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Warning: potentially ultra boring theorycrafting follows.
There are currently two powersets that I believe succeed at utilizing endurance drain as a viable defense: electric control and electric armor. There are a few reasons why I believe they succeed. The biggest one is that endurance drain is only one of their defensive options in a fight. For these sets, endurance drain is basically "If the fight lasts longer than X amount of time, I automatically win as the enemies can no longer attack effectively". Exactly how long X is depends on slotting and the opponent, but reaching X time is not a rare feat for the sets both because of other forms of mitigation in the set and because the archetypes they are available to have no problem with protracted engagements.
What we have in electric blast is another example of a set that fails because its tools are ones that the blaster archetype is often incapable of leveraging. It's the same reason why overcharge is a very questionable mechanic on blasters. They're mechanics that work in a prolonged fight, which is something that blasters are conceptually supposed to avoid. This particular aspect of the problem is something that should be addressed through blasters, not the powerset.
Attempting to change endurance drain so that it is something other than "If the fight lasts longer than X amount of time, I automatically win" is what's often proposed, but I don't believe it's the right path. We have two other options.
-Attach other defensive secondary effects to electric blast powers. The effects in and of themselves, combined with the set's greater ability to reach point X in time would result in a set with appropriate defensive strength for a blast set.
-Increase the set's damage until it is of similar strength to other blast sets with weak, situational, or nonexistent defensive power
Those are the three options that I see, and obviously any proposed solution from someone will likely combine options.
If it were up to me to redesign the set I would do something like the following...
-Attach a chance to chain hit a second target to charged bolts and lightning bolt. Chance should be low enough that it should be a small help to area damage performance but high enough that it's a cool regular occurrence.
-Reduce lightning bolt's recharge/damage/endurance ratio down to a 6 second attack and reduce the animation time (1-1.5).
-Front load ball lightning and short circuit's damage.
-Reduce short circuit's animation time (1-2). Attach a pulsing sleep to its debuff so that enemies affected by it will be randomly slept.
-Reduce tesla cage's animation time (1.5-2) and give it the damage of a standard attack appropriate for its recharge.
-Allow voltaic sentinel to stack and attach some sort of gimmick to it to make it a more attractive and fun power. I like the conductive aura idea, but some measure would have to be taken to deal with the stacking of it on ultra high recharge builds.
-Make all endurance drain in the set guaranteed instead of just 'chance for'. Rebalance end drain values as needed.
-Add upcoming nuke and snipe changes on top of that.
The ultimate goal being to have a difficult to master set with some interesting mechanics, a situational (albeit reliable in that situation) secondary effect, and significant damage. -
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The "critical hit" toggle doesn't actually do anything. In order to mess with criticals, you want to jump in to configurations and the "effects and math" tab.
I'm curious how you got 74% though. I'm showing that as doing 143 damage on a brute with 3 SOs and 103.4 without slotting. I can't get that to match on a scrapper -
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You got a little mixed up here. The tier 5 power is going to be a self heal that also buffs any heals that are used on you. Just by having this power, aid other has its interruptible period removed and aid self also becomes an endurance heal.
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Bio armor is going to be extremely popular on stalkers simply because the set has little competition in the offensive focused armor set category. The fact that genetic corruption is very skippable on a stalker isn't that big of a deal when comparing it to other stalker sets.
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Quote:FalseIt's true that Brutes only require a Fury level of about 25% to match Scrapper damage.
Scrapper slotted charged brawl- 112.7
Brute slotted charged brawl at 25% fury- 85.81
Brute slotted charged brawl at 75% fury- 120.8
The break even point is 63% fury, assuming you're slotted similarly -
Oh man, a forum argument that uses image macros?
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Blackstar is going to be an even more amazing power. If you slot it on a defender, it's 97.5% tohit debuffing for twenty seconds. That's so powerful that it will still floor the accuracy of +4 enemies, and is strong enough to put about a 15% dent in the to-hit of level 50 arch villains when you're 50 as well.
