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I used to PvP waaay back in the day with my Plant/EA on Champion. Perhaps part of the reason that Plant is underrated could be that people still have a bad taste in their mouth (so to speak) from the days when enemies had to be on the ground for most of Plant's abilities to affect them.
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Hey Fulmens, I have two bases on Freedom that would love to take advantage of your offer!
I have a lot of liquid influence Villain side (which is where one of the two bases resides) however nearly all of my Hero side money is tied up in the Markets. Would you be open to receiving 200 million on Villain side for both bases? If not, would you be willing to give me the 100 million prestige in exchange for a (or a few if they are the cheap ones) PvP IO(s)? I have a bunch stockpiled in my base.
If not, then I can at least get you the 100 million Villain side. My Hero base would just have to wait for a market transaction to go through.
I will be getting on at about 6 (CST) tonight to try and catch you!
-@Computer -
Well since I got home and after scouring the boards only to find there wasn't a post on this matter, however the Guardian server seems to have picked up on Towel Day, I would like to wish everyone a Happy Geek Pride Day!
On a related note I have been watching episodes of The Big Bang Theory and noticed in Season 2 Episode 20 the cast visits a comic book store where there are several City of Heroes labels visible including both the CoH and CoV posters as well as a Freem! shirt. (Does the shirt that the big guy they remark about have a City of Heroes symbol on it? I couldn't tell.) -
Quote:Such as this?hey there, i stumbled accoss this build and thought it looked pretty decent for a soloing build... anyway my question is, could u provide maybe a Solo build like one for those of us who don't have large wads of INF to blow in set bonuses?
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Quote:If there are mathematics that define just where Granite Armor is exceeding the limits than there shouldn't be opinions as to how to fix it. We would know exactly where it falls in what circumstances.There is no 'belief' going on here. The opinions are derived from mathematics, and it is easy to see where there is a disparity between Granite, the rest of the Stone Armor powerset, and other sets entirely. That you don't see that because you don't understand it doesn't mean you have a different opinion, it just means you don't understand.
If we didn't touch a thing with the power ie. Duration = Perma Survivability = Same, what would the mathematics tell us the drawbacks should be. I realize you didn't specify if this is possible in one formula, however if these problems are based in mathematics there should be a way to relate them. -
Quote:I guess I'm not understanding because this happens with a lot of other sets. The defender forums are consistently filled with teams who only want a healer, or teams that only want a Speed Booster. In the case of kinetics, Speed Boost has become the set (or set-defining power). Is Kinetics in line for a change as well? Personally I couldnt care less what other people think my builds should have.The point of bringing up Permadom is to demonstrate how FOTM builds are handled. Dominators, as originally designed, were not intended to have high outgoing damage, hence why they were given a low damage mod. However, Domination till offered a significant damage buff, and when people found out they could make that permanent, they did. This, then, became baseline, to the point where non-perma-Domination Dominators started getting odd looks. The response from the development team was basically "That's how you want to play it? Fine, that's how you'll play it. Let's just let in all the other folks who can't go after that specific Inventions build." In the process, they managed to burn those with perma-double-stacked Domination, but that was an "oh, well" moment. They also managed to burn Psychic Shockwave by culling its power and redistributing it among the rest of Psychic Assault.
Granite Armour is in much the same situation. Granite Armour IS Stone Armour, and my Stone Brute can't go through two teams without someone gasping that I'm not Perma-Granite, or indeed asking me to be. It's come to the point where, penalties or no penalties, design or no design, Granite Armour is what Stone Armour is. This has become the baseline. At this point we can either go the Domination Route by instituting higher-than-normal but lower-than-granite protection to the whole set, sustainable all the time, constantly, we we can go the Elude/Unstoppable path and make the armour's drawbacks crippling or the armour itself temporary. Personally, I'd vote for the former, but I'd lie if I said I wasn't biassed.
What your saying (correct my if I am wrong) is that this view point, is evidence to a greater imbalance within the set. What I am finding a hard time agreeing with is the severity of that imbalance which illicits the enormous changes that are required to bring it back into the fold.
Quote:Example: Poison Gas Trap from Traps used to spam-spawn pseudo-pets, one for each person in range of the trap at the time the trap was activated. Getting, say, a dozen enemies to walk over the trap at one time created a LOT of pseudo-pets. Putting damage procs in Poison Gas Trap would, therefore, put a damage proc on EACH pseudo-pet, resulting in a LOT of damage for a power that wasn't actually designed to deal damage to begin with. When this was fixed, people immediately cried out that this was the only thing holding the set together and that now, without it, the set was DEAD. This on a power that, on its own, is just about "good" but not spectacular, not in my opinion.
This is what Granite Armour with set-negligible drawbacks is. It's a power that's supposed to bring one kind of functionality that players are perverting into bringing a very different kind of functionality. Even though the power CAN be run all the time, set design makes it pretty clear that it really wasn't supposed to be, much in the same way as Instant Healing. In this case it's not just sets that are the problem, but the mere fact that players can negate the drawbacks distorts what Granite Armour actually is. Look at it this way - playing with JUST your set and not reaching outward, Perma-Granite SUCKS, and a set-restricted character would represent your average casual player, one who plays by the seat of his pants and does not do build plans and calculations. As such, you are creating a higher-than-intended baseline that people aren't actually going to achieve if they play naturally. Hence, the Domination conundrum.
Nothing is stopping the casual gamer from keeping Granite Armor on permanently. The difference between him and the non-casual gamer is the fact that the non-casual gamer will be better suited to playing in Granite Armor if the time comes.
Instant Healing doesn't quite match up, because if you had enough endurance to run it, you could leave it on indefinitely and not give it another thought. Turning it off meant that you had more endurance recovery, which was completely useless had you built to have enough recovery when Instant Healing was running. There was no gain.
