Netphenix5

Rookie
  • Posts

    286
  • Joined

  1. Frankly, I think a lot of the complaints of this thread as I understand them would be taken care of if, when one hits level 5, we received a message of unto-unlock for an origin-specific contact in King's Row, like we do with Twin Shots and the AE man.

    That way there's an alternative that's tied to your origin, you don't have to do TS's arcs (but you keep the option), and you don't need to go through the Radio/3 mishs/Safeguard rigmarol to get a contact in KR.
  2. Quote:
    Originally Posted by Local_Man View Post
    If you are building for damage, you can proc-out Freezing Rain. 2 Recharge, the Achilles Proc, the Lady Grey proc, the Impeaded Swiftness Proc, the Posi Blast proc. The amount of damage from these procs really adds up. Some folks assert that you need some accuracy for those procs to hit the first shot, but I feel that if you have enough global accuracy, you can get by without slotting Accuracy.

    I prefer the Expediant Reinforcement over Call to Arms, mostly because the amount of enhancement is higher when you slot all four enhancements that do damage. You get the same 6.25% Recharge, but trade a Recovery and HP bonus for higher enhancement and a damage buff.
    Fair enough, and thanks for the tips! All of which only confirm the fact that tehre's no "wrong" way to slt Storm.
  3. Since both have a key power that's a PBAoE aura (Artic Air and the draining aura respectively), I'd think that both Ice control and Electric Control would synergize well with /Time. Ice would stack the slows quite easily too. Both are the lowest damage Controller Primaries though, so both would require teaming for fast levelling. But I think both would be very safe and very team-friendly. Mind you, I haven't tried either... Yet. Fire as well would be a good pick since it has Hot Feet, bringing good damage. And both Fire and Ice have PBAoE holds in Cinders and Glaciers as "Oh poop!" buttons.
  4. Another "thank you" post to Aett for doing such a great job. Not only did you clarify the mess we boarders made of things, but you actually read through a gazillion nerdrage rants to extract the substance of it all. I salute you. Now tell me : after gazing into the forums' abyss of madness for so long, how comfy do you find your padded room?
  5. It's always hard to give slotting recommendations for sets since they in part depend on where you wanna go with that character (defense? Recharge? End recovery? Frankenslotting?) However, there are some "classical" recommendations that can come in handy when dealing with those sets. For examples :

    - Strangler and Vines can both take 4 Basilisk's Gaze for the easiest 7,5% global recharge boost of the game out of LotG.

    - Assuming you have Inf (or A-merits) to burn, Spirit Tree gets exponentially more useful on long fights if you slot a Panacea proc into it, since it gets a chance to grant Health and End to EVERYONE in its area of effect every 10 seconds on top of the Regen boost. Pure magic, but VERY EXPENSIVE pure magic.

    - Combat Jumping, Maneuvers, Tactics should all get LotG globals for +recharge. A-merits and WWD arcs made them far easier to get, and Plant/Storm really likes recharge.

    - Freezing rain should be 6-slotted and one of those ear-marked for an Achille's Heel proc. The other five slots depend on whether you want Regen/Recovery (5-slot Touch of Lady Grey) or Accuracy (5-slot Undermined Defenses). Both give boosts to Damage and Health, and are IMO the only sets worth slotting in that power.

    - Hurricane can go by with 4 Dark Watcher's Despair for a recharge boost.

    - A couple Numina's Convalescence in O2 Boost will give you +12% regen, which is nothing to sneeze at if you wanna focus that way.

    - Steamy Mist is the perfect place to drop a Steadfast's global +def. It pretty much doubles its def value on its own, and if you go full defense (which you probably will if you follow Kioshi's power picks suggestions) Steamy Mist will grant you around 9% defense, which is tasty. A whole set of Kismet grants you decent bonuses, a +6% ToHit while Mist runs and for 120 seconds after (very nice) and lets you sidekick without losing too much. Or you can go the resist way and use 5 Aegis for some nice defensive set bonuses. It's a tough power to slot with only six picks, so it's up to your personal taste.

    - Tornado can be both a great AV killer and fantastic set mule, because it takes every pet set in the game, as well as the accurate defense debuff sets. If you actually use it for damage and like defense, a complete Blood Mandate is a sure value. For debuffing tough foes, I'd six-slot Analyse Weaknesses. For recharge, slot Call to Arms. Again, it's gonna depend on what you wanna focus on.

