Stargazer

Ebil-o FTL July-12 & May-3-2010
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  1. The first thing I thought about was the Humble Bundle, an offer to get a bunch of Indie games for a price of your choosing (not technically free, but I think you could go down to $0.01). Unfortunately it seems that offer ended last week.

    You can still get the demo versions though, but most of the games are 2D.

    Lugaru is 3D though, and it does seem to fit the silly-premise.

    "The main character, Turner, is an anthropomorphic rebel bunny rabbit with impressive combat skills. In his quest to find those responsible for slaughtering his village, he uncovers a far-reaching conspiracy involving the corrupt leaders of the rabbit republic and the starving wolves from a nearby den. Turner takes it upon himself to fight against their plot and save his fellow rabbits from slavery."

    http://www.youtube.com/watch?v=LWTxaAj5w-4

    The graphics seem fairly simple, so it's possible that it's not taxing enough for your purposes. I'd guess that depends a lot on how it's written though (and if the frame-rate is capped or not).

    Still... Bunnies...
  2. Quote:
    Originally Posted by Schismatrix View Post
    Still, this all started because a poster thought that some armor types were specifically useful against electrical attacks and their side effects. The current combat system doesn't work like that. The ability to resist or overcome a status effect once it hits has nothing to do with the name of the attack. A status effect of a specific type, magnitude and duration works exactly the same regardless of what name the attack that inflicted it has.
    You're completely right, and I thought you gave an excellent description of how this works.

    Quote:
    All electrical attacks currently in the game use energy damage.
    Again, entirely correct. As far as I know, Electrical damage isn't being *used* at all.

    Quote:
    Currently damage types can be added, but attack vectors cannot.
    This is where things get interesting (or weird, depending on your point of view).
    Electrical Damage and Radiation Damage are two defined, but not currently used, Damage types. They haven't really been "added", but rather seem to be remnants of ideas that didn't make it into the finished game. Similarly, IIRC Toxic wasn't as much "added" as it was a "relabeling" of a previously existing Damage type (and passing out Resistance to it).


    Defense on the other hand...

    Quote:
    The Devs can currently add additional damage types, but not attack vector/defense types.
    At the risk of repeating myself...
    Wanna bet?

    The question isn't really if it's worth the investment to *add* them, it's if it's worth the investment to *use* them.

    For the sake of argument, let's say that Toxic_Attack is added to the game (by a programmer). This part doesn't necessarily take much effort, but until it's been done, it's not possible for the powers team to use it.

    When it's available though, the powers team has to decide if they want to *use* it. *This* part can take a lot of effort. Suddenly, it has to be decided which powers should use this new attack type, and which powers should defend against it. Also, what powers that currently give Toxic Resistance (because Toxic Defense didn't exist at the time) should have this converted into Defense? What powers that have the benefit of not checking against an additional Defense types should be compensated when that Defense type suddenly starts showing up? A whole bunch of attack and defense powers would suddenly need to be reevaluated. Would the benefits of using this extra attack type warrant the work that would be required, or would it only be change for change's sake?

    Even if a new attack type isn't *used*, that doesn't mean that it was a waste of time for the programmer to *add* it. With it there, the powers team has the *option* of using it, and that can be a good option to have (one they wished they had at the time Toxic Damage was "added"). It wouldn't necessarily need to be used with the name it was originally given either; if at some point in the future the powers team wants to add a new pair of Damage/Attack types, they can simply re-purpose some of the previously existing (but not used) ones. Say for instance that they want to add Trout Melee in i21, and specifically want it to use powers that deal Trout Damage, and use the Trout attack type. They could simply use Electrical Damage for Trout Damage, and Toxic_Attack for Trout_Attack.


    Again, as I said in my previous post, this doesn't change what we actually currently experience in the game, but it is relevant when discussing the limits of the game mechanics.
  3. Quote:
    Originally Posted by Schismatrix View Post
    There is no such thing as an electrical damage type.
    Wanna bet?


