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Posts
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Quote:When you go between zones if your henchmen are out, the henchmen will get stuck at the location you zone in on. For example the situation you quoted, I used the CTA to go from Neutropolis to Imperial city, when I finished loading Imperial city my henchmen were all at the location I zoned in at. The henchmen won't move or execute an order, but will make the text responses to the order.What zoning bug? I've noticed that my thugs look like they lost their upgrades when I zone, but I thought it was purely cosmetic since they still had the proper buff icons.
So if you give a goto command, they'll say "going" but won't move. The biggest problem is that they won't dismiss. If you dismiss them, either through a bind, slash command, or right click they will make a text acknowledgement of the order and disappear from the pet window, but remain in the game world. Zoning after that returns them to the pet window. The biggest kick to the sack is that logging out and back in doesn't work as, unless you stay out of the game longer, the game remembers the setup you had when you logged out so the glitched henchmen are still there when you log back in. Zoning into a mission or hazzard area, such as the praetorian tunnels, seem to fix them.
I don't have any masterminds blueside yet, but I'm guessing they have the same issue with the trains as praetorians do with the CTA, and villians the ferry. Sometimes it will happen when going directly between zones, I.E. the bridge from Nova to Imperial.
Anyway, Soloed the great escape once to get the tantrum emote. Managed to get Lauriate and Ghoulflex with the super helpful participation strategy of follow/aggressive and spaming secondary despite how unneeded it is. Now I just have to scare people away from the protest event so I can solo that one. I must have gotten lucky getting the badge the first time I did the Syndicate takedown. -
Quote:Rewards are counted individually, so it can and has happened where some people on a team get access to all reward options while others get the lesser reward options. Of all my attempts, considering players who participated from the very start of one of the events, I've only seen Masterminds not get the higher reward options.Join a team? Are rewards counted individually or does being on a team count?
It's infuriating durring protest events, because its incredibly hard to start the loyalist side of that event because you have to kill 6 protestors to one seer. Then you get the problem with the resistance side of the event, as it has too few enemies that die too quickly to get off enough debuffs. Damage isn't even an option with a hand grenate temp power, nemesis staff, and sands of mu.
Maybe if I add in brawl and tranq dart.
And awesome, I was typing this while playing and forgot to desummon my henchmen before zoning to the Imperial City.
I'm sad now -
I was going to put this in the Going Rogue section, but I noticed at the End the post was about more than just the issues with zone events so I'm putting it here.
So yesterday I'm playing my preatorian MM a thugs/poison, and decide to go for some of the zone event stuff. I get into a team, start wasting some ghouls, and one squashed escape later: nada. I don't get access to the emote or the badge. The temporary power is nowhere to be found, and I have no Idea what's going on.
Looking around I discover that a player gets access to certain rewards based on participation in the raid. Damage and de/buff are all tracked, so I assume I just didn't do enough. Two raids later, and I've been working my butt off. Controling my henchmen through the ridiculous AI, my punks are just doing work, my arsonist is not only surviving, but bringing the AoE carnage, and my enforcer's are bringing all the dakka there little hearts can bring. God bless them, there wasn't a single "were givin'er all we've got cap'in". Through all this, I'm tossing a weaken or envenom to this boss or that one, but my focus is on making sure my henchmen are doing what they should. Yet for both of those raids, I still don't get the badge or emote options. Must be a bug.
I /petition, having no idea how it could possibly be, that I'm not participating enough, when I get this response:
Quote:Of course! Masterminds give up personal powers in return for henchmen who execute powers in their stead. So it makes all the sense in the world to not count those henchmen when considering a Mastermind's participation in a zone event. How silly of me.In this case, your character didn't meet the participation requirement to unlock the higher-tiered rewards for the Great Escape zone event that you're referring to. That's why you didn't get the associated high-level rewards for it. The best suggestion I can offer is for you to run the event again and, since you're a Mastermind, keep in mind that it's your character's participation that counts toward reward credit and not what your henchmen do.
