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The forums and the player base of CoX have shown repeatedly that PvP is in reality not something they care too much about.
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So you're saying that there is no forum or website for City of Hero? That it does not have it's own PR's that relay information to and from the devs? Their forum emoticons are also more awesome than ours.
And actually the MMO Market is much bigger in Asia (specifically S. Korea and China) than the US.
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No what I was saying is that they are two seperate worlds. Two seperate markets and therefore must be dealt with as seperate entities. Naturally Asia is a bigger market, population density alone dictates that reality. But their customer base in the states and Europe are less about PvP than the Asian market. As I said apples and chickens.
You dont call it a Chevy Nova in Mexico otherwise it will not sell.
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Sorry, but you may want to get your facts straight. I understand the message you are trying to present, but using something that never happened as proof/evidence is not wise. I am referring to your last line. The Cevy Nova did sell in Latin America and actually did well.
Here, try these sites on for a bit of reading up:
The Legend of the Chevy Nova That Would Not Go
Urban Legends Reference Page -
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At some point people were quoting Posi as saying Nigh isn't required for this accolade.
Whether it is and it's bugged/he was lying or some thing else accured I dunno.
It won't get changed now though if it is Nigh because it's live and I've seen people with it and that small minority would have a fit if they changed it now.
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You mean they wouldn't change it to something easier, like the way they changed Zookeeper from 10,000 monkies to 1,000 monkies all because the people that already had it would be upset? Hmmmmm, sounds like that is some poor logic there. -
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Most stalker secondaries also lack KB protection.
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Please check before saying something like this. Stalker secondaries consist of Regen (good knocback resistance), Energy Aura (good knockback resistance), Super Reflexes (good knockback resistance), and Ninjitsu (No knockback resistance). Yes with issue 7 stalkers also get Dark Armor (No knockback resistance)....but really, 2 out of 5 secondaries not providing knocbkack protection is not "most". -
I am hoping myself that this is simply a matter of a misplaced decimal. I mean come on, 180 seconds?!? No other brute attack set [censored] anything...Anything...that is remotely close to 180 seconds recharge. The longest recharge, that I can think of, on any power is 30 seconds and thats for Handclap (not sure if others have that high, just sure about handclap)...and thats a power that does no damage at all. Footstomp is 20 seconds recharge for its "Damage : High(Smash)" attack. I just hope that LR was supposed to be an 18 second recharge (which in my opinion would be a bit fast, but would be very nice). At the very least, LR should not be more than a 45 second recharge really...but then again, that is my own opinion.
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I know this is off topic but i see red names replying to post here but why won't anyone relpy to the issue regarding the CoV updater and why it keeps "checksumming"
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Here, I will reply to it. Since that is something that should be directed to the CoV BETA boards, it won't be answered here by a dev. Anything that is supposed to be directed to the beta boards should be only on those boards. -
Tested just now, enhance endurance drain did not make it give me more end...but big surprise was that ONE +3 level end drain made a same level drop 50% of his end. Personally starting to think EA will be far better with 3 end drains to severly lower the number of incoming attacks. I am looking at slotting it 3-6 end drains when this goes live.
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There is a max that you can lower/debuff an opponents damage output...the same as there is a max you can lower/debuff an opponents recharge and speed. I remember it being done with speed way back in issue 1 because */Dev blasters could 4-6 slot caltrops with slows and effectively hold all the villains (villains will not attack you if they are stuck in the middle of a move animation, and they would be stuck till caltrops wore off).
Damage Debuffs work the same as Damage Buffs, they enhance the base ammount.
Total Damage = Base Damage * (1 + debuff/buff)
ie a 100 base damage attack enhanced by 6 same level SOs of damage and the player debuffed by a controller useing EF (25% debuff) =
100 * (1 + (6 * .333) + (-.25)) = 274.8
second example : 100 base damage villain attack with same controller EF on the villain =
100 * (1 + (-.25)) = 75
The way this all relates is that no matter what you will never be able to debuff them past 10% of their damage (pretty sure that was the minimum that was set). -
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Let me start off by saying, I have an Ice/Ice Tank, and he's fun. I have no real problems with him on Live or Test. Now that that is over with...
