Jump to content

Luminara

Members
  • Posts

    5494
  • Joined

  • Last visited

  • Days Won

    118

Everything posted by Luminara

  1. I suspect you're experiencing a common misunderstanding of regeneration. Fast Healing is actually all but worthless without additional regeneration. Redundancy is vital to making regeneration a viable survivability tool, and in sentinel (and now stalker) Willpower, Up to the Challenge is a key power for achieving viability with regeneration. Health regeneration works by restoring 5% of a character's HP at set intervals. The interval is variable, it's dependent on your +Regeneration, but the % HP is not, it's always 5%. This is true for everything in the game, doesn't matter if it's an NPC or a player character. The default interval is 12 seconds. Regeneration modifiers decrease that interval. The more you have, the shorter the interval. You never actually regenerate "X HP per second" unless you're at or above 1200% regeneration, but because the game, and a lot of players, refer to all regeneration that way, most people think of it that way. It's a trap, though, one that distorts the true functionality and deceives players into believing their tiny regeneration totals are impressive, when the truth is, they're getting little more out of it than lucky ticks or HP bar top-offs between fights. The thing with regeneration is, you need it in quantity for it to make a functional difference in combat. Small amounts make an impressive difference when all you have is a small amount to begin with, but small amounts are of little functional value in combat. 200% means jack shit in combat because you're waiting 6 seconds between ticks, and Fast Healing's piddling 75% is, in a set with no other sources of regeneration, functionally no better than rolling your face across the keyboard and hoping you bump a key bound to a healing power. It's barely improving your survivability. Stacked with Health, it's only reducing the interval to 5.58s. In Co* combat, with the number of enemies we're allowed to aggro, 5.58s might as well be the lifetime of the universe. Up to the Challenge reduces the interval by almost 3x as much as Fast Healing, though. And stacked with Fast Healing and Health, your regeneration interval is reduced to ~2.9s. Without slotting, just toggling on Up to the Challenge, your survivability is drastically increased. With slotting, you can push your regeneration up to ~700%, giving you that 5% HP restoration every ~1.68s. And that's on a build restricted to SOs. With IOs, you can go over 900%, reducing the interval to a mere ~1.3s. NOW you have in-combat survivability. NOW you're unlocking the true functionality of regeneration. So at this point, you want to ask, "Okay, so why Up to the Challenge instead of Rise to the Challenge?" The obvious answer is that Rise to the Challenge would break Hide, because the existing versions of Rise have a -ToHit component. Could they alter Rise by removing the -ToHit and simply letting it siphon regeneration from foes? Of course, but thematically, stalkers aren't supposed to be the kind of archetype that thrives on being surrounded by enemies, which is how Rise to the Challenge works (every enemy inside the radius grants bonus +Regen). They're just not going to do that. And now someone's going to say, "Okay, but Up to the Challenge is just crap compared to Rise to the Challenge." I play both types of Willpower. My favorite characters to play, period, the characters I'll log in to play even when I don't feel like playing anything, are my Staff/Willpower brute and my Ice/Willpower sentinel. I've had ample opportunity to examine and dissect the difference between Rise and Up. I'm going to tell you straight up, Up is the better power. Yes, you can lower the interval significantly more with Rise, but it's variable. If you back away from a group, if you're fighting fewer than 4 enemies, if a fucking doorway blocks Rise, it turns into the biggest disappointment imaginable. It does nothing to help you unless you meet its requirements. Up's only requirement is that it's toggled on. Sixteen enemies attacking you from range? Doesn't matter, you're still getting all of its regeneration. Bunch of jerks cheating by hitting you through terrain that would block Rise's enemy detection? Doesn't matter, Up's still doing its thing. Cleared everything but the GM or AV? Doesn't fucking matter, because Up isn't dependent on the trash. Yeah, my brute's regeneration rate might be 1207% under ideal conditions, but it also might be 854% if I'm down to three targets, or it might even be 703% if nothing's trying to grope my ass. My Ice/Willpower sentinel's regeneration rate is always 909%. It's 909% when I'm standing around in my base. It's 909% when I'm neck-deep in enemies. It's 909% if everything is shooting at me from range. It's 909% at all times, and that's the kind of regeneration that a stalker, an archetype designed for hit and run combat, needs. It's not just appropriate thematically, it's functionally superior for an archetype that isn't intended to have 10 enemies glommed onto it at all times. Lastly, mathematically, Up to the Challenge will give all but identical HP recovery in comparison to what Reconstruction offers, and I dare say it'll be better than Reconstruction for most players, since hitting the recharge cap is pretty damn hard if you don't have someone buffing you constantly. At best, you can heal yourself for ~49% HP with Reconstruction every 12.924s, if you have 400% combined global and slotted +Recharge (good luck with that) and the power slotted to max healing. In the same ~13s, with 900% regeneration, you're recovering 50% HP passively. And that is achievable without someone buffing you constantly. I know it is because my Ice/Willpower sentinel is at 909%. I guarantee that most players, from newbs to vets, will have a net survivability improvement from Up being swapped in for Reconstruction. And now you can tack on a heal if you need it with the new-and-improved Resurgence. This is a win-win for stalker Willpower. Ride it like you stole it.