Ridiculous
This needs to be fixed soon, hopefully at the same time the pet AI bugs that plauge MM's will get fixed as well, and the zoning bug. Considering both of those cripple Mastermind performance, I would hope that these are priorities that will be fixed in the immediate future. I mean how long would a bug last, that caused a blaster to randomly run into melee before activating one of their ranged attacks? Or how about a bug that randomly shut off half a character's powers after zoning and then didn't allow you to use them again unless you enter a mission? God help you if your contact gave you a street sweep. There are game breaking issues with masterminds, currently, and the need to be fixed asap. It just seems like issues that crop up for masterminds are dismissed apathetically. The henchmen don't count as participation, nonsense, is just the latest issue to add to the stack. -
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Alrighty, try something like this, I just threw it together so someone could probably do better, but it is a definite improvement. Oh and remember that fitness in inherent now so make sure to leverage that. Interestingly enough by the end of the build I was having a hard time with slotting because there were so many slots and just not enough places to put them that would give all that much benefit. Did my best to keep as many things in as possible despite utility. But that snipe had to go, and Power build up is better than conserve power in my opinion.
Also, what was the point of the experiment? It just doesn't make much sense really. Also, and I might have missed it, you didn't mention what the experiment was trying to show.
Hero Plan by Mids' Hero Designer 1.90
http://www.cohplanner.com/
Click this DataLink to open the build!
Technaught: Level 50 Technology Defender
Primary Power Set: Force Field
Secondary Power Set: Energy Blast
Power Pool: Flight
Power Pool: Leadership
Power Pool: Fighting
Ancillary Pool: Power Mastery
Hero Profile:
Level 1: Personal Force Field -- DefBuff-I(A)
Level 1: Power Bolt -- Dmg-I(A), Dmg-I(3), Dmg-I(3), EndRdx-I(5), EndRdx-I(5), Acc-I(23)
Level 2: Force Bolt -- KBDist-I(A)
Level 4: Energy Torrent -- Dmg-I(A), Dmg-I(7), Dmg-I(7), EndRdx-I(9), EndRdx-I(9), Acc-I(46)
Level 6: Air Superiority -- Dmg-I(A), Dmg-I(11), Dmg-I(11), EndRdx-I(13), EndRdx-I(15), Acc-I(46)
Level 8: Hover -- EndRdx-I(A), EndRdx-I(19), DefBuff-I(21), DefBuff-I(21)
Level 10: Power Blast -- Dmg-I(A), Dmg-I(15), Dmg-I(17), EndRdx-I(17), EndRdx-I(19), Acc-I(27)
Level 12: Assault -- EndRdx-I(A), EndRdx-I(13)
Level 14: Fly -- EndRdx-I(A)
Level 16: Boxing -- Dmg-I(A)
Level 18: Tactics -- EndRdx-I(A), EndRdx-I(33), ToHit-I(33), ToHit-I(34)
Level 20: Aim -- RechRdx-I(A), RechRdx-I(31)
Level 22: Dispersion Bubble -- EndRdx-I(A), EndRdx-I(23), DefBuff-I(29), DefBuff-I(29), DefBuff-I(31)
Level 24: Tough -- EndRdx-I(A), EndRdx-I(25), ResDam-I(25), ResDam-I(27)
Level 26: Repulsion Bomb -- EndRdx-I(A), EndRdx-I(34)
Level 28: Weave -- EndRdx-I(A), EndRdx-I(36), DefBuff-I(36), DefBuff-I(36), DefBuff-I(37)
Level 30: Power Burst -- Dmg-I(A), Dmg-I(31), Dmg-I(34), EndRdx-I(39), EndRdx-I(39), Acc-I(40)
Level 32: Maneuvers -- EndRdx-I(A), EndRdx-I(33), DefBuff-I(37), DefBuff-I(37), DefBuff-I(40)
Level 35: Explosive Blast -- Dmg-I(A), Dmg-I(39), EndRdx-I(46), EndRdx-I(48), EndRdx-I(50)
Level 38: Vengeance -- DefBuff-I(A)
Level 41: Power Build Up -- RechRdx-I(A), RechRdx-I(42), EndRdx-I(42), EndRdx-I(42)
Level 44: Temp Invulnerability -- EndRdx-I(A), EndRdx-I(45), ResDam-I(45), ResDam-I(45)
Level 47: Total Focus -- Dmg-I(A), Dmg-I(48), RechRdx-I(48), EndRdx-I(50)
Level 49: Force of Nature -- RechRdx-I(A), RechRdx-I(50)
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Level 1: Brawl -- Dmg-I(A)
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Vigilance
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Health -- Heal-I(A), Heal-I(40), Heal-I(43)
Level 2: Stamina -- EndMod-I(A), EndMod-I(43), EndMod-I(43) -
Dont know if you changed something while I couldn't access titan network or if it was because I changed the install location, but everything's working smooth as silk now.
