je_saist

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  1. ... anybody else struck with the horrible thought that if Michael Bay actually saw that... it would happen...
  2. Quote:
    Originally Posted by phenom44 View Post
    Hello All,

    I finally broke down and bought a Panacea proc, but can't seem to find data or a post to see if it's better slotted in Physical Perfection than Health?

    I'd image I would get more out of the +Endurance, but what of the Regen. This will be predominately for PVP.

    Thanks in advance
    PvP forums are at this link: http://boards.cityofheroes.com/forumdisplay.php?f=551

    Please post in the correct forum.
  3. Quote:
    Originally Posted by rmthornton View Post
    My boyfriend was having the same problems. I wonder if he regrets introducing me to CoX....
    You mean he didn't have sufficient defenses for his Item of Power?
  4. Quote:
    Originally Posted by GATE-keeper View Post
    No. He. Didn't.
    Somebody must have read up that 5 page long rant I did on Joshua Jericho's Old WTHComics forum :P
  5. je_saist

    Perma Hasten ???

    Quote:
    Originally Posted by lll Phoenix lll View Post
    you think that with the 45% rech of the spiritual Core Paragon wont make it possible? It ignores ED for 2⁄3 of its effects
    okay, here's the hard-numbers from the film.

    PvE video
    • 0.13: Hasten Activated
    • 2.09: Hasten ready for activation
    • 2.18: Hasten Activating
    PvP Video
    • 0.26: Hasten Activated
    • 2:26: Hasten Wears off
    • 3:13: Hasten Activating
    You're going to need way more than another 30% effect ((45% /3) x 2) from the Alpha Rare to knock off that deficit between Hasten wearing off and it being ready to activate again.
  6. je_saist

    Perma Hasten ???

    Quote:
    Originally Posted by Adeon Hawkwood View Post
    110% is the required value without DR, you'll need to apply DR to find out how much you need in PvP.

    Here's Arcana's guide to estimating DR:
    http://boards.cityofheroes.com/showthread.php?t=126132
    Even then, the developers can mod that formula at any time.

    Anyways, I started going through the patch notes to see if I could give you a direct answer on just how much recharged would be needed... but I couldn't find anything...

    So I popped on my Ill / Storm and made two videos.

    In the first Video I show my Ill / Storm achieving perma hasten sitting just outside Recluse Victory's gate:

    http://www.youtube.com/watch?v=79RPPk8WKCA

    In the second video I activate Hasten while under PvP DR and wait for the rechage. And the video, well, shows for itself.

    http://www.youtube.com/watch?v=3We2R1NDe4Q

    I'll sum it up. The first Video has a running time of 2 minutes 29 seconds.

    The second Video has a running time of 3 minutes 20 seconds

    Right off hand, my gut reaction is that Perma-Hasten in PvP? Isn't happening.

    ***

    Okay, I think videos and links are fixed.
  7. je_saist

    Perma Hasten ???

    Quote:
    Originally Posted by lll Phoenix lll View Post
    Ty my friend. I thought that it was impossible with DR to have perma hasten in pvp.
    still impossible in PvP with DR.
  8. je_saist

    Perma Hasten ???

    you could have perma hasten in the game before hand: http://paragonwiki.com/wiki/Perma

    just need 110% recharge.

    Incarnate Alpa Uncommon brings this around to ~95% base recharge.
  9. Quote:
    Originally Posted by Angelxman81 View Post
    I wasnt able to finish "Stop the cultis by any means necessary".
    I hope they add better tips for villain, Im playing them with my heroes to get I19 badges and this make me hate red side more than ever.
    Villain tips are a total pain with my most hated maps.
    won't happen.

    Tip missions deliberately place players against the hardest enemies in the hardest situations.

    The comparative difficulty of Tip Missions is one of the reasons the developers are comfortable with the relatively high reward results of the Alignment Merits for Heroes and Villains, and the regular merits for Rogues and Vigilantes.
  10. Quote:
    Originally Posted by Jade_Dragon View Post
    Is this true of Blazing Aura, Lightning Field, and Death Shroud? I don't believe so, and if not, then I see no reason why Quills would be different.

    [edit] No, I know this isn't true. Fury is generated when you make an attack. You do not get multiple applications of Fury if the attack is a DoT, and you generate Fury whether you attack or not. Thus, it is based on activation, not hits. A damage aura would not generate Fury.

