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This means that every Defense buff WILL stack to some degree with a playerÂ’s defenses, regardless of his power set.
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To some degree? Could you please quantify this a bit? Will pool power defenses provide more defense to positional defense than type? Will defender buffs provide more defense to type than positional? Will they all provide equal amounts of defense? And, to what types will they now provide defense? -
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Stealth, Grant Invisibility, Invisibility,Combat Flight, Weave, Maneuvers, Vengeance, and Combat Jumping will grant a Defense bonus to Smashing and Lethal Attacks in addition to Melee and Ranged attacks.
I added the same to Controller/Illusion/Group Invisibility.
The result of this is that ALL defense builds will benefit from Pool powers. Previously, Ice Tankers suffered somewhat because the Pool defenses did not stack with their defense powers. This is now rectified.
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Why just smashing/Lethal? I mean, if it provides defemse to melee and ranged attacks, that seems to be a greater percentage of damage coming in than just smashing/lethal...wouldn't making it defense to smashing/lethal and energy/negative energy be a bit more on par? (Of course, I'd love to see psi defense too since that seems to be kryptonite to all but a few...but I know that's asking for too much)
Also, what about the defender powers that grant defense? Are those only buffing one type of defense as well? -
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I'll doublecheck the numbers today and post something in this thread (hopefully today).
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Circeus, thanks for bringing this to everyone's attention. Now, if only we'd have that much success with the rest of the other threads around here... -
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I'll pop in here so you guys have a new target.
The original Task Force Datamine took 3 months to finish. That was to go over 2 months worth of data.
We now have 18 months worth of data. We looked for a more effecient solution, but our estimates still come out at 2 years to datamine and get you your badges.
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Thanks Positron. I'm not happy, but at least I understand now. Nonetheless, an explanation like this helps us out a lot in terms of dealing with the issue. -
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No you will not lose existing badges - the new ones that are brought in SS TF and Moonfire will not be awarded retroactively
OK I am making plans on Triumph to basically skip through the Quaterfield TF with 4 invis players clicking glowies on those missions that this can be done on.
I have seen it claimed as being done in a couple of hours using this method.
A protest by getting the badge by not really doing the TF.
I urge all to take this approach.
(Now knowing what I content Freak I am - this is a flippin Huge Step, and shows howI am about this)
Rabble Rabble
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I'm pretty sure that Rularuu can see through stealth right? If not, then this is an awesome idea and something that I would want to test out.
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Correct. Stealthing by rularuu = insta death AND perma aggro. If you get tp'd and rez, guess what, ambush time. -
CuppaJo, we know this isn't your decision. Can you please ask the person that is responsible for this to tell us why? I don't want to shoot the messenger, but I've a lot of anger welled up inside me right now. We're talking about 30 hours of game time for four badges completely wasted and out the window. 30 hours!!!!! That's what, at least 6 if not 10 days for a normal person...let alone all the time required to organize it. And I'll be honest with you, that first one that takes the longest? It [censored] blows...no point just tedious missions.
How can datamining for these badges be so difficult? If you guess that 800 people (100 per server...a conservative estimate) have done this, that's 2400 hours of game time, or 100 days of game time which translates to about 500 days. Can datamining for these badges be so difficult as to void those 2400 hours of game time? Come on now, really?
So, please get the person responsible for this decision to come out here and tell us why instead of hiding behind you CuppaJo since you don't deserve to receive our anger from this matter.
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Great guide eso. After playing my stoner to a reasonable level (34), I finally broke down and decided to read how others were doing it. Between the bits that I asked you when we teamed once a long while ago and what I learned, it all seems to be in agreement.
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Y'know, putting in the toxic resistance might've made it worth taking....but now that that's been removed and slow resistance in its place...I don't know...still seems like an underpowered power...especially since we get slow resistance in great quantities elsewhere (such as energy absorbtion I believe unless I've completely lost my mind).
