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Posts
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Joined
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On the flip side
Any 'gated community' that doesn't actively solicit new blood will itself wither away, as members do leave over time. Any channel/coalition has to have some level of recruitment ongoing if they want to survive in the long run. -
Something like Absorp pain would be hugely over powered at a 1:1 ratio.
Near zero end cost, recharge 15secs base (down to 8 ish with 3 SO) and 669 base heal (so 1304 with slotting)
For comparison headsplitter has a similar recharge, 13.5 end cost and 163 base damage (318 with slotting)
Empaths have attacks as their secondary, there is no need to 'heal' the enemies for damage. -
There was an issue with an uninitialized variable, which had been existing since I9 and inventions had come along (and maybe before but who was tracking drop rates closely before)
The chances of that bug being re-introduced are slim to none, and there are plenty of folks tracking drops in an objective, statistical manner that any bug will be spotted fast and the data presented objectively rather than shown as a perception issue. -
there is the /cleartray command you can use afterwards
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Random numbers are random (and streaky.)
Check out my post at:
http://boards.cityofheroes.com/showt...82#post2506082
which summarises my recent drop rates, and I am seeing drops within expectations. -
I'll be running a 10K this year. Maybe if that goes well a half marathon as later in the year.
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Didn't Guild Wars have some sort of similar Idea.
An area that unlocked for the world region that was currently the 'champion'. I recall seeing a lot of 'Asia/Europe/Americas have won the ...' there was something about a Hall of Heroes too.
<edit>
Hmm a whole series of PvP tiers.
http://wiki.guildwars.com/wiki/Heroes%27_Ascent -
You should be able to soft cap versus ranged, but most of the +ranged def will be coming from attacks/travel powers
Thunderstirke 6 slotted gives 3.75% ranged def
Blessing of the Zephyr 2 slotted gives 3.13% ranged def
3 single target attacks, plus CJ and SJ gives 17.5% from those set bonuses alone.
http://wiki.cohtitan.com/wiki/Catego...Ranged_Defense
Lists all sets with +def
on Stealth and PvP: Most serious PvP will involve people who are at/close to the perception cap, making stealth of limited use.
If you want to sit in a lowbie zone and snipe folks, you should be just fine, if you want to use it as a tool in RV or arena, then think again. -
Leave out the gold farmers are ruining the economy bit next time, the economy is fine.
The biggest problem is player hoard redside (of which I am as guilty as anyone), preventing items from reaching the BM, rather than rampant inflation.
http://wiki.cohtitan.com/wiki/Invent...nt_Set_Bonuses
The very best +endurance power available through IOs theoretically is (0.90%x 4) or +3.6 End
http://wiki.cohtitan.com/wiki/Catego...rove_Endurance
The actual biggest ones available in the game currently are 2.25 End
Each of the +End accolades is 5 end, and there are 2 of them, so they are much more significant than the +End from sets.
