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Rudra

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Everything posted by Rudra

  1. 1.666... * .05 = .08333..., not .9 .8333... * 15 = 1.25 Was using Mids numbers for simplicity. Setting aside the numbers I got from Mids, let's run the numbers. 100 END/60 seconds = 1.6667 (rounding off at 4 decimal places) 1.6667*.05 = 0.083335 (rounding off to 0.08334) 0.08334*15 = 1.2501 END 1.2501 END*10 targets = 12.501 END 12.501 + 20 (up front END) = 32.501 END gained not counting 0.52 END spent to trigger power. 0.08334*2.1816 (base 100% + 118.16% enhancement) = 0.181814544 (rounded off to 0.1818) 0.1818*15 = 2.727 END 2.727 END*10 targets = 27.27 END 20*2.1816 (up front END x enhancement) = 46.632 END 27.27 END + 46.632 END = 73.902 END gained not counting 0.52 END spent to trigger power. Ignoring the numbers from Mids and deriving the numbers still grants the character a lot of END after those 15 seconds. Edit: And if you only have a single enemy to drain? That is 21.25 END and 49.359 END gained respectively. Edit again: I went out 5 places for one of the numbers... so correcting for that becomes: 0.0833*15 = 1.2495 1.2495*10 = 12.495 20 + (12.495 or 1.2495) = 32.495 or 21.2495 END gained (10 targets or single target) 0.0833*2.1816 = 0.1817 0.1817*15 = 2.7255 2.7255*10 = 27.255 46.632 + (27.255 or 2.7255) = 73.887 or 49.3575 gained (10 targets or single target)
  2. 5% Recovery buff translates to 0.09 END/second. Over 15 seconds, that is 1.35 END. With 10 targets affected, that is 13.5 END. Maxing it out with EndMod enhancements with a 42.4% boost each gets you up to 10.91% Recover buff which has a 118.16% effectiveness over base, which is 0.19 END/second. Which is 2.85 END gained after 15 seconds from a single target, and 28.5 END if 10 targets were affected. At the same time, triggering the power (with all those End Mod enhancements) grants you 43.63 END after the cast time, up from the 20 END base. (Net gain of 72.13 END after everything has finished.) (Edit: That net gain is actually 71.61 END if you deduct the 0.52 END it cost to trigger the power.)
  3. *cough* Contamination *cough* (Edit: Yes, Contamination can spread from an affected target to adjacent non-affected targets, but I can't count how many fights I've gone through, even back-to-back, where Contamination never affected anything. Which is annoying when my health is dropping and I can't use Radiation Siphon to heal until a target is affected by it.)
  4. Some recommendations and a question, use or don't as you see fit: Change from "human enemies" to "organic enemies". If you're going to do extra damage to humans, you should to other meat (edit again: and even plant matter) as well. Constructs and spectrals would not be affected (edit: for the extra damage). Also, how would this work with PCs in PvP? Would they all be human/organic for additional damage effect regardless of how the creator intended them, would a new non-changing flag need to be created for players to select for their characters, or would the extra damage just be dropped from PvP? Sounds more like an imposed intangibility + self only effect rather than a hold. Like Blackhole. (Edit again: Or maybe go with something more like: 7) Overload - You temporarily overload enemies' processors in an area rendering them unable to function. Even after the acute effect wears off, targets may still suffer a lingering ToHit debuff. Both the Hold and ToHit debuff are more severe when used on mechanical. robotic, and to a lesser degree cybernetic targets. While "processors" implies computer, our brains are organic processors. So the power would affect anything with a central processing system regardless of nature of said system. This would also justify a damage component if desired.)
  5. True, but here's the question I would like answered: Is the Online Players tracking actual count of players in the game or is the Server Status page showing that data? If the numbers are different, and the Online Players count is lower than the Server Status count, then it seems to me that the character select screen isn't interfacing with the game itself, not in any meaningful way at least, just accessing the server's database. (Edit: Otherwise the numbers really should be the same.) (Edit again: You can interface with a server without needing to interface with a given program on said server, in this case, the game. Kind of like a pre-game lobby.)
