Umbral

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  1. Umbral

    Vanguard Pricing

    Quote:
    Originally Posted by Samuel_Tow View Post
    It's a bad idea because it diminishes one of the game's key selling points. And I don't know what planet this is on, but the one I'm on doesn't see mothership raids done all the time. I know. I've looked. I don't get invited to them, I don't see them just spontaneously happening when I'm there, I don't see any mention of them in any of the global channels I'm a member of. In all the time since they came out, I've been to two raids, an I've heard about possibly three more. That's all.
    Once again, have you every considered putting one together yourself? Even at the late hours of the night, I've always found that there is a very high amount of interest in RWZ raiding, though this may simply be due to the fact that I play on FreeDumb or possibly because I know how to ask randoms if they're interested without completely ignoring me. I still see RWZ raids happening all the time for no other reason than someone was bored. I've personally led at least 20 raids and probably taken part in at least 10 more, and I actually bow out rather often when asked. The big problem might just be a server issue (in which I don't think it should be blamed on the devs for designing a zone event around having a decent population).

    Quote:
    And you may call it stupid, but that's like saying everyone can get the Overseer badge because everyone can now get into the Shadow Shard, conveniently neglecting that it takes more than just entry permission.
    How much more does it take than entry permission? A team with a level 50 character and a bit of time traipsing around beating up on Overseers in the various zones. Not particularly difficult and, honestly, probably a great deal easier than getting the VG pieces.

    Quote:
    They're not a prestige costume piece unless I lost my ability to read.
    prestige: adjective; having or showing success, rank, wealth, etc.

    The very fact that the pieces are unlockable makes them a prestige costume piece. They're a completely uninfluential mechanism that simply demonstrates that you have done some task that separates you from other people.

    Maybe I'm just weird, but I actually like having stuff that you don't immediately get at level 1, no matter how many times I've earned it on various characters.

    Quote:
    There was never any reason for unlockable costume pieces to exist at all. The only reasons anyone has ever been able to provide have been after-the-fact apologetic about why this mistake needs to remain true. Jack tried to call this a dead horse back in 2004, and as you can plainly see, this will not go away. Ever.
    The reason for them to exist is simply to have something for people to earn. There are all kinds of things you can earn in this game, capes and auras among them, all of which are prestige content. Capes are (or, at least, weren't until the Magic pack came out) just as much unlocked content as the VG costume pieces and I've met very few people that have a problem with those.

    Quote:
    Considering how many times you've insulted me in this post
    Please show me where in my post I've insulted you or called you a name. The closest I've come is saying that you are "impotently whining", which is true: Impotent, lacking power (specifically to affect change), and whining, to snivel or complain in a peevish self pitying way (because, apparently, it's too hard to get these costume pieces that plenty of other people have had no problem getting).

    Quote:
    , I'm going to have to ask you to up your standards. If you'd actually bothered to read and comprehend what I posted, you wouldn't have resorted to name-calling and insults.
    I've fully read and comprehended what you've written. Don't act as if I'm incapable of understanding what you're talking about simply because I disagree with you, especially when you're apparently the one looking for insults in everything I say even remotely critical of you.

    Quote:
    "They are not worth the effort" is not hard to parse. They (the costume pieces) are not worth the effort (raiding and grinding) because they are nothing special. All locking them does is deny them to the broader audience. There are plenty of rewards to give out for "hard work" that are far easier to qualify and quantify and measure against each other. "One more pants texture" is not among them.
    Considering that many people have already determined that they are indeed worth the effort (as evidenced by pretty much everyone I've ever done an RWZ raid with), I'm going to have to call bull-**** on you there. Assuming that locking out arbitrary fluff is somehow a great crime that needs to be addressed (especially since it's only a crime because you and the people you hang out with find it difficult to get them in the easy manner so you force yourselves to go through the difficult method), I'm going to have to ask you to realize that you're complaining about how hard a costume set you don't even like is to get.

    Plenty of people have had no problems getting the set. They don't have a problem with the set up as it stands. Why should it be changed when it's been perfectly workable for absolutely everyone else?
  2. Umbral

    Vanguard Pricing

    Quote:
    Originally Posted by =Solicio View Post
    Fair enough, if literacy were that common during those wars, I'm sure you could get a representative sample. However, refer to my previous statement regarding false bravado in the face of war--add to that the censorship still present still present in much of war correspondance, and you'll realize that you aren't getting an accurate picture of war even now, much less back then.
    Interestingly enough, the war correspondence of low ranking military officials is actually considered to be one of the single most reputable sources of historical information from that time period specifically because there was very little in the way of censorship. Of course, if you assume that war now is what it's always been like as you seem to be doing then sure it makes sense to doubt it. Feel free.

