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The three tohit debuff in RTTC are a waste. Really. If you do a respec, take them out unless you want to use those slots for IO set bonuses. There are several healing sets that give +max health, and you could get 3 miracle and 3 numina in there to justify the slots. Three of the taunt set "triumphant insult" will give 1.88% smashing/lethal defense, which would work well if you get several other s/l defense bonuses.
The endredux in mind over body are a waste. One is ok... unless you have a very specific build that needs five or six slots for a resistance IO set bonus (hahah). 4 of one resist set can get 56% res and 70ish% end redux enhancement. I've 5-slotted some resist toggles with reactive armor, but I can't think of any others that are remotely worthwhile for survivability, unless you really need Aegis' defense bonuses.
There isn't much that can be gained from indomitable will to add to survivability; in my experience willpower doesn't get much out of that psionic defense. 4 of serendipity or luck of the gambler will give some health and regen, though, for a small overall boost while keeping the defense enhancement.
There are some 5 or 6 set bonuses in defense sets that can add some global defense if put into indomitable will and hightened senses, but, again, they're not going to make much of a difference unless you're do the same in several powers. It would probably be better to stick to 4 of serendipity or luck of the gambler.
If you're thinking claws isn't capable of "high damage", I'm inclined to think you've made some slotting errors there. Getting basics, like (5) crushing impact in your melee attacks and (6) thunderstrike in focus certainly help both damage and survivability. Other than that, get tough and weave and start looking at picking up several global defense and/or max health bonuses from sets. How far you can go with sets depends greatly on how much inf you've got, so you might want to throw in that bit of information before people start posting builds billion+ builds. -
Quote:Take the long term player perspective and shove it. I've been here since April '04 and to suggest my opinion is more or less valid than someone that's been here 3 months simply because of time is absurd.people that have been here alot longer then you, might find it better then YOU think
I think the idea combats the demand for and utilization of low and mid level content... content that not only adds to my personal enjoyment and appreciation of the gameplay and story but also the appreciation of those factors for newer players. City of Heroes does a better job of keeping veteran players mixed with newer players across the game than any other online game I've played.
I wholeheartedly believe other games ignoring the low-mid content, or using it solely as a means to propel people to the "high end", is what caused some of them to die out.
Some people are just not satisfied unless they are at the highest level with the best gear/abilities/widgets. I cannot drop the feeling that this is a significant portion of reason for the popularity of total respecifications. Devaluing most of the game so people can play the "high end" quicker is, in this noobs opinion, the wrong focus. -
Quote:Higher prices devalue the inf sinks from activities such as crafting IOs or purchasing other enhancements (SOs, DOs, TOs) and in turn makes crafing IOs more profitable. They also devalue the influence faucets of defeats or 'vendoring' loot such as recipies, enhancements, or salvage.I guess we should ignore this obvious example of a flipper causing the price of salvage to increase - or find some reason to discredit it as not really happening.
This creates a relative benefit for those that have access to smaller direct sources of inf, such as lower level characters, who now make comparable incomes to higher level characters that pariticipate in similar activities as their low influence rewards are trivial compared to the value in salvage they get. This can benefit higher level farmers depending on what and how they are farming, though those that see the bulk of their income coming from sources such as vendor prices for common recipies will suffer.
Those that suffer the most are those that rely entirely upon direct inf sources such as mission completion awards and defeats yet still rely upon the market for enhancements and other products.
Since teams have bonuses that apply to defeating enemies but not to the salvage and recipies acquired from those defeats, large teams are indirectly devalued financially compared to solo play, though whether teaming is in the end more profitable than soloing for an individual still depends on the character and team makeup.
Which one are you? You appear to be complaining so I'm thinking you're typically teaming in high levels and let your salvage inventory overflow while continuing to purchase new enhancements. My advice: stop. -
Quote:The method advertised in thread's original post does not distinguish between the damage mitigated by going from 0% defense to 5% defense, 40% to 45%, or 45% to 50%, as it all cases, the same amount of additional damage is mitigated. And it's true for a certain amount of DPS.Wut?
Any method that doesn't either generate a degenerate value or infinity for the relationship between 100% resistance and some value of regeneration is broken.
100% resistance only 'mitigates' the damage that is actually applied, so in the method used by the orignal poster, being able to regenerate that amount of hitpoints is equivalent in that instance to 100% resistance.
So yes, it's broken. Very broken. -
I put in 50% defense in the spreadsheet with DPS at 100, 0% resistance, 20 regen, and 1800 maximum hitpoints. The regeneration that compared to this 50% defense was 50 additional points.
