Scarlet_Dream

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  1. [ QUOTE ]
    and Mass Confusion has accuracy of 55.

    [/ QUOTE ]
    Incorrect. Mass Confusion has an accuracy of 80%, so sayth the game files.
  2. Thanks to the Dominators over on the Dom board who correctly pointed out that Psychic Shockwave, a PBAoE power, actually counts as ranged (confirmed due to the test server increase in Dominator melee damage by 7.1% that failed to affect Shockwave). As a result, I'd suggest considering PBAoE powers to be ranged by default when gathering power data. Below is the paragraph in my original post which changes, bold indicating the change:

    "Only a Ranged 1.04 DS is close to the 34.42 damage we actually did, so that tells us Psychic Scream counts as a ranged attack. In my experience, cones and AoE (Point Blank, Ranged and Targeted) attacks count as ranged. Other attacks are generally fairly clear as to being Ranged or Melee."

    I would like to mention the Shockwave has a fairly large radius, so some PBAoE powers may actually still be melee, you'll have to test and figure it out.
  3. [ QUOTE ]
    You will only generate 8 points of domination if you hit the player target in pvp. AS DESIGNED, AAAAAAAAAAA. Why does no one care!?

    [/ QUOTE ]
    I'm sure people care. However, the patch notes state: "Each successful attack from the Assault secondary power sets adds a bonus of 8 points toward filling the Domination bar over the normal value."

    I've emphasised the important points. First, it clearly indicates only successful attacks apply the bonus. Second, the bonus is +8, on top of the base 2 points we build for simply activating the power (not saying you were getting it wrong ShrikeX, just seen a lot of people get it wrong in this thread). So, we get 2 points on a miss, and 10 on a hit with our Assault attack powers. Primary powers still just earn 2 points, hit or miss.

    Now that may not be as good as we'd have liked, but it is what the patch notes state, so I'd guess that is why there isn't as big an outrage over it. Now, if we want that changed, we need to provide intelligent reasons why it should be changed. Maybe something like this:

    The lack of additional Domination on a miss with Assault powers has unfortunately hurt Dominators against one of the power sets they have the most trouble with: Defense. Against Resist or Regen based sets, Dominators are free to land their control powers and hopefully eventually stack them enough to break through whatever status protection the target has. Defense sets, however, are nearly impossible to hit with holds in the first place, and that makes stacking holds to break mez protection toggles as likely as winning a tri-state lottery.

    Given that, the best "defense" against Defense builds (besides endless yellow inspirations) is a higher mag on each individual hold, making it much more likely to break through status protection toggles. However, the fix that allows Dominators to build up Domination suffers against these builds...the very builds we need to get Domination built up against!

    Now whether the extra 8 points of Domination should be built up on any activation of a secondary power in pvp or just on a hit in pvp is of course a call that could go either way. But without some change somewhere, Dominators will be so heavily beaten by any Defense based hero/villain that PvP becomes impossible. Even with the support of a team, a Dominator is simply too fragile to survive even a margianly aggressive push by the opposing team, and if that push contains Defense based opponents, the Dominator cannot even defend themselves.

    So please consider either giving Dominators a chance to build up Domination against the set that gives us the hardest time, or look at other methods that might give us a chance against heavy Defensive sets.
  4. [ QUOTE ]
    That said, BoI hits so infrequently as to be utterly useless. Scrappers, I hit maybe 1 in 20 times. PFF? I've never hit a defender with PFF.

    [/ QUOTE ]
    Well, the floor on to hit is 5%, so statistically, you've never hit someone less than 1 in 20 times . Not only that, but BoI has +20% accurcay built-in, so it actually ends up with a 6% to hit chance even against a SR running Elude fully slotted. If you put in two ACC SO+++ in your hold, you can get a final minimum to hit of 10.56% (1 out of about 9.5).

    Not saying that's great, or enough defense, just saying it isn't quite as bad as you suggest.
  5. Not to mention I believe a red name actually confirmed the Recharge formula, but I can't recall the thread now. The main reason I actually remember is because someone then asked if we could get the formula they use to calculate Damage Scale and they said no, it was too complicated and used a lot of subjective values.
  6. Here are the values I have for the four powers in question, mainly from Sherk's Hero Planner. The Damage column indicates Damage Scale. If you don't like math, just read the bottom Conclusion paragraph.

