Smurphy

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  1. Quote:
    Originally Posted by Chazzmatazz View Post
    Most good players/leaders don't care what you bring to the party, though they may suggest 1 volunteer to swap chars, if the team makeup looks particularly vulnerable/low-damage. Almost always a 1 character swap can solve any team tactical issue, and most of the time even that is not necessary.

    Bottom line, have fun.
    I'm curious and don't plan on asking your reasoning nor arguing your opinion...

    ...but what do you and other people consider a "low damage" team?
  2. Would not be as overpowered as Corruptors, Controller nor Defenders. I don't know exactly where you draw the line saying "this is how you become overpowered".

    There's a point on a character, even one with 2 buff/debuff sets, where you want to stop using your animation time for Buffs/Debuffs and start shooting stuff. I think that point is reached a lot more quickly than the general consensus of people do. On an all Corr/Con/Def team players can adjust how much if their animation time is used for each. A Buff/Buff toon doesn't have that option. There's no ability to adjust their time between buffing and blasting to suit the situation.

    Someone mentioned "buff/buff could probably farm well" or something similar. Did I misunderstand or misread that? How exactly would a buff/buff character kill anything?
  3. The numbers I recorded generally represented the ability to level a teammate quickly. I generally let anything go and let players load whatever mission they wanted against any foe they wanted. I did not focus on items nor try to calculate how one could play to make the most money. My #s were not entirely accurate on the subject of leveling teammates because Boss, Minions and Lts give different Inf values. However, it was clear that those 3 common farmers were very close and clear that the Cor + Brute pair was some margin more effective.
  4. Yeah

    Fortunately, even if the accurate information cannot be found the general notion of how "Inf reward" and "Experience reward" increase as you rise in level may be sufficient information for other topics.
  5. Quote:
    Originally Posted by StratoNexus View Post
    Have you done the LRSF? The last map on my arc is the Warburg Malta base which has a door in the warehouse, so its an outdoor and indoor map.
    I've done the LRSF. I know the map you are talking about. That map should be just fine. The enemies are generally in packs one after the other and there aren't too many "which way should I/we go?" questions that pop up.

    **********
    I got through 4 arcs the other day. I'm going to change up my scoring system. I'm going to score the arcs I can definitely work with and are stuff I can run with a team using my playstyle preferences. Arcs that do not fit the bill I will simply label as "Needs Revision". The revision could be one of many things. Basically, "Needs Revision" means I can't use it regularly as an arc to play with a random group of people and Fallout them and have a boat load of fun. When you think the revisions are done, let me know, and I'll consider it resubmitted, re-eligible for whatever prizes, and put on the slate for testing. Of course, the revisions I want may not be where you think the arc should go nor where the arc should go for the general population.

    May Need Revision - Imperial Task Force 2 aka Romulus Rematch #385400
    Quote:
    Lots of lowbies on the team. A purpled Shield Scrapper. Start with 6

    Small enemy packs. Easy. No surprises. AV ambush is cool but was still pretty simple. Obviously, Romans are great but the hostage packs are relatively small compared to +2/x8 spawns. This mission was actually less epic and eventful than the first mission on the actual ITF. In the actual one there are several places where a team will easily aggro lots of packs and then hordes of ambushers and a huge fight atop the hill. This one had lots of small fights and then just an AV

    We got hit with "talk to team leader" bug between missions. To be retested. I don't know about this bug. I was the team leader, I started the team. Someone mentioned it pops up when Imperious is the contact.
    Did not find - Test Mission for Pacing of Smurphy’s Challenge #388594
    No arc was listed under that #. I copy/pasted the name and got a bunch of results. I didn't want to figure out which I was supposed to do. I copy/paste the # into the search and run the one that pops up.

    Needs Revision - Pentarchy of Punishment #388164
    Quote:
    7 People. One afk to start. Lots of lowbies. Purpled Shield Scrapper.

    Arachnos. Not eventful for most of first mission. Got the REALLY big room. The arachnos room that's a big square that is massively vertical: huge way down to the bottom with green liquid and ramps in odd directions rising really high with platforms around. AV is fun with ambush. Could be cooler.

