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Quote:Well of course it was a low chance of it happening. That doesn't mean you can't say that you agree with it.Alright. But honestly, why would they remove PFF from the original FF set? I figured it'd be common sense not to think they'd pull something like that. That'd be like changing all S/L melee shields in place of changing Tough.
I like that the universe decided not to implode today. Much better than the alternative. Of course, it didn't have much of a chance of doing that, but I'm still glad it didn't. -
Quote:You're reading it wrong.Not quite:
Unless I'm seriously reading this wrong, and I mean seriously wrong, the way you said it implies that you're not sure if the PPP or the FF Set is getting changed, and that you'd prefer the PPP changing (which it is) over the FF Set changing (which it isn't).
I mean, I may be having a huge brain fart too.
He's saying that he'd rather have it go the way it is (the PPP version of PFF going away) than the other way (the /FF controller version of PFF going away). He knows that it's the PPP version that is going away, and he's glad that they went that way than the other way they could have gone. -
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First off, welcome to the forums!
Secondly, there is a big, long thread where you can put costume suggestions, over in the Developer's Corner that you may want to check out. -
Well, it's possible, but Mid's is a third-party software program, and isn't run by Paragon Studios. So I don't know how much the Devs would be willing to work with it.
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I've been logged off of the forums four times this morning. I'm in and logged in, then I go to a different thread, and BAM!, not logged in any more. It's quite frustrating, especially since it resets the forum to show everything up to that minute as having been read.
Can we get the forums fixed, please? -
Quote:Sands of Mu does WAY more damage than brawl does. Brawl will not kill a -1 minion, which Sands of Mu will at level 2.Now, having pointed out it's downside it does have a few small bonuses.
1. it's a FREE extra attack at lower levels. Sure it's not too accurate but at that level, what is?
2. It is a cone attack. A very narrow cone granted, but you still have the chance of damaging multiple opponents.
3. If i'm right (someone feel free to check me on this) it does have a slightly better damage than brawl starts with. Until you can slot brawl or get something better, this is a small advantage.
I'll take what I can get at low levels. -
Yup, you can't slot it for accuracy, but if you pop some yellows, have any +ToHit buffs on you, or any +Acc set bonuses, then they will improve the power's accuracy.
I use the power a lot in the lower levels, when beginner's luck helps you out, but little once I've gotten a full attack chain going without it. -
Quote:Well, I guess my point is more that IF the current situation with Def is okay, then it should be okay to do the same with Res, as well. IF it is not, then something should be done with Def to adjust it, and then bring Res in line, too.I just can't agree that one overpowered build justifies another, something to me is wrong with that step.
I do pretty much agree 100% with your entire DDR argument - it is far too prevalent, and low level sets are especially victimised by it. I am playing a /shields scrapper right now who has ~25% defence and even Freaks, who I never thought of as having defence debuffs, can nullify my defences fast with their guns and slicey blades.
However I can't really argue about what should be in an alternative state of the game where DDR wasn't prevalent. That's kind of a side issue, I can only say about what I feel now, which goes back to the first - just because something is overpowered, doesn't mean everything else should be bumped up to meet that standard.
I definitely understand where you are coming from, but something should be done on either side of it. Because right now, Res-based sets can gain more survivability with minimal investment than Def-based sets can. -
Just as a little semi-counter to your build, BA, I put this Invuln build together. Granted, it's a hybrid set, but considering that I often see them aiming for Defense sets over Resistance sets, I'd say that it's fairly middle of the ground here.
