William_Valence

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  1. I just want to jump in here, as i'm against any suggestion that makes Peacebringers more like Warshades, even if it's just by a hair. In my opinion, they are different and that is good. Any suggestions for improving Peacbringers should enforce those differences while fixing any issues that might need addressing.

    My general Kheldian issues asside, shapeshift animation times, and lack of Kheld-specific costume pieces.

    My proposal would be to first switch essence boost and reform essence in selection order, and increase the recharge to 90s. Then add a moderate magnitude mez resist for 10 seconds that you can use while mezed. Sort of like a Break free build up. This would give peacebringers a unique defensive option of their own, that wouldn't replace dwarf as it would not be perma-able.

    Next I would modify Glowing Touch to boost maxHP instead of just healing, using frostwork as a guidline. Perhaps instead of the toxic resist, fiting with the energy theme, you add some +max endurance.

    Finally I would say that the expiration on photon seekers needs to go while lowering the recharge. How much lower should the recharge be? I have no clue, I'm not much of a photon seeker expert. I just believe that the expiration is absolutly unnecessary for a power that justs ends up blowing itself up, and lowering the recharge would increase the power's utility.

    I mean correct me if I'm wrong, but isn't there a limit to how many seekers you can have out at once. Similar to the mastermind henchmen limit, or is the ammount of simultaneous seekers only limited to how much recharge you have?

    There's just been so much talk about peacbringer buffs lately, I've felt compelled to stop lurking and chime in on it.

    GL and have fun
  2. All right, I'm pretty positive I haven't posted this suggestion yet.

    This Idea is based on the effects of ninja run. That is, using an active power to change animations from their default to that of a new one. Not sure if it would work like I'm describing it but...

    Enter, Personality Powers. These are Auto powers that are selected at character creation or at a tailor that will override a character's default animations. Animations such as standing idle, combat, running, ect..., which when combined with the massive costume creator and weapon/power customization would add a new level of depth to characters.

    This could be used in cases like martial arts to replicate specific fighting styles. Change the combat animation to match a fighting stance, and combine that with power animations for that specific style. Blast sets such as Psychic, Fire, and Ice to have more nonchalant appearances with an arms crossed combat stance and snapping fingers or looking at the enemy as power animations.

    Combat wouldn't be the only use for these powers. Running/walking/Idle/Jumping they could be Animalistic, Mystic, technologic, or follow various other stereotypes.

    Ideas, concerns, anything I missed?
  3. William_Valence

    Merits hero side

    Quote:
    Originally Posted by Wicked_Wendy View Post
    COH

    Positron TF one, 10-15 level, 11 merits
    Positron TF two, 11-16 level, 15 merits
    Synaspe TF, 15-20 level, 25 merits
    Sister Psyche TF, 20-25, 50 merits
    Moonfire TF, 23-28 level, 32 merits
    E. Hess TF, 25-30 level, 19 merits
    Citadel TF, 25-30 level, 40 merits
    Manticore TF, 30-35 level, 32 merits
    Katy Hannon TF, 30-34 level, 9 merits
    Numina TF, 35-40 level, 36 merits
    Cave of transcendance Trial, 12-15 level, 8 merits
    Eden Trial, 39-41 level, 7 merits
    Abandoned Sewer Trial, 38-40 level, 29 merits
    ---------------------------------------------------------
    13 TFs/Trials for a total of 313 (only running each one time!)

    Tarikoss SF, 15-20 level, 13 merits
    Silver Mantius SF, 20-25 level, 42 merits
    Oper. Renault SF, 25-30 level, 24 merits
    Ice minstral SF, 35-40 level, 26 merits
    ----------------------------------------------------------
    4 SFs for a total of 105 merits (only running each one time)
    HOLY CRAP!!! Your saying you can get merits from things other than the ITF?

    /e Headasplodes
  4. Quote:
    Originally Posted by Frosticus View Post
    Without a doubt ET was too strong of an attack, but it was also a very unique attack in very unique set.
    This makes me wan't to argue soooo much, you have no idea.

    Quote:
    Originally Posted by Frosticus View Post
    See that's just it. "Why not?" is the conversational reciprocal of "big whoop". It is the definition of change for the sake of change.
    It could be, but (and it's my fault for not puting the phrase in proper context) it is more: MA could stay the same way it is now, but with the room it has for improvement, and the possibility for improvement without changing anything excluding performance, why not? Sorry, bit of a Durakken moment.

    Quote:
    Originally Posted by Frosticus View Post
    The thing is MA players don't know that most other scrapper primaries are better in all/most situations because they aren't. And even if they were they would only know that by personally examining each set, or by listening to people who have conducted tests centered around very specific scenarios. That testing has show that MA isn't even that far off the mark. Not enough to spur developer involvement without significant pestering.
    Not to harsh on the developers, but considering the history of needing to pester just to get significant intrest twards needed changes, I can't really see dev intrest as a stunning argument for keeping the status quo. Though player intrest is of course a very good argument, just one thats hard to really use with any kind of accuracy.

