SkeetSkeet

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  1. Quote:
    Originally Posted by DarkInvado View Post
    Each red block represents a LCTM I assume?
    Yes.
  2. Quote:
    Originally Posted by DarkInvado View Post
    Something of interesting note is that when I go LCTM the network spikes to 100% and then when I hit the Windows Key the LCTM almost always stops... Does hitting the Windows key make CoH become a background application and then reduce its priority in internet communication and break the LCTM?
    I have the same issue as you do and can consistently reproduce that effect running the game in windowed mode.

    Click away and take the focus off the CoH window, netgraph goes steady green. Click on the CoH window and netgraph starts pulsing red every few seconds again.

    In the picture below, you can see the change in netgraph, after the last big red block is where I took focus off the game.

    http://img265.imageshack.us/img265/2582/netgraph.jpg
  3. I don't see that helping. Just for kicks, here's a screenshot of what netgraph looks like on an idle toon toon with all chat tabs stripped of all channels except for local and broadcast on the default tab:

    http://img689.imageshack.us/img689/2582/netgraph.jpg
  4. I'm having the same issue.

    With CoH running, netgraph goes greenREDgreenREDgreenREDgreen... and wireless connection drops. Rinse, repeat. The problem is steady and makes the game unplayable.

    Just to sanity check and see if the problem is my system or network, I have another similar online game that also has netgraph. Ran around in it for an hour no problem and the netgraph is a steady field of green.

    Back to CoH and it's the xmas themed greenREDgreenREDgreen netgraph with wireless connection drops.
  5. Quote:
    Originally Posted by Arcanaville View Post
    By making hyperaccuracy expensive instead of impossible, it could be balanced against the opportunity costs of buying other things, like more damage, rather than focusing strictly on the issue of whether it is absolutely fair to acquire such accuracy against an avoidance set.
    I don't think the premise that you can balance around expense holds true at all. If a given strategy is better and it is possible then that is where most builds will cluster no matter what the "cost" because in the end the cost is only time and play money--and we know well that the time factor can be gamed down to a minimal level.

    Unfortunately that reasoning is all too common in dev circles... "well, we know this is potentially OP'd but we thought the price tag would balance it." That never works.
  6. SkeetSkeet

    Dual Boxing Emps

    Emp duo math: 1 + 1 = 8. It's that good.
  7. Quote:
    Originally Posted by Frosticus View Post
    There is a disconnect between what we are talking about, which is my mistake as I chose poor wording.

    Whatever value of elusivity you have I'm going to build enough +acc into my toon for me to hit you however often I deem appropriate where I have no issues with your elusivity.
    The disconnect is this: If elusivity is properly implemented, building +acc into your toon will shift your net hit rolls a few % one way or the other but there's no amount of +acc you could IO with that would make elusivity not matter.

    Quote:
    Just like whatever value of defense you have I'm going to build enough tohit into my build where your defense no longer prevents me from hitting you as often as I deem necessary.
    What is true for +tohit vs defense is not true for +acc vs elusivity.
  8. Quote:
    Originally Posted by Daemodand View Post
    The casual zoner is a rare and special breed. Only one travel power, only temp phase or no phase at all. Few if any of the build sacrifices of the "pro PvPer". Fun being the driving force over all other factors. No, we won't be winning any ladder matches, but we might on occasion surprise you in zones with what we can do with our "gimp" builds.
    I'm not surprised at all when I see those builds doing laps to the hospital.
  9. Quote:
    Originally Posted by Donna_ View Post
    Used to bug the life outta me that your most wanted bounty was sitting in base for 5hrs getting a badge!

    Took it upon myself to do as much as humanly possible to get that target no matter where it was... And there were very few remote areas within the villain base that I couldn't get to.

    So this is bad news.

    If your gonna log into a pvp zone, expect to be hit.
    The problem and the needed fix are both in the poorly designed bounty system.

    Attacking from the safety of a base or being attacked while in it are just busted game mechanics. This change is a good thing... though it still falls a couple steps short of ideal.
  10. There is no sweet spot with defense. There just isn't. It goes from worthless to mediocre to OP'd with no goldilocks setting in between those stops no matter how much fiddling you do with defense/debuff/elusivity numbers.

