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Personally, I don't think it particularly needs to be explained at all, much like leveling up.
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Quote:Visuals and thematics.What separates most blast sets from the other blast sets other than gimmicks?
From the names of the powers themselves, it seems like some kind of energy-beam set? You haven't actually said what it would look like, so I'm kinda not sure what Plasma Blast is supposed to mean.
BTW, the existing Blast sets have Aim (if they have a damage buff at all), Build Up is from melee sets and Blaster secondaries. -
They specifically said Kheldian nukes would not be revised until later, though, because they're focusing on the actual Blast sets first.
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Caveat #2 doesn't actually care about the target's resistances: -13.33% hp and -15.38% res (by themselves) both add +15.38% DPS, regardless of how much resistance the target has to start with, due to the way resistances resist debuffs. It's just the way it combines with other debuffs that differs.
It definitely is potentially confusing, but saying it reduces regen is potentially misleading, so it's kind of a lose-lose on that front
Edit: Pretty much this same discussion was why Degenerative had the -150 limit in the first place, and was subsequently raised to -1000. Arbiter Hawk saw -2% hp per stack as the equivalent of "dealing 2% of their max health, up front", which was too good against targets with high health, but showing that the debuff on its own was much more comparable to a resist buff (-150 HP to a an AV with 26k is comparable to ~.5% -res, which is far worse than Reactive) than a large chunk of up-front damage and -regen is, IIRC, what led to the eventual buff to -1000. -
Quote:True, but using the actual Defender value of +50% damage from Aim reduces that back to 178.75%, dead even with the Blaster. Any Defiance at all would put the Blaster ahead again, even before considering the difference in base damage.EDIT: In case anyone actually cares adding in Vigilance would increase the Defender's damage to 186.875% of their base Damage.
If we adjust for the difference in base damage (but still not counting Defiance), the Defender is doing 103% of Blaster base damage, while the Blaster is doing 178.75% of Blaster base damage, which is a gaping chasm of difference. And Defiance will only make that chasm wider. -
Quote:The current SBE Lockdown proc is 2 PPM, which will become 2.5 PPM under i24 rules, which means it will have a capped (90%) proc chance in any power with a cycle time of at least 21.6 seconds. Char is the fastest-activating stalker epic pool hold, at 1.07s, so you need its recharge to be no less than 20.53s (counting only slotted recharge). With a 32s base recharge, that means slotting no more than 56% recharge into the power. This is not an impossible constraint. The other epic holds have slightly longer activations, and could thus slot slightly more recharge while still having a 90% chance. Soul Storm, at 2.17s, is the slowest, and could slot up to 64.7% recharge while still having a 90% proc chance.Uh. I had a set of lockdown BEFORE the SBE became available. I was fine with a 15% proc rate but I was given the impression that Lockdown firing guaranteed in a patron hold was WAI so I bought an enhancement from the store (and this was the ONLY one I bought) so I could use it to lockdown a boss, which I only did if I was fighting two of them.
Now, granted, 90% is significantly less reliable than 100%, but it's still pretty reliable. -
I chose Rebirth for mine, but Ageless is a fine choice too, especially if you're not using Cardiac.
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I'm not sure why you've fixated on DDR so much here, but Bio does in fact have a whole lot of other good stuff.
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Specifying the target's statistics isn't particularly necessary for discussion since we're not comparing specific powers ("degenerative versus reactive"), but general effect types ("hp debuff versus res debuff"). I will include your numbers as an example, though. Why 500% regen?
I'll edit the explanation into this post if nobody replies first; gimme a bit to compose it.
Wall O' Text Edit:
First, it's important to realize how changes to max hp affect current hp. The short version is "changes to max HP are invisible unless you mouse over the health bar". That is, the bar doesn't move - if you were at half health before the change, you'll be at half health after. Half of the new HP total is a different number than half of the old total, of course, but whatever fraction of max health the target is at before the hp change will be preserved through the change. You can observe this with powers like One with the Shield that change maxhp but do not heal; it happens with powers like Dull Pain as well, but it's harder to tell because DP also has a large heal component. This behavior is the same whether it's an increase or decrease, an effect being applied or an effect wearing off.
