Arcanaville

Arcanaville
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  1. Quote:
    Originally Posted by Rakeeb View Post
    I do.

    10% defense with 140% regen vs 45% defense and 1600% regen. That's a very easy call.
    A few errors in here:

    180% vs 1680: unslotted Health is +40% regen and DP does +75% unslotted per target.


    Quote:
    Question: How much damage will it take to damage blaster #1 by 10% of his health versus blaster #2? We'll assume for the moment that each Blaster has base health - 1204. So the question becomes, how much damage does it take to deal 120 damage to the Blaster.

    Well, the defense bonuses mean that both have some survival ability. The +10% defense of the first blaster means he gets hit 40% of the time vice 50% from a minion, so we'll go with him taking 20% less damage than he would otherwise. The +45% defense of the second blaster means he gets hit 5% of the time by that same minion, so he's taking 95% less damage than he would otherwise. So the first blaster has to be hit for 150 damage' worth of attacks to lose 10% of his health... not a huge difference, but noticeable. The other guy has to be hit by 2400 damage' worth of attacks to lose that same 10% of his health. That's a pretty drastic difference!
    Its 90%, not 95%: and thus 1200 not 2400.

    Quote:
    Now, let's look at the effect regeneration has on the blaster. At 1204 health, normal blaster regeneration is 5.04 health a second, which gives us a full health bar after 4 minutes (240 seconds). So the Blaster who has Health is at 140% regeneration as Health gives you 40% additional regeneration... he's healing 7.03 health per second. The blaster who runs Drain Psyche buffed out will heal at 1640% health per second - he has Health too - or 84.39 health per second. That's a huge difference! The second Blaster is healing at 12 times the speed of the first blaster, and will have a full Health bar every 15 seconds.
    1740%: 140% + 1600%. Although as mentioned before, that should be closer to 1780% = 180% + 1600.

    I think with those corrections the rest of the numbers follow, except for:

    Quote:
    So after doing the math, I'd say that our Drain Psyche guy is 43 times as survivable as the normal Blaster if each is taking 6.25% of their life at a time.
    Its not really kosher to compare two things at a damage level where both die, except in extraordinary circumstances, at least not without some context. Players don't generally play the game at a level where every spawn kills them, they tend to play at the highest difficulty level where they can still survive to the end of the mission. That's why it tends to be more accurate to compare at the point where they both sustain the damage indefinitely.
  2. Quote:
    Originally Posted by Leo_G View Post
    Well I don't believe it. There has to be some miscalculation somewhere...
    My rough estimate calculation goes like this:

    Blaster with slotted health ~ 200% regen (178% with 1.95 slotting and no other bonuses). DP saturates at about +1500% regen (+1463 with 1.95 slotting).

    All other things being equal, the DP saturated blaster can take 8.5x more damage over time (1700/200).

    On top of that, the soft capped blaster is getting hit 8 times less often than the blaster with only 10% defense (50-10 / 50 - 45). That means the soft-capped DP saturated blaster can sustain about 68 times more damage than the one with slotted health and about 10% defense, or about 70x.

    Doing the more accurate calculation instead of the estimate in my head, I get 73.75x more survivable.

    Edit: Incidentally, for reference my estimate for how much more dangerous a +4x8 spawn is relative to a +0x1 spawn is 60-80x more dangerous just in terms of damage output alone.
  3. Quote:
    Originally Posted by Diellan_ View Post
    This doesn't make me feel better. How much will Blasters need to lag before they get revised? If Blasters get bumped up to second from last in terms of performance, is that it, no more buffs for three years?
    Well, I'm not planning to stop bugging the devs about blasters until I'm convinced the archetype's set of tools is fair. Of course, I don't promise to continue to do so until everyone is convinced.
  4. Quote:
    Originally Posted by Tenzhi View Post
    They're usually still less than $1.50 around here. They're the perfect single-person size and I love their bubbly crust. Man, now I'm craving one.
    Once I recall they went on sale 10 for $6 and I filled my freezer with them, literally. Something about that crunchy crust and those pepperoni cubes.
  5. Quote:
    Originally Posted by TwoHeadedBoy View Post
    See, I don't think that's fair, because those people with 10% defense on their Blasters.. Or anyone playing ANY character with 10% global defense, is an unintelligent or uninformed player. They should be linked to ParagonWiki, the forums, and Mids. They should be instructed in order to help them understand how to build characters correctly. That gap is there because of a gap in intelligent building. Those who build properly should never be ostracized because other people did it wrong.
    The players that decide not to study build craft, not memorize paragonwiki, not fall asleep to my guides, they should not expect to have the same performance as the players that do.

