Fury Flechette

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  1. Had this bug three times in the last two months.

    I've had it once as a radio mission; had a GM complete / clear it. Radio mission was in Founder's Fall. The other two times were on flashback missions - both missions were in Brickstown. I just simply quit the flashback to clear it. I don't remember one of the flashbacks (probably one of the Freakolympics missions), but the other was the third mission in Neal Kendrick's arc.

    I'd rather they just eliminated some of the AE buildings...they don't need to be in every zone. It's just not that hard or inconvenient to have a character just go into a zone to access AE.
  2. Quote:
    Originally Posted by Catharctic View Post
    They make for a great pulling tool on LRSFs.

    If you pull . . . .
    I love situational justifications for awful powers.

    Pretty much agree with Frosticus. The stalker snipes are cr*p.
  3. Quote:
    Originally Posted by Tabik View Post
    Anyone else is entitled to their opinion on that, but I'd rather just take a power than spend oodles of influence on a single IO that doesn't do anything besides protect against KB.
    If you're soft capped to range, you're likely to mezzed less hence less reliant on both the minor hold protection and kb protection provided by acrobatics.

    I happen to like -kb IOs simply because they cost no end and saves me a power pick. I've never picked up acrobatics on any squishy toon since the advent of these.

    They also happen to be extremely cheap. 75 merits (which easy for even the most casual of casual players to get) gets you the one of your choice. Or they can be had for 3-5M very easily, which is only 3-5 pieces of rare salvage sold on the market.
  4. I've taken untraditional builds onto teams before and as long as the players were upfront about it, I had no problems welcoming them. With that said, what I dislike is dishonesty. If I'm taking a defender over a blaster for the last team spot, I better see some buffs and not some oddball offender build.

    This is not exactly the case with your situation, because it sounds like the TF wasn't that hard anyway, and it wouldn't have mattered what build you decided to bring. However, I would still be bothered by the fact that you decided to change builds mid TF. Maybe not enough to kick you from the TF, but probably enough to not invite you to future ones. The issue doesn't boil down to build in my opinion but honesty.
  5. Fury Flechette

    Fire/Shield

    If you have enough influence for both PvP uniques (the +3% def, +3% res) then why not invest in purples? You have way more positional defense than you need and surprisingly a low amount of recharge. 40% recharge isn't going to be enough.
  6. Quote:
    Originally Posted by MrLiberty View Post
    So enough theory crafting!

    This is what an Elec/Shield looks like fighting +4's. No fireball, but by the time you are done with all the left overs, you give Lightning Rod/Shield Charge *plenty* of time to charge up. I'm not sure if fireball would be a *huge* impact to the point where you could seamlessly go from spawn to spawn simply because... stuff runs.

    Not a build I built for farming or anything, just an all around scrapper I enjoy playing.

    I'd be interested to see how a Fire/Shield/Blaze does it though for some comparison.

    http://www.wegame.com/watch/Elec_Shield_Body_Scrapper/
    That's a great looking vid. Sadly, every time I've tried to make a video and upload it to Wegame, it looks really crappy. If you're still interested in seeing one in action, I'd be happy to invite a character you make onto a mission and have you see for yourself. My global is @Fury Flechette and I play almost exclusively on Virtue.
  7. Quote:
    Originally Posted by Windenergy21 View Post
    Elec Melee:

    Lightning Rod: 200.20 x 2.6 = 520.52/30s/16 targets
    T-strike: 60.06 x 2.6 = 156.15/6s/10 targets
    Chain: 58.39 x 2.6 = 151.82/4.66s/5 targets
    Jacob's: 103.2 x 2.6 = 268.32/2.66s/5 targets
    Fireball: 99.83 x 2.6 = 259.59/10.66s/16 targets
    Shield Charge: 188.86 x 2.6 = 491.04/30s/16 targets

    And don't forget, brutes don't have the same damage as scrappers. Even yes nice you get fury, when farming will have time in between mobs to dissapate, but fury works as a damage buff, not as higher base damage, and the big one is that brute melee isn't as strong as scrappers. For a strict example, Brute lightning rod is only 133.47 damage, whereas scrapper melee is 200.20 damage. Compared to every attack that's a huge difference. And editing CI/t-strike with these configured off of tomax's brute values.
    You won't get 10 targets in T-strike very often. Same with getting 5 in Chain Induction and Jacob's Ladder. I love theory craftng too, but even in densely packed farms it would be difficult to max out the numbers for these attacks while it's trivial to do the same with FSC and fireball. The actual, and more realistic numbers, you'd get is about a third or half of the max number. And yes, that's even with spending the time to try to position the cones every single time. I've logged many, many hours on my electric brute and while I'm happy to get a max number of targets, I know realistically I get far less.

    And the dissipation rate of fury on +4 x 8 maps is very low; you've superjumped or superspeeded to the next large group before it's dissipated. In farms, my brute is constantly at 80-90 percent fury except for the very first group where I'm building it up. While I'm not sure of the actual amount of damage, largely because I haven't paid attention to it, I'm pretty sure it's comparable to or better than what a scrapper can do. Also note that brutes and scrappers do exactly the same damage with shield charge.
  8. Quote:
    Originally Posted by peterpeter View Post
    A thought popped into my head today. Suppose the devs decide that they don't like how big the numbers on the market are. Imagine they are content with the amount of time it takes to earn the inf necessary to buy the loot. They just don't like seeing such big numbers with so many zeroes.

    How could they use the new Going Rogue* expansion to massively revalue our currency? Some way of trading in huge amounts of inf to get small amounts of NewCurrency, which can be used to buy equivalent amounts of stuff. Maybe something as simple as making merits and AE tickets purchasable with inf, at steep prices. Or a new currency, maybe one that can be used in a new cross-faction Praetorian market or something?

    I dunno. It's just something that popped into my head. What do you think?




    * Not to be confused with the Going Roget expansion, aka "City of Heroes, Protagonists, Stars, Champions, Capes, Guardians, Exemplars, Protectors, Paragons, and Villains, Criminals, Miscreants, Scoundrels, Evil-doers, Malefactors, Rapscallions, Rascals, and Reprobates."
    They can put in the influence/infamy equivalent of a dime (.1 inf), and reduce most (but not all) of the money sinks. It would mean that beating up that level 1 Skull would get you 1.1 influence instead of 11 influence. A level 5 training origin enhancement could be bought with 50 inf, not 500. Correspondingly, all influence/infamy hoarded by any character and any price listed on the market would also be adjusted to 10% of its current value.

    The devs could then decide what prices adhere to the reduction, and which money sinks don't, massively increasing the price of those cost sinks.

    Though to be honest, I'm sure some items (the PvP 3% Def IO for example) wouldn't take long to reach close to the max price even in this scenario. Further, such a scenario doesn't do anything other than cosmetically change the value of the numbers.
  9. Quote:
    Originally Posted by Windenergy21 View Post
    Agreed. An IO'd Elec/shield will easily outperform a fire/shield any day IMO. Now if scrapper fire melee had combustion like it should have it would be the other way around. But since it doesnt, the elec/shield definitely wins out.
    I beg to differ. I have an IO'ed out electric/shield/mu brute and fire/shield/blaze scrapper, and can easily compare them side by side. LR and shield charge are great but FSC recharges extremely fast (20 seconds base vs. 90 seconds for LR) as do fireball. Combustion is not needed.

    What I've noticed is while both the electric/shield and fire/shield can wipe out an entire spawn (electric/shield in two attacks - LR+SC, fire/shield in 3 - FSC+SC+FB), the electric/shield will kill the second group noticeably slower while the fire/shield can still use FSC and fireball. Both can wipe out every other mob group pretty much instanteously, the difference is in the mobs in between. Thunderstrike, Jacob's Ladder and Chain Induction are no match for Fire Sword Circle.
  10. Quote:
    Originally Posted by Perfect_Pain View Post
    After experiencing some new and different things, I have learned that I really do like Power Sets. I like picking say, Electric and having 9 powers to chose from inside the set... and then chosing Fire, and having 9 other powers to chose from. I really like the way defences is done in this game. Where I can have multiple Toggles of Defence or Damage Resistance on at the same time.

    I think this game found a great balance in how it lets us chose powers. I think having absolute freedom is not so good, because in my experience all my powers end up being kind of the same. I have SnowStorm on 6 characters for example. And no... they are not all Ice people... ugh. i dislike that much Freedom tbh.

    Anyways, I can't wait for Going Rogue. I hope they give more announcements about it soon.
    Burnout from CO already?
  11. Quote:
    Originally Posted by BlackBellatrix View Post
    Ok, I understand how defense debuffs would automatically lopside the challenge towards Shield and SR (though, my level 41 SS/Shield was getting owned pretty hard, even on +0/x8, but he isn't slotted for DDR yet and he doesn't have Weave/Grant Cover yet...). So, if someone was going to make a challenge that would be challenging yet not impossible, what types of debuffs would I look for? Are there any auto-hit debuffs that would be a good place to start for an /SR that wouldn't cripple builds without DDR?

    I want to make a mission using mostly in-game enemies from different groups to help stress-test builds. Something that can be scaled to +0/x8 or +2/x8 and be runnable by well-built Scrappers so we could go by judging time as well as completion. I also want to create something where the different builds would have priority targets within the spawn. Invul, SR, Shield and... well most everything but /Elec would want to take out a Sapper first, etc.

    I'm willing to make the mission, I just need suggestions.
    Just combine Arachnos with Longbow in a single mission. The irritation of multiple defense debuffs with those hideous -res grenades.
  12. Assuming 60% accuracy and 17.2% tohit, your hit chance would be as follows:

    Code:
                                     
    Con     To Hit Chance    17.2% ToHit       60% Accuracy
    +0                0.75	           0.922	     1.4752
    +1	    0.65	           0.822	     1.3152
    +2	    0.59	           0.762	     1.2192
    +3	    0.48	           0.652	     1.0432
    +4	    0.39	           0.562	     0.8992
    The 'To Hit Chance' column just replicates the chance to hit an even con to a +4 minion. The '17.2% ToHit' column adds in your global tohit and it's affect on chance to hit. The '60% Accuracy' column finally factors in the accuracy in your attacks.

    Basically, it means that with your current tohit and accuracy, you're capped on your to hit chance to anything excluding +4 opposition. Misses for anthing +3 and below would be on the account of the streak breaker code. Please note that the max cap for to hit chance is 95%.

    The master hit chance formula is:

    Quote:
    HitChance = Clamp( AccMods × Clamp( BaseHitChance + ToHitMods – DefMods ) )
    where

    BaseHitChance is what the attack's chance of hitting would be if there were no modifiers at all – no Enhancements, no buffs, no level differences, nothing
    ToHitMods is the sum of all ToHit buffs and debuffs (the debuffs will be negative)
    DefMods is the sum of all relevant Defense buffs and debuffs (ditto)
    AccMods is the product of all Accuracy multipliers, and
    Clamp(x) limits x to the range of 5% to 95%

    ToHitMods and DefMods are 0 by default. AccMods defaults to 1.
    All this is detailed on ParagonWiki entry on Attack Mechanics.
  13. Quote:
    Originally Posted by Fiery_Redeemer View Post
    We got ready for our morning breakfast, toast was ready, and we opened the new jar of this new brand. We froze as we saw peanut butter settled on the bottom of the jar, and about 1/4 to 1/2 an inch of fluid that was collected on the top. We both thought EW but, hey, we were saving money. I carefully folded the peanut butter in with the fluid until it was smooth again. We spread it on our toast, and took a bite.

    We looked at each other in mock horror. It…was… DISGUSTING. It had this horrible chemical taste. Maybe it was just the first bite. Again. Nope. Just as bad. So, we start joking about the horrible chemicals that must be in there. Polo-sorbo-something. Mono-glyco-watsit. I pick up the jar, and get ready to read my wife the ingredients.

    Peanuts.
    Water.

    That’s it.

    We looked at each other, stunned, then laughed and simultaneously said “Score one for chemicals, eh?”

    We never ate that brand again.

    Factually =

    -It was healthier.
    -It was cheaper.
    -It had no chemicals.

    We didn’t care. Perception > Facts. It felt / looked / tasted unnatural and unhealthy, and the fact that it wasn’t in no way altered our enjoyment of it, and, more importantly (from the company’s standpoint) our buying habits. We never purchased their product again.

    In fact, instead of “Too Good to be True” we nicknamed it “Too Good to be Eaten”.
    Refrigerate it. Natural peanut butter will often look soupy when you first open the jar. Stir the peanut butter together and let it sit in the refrigerator for 30 minutes and try it again. The taste will improve markedly.
  14. The responses have been interesting to me.

    Because the market is a good way to make influence/infamy with a short amount of time, it appears that market engagement isn't out of the realm of casuals. In fact, in may be an equalizer of sorts, making up for in game time with the ability to raise capital while offline.

    Mid's and forum usage are also equalizers in a way since they allow a more casually oriented player to get information about what to slot, and in a sense, make better strategic use of time (i.e., making informed choices on builds and set bonuses leads to less time spent respec'ing, rerolling characters, etc.)

    I do agree that a casual player may be 'penalized' in being able to take advantage of in game events or team oriented events (e.g., Taskforces, raids) that happen frequently in prime time hours. Hence, a casual player may have less badges, TF accomplishments.

    Anyways, I realize I'm generalizing a lot, but this is my attempt to sum up what I've read so far.
  15. I see the phrase "casual player" thrown around a lot when discussing issues about game balance, the market and IOs; however, I've yet to see a clear definition of what constitutes a casual player.

    The term "casual" means different things to different people. For some, it refers to amount of time a player spends in a game. Less than 10 hours per week equals casual to some, while spending 20 hours or more would mean that you're a hardcore (another hard to define term) player.

    For some it may refer to the number of high level characters they have, the state in which those characters are outfitted with powerful IO enhancements, the number of badges a character possesses or the length of time in which a player has stayed subscribed.

    The only definition of casual that I've ever seen from the development team is their statement that game difficulty is balanced around characters using SO enhancements and not set IOs. This seems to imply that in their mind a casual player doesn't seek IO bonuses for the most part, doesn't engage in the market and isn't interested in taking on content that is too difficult.

    So, how would you define yourself? Let me provide some admittedly arbitrary definitions.

    Casual - Uses mostly SOs; little/no market engagement; little/no farming; few 50s/high level characters; typically many alts; plays around 10 hours a week or less

    Average - Uses a mixture of SOs, cheap sets, may have a few expensive IOs per character; moderate market engagement; has 4-10 50s/high level characters or dozens of moderately leveled alts; plays 10-20 hours a week

    Hardcore - Uses mostly IOs, have purchased/used purple sets; has 6-20+ 50s/high level characters or up to hundreds of moderately leveled alts; will often farm for inf; may have heavy market engagement; often has more than one account; plays 20+ hours a week

    Using the definitions above, I'm probably somewhere around average and hardcore.

    Playtime: around 20 hours/week, has played since retail release (though I've taken long breaks since then)
    Enhancements: common IOs or set IOs, pretty much ignore DOs/SOs
    Play style: will farm on occasion and engages the market actively, only one account
    Characters: 11 level 50s, multiple characters level 30+
  16. Quote:
    Originally Posted by BlazingBlue View Post
    Revive should be skipped, IMO.
    Agreed and you can get by without resilience as well too since the stun protection in it and the marginal smash/lethal resistance value it gives you is pretty worthless.
  17. Quote:
    Originally Posted by NeonPower View Post
    i'm not one to focus much on the cost of things, so i'm guessing thats one of the recepies going for around 1,000,000,000 inf right about now???

    damn influence, we need a double exp weekend of extreme inf farming i say =P
    There are zero available right now, and an offer was just made in the market forum for one for 2 billion influence. Truly beyond the reach of the average player...
  18. Quote:
    Originally Posted by Adeon Hawkwood View Post
    Personally I love AR/Dev however it is not going to win the most powerful blaster of the year award. I think that either AR/Energy or AR/Mental are more powerful choices. However AR/Dev is a perfectly viable combination and is fun and thematic as well.

    On the flip side AR/Dev is more powerful solo than in a group, since taking the time to setup a minefield is great solo but generally slows down a team. Overall I'd say if you want an AR/Dev for thematic reasons then go for it but if you're looking for a top tier blaster you may want a different secondary.

    I think you pretty much hit the pros and cons of the set on the head. The only thing I'd add is that devices actually gives good passive mitigation, CJ/Hover + CD + Smoke Grenade gives a noticeable reduction in incoming damage for a Blaster and a solid base to build on with IOs if you get that far.
    Agree with pretty much all of this.

    AR/Dev is a thinking person's power set. Unlike other blasters who can hit aim/build up and ensure that they can cut down 1, maybe 2 spawn of a 3 member mob, AR/Dev can't count on bursts of damage. Instead it relies of soft and hard controls, area denial and some sneakiness. It's a strong soloing set, and there aren't many challenges that can't be overcome by a crafty player.

    On teams however you have change your mindset of being methodical and focus on unleashing AoE after AoE, and if you have the wrong team make up, you have to be careful on how this is done.

    I've logged easily hundreds (thousands?) of hours on my AR/Dev, and occasionally still bring her out to play even though she's been level 50 since issue 1 (when they raised the level cap).
  19. Quote:
    Originally Posted by ArmouredSaint View Post
    Thank you very much. I thought there might be a way to get the needed software on new computer without having to create a new account.

    Thank again.

    Armoured Saint
    You don't need to create a new account. Use your existing plaync username and password, which you should have already.
  20. I'm actually surprised there isn't someone who's offering to take your influence/infamy, invest it and then take a cut (say 30-40%?) of profits. However, anyone who's really good at this probably would want to spend their time investing their own funds instead of someone else's. Still, an amassed pool of funds could allow you to do things that a single player couldn't do.
  21. Quote:
    Originally Posted by QuiJon View Post
    However, it does infact feel that keeping them so fricken rare is really a hurt to the normal player and offers a higher reward for those that are working the system (emphasis mine).
    Define "normal player" and "those that are working the system". Last time I checked, I was a player just like you.

    If you think there's this huge secret cabal of marketeers out to screw the little guy, you're entirely mistaken.
  22. Quote:
    Originally Posted by Morbid Star View Post
    my prefered sloting for damage auras is ...

    3 Scirroco's Dervish: Acc/Dam, Dam/End, Acc/Dam/End
    2 Cleaving Blow: Acc/Dam, Dam/End
    1 Multi Strike: Acc/End

    this gives the values of...

    Accuracy: 95.11%
    Damage: 99.08%
    EndDiscount: 95.11%

    and set bonus's of...

    Recovery: 1%
    Regeneration: 10%
    Resistence (NegativeEnergy): 3.13%
    Mine's 5 slotted:

    Multi-strike Acc/End
    Eradication Dmg/Rech
    Eradication Dmg
    Scirocco's Dervish Acc/Dmg/End
    Scirocco's Dervish Dmg/End

    47.7% Accuracy
    95.6% Damage
    73.8% End Redx

    Set bonuses:

    1.8% max end
    10% regeneration
  23. Quote:
    Originally Posted by Catwhoorg View Post
    I'd alos like the localisation ability used for the EU to be used to create an extra Spanish language server on that merged list.
    This is a good idea. A Spanish language server would have wide appeal here in the Americas as well.
  24. Pretty much agree with the sentiment of having merged server lists. I'd have no problem with having Europeans have access to US servers.