UberGuy

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  1. There is no limit to the stacking beyond the ability to recast the power fast enough and any regen floor (assuming one is enforced, but we're unlikely to reach it with such powers unless several characters were to combine them).
  2. [ QUOTE ]
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    Thanks for the info. So you're not saying that _every_ level 50 AV and GM will have 85% debuff resistance, are you?

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    That's exactly what the situation is, yes.

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    Yep. And currently, on live, every level 50 AV and GM has 94% debuff resistance.
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    In MMORPGs? A thousand times no.

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    I enjoy it in FPS-style games where in-game resources tend to be uniform, and victory is a function of player/team skill and/or experience.

    Anytime it becomes a function of having better loot or involves stark rock/paper/sicissors? Forget it.

    In this game? No. It can be enjoyable on a mass scale which tends to smooth out the things above I dislike. In general it revolves around them too much.
  4. [ QUOTE ]
    You're overlooking something you (and everyone, really) already know. Heals and regen have an immortality line.

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    Dude.

    Do you realize that it was Arcanaville who brought that terminology to the forums?

    She's not the only one who came up with that analysis for Regen, but she's the one that made it known to the "masses", so to speak, and it has that name because that's what she called it.

    So yeah, I don't think the immortality line thing is being overlooked. Really.

    Everyone has some inherent regen, and so everyone has an immortality line. Defense and DR affect it just as regen rate does.
  5. [ QUOTE ]
    Obviously Envenom is now--both overall and relative to other powers--less powerful. But that was the entire point of this change; that a handful of powers got to be twenty times stronger than other virtually identical powers for no particular reason.

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    Agreed. There's no good reason for a power that's 10x less effective than another power against "normal" mobs to be 2/3 as effective against AVs. If you think Envenom needs to be better -regen, then make the case that it should be such against everything, not just AVs.
  6. [ QUOTE ]
    Accelerate Metabolism helps as much as it always did, but Tactics is worth substantially more than RI now in terms of landing blows, and Maneuvers is worth almost as much defense.

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    I don't understand what you mean by "now". This change actually improves what RI does for you. RI was never unresistable when used on AVs, so they were previously reducing it to 6% of effect at L50, instead of the current 15%. 15% still sucks, but this change didn't make things worst for anything but LR.
  7. [ QUOTE ]
    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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    Given that other major -regen powers are almost all -500%, and that the patch for the unification of LR made no mention of changes to other powers, it seems extremely likely that they normalized LR to 500%, not 100%. Otherwise, LR would be the worst -regen power of the ones available to various folks for all ATs with access to it.
  8. [ QUOTE ]
    It helps, a little, but slotting those in CC can be a timeconsuming thing that you may want to put elsewhere. I do it cause I think it's neat to cheat the system a little.

    I've got 3 Acc/Holds in my CC and it performs slightly better than it did with just holds.

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    The primary reason, of course, is that the hold in CC has a random chance of applying separate from whether the power hits. First it has to hit, and second the mag2 (and mag1 for LTs) holds have to apply. Accuracy slotting obviously only affects the hit chance - nothing we can do affects the random chances for the mag1 and mag2 holds.
  9. [ QUOTE ]
    All those powers would stack, but I think they would put most characters to the stealth cap. Which may or may not be past the Snipers perception range.

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    I have been told secondhand that persons who should have been at the stealth cap were still "seen" by Rikti drones. I don't know if it was tested, but I also have no particular reason to disbelieve it.
  10. [ QUOTE ]
    I'm surprised anyone is surprised by this. I'll also be surprised when you guys are surprised when the devs run a script that sets all the level 51, 52, and 53 HOs to level 50.

    I'm really surprised that I'm still surprised by all of your surprise at painfully obvious things though.

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    You know, Tic, unless you have an inside track, I'm convinced this is wishful thinking, and frankly, I'm tired of you repeating it like it's some gospel. No matter how much you think something is justified, it doesn't mean it's going to happen.

    The thing is, you might be right. They might flatten them to level 50, and if they do, I'm not going to cry over it. But nowhere is there any public declaration by the devs that that they plan to do this. So either put up about why you know this is going to happen, predicate your gospel on it with "IMO", or give it a rest.
  11. OK, maybe "a lot" is an exaggeration, but the topic of people using the exemplar thing to get level 52 Hamidon Enhancers comes up as a sore point from time to time.

    From the Issue 9 Test Server patch notes for today (4/5):

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    Hamidon and Synthetic Hamidon Enhancements can no longer be rewarded at a level other than level 50. (i.e. No more Level 53 HOs)

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    So we won't have to worry about people doing this in the new raid (or SF/TF).
  12. This may seem strange, but I am disappointed by the lack of variety among prot effects that add damage to regular attacks (ranged and melee sets).