    BUT, they should get the performance promised to them by a game that states unequivocally that such things are not necessary to achieve the minimum performance the game intends playing the core content. The notion that such people should be educated on how to gain higher performance presumes that no one deserves *any* level of performance without a significant level of effort. This game does not say that. This game, and every dev team that has developed it, has stated the opposite. Its also for the most part been implemented to allow such players to achieve good things without all that effort. When that's not possible, that is the exception to the rule, not the rule itself.

    Until the devs say that blasters are hard mode, they do not get extended the latitude that "some" things just require more effort. The playstyle itself may be harder, or not as approachable, and that's fine: the game specifically intends to support different playstyles, and by definition playstyles can't be balanced. But factoring that out, the *tools* given to players to execute their playstyles should not be judged based on what the best players can do with them, i.e. their potential, but rather on what the average player actually does with them, which is their intrinsic value to the game.

    Fulmens: the difference in survival between the two points specified is about 70 times higher.
  6. Quote:
    Originally Posted by Grey Pilgrim View Post
    Totino's? No, my wife and I never, ever buy those anymore. Never, no sir.
    There's only one thing that can stop me once my mind locks onto those:



    Incidentally, food industry, stop telling me my food has 100% real cheese: it just reminds me that the food industry believes there's an actual alternative to 100% real food.
  7. Quote:
    Originally Posted by Rylas View Post
    So unless you're socially awkward, bullied, outcast, living in your parents basement, living off Hot Pockets and lacking an ounce of muscle, you can't be considered a gamer.
    When I was in college, these would sometimes go on sale for like a buck:



    I am embarrassed to say I still occasionally crave them. And that I was in college back when these could be purchased for a buck.
  8. Quote:
    Originally Posted by TwoHeadedBoy View Post
    Your implication seemed to be that I was ingracious, so I just wanted to take a second to assure you that that wasn't the case.

    Also, way to quote the part of my post where I was deliberately paying you your dues and not the parts that elaborated upon my points. I hate to say this, so keep in mind the respect that I already established having for you, but that was pretty Golden Girl of you. Obligatory face. ()
    I didn't have anything more to say about the rest: I was just commenting on the implication that I might be opposed to general disagreement. In the future, I will try to quote you in a manner that places me in the worst possible light.
  9. Quote:
    Originally Posted by TwoHeadedBoy View Post
    I acknowledge that you know way more about the game's mechanics than I do, and you've invested way more of yourself into it, but I don't think that means I can't disagree with you about things.
    I don't mind disagreement at all. Its been polite, and its been thought provoking, even if it may not seem that way.
  10. Quote:
    Originally Posted by Elf_Sniper View Post
    I lol'ed at this. Says a lot for his research abilities. How you could confuse

    Olivia Munn http://www.imdb.com/name/nm1601397/

    with

    Felicia Day http://www.imdb.com/name/nm1260407/

    After even a moments consideration?

    Both Female.
    Both (imo) Attractive.
    Both Have Hosted Geek Chat Webcasts.

    Hang on, has anyone ever seen them in the same room at the same time?
    Actually, what boggles my mind more than anything is that the writer in question publicly admits that

    a) he actually didn't know anything about Felicia Day before going off on her

    b) he was drunk and thus tweeting wildly


    I have no idea why the writer thought either statement would make his actions seem anything but *worse*. Both admissions make his acts even more reprehensible.

