-
Posts
858 -
Joined
-
Despite the general hostility here, I also support character reincarnation -- a level 1 reroll, same AT but different power-sets, that retains badges and unlocks. I make no claims as to its technical feasibility, but I will say that it does not so far as I can see devalue the alt-friendliness of the game in the least.
Incidentally, replying to any of the above-linked threads would violate necro rules. -
Quote:The more continuous damage is as seen relative to your HP; the more continuous HP recovery is as seen relative to the damage. We can really only notice HP recovery as it approaches incoming damage; we'll hardly notice continuous HP recovery at all at 1% (1/100th) of incoming damage, we will likely notice it at 10% (1/10th), we will definitely notice it at 50% (1/2). In this case, I think 'notice' works almost equally well if it's interpreted as 'improves resolution of model' or 'is noticeable to many players in actual gameplay.'Originally Posted by ArcanavilleActually, what Uberguy said was that the more continuous - and thus less bursty - damage and health recovery are, all other things being equal, the less likely it is that an unlucky burst will kill you quicker than the average calculations would predict. Which is true.
So the 'burstiness' of 1 damage/5ms vs, say 10 damage/50ms is probably not noticeably different to characters with several thousands of HP -- it depends, of course, on exactly how inexplicably anal that person is being in constructing the particular minutiae of a model they are making that no one actually cares about but are now evidently picking a pointless fight with two separate people about. The burstiness of 1 damage/5ms vs 1000 damage/5s is probably not noticeably different to characters with several million HP.
Similarly, health recovery to the tune of 1 health per 100 damage interval probably isn't noticeable; nor is 100 health per 10,000 interval, or so on and so forth. It isn't noticeable even if the damage is dealt over millisecond increments and the health regeneration occurs even more nearly continuously than that. It also really doesn't matter what % of your health these numbers are, because it won't matter either to your model or to your play experience since you'll be dead well before they make a difference for literally any value of health.
10 hp/interval or 50 hp/interval is noticeable, using the 100 damage example, but again only insofar as it occurs over that interval and not with regard to how actually continuous it is.
Conversely, irrespective of the damage interval, a 1000 health-restoring event is noticeable to a <10000 HP character because it will immediately reduce the % of health remaining each damage event causes. The burst health restoration event, in other words, is just as relevant to damage as burst damage is to health.
Contentiousness of health recovery does not matter respective to total health; burstiness of damage only matters after a certain point. That is all I have been trying to say, and I don't even think anyone has actually argued otherwise.
I meant continuousness. Damn autocorrect.
Quote:Originally Posted by ArcanavilleThe delta Uberguy is referring to is the damage delta from moment to moment, not the time delta.
Anyway, good thread! I usually don't engage in assassinating my own, but I think we were pretty much done anyway. -
Quote:Well... no, the magnitude of time expressed as a percentage of your HP is not particularly relevant."Continuous" meaning the delta from moment to moment is small, and specifically "small" is defined here relative to your HP.
I realize that isn't what you meant -- you meant that a smaller event interval grows more significant as the percentage of health lost per event rises -- but it is what you actually said. I do not think you are reading carefully enough what either of us is actually saying. I have actually said that continuous HP recovery is less relevant than being able to achieve a high % of HP on-demand. I said this exactly because of
Quote:Originally Posted by UberGuy10 HP damage per hit is a big deal if you have 50 HP, but not such a big deal if you have 2400.
NERRRRRDDD FIIIIIIIGHHTT. -
-
For +4/x8s, the Brute or the Blaster. The Brute would be easier, but the Blaster -- especially with Cold, Force, or possibly Munitions Mastery -- would be more fun.
-
Uh... hm. Potential to do what?
The DB/ElA Brute is probably the most potentially rounded -- with the upcoming IO changes you should be able to cap S/L resist (or at least come close) and DB gives you some decent tools to work with.
But for single-target damage, I think the scrappers are better... the StJ over the Kat/Regen, although you can do some pretty impressive things in terms of like AV soloing and the like with the K/R.
