Jade_Dragon

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  1. Quote:
    Originally Posted by Twilight_Snow View Post
    I guess what the OP means by normalization is to introduce some of these new thinking and ingredients into the old power sets.
    Yeah, and unfortunately by definition, new thinking can't really be in old sets. Heh. That's funny.

    The Cottage Rule, in a sense, was designed to prevent that. Massive changes to sets because the devs say, "Oh, this would work better!" While such changes could be buffs, they could also be nerfs. For instance, what are the odds the devs would replace every Tier 9 power in the game with a non-Recharge-Enhancable version like Strength of Will, if they felt that the players' objections are unimportant, and they should only do what increases the balance of the game?

    For every idea you think is a good one, there is someone else who would protest that he has been nerfed, whether because he doesn't like the change, or because he thinks that makes you stronger than him. As Positron has said, a buff under one condition can always be interpreted as a penalty in another condition.
  2. My FF Defender does not technically create bubbles, his original concept was that he has a cloud of vapor around him, and he extends it to deflect shots. He protects allies by extending a "tendril" to stop fire aimed at allies. So the bubbles are not a literal representation of his power.

    Dispersion Bubble kind of covers that concept, but I do want to give my allies full protection, so I just assume the bubbles are a symbol, and it just means I am vigilant (heh. pun intended) enough to fire off a shot to deflect the blast as it comes at them. Likewise, although Parry gives you a buff to Defense, you do NOT parry the enemy's attack, it's just a normal attack that looks like a parry.

    As such, I see no problem with a "Gun Parry". The question is will it be useful enough to be fit into the set with some of the truly useful concepts the devs have developed for the set, like "Change Ammo". Another issue is, since this is a Ranged set and not a Melee one, would adding Defense to a Blaster or even Defender/Corruptor imbalance the design of those ATs? The devs have expressed concerns about Dark Blast for that reason, although in that case every single power has a protective component, while in this case it would be a single one.

    Perhaps rather than a +Def Parry power, a better suggestion WOULD be a -Acc Disarm power. Instead of shooting the incoming bullets, you shoot the gun out of the foe's hand. (Or at least knock it off target)
  3. According to BaBs, you can either have alternate animations for a power OR you can have alternate weapons.

    So if you want alternate animations for Broadsword, et. al, you would have to give up the ability to select your Broadsword and set its color.

    I don't guess this is an engine limitation, but setting it up so you could have both could take as long as Power Customization did in the first place. There was probably a reason BaBs chose not to do it that way.

    Also keep in mind that while you may be given alternate animations for certain powers, those animations MUST have the same animation time as the existing one. So trading KO Blow for Jab, for example, wouldn't be possible. (And neither would be trading Energy Transfer's new animation for the old one, all you thinking it. )
  4. Jade_Dragon

    Repulse

    I've said that this would be an okay power for Tankers to replace Cloak, although with the way Dark ended up Proliferated to Tankers I've changed my mind. I can't help but think how overpowered it would be as AoE knockDOWN, though.

    It does seem as if it should have been a click power though. Like, well, Hand Clap.
  5. I will add in reference to the original post that probably the best choice for a Secondary to minimize redraw would be one with a lot of toggle Powers. Note that this isn't exclusive to Blasters, Regen Scrappers must redraw their weapon when they activate several of their Regeneration powers. This is something that's been complained about as well, although not quite as much. The difference is that meleers typically have more toggle powers, and it's click powers that cause most of the redraw. So a Set heavy on click powers, causes more redraw.

