Another_Fan

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  1. Quote:
    Originally Posted by milehigh77 View Post
    The patch should absolutely NOT be rolled back until they find a permanent solution.

    Yes it should be rolled back till they find a good solution. The permanent solutions tend to be worse than the problems.
  2. Quote:
    Originally Posted by Vega View Post
    So basically you want to let only those who can afford awesome builds farm. That's cool. This change does NOT affect my ability to farm one bit. I'm still capping on tickets and selling salvage for profit. This change is not hurting people who want to farm.

    This, and just a note I evaluated the farm missions I was doing with allies without the allies, and my speed to cap had actually gone up by over 15% (15 minutes without 18 minutes with). Mostly because I wasn't worried about managing the allies.
  3. Quote:
    Originally Posted by Dispari View Post
    I'm gonna need a mop. There's always so much blood when someone engages Arc.

    It's kind of like watching someone challenge a wheat thresher to an arm wrestling contest, and then losing, and then saying the wheat thresher sucks.

    I have to agree with frosticus, on the obfuscation issue. Arcanaville trys and often succeeds at conversational origami.

    This business of the difficulty thresholds is a good example, of her using a term that conveys one set of meanings and implies a bunch of other things but when you get to pulling it apart, things really aren't quite that way.


    The 12k powers to be examined is also very good. Its a number tossed out that is meant to impress but has very little bearing on the actual problem. The same way that the storage of power information in excel spreadsheets, is a throwaway. The data is there and unless the server is operating directly off the spreadsheets, the ability to manipulate it is there

    Edit: And if the server reads the spreadsheets directly the ability to manipulate them is even more there.
  4. Quote:
    Originally Posted by Arcanaville View Post
    (Another_Fan) Replying to the post here, its to godawful long to even think about quoting in full

    First concerning the "Threshold system", you have pretty much destroyed your point that there is a difficulty threshold for task rewards. What you have done is explained in quite an enormous amount of detail, just how rewards are ground down to the average time. Which was my initial point.

    Quote:
    Risk vs Reward was always a smoke screen, just a phrase that people assigned meaning to when there was none inherent in it. Merits demonstrate they have a Reward/Time envelope, not a Risk/Reward envelope and are perfectly willing to hammer down on anyone that gets clever with how they do things, whats more they don't particularly care about the collateral damage that occurs.
    What you have described are categories, not thresholds that tasks are placed in arbitrarily and then assigned a modifier.


    If it were truly a difficulty threshold system, you would see things that are assigned a category but have a degree of difficulty that exceeds the difficulty of other tasks given higher modifiers.

    just for example this goes from lowest to highest category

    Defeat Requiem from Unai
    Hess task force
    Lord Recluse Strike Force
    Cavern of Transcendence

    HUH ??? Cavern of transcendence rates the highest modifier ?

    Hess over takes Unai ?

    As I said repeatedly difficulty may be a concern someplace somewhere but its not second after reward/ time

    Quote:
    Stop. Problem #1. Are all buffs ally targeted? Accelerate Metabolism is not. Healing Aura is not. Dispersion Bubble is not.
    Pardon me I used ally targeted interchangeably with ally affecting. Mea Culpa, I thought the meaning was clear.


    Quote:
    There's more on the secondary side, because that's where so many of the buffing powers are, 107 in fact (I'm not going to list all of those). Definitely "more than a hundred" though. And that doesn't count iffy powers like Acid Arrow, which do minor damage but significant debuff.

    It took me probably about a half hour to go through all of my own internal data to generate the two lists above, but those were very rough-cut passes through the system, and only for custom critters which I don't think you can say arbitrarily are the sole source of the issue they need to resolve (and actually, I wouldn't).
    So you are at 107+67=174 ?? and I was saying there was only a few hundred powers to evaluate and it should be able to be done in less than a day.

    Whats more it took you 1/2 an hour to winnow that to that number ?

    Vs

    Implementing diminishing reward returns based on ally inclusion in code on the server side ?

    Whatever
  5. Quote:
    Originally Posted by Arcanaville View Post
    Your list conveniently ignores the parts of the game that the players probably spend 90% of their time playing. And yet:
    Radio Missions ? Contact Arcs ? Badging ? What do you mean? Almost all my time is spent trying to get better times on task forces.


