Arcanaville

Arcanaville
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  1. Quote:
    Originally Posted by Adeon Hawkwood View Post
    On the subject of Tempered Focus itself I like it. With the Resistance changes Mez Resistance is not viable to build for on a squishy so having a pool power to supplement it is nice. My only suggestion would be to drop the Sleep Resistance to 10% since with Inherent Fitness we already have 40% Sleep Resistance from Health.
    Good idea. Although duration resistances are not as problematic when it comes to stacking either way. 90% resistance to sleep just cuts the duration about in half, its not like 90% damage resistance.


    Quote:
    EDIT: I haven't tested it on Beta but I seem to recall Synapse or Hawk saying that the pre-requisite rules for pool were changing so that the fourth power only requires one pre-requisite. If so then you could take Tempered Focus + Weave without taking Tough. This isn't critical but worth keeping in mind.
    At the moment, Weave and Cross Punch both seem to require two Fighting picks to unlock. Just test it by going through the motions of a /respec and I did pick a bunch of powers to make sure I was well past level 20 during the respec process before taking any Fighting Pool powers to avoid level unlocking.
  2. Quote:
    Originally Posted by Adeon Hawkwood View Post
    I think you mean level 4. Level 35 is when Epic pools unlock .
    Its MajorDecoy's fault. See this is what happens when you do not have a way to break Confuse.

    Its intended to unlock at the same time as Boxing and Kick, whenever that happens.
  3. Quote:
    Originally Posted by MajorDecoy View Post
    At this point I am imagining the "average enemy" whose attacks, to-hit, hit-points, and damage types are an entirely representative of the enemies in the game as a whole.

    The developers should get on that.
    Actually, for a while now I've been thinking about a damage mitigation comparison methodology that uses the concept of the statistical average spawn.

    Its not an entirely new idea: its origin actually dates back to the Ice Tanker changes way back around I6ish. The devs and the players (Circeus among them) were batting a spreadsheet back and forth that analyzed Ice Tanker mitigation based on its mitigation verses a standard spawn size of bosses, Lts, and minions.

    A much more advanced version of the same principle would be interesting to design a comparison around.
  4. Quote:
    Originally Posted by MajorDecoy View Post
    Starsman, I understood how you got your numbers, I just wasn't aware of the standard definitions of mitigation on the boards.
    Although its the standard definition, its also the intuitive definition of nearly everyone outside of the quantitative community. I think essentially everyone outside of that community would say that 90% resistance is 90% damage mitigation, basically all the time. And that perspective mandates the defensive mitigation definitions we use to be consistent with that expectation. There's an on-paper perspective that asserts 45% defense is 95% mitigation, sometimes, when no accuracy is involved, but there is no internally consistent perspective that states 45% defense is higher damage mitigation than 90% resistance, or that states 45% defensive mitigation (within the reasonable limit window) is variable but 90% resistance mitigation is constant.

    The question is: are you (the general you) willing to state that 90% resistance is ambiguous and variable mitigation? If the answer is no, then 45% defense is 90% mitigation. From that the rest of the current mitigation methodology follows (and believe me, it was like pulling teeth to promote it back in the day; it seems self-evident to most quants today, but there's a reason that Scrapper Comparison Analysis linked below is as long as it is: at one time it wasn't self evident at all, and that is a product of six threads posted over five issues from I2 to I7).
  5. Quote:
    Originally Posted by MajorDecoy View Post
    No, that sounds like fun. Unlocks at 35?
    The idea is it unlocks at 35 with Boxing and Kick, and is a valid prerequisite to tough, weave, and cross punch (you'd still need another power for weave and cross punch, of course).


    I like the idea that all of these trajectories have valid purposes behind them:

    Tempered Focus, Tough, Weave: the all-mitigation option
    Tempered Focus, Boxing, Cross Punch: the Blapper option
    Boxing, Kick, Cross Punch: the "Illusion Control doesn't have enough melee" option
    Tempered Focus, Boxing, Kick, Cross Punch: the all-out melee offense option
    Tempered Focus, Kick, Weave: the Martial Arts/Super Reflexes concept package
    Boxing, Tough, Weave, Cross Punch: the Punchy Brute concept package
    Tempered Focus, Boxing, Kick, Tough, Weave, Cross Punch: the "you can solo with just power pools, right?" option
  6. Quote:
    Originally Posted by Samuel_Tow View Post
    I'm aware, but the game's narrative switches between titles mid-way through the arc, and this is the disembodied narrator doing it. All I'm saying is that whatever his title is, it's better to pick on and stick with it.
    Maybe mid-way through the arc he lost tenure.
  7. So I would like to float an idea past the thread to see if I'm in sync with everyone else here, or just crazy.

