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tidge

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Posts posted by tidge

  1. I've written a lot of RNG jibber-jabber, the dominant effect is that the RNG is certainly pseudo-random, in that it it will (try to) flatly populate numbers over the entire range (as observed), so not rolling a "natural 20" on one roll makes it more likely that the next roll will be a "natural 20". This is not the way real randomness works! perhaps the biggest mystery for me is: It's not clear to me if RNG "throws away" a "roll" when applying streakbreaker, or not. I believe there is a discarded roll, with high confidence but low power...there are so many RNG rolls in the game but AFAIK only Streakbreaker only applies to the ToHit rolls of attacks.

     

    The dimension that confuses me the most about implementing streakbreaker: If the RNG is a flat-fill of number space, there should be no reason to implement streakbreaker.

     

    Writing another way: If streakbreaker was implemented only because of (player) perception bias, then any remaining (player) complaints about a streakbreaker implemented on top of RNG can't be dismissed casually by saying "well, that is just perception bias". 

     

  2. Players may have feels about preferring the hero side over the villain side, but I disagree that it is the writing of the arcs red side.

     

    The best blue-side writing is IMO the original, slow reveals of the relationships of the different factions... but as much as I like this, it is really confusing (Lorewise, at least to me) why some contacts are forcing "investigations" on PCs about enemy types when there really can't be any mystery about what is going on, given how certain enemy groups appear (especially if Tips are used). There really is no agency blue side, except 2XP I suppose. "Who will die?" is pretty bad for player agency blue side, it offers IMO slightly more red side. I will give a thumbs-up to the revamped Faultline arcs blue side.

     

    The red-side arcs are a mix of contacts trying to take advantage of the PCs, as well as more mercenary type of missions, until the PCs ultimately best whatever the contacts have. Playing red-side makes it possible to defeat almost all the named blue-side heroes/trainers, as well as all the villain patrons and lackeys, simply by doing arcs. You can even get your revenge on multiple different contacts that may have treated you "wrong". You want to face a CoV Patron blue side? You are generally limited to hoping they decide to rob a bank, or go to Recluse's Victory.

     

     

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  3. 8 hours ago, kelika2 said:

    Ever thought about blanket-buffing all escort targets with a massive +perception buff?

    Call said buff "Held Hand"

    i know that sounds insulting but sometimes i want to straddle an NPC in a sexual position looking them in the eye as they choke to death because they are having trouble hurdling a hand rail.

     

    This might work for some NPCs, but I feel like there would be more unintended consequences for others. For example, the Mayhem Hostages might easier "freeze" upon seeing a critter, and

    Fusionette doesn't need to have more of a reason for her behavior.

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  4. ^What they wrote. This is almost certainly your issue.

     

    There is an occasional display bug for invention badge progress that won't show the bar increase, or what the actual count/progress is at for inventions, but this is a flaky UI issue that isn't particularly common. I usually encounter that problem in the SG base, but that is where I tend to be doing the mass-creation of inventions... I haven't been able to duplicate (or resolve) that issue by opening/closing the sorts of UI things that cause other issues in SG bases (storage racks, costume, vault, recipes, etc.)

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  5. On 5/16/2024 at 4:27 PM, Maelwys said:

    Another big problem IMO is the lack of enhancement slots compared to the number of enhanceable powers that Triformers get access to.

     

    Having "too many powers to slot and too few slots" is a problem *I* feel for the Kheldians, yet when I think about this problem, I conclude that it is actually a different problem. The problem as I see it: The Nova and Dwarf forms are rather mediocre for what they can actively do, so even slotting the attacks is a very mixed bag. I have no complaints about Dwarf Survivability, but a lot has to do with the inherent nature of the Dwarf, supported by a couple of its non-attack powers.

     

    That is: the attacks the non-human forms have access to are kinda crummy, so in some ways adding more slots to those is diminishing returns... modulo %damage and things like KB->KD pieces. My opinion is that because of the fast recharge times and the sheer number of KB attacks neither %damage nor KB->KD are a particularly good use of slots in Nova form attacks. another opinion: Nova form really best shines over the relatively narrow level range where few characters have access to 5+ attacks. Once the game allows all characters to have a constantly firing attack chain, Nova forms are really hurt by their mediocre attacks... and Dwarfs never really get a decent attack chain without shenanigans of some type or other.