Hero Plan by Mids' Hero Designer 1.803
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 31 Magic Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Battle Axe
Power Pool: Fighting
Power Pool: Leaping
Hero Profile:
Level 1: Temp Invulnerability -- ResDam-I(A), ResDam-I(3), ResDam-I(3), S'fstPrt-ResDam/Def+(7)
Level 1: Beheader -- Empty(A), Empty(11)
Level 2: Resist Physical Damage -- ResDam-I(A), ResDam-I(5), ResDam-I(5)
Level 4: Gash -- Empty(A), Empty(11), Empty(13)
Level 6: Dull Pain -- Empty(A), Empty(7)
Level 8: Unyielding -- ResDam-I(A), ResDam-I(9), ResDam-I(9), GA-3defTpProc(13)
Level 10: Boxing -- Empty(A)
Level 12: Taunt -- Empty(A)
Level 14: Tough -- ResDam-I(A), ResDam-I(15), ResDam-I(15)
Level 16: Resist Elements -- ResDam-I(A), ResDam-I(17), ResDam-I(17)
Level 18: Invincibility -- DefBuff-I(A), DefBuff-I(19), DefBuff-I(19), Empty(21)
Level 20: Weave -- DefBuff-I(A), DefBuff-I(21), DefBuff-I(23), Empty(23)
Level 22: Swoop -- Empty(A), Empty(25)
Level 24: Resist Energies -- ResDam-I(A), ResDam-I(25), ResDam-I(27)
Level 26: Tough Hide -- DefBuff-I(A), DefBuff-I(27), DefBuff-I(29)
Level 28: Combat Jumping -- DefBuff-I(A), DefBuff-I(29), DefBuff-I(31)
Level 30: Whirling Axe -- Empty(A), Empty(31), Empty(31)
Level 32: [Empty]
Level 35: [Empty]
Level 38: [Empty]
Level 41: [Empty]
Level 44: [Empty]
Level 47: [Empty]
Level 49: [Empty]
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
Level 2: Ninja Run
Code:That's 90% (actually over) S/L Resistance, 31.7% F/C/E/NE Resistance, and 31.4% Defense to S/L/F/C/E/NE with one mob in range of Invincibility, using only the two set IOs that you did, and taking similar power pools. That's my problem here. It seems okay for resistance-based sets to be able to do these kinds of things, but Defense-based sets can't, and it's not okay for them to try.| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1038;487;974;HEX;| |78DA9D92DD4AE34014C7274D6A8D4D6D6BADAD557B2F4840AFFCB810BF16040B659| |1BDDADD12C36C1D0C5192287AE703F80A3E88F8167EEE3E8428EB0364CFC7580C5E| |083B90DF3FF33FE7CC394DA773BAE90871BE2A0C6723F0E2B8B7EB850732CA77BCB| |EF2454108D166A7B7297FC93096EE7678721C8432F2F654A092B3860E776420A5BB| |EE2549207B6BA7B2BA1DEECB488689FBF652EA1E1E06EE17D5DF4F54D87768B723B| |D23D814391460AC4AEFD045C58A5BD4B68E94EFAE457EA2FC5EC78B13199D3561B2| |59786E6D80018F484D3107322F7219196A4074463C611EADD410292C3142BC01DFE| |0FA9CC11556469E21C1E4C29CF9AED021DE4134AF8FCD9333447C00BFA0C72AF041| |C31971164C1403BE304F960A9B2A5F605BD44E911C13724A7AC412578F66E41E4AC| |A3AA1CC562523BF21A16AE4699A6A9BACB18C8C53230B1AD5F4D0351D6099D04269| |7FE1B4BAFECD75729AC447F01B7A8C06376EB2B458FE40C2A44E98E4135B2CD3FA7| |C18604A7FEBA94CA4CDF26AE37FC90933D4B4FD8EE9E76BDA1A5C03C1D760E783D3| |B5F48D02C72067D61A5CB2D4AE0CA2FFBBAE9CB796F6D711E02EA28BF886F88EF88| |1F889F0107B081F915E0FAACB8B38D7126219B182A8C37CE202330B788D8A080751| |428C22CA880AA28668212E11E93FA0E12457| |-------------------------------------------------------------------|
If that is solely because of DDR, then that is a problem with DDR. -
Quote:I saw your update just after I posted, and I thank you for doing that. I'm a very visual person, so I like to be able to see it. Thanks for doing that. I'll respond to that in a bit.^ I updated my post above.
DDR is quite prevalent. Almost everything with a gun has some kind of automatic fire that debuffs defence, and likewise almost anything with a bladed weapon can too. Certainly your mileage will vary for every taskforce, but I suspect most people will agree that defence debuffs are relatively prolific, and resistance debuffs are relatively rare.
Quote:Regardless of this particular argument, I still think that once we've moved past the theory of what is right and wrong, that build right above is us not at all 'tricked out' and could be built into a monster if you could use sets for resistance. It would be so outside the scale of reasonability, and that is why I don't like the idea of having both these set bonuses available, as per my original point.
DDR wasn't as much of a part of this game for a long time. Defense sets got a lot of that because there were so many Defense debuffs in the game, compared to Resistance debuffs. I think it was a huge mistake to give so many mobs -Def debuffs in the early game, which necessitated the high levels of DDR, which then led to the situation we're in now, where Defense sets can't build for more toughness as easily as Resistance sets, because they have DDR. They're basically being punished because of something they got to prevent them from being useless earlier in the game's lifetime.