    It would respond to Fury, whereas as you noted, damage auras do not Critical. But it would do nothing to generate or maintain Fury.
    It wouldn't matter either way. Check the video that I posted (well, when it finishes uploading).

    Fury gain rate is steady with no attacks other than Mud Pots running and the enemies attacking, and Damage Aura count went up, not stayed the same.
  11. Quote:
    Originally Posted by TheBruteSquad View Post
    Brutes do more damage with damage auras than scrappers?
    I'm uploading a video to show this... I'll edit this when the video is on YT: video address should wind up being http://www.youtube.com/watch?v=r73FKYpVjvA

    Video upload is going to take a while... Google is telling me 88 minutes right now.

    Okay, video is uploading, but I'll go ahead and tell you what I capped.

    I took my Dark / Stone brute into a map set at -1 / x3.

    My Mud Pots power is enhanced to do about ~13 points of damage on impact.

    You can see in the combat tab, and on the orange numbers floating over the enemies heads, that as fury builds up, solely on the enemies attacking the brute and from Mud Pots, that Mud Pots does more damage.

    As fury generation stabilized Mud Pots was clocking in around 28 points of damage generated.

    So yes, with Fury, brute auras do more damage than scrapper auras in solo and low team damage buff situations.

    Quote:
    How, when blow for blow scrappers outdamage brutes with every other shared attack post SOs?
    yes, no, not really. I didn't do the calculations, somebody else did, but Brute's need around 63% Fury to match damage with Scrappers.

    I believe those calculations included scrappers critical chances.

    Given that Brutes can gain and hold medium levels of Fury easily now, this means that blow for blow, even on SO's, Brutes will be doing more casual damage than scrappers. The difference will be in team-situations where Scrappers gain greater benefit from damage buffs compared to brutes.

    Scrappers will be clocking in an effective 1000% damage boost at their damage cap with criticals (500%x2). Brutes will only be clocking in 775%: http://paragonwiki.com/wiki/Damage_Cap#Damage


    Quote:
    Since I don't have an attack chain with my spines scrapper at level 28 I can't imagine that spines would be any good at fury generation. At all.
    Quills.

    Fury is based on hits and getting hit. Each quill strike counts as a hit.
  12. Quote:
    Originally Posted by Nalrok_AthZim View Post
    Too much damage output. A brute with two DoT auras (such as Spine/Elec) would be ludicrously good at farming and leveling. The game would essentially be easy mode, save for tougher fights.
    I'd agree with this concept.

    I think one of the reasons that Scrappers can get away with two damage aura's is that on scrappers the armor attack powers; such as Blazing Aura, Burn, consume, Shield Charge, and Death Shroud; do not benefit from critical strikes.

    On brutes those same armor attack powers do benefit from Fury.

    I know how quickly my own Spines / Fire can rip through mobs on it's own... Spines / Fire with Fury Boost? And Build Up? And Fiery Embrace? That could get a teensy bit unbalanced...
  13. Quote:
    Originally Posted by Zikar View Post
    Primary coloured spandex, giant robots and monsters are okay for samurai... but cell phones, that's crossing the line.

    See! Somebody else understands!!

    Okay, attempting to be serious in a thread that simply demands one not take it too seriously, I'll have to point you to Linkara's on-going History of the Power Rangers. Most of the original Bandai Produced Power-Rangers used some kind of special morpher.

    I mean, if you are going to be doing colored spandex, giant robots, monsters that grow, and Samuri that are dressed like Ninja... why not do something wild and fantastic for the morpher? Why use a common and mundane item?

    I mean, come on. I want to see these guys materialize a dagger in their hands, sweep in a circle with the dagger becoming a katana, and then they slice the air, dive through a Rift that the Katana Creates and Emerge as Rangers!
  14. Quote:
    Originally Posted by AzureSkyCiel View Post
    Hmmm... would you mind explaining this a little better?
    what I'm hearing is that you're talking about adding mag numbers to defense debuff effects and that seems like a bit more work compared to simply adding defense debuff resistance to some powers that don't have it.
    So would you mind explaining it again, please?
    That's... pretty much it actually.

    Add a magnitude protection to power-sets that offer defense resistance as is.

    I'm not entirely sure how practical that kind of solution will ultimately be, but I think it's a better direction to go than just pushing up Defense Debuff Resistance Numbers.

    Why?