    The only way to have useful defense and still have a balanced build is to have low lethality. This is why for the most part brutes, tanks and scrappers are the only ATs that it works well on.
  11. Well, that's useful to know. I can free up a few slots.
  12. Quote:
    Originally Posted by Neeto View Post
    Id take crippling axe kick over shield charge (for PvP), Id take would also build to get targeting drone. Why buikd for KB protection when u have 10000% res to it.
    I get a lot of mileage out of shield charge in pvp, more than I would from a fourth single target kick. It hits hard and is especially useful after a placate or against mm's. Obviously you can't really land it vs a moving target but I get a lot of opportunities to use it. Obliteration set bonuses aren't too shabby either.

    There are a couple powers I'd very much like to be able to fit in. Targeting drone is one of the, also grant cover for the added def debuff resist. Not sure what I'd give up t though. The only power that is kind of in the margins and not carrying significant set bonuses is 1wts, which itself is pretty useful for stretching out the hp when I start taking hits. Of course I may have to consider giving up some stuff I'm attached to anyway to restore some of the defense the i17 zephyr nerf is going to shave off.

    On the knockback thing, does kb resist a factor in pvp at all? As I understand it, the only thing that matters is the magnitude of your kb protection vs the mag of the incoming kb. Active defense provides mag 10 protection. Most of the time I can count on having two of them stacked for 20. A few kb protection IOs boost that up to 36.
  13. Here's what I use for shield pvp. The defense isn't soft capped but it's high enough where most people miss a decent amount.

    Hero Plan by Mids' Hero Designer 1.621
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Mutation Scrapper
    Primary Power Set: Martial Arts
    Secondary Power Set: Shield Defense
    Power Pool: Leaping
    Power Pool: Speed
    Power Pool: Fighting
    Power Pool: Fitness
    Ancillary Pool: Weapon Mastery