    Most Blaster toggle powers are damage auras, so they draw aggro, and thus aren't considered very useful. So Devices is really the winner here. And many of its traps have long durations. It's not the best, but it's not as bad as it could be. I guess the theoretical best weapon Secondary would be one with a lot of toggles like Devices, plus some long duration buffs, and maybe a pet of some kind. (like Gun Drone) Attacks or fast recharge control powers probably wouldn't be too helpful.
  6. Quote:
    Originally Posted by Adeon Hawkwood View Post
    From what I understand to do this they would have to use the same system that Brawl uses. Basically they brute-force it and it selects a different animation to play based on your stance. The problem is this is still a generic animation that accounts for the fact that you have a weapon but not necessarily which one (the initial version of Ninja Run with an Assault rifle is a good example of the problems that this can run into).
    I think the question is, is the rifle, the bow, and the dual pistols different stances, or is it a "weapon" stance, and the weapon itself is what is different? If that's the case then in theory I think it could work. It is not that you have a specific weapon, but that you HAVE a weapon. In theory, you could eliminate redraw beween Assault Rifle and Trick Arrow IF you could choose the same model for both. (A machinegun/bow hybrid?)

    OTOH, there does appear to be subtle difference between the gait and movements of a character with the different weapons. I would guess that single handed weapon and dual weilded weapons are two different stances, just to start. There is enough variation in the idle and run animations for that. And some of the bugs with Ninja Run did seem to suggest that Claws, Assault Rifle, and other weapons were being held in individual stances while that power was active, or at least they NEEDED to be held somewhat differently, even if they weren't. Not knowing how that was resolved, I honestly can't say.

    Quote:
    Well, with powerset customization the devs MIGHT be able to make it a set of alternate animations for the powers although the interface would probably be clunky. The main issue is that it would require a lot of animations.
    I have considered this possibility. Basically, it would take changing the game engine (or at least adding way more sequences) to have an animation for every single potential stance. Thus you can throw a grenade with your free hand if you're wielding a weapon, juggle one of your two weapons if you're dual weilding, or whatever is needed to make the animation believable. As you said, do for every other power what is done for Brawl. Then redraw becomes simple, it happens ONLY when you go from the idle stance to the stance you take when you draw your weapon. And switching stances would happen a lot less often, too.

    I'm trying to get away from that, though. My suggestions are meant to try and fit the "workarounds" for redraw into the existing system. Stay within the idea of "one power, one stance". Perhaps the "weapon" could be invisible, though, so if you don't have one in your Primary, it doesn't seem to effect you, except for the pauses to "redraw". Or, maybe the weapon could be generic, like a staff that you just hold, almost as a costume piece.

    Quote:
    Besides, if they did it for one set we'd demand it for all sets
    Well, in reference to redraw I hope that's not true. I mean, they didn't have to make it so Archery and Trick Arrow used the "same weapon". They could have made it so you redrew every time you switched from an Archery Power to a Trick Arrow power, whether you had the bow out at all. That would be "fair" to the other sets, which do force a redraw when you switch. Particularly when you are switching from, say the assault rifle to the bow.

    I think we all recognize on some level that that is inconsistent, yet I haven't heard many protest about it. I think we all prefer not having the redraw when the weapon is the same, rather than trying to eliminate redraw for all the weapons.

    You probably mean that if you had multiple animations depending on your stance we'd demand it for all sets, but again, we've already gone through that with Shield. So it is possible. The question is, how long are we willing to wait for it, how many other things are we willing to put on the back burner while the animation guys work on reanimating every single Power in the game, multiple times, and where do we start, do we take it in stages or try and do it all at once. Do we wait the time needed to do it all at once? Can we be that patient, or is it even worth it to wait that long on something that we're dealing with fine right now?
  7. Quote:
    Originally Posted by StormDevil View Post
    Didn't BaB post a while back that they'd found a way to eliminate redraw, and would be rolling it out soon(tm)?
    No, I believe the problem was that it didn't work with Shield or something like that. So he had to abandon the idea.

    Unfortunately, the problem is not that the Secondary causes redraw, it's that any power causes redraw. The same happens if you use a power from the Power Pool. It's an irritation, but there's really nothing that can be done about it unless you have the SAME weapon in the Secondary. And even then you can't say, "Do this when I have the weapon out, and this when I don't." You have to have the weapon out, even if you don't use it. That's why Weapon Set Taunts make you draw the weapon.

    I've suggested a "Weapon" Manipulation Set for Blasters, where if you have a weapon you pull it out and use it to pummel your foes. The other powers can be made to work with the weapon out as well. The problem is that you HAVE to have a weapon, so if you choose a Primary that doesn't have a weapon, you'd have to be given one. Maybe it could give you a choice of different types of weapons, like a sword or a club.