There will always be times when not using Granite Armor is the correct course of action, due to the fact that turning it off turns off the drawbacks.
Quote:The key problem with this is that AoE damage gets magnified the more targets you have to inflict it on. Something like Tremor does damage per target. It would do ten times the overall damage when used on ten targets as it would do when used on one. Higher levels of survivability allow one to take on more enemies, thus allowing one to more easily multiply one's AoE damage, thereby increasing one's overall damage beyond the levels of lower-survivability sets. Furthermore, sets with lower survivability face more downtime and more of their uptime is taken up with non-offensive actions like self-healing and control.
All of that is to say that SURVIVABILITY ITSELF increases damage outpit, hence making up some of the difference that its own debuffs are trying to make. In other words, Granite Armour counters the very debuffs that are meant to counter it.
And there is also the other point - damage is not the only offensive capability a Tanker or Brute has. Control effects count as offence, as do Taint effects. Clearly, they are slowed down by the recharge debuff, but they still operate at full power. The ability to tank while in Granite Armour is itself something I view as bordering on an exploit. The limiting factor to a Tanker's ability to tank is his own survivability. It is unreasonable and impractical to expect to remove survivability out of the equation and still be able to perform as a tanking Tanker.
Quote:Granite Armour pretty much removes survivability out of the equation, hence why a proper penalty would take your ability to deal damage, control and tank right along with it.
Quote:If you want Granite Armour perma with negligible drawbacks, you need to give up survivability. If you want Granite Armour perma with its current survivability, you need to accept more crippling drawbacks. If you want Granite Armour with its current survivability and negligible drawbacks, you need to give up its ability to be up all the time. You just can't have all three like it is now. And I assume that's a major reason why this hasn't been touched in ages. It's a hornet's nest of GUARANTEED player unhappiness.
The crippling drawbacks that I envision would not count to you and would then force me to choose another area to lose in; however, in my opinion it would count. I don't think any further discussion will change this road block.
I'm afraid that my input is not doing much in this debate. Perhaps I am simply wrong. It has been fun bouncing ideas back and forth none the less. -
Correct.
Quote:Seriously, the set does not exist entirely on the basis of Granite Armor.
Quote:Yet, if you actually look at each of the powers of the set, you'll realize that there are more defense based powers than resistance based powers and that, other than Granite Armor, the defense powers are more powerful.
Quote:Granite Armor does not follow the standard design of the set. It is not the foundation that the set is built around. You're imagining that the set is based around resistance more than defense because Granite Armor is. It isn't. Look at the actual powers.
Quote:Okay, let me do some math for you. The change to Stone Skin increased the resistance from 10%(s/l) to 11.25%(all). That's granting 11.25% +res(f/c/e/n/t/p) and 1.25% +res(s/l). The +def changes amount to 4% +def(all but psi). Using the simple exchange of 2% res = 1% def, the resistance is still increased more overall. Please. Learn what you're talking about. Please.
Quote:And how is that problematic from a balance perspective? Your entire problem here is that you want the devs to make it easier for you to be stronger while in IOs regardless of whether it makes sense for the set to do so. For the set to have resistances that would make you happy, the powers that grant +def exclusively would need to have +res added to them, which generates some very amusing complications with having too many different attributes of numerous powers competing for a very small number of enhancement slots. Try imagining this if you can: every power in the set requires both defense enhancement, resistance enhancement, and end redux in order to be both effective and playable. Unless you want to force players to frankenslot to be effective, you're going to have a horribly designed set.
Quote:I can comment on your inability to actually look at the set without operating under the pretense that Granite Armor is the entire set.
Quote:The point of the thread was less that Shield was too hard to kill but rather than Shield was doing too much damage for the decreased level of survivability the set manages.
Quote:Just use the survivability charts that I linked in the very first post. They're right there so that you can even do it yourself and possibly learn something.) I would have no idea where to begin. Excel spreadsheets...are not something I work well with.
Quote:Where does anything in that state or even infer that anything is being transferred out of Granite Armor? What you quoting is me stating that the level of survivability as a whole (not the levels of defense and resistance independently) was remaining roughly the same. You can have the same level of survivability amongst two different sets without having to transfer anything around at all. Hell, even if you just did some basic math and compared the reductions to Granite and increases to the other powers you'd be able to see that it didn't work that way.Quote:These changes would allow Granite Armor to maintain roughly the same level of survivability it now enjoys (on par with Invuln + Unstoppable) while preventing it from completely rendering the rest of the set null.- With Granite Armor, the set will retain the same level of survivability.
- Granite Armor's power is being reduced.
Therefore - Other parts of the set will be increased to make up for Granite's loss.
That is my thought process.
Quote:Yet anyone that has actually done any respectable degree of analysis concerning survivability would disagree with you completely. If you have ever played a */Regen, you'd realize that MoG is simply another click power that contributes to your survivability while IH is the actual God Mode. Simply compare the use of any of the other God Modes to the use of each independently and it's rather patently obvious.
Quote:Do you honestly believe that Unstoppable only ever receives +rech from the standard slotting? Even with SOs, you get Hasten. Yes, SoW has better uptime than Unstoppable (which actually has an uptime of 35% rather than 33%) however the uptime of SoW can never have better uptime than 40%. Unstoppable, with only Hasten (using averaged +rech contribution), manages 43.2% uptime. The changes to disallow the reduction of recharge time was done to enforce a low maximum uptime ratio than is possible with the traditional god modes.
Quote:Why? */Regen is naturally allergic to -rech and -regen debuffs (along with being painfully allergic to -def thanks mostly to not having any substantial native mitigation and complete reliance on damage recovery). There isn't a way to work around those weaknesses so why should there be any reason that any weakness of a set should be able to be worked around with IOs? If anything, there is less reason because otherwise, as I have said before, the weakness is pointless.
