Hopeling

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  1. Not running out of endurance, I'd say IMX, BS/SD does have some endurance problems, and no tools to deal with them, so Energy Mastery helps a lot.
  2. Quote:
    Originally Posted by Xzero45 View Post
    Fix'd
    Whaddya mean? You just scrambled the letters around!
  3. No, Alpha powers are added to each power, not each slot. So your Cardiac power gives you an extra 33% cost reduction in every power that can be slotted for cost reduction. Basically it's as if you had one extra slot in every power, and put a cost reduction SO in each of those extra slots.
  4. Quote:
    Originally Posted by Nightchill_EU View Post
    Shield can also cap DDR with a ton a better utilities.
    Slightly less snarkily: No it can't, not since the HO fix. Unless you count Ageless Radial, I guess.
  5. Quote:
    Originally Posted by Samuel_Tow View Post
    Here's what I don't get - why is it supposed to mean anything more than what it already means?
    What does it already mean? It's mitigating 4.5%, but 4.5% of what? What does that tell me? 4.5% isn't very much; does that mean 90% resistance isn't much better than no resistance? And then it's 5.85% against a boss, and 8.19% against a +4 boss, and 45% against the same +0 minion if I had no defense, and so on, so is it variable and unreliable? Any of these numbers is useless (because you have to know everything else about the situation to put the number in context), and also misleading (because it doesn't directly tell you what the resistance is doing).

    The problem is that looking at it this way doesn't give you usable information. We figure out what the power does by looking at what the power does: 90% resistance prevents 90% of the damage you would take. It makes you ten times tougher. You don't need to know anything else about how much defense you have, or the rank or level of the enemy attacking you or what attack they're using. Going from zero resistance to 90% resistance makes you ten times tougher, period, the end. What if I also add enough defense on top of that to prevent half of the damage I would have taken? Then I'm twice as tough as ten times as tough as I was before. That's twenty times as tough. I don't really care that half of the incoming attacks were missing already - those attacks were missing anyway without my powers, so I can't attribute them as being mitigated by my powers. Nor do I care that bosses were already missing 35% of the time instead of half the time - my resistance still prevents 9/10 of their damage and my defense still prevents half of their hits and I still take 1/20 of the damage I would have taken with no defense and no resistance.
    Quote:
    Originally Posted by Samuel_Tow View Post
    Why would you ever, under any circumstances, multiply accuracy by JUST defence when no formula would ever allow this? Every example of accuracy always includes base to-hit in brackets so I genuinely can't see how it would slip out of there. Are you saying that's (Accuracy*(Base - (Base - Defence))/(Accuracy*Base)? Because this genuinely makes no sense to me.
    This part, btw, is because mitigation cares only about the damage prevented. Mitigation measures the difference. The hit chance formula, expressed simply and uncluttered by all the clamp() and whatever that isn't relevant here, is:
    Accuracy*(Tohit - Defense)
    And we can distribute that through:
    Accuracy*Tohit - Accuracy*Defense
    How many attacks were hitting with zero defense? That's the same formula again, just with 0 plugged in for defense:
    Accuracy*(Tohit - 0) = Accuracy*Tohit

    So what is being mitigated by the defense - what is the difference between the chance to be hit, with and without defense? That's just subtraction:
    [Accuracy*Tohit] - [Accuracy*Tohit - Accuracy*Defense]
    Distribute through: Accuracy*Tohit - Accuracy*Tohit + Accuracy*Defense
    The first two terms subtract to zero: 0 + Accuracy*Defense
    And then we're left with just the Accuracy*Defense term.
  6. It's not a Consuming Aura, it's a Cauterizing Aura. Damaging enemies that happen to be nearby is just a side effect

    Personally, I find Blazing Aura thoroughly skippable currently (running both of the damage auras is very expensive, so if I choose only one, I go with the one that deals more damage and covers 6x as much area). Despite the wink above, I really do plan to use Cauterizing Aura primarily for the sustain, and any damage it deals is just a bonus.
  7. Field Medic won't remove the interrupt from Aid Self, but it will just plain make Aid Self better with its healing boost, and will also give back some endurance. Not sure how much, haven't tried it yet, but it may make many SR builds more endurance-friendly.
  8. Your max HP does not affect direct healing powers like Siphon Life. It does affect regeneration, though, since regeneration happens as a percentage of your health bar.

