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Quote:Rad Defender -Res is 30% go for the full 100% enhancement that works out to +60% off base damageIf I were playing in an organized 8 player team set up to play through content very fast, I probably wouldn't even notice that 80% +DMG. Everyone is already playing at maximum efficiency (or close enough to it), meaning any further +DMG will be wasted.
If I were playing in an organized 8 player team set up so that everyone plays whatever they want, I probably wouldn't even notice that 80% +DMG. The only case where I might notice the +DMG was if we had very little AoE (less than two or three), buffs and Debuffs. Something that just won't happen even if you pick 8 characters randomly. Your average 8 man team has enough AoE (you only need, what, three or four AoEs, to mow down minions at +0/+1?) to steamroll through most missions, you should also have at least one or two people with buffs or debuffs so the +80% damage simply won't make a big difference.
If I were playing in a PuG, I everyone would take Leadership even with three new power picks available, so no change here either.
Then there's also the thing that -Res multiplies +DMG. Dropping -Res because of getting +DMG seems kind of strange from a min/max perspective because if the -Res was already better as a multiplier than the added damage from a Scrapper/Blaster/whatever, it would still be the better choice.
Rad Corruptor -22.5% or 45% off the fully enhanced.
TA defender -20% or 40% off the fully enhanced
Any set that doesn't have a double -res or a self stackable -res is going to be at a loss to the assaults.
For pugs the greater availability of vengeance will be the game changer. All it will take is one or two people with vengeance to get pug teams through the hardest encounters in the game. -
Quote:You do actually play this game ?I thought the +80% was from Assault. How does that work with splitting up?
Glad to see you thought this through.
Just when and where does a team need -resistance or plus damage ? AVS, GMs, the choke points that are handled by the entire team.
And seeing as you used a kin for your counter, that +80% is about what a kin will give you against a single av without the need to hit. -
Quote:On highly optimized solo builds, +80% damage would be big. Of course, it is not +80% solo, but on teams.
On teams, it is a drop in the bucket. Sorry your teams think an additional +80% damage matters on top of what they already bring. Most of my teams would yawn at that, and that is without kinetics, with a kin, it becomes not just insignificant, but irrelevant.
With +80% my teams can drop a defender from the lineup and split up more to get things done faster. That +80 is a -res and +damage buff we don't need anymore.
Glad to see you thought this through. -
Quote:Oh yeah you know you are completely right dude +80% damage is insignificant, what was I thinking.Highly optimized solo build... damage on a team...
Like teams can't already eclipse +80% damage just by having three people firing off AoEs at the same enemies.
Teams are going to run amok! OH NOES!!!!
< /Sarcasm > -
Quote:If that is actually your position and it isn't a superposition of quantum uncollapsed positions that have the property that whenever it is refuted it collapses into yet another eigenstate, its easy to refute.
(1) I never said we weren't gaining anything. I'm calling BS on the claim that the thing we're gaining in general is more than a few percent improvement in the total attributes (calculated as 1-old/new) of most previously highly optimized builds, with specific exception made for cases where high-but-not-capped defense can add more defense.
Any highly optimized solo build has just gained leadership. +80 % damage on a team is not a few percent. That is a game changer. It is such a game changer I can see masters of tf runs turning people away that don't have leadership in their builds after this change.
Edit: If you can't do much with 3 extra power picks and three more slots to play with in a build you aren't min/maxing. -
Seeing as in the pylon thread you stated that BotZ allowing blasters to achieve decent levels of survivability was a real problem that needed to be fixed it certainly seems strange that you can consider a change that lets much more to be done a minor thing.
Then again it shouldn't be surprising that in this thread you completely miscast what this allows someone to do, make a calculation and then declare "SEE NO BIG DEAL"
Quote:Somebody who could actually read would realize the ability to remove the slot from hasten, and shift 2 slots from defense powers to 2 of the 3 new powers gained would realize they just got 2-3 slots in their build without giving up anything. Or looking at it another way they would realize realize they could add or move 2 lotg and lose 3 5% recharge bonuses and still not lose anything and gain 18 slots to play with.(Someone really good at this debate stuff would do the math themselves and then prove my assertions wrong - if indeed my assertions were wrong.)
