Biospark

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  1. Biospark

    Concept

    Quote:
    Originally Posted by StrykerX View Post
    I'm guessing he's making a Cyclops style character, one who just uses regular hand to hand attacks when he isn't shooting lazers out of his eyes. Personally I'd make a Martial Arts Scrapper and take Laser Beam Eyes from Body Mastery, but that would require waiting until level 43 for the lazers...
    Or he could wait on this concept (or Homage) toon until they add more alternate animations. Imagine being able to fire Cosmic burst from your eyes.

    I enjoy concept characters just as much as the next person, but I don't think that I would attempt this one with the current options in game. The future looks bright though, judging by Positron's interview on Ten Ton Hammer.
  2. I want this as well. I mean REALLY want it. It makes so many character themes more possible.

    As far as whether the devs don't want to see this in the game, I would not be too sure about that. Have you fought Maelstrom yet.
    First time I bumped into him was GR test, and imagine my surprise and hopefullness when he crane kicked me in the face.

    Plus, the Devs seem very willing to give us what we ask for, and THIS has been asked for alot.

    SO.... 100% /SIGNED

    Please, Please, give us another Melee secondary for blasters.
  3. Quote:
    Originally Posted by Arcanaville View Post
    Yeah. Think one boss, two Lts, and five minions, and you're in the ballpark of the idea I'm thinking of (the spawn composition used by Circeus' Ice tanker comparisons). Then add in a two-phase computation: an average one for minion damage, and a more stochastic one for boss (higher) damage. And combine the two with a methodology that essentially uses minion damage to estimate health trends and boss damage to calculate the chance of being killed per attack superimposed on the varying health due to minion damage. Sort of a "constant damage slowly whittles you down, and at some critically low level one big hit kills you." That's sort of how scrappers tend to die now, actually. But to make it work with the simplest possible calculations is the challenging part.
    What if you just have the calculated chance of "insta-defeat" below your averaged spawn graph at certain intervals. So you could visually see the graphic of averaged damage from left to right (Alpha to defeat) and the %chance right below it, also running left to right.
    For instance, let's say the alpha damage averages 30% of your health. Your first point (0,30) is part of your graph, but right below the graph at zero is a (16%), representing that you have a 1 in 6 statistical chance of being defeated outright(based on bad luck). You would have to program every mob type into the spreadsheet to allow the alpha spawn to be tailored to real in game damage types and frequencies to make it the most relevant, but I think most people would be happy with some form of "Odds of Defeat" to contrast with the averaging method. I could be wrong.

    Quote:
    Originally Posted by Arcanaville View Post
    Also:
    ....

    Also, a quick search on the internet shows that his comparison app is still available for download and was last updated for Issue 11: http://dr.rock.coh.tripod.com/. Its a nice app: sort of a hybrid between Mids and my damage spreadsheet. It still uses average calculations, but a lot of the stuff my damage spreadsheet has is also there: damage type proportions and defense/resistance/regen calculations, and lots of combat assumptions I discuss but do not calculate around in my scrapper comparisons. Its not a well-known tool (and I don't know why, besides the fact that Dr. Rock was a European board member), but it is an interesting one if for no other reason than to read Dr. Rock's calculation methodology and his combat calculator options, all of which are reasonably well founded.
    Thanks for the Tip. I will check this out as soon as possible.
  4. Quote:
    Originally Posted by Arcanaville View Post
    The statistical average models do suffer from those problems at the extremes, something I tried to quantify in my Scrapper Comparison magnum opus. But they do have at least one advantage over more accurate models: people can use them. There are more accurate models: I even suggested one years ago and did initial work on it, as did I believe two other posters: the stochastic Monte Carlo Markov model. It attempts to calculate the probability of a set of different sequences of events to generate a survivability percentage histogram. In the case where incoming damage is a low percentage of health per second on average, this model and the average calculations are in close agreement. At the extremes, the Markov diverges and closely tracks the true survival percentage provided the Markov partitions are small enough.
    I think most people would rather have a simulator with programmable options that they could set-up, run, and view results. Allow such a program to be given input for how many iterations you want to run, which mob group you want to simulate and how large a spawn to start with. Plug in your character data and punch a button.

