UberGuy

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  1. I've got four characters who have 3-4 VRs each, all drops. (No purchases with Emp Merits or cash.) They are: a DM/Regen Scrapper, a DB/Regen Scrapper, a Dark/Dark Corruptor, and a SM/FA Brute.

    So I've got a mix of high damage, not so high damage, AoE-capable and pretty single-target-oriented characters there.

    If there's anything we can do personally that affects this (and some fairly heavy duty analysis by Arcanaville using volunteered logs from other players suggests there probably isn't), it's not specifically your AT choice.

    It seems that there are probably still some issues for Masterminds and possibly anyone who relies heavily on pseudo-pet powers, like rains, patches or things like Trip Mines. That problem seems prone to make them not meet the cutoff for avoiding the "10 threads" reward. There's no correlation so far proven that anything above that threshold affects whether you can affect whether you then get a common, uncommon, rare or very rare.

    It is likely that how well your league performs overall impacts how likely you are to get a very rare. That's because the devs said as much. They just didn't tell us how the league is scored.
  2. Just an aside on that: Being non-resistible doesn't apply to higher-level foes. You can't bypass the "purple patch" with the non-resist flag. In any case, the purple patch doesn't even apply to Reactive effects (or things like Achilles Heel), because they are cast by the critter on itself. So they already bypass the purple patch anyhow.

    The non-resist flag would make these effects stronger against AVs and GMs. I wouldn't turn my nose up on that, but in general play, I'm not sure it would really make any of the debuffs more attractive than Reactive.
  3. Quote:
    Originally Posted by Carnifax_NA View Post
    If Reactive is supposed to be how the Interfaces are supposed to be power-level wise then the other three need something done with them because as-is they're far, far behind in terms of effectiveness. Give them damage procs which do 50% of Reactives damage would close the gap IMO.
    That same line of thought is being posted in a few places since the broadcast.

    I'm not sure I would add damage to the other procs, but if I didn't, I'd sure make their effects stronger.
  4. Quote:
    Originally Posted by StratoNexus View Post
    So is it possible to stack these significantly more than I have been thinking? For example, each different reactive can stack mutliple times, so if I have Reactive Total Radial and you have Reactive Partial Radial, the enemy could have 4 of mine stacked AND 4 of yours? Is it possible to get more than a 10% resistance debuff going from Reactive if people have a variety of the Reactive levels of power?
    That's an interesting thought.

    I think the only way to figure that out currently is to do things we aren't supposed to be doing in terms of our clients. If, indeed, each tier of any of the Interface procs has its own version of the temp power, based on understanding of prior mechanics, they would stack together. A target could have four Rare and four Very Rare versions of the temp power stacked, if they were actually different powers.

    That assumes some new cross-power stacking limit wasn't implemented just for this purpose.
  5. Quote:
    Originally Posted by Lucky666 View Post
    It is broken, Ihave a fire blaster with rain of fire and what is normally just ticks of 3-4 turns into tick of 3-4 plus tick of 11-12. These ticks continue threw the whole power and as far as I can tell there is no cap on it. Rain of fire is essentially a nuke right now. Broken in the most literal sense of the word. I just wonder when or if it will get fixed.
    Apparently, according to the ustream broadcast during the server list merge maintenance, Reactive is working as intended. They know it's (very) powerful, and intend it to be.

    I'm still not convinced it won't get looked at again eventually, but apparently for now we can expect it to work as it does currently at least for some time to come.
  6. Quote:
    Originally Posted by Avatea View Post
    Nate "Second Measure"Birkholz, Lead Producer