No offense to anyone...but now I know why the Devs would rather Not give out numbers. This forum has turned into a [censored] math debate. Are we playing a game, or taking a [censored] test? Don't get me wrong, I'm all for having fun, but to debate over +/- 1% is re-damned-diculous. If you were to show me, in-game, that you Always fell to a group of 5 +1 Carnie Minions, then I could see your point. If you could prove that you Always fell to a pair of +0 Banished Pantheon Bosses, I could see your point. If you can prove to me that you Always fall to a group of 10 +4 Malta Lieutenants, then good, you should be able to do that. To argue over a single percentile of a chance of being hit is just asinine. I don't play City of Heroes to practice differential equasions, I play to kick villainous [censored].
As for Chilling Embrace, (possible) cool beans.
Cyclone Jack
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The reason I was pointing out the math error is plain and simple. It is not because that 1.1% resist would make a big difference (and yes it was in reference to Invulnerable's Resists, not defense). It was pointed out because if the changes made to Ice Armor are being made based off of faulty numbers, because of the faulty math, then it is possible that the changes are too drastic.
Example of how the math error would make ice tanks look stronger than they are on live (which they are strong on live):
Live:
Frozen Armor and Glacial Armor 25%
6 slotted with +3s is 59.5%
6 slotted with Jack's math is 63.25
Wet Ice 9% Smash/Lethal 12.5% Fire/Nrg/Neg/Cold
6 slotted with +3s is 21.42% S/L 29.75% F/E/N/C
6 slotted with Jack's math is 22.77% and 31.625%
Energy Absorbtion is 18.75% each opponent hit, 5 hits max
6 slotted with +3s is 44.625% each... 223.125% with 5 hits
6 slotted with Jack's math is 47.4375% each... 237.1875% with 5 hits
Total Sum of defense would be:
FA + GA + WI base = 34% to S/L 37.5% to Energy/Neg 12.5% to Fire/Cold
6 slotted with +3s = 80.92% to S/L 89.25% to E/N 29.75% to F/C
6 slotted with Jack's math = 86.02% to S/L 94.875% to E/N 31.625% to F/C
FA + GA + WI + EA with 5 hits = 127.75% S/L 131.25% E/N 106.25% F/C
6 slotted with +3s = 302.855% S/L 312.375% E/N 252.875% F/C
6 slotted with Jack's math = 323.2075% S/L 332.0625% E/N 268.8125% F/C
Now yes that is a lot of math, and will probably scare off a lot of people, but if it helps to make sure these changes are at the right level then good. I will do math all day if it helps to make sure changes are done at the appropriate level (it really has nothing to do with being a math major working on a teaching certificate...really).
Also, with numbers this high it really doesn't make any difference when tanking same levels up to +4s even. But when you start talking about the new changes (16% for FA/GA, unknown % for WI, 0.5% for EA and can hit 14 guys) then 1% can make a difference.
FA + EA hitting 14 guys = 23% base
6 slotted +3s = 54.74%
6 slotted with Jack's math = 58.19%
So wow, only 3.45% difference, but when you are tanking an Archvillain (that has 75% acc at same level) it starts to be a bigger difference. Dropping the AV's acc to 20.26% (with +3s and 14 minions around) is not as safe as dropping it to 16.81% (Jack's math with 14 minions around).
Don't berate others for wanting (or even liking) to do the math. I am not a min/maxer by nature, but I like to know what my powers are doing so I know if it is even worth adding the slots. See personally on my Ice tank I will be trying out 6 end drains on EA and use it to keep the villains at low end, thus dropping the number of incoming attacks...had we not known EA gave 0.5% base I would continue to just do the normal 5-6 defense in EA. But as you said, I play to kick villainous [censored], so what if I do it with my fists or my Math Fu. -
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Circeus, there is something you (and many others) have glossed over about Statesman's numbers...they are off...WAY off.
