rsclark

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  1. Quote:
    Originally Posted by Arilou View Post
    Learn what "average" means. The times shown are accurate for what they show.
    And what they show is useless. Accuracy is useless unless you are measuring something meaningful.
  2. 1 ITF or LGTF will craft you the first one - and if you buy the component with Vangard merits, I think those options cover making any of the tier 1 choices.
  3. Quote:
    Originally Posted by MaHaBone23 View Post
    Hard to say without knowing what powers you picked. Did you take Choking Cloud? Fallout? EMP? Lingering Rad?
    As I said, all primary and secondary powers.
    Quote:
    Also, what's your play style? i tend to me a reckless melee sapper with my Elec/Rad.
    You kind of need to be standing in the middle of everything to be effective with that combo.
  4. OK, this isn't strictly build device, but just general slotting advice.

    For the first time ever, I'm taking all primary and secondary powers, and quite a few powers on both sides can use 5-6 slots. This is leaving me with the most slot starved character I've ever had. I can save a few slots by not putting procs into some powers, but what powers really don't need slots -mutation, obviously, same with enervating field - but what else can I skimp on?
  5. Quote:
    Originally Posted by Biowraith View Post
    But with no clarification as to what constitutes "does well", "success", or "factor" (and no mention of the participation metric).
    Factor is pretty much the dirty word of the day as far as I'm concerned.
  6. Stuck in one now. It's an ambush mission, so even getting teleported there wouldn't allow completion.
  7. Quote:
    Originally Posted by Arcanaville View Post
    CoH essentially correlates personal defense and melee offense: to get range you have to give up personal defense, or give up damage magnitude and trade personal defense for support powers, that sort of thing.
    Except for, you know, VEATs. Yet, they still somehow don't become dominant uber-characters.
  8. Quote:
    Originally Posted by Void_Huntress View Post
    Personally, I've felt that that game had some of the best mission design from a gameplay standpoint in the industry. Those kinds of missions in a CoX style setting with CoX style character abilities and Paragon's writing (as per the Praetoria zones) would be AMAZING to me.
    And one of the big complaints with that particular game is that many of the missions encourage speed running. If the optional XP wasn't worth the time spent getting it, it was skipped. That was slightly improved by changes that made getting every available XP important for some characters, but it was still there for everyone else.

    Not that it can't work, but it does have inherent dangers that need to be addressed.
  9. Quote:
    Originally Posted by Rigel_Kent View Post
    Though, to be serious, since this ability caters to the healer types, perhaps it should give that kind of player what they want? Either shorter recharge & shorter duration, or additional ticks of heal after delays, or granting a temporary auto power that self-heals per tick. I'd still never use it, but it would make certain players happy.
    Heal ticks are functionally the same as regen. The whole point is to distinguish the two trees.
  10. Quote:
    Originally Posted by IanTheM1 View Post
    To be perfectly honest, if your raid teams are giving instructions *after* the raid starts, you're joining bad raid teams.
    If we're assuming people who don't know the trials, it makes a lot more sense to tell people which door to use after you kill the sentry in Lam. Kind of hard to give instructions when people have absolutely no context.
  11. Hey, I'm still bothered that influence is tradeable.

    "To whom it may concern, Remember when I saved the city last week? Well, why don't you take care of little Billy here. Signed, Generic Hero."
  12. Quote:
    Originally Posted by ClawsandEffect View Post
    Umm, gonna have to say no to this.

    Enhancements are transferable for the same reason a gun is transferable. It is not part of your character, and anyone can use a gun.
    Have you ever read the names of natural SO enhancements?
  13. Sunday I ended up with one teammate trying to do a WTF. I didn't time how long we tried (yes, using global channels), but since I was in Striga and playing a transfer from redside, I decided to work on my atlas medallion. Killed 200 each of wolves and vamps with a MA stalker and never even got a third member, let alone enough people to actually start.

    In general, if I'm trying to start a non-incarnate team these days, I make sure there's something good on netflix.
  14. Well, with 6 teams of 4, everyone will get fewer threads, less iXP, and will have fewer shared buffs making the whole league weaker when fighting the AVs.
  15. Quote:
    Originally Posted by Snow Globe View Post
    Is Wendy still responding to me? If she is I don't know why she is bothering.
    Responding to someone you put on ignore seems to be poor usage of the ignore functionality. Looks more like grandstanding.
  16. Quote:
    Originally Posted by Samuel_Tow View Post
    You get 5 times 10% damage resistance, but you don't resist the 50% a person would infer.
    Yes, most people would infer that. Those exact same people would infer that "reduces incoming damage by 5%" would reduce 100 damage to 95, when in reality it could reduce it to 99 or it could reduce it to 50 depending on how much mitigation you have from other sources and the original base damage.