    Quote:
    As for how "wonderful" their generals were, of course they said that. It's typically a pretty poor career move to badmouth your commanding officers on paper...even if they were as poor as many of the generals we saw during the Civil War--mostly Northern generals. That's why Lincoln had to keep fiiring his generals for incompetance, and it's also why the South (with its more capable generals and the advantage of home turf) was able to continue fighting for so long despite vastly inferior numbers, supplies, and a less capable industrial base.
    Interestingly enough, it's a well known fact that the Northern soldiers readily insulted their own generals. Either way, I don't really think this is the place for a full blown debate on the merits of the North and South and the reasons why which side did well during which points of the war (and if the Southern generals were such incredible strategic geniuses, why did they decide to play an offensive war in the beginning when it was rather easy to see that, if they didn't win nearly immediately, they would lose handily; they were very tactically intelligent, I'll give them that though).

    Quote:
    Bogus. The top of the military chain was (and is) too important to lead battles from the front lines, and they knew that even then. That's why kings and queens stopped heading their armies during medieval times.
    "Commander" does not include generals and strategic command individuals. Commander is simply any officer on the battlefield relaying orders and, no matter how much you try to argue it, the upper command still went out and fought on occasions. How do you think Stonewall Jackson got his name (it wasn't for standing behind a stone wall while is soldiers fought)?

    Besides, medieval kings (I can never recall any medieval queen leading an army) stopped leading because they were incompetent in military matters. Those few that were actually decent enough generals still lead on the battlefield and were known for leading charges onto the field (surrounded by a royal guard, of course).

    Quote:
    You're completely missing the point. Fighting in large lines is required, but you don't have to do it:

    1. Standing up
    Have you ever tried loading a flintlock musket sitting or laying down?

    Quote:
    2. Wearing bright colors
    What do you know about field communications pre-radio? Nothing? You know how I can tell? Because the bright colors worn on the field were designed specifically to allow disparate military units to know who was on what side. Bright colors were designed specifically to allow you to easily know whether you're engaging in friendly fire or not.

    Quote:
    3. Close enough to charge in with bayonets anyway
    Do you even know the effective range of a period smooth bore musket?

    Quote:
    That's one of the advantages the American army had towards the end of the American Revolution. We made greater use of snipers, we used terrain to our advantage
    Thank you for demonstrating to us that you've seen the movie "The Patriot". Now, joining us back in the real world, you'll realize that the contributions of the citizen militias, of which were the only organized groups of snipers thanks to their equipment (long rifles rather than smooth bore muskets) rather than any specific method of training. The use of snipers to take out officers was mainly discouraged because it simply ensured the mutual destruction of each side's officers (when you start killing their officers, they start killing yours).

    Quote:
    (something even the ancient Oriental armies knew how to do, but had somehow become "dishonerable" among western armies)
    Actually, the use of terrain was used in quite the same way in the Orient as it was used in the Occident (if you're going to use one set of terms, use them globally so as not to present one in a more outmoded manner). Because it significantly inhibited the ability of a general to determine troop success, it was used to hide troop movements. Actual battles (not just skirmishes) rarely, if ever, took place in forests or other non-standard terrains anywhere in the world because forests and other closed spaces are notoriously bad for doing such (at least until modern warfare overcame those natural disadvantages with infinitely better communication and visibility improvements). The use of terrain for strategic positioning however is well documented for an extremely long period of time all over the world.

    Quote:
    we even used forms of camoflauge at times. We couldn't afford to fight the war England's way--if our use of tactics during that time makes us dishonerable, then fine. You can argue that winning the war was inevitable and that a large foreign power can't help to hold a colonial power so far away, but that definitely wasn't the sentiment at the time--even among your letters from troops...
    Actually, what won us the war wasn't any great capability or tactical capability on our own side: it was the fact that Britain was embroiled in what amounted to a more important war closer to home so that they couldn't afford to outright quell the rebellion. Of course, the fact that the French helped us out (to a very significant degree) even at their own peril (seeing as they were fighting a war at home themselves as well) helped out too. Assuming that the minor use of a largely ineffective military tactic helped to turn the tide is simply ludicrous (though incredibly romantic).

    Quote:
    Bogus again--warfare, then as now, was largely religious in nature. Consider the Taliban, ask people who fought in the Crusades, people who gave their lives for the Emperor of Japan, the Vikings, etc. Fighting for "God and Country" has been popular since men picked up a gun. It gets people to fight a lot sooner than just telling them you're doing it for economic reasons or political reasons. As for expansion, even American colonials believed it had a religious element. Ever heard of Manifest Destiny?
    The Crusades were no more motivated by religion than by economics and politics. Crusaders went down to Jerusalem to kill Muslims and Jews because it was seen a glorious method by which to prove your own virtue. Just read some of the correspondence and memoirs of crusaders. You'd be amazed at how little it actually took to get them down there. Sure, there was a final religious excuse that gave them a definable reason to head down there, but they were gunning for a fight anyway.

    The Shinto-Buddhist beliefs of the Japanese were actually more well founded within the context of intense national pride than in any belief structure (though it's about as hard to separate the religious/nationalistic nature of Imperialist China as it is to separate the same nature of nearly all American war efforts). The Vikings were motivated into war by economics. Their belief structure sprang up around the enslave and plunder based economy they developed (as most belief structures have a strange habit of developing around pre-existing societal predispositions).

