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Posts
1942 -
Joined
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A billion INF?
Too rich for me ... -
Trick question:
How much damage powered by debuffing need be dealt in order to equal the 71.8 or 107.1 damage dealt by damage proc.
If -20% Resistance Debuff equals +20% more damage throughput (yes, this is very simplistic) ... then the answer is 71.8*5=359 and 107.1*5=535.5 respectively. Any combination of attacks which delivers MORE damage than these respective amounts to a target before it is defeated will effectively deliver greater damage throughput over time via a Resist Debuff proc, than through a Damage Proc.
359 * 1.2 = 430.8
359 + 71.8 = 430.8
535.5 * 1.2 = 642.6
535.5 + 107.1 = 642.6
Again ... this gets back to the question of "how long will $target live?" when under attack, because the $target is going to need to have enough HP to absorb that amount of incoming damage (or higher!) before the Resistance Debuff becomes ... statistically speaking ... a better investment for damage throughput (over time!). Hence, we get back to the point of Resistance Debuffs being "better" ... statistically speaking ... against Lieutenants and up, while Damage procs are "better" ... statistically speaking ... against Minions and Pets (ie. Crunchies). -
Btw, as a matter of convenience ... if the SG Leadership of the Crazy 88s would like to take a tour of the Spring Knights base, so as to actually *SEE* what it's like to move around in, rather than look at screenshots ... I'd be happy to offer a base tour. All of my characters are on Virtue, so that should be as simple as setting a time for a tour (should you want to do that) to judge my 3D design skills.
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Quote:Hence why I prefaced everything I said with ...For that reason, I would argue that looking at any proc, damage or AH, in terms of maximum usage isn't the ideal. Instead, look at them in terms of time/attacks/endurance saved.
Quote:Depends on how long you anticipate something living to take your attacks.
The situation changes when talking about targets you'll be needing to hit 4+ times to bring them down (LTs, Bosses, Elite Bosses and AV/Hero). On these tougher targets, you'll be debuffing them for the entire team for a sustained period of time ... simply because they're not One Shot Wonders. When you start getting into the 4+ attacks per target range, you start standing a decent chance of being able to "fuel" the damage throughput advantage of debuffing resistance rather than applying direct damage (which, depending on type, may be heavily resisted by the $target).
And Werner is quite right about Resist Debuffing being the "most useful" on Boss and up type $targets via single target attacks when playing solo. Under solo conditions, Resist Debuffing in cone/AoE attack powers is substantially "wasted" for all intents and purposes (not *entirely*, just substantially) due to the lack of a target rich environment.
In a target rich environment, particularly on Team-8, either when soloing or when actually teamed ... having a Resist Debuff in cone/AoE powers becomes useful again simply due to the quantities of hostiles and the sheer number of "dice" being thrown around for random rolls. This means far more opportunities to proc Resist Debuffing via multi-target hits, which can in turn create exploitable opportunities for a player who is actively controlling their target selection, rather than simply doing a target follow$$near and not actively paying attention to situational awareness (which given the pace of combat is not always easy to maintain in the face of Scrapperlock).
All of which means the question (rather neatly) folds back on itself, producing the inevitable ... "Depends on your playstyle" ... answer. -
Depends on how long you anticipate something living to take your attacks.
The -Resist Proc can only be applied once (ie. overwrite, no stacking) onto targets, so you can forget any notions of getting a -Resist Debuff cascade going. Furthermore, because of the way it (has to be) coded, the Resistance Debuff effectively "ignores" the purple patch aspect of the game ... so it always applies its Debuff value regardless of the +/- to your level. This makes the Debuff more valuable against targets which are higher level than you (see: Mothership Raids) and less valuable against targets which are lower level than you (see: Atlas Park).
Resistance Debuffs are inherently team friendlier than damage buffs to yourself (only), since they help everyone and not just you (see: Tanker, Bruising). Damage Procs are more "immediate" in that there's pretty much no delay between them proccing and seeing any results/benefits. For "impatient people" that sense of "immediacy" with Damage Procs is too compelling to ignore. The -Resist Proc however will persist over time, thus lending itself more of a DoT-ish type return on investment, which may not be anywhere near as immediate (or obvious).
As for which is "better" for your playstyle ... only you can answer that.
For single target attacks, it's best to put the Resist Debuff Proc into a FAST single target attack which you cycle frequently in your attack chain, which is often either a Tier 1 or 2 attack in a powerset. For cone/AoE attacks, it's best to put the Resist Debuff Proc into as many attack powers as you can afford so as to give yourself the maximum number of opportunities to proc on as many targets as possible ... and keep the Resist Debuff going, making it more "reliable" in application (and thus, throughput). -
I'd be willing to undertake the project. I've still got a character slot free for use on Virtue to use as a throwaway "placeholder" for such an endeavor.
As for the kinds of things I'm capable of ... see the Screenshot Tour in my sig ...
As for what I'd charge ... that would be something to be negotiated, but I'm not unreasonable. -
Quote:How Can We Help ...Everyone including the devs are excited about this and we will post more info as it comes.