    Boy, I might as well write a guide about Plant/storm, the way I'm rambling.
  6. I was wondering when the crashing bug on macs when using hte Paragon Market for more than three minutes out of every 15 or so was gonna make it on the list of known issues. I'm not expecting a fix anytime soon (it took two years to fix the same bug with base editors....) but knowing it's an acknowledged bug that's being looked into would be nice.
  7. Quote:
    Originally Posted by BunnyAnomaly View Post
    I like the idea but not the direct implementation of them casting buffs. It'd be nice if they had an aura that either redirected damage to themselves (perhaps not doable) or gave those close-by additional resistance (definitely doable). Then when you are close to the Tank, you are safe
    It's definitely doable - both Shield defense's Grant Cover and the Leadership-like buffs of the VEATs show that you can have such powers in "armor/defensive" sets - AKA a set that's mainly here to protect you but that could still give you options to protect others (as opposed to a buff set like FF where you're mainly protexting others and only incidentaly helping yourself)

    I think Tankers could have one power per Primary that's unique to them and protects nearby teammates, the way Stalkers have specific versions of sets they share with other ATs. It would give them something NO ONE ELSE does, not just something they do "better than others". And personally, I'd rather have a "Paladin" Tanker than a merger of Tankers and Brutes, which is what I read Johnny_Butane's suggestions as amounting to.
  8. Quote:
    Originally Posted by Snow Globe View Post
    I think that is what the extra 150 points are for being a Tier 9 VIP. They are an additional discount on purchases.
    So you're saying that Tier 9 VIP are indeed Very Important Persons and anyone under tier 8 is a second-class Very Insignificant Poodle? I can only imagine how new VIPs will feel reading that. Even with my tier 6 I resent the implications.

    Personally, I'm loving most of what Freedom brought us, except for two things :

    A) If keeping your promised schedule of new stuff all the time means lowering quality so much, then by all means, drop back to once every two weeks or once a month. I'd rather have flawless goodies come out each time I get my VIP stipend than questionable bundles or expendable stuff every week. Plus, that way, I wouldn't hoard it week to week in case the next bundle is even better... Then feel shafted because it's worse I should have bought the previous one.

    B) When Going Rogue came out, it cost, if I remember correctly, about $30 right? For this price we had 6 new zones, a new morality/alignment system, several power sets, new story arcs out the wazzo, and so on and so forth. Now $30 worth of points will buy me at most a powerset and a costume pack. Even the old Super Packs introduced emotes, costumes, extra powers and in the case of Super Science, a system improvement to the tailor - for $10, maybe $15 ! The prices have gone THROUGH THE ROOF with the Paragon Market, and even the measly 400 points a month VIP bonus does NOT compensate. Either review your PM pricing policy or treble our stipend before you turn us into Very Impoverished Players. Please.
  9. I think it's worth keeping in mind that what used to be covered in the Tutorial now has been spread over the first 20 levels of the game. What you now call the tutorial is really the first part. the REAL tutorial is running that, the Matthew Hashby arcs and Dual Shots arcs Blue side or the Inquisitors arcs and Doctor Graves arcs redside.

    Those cover all that Breakout and Outbreak used to cover and more. Of course, they do it way too slow and too far apart, but they do cover it. Is it a good make-over? Heck no! The write-up for the arcs is pretty good, and sometimes very funny, but by the time they tell you about stores or Icon, chances are anyone but a rank newbie is on his second costume with every slot filled already. And nowhere is it advertised that those arcs teach you about the game, which I'd say is a criminal oversight. But ultimately, the information IS there.
  10. Anyhow, after much (very interesting) debate, the idea has been proven to be faulty. I wanna thank everyone who replied for the feedback and arguments, I learned new things and actually had a good time. Maybe someone will come up with a way to make this work one day where I couldn't. If anyone wanna talk about it further, feel free to PM me.

    Is there a way to close a thread here?
  11. Twigman, while I (think I) understand what you're trying to say, I believe you're confusing the issue. SR on a fireball does check for AoE defense, and my system would have checked AoE resist. Whether it's fire or other would have had no bearing on either type of mitigation, neither does the fact that it's flying at you before it explodes. And you're also mixing up DoT and dual-type attacks, I think.
  12. Quote:
    Originally Posted by Hopeling View Post
    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.
    Then indeed, I had a faulty understanding of the system, and as such, my proposed framework doesn't work. I concede defeat. However, allow me to adress your other points for completeness' sake.