    Manifest Destiny was a method of excusing the aggressive expansion of colonial and pioneer Americans. The expansion was spurred on before the idea of Manifest Destiny was thought up. The concept simply allowed everyone to assuage their consciences at stealing the land from the indigenous populations and leaving their own long term homes.

    Quote:
    The mentality of the time persists--fighting the Taliban is largely like fighting a medieval army in many ways. Their tactics have evolved, but their rationale for war remains the same.
    Except that, if you ever actually studied Medieval warfare, you'd realize that the rationale is completely different. The primary rationale behind Medieval warfare was expansion of one's personal territory for economic or political means or simply because of an outright family feud. The primary rationale behind the current war with the Taliban is based upon the extremist religious views of a minor sect that gained ground thanks to pitiful economic conditions and the promise of a better life in the hearafter (that and preying on weaker minorities in order to assert control).

    I think you're assuming that all Medieval warfare was done under the auspice of the Crusades (which it wasn't, the Crusades were actually a rather minor movement on the whole) and that the Crusades were religiously motivated in the first place (which they weren't, the Pope was a known political entity on par with the various King's of the realm within Medieval society and his motives were no more religious than those of any other major political ruler).

    You may want to actually brush up on your military history so that you stop getting so much stuff wrong. Acting as if the information in the Art of War was completely unique to Asian military tactics just because it was written by a man from China is completely contradictory to the truth. Much of it is actually quite obvious, and, interestingly enough, it was translated and taught to Occidental military leaders prior even to the American Revolution. Assuming as if every military incursion in the history of the world is religiously motivated is completely ignoring the fact that not everyone is a religious extremist, much less a member of sect.
  3. Umbral

    The Best DPAs

    Quote:
    Originally Posted by Edana View Post
    The 14 second recharge and the damage is identical to whirling hands/axe, and the damage is a little lower than whirling mace; you then trade off a ~0.7 second longer animation for 7 foot extra radius.
    Considering how much additional space you're getting out of that 7 extra feet and how little animation time actually has to do with the effectiveness of AoE attacks, I'm going to stick with Tremor being quite the nice power.

    Quote:
    In isolation and once everything is clustered up a bit yes, it is as good, possibly better in some cases since cold isn't widely resisted. Losing that 5 foot of aoe radius can't just be ignored though, and being down by the 80-160% you can get from rage is a very big difference, especially since at the moment the only AT that can take this power doesn't have fury. If they ever get over the 'slows aren't good on brutes' thing it'll be worth revisiting.
    Considering we're arguing the traits of the power rather than the AT that the power exists in, I'm still going to argue that Frozen Aura nearly as good as Footstomp. All of the powers listed would be subject to AT mods, just like every other power under the auspices of cross-AT comparison, so simply saying "Brutes don't get it, thusly it sucks" isn't a valid argument. I'm not going to say that Frozen Aura is better than Footstomp, but the difference isn't particularly vast, especially when you know how to manipulate enemy location so that the additional 5' of radius doesn't matter nearly as much.
  4. Sell that sucker for ginormous profit.

    You're a fricken */Regen. You've got damage recovery coming out of every single one of your orifices (including the ones that soon close up after your enemies skewer you). You don't need another 25% +regen to be effective.

    If you really insist on slotting it, put it into a power that you plan on enhancing the heal value on extensively. This pretty much means FH before Health because FH is nearly 90% more powerful at the base and you should be getting FH to the redzone of enhancement before you even consider putting anything extra into Health. You could also put it into Integration, which you should be slotting heavier than either FH or Health because its base enhanceable +regen is 100% (more than either of the other powers).
  5. This game is designed to be played as you level up, not after you level up. This isn't WoW where the entire game is designed around getting you to the max level and then giving you enjoyable content. It's based around giving you a boatload of content as you level with challenges set up for those of every level. Suggesting that all TFs be restricted to those characters that are presumed (in the context of the game's story) to be at the very end of their heroing careers is stupid within the context of the game.

    You're also completely ignoring the fact that the TFs have self contained stories within them. It doesn't make much sense to go back to fighting the Clockwork King or Vahzilok 30 levels after those entities have stopped spawning (except in other dimensions in the case of the Clockwork).

    Then, there's also the fact that a number of players used the TFs to level their characters. If you restrict them to the exclusive domain of max level characters, you're removing a rather popular leveling mechanism.