  2. Guarded Spin's +Def is specifically part of Guarded Spin, it's granted even if you have no Perfection mode. Body grants exactly the same bonus damage as the other two forms would. The only difference is the damage type.
  3. Because if it would remove any need, or reason, to use enhancements if it stayed active in perpetuity. Same reason Aim and Build Up have limited durations, to make one example. Because it's the least restricted travel power in every other way. Super Speed requires going around a lot of obstacles. Super Jump is only "fast" until it reaches the apex of the leap, and is still blocked by obstacles. Teleport requires constant manual input, both to keep moving and to avoid obstacles. Fly - angle up, autorun, browse AH, angle down, enter mission.
  4. There's a specific attribute for swimming. https://cod.uberguy.net/html/archetype-data.html?at=blaster Scroll down. It is, in fact, slower than running. Or jumping. Or flying. As for why we can't run on water, the answer is because water isn't a geometry in this engine. It's a texture. There are no attachment points and no surface on which to place attachment points. And that can't be changed without changing what water is from the ground up (no pun intended). Water would have to be replaced with variable-solidity geometry that supports attachment points, given depth variances and entirely new coding devised to segregate movement at speed X from movement at speed X-1 to differentiate between running and swimming. Make it ground, but not ground. And if neither Cryptic nor Paragon could make it work, HC isn't likely to, either.
  5. Objectively speaking, you've never posted anything "good". You've given bad build advice, bad teaming advice, complained about teammates not worshipping your every word, "lectured" the forums about failing to adhere to the outdated and irrelevant trinity style, spazzed out because you logged into the wrong character and thought your Incarnate progress had been reset... twice, went on a tear because you don't think other players should be able to set their own prices on things they sell on the market, rambled like someone with dementia... Nothing helpful. Not a single thing that's been accurate, or useful. Not even a positive attitude. You're one of the most obtuse, unhelpful people I've ever seen on the forums. On any forums. Anyone perusing your post history will see that most of the responses have been constructive and helpful. People have been trying to help you for as long as you've been posting. Every time, it's like talking to a wall. My sincere apologies to any walls who read that. It was unfair of me to make that comparison. And that sums up your contribution to the forums. You're a running joke. Congratulations?
  6. Depends on the level of the enemies. -ToHit is subject to purple patch reduction, so let's take that 50% and hit it with some math. If the targets are +0, there's no change, it's 50%. If the targets are +1, your 50% would be 90% effective. 50 * 0.9 = 45%. You're still where you want to be. If the targets are +2, your 50% would be 80% effective. 50 * 0.8 = 40%. You need at least 5% Defense. If the targets are +3, your 50% would be 65% effective. 50 * 0.65 = 32.5%. Now you need at least 12.5% Defense to get back up to the soft cap. If the targets are +4, your 50% would be 48% effective. 50 * 0.48 = 24%. You're going to have to scrape together at least 21% Defense at this point. The "at least" in each of those calculations is there because lieutenants and higher ranks have higher base Accuracy multipliers. Lieutenants have 1.15 Accuracy, bosses/EBs/snipers have 1.3 Accuracy, GMs and AVs have 1.5 Accuracy. That number is a multiplier used for each power they have, so figuring out exactly how much -ToHit or +Defense you need is... a very long, tedious job that I'm not going to volunteer for. In practice, the rank-based Accuracy modifier doesn't make much difference, though, so you can ignore it. Use the above-listed numbers as a reference and go to town on their asses, you're not going to get hit often enough to worry about the discrepancies.
  7. Oh... in this game. None. They're all shit that was crammed in without any thought given to pacing or structure. They're intrusive, frustrating and disruptive of the experience. May the fleas of a thousand camels infest the crotches of the people who made them.
  8. "During the 1980’s, with dollar signs in their eyes, developers seized the financial opportunity of an island so close to Paragon City. Thus began the Talos Island land boom. Within a matter of months, the once barren island was abuzz with construction sites. As a publicity stunt, the real estate moguls even agreed to name the island after the city’s mythic giant." So the main island didn't exist at all until at least 8 decades after his birth, was uninhabited for another 20-30 years after it was formed, and he would've been 100-110 when the first streets were paved. Cryptic was sloppy with this one.
