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Posts
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Joined
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Quote:I think it is the other way around as far as what is intuitively obvious. The dominator=controller is the question mark for me. That being said, I think it should be:What I get from reading Castle's words is APPs & PPPs will not change. The Q that isn't answered is how the devs plan to line the ATs up with respect to changing alignment.
I think the only pairing we can say is 100% correct would be Dominator=Controller.
The other 4 may or may not be so easy to answer. Especially for nubs like me.
In my nub brain, the other 4 pairings are as such:- Defender=Corruptor
- Scrapper=Brute
- Tank=Mastermind
- Blaster=Stalker
So in a nutshell, it looks like epic pools will not change with respect to powers available. The Q, in my mind at least, is how the devs view each ATs counterpart.
defender=MM
tank=brute
scrapper=stalker
dominator=blaster
controller=corruptor -
Quote:I did it to keep track of buffs and debuffs mostly.
That's pretty much my ultimate goal.
Over the summer, I plan on making a "fight simulator". Which would take a character with user-defined stats, put it against another character, and then instantly determines who would win based on all factors involved, with the most efficient attack chain. That's what I'm shooting for. Where I'd land is a different story!
My psuedo-code seems to be very similar to yours too. Except I don't have an incrementing timer. I have a clock mechanism that just uses sums of Recharges and Activations to keep track of time. -
I did mine in Python.
What I did was created a class object that was initialized by a list of lists (where the powerset info is located). I drop this guy into one of two types of functions. One determines the best chain. The other determines time to kill opponents of X def, Y res, etc.
In attack chain function I start a timer with 0.01s increments (not real seconds btw). I then pick out random powers in the set and fire them off, keeping track of activation times, recharge times, accumulated damage etc; remembering the attack chain with the highest damage. I suppose I could have created a mega big matrix with all the parameters, but was too lazy. I'm being very brief in my explanation btw.
I was more interested in determining the best attack chain against an opponent. So, I would have my hero object, with powers, 'fight' another hero object with def, res and hp. Since the attack chain function keeps track of buffs and debuffs, it was interesting to see some powersets sneak ahead of others despite their apparent lack of DPS on paper. -
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I thought they had fixed it. Oh well, I remember a TP attempt against me that failed. Don't think I was mezzed though.
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Lot of references to skill based games. OK, make CoV PVP a skill based system. Ranged attacks get a 3-D reticle. Chance to hit is based on how much of the opponent is inside the reticle. AIM and other to hit powers make your reticle bigger. Distance makes the reticle smaller.
Melee reticles are 3-D AoEs based around the character. Hit success depends on how close the opponent is to the center of the AoE reticle. -
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Well, it was in regards to some mezzes from non control ATs that would have the cast times longer than the duration. I think that is a little strange. It should be at least the cast time.
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Mez attacks should include cast time (unenhanceable) to mez duration.
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I was going to add a suggestion to the suggestion forums, but I think I will post it here is a 'hope' for i17.
I'm hoping both defs and corrs get their inherent's changed in the following ways:
Corrs, change scourge calculation to include an additional percentage based off of how much buffing/debuffing they do. It will work similar to brute fury except that the fury scourge bar contributes a percentage chance to scourge more often than normal.
For defs, drop vigilance for a def scourge analog. The more damage they do the more they contribute to a defender fury bar which increases the chance to critically buff/debuff (double buff or double debuff strength). Furthermore, like scourge, there is a chance to critically debuff/buff when your opponent/ally's health is low. -
kk, so 500 base percep with /wp with heightened sense (+300), percep IO (+100) and tactics (+242.2) = 1142.2. This sort of stalker could see a VEAT (stealth capped) at about 290ft.
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I bet it will have:
Tesla cage, electric fence, electric fences, lightning field, lightning clap, Tesla cages, short circuit maybe (hope), a pet, and a revamped EM pulse. -
Well, you still get tickets which to me seem a little better way of generating inf for DOs->SOs->IOs as opposed to doing the normal mishes. I seem to always outpace my enhancements in normal mishes.
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Hmm, I had asked about that before (fulcrum breaking terror), somebody said it didn't.
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For ranged, slow activating or slow recharging attacks, I like 2 dam/range HOs, one acc/dam HO, and 2 acc IOs. If I can get a lot of global acc and to hit, maybe replace one of the acc IOs with a proc (one of the 33% 100+ dam ones anyways).
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How bout using stealth + SS or stealth IO to get into position followed by invoke panic from the presence pool before firing fulcrum shift and RoA?
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In general, blasters. However, a corruptor could bring a lot to a zone team when more than just damage is needed.
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Quote:Yeah, steam kinda sucks as far as space allocation is concerned. They need to modify it so that you have choice where some games go. Otherwise, you'll have to move the whole steam folder.I bought windows7 ultimate 64bit and an 80GB Intel SSD (G2) for $300CDN during a boxing day special.
The SSD was faster for booting than my 7200RPM HD but for CoH it wasn't *that* much faster. I wound up going back to the Hard Drive and using the SSD as the location for my swap file.
The SSD just didn't have that much space when you consider that my photo library is 36GB (25k photos) and Steam is sucking up 500MB to 10GB per game. I might switch the disk over to divide apps and data but I'm pretty settled in at the moment.