Mathematically, this is true. In both instances, such a character will go from 1 hitpoint to max in 90 seconds. Also, going from -5% defense to 45%, or instead from 20hp/s to 70hp/s, the character will go from 1hp to full in 120s. Again, 50% defense = 50 hp/s.
While we have caps on defense, in-game caps, which are subject to change, do not alter the relationship when the survivability mechanics remain the same.
To compare this to something more realistic, look at 100% resistance instead of 50% defense (since I see no one complaining about that relationship in this thread). 100% resistance has been possible before in this game. Using the method applied by the original poster, a level of regeneration can be found that is equivalent to that 100% resistance figure.
Also we have something that mimics the effects of uncapped 50% defense against enemies with a base tohit of 50%: Phase shift. Using phase shift we can similuate these effects and have an apt comparison for survivability purposes. Again, this same method used by the OP can apply a regeneration % that is equivalent in mitigation to phase shift.
edit: So, let's say that since 100% resistance or 50% defense is impossible to reach after caps, what value of regeneration must I have to achieve those effects? I put in those values into your formula, and tada, I can now survive as much as an i0 perma-unstoppable tank.
This method is wanting. -
Ultimo, would you do me a favor? I'd like you to try a build with power bolt, power blast, and power burst. Slot all three with one accuracy, three damage, and two endurance reduction. Six slots. I won't bother with commenting on everything else as long as you have dispursion and stamina slotted as they are.
Have no more than these toggles running: hover (with an endurance reduction please), dispursion bubble, & combat jumping. Maneuvers is optional, but for these purposes do not run maneuvers and weave.
Use no offensive powers other than the following: power bolt, power blast, power burst, and force bolt (when needed). Sniper blast is an optional exception only if it is slotted as previously mentioned. Do not use any melee attacks. Use your powers to keep the foe out of melee.
I think using your character's 2nd build to do this would be reasonable as I understand you are typically hesitant to alter builds in such a fasion, though I do whole heartedly suggest nothing less than 6-slotted attacks at your level.
Under those conditions, retry your encounter. IOs may be used, but SOs are sufficient (I won't tell you to get rid of your thunderstrikes). I guarantee you will have better survivability and damage with those conditions, and am quite seriously willing to monitor any battle against a single enemy that still provides problems.
I know many have said this before, but my inner forcefield defender cries at your epochal struggle with endurance. I am posting this while I am too drowsy to be obnoxious.
One more thing: I have mentioned avoiding melee. While you may reject this out of playstyle preference or for thematic reasons, humour us for the purposes of this discussion. To properly observe mechanical limitations, thematic limitations must be put aside. -
Quote:Buying a recipe and making profit off of the sale of the finished enhancement does more than simply provide the service of finding and crafting that enhancement for the customer.
saving a potential player a considerable amount of time and effort
In the instance where there is someone already doing this activity, an additional marketeer moving in increases the selling price for the recipe while decreasing the selling price for the finished enhancement, both of which should be considered favorable by anyone that doesn't care to invest much time into the market.
There are only "obscene" profits made from the crafting of enhancements when there are few, or one, people pursuing those recipes. Those profits should attract more marketeers, which would stabilize the costs due to the competition.
This only becomes a problem where there are few, or one, people investing in a niche. However, in my experience, in situations where one person can reasonably control an item that same item is extremely under supplied and the (typically) high selling prices for that enhancement are the only way to keep any supply in the market.
More than once I've seen a particular enhancement that spans 15~20 levels available at only two of those levels. I feel no guilt for purposefully putting up such enhancements for sale at inflated costs. I've even bought some from myself on other characters because I was the only one that had them up for sale.
It doesn't matter how much something costs when there are none for sale. Any long time red-side player can tell you that.
They're so cute when they cry. -
Quote:Today my shield/stone got hit by a longbow warden's dominate (does not check against positional defense) for more damage than he had max hitpoints due to autohit -res. He got rezzed back up, and was hit by levitate (which ignores positional defenses as well) for 2203 damage, awarding me a debt badge.On the other hand Shield is better against the very rare Psi mobs.
I just thought I'd throw that anecdote out there. -
Well, I've received all kinds of 'hate mail' or hate tells in game and on the forums, but mostly only due to the anonymity of the reputation system.
I must strive harder to antagonize those with entitlement or socialistic tendancies. Seeing that email made my efforts seem... hollow. -
Quote:Well, this isn't a statistical analysis, but I've seen several who are essentially looking a gift horse in the mouth because this doesn't come with extra slots. It ranged from "please?" to "omg this sucks". I had to edit my signature specifically for this level of whining.People want their cake and get the bakery for free as well.