To recap the conditions under debate:
Hasten with 98% recharge slotting (your number) and 60% global recharge has a cycle time of 141.9 seconds. During one cycle of Hasten, our 650s recharge power, 3-slotted for recharge (which I called 95% recharge) would earn 445.8 seconds worth of recharge time, meaning it would, on average, take it 650/445.8 = 1.46 Hasten cycles to recharge. That's 206.9s.
They might if they were really clever realize that its not additional recharge, its the ability to get the level of recharge they wanted and get all kinds of new things for 0 cost.
You keep on with the Chewbaca defense here.
Next, Its mind boggling to me that you can seriously maintain your position while presenting evidence that contradicts yourself.
Quote:And yet if you kept those thee slots in Hasten, you would improve its uptime. I have never known anyone who had anything less than perma-Hasten to remove slots from Hasten when they got more global recharge.
I know plenty people who build "min/max" versions of both of those (more Rads Emishes than MM Blasters) and none have built either without Fitness. Of course those builds were optimized for DPS and -regen - those with other goals might be able to optimize differently.
Quote:Having added PP and more than +5% end some of my own characters, I'm going to say I'm not sure that'll be as transformative as you think it is, because while I noticed the difference in my own characters, I didn't find it dramatic. I will however, concede that being able to add Body/Energy Mastery to a build that didn't have them is going to be one of the nicer improvements the Fitness move will allow. As I said, I've added that pool to characters already, and I still wouldn't consider it a dramatic change in performance, but that's getting into subjective arguments. I'd say take a look at difference the actual number of HP/sec regen you're earning between builds. If it's around 3 HP/sec or less, I don't consider that a major performance change; I couldn't "feel" the difference in play.
At this point I have to presume this is just another case of Uber Guy being Obtuse Guy. Either way Its really hard to understand how someone who claims to be a min maxer could say that the ability to potentially repurpose up to 18 slots isn't a major transformation for builds. -
Quote:Let me know when you actually "Break Out Math" instead of pulling a Kroenecker and asserting that because 2+2=4 god exists. You made a calculation that shows something, mostly that you consider partial work good enough. You failed to consider increased up time for hasten and the ability to reslot powers that needed additional recharge.And here we get into classic Another_Fan argument territory. Compared to most regular posters around this forum I am a lightweight at breaking out math to back up a point, and you can't even be bothered to make a quantitative argument with me.
Just as a counter example to what you claim as your proof
Hasten 3 slotted has 98% recharge, with an extra 15% recharge global not affected by ED I can take a slot out of hasten and put it somewhere else. This is hardly the only case.
Quote:So can you give us an example build that's "maxed out" without Fitness? It'd be a big bonus if they aren't non-Stalker Willpower or Regen.
/Rad defenders and corruptors that use AM
Quote:And you feel that Brute is "maxed out" without Fitness now?
I can slot another performance shifter into physical perfection or move the one I have in stamina somewhere else. I can also reconsider my entire health slotting and change up from +recover to +regen.
The impact is large. -
Quote:Post the builds.
Also, I already shot down this notion that +15% recharge is likely to be a transformative addition to a character with far lower global recharge than what you're quoting. +15% recharge on top of 160% is an incremental improvement in the character.
Is your "extra damage when you need it" Assault? How much extra damage is it? What's it do to your DPS, quantitatively?
You did ? I saw a post by you that missed quite a bit and proved that our schools no longer teach the difference between performing a calculation and building a proof. This goes toward your whole tack on the reply. Tacken individually any of the improvements is not big thing. Taken all together they are a very big thing
Quote:It is absolutely valid. If one of the pools makes that much difference then you should have it today. Especially if it makes that much difference if it or one of the pools you would keep adds enough value to justify them with minimal slotting.