    Actually, its a pet peeve of mine that there seems to be a growing subculture of the internet that believes "sorry I was drunk" is an excuse for anything. As far as I'm concerned its an admission that you're aware you're a harmful person when intoxicated, but you do it anyway because you could give a damn about anyone else.
  11. Quote:
    Originally Posted by Grouchybeast View Post
    Seems unlikely, since there are no tickets sold, or entry requirements.
    More specifically all laws regarding gambling that I'm aware of require the prizes to have specific and explicit monetary value. As none of the virtual goods sold for City of Heroes has sanctioned monetary value and as selling them outside the game is forbidden by the EULA, legally there is no money involved, so there is no gambling happening in the legal sense.

    Incidentally, within this context what you pay for an item is not legally its worth. What its worth legally in this context is what you can sell it for. So just because the items in the store cost points, which cost money, doesn't mean legally that can be used to state their monetary value.
  12. Quote:
    Originally Posted by TwoHeadedBoy View Post
    There's something very sad in terms of what you consider acceptable... Defense and resistance aren't very hard concepts to grasp. Building a durable/high recharge Blaster is expensive, yes, but in the case of /Mental the payoff is absolutely worth the investment. After all my posts that alienated me from the community showing off my Blaster, a lot of people didn't like my attitude, but no one who knew what they were talking about denied that my Blaster was very impressive. It's really not even that difficult of a concept- You build to survive enough to take advantage of Drain Psyche. Drain Psyche adds an extra layer of durability on top of everything else and lets you do ridiculous things. It's not like *all* Blasters are inherently advanced- Most folks who play Blasters sit back and click attacks. They're still contributing, just not as much- But they're also placing themselves at lower risk, so logically speaking, they SHOULDN'T be contributing as much.


    So the general philosophy is that everything should be really easy and require less intelligent build planning and investment in order to achieve high end or comparable results? Basically what you seem to be saying is that the Dev's philosophy by default should be trivializing high end builds, and those of us who have earned those exceptional results (god mode mental Blasters in this instance) are dispensable, because not very many people are as good as we are anyways, so it's no big deal..


    And because you've suffered from this in the past, and you were ok with it because you don't mind having your characters nerfed for the sake of less skilled players, that means that everyone should, by default, also be ok with that?
    Well, I have two responses to that. The first is that I don't find it sad that I generally find myself siding with the casual players over the min/maxers. The min/maxers don't need my help; the casual players do. The game would survive without us: it would not survive without them.

    The vast majority of min/maxers stand on others shoulders: they don't do anything alone. I don't know how much of this game's information you could reproduce from scratch on your own, but most min/maxers would be living in the dark ages without Mids, paragonwiki, the game's mechanical equations - nearly all of which were discovered or reverse engineered by players, not just handed to them by the devs. Most min/maxers, probably yourself included, were helped by lots of other players you probably will never know the names of.

    To look down upon any other player because they haven't taken as much advantage of those gifts as you have strikes me as ingracious.


    The alternate response is that I'm not asking you to be ok with anything. If you genuinely believe in meritocracies, then simply advocate to get what you want in the game. I do, everyone else does, and so should you. The players with the best capability to do that will get what they want, which is exactly how it should be: skill should be rewarded.

    I've invested eight years building credibility with both the players and the devs; I've spent more time analyzing the game and its systems than even the dev team has, and I've played every aspect of the game from every direction extensively. Should not that time, effort, and skill be rewarded? What reward I specifically choose is entirely my business.