    Well, for starters, we don't know how many players ultimately use IO sets in their builds. We do have an indication that the number of players with soft-capped builds is a relatively minority in the game. Ergo: any changes that need to be made need to account for the entire player-base, not a select few players.

    Simply raising the Defense Debuff Resistance would have an equivalent immediate effect: reducing the the amount of defense removed.

    The problem is how and what is removed. I semi-recall Paragonwiki have a section on Defense Debuff Resistance; or a blurb stating that defense debuff reduces the amount of defense and that defense debuff resistance reduces the amount of the defense debuff, but not the time. As of right now, I can't find any pages that reference what Defense Debuff Resistance actually does or what Defense Debuff actually does.

    Either way, if Defense Debuff Resistance reduces the magnitude or time of a Defense Debuff, buffing the DDR numbers directly actually presents a rather serious problem from a long-term point of view.

    If the defense debuff resistance lowers the amount of a defense debuff, buffing the defense debuff resistance numbers could make it possible for players to completely ignore attacks that debuff defense. Case in point, Super Reflexes and Hamidon Enhancements. I suspect the developers are fine with Super Reflexes being able to cap Defense Debuff protections since the set offers pretty much no other mitigation.

    If the defense debuff resistance lowers the time of a defense debuff, buffing the defense debuff resistance numbers would again put players in the position where defense debuff attacks pose no threat at all.

    The conceptual idea is that Defense Debuff powers need to still be a danger to Defense based archtypes. A magnitude protection offers players more casual protection, without eliminating the threat altogether.
  15. Quote:
    Originally Posted by ShoNuff View Post
    Power Rangers are on US TV... FEB 7th... POWER RANGERS SAMURAI!!! LINK
    ...

    On the plus side
    • it looks like there is gonna be another Carter Grayson
    • Love the music.
    • Looks like somebody in prop-design was playing Monster-Hunter 3
    On the negative side
    • Looks like somebody in prop-design was playing Monster-Hunter 3 and thought a Wii-Mote Cellphone was a good idea
    • ... A CELL PHONE????? FOR SAMURAI!?!?!?! NERD RAGE!!!!!
  16. I've been sitting on this posting for... well... a while... waiting to see how the Incarnate System was going to play out. Then I watched a couple of global channels descend into madness over the death of defense and the marginalization of defense as a damage mitigation effect. I have seen several statements to the effect that another Global Defense Reduction is coming, and that all Defense based avatars are going to be thrown to the wolves.

    The primary cause of this behavior, from what I have observed, is rooted one of two causes:
    • The first is the in-between lines from the developers that the number of defensive IO buffs available was un-intended, and that there is concern over Archtypes and power-sets reaching Soft-cap defensive protections that they should not be reaching.
    • The second is the current Incarnate System that features enemies with higher native comparative levels, and thus higher accuracy and to-hit ratings, that can more easily ignore defensive protections.
    The short point is this: I cannot see the developers, in this case specifically Black Scorpion and Synapse, overhauling the defense system in a negative manner. Power-sets such as Force Field, Cold Domination, Super Reflexes, Shield, Energy Aura, and Ice Armor have powers based primarily on defense as a damage mitigation. Making any changes to how defense works would not only require extensive recoding to the game's processing engine to handle the new effects; it would also require significant re-balancings to preserve the comparative protections of defense with other mitigiation effects.

    I do not, at this point, have any reason to believe that either Black Scorpion or Synapse intend to push through a system overhauling how defense itself works. That being said, I do agree that something probably should be done about the marginalization of Defense as a damage mitigation. I do think that Black Scorpion and Synapse are going to look at some kind of solution to lessen the important of defense as a combat utility tool to archtypes and power-sets that do not depend on defense as a native utility.

    So I'd like to propose a solution that I think will work, based on an existing in-game system.

    Currently in the game players can achieve both Status Effect Protection and Status Effect Resistance.
    • Status Effect Protection determines whether or not a status effect applies to the player.
    • Status Effect Resistance determines how long a status effect applies to the player.
    My suggestion is to implement a Defense Protection system based on the Status Effect Protection System.
    • All defense debuff attacks are assigned a magnitude rating
    • Player defense debuff protection is based on existing defense debuff resistance
    • only melee archtypes with native defense debuff resistance receive defense debuff protection
    • add defense debuff protection stats to Force Field Dispersion Bubble and Cold Dom Frostworks Powers
    • In order for a defense debuff attack to apply the defense debuff, the magnitude rating must be passed.
    The conceptual idea is that power-sets that already offer defenses continue to be valuable against enemies with higher-to hits or debuff effects. The developers can seed more NPC groups with enemies that debuff defense, thus countering the rise of the IO soft-capped builds, without negatively impacting power-sets that rely on Defense as their primary application.