     

    With the constraints of the game engine, what can we do?

     

    The current state of Kheldians offers a little for the non-human forms, in that we can slot the "form powers" with +ToHit, EndMod, Resistance pieces, which help mitigate slotting needs. The game could go a little further and offer more (or the same types of) Enhancements & slotting potential for both forms, but this wouldn't really address the problem of relatively bad DPS... because aside from %Build Up, there is no +Damage enhancement piece AFAIK. There are pieces that fr %-Res, but I think it would be a sort of triple-stretch to try to modify the multi-forms to leverage those in the base form powers.

     

    It is possible in the current game code to modify the powers granted by the multi-forms to increase damage if other powers are taken later in the build, similar to how the Fighting pool offers bonuses to all its attacks if more than one attack is chosen e.g. "Fighting Synergy". I feel like this would be the most straightforward was to make the Nova (which can be taken at level 4) feel like it is improving it DPS... for example, if a character has human form attacks like Quasar/Dawn Strike ... why not grant some extra damage in a non-Human form simply for having chosen more human form attacks? Right now: I feel like my Kheldians MUST take attacks outside of the non-human forms simply to try keep DPS out of the 'I am embarrassed' range.

     

    I suppose that the powers themselves could be modified to have improved damage... but (especially in the case of the Nova) I generally feel that they are scaled correctly for the level at which they can first be chosen. I wouldn't want to see Nova forms burning through the Hollows arcs for example.

  6. 6 minutes ago, Ultimo said:

    He attacked me ONCE and did about 11k damage.  I have about 1k health.  He did enough damage to oneshot me 11 times over, in one attack.  Of course, his next attack did another 800 damage, and I was toast.  He had a 5% chance to hit, he hit me twice before I could even react.  I rezzed, recovered and toggled up, and he hit again for around 3000 damage.  Oneshotted again.  Three attacks three hits, 5% chance each time.  What luck, you might say.  I say EVERY attack I endured in this fight between him and Countess Crey, once she appeared, hit me.  They NEVER missed, and almost every attack was enough to oneshot me.

     

     Maybe it wasn't 5%?

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  7. 2 hours ago, Excraft said:

     

    No, we don't.  You'd be penalizing players for not sticking with a poorly run team.  Just the other day, I joined a Posi 1 TF that was advertised as a speed run.  The team organizer - who was only level 8 - refused to pass the star over to someone higher level, then decided to set the difficulty to +4 and refused to lower it.  Several people quit the TF as it wasn't what was advertised.  Your proposal would penalize them for that. 

     

     That sounds like all kinds of nightmare.

     

    I feel like I can easily adapt whenever a PUGorganizer advertises speed/non-speed, but the one common advertisement that always confuses me is "Kill Most". I've been on many "KM TF" that we didn't even fight half the critters on any given map. I'd like to point to the spot on the TF doll where the leader threatened to kick me for drawing more aggro that we were otherwise ignoring.

     

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  8. 1 hour ago, Hyperstrike said:

    Also, even if I KNOW I'm getting nothing for my investment, but my OCD is so terminal that I HAVE TO make sure all the plusses match?

    I better NEVER see people claiming "concept" on a build EVER AGAIN!

     

    Never admit to such a thing in forum-PVP, or people may start posting pictures of their builds with the franken-slot pieces all in different locations.

     

    Slightly more seriously: at some point, on build with Hasten,  I started boosting the two level 50 Recharges in Hasten to 50+5 (as opposed to 2x50+4) just because I didn't like having "extra" Enhancement boosters floating around.

  9. I like the immersion of the escorts that stop following you if they get too close to an enemy, or if you get too far away or go stealthy... yet there are clearly some classes of NPCs that are really good about finding/staying with players. There are enough that I wonder why more can't be like those.

     

    I think the simplest update would be to grant the hostages/escorts an increase to their base movement. I don't mean "sprint"... it takes very little for a player to have a base movement increase that can completely outpace an NPC even with all travel toggles off. I'd explore turning up the distance by which hostages can see players, but this could have unintended consequences.