Edit: I'm sure that many peoples statements about wanting more slots can be reworded as, "I want more set bonuses". Not everyone, but I'm sure lot of people.
Quote:I'm a little concerned about this as well. My initial reaction was "Yay! Three more powers." However, unless we get additional enhancement slots, I'm not certain how beneficial those extra powers will be.
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A one slotted damage power? A hold? Defense? It seems that with only one slot available most choices are going to be underwhelming at best.Quote:My only problem with inherent fitness is that we won't get any extra slots for the powers that we have to take in their place, so they will end up being unused dummy powers. Incarnate levels has a *chance* to fix this. I just think that dispersing the enhancement slots we have is already hard enough without adding even more powers to the mix.Quote:But so far from what I'm seeing it looks nice. I mean, the whole force-respecing everyone's characters will no doubt be annoying and then the issue of the three powers to choose and pitiful amount of slots they'd be letting us put into those three powers isn't really ideal. But if it must be done then okay. I won't complain about being given stamina for freeQuote:If I'm going to grab fireball on my scrapper, is it really worth the one slot that is going to be allowed? Not the slightest. Or if a character is going to grab Aid Self, is it worth only having one enhancement in it? Sure, having the power itself can prove beneficial but the beneficial gain is less the negligible.
If it is a concept thing to pick up Phase Shift, then by all means, go for whatever makes you happy. But that doesn't mean the entire playerbase should be forced into having powers that pretty much won't help the character out much. Slots are there for a reason, and not being able to add any to these moves is a little upsetting.Quote:I'd like to maybe see (in the future at some point), an option for lvl 49 (47 too maybe) where you can choose a power or 3 more enhancement slots. Obviously you can't do more than 6 slots in a single power but...would be nice at some point on some characters to have more slots than a power you may never use.Quote:Sooo... since all characters are now going to have several more powers than they used to (Either they didn't have Fitness, and are getting it all now, or they did and will be switching it for something else)... more slots, maybe? Please?.Quote:So are we getting more slots so we can slot the three powers we're going to take instead of these? Because if not, then making them inherent really doesn't change anything.Quote:Aye. If we don't get extra slots, it's going to make already tight builds tighter.Quote:My builds take Swift, Health, and Stamina. I use 4 slots on Health and Stamina. With them as Slottable Inherants, I will still be using those 4 slots. That means I'll have 4 less slots to use on Primary, Secondary, Pool, and Ancillary Powers.
Aaaaand that's about where I stopped reading that thread. -
Quote:The situation isn't so much not worth enhancing but rather that the benefits of using the default enhancement slot are less than if that slot could be placed elsewhere."If you don't want to slot a power at all, even its default slot, why did you take it? I can't imagine why you'd use a power in such a state or that you couldn't find one aspect worth enhancing."
The question of a power being "worth slotting" is highly subjective. Maybe base stats on stamina is sufficient recovery for my tank to do what I want.
Or put another way tons of folks take combat jumping for the immob protection and combat movement, but I have yet to see someone recommend ED capping the jump or defense components.
Ice patch is another example, it works fine unslotted, why not use the base slot somewhere else?
Some examples of where I wouldn't care if I lost a default slot:
Taunt, travel powers, minor resist passives (rpd, permafrost, etc), wet ice, phalanx fighting, grant cover, health, rez powers, aim, speed boost, increase density, force bolt, stealth, vengeance, mastermind pet upgrades, gale, bonfire, and quicksand. I could probably come up with a dozen more if I looked through my characters, and all those are powers I'd pick not because they are a prerequisite to another power, except perhaps gale.
Then, it's not just the ability to move that default enhancement, but also to postpone it. That would allow me to use enhancements in more efficient locations at low levels where enhancements are at a premium and then later add a few enhancements to the powers that don't need it as much.
I often make use of slotting those powers late in a build or when I get around to pursuing set bonuses, but it isn't strictly a utility that makes sense due to forced prerequisites, though there is the advantage there as well. -
And to add a chance for +end to the user for the targeted attacks.
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Quote:Even if all defense set bonuses were scrapped it wouldn't be as bad as enhancement diversification, even if you're talking only in terms of ED's effects on survivability. Though, that is a bit of a complicated matter for comparison's sake considering the changes to defense calculations in i7.The problem with a change like this would be that it'd invalidate a lot of high-end builds people have spent time on. I do agree, though, that they should have done it at an earlier stage, but right now it'd be just like ED all over again.
While I'm favorable to a form of diminishing returns on defense and resistance (i.e. two 50% defense buffs equate to 75% cumulative defense), the fact that the several additions of new IO sets repeatedly added new ways to increase a character's defense suggests the developers don't even see this as a problem. Until they see it as a problem, there's no need for a solution.
