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Posts
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I really liked the trial, though the "four and only four" player restriction irked me.
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Actually, the more I think about it, the less sure I am which side of beneficial for SR's resists this effect is. Given how it works on Scourge, it might work against SR, kicking in only after we've lost 66% of our HP, not 54.5%. I guess testing like you're looking at doing is the only way to be sure.
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Quote:The last I knew, actually, things based on %MaxHealth don't actually scale in the expected way with +HP. Things kick in at the rated % of your base HP, even when you have bonus HP. So if you should kick in at 60%, but have, say, 10% bonus HP, your effect actually kicks in at 60%/110% = 54.5% of your green bar.The greater your Max Health the greater the range of health over which those passives come into play. That is 60% of 1900 is a larger value than 60% of 1500 (rather obviously) ... it stretches out your Hit Point bar basically. It's one of the reasons my Claws/SR chases +max health bonuses over pretty much everything else after hitting the soft cap.
This is actually a bad thing for stuff like Scourge (making it kick in at a lower % of total health than expected), and it reportedly also counts against "damage taken" badges (only damage above and beyond your bonus HP counts for the badge), but it's good for stuff like SR's scaling resists.
Now, I'm assuming (a) this actually works this way for SR's resists, and (b) it hasn't changed in general. It's an effect that's kind of hard to notice unless you're looking for it, so they could have changed it without a patch note and no one might know. -
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I don't like your suggested change. I don't think it's necessary, and I think it has negative side effects on the existing performance of the set.
I don't think DA has a problem that needs fixing in this space. -
It does not. It only buffs the base enhancement level in the way Ultimus described.
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I love /cleartray, but I really wish there was a /traysavefile and /trayloadfile.
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It's actually better than both. It's now around 9.38% resistance to all (base value), at Scrapper scales.
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I wouldn't hate that. I don't know if they have tech to make some things give exemplar XP and others not, but there's probably a way to swing it with level-controlled, instance-wide temp powers or something.
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They can be stacked 5 times. Each one is a 5% increase in the base enhancement value of the boosted enhancer, so 5 of them makes the enhancer 125% of its base value. Done with careful thought about what to boost, that's not an inconsiderable benefit. It changes, for example, a level 50 common IO from Schedule A from 42.4% to 53% enhancement. That takes you from needing three to hit (and exceed) the ED softcap on something to only needing two.
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Quote:Close. It's 2%, not 3%. That comes from the fact that, on average, every 1% of defense causes you avoid 2% more attacks directed against you assuming your foes have no +toHit and you have no -defense on you. This is derived directly from the game's attack mechanics.I've read somewhere on these forums once (I believe it was based on Arcanavilles math, but I could be wrong) that, functionally speaking, every 1% of defense you have is roughly equal to 3% resistance. Or something like that. In other words, defense is more valuable and provides more mitigation. However, layered defenses is usually the best way to go, if you can.
Defense and resistance have different benefits. Under conditions of high-damage attacks, such that only a few blows is likely to defeat you absent some mitigation, resistance mitigation is less likely to experience sudden defeat due to "bad luck". In contrast, because any blow that hits through defense hits for its full power (absent any resistance), a rapid string of unlucky hits on you can lead to abrupt defeat.
On the other hand, resistance doesn't avoid anything, so any debuffs or other effects that come bundled with attack damage are more likely to hit a resistance oriented character than a defense-based one.
However, there is a core reason that, these days, defense is more plentiful than resistance. Defense has a very straightforward Achilles heel, already mentioned: +toHit and/or -defense.
In terms of game mechanics, applying X% resistance debuff always works out to an X% increase in DPS affecting you.* However, this is not true for defense and defense debuffs. If X% defense debuff hits you, how much average DPS increase that causes to hit you depends on how much defense you started with. Worse, if your defense was keeping additional debuffs from landing, as soon as one hits, it's now easier for more of them to hit, and as more hit, it becomes easier and easier.
Because of this, the devs are more willing to give out defense, because it can fail abruptly and they can significantly weaken its benefits fairly easily, where there is not as much they can do with resistance.
* The only rough equivalent to defense debuffs against resistance are unresistable resistance debuffs. However, the devs have largely avoided using these against player characters in PvE, and have removed the only examples I know of where they did put this is in PvE - Longbow Nullifiers. Even with irresistable debuffs, resistance failure would not accelerate the way defense debuffs cause defense to. -
Quote:I like the CoH market and I don't want to stand around doing nothing else. The idea that it's a good substitute for running content while you wait in the queue is ludicrous.Are you only going by the complaints? What about the people who don't complain, or don't post about it at all? Are they just not being counted? That doesn't seem like a very scientific method.
