-
Posts
1774 -
Joined
-
[ QUOTE ]
10s may be too short, specially when looking at tanks, due to recharges. How would KOB, a 25s recharge power, look like in a 10s average?
Then pop in a 20 s average where unenhanced KOB will still only be used once.
[/ QUOTE ]
This thread is specifically about DPS high enough to kill AVs, there's no way KO Blow won't be enhanced for recharge. If you're trying to cover DPS for all circumstances (such as with your calculator), it makes sense, but that's not what's being discussed.
[ QUOTE ]
That's why I feel the distinction had to be made. Even if the chain was static you cant repeat it without forcing either pauses or using filler attacks.
[/ QUOTE ]
A static chain is just that, one that can be used back to back without pause. If you're building to solo an AV, then you'd generally take endurance costs into account as well either through IO bonuses or powers (EA, CP, etc).
You might be able to solo an AV without a set chain (and I did say the longer the sample the better in those cases), but it'd be a lot harder due to Tanker's having lower DPA making each ounce of DPS much more valuable. -
[ QUOTE ]
[ QUOTE ]
If so, then you'd you'd be incorrect. The period of time DPS is calculated over could be a complete 5s chain, or a complete 10s chain, or a dynamic chain over the course of 20 minutes. All you need to do is add up total damage dealt and divide by time.
[/ QUOTE ]
Sort off. The shorter the time window, though, the more skewed the value will be to the high end, though. In order to get the most accurate value its best to use a very large time window. I use 60 seconds. At that point changes seem to just affect nearly tie-ups.
[/ QUOTE ]
That's why I said a"complete 5/10s chain", meaning they're infinitely repeatable, so duration doesn't matter. (Ex: Smite - SL - Smite - MG takes 6.732s.) The two wrinkles are:
a) It can't be in the middle of the chain (ex: Smite - SL - Smite - MG - Smite would give invalid results)
b) Dynamic chains, longer is definitely better. In this case, I didn't explicitly say that, though. -
[ QUOTE ]
IIRC Starsman's chart was based over a period of time. For the purposes of killing an AV that time period can only be based across the regen rate of the AV (i.e. a single tick ... which in this case is something like 1.25s?). So basically the DPS of the attack chain has to be greater then the regen rate of the AV. Additionally on some AVs you have to account for +healing, resists, T9 powers that can include resists and/or more regen, etc ....
[/ QUOTE ]
Err, can you clarify the highlighted, I can't make any sense of it. Are you saying that you can only calculate DPS over the course of 15s*?
If so, then you'd you'd be incorrect. The period of time DPS is calculated over could be a complete 5s chain, or a complete 10s chain, or a dynamic chain over the course of 20 minutes. All you need to do is add up total damage dealt and divide by time. That is perfectly acceptable to compare against AV regen to determine if it's killable or not. (The hard/impossible part is accounting for things like Unstoppable, Dull Pain, etc. I mention impossible because, well, it relys on enemy AI.)
* Unless an AV has higher than normal regen, they regen 5% of their hp every 15 seconds.
[edit: Oh, and lvl50 AVs regen ~94 hp/sec.] -
Don't forget RttC. :P
I've been meaning to test Phalanx Fighting, but I keep forgetting. The reason I'm not sure if it double stacks like the others (Invin, RttC, AAO) is because unlike them (1s activation period, 1s duration) Phalanx Fighting has a 1s activation period but only a 0.81s duration. Depending on the internal clocks of the engine, that may be just perma (the engine doesn't know to remove the buff until it ticks again) or have a gap (the engine removes the buff before it ticks again). -
[ QUOTE ]
[ QUOTE ]
[ QUOTE ]
[ QUOTE ]
[ QUOTE ]
Debilitative Action: Disorient Bonus
This enhancement adds a 2% chance to disorient your foe.
[/ QUOTE ]
Worst. IO. Ever.
[/ QUOTE ]
Isn't the Unspeakable Terror disorient worse, since it's the same chance and mag and will only proc on something that's already feared!?
[/ QUOTE ]
Wow, I didn't think something could be worse than Triumphant Insult (above), but you found it. It's a 2% chance for a MAG 1 stun in a fear power.
...I'm in awe.
[/ QUOTE ]
That's its real proc. 95% chance to make you ask "WtF"?