    "Unfortunately, I didn't play at launch. My first day in the game was a few months after launch, and I spent it street sweeping in Brickstown with the Super Group made up of my old Tribes clan.
    Huh, cool. My original SG was also heavily populated with people I played Tribes with. By the time CoH came out, few of them were still playing it, but I was.
  7. Quote:
    Originally Posted by JayboH View Post
    Yeah, what I'm saying is if those same 24 all take radial, you are going to be at the -res cap on top of the dots anyway, guaranteed, if we are going with that argument, so it still makes way more sense to go radial.
    No disagreement. (That also works in reverse. If it's true, a league full of people with Core Reactive would probably also cap out the fire DoT.) In either case, if the devs are concerned about adding new source of -DR (remember, I'm only speculating that) it would seem likely they won't ever make it stronger. As a result, people solo or on small teams would probably continue get less out of Core than they will out of Radial.
  8. Quote:
    Originally Posted by JayboH View Post
    You have to calculate resists and having those same teammates all using radial but yeah I don't think anyone could convince me to go Core over Radial when it comes to Interface Reactive.
    I'm not trying to convince you to take it. I'm explaining to you why the devs may not want the Core side's resistance debuff numbers larger. Six times the Radial DoT (the reported stacking max for the DoT) is probably a crapton less DPS than +10% of the total DPS of a 24-man League laying into 10% (max stacked) -RES. Making the -RES larger will only increase that gap.
  9. I thought Ion Judgement's bug was fixed. No?
  10. Quote:
    Originally Posted by Necrotech_Master View Post
    its only a 10% increase of the target does not resist that debuff at all, which almost any AV lvl foe will have a good bit of normal resists that this will hardly effect them

    think of reichsman who has 90% resist on all dmg, the -10% resist is resisted by 90% thus only increasing overall DPS by 1% which is near negligible
    Vanden already answered this, but I'm going to give a slightly more detailed answer.

    The way the math for debuff resistance works, an X% DR debuff is always X% more total damage applied after resistances are accounted for.

    Something with 90% damage resistance debuffed 10% is ends up with 89% damage resistance. (10% debuff is reduced by 90% to a 1% debuff, and 90% - 1% = 89%) Before, the foe was only actually hurt by 10% of the damage applied to it, now it's damaged by 11% of the damage applied to it. 11 is 110% of 10, meaning the foe is taking an extra 10% total damage.

    Edit: As more generic proof of the above, the formula for how much damage is admitted past some level of damage resistance is given by this formula:
    DamAdmitted = DamApplied * (1 - (DamResist - (DamResistDebuff *(1 - DamResist))))
    If we set DamResistDebuff to 0, this simplifies to
    DamAdmittedNoDebuff = DamApplied * (1 - DamResist)
    Taking the ratio of DamAdmitted to DamAdmittedNoDebuff and simplifying yields
    DamAdmittedNoDebuff / DamAdmitted = 1 + DamResistDebuff
  11. No disagreement from me on Core Rebirth.
  12. Quote:
    Originally Posted by JayboH View Post
    Not just that, but Core Reactive having a chance to do 10% more damage before resistances are applied is laughable. Radial Reactive does far, far more damage over time. It's not even close.
    That one's not so cut and dry, in my opinion. Core Reactive's total DPS increase is 10% of all sources. If you're on a team or league, that 10% extra damage can easily outstrip the straight additive DPS you net with even max-stacked Radial Reactive.

    Solo, I'll agree Core is generally weaker. I don't think it's safe to assume Core is balanced for what it does for you solo.
  13. I don't think it's literally without use, but I certainly don't have anyone for whom I prefer the comparatively small (and AT-invariant) +HP to, well, almost any other Destiny. I got really excited at the notion of those +HP on something like a Willpower character, took a look at the actual numbers and was kind of like..."meh".
  14. Quote:
    Originally Posted by EvilGeko View Post
    I don't actually. I think there's a middle ground. I did not agree with the devs' decision on shard conversion costs for example. I knew that was going to get them flamed. All that said, I think folks who have a lack of patience should exercise the option available to them (the trials) to the extent they can. I recognize that because of time of play/hardware/etc. some folks don't have significant access to the trials.
    Cool. Sorry to have gotten the wrong message, then.
  15. With the explanation of your goals, the account-wide feature, and the caveats about later opportunities to obtain, this seems much better to me.
  16. Quote:
    Originally Posted by EvilGeko View Post
    Let me ask you this. Why did you read, "When you all get older you're understand," into my post?
    It's how people communicate. Language isn't binary. Our word choice can be used to convey shades of intent above and beyond the literal meaning of our words, and "literal meaning" is actually context sensitive. It's similar to how extra communication is conveyed beyond the spoken word using tone, emphasis and non-vocal body language.