    It seems to me that we don't want to mess with boxing and kick, because there's now synergy effects in Boxing and Kick that escalate up to the tier 5 attack, and there are people that like Boxing and Kick for various reasons. But it also seems to me that we don't have to mess with boxing and kick, because there's no reason we can't provide an alternate path to tough and weave by simply adding another power to Fighting that unlocks at 35 and acts as a prereq. This way we don't eliminate the prereq, but we don't require people to take an attack they don't need.

    The question is what can we add to Fighting that is conceptually consistent, interesting enough to be useful, but not so powerful that it will be perceived as necessary? That's the idea I want to float. Assuming we add one more power to fighting to allow an alternate way to get to tough and weave, what do you all think about this power:

    Tempered Focus:

    Passive: 50% Res(Hold, Sleep, Stun, Terrorize, Confuse), 15% Res(Defense), +50% runspeed (enhanceable), -50% runspeed (unenhanceable)
    Fighting Synergy: Increases stun duration on Boxing, Increases Knockdown chance on Kick, and Cross Punch debuffs foe Strength(Hold, Stun, Sleep, Terrorize, Confuse, Immobilize, Endurance) by 30% for 6 seconds and has a 50% chance to debuff KB strength by 100% for 6 seconds.

    Power also grants:

    Click: Mag+1(Confuse, Terrorize) for 15 seconds. 120s recharge.


    The idea is to create a power that would appeal to players likely to be taking Fighting anyway, appealing enough to be interesting for players that were not thinking about it, but not so powerful that it would be a must take and force people into Fighting. So:

    1. If you are a squishy without mez protection, 50% mez resistance is interesting, but not mandatory.

    2. If you are taking Fighting to get Weave, DDR is probably interesting to you.

    3. Unless you're SR, in which case being able to periodically break Confuse and Terrorize is interesting to you.

    4. Tempered Focus has its own interesting synergy with Cross Punch: it causes Cross Punch to weaken the mez ability of anything it hits and has a chance to shut off the ability for the target to generate knockback. Which is not as interesting for melee with mez protection, but *very* interesting for a squishy wanting to mix it up in melee range. For the melee archetypes, I slipped in Endurance: the effect will also reduce the drain effects on targets it hits.

    5. The +50%run/-50%run is there to ensure the power is actually slottable for something. By default these two effects cancel each other out. But you could slot run in there and get increased run speed, since the negative buff is not enhanceable. Or you could ignore the power's slot if you don't want to run faster. And I'm inclined to allow it to be slottable with universal travel.


    So is this too powerful? Too weak? Totally ridiculous? I've tried to find the line between "overpowered" and "worthless" and I hope I landed on "interesting for those that don't want Boxing or Kick." Did I get close?
  8. Quote:
    Originally Posted by MajorDecoy View Post
    45% defense means 95% of attacks miss (because normal enemies have 50% miss chance). That's 95% mitigation against minions. I believe bosses get accuracy bonuses.

    90% resistance gets 95% mitigation against the same enemies because of that same 50% miss chance.
    That's not how we define mitigation. Mitigation is what we mitigate, what we prevent from hitting us. When an even minion shoots 100 attacks at us, on average 50 will hit. There's no mitigation happening there. When we flip on 45% defense, we mitigate 45 hits out of 50. That's 90% mitigation.

    Why we don't use the perspective you're articulating is that its extremely unwieldy, and doesn't match expectations. An even Boss has a base 65% chance of hitting you. The *best* that 45% defense can do is reduce that to 6.5%

    Quick: how much damage mitigation does 90% resistance have against an even Boss? That's right: 90%. That's how we define mitigation. Any other number is just confusing. But in the perspective you mention above, its not 90%. Its 93.5%, same as 45% defense.

    You can't take credit for mitigating attacks that would have never landed anyway. Otherwise, you could legitimately claim credit for mitigating all the attacks generated in the zone you're standing in, whether they are aimed at you or not. We also do not want to say that all players start off with 50% damage mitigation, unless they are facing a +1 boss in which case its 28.5%, which is different from a +2 Lt which is 31%.