    Quote:
    Originally Posted by Arcanaville View Post
    The problem with this model is I wouldn't bet on more than a dozen forum readers being qualified to generate it and crazy enough to expend the effort. At the moment, however, I am unaware of a more accurate model that can actually be used by most players effectively. All the ones that have been proposed have been, to be frank, utter nonsensical crap.
    Hmmm, I guess my question for you Arcana is whether my numbers (previous page) match what you expect to see on a standard model.
    I may not be the only one that wants to hear your input on the regen values presented thus far in the thread.

    Quote:
    Originally Posted by Arcanaville View Post
    I keep thinking about an alternate model, one that is less complex than the Markov, but more accurate than the average one, that might be more easily computable with assistance - i.e. a spreadsheet. But I haven't found the right approach yet that generates better results than the average model without being too difficult for players to use effectively. However, the key component of this model is that it uses Spawn groups as the unit of incoming damage, which allows us to sort of "precompute" some of the complexities of the more general model. Its actually inspired by the *oldest* models of CoH mitigation that were worth anything at all: the Havok (and later Circeus) tanker spreadsheets.
    One approach that I have been working on (not with any real pressing need to present because of how harshly these things are viewed), is similar to your "sawtooth" models, where you have the X-axis as Time, the Y-axis as Incoming damage, and as you defeat your spawn group over time the graphical line result eventually reaches zero, meaning your spawn is defeated. Character effects which increase DPS against the spawn will bring the X-intersect closer to zero, while lowered character DPS will stretch out the Time (X) axis and make the X-intersect move farther away from zero. Effects which increase survival by lowering incoming DPS will pull the graph down in the Y axis and the Y-Intersect would be the start of the fight and is a representation of the alpha strike. The models I have been looking at so far are: 3-minion, 6-minion, and 9-minion. Once the spreadsheet is fleshed out, I would expect that you could program any number of starting combinations and view the graphic results.

    I realize that this still amounts to statistical averaging, but two things make it different.

    A) You get a graphical representation of a spawn battle and can easily compare two "builds" overlapping each other to see the diferences. Basically, your survival is not a single flat number anymore, but is instead a descending line from alpha to defeat.

    B) So far I am seeing some of the iterative events that you have discussed (for regen in particular) where at certain time intervals, you can see the graph rise and fall. Heck even the regen pulses create small ripples in the graph.

    Any thoughts ?
  5. Quote:
    Originally Posted by Trickshooter View Post
    Was looking at this again today, and I'm worried it might be a little weak. Anyone agree? Was thinking maybe I'd reduce the recharge on Bombardment down to 120-150 seconds.

    The more I look at it, the more I think I need to work on the whole set more. >_>
    I felt that way as well.

    Overall, this set would be better solo than Sonic Resonance, but not sure by how much. For a team, it would probably offer less than Sonic because it is more defensive oriented than Sonic. Sonic's only saving grace is that it does really well on a team, to offset its horrible solo-ing ability.

    Some thoughts that I had were:

    Lower the recharge to 16s on Strip Armor

    Change Magnetic Barrier to Defense instead of resistance and Metal Coating to Resistance (not defense).
    This would make the set unique with Metal coating as a Resist Buff and Magnetic as a Defense buff.
    Or you could do it the other way around (Metal Coat +DEF, and Magnetic as +RES).

    Change the Dispersion to include the same status protections as FF and Sonic. I believe that the "Sleep" weakness should be removed from these types of bubbles. None of the sets have any form of healing, so status protection is a great side-benefit.

    I also agree with your assessment of Bombardment. 300sec is a long time. Perhaps instead of an AOE power you could have it be a High Damage single target attack similar to Propel. The recharge could be drastically lowered and this would seperate the set more from Forcefield (Repulsion Bomb). This would create some wonderful opportunities for sets like Electric Blast and Dark Blast that lack a decent T3 attack.
  6. WTF ! They have not made this Powerset Yet ?!

    Whats the holdup ?

    @DreamsRazor thanks for the link to that music Vid. Friggin Awesome.
    Although, Now that song is stuck in my head.

