
Galactiman
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Bro went off about some undocumented nerf that he didn't realize had no functional impact to gameplay and now he's scrambling around trying to dig up anything he can to justify his rant instead of just saying "oops, my bad."
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In fact, HP, regeneration, and resistance stack multiplicatively with each other. So increasing your resistance will actually increase your time-to-live by more than the pure resistance math tells you, unless the raw incoming damage is orders of magnitude higher than your HP, at which point you will see resistance increasingly become the only relevant factor (since it is the only factor which continues to scale proportionally due to being a percentage of incoming damage and not a static value). It will never go below the resistance "math." Of course, when the damage is that high, increasing your time-to-live by fractions of a second doesn't mean much, even though in percentage terms it looks like a lot. Example with 100 raw incoming dps: HP Regen % HP/s Resistance TTL Difference % 1000 1.00% 5.00% 11.765 seconds 1000 1.00% 10.00% 12.500 seconds 6.25% Now with 1000 raw incoming dps: HP Regen % HP/s Resistance TTL Difference % 1000 1.00% 5.00% 1.064 seconds 1000 1.00% 10.00% 1.124 seconds 5.62% Now with 10000 raw incoming dps: HP Regen % HP/s Resistance TTL Difference % 1000 1.00% 5.00% 0.105 seconds 1000 1.00% 10.00% 0.111 seconds 5.56% As you can see, as the incoming damage increases, the TTL difference tends toward the isolated resistance calculation of 5.55%. For the practical scenario (i.e. you're not fighting something that will kill you instantly no matter what), the increase in resistance is actually more valuable than an isolated calculation tells you. tldr; Due to the multiplicative interaction with other game mechanics, increasing your resistance will have even greater returns than the isolated resistance "math" indicates, for all practical scenarios.
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No need to concede it since it's already my belief. I also don't think I'm moving the goal post. When you're building your character, especially if you're doing it organically while leveling and not using a tool to min/max, it's good to know how much effect your next choice is going to have relative to your current power level. It's good to know about some of the quirks of the math that may be unintuitive. For instance, the fact that damage resistance and defense have increasing returns. Going from 5% resistance to 10% resistance increases how long you survive by roughly 5%, but going from from 85% to 90% increases how long you survive by 50%.
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If you are currently doing 100 damage per minute and you increase that to 200 damage per minute, then you have doubled your damage. If you are currently doing 300 damage per minute and you increase that to 400 damage per minute, you only increased your damage 33%. Assuming the cost is the same to go from 100 to 200 as it is to go from 300 to 400, then that is a diminishing return on investment.
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Let's talk about Sentinel's inherent (Vulnerability/Opportunity)
Galactiman replied to SenTheFortress's topic in Sentinel
It's pretty damn lame. Oh look another button to press. I guess that boss was defeated slightly faster? Also I guess I'm Tech origin now? -
How much does Offensive Adaptation (Bio-Armor) hurt your defenses?
Galactiman replied to Story Archer's topic in Scrapper
Offensive Adaptation adds bonus toxic damage to every attack, which is not documented anywhere. -
This is pretty terrible advice on playing Bio. First of all, if you build for decent recharge (which you always should), the down time on these powers is pretty small. Second, there is no reason to wait on using Ablative Carapace. Its job is to absorb damage, so why you would wait until your health is low to let it perform that function I have no idea. The sooner you use it, the more effective damage absorption you will have over time. Third, you generally don't wait to use DNA Siphon as a clutch heal. You use it as soon as you have a decent pile of bodies to keep the regen and recovery going. What you should be doing is: Use Ablative Carapace Jump into spawn Use Parasitic Aura Wipe out minions and lieutenants Use DNA Siphon Wipe out bosses Go to step 1 If you're killing things too fast to keep this on repeat then you need to increase your notoriety settings and/or get more recharge.
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My man, you really gotta start using some grammar and punctuation. This stream-of-consciousness word vomit stuff is hard to read.
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I noticed Bopper never came back and explained the math, so maybe I can help with that. First, you need to know how to calculate an expected value. I found a pretty easy to understand explanation here: https://www.varsitytutors.com/hotmath/hotmath_help/topics/expected-value#:~:text=In a probability distribution %2C the,represented by E(x) . This tells us we need the sum of the products of the probability of each potential outcome and its value. In this case, the potential outcome and its value are the same (i.e., 1 tick = 1, 2 ticks = 2, etc.) To calculate the probability of each outcome, we multiply the chance of the previous tick occurring, the chance of the current tick occurring, and the chance of the next tick not occurring. Example using the 25% chance proc: The chance of the first tick occurring is 25% and the 2nd tick not occurring is 75%, so: 0.25 * 0.75 = 0.1875 This means the chance of getting exactly one tick is 18.75%. Chance of getting exactly 2 ticks: Chance of the first tick occurring is 25%, chance of the 2nd tick occurring is 25%, and chance of the 3rd tick not occurring is 75%, so: 0.25 * 0.25 * 0.75 = 0.046875 You'll quickly notice we can simplify this calculation to: 0.25x * 0.75 where x is the number of ticks. The exception being the last tick because if it has occurred then we're done, so it is simply: 0.25x Now to put it all together (factoring out 0.75 for brevity): 0.75(0.251(1) + 0.252(2) + 0.253(3) + 0.254(4)) + 0.255(5) = 0.3330078125 As you can see, that matches up with Bopper's results. For nerds:
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ATOs are so out of whack. Some are amazing and gamechanging like Scrappers, Stalkers, and Tankers, then you look at hot garbage like Brutes and Khelds for instance. Makes no damn sense.
