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Galactiman

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Posts posted by Galactiman

  1. On 7/16/2022 at 4:38 AM, Erratic1 said:

     

    Clicking is pretty minimal given two of its three click powers are reactive and not on particularly short cooldowns (you don't heal unless you're damaged and you do not throw up an absorption shield unless your life is low). The one remaining click power is a pro-active thing best used when jumping into large crowds.

     

    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:

    1. Use Ablative Carapace 
    2. Jump into spawn
    3. Use Parasitic Aura
    4. Wipe out minions and lieutenants 
    5. Use DNA Siphon
    6. Wipe out bosses
    7. 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.

  2. On 7/21/2022 at 1:00 AM, PainX said:

    this is a common issue with some armor really bio shield at least both have some probably a bunch of others worst offender on bio to me is ablative since it covers you in poo bio could use a good minimal fx version what is there now aint that great just removes perma poo

    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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  3. 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:

    Spoiler
    gif.latex?%5Cdpi%7B120%7D%20%5Cbg_white%20%5Ctext%7BAverage%20damage%20of%20a%20cancel-on-miss%20DoT%3A%7D%20%5Cnewline%20%5Cnewline%20%5Cindent%5Cindent%20d%28c%5E%7Bn%7D%28n%29+%281-c%29%5Csum_%7Bx%3D1%7D%5E%7Bn-1%7Dc%5E%7Bx%7D%28x%29%29%20%5Cnewline%20%5Ctext%7Bwhere%7D%20%5Cnewline%20%5Cindent%20d%20%3A%20%5Ctext%7Bdamage%20per%20tick%7D%20%5Cnewline%20%5Cindent%20c%20%3A%20%5Ctext%7Bchance%20for%20tick%20to%20deal%20damage%7D%20%5Cnewline%20%5Cindent%20n%20%3A%20%5Ctext%7Bpossible%20number%20of%20ticks%7D

  4. On 7/12/2022 at 8:48 AM, Bill Z Bubba said:

    Being able to easily get 20.1% resist to EVERYthing from the AtO proc has always made me question the sanity of whoever set that value.

     

    For one, it greatly benefits defense based tanks more than their resist based cousins since so much of it gets wasted on resist builds. (It's similar to how I view Shadow Meld for scraps/stalks where that greatly benefits resist and does fark all for defense and there's no resist based A-EPP power to balance that equation.)

     

    Two, it's a huge amount of resists coming off of a single freakin enhancement.

     

    And then you compare it to the AtOs that brutes get and you're left again wondering, WTF?

    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.

  5. 3 minutes ago, Sovera said:

     

    Er... Two weeks from zero to fully geared with purples is what now?

     

    I don't speak out of my ass. I started a character with no inf and no IOs and in one day was level 40 with 46 million liquid cash and several uniques bought. No playing with the market and only selling merits from doing the TFs while I leveled.

     

    Ridiculous is indeed a good work, but perhaps not for that claim. When you want a fully leveld and geared character in three days then yes.

     

    Seriously, use the test server and just click to be level 50 and print IOs if your goal is to be max level and geared but not play the game.

    This only worked because you converted your merits to inf and bought your IOs, which is only possible because of all the farmers.

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  6. 1 hour ago, Andreah said:

    The principle is there should be reasonable equity in rewards between different modes of play. One should not stand out head and shoulders above the others in terms of engagement AND time investment per rewards. The most rewarding modes of play should be those that engage a player and require time investment. Farming's virtue of being low engagement (due to its low effort and fast defeat rates from easy enemies and it's being able to be done from very predictable rote or even afk action) should be compensated by provided lower rewards than content that requires just as much time, but requires the player to engage with that content with meaningful thought and process.

     

    Let's be honest, if we have people leaving this game, I doubt it's the career farmers. It's the people who look at farming and see nothing but a boring time sink, and wonder why they're being pushed to do it by the comparative reward structure. 

    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.

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  7. 54 minutes ago, skoryy said:

     

    Farming also creates inf.  If farming does decrease, then less IOs and less inf mean less supply and demand.  That's a wash in market prices.

    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.

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  8. 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.

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  9. 26 minutes ago, Gulbasaur said:

    It would be too meta-defining as it would effectively raise DPS (and actions per second). Recharge is broken enough as it is!

     

    In Guild Wars 2, there is a buff that does just that and the whole support meta starts with that one buff.

    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.

  10. 1 hour ago, tidge said:

    So do you NOT want IOs to "just drop"

     

    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.

     

    Quote

    and do you NOT want to "just buy enhancements" because it is too much trouble to go to the ATM or Auction House?

     

    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:

    1. Completely Random: usable loot that drops when you defeat things or complete missions
    2. 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)
    3. 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.

  11. 1 hour ago, tidge said:

    Time to remind folks: You can get any specific Overwhelming Force/ATO/Winter for 100 merits at the ATM. They aren't even recipes like the Very Rare or PVP pieces.