    The self-destruct T9 HAS to stay in this one. It give alot of uniqueness to the set.
    Without it, this set is kind of like a new twist on Willpower. Great work on this one Dechs.
    I really hope the Devs consider this powerset. The controversy alone would be worth seeing "Indestructable" characters running around.

    Oh, almost forgot. The idea for a heal debuff in Frenzy seems OK at first, but this powerset would struggle against hard targets alot. I imagine they (Indestructables) would constantly be living between 30-60% health, so getting 1-shot by an AV/GM could be all too common. Plus, as an empath, this powerset would drive me crazy. Look, so-n-so is at half health. Cast Heal Other. Huh?!? His health bar barely moved. Grrrr!, he is in Frenzy-mode. It would be completely comedic how some players would react to this mechanic.

    Hmm, I better stop talking now....
  7. Biospark

    Epicness??

    My personal favorite sets that evoke flashy power or explosive and fun graphics are :

    Energy Blast (People dont like KB but I think it is about as epic as you get), 6+ years after I first played this set, I STILL LOVE IT !

    Martial Arts : Graceful and Powerful Kicks, that just scream "A$$-whoopin"

    Super Strength : Hurl, Footstomp, Smashing sounds. Yeah, Hulk would be proud.
    I especially love the ground cracking graphic with footstomp combined with knockdown.

    Storm Summoning : Cloud, Wind, Lightning Bolts, loud noisy AND Knockback. What's not to love about that.

    Fire Blast : Not quite as enjoyable as Energy Blast to me, but when you throw that first fireball and "smegma" gets dispersed over a large area, with a big Boom! and you see villains ON FIRE !. Yeah, thats Fun to do over, and over again.

    Electric Blast: Not a great performer, but sparks flying all over the place with loud crackling pops and bursts. Villains locked in a spasm animation from being elctrocuted. Never gets old watching that graphic.
  8. Well Said Tex !

    I will have to admit that I don't like the "Tanking" role on teams, so even though I have tanks, they are soloists. I also don't participate in "big game hunting" like some folks do, so fighting AVs and GMs has never been part of my game, unless I am on a team.

    As a result, any models I work on will tend toward what survival pictures are present in solo scenarios with lots of manageable enemies. This helps to normalize performance between all three disparate survival factors (Avoid, Resist, Heal) due to typical damage being lots of smaller amounts in a steady, but diminishing, stream.

    It's just a personal bias at work here, but it's the only comparative metric that matters to me
  9. Quote:
    Originally Posted by Signpost View Post
    Random note though, past level two, one can consider base regen to be 140%, cause of inherent health.
    Actually this is not true. Health still retains its function as a Bonus regen amount.
    Your baseline regen is still 0.42%/sec. But I guess you meant that comparative models should take Baseline+Health into account for comparison purposes.

    So noted
  10. The way I understand it goes like this.

    You regenerate from zero to full in 240sec, regardless of HPs, so your baseline regeneration is 0.42% Health per sec. If you add 10% HPs to your character, you now regenerate at a rate that is still 0.42%. sec, but as a factor of comparison to the original HP value, you have just upped the regen to 1.10 X 0.42% or 0.462%/sec. Your character sheet will still reflect 0.42/sec, but in order to translate that regen back to your original HP totals it needs a larger value for regen to be accurate in the model.

    In much the same way, you can convert +HPs to Resist, Heal to Regen, Resistance to +HP etc....

    10% bonus regen becomes 1.10 * base regen, and will change the display of your regeneration in game by 10% so you would see 0.462%/sec. If you have 10% bonus HPs AND 10% bonus regen, your ingame display will still show 0.462%/sec, but that is a % of your new HP total, so to get the comparative value in relation to baseline, I would multiply :

    0.42/sec * 1.10 * 1.10 = 0.5082 which is approx = +21% regen or +21%HP

    I hope this is correct, at least.
  11. Quote:
    Originally Posted by halfflat View Post
    ...If you have no bonus defence nor any bonus regen, one percent of defence is worth two percent of regen. On the other hand, if you had 10% defence and +300% regen, one percent of defence is worth 2 (1 + 3)/(1 - 0.2) = 10 percent of regeneration.
    Have you taken into account that you cannot remove base regeneration from the character model. A character with zero defense and resist, still has base regen, which is why you see health expressed as 125.2 (100% +60 seconds of base regen) in my models.