    Here's an example. I have a couple of characters with Psionic damage. It's an "exotic" dmage type only available to two ATs with low-end damage scales. It is commonly resisted by up to 50% by foes like robots, which are relatively pervasive throughout the game.

    I would really like to be able to add something to Psionic damage that can help with this (besides my vet rewards ). For facing robots, for example, that's smashing damage (optimally) or something like energy damage. Lethal is also resisted by most robots, so it's a poor choice.

    There are a limited variety of such prot enhancements, and an even more limited set specifically for "plain ol' attacks" (Ranged, Melee). Now certainly I understand that potential stacking of prots is probably an issue, and this may be at the root of the limited selection. But I have to say I was hoping for more than is out there.

    That's just a suggestion about what I feel is sort of lacking.
  13. As a couple of people have mentioned, I recommend against this unless you want this build to persist only a couple of months. Hamidon raiding is undergoing massive change in I9, and there is a very good chance that PA dropping is going to be a thing of the past.
  14. [ QUOTE ]
    I was a little curious about another taunt aura...Icicles.

    Does anyone know if it requires a to-hit check for the taunt portion of it or is it auto?

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    Icicles is not autoHit, and it does not taunt that which it does not hit, so likely what you are seeing is LoS aggro or "linked" aggro ("you hit my buddy, I hate you!").

    Mud Pots is actually a rather unusual power. AutoHit is an attribute of a whole power, not of its components. Mud Pots is marked AutoHit for foes. But the damage component actually performs a check to see if the hit worked anyway. Apparently autohit powers still roll a hit check. They just don't normally care about the result.
  15. [ QUOTE ]
    It's possible there is more to this than we currently know.

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    I suspect this is quite likely. Nonetheless, I'd rather they either opened that to us as in-game information found out through playing, or didn't spoiler it for us in such an obscure way as an off-site interview.
  16. [ QUOTE ]
    I also believe that Hami would need a nerf so thatthe goal of defeating him with 50-75 people is obtainable. *remembers the Old version of Super Arachnoids that had a high regen rate, great one shot potential to even Boss pets and slaughtered MM's, Brutes and Corruptors solo*

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    Based on info that was leaked in the I9 discussion forum, I think there must be some specific thing that needs to be done to defeat Hami. Bum-rushing him, even once all the mitos are gone and done with, just isn't going to work if what we saw is correct. In his I9 incarnation as revealed, I don't think 200 people pounding on him with zero "zone lag" could defeat him without some sort of intercession.

    (No, I'm not going into more detail, as the post in question resulted in a temporary forum ban for the poster.)
  17. [ QUOTE ]
    To be honest, this isn't an official site so the reviewer are probably under some misconception about Hamidon.

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    City of Heroes / City of Villains: Redesigning the “Hamidon”
    By Christopher Bruce, Cryptic Developer

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  18. Overall I enjoyed it, though I think it would be good to create a couple of new foes. At least that way you can have something to rotate in a bit, even if time dictates that you have to reuse previous events. Of course, I understand that you have to find the time to create those new foes first...

    In a way, I like the Valentine/Jubilee event mission better than the Christmas/New Year one. There's a mild sense of urgency in the Snaptooth one, though it's fairly easy to deal with. On the other hand, the Christmas one from this year is more challenging overall. I'm not saying Snaptooth is a slouch (he and his buddies hit damn hard). But he's a central single opponent that's tough - the Christmas mission was a bit tougher overall. The best of both worlds would be cool here; a overall tough mission with some sense of urgency. As always, please be careful not to substitute frustrating for challenging, as hard and subjective as that may be. I think you did pretty well for the Father Time stuff.

    Thanks!
  19. [ QUOTE ]
    This is funny. When the RSF was introduced, they dared villains to complete it because they knew it was ridiculous. At least Heroes as overpowered as they are know that they will a TF that is completeable, and have an idea about what AT's to bring to the table in advance.

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    A ton of that though is due to two important facts. A) We have some general idea of what's required for this sort of thing exactly because we've seen it done in the LRSF. B) The devs know the LRSF is (still) broken and apparently are at least trying to address the recognized problems with it in the design of the SMTF. (That sounds like some sort of radio frequency band).

    Hopefully if they're successful they can roll any improvements back into the LRSF. While I'd love them to fix the LRSF first, lets see how this turns out. If it sucks too, we really don't want new suckyness in the LRSF.
  20. [ QUOTE ]
    I'm sorry you like not having classes being required to finish a TF (And really, it's not required so much as things get /much/ harder that you'd be foolish not to bring said class, because you always gravitate toward setting up a team for easy mission completion.), but when you don't go this route you end up with the problem with the LRSF. You can't have it both ways.

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    Bull hockey. Yes you can.

