Sapphic_Neko

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  1. [ QUOTE ]

    %Mitigation = %damdebuff + (100% - %damdebuff)*(2*%def + (100% - 2*%def)*%res)



    [/ QUOTE ]

    Could prob put in tohit debuff by simply adding it to defense.

    %Mitigation = %damdebuff + (100% - %damdebuff)*((2*%def + %tohitdebuff) + (100% - (2*%def + %tohitdebuff))*%res)


    There, think i fixed it now.
  2. ok i may be wrong on this, but i think it's like this:

    (a) no
    (b) no
    (c) no
    (d) yes
    (e) no

    I think you still do the arc for one patron to unlock the pool for that patron, then when respeccing all pools open up, but you still have the one you chose to missions for as your patron even tho you use powers from another.
  3. [ QUOTE ]
    do decent damage... Sonic, Cold and Archery spring to mind.

    [/ QUOTE ]

    If archery is classed as doing decent damage, i'm afraid what the other sets do, cause my Trick Arrows / Archery Defender does so little damage with her attacks i'm almost certain her arrows are healing the targets.
  4. [ QUOTE ]
    Acc got nerfed for bosses and ltn, they used to have higher acc.

    [/ QUOTE ]

    That was mostly because after ED Defense based characters got [censored] owned because they no longer could get the 75+% defense they needed to survive a boss.
  5. There's been a couple of changed to mobs.

    Most notable is the famous purple patch, in where you're much less effective against mobs +5 and higher.
    I remember we used to team up in brickstown at 30 and kill the large spawns of 38 and 39's in the south side of brick, was awesome xp

    Then after ED, they changed how mobs accuracy worked, that LTs and Bosses don't have more accuracy then minions and so on.

    So thats one making em harder, the other making em easier.
    Prob been some other minor change i can't remember.


    And i've never had to pull anything in CoX. Thats not something which been changed. It was just that in release AoE powers had no limit on how many they would hit, so tankers would go pull up a large bunch of 100-ish mobs, then blaster would lay into em with AoEs.

    So the only diffrence now is people are finally realising pulling is no longer favorable, so they just charge right in.

    Sure the game have become much easier in some aspects. Like no more +5 bosses in missions (lvl 30 rikti boss when you are 25 was NOT fun). Debt have been reduced so much it's silly, but people did quit over debt back in the day. I know one person who played a blaster and he was utter rubbish and died so much, he had debt cap always and quit in frustation.

    So making it harder might not always be better as it could scare off some players.


    I think the game is fine overall, but i do would like to see a 6th difficulty setting where the game would spawn much larger groups and actually field some EB's in normal spawns and the named in end would always be a AV.
    When i say much larger i would like to see spawns who are 2-3 times as big as they get now. I remember the more fun fights i've done been when we over aggroed and fought for our lives against 3 spawns at once.
  6. Happy b-day you silly barbarian!

    Here's a cake for you.
  7. In everquest they had some "Alternative Advancement" Which let you earn points from XP which then could be used to improve abilities of your choise. The points were earned like levels.

    So in City of Heroes i think it could work out ok, and give us something to beyond 50 as well.
    (This is examples, purely fictional and such and just meant to be examples).
    For instance after say... level 35, we can choose to divert our xp into the alternative advancement (AA). Like a slider, set in 10% increaments. At 50, all XP earned goes into AA. An AA point is earned at a fixed rate, so that it takes same amount of kills at 35 as 50. Or maybe it should be slower at lower levels? i dunno.

    Then with points earned you can choose where to spend them.
    like buying a finite amount of slots. like 10 slots available, first slot costs 5 points, second 10 points, third 15 and so on. or maybe just 10 points per slot dunnow hat would work best.
    perhaps even buy another power pick for lots of points.
    exchange for reward merits.
    buy certain traits like 5 levels of +dmg, 2/4/6/8/10%
    buy regeneration bonuses, 2/4/6/8/10%
    or defense 1/2/3%
    runspeed bonuses, flight speed.
    And so on, Caps of course would be in effect still, tho perhaps could use points to raise roof on certain caps?
    like damage cap for scrappers is 400%, then can buy increaments of 20% each 420/440/460/480/500% dmg cap.
    I don't see defense or resist caps getting raised tho.

    could also add in certain abilities, like equivalents of vet reward powers. unenhanceable attack like black wand (tho not the actual vet rewards, just some akin to em).


    I think they could work in tons of stuff like that, which are about on the level of some set bonuses. balance out the costs and we could be playing our chars for much much longer. Would be more to do at 50 so to speak.

    Might also lead to our chars becoming too pwoerful, but then it's sort of a balance act. If the bonuses are kept in the range of set bonuses i do not think it would be overpowering.
    Say we have to earn 3 million xp per point, and we have five ranks of 2% dmg bonus per rank, costin 2 points per rank. that would be 30 million xp to earn. to get 10% more damage.
  8. [ QUOTE ]
    And? Defenders can do good damage, shannon said it was cack.I replied.