If there are a significant number of people who think standing around at the market is a good time, why isn't it more common?. We do have markets we can see the people in, you know, and as a market user, I do see them. Most have zero to five people in them during US prime time hours, depending on server.
Oh, and here's my favorite part. What about the people who don't use the market? I'm totally sure Samuel_Tow is all over wanting to use the market while he's in the LFG queue.
Quote:My teaming doesn't seem particularly relevant, but I see people fighting in the streets often enough. I would imagine that sometimes it's required by a TF, sometimes it's a contact mission, and sometimes it's for badges, but I have no reason to doubt that some people also do it for no special reason on occasion, as I do.
I'm familiar with your post history. You like to jump in threads and niggle at things you don't think are adequately provable or defensible, usually with a passive/aggressive post style. Knock yourself out. In the context of the post to which it was given as a response, I think the suggestion that we can do these two things was utterly moronic. Can we do them? Sure! Are they something any significant number of players would want to do with any regularity? I don't buy it for a second. -
I don't know. You read the same forums I do. Perhaps you don't see the complaining people have done for, oh, the last two years (up until GR and Alignment Merits, at least) in the Market Forum about how they don't want to waste time standing around at the market as an partial explanation for why they thought it was so unfair that the market was the main way to get inventions.
Can you think of the last time you were on a team that wanted to street sweep? -
I am willing to accept the old, current scheme, with two changes.
- Move temp powers to the bottom. They are the thing I least likely need to dig around in, except...
- Do something different with the temp powers you give us in trials nowadays. Make them their own category and put them up top. Make them add charges instead of becoming 10 copies of one-use powers. Put a button that will use them on the trial info window. Anything but what you do with them now.
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Quote:There's a difference in "I'm doing these things" (which, per my previous post, I can't believe you're saying you do with any regularity. Seriously, you intentionally run RWZ hunt missions?) "so I'll jump in the queue" and "well, I really want to run a trial today, so what can I do for 30 minutes while I wait for one to form? I know, I'll street sweep and use the market!"Eh, a lot of the time, i'll only queue up when i have nothing else to do while marketing, or street sweeping. You can still call contacts (i think) which allows you to do the repeatable sweet sweeping missions in RWZ, and a few other places.
Quote:Yeah, this i don't agree with. Maybe putting a level limit on it, say 25? That way its slightly higher then the temp power limit, but not high enough to use to all the way to 50. -
Quote:Yes, I know what this forum is. Perhaps you think I got an absurdly high number for a post count at some other forum and brought it here.Uh... you can do all those things, and they're not kidding?
Seriously, what game are you playing? You know this is a CoH forum, right?
Let me help you out. My response which you have quoted is rooted in two bits of knowledge.
- I don't know anyone would want to street sweep in this game - something that has been a piss poor way to make progress or earn anything for ages, but definitely since I16. Some people like the idea of street sweeping, but very few would actually do it any more when such better rewards are in instances. So the idea it as something to do in the LFG queue comes across as rather insipid.
- While personally I'm a happy to use the market often and rather well, very few people are willing to stand around and use the market. The (mistaken) notion that this is actually required to use the CoH markets is actually a frequent complaint. Worse still that it would be suggested as "something to do in the LFG queue" given that it's not even necessary for effective use.
Does that make things more clear? -
Quote:Except that bad analogy remains bad. You specifically constructed a scenario there which does not match either what we can do with power choices or what people do in practice.Sally, Joe, and Betty all have baskets that can hold three fruit. They can each take one of apples, oranges, pears, and bananas.
Sally takes everything but the oranges, Joe takes everything but the pears, and Betty takes everything but the bananas. They all have different baskets.
Now someone gives them all baskets that can hold more. They all take an apple, an orange, a pear and a banana.
Each of their baskets are more diverse. But the baskets as a whole are uniformly the same.
Diversity arises both because of what you can take and because of what you have sacrificed. We lost more than we gained. I don't think I can make it any clearer than that.
Here's a better analogy.
Sally, Joe, and Betty all have baskets that can hold 24 fruit. There are some complicated rules about what fruits they can pick in combination, but the most basic is that you cannot chose the same fruit more than once. There are four types of strawberries available. Sally, Joe and Betty all three like strawberries very much, and all take at least three different types of them. However, some of the fruits are not very popular ones, so no one takes any of them. Additionally, Sally dislikes citrus and Joe is allergic to pears, so they don't take fruits of those types.
