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Quote:"Marcus- J'accuse! You dropped your accent! ... crap"The Devs should throw in some random chatter you occasionally see where it reveals that the lower level skulls are just doing fake (thus explaining the hollywood-style) accents, because they think it's cool and their leaders actually have real ones.
Edit: Yes, that's a War and Peace reference. -
I kind of feel that tanks should just get across the board protection from all mez.
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Can't you also get Iron Wills as a reward for PVP points in Siren's Call?
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Quote:Dead GirlI don't really know how to make Mutation work with ghosts. Ghosts don't evolve, spontaneously or over time, so Mutation seems to be out.
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How does the ghost come back from the dead? Does it have a body again? What was involved in coming back?
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Quote:In D&D circles, this is known as the Stormwind Fallacy.My admittedly petulant urge is to just get rid of the pool altogether. Most of the people who take it do so solely to min/max, with no regard to character concept but solely to get those last few percentage points to make them uber, and I despise that playstyle.
That said, if we allow your premise that most people do take it soley to min/max, and got rid of it entirely, wouldn't the min/maxers just then find something else to take soley to min/max? Wouldn't that eventually lead to getting rid of just about every power in the game? -
Quote:You're probably only looking at scrappers or blasters.In looking it up on City Of Data it isn't that much better than Manuevers, slightly lower end cost, slightly better defense boost which makes sense when considering a Self Toggle vs a Team toggle.
For Tanks:
Maneuvers: 2.275% Defense
Weave: 5% Defense -
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Quote:If you could hold down a button and cue up four attacks to activate in a slightly faster period of time than it would take them to activate them by hand (having animations that flow from one attack to the next without having to return to the default position), would that count as attacks stacking?That would be a case of giving the attack a buff that stacks. Technically, Parry stacks because it has a defense buff, but I wouldn't call that a case of an attack stacking.
Edited because what I'd said didn't quite make sense. -
Quote:Currently on Beta:Regarding #3, in Issue 24 I thought they changed it so that you can get the 4th power in 2 picks?
Boxing: Available at level 4
Kick: Available at level 4
Tough: Available at level 14, requires that you have one other fighting power.
Weave: Available at level 14, requires that you have two other fighting powers.
Crosspunch: Available at level 14, requires that you have two other fighting powers.
The suggested change:
Boxing: Available at level 4
Tough: Available at level 4
Kick: Available at level 14, requires that you have one other fighting power.
Weave: Available at level 14, requires that you have two other fighting powers.
Crosspunch: Available at level 14, requires that you have two other fighting powers.
In either form, you have to take either boxing or kick to get weave, so while it might improve things for people who only want tough, it doesn't change anything for the people who are taking weave and feel like they're being forced to take a useless power. -
You might as well as for one version with a combat aura that drops limbs randomly upon hits.
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At this point I am imagining the "average enemy" whose attacks, to-hit, hit-points, and damage types are an entirely representative of the enemies in the game as a whole.
The developers should get on that. -
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Quote:Fair enough.We also do not want to say that all players start off with 50% damage mitigation
Starsman, I understood how you got your numbers, I just wasn't aware of the standard definitions of mitigation on the boards. It just seemed pedantic to tell One Frigid Witch that there's no such thing as 95% mitigation when you could just show that 90% resist hits that same 95% when the 50% miss chance assumed for 45% defense is applied as well. -
Quote:45% defense means 95% of attacks miss (because normal enemies have 50% miss chance). That's 95% mitigation against minions. I believe bosses get accuracy bonuses.Before we go anywhere, where are you getting that 95% from?
45 Defense at best gets you 90% mitigation.
90% resistance gets 95% mitigation against the same enemies because of that same 50% miss chance. -
There's one other thing that I remember about resistances, but I'm not sure if I'm remembering correctly (so please correct me if I'm wrong):
Resistance also resists damage debuffs.
Having 50% Fire resistance means you resist 50% of fire damage debuffs. -
Were I a developer, I'd be tempted to just change how defense and resistance bonuses worked entirely.
I mean, damage, accuracy, recharge, hold duration these are all bonuses that improve existing powers.
Resistance and Defense bonuses entirely ignore existing powers. They're essentially new powers.
I'd drastically reduce the number of bonuses that worked that way. Instead, having +100% defense would mean that slotted weave would provide 12.5% defense instead of 7.5%. Having +200% resistance would mean that slotted Resist Physical Damage would provide 35% resistance instead of 15% (which suggests that +200% resistance should probably be pretty hard to get). -
Quote:Well, it's been mentioned already that defense doesn't grant DDR, so that fire armour tank with 45% melee defense can be knocked down to 40% with just one hit from a minion with an axe. And that can lead to cascade failure pretty quickly.So has anyone who does NOT run a char that already has strengths to build on (something not a scrapper, tank, brute, or stalker (or SoA...)) commented on this? And where has the discussion about softcap defense invalidating power choices such as super reflexes gone? If you can invalidate SR, then where is the issue in invalidating another powerset, by having debuffable resist?
You can't say "omg resists are sooooo good" without also saying "omg defense bonuses are sooooo good".
Bring one argument to the table, better bring the other too. Are the bonuses to res in line with the bonuses to def? Answer that question first.
Resistance works different. Resistance itself resists resistance debuffs. And it uses your full resistance to resist every debuff even if your resistance is debuffed. A blaster with 30% smashing defense will resist exactly the same amount of a debuff as a tank with 30% smashing defense.
That said, yes, defense bonuses are too good. I have an Invulnerability/Ice Melee tank that gets 45% smashing/lethal defense with only one power that provides defense: Tough Hide.
However, there is a significant difference between resistance and defense bonuses right now: The resistance bonus changes are new and with discussion, we might end up with something more reasonable, something that doesn't cause the same problems defense bonuses do. -
Quote:You can hit the smashing/lethal cap on an Electric Tank already with Resilient Core (or really aggressive resistance slotting and Cardiac). And that's without the Might of the Tanker proc. Willpower can hit the smashing/lethal cap with Resilient and 1 stack of the Might of the Tanker proc and the Shield Wall +3% resist all, Fire and Dark can do the same.Just to make sure I'm clear on what my concern is. I don't think achieving 90% s/l resistance is game-breaking in and of itself. I think in this case the invention system just erased an advantage Invuln was designed to have.
Inventions are powerful, and they will, through their power, blur distinctions and advantages. The question is whether they do so to a detrimental degree. If you can do it with Dark, I'm sure you can do it with Fire and Electric as well.
But then, on tanks, it is much easier to hit 90%.
I will admit I'm concerned that a Dark Brute can hit 90%. It says things about balance in the game as a whole, but it seems like it could also hurt the balance between tanks and brutes.