    Quote:
    Damage resistance has nothing to do with status effects.
    You're completely right about this.

    However, there's a difference between what's used and what exists. I'd suggest being a tad more careful with making definite statements about what Damage/Defense types exist, and what can be added. (of course, the used/exists distinction is pretty much just interesting when discussing the limits of the game mechanics, since things that aren't actually used won't have a direct effect in-game)

    Heck, Paragon Wiki's list of *known* (used) damage types isn't even complete. It doesn't mention Heal, and the Special damage type is only listed (under the name "Quantum Damage") as previously being used by Quantum attacks.
  4. The Paragon City show choir performed today at a benefit for the timeless.


    If I am a winner, I permit NC Interactive, Inc. and NCsoft Europe Limited to use my name, likeness, photograph, hometown, and any comments that I may make about myself or this contest that I provide for advertising and promotional activities. I also certify that I am at least 13 years of age and am eligible to participate in this contest.
  5. Quote:
    Originally Posted by Carnifax_NA View Post
    Gotta agree with this. Chrome > Firefox.

    Of course Opera > Chrome (IMO)
    Browser choice is very subjective, depending as it is on preference and usage patterns.

    For my needs/wants, Firefox currently seems to be the best option. There are however things that I think other browsers do better.
  6. Quote:
    Originally Posted by Paladin_Musashi View Post
    Nothing in the in-game story arc text specifically, but it's established lore that all spiders and widows/fortunatas are recruited as children and raised in training facilities.

    So background is a tad fixed.
    The story arc in question mentions *Bane* Spiders and Fortunatas. It doesn't say anything about other Soldiers. Also, while that's stated as being the main method of recruitment, I don't think it's stated as being the only way.


    Besides, the VEATs contradict previously established lore anyway, since all Bane Spiders were previously stated to be male, and all Widows/Fortunatas female. Player Bane Spiders in general also seem to make very little sense, at least unless you're willing to stick to an extremely constrained back-story.


    Basically, there now seems to be an internal inconsistency in the game lore as far as the VEATs are concerned, which leaves us with the choice of how to deal with that.

    If you want to strictly adhere to previously established lore, you're limited to female Fortunatas/Widows and non-Bane Soldiers (unless your (male) Bane happens to be one capable of projecting a false mind I suppose).

    The other options involve bending the "rules" a bit, and if you're willing to do that, you could also bend them a little in other ways. Basically, you're only as constrained by game lore as you want to be.

    Note also that there are VEAT options (for instance non-Bane Soldiers) that are not very constrained when it comes to background stories.
  7. Quote:
    Originally Posted by Arcanaville View Post
    Boy, that was a very defective envelope. I'm switching to napkins.
    It's like I've always said (actually, this might be the first time), the envelopes are out to get us. I think they have something to hide.

    (also, annoyingly often they seem to contain bills)
  8. Quote:
    Originally Posted by Tyger View Post
    You heard it here first: the Cathedral of Pain is returning! :P
    If that is in fact the only reason that the CoP Trial has not been put back in the game, re-adding it would seem to be a way to add a commonly requested feature for relatively little work.

    However, since the ability to make non-rewarding FedExes is not new, it'd seem a bit strange if it was indeed the only reason.
  9. Quote:
    Originally Posted by Funky_Munky View Post
    The Weakened Hamidon is classified as "Elite Boss" and the Healing Mito is classified as "Hamidon". I didn't check to see the classification of the blue or yellow mitos (before defeating them all), might that be something to why this is so difficult?
    Actually, that's just "flavor text".

    Mobs (and players) have "Classes". These classes determine the core attributes of the entity, and how strong the effects of a power used by the entity will be. Examples include Minion, Lt, Boss, EB, Blaster, AV, ....

    In your targeting box there's a label that describes your target. Often, but not always, this label shows the class of the target. Other times, the label has no relation to the class, but is meant to give some sort of description of what the target is. In this case, the label is just a label.