    Quote:
    Originally Posted by Frosticus View Post
    I don't think you were one of the people advocating large changes to the set.
    Not large changes, but large improvements to targeted areas. And while your post was targeted tward those seeking large changes, I felt it would be a good opportunity to add context to my viewpoint, and where my arguments were coming from.

    Quote:
    Originally Posted by Frosticus View Post
    FWIW, I think MA could use improvement. I'm on the cusp of whether it is a want or a need though. If it is a need situation, it ranks far below numerous other sets that are in need of fixing. Unless people want to change it simply because we can.
    My thought is, and this is not an accusation or directed comment, there are sets that need improvement first, (firey aura, trick arrow, EM ) but if it is possible to get a set that could use improvement, that attention, do it. Discussion never hurts, theres plenty of space on the forums for threads on each set and potential buffs, but should the opportunity come for a set to be improved, even if its not the dog your backing, my opinion is to go with it. Don't say "**** no! do this one first!!!". Get the buffs through, get enough opinions and voices in there to ensure they're done right, then start lobying for your set again.
  5. Quote:
    Originally Posted by Frosticus View Post
    So the question is; are you seeking change for the sake of change? Balance for the sake of balance? If you understand change management, you probably wouldn't, well at least not if you care about the people using the set anyway. But that is implied by understanding change management.
    If you were to ask what powerset I play, even if I didn't have one at the time, would answer Energy melee. It's my favorite, I like the look, I like the feel, and I like the playstyle. I care very little about MA, my biggest hope is that EM gets fixed, and I fear the day another set is improved at the expense of its relationship with EM in the balance equation.

    When I see MA, however, I see a set that can be improved without changing It's position in line. From it's history and design, it is easy to see it was supposed to be midline damage and high secondary. Buffing it to where it was supposed to be is not only acceptable, but probably a good idea. I'm just sad it will probably happen before EM gets looked at. Though I can still hope every patch and release with have the magic changes I want.

    Quote:
    Originally Posted by Frosticus View Post
    Not to point fingers, but Umbral is an example. He has stated he doesn't play MA and this discussion is purely academic for him. If that is the motivation, one could pick any set out of hat and do the same thing lobbying for tweaks, changes, fixes, and adjustments. I'm not passing judgment on that motivation anymore than I judge the motivation of someone who likes the set as is, or who hates the set as is. For what it's worth, my motivation for seeking change in this thread has been for change's sake. I don't honestly believe it will make me enjoy MA a whole lot more because I already like it. I also don't believe it will make a lick of difference in who does or doesn't play the set. My MA scrapper has never felt slow compared to other st scrappers because it is extremely difficult to detect the difference that is present in a team environment. The only place you'll feel it is during confined testing. To which I propose the question - big whoop?
    Big whoop; fair enough, its probably true, but I would respond: "why not?". Powerset balance is an important part of a game, and why should a MA player have to know that most other scrapper primaries are either better in all situations or at least in most. Yes I can understand that it is still fun to play, but does the act of improving it's performance imply that what is fun about the set has to go?

    Quote:
    Originally Posted by Frosticus View Post
    This post has the potential to run very long if I touch on some of the specific power changes being sought so I'll wind it up with two last comments. MA has been weighed against DM and people have noticed that it falls behind in utility/control and damage. That might be indicative that MA needs improvement, but it might be indicative that DM need to be pruned back. Check out the shield thread to see what Castle said about DM performing so strong in one specific scenario...
    I would like to point out that after castle made his comments, he was informed that the scenario was not a cross-section of normal DM performance but a highly structured and prepared senario showing the maximum possible level it could reach. A level that would not be attributible at all to general gameplay. Also it isn't that sky-high level of performance that MA is being compared to. Rather it is the average power level that anyone could expect to achieve when using the set.

    Quote:
    Originally Posted by Frosticus View Post
    Lastly, for those not seeking tweaks, but actual heavy changes to the set: Are you dynamiting the mountain because you honestly believe the scenery will be more beautiful after, or are you doing it to fit your own vision of how the landscape should be?
    I don't want to dynamite the mountain. Quite the opposite, I want to add a ski resort to one side. A nice improvement to the scenery, something that could entice newer people, improve whats already there, and not change what people currently enjoy about it. Of course you can't make everyone happy.
  6. Quote:
    Originally Posted by EvilRyu View Post
    Its useless fluff. Whats the point of stuns that have really short durations when you could have just killed the target had your damage not be pre-nerfed to compensate for the fluff stuns.
    Wait, you mean like a weak secondary effect thats balanced as a strong secondary effect?

