MajorDecoy

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  1. I decided to make it much more expensive.

    http://www.cohplanner.com/mids/downl...29FF003D11DF10

    And this one is cheaper but uses Ninja Run for travel.

    Hero Plan by Mids' Hero Designer 1,92
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Mutation Tanker
    Primary Power Set: Invulnerability
    Secondary Power Set: Super Strength
    Power Pool: Flight
    Power Pool: Fighting
    Power Pool: Speed
    Power Pool: Leaping
    Ancillary Pool: Energy Mastery

    Hero Profile:
    Level 1: Resist Physical Damage -- S'fstPrt-ResDam/Def+(A)
    Level 1: Jab -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(13), KntkC'bat-Dmg/EndRdx/Rchg(17)
    Level 2: Temp Invulnerability -- Aegis-ResDam/Rchg(A), Aegis-ResDam(37), Aegis-ResDam/EndRdx(42)
    Level 4: Dull Pain -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(5), Dct'dW-Heal/EndRdx/Rchg(5), Dct'dW-Heal(17), Dct'dW-Rchg(46)
    Level 6: Air Superiority -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(7), Mako-Dmg/Rchg(7), Mako-Acc/Dmg/EndRdx/Rchg(15)
    Level 8: Unyielding -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(9), RctvArm-ResDam/Rchg(37), Aegis-ResDam(37), Aegis-ResDam/EndRdx(40), Aegis-ResDam/Rchg(42)
    Level 10: Haymaker -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(11), Mako-Dmg/Rchg(11), Mako-Acc/Dmg/EndRdx/Rchg(15)
    Level 12: Taunt -- Mocking-Taunt(A), Mocking-Taunt/Rchg(29), Mocking-Taunt/Rchg/Rng(29), Mocking-Acc/Rchg(34), Mocking-Taunt/Rng(34)
    Level 14: Hover -- Winter-ResSlow(A), Winter-RunSpd/Jump/Fly/Rng/EndRdx(43), Winter-RunSpd/Jump/Fly/Rng(43)
    Level 16: Boxing -- Empty(A)
    Level 18: Invincibility -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(19), LkGmblr-Rchg+(19)
    Level 20: Knockout Blow -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(21), KntkC'bat-Dmg/Rchg(21), KntkC'bat-Dmg/EndRdx/Rchg(31), BasGaze-Rchg/Hold(40), BasGaze-Acc/Hold(42)
    Level 22: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(23), RctvArm-ResDam/EndRdx/Rchg(23), RctvArm-ResDam(48)
    Level 24: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(25), LkGmblr-Rchg+(25)
    Level 26: Tough Hide -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(27), LkGmblr-Rchg+(27)
    Level 28: Rage -- RechRdx-I(A), RechRdx-I(34)
    Level 30: Hasten -- RechRdx-I(A), RechRdx-I(31), RechRdx-I(31)
    Level 32: Resist Energies -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(33), RctvArm-ResDam(33), Aegis-ResDam/Rchg(33), Aegis-ResDam/EndRdx(40), Aegis-ResDam(43)
    Level 35: Resist Elements -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(36), RctvArm-ResDam/EndRdx/Rchg(36), RctvArm-ResDam(36)
    Level 38: Foot Stomp -- Erad-Dmg(A), Erad-Acc/Rchg(39), Erad-Dmg/Rchg(39), Erad-Acc/Dmg/Rchg(39)
    Level 41: Conserve Power -- RechRdx-I(A)
    Level 44: Laser Beam Eyes -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(45), Thundr-Dmg/Rchg(45), Thundr-Acc/Dmg/Rchg(45)
    Level 47: Physical Perfection -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(48), P'Shift-EndMod/Acc(48)
    Level 49: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(50)
    Level 0: Freedom Phalanx Reserve
    Level 0: Portal Jockey
    Level 0: Task Force Commander
    Level 0: The Atlas Medallion
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 1: Gauntlet
    Level 4: Ninja Run
    Level 2: Swift -- Flight-I(A)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(46), Numna-Heal/EndRdx(46), Mrcl-Rcvry+(50), RgnTis-Regen+(50)
    Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(9), P'Shift-EndMod/Acc(13)
  2. Lowest price I've seen it go for is 2 billion for the crafted enhancement, 1.77 billion for the recipe, and I imagine that the recipes that are lower than level 50 don't drop below 2 billion.

