UberGuy

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  1. Actually, I found that article a tad more ... honest sounding(?) than most we've gotten lately, just not very much so. It wasn't all gloss and fluff, and at least hinted that everything wasn't hunky dory - something other articles tend to either ignore or (sometimes) misrepresent.

    Still not very meaty. In context, that's OK with me - I'd rather see meaty things posted here. There hasn't been much of that lately, IMO, and I'm disappointed by that, but I don't expect that to be solved by game site articles.

    I too am perplexed and bemused by the LFG tool comments. The league interface gets the job done, but the LGF queue? I'm sorry, but I think it's crap.
  2. There's something to this, but I think the naysayers are carrying it to an extreme. Yes, I think the FF powerset is too narrow in focus. No, I don't think that Clarion or Barrier replace it. Not even close. The only time I think that about Clarion is when I am the Clarion buffer, because I can always give myself mez protection. I can't/don't always give everyone else mez protection. I certainly still appreciate bubbles on my characters who have Barrier. Barrier isn't constant. Other Barrier users aren't always near me, and if they are, they aren't always smart about using it.

    If you really made this character just for Ship raids, well, I can concede you might be easily made redundant. I think you had that problem before now, and Incarnate powers just exacerbated it. I have to say I wouldn't build a character just for one piece of content like that, and then make it into any kind of badger or the like.

    FF Shields are useful, especially in iTrials. If you aren't happy with how useful you feel on Ship raids, then maybe it makes sense to not play the character. I just think it's a bit extreme to be unhappy with the character in general because of that.
  3. Quote:
    Originally Posted by JayboH View Post
    Auras use the pseudo-pet tech?
    No. Pseudo pets use auras. That's what the are. You summon the pseudo pet, and it attacks stuff around it with an aura.

    Rain of Fire is like summoning something that attacks with Blazing Aura several times a second.
  4. Quote:
    Originally Posted by JayboH View Post
    Again, I want to stress how wrong I find it to have auras nerfed with Interface. Psuedo pets/rains/caltrops nerf make sense, auras do not.
    They can't. It's the same mechanic. Rain and patch powers are critters using an aura that "ticks" its activations very rapidly. They can't change how it works for rains/patches without changing how it works for damage auras on characters. There's no current tech for flagging them separately.
  5. Quote:
    Originally Posted by Memphis_Bill View Post
    If that's "a little time," a Bugatti Veryon is only "a little more expensive" than a ford focus.
    I think you're (maybe) missing the point that times like that weren't that impressive before. For a Master Of, they're pretty good, but I've been on "speed Master" runs before Incarnate powers even came out. You just do a speed run and pay a bit more attention to not dying. (If you're playing characters who are good at speed runs, that's not a contradiction in concepts.)

    I won't deny that Incarnate abilities have made that easier, but the biggest culprit on that has been the level shift we got with Alpha. The other big culprit allowing speed increases right now is Interface, which we know is being changed. When everybody with a damaging rain or patch power can melt whole spawns in seconds (especially when the spawns are -1 combat level to you), that's just going to speed things up a lot.
  6. Quote:
    Originally Posted by Arcanaville View Post
    I'm not sure if they are compatible, but I don't think they are congruent. I think you're suggesting that its possible having a low individual participation score plus league bonuses can generate lower component rolls than someone with a higher individual participation score plus league bonuses.

    I'm suggesting that participation score itself does not factor into the random rolls at all, but its possible the root cause of having low individual participation scores could also lower your chance of getting league bonuses which means even when you qualify your random rolls would tend to be lower regardless of participation score.
    I'm suggesting that a low enough participation score might effectively override your league bonuses, giving you a "low participation" table. The reason I'm thinking there might be such a direct relationship (at least over a small range of participation), rather than there being some other factor in between that's creating a non-causal correlation between participation and league score, is that having another factor seems to require yet another measurement of our personal activity besides just participation. Even in your example, there's an indirect measurement of some sort suggested - some criteria that the way support characters are played often causes them to not get full credit for what the league does as a whole. While that's certainly possible, I don't think we've been told anything to suggest that is the case.

    Quote:
    I think some more complex variation on that theory is likely to be the cause of most archetypal skews, and not some form of "bleed through" of the individual participation score into the random roll. Unless what we've been told about the system is in error.
    I find it easy to be cynical about the detailed correctness of what we've been told, not specifically because I expect error or deceit, but because I suspect that significant effort was put into "laymanizing" the explanation. Going into all the curves and interactions is probably not just considered undesirable in order to hide the details from us, but also possibly because they're actually rather complicated.

