Power Myths!


Ad Astra

 

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my favorite myth is ppl thinking a build is makin an alt, and an alt is makin a gamer.

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well, reverse it.
I think both directions, so, if you encouter me in the forums, try a lil crossthinking.



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Well, you do make me want to nail myself to a board sometimes.

I guess that counts as cross thinking.


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my favorite myth is ppl thinking a build is makin an alt, and an alt is makin a gamer.

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well, reverse it.
I think both directions, so, if you encouter me in the forums, try a lil crossthinking.



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what?


 

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It doesn't do enough damage to get the target in trouble, and it only does damage if the target was at full health when you cast EM.

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Let me clear up some confusion here.

Enforced Morale does NO damage to a Hidden Stalker and will not unhide them.

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It does have very odd effects, the last time my Stalker was hit with it (which, admittedly, was at least a month ago). It won't break Hide, but it will reset the Hide timer (the damage means you have to wait an additional 8 seconds). If the Stalker is hidden, they won't receive some portion of the buff (I'm pretty sure it's the +Rech, though I don't remember exactly). Lots of very wonky, buggy behavior.


We'll always have Paragon.

 

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I also love the can't solo a blaster myth. It was likely started before the massive changes from I4 to I5, where Global defense nerfs, mob accuracies being lowered and blaster base hit points being raised (from 1050ish to the current 1204ish) made them easily soloable and leveled performance with the other ATs greatly.

A Scrapper or Mastermind can solo on Setting 5, yet I level faster on a Blaster soloing Setting 1. If I play a scrap or MM on Setting 1 I fall asleep.

I wish I could say the AoE Immobilize can out aggro a team of meleers myth was false... but say that to my Earth dom. Ouch... even waiting for teams of SoAs and brutes before me to fight for a few moments before casting the AoE is instapain.

Is this considered a myth? "Using inspirations in anyway shows a lack of faith in your character/means you don't know how to play it?"

My favorite NCSoft myth: "Focus testing says the average MMO player plays a game for 14 months, and therefore a game must change to match." - That's an oversimplified version of posts and info I gathered a few years back.

I guess I should give back my last 34 months of Vet rewards, cause I just started working on my 5th year here in CoH.


Thank you, City of Heroes, for giving me a superhero social network combined with amazingly smooth game play. Petitions signed with realistic expectations.

 

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Confuse automatically means you get no XP for any character the confused enemy defeats. TRUE if I sit back and just watch them work doing nothing any of their buddies they defeat don't give me credit but I don't just confuse 1 villain I confuse 3, 4, or more and each gets hit with either spectral wounds of blind. As soon as I do even just that small amount of damage those villains can pound each other into the ground and I get full XP, INF, and prestige for each.

Heck half the time, in spite of you telling the team attack the ones with purple glowing around their head last.. they kill them off before they can defeat anything anyway. AT one point on teams I just stopped using confuse at all now I use it and just consider it a buff. If I have 5 minions running around pounding on their own kind it's 5 less doing damage to my team no matter how short a period of time it is before they defeat them all. LOL

Oh and I have had team leaders, using that NO XP excuse, specifically tell me NOT to confuse anything. I say sure and then confuse anyway LOL They never know the differenece.


�We�re always the good guys. In D&D, we�re lawful good. In City of Heroes we�re the heroes. In Grand Theft Auto we pay the prostitutes promptly and never hit them with a bat.� � Leonard
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My two favorite myths that are repeated over and over and probably will continue for as long as the game goes on;

#1 We "need" a Tank

#2 We "need" a Healer

IMHO these are the two greatest myths in the game...

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add to that...

#3 "We need more damage" How many teams load up on Scrappers and Blasters assuming that controllers and especially defenders are weak and of no use. Best teams I have been on were all Controllers and Defenders. If it can't move, can't hit me and is taking damage at an incredibly accelerated rate while I am healing faster than it can do damage I can defeat anything.

My favorite example.. 1 Controller, 2 Defenders and a Warshade ( in Dwarf mode acting as the tank) took down Adamastor. I know I was there and was that warshade. LOL


Oh and I actually endured this conversation on a global chat channel I belong to. "Purple IOs are the only thing a player should have all other IOs, SOs and DOs are inferior and useless." The individual was heartbroken and ready to leave the game because she couldn't afford the outrageous prices purples go for on the Market. I have 50 levels still running with nothing but 50 level SOs and they do fine solo or on a team.


