Vanden

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  1. Vanden

    Poison: A Primer

    Quote:
    Originally Posted by GuyPerfect View Post
    Like I said before, I think the main difference between your Poison and your Pain Domination is where you're placing enemy aggro. Take it off of your Commando and put it onto yourself and I think you'll notice a big difference.
    I have to be doubtful of that. If I take the aggro on a Poison MM, I have no way to heal myself outside of inspirations. The damage does add up eventually. If my T3, the only pet with the HP to survive hits from a damage-debuffed EB, takes the aggro, I'm actually in a situation where having only a single-target heal isn't a liability. Without Challenge, it's pretty hard to grab the aggro yourself either way, since the T3 pet is both debuffing the enemy with NG and doing the most damage.
  2. Vanden

    Poison: A Primer

    Quote:
    Originally Posted by Trickshooter View Post
    Recharge times are calculated by dividing their base value by 1 + buff or debuff values.

    So an attack that recharges in 10 seconds with 100% +Recharge is: 10 / ( 1.0 + 1 ) or 5 seconds.

    An attack that recharges in 10 seconds under a 65% -Recharge is: 10 / ( 1.0 - 0.65 ) or 28.57 seconds.

    Is this not how it works? Because that's a heck of a lot more than 33% longer recharge.
    Maybe. I could be wrong.
  3. Vanden

    Poison: A Primer

    Quote:
    For Poison, you've focused on the -ToHit in Weaken and Noxious Gas, but ignored -Recharge or -Speed in Neurotoxic Breath. I think if you switch around your strategy with Mercenaries a bit, you can do better by taking aggro to yourself and keeping some distance via Neurotoxic Breath.
    I ignored the -Speed and -Recharge because it doesn't matter; the -Recharge doesn't come into effect until the boss or higher has used all its attacks, sometimes more than once since some enemies have so many attacks they can string together a lengthy chain before the -Recharge really affects their output. Plus, because of the way recharge times are calculated, that hefty-sounding -65% recharge debuff only means that the enemies' attacks take 33% longer to recharge, hardly gamebreaking.

    -Speed doesn't help with combat unless the enemy tries to run away, or in specific cases when the enemy tries to melee you, but then you have the headache of keeping your T3 pet in melee for NG.

    The numbers and my experience simply don't show Poison being a powerful set. When my EB fights consistently end when, after I apply my debuffs, the Commando loses aggro for whatever reason and the EB turns and two shots nearly all of my pets with AoEs, there's little room for interpretation.
  4. Vanden

    Poison: A Primer

    Quote:
    Originally Posted by ShoeTattoo View Post
    Alkaloid is a great example of how a power can become better through frankenslotting.

    When you first get it, it heals for too little, recharges too slow, and costs far too much endurance for what little it does. But, once you frankenslot to max out healing, endurance reduction, *and* recharge, the quick recharge makes it quite effective at keeping a single target standing against some pretty tough mobs.

    This is true because the benefits of (almost) halving recharge time and (almost) doubling healing, on their own, come close to quadrupling the healing potential of alkaloid, while halving the endurance cost leaves your MM with close to eight times the healing effect realized for each point of endurance spent, which leaves more endurance for doing other, helpful things.
    Anything you just said about Alkaloid can be said about every other healing power. The difference is that every other healing power has much better base stats, except for O2 Boost, and O2 Boost at least affects the target almost immediately instead of having a leisurely wind up followed by travel time for the projectile to reach its target. Moreover, O2 Boost is in a set with much better AoE than Poison. In addition, since Poison is only available to Masterminds, you are GUARANTEED to run into situations where Alkaloid is not enough, because a slow, weak, single-target heal is not enough to keep six targets in the green. Frankenslotting can improve Alkaloid, yes, but all it can do is take it from terrible to less-terrible.

    Poison as a whole is very weak. People claim it has amazing debuffs, but my experience would suggest otherwise, and I think the numbers back me up.

    Let's take a look at everyone's favorite debuff, -ToHit. Poison has two sources of this, Weaken and Neurotoxic Gas. Weaken does 11.25% -ToHit, enhanceable to about 16.75%. Neurotoxic Gas does 12.5% -ToHit when used on a T3 minion, and can't be enhanced. That's a maximum of 29.25% -ToHit. Fine for minions and lieutenants, but you can't have NG up for every mob. Moreover, minions aren't usually worth a Weaken. Now, bosses have base 75% hit chance, so that's 46.75% base chance ToHit when they've got both debuffs on them. But wait, often times you're fighting bosses higher-level than you. That both increases their tohit chance and reduces the effectiveness of your debuffs. Next, we need to realize that around 50% or more of your damage output is from your T1 and T2 pets, which are lower level than you and even more levels below the boss.

