Warkupo

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  1. Quote:
    Originally Posted by galadiman View Post

    The real problems come when you don't have a working RL version to go from... like when you look at the great jetpacks available (esp the steampunk one), but then ask, "Where is the fuel kept?" and your head explodes a little.

    Nah, you just tell yourself it uses that, you know, really futuristic super small fuel cell thing they have in all the alien technology these days. You know the one.


    As for Helicopter shadows; I did see a Helicopter flying around in Atlas Park while I was... um... pretending to attack the Blimp for the amusement of my six year old brother. I tried to fly up to the Helicopter, but its' above the 'invisible' height ceiling of the zone. The helicopter itself was really small, which may account for why it's difficult to see from the ground when you notice a shadow.
  2. This only happens to me when I hit the 'get all inf' button as well. My solution is to just not hit that button.
  3. Quote:
    Originally Posted by Vitality View Post
    Anyways...this thread isn't about it's use mechanically...
    Yes, but to me, it is. The point I'm trying to make is that I do not care about Jab, thus I do not care what Jab does aesthetically. My *reason* for not caring about Jab happens to be based around it's mechanical applications, but the point still stands; I don't care about Jab. Until it is turned into a power that is worth using, I'll continue not to care about it.

    In order for me to add my support for wanting additional animations for Jab, I'd actually have to want to *use* Jab first.
  4. Without meaning to sound snarky, it's hard for me to care what they do with Jab aesthetically while it remains such a terrible power to use mechanically. I mean, I wouldn't be opposed to it getting different animations, but I still wouldn't take it.
  5. Quote:
    Originally Posted by UberGuy View Post
    Let me give you an example.

    I have a Stone Melee/Fiery Aura Brute. Regen and FA don't play a lot alike, but I believe they share some broad survival characteristics. Compared to a lot of their peer powersets, both are comparatively fragile, especially when talking about heavily IO equipped characters. Where FA has resists, Regen gets more click mitigation. Despite my labeling it on the fragile side, mine is a very survivable character, though against most foes that is in no small part due to Fault and FA's offensive strength. I can solo it against a lot of critter factions on +4/x8. That means that, when I am on a team, I can often be completely oblivious to how much aggro I am taking, because I could probably survive the aggro of the whole team.

    However, not all content is that forgiving. If I find myself the primary aggro soak against the kinds of foes I cannot readily solo on max difficulty, such as foes with lots of Psi damage, foes who can strip my defense, or foes who deal lots of pure energy damage from out of melee range (my defense to Energy is only moderate), I can get into a lot of trouble fast. Foes like the IDF in the iTrials can be particularly hairy, because they exhibit all the dangerous traits listed above. I know what kinds if things are bad for my brute, and were I solo, I would avoid piling a ton of their aggro on myself. But on a team or a league, I don't always have that luxury.

    Yes, if I am on a good team, they can keep that from happening. Of course it's not safe to assume that your typical PuG team is a good team, and for trials gated behind the Team Up Teleporter, PuGs are the primary thing most of us play. Not all sets need to apply this level of caution to as many foes. The more durable your build, the less affected you are by how well your team supports you.

    Based on how I play my Regen Scrappers, I find the level of caution required in terms of what I aggro similar to that required for my Brute, but only my Brute pulls aggro from nearby foes just by using AoEs. The Scrappers (and Stalker) get to shed aggro relatively easily if anyone else damages their targets. It's not as easy when you've been slathering them with Gauntlet or, in Brute Regen's case, a taunt aura.

    The effect I am describing is not the end of the world. It is simply something I have perceived in literally thousands of hours of play with the characters in question that I think is worth mentioning.
    I think, then, that we ultimately agree. My argument is that I don't have any more difficulty playing a brute than I do a Scrapper provided that my team understands what it is doing. In fact, I usually consider it a bonus that I get to be the center of attention in that I can build my fury more quickly. Obviously I'm also taking all the damage and the debuffs that go with that, but on a good team that shouldn't matter. If I'm on a not-so-great team, however, then I can't always guarantee that my brute is going to have some method for evading all the death he's attracting. Other than just.... you know, heroically running away.