[/quote]
Define "couldn't fit in a patron pool". Again, if it's going to turn you into that much of a monster, I think you would have done it already. Stop hand waving and back up your claims with hard evidence. So far, Bill's the only one doing so.[/QUOTE]
There were higher priority items. As for hard evidence please, if you can't see how adding an unslotted 20% additional regen ,12% additional recovery and 5% additional end to a capped SR brute isnt a big deal I don't now what will do for you. -
Quote:Right now I have a blaster build that has 160% recharge 1500+ hp and softcapped SL defense. This is pretty maxed out as things stand, when these changes come through it gets an additional 15% recharge, it goes beyond the softcap, and does more damage when needed, also I now have vengeance for pug tfs.You might want to go back and try re-reading what I said.
I said all the low-hanging fruit that would transform a character's performance was already picked on a "maxed out build". If it hasn't been picked already, it's very unlikely (but not impossible) that the character is currently "maxed out".
If something is going to absolutely transform how your character plays, and you're a min/maxer, you damn well find a way to fit it in. Yes, that usually means you make a sacrifice somewhere else - you sacrifice things that are less transformative. A good min/maxer drops the thing that will have the least impact on the character through the loss.
Yes, this change means that some of those things min/maxers couldn't fit in will now come back into the builds, though probably with limited slotting. By the description above, those things will not be transformative or they would not have been dropped in the first place.
I have consistently made exception for people with high but not softcapped defense who can now fit in more defense, because small incremental changes in high defense can become transformative changes in survival.
I am not declaring that builds will not improve. My builds will improve. I am saying that the peak achievable performance will improve, but not by by a whole lot. BillZ's examples are, in fact, concrete evidence of this. Yes, his builds are improving. No, they are not improving by leaps and bounds.
That character was maxed out now its insanely maxed out.
Your comment about fitting it in if you feel its important is hardly valid. You only have 4 power pool picks and the ancil/patrons, now you have in effect a fifth.
Just another example I have an SR brute that couldn't fit in a patron pool well I19 they are getting physical perfection and that will take them into easy mode.
Just imagine a SR/Dark getting that as an extra we are talking about fricking monsters on the top end. -
Quote:It is one thing when a few teams are doing that kind of thing its another when most are. Seeing as you want to use BillZ as an example you might want to read the posts where he gives concrete examples of improvements he gets with his builds when you say there is no low hanging fruit with this change.This is bigtime hyperbole.
On the solo side of things, only a very few characters can solo at those settings today, and only against some things. Primarily, they are softcapped characters. If they want to stomp around the game against arbitrary foe factions, they're basically SR, and really expensive Shield builds, because those are the only ones who can get the Defense Debuff Resistance to stand impassive in the face of things like Cimerorans or Vanguard. Even BillZ doesn't waltz over +4/x8 Arachnos.
On the team side of things, people already walk over content. You don't need these changes to hit the hard defense cap at 50. You just need a team with multiple sources of strong defense buffs, which are regularly available from Cold Domination, Force Fields and Villain epic ATs, with the occasional Vengeance tossed in. Will more people achieve this now? Quite possibly. But if we don't need +5 now for teams, there's no way in hell we're going to need it tomorrow. (My opinion is that we could use +5 now, and these changes are relatively minor to the people who would use that setting today.) -
Quote:The +to hit takes up a slot in a defense power so do the lotg +7.5 globals. To have 5 +7.5s slotted you need 5 defense powers and you need at least one slot from those thats just holding the +to hit. Move one of the +7.5 Globals to Maneuvers or vengeance and you are cooking. Pop a rectified recticle into tactics and its time to laugh at smoke grenades.Surely a maxed out Scrapper already slotted the +ToHit unique somewhere. And I don't know why you'd take the Leadership pool and slot it that way either, because endurance is still a factor, as is the need to slot it to get actual benefits from the powers. Vengeance may be an exception to an extent, but blah 300 second recharge time and dead teammate.
The thing about vengeance is you usually don't need it, but when you do you really do. One or two people with it on a team can turn the worst team into an unstoppable force.
