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Posts
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Quote:I can't think of any particularly compelling reason that the set will favor either AT, and I say so having played both with TW, albeit briefly. Certain secondaries can still favor one or the other, of course.It there any particular reason to choose Scrapper or Brute for TW? Or is it a "pick whichever you like" set?
Edit: To quote what I was responding to, since there were several intervening posts while I composed. -
Quote:No, it isn't fair to say, because it isn't true. Any Stalker, with any combination of power sets, can run into their current HP cap with just accolades and a few set bonuses. At that point, any +hp power is completely wasted over the cap. Dull Pain/Hoarfrost/Overload ALWAYS waste part of their benefit over the cap, even unslotted and with no accolades or set bonuses at all. Stalkers only need +33.3% hp to reach their cap, which means they only need 13.3% from sets, which is quite easy; builds can get that much by accident. The Stalker HP cap isn't so much a "we can't really make the most of a high-end build" as it is "did you actually know what the cap was when you made our powers?"Some Stalkers sets/combos run into that problem, but not all of them, fair to say?
Meanwhile, one Tanker secondary, using a recharge-intensive high-end build, still needs to use Shield/ or Musculature to reach the damage cap under its own power.
These are not comparable situations. -
An auto taunt aura is rather weird and potentially problematic. For example, you get sequestered in BAF, but continue to taunt them with your auto aura, leading to horrible death.
The first toggle has resist to both disorient and stun, but disorients and stuns are the same thing. I also don't see any sleep, KB, Repel, or confuse protection, are all of those intentional?
Changes to max hp, by the way, do not work the way you seem to be implying in the first post. Your health bar does not move when your max health changes; that is, the percentage stays the same. So maxhp changes do not really act as resistance to the heal/damage that caused them, although they will act sort of like resistance to further heals/damage. -
I'm disputing that the game "should" be more realistic to the detriment of gameplay. But anyway, I'll take another look at Rage Defense.
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Who cares about the realism of it? We're talking about somebody who can channel chi energy so well that they can shrug off bullets. Arguing the realism of it is totally futile.
In the GAME, the chain of causes you listed does not hold. The smashing, fire, and DoT are all directly the result of the attack, not each other. -
DoT's are generally considered weaker than the same amount of immediate damage, precisely because you might finish off the enemy more quickly with immediate damage. This is why attacks like Gloom and Incinerate do more total damage than similar, non-DoT attacks. I don't know if frontloading Ignite's damage like Burn does would make it too strong, but it would definitely be a buff.
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Flares actually does no smashing damage, only fire. But even if it did, why can't we just have the toggle apply itself to both smashing and fire? Chi Defense, as presented in the first post, is not an armor or aura that slows projectiles. It "toughen[s] your body against incoming blows".
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Quote:"Tankers aren't the best buffers. So what? Just roll a Defender if you care about that.""Tankers aren't heavy hitters. So what? Just roll a Brute if you care about that."
"Tankers are trumped by Brutes for aggro. So what? Just roll a Brute if you care about that."
"Tankers aren't the best stealthers. So what? Just roll a Stalker if you care about that."
Tankers are in fact not the best buffers or stealthers, and people so interested should indeed probably play Defenders or Stalkers.
Now hypothetically let's suppose that, say, a database typo buffed Controllers to be the toughest AT.
"Tankers aren't the toughest AT. So what? Just roll a Controller if you care about that."
In this case, Controllers being the toughest AT would be unintentional and directly contrary to basic design principles, so the "so what?" statement is faulty.
Plugging other words into a sentence does not guarantee that the sentence remains meaningful in the same way. You would like us to be straw men, but nobody is making the argument "Tanker damage is already this way and therefore it is balanced." Rather we are saying "it is already this way, and it is balanced."
The important distinction between your two sentences I've quoted is that Brutes are intended (note the distinction from "were originally intended") to hit harder than Tankers, just as Defenders are intended to buff better, and Stalkers are intended to sneak better. Tankers were not, however, explicitly designed to be trumped by Brutes - or anyone - at holding aggro. -
Quote:Fair enough. When you said a temporary resist boost I was thinking of something like this:Of course there has to be a record somewhere of the resist value a positional shield gives you, but it has no effect APPART from an addendum to a typed resistance - which I think is the exact definition of a temporary resist. I tried to set it up so that even though your power description said you had 20% resist to melee, it only existed within the code as a +20% applied to your resistance to a given attack at the moment of resolution. Hence, no need to change existing powers, IO sets, etc. But yeah, it has to exist SOMEWHERE in the code, which I tried to represent by this variable.
Attack fires, and says "Imma hit you with melee damage in 1 second!"