    Quote:
    Unless the devs changed the merit formula and I didn't hear about it, this clearly demonstrates the intention is for raids to be worth the most, trials next, task forces next, and story arcs last. See: Merit Rewards.
    The only way I can discern intent is by looking at what people actually do and the results of those actions.

    The same way that the only way I can understand your statement that "Reward rate/Difficulty threshold" is by looking at the consequences and comparing to things in the game.

    If you want to disregard my rankings of difficulty thats fine.

    Here is a list of items in exactly the same category
    Code:
    Positron                                     66
    Synapse                                      58
    Sister Psyche                                50
    Citadel                                      40
    Manticore                                    32
    Numina                                       36
    Doctor Khan (Aka Reichsman)                  20
    ITF                                          26
    STF                                          37
    RSF                                          25
    Now just looking at these Positron can be completed in about the same amount of time a STF can but has nearly double the merit return. So by your description it should have a significantly greater threshold of difficulty ?

    Oh and Positron is a no fail tf. You can lose all your team and still finish, all it requires is persistence.

    We get Manticore at about a similar time to the RSF (Manticore is if anything faster) having a significantly Higher Threshold of difficulty ?

    We have Reichsman at 20 merits which when you compare it to the other TFS is just mind boggling, and is why for most of the people I know its badge only or help out a friend that needs the badge.


    Quote:
    Yeah, reviewing twelve thousand powers should take about an afternoon. Why not help the devs out and gen up that list and PM them, it would save them at least half a day and they could get a jump on writing the suppression code Monday morning, probably be done by lunch.
    12K powers a player can use to create a buffing ally ? You are making the problem much more complicated than it needs to be then throwing up your hands at the lack of a solution.

    Lets break this down as if we were interested in solving the problem rather than making excuses about why it can't be done.

    First lets describe the problem. Problem: Allies can be included in player generated content that enhance the players combat effectiveness by enhancing player abilities, or by decreasing enemy abilities while not doing damage to the enemies.

    So now we have two sets of powers to worry about.

    1. Powers that target allies.
    2. Powers that target enemies but do no damage.


    Now for the sake of argument lets say there is some sort of electronic list or filing system that has a record of the powers critters posses and is somehow amenable to mechanical manipulation of some kind or other. If you were to have such a list, you could immediately discard all the items that did damage to their targets. You could discard all the items that only affected the caster, and you would be left with a nice list of just the critters that actually needed review.

    I really wish that someone would come up with mechanical marvels that could take the drudgery out of such tasks.

    [ / sarcasm]

    I have no idea how many developer created critters there are that have no attack powers, and only buff/debuff powers that do no damage. I would be real surprised if it was a large number. I would be even more surprised and shocked, if the information wasn't actually in a database.


    I point that out because its the strawman you so gleefully created. The developers can't have any way to sort or categorize the powers or critters in their game for your scenario to be accurate.

    Now actually taking a look at the list of powers that players can include with their custom allies. We get a somewhat smaller number than 12k to examine on the primary side there a 73 potential powers from control primay that could concievably fit the description and less than 100 additional on the secondary side.


    Just how long and difficult was that supposed to be to look over ?
  6. Quote:
    Originally Posted by Arcanaville View Post

    In a threshold system, you can't go from difficulty to reward. You can only go from reward to difficulty. If A has higher difficulty than B, that doesn't mean A must have a higher reward. But if X has a significantly higher reward rate than Y, X should have a higher difficulty threshold.
    You are saying if something has significantly higher reward rates/time it should have a higher difficulty threshold ??

    Well lets look at that

    In order of decreasing difficulty

    Hamidon Raid ( involves organizing and coordinating over 30+ players in general can and does fail)

    ITF/RSF/STF/Abandoned sewer trial (Involves putting together a team capable of completing the final tasks, can and does fail frequently)

    Freedom Phalanx tfs, Villain side similars (Tarikos, ice mistral etc), Hess, Moonfire. (Can be run by pugs rarely if ever fail)


    Now if you order it by reward/minute

    Freedom Phalanx tfs, Villain side similars

    ITF/RSF/STF

    Hamidon

    Abandoned Sewer trial

    It seems your statement is still not supported by the facts.


