Vilance

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  1. Vilance

    Drops II

    I like the idea of the system datamining souvenirs if you do decide to use story arc ones, also you could just make story arc ones and TF or trial ones interchangable.

    I know many keep saying these kinds of things but if you can make it so it only does the analysis when you login that character or click something maybe that would make the coding aspect of it easier?
  2. JL for me was a dissapointed in that cone is very narrow..like 2 guys right next to each other rarely hits, unless stacked AND the depth on it barely gets 2 guys unless again stacked :/

    But otherwise I am impressed with the other first 3 attks, they do good dmg and nice mixed types, about that same as EM as BS + WH are about that same as using TS.

    CI, just needs bug fixing, once that is done I hope its BI is in the 3-5 range for the initial hit...

    As for telesmash aka Lightening Rod, I really want to hear more about its recharge and BI, please if you can test this and let us know, for me that will be the make or break (for me) to take Elec melee.

    Thanks guys for all the hard work I got myself thru lvl 10 but dont have access at the moment to keep up testing.
  3. [ QUOTE ]
    ... would be like giving brutes a 2.5% smashing/lethal resistance passive in their PPP's.


    [/ QUOTE ]

    Rather have that then a recharge of 20-32 seconds on a mag 2 hold power.
  4. [ QUOTE ]
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    Otherwise, the holds are a bit of a let down.

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    Sounds about right, actually.

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    Gotta love my selective hearing.

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    lol dont think he noticed that part but yes, it is indeed a letdown...wow mag2 for what recharge/end cost?
  5. The starting attks will be tough to get an optimization on...ive done allot of test builds and so far the generic type build of taking the fastest starting attk power seems to still be best. Then proceed to take the rest of the AoE dmg attks as you get them. Elec armor so far doesnt lend itself to running a good aoe minded defense so its looking like invuln will be the ideal 2ndary, and EM/elec would be better then el/el(based on my test up thru lvl 10).
  6. [ QUOTE ]
    My quick and dirty estimates put the Brawl Index at about:

    Charged Brawl = 1.38889smash + .94444energy = 2.333
    Havok Punch = 2.2246smash + 1.4444energy = 3.669
    Jacobs Ladder = 4.174 energy only

    Not too bad really. I wonder what Thunder strike will be. Something in the 6ish range would be darn nice.

    [/ QUOTE ]

    5.44 total, 2.66 energy and AoE, 2.78 smashing single target.
  7. big bugs first:
    Started w/ 16 mins
    Kidnap victim didnt follow me he followed the civilians
    Items dont all grant time only some do, some clarification plz...

    Not sure if its a bug but the villian in the police bldg didnt speak up and peekign thru the door slits didnt see them, didnt have enough time to destroy all the doors :/

    Also the side quest of doing the bldg demolitions granted no extra xp.
  8. [ QUOTE ]
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    Circ (and others),

    27) Brute Attacks do Taunt.

    This may be correct, but I wonder why Brutes get Tanker inherent (I'm assuming that it is a version of Gauntlet that is producing the Taunt effect) as well as their own Brute inherent.


    [/ QUOTE ]
    well, i believe Brute "gauntlette" is single target, not an AoE, so there is a difference between the two.

    of course, once you have an Aura and Taunt (or Provoke), its not like you need a boatload of aggro to hit the cap, so single-target "gauntlette" might end up being just as effective in the long run.

    [/ QUOTE ]

    yeah this is a problem, one which the answer is to make tanks have more to there inherint (imho) rather then do the reverse and take this away from brutes.

    I play both and to me the problem overall is tanks need a more exciting, better play purpose in the game.
  9. The bump in xp for pvp zones is over 50%, I was getting 12.8k or so at lvl 39, then in warburg i was getting 20.8k. Both missions were on relentless, so if that is the scale expect about 66% or 2/3 boost to mission zp in sirens or BB.

    Hope that helps...may i suggest teaming in small grps, very few AT except MM/Corrs do well bunched up in grps of 8. I find ideal xp gain at like 2-4 ppl in a grp.