    Anyone who takes that perspective does not get to quote mitigation numbers without specifying against which critters they mean. And they get to do their calculations over and over and over again to specify those numbers for every kind of critter that exists.

    The standard model of damage mitigation says for all standard critter types at all combat level differences from even to +5, and for all cases where the attacker has +90% accuracy or less defensive mitigation is identical the normal calculation for even con minions.
  9. Quote:
    Originally Posted by OneFrigidWitch View Post
    Ok, you missed it. Here you have only res values. To have something relative to softcap, which lets in only 5% of damage in many circumstances, you would have to have the ability to negate 95% of damage via resist.
    False. The soft-cap is 90% damage mitigation in most cases (its *less* in situations with sufficiently high accuracy, such as high level gunslingers).
  10. Quote:
    Originally Posted by Draeth Darkstar View Post
    If you would be willing to directly express that opinion to Synapse, I think you may have a better chance of convincing him to reevaluate the current setup than anyone else has had.
    Will do.
  11. Arcanaville

    Tanks vs Brutes

    Quote:
    Originally Posted by Ultimus View Post
    AOE nuke handed out: Check
    Procs on all attacks handed out: Check
    Three powers that add to survivability (Hybrid, Barrier, Rebirth): Check
    Double Hit for those at damage cap: Check
    Lore Pets for extra damage: Check
    Alpha for extra damage: Check

    Looks to me like there has been more damage handed out in the Incarnate side of things. Not everyone takes barrier, I've been on 16 man teams where no one had it.
    Starting with I7, the devs have added far more offense to the game than defense. If tanker survivability is being made redundant, damage dealer offense is being made more redundant.

    (I say starting with I7 because that's the most fair starting point: if I started from any point prior to I7 it would be even worse for survivability: on average melee archetypes were even stronger prior to I5 and the net increase in survivability over time from pre-I5 is lower, prior to I4 its even lower than that).
  12. Quote:
    Originally Posted by OneFrigidWitch View Post
    So has anyone who does NOT run a char that already has strengths to build on (something not a scrapper, tank, brute, or stalker (or SoA...)) commented on this? And where has the discussion about softcap defense invalidating power choices such as super reflexes gone? If you can invalidate SR, then where is the issue in invalidating another powerset, by having debuffable resist?
    The issue is that breaking set advantages is bad, and if you do it again its still bad. It doesn't get any better if you do it more often. In fact, each time you do it the problem gets worse.

    And what do you mean by "debuffable resist." Is there any other kind?
  13. Quote:
    Originally Posted by Starsman View Post
    To be fair, and I have been attempting to argue this for a while:

    Invuln does not have a huge advantage in SL, not directly. Invulns "advantage" is how much more powerful Fighting > Tough is for them, and this in turn, of course, makes them so powerful against SL.

    It was also an advantage that was not fully inherited by the Brute and Scrapper versions of the set.
    It was not intended to have a "huge" advantage, as the players typically define huge. It was intended to have an advantage, which it does. That advantage can become huge under certain high end build conditions which amplify it. But Invuln wasn't designed to have several times the s/l survivability of other sets any more than SR was designed to run around soft-capped. Invuln's designed s/l advantage is like SR's designed defensive advantage over Ninjitsu.
  14. Quote:
    Originally Posted by ryu_planeswalker View Post
    Umm after playing with resistance numbers on my brute, I am with Arcanaville now.

    This resistance thing may break somewhere. *has just perma capped his DA brute to smashing/lethal
    Just to make sure I'm clear on what my concern is. I don't think achieving 90% s/l resistance is game-breaking in and of itself. I think in this case the invention system just erased an advantage Invuln was designed to have.

    Inventions are powerful, and they will, through their power, blur distinctions and advantages. The question is whether they do so to a detrimental degree. If you can do it with Dark, I'm sure you can do it with Fire and Electric as well. As the resistance bonuses start erasing powerset design advantages, as the defense bonuses did with defense sets, I think we're losing something the game worked really hard to gain in the first place: distinct archetype and powerset choices. Not completely to be sure, but significantly.
  15. Quote:
    Originally Posted by Diellan_ View Post
    For fun, I decided to try this out again, ArcanaVille, with a real +4 mob: aka without any Incarnate powers. Man, it's been a long time since I faced Carnies at +4x8 (I run at that diff all the time, even solo DA, but I've got Incarnate powers with level shifts, so it's never actually that high) and I've gotten rusty. Just my luck, given what I said before, the first spawn I encountered had two Dark Ring Mistresses and I faceplanted. I can't count on one hand the number of times I've actually had to use Darkest Night in the last year, but when running this +4x8 Radio Mission, I had to use it in order to stay alive. The next spawn had both a DRM and an MI, and I managed to wipe the entire spawn, including the DRM, then died due to running out of endurance and having all my toggles drop; I actually could've prevented this, but I wanted to create the exact test we were talking about, so I let it happen.