    So that first point of defense is actually 1% defense (2% survivability increase) on top of what 0.42%/sec base regen yields.

    To be honest, my head exploded while reading your first post, so I am not sure if you took that into consideration.
  12. My personal opinion, and that is all it is really (an opinion), is that the "Immortality Line" is useless for comparing two powersets. Even the model I like; "gone in 60 seconds" has serious limitations, but is more relevant to in-game circumstances.
  13. Quote:
    Originally Posted by Oedipus_Tex View Post
    .....

    That's the long winded way of saying "trust the model only so far."
    Yep ! Models like this only amount to generalizations over comparisons and even the most complicated ones are going to "gloss over" factors which are extremely important during the game at some point. Like damage type for resistance, debuffs, mezz effects, etc, etc.

    Having read thru alot of Arcana's threads on these ideas, what would be the most interesting approach would be to create "simulators" much like a certain television program uses to compare "warriors" from various historical periods. The funny part is that if it were done well, it would essentially be a "clone" of the game but without the graphics.

    I would rather spend my free time playing than working on something like that.
  14. Quote:
    Originally Posted by Signpost View Post
    1) Drain Psyche
    2) Suppress Pain, Painbringer
    3) Regeneration Aura, Adrenalin Boost

    I'm sure there're other ways of boosting regen to fun levels, just can't remember..
    Absolutely. I only mentioned WP and Regen because they can get permanent passive regeneration over 400% relatively easily. IO builds for certain powersets can hit 400% passive regen with a great deal of effort, but have a hard time going much farther.

    The powers you mention are good for regen, but each comes with some sort of drawback.
    Regen Aura, for instance, cannot be made permanent (60% uptime on most mature builds).
  15. Quote:
    Originally Posted by FizRep View Post
    This is a very enlightening post and highlights well the difference between the linear progression of +regen and the exponential curves f+def and +resist. My question then is, that 41.733% is a % of what exactly?
    It represents that you have damage equal to 41.7% of your total health aimed your way every second for 60 seconds in order to be reduced to zero health. This is not damage that you are being hit with, but damage (from minion sources) which will then be reduced by either defense, resistance, or recovered thru regen. I have decided to express DPS as a factor of health because it makes comparisons of regen, resist, defense and healing much easier to calculate.
  16. Nice work Trickshooter. I don't know that I would play this powerset as much as the Probability Powerset you presented earlier, but this one seems well thought as well.

    Not as much feedback on this one, other than to say I am not a big fan of Ally Toggle powers and this one seems alot like Sonic Resonance, which (to me) is underpowered (solo especially).

    Since the Dispersion type power really only offers status protection, You might consider it having all the protection that Sonic Dispersion and Dispersion bubble gain. So everything but sleep protection. That would work well IMO. Overall though, this set would be superior to Sonic Solo, but more defensive on a team. I like it.
  17. Quote:
    Originally Posted by plainguy View Post
    ....

    Part of me is not comfortable with the answer well traps is newer and better because of that.. If so and you know it and I know it and others know it..
    Then why don't the devs know it ?
    Do they care to know it ?
    Do they know but just don't care ?
    The Devs should be called on the carpet to answer these questions. Not me and you..

    ....

    Seebs wrote a great write up on Device.. And in his write up he was great enough to point out the realities of Device.. Which I commended him for it..
    So, I am not the only one that went WTF ! when I saw Traps for the first time.

    Hehe, it would be very interesting to hear what the DEV's thoughts are on Devices. Perhaps they are letting it die a slow death because it was TOO good at launch and any attempts to fix it would just restore it to those days of former glory.

    Stacked Smoke Grenade, we miss you
  18. Quote:
    Originally Posted by shaggy5 View Post
    I have two blasters (50 Elec/ and 39 AR/) with devices as a secondary. On both, I wish had chosen something else. Both were created when I had less experience and my reasoning was as follows:
    1) I liked that I had a stealth without having to going into the pool to get it because stealthing was important to me then.
    2) The targeting drone seemed cool and a way to boost acc.
    3) The land mines really appealed to me.