    Also lackeying boosts the xp per mish gain as well, so if get lk-ed you get a nice bonus also to the mish xp.

    ...oh and being part of a SG from the get go is also a good win-win as they can often lk you and you get the mobility of a well setup base for TP, helps allot AND you give them prestige by running in sgmode.
  10. yeah this is what boogles my mind about skills, there are a ton of little QoL items that skills seem like the ideal way to cover the areas. Of course this example is pseudo combat oriented, but regardless of the skill I cant see one being added to CoX that doesnt in some way eventally affect combat.
  11. Not to monopolize your time(or any dev...) but as a lifelong gamer and over-analyst I gotta at least try to ask while a dev seems to be watching...

    So was the skill system oriented into boosting combat abilities or was it strictly QoL stuff like being able to make missions go faster.

    I'm not sure what you guys had in mind but from my gaming experience with table-top skills helped character make doing the primary portion of a mission easier (or in many cases do-able). Maybe it should at least be considered to just add a skill system that is a part of mission dialogs and story.

    An example would be "Investigation" many heroes/anti-heroes are good, top-notch investigators. Batman for example. How this skill could be reflected in game would be making glowy's easier to find, and on occassion missions would be shortened or maybe skipped since the player has said skill.

    Other QoL skills would be Invention...lets see what else is possible MMO-wise....character knowledge and specializations seem to be viable. Also possible to be tied into origins. For example if someone has a magic origin and they are doing a CoT arc and have a skill called arcane lore. The missions are easier w/ less glowies or shortened or maybe a few are skipped as part of an Arc.

    Another implementation of this would be getting a small bonus against enemies of similiar origin, maybe a small dmg/mez/acc types.

    Lastly what ideas were you kicking around for gaining skills?

    I find a mix of use/learn and auto-gain with leveling is ussually the most popular.

    So for example a character wanting investigation skill, has to take missions involving an investigation and complete a number of them to get a bonus to the skill (as well as levling). Having seperate skill grinding (ala SWG for those that did it), is frankily boring and not really all the that fun.

    Invention does sound like a winner, hopefully they have a wide gamut taking into account origin and twists on the idea of "invention". For example cooking is a form of inventing, as is casting a spell (magic origin), or creating a training regime (natural origin)....

    Overall though I would like to hear what ideas in detail you were condsidering and what you liked and didnt like.

    Im sure there are tons of us that want to know what you guys are thinking and many of us fans/customers/gamers maybe can point you in the right direction or at least give you enough positive feedback about one variation of a system you would implement.
  12. Vilance

    Badge Questions

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    Basically: if it was meant to be taken down by more than 1 team, it gives the badge. Mission versions are scaled down versions that are more like AV's, thus able to be defeated by a single team, and thus do not give the badge.

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    You might need to buff Giant Monsters then. There's not one in the game that requires more than one team to defeat.

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    Will do.

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    woooo dude!
    This is not true of even con lvl teams vs monsters! Unless the point of monsters is to be farmed by lvl 40-50 characters no team of even lvl players can take on a monster and win.
  13. barrage is balanced for what it is a fast recharging low lvl attack. Sadly it does a decent job of dps but that only lasts until a player gets AS>BS>EP, if a player uses that chain the dmg is better then in the 30's EM gets ET>TF>BS and then barrage is off the map. This happens in all the tank primaries, once you have haymaker>KoB>footstomp and maybe +AS why would you use jab...
    /e shrug
    such are all the starting tank attks...
  14. @ Maldini: Non-tanks cap resistance at 75%. So regardless of what-ever powers a blaster gets w/o an external buffer the best they will do is 75%. Since they can be toggle dropped not a big deal.