    Mission 2
    Big outdoor and just says "Defeat AV". A lot of the Crey seemed to try to run away: lots of their AI is set to Ranged by default. I don't want to run around fighting Crey. We beat up 2 packs then we send out scouts for AV. We find AV. He's a running AV with Immob protection. Big not fun Chasing him across packs we didn't fight was semi-entertaining but rather annoying. We eventually get immob to stick on him by stacking it. Ambush was semi-entertaining. Did not like big outdoor mission with just 1 AV who's a runner.

    Mission 3
    Lots of Caltrops. Lots of Force Fielders. Some mez. We couldn't really walk around in all the caltrops. That wasn't fun. It was an ocean of Caltrops on us. We stopped after a few packs. We defeated them. There were 5 of us on +2/x8. It was simply slow and annoying. I really don't like a large portion of the enemies throwing caltrops. The FFs were not a problem but sure looked scary. I didn't see a lot of Deflected on my end and the team seemed to have no issue hitting enemies.
    Needs Revision - Rescue Numina from the Circle of Hands #388422
    Quote:
    The creator of this mission is the purpled scrapper from before andwe were teamed. We enter a mission, unique cave map in shadows. Don't like the map. The enemies spawned Phantom Army and had hurricane. Both very not fun powers. They had lots of mez and rezzed with RotP stunning large amounts of us. Those are not fun attributes.
    Updating info on first post...
  6. My old testing used Herostats to compare #s. Fire/Kin Controllers, various SS/X Brutes and Fire/Psy Dominators were all roughly close. A Fire/Kin Corruptor + an SS/Brute working together were significantly more efficient than two of any of the first set going in two different directions.

    To give the general idea (these #s are not accurate):
    100,000 Inf per minute = Fire/Kins, SS/X Brutes or Fire/Psys fighting their ideal enemy under ideal conditions, repeatable and sustainable.
    200,000 Inf per minute = Two of any of those working separately and in different directions would combine to gain 200,00 Inf per minute (really, you'd have to adjust for teamsize etc. but I did all that in my testing).
    300,000 Inf per minute = Brute + Kin working together... adjusted for teamsize etc.

    I did not test any other duo combinations or other toons working together. I would be willing to help people use herostats to gather new and accurate data in a standardized format to compare various strategies.
  7. I did some calculations based on some possibly incorrect numbers. How about some fact checking...

    Code:
    Level	XP For Next	*** XP		% Increase
    2	106			106			0
    3	337			443			68.55%
    4	582			1,025		42.10%
    5	800			1,825		27.25%
    6	1,237		3,062		35.33%
    7	1,575		4,637		21.46%
    8	1,950		6,587		19.23%
    9	2,680		9,267		27.24%
    10	3,125		12,392		14.24%
    11	3,600		15,992		13.19%
    12	4,995		20,987		27.93%
    13	6,405		27,392		22.01%
    14	7,400		34,792		13.45%
    15	9,093		43,885		18.62%
    16	11,184		55,069		18.70%
    17	13,000		68,069		13.97%
    18	15,950		84,019		18.50%
    19	19,200		103,219		16.93%
    20	23,400		126,619		17.95%
    21	28,000		154,619		16.43%
    22	36,000		190,619		22.22%
    23	45,000		235,619		20.00%
    24	56,000		291,619		19.64%
    25	69,300		360,919		19.19%
    26	85,200		446,119		18.66%
    27	108,000		554,119		21.11%
    28	135,000		689,119		20.00%
    29	166,650		855,769		18.99%
    30	203,400		1,059,169		18.07%
    31	254,000		1,313,169		19.92%
    32	314,600		1,627,769		19.26%
    33	386,400		2,014,169		18.58%
    34	470,600		2,484,769		17.89%
    35	571,200		3,055,969		17.61%
    36	701,500		3,757,469		18.57%
    37	854,700		4,612,169		17.92%
    38	1,036,600		5,648,769		17.55%
    39	1,250,200		6,898,969		17.09%
    40	1,502,550		8,401,519		16.79%
    41	1,692,900		10,094,419	11.24%
    42	1,907,550		12,001,969	11.25%
    43	2,150,550		14,152,519	11.30%
    44	2,421,900		16,574,419	11.20%
    45	2,729,700		19,304,119	11.28%
    46	3,078,000		22,382,119	11.32%
    47	3,470,850		25,852,969	11.32%
    48	3,912,300		29,765,269	11.28%
    49	4,410,450		34,175,719	11.29%
    50	4,973,400		39,149,119	11.32%
    There may have been some changes to required amount for various levels. However, the key thing I am looking at is the % values. A general idea of where the % values changed would also be nice. Am I understanding it correctly when I say "after level 40 each level requires about an 11.3% larger gain in experience to achieve the next level"?