    <font class="small">Code:[/color]<hr /><pre> Damage Endurance Recharge Activation Range
    Defender Dark Blast 1.00 5.200 4.0 1.00 80'
    Scrapper EPP Dark Blast 1.00 6.500 6.0 1.00 80'
    Defender Gloom 1.64 8.528 8.0 1.10 80'
    Brute GW PPP Gloom 1.73 ~11.000 12.0 ? 80'
    </pre><hr />

    Let's check the Defender powers real quick. Dark Blast's Endurance should equal its DS times 5.2...check. Dark Blast's Recharge should equal (1.0 - 0.36) / 0.16...check. Gloom's Endurance should equal its DS times 5.2...check. Gloom's Recharge should equal (1.64 - 0.36) / 0.16...check. So the Defender powers obey the CoX balance "laws".

    Looking at the Scrapper's EPP Dark Blast, we can quickly see it costs 25% more END and has a 50% longer Recharge time, despite no change in Damage Scale. Further, Scrapper ranged attacks do only 76.9% of Defender ranged attacks. That means the 25% extra END ballons to 62.5% more END spent per point of damage than a Defender spends. Then, on top of that, you've got the increased Recharge time.

    Summary: So, the up-front burst damage of the Scrapper is 76.9% that of the Defender, he pays an additional 1.625 times as much END for the damage dealt, and he must wait half again as long for his power to recharge.

    Compare to the Brute's PPP Gloom. If we assume it "suffers" the same +25% END cost and +50% Recharge, then its END cost is 10.660. That works, since it is in the expected 10.500 to 11.499 range. The Recharge increase of 50% likewise matches. However, unlike the EPP, the base DS of Gloom has been increased to what looks to be about 1.73. That looks to be about a 5% increase over the 1.64 DS of the Defender's Gloom. Since Brutes and Scrapper have the same Ranged Damage values compared to Defenders, everything else pretty much evens out.

    Summary: So, the up-front burst damage of the Brute is 80.77% that of the Defender (thanks to the 5% damage boost), he pays an additional 1.548 times as much END for the damage dealt, and he must wait half again as long for his power to recharge.

    Conclusion: In this isolated instance, it appears that both EPP and PPP suffer from two drawbacks: 1) 25% higher END cost, 2) 50% longer Recharge. However, in the case of the PPP, there is one offsetting advantage: 1) a 5% damage boost.

    So yes, the PPP powers, at least in this case, appear to be slightly (5% actually) more powerful than the EPP powers.
  7. [ QUOTE ]
    Reference for Brutes..
    Gloom
    * Unenhanced damage @ lvl 40: 44 (N. Energy, DoT)
    * Foe -ACC
    * Range: 80
    * END: 11
    * Recharge: 12 secs



    [/ QUOTE ]
    First, it appears END values are being rounded. As such, I'm going to assume the END cost here is between 10.500 and 11.499. Now, standard CoX attacks cost 5.2 END per Damage Scale. That gives Gloom a DS between 2.02 and 2.21. Brutes at level 40 deal 25.45 damage times the DS of an attack with ranged attacks. Therefore, that gives an unenhanced damage of 51.41 to 56.24. That means with only 44 damage (around a DS of 1.73), this attack has a built-in penalty of costing more than the standard END amount.

    Looking at the power from a different standpoint, CoX uses (DS - 0.36) / 0.16 to calculate Recharge time. Plugging in the 12 seconds of Recharge listed and solving for DS (did you just flash back to High School too?) we find the DS of Gloom here should be 2.28. Translation: with only a DS of about 1.73, the Recharge of this attack is significantly higher than standard CoX attacks. Therefore, this attack is also suffering from a penalty of having a higher than normal Recharge time.

    Those two penalties only magnify the weakness of this power, because it uses the Ranged Damage value for Brutes (25.45 damage) instead of the Melee Damage Value (38.18 damage). As such, even if it did 56.24 damage, it would still have terrible END efficiency for a Brute (which is okay, given that it is a ranged attack).

    So, with a power designed to standard CoX metrics, Gloom would cost 50% more END to deal the same amount of damage as a Brute's melee attacks. But with the stats we've been given here, it actually will cost at best 75% more END, and at worst, almost 92% more END. That makes Gloom close to half as efficient as a Brute's melee attacks in terms of amount of damage dealt per point of END. Not only that, but its Recharge is 40% longer than an other standard CoX power would be.