    Hero Profile:
    Level 1: Storm Kick
    • (A) Hecatomb - Chance of Damage(Negative)
    • (9) Hecatomb - Accuracy/Recharge
    • (13) Hecatomb - Damage/Recharge
    • (31) Hecatomb - Accuracy/Damage/Recharge
    • (31) Hecatomb - Damage/Endurance
    • (43) Touch of Death - Chance of Damage(Negative)
    Level 1: Deflection
    • (A) Luck of the Gambler - Defense/Endurance
    • (3) Luck of the Gambler - Defense
    • (5) Luck of the Gambler - Defense/Endurance/Recharge
    • (15) Luck of the Gambler - Recharge Speed
    • (23) Karma - Knockback Protection
    Level 2: Battle Agility
    • (A) Luck of the Gambler - Defense/Endurance
    • (3) Luck of the Gambler - Defense/Endurance/Recharge
    • (7) Luck of the Gambler - Recharge Speed
    • (31) Luck of the Gambler - Defense
    • (46) Karma - Knockback Protection
    Level 4: True Grit
    • (A) Resist Damage IO
    • (5) Resist Damage IO
    • (7) Steadfast Protection - Knockback Protection
    • (9) Steadfast Protection - Resistance/+Def 3%
    • (11) Healing IO
    • (11) Healing IO
    Level 6: Super Jump
    • (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
    • (13) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
    Level 8: Hasten
    • (A) Recharge Reduction IO
    • (40) Recharge Reduction IO
    Level 10: Focus Chi
    • (A) Gaussian's Synchronized Fire-Control - Chance for Build Up
    • (17) Gaussian's Synchronized Fire-Control - To Hit Buff
    • (34) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
    • (48) Gaussian's Synchronized Fire-Control - Recharge/Endurance
    • (48) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
    • (48) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
    Level 12: Kick
    • (A) Accuracy IO
    Level 14: Combat Jumping
    • (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
    • (15) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
    • (17) Luck of the Gambler - Defense/Endurance
    • (39) Luck of the Gambler - Defense
    • (43) Luck of the Gambler - Recharge Speed
    Level 16: Hurdle
    • (A) Jumping IO
    • (19) Jumping IO
    Level 18: Health
    • (A) Numina's Convalescence - +Regeneration/+Recovery
    • (19) Miracle - +Recovery
    • (33) Numina's Convalescence - Heal
    Level 20: Stamina
    • (A) Performance Shifter - Chance for +End
    • (21) Performance Shifter - EndMod
    • (21) Performance Shifter - EndMod/Recharge
    • (23) Performance Shifter - EndMod/Accuracy
    Level 22: Tough
    • (A) Endurance Reduction IO
    • (25) Resist Damage IO
    • (25) Resist Damage IO
    • (27) Steadfast Protection - Knockback Protection
    Level 24: Warriors Challenge
    • (A) Mocking Beratement - Taunt
    • (27) Mocking Beratement - Taunt/Recharge
    • (29) Mocking Beratement - Taunt/Range
    • (33) Mocking Beratement - Taunt/Recharge/Range
    • (33) Mocking Beratement - Recharge
    • (36) Mocking Beratement - Accuracy/Recharge
    Level 26: Active Defense
    • (A) Recharge Reduction IO
    Level 28: Super Speed
    • (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
    • (29) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
    Level 30: Phalanx Fighting
    • (A) Kismet - Accuracy +6%
    Level 32: Eagles Claw
    • (A) Touch of Death - Accuracy/Damage
    • (34) Touch of Death - Damage/Endurance
    • (34) Touch of Death - Damage/Recharge
    • (39) Touch of Death - Accuracy/Damage/Endurance
    • (40) Touch of Death - Chance of Damage(Negative)
    • (40) Touch of Death - Damage/Endurance/Recharge
    Level 35: Crane Kick
    • (A) Mako's Bite - Accuracy/Damage
    • (36) Mako's Bite - Damage/Endurance
    • (36) Mako's Bite - Damage/Recharge
    • (37) Mako's Bite - Accuracy/Endurance/Recharge
    • (37) Mako's Bite - Accuracy/Damage/Endurance/Recharge
    • (37) Mako's Bite - Chance of Damage(Lethal)
    Level 38: One with the Shield
    • (A) Resist Damage IO
    • (39) Resist Damage IO
    Level 41: Shield Charge
    • (A) Obliteration - Damage
    • (42) Obliteration - Accuracy/Recharge
    • (42) Obliteration - Damage/Recharge
    • (42) Obliteration - Accuracy/Damage/Recharge
    • (43) Obliteration - Accuracy/Damage/Endurance/Recharge
    • (45) Obliteration - Chance for Smashing Damage
    Level 44: Web Grenade
    • (A) Gravitational Anchor - Accuracy/Recharge
    • (45) Gravitational Anchor - Accuracy/Immobilize/Recharge
    • (45) Gravitational Anchor - Chance for Hold
    • (46) Gravitational Anchor - Immobilize/Recharge
    • (46) Gravitational Anchor - Immobilize/Endurance
    Level 47: Caltrops
    • (A) Recharge Reduction IO
    Level 49: Weave
    • (A) Luck of the Gambler - Defense/Endurance
    • (50) Luck of the Gambler - Defense/Endurance/Recharge
    • (50) Luck of the Gambler - Defense
    • (50) Luck of the Gambler - Recharge Speed
    ------------
  14. Rad and dark are definitely the best options. Early blooming primaries with a good measure of offense and safety along with self heal. The easiest path for a casual scenic trip to 50.

    Of course any set can be leveled solo but all the others are missing at least one of those strengths and will have a rougher road as a result.
  15. I can easily see this scenario playing out for myself...

    Make new villain, play it to 50.

    Time to IO the build... switch to blueside to avoid the sky high black market prices and because I already have a lot of spare junk and cash sitting around on blue.