    The fight itself was basically: A) set Darkest Night on the MI; B) kill the Dark pet as soon as it comes out, because the Chill of the Night debuff is devasting; C) ignore the Illusionists, letting AAO, Dark Obliteration's -Tohit, Shield Charge's knockdown, and Darkest Night turn them into whimpering babies; D) wail on the MI. The MI's pets actually would despawn after a set time, which is something I don't remember them doing in the past, and the Illusionists simply couldn't land their mezzes in the time they were around. I used blue pills and a large yellow, and no other.
    On my MA/SR, that's usually what gets me also on high level Carnie spawns: they don't so much kill me as drain me and force me to burn up blues. One spawn I can always take, but its generally the case that before I reach the end of the mission I run out of the right kind of insps, and then poof.

    That, or aggroing another spawn out of sight and having the fluffy sneak up behind me and debuff me to the floor.

    Illusionist pets do expire, and if you fight the MI long enough she'll recast them. At one time people used to farm them for the Illusionist badge.
  16. Once every two levels, take a victory lap around the block. Or living room, whatever your running capacity happens to be.

    But not during DFB. Otherwise you could collapse from exhaustion instead.
  17. Quote:
    Originally Posted by Ironik View Post
    Troofs.

    If I wanted to solo Xmas or Valentine's Day critters, I pulled the Ice Blaster out of storage. it wasn't a hoot, but it definitely got the job done with minimal face-planting. Bringing snipes up to that level of zappy goodness doesn't diminish Ice's unique role from what I can see.
    Sniper Blast DPA: 1.74 DS/sec
    Bitter Ice Blast DPA: 1.73 DS/sec.

    Ice is getting a 50 foot range 1.73 DS/sec attack increased to 80 feet. Energy is getting a currently 150 foot range 0.61 DS/sec attack increased to 1.74 DS/sec, sometimes. Bitter Ice Blast has that DPA all the time.

    Ice always had stronger single target than I think most people gave it credit for. The irony of Defiance 2.0 is that it reduced that advantage. But it didn't nullify it: Ice was always better than Energy and Electric in that regard. The sniper changes probably make Energy about even with Ice, but Electric probably still lags slightly even with the sniper change.

    The other irony is that Fire isn't going to improve by as much as some other sets, its "insta" snipe is relatively slow compared to others, and it already had a single target attack with vastly superior DPA:

    Blazing Bolt DPA: 1.78 DS/sec
    Blaze DPA: 2.29 DS/sec

    It certainly will improve, because Blazing Bolt can displace lower DPA attacks like Fire Blast. But just not as much as some other sets, because its average single target DPA with Blaze was much higher than most sets.

    The biggest winners with regard to insta-snipe are Assault Rifle and Psi Blast. The biggest loser is Archery. Everyone else with a snipe is in the middle. I see some shuffling around, but I don't see a widening of a performance gap in general. But with that shuffling a power that was not often taken and rarely used outside of alpha strikes and pulling is now far more useful. To me that's a net win. And while I think Dual Pistols might still need work, I don't think Ice and Sonic were lagging Energy, Electric, and Radiation Blast such that the snipe buffs those sets are getting catapult them even farther ahead of those sets. In the case of Electric, its arguable that it needs even more single target damage on top of the snipe buff.
  18. Quote:
    Originally Posted by Venture View Post
    First off, thanks to an overheating CPU I am reduced to using my mom's desktop with Intel G41 graphics, meaning I can barely see what I'm doing and with a sucky mouse and keyboard can barely do it in the first place. Not the best environment for feedback. Second, it is way too late to expect any story changes of substance to be made. Finally, until the MA filter is fixed I'm Just Here For Godzilla anyway.
    As always, you are a ray of sunshine in the desert.
  19. The build I'm currently toying with for my Energy/Energy blaster in I24 looks like this at the moment:

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    Its focused on recharge, but it doesn't completely sell out to recharge: I do build some defense and resistance in there for survivability. I've reserved five slots for Conserve Power for when it becomes Energize: I'm intending on slotting five Panaceas in there as well, increasing my net global recharge from 170% to 177.5%. And I have Spiritual Core Paragon slotted in my Alpha incarnate slot, which adds even more recharge. For reference, my Power Bolt is recharging in 1.07 seconds, which means between slotting and recharge bonuses its "seeing" 374% recharge, or +274% recharge.