    Make of that what you will. Keep in mind we have no idea how strong the -ACC debuff is, or how long it lasts. Nor do we know the activation time of the PPP Gloom.
  8. [ QUOTE ]
    Make that AV +5 and his final accuracy is 95% (bounded from 100%)

    [/ QUOTE ]
    I was not under the impression that accuracy was ever capped. Capping (or bounding, whichever name you prefer) only applied in two places I thought:

    1) After the addition/subtraction of baseToHit, Defense and ToHit Buffs/Debuffs.
    2) To the final chance to hit, after everything else has been applied.

    Which would mean a +5 AV had a full +100% accuracy (x2, meaning a floored 10% chance to hit). Incidentally, do we know for certain if it is treated as two separate accruacy buffs (1.5 (AV) * 1.5 (Level) = 2.25, floored 11.25%) or one combined buff (1 + (0.5 + 0.5) = 2.0, floored 10.0%)?
  9. Some powers "seem" like their animation ends even though you remain rooted and unable to act longer than expected. I've only been able to attribute this to poor animation sequences that don't clearly indicate when they truly finish.

    There are other powers (Confuse, RI and Ice Circle Sword for example) that prevent you from acting for their entire animation/activtion period (176 frames in the case of Confuse), but suddenly allow you to move at some point. I don't know of any way at present other than trial-and-error to determine if a power has this property. For Confuse, it works out that impact occurs at 45 frames, you become unrooted after 86-90 frames*, and finally after 176 frames you are free to activate other powers. It may be possible to use a demo recording to catch the exact moment you become unrooted, but I am unfamilar with how to parse demo recordings at this time. A project for another day probably.

    * Timed with a stopwatch and then converted into frames, so not super accurate.
  10. Actually, Iakona has data that lists exact activation times of all powers. Each power's activation is based on the number of frames required to animate it, with 30 frames displayed per second. Therefore, every activation time can be measured as the total number of frames, and then divided by 30 to find the number of seconds. That means, for example, that you cannot have a 2.01 second activation time. 60 frames / 30 fps = 2.00 seconds and 61 frames / 30 dps = 2.03 seconds. Since the frame count is always a whole number, activation numbers step up in 0.0333 second increments (1/30th of a second).

    Hard data is also available on which frame impact occurs on for powers (or which frame the projectile is launched on). Example: Telekinetic Thrust has 62 frames in its activation animation. That means it takes 2.07 seconds to activate. It has an "impact" frame count of 16, meaning the power "lands" only 0.53 seconds after the animation begins. Interesting, Mesmerize has 50 frames of animation but an impact frame of 51. So it actually "lands" a fraction of a second after the power finishes animating.

    I believe Iakona posted a link to a website with all this type of information, but last I checked the site was down. Link is on the last page of the Power Data Standardization thread.
  11. So you're gathering data on your powers, mostly likely the actual damage. Here are some tips to help make the best use of your time:

    Key Threads
    Several threads on these boards contain very useful information for the number oriented. In case you didn't know it, you can mark a thread as a "Favorite" by using the "Favorite Thread! (toggle)" link at the bottom. This will store a link to that thread on your "My Home" page.

    Power Data Standardization - This thread by Iakona contains information extracted from a reliable source. Tables of data on all sorts of things can be found. This thread also covers the Damage Scale system which is cleaner and less confusing to use than Brawl Indexes.

    Defense - Arcanaville's thread about how Defense works. If you need to know the chance you have to hit something (or your chance of being hit), this is the place to look. It's a lot to read, but it's all good information and will help with your understanding of the game.

    Enhancement ED Formula - Sometimes you'll need to know exactly how ED (Enhancement Diversification) is affecting your powers. I like the formula presented in the first post of this thread. It's a quick and simple formula that involves a single multiplication and a single addition. For example, if you have 3 DMG SO+++, each one contributes 0.383 (38.3%) for a total of 1.149 (114.9%). Using the fourth formula from that post (y = 80% + 0.15x ; (100%,229.77%]) we get:
    y = 80% + 0.15 * (1.149)
    y = 0.972, or +97.2% damage
    The part I bolded tells you to only use this formula when the unmodified percent (114.9% in this case) is between 100% and 229.77%. The ( means do NOT include that value. The [ and ] mean you should include that value. So if I had a starting percent of exactly 100%, I would actually not use this formula, I'd use the third formula listed, which is for (90%,100%].