[/ QUOTE ]
In that case, it also has a high chance to double proc - it sure did for me! -
[ QUOTE ]
[ QUOTE ]
[ QUOTE ]
Debilitative Action: Disorient Bonus
This enhancement adds a 2% chance to disorient your foe.
[/ QUOTE ]
Worst. IO. Ever.
[/ QUOTE ]
Isn't the Unspeakable Terror disorient worse, since it's the same chance and mag and will only proc on something that's already feared!?
[/ QUOTE ]
Wow, I didn't think something could be worse than Triumphant Insult (above), but you found it. It's a 2% chance for a MAG 1 stun in a fear power.
...I'm in awe. -
[ QUOTE ]
[ QUOTE ]
Debilitative Action: Disorient Bonus
This enhancement adds a 2% chance to disorient your foe.
[/ QUOTE ]
Worst. IO. Ever.
[/ QUOTE ]
I'm not sure which is worse, an IO with a crap chance to fire, or an IO with a chance to do nothing. (10% chance for a MAG 1 stun? MAG 1? Really? That does nothing unless stacked with something like EM.)
[edit: Oh, and it only lasts three seconds too.] -
When it comes to squishy NPCs you have to keep alive, the best course of action is to rescue them last. For example, that RWZ mission with the suicidal general, I defeat / rescue everything else and save him last. Likewise, for unlocking the Midnighter's club, I clear my way to the glowie before rescuing {what's her name}.
It's annoying, no doubt. -
[ QUOTE ]
As you level up, since they are single attacks, it means less (unless it is an AV, which, I assume would have debuff resistance, so it would help some)
[/ QUOTE ]
Note: AVs don't have any special resistance to damage debuffs. They resist damage debuffs the same way any mob would:
1) Damage Resistance: This resists damage debuffs by the same proportion it resists damage. 25% res would resist 25% of a damage debuff. (Damage debuffs debuff all types separately, so if an enemy has 25% s/l res but 0% to everything else, only the s/l portion of the debuff will be resisted.)
2) Purple Patch (I need to double check this)
So damage debuffs are actually one of the stronger methods of increasing survivability against AVs. Kins, for example, can make a huge impact due to their plethora of damage debuffs. -
That's the stun proc on their attack that you're seeing. You'll only see that after it succeeds in a tohit roll. I stood in front of a Champion Smasher on my WP Tank and recorded the following 50% chances:
[ QUOTE ]
Champion Smasher MISSES! Cybernetic Hammer power had a 50.00%% chance to hit, but rolled a 90.05.
Champion Smasher HITS you! Cybernetic Hammer power had a 10.03%% chance to hit and rolled a 4.18.
***
Champion Smasher HITS you! Cybernetic Hammer power had a 50.00%% chance to hit and rolled a 28.04.
Champion Smasher HITS you! Cybernetic Hammer power had a 23.35%% chance to hit and rolled a 14.88.
***
Champion Smasher MISSES! Cybernetic Hammer power had a 50.00%% chance to hit, but rolled a 68.88.
Champion Smasher HITS you! Cybernetic Hammer power had a 23.35%% chance to hit and rolled a 6.23.
***
Champion Smasher MISSES! Cybernetic Hammer power had a 50.00%% chance to hit, but rolled a 76.37.
Champion Smasher HITS you! Cybernetic Hammer power had a 29.79%% chance to hit and rolled a 23.21.
***
Champion Smasher HITS you! Cybernetic Hammer power had a 50.00%% chance to hit and rolled a 9.12.
Champion Smasher HITS you! Cybernetic Hammer power had a 29.79%% chance to hit and rolled a 25.37.
***
Champion Smasher HITS you! Cybernetic Hammer power had a 50.00%% chance to hit and rolled a 37.01.
Champion Smasher HITS you! Cybernetic Hammer power had a 29.79%% chance to hit and rolled a 14.66.
[/ QUOTE ]
Likewise, Hammer Clap should only display the 50% chance to hit when it actually hits (but it suppresses the original roll, unlike Cybernetic Hammer).
(Note: The different tohit chances were me turning off Weave, CJ, then HS. He was missing too much for me to record the stun proc. :P) -
[ QUOTE ]
[ QUOTE ]
I'm not certain, but I know my /SR brute FEELS more survivable than my /SR scrapper.
[/ QUOTE ]
Brutes have a Tanker's level of Health. So yeah, your /SR brute is more survivable than the /SR scrapper.
