Jade_Dragon

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  1. Jade_Dragon

    Vigilante Woes

    I'm hoping this can be changed, but I'm guessing the issue is a technical one. The problem, I think, is not that Vigilantes can't do Vigilante missions and earn Vigilante points over in the Rogue Isles, it's that VILLAINS can't do Vigilante missions and earn Vigilante points over in the Rogue Isles. If a Villain teams with a Vigilante doing his mission, he will earn a Vigilante point at the end of it, which isn't even supposed to be able to earn.

    There has to be some technology in place to prevent this, right now a Vigilante can team with a Rogue to do a Rogue mission and he won't get a Rogue point. He won't even get a Vigilante point. But I'm guessing that either a) the technology isn't yet in place to do the same thing to keep Villains from earning Vigilante points or Heroes from earning Rogue points or b) the devs don't find this an issue with Vigilantes and Rogues since they have three other Alignments they can progress as, but they don't want to restrict Heros or Villains from being unable to earn a point from missions they run.

    I must admit I like the new missions, and I was a bit surprised to find that they didn't offer a Rogue option, or be specifically to earn a Rogue point like I thought. I can see it being a way to coax Heroes into teaming with Rogues, since they would be missions they would never otherwise get to see. But I do agree that some potential was overlooked.

    I'm also interested in knowing, now that I know how they work, if the old Hero/Villain missions still drop. All the ones I earned last night on my Rogue blue side seemed to be the new ones.
  2. It would be nice if they put it in a separate tab or something. It could then even be organized a little better, so I don't have to scan the whole list to see if I have more than 5 of the same bonus name.

    Something like:

    Moderate Damage Bonus: x2
    Small Smash/Lethal Defense Bonus: x1

    and so on...
  3. Quote:
    Originally Posted by New Dawn View Post
    Okay going with that, let's say all the responses had been sweet then maybe he would of been sweet. It's sometimes for some reason (and no I ain't analysed this thread cos I don't do complicated) to apologize for one thing when perhaps someone else has reason to apologize back.
    I did say that the flaming was human nature too. I'm not excusing ANYONE'S behavior in this thread. Except maybe my own, but that's the only one I'm responsible for.

    I honestly try not to let it bother me. I wasn't expecting any apology because that's what experience has told me to expect, not because I thought there was anything wrong with the OP. He made a mistake, and as far as I'm concerned that's enough for me.
  4. I'm guessing that a lot of the problem is that because respecs are so tedious to perform, most people either put them off or just don't ever do them. When a change comes along that essentially makes a respec imperative, they decide to make all the changes they've been putting off because they didn't want to do a respec.

    I think it's a rather vocal minority myself. I don't really see as how I will be changing any of the ENHANCEMENTS in my build, just respec'ing, where necessary, to include a few additional powers I couldn't fit into the build before.
  5. Defenses for a Blaster in general are going to be weak, the AT modifier means that your shields, of whatever type you can get your hands on, are going to be weak.

    When dealing with low attribute values, it is always better to get hold of lots of them, instead of trying to use slotting to achieve the same effect. Combat Jumping is a great place to start, if you don't have it already I would pick it up. It is half the Defense of Weave, for negligible Endurance (it could easily cost nothing, honestly) and it helps you manuever in combat.

    Tough and Weave are kind of good and bad. A good portion of damage that hits you in melee is Smashing or Lethal, and so Tough can help you. Weave, as I said, has twice the Def of CJ, so stacked with it it's even better. OTOH, the End cost of keeping both running can be annoying. Your Ancillary shields, more than anything else, should be the focus of your defense.

    Your best bet, honestly, is to invest in some Set IOs to raise your Res (if you want to stick with Electric) or Def. (If you go with Mace Mastery) Or even better, both. Those don't cost you any End, and in some cases they can be as Good as picking up CJ or Weave. Stack several of them, and you can get what you were TRYING to accomplish by 6 slotting charged armor.
  6. Quote:
    Originally Posted by Telperion View Post
    Totally epic. Thanks for reposting that! Makes me want to take another look at my kat/fire ronin dragonlord...
    I considered just retelling that final scene, with her bringing down the cataclysmic explosion on the last words of the Tanker's Credo; "First in battle, First to fall, Never fall." But I finally decided I had too much respect for the original author not to post it in full.