    Researched Power Data - This thread is dedicated to data researched by the players - that's you! If you find the Damage Scales of any powers you have, post them here, please! The more we all contribute, the faster we'll get a complete picture of what our powers actually do. If you are at all uncertain of your math (and even if you are sure you did it right), I strongly recommend including the test data you used to determine Damage Scales (AT, power, your level, target's level, target mob type, damage dealt including decimel part). Also, the [ code ] tag is your friend for posting data like this.

    Damage Scale
    For the damage dealt, the value you want is called the Damage Scale (DS for short). In the simplest terms, this is a multiplier. Every AT has a fixed amount of damage dealt at each level (See the Power Data Standardization thread above). For example, at level 40 a Corruptor does a base of 38.18 damage. To determine how much damage a power does, take your AT's base damage for his level and multiply it by the power's DS. So a power with a 1.32 DS will deal 38.18 * 1.32 = 50.40 damage to a target with no resists.

    Some ATs have two different base damages: one for Ranged attacks and the other for Melee attacks. As a result, if you aren't certain whether a power is consider Ranged or Melee by Cryptic, you may have two DS to pick from. For example, if you have a Dominator, he has a base Melee Damage of 35.63 at level 40, and 33.09 damage for Ranged attacks. You then use a cone attack such as Psychic Scream and it deals 34.42 damage. If a cone counts as Melee, the DS has to be 34.42 / 35.63 = 0.9660. If it is Ranged on the other hand, its DS would be 34.42 / 33.09 = 1.0402.

    Since all DSs currently found only have two decimel places, the DS is ultimately either 0.96 or 0.97 for Melee, or 1.04 for Ranged. So we now reverse our math to double check:
    If DS is a Melee 0.96 then: 35.63 * 0.96 = 34.21
    If DS is a Melee 0.97 then: 35.63 * 0.97 = 34.56
    If DS is a Ranged 1.04 then: 33.09 * 1.04 = 34.41

    Only a Ranged 1.04 DS is close to the 34.42 damage we actually did, so that tells us Psychic Scream counts as a ranged attack. In my experience, cones and AoE attacks count as ranged, but PBAoE attacks count as melee. Other attacks are generally fairly clear as to being Ranged or Melee.

    Normalized Damage Scale
    While Damage Scales are nice, they aren't good for comparing outside of an AT. For example, both a Dominator and Controller can have Mesmerize. Mesmerize is a Ranged attack with a 1.00 DS. However at 40, a Controller will deal 28.00 damage while a Dominator will deal 33.09 damage. This is also a problem within a single AT that has different Ranged and Melee damage values. A /Psi Dominator will deal 54.27 damage with Subdue (Ranged attack) and 58.43 with Mind Probe (Melee attack), yet both have a DS of 1.64.

    To solve this, a DS can easily be converted to a Normalized Damage Scale (NDS). Think of NDS as simply being the DS a Blaster's attack would need to have to do the same damage. Mind Probe for example has a NDS of 1.148. That means a Blaster with a 1.148 DS attack will deal exactly the same damage as my Dominator does with Mind Probe. Compare 1.148 to Subdue's NDS which is 1.066. The NDS makes it clear that Mind Probe will do more damage than Subdue. Not surprisingly, for Blaster powers, NDS is the same thing as DS. But for other ATs, multiply the DS of the attack by the relative base damage compared to a Blaster. For example, Dominators do 65% of a Blaster's Ranged damage (hence Subdue's 1.066 which is 1.64 * 0.65) and do 70% of a Blaster's Melee damage (giving Mind Probe's 1.148 which is 1.64 * 0.70).

    See Level Divide for pre-level 20 implications.

    Testing with Enhancements
    While it is generally better to test without Enhancements (use the test server so you can pull all your damage enhancements out), sometimes it isn't practical. All you need to do to account for Enhancements is divide the damage you are dealing by the modifier your enhancements provide. This is generally easily found by hovering over the power on the Power Management screen. You can also use the ED formula in the post linked above. Remember that for each +1 level of an enhancement, it increases in effectiveness by 5%, while for each -1 level, it decreases by 10%.

