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Quote:Story time!Within the context of CoX, the issue is one of a simplification of sorts: Defense in CoX isn't related to the pure concept of evasion: its used to represent both evasion and deflection.
I once joined a tabletop PnP roleplaying campaign that used highly modified AD&D rules. The GM had written a lot of his own rules and changed a lot of the ways the game worked. He claimed his system attempted to rationalize some of the overly-simplified combat mechanics. In particular, the friends that got me into the campaign emphasized that the house rules differentiated between "to hit" and "to penetrate" before rolling damage. There were also hit locations on the body, iirc.
At last, a game where your weak weapon glances off armor even if you're deadly accurate! Intrigued, I made an archer using a longbow.
The first night of play, I found myself drawing a bead on an enemy who was not armored. The arrow made the hit check on the torso of the man wearing a cotton shirt.
"Roll 'to penetrate,'" the GM said.
"What?"
"Roll to see if your longbow arrow penetrates."
"But...he's wearing a cotton shirt. This is a hundred-pound longbow that can throw a shaft over three hundred yards or sink it four inches into an oak door. Why would I roll against a shirt?"
"Look, it's a nominal roll, you have a really good chance against this level of armor."
Disgruntled, I rolled. An 11 on a d20 -- solidly in the middle of the possible range.
"It does not penetrate, sorry."
"What?"
"The arrow bounces off."
"But I rolled an 11. Are you telling me a longbow arrow glances off a cotton shirt 10 times out of 20?"
"Look, the 'to penetrate' chance takes other things into account than just penetrating armor."
"Uh...like what? Wasn't the purpose of this system to isolate penetration of armor from murkier statistics that included various other issues? What else could be happening to the arrow, given that I hit him?"
"Maybe you hit him with the side of the arrow, not the point."
"Do you even know what the feathers are for?"
Somehow I did not manage to get invited back, nor did I miss it. I understand that the GM's rules are final, even his house rules, but to claim better simulation of the physics of combat and then pull off THAT exchange....
If I had to guess, I'd guess that perhaps he was using classic D&D level-based tables to determine penetration chance, just like the level-based to-hit number, and that my problem with the cotton shirt was that I was level one. Still, I envision a world in which a depleted-uranium penetrator ricochets off a newspaper the target picked up at the last second, or a flamethrower splashes off a lucky butterfly, or a poleaxe is deflected by the flick of a maiden's freshly-polished fingernail.
Moral: If you're going to complicate game mechanics for the sake of realism, don't be egregiously unrealistic about it for the sake of matching pre-existing game mechanics. -
Quote:Was that on Guardian? I was on one that we had to restart due to the door being under FF AE building. Second time it went fine. I was The Last Minoan, the big minotaur guy.Ran a Manticore which had a false start (first mission: Zone into the AE sidewalk) but then went great. Then the Mender TF which was set for +2 and resulted in a lvl 44 AV Nosferatu against our poor 38's. We couldn't dent him but he sure dented us. Repeatedly. So we gave up for the night.
Never did get my planned Numina off the ground to complete the accolade. But I did get from 31-37 and knock off three Task Forces. Got a few very low-level characters some levels, but nothing impressive, just dabbling.
Wasted a lot of the weekend tidying up a few characters that needed enhancements, and doing some real-life chores. Curiously, my wife being out doing stuff didn't leave me much more free time than usual, since I had to see to the welfare and social time of all the animals, make my own food, and so on. I don't consider the time spent making the dogs happy to be wasted. -
Quote:Ah, build problems and team tactics, as diagnosed above. The Mastermind could take his/her castable mezz protection if it was important enough. If it's not worth taking, why should the game be changed to give it to you? The Corruptor could hit +2s with enough slotting if the Corruptor wants to fight +2s regularly. I admit I don't know anything about Widows, except that I hear they're the uberest things since claw-sliced bread.MM didn't have Enforced Morale in his build, and at +2, Fearsome Gaze misses on enough foes to make the difference - obviously Darkest Night fails as soon as the Corruptor gets mezzed. The Widow died not from mezzes, but from trying to take on all the foes without the Corruptor and MM. The lack of one power should not make that much of a difference. And it's rather vital to this conversation to note that the power in question was mez protection
Tactically, can't you lay tar patch and corner-pull with a MM pet, never exposing any player to mezz until the baddies are mired in a Tar Patch, getting hammered by Thugs? It's a little tricky, but it's supposed to be tricky to play against +2 Longbows. -
Quote:Sappers don't hit my soft-capped SR Scrapper any more often than other mobs, so I think you can rest assured they don't have a big to-hit bonus.Of course, that may not work if the sapper attack has a super-high to-hit, but that would be a problem for Ranged def as well. In which case you'd have to fall back on the epic attack or teammates that can take them out quickly.