    [/ QUOTE ]

    ...

    I was gonna argue against it, but decided not to.
    I'll just let it sink in on how flawed your reasoning it and hope you come to realise it yourself
  9. [ QUOTE ]
    if defender damage is so cack is that why rad/sonics, storm/sonics, cold/sonics eats stuff alive?

    [/ QUOTE ]

    Lol, might wanna look again what you listed.
    Three combinations which do alot of -resist debuffing.

    Sort of like saying "Yeah my electric car have great range... cause i have a comustion engine in it too".
  10. What no MIRV?

    And it seems i have more things enabled in fallout 3, cause mine looks bettah!
  11. Ah i misunderstood then, thought he meant that super reflex only got 50% from hasten because they already get 20% from QR.
  12. *notes to self*

    Do not buy an ATI card.
  13. [ QUOTE ]
    Aren't most Recharge Buffs non-resistable anyway? And designed that way precisely so that sets such as SR which have inherent recharge resistance don't only get 50% instead of 70% from Hasten?


    [/ QUOTE ]

    Doesn't matter if you're Super Reflex or not, you still get 70% from hasten.
  14. Sapphic_Neko

    SS and WP

    [ QUOTE ]

    You forget to include Rage in Footstomp damg didnt you ? :-)
    Or double stacked rage, which isnt really hard to achieve at least for several seconds without spending billions of inf on the char.

    [/ QUOTE ]

    Then include Build up for Lightning Rod too.

    [ QUOTE ]
    Show me a char WITHOUT bilions spent on sets, who can farm maps or kill 8 player spawns with almost no risk in a very short time solo.


    [/ QUOTE ]

    From personal experience.
    Dual Blade/Willpower
    Claws/Regen
    Broadsword/Shield
    Elec melee/Shield

    Each of those have some powerful AoE and can take down 8-man spawn group. Elec/shield being the one who does it quickest.
  15. Sapphic_Neko

    SS and WP

    [ QUOTE ]
    Rise to the Challenge gets aggro/taunt buff, but does not supply +regen to knockdown foes. (Less accurate, but spares Fire Melee, Dark Melee, Energy Melee, and minimal effect on Mace)


    [/ QUOTE ]

    Pretty big nerf to Dual blades tho.
  16. Sapphic_Neko

    Logging out

    [ QUOTE ]
    I think if the devs are not going to budge on the password issue then at least a switch_to option in the menu which will switch toons but prompt for the password would be a good idea.

    [/ QUOTE ]

    Kinda same as we have now, would just save 3-4 clicks with the mouse. Not sure i could justify the coding it would need to make me click 3-4 times less every time i switch chars, which maybe is... three times a day? or less.
  17. I got an idea...
    Nerf it playerwise instead. So for those who want to be nerfed, nerf them, and leave those of us, who think the game is fine as it is, intact
  18. [ QUOTE ]

    These days? I wait until the new character has an appropriately useless training enhancement no-one is selling any of, throw it on the market and buy it for two million with my level 50.

    [/ QUOTE ]

    Why not just ask a friend to help you?
    And not lose 10% inf due to WW fees.
    I'm sure you could flirt with Golden Girl some to have her help you ^^
  19. Sapphic_Neko

    SS and WP

    [ QUOTE ]
    Maybe someone can explain to me why those aoes with small radius to start with and no secondary effects to speak of needed nerfing while Footstomp seems to be ok for the devs ?

    All in patch notes of today.

    [/ QUOTE ]

    There was no patch note today... was one 22nd jan, which was a week ago. Where they fixed the range on the aoe attacks. Fixed, as in put them to their intended range, not the short one they had before. Oh noes... that was a buff *gasp*
  20. Also, did you fight the exakt same mobs and levels?
    Cause certain villain groups give diffrent amounts of xp.
  21. Yea, past DEF and RES it just gets waaay to complex for me to even bother trying to calculate it

    And i didn't really take the def cap into effect in the actual forumla because that would just make it complicated. It's just as easy enough to put in the 45% def cap manually.
  22. Sapphic_Neko

    SS and WP

    [ QUOTE ]
    [ QUOTE ]
    What i like most with willpower is that it's very non intrusive on your characters appearance.

    [/ QUOTE ]What I hate most about Willpower is the horrible pale yellow heartbeat glow, and periodic burst of yellow ripples.