[/ QUOTE ]
Scrappers have ~1338 base hp.
Brutes have ~1500 base hp.
Tankers have ~1875 base hp.
So yeah, Brutes have more, but nowhere near Tanker levels. -
[ QUOTE ]
Again I keep asking, why is anyone against this? Especially if you are a regeneration player? It seems backwards thinking to reject a buff? I mean yeah I'd understand arguing against a nerf, but a buff? I think some of you need to stop drinking the retard kool aid and start thinking a lot more clearly.
[/ QUOTE ]
Hyperbole counter-example:
Integration should offer 75% res to all damage types.
DP should give +45% def to all types in addition to its heal and +MaxHP.
Instead of def/res, MoG should give the Scrapper +Untouchable.
If I proposed these suggestions, would you back them? Most likely not, because they're obviously broken. Of course, if you don't back them, then you stuck yourself in a tough spot: they're buffs, so why would you not back them?
Clearly, just because something is a buff doesn't instantly mean it's a good idea nor one that should be unanimously approved. There is more to keep in mind than just that. If it was as simple as "it's a buff, and thus a good idea," the game would be more unbalanced than it was at launch... and that's saying something.
(I'm attacking your logic here that if it's a buff, it should be supported. Basically calling everyone who doesn't agree with you a retard doesn't sit well with me.) -
[ QUOTE ]
But if you want to whip out the nerf bat, lets beat down the other ats that can solo av's (some faster than scrappers) that are not supposed to be as good a solo at as the scrapper, who is supposedly meant to be the strongest solo at.
[/ QUOTE ]
I'm not picking on you, Cyber_naut, but some of the perspectives displayed here about AVs is really skewed. When people say "other ATs can solo them faster," what they should be saying is "other powersets can solo them faster." Sure, a Rad/Sonic Defender will melt an AV. Try that with an Emp/, FF/, or Sonic/. Heck, I suspect Kin/ would even have trouble due to its clicks eating so much of its activation time.
Having said that, you can have a character that is strong at soloing AVs, but still be a poor at soloing overall. Most content in the game is not AVs, and overall Scrappers are some of the strongest for that content. Some specific sets may be stronger at a single aspect (AVs: Rad/Sonic, farming: Fire/Kin, etc), but Scrappers are better at running the entire gambit.
For most squishies, one word will add a plethora of soloing frustration: mez.
As for Regen... I'll stay out of that debate. I haven't played that set much in years. I think what you're really seeing is the effect of IOs on min/maxed builds.
[edit: Oh, about intra-AT balance, I think what Talen was getting at was that Scrappers are on the high end of the performance scale. If you balance around ATs being able to do between X and X+5, and Scrappers are all in the X+2 to X+4 range, then boosting X+2 to X+4 isn't exactly a priority. I'm not saying Regen doesn't have issues, but I can understand Talen's point.] -
[ QUOTE ]
I was basing my comments on a quote I found from Castle here:
"Slotting enhancements into powers they were not meant to be slottable in is an 'exploit.' We've pretty much firmly established that. The question isn't if something being abused in this manner will be changed, it's a matter of when. "
Of course when I follow the link to that it doesn't show up so I'm guessing this was said a long time ago? Anyway I'll think about it, it still seems a bit cheap to me but a lot less so than strafing SM.
[/ QUOTE ]
StGabe: The quote being referenced there is using HOs in a manner opposite of their intent. In other words, you could slot a Def Buff HO into a Def Debuff power and vice versa. In this case, it's using a Def Buff HO to buff a normally unenhanceable aspect - but it's still normally enhanced through Def Buff enhancers. Two completely different things.
[ QUOTE ]
Shield seems so strong with this, though. Without HOs in AD, it was already borderline OPed. With it, it's almost as good as SR on every point while having more HP, damage and resistances, and better mez protection. Admittedly, it lacks Quickness, but it's a small price to pay for all these things.
Surely, this can't be intended. Well, at least I hope so, because I'd like to believe the devs know how to balance their game.
I'm of the opinion that it's probably left as it is just because it only affects high end builds for the minority of players who bother enough to get information about this kind of thing, so they just don't care.
That being said, I completely agree that it's not something you should worry about. It's not exactly the same thing as going from level 1 to 50 in 1 hour or oneshotting Hamidon.
