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2) Speaking of Fly - the display icon shows me as travelling at 82.94 mph, while the combat attribute screen shows me at 41.36 mph. I'm certainly not going 82+ mph, that's for certain (and it's NOT an exact doubling, that would be too easy to explain)
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When viewing the info of a power from the buff bar, the display seems to show the sum of the buff given by the power and your base value for that attribute.
Take Combat Jumping for example. If your base Jumping Speed is 14.32 mph, and the Jumping Speed given by Combat Jumping is 0.14 mph, then the buff bar info for Combat Jumping will show 14.46 mph.
It's not really intuitive, and I hope that it's changed to show the same values as the Combat Attributes window.
Fly speed displays seem to have some additional oddities to them (base flying speed isn't as high as the flying speed given by Fly for instance), but the base+buff thing seems to be at least part of it (and affects tons of other powers).
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I see what you mean, but I think it's a little more than that.
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It's definitely more than that for Fly/Hover. I've suspected for a while that the fact that Fly/Hover both consist of several separate Fly Speed buffs (most of them non-enhancable) could have something to do with this. Now I think I may have figured out how.
For my slotting of Hover/Fly (+99.1%), I get the following speeds in the Combat Attributes Window:
base: 14.32 mph
Fly: 41.97 mph
Hover: 5.67 mph
When I check the info windows on the buff bar, I get the following speeds:
Fly: 99.25 mph
Hover: 34.3 mph
Now, theory time...
Hover consists of two "buffs", one enhancable increase in Fly speed, and one non-enhancable decrease in Fly Speed (which is why you are really really slow if you don't have Hover slotted). Obviously, the effective Fly Speed increase is the sum of these two values. The CA Window shows this sum. The buff bar info however, shows the sum of what it considers "buffs", i.e. as previously noted buff+base. This means that it considers two effects, base + speed increase and buff + speed decrease. Summing *those* two "buffs" up, we would get effective speed increase + base + base.
Time to test the theory. 2*base + speed increase is 2*14.32 + 5.67 = 34.31, which is what the Hover display shows!
I now added a 20% Fly Speed Enhancement from an empowerment buff, and the Hover values became 8.53 mph from the CA window and 37.17 mph from the buff bar info.
2*14.32 + 8.53 = 37.17, again what the display shows!
So for Hover at least, the theory seems to hold.
Moving on to Fly...
Fly consists of one enhancable Fly Speed buff, two non-enhancable Fly Speed buffs, and one non-enhancable Fly Speed debuff (this is to slow us down while Fly is suppressed).
Using the same theory as for Hover, we could expect 4*base buff + effective speed increase.
This would give 4*14.32 + 41.97 = 99.25, which is what the buff bar info displays!
Again, adding 20% Fly Speed enhancement. The numbers now become 45.88 mph in the CA window, and 103.16 in the buff bar info.
4*14.32 + 45.88 = 103.16. Again, a perfect match!
So, basically it seems like the reason for why the buff bar info shows such odd info for Hover/Fly is this:
1) The buff bar info considers each "buff" as providing buff+base.
2) If a power gives multiple buffs of the same type, the buff bar info sums these up, giving a sum of (buff+base).
3) Hover consists of 2 Fly Speed buffs, and Fly of 4.
This means that the speed that the buff bar info displays for Hover includes the real Hover buff + 2 * base Fly Speed, and that the info for Fly includes the real Fly buff + 4 * base Fly Speed. -
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Showing the numbers has shown some problems. For example, I have 4 of the Psi Resist IOs from the Impervium Armor set on a character and the monitor window displays that the character has 9.0% psi resist, instead of the 12% that they should have.
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Hmm, that's weird. The 3% Resistance bonus is a set bonus, and should thus stack up to 5 times. You don't happen to be exemplared below the level of one of the IOs, either through "normal" means, or by being on a Task Force, Flashback mission or being in a PvP zone, do you? -
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2) Speaking of Fly - the display icon shows me as travelling at 82.94 mph, while the combat attribute screen shows me at 41.36 mph. I'm certainly not going 82+ mph, that's for certain (and it's NOT an exact doubling, that would be too easy to explain)
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When viewing the info of a power from the buff bar, the display seems to show the sum of the buff given by the power and your base value for that attribute.