    That said, a bad team is still going to be bad for everyone, regardless of the AT and not just the Brute. While I agree that a Brute is more prone to death in this kind of a scenario, I've always judged failure in this game by the inability to complete content in a timely fashion, or at all. Death is, at best, a minor inconvenience, and while it can certainly add to the inability to complete a mission I don't consider it a failure.
  6. Warkupo

    Maximum ST DPS

    I'm not entirely certain how the mechanics of Inner Light work, and Red Tomax isn't up for me to go look. I'm thinking it's something like 10 seconds of buffed damage, and then 20 seconds of not-so-buffed damage, but I don't know.

    At any rate, you would likely need to spread out your attack chain over a thirty second period, applying buffs to each attack as you would have them, add up the total damage, and then divide by thirty to get your DPS with regards to Inner Light. The only complication I see is that your attack chain probably won't perfectly end when Inner Light does, and you'll likely need to reactivate it again during your attack chain, which may mess up DPS calculations slightly.

    Probably easier to just go solo a pylon and figure out DPS that way.


    Also, for R.Strike > Blast > Bolt > Repeat you just figure out the activation time of Blast and Bolt, add them together, and that number is about how quickly you need R.Strike to recharge in order to make the chain work. Anyway, with Arcanatime you need R.Strike to recharge in about 3.036 seconds. To figure out how much recharge we need we just set up an algebra equation of:

    10 / x = 3.036

    x is the global recharge we need (that is 100% base recharge + (global recharge + enhancement bonus))

    Soooo, PEMDASing around, we get 10 / 3.036 = x, which is x = 3.293. So we need 329.3% - 100% (base recharge) = 229.3% Recharge in order to get the best chain possible (with reactive). Probably a little more to be on the safe side, what with server lag and all that.
  7. Electric Melee / Shield

    Dew Et.
  8. Warkupo

    Longer Bios

    I actually have bound the 'I' key on my keyboard to bring up the information of whatever I'm targeting, as I read the Bio's of *everything*. The first thing I do when joining a new team is look at the information of everybody on a team, and if they have a bio, I will take the twenty seconds to consume what information you have decided to put there. Even if it's horrible and filled with cliche's, I will read it.

    So yeah, there's at least ONE person in Paragon City reading your bio's.


    As for whether or not the limit should be increased, I'd rather they just fix it so that it doesn't randomly add characters, stop typing, lose text, and generally annoy the ever lasting **** out of me when I'm trying to use it. 1024 characters is a lot more when you can actually USE all of them.
  9. Warkupo

    Regen Question

    I don't know if I'd go so far as to say Regen requires a lot of 'skill', but then that term is always loosely defined anyway. For me, Regen basically boils down to: Hit Dull Pain. Not enough? Hit something else.

    Willpower is good, I probably like it more then Regen, but I also feel kind of... helpless, if things aren't going my way. Aside from inspirations and maybe Strength of Will, there isn't a lot you can do to remedy a situation with Will Power aside from running away and trying again. Regen, on the other hand, feels like it always has one extra 'god-mode' I can turn on.
  10. Tough and Weave are hard toggles to run before IO's on pretty much any character, not just Dark Armour. Your inclination that the set gets better with IO's is not wrong, and that's pretty much what you're going to need to do to make the problem go away.

    For the time being, I would focus on running your Resistance toggles, including Toughness if you can get away with it, and otherwise rely upon Dark Regeneration to sustain you in tough spots. Definitely trade Cloak of Darkness for Combat Jumping, which costs *much* less endurance and covers your immobilization resistance.

    Probably turn off Death Shroud until you can cut it's endurance cost down and put some useful damage procs into it; the piddling damage it does is not really worth it otherwise *especially* considering you're using such an AOE heavy primary.

