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Back in January or February I was discussing a Blaster issue with Synapse when he said these words:
The meta game in I24 is going to be changing.
Well, yeah, I'm sure it will be. Shrug.
So I've finally patched the game client and had some time to look around, at the blaster powerset changes, the new powersets, the power pool changes, the power pool addition, the invention system changes, the invention enhancement additions...
Well holy crap that was certainly an understatement. -
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Quote:That's basically it. But its the specifics that are tricky. I think high resistance is going to unlock a huge amount of survivability for the absorb shields. They are stronger than the regen sustains. For example, Frigid Protection shows 60.24 Absorb per tick. Real Numbers isn't good with showing the activation period but I believe Arbiter Hawk stated it was going to be 3 seconds per Absorb tick. So that's 5% every 3 seconds, fully slottable to 10% every 3 seconds. That's 3.33%/sec of damage mitigation. *IF* you could use it all, that would be equivalent to 800% regeneration. Compare to, say, Force of Thunder which has a +250% regen buff half-enhanceable. So fully slotted that would be about +375% regen, or 1.56%/sec.The fundamental questions with Absorb are how large the shield is and how frequently you can reapply it (either with a click or a constantly reapplying toggle).
What this means is that the damage you can effectively mitigate with an Absorb power is not measured in straight DPS but is more a matter of how frequently the attacks come relative to the shield refreshing.
For example lets say I have a 100 point absorb shield that refreshes every 3 seconds. Now lets say I have two choices for enemies, I can have a foe that attacks for 300 points of damage every 6 seconds or a foe that attacks for 150 points of damage every 3 seconds. In both cases they are dealing 50 DPS but in terms of actual hit point less the second foe will deal about half the damage.
The first foe will deal 300 points of damage of which 100 will be stopped by my shield since it has time to refresh in between his attacks so he's effectively dealing 200 points of damage every 6 seconds. The second foe on the other hand will only deal 50 damage every 3 seconds since my shield will refresh in between his attacks so although he attacks more frequently he still faces a fresh shield.
So as you can see Absorb works best when faced with a larger number of smaller attacks rather than a small number of larger attacks. Resistance helps this by making all attacks smaller.
That's the basics although Arcana could probably explain it better.
*IF* you can use it all, you could have double the mitigation of the +regen sustains, something approaching Regen scrapper mitigation. *BUT* its very difficult to use it all, because Absorb is a use it or lose it mechanism. Whatever you don't use in one 3 second tick you can't carry forward. Its gone, and a new fully charged tick replaces it.
Since defense makes damage more bursty, it will tend to reduce the efficiency of Absorb. Resistance evens out damage, making it increase the efficiency of Absorb. There's no such thing as an apples to apples comparison with Def and Res in the real game because you never get that choice, but the Def has traditionally been the better play because you can get more of it and it mitigates secondary effects and not just damage. But if Resistance can unlock more of Absorb than defense, that might reduce the gap between the two substantially, because Resistance has a lot of upside on an Absorb toggle. -
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FYI, the beta servers have been patched to I24 beta just now, so the theoretical just became the practical: you should now strongly consider building your tanker-blaster for I24 rather than I23.
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Quote:This sounds like you're saying "meaningful" mez protection is up all the time protection, but I don't believe that to be true. Being able to break mez periodically or truncating a mez significantly with protection after the fact is extremely valuable to nearly all blaster players.Putting it in water jet means you have it in a power you can't use while mezzed. This is called defeating the purpose.
But lets look at your odds of getting meaningful mezz protection out of that. In any given 30 second window you have to stack 3 firings of the proc. Looking at a water blaster with a 150% global recharge and near ED limits for recharge water jet has a recharge time of 3 seconds a cast time of 1.5 seconds giving you 6 firings per window, and a max of 7 due to the lockout.
That gives you 7 opportunities to stack the proc 3 times. It really doesn't take much to understand that most of the time you aren't going to be protected. No mag 3 for you. What's more most of the time you are going to have to go a full 30 seconds or more before you can even hope to have your stack.
So when you attack that rikti spawn and you are bombarded with enough stuns to disorient an elephant, or you have multiple mezzing CoT mages, or malta, or Kinives, or even Freaks since they really needed those super stunners that proc is going to do you a world of good. -
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Quote:Actually, the way Arbiter Hawk described the thought process to me the intent was to ensure that every secondary received the sustain buff at about the same time, and definitely before SOs arrive and the game steps up. Level 20 coincidentally contained just the right power for a sustain effect except energy manipulation whose overwhelmingly obvious candidate sits at level 16.For the same reason they didn't add it to powers like Soul Drain, Power Boost or Build Up. The sustain powers are all ones that were pretty marginal so adding the sustain makes them more desirable. Adding it to powers that everyone already loves (like Targeting Drone) wouldn't encourage more use of Blaster Secondaries. Something to remember about cloaking Device is that despite the people talking about how much they like it at the end of the day it isn't really that much better than Stealth. It's a neat power but it's very unlikely someone will take Devices just for Cloaking Device. Well with the sustain changes that is no longer true, Devices has the only Sustain that is both a toggle (and thus low maintenance) and won't aggro enemies, the stealth feature is just a nice bonus. Every other sustain either aggros nearby enemies or is a click power 9or both).