And @brand X, with these kind of changes they are going to need +5 on the difficulty slider. -
Quote:You honestly don't see how this can be transformative and vastly increase the potential and power of even min maxed builds ? Really hard to believe.I
Edit: To be clear, there is a difference in there being a major increase in maximum potential for a given build, and the change causing people to find major increases in the potential their builds actually realize.
Ok lets take your uber scrapper, with 5 lotg uniques, hasten already slotted in and no use for the stealth pool. They can now take the leadership pool, slot a perception unique, a +to hit unique, and have vengeance all for 0 cost to performance. Team wipes for that character have just become a thing of the past. -
Quote:I Laughed at this.
Without even trying. Just take the stealth pool. You can now slot 3 luck of the gambler globals for 22.5% more recharge and you get stealth, invisibility and a phase power or that last 7.5 all for free. The fruit doesn't get closer to the ground without being a potato.Quote:I apparently get to laugh at your idea of, and I quote myself, "previously maxed out builds". I can't add 3 LotGs to any "previously maxed out build" I have because I already have at least three in place already.
Math time!
Let's say I could add two LotGs, for a +15% global recharge. I typically run between 60% and 70% global recharge. I typically slot between 43% and 87% enhancement recharge. I typically have Hasten. Let's take the low end there, and assume no Hasten. If I have an attack with 15-second base recharge, 43% slotted +recharge and 60% global bonuses, adding 15% will change my recharge time on that power from 7.28s to 6.79s, a before/after ratio of 93% or a 7% decrease. If Hasten is in play, I instead go from 5.44s to 5.16s, a ratio of 95% or a 5% improvement. That's how much my 15s attack improves - my faster recharging ones get lower returns.
To be fair, lets pick a long recharging power - one with 650s base recharge time and 95% slotting. Without Hasten, 249s to 235s, or 6% reduction. With Hasten, 196s to 188s, or 4% reduction.
Is that nice? Yes, and you can be sure that I'll take advantage of things like that where I can, because I strive for maxed out performance like that. I don't accept that it represents a major leap in power.
And it'd help if you actually offered possible slotting options. Phase Shift doesn't accept set IOs at all.
Reading is fundamental Time: Phase Power OR that last 7.5 for free. Seeing as each power has 1 slot I doubted anyone would need slotting options.
And if you don't think this is big thing go take a look at the shield builds in the scrapper forums. There are many builds that can't squeeze in hasten and now they get it. Or you can just go take a look at the Perma Dom builds in the Dominator forum. -
Quote:Yet another open pool to help with soft-capping defense.
Why is it that lately when the devs make a decision that I *should* be happy about I find myself instead wondering just what the hell are they thinking?
Because a game that is too easy stops being a game. The only reason you should be happy about this is if you felt the game was too hard before and you needed some help. If that is the case you just got it.
Quote:Most builds that are already maxed out have picked all the best low hanging fruit they can get in zero slots. Adding three more powers at their base slot just isn't likely to add that much more to previously maxed out builds. In general, adding a small amount to an already large amount doesn't have a dramatic effect. The exceptions are in things like defense and DR and a lot of builds will actually already have the powers that do the most here.
Without even trying. Just take the stealth pool. You can now slot 3 luck of the gambler globals for 22.5% more recharge and you get stealth, invisibility and a phase power or that last 7.5 all for free. The fruit doesn't get closer to the ground without being a potato. -
Quote:The spawns are also pretty bad for any character without status protectionYeah, those Blast Masters suck, there are WAY too many of them in a spawn. Clockwork seem vastly overpowered as well. They chew thru full teams like mad.
And why do the devs have so much hate for Stalkers? Nearly all the Praetorian critters have AoE DoT attacks, which pretty much negates any chance of going into Hide. -
Quote:It's not. There's a marker on the map for the difficulty NPC, but there isn't one there. The NPC is missing, but the map clearly shows they intended to place one.