If you want to farm, the Water/Ice is best, although the Brute could put in a decent showing. -
Quote:Yes. So all else being equal, a Defense-only character who's at 20% life is in a more precarious position than a (90%) Resistance-only character at 20% life, even in the case of relatively small amounts of per-hit damage. I assume this is part of why there are no Defense-only armor sets anymore.Basically, the larger the quanta of incoming damage are relative to your remaining HP, the more likely it is that streak of hits over the next several attacks will kill you.
Quote:Edit: The closer incoming damage and HP recovery are to continuous, the less likely this scenario is to arise in practice. -
Yes, correct, and you should always ask before trying to give someone a massage.
(Also, as a free player, you can't send tells, only replies. And you use @ with a global chat handle, not a character name -- I'm unclear which you were attempting.)
In the future, try creating a new topic if you have questions. -
Signed or unsigned means likes or dislikes the idea, as though you were signing or refusing to sign a petition.
It's highly unlikely they would create a hybrid support/pet set category like the one you suggest. It's substantially more likely that they would put a single pet summon into a blast or support set; although still not all that likely, I would recommend re-working your goal into a Support set (that Masterminds probably wouldn't get access to and Controllers may or may not) so you could have Defenders and Corruptors with a pet. Trick Arrow and Traps are probably the best pre-existing examples to start working from.
Or, you could support my Wilderness Mastery APP idea. -
Quote:Bweh? What is this supposed to represent? How on earth does it sound right to you that a character with 90% resistance takes 60% of the attack's original damage?Resistance Based:
1000*.75(Capped Scrapper Resistance)-1000*.50(0 Defense)= 250 Damage Resisted. 750 Damage taken.
1000*.90(Capped Tanker/Brute Resistance)-1000*.50(0 Defense)= 400 Damage Resisted. 600 Damage Taken.
It looks like you are subtracting the 50% hit chance from the damage resisted and then treating the result as damage taken, which I do not even understand.
Quote:Defense Based:
1000*0(0 resistance)-1000*.05(Defense Cap)=950 Damage Resisted. 50 Damage Taken.
So Canny has her tirade about the logical basis of admittance calculations and whatnot, but the short of it is simply that you have to be consistent with how you're figuring damage. I prefer her method, but let's use yours for a moment. With corrected math (and I'm going to use Brute/Tanker resist caps, because it doesn't need to be proven that Defense or layered with Defense is the best way to go for anyone else), it looks more like this...
Attack damage: 1000. With 90% resistance, you can model it as either 900 damage resisted (so 1000 * .9) or 10% damage taken (1000 * .1). You are treating it as damage resisted, so we'll go with that. However, in addition to the damage being resisted, the mob has a 50% chance to miss each attack. So we resist 50% of all attacks made, and ignore 50% of attacks. Your version should look like this :
((1000 * .9) * .5) + (1000 * .5) = 950
It's hard to read and doesn't make much intuitive sense, which is why we usually measure damage taken, rather than damage resisted:
1000 * .5 * .1 = 50
And even that isn't all that logical because it looks like we're taking 95% less damage than some arbitrary person, when in fact no one at all would be taking an average of more than 500 damage in the first place, so Canny has her rant. But we'll set that aside for now.
Edit : Or she can beat me to it anyway. -
This is an APP suggestion. Sorta. Okay, actually it's a PPP, but without a Patron. I think it'd be cool if it was unlocked by a Trial or story arc. When I say "as X power," it's from that set, but obviously the ratios are adjusted for the AT and if necessary APP position. Most versions of this APP include a team buff of some sort (or for Doms, AoE Debuffs).
Blaster- Strangler (as Plant Control power)
- Natural Instinct (Toggle, +8.75% S/L/F/C defense, +15% Toxic resistance, both enhanceable)
- Spirit Tree (as Plant Control power)
- Summon Beasts (2) (Click, Summon Pets) (Wolf or Lioness skin customize option, tintable)
- Carrion Creepers (as Plant Control power. Very good power; if too strong, replace with Roots, swap position w/ Summon Beasts)
Controller- Call Hawk (as Beast Mastery power)
- Natural Fortitude (Toggle, +19% S/L/T Resist, +2.25% F/C/E/N Defense, both enhanceable)
- Quills (as Spines power. Uses Thorn Burst FX.)