Thanks! -
So I deleted the mhd.mhz file, but it didn't fix the problem. Still doing the looping thing unless I Run as Administrator.
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I did an auto-update first, having no issues once I remembered to Run as administrator, but after updating, any time I opened mids without running as administrator it would tell me:
"A recently downloaded update pack has not been applied.
In order for a previously downloaded update to be applied, Mid's hero/villain designer must restart.
The program will now exit to apply the update. Please close any other running instances of Mid's Hero/Villain Designer."
Hitting ok makes the screen and blue bar loading thing behind it disappear, but they reapear in seconds saying the same thing. Closing with the X button does not prevent this and the only way I've stopped the loop is with the task manager. Despite having run through the loop in exess of 20 times. Running as Administrator opens Mid's properly. Uninstalling, and reinstalling through the link in this thread sill won't let me open without running as administrator lest I get the above loop.
Anyway, thanks for the work you all put in it. It is much appreciated. -
If I had my way with traps (and I guess if I had too, devices ), I would change Trip mine and Time bomb.
I would change Trip Mine to have a 2 second interruptable animation time.
I would change Time Bomb in the following ways:
1. Selecting Time Bomb as a power on level up will also give the power Detonator.
2. Activation for Time Bomb would be the same as the Alkaloid and Antidote softball pitch.
3. Activating Time Bomb Suppresses Detonator for 2 seconds.
4. Time bomb has the same damage and area. It would eminate from the targeted enemy, but only if: Self, Detonator = 1. This is the same way that scrapper/tanker/brute attacks have extra damage, but only if Fireyembrace.
5. Time bomb has: Self, Detonator after 10s
6. Time bomb has a taunt aura that draws minions with a chance to draw in lieutenants. As if they were trying to help get the bomb off the target.
7. Detonator has an activation of 1s
8. Detonator upgrades Time bomb to have the power Detonate. This is in the same way Mastermind's upgrade their henchmen.
9. Detonate has the effect: Self, Detonator -
Quote:Shield charge from the Patch Notes/2010-08-16*edit*
I just picked up Shield Charge and went to look at its real numbers. I've been saying "large AoE" up until now because I honestly don't know HOW big the power's AoE is. I assumed Real Numbers had that listed and I just hadn't checked, but they in fact don't. The power is listed as:
Brute Version: Damage broken into 2 stages -- stage one has a 5' radius and does scale 1.8 Stage 2 has a 20' radius and does scale 1.275
Tanker Version: Damage broken into 2 stages -- stage one has a 5' radius and does scale 2.04 Stage 2 has a 20' radius and does scale 1.445
Scrapper Version: Damage broken into 2 stages -- stage one has a 5' radius and does scale 2.7 Stage 2 has a 20' radius and does scale 1.9125
And if you want a giggle, look up the effects for /poison's noxious gas in real numbers or oil slick arrow, for that matter. -
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Quote:I think it's farms. Players are getting 50s and an immense ammount of inf, but only have tickets to show for it. No salvage is being created through their play creating shortages due to more characters creating more demand, but play is not creating supply. Most of them are obviously unaware of how much money the tickets could save them on common salvage. So when they go to slot their character, they need salvage. Being incapable of waiting, as evidenced by the use of the farm to begin with they pay ridiculous ammounts for it driving the price up.While I'm not a supporter of a price cap for anything as that's doomed to fail, the recent inflation still baffles and concerns me. I mean... Why is so much common salvage selling for hundreds of thousands? And since when is RARE salvage so expensive. Prior to Going Rogue, I couldn't give away my rare salvage, and now I'm making a killing off it. What changed?
Also, I was on break from playing for a while, coming back I was suprised. Since when has rare salvage been so cheap? Lots of rare salvage has more supply available than common. If I actually tried, I could probably jack the price of stabalized mutant genomes up to 1,000,000 instead of just 500,000, yet some rare salvage is going for less than 10,000. I thought some rare salvage (Chronal skip, enchanted impervium, mu vestment being some iirc, but I might be wrong on the actual ones) used to be 100,000,000 each. There going for 1,000,000 each. It's wierd to see. -
Quote:I don't understand what you mean by this. Are you saying that you don't want to discuss a thought experiment concerning those with emotional and cognitive disabilities and issues, because it pertains to players of other MMO's? That makes no sense, please explain what you mean. Also answering the question would be nice.I don't think the forums rules let us discuss the players of other MMOs.