    That story's just stuck with me since the first time I read it.
  7. Quote:
    Originally Posted by DSorrow View Post
    Post WAI. Sadly it didn't provoke a response from the OP All I wanted was him saying "Sorry guys, I was wrong", not vaguely "some of the random information I might have used could have been wrong which may possibly have caused misinterpreted results from my vaguely presented what-may-be data."
    I have honestly found that honest, heartfelt apologies from those who have misunderstood something and discovered that they have made a mistake are VERY, VERY, VERY, VERY, VERY, VERY, VERY, VERY, [counts... yeah, that's about right] VERY rare on the Internet. More commonly the poster will simply disappear without admitting any wrongdoing. I attribute it to human nature, and the anonymity of the medium.

    At this point, continuing to beat the dead horse, or OP, as the case may be, is pointless. And it's actually just as much human nature to continue to do just that.
  8. Quote:
    Originally Posted by Techbot Alpha View Post
    Either that, or make it similar to Omega Maneuver from the Crab sets, in that you can summon it at range. Even if that was the ONLY change to it, it'd be much, much better than it is now.
    The most useful thing about Omega Manuever is the Taunt effect. That's what keeps foes clustered around the bomb until it goes off.

    Omega Manuever does only about 1/3 of the base damage, but the secondary damage is the same. It's Energy instead of Fire (with the base damage Smashing instead of Lethal) and does stun instead of knockback. And it has a MUCH shorter cast time, with no interrupt. I don't see how Time Bomb couldn't get ANY of the features of Omega Manuever, from the ranged positioning, to the lack of interrupt, to the Taunt effect.
  9. Jade_Dragon

    Taunt and i19

    Quote:
    Originally Posted by Kheldarn View Post
    Yeah. It makes me wish they'd give Scrappers Taunt as well, instead of Confront. Hell, I'd be happy if Confront was an AoE, with -Range. *sigh*
    Confront does have -Range according to CoD. Although I'm guessing what you're saying is you would rather Confront be a -Range AoE (with no Taunt effect) than a single target Taunt.
  10. Quote:
    Originally Posted by New Dawn View Post
    Quote:
    Originally Posted by Jade Dragon
    I know that in general rez powers are seen as bad for Tankers, since if you die in the first place, you've done a bad job of tanking.
    I have a Phoenix concept tanker. I'll RotP for any mad insane reason I can think off. It doesn't have to effect the tanking duty at all. Now I have other Tankers without a self res and it is a concept choice to have one with one.
    Just to make sure I was clear, that was NOT a belief that I share. I was saying that it was SEEN that way, which is why it tended to be unpopular in the past. That doesn't mean it was right to be unpopular.

    Honestly, I have an Invulnerability Tanker now that blows up at the slightest provocation. She's an android, and her body is just a shell, her "true self" is an AI. So I use the power Self Destruction, often just as Unstoppable is about to expire. Instead of having to struggle through an Unstoppable crash, I get to explode, use an Awaken, and get right back into the fight. Assuming anything's still standing.

    Not exactly the same thing as Rise of the Phoenix, but you know, if she HAD Rise of the Phoenix, it would be even better than using an Awaken.
  11. Quote:
    Originally Posted by Bright Shadow View Post


    I disagree. But that's just my play style speaking. I believe "active defense" is practically more effective than "passive defense". Rise of the Phoenix is more than effective for when things go wrong, as it not only brings you back up, but it also wipes the floor of any left over enemies that may be harassing your team mates.