[/ QUOTE ]
Nihilli: Well, it's a lot harder to soft cap a Shield user than SR. It's what, ~8% less def than SR? That's 6-9 extra 3% positional def bonuses (for a Scrapper, since SR isn't available for Tanks). Still, I understand what you're saying. I wasn't making any judgements on whether it was a good or a bad thing that AD could be enhanced in this way, just that I don't consider it to be an exploit. -
[ QUOTE ]
Re: HOs in AD
[ QUOTE ]
Isn't this also a known exploit?
[/ QUOTE ]
Arguably, yes.
Then again, lot of other stuff is (or becomes so, retroactively). If it's a moral dilemma, only you can make the call, but from a pragmatic point of view at worst you lose a few millions if they fix it, after months during which you exploited it to be much stronger ; at best, you're much stronger, forever.
[/ QUOTE ]
I'm not sure if it's an exploit. Castle has been toying with enhanceable, but unslottable, power aspects a little. For example, Mind Link can't be slotted for recharge, but it accepts multi-enhancers to reduce its recharge (which is WAI).
Now, in this case it could be unintentional, but I wouldn't lose sleep over it so long as you accept it may change at a later date. -
Kruunch, word of advice, compress/encode your videos. There's no reason for a 400mb AVI that is only 30s long. I'm a sucker for high quality video and seeing the interface, but that's overboard, even for me. (I only downloaded/watched the first.)
Besides, it's using the FRAPs codec which most wouldn't be able to see. The only reason I could watch it was because I recently downloaded the newest version of VLC which happens to support it.
What I used to use was Virtual Dub to compress the video using the xvid codec. For comparison, I've made a 6m 40s with audio that was only ~108mb that was still quite crisp. (It's been a while and a hard drive crash later. I haven't bothered to get my utilities back.) -
The knockback protection aspect of powers like Unyielding don't scale depending on AT (just like Regen doesn't scale). Both Tanker Unyielding and Brute Unyielding point to Melee_Ones table for their knockback protection/resistance (which is the same for all ATs, hence no difference between Tankers and Brutes).
Most sets with built in knock protection come coupled with 10,000% knock resistance. That, in fact, does most of the work, it reduces the knockback MAG of all powers to 0. You could be hit with a million MAG knockback and stay on your feet.
...except against unresistible knock effects, which Statesman's Hammer of Justice does. I'm not sure exactly how high it's knockback is (I don't have AV knockback tables), but since it's scale 11 and you got launched, its over MAG10. If you increase your kb protection (breakfrees, buffs, IOs, etc), then you could stay on your feet through it. (Again, I don't know how much you'd need.) I believe BAB's special punch has unresistible knockback, as well.
[edit: Those are the only two attacks, to the best of my knowledge, that have unresistible knockback. Very rare indeed. -
Very important question: what are you planning on doing with this build? Are you planning on soloing? Farming? Heavy duty tanking? The suggested build will be fine for the first, okay at the second (you'd likely have to kill fast enough to keep inspirations coming to offset your survivability), and very weak for the third.
If you want to improve your survivability, one of the most important suggestions I can offer (as mentioned twice already) is to get Tough/Weave. The difference is just staggering.
That aside, I'd say focusing on +MaxHP and +Def (typed) are your best bets for building a sturdy WP Tank. MaxHP amplifies all of your available regen as well as provides a buffer against damage spikes. +Def once again amplifies all your current survivability. Stacking regen, while nice, is linear and not nearly as impressive.
When trying to build up your defense, except for low hanging fruit (like 2 or 3 slots of BoZ), you should mostly eschew positional def in favor of typed. The main sets I used were Kinetic Combat, Aegis, Eradication and the Steadfast +3% def. (Catch being these sets don't offer any offensive bonuses.) -
Chili recipe from my mom:
[ QUOTE ]
Super-Duper Chili
1 lb. ground beef
1 lb. bulk pork sausage
2 cans (15 ½ oz. each) hot chili beans
1 jar (16 oz.) salsa
1 cans (16 oz.) kidney beans, rinsed and drained
1 can (15 oz.) pinto beans, rinsed and drained
1 can (14 ½ oz.) diced tomatoes, undrained
1 can (10 ¾ oz.) condensed cream of mushroom soup, undiluted
1 can (8 oz.) tomato sauce
8 oz. Velvetta, cubed
1 ½ t chili powder (I add more, so whatever taste good to you)\
½ t cayenne pepper (again, whatever)
In a soup kettle or Dutch over, cook the sausage and beef over medium heat until no longer pink; drain. Stir in the remaining ingredients. Bring to a boil. Reduce heat; cover and simmer for 30 minutes or until heated through. Yield: 14 servings (3-12 quarts).