�We�re always the good guys. In D&D, we�re lawful good. In City of Heroes we�re the heroes. In Grand Theft Auto we pay the prostitutes promptly and never hit them with a bat.� � Leonard
�Those women are prostitutes? You said they were raising money for stem cell research!� � Sheldon

 

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WW... mob damage really isn't that high from minions. LTs can be a pain in bursts, but it's the bosses that do the real damage. Confuse only locks down the riffraff while you pound the real threats.

If the team you're on doesn't notice that your confused minions are doing maybe 5-15 percent damage to other minions then just form another team lol.

EDIT: For fully reading your post and just saying /agreed. Would have been an easier post lol.


Thank you, City of Heroes, for giving me a superhero social network combined with amazingly smooth game play. Petitions signed with realistic expectations.

 

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Hehehe Yes but I can confuse most Lieutenants and have even confused bosses at times. Nothing more fun than watching a Malta Gunslinger Boss devastate his own troops while I help and then polish him off once he's all by himself.

For extreme fun I soloed Bobcat, as an EB I am NOT insane, recently. How'd I do it? I carefully eliminated all the mobs around her to ensure they couldn't aggro and assist leaving just her and one minion.

Then I confused the minion and he started slicing her up while she stood there oblivious. After I got her health down around 50% I unleashed my Phantom Army, my Phantasm, and hit her with every attack I had. I think she lasted about a minute and a half after that. Did pretty much the same with Anti-Matter as an EB although I did add a Warwolf and an Amy to assist and he went down so fast it shocked me. Especially since my TANK tried soloing him a few days before and wound up in the hospital twice before giving up, finding a team and taking him down as an AV that way. It's all about strategy not brute force.. Don't let my Scrappers know I said that LOL


�We�re always the good guys. In D&D, we�re lawful good. In City of Heroes we�re the heroes. In Grand Theft Auto we pay the prostitutes promptly and never hit them with a bat.� � Leonard
�Those women are prostitutes? You said they were raising money for stem cell research!� � Sheldon

 

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I wish I could say the AoE Immobilize can out aggro a team of meleers myth was false... but say that to my Earth dom. Ouch... even waiting for teams of SoAs and brutes before me to fight for a few moments before casting the AoE is instapain.


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It is false. The problem is AoE Immobilizes are often the earliest available AoE attack in the game, meaning your the only one to have damaged a foe, and thus get the agro. The simple way to avoid it, is to wait until you see someone else use an AoE before using it, and don't take the useless thing until well after it unlocks. Controllers have a minor excuse in wanting to use if for Containment, Dominators gain nothing but pain by taking it the moment it is available.


 

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I'd say you're right about the Immob hurting you more in the early levels. I do, however, disagree about the Immob not being able to out aggro in later levels. I can't count how many times that my Fire/ doms and controllers have stolen the aggro off of taunting tanks and brutes. It may just be me but I swear that both the Immob's generate more aggro than they're suppossed to.

As an example: Earlier I was on a lvl50 team with just myself and 3 brutes(2 of them used taunt alot). For some reason the enemies paid more attention to me when I was spamming Fire Cages and ST attacks than the 3 brutes(2 SS/WP, 1 SS/Fire) using Foot Stomp and Taunt.

Anyone know the difference in threat lvl you generate from using the two Immob's and any other ST and AoE attacks?


Elec/Cold Troller AV/Pylon/GM/TF/SF Soloing Antics
everytime...he gets me everytime.... DAMN U BOOMIE -- _Ilr_
Take the Magic: The Gathering 'What Color Are You?' Quiz.

 

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I think it does more like dark melee has lower than base accuracy and misses so much its broken.

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i've always liked that myth myself. That's what really surprises me: people still believe some of these myths even though they can now view the actual numbers for powers in game and even monitor character stats as they play.