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I'm not a mind reader, but based on design I'd say that it's not the intent. Mastermind pets were specifically given an increased aggro modifier so that they would keep aggro even if the mastermind is being active. That was made before bodyguard mode though.
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Try to get hit point set bonuses as well. Bio has a good amount of regeneration, so there's synergy there, but absorption is also based off of maximum hit points. Bio armor probably benefits from +max hp even more than willpower does.
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I think he understands it, and I can understand the complaint. They've really been pushing the stack level thing.
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Quote:Really? I think water burst is amazing. The amount of damage mitigation I get out of it is significant, and the damage is only slightly less than fire ball if you're at combo level 3.In comparison, the only power than makes me frown is Water Burst.
It's KD and -SPD does not warrant -25% less DMG than Fire Ball.
For me the stinker is hydro blast (the tier 2). -
Freezing rain is, as far as I'm concerned, the most powerful power in the game. I'll take it over any power even if me doing so somehow convinces someone that can't spell that they're right about something.
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I assure you, the new nuke damage is much bigger than fireball's damage. Saying that they're going from scale 6 to scale 4 isn't the whole story. As Arcanaville said, what's basically happening is the random damage is being removed and the guaranteed damage is being increased.
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Changing short circuit in to a single target power trades a single target deficiency in the set for an area damage one. Without short circuit, the set would only have ball lightning and the nuke for area damage. Increasing the set's single target damage would be much more easily done by buffing tesla cage and voltaic sentinel.
Quote:That is hot.PS: I wonder if it would be too overpowered for Voltaic Sentinel to pick up Conductive Aura, the toggle that appears in Electric Control. That power causes constant endurance drain to 10 targets in range. It would seem to be a major improvement to Electric Blast across the board. I just wonder if it is "too" major. -
To be fair, defenders and corruptors needed the help too. Ranged sets were a problem in and of themselves. I do agree that the blaster archetype needs some changes specifically to itself though.
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Quote:Actually, I CAN explain that away. Recharge values aren't set arbitrarily. There's an equation that connects recharge, damage, and endurance costs. Fire blast's four second recharge time means that it has the exact same endurance cost and base damage (as in before the fire secondary effect of DoT) as charged bolts, another four second recharging attack.But what you CAN'T explain away is why a Fire Blaster's Tier 1 and 2 blasts fire in half the time. 2 and 4 seconds versus 4 and 8? That's insane. Getting more attacks overall AND having the most-used ones recharge twice as fast is wacky.
Again, I'm not asking for more damage and I don't need Charged Bolts and Lightning Bolt to recharge in 2 and 4 seconds, respectively. But 3 and 6 would be nice. ELB's attack chain is piecemeal at best. If you must crank the DMG down a bit for balance, fine. But the attack chain is very bad for low-level ELB builds as-is.
Changing the recharge time of electric blast's first two attacks would, as a consequence, also reduce the endurance cost and damage of those powers. -
My experience shows that smaller trials do better as well.
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Quote:For teaming yes, which is a godsend. People are more picky when they choose their own archetypes and powersets though. One of the reasons why this game is fun to me is because every character has the power to turn an imminent team wipe in to a victory. Power imbalances mean that some characters do this much more easily and consistently than others though. That's the problem I intend to change. Feeling useful on a team is integral to many people's fun.This game is easy enough that any combination can work. My argument is that a majority of the player base does not select on the basis of good or bad ATs.
Making sure all characters can have a noticeable impact on a team and can solo smoothly are my ultimate goals when it comes to powerset balance. Encouraging character variety in order to enrich the city of heroes experience is a secondary goal that comes about as a result of the first two. Making sure all people are accepted on a team isn't a goal that's on my radar, as it's something that I believe was accomplished a long, long time ago thanks to the game's structure, difficulty level, and player base. -
I said this on the defender forums, but it's applicable here too. We've all been spoiled by sets that only have 4 good powers in them allowing us to take all the pool powers we want. Now we have to actually make decisions!
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