    So I am used to people conveying meaning beyond the simple literal meaning of their words. I am used to doing it myself, and I probably spend much more time than the average person considering the exact words I will use to say something. (Despite this I am often mortified at how my own hurried, last second edits made between missions or some such mangle my careful intent.)

    Quote:
    I didn't say that. I discussed how my personal views developed over time. It's simply a fact, that I used to get much more upset about this stuff, but age and experience mellowed me out. I know teenagers who have the same outlook. I know we all read things into other folks posts. I do it, everyone does. But I try (not always successful) to just read what people write and react to that.
    Well, there's a reason why I explained how I was reading it, and qualified that it suggested a response. You've now said clearly how you meant it, and I take you at your word.

    All that said, I am far beyond being a teenager, for better and worse, and while I don't consider myself impatient, I consider your patience unusually deep, based on not only my own sense of patience, but the patience of every MMO player I have ever known to any significant degree. I don't think it's reasonable of you to expect others to share your level of patience, even if we should expect them to have more than they actually exhibit on average.
  17. I didn't even see the original version of this posted. All I can say is that I can't believe someone thought this was a good idea. Or even a passable idea.

    Don't get me wrong. I like the idea that they wanted to do something that involved "direct" interaction. There are a lot of ways that could be really cool. How that apparently translated into practice within real resource limits? I think when they figured that out, they should have changed plans.
  18. Quote:
    Originally Posted by EvilGeko View Post
    I used to play for shinies, but I got older and I got over it. This is all just digital crap. It's certainly fun to be playing my Incarnates on an ITF, but it's not so crazy that I'm going to stress that my other 9 level 50s aren't that powerful.
    You may not really mean it to, but this has a condescending tone that makes me really want to discount your viewpoint as too closed-minded. The mention of "getting older" suggests strongly that anyone with a viewpoint other than yours is immature, and would get over having a different viewpoint, if only they would grow up.

    You don't have to share other people's viewpoints to understand that different people can have different motivations for participating in any given activity, such as playing a video game. Sometimes those motivations lead to individuals wanting things that are simply too far out of line with the balance, design or implementation of a game, and in those cases, they are probably out of luck. I don't see a strong case for that in this situation. I mostly see folks saying "I think it's fine, suck it up."

    I've got little objection to playing iTrials (other than the participation system, which I hate the idea of), and I'm still on-board with the idea that there should be more alternative ways of obtaining Incarnate powers that offer better comparative progress rates to the current Shard-only method.
  19. Quote:
    Originally Posted by EvilGeko View Post
    More than anything, this is what I find so completely bewildering about this argument. That people can't just play what they enjoy and let the rewards come when they come.
    When I compared myself to some posters in places like the market forum, I seem to be fairly laid back about the timeframes I have to achieve goals. I'll work on something over the course of a couple of months if it's sufficiently high-end. Yet I am not so laissez-faire about them that I am willing for them to take years. Not for one character, certainly. The point of shinies is to have them at some point, so that you can actually enjoy the combination of satisfaction at a goal achieved and the material benefits of the shiny.

    I advise people to enjoy the journey all the time, but I wouldn't advise them to walk from Vladivostok to Cape Town to visit the sights there.

    I also think that the magnitude of the current difference in time it takes to get to Rare/Very Rare status doing the iTrials and ... any other way is rankling people. If it took weeks to do it via iTrials and months to do it in other content, there might be less grumbling. Instead, if you're lucky it can take days to hit multiple very rares. I'm on my fourth character who has three or four Very Rare components.