Take Combat Jumping for example. If your base Jumping Speed is 14.32 mph, and the Jumping Speed given by Combat Jumping is 0.14 mph, then the buff bar info for Combat Jumping will show 14.46 mph.
It's not really intuitive, and I hope that it's changed to show the same values as the Combat Attributes window.
Fly speed displays seem to have some additional oddities to them (base flying speed isn't as high as the flying speed given by Fly for instance), but the base+buff thing seems to be at least part of it (and affects tons of other powers). -
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I have the Aegis 20% resistance to all mezz effects slotted along with Impervious' 7.5, however only the impervious 7.5% is showing up in the window and i only get a 12% decrease in mezz duration from impervious and something called 'Large Status Resistance Bonus' from Unstoppable. Even though i have aegis slotted into Unstoppable, it should be on all the time. Is my Aegis working correctly but just doesn't show up in the attribute window? Is this may be a bug?
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Funny you should mention this, because I just looked at it today...
The Aegis psi/mez resistance is *supposed* to work as a set bonus, and thus be on all the time, regardless of if you use the power or not.
This is indeed how the Psi resistance part works, but *not* how the mez resistance part works.
The mez resistance part is a very unique creature.
It is indeed a "set bonus", but instead of being activated for just being slotted in the power, it is triggered by activating the power. So the mez resistance bonus is only activated once you activate the power. It is neither a "proc" or a "set bonus", but a rather interesting mix of the two.
That's odd thing number 1. Here's number two:
The mez resistance is not 20%, it is 5%.
Here's odd thing number 3:
It stacks with itself. Every time the power is activated, one more set bonus is added, and your mez resistance increases by 5% every time. Since there's a limit to 5 set bonuses of the same type, you can get up to 5 mez resistance set bonuses from the Aegis IO, each for 5%, bringing the maximum total to 25%.
So in your case, you actually have to activate Unstoppable 5 times to get the full mez resistance (and one time to get any mez resistance at all). If it is slotted in a toggle/passive, the mez resistance will increase in 5% increments until it reaches the 25% max.
A very odd creature indeed....
edit: I should add that these set bonuses are reset when you zone, so with it slotted in Unstoppable, you are probably unlikely to see the max 25% Resistance very often. If you use tier 9s like me, you're probably unlikely to see any resistance often at all.
edit 2: The "Large Status Resistance Bonus" is indeed the mez resistance set bonus from Aegis. If used enough, you'll eventually get 5 of these in your powers info page. -
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And if we're supposed to be getting "real numbers", then why are we expected to know the theories behind the math in order to actually get these "real numbers"?
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In an attempt to minimize brain-hurt, I will only answer this question.
To make sure that we don't need to know the mechanics behind how mez resistance works, the Combat Attributes window directly shows how much your Mez resistance reduces the effective mez duration, thus removing the need for any calculations on our part. If it shows that mez duration is reduced by 20%, the mez duration is indeed reduced by 20%. No need for math.
(Maybe I should add that the per-power reduction information is only correct if it is the only power that gives a mez resistance of that type. If you have two or more powers giving mez resistance of the same type, the values shown for both will be incorrect. The total value will always be correct though. Sorry, I'll stop now.)
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Wow. My first quote from a redname. Granted its a simple answer but still. Now how bout my 2 Impervious skins 7.5%'s not giving 15% and only giving 13.04% resistance question?
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I already answered that.
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That's because of how Mez resistance works. The effective mez duration becomes Base_Duration/(1+Mez_Resistance), so with 15% (2*7.5%) mez resistance, you get X/(1+.15) = .8696X, or a decrease of (1-.8696) = .1304, or 13.04%.