    What all this means is that even with both sources of ToHit debuff on this boss, he still has a better than even chance of hitting your main sources of damage. Most bosses have enough damage to kill your weaker pets in two hits in an AoE, even with the max damage debuff applied to him. Start fighting EBs and AVs and the situation gets even worse.

    Success against hard targets with Poison depends as much on your Primary, inspiration use, and management of pets as it does on your Poison powers, perhaps more.

    I have two high-level MMs: A Thugs/Pain and a Mercs/Poison. Here's how a typical EB fight will play out for each.

    Mercs/Poison: Give the Commando inspirations, hit him with NG, and send him into melee with the EB. Pray the EB or its mob doesn't hit him with knockback, because if he's not attacking, he's not drawing aggro. Hit the EB with my debuffs and pray Commando keeps aggro, because I can only heal one pet at a time, and if the EB's attention turns to me and the rest of my pets, I'm losing two of them, minimum, because they're weak and don't have insps. Usually fail once or twice.

    Thugs/Pain: Buff thugs with World of Pain, pop a break free, jump and EB and hit him with Anguishing Cry. Taunt EB with Challenge. Stand away from EB and spam Challenge and Nullify Pain, standing near pets for Nullify Pain occasionally to heal Bodyguard damage. Rarely fail more than once, if at all.

    In my experience, an AoE (self) heal and a pool power (Challenge) is more powerful against EBs than the entire Poison secondary.
  5. Vanden

    Poison: A Primer

    Alkaloid is completely awful.
  6. So for some reason, certain common salvages are way more expensive than others. I don't know why. But sure would be great if, instead of requiring specific salvage, recipes only required certain types of salvage. For example, common IOs would require any two common salvage, uncommons would any require 2 commons and an uncommon, etc. Certain recipes could require that some of the salvage be the same, but most would require they be different. It'd be a whole lot more convenient, anyway.
  7. This would be exquisite for when I'm in the mood for something terrible.
  8. Quote:
    Originally Posted by Thirty-Seven View Post
    I propose that the icon make this difference in funcionality apparent.

    Therefore, include:
    and to show when a power summons a reticle...

    and use:
    and when no reticle is created.
    Ah-heh, heh, I think that's a chunk I'm not willing to bite off at this juncture. It's not just a lot of art work, it's a lot of bookkeeping work keeping track of which ones I've done and not done, plus I don't have access to a lot of those powers on my own characters so I wouldn't be sure which would get what. I can agree with what you're saying, though.

    Quote:
    Edit: Speaking of [Triage Beacon] shouldn't it have the teammates-only ring as well as the AoE and Placeable Summon rings?
    City of Data says Triage Beacon works on any ally, not just teammates.
  9. Quote:
    Originally Posted by Gothenem View Post
    OK, several questions:

    1: Is there a way to change the Macro Icons (ie the round circle with a word in it) into an icon with an image? For example if I create a Macro called Pets, is there a way I could replace the Pets button with a custom button. Where is the 'Pets' button stored? I assume locally.

    2: Ninja Run, does the Ninja Run power point to the generic jump icon (ie the Zero-G pack icon) or does it have its own. If it has its own, can we get it in Amber along with the other 'pack' powers.

    If not, what else points to it (since the zero-G pack doesn't)
    1. I CAN change the macro icon, but there's only the one grey circle. If you want different macro icons, you can start a Gladiator match in the arena or grab a Heavy in RV, then click and drag the pet control icons from the pet window into your tray. You can't rename the macros, but you can edit what they do and they'll still retain their appearance.

    2. Ninja Run shares its icon with the Low-G Pack (the temp super jump power you can buy in Siren's Call or the Arena). Despite that, there is an amber icon for it in the next update.

    Quote:
    Originally Posted by Wavicle View Post
    <qr>

    not sure if this has been mentioned

    with the latest update installed the icons for Leviathan Mastery Hibernate and Mu Mastery Surge of Power (perhaps others, I don't know) are incorrectly displaying as the icon used by the toggle shields from those same sets

    I don't think this is new with this update

    is it fixable?
    I don't think that change is in the current version, but I could be wrong. I don't see it listed in the OP. Anyway, to revert that, delete the file "Arachnos_Patron_SelfBuffResistancePhysical.textur e" in the Icons folder. Details on where to find that folder are in the OP.
  10. Thank you, devs, for giving Shadowy Presence its own icon file instead of having it share one with the temp stealths!
  11. Are you guys talking about a different change from the one back in I6 when contacts gave their cell numbers at the first milestone instead of the second?
  12. It's not a big change. The arms are just held differently during the strike and afterwords. They seem to strike with the underside of the claws, which is an improvement because the old animation looked like it struck with the top of the claws, which for most claws is not the sharp part. After the hit the arms are brought farther back, to behind the user where before they were only a little back from simply being at the sides.

