gameboy1234

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    2019
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  1. My post from the previous thread:

    Quote:
    Originally Posted by Dr. Aeon View Post
    The goal of Dark Astoria was to provide challenging content for solo players and small teams; upgrading these EB’s to be AV’s that scale down, at this point in development, has the risk of causing a number issues that could hamper this experience, which is something we want to avoid.
    Quote:
    Originally Posted by Arcanaville View Post
    Irrespective of whether it happens in other instances, scaling EBs up has issues. Scaling *upward* always has issues, because things designed to be a particular rank tend to be more intrinsically powerful, separate from the rank scaling... That's not a good idea on its face. Is it worth creating that one problem to solve the alternate problem of the content in DA not scaling to larger or more powerful teams? Not in my opinion...

    It sounds a bit to me like they need some sort of EB+ that is designed to be scaled up.

    Say, add extra HP, some small resists, and a small damage buff for each extra person on the team. The EB+ is tougher than a regular EB, but doesn't give AV level rewards. But don't go further than that.

    Don't increase debuffs or secondary effects, and don't push the total resistance to anything over 85% or so. You want to increase difficulty, not completely shut a team down.

    You *might* increase the mez protection a bit, but probably not more than say +2 total for a full team. Just enough to require a bit of mez stacking.

    The difficulty settings could affect this. Higher level difficulty results in a higher level EB+. Extra spawn (x2 to x8) results in an EB+ with the HP and resists and damage for that number of people. "Allow AVs" gives +2 to level, up to a maximum of 4 counting other level increases. But still no AV rewards.



    So basically design a way to make EBs slightly tougher, without going all the way to AV, and without hard coding AV rewards either. I think you can get by with just a bit of scaling on the powers and such, without scaling everything.

    I'm avoiding other ideas here, like adding gimicks to a fight, mostly because I don't think every single fight should have to have a gimick. And because trying to come up with a lot of gimicks might be difficult, and therefore result in poor quality.

    I'm also avoiding "summons" or extra EBs, because I don't think that's going to add enough challenge to a fight, and it could be hard on the designers (folks showing up for no good story reason).
  2. Quote:
    Originally Posted by MisterD View Post
    I dont think that will work Did they REALLY not consider this when doing the new and old DA? SIlly question..it would seem...of course not.
    I guess an easy fix would be to add an "echo" to PI or Talos, so Rogues can enter it. Probably don't want to remove the echo from Ouro. It actually does make sense there.
  3. Quote:
    Originally Posted by Dr. Aeon View Post
    The goal of Dark Astoria was to provide challenging content for solo players and small teams; upgrading these EB’s to be AV’s that scale down, at this point in development, has the risk of causing a number issues that could hamper this experience, which is something we want to avoid.
    Quote:
    Originally Posted by Arcanaville View Post
    .

    Irrespective of whether it happens in other instances, scaling EBs up has issues. Scaling *upward* always has issues, because things designed to be a particular rank tend to be more intrinsically powerful, separate from the rank scaling... That's not a good idea on its face. Is it worth creating that one problem to solve the alternate problem of the content in DA not scaling to larger or more powerful teams? Not in my opinion...

    It sounds a bit to me like they need some sort of EB+ that is designed to be scaled up.

    Say, add extra HP, some small resists, and a small damage buff for each extra person on the team. The EB+ is tougher than a regular EB, but doesn't give AV level rewards. But don't go further than that.

    Don't increase debuffs or secondary effects, and don't push the total resistance to anything over 85% or so. You want to increase difficulty, not completely shut a team down.

    You *might* increase the mez protection a bit, but probably not more than say +2 total for a full team. Just enough to require a bit of mez stacking.

    The difficulty settings could affect this. Higher level difficulty results in a higher level EB+. Extra spawn (x2 to x8) results in an EB+ with the HP and resists and damage for that number of people. "Allow AVs" gives +2 to level, up to a maximum of 4 counting other level increases. But still no AV rewards.

    Just thinking out loud here...
  4. Quote:
    Originally Posted by Aett_Thorn View Post
    Ummm...look at the brackets. Everything within the brackets happens before it is multiplied against accuracy. So, you have your accuracy value (including buffs and debuffs) multiplied by your ToHit (including ToHit buffs, ToHit debuffs, and opponents defense).