In other words, everything is working just fine, it's just that the IO descriptions show how much Mez Resistance they give, and the Combat Attributes window shows how much of a reduction that Resistance results in.
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I am playing my lvl 50 WP/EM tank. With nothing turned on I have a base regeneration rating of 1.93%/sec 55.47hp/sec. I turn on Rise to the Challenge (with no mobs around) my numbers do not change. I then jump into a group of CoTs. my 1.93% jumps up a lot. I finish off the group I was fighting and take a rest. My 1.93% now reads 1.83%. I check to make sure I have no de-buffs on me and I do not. After about 15 seconds it returns to the base of 1.93%
I do not know what to make of this. Is this accurate? Is my regen rate supposed to go below baseline after I kill a group? is it just reporting incorrectly?
any help would be appreciated.
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Hmm, that's weird.
Did you verify that the reduction came from RttC, or is it possible that it was some other Regen buff that was reduced?
You seem to have a lot of other Regen buffs, what are they?
Base Regen is .42 %/s, so your 1.93%/s represents a Regen buff of 363%
If we subtract 3-slotted Health and Fast Healing from that, we're still left with an additional 139%.
The two +Regen procs would add 45% to that, leaving 94%.
Had you zoned recently? The +Regen procs will double-stack for 2 minutes after zoning. That'd leave 49%.
You could get that much (or more) from set bonuses.
If you do have one or more of the +Regen procs (Numina, Regenerative Tissue), where are they slotted?
When was the last time you zoned before the fight, and did you zone between the fight and taking the measurements?
Do you remember what you fought in that spawn? -
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Then finally people might stop slotting hover and combat jumping for defence
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I've known for a long time how much Defense CJ and Hover gives, and the effect this has. This hasn't stopped me from sometimes slotting them for Defense.
It is not particularly useful in all (or even most) situations, but it is certainly useful in *some* situations. -
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Just noticed something else too. The status resistance from the IO Impervious Skin: Status Resistance says it provides 7.5% status resistance, and I have 2 of them, so it should be 14.1%. however, the attriibute window shows it only decreasing it by 13.04%. I shall /bug.
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That's because of how Mez resistance works. The effective mez duration becomes Base_Duration/(1+Mez_Resistance), so with 15% (2*7.5%) mez resistance, you get X/(1+.15) = .8696X, or a decrease of (1-.8696) = .1304, or 13.04%.
In other words, everything is working just fine, it's just that the IO descriptions show how much Mez Resistance they give, and the Combat Attributes window shows how much of a reduction that Resistance results in. -
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Ok this appears to have been solved on that other thread
"TroyHickmanWroteDialogForSmokeAndMirrorsMissi ons" is what people are getting.
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That's just crazy talk...
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So you're saying that the entire dialogue consists of crazy talk?
Is it in any way related to the portal missions with the "split" scientists then?
Crustacean fancy pants plaza! -
Toronto?
I don't buy it, I think you're going to work here! -
Castle is posting more than you.
Post faster. -
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Now, back to the design grind... anyone know a good way to pick a handcuff with a mechanical pencil, a Hero Clix, and a poker chip?
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Most obscure hint about issue 11 ever...
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I thought it was a bit too obvious.
It's clear that i11 will include a TF in which Nemesis is turning to the good side, and in one of the missions Dominatrix throws him and the players into a dungeon that's already holding the Gamester and Shadowhunter. -
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The question was "Do you myspace?" 33% of the people who were polled answered yes.
That is one third of the polled people, there were roughly 1000 people who voted. Which is safely around 1 % of our over all subscription base.
So if 1/3 is my corollary number then it is safe to say that doing a page like this would benefit roughly 1/3rd of our current subscribers. This is a potentially large number of individuals.
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It is only safe to say that if the polled group can be expected to be representative of the wider playerbase, and I don't believe that this is a reasonable assumption here.
The most obvious source for potential selection bias would seem to be that people who frequent the forums were probably (much) more likely to participate in the poll. It is often said that people who frequent the forums are small portion of the total playerbase, and there is one thing in particular that they all have in common - they are all willing to go outside the game to obtain/share information about the game and/or socialize with others from the game, something that isn't necessarily the case for your average subscriber.