    Quote:
    Originally Posted by EvilRyu View Post
    Whats the point of an immobilize attack that slows? Any target thats going to be doing any kind of running is going to be bosses anyways because everything else is killed in 2 hits and the immobilize isnt strong enough for bosses anyways.
    I have no idea, ask some of the other people who posed here, because they seemed kinda pissy after Arcanaville suggested that this was one of the big issues that needed changing, and a good metric to determine the level that the changes needed to be. So I think they must have some use for it.

    Quote:
    Originally Posted by EvilRyu View Post
    Whats the point of defense debuffs on sword attacks when you already got 2 SOs worth of accuracy.
    Right, so 60% of your tohit (calculated after the enemy defense is taken out) is better than essentially +7.5 tohit? I can't remember, doesn't it stack too, and for the same duration as the -tohit from Dark Melee?

    Quote:
    Originally Posted by EvilRyu View Post
    You cant say its to help the early levels because we have the beginners luck thing in place till level 20.
    I'd say it's there to give broadsword/katana players a better chance to hit an enemy that has defense, than other powersets would have.

    Quote:
    Originally Posted by EvilRyu View Post
    End drain on elec trick attacks are kind of pointless unless you have -recovery to keep the target at zero, we dont get any abilities like shortcuit that does this for any significant amount of time to make use of the end drain.
    I got nothing on this one, someone else might, but I will say that it doesn't look like anything is lost for the added secondary effects. They might be weaker, but they are balanced as weaker effects.

    Quote:
    Originally Posted by EvilRyu View Post
    The only one thats not totally useless fluff is what DM gets in terms of debuffing on tohit because its stackable for significant amounts and the fear being a ghetto hold.
    It's not like there was someone earlier that was saying that a developer could make MA secondary effects immensely more usefull, condidering the strength of Dark's secondaries.

    Quote:
    Originally Posted by EvilRyu View Post
    So unless all of the secondary effects get brought up to the same level of usefulness as dark melee I see them as fluff that we pay for in damage, recharge or endurance cost.
    Aww man, too bad nobody suggested making the secondary effects stronger and more usefull as a way to fix MA.
  7. Quote:
    Originally Posted by EvilRyu View Post
    Your completely missing the point here, no one here plays a scrapper strictly for control. We play the sets for damage otherwise we would play the control ATs thats why I think the controls could be removed or not counted when the powerset is balanced. Essentially what we have now is that we are paying a tax on useless fluff that isnt going to matter in the big scheme of things. I never took cobra strike on any scrapper or stalker, in general control effects on non-control AT tend to be useless. Why waste time on power like cobra strike to stun a minion when I could just out right kill said minion with one of the more powerful attacks. Death is the ultimate form of control in my opinion. Thats why the damage needs to be upped by alot.
    I didn't miss the point, I just don't agree with it. Of course people wouldn't play scrappers only for control, but control is an interesty gamplay effect that is already in the balance equation for MA. So considering weak secondary effects that are balanced as strong secondary effects, upping AoE capacity slightly is reletively simple, and with MA already in the middle for single target damage, you can see that there is an opening for dramatic improvement. Overall damage is not this opening, however, and damage does not need to be upped by alot. Variety in playstyle options is what's needed, not whitewashing all the sets with damage paint.

    Though if you think Moar dmg is whats needed, then what, make the scrapper primarys like the assault sets? I mean if a set not having the best damage makes it bad, that would mean they all need to be the same. All the same powers with the same stats and maybe different secondary effects? You could have about three templates. One single target, one AoE, and one mixed. But personally, I think that would be boring.

    Secondary control and jack of all trades as a targeted playstyle works because there are already damage centric powersets. Not everyone plays the same, and some people might want a set with some control and options instead of a set like Fire that is all damge and hit as often as possible before you die and you might live.

    But of course people all have the same playstyles, and discounting entire powers and effects is the best way to go about improving a game in the long run.
  8. Quote:
    Originally Posted by EvilRyu View Post
    MA should be hitting just as hard if not harder than EM does but with faster recharge.
    No, ugh, just no.

    MA needs to be MA. MA is Ice melee with less control and more damage. What I mean is, MA is a control focused melee set that leans more tward the damage side of the scale. Thats where changes should be made. Look at Bill z's results are in thread, MA is high and in the middle for single target damage. If you made the control effects more useful, and increased the radius of Dragons tail to 10', and maybe made one of the powers a mini-cone, MA would be center of the field for all aspects. The jack of all trades set that it should have been.

    Quote:
    Originally Posted by EvilRyu View Post
    I think one thing in this game that definately needs to go is the Cottage Rule, that damn cottage needs to be burned into the ground and have a penthouse built in the spot where it used to be.
    Right, this works wonders for The Mission Architect "fixes" or imagine BoTZ changes monthly but to any enhancement for any reason and sometimes even powers.

    Want to find out what it's like playing a game where you have no idea if a power will be the same next month? Play Guild wars. The only reason you won't rip your hair out is that it takes no time or effort to unlock the stuff that gets changed. Just a "10k run to LA" or just a power pack from the store if you PvP and don't want to wait the 5 RA fights it takes to unlock stuff.