A balancing factor in Fiery Aura is the relatively weak mitigation it provides due to the offensive capabilities it brings to the table. Why should Fiery Aura be allowed to mitigate it's weaknesses when regeneration cannot?
Quote:Actually, it's entirely relevant. Your point was using a flawed metaphor in an attempt to describe the relationship between the different god mode powers. The relationship that you are suggesting (insofar that the difference between Fire Imps summoning 3 pets and the others summoning a single pet) is not appropriate if you're attempting to use it to describe how Granite Armor should be allowed to be permanent while all other god mode powers are forced to be temporary.
Quote:Just as all pets deal a different amount of damage and provide different degrees of additional functionality, so do the various god modes provide different degrees of additional survivability along with different extraneous benefits (greater mobility, mez effects, greater recovery, etc). Damage that pets provide would be a commensurate comparison to the survivability contributes that the god modes provide, and the control and debuff functions that the pets provide would be commensurate to the secondary attributes of the god modes.
However, the biggest problem with your comparison is that you're attempting to draw similarities between a power that summons 3 weaker pets compared to those that summon 1 pet and a power that provides a level of survivability all the time compared to those powers that provide that same level of survivability part of the time. Your metaphor is fundamentally flawed because it's assuming that 3 pets that deal roughly 1/3rd of the damage all of the time is supposed to be fundamentally different from 1 pet that deals full damage all of the time. A comparison that would have actually been appropriate would be attempting to find a power that deals triple damage part one third of the time so that you could compare it to a power that has the same fundamental average contribution but operates on a different uptime and use ratio.
Quote:You honestly think they won't care that, while Hasten is active, they get to ignore the -rech of Granite completely? If you honestly believe that the only reason people take Hasten is because they want to have it up all the time, try looking at 99% of the builds out there. A vast majority of them don't really care about getting them permanent. In fact, most builds can't even manage it without completely screwing up the build. Most builds care about getting a decent uptime on Hasten and that's what would matter. In the case I stated, the Granite Armor tank would be running with 20% -rech 44% of the time and 50% +rech 56% of the time. Even with the 56% uptime, the degree of "penalty" suffered by 20% -rech at worst is minimal, especially since you spend more time with a net total +rech benefit rather a penalty.
Also something to remember is that the 20% -rech isn't applied at the end: it's applied at the same time as all other +rech or -rech values. Assuming decent IO grade enhancement (~70%), the 20% -rech penalty is only increasing the recharge on a power by ~12%. On an attack with a recharge of 4 seconds (a standard tier 1 attack), you're talking about the difference between the power recharging in 2.35 seconds and 2.66 seconds.
Quote:I'm going to bring this up again because it's important to me. Why do you believe that any problem with a power or set should be able to be completely mitigated with IOs and even then not having the entire build focused on mitigating those problems. You just admitted that it's impossible to build around the limitations of the god mode power. Why should Granite Armor be any different?
What is stopping an Invulnerability user from IOing out their build to be able to handle situations in which they would normally need to use Unstoppable (or in other words would be able to withstand as much as, be as strong as, if they were in Unstoppable?)
Does Granite Armor provide too much of a survivability increase for the drawbacks it has?
Are Granite Armor's drawbacks too easy to overcome?
These are obviously areas we disagree on, and I doubt further discussion will change it.
Quote:If Granite Armor is allowed to remain permanent, it is not going to remain the same penalties.
Quote:The penalties are laughably low right now compared to the increased survivability the power provides. You can survive through the situations that are only possible otherwise with PFF or Phase Shift and yet unlike them, you can actually attack and deal damage.
Quote:You're not going to get to be unkillable (i.e. maintain the same level of peak mitigation) while being able to attack and keep the power perma. Pick two of those because you're simply not getting all three.
Quote:I will lose the snarkyness when you start actually becoming knowledgeable enough in the topic of discussion that I'm not having to constantly explain things to you that you are either unwilling or incapable of understanding. I have no problem treating people with respect when they are actually deserving of it, and I don't have to speak down on their level just so that they'll understand.
If you want me to stop treating you like you're an idiot, stop acting like one. Unlike some people, I don't suffer fools. -
I did not say that you were altering the focus of the set. I am saying you are changing the set so now it only has defense to fall back on (with slight resists with Granite Armor on).
Quote:Look at the actual powers in the set. Not just Granite Armor, but the entire set. There are 3 powers that grant resistance and 4 powers that grant defense. The set is not a resistance set. The only "resistance bias" the set has is when you're operating entirely under the assumption that Granite is the only thing that exists.
Quote:Hell, if you actually look at my changes, I'm increase resistance more than I'm increasing defense. Please, know what you're talking about. You continually demonstrate how little you know about anything we're talking about the more we continue on this discussion. If it weren't against the forum guidelines to do anything more than facepalm at your obvious inability to perceive what is in front of you, I'd say more about this.
This...
Quote:The first half is to modify Stone Skin so that it grants 11.25% +res(all) rather than 10% +res(s/l).
Quote:The game is balanced around SOs but that does not mean that sets are designed ignorant of their capabilities with IOs.
Quote:The devs aren't going to reduce the defense of a set that has plenty of natural defense just because you know you can make up for a loss of defense but not a loss of resistance when you're dancing around in the known overpowered perma-tier 9.
Quote:He's better than you obviously. I doubt you even know what the set is even capable off when you're not stuck in Granite the entire time.
Quote:Actually, he does. You'd know this if you actually read the thread in question.
Quote:I'd then ask you to compare the performance and costs of those builds. Survivability is not a binary state. It exist on a continuum. Learn this, please. If you don't know what a continuum is, look up the word in a dictionary.
Quote:I have 3 apples and $10. You have 2,000 and $9. That's balanced, right? /facepalm.
Quote:I think I just noticed something else... You're assuming I'm transferring stuff out of Granite Armor and into the other armors (not that I have any idea where you're getting this since the decrease to Granite Armor's numbers isn't even close to the improvements I gave to the other armors).