I mean, at this point, I really do agree with you that adding better resistance sets isn't that easy considering all factors involved. However, my problem is more with the "why" that is than the "how." I think that Defense in general needs a good looking into, and that the Devs have basically dug their own grave on that issue, but they didn't do it all at once. They've been very slowly digging it for a long time now, and each shovel of dirt just made it tougher to correct. Now, if they try to do it, it's going to make a lot of people angry. But I think that it needs to be done.
Lower DDR on Defense sets. Remove a LOT of Def Debuffs from enemies. Then you can either lower Defense bonuses or make Resistance bonuses worth going for. But you can't do the latter without doing some of the former. -
Quote:So DDR is the only thing that is balancing the current situation out? How much content is that actually balancing out right now? The ITF certainly has a lot of -Def in it, but how much difference is there in something like the Statesman TF, where -Def isn't as prevalent.Take all your defences, 3 slot them. Take Weave and Combat Jumping. Get both 3% IOs. Just a tiny bit over 45% defence, nothing to it, no sets. Don't take this rudely but when a build takes not a single set I am not bothering to paste the code in here, just use base IOs, done.
Resistance heavy sets getting defence isn't as good as defence sets getting resistance. Resistance sets don't have DDR so their defence is quite meaningless against enemies that debuff it. I know from having my Willpower tank in ITFs - even with the small amount of DDR that she has, her defence melts almost instantly.
The ITF seems like it was almost specifically designed to even things out between native Defense sets and non-native defense sets. But does that mean to continue doing that, we need to keep creating mobs that debuff defense? -
Quote:Can I see this build? It's not that I don't trust you, I just would like to see it.I just did up a Shield tanker as a thought; with the only set bonuses as the 3% defence IOs you can cap all defence positions. You also have 46.5% smashing/lethal resistance. So you have every slot bar 2 to shore up that. It would be absolutely effortless to have capped defences, DDR through the roof, and capped S/L resistance, on a set that is meant to sacrifice survivability for damage.
I think you could find similar silliness through sets like /SR, who can cap defence relatively easily, and with toughness, the scaling resistances and set +resistances, could be tanks in their own right.
I see it just as bad as resistance-heavy sets that can get a huge amount of Defense, a self-heal, debuffs, etc. Stacking more and more defenses can be a problem. I just don't understand why resistance-based sets should get to do it, but defense-based sets don't. -
For the animations, check out Castle's post in the "Archetypes and Powers" general forum. He's asked what sets we would like to have alternate animations for.
As for the power descriptions, they are there to provide a little bit of flavor. If they go against your character's abilities or how you see them, write that into your bio, and ignore the power descriptions. -
Quote:This is a decent point, and I'm not really sure how to get around that. I think that you could do it by not having resistance-based set bonuses be equivalent to the Defense ones (as in my last post, where you'd only get 1/2 of the protection instead of a 1:1 ratio), to handle that.It would put most Defense based sets above Resistance based ones. Defense based sets have from respectable to insanely high DDR, something which Resistance based sets don't have, and with Resistance Debuff Resistance being built-in in Resistance, you'd get characters with high Defense and Resistance combined with high Debuff Resistance for both.
I also think that it is partially handled at least by the fact that even if you built for 90% S/L resistance, you'd still be taking all of the E/NE/F/C damage that comes with those attacks. -
Quote:I'm not saying to just do it with Kinetic Combat, though. And yes, it does open up more avenues for power creep, but it does even out the power creep across sets. You don't even need to make them even variables, if you're worried about DDR versus -Resistance debuffs being affected by Resistance. What I mean is, you don't need to follow the 1% Def = 2% Resistance formula. But right now, in set bonuses, you've got 3.13% Defense = 1.26% Resistance (comparing Aegis with Red Fortune for the Fire/Cold Def/Res numbers).You still face the problem where defence is gained through multiple channels and creating new choices creates powercreep. Plus IMO there's enough sets that some archetypes are going to be able to cap positional defence rather than damage specific defence and so kinetic combat isn't the answer to everything...
Further there are situations where some archetypes/powersets can nearly approach one or both of the caps. Take Willpower on a tank, for example. I suspect it'd be possible to cap all defence types and also smashing/lethal resistance. In their instance, closing the 'popular' channel might not mean anything at all, and they are free now to do both defence types.
That, against most enemies that you'll be fighting, is 1/4 of the protection, for the same slot investment. I would say that you could bring that up to 1/2 the protection for the same slot investment, and still be fine. You'd make it decently worthwhile to slot for Resistance, but still better to slot for Defense.