    Quote:
    Originally Posted by Hopeling View Post
    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.
    What I was trying to avoid was a resistance that would get applied to vectors all the time, as a separate value from Type resist the way Positional defense and typed defense are separate. 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.

    Quote:
    Originally Posted by Hopeling View Post
    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.
    Of course. There had to be a variable. But in that way it only had to appear in the code during damage resolution, not in every resist power in the game. There would be an attribute window listing those. For almost everyone it would say 0% the way it lists positional defense at 0% on an Elec Scrapper. There would be steps in the damage calculation parts that would involve those variables if and only if a power granting them was involved. But for every power in the game right now, there would be no need to add anything. Tough would not need to be rewritten to say it adds "0% Melee resist". A sonic Haven would not need to say anything about it. Powers that debuff resistance (as far as I know they all do so across the resistance board) would debuff after the boost had been applied in my pseudocode.

    It's frustrating, because it seems obvious to me but I clearly fail at making it so to others. I tried to make it so it would get the effect sought while requiring little to no modification of, say, 97% of the game code. But I relied on two things - immediate damage calculations (which you just proved to me were wrong) and whole damage calculations (ie no DoT). I agree that I made a mistake in that.

    Quote:
    Originally Posted by Hopeling View Post
    Also note

    should be a min(), not a max(). And presumably the 90 is replaced by the appropriate value for other ATs?
    My bad on the "max", you're right. And yes, of course, I'm sure there is an "ATresCap" value somewhere that would go there instead.


    Quote:
    Originally Posted by Hopeling View Post
    Does Full Auto check tohit for each tick? I don't have an Assault Rifle character so I don't know about that specific power, but I know other multi-hit powers like Hail of Bullets use a single tohit check.
    I don't know about that. I'm pretty sure FA can Scourge on some ticks and not others, but I can't say for sure if it means each tick is a separate hit. I don't think so.

    Quote:
    Originally Posted by Hopeling View Post
    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.
    You're right. I hadn't noticed the flag discrepancy in Levitate. It seems extremely weird to me that it would be flagged a different type than what it deals. I guess I can understand why in hasn't got a positional flag, but the type flag baffles me.
  13. Quote:
    Originally Posted by Twigman View Post
    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?

    BTW: I am in support of the set, I'm just voicing constructive criticism.
    Not quite, if DoT remains a hole in the set, then no matter what its type it wouldn't get resisted. But the entire first side of the attack would.Since all your resists would get raised the same by a vector shield, you'd resist the same global percentage through it, but other powers like Tough would help resist some part of dual types more. In this case you'd resist the lethal and fire attack but take the whole fire DoT side. And with Tough, the lethal part would as usual hit for a bit less than the fire.
  14. Quote:
    Originally Posted by Hopeling View Post
    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.
    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. At least that's how I read what I saw in CoData. Again, the resist would be applied in those calculations only, it couldn't spill over to another attack because it would only "exist" within the context of that attack. I don't see this as harder to implement.

    Let's try pseudocode to illustrate :

    Var smashResist //your permanent resistance to Smashing, factoring such powers as Tough
    Var MeleeResist //the resist value of your Melee shield
    tempSmashResist //the virtual sum of the two, you can swap Smash for anything else
    Var vector

    If (attackHits) // Gotta matter, right?
    { if (attackVector is Melee) {vector=Melee} //It could match your shield or your defense - so far nothing new I think. But now we need to store it
    ...
    VARIOUS DEFENSE-RELATED STEPS. WEGET TO DAMAGE CALCULATION
    ...
    { if (vector=Melee AND HasMeleeResist) //Checks to see if you have a vector-based resist that applies when the attack hits. That's the new part
    {tempSmashResist=max(smashResist+MeleeResist,90)}//adds your resist with a 90% max
    else {tempSmashResist=smashResist} //Uses just your plain resist.
    smashingDamageApplied=AttackDamage-((AttackDamage*tempSmashResist)/100)
    }

    All this assuming it's a simple Smashing attack of course. Is that any clearer?
  15. That's pretty much the only way I found that would avoid the whole "create a vector-based permanent resist value", which would have meant actually rewriting the combat system to a point.

