all good.
ATs:
Limit stalkers to 2- thats more then enough to get kills with double AS from TK/Stalagmites/soulstorm. 3+ you are just asking for stupid spikes from 3 sharks.
As far as taunters- don't limit, just force people to replay a tie. I don't think we have seen a "draw" team work in the last 4 leagues we have run.
I'd really love to see us do away with line up submissions. I just don't see how to do it without people playing the counter game.
Reset Maps:
Office
Monkey Cage
Maybe caves -
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I started a PB got him to 30 and deleted him (that took about an hour of time).
Other then that watched a bunch of episodes of:
Hardcore pawn
Tosh.0
True Blood
Rivals
and saw that A-team movie on tv (horrible). -
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1v1 duel ladder soon- just need work to slow down so I have time to set it up.
3v3 duel ladder -unsure as to time frame, will most likely start after the 1v1 ladder is well underway or completed.
Of course you can join.
Also- I will be sending out in-game tells to everyone asking if they want their forum title they earned by participating in this session of Boot Camp. I would ask that you respond to me via a forum PM to The_Masque rather then an in-game tell (as I often miss those).
The forum titles we are currently asking to get approved would be:
"I Survived PvP Bootcamp"- all new participants
"PvP Bootcamp Mentor"- all mentors -
Glad you guys were able to make it on Friday. Next Friday is the final matches of Boot Camp2.
We will be posting soon about the next event for PvP University. -
I think that was the dorks just being silly. Lib was calling really slow and trying to target the stalker so I bet people were just going rogue.
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There was a interesting/good discussion on team Fubaphants that I thought I would share with the whole group as well as try to put my spin on the situation.
There was a question raised about when to switch off a target. Sometimes team E was calling a target then switching because the target was not dropping instantly and it was noted by one elephant that the target was sometimes down to 20%ish health but the target caller had already moved onto the next target.
Honestly, a clean spike will remove a player's HP bar in less then 5 secs, that is what everyone should be looking to do, forcing a huge damage packet onto a target so that even if the healer sees who is target there won't be enough time to react and get a heal off.
I think we have had some clean spikes but for the most part as we are just learning at this point and practicing most 80%+ of the spikes are coming in a little staggered that is to say, people are firing from pretty far away so there will be an initial damage spike (closest player) then about a second later more damage rolls in as the initial attack of players who were further away finally reaches the target plus maybe the second attack from the closest player. This is why you often see a target start to evade while their HP bar is near full 80ish% then they drop down below 50%.
So the question is ... chase or drop target.
Honestly, people (target callers/teams) do both. Some people feel its better to keep on a target and try to drop it. Other people will say if you can't drop the target in the first spike, let it go and move on.
I would say our emps in this event are pretty darn good so the longer you stay on a target the greater the chance is they will be in position to give heals to the target. Thinking this way I would feel its best to drop that target and move on.
The faster you switch targets (while still getting locks) the more pressure you are putting on the opposing team's healers.
Lets say that team DE is shooting at Nugget, I see that he is taking damage so I start to position myself where I know he is evading too so I can give him heals (don't chase your teammate, cut them off to get them the heals they need) As nugget is evading away from the center of action he is in fact "pulling' me away from the rest of the team as he evades and I am giving him heals. If DE has already dropped him as a target and moved onto Lin I am way out of position to give Lin heals so the chance of a successful spike goes up.
By switching targets faster you increase the chance that your next spike will be successful.
The only caveat to this is you must get locks from your team. Again our ringer emps will know when someone needs a heal and when they don't if a target only gets hit to 90% HP they are going to ignore that target and stay with the group to give the next target heals.
If our emps were not as vet as they are, I would say, staying on a target to burn them out of greens is a good strategy but I just don't think you are going to get a kill on a target against our ringer emps if you let the spike go on longer then 20 seconds.
Now the one thing I would say is if a emp is in AP and is down to <10% health and phases, I would think it would be a good idea to have someone phase and go after them. While this does put that person as risk for being spiked I think the chance to get a kill outweighs the risk. -
Now what are you going to use for the 1v1 ladder...
So mad at you. -
Matches tomorrow!
We will run 4 so we can make sure everyone gets a chance to play.
Lets try to minimize the resets. If I am not stuck at work I will list all the matches.
For those people not playing in each round we can do a quick KB or something while we wait. -
I think its a legit strategy- (incoming however)
However, high resist/low hp tanks would be so much better for this- elec armor finally gets some love. Trying to "top off" tanks health bar before the last "pulse" of disintegration was a bit frustrating lastnight. I think Tanks/Brutes need to play this part really smart and carry greens and wait till after the 2nd "pulse" of disintegration to pop greens to help top themselves off.
Squishys aren't too hard to keep topped off I can Heal aura the first damage, AP the 2nd and stand next to them for a heal aura to make sure they don't take any side damage from a random shot or being entangled.
OMG, please tell everyone not to run when they are disintegrating, its pretty frustrating trying to keep them in line of sight and in range when they are trying to run from an attack that has already hit them...lol.
If I'm remembering right:
1st run we had 3 deaths- one I was caught in freeze time and couldnt get a heal off on a squishy. 1 was a tank, one was oblit beam during freeze time.
2nd run- Tank, Oblit/freeze time
3rd run- ... yeah.... totally got screwed on that, 1 sec away from Heal Other being up again.
I think Emps over pain doms for the group +regen, it does help to top off a health bar in case of minor damage tics.
Rebirth will be huge for the sucess of this. (still wondering if someone does Clarion +special before a rebirth does rebirth get the power boost effect).
I have to say I'm a little worried about your plan to do it with 6. Unless those people are in the hospital I could see a random disintegrate hit someone even if they aren't near anti-matter. Also 100-80 in 10 secs with 12 (or 14) doesn't mean it would only take 20 secs to do the same because the 6 people you outlined don't have any debuffs unless you count interface.
I think 12 is fine, but everyone needs to be on their toes, calling out targets and knowning when to pop greens.
Avoiding the green stuff, I don't get why its so hard, we do it pretty much every Apex it should be 2nd nature by now. I thought the reason people were struggling with it so much was pets were getting hit and it counted as a failure.
Honestly, I did have a blast healing on these, it made me feel like my emp was useful again. -
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