Umbral

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  1. Quote:
    Originally Posted by Lemur Lad View Post
    After giving some thought to it, my biggest problem with the concept is going to be how Travel Suppression effects the way it plays out.
    The problem that I immediately saw was the inability for the engine to allow a character to "ride" the top of a vehicle as it speeds down the roadway. One of the more iconic traits of the superhero vehicle chase is always the fight that predictably occurs on the roof of the vehicle while it speeds towards its destination. Unless the engine is improved to allow for such feats (i.e. adding moving platforms), I don't really think that it would be all that impressive. Without it, vehicle events would be just like chasing down any other villain that's running away from you rather than a pseudo-timed fight with greater comparative risk (from falling off of the vehicle, obviously).
  2. Quote:
    Originally Posted by Captain_Photon View Post
    The quest for the Do What I Mean interface is one of the oldest and most frustrating in all of computer science.
    Hah! Shows what you know! It's a statement-to-function (i.e. translation) algorithm, not an interface! (Of course, a well designed interface will decrease the need to translate the statement in the first place by decreasing the number of levels of complexity required for the translation in the first place.)
  3. Quote:
    Originally Posted by Samuel_Tow View Post
    Maybe it's because I didn't study maths in English, but I have a really hard time imagining someone saying, say, "two proofs."
    A proof, in the mathematical sense, is a sequence of steps, statements, or demonstrations that leads to a valid conclusion. You can pluralize it into having multiple proofs, whether they reach the same conclusion by different means or are completely unrelated (or, hell, even if they're just copies of the same proof). Thereby, you could have "two proofs".

    Of course, I have now generated a proof to explain how you could have two proofs. Does someone else want to come up with a second one so that we can have two proofs explaining how you can have two proofs?
  4. Quote:
    Originally Posted by Diggis View Post
    Thats the problem, they only do what you tell them to, not what you want them to!
    How many people do you know that will do what you want them to do rather than what you tell them to do? Expecting as much from a computer is simply cruel.
  5. Quote:
    Originally Posted by Catwhoorg View Post
    Why are you being hostile at the thouight of being asked to scrap intelligently ?
    First off, Scrappers would be hostile to everything except that the game prevents us from viewing everything under the mantle of "Viable Target for Scrapping".

    Secondly, I am Scrapping intelligently. I found a target, moved adjacent to him, and immediately began rendering his face into a bloody pulp. Having to move to reestablish adjacency isn't the difference between intelligent scrapper play and idiot scrapper play (which I would personally view more as a difference in ability to survive in difference scenarios because Scrapper offensive decision making is rather simple). It's simply someone else forcing me to once again move adjacent to the target when I had already done so.

    I am not the one initiating the effect in question. Whether the target has any chance of being knocked back is completely out of my hands. Therefore, why should I be the one forced to put forth a greater deal of effort in order to account for the aggravating factors inherent in rampant use of KB powers? The responsibility to minimize the negative effects of knockback lie squarely on the back of the individual desiring to knock the target back in the first place because they are the ones doing the knockback.

    You don't ask the team Stalker to make sure that the Mastermind's pets don't begin pulling nearby mobs. You ask the Mastermind. If the pets manage to grab aggro a couple times, you deal with it, but if the Mastermind is doing absolutely nothing to prevent his pets from grabbing nearby aggro, the responsibility to make up for it doesn't like with the Stalker, that is simply forced to deal with the problem as it arrives. Both individuals should do what they can to ameliorate the problem when it occurs, but only the initiator of the offending effect is even capable of simply preventing the problem from occurring in the first place.
  6. Contrary to what some people will tell you, Umbral came before the devs (/shakefist) stole my name (/shakefist) for those accursed shapseshifted alien monstrosities (/shakefist)!