    I'm sure everyone is so fond of Void Hunters, they'd like to see every origin get something similar.
  3. Quote:
    Originally Posted by Vanden View Post
    But what about the more realistic situation, like if you're in the twenties and it's just you, a Blaster, and a Scrapper without a taunt aura? That's three players worth of mobs attacking you when you don't have the defenses to handle two.
    Yes, but it's also a lot of damage going out. Two scrappers and a blaster? A scrapper should be able to handle the damage for as long as the enemies stay alive.
  4. Quote:
    Originally Posted by Necrotech_Master View Post
    the way i would see it is if your the only melee on the team and have a ton of buffs and whatnot

    scrappers can get pretty high hp, the only thing they lack compared to brutes and tanks is their resist cap, which is only 75 instead of 90%
    Scrapper hit point cap is 2409, base is 1339. Tanker hit point cap is 3534, base is 1874. They lack a significant amount of health compared to tanks.

    But yes, I'm sure that scrapper damage mitigation is equal to the task of any team not attempting multiple arch-villains.

    I am, however, bothered that Tanker Rise to the Challenge and Scrapper Rise to the Challenge are both 300% taunt when Tanker Invincibility is 400% and Scrapper is 300%. I think Scrapper Rise to the Challege should be 225% taunt.
  5. Quote:
    Originally Posted by BrandX View Post
    I'm saying the bonuses would make a difference, but not in a game breaking manner inwhich people need to go "OMG! WHINE WHINE WHINE! I would of chosen a different Origin"
    And you know this because you've done the research and seen just how much of an impact those numbers have on game play across 12 archetypes and all the powers sets contained therein? Or are you saying that because "Hey, I've picked numbers small enough to be statistically insignificant and yet large enough to be noticeable in game play."

    The fact is that the average player isn't going to notice a 1% defense buff, or a 4% damage buff. The number crunchers will notice it and include it into the build, and yes, there will be the potential that the number crunchers will be upset because they already hit the 300% damage cap on their tank and that 4% isn't doing them any good. Why couldn't they have gotten something useful?

    Quote:
    Originally Posted by BrandX View Post
    5billion influence build, is still going to cost 5billion influence.
    If a person is determined to spend 5 billion influence on a build, she will spend 5 billion influence on a build. But 2 billion influence you don't need to spend on one item is 2 billion influence you get to spend on something else.

    Just the fact that people are willing to spend 2 billion influence on a 3% resist enhancement should show that 2% resist is rather significant to some players (unless it's all pvp'ers buying it for the teleportation resistance).
  6. I'm not saying that a granite tanker can't hit it without the bonus. I'm saying that it's easier with the bonus. That having that bonus gives you more freedom with slotting, potential for other bonuses, not needing to purchase the rather expensive shield wall enhancement.

    Look, if the bonuses are so small that it doesn't matter, then it's not really "making origins matter." So either you're arguing "It doesn't matter" and there's no reason to add the bonuses, or you're arguing "It does matter" and we need to worry about balance. Make a choice.
  7. Quote:
    Originally Posted by Berzerker_NA View Post
    I wish the appropriate origins got a slightly more powerful buff out of it, though, or a special, "origin specific" option were added for each origin, but the appropriate origin got the best special option.
    So Technology would get the best Self Destruct, Natural would get the best Ninja Run, Mutant would get the best Secondary Mutation, Magic would get the best Mystic Fortune, and Science would get... the best access to Body Sculptors?

    I don't think that would be quite fair to Science or Technology. Or, maybe not fair to any archetype but science, if you got awesome costume and body shapes.

    Quote:
    Originally Posted by BrandX View Post
    And you're right, that last 2% would make a difference, but it's 2% that you could make happen by changing your slotting in your build to.
    Not necessarily. There comes a point where you are entirely incapable of adding more defense to a build via set bonuses and enhancements.

    The fact of the matter is that there are characters for which 2% extra resist or 1% extra defense would be enormously helpful. There are also characters for which it would do nothing at all. A stone armour tank in Granite could hit the resist cap against everything except psionic with 2% extra resist. The tank with 88% resists will be taking 20% more damage than the tank with 90% resists. It's significant.

