Madam_Enigma

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  1. Quote:
    Originally Posted by Gilia View Post
    Yeah, but keep in mind that this set was created entirely after the redraw penalty was compensated for. There's no lingering redraw issues (like many people say Trick Arrow still has).

    If I Web Envelope from Mace Mastery with Wide Area Web Grenade queued up, the second will fire virtually instantly after the first, for example. The rifle's maybe half drawn when it launches. Some chains aren't so fluid, but don't worry about the time it takes to draw the gun. If it were drawn, the animation's time would be extended till after you fired anyway. Redraw powers suffering from lower DPA is a myth like the pre-supersidekick "double influence when exemplared" or "targeted AOE knockback is radial."

    I just don't like switching weapons all the time because it LOOKS goofy...
    Actually, getting double inf when exemplered isn't a myth, and never was. Now by default you get xp (which you didn't use to). You can change it in options to "no xp, double inf" though.
  2. Quote:
    Originally Posted by MindArc View Post
    The Wide Area Web Grenade in the Arachnos soldier Tree, does it get shot out of the crab spider backpack thing or does he pull out the arachnos soldier gun to shoot it?
    You pull out the gun and fire it. Fortunately, the crab spider attacks themselves have no redraw. Your weapon is always drawn. Anything from the soldier stuff (pre 24) requires the gun.
  3. For my Thug/TA mastermind:

    Name: Father Bone
    Tier 1: 4th Street Boyz, 5th Street Boyz, Flames McGee
    Tier 2: The Specialist, The Operator
    Tier 3: Big Joe
  4. Madam_Enigma

    Archery

    Mostly because all 3 ticks of damage are applied within 1 second. So the only way to avoid a tick is for it to actually miss usually.
  5. Quote:
    Originally Posted by Wyatt_Earp View Post
    I have to agree. I see this situation all the time, whereas I've never had the problem of them attacking after I've told them to Follow/Defensive. I've always got to be careful when pressing Follow/Defensive, because they may just stop attacking for 10 seconds while I get clobbered.
    That's odd to me. When playing my ninja/poison I have to set pets in stay/passive to corner pull. Other wise the instant something shoots at me, my ninja charge forward. Thus ruining the multi-poison trap setup I made for the EB.
  6. Quote:
    Originally Posted by FredrikSvanberg View Post
    I will be revisiting the 1-10 arc when issue 17 comes, to fix things like that. Thanks for playing!
    For those low level missions, my playtesting in my arc caused me to drop the idea of the boss running. Maybe make it a timed mission, because after X lenth of time he'll flee or something?

    EDIT: The second arc (taste of evil)... SHADES OF GREEN! That was very well written.
  7. Quote:
    Originally Posted by Warlocc View Post
    Right, I know that. That has nothing to do with what's happening.
    Are you sure? Unless you specifically enable it to record attack rolls made on hench, you wont see the misses. Especially if the enemy is out of your sight. Also, sometimes a hench wont obey right away because it's already readied the attack.
  8. Madam_Enigma

    Help me pick

    Quote:
    Originally Posted by MindArc View Post
    So I got my first 50. I was thinking a crab spider, what is that play style like? Then I wanted to know how are the widows like aswell? what are the play styles like for them.
    First of all, you start out a wolf spider or widow. Widows play kind of like a cross between blaster and scrapper. Wolf spiders play sort of like a blaster, only better defense and they get some auto-power mez protection.

    At 24 (I think) you MUST respec. Wolf spiders can respec to remain a wolf spider, become a bane spider, or become a crab spider. Banes, well you know what bane spiders are like. You probably got taken out by them more then a few times. Crabs are sort of a blaster/scrapper hybrid. Either way, you can still take powers from the wolf spider stuff. The attacks though cause redraw, and the grenades are mutually exclusive.

    Example: If you take wolf spider venom grenade, you can't take crab venom grenade.