    Since the changes would imply checking to see if the vector-resist power exist, once it applies, its resist values would be added within the calculations of the attack, not as a lingering value. It wouldn't exist the rest of the time, for all intent and purposes. Next attack would start from the resist values as they exist today (and as affected by lingering effects like Tough, etc.) and not the values of the previous attack. This works fine for non-DoT attacks. But if DoT is to be resisted, and can't be considered a new attack (THAT sounds like a nightmare to code game-wide) then the resist would NEED to be taken out of the calculation and hard-added to the values we see on the combat attribute screen, and THAT could spill over to the wrong attack, no matter how short the boost. Otherwise a new variable would need to exist checking to see if its parent attack was resisted and by how much, but I doubt it would be any easier to apply to all DoTs.

    And as an aside, your comment confirms that I need to take explanation clarity courses, because that's the system I've been trying to outline so far.
  16. 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. I think both ease and balance would demand that DoT be made a mitigation hole of the set. Avoid burning floors, Chain guns and firestorms, and be wary of skull-shooting vampires.
  17. Quote:
    Originally Posted by Hopeling View Post
    Is it easy? No one in this thread is qualified to say.
    Okay, THAT argument I can accept, because I used it myself. I'm indeed not qualified to judge how hard it would be. I should have said that it wouldn't be unfeasibly hard. I'm a programmer in certain languages, and within the scope of that experience, I would consider it possible. But I can't say if it would be easy, true.

    But I think you'll agree that I tried to stay as close to the existing mechanics as possible to lessen the difficulty. And if DoT damage carries over the vector of its parent attack, then my system stands. Can anyone confirm that side of things? And assuming DoT couldn't be mitigated, would you consider it too crippling a weakness for an armor set? I don't remember there being that many high-damage DoTs in the game, aside from Full Auto and some drop/rain powers.
  18. Quote:
    Originally Posted by Twigman View Post
    Meaning? It would resist the positional, then resist the type, then do a check to make sure it doesn't pass the 90% (tank/brute)cap (not a fan)? Or, would it check both, add the 2 and subtract anything thats above 90%? That's better I guess.

    Let's just say it's a good thing it wouldn't resist toxic, because then it's resist buffs would be around 50-55%. But, because toxic can't be resisted in this set due to "positional" checks, it could actually be around 60-65%

    OH ... just thought of a question, would DOT damage be resisted in any way seeing how it's type only, not positional?
    To the first part, it's the second option. Values are added and capped at 90% if they add to more PRIOR to the damage being applied. Toxic attacks that have vectors would get resisted just like they would be dodged by SR, but it would be very hard to boost the resist of the set to it, since typed Toxic resist is so rare.

    As for DoT... Damn, now you actually thought of something I hadn't. It would be harder to deal with, since a virtual resist would have to be applied to the DoT even if it lets other attacks of the same type through... I guess one roundabout way to solve it would be to force the DoT damage of the incoming attack to be actually lowered by a percentage if it gets resisted, but that would be MUCH harder to do reliably and would imply a real change of the damage dealign mechanics. Or a variable would be added to DoTs that would make the engine consider each tick of DoT as an attack of the same vector as its parent source attack. Again, it would add way more steps than I'm comfortable with. Dammit. Good game, Twigman.

    [EDIT] : If Hopeling said about DoT sharing the vector of the original attack stands, then this system would consider each tick as a new attack as far as those resists are concerned. They'd get reduced. Caltrops could be a weak point of the set, like it is for defense sets.

    [Re-EDIT] : Drats, no it wouldn't be that easy would it? Since with defense sets, once the parent attack goes through, you eat the DoT, it's clearly not seen as a new attack. Making it work so would DEFINITELY invoke the SCR. Caramba. Hmm... Maybe DoT could be considered THE "hole" of the set?
  19. Quote:
    Originally Posted by Aett_Thorn View Post
    Actually, Net, from what I've seen, I think it would need new coding within the ToHit formula. You can't just say that it would use the same mechanism as the Defense check, because that is looking for something completely different.