    Simply assuming that +4/x8 difficulty is going to balance out the fact that you're fighting enemies that are supposed to be challenging for character with half of the powers and virtually no slotting is simply ignorant. You'd be better off just asking for the devs to create entirely new versions of the enemy groups for higher level players like they did with the Psychic Clockwork.
  6. Umbral

    AIM vs Assault

    Quote:
    Originally Posted by BrandX View Post
    However, Assault does have the costant END use.
    Amplify (which I'm assuming you're referring to since Dark/Sonic doesn't get access to Aim, just a renamed copy) provides a 10 second 50% +dam buff on a 90 second base recharge with a 1.32 sec animation. Presuming you slot it up for 95% +rech, you'd be getting that buff on a 47.5 second cycle (10/((90/1.95)+1.32)) for a total 21% uptime. 21% uptime would mean you're getting a 10.5% average +dam buff for what amounts to .109 end/sec. Assuming you apply just a single end redux SO to Assault, you'd be getting 18.75% +dam at all time for .29 end/sec. If you give it 3 slots, it would instead cost 2 end/sec.

    Honestly, what I'd recommend would be for you to look at your endurance consumption and need for alpha strike capability. If you're endurance is more than enough and you don't find yourself requiring some big damage quite fast, I'd go with Assault over Amplify. If the answer to those questions is no, then I would go with Amplify over Assault.
  7. Umbral

    Vanguard Pricing

    Quote:
    Originally Posted by Solicio View Post
    Here's the thing--back in those days, very few people were literate.
    Actually, Victorian and Napoleonic era was in the era when it was actually quite common to know how to read. This is industrial era. There is correspondence that we have from all ranks of the military in both the Civil War and Napoleonic Wars of low ranking enlisted soldiers telling their loved ones how incredible it was to be fighting under such a wonderful general and how glorious it is even in the face of such gruesome atrocities, etc, etc.

    Quote:
    As for the enemy showing greater respect--that depends largely on who you are fighting, and what their tactics, resources, and religious/social motivations are.
    Interestingly enough, many of the reasons that "stupid fighting" took place over the course of history was because those warrior societies set up specific rules of action so that innocents wouldn't get injured and that it would cause a minimum of insult to others (such as fighting "unfairly" or in a matter that would generate a slaughter of one side or the other's troops).

    If you actually study the history of the major warrior societies (pretty much everywhere during the Medieval Age along with a number of the North American plains tribes), you'll find an amazing concordance between them of mutual respect for one's enemies and fair treatment on the battlefield along with a great deal of "stupid fighting" being the dictated method of battlefield action.

    Quote:
    Is it smarter to stand in a straight line, wearing bright colors, or is it smarter to use the landscape to your advantage? Bravery is largely a smokescreen to hide poor tactics. It's easy to shout "come back here and fight like a man!" when melee fighting is all you know how to do... Also, if you think that dying in battle will instantly send you to paradise, you may be less inclined to duck.
    Do you even know the reason that large military units were used in pretty much all conditions up until the 20th century? It wasn't because of the bravura of their commanders (all but those that were at the top of the organizational structure actually walked or rode out there with their men onto the battlefield). It was because their guns weren't accurate and took a long time to reload. You couldn't ensure that anything would get hit without either getting right up in their face or firing in large volleys, which necessitates walking out in a large line and firing in those large volleys. Because it took so long to load, you generally had to move in with bayonets.

    As to the question of religious indoctrination, you'd be amazed at how little warfare has had to do with religion in the past, especially when you're talking about the large formation warfare you're referring to being used. The primary reasons for war were economic, political, or simply expansionist. Telling your soldiers that it is good to die only applies when you're fighting a war against an obviously superior force that will most likely kill everyone anyway.

    You're confusing modern warfare and historical warfare without ever putting into consideration the mentality of the time. War hasn't always been the same as it has been now. It's only the same in the most basic of ways.
  8. Umbral

    Vanguard Pricing

    Quote:
    Originally Posted by Solicio View Post
    I find that patently ridiculous, and I'd be willing to bet that most of the accounts of those days were made by people far away from the actual fighting. You can't "tell great stories" if you're dead. And besides, we're fighting the Rikti because they're invading our home and trying to kill all of us. We aren't looking for "sexy scars". Just the idea of that trivializes the sacrifices of war.
    Actually, most of those accounts are letters from those that joined and are in the middle of combat. Of course, this was also considered to be much more civilized warfare in which everyone was supposed to be fighting by the same set of rules wherein officers and enlisted were treated quite well and given a fare deal of respect, even by the other side. Like I said, it was a strange age.
  9. Quote:
    Originally Posted by Arcanaville View Post
    Well, when you put it that way, go climb a tree.
    Okay. Done. Now what?
  10. Umbral

    Vanguard Pricing

    Quote:
    Originally Posted by Solicio View Post
    I just got back from Afghanistan, and I can tell you, no one--NO ONE--risks their lives for a GODD***ED RIBBON. You do it because you love your country, you do it because you love your family, and you do it because you care about the people standing next to you. Anyone who risks their lives for a "bit of colored ribbon" belongs in a madhouse.
    Depends on the time and war. In Napoleon's days, many soldiers risked their lives specifically because it was glorious and let you tell great stories later (not to mention the sexy scars). In the middle ages, knights would do pretty much the same thing. Of course, all of that changed pretty much after the Napoleonic era when militaries realized how easy it was to kill people on the other side indiscriminately from very far away in a decidedly inglorious manner.
  11. Umbral

    Vanguard Pricing

    Quote:
    Originally Posted by Samuel_Tow View Post
    "Sucks to be you" arguments are hardly convincing. The simple fact is that sticking costume items behind TFs and raids is a plain bad idea, out and out locking certain people out of them entirely. "You must be this tall to ride" restrictions simply never work unless they eventually sort themselves out, and this one just doesn't.
    How is it a bad idea? It's a piece of prestige eye candy. Acting as if you're being prevented by something the game is doing so that you can't get the merits to buy the cosmetic improvements you want which is then preventing you from playing a game is simply stupid.