    Then I took the data about XP per kill below the table and did this...
    Code:
    Level	XP/M	M/L	XP/L	L/L	XP/B	B/L
    3	10	34	33	10	100	3
    4	10	58	33	18	110	5
    5	11	73	36	22	110	7
    6	12	103	40	31	120	10
    7	14	113	46	34	140	11
    8	15	130	50	39	150	13
    9	16	168	53	51	160	17
    10	17	184	56	56	170	18
    11	20	180	66	55	200	18
    12	25	200	83	60	250	20
    13	30	214	100	64	300	21
    14	37	200	123	60	370	20
    15	43	211	143	64	430	21
    16	44	254	146	77	440	25
    17	46	283	153	85	460	28
    18	47	339	156	102	470	34
    19	48	400	160	120	480	40
    20	50	468	166	141	500	47
    21	51	549	170	165	510	55
    22	52	692	173	208	520	69
    23	60	750	200	225	600	75
    24	69	812	230	243	690	81
    25	96	722	320	217	960	72
    26	110	775	356	239	1100	77
    27	127	850	423	255	1270	85
    28	146	925	486	278	1460	92
    29	169	986	563	296	1690	99
    30	210	969	700	291	2100	97
    31	240	1058	800	318	2400	106
    32	274	1148	913	345	2740	115
    33	312	1238	1040	372	3120	124
    34	353	1333	1176	400	3530	133
    35	429	1331	1430	399	4290	133
    36	484	1449	1613	435	4840	145
    37	546	1565	1820	470	5460	157
    38	658	1575	2193	473	6580	158
    39	792	1579	2376	526	7128	175
    40	892	1684	2527	595	7582	198
    41	943	1795	2514	673	7544	224
    42	1063	1794	2657	718	7972	239
    43	1198	1795	2795	769	8386	256
    44	1351	1793	2927	827	8782	276
    45	1524	1791	3048	896	9144	299
    46	1719	1791	3438	895	10314	298
    47	1938	1791	3876	895	11628	298
    48	2185	1791	4370	895	13111	298
    49	2464	1790	4929	895	14784	298
    50	2866	1735	5732	868	17196	289
    I'll fix the formatting on the bottom chart later. A Key:
    XP/M XP/L XP/L = Experience gained per Minion, Lieutenant, Boss.
    M/L L/L B/L = Number of enemy rank defeated to achieve next level. For example: defeating 33 minions at level 3 would let you achieve level 4 assuming yada yada, ceteris paribus, etc. etc.

    I went into AE and whooped up a custom any with standard powers and defeated them on a few levels. Minion #s first, then LT #s.

    Level 41
    731 Experience.
    511 Influence

    1948 Experience
    2,337 Influence

    Level 26
    83 Experience
    59 Influence

    275 Experience
    330 Influence

    Level 12
    46 Experience
    8 Infamy

    150 Experience
    90 Infamy

    Where and what are the faults in the data? Where and what are the faults in my formulas/understanding?
  8. I'm looking to find the information for how Inf from defeating enemies is rewarded. I have found the information for how enemy defeat rewards are handled for Experience. Here's the Paragon Wiki experience calculation information.

    I followed that link to the original source and downloaded the PDF. Here's what the PDF says about Inf.

    "REGARDING INFLUENCE: for enemies YOUR level, you get 70% of the XP value for minions, 120% for lieutenants, and 200% for bosses. -thanks to airionis/TopDoc for confirming this calculation."

    Is this information accurate? How does that scale with enemies of different levels?
  9. I've been in the process of writing up a fancy Melee/Buff Archetype suggestion etc Look for it soon
  10. Quote:
    Originally Posted by Ademia View Post
    when you get to 2B is there a prize? Get a free month of gameplay or something?
    The prize is way better than that.

    Unfortunately, no one can be told what the prize is. You have to see it for yourself.

  11. Quote:
    Originally Posted by Lohenien View Post
    Yes it could, but not without significant uproar and disapproval. Not to mention it would hurt the people that are complaining the most - the have nots.
    Actually, no it could be implemented in a manner that would not hurt those people the most.