    One label that gets around a lot is "Hero". Most people probably think that a "Hero" is "the heroic equivalent of ArchVillain", and sure this is *often* the case (in those cases, it's a label applied to ArchVillain class mobs). However, "Hero" is also used as a label on Lt, Boss, EB and Monster class mobs. When you run into a Boss labeled "Hero", that label does not confer any additional bonuses to them, they still have the core Boss attributes.

    Note that while "Hero" is just a label, "ArchVillain" is used both as a class and a label. Usually the AV label is used on AV class mobs, but sometimes it's also used on Monster class mobs.
  10. Quote:
    Originally Posted by Riverdancer View Post
    Quick question(s) - if the actual Hive Hami is mag 50 wouldn't it make more sense to scale the LGTF Hami down to 8 instead of 10?
    Quick answer: No.

    Long answer:
    Both the Hive Green Mitos and the LGTF Green Mitos use the same Resistance power, so unless Castle is actually creating a new set of powers for the LGTF Green Mitos (and there has been no indication that he is), the Hive Green Mitos will not be staying at Mag 50 (well, 50-ish) protection either. The Hive Green Mitos should effectively have Mag 1 higher Mez protection due to their Rank, but that's it.
  11. Quote:
    Originally Posted by Arcanaville View Post
    That changes the calculations to 571/693 for LGTF and 6540/7660 for the Raid.
    Quite a bit more actually. I just noticed (when the numbers didn't triple as expected) that you're only applying the Resistance to the Regenerated Health, not the base Health (the numbers for Held Mitos seem to apply the Resistance to both though).

    So, we'd get (57.132 + 855.1/7)/(1-0.9) = 1792.89 in order to defeat them between heals.
  12. Quote:
    Originally Posted by Arcanaville View Post
    Resistance buff due to passive defense: 70%
    Hmm, hold on a sec...
    The 70% is only considering their Regenerative Aura, right?
    They also get 20% from their Resistance.
  13. Quote:
    Originally Posted by Arcanaville View Post
    So basically, I think Castle's "unkillable unless held" statement is probably more appropriate for the raid version than the LGTF version. Unheld they can still be taken down in quick order by a team of damage dealers in theory. At level 50 a damage dealing character should be able to reach at least 100 dps in a team. Holding the mito cuts the difficulty by more than half, but its not unbeatable unheld.
    Yeah, so now there are at least two ways to beat them, having a team with decent damage output, or a team with lower damage output but a decent amount of Holds.

    Seems reasonable to me.
  14. Quote:
    Originally Posted by Castle View Post
    You'll need 7pts plus the base of their class; 2 for lts, 3 for bosses -- I couldn't remember if difficulty sliders changed their class or not, so I erred on the side of "boss level" for purposes of the post.
    So, Mag 7 from the Resistance power then?
    I'd think that most Controllers (at least the ones that bother to slot their SIngle Target Hold) would be able to manage that (Mag 10 needed to Hold an Lt with that power).
  15. Quote:
    Originally Posted by Castle View Post
    Actually, I dropped it to 10.
    That's definitely a huge improvement.

    It's still going to be somewhat hard to Hold them though.
    Assuming you mean that you set their Resistance power to give Mag 10 Hold protection, you're still going to need to stack Mag 13 Hold on a target with 50% Hold Resistance in order to hold them.