Dreams are created through activity of the nervous system which is formed from cells, which are guided by genetics. A human adult has upward of about 100,000,000,000 neurons. Dreams are had durring rem sleep where certain neurons are more active, while others are not. So a dreams would "have" somewhere less than 100,000,000,000 cells.
To be honest though thats as stupid way of putting it, as the cells form the body, which acts based on stimuli. DNA causes stimuli based on stored information causing the body to act in specific ways, and can be independant of environmental stimuli. Environmental effects cause stimuli that reach our senses which can cause action. That action itself, can be influenced by genetic stimuli released as a cause of the environment.
Though thats an incredibly simple way of putting it that doesn't to justice to the actual workings, and is only intended to illustrate process. -
Your selection of responses and train of thought is just offensive, and I'd like to mention that no ammount of smileys will make it ok.
All your talk of emotion, have you ever considered those that are incapable of expressing or feeling emotion the same way you are? Do you believe that people with emotional and behavioral disorders, or cognitive disabilities are less human? Do you have a similar ability to discout their existance because they function differently? How about harming them, do you get to harm people with lesser to no emotional function, in the same way you believe is acceptable to act toward technologically Created intelligence? Oh, and could you please share your depth of awareness and knowledge in the field of computer programming, psychology, and biology that give you the ability to completely discount the future possibility to program emotion, intelligence, or both.
By the way to address your ignorance; as you seem to have forgotten high school biology, DNA is the outline that guides how we function. DNA stores information, and passes that information to cells. Cells are the fundimental building blocks of living orginisms.
I would like to point out that I am an incredibly religous person. One thing I despise, however, is the use of religion to prevent intellectual growth, spew hate, or replace personal responsibility. Read Richard Dawkins. He may not agree with religious opinion, but that makes him no less brilliant in his field. Questions must be asked, ideas must be challenged, and nothing must be kept so sacred as to be beyond intellectual curiosity. To do so is waste the gift of thought we have been given. -
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Quote:I tried to make a PnP verson of that type of system once when tinkering with some diceless rpg ideas. Personally I prefer skill trees.That's not an idle guess. Its something that, off and on, I've put actual time into thinking through. I even have a rough idea of how the framework would work. It all comes down to normalizing the value of every kind of attribmod of every power in the game relative to the primary balancing metrics of the game: specifically kill speed and survivability envelope. Rather than trying to balance thirty thousand powers in the game, you'd only need to balance about 50-60 "micro-powers" that all other powers are constructed out of. That's like a six month project, rather than a sixty year one.
One thing I have to say I've noticed with ideas for straight point buy systems balanced in the mentioned micro power method; which is just saying effect x is base, effect two is worth 3x, three is 1/2x... and a point buys you an ammount of effect times the balance modifier, is that they tend to be like the Costume creator. Endless ammounts of options, but most choices are very shallow in reality as they end up being all too similar with too little difference. Take a look at a costume contest, and you'll see a lot similar stuff while every once in a while you'll get something stunning. Similar stuff happens with point buy power systems, when you give those options to players.
When you take the building blocks away from players, those 50 or 60 micro powers, you can build the best, most compelling stuff. Though adhearing to strict balancing equations usually prevents breaking convention else you screw the pooch everywhere else. Gated point buy systems let you screw around a bit. Thats one of the biggest things I like about them. Not to say a straight point buy system couldn't be made to work, I just believe there is more margin for error, more diversity, and more freedom to act when building skill trees as opposed to just skills.
Though there will always be a need for proper encounter design with any system. In fact I always felt that to be the biggest failing of CoX. I mean, from what I've seen, in the begining it seemed like the developers where suprised at what powers even did when people started using them against the designed content, and PvPs biggest failing has always been the lack of any encounter design whatsoever preventing any workable structure or balance.