    It's especially stupid since absolutely everyone can get in on the RWZ raids thanks to the devs removing the level restrictions on zones.

    Quote:
    What the developers "intended" (of which we have only guesses, so let's try not to present them as absolute truth) is relevant, but only partially. What's good and what works are just as important, and history has shown that what the developers intend and what's good for the game aren't always the same thing. I can point to a plethora of decisions made by the developers, working as intended, and then either rolled back, altered or tweaked, some of which managed to survive for five years before being rolled back.
    And I can probably reference just as many things that the players have railed against and insisted were detrimental to the game that have been kept specifically because they were better for the game.

    Quote:
    Status quo is only really relevant when discussing how to deal with problems NOW. Considering many people have expressed displeasure at the current situation and that this is a suggestions forum, I would say what's abstractly good for the game, rather than what is right now, should be the main subject of conversation. We know what it is, and we don't like it. Let's see if we can't suggest a way for it to improve.
    You say "many people". I say "vocal minority". Just because some people ***** about it doesn't mean that it's a large problem. I've never met someone in game that actually cares about the fact that it takes a 4-5 mothership raids in order to get all of the costume pieces. I've actually met substantially more people that ***** that there aren't enough things to spend their enormous piles of VG merits on.

    Quote:
    NI get Enforcer for free, and I can get a cape for a token effort at level 20. Why must I do 4-5 raids to get a suit of armour that is, at best, mediocre?
    Because it's a prestige costume. It's the same reason why you can't get the epaulets until you finish the TFC, the Nemesis rifle until you get the Unveiler badge, and why unlocked costume pieces exist at all.

    Quote:
    I don't agree with unlocking costumes in general, but I can live with it where and when it makes sense. But an effort this concentrated is just not worth the reward it yields. Either the effort needs to go down, or the reward needs to become account-wise. Until then, the Vanguard pieces are just not worth the bother.
    Considering how little effort is required when you're actually willing to put forth some modicum of effort to raid, I'm going to have to say you're just impotently whining. It's disturbingly easy to get the VG costume pieces except when you're unwilling to raid (and I say unwilling, not incapable, purposefully because there is nothing the game is doing to prevent you from raiding). It's still possible to get them without raiding. It just takes a lot longer.
  12. Umbral

    The Best DPAs

    Quote:
    Originally Posted by Edana View Post
    tremor has nothing going for it other than a large radius;
    And, you know, that 14 second recharge time so that it can be used ~25% more often than any of the other powers mentioned.

    Quote:
    frozen aura doesn't have any of what makes footstomp good, small radius, no damage boosts, I don't see why this power is even in the list.
    Frozen Aura (as a lone power) is actually quite good. It's functionally identical to Super Strength except for the fact that it has a smaller radius (which is still larger than the minimum size) and uses the best player damage type in the game (Cold). There is a reason it is lauded as the Frozen Footstomp. It's pretty much just as good.
  13. Quote:
    Originally Posted by Bin Man View Post
    So what you are saying (in lamence terms) if regen is high, dont bother with other regen powers that aren't included in /regen?.

    (Correct me if i'm wrong of course and thankyou for the replies)

    I think you mean "lay men's terms" rather than "lamence terms" ("lay men" referring to a person that is not a member of a specific profession, such as the clergy, law, or medicine, all of which are known for using advanced thought concepts and terminology).

    And yes, if you've got a lot of regeneration or other damage recovery (this means self heals), don't bother with straight regen powers or regen set bonuses.
  14. Quote:
    Originally Posted by Arcanaville View Post
    I don't think you can argue successfully that Quickness might lag Hasten, but it has other buffs and doesn't cost endurance, so its fine. That's not an argument that its balanced, that's an argument that the situation is too confused to make a judgement. Its essentially obfuscating the situation and saying obfuscated situations are probably ok.
    The question is then how do we clarify the entire situation the arrive at a 1:1 comparison rather than a comparisons of unequal sums.

    Quote:
    Unslotted, Hasten's benefit is slightly higher than Quickness' recharge benefit for a relatively negligable endurance cost. The question is whether Quickness' other benefits are sufficiently high to *both* overcome the fact that Hasten's recharge benefit can be (essentially) enhanced *and* that Quickness is supposed to be intrinsicly stronger by a significant margin.
    Except that you're having to deal with the problem that activated powers are supposed to be stronger than toggles are supposed to be stronger than passive powers. Not to mention that you completely ignore the fact that the endurance cost increases as the recharge benefit from Hasten increases without any manner in which to reduce the impact of it.