- Call Ravens (as Beast Mastery power)
- Summon King of the Wild (Click, Summon Pet) (Dire Wolf or Lion skin)
Dominator (Okay, I have a pet peeve here. Dominators should get self buffs and support powers, emphasizing debuffs, in their APP. They do get the self buffs, but the decision to give them mostly more attacks in their other slots is just structurally weird to me.)- Poison Dart (as Widow Training power)
- Natural Instinct (See Blaster entry.)
- Venomous Gas (as Poison power)
- Weaken (as Poison power)
- Summon King of the Wild
Defender / Corruptor- Skewer (as Thorny Assault power)
- Natural Fortitude (See Controller entry.)
- DNA Siphon (as Bio Armor power)
- Thorn Barrage (as Thorny Assault power)
- Summon King of the Wild
Scrapper / Stalker- Thorntrops (as Thorny Assault power; possibly swap with Thorny Darts)
- Entangle (as Plant Control power)
- Wild Growth (as Nature Affinity power, duration reduced)
- Summon Beasts
- Carrion Creepers (as Plant Control power)
Tanker / Brute- Thorntrops (as Thorny Assault power)
- Entangle (as Plant Control power)
- Roots (as Plant Control power)
- Wild Bastion (as Nature Affinity power)
- Summon King of the Wild
Mastermind- Fling Thorns (as Thorny Assault power)
- Natural Fortitude (See Controller entry.)
- DNA Siphon (as Bio Armor power)
- Roots (as Plant Control power)
- Ripper (as Thorny Assault power)
Edit : SoAs would get Brute/Tanker as usual, I suppose. -
This isn't a defense/range thing exactly... it's more like a mix of MM primary+secondary in the first slot and Dominator secondary in the second.
But it *is* pretty unlikely. I'd expect more Pet epic pool sets like the PPPs before anything along these lines.
Edit : Ooh. That gives me an idea. -
How to fix devices:
You'll need a screwdriver, a torque wrench, a pair of pliers, duct tape, and this video:
http://www.youtube.com/watch?v=rLDgQg6bq7o -
Quote:This is basically true, but I think I'm going to end up showing that the -20Res on the Defense character is more likely to actually terminate in death in most cases. (For the same reason I think -dmg is more beneficial to def than res, increased damage taken is more harmful. There's not a lot of difference between +res and -dmg to the defense character, incidentally, but a def/res character isn't what I want to look at here.)But in terms of average damage taken, everybody is equally vulnerable to resist debuffs. -20% res means you take 20% more damage than you took without the debuff, no matter how much resist you had in the first place (unless you were beyond the resist cap and the debuff just ate some of your over-the-cap padding, in which case the resist-based character is affected proportionally *less*).
-
I'm pretty sure the deaths of the four officers were accidental. He's crazy, but it started as a "Why don't they like my toys?" crazy than a "And now they will all see!" crazy.
(Primal) Malaise may well have done worse before he was redeemed to heroism. -
Time to live is really the best way to work this, but I'm having some trouble generating my model. And I'm probably going to have to contradict part of my OP, which is always embarrassing (I have to improve the model of Defense behavior to an outcome tree, rather than treating it as a virtual certainty as I did originally to contrast it with Resistance).
Edit : Oh, and I think you might be wrong about the tohit buff on enemy favoring one or the other. I'd have to write it out to be certain, but you're digging into the 50% miss chance even vs Res. -
I find the suggestion unnecessary to achieve the stated goal -- different builds can easily achieve eg defense softcapping in different ways. I also find one of the premises, that having a high number of powers shared between two builds of the same archetype with the same primary and secondary is undesirable, to be spurious.
Finally, we've already relatively recently been given a way to incorporate a much wider range of Enhancements into our build via Enhancement Boosters, which make previously undesirable combinations or set choices viable by allowing us to greatly improve individual Enhancement performance.
So I disagree. That being said:
Set bonuses are balanced around several factors, including the rarity of the set, its level range, and the number of enhancements in the set.
To respect game balance, this would have to (obviously) be firstly limited by set rarity -- you couldn't move a purple set's bonuses into an orange set, or an orange set's bonuses into a yellow set. You also could not move a higher level range set's bonuses into a lower level range set, or a set with X total enhancements (so 3, 4 -- although I don't think there are any with 4 -- or 5 total enhancements) into a set with fewer or more enhancements, even if you are only using a partial set (since smaller sets are permitted to break some of the rules governing larger sets).
