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Sarrate

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  1. 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.
  2. 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).
  3. He knows what he did.
  4. 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.)
  5. 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.)
  6. You keep using that word... I do not think it means what you think it means.
  7. 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); } }
  8. 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!
  9. 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?
  10. 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.
  11. 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).
  12. In that case, sorry I mischaracterized what you said. I suspect you're expecting me to say something along the lines of "it's misguided" or "that misses the point of the set." However, I feel like there is a lot of context missing in your example. Going back in time, SR used to be almost exclusively +Def (it had PB for status protection, Quickness for +Rech/Speed, and Elude providing +Rec as all T9s of the day did). It did not have defense debuff resistance, it did not have scaling resistance. Even when soft capped, SR had significant problems. If someone were to look at SR back then and say, "hey, SR has some survivability issues, why not get some extra resistance at lower life, say they're moving faster/slowing down time." Under those circumstances, does adding resistance make sense? SR has always been the premiere +def set, why would you want resistance? If you want Res and Def, why not use Invuln? I bring this up because I seem to remember you being against Regen getting +absorb because that's Bio's niche. (I could be misremembering, it's been a while.) Other's have said "hey, if you want a set that's more +regen focused, you should use Willpower" (despite the fact it was Regen's niche to lose). Just as SR had issues that "more defense" wouldn't have solved, I think Regen has issues "more healing" won't solve. Does it need to be reworked from the ground up? Not necessarily. Does it need to add some other tool to its toolkit? I'd argue, yes. I don't think that's trying to overhaul it into something its not. I'm not sure if that answers your question, or not.
  13. I'm curious what you mean by the underlined text. It sounds like "if you don't like the way the set currently is, then you don't understand it." If that is the case (and correct me if I'm wrong), that sounds narrow minded. It's entirely possible for people to see the set, understand how it works, but think "I think it would be better if they did X." It could be to adjust power ("this will increase survivability by X in Y situations), or it could be a flavor thing ("I want to regenerate, not be a self empath"). It's also equally valid for someone to say "I played it while IH was a toggle, and I like that version better." Just because someone wants to change the set, doesn't mean they don't understand it. I mean, you argue that people shouldn't try to balance for a small subsection of content (I agree), but then you basically cut out anyone whose opinion doesn't match yours. That feels extremely contradictory. Note: I'm not saying your view of Regen is invalid, it's just as valid as anyone else's. If you enjoy current Regen, I understand a change to satisfy someone else could affect your enjoyment of the set. That's not because someone "doesn't get it," or they're maliciously trying to hamper your fun [1], just they have a different view. [1] Okay, some people might, but I think we can both agree that people intentionally ruining others' fun aren't cool. :)
  14. That's the limit of signed 32-bit integers, unsigned 32-bit integers can represent numbers up to 4 billion. The problem with that is if you ever accidentally subtract a larger number from a smaller, you could get either undefined behavior or integer wrap around (eg: 100 - 1000 = 4 billion-ish), so you'd have to be very careful whenever you did arithmetic. Also, 32-bit programs have no problem utilizing 64-bit (signed or unsigned) integers. That isn't the problem. Where you run into problems is not only converting all instances of influence represented by int32s to int64s (databases, network packet definitions, in memory structures, function definitions, etc), but also making sure everything along the way is also converted to int64. A single missed cast could truncate all values above 2 billion, which I'm sure you can imagine would not be well received. It's less of a technical limitation and more of a problem of how much effort it would take to make the conversion without making any mistakes.
