PleaseRecycle

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  1. Quote:
    Originally Posted by Werner View Post
    I think I'm going to back away from the soft cap on my Katana/Dark on my next respec (well, I'm there already after the Enzyme fix). In incarnate content, the old soft cap isn't, and the new soft cap doesn't seem a practical goal. It seems worth giving up about 5% defense to pick up a lot more recharge (Hasten+) and a few other goodies. Some earlier calculations I did bore this out, and also came with the more surprising revelation that it was also better against normal 50% to hit, I suppose because so much damage is melee or lethal, which is still soft capped. Something to consider.
    I'm continuing the digression here I suppose but this reminds me of the I22 beta discussion of incarnate tohit in Dark Astoria: most people felt that the tohit bonus was unfairly punitive to defense sets. Since it went live, though, that sentiment seems to have died down almost completely. Any thoughts on that? For my part, the only character I've soloed all the way through DA so far has been a fortunata and at level 52 set on +3x5 I typically didn't even feel the need to hit mind link and incarnate softcap. It seems that DA's enemies are either not as mean as advertised or the softcap really is a little overestimated on the forums.
  2. Quote:
    Originally Posted by Oedipus_Tex View Post
    In any case, one specific reason to use a low damaging attack in many cases is that the enemy is light on HP, as Arcana said. Another reason would be that the realbest set of actions would be to nix the idea of an attack chain completely and mix AoE with single target, which is a possibility I don't think I've seen addressed (my apologies if it has). The main reason to do this is what I said above: all attacks are not the same. If the optimal damage chain calls for an AoE power but, say, Knockout Blow would be more useful against one of the gathered enemies, it makes more sense to drop the chain and do that. None of this becomes very relevant in pylon soloing, but that's why pylon soloing is regarded by many players as what it is: the amount of time it takes to solo a pylon.
    Excellent points. Though it has been willfully ignored earlier in the thread, it bears repeating that pylon times have never and will never be factors in set balance considerations as the entire point of them is to demonstrate the maximum capability of a full build with every available advantage in one extremely limited circumstance.
    Quote:
    Originally Posted by Combat
    Staff is 4th from last in single target, but AoE is less significant, because a set can make up for lack-luster AoE (by adding up to 5 AoEs [Burn,Mu/Leviathan,Spring Attack] from outside sources), but not for lack-luster single-target. Heck, you could 'almost' make the case that even Dark Melee could be a great AoE set just by adding /Mu and /Fire.
    Here you're at your very wrongest, for reasons I've explained and for the reasons O_T has brought up. You utterly fail to understand that in being forced to take all of these pools to shore up aoe other sets pay a high opportunity cost. We've already been over the fact that the staff fighter need do nothing extraordinary to have excellent aoe, so what I find more interesting now is the fact that in actual gameplay single target chains are irrelevant so long as it is possible to acquire more targets. Earlier you tried to claim that it is almost never useful to have an aoe chain, I assume due to a recent blow to the head. By now you've presumably had a chance to recuperate and should find it easy to see that the exact opposite of that is true: there are very few situations in the game where it is impossible to take advantage of an aoe chain.

    If you can be hitting more than one target, you shouldn't be using a single target chain at all (with vanishingly few exceptions such as the Dilemma Diabolique finale). Staff has the built in ability to scale its attacking to however many targets are available, innocuous strikes in particular being nearly a single target attack for DPA except that it's a cone on a very short recharge. Here's what I mean: while your super duper SS/FA/Mu is either in full farm aoe mode or doing zero aoe, the staff fighter can use as much aoe as is relevant to the situation. At the alpha this probably means wiping out the minions with a cone or two followed by eye. Now lieutenants and bosses remain: stop using eye, use the cones to damage everyone and fill gaps with single target attacks on the bosses. When only bosses remain, the cones are still efficiently contributing damage. At this point the SS/FA/Mu is going to look like quite the nimrod if he's trying to keep up on aoe by using 19 endurance scale 1 attacks on two or three bosses.

