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Posts
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Quote:The upped regen wasn't nearly as much a problem to people as when they finally got Regeneration Debuff resistance put into the AV resistances, and it went up to 95%. AVs became pretty frickin' unstoppable for a short period of time. Then it went down to the 85% we have now.If you attempted the LRSF during that short window of time, -regen was pretty much essential. But it didn't require six kins. Two rads were plenty. I did the math myself at the time, and I believe our team had two rads, a kin and a dark: more than enough -regen for the job.
I'm pretty sure it was base regen that was increased at the time, by the way, not regen strength. That fact was critical to understanding the effectiveness of -regen debuffs. -
Quote:So what you're saying is that Blasters perform as well as everybody else except for those specific cases, completely in contrast to what this entire thread has been saying?How many times do you fight melissa in a mission ? Operative whoever ? vanessa devore and her entourage ?
Its not that hard to keep the resources you need for the fight you know you will have to face.
I wasn't aware that inspirations were going to be available for RMT in freedom. Just one more reason not to like that I suppose.
Small insps last for 60 seconds. A solo Blaster going through a mission will take a lot longer than that... do you have any idea how many insps the Blaster would need to maintain the damage cap throughout an entire Carnie mission? That is seriously not the solution to the balance problem (not to mention that inspirations is never the solution to a balance problem). -
Quote:Heals are not affected by your current max HP, no, but the modifiers have been made such that Siphon Life and Aid Self heal you for 10% of your unmodified max HP, no matter what AT you are. As a result of this, no matter what your AT is, and no matter how much +HP you've gotten (since +HP is always a %), it always takes the same number of spams of Siphon Life to bring you back up to full from 1 hit point (caveat: assuming you aren't so high that the HP caps prevent them from having the same +% max hp).Highlighted portion is false, and was pointed out as false earlier in the thread.
So, since some people still don't get it...
HEALS ARE NOT A PERCENTAGE OF MAX HIT POINTS.
Regeneration is affected by your current max hp. Heals are not. The modifier does not change based on your hit points. It is based solely on your AT.
Thank you. That is all.
No, heals don't scale automatically as your max hp gets buffed (so long as it comes from you and isn't from a Destiny power), but the % amount of the heal gets reduced the same regardless of Archetype. Siphon Life will heal 10% of my hp no matter what AT I am if I have no max hp buffs; if I have 10% +HP, then it will heal 9.09% of my max hp, no matter what AT I am. That's just how it falls out. -
Quote:No.
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I cannot abide the rules-lawyers in here or in RL. They are a waste of resources IMO.Quote:I think they are saying what 99% of the non forums folks are saying: COH is so easy that AT doesn't matter.
Pick any 8 and go to town.
I still find the "blasters are poor performing cause of powers that only function in levels 45-50" to be an insanely silly argument.
EDIT: SOME primary and secondary sets could use work, but that's true of every AT.
Quote:Not 100%, ~100% - what else would activating a Blaster power do, if not damage? The vast majority are attacks, hence ~100% damage.
Can Controllers or Defenders deal damage 100% of the time? Sure. Would it gimp them horribly? Sure. Are the vast majority of their buff/debuff powers non-damaging? Sure. So assuming they use all their abilities, they would only be dealing damage ~50% of the time, no?
The % of time spent doing things is important because an AT who spends ~100% of their combat time dealing dmage, will gain a better boost from damage buffs (in this case, Musculature Alpha) than an AT that spends ~50% of their combat time doing things other than dealing damage.
How is this not basic? -
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Quote:I would not dare argue with this. As damage buffs are added to the mix, Brutes need to receive comparably more of them in order to keep pace (at a rate of 3:2), but the Brute self-damage buff is lower than the Scrapper self damage buff, so the opposite happens and the Brute falls behind. But there's a massive difference between "falls behind" and "does terrible damage"; likewise, there's a difference between "less survivable" and "useless defense". There're ridiculous amounts of hyperbole in this thread for what is actually a very simple damage vs survivability comparison.SD on a brute can't touch SD on a scrapper in terms of damage. Hands down. Ask anyone that has both and not what they determine from Mids. I have a SD scrapper and a SD Brute. I'm about to delete the Brute due to the big difference. I can post hard numbers if anyone needs them.
As a matter of fact, i will post them in a few. -
There's a reason that green inspirations and self heal modifiers are based on a percentage of your maximum hit points, ditto Regeneration. The only case where it's "easier" to reach max HP is when you are getting healed by an outside source, like another player or a Lore pet.
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Quote:The difference is that it takes a lot to softcap an FA or ELA, while Shield is already packing a decent amount of defense (and actually has Defense Debuff Resist), so the Shield can softcap and get good enhancement values and recharge set bonuses and whatnot. You're also only talking about softcapping S/L or just Melee or something like that, while the Shield can softcap all three positions.I understand the numbers and I understand what's going on, but what I've been saying is that in most avenues, brutes simply have better choices offered to them. Packing, say, a FA or an ELA and soft capping those offers fairly high damage (in FA's case) while making better use of the higher resist cap on brutes.