    Example, you deal 113.89 damage with Mind Probe on a level 40 Dominator, using 3 even level DMG SOs. 3 * 0.333 = 0.999, then using the ED formula we get 0.25 + 0.999 * 0.7 = 0.949. So step one is removing the 94.9% damage increase. We do that by dividing 113.89 by (1 + 0.949). That gives us 58.44 damage without enhancements. Now we divide by the base Melee damage of a Dominator (35.63) and that gives us: 58.44 / 35.63 = 1.64.

    If all those SOs had been +3, they'd have given 0.333 * 1.15 = 0.383 each, and after ED we'd have come up with a modifier of 0.972, or +97.2% damage instead of +94.9%. Again, if you have the Power Management screen, that is certain easier than figuring it out by hand, but it may be advisable to double check the Power Management screen's value, just to make sure it's pretty close.

    Level Difference
    All of the above assumes you are targeting an unresistant, even level target. In general, resistant targets are more annoying to test against for various reasons, so try and avoid them. This also means Minions are often preferred because they tend to have fewer resistances. But when it comes to target level, you actually want to test against targets of as low a level as possible. The reason: you get a damage multiplier on lower level targets. A level 40 does 500% damage against a level 1 enemy (500% damage means +400% damage, or x4).

    Suppose at level 40 you ran your Dominator up to a level 1 Hellion and landed a Mind Probe with three even-level DMG SOs. It would hit for 455.55 damage. Let's pretend we don't know the DS of Mind Probe. First we remove the level multplier of 4.00: 455.55 / 4.0 = 113.8875. We don't round to two places until we get to the final number. Now let's take out the 94.9% damage increase from enhancements: 113.8875 / 1.949 = 58.4338. Lastly we divide by our base damage of 35.63 so: 58.4338 / 35.63 = 1.64001, which we see rounds nicely to 1.64.

    The advantage of low level targets is the huge multiplier you get. This makes it so the DS becomes very clear despite any rounding issues. For example, if Mind Probe was really a 1.65 DS, our level 1 Hellion would have taken 458.32, while a 1.63 DS would have delivered only 452.77 damage. The level multiplier has stretched the damage between each increment in DS so large that we can't easily mess it up, despite rounding.

    Similarly, slotting up DMG enhancements helps too, however they are somewhat less desirable for this purpose since: 1) you may not have enough slots to put in 3 DMG, 2) it costs "money" to switch enhancements around, 3) the percent multpliers are "odd" numbers that aren't as exact as the level multpliers. To get the level multpliers, check out the Power Data Standardization link at the top of this post.

    Level Divide
    Up until level 20, the base damages of all ATs stay closer than normal. For example, at level 1, a Dominator's Melee attacks deals 94% of the damage a Blaster deals. But at level 20 and beyond, the Dominator only deals 70% of the Blaster's damage. All ATs are the same: they start at a percent in the 90's relative to Blasters, and their damage relative to a Blaster drops up until level 20 when it locks in to a fixed percentage of Blaster damage.

    If you are testing to determine DS values, using a pre-level 20 character is fine since the base damage tables from Iakona take into account the level divide. And once you do get the DS, you can safely convert it to a NDS. However, if you want to see if your level 15 Mind/Energy Dominator's Bone Smasher is better than a level 15 Blaster's Incinerate, NDS won't work because only Blaster NDS values are correct for pre-level 20 comparisons. For the most part this isn't really a critical effect, especially because while NDS doesn't work between ATs pre-level 20, it does work within the same AT.

    The Endurance Shortcut
    As it turns out, there is a fairly nice shortcut that can help you guess or double-check DS values. Most powers in CoX have a specific relationship between the Endurance they cost and their DS. That value is, 5.2 END per 1.00 DS. So if you see a power that costs exactly 5.2 END, you can guess it probably has a DS of 1.00. Of course, you could be wrong. Psionic Dart costs 5.2 END but only has a DS of 0.60.