    Every change has people complaining. Many for illogical reasons that are based on misconceptions, poor understanding and plain old idiocy. That type of complaining isn't always relevant. Complaining on this topic would be such complaining.
  12. Quote:
    Originally Posted by Lohenien View Post
    There really isn't a fix for the increased generation of influence that has lead to higher prices. Market 'fixes' aren't likely to work as intended and would result ina true black market and a pissed off player base. The only reasonable thing to try and do is look at getting merit costs adjusted to help increase supply and decrease the time needed for less devoted players to earn enough merits to get desired items.
    The amount of Inf being generated could be reduced.
  13. I use a lot of keybinds/keymapping that differ from the defaults. Many of my characters experience a very small amount of their keybinds reverting to the default. The characters that experience this often experience different keybinds that revert. Here are some examples.

    1) I bind my mouse-button 4 to execute the power in my Alternate-Tray #2 powerslot #10. I often place Ninja run in the upper right of my tray (alt#2 power #10) and use my thumb mouse button (mouse #4) to turn Ninja Run on and off. After a regular period of playing the key (mouse #4) reverts to the default (nothing).

    I have my binds file saved on my computer. I reload my binds file when this occurs. After a period of time the key reverts again. I reload the file, the key works. After a time... reverts.

    On some of my characters, the mouse-4 button maintains it's role as Ninja Run turner-on button and it is bound in the same manner.

    2) I use the control key to execute powers on Alt Tray #1 and Alt to execute powers on Alt Tray #2. This Alt and Control is reverse from the default. On one of my characters the control keys revert.

    For example I may have the power "Recall Friend" in Alt Tray #1 power #4. Pressing Control-4 Recalls a friend. The power in Alt-Tray #2 power #4 is Train Thugs. Alt-4 trains thugs. After a period of time I press Control-4 and it says "Invalid Target". I see on my tray Train Thugs is trying to execute. I press alt-4, Train thugs tries to execute.



    I have not made an accurate list of which powers change on which of my toons. I am not sure about the regularity of these changes. I do know that I have a binds file saved of all my binds. I do know that when I load my binds they all work. I do know that after a period of time sometimes they don't work.

    As you might imagine, this makes me feel like I am going insane. Until the past few minutes this only occurred to minor buttons like my Ninja Run bind. Now, as I start trying to play more of my toons, I am experiencing it on more important binds.

    Is anyone else experiencing such things? Is this a known issue? Should I try to isolate which keys this occurs on and on which toons and what regularity?

    *EDIT* Writing the ones down as I find them...

    I used to have the "E" kind bound to ( powexecname "Sprint" ) on Captain Compliment on my main account Virtue. My keybind file has the "E" key bound to Main Tray, Powerslot #10. I often place Sprint there. I have Sprint in the 9th Slot and "Prestige Power Quick" in the 10th slot. I want "E" to execute the power in the 10th slot (Quick) and not Sprint. After a period of time, "E" reverts to Sprint. I have reloaded my keybind file countless times on this character and it continues to revert after a period of time. Annoying, but not earth shattering. My reason for wanting this is one of the Sprints has a Stealth IO and one does not. I want my character to be fully visible as often as possible and want to turn on the appropriate Sprint type power at the right time.

    The Control/Alt example listed 2nd occurs on Nemesis Clone on an alternate account. That account used to have Control/Alt bound to the default. I have been trying to change it to the reverse that I normally use.
  14. There are slash commands to combine or delete inspirations. You can make these into macros/binds.
    Inspirations are combined from left to right then bottom to top. No matter how old the inspirations are nor which inspiration you click on, always left->right, bottom->top.
  15. 1) 1-50 Freedom, death = delete, all pug, no advice/leading teams, non-melee toon
    2) Duo Master RSF
    3) Fire/X Corruptor Purpled of every secondary.
    4) Get the Day Job accolade with [Revive Ally] on my Brute. I've been trying for 6 months or so and I still don't have it. I suck at Day Jobs.
    5) Find some crazy AE Arcs I like for my crazy own purposes
    6) Restart a Death = Delete SG.
  16. When you post an item for sale 5% of the price is immediately taken from you in fees. This fee is often called the "List" fee.

    5% of 47,000,000 is 2,350,000. That 2.3M is roughly how much Inf your character is holding.