As stated, invul passives are 7.5% (which has been tested and everyone agrees on that number) but where the error comes is in the enhancements. Statesman said that max with +3 level SO resists you would get 18.975% from the invul passives. Think that through everyone. To get 18.975% from +3 level enhancements each enhancement would need to provide 25.5% buff (((1 + (6 * .255)) * 7.5) = 18.975). This means that each defense and resist SO is gaining a 9.167% boost each level, as opposed to the accepted (and dev quoted from long ago) 5% boost each level.
Invul max on passives should be 17.85 = ((1 + (6 * (.2 * 1.15))) * 7.5)
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7.5% base * (1+ (6 Enhancements * .2 Enhancement increase)) * 1.15 for +3 Enhancements = 18.975.
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...Statesman and Circeus have just managed to nerf my brain.
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Normally I would not do this...but grrrrrrrr. Circeus is not the one that Statesman quoted...it is ME. Yes I am ego trippin, but man, I am the one pointing this out and 2 people go back and say that Circeus did it. -
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Circeus, there is something you (and many others) have glossed over about Statesman's numbers...they are off...WAY off.
As stated, invul passives are 7.5% (which has been tested and everyone agrees on that number) but where the error comes is in the enhancements. Statesman said that max with +3 level SO resists you would get 18.975% from the invul passives. Think that through everyone. To get 18.975% from +3 level enhancements each enhancement would need to provide 25.5% buff (((1 + (6 * .255)) * 7.5) = 18.975). This means that each defense and resist SO is gaining a 9.167% boost each level, as opposed to the accepted (and dev quoted from long ago) 5% boost each level.
Invul max on passives should be 17.85 = ((1 + (6 * (.2 * 1.15))) * 7.5)
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7.5% base * (1+ (6 Enhancements * .2 Enhancement increase)) * 1.15 for +3 Enhancements = 18.975.
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Sorry Jack, but that is not correct...at least not in the game on live and test.
You are saying it is (Base * (100% + (6 * 20%))) * 115% bonus for +3 level enhancements
Live/Test shows it is (Base * (100% + (6 * (20% * 115% bonus for +3 level enhancements))))
If I remember correctly it was Geko that stated each enhancement gives 5% bonus on that enhancements level..not on the overall buff. Thus 100% + (20% * 1.15) = 123%...not 120% * 1.15 (which is what you are saying is happening).
Please please please double check your numbers, because live and test do not jive with the method you are quoting is being used. If it was then Unyielding would be giving a max of 50.6% (on live) when in reality unyielding gives a max of 47.6% (on live, which uses the method I have posted). -
Circeus, there is something you (and many others) have glossed over about Statesman's numbers...they are off...WAY off.
As stated, invul passives are 7.5% (which has been tested and everyone agrees on that number) but where the error comes is in the enhancements. Statesman said that max with +3 level SO resists you would get 18.975% from the invul passives. Think that through everyone. To get 18.975% from +3 level enhancements each enhancement would need to provide 25.5% buff (((1 + (6 * .255)) * 7.5) = 18.975). This means that each defense and resist SO is gaining a 9.167% boost each level, as opposed to the accepted (and dev quoted from long ago) 5% boost each level.
Invul max on passives should be 17.85 = ((1 + (6 * (.2 * 1.15))) * 7.5)
Is it possible the internal test server has again had different numbers fed into it than what we encounter on test/live (like what happened with regen before issue 4)? If this is the reason for such drastic changes (because the internal server is providing higher buffs than live/test) could it be possible that the powers are getting lowered too much again?