    Now after playing many secondaries, I haven't found any reason to like Devices or to think about making another. I am wanting a second opinion, though. Anyone want to give input?
    Wish I could give you good reasons to stay with it, but I felt the same way. Deleted a level 47 Energy/Device Blaster last year because I only had 3 powers from my secondary (Web Grenade, Smoke Grenade and Caltrops). Would have been only two powers, except Web Grenade is mandatory.

    Here is the crappy part. I tried ALL of the device powers at some point on my road to 47, and slotted them well. It wasnt like I just tried them a couple of times and respecced. What I found was that they were OK. Just OK. Nothing to go wow about. Which is why I eventually deleted him. I miss Caltrops, but Energy/Energy is a boatload more fun to play, and that's the whole point of the game isn't it.
  19. Great Presentation Trickshooter ! Looks like alot of work went into this idea.

    FYI, something like this could be done for a Time Manipulation set as well.

    For some feedback;

    JINX: This recharges faster than similar powers of this type. Perhaps should be 16sec

    ROULETTE: Due to the Nature of the Tier 9 having +DEF, I would make the Recharge the constant and make the +TH, +DEF, +DMG the random effects.

    LUCKY STREAK: Interesting Idea here, but due to its short duration, it would take alot of coordination between you and your allies, so It would be kinda weak overall. Perhaps just make it a Self-Boost.

    FORTUITY: Seems on the Strong side, but cannot really pinpoint why. Other powersets have powers similar but better. This one combines a Buff and Debuff together though, so perhaps thats why. I like it anyway.

    SNAKE EYES: Not sure I like the Knockdown in this, since your T9 also includes Knockdown. I would say to make it debuff damage and deal damage, or change the Knockdown to Fear.

    SERENDIPITY: Nothing wrong with this power. As I mentioned on Roulette though, you are granting multiple +DEF boosts.

    AGAINST THE ODDS: I like this power, but not sure that it can be done with the game engine. It might end up more like the Sonic Ally Toggle. EDIT: Hmm, just realized that this would not be available solo and is the only -TH buff here, nevermind all that I said about stacking.

    BACKFIRE: I love Confuse powers. But having said that, I also know how powerful they are. Hehe. Would love to see Defenders get something like this though. EDIT: I suck at reading today, had to change my whole feedback on this power and the previous one.

    TURN THE TABLES : Love this power. "Defensive Fulcrum Shift" Woot !

    Overall, I really like the powerset. I do not think that it would get the seal of approval from the developers because of the ability to stack +Def (for yourself and allies) with -ToHit debuffs for enemies. It would certainly make me happy, but opposing Buff/Debuffs like this are (in general) only available by picking two powersets that complement in this manner (EX: FF/Dark, DM/SR). Probability/Dark Blast would be overpowered, most likely.
  20. Biospark

    Judgment slot

    Quote:
    Originally Posted by Angelxman81 View Post
    Now they should make Leadership pool inherent too.
    I think you are on to something

    All Defenders and Masterminds get Inherent Leadership,
    Tankers and Stalkers get Inherent Presence,
    Scrappers and Brutes get Inherent Fighting,




    Just kidding here
  21. Quote:
    Quote:
    Originally Posted by dave_p View Post

    Khelds are considered classic?
    Quote:
    Originally Posted by Kelenar View Post
    Well, they've been in the game for more than six years now. I think that qualifies.
    Especially when you consider most of us that have tried them unlocked them by getting a character to 50. With that being said, I define "Classic" as "available at Launch" so...
  22. Biospark

    Just started

    First off, Welcome to the Game !

    Having played Empathy a little bit, I can give you alot more feedback regarding it than Dark Blast (Which I have played, just not to level 50).

    Empathy, of all the many Defender choices is one of the least capable of soloing. You CAN solo, but you are better off playing this toon as a "team-player". Pretty much my Empath only gets pulled out when my guild is doing a Task Force. I rarely solo with him anymore.

