
aethereal
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Everything posted by aethereal
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I think you're misunderstanding the role of seed generation in problems of randomness. Bad seed generation creates security flaws through predictability, which shouldn't be relevant here. It should not result in lopsided distributions of numbers. There was a thread a ways back in which someone parsed a long combat log for to hit values. Distribution of values looked pretty even, which is what I'd expect. Now, the more subtle problem could be streakiness. That is, you might have a situation where the probability of rolling >95 is very close to 5%, but where the probability of rolling >95 conditional on the last roll being >95 was >5%, and the probability of rolling >95 conditional on the last roll being <95 was <5%. But the parsimonious explanation here is human memory bias.
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You rescue him in the first mission of the second part of Who Will Die. I think there may be other times in the Wards arcs?
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I think it's a good idea, though it could lead to a scenario where, like it seems like somebody should hear you but they can't and be confussing.
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Make Hasten Increase Max Run Speed
aethereal replied to Monos King's topic in Suggestions & Feedback
Hasten: clearly in need of a buff. -
The big thing that leveled up my bio armor game was not chasing the use of DNA Siphon or Parasitic Aura as proc-bombs, preferentially using Parasitic Aura as my first mitigation, and trying to make sure there where 5+ dead bodies around when I used DNA siphon for the enduring regen bonus. At first, I tended to use DNA Siphon just as a heal or as a proc-bomb, and doing that really leaves you with a lot less regen than you can get otherwise. I also tended to use Parasitic Aura as a panic button due to its longer cooldown, but it's not great when it only hits half the spawn (because the other half are dead). I do take Shadow Meld (but just one-slotted with lotg) to have one more reserve way to deal with tough enemies. If you maximize the mitigation that you get out of your defensive clickies, you don't need capped defenses and, as @Saikochoro says, concentrate on doing high ddamage.
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Power Siphon could clearly be tweaked into being a little better without much difficulty. Just increase its duration a little and/or reduce its animation time. It being differentiated in how it plays compared to normal Build Up is, in my opinion, positive. We want sets to be different! I think a bigger issue with KM in the current meta is that part of its appeal is supposed to be fairly good quick hits in the lower-tier attacks with short animation times. But in today's proc-oriented meta for melee sets, we're all looking for high-recharge attacks, and in KM all the high-recharge attacks have long animation times.
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It is plausibly the case that Regen gets more out of Shadow Meld and recharge bonuses than other sets do. That said, it seems clear to me that that doesn't take regen to being a good set.
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Allow Long Range Teleporter to retain known supergroup bases
aethereal replied to Lamia's topic in Suggestions & Feedback
You know that clicking LRT enables enterbasefrompasscode, right? So you can now click LRT, then click your enterbase macro, and it will work (even if you are not near a portal).- 6 replies
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Could we get a martial blaster set?
aethereal replied to badudu8122's topic in Suggestions & Feedback
BU in secondary, aim in primary. -
My (level 22 character) movement rates with athletic run + sprint + swift + hurdle (+ a small movement bonus from a set): Run speed: 50.26 mph Jump speed: 48.19 mph Jump height: 32.11 ft My movement rates with Panther travel power (+ a small movement bonus from a set): Run speed: 53.98 mph Jump speed: 46.61 mph Jump height: 20.16 ft Not that 1M inf is a super big deal, but given that I got it for RP reasons, I think it'd be nice if it were a bit better than the free options? Maybe around 60mph run speed, 50mph jump, 30 ft jump height?
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I mean, you could scale either regeneration (the stat) or healing with current health. You could also scale regeneration based on enemies around you. If your only goal is to give regen an ability to dig itself out of a pit more than it does today (and I agree that the thresholdy nature of regen is a big problem), then you don't need resists or defense to do it, though it might be a little easier/less fiddly with resists or defense.
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I think it'd probably be useful for people in this thread who are making suggestions to preface their suggestions with something like: This is what I perceive the problems of Regen to be (for example: ability to survive alpha, overall power, click-heaviness, particular holes) Here's my vision for the set (for example: "an overall high-end mitigation set without click-heaviness with weaknesses to -recharge and alpha strike but no weaknesses to -heal/-regen"). A bonus would be, "here's what I perceive a the niche of regen being as compared to willpower and maybe bio."
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I like ideas along this line much better than either "instant healing as a toggle" or "absorb everywhere" proposals.