Please Statesman, can we get some confirmation on if you are just using the wrong numbers from memory...or is your internal server screwy again? -
Post Deleted due to my lack of good sense...bah, I hate when I check myself and don't feel right about what I said.
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Ok, this set is currently undergoing a revision.
The fact was that it was too "Controllery" for a Defender power. There were also a lot of redundant debuffs that made the set VERY powerful.
Here are a list of changes that are currently being made. They are not in a patch yet, so I don't know when they will make it to the Training Room server:
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Net Arrow: Removed Recharge debuff from Net arrow (Set already has many recharge debuffs)[/list]
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Making this power weaker than Web Grenade from blaster>devices is not a wise move. If this power is going to be just an immob, at least give it -jump and -fly too, since even web grenade has those on it and I don't think anyone ever felt it was overpowered.
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Ice Arrow: Ice Arrow is now available later (swapped availability of Ice arrow and flash arrow). Increased recharge and decreased duration of Ice Arrow. Reduced Slow debuff. (To bring it in line with similar hold powers like Petrifying Gaze). Reduced base Accuracy of Ice Arrow. It was 120% of normal and should not have been.[/list]
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This is actually understandable. At level 1 having a hold as a defender (and level 2 controller with 2 holds) was a tad bit much...100% agree with this change.
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Poison Gas Arrow: Increased Recharge of Poison Gas Arrow to 60 seconds from 24 seconds to prevent multiple stacking. Removed Recharge debuff from Poison Gas Arrow. Reduced its duration/lifetime. Reduced its chance to sleep. Fixed Poison Gas Arrow visual f/x.[/list]
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Personally the Durration was fine before, the recharge was fine before. The better solution instead of increasing recharge and decreasing durration is to code it for only one use by each user. On test right now the arrows show up like pets (green named Poison Gas Arrow, with the defender/controller's name below)...why not just make the first one go away when you use PGA a second time?
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Acid Arrow: Reduced Damage Resistance debuff of Acid Arrow. (Set has 2 damage resistance debuffs that could stack)[/list]
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Currently it is 20% resistance debuff (from my testing)...so how is that too strong, even when combined with disruption arrow? If it needs to be lowered I can understand dropping it to 15-18%, but really any lower and it starts to become much less useful than comparable powers form other sets.
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Disruption Arrow: Reduced Damage Resistance debuff of Disruption Arrow. (Set has 2 damage resistance debuffs that could stack). Increased Recharge rate of Disruption Arrow to 120 for Defender and Controller to prevent multiple stacking[/list]
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Same as suggestion for PGA...don't increase the recharge time, just make it so only one disruption arrow can be out at a time.
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Glue Arrow: Reduced Duration of Glue Arrow from 45 seconds to 30 second and Increased Recharge time from 20 seconds to 120 seconds to prevent multiple stacking. Fixed Glue Arrow visual f/x.[/list]
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Ack! Lets see, we now go from not needing hasten to be able to slow the bad guys consistantly...to needing hasten. Hasten + 6 +3 level recharges gets Glue to 30 second recharge...but leaves no room for other slotting. True you don't need to have it up every 30 seconds, but a better solution would be to make it have a 45 second recharge, with 30 second durration...and then make it not stackable (just like pet summons). Then if I want it back often I can put recharges or take hasten. But if I want to enhance it's slow I can slot slows. Not to point at other sets, but defender>dark miasma>tar patch is a similar power with far better affects and recharge time than glue will be with these changes.
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Flash Arrow: Added the ability to add Accuracy Enhancements to Flash Arrow. Fixed Controller version so it no longer AutoHits.[/list]
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Flash Arrow should be auto hit for defenders and need acc for controllers. In comparison look at controller>fire control>smoke (auto-hit, -acc, -perception, primary power) and blaster>devices>smoke grenade (needs acc, -acc, -perception, secondary power)....why can't we use the same exact setup for defender/controllers using TA? Just makes sense that the Defender would auto-hit, since this is a staple way of keeping damage down in a team. Where as a controller's secondary should never do as well as defender's primary...thus the need for acc on controllers. Also, is the -acc sticking after the target gets attacked? I know the -perception goes away, but it does feel like the -acc is not sticking.