    When I was making my first character (also my first 50), I wanted a name that espoused his powers while simultaneously using an advanced enough term that it wouldn't already have been taken. Thusly, because I was running a Dark Melee Scrapper, and "umbral" is an awesome and comprehensibly vocabulous way of saying "shadowy", I dubbed him "Umbral Fist". In running his up the levels, people began to truncate it down to just "Umbral", so, when I rolled a new character, wanting to ensure that people that knew who I was no matter which character I was on (this was back in the days before global chat, of course), made sure that I prefaced all of my character names with "Umbral". Of course, this lead to some interesting assumptions about what my powersets were (such as my Rad/Psy defender that was assumed to be a dark/*), but I didn't care. When I came to the forums, I was already running on multiple characters, so it didn't make sense to run with my main's name so I stuck with the moniker that I had begun to be known by.

    Of course, I still rue the day that the devs stole my name for those Warshade powersets. I used to be able to get any name that I wanted because "umbral" isn't an adjective that generally comes up when most people consider naming a character. Now that there is an entire AT that uses my name, it's almost impossible for me to find a name that is either associated with darkness or even relatively theme neutral.
  7. Quote:
    Originally Posted by ClawsandEffect View Post
    Think a Sonic/Mental/Force could pull it off?
    Considering the big workhorse of the entire situation was Drain Psyche (seriously, melee ATs need to be given some of that sweet, sweet -regen somehow), it's likely that you could. The only other factor that matters when you've dropped the ~360 hp/sec regen of a GM down to an easily overcome 90 hp/sec is the skill to avoid those nasty GM melee attacks.
  8. Quote:
    Originally Posted by Smurch View Post
    Sorry Meester Arteest that disturbed your perfect plan. I know I am only on the team to do the /em cheer and /em clap emotes for you while you do everything, but darn it all, I just wanted to you know, use my powers and stuff.
    My most profound apologies! I keep forgetting that, just because I play a melee character, my enjoyment of the game immediately comes secondary to yours!

    The problem that 99.99% of melee characters (or, hell, AoE characters that like to have tight clusters) have with KB isn't the fact that it exists. It's the fact that every friggin' character with KB on his mind seems to think that being asked to use that KB intelligently is the utter height of rudeness. I don't care if you KB as long as you do so in a manner that doesn't interfere with everyone else.

    It's not a matter of "I don't like it when you knock my target away from me". It's a matter of "why the hell are you knocking my target away from me when you could either attack another target or press your own ******* W key for 2 second in order to make sure that there is a wall or corner behind the target?". You don't get to claim that a melee character is making a horrible breach of etiquette just because you're unwilling to do the exact same thing you're asking of him (pressing that movement key for a paltry period of time). In fact, that melee character is doing the only thing he can do, beyond finding a new team, to ameliorate the situation because it's not like he can force you to move into a different position to keep attacking like you can to him.

    If anything, those of the opinion that the melee character should just shut up and spend the 2 seconds moving back into melee are the ones on the proverbial high horse. You are forcing the melee character to spend time adapting to your actions because you're too lazy to adapt your own actions in the same way. The fallout from melee characters asking for a hiatus on KB is the natural extension of KB users being too lazy to minimize the negative effect of their own abilities. You'd receive much the same reaction from a ranged character that dealt damage to all nearby allies every time he attacked if he was unwilling to move himself away from his allies before blasting away.

    Now, having gone through that entire diatribe on why melee character should actually be permitted to ask KB users to reign it in a bit, I can say that I have no problem whatsoever with players that actually use KB. I've got a number of good friends that play Storm controller religiously, and we never have issues with KB specifically because they know how to use it to the benefit of the team rather than as a detriment.