    Even within the context of your bias staff looks great. Now we go back to what Arcanaville and I have been saying: that doesn't even matter, because as soon as you add extra pools you're no longer discussing power set balance.
  3. Quote:
    Originally Posted by Combat View Post
    Remember, my actual play experience has mostly been on a stalker, without the benefit of FoS and FoM. My analysis of the impact of FoS vs the other abilities has mostly come from commentators in this thread, ex)
    Having now played the set substantially more than I had when I made that comment on the forms, I retract it. I didn't realize how efficient the set was before considering soul. Soul is still my go-to form while leveling up; at 33 my scrapper has maybe four slots total allocated to secondary powers apart from lightning field and it works very well. It now seems that it will be useful at 50 but not necessary in all cases even with a build that is fairly slapdash about endurance reduction.
  4. Since the last change burn does an initial non-pet hit in addition to the pseudopet it summons. Thus it does technically suffer a bit on a brute compared to other ATs but nobody cares because it's good enough.

    I'm surprised that nobody has unequivocally told the OP that of the options he presented, shield/mace is far and away the best. Shield is hands down the set that enables the narrowest damage gap between tankers and brutes and there is no non-concept reason to prefer axe to mace. Tankers get 25% more health than brutes and can softcap with their IOs tied behind their backs, which of course makes it far easier for them to go all the way and incarnate softcap should they so choose.

    Now that you mention it I'm almost tempted to make that combo my first tanker in a long time, but I still hate the clicky mez protection. Sorry, shield.
  5. I only make heroes because a traveler from the future told me that one day the Thread of the Damned would vilify the pure and condemn the just. That day has come and my preemptive retribution has proven to be completely sound.
  6. This might sound like a far out suggestion but have you considered sending a PM to Black Pebble?
  7. I'm sure that would be news to Paragon's marketing team, BZ. Perhaps a more interesting project would be analyzing the marketing of a studio that can't afford the big, obvious buys.
  8. Quote:
    Originally Posted by FallenHero View Post
    I have never seen an ad or commercial for City Of Heroes. I discovered this game back in 2004 because of X-Play.
    Does not compute. Irony detected.
  9. Quote:
    Originally Posted by Combat View Post
    Random chances for failure are NOT fun for me, and I don't want to make the transition from no-chance to 15% chance.
    It isn't zero to 15% though. It's going from 90% to 81% chance to successfully proc. Right now it's very, very possible for either AS or the subsequent attack to miss. And, as you note, a reasonable attack chain is shorter than ten seconds so it's only relevant half of the time in the first place. It's a minor reduction to something that is honestly a much more minor factor in current stalker builds than most people realize.
  10. Quote:
    Originally Posted by Combat View Post
    The false conclusion in that premise is that I would only gain enjoyment from that character. If I play another character, than I don't have any risk from the PPM change. Therefore it makes more sense to play and invest in another character knowing that the annoyance of the 90% cap will make that character considerably less fun. It will also save having to respect around the new rules, assuming I could level the Stalker to 50 and get him incarnated before the PPM change.

    And since I still occasionally play many of my 50s, I generally see characters as investments, and I get annoyed at unneeded changes in playstyle. If you consider that the game has been around 8 years, is it really so odd that I don't want to play for 6 months and have a less fun character at the end? After all, the conceivable lifetime of a character is limited only by the lifetime of the game, and I don't want lose the potential for fun playing a character after that 6 months.
    You're the one who told me earlier in the thread that you could think of exactly three places in the entire game where you fight more than one boss at once and one of the ones that apparently sprung to mind was in Mercedes "Who?" Sheldon's arc. The thing I find hard to believe here is that you actually care as much about peak performance as you've been saying you do. If you're mainly running content where having sustained aoe isn't meaningful, how can you turn around and say you care deeply about a 10% reduction in stalker's guile's proc rate? You won't need to respec at all, just put the procs where they'll be best, double check with the PPM formula if you're really concerned, and there you are. One of them will some day become marginally less effective while most of them will probably be moderately buffed. It's a wash.