Quote:These changes would allow Granite Armor to maintain roughly the same level of survivability it now enjoys (on par with Invuln + Unstoppable) while preventing it from completely rendering the rest of the set null.
Quote:You're wrong. I improved the other armors while ignoring Granite Armor and then chose new numbers for Granite knowing that the new numbers would be used as a baseline.
Quote:You're right. I'm using the wrong term. I shouldn't be using the term "tier 9", even though in colloquial discussion it amounts to the same as the correct term: god mode power.
Quote:Granite Armor is a god mode. Unstoppable is a god mode. Instant Healing is a god mode (MoG isn't the tier 9 or even the tier 9 equivalent any more and you'd know this if you didn't simply make arbitrary groups and assign powers to them as you assume they apply). It doesn't matter what tier it is in. It matter that, while it is active, you are at your peak survivability for an extended period of time.
Moment of Glory is Regeneration's tier nine. It falls in the ninth slot of the power's power set. This classification is not arbitrary; it is designed in-game.
In terms of if it is a God Mode or not is interesting. The strength of the set is spread around the powers quite substantially meaning the tier nine power could be designed weaker because the rest of the set is already very powerful. Personally I still think of Moment of Glory as the God Mode, however it's apparent that out opinions here differ as well.
Quote:The problem with this is that, when you're allowed to have a god mode perma, it is no longer a god mode and instead becomes a standard armor. The devs learned this mistake with Instant Healing and have continually move away from having anything remotely close to a god mode power that functionally acts as a standard survivability toggle within the set.
Unstoppable's up time = 33% (Slotted)
Strength of Will's up time = 40%
Quote:Players are ******** that will exploit anything possible, regardless of whether the devs intended those attributes to be limiting which is why the only way to effectively prevent this exploitation from occurring is to use mechanisms that even the players can't get around.
A build that does not have drawbacks can build upon what they already have. They do not have to use resources to even the scores. An example of this, is the fact that build that does not have to make up for Granite Armor can achieve perma Hasten (Whether or not they want to is beside the point for this argument). In order to do the same in Granite Armor, you would need approximately 260% +recharge (With 6 slotted Hasten) which is unattainable (or in the case of the Force Feedback proc, unsustainable) by IOs alone.
In this case it comes down to: Does Granite Armor give up enough for what it gets? To which you answer, No.
Quote:You're assuming that the pet powers are intended to behave anything like god mode powers. I can, in fact, assure you that they're not. The controller pet powers are intended to be up at all times to address the lower damage that Controllers (used to) have to deal with to get to 32. Having three pets versus having a single pet doesn't do anything to affect the fundamental nature of the power in question.
So am I to believe that they are all designed to do the same amount of damage? Obviously not. Fire Imps do more than Singularity in terms of damage; however, the Imps can't hold a candle to the levels of control the Singularity puts out.
The point is, they are all different and function in different ways. The different God Modes of different sets can be created the same way, by making them different and functioning in different ways.
Quote:...and be functionally permanent. God modes are all intended to be functionally temporary (by the very admission of the devs thanks to the fact that the penalties of Granite Armor are intended to encourage players to not have it on at all times). Your argument doesn't even stand up to surface analysis.
Why should I leave Granite Armor on when I am facing a group of weaklings that cannot take me down if I use just Rock Armor itself? Without Granite Armor I will be able to take them down much faster due to not having the -65% recharge, -30% damage, and -30% runspeed.
If someone leaves Granite Armor on in that situation, why should we care? Had I been teamimng with them, my Stone Armor tank would have wiped the floor with them, before the he was finished walking over to them. The change should not be a forced downtime.
If someone is leaving Granite Armor on in that situation because turning it off would not net a meaningful pace decrease, then we have a problem. (Assuming this change is not due to teammates.) I personally don't see this happening.
Quote:...Reduce without a quantitative qualifier infers that there is some remainder. If you had someone tell you that the speed limit was reduced on the highway, would you ever think that the speed limit was now 0? No, in fact, you would assume that the speed limit were taken down just a small amount. Please, if you're going to use loaded terms in an attempt to make your point seem more poignant and the needed limitations to not be as intense as they need to be, please try to make sure that you get a bit more creative and don't attempt to pass it off as a semantic argument. I kick *** at semantic argument.
Quote:In my initial paragraph I said "That was obviously deemed overpowered, so instead of reducing the defense you got from PFF, they reduced the offensive capabilities of the power." I was showing that concessions were made to the offensive nature of the power rather than the defensive. I admit that I was thinking to myself reduced=nullified, but I didn't think I had to make that clear in the paragraph because that wasn't the point. Sorry for the confusion!Quote:It's quite simple actually. With enhancement slotting, that 30% -dam just got reduced to being a ~15% decrease in overall damage. Some damage procs take care of that remainder quite easily, since the Tanker and Brute damage scalars are so low that procs easily constitute a good deal more than 10% of the damage of many powers.
Quote:With Hasten and basic SO slotting, even factoring in the lower recharge, you're going to get 20% +rech on average. Throw in 4 LotGs (since you've got 4 def powers in the set) and you just gnabbed yourself another 30%. 3 5% +rech sets allows you to get rid of that as well.
If we look at it from the perspective of someone who does not want to live in Granite Armor, they are still faced with times where they will find themselves in Granite Armor, and not have the bonus of Hasten to even it out (unless they choose to never be in Granite Armor without Hasten active).
I don't think that averaged +recharge bonuses are applicable to this situation.
Quote:The mobility issue is a joke to get around by just taking Teleport.
Quote:With that little difference, try pulling any other tanker to the same level of survivability that a Granite Tanker manages. That's 4 IOs and 2 power picks to mitigate all of the disadvantages. Now try doing the same to avoid the Unstoppable crash while reducing the recharge to make it permanent (which you can't since it's not even possible).