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Quote:When would you be unable to use Frigid Protection, Force of Thunder, or Cauterizing Aura?I'm not sure. I mean you can make an argument that except for Energy all of the sustain powers have situations where they can't be used. Admittedly Devices has a stronger weakness than most but there will be cases where a Blaster can't use their sustain for all secondaries except Energy.
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The fact that Rage is allowed to stack is problematic. I wouldn't allow it to stack myself. However, that doesn't "fix" the set, it changes it to one where Rage doesn't stack.
How would I change Rage? If I was going to make a change today, I would probably eliminate the current Rage crash except for the -end. Then I would alter the buff so that the first 60 seconds you would get +80% damage and +20% tohit. The second 60 seconds you would get +50% damage and +15% tohit. The damage and tohit buffs would replace instead of stack. That means the faster you recharge it, the more of the high buff you would get (theoretically speaking at 400% recharge you could have it all the time). There would be a reward for higher recharge, but you couldn't double stack the power. And if you activated it while it was still up, the endurance crash would occur immediately.
I would then increase the single target damage of the set by buffing Jab and Punch. I would buff Jab by increasing its damage to 0.84 and its recharge to 3.0 seconds, and change its animation to a more Shadow Punch-like animation (cast time 0.83). I would increase Punch to 1.32 DS and its recharge to 6.0 seconds.
Past that point, it would depend on how much latitude I had in introducing new mechanics to the set to improve its single target design. -
The difference is that the CoV devs declared that problem to be working as intended as a weakness of (stalker) stealth. That exemption carried forward to today, where the devs see it as a problem but one that has a low priority to fix (and when they tried and failed to fix it, oh well). But I don't see how the devs are going to argue that /devices was deliberately intended to have its sustain fail in those missions uniquely among all blasters.
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But that's not the same thing as saying its not worth much. The rule is not "everything that doesn't make us immortal is trivial."
Quote:On your 40% resist Blaster, how much are you going to alter your build, even if each 4-6 i/O set offered you 3-5% s/L resist? Are you going to gut your build chasing that? Seriously? Is it that good? -
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Quote:Characterizing them as useless is a subjective opinion. Characterizing them as non-existent in combat and sticking with that assertion in the face of factual correction is being in love with being wrong.Yup. Characterizing the aesthetic of cloak as a debuff was her first mistake. It was downhill from there as she ranted about how Cloak's DEF and +stealth are useless -- which of course they aren't.
As to the unwilling stealth thing, as I mentioned above the devs will be almost *forced* to address that because it would otherwise mean /Devices blasters would have to give up Sustain to run escort missions reasonably. I don't know how they would explain that problem if they didn't address it mechanically. -
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On the one hand your first thought was all wrong. On the other hand your second thought was half right. Clearly, this means you sometimes think you have one and a half left hands.
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Quote:Separate from the fact that its already been resolved that defenders get the fast snipe benefit and the range extension benefit, I am still compelled to point out that Defenders have never been datamined to be horrendously underperforming, while Blasters have consistently been so. The only reason someone could perceive Blasters to get more and better attention than Defenders is if they did not realize that the price for that attention was being the worst performing archetype of the entire game, basically for most or all of the game's existence.Man, the Devs really don't care much for defenders, do they? Once again, Blasters get massive boosts and Defenders get nothing.
That's a price no defender seems willing to pay in order to get similar levels of attention. -
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If the devs only made one of them it would almost certainly have been scrappers, but with higher caps to allow them to be buffed into tankers on teams.
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Quote:A lot of people think their roles are clearly defined, but most of them don't agree what they are. Most of them have to be mistaken about how clear the roles are.I always thought their roles was pretty well defined overall.
Quote:As far as roles, the brute seems to fall somewhere between the scapper and tank on the spectrum. Not quite a scrapper, but good damage and higher hp, but not quite tank level on hp and armor traits but tank have overall lower damage (at least once the fury bar gets going.)
Inventions and side-switching created a scenario where the dynamic range of the brute archetype significantly overlapped both scrappers and tankers, while scrappers and tankers also edged closer to each other. That created the archetype tension that exists today.