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Quote:It's definitely for all attacks. I think the Kheldian one is also "always-on", though what it does depends on what form you're in.EDIT: I assume it is for all attacks, as you mentioned it was calced as a bonus, but the recent post regarding frequency for the bonuses makes it confusing - is the Scrapper crit bonus the only one that is always running and not designed on x per minute like the rest?
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I apologize for running with it when it was apparently all miscommunication. To celebrate, we should all agree maul lots of stuff with melee characters of some kind.
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Quote:It may depend on primary, or how aggressively one plays to build fury. At low levels with limited endurance and recharge, some attack sets don't build fury very well, and it can be hard to keep in end to maintain it, though if you get it going, blue inspiration drops may keep you rolling. Lucks help too, because they can allow you to pile into more foes, building/sustaining Fury better.Interesting. That is not my experience. Early before substantial damage enhancement Fury makes my Brutes hit *much* harder until SOs were my scrappers catch up.
There's has to be range where a Scrapper's damage is above low-end lowbie Brute performance but below the sweet spot of sustained Fury, and relative feel may depend on both sets chosen and aggressiveness of play. -
Quote:Well, in specific response to you (and not on the whole topic) I'm splitting hairs here and admit it, but they don't provide more mitigation. Applied to higher base HP, the combination provides better survival. But either way, fundamentally, I'm not arguing against the point you're making.But does that mean they are actually functionally identical? I don't think so. You mentioned earlier the higher base HP brutes get. It makes a considerable and measurable difference on the mitigation front, causing all the secondaries to perform better for brutes than they do scrappers.
What I leapt on here was was they way it was said, which to me came off as "yeah, Shields is one of the only powersets it's better to play on a Scrapper, because the other secondaries 'work better' on Brutes". In this climate of so many people grousing for buffs to Scrappers because Stalkers were made to mostly not suck, that sounded like yet another dig at something being deficient with Scrappers, because they're not a Brute or Stalker. I think it's pretty self evident that X% damage mitigation applied to higher HP survives better, but I don't know if I'd have said it the way Moonlighter did. But maybe that's just because I'm looking for people saying something he wasn't. -
Quote:So why would enhancement converters increase the supply of PvPIOs in general, thus allowing nerfing farms without outcry? (I'm not at all sure that would stop them, to be honest, but lets go with it for now.)Every reference to IO above means PvP IO. I have a large supply of level 15 PvP IOs, and will use Enhancement Converters to convert them into the big 3 PvP IO procs, and I may have the lion's share of the market.
I rather doubt that, sans farmers, there's high enough supply of PvPOs of any sort to supply the demand even for the just procs/uniques created through conversion. -
That's correct. A Catalyst can convert a standard Archetype Enhancement into a superior version of the same enhancement. Superior versions get the same scale of enhancement as similar purple enhancements would, and get the same size of set bonuses as well. (Recharge bonus goes to 10%, for example.)
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OK, you still haven't responded to what I said in my initial post.
You said SD was "one of the few secondaries that work better".
I'm not asking you why it works better on a Scrapper. I'm asking you why you hold that the other powersets work better on a Brute. Is it because Brutes unconditionally get taunt auras, or is it something else? Because other than getting taunt auras, most of the sets are functionally identical in terms of power scale. -
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Quote:I understand why AAO works better on a Scrapper. That wasn't at all what I was taking issue with. It was the idea that apparently most anything else works "better" on a Brute.Um, it's the fact that Fury dilutes the big AAO damage bonus, and chasing Fury means sometimes opening with a Shield Charge means you'll be doing less comparative damage. The scrapper higher damage modifier really makes a big difference here and isn't boosted by Fury like damage auras are.
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I didn't think you could convert across categories like that, making a standard IO into a PVPIO.
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Quote:I wish people would stop posting stuff that makes me want to come here and roll my eyes at them.Yes, when using Shield Defense as the comparison scrappers are awesome. They have the brute advantage of a taunt aura, and they are one of the few secondaries that work better on scrappers because of the AAOs and the mechanics of Shield Charge.
So "one of the few secondaries that work better". Really. Is this more slavish attachment to "taunt-auras-or-bust", or just a really bitter way to state the obvious that a mitigation powerset is going to "work better" with higher base HP? -
Quote:Some people believe that if you can find a performance maxima, nothing else matters, and the perfmance maxima they have found (or believe they have found) is all one should strive to. They usually conveniently ignore that such performance maxima only appear under specific conditions or only apply to only one performance metric, often because they prefer playing only under those conditions or value that performance metric above all others. That means the peak they've found is a great fit for them, but then some of them come to the forums and proclaim how they don't understand why anyone would play anything else.That is demonstrated to be false every time a defender/mastermind combo does something cool against, apparently, all odds.