    Also, powers with special effects (holds, fear and such) as well as cones, AoEs, PBAoEs are likely to cost more than 5.2 * DS endurance. But this gives you a good number to guess many powers. It also tells you if a power has an endurance penalty or not. Consider /Icy for Dominators. Ice Blast, Ice Bolt and Ice Sword all have the standard 5.2 * DS relationship. This means that at least for those powers, Ice doesn't use more endurance than most other sets. In fact, compared to the same three powers in /Psi, /Icy uses less endurance. Keep in mind that the activation times on /Icy's powers may be so low that you can burn through endurance a lot faster. But you'll still be dealing damage just as efficiently as any other normal power set, just faster. Kinda like a subtle perma-Haste.

    Now where to get accurate Endurance values is another question. The Hero Planner has been pretty good so far when it comes to endurance values. You can also use the reverse of this relationship to confirm endurance costs. If you get a DS for a power of 2.00, but the endurance cost is listed as 7.00 instead of 10.4, it is probably wrong or the power is supposed to be massively endurance efficient.

    Brawl Indexes
    All this talk of DS and I never mentioned it. Brawl has a DS of 0.36 and counts as a Melee attack. This means you can actually convert a DS to a Brawl Index by dividing it by 0.36. So a 1.0 DS / 0.36 = 2.7778. Doesn't that number look familar? And isn't 1.0 easier to remember than 2.7778? Not only that, but a Dominator will deal 12.83 damage with a Brawl at level 40, and 54.27 damage with Mesmerize (ranged attack + sleep). 33.09 / 12.83 = 2.5791 BI. While that works great for a Dominator, you can't compare to anyone else because a Dominator does more damage with Melee than Ranged. Compare to a Controller who can also have Mesmerize. At level 40, a Controller does 10.08 damage with Brawl and 28.00 damage with Mesmerize. 28.00 / 10.08 = 2.7778 BI. Notice how the BI shows as higher on a Controller than a Dominator?

    So don't use BI, it's bad and confusing

    Common Powers
    It should be noted that even if two ATs have a power with the exact same name, they don't necessarily have the same DS. This is apparently the case with Blaster's Bone Smasher having a higher DS compared to other EM sets in other ATs. This is also apparently the case in APPs that pull powers from non-APP sets. It is likely this will be the case for PPP as well.

    Hopefully that helps you get started gathering data. Don't forget to post it in the data gathering thread listed! Good luck.
  12. [ QUOTE ]
    3 even-level Schedule B SOs is a modifier of 1.573, for a total of (0.140+0.925)*1.573 = 36.57% defense.

    &lt;snip&gt;

    = 72% reduction in hit rate. This is an amazing reduction.

    [/ QUOTE ]

    Remember the old 1% defense = 2% resistance? 36.6% * 2 = 73.2%, so your 72% reduction in to hit chance is just about perfectly in line. Whether it's too powerful is a different question.
  13. I've redone my last spreadsheet with Stateman's post included: Snapshot of Changes

    The full spreadsheet is available for those that are interested, just PM me and include an email address. As you can see from the snapshot, you can select number of enhancements, their level (-3 to +3), and which rules you'd like to apply. For example, Stateman said I6 Level To Hit modifiers were multiplicative, but as others have pointed out, Stateman's Before numbers only work if it is actually Additive. You can also turn on and off the Purple Patch and new Rank Modifiers Stateman mentioned.

    A note on numbers. I used 31.25% in the snap shot since that's the stated value (by State's himself) of RI. However, in State's Before example, after applying two Schedule A enhancements, he somehow got 0.3125 * 1.666 = 0.5187 instead of 0.5602 (looks like he used 66% instead of 66.6%). If you want to match his Before numbers, you'd put 31.135% instead of 31.25% since that yields the final value State's used of 0.5187. Similarly, the After number somehow got 0.3125 * 1.4 = 0.4372 instead of 0.4375. Use 31.23% to match his after numbers.
  14. Let's see if I've got this correct:

    First we get our Res_Boolean value using your formula: (AT mod) * [ 0.15 + 0.004 * (Level - 1) ]

    Brutes (plus Stalkers and Scrapper) have an AT mod of 1.0, and the level cap in SC is 30. That gives us:

    <font class="small">Code:[/color]<hr /><pre>1.0 * [ 0.15 + 0.004 * (30 - 1) ] =
    0.15 + 0.004 * 29 =
    0.266</pre><hr />
    Then, to find a Brute's total mez protection: Scalar * Res_Boolean + (corresponding AttribBase).