    Let's say that it did use the same check as the Defense one. So the attack checks for your Melee/Smashing/Energy Defenses, and sees which one is higher. If it's your Melee Defense, then under your proposal, the resistances of the set would come into play. But, what if you've got capped S/L Defense, but only 5% melee Defense. Then the attack go against your Smashing Defense, not your melee, and your armor wouldn't resist the attack.

    So you're need a new check AFTER the ToHit check but before the damage gets applied to do another vector check on the attack to see which armor's value would get used.


    Also, to make a powerset like this work with other sets like Sonic, Thermal, or Tough, you'd need some way for the game to provide those resistances with a way to combine with the vector-based armors, since they don't work like that. So, let's say that you have a Melee armor on and Tough. The game would need a way to determine how much resistance you have to a power in both melee and ranged/AoE for S/L damage. Right now, there is no check for that in the way that resistance is calculated, so there'd need to be ANOTHER check entered in between the ToHit formula and the damage being applied.


    So you'd be adding in two checks into the attack formulas, both of which we can't be sure whether they'd cause further problems with the way attacks work. I'm not surprised that the Devs haven't added something like this in yet. Because it is a MASSIVE amount of work for them to do, and could significantly break the attack mechanics.
    I really must be bad at explaining, because I gave the wrong impression again. My apologies, Aett.

    When I say that it uses the same check as defense, I meant only so far as to check what vector the attack uses. As I understand it, when an attack hits my character, there are two separate checks, on looking at the damage type, one looking at the attack vector. Based on what they say, different defenses are checked and the highest is applied, correct?

    This applies BEFORE the engine looks at which defense is highest, because even if I have a huge Melee defense if it's a ranged Lethal attack that hits, Melee defense won't even be factored in. Those checks, as far as I'm aware, exist already, since my SR Tank can use the Watchman Accolade that grants high Psi def and get a chance to avoid a Blind in his face despite the attack having no vector. So there HAS to be a way to check both type and vector as early as ToHit for those rare cases when you have both types of defense. No need to redo it after, just store its result somewhere to pass on to the next stage. That wouldn't be too hard, I assume.

    Then, since the way I see it, a positive check on the vector test would result in a higher resist value for this attack only,Tough would auto-stack with it, since all resists would be considered boosted temporarily. Essentially, for a split-second (as seen by the code) all your resists would be set at the shield power's values. Tough and other temp protections would then stack with it if their resist in concerned.

    In the example of Tough, it sets my S/L resist to 15% so long as it runs. I'm hit with a Lethal attack that I can't counter vector-wise, I get those 15%. I get hit with one I can counter, those 15% (and technically, every other resist, but in the end just the one the attack is typed with would matter) get a boost based on my shield and then go back to their stable values. Tough and all the other shields would not have to be changed.

    Am I making more sense? I really am trying to come up with as easy as system to implement as I can with no technical knowledge of the code behind the game.
  20. Quote:
    Originally Posted by Hopeling View Post
    The Fiery Embrace change had to be added individually to every power used by the relevant archetypes. That's a large list, but still a much smaller list than EVERY power in the game.
    Fair enough. I checked, and every toon I rolled since the change has access to a set with it / Shares such a power with an AT that does, so I mistakenly came to believe it had been coded everywhere. My bad. The argument still stands, jut not as high.

    Quote:
    Originally Posted by Hopeling View Post
    Of course, rather than hand-coding the check into every power, it would make more sense to change the underlying mechanic, so that it happens at some point during the hit roll or something. But at that point you're changing something that many other things rely on, giving you many possible ways to introduce bugs.
    And again, I'm proposing neither. I'm offering to rely on existing mechanics with a twist. Please point out to me where I say I'd add anything to existing powers in the game, because I need to amend/clarify such a statement.

    As for adding a check in the to-hit process, such a check ALREADY EXISTS - it's the same used for positional defense, its result would simply activate a different mechanic on the Tanker (or Brute, or Scrapper), not at any other level. To Hit, Accuracy, defense, and so on and so forth, would not have to be changed in any way.