    Want to find out what it's like playing a game with no cottage house rule and it takes time to unlock stuff? Play SWG. There are less people on a planet in that game than stand around Cap's BM.
  9. I love stalkers, I started with CoV and my first ever character was a stone/inv brute. He didn't make it out of the tutorial. Didn't like the concept, didn't like the feel. My next attempt was a stalker, and I was hooked. I didn't care about numbers or the fact that It was PvE deficient. It was fun.

    I played stalkers more, pre-buff than post-buff, because I had concepts for the characters. To me playing a character who's story you like, while still feeling like the character gameplay-wise is tops. Right now I don't have stalker concepts I can acctually make, so I don't play them.

    Numbers wise, I have no issues with stalkers. The immense damage they deal is situational, and the situation that manages that damage is both safer and more controllable than say, fury. Such as when in full teams, being able to provide more damage while scrapping than either brutes or scrappers. Would I say no to boosting Stalker melee mods so their damage is always more than brutes and scrappers? Probably not, Stalkers pay for higher damage with lower health and AoE damage. Do they need the boost? Not at all.

    Even with GR I don't believe stalkers will fall by the wayside as they are different than scrappers/brutes not worse. In my oppinion they are better, but that is a playstyle preference.

    As to the question asked in the OP, changes need to be made to the mindset of the general playerbase as that is the only area where Stalkers are not acceptable on teams. The more you educate people for there ignorance, the closer you get to your goal.

    Point of fact, I've had far more problems getting on a team with a Mastermind than all of my Stalkers put together. Additionally I've heard "lvlx team lfm, sorry no mm's" while i've never heard "sorry no stalkers".
  10. Quote:
    Originally Posted by Arcanaville View Post
    Here's a *really* exotic idea for BU in terms of mechanics that I think, of all the ideas I have on paper, has the *least* chance of getting added to the game, but I still think is a cool idea. Its one I've been thinking about for a while in terms of whether its possible to do within the confines of the current game engine, regardless of crazy twisted implementation, or really requires new tech. I think the latter, but I'm still not sure. Suppose BU's recharge was cut in *half*, from 90s to 45s. And suppose further that after you activate BU, when BU expires a self-suppression power kicks in that cuts the buff of BU in half, which lasts for 90s.

    In other words, when you use BU, you get a full strength BU. It recharges in 45s. But if you use it again between 45s and 90s after use, you only get a half strength BU. So you have a choice: get half the strength twice as often, or full strength half as often. Now *that*'s an exotic mechanic, but it doesn't actually change what you can do with the power, except for having to explain to players that if they use it immediately it won't be at full strength. That right there might be the critical stumbling block to the whole idea: players won't expect such a radical change in gameplay controls.
    Slotting shouldn't be too bad, having 50% damage buff and 50% damage buff that suppresses for 80s after 10s is really interesting.

    Have the suppression duration equal to ((80+10)/(1+rech%slotted))-10 should let you modify both the power recharge and the suppression duration at the same time.

    Quote:
    Originally Posted by Arcanaville View Post
    Knockback is actually two separate effects. Knockback is a *mez* and its a *physics effect*.

    Knockback the mez has only magnitude. Negative magnitude is protection from knock. Positive magnitude is knock. Its actually directionless: its not a vector.

    *If* you are knocked, that information is passed to the physics engine of the game, which looks at where you are, where the source of the knock is, the magnitude of the knock, and does its thing. The game "engine" itself has no real control over this. It cannot say "knock this way please." The physics engine, as far as I've been told, does this all by itself.

    So there is no way for the powers system to tell the physics engine "knock, but the other way." That type of directional information isn't passed from powers engine to physics engine. So it would require rewriting that entire interface between the two. Its been suggested to me that gouging ones eyes out with a number two pencil is a more attractive option to untangling the code for that feature.
    I probably wasn't saying it right. I think I'll stop calling it reverse knockback. Lets say pull effect. A completly different effect that is applied against an enemy like knockback or knockup vs it's own resistance, but instead of causing motion away from the source or up into the air, it causes motion tward the source. It wouldn't be -knockback it would be +pull. High enough pull close enough to the target and you could pull them right past you.

    A knockback physics effect may not have an angle or vector, but if it checks the location of the source of the effect and forces a move in relation to that location, my idea still has hope.

    With pull, you wouldn't be saying knock the other way, you would be telling the physics engine to apply pull effect. The pull effect itself would be added to the engine, and when called up causes motion in the direction of the source similar to how knockback causes motion away from the source.