    We were told we can't control our ability to get a Rare or Very Rare, and that what we get is random. We were not told we cannot affect that chance. I'm just assuming that participation is the means by which that any such affect would be determined, because it's the explicit, individual measurement we know about. That and because we weren't told it had no affect at all, just that it didn't have so much affect we could produce deterministic rewards.
  7. Quote:
    Originally Posted by Arcanaville View Post
    The most compatible theory with our current best understanding of the system is that if one particular archetype, for example masterminds, tends to get a lower grade of component reward separate from any chance at getting threads, the most likely reason is that somehow something about the way some players play that archetype is somehow causing them to fail to acquire team or league bonuses that are otherwise accruing to the majority of the team or league. In other words, its not that their lower participation score is generating a lower reward, its that their lower activity level is somehow disqualifying them for at least some random roll bonuses.
    Assuming that there's only one thing measuring activity, and that thing is the participation metric, my idea was that there might be a band of low participation scores (below which you get Threads) which effectively dictates a reward table that has a higher chance of commons and a lower chance of rares and very rares than the table(s) presented to people with higher participation. Above this band of participation, the odds of uncommons, rares etc. would be dictated not by participation, but by league activities.

    So I think what I was thinking and what you're describing are compatible.
  8. Quote:
    Originally Posted by Smash_Zone View Post
    Then perhaps you'd care to tell me what those are? You can't just say "It's not random!!!!1@2!" and expect me to believe you. Because I already gave you developer quotes which say the system is random.
    There are degrees of random. Which is to say, it may always be random, but the distribution of rewards based on the random roll may be affected by various things. We don't know what any of those things might be specifically, but we can get a hint of it by looking for correlations between things we can control and the probability of rewards given.

    If you look at the thread from my post, linked above, and check out the data from myself, Lobster, Arcanaville, and one other post I linked to data for in another thread, there are some suspicious-looking trends, particularly for Masterminds. If participation only controls whether you see Threads or not, once you filter out all the times someone gets Threads only, there should be no reason for Masterminds to see Common salvage more often than other characters. However, tentatively, based on data available at this time, it looks like Masterminds might be seeing more Common salvage than other ATs. This is interesting because we think we know that there is something wrong with the system's measurement of Mastermind participation. If that is true, and Masterminds are more likely to get Commons than other ATs, then it suggests that participation score may have some influence on reward, because it looks like a low participation score may make Common salvage more likely.

    What I would say seems likely at this point is that participation does not appear to have any significant impact on reward beyond some level. In other words, the theory that Masterminds are prone to get Common salvage due to low participation seems likely to be specific to low participation scores above what you need to avoid the Thread-only table. If participation can indeed influence your reward distribution, I believe it must reach some maximum contribution, at which point any further influence over reward distribution would come down to things at a league level. In other words, low participation may make Commons more likely, but there is probably a hard limit to the degree which high participation can make Rares more likely.

    I don't believe this theory is incompatible with the things Baryonyx said (or didn't say).
  9. Ditto.

    The Judgment Critical does call out to my addiction to Big Orange Numbers (BONs), though.
  10. Quote:
    Originally Posted by Arcanaville View Post
    Sometime a while ago, Issue 13ish, primary and secondary self heals like reconstruction and healing flames were made unresistable. Those heals used to be resistable, which provided a mechanism for the game to reduce the strength of those heals (i.e. MoG). Hamidon mitos apply heal resistance to the players which is how they make heals reduce in strength.
    Yeah, that seems pretty straightforward. I don't remember how I researched it initially, but I couldn't figure it out at the time. Maybe I couldn't find the unresistable flag for some reason.

    Quote:
    You should notice the regen debuff though, even on a regen. If I remember correctly, it should be a -300% regen debuff for 15 seconds.
    I certainly only notice my Regen rate go red on non-regen characters. Maybe I am not noticing it happen unless it drives me to zero. Even on characters that happens with, it doesn't seem to affect me often. It seems like something they may only do in melee range, or something. I don't think I've ever noticed it on my FA Brute, though, and because of the strength of HF, I haven't intentionally accumulated any +regen bonuses on her.
  11. Quote:
    Originally Posted by The_Spad_EU View Post
    It's now been fixed.
    I'd like to point out just on this very narrow subject of the probability of getting Uncommon drops, "fixed" seems to be ... conditional? Take a look at my recorded drop statistics, and check out my ratio of Uncommon to Common salvage. The 1st character was run through trials mostly before the change to Uncommons, the 2nd straddled the change, and the 3rd, 4th and 5th were after it.
  12. I've "incarnated" three melees in the iTrials so far. Two are Regens and one is a Firey Aura Brute. Neither are softcapped, though all have "Scrapper-forum recommended" levels of +defense for characters that lack a sword primary. Despite its higher base HP and resists, I found the FA a bit more challenging on the iTrials than the Regens. I had been thinking about why, and the "waves of damage" thing is pretty much what I was thinking. (I'm sure it doesn't help that FA's resists to IDF damage types is actually poor. People firing rockets that deal Energy/Toxic damage can bite my shiny metal ***. )
  13. Quote:
    Originally Posted by Obitus View Post
    Are you sure about that? Ageless Destiny should affect Domination, just as Hasten does. Both are buffs. If Ageless isn't affecting Domination, then that sounds like a bug.