Now, if permafrost was to make your skin so cold that you became resistant to smashing/lethal (i.e. you just don't feel lit), then it'd make for an interesting decision. -
I'm sure others have listed this here, but it can't be said enough...
The badges for all 4 of the shard task forces as well as moonfire have not been retroactively awarded as of the last time that I checked. I don't know about you, but that's a heck of a lot of hours invested for the badge to not be retroactively awarded. This needs to be fixed before i5 goes live in my opinion. -
I think that what I failed to mention in my previous post is that while the tests were against a monster, the real issue is longevity v., say, an AV...given that some AV's alpha strike is greater than the amount of hp I have as an ice tank (even with hoarfrost active), if they have a 70% chance to hit me with all of my shields on, this provest to be a problem. However, I didn't have an AV handy to test, so I've no numbers to report on that.
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Ok, the test server has finally updated to reflect the changes that Statesman mentioned. (i.e. monsters have 75% acc now).
So, I reran the tests that I ran yesterday...there is a bit of a difference, but still not enough I found. Here's the summary of the tests:
On live, test server pre monster acc debuff, and test server post acc debuff. My live numbers are approximate since I don't have access to the live servers right now to verify. For the test I fought one Thorn DE monster in PI. For defense I had weave, combat jumping, and all of the ice armor shields running. All of my defense powers, save wet ice and combat jumping, are 6 slotted: 2 end reductions and 4 defense. Only green inspirations were used to prolong the test. Its also worth mentioning that I had hasten running. While this does nothing for me on test, it adds 5% defense on live.
So, the numbers...
On live, and this was tested for about 20 minutes, I was hit b/t 40-50% of the time. As I said, those numbers are approximate since I can't double check that right now.
On test before today's update, I was hit 90% of the time. This consisted of 50 attacks by the monster.
On test today, I let the monster attack me 200 times. For the first 50 I was hit 80% of the time. For the second 50 I was hit 64% of the time...thus after the first 100 attacks by the monster I was hit 72% of the time with all my toggles running.
To test the noticeable difference between the first 50 and the second 50, I ran another run consisting of 100 more attacks by the monster. On this test the average once again turned out to be the monster hitting me 70% of the time. While there were strings of the monster not hitting me more so in this last test as compared to the first, it all averaged out in the end.
So, while it might be claimed that the accuracy of monsters has been reduced to 75%, what I have found that with all of my toggles running, a monster still hits me approximately 70% of the time. My defense helps mittigate only 5% of the monster's accuracy? This still seems to be broken.
As an ice tank, without hoarfrost running, I have approximately 2000 hitpoints. The Thorn attacks for 750 and 450 damage with its 1-2 punch (so these are fairly close together), and then has an attack for 1100 damage that's more rare. All that is lethal damage I believe, so those numbers were mitigated by tough. Without any heals, that means I can withstand 5 of the monster's attacks, or, if it uses the more powerful attack, 3-4 (i.e. this is the case if you land next to the Thorn, he footstomps and throws spines...or whatever that attack of his is called at you, then you jump away and he uses his larger attack).
Luckily, hoarfrost provides a nice 1000 hp heal, but even with 5 recharges in it and hasten running, it is still very infrequent.
As well, on all of these tests, EA was not used.
So, in summary, the ice tank is still underpowered v. a monster, though its better than it was earlier this week. In order to balance the table some, boosts to an ice tank's defense, returning the defense to hasten, or boosting weave would help. My preference would be for the ice tank's defense to be improved slightly (+5% to each power and let us retest what that does). -
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I've seen more than a few people crying for Ice Tankers to have their own place to give feedback. And since we've already planned to change Unyielding some, a few think we're ignoring Ice in favor of Invulnerabilty. So I wanted to start this thread.
Here's a couple of changes coming that I think will help:
Reduced Accuracy of Minion level Turrets from 75% to 58%.
Reduced Accuracy of Lieutenant level Turrets from 94% to 65%.
Reduced Accuracy of Boss level Turrets from 113% to 75%.