    If it helps represent things, assume a positive check on the (already existing) test would grant an instantaneous global resist shield to the character, which would then go poof. Does that make sense? I think the bug potential would be pretty low.
  21. Twigman, you're not quite correct - there would be no two-stage resist mechanics, because that would open a whole can of worms. The resists would be stacked PRIOR to final damage calculation. No going over the cap. And as for concept matching, I'm sure Paragon Studio has very talented writes on staff that would come up with a more generic, goes-with-most-concepts write-up for the set descriptions.
  22. Quote:
    Originally Posted by Leo_G View Post
    No, Ice is not conceptually flimsy. You can go outside right now and make a vest out of ice and ask a friend to slash at you with a knife. There will be a difference between doing that and getting slashed at without the ice vest and that difference will be you'll get cut up most likely and the other not likely on the first hit.

    And it makes perfect sense that armor made of ice would deflect specific types of attacks, resulting in 0 dmg to the person which is simulated by defense.

    You are *not* making your argument stronger by attempting to describe the mechanic's concept, I can tell you that.
    We'll have to agree to disagree on that, if you don't mind. As I said, I can't wrap my mind around the concept of typed defense as explained in the Ice armors sets, but if you can, great. If Ice provided defenses against physical attacks (S/L) and resist to ALL elemental damage (because I'm sorry, but electricity ain't gonna slide off a sheet of ice) then I'd be all for it. And even so, I think I'd be happier with Smashing resist - go at an ice block with a knife, you'll slide off; go at it with a hammer, you'll crush the impact point. But, as I said, if it works for you, great !

    Quote:
    Originally Posted by Leo_G View Post
    Let me remind you that your 'vector resist' idea isn't a new mechanic, just a new variable in an equation.
    I'm very glad that we agree on that.

    Quote:
    Originally Posted by Leo_G View Post
    Now I was guessing someone would try to come up with a new mechanic that simulated 'vector resists' since simply adding a variable to all existing maths work isn't really viable (and you can't say your suggestion wouldn't be 10x harder than others unless those ideas are fundamental changes to the calculations of damage mitigation like this one would require). Adding [X] amount of fire damage to various attacks isn't nearly in the same hemisphere of code work that adding 3 dmg type or working deep in the code to have attacks checking for hit to then use a given resist value.
    In the context of what I'm proposing, yes, yes it would be just as hard. The fire damage they added IS a new variable added to each and every power in the game with, on top, a test checking to see if the power "embrace of fire" has been activated. It's very similar to what I'm proposing. And I fail to see in what way it wouldn't be more viable than having to work out a whole new system, which WOULD be incredibly difficult, if not outright unfeasible. My system does simulate vector resist based on the existing framework of the game as I understand it. If my comprehension of it is faulty, please point out to me in what way.

    Quote:
    Originally Posted by Leo_G View Post
    You haven't thought of the mechanic yet! Right now, vector resist isn't possible without reworking the very Hit and Damage calculations completely or going through the arduous process of adding these tags to every attack in the game. Unless you're fine with the idea just being in the 'well, it's a neat idea but it ain't viable at all' bin, then you need to come up with that game mechanic that works within the game engine that is virtually vector resists or simulates it somewhat.
    You know, this actually made me re-read the thread from the top, because I thought I did just that twice already. Maybe I'm being unclear and if so I apologize sincerely, but two people already both brought up the mechanics aspect and tried to accuse me of adding stuff to the game system. So I'm gonna try to explain more clearly.

    Say you use the powerset as I outlined it at level 10 - you have the first two shields up so we'll say that you have a positional resistance of, say, 40% (not that well slotted yet. ) You have no AoE resist and haven't collected accolades or gained Tough yet.

    You go to Perez for some easy Hellion hunting. A Minion walks up to you and Punches you for 10 damage. The Punch attack is dealing Smashing damage with a Melee vector. The game checks the vector, sees it matches that of your first shield (like it would with Super Reflexes) and consider you have 40% resist to the attack. You only take 6 damage.

    A Hellion boss turns up, shoots a fireball at you for 25 fire AoE damage. The same check that would activate for SR goes through (see? Nothing added so far) sees you don't have AoE resist (no third shield yet) and you eat the whole 25 damage.

    Now, assume a sonic defender comes along for the ride. He grants you a Sonic Haven, so you gain 20% Fire resist. In the first case scenario above, the game would grant you your shield's 40% resist but have no existing typed resist to stack it on - you'd still take 6 damage. Had he granted you a Sonic Barrier, you'd have had a 20% Smashing resist, which would have stacked with your own shield for 60%. In the case of the Fireball, you have the 20% resist from Haven, but your first two shields would not stack with a non-AoE attack, so your res is 20%. Had he sent Flares at you instead, it would have matched your Ranged shield and granted you a total 60% resist.