    The problem is, I don't believe it would be possible to make the "generic weapon" from the Secondary match up with a "specific weapon" from the Primary. If it was, it would be cool, you could like use the butt of the Assault Rifle, the "blade" of the Archery Bow, or (with GR) the hilt of the Dual Pistols. The problem is that 1) that's three different animations, and you can't have different animations depending on which weapon is out. And 2) most likely you can't have the same power draw either of three different weapons anyway.

    I've also thought of using a Martial Arts style animation, which would eliminate 1), since you could kick with a weapon in your hand using the exact same animation. But it gets back to 2) If the engine doesn't support that, you'd have to have three different Power Sets, one that draws the Assault Rifle when you kick, one that draws the Bow, and one that draws the Dual Pistols. Plus a fourth for Martial Artists that don't want to have to draw some weapon.

    I'm afraid there's no way around it outside of just creating a Bow Manipulation set. Devices is obviously the counterpart to Assault Rifle, but even with that there is forced redraw. That's so Devices can be used with the other Primaries. The same goes with Assault Rifle and Traps. So really, Archery is unique in that it CAN be set up to avoid the redraw, for Defenders and Corruptors. (Controllers can't use a bow for their Primary, either, although at least Masterminds can)
  8. Quote:
    Originally Posted by Roderick View Post
    When I read the title, I came in here with the intention of posting "Your use of the past tense confuses me." Then I realized you were talking about the FX of the power. You ruined my snarky reply!
    Fulcrum Shift used to be so powerful, it sucked the electrons out of your COMPUTER! It's been nerfed!
  9. I've heard about Plant, but my own experience is with Illusion/Kinetics, and from talk here I'd say it's strong, too. I also have an Illusion/Rad, and while she's not built for soloing, she's actually surprisingly good at it.

    The best way to solo a Controller is to get some good holds and damaging powers (and Spectral Wounds is about the best there is) and then add a Power Pool attack on top of that. If you have them, the Vet Rewards of Sands of Mu and either of the staves can take the place of a Pool attack. You won't get Containment with the Vet attacks, but you get about double the damage anyway since Temp Powers aren't effected by your AT. That should give you the damage you need to solo.

    Kinetics and Rad are good choices because they help you do damage, too. You've got a fairly good heal (and Kin's melee only heal isn't really a problem since you want to use that melee attack anyway) and with the other defensive capabilities you should be pretty sturdy. I'm pretty sure Rad would work great with Plant, too, especially since Plant has lots better AoE capability than Illusion.

    I'll let someone else get down to the details of exact build. I'd just say in general you want plenty of holds/immobilizes and other attacks that deal damage. You also want just enough of your Secondary to make sure you're safe. Then just lock down the foes, drop Enervating Field on them, and go to town.
  10. I remember the days when this was just an idea, and I was really excited about the possibilities in it. Some things may have turned out bad, some great, but in the end, this game did break some new ground. Just with so many character customization options, and with sidekicking, I think CoH definately set a new MMO standard.

    I've had fun.
  11. Quote:
    Originally Posted by Sardan View Post
    But that's beside the point. It's not like only new games get new ATs but expansions don't. There are plenty of other MMOs that have introduced new ATs via expansions.
    Keep in mind that what other MMOs call "classes", CoH calls a combination of "Archetypes" and "Power Sets".

    For instance, if you have two different versions of a Fighter class in another MMO, one for an Orc race and another for an Elf, in CoH you would have two different Power Sets both under the Archetype of Scrapper. And in fact the Scrapper could cover a Rogue or Duelist class as well. (Arguably Stalker would be the counterpart of Rogue, but I think the lines are less distinct than that)
  12. Quote:
    Originally Posted by Golden Girl View Post
    One thing they might do sometime in the future is to introduce the VEAT branching options to every AT - so for example, a Scrapper would get to choose at around 20-25 if they wanted to continue as a pure Scrapper, or start accessing some Tank Powers - it's be sort of like D&D dual-classing, but made to fit the CoH system.
    I think the devs would hesitate on that for the same reason they don't allow AT or Power Set respec -- there's just too much experience involved in playing an AT well. A Scrapper doesn't play exactly like a Tanker, although of course they're a lot more similar than, say, a Stalker and a Controller. It could happen, but I think it would be connected with the aforementioned AT respec.

