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Everything posted by tidge
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pRNG is not truly random, it flatly populates the result space [0, 1] So let's say without Streakbreaker the ToHit rolls for a character ToHit > 0.90 are: 0.06, 0.16, 0.26, 0.36, 0.46, 0.56, 0.66, 0.76, 0.86, 0.96 (yes this is weird, but it is an example of a flat distribution on pRNG result space chosen to show the 'decades' of possibly results) The final result (0.96) is a miss, so we have a 9-of-10 hits. The next (11th) is ignored [pRNG doesn't "not roll"] and treated as a hit no matter the actual result. *IF* the exact same 'decade' set of results occured, then (and only then) would streakbreaker be 'honoring' the 9-of-10 hits. If at any time the pRNG returns a 'missed' result EARLIER than the 1(skipped)+9(more) then the player will be missing more often than 9-in-10 times. In the case of the ToHit ceiling: Having a streakbreaker for 0.95 is basically assuming that after a roll >0.95 that there was a 100% chance of the next roll missing... but really the chance was only 5%. The flat pRNG means that clumping in the regime [0.95, 1] is discouraged (but not impossible). We know that pRNG prefers to anti-clump from actual data.
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Red side missions have some of the most interesting writing, and despite that: Some players will rationalize not wanting to play redside, no matter what (artwork, agency, whatever) Some players only want to go where there are not other players Vigilantes and Rogues already get a sort of what is being asked for by doing the Villain/Hero alignment missions on the opposite side. Atlas Park isn't particularly interesting, it just happens to be an original zone that often contains doors/contacts for older arcs. Red side isn't free of missions that send players "back" to Mercy Island, but it isn't nearly as prevalent in Red content.
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I think you have this backwards, because of the way the pRNG flatly populates the space [0, 1] (or if you prefer [0.95, 1] vs. [0, 0.95] A reasonably straightfoward way to test is to use the same AoE attack against a large number of con grey for which all the enemies are in the AoE. The number of multiple misses in those spawns (pick a low level hazard zone) doesn't jive with a 95.24% hit rate. Again, for hypothesis testing it doesn't take much data for high confidence, but it does take a lot for high power (to discriminate between 95% and 95.24%).
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This isn't a prima facie bad idea IMO, but this isn't likely to end up with a Tanker that is very good at this. What follows isn't me pooh-poohing the idea, it is more of a list of things that I would focus on if attempting a more "support" Tanker that isn't focusing on more classic approach to Taunting, punchvoking, AoE to grab aggro and survive the aggro. 0) As noted: I think it would be necessary to lean into the secondary effects of primary/secondary, as there isn't much in the way of pool powers. The better pools for the task are IMO: Presence, for layered Fears Leadership, for team toggles Force of Will, for knockdowns (AoE cone is a fast recharge, PBAoE Takeoff) and a ST debuff 1) Most of the secondary effects are marginal. We can have different opinions about how wide those margins are, but many debuff effects are smallish, and the enhancement potential for the most common debuffs are also small. 2) Many secondary effects require accuracy (ehem, see the base accuracy of some of the Dark armor toggles), so this cannot be ignored if going this route. 3) Many of the 'auras' may be smallish... so for example Radiation's Ground Zero can heal teammates, but only those that are relatively close by. Prior to (several rounds of) Energy Melee changes, I felt that it was a very good Tanker secondary for the disorientation. It isn't bad at this today, but it isn't as good at it as it once was IMO.
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I've never felt that I ran out of content in Mercy Island playing a villain, even without an XP booster. When my red-siders are feeling in a lull I often will Ouro through one or more of the arcs I missed.
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For all my characters with Combat Teleport: /macro_image "StaffFighting_StaffMastery" "BAMF" "powexec_location target Combat Teleport" /bind shift+lbutton "powexec_name Combat Teleport" For ones that are squishier and/or have ranged attacks /macro_image "StaffFighting_AssassinsStaff" "BACK" "powexec_location Back:25 Combat Teleport"
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With no Defense enhancement, Divine Avalanche should be +15%, but only to Melee (and IIRC Lethal). I don't think it stacks on Tankers, but it stacks on Scrappers. I wouldn't be so quick to short-sell Force of Will. Weaken Resolve is another -7.5% Damage Resistance (but for 15 seconds) at range. Wall of Force is a reliable %damage (+knockdown) ranged AoE power that is going to be available LONG before any similar ranged attacks from Epic Pools... and if all you would be doing with such powers is %proc anyway, you may as well take it early. Since this is the sort of character that will be taking a lot of damage (if you challenge it), I think Unleash Potential is a reasonable addition. Note that build I showed above delayed Wall of Force because of the primary/secondary choices were (I felt) more important. As a practical matter, I'd probably drop it and take either Hasten (because of self-survival, as noted above) or Combat Teleport (although that is another power I prefer to have early for melee characters).