  6. That's not the impression I'm getting from the OP. And that wouldn't work in CoX anyway. It works in other games, mostly single player games where you have access to set premade characters because those can easily be coded into the game itself for direct access, but for CoX to change your character since it can only load and run one character per active account, it has to log the first character off and then load the next character. (Which may not even be in the same zones, which would then require the game to load the correct zone for the alt being swapped to.) Since none of our characters are premades already preloaded into the game, the game has to look up the character ID it has on file for the target character, load the costume and power files including the power customizations, and then load the stored zone and mission data. (The order presented may not be the actual order followed, but you get the idea.) Custom characters, especially when a single account can have up to 1,000 such characters on each shard at the same time, is not something the game can have preloaded for quick changes between. (Edit: At least from my experience, not without an insane amount of memory space devoted to being able to do so. So even if such a command were to be implemented, it would still need to log off the current character and then log on the next character.) No, what I see being asked for is a way to check active chat while on the character select screen so as to choose the character desired for a forming group in advance. I have no idea if that is even possible. Sure, we can select our shard when we log on the game and we pick from our list of shard characters, but I don't know if we are actually accessing the game at that point yet. Like @Luminara said, it is quite likely that we are only accessing the database of what we have available to choose from but are not yet interfacing with the game itself.
  7. That... is surprisingly awesome....
  8. Running off what @FupDup presented, all the Sentinel T9s are the same except for their secondaries and possibly those attacks that aren't a single hit for their base damage. And Sentinel Inferno fits into the presented scheme. Sentinel Inferno also does more damage than Sentinel Overcharge. However, it suffers from a reduced chance to trigger compared to other Infernoes. I agree that the trigger chance for the DoT should be upped to 99%. I don't agree that it needs more damage though. The devs might though, so who knows. And yeah, I still believe that Overcharge is an outlier, just for Blasters instead of Sentinels now.
  9. I haven't checked, but don't you have access to the shoulder option version of the High Collar that can be used with trench coats? If not, can that be made a thing? That would readily solve your dilemma.
  10. Then that makes Inferno consistent with the rest of them. Even compared to Overcharge. (Though the DoT trigger chance should be the same as Blasters, Corruptors, and Defenders at 99%.) Overcharge: 18.96301 DoT Inferno: 19.26897 DoT (Edit: And yeah, Blaster Beam Rifle may need another look by the devs.)
  11. I think someone needs to verify these numbers by using the actual powers, not just looking at the info. In game test data works for me. I'm betting it comes up similar since the game data, CoD, and Mids all say Overcharge is more powerful on a Sentinel than a Blaster though.
  12. I may be doing the numbers wrong (that is a lot of numbers I'm seeing on Thunderous Blast that aren't marked critter or player), but here goes. Thunderous Blast: Blaster: 480.0495 every 173.168 seconds Sentinel: 346.9721 every 93.168 seconds Atomic Blast: Blaster: 250.246 every 148.168 seconds Sentinel: 194.5856 every 93.168 seconds Dreadful Wail: Blaster: 250.246 every 147.112 seconds Sentinel: 194.5856 every 92.112 seconds Overcharge: Blaster: 213.33492 every 128.036 seconds Sentinel: 213.54861 every 93.036 seconds Overcharge is a definite outlier.
  13. You're correct that I am not factoring the Blaster inherent. (I was unaware it also boosted damage.) However, I am disinclined to factor secondaries. Sure, Blasters get manipulation sets for their secondaries which includes melee attacks, crowd control, and even debuffs/buffs; but Sentinels get armors which include buffs/debuffs and makes them far harder to kill.
  14. 218.98 damage for a Blaster using the in game numbers, as opposed to 219.07 damage for a Sentinel. I am of the opinion that Sentinel Overcharge is in need of being nerfed, so I believe it is a poor comparison for Sentinel Inferno.