    Now I could be oversimplifying things, or knockback could have been made over complicated and convoluted at the begining and it's too much trouble to fix, but I just don't understand how at the moment. Maybe I never will but whatever.
  11. Quote:
    Originally Posted by Arcanaville View Post
    As I said, I'm breaking the very rule I recommend to other players when making powerset suggestions in attempting to propose a more complex set of changes. As a result, I'm taking the calculated gamble that in swinging for the fences I'll strike out completely.
    I try to be a good boy, but noooooo! Gotta go and change the rules on me. /e grumbles

    Imma standard code rant myself here before I even start

    Thunder Kick - mag 2 KUp

    Cobra strike - remove stun, up damage to 79.8, -15% res 15s Does not stack with self

    Crane Kick - Mag 4 KUp, 60% chance for Mag6 KB after a delay to make it look like a cool matrix-esque arc.

    Crippling Axe Kick / -fly 1.6, runspd -40, jmpspd -40, -10% res 10s Does not stack with self

    Dragon's Tail - Increase radius to 10ft

    Eagle's Claw - Remove stun, add -10% res for 10s, increase crit chance to 20%, add a mag7 KUp delayed to the jump of the enemy part of the animation, and a reverse knockback delayed to the flip part of the animation. Make it look like you tossed the enemy with a suicide throw.

    Now I haven't seen the code for the game so I don't know how knockback is coded, but I am curious as to why reverse knockback is not doable without engine reworking.

    If you have programed an effect added to an enemy that overides control and forces animations and movement relative to two entities for one direction, why is it somehow more difficult for the other direction?
  12. So the idea is: MA as it currently stands is balanced around strong secondary effects. Additionally the secondary effects are not strong enough to stand up against the effects found in the other sets. This means that either MA needs stronger secondary effects, or a new area that it can be balanced around. Am I getting that right?

    Along that vein, and with me always having some kind of idea for something. How about this:

    Cobra Strike - Same duration, Mag 4. Possibly with a chance for mag 2 maybe not.

    Focus Chi - Add a +special effect to turn it into a power build up

    Crane Kick - Change the Knockback to Knockup

    Crippling Axe Kick - Get rid of the slow, make it a mini cone 20 degree arc, no range increase, Increase immob mag to 3 with a chance for 1.

    Eagles Claw - Increase the chance to critical to at least 20% so that it really does have "an exceptionally good critical hit capability, better than other Martial Arts attacks,"

    Other than that, I couldn't think of anything to improve MA while keeping the current theme, but there are tons of people more creative than I am.

    GL all and have fun
  13. William_Valence

    Call it

    My prediction is that salvage will go down slightly in price from blueside stadard due to increase in supply.

    I mostly only flip salvage, or buy low priced IO recipies to sell to a store for profit, but my guess on IO recipe prices will quickly balance at about current blueside norms due to heavy blueside domination of the market.

    Blueside population and item availability is high enough, that it could easily be assumed that blueside prices are the true market value for those items. Redside supply being added to blueside might lower prices slightly, but I think that we probably wouldn't have noticed had the markets been merged without telling anyone.

    As to why it good that the markets get merged? I'll give a real example of market manipulation that happened a good long time ago.

    This guy I know got bored one day while running from the BM and a nearby store, and decided he was going to screw with people. He looked through the salvage prices, and saw that there were about 200 spiritual essenses selling for 500 each. With 15 transaction slots he knew he could have 150 for sale plus 30 in the vault and 30 on him. He decided he was going to add a few zeroes to the price.

    The first 50 were bought quick for the basic 500, then the next group for a little over 1200, at this time all bids for the item were going up not just his. with about 100 bought he was getting into the storage ones. jacking up the bid to 10000 each. Keeping some slots open to bid high on lowball entries too keep the price up, then put a lot of them up for sale at 50000 each and bought 5 for 60000. By the next day all of them were sold for 50000 and the price settled back down at about 15000 since people knew others would pay that much for them.

    With more items available due to merging the markets, people wouldn't be able to do that as easily.
  14. Quote:
    Originally Posted by Dechs Kaison View Post
    First thing I notice is that my tank has 2508 hit points, not 1874.

    Second thing I notice is that you're multiplying by .45 for defense, not .05. That'll make a huge difference.

    I get 4459*(0.50-0.45)*(1-.692) = 68.7 damage per second received. Then 2508/68.7 = 36 seconds, which is enough time to fire off two dark regens.
    Yup, I was reading it wrong. When I saw 45% defense I was thinking 50% tohit - 5% def not 50% - softcap 45% defense. As for the health, I've been comparing scrapper/tanker/brute values lately and I completely ignored the health valued you had there and just put down the default. Sorry, working on muscle memory.

    So I wanted to compare your sheet to what I have. I used Arcana's method of comparing percent health per second taken, with an equation of
    DPS(in percent of health) = (.05 / (11.905/(1+(regen rate/100)))) / (.5-def) / (1-damdebuff)/ (1-res) / (1-(1/(1+hpbuff%)))

    When something has different values at different times I can use weighted averages, but I Don't see a Dark/Fire having temporary hp or regen buffs, just set bonuses.