Overall I am happy with the set, and I do think it needs some changes to make it a bit more balanced. But saying that it is too "controllery for a defender power" is way off. Dark Miasma is more "controllery" to me than TA is, yet nothing has ever happened to make it less "controllery". Dark Blast (a secondary) is very "controllery"...what with its AoE Disorient and Cone Immob...yet again, nothing is ever done to make it less that way.
Please don't make TA just a patched together, weaker version of other sets. Please. -
Currently have a level 7 Trick Arrow/ Archery defender on test and think the sets are great.
Trick Arrow specifically :
Glue Arrow : Appears to have the wrong animation. What it shows seems to fit better with Poison Gas Arrow.
Poison Gas Arrow : Appears to have the wrong animation. What it shows seems to fit better with Glue Arrow.
Flash Arrow : Great power, very helpful solo and in a team. Only concern is that it does not accept Accuracy Enhancements and it can miss. Just seems a bit odd as a Defender to have a primary power like this one miss. I can understand it missing as a secondary for Controllers (just like how Smoke for fire controllers does not miss [primary power] yet smoke grenade can miss for blasters [secondary power]). Also, can not slot Range enhancements into Flash Arrow, which would seem to be counter to the rest of the set. Would be much more logical to be able to enhance the range, sicne I can see using this in higher levels vs stuff with sniping powers (like nemesis). Would help to Defend the team a lot by cutting down the number of snipe hits coming in.
Ice Arrow : Either the power is bugged, or the text is incorrect. Short and Long descriptions state it does Moderate Cold damage. Yet it does no damage and can not be slotted for damage.
The other powers I have not had first hand (or second hand in the case of poison gas arrow) experience with yet.
I love that these are not toggle powers, as that would not really make sense to be tethered to your fired arrow. Also really plays well to those that don't want to heal....like me. I personally will be making one of these defenders on live when this is released. This has been the most fun defender I have played yet, and I have tried all the primaries.
Keep up the good work. -
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Perfect score.. I am t3h ubar d0r|<
sigh..
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Sorry, what does that line say? See I don't speak "T33N@G3 R37@RD". -
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another shining example of the devs not knowing how the game works....who codes this thing, Kmart employees?
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You know, the devs do a darn good job on this game, and do know how the game works just fine...why not show some respec for these people and their hard work, or is that too much to ask from an ingrateful person as yourself?
As to the Kmart comment, these are the types of comments that will find yourself on the crap list of many people. Just because you have had bad experiences with people that work at certain department stores, or because the stores sell low cost items, does not make their employees of a lower quality than you (and yes, the implication is that Kmart employees are not smart). I have a friend that works at Kmart and is far from stupid, and just because he likes to work with people and in retail does not make him an idiot. Just be careful with making snide remarks like you did. -
Supergroup Name: Weapons of Zion
Website (if any): None
Leader or Recruiting Officers: Kurg
Preferred Method of contact: Please send an ingame email or tell to Kurg
Guild Description: We are here to drive back the villiany that plagues Paragon City. We are the weapons that defend the oppressed. We are the Weapons of Zion.
WoZ is a Blaster, Scrapper, and Tanker SG that is open for these ATs of level 25 or above. We are looking for any who are able bodied and good players. We are affiliated with Death Angels (an all Defender SG run by Steel Angel) and will come to their aid at any time. We will also help those that need help at any time available. If you feel that this fits your character, Contact Kurg ingame and it will review your "application" and take any recommendations from current members. -
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'snip'...(although it does lead to some entertaining images of him doing battle while shouting things like "Kansas Kick!" "Utah Uppercut!" "Mississippi maul!" "North Carolina crush!"...)