In my perfect world, Power designers and encounter designers would be practically married. They'd argue, fight, and get on each others nerves every so often, but at the end of the day they'd cuddle and make beautiful gameplay babies with the best attributes the both of them have to offer. I believe this would make any system work beautifully. -
Quote:So let me be sure I have this correct. It's ok to get hit with 99% of your health then finished off with 1% but not ok to get hit with 1% and finished off with 99%?I'm sure many people who play lower HP ATs like dominators or defenders have noticed that the anti-oneshot code works fine... IF you're at 100% health. But if you take 1 point of damage from a passive damage aura, the next enemy attack could easily kill you and you have no ability to prevent it. I don't think it's reasonable to expect players to start to worry about their HP the second they tick down to 99%.
Instead, an idea from Bayonetta: No matter what your HP is, the most any attack can do is reduce you to 1 HP, then the next attack you take will kill you. That's the way it works in that game, though naturally it needs tweaking in CoH to take into account the fact that HP regenerates. Instead, I suggest that any HP value that's not in the "Flashing red" zone (i.e. any HP >10%) is "safe", in that the most damage any single attack can do is to reduce you to 1 HP (Or maybe something like 0.5% of max, so you don't just get ticked down by a damage aura immediately with no chance to recover).
The key point here is that it shifts responsibility for a player's death from random chance to the player; being killed from 99% is just the computer deciding to roll a hit on a massive damage attack. There's nothing the player could reasonably do about it except pop a green every time they take even the smallest amount of damage (and obviously that's not reasonable at all). Meanwhile, if the player is killed under the changed system, they had plenty of warning: Flashing red HP means "YOU ARE GOING TO DIE" and it's a clear indication to the player that they need to either heal or run right now or the next attack could easily be fatal.
Big, scary damage attacks are still just as threatening as they used to be, because they still have the ability to drop you into that critical zone, and any small damage follow-up attack could finish you off. But the player wouldn't get the unavoidable situation of taking a small, near-harmless attack followed by a big damage attack and dying without any way to prevent it.
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Here's the thing, its a game with your character being the center of the storyline. The game is based on comics, so the number one rule is that anything is up for grabs.
If you want, your natural character's story can involve the well of the furies, or whatever gives you your incarnate powers, actually failing and your character rises to a new level of being out of sheer willpower due to a simple need for being better then s/he is. Then you could even say that character succeeded where Statesman failed, tossing a jab at the idea that he was ever the best yet here you end up beating him, succeeding at his lie.
My current toy is a Dual pistols/Traps defender, he's magic origin and he's been around longer than Statesman or even Nemesis. He was at one time trained by Merlin himself. Yet the game says implies there were no powers before the pandora's box bussiness. How does this work? The game makes assumptions based on what the characters speaking believe and could know, meaning they could be wrong. This let's the story have structure, but allows writers the ability to change what they want when they want. The plus is, as the writer for your character you can use this to your advantage and change stuff as well.
I say that powers existed before Pandora's box was open, and that's why my character works. I rectify this contradiction to game cannon by saying that as far as people knew there weren't powers before then, but they were wrong and simply speaking based off of their experience up and until the point they met my character. Sister Psyche does the same thing in the origin of powers mission. "Well they think this, but really that's just a guess and I disagree with them. I think this." to paraphrase. You could do the same thing for any mutant origin character. Try this:
Quote:I made one character based soley on the idea I had for how powerset proliferation worked. I made up a whole story for how proliferation worked and made a character based on it simply because I liked the story. This is allowed, it's your character's story, so change stuff to fit. Your allowed. 80 ITF's might be run in one day, but when your character's team does it, they're the only ones that can, have or ever will. It's your character's story, make it what you want.Originally Posted by Some mutant, pissed off about ignoring mutant existance prior to 1938"People thought we didn't exist until 1938. Huh, if they only knew. Spliting an atom is one way to cause a mutation, but there have been Mutants and mutations since there have been living creatures. You may not have named us, you may not have know us, but you may not ignore us"
Tech: You invent a device that siphons the power of the well allowing it's use as a new energy source for your tech, supercharging your devices. Yes, the well is the catalyst, but that's all it is, it's the tech that harnesses the power and makes it usable otherwise the well would be like a batery with nothing to power. The well would exist, but without the tech it would do you no good.I.E. your character does what he does because of the tech not the well. Any power source at that level could have worked, the well was just convinient.