  15. If Flashing Steel or Shadow Maul's DPA were high enough, then high performing builds would always eschew the single target in favor of the cone, even against single targets. Here is a list of DPA (and DPE for good measure) of all Street Justice powers (Tanker numbers): Power Dmg Cast End DPA DPE Initial Strike 44.38 1.056 4.37 42.027 10.156 Heavy Blow 61.28 1.32 5.03 46.424 12.183 Rib Cracker 69.74 1.584 6.86 44.028 10.166 Shin Breaker 86.64 1.584 8.53 54.697 10.157 Sweeping Cross 0 79.24 1.848 8.53 42.879 9.290 Sweeping Cross 1 83.21 1.848 8.53 45.027 9.755 Sweeping Cross 2 91.13 1.848 8.53 49.313 10.683 Sweeping Cross 3 103 1.848 8.53 55.736 12.075 Spinning Strike 0 81.36 1.98 15.18 41.091 5.360 Spinning Strike 1 86.43 1.98 15.18 43.652 5.694 Spinning Strike 2 91.12 1.98 15.18 46.020 6.003 Spinning Strike 3 101.7 1.98 15.18 51.364 6.700 Crushing Uppercut 0 168 2.376 14.35 70.707 11.707 Crushing Uppercut 1 176.4 2.376 14.35 74.242 12.293 Crushing Uppercut 2 188.2 2.376 14.35 79.209 13.115 Crushing Uppercut 3 210 2.376 14.35 88.384 14.634 Sweeping Cross is better than Initial Strike in every single way, even at 0 Combo Points. Sweeping Cross out performs Rib Cracker at 1 (ignoring the res debuff), and better than Heavy Blow at 2 Combo Points. If you hit more than one target, it blows the rest out of the water. Even Spinning Strike, a pure AoE, beats out everything but Shin Breaker at 2 Combo Points (while admittedly being ruinous to endurance on a single target, but besting all but Heavy Blow when hitting 2). With a modest +100% recharge, Sweeping Cross could be used once every spender, even with the shortest string (Initial, Sweeping, Initial, Spinning). An actual string would probably look more like Shin, Rib, Sweeping, Crushing. Or maybe Sweeping, Rib, Spinning, Crushing, or something like that (in AoE when Spinning is up). The main reason builders are used is to buff up the spenders, but if the spenders also build, then the spenders will get sidelined whenever possible. I think it would make spenders scale too strongly and cause their scaling to be squished, further diluting the mechanics. You won't hear me say that the Combo Point limitation can be a drag at times, but I think your proposal has too many other ramifications.
  16. I have a mid 40s Rad/StJ Tanker, but it's been a while since I've played her. I mostly played solo, with some duoing / TFs sprinkled in there. I'd agree that AoEs tied to combo points is annoying while solo, but a bigger nuisance while in groups. That said I think your suggestion has some serious ramifications: If finishers can build combo points, that means that the default builders are now less useful. Why use, Initial Strike, when you could just use Sweeping Cross for more damage, AoE, and still build combo points? It makes them redundant. The higher recharge you have, the less and less useful builders would be. That seems like a mistake. Just making them not consume combo points seems like a better idea, but that'd raise the possibility of "build 2 combo points, use Sweeping Cross, Spinning Strike, builder to 3, Crushing Uppercut," leading to finishers benefiting too much from each built Combo Point. Here are a few (not fully baked) alternate suggestions to consider: * Raise the limit of Combo Points from 3 to something higher, like 5. Spenders would still only ever get buffed up to lvl3 and would only ever consume 3 points. So if you built up 4 Combo Points, then used a finisher, you'd end up with 1 Combo Point. This way you could save a finisher / user a builder without wasting it. * Make Combo Points decay slower (it's only something like 10 seconds, I think?) and/or decay individually (instead of going from 3 to 0, it'd tick down from 3, to 2, to 1, etc). This way, it would be easier to start the next fight with greater than 0 combo points. * Make Spinning Strike a pbaoe instead of a targeted aoe. I'm someone who really enjoys playing with cones and lining them up, but Spinning Strike's targetted aoe just feels bad. It won't hit as many enemies behind me as other AoEs would, and repositioning won't hit more enemies like a cone would. (This is not really related to the subject at hand, but still... :P)