    I hope I'm making sense this time. Let me try to emphasize so people actually see it : as I envision it, there are no tags to add, no values to add to powers out of this set, and a lot of the needed mechanics exist already thanks to the typed/positional defense check already. All that would be needed is the code to stack the resists on a case-by-case basis, and that I can't provide, since I'm not a developer for the game. If that's what you accuse me of, then yes, I haven't thought of THAT. But I HAVE thought of the mechanics, as much as I can for a rough concept. I can't say if the amount of work needed would be huge, but it doesn't seem too much bigger than what they did for Embrace of Fire. It needs no rewrite of the ToHit mechanics, and little of the Damage calculation - I'd say not that much more than adding any other resist armor.

    Now, maybe my concept doesn't mesh with how you saw Vector-based resist working. I'd be happy to hear your thoughts on the subject, all the more if it helps me polish out my concept (or yours - constructive criticism is always welcome.) But as things stand, I'll consider your last paragraph null and void, because I have thought out the mechanics and consider it could work with the current game engine. Feel free to prove me wrong instead of calling me wrong.
  23. Quote:
    Originally Posted by ArcticFahx View Post
    You have a field that works better at deflecting certain things, like a coating of ice would diffract energy, and simply add more ice onto itself, as well as keep fire from affecting you entirely by taking all the heat from it. Defense isn't always dodging, it can also be an attack deflecting off a barrier or simply being completely absorbed by a field of some sort.
    And the power such as I described them work better at diffracting things that come at you a certain way - at the beginning you only have enough control to do so at very close range, then along a precise path, and finally all around oyu. It's just as flimsy an explanation. (Yes, I can admit that it's flimsy, but come on, so's ice's.)

    Quote:
    I want my fire/SR brute to be slotted for HP/regen (to recover from damage spikes and AV one shots) but I can't because of the current set up. The only thing that goes well with SR is dark because of the self heal.
    Then you need to try other sets. I play Martial Arts, and I do just fine against +2/x3 Praetorian Clockworks and Maltas at level 40. I did slot for regen - between Health, set bonuses and base I have a 250% regen and I plan on taking Physical Perfection to help boost it. (I should end up at something like 300% base regen.) I used to have the Medecine pool for a self-heal (which I could reliably use even in a fight thanks to my defense) and respec'd out of it because I almost never used it - even when tanking both Hrod'hrotz and Nemesis in the Dark Watcher arc I didn't need more than a couple greens and some help from the team. SR works with a lot of sets.

    Ultra-violence - I think you misunderstood the way it works. It doesn't protect you just from the front or from one side. It works like Super Reflexes and protect you against a type of attack - Melee, Ranged or AoE. Where the foe attacks from is irrelevant, it's HOW he aims at you that matters.

    Dr Harmony - I am pleased that you're providing constructive criticism but you only read parts of this thread before doing so. I understand that adding new types of resist to powers would be a huge and difficult project, with a LOT of potential issues with balance. Luckily, that's not what I'm suggesting. See my previous reply to this concern :

    Quote:
    The way I was envisionning it, it would be coded in a roundabout way - essentially the resist would be to ALL damage types equally, BUT would only get applied if the positional tag was the correct one. No need to add damage separations or what-have-you.

    So the first power would give, say, 20 % resist to S/L/E/F/C/N/T/P BUT ONLY IF DELIVERED THROUGH A MELEE ATTACK. This takes care of the Psi wall argument, since Psi is notorious for having attacks which have no positional vector, only a type label, which this set would be powerless against.

    It would also solve the issue with such powers as Tough or IO set bonuses : Tough's S/L resist would be apllied no matter what the attack vector is so long as it's S/L damage, and would stack with the S/L resist from the powers if the tags match.