    The reason I think SoA get around that is because as Epic ATs, the assumption is that the player is more experienced overall. Plus, as there is only one Power Set involved for each choice, your options are more limited. Although there are clear differences between Banes and Crabs and the Wolf Spider they are derived from, they are close enough that you can derive from your experience with the Wolf when you first start playing the Bane and Crab.

    In short, you'd have to find a point where the Scrapper and Tanker are still similar, maybe around level 20, and they'd have to have similar Power Sets. Like, you can change from Fire/Inv to Inv/Fire.

    The shapeshifting of Kheldians is similar, although more challenging in some ways. There is a huge difference between a Nova and Dwarf, but you have Human form to fall back on while you're learning, and there is the ability to shift on the fly, besides. So you've got other options while you try to get the hang of (for example) Dwarf.
  13. Quote:
    Originally Posted by Arcanaville View Post
    automation of any kind intended to assist the player perform tasks isn't a bot (it might be undesirable for other reasons), while automation intended to make the player redundant is a bot. Its a definition with a grey area, but that grey area is congruent to the grey area corresponding to developer tolerance of gameplay bypassing strategies.
    It's also somewhat of a grey area to define automation in a simulation environment to begin with. You do not have to individually control the animation sequences that make up a Power, or even control each movement in the animation separately. You press a key, and the attack is produced by automatic means, both as a gameplay element represented as a single Power which is executed, and as a potential series of graphical effects and applications of modifiers to the target's HP. (With accompanying "floating numbers" as additional graphic effects)

    It's all an "electronic device", so it comes down to your interpretation of "reducing human intervention to a minimum." In some MMOs the human interaction is reduced far more than in CoH, you can press a key, and activate a sequence that will cause you to attack until the foe is dead. CoH is built on the concept that you have to maintain continual interaction with the game, pressing keys to continue sequences of attacks, but it could still be argued that it is automation. You don't have to maintain toggles, and often you don't have to move, or track your target as you aim.

    I think the point is that we're agreed that in some cases automation is botting and some cases it's not, but the disagreement is over the exact definition of when that is.
  14. I think the question has been answered. Preatoria DOES have a set of Archetypes that can be used for a character created in that area, it is one of the ten ATs that already exist. The whole idea for Going Rogue, according to descriptions of the expansion, is to make the Hero ATs available in the Rogue Isles, and the Villain ATs available in Paragon City. To introduce a whole new set of ATs, which are exclusive to the Preatorians, would go against the entire concept of the expansion.

    Putting it another way, Heroes are getting five new ATs, Villains are getting five new ATs, and Preatorians are getting ten. The whole idea is to get away from "these ATs go with this expansion". (Not to mention "these Power Sets go with these ATs") There may be truly "new" Epic ATs coming down the line, but you would be hard pressed to come up with five more original concepts that would not be rehashes of the melee and ranged Archetypes we already have. (or four new classes of pet users)
  15. Quote:
    Originally Posted by Samuel_Tow View Post
    Quote:
    HeroStats
    City Info Tracker
    Mids' Hero Designer

    >.>
    <.<

    I'm a baaaad man!
    You'll not those have always been on a "don't tell us if you're using them and we won't bug you about them" basis. As long as they're benign, the powers that be have saw it fit to look the other way, but these things have been and are against the rules nevertheless.
    Also, those sites have built up trust -- but it's always important to remember that that trust COULD be abused. It's unlikely that something like that could happen without it getting out into the community, though.

    I do believe Mids' isn't a game add-on, but a external application that analyzes your build based on the data you enter manually. If that's true, then it can't collect info on your game use. Unless you're stupid enough to answer if it asks you for your username or password or something.
  16. Quote:
    Originally Posted by Psyonico View Post
    ok, so here you're just saying what I just replied, so you're really countering your own argument, which makes my head hurt a bit.
    Yes, that was what I was saying. I was countering my own argument.