    So when I put your stuff in my sheet, It said that you can survive 705.067296% of tanker Base health each second, Or 13212.405 DPS Thrown out, Or (13212.405*(0.5-0.45))*(1-0.692)*(1-(1/1.338242))= 51.427508 dps taken on average vs (((0.05/(11.905/2))+(0.351742/(17.3+1.17))))*100 = 2.74438% health restored per second, Or 1874.1 * .0274438 = 51.432426.

    Increase both by the hpbuff% and you get 68.82245Damage vs 68.829032 restoration. Darn close to what you got above, but 13000+ is a good deal more than 4459.

    I have no idea where I'm going wrong.
  15. Quote:
    Originally Posted by Seldom View Post
    Hm. The trick is that with a 95% chance to hit, you will probably hit 100% of a mob. (Assuming you're not at the target limit-16.) Add in control layers, and you'll be at 100%.

    Sorry, I don't wish to derail here. It's just that whilst a lot of people like looking at survival directly, (res/def/regen/heal) the game has some that approach through other means. (Mez, -rech, -dam, -tohit) These go off of the enemy, so while not directly making a character 'tough,' functionally it's the same.
    Mez is fairly ignorable, because if it works (Fear aside) it's 100% mitigation and if it doesn't it is 0% mitigation so you only have to compare senarios where mez does or doesn't work.

    -rech,-dam,-tohit can be added to an equation fairly easily, but you just have to compensate for any debuff resist the enemy might have.

    Dechs, The numbers on the sheet look off. If a Tanker Has 1874.1 health at 50, how can it take 4459 smashing damage per second when 4459 * .45 * (1-.692)= 618 damage per second recieved on average. 1874.1/618= dead in 3.03 seconds. Am I reading it wrong?

    GL all and have fun
  16. Creepy, I've been making on one of these in open office for the last few weeks.

    GL all and have fun
  17. Quote:
    Originally Posted by Ultimo_ View Post
    I've never said I don't want to deal with endurance at all. Quite the contrary, I've said it should be part of the game, just not as big a part as it is now.
    How big a part of the game should endurance be? If endurance costs are unbalanced, then there should be some kind of proof.

    Quote:
    Originally Posted by Ultimo_ View Post
    I wish I could do this. I'm just not mathy enough to do it effectively. If I do come up with something that would accomplish it, I'll post it.
    I'll see if I can help without math, my head hurts so I don't feel like doing any right now. Endurance is a limiter on the number of specific actions a character can make before needing to stop. You believe that characters should be able to make more actions before needing to quit. amirite?

    The game allows a specific number of certain types of action, and thats where balance comes from. Additionally there are certain powers and enhancements that may be used to customize your character allowing it the ability to improve in the endurance efficiency department. You may also choose to customize your character to improve accuracy, damage, speed, or some other factor. Possibly even multiple factors.

    Endurance use is manageable. The tools exist. The only issue is that, to emprove endurance management; these tooles must be used, Lessening the ability to customize in other areas. If you Increase the ammount of actions that may be made before stopping, you need to give something up. Damage, recharge, accuracy, or secondary effects; something. This is balance, some characters are better at some things than others.

    If the devs reduced endurance cost globaly then they would need to reduce everything else to balance it out. If not, it would be too easy to skip slotting for endurance, as the devs did that for you permanantly with a supposed endurance reduction, and just slot for accuracy, damage, or recharge. This makes characters more powerful than intended, and the encounters become too easy.

    Quote:
    Originally Posted by Ultimo_ View Post
    I wasn't dogpiled because I'm right (I can't be right or wrong, I posted an opinion). I was dogpiled because I'm me, as far as I can figure it. People that have disagreed with me in the past feel the inexplicable need to antagonize me in my every thread, whatever the topic may be.
    An opinion can be wrong, but you were dogpiled not just because you were wrong, but because this is a rehash of the same old thing you decide to say every so often. Each time it's pages of people showing you your mistakes, at some points trying to help fix them, and you saying it should be different. Of course you don't know the details of how it should be different, and without doing any in depth analysis, your sure it won't break game balance. This annoys people and eventually they get impatient with you.

    Quote:
    Originally Posted by Ultimo_ View Post
    People offer me solutions as though I haven't been here for years.
    No, they offer you solutions as though you might want to fix your endurance issues.

    Quote:
    Originally Posted by Ultimo_ View Post
    I know how to slot. I know how to compensate.
    Honestly, then do it. The devs don't need to waste time doing it for you, and risk screwing the game up. It's part of the game, play the game or don't, its that simple.

    Quote:
    Originally Posted by Ultimo_ View Post
    In this thread, I've said that the amount of attention one has to pay to doing this, and the degree to which it is effective, isn't adequate. Other threads have had similar courses.
    It's no different than building for damage. Pay attention to your slotting, and pick the most effective powers for your goals. Building for damage means slotting for damage, and taking high damage efficiency attacks and damage boosting powers. Building for endurance means slotting for endurance, taking high endurance efficiency powers, and picking endurance boosting powers.

