MajorDecoy

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  1. Quote:
    Originally Posted by Arilou View Post
    I believe the term is "opportunity cost"?
    Possibly, I want to be a mathematician, not an economist.
  2. Or what if Tough stayed tier 2, but changed it so that Boxing reduced the endurance cost of Weave and Kick reduced the endurance cost of Tough?

    Or Boxing added 5% psionic resist to Tough and Kick added 5% toxic resist to Tough?
  3. Quote:
    Originally Posted by Agent White View Post
    It's a city designed by Bloody Stupid Johnson
    So, there aren't actually any arenas, just a re-purposed salad bowl set?
  4. Quote:
    Originally Posted by Samuel_Tow View Post
    There is no material difference between Kick and Boxing aside from having two copies of essentially the same attack.
    Boxing Stuns, kick does knock-down. Boxing will be more helpful combined with a set with a number of stuns, kick will be more helpful with a set with a lot of knock-down.

    Quote:
    There is no need to tier defence behind offence when these can be added half-and-half between the first two tiers. One tier offers defence and offence, the next tier offers more defence and offence. It then becomes my choice of what combination of the two I want, which isn't there when the only choice is "get an attack first then we'll talk about it."
    Both boxing and kick offer defense in the form of active damage mitigation.

    However, say that they do make Tough a tier 1 power. It provides 5% resistance (for tanks), and if you have Boxing or Kick, it increases to 15%. Wouldn't you then still complain about having to take a power you never use to get the 15%?
  5. Quote:
    Originally Posted by BrandX View Post
    A good incentive imo is to just make it so Boxing/Kick was an attack worth taking (I think this of the other pool attacks as well).

    Up the damage on them. Put them on par with tier 1 - 3 attacks.

    That way you can replace one of the attacks you get from your offensive powerset with Boxing or Kick or have a decent one if you lack the option.
    I suppose this is where playing a Super Strength tanker flavours my experience with the fighting pool: Both punch and kick are on par with the tier 1-2 attacks and the new Crosspunch does comparable damage to Haymaker.

    So I drop Air Superiority and Haymaker and pick up boxing and Crosspunch.
  6. Quote:
    Originally Posted by Synapse View Post
    Ocelot Blast.

    Synapse
    There's definitely precedence for it:
  7. Quote:
    Originally Posted by Samuel_Tow View Post
    It'd be like me having to take Assault Rifle Burst or Assault Rifle Blast before I could take Solders on a Mercs Mastermind.
    No, because by selecting Mercenaries, you've already paid the cost for any power in the set, you just need to meet the level requirement at that point. What's the cost of taking Mercenaries? Not being able to take Hell on Earth, or Gang War, or Summon Swarm (that's a beast mastery power, right?).

    However, the cost for choosing power pools is much lower. You're allowed four of them instead of just one. So they have to increase the cost for the very desirable powers somehow.
  8. Quote:
    Originally Posted by Hopeling View Post
    but the Brute I copied to beta has ~19% S/L resist from set bonuses with just the build I copied from Live.
    On the build I copied from live, my invulnerability/super strength tank Major Decoy gets to 90% smashing/lethal without tough now, and gets about 15% incidental resists to everything else. And all status effect durations (save placate and taunt) are reduced by at least half.

    That seems significant.
  9. Quote:
    Originally Posted by Bronze Knight View Post
    That's not an IO.
    So you're saying that a person who had nothing but store-bought enhancements wouldn't register as being IO'd and thus would get the level shift?
  10. Quote:
    Originally Posted by Neuronia View Post
    The IO changes will take time to absorb, but if Arbiter "Looks way too young and has way too nice hair to be a Developer" Hawk REALLY wants to shake things up..Battallion needs some IO bonus resistance, or at least make SOd characters level shifted when fighting them.
    Level shifting the people who don't use IOs isn't the best solution because not all IO builds are equal. There's possibly someone out there whose only IO is the knock-back to knock-down unique.
  11. What if set bonuses had archetype modifiers?