    Quote:
    You could start by making a list of all of the "problematic powers" and then extrapolate from there how much effort it would take to figure out a way to disable those powers on the fly from buffbots only. Or at least attempt to estimate the amount of time it would take just to list them much less fix them.

    My back of the envelope estimate is that there are about six or seven hundred of them, out of about twelve thousand different powers in the game. Of course, only a fraction of those powers (probably about half) can ever show up in an AE mission, but I have no real way to automatically eliminate the impossibles from contention.
    So what you are talking about is a days work or less for someone to go through them note which can buff the players, and dissallow them. After all we are talking about the player selectable powers from the creation screen for allied groups.

    Just by example how long should it take you to decide ranged shot is not a player buff power and is fine ?

    15 seconds ? 30 ? a minute ?
  7. Quote:
    Originally Posted by Arcanaville View Post
    And "risk" refers to specific thresholds of difficulty. Different reward rates have always had (sometimes subjectively) differing difficulty thresholds. Its the threshold concept that most often trips people up who think that "risk" is supposed to be *proportional* to reward, and that therefore increased difficulty *must* always be rewarded, and lowered difficulty should have only proportionately lowered rewards.

    If that were the case, the developers have done the most horrendous job imaginable of implementing it. To the point where it is more often seen in the breach, rather than the observance.

    Lets take a look at the glaring examples.

    1. Master of task forces do not reward more than regular tfs except for that initial badge.

    2. Task force difficulty has never had a bearing on the final reward and as far as anyone knows was not factored into the calculation of rewards.

    3. The Lord Recluce Strike Force, and Statesman's Task Force arguably the most difficult TFs in the game give very paltry merit rewards indeed.

    4. The abandoned sewer trial once again one of the things that can be failed and frequently is, gives very small rewards.

    5. Hamidon and Mother Ship raids, which outside of the holiday event raids are the most difficult things in the game to get organized, and I can point to numerous raids that failed to thrive, give a reward that is somewhat lower per minute than a decent team can achieve on one of the freedom phalanx tfs.

    6. In Ouroboros as in tfs the difficulty settings on power restrictions and limits do not affect the reward.

    Edit: 7. Purple drops are of course the great elephant in the room for this discussion. They fall as readily from green con foes as they do purple.


    About the only place difficulty is a factor is the level difference between you and what you are killing. When you think about it, that is just about the broadest expression of difficulty you could have. In the few instances where they have tried to refine it, it seems to have been on the basis of time not difficulty. Freaks have more hp they get a bump. Comm officers can bring more minions they get a bump but nowhere near what they should on the basis of added difficulty. (In a normal grp etc). If you have a toon with no enhancements, one with SOs, and one enhanced maximally with sets the difficulty is very different for them in any particular task.

    Quote:
    Originally Posted by FreckledAvenger View Post
    Standard code rant.

    You have *ideas* about fixes that *seem easy* to you, but without knowing the code involved, you can't say that they definitely exist. Judging from Arcanaville's posts, it's not as easy as you think it is (and she probably knows more about this game's code than anyone who isn't a dev).
    Actually that was based on Nerfs/fixes that had been implemented in the past and had seemed to be put in quite quickly. For the latest fix code actually had to be implemented to apply a decreasing reward modifier for allies . It may not have been done now, and it may have already been laying around but it still had to be done. Other fixes could be done by adjusting tables, the simplest would have just involved subtracting out problematic powers.

    You are right, this may or may not be easy, but if it isn't easy to do it begs the question "Why not ?".
  8. Quote:
    Originally Posted by SinergyX_EU View Post
    Quote:
    Quote:
    Originally Posted by Another_Fan
    In what way are you using the word worse ?
    Teamfarming can be done pretty much with any setup, a tank, a healer and a trashload of DPS. Solo not every set or AT is as efficient, some also require some serious IO slotting before jumping into a group of 14 +2's (or higher). Worse, if you dont have such character, or in my case, they are on the EU side while im at the US servers.
    Teamfarming really kills your ticket rewards and if you have deadweight on the team it knocks down the others as well.
  9. Quote:
    Originally Posted by PracticallyGod View Post
    I see risk vs reward being brought up a lot, but there are plenty of things the devs changed that skew that anyways. CoT portals and Comm officer portals spring to mind. Any summoned enemy really - Infernals demons, Batzuls imps, anything the wyvern conjure up, ect... all things that bring with them plenty of risk but literally 0 reward. I can see why they were changed, but there is still risk involved and no reward.

