Jack_NoMind

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  1. Quote:
    Originally Posted by Diellan_ View Post
    The thought has crossed my mind more than once. But it's not like I would just quit my job in order to build Mids once. Maybe if things go south at my workplace, I'll reconsider it.
    Sabbatical.

    Edit : If you actually need to offer incentives other than maybe a 'credits' menu button mentioning donors to this community, everyone here is an ungrateful selfish *******. That being said I bet we could do a twitter campaign for them to put in a Mids' logo chest costume option in the game and give you codes to distribute. I might do that anyway just because it's win.
  2. Quote:
    Originally Posted by Rodion View Post
    Then you have to have very high levels of recharge to make Power Boost almost perma, which requires many expensive IOs and possibly build limitations to achieve that much recharge.
    No, you just have to get it to 10s downtime, and bounce it with Aim or BU (they'll have the requisite <45s recharge easily by that point).

    Quote:
    Then you have to click Power Boost every 15 seconds or Hasten every couple minutes
    Don't need Hasten.

    Quote:
    Clarion... has a two-minute unenhanceable recharge and the buff lasts only 90 seconds
    Actually even with Spiritual Alpha you'll only get 45s out of it; the last 45s the secondary effect buff is too weak to push you over the 22%. (Without Spiritual Alpha and good slotting you'll only get 10s out it, so it's just another Build Up on a longer and unenhanceable cooldown).

    Quote:
    Three-quarters of the time is not "damn close"
    Combination of effects. If it *was* 90s as you believed, you'd have 110s/120 with Aim and BU. It isn't, but "for the first 65s of each encounter" is a pretty good argument for 'damn close to all the time' unless you're taking more than one minute to clear a spawn on your Blaster. I hope you aren't.

    Quote:
    I don't have an ax to grind here:
    And I don't have one to dull. I play exactly one Blaster, a DP/MM fun concept character. I'm only interested in correctness.

    Quote:
    But the simple truth is, insta snipe provides very little benefit to non-/Devices blasters.
    Pfft. On so many levels, that's obviously false. All of this "Oooh, I can't natively perma-snipe!" whinging is ludicrous; a small yellow provides 60s of fast sniping on-demand if you bother to build for it, and on like 80% of all teams -- 99% of those built with any kind of deliberation -- someone else will be running Tactics anyway and you can stack two. A proportion very likely to go up now that so many Blasters have an incentive to get Tactics themselves. Not to mention Vengeance, which if your team isn't arranged you're almost certainly likely to get a lot of mileage out of.

    We don't even know what kind of powers are going to be added to the other power pools, including the leaked Sorcery or Force of Will (and probably three others for the other Origins), which will be going in at the same time. We don't know what new Enhancements will be released, and even the ATE2s aren't finalized.

    Hell. You can even use IR goggles (+5.something% ToHit) with a well-slotted Tactics (+Kismet, ofc) to do it.

    So this whole

    Quote:
    Powers that depend on the presence of other players and outside buffs cannot be relied upon. If you can't depend on it, you're usually better off slotting a power that you can use (unless you happen to need IO bonuses from a set that can slot into a snipe).
    is just so much hot air.

    This will increase the effectiveness of Snipe on every Blaster who doesn't obstinately refuse to allow that to happen. Nearly all of the ways I've listed are actually better than Power Boost or Aim/BU bouncing because they don't have the severe cast time penalties, and those are already a direct improvement to most Blasters.
  3. Quote:
    Originally Posted by Hopeling View Post
    This has been explored pretty thoroughly in previous threads; Blasters cannot get 22% permanently under their own power, except with /Devices (via Targeting Drone).
    Yeah... no, that's not true.

    http://tomax.cohtitan.com/data/power...on.Power_Boost

    And not "Permanent" but "damn close" is

    http://tomax.cohtitan.com/data/power...adial_Epiphany
  4. Quote:
    Originally Posted by Rylas View Post
    If the claim that Tankers' and Brutes' max potentials are balanced with each other is true, times for completion should be very, very close.
    Nobody's making that claim as far as I can tell. They're making the claim that people don't run around at max potential -- especially Brutes, who can't ordinarily be capped even Fulcrum Shift. In fact, the claim is largely the opposite -- that Brutes have a higher maximum potential precisely because they have such low base ratios.
  5. Yeah, there's a bunch actually. It depends on exactly the look you want, but Alpha, Vanguard, Valkyrie and Cyborg costume sets for Detail 1 and Detail 2 have a lot of relevant options.