    @Shadow_Stone: I agree some, but since EM's diso's stack and TF has a high enough mag that ive gotten AV's to be diso'd with it and the stack I dont entirely agree. Also EM gets stun which is a mag 3 diso that can get bosses about 75% of the time. The %'s on haymaker/heavy mallet maybe better for a kb vs bonesmasher's chance to diso, but stun + TF and even ET have same odds to diso as KoB, heavy mallet++ rest of upper stone powers to KB. So at lower lvls stone/SS are better control sets but once TF +stun is there that changes. YMMV.
  15. [ QUOTE ]
    My HeroStats numbers bear out just how much a set-changing experience finally getting ET is.

    Before ET, Death Shroud was my most damaging power (because I try to maximize my AoE's anyway, and DS is always on). After ET, it's not close, ET is far and away my most damaging power. Makes TF look like a joke, damage-wise. In spawns of 3, ET instantly removes one. So DS has 1/3rd less targets. End cost and recharge are low enough that it's there to use a LOT.

    Pre-ET I can see how SS might be liked more, but ET makes all the difference. I hope to get to 40 before it gets nerfed. :P

    [/ QUOTE ] that is a very long haul to wait did it before with my tank. i think EM=SS for the most part since remember rage adds to all attacks all the time (except that 10 sec downer). whereas EM w/ buildup may pass SS for the first 10 secs of a fight (by about 7% from the math i did). If you look at a fight over 20 secs SS is better. Of course the all s/l dmg makes it worse againsts some oponents but overall i fell the sets are balanced. The next best set imho is dark with SM being so low lvl and excellent dmg and the extreme multi-talented nature of the set it is on par even with the less dmg with SS/EM. Fire and Stone recharge/end cost and even dmg wise(to a lesser extent), need some work to be as effective in the game. YMMV.
  16. SS w/ perma rage ends up having more dmg potential then EM until you get ET. So in a way it is more dmg. I run both and i like them both. Stone is weaker for a differnt reason, that it is harder to make fury with your main attacks having such slow recharges and that its end costs on heavy mallet are disportional to the other sets 6bo attks. Beyond that SS is also a better pvp set since KB can be used in every pvp zone!

    ET can only be used in Warburg making EM overall about that same as the other sets in Sirens/BB.

    Hope that helps.

    BTW the smashing/lethal isnt as big a deal as you'd think, only at higher lvls in pvp against higher resistant opponents. Even then it isnt everything you fight.

    I will agree that taking stone is a tough call, its main strength is its KB on all its attks that aside its dmg is ok, end is to pricey and its recharges to slow.
  17. glad you liked my analysis, i just wish statesman and co would acknowledge it. The math for what im showing is the numbers reasons of why scrappers can replace tanks, -

    -because dmg buffs add to the multiplier and scraps with higher base get more for that AND

    def/resists bonus's unlike dmg do not scale and all AT's get the same bonus.

    Together those 2 things mean a blaster-blapper/scrapper are much better choices for a team with 2 trollers/def's.

    I understand buffers always bring more to a team its in there nature im just frustrated because this is leaving tanks in flux with a purpose that can be subverted between the scrapper/blaster + troller pets(and they arrest things faster further making us less valueable!)

    Ugh.
  18. [ QUOTE ]
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    His one posted test involved using the broken version of Invincibility. He also completely glosses over the fact that when buffed, any AT can Tank, so what then is so special about Tanks?


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    The goal of the game is to make sure there isn't an ideal team composition. So, yes, a Scrapper, with buffs, can tank, but not as well as a Tanker. Why? Because 1) a Tanker starts with higher resistances/defenses and 2) he has Punchvoke and thus can manage the aggro better.

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    lets see if we flip the coin to be slated to compare to a scrapper a tank has .75 or had that much a scrapers dmg prior to the last dmg buff they got. Now we have somewhere around .68-62 of scrapper dmg. Ok as far as resists/def if you say scrappers have 1 we have 1.33 times more def/resists. Why does this variation in comparision styles matter? because when a defender adds +50% def via a power or 30% resists it sits on that final diff in scale. '

    Ergo: invuln:TI 22.5 s/l scrapper 30% s/l tanks both * 1.57
    =35% and 48%
    ok now add for example a 30% resist bonus due to sonic buff
    that is by scale a 30/35% = 85% resist buff, for the tanks its 30/48=62.5 resist buff. But in the end the diff between them is 65% and 78%. 78/65=120% which makes the tanker 1.2 times better then the scrapper or the scrapper is 83% effect of the tank.