    Risk vs Reward was always a smoke screen, just a phrase that people assigned meaning to when there was none inherent in it. Merits demonstrate they have a Reward/Time envelope, not a Risk/Reward envelope and are perfectly willing to hammer down on anyone that gets clever with how they do things, whats more they don't particularly care about the collateral damage that occurs.
  10. Quote:
    Originally Posted by FredrikSvanberg View Post
    I decided to color code your post instead of trying to respond to each falsehood, lie, error, mistake or irrelevant rambling individually. Here's a handy legend:

    Red text = Lies.
    Orange text = Things you know nothing about.
    Blue text = Irrelevant for the discussion in this thread.
    White text = More or less blatant insults.
    Green text = Actual true statement.
    The colorization says much about the man wielding the crayons.
  11. Quote:
    Originally Posted by Warkupo View Post
    Er, no it doesn't. I'm staying because so far their mystical 'vision' is about where I want it to be. If it veers off course I'll leave. I know I'm not the only one.
    The vision needs to be an inclusive one. You may not leave but lots of other people have been.

    Quote:
    Fixing an exploit isn't going to end farming. I'm not implying it should.
    That was my point, the impact on regular farmers is minimal. The impact on mission creators is large. The developers protestations that the fix will be here soon, is falling on deaf ears. There are very easy fixes that could have been deployed instead of this, or they could simply have waited till soon, and just deployed what they considered the good fix.

    Quote:
    AE teams were only going to accept scrappers and blasters. I didn't imply soloing, so don't act like I did.
    Saying that you should have soloed so you could have seen what things were is the opposite of implying soloing. Strange farm teams you played on btw. If you are going to have nothing but blasters and scrappers you might as well solo, its more efficient.


    Quote:
    Solo farming is worse than team farming, which is why I just jumped over to team farming, because that's the part we should give a crap about.
    In what way are you using the word worse ?
  12. Quote:
    Originally Posted by Warkupo View Post
    The Positron AE letter basically said "Stop using exploits or we'll ban you and change them." Lo and behold they've pretty much kept that business model by implementing this change and other changes. They don't like exploits. That should be obvious, direct statement or not.
    And as their vision becomes more known to the people it impacts they leave. Usually they just leave, sometimes they do a fade out, very rarely they will come to the forums and express their displeasure. Usually it just isn't worth the effort.

    Will this patch trigger an exodus of farmers ? I doubt it. Will it cause would be Authors, game creators, level designers to seek elsewhere for a creative outlet ? Definitely maybe.

    As to the rest you really needed to have soloed some of those farms while your description may seem good from a theoretical level, from a practical level it misses much. The people that still want to farm those will just do so with tanks and scrappers or they may dual box in a kin that's about all the change that will be there.
  13. Quote:
    Originally Posted by Flameshot View Post
    But....the level cap isn't being raised. Unless I misunderstood something, they aren't actually raising the level cap. They're simply enhancing 50's.
    Tomatoe vs Tomato ?
  14. Quote:
    Originally Posted by Warkupo View Post
    They aren't going to accurately define an exploit because it would be pointless to do so. At best you'd have these cheeky long-winded definition which would then immediately be changed as soon as the players figure out some other way to bend the rules.
    Actually the reason is much simpler. The people who play but have a very different vision of how they like to play than the developers are still paying their 15/month and still there to help others have fun. WHY OH WHY WOULD THEY OPEN THEIR MOUTHS AND ALIENATE THEM ? See positron ae letter for example of a dev being reigned in for doing just this.


    Quote:
    Furthermore, it made AT's who would normally be buffing/controlling/tanking obsolete because a swarm of NPC's is already filling that role, turning the game into City of Blasters/Scrappers. That's exploitative *and* damaging to those who enjoyed a certain play style which is no longer necessary.
    Actually it was just certain defenders that were unneeded before, now its blasters and certain types of controllers as well that are unneeded. Its not the improvement you think it is.


    As to the timing question, that is pretty obvious. This was something they were notified a long time ago about, if they are going to take this long to fix it, you would expect it to be fixed correctly not like this
  15. Quote:
    Originally Posted by TonyV View Post
    And contrary to all the ZOMG, DOOOOOM!-criers here, this is but a blip on the radar of the vast majority of players, if even that. Of all the things that you imagine will destroy the game (or even the AE, for that matter), this is really low on the totem pole of reality. In a nutshell, if you're going to swear off AE because it's not as farmable as it was, good riddance. I don't want you playing my arcs anyway, because I assure you that you wouldn't like them (I have to read!!?), and you'd probably just one-star them.
    Aren't you the guy who posted the 2009 third quarter numbers and found no decline in player numbers worth worrying about ?
  16. Quote:
    Originally Posted by Heraclea View Post

    It would seem to have been inadequately tested, and ought to be rolled back. The fix is worse than the problem here.
    These things get tested ? No seriously, I am surprised some apologist hasn't tried parroting Fred Brooks yet on this.

    Quote:
    Originally Posted by Captain Fabulous View Post
    ED, GDN, and AoE caps were all instituted to discourage and slow farming, and this was well before loot was introduced. The merit system was introduced to further slow the rate at which rare items could be obtained (with rewards based solely on time, not risk, which is in complete violation of their #1 mantra of "risk vs reward"). Oh sure, they'll let us farm, but only on their terms and at their pace. Which kinda defeats the point of farming.
    Devs hate villains, villains are clever therefore the devs hate clever. In seriousness though I am still trying to figure out what the risk is in this game. Dying ??? People regularly use it to speed up tfs. Who hasnt seen a corpse teleported around the map. Heck I know people that use the hospital as a faster way to get back to contacts

    Quote:
    Considering that Positron vowed to delete characters that were shown to have reached level 50 too quickly I think shows how they feel about powerleveling.
    Its amazing what happens when you completely ignore what your beta testers are telling you. This goes back to that whole QA testing thing etc.

    Quote:
    And Castle has stated numerous times the market is out of control and inflation has run rampant, with prices for items being many times higher than they ever imagined. Yet despite admitting to this they still do everything they can to limit supply of these rare items, further fueling demand, and skyrocketing prices even higher.
    This situation has me chuckling every time I look at it. They made the market overwhelmingly the most important part of the game, for a game that people came to play because it didn't have loot. Then they made the most bizarre and screwed up market that could be designed and are surprised that people have used it to accumulate enormous amounts of inf.

    Then they are shocked that people actually spend the hordes of inf on rare items ??

    It also doesnt help that the enhancements come in three categories. Total crap that isn't worth lugging to the vendor, things that are barely worth slotting, and finally things actually worth including in your build


    I really have to agree about the micromanagement issues here. MMOs are meant to be worlds not television shows.
  17. Quote:
    Originally Posted by Lazarus View Post
    Your story arc can have the greatest story ever, but if the gameplay is tedious and the player is getting rewarded less than they would in another arc with a weaker story but better gameplay and rewards, which do you think most players are going to chose to spend their time on and tell all their friends about?
    If someone could bring Conrad's "The Heart of Darkness" to the AE, I'd gladly play it if it didn't even give one inf. But as long as no matter how you dress it up its kill things till you run out of them and there is no chance of failing, rewards are going to rule.
  18. Quote:
    Originally Posted by Dispari View Post
    An army of pets applying -300% RES to enemies while keeping them from doing any harm to you whatsoever, regardless of your AT, level, or power combination doesn't speed up farming?

    And making farming far more accessible is just as bad as making farming faster anyway.

    The ones that were applying debuffs to enemies were a royal pain to have around. They would go around randomly aggroing spawns, never follow you properly and in general just make a nuisance of themselves. The bubblers were the best of the lot and there was always the problem of people putting so many of them on a map the bubbles would merge go opaque and you couldn't even see what you were doing.


    The commentary on farming, illustrates a process that is slowly strangling the game. The institutionalization of intolerance. Farming isn't a playstyle that appeals to everyone but it is perfectly valid for those that do. You can make the argument, that people feel compelled to farm, but the paradox of this is that because of the way the market works, the more people that farm, the less compulsion to do so
  19. Quote:
    Originally Posted by Dispari View Post
    Then you were doing it wrong. Toggles are always on, and offensive debuffs are always used. Give the buffbots Dispersion Bubble or Sonic Dispersion and you have pets following you that ALWAYS grant DEF/RES and ALWAYS stack. All it takes is a couple FF users and you're soft-capped. You don't need them to cast individual buffs when they have toggles that are always on. Things like Quicksand and AoE mezzes work just fine too.

    The issue is this change pretty much gives people permission to have an Earth/FF pet in every farm mission they make, while making it easier and not impacting the exp any. But it simultaneously breaks legitimate missions.

    I would say that the exp drop happens based on the powers the pets have. If they have all offensive or self-defense powers, no reduction, no matter how many you have. But you start getting reductions the more buffs/debuffs they have. Even if you only have one. That would be the right way to do it.

    Saying it again. This really did nothing to speed up farming. What it did was allow people that normally wouldn't get a bite at the apple have one. If you really really wanted to go insane, you could build a toon for all recharge no defense and then try it with one of these maps, but really its much easier to just bring a kin and use an empowerment buff.
  20. Quote:
    Originally Posted by Wondering_Fury View Post
    They are fixing exploits, exploits which are resulting in the very 50's that some of you are contradictorily complaining about.
    Nope, these aren't them. If anything trying to get to 50 on maps with the types of buffing allies that were available would teach you how to play your character very very well.
  21. Quote:
    Originally Posted by Predatoric View Post
    Im actually glad the AE farmers are pretty much back to square one now, where they actually have to do something other than stand in Cap or Atlas spamming 'lfAE team' then watch buffbots do all the hard work in the missions.

    Thank you very much for the fix, lets just hope the farmers dont find a way around this one and actually go back to old skool teaming where you actually play the game instead of repeating the same mission a billion times over

    Too late, Too Slow, and you really don't understand what the actual impact of this is.

    If you think a farmer can't come up with a character that can't run the same maps without the bots, you are sadly mistaken. I pointed this out way way back, when the hairshirts and whips came out for the critters with no ranged attacks. It was no different than having someone take their softcapped ranger in the mission and run it. Now the people that have characters that don't need the buff bots, own the farms.

    All this does is divide the community into those with the privilege of doing this and those without. Well it does also highlight the relative lack of importance "Story" content embedded into missions has for most people.
  22. Quote:
    Originally Posted by MutantX_7 View Post
    Actually it was completely out of line in terms of IO set bonuses, not just squishies being survivable. Nothing gave that much of a bonus for that little of an investment, despite your "magic trick" post, it was still too much of a bonus for 2-3 slots, end of story.

    Its less than those that take 1 slot.

    Quote:
    Ummm, no. Not at all. Nice little bait and switch with the arguments as well.
    No bait and switch there. If anything is bait and switch, its the nerf for everyone that used Botz and enjoyed playing with them.

    The point was using slot efficiency for one criteria only ignores everything else you have to do with your character to make it work.
  23. Quote:
    Originally Posted by Mr. DJ View Post
    if they're gonna nerf something again...then they probably don't like my Necro/Poison MM who's soft capped on all typed defenses except psi >_> but I find it unlikely as there is no other sets that offer as much defense in 2-3 slots.

    Quote:
    Originally Posted by StrykerX View Post
    BotZ was providing 3.13% Ranged defense for two slots and 3.13% AoE defense for three slots. That's 1.57% Ranged per slot, and 1.04% AoE per slot.

    Compare that to any other set and you'll see those values are too high. Other sets that provide Ranged and AoE defense generally do so in the fifth and sixth slots, so even though they provide as much or more defense per set, they provide significantly less per slot and that's what's important. 2- and 3-slot bonuses are not supposed to be as good as 5- and 6-slot bonuses.
    Quote:
    Originally Posted by Mr. DJ View Post
    I'm sure A_F knows that, but he wants the set to have special treatment because it's only 3 recipes, instead of 5-6 like everything else.
    Replying to all at once and I should do this as a guide it seems to come up.