  9. Your masochism reaches new heights.
  10. I'm Commander Shepard, and this is my favorite post in Suggestions & Feedback.
  11. Verification of player activity (which, as you noted, was none of his/her business) occurred when you ran back the first time. The fact that he/she did it several times marks him/her as a determined griefer. That fuckstick should have his/her account locked for the entirety of the event.
  12. Find @Snarky and join his teams. All of his teams, and he'd appreciate it if you used different characters each time. Preferably characters you have no idea how to play so he can learn from watching you. And whenever possible, join low level Task/Strike Forces with @Snarky. He loves when he has new people to play those with. Just don't listen to anything he says, he's clueless. Also, if you happen to run across @Yomo Kimyata, trade him any and all level 10 Interrupt IOs you have, he'll give you a million inf* for each.
  13. Then demonstrate. This is the third time you've made this claim, the third time you've provided zero evidence, and the third time it's been disproven by testing. Put up or shut up.
  14. It's an analysis of the use of the computer. When you click the checkbox, you have to move the mouse or use the keyboard to navigate the pointer to the box and interact with it. The fact that you do that, and that you have human response times and pointer motions, is what tells the security software that the user is a person, not automation. Other metrics are compared (IP address, accessible tracking info like cookies, the usual stuff), and the software collates the results to reach a conclusion.
  15. They've already said they're not going to add inf* sinks of that magnitude because it would be detrimental to the play experience (driving players to farm/marketeer, and those who couldn't or wouldn't farm/marketeer would bitch up a storm).
  16. Dig through Mids' builds to find one with the relevant enhancements. Log in. Unslot. E-mail. Log out. Log in. Claim. Slot.
  17. I'd begin by replacing some of the random one-off missions with what I'd call "seeds of Mot". They're already organized so a character will only encounter one or two every few levels, so a bit of nudging and poking would line them up to create an over-arching narrative that builds up to that finale. These should be scattered through all three parts of the game (hero/villain/Praetorian), so everyone has an opportunity to see dots that they can later look back on and connect. I know Praetoria doesn't have any filler missions, but a tip or a contact in each zone would go a long way, and it would help solidify Praetoria as being part of the larger world. Scatter hints about Mot throughout the early levels so players aren't constantly buffeted by a narrative that changes direction without warning. Other random one-off missions would be replaced with ties to the Praetorian world. "Saving" that part of the game for the end made sense before Going Rogue, but now, when players can actually play in Praetoria, it's dysfunctional design. Fixing it by sprinkling encounters throughout the early game, the occasional cross-over, and maybe even a team-up or two, would help coalesce the entirety of the game. Hero and villain side both need these so there's less "Well, that came out of nowhere" in the final levels, and the Praetorian experience would be improved by actually experiencing hero/villain content before being shuffled off to one side or the other. Setting the stage is important for storytelling, and it's where Cryptic and Paragon both failed when they added new content. A lot of the early Paragon City content feels disconnected from the later content, when it should feel like part of a whole. We have one game, arbitrarily split into disjointed sections by poor mission design and lack of overarching stories, and then, when we're in the final stage, we're just told, "Yeah, it's all connected. Don't ask questions, just accept it". A little retconning by replacing trash missions with connecting content would go a very long way toward coalescing the game. Oh, and I'd redesign Janet Kellum's arc with clues indicating that she's a Malta operative who worked with Crey to create the Revenant Hero project, participated in the murders of numerous superheroes, then framed Countess Crey for murder to cover up Malta's involvement and steal the relevant Revenant data.
  18. Spoilers, man! SPOILERS! What the hell?
  19. You don't have all of your powers, slots, access to special things like purple IO sets, optimized builds with all of the fat trimmed out, or Incarnate powers at levels 1-49. It's very different. You have a lot more options to leverage at 50+ than you do at 1-49. You also have a lot more people doing things like farming and raiding at 50+, where a level shift would be detrimental, not beneficial, because it would devalue the content and reduce their gains. You're comparing apples to anuses. Yes, they're both round, but that doesn't mean they taste the same.
  20. You're already receiving the benefit of every large inspiration when you level up. Throwing a shift on top of that would be ludicrous.
  21. You can't wait to put them in your mouth?
  22. Luminara

    Roadkill

×
×
  • Create New...