    I like it.
  13. Quote:
    Originally Posted by BackAlleyBrawler View Post
    Head's up, I've had to retract my previous statement. I've run into a complete roadblock related to shields and weapons that makes this method I was using un-workable. So it's back to the drawing board with the whole thing.
    I knew it! I knew it was too good to be true! When I read that post the very first thing I thought was, "I don't believe you. It's too good to be true."
  14. Quote:
    Originally Posted by Samuel_Tow View Post
    Ooh! Ooh! Want! Just make it so weapons pop up in your hands if you're already in range of the attack and let the draw animation play only when you can't actually attack at the moment. Please?

    Obviously, Standard Code Rant applies, and I'm not sure you agree with the aesthetic of this, but in an ideal world, that's what I'd want to see.
    No! No! Better idea! Resolve to invent a time machine and also to travel back in time to December 1st, 2009 to give your past self the time machine, so you can travel back in time to when the system was being made to make sure it's more flexible! If you do that, your future self should appear with the time machine as soon as you make the resolution!
  15. Quote:
    Originally Posted by Sharker_Quint View Post
    simple suggestion to help with end woes at low levels... slot for end reducers and accuracy. not damage.
    That's bad advice, because it can be mathematically proven that slotting for damage is better for endurance woes than slotting for endurance until you hit the damage enhancement soft cap. Accuracy trumps both, though.
  16. Quote:
    Originally Posted by BackAlleyBrawler View Post
    • Dual Pistols/Claws will be getting a more appropriate set of animations (namely the ready stance and runs)
    • "Shotgun" mode will be getting a more appropriate set of animations.
    • Shield combat mode (without a weapon) will be getting a more appropriate set of animations.
    Oh, that's a relief. I thought it looked weird with those weapons, but at this point wouldn't be getting looked at.
  17. Quote:
    Originally Posted by BackAlleyBrawler View Post
    If it's a temp power for something very specific, ie "The Lao Bone" or a Void Hunter Rifle, then yeah...I don't want to make them into generic custom weapons.

    But just being a temp power doesn't mean I won't consider it as a potential custom weapon.
    I stand corrected. But that does sort of undermine your argument against adding the Coral Hammer, which you mentioned is a temp power in a way that could be read as meaning that that is a reason you wouldn't add it as a weapon. Sure it's too big as-is, but you could just resize it like you did with the Carnie mallet.

    Though maybe that's not something you "just" do.
  18. Quote:
    Originally Posted by BackAlleyBrawler View Post
    Greater Ice Sword, I might consider it as an option for Ice Melee, if we ever implement the ability to unlock power customization themes.

    Coralax hammer as a mace...unlikely. It's pretty much a two handed weapon. There's even a temp power that uses it that way.

    Tomohawk, as a battleaxe...no. It's too small for Battleaxe (I've already tried it, looks silly).

    Coral club and Elder knife...not sure if both sides have access to those villain groups. They're too signature to no have as unlockables.

    Arachnos Pistol seems reasonable. I'll see if we can't get that in for Dual Pistols.
    But what about the Ring-Pommeled Sword, BABs? WHAT ABOUT THE RING-POMMELED SWORD?
  19. So when I click the "User CP" button on the top of the page, all I see is my list of recent posts in subscribed threads. The list of latest rep received is not there. Rep still seems to be on on the forums, so why can't I see my recent reps? Is it because I have been repped one way or the other lately?
  20. I actually like the old animations they had, and I wish they were still around. There's both boss and lieutenant Gunslingers, so they could have one rank use the double tactical pistols and the other use the revolvers. It'd make them easier to tell apart at a glance, at least.
  21. In Issue 7 when Thugs came out, Malta Gunslingers abandoned their six-shooter fanning ways in favor of dual pistols. They even got their own unique draw animations so they could keep twirling those things.

    Now, since history shows Gunslingers love to keep up with pistol-related trends, does that mean that come Going Rogue, we're gonna see Gunslingers spinning and jumping around while they twirl their guns and throw doves in our faces?
  22. This Logitech control pad, how does it stack up against a wired Xbox 360 controller? That's what I've got, and it's pretty tight from what I've found. The only problem is that it treats the analog shoulder triggers as a third axis for the left control stick, which effectively means that if you hold both the controller thinks neither of them are held.

    Note that I've not used the 360 controller for CoH.
  23. Quote:
    (I still die tho, but debt is just another badge.)
    I'm pretty sure there's no debt during an invasion.
  24. Quote:
    Originally Posted by Ethric View Post
    I think he meant Web Cocoon, which is the tier 4 power of Bane Spider Training. Albeit being the final power of Banes, it's pretty unexciting and feels like it should've been in the primary set anyway.
    WebCoon is the 35 power for Banes, their 38 is Call Reinforcements.