    Basically, what I said was, "#1, here's why it wouldn't be like what you are thinking. It'd be Claw, not Claws. And #2, here's why that wouldn't work either."

    Just clarification, really.
  17. Okay, #1:

    There are attacks in all Melee sets that use both hands. The development of the Shield powerset required the creation of a NEW set of animations for each melee set that limited the attack to one hand. Thus, for instance, Energy Melee with the pink pom poms generates only one pom pom and uses only that fist when carrying a Shield. The Barrage attack, which normally uses both fists, will use only one fist, and change the animation so it takes the same amount of time, but doesn't strike twice. (Or it strikes twice with the same hand, I haven't tried the combo to know that)

    What this means is that in theory there could be a combination of Claws with Shield, BUT THAT CLAW WOULD HAVE TO BE ON ONLY ONE HAND. Your claws would spring out of the right hand, not the left one. Likewise, Spines would have to spring out of your right arm and body, but your left arm would either have to be bare, or the spines would need to be adapted to avoid clipping with the sheild.

    Now, #2:

    In addition to the above, physical weapons attached to the wielder have to be attached at a node. The pink pom poms are not a physical weapon, they are an effect overlaid over the character model. Likewise, the sword summoned by Fire Sword is (I believe) not a true sword, it is simply a particle graphic. Weapons are separate entities with their own wireframe and texture that are "connected" to a player model at a "node".

    So again, the Claws, if they were to be used with a Shield, would have to be attached to only one hand. Claws as a set, however, is designed around having TWO claws, each attached to a node. Dual Blades is the same. It could be possible to have Dual Blades essentially become Broadsword when a Shield is added, but that's probably not possible, because removing a weapon from a node is a much more difficult task than removing a graphic from one arm or the other. You wouldn't be able to make Claws or Dual Blades would with Sheilds without removing the blade from the left arm for ALL players.

    Spines I'm not really sure about. It seems odd. In some ways it seems like a weapon, but in others it seems like a graphic. It was the only set that could not be customized as a weapon customization, but it doesn't seem to quite fit Power Customization. The "shard" fired by Spines attacks could be customized, but the color and "splash" of toxic goo that comes out with the spine couldn't. According to BaBs, this was because "you can either customize a power effect OR a weapon." So I'm guessing this means that Spines, even though it is customized as a power, is actually appearing as a weapon. Probably, like Stone Armor and the like, it is anchored to various nodes around the body.

    What might be neat, though, is to have a option for Spines which puts a spiny "shield" on one or both arms in addition to the spine "blades". It wouldn't act like the Shield set, but it would give you an option that would look like a shield with spines, at least for role playing purposes.
  18. I have "clusters" of characters that know each other. Mainly they are separated by server, and that was intentional, I set up SGs for my characters so they could interact with each other "behind the scenes", and for the most part I tried to create the characters depending on which SG they would end up in. However, with Server Transfer becoming so easy a lot of the boundaries are breaking, and many of my "groups" have now met each other.

    My main group is the Crime Fighters, my two mains, Jade Dragon and Blue Diamond, a third teammate named Genie Gold, and their nemesis, Silver Bolt. They share the same origin, they found four artifacts in an Egyptian Pyramid (the villain was trying to steal them all) and split them up between each other. The two guys are ex-cops, so they returned to Paragon City as a team, but Genie Gold was the archeologist in charge of the dig, and she really doesn't think of herself as a hero. It took her a while to feel she could contribute as well as the other two.