  10. I realize it is almost pointless to make suggestions to someone's build once they've committed to boosting LotG pieces to +5 and commenting how they love it for "hard mode", but here goes:

     

    I'd revisit both Invincibilty and Build Up... and possibly Tough Hide.

     

    Personally, I suspect that the 5th LotG set bonuses are doing less that expected. Having significantly MOAR S/L isn't nearly as important as it once was. With that written (to consider sacrificing a 5th LotG piece), I'd put the Gaussian's %Build Up piece in Invincible, and use at least one Hami-O Cytoskeleton in it to also boost ToHit.

     

    Build Up is fine, and I like the "on demand" 90% chance of %Build Up with energy Melee, but if that is the reason for having it, I feel like Build Up should have a second slot with an IO Recharge in it. I find that even a near-perma-Hasten doesn't quite get Build Up where I want it when I have it slotted with the Gaussian's %proc. I ended up moving it to Invincibility because it was giving me more output at the expense of simply looking awesome against MoG Paragon Protectors. I think either way is fine, it just looks like there is sort of a half-commitment to the %proc.

     

    Tough Hide is a decent enough power to hold the Kismet +ToHit, should the slots need adjustment.

  11. IMO, no Patron shield is redundant or useless.

    1. It's a no-pre-requisite required (other than Patron unlock) power that allows slotting of Defense (or Resistance) sets (*1) for bonuses or globals/uniques.
    2. The higher the Defenses (also Resistances, but that is somewhat secondary) on a Mastermind, the better

    /Dark is always going to be a decent secondary choice for MMs: It gets several powers very early that make things surprisingly easy: the -Res slow in Tar Patch and a PBAoE heal in Twilight Grasp. By the time the MM has added Shadow Fall, a /Dark MM can start to feel like it can handle anything; it is time to start counting down the levels until Dark Servant.

    The only personal concern *I* have about /Dark (on MMs) is my belief that, because of the PBAoE heals and defense buffs, it can lull a player into a sense of security about certain tactics that don't work in all circumstances. This is true about most MMs, but since Dark gets those PBAoE tricks so early, especially the heal... it often appears to me that /Dark MMs aren't always focused on debuffing or controlling enemies.

     

    Setting aside my minor personal issue, I think /Dark is one of the top choices of secondaries. IMO, the most important power for a level 50+ /Dark Mastermind is Tar Patch, and you probably can get by with only 2x50(+5) IO Recharge pieces in it.

     

    (*1) I do try to add the fighting pool to MMs, but as a practical matter I never toggle on Tough and almost never toggle on Weave... unless I don't bring out the henchmen.

  12. Re: Paladin... be thankful that HC shifted away from the "Shining Stars" variation. It ended up changing Knight Errant, but the current event is much better than what it was.

     

    Not everyone needs or wants the Knight Errant badge, some would prefer the merits, etc. The spawns themselves offer more XP (and certainly more salvage/recipe drops) than the Paladin.

  13. I'd rank the Sentinel's Inherent (as currently implemented) to be one of the better Inherent powers... none of which are particularly well-explained in-game IMO.

     

    As far as being able to see it having an effect on defeat times... at early levels, it will be hard to notice much of a difference, with the difference being "how many attacks do I have to make to defeat that single target?". On harder targets, and in group play, it becomes much more of a force-multiplier.

     

     

  14. On 5/17/2024 at 5:45 PM, Story Archer said:

     

    Also, for what it's worth...

     

    Combat Jumping:

    Kismet - +6% Acc

    Luck of the Gambler - +7.5% Rech

     

    Tough:

    Unbreakable Guard - End/Res

    Unbreakable Guard - Res

    Unbreakable Guard - End/Res/Rech

    Unbreakable Guard - +Max HP

    Steadfast Protection - +3% Def

    Gladiator's Armor - +3% Def

     

     

    A couple of nits to pick:

     

    If the Kismet piece is going to be used, I suggest putting it in the first Auto power taken, so probably Agile. I don't know why it would be put in a toggle, except possibly force of habit. The +ToHit only works if the power is toggled on (or in an auto).

     

    I generally like the 4xUnbreakable Guard bonuses, but for SR I think you could probably stop after 2 pieces. With the other slotting I suspect Melee is well above the non-incarnate softcap, and probably pushing the incarnate softcap. It won't be as if DDR is that big of a concern.