    I might persuade you not to bother with Cloak of Fear or Oppressive Gloom for much of the same reason; Your AOE damage is going to be taking out minions very quickly, and I've never found much use for the toggles unless I could stack them with something else. I certainly *don't* need an entire toggle devoted entirely to stopping minions, and you probably don't either. Oppressive Gloom is the better choice if you *do* go for one of these.
  11. Dual Pistols is actually fairly ahead of the single target DPS most 'blaster' powersets are capable of until around level 50, where other powersets are able to attain much higher ST attack chains due to having more global recharge to work with and more constant AIM/Build-Up cycles. It's AOE damage, however, stays reliably high for most of the game and is quite a bit better than a number of other powersets (not all of them; certainly not Fire).

    All in All Dual Pistols is probably a 'middle of the road' set. Not terrible, not the best, but perfectly viable to play. Personally I pair it with Kinetics to take off the burden of not having Aim. It's hard to miss Aim when you have Fulcrum Shift, let me tell you.
  12. Quote:
    Originally Posted by UberGuy View Post
    One of the counterpoints to suggesting a Brute is that you're going to get aggro even if you might not like it. Scrappers and Stalkers (especially) don't really have that problem. A Regen Scrapper running into a spawn next to teammates (especially on a league) isn't going to taunt nearby foes onto you, where it might on a Brute if no one else is taunting the baddies. It's not that taunting foes onto a Regen is specifically bad, but one of Regen's main strengths is the ability to step back briefly after taking too much damage, then come back mostly or fully healed. This is more challenging in a team context if all the foes are determined to keep you as their target.

    That's mostly a moot point if the goal is solo play, where all the enemies focus on you any way. But depending on how you set your missions, there might be fewer foes to focus on you in your solo missions.
    I'd say it's a moot point in teams in well. I see this argument every so often as a reason against taking a Brute over a Scrapper (or stalker), but unless you're in a team of seven people who absolutely suck, it's very rare that you are completely on you're own. Through that combination of 7 people there are very likely going to be someone who can either buff the impromptu tank, help take some of the heat off with control abilities, or just plain as hell kill things before it becomes too much of a problem. In my personal experience, unless my team just plain sucks, I've never had a problem playing a Brute where I felt overwhelmed due to being the center of attention. Hell, with the way Fury works, I usually get irritated if I'm *not*.


    That being said, I too support going Brute for regeneration. Regeneration relies heavily on how much HP you have for pretty much every action it takes. Brute has a higher HP scaler and a much higher HP cap that are going to aide in that goal. Provided you can keep your fury up, your damage is going to be very even with what a Scrapper is capable, and you'll have more survivability to boot.

    In the SO world Regeneration is still a fine competitor, if not quite a bit ahead of most other sets. It is not the top dog it used to be in days long since passed, but I still feel it's balanced well with the other sets.

    As for Regeneration with IO's, based purely upon the countless hours I've spent in Mids, and without any particular combination in mind, I see no reason why I couldn't make a Regeneration character that has near or at soft capped S/L defense, about 20% defense to every other position and type, perma-hasten (provided you can do incarnate content), without sacrificing much if any DPS. Those bonuses combined with the power inherit in regen is going to ensure that he can survive a hell of a lot of anything thrown at him. Now, it wouldn't likely be cheap in every instance, but provided the regeneration character is willing to work for his power, he shall have his power. Powerful will his power be.
  13. Warkupo

    I found a happy!

    Quote:
    Originally Posted by Come Undone View Post
    You seem confused here. Soul Storm is a mag 3 hold. Abyssal Gaze is a mag 3 hold. Oppressive Gloom is a mag 2 stun. Psychic Shockwave (which you didn't mention) has 25% chance of mag 2 stun. You could combine shockwave and gloom to have a chance to stun a boss, or you could combine gaze with soul storm to hold a boss, but not gloom/gaze. However, most epic/patron pools have a hold, and shockwave is only 25%, so I wouldn't count on it for stunning stuff.
    Bah.

    This is the disadvantage of pouring over mids all day; all the abilities start to bleed together and you begin making things up. I'm *guessing* my brain was thinking of the synergy Oppressive Gloom has when paired with a blaster primary that has a single target stun in it. Thank you for correcting that.

