UberGuy

Forum Cartel
  • Posts

    8326
  • Joined

  1. I'm sorry, what exactly do Placate and Demoralize have to do with your claim that Scrappers are the only AT that has to worry about fleeing mobs with "no ranged arsenal"?

    Neither Placate or Demoralize does anything to stop fleeing mobs. And heck, if you want to get into Scrapper powers in the Placate spot, Scrappers get an actual Taunt in Confront, that trumps any runner-stopping tools Stalkers get. (Widows can get it too, oddly.)

    And if you build a Night Widow instead of a Fortunate, you get a grand total of three ranged a attacks (Mental Blast, Poison Dart and Dart Burst). Very few people worried about DPS take all of those, and some take none, taking a Patron or Epic Pool ranged attack (Gloom!) instead. Which, of course, all Scrappers (and Stalkers) can do as well, though they don't get the wonderful DPA of Gloom.

    Give it up. This is not a Scrapper-specific problem. That claim was silly.
  2. Quote:
    Originally Posted by planet_J View Post
    And used to be when you SK'ed you wanted to be about 6-8 levels lower than the person who SK'ed you for XP purposes...now you end up just one level lower...no matter what...and if you got too far away on map even you lost your SK until you got back close enough to the hero you were sidekicked to.
    Definite sidebar from Regen, but I'm not sure I understand the above. When you SK'd, you were -1 level to your mentor. Now, you said "for XP purposes", so if XP rates for being a SK were different than they are today, I would be surprised, but I really wouldn't much know. But you really were just -1 for combat purposes. At least until your real level got to -2 levels from the mentors, at which point your SK stopped doing anything.

    Now, you might not be the same level as the mission owner, which led to the "SK shell game" as people tried to line up lowbies with someone close to the mission owner's level (and thus the critter level). But I'm not thinking that's what you were referring to.
  3. Quote:
    Originally Posted by Mistress Rue View Post
    This is what I come up with in determining the chance of a given number of ticks from a 75% proc:

    0 Ticks: .25 = 25%
    1 Ticks: .75 = 75%
    2 Ticks: .75^2 = 56.25%
    3 Ticks: .75^3 = 42.18%
    4 Ticks: .75^4 = 31.65%
    5 Ticks: .75^5 = 23.73%

    The largest difference of course being that the chance for 1 Tick doesn't need to be determined mathematically - that's already been given to us - 75%

    I haven't a clue how you got the above numbers - nor do I have a clue if my own are correct - could somebody page Arcanaville to set us all straight?
    As Blood Red mentions, that's not the right way to calculate the odds.

    If a "tick miss" terminates the chain, and there's a 25% of such a miss, we know there's a 25% chance that there's no ticks at all - that 's the odds that the very first tick "misses". The odds of getting exactly one tick "hit" is the odds of getting one tick followed by a miss, which is 75% (the odds of not missing on the first tick) times 25% (the odds of missing on the second tick) which is 18.75%. And so on.

    Edit: A hint that you've got the numbers right is that all your probabilities have to add up to 100%. If they don't, you forgot one of the combinations (in which case it will be too small), or just calculated the odds of each incorrectly. Overshooting 100% is probably a clear sign the calculation is just plain in error.
  4. Quote:
    Originally Posted by Red_Gren View Post
    And... velara finally got a league to Avoid the Green Stuff?
    Truth. I was there for that.
  5. Quote:
    Originally Posted by Gobbledygook View Post
    The reason why I never brought it up was because the massive def and res that you were once capable of getting was one of the reasons that regen was looked at so hard by the Devs.

    It wasn't regen that was the real issue, it was regen combined with tough+weave+cj.
    No, not really. That was certainly a factor, but no more, per-se, than it was for everyone else, which is why both were reduced in the GDN. Regen was crazy good with nothing but Instant Healing. The min/maxers took Tough, but Weave was highly optional, even at its old values, as was CJ.

    People didn't value defense in particular the way they do now, because, among other things, it wasn't very helpful back then. +2 bosses laughed at the defense of Weave.
  6. Quote:
    Originally Posted by Test_Rat View Post
    Banes have tons of inset ranged.
    They can, depending on branch focus and build, as can Widows, and just as Scrappers and Stalkers can with Spines.

    The initial claim remains invalid.
  7. Quote:
    Originally Posted by Yogi_Bare View Post
    This is part of what I was touching on with comments made elsewhere. Scrappers, IMO, are the only player-predators that have to run down their meals (without the benefit of a ranged arsenal). It, sometimes, literally takes someone else holding them in place (through aggro or controls) to allow Scrappers their full DPS.
    No they aren't. Stalkers, Widows and Banes all do as well.