    It doesn't really have the most anything, but it does have a nice enough balance of things for my playstyle.
  20. Quote:
    Originally Posted by Samuel_Tow View Post
    Here's something that just occurred to me. In all this talk of "cost," we seem to have lost sight of the purpose that "cost" is supposed to serve. See, this is a game and it's intended to be fun, therefore power "cost" isn't intended to suck, it's intended to inform build balance. Specifically, the point of locking some powers in a set behind others isn't to keep you from having what you want, it's to give incentive to take more of a set than just a single power. You know how THAT can happen in a way that doesn't revolve around penalties? Rewards.

    Funny I should mention this, because "rewards" is exactly how Fighting is now balanced. For the first time ever, I have an actual reason to take more than just the select few powers out of it that I want - the power reinforce each other. That, to me, is a far superior balancing structure, and it has the potential to offer more meaningful choices: Do I want just this one power for the sake of versatility, or do I want to invest and have stronger powers but from fewer sources? That's what I want to achieve.
    Except that's far less a question of design, and more a question of psychology. There's no way to predict who will focus on the negative aspects of opportunity cost and who will focus on the positive ones, nor is there any way to guarantee that if all the players focus on the positiv side today, all future players will tomorrow. There are many things that were seen as strong positives in the past that are now perceived by a significant fraction of the playerbase as a negative. The perceptions of the game structures have an element of mob mentality to it and it has changed in unpredictable ways.

    But we can't make our design methodology rooted in the shifting perceptions of a herd.

    The exact same design feature you're highlighting in the Fighting Pool was once the most derided design decision of Super Reflexes: every power reinforced the others and every power became a must-take. Oddly, over time that opinion changed to "Super Reflexes is an easy set to manage, just take everything (except Elude)."


    If there is a special case to Fighting, its that the devs have over time actually enshrined a design principle that powerset combinations should be relatively self-sufficient, and shouldn't need power pools to function at least nominally. And that has extended to attacks: almost nothing has an insufficient number of attacks. At release, an Illusion controller could theoretically make good use of boxing or kick, the sorcery ranged blast would have been a god-send. But today, no powerset combination is genuinely light on offense in absolute terms. So the question becomes who needs boxing or kick? And the answer is probably only players that want them for conceptual reasons, and a marginal few players that really want to fill their melee chain, and a couple of min/maxers that use them as set mules.

    For the vast majority of players, boxing and kick aren't even like being forced to take Aid Other. Even if you primarily solo, aid other is likely to at least be a power you don't have an analog to (if you have healing, you're not likely to be taking medicine). But boxing and kick fill a hole few players have, even if its a hole they don't care to fill.

    In general, I don't think prereqs are all that bad design-wise. In the fighting pool's case, it might be a special case that warrants review for that reason alone. Even if its not players' first choice, the prereqs in power pools should at least be things most players don't already have tons of.
  21. Here's my version:

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    I dropped Ice Sword for Chilling Embrace and Freeze Ray for Frozen Aura, but the power choices are otherwise identical.

    I got you to the soft-cap on range (46.4%) and I got pretty good defense to smash, lethal, energy, and negative (41%+). I traded Freeze Ray for Frozen Aura because I figured if you were going to take Flash Freeze, might as well take Frozen Aura to stack on it. FA stacks on FF (but not the other way around: FF has damage) to reach mag 5 sleep - enough to sleep a boss. Also I could shove Lethargic in there to get more defense bonuses.

    You'll probably notice a lot of people slotting Luck of the Gambler into defense sets. That's specifically for the LotG +recharge proc, which offers +7.5% global recharge. The four sets in the build net +30% more global recharge, and there's no such thing as too much recharge. In fact my general rule is if I need a specific invention bonus I find a set that offers it, and if I can't then the default is to stick a purple set in there for the 10% recharge pretty much all of them have if that's possible.

