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Posts
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I still don'r know how these PPMs will work in toggle & pulse powers. Are they based on a 10 second activation time & proc rate, the powers listed activation time and a 10 second proc rate (which would be borked) or the Activation Time for both?
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I earned my legs last night on mine and decided that single target attacks are for suckers and went Gun Crab (rifle attacks + supression). The AOE he can throw out at level 25 is ridiculous. I'll leave the single target DPS to those better suited to it. That seems to be about it though, he's there for mowing down things on 8 man teams, not much else.
When the team pulled 2 spawns at once and things started getting hairy I really missed my Dark/Time Controller and her ability to lock everything down and turn things around.
The legs I'm kinda torn on. They can look kinda nice, but they can also get in the way a lot and they are very big, especially with the backpack bit. And unlike my winged Plant/Emp I can't switch to an alternate costume without them when I'm in caves etc.
He's a lot of fun at the mo, I'm sure I'll be bored of him next week and move on to something else. -
Quote:Time already does near enough everything, what's so bad about it being not so good at -regen? And the first one, the -100%, also means your other debuffs are increased in effectiveness by 20% (useful for the -damage aura and the -resist aoe chiefly).Especially since it doesn't offer -250% It offers -150% and you have to use TWO powers to obtain that amount. Not to mention if you miss with the first power of -100% you don't even get the -50% from the second power.
Oh, and the effects for those powers? A slow and and a hold that are highly resisted by the targets you'd want to use -Regen on. -
Quote:All Positions is still basically all, except it won't stack with Typed Defenses well (and with a few Psi outliers). It would stack with plenty of stuff though, like Force Fields and FFG.Hence why I said "something new"
Also, note I didn't say "All" I said "All Positions" which means it wouldn't work grant S/L/ect defense.
See my edit for the figures, 12% across the board would be too much, if you're talking Positional you'd probably be something like 7-8% to All Positions? -
Quote:There's no APP armour toggle in the game which provides Defense to all. Lethal, Smashing and possibly one thematic resist is all you'd be getting (there is Mind Link for Domis but that's in addition to the toggle shield)Truthfully for the Epic Shield I wouldn't mind seeing something new, like a 10% (Corr) and 12.75% (Def) Defense (all positions) with Smashing Resist toggle.
Dodging and being able to take blunt force attacks, while taking full damage from lethal attacks is pretty common ability in comicbook superheroes.
Note, I picked the numbers a bit randomly, so those can of course be adjusted to where they would need to be.
I suppose you could spread it out more but you'd need to balance the figures. Scorpion Shield is currently
+12.75% Smashing Defense, Lethal Defense for 0.75s
+13.125% Res(Toxic) for 0.75s
I suppose 8% across the board might be alright, with 10% smashing resistance. -
With the fact we've got phasing technology ingame now anyway aren't the two Ouro zones outdated anyway?
Can't we just have one with two phase-based return portals (sitting on top of one another) in it? -
Quote:Pretty much this. NRG and Thorns are the two I've most experience with, Thorns could do with some reanimation changes to some of it's powers and NRG could probably do with pbaoe attack being improved or something but they're fairly good in their way.Dom secondaries suffer from a bit of a have and have-not syndrome. Fire, Dark, Psi, and Earth all have compelling reasons to be chosen. Electric, Energy, Icy, and Thorns do not.
Ice and Elec are just non-descript. Not sure what you could even do here really. Certainly Ices PBAOE aura could do with a revamp and Elec is just dull. It needs some sort of trick.
Most Dom secondaries are a bit all over the place in terms of focus though, they're almost all so obviously cobbled together from bits of other sets. Even Dark, which I love, has powers which don't make much sense overall (Nightfail & a Snipe? Really?).
Ice Control really needs quite a bit of work. Dark and Elec completely show it up in terms of sets with low damage but a myriad of different soft control options. Ice Control is just a bit embarrassing the way it manages to trip over itself. There's no synergy between the powers, it's just a bunch of stuff you can do half of which just isn't that much help.
Trick Arrow, obviously. TA Love damn it!! -
qr : Yes, he does and I wish he'd stop. It's not like I'm pressing the wasd keys or anything, he just seems to be gaining sentience.
The worst is when he spins around so he's looking straight out at me and just points... -
Quote:Powers in some have a 5% Acc bonus, but I'm not sure if it's across the board.As an aside...
Aren't weapons set given an Acc or tohit bonus specifically to "make up" for having to have redraw?