    I also have a third response that will sound offensive, but its not intended to be so, at least not directly. Its this: everyone has a point of pain when it comes to complexity and difficulty. Long before mine is reached, I can assure you yours will be. The day I turn to the dark side, I won't be agreeing with you, I'll be advocating a level of difficulty that excludes you.
  13. Quote:
    Originally Posted by Lothic View Post
    What makes the Avoids badge hard to get is not that you have to avoid the green stuff as an individual player. I've run the Keyes trial probably close to 100 times now and I've only gotten stuck in the green stuff myself maybe a few times total. What makes the Avoids badge hard is that you have to hope that at least 11 or more other people have enough desire and/or common sense to avoid it at the same time. For that reason alone it's probably one of the most nerve-rackingly "team" oriented badges in the game.
    When we were first attempting this on Triumph, I suggested (after a few failures) to the league leader that we just park everyone in the hospital and I and a few other players good at Oblit dodging would take out AM. We got it on the second or third try with five players.

    I can't imagine the devs thought that anyone would use that tactic. I was a bit worried that players would not want to go along with that, but everyone gets the badge whether they are actually at risk of being targeted by Oblit or not, and it seemed most people would rather get it quickly in one go than be the one to accidentally fail it and have to go again.
  14. Quote:
    Originally Posted by Ultimus View Post
    Yes I have to brag a little but I just lead a late night Keyes trial... and at the end "Badge Earned" appears... well I got the avoids the green stuff badge. We weren't even trying So happy!
    Someone was trying: the beam always targets a player and it never misses (short of an instance bug). So while the league might not have been trying, you probably got lucky and the beam kept targeting isolated players that individually decided to get out of the way.

    There was one Keyes where I was targeted literally half the time. If the RNG was targeting players good at avoiding the patches, that was bad luck for them but good luck for everyone else.
  15. Quote:
    Originally Posted by Adeon Hawkwood View Post
    Personally I think they slowed down on slot releases for two reasons. First the initial release of four slots together meant that people farmed the hell out of them just on BAF and Lambda and then burned out. If they'd just released two slots with BAF/Lambda (possibly moving the level shift form Destiny to Interface so we got one shift then) and then released the othe two later as they built up the number trials I think it would have gone a lot smoother. Hybrid (and presumably Genesis, Mind and Vitae) uses a new type of iXP so rationing the slots out while they build up the number of trials with new iXP helps prevent burn-out.

    My second reason is more speculative. I think they may be feeling their way into how they want to gate access to the higher tier slots. People complained a LOT about the switch from Shards to Threads to the point that the devs felt compelled to pretty much promise "No New Merits/Salvage". Now this is pure speculation on my part but I suspect that somewhere on Positron's hard drive is an old design document detailing the new Salvage and Merits that would be used for building Hybrid, Genesis, Mind and Vitae abilities. Given the push-back from the community they've obviously shelved that idea (assuming they did have it anyway) but that may well have made them more cautious about how they award the new slots. With Hybrid it's just a new form of iXP which means most people just farm the kills at the start of the trial to unlock the slot and then run older and easier content to make abilities. By releasing only one slot they can observe player behavior and then decide if they want to change things up a bit for the next slot (for example for Genesis they could make the requirement that you have to get the requisite iXP but also need a particular Trial Completion Badge to unlock the slot or change the trial to back-load the iXP).
    I think its simply the case that the devs consistently underestimate the probability that the player community will farm the hell out of something when given half a chance. And in the specific case of the iTrials and the incarnate slots, I don't think they really considered that by linking the two together they would create a feedback loop that encouraged momentum play. Which is to say that everyone wanted to get in on the trials while everyone was getting in on the trials to unlock the slots that they could use in the trials. On many servers, if you were not doing them when they first come out, the ability to do them dropped over time as the core group of higher content players moves on to something else. Even on high population servers there were shifts in popularity for the trials: on lower population servers those shifts could mean the difference between finding a trial in a few minutes and waiting hours or not seeing one start during your playtime window.

    Giving us all the slots at once and hoping we play through slowly is like going on a month long vacation and leaving all your dog food poured out onto the kitchen floor for your dog to eat whenever he's hungry.