    CoH/V ATs have lots of switch hitters. You don't have to have a Controller to have Control; you can have certain Defenders, Scrappers, Blasters and Tankers along. You don't have to have Defenders to have debuffs; you can have Controllers and some Blasters along. You don't have to have Blasters/Scrappers for damage, as you can have Scrappers/Blasters, Tankers, and some Controllers and even Defenders.

    The key here is that you make something very useful that each AT is strong at. The LRSF rewards two things primarily: massive single-target damage and massive durability / mitigation. It presents you with 8 hugely damaging bags of HP. The design is flawed because it actually intentionally limits the value of control powers and the sustained damage, extended conflict aspect is counter to the Stalker AT's design and to most MM pets.

    Make aspects of AT design important to succeed, not the ATs themselves.
  21. UberGuy

    Drops II

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    If the base value is 2% or more, you're getting less by keeping your level 30 +regen IO. For a /Regen scrapper I can see that easily happening in Reconstruction, Dull Pain, Integration, and Instant Healing. For my money, I'm aiming at using at least four slots from Numina's in all four of those on my Regen. That gives me the +Regen (300%), +HP (250%), and Increased Heal (300%) set bonus on each of those.

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    If you have enough of the set and feel you will lose nothing by slotting your power with it.

    A Dull Pain slotted with any four of Numina's Convalesence looks to be meaningfully weaker either as a +HP power or it will come back significantly less often than a Dull Pain slotted 3/3 with SOs. That difference is going to be hard to make up with 3% and even 6% additive bonuses. If we assume it can be made up by slotting multiple sets of NC or some other set in different powers (which I might expect) now we're into convolving in a need to have additional set bonuses to exceed what we can get from a single special enhancement. The barrier to obtaining those full sets, even if it's just time, is not likely to be trivial.

    Compare that to the opportunity cost of slotting one 1-3 lower-level IOs in a low-return power like Fast Healing or Health. It's of course impossible at this point to compare the time requirement for either.
  22. UberGuy

    Drops II

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    But let's see. If adding a slot to Rest would get me 50% of the base benefit of Stamina (which it can with the right level-gated IO), which is about half of what I lost when ED took away six slotting, I'd do it in a hearbeat.

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    Im confused on this. From my understanding, any IO's slotted into a toggle power are ONLY active when the toggle is active.
    Rest is a toggle. Thus, any IO in rest will only be active when you activate rest (for obvious reason, end and health boosts are kinda useless).

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    From Iakona:

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    One of the 6 enhancements in the "Miracle" set is a +Recovery buff. It doesn't actually have any direct effect on the power you slot it in; rather, it buffs your overall Recovery rate by 12.5%. This is seperate from the Set Bonus buffs you get by slotting 2 to 6 of the Miracle enhancements in a power.

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    Note that if these powers were dependant on the status of the power then they would be meaningless in click powers. Since the sets they come in are clearly targeted primarily at powers such as those found in Empathy, this suggests that they would be almost totally worthless to all users if their effect was not constant.
  23. Re: Thread title.

    "Arctic Sun shot the food!"
  24. UberGuy

    Drops II

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    This was all in response to the original implication that one could use IOs to replace powers and/or power pools they feel forced into, Fitness/Stamina and Leaping/Acrobatics being the most often mentioned culprits. Using /Regen as an example of being able to go without Stamina is like me stating nobody needs to take Super Speed anymore, because IOs provide enough +Runspeed to equal it, and using a /SR build as an example; it's already commonly done by them now, so it's misleading to use it as an example of what might commonly be done by everyone in the future.

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    You'll notice I did not use Regen as an example of any such thing. I talked exclusively about the value of slotting +Regen in a Regen's low-return Heal slots. I ignored +Recovery on a Regen because I knew full well that it's one of the last things they need.

    However, I will contend that a Regen might get the "infinite endurance" effect they get today by taking both QR and Stamina by instead taking only QR and using +Recovery IOs. Thus saving an entire power pool and three powers for the low, low cost of 2-3 additional slots somewhere they might slot a heal.

    I also talked about how your example Invuln could slot +Recovery and +Regen in Health and still likely come out ahead on his net regen than if he slotted Health for Heals, with a nice bonus to recovery tacked on.

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    But if you want to three slot Rest, go right ahead.

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    Who said anything about 3-slotting it? Just slot a Heal-compatible IO in the base slot and call it done.

    But let's see. If adding a slot to Rest would get me 50% of the base benefit of Stamina (which it can with the right level-gated IO), which is about half of what I lost when ED took away six slotting, I'd do it in a hearbeat.
  25. UberGuy

    Drops II

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    the only manner in which to guarantee rarity is to limit access.

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    Limited access implies neither finite supply per character nor supply gated by level range. That's the major complaint. It can still be limited without excluding those who have leveled over certain ranges or completed all the content that would source these drops based on the original plan.