    It is not easy to balance a power across archetypes.
  8. What about exemplar functionality? Is there any work going on to allow people to see what their build looks like when exemplared down to different levels?
  9. Quote:
    Originally Posted by Seldom View Post
    I've always wondered why so many people do not think of exemplaring when they invest in level 50 Io sets, when level 30-ish yield similar results with a larger breadth of availability.
    Level 50 sets are more readily available. Also, if you're more concerned about enhancement bonuses than set bonuses, then three slots of Red Fortune Def, Def/End, Def/Rec at level 50 gets 54.16 def, at level 30, the same slotting yields only 46.32 def. That amount of difference, on a shield tanker, represents about 1% defense. 1% defense, for a tanker, is actually rather important. I would rather have the 1% defense than the set bonuses. Until I drop below level 32, I get that 54.16 defense. Now, both the level 50 25.5 def and the level 30 20.9 def are greater than 20%, so they both get reduced when exemplaring between 21 and 32, so the level 50 will continue to have greater efficiency. The other defense bonuses are less than 20%, so they don't get reduced until level 20.

    It's not that people don't think of exemplaring, it's just that normally if you're exemplaring, you're on a team, and you don't need to be at peak performance capability.

    That said, you could have an alternate build designed to have peak exemplaring capabilities too.
  10. Quote:
    Originally Posted by Samuel_Tow View Post
    I was thinking between "Is it right to remove the Seers and expose people to danger?" "Is it right to force these women to sacrifice themselves against their will?" Those... Aren't quite the options I got.
    Those are precisely the options you got.

    "In their absence the Destroyers and Syndicate could wreck untold havoc on the city, endangering many lives."

    and

    "Once freed the Resistance will ensure that they can live their own lives,"

    Though it does raise the question that, if a woman wants to go back to work for the seers, would the Resistance let her?

    Yes, the decisions you're offered are fairly binary. If you take the mission, you can help free the Seers or you can stop the person trying to free the seers. What's the middle ground there aside from "not doing the mission"?

    The limiting factor is that, once you agree to do a mission, you have to be an active participant. You have three options for everything but the tutorial mission. You can skip the mission, your actions can help the Loyalist cause, or your actions can help the Resistance cause.

    In the end, however, you do get to choose what your actions are. Your reasons for freeing the Seers do not have to coincide with the Resistance's reasons for freeing the seers. It could be that you're a loyalist doing the power branch and you want Praetoria less reliant on the PPD and more reliant upon the Powers Division.

    You can make decisions entirely upon faction symbol, but you don't need to.
  11. Quote:
    Originally Posted by opprime28 View Post
    Secondly, right now in game the Devs already do exactly what you're explaining. They've randomly decided that Corruptors, for example, can "scourge" while Brutes can build "fury" and blasters can attack while mezzed, etc.
    That's tied to archetype and all the powers that a character has available to him/her.

    Giving origin specific powers means powers balanced across 10 archetypes and all the different power sets therein.

    But the inherent archetype powers have on other benefit, since the developers define what an archetype is, they get to define the flavor of that archetype.

    But you tell me that magic does more damage than the other origins, and if I have a magic chest plate (say I'm an invulnerability/axe tanker) why should I do more damage from a magic origin if the axe is normal?

    Or I'm science origin, I have a shield that's made from an alloy of exotic materials. It's well designed and well made, but it's not really technology, and, if not for the shield, I'd be natural origin. Why should I have a bonus to accuracy because of the shield?

    I'm not opposed to the idea of enhancements because everyone is going to get enhancements for their characters, and they can decide what to slot or what not to slot, they can decide which power to slot it into and the reasons why that power gets that enhancement.
  12. Quote:
    Originally Posted by opprime28 View Post
    And yet thats a smaller bonus than the types of defense bonuses you get from "secondary mutation" or "blue wisp pet" or "Fortune." None of those are game changers. And I'd be fine with making them non-permanent buffs but clickable temporary buffs.
    That's because the "secondary mutation" and "Mystic Fortune" are random, i.e. a buffs you can't count on as being available even a majority of the time. And the blue wisp pet is really difficult to keep alive. It's very nice buff when it is, but even on my tanks, it won't stay up past the alpha strike very often. If the pets were more durable, making the buff more reliable, it would be a big deal.