    1st What is the cost of gaining a bonus ? How should you assess it ?

    Lets take Botz, New Botz , Thunderstrike and kinetic combat, Steadfast Unique, Gladiators Unique, Gausians Synchronized Fire Control.


    The common way of looking at this is to say Set X gives me bonus Y for Z slots and then say the cost is Y/Z

    This is very very simplistic. It completely ignores the fact that sets give you bonuses for every IO after the first and those bonuses may or may not be needed for your build. But lets look at the numbers


    Code:
                                                                                                                                                 
    Tstrike
    2% (0.03 End/sec) Recovery
    2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
    7% Enhancement(Accuracy)
    4% RunSpeed, 4% FlySpeed, 4% JumpSpeed, 4% JumpHeight
    2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative)
    Kcombat
    MezResist(Immobilize) 2.75%
    18.1 HP (1.5%) HitPoints
    3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
    5% RunSpeed, 5% FlySpeed, 5% JumpSpeed, 5% JumpHeight
    Botz
    3.13% Defense(Ranged), 1.56% Defense(Energy), 1.56% Defense(Negative)
    3.13% Defense(AoE), 1.56% Defense(Fire), 1.56% Defense(Cold) +4 Points KB
    Botz New
    1.56 Defense(Ranged), .625% Defense(Energy), .625% Defense(Negative)
    1.56 Defense(AoE), .625% Defense(Fire), .625%% Defense(Cold) +4 Points KB
    Gausian
    5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
    22.6 HP (1.87%) HitPoints
    2.5% (0.04 End/sec) Recovery
    2.5% DamageBuff(All)
    2.5% Defense(Melee), 1.25% Defense(Lethal), 1.25% Defense(Smashing), 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative), 2.5% Defense(AoE), 1.25% Defense(Fire), 1.25% Defense(Cold
    Glad
    3% Def All
    Steadfast
    3% All
    Lets rank these

    Total Positional Defense/ Slot

    9 pts/slot
    Steadfast
    Gladiators

    2.08/slot
    Botz Old

    1.25/slot
    Gaussian

    .625
    Thunderstrike

    .48
    Kcombat


    You look at the above list and you can only say wow BotZ had to be nerfed. Its much higher in its bonus than gaussian which is a six slot and a unique.

    One of my favorite movies is my cousin vinnie, for one scene. Joe Pesci is talking to Marisa Tomei about how Legal arguments are like magic tricks.

    Quote:
    Vinny Gambini: Let me show you something.
    [he holds up a playing card, with the face toward Billy]
    Vinny Gambini: He's going to show you the bricks. He'll show you they got straight sides. He'll show you how they got the right shape. He'll show them to you in a very special way, so that they appear to have everything a brick should have. But there's one thing he's not gonna show you.
    [turns the card, so that its edge is toward Billy]
    Vinny Gambini: When you look at the bricks from the right angle, they're as thin as this playing card. His whole case is an illusion, a magic trick.
    That is exactly what the slot efficiency argument is. It is an illusion a magic trick. I love this quote because it explains in a few lines that have taken me days or weeks to try and show people. If you understand what it is saying , it lets you understand how headlines in news papers are distorted, and it fosters a healthy skepticism that seems to have disappeared from the world.


    Now that I have performed the magic trick that other people are saying is the truth the whole truth and nothing but the truth, let me perform my own magic tricks.

    Instead of efficiency/ slot for defense Lets look at in terms of positional defense/ Slot you wouldn't normally take in a power.

    Steadfast goes in a resistance power and in addition to providing defence it actually acts as an enhancement

    So lets call steadfast 1/2 additional slot (it provides resistance but not as much)

    Gladiators. The IO provides TP and and positional defense. I have never needed TP protection call it 1 slot.

    Gausians.

    There are a few ways I look at this. For powers Like aim and build up normally my only concern is that they are available. 3 slotting for recharge would be the approach. The other choice would be be slotting for recharge and bonuses. Adjusted targeting works well for this and you can get the desirable bonuses for 5 slots and still have maxed recharge.

    So gaussians comes in (for the cases of aim and buildup) at either 3 additional slots or 1.