  17. I could be misreading this, but it sounds like you're fully slotting your defensive abilities first before investing any slots in your attacks. Depending on your playstyle (solo, small group, big group, a mix), I think this can be a mistake. You don't get rewards for surviving enemies, only be defeating them. The faster you defeat enemies, the less incoming damage you'll need to survive, the more inspirations you'll earn, the longer inspirations will last relative to combat encounters, and the easier it will be to take down bosses (enemy regen can be a significant factor). I'm not saying 6 slot all your attacks first. I'd say get a few slots in your important attacks (3-4) while slotting your key defensive powers (so TI, DP, and Invin). Each enhancement in those powers will give you more bang for your buck than something like Res Elements. Once you get the foundations set, you can start expanding where you want / where you feel weakest. I mostly solo or duo, so personal damage output is important, if you play in large group, you can adjust accordingly. These are just guidelines that I go by and are completely fungible. On the flip side, Tankers have a higher base damage than Brutes, so each damage enhancement makes a bigger impact on your damage output compared to a Brute. Also, damage enhancements increase endurance efficiency in their own way. Consider an attack that does 100 dmg and costs 10 end. That's 10 dmg / end. If you slot that with 3 dmg SOs, that'd be 195 dmg for 10 end, or 19.5 dmg/end. It costs the same end, but you're getting twice as much damage out of it, so it's more efficient. For 3 dmg / 1 end, you'd have 195 dmg for ~7.5 end, or ~26 dmg/end For 2 dmg / 2 end, you'd have 166 dmg for ~6 end, or ~27.66 dmg/end The second is more efficient, but the former will kill faster with the benefits mentioned above. Personally, I prefer the first option, but slot to your preference. Just wanted to give an alternate perspective. --edit-- Don't forget that you can also slot Stamina early and that Rest has a very short cooldown. Earlier in the game's life, Stamina was a pool power that required two prereqs (you couldn't get it until lvl20) and Rest had a 10 minutes cooldown. Lower levels have a lot less downtime than they used to.
  18. I doubt it has to do with resolution, adaptive resolution scaling wasn't really a thing back in CoH's heyday and has come more into vogue recently. I could be wrong, but it sounds more like it would adjust things like LoD (Level of Detail) and environment clutter (though it could be argued as part of LoD). Basically render either less stuff and/or less detailed stuff in the world if performance is low. Well, you can get bad gaming performance for a number of reasons: CPU Bottlenecks: - Simulating the game world for a frame. Typical things that can slow this down are physics, lots of entities nearby, etc. Things that could help this would be turning off settings and lowering the draw distance (game might calculate less if not visible). - Rendering a frame involves figuring out what needs to be drawn then giving the GPU instructions to perform. Each command takes a fixed amount of time, but the amount of work done per command can vary. It's a lot cheaper to say, issue one "draw these 1 million polygons" than "issue one million draw calls to draw 1 polygon each." This can be partially mitigated by smart engine design, but it can only go so far, and OpenGL (which CoH uses) is pretty heavy. Again, a way to mitigate this would be to turn off settings (now lower, but off) and reducing the draw distance. GPU Bottleneck: - The typical thought is that a GPU gets bottlenecked by pixels, and that is true. Reducing the resolution can help in this case, but there are other ways it can get strangled. Drawing more / higher quality shadows are - in a way - pixels. Scenes with a lot of alpha effects (translucent objects) are pixels that weren't culled. - Drawing too many vertices/polygons can saturate that portion of the card.Drawing less objects or lower quality object with less polygons can help this. - There is general compute power used in newer games (doing calculations on the GPU itself, things like GPU particles, etc). - Memory bandwidth, transferring data between the CPU and GPU. This could be for things like loading in textures. - Memory starvation, if you try to put more data on the GPU than it has memory to store it. This will likely cause data to be swapped in/out of GPU memory. This is slooow. Imagine loading & saving stuff to the hard drive constantly in the middle of an intensive calculation HDD Bottleneck - If the game requires retrieving a lot of data from the hdd (like traveling across a zone and needing to grab textures used on one side and not the other, or a player spawns in with costume pieces that you don't currently have loaded). Or any combination of those. Note that some of these issues can be exasperated by engine design - something that the players have no control over. I guess what I'm saying is, it's complicated... not sure if this was helpful, though.