    *EDIT* To be more specific, the list fee is taken into account when the market takes the 10% Sale fee. So if you list an item for 45,000,000M you'd pay 2.25M in fees. If that item sells for 100,000,000 (100M) there is 10% or 10M in total market fees. You've already paid 2.25M, so the game takes away another 7.75M.
  17. Quote:
    Originally Posted by Acoustics View Post
    I appreciate you taking the time to play through my arc #15819 The Mantisman Task Force. Obviously we have very different ideas on fun, and I didn't fit what you were looking for. Regardless, you've given me some ideas to consider and I haven't changed the arc in over a year since it won another competition so perhaps it is time to look into some refining. ...
    I cut the post down hoping that more people will read this response of mine. They were all valid concerns and thoughts. I think my response should give lots of authors a better idea of exactly what I'm looking for and exactly how I play. Perhaps I should fraps a run.

    The most important things to my definition of fun are pace and epic encounters. Someone the other day said he liked my "3 second rule" in City of heroes. I believe that's a rule where when someone says ready you count to 3, if people aren't attacking already then you attack. Please correct me if I got that wrong. I don't follow the 3 second rule. I don't ask ready nor say ready. I simply attack. I enter the door and I attack the bad guys. There is no pause, there is no hesitation, and there is no check for teammates. Everyone on my team is told that we are going to play aggressively and everyone quickly follows the pace... or sometimes get ahead of me. We maintain this lightning pace throughout the mission non-stop. We want this pace. This pace is crucial.

    The pace we like to play may have mitigated a lot of the dangers the enemies in the first original version of the Mantisman Task Force provided. Often enemies are in a tight groups and my whole team piles into the center. We aggro the entire pack instantly. The enemy aoe debuffs and attacks hit a good portion of us since everything is close together. The first mission of the Mantisman had the enemies spread out in each spawn with some around columns or other features of the terrain. We didn't aggro all the big groups instantly. Also, because we don't have a "Tank" or a focus of the enemy damage we all would hit and engage different groups of the enemies. Instead of all the enemy fire being concentrated in the center or all on the first person in the spawn the damage was spread out. All of our teammates took a portion of it.

    Sadly I cannot remember if the enemy groups contain bosses. I do remember that the enemies we fought focused on debuff and control powers and didn't focus on heavy hitting attacks. Though debuffs and controls make fights difficult but they aren't conducive to super-fast paced playing when we want to kill or be killed instantly. Excuse me... kill AND be killed instantly - not "or". Our experience was that we would fight a group in small segments, take it down, then when we tried to head to the next pack we were stuck in a Tar Patch, or Siphon Speeded. We couldn't get to the next pack quickly. Our pace was slowed.

    My team will always be random and we may or may not have Kinetics or other anti-slow. The powers that slow our speed are "annoyances". They don't really hinder us because we're already in position when they are cast. We're next to the bad guys when they fired their tar patches and siphon speeds. We aren't going anywhere else. It's us or them -- someone is going down. When the enemies took the time to cast such powers... we shot them. The majority of the enemies we fought seemed to focus on firing debuffs or controls first instead of damage attacks. Everyone on my team is very quick with the attack buttons. The enemies simply died and were not concentrated enough to overcome our defenses.

    On the epic fight side it sounds like there is some potential in the TF for such encounters. However, we couldn't get to those encounters. The score is probably an unfair representation of how the TF fits the theme. I am well aware that my preferences are not standard and no author, scored high or low in this competition, should consider their score in this competition as an accurate representation of their arc being "good or bad". This commission is simply for something that fits my fringe, chaotic, crazy playstyle. The spread out enemies who focused on control powers, Tar Patch, and Siphon Speed and not big attacks simply didn't let us play at our normal super high hectic pace and "kill and be killed."
  18. Quote:
    Originally Posted by PoliceWoman View Post
    Thanks for giving Flower Knight TF a try! And thanks for the feedback, you have a very interesting perspective on how you measure story arcs. I will give some thought to what I can do to make missions 1 and 4 less tedious, and the enemy group more challenging.

    Thanks again.
    I suspect this is true for many submitted arcs: The way you have the arc setup now is probably what most players in the game want. I know and understand that I am a fringe player and my preferences are not the standard. Making the changes that would please me would probably make the arc "not good" for many players who like to do that arc team or solo.