    Blessing of the zypher old and new

    It goes in powers that I would not normally put more than the initial slot. So for the 2 piece bonus it is 1 slot, and for the full bonus it is 2 slots.

    Kinetic Combat goes in an attack power 4 or 5 slots so it needs no additional slots.

    Tstrike, goes in a ranged attack power The first defense bonus at 3 is for all intents purposes free. The second at 6 is a 1 additional slot cost.

    So lets rank the sets on the basis of how many additional slots they require.

    Free positional Bonuses
    Tstrike 1.25
    Kcombat 1.88

    1/2 additional slot bonuses
    Steadfast unique 9 points

    1 slot additional bonuses
    Gladiators 9 points
    Gaussians 7.5 points
    Tstrike 2.5 points or 3.75 points depending on how you count
    Bots 3.13 points
    Bots new 1.56

    2 slot additional bonuses
    Botz 6.26
    Botz new 3.13


    Abracadabra
    That line the botz sets were breaking seems to have vanished.


    Well you can say, I really wanted to build for defense That defense/slot number is really really important to me and the value of the set should be decided on that.

    Thats true but you still have to slot other things because if you don't having all the defense in the game isn't going to make you more effective.

    If you are going to build a character you are going to want a mix of bonuses, recovery, recharge, accuracy, health, regeneration all come to mind and you want it to enhance powers that are meaningful to your effectiveness. Botz provides no set bonuses except for defense and just defense.

    So when you say something is X/slot efficient and that is your criterion for saying it is overpowered you have effectively said, Accuracy, regeneration , recovery, recharge, hitpoints, damage etc are worthless and contribute nothing to power

    Yes that is one heck of a magic trick and quite the misdirection. This is often happens when you try and reduce multidimensional data down to a single number. It also happens when you try to compare apples and oranges.
  24. Quote:
    Originally Posted by MutantX_7 View Post
    That should work quite well on teams, but after having played a defense build, you may feel even more squish. My Fire/MM//Force is a strait up +dmg/+rech (34% dam, 80% rech (150 w/hasten,2 secs off perma). He is quite formidable, but walks the line of success and fail quite finely.

    I've recently been building my DP/MM//Cold to cap S/L and he's much more of a threat to all things around him. I'm at 28% @ lvl 43 and will be capped at lvl 45 once I slot Frozen Armor. Playstyles vary greatly, but the DP is already taken down things my fire/mm hadn't dreamed of (+3/4 Malta for one thing).

    I had a Fire/EM with 30% ranged defense but I never really liked the way it felt, I'm not a "ranged" blaster by any means, I'm a Blaster, from near or afar and the S/L Defense works better for me.

    You have to wonder if and when the S/L nerf is coming. BotZ was never out of line in terms of enhancement values, but it was out of line, in terms of letting squishies build survivability.

    Just from Castle's post

    Quote:
    So, why are we making this change? Frankly, we screwed up by making the set bonuses too good and too easy to stack. This was mentioned by players way back when the set was first introduced, but at the time it was felt that the situation would be manageable. Time, however has proven that to be wrong and, as a result, we have had to take this step.
    Read as too many people were doing it.

    You also have to wonder how many of the apologists for the current nerf will be coming up with new and even more extreme excuses for why X IO is out of line and had to be nerfed. And how it won't be punishing the players for playing the game.
  25. Quote:
    Originally Posted by Dechs Kaison View Post

    My previously mentioned dark armor tank has softcapped S/L/E/N. He uses cloak of darkness, weave, and CJ for the majority of his defense. I have one unique, and the rest comes from set bonuses in attack powers, which are all slotted to ED cap damage and recharge. I have given up nothing to achieve this.

    Sorry I wasn't clear if you look at the numbers I used they are the scrapper values. Seeing as it was SR against Resist I thought the purpose was to compare a scrapper to a scrapper not a tank.

    As to what you gave up the powers you slotted for defense could have been slotted for +recharge, or other bonuses or extra damage with procs.

    The SR can softcap, get quickness and take other things, A non SR or shield scrapper can't

    Quote:
    This is irrelevant. Especially with regards to the example, which assumes all defense debuffs come from S/L sources.
    I would look at it again. It just says defense and leaves open the question of enemy group.