    The problem is not an AT problem. It's an AI problem. The AI did not always behave this way. It should be possible to change it back.
  8. Quote:
    Originally Posted by LegionAlpha View Post
    Yes can we stop scratching and start digging at it. The plastic hero models need an upgrade to look more realistic.
    Speak for yourself. I like them just fine.
  9. UberGuy

    Botched ritual?

    By the way, this doesn't look like it can stack. You're only allowed to have one of this thing at a time.
  10. UberGuy

    Botched ritual?

    Nope, this isn't like that. You're stuck with it until it expires.
  11. Quote:
    Originally Posted by Obscure Blade View Post
    "Idiotic reasons"? C'mon; when you get right down to it running away because there's a scrapper after you isn't idiotic at all! I'd run away if there was some guy with claws or a sword chasing after me, screaming something about how he needed me for a badge.
    It's idiotic when they run because you hit them with a DoT of 5, but not when you hit them for 200 damage. It's idiotic when they run because you drop a debuff on them, but not when you hit them for 200 damage.

    It's idiotic when a GM runs from you when you put a debuff or DoT on them, even though it would take you 15 minutes of bashing on them to defeat them, if you even could.

    They don't just run from Scrappers. They run from everyone who can DoT or debuff them, who flies, who has high defense, or any combination of these things.
  12. We've been told by the devs (Synapse, I think, but would have to go check) that the DoT part of Interface powers that have one stacks to a maximum of 8 duplicates. I might have missed us posting about it, but in this thread it looks like we still thought it was a max of 4 stacks for the DoT.
  13. Quote:
    Originally Posted by DarkSideLeague View Post
    If a mob has +100% Accuracy they will ALWAYS have a tohit of 10% or greater. If a mob has +100% ToHit I can still reduce them to 5% by popping Overload and Demonic Aura simultaneously (+100% Defense to the basic 6). Accuracy will always result in me getting hit more - it's basically akin to a -maxresistance debuff reducing a Tankers resistance cap from 90% to 85%.
    And increasing damage dealt per attack always means you take more damage, even if you have resists.

    What matters is that it scales. If they are given 10% more damage per attack, you take 10% more damage per attack, even if you have 90% damage resistance. If they are given 10% more accuracy, you take 10% more average damage, even if you have 45% defense.

    It's not the same thing as irresistible damage. Giving them bonus toHit, that is like irresistible damage.
  14. Quote:
    Originally Posted by DarkSideLeague View Post
    But then isn't +Accuracy essentially a small amount of unresistable damage for a defense based user? Why is it completely fair to give accuracy to mobs with no way to counter them, but unresistable damage is so heavily frowned upon?
    I'm not sure where you'd get the interpretation that +acc is like irresistible damage. That'd be like saying +damage is irresisible damage.

    Increasing critter accuracy is just like increasing critter damage, but increases the average damage they deal by letting them hit more often instead of increasing the per-hit damage. However, due to critter mechanics, it creates this increase in a way that scales proportionally no matter how much defense the target has. Something with 110% accuracy does 10% more average damage than something with 100% accuracy, no matter what the target has for defense (including zero defense).

    It's toHit versus defense that's almost directly analogous to irresistible damage against resistance.
  15. Based on the analysis I did above for L/S, I'm pretty sure SO'd Regen would handily beat SO'd pre-buffs EA, not counting their "oh crap" powers. That's possibly even for energy damage, which is saying something.

    It'd have to do a much more complex analysis to figure out what they could both do with IOs. I'd have to give the Regen build IOs too, and to do that equitably I'd have to pick some shared primary. I'd also need to start including the effects of recharge, since IO'd regen starts to get access to much more.

    In short, that's not something I'm going before I go to bed tonight.

    Edit: It's also hard to account for the energy drain in EA, and always has been. I don't know enough about how it affects DPS to model it even in the very rough, averages-only way I did the accounting up above. It always did something for EA, but there was very little agreement on how much.
  16. Quote:
    Originally Posted by DreadShinobi View Post
    Were you mass summoning lore pets with 2 clarions?
    If we didn't have enough DPS, do you think we were mass summoning Lore pets?
  17. Quote:
    Originally Posted by Madam_Enigma View Post
    Is the higher to-hit from the mobs in DA just having higher base to-hit, or is it because they are higher level then the player?
    As Arcanaville notes, being higher level than you no longer results in higher net toHit against you, unless the critter is at least +6 to you. In DA, as in iTrials, (most) critters of any level (or level shift) have an inherent +14% in their base toHit against all characters, regardless of other factors.
  18. Quote:
    Originally Posted by Lazarillo View Post
    Now do all those things with a bare minimum number of people who all joined separately via the queue. MoM's pretty darned easy if done right. Any League that can make it past Penny is pretty much going to stomp the rest. But this isn't about the trial itself, vs. doing the trial with a PuG.
    You have to be a little careful about that. Compared to the end fight, the Penny and next two stages are relatively gracious with their timer. If you know what to do, you can succeed at those phases with DPS that just won't cut it in the very end fight.