    So I double checked with the wiki and, yup, Accuracy does multiply your opponent's defense. If you take the formula and distribute algebraically:


    = Accuracy * ((Base to Hit + To Hit buffs) - Defense)

    = Accuracy * (Base to Hit + To Hit buffs) - Accuracy * Defense

    = Accuracy * Base to Hit + Accuracy * To Hit buffs - Accuracy * Defense


    You can see that it clearly does. Which is dumb.
  5. Quote:
    Originally Posted by Rajani Isa View Post
    Hit Check Roll = (1+Accuracy) * [(Base ToHit + ToHit Buffs) - Defense]
    No. Accuracy does not multiply your opponent's defense.
  6. Quote:
    Originally Posted by Rajani Isa View Post
    As far as I know, no power has a to-hit bonus,
    I see what you are saying, but this is not quite accurate. Several powers have a To-Hit bonus. If a buff "helps you hit," then it likely does have a ToHit bonus. Leadership: Tactics and a Fortunata's Mind Link both grant a bonus to ToHit.

    I think what you mean was than when you slot a power, the enhancements grant accuracy rather than ToHit.

    Quote:
    Originally Posted by Zombie Man View Post
    Accuracy is multiplicative and ToHit is additive.
    This is exactly what I was going to say. Also the comment above that ToHit is applied essentially "before debuffs" is correct too. In situations where an opponent has a large To-Hit debuff (Circle of Thorns), the ToHit is actually better. Most of the time Accuracy is fine.

    The base formula is:

    Hit Check Roll = (1+Accuracy) * (Base ToHit + ToHit Buffs) - Defense.

    There's more too it than that. There's a couple of "clamps" where a calculation is not allowed to go over 95% or under 5%, and there's ToHit debuffs, and debuffs to your opponents defense, and level figures into your base ToHit, and probably a few more things, but that's the gist of it.

    Your base ToHit against an even level opponent is 75%, or 0.75. Let's say you or someone on your team is running Leadership: Tactics for + 10% ToHit buff. Let's also say you just activated a power with two +30% Accuracy IOs slotted into (and maybe some damage IOs too, but damage only takes effect after you score a hit). Your target has no defense.

    Your roll is:

    = 1.60 * (0.75 + 0.10) - 0
    = 1.60 * (0.85)
    = 1.36

    or 136% chance to hit. However the "clamp" takes effect here and limits you to a 95% chance. The extra 41% here is "extra" and just counts "in case". In case you had a to hit debuff, or your opponent was higher level, or in case your opponent had some defense, you'd still have the maximum to hit, 95%, until one of those values exceeded 41%. Then your actual to hit would start to go down.


    Lastly, besides the Combat Attributes, there's also a chat pane in the same area as the General Chat and the Help Chat, called Combat. You can actually see your to-hit and damage rolls there (along with other stuff). So if you want to see the "final result" of any attack, you can just look at that pane and it will tell you if you had a 95% chance to hit or a 45% chance to hit, along with the actual "roll" random number the server generated.
  7. Quote:
    Originally Posted by FourSpeed View Post
    On each "Finale" I rolled the component -- 1 Uncommon, the remainder were
    all Common.
    If you already have some Commons built up, I'm finding the Merit roll (2 Astrals or 1 Empy) or 10 Threads to be the better option.

    Remember, 8 Empy = a rare, and I do have pretty good luck with the Astral/Empy roll.
  8. Quote:
    Originally Posted by Kosmos View Post
    For AoEs I believe the only change is that this value is divided by a factor that estimates the number of hits per cast and appears to be based off just Radius, Arc and Maximum Targets. I only have the sketchiest idea what the formula for that AoE factor is at the moment. However, for melee cones this factor appears to be fairly small, which is why Crowd Control is at or near a 100% proc rate. If the factor is less than 1.167 then it should be at 100%.

    Unfortunately, due to the punch-voke bug, right now you are usually better off putting the Tanker proc in a true AoE, as the radii for the Taunt for longer recharge ST attacks can get to be quite large (17' on a 20s Recharge attack such as Seismic Smash or Knockout Blow) and so it will knock the proc chance way down.
    Just to point out: in my very brief test on Beta yesterday, I was often finishing up a single boss in a spawn, and on a single target I saw no change in the frequency of the proc. It was always 100%.

    I strongly suspect that whatever you think you are seeing as a bug here doesn't exist. For melee attacks, a small radius does NOT change the chance to proc. It does not knock down the chance to proc. I had 100% proc rates the whole time. Likewise, this "puch-voke bug" certainly wasn't affecting Crowd Control.

    There may be an issue with actual large radii AoE. I'll make another copy and test with Shield Charge.
  9. Quote:
    Originally Posted by Hatred666 View Post
    I have mine catalyzed and slotted in Jab. I still have a hard time having it fire more than a twice per minute. I'm very lucky if it even double stacks.
    This is very odd. Mine basically fires every time I use it. I hope it's you that is bugged and not me, I'd hate to lose the way the proc is working now.


    EDIT: Here's a weird thought: The text says that the proc fires up to 5 times per minute. How does it do that? Does it consider the recharge time of the power it's slotted into?