    Tankers would get the best regeneration, +max Hp, +defense, and +resist modifiers.
    Brutes would get screwed.
    Scrappers and Blasters would get the best +damage and +accuracy modifiers.
    Defenders, masterminds, and corruptors would get the best +heal, +recharge, and +status resistance modifiers
    Controllers and Dominators would get the best +control modifiers.
    etc.
  12. Quote:
    Originally Posted by Arcanaville View Post
    Arbiter Hawk: I would like my MC attack chain to be five copies of Ki Push, please. Thank you.
    Indeed, Ki Push is awesome. It makes me wish Ranged Attack sets came with more +range bonuses. And it makes me which Power Push was like that, instead of just knock-back.
  13. Quote:
    Originally Posted by Ultimus View Post
    Absorb has one other strength, it can't be debuffed. There is -Def, -Res, -Regen, etc. There is no -Absorb.
    It might be affected by +heal resistance.
  14. Quote:
    Originally Posted by Samuel_Tow View Post
    I want to comment on the notion that taking powers is a "cost." This is just backwards design.
    It's actually pretty common, and taking powers IS a cost. There's no other way to view it.

    You have a finite resource and more power options than you can have. This means that for every power you get, there are powers you don't get. The cost of getting Temporary Invulnerability at level 1 is not getting Resist Physical Damage at level 1.
  15. Quote:
    Originally Posted by Haetron View Post
    Seriously, I would use more words, but they'd be wasted if you can't see you're agreeing with me while you claim to disagree.
    I'm agreeing with you that IOs are not needed. I'm disagreeing with you that no one should care if the game is broken when IOs are used. That's why I had three parts to my post and not just the two parts you quoted.
  16. Quote:
    Originally Posted by Arcanaville View Post
    Just to join the bandwagon, I also proposed a mechanism that would reduce the problem of defense bonuses.
  17. 1) Slow and -recharge resist.
    2) Endurance drain resist.
    3) to-hit debuff resist.
  18. Quote:
    Originally Posted by Haetron View Post
    Did you even read what you just typed?
    In fact, I did, so I have no idea what point you're trying to make with this statement.
  19. Quote:
    Originally Posted by Haetron View Post
    Luckily, they've given themselves the caveat they dont balance around IOs, so if the game's broken with IOs, who cares, right?
    That's not at all what they mean when they say the game is not balanced around IOs.

    They mean that no content will ever require that your character is IO slotted to be able to complete it.

    They don't mean that they don't balance power sets and IO set bonuses around what might be possible with combinations of those elements.
  20. Well, building for resistance instead of defense does have some bonuses:

    For characters without DDR, 10% defense is not necessarily better than 20% resistance, as the 10% defense can fail to defense debuffs pretty easily, but the 20% resistance will resist resistance debuffs, which are a lot less common anyway.

    For characters with high regeneration, resistance doesn't have the damage spikes that defense does.

    And on teams, defense buffs are still significantly more prevalent than resistance buffs.
  21. Quote:
    Originally Posted by Kangstor View Post
    %41 for incarnate enemies but having every other attack hitting is far worse than having only 1 out of 20 attack hitting.
    36% for incarnate enemies, actually. They have 64% to-hit, which is why 59% is the soft-cap.

    But I didn't need to talk about any of that to counter the idea that 90% resistance wasn't letting 10% of the damage through. Even against enemies with 200% accuracy, 90% resistance and no defense will only let 9.5% of the damage through, not 10%.
  22. Quote:
    Originally Posted by Mad Grim View Post
    What was the deal, exactly?
    Hamidon agreed not to destroy all of humanity of Cole could arrange new seasons of Firefly.
  23. Quote:
    Originally Posted by Mad Grim View Post
    Soft cap defense is better than hard capped resistance even on a tanker, and with everything else its no contest. With soft cap defense you are taking about 5% of incoming damage, while (on a tank) you're taking 10% damage with hard capped resistance. The difference only gets bigger from there.
    You forget that enemies have a 50% miss chance even if you have no defense.
  24. Quote:
    Originally Posted by Neuronia View Post
    Lazy to open Mids but say your run of the mill Tanker/Brute is sitting to about 80% S/L (spitballing), and at that point you aren't going to really get any benefit. Now if they did something like Elusivity where you would get off-primary res from your toggles that might be interesting. It's still better to build to softcap your defense, then let your resistance soak up the rest I'd wager.
    The tanker sitting at 80% Smashing/Lethal will see the most benefit from more smashing/lethal resistance. The tanker at 90% will see the least.

    I do have some small concern here though. Set bonuses don't vary by archetype, and resistance will become another one of those things where "It's easier to hit the cap on a tanker, but you can still do it on a brute."