    When teaming with pugs, I don't ask people to stop using KB (unless it's a Storm spamming Gale without ever bothering to use any of his other numerous more generally useful powers). I direct them as to how to use it more intelligently. If they're unwilling to do so, either by waiting to fire until a -KB effect has been applied to the target or ensuring that a wall exists to catch any targets they send flying (neither of which is even remotely difficult, much less untoward), and insist upon everyone else on the team having to adapt to their playstyle rather than vice versa, I'm going to have to start looking for another teammate because a slot just opened up where a dumb-*** was previously residing.
  9. Quote:
    Originally Posted by Chaos_String View Post
    Actually the animation times are different also. Gambler's Cut is faster for scrappers, while basically everything else is faster for stalkers. Not sure if this would necessitate/facilitate a different attack chain, but it might.
    I know that City of Data hasn't been updated in a while, but it disagrees with you. Check out Ninja Sword and Katana. The animation times are all exactly the same for the same powers. Mids happens to agree with me as well. I would check in game, but the servers are currently down but I'm rather confident that the animation times are all the same there as well.
  10. Quote:
    Originally Posted by Techbot Alpha View Post
    It's an easy thing to not realise, since it does have an annoying habit of doing just that.
    The reason? Computers are unbelievably dumb. Sadly.
    Actually, computers are incredibly intelligent. They do exactly what they're told to do when they're told to do it as quickly as they can (which is a lot faster than you could do so, I assure you). The problem is that humans aren't all that intelligent and can oftentimes be incredibly bad at giving the proper instructions to the incredibly intelligent computer that will do exactly what it is told to do. The problems isn't that computers aren't smart enough. It's that humans aren't good enough at giving accurate instructions.
  11. Since Ninja Blade is simply an AT tweaked port of Katana, then, yes, the best ST attack string would be the same as for Scrapper Katana. The only difference between the two (aside from the reduction in damage thanks to AT mods and the reordering of a few powers) is that Scrappers get Confront and The Lotus Drops and Stalkers get Placate and Assassin's Blade. Assassin's Blade has completely atrocious DPA and has no place in an attack string so it follows suit that you'd want to use the Scrapper attack string.
  12. To elaborate upon Werner's short-but-sweet response, you will get redraw when using any power (except Brawl and your origin power) that are not expressly within a powerset that uses the weapon in question. This includes powers from your secondary and ancillary power pools. However, if both sets use the same weapon (i.e. TA/Arch Defender), there will be no redraw because you're not changing combat stances (which BABs explains here).
  13. Quote:
    Originally Posted by Orion_Star_EU View Post
    It's possible for a power to spawn something on top of a target (see: Lord Winter's giant snowball for an example), but to do that and then trigger an attack? That might be stretching it.
    You would be able to, quite easily in fact. You would have to have an enemy targeted and the power would teleport you to the base of that enemy and have a slight delay on the damage for the target. From a player perspective, it would just look like you're teleporting in and punching the target in the face. From a power perspective, it would look like a ranged attack that teleports you immediately and has a .5 (or whatever) second delay on the damage. Since melee is simply a tag, it's not like it couldn't be treated exactly as such.
  14. If only all of the inherent powers, except for those of the Dominators, Masterminds, and Corruptors, we actually powers and not just placeholders (Brutes are half and half).

    Every single other inherent power is actually generated by being a baked in effect to every single power that the character has access to. Containment is accomplished by having every single Controller power check to see whether the target is mez'd in order to deal double the damage. Critical is accomplished by giving every Scrapper power a couple procs (one for minions and below and another that is for lts and higher) that deals as much damage as the original power. Fury is generated by each power in question with a specific line of code specific for the Brute versions of the power (along with the inherent that converts Fury into +dam).

    Now, this isn't to say it isn't possible. It is. All it would require would be for a permanent mode be generated that is unlocked by the quest in question and then additional lines of code added to every single power that the AT can use to benefit from with their inherent adding or modifying the specific effects. It wouldn't be impossible. It would just involve a great deal of going out and tweaking pretty much every single power in the game several times over.
  15. Quote:
    Originally Posted by ClawsandEffect View Post
    So, it wasn't the Hasten thing I was questioning, it was the 53% recharge, which is way too low to pull it off (that's around where my claws/regen is sitting, and his DP is NOT perma)
    Happy time for Umbral maths!