So, what happens if a -hp debuff is applied to a target that is not taking damage? Nothing. They continue to regenerate HP in 5% ticks at the same rate they did before. Each tick is smaller than without the debuff, though. And if the -hp wears off, each 5% tick they regenerated under the debuff "stretches" to be 5% of their now-higher health total, just as if they had their full non-debuffed regen rate the whole time.
So, if your example AV is at half health (15k/30k), and receives a -1000 HP debuff, it will be at 14.5k/29k. It then regenerates a tick, rising to 55% health (15.95k/29k). If the debuff wears off, it will be at 16.5k/30k.
What if the target takes a 1000-damage hit during the debuff? It starts at 15k/30k, gets debuffed to 14.5k/29k, then gets hit. The hit is reduced to 500 by damage resistance, and the AV is at 14k/29k (48.28%). If the debuff wears off, they will be at the same percentage, which is 14,483 health. The 500-damage hit took away more than 500 health: its damage was amplified by the debuff.
For comparison, what happens if a -regen debuff is applied to a target that is not taking damage? Their regeneration ticks come less often, but each tick is the same amount as it was without the debuff. If the debuff wears off, they don't suddenly get back all the health they would have regenerated without the debuff. A regen debuff is equivalent to some flat amount of extra DPS: -50 hp/sec regeneration is equivalent to dealing 50 DPS for the same duration. And of course, a regen debuff doesn't change the damage dealt during its duration in any way.
So, an hp debuff amplifies damage that lands during its duration, making it easier to power through the target's regeneration, but it does not slow the target's regeneration ticks at all. This would be very strange behavior for a regen debuff, but is very closely analogous to a resist debuff.
The example AV regenerates (30000 hp)*(5% hp/15 seconds)*(500% regen) = 500 hp/second. A full 4 stacks of Degenerative reduces that to (26000 hp)*(5% hp/15 seconds)*(500% regen) = 433.3 hp/second. So, a team that deals 500 DPS will be able to make progress on this AV with the debuff, at a rate of 66.7 hp/sec - it would take 390 seconds to defeat the target (I assume your example is the Cathedral of Pain, so in practice they won't get 390 seconds to wail on the AV, of course). Without the debuff, the team would need to deal 576.92 DPS to take down the AV in that time. The debuff has effectively added +76.92 DPS (15.38%).
What if the team does 1000 DPS? With the debuff, they'd take down the target in 45.88 seconds. Without the debuff, the team would need 1153.85 DPS to do that. The debuff has effectively added +153.85 DPS (15.38%).
2000 DPS? With the debuff, they'd take down the target in 16.60 seconds. Without the debuff, they'd need 2307.69 DPS to do that. The debuff has effectively added +307.69 DPS (15.38%).
In each case, debuffing the target's max health by 13.33% effectively added 15.38% DPS. So, you can see that the debuff effectively amplifies damage dealt, much like a resist debuff, it doesn't just add a flat amount like a regen debuff does. Specifically, a -X% change to max health is equivalent to the target taking [100/(100-x)] times as much damage: 13.33% -hp effectively makes the target take 1.1538x as much damage, or 15.38% more.
Now, there are a few ways in which this analogy does not quite hold:
1. Direct heals. As in, the kind that make green numbers pop up. -hp acts like negative resistance to heals in the same way it acts as negative resistance to damage: a heal for 1000 gives you back more of the bar when it's out of 29k than out of 30k (and if the debuff then wears off, the 1k hp gained on the first target stretches to 1034 hp). Direct heals are pretty common for player characters (every character can use green inspirations, before even mentioning actual powers), but they are relatively rare among NPCs, so this is usually not important for Degenerative.
