Ultimus

Renowned
  • Posts

    1800
  • Joined

  1. Ultimus

    Genesis?

    I have been hoping for something similar to how judgement is only its a MASSIVE AOE debuff. Could be various combinations from like -Regen and -HP to -Res, etc.
  2. Quote:
    Originally Posted by Scythus View Post
    Eh, I'm usually pretty quick with re-toggling with it only taking me a few seconds, but I suppose not everyone is that quick.
    Well my character doesn't have a crashing T9, he is FA, but I run 7 toggles whch takes a while to cast them all.
  3. Quote:
    Originally Posted by Blue_Centurion View Post
    I rely heavily on Invulnerability Armor, and I NEVER take the tier 9. I agree with everyone above who says they would need to be rebalanced completely if the crash went away.

    I absolute HATE not having a tier 9 power in a set I use so much, but I see no good answer. But the Crash isn't just a crash it's a death sentence, and that is stupid. Especially in a set with no self rez. Just retoggling everything takes a full minute even if you bounce back up.

    So, it's crappy the way it is and crappy if you change it.
    Tell that to someone with Rise of the Phoenix and now every set is getting a self res via the Presence pool.
  4. Unstoppable, Power Surge, etc. Do you think with the recent change to Blasters they will make these crashless as well? How would you feel if they did but lowered their total stats while reducing recharge?
  5. The 2nd comic was how healers were always so bored because they never had to heal me haha
  6. Heh thats funny. I play World of Warcraft too and people made comics about my character there. I go by Ultimus and played an Undead Death Knight Tank. I am hailed as one of the best tanks on the server. For those that don't play, Death Knights have an attack Death Strike which heals yourself for a portion of your HP. I could time it right and become pretty much god mode in raids in combination with timing click powers correctly.

    Needless to say people started referring to me as the "Chuck Norris" of WOW. Here are two comics someone made:



  7. Woot! I bought the enhancement trays (VERY NICE 50 slots) and playing SSA2 as we speak!
  8. Quote:
    Originally Posted by Warkupo View Post
    I don't play Tankers as I find them boring to operate, but I do see value in taking their taunt ability.

    My Brutes typically like taunt for the purposes of building fury, but it's hardly something I prioritize and it's only very useful for early levels where I can't build my fury as quickly as I would like. If I built my Brutes for tanking I might consider taunt more of a priority, but I don't, so it isn't.

    I never take Confront on a Scrapper, however. A single target provoke has little use when I can just as easily attack them for the same effect.

    I think the powers work fine enough on their own, save for confront, which I find completely useless. I'm not sure how you would change confront without stepping on Tanker's already bloody toes. I don't really think it needs to be changed either.
    Maybe turn confront that gives Scrappers a bonus to critical against the confronted target. Maybe like 2-3% extra chance to crit?
  9. Quote:
    Originally Posted by Hopeling View Post
    The original post talks about the changes. They include animation time now, and that's not changing, so the original post doesn't mention it. Paragonwiki's page does, though, as does Synapse's post later in the thread.

    Not necessarily. Under i23 rules, you'll average 3 procs per minute from a 3 PPM proc, but can get considerably more than that in an attack, since the calculation uses base recharge, not modified recharge. Under i24 rules, it uses slotted recharge, which reduces the gap, but with global recharge bonuses you can still get more procs than you would in a toggle/auto (unless the proc chance floor thing works for toggles/autos). In Blazing Aura, the ato2 proc under i24 rules would go off 7.5 times per minute, but you'd need >10 times per minute to reach 5 stacks consistently.
    So fast attacks get penalized in this new change unless you are Titan Weapons which is exempt?
  10. Quote:
    Originally Posted by Hopeling View Post
    ATO and ATO2 procs are already PPM, and PPMs already count animation time. Neither of those things are changing in i24. Whether i23 or i24, Energy Punch's short cycle time means it's not very good for PPM procs, unless you're using it every other attack. I'm not actually sure what EM attack chains look like, so maybe that's plausible.
    Also if thats the case, isn't it best then to slot both Brute ATO's proc in something like Blazing Aura and you maintain a perma 5 stack and fury ?
  11. Quote:
    Originally Posted by Hopeling View Post
    ATO and ATO2 procs are already PPM, and PPMs already count animation time. Neither of those things are changing in i24. Whether i23 or i24, Energy Punch's short cycle time means it's not very good for PPM procs, unless you're using it every other attack. I'm not actually sure what EM attack chains look like, so maybe that's plausible.
    I didn't think PPM factored in Animation Time? At least in the original post it doesn't state that?
  12. Quote:
    Originally Posted by Hopeling View Post
    In short: no, procs in Blazing Aura should not see a decrease in proc rate. Auras with larger radii might, though.