  15. https://cod.uberguy.net/html/power.html?power=sentinel_ranged.beam_rifle.overcharge&at=sentinel https://cod.uberguy.net/html/power.html?power=blaster_ranged.beam_rifle.overcharge&at=blaster All my data is from City of Data. https://cod.uberguy.net/ And I fully understand that you are only looking Sentinel T9s. However, if Sentinels have a T9 that is outperforming Blasters, then the Sentinel T9 is in need of being nerfed. And it is that power you are using to say that Sentinel Inferno needs to be buffed.
  16. Overcharge? For Sentinels? You mean the power that does 213.54861 damage every 93.036 seconds compared to 213.33492 damage every 128.036 seconds on a Blaster? That Overcharge? The one that looks like it needs to be reigned in to me? Edit: Don't get me wrong, I agree the DoT on Inferno for Sentinels should have the same proc chance as Blasters, Corruptors, and Defenders. I just think your comparison is off-base. Edit again: Even the chance to stun, the Mag of Stun, the duration of Stun, the range of the power, and the accuracy of the power is the same between the two Overcharges. Sentinels just lose 5 feet radius and 6 targets cap. For better damage than Blasters at a faster recharge.
  17. It's not broken, that's exactly how it's designed to work. The default targeting behavior bound to Tab is to cycle through enemies based on distance, from nearest to farthest. With an enemy targeted, it's always going to keep targeting further and further enemies until there is no enemy farther away from you, and only then will it start targeting enemies close to you. If you want it to cycle through enemies from far-to-near instead, you have to use /target_enemy_prev (bound to Shift+Tab by default), and if you want to force it to target the closest enemy, you need to use "/target_enemy_near" (bound to Ctrl+Tab by default). That is how it is supposed to work? The target next enemy key, Tab, is supposed to skip every enemy in close including the ones between my current target and the mobs at the other end of the map, and then cycle between the same three mobs at the other end of the map? Edit: I use Tab on a fairly constant basis. When it works? No complaints. When it skips everything I'm trying to cycle through to go target random mobs at the other end of the map and then get stuck targeting just those mobs way the hell out there? That is not how it is supposed to work.
  18. Yep, that's annoying. While they're at it, can they fix the tab targeting? I can't recall how often I try to tab to a target just behind my current target and my tab jumps all the way out the horizon of the current map and keeps cycling through targets out there without ever coming back to the ones in my face.
  19. Are you willing to give up the faster recharge time that Sentinels get for their Inferno for the added damage? Sentinel Inferno does 213.85457 damage against all targets within 10 feet and 157.08767 damage to all targets out to 20 feet every 93.168 seconds including cast time, arcana time, and recharge. (2.295 damage per second before any recharge reductions or damage enhancements.) Defender Inferno does 232.4228 damage to all targets within 25 feet every 148.168 seconds including cast time, arcana time, and recharge. (1.569 damage per second before any recharge reductions or damage enhancements.) Blaster Inferno does 402.27085 damage to all targets within 25 feet every 148.168 seconds including cast time, arcana time, and recharge. (2.715 damage per second before any recharge reductions or damage enhancements.)