    If you decide that you would like to play "Solo" from time to time, and you enjoy a challenge, then by all means try it out. You have chosen one of the better secondaries to combo up with Empathy for "solo-ing". You should also consider using the dual builds feature in order to focus one of your builds for "Solo-ing" and focus your primary build for "teaming". Also, Empathy relies very Heavily on the secondary Powerset for it's survival, so you should utilize EVERY aspect of your blast set from this perspective. Enhance your debuffs as well as your damage. Enhance the recharge of powers like Dark Pit and Tentacles to enhance your survival.

    Empathy gains a great amount of benefit from global recharge. It will make all your Buffs recharge faster and therefore more helpful to your team. You will not be seeing alot of global recharge until you start working on Invention Origin enhancements for your powers and getting "set bonuses", but prior to that time the Power "Hasten" will be a great help to your character (as well as slotting recharge in your key powers). I highly recommend taking "Hasten" from the Speed Pool ASAP and slotting it up with 3 recharge enhancements.

    I am not a big fan of "Absorb Pain" and its the only Empathy power I do not have on my Team build. However, there are times when it could be really handy to have. For instance, against a really tough villain that your tank is fighting, AP would heal considerably more than Heal Other. Also, when more than one teammate is near death, it would be very handy to have a second "heal target". My character gets to watch people die in that situation sometimes because Heal Other is not recharged and my Heal Aura does not reach them. To each his own, but I will probably never take Absorb Pain unless some amazing kind of buff gets added to it, or my Guildmates tie me down and make me sign a blood contract.

    My personal feeling about Empathy (even from Launch of this game) is that the Leadership pool is "Tailor-Made" for Empathy, and I have all 4 powers from that Pool. The reason I feel so strongly about this is that the better you "buff" your team, the less actual healing you will need to use in battle. Fortitude will buff Accuracy, Defense and Damage of the person that you place it on, and the greater the recharge in it (Fortitude) the more people on your team that you can buff. The leadership pool contains three toggles which, coincidentally buff; Accuracy, Defense and Damage for you and all nearby teammates. At level 50 and fully buffed, my "fortified teammates" that are standing near me are receiving nearly 30% defense. Then we have the little gem called Vengeance. When someone dies (and people will, even with the best Defenders) you target their corpse, pop Vengeance and buff you and your entire team for 2 minutes WITH ; Accuracy, Defense and Damage. See any patterns here ? Oh and you also gain protection from most status effects while buffed with Vengeance. Now if only someone could rezz that dead guy.... oh wait.... YOU Can !

    Finally, because your secondary is Dark (unlike mine : Electric), you can synergize with your Ancillary pools in one of my favorite ways : Dark Mastery. Once you hit level 41, I highly reccommend taking Dark Mastery and using the combination of Oppressive Gloom plus Dark Pit. You will stun everything around you that you hit with these two AoE powers. Dark mastery ALSO gets you Soul Drain, which is an amazing way to increase your damage. I tried Dark Mastery on my Empath and I loved it, but without any powers which can Stun in my blast set (Electric), I barely scratched the surface of what Dark Mastery brings to the table for Empathy. You, on the other hand, will be able to take full advantage of Dark Mastery once you get to your 40s.
  23. Quote:
    Originally Posted by Fleeting Whisper View Post
    Now you're just making me drool.

    Twilight Grasp: -5% tohit
    Darkest Night: -15% tohit
    Fearsome Stare: -15% tohit
    Chill of the Night: -30% tohit
    Shadow Fall: +3.75% def

    These are what the Controller base values would be, assuming no changes to the scalars. If they leave Dark Servant rather than using DreadShinobi's suggestion, the Chill of the Night value remains the same, too (and you add a second copy of Twilight Grasp and Darkest Night).
    Chill of the Night would be like Hurricane essentially, so it would make a good replacement for Dark Servant methinks. Maybe attach it to a toggle and make its cost similar to Hurricane.

    I think Fearsome Stare and Pet.Gaze are also problematic for a secondary since it could be assumed they would want Pet.Gaze as the Dark Control single target hold and Fearsome Stare as the medium recharge AoE control (ex: Mass Hyp, Flashfire, etc...)