+Health sets are more common, but still cap out at 3% versus the 5 or 10% for an accolade
http://wiki.cohtitan.com/wiki/Catego...improve_Health
As far as accolades that increase recharge and accuracy there is one (Geas/Force of Nature) that is kept as a click power on a long recharge. Maybe the devs could consider low powered autos, but they would be significantly less powerful than this click. -
Here is an example of factual output, looking at the last batch I have yet to send to him for his big Purple drop rate analysis project. (I have to check each one for non-level 47+mobs ie a TF)
Thanks to Archie Gremlin for the Dropstats program
Code:The Bolded Pool A line should be 2.67% I'm seeing a touch low, but that number is within the 95% CI---------------------------------------------------------- Archie Gremlin's Drop Stats v0.5.2 http://www.glasspaw.com/dropstats/ ---------------------------------------------------------- Analysing C:/dropstats/chatlog 11-15-2009.txt Analysing C:/dropstats/chatlog 11-17-2009.txt Analysing C:/dropstats/chatlog 11-18-2009.txt Analysing C:/dropstats/chatlog 11-25-2009.txt Analysing C:/dropstats/chatlog 11-27-2009.txt Analysing C:/dropstats/chatlog 11-28-2009.txt Analysing C:/dropstats/chatlog 12-01-2009.txt Analysing C:/dropstats/chatlog 12-02-2009.txt Analysing C:/dropstats/chatlog 12-03-2009.txt Analysing C:/dropstats/chatlog 12-06-2009.txt Analysing C:/dropstats/chatlog 12-15-2009.txt Analysing C:/dropstats/chatlog 12-16-2009.txt Analysing C:/dropstats/chatlog 12-17-2009.txt Analysing C:/dropstats/chatlog 12-18-2009.txt Analysing C:/dropstats/chatlog 12-19-2009.txt Analysing C:/dropstats/chatlog 12-21-2009.txt Analysing C:/dropstats/chatlog 12-22-2009.txt Analysing C:/dropstats/chatlog 12-23-2009.txt Analysing C:/dropstats/chatlog 12-24-2009.txt Analysing C:/dropstats/chatlog 12-25-2009.txt Analysing C:/dropstats/chatlog 12-28-2009.txt Analysing C:/dropstats/chatlog 12-29-2009.txt Analysing C:/dropstats/chatlog 12-30-2009.txt Defeats Minion Lieut. Boss Under. Pet Grey Unknown ---------------------------------------------------------- 12,682 9,510 1,786 839 187 6 207 147 ---------------------------------------------------------- 147 rewarding mobs of unknown rank 7th Generation Paragon Protector (38) failed heuristic rank check Bedrock (3) failed heuristic rank check Crey Cryo Tank (15) failed heuristic rank check Crey Power Tank (8) failed heuristic rank check Crey Voltaic Tank (19) failed heuristic rank check Guardian (3) failed heuristic rank check Possessed Scientist (1) failed heuristic rank check <Snip> the rest were assigned a rank and pruned to keep the list short Drops Total Common Uncommon Rare Very Rare ---------------------------------------------------- Pool A 399 303 64 31 1 Pool B 14 Pool E 5 Pool C/D 6 Salvage 1,157 917 211 29 Inspirations 1,483 948 490 45 ---------------------------------------------------- Other Drops ---------------------------------------------------------------------- Inf. Rewards 14,038 (70,940,371 inf, 0 xp, 2,079,000 debt) Prestige 474,653 Reward Merits 515 Vanguard Merits 130 Enhancements 84 single origin enhancements Inspirations 1 special inspirations e.g. Present, EoE Other 1,004 ---------------------------------------------------------------------- Pool Drop Rate Range Drops Expected Mobs ------------------------------------------------------------------------------- Pool A 2.45% 2.22%-2.70% 382 378-457 15,599 min. equiv. minion 2.56% 2.26%-2.89% 243 225-286 9,510 minions lieutenant 4.70% 3.77%-5.79% 84 78-115 1,786 LTs & snprs boss 6.56% 4.98%-8.45% 55 53-84 839 bosses & EBs Pool E 0.05% 0.02%-0.12% 5 ? 9,510 minions Pool C/D 0.36% 0.07%-1.04% 3 ? 839 bosses & EBs Salvage 7.74% 7.32%-8.19% 1,123 1,098-1,226 14,507 min. equiv. minion 8.12% 7.59%-8.68% 772 711-814 9,510 minions lieutenant 9.52% 8.20%-10.97% 170 166-217 1,786 LTs & snprs boss 21.57% 18.83%-24.51% 181 186-235 839 bosses & EBs ------------------------------------------------------------------------------- (Table excludes mobs of unknown rank and their drops.) (1 in 20 runs will be outside the expected range.)
The Bolded salvage line should be 8.00, and again I'm seeing a touch low but within the statistical noise.
The Other in the drop list is candy canes. -
Which Independence day ?
http://en.wikipedia.org/wiki/Independance_Day
Remember, this game is not just played in the US -
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Keep the damage the same, but swap to entirely new (slow) animations to reduce the overall DPS.