Willpower has some energy defense. At least you're not Fiery Aura.
Have you tried queuing up Knockout Blow, turning on your travel power, and hitting follow? I don't know what powers you have, but some make it easier than others. If you use Teleport, for example, you can appear right next to the Sapper and nail him with KBlow while bypassing the "getting shot as you approach" issue. -
It's worth pointing out that an Invulnerability Scrapper with highly-saturated Invincibility (or better yet, at the soft cap) is both hard to hit AND has some resistance when hit, and thus would be better than a plain SR against Sappers.
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Intiguingly, real-life combat features enough uncertainty that various can't-lose battles turned into defeats. The idea of certainty in warfare is an illusion, and a dangerous one.
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Quote:he broken way mezzes disable entire ATs is an issue both in solo play and in team play.Quote:I have never in 2 1/2 years of playing, found 2 mezzers in a spawn to be absolutely crippling, and while teamed, I've never found a whole group of them to be crippling to entire groups. And this is after I zerged Tsoo with a team of 4 blasters at level 25(?) I don't consider myself a good squishy player. I don't consider myself good at making their builds. I'm probably best making builds for tanks scrappers, and controllers, with quality going in that order.
It boggles the mind how people could find any spawn in this game completely disabling to an entire group. Did you team wipe? That happens. Did the entire team wipe several times a mission? Sometimes that happens too. Bad teams happen. I'm not sure you can blame that on lack of mez protection. -
Teleport is also handy for getting into a room filled with enemies while your buddies are blocking up the doorway.
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"Gosh, this base is empty. Where IS everybody?"
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My difficulty is currently set to +0 level, x0 players.
Someone on my team has +0 level, x1 players.
Is there a difference? What does x0 players mean, anyway? -
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I agree with the general consensus that Invulnerability and Willpower are both strong primaries for Tankers. I would personally rank them second and third in overall strength after a Granite Tanker, but don't read too much into that.
Inv is easier to hold aggro with, as described. WP levels a bit more smoothly. -
Manticore TF, door under FF AE Building. Killed the Task Force as we could not proceed and people quit.
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SP, I'm having no success at all saving builds, either new builds for existing characters on my account or brand new characters.
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Caveat: I don't think the pool powers will take advantage of Containment. You may alrweady know this, but all the talk about "set up containment and bash with pool attacks" implies you might have the wrong impression.
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I just think it's funny that you were farming warriors and have that particular forum name.
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I'm can see what you're saying about many of the weaknesses you list for Fire, Hellwraith, but this one I don't see:
Why would a set with zero defense get defense debuff protection? If it did, then certainly everyone else should have defense debuff protection, since everyone else has at least zero defense. And if everyone had protection, that would be like removing defense debuff from the game.
It's not like every character in the game has an inherent right to softcap defense...and resist it being debuffed too. It's okay that Fire Tankers survive through other means.
I do, however, wish they didn't have quite so many holes compared to, say, Shields. -
Two somewhat contradictory points I'd like to add:
Lincoln's advice to an unsuccessful general: "In the next battle, put in all your men." As Fulmens' guide (and others) have emphasized, when soloing, and sometimes when teamed, you will be best protected by going all-out and crushing your enemies rather than fooling around while they shoot you. You're the offensive guy, right? Offend everyone. Something someone once said about another game (Total Annihilation, if you're curious) applies to Blasters: "I play this game for one thing: large ordnance downrange."