    Quote:
    Although this isn't strong enough to prove the point, it is a significant set of data points that Quick Recovery is 20% stronger than Stamina *and* Stamina has a two power selection prerequisite, which makes QR's true value significantly more than 20% higher. Fast Healing is nearly twice as strong as Health, which itself has a one-power prerequisite.
    Those are true 1:1 comparisons. Both powers being compared are passive and provide all of the same types of buffs (with the exception of when you try to compare WP FH to Health rather than Regen FH). There isn't any need to comparatively quantify the other benefits that exist within the powers.

    Quote:
    *At Best* Quickness' value is a little more than 50% stronger than the strength of its power pool equivalent, given that Quickness' buffs are about equal to Swift and half of Hasten with a plus/minus hedge for the slotting opportunity (essentially, 1.5 power pool choices). And that presumes swift has the same value as Hasten does.
    Actually, at best, Quickness' value is substantially more. Under the effects of -rech, Quickness is substantially more useful than Hasten. The ability to ignore 40% of incoming -rech debuffs and not have the benefit of the power itself reduced by the presence of that debuff make it substantially better. The permanence of the power and the ability to make the character as a whole more able to resist changing conditions is something you cannot ignore as you are almost always guilty of.

    Debuff resistance is not, nor should it ever be, an ignored value under the confines of a balance debate, especially when it's one of the fundamental useful attributes of a power.

    Quote:
    The power pool argument is not the sole argument suggesting that Quickness is underpowered. Its just one supporting line of thought. There are several more that converge on that conclusion, including the issue of what effect +Recharge has on SR. Practiced Brawler has a 120s duration and 200s recharge. With its default slot slotted with an even SO its not perma: it takes +66.7% recharge to make PB perma. PB also has a 0.087 eps cost associated with it if its slotted to perma without endurance reduction (10.4/120). That's actually pretty high relative to defensive toggles which average about 0.13 eps (its 67% of a defensive toggle) considering it only offers status protection *and* SR has three defensive toggles, so PB isn't especially powerful given its inability to be made perma out of the box. If Quickness was +0.33 recharge rather than +0.2 recharge, the combination of quickness + one SO would make PB perma. At its current strength, Quickness can't close the gap on PB alone, forcing an additional slot (or Hasten) whether you take it or not.
    So the evidence that Quickness isn't strong enough is based upon data demonstrating that PB costs too much (which is debateable when you consider that it costs a good deal less than every other mez toggle out there with the same number of slots devoted to it) and that PB isn't able to be made permanent out of the box with a single slot? If you're going to complain that PB is too weak and use it as evidence that Quickness needs to be made stronger, you'd probably have a better time simply arguing that PB needs to be made better with the benefit of the existing Quickness attributes.

    Besides, you're operating under the assumption that PB should only require a single slot. If you look at all of the other mez toggles, they generally require at least 1 slot devoted to them in order to achieve manageable endurance unless the set they are within specifically has additional endurance assistance.

    Quote:
    3. Quickness have alternate mechanical advantages.
    It does. It has a substantial amount of -rech resist and it's a passive power. Those are in and of themselves alternate mechanical advantages over Hasten that you're ignoring.

    Quote:
    I'll dig up a copy of the original analysis (if I have it) and update it with current numbers, and see if the argument ends up stronger or weaker. I'm not 100% certain which it will be, but I'm pretty sure it won't be invalidated by anything that happened since that time.
    I would love to see what analysis you've got and whether any of them actually do anything to address the comparative advantages of passives over activated powers (animation time use, absolute permanence, stable personal benefit) and debuff resistance (attribute stability). If you're going to ignore those benefits, you're doing nothing to actually address fully half of the benefits that Quickness offers.
  15. Quote:
    Originally Posted by armylife1124 View Post
    I would pay for any version of a COH app!! I was about to post something related to this and thought I should try that search button for once,
    Back on point, I think it would be pretty cool if there were a Mids for The iPhone! I would think that it would be doable for some of the more tech savy people to make a bare bones version, sure I am just dreamin, but it is 2a.m. So I can get away with it
    Considering they still haven't gotten around to releasing a Mids' for Mac (though I believe they're actually working on a cross-OS release rather than a single Mac version), I doubt it would be that easy to simply create a version for the iPhone (which would be pretty much the same thing as making a Mac version) even if it were pared down (which Mids' already is to a significant extent).
  16. Quote:
    Originally Posted by Call Me Awesome View Post
    You'll loose the considerably greater regen of Health that way, but you're right, it is an option.
    "Considerably greater" as in "losing 20% unenhanced +regen"? The fact of the matter is that you would be losing a pittance of regeneration. At a base, the difference between the two is right around 2.24 hp/sec (~4.032 hp/sec at HP cap) when you're already pulling in more than 100 hp/sec. If you really think that getting another 4 hp/sec when you're regenerating more than 25 times as much as a baseline is all that impressive, feel free, but I'm going to be over here facepalming and bringing out the math to demonstrate that every source of +regen in the game that */Regen can get a hold of outside of its own powers is completely redundant because you're already regenerating enough.