    I've only failed a MoM in the end fight once, but I totally saw it coming. Our (very "puggy") league just didn't have the DPS to defeat that last AV in 2 minutes.
  19. I only have two real objections to MoM.

    One is manageable by player actions, but only to a certain extent. In the Penelope battle, if you are on a low-HP AT and you do die, you will often die again due to the environmental damage pretty much immediately after rezzing unless you can rez in a void's protective bubble. This is particularly true if you get stuck with the "stand up slowly" animation instead of the dramatic floating rez (which lets you activate powers and inspirations), or if you get a rez that doesn't give you full health.

    I don't die much during the Penelope trial, but I have died a couple of times on support characters and then died repeatedly trying to get back in the action. That's never fun. Yeah, you can try to make sure you only die and/or rez in a bubble, but that's not always possible.

    They could probably address this without touching the trial. No decent non-inspiration rez should force you to do that long stumbling stand-up animation.

    The only other objection I have to this trial is that I don't really find it rewarding enough to play often. You get the completion table and the Emps, but a tiny number of Threads. UGT and TPN give what I consider excellent rewards, and Keyes gives two Emp Merits, though only once per day. If I want to run something multiple times per day for repeatable Emps, it would be the TPN every time, even though it's longer and requires more people to start.

    Combine the reward with the fact that even tough trials like UGT are more forgiving of having "lowbie" 50s along (in terms of level shifts) and I'd usually rather form/join something else. I run MoM for badges and occasional giggles, but not so much for progress.
  20. Quote:
    Originally Posted by Pitho View Post
    It is enhanceable, just not all of it. The power has a 100% regen buff that is enhanceable, and a 50% regen buff that isn't.
    Yeah, and I wasn't clear. When I said I'd be happy "if they got rid of" it, I meant if they got rid of the fact that it can't be enhanced, not if they got rid of that chunk of the regeneration buff!
  21. Quote:
    Originally Posted by TonyV View Post
    My counter is pretty durn simple. Firing up eight accounts is not soloing. If anyone else here considers firing up eight accounts and joining them all up on one team as soloing, then I give up. By all means, go join Bill on his Isle of Crazy.
    I consider it soloing unless the other accounts help. Using 7 accounts to let an 8th get into content it then faces all on its own is soloing.

    If the 7 other accounts buff, fight, or basically do anything meaningful, I agree that this is not soloing. If they sit at the contact, it is.

    Were anyone to claim that using 7 to start content but only 1 to complete it is not soloing (and I am not 100% clear that you are) I would consider that pedantic in the extreme. It may be technically correct, but it's not practically meaningful.
  22. Quote:
    Originally Posted by Hqnk View Post
    In the aftermath, I felt guilty, if not to the work than to the character concepts. "Maybe I should have been more flexible or something." Or, "I got you to 50, it just didn't work out."
    I couldn't say. I've never gotten to that point. I always play things to 50 (I haven't PL'd anything since, I don't know, issue 2 or so), which has meant so far that I figure out if I won't like something well before then. Anything that makes it to 50 usually has enough combined enjoyment and/or emotional investment in it that I have been willing to ride out the only remaining things that would probably get me to abandon a 50 - game/power/powerset changes. I'm also someone who is willing to constantly re-tune existing charactrers for new changes to keep them on the outer edge of whatever performance envelopes I aim for with them, which means I'm usually pretty nimble about adjusting to changes that ... aren't improvements.

    Oh, and I have two VIP accounts, so even though I play exclusively on only one server (Justice), I have lots of room for new characters.

    So in combination, I'm fairly resistant to the need to delete 50s.
  23. I don't have anything substantive to add, but I wanted to take the time to say what I have been thinking while reading this. This thread is awesome.

    And no, in case it's unclear via text: that's not sarcasm.
  24. Quote:
    Originally Posted by Ironblade View Post
    FYI, I don't think it's "many" hundreds of yards. I tested it once a while back (may have changed since then) and I think it was about 200 yards.
    I had it interrupt me on the hills surrounding the center of the "bowl" in the Hive where Hamidon spawns when people in the center were exiting using Ouro portals. That's a pretty long way, and I'm fairly sure it's further than that, but I haven't double checked.
  25. Quote:
    Originally Posted by Kioshi View Post
    Meh, not that bad, it happens once in a blue moon, it's not like you get mezzed all the time, try playing squishies with toggles like radiation, time, elec/ice/fire control and then it can get a little bothersome.
    Yeah, but their toggles are really offensive. I don't enjoy having Darkest Night or Enervating Field drop when I get mezzed, but at least it sort of makes balance sense that such an imposition on foes is dropped. Dropping RttC because of that little debuff? That seems like an awfully pedantic interpretation of that "rule".