    Based on dev comments, I do expect this to improve. As seems to be a bit too common for my tastes these days, they could be doing a better job of managing community expectations. Perhaps that's too easy to say with the benefit of hindsight, but some of the forum backlashes we've seen lately have seemed entirely predictable to me, and could have been mitigated with news that came out later. Either these were things they already planned to do and needed to mention earlier, or they were things I think they should have been planning to do without a backlash to suggest them.
  20. Regen doesn't suck. Regen just takes more interaction from the player. There are sets out there that you can jump in a spawn and AFK, and not die. You can't AFK with Regen. Depending on what powersets you're comparing and what the foes are, you still probably won't die if you jump in the spawn on a Regen, but staying alive will require you to watch your health and react to it dropping below a certain point.

    In terms of top-end performance, which is the common build focus in these parts, Regen is hard to hit the Defense "soft-cap" with. Since the last few percent or so of Defense near the softcap represent a doubling of average damage mitigation, a Regen down from the softcap isn't going to pull off the same things something like a /Shield, /SR, or even /Invul or /WP will be able to do, because those powersets come with +defense you can build on to hit the softcap. (Note that /Regen is not unique in this regard.)

    I dig Regen, specifically because I enjoy the reactive nature of it.

    I have a DB/Regen Scrapper that I play on +2-+3/x6. (I'm level shifted, so my mission settings are actually +3-+4/x6, but the mobs are 2-3 combat levels above me.) The keys to success/survival with that are high AoE damage, which Spin does provide for claws. Playing Regen against a lot of foes calls for thinning them out fast, to reduce incoming DPS. Claws also has AoE knockback, which while potentially inconvenient can be a big boon for buying time to let your heals recharge.

    (In case having some build goals would help, I built my DB/Regen for positional defense, and have 38/25/21 Melee/Ranged/AoE defense without outside help or temp buffs. {I did pick up the Barrier Destiny Incarnate power, which is not included in the numbers above.} I also have 67.5% global recharge. +Recharge and +Defense, in that order, are the usual build goals given around here for /Regen characters. Every power in Regen is usually considered worth taking except for the self-rez, {which is more a matter of preference}, and I have all but the rez.)
  21. Congrats. It really is nice to see someone pipe up now and again about making towering piles of money in the game without doing any of the things that sometimes people claim must be the only way such things are possible.
  22. Given the way the badge requirements work out currently, I'd be satisfied if he just wasn't 100% resistant to L/S while just enraged. It's hard to complain if he caps his resist to L/S while both enraged and Unstoppable, because he's 100% resistant to everything but Psi during that time.
  23. Quote:
    Originally Posted by XFUNK View Post
    Yes, i know what marauder's stats are, learn to team with better players and it's not a problem.
    I don't care how good they are, if they deal lethal/smashing damage, they're dead weight for purposes of DPSing Marauder, full stop. If a team can throw such characters at spawns from the doors, that's fine, but the rest of the team that's trying to defeat Marauder has an absolute requirement to deal most of their damage as some other damage type.

    As a result, a team going for this badge needs to pay attention when they admit characters who deal primarily L/S damage, because if you add too many of them, you won't have the DPS you need. If the team doesn't have an unusually large amount of DPS from Psi damage, they need to get him to the point where he pops Unstoppable early enough to ride it out, since all non-Psi damage goes to zero for its duration. So unless you're overloaded on Psi (unlikely for a PuG), that means that even once you have plenty of non-L/S damage, you still have to make sure the assembled ATs and powersets have the DPS boosts (likely including +Dam, -DR and -Regen) to get him that low that early.

    Having seen teams assembled by veteran players who all knew one another that took a few tries to put together combinations that met the above requirements (and I've now succeeded at the badge multiple times), I think you're wildly overstating how simple it is to PuG this badge.
  24. Whew, finally.

    I'd love to know what it was, because I'm a tech geek, but I'll be happy with just being able to get to the forums.
  25. The "lack of the forums (and main site) sending me data" problem does indeed seem completely fixed over the last day or so. (I didn't find this thread until after things had been much better for probably 36 hours.)

    Many thanks. It was driving me nuts.