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If I recall correctly, once upon a time this WAS true because Defenses of multiple types would stack. That is to say that because Dark Melee checked against Smashing, and Negative defense types if the foe had Defense to both, they would both get applied against the Dark Melee attack (This applied to other split-damage types, such as Energy Blast). This was way back during i1, or i2 though, I forget, the devs then fixed it so it would only take the highest ever.

For the most part, the only time this would become an issue was against Sky Raiders, and the CoT Bosses with Dispersion Bubble (as that was the dispersion bubbles, at the time, were the only shields that gave multiple types of defense at once that NPC's had access to).


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I think it does more like dark melee has lower than base accuracy and misses so much its broken.

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i've always liked that myth myself. That's what really surprises me: people still believe some of these myths even though they can now view the actual numbers for powers in game and even monitor character stats as they play.

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If I recall correctly, once upon a time this WAS true because Defenses of multiple types would stack. That is to say that because Dark Melee checked against Smashing, and Negative defense types if the foe had Defense to both, they would both get applied against the Dark Melee attack (This applied to other split-damage types, such as Energy Blast). This was way back during i1, or i2 though, I forget, the devs then fixed it so it would only take the highest ever.

For the most part, the only time this would become an issue was against Sky Raiders, and the CoT Bosses with Dispersion Bubble (as that was the dispersion bubbles, at the time, were the only shields that gave multiple types of defense at once that NPC's had access to).

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I started in Issue 2 and I don't recall this being the case ever. Not saying it never was, but I certainly don't remember it.


Main Hero : Annilixxion -- Lv50 Blaster
Main Villain : Menkaura -- Lv41 Mastermind
@Laxx
"You will bend to my will, with or without your precious sanity." --Dragon Mage

 

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I think it does more like dark melee has lower than base accuracy and misses so much its broken.

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i've always liked that myth myself. That's what really surprises me: people still believe some of these myths even though they can now view the actual numbers for powers in game and even monitor character stats as they play.

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If I recall correctly, once upon a time this WAS true because Defenses of multiple types would stack. That is to say that because Dark Melee checked against Smashing, and Negative defense types if the foe had Defense to both, they would both get applied against the Dark Melee attack (This applied to other split-damage types, such as Energy Blast). This was way back during i1, or i2 though, I forget, the devs then fixed it so it would only take the highest ever.

For the most part, the only time this would become an issue was against Sky Raiders, and the CoT Bosses with Dispersion Bubble (as that was the dispersion bubbles, at the time, were the only shields that gave multiple types of defense at once that NPC's had access to).

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I started in Issue 2 and I don't recall this being the case ever. Not saying it never was, but I certainly don't remember it.

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I started right before Issue 1 came and played DM for the entire duration of it. I never found myself missing more than anyone else in those situations, and I followed the traditional slotting mentality of 1 acc/5 dam. I don't recall defense types ever stacking.


 

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I started right before Issue 1 came and played DM for the entire duration of it. I never found myself missing more than anyone else in those situations, and I followed the traditional slotting mentality of 1 acc/5 dam. I don't recall defense types ever stacking.

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They did, and I do remember them fixing it.

This was, even back then, a popular explanation for the perception of Dark Melee's accuracy "problem". I am not especially convinced, though, as I don't recall there ever being an Energy Blast or Energy Melee "problem", and they would have been equally affected.

I found the fix quite noticable in reverse on my Dark Defender, for example. I had noticed that I was unusually survivable against Crey Power Tanks. This was why.


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Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA

 

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I think it does more like dark melee has lower than base accuracy and misses so much its broken.

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i've always liked that myth myself. That's what really surprises me: people still believe some of these myths even though they can now view the actual numbers for powers in game and even monitor character stats as they play.

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If I recall correctly, once upon a time this WAS true because Defenses of multiple types would stack. That is to say that because Dark Melee checked against Smashing, and Negative defense types if the foe had Defense to both, they would both get applied against the Dark Melee attack (This applied to other split-damage types, such as Energy Blast). This was way back during i1, or i2 though, I forget, the devs then fixed it so it would only take the highest ever.

For the most part, the only time this would become an issue was against Sky Raiders, and the CoT Bosses with Dispersion Bubble (as that was the dispersion bubbles, at the time, were the only shields that gave multiple types of defense at once that NPC's had access to).

