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Pleas for Going Rogue information are treated the same way as requests for the Bug Hunter badge.
Oh, hi devs! Fancy you reading this thread. So who do you hate more at this point: me or marketing? -
Ah, right. I forgot that common sense is often thrown out the window when it comes to giving names to things in science. Like how a "fact" doesn't necessarily have to be true...
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I think what StrykerX really means is that, while SOs are perfectly valid, useful and acceptable for any situation the game will throw at you, you'll be better able to overcome the -Recharge in Granit Armor by using IO sets that grant +Recharge.
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This thread is full of "theoretical naysayers." Allow me to interject with my direct, personal experiences on the subject.
-End/-Recov is a wonderful form of mitigation, in my opinion. Short Circuit and Tesla Cage are both -Recov, and Short Circuit and Power Sink are both -End (along with the rest of Electrical Blast). I have an Emp/Elec Defender and an Elec/Pain Corruptor, and both do their best when entire groups are forced to sit there and stare; unable to fight back. Of course, they're both also able to heal themselves to an extent, which is probably a factor in my success.
Bosses and Elite Bosses are even better. With the exception of the Purple Triangles, you can easily stack a couple holds on them (one comes from Tesla Cage) and keep them busy while you drain them, then simply apply an occasional Tesla Cage and Short Circuit to keep them dry indefinitely. People seem quick to dismiss the effects of Endurance Drain on bosses or higher, but I've successfully and completely drained a Lattice in the Abyss without any help before the team took it out. And this was without Hasten.
My teams have always been grateful when the entire spawn just stands there unable to fight back. It really does serve to make the fight a bit unbalanced in the team's favor. -
Quote:There are cameras out there that can focus, and cameras that cannot. The ones that cannot show a crisp image of objects at any depth. The optical focusing of the human eye is a design feature; it is not there to account for any imperfections in the behavior of light, as un-focusable cameras don't seem to have that issue.Here, I cannot agree in the slightest. First of all, as light can be classed as both a wave and a particle, then a beam of light is, at least to my understanding, more appropriate to model as a vector originating from the point we are interested in and passing through the centre of the "eyeball." Obviously, in real life light never reflects quite as perfectly as it does in ideal models, and as such scatters, needing for the lens to focus it onto a single spot. That's why our eyes need to focus and can't really focus on multiple things at the same time. Computer software only really models ideal reflection, and as such no-one has the need to focus on anything. Even in games that do feature focusing, such as F.E.A.R. 2, that's still done via pixel shaders and full screen effects, rather than as a part of raytracing verticals.
Quote:Furthermore, I cannot accept the proposition that a straight line traced onto a sphere's surface translates into a straight line.
I'm glad we're all thinkers. (-: -
For the sake of keeping the thread informed, allow me to explain what light is according to human perception...
There is a type of subatomic particle called a photon, which accounts for all radio signals, lights, your microwave oven, and all other types of electromagnetic radiation. For all intents and purposes, photons move through physical space in spirals with varying amplitudes and periods away from their source--producing an overall "ray" trajectory. Imagine an elongated spring... that's the path traveled by a photon.
Photons with a certain range of periods (frequencies) can be perceived by our eyes. Such frequencies are referred to as "visible light." There are cells on the backs of our eyes on the inside that are responsible for the perception of light. These cells compose what is called the retina, and they are stimulated directly by photons. The amplitude of a photon (the radius of the spiral) is responsible for the brightness of the light, and the period (frequency) is responsible for its color. The retinal cells are configured to respond to both properties, and are so much larger than photons that it takes maybe 100 photons to adequately stimulate any single retinal cell.
When retinal cells are stimulated by photons, they send nervous signals to the brain indicating that light has been perceived.