Mutation: Your genetic structure undergoes a secondary mutation due to proximity to the well. Again the well is a catalyst, similar to the spliting of the atom which is science itself, yet was catalyst to many mutations. The mutation is what allows you to actually do anything. Again, the well would exist, but if it weren't for the mutation the well would do you no benefit, additionally such a mutation could have been triggered by another source. In this case, however, it just happened to be the well.
Magic: Abracadabra, the well makes you stronger.
Science: After rigorous experimentation on the well you develop a way to generate water matching that of the well of the furies within your body.
Natural: You made it to the well of the furies, but you didn't take a drink because you weren't thirsty. Such a display of badassery sends you to a new level of enormity. Stay thirsty my friends. You needed the well a lot more than I did.
Nothing will ever be perfect, but most issues can be fixed with enough creativity.
Oh and just something I want to ask, where is it said that the well of furies is magic and not a fundimental part of the natural order, and the functioning of the primal earth's universe? Where has any origin been given to the well, or incarnate powers for that matter? -
In case anyone wondering, the first place winner was one of the green guys, either the guy with the nuke chest symbol or the glowing one. It was hard to tell as everyone stormed the center to self-destruct when the winner was announced, but I think it was the glowing one. Second place was the girl in red with the crown symbol, and the zombie chick got third.
Also, love the picture names.
Also, also, I see me one of the pictures you took! -
Bah, thats right about the radius! That explains some of the results so far. Got it, fixed it, thanks!
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So, I'm Doing an AoE Damage comparison spreadsheet, and decided that I would post the info when it was done. I'm almost done, and so I thought while I was finishing it, I would ask people if there was anything they wanted added as I finished up.
First of all, I'm comparing powersets not ATs so I'm using damage scales not actual power damage values, though Damage scales include critical damage for scrapper claws, broadswoard, Martial arts, and spines due to scrappers being the only AT with those specific powers making that the base damage for the powerset. Looking at the numbers on city of data while I type this, I notice that they have the damage scales listed modified for PvP's 5% chance, so i'll be changing those.
What I decided I wanted to do for my own use was compare sets maximum potential AoE as well as a comparison of performance when considering the various sizes of AoEs. Additionally, I'm comparing damage slotting: 94.93%, Recharge slotting: 94.93%, and both.
With regard to in-set damage buffs; I will check claws and dual blades with no bonus, 37.5%, and 75%; Dark melee will get 1, 3, 5, and 10 stacked soul drain; Super Strength gets base, and single stack rage; and KM will be checked with 0 and 1 stack of +damage. Each for base, slotted, and weighted values. This (and all of KM, cuz I forgot about it) is whats left to finish.
The method I'm using for comparing AoEs based on size is to give each an ease of use percentage, to act as a modifier. The ease of use percentage is determined by dividing the radius/arc of a power by the Highest radius of the type, and highest cone arc available: 20'/180 deg and 30'/180 deg.
Accuracy bonuses are just increasing damage by the percent of bonus a power has.
The specific categories will be: Base, rech enhanced, dam enhanced, rech/damage enhanced, Weighted versions of the preceding using the ease of use modifiers, and versions of the preceding for each sets +damage.
Because I'm not getting into levels of recharge beyond 3 SOs there's no need to worry about chains, so i'm just doing a sum DPS of all the powers.
So, my questions are:
Anything else you want me to look at, or not look at, while i'm doing it?
Any Issues with how I'm looking at it?
And I've got Thunder strike and Lightning rod's damage scales as .96 (only counting AoE portion for now) and 2.653 respectivly, can anyone confirm? -
Really, I figured this was the sentiment.
Perception really is key, and despite enjoying primary resist sets, seeing one big number out of ten misses seems to warp opinion a bit vs seeing constant hits landing.
I should probably never make another thread on this, unless the mechanic changes, because I think Arcanaville dies a little on the inside any time the topic is brought up.
Time to move on to sending Castle 10 PMs on how EM is borked, I'm sure he loves those. -
Skip to bold if you dont care about background, otherwise.
I guess Im not sure why it bugs me so much, but I always tend to the belief that resistance is weaker than defense. Not just in scenarios where defense is used to rout intended AT survivability levels, but also when resistance is available in high enough amounts to supposedly match protection levels that defense can. So I started thinking about it, and came up with a few ideas that I thought would fix the problem that I had perceived.