    The scaler for mez protection powers is -30 per _Castle_, and the AttribBase for players is -1, giving us:

    <font class="small">Code:[/color]<hr /><pre>-30 * 0.266 + -1 =
    -7.98 + -1 =
    -8.98</pre><hr />
    So in order to mes a Brute with their status protection up, doesn't that mean I need to hit them with a total of mag9, or am I misunderstanding the point at which mes breaks protection? I really hope I only need mag8 because then a Domination backed Mesmerize (Mind's mag4 single target sleep) will stop a Scrapper (err, barring Health, which of course they'll have). Actually, has anyone determined the status protection scaler for Health?
  15. I'm not finding a Res_Boolean modifier on any of your tables, am I just missing it? Closest is on the Buff/Debuff table, the M Res Dmg and R Res Dmg lines. But that would seem odd since I'd thought the devs said mez protection powers increased in effectiveness as you leveled, which would imply a table more like the M Stun Effect table with values varying by AT and level.

    Also, which is the AttribBase? I think I'm a bit confused .
  16. I don't know if you've seen this thread Iakona, but it contains a PM from _Castle_ about the stun magnitude resistance of two powers.

    [ QUOTE ]
    Well. First, Oppressive Gloom. It has a scale 2 Magnitude Stun. Entropy Shield has a -30 Stun modifier, so OG would need to hit 16 times during it's duration for it to overcome his protection. Add in the fact that Energy Aura is a Defense based set and OG needs a To Hit check to apply it's Stun, the odds of OG alone overcoming the Brutes protection is slim.

    Conversely, Obsidian Shield has the same -30 Stun modifier (note, in both cases, this is the base, not modified by AT tables). Energy Melee has numerous attacks with Stun on them, each of which stacks with the others. Their Magnitudes range from 2 to 4. The Energy Transfer, Stun, Total Focus, Bone Smasher attack chain has 13 Magnitude. At most, 3 cycles of that will overcome your protection.

    [/ QUOTE ]

    I've bolded the important bits . Any idea which line is the AT modifier for this? I can only assume it's the melee stun modifier, but my testing seems to indicate that that same modifier is also used to increase stun (and hold) durations. Is it actually used in both cases, despite being to different measures (one magnitude, the other duration)?
  17. Mastermind:

    The Boy Scout: His motto is to be prepared. So once he enters a mission, he will proceed to spending a seemingly endless period of time getting his pets set up just right, then waiting for all his pet powers to finish recharging, and then doing even more unknown stuff. This process can take 10 or more minutes. He will do all of this siliently and even if the party begins fighting, he'll still be at the mission door. When confronted about this, he'll blame Cryptic for forcing him to resummon all his pets everytime he zones in. You can often complete a mission without ever seeing this MM or his pets.

    Dominator:

    Weatherman: This guy saves his Domination inherent for a rainy day. Strangely, despite multiple team wipes, that rainy day never comes. You can be grouped for hours and never once see him use it. Then suddenly, this same player will often pop Domination at the very end of a mission when your team of 8 has only 2 even-con minions to kill. Much like real like, the Weatherman and the weather are not in the least related. Oh, and if you're fighting an EB or AV, you can be positive this guy won't be using Domination, because he might need it later.
  18. You've clearly not seen anyone flamed if you thought that was a flame . My post was meant to educate and inform. Then and than are often confused, and unless someone points it out, a lot of people just go on making the same mistake. Maybe he'll remember in the future. Maybe he was just typing real quick and made an honest mistake. Either way, if no one points it out (and I believe I did so quite gently) then he'll never know. As an added bonus, there is the vague possiblity that someone else will learn the from the post as well.

    Carry on. Oh, and Kaptain, that picture you linked looks nothing like me.
  19. Cute. I would like to point out however that you used "than" 9 times, and 8 of those times incorrectly. Very distracting. You meant "then" in all but one spot.

    then: followed by ("heal up then pull")
    than: compared to ("an AV is tougher than an elite boss")

    But it was still a fun post.
  20. Iakona, did you ever find the Ranged/Melee indicator? For reference, my testing showed all Mind Control powers are Ranged, as are all Psionic Assault powers except: Mind Probe, Telekinetic Thrust, Drain Psyche and Psychic Shockwave.