    One question I would like to know is : Would it be worth it to make JUST Dark Control and leave Dark Miasma as a Defender only power or Vice versa (Make Dark Miasma for controllers, but NOT make Dark Control). The later kinda leads to less "Darkness" for all ATs, where the former would give Dark to Doms, Controllers and Blasters with greater ease.

    I guess what I am saying is the easiest solution is : Dark Control (Heavy similarity to Dark Miasma), Dark Assault and Dark Manipulation, but sorry no Dark Miasma for Controllers
  24. DPS (% of Health) = ((100 + (Regen * Time to defeat)) / (1-res)*(To Hit - Def)) / Time to Defeat

    ***All the following are based on Time-to-defeat of 60 seconds against minion based incoming damage***

    DEFENSE
    0% = (125.2/1*0.5)/60 = 4.173%
    10% = (125.2/1*0.4)/60 = 5.217%
    30% = (125.2/1*0.2)/60 = 10.433%
    40% = (125.2/1*0.1)/60 = 20.866%
    45% = (125.2/1*0.05)/60 = 41.733%

    RESISTANCE
    0% = (125.2/1*0.5)/60 = 4.173%
    20% = (125.2/0.8*0.5/60 = 5.217%
    60% = (125.2/0.4*0.5/60 = 10.433%
    80% = (125.2/0.2*0.5/60 = 20.866%
    90% = (125.2/0.1*0.5/60 = 41.733%

    REGEN
    0.42/s (Baseline) = (125.2/1*0.5)/60 = 4.173%
    0.94/s (+124% regen) = (156.5/1*0.5)/60 = 5.217%
    3.55/s (+745% regen) = (312.9/1*0.5)/60 = 10.433%
    8.77/s (+1988% regen) = (625.9/1*0.5)/60 = 20.866%
    19.2/s (+4471% regen) = (1252.0/1*0.5)/60 = 41.733%

    As you can see regen starts at
    10% regen = 1% defense at the first point, but scales up to;
    12.4% regen per point of Defense at 10%
    24.8% regen per point at 30%
    49.7% regen per point at 40%
    99.4% regen per point at 45%

    The reason is simple, for defense and resistance the amount of incoming damage is reduced by
    greater and greater amounts as the numbers get higher, while regen needs to "double-up" its base value
    constantly to achieve the same results. One way we can offset this scalar is to consider that a
    smart player who focuses on regen will also focus on +HPs. so lets see how that will smooth out
    the curve.

    REGEN PLUS +HP
    + 0% HP and Base regen = (125.2/1*0.5)/60 = 4.17%
    +10% HP and 100% regen = (165.4/1*0.5)/60 = 5.51%
    +40% HP and 400% regen = (316.4/1*0.5)/60 = 10.55%
    +80% HP and 800% regen = (588.2/1*0.5)/60 = 19.61%
    +120%HP and 1600% regen = (1162.5/1*0.5)/60 = 38.75%

    You can see the uphill battle that regen faces trying to keep up with Defense and resistance,
    but it is interesting to note that Combining 1%HP per 10%Regen consistently will keep up with
    Defense and Resistance to a point. Realistically, only WP and Regen are going to get over 400%
    constant regeneration, which brings us back to the whole point made in the thread that Defense
    and Regen are only comparable at lower amounts. They diverge too quickly (especially after 30% defense).
  25. Quote:
    Originally Posted by Dirges View Post
    This is what I don't agree with. Controllers already have secondaries as control heavy as dark, they just do not come with a pet. Dark has 6 control powers, HT, TP, FS, PG, BH, and it's pet DS. Storm has 7 control powers with gale, SS, FR, Hurr, TC, Tor, and lightning storm, though most are based around knockback. Trick arrow is also control base with 6, or 7 if compare flash arrow to smoke.
    Which is why I say to just port it over, Pet and All.

    But to be fair, Storm summoning is more about soft-control than Dark Miasma (which has a Hold, AoE Fear AND a pet that spams Holds and Heals). Dark Miasma (in its current form) would be the #1 controlling secondary. I would bet Money that Dark Miasma for Controllers comes over sans Pet.

    Probably changed to something like DARKSTORM : A Pseudo pet like Lightning Cloud that does damage and some kind of debuff.