At this point, ANYTHING that gets the Devs excited about bases needs to be lauded, nurtured and encouraged. After all ... I made a prediction a while back that if the Devs continued to say nothing about Bases by the time Issue 20 rolls around ... they never would. Needless to say, I'd be *very* happy to be proven wrong on this point.
Right now, the BIGGEST and most obvious and simplest thing the Devs could possibly do for us (and their database server!) is to give us "dirt simple" 6-sided objects (8 vertices, 6 sides) which use already existing textures (such as Small Bookcase, Tall Shelf, et al.) that come in the following sizes ...
2x2x2
4x2x2
2x4x2
2x2x4
2x4x4
4x4x2
4x2x4
4x4x4
... for use as flooring in 3D base design. With a simple 4x4x4 "block" to use as flooring, I could reduce the number of objects in my base by about 60% ... since I wouldn't need to use arrays of Small Bookcases to do the job (64 vs 256 "floor" objects per 32x32 base block to be floored). With something so dirt simple, bases would LOAD FASTER as well as RENDER FASTER improving performance server side, client side and immersion side.
How "hard" is it to create a block cube that only has an exterior skin on it? -
Quote:Fixed it for you.I was told by a veteran player to spam the target with transfusion because even if no one on the team needs healing the target was still being regeneration debuffed when transfusion hits the target I've selected.
Your veteran player needs help with cause and effect. -
Oh Dark And Terrible Godhands ... it's about damn time!
(obligatory Queen to Queen's level 3 in response to the above poster) -
Quote:City of Heroes v1.0.4462City of Heroes v1.0.3068
Created: Monday, January 5, 2009 1:37 PM
Modified: Tuesday, November 10, 2009 6:04 PM
Created: Monday, January 5, 2009 1:37 PM
Modified: Tuesday, November 10, 2009 6:04 PM
Interesting that the Created/Modified dates and times don't change when updating the base client to a higher version. Reinstalling/toploading the client worked like a charm. I have to agree that the 4462 version fixed a LOT of crud. I now get a proper game mouse cursor without needing to Alt-Tab to enforce *some* kind of non-typical (and practically invisible BLACK) cursor icon in the game along with hand icons (orange instead of blue). I've got enough frame rate now to kick my graphics settings up ever so slightly into *some* of the ultra mode goodies (like shadows) without dropping down below 15 FPS routinely (which is a PAIN when navigating while ninja jumping).
One peculiar habit which the client has picked up though is pausing for more than a second while loading the character screen after selecting server. No idea why it does that, or what could cause such a condition. It is however somewhat similar to the way the client just ... hangs ... any time I approach WW in Talos, close enough to cause a network panic lag as the server tries to transmit data on all those characters standing around in WW messing with the Auction House. Really wish there was some way Paragon Studios could code those "Load Dozens of Characters NAO!" moments so they involved a more graceful impact on client performance. -
Confused AVs do the most damage.
Mind Control's Comedy and Mass Comedy powers give you the widest selection of pets and offer the greatest safety in summoning and using them. -
Incorrect.
Misses ... well ... MISS for No Effect. -
{unrelated to any of the above}
Due to the information in this thread, I went and checked which version of the Mac Client I'm (still) using.
City of Heroes v1.0.3068
Created: Monday, January 5, 2009 1:37 PM
Modified: Tuesday, November 10, 2009 6:04 PM
I'm spending about 7 hours today, downloading the 3.6 gig Mac Client accessible from my NCSoft Account Login page (where you see your subscription and cards/perks/boosters applied to your account) ... since it sounds like I *REALLY* need to update to 4462 (as specified in OP). -
Quote:404 not Found.1. Download the City of Heroes Test client and check to see if it has the same issue. The test client can be found at http://download.cityofheroes.com/Tes..._Server_US.dmg
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That is not only excessively brilliant ... I want to show this to people who aren't even playing CoH/CoV ...
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I posted this in Luminara's Archery Guide originally, but the effects and principles translate just as wonderfully over here in Crab-land. I basically use this particular configuration of frankenslotting on just about every character with a Cone attack now. The difference is quite phenomenal, since hardly ANYTHING in the game will give you any sort of Range Buff for Target AoE slotting.
One of the few variants I've come up with is to swap out the two commons for Taunt/Range/Recharge set IOs on my Tankers, since there's pretty much nothing else in sets that will offer Range/Recharge. Using Taunt/Range/Recharge on Cone attacks of course makes for a very nice Punchvoke enhancement.
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- Detonation - Accuracy/Damage/Endurance: Level 50
- Detonation - Damage/Endurance/Range: Level 50
- Positron's Blast - Damage/Range: Level 50
- Positron's Blast - Accuracy/Damage/Endurance: Level 50
- Range IO: Level 50
- Recharge Reduction IO: Level 50
MezResist(Sleep) 1.65%
Positron's Blast @ 50
2.5% (0.04 End/sec) Recovery
Enhancement Totals- Accuracy: 42.40%
- Damage: 88.07% (Pre-ED: 90.10%)
- Endurance Reduction: 63.60%
- Range: 51.93% (Pre-ED: 54.19%)
- Recharge: 42.40%
Increased Width of Cone At Range means more targets can be attacked simultaneously, increasing damage throughput of Cone Attacks.