    Crowd Control has a base recharge of 12 seconds, and 60 seconds / 5 = 12 seconds on the money. Whereas Jab has a recharge of 2 seconds, which would yeild a proc chance of about 16.5% if you wanted 5 of them per minute. Hmmm.
  10. I got off my lazy butt and copied a toon to Test to try it out. I slotted the MotT Res proc and headed to RWZ to test it out.

    Short answer is that the MotT proc seems to work fine in Crowd Control, where I slotted it. I doubt I'll miss the chance for Lethal proc I had in there. At base numbers it adds 5% resistance to everything per proc. It seemed to fire each time I used CC, with only a slight delay. I could keep about two of them up, but with the base recharge in Crowd Control keeping more up was problematic. So about 10% resistance overall, which is nothing to sneeze at.

    With an Enhancement Catalyst, the proc adds 6.7% resistance to everything, or about 13.4% across the board with a typical two running. Not bad at all.

    I'll have to think about this, but Crowd Control does offer nice damage on a decent recharge (about 5.8 seconds) and I just love using it. I could put the MotT in some faster firing power, but with the less damage or mitigation. Yeah I think the mitigation in CC is going to win out. There's a big difference between one or two extra procs, about 6.7% to 13% less damage, and 100% less damage because everything is knocked down.

    So the CC is convenient because the Chance for Lethal proc is about the only IO I can remove without messing up the build, and the combination of decent recharge and mitigation make it a power that I'm constantly mashing anyway.
  11. Quote:
    Originally Posted by Justice29 View Post
    @Gameboy1234...the character I've been focusing all the incarnate energy on is Adam Not So Quick...he's a Dark Melee/Energy Aura/Soul Mastery Brute. I went with Spiritual for my Alpha slot for the +recharge and the +heal for the 2 heals this toon has. In the judgement slot I went with Pyronic....
    OK, good to know. I'm not familiar with that combo, but hopefully someone can add some thoughts as to the best Incarnate abilities for you.

    Quote:
    Those trials aren't coming as quickly as I had hoped, however....one per day if I'm lucky. The couple I've been on (BAF) were only something like 30 minutes long so I hoped to be able to get more trials done than I am. I'm on the Justice server...joined the popular channels as was directed to here...but still entire days will go by (like today....and a Saturday no less)
    I'm a little shocked. What times during the day do you play? Have you tried posting on the Justice server forum (here on these forums) to ask when the iTrials do form up?

    If Trials are filling right away, to me that says there's lots of folks wanting in, but not enough leaders. Leading is not really hard, just a pita. You might have to bite the bullet and be the next Trial leader on your server. BAF is not hard. Lambda is a little harder due to the need to know where the Acids and Grenades are. But neither are very hard to run.

    BaF goes like this:

    1. Kill War Warks walkers.
    2. Everybody to tennis court. One tanker pulls Nighstar to courts.
    3. Team 1 North, Team 2 South
    4. Back to courts, tanker pulls Siege. Please wait until Siege is close to Nightstar.
    5. After Siege and Nightstar revive, Team 1 on Nightstar, Team 2 on Siege. Please keep the health bars even.

    It's about that easy. As long as a few people have done it before, they'll head in the right direction and the rest of the folks can follow. You just have to remind people what to do and provide a bit of command. Who's north and who's south during the prisoner escape is about the only actual decision to make, the rest is required by the trial.
  12. It's been Call Ravens on beta for a long time; ever since it was properly released, afaict. Dunno why the wiki isn't updated.
  13. Quote:
    Originally Posted by TonyV View Post
    Third (bonus comment), if you're mad, please make sure you're mad at the right people. Although the community reps can escalate issues like this, ultimately, it's the NCsoft techies in Austin that will have to fix it. I suspect that Paragon Studios has very little ability to do anything about this problem, and I'd be surprised if Zwillinger hasn't had some frustrated conversations with them about it already.
    I thought it was a design team in Seattle that actually modified and tested the software, and Austin just installed it.

    But yes, this isn't Paragon Studios. Someone at NC Soft decided on a corporate level to use the Seattle team for this and other NC Soft games' forum software (at least Aion too, I think). All I can say is I hope they got a super cheap price.
  14. I've play pretty much casually, but when I do play I pretty much jump on a big PUG iTrial every chance I get. I have 4 level 50's, and only one has one Tier 4. It's not that big of a deal. You characters will feel fine at Tier 3. Tier 4's are pretty much small incremental improvements. Nice to have, but not required.

    In truth I haven't done a lot of UT or TPN, so I've missed a lot chances for a Very Rare. But I don't see that DA is actually all that much of let-down for soloist. It might seem like it, based on what you imagine everyone else is getting, but I don't think it actually is.
  15. gameboy1234

    Pairing beasts

    Quote:
    Originally Posted by Crysys View Post
    Yeah /TA is "ok" up until around your late 30's. Which most people stick with it until then just to get OSA and EMP arrow. The problem with /TA is that for all the "great" debuffs it allegedly provides after stacking multiple arrows on top of one another, a single instance from something like Acid Mortar (from /Traps) can achieve in a SINGLE activation.