Reduced Accuracy of Snipers from 75% to 65%.
Reduced Accuracy of Archvillains from 90% to 75%.
Reduced Accuracy of Giant Monsters from 90% to 75%.
Reduced Accuracy of Monument Minions from 75% to 58%.
Reduced Accuracy of Rularuu Bosses from 90% to 75%.
BIG thanks to Circeus, for his tireless devotion to all that is Ice Tankerish. Hip hip hooray!
PLEASE keep the discussion limited to Ice Tankers. Anything else will be removed.
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I've just come back from test to compare my notes on how well my lvl 50 ice/ice tank does v. DE monsters. The tests were against a thorn I believe.
First off, both tests were conducted using all the ice tank armors. 2 slots each for end redux, 4 slots each for def. Except Wet Ice, which I have slotted slightly differently...though since it provides a small boost to def. we need not worry about how I have it slotted.
Second off, I also ran tough and weave, six slotted the same way as my armors...2 end reductions, 4 def. or damage resist depending on which one we're talking about.
Third off, only green inspirations were used.
On live monsters hit me about 50-60% of the time, which seems fair since defense is all that an ice tank has going for it. Its hard for me to double check those numbers since I can't run the live server on the notebook I'm traveling with right now, but that's the ball park.
On test, which I can run on my notebook so I've tripple checked these numbers: against the exact same monster, I was hit 9 out of 10 times without fail by a Thorn. That's an equivalent defense of 10%. How does that make sense?
So, in conclusion, Statesman, I applaud the idea of the changes, but they aren't working in the way intended on test right now. As it stands an ice tank can effectively tank a monster on live (while doing no damage mind you), but on test an ice tank cannot survive due to the lack of defense.
As a second comment, I greatly appreciate the +en on Energy Absorbtion now, that rocks. -
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Very nice, but makes the Mole Point irrelevant. Would have fit in better if the portals to the Chanty and the Storm Palace were in the Mole Point.
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Agreed. Make them in the mole point and in need of being unlocked by traveling to those zones and doing something. No new graphics would be needed iif you treated it like a train...click on the mole point portal and select which zone you'd like to go to. While I think its great that you're making it travel friendly, it'd be nice if you made it such that people had to earn this so that they'd appreciate it. Also, if you could put the exit in the other zones at a location not next to the entrance portal, and make it more visible (I had a helluva time trying to see that little tiny thing that I was supposed to click on), I think that would further improve matters.
Also, I as well didn't see the jump points on my map...luckily I've got most of them memorized by now sadly enough.
It was great to see the mole point graphics in FBZ fixed finally. Thank you!
It'd be nice if some content was added to the missions as opposed to having them be an endless supply of missions with no change or point from mission to mission. i.e. throw a story arc in there in addition to the endless missions.
Also, I had a very difficult time finding the new contacts. -
Despite a couple hours of searching on test, I was not able to see either of these events. My thoughts only echo my general sentiments which I'll list here:
Is it possible to increase the spawn rate of monsters (aside from luca who seems to spawn very regularly) and to announce zone events somehow?
While its been pointed out to me that having zone events occur frequently will make them lose their luster, I'd like to be able to participate in them without spending hours just sitting around in skyway looking for something that I could possibly miss. Maybe if two changes were made:
1) Add an option of looking for a giant monster or zone event to the search comments box.
2) Upon a monster spawning, all heroes with this option selected receive a tell from a security chief saying that so and so has been spottend and we need your help! Maybe even make the hero check in for this with a security chief such that they're "on call" for an hour. And have the spawnage set up such that once or twice an hour, a monster spawns or a zone event happens (note, a, not every)
Thanks for listening. -
Just came from finishing the task force as well. We had a couple things slightly different, just for everyone's info..
There was another mission b/t 8 and 9 the same as 8.
Missions 4-8b were all in the storm palace.
And we didn't have to see the contact b/t missions 12 and 13.
Other than that, thanks for the great write up, it helped us out tremendously.