Quote:In perspective calculations, this is referred to as the "field of view angle" and is indeed recommended to be 90 degrees top-to-bottom (which is technically referred to as a 45-degree FOV). The exact field of view angle for left-to-right depends on the apsect ratio of the viewport; that is, it depends on the relative dimensions of the viewport's width and height.What's more, 3D games tend to display a field of view that basically has no peripheral vision. If I'm not mistaken, in games we see about a 90 degree arc, whereas in real life we can see almost a full 180.
In real life, the field of view angle is greater because our retinas are curved, rather than flat like a computer screen. Rays of light entering our eyes at an extreme angle can still be percieved; while on a computer, such rays would miss the viewport rectangle altogether by shooting off to the sides. This is not a matter of perspective calculation. The math is correct on the computer screen as it is modeled after the real-life math that stimulates our eyes. The difference is that the computer's "retina" is a rectangle, where our eyes' retinas are, for all intents and purposes, hemispheres.
Incidentally, increasing the FOV mathematically will result in the center of the image being "pinched in," while the periphery becomes more stretched out. This can be disorienting, and is occasionally used for artistic flare. Decreasing the FOV results in a binocular-like zoom in, which is far superior to the typical method of actually moving the viewpoint closer to the object you want to zoom in on.
Quote:So here is my question: I know that a line above the horizon in space, when viewed through a sphere and translated onto a flat surface, translates into an upward arc. Does it do the same in the human eyes? If it does, then I challenge the validity of 3D graphics. If it doesn't... Then I'm not really sure.
The same is done on a computer screen, since the same math is applicable in both situations. Our eyes and our computers do not operate any differently in that regard.
Quote:Practically speaking, in a perspective, EVERY set of parallel lines appear to converge into infinity on both ends of the lines. The trick is that, for any lines NOT parallel to the plane of the viewer (e.i. the plane between the horizon and the vertical), one convergence spot is in front of the viewer and the other behind. Since the game only ever renders the front of the viewer, it doesn't need to worry about where lines would intersect in the back, so it draws them straight and converging in the one point you CAN see. Lines parallel to the plane of the viewer do converge in two spots which should be at the edge of the visible angle, but since most games don't render anything even close to panoramic view, you never get to see those points of convergence, so these lines are drawn straight, not worrying about them ever converging anywhere.
The point here is that a single, fully-encompassing image is produced that accurately reflects proper perspective regardless of the angle you look at it with. This boggled my mind initially, since I saw no way that parts of the image way up in the cube's corner would not be distorted when you looked directly at it, but it's true: there is no distoriton, and this is because of the way perspective (and line convergence) works. The only other geometric shape that produces the same result (and, indeed, identical pixels after rendering) is a sphere.
In any case, if you look at the six 2D images of a sky box texture, you'll find that no straight lines become curved. -
Summon/Control would be nice. Imagine putting the whole spawn in one spot with Wormhole then torching them with an Assault Bot...
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I don't remember them... Are you perhaps thinking of the demon people in accounting?
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Been a while since I've been in there post-I8, but I seem to recall not all of the musics changed... The ones I labeled in the video (Subduction, Downfall, Precipice) are the little music-based regions from the old zone.
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Hardly a mile, but that drop shown at the end of the video is the tallest drop in the game save for places in the Shadow Shard and perhaps Lord Recluse's tower.
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Teasing is the only option with vaporware OOH BURN!
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Silly heroes. The answer has been in front of you the whole time! It's obvious!
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(Yeah, you bet I'm informed and not just making stuff up!) -
Hang on a bit and I'll start a new thread for this.
EDIT:
I've started a project on the wiki to get this information out there. Keep an eye on this page and it should eventually become an article in the main namespace. -
All purples are uniques, which makes each set only slottable in one power max. Their set bonuses are limited by the Law of Fives just like any other set.
Additionally, set bonus-like IOs, such as Knockback Protection, have a Law of Fives as well. You can only have, say, 5 Karmas for -20KB, of you're that crazy. I beileve you can still have 3 Karmas and 3 Zephyrs, though. -
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Quote:Regardless of how often an enemy attacks or even if he's able to attack, status effects and debuffs have nothing to do with defending against the effects of the attacks that are made. An enemy attacking less frequently or with less damage is not defensive any more than oneself attacking with more damage is defensive.* -ToHit and -DMG are defensive because the enemies are still making attacks at you.
* -recharge and fear are defensive on the assumption that they do eventually get to attack, but aren't defensive if they don't get to.
* Mezzes are defensive only if they exist long enough to only SLOW DOWN the attack rate, but are not defensive if you kill them before it wears off.
Quote:Building a wall is not defensive because you prevent the enemy from being able to attack in the first place (your new definition says you can't be protected from attacks that can't be made) by preventing them from reaching you.
We could go back and forth on this until the City Vault displays Cathedral of Pain rewards, but at this point it really depends on how much you insist on the two of us not being on the same page simply because of a difference in opinion. I've stated my position and the evidence supporting it, and will continue to clarify until you understand the concept I'm attempting to express... But only one of us can determine when this particular exchange will come to an end. -
Quote:I recall that there was a battle in Final Fantasy X-2 where you need to let the enemy turn your party into zombies, because she later uses a terrible dark energy attack that, while zombies, basically heals your party for full health. The gut reaction is to cure your party of the status effect, but there are game mechanics that make it worthwhile in the long run.You know... In just the vein of this thread, I ran across a pretty curious suggestion over at Suggestions, and I apologise for cross-posting, but here it is.
Quote:Defense by your own definition is to "protect from enemy attacks," which is satisfied by making enemies less capable of attacking you.
Quote:By your arbitrary and vague definition that requires you don't interact with your opponent, building a wall to keep out attackers isn't a defensive maneuver because it actively slows down the enemy rather than affecting yourself.
Quote:You even said yourself, "I agree that deader enemies results in greater survivability than not-as-dead enemies," meaning you acknowledge that the net result means you survive better and mitigate damage better. Meaning you admit that you actively reduce incoming damage, but it's still not defensive.
Quote:IE, you protect from enemy attacks, but it's not defensive (for no clear reason).
Protecting a citizen from, say, a machete madman would involve, for instance, placing the citizen in an armored vehicle. Going after the madman to stop him from being a threat altogether is not an act of protection; it's an act of aggression against the would-be evildoer. -
It was a blue moon tonight, too! They say the last time that happened on New Year's Eve was in 1990.
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I hope to have Knockout Blow on my Mastermind. It's such a great power!
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Quote:Eh? You're reinforcing my argument with this sentence. Are you sure you understand my stance correctly? My position is that offensive things such as Build Up may very well contribute to survivability, but in and of themselves are not classified as defensive simply because of that logic. Defense, by definition, means to protect (such as resisting damage) and redefining the term as having some nebulous connection to the amount of damage sustained over time puts a kink in the flow of communication.Says the guy that doesn't understand that contributors to survivability (i.e. defensive mechanisms) aren't the same as outright defense.
We can all agree that hot dogs are called donuts, but that in no way changes the meaning of the word "donut" to specify a hot dog... especially if someone comes along who knows what a donut really is and tries to communicate with the hot dog crowd. I suppose if we had some glossary for every word that people use in contexts that differ from their denotations, things would be more bearable, but I'm against such nonsense as a matter of principle. -
Make the Defender or Controller with Empathy just to express sharp contrast to the concept of natural selection. (-:
Brute: War Mace/Super Reflexes. Give it the hammer. Can't touch the Banhammer.
Corruptor: I guess you're stuck with Assault Rifle again... Traps is fun stuff, though.
Dominator: Ooh, tough one... I'm gonna say Gravity Control/Energy Assault for the sci-fi high-tech aspect.
Mastermind: Mercenaries/Poison. You'd break so many war laws it'd be awesome.
Stalker: Broadsword/Ninjitsu. It's hard to dodge a blade when there's powder in your eyes. -