This would also seem to be what the Myspace page would be for, so there's a huge potential for selection bias.
It is very possible that a significant number of the CoH/CoV subscribers do have an interest in a Myspace page, but I do not believe that it is warranted to extrapolate from the results of this poll that 1/3 of the players have that interest. -
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Assuming no other tohit debuffs or defense buffs, going from a 3% tohit debuff to a 7.5% tohit debuffs effectively reduces the damage you take by over 10%.
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By 9%, actually. Not worthless, perhaps, but not much more valuable than Maneuvers (especially given that Maneuvers will take special IOs and RI won't), and useful really only for stacking on some other form of damage mitigation.
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Strictly speaking, going from 3% to 7.5% is a decrease in damage by 9.6%, so I should have said "around", not "over".
(.5-.075)/(.5-.03) = .9043
However, those are not the exact values.
Base (Defender) debuff: 31.25%
slotting modifier: 1.56
effective debuff
With 95% res: 31.25%*1.56*.05 = 2.438%
With 85% res: 31.25%*1.56*.15 = 7.313%
(.5-.07313)/(.5-.02438) = .8975
Still, "around" would have been a better word. -
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It was different for different ATs. Controllers and Corruptors had -500%, Defenders had -100%. It was equalized back in December, but the patch notes actually don't mention what value the powers got. I'm not sure if anyone posted which value was used, but the general belief seems to have been that they were all made -500%.
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The patch notes stated that the power that was changed was the Defender power, ergo it was bumped to 500%. I was actually the one who posted on the boards that Defenders had gotten accidentally hosed.** At the time I thought the solution was to lower the Corruptor/Controller -regen rates, but that is not what happened.
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Like I said, the general belief was that they were all made -500%. That's the impression I've gotten too.
However, the patch notes do not say either way.
Let's look at the entry again:
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Defender Lingering Radiation powers -Regen was operating at 1/5th the scale of the equivalent Corruptor or Controller version. The base scale now matches across all three Archetypes.
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Two things are said (about the -regen).
1) Defender LR was less effective than Corr/Cont LR.
2) They are now all the same.
It is not mentioned if Def LR was made better, or Corr/Cont LR was made worse.
We can certainly attempt to interpret them in different ways, but they do not say that the Def LR -regen was increased. -
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In addition to this, Rad has many other ways to help in AV fights, and some of these were improved by the reduction in AV debuff resistances.
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Not... much.
Radiation infection went from a base -1.9% ToHit/Def to a -4.7% ToHit/Def. 3-slotted, that's a change from 3% to 7.5%.
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Assuming no other tohit debuffs or defense buffs, going from a 3% tohit debuff to a 7.5% tohit debuffs effectively reduces the damage you take by over 10% (more if other debuffs/buffs are present). That might not be huge, but it's not bad either.
(AFAIK, defense debuff enhancements are still Schedule A, so they'd benefit more from slotting. However, defense debuffs tend to be of limited usefulness in AV fights, so that shouldn't make a huge difference)
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EF doesn't seem to be changed at all by this, though I was hoping the change meant that the base damage resistance of AVs was also going down (I didn't think it did, but does anyone know if this is actually the case?)
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Damage resistance is separate from the AV debuff resistance, and I haven't heard anything about it being lowered.
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Assuming the base 500% number is correct, Rad still brings an average of 50% reduction in regen rate (factoring in recharge rate of LR), plus a 30% increase in team damage, plus AM, and a small amount of -ToHit/-Def.
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LR also has a 75% recharge debuff. With 95% debuff resistance, that's an effective 3.75% recharge debuff. With 85% debuff resistance, that's improved to 11.25%.
There's also the movement speed debuff in LR, but most AVs don't run around much. It could be useful against those that do though.