    It also has an epic animation! xD
    Not sure if the author here intended for the story to be cross posted to other forums, this was a "commissioned" bio for another player, but it's always been a memorable description of Rise of the Phoenix to me. link

    Soul Transfer can be just as useful, it has a disorient, and draining your enemies souls out of them is just to get their aggro. Resurgence, not so much, although WP in general isn't quite as good at holding aggro anyway.
  12. Quote:
    Originally Posted by Clebstein View Post
    Maybe I should have mentioned that I don't use sets (so I won't be soft capped unless I like it enough to play after hitting 50) but I guess I can see how Invulnerability survives despite some what lesser numbers.
    Those lesser numbers somewhat hide the way Invincibility scales to larger numbers of foes. In all honesty, I consider Invincibility to be 90% of Invulnerability's protection, possibily TOO much. (It makes skipping it a very painful option)

    Rise to the Challenge and Energy Absorption in Ice Armor scale in the same way, but IMHO both are somewhat weaker. (Energy Absorption at least you can see it's numerically weaker, RttC is comparing regen to Defense, but I would say with Def's ability to get stronger as it nears the cap it wins out)
  13. Quote:
    Originally Posted by Bright Shadow View Post
    And finally, Rise of the Phoenix also helps you in your "tanking" as it allows you to come back for a second round when your teammates are falling apart so you can take some heat of them.
    I know that in general rez powers are seen as bad for Tankers, since if you die in the first place, you've done a bad job of tanking.

    OTOH, Fire Aura was designed from the onset to be less defensive than other sets, and thus dying is more likely. More importantly, the damage and stun, not present in a lot of other rez powers, allows you to regain some of your aggro, and buy you time to gain back the rest.
  14. Quote:
    Originally Posted by New Dawn View Post
    He is man enough to walk away from this thread rather than continue in it. I can't be bothered to read the entire thread but it is clear from what I am quoting and have read that one or two people are breaking the EULA.
    I'm not one to encourage flaming, and I've been uncomfortable about some of the responses in this thread, as I tend to be with most that have been like this. But IMHO the OP came here looking for a conspiracy, and addressed all opposition as proof of that consipiracy. I honestly don't find that position either mature or positive.

    I feel I have avoided getting into the flaming myself, and twice attempted to explain the mechanics even after the OP insisted on ignoring the first attempt. If he truly is contrite over having made an honest mistake, even if he doesn't want to post here to admit to it, I am hopeful that one of my posts helped him change his mind.

    Unfortunately, I'm afraid that a great deal of what is going on currently in this thread is momentum. It's turned into doggy pics, and a discussion of mechanics in general by folks who enjoy discussing that sort of thing.
  15. Another possibility is to make it so that he joined Arachnos in pursuit of some goal, but now realizes that in order to achieve that goal, he's got to get around the obstacles Arachnos is putting in his way. Becoming a Destined One can also be a part of that. He still feels loyal to Arachnos, but Arachnos is not being loyal to HIM.

    His goal could itself be tied to the "saving dimensions" thing. Maybe he, I dunno, had a brother or sister that was lost in another dimension and joined Arachnos because he heard they had portal technology that might bring them back.
  16. If you're going for a Huntsman, I would say go with a Guncrab build, and stick a few arm attacks in there so they aren't useless. Fortitude and Serum can be good powers to keep your "Huntsman" up and protecting the team.

    If you go for a Bane as a second build, though, you get the arms, but can't get any of the powers that go with it. It's a shame, really. That's one reason why my Bane and Crab are two different characters. My second build on each is a Huntsman and Guncrab respectively.

    YMMV. You may prefer to level just the one SoA instead of having to split XP between two.
  17. Invulnerability is not just varied, with a lot of good defensive effects, it is strong offensively as well. Invincibility will buff your ToHit, making it much easier to get away with lesser Accuracy slotting, or to take on reds and purples. And Unstoppable comes with a nice Endurance recovery boost. (Although many other Tier 9s have that effect too)

    Firey Aura and Shield Defense are both much better when it comes to offense, but Invulnerability is, again, somewhere in the middle. It's just a little bit good at everything.
  18. Quote:
    Originally Posted by Arcanaville View Post
    This overwhelmingly offense-skewed perspective seems to be unique to City of Heroes, and its ingrained in the culture. Defense seems to be there just to defend against alpha volleys and allow scrappers to solo entire zones. Otherwise, if your defenses are doing anything at all, its probably because you don't have enough AoEs.
    In all fairness, this is a direct result of the "three minions = one hero" design, which was intended to be the LEAST powerful a hero would be. Most other MMOs design around a one to one philosophy, with boss level monsters REQUIRING a whole team.