    Night widows continue the theme of a widow, only more attacks. Meanwhile fortanas lose all access to the melee attacks as I recall. They then play like a mind controller/blaster hybrid.
  9. Ran the first one so far. Very very fun. Although the 5th mission for the 1-10 arc... is a tad easy to fail. Dr Creed runs way too soon, and it's doubtful a VEAT can prevent him from escaping. not at that level anyway.
  10. My crab's built around knowledge I gained going through initially. Story is she was an undercover cop with latent psi abilities who'd been on assignment in the rogue isles. Her assignment had been to infultrate a villain group (not sure which one yet). Unfortunately she ended up 'recruited' for Arachnos. Well, one brain washing later and she's a loyal arachnos soldier who's more then happy to permanently modify her body to serve Lord Recluse better. Just tired of always getting beaten down by those 'destined' scum.
  11. As an alternate opinion, I triple slotted Training: Offensive for acc, and that servers me well. Doing that gives me the equivilant of an SO in every power, at the cost of 2 slots. This lets me focus on other things for slotting. Handy since crab with pets is very slot hungry. I agree with taking fitness. It's very good to have as a crab.

    You don't really need a travel power. I slot 3 run speed in Mental Training, Swift, and Sprint and that's good. I then use my jump jet for vert mobility as needed. Sure it takes 6 slots, but I saved a bunch of slots by not having to slot acc in every attack. Even vs +3 mobs I still hit 85% of the time. But then I also slotted TT: Tactics for to-hit. That and Training: Offensive means I hit most every time I attack.

    I would take serum myself. Having it is nice since it's a self heal. Actually, I believe it's a dull pain clone.
  12. Quote:
    Originally Posted by Warlocc View Post
    That's what I thought too. But this is happening even when I'm stepping around a corner and tap-tap-tapping that macro.
    If something makes an attack roll, it doesn't matter if you ducked around the corner. Also, with follow defensive if anything attacks the hench they fight it.
  13. Quote:
    Originally Posted by The_Larker View Post
    While *most* of the time pets ai goes well,at others it just blows.

    I've had bubblebots doing melee only on tf's,I had my brute on my thug mm run around and hand clap a baddie all around the map (I counted 8x),I've had my medic think he is Rocky Balbo,knights who thought they are wizards,and ninja's who don't want to be Bruce Lee.

    I think it's one of those things sorta like rain on a sunday morning it just happens....or it could be a continued problem with pet ai one that is always there lurking..sorta like a redheaded stepchild everyone knows about him but nobody wants to deal with him.
    I think henchmen are coded to always have 1 or 2 at range when you order an attack. You know, to prevent aoe devastation. You'll notice enemy mobs do the same. Some will charge in, while others who prefer melee will stay at range. I just wish my arsonist would stop thinking he's a boxer.
  14. Quote:
    Originally Posted by Soundtrack View Post
    Thank you all for the continued information.

    Hmm, I may try to slot at least one accuracy into it... in the off chance I can't use Aim first. I'll have to play around with it.
    On my A/Dev blaster it's fairly accurate. But then I also have targeting drone up constantly. It's base ACC is rather good too.
  15. Quote:
    Originally Posted by Gilia View Post
    I don't know if the psuedo pet inherits Aim because it was on when you began animating, however. Like EmperorSteele said though, the 10 second duration should be just fine for a 3 second power.

    I would do 3 damage, 1 accuracy, 2 recharge reductions if I went with SOs or Common IOs. Frankenslotting some set pieces with end redux and accuracy might not be a bad idea though (focusing primarily on damage and recharge).
    Yes, the pet gets the Aim damage and acc buff. Trust me on this. Since my arch blaster doesn't have it slotted yet, I see it doing x2 damage almost with AIm activated first. Still get the bonus from Aim with other attacks too.
  16. Sadly, even using Go-To commands wont force hench to use melee attacks. Sometimes when I order my jounin into melee range first.... they still use the dart exclusively.
  17. Thanks, I felt REALLY stupid for not remembering the command.
  18. Ok, so I rerolled my villain main (Poison Bloom) for story reasons. And I forgot the command wording to make a "target this specific henchman" bind. I got the names planned out. Just need the wording for the binds. Any help?
  19. Madam_Enigma

    Are we hated?