    PPM procs in AOE powers are calculated as normal, but then divide the proc chance by the power's areafactor. From a few pages back:

    Blazing Aura has a radius of 8, so its areafactor is 2.2.

    A normal 20% damage proc will be 3.75 PPM in i24, so with Blazing Aura's areafactor it will go off 3.75/2.2 = ~1.7 times per minute. For comparison, a flat 20% proc chance in Blazing Aura averages 1.2 procs per minute.

    Currently, non-PPM procs in toggles and auto powers get one chance to go off every 10 seconds. I haven't personally tested this, but Kosmos says (and is generally correct about this kind of thing) that PPM procs in toggles and auto powers currently check on each tick of the power instead, but use the power's tick length for cycle time. Averaged over time, it doesn't really matter whether it gets a chance every 2 seconds with a 2-second cycle time for the proc rate, or a chance every 10 seconds with a 10-second cycle time. However, if the proc chance floor Synapse has talked about happens, a 3.75 PPM proc would floor at 9.5% chance. A 9.5% chance every 2 seconds would mean an average of 2.85 procs per minute, which is an even larger improvement. Don't get too excited about that part yet, though; even Synapse didn't seem sure of how to implement the floor when last he posted about it, so it could easily change (or disappear) by the time it reaches live.
    Ok so what about like the new Brute ATO (The one with End +regen) in a power like say Energy Punch? Do the new PPM factor in animation time? EP also has a low recharge.
  13. Quote:
    Originally Posted by Hit Streak View Post
    Just wanted to pop in and give an update to the Tweet Code Thursday promotion.

    This Thursday will be our final Tweet Code Thursday. Our original plan was to run this for months instead of weeks, but we simply don't have the bandwidth or the tools necessary to run it in a way that gets everyone involved.

    We will be running Tweet Code Thursday on July 26th from 10AM PDT until 11:59PM PDT, much in the same fashion as we did last week. We'll send out more codes this week than last, and we'll make sure that more EU codes go out as well.

    We appreciate the feedback we received from the community during this promotion. Thanks to this feedback, we now know what tools we need in order to run community promotions like this going forward.

    - Hit Streak
    So what is the code for this Thursday?
  14. Quote:
    Originally Posted by BricksTown Thug15 View Post
    This

    And to the person who was saying the gaming industry is in bad shape right now your right.
    Why is the game industry in bad shape?
  15. Quote:
    Originally Posted by Samuel_Tow View Post
    When people talk about City of Heroes 2, they're usually referring to a brand new game built from scratch. It doesn't matter how much you modify City of Heroes, unless you rip the game open and replace major components - and that won't happen to an existing game - it'll remain an old game. You can extend its life, possibly indefinitely, but there will always be things you simply cannot do.

    A City of Heroes 2 would, presumably, be a brand new game with a brand new combat system using current generation graphics and with all the old lessons learned implemented from the get-go. And it would very likely tank so hard we'll MC Hammer would go green with envy. A new game means a new start which an established playerbase will very likely be unwilling to do, and it means a shockingly smaller amount of content. If it's a new game, there's no porting over - you make everything from scratch, and you're trying to replicate eight years... Ten years of hard work. Hell, we're probably close to 12 years now, considering a game-footage trailer for the game was released in early 2001.

    Personally, I hope this version of City of Heroes will be around for a good while longer, but a brand new release that tries to replace it cannot work.
    Well I think it will be. Hasn't Freedom been a financial success? I know I've spent a LOT more money on this game in the past year since Freedom. (Which is fine I wanted to)
  16. Quote:
    Originally Posted by Eldorado View Post
    In my opinion, Taunt is just one more tool to keep in the toolbox, be it for tanks, brutes, or scrappers.

    Yes, my characters can always run up and punch something in the face, but if there are villains in the way, or if I've found myself wedged in a corner, Taunt works from a distance -- then again, so do Hurl (for my SS characters) and Gloom, in your case. On the OTHER other hand, Taunt is auto-hit in PvE, unlike Hurl or Gloom, and is "multi-target" for Tanks and Brutes (though I can't seem to find just HOW many targets via Paragon Wiki just now. Five? Six? Something like that.)