In fact it seems to be slightly all over the place. Archery has a 15% bonus, Dual Pistols 10% and Assault and Beam rifle have 5%. Melee weapons are the same way, Swords, Axes and Mace have the 5%, Dual Blades and Claws don't. Staff has it, Titan Weapons doesn't.
So yes. Kinda. -
Quote:They did, and then they didn't again. It was all very wibbly-wobbly and quantum for a bit. In the end it turned out to be one of those things that seemed fixed but then ended up being more broken once further testing was done (if I remember BaBs posts on it correctly).Actually I think they removed the built-in redraw times from all weapon sets shortly after dual blades was released. I seem to remember either BaBs or Castle posting about it at some point. But I could be remembering wrong, that was a long time ago.
I'd certainly be on for Animations being speeded up if possible, but I kinda suspect that's also been looked at in the past.
I don't see how removing toggle animation would help much to be honest. Don't you just slap them on once before any fighting and then leave them on forever? -
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Quote:Why would the Defense boost be inappropriate for an archetype which is known for buffing? It'd fit pretty nicely for some builds. There are a few APPs in ATs with Support Sets have self-buffs (Earths Embrace for Controllers, Soul Drain for various) and things like Mez Protection.Okay... first:
Storm Kick is probably right out. Would it really be worthwile without the increased Criticals or Defense boost? Neither would be appropriate for a Defender/Corruptor, leaving you with a mediocre attack.
'Crushing Blow?' Are you somehow suggesting the Crushing Uppercut animation with the Knockout Blow effects?
I'd honestly call for Toggle Armour to be a defense based armour (Kevlar or similiar?) just to fill the lack of APP with one. Although Storm Kick + Defense toggle might be a bit much overall.
My Traps/Beam would quite like this set I think. -
Quote:Forced Feedback DOES have a chance to hit more than one enemy, it just won't stack. That's why everyone put it into Footstomp, you get more chances of it occurring. So AOE Factor should probably count here.Would it be possible to have procs that affect the player ignore the AoE factor? If I understand correctly the reason the AoE factor exists is to keep a proc from firing too often against a group of enemies. That makes sense, it's the reason why flat % procs are so good in AoEs currently.
However a self-buff proc, like force feedback's +recharge for example, never has a chance to hit more than 1 target, so the AoE factor seems like an unnecessary detriment to the proc chance. Or am I missing something here?
However your point does stand in another case, the Gaussian Chance for Build-Up in Soul Drain, as far as I know that ignores the number of people hit and just makes one roll when the power is triggered (because only one target is ever affected by the ToHit buff, you). So AOE Factor probably shouldn't count here I guess (so it works the same way in Aim, Build-Up and Soul Drain).
So here's my question. I have Lockdown (currently 15%, I'm assuming that becomes a 2.5 PPM) and the Controller proc (currently 4 PPM, assume that becomes 5 I guess?) slotted into Distortion Field (Activation Time 1 second, AOE 20 foot). What are the proc rates on that and how often will they be checked? -
Quote:Should be based on the attack speed, as far as I know.What about procs slotted into pet summoning powers. For example, if I had a Soulbound Allegiance: Chance for Build Up slotted in Dark Extraction. Will that proc function based on the recharge of the Extracted Essence's attacks and thereby gain an increase in proc rate since they can't be slotted? Or will it function based on the recharge in summoning power?
The only thing to ensure here is that it's basically fixed at 100% of attack rate, because I think Real Numbers still erroneously reports attack speeds with applicable Recharge enhancements factored in even though the pets ignore those and are overridden to always use 100%.
It's been ages since I've checked that though. -
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Quote:Isn't the Period for pulse & aura powers 10 seconds, to match when it actually runs the checks?Doh! You are right!
And, my poor Lightning Field will be even WORSE off.
5.625 * 2 (act.period) / (60 + AoE Factor)
Even with an AoE factor of zero (which isn't right), that's going from 33% chance to proc (Armaggedon proc) to 18.75% chance.
Gah! Minimum Proc Floor please!
All damage auras will see HUGE proc chance/proc damage decreases from this.
Edit: My poor SP will go from 33% down to ~13.3% proc rate, almost a 20% reduction. That takes the average damage from procs from ~35 to ~14.2. Not cool! -
Quote:This is good newsI'm currently considering having a minimum chance to proc of 10-15%, so this particular example might not be as dramatically affected as you mention here.