    If I can do it while refusing to slot until level 27, you can do it.

    Quote:
    Originally Posted by Ultimo_ View Post
    I've never suggested a redesign. I've suggested tweaks here and there, specifically because a redesign is not going to happen, and shouldn't happen...Giving us some relief where endurance is concerned isn't a redesign.
    You don't seem to understand that not only is relief not neccesary, but likely bad for balance. If balance goes then either a redesign or rollback becomes needed. One is something that shouldn't happen, the other makes all the effort put into the tweaks pointless.

    Quote:
    Originally Posted by Ultimo_ View Post
    City of Heroes is far from broken. As I've said many times, it does a lot of things very well. However, that doesn't mean it's perfect. All I've done, and continue to do, is to occasionally look for ways to make the game better. For that, I get vilified. So be it, if the game does in fact improve. If even one of my thoughts or ideas is noted by the right people, then it's all worth it.
    The game isn't perfect that's for sure, but time should be spent fixing actual issues. This would be a big waste of time, and is completly unneccesary.
  18. Quote:
    Originally Posted by Talen Lee View Post
    (Also, I don't think this is really a 'buff to gauntlet' - it's 'a new inherent ability alongside gauntlet' by my eye.)
    Dont care about the first part of your post really, if the players were just forgeting the toggle or over-aggroing then as I said, fair enough.

    Now I want to threadjack my own thread here.

    The quoted part got me thinking, dangerous I know. My thought was, what would be an actual buff to gauntlet as opposed to just adding more stuff, were the stalker changes a new inherent added on or a buff to assassination?

    Then I thought, what is the end goal of buffing gauntlet? All but probably one of ideas I've come up with have been spawned from a precieved problem. Either a problem I have percieved (correctly or incorrectly) or someone else has and I've heard them mention. Are there issues with the tanker AT that need addressing, or is it simply the desire to have an inherent that benefits the tanker itself? (which is completly fine by the way)

    Finally I wondered, should gauntlet be considered an inherent? Taunt on hit is not unique to tankers. Brutes get the single-target version (digression: will brutes lose poke-voke when GR comes out, due to an AT villainside that can handle aggro?:end digression) and both brutes and scrappers get taunt auras.

    This isn't comprable though to the various critical inherents, as all you need to do to taunt with a tanker or brute is attack or even just stand there. It just so happens that the tanker doesn't get any other bonus, because of the taunt. With criticals, the critical proc rates are variable and change by different methods making each unique.

    My question now is, if the developers said "Gauntlet is gone, the taunt effect is going to be treated a just a part of the powers now, not an inherent." What would you want the new tanker inherent to be?

    Me, I would want a 10% chance for a variable self heal/ self +end that increases for every enemy currently aggroed on the tank and possibly their rank. The First enemy would give a larger buff than subsequent ones. The size of heal/self end would depend on how often the proc tics.

    GL all and have fun
  19. Quote:
    Originally Posted by Aett_Thorn View Post
    Well, I guess my question is: how does this help solo play past level 10 or so? At that point, most Tankers have their mez protection power, and rarely do I ever get mezzed while solo after I get that.
    Hopefully I'll hit both of your responses with one stone. This idea was born from the observations of my, newish warshade Moonshatter that I made a week and a half or so ago.

    Skipping the sewer run and kheld arcs and moving to the level 16ish team I was on last weekend. We were doing the posi part two, and the vahz were obnoxious due to toxic damage, but the poor tank (either inv or will, I cant remember off the top of my head) we had was having a real hard time of it in orenbega.

    I checked that he had the mez protection power, but I guess he may have been forgeting to use it, but every few spawns or so he would of course want to take the alpha. which would include a few holds.

    Now I was busy using his astonishing death to set up a mire, so I cant say if he or other people on the team were aggroing another spawn, but he would get held then in moments would faceplant. I would try so hard to take some of the alpha with him as my inherent gave me some darn good resist, But taunt is just so effective. Since then however I've notice tanks getting ***** slapped by mez on the teams I've been on between Kheld arcs.

    If my experience with this is, however, just an outlier and not that common, fair enough. I just noticed it while playing, and thats where I got the Idea. The timing being well past the level the mez protection power would be available.

    Gl all and have fun
  20. First of all, I come in peace. I'm not here to say tankers suck blah blah blah. My goal is to propose a buff to gauntlet, that actually buffs the tank, helps solo play, and even team performance, and it's not just "moar dmg plz?!"

    Simply, the idea is an inherent mag 2-3 mez protection, and the unique ability to not have toggles suppress when mezzed.