Not many sets other than Defense-based sets would be able to get to the soft-cap for Defense and attain anything like 90% resistance without a ridiculous slotting investment somewhere. Kinetic Combat is the one I mentioned because it's one of the easier ones to get (requiring only 4 slots). But if you need to build some for Defense, then that takes slots to do. Adding on trying to slot for Resistance on top of that would be an even larger commitment (and would only yield you the resistance bonuses, if you do what I suggested and made all of the other bonuses exactly the same, so that you'd hit the rule of 5 on them), meaning that you'd have to give up slotting for other things.
I will try to do this after lunch here, but if you were to create a duplicate of the Defense-based sets and swapped out the Defense bonuses for Resistance, what's the highest Resistance bonuses you could get on a character and still have it be functional?
Quote:Lastly, once again, I'd like to point out that going from 70% resistance (attainable by every tank) to 90% resistance is reducing your damage to 1/3 of what it was before, would be relatively easy to do if there were 5% resistance sets, plus would not face the same issue of prolific defence debuffs (-res is relatively rare), *plus* still be able to work on defence on top of that...
Fire Tankers can do that to Fire damage, and if they take Tough, to S/L, but can't do it to Energy/Negative Energy. Even Invuln Tankers can't get to 70% in anything but S/L.
However, unlike Defense, if you're faced with a dual-type attack, resistance doesn't block both portions of something. For instance, if you have 45% Defense to S/L, and 5% to Fire/Cold, and you get attacked by a Fire/Lethal attack that does 50 Lethal damage and 50 Fire damage, the S/L Defense is going to mean that you don't take any damage a decent amount of the time.
Meanwhile, if you do get to 90% Resistance to S/L, and 10% to F/C, the S/L resistance doesn't help with both parts of the attack, and you end up taking 5 Lethal damage and 45 Fire damage 50% of the time (assuming an even-con enemy). As such, you can't build for one aspect in Resistance like you can in Defense, and get coverage against anything associated with that. Add in that you can't build for positional resistance, and you end up with a case of Resistance still being not that useful for most ATs to build for. Defense would still be better. -
We aren't entirely sure yet, but they should act like Rest, coming with one slot automatically, and then being slottable.
So yes, this will give you "extra" slots, but they're not really all that usable for stuff. -
Quote:Right, but my point is this: if you find out how most people are gaining Defense now, and only use similar sets to put resistance in, you make the player have to choose between Resistance and Defense.It will be complicated to do so; some archetypes can soft cap positional defences relatively easily and some can do damage-specific instead. By making it a melee set you still have plenty of other ways of getting lots of defence.
Regardless of the method you chose, creating additional avenues will further boost players, because more choice = more power.
I like having defence the way it is. You can soft cap but unless you are a class with inbuilt defence, you will suffer the full effects of defence debuffs. Resistance is a whole different ballgame...
Defense-based sets will be able to gain Resistance in the same way that Resistance-based sets can now gain Defense. Other ATs will have to choose between going Defense or Resistance, since they will be unlikely to be able to get both, if you do it right. -
So then just put them in similar sets. That way, you can't build for both realistically, and get high values for each.
For instance, Kinetic Combat provides great S/L Defense. Make another melee set like it that provides 5% S/L Resistance as the only difference. Unless you have 10 melee attacks that you can spend slots on, you won't be able to max out both. Most builds that I've seen on these boards have maybe 6-7 attacks, so you could get 12.5% Defense, and 10% Resistance, but that's generally not too bad. And it would allow for Defense-based builds to slot more for resistance to put them more on par with current Resistance-based sets that can still soft-cap Defense. -
Quote:And how is this any different from the current situation with Defense-based sets? Especially when those allow people to soft-cap to various damage types even when they start with next to nothing?The issue is not so much in seeing someone go from 20 -> 50% or something like that, but to see everyone who is at ~70% go to 90%, which represents taking only 1/3 of the damage now.
20% is just 4 IO sets of 5% and that is really, really easy. The unique advantages of sets like Invulnerability than can cap without SOs is diluted very quickly when everyone else can do the same... -
So very, very yes every time this comes up. Just some way to invite my own toons to the SG would be great.
/signed. -
Yeah, Elec/Elec is a LOT different from what your title seems to be suggesting.
But on that note, from Electric Armor, you'll want everything except for possibly the tier 9, and possibly grounded if you get Combat Jumping and some -knockback IOs.
From /Electric Melee, you will likely want everything except Lightning Clap.
With Stamina becoming inherent in I19, you'll probably just want to get all of the powers roughly in order. -
Well, I sure wouldn't. I could probably find several other enhancement types I'd rather have in my attacks.
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As much as you want/need to.
There's no magic number for that. If you're still standing at the end of the fight, that's what's important. Whether you have 2% Defense of 45% Defense, but you're still standing, you had enough.