    First things first, let's calculate the average contribution from Hasten. 53% global +rech, 95% +rech from slotting, 70% +rech while Hasten is up. With Hasten up, the recharge time for Hasten is 141.5 (450/3.18) seconds. This means that ~15.2% ((120-141.5)/141.5) of the total recharge on Hasten will still be remaining when the +rech fades. This means that, without Hasten, the remaining 15.2% of the recharge uses the base recharge value of 181.5 (450/2.48) seconds. Because of this, the total cycle time on Hasten would then be 148.6 ((120 + (.152 * 181.5)) + 1) seconds. Using the total cycle time of 148.6 seconds, we can then determine the total uptime percentage (81%) and thereby the average contribution (56.5% +rech).

    Now, because it doesn't matter where the +rech occurs, just that it does on a regular basis (which we've determined already to be 120 seconds out of every 148.6), we can then determine whether Dull Pain would actually be perma. With a base recharge of 360 seconds and a duration of 120 seconds, it would require 200% +rech in order for it to be permanent (well, it would actually require 203% to account for the activation time). 95% from slotting, 56.5% from Hasten, and 53% from global bonuses totals up to 204.5% +rech, which is just enough to manage perma-DP.

    Assuming that Hasten and Dull Pain are both used immediately upon their recharge, 53% global +rech with 95% +rech slotting in both powers is sufficient recharge for Dull Pain to be permanent.
  16. Quote:
    Originally Posted by ClawsandEffect View Post
    Also, that build you're talking about, does it achieve it using Hasten? If so and Hasten isn't perma....then neither is DP. You can chain it once, but if Hasten isn't perma too, then you lose 70% recharge on what would be the third DP.
    That's a fallacy Claws. I've explained it multiple times in several other threads. You don't need Hasten to be perma in order to achieve perma-DP. Because DP is on such a long base recharge, a 15 second downtime on Hasten isn't going to suddenly shunt your 20 second overlap to a 20 second dead zone.
  17. Quote:
    Originally Posted by Arbegla View Post
    What do you think about it so far? Did i manage to get rid of most of the wasted slots?
    It looks pretty decent, though you're still underslotting MoG bad. I needs recharge more than anything else and you've got absolutely none slotted in there. Once you get to 38 and start playing around with MoG, you'll learn exactly why so many */Regen Scrappers laud it as amazing. Personally, I use it more than Recon, honestly. It's friggin' awesome.

    What you may want to think about is pulling two of the slots from Health (because they're only adding a paltry 34% +regen), leaving it with a single level 50 common healing IO, and putting them into MoG for a couple level 50 common rech IOs. That'll bring the recharge down to ~80 seconds from ~110 seconds.

    Since you've also got perma-DP with a 7 second overlap, +hp set bonuses aren't going to be doing you much good, so you might also want to think about outright replacing those Perf Shifter EndMod/Acc in QR and Stamina for level 50 common IOs. That'll net you another .15 end/sec.

    Of course, since you've also got Conserve Power, you can probably shave a slot or two from Stamina in order to shift some slots around. If you took just the basic EndMod off, you could shift a slot to Tough or Resilience to move the Steadfast 3% +def IO out of MoG for the LotG Def/Rech, which would shave about 3 seconds off of MoG and get you a 10% +regen set bonus. Conversely you could simply slot the Steadfast Protection IO straight into Resilience (because enhancing a power as bad as Resilience is pretty much pointless) and move the shaved slot, along with a few other potential shaved slots, into IH for 5 piece Doctored Wounds (and another 5% +rech set bonus).

    Another thing to think of would be tweaking the slotting on Weave to get an LotG +rech IO in there. You could shave a slot off and go with 3 piece LotG (+rech, Def, Def/End) which would net you another 10% +regen set bonus, 7.5% +rech, and slightly more +Def than you were getting otherwise. Another option would be going with 2 piece LotG (Def/End, +rech) and 2 piece GotA (Def/End, +move).