    Cold Domination and Force Field users can also give players without native defense protection the benefits of defense debuff protection, but even then application is largely limited.

    I don't know if this is the direction that Black Scorpion and Synapse will ultimately take, but the concept has largely been proven to work.

    * * *
    Forgot a point somewhere in there. On the prospect of Incarnate Content. We already know of one Level-Shift in store through the Alpha Slot. This alone will reign in some of the ease that enemies on Tin Mage and Apex have in hitting defense based players. We also still don't know what Mr. Miller has planned for the rest of the Incarnate slots... An Incarnate Effect to boost native resistances and protections could already be planned.
  17. Quote:
    Originally Posted by Starforce View Post
    Thank you for the replies and PMs, all. Appreciated.

    Last question.

    I'm going to take your advice and go warranty. Do I want 1 year of "complete care" or 2 years of the limited with in-home service after remote diagnosis?

    1 year of great protection vs. 2 years of decent protection. Thoughts??

    -Star
    In 2008... according to Forrester Research... Dell had a customer service rating of 58% : http://bits.blogs.nytimes.com/2009/0...vice-rankings/

    Dell repeatedly comes in last in terms of Customer Satisfaction, carrying home ignoble wards from the likes of Forbes and Consumer Reports.

    Ergo: I don't think that you are going to find that the words Dell and great protection belong in the same sentence.

    If my own experiences are any indication, Dell will do everything in it's power to squirm out of honoring the in-home service part of the 2 year contract. More than likely their remote diagnosis will consist of a phone call and a cost to you to ship them the laptop.

    As far as I am aware, Dell generally doesn't squelch on their 1 year warranties though.
  18. Quote:
    Originally Posted by Inno View Post
    Thanks for the responses. I thought it might be possible with some arcane mix of stuff, but it's perfectly fine if it doesn't really exist.
    ... don't... don't let my pessimism on the subject dissuade you from something that you want to try.

    Sometimes the really stupid builds can turn into something wonderful. Case in point for me, I made an Archery / Fire blaster years ago. On SO's the combo sucks. On IO's? I've got loads of places to slot recharge sets. I've got Chance for Holds in the single target attacks. The revamped Burn? Access to a Targeted AOE immobilize in Electrifying Fences?

    Now, that's a lucky example, where things in the game changed in such a way that an awful combo changed into where'd all the mobs go?

    I don't think you are going to get that lucky with a Scrapper.

    The developers are very... hesitant... about what players refer to as the Tank-Mage... the combination of defenses and debuffs / buffs in a single archtype.

    Ergo, while Tanks and Brutes have access to Debuffs, the strength of the debuffs are significantly lower than the actual buff / debuff archtypes.

    From a technical standpoint, a Kinetic Melee Brute with Electric Armor and Soul Mastery will provide you with one of the strongest debuff sets.

    Kinetic Melee will sap an enemies damage, which will stack into Darkest Night's -damage debuff. Electric Armor will sap an enemies endurance.

    Alternatively, a Kinetic Melee Tank with Ice Armor and Soul Mastery will be even more devastating on the debuff front. Minus damage in Kinetic Melee. Minus Damage in Chilling Embrance. Slow in Chilling Embrace. Minus endurance in Energy Absorbtion. Then the -damage and -tohit on Darkest Night. Oh, and the -resistance on Bruising.

    Between Frozen Armor, Glacial Armor, Weave, Combat Jumping, and Manuevers you'd pretty much be at Smash / Lethal / Energy / Neg-Energy soft-cap, even on SO's. Throw in Energy Absorbtion, and you will be over soft-cap. Not to mention that there's 5 defense powers right there. That's 5 opportunities for LoTG 7.5%

    You wouldn't be king of damage, but if you want a debuffing melee, that's how I'd do it.
  19. Quote:
    Originally Posted by mauk2 View Post
    elec/elec, slot mildly for end drain in one or two attacks. Works surprisingly well.

    For much more debuffage, elec/elec tank with Soul Mastery. Gloom, Darkest Night, and Dark Obliteration for some serious -to hit stacks, which works out to a huge boost to your survival.