    I don't know what you and others AE situations are like and how many arcs you have posted. You may want to consider posting two versions of the TF.
  19. I suspect the enemies at the door was a teammate running and shooting stuff (encouraged) and then retreating to die away from them (discouraged). Teammate's of mine should know that if you are going down you better be on an enemy's feet. I suspect the AV teleporting comment was lag or possibly me Team Teleporting and the usual confusion that results. I did not notice the AV Teleporting and like you said it isn't possible.

    Hopefully, a way will be found where you can somehow cram more crazy encounters into the mission.
  20. Quote:
    Originally Posted by Clave_Dark_5 View Post
    2) 60 The Ghastly Secret of Dreams #38686

    All my fault for not adding in text indicating a hot door and I feel kind of stupid that I hadn't gotten around to that yet - big apologies. The hot door trick was intentional on my part, "what's better for offing a teammate or two than a hot door?", right? Not so fun if you're that one guy who goes in first, no. Still, you might consider how useful that could be now that you know it's there (from my testing, you have about 10 to 15 seconds between their spawning and when they arrive at the door). But say the word and I'll take it out.
    I'm taking the rest of the responses to tells so as not to clog this thread. If anyone actually cares I can send them the tell as well. Also, I'm taking further discussion on Venture's arc to that arc's thread.

    I cannot fathom how someone could make a hot door be fun. Dying before you load is not fun. You don't even see the enemies. You don't move. You enter and you die. Everyone enters and they die. You don't even get to see the enemies nor your power tray. I think on Venture's map one of my teammates shot a badguys and brought him to the door. That's a teammate's fault.

    Score 30 - Clubbing Nightmare #4234
    Quote:
    No bosses spawned. There were 7 of us. Mission set to +2/x8. There was Force Fielders but accuracy didn't become an issue. Force Field bubblers are fine. The AV had Dark Regen. We left after the 2nd heal.

    One map. Small map. Not fun enemies.
    Score 90 - 7662: The Nemesis Task Force
    Quote:
    6 man team. Some lowbies. Another rad who doesnt have fallout
    One av in first pack. Another AV in 2nd pack who comes. Hell yea,
    Longbow. Bosses Spawn. We run into Valkyrie. She isn't fun after rez. The AVs were 51. Since there were lots that was good. Made them quick. But much more than bosses. We had to spread out to find the tiny blinkies. Missed the ambush.

    I crashed in mission 2 at the start. Had to reboot and verify. The rest of the team is still there. I can't re-enter the mission. Others will give me a report on it. Defeat All is not fun. Shadow Spider runs a lot. We decided to restart.

    Restart and mission 1 again:
    8 man team. Two rads, one of who doesn't have Fallout. Good mix of high/low level toons. Two meleer. Two heroes enemies at the start. Different map. Awesome. Ambush spawns on top of us. Awesome. Valk was next to the Room of Death (Longbow base, big square, one ramp leads up to a raised square in middle, two ramps off that square to a platform even higher up that's also a square, pretty much certainty of aggroing 5 packs). We ignored her on Rez. I slapped my Toggles on Valk and she followed us in. Played with 5+ spawns next to each other. So awesome. After we were done with them Valk's Tier 9 was down and we finished her for good.

    Mission 2:
    Arachnos have lots of Mez. Got annoying. Lots of AVs are good. Needs some more action/spice though. They are just standard AV fights, which are better than standard fights. But need something more. Defeat all not great.

    Mission 3 similar. The outdoor map was just fine. We knew where to go at all times. Easy to see where team goes and easy to find enemy packs. Lots of Heroes good but nothing super exciting.

    We fall to 5 people on mission 4. Rise to 8 as it ends. Another lots of AVs lots of arachnos. Fun, but could be more exciting. Defeat all wasn't an issue since it was straight through.

    Mission 5. Full team. Team was clearly above average. Going along its normal. Ok that room is huge and awesome. Recluse and States splat really fast. HUGE ambushers. Awwwwweeeesssooommee! We start dying. Clearly we're in trouble. I try to Team TP us to less trouble a good still fighrting regroup spot. There's more guys there! There were so many guys on my screen it didn't draw them. We wiped. We regroup and clear it.

    That was the first arc I ran that I actually felt we were doing a high level Task Force. They killed us and we killed them. That's what I'm looking for. Some of the other arcs in this contest have had rooms where I felt we were doing epic and fun battles (The one room in Venture's that had 3 patrols walking around it in a big open square in an office final room) but this arc had lots of them. It still needs some more surprises, ambushers or different types of action though to really put it over the top. However, still clearly the best so far and we didn't mind restarting it because we were having a whole boat load of fun.