  15. I'm playing around with a SR Tanker. I'm leveling it up "organically", which is to say it doesn't have a level 50+ build.

     

    Evasion (link is to CoD) allows the slotting of Threat pieces, and has this bit of code listed from CoD:

     

    100% chance (Inherent Taunt, excludes main target)

    Apply "Execute Power" (all affected targets)
    Redirects.Inherents.Gauntlet_Proc_Aura

     

    I have questions!

     

    0) Does this toggle provide a Taunt aura?  If so, is its radius 8 feet or something else?

     

    1) If not slotted with Accuracy, (only possible via the Threat pieces, HO/Dsync pieces with accuracy components should not help since Accuracy pieces cannot be slotted) is it "flooring" Streakbreaker chances?

     

    I have a suspicion that it is screwing up Streakbreaker... my Tanker has relatively few attacks, with decent accuracy slotting, a Kismet bonus and I am monitoring "Last Hit Chance"... I am reasonably sure I am seeing instances where I miss 2 or more single-target attacks in a row when the final ToHiT is 95%.

     

    I hadn't planned on putting Recharge/Accuracy (only possible source of Accuracy, AFAIK) pieces in Evasion, but if that's what it takes to offset RNGesus, I suppose I'll consider it.

     

     

  16. 7 hours ago, WumpusRat said:

     

    I have a couple of characters that use the Presence pool.

    On my shield/axe tanker, I skipped taking taunt from my main set and just picked it up in presence instead.

     

    I can understand the rationale, Provoke is inferior to Taunt, by several metrics. For some details, my gripes, and my own suggestions, see here

     

  17. 16 minutes ago, megaericzero said:

    Anyway, back on topic:

     

    Even without travel pools, the others' prereqs feel actually good out-of-the-box.

     

    Presence: raise threat or lower threat - even if you just want Unrelenting, throwing out a random Pacify still has concrete utility compared to throwing out a random Boxing or Kick

     

    I use the Presence pool on many different characters; I have a hard disagree that it is "good out of the box":

    • The first two powers (must pick at least one!) are pretty much diametrically opposed to each other in function
    • The third possible power offers no real synergy wither either of the first two powers
    • The first three powers are all single-target attacks that require ToHit rolls
    • The first three powers offer some of the worst variety in enhancement set choices for any power types... including the almost complete lack of Accuracy for Threat pieces.

    The final two powers are good (enough that I suffer through the above), but

    • Invoke Panic only has synergy with intimidate IF both it and Intimidate are taken, and both hit the same target, dominated by the 60 second recharge time of Invoke Panic. In contrast the Fighting pool attacks get synergy just by taking them, not all of them have to be used. Cross Punch is IIRC on an 8 second recharge time!
    • Unrelenting is a pretty sweet power, on par with Adrenal Booster or Unleash Potential, but their recharge times are significantly longer than something like Rune of Protection.
  18. 30 minutes ago, gameboy1234 said:

    Often it's adding constraints to the game that make these sort of things useful and interesting "finds" by players.  We don't have a lot of constraints any more, and I'm not really advocating that we should add them.  But it's good to think about these sorts of issues so that a broad range of ideas are considered.

     

     I like the cut of your jib.

  19. There are multiple other players who try to "do all the content, at appropriate level, by disabling XP". It's just that there is a limited amount of content that you can't do this for. For example, I'm not sure if it is possible to solo the Kheldian/VEAT arcs if you aren't one of those ATs.

     

    There is sooo much content across levels, even setting aside the OG contacts, that it is IMO more a test of endurance to try to do everything than anything else(*1). I often skip doing any sort of DFB, exploration badge finding, and even SFs/TFs just so that I can remember to start doing Safeguard/Mayhem missions "naturally". It's rare that my blue characters end up completing more than one of Hollows/Faultline/Striga/Croatoa despite how much fun those arcs can be because there is so much to do.

     

    (*1) Obviously there are some other tangible rewards (merits, temp powers, badge progression, level-appropriate drops, etc.) for doing at-level content, but I don't think such a thing is that different than "grinding" at any other level.

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