Sure, FA and ELA have an advantage in the fact that while it is possible to get 45% defense purely from IOs and power pools, you can't get any respectable amount of resist from the same sources. But to treat it like there isn't an opportunity cost is misleading. -
My main is a DM/SD/Soul Brute and there is no way that the combo is lacking in survivability; I don't even use Darkest Night all that much - I don't need it. SD is an excellent pair for DM (and vice versa) because it brings the added AoE damage of Shield Charge and the combination of -ToHit and +Defense is always fantastic. And while Darkest Night is great, the real reasons I went for Soul were Dark Obliteration (amazing AoE blast) and Gloom. Gloom is one advantage that Brutes have over Scrappers: it has better DPA than any power in Dark Melee, meaning that if you can get the recharge to run it, Gloom > Smite > Midnight Grasp > Smite does amazing damage (it's actually one of the best chains available for ST damage for a Brute, period). And the added AoE of SD and Soul make up for Dark Melee's lack.
As for survivability... I'm not seeing any issues. I was soloing at +4x8 before Incarnate stuff hit without even needing Darkest Night or One with the Shield (I'd drop them, but the set bonuses I've got from them are good), and with them, I'm finding it hard to find things that can challenge him outside the iTrials (to the point where I'm starting to feel bad) - I tend to keep them around for when I decide to do something ridiculous, like tank all 8 AVs at the end of the LRSF at once (there's something where Brutes' higher Res cap makes a huge difference). -
Part of the problem when talking about Blaster damage is that people look at different things when they talk about it (or damage in general), usually boiling down to Single Target or AoE. As an AT, Blasters are the AoE king and when people talk about how Blasters have amazing damage, they are almost always thinking about multiple simultaneous orange numbers (Fire Ball, Rain of Arrows, etc.). When it comes to ST damage, though, Blasters are basically just Scrappers or Brutes who get the option of doing it at range (a benefit which isn't nearly as useful as it sounds in PvE) - their ST dps isn't actually all that amazing, but whenever somebody starts to talk about it, the usual response is "Yes, but Fire Ball".
There's really a lot of reasons for Blasters to underperform, in my opinion, and a lot of them are general design flaws to the game that just so happen to emphasize the things that Blasters are good or bad at:
1) Inconsistent modifiers, especially when applied to pool and epic powers. For whatever reason, when Blaster ranged damage was increased, their melee damage was not, even though it actually matters to them; in fact, they and Dominators are the only ones who have both ranged and melee attacks in their primary and secondary pools and have different ranged and melee modifiers, but Dominators are the ones who have a more reasonable layout of having a higher melee modifier (because it's "more dangerous" in melee). One of the amusing/annoying little facts of the game is that the melee ATs (those with higher melee modifiers than range) use their melee modifiers for every attack, including ranged ones in their epics, while the ranged ATs are stuck using their weaker melee modifiers on the melee powers. This has never really made sense to me and partly skews the abilities of the various damage ATs when epics come into play: Scrappers get Blaster mods on Fire Ball, so why do Defenders have to have crappy modifiers on Thunder Strike and why does my Blaster have terrible modifiers on Charged Armor?
2) Speaking of Fire Ball, when it comes to the Epic Pools, it seems to come down to "everybody whose normal drawback is lack of aoe gets amazing aoe powers" (see Scrappers, Brutes, Tankers, Controllers, Dominators) while the ATs that already have good aoe powers get pretty meh epic pools (Blasters, Defenders, Corruptors). Dark Obliteration and Darkest Night for Soul Mastery, Fire Ball and Fire Blast and so forth... And Blasters can dig into Epics to get a wimpy shield (most of which are Resist, of all things) and a couple crappy utility powers (Bonfire? Char? Melt Armor with terrible modifiers?). Why not Flashfires or Healing Flames or, say, Healing Aura? Most of the powers available in a Blaster epic are actually not all that different from the type of stuff you can find in Blaster secondaries; I thought epics were supposed to let you branch out and fill the gaps in your AT? It's kind of sad that the best thing a Blaster can nab in their epic pool is a self rez.
3) Speaking of Blaster secondaries, the Devs have kind of painted themselves into a wall on these things. They were seemingly built without any actual design theme - mostly a "let's just give them a smattering of random abilities" - and now they've got their hands tied when making new sets in that they have to follow a roughly similar idea; yet, it's too late to change the existing sets to have them be more relevant to a Blaster. I would really like to see statistics on things like the damage auras, the non/low-damaging mez powers, Lightning Clap, etc. to see how often they're taken, used, etc. And poor, poor Devices...