    I can live with Arachnos and Longbow but to really get to perfection I don't want to fight all the Psy and Mezzing arachnos that often and probably at all. I think we can deal with the various AVs and their quirks. None were super tough. Was simple enough to bring Valk along after she rezzes and the running AVs didn't scatter like the wind. The mission with the 5 tiny blinkies can sometimes be problematic. Perhaps make the bombs optional and each have an ambush. Perhaps make the bombs bigger to be easier to see. I'm not sure. But we often had to run around to find the last one. There were lots and they were very small. We're too busy blowing the **** out of the enemies and each other to notice them.
    Score 70 - The Flower Knight Task Force #260284
    Quote:
    We're down to 5 of us. Two of us have Fallout.

    Mission 1 Shugenjas fly away really fast. Custom enemies were very easy. Even with 5 they were no real threat. Had to suicide. Outdoor little line of sight. We decided to find last person. Weren't having fun. Enemies don't really debuff or have aoes or have any tricks. They eventually killed some of us when we weren't paying attention. Still not quite up to where I'd prefer.

    We hit the AV on mission 2 and actually wiped. I think it was cause we weren't paying attention more than anything. Ambush on AV after we regoup. That's good.

    Mission 3. Short, like that it has an AV. But uneventful. One person semi-suicided halfway through the AV fight for fallout. The 5 of us had no problem on +2/x8. I left before the ambush sadly. Heard it was just regular spawn.

    Mission 4
    I load in. It's gigantic outdoor map with 2 clues to find and confiscate and destroy some other things. I despise this map. We decide to call it a night. Saw there were different enemies. That might have been good.

    The missions need more action and the custom enemy group is simply not up to the difficulty I'm looking for. They didn't seem to have any AoE damage, nor any debuffs. They had no mez, which was good, but they had nothing that was really threatening. It was like fighting Family. The enemies seemed just to have swords. Romans have various we don't get mezzed tricks, their javelins deal huge damage, they stack +defense when around each other, and they can quickly pile of defense debuffs. We didn't do mission 4 and 5 though. Perhaps things change. This felt like most of the Heroside Task Forces. I don't particularly like any Heroside TFs besides Statesman. There aren't many epic battles in those TFs.
    I think I should compare and contrast some of the outdoor missions to show how the Nemesis TF included an outdoor map that I found fun but there were two outdoor maps in the Flower Knight that weren't fun. I mentioned no open maps in the original post because you become unsure where to go. Also, many of the outdoor maps are gigantic.

    The Nemesis TF used the Atlas Park map from the final showdown against the Freedom Phalanx in the Recluse SF. He spawned several Heroes randomly around the map. The map doesn't have any line of sight blockers except City Hall itself and it is easy enough to understand "just go around the City Hall in one direction. Everyone on the team was easily able to see everyone else and see the bad guys. We had no problems identifying the next target and identifying who other people were staring down. Since the map had about 5 or 10 Heroes to kill it was easy enough to find and destroy them. They were pretty much in every other pack or so. I **think** that map is Unique Maps --> Atlas Park --> Atlas Park 01 (same as Unique -> Outdoor --> Atlas Park 01). That map allows 22 ambushers/bosses.

    I believe The Flower Knight first used Unique Maps --> Croatoa --> Croatoa 06 for mission one. The trees block line of sight. We didn't know where to go from one pack to the next. Also, there were few objectives and a large number of enemy groups. We had to fight lots of guys in normal, boring, unspecial encounters. Mission 4 used either Outdoor Maps --> Graveyard 01 or 02. Both of these maps are very big. They have 36 and 54 allowed ambushers/boss packs. That's a lot of enemy groups being spawned. If there are few objectives and they are spread out randomly we could be flying around or fighting all day. Perhaps someone could make such large open fights very fun but after fighting weak enemy groups and seeing things like 2 rescues and 2 blinkies on the nav I did not want to find out.

    I think the Nemesis TF's outdoor map could have used more action of some kind. But the multiple Heroes who were clearly labelled on the Nav and the easy sight and maneuvering in the mission let that one work and be fun. Really big maps and small standard objectives won't cut it.