    The design is actually a fun one, and obviously very popular. But it has led to time consuming techniqes like Sniper shots and phasing -- and even Assassin Strikes -- becoming less useful in gameplay. Even the tradeoff between offense and defense among Tankers and Defenders is argued due to this. Sure a Tanker is the equivalent of six minions, but it still takes him as long as the Scrapper taking on two groups of three.

    And that was a very interesting side tangent, there.
  19. Quote:
    Originally Posted by Ad Astra View Post
    Edit - Rats! Jade Dragon beat me in posting the exact same thing.
    S'alright.
  20. Quote:
    Originally Posted by je_saist View Post
    [*]Where did you get the idea that global accuracy had been changed to begin with?
    I think Bad_Dog pretty clearly stated that the cause of his conclusion is that he had been playing, and percieved that he had been missing more often. He posted another thread, previously, and was informed by the forumites that accuracy had not been nerfed. He was given an explanation that at the time seemed to be acceptable.

    After playing for a while more, though, he reached the conclusion that there was still something wrong, and went looking for a problem. By his own admission, he admitted that he started with the assumption that he was being intentionally misled, and the problem was being hidden. He looked over ParagonWiki and Mids, and THOUGHT he had found it. But it sounds to me like a self fulfilling prophesy, he went looking for a problem and didn't stop searching until he found it.

    My note on all of this is that he said that he reached this conclusion because he was playing a new character. We all know about this issue, when you have been playing high level characters for a long time, and are used to strong SO slotting, returning to low level characters with the base to hit can be jarring. Even with the change to low level base to hit, to address specifically this problem, it can be annoying to "whiff" constantly in the 10-15 levels, when you are losing the level bonus, but haven't yet started slotting satisfactoraly with DOs. Even at 20, DOs can be frustrating if you find yourself having to choose between damage and accuracy.

    So I don't think there's anything new here, the OP is just running into the same perception that accuracy has been nerfed that all players get when they start a new character after the release of a new issue. They think that since there is a new issue, and they are missing all the time, that accuracy MUST have been nerfed. It's a perception issue, because missing in a game is in and of itself innately frustrating. You notice all of the times that you miss, and it's human nature to think that that's happening more often than not missing.
  21. Quote:
    Originally Posted by Memphis_Bill View Post
    Which, logically, is more likely?
    Well, of COURSE the conspiracy between the devs and the rest of the playerbase. We've ALL known accuracy was nerfed for YEARS.

    Oh, and by the way, the forum logged me out while I was trying to post this, which of course is further evidence of the conspiracy.
  22. Quote:
    Originally Posted by ShaneBattle View Post
    What fascinates me is that the claim is that this would be a subtle nerf, when in reality if it was nerfed like he was claiming it was people would be hitting ~33% less than they were before (under base conditions, no toHit buffs/debuffs).

    That's not subtle, that'd be hitting you over the head with a giant neon sign saying "You were nerfed".
    Seriously, if the devs had lowered base to hit from 75% to, say, 70% they MIGHT be able to get away with it on perception alone. It would be given away instantly the moment anyone opened a Combat Window, but if this was still back in the days when we had no Combat Attributes it MIGHT slip past us. For a while.

    But reducing our to hit from 100% to 75%? For one thing, that would make performance prior to level 22 much, much easier. We would have a 100% chance to hit. Add the bonus they GAVE us to to hit prior to level 20, to cut down on the number of times lowbies missed, and that would be even HIGHER. Never mind not needing to slot Accuracy any more, you wouldn't need to slot accuracy EVER, not even prior to level 20. So we would go from essentially never missing at all (5% of the time) to missing at the rate we are now.