    While that's definitely doable on a Controller/Dominator, not all Controllers/Dominators will be able to do it, and other ATs will have a hard time doing it. So, it's still going to require some significant Hold power on the team to be able to do it (not sure if that's good or bad).
  16. Quote:
    Originally Posted by Mystic_Fortune View Post
    You might also want to take a look at regular npc critters with mez protection toggles, specifically Calibans and Gardvords of the Trolls (these are the only ones I've noticed so far). Once they activated their toggle I was unable to mez them.. even after stacking successful holds. To me.. that is unacceptable on a Lieutenant rank critter, 3 successful hits with my hold and he was still beating the crap out of my buddy..
    A Caliban's Invincible power gives them 15*Melee_Res_Boolean mez protection.
    At level 15, Melee_Res_Boolean for an Lt is 0.206, giving them 15*0.206 = 3.09 mez protection. Base Mez for an Lt is -2, so a stacked Hold of 7 or more would be sufficient to hold them. That's no more than 3 Controller Holds (2 if you get the critical Hold on at least one of them).

    Basically, it doesn't seem like you actually managed to stack 3 holds on them. That's not surprising, since the low Mez durations (and generally lower Recharge) at low levels makes it hard to stack mezzes.

    Edit: It should be noted that they also seem to get 5*Melee_Res_Boolean Hold Resistance, i.e. 103% @lvl 15. This would roughly cut Hold durations in half, thus making it significantly harder to stack Holds.

    Maybe it's a bit harsh to have both Mez protection and Mez resistance at such low levels...
  17. Quote:
    Originally Posted by Castle View Post
    Quote:
    Originally Posted by Mystic_Fortune View Post
    You might also want to take a look at regular npc critters with mez protection toggles, specifically Calibans and Gardvords of the Trolls (these are the only ones I've noticed so far). Once they activated their toggle I was unable to mez them.. even after stacking successful holds. To me.. that is unacceptable on a Lieutenant rank critter, 3 successful hits with my hold and he was still beating the crap out of my buddy..
    The toggle did not shut down their protections when you held them? That doesn't match my observations. Odd. I'll check that today.
    I think Mystic's point was that they were unable to stack enough Holds to overcome the Mez protection in the first place.

    That's not very surprising really, since it's kinda hard to stack several holds at the lower levels (hitting with 3 holds in a row doesn't necessarily mean that there are 3 active holds on the target).
  18. Quote:
    Originally Posted by Myriad View Post
    Are you sure about the numbers? Wouldn't it mean that one Controller is enough to hold a green Mito during a Hami raid? My last Hami raid was too long ago, but I think I remember that we needed to stack multiple holds to stop green Mitos. And wouldn't it mean that LGTF Mitos were never able to heal themselves or other Mitos? Something they actually did.
    As others have mentioned before, the Green Mitos could previously heal despite being held. A Controller would also have significant difficulty maintaining a stacked Mag 54 on a target with 50% Mez Resistance.


    Quote:
    What if Hami Mitos were -3 (base) -50 (buff) = -53 and LGTF Mitos were Hami Mitos with a lower base (-2 instead of -3)? They would have been -2 -50 +50 = -2 before the "fix" and -2 -50 -50 = -102 now. I have no clue to what the original numbers are, I'm just guessing here and trying to include what I have seen and experienced during Hami raids and LFTG runs.
    There was (and is) no special Mez protection given to the *LGTF* Green Mitos, it was (and is) given to all Green Mitos equally.

    Also, we didn't have -2 -50 +50, we had -2 +50. Now, we have -2 -50, not -2 -50 -50.
  19. Quote:
    Originally Posted by Myriad View Post
    I'm a bit confused by what you say here. Mitos in the LGTF and in the Hami raid are the same thing except that they're lowered from AV to Lt. status? Does this mean the mitos in the Hami raid are buffed by this "fix", too?
    Yes.

    Quote:
    Btw, what is the mez protection level for regular Mitos? If it's true, that the LGTF Mitos are the same as the raid Mitos, is it possible, that the -50 was set to be added (or subtracted) to what is set for the raid Mito to make it easier to defeat them? Like as if they were in a weakened state?
    Regular Mitos should have a base Mez value of -3, and if the LGTF Mitos are Lts (I wasn't sure, and assumed Boss-equivalent earlier), they'll have a base value of -2. In order to Mez someone, the sum of all their Mez protection (negative values) and the mag of all the Mezzes on them (positive values) have to be above 0.