You also could not move unique IO bonuses, which you say you are on the fence about anyway, because it would alter the actual Enhancement effects of the recipient set, not just its set bonuses.
The number of legal trades this permits is very small. -
Quote:All three of those layers -- the hit/def layer, the dambuff layer, and the resistance layer -- are multiplicative with each other in a general sense. Although the basis of my argument is a very specific criticism of the model Bunny posted, it does work very well in that general (sort of Newtonian) sense to get a simple percentile mitigation number.I think the one reason why it is better to build for -dmg on top of def softcap is because the softcap is much easier to hit for just about any build, where the resistance cap is not.
Similarly, while I am making a strong attack on a common misconception (that -dmg% pairs especially well with resistance for some reason), many people in the thread have demonstrated the weaker (but more certainly true) claim that at worst the possible pairings of def/res, -dmg%/res, or -dmg%/def are equivalent for similar values.
Edit : And no, I'm not updating my model until I get some sleep, regardless of how many or few times I post on the forums before doing so.
Edit 2 : My lack of commentary on post 15 in this case is intended to indicate I agree with it. -
Quote:Okay, technically correct -- I should've phrased my statement better. That extra hit does benefit the resistance character and not the defense character, but it only benefits the character in such a way as to return to parity: the resistance character has a survival line of 10/12 hits, and the defense character has one of 12/12 hits. At no point will the resistance character have more probable hits than the defense character.With the same 2000 hp, 50% resist/25% defense, and a -20% damage debuff, but an attacker that deals 900 damage instead of 1000, the resist-based character will take 450 per hit, and will die in 5 hits. With the debuff, he'll take 360 per hit, and will die in 6 hits. The debuff bought him one extra hit before death.
The defense-based character dies in 3 hits with or without the debuff. The debuff provides him with no benefit at all.
Although that's interesting. Hmm. I believe I have legitimately oversimplified the issue and I will have to incorporate health restoration to demonstrate the case properly.
Quote:Reducing the enemy's damage by 20% means they deal 20% less damage. The granularity of attacks can matter, but doesn't consistently favor one over the other.
Quote:And you're very often fighting multiple enemies (of multiple types with multiple attacks of multiple strengths) anyway, so reading too far into exactly how many of a specific attack you can survive is not very illustrative.
Quote:a -50% damage debuff reduces incoming damage by half -
One of my points here is that -dmg is another layer of mitigation entirely; it's erroneous to describe it as related to resistance, even though it's intuitively similar (since they both reduce damage by a percentile). So you could theoretically (although I believe this is impossible without a specific team build) floor your enemies to 10% damage and also have 90% resistance (on certain ATs), but this is basically the same as having 90% resistance and 45% defense.
-
Quote:Using that model, let's look at two 1000-hp characters with 90% resistance and 45% defense respectively taking 10000 damage per hit.Resistance @ 50%
Expected Damage = 200/attack (800*0.5*0.5)
therefore 10 attacks until death
Defence @ 25%
Expected Damage = 200/attack (800*0.25)
therefore 10 attacks until death
Resistance @ 90%
Expected Damage = 500/attack (10000 * 0.1 * 0.5)
therefore 2 attacks until death
Defense @ 45%
Expected Damage = 500/attack (10000 * 0.05)
therefore 2 attacks until death
The first case is arguably false; the second case certainly is. Model's bad. Granularity matters and your model does not support it.
Quote:Originally Posted by OathboundYou're making the mistake of looking at it as single attack damage reduction, and not overall mitigation.
Quote:Originally Posted by HopelingYour 10-hit vs 12-hit conclusion is just an artifact of the specific numbers you've chosen and how overkill can dominate the numbers when talking about such large hits. The difference disappears entirely if we look at 500-damage attacks instead, and can flip the other way with the right numbers.
Let's consider 100 damage attacks that are reduced to 80 damage. The resistance character can take ten additional hits before dying (40/50); the defense character can take only five additional hits before death (20/25). That means the resistance character can probably survive ninety-nine attacks and will die on the hundredth, and the defense character can probably survive ninety-nine attacks and will die on the hundredth.