    Aside from Oppressive Gloom, advice still stands; You'll probably enjoy an Epic Pool Hold to go with the one you have already to quickly control a Boss.
  14. I'll probably keep playing for as long as the game is available, but it won't be constant. I get bored and go flirt with other MMO's or video games for extended periods of time, and I usually cancel my subscription to things I don't see myself using for awhile. A lot of the time when I do this, I won't come back to whatever game I left. City of Heroes is the exception. It is one of the few MMO's that is truly, constantly innovating. Every time I come back to it I am amazed at how much new stuff there is to explore from the last time I logged on.

    So, yeah, I'll probably keep coming back to City of Heroes.
  15. Quote:
    Originally Posted by Santorican View Post
    Getting a war wolf is hardly paying to win. That pet dies so easily its not a huge impact on game play. Pay to win would be like say paying to get to 50
    That... is such a completely backwards concept to me. 1-50 is the majority of the game, paying to skip it is like buying something so you don't have to use it. It defies logic.
  16. Warkupo

    I found a happy!

    mmm, I'm looking at numbers as well, and with a very quick rough estimation, it looks like it could be fairly potent. At a To-Hit Debuff value of 58.48%, you're To-Hit from most powers is going to be -8.32 for 10 seconds. While that doesn't seem like much of a boost compared to -5.25 you'd have from not slotting it at all, the difference starts to add up when you start stacking the debuff on an enemy. For instance, if you can keep up 3 applications of the to-hit debuff with an enhancement value of 58.48%, the enemy will have his to-hit reduced by -24.96, and only have a 20.04 chance to hit you. If you did that same thing with no to-hit debuff enhancements, that enemy instead has his to-hit reduced by -15.75, and has a 29.25 chance to hit you. That's a difference of 9.21, which, in terms of how to-hit and defense work, is a quite a significant difference.

    If you can stack the effect 6 times, without it wearing off, the enemies to-hit will be floored. He will only have a 5% chance to hit you, and you'll effectively have some sort of reversed soft-cap Blaster.

    For best results I'm thinking 2-3 Lysosome Exposure, which increase your Accuracy, To-Hit Debuff, and Defense debuff by 33.33%. After that, perhaps just straight Damage, or maybe Damage IO's if you can find a set bonus you like.

    *Do* keep in mind, however, that your To-Hit is not going to be doing much of anything against an Arch Villain, and is going to be at reduced effectiveness against enemies who have additional To-Hit, such as Rikti Drones. Also be aware that, unlike a truly soft-capped blaster, you need time to build your To-Hit, which is time the enemy has to take you down. At the same time that a Soft-Capped blaster is only going to be soft-capped to a few types of defense, where as your To-Hit reduces enemies ability to hit you indiscriminate of what element or type their powers are.


    You might also want to contemplate taking Oppressive Gloom and Soul Storm from the Soul Mastery tree via Ghost Widow. It doesn't have as much to do with your specific enhancement preference as it is just taking advantage of your primary and secondary. As you mentioned, you like Abyssal Gaze in that it stuns enemies.

    Oppressive Gloom stuns all enemies around you at Mag 2. This will take care of any minions around you, effectively removing from the fight in a method similar to World of Confusion. It has better synergy with your Dark Blast set, however, in that if a boss within 12 feet of you, then you can use Abyssal Gaze while Oppressive Gloom is running and he will instantly be putty in your caring hands. Oppressive Gloom is normally hard to use because it lowers your HP, but Drain Psyche should mitigate that issue entirely.

    Alternatively, or Perhaps even additionally, Soul Storm works very much like your Abyssal Gaze; a single target hold, but it is Mag 3 instead of Mag 2. If the idea of getting into melee combat to stun the boss is unappealing, Soul Storm can very easily be used from a range with Abyssal Gaze as a sort of 1-2 punch that completely disables the boss as well. This takes more set up time than Oppressive Gloom, and it won't take care of the minions, but you don't have to go into melee to make use out of it, and it sounds like you prefer range.