    Mixing some of the 1 and 2 options is the easiest way to get a 'face protector with hair' look.
  6. If you plan on playing extensively but don't want to really 'subscribe,' buy $15 of points in the store and just get an Invention License every month. The $15 package will get you 8 months' worth.

    It can also be worth it to buy a bit more when account unlocks go on sale; it averages a lot cheaper than subscription, but you end up with most of the benefits.
  7. Again, addressing the Brute damage issue : Brutes compensate for weaker damage ratios than any other melee class by having such a high cap. If they're being limited to a ceiling that caps them 'exactly between' Scrapper and Tanker caps, but they keep their existing ratios (offensively worse than any class except Controller, Defender, and Mastermind) they aren't 'balanced,' they're bad at everything.
  8. Quote:
    Originally Posted by Jabbrwock View Post
    Do they? I was under the impression that, when fully buffed, Brutes and Tankers had the same max HP.
    Tankers' hp cap is 110% that of Brutes'.

    Quote:
    Personally, since the two AT's were inspired by pretty much the same comic book characters anyway - bricks - I'd say just eliminate the differences entirely.
    Well... hm. No? Not exactly, anyway. There's a distinct difference in how villainous or antiheroic bricks behave versus how heroic bricks behave. Villainous bricks are siege engines, while heroic ones are fortresses. In a comic book, the same character can switch back and forth between the two, but the easiest way to do this in CoX is with two separate archetypes (much like how say Gambit is sometimes a Scrapper and sometimes a Blaster -- complete with durability shifts -- in different books). But 'rage' being part of a brick's portfolio definitely indicates an antiheroic bent which they may or may not struggle against.

    Quote:
    Make the only difference between the AT's be which set is primary and which is secondary, and thus what levels you get to take which powers.
    It's interesting in its simplicity. But I'd rather see suggestions targeted at bringing Tankers into their own as fun to play because they're really good at managing enemies than because we couldn't think of a way to make them different than Brutes.

    ¡ole! ¡Toro! ¡Toro!

    I don't know the code but I have a strong suspicion it would be impossible to do this in any kind of straightforward way without horribly breaking the AT -- or possibly like, all the control powers and probably targeting and mob AI. But it's still a worthwhile discussion to have For The Future.

    Plus I also have a strong suspicion that it can be solved with psuedopets, which once would have irritated me but now mostly just amuses me.
  9. Yeah, I realize this is a few days old but I feel a little bad about my answer.

    There is something to be said for the steady recovery of two IOs. The 'stupid average' of Performance Shifter is that with a 20% chance to fire every 10 seconds, it'll fire about once every 50 seconds. You average a slightly greater return this way, but you might not have it when you need it. I think personally on a character where I definitely could only spare one 'extra' slot for Stamina, I would probably use the two vanilla IOs unless I was also using something else that increased Endurance Mod or was building for +speed for one of the reasons given. It's hard to say how the PPM change will affect my feelings about that.
  10. Jack_NoMind

    Bio Armor

    Actually I'd be interested in watching an Ageless Radial Epiphany-equipped Stone Tanker in-game, come to think of it. I can do the numbers, so I know roughly what it would look like, but I enjoy the SCIENCE! side of science.

    (This is the SCIENCE! side of science.)
  11. Because it's an easy number to work with and large enough to be illustrative. I didn't have a particular AV in mind. You outlined adequately with your numbered points exactly what I was after (#2 is why I specified the theoretical AV's 'relevant resistance'), so I'll just look at you askance for calling it the same as a -res debuff but know it's just an odd (to me) terminology choice.

    I still think telling anyone who doesn't necessarily know how res debuffs work that -hp is 'the same as' a res debuff will just lead to confusion for them down the road, though.
  12. I dunno man, I'm not a vet. Where do you even snip on a squid?

    ...

