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Sarrate

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  1. I feel like you're underplaying RR's effect a bit. It's anywhere between 40% to 65% the strength of IH. I think it being on all the time is also incredibly valuable. The problems I have with IH are: 1) It's a bad (reactive) "oh crap button." Regen is at its most vulnerable when low on health, as that's when it's possible to be burst down before you can react / regen. By using IH at low health, it's more likely you'll die before it stabilizes your position. It's better when used proactively, in which case its regen will make it harder for your health to get that low in the first place. However, it feels bad to use proactively because... 2) Its duration / recharge / uptime feels really bad. While it feels great when its up, it'll be down most of the time. (You need +260% recharge just to have it up half the time.) If you use it preemptively, then it's possible that you either didn't need it or it's less visible that you did need it. Also, while you can improve its uptime via recharge bonuses / buffs, the inverse is also true. If you're facing a lot of recharge dubuffs, then IH's uptime will be impacted as well. 3) It's all in on Regen, if you ever run into a fight with -Regen, its possible it won't help at all (if your regen gets floored). While having a "god mode" button get completely stuffed isn't unheard of (Elude vs DE Quartz, Unstoppable vs Longbow -Res Grenades), it's really awkward that IH's alternative, RR, has scaling regen (and recovery) resistance, and it's always on. --- If it were me and I wanted to make IH more appealing, I'd consider the following changes: 1) Give IH some form of instant heal / absorb so that it's better when used reactively. (This could happen dynamically, based off how much health you had when it was used.) 2) Change IH into a time limited toggle (like Icy Bastion / Hibernate) with a max duration of 90s, then adjust its recharge based off how long it was toggled on. This would allow it to be used preemptive or in short bursts without eating a 650 sec (base) recharge. 3) Give it a fixed amount of regen (and possibly recovery) resistance. --- Disclaimer: I haven't put an extensive amount of time into Homecoming I still haven't made it to 50, let alone completely IO / Incarnate out any characters. This is based off my previous experience on Live as well as my leveling experiences with Regen here as a Scrapper (TW/Regen) / Brute (EM/Regen) before and after (SS/Regen) the changes.
  2. Another way to look at Reactive Regeneration is that each stack is basically worth a 2% heal over 20 seconds. 100% Regen is a full health bar every 240 seconds, or 0.41667% hp / sec. Thus 25% Regen is 1/4 of that, or 0.1041667% hp / sec. Since a stack lasts 20 sec, that's 20 time the above, or 2.083%. hp = (100% hp / 240 sec) * regen * seconds hp = (100 / 240) * 0.25 * 20 hp = 2.083% (You could also write it with 100% hp as 1, but then you'd get 0.02083, which is a bit harder to read.) ----- If you want a mathematical comparison between IH and RR, you can work out how much recharge you'd need for the two to equal each other (over time). ih_regen * (ih_dur / ih_rech) = rr_regen ih_dur / ih_rech = (rr_regen / ih_regen) ih_dur / (rr_regen / ih_regen) = ih_rech ih_base_rech / ih_rech = total_recharge So for IH to equal RR without any stacks: ih_dur / (rr_regen / ih_regen) = ih_rech 90 / (400 / 1000) = ih_rech 225 = ih_rech ih_base_rech / ih_rech = total_recharge 650 / 225 = total_recharge 2.8888 = total recharge It would take +188% recharge. For IH to equal RR regen (full stacks) over time: ih_dur / (rr_regen / ih_regen) = ih_rech 90 / (650 / 1000) = ih_rech 138.46 = ih_rech ih_base_rech / ih_rech = total_recharge 650 / 138.46 = total_recharge 4.694 = total_recharge It would take +369.4% recharge. (This glosses over the fact that sometimes more potent, but lower uptime/strength over time can be beneficial. It also ignores any of the extra debuff protection you can get from RR that is absent from IH. For me, I can't see a reason to take IH... but I also remember toggle IH.)
  3. Unless things have changed (possible), PTOD don't offer any Immobilize or Sleep protection, so you should be able to keep AVs / EBs immobilized, and thus away from you, pretty easily. (Some AVs / EBs could have additional status protection, like Unyielding, but still not up to the same amount at PTOD.)
  4. The actual formula is: HitChance = Clamp( AccMods × Clamp( BaseHitChance + ToHitMods – DefMods ) ) Homecoming Wiki - Attack Mechanics A rule of thumb, you're mitigating double your defense (10% def = 20% mitigation, 45% def = 90% mitigation). It's not always true (in the presence of large +acc where it's hitting the 95% cap, or the presence of +tohit). As others have mentioned, you're not doubling your mitigation, per se, but doubling your survivability. Consider that you have 1,000 max hp, going from 0% to 50% res (or 0% to 25% def) would allow you to take ~2,000 dmg before defeat - 2x as much. Now consider going to 90% res (or 45% def) - that would allow you to take 10,000 dmg before defeat. That is a 5x increase from 50%, and instead of adding 50% res, we only added 40%. Mitigation of the same type increases exponentially in effectiveness. It's why in many other MMOs, they have things like "defense rating", where the more you have, the less mitigation (as a percent) you get.