4) Ranged sets are often terrible DPS sets. The standard 4 second, 8 seconds, 10-12 second blaster setup has a big problem in that you can't build a chain with it unless you have (a) extreme amounts of recharge, and/or (b) a very long animating tier 3 blast. This is the primary reason that Blaster ST damage isn't all that great compared to their Scrapper and Brute counterparts. Sure, Blasters have great ranged damage modifiers and can start off with those, but then they have downtime that they need to fill in with AoE powers (usually poor DPA and certainly poor DPE when facing single targets) or melee powers from their secondary (which have a lower damage modifier and wind up with extra high recharge times to give them good damage) or power pools (which suck). This is part of the reason that Fire Blast is so great: its T1 and 2 powers recharge in only 2.18 seconds and 4 seconds, which makes it easier to make the T3>T1>T2>T1 chain work (with the bonus damage offsetting the lower base damage). Out of all the issues on my list, this is actually the easiest to fix, since many sets have minor damage ST mez powers that could be upgraded to have decent damage.
5) Speaking of, the mez powers are ridiculous. Why do they need to be 20 second recharging powers that do minor damage and have only a scale 10 duration (11.92 seconds for a Blaster at level 50)? This would save a lot of headache. -
Quote:I think this depends entirely upon whether or not the Lore pets can be affected by the +Recharge from Adrenalin Boost (as many pets cannot), and whether or not the +Recovery is helpful (some Lore pets can burn their own endurance to the ground, thus reducing their dps).If you bring Lore pets into the picture, Empathy arguably rivals some of the other powersets in terms of damage contribution, but that's something I'll leave to the number crunchers.
Looking strictly at the offensive buffs, Fortitude grants +31.25% Damage and +18.75% ToHit, Adrenalin Boost grants +100% Recharge, and between Recovery Aura and Adrenalin Boost basically infinite endurance. This actually isn't all that much comparatively...
Kinetics, for example, provides infinite endurance, +50% Recharge, no +ToHit, but a lot more +Damage (30% per Siphon Power, 50%+25%/target for Fulcrum Shift). It's also granting moderate -Regeneration to your enemy. The big question then becomes whether or not the Recharge difference is useful (I don't know, many pets are immune to recharge changes), and whether or not the +ToHit is useful (though you can easily grab Tactics for 12.5%, something you can't really do for -Resist or -Regen).
Most sets with -Resist have about the same amount as Empathy's +Damage from Fortitude, though it varies (-35% for Freezing Rain, -30% for Sleet, etc). They often come with -Regeneration as well, which is basically free damage on top. And then there's Rad, which gets both +25% damage (as an AoE buff) and -30% Resistance in Enervating Field. -
The problem with putting in Pet buffs is that I haven't yet figured out a way to do it automatically - it keeps getting lost every time we create a new database. I have plans for doing an overhaul of the Pet system in Mids, but it comes after PVP DR and I21.
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We know for a fact that Synapse looked at this thread (and I think the Mastermind Poison thread, too) while looking to revamp Poison. No idea how much this influenced his decisions in revamping it, but I like to think we had something to do with it.
Now if he can look at Sonic and Trick Arrow... -
He asked me before posting this, actually, but I didn't have a good answer for him. The "Create New" buttons in Mids are broken right now, so the only way to do it is to do a copy-paste of the powers and to overwrite an existing powerset. I'm going to get this fixed for the next version of Mids, but that likely won't be early enough to help.
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So it turns out that I21 is going to have Poison buffs in it, including making the two main ST debuffs into partial AoEs. I'd really like to say we had an effect on this, but... oh well. Mission sort of accomplished anyway?
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We get this question way too much, so we know how much you want it. The problem is that Mids is way too huge and complex right now for us to convert from .Net to some other format, sorry. I'd love to do it, but I don't have the time.
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Quote:The reason there is that they flagged the Toxic Resist effect to ignore both buffs and enhancements. The Devs can either flag a power to ignore buffs (in which case enhancements still work), or they can flag an effect of a power to ignore both. So while they could change the Cold Shields to be buffable with Power Boost, you'd no longer be able to enhance the resistance portion.Actually, Deflection Shield already has a 40% resistance buff against toxic damage. Insulation Shield also has resistance to endurance drain, though I'm not sure that mechanic falls in line with how resistance/damage works. Scorpion Shield also has toxic resist and, if I recall correctly, is affected by Power Boost. Again, I don't know the mechanical reason that toxic is exempted from the PB exclusion.