    Spiritual Alpha doesn't affect Domination because Alpha is equivalent to an enhancement; Domination doesn't accept enhancements.
    Agreed with the above. Ageless should affect Domination. Honestly, I don't think it's possible for it not to without Hasten being flagged to reject recharge (de)buffs. As Obitus mentions, Spiritual is different. Its like slotting an enhancement in every power that accepts enhancements of a given type. You can't enhance Domination, so Spiritual doesn't work on it.
  14. UberGuy

    Scrapper Envy?

    I've been bringing my Corruptors, and also have Defenders in queue. They've all been getting Clarion, and once they have it, the Lambda trial is a lot more manageable. (I think the only thing that mezzes in the BAF is exploding WarWorks.)

    Of course, all my support characters are debuffers that sport powersets (and builds) intended to provide useful if not amazing personal damage contributions, because they are all meant to be able to solo. I won't claim they were great at it, but I have soloed containers (and their protecting spawn) on Lambda with my Corrs.

    I do have more level 50 melees than support characters, though. I've always been drawn to melee ATs in this game.
  15. Quote:
    Originally Posted by Werner View Post
    Hmmm, it doesn't explain how I account for Barrier or for the defense and resistance buffs. I basically create a matrix for each, and weight them by the average time each is up. I don't calculate survivability for each, because let's say that once per minute, you had a five second power that gave you 100% resistance. Hopefully it's obvious that wouldn't overall give you infinite survivability, even if it did for those five seconds.
    Interestingly, all the survival-oriented Destiny powers, with their step decay from insane down to modest levels, are just about custom designed to give us fits because of the stochastic model things Arcanaville was talking about. Popping Barrier at just the right time to saturate the living daylights out of your defense and resists is potentially far more effective at keeping us alive than averaging its benefit (and/or just popping it as soon as it recharges) suggests. I'm sure the same is true of Rebirth, though its optimal trigger time will be different.

    It's all quite fascinating stuff.
  16. Quote:
    Originally Posted by Arcanaville View Post
    Except for the greens that debuff regen and healing, that's enough regen to tank the nucleus (~200 dps) or a yellow mito (~250 dps). Even most regen scrappers that could tank the nucleus back in the day couldn't tank yellow mitos effectively.
    I bring Regens to Hami raids regularly. I've never figured out why it works this way, but Greens can't debuff a Regen's heals, either Recon or DP. (They don't debuff FA's Healing Flames, either.) They do debuff Regen, but it's very small compared to a Regen's normal rates, let alone what we're talking about here, and only seems to happen infrequently.
  17. Quote:
    Originally Posted by Aura_Familia View Post
    And under the threads system gearing up alpha is actually FASTER. Yeah shards are pretty much useless. Threads drop waaaay faster, and now with the Notice to thread conversion there is absolutely no need for shards. I'd say just get rid of them already.
    I don't. I have no intention of using Incarnate Trials to unlock Alpha. I'm running the living bejesus out of them already for my post-Alpha stuff - I don't have any interest in running them more per character looking for Very Rare drops to build Alpha. I like the fact that I can still build out Alpha running other content.
  18. Quote:
    Originally Posted by EvilRyu View Post
    Let me ask you this? Why even allow avs to go past 95% resistance on anything? Seriously look at how this effects teaming. IT DOES ABSOLUTELY NOTHING in terms of overall challenge to the encounter.
    I normally agree on this point, but in this particular case, I disagree. What the 100% resistance to all but Psi on Marauder means is that you must bring enough DPS to force him to use Unstoppable early enough to have it expire. In other words, it affects the time vs DPS requirements for getting the MO badges. Now that it no longer explicitly singles out the Lethal/Smashing damage types, it's more or less a universal requirement. It leaves the alternative of building a Psi-heavy team, but that wasn't required even before.