    You'll probably get more mileage out of not suggesting very specific fixes, but of very carefully describing subjective (or objective, if you can identify them -- good luck) problems. Handing a developer a fix is a bit like telling a surgeon where to make an incision without letting them see the injury.
  13. With a set-up like that, you can do better.
  14. Yes, I do. I'd be particularly interested in the case of a thing with 30000 HP, 50% relevant damage resistance, and 500% regen.
  15. Jack_NoMind

    Bio Armor

    Ice and Stone are arguably "solid" at resisting def debuff.

    As is calling a time out for 30s of every two minutes.
  16. Quote:
    Originally Posted by EmperorSteele
    In the spirit of the recent announcement, I want to toss my hat in for Captain Mako. He doesn't want to rule, he simply wants to KILL. He wants to FEEL a person struggle while his jaws are locked across their arm. He wants to HEAR them scream. He doesn't care if you're an invincible super hero, man, woman, or child... He's a straight up monster with no morals
    That's scary, but not especially evil. I'd say evil is more like virtue perverted. Mako is essentially animalistic; he's vicious and cunning, even intelligent, but as you say he is amoral.

    A memorably evil villain has a morality. But it's one in which their goal is the highest possible good -- whether it's their own power, the acquisition of knowledge, the destruction of the world, or even something like protecting their family. In the pursuit of this goal they are more than prepared to sacrifice anything else.

    And for the worst of them, that goal is coupled with another -- the misery of everyone who doesn't share it. Not just death, although they may inflict this on a large scale, but the awe and terror of the petty sheep who would have stopped them. They want not just to defeat their enemies, but to break them and force them into compliance with their own ethos.

    The truly terrifying thing is that that's not so far from what a hero wants.
  17. Jack_NoMind

    Fighting Pool

    Kick, Boxing, and Cross Punch will all buff each others' damage (by owning one, the others will inherently have greater effect) as of next issue. They will also have some additional secondary effects, and increase each others' secondary effects. So while your current data is correct right now, we have been informed that it will not remain that way. (best guess for i24 right now seems to be fall-ish.)
  18. Quote:
    Originally Posted by RadioSilence View Post
    With both the Kismet proc and Tactics fully slotted with Gaussians, you should get a to-hit % slightly less than 22%. I'm pretty sure you can make up the difference with boosters...
    Probably. But I need a good selection of +Def powers for LotG slotting anyway, and Maneuvers and Vengeance are easy choices (the latter especially with Fallout). I suppose I could go with Assault and free up some slots, but it didn't seem necessary. Besides... it's Assault. ;p

    Edit : Oh actually, maybe it's a moot point -- I'll have to see what changes roll out to Leadership in i24.

    Edit 2 : I somehow read Tactics as Focused Accuracy; the nonsense above may make some sense in that light. I'm not wiping this post only because I deserve to be ashamed of it.
  19. I'm a little sad about Unrelenting. I would *love* to take it on my /Ela Brute, but I really doubt I can free up two more power spots for the (essentially useless) pre-reqs.
  20. Oh, the problem is Mid's will automatically factor in the Gaussian's Build-Up proc with Tactics turned on. That's why you're seeing such a high to-hit.

    FA gives like 6-7% and Tactics gives 15-16-something%, assuming both are slotted. (I remember now I threw in the Kismet global to get over a tiny fractional percentage gap.) Where did you think the huge bonus was coming from, anyway?

    (Looking over build now, ty!)

    Edit : It's excellent. Thank you very much; I'm an obsessive tinkerer and I might try scrounging a few slots for my last couple of powers, but I will likely end up using this largely as-is.
  21. I don't remember you, Rylas, but I like you.
  22. Fast snipe. (The kismet global is overkill, I'll grant.)
  23. Yeah, it's garbage compared to purples, but can be useful nonetheless. I really like the 12% regen bonus, incidentally; it's so easy to cap out on 10% ones.
  24. Quote:
    Originally Posted by Hopeling View Post
    They're still regenerating the same amount, in terms of %/sec, but the debuff makes your attacks deal a larger % of their health, helping you outpace the regeneration.
    Well, yes, your attacks do do a larger % of their health in damage, but also they're regenerating fewer real HP per second. Both are relevant; the two effects do not eclipse one another.