The question that needs to be raised in such situations is whether fiddling with the conditions or looking at other criteria lets other builds, powersets or ATs take the spotlight. If not, and there's always one clear numerical winner, then there may be a real problem worth of redress by the devs. The problem is usually that people who post about this sort of thing very rarely do the due diligence of really looking at the whole picture.
It can be an easy trap to fall into. I'm sure I've fallen into it at times in the past. I like to think I've learned to take a broad view over the years, to try and take in more of the picture.
Even though most players share interest in maximizing certain kinds of performance, like XP/time or defeats/time, not everyone shares the same levels of interest in it relative to other kinds of performance. What matters is whether the characters they enjoy playing, the way they enjoy playing them, have some relevance to the game. I think relevance requires two things - that their character provides a service to a team that teams actually desire or appreciate, and that their performance at providing that service is not clearly eclipsed by another type of character.
I don't think that either Stalkers or Brutes clearly eclipse the things a Scrapper does. They do similar things slightly differently, with slightly different performance maxima. I think the I22 changes to Stalkers finally make what they do not be clearly eclipsed by both Scrappers and Brutes - a problem I do think they had until now. -
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I'm kind of partial to Belladonna Vetrano (Praetorean, non-undead equivalent to Ghost Widow.)
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Quote:o.ONeither did I. Superhero stories are FILLED with tales that go on for two, three, more issues of a character having some limitation or another. I recently reread an Action Comics/Superman storyline from the 70's where Superman was split in half between Earth and a dimension of magic, where he only had about half his powers in each body. This storyline went on for over *six months*. Back then, with more episodic stories, that was practically an event.
Seriously, what?
This isn't a comic book. We aren't reading a story. We're playing a game with its own mechanics. Stories we read and games we play are not the same thing, short of something like "choose your own path" books.
I don't have much stake in this overall discussion/argument, but that justification of a long-lasting debuff is totally bizarre to me.
On topic: I read the descriptions and got it right the first time. I never suffered the debuff. I still think 20 hours was a bad idea. -
Quote:More and more, new content acknowledges gender. I'm not sure the game has internal variables exposed for powersets, but I'm not at all sure it would be a good idea. Some people like to take their powersets, recolor them and pretend they are something else entirely. I think it might be best to leave that alone. Let alone the explosion of internal if/then options that would need to exist in the actual dialog. "That was so cool when you (set them on fire|cast them into the netherworld|electrocuted them|bent their will to your own|overran them with minions....)."I think my biggest gripe with the dialog is that is isn't personalized enough to each character. It would be nice if they acknowledged not just my name, but my powers, my size, and my gender.
Having dialog acknowledge huge characters, at least in passing, would be neat, but I doubt most people would experience it enough to make it worth pervasive use. -
Quote:Yes, barring adjustment for AoEs, that's how it works. Based on interactions in the beta forums, that appears to be working as designed. At the least, at least one dev confirmed that they work that way.is the fact that the odds are calculated on base recharge as intended or a bug?
if the proc is 4ppm it will fire 100% of the time for a power that recharges in 15s, what if I have enough recharge to use the power every 10s? it will still go off every time? this would help in case I miss for example. -
I would not be pleased to lose my global, but losing character names would be a deal breaker for me.
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Quote:Above around level 25, Fly caps flight speed with no enhancement.-Way too much slotting for Flight Speed. I think one SO in fly will cap flight speed, and you certainly don't need the extra slot in Swift.
Quote:I would abandon Unstoppable, I've never really found a use for it. If you are keeping it, it doesn't need so many slots. 1 Resistance will put you at almost 88% res, which will easily put you over the cap with the passives.
Hasten and Rage really make a dramatic impact on your character's performance. If you aren't using Rage all the time, you're much less effective at dealing damage than you could be. I agree that you don't need Focused Accuracy at all when you have Rage. FA gives you resistance against toHit debuff that is nice, but you pay through the nose for it in endurance cost.
Quote:If you do drop Punch, Handclap, and Unstoppable, you can now pick up Boxing, Tough, and Weave. 5 slots from Unstoppable, 1 slot from Swift, and those two toggles can be reasonably well slotted for effectiveness, if not bonuses. -
Quote:I maintain this intention is misguided for effects that affect enemies. Nothing else about AoEs works like that. The more targets you catch in your AoE, the more affect your power has on average. Making these procs work such that their behavior is strictly apportioned by activation is contrary to every other example of how AoEs work in CoH.As I understand it, that is the intention: that a proc has the same average number of activations per minute whether you slot it in a single target or AoE attack.