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LOL!!! I just love the imagination here! My main is a Invul/Superstrength tanker and I love using Knockout Blow....and low and behold I live in Utah IRL. You sir just made my dayI will now be adding an emote to my KO Blow thanks to you
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Personally I find Exemplaring very effective if done right. In my situation I am a level 46 Invul/Super Tanker. I have all my "important" powers at level 38, anything gained in my 40s is just filler/extra/not really needed. So if I exemplar down to level 38 I still have every power I use regularly...and all my attacks are 6 slotted this way. Now I can go back into PI and do the same thing I was at level 38, street cleaning. I am now fighting stuff that is at least 3 levels higher than me, which I find easy to fight, and clearing off massive ammounts of debt. In addition to this I am helping some level 38 get their important fake nemesis defeat badge, since it is easy to find level 41-43 fakes (and easy to kill them personally). Now where is the draw back in this situation...none.
One other method that works well, I have a scrapper friend that is level 43 and he teams with me and does my missions all the time. When on my missions the mobs are +3 to +5 levels to the scrapper, which are easy for him to kill. So I RSK to him and it is easy for me to tank the mobs, we power through my mission and both get killer exp from the mobs. When/IF we run into an AV on the mission, we back up and un-exemplar...I then SK him and we beat the AV down and still get great exp. Yet again, another win-win situation.
Just find a way that RSK can work for you and you will embrace it. Btw, I clear off debt faster as a RSK this way than as my normal level, and thus I get exp faster at my normal level. -
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Short version: A living breathing base!
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I love that idea
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Long version:
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I think having your SG hanging out when it's not logged in is great.
however
there is the issue of multiple alts from an account in the same SG. The issue being you can't control them at the same time, so you'd have these basically homeless people hanging out in your base. I think it would be hilarious if you could write little chat dialogues for them so they could say something to you, and give them civilian-like scripts that have them walk around the base doing nothing in particular. It would make a base seem alive. This could give a base a real superhero feel. A base would need to be large enough to accomodate a full-sg. I'm not sure how big that would be. Probably not bigger than most missions, come to think of it.
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Two things to comment on. One having the idle PCs act like NPCs would really be neat. I would love to be able to "interact" with some of my alts, since some of my alts background stories tie together (my main is a military robot with sophisticated AI that has been set loose by the DoD in a test of its AI capabilities, and one alt is a top secret member of the military that is monitoring my main).
The second thing is that idle PCs would make trading/giving enhancements, or even influence, to other SG mates easier. Example, SG Member Bingo is sitting idle watching TV in the base. SG Member Washis logs in, sees Bingo sitting there and knows Bingo is a level 26 Mutant Origin Blaster (he could tell this because he could target Bingo and get that info in the target window and could check Bingo's info/background even). Washis has a level 29 Mutation Origin Damage Single Origin and decides to give it to Bingo, this way Washis does not have to get SG Member Nameo to trans it (if Bingo is Washis's alt) and does not have to put the SO in the vault hoping that no one else gets it.
Just an idea that could make this even a little bit better. -
Has anyone thought of the programming side of things. I am sure it is much less of a nightmare to set what powers a mobile can use regardless of level, instead of setting a series of checks up to see if the mobile can use said power at each level. We can have mobiles spawn at varied levels (like how some of the low level mobiles can spawn at 40+ in portal missions). If the developers made it so a mobile gets powers based on level like players do, think of the nightmare of fighting a mobile that is 40+ with every power in each powerset availble to it. Heck lets throw another rench into this, if the mobiles get powers like players then they would need to get slots for those powers too...thus making the mobiles even stronger. Hell no do I want to fight a Tank Smasher that has a 6 slotted handclap with disorient durrations. And screw the idea of fighting a Rikti Swordsman boss that has 6 slotted damage SO sword attack...god a tanker with 90% lethal resist would be taken down one shot.
I agree with Statesman and others here that mobiles should have access to powers outside their range.