    Updating the scoreboard. Scores likely to change somewhat as I get a better idea of how to compare Arcs:
    90 7662: The Nemesis Task Force #364346
    80 Psychophage #283197
    70 A Warrior's Journey - The Flower Knight Task Force #260284
    60 The Ghastly Secret of Dreams #38686
    50 Breathless Nights #38769
    30 Clubbing Nightmare #4234
    Score 0 Mantisman Task Force #15819

    Eligible for March 1 billion but not tested:
    Imperial Task Force 2 aka Romulus Rematch #385400
    Test Mission for Pacing of Smurphy’s Challenge #388594
    Rescue Numina from the Circle of Hands #388422
    Pentarchy of Punishment #388164
  21. Smurphy

    Selling!



    Get out there and Sell! Sell! Sell!
  22. Smurphy

    My first Corr?

    Quote:
    Originally Posted by Limestone View Post
    Let me first say thank you for any constructive advice or input you give. Now to the main point of my post: I am thinking of creating my first redside toon, and Corrs (or maybe Doms) I think would fit me best, so which of the primaries and secondaries are good, and which are bad? By good, I mean able to solo but still be team-friendly, and fun to play at any level from 1-50. I like damage (my favorite debuff, if you call it that), but with Corrs I like the fact there is a little support there as well. So... suggestions of good sets, good combos, and/or sets to stay away from at all costs?
    Everything and anything can work in City of Heroes.

    My understanding of your personal preferences was that you wanted something that was well rounded: good early and late and good on teams and solo. Also, it sounds like you want to focus on damage but want some other powers that are beneficial to teammates.

    From that understanding I suggest --> Fire/Dark. Starts out strong with Fireball and Tar Patch by level 2? 4? Fire/Dark is a whole big pile of damage. You don't have any direct team buff powers but you do have a fantastic amount of enemy debuffs and you start with an area heal.
  23. I hit control-f on this thread and didn't see the words "budget", "cheap", "expensive", "cost" nor "afford". Here's my exists in Mid's only unlimited budget SS/EA build and some notes on it. I have a very large amount of experience tweaking my SS/ELA Brute and this build uses many of the same concepts. I think the SS/ELA is pretty effective (understatement).

    In terms of survivability my build isn't as high defense as some: merely 44.9% defense S/L and 47% F/C. That should be plenty. Overload is up 180 seconds and down 94. I slotted Overload for Hit Points. When Overload up and with the Villain accolades you have over 3,000 Hit Points. That's nice. The hit points work well with regeneration. Energy Drain is up every 17 seconds and is slotted for Heal and not endurance. Just to finish off your defenses, which are already pretty nice... slap up these macros...

    /macro O1 inspcombine insight sturdy$$inspcombine enrage sturdy$$inspcombine catch_a_breath sturdy$$inspcombine respite sturdy$$inspcombine break_free sturdy$$inspcombine awaken sturdy
    /macro 02 inspcombine keen_insight rugged$$inspcombine focused_rage rugged$$inspcombine take_a_breather rugged$$inspcombine dramatic_improvement rugged$$inspcombine emerge rugged$$inspcombine bounce_back rugged

    You can change up that macro to only transform the inspirations you want. These macros will let you pile on the oranges. Big ball of hit points + high defense + 17 second small heal + stacks of orange inspirations = Good survivability.

    Attacks are well slotted. Haymaker will be your most often used attack so it gets the Hecatomb proc. Footstomp with the FF: Proc is golden and two patron AoEs finish your smashy goodness. Hasten recharges inside the Rage crash which means Hasten is "nigh permanent". Rage recharges in 70 seconds if you feel inclined to use it that often. I usually do not.

    Energy Drain up every 17 seconds means endurance issues do not exist post level 28 and when Malefactoring to 23. If you frequently malefactor lower you may wish to change some things. Energy Drain takes 25% per enemy. You should be around more than 4 enemies virtually all the time. I saw no reason to increase Energy Drain's endurance. If you plan on soloing AVs frequently you may want to alter that.

    I threw in Taunt and Energy Protection mostly just because I could. I like the double slotted Hurdle for non-travel power movement. It's nice non-suppressive speed. If you wish to go less damage and more survivability you can drop the Epics and go Darkest Night. That would be extremely effective for survivability and you'd still be able to get Dark Obliteration as an AoE and Gloom as a single target blast.

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