  5. If I'm reading the power description in City of Data correctly, it looks like Achilles Heel doesn't stack, period. Rationale: 1) Stacking is collective 2) Replaces existing effect 3) Stacks per attribute by key "AchillesHeelProc" The correct solution would be to test it with the temp power that lets you view enemy stats (forgot what it was called).
  6. He knows what he did.
  7. The null is very strange, but I'm not sure it's the hold. It looks like Liquefy summons two pets, Liquefy and Shock: https://cod.uberguy.net/html/power.html?power=defender_buff.sonic_debuff.liquefy&at=defender The one KaizenSoze linked is Liquefy (which does the debuffing) while Shock does the damage and hold: https://cod.uberguy.net/html/power.html?power=pets.shockdef.liquefy&at=minion_pets Of course, it's a 4.47s mag 2 hold, part of whose time could be "wasted" on a knockdown. So it may effectively not even be there. (Liquefy the power can be slotted for holds, and Shock is affected by them.)
  8. I'm assuming this is a joke, but in case it's not, I don't think you quite appreciate how much of a difference there is between Vulkan and OpenGL - especially older versions of OpenGL. Developers need to do a lot more work and handle a lot of situations that the driver used to (like synchronization). There are absolutely benefits for doing so, but it's definitely not easy. Also, Vulkan isn't supported on all platforms (like Apple, without something like MoltenVK to convert Vulkan calls to Metal), let alone older platforms (like Windows XP). Then you'd have to start looking into CoH having multiple rendering pipelines which just increases the work to maintain that much more. Hmm, I do wonder what the last version of OpenGL Windows XP even supported... (I know XP is way past EOL, I only bring it up because I have seen posts from people who still use it. So the decision would need to be made to either maintain support or drop it.)
  9. You keep using that word... I do not think it means what you think it means.
  10. Not sure the details of your current implementation, but an idea to solve this would be to buildup a Map<String, List<String>> which would map a path & filename to a list of mods that is modifying it. For example (pseudo-code): // Map of ModifiedFiles -> List of Mods modifying it Map<String, List<String>> moddedFiles; // Build up a list of all the modified files for-each (mod in mods) { for-each (file in mod) { if (!moddedFiles.contains(file)) moddedFiles.insert(mod, new List<String>()); moddedFiles.get(file).append(mod); } } // Check for conflicts and print them out for-each (element in moddedFiles) { if (element.second.size() > 1) { print("File conflict %s\n", element.first); for-each(str in element.second) print(" - %s\n", str); } }
  11. Gotcha, that's kinda what I was thinking, but it's the first time I've ever seen it used, so I wasn't for sure. Thought you may have had more experience / exposure to it. Thanks!
  12. Looking at Singularity in CoD, it's Gravitational Pull has a radius of 45 ft, with the pull effect being lessened the further away mobs are. I'm not sure how to interpret the "dup()" in the expression though. @UberGuy?
  13. The mad bastards did it. They buffed Regen.
  14. Looks like perma-T9s was changed in Issue 4 (https://archive.paragonwiki.com/wiki/Issue_4) > Changed Moment of Glory, Elude, and Light Form to have a Duration of 180 seconds and a base recharge time of 1000 seconds. This prevents these powers from being 'Permanent', making it comparable to Unstoppable. The Global Defense Nerf (GDN) happened in Issue 5 (https://archive.paragonwiki.com/wiki/Global_Defense_Nerf, https://archive.paragonwiki.com/wiki/Patch_Notes/2005-08-31#Powers_-_Global_Defense_Decrease). Enhancement Diversification (ED) happened in Issue 6 (https://archive.paragonwiki.com/wiki/Enhancement_Diversification, https://archive.paragonwiki.com/wiki/Patch_Notes/2005-10-27#Enhancement_Diversification). And the addition of the scaling resists also happened in Issue 6 (https://archive.paragonwiki.com/wiki/Patch_Notes/2005-10-27#Powers) > Super Reflexes Auto powers now add some minor damage resistance that improves as the caster loses HP.
  15. Geeze, that makes me 0 for 2, so I'm not exactly demonstrating a stellar memory, here... Hmm, I don't think so. The only nerf I'm remembering was part of the GDN. Although, in hind sight, it was kind of a buff in disguise. Before that, everything was +ToHit (purple patch and ranks weren't accuracy, so there was no "soft cap"). I never realized there was anything wrong with multi-quoting, unless the intent was to take something out of context (which I don't think you were).
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