Quote:I understand exactly how hard it is. I don't think you realize quite how easy it is to get around.
I believe this is one issue we will not see eye to eye on.
Quote:There's a reason Stone Tanks are so popular, and it's not just because people like all looking the same.
Quote:You're assuming that Tankers, Brutes, Stalkers, and Scrappers were all intended to be completely unkillable all the time if they're willing to kill stuff slightly slower. PFF and Granite Armor provide roughly the same level of protection. PFF prevents you from doing anything. Granite Armor simply makes you take slightly longer. If you want to keep the same permanent unkillability that is available whenever you want it, be prepared to not be capable of doing anything while it's active. If PFF is really the balance precedent you want to go with (and, yes, you'll likely have to choose between either PFF/Hibernate or a more classic god mode as your precedent), I don't think you'd be happy with it. I'd much rather go with a more classic variant since it lets you actually continue doing what you're on the team to do.
- The ability to keep Granite Armor toggled.
- The ability to maintain the same peak survivability (even if it means evening mitigation out across the board and having all the armors able to be on at the same time).
- Lose offense to make up for the defense.
However, in my opinion, the loss of offense should put us closer to the level of offense we have now rather than the complete nullification of it as in the case of PFF.
P.S. I realize, Umbral, that I might not have been explaining things clearly enough; however, I would appreciate it if you would lose some of the snarkyness. I also care about what happens to my Stone Armor users considering I have five and am planning to make more. -
Quote:My comments come from playing my Super Strength/Shield Defense Brute. He is built for capped defense to all positions, as well as some resistance (Potential numbers similar to the proposed change). He is very susceptible to one-two punches from Heroes, and spike damage from multiple bosses. That is just not something I want my Stone Armor to have to deal with. Earth's Embrace will help in this area, however spike damage is still a real threat without large amounts of resistanceYou are vastly underestimating the power of sufficient levels of defence and the ways in which it can fail. First of all, defence debuff resistance exists for a reason, and if the set doesn't have it (I haven't checked) it can be added. Secondly, high levels of defence with a bit of resistance can perform significantly well, oftentimes giving you even better survivability than high levels of resistance.
Furthermore, you're comparing a the theoretical fix to Granite Armour now, when it has both defence AND resistance in high values. It comes down to your personal preference for defence vs. resistance, but this is not a question of numbers design. It's a question of, again, preference. You state defence debuffs which, unless they come from the Soldiers of Rularuu, have to land in order to debuff you, which they won't. You're also talking about lucky streaks from AVs, completely ignoring UNLUCKY streaks from AVs that can save your hide. Ghost Widow or Nosferatu missing you on their Dark Regeneration makes a huge difference, as does Romulus' Healing Nictus missing you in that fight.
Quote:Defence and resistance are not functionally interchangeable, but you can't point to one and claim it superior to the other.
Quote:It has been mentioned multiple times that, while the game will not be made harder with the expectation that people will be using Inventions, this doesn't mean that Inventions will not still be accounted for in balance calculations, especially when they create vast and unintended alternations in performance. As a point of fact, look at the history of Domination. It was intended to be used as a burst advantage, but people with enough set bonuses were able to make it perma, which caused the developers to shift performance around the AT to mitigate that fact. More specifically, to mitigate the problem of perma-Domination being seen as the norm.
Stone Armor can be improved in many different ways, there is no (to use a PvP term) flavor of the month in terms of a build with set bonuses.
I think a closer analogy to domination would be getting perma Eclipse on a Warshade. There is a specific goal to reach using recharge reduction set bonuses.
Quote:If enough people see Granite Armour as the baseline performance for Stone Armour in general (which many do), then the solution that is to spread the protection around the rest of the set...
Quote:...and ensure that specific Inventions builds do not vastly outperform everyone else because a loophole in design allowed them to ignore the drawbacks of the power.
Could you give an example of a situation of a situation from above?
Quote:To my understanding of Castle's post that you linked to, he didn't mind Shield Defence having more protection in some powers because it has overall less protection to go around, to be offset by the set's more offensive nature in Against All Odds and Shield Charge. I can't read his post as suggesting overpowered defences are good, because shield Defence is anything but overpowered.
Also he said "...protection levels shields can generate;" which to me says that he is looking what an IOed build can reach.
Quote:Willpower is also much more situational. Optimal protection only exists with saturated Rise to the Challenge, and a lot of the set's protection still comes from hit points and regeneration, both of which are subject to much more sudden catastrophic failure than defence and resistance ever face. Furthermore, Willpower can still not maintain its absolute peak performance, because Strength of Will has an enforced downtime. And yet again, citing that you can build a Willpower Tanker who does more damage than Stone Armour is not an argument, because Willpower offers no intrinsic offensive benefit. You can say the exact same thing for every other Tanker primary because it's Stone Armour that debuffs its own offence, not the other sets that have greater offence as a set benefit.
All other sets would would fall into the same boat. When all the sets are looked at from a peak sustained survivability standpoint, Stone Armor is number one. While in the state of peak sustained survivability, Stone armor also comes in with the least amount of damage. That to me shows a level of balance, though obviously not enough.
Quote:Even relatively weak T9 powers like One With the Shield and Strength of Will still have enforced downtime. If you want a perma T9 that climbs on top of your existing shields, you WILL have to give up rather a lot. In fact, you'll have to go back to the old days, when Elude shut down your attacks completely.
Tier nine to me = Power in the ninth tier of a power set
Tier nine to you = God Mode
In that case I completely agree with you. Having Stone Armor's lesser armors and Granite Armor with its levels of defense and resistance still intact would be way overdoing it.