    Purists might point at dark/dark, but I just can't.....
    elec/elec/soul brute works really well in this aspect: http://boards.cityofheroes.com/showp...27&postcount=7

    my only complaint with the build I have is that I'm really low on single target damage. I haven't really played around with swapping out Soul Tentacles for Gloom.
  20. Quote:
    Originally Posted by Melancton View Post
    Well played, ZM.

    "Robin Hood, you're back!"

    "Eh, what about my back?"


    And WB to the good Doctor.

    EDIT: Or Professor.

    I take it we should still not stand behind you?
    Watch my Back!

    Your back just got punched twice.

    Thank you!
  21. http://www.phoronix.com/scan.php?pag...item&px=ODk5Mw

    http://www.gametreelinux.com/

    This just popped on Phoronix.

    I don't know yet how this will, or could, relate to CoH on Cider / Cedega.
  22. Quote:
    Originally Posted by Prof_Backfire View Post
    Does anyone remember me at all? Yes, Professor Backfire, as scatterbrained and reckless as ever, is back on the streets of Paragon wasting time and money on costumes and getting killed a lot!

    Now I just gotta kill time while waiting for this monster download that I hope doesn't kill my connection for a month again. So, what's new?
    ... I had this playing when I loaded the thread : http://www.youtube.com/watch?v=9kpNtBfPdvg

    ... your avatar was synching with it...
  23. ...

    Schismatrix: just out of wondering, what exactly do you intend to do when somebody takes the time to shoot videos of WoC in action?

    Say... like these 4:

    http://www.youtube.com/watch?v=V8_vDfmx9PI
    http://www.youtube.com/watch?v=ixhc66W-X-Y
    http://www.youtube.com/watch?v=eoJ7EWa8yEE
    http://www.youtube.com/watch?v=-kJIwqBv-Pc

    The matter has been passed to Black Scorpion and the powers team for comment on if WoC's behavior is Working as Intended or if there is indeed a bug in the damage component not disabling Stealth on damage initiation.

    Have a nice day deary.
  24. Quick shot: does not exist

    Long shot: okay, if you really want to try and make a scrapper that does some kind of debuff, I'm not really sure you understand the concept of scrappers.

    While some scrapper sets offer off-set debuffs, slotting those sets for debuffs will leave you critically weak in the area that matters most for scrappers: DAMAGE

    For example, Dark Melee takes to-hit debuffs on some powers, and Spines takes slow on some powers. If you slot those out to where they'll actually have an effect... you'll use up valuable slots that should be used for Damage.

    Now, if you want to get really tacky and don't mind playing the Random Number Generator for laughs, the Claws, Broadsword, Dual Blades, and Katana sets offer defense debuffs as secondary effects. The Achilles' Heel Resistance debuff proc is not flagged as unique in the game: http://paragonwiki.com/wiki/Achilles...istance_Debuff

    You could, in theory, toss a chance for resistance debuff in every single power that offers a defense debuff, and then hope that the proc actually activates often enough to do something for a team.

    You'd be better off making a Tank and working the Bruising instead.

    Actually, you'd be better off with a Tank or Brute to begin with if you want to debuff. They get stuff like:
    • Darkest Night which is a Toggle To-Hit debuff and minus damage debuff
    • Melt Armor which does resistance and defense debuff
    • Arctic Breath which does resistance defense debuff with added slow debuff
    • Shiver which is a massive slow
    • Ice Storm which should be tagged with do I have to explain?
    • quicksand which is a defense debuff and contains movement debuffs
    The catch here is that because the Melee arch-types are not debuffers, the debuff values on the Melee archtypes are really low. Using the tank values as displayed during a respec:
    • Melt armor on a tank does -7% defense and -9.75% resistance
    • Darkest Night does -21% Damage Resistance and -10.5% to-hit
    Compared to their equivalents:
    • Melt Armor on a Mastermind does -15% defense and -22.5% resistance
    • Melt Armor on a Controller / Corruptor does -20% defense and -22.5% resistance
    • Darkest Night on a Mastermind does -22.5% Damage debuff and -11.5% to-hit
    • Darkest Night on a Corruptor does -30% Damage and -15% to-hit
    So, basically, for the same power, the debuffs are even weaker than that of a Mastermind, and much weaker than the secondaries on the Controller / Corruptor classes.

    Now, if you want to try and somehow force a melee archtype into a debuffing role... go ahead. That's your choice.