    Edit: Wow, double scooped.
  9. Hopeling

    Store Gifts

    Quote:
    Originally Posted by Forbin_Project View Post
    the purpose of posting in the Suggestion forums is to get BOTH positive and negative feedback so the OP can perfect his idea if he has overlooked anything.
    Yep, agreed. Raising security issues as a problem is valid, and the proper response is to try to think of ways to address them for this specific idea, or an alternate form of the idea that is more secure (a point card would be one method, since you could just tell the code to your intended recipient, although it wouldn't let you gift your monthly stipend and would be somewhat less convenient than having the whole process inside the game), not just poo-poo you as a worrywart and trust in the magic elves that figure out such things.

    Sometimes such criticisms come across a little bit like ye olde predictions that the human body cannot withstand the air resistance from a vehicle traveling at breakneck speeds in excess of 30mph, but that's just a matter of presentation
  10. Made it to level 43... not bad for one weekend I juuuuuust barely can sometimes recast Domination before it expires now, during Hasten and if I have the base recharge buff and Quick Reflexes from Secondary Mutation. Can't wait to have that full-time. I'm not sure I'll be leveling another Dominator any time soon; I felt soooooo squishy whenever anything not controlled glanced my way until I got the epic shield; but I've enjoyed this one and it's certainly a different experience from most of my characters.

    Thanks for the advice. I had a hard time imagining dropping Tremor since it was my only AoE, but now that I have Fissure and soon Ice Storm it's looking way less critical, and will leave way more time to use my other awesome stuff. I had the ATO proc in Fossilize for a while, and now it's in Seismic Smash, and once I reach 50 and Catalyze it I'll probably try it again in both places and see which I like better.

    I'll probably be back with more questions, before too long...
  11. Hopeling

    My 4th slot

    +6% to hit is worth more than 6% accuracy. Exactly how much more depends on the power in question, its slotting, your set bonuses, the level of the enemy you're fighting, etc etc, but as a ballpark figure you're probably looking at ~10-12% difference in final hit chance, for an IO build. It's possible to make up the difference elsewhere, though.

    Whether that's better than an LotG depends entirely on the build and your preferences. I like to build for capped hit chance against +3s, which is rather more difficult without Kismet; Kismet is yet more important if you build for +4s, but not very important at all for Super Strength because Rage provides all the +tohit you'll plausibly need.
  12. Hopeling

    Store Gifts

    There's clearly security issues that would have to be addressed. But the same can be said of the Paragon Market, or of subscriptions in general, or of any financial transaction at all, online or otherwise. They've been solved to a satisfactory degree for similar things elsewhere and elsewhen; they could probably be solved here.
  13. The cap is applied last, AFAIK. It doesn't add up the buffs, cap your resist (or other relevant attribute), then add debuffs. It adds up all effects on you, whether buff or debuff, then caps the attribute if necessary.
  14. It isn't in line with other damage buffing powers - it's quite clearly far and away better than other damage buffs (Fulcrum Shift is the only buff around that can even come close to damage-capping a whole team; even self-only buffs don't approach the magnitude of Fulcrum Shift, except stacked Rage, which requires a high-end build to achieve, and comes with significant drawbacks). It's less wildly out of line with, but still better than, most -res powers. But it's also the crowning jewel of the set, and I don't mean because it's in the tier 9 spot. Dark Miasma minus Tar Patch is still pretty awesome; same for Cold Domination minus Sleet, or Time Manipulation minus Slowed Response, or etc. But Kinetics minus Fulcrum Shift isn't nearly as exciting. So comparing Fulcrum Shift alone to some other power isn't particularly appropriate, as we should already know from the multitude of other times we've learned that you can't compare single powers from different powersets and get a meaningful conclusion.

    I'm indifferent to the idea of making Fulcrum Shift weaker and buffing some other powers in the set, personally.
  15. Quote:
    Originally Posted by Pureshadow2 View Post
    How is this a counter arguement?
    It isn't. That's why I stopped using it as an example once the thread became less silly than it was on the first page:
    Quote:
    Originally Posted by Hopeling View Post
    This is a silly thread.
  16. Oh, I see. I parsed that sentence differently. My bad.
  17. Quote:
    Originally Posted by Garent View Post
    You're basically making the argument that no amount of damage buffing is a lot because -resistance will always be better.
    No, that is almost completely opposite of what I've actually said:
    Quote:
    Originally Posted by Hopeling View Post
    Is Fulcrum Shift still pretty clearly better than any single -res power? IMX, yes
    I meant only what I said: looking at Fulcrum Shift in the absence of other damage buffs does not give a good picture of what it does. And what it actually does in practice, and more appropriately what Kinetics as a whole does, isn't out of line with other support sets, IMX.