    While I don't know the specifics of the "famous experiment" (what was it? An Invuln scrapper with extra Taunt IO's in Invincibility and doing a truckload of damage?) I'll go out on a limb and say that in normal play, that's probably the exception rather than the rule. Between Gauntlet, attacks, Taunt and some other little tricks, my tanks and brutes can generally contain most of the aggro in large groups. Scrappers and extra-suicidal blasters are on their own, as they should be.
    http://wiki.cohtitan.com/wiki/Taunt_%28Status_Effect%29

    That was the taunt experiment
  17. Quote:
    Originally Posted by SinisterDirge View Post
    If you are doing fine without it, why ask? If you are finding that people can strip the big bads aggro off of you, you should probably consider it.

    Are you trying to drum up some drama? You have been around long enough to have seen this topic show up once or a bazillion times...
    Because as I stated I haven't used Taunt very much so I figured there was someone that has built a SS/FA/Soul or something similar and seen the difference of Range attacks + Darkest Night for aggro vs Taunt.

    And why do I ask? Because I am a min / maxer so if I can do something a little better I will.
  18. Quote:
    Originally Posted by Rajani Isa View Post
    Range debuff, at the very least.
    Don't AV's resist it?
  19. Quote:
    Originally Posted by Fista View Post
    So how do we convince them to put them back into the game is some manner?
    We start with this thread! Lets see if we can get a reply or maybe someone can ask during a coffee talk?
  20. So I typically run a lot of ITrials on my SS/Fire/Soul Brute and I do not have taunt. Since I tend to tank and take aggro, is there any benefit to picking it up? Normally my damage alone seems to pull attention.

    However, I admit I haven't used taunt much. I know of that famous experiment where a Tanker sat taunting an enemy off a Scrapper and the enemy never moved due to proximity. So is there a use for it?

    I know it could be helpful for pulling mobs (Like in the MOM trial or AM in the Keyes) but doesn't spamming Gloom accomplish the same thing?
  21. Quote:
    Originally Posted by Starsman View Post
    Under my model, that is an Arcanaville-style Peak DR system, they are literally tied.

    Note I designed this variation to intentionally remove second decimal accuracy, mainly because during the entire process back then, a lot of people made too much fuzz and derail over a difference of 0.1% in damage output.

    Note this is tankers, and old, but this is how it looked back then:

    1.80 Energy Melee
    1.80 Fiery Melee
    1.80 Stone Melee
    1.70 Battle Axe
    1.70 Dark Melee
    1.70 Super Strength
    1.70 War Mace
    1.50 Dual Blades
    1.30 Ice Melee

    This includes the last buff to Dark Melee.

    Dual Blades does not account for combos. This is under 50% recharge for all attacks, 95% for buildup and Rage. I have another chart somewhere for higher recharge rates but I won't dig it up now because anyways it's a bit old.

    Remember this is basically Arcana PeakDR, meaning it is not about attack chains.
    Thats interesting but I was referring to the three attacks EP, Bone Smasher, and Barrage?
  22. So which of the 3 is the best with Arcanatime?
  23. So how will PPM effect AOEs Hopeling? AOE Toggles that is. I currently have 3 procs in Blazing Aura, would they see a decrease in proc rate?
  24. Quote:
    Originally Posted by Dark_Respite View Post
    Yes, the demofile MOV command still works!

    Michelle
    aka
    Samuraiko/Dark_Respite
    So it still exists?
  25. Quote:
    Originally Posted by monkeyslap View Post
    The answer to both is no. Only resistance characters can enter the underground resistance bases. Loyalists can't. If you get to level 21+ and leave praetoria choosing hero or villain, you will no longer be able to enter the bases regardless of whether or not you were resistance when you chose a final alignment.

    I have gone fully through praetoria on at least a couple characters. I even took my main hero there once and found I couldn't enter the underground bases. But everything the underground bases have is available above ground such as the hospital, trainer, vault, and in the case of underground Imperial, an auction house. There are no exploration badges inside the underground bases but there is a badge outside each base near the door.

    Another thing to note, once your praetorian character reaches level 21 you can no longer do any missions in praetoria aside from the mission that has you choose to join hero or villain side, and any missions you took prior to level 21 you can finish. Non praetorians can't do the missions period. all they can do is the 3 zone events. And the level 1-20 praetorian missions are not in Ouroboros flashback.


    Improvised signature:
    Actually my Praetorian that is a level 50 Incarnate *CAN* go into the bases still. I am not sure if it was because in the Tutorial he choose resistance or the fact he ended resistance but here's proof: