ClawsandEffect

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  1. Quote:
    Originally Posted by Forbin_Project View Post
    In regards to his ability to express himself, I chose to give him the benefit of doubt and assume that English isn't his first language and that he may have trouble using it.
    While that may be true, it doesn't excuse him threatening to make Aett "eat his words".

    It also doesn't excuse his getting bent out of shape and declaring that, since respecs don't do what he thinks they should, they are useless.

    Sketchy English or not, there is an attitude in those posts that is completely uncalled for.
  2. Quote:
    Originally Posted by DSorrow View Post
    I tip my hat off to anyone who actually bothered to try and decipher any of his posts.
    I was guessing what he was saying. By the gist of the rest of the thread I think I had it right, but it's hard to tell for sure.
  3. Quote:
    Originally Posted by RathSphere404 View Post
    Troll? you know i'll make you swallow those world you just said. All i wanted is help from the respec. Why should i even pay millions infamy to get a respec if it dose not do what i wanted it to do or even if i do get it for free at level 40. If it dose not do what i want it to i don't have to use it. i can even just destroy my super group and my char and move my name if my char and super group name over to a new char. Since when bring respec inst help? what you guys got a problem with that word or bring it up? i bet no one buys it or use it because it leaves a faint sint in the air that it can't do what it you wan't it too. or what Forbin_Project said about the dev cant give it to you that no one want to speak about it.

    Since it cant do what it cant do then i have no need to grab it or use it unless i needed it too for healing and revive myself abilitys.
    Umm, okay.

    The respec not allowing you to pick completely different powersets on the same character is working exactly how it is supposed to.

    I'm not entirely sure why you're so bent out of shape that respecs don't do something they were never meant to do in the first place. Respecs are intended to let you fix a mistake you made choosing powers or slotting them, or change things around when a power is changed.

    If you are a Zombies/Dark mastermind, you will ALWAYS be a Zombies/Dark mastermind, there is no way in the game to change that unless you delete and reroll your character. You cannot change a Zombies/Dark mastermind into a Bots/Traps mastermind, and probably never will be able to.

    You also seem to have no clue at all how the auction house actually works. People are not refusing to sell you anything, in fact they have no way of knowing that you are even bidding. If you bid 100,000 on something that routinely sells for 300,000,000, you are probably never going to get it, even if someone offers one for 100,000. That is because the highest bid always gets the item, regardless of how much it is for sale for. So, if someone offers an item for 100,000, and you bid 100,000, you will get it unless someone bids higher. If they are selling for 300,000,000 it is pretty much guaranteed that someone IS going to bid higher than you.

    And the prices you're seeing aren't what people have them for sale for, they are what someone has ALREADY paid for them. You don't get to see what someone is selling stuff for, and if you're selling, you don't get to see what people are bidding.

    This was probably a completely wasted post, since you seem more interested in complaining about it than actually getting help, but at least I tried.
  4. Okay, possibly stupid questions.

    Are you actually RUNNING your defensive toggles? Like, Weave, Stone Armor, Maneuvers, Combat Jumping, etc.?

    Are you looking under the right part of the combat attributes window? Between Weave, Maneuvers, and Combat Jumping, I believe that would net you around 10% to everything else, but your S/L defense should be a lot higher, since that is all Stone Armor grants.

    Do you have a Steadfast Protection +3% defense in Tough? If not, you should get one.

    Other possible things you can slot to improve S/L defense further: Enfeebled Operation x4 in an immobilize power (Ring of Fire would probably be a better choice than Fire Cages, since you want some damage slotted in Fire Cages). Kinetic Combat in something like Boxing or Seismic Smash, or both. (I actually recommend picking up Seismic Smash anyway, how could you NOT want an extreme damage melee hold? It hits for about 600 damage when Fulcrum Shifted and Containment is active)

    I'll see what I can do with a build when I get home (provided I have time). I'm not the best with Controllers, but I know the various IO sets pretty well.
  5. ClawsandEffect

    Inherent Fitness

    Quote:
    Originally Posted by Carnifax_NA View Post
    This is my theory as well.

    However I do think they missed the boat in a major way by not introducing the change with i18. It's not like the pre-20 Endurance Grind wasn't known about until Praetoria was introduced.
    Actually, it isn't a bad move at all.

    Waiting an issue to do this shows the new players that started with GR that the devs do things to improve the game for them on a regular basis.

    Had they done it at the same time GR was released, the new players would be unaware of the QoL changes the devs do for us, and might not be inclined to stick around if there is something they don't like about the game. If they see that the devs do stuff like this, they may just voice their complaint and stick with it, rather than assume it will never be addressed and leave for something else.
  6. Quote:
    Originally Posted by UberGuy View Post
    The only way they could make it work with the current system just isn't practical. Every possible power that could force redraw would need a version of its animation with every weapon it might force redraw with, times three body types. It'd eat too much animator time, and every new weapon powerset or redraw-causing power would make it worse.
    This.

    For all we know, BaBs may have figured it out before he left and they've been quietly working on it ever since. Since it's so incredibly time-consuming, even if they are working on it, we may not see results for another year or more.

    Edit: They would need to do 42 separate animations for each power that causes redraw. 7 combat stances X 3 body types = 21 X 2 movement modes (standing and flying) = 42 animations. And they would need to do that with every power in the game that causes redraw. So if they fix whatever the issue is with Shield Defense, it is still a LOT of work to do.

    If they do decide to devote the resources to it, it is probably going to take a long time to do, as I doubt they will cease working on other things while doing it.
  7. Quote:
    Originally Posted by Magellen View Post

    Mako's Bite 60 Mil
    Titanium Coating 40 Mil
    Doctored Wounds 38 Mil
    Stupify 40 Mil
    Crushing Impact 33 Mil
    Mocking Beratement 25 Mil
    Crushing Impact 28 Mil
    Red Fortune 27 Mil
    Cleaving Blow 10 Mil
    Dampened Spirits 2 Mil
    Aegis 84 Mil
    Some of the sets you have here don't make a great deal of sense to me.

    I presume you took and slotted Heightened Senses?

    If so, the positional defense bonuses you're getting from a lot of these sets are not stacking with Heightened Senses, because Heightened Senses is TYPED defense.

    For a Willpower character (ANY Willpower character) I like the following sets: Kinetic Combat, Reactive Armor, Eradication.

    I know for a fact that WP/WM can softcap to S/L/E/N defense, because I put together a build that did so. The build also had around 30% defense to F/C.

    If your defense feels lower, that's probably because your positional defense bonuses and Heightened Senses are working against each other.
  8. Quote:
    Originally Posted by Yusaku_777 View Post
    He's a Invulnerability/Energy Melee Tanker, with a preference for Air Superiority/Hover/Fly.
    Okay, I like Combat Jumping/Super Jump myself, but Fly is fine.


    Quote:
    Any hints or suggestions to get me going in the right direction?
    You want to try and get Smashing/Lethal resistance capped at 90%, and get as much typed defense as possible. (That is, Smashing, Lethal, Energy, etc. rather than Melee, Ranged, AoE) If you can get S/L/E/N softcapped with one enemy in range of Invincibility, you'll be nearly impossible to kill in most situations.

    After that try and get some recharge and regen bonuses.

    Quote:
    How much is the (ugh) Fighting Pool needed now? Aid Self?
    Fighting pool isn't needed, but it makes a couple of the aforementioned goals a lot easier. Tough will help you get your Smashing/Lethal resistance capped, and Weave will give you almost 8% defense to everything when slotted up to the ED cap.

    Your goal with defense is to get as many types to 45% or higher as you possibly can. My general rule is to take Fighting on every melee character as soon as I can possibly fit it in.

    A well built Invuln tank shouldn't need Aid Self at all.

    If I get a chance, I'll post a sample build for you to illustrate some of the things I'm talking about here. Hope this little bit helps some.
  9. I believe Uberguy is correct.

    Any time you are hit by a blind effect (Like Smoke, Flash Arrow, or Smoke Grenade apply) your perception drops to almost nothing.

    I believe Tactics or Focused Accuracy (one of the two) will counteract it. Popping a whole bunch of yellows usually works too.

    If you look in the upper right corner of the screen, you'll probably see "Blinded" in the same spot Held, Slept, and Stunned show up in red.
  10. Quote:
    Originally Posted by Goliath Bird Eater View Post
    There IS no proof. Just a thread started by a poster who went into DOOM mode because CO is going F2P.

    Sorry for the thread derail.
    I know, that was kind of my point.

    Edit: In asking, not the derail.
  11. Quote:
    Originally Posted by Tokyo View Post
    And some people wonder why this game is going F2P. XD
    Is there proof of this, or are you just saying it is because you think it should?

    Please link to an NCSoft employee confirming this rumor.
  12. I'll try to show up for the Pinnacle date. I have a couple tanks that need levels on them over there, and very little time to play these days.
  13. Quote:
    Originally Posted by Soldier_Prime View Post
    Numina's Convalescence
    (Rise to the Challenge)

    * 12% (0.671 HP/sec) Regeneration
    * 25.1 HP (1.874%) HitPoints
    * 6% Enhancement(Heal)


    Correct me if I am wrong but I always understood that the 6% heal in Numina's meant it went towards a healing powers like Healing Flames, Reconstruction, or Heal Other and doesnt do anything for regen based powers. I see 2 powers with this in Mafias build in RttC and Fast Healing, am I missing something with this or was I correct in my thinking and those slots are to just fill out regen within those powers?
    I believe you are correct. I don't think the heal bonus affects regen.

    Ironically, it doesn't affect Healing Flames, Reconstruction, or the Ninjitsu heal, because they all grant resistance as well, which nullifies the heal bonus. It DOES affect Heal Other, Healing Aura, Radiant Aura, and so on though, as well as Dull Pain and all it's clones.
  14. ClawsandEffect

    Inherent Fitness

    Quote:
    Originally Posted by Arcanaville View Post
    Not really. All PnP systems are pretty broken numerically. The thing is, that's not really a bad knock on them. It's only a problem if they become unworkable, and Champions wasn't unworkable. What you want from a good PnP system is flexibility and reasonableness. The GM has to exercise good judgment beyond that. My only gripe with HERO is how it's often held up as an example of how "it should be" like by CoH players in the past or CO players past and present (it was my biggest gripe in CO beta that people who thought the HERO system could form the basis for that game's mechanics were basically retarded). PnP systems are never, ever, EVER good models for computer MMO combat or mechanical systems. Show me an MMO that implements a PnP system, and I guarantee you that either the MMO sucks, or the PnP game it's based on sucks, or possibly both. The requirements for both are almost incompatible.
    I happen to LIKE the HERO system, but I may be biased because my first couple experiences with it were with some REALLY good GMs.

    They let you do just about anything you could dream up (within reason), but they kept a tight rein on how powerful they'd let your character become. And they simplified the combat system so you didn't have to roll 3,000 dice to determine the result of firing a pistol one time. You just rolled to hit, and they did the rest.

    I agree that it would be a horrible way to design an MMO, because a computer lacks the flexibility a good GM needs to make the game fun while keeping it reasonably balanced. I haven't made any of my old Champions characters here, just because they would be impossible to recreate, and the names were taken anyway.

    I repeat that citing the HERO system as something that is balanced in regards to superhero gaming is sheer folly. The GM balanced the game, the system itself was balanced about as well as you can balance a Chevy Silverado on a knitting needle.
  15. Quote:
    Originally Posted by Ironblade View Post
    And this is where it becomes a judgment call on "sufficient" defense.
    If you were not, and never were, in danger of being defeated in any task your team is doing, you have sufficient defense.

    Once you reach the point where that is true most of the time, you can feel free to devote some energy to building your offensive potential.

    I have 2 tanks at the moment, that could not be any more different from each other.

    A Dark/Ice tank, who is being designed to be indestructible, and even if he IS killed, he'll be right back up. Between Cloak of Fear, Oppressive Gloom and perma Ice Patch, anything in melee range of him will be hard pressed to do anything at all.

    Then there's my Invuln/Dual Blades tank, who is being built for offense. I managed a build that gives him plenty of survivability, and can (hopefully) pump out enough DPS to solo an AV.

    It really depends on what your goals are with any particular build. Sure, a tank is "supposed" to take agro for their team, but you don't HAVE to build for that. If ATs had such rigidly defined roles, you'd never see a defender solo a GM. (which has happened, and doubtlessly will keep happening)
  16. If you're hovering, I strongly suggest you shoot for softcapped ranged defense.

    I also suggest dropping Dreadful Wail and picking up Siren's Song. Dreadful Wail will crash your endurance, which will both ground you when Hover shuts off, and will drop any debuff toggles you may have active.

    If you're going to take Shout, 6 slot it with Thunderstrike, just like your first two ST attacks.

    Pull the 3 Essence of Curare out of EM Pulse and put the other 3 Lockdown in there.

    You can pull the Accuracy IO out of Howl, leaving just the 5 Posi's Blasts. You're getting enough global accuracy bonuses from sets that you don't need that extra IO at all.

    You can put 3 Eradication in Soul Drain, I suggest the Acc/Rech, Dam/Rech, and Acc/Dam/Rech. That will give you a similar amount of accuracy (which doesn't matter because of all the set bonuses you have), and more recharge than you have slotted now. Also gives you a little more ranged defense.

    This may or may not be useful to you. I play my Rad/Sonic defender (plays almost identically) at range, and he rocks, so I figured advice to do what I did wouldn't hurt.
  17. ClawsandEffect

    Inherent Fitness

    Quote:
    Originally Posted by Airhammer View Post

    And PLEASE dont talk to me about the HERO system... Horribly horribly broken system. Ive been playing it since the BEGINNING...Yes the ORIGINAL in 1981.... I still have all the books and all my characters..

    And that system was HORRIBLY HORRIBLY broken back THEN...
    Not really. It's only as broken as the GM allows it to be. You can make the craziest overpowered stuff you can imagine in it, but if the GM says "No, I'm not going to let you do that.", that's the end of it.

    It's a good system in and of itself, but there's no way you could translate it to a computer game because a computer can't tell you that some off-the-wall overpowered thing you did isn't allowed. A computer sees that it is possible and allows it, because it has no capacity to make a judgment call on things like that.

    The fact that a human is making the decisions of what is and isn't allowed is the balancing factor of the HERO system. Since it's impossible to translate the HERO system to a computer program, using it as an example of balance where a computer game is concerned is just asinine.
  18. ClawsandEffect

    Inherent Fitness

    Quote:
    Originally Posted by Vel_Overload View Post
    the massive % of the population that takes Stamina disagrees, and the devs know it.

    If you take Stamina, and you say everything is fine without Stamina, get stop taking Stamina instead of being a hypocrite.
    Erm, they DIDN'T say everything was fine without Stamina. If you read it again, you will see they were saying everything is fine WITH it and good slotting choices.

    Basically, they were saying that if you have Stamina and still have problems, the problem is you and not the game. Which I agree with.
  19. ClawsandEffect

    Inherent Fitness

    Quote:
    Originally Posted by Ultimo_ View Post
    Getting ready for class, so I'm afraid I'll have to be brief. Rebalancing endurance would indeed be a big task. I've never said otherwise. If you're going to adjust it for damage, you have to adjust it for everything so it's fair across the board.
    So you're saying that it is fair for either A) A Fire/Kin controller to use 45% less endurance, when no one who knows anything about the game would call them "low damage", or B) a Fulcrum Shifted Foot Stomp to cost 90 endurance (out of 100)?

    The reason endurance costs are not calculated by damage dealt are because if you ignore damage buffs, some power combinations get extremely broken, namely those that can boost their own damage to high levels. But if you factor in damage buffs, scrappers, brutes, and blasters get horribly shafted. A brute could conceivably end up paying 675% endurance cost, meaning their end bottoms out after 2 attacks, and a scrapper or blaster would double their end cost every time they hit Build Up, and would be using 12.5% more end to begin with.

    More to the point, since you admit that it would be a big task (huge undertaking is probably more accurate), why would you ask the devs to completely change something that is working acceptably in favor of something they would have to spend the next couple YEARS balancing? If you want the way endurance actually works to change, you will be accepting that we will get little or nothing content-wise for at least a year and a half. (time estimates here are pure guesswork, but I suspect they aren't too far off the mark)

    Quote:
    I'm an old Champions (p&p) player. All the powers were built on points, and the active cost of the power (its cost after advantages were added) determined the endurance use. Thus, if I had a power worth 60 points, it used 6 endurance, regardless of whether it was 12d6 or 6d6 with lots of advantages, or a defensive power like a force field.
    Yeah, I'm a former Champions player too. Arcanaville already mentioned it, but the HERO system would be so insanely broken if put into a computer program it's not even funny. The balancing factor of the HERO system is the human GM. A human GM can decide what he will and won't allow on a character by character basis. A computer can only be told what is and isn't possible, and cannot make judgement calls when something is overpowered.

    I'll give an example: I once created a character with Desolidification that could only be affected by objects made of wood. He also had fire powers that could affect normal space. See the problem there? I could easily destroy the only thing that could hurt me and be impervious to anything else. The GM of that campaign, quite logically, told me there was no way in hell he was letting me play that character. A computer cannot make a decision like that, if the program says it can be done, it has no choice but to allow it.

    Using the HERO system as an example of something "balanced" is sheer folly. The system itself isn't even in the same area code as balanced, without a human GM to decide what can and can't be done, the potential for powergaming is limitless.

    I already mentioned it, but if damage dealt became the metric by which endurance consumption was measured, powers like Fulcrum Shift and Fortitude would become griefing tools, because you could cause someone's endurance to bottom out against their will with something that is supposed to be a buff.

    Currently, I have a Rad/Sonic defender that can solo AVs with relative ease. The only thing preventing him from soloing GMs is hist end use/recovery ratio. I can survive the fight, but I can't attack for long enough to actually kill it before my end bottoms out. My build isn't that great, and if I can almost do it, imagine how easy it would become for someone who actualy has a good build.

    Blaster and Defender attacks use the same amount of endurance because they are the exact same power. It is the damage scale that determines how much damage it does. Say Ice Blast deals 100 damage at scale 1.0 (which is the baseline for ALL powers), the endurance it uses is calculated by that metric, and that metric alone. Now, a Defender will deal 55 damage with that power, because their damage scale is .55. A Blaster will deal 112.5 damage with the same power because their damage scale is 1.125. The end cost is teh same for both powers because they are the same power. Same deal with scrapper, stalker, tank, and brute powers. Any attack they all share will use the same amount of endurance across all 4 ATs, but the damage actually dealt may vary quite a bit. It is working exactly how it was meant to.
  20. Here you go.

    Couple things you both did wrong: Max HP is more important than regen, because max HP means you regen more per tick. My build here has 2291 HP.

    Energy/Negative defense is WAY more important than Fire/Cold defense. You don't resist E/N very much at all, and it's a LOT more common than F/C. You can afford to have somewhat less S/L defense because you are over 50% resistance to it, which means what does get through isn't going to hurt as much.

    Willpower doesn't need much recharge, and with the long animations of Spines, more recharge isn't going to do it much good either.

    mine's a nice middle ground between your two builds. More defense than Mafia's, more regen/HP than Poky's.

    Here's my build, hope it helps:

    Hero Plan by Mids' Hero Designer 1.803
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Destiny: Level 50 Magic Scrapper
    Primary Power Set: Spines
    Secondary Power Set: Willpower
    Power Pool: Leaping
    Power Pool: Fitness
    Power Pool: Fighting
    Power Pool: Leadership

    Hero Profile:
    Level 1: Lunge -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(3), KntkC'bat-Dmg/EndRdx/Rchg(5), TmpRdns-Acc/Slow(5), TmpRdns-Acc/Dmg/Slow(7)
    Level 1: High Pain Tolerance -- Numna-Heal(A), Numna-Heal/Rchg(17), RctvArm-ResDam/EndRdx(17), RctvArm-ResDam(19), Numna-Heal/EndRdx(27), RctvArm-ResDam/EndRdx/Rchg(34)
    Level 2: Spine Burst -- Erad-Dmg(A), Erad-Acc/Rchg(7), Erad-Dmg/Rchg(9), Erad-Acc/Dmg/Rchg(9), Sciroc-Dmg/Rchg(11), Sciroc-Acc/Rchg(11)
    Level 4: Fast Healing -- Numna-Heal/EndRdx(A), Numna-Heal(13), Numna-Regen/Rcvry+(13), RgnTis-Regen+(37), Heal-I(37), Heal-I(37)
    Level 6: Build Up -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(15), RechRdx-I(42)
    Level 8: Impale -- Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/EndRdx(19), Thundr-Acc/Dmg/Rchg(21), Dev'n-Acc/Dmg(21), Dev'n-Acc/Dmg/Rchg(23), Dev'n-Hold%(23)
    Level 10: Indomitable Will -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(43)
    Level 12: Combat Jumping -- LkGmblr-Rchg+(A), Winter-ResSlow(15), Ksmt-ToHit+(46)
    Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(45)
    Level 16: Rise to the Challenge -- Numna-Heal/EndRdx(A), Numna-Heal(25), Numna-Heal/EndRdx/Rchg(25)
    Level 18: Quills -- Erad-Dmg/Rchg(A), Erad-Acc/Rchg(27), Erad-Acc/Dmg/Rchg(29), Erad-Acc/Dmg/EndRdx/Rchg(29), Sciroc-Dmg/EndRdx(31), Sciroc-Acc/Dmg/EndRdx(31)
    Level 20: Quick Recovery -- P'Shift-EndMod/Rchg(A), P'Shift-EndMod(33), P'Shift-End%(46)
    Level 22: Mind Over Body -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(33), RctvArm-ResDam/Rchg(33), RctvArm-ResDam/EndRdx/Rchg(43)
    Level 24: Swift -- Run-I(A)
    Level 26: Ripper -- Erad-Dmg(A), Erad-Acc/Rchg(34), Erad-Dmg/Rchg(34), Erad-Acc/Dmg/Rchg(36), TmpRdns-Acc/Slow(36), TmpRdns-Dmg/Slow(36)
    Level 28: Health -- Mrcl-Rcvry+(A), Numna-Heal/EndRdx(31), Numna-Heal(43)
    Level 30: Stamina -- P'Shift-End%(A), P'Shift-EndMod(39), P'Shift-EndMod/Acc(39)
    Level 32: Throw Spines -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(39), Posi-Dmg/Rng(40), Posi-Dmg/Rchg(40), Posi-Acc/Dmg/EndRdx(40)
    Level 35: Heightened Senses -- LkGmblr-Def(A), LkGmblr-Def/EndRdx/Rchg(42), LkGmblr-Rchg+(42), LkGmblr-Def/EndRdx(46)
    Level 38: Strength of Will -- S'fstPrt-ResDam/Def+(A)
    Level 41: Kick -- Acc-I(A)
    Level 44: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(45), RctvArm-ResDam/Rchg(45), RctvArm-ResDam/EndRdx/Rchg(50)
    Level 47: Weave -- LkGmblr-Def/EndRdx/Rchg(A), LkGmblr-Def/EndRdx(48), LkGmblr-Def(48), LkGmblr-Rchg+(48)
    Level 49: Maneuvers -- S'dpty-Def/EndRdx(A), S'dpty-Def(50), LkGmblr-Rchg+(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- ULeap-Stlth(A)
    Level 2: Rest -- Empty(A)
    Level 1: Critical Hit
    Level 0: Ninja Run



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  21. ClawsandEffect

    Inherent Fitness

    Okay, lets normalize endurance costs based on how much damage a power does. It'd be perfectly balanced out of the box, right?

    WRONG.

    There are 2 ways you could do it, and they would BOTH break things horribly. You can't do it just for defenders, because everyone else would complain (and rightly so), so you'd have to do it across ALL ATs.

    You could ignore buffs completely and base the endurance cost off each ATs damage scale. So, you'd have defenders getting a buff, while blasters and scrappers would get penalized. A Defender would use 45% less endurance, while a scrapper or blaster would use 12.5% MORE.

    That seems fair on the surface, until you look at brutes. If damage buffs are ignored altogether, that means Fury would not be factored into a brute's end costs. Brutes have a .75 damage scale. So you would have an AT that deals similar or better damage than a scrapper, while using 37.5% LESS endurance.

    On the flip side, if you factored in all damage buffs to the final end cost of the power (aside from the amount of extra CPU cycles it would take to determine how much end it costs when you cast it), suddenly Fulcrum Shift becomes a griefing tool.

    You would have to have ALL damage buffs affect it, or NONE. That means that when you enhance a power's damage, you are increasing the end cost as well. If you have 100% damage enhancement and only 40% end reduction in a power that power is using 60% more endurance than it was before.

    Looking at the effect of a Fulcrum Shift. Say a brute's Foot Stomp costs 20 endurance at base value. The brute's damage scale would reduce that to 15 endurance, which would then be increased by whatever damage enhancement is in the power, PLUS any other buffs you're receiving (double-stacked Rage would add another 160%!) So, with JUST the enhancement of the power combined with Rage you have a power that is using close to 60 endurance per cast. If a kin comes along and pushes you up to 600% damage buff, your Foot Stomp is going to cost you 90 endurance to cast.

    That's what would happen if they started basing end costs on how much damage is done, and is probably exactly WHY it isn't done that way.

    End cost is based on the power itself. Damage scales are what affects how much damage various ATs deal with it. It shouldn't be screwed with because the alternative is much much worse.
  22. ClawsandEffect

    Inherent Fitness

    Okay, say they DO make it so no one ever has to worry about endurance at any point in the game.

    If that happens, what do you do with: Accelerate Metabolism, Speed Boost, Transference, Power Sink, Consume, Dark Consumption, Heat Loss, Heat Exhaustion, Adrenaline Boost, Recovery Aura, Painbringer, Drain Psyche, Superior Conditioning, Conserve Power, Physical Perfection, Energize, Quick Recovery, Energy Absorption, Energy Drain, and a number of other powers that I'm sure I'm forgetting.

    Every one of those powers is designed either in whole or in part to alleviate endurance problems. Things like Speed Boost and Adrenaline Boost would still have some use, but the recovery boost facet of those powers would be useless. Things like Recovery Aura and Consume would be completely useless. If no one had to worry about endurance, Recovery Aura would never need to be used, and Consume doesn't dela enough damage to make it a viable attack, so it would become useless as well.

    There's also things like: Endurance Reduction enhancements, Endurance Modification enhancements, and blue inspirations. If endurance was never an issue for anyone at any time those 3 things, which have been in existance since the game's inception, would be useless as well.

    It is completely intentional that endurance use is something the player needs to get a handle on themselves. If it were not, none of the powers or enhancements I just mentioned would ever have existed in the first place.

    In wanting the devs to fix a problem that they gave us the tools to fix ourselves, you're basically saying that you want them to make all your decisions for you. The next step would be to want the game to automatically choose the best power available at each level for you, and slot it with the most optimum enhancements.

    When you make decisions such as choosing to slot for end reduction before damage or vice versa, you are taking one of many steps that makes your character YOURS and yours alone. If you want the devs to fix your problems for you, it removes an important part of making your character what YOU want it to be, because a decision that is currently ours to make will have been decided for us.

    Inherent Fitness is simply the devs saying "Here you go, now you have a few more options at the lower levels, instead of trying to cram 3 powers in so you can function later". It was nver intended to fix every endurance issue in the game, that's what all those powers I mentioned are for.

    Your defender vs. blaster endurance use argument is pretty moot. On teams, which defenders were designed to work better on, they DO get an endurance discount, and have for a long time now. Furthermore, on a team, a defender is not expected to be a primary damage dealer, they are there to support and increase their teammate's damage (even a FF defender increases their team's damage, because dead teammates deal no damage at all). Their lower damage and lower DPE are the price they pay for that ability. The devs threw them a bone when they made both the secondary effects of their blasts and the potency of their buffs and debuffs better than other ATs. If you want the DPE of their blasts to be in line with blasters, they would probably have to give up those advantages.

    And since they get a damage bonus while solo or on small teams, it seems the devs already HAVE addressed your DPE concerns.
  23. ClawsandEffect

    Inherent Fitness

    Quote:
    Originally Posted by Ultimo_ View Post
    It's funny, you know. If my "past crusades" were so off target, why did so many of them result in changes and additions to the game?

    I said Defenders needed help with damage output (and was vigorously flamed for saying so).
    Defenders recieved a boost to damage output.

    I suggested street sweeping should generate missions (there was little resistance to this idea)
    We now have Tip missions.

    I (and others) argued Invulnerability needed a revamp (and was vigorously flamed for saying so).
    They modified the Invulnerability autopowers.

    I (and others) suggested allowing weapon customization (and was vigorously flamed for doing so).
    We got weapon customization.

    I (and others) suggested power customization (and was vigorously flamed for doing so).
    We got new animations and colour customization.

    I suggested Secret IDs (and was vigorously flamed for doing so).
    We got Day Jobs (not quite what I was after).

    I suggested getting rid of the Rep system on the Forums (and was vigorously flamed for doing so).
    It's gone.

    I could go on.


    Of course, some things I've suggested haven't appeared yet, but one never knows.
    Seems like you think you're a lot more important than you really are. In reality, you probably had little or nothing to do with those changes. I can guarantee the devs did NOT say "Hey, Ultimo_ wants this done, we should get cracking on it". You weren't the first person to suggest any of those things, but in many cases you were the least reasonable.

    In the case of Defender vs. Blaster endurance usage. On a team a defender's DPE actually improves, because they get an endurance discount on teams. When solo they get a 30% damage boost, which closes the gap considerably.

    Endurance is used as a means to ensure that characters cannot become so powerful that the game would need to be made more difficult to compensate. Recharge and damage scales are the other means of doing that.

    If you were to remove recharge, you would see Super Strength characters using nothing but Foot Stomp because there would be nothing preventing them from doing so. If everything had the same damage scale, tanks and defenders would become by far the most powerful characters in the game, making just about everything else obsolete. If a defender did the same damage as a blaster, what is the incentive to play a blaster? IF tanks, brutes, scrappers and stalkers all did exactly the same damage, why would anyone choose to play anything but the toughest of them (tanks)?

    If no one ever had to worry about endurance, only the highest damaging powersets would ever be chosen. Claws deals less damage than other melee sets because it uses less endurance. If you remove endurance, you remove one of the advantages Claws has, and few people would play it. If you were to then remove recharge, even fewer people would play it because it's other advantage of lower recharge times would disappear. If you then normalized the damage of everything in the game, well, people would most likely stop playing scrappers and brutes altogether.

    Endurance exists as a balancing point to keep the higher damaging sets from becoming too powerful. The harder a set hits, the more endurance it will consume. That is working exactly as it is intended to. You are given the option of lower endurance usage, which is balanced by lower damage output. Defenders use the same amount of endurance as blasters and corruptors and are compensated by more potent secondary effects than either one. A Sonic defender will reduce a targets resistance more than a blaster or corruptor will. You want them to use less endurance because they deal less damage? Remove that secondary effect advantage while you're at it.

    You clearly see things differently than me. In MY opinion, a game in which everything is exactly the same except for cosmetic differences is a boring game. If everything were identical you might as well remove ATs completely and just let people make their tankmages.

    You're also completely ignoring the fact that what you're asking for here would require the game to be redesigned from the ground up to compensate for the fact that endurance is no longer a balancing point between various powersets.
  24. Quote:
    Originally Posted by Roderick View Post
    There's a really easy way to tell if an NPC is a pet or ally. First, figure out who the NPC is following. Then, let it get the killing blow on an enemy. If it says "You defeated" or "Teammate defeated", then it's a pet, and you get full XP. If it says "NPC defeated", the NPC is an ally, and takes a share of the XP (I think it uses the same formula as a confused foe).
    There's an even easier way to tell. Watch while the NPC is attacking. If the damage numbers are orange it's a pet. If they are gray it is an NPC ally.
  25. Quote:
    Originally Posted by OutaControl View Post
    I haven't played in a few years and I've come back.
    Lots of changes and many of them are very cool.
    Welcome back!


    Quote:
    the tank could only hold aggro on about 10 elements of out the 50+ in the room. once I level rez-ed the remaining 40 elements would immediately attack me, even those outside of the room would come running in to kill me.
    It sounds like you haven't played since before they instituted an agro cap. Back in the day, a tank could hold agro on an infinite number of critters, and AoEs could hit an infinite number of targets. That led to things like a tank and a Fire blaster herding up the enemies in entire zones and killing them all at once. Since that isn't really fair to anyone else trying to kill anything in that zone (among other reasons), the devs decided to put a cap on both agro and AoEs. The agro cap is now 17, and the AoE cap is 16.

    So, if you have 50+ enemies in a room, the tank can only keep the attention of 17 of them at a time. If you watch while dead, you'll notice that the enemies above the agro cap are just kind of standing around not attacking or anything until one of the agroed enemies is defeated, at which point one of the non-agroed ones will start attacking. If you rez while the entire room is agroed, but the tank is at agro cap, suddenly there is another valid target for another 17 of them to attack: you.

    It is working as intended, but I can imagine it would come as a bit of a shock if you were coming back unaware of the change. My suggestion would be to not try and herd whole rooms at once, since that can (and apparently has in this case) cause problems.