    Here's a quick rule of thumb for the point at which it becomes redundant to take more regeneration: 500% +regen. If you're trying to decide whether it's worth it to get another +regen set bonus or grab Health when you don't need to, just look at how much regen you've already got. If you're over 500%, don't bother. The comparative advantage isn't going to be enough to outweigh what you could get elsewhere.

    Quote:
    When I was originally leveling Gortak, my BS/Regen, I started to have to think a little about endurance about the time I got Disembowel; picking up Stamina at 30 totally eliminated any concerns.
    First off, that's leveling. This is IOs. It's pretty much assumed that you're going to have some amount of end redux slotted into your attacks and, at the very least, the 2 +end accolades (which are insanely easy to get). Those attributes will stay with you no matter what level you exemp down to. With just tangential amounts of end redux, QR, and 110 endurance, I can assure you that you're going to be fine on endurance. The only times you should actually need it are when you're running a boatload of expensive toggles, which, considering the rather tight nature of a BS/Regen build in the early game, isn't likely to happen when you're below level 39.
  17. Umbral

    The Best DPAs

    Quote:
    Originally Posted by Edana View Post
    But seriously, why is the third best DPA attack available to brutes a 20' radius aoe in a secondary?
    It's quite simple really: it's on a long recharge. For powers with a long recharge, DPA isn't a viable metric of comparison because you're not going to be saturating your attack string with it. DPA is only a valid metric of comparison when you're talking about a situation in which you are operating at saturated animation time use (i.e. you have no little to no gaps in your attack chain) with powers that will recharge on a constant reliable scale in the short term.

    Because Shield Charge takes so long to recharge (4.5 times longer than Seismic Smash), you wouldn't be able to use it for real gains within any attack string even if you were operating at the recharge cap (18 sec recharge, 19.716 second cycle) since it would take up such a small portion of the attack string that it wouldn't be functionally noticeable (at cap, it would be only 8.7% of the total attack string, assuming the rest of the attack string fit perfectly within Shield Charge's animation time).

    For long recharge powers, it doesn't really matter how long they take to animate because their animation time is doing almost nothing to their cycle time (which is a very important number to gauge weight and use within an attack string) compared to their base recharge. With what are considered normal attack powers, the animation time is actually having a substantial noticeable effect upon the cycle time of the power and thusly animation time is an important attribute for them to consider. It's for this very reason that, although many of the best AoE powers in the game have what would normally be considered inordinately long animation times (Footstomp, Spine Burst, Tremor, Frozen Aura), they're still considered to be the very best AoE attacks in the game. The fact that they take a long time to animate pales in comparison to the fact that they deliver a large amount of damage to a large number of targets and the percent of animation time used is rather paltry when compared to ST attacks of a similar animation time.
  18. Quote:
    Originally Posted by Call Me Awesome View Post
    There's some logic to Physical Perfection but you're looking at a minor increase in regen, something you already have a ton of. I doubt you'd be able to really tell the difference.
    Physical Perfection can actually serve as an excellent replacement for Stamina, allowing you to take Hasten by freeing up a power pool choice, if you slot it appropriately. With a Perf Shifter proc, Numina's +regen/+recoc, Miracle +recov, and 2 level 50 End Mod IOs, you'll be granting yourself more endurance than you would with Stamina: ((12.5 + 10 + 15) * 1.8332) = 68.745% +recov from PP; (25 * 1.9908) = 49.77% +recov from 3 slotted Stamina. Of course, you won't have Physical Perfection when you exemp down below 39, but, come on, you're */Regen: QR and MoG (which actually nets you a minimum of 22.45 endurance per application) should be more than enough for anything you need prior to that level. It's not like */Regen has many expensive toggles it runs before the mids 30s.
  19. Quote:
    Originally Posted by DaveMebs View Post
    Lockdowns? Isn't that a hold set? How are you able to put that in power surge?
    Power Surge accepts hold and resistance IO sets. When Power Surge fades, it generates an EM Pulse centered on you right as you crash. This causes -regen, -end, energy damage to electronic targets, and a rather substantial hold (mag 3 w/ 50% chance for 1 mag, 22.35 sec duration). Because of this hold, it's possible to slot Power Surge with hold sets. Nifty, huh?
  20. Quote:
    Originally Posted by JChaos View Post
    So I finally decided to go back and look at my slotting, and I've realized that Power Surge isn't doing me any good with five slots.

    A lot of builds that I've seen have been three slotted for recharge, but is there any point in placing anything in it besides three recharges?
    IO sets. 5 piece Unbreakable Constraint, 6 piece Lockdown, and 5-6 piece Gladiator's Net are all excellent excellent sets to put into Power Surge if you've got the spare slots. Each of those sets will actually give you ~90% +rech (the only important enhancement value, honestly) and give you some very nice set bonuses.