    To round out that last slot to get IH 5 slots, you could pull one from Tough, and switch the slotting to 4 piece Reactive Armor (for some +def goodness).
  18. Quote:
    Originally Posted by UberGuy View Post
    Nooo! I like the unenhancable heals. You know why? Because it's not debuffable!

    "What's that, mister Healing Mitochondria? You just hit me with a -heal debuff? Hah! (Oh, crap, a blue mito just terrorized me.)"
    The problem being that the Green Mitos don't actually hit you with a -heal debuff. They increase your resistance to healing, just the same as diminishing heals in PvP, so an unenhanceable heal provides no benefit against them. The only thing in game that acts as a -heal debuff is Benumb from Cold Domination.
  19. Quote:
    Originally Posted by Samuel_Tow View Post
    I don't actually have a good idea how to fit this into the defence formula, to be honest. It'd have to be done in such a way that penetration does NOT help you hit things without reflective defence better, and just raw accuracy doesn't help you pierce their armour, but I just don't know how to rig that.
    The best way to do this would probably be to completely separate penetration/deflection from accuracy/avoidance and damage/resistance. Accuracy/avoidance and damage/resistance would operate in the same manner as they already do, with the addition that each attack would then have a specific penetration value that is directly countered by the deflection (i.e. "protection" as used by the OP). Deflection (protection) would simply represent the threshold of toughness that needs to be overcome by an attack in order to accomplish anything. Penetration would directly counteract an equal quantity (or, in the damage/resistance scheme, a percent ratio) of deflection (protection).

    The biggest problem is, of course, that you're adding another layer of complexity to an already rather complex system. Greater complexity is pretty much asking for fewer players to understand what is going on than already do (just look at how few players understand attack mechanics right now), along with a greater load of work in balancing the system as a whole.

    Personally, I think that the current system works perfectly fine. Typed defense represents the ability to outright deflect a blow (i.e. it hits but doesn't have any effect). Positional defense represents the ability to simply not be where the attack was aimed. Resistance represents the ability to reduce the impact of a solid blow.
  20. Quote:
    Originally Posted by ClawsandEffect View Post
    Eh, I'll keep the resistance thanks.
    I'll keep the resistance and go with a 5 piece Doctored Wounds in Recon, DP, and IH. Never really been a fan of Numina's for a Regen. The set bonuses just don't do it for a */Regen.
  21. Reconstruction doesn't benefit from +heal set bonuses because the heal is specifically flagged as being unaffected by outside buffs. It's not obvious when you look at it, but the secret to identifying powers that behave like this is to looks for powers that have a +res component. Every heal with a +res component attached to it is unaffected by external mods: Reconstruction, Healing Flames, Kuji-In Sha, etc.

    Also, something to keep in mind, the +heal enhancement doesn't benefit regeneration or any other similar mechanism. This isn't to say that you thought this. I've simply met a large number of people that believe that the +heal enhancement set bonus is supposed to operate exactly the same as putting an enhancement into every power that can accept it.
  22. Quote:
    Originally Posted by Arbegla View Post
    After looking over that build, and realizing i wouldnt have enough to dish out PvP IOs, this is what i came up with. Lemme know if the recharge is right to follow that chain you mentioned. it'll softcap melee/lethal, and hopefully give just enough other defence that my clicks can be recharged in time to negate the damage coming in. i cant seem to get away from regen bonuses on a regen (i built for regen on my MM too.. its just something i like, passive healing without hitting stuff) so lemme know what you guys think.
    Well, first things first, you seem to be placing inappropriate slotting emphasis on powers. GC should get the Hecatomb before SD, if for no other reason than you'll be using the attack and proc much more often. The comparative increase to your DPS is actually much larger, especially since both of them are getting fundamentally the same +dam enhancement.