     

    Is this too much effort to craft?

    I mean that's not crafting and has nothing to do with crafting. It's just a vendor selling you something. 

  12. 6 hours ago, The_Warpact said:

    I'm not angry I gave you an explanation. 

    My question to you is why are you a quitter? You presented your case and when you had differing opinions respond you gave up because everyone was "hostile and assuming".

    No they weren't they are a posts half agreeing with you, providing alternatives, and comparisons. Why haven't you responded to them? Instead of the ones you took offense to, because, you quit as soon as you got some flack on your position. This isn't a popularity contest and who cares if people disagree with you. Getting emotional and start assuming how people "feel" totally knocked the feet out from any argument you had. You railroaded your own thread with this.

     

    Why should the thread be locked? Because, you railroaded it? You don't like it because it didn't go your way?

    There's alot of good posts in here with info, and responses that provide substance for others.

    Actually just lock yourself out of the thread since you obviously don't want to participate and just want to whine and project your emotions onto others.

    You may want to think about why you keep posting these long winded, hostile rants making assumptions about the motives and emotions of someone you don't know and who has barely said a word to you.

     

    Anyway, there hasn't been a lot of discussion about the actual crafting system. There has been an almost unanimous agreement that the crafting system is just fine, a couple of minor thoughts to the contrary, a bunch of people making strawman arguments involving the assumption that any changes would make the crafting system too similar to bad designs of other MMOs or that I must have come from MMO X and just want the game to be more like that, and then it basically turned into a discussion about drop rates and the economy.

     

    The thread doesn't need me just because I started it, it was meant to spark a discussion. So there is no need to insult someone just because they haven't participated in a thread they started according to your arbitrary timeline, especially when you don't know what real life constraints a person is under and how it impacts the frequency of their participation in an online forum about a superhero video game.

     

    Regardless, the reason I suggested closing the thread, nevermind the hostility, is because it's completely off course and doesn't appear to be a topic that the forum going community seems interested in discussing. If you want to prove me wrong, I challenge you to redirect your energy into the actual topic at hand.

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  13. Why are you so angry? Might want to take a moment to reflect and evaluate what in your life has led you to be so hostile. Probably not healthy to be so riled up all the time.

     

    Anyway, the thread has gone pretty far off topic at this point. No one seems to dislike the current crafting system or have any ideas on how to make it better. Might as well close the thread. 

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  14. 14 hours ago, The_Warpact said:

    Speaking of crap, y'all did notice that the OP hasn't responded...well to anything since the initial, right?

    I can tell you peeps are getting old because you're just rambling on 🤣.

    The thread pretty well exploded into hostility and assumptions, and here you are calling me crap, so what kind of civil discourse is here in which to participate?

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  15. My opinion is that a player run economy makes no sense not only in a superhero game, but also a game with such a small population, and the income to cost ratio should be changed such that just playing the game normally allows for finishing a build in a reasonable time without reliance on other players, but that's probably an unpopular opinion. Also, I probably have a different idea of "reasonable" than other folks.

  16. Crafting in this game is basically just grocery shopping. You have a list of crap that you pull from your storage or buy on the AH, you travel to/summon a workbench, and you click a button. There is no interesting gameplay aspect involved and it just boils down to a time waster and inf sink. If there are no plans to change the system at all then it would be better to either get rid of the crafting system altogether and have IOs just drop instead of recipes, or at the very least just have recipes require inf to craft, because at the end of the day that's what it is already, just with extra pointless steps. This isn't a live service game anymore, we don't need pointless time wasters to keep people subbed.

     

    Agree or disagree? Also, for anyone out there who enjoys crafting, what are your ideas for how to fix the system so that it's actually an interesting gameplay feature?

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  17. This must have been introduced in the i24 beta, because it's happening on other servers as well. Either the original devs changed it on purpose or it was a bug in the beta that no one has bothered to fix.

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  18. If you do Ice Melee you can slap a Call of the Sandman heal proc in Frozen Aura. If you don't enhance recharge, it has about a 35% chance to proc per target hit. 6 targets to cap at 90%, 5 to get you to ~88%.

  19. All recharge reduction is additive. So adjusted recharge of a power is RechargeTime / (1 + (TotalRechargeReduction / 100)) where TotalRechargeReduction is the sum of recharge reduction enhancements slotted into the power and any other global sources of reduction such as Hasten, buffs such as Speed Boost, set bonuses from enhancements, Alpha Incarnate, etc.

  20. Sorry, I was being stupid. Looking at it again with fresh eyes and they line up exactly. Trying to do math with a tired brain is a bad idea.

     

    On a different note, do you think you could come up with a "Proc or Recharge Enhancement" calculator or even a "Proc or Damage/Recharge Enhancement" calculator. Maybe getting 3 Damage/Recharge (DSOs or even IOs) and 3 procs in something like Ground Zero is better than 6 procs (global recharge could be one of the inputs)?

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