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This is why it bears testing, because anecdote is not the singular form of data. I know that (on Live) it was very common for players to not quite understand the debuffs from something like common Circle of Thorns.
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I don't use MIDS, but here is a quickie snapshot of what I'd use as a starting point for consideration of a Radiation/Katana tanker. Both the primary and secondary are full of goodness, so what I have below is an effort to include all the powers, sort of as early as possible... with some personal opinion as to when they are needed for what content. I wouldn't consider attack slotting fixed, but I did try to put the %damage pieces where I think they would go "best". Depending on a variety of factors, sometimes I delay resistance toggles. Some places I'd probably tweak: The Recharge/%Absorb Guantleted fist would probably replace one of the %damage in Ground Zero... saving a slot. I'm not sure the build needs two Power Transfer %Heals, I'd probably pull one from Gamma Boost to save a second slot. Those two slots would add a Shield Wall: Defense and a D-S Heal/recharge to Unleash Potential. (I want the HP boost and better recharge here) I included Wall of Force because (a) it is a great ranged attack for Tankers, (b) it seems like "moar %damage plz" was the assignment. This shouldn't really be necessary, and would be the power I'd drop to include Hasten, and allow some slot-shuffling. This is not a recharge-focused build, but there is enough going on that you won't have a shortage of clicks. For harder/high-end content Hasten certainly helps with the clicks for survivability.
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Here is a question: Does anyone know if the Panacea %+HP/+End piece in Ground Zero would affect both the Tanker and any allies within range? I ask, because often on Tankers I like to add benefits/powers that will support any allies standing close.
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/agreed. Missing "four times in a row" at the ToHit ceiling would be highly improbable with a truly random set of rolls, but it is even less likely with the (flatly populating) pseudo-RNG. This is because the (pseudo)RNG explicitly tries to "fill" the possible result space evenly. I'll repeat: "Streakbreaking" is inherent to this sort of pseudo-RNG. At the low end (a 1-in-20 chance ToHit) streakbreaker only kicks in on the 101st roll, so it would also be weird (given the flat nature of the results) that RNG simply wouldn't have given a result in [0, 0.05] by then. The ONLY non-feels reason I can think of to kluge in Streakbreaker that I can think of is if there really is something wrong with the RNG under specific circumstances. We can't see ALL the calls to RNG (for example, for drop rewards or %proc rolls) but the ones we do see have completely flat results in the [0, 1] probability space.
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I have a different take: I pretty much think it should be tested if removing Streakbreaker would have any noticeable change on the game. Hear me out. We know that the pseudo-RNG is incredibly flat in populating results between [0,1]; this is by design. This has been repeatedly demonstrated by multiple players. This means that there really isn't anything like "streaks" (lucky or unlucky). The streakbreaker was added, as near as I can tell, to offer a "good feels" to players who don't understand what the RNG is doing, and/or players who feel like "I should be due for a hit, gorramit." It was sold as a "help players with floored ToHit" but it is almost certainly hurting results where players have a ceiling ToHit. I am convinced that Streakbreaker doesn't prevent a call of RNG, just that it ignores RNG results (for some 'rolls'... ToHit checks), so that Streakbreaker is actually muddying the waters. The ur-example is if a player (or critter) has a 19-in-20 chance of hitting, but misses, Streakbreaker ignores the next roll and makes it an auto-hit. However, because of the flat RNG, there was (at worst) only a 5% chance that the followup roll was going to miss... so 95% of the time streakbreaker is just tossing out rolls.
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Radiation has an early Recovery power too, so the need for more %+End should be minimized. This sort of thing is very hard for me to judge without playing the character, but as I've been leveling up the Katana/Radiation Scrapper (without Hasten) I haven't needed to slot as many +Recovery pieces as I have with other characters.
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IIRC, only 1 %+End Performance Shifter "works"... but even if I am wrong about that the %+Heal Power Transfer does work in multiples and is probably a better choice for a Tanker (especially a resistance-based one) with its big bag of HP.
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I don't think that is necessary or practical. Recipes drop from normal content (unless diasbled), Catalysts will drop once per day after level 50. As for "value"... most of those would not be worth much, or expensive to buy on the market.
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What piece do you have in Physical Perfection?
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And Unrelenting also has benefits for using it before defeat!