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If you could customize your Mastermind minions, what would you make?
Galactiman replied to Magi 1's topic in Mastermind
How are you guys really this oblivious to what's already out there? -
issue 27 Focused Feedback: Architect Entertainment
Galactiman replied to The Curator's topic in [Open Beta] Focused Feedback
This only worked because you converted your merits to inf and bought your IOs, which is only possible because of all the farmers. -
issue 27 Focused Feedback: Architect Entertainment
Galactiman replied to The Curator's topic in [Open Beta] Focused Feedback
You've hit the nail on the head for why I don't play on Homecoming anymore. The amount of time it takes to complete a build by doing regular content is ridiculous and designed around a monetized game. Remember, on live you could buy super packs with money and get merits out the wazoo, meaning you could complete a build as fast as you could imagine it by spending money. As with most other F2P games, it was designed to be a slog in order to push you to open your wallet. There is absolutely no need for such a thing on a non-monetized private server. A lot of people are saying they don't agree that regular content needs to be buffed or needs to be buffed only a little, but I totally disagree. It needs to be buffed by a whole lot. Maybe not up to AE farming levels, but a lot closer to that than what it currently is. -
issue 27 Focused Feedback: Architect Entertainment
Galactiman replied to The Curator's topic in [Open Beta] Focused Feedback
Pretty sure inf rates are cut in half in AE, whereas drop rates are not. Also, people tend to hoard inf more than than they do unwanted recipes. Also, recipes are exclusively a market item, while inf has dumps outside the market. So no, it won't be a wash. You could see this on live where the supply of inf vastly outstripped the supply of recipes, resulting in some things costing billions of inf. For the casual to medium level player, it was terrible. -
issue 27 Focused Feedback: Architect Entertainment
Galactiman replied to The Curator's topic in [Open Beta] Focused Feedback
I don't really have an opinion on the validity of farming as a playstyle, but my major concern is the impact that reduced farming will have on the supply of IOs. Buying IOs with inf is vastly more efficient to buying them with merits, regardless of whether or not you are farming or just playing the game normally, and that is in large part due to the vastly increased supply from the sheer amount of farmers. And even then, in my opinion, completing a build is entirely too grindy. Anything that nerfs farming while not somehow compensating with increased supply by some other means will just result in even more grind for everyone playing the game. -
Mids will tell you the average damage of an attack based on your slotting, including procs. So you can play around with it until you figure out what will give the most output.
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Not really fair to compare it with GW2, the games are totally different. GW2 is all about making sure your party has every buff covered. We're talking about an enhancent of which you have a finite amount in a power and choosing one is a trade off. If you choose to increase animation speed you must sacrifice something else, like damage, recharge speed, endurance consumption (which will also be increased with animation speed increase), or a proc or set bonus. Also, if you don't balance your recharge correctly then having quicker animations will just leave you standing around waiting. Also, like anything else, it's just math and can be balanced with the right effort.
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The current crafting system is pointless.
Galactiman replied to Galactiman's topic in General Discussion
Personally, yes, since I enjoy random loot (you know, a staple of the RPG genre), but I don't enjoy crafting (a typically optional, alternative method for targeted loot acquisition). I find the random loot system unsatisfying because it is gated behind a terrible crafting system that is essentially just buying things from a vendor with extra steps. I do want that system, and I'm well aware it already exists. However, it is completely separate from the random loot and crafting systems, which are the topic of discussion. What I don't want is a random loot system that is inextricably tied to the crafting system, and I don't want a crappy crafting system that is just a glorified vendor. What I want to see, and what is typical to most RPGs, is the following: Completely Random: usable loot that drops when you defeat things or complete missions Hybrid of random and targeted: A crafting system (preferably a meaningful one that isn't a grocery list, most games fail at this). This is hybrid because you usually target specific materials (e.g. go mine some copper), but there is usually some randomness to things like the amount, quality, location, etc. Enemies that sometimes drop specific things you want (i.e. X boss in Y dungeon sometimes drops Z item that I want for my build) Completely Targeted: farm a currency (e.g. inf, merits) and just go buy the thing I want What we have right now is one system that is a sloppy conglomeration of all three of these systems, and also the third system. Which is why most people just stick to the third system. -
The current crafting system is pointless.
Galactiman replied to Galactiman's topic in General Discussion
I mean that's not crafting and has nothing to do with crafting. It's just a vendor selling you something.