    Reliable 1% defense can be a game changer.

    And if it's not going to make a difference to the game, why should it be added? It won't make origins count, which is your stated goal.

    Quote:
    "You were born with abilities which set you apart from the rest of humankind. Your powers manifested at birth, puberty, or possibly adulthood. Mutants are often viewed with awe and fear by those who don't understand them. This origin will give you access to Mutagen. This item has a very short range and deals minor Energy damage, as well as lowering the damage the affected target deals out."
    There's a difference between "Mutants are often viewed with awe and fear by those who don't understand them." and "Your adaptations often cause people to fear or misunderstand you." It's not just semantic. "Some people, who don't know how the microwave works, view it with fear and awe." vs. "This microwave, with its ability to cook things quickly, cause people to fear and misunderstand it."

    Quote:
    Actually, my original idea was something closer to how Wu Yin's shop functioned. I thought it would be cool if you could unlock certain special enhancements that did unique things related to your origin. This way the the buffs COULD be tailored specifically to your toon, yet actually tied to your origin. Right now while we have origin specific enhancements, they are entirely identical on each side except for name. This could allow for special tailoring.
    So, a magic origin damage enhancement might provide a 40% damage buff at +0 and a 47% buff at +3? That way a magic origin character who slotted two magic SOs would have an 76% buff instead of a 66% buff? You could explain it as "The people who make the enhancements have a particular affinity to a certain type of enhancement."

    This has the benefit of providing an advantage to having a particular origin, and it would perhaps get people to buy level 53 SOs, seeing as those would be stronger than IOs.

    Quote:
    That being said, I'd be TOTALLY cool with switch to, say, "upgraded" origin specific inherent powers. As you complete the arc at level 5 you have the option to trade in your mutagen for, say, a stronger energy dealing power, etc. THE buffs/effects aren't really important to me. The concept that origins should matter and affect my game play is.
    Why should origins matter beyond just story elements? I'm fine with the idea of upgrading the origin specific inherent powers, an arc that gives you the choice between 3-5 origin specific inherent powers, with improved accuracy (as damage already scales by level). But I don't see why the developers should randomly decide an inherent bonus for all science characters to have.
  13. Ignoring the rest of your post for a moment: +def, even a small amount, is a bad idea. To a blaster +1% might mean nothing, but to a tanker or a scrapper in the right situation, it can reduce incoming damage by 14%.

    Okay, now to the idea of specific inherent powers to different origins. I think your explaination for science sums it up. "I don't know why you'd get this power, so you're better at physics than you would otherwise be, which translates for no good reason to improved accuracy." I'm paraphrasing a little, but the spirit's the same. I'm sure that you could go to any university and find 50 people who are really good at physics but couldn't hit the broad side of an aircraft carrier.

    Your explaination for mutation is even worse. "I don't know enough about ingame lore to do anything for mutants, so I'll assume the City of Heroes universe is a lot like the marvel universe." Honestly, there are shops that cater specifically to mutants, they don't get their windows broken by protesters. Sister Psyche is one of the city's most beloved heroes.

    Just, origin specific powers added at this point seem arbitrary. Let me pick two magic users. Darla channels solar energy through her amulet and turns it into flame that she can blast at people. Lilly chants spells, she picks a target and casts directly at the target.

    It would make sense for Lilly to have improved accuracy, because her spells are target based. The person making this character should probably avoid taking AoEs, but that's an aside. It wouldn't necessarily make sense for Darla to get improved accuracy. She doesn't have any more control over where the flames go than a person with a flame thrower does.

    Why should a person with a magic vorpal sword and no other super powers have a different inherent than a person with a laser sword designed to make it easier to behead things?

    Honestly, a player can say "Well, since my origin is this, I should have this inherent power." and that person will be right.

    So then, you might argue, "Why not give them a choice between a lot of different bonuses they can have for their characters?"

    To which I respond, "Well, we do have invention set bonuses. If I think my character has improved accuracy, I can build him to have improved accuracy."