    Even worse would be if the devs actually lowered to hit by 25% like he said from the current base of 75%. That's effectively the 50% chance to hit that we players currently have in PvP. That's certainly very noticable. Your chance to hit would not be 3/4 what it is right now, it would be 2/3. For a base attack against a target with no Defense you would be missing twice as often. That would NOT be a stealth nerf.
  23. Quote:
    Originally Posted by DarkGob View Post
    This is your problem. The 75% base attribute people were talking about is ToHit, not Accuracy. Base Player Accuracy is 1.00.
    Technically speaking, players do not have Accuracy, attacks have Accuracy. (Also what Schizmatrix said)

    The best way to explain it is probably to compare it to damage scale. Power Bolt, the first attack in Energy Blast, has a damage scale of 1.0. This is apparently the base against which all other attacks are measured. Power Burst, for instance, with a damage scale of 2.12, will presumably therefore do 2.12 times the damage of Power Burst.

    An AT has a different damage modifier that effects their damage, though. Thus, a Blaster with Power Burst will do a lot more damage than a Defender with Power Burst. The Blaster will do 1.125 times the damage scale, while the Defender will do 0.65 times the damage scale. This value will then be applied to the damage tables with regard to the character's level, and the final damage will be calculated. (Plus, Enhancements and other buffs will be added in and have an effect)

    Everyone has the same to hit chance, but the Accuracy of the attack is just the scale of that attack's ability to hit compared to the base, just as the damage scale is the scale of that attack's damage compared to the AT's base. And just like damage scale, it varies by attack, so some attacks can be more accurate than others.
  24. Quote:
    Originally Posted by Bad_Dog View Post
    100% is the same as 1.0. 1 is one, and one is a whole. If I have a pie its "one" pie. If I cut it in quarters and give my girlfriend a slice, I lost 25% and still have 3/4's or 75% of a pie. Jab has an accuracy of 100% since it is intended to hit as often as most other things. A player base of 100% would mean it was intended to hit as often as anything else. A player base accuracy of 75% makes no sense at all unless it had previously been 100%, otherwise the number behind the ".75" would be 100%.
    Look, you obviously are refusing to accept the truth. The truth is the to hit chance of player characters in this game has ALWAYS been 75%. It has been that way since the release of the game. If the chance for a player to hit with a Jab was 100%, there would be no reason to slot for Accuracy. You would have a 95% chance to hit, only because there is a 5% chance to miss in all cases. Outside of that "cap" on to hit, however, every attack you made would automatically hit.

    *Accuracy* is by definition a multiplicative modifier that makes a particular attack better or worse than the base. An attack with 100% Accuracy does not modify the chance to hit. An attack with 120% accuracy increases the chance to hit by 20%. An attack with 80% Accuracy has only 80% of the normal chance to hit. The reason why Accuracy is defined this way is because entities with different base chance to hit may use the same attack. While player characters have a 75% chance to hit, computer controlled characters have only a 50% chance to hit. Accuracy ensures that a more accurate attack will be, in the same ratio across all characters, more likely to hit the target.

    As a side effect, slotting an attack for Accuracy increases its Accuracy, not the character's to hit. Thus if you slot an SO for +33% Accuracy, you get your chance to hit multiplied by 133%, not 33% added to your chance to hit. (That is, you get a 75%*1.333=100% chance to hit, not a 75%+33%=108% chance to hit) If have a +tohit bonus, however, say from Tactics, this will be added to your 75% chance to hit and then again increased by another 33%.

    Your "pie" is a 75% chance to hit. You have 100% of a 75% chance to hit. Your "pie" has not been reduced from a 100% chance to hit, which it never has been, to a 75% chance to hit. It has been 75% since the day the game was released.
  25. My two favorite heroes of all time, Cloak and Dagger. Had their own series for a while, then shared a title with Doctor Strange, then sort of slowly died out. Had a role in Civil War, but honestly I didn't follow it.

    And the DC version, Hawk and Dove. Started out as a commentary on the Vietnam War in the 60's, then Dove was killed off in Crisis, and the series was revived with a female Dove. A really good series -- until DC covered their flub of the "shock ending" of Armageddon 2001 by having Hawk go nuts and murder Dove before becoming Monarch.

    Again, supposedly they are still around (both Hawk and Dove female now) but I can't bring myself to read it.