Quote:It's not semantics and they didn't reduce offence to zero. You're thinking of Rage. Personal Forcefield does very much disable your offence at the source by applying an Only Affecting Self effect. Unlike the Rage Crash, you don't attack with very little damage but still full status effects. You cannot attack at all, because your attacks are prevented from firing to begin with. This is the exact same treatment Elude had back before I1 (the manual describes it as preventing you from attacking, and its name suggests that it's used to RUN AWAY), and it was changed because that's a stupid mechanic good only for gimmick powers in less "important" places in powerset progression. If you want your Granite Armour to say on perma and retain its current levels of survivability, then this is the kind of drawback you are looking at, and that just won't happen. Obviously.
Quote:You overestimate what it takes. Hasten not only overcomes the recharge debuff but actually gives you recharge faster than normal, JUST Swift removes the run speed debuff entirely and makes you run even faster (Rooted notwithstanding) and the damage buff is EASILY overcome by something as simple as being a Brute. A single attack from an enemy earns you, I believe, 5 points of Fury, equivalent to a 10% damage buff. Three enemies will put you on an even keel, and you can generally fight a lot more than that.
I guess I cant reasonably gauge the balance factor that -jump inflicts because teleport has always been my favorite travel power.
Quote:Again, the drawbacks in Granite Armour as they are right now are mainly annoying and do little to offset the armour's HUGE survivability increase. That's why nearly every Stone Tanker or Brute you see out there is perma-Granite. There's very little reason not to be, hence why it's bad design.
Quote:Stone Armour in general is a set that has a lot of potential, but is so balanced by annoyance that far too many people just don't want to bother. And that's not good design for a set.
P.S. Sorry for the long post delay, I have been tied up with things the past few days! -
Quote:Which is why they're roughly equivalent mitigation mechanisms. Resistance is allergic to debuffs because you can't avoid them. Defense is allergic to the RNG (though no one ever seems to bring up the fact that you're just as likely to have the RNG provide you with more mitigation than you're supposed to).
Correct. However the increase in defense does not make up for the loss of resistance because of this difference. Right now my Tanker will not die from getting hit by a defense debuff because I am either in Granite Armor or I can turn Granite Armor on if I need to; however, if Stone Armor were turned into a predominantly Defense oriented set then defense debuffs, Arch Villain spikes, things that I did not have to worry about before, are now a big problem. I have the advantages of both high defense and resistance now.
Is your stand that, this shift is just an outcome of the nerf?
Quote:You're assuming that providing 50% +res(all but psi) on top of the levels of resistance I recommended fixing to address the problems with levels wherein Granite is unavailable. Unless you want to weaken the levels wherein you don't have resistance, you're not going to get a reasonable fix that doesn't either weaken Granite's resistance or totally **** everything up. I chose those numbers for a specific reason. Realize that. Plug them into the spreadsheet and you'll see. They weren't an arbitrary choice.
Quote:And I realize what you mean. It doesn't matter how you overcome it. If a weakness is easy to overcome with any mechanism, then it's not a weakness.
Quote:You're quoting a post from Castle wherein he lamentably demonstrated a noticeable lack of knowledge concerning what's going on. You're not really going to make much headway with people that actually know what's going on by quoting that.
If he doesn't care that Shields can get extraordinary levels of protection (I assuming from IOs), why would he care about Stone Armor doing the same thing?
Quote:Are you sure you want to accept the level of nerf that it would take to offset the ability to be completely unkillable all the time? Are you really sure?
With SOs Willpower will have more damage and Stone Armor will have more survivability. It seems balanced to me. Yes changes on a power by power basis, like transferring defense from Granite Armor to the lesser armors, but overall the sets have strengths and weaknesses that set them apart from each other.
Quote:There is a damned good reason why you can't have a perma-tier 9: it's a friggin' perma tier 9! If you don't believe that it's fundamentally flawed to be able to not die while you're able to kill them, no argument is going to address that. You've pretty much decided that it has to be perma.
Let's say we changed Granite Armor to:
-Mutually exclusive to all other toggles and powers
-Reduces defense by 10,000%
-Reduces resistance by 10,000%
-Reduces Hit Points to 1
-Reduces regeneration to 0%
Would it still be considered overpowered just because it is still a perma tier nine? Why is there no middle ground that we can find where Granite Armors bonuses are balanced around being perma?
Ex. Why do Fire Controllers get three pets? They're pets! They should only get one!
There are two responses to this.- Three weaker pets are balanced against one stronger pet in other sets.
- Control sets are all different. Similarity would make things boring.
Quote:They didn't reduce the offensive capabilities of the PFF: they removed them.
Quote:And the reason they removed them was because it was too easy to bypass the restrictions. The same thing applies to Granite Armor (grab a kin and go, or just slot some +spd IOs).- Are you saying that there is too much synergy between Stone Armor and Kinetics? That is a whole 'nother argument altogether about how archetypes interact with each other.
- I think you are vastly underestimating what it takes to bypass the downsides of Granite Armor (at least +30% run speed, +65% recharge, +30%, damage, and nothing can get past the -jump).
I was merely pointing out that balance can be found with toggle powers that provide high levels of defense. In the case of PFF for squishies, yes, it did mean the removal of offensive capabilities; however, tankers, brutes, stalkers, and scrappers were meant to have damage mitigation in the form of toggles. -
Quote:True, however Resistance has its secondary effects. Letting you live through two consecutive hits the Random Number Generator decided you needed and not being susceptible to cascade failure due to lack of defense debuff resistance is something defense cannot offer.In my experience, I see defense and resistance as being functionally equivalent. Sure resistance is constant, but defense allows you to avoid the secondary effects of attacks that would otherwise bend you over (-rech, -end, -def, etc).
Quote:The point of providing those number is twofold: Cottage Rule prevents removing any function of the power (so it's impossible to simply remove the defense) and intelligent design prevents reducing the defense value to an arbitrarily low value (so that there's no real point in enhancing those attributes).
Quote:However, a statement like...