    Now that they know that, they'll probably be more cautious about handing them out too quickly. And I think they have no schedule for them at all: they will hand them out as high end rewards for doing special high end content, as that high end content arrives. If it does, we get the slot. If it doesn't, we don't until it does.
  16. Quote:
    Originally Posted by Johnny_Butane View Post
    When I was in high school, my friends and I used to have people trying to kick the sh out of us every day because we played computer games. We were harassed constantly. When using the internet was a social stigma, we were the outcasts but we took our lumps and called ourselves geeks as a point of pride.

    Now that gaming is "cool", when actors or rappers go on about how huge gamers they are for playing Halo a couple of times or having run a raid in WoW, I can understand real geeks and gamers who who cringe at that. Like I said before, most are as legitimate as Vanilla Ice's street cred.
    Honestly, most geeks and gamers I know are not socially inept victims of Alpha Beta house.


    Ok, there was that one class I almost failed because I was playing Ultima IV and didn't show up for a test, but I wouldn't call that socially inept. But I wasn't a social outcast, and my geek resume would fill a book.
  17. Quote:
    Originally Posted by TwoHeadedBoy View Post
    I'm only responding to this because I feel like it really cuts to the heart of the matter for me. Your perspective seems to be overall that everything in the game should be equally accessible for casuals, and players with lower skill and investment levels should be able to attain the same or comparable results. This is a philosophy that I 100% disagree with- I think the game should have its starter sets, like Willpower, that are accessible and usable for the average joe, but I also think the game should continue to have advanced skill level powersets that pay more dividends and reward player skill and build investment. If it weren't for the fact that high risk powers existed, I would have no interest in this game at all.
    I don't think everything should be *equally* accessible, but I believe there is a general acceptable range for most things, and /Mental is a core powerset, not a special case like, say, the entire set of Kheldian archetypes which are *stated* to be exceptions.

    However, its also moot because its the general philosophy of the dev team, which isn't going to change short of all the powers people and positron getting hit by an asteroid.

    I say that as someone with more experience as a blapper than all other blaster configurations combined. The switch from D1.0 to D2.0 cut my damage output by about 10-15%. That's not a calculated guestimate: that's a measured value from when D2.0 was being tested. Its still the case that I agree that D1.0 was more suicidal than beneficial for the vast majority of all players.
  18. Quote:
    Originally Posted by Another_Fan View Post
    Worrying about the -regen on that power is once again worrying about the tiniest and least important detail you could imagine. Blasters are a long long way from encroaching into defender space
    I honestly didn't give it much thought before Arbiter Hawk mentioned it (technically, before another player mentioned it before AH). I'm simply stating the fact that when Arbiter Hawk says its broken, it has nothing to do with a vague notion of whether the effect is too powerful, and simply the fact that its flagged in a way no power should be flagged according to their design rules. That's usually what the devs mean when they say something is "broken" - broken is not synonymous with "overpowered." Broken means it broke a rule in an unambiguous way.

    If that was *all* that was wrong with the power, AH would flip the flag and call it a day. The cottage rule doesn't protect that change. But it is one among many noteworthy oddities about the power that AH decided to mention off the top of his head.


    The double-stacking invincibility bug was a bug that was discovered after release: invincibility's defense buff pulses were almost twice as long as they should have been. And that meant the defense from the previous pulse was actually stacking with the current pulse: you always had two pulses stacked on you, and the power was therefore about twice as strong as intended. You could floor incoming attacks with like four or five targets in range.

    The controversy surrounding this bug was exacerbated by the fact that there had been long-running discussions about invulnerability and whether it was genuinely a "resistance" set - players who tested it demonstrated conclusively that invincibility and nothing else was vastly superior to everything else minus invincibility.