    [/ QUOTE ]

    Still better than the bright rainbow outline of invuln, and the fully obstruction of stone, fire and ice
    Why even bother with a cossie when using those powersets ><
  23. Sapphic_Neko

    SS and WP

    Yup, like all regen powers, they appear to be overpowered as long as you can regen more then the incoming damage. But as soon you go over that, you tend to die fast.
    Old school regen scrappers knows this well. Just tossing one extra mob in which puts you over the limit causes you to faceplant

    Imo willpower is no more overpowered than others really. It's strong versus many weak enemies like LTs and Minions, but against few tougher, it performs less good.
    What i like most with willpower is that it's very non intrusive on your characters appearance. And the fact that it benefits very well from inspirations. Just one Luck or Rugged inspiration can do alot on a willpower. While popping a luck on a def capped shield scrapper doesn't do as much good.
  24. [ QUOTE ]
    Satistically, 2% def is equivelent to 1% res. However, it isn't as simple as the statistics suggest.

    Also, when you combine different forms of damage mitigation, you can't simply add them together.

    Simplistically, if an attack doesn't hit you because of your def, then you can't resist it. Say you have 20% def and 30% res. The total damage mitigation is 2*20% + (100-20)*30%, for a total of 64%.

    [/ QUOTE ]

    Ok mebbe i'm stupid, but i don't get that.

    Shouldn't it be 2% res = 1% def? Because at 100% resist you take no damage and at 50% def you take no damage. (assuming no caps).

    I do get that if the attack doesn't hit you, resists won't come into effect. But the math fomula after kind of boggles me.

    with 20% def, you're taking 6 hits out of 10 instead of the normal 10 hits out of 20. Thats a damage mitigation of 40% (the 2*20 you got there i spose).
    Of those hits that do land, you're taking 30% less damage on those. No matter how many hits actually land on you, each one will do 30% less damage. This is where i kinda get stumped. The (100-20)*30% to me makes no sense at all. Mostly because it makes the mitigation fomula reach over 100% if you put in say 40% def and 50% resists. That makes it: 2*40+(100-40)*50% = 110% Which implies you're mitigating more than all incoming damage. Mitiation cannot go over 100% because at 100% you take no damage. You mitigate all of it. This is not the case at 40% def and 50% resist, because you will get hit 2 times out 20, and those hits will do 50% less damage.

    You'd need a fomula with the conditions that at 50% def you have 100% migiation, or at 100% resist you have 100% mitigation. But as soon as both of them go below 100, you cannot have 100% mitigation.

    For Defense it's simple, 2*defense will do the trick.
    For Resist damage it's simple too, 1*resist will do the trick. But adding them together makes it a little more difficult, because they depend on each other. The higher mitigation you get from defense, the less you will get from resistance and vice versa. Because the more hits that don't land on you, doesn't get mitigated by resists.

    Lets say 10 hits a 100 dmg each.
    with 20% def you take 6 hits out of those 10. you mitigate 400 damage.
    then with 30% resists you take 70dmg from those 6 hits. you mitigate 180 damage. The total damage mitigated is 580 out of possible 1000. (58%).

    40% def you take 2 hits out of 10, you mitigate 800 damage.
    Then 50% res on that, you take those 2 hits for 50 dmg each, mitigate 100dmg for a total of 900dmg out of 1000. (90%)

    So the fomula should be something like:

    100*((2*%def)+(1-2*%def)*%Resist )= Mitigation.

    20% def, 30% resist: 100*((2*0.2)+(1-2*0.2)*0.3) = 58%
    40% def, 50% resist: 100*((2*0.4)+(1-2*0.4)*0.5) = 90%
    50% def, 0% resist: 100*((2*0.5)+1-2*0.5)*0) = 100%
    50% def, 50% resist: 100*((2*0.5)+1-2*0.5)*0.5) = 100%
    0% def, 100% resist: 100*((2*0)+1-2*0)*1) = 100%
    10% def, 50% resist: 100*((2*0.1)+(1-2*0.1)*0.5) = 50% (<-- Typical Willpower Scrapper, based on Sapphic Neko)
    45% def, 20% resist: 100*((2*0.45)+(1-2*0.45)*0.2) = 92% (<-- Def capped Shield scrapper, based on Envy E'Lusive)
    45% def, 50% resist: 100*((2*0.45)+(1-2*0.45)*0.5) = 95% (<-- Def capped Shield scrapper with One With the Shield, based on Envy E'Lusive)

    The last three i did kinda for fun, looked at smash/lethal Does not take the regen of willpower into effect, nor the +hp of shield chars. It's how i have them slotted atm. It's kinda intresting to see how little One with the Shield actually does when at def cap.

    Also, the formula i came up with there does not take into account that some mobs have larger then 50% chance to hit. It could be elaborated on alot, but i have not the knowledge nor the energy to do it.

    (edit: sorry for length post, but i was trying to explain it to myself as much as anyone else as i typed it. Was reasoning with myself while typing ).
  25. Sapphic_Neko

    SS and WP

    [ QUOTE ]
    Roll another secondary ?


    [/ QUOTE ]

    So if i get this right... in order to make Super Strength less powerful, you want to nerf Willpower. But in doing so, that will also nerf all other primaries, so in order to enjoy the other primaries you want people to not roll willpower as secondary.

    Sorry but are you seriously listening to yourself or just typing out random sentences?