    Things to think about, at any rate.
  17. I'm not paying money for a stupid werewolf I can only use five times. Make it a permanent power and maybe.

    But probably not, I still don't want a big man-dog following me around.


    Make it something pretty.
  18. Quote:
    Originally Posted by Jagged View Post
    The thing that annoyed me most with Caltrops was how high you had to hover for them not to effect you.

    I'm 18 feet off the ground, I shouldn't be taking damage from caltrops!


    Phew! Glad to get that off my chest
    Heh, yeah it was kind of ridiculous. My general rule of thumb is to keep my feet over the ladies' heads and then I was usually maybe safe.
  19. Quote:
    Originally Posted by Nihilii View Post
    Light Form is a fantastic power. The only drawback is that to use it, you have to play a peacebringer...
    ooooooooooooooooooooooooooohhh snap.
  20. Thank you for clearing it up. I can understand, and agree with, why you would adopt that methodology against a single powerful enemy who takes a prolonged period of time to defeat as it does give an apparently more realistic representation of what the Sonic blaster will be capable of doing for that kind of scenario. I apply a similar logic when I am calculating for double stacked Blinding Feint or Follow Up on my melee AT's.

    Still, I don't think it's insignificant to, at very least, be aware that a Sonic Blaster has a period of time where he has to stack his -res effect on the enemy before he can achieve a damage per second which factors in a constant -res debuff. Most of the time we are not fighting a single opponent that takes several minutes to defeat, but instead many quick skirmishes against several dozen individual enemies. While you could argue that such a scenario is more relevant to a 'who has better aoe potential' type of discussion, I still think it's important that a Sonic Blaster is aware that he is going to have to rebuild his -res debuff every time he has to target a new enemy, which is going to happen frequently during most combat scenarios in the game. His calculated DPS is going to more often resemble what his 'first' attack chain returns, rather than what he is capable of against an Arch Villain.
  21. Why not just have a bunch of super speeding heroes take turns running on a giant mousewheel? Superspeed is a cheap enough toggle that you can run it without depleting your endurance bar, and I have to think that a speed of 92.5 miles per hour would generate a lot of energy. I mean, hell, I can power up my entire house with a 30 minute ride on a bicycle hooked up to a generator and I doubt I go close to 92.5 miles per hour on that thing.


    So yeah, I just solved the energy crisis.
  22. @Obitus:

    I'm not sure what factors your using to arrive at your DPS, but the way your applying the extra damage done from the -res effect looks wrong. You appear to be calculating your DPS, then adding up how much -res the enemy will have accumulated by the end of the chain, and then multiplying your dps by that accumulated -resistance.

    In the game that -res is, I believe, applied after you finish executing the attack. So the first attack you use will have no -res attached to it and do it's basic damage, while the next attack you use will only be multiplied by the -resistance that is applied from the first attack, and so on. So you should have something like:

    ((Shriek Damage) + (Scream Damage * 1.13) + (Shriek Damage * 1.26) + (Shout Damage * 1.39)) / Total Activation Time = Damage Per Second w/-Res

    The actual DPS should be significantly lower than what you are depicting.
  23. I'm against changing Scrapper mechanics in an effort to make Stalkers better. A scrapper is sold as a soloist to the people playing it; Requiring it to be on a team to make full use of its' critical effect is going to make a lot of people, myself included, rather unhappy.

    The thematic reason for allowing Stalkers higher crit chance when surrounded by allies is that the Stalker can take better advantage of combat to make more opportunistic strikes. I would not be surprised if team scaling critical hit chance was not derived from an effort to allow Stalkers to make 'back stab' attempts ala DnD's Rogue class. This overall theme of a Stalker is what should be making them different from a Scrapper in terms of combat; A Stalker is supposed to take advantage of his surroundings to do damage, while a Scrapper is supposed to be a premier combatant. To relate back to DnD terminology, it's basically the difference between a Rogue and a Warrior. While their goals in combat are the same, their methods are stylistically different.