As I mentioned, I have no problem with this behavior for effects which affect the caster. Receiving a self-buff at a rate that is constant relative to power activation does have precedent in rest of the game, especially in the realm of IOs. The Force Feedback proc, for example, does not self-stack, meaning no matter how many targets you hit, you only get one buff. The store-style PPM/target system allows something similar while still allowing stacking.
Quote:Because of this decision, I feel that IO procs are the better choice for AoEs, and Store-bought enhancements are best for ST attacks (since it's possible to get a 100% proc rate out of them). -
Quote:Dear lord, divided by the target cap is absolutely atrocious. I don't understand why they made performance of the store-style procs inversely proportional to targets, when nothing else in the game works that way.Do the math as I listed, and you will always get the performance it returns or better, since what I listed doesn't take into account the unknown variables.
Actually, let me qualify that. I actually do sort of understand it for procs like this, where the affect targets the caster. However, such behavior is absolutely awful for procs that affect the targets, like damage procs.
Edit: Think about this. If the final odds are really simply divided by the target cap, then even if you get your "straight PPM" rate to 100%, and even if you always saturate your AoE's target cap, then your average activation chance will work out to one target per activation. That's the absolute best proc rate possible. If you don't slot it such that the PPM*recharge > 1 or you don't always saturate your AoE's target limit, then you will average less than one proc per AoE activation.
Regardless, Gauntlet should not count like it does. That screws up the proc rate for supposedly single-target attacks, as has been discovered. -
For what it's worth, there is a kind of streak breaker inherent in the existence of Empyrean Merits. However, I'll still agree that there's something that feels wrong to me about the ability for people to have better luck, and then to be free to spend those Empyreans on something else besides iProgress. I've never needed to spend Empyreans on components, for example.
There's also something that feels wrong about the weighting based on league "performance". Snow Globe and I have both posted our long-term reward rates, divided up by date. My sample set is larger than SG's, but by odds of Rare and Very Rare rewards over the long term seem noticeably higher than his. That could be "luck", but I suspect it also has something to do with the difference in the measured "performance" of leagues available to us on our respective servers. If that were really the case, it would strike me as particularly sucky that access to stronger leagues would have an additional dimension of influence over progress rates beyond the fairly obvious ones of running more trials and finishing them more quickly.
I seriously doubt it's going anywhere, but I'm not very satisfied with the broad nature of the iTrial reward scheme. (Unlike some others, I'm think I'm reasonably happy with the trials themselves.) -
Hey, friendly FYI, not meant to be a wannabe forum cop, but you can get in trouble for posting the interactions you have with CSRs. Might want to just summarize the above, rather than post it verbatim.
They are fairly zero tolerance about these things, even if it's an understandable situation, which I personally think yours is. -
Here's a video I made right after the change to Trapdoor that buffed his Regen. This is of my Dark/Dark Corruptor. Not a Defender, I know, but hear me out.
Build-wise at 50, this Corruptor is identical to my Dark/Dark Defender, except for two things.
- The level of individual IOs varies. (I buy what's cheapest near the level I want, not all level 50s, etc.)
- The Defender has six slots in Moonbeam, while the Corruptor has five, with the "extra" slot moved to Combat Jumping to slot a Kismet: +toHit proc that the Defender lacks. That really shouldn't have affected this fight.
To illustrate, let's assume 100% damage enhancement (which slightly favors the Corruptor)...
Defender damage scale = 0.65 * (100% [base] + 100% [enhancement] + 30% [Vigilance] + 18.75% [Assault] = 161.69%
Corruptor damage scale = 0.75 * (100% [base] + 100% [enhancement] + 15% [Assault] = 161.25%
So what I show in the video is pretty close to how it went for both characters once I got my approach down. Note that I did have a few false starts trying various approaches before I got it right.
Edit: I forgot to account for Power Build Up, which I did use a few times in each version of the fight. PBU is +68% damage for Corruptors and +80% for Defenders. So that modifies the above numbers to 212.25% for a Corruptor and 213.69% for the Defender. Once more the higher buff scales for the Defender keep her ever so slightly ahead. Last I checked, PBU doesn't buff HT's -regen, so the damage buff was its only offensive contribution to the contest.