At t=0.9s, your melee resist toggle applies a res buff.
At t=1s, the damage hits, and the toggle's resistance reduces the damage.
At t=1.1s, the toggle's resist boost expires.
...which would create lots of problems with timing the resist boost correctly, as well as any attack that lands between .9 and 1.1 being mitigated even if it shouldn't be, and if an AoE attack is landing at the same time, its resist boost would go off too, and you'd get twice the resistance against both attacks. So, just a whole can of worms.
Anyway, although it isn't workable without new mechanics, a lot of recent power sets have had new mechanics - disintegration, acceleration, combo levels, Momentum - so this one isn't totally a pipe dream, depending on how hard exactly it would be to implement (this is where the SCR comes in).
I don't think anyone except a moderator can close a thread, it'll just drop off the front page once people run out of things to say. And then if somebody at Paragon codes a positional resist power at some point, you can necro it up and post "I told you so!" -
What Tankers were originally intended to be doesn't much matter. Pointing out that the original devs intended something doesn't carry much weight in a community where some of the original devs, and their early decisions, are so reviled that some people to this day are upset about it. Showing that they were actually justified to intend such would hold some weight, but since even those devs apparently decided changes weren't justified after they went through the whole process, I don't think you'll be able to. Showing that they were justified, and that their vision still isn't met despite later changes like making Knockout Blow/Clobber/etc do strong damage and the addition of Bruising, is harder still.
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Quote:...even though you also have resistance to being engulfed in flames (AoE resist)?Example: a fireball is launched at you smahing into you(smahing damage), after impact you are engulfed in flame. if you have resistance to a projectile IE: an aura that can (somehow) slow the object. It wouldn't change the fact that you're about to be enculfed in flame. Fire damage unchanged.
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Quote:Why do you say things like this so often when it's your most easily refuted point? Lots of people play tanks. I see them all the time. We've got a twenty-one-page thread right here full of them. Apparently, lots of people DO want the job. Anyone who wants a taunt and doesn't already have one in their primary takes the presence pool (see: Tankerminds, Crab tanks, Scrapper tanks).Nobody wants the 'aggro crown'. Nobody takes the Presence pool for any reason other than the Fear powers. They already ARE the best person to do the job and nobody else even WANTS the job. The hours suck, the pay is poor and Scrappers and Brutes keep stealing your food out of the break room fridge.
YOU don't want the job. YOU feel like Brutes and Scrappers are stealing from you. We get it. Can you stop projecting your own opinions onto us and everyone else?
Edit: Words out were of order -
Quote:All the VIP perks including Incarnate access is apparently not enough to make subbing attractive to SchroedingerCat. All the VIP perks minus Incarnate access will be even less likely to attract subscriptions. If there were an Incarnate license, I'd drop to premium and get the license myself; I'm quite sure I could get the other features I use for $10/mo or less, since I already have everything from the rewards tree. But I also know that less subscriptions would be bad for the game.if you're only counting the cost of incarnate then add, SSA, new power sets, IOs SG bases, etc
By the way, minor nitpick, there is no AE license. There was one in beta but it never made it to live. Premiums can only gain access to AE through reward tokens.
Edit: And since the OP specifically mentioned he hoped for solo incarnate options, I don't think he'd agree with the trials-only suggestion. And if you're going to count discounts for buying a year at a time, you should also count discounts for buying points in bulk. -
I'm not sure what you even mean by this. What is a primary and secondary damage? There is no such thing. They all apply equally.
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Great! You can play CoV to your heart's content. But apparently, many people bought CoH and prefer it.
If you want to propose a way to make redside more attractive to players, sure, great. If you just want to lock people in there even though they'd rather play blue, you might find less support.
Edit: This seems like completely the wrong subforum for such a thread... -
This can be (and a few times has been) done, and it works nicely. I seem to recall some red name saying it's basically as much work as making a new set, though, which seems odd but I guess the Standard Code Rant applies.
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That's a pretty short list for three times the price ($15/mo vs $5/mo), especially since First Ward isn't actually VIP-exclusive and so doesn't belong on the list.
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This would be awesome. Potentially problematic with things like holding weapons, if you go for some of the more exotic options like tentacle arms, but eye beams look silly coming from an empty think tank too, and nobody complains about that.
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Yep, snipers have huge perception, but they don't completely ignore stealth. If you have 65 feet of stealth, you can get 65 feet closer to a sniper before they start shooting you. Drones and such don't see non-stealthed people from 150 feet, but once you enter their perception range they'll see you whether you're stealthed or not.
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Would Titanium Armor (Armor Armor?) put on actual titanium plates over your costume (aka the most hated feature of Ice Armor)? Also, what would distinguish it conceptually/mechanically from wearing an armored costume and using Invulnerability?