Now all three people are given a basket that comes with all four strawberries but still holds 24 more fruit. Within the other complex rules of fruit picking, and without re-picking more strawberries, Sally, Joe and Betty can now pick four more fruit. Joe remains allergic to pears, but he likes graps decently, so he takes four types of grapes, which he hadn't had any room for before. Sally still dislikes citrus, but she takes a bananas, two mangos and a type of apple she had not tried before. Betty doesn't really see much difference in the fruits, so she takes four more citrus fruits and calls it a day. -
Quote:So very much this. While I rarely sit down and explicitly prioritize them this way, the powers available to me when I build a character exist in a "value spectrum", and depending on where they fall in the spectrum they are more or less desirable to me for that build. If I wrote these powers in a list, at the top would be the most desirable powers in the build. Powers listed below that are powers that I still want, but with decreasing fervency as you go down the list.To me, there aren't "useful" and "useless" powers: its not a binary thing. There are the powers I want the most, and the powers I want the least, but rarely are there powers I literally would rather not have or take but then don't use. And there's no rule that states powers are only useful when slotted a particular way, and there's no compromise that exists.
Now, I can only take the top 24 powers on that list , but that doesn't mean that power 24 was something I only grudgingly accept in my build, even or that power 25 was one that I would not like to have. Powers at slots 25 and below were voted out because slots 24 and up were deemed more desirable. That's a subtle but important difference. -
What do I think? I think I have better things to spend points on. I think if some new player to the game thinks that's a good deal, what I consider their unfortunate ignorance is helping finance the game by buying things I never would.
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Quote:OK, now I understand better why you're describing this as "loss of diversity".Before, the blaster would have to get a travel prerequisite, a travel power, and the three powers in Fitness. They had room for for 20 powers up to level 38, after which we can assume are filled with epics. Minus 5, that's 15 powers and 3 powers less than they have available in their powersets. Let's assume at least at first they all drop Boost Range, since it's probably the worst power in the AT.
The blaster can choose to drop utility powers (Aim, Stun), or drop offense that doesn't fit into an attack chain (Sniper bolt, Nova), or decide not to use melee attacks much (Energy Punch, Power Thrust). They might decide that they didn't like to use self-buffs (Aim, Build Up) or status effects (Power Push, Stun). There's many different options they could have gone with. Numerically, there are exactly 8*7 = 56 options for what powers they could skip. 8*8 = 64 if you allow the possibility for taking Boost Range.
Now we get inherent stamina, and we get travel powers without prerequities. The blaster has four new slots. The blaster now takes...every power. They have to. Including Boost Range. With one slot still open, we're forced to take a single pool power with no slotting. I'll be generous and say that there are 21 possible picks from the nine power pools, including three secondary travel powers, although to be realistic some of the pool powers should never be taken alone and unslotted. Our 64 options possible before have now been condensed to 21. About a third as many character design options as there were before.
Here's the problem. I am convinced this is an edge case. Your example is not realistically representative of how I think most people would build that character to start with. I believe most of them are already much more "non diverse" than you seem to be assuming. In practical terms defined as which powers they have included in their builds (and not including how they have slotted those powers), I think that most characters either explicitly followed the same templates or independently concluded that the same core powers are generally important enough to have on a particular AT/powerset combo that your assumed 64 options would not have meaningful representation As a result, the practical effect of replacing Fitness with a choice of 3 new powers, even if they are unslotted, is to increase the differences in those otherwise very similar builds. -
Quote:You are substituting "diversity" for presence or sacrifice and the absence of sacrifice as "loss of diversity". You are, quite simply, using that word incorrectly.Wrong, because of the sacrifice necessary for Stamina. People could sacrifice offense, defense, support or travel powers, or they could sacrifice slots to end rdx and build the character so that Stamina wasn't necessary. When characters had fewer power-slots than powers available, the powers they chose to take and the ones they chose to sacrifice defined their characters. Now there are no sacrifices and diversity is lessened.
Here's what the on-line Miriam-Webster dictionary has to say about that word.
1: the condition of having or being composed of differing elements
2: an instance of being composed of differing elements or qualities
"Build diversity" means that builds contain different elements and have different qualities. Your complaint, very clearly, is that a specific tradeoff in elements has been removed from builds. This is not a net loss of "diversity" as the definition of that word is accepted.
Quote:Maybe I'm wrong, then. Maybe I don't understand character design in this game. Because I don't see the point in having multiple travel powers (except maybe in PvP), or running powers that are useless unslotted. (I already mentioned Assault and Tactics as viable without slots. Maneuvers is generally not.)