    Frankly, unless there is a code secret that I don't envision, all it would boil down to would be an IF/ELSE test (well, more or less. ) The only truly annoying part would be adding a tab in the combat attribute window to display those vector restistance values.
    (Emphasis for clarity)

    I hope this makes sense. NOTHING would have to be "nerfed" or even modified in any way that we players can see. No new mechanic, no new values, no cottage rule infringement. Considering that resist caps are MUCH higher (especially on a Tank), even reasonable resist values would leave holes in the resistance. Heck, this set could even have a toxic or psi "hole" by providing lesser resist values no matter what the vector (I trust devs and writers to find a justification for that)

    Even assuming all shields provided 35% across the board resists based on vector, enheanceable to about 53% max, (around 65 with Alpha T4?) even if you also had a sonic defender in the team, the Eye of the Magus and Vanguard accolades, Tough running and sets bonuses out the wazzo, you wouldn't get at the cap on everything. Most maybe, but as has been repeatedly said, Psi and Toxic are harder to resist. And with those kind of aids, ANY resist set can cap almost every type. Though certainly not all the time.

    I know it sounds very powerful read like that but remember :

    - SR is about as powerful. Short of the RNG stepping in, it can make a Tank untouchable by level 30.

    - This set has no defense. Any mez and debuff that's aimed at you you'll feel. End drain is gonna be a *****. Even if you resist the lash from a simple Demonic Girlfriend, you'll get the -regen of her hellfire.

    - it's not exactly like having high resist to all types because some attack lack a vector. I know off the top of my head that Blind from Illusion control does,and believe me, as an SR tank I'm far more wary of Illusionists than Ring mistresses when fighting Carnies. Who's to say that there won't be more, of more types, later on? Assume, for example, an hypothetical attack that occurred because a Fire Caster raised your internal temperature with a spell - Fire damage, no incoming vector. A Fire armor Scrapper is used to those temperatures, so he gets resists. My concept has no way to feel it coming, he eats it all. Just because there aren't any right now doesn't mean there won't be any later (and with the ease with which defense build are made those days on ANY toon, I wouldn't be surprised in the least if it happened sooner than later.)

    - The above example assumes a well-built level 50. The way I wrote it, even a Tank wouldn't get the last shield until level 12, and a Scrapper/Brute would have to wait till level 20, and slotting would delay its potential protection even more. Until then, anything with an AoE attack will be as dangerous to you as it would to any toon with no defense and no mitigation.

    - Building for both res and def would be very difficult and expensive, so no or little layered mitigation.

    - I never said it should provide equal res values to all vectors, even though I assumed it could in my examples. I'm very wary of offering hard numbers since I feel THAT is a job best left to the devs for balance and such. Since melee attacks do hit harder than ranged, which hit harder than AoE in the game, I don't feel it would be strange to have the first shield provide higher values than the second, which would provide higher values than the third.

    - It brings more than just a weakness to AoE the first 20 levels. It brings a new concept for an armor set that doesn't require a brand new mechanic or a variation on a theme like Elec/Fire/Dark armor (which, at their core, are resist sets of different type). Many players clamor for more defensive armor sets but some of the suggestions I've seen would asks ten time the development of this one, cool though they may sound on paper. I'm looking for something a bit fresher than "Ice Resist", but that we could hope to get in 3 issues instead of 30.
  24. Score, then I even outsmarted myself ! (What? No one else wanna gimme props. )
  25. Quote:
    Originally Posted by Twigman View Post
    I like the positional resistence concept. I tried to suggest one too and got the same haters. LOL

    That being said, you, like my set did, have too many other abilities in this set. SR has the same M/R/AoE over and over again. no health bonus, no endurance, no worth while taunt and its fairly expensive. So, I will support this set IF, either they fix SR to have similar (additional) powers as this, or You make it so it's only concerned about the positional resistance. or if they make brute and tank SR able to hit 45% resistance without having to add more defensive powers.
    I played with the idea of doing a complete SR parrallel. It could be done by turning No-Mind, Reincarnation and Yin absorption into passive res powers, but I'm afraid it would then LACK in utility. Even SR gets at least Def debuff resistance. And WP or Elec get a LOT of them.

    This set would need Res debuff resistance, and THAT is something I'm unsure would be possible to code in the current game system. Or the passive could add resists to other effects like slow, end drain and perception debuff maybe.

    And AFAIK, SR tanks can reach 45% defense on all three vectors with no additional powers on IOs, and even on SOs I think Combat jump would get them there. I got one myself that runs at 44% AoE, 46% Ranged and 54% Melee, but I used IO set bonuses and CJ to get there. Total beast.