And the Sonic and Thermal shields would still be out on a limb. -
Quote:Not to make it unaffected by Power Boost specifically. The Ice Shield powers are tagged to not be affected by any buff or debuff (so Weaken and Benumb doesn't change them, either), as is the standard for any power that buffs or debuffs Resistance (this is because Resist and Damage are the same modifier, so if they didn't flag it, then your damage buffs would act as resistance enhancement in that power). The imbalance here, as noted previously in the Defenders Issues thread, is that this means that none of the shield powers are affected by Power Boost except for Force Field, because they all have some kind of resist component, somewhere.However, as we see with ice shields, it's entirely possible to flag powers to be unaffected by Power Boost. Personally, I'm glad they didn't. People complain that FF is lacking and should be king of defense buffs. Well, now it is.
I wouldn't be surprised to see the Devs give Force Field a "buff" in the form of adding some extra resistance to the shields (S/L on the first, F/C/E/N on the second) and flag them as being unaffected by buffs and debuffs. -
Quote:Somebody else already linked that. It has a lot of good ideas, but a lot of it falls out of the scope of the rules we put for ourselves. Honestly, I'd rather Poison gets revamped in the way it says in that thread, more than it getting some basic buffs like we're suggesting.
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So for the Titan Weapons set, can we get Jurassik's car-on-a-stick?
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Quote:Only if you're gonna pick nits. Technically, Entangling Arrow has a range of 80, animation time of 1 second, an accuracy of 1.2, and max runspeed -3.5; Web Grenade has a range of 70 feet, animation time of 1.37 seconds, an accuracy of 1, and no debuff to max runspeed. The jump height debuff, the -fly, and the knockback protection and resist are all stackable on the web grenade, but not so for Entangling Arrow. In PvP, Entangling Arrow's immobilization duration is 2 seconds, while Web Grenade is only 0.3 seconds (weird).Well go back through your wording because I can't even get through this first paragraph without seeing something that isn't true. XD
The things we pointed out - Entangling Arrow having a scale 0.1 slow/recharge debuff with a 5.2 endurance cost and Web Grenade having a scale 0.5 slow/recharge debuff with a 7.8 endurance cost - are completely correct.
If you see something incorrect, please be a bit more expository so that we know what it is we need to fix. This is supposed to be a communal effort. -
Quote:Point.Hm. Perhaps I should go back and re-edit. No, I was not thinking the resistance would be enhanceable.
It came up in the thread, but I would argue against centering defense debuffs protection in dispersion. The DDR suggestion is twofold- it makes the protection more reliable, and it gives an added value when stacked on other characters already sporting high defense.
I argued for it being in the single buffs because in such case it's available even outside the bubble huddle, making it more reliable, and the self-effecting defense gets only a fraction of the DDR protection, in line with forcefield's lower standard personal defense/higher ally protection approach.
Personally, I've always felt that Force Field should have Elusivity added, but I consider that too far out there since the Devs have chosen to keep Elusivity a PvP effect. -
Quote:Interesting. I'd be a bit wary about adding that much -Defense debuff resistance; maybe just in Dispersion Bubble? You also didn't mention whether or not the resistance is enhanceable - by default it would be, so that global 50% is slottable up to 80%, which is significant.Some of my suggestions for Forcefield/Sonic:
Link to suggestion
Quite similar to some of the suggestion for debuff protections, though I did suggest further debuffs be added.
Otherwise, these are pretty similar to our ideas. I like that. -
Quote:My goal hasn't really been to turn every set into something as powerful as Dark and Rad and Cold and Traps and so forth. I just want to narrow the gap a bit by bringing up the sets that need some assistance. I use things like Sleet, Tar Patch, and Enervating Field as reference points simply because I doubt, after all this time, that the Devs are going to dare to nerf those powers. This isn't something small like Energy Transfer was back in the day, where a single power was so far out of line that it ruined the balance of an entire archtype; they'd have to do some rather sweeping changes to a number of sets if they wanted to tone down the power of buff/debuff sets, and I doubt they'll ever do that.I agree that this has taken up too much of this thread, so I will explain why it is an issue that I have bothered continuing to argue. It has been my impression from your posts that view Cold as well balanced, and that other sets should be brought more into line with Cold in terms of available buffs and debuffs. This is a view point that I obviously oppose. I believe that Cold is overpowered and should not be considered a standard on which to judge sets. Is it really relevant whether Storm or Cold is more powerful, No. But I do believe that Cold should not be used as the measuring stick. Clearly we rapidly digressed too far from that topic, and progress down the road we travelled has become useless. So the answer to the above question for me is, "No". I don't think other sets should be brought into line with cold because I think it's spectrum of buffs and debuffs is unbalanced. I'm sorry that point was lost in our discussion. That said, certainly Trick Arrow deserves a buff.
Basically, what I'm saying is things like "these sets have single powers that are better than most of this powerset and have other great powers, too, so can't we buff some of these powers a bit". -
Quote:Noxious Gas?That does seem to be the case.
The powers are still in there, though, even if the links are broken in the set lists.
Looks fine to me!
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