    Quote:
    Originally Posted by Berzerker_NA View Post
    Allow them to shine (by which I mean do all the work), and they actually love you more and want to invite you back. It's kind of a cynical irony that the lazy MM is the favorite to team with. (I don't object, though. I kind of like being lazy and still getting XP.)
    In teams, I usually view my role as an MM as "big nasty threat slayer". Weather that threat is the freakshow tank, or the malta sapper. I always gun for the most dangerous enemy in the group first. But then, that's the role I assign myself no matter what I'm playing. If I'm a dom or controller, that just means I hold them first, then work on the other stuff.

    I do heal team mates on my ninja/poison. However a team mate isn't always my top priority. It can take a lot of my focus just to keep henchmen alive on an 8 man invincible team (old rep system of course). And without those pets, I'm toast. Their my damage reduction, offense, and the team's distraction. For every hit a hench takes, that's one less hit the dominator or corrupter took. Or the stalker for that matter.

    Then again, most of what my MM does for the team is offensive. I turn the tough enemies into kittens, then turn them into bleeding kitten corpses. If I have a choice between healing my Jounin who's at 1/3 health, or the brute who's at 1/3 health I almost always pick the jounin first. I know the brute can handle himself for a few more seconds. And if he can't, well he's back on his feet right away. If the jounin dies, that means the other pets will die quickly too usually. At which point I'll probably be dead, and no longer helping the team.
  20. Madam_Enigma

    Dual Pistols

    Quote:
    Originally Posted by Umbral View Post
    Except that it's obvious from reading the power entry that those numbers are wrong. Just because it's written in game doesn't mean it's correct. If you're going to assume that it's supposed to be "normal" to ignore ticks of a power, Blizzard is listed as having an average damage of 500.49 damage. It deals this damage with 152 separate ticks that each deal 3.34 damage. That damage is a simple multiplication (once again, rounding errors account for the tiny discrepancy) that includes all ticks even though the power itself deals the damage over 15 seconds while making enemies run out of it. The same thing applies to Ice Storm and Rain of Fire.
    Did you know that when the power description lists average damage for Dual Pistols abilities, it doesn't always include the secondary damage type in the figure? For example, Executioner Shot was giving a listed average damage of 101 with my current slotting of it earlier today. And yes, the power was doing exactly that much damage... But that was JUST the lethal damage that it always does. It was also hitting for another 40 or so points of lethal/fire/cold/toxic depending on which ammo type I had equipped.

    Quote:
    You can't simply trust the derivative values given in the detailed information. RoA is an excellent example of why.
    Funny, they are usually spot on from what I've seen.

    Quote:
    So you're anecdotally attempting to diagnose the various resistance levels of enemies and then attempting to apply those numbers in an unbiased manner to those damage types? Seriously, do some research first if you want to crunch some numbers in any kind of attempt to draw accurate conclusions.
    So, tell me oh science master. How else does one try to determine information that must be extrapolated? Last time I checked, you did so by using observation (in this case my observations while fighting various enemy groups for the last five years). You then take those observations and use it to extrapolate. In this case, taking observations combined with average damage values we're given to determine what an average case situation might be for damage vs high resistance enemies.

    Or is there some super secret school of analytical thought you went to?

    Quote:
    If you actually checked (the Power Analyzer craftable temps are great for this), you'd realize that Warwolves have 35% resistance to smashing and lethal and 25% resistance to all other damage types. That doesn't grok with the numbers you used because, even with 35% resistance, in order to preserve that proportion of resisted damage, the target would need to have a 30% weakness to other damage types.
    Wait, you mean you assume everyone has access to a crafted temp power? Even if they have gotten exactly 3 temp power recipe drops EVER since the crafting system was added (all 3 were pistols)? You also assume everyone is fully aware of every single temp power they could craft, even when they had just returned to the game Thursday, the first of April, and been spending most of their time actually playing instead of doing the market mini-game?

    Quote:
    The only enemies that have a 50% resistance to lethal without some similar level of resistance to a large number of other damage types are the Council robots, I'll cede that. Though I don't think you can legitimately make the claim that the Council robots form such a large portion of the population of enemies that you could logically use them as a point of comparison with the other crashless nukes.
    Heh, you have no idea do you? Madam Enigma fights a whole lot of robots. She's gone through more then a few council missions, random police band ones at that, which contained more robots then any other type of council troop. She fights nemesis robots frequently. The only high end robot type she doesn't regularly fight is the malta ones.