  20. Another random thought (so brace for it): If the REAT is to be made, how it fits into the story needs to be addressed. Simplest solution? Actually depends on how the AT itself is implemented. I'm sorry @megaericzero, but I have absolutely no idea how to work with the OP, so this is going to gloss over all that. So, first option, the REAT starts the game as a Rikti option. This is @megaericzero's OP and my SOA style branching option. In all cases, the new Rikti character is a... fledgling(? What the hell do you call a starting Rikti other than just Rikti?) that is being assigned to work in the field with either Hero Corps/Vanguard to build trust with humans on behalf of the Traditionalists, or with Arachnos on behalf of the Restructurists. In either case, the starting contact explains the expectations and guidelines under which the new Rikti PC will be operating under in the field. As the character hits key level triggers, most likely every 5th level like the SOAs/WOAs, they either get a new mission/arc from the starting contact to progress the trust building/infiltration mission, or is handed off to a new contact to do same. Specifics of those missions? I don't have a clue at this time. The problem with this approach is the character would by necessity be locked into a set career progression path. You start red side? Your only available missions are red side. You start blue side? Your only available missions are blue side. You are a Traditionalist or a Restructurist, even if you go to the other side. The other contacts just won't talk to you. The other problem with this option? It doesn't explain why your character would even be able to participate in a Mothership Raid. Second option, the REAT starts the game as a Rikti or a Lost. Again, the character is whatever you call a starting Rikti, except this time the PC has been recruited by Hero Corps/Vanguard or Arachnos. Using Vanguard in this case makes the rest of this much simpler since Vanguard works with both sides. You still start hero side or villain side, except your starting contact is a Vanguard operative who explains your role and gives your first mission(s). You are a recruited Rikti providing information to Vanguard. Either the Traditionalists or the Restructurists sent you to the appropriate zone to start gathering information, either for future cooperative ventures with the humans for the Traditionalists or for future dominance for the Restructurists. That part is moot anyway, just background. This explains why the PC Rikti/Lost is able to do all the same missions as the other PCs instead of just being locked into a Rikti only game. In this case, you can change sides without losing access to contacts, because the contacts at each trigger level give the same (aside from minor differences) missions. And the only missions I can see coming from the Rikti is your specialization mission, so most of your missions would be Vanguard missions. Aside from that, the bulk of the missions would be against the opposing Rikti side, gathering information and disrupting particularly dangerous plans, ostensibly for the Rikti faction you are part of, but mostly for Vanguard. Third option, the REAT starts the game as a Rikti or a Lost, and functions near identical to the second option. Except your starting contact is a Rikti like the first option. The main story line I see for this would be that as you progress in levels and do more non-Rikti missions for non-Rikti contacts, the Rikti start trusting you less. This concern would first manifest at level 25 after you have undergone full Riktification if a Lost, or chosen your specialization branch if a Rikti at start. Why would this happen? Because lets face it, running around involving yourself in all the garbage humans do to each other in the game will start manifesting itself in some decidedly anti-Rikti thought. We see this in several Rikti missions, two of which I can remember from the RWZ right now. So starting at level 30 or 35, you lose access to your Rikti story contacts, and pick up Vanguard contacts, who work with you like they do with those Rikti you see in the Vanguard missions or the Cure the Lost arc. This opens the character up to several possible reasons why they would participate in say a Mothership Raid. It also does not preclude access to contacts like the Restructurist in GV who would view you as basically just another Primal due to your anti-Rikti thought, though it would add dialogue to his missions about you and your breaking off from Rikti thought. The advantage of any of the provided story options is it gives a plausible reason for a Rikti character to be running around doing existing content while still giving a reason why the REAT would be able to grow and specialize as a Rikti character. Edit again: Problems I have yet to figure out: How does the REAT do the Cure the Lost arc or the Join the Midnighters arcs (for at least the blue side version)?
  21. Steal the Smoke Flash animation from Ninjutsu for those with a Batman/Ninja preference.
  22. *face palm* ... I was begging for your proposed tech option.... Though it would need to have the proposed animation reduced to keep up.
  23. It would reach like-minded people...instead of people that want nothing to do with it. It would reach those willing to use the AE channels for farming, but not those that use LFG to ensure they see any and all farms that may be forming/running.
  24. 🙏
  25. Like I said, farming isn't just done in AE. And there being channels just for AE still won't make it likely to catch on for farming use because farming isn't just done in AE. Now if the channel was an official Farming/Power Leveling channel, there is a chance it might see use as the actually used channel for farming and power leveling. However, since LFG already works so well for that, has been used for so long for that already, and the official stance (last I checked) was that farming itself was not officially supported in the game; that's extremely not likely to ever happen with any amount of likely success.
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