All well and good, and I was ready to post those ideas when my attention drifted toward a few different threads where claims were being made with little support and even less interest in the topic. I found myself thinking, on a few occasions who cares?, and while I like to think I support my theories and ideas, despite their correctness, I couldnt help but wonder. With regard to defense vs. resistance, who cares?. So instead of posting ideas, I would like to start a discussion on that very topic.
TL;DR version? I dont want to be a thickheaded SOB who keeps posting the same crap no one cares about and solutions to problems that only exist in my head. So heres a bunch of questions on player perception of resist vs. defense to satisfy my curiosity. Please feel free to elaborate on these questions, come up with your own, or call me crazy and say everything is fine. Im mostly just interested in what peoples opinions are on the subject.
1. Do you believe there is an issue with the respective effectiveness of resistance vs. that of defense?
2. Do you believe there is an issue with the lack of effective hard limit on the amount of available defense for each AT?
3. Do you believe that there is an issue with the lack of inherent protection to secondary effects within the damage resistance mechanic?
4. Do you believe there is and issue with the amount of available resistance bonuses that can be stacked vs. the amount of available defense bonuses?
5. Do you believe it would be worthwhile to stack resistance bonuses instead of defense bonuses, if the amount of available bonuses were currently comparable?
6. Do you believe that a change should be made to make the efficiency of resistance and defense more comparable?
7. Do you believe that if a change were made, that defense should be brought more toward resistance or vice versa?
8. Am I completely nuts, and resistance is actually more effective than defense?
9. Do you have any ideas regarding how changes could be made to close any gap that might exist in performance?
10. Did I miss anything that should be addressed relating to the topic?
Thats about it; I look forward to hearing what people think.
GL all and have fun -
Quote:First, powers are indeed balanced for endurance use. For damage dealing powers the rate is iirc 5.2x the damage scalar of the power.Well, I'm back after another hiatus, and I return to find that the Fitness pool is going to be made inherent.
Now, I'm sure my usual detractors will think me delighted with this, but I'm afraid I'm not. I'll explain why.
As I've said elsewhere, Endurance management is far too onerous. It undermines the enjoyment of the game. It's most noticeable at lower level, prior to Stamina, but it doesn't exist ONLY there. Part of the reason for this is that the ATs and Power Sets are not balanced for endurance use. As an example, consider the Defender and Blaster power sets for Energy Blast. The Defender version does less damage, but uses the same endurance. Certain ATs suffer more than others for this (eg. Tankers and Defenders).
Defenders will do less damage yet use the same endurance, because endurance and endurance cost work together to act as a limit to the volume or amount of effect that can be used before needing to stop and take a break.
This is similar to the idea of recharge, which is a limit to the frequency of use that a power has.
It is an added nuance to the game intended to be either a limiter or an advantage for a powerset. One powerset might be able to do more damage with its attack, but that attack can only be used a specific number of times before needing to stop, and only at a given frequency. Due to having a multitude of attacks, these attacks can be chained together one after another. This would be a way to get around effect per action limits if you only had recharge to worry about, as you would simply fill the frequency gap with a different action that accomplishes the same goal. This doesn't become an issue, though, because we also have endurance. You are still limited to the ammout of effect available consecutively, allowing a standardization that creates the opportunity for balance. Customization in the form of enhancements allow these expected values to be modified slightly allowing for a player to compensate for playstyle, weaknesses or both.
An energy blast defender will be able to perform the same number of actions as and equitably built nrg/ blaster. In order to keep the ATs unique and prevent one AT from being truly better than another, when it should simply offer a different playstyle, each AT is given modifiers that changes the potency of the various effects of an action.
In the energy blast example, a blaster is better at dealing damage with it's ammount of actions due to a higher damage modifier, whereas a defender has better secondary effects with it's number of actions, due to the higher buff/debuff modifiers. While you may not like which AT is better at what, this is cross AT balance, each has their own strengths and weaknesses relevent to the number and frequency of actions available. With customization available that can focus on either the specific effects themselves, allowing for more of the effect in the same number of action; or a larger number of actions with the same value of effects.
Quote:However, their method of dealing with the problem is far from ideal.
Quote:First, it does nothing for characters that have Stamina anyway. That is, higher level characters that suffer endurance issues despite Stamina will see no difference in their play.
Quote:Second, it does nothing to address the disparity between ATs and Power Sets.