    I'm not saying that TA is as good as Traps. I have a low level Thugs/Traps MM and it's certainly much easier than TA, no question. It might depend on playstyle or aesthetics, but I am saying TA wasn't bad. If you wanted a "natural" looking weapon to go with your animal pets, you won't be gimping yourself too much with TA.


    Quote:
    Originally Posted by InfamousBrad View Post
    I will say, in trick arrows' defense, that the three-arrow combination of glue, poison, and acid reduces NPCs' outgoing damage to nearly nothing, not just because of the debuff, but because of how much time they waste trying to get out of the glue circle.
    Absolutely true. But mostly my comment was that I thought /Poison and /TA should be rated closer together. In the brief time I used /Poison, I found its heal extremely weak. The huge AOE debuffs in TA are leaps and bounds over the single target /Poison debuffs for everything outside of AVs, and I soloed easily at +0/x4 with /TA. I don't think I could with /Poison.

    Quote:
    But on the whole, I agree with you. Even if you get lucky and the OSA bug never bites you at the wrong time, it still ties up all of your time firing arrows, when as a beast master you'd rather be using your primaries.
    This is also true, but funny in that most people until recently were saying to skip the mastermind attacks.
  16. Quote:
    Originally Posted by Kyriani View Post
    Trying to break into tier 3 on an incarnate ability is basically at the mercy of the once a day RNG on the component table and tier 4 is probably a pipe dream
    This is the one bit I think I will agree with once I start running my incarnate newbie. Getting a Tier 3 seems like it will be very tough. (OTOH, getting a Tier 3 or 4 via the regular trials can be pretty tough too.)

    Something like the WST where once per week you could do an arc and get a guaranteed Rare/Very Rare pick might be one possible answer.
  17. Doing some quick testing on beta, I saw the same thing. Even con missions yeild less than 1%. You'll have to turn up the difficulty or burn some Threads for iXP if you want faster progress.

    If you do the non-repeatable story arcs, you get much higher rewards. I'd do those first, then use the repeatable content as filler later on.

    Also, if you possibly can, run Mender Ramiel's arc in Ouroboros to unlock the Alpha Slot on one arc. There's no point in slowly grinding out iXP for the Alpha Slot.
  18. No opinion on drop rates yet. I'm just enjoying the new content in DA. I'll try to get my 46 Widow to 50 to test the drop rates later (all my other 50's have all their slots open already, so I can't really test with any existing toon.)
  19. Quote:
    Originally Posted by RadDidIt View Post
    Set? Power?

    Oh, sorry. I missed all of the replies to this somehow.

    I'm Shield Defense/War Mace, and I'm thinking of removing the Chance for Leathal proc from Crowd Control and replacing it with the Might of the Tanker proc.

    I'm already 50%+ Def to all positions so I thought some resistance to back it up might be nice.
  20. gameboy1234

    Pairing beasts

    Quote:
    Originally Posted by Crysys View Post
    Although I've never really experienced this on my Demon/TA, I have to state that even if /TA on an MM is the BEST AOE debuffs out there, the set is entirely lackluster short of OSA and EMP arrow. You really need a heal for your pets and a better way to mitigate damage. /TA needs a lot of dev love and I doubt it will get it anytime soon.
    I played a Beasts/TA on beta to level 32 and found it ok. The comment about Oil Slick might be on target, or might not, but otherwise the combo is ok. I had a worse time with my Zombie/Poison on live, because of the single target debuffs are fairly tedious to keep up, and the small single target heal wasn't enough to make up for it.
  21. Super Freitag, makin' the interwebs safe since 2011 or so.
  22. Right-o. You get one level shift when you get the Tier 3 alpha, for 50+1. (You'll love it when level 50 minions con blue to you.)

    Tier 3 Lore and Destiny also give a +1 level shift that only works in DA and the iTrials.

    If you read the mouse-over text in the "tree" diagram it tells you on the appropriate Tier 3's and 4's that "This ability also grants a level shift."


    P.S. What power sets does your character have, and what Incarnate abilities are you choosing?
  23. Quote:
    Originally Posted by Acemace View Post
    Adhering to the American democratic edicts, I voted thrice. ;]
    Yes, I noticed that their voting app is so poorly written, and slow, that I seemed to have voted three times trying to get the page to refresh properly.

    I guess these guys will be doing the ballots for the national elections this fall, eh?
  24. gameboy1234

    Pairing beasts

    I've tried /Storm but I really didn't like its single target heal. With pets it's AOE or bust imo.
  25. Just looking at your avatar... is Z-Dawg now a Z-Cat?