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I was concerned that the base number was 100%, in which case Rad would be bringing in only a trivial -regen. This needs testing, but I've seen at least one report that an Ill/Rad could still solo an AV, so I'm guessing 500% may be accurate.
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That seems to me to be an indication that Rads are still very much useful against AVs (not claiming that you indicated otherwise, just pointing it out). -
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and it means my rad/rad will contribute loads less.Thanks for nerfing the flagship of this defender set.
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With an 85% resistance to regen debuffs, a 500% regen debuff will still give an effective 75% debuff. That's not bad.
In addition to this, Rad has many other ways to help in AV fights, and some of these were improved by the reduction in AV debuff resistances. -
+/- regen doesn't use an AT-modifier, it was hard-coded into the powers.
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Where are you seeing that Lingering Radiation is -500% Regen? On City of Data, it's only -100%.
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It was different for different ATs. Controllers and Corruptors had -500%, Defenders had -100%. It was equalized back in December, but the patch notes actually don't mention what value the powers got. I'm not sure if anyone posted which value was used, but the general belief seems to have been that they were all made -500%.
Now that they are resistable, it should be possible to test it.
Here's what the patch notes have to say:
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Defender Lingering Radiation powers -Regen was operating at 1/5th the scale of the equivalent Corruptor or Controller version. The base scale now matches across all three Archetypes.
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In practice, though, even if the effects are technically different, "they stack". In other words, SG + cloaking device + super speed = enough -per (or -per and +stealth, as preferred) to hide from a Nem Sniper or various flavors of Rikti Drones (if you can get close enough to throw SG, that is), last time I checked, which was also a while ago.
Or SG + Cloaking Device = "functional invisibility" to those mobs. It's just that SG is an active power, and must be used on the mobs first. Or so I've always thought of it.
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Yes. Basically, entities (players and mobs) have PerceptionRadius and StealthRadius. The distance at which entity A can see entity B is equal to entity A's PerceptionRadius - entity B's StealthRadius (d=P-S). If the result is 0 or lower, entity A can not see entity B at any range.
In order to decrease d, you can either increase S or reduce P. -
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This is, however, the first I've heard about two +stealth factors. Last time I read anything about it, both stealth and superspeed reduced the range at which mobs could perceive you by -50 each (which, I suppose, might be +stealth... or -per, depending on your perspective). It's just that in PVE, they stack... in PVP, Super Speed effectively doesn't have any reduction in perception range, whatever you want to call it (+stealth or -per, if there's a signficant difference between those concepts).
Popping an Acc these days lets you see Stealthed mobs, IIRC, and through Night Widow's Smoke Grenades.
What are these two factors of which you speak?
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Stealth powers normally have two components, StealthRadius and StealthRadiusPlayer. The former works against mobs, and the latter against players. Super Speed is unique in that it only has the former, and thus only works against mobs.
Perception debuffs are something else entirely, and can be found in powers like Smoke Grenade. -
You'll be missed.
Thanks for everything. -
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I bet there's some UBER SECRET spot the devs use just to be cool... like you talk to a fire hidrent or type in a certian command or something... like go into a telephone booth and type /superman or something... and it gives you XP for lvl 50 I swear game developers do this all the time, I know I would if i was a game developer...
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What's so secret about /levelup <level>?
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So, at least we're not arguing whether or not claws is now the DPS king or not--we're all in agreement on that.
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As stated earlier in this thread, I do not agree. Read carefully.
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I didn't agree either.
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The powersets to beat are MA, Spines and DA.
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The powerset to beat is dark melee, which is kinda underrated in my oppinion. Try to.
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I agree that DM has great single target DPS. Heck, it's great even when using SM in the chain. Imagine if SM had decent DPS....
MA, Spines and DM all beat BS without breaking a sweat. I listed them in the order I thought (without looking too closely at them) they'd perform (best last).
(note: When I convert my values to BI, I get 5.5/sec for the Claws chain. That brings it closer to what you have for DM (which I haven't really looked closely at). Also, keep in mind that it is possible for Claws to get better DPS than what that chain gives)