    Of course, I wouldn't even recommend taking Power Surge on a Scrapper. Taking it just puts you at the resistance cap and that's not going to do much, honestly. The comparative improvement is actually rather poor (~2.3 fold increase to survivability) when you consider the crash and what other crashing tier 9s grant. Unless you plan on set muling it, I wouldn't bother taking it. Chances are you're not going to want to use it in the first place.
  21. Umbral

    Vanguard Pricing

    Quote:
    Originally Posted by IanTheM1 View Post
    Hey, I have an awesome idea, let's make Ultra Mode mandatory to play the game once it comes out. After all, it's not the devs' fault that people haven't upgraded their computers yet!
    Because the RWZ raid is so cycle intensive? I lead plenty of RWZ raids with a crappy 6 year old computer with barely enough RAM to manage its way through loading WW without crashing. If you turn your graphics settings down and turn off peripherals, it's completely possible to take part in an RWZ raid.
  22. Umbral

    Vanguard Pricing

    Quote:
    Originally Posted by Leo_G View Post
    I'm not going to complain or crusade for a change but hell, this is going to take forever...and it's not like I'm anti-social. If I hear shouts for RWZ *anything*(or any other TF randomly shouted, really), I'm on it but since I started spending my time there, I haven't heard any such shouts on Protector.
    Or you could always just start one yourself. It's an incredibly easy raid to lead and oftentimes, if you're unwilling or incompetent, someone else more experienced will step in and take the reins (or offer encouragement from behind). It's not difficult. I've started all kinds of RWZ raids simply by walking into the zone, giving a broadcast and shout out in a couple high pop global channels, and sending tells to unteamed people the stating "Mothership raid forming; come to RWZ for invite" via the search function (however bad the search function may actually be). Some of them might not respond, but there are almost always enough to get the 2-3 full teams necessary to get the raid running. When you start taking down pylons, ask a few of your teammates to continue broadcasting and sending tells to people, trying to make sure not to bug anyone too much.

    I've met a number of people that lament the lack of RWZ raids while completely forgetting that they are perfectly capable of starting one themselves. If you want to raid, but can't find one, form one.
  23. Quote:
    Originally Posted by Schismatrix View Post
    Eh?
    Apparently Miyabi doesn't realize that powers don't begin recharging until they finish animating. Of course, if anyone cared to even look at the actual numbers that I put up, which explicitly state that several times.
  24. Quote:
    Originally Posted by Oneirohero View Post
    As for the engine not being able to create a powerset over it, I'll just have to sit and wait for a change there. It's like what I said before, today's explitic is tomorrow's possibility.
    Gah! I keep forgetting how easy it is to completely overcome fundamental problems with the game engine with simple insistence that it will happen eventually.

    The removal of redraw is actually something that has been requested for a long time, so you can't just claim it "wasn't in epic demand". The removal of redraw in combat and the ability to recolor powers has been around for almost the entire duration of the game. In fact, redraw has been altered at least twice over the lifetime of the game to account for this very fact. Power colorization and customization follow the same suit: people have been asking for it for a long time and it spent a long time in development.

    Assuming that just because you want a power pool that allows you to alter the size of a character upon demand (which is the problem, that character was made by overcoming the size limitations for a costume slot rather than having the size be a variable attribute) and then simultaneously assuming that it will eventually happen even though it's a niche powerset, would require Castle to do all kinds of power tweaking on the first two, and be completely impossible for the second two (because you can't simply change the level, con, and reward of a target based on an arbitrary assignment from a power, even if it would be even close to balanced), completely ignoring the fact that it would require a great deal of resource expenditure for a rather small payoff.

    It's not going to happen because the benefit of adding it to the game is too small to account for the costs of implementing it. I'm reasonably sure that it would be possible for BABs and pohsyb to go through all of the code to make it so that height had a variable scalar attached to it, but it's not going to happen unless a lot of stuff changes simply because it would require an amount of coding on par with power colorization, possibly more (i.e. changing fundamental engine attributes to be changed to account for specific new variables).
  25. Umbral

    Vanguard Pricing

    Quote:
    Originally Posted by MartyRallner View Post
    right now trying to kit a character out in full Vanguard armor falls squarely in the latter category.
    Only if you refuse to or are incapable of doing an RWZ raid. You can easily gain all of the merits you need in 4-5 RWZ raids which are by no means difficult. All in all, if you do so in the manner the devs intended (RWZ raids), then you'll be able to get all of the merits you need in a 3-5 hours. If you attempt to get all of the VG costume pieces in the manner the devs didn't intend to be the primary method of gathering VG merits (running mishes, etc), you're going to feel as if it's impossible or simply not worth it. The problem you're encountering is that you're operating under the assumption that the method the devs intended to be a completely secondary method of acquiring VG merits to be the primary method by which to balance costs.

    The costs are balanced around the designed primary method and reflect as such. They're perfectly fine where they are. It's not the devs' fault that you're either incapable or unwilling to start or join an RWZ raid.