    Maybe we're very different, you and I, but when I play my old characters it is for variety as my builds have steadily gotten better over time. If I don't even remember my slotting rationale for some dusty old defender yet I'm bringing it out anyway for a task force, I don't expect its performance to be already optimized for the current issue. That doesn't make it less fun to play.
  11. Quote:
    Originally Posted by Combat View Post
    In 6+ months, I will have invested large amounts of time and inf into the character, and will suddenly have to deal with a new annoyance that would make the game less fun to play. And I've seen nothing that says the 90% maximum proc-rate will be removed, so I'm going to avoid having a large stock in a character that may become annoying to play.
    You'd also get 6+ months of continued enjoyment of a character you claim to like, with no guarantee that it will actually be any worse after that time. Isn't that the point of the game? It seems odd to me to consider whether a character will be "worth it in the long run" since the only value you can possibly derive from a city of heroes character is the fun you have playing it.
  12. I have the ability to remote start automobiles (of all types) even when they don't have a remote starter installed. It may not be the flashiest form of auto power, but boy howdy is it handy on those thirty below mornings!
  13. Maybe the word "revolutionize" would be a bit hyperbolic but this should do some interesting things on certain speed TFs. This power would be a bargain at twice the price.
  14. Ice slick used to be so cool, but that was before I saw her at the controller reunion. Everyone else had gotten on with their lives but she was still clowning around with the same stupid gags everyone thought were hilarious back in the day. Last I saw of her she was passed out with a martini in her hand. Grow up, ice slick.
  15. Quote:
    Originally Posted by Combat View Post
    Very few AoE chains would be possible to chain indefinitely, so EPS isn't as big a problem as single target chains. Because perfect sustainablity isn't possible in most situations, achieving it is not a very practical goal. Even Staff's basic AoE chain of GS-IS-GS-EotS, which is pretty stringent by AoE standards, burns about 4.5 end/sec before enhancements.
    Care to share with the class what the SS/FA/Mu's chain costs? It isn't pretty!

    4.5 EPS for an attack chain would be cheap if we were talking about single target. For aoe it is peerless both because few sets can even muster an aoe chain at all and because none of those that can can match staff's rates. I may not have gotten my wish for expensive perma toggle hybrid but I'm sure you can think of things to do with endurance apart from that.
  16. Quote:
    Originally Posted by BrandX View Post
    Really, I think I'm going from a solo view point. From a team standpoint, I'll grant you, I think TM wins for the defense, as it's easier to give defense to all versus always trying to keep the enemies bogged down with -ToHit.

    But like I said, I wasn't trying to TM's -Regen past DM's or RAD's level, just more to make it worthwhile. TM's -Regen just lacks in my experience.

    Also, I tend to skip Temporal Selection >_>;;
    Perhaps my view is slightly warped seeing as my time manipulator is a dark/time with permanent chrono shift and softcapped defense but in my view -regen can go fly a kite. Who needs it? Slowed response all by itself is better than the totality of what many support sets get in terms of hard target crunching. You're entirely right that the single target -regen powers aren't remotely worth the time you'd spend using them on any target, but time is so amazing that it just doesn't matter. I mean this in the nicest way but this kind of reminds me of the many occasions where SS fans have complained that hand clap is lame and needs buffs.
  17. Quote:
    Originally Posted by Oedipus_Tex View Post
    Anyway, I've always been somewhat weirded about by "aoe attack chains" because on most characters most of the time I have few actual opportunities to use it. Even the few characters that do have full chains find themselves spamming it for more than about one cycle, tops. Outside of say, fire farms, a high BURST seems often more advantageous to me.
    For an anecdote on this topic, consider my staff/elec scrapper that I've unfortunately only had the occasion to get to 27 today. Picked up Mercedes Sheldon's third arc while level 25, I ran a couple TFs reaching 27 and continued the arc surprised to find that despite the contact theoretically expiring at 25 the missions continued to be of my actual level. To make a long story short, on one of her missions you get ambushed by six or seven warrior bosses at once. They pretty much all went down at the same time, and it was before a single medium luck wore off. As you said in practice it is most often wise to mix aoe and single target, but it isn't outlandish to run into legitimately aoe-focused scenarios in all corners of the game's content.

    On that note, it seems likely that my finished build will typically require neither form of the soul nor power sink in the general case for the full aoe chain. The patron-augmented SS build argued for earlier burns more than twice as much endurance to be competitive with staff's damage before you even consider the constant drains from rage and hasten's crashes. How interesting is that? It doesn't have an additional low-endurance mode to fall back on if the situation were to call for it, either.
  18. Quote:
    Originally Posted by Combat View Post
    I think we sort of agree. I just think that "it doesn't matter because it is fun" is like "we don't need mecha armor because we have enforcer". I'm not trying to take away its "fun" to make it perform better, I'm just trying to improve it slightly in ways that will make it more numerically appealing.
    More specifically you're trying to trade in its "extra stuff," which you've repeatedly valued at exactly zero, for more of one particular sort of number. It ain't going down like that.