    People are going to infer two mathematically incompatible things - one of them must necessarily be wrong. There is no way to design a system that your average person will not infer something incorrect from, because as a general rule, people suck at math.
  17. Since you should be able to customize your own graphics, can you alter your own version so it doesn't have the same effect?

    I ask because if it works, that could be the easiest solution from the devs - to allow an override that says "ignore other's cusomization and use my settings." That way it's not just adapting to people who have a problem with one specific graphic, but instead allows everyone to correct the issue for themselves even if they react badly to different stimuli.
  18. Quote:
    Originally Posted by Samuel_Tow View Post
    What I'm saying is that no matter what you do to player stats, mitigation will always look like this at the end of the day. The only way to "straighten the curve," as it were, is to give players a diminishing return on their actual resistance from whatever fake "resistance ratings" you supply them with, and all THAT does is clue savvy players in on the fact that a resistance rating past a certain point is pointless because the returns are too poor.
    See, that part I disagree with, and that's the reason I put up my version. With my version, 10 resist would always decrease incoming damage by around 9.6%. It could be the first 10 defense or it could be you going from 1000 to 1010, but in both cases, your incoming damage is reduced by an identical percentage.

    It's a diminishing return, but since the damage you are taking also decreases as you go along, it has to be diminishing in order for the ratios to remain constant.
  19. Quote:
    Originally Posted by kusanagi View Post
    ... So you want to replace one of the two most common calculations the server has to perform from a simple multiplication to an exponential function and you call it "mathematically easy"?
    For a computer? Yes. In fact, it's pretty common for board and tabletop RPGs, too. Any time you roll X dice and succeed if you get a 6, you're using a similar probability calculation.
  20. Mathematically, the easiest thing to do is 1% resist = 1% decrease from current damage taken. So, if you start from 100%, then 1 resist = 99% damage. Then 2 resist = 99% damage reduced by 1% = 98.01% damage. .99 ^ resist value.

    When adding one percent it's not much difference, but 50 resist is still taking 60% damage instead of the 50 it takes now, and 90% is still taking 40% damage. It means you can have meaningful values available for everyone and stacking another X points of resist has the exact same effect for everyone.
  21. Smoother diminishing returns on ED instead of "good, good, good, worthless".

    Complete revamp of defense. It should work more like recharge where the first bonus gives the greatest effect but latter increase do less, and not as it does now where it gets better and better up to the point when it does nothing.

    No haste or stamina powers. Powers should do something specific, but just make you better at everything. If end is supposed to be a limited resource, then let it be really limited.
  22. Last Sunday I had a character hit 50 who was created the first day the game was released.
  23. rsclark

    Fixed Rewards?

    Quote:
    Originally Posted by ArcticFahx View Post
    Ummm... no it isn't. Each person gets their own independently random roll (as evidenced when Baronyx said that other players have no effect on your table, other than the league success = more chance of VR thing). With the chances altered by the league success parameter. Grabbing numbers out of my backside (and making them probably higher than reality for ease of visualization), if the chance of a VR normally is 2^-4 (1/16), but the league success ups it by some change in the exponent, maybe to 2^-3 (1/8) or 2^-2 (1/4), you can still get wildly divergent tables on everyone in the league. If you do 24 independent draws at 1/16 probability, the chances of everyone getting that VR is (2^-2)^24, which is 2^-48. Which is obscenely low. Even if it were a 1/2 probability (2^-1), 2^-24 is still low probability.

    On a team of 24, even if it were a 90% chance drop, the chance of everyone getting that same drop is .9^24, which is (9x10^-1)^24, (9^24)x(10^-24), which comes out just under 8%.
    But that doesn't change the fact that some people/characters just do not get commons. Ever. If the roll is being adjusted by the league success, these people must be consistently in leagues that are performing above some threshold that completely eliminates commons as a drop possibility - except that other people in the league get them repeatedly. The more that happens, the more and more statistically unlikely it becomes that pure randomness is causing the different behaviors.

    You're basically talking about why people do get higher results, but not about why some people don't get certain results at all.
  24. rsclark

    Fixed Rewards?

    Quote:
    Originally Posted by ArcticFahx View Post
    And he then stated that the random table (particularly the Very Rare drop) can be weighted by certain league-performance standards. Which is completely non-contradictory to the first statement.
    But is contradicted by the observed fact of people on the same league getting wildly divergent reward tables.