    Fulcrum Shift is good, but not so good that it passes up -res at zero stacks, as post #74 claimed.
  18. Quote:
    Originally Posted by Roderick View Post
    The same is true for Tanks/Brutes, due to both Energy Aura and Electric Armor. Stalkers also got Superior Conditioning in Weapons Mastery to replace Caltrops.
    Brutes yes, but Tankers have Conserve Power. They had Conserve Power since long before they got Electric Armor (and it was proliferated at the same time Conserve Power was replaced with Energize).

    Stalker Weapon Mastery has Physical Perfection, not Superior Conditioning.
  19. Quote:
    Originally Posted by Forbin_Project View Post
    What we expect and what we get are frequently two different things. Personally I'll be pleased to get something new this week or next, but I must admit I'll be a little torn if something new is added on the 28th.

    I'll probably end up splitting my time between both shinies if that happens.
    So you'll buy a new game AND purchase from the Paragon Market? Why would NCSoft want to prevent this? But, apparently I was wrong about Nature. Still, I strongly expect we'll see something new in at least one of the next three weeks.

    I don't recall any specific promises of "something new every week", for what it's worth. We've certainly gotten new things more often and in greater quantity than we used to, the occasional dry week(s) notwithstanding.
  20. Aren't we expecting Nature Affinity today? Or is the Intrepid Informer not the official 1-week notice?

    In case I'm mistaken, and Nature Affinity is also somehow not in the cards for next week nor the week after, I'd be surprised if, say, Cybertech costumes or Rogues & Vigilantes super packs are anticipated enough to constitute competition to the release of a completely new game.
  21. Quote:
    Originally Posted by UnderArmor View Post
    I've recently started playing COH again due to being bored with WOW. What is a better approach:

    Get one guy to level 50 and max him/her out.

    or

    Slowly get 10-15 toons to level 50 and then work on maxing them out.
    I prefer the first method, personally, but I'm not sure it's better in any meaningful way.
    Quote:
    Also

    When is the point on your level 50 where you sit back and go.."I've done all I can possibly do to make this guy the best that I can." ?
    If I ever get there, I'll tell you.
  22. It's not "the combined sum" of every other damage buff. The point is just that there ARE other damage buffs - lots of them, in fact - and every one that happens to be present at any given moment diminishes the value of Fulcrum Shift compared to -res, even before considering damage caps, so comparing Fulcrum Shift in the complete absence of any other damage buffs doesn't give a good picture of what it actually does.
  23. But Fulcrum Shift isn't the only damage buff in the game. An Assault or two, Accelerate Metabolism, a few red inspirations, Build Up, Musculature alpha, etc - such buffs are fairly common, and they increase the value of -res, and simultaneously decrease the head room characters have to benefit from Fulcrum Shift. And although Fulcrum Shift's area is not a severe limitation, it's a lot easier/more common (IMX) to miss a significant portion of the team with a buff than to miss a significant portion of a spawn with a debuff.

    Is Fulcrum Shift still pretty clearly better than any single -res power? IMX, yes, but not by a huge margin. It will make a good team great, but it has a harder time turning a bad team around the way some sets can.
  24. Quote:
    Originally Posted by Talesin View Post
    Sure the benefit from Speed Boost is great, but what makes a team plow through mobs faster than anything is competence.
    ftfy

    Many of the most amazing steamroller teams I've ever experienced had nobody with Kinetics. Some of the most painful and ineffective teams I've been on had at least one Kinetics character. Fulcrum Shift can be awesome, of course, but in general use (even under good conditions) it's not incredibly superior to a good -res power. 9 out of 14 archetypes don't even have a high enough damage cap to get full benefit from a saturated Fulcrum Shift.

    Also, holy cow Talesin, multi-quote or no (it's the little square button on the bottom right of each post, with a " and a +), you don't need to compose an individual rebuttal to every post in the thread.
  25. Quote:
    Originally Posted by Roderick View Post
    I'm one of the players that feeds you (and others) those inspirations.
    *bow*

    Thank you for the explanation, and also for helping to make my hilariously extravagant practices sustainable.