[/ QUOTE ]
I've made it once before and it's quite tasty. I pretty much ignored the precise measurements with the chili powder and cayenne pepper (I was more liberal); I also tossed in some hot sauce and a dash of curry powder on a whim. Turned out very well, with plenty of leftovers.
Coincidentally, that's also what I'm cooking tomorrow. -
[ QUOTE ]
DPA != DPS which is usually what Tanker builds are missing (DPS ... DPA means little in practice since its not in context of an attack chain).
[/ QUOTE ]
This is very misleading. DPA is one of the most crucial aspects of a power when it comes to high DPS builds (such as those necessary to defeat an AV). DPA is a DPS limiter - no matter how much recharge you have, your overall DPS is capped by the DPA of the attacks the chain is composed of.
To give you a very extreme example, take Jab (0.5151 DPA base, 1.4167 DPA with slots and Rage) versus KO Blow (1.498 DPA base, 4.12 DPA with slots and Rage). If both powers recharged instantly, would you deal more DPS doing Jab, Jab, Jab or KO Blow, KO Blow, KO Blow? Obviously the latter simply because it has a higher DPA.
Yes, the power has a recharge and can't be spammed, but that illustrates why DPA is important. You could make a seamless attack chain with low DPA powers, but it won't perform nearly as well as one which uses higher DPA powers.
Another example - the defacto DM attack chain is Smite, SL, Smite, MG, repeat. It completely skips Shadow Punch and Shadow Maul because both attacks have lower DPA than Smi/SL/MG.
So, when trying to build a high DPS build, you try to use the highest DPA attacks as often as possible while minimizing (or completely avoiding) the lower DPA attacks. The other wrinkle for AV soloing is it must be sustainable pretty much indefinitely.
Trying to balance DPS, sustainability, and survivability is almost a work of art. Aside from some outlier builds (such as Shield/DM), I doubt a Tanker could solo Recluse esp through his extreme s/l resists. Tanker attacks just don't have the raw DPA to pull it off. (KO Blow's DPA, with Rage up, pretty much matches Recluse's regen after resists. Since that's the highest DPA attack in the set, you're SOL.)
***
All of the above is in regards to DPS / AV soloing. In normal gameplay it's not anywhere near as important. -
[ QUOTE ]
Back on the main topic I'm not sure a tank is the best choice for solo'ing an AV... we're generally a bit DPS challenged to pull it off. Can you put out a sustained 100+ DPS? If so you'll eventually drop him since his regen is what, around 90 HP/s? Even so it would take forever to whittle down an AV's hit points.
[/ QUOTE ]
AV regen is ~93.3 hp/sec. That, of course, is amplified by any resistance they may have. I believe Lord Recluse has 50% s/l res, so you'd need ~186.6 s/l dps in order to equal his regen rate, let alone kill him. -
Okay, for us it went Nemesis, Countess, Venessa, Gyrfalcon. I'll keep in mind it's random for next time.
-
Okay, now that I've run both versions of the TF, I can weigh in on my opinion.
This should be expected, but my post contains spoilers.
[u]Hero[u]
This one is straight forward, easy, and pretty quick (58 mins). There are no hidden mission objectives, there are map waypoints for the outdoor maps (sans the glowy hunt), and you get your temp powers before the last fight allowing you to put them in a convenient place ahead of time. Reichsman himself wasn't an issue, and our team was pretty light on debuffs (Kin Def, FF Def, Emp Def, Storm Controller, 2 Blasters, 1 Scrapper, 1 Tank).
Of the team, six of us had never done it before, and it was still a very smooth run. The last fight was actually a little anti-climatic, but that team was stacked defensively. I'll have to run it a few more times before I get a 'true' feel for it.
[u]Villain[u]
This one isn't as refined as the hero one and plays a bit choppier, but it feels a lot more epic. Things that made it less streamlined:
* Hostage in the second mission glitched for ~5-10 mins due to team stealth powers. (The rest of the team went ahead as I tried to acquire the NPC. I had no stealth powers. Also, somehow the objective completed before I was able to get the NPC to the object, no idea how.)