    It didn't help that invincibility was changed a couple times during, and that Invuln was ground zero for many of the early game balance discussions at a time when no one knew for certain how everything worked and the devs were extremely bad at communicating that information.
  19. Quote:
    Originally Posted by TwoHeadedBoy View Post
    I'm sorry if I came across as insulting, that wasn't my intention.. Based on your assessment of Drain Psyche though, I'm just getting the impression that you don't have much in game experience with the power. It's like Soul Drain and Eclipse, and it's totally balanced with those powers even if you consider the presumed overpowered factor (the enhancable -regen.) Eclipse is a much better survivability buff with the same assumed conditions, it would fall perfectly under your "great on perma builds, not so good on non-perma builds" theory. I have yet to hear anyone complain about Eclipse and I would probably cry if they did. Soul Drain and Sunless Mire are also based on the same conditions as Drain Psyche, but no one complains about them either. Yeah, Drain Psyche has enhancable -regen, which is pretty OP, but it's also a much harder power to leverage than other powers that work in the same fashion. It also requires a tohit check which is a balancing factor in and of itself.
    Both Soul Drain and Eclipse are generally available for archetypes designed to function within melee range of many targets. While its true that even for those archetypes, there is or can be a point where the player cannot sustain the damage necessary to saturate the power, that limit is generally much more gentle when encountered than it is on something not designed to have such defenses. If you jump into a group of three today on a Dark Melee character, you might try five tomorrow; you might try seven the next day. At some point you may decide the risk isn't worth the reward, but you're likely to have some time to figure that out. That's not true for Blasters.

    In fact, even Soul Drain for Blasters has issues: its a nice blapper tool, if you happen to have the skill to be a blapper, but the statistics say most players don't. It can't be used as a way to boost alpha strikes and thus mitigate damage, because its mechanical use essentially nullifies the ability to mitigate the alpha.

    It would be like giving AAO to blasters. It would be nice, for those of us that can convert to blappers. But to most blasters, it would just be a temptation to commit suicide comparable to Defiance 1.0.
  20. Quote:
    Originally Posted by TwoHeadedBoy View Post
    I think it's important to understand mechanics and all that, but a lot of things are much different in practice than they seem in theory.
    That's true. However, as my judgment is informed by a level of in-game experience that is unlikely to be inferior to yours, my previous statement stands.
  21. Quote:
    Originally Posted by TwoHeadedBoy View Post
    I think it's weird that you think Drain Psyche is broken. I feel like you speak more from mathematical rhetoric based on over-analyzing spreadsheets and very seldom speak from in game experience.
    That would make your opinion of my perspective generally worthless.
  22. Quote:
    Originally Posted by Another_Fan View Post
    That omits the cases where the average player finds 3 or 4 minions attacking them, or can use an endurance pick me up every so often. Drain psyche provides a level of benefit that scales against the number of foes you face.
    In the same way that saying double stacking invincibility was broken omits the case of only having two things in its radius.
  23. Quote:
    Originally Posted by Hopeling View Post
    No, this is the part that doesn't work. 44.2% of the cards you get are commons. That doesn't mean they make up 44.2% of the value.
    That's true. As I was asked to look at this, here's my analysis of card valuation.

    Alone, the percentage of each card type that is delivered to players says nothing, because there's no reason why the card values can't and aren't likely weighted. In fact, this suggests that card value is normalized by type which would be obviously false in the case of rare and very rare cards.

    But we can *try* to see where logic takes us. Lets assume that very roughly all cards of the same rarity are worth approximately the same amount. In that case, we can make some deductions about value:

    If we go by the value of merits, then if we assign the value of common cards as 1, the value of uncommon, rare, and very rare cards would be 2, 3, and 4, due to the number of merits in each card type that awards merits (25, 50, 75, and 100).

    The same would be true if we look at the Experienced power and Enhancement Unslotters for common, uncommon, and rare.

    For Windfall and XP Booster, rare would be twice as valuable as uncommon.

    For Boosters, the ratio would be 1:2.5:4 for common, uncommon, and rare.

    All told, the relative value of the cards seems to be between 1:2:3:4 and 1:2:4:6. I'm going to use 1:2:4:6 for the rest of the analysis.