    Meanwhile, my villain went over to the villain side, but doesn't have an SG of his own. On one server, though, I have an alternate universe version of him where the situation is reversed; he has two teammates, and only Blue Diamond remains as a "hero", his potential teammates having been killed before they could get their powers. He's actually in the same SG just for convenience, as Blue Diamond's a Brute on that server, but I think of it as two different SGs. Likely with Going Rogue he will go over to the hero side and start an SG of his own. (He has a teammate, a detective who found out about his story and is trying to help him)

    On Virtue, I have a more loose association of heroes, based around Bloodwolf, my vigilante Batman type of character. He put together an SG to help some other troubled heroes, like Sandy, my reluctant half-robot heroine. There are also some villains in the "same" SG redside, either because they aren't really villains and are trying to clear their name, or Bloodwolf is either trying to resolve their issues that make them a villain, or just keep an eye on them. (Like Experiment OEBR1, my occult powered robot that feeds off souls)

    Finally, on Pinnacle I joined an SG that has a film noir detective theme, and had my cyberpunk detective Alan Midnight join, because it fits him perfectly. I basically describe him as Sam Spade in Cyberspace. He has a partner, an AI named Rachel, so they obviously know each other. On the villain side, there is another version of Alan from an alternate future, and although he knows about the "good" Alan, I haven't decided if the good Alan has figured out there's an evil version of himself running around yet.

    I also have a bunch of characters I originally created on Infinity. Over time, though, I've moved them over to Pinnacle and added them to the SG as well. They're all based on D&D characters, the main of which is called Dragoncove, and he is a Stone/Axe Tanker. There is also a Trick Arrow/Archery Defender named Galendon, and a Dark/Dual Blades Tanker named Arladen. Arladen had originally been the Stone/Axe Tanker, but as part of his concept I had given him stealth, because I wanted a "sneaky" Tanker, just as a lark. After Dark came out for Tankers I realized that was perfect for him, plus he had originally weilded a Scimitar, not an Axe, so I just recreated Arladen and used the existing Stone/Axe as Dragoncove.

    And again, they have their archrival, a wizard who has taken over the body of a dragon, called Dragon Lord Morgon. Morgon is actually from the medieval past, where he fought the ancestors of the heroes, and Dragoncove's axe is the same relic his ancestor used, so he's intentionally put together this team because he knows "the evil has returned", so to speak.
  19. Confuse:

    "Oh, hello Embalmed Abomination." [waves hand] BOOM! "Oh, you blew up your friends, how silly."

    "Oh, hello Rikti Guardian." [waves hand] "Thank you for the bubble. Now to boot your friends upside the head." Boot! "And now your reward for helping me." Boot!

    "Oh, hello Tsoo Sorcerer." [waves hand] "Now for your friends." Boot! "Oh, I'm taking damage. Ah, thank you for the heal, Sorcerer!" [Sorcerer's Hurricane knocks down other Tsoo] Boot!

    "Oh, hello Sky Raider Engineer." [waves hand] "You just go right ahead and summon that Force Field Generator now."

    Also Propel. I know the animation time is so long that most people don't recommend using it, but it's just too good not to use. How can you not hit people with a CAR! I'll settle for a long animation and reduced DPS for that, oh yeah...
  20. Yeah. Cottage Rule. The devs are not going to combine powers in existing sets and add new ones to them. That's what new sets are for. (i.e., that's how Ninjitsu came to be)

    And you will see many people who prefer SR over Ninjitsu. While Ninjitsu has more utility powers and a self heal, SR has higher Defense and the scaling Resistance, which Ninjitsu lacks. Because of the nature of Defense, the higher your Defense, the more each % of Defense counts. If you have 40% Defense, just 5% more Def cuts your damage in half. So that 9% Def for the passives actually is quite powerful at high levels.

    As for self rez:

    Defenses at release of CoH:

    Dark Armor - Self rez
    Fiery Armor - Self rez
    Ice Armor - No self rez
    Invulnerability - No self rez
    Regeneration - Self rez
    Super Reflexes - No self rez
    Stone Armor - No self rez

    New Defenses (CoV and additional Defense sets):

    Electric Armor - No self rez
    Shield Defense - No self rez
    Willpower - Self rez
    Ninjitsu - No self rez

    So of all the "new defensive sets", only one out of the four (three if you want to skip Ninjitsu, as only Stalkers get it) has a self rez, and that's actually lower than the overall Defense sets, which is about 36% have self rez if you count them overall, or 43% if you count the sets at release.