All that does is provide further evidence that it is intentional especially since it was mentioned in beta -
Quote:Yes some people do find it difficult to believe that stabbing yourself in the eye is inevitable.Whatever the "newest best type of toon" is right now you can be sure the Devs -will- nerf it sooner or later. Even talking about things like this in the forums helps the Devs become aware of what needs to be taken care of.
It always amazes me that people who love to exploit FotM builds never seem to understand why the Devs' reaction to those builds is pretty much inevitable. *shrugs* -
Quote:I read a post like this and its just emblematic of how far off the mark these forums are. Blasters and Stalkers solo from one to twenty incredibly easily. If you don't think so look at all the people that use blasters to solo the classic positron TF. The comparison with a controllers ability to hold a spawn is just wrong. The lack of damage they have at the low levels is crippling to soloing at a good pace.I feel it's worth noting that there are a number of factors that lend to you having an easy time with that Controller you mentioned, such as,
1) You are a veteran player. You've been around for at least three years. You no doubt know the ins and outs and know how to do things like pick good powers, form meaningful attack chains, leverage inspirations, and no doubt pull. Which leads me to,
2) While it's entirely possible you didn't, it's also fairly likely that you played using vet reward powers, adding to your arsenal and allowing you to do more damage more often than a new player. This is ESPECIALLY an advantage if you play an AT that has low damage or few attacks to begin with, because,
3) AT damage modifiers aren't in full swing until past 20, so at the low levels (especially the exceptionally low levels), everyone is doing the same damage. That means while at 50 your Controller may be doing 55% damage while a Blaster is doing 112.5%, at level 1 you're both doing 100%. Add to that the fact that your Controller also mezzes with each attack, AND gets containment so does 200% damage, means your Controller is actually doing pretty darn well below 20.
As all ATs run around doing the same damage below 20, the advantages for each AT and soloing are almost the opposite of what they usually are. For instance, the ATs that probably have the EASIEST time soloing low levels would be Controllers, Dominators, Brutes (Fury allows them to run around doing 250%+ damage), and some forms of Defenders. The ATs that probably have the HARDEST time soloing would be the ones that only have damage going for them to begin with and have nothing to back it up when they're doing the same damage as everyone else; ATs like Blasters and Stalkers likely suffer the most. And because of this,
4) You picked an awesome AT for soloing low level content. As a Controller, out of the box, you have the ability to reduce 33% to 100% of all incoming damage just by taking your hold at level 1. Most spawns set for one have 2-3 units, of which you can always just hold one and immediately reduce 33% to 50% incoming damage. At levels where nobody else, even Tankers, are going to have even basic shields, and HP levels are all very close, you're reducing damage far more than everyone else is. Add to this the fact that you also debuff and you're dropping incoming damage way more than anybody else. But it's not just the AT,
5) You picked an awesome primary set for soloing. Through beta we mostly complained about Elec being poor for teaming situations. But one thing it is really good at (and may be the reason the devs didn't want to change it) is soloing. You have a very potent pulsing AoE sleep which is available to you extremely early, which as I mentioned above can equate to pretty much 100% mitigation for every spawn. Add to this your ability to drain endurance while enemies are asleep and no enemies will ever really have to attack you. You can always get the drop with hold, knockdown, sleep, and end drain, and never fight anything. Most of this even occurs by level 8.
If you really want the full Praetorian experience, try soloing a Blaster or Stalker without using any vet powers through Praetoria. You'll find that the enemies actually do a ton of damage (Resistance, Clockwork, Seers), and are capable of keeping you mezzed and knocked down when you don't want them to. And that when you can't simply hold the numerous bosses (even scaled to lieutenants) that use Super Strength powers, they can kill you in just a couple attacks.
Your argument will warrant some credibility when you have taken the time to level more than just a Controller through Praetoria. I won't argue that Controllers, especially Elec ones, will have a fairly easy time breezing through the missions. I personally soloed over half the ATs with various different powersets and builds, and found many of the gangs significantly difficult. You should try it. So please post back when you do and tell us how YOU did. Thanks.
Going through Praetoria on a blaster was a lark. I think I died in 4 missions. Even going through praetoria on a defender has been easy as pie.