    So, for the LGTF Mitos we previously had -2 (base) + 50 (mez "protection" power) = 48. This means that they were above 0 already, and were thus held without any outside influence.

    Now, we get -2 (base) + -50 (mez protection power) = -52. This means that we'd need a stacked mag 53 Hold on them in order to hold them.


    Anyway, since the mez protection power (Resistance) applies the same value to both instances of Mitos, it's not plausible that the "-50" (actually +50) was meant to make the LGTF Mitos easier to hold.
  20. Quote:
    Originally Posted by Arcanaville View Post
    Or they could switch from the Ones table to a rank scaling table and picking appropriate numbers, but I would not recommend either in this case. In my opinion, AttributeRequires is probably abused more than it should be already.
    It's definitely not ideal, but neither is maintaining two separate sets of powers in order to allow for one small difference.

    Now, if they want to differentiate the two instances even more on the other hand...
  21. Quote:
    Originally Posted by Arcanaville View Post
    This means the implementation intent of all the mez protection powers must be the same for both the standard and the weakened mitos, because they are the same thing. That's probably the real source of the problem: if the design intent was for the weakened hamidon to require a much lower level of mez magnitude than the trial version, they should have made two entirely different mitos. As it is, they are currently linked together.
    Well, if they only want to have small differences between the two instances of Mitos, they could just put a If Class == Boss_Mito check (or !=) on the relevant attributes (for instance the mez protection).
  22. Quote:
    Originally Posted by Demonic_Gerbil View Post
    The Origin of Power Arc gives no XP for the fed ex missions.
    They gave no XP before the change either.
  23. Quote:
    Originally Posted by ShadowPuppet View Post
    Your math is too optimistic. Green mitos have 50% hold resistance, so all the holds will last half as long. Type [mitochondria healer powers.resistance] in game to see the numbers.
    Actually, 50% Hold Resistance will not reduce Hold durations to 50% of their original duration, it'll cut them down to 1/1.5 = 66.7%.

    The numbers are also somewhat optimistic in that they assume holds with no activation time (just looking at the duration/recharge ratio), and that it only considered the Hold protection given by the Mitos' Resistance power (Mitos should have a base Hold of -3, so mag 54 should be required to hold them).

    However, this is also somewhat offset by the listed hold duration being less than the actual duration of Controller holds (22.35s @50, 15s is @1), and no Hold slotting.


    Either way, it seems pretty clear that (an extra) mag 50 Hold protection is... <understatement>a tad much.</understatement>
  24. Quote:
    Originally Posted by Caligdoiel View Post
    So Castle. You said that no one likes the amount of TIME it would take? I humbly submit a quote from one of the favorite Presidents of the United States:
    "...we choose to go to the moon in this decade and do the other things, not because they are easy, but because they are hard..."
    -JFK
    It's not just a question of being hard (take a lot of time), but also if that effort (time) could be better spent elsewhere.

    Sometimes it's a choice of adding "slow, high 'return'" content less frequently, or adding "faster, slightly lower 'return'" a bit more often (where each approach has its benefits), but sometimes you're just looking at two (or more) options with similar "return", but where one (or some) of them simply take more time/effort. In those cases, it's often a good thing to go for one of the options taking less time/effort.


    I'd like to think that adding BBotS would be a good choice, but since I don't know what the other options are, or the relative time/effort cost of all the options, I can't say that for sure.
  25. Quote:
    Originally Posted by Samuel_Tow View Post
    I'm not sure I'm reading this right. If the notion is that most people play both factions (and I'm inclined to agree), then wouldn't it logically follow that adding content to one faction but not the other would add more content to those players anyway?
    Yes, that was the point I was trying to make.
    While faction-specific content won't reach all *characters*, what really matters is what *players* it reaches, and the only ones that won't be reached by faction-specific content are those who exclusively play the other faction.