    This would allow lowbie tankers to "take one on the chin" so to speak prior to getting a mez protection power and not lose the ability to tank for the team. Though this would not allow for the tanker to ignore all mez indefinately, as stacking mez effects would require the protection power to be capable of ignoring large ammounts of mez.

    The ability to continue recieving the benefits of toggles, even when mezzed, is to ensure that the survivibility tankers are balanced around, will be maintained even in the off chance a group of enemies break through mez protection.

    Gl all and have fun
  21. Quote:
    Originally Posted by Tenzhi View Post
    You could give them a defensive inherent similar to criticals which gave them a small chance to be UNAFFECTED by any given attack.
    This is interesting, but with the survivability that tankers already have it may be stacking more on the wrong pile.

    What if tankers had say three auras with different radii, say one 15' one 45' one 80'. Each gives a tiny recovery buff or endurance discount for each enemy in its radius.

    It would allow tankers to use the their less efficient DPE attacks more often, allowing them attack more in the longer fights that await them. While also being able to use attacks more often in team situations thus keeping aggro better.

    GL all and have fun
  22. I love this game!

    Taser: 15% chance for enemy to say "Dont taze me bro!!"

    Targeting Drone: +10% recharge. Add to description: "The Targeting Drone's laser sights vastly improve your ability to rapidly follow up your attacks."

    Smoke Grenade: Replace -preception with Placate. Increase recharge to 90s and decrease radius to 20', make placate duration 20s. It can still be used to stealth mobs, as placating before they aggro causes them to ignore you, but now allows it to work mid-fight to lose some hate.

    Cloaking Device: The +damage idea works, I cant really think of anything creative here.

    Time Bomb: Instead of placing a bomb on the ground, you attach it to an enemy. Add a low magnitude taunt effect that has Minions and maybe Leutenants go tward the poor sap thats gonna blow up, as if they're trying to get it off. Though Bosses or possibly Leutenants would be smart enough to stay away. Possibly lower activation and inturrupt.

    Gun Drone: Haven't used the drone before, so I have no idea how it might be improved.

    I wonder how many people thought this post would be sarcastic with the way I started it.

    Good luck all and have fun
  23. Quote:
    Originally Posted by Frosticus View Post
    Thunderstrike does not use a pseudo-pet and nor does gauntlet. They also don't require separate tohit checks to render the double power effects.

    Whether you could translate that technique into cones, I have no idea. I was honestly just spitballing with the suggestion because it is so boring to adjust powers in the way that is always done. The lack of creativity applied where more creativity could be (regardless of this idea working or not) makes me sad.

    They could honestly buff AR to the moon and back and I still wouldn't play it as the set is slow as molasses and plagued by redraw, which are my two biggest grievances. But I've heard the same complaints about AR for years from its users. If the idea of layered cones could be done, great. If not, oh well.
    Huh I must have goofed when looking up the Thunder Strike stats, my bad. The only issue I saw was giving different effects/damage values different ranges withing the same power. If that is in fact possible the layered cone idea is an impressive one. I'm just not sure how do-able it is.

    GL all and have fun
  24. Quote:
    Originally Posted by Samuel_Tow View Post
    Are you sure about that? I've never heard that, but I've been wrong before. Are we sure there's still a radius measurement at all?

    I say this because I know auto-hit powers don't just have very high accuracy, they simply skip their to-hit check.
    I have to agree with you on this Sam, I dont think it works the way Frosticus thinks it does, but I gaurantee there is still a radius check. Why? How else would you know that an enemies attributes need to be checked against rolls and power attribute values? I believe though, that it happens at the begining of the attack process which messes with the "layered cone" idea.

    From what I understand, when an attack is initiated it checks range first. For single target attacks it is just to see if the attack can reach the target, but for cones, I believe it checks to see what enemies are in the cone therefore knowing which enemies to apply power effects.

    In order to do what you want Frosticus, namely one attack with multiple ranges, you need to have the attack activate multiple powers. Thunderstrike does this by summoning a pseudo-pet in addition to the regular attack, but cones make it tricky. For this you would have to trigger multiple powers with their own arcs, accuracy checks, and damage values simultaneously. I'm not sure something like that is possible.

    Of course that's all assumption based on what has been seen in the game, such as starting a cone attack against two enemies, having one run behind me and one stay put while still hitting both targets. Which leads me to believe the range, arc, and radius checks are the first step in the attack process.

    GL all and have fun
  25. If there was anything I could modify for AR it would be the last three powers.

    Flamethrower would be great if it had a mini Melt armor effect. -7.5% res and -5% def for like 8s would be great.

    An improvment to Ignite would be to add a delayed knockdown much like a delayed power crash but on the enemy. A sort of stop drop and roll dick roll type deal. The ideal would be a variable delay if possible. This would have some enemies panic and fall down without running out of the patch, and some would run out first before "rolling".

    For Full Auto I would say just cut the activation in half and call it a day, but that might not be feasible.

    Just another idea to toss into the mix.

    GL all and have fun