I'd like to comment on tanks and scrappers but I took those in on Kinetic Melee, and my opinions are biased by the set and not having a comparison point with paragon city or the rogue isles yet. -
Indeed
Dark Melee has a shadow maul on a 8 second recharge vs burst's 15 second. Shadow maul does a base damage nearly double burst. It also provides more mitigation on the targets it hits than burst.
Quote:Don't listen to this guy, this comparison is so poor it's practically trolling.
Dark Melee Soul Drain
Availiable 50% of the time
5 enemies hit out of 7
+20% to hit
+100% Damage
68 points of damage unenhanced
vs
Power Siphon
Available 1/3 of the time may randomly improve with crit from concentrated strik
+7.5% to hit,
Takes 5 consecutive hits to reach full damage buff
Siphon Life
10% regen every 7 seconds unenhanced for heal and can provide
135 damage
VS
Smashing blow ? Body blow ? Concentrated strike ?
Certain heal vs chance of stun.
Dark Consumption
4 enemies hit and it completely replenishes your endurance every 90 seconds
Does 55 damage.
VS
? Repulsing torrent ?
Shadow Maul
150 points damage AOE
Recharge 4 seconds
Vs
Burst
86 points AOE damage
Recharge 7.5 seconds.
Base mitigation single target attack chains
Dark Melee manages
(Smite -> Midnight Grasp -> Siphon Life) ^ N
Stacks to ~ -30%+ to hit (unenhanced for -tohit)
+ 20% Regeneration (unenhanced for heal)
If you want more toss in touch of fear as an opener and repeat every 20 seconds
For -41% to hit. Toss in a steadfast and combat jumping and your capped.
VS
Kinetic melee
Throwing everything you can in the 10second window for -damage
Quick Strike -> Body Blow -> Smashing Blow ->Concentrated Strike -> body blow -> Smashing blow
Buys you ~-33% damage
Not considering the 95% chance to hit or the streak breaker, in either case.
Really I didn't list more because there just wasn't much need. Kinetic Melee is a one trick pony that does a really stupid trick. Dark Melee has a less resisted damage type, more ways to mitigate damage and as the recharge goes up DM just gets better and better, as you burn more end fighting a target you can recharge it more often and you have the option of self healing more often. Good luck trying to stack chance of stun or knockdown on an AV. -
Dark Melee
-TO hit
Permanent build up is possible (and it does aoe damage)
Self heal that is part of a solid attack chain
Endurance recovery (did I mention its also an aoe damage attack ?)
vs
Kinetic Melee
small area long recharge kd
minor -damage -
The set isn't slow animating but it is slow killing. By the time Kinetic Melee is doing high damage other sets already have killed the entire spawn and are looking for the next. If repulsing torrent weren't a power that was more likely to slow you down than speed you up it might be a different story
-
Assault Rifle/Energy
Archery/Energy
Sonic/Energy
You really don't even have to worry about IO set slotting. With Rifle and Bow and boost range you will be able to destroy x4 spawns beyond their range to hit you. Sonic/Energy is probably the safest solo blaster combo, and once again doesn't really need sets to get that way. Just use power boosted sleeps to lock down the spawns and then wake them up one at a time by bopping them on the head. -
-
The timer actually makes alot of sense if you consider one thing first. Alignment merits give the worst players in the game the ability to earn rewards at rates that had been reserved to the best players in the game. If something wasn't done to prevent everyone from earning at that rate all the time we would be neck deep in items.
The big problem is that the HVMs take what was a very easy game and reduce it to about the difficulty of Keno.
Edit: I am surprised they didn't put the HVM system on an account wide timer, and they probably should. -
Quote:The counter argument would be SR keeping a Red around to speed kill rate or just being able to use reds or greens to improve.Well, yes, obviously it's a mere distraction to talk about the value of using a particular inspiration if I don't have a chart of the opportunity costs for ALL inspirations. I have no such chart, so I'm sorry to have wasted your time.
Funny I have been thinking the same thing throughout this thread.