BABS, make it so... -
Endwise, I can happily run sprint + Ninja run at the high levels, and exemped down to 15 on Posi, Im fine as long as I dont leave a travel power on.
a 3% def is a maybe, the other idea I was toying with was a 10% slow resist IO, by grabbing CJ at 49 and dropping vengeance. -
Another thought would be to increase the 'prep time' available to make sure people can get to the flier event in time.
When the flier is triggered, have an announcement that the 'flier is being scrambled' maybe 5 mins before the flier actually appears, with the 'Flier patrol has commenced' message at that time.
Similar to the way the Rikti waves come along. Or the prep time for the Banners event, or the timer on the LoW present.
Something like this, along with a slight increase in the timer at each drop zone, would keep the existing flavour but make it much more manageable.
Blueside monsters are on a random timer, but they basically don't despawn, so the window to take them down is very open. -
One point I would make
A Mind perma-dom trivialises the final mission -
May I present the reason why I have so few billionaires in actual inf terms
Last night I slotted the final piece in Catwhoorgs build. (A Panacea +heal recipe bid went through so a HUGE thanks to the person who listed it)
Out of curiosity I went to Wents a priced out what these would sell for at todays pricing (based on last 5).
Approximately 13.5 Billion inf, though I know I paid much much less than that.
Every set bonus stays until level 22, and then I lose my 2 LoTG leaving me with only +65% at the Positron levels. All the others stay down to level 1.
Its not softcapped or anything fancy, but brings defeat to my foes very fast, and I rarely run into anything I need use insps for.
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Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Catwhoorg: Level 50 Magic Scrapper
Primary Power Set: Claws
Secondary Power Set: Regeneration
Power Pool: Flight
Power Pool: Fitness
Power Pool: Leadership
Ancillary Pool: Darkness Mastery
Hero Profile:
Level 1: Strike- (A) Gladiator's Strike - Accuracy/Damage
- (3) Gladiator's Strike - Damage/Recharge
- (3) Gladiator's Strike - Damage/Endurance/Recharge
- (5) Gladiator's Strike - Accuracy/Endurance/Recharge
- (5) Gladiator's Strike - Accuracy/Damage/End/Rech
- (7) Touch of Death - Chance of Damage(Negative)
- (A) Healing IO
- (7) Healing IO
- (A) Hecatomb - Damage
- (9) Hecatomb - Damage/Recharge
- (9) Hecatomb - Accuracy/Damage/Recharge
- (11) Hecatomb - Damage/Endurance
- (11) Hecatomb - Chance of Damage(Negative)
- (13) Touch of Lady Grey - Chance for Negative Damage
- (A) Panacea - Heal/Endurance
- (13) Panacea - Endurance/Recharge
- (15) Panacea - Hea/Recharge
- (15) Panacea - Heal
- (17) Panacea - Heal/Endurance/Recharge
- (17) Recharge Reduction IO
- (A) Endurance Modification IO
- (19) Endurance Modification IO
- (19) Endurance Modification IO
- (A) HamiO:Nucleolus Exposure
- (21) HamiO:Nucleolus Exposure
- (21) HamiO:Nucleolus Exposure
- (23) HamiO:Membrane Exposure
- (23) HamiO:Cytoskeleton Exposure
- (25) Mako's Bite - Chance of Damage(Lethal)
- (A) Gladiator's Strike - Accuracy/Damage
- (25) Gladiator's Strike - Damage/Recharge
- (27) Gladiator's Strike - Damage/Endurance/Recharge
- (27) Gladiator's Strike - Accuracy/Endurance/Recharge
- (29) Gladiator's Strike - Accuracy/Damage/End/Rech
- (29) Touch of Death - Chance of Damage(Negative)
- (A) Panacea - Heal/Endurance
- (31) Panacea - Endurance/Recharge
- (31) Panacea - Hea/Recharge
- (31) Panacea - Heal/Endurance/Recharge
- (33) Panacea - Heal