I'm imagining Radiation Armor as being partly based on debuffs, which would be distinctive among armor sets, but the purple patch and AV debuff resistance would possibly make it difficult to balance. -
Oh, it's this topic's turn on the front page again.
A system to release unused names alienates returning customers (and they're really coming out of the woodwork lately with f2p), and doesn't actually free up very many names, as Mr. Morbid already said. And unfortunately, there's a very direct tradeoff between how effectively it frees up names, and how many returning customers it alienates.
Really, the core problem isn't that so many names are taken. The core problem is that names can be 'taken' at all. I've played Another Game where character names are non-unique (so I can be Doc@Hopeling and you can be Doc@Nightphall and there's no conflict), and I actually quite liked it, and would be totally in favor of such a system here. From past discussions, it appears to be an unpopular solution here, though, and I can't fault people for their opinions (although some of the objections raised against it are overblown, for example copycat griefing, because actual evidence in Another Game says those things don't happen enough to be worth mentioning). -
Quote:Accuracy and damage buffs are calculated at the start of the attack (for example, Knockout Blow will do full damage even if Rage crashes halfway through the cast), but resistances are applied when damage is dealt. You can see this when, for example, a Paragon Protector uses Unstoppable partway through your finishing attack.If those resist values appeared out of the damage calculations of the attack, probably. But here, they would be coded into the damage calculation mechanics of each attack, so I don't think latency would have much of an effect. Unless I misunderstand the way those calculations are acted, the game knows how much damage Lift will inflict the moment it hits you even it it's applied after 2 seconds. the resist, I believe, is applied when it hits, not when it goes through, unless it's DoT.
Your pseudocode example doesn't match up with the explanation you've given. The pseudocode has a separate variable for positional resist, and adds it to the typed resist if applicable to find the total resist value it should use, which I thought is what we're trying to avoid? There's no temporary resist boosting going on at all in the example you wrote.
A similar pseudocode writeup of the current system would have no MeleeResist variable (presumably fetched from the target's attributes, meaning it would have to be a combat attribute, meaning you need to add a MeleeResist stat), and no tempSmashResist to calculate. It would fetch smashResist and use it directly.
Also note
Quote:{tempSmashResist=max(smashResist+MeleeResist,90)}//adds your resist with a 90% max
Quote:I believe full auto and a tohit check for each shot ... wouldn't apply to that. But, if DOT is a secondary effect damage, then anything with a primary of smashing or lethal the secondary would not be resisted. Example: fire sword does a primary damage of lethal with a secondary of fire and DOT fire. Would the lethal be the only thing resisted in that case?
As far as the game engine is concerned, I don't know of any distinction between primary and secondary effects/damage types. Fire Sword is both a lethal attack and a fire attack, neither is the primary or secondary type. Occasionally an attack's flags don't match its damage types - for example, Fire Ball does part smashing damage, but is only flagged Fire and AoE - but that's a different thing. Levitate, for example, is flagged Psi but does only Smashing damage. -
OK, but if that's the system you want to use, then you need the attack to not just check for the positional resist, but then also apply the resist buff before the damage is dealt (and remember that exactly WHEN an attack deals its damage varies wildly, from immediately at the beginning of the animation, to after the animation finishes and the projectile travels to the target - sometimes even later, for example, Ion Judgement casts, then it figures out what it'll jump to, THEN it deals damage). And presumably you don't want to apply the buff for very long, to prevent it from mitigating other attacks that it shouldn't. Even if we can set the math up right, if there's significant latency, the resistance could very easily expire before the attack deals damage, or not apply until too late.
Then there's the problem of attacks being mitigated that shouldn't be because they landed while the resist boost from a different attack was active, as well as the problem of the melee and ranged resist boosts applying at the same time and double-mitigating both attacks.
In trying to avoid the SCR, you're creating a system that would be even harder to implement and still probably wouldn't work. -
Quote:Er... I'm confused by this statement. Were you thinking of having resists temporarily spike upwards each time you're attacked? That sounds very difficult in terms of timing, and would easily lead to attacks being mitigated by the wrong resistances/multiple resistances (ranged attack hits while your melee resist is active, for example).The problem I see is that we'd turn a system in which the resists are raised on a per-attack-basis to one where they can linger - which, to be sure it also doesn't get applied to the wrong subsequent attack, would require the new vector-based resist values I was hoping to avoid at all cost.
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Currently, it does not, because no damage of any kind carries any vector of any kind. Presumably, though, if we're adding the ability to do that, it should be possible to store the variable for a few seconds while the DoT ticks.