* The outdoor missions objectives weren't clear on what we should do. Is it a clear all? Specific mob? Random? I honestly don't know.
* Finding / escorting the patrons is clunky and not fluid.
* Temp powers being granted at the same time as Reichsman spawned was a little annoying. (I was trying to find mine in my power list while performing other duties.)
* Bugged MM power. Also, the Corruptor temp is disappointing. Unlike the other ATs that are useful by themselves, the tornadoes only really function when used in conjunction with something else. (I'd say the Dominator version is second worst; the hold is great without any conditions, but it's still just a pause button.)
* Temp powers being tied to AT may or may not be a bad thing - I'll have to run it more often to see how it plays out.
That said, there were a lot of things I did like:
* Reichsman's entrance was pretty epic, and the following blackout felt like something right out of a comic book. Awesome!
* The final fight is also very unique compared to the hero version. The endless ambushes kept the pressure / adrenaline up throughout the fight. There was always something to do, no simple "mash your attack chain" here, no sir!
* The temp powers, despite the fact I ragged on them above, were just fun to see. An entire army of 5th being completely shut down by a Dominator or wiped off the map by a Stalker? The tornadoes also looked neat and worked adequately coupled with my EM Pulse.
In the end, the TF took ~2 hours with 19 deaths
[u]Final Thoughts[u]
Right now, the hero version is a much smoother run. I like the fact that things have a much more logical flow to them without as much "what are we supposed to do here?" The villain side was a much more unique and epic experience, but there are blemishes on it that dampen the fun factor a bit. If the villain version gets some additional polish on it, I think it will be the better of the two.
As mentioned above, I've only done each once, so my view is pretty narrow at this point. They're also both new, so it's likely the runs will speed up as people get more acquainted with them. -
[ QUOTE ]
[ QUOTE ]
are we sure AVs actually resist tohit debuffs? Even running one rad toggle seems to have more than a minor 5% effect, but that is without looking at actual tohit rolls.
[/ QUOTE ]
*snaps finger*
You know what, you're right. Now, the actual tohit debuff is actually reduced by the numbers specified. What we didn't account for was the extra accuracy for level/rank. Stupid mistake; here are the amended numbers:
lvl50: 13.5% / 21%
lvl51: 13.37% / 20.85%
lvl52: 12.1% / 18.86%
lvl53: 10.65% / 16.61%
Note: If the AV would hit the tohit ceiling against you without the tohit debuff, then the numbers will be lower than those stated. For example, if the only form of tohit debuffs are from the two Storm Controllers and you have no additional def, a lvl53 AV's final tohit would be impacted 2.5% less than the cited numbers above. This also applies if you're being hit with heavy tohit debuffs.
[/ QUOTE ]
*slaps forehead, again*
I keep forgetting, Reichsman is a "Reichsman" class enemy, not an AV. This means that his debuff resistance isn't necessarily that of an AV, although it could be. So I have no idea how strong tohit debuffs are against him. (Btw, he spawns as a lvl50, so no purple patch.)
At any rate, ran the hero version of the TF tonight and we just stomped him into a paste. I had absolutely no survivability issues. (Granted, the team had a Stormy, FF, Emp, and Kin.) We crushed the entire thing in 58 minutes with 3 deaths. We weren't even speeding it (except for the two outdoor maps).
The last fight was funny, I tried to pull Reichsman to the other AVs as they spawned (I didn't know their order), but twice he was immobilized out of attack range the entire time we killed the AV add.
[edit: If he has an AoE stun, I never noticed it.] -
[ QUOTE ]
[ QUOTE ]
They changed the screenshot filename format from this:
screenshot_2009-06-30-00-00-00.jpg
screenshot_yyyy-mm-dd-hh-mm-ss.jpg
to this:
screenshot_090630-00-00-00.jpg
screenshot_yymmdd-hh-mm-ss.jpg
[/ QUOTE ]
I actually specifically suggested this in my TonyV's consolidated list of QoL improvements thread. Do I get a cookie?
Edit: Ack, I think I'm totally out of it today. I see what you're talking about now. Yeah, the shorter filenames are better.
[/ QUOTE ]
Honestly, I don't see the point of the change at all. :P The only change it did was crunch the year, month, and day together. Unlike what your other thread said, they already were sorted chronologically. Also, old screenshots were not retroactively changed. That's how I noticed the change in the first place.
I think I like the old filename because they were easier to read.