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Yes it was a bug that got corrected in I3


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I've seen a lot of misconceptions about how Fulcrum Shift works. No one single myth though, just a lot of people that are aware of some aspects of the power but not others - and are usually very resistant to any explanations on the part(s) they've missed.

e.g. the only buff is the one centred around the caster, or it's only the one centred around the mobs, there's only one mob centred buff and it's for/around the one targeted, the only mob debuffed is the one targeted, everyone near the caster gets the mob buffs too (though in fairness, I think that one was true at one point, many many moons ago), etc.


 

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everyone near the caster gets the mob buffs too (though in fairness, I think that one was true at one point, many many moons ago),

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Yes it was, back in the Dawn Times, FS gave a 25% buff per target hit radiating from the caster, as well as the 25% from each target. By I14 at the latest (and probably I3, I never got to the old version), The caster generated the single 50% buff we have now.


 

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I've seen a lot of misconceptions about how Fulcrum Shift works. No one single myth though, just a lot of people that are aware of some aspects of the power but not others - and are usually very resistant to any explanations on the part(s) they've missed.

e.g. the only buff is the one centred around the caster, or it's only the one centred around the mobs, there's only one mob centred buff and it's for/around the one targeted, the only mob debuffed is the one targeted, everyone near the caster gets the mob buffs too (though in fairness, I think that one was true at one point, many many moons ago), etc.

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That's mostly because it's a really complicated power. The initial activation creates 2 pseudo-pets, one at the feet of the Kineticist that simply does a +dam buff and another at the feet of the target that debuffs all enemies within 30' and then proceeds to create a new pseudo-pet for every enemy within the area of effect that buffs all allies within 20' of the new pseudo-pet. It's horribly convoluted. It's less a myth and more a horribly confusing chain of pseudo-pets and their effects.


 

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Anyone know the difference in threat lvl you generate from using the two Immob's and any other ST and AoE attacks?

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Stone Cages is a 16 target max available at level 2. Taunt is a 5 Target max, available at 10 (Tankers) and 12 (Brutes). It takes time to agro 16 targets effectively for most people, as the majority of powers outside of nukes hit 10 targets at maximum, AoE immobilizes being one of the rare exceptions. What your probably seeing is the targets of Cages that haven't been hit by the Brute (or whatever), attacking you instead. The 30 foot sphere on the immobilize compared to the vastly smaller area on most other attacks isn't helping either, as Footstomp only has a 15 foot radius (one of the largest areas available to melee types no less). Plenty of room for things to be missed by the Brutes, yet hit by the Dom's Immobilize with capacity to hit far more, and widespread, foes.


 

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Bat'Zul gains +regen in lava.

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That one should totally be true, y'know.


 

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Bat'Zul gains +regen in lava.

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That one should totally be true, y'know.

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I want defense sets that get HP from the damage type they have the highest res to.
Elec=Energy
Fire=Fire
Ice=Cold
Ect...


@Mechaniker
Official Old Angry German Guy of CoV.
My Characters: http://boards.cityofheroes.com/showthread.php?t=247787

 

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Bat'Zul gains +regen in lava.

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That one should totally be true, y'know.

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I want defense sets that get HP from the damage type they have the highest res to.
Elec=Energy
Fire=Fire
Ice=Cold
Ect...

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I can only imagine the griefing potential.


 

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"the majority of powers outside of nukes hit 10 targets at maximum, AoE immobilizes being one of the rare exceptions."

Most ranged aoe powers (not cones) affect 16 targets. Doesn't help much in controlling agro, though, since it's not usually the tanker throwing ranged aoe's.


 

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That's mostly because it's a really complicated power. The initial activation creates 2 pseudo-pets, one at the feet of the Kineticist that simply does a +dam buff and another at the feet of the target that debuffs all enemies within 30' and then proceeds to create a new pseudo-pet for every enemy within the area of effect that buffs all allies within 20' of the new pseudo-pet. It's horribly convoluted. It's less a myth and more a horribly confusing chain of pseudo-pets and their effects.

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Eh, I agree the mechanics are complicated and convoluted, but let the pseudo pets and all sit in the background and the end result always seemed relatively straightforward to me.