Quote:All this does is help lower level characters with endurance issues. As I say, it's a laudable goal, but it's not the right way to go about it. What they should have done, and it would be a half measure as well, in my estimation, is simply raise the global recovery rate. That is, EVERYONE would recover endurance faster. Those with Stamina at L20 would recover it EVEN FASTER than that, perhaps to the point of not needing to worry about endurance unless faced with sappers or very long fights.
It hasn't gone live yet, but I hope they'll reconsider this.
Quote:I dont' see why anything else would need to be modified. The goal is to make endurance management more balanced and less cumbersome and invasive. In a sense, you're right, though. I don't expect this to change, so I suppose I'm really just "flabbing" my gums.
5.2x the damage scale, what do you think would happen to powerset balance, if one power (stamina + whatever innate recovery boost you said you thought would be better) made it so that the game gets to the point where players are: "not needing to worry about endurance" without modifying the potency of effects? Effects such as damage.
Quote:In THIS thread, I've offered no evidence of anything, I've offered only my opinion on a new change. You're still arguing another thread. In that thread I said that the tools that are available to mitigate the impact of endurance on gameplay are insufficient in my opinion.
First you have referenced a change that will be made, and attempted to link it to an issue you proposed where it is not relevent to do so. As improving the resources available to low level characters is not relevent to a supposed imbalance between powers and ATs.
Then made a claim that the issue you proposed is one that is in need of attention.
Next denounced the change, hoping for it to be reconsidered, on the basis that it did not properly address your proposed issue, despite the fact the change isn't intended to address the issue.
Then finally proposed a different change to address the issue you proposed, to be used instead of the upcoming change, with the claim that it better addresses the issue.
Again without regard to the upcoming change not being intended to address your proposed issue.
Also without evidence backing the claim that the proposed change is better than the upcoming one, or evidence that the issue you proposed even needs addressing. -
Billz I'm sitting here, having read your comparison between claws and super strength, and some questions came to mind. I would appreciate any time you would take, indulging me, and clarifying some things. I would also like to mention that i'm approaching this neutrally, with no preference to either set.
First, why is there a rule that you cannot use a power more than once durring your attack chain? Especially when counting the dps for the ss chain, which animates in just over 5 seconds, as dps for 10 seconds despite being able to use footstomp again. This is in contrast to the strength of Footstomp which is the ability to use it many, many times. In fact if you add a second footstomp, which still fits into the 10s limit, the SS chain goes up to 1321.63 or 132.16dps. Numbers for the rightfully wary of my 4:00am math skills:
59.23 + 59.23 + 37.54 + 103.48 + 45.9 = 305.38 ->
305.38 * 5.05 = 1542.16 -> 1542.16 - (1542.16 * .143) = 1321.63 -> 1321.63d / 10s = 132.16 d/s.
*Actually, ignoring fireball and using a straight burn/footstomp chain will animate at 8.976s doing
59.23x2 + 103.48x2 + 45.9 = 371.32 -> 371.32 * 5.05 = 1875.17 -> 1875.17 - (1875.17 * .143) = 1607.02 -> 1607.02d / 10s = 160.7d/s.
Though you would hit a much smaller number of enemies. Unfortunatly Trying to add a fireball as well, puts you over 10s by .16s when you account for arcana time *
*whoops, thought I deleted this part due to inaccuracy before submiting and wasn't intending to leave it in. Feel free to disregard.
Next I would wonder if it is better to do something similar with claws, drop fireball and try to double stack follow up for your burn/blazing aura. At current bonuses fireball does 37.54 damage. So the damage gained by an addition 30% buff would have to exceed that.
I'll assume ideal and perfect timing, so blazing aura would tick twice during spin and evicerate, and iirc activating follow up should benefit the last 3 ticks of blazing aura even if the animation is not finished by the time the third tick would activate. This means claws would have 60% bonus for 3 ticks of blazing aura and burn. Three ticks would be 27.54 * .3 = 8.26 extra damage from blazing aura, and 103.48 * .3 = 31.04 extra damage from a double stack burn. A grand total of 1.76 extra damage per target. Though hitting even 1 more target with fireball would make it pull ahead.
Methinks this whole thing is a lot more complicated than first impressions would lead a person to believe.
Anyhoo, gl all and have fun I get to go home and actually play now!!
P.S. It takes a lot longer to type stuff than it does to think it all up