    All three single target attacks get Thunderstrike for the defense. Fly gets Blessing of the Zephyr for defense. Chilling Embrace is being used to hold the Pacing of the Turtle set for defense, and its also there so that when I24 rolls around you have that power. Ice Storm gets Air burst for a small +Maxhealth buff and since I was running out of slots I needed a way to enhance that power credibly with minimal slots.

    I also moved the Blaster ATIO set to Blizzard, which in I24 won't crash anymore which means you'll be spamming it more often, and I catalyzed it meaning I used the Superior version which has higher bonuses (enhancement Catalysts are a rare drop and you can use them specifically to upgrade ATIOs).

    Another common trick you'll see is slotting a full set of Gaussian somewhere: I put it in Build Up. The full set has a significant defense bonus for having all six, and in I24 the BU proc in the Gaussian set will be a PPM-style proc, which for our purposes here will mean it will be firing almost every time Build Up recharges - that means double Build Up and a lot of burst damage.

    By focusing on defense to this degree, the build gives up other stuff. Its light on recharge, and the invention system loves recharge - players can easily build well over +100% recharge, sometimes over +200% global recharge which means your best powers are recharged more often, which tends to translate into becoming more powerful, at least offensively. You'll have trouble making a full non-stop attack chain. Also, I would be worried about its endurance balance: it burns a lot of end when its using all its toggles, and its recovery is light. Fortunately, that problem is also going to be significantly addressed in I24 when Chilling Embrace becomes Frigid Protection and starts offering +50% recovery. That's double the recovery in stamina.

    Part of the trick to building is that its not about the numbers, its about what you want to play. This build is slow, but strong. If you like slow but strong, it works. If you don't need strong but you want fast, you'd build for recharge. My Energy blaster is build for almost +170% global recharge, and its not so much for the numbers (energy blast doesn't benefit as much from recharge due to its flat DPA), but just because that much speed is fun to play.
  22. Quote:
    Originally Posted by Siolfir View Post
    And while Bitter Ice Blast has great DPA, the sets with snipes get that and another hard hitting attack from their own t3 blast.
    Like Power Burst, for example, a power I don't take now and won't be taking in I24, because its very tiny DPA increase over Power Blast doesn't make up for its much higher recharge and the fact it can't be fired while mezzed.

    Energy Blast DPA (arcanatime factored):

    Power Bolt: 0.84 DS/sec
    Power Blast: 0.89 DS/sec
    Power Burst: 0.94 DS/sec

    And Ice landed the grand prize in the crashing nuke sweepstakes: a crashless rain that deals over 6.75 DS and recharges in 170 seconds. Nova and most standard PBAoE nukes deal 4.0 DS and recharge in 145 seconds: Blizzard does 44% more damage over time. Even Inferno only deals 16% more damage over time than Blizzard, and its a PBAoE and doesn't have the damage mitigation of Blizzard.
  23. Quote:
    Originally Posted by Test_Rat View Post
    How does this apply to Sets without snipes getting pushed down the ladder of relative performance?
    So Energy Blast, which didn't have a single attack above 1.0 DPA, is now going to push Ice "down the ladder" by acquiring an attack with the same DPA that Ice Blast already had, and the remedy for this situation is to give Ice another such attack so that its two will allow it to keep pace with Energy's one? Or do we just buff the rest of Ice's attacks so that Energy can't never catch up?

    Some of the Ranged Blast sets were penalized for having snipes displace alternate attacks, such as Electric and Energy. They aren't pushing anyone down the ladder of anything. They are just getting what they should have had from the start, if that. Complaining that the other sets are automatically disadvantaged for not having snipes is like saying that a bug fix hurts sets that didn't have the bug in the first place.

    Some things were good (damage-wise) and are getting better: Fire Blast, for example. But that's not universal, or even the majority.
  24. Quote:
    Originally Posted by Test_Rat View Post
    I play Traps, Arcana. I am always in melee range.
    Then many ranged benefits will have limited impact on you. That may be because some ranged set buffs aren't targeted at players that don't actually play at range.
  25. Quote:
    Originally Posted by Power_NA View Post
    I don't think they do enough damage, I can only kill 1 maybe 2 groups before needing to rest. Tank and Brutes I barely have to rest.
    I didn't realize the endurance mechanics for premium players was different than VIPs. Wow that sucks.