2. Interaction with actual resist debuffs. Resist debuffs stack additively with each other, but -hp stacks multiplicatively with -res. This can be a big deal if there's lots of other debuffs flying around.
3. Resist debuffs are linear (-80% res is four times as good as -20%), but -hp has above-linear returns: a -20% hp debuff would make the target one-fourth easier to defeat than an un-debuffed foe, but a -80% hp debuff would make the target five times easier to defeat! However, since Degenerative is the only -hp effect around, and doesn't stack very high, and is always fairly small relative to the target's max health, in practice you can't debuff the target enough for this to matter much.
So, yes, -hp definitely makes the target regenerate less hp/sec, as long as the debuff stays up. It's not wrong to say it reduces regen. But it is, IMO, more useful to think of it as an amplifier for the damage the target takes instead. Quantitatively, it's not perfectly equivalent, but qualitatively it is very similar to -res, and not very similar to -regen. -
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Quote:I'm not saying either effect isn't real or that one is more important; I'm saying the reduced health and reduced regen, together, are equivalent in most ways to a resist debuff. It's the same as the way +hp buffs can be considered equivalent to a resist buff.Well, yes, your attacks do do a larger % of their health in damage, but also they're regenerating fewer real HP per second. Both are relevant; the two effects do not eclipse one another.
It's certainly not incorrect to think of it as a maxhp change and reduced regen, but IMO it is more illuminative to think of it as a form of -res. I can lay out the reasoning in detail, if anybody wants to hear it. -
I'm not sure that's what that post meant. I parsed it as "I got my best times with (the standard TW chain, and this chain during BM)", not "(I got my best times with the standard TW chain) and (using this chain during BM) [did not improve that time]".
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A Blaster has a damage cap of +400%, for example (this is sometimes referred to as a 500% damage cap, because 100% base + 400% of buffs, but in-game your stat turns blue at 400). So if your powers are unslotted, 400% of damage buffs would cap you.
However, the slotting in powers also counts towards the damage cap. If you have a power slotted for +95% damage (which is where diminishing returns suddenly turn very severe), then that same +400% damage buff would put you at 400 + 95 = +495% damage, which is then capped at +400%. If you had a mere 305% damage buff, you'd be at a total of 305 + 95 = +400%, which is the same amount of damage you did with the higher buff. At +305%, your damage bonus in Combat Attributes will not turn blue, but further buffs will not increase the damage of that power. The buffs will still affect a power that is slotted less, or that can't be slotted (temporary powers, for example), though.
If a power is slotted with some amount of damage enhancement other than 95%, use that number instead. -
Damage enhancements count against the cap as well, so your attacks will generally cap with 95%* less buff than is needed for the stat to turn blue.
*Or less, if the power is underslotted. Or more, if you're using Musculature. Replace 95% with the appropriate number for the power's damage enhancement, if necessary. -
Quote:But you need more damage buffs to get to A x 3 than to get to B x 3. Also, your numbers don't include base damage. If I include base damage:No that isn't right:
If A = 1.60 + 2.00 + 1.00 (Fury, Enhancement, Double Rage) which is 4.6 X Base DPS (unenhanced DPS damage) = A
And 2.00 + 1.00 = B which is 3 X Base DPS.
And A = B
Then A X 3 = B X 3
Each point does not matter until SS hits the damage cap.
A = B
5.6 x (SS base damage) = 4.0 x (TW base damage)
So (SS base damage) = .71 (TW base damage)
Now what happens if we add a +100% damage buff to each?
Then SS is at 660%, which is 6.6 x (SS base damage), which is 6.6 x .71 x (TW base damage) = 4.71 x (TW base damage).
Meanwhile, TW is at 5.0 x (TW base damage).
So, like I said: if they start out dead even, TW pulls ahead with any amount of damage buffs, even without reaching the cap.