    Quote:
    So you stated those values purely for illustration and then attempted to use those values when applying math to them to determine whether a power is underpowered? As I have been saying since the very beginning, if you're going to try to use math in an attempt to validate your opinions about a power, make sure you actually get your information right.
    Try to grasp a very very simple concept.

    If a example is given to illustrate how something can offset a perceived weakness, in this case 'this attack is inherently weaker then the other similar attacks with nearly identical average damage', does it really matter if real values are used? To you I guess it does. I pulled a value out of my rear end. And in the post your so eager to criticize I admitted the number was pulled out of my rear end. I used that number FOR AN EXAMPLE.

    Please, consider what the example actually states. I gave an example for if an enemy has X resistance to one lethal damage, and no appreciable resistance to another type. Let's say hypothetically your attacking something with 40% resistance to lethal but only 30% resistance to cold, fire, or toxic damage. You will still end up doing more damage with an attack that combines lethal damage with one of those three then if you used an attack which has the same average damage but is all lethal damage.

    But I suppose those you think that example is invalid too because again I pulled numbers out of my rear end. Wait a minute, I just realized something. Your saying I can't use the info from the Detailed Description of powers because it can be wrong, but your then willing to trust the info gained from something else devs put in. Something that could have the wrong info. I find that laughable. Or did you take characters with each and every damage type, and use 100.00 point damage attacks to check resistances?

    [quote]Don't make me beat you upside the head with numbers and existing precedent. I've already given you a link to the post where I definitively proved that HoB is underpowered. Do you want me to repost it right here, just for you, because you are under some kind of delusion that your terribly flawed attempt at analysis was correct?[quote]

    Again, did you miss that I was pulling numbers out of my *** for the example of vs resistance, and ADMITTED IT in the very same post the example was given? Or are you incapable of handling hypotetical examples? Are you only capable of analyzing a example if it's grounded in numbers you can admit are proven? If so, then maybe what you should do is try to prove that the power description doesn't list average damage for Hail of Bullets. And keep in mind that the average is not "maximum" or "minimum" damage, but what over the course of time the damage averages out as. If an attack always hits with every tick of damage, then the average damage should be identical to minimum and maximum. But if an attack only has a chance of hitting with each tick, then the damage would average out to X amount, which can easily be different then minimum or maximum damage.

    Quote:
    In its current incarnation, HoB is substantially weaker than it should be. It's provable. Just because you're too ignorant to realize this and you attempt to validate your concerns with math that has more holes in it than Marxist Communism doesn't make it untrue. Next time you try to do anything with numbers, make sure those numbers are right. Just because you did math doesn't make the results even remotely close to correct.
    So let me get this strait, you've ignored my statements of "Until I actually get the power, I can't make a final assessment, but on paper it looks fine"? I am the very first to admit I don't know exactly how well Hail of Bullets preforms. My DP/Dev blaster is currently level 19. I expect to be able to try it out next month at least. Assuming demon summoning doesn't distract me. Nor do I know how well rain of arrows works. I just got it earlier today, and have not used it in combat.

    If after using it I find the power is underwhelming, you can bet I'll be posting well reasoned criticisms of it. Until I can actually use the power or see team mates using it (read be able to pay attention as they use it during a chaotic battle) I will not claim it's broken or not. I will say this though. You all keep saying it's damage is lower then Rain of Arrows. And yet according to the in game info on the two powers, it's slightly stronger.

    Think about that please. Then maybe you will grasp that until I can actually test out the power, I can NOT make any judgments on it.

    By the same token, everyone here seems to think Bullet Rain has too long of an animation. I find it's about right. Everyone seems to think that Executioner's Shot has too long of an animation and does too little damage. I disagree. I feel it may be right where it should be. In fact just now I managed to one shot a even con minion with it. Of course I still had 2 or 3 damage buffs from other attacks. Usually it leaves a bit of health left. I'd put it in the same category as Blazing Arrow for damage (based on what I've played so far). Only it's animation is shorter then blazing arrow.