    Lets take the 44.20% Common, 20.00% Uncommon, 20.00% Rare, 15.80% Very Rare numbers and round off very slightly (to make life and ratios a little simpler), to get to 44:20:20:16 as the approximate distribution of the cards in the packs. In that case, the actual value of the cards in a pack on average to maintain the above ratios would be 44:40:80:96, and using 80 PP as the base point value of the average pack, the value of the cards in the pack would be approximately:

    Common: 6.15 PP
    Uncommon: 12.3 PP
    Rare: 24.6 PP
    Very Rare: 36.9 PP

    The Elemental set had two common, three uncommon, three rare, and three very rare components for a total of 11 items. In actuality the devs probably don't consider shoulders to be six times more valuable than sleeves; if they sold the set they would make each item cost about the same amount. But if we consider the rarity distribution to roughly reflect the set's value in aggregate, then we get an estimated value of the Elemental set as reflected in the card scarcity distributions as approximately 233.7 PP.

    But that's not really a genuinely precise estimate of those items value in a number of ways: the costume pieces were known obvious chase elements, and the devs weighted the cards to actually cause them to drop faster than the normal scarcity would suggest. Its more what I would call a projection of the potential value of the elemental set and the cards in general. I would consider 233.7 to be more akin to a lower bound on the value of the set than an estimate for its target value. I would believe the set was intrinsically worth more for three reasons: they were (individually) unique chase cards designed to improve the value of the super packs: that implies they added value to the super packs and thus were worth more than their card designations implied; bundles generally cost less than the individual items do separately; the common and uncommon costume parts are probably artificially devalued in the interests of card distribution.


    Incidentally, the superpack type with the highest intrinsic value based on card values is also the most common: its the pack with 2 commons, 1 uncommon, 1 rare, and 1 very rare. All other pack types have less value, and that's true no matter what the cards are worth, so long as higher rarity cards are worth more the lower ones in any way. Based on my calculations above that pack contains about 86.1 PP worth of cards. The worst pack, which occurs about one in two hundred, has 55.35 PP worth of cards (common, common, common, uncommon, rare).
  24. Quote:
    Originally Posted by TwoHeadedBoy View Post
    They're only smashing into those caps at the target cap (at least regen wise,) and perma builds that can survive being at the target cap (melee range) in the first place are very expensive. Light Form is way more OP in that sense since it's an instant click that caps resistance with a much longer uptime.
    Given that light form doesn't cap all types, and barely caps the ones that do, its not a power that has the same properties I mentioned Drain Psyche has that are considered problematic from a design perspective.

    Whether Light form is a better power than Drain Psyche is a matter of opinion, not a matter of design fidelity.

    There's also the question of intent, which Arbiter Hawk's comments do not address but would be relevant to a more general discussion between the powers. There's no question Light Form does what it was intended to do as a defensive power. There's no question that neither the players that have difficulty making it work at all as a PBAoE, nor the players that min/max the power to be perma-saturated, are generating the nominal intended result. That makes it doubly broken, as the power contains no credible moderate middle for average players to leverage.

    The problem with Drain Psyche is not simply that its overpowered. Its really that its overpowered in its optimal use case and overburdened in its mechanical use requirements. Its mechanics strongly discourage moderate usage. You have people claiming both that its very weak and that its very strong and both are situationally correct. That is a fundamental flaw in the power's design.
  25. Quote:
    Originally Posted by PleaseRecycle View Post
    As Arbiter Hawk said, and as you seem to be grudgingly acknowledging even as you attempt to skirt around it, the overpowered part of drain psyche is the gigantic -regen. Of course it doesn't hurt that the buff portion of the power is practically tailor made for farming, either.
    He didn't say the drain itself was overpowered, the problem with the drain in DP is that its enhanceable. As far as I know, its the only power that has drain that obeys strength modifiers, and as far as I know that's not supposed to happen. In other words, that particular effect is broken because its not flagged properly.

    The power is overpowered in the sense that its a power that can be cycled continuously that comes close to capping out regeneration and massively caps out recovery, and those caps are there for a reason: smashing into them at warp speed is often a sign that someone made a mistake with a power implementation.

    Debating whether a single power that caps out regen and recovery simultaneously is too strong is a debate best left to people with too much free time.