Quote:Because just like people said Buzzsaw builds were incredible DPS and they were wrong I am here to debunk this.
TW, actually measured, is great. We could find out tomorrow that our mathematical model for TW is wrong, but it wouldn't stop being empirically great. Unless you can debunk stopwatches, no post you could write will change this. Buzzsaw builds weren't debunked by mathematical arguments, they were debunked by evidence. If you have evidence that TW is not performing as highly as we think it is, present that evidence, rather than gesturing vaguely at some equations. If you don't have such evidence, why exactly have you decided to "debunk" this particular thing?
edit: fixed a rounding error -
Tidal Power stacks don't refresh each other the way combo points do, so if you have 1-2 stacks that are about to expire, and use Tidal Forces, it will bring you up to 3, and then the old stacks will expire and you'll drop below 3.
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Quote:No, that isn't right.So if A = B and A's DPS is a combination of 160% (From Rage double stacked) + 200% Fury + 100% enhancement (Rounded for simplicity)and B's DPS is the same combination minus the 160% from Rage:
The conclusion is that if both sets are given equal damage buffs lets say 100% X A = B X 100% the DPS would stay the same. A would only fall behind when it hits the damage cap which it would at 160% damage sooner since its already utilizing that damage from rage.
If SS at 535% damage (base + 95% enhancement + 90 fury + double Rage) matches TW at 375% damage (base + 95% enhancement + 90 fury), then each point of damage buffs benefits TW more, so even if they're dead even to start with, TW will pull ahead given any damage buffs at all, long before the cap.
But moreover, it seems quite silly to quote someone saying "TW wins self-buffed, unless you screw up" and interpret that as "SS wins, except with extreme buffs". -
True, but SG storage doesn't let you store things cross-faction and -server. It also can't store Account Bound items, like store-bought enhancements.
I'd pay good money for an account-wide vault that could hold a couple dozen items or so without a send timer and an expiration date. -
You might also need to submit a ticket, if the market got confused and thinks you only own the male version of the item.
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You bumped a thread 39 minutes old, while it was still at the top of the forum o.O
Like most secondaries, Bio doesn't seem to particularly strongly favor any primary set. Pick the one you want. -
It doesn't give a recharge bonus, nor a damage proc, so it's not really even competing against most purple sets. You'd use Overwhelming Force for the KB->KD proc, or possibly for the energy defense.
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Quote:He is a dodge tank. His primary M.O. is to jump around taunting his foes. He's not known for being exceptionally good offensively.Quote:Okay, so what you're saying now is that Tank damage is supposed to be low?
Quote:Last time I looked, all Scrapper offensive sets have a taunt power, so this is not the best argument.
If we're going to base it *exclusively* on the 2 criteria you've listed here, he could be pretty much any AT who only uses his power pool powers (Fighting, Leaping, Presence), but that's stretching a bit. OK, a lot.
Spidey's most definitive combat traits (IMO) are his silly, infuriating banter, and his ability to evade and withstand harm, which makes a Tanker the best fit. It's not perfectly clear-cut, but very few characters are. -
Quote:This is true, although it's also useful (IMO, more useful) to think of a -maxhp debuff as equivalent to a -resist debuff. They're still regenerating the same amount, in terms of %/sec, but the debuff makes your attacks deal a larger % of their health, helping you outpace the regeneration.This.
It's actually a huge benefit against an AV or GM.
By lowering their max HP, you are also lowering the HP/Second of their regeneration. Just like how your HP per second regenerated goes up wen you use a power like Dull Pain, it goes down if you subtract from max HP.
For many characters, this is the only way available to affect a GM's regeneration rate. -
Why?
Seriously, the "NERFS IS BAD even when the thing being nerfed really should be nerfed" mindset annoys me.
But moreover, based on what we know so far, I don't see much reason to expect huge nerfs in i24 any more than we expected huge nerfs in i23, i22, i21, and so on. It might happen, sure, but I'm not counting on it.