  19. Yeah, having to spec Fitness was pretty brutal. Not only did you have less Recovery, but you also had to take 1 pool and 3 powers (when you were already power starved!) to unlock it, and few wanted to wait later than 20. Travel Powers also had prerequisites. So 5 of your first 12 powers went just towards basic functionality. Something I haven't seen anyone else mention, however, is Beginner's Luck. When the game launched, everyone had a base 75% to hit. So, at lvl1, with 2 attacks (3 if you were a Blaster) and with a 75% chance to hit? Yeah, just getting the Isolator badge was a bit of a slog. Oh yeah, and the AT damage was lower too (lower mods, no AT powers like Containment, etc).
  20. Scaling regen would be nice. One thing I'd suggest is that it should scale & last based off the lowest your hp has been in the past X seconds. As things stands, Regen's HP pool is its "mitigation," so if your health is yo-yoing between low and high health, you're still in danger, even if you're currently on the upswing. I don't have a link, but I remember the incident going down as srmalloy described. I was thinking about posting along the same lines, then I read your post. 🙂 Regen's Problems: * Has no scaling mitigation (flat def/res mitigate more dmg as incoming dmg increases, no scaling on linear mechanics like RttC), so it is either immortal or dead. * Needs to spend a lot of activation time on survival (taking time away from offense) for low overall survivability. * Due to linear mitigation, overly sensitive to powersets with long activation times preventing the ability to react quickly. * No meaningful protection against any debuffs (def to avoid them, or res to reduce their impact), which compounds the above. I perceive Regen as: * The ability to repair extreme damage. (eg: You cut off my arm, so I grew a new one. Counter Example: I see Willpower and being able to push through pain and stay in the fight, but they aren't growing limbs back.) * More active in its mitigation, but that doesn't mean everything must be a click. I'd be perfectly content with toggle IH. * I do not see absorption as anti-thematic to Regen at all, call it "instant healing" ready to be unleashed. (Have not played Bio, so I can't really make a comparison to it.) What I'd change (intentionally vague, presented as ideas to chew on rather than a fully baked solution): * Give it some form of scaling mitigation. It could be straight up def/res, it could be additional regen based off circumstance (hp, enemy count, enemy rank), or some absorption somewhere. * Somehow reward the activation price paid for survivability. This could mean increasing survivability dramatically compared to present, or giving them some other side benefit so that your activation time is doing double duty (Recon giving +dmg, +rech, a proc, etc). Revisit MoG's activation time vs duration. * Possibly find a way to make Regen less sensitive to powersets with long animations. (eg: making Recon usable while activating another power). * Possibly look into debuf protection. (Could be something clever like converting some +regen to heals that scale with MaxHP. Then Regen's regen could still be debuffed... but it wouldn't completely shut it down even at 0%.) * Improve Revive somehow (eg: make it a click that buffs & prevents death, or make it a toggle that detoggles to prevents a death, just make it a power that you get for free when you pick up something else, like Fast Healing.).
  21. Yep, I was around pre-snap, and even pre-I4 (so pre-ED / GDN), but I'm not the one you were demonstrating to. Mistaken identity, I'm afraid!
  22. I can't believe I hadn't ever considered it from that perspective before, but that does sound completely plausible. Huh! Well, it does have the self damage penalty (which while it won't kill you, does average out to a non-trival amount of lost health over time). I think one of the driving reasons it finally got changed was PvP. (I never played EM and only dabbled in PvP with friends, so I can't speak to that point with authority.)
  23. Not to disparage the original devs, but I don't think that's the case. The reason SS powers aren't that great is because of low DPA, and the devs didn't even consider animation time as a balancing factor, only recharge. That's why there were so many attacks with short recharges, low damage, and long animations (Barb Swipe, Storm Kick (I think?)) or just excessively long animations in general (Crane Kick, Hurl, Hurl Boulder, etc.). The fact it turned out the way it did was just a happy accident.
  24. That's not exactly the same. Remember, the benefits of def/res scale exponentially as you get more of it. If a set without defense eats 2 lucks, they half incoming damage. If a set with 25% defense does the same, they drop incoming damage by 80% (on top of the original half). A def-less set could eat 4 lucks to attain the same results, but that means they'd be storing more lucks instead of other inspirations and they could only do it for half as long. As a counterpoint, rage inspirations (and all damage buffs) are completely linear in benefit. I'm not saying rages are bad, but they're not in the same league.
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