So there are cases where the two characters benefit equally from this effect, right? Hmm. Can we get one where the Resistance character comes out on top? Okay, what about scaling it up the other way? Say the attack deals 4000 damage, which is enough to one-shot either character, but the -dmg effect reduces it to 3200, which will one-shot the defense character but now requires two hits to kill the resistance character. I'm not saying I'd bet money on the defense character, but mathematically it's actually only restoring equilibrium -- the resistance character before had a probable survival time of 2 attacks, and now has a survival time of 4 attacks, whereas the defense character had a probable survival time of 4 attacks and still does.
...So while there are situations that favor the Defense character, none (that I can imagine) favor the Resistance character. Defense derives a greater benefit.
And, and, here's where it gets crazy. Let's play with the magical lies of statistics for a moment.
Our heroes are in dire straits. The attacks are weak -- merely 100 damage base, reduced now to 80 -- but our heroes themselves have been worn down and now only have 200 HP each.
Hmm. That's oddly similar to our original scenario, isn't it? The Resistance character will now die on the fifth subsequent hit, while the Defense character will die on the third. That gives the Resistance character a probable window of nine more attacks he can survive -- he'll die on the tenth. The Defense character, on the other hand, can probably survive eleven more attacks (only two of which will, in our magical world of flat hit chances, actually land), dying on the twelfth.
Defense wins again! ...Unless our characters are regenerating, in which case, flip this pancaking cook, I'm going to bed. -
It's a shame, too. The window idea is otherwise pretty eminently solvable with almost no additional resources needed; you can make an 'external wallpaper' that only gets revealed in sections with windows. (Probably with a couple layers so you can get a good perspective effect. A little more expensive than a perfectly static one, but I suspect still far cheaper than putting a zone outside.)
I've pretty much just assumed that NCSoft's HR department issues, instead of pink slips, car bombs.
Not the drink. -
Edit : See discussion below. This is a significant oversimplification and flat-out incorrect in some conclusions.
This is just a public service announcement; it concerns mostly melee and support, although others may be interested.
I've seen a few comments about -DMG -- for instance, from Kinetic Melee or Kinetics -- synergizing well with +RES. This is not true. Obviously both reduce damage, but the greatest benefit is to characters with no resistance at all. This would only be of cursory interest (less damage is less damage!) except for how it interacts with other forms of mitigation. Given the choice, it is better to match -DMG with +DEF.
Why is this? Well, the low-math explanation (sorry, I don't have a no-math one!) is that Resistance mitigates more damage the more damage the character is taking. If the character has gotten 50% resistance somehow, and they're dealt 1000 damage of the type they resist, they take 500 damage. If that damage is first reduced to 800, they mitigate 400 damage -- they only take 100 less damage, whereas a character who had no Resistance at all takes 200 less damage.
Kicking up the numbers a notch, this greatly affects survival lines. Let's deal with the same attacker, who deals 1000 damage ordinarily that has been reduced to 800 by -dmg effects. In the case of a character with 50% resistance, no defense, no regen, and 2000 HP, that difference means they can take one additional hit before dying -- in game terms, a probable 10 attacks till death (five hits will kill them, but we're assuming mobs only hit 50% of the time), while a probable 8 attacks would have killed them if the attacks were dealing 500 damage instead of 400. In the case of a character with no resistance, 25% defense, no regen, and 2000 HP, it also would have taken a probable 8 attacks till death... but that's been increased to 12 by the -dmg effect. They can still only take one more actual hit before death, but "one more hit" (probably) means a lot more to them (since three out of four attacks will miss, rather than every other) than it did to the high Resistance no Defense character.
This behavior becomes even more pronounced -- and complicated -- when you factor regen or direct heals into the issue, but I'll leave that be for now.
However I would like to take this opportunity to point out to all the corruptors and defenders that unless I'm mis-remembering, there's only one blast set with -dmg.(There are a few other ways of getting it, though...)
-
-
Quote:There is no hyperbole in that. And the fear, which I share, is likely more on her end than yours.Originally Posted by Johnny_ButaneQuote:Originally Posted by ArcanavilleWe tamper with them without fully understanding their value at our own peril. What only damaged a brand new game would probably destroy this one.