    Unless you have an excellent reason why a specific orgin should have a specific inherent bonus, I don't see why the bonuses should be tied to origin at all.
  14. Major Decoy is easy, being science. Anything sufficiently analyzed can be utilized by science. The incarnate shards yield interesting results in lab, they've found a mixture that provides some extra resilience, improved stamina, and, unexpectedly, the distance at which he's able to engage the enemy. Dr. Stephanie Rodgers is still trying to figure that one out.
  15. I did those arcs with my tanks and none of the enemies seemed to run at all.
  16. Quote:
    Originally Posted by Ice_Wall View Post
    Maybe it was already said but I only skimmed the thread

    So a to make a rare you need -

    1- Uncommon Boost

    2 -Common Components

    1 - Notice of the Well (Only available from WSTs.)

    To make a Very Rare you need

    2 - Rares

    1 - Uncommon Component

    1 - Common Component

    1 - Favor of the well. (Favor of the well is crafted using two Notices of the well and 32 shards)
    Fixed.

    4 shards for the Ultra-rare.
  17. The only cutscene that bothers me enough that I'd like to see it removed is the one in Mender Ramiel's arc.
  18. Quote:
    Originally Posted by Iggylove View Post
    I haven't done a LRSF, guess I know what I am trying tonight
    Filling your pants with cottage cheese and dancing the electric slide?
  19. Quote:
    Originally Posted by Diggis View Post
    I could have used the help on Malaise and Mother Mayhem. Stupid Psi attacks!
    You're a stone tank, you should have Psi defense.
  20. Quote:
    Originally Posted by FunstuffofDoom View Post
    If a dev told you to get in the white van, 'cause there's some candy in it, would you?
    What type of candy?
  21. Quote:
    Originally Posted by DarkGob View Post
    I think it sounds more like a reference to this arc, myself, but the devs do seem to have gotten fond of throwing little clues (or misdirections) into tiny things that you don't normally pay attention to.
    I am really glad that I did not do any missions for Westin Phipps. One of my characters is going to turn vigilante doing nothing but "Beat Westin Phipps" missions now.
  22. My level 32 Invulnerability/Ice tank can keep two level 38 5th Column (A Nightwolf and a Vampyre Parasite) floundering, so .075 mag knockback should work fine to knock enemies down.

    It's not the .001, but I can't really test that.
  23. If Ice Patch will knock down a +4 enemy, we know that .24 mag knockback works. If it knocks down a +5 enemy, then .15 mag knockback works. If +6, then .075 mag knockback works. Just pick enemies that aren't weak to knockback to test this.
  24. I had assumed, apparently erroneously, that it switched from knockdown to knockback at magnitude 1. That would have provided a nice stereoscopic projection, wherein anything on the lower hemisphere mapped to knockdown and anything in the upper mapped to knockback. I suppose you can still do it, but you wouldn't be using the unit sphere anymore. I mean, really. If 1 isn't the boundary, why not just rescale and make .75 into 1?

    Ice Patch and Oil Slick both do mag .5 Knockback, so .67 is not minium. I couldn't find anything lower than that though.

    I'm pretty sure that if the final knockback done to an enemy is greater than zero but less than .75, it's knockdown, so you could have any value greater than zero do knockdown. However, if all enemies have knock-back protection magnitude .4 or greater, than the minimum value to do knock-back would be greater than .4.

    So the question becomes, do enemies have inherent knockback protection?
  25. So, maybe they add a new "Knock-back chance" enhancement. It's only slottable in powers that already provide knockback.

    Each one slotted provides a 30% chance of .3 magnitude Knock-back.

    One slotted in Punch would provide 9% chance of .97 mag knock-back, 21% chance of .67 mag knock-back, and 21% chance of .3 mag knock-back, for a total of 51% chance of Knockdown.

    Two slotted in Punch would provide 2.7% chance of 1.27 mag knock-back, 12.6% chance of .97 mag knock-back, 12.6% chance of .6 mag knock-back, 29.4% chance of .3 mag knock-back, and 14.7% chance of .67 mag knock-back. This brings the total to 2.7% chance of knock-back, and 69.3% chance of knock-down.