    Switch back to redside because... um, ah skip it the build is done and ready to play I'll just roll with it blue.
  16. Quote:
    Originally Posted by DaveMebs View Post
    Pretty sure you can still only buy IOs from the side you start on, due to technical problems. So a stalker will still need to go redside to hit up the market.
    Is this confirmed?
  17. There are a few non-phase powers, like base teleport and jump pack, that seem to be affected when phase suppression kicks in. Is this intentional? If it is does anyone know if there's a list of all the powers affected by it?
  18. Quote:
    Originally Posted by SoilentGreen View Post
    I don't have a character that I currently have any interest in rebuilding to include purple sets...however, over the course of the past few weeks I've amassed a sizable collection of purple recipes (around 20 or so).

    Is there more value in trying to sell these recipes at a premium price or do you believe there will be more value in holding on to them?
    The easiest time to summon the patience to maximize your sale profits is when you don't need the inf for anything specific. I would craft and list them all at the high end of their price range and then forget about them. Down the road when you decide to kit out a new bulid that pile of cash will seem almost like found money.
  19. Quote:
    Originally Posted by black_barrier View Post
    look at he numbers on elec.
    if you pair elec/* with */kin and are the proud owner of 3 brain cells, all of that, does not apply.
    I'm sure the proud owner of 3 brain cells would read the entire statement and understand the context in which it was made. The question at hand was a secondary to go with dual pistols and the point being made about end drain is that it doesn't do much without some strong -recovery to go with it... which dual pistols doesn't give you.
  20. Quote:
    Originally Posted by Solistion View Post
    Would also like to know why - end, - speed, - damage, -regen is not worth getting in pvp now
    Against a target with superspeed, -speed won't do anything worth mentioning post-i13.

    -damage was never a high-impact effect in pvp.

    -regen from kin is too small and the effect too short lived to make a noticeable effect on a regen based build. Builds that aren't regen based won't care.

    - end... in certain situations, if you're very lucky, you'll take the last bit of someone's end and crash their toggles. Most of the time it'll have no impact on the fight because -end without -recovery just gets shrugged off. Thermal is a far better choice for going to war on someone's blue bar.
  21. Just another 2 cents on EMP arrow. Pre-I13 I played around with it in a couple of pvp builds (tried everything at least once... yay freespecs).

    If you can powerboost/PBU it, using the end drain to crash someone's toggles can be a useful move but that's very situational, the timing is tricky and it often doesn't get the job done. Aside from that, nothing else it does was useful enough to justify clicking it. Overall it didn't make the cut.

    I would suggest a couple alternatives:

    You can add one slot to hibernate and go 3/3 in miracle, numina or perf. shifter sets to avoid losing the hp bonuses you currently get from the sets in EMP.

    The EMP power and its remaining 5 slots could be replaced with poison gas arrow if you want a nice purple set mule and placate proc. Being that you're very, very light on global +acc already another 15% will be a substantial boost and the 10% recharge will put you at a net +5% recharge after losing the bonus from doctored wounds in hibernate.

    Or replace EMP with dimension shift. Having this in your pocket when you come out of hib will get you out of some tight spots.
  22. Quote:
    Originally Posted by Fire_Minded View Post
    Storm/Elec, yet another one, I dout youv ever tried, or seen.Your soo totally wrong about this one.Proper slotting of this build can sap the endurance out of the mobs in record time.
    Sapping endurance in record time -- Priceless.

    Shaving off thin slices of hp with /elec until at long last they finally die -- Not so much.
  23. In zone play, a melee without taunt is basically just a worthless bag of hp ignored until they're the last target left alive.
  24. Quote:
    Originally Posted by IcyKiri View Post
    I never said that droning isnt a valid tactic at the moment. I am just saying it would eliminate the current ongoing griefing. Just because I do it doesnt mean I am oblivious to the fact that I am doing it to make people mad...

    I grief just as much as anyone else, if not more. I am just saying if you want to improve the quality of life in pvp make it so people dont have to drone...

    -Kiri
    Nothing that can be avoided so easily can really be called griefing.

    I know where the range for a tp drone attack ends for both bases and by simple choice, I avoid it when I know someone's droning. Or I pop an orange or just decide to take my chances. In any event, I have a great deal of control over the situation and whether someone has a chance to drone me. I can't be "griefed" by a droner.