    By the by, not once did I say people should ignore performance for fun. I said staff's performance is great and you're trying to talk people out of having fun with essentially no justification whatsoever.

    I'm not sure how familiar you are with the scientific method, but here's how it typically doesn't work: you don't start from a position that you're sure is true and try to produce evidence to that effect. When an experiment falsifies your hypothesis you check the experiment and then modify your hypothesis. This continual drive to find new ways in which you can claim staff is terrible is more akin to a Monsanto EIS: E-Z-Gro can't be responsible for this sorghum blight because our fourteenth attempt to exonerate it looks pretty good if you squint.
  19. I don't care whether you respect me or not, I'm going to continue to point out that you're wasting your time with this futile quest for unwarranted buffs. You're now asking me to prove that staff doesn't need buffs, so thoroughly have you convinced yourself of the self-evidence of your position. Take a step back and note how bizarre that is.

    The reason why I care is illustrated succinctly on the previous page: you're beginning to see some success in your efforts to convince people who by all accounts don't even care about pylon times that they should give up on characters that they enjoy. While your spurious arguments have no chance of convincing Synapse to buff the set, they do have a chance to sour people on an aspect of the game that they've been enjoying. Cool, man!

    What is it that you hope to gain here? Do you honestly believe that whipping up new metrics by which to condemn staff each time the previous set is knocked down is going to be persuasive to the devs? Do you really think that they're reading this thread and shifting people away from issue 24 design so they can satisfy your nebulous demands?
  20. "9th in overall aoe" by a standard that you yourself admit is pertinent to nothing. You call stone melee better at aoe than staff. That's absurd. It doesn't matter how many numbers you throw at the wall if none of them stick.
  21. Quote:
    Originally Posted by Wadizit View Post
    This set seems absolutely ridiculous on scrappers. With the scrapper melee numbers, it gets THREE attacks that hit harder than headsplitter on broadsword, two of which have significantly shorter animation times, and it gets two fairly nice AoE attacks that both hit up to 10 targets vs. the titan weapon/staff 5 target attacks, and half of the powers in the set have very high rates of knockdown or knockup.
    Not sure what you mean here, mace only has one attack that hits harder than headsplitter. Its DPA is substantially better of course.
    Quote:
    Originally Posted by Reppu View Post
    Also most of the maces are fugly.

    Drink it in, pal, that's how failure tastes!

    This message brought to you by the American TF2 Council.
  22. It would have been more interesting if they had made some of the incidental chatter in CoV missions a bit more conciliatory, wouldn't it? Either everyone really is out to get you or you're kicking the most virtuous puppy in the world in the face, nothing exists between those extremes. At least that's on its way out if more recent villain-ish content is any indication. It would also be great if WWD7 is a portent of things to come: I want more opportunities for heroes to go totally mental with no provocation!
  23. You know, I do agree with you on one thing: it wouldn't be unreasonable to improve the non-soul perfection effects. I have to reiterate that I don't think the devs see it the same way, though, as the forms were scrutinized quite closely in beta given the bugged values that form of the mind started out with. My guess is that they feel that body is fine because the moderate damage buff is easily combined with - or + resistance effects. I assume they feel that mind is fine because they still live in a magical world where slow effects on enemies are considered valuable in moderation.
  24. It is kind of funny how many rogue Longbow cells there are according to tip missions. It's also a little odd that with a full team some of those renegade bands have two or three hundred members. Longbow must have some amazing recruiters if they can keep their organization fully staffed in spite of that. Then again tips also routinely demonstrate that the less-than-one hundred Knives of Artemis that exist in the whole world manage a few extremely productive cloning facilities yet callously deny full membership status to said clones.

    But hey, the real point is that Longbow are the goodies-two-shoes that everyone loves to hate. The only reason they get on my nerves is their boring red outfits, and mainly because I much prefer blue.
  25. PleaseRecycle

    How badly...

    Quote:
    Originally Posted by Midnight_Guard View Post
    The "Primalist" AT is coming, and even though I am not a fan of the quadrupedal rig, it looks like fun, not to mention reasonably strong
    I wonder whether it's going to have just the two sets or instead perhaps have two pairs of two sets, as the EATs do? Or maybe even more! It sure sounds cool just based on the existing descriptions though.