- (33) Recharge Reduction IO
- (A) Flight Speed IO
- (33) Flight Speed IO
- (A) HamiO:Golgi Exposure
- (34) HamiO:Golgi Exposure
- (34) HamiO:Golgi Exposure
- (A) Apocalypse - Damage
- (34) Apocalypse - Accuracy/Damage/Recharge
- (36) Apocalypse - Damage/Recharge
- (36) Apocalypse - Damage/Endurance
- (36) Apocalypse - Chance of Damage(Negative)
- (37) Explosive Strike - Chance for Smashing Damage
- (A) HamiO:Microfilament Exposure
- (37) HamiO:Microfilament Exposure
- (37) HamiO:Microfilament Exposure
- (A) Healing IO
- (A) Endurance Modification IO
- (39) Endurance Modification IO
- (39) Endurance Modification IO
- (A) Armageddon - Damage
- (39) Armageddon - Damage/Recharge
- (40) Armageddon - Accuracy/Damage/Recharge
- (40) Armageddon - Damage/Endurance
- (40) Armageddon - Chance for Fire Damage
- (42) Scirocco's Dervish - Chance of Damage(Lethal)
- (A) Recharge Reduction IO
- (A) Fury of the Gladiator - Accuracy/Damage
- (42) Fury of the Gladiator - Damage/Recharge
- (42) Fury of the Gladiator - Damage/Endurance/Recharge
- (43) Fury of the Gladiator - Accuracy/Endurance/Recharge
- (43) Fury of the Gladiator - Accuracy/Damage/End/Rech
- (43) Fury of the Gladiator - Chance for Res Debuff
- (A) Ragnarok - Damage
- (45) Ragnarok - Damage/Recharge
- (45) Ragnarok - Accuracy/Damage/Recharge
- (45) Ragnarok - Damage/Endurance
- (46) Ragnarok - Accuracy/Recharge
- (46) Positron's Blast - Chance of Damage(Energy)
- (A) Endurance Reduction IO
- (46) Endurance Reduction IO
- (A) Luck of the Gambler - Recharge Speed
- (A) HamiO:Cytoskeleton Exposure
- (48) HamiO:Cytoskeleton Exposure
- (48) HamiO:Cytoskeleton Exposure
- (A) Unbreakable Constraint - Hold
- (48) Unbreakable Constraint - Hold/Recharge
- (50) Unbreakable Constraint - Accuracy/Hold/Recharge
- (50) Unbreakable Constraint - Accuracy/Recharge
- (50) Unbreakable Constraint - Endurance/Hold
- (A) Resist Damage IO
- (A) Luck of the Gambler - Recharge Speed
Level 1: Brawl- (A) Accuracy IO
- (A) Run Speed IO
- (A) Recharge Reduction IO
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When I was listening to the podcasts from Herocon today, I came across this comment
Castle (I think it was his voice, apologies otherwise) said that the defender AT is and remains the most balanced AT. However, the comment was followed that they are aware there is a little bit that needs to be looked at, and they are monitoring the situation.
Overall defender remain good (indeed great), one possible tweak I would suggest in this theme that is in line with the suggestion here would be to keep vigilance more or less as it is but extend the same principle to recharge as well as endrec (maybe on a different scale).
That still doesn't help solo defenders though. -
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Im listening to the podcasts from Herocon today (http://www.cityofheroes.com/media_an.../podcasts.html).
A recurring comment so far has been a zone revamp done properly takes as much effort as a new zone.
The Devs lean towards adding new, rather than replacing. -
I missed those podcasts going up, Im streaming them now whilst running missions.
Good stuff in there. -
Quote:How is this significantly different from 4 glowies to click, only 1 of which completes the mission ?Well, not to slam Posi, but that seems like a bit of a cop-out. Many puzzles could be randomized so the actions you take are not "always" the same. While I think it would take programmer man hours to do this, it could be done. So when the newbie says "Which wire do I cut in this mish" everybody says, "It's random, check your clues." Oh well.