    Black Scorpion, are you aware that this same 100% DR thing happens with The Honoree in the Lady Grey TF? His Unstoppable comes back pretty fast. It's not unheard of for LGTFs to effectively fail because they brought too much L/S damage to that fight.
  19. Quote:
    Originally Posted by Dispari View Post
    Although maybe that just says that Q&A should be looking at this more.
    Maybe. I think sometimes the problem is that QA gets specs that are too literal. It's almost like they tend to be derived from the power definition spreadsheets (if that's still how they do it). If the power does what the spreadsheet says, it works!

    That may not really be the case, but it seems that way. It's like there's no one internal who does a balance pass after initial design and implementation.
  20. It should definitely not have a one target limit, in my opinion. That's ridiculously under powered.

    I wouldn't cry if they gave us a 5-second suppression window, but before we ask for frosting, let's make sure we're asking for frosting on a cake and not a cow pie.
  21. What does that have to do with a MO run?
  22. Quote:
    Originally Posted by Robot View Post
    Historically, yes, sequels fail, but I think that's more due to execution than anything else. In all truth, they could probably simply remake CoH1 on a new engine and have a success on their hands.
    Except that, as far as I know, no one has ever done that.
  23. UberGuy

    DoT and Procs

    Quote:
    Originally Posted by Fleeting Whisper View Post
    Depends on the pseudopet. Some pseudopets operate by having an autopower aura, other operate by making many, many, many separate attacks.
    Most of them actually do both. They have an aura that delivers an attack as an auto power every fraction of a second until the pet despawns. That how the Rain of Fire/Ice powers work, for example.
  24. Right, but he said "If you participate enough AND the league does well", and I do think that league success may be either getting us into different reward tables or directly modifying our reward "roll". This is based off of these excerpts from the quoted post.

    Quote:
    It has never been possible to guarantee that you will receive a Very Rare. Once the participation system has done a handoff to the random table, it no longer has any effect on your reward. While reports of multiple Very Rares are not unexpected, these occurrences are evidence of consistent league success combined with a large amount of good luck.
    Quote:
    • When your league is successful, you are successful, and your efforts at achieving goals help everyone else in the league. A rising tide lifts all boats.
    • This aspect of the system is why people can sometimes seem to be rewarded for aberrant behavior. Your league has succeeded in meeting the goals of the trial, and their success carries over to you.
    The color emphasis is mine. That section strongly suggests that league successes can improve your individual success, even possibly to the point of raising you above having low "valid" activity for the participation system.

    I know I ran a Trial recently with two people who padded with alt accounts which were largely on autofollow, and both got non-Thread reward tables.
  25. Quote:
    Originally Posted by Haggard4Life View Post
    Personally, I really hope they never do a CoH 2. I like this game and I don't want to see resources pulled from it to do a different game. And I don't see how splitting up our community would be a good thing.
    I have to say I am with you on this.

    I'm not an MMO person, really. If I stopped playing CoH today, it's incredibly unlikely I would replace it with any MMO. Either I'd probably find an FPS community to re-join, or my other hobbies would just get a whole lot more time back.

    CoH has a lot of things that appeal to me that, honestly, I don't think any sane MMO developer would recreate the way they are here. I think that by rather well-established criteria, CoH's mechanics are pretty broken, but in ways that I love. The fact that it was both broken and a ton of fun seems to have been an incredibly unlikely combination of factors - the equivalent in my mind of throwing a sheet of paper and having it stand upright on its edge. It's possible that a non-broken system could recapture the same feel, but I have very low hope for that, because I think it would be really hard to achieve.

    I suspect that the devs leave a lot of what's broken here like it is because they didn't have the manpower to even think about it for so long, by the time they did, fixing it would probably cause more disruption in our community than it's worth. After all, we players have stuck around for 7 years, right, how bad can the brokenness be? Well... if it limits what you can do with your game, the temptation will be there to fix it because a game with fewer limits may be a game with more subscribers. When you build a new game, you worry less about keeping the old community happy, assuming you worry about it at all.

    I've been through the remake of games before. You usually get a new creative team who think of all these ways they can fix, expand, and improve the old game, and in the process, the some of the most loved features of the old game have almost always been mutated or outright removed to an extent that the core reasons I loved an original were missing in the follow on.

    So I'm not excited about a CoH 2. If it does come along, I'll certainly check it out, but I'm setting my bar low on its ability to replace what I've loved about this game.