    Also, you don't happen to have a version of your data file in Excel or OO do you? Or by chance know a way to convert a Quattro Pro X3 file to one of those format? I don't have QP so I'm quite sad that I can't access the information .
  21. I've been testing /Psi's recharge debuff recently. Psi Dart's debuff at level 25 lasts about 5.8 seconds. If this debuff had the same level scaling as hold/sleep/fear/etc, then at level 1 it should only last 4.7 seconds. I'm almost positive that even at level 1 it lasted nearly 6 seconds so I'm inclined to believe there is no level-based scaling, and possibly not any AT-based scaling either for recharge debuffs. Not sure about recharge buffs though, but I'd guess not.
  22. Would it be too cliche to say you're my hero Iakona? And does it matter that I'm a villain?
  23. Don't know if you want Damage Scales posted here or not Iakona, but I copied to test, pulled my DMG enhancements and figured out my Damage Scales for Mind/Psi (at least for the powers I actually have so far, no respec trial yet ).

    <font class="small">Code:[/color]<hr /><pre>Power Damage Scale Normalized
    Brawl 0.36 M 0.252
    Dominate 1.00 R 0.650
    Levitate 1.32 R 0.858
    Mesmerize 1.00 R 0.650
    Mind Probe 1.64 M 1.148
    Psionic Dart 0.60 R 0.390
    Psychic Scream 1.04 R 0.676
    </pre><hr />
    In the damage scale column, M = Melee Damage Table, R = Ranged Damage Table (it matters for Dominators). The Normalized column is for comparing powers across ATs. Basically it is the Damage Scale the power would need to have for a Blaster to do the same damage I do. So if I have a power that is Normalized to 1.00 and another AT has a power that is Normalized to 2.00, then his power does twice the damage of mine. For a Blaster, Damage Scale and Normalized are always the same value.

    I made the Melee/Ranged Damage Table call based on the math. Psychic Scream for example had no x.xx Damage Scale that gave close to the damage I was seeing using the Melee Table. On the Ranged Table however, I could get within 1/100th of a point.

    Just in case, I've included my raw data. Even con Scrapeyard Enraged Miner with no DMG enhancements:

    <font class="small">Code:[/color]<hr /><pre>Power Damage
    Brawl 8.34
    Dominate 21.52
    Levitate 28.42
    Mesmerize 21.52
    Mind Probe 38.02
    Psionic Dart 12.91
    Psychic Scream 22.39
    </pre><hr />
    Edit: Oh yeah, I was level 24 at the time of the test.
  24. [ QUOTE ]
    I'm still searching for a reliable way to find the scale values; however, based on what I've found so far, it appears unlikely that I can provide this information. I can give reliable information on the following attributes for any power in the game: click/auto/toggle; base accuracy; cone/AoE/location; max targets; radius; angle; range; activation time; recharge; time per endurance tick; endurance cost; interrupt time; target required; enhancements allowed.

    [/ QUOTE ]
    Please don't take this the wrong way, but will you be providing this information at some point, or is it more of an "on request" basis? I've found most of this information elsewhere, in the Hero Planner for example, but given the inaccuracy of the BI numbers in there I'm hesitent to trust it in terms of activation times, endurance costs, etc.

    Also, what category would Psi's -RECHARGE debuffs be modified by? Are things like the duration of these secondary effects available? I'm guessing their Damage Scale value can only be determined by testing.

    Lastly, I know (from a Dev post somewhere) that Controllers get +25% control duration. Is that just a special controller thing, or does each AT have a control duration multiplier?

    Again, great work Iakona.
  25. Excellent work Iakona. Thank you very much.

    As to those that want a cross-AT damage value, it would make sense to take the Damage Scale and multiply it by each AT's damage modifier to create a Normalized Damage Scale. For example:

    Brawl
    Damage Scale: 0.36
    Normalized Damage Scale:*
    Blaster: 0.360
    Controller: 0.198
    Defender: 0.198
    Scrapper: 0.405
    Tanker: 0.288

    Brute: 0.270
    Stalker: 0.324
    Mastermind: 0.198
    Dominator: 0.252
    Corruptor: 0.270

    * Assuming Brawl uses the Melee Damage modifier for all ATs