    When the first round of Stalker Changes where being applied in an effort to make Stalkers more viable in a team situation many people seemed to like the idea of diversifying Stalkers from Scrappers by allowing Stalkers to be much more critical hit oriented than Scrappers. I personally feel that this is the sort of route that should be attempted in an effort to increase the damage of a Stalker to be more competitive with Scrappers and Brutes, rather than simply increasing the damage scale to match that of Scrappers.

    My own proposals are to make Assassin's Strike and Hide inherit powers of the Stalker AT, or add them as an 'extra' level 6 and level 1 option in order to restore the powers that their inclusion has replaced. This courtesy does not need to be extended to placate, as placate simply replaces taunt/challenge which has little use both mechanically and thematically for the Stalker.

    Assassin's Strike needs renovating. I want to feel as though I'm actually assassinating someone when I use it, and it is hard to get this feeling when I cannot even take out most Lieutenants in one application. Currently, there are many powersets where using it is debatable, as often a Stalker will posses a powerful single target attack which can replace it by having comparable damage and being much faster to execute.

    I propose either giving Assassin's Strike significantly more damage, to the point where I *can* take out a Lieutenant without having to amplify it with Build Up, or giving Assassin's Strike a chance to instantly defeat the enemy it is used upon. Personal preference is placed on the second option, assuming that such an option is possible to code on this engine. Without giving it a terrible amount of consideration, I'm thinking something like a 100% chance to instantly kill a minion, a 50% chance to kill a Lt, and a 25% chance to kill a boss. I'm iffy about permitting such devastation to occur on an Elite Boss, but Arch Villains should not have a chance to be instantly slain as these are supposed to be team oriented challenges, in which case I would simply increase the damage Assassin's Strike can do to such opponents.

    Finally, I would like to see the Stalker base Critical Hit chance increased in such a way that their final damage output could theoretically match that of a Scrapper. With consideration to Stalkers still receiving increased critical hit potential on a team, I think Stalkers should have their base critical hit chance increased to 20% vs the Scrappers "10%" (minions excluded).

    In a damage scale x critical hit rate formula this puts Scrappers at:

    1.125 x 1.1 = 1.2375 Theoretical Damage Scale.

    and Stalkers at:

    1.0 x 1.2 = 1.2 Theoretical Damage Scale.

    A higher critical hit chance will mean that a Stalker has the potential to do significantly more damage than a Scrapper, and given that a Stalker would still retain their team buff ability, the Stalker will be doing superior damage on average compared to a Scrapper in a team scenario, something I feel is justified given their lessened survival.
  24. This is how you get me to watch the credits.
  25. Quote:
    Originally Posted by juniperbreeze View Post
    increase of damage vs hp cap. I want a killer with moderate armor and lower life VS a decent melee damage with slightly above low life and mod armor. Give me all around more damage damage and crippling debuffs in the assassin strike (make it more worthwhile outside hide).
    Setting aside the debate of whether or not Stalkers need to be doing more damage, the primary reason for increasing the HP cap is that Dull Pain and powers similar to it have a large portion of their bonus HP wasted due to the low HP cap of Stalkers. This is abnormal as none of the other power-sets have powers which are limited just because they are on the Stalker AT. Simply applying a global damage increase to Stalkers doesn't really address this disparity between sets that use Dull Pain and sets that use some other means of mitigation.

    At the same time, I can see compelling reasons against raising the HP cap, as I think most people in favor of Stalkers would rather see them receive a damage buff that allows them to be more powerful than Scrappers, with the trade off being that they have lessened life expectancy. Increasing their HP cap to be similar to scrappers means that it is very unlikely they will be buffed to do greater damage than scrappers on a consistent basis.

    In that case, I can see the argument for just changing powers like Dull Pain to give some other benefits that are aware of the Stalker HP cap, so that these powers do not seem to wasteful. Dull Pain would get fixed to close the disparity between sets that use it and sets that don't, and Stalkers are in a better position to get the buff I think they want.