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Super Strength Proliferation to Scrappers and Stalkers
aethereal replied to ironjoe's topic in Suggestions & Feedback
Stone Fists has better DPA than Stone Mallet, and has a base recharge of 4s. With just ordinary slotting, it's recharge will be somewhere in the realm of 1.33s on a level 50 build. It's all the filler that Stone Melee needs. Just to be clear: you're super wrong that dropping the recharge of Stone Mallet dropping from 8s to 4s would have balance implications that would "cause ripples" in level 50 performance. -
Super Strength Proliferation to Scrappers and Stalkers
aethereal replied to ironjoe's topic in Suggestions & Feedback
Stone Mallet has 37.01 true DPA (Brute version). It could have 0 recharge and it would not affect level 50 performance in the slightest. It's at best filler. If you use your filler more, that's not a good thing. It has worse DPA than Stone Fist. -
Super Strength Proliferation to Scrappers and Stalkers
aethereal replied to ironjoe's topic in Suggestions & Feedback
We could give every melee and blast set 2s/4s T1 and T2s, without changing any damage, and everyone could enjoy a decent attack chain at lower levels, without changing level 50 balance meaningfully. This is what i mean by it's just a dumb convention. -
Super Strength Proliferation to Scrappers and Stalkers
aethereal replied to ironjoe's topic in Suggestions & Feedback
Because at least we wouldn't be going through this charade where we pretend that the difference between a three second and six second cooldown is at all meaningful and needs to be balanced around. -
Super Strength Proliferation to Scrappers and Stalkers
aethereal replied to ironjoe's topic in Suggestions & Feedback
When you touch a power or a powerset, changing its balance, you use the new formula. You don't go back and change everything in sets that aren't being rebalanced. That's not complex. It's imperfect, of course, but the status quo is too. And to be clear, they effectively are doing this -- nobody is putting in a 2s animation, 2s recharge-time power, putting the damage according to its recharge time, and calling it a day -- even though that's fine per the formulas. It's just that they're eyeballing everything instead of having a formula. -
Super Strength Proliferation to Scrappers and Stalkers
aethereal replied to ironjoe's topic in Suggestions & Feedback
Did you read what I said? I'm not proposing changing the back catalog of powers. -
Super Strength Proliferation to Scrappers and Stalkers
aethereal replied to ironjoe's topic in Suggestions & Feedback
No radical redesign necessary. We could decide on a new formula that weighted activation time, endurance cost, etc more heavily than recharge time, and then start designing to that when we make powersets, proliferate them, or rebalance them. Older powers wouldn't agree with the new formula, but that's not the end of the world. We'd just stop propagating this ridiculous, innumerate design decision onward and onward into the future. EDIT: Honestly, we could just say, "Actually, there IS NO formula," and that would still to a large degree be better than what we have today. What we have today is that we pretend there are rules, but the rules are unmoored from the reality of the game so we're actually eyeballing everything, we're just eyeballing in based on manipulating a largely meaningless number that derives other numbers (badly), instead of eyeballing it based on the numbers we actually care about directly. -
Super Strength Proliferation to Scrappers and Stalkers
aethereal replied to ironjoe's topic in Suggestions & Feedback
We just... really badly need to come up with a new damage formula that isn't principally about recharge. The recharge shenanigans in this game are getting ridiculous, where everyone searches out longer and longer recharge powers. Meanwhile, we continue to just eyeball activation time. It's really kind of absurd. -
Well, what I believe happens is that it's a defeat-all, and it slowly aggros every spawn around the map. It's a big map. It's not actually a timer. So in terms of speeding it up, you could leave the map partially empty or reduce the timer between when a spawn gets aggroed. The latter would make it more difficult. I don't know, I wouldn't exactly say that I like that mission, it's definitely more of an endurance test than anything else, but it's certainly a unique mission, and it's nice to have unique stuff in the game.
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The odds of three 5% events in a row, if they are independent of each other, are only 1 in 8,000. Certainly the audience of this thread alone have made several orders of magnitude more attacks than that on HC, so it doesn't seem particularly unlikely that someone has noticed one of the doubtless many times that a three-miss-(ignoring-streakbreaker-attacks)-streak has happened to them. Now, an 8 miss streak like someone suggested above, that's a different story, and feels unlikely to have happened if misses are uncorrelated. (It's 1 in 25,600,000,000).
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It is impossible to miss 8 times in a row if your hit chance is 95%. The streakbreaker kicks in after one miss if your chance to hit is 90%+. If you saw a multiple miss streak, that necessarily means that you did not have capped to hit chance.
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I mean, they don't. Brute and Tanker get defense in Thunder Kick in Martial Arts. Brute and Tanker have different T9s in Ice Armor than Stalker and Scrapper. I'm sure there are a bunch of other differences. But there are a TON of melee ATs and a TON of both melee attack and armor sets. If you make each set substantively a different set for Tank/Brute/Scrap/Stalk, you're talking about making like 50ish differently balanced powersets. It's just clear that the HC team doesn't have the capacity to do that.