    But then, from the attitudes I'm seeing in this thread, the mindset of "I'll wait until I can test it myself before damning the power" is less desirable then being a lemming who agrees with others sight unseen.

    I'll tell you what. I'll switch over to my archery blaster for a bit and actually try out Rain of Arrows. I'll check what it's currently listed average damage is first. I'll then compare that to actual damage, and I'll even look at your link to factor in their damage resistance.

    Started to run this test. At my level, it says that RoF does 3 ticks of 57.65 damage, for an average damage of 115.29 points. In actual practice it has been doing 67.56 damage per tick, but only hitting with 1 or 2 ticks half the time. I think it's applying the damage buff from it's self. It's also taking into account I leveled once before entering the mission. Thus enemies are -1 to me. So still seems pretty accurate. It's averaging around what it said it would. As I slot it up, the average damage will go up.

    Although as I'm doing this I noticed something you may have consistently missed.
    Copy/Pasted directly from my enhancement screen, and set to level 50:

    Average Damage:150.15
    Damage Per Activation Time: 37.54
    Damage Per Cast Cycle:2.35
    Activation Time:4.00s
    Recharge Time:1m 0s
    Endurance Cost:20.80
    Accuracy:1.60X
    Available Level:32
    Power Type:Click
    Target Type:Friendlies
    Power Range:90.00 ft.
    Effect Area:Location
    3 Ticks of 75.07 lethal damage over 1.00s on target
    +5.60% strength to all damage for 11.50s on self Ignores buffs and enhancements unresistable

    I bolded what may be of interest to you. It's listed average damage IS accurate. Notice how it states the average damage is lower then that of 3 ticks added together? That is because it is not maximum damage. It is AVERAGE damage. It is the damage you can expect to get over time. If the power always hit with all 3 ticks, the average damage would be the sum total of the ticks. Because it does not hit with all 3 ticks all the time, the average is not the sum total.

    Keep this in mind when talking about how the in-game info for the power is wrong. Or do you only compare powers based on maximum possible performance? In which case I guess you factored in having Aim and Build Up (I think) from /energy activated for RoA. Of course by doing so you automatically disqualify any set without Aim from competing if comparing similar powers.

    So yes, if your only comparing values with maximum possible self +dam buffs activated, RoA is the clear winner. But, and I've said this multiple times in the past, I will not pass a damning judgment on a power until I have actually tried it.
  21. Madam_Enigma

    DP question

    Quote:
    Originally Posted by GavinRuneblade View Post
    I've never been on a hammi raid either, but fortunately Wentworths has quite a few of them for sale. Also you get synthetics from the Statesman Taskforce. And Wentworths has those for sale too. Amazing how that works out.
    Yeah, the STF. Done it eight times. Failed it eight times. Although I never really looked on the AH for hammi's. I'd always figured anyone farming for them is gonna use them.
  22. Madam_Enigma

    Wow...

    Quote:
    Originally Posted by xhris View Post
    My point exactly. MMs already are a close-ranged/melee AT, so giving high-damaging melee attacks to demons seems unfair. And if that wasn't enough they deal fire/toxic damage and debuff res too. Oh, and they get their very own version of Gang War, which is so much worse than Serum, right?
    Why can't the other MM primaries get worthy uniques? Even, Necro, which gets a semi-decent one, is actually a watered-down version of GW.
    I love Gang War. Sure, the damage it does to an EB may be negligible. What it does do is distract the EB while your thugs blow them away.
  23. Quote:
    Originally Posted by Adeon Hawkwood View Post
    You know, I've never understood people's obsession with having someone who can rez. Personally I just carry a few wakies around with me at all times and combine inspirations to make new ones if I use them or give them away. Howling Twilight is useful for the debuff and mez but the others I class as powers to take if you've got nothing else you want or have a spare power choice and no slots for it.
    Awakens are fine and all, but if I'm in the heat of combat on a /poison mastermind or my dark/rad defender... I want you on your feet and fighting NOW! As such I'll use a combat rez. That, and on my /poison mastermind I get to laugh as you vomit your toenails up after 30 seconds.
  24. Quote:
    Originally Posted by TygerTyger View Post
    OK, I know this issue has been done to death... but c'mon people, you don't need a "healer" (if such a thing even exists in CoX) to have an effective team. I've been playing here for a while now, and this myth is still plaguing my playtime.