...is simply asking to be overpowered. If the negative attributes of the power are easy to work around, you're not asking or balance. You're asking to be overpowered. One of the primary problems with the set (and the devs agree that it is a problem) is that non-Granite is too weak and in-Granite is too strong. Asking for the problems with Granite Armor to be easily worked around isn't asking for balance: it's asking for the current overpowered state of Granite Armor to remain. If any change happens to the set, I can assure you that's not going to happen.
Granite Armor gives a -100% recharge debuff
Rooted gives a +100% recharge buff
What I mean is easy to overcome using IOs. Nerf something about the power that can be made up if a person is willing to put the influence into it. Many power sets become overpowered when billions of influence is shunted into them, why should Stone Armor be any different.
(Especially considering this. Castle: I'm not too concerned about the protection levels shields can generate; it'll be needed.
Another alternative would be for the devs to add +resistance set bonuses. That way the slots that I used to use to increase my defense (no longer wanted due to the lesser shield buffs) can be used to increase the nerfed resistance.
Take power away from Granite Armor if you must, but take something away that people can IO back in.
Quote:If you honestly think that this is anything approaching an intelligent reason to allow for the power to be perma-capable, you have no clue what you're talking about. You might as well ask for Instant Healing to be perma-capable (and not "perma at cap recharge" either; I mean "perma with moderate IO slotting") or for the rest of the classic tier 9s be up all the time like they used to. The ability to maintain tier 9 survivability at all time is simply broken.
Quote:The ability to maintain tier 9 survivability without downsides at all time is simply broken.
- Unstoppable without a crash would be overpowered.
- Unstoppable (At 1/4th the +resistance it gives now) with the same crash would be underpowered.
Therefore - We know there is a middle ground where Unstoppable is balanced (Currently where it is now).
Granite Armor currently is overpowered. I personally don't think it is, however Castle doesn't agree. Therefore we need to nerf it enough that it is no longer overpowered.
Why does it have to lose being a toggle (effectively, even if it is still mechanically a toggle)? Why can't we debuff other effects like damage, Defense, etc...
Quote:It's not a question of maintaining high sustainable survivability. It's a question of whether you should be able to have sustainable survivability that high. As Castle has shown with his treatment of every other set and tier 9 in the game, the ability to indefinitely sustain survivability as high as Granite Armor is an anomaly and not one that is present thanks to good design.
Not all tier nine's have to be the same. (Note: I am not saying that is what you want, however I don't see why Granite Armor can't be perma if it has enough downsides to balance it.)
Quote:Asking for the power to be perma simply because you want to be unkillable all the time isn't a viable argument, especially when the discussion is supposed to be revolving around balance rather than arbitrary desires to maintain the status quo of survivability knowing that it's stronger than it has any reason to be. There's no risk involved, much less any question of skill.
Is Granite Armor's survivability bonus balanced by the fact that it reduces offensive capabilities? No? Then why not reduce the offensive capabilities more, rather than reduce the survivability bonuses?
Quote:The other main one that I considered (though not the one I prefer because it is substantially easier to work around than a hard-coded maximum uptime) was having the endurance cost of the power slowly ramp up the longer it is on. The recharge time would still need to remain high to prevent simply toggling it on and off in order to reset the endurance cost, but it would allow you to keep it on indefinitely... if you can pay the continually rising cost. -
Quote:As long as the endurance cost wasn't so high that I couldn't IO it away, I would be for this.Lower Granite Armor's numbers so that, if using the rest of the power set at the same time, it equals out to "Granite Armor" numbers. Remove the "No other armors" portion. Remove the -speed and the -damage. Add +jump. Increase the end cost in order to make it prohibitively expensive to run all the armor toggles AND Granite armor at the same time for any length of time without some serious end boosting.
There ya go. Just fixed most of the perceived problems with it while also keeping it mostly balanced.
-Rachel- -
Quote:My experiences differ from yours. I love Granite Armor on my brutes.I like those changes. As a Brute player, and a solo player, to boot, Granite Armour is a giant turn-off. I mean, I use it when I'm just about to die because the REST of my set can't seem to keep me alive, but at the damage and recharge penalties it brings, it's basically shooting myself in the foot. Yeah, I can kind of defeat its recharge penalty with Hasten, which I have, but that only last, what? A minute? Two minutes? I'd have to check. Once that goes down, I'm useless, so I might as well drop Granite Armour and take my chances otherwise, in essence forcing me to use it like a normal T9. Yeah, from time to time teams will force me to use it all the time, promising to handle doing the damage (both missing the point of why I chose to make a Brute AND failing to deliver most of the time), but I find the very concept of turning your character into an impotent taunt bot to be bad game design at its height.
By turning Granite Armor on before entering a group I can build up fury from their initial assault. Once at full fury I can detoggle Granite Armor and lay waste to whatever is in my way. Even if the NPCs would take me down eventually, the huge damage I am putting out will defeat them long before they have a chance.
If the group is strong enough to take me down outside of Granite Armor before I can take them out, then I can take a few of them out with my fast recharging high damage power like Boxing, Jab, and Punch. After any troublesome enemies are out of the picture, I can then drop out of Granite Armor and finish off the group.
The ability to gain full fury in relative safety while still being able to toggle on Granite Armor as an 'oh shoot' button makes Granite Armor extremely desirable to me on a Brute. -
Quote:The changes that I suggest that will likely draw the greatest ire from the populous are the changes to Granite Armor. Some like how the single power renders half of the set completely irrelevant. I consider that to be simply bad design and designed these fixes to address that. On the same note, I think tier 9 powers should be powers that highly augment your survivability for a short period of time. These changes address that point too.
I think it is relevant to note that the Tier Nines seem to fall into four categories:
Powerful-This category has abilities which increase survivability greatly, last for a long duration, have a large crash and take a long time to recharge (These are all relative to Numerable).