Being able to hit even a single extra target beyond base range approximately equals the amount of additional damage gained from a Positron Proc, particularly when adding Leadership: Assault into the mix. -
Problem #1
The Devs do not publicly engage the Base Building community in ANY fashion whatsoever. AT ALL. There is no dialogue between players and Devs on any base issues of any kind. None. The last Dev post in this forum, by Sunstorm, was how long ago? Since then ... not even static ... just pure silence. -
Slot it into Oppressive Gloom in Dark Armor for the "Yoda Uses The Force" effect. In Oppressive Gloom, when it procs, it procs on everything all at once. Unfortunately, the knockback hurls everything out of OG radius ... so it's more of a "funzie" than a useful combo.
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Um ... Avatea? It's been a few days. How long would you like us to wait? Another week? Would you be able to explain the holdup (so as to counter any conspiracy theorizing in advance)?
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Quote:Uh ... from earlier in this very thread ...If you want to know the problem with Ice tanks, take one into the Imperious Task Force. Every single enemy there has a defense debuff. The Cimerorans will hack you to pieces in no time, even if you have capped defenses, unless you have team support to keep you alive.
Quote:
Main Tanking the Statesman Task Force ... with those four AVs and Lord Recluse at the end ... is just begging for Debt. That's because you have to take them on without being able to use crunchies as fuel for Energy Absorption. And they're AVs ... so they laugh at your Defenses and smush you in just a few hits because you've got no resistances worth even chuckling about.
Ice Tanks are great against hordes that can be herded. They're not so great against AVs or anything with "IWIN!" Kryptonite buttons (DE Quartz, Rularuu Eyeballs, etc.). -
Only person who can say definitively is Castle (and Minions) ... and I hear he's rather busy ...
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Legacy Ninja Pet Powers
Genin 1, 2, 3- +DEF (All), RES (Confuse, Taunt), +Spd
- Thunder Kick
- Shuriken
- Superleap
- Shuriken
- Storm Kick
- Exploding Shuriken
- Crane Kick
Jounin 1, 2, 3- +DEF (All), RES (Confuse, Taunt), +Spd
- Sting of the Wasp
- Gambler's Cut
- Caltrops
- Superleap
- Soaring Dragon
- Poison Dart
- Placate
- Superleap (again?)
- Golden Dragonfly
- Blinding Powder
- Hide
Oni 1, 2, 3- +DEF (All), RES (Confuse, Taunt), +Spd
- Superleap
- Fire Sword Slash
- Fire Blast
- Fire Sword Hack
- Ring of Fire
- Fire Breath
- Char
- Rain of Fire
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What I *wish* the Ninja Pets could be redesigned with ...
Genin
(Accurate ToHit Debuff Set, Immobilize Set, Knockback Set, Leaping Set, Pet Damage Set, Stun Set, Universal Travel Set)
(Acc, Dam, End Rdx, Heal, Immob, Jump, KB, Range, Stun, ToHit Debuff)- High Pain Tolerance (Willpower), RES (Confuse, Taunt), +Spd
- Superleap
- Thunder Kick (Martial Arts)
- Shuriken (Weapon Mastery)
- Web Grenade (Weapon Mastery)
- Fast Healing (Willpower)
- Cobra Strike (Martial Arts)
- Shuriken (Weapon Mastery)
- Rise to the Challenge (Willpower)
- Dragon's Tail (Martial Arts)
- Exploding Shuriken (Weapon Mastery)
Jounin
(Defense Set, Defense Debuff Set, Leaping Set, Pet Damage Set, Universal Travel Set)
(Acc, Dam, Def, Def Debuff, End Rdx, Jump, Range)- +DEF (All), RES (Confuse, Taunt), +Spd
- Superleap
- Gambler's Cut (Ninja Blade)
- Divine Avalanche (Ninja Blade)
- Caltrops (Ninjitsu)
- Placate (Ninjitsu)
- Flashing Steel (Ninja Blade)
- Soaring Dragon (Ninja Blade)
- Hide (Ninjitsu)
- Golden Dragonfly (Ninja Blade)
- Blinding Powder (Ninjitsu)
Chi Master
(Knockback Set, Leaping Set, Pet Damage Set, Resistance Set, Stun Set, Universal Travel Set)
(Acc, Dam, End Rdx, Jump, KB, Range, Res, Stun)- +RES (All Damage Types), RES (Confuse, Taunt), +Spd
- Superleap
- Quick Strike (Kinetic Melee)
- Body Blow (Kinetic Melee)
- Death Shroud (Dark Armor)
- Cloak of Darkness (Dark Armor)
- Smashing Blow (Kinetic Melee)
- Focused Burst (Kinetic Melee)
- Oppressive Gloom (Dark Armor)
- Concentrated Strike (Kinetic Melee)
- Grant Invisibility
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Ah, I was wondering if there was some sort of holdup. I hadn't heard back from theOcho via PM, so I wasn't sure if we'd been forgotten or what (lack of info tends to do that to speculations). Thanks for clearing that up Avatea.