Although I personally think it should be 10% for 15% procs, 13% for 20% and 22% for 33% (ie around 2/3s of the current value as the floor) -
Quote:The problem is kinda more with animation windows than recharge here. Basically to sustain your proc rate as your recharge goes up Synapse seems to be assuming that you'll be triggering the power more often to compensate. But when you've got a lot of powers vying for that animation time this may simply not be the case.Wow. Design-wise this makes no sense, you're punishing builds that use fast recharging attacks or anything that that benefits from +Recharge. This affects Super Reflexes and Energy Aura builds. Speed Boost, Chrono Shift, and Ageless Destiny hurt more than they help.
I do not approve.
EG I may be happy to fire off an attack every 10 seconds with some proc in it, but if I get chronoshifted & speed boosted it doesn't mean I'm therefore going to be firing it off every 5.5 seconds or whatever it would be to compensate.
He says he's in turn compensating for that by upping the PPM limit but it just seems to me to be a classic case of a developer getting themselves into a tangle with a new system or mechanic and then throwing more and more tweaks and modifications at it in order to somehow make it all balance itself out again (see the addition of the 90% ceiling, which I'm not against in general; but in this case it just seems to be a counterbalance to the PPMs going up, which is a counterbalance to the fact that Current Power Recharge is now used in the Formula of Bewilderment). -
Actually I do have one meaningful suggestion in the middle of this mire of confusion (although I nicked it from someone : Bill I think)
Seeing as you're able to clamp the proc rate to 90% already can we also have a lower end clamp, so we can at least have an idea of what the proc range is going to be? -
Quote:For me in quite a few cases the procs are the primary reason for taking the power.That example doesn't come close to what is going on here. Physical items you actually own can't compare to digital objects owned by a game company that... basically... you are renting.
Wait, wait WAIT! You are saying that because your Procs might Proc a little less often that the character in question becomes unplayable? This idea does not make a lick of sense to me. Not even a bit.
I guess I might look at Procs differently than folks in this thread. To me, they are a bonus: cool when they go off, whatever when they don't... the power its in still does what it's supposed to. The Proc isn't part of the power... it's a gift to me. The power is the important thing.
I don't mind procs being adjusted in a sensible way which is easy to calculate but this is totally the opposite of that. How are we supposed to know if a proc is a good purchase for a power now, too many new variables have been introduced into the formula. -
I really dislike the PPM system because it's difficult to understand. It's opaque, especially in AOE and come powers. I can't even begin to imagine trying to figure it out for weird things like Oil Slick Arrow.
I've spent lots of time earning procs ingame and slotting them in various powers and it's usually pretty easy to understand how it will work : The power has a flat chance of going off when triggered. In attacks "triggered" means when it hits. For toggle and pulsing powers that means every 10 seconds.
With the new method we have to figure out what Recharge is going to be counted (which is possibly one of the daftest things about all of this as Hopeling has already outlined), if there's an AOE or Cone modifier involved, stick it into a complex fomula and then clamp it to 90%.
You're overcomplicating things for no real reason. The market procs should never have been implemented in this way and the fact you've now got to implement the same horrible, overcomplex mechanism across the board has an impact on a lot of characters.
This is the opposite of KISS, an overcomplex mechansim which you still haven't provided the full details for. It honestly sounds like you initially came up with the concept, over analysed it, forced it slightly and are now trying to pick up the pieces
I'm very unhappy about the way you've decided to implement this, and the way you went about doing so. Waiting until AFTER the Hecatomb went onto the market is also a terrible decision. -
Quote:"Via another method"As many of you have noticed, with issue 23, we'll be introducing a new Tier 9 VIP Reward - the Mecha Armor Costume Set. We hope you've got your tokens ready!
We wanted to make this clear - once the Mecha Armor goes live, the Celestial Armor will no longer be available as a VIP reward. Fear not, if you do miss out on the Celestial Armor, we'll eventually reintroduce it via another method at a later date.
Hurrah!! -
My Plant/Emp was good, especially for City of Dual Pistols Blasters. Even though she has Emp as her secondary Plant is good enough offensively to make her enjoyable to play on PuGs and solo.
My Warshade was so much fun EU side that I've another on Virtue now, but he's suspended until i23 comes along for the new animation changes.
This weeks flavour is a Soldier of Archnos who will be a Rogue Gun Crab when he's done (ie a Crab with the Gun Attacks mostly along with Supression), even though he's only level 19 now he really feels like an AOE monster.
Too many alts, too little time -
Quote:I'm both (former EU moved to US well before merge) and this is the case, Game Accounts show you which accounts are EU and which aren't.Also an EU player, but with an NA account (since 2004).
My account management page shows:
[account name]
City of Heroes Freedom™
I guess EU players have the (Europe) tag.
-H