- PvE stealth which can stack with either other PvE stealth or a Stealth IO
- Fast ground-based travel speed, useful when "speeding" through indoor maps or traversing steep vertical climbs. (Super Jump is very poor at traveling up steep tunnels that it cannot simply leap over, for example)
- A place to "mule" Universal Travel IOs for either ranged defense, KB protection, or recharge/speed debuff resistance
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Quote:OK, I am glad I kept reading. This makes a lot more sense. Mind you, this is still not something I would buy, but at least the pricing is less horrifying with the full list of bundled products and their prices shown. It's unfortunate that it wasn't better timed with Halloween, as the theme seems odd. If you'd* put it on sale last week that would have been more thematically reasonable, IMO.Unfortunately the original post neglected a few other items that are included in this pack. This has since been corrected.
The *complete* Undead Survival Pack includes:
Precise Dual Inspiration (Large) x5 - (normally 300 pts)
Revival Temporary Power (5 charges) - (normally 200 pts)
Warwolf Whistle (5 charges) - (normally 80 pts)
Holy Shotgun Shells (75 charges) - (normally 80 pts)
St. Louis Slammer (30 charges) - (normally 20 pts)
Total Value: 680 pts
Discount 280 pts en toto.
All of these items are available for purchase on the Paragon Market ala carte.
* When I say "you" I mean Paragon Studios, not Zwil personally! -
Quote:Given the assumptions that seem to be at play here, it is simply impossible that options A and B reduced diversity. In the absolute worst case, they are a wash. If the majority of characters had Health/Stamina, and then Fitness became inherent and the majority of characters took exactly the same powers to replace Fitness, then their degree of diversity is unchanged, not lower.That left four choices:
A. Take powers from the primary and secondary that didn't need slots.
B. Take powers from power pools that don't need slots (Combat jumping, or Assault->Tactics->Vengeance).
C. Take some powers and never use them.
D. Take multiple travel powers.
Between my various characters I did all of those options except D. I may also have redesigned a character or two to juggle some slots and make the new powers useful, especially for those that could benefit from Kicking->Toughness->Weave. But the basic truth is the same: Diversity was lost with inherent stamina. Option C does nothing to improve character builds but at least it didn't standardize them. Option A and B both reduce character diversity.
The only way in which diversity could be reduced is if everyone who did not have Health/Stamina had already chosen all the same powers you did when you gained power picks due to inherent Fitness. But this is an extremely weak assumption, because anyone who was running without Fitness was, with very few exceptions due to certain powersets' facilities, already severely bucking the trend in "accepted" ways to build characters.
Moreover, I can't see how you can post a list of four disparate options and seriously defend the contention that diversity decreased, especially when it's possible to combine those four options. I have characters that took a extra pool and an extra travel power in a pool they already had. I have characters that took an Epic Pool they previously lacked and an new Power Pool.
There absolutely are common pools and common powers that people would pick as choices that need no or few slots. Any of the four Leadership powers. Combat Jumping. An extra travel power. Because of this, yes, without a major rejiggering of a character, the new options are limited. Despite that, the set of choices is larger than being the same Fitness powers that most people were taking. A larger set of choices cannot lead be less diversisty than everyone taking Health and Stamina. -
Quote:I find even this hard to accept. I can accept one part of it - if we're all given something, then we all share that part of our "build", and that is not diverse. By virtue of the fact that we all have the Fitness pool, the number of things that we all have in common on every character increased.Since then characters have been given various free power slots, and that has decimated diversity in the game. Where we are now is better than at launch but worse off than we were a few years ago.
However, I find that a non-useful definition of "diversity". Measuring "diversity" by including the things we all have as a shared baseline is not particularly instructive. To convince me that diversity in builds has been "decimated", you would need to show compelling evidence that everyone did the same things with those slots that moving Fitness to inherent slots freed.
Apparently, you feel that the no-brainer thing to do with those liberated power picks was to take powers from your primary and secondary powersets that you had previously skipped. You seem to assume that most everyone else did the same. I know I did so only for a minority of my characters. I often viewed the "inherentization" of Fitness as releasing me to diversify into a new Power Pool. Some characters instead took Epic Pool powers they never previously had room for. A couple of characters did take primary/secondary power picks they previously lacked, but only when they were powers that I felt benefited the character more than Power or Epic Pool alternatives. Even then, they often also added a new Pool Power.
Unless I made the same choices on what to do with those freed slots as everyone else, I do not see diversity as lost. Instead I see it as increased. We all have the same number of power picks to make, and I see the measure of diversity as a measure how many of us are picking the same things. Previously, surely a plurality if not a majority of us were spending at least two, probably three of our power picks on the same powers - Health, Stamina and either Swift or Hurdle. Now we get more freedom to chose different things with those three picks.