    Also, Obliteration should be a 6 piece set bonus. Don't just cap it at 5 pieces because you don't think you need the +def(melee). If you get 27.6% +def(melee), you'll be able to softcap your melee defenses with only a single application of DA, which means that you'll be able to use a better attack string (because DA is actually a rather large drain on your DPS).

    Remember that DA is an attack and it should be slotted as such. If you're going to short slot DA, you're going to be reducing your DPS.

    Other than that, there's still a lot of just generally wasted slotting. You put 2 slots of Aegis into MoG and Resilience just to get another 5% +move set bonus. You could just as easily use straight up common IOs and get more out of the power. You put 2 piece Perf Shifter into PP without using the Perf Shifter proc even though the proc would do you substantially more than that EndMod/Rech.

    Honestly, from what I can tell, you're not really getting much more with this build than you could get with an SO Kat/Regen build. Both builds are spamming DA as often as possible for 90% of the mitigation, virtually ignoring ranged and AoE defenses (which you're definitely going to want). The only real advantages you're getting is an increase in base movement speed and a bit of recharge. Functional increase in defense beyond DA just isn't present.
  23. Quote:
    Originally Posted by Arbegla View Post
    why is it regen is so wasteful on a regen?
    The simple answer is that you've already got boatloads of damage recovery capability so it's actually better to reduce the amount of incoming damage via defense thereby allowing your already substantial damage recovery to begin acting on a smaller pool of incoming damage.

    The more complicated answer is that damage recovery scales linearly and damage mitigation scales exponentially. Each quantity of +regen you get adds the same amount of hp/sec to your damage recovery as the last similarly sized quantity. For damage mitigation, the more you've got, the more it does to you because it's decreasing the incoming damage exponentially (because it's 100/(100-x), so 90% mitigation is actually 10 times stronger than 0% mitigation). Now, because */Regen already has boatloads of damage recovery (factoring in self heals and whatnot, you're generally managing ~100 hp/sec), each additional increase to damage recovery is going to be comparatively minor, i.e. increasing 100 hp/sec to 103 hp/sec is a tiny increase because you're starting off with such a huge capability. Conversely, because */Regen has so much damage recovery, each increase to damage mitigation is even larger than it would be because you're functionally increasing the size of your damage recovery by the inverse of the amount that you're reducing the damage; i.e. 100 hp/sec with 40% mitigation is functionally 166.67 hp/sec.

    The easiest way to visualize this is to view your survivability as the area of a rectangle wherein your damage recovery is the length and your damage mitigation is the width. When you've got a very large length (damage recovery), you get more area by increasing the width (damage mitigation). Conversely, when you've got very high width (damage mitigation), you get more area by increasing the length (damage recovery). This is why */Regen benefits more from increasing its damage mitigation capabilities (generally through defense) and most of the other sets gain substantial benefits by increasing their damage recovery (through +hp and +regen; but only after they have managed to top out their damage mitigation).
  24. Quote:
    Originally Posted by MajorPrankster View Post
    I do. I have it right now as a proc machine 3 damage procs and a Performance Shifter Chance for Endurance. I use it to herd and distract mobs from the squishies, plus it looks great!
    You do realize that, thanks to that slot placement, you're granting your enemies endurance, rather than yourself. The Perf Shifter proc doesn't grant endurance to you, it grants it to the target of the initial target of the power (i.e. yourself on a passive, your enemy with an attack).
  25. Quote:
    Originally Posted by Arcanaville View Post
    An effect that would be meaningful is EnduranceDiscount debuff. In other words, debuff the critters so their powers burn more endurance than normal (the opposite of Conserve Power's effects). It means they actually do tap out their endurance and can run out, and it also makes actual endurance debuff and recovery debuff more effective besides.
    Would that really do much? Enemies are only burning a scant few points of endurance for any of their powers. I realize it would make end drain more effective by functionally increasing the tiny range in which enemies are incapable of attacking because they've got no endurance, but a sliver doubled in size is still pretty much a sliver.