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Do you mean like adding a random ATO reward for some content? This would be unlikely given that it is usually a choice between merit rewards OR enhancements. The game is IMO pretty well balanced considering the ability to convert merit rewards into the ATO/Winter/Event pieces (and recipes).
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While I certainly agree that the henchmen should get the initial upgrade "for free", I can't agree that the second one should be automatic. Imma hide my reasoning in spoilers, because I've written it MANY times. Please note: The powers that be are NOT going to change this. The compromise we players got was that many of the upgrade powers were changed to be able to hold enhancement sets whose bonuses can benefit the Mastermind. There are some adjacent changes in how quickly Masterminds can resummon henchmen, and how the primary henchmen buffs are AoE which should not be ignored.
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Empathy power set in the modern City of Heroes
tidge replied to Techwright's topic in General Discussion
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I've done exactly what @Rudra suggested, specifically to street sweep enemies that would otherwise con grey to me. It is neither a rude, nor absurd suggestion.
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I like the move away from epic attacks, as the build probably has "one too many" attacks as is... this is a criticism I make of my own builds btw. This is just a personal take, from a distance... I feel like Hasten isn't going to be that necessary. With this build, I suggest you run some of your preferred content without using Hasten to see how it performs. My personal feels are that you will get the following sense of where it is helping: Build Up, because it is essentially unslotted, will be more available (I often either 2-slot or 6-slot this power) Ground Zero will be up slightly more often. (btw, I put the more exotic %Negative damage proc in this one) Particle Shielding/Meltdown will be available more often (Survive harder!) For a Tanker, I think the 3rd point is the most important, but YMMV depending on a bunch of factors. I mention this because you may not need both slots in Hasten, depending on how often you have to rely on those two powers. The self-survive powers are the reason to have Hasten on a Tanker build IMO. I'd still work the Taunt into the build, because without it the build is missing one of the best Tanker tools, but it looks like that is a non-starter. To test what changes you would make, I suggest running though some content without Tough and Weave toggled on, as I think the Fighting pool is the one to drop. Resistance-based Tankers are somewhat tricky, but I don't think S/L numbers are everything if you have the %resistance ATO and scaling damage resistance.
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You will probably want to experiment with unslotters at some point if you move forward. Generally: Auras like Beta Decay are not a good place for %procs.
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I've been leveling up a Katana/Rad Scrapper, and it has been a LOT of fun. Tankers will have the larger AoEs which should be fun! I considered Tanker for that reason, but I felt like I was going to be "too comfortable" with the larger AoE and higher HP caps, if that makes sense. Without too much serious critiquing of this alternate AT choice, I have some suggestions. The most important IMO is that because this will be a big bag-o-health, and it will be resistance based, you probably want to lean into more Regeneration and MaxHP. on my scrapper, I plane to have 4 slots in Gamma Boost: 2x Numina (Heal, Global) and 2x Power Transfer (EndMode, %Heal). I think an actual Healing piece in Health (along with Panacea's global) is also worth considering. Multiple Power Transfer %Heals work (and one is better than Panacea, for Tankers/Brutes) but multiple %+End beyond the first do nothing AFAIK. (I can't recall if this was just a longstanding bug or WAI) I chose to put the Kismet +ToHit in Divine Avalanche, but I see what you are going for. On the pre-50 Scrapper, I found that the Katana attacks didn't really need that much more global recharge. MMV for the secondary of course. I want to note: My build also doesn't use Hasten, so I suspect you could sacrifice some LotG pieces and not really notice (with Hasten running). I don't find Hasten needs to be "perma" on Tankers (or anybody, but especially Tankers). I definitely don't feel the need for FF %+Recharge pieces on top of Hasten. Personally: I don't think Golden Dragonfly is worth investing %damage in. It is a 20° cone... maybe better for Tankers than scrappers, but still not great. Flashing Steel is also a poor %damage power IMO because of the 6sec base recharge, although it has an excellent arc size. I would use these powers for set bonuses (one Purple, one Winter). The Kick/Tough/Weave is understandable, but it doesn't look to me like you are really trying to leverage them. I'd drop the Fighting pool and take the Dragon's Roar Taunt (pick whatever multiple of Mocking Beratement makes sense) add Meltdown (slot for Resistance and Recharge) and if you just want a LotG Mule pick another pool like Concealment. I suspect that you may have a different concept than mine (for Tankers) , because it looks like you skipped both the Taunt and Beta Decay. In my final build I plan to just have a Hami-O Lysosome in it, but if Endurance was going to be an issue it would be HO Enzyme instead.