I also challenge the notion that the developers consciously gave us the amount of available defense bonuses deliberately and also deliberately gave us a smaller portion of resist bonuses. I'm sure each 3.13% defense buff is intentional, but blasters with 45% ranged defense or defense soft capped dark armor characters doesn't seem to me to be the goal.
To suggest that we are given defense bonuses so liberally because of how they are occasionally so thoroughly nullified requires the developers to both acknowledge and accept how devastating these effects are on characters whose mitigation is predominately based upon defense. That line of thinking conjures the notion that we got a lot of defense from the new PBAE sets because things like rularuu eyeballs and quartz pets rip though defense anyway. To the contrary, I'm not sure those in charge of such matters even fully realize the effects of those types of situations. -
That's not the only way to correct the imbalance. Defense set bonuses could be (and I'd propose should be) reduced in either availability or magnitude.
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In that instance you sell it for 3k.
Highest bidder always wins. Lowest seller always wins. -
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Not to be argumentative, but we are getting extra slots. We're getting the four slots that automatically come with each fitness power for free. Every character will be able to use four more enhancements than they can now.
While I can't agree with anyone asking for extra slots, I have liked the idea several years old now to remove the free enhancement slot we get for each power and instead add an extra enhancement slot to the following level. If we want to throw in the obligatory one enhancement slot into a power we can, but we could also leave some power unslotted and therefore divert slots to areas we may want them more. -
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I think what I like most about this market is the people the complain about profiteers and the like. Complaints about prices and availability give me a chuckle when I think about the people that makes the same complaint when gas prices go up ten cents or a popular toy is sold out on december 24th.
For visual aids:
Gimme gimme gimme and 3min 30s, I want I want I want
The truth is far too much fun... -
Stone is the king of THIS SPOT RIGHT HERE.
Unfortunately, fights aren't usually at the top of a hill, so it's not a very notworthy title. -
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Quote:http://boards.cityofheroes.com/showthread.php?t=132369http://boards.cityofheroes.com/showt...results+are+in
Powerset DPS EPS
Brute Energy 157.5 3.3
Brute Stone 137.5 3.5
?_?
Brute Stone 218
Brute Energy 207.4
?_?
See, I can do it too. -
Quote:Beyond the semantic point here, I'm not so sure what the value of this distinction is. It's 'more damage' in the form of a larger base damage, faster recharge, less endurance, or whatever metrics you wish to use... in exchange for hitpoints. In any situation where energy melee could or can outdamage any other melee attack set, it's doing so by sacrificing hitpoints. Take that out, and energy melee cannot outdamage fiery melee, and any changes to the activation or damage of energy transfer cannot change that.One could just as easily say that ET pays HP to get a power to recharge faster, not to do more damage.
Also, that's not so much my argument as it is the argument of "a lot of people in these forums" which I recall you seeing before. I try to avoid quoting that portion of the player in my attempts to remain free of rabies, but I know you know that stance.
Quote:And 'it doesn't sometimes work' is not a great argument against the stuns as a design element. Fire's DoTs are random in their duration and damage, and even if they're not, sometimes fire gets resisted.
So, if the lack of mitigation is the explanation for insisting on giving fiery melee the 'best' damage, any single target damage advantage energy melee obtains over fiery melee while making use of energy melee shouldn't be viewed as a 'balance' problem or uncalled for per se. Sacrificing survivability for extra damage is not something that is monopolized by fire.
What would be clearly unbalacing is for energy melee to outperform fiery melee without energy transfer, and that isn't what's been offered.
I like to think that if the drawbacks of energy transfer are acceptable for the strengths of the power, any damage advantage obtained by its excessive use should inherently be acceptable because doing so also causes excessive penalties to be applied at the same time. If that's not true, then energy transfer needed a change to something other than the animation time, and still needs it.
I consider resists a red herring that continuously distract scrapper lovers who have never played a non smashing/lethal set. That should be an issue of content design, not powerset balance. -
Considering significant portion of energy melee's damage is coming from an attack that damages the user, as well as energy melee having arguably the worst AE damage of any melee set, there are a lot of people in these forums that have expressed exactly that in therms of single target damage. Even then, fiery melee would have significantly better AE damage and overall more efficient damage per endurance. I deliberately ignore the crackpots asking for large sums of AE damage.
While it's all nice and wonderful to simply place the attack set with the least mitigation as the set deserving the highest single target damage, one must weigh energy melee's damage it inflicts upon its own user against the benefit of disorients which, like most controls, don't always work.