    Now lets look at tanker dmg vs scrapper and dmg buffs
    tanker is .75 of old scrapper dmg and a scrappers current is 112% which is 67% . k so now on to the dmg
    a 6bi attack such as shadow maul, vs tanks version = 6*.67=4.02
    ok now we slot w/ 3 so's and buildup
    that is 6*2+.8=16.8
    tanks version 4*2+.8=11.2
    Note this is before any buffage! ratio diff is 11.2/16.8. Now we add in some kin buff of 200%
    6*4.8=28.8
    4*4.8=19.2
    ratio is still .67 or so. or flipped is 28.8/19.2=1.5!

    The defenders buff in effect didnt have a mutliplier change it merely added right to the def/resists. Where as buffing a tanks dmg always puts them at a disadvange.

    NOTE this is ingoring the fact that scrappers get criticals as well!!

    SO in conclusion tanks are .67 dmg of scrappers OR scrappers are 1.5 of tanks when fully buffed

    and tanks are 1.33 def/resists base which gets skewed to 1.2 with buffs or scrappers are .75 which gets skewed to 83% or higher depending on buff.

    What this tranlates to is that tanks need some serious over-haul. New inherints, new systems of powers, something to make them worthwhile.

    the 20% difference in effect between them for defenses doesnt need to be made larger, im not calling for scrapper nerfs, tanks need more dmg/inherint or just scrub the AT and let us re-roll as scrappers! Something ,anything is better then the current mish-mosh.

    oh if someone sees any fault with my math let me know.
  19. Veluta's 2 arcs are:
    1 is: "An arachnos Ghost Story"
    Souve' is: "A fragment from the spirit world"

    2 is:Power of the Spirit
    Souve is: Illicit copy of Malachai's Files

    Note that fragment one comes first meaning its lvls are 5*-10. The second is from 10-15 range.
    Not sure but from what feedback i saw in hermods thread apparently the second is the lvl specific one??

    Also is kristofff a verified contact? no one seems to have gotten this longbow badge so not sure whats up...
    Oh also need to know his lvls im almost to 30 so if that is the limit dont want to outlvl him....
  20. Hi, what is the lvl limit on Kristoff Jaeger?
    Also Veluta has 2 Story arcs, ill post the names when i get home today..

    As for Nerva's other broker it is Stella the mouth, she is about 150m from the ferry slightly up a ramp on the left side.

    Also not sure how detailed your going but since you listed Willy Wheelers non-souve' story arc... Tarixus has a story arc that ends with acquiring the Blackwand a temp power. You might want to list that (someone may want to do a list of temp power mish as well...)

    Great job Trekain, glad someone is organizing this stuff. In CoH i used nofuture.org for this stuff
  21. 12 steps got it!
    Step 1:
    SMASH!!
    Step 2:
    ok you see where this is going....
  22. Tsuki has been documenting this as well here:
    http://boards.cityofheroes.com/showf...o=&fpart=5

    but i also keep tabs on your jpg, good job.
  23. what about Veluta? she gives 2 arcs. requires the privateer accomplismsnt badge, hunt errr trap 50 ghosts at the fort in PO. her first arc has a lvl limit of 10 i think, and her second one seemed to be 10-15.
  24. [ QUOTE ]
    From: CuppaJo

    I have already passed this on and I think it is a bug - hang in there. When I find out more about it I will post!


    [/ QUOTE ]

    Hi all im perturbed by this situation as well, trying to get all the badges/souvenirs or as much within reason on one character here is CuppaJo's response on the topic, from PM i got a few minutes ago.
  25. thank god, i re-rolled my main to get all three in PO and just barely got all of them, i mean byt the skin of my teeth!