    Last night, sent out a "((Level 10 blaster, looking for a team))" broadcast, and accepted an invite a second or two later. What I didn't think to check was the name of the invitee. It was the same fellow who'd been spamming a "need a healer" on his broadcast team call. I thought I'd give it a go anyway, as time was limited.

    We gathered (the six of us that were in the team) and waited at the entrance to the mission (radio mission). After the leader had us wait an additional five to ten minutes, repeatedly spamming his "need a healer", I finally broke down.

    Me: "Newsflash mate, we don't need a healer."
    Me: "A "healer" would be handy, but hardly necessary."
    Leader: "Hey newsboy, we do. Trust me, we'll all die without one."
    Me: "OK, who's ready to go, lets get in there."

    The team followed me in to the mission (a blend of scrappers and blasters with a tank) and we proceeded to demolish three missions in a row. Dings were heard everywhere. We did have a couple of folks faceplant, but that was mostly due to really bad playing (party got split and the two groups tried to take on large spawns... bad idea) and fun was had throughout the land.

    When I left after the third mission, I got three tells, all of which thanked me for telling the leader we didn't need a healer, and asking to friend me.

    I also got a tell from the leader, smugly noting the faceplants and telling me none of them would have happened if we'd had a "healer"...

    I had to log off before I gave him a piece of my mind (and there is very little of it left after all the pieces I have handed out previously!) but I couldn't believe this is still prevalent in this game.

    Where does this myth come from, that you "need" certain things in order to play? And why is it always a "healer" that people are looking for? I assume that means an Empath defender or controller, but why is that seen as so great? For the record, I have a Ill/Emp at level 40, and an Emp/NRG in the late 30s, so I do know the sets can be helpful.... but they are not the be all and end all of this bloody game!

    Grrr.... taking deep and meditative breaths now....
    We've all been there (us defenders anyway). It stems from the Unholy Trinity of mmo combat: Tank/DPS/Healer. In most MMOs that trinity is required. You must have 1 'main' healer and one 'backup' healer. You must have 1 'main tank' and one 'off tank'. And you then need damage dealers, because the 'tank' classes are usually built for survivability but little damage. And the medics will be barely capable of dealing damage (even if they have high damage spells not in their hotbar).

    In CoX though you don't need that unholy trinity. Heroes can roll with nearly any combination of archtypes. Some meleers Some support types can't heal, but can keep the team so safe they don't need healing usually or kills things so fast healing's unneeded. And EVERYONE can select healing abilities if desired regardless of AT.

    The problem is that the 'healer' mentality is very entrenched. And almost every single non-superhero MMO feeds that mentality. It creates situations where a TA/A defender can join a team, be not only the sole survivor of 3 fights in a row but ALSO the one who won the fights before handing out awakens, and then gets booted as 'dead weight' due to not healing. Heh, to me the rest of that team was dead weight. My level 10 TA/A defender in issue 5 was the one actually killing the +5 con enemies in the mission. And remember that in issue 5 Trick Arrow was really and truly gimped with EVERY core debuff having a duration of 30 seconds, and recharge of 2 minutes.

    Yes, I got extremely lucky that time. Every time I dropped an enemy I got one of three types of inspirations (which got used right away). I either got a Luck (+def), a Catch a Breath (+33 end), or a small green (+25% health back instantly). At one point I had something like 8 Lucks active at once.
  25. Madam_Enigma

    DP question

    Quote:
    Originally Posted by Derangedpolygot View Post
    It's worth mentioning, Hold and stun procs roll to fire despite the kind of ammo you are using(Lockdown chance for +2 mag hold will fire with standard ammo).
    If you're planning to enhance both Stun and Hold, HO's are best;The Acc/Mez will enhance both Stun and Hold.
    Problem with that advice is.... In five years of playing I've NEVER joined a hammi raid. Thus I've never gotten any HO enhancements.