Invulnerability: Unstoppable
Energy Aura: Overload
Electric Armor: Power Surge
Super Reflexes: Elude
Ninjitsu: Kuji-in Retsu
Numerable-This category has abilities which have affects similar to those in the Powerful category, however the pros (Survivability and Duration) and cons (Crash and Long Recharge) are both lessened creating a weaker shield that is active and useable more often.
Shield Defense: One with the Shield
Willpower: Strength of Will
Regeneration: Moment of Glory
Resurrection-This category has abilities which resurrect the user enabling them to get back into the fight immediately after death.
Dark Armor: Soul Transfer
Fire Armor: Rise of the Phoenix
Miscellaneous-This category has abilities which do not fall into other categories.
Ice Armor: Hibernate
Stone Armor: Granite Armor
Quote:The changes are pretty overarching. In order to address Granite Armor rendering the rest of the set obsolete, I would reduce the +res component to 17.5% +res(all but psi), the +def component to 6.25% +def(all but psi), and remove the mutual exclusivity (so that it can be used on top of the rest of the set and turned off and on without requiring you to take time to turn everything else back on). These changes would allow Granite Armor to maintain roughly the same level of survivability it now enjoys (on par with Invuln + Unstoppable) while preventing it from completely rendering the rest of the set null. On top of that, I would have the power automatically turn off after a set period of time (120 seconds) in the same manner as Phase Shift, while increasing the recharge to 300 seconds with the recharge unaffected by recharge enhancements (like OwtS and SoW). To make up for what most people would probably view as substantive nerfs to the power (even though the survivability remains roughly the same and the only real change is forcing the power to be used with a known downtime), I would remove the -dam and -rech penalties while adding 35% +recov (to grant .5 more end/sec than the cost of the toggle). There would similarly be no crash, though the mobility penalty would still apply (cuz you're still a giant rock). The power would just turn off when you chose to turn it off or when it had been on for 120 seconds, whichever came first.
Reduction of Granite's resist to 17.5% is unacceptable to me.
Get rid of the defense altogether, increase the movement penalty, keep the damage and recharge penalty, get rid of the recovery bonus, whatever, but leave the resistance granted from Granite Armor the same. The reason that I chose Stone Armor was due to the high peak sustainable survivability that one can get from it. If you must lower something (In this case you have to in order to allow stacking without insane levels of survivability) then lower things that can easily be make up for. I can regain the lost defense from set bonuses, I can choose to be a brute so that fury makes up for the damage debuff, however I cannot get more resistance (above and beyond Stone Skin, Tough, and Granite Armor) from any other self-gained sources (Yes I can get some from set bonuses, but nowhere near the amount of defense bonuses I can acquire). Getting rid of the Resistance bonus is far too large of a survivability nerf, which defense does not make up for (I realize in your model statistically it does, however in reality it does not).
Automatic detoggling is something I am against for many reasons.
- I am one of the few that love the look of Granite Armor. I do not want to be constantly thrown in and out of it.
- Detoggling powers after a set amount of time really annoys me. While still aggravating, things like Hibernate and Phase Shift are on thirty second timers making it a bit easier to keep track of. Something on a 120 second timer is a lot harder to keep track of and this alone would kill the set for me. If it is going to detoggle I need something to show a countdown.
- I would not be able to keep peak performance at all times. One of the many reasons I chose Stone Armor was due to the fact that I did not have to worry about Granite Armor dropping ergo dropping my survivability. If I wanted peak instantaneous performance I would have chosen Invulnerability, however I wanted a high peak sustainable performance and a cool looking suit of armor.
-
Quote:My point is:That's exactly my point. No tank, no powerset, can tank LR in STF without help, buffs or insps management. What you said of 'only needed PB fortitude and AB is an inmense deal.
A) An Invuln + Buffs can tank Lord Recluse
B) My Willpower gets similar numbers to an Invuln + Buffs
C) My Willpower can tank Lord Recluse
At least that is what I see on paper.
My Stone/Stone tank did solo tank Recluse at one point. Since you're confident he can't now, something must have changed. I can't find out what has changed (though I must admit my search fu=teh suck) however I am curious. What outside buffs would our Stone/Stone tanks need to stand up to Lord Recluse (Assuming the Stone/Stone is using SOs)? -
I agree with the thought that there is some kind of bug going around with the 'M' NPCs. At one point I wanted to use them to figure out how fast I was PLing my characters up. With a level-pacted toon, that I was running in my missions, I went to check my progress and it said around 25 hours. Just for fun I went to check with the toon that was level-pacted, whom I had not logged on since his day of creation when I made the level pact, and he had something like 3000 hours logged. Even if he had been gaining hours offline there was no way it was even close to 3000.
-
I have been pondering changing the slotting in Tough.
Do you think it would be worth it to take out the three Aegis's and instead put in Reactive Armor (Endurance/Resistance, Endurance/Recharge, Endurance)?
Basically it would be trading in 3% Fire/Cold Defense for 1% Energy/Negative Defense. Due to the fact that many times Energy attacks carry -defense, I am leaning towards it being worth it. Any thoughts? -
Quote:My Stone/Stone Tank has solo tanked him and an army of his spawned bosses before, but that was a while ago.NO tank in this game can solo LR in STF without outside buffs or good insps management. His Acc, dmg, and speed boost are overwhelming. It is so by game design.
I also just recently was on a Master of the Statesman Taskforce where our tank was an SOed Invuln/Super Strength. All he needed was a powerboosted Fortitude and Adrenaline Boost and he could stand there all day spamming Taunt. His defense and resistance to smashing and lethal damage were only slightly more than what I am getting in my build (Differences are 8% and 18% respectively) and I have 350ish more Hit Points than he did. His regeneration was significantly higher than mine; however, I don't exactly know how much 600% more regeneration will affect the situation. I also am unsure how to calculate the impact Siphon Life will have.