Having a lot of your powers recharging at the same time might seem like you're temporarily weak, but you're not only getting some efficiency out of it (they're all recharging at the same time, you're getting a lot of benefit every second), you can also use the time to scroll through your reward text and see if anything good dropped.
Working with debuffers: It's a little different working with debuffers (some Defender and Controller builds, some Corruptor and Mastermind builds, and occasional special powers in other ATs). Debuffers will be able to make the enemy less dangerous to you -- taking the pressure off you to unload everything at once to stay alive -- and/or they will be able to soften up targets for you, so you will hit more often and do more damage. When working with debuffers, it really pays to hold off for a few seconds and let them "prepare the battlefield" before using your AoEs. Learn what their debuffs do, and what they look like. How? Ask a few questions, debuffers will be so surprised to find someone is interested in what they do that they will never be offended! Then wait until you see the Freezing Rain fall, or the Rad toggles percolate, or the Tar Patch stain the floor, and THEN unload your big hitters and watch much more destruction take place. -
I like it a lot, but I'm not usually maxing DPS to solo AVs. I use it indiscriminately against single or multiple targets.
It's not quite as hard-hitting or fast-animating as Ripper in the Spines set, but recharges faster. Ripper also does Knockdown, and Spines is hurting for candidates for a ST attack chain, unlike Claws, making Ripper relatively more important to Spines than Eviscerate is for Claws.
Code:Power Lvl Acc Dmg Cast Rch End Rng Radius Arc Area Ripper 26 1 2.585 2.17s 11s 11.024 7ft 7ft 90° Cone Eviscerate 26 1 2.289 2.33s 8.87s 8.8749 7ft 7ft 90° Cone
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Anybody notice Invincibility's "rays" of light emanating from your body no longer show up, aven when using "Bright" settings?
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Quote:The computer I'm working on right now, like every computer I've ever used, knows what day of the month it is due to its internal clock. Actual month, not imaginary 30-day month.Not a computer programmer here, but could it be that it is easier to work with an unchanging schedule of 30 days than it is to program a cycle of 28,31,30,31,31,30, etc.?
The computer is certainly capable of the math involved in accurate calendars. Pre-literate people who built Stonehenge could handle it.
They might have some reasons to use a strictly-30-day month, but "ease" and "computer limitations" and "makes intuitive sense" would not be among said reasons. -
Quote:Well, it's a combination of personal ethics, my concern that one of the reasons Shields seems stronger than SR is that you can magically erase one of its main balancing factors with an exploit, and my taking offense that EVERY time the topic comes up, people helpfully rush in to recommend everyone use the exploit.I don't think it's reasonable to not do/use something that is available because of the possibility that it might disappear in the future.
Now, if this is just ethics, as in "I don't want to do that because it's a bug exploit", I completely understand ; but for now, the possibility to use HOs to boost Shield DDR is there and definitely matters. -
Quote:You make some pretty good points here.The tanker can't do everything man lol I honestly dont have space for a mastery pool let alone a leadership pool. Anyways think of it this way, most leaders in war don't charge in, they lead the team and give them orders, mm is a great leader class, and they can't run in at all lol.
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Quote:Excellent idea! Be sure to take the Ghost Slaying Axe and Nem Staff when you get Veteran rewards so that you can mix them into your redraw chain.This. Also possibly a TA/AR defender you can build and set your attack chain for massive redraw by alternating primary and secondary powers. You can slot Slug, Buckshot, and M30 for KB, Burst for defense debuff etc.
You could also bind some of the longer-recharge attacks to costume change binds with different customized weapons to further the visual chaos.
Quote:Though if your goal is to be annoying try a grav/FF controller. You can slow a team down to a standstill by keeping force bubble on, wormholing the mobs on top of the squishies or into force bubble so they bounce off and spread out and lets not forget that you can also alternate Dimension Shift with Detention Field so that your team can't kill any thing.