    I'm guessing what you mean by "the new defensive sets for Scrappers" is Firey Aura, but Firey Aura has ALWAYS had Rise of the Phoenix, and has been available for Tankers and Brutes all along. Scrappers just got it because of Power Set Proliferation, and they will continue to get the different Defense Sets until they have all of them. So there is no "Scrappers have lots of sets with self rez in them", theoretically, they will eventually have 36% Defense sets with a self rez, just like everyone else. (And right now they have exactly 50% with a self rez. So I see no need to add a self rez, if anything the next set should NOT have it)
  21. Jade_Dragon

    Best solo AT COV

    Given that all redside ATs solo well, I would say the order of soloability is Brute, Mastermind, Stalker, Dominator, and Corruptor. I can't say 100% where the Epic ATs fit in there, but I'd put them at least between Mastermind and Stalker. Honestly, I've never had any trouble soloing any SoA.

    The other posts have really noted the special considerations to each AT. They all solo well, but whether you enjoy playing them can have a bigger effect. Even Corruptors can get a good boost in soloability from picking a good debuffing Secondary like Rad or Dark. (And can get painfully hard to solo if you make a tougher choice)
  22. Quote:
    Originally Posted by Fleeting Whisper View Post
    Last week I was pulling my hair out of the fact that my computer program was insisting to me that -15.9 =/= -15.9

    (It turns out one of them was actually -15.900000000000000000000127. Stupid computers )
    Don't you know never to use equals with floating point comparisons?

    (It's (x > y - some_round_off && x < y + some_round_off))
  23. Quote:
    Originally Posted by Fleeting Whisper View Post
    You'll have trouble finding build with higher AoE damage than a Fire/Fire Blaster, but it's fairly easy to find a build with higher survivability (since a Fire/Fire Blaster's method of staying alive is "kill them first").
    Actually, if the criteria is the ranged AT best able to take on large groups and survive, I would put my vote in for Dark/Dark Corruptor. Your damage may not be the best in the world, but taking on huge spawns is easy. You just drop a Darkest Night, lock down with Tenebrous Tentacles, and alternate Tentacles with Night Fall while you wait for everything to die.
  24. Actually, I would say Corruptor followed closely by Blaster, with Defender, Mastermind and Dominator each filling their own little niche. Dominators tend to have close range AoEs, but not all that strong since PSW was nerfed. Masterminds deal lots of damage, but it's low and constant. (No burst damage) And a Corruptor has to lay down his debuffs before really dealing the damage, and buff-based Corruptors are going to perform more like a Blaster.

    Controllers are a special case. They can do an extreme amount of AoE damage at high levels, but they aren't going to do that kind of damage prior to 40. And a good portion of that damage will be from Containment followed by subsequent AoE damage/holds. Likewise, Dominators have AoE holds, but don't have Containment on them. I think Blasters and Corruptors are supposed to be the ranged AoE damage dealers, with everyone else dependent on Power Set. (And Corruptors can be pretty dependent on Power Set too)

    A Fire/Kin Controller or Fire/Fire Blaster are currently the #1 choices, from what I hear. I think there are plenty of other choices for those who want a little variety, though.
  25. Quote:
    Originally Posted by Adeon Hawkwood View Post
    I pretty much agree with you, however the main reason I asked was that a while back BaBs talked about wanting to eliminate redraw but that the method he tried didn't work (or more accurately didn't work with Shield Defense). Given that he apparently wasn't concerned about balance then I was wondering why he considered it an issue here.
    I think in that case it was not that he was not concerned about balance, it was that it would be an overall buff to all weapon sets.

    I mean, he removed redraw in the first place, and that was a buff to all weapon sets. Did BaBs ever say that he never expected that to effect balance, or that he didn't care if any sets (Claws) became overpowered because of the removal of the redraw?

    In this case, what we are talking about is an overall NERF to all sets. Or at least, a nerf to non-weapon sets to which you choose to add a weapon.

    Mind you, if he did ever manage to remove redraw, adding them to non-weapon sets would become trivial. (Well, except for being able to customize them, as BaBs mentioned)