Rylas

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  1. Quote:
    Originally Posted by LSK View Post
    There is really no best secondary to fight AVs it is more on how you build it and your play style. There will be lot of different opinions on the person's favorite as for the best secondary powers.
    I won't agree with this completely. Playstyle and build go a long way, but the biggest concerns for soloing an AV are Surviving and DPS. Most primaries will be fine, especially on IOs for surviving. Its the DPS that isn't always doable for secondaries.

    Best odds for an AV soloer: Shield/DM. Great single target DPS and lots of buffage. The key would be making sure you have fodder for your damage buffs, and not killing those extra mobs while you try to kill the AV.

    Fire Melee is mostly AoE with moderate single target. I'm not sure the DPS will be want you want for killing an AV. SS might be able to do it, but I've never tried with it so I can't say.
  2. Quote:
    Originally Posted by Blue_Centurion View Post
    Okay, I know EM is a poor set, so if you feel the need to tell me that, in however detailed or short a version, ya....
    I have nothing to add to the thread since Rangle covered it, but this part made me chuckle.
  3. Quote:
    Originally Posted by Johnny_Butane View Post
    Adjusting the cap is not the only thing I'm proposing. It goes in hand with creating a fun, thematic and unique mechanic for Tanker offense. Whatever that mechanic is, I'm open to hearing ideas.
    Well, I'm not against new mechanics being introduced, but for the sake of getting changes that are easy to do and less problematic, adjusting scalars is the "simplest" approach that can be more easily quantified. If you want a mix of scalar and damage cap adjustments, I'm willing to listen. But certainly not just damage caps.
  4. Quote:
    Originally Posted by Psiphon View Post
    IMO Claws nailed it with this proposal!
    How did I not see that post!? Yes, I think that pretty much hit the spot. Balanced approach. And I don't think Brutes would notice all that much difference. How many brutes constantly run at 90% res and the damage cap? I play them quite a bit, and doing either is pretty difficult to do, let alone sustain.
  5. Quote:
    Originally Posted by Johnny_Butane View Post
    That is the aim of raising Tanker damage cap to 545%. A Brute would do 10% more ST damage (and 30% more AoE) because Tankers would have 10% more max HP at the cap.
    Johnny, I think we're pretty close on something I could call an agreement. I would still prefer that scalars be adjusted over damage caps, so that EVERYONE can make use of the buff as easily. Buffing the caps would only be noticeable on people using builds like SS/Shield or DM/Shield, who are already creeping up to the damage caps. Make the buff a fair one for all builds, and I might just say you and I are one the same page about something for once.

    To clarify, I don't find Tankers that bad off on damage, but the idea of making their damage potential on par with Brute survival potential is a fair request.
  6. Quote:
    Originally Posted by Jabbrwock View Post
    Who would it hurt to allow Tankers to deal the same damage as Brutes under the same circumstances that allow Brutes to survive the same damage as Tankers?
    I think there's something to be noted for HP Caps. Factoring those in, tanks still out-do brutes on survival. So, if we're raising the Tanker damage cap, or adjusting the scalars, then I don't think they should be adjusted so that at peak performance Tanks do as much damage as Brutes.

    So, to rephrase, I don't think a Tank with his damage maxed out, should throw Knockout Blow for the same amount of damage that a Brute can with his damage maxed out.
  7. I'm not sure you're going to get many helpful answers just yet (it's still going through changes). I'm not even completely sure what the rules are for discussing things in the open forums that are still in Beta, so some people might be hesitant to say anything on the set at all.

    Best I can offer up is to roll up a few in Beta and do a little testing and maybe provide some feedback in the Beta forums. The more the better!
  8. Quote:
    Originally Posted by planet_J View Post
    Ok assume 0 hits on defensive and 9 hits on resistance...who comes out ahead still?
    In this special circumstance, where defense is having much better luck than the res set, then yes, your unbalanced example makes Defense look better.

    Now, let's say everyone took 3 more hits than the law of averages allots. Defense now takes 300 damage and Resistance takes 130. Resistance wins.

    So that's why we use the law of averages when comparing Res to Def, because ignoring it can make anyone look stronger.

    [edit] Oops, I made a math boo-boo. If Defense took 3 more hits than averages allot, then it's 4 hits total. Making the damage taken 400.
  9. Quote:
    Originally Posted by planet_J View Post
    You can't assume none of the attacks will hit resistance because resistance has no defense in this circumstance...in 20 attacks...with no defense...you WILL get hit 9-11 times...I took the average...
    Yes, and if we're taking averages, then we can't assume the defense character never gets hit. This is what I was trying to point out with your argument. You assume one person has special luck, but then apply law of averages to the other. You're already using unfair measurements for your basis. If one gets special luck streaks, you have to apply that same special luck streak on the other side of the equation.

    Quote:
    Rather than get into a debate with you over how well it is that you are unable to read anything I post...I am going to say this.
    Planet_J, I'm not trying to single you out here. You came out and asserted that Res and Def aren't on equal footing. I was only pointing out that in terms of mitigation, they are indeed equal. It's not a personal attack.
  10. Quote:
    Originally Posted by planet_J View Post
    If 90% resists let 10% damage in and 45% defense let's 5% damage in...tell me where 5 = 10? Is that mathmagic land?
    I already explained it, but here it is in case you couldn't see it:

    Quote:
    Originally Posted by Rylas View Post
    90% Res is mitigating the same as 45% defense. They're on equal footing already.

    If an enemy is hitting you for 100 damage every attack, you will take 10 Damage with capped resist. Keep in mind, the base to-hit is 50%, so only half those attacks are hitting you.

    So, after 20 attacks, you've only taken 100 damage.

    45% Defense means only 5% of those attacks comes through.

    So, after 20 attacks, you've only taken 100 damage.

    Quote:
    The problem is defense blocks debuffs etc. because they don't hit...so extra effects...procs...debuffs...none of that hit the defensive player...
    We went over this as well. I'll just sum up what we said before. Both have weaknesses, both have strengths. Arcana explained it in great detail, so I'm not going to bother trying to follow that up.

    Quote:
    so say that attack does 100+10 fire damage

    after 20 attacks resistance took 220 damage

    after 20 attacks defense took 110 damage.

    this assumes all attacks land on resistance...where as you assumed only half would...based on to-hit %
    Well, if you're going to assume all attacks hit, you have to make the same assumption for defense. The whole scenario was based off a law of averages. The RNG can just as easily mistreat a Defense based set.

    Quote:
    However, if you assume that only half land on resistance, you have to consider the chance that none landed on the defense toon in which case:
    What is with all these strange circumstantial assumptions? Why can't we assume none landed on the resist set?

    Quote:
    Now let's consider...a situation with a debuff...
    Again with all the inconsistent assumptions. Let's assume Res got this debuff, and then assume Defense never got hit, got a +1000% damage buff, levelled to 60, and beat Statesman in an arm wrestling competition. Do you think that would still be even footing? Well of course not, because you're talking about completely different situations now.

    Whatever assumption you want to make, you have to make for both sides. If you want to assume that Def is catching a lucky streak, then you have to assume Res caught a lucky streak.

    I could just as easily say "Let's assume defense got shafted by the RNG, and that Res got a debuff it happens to have virtual immunity to." Playing favorites in your situation set up is always going to be an easy way to paint a false picture. Just don't assume we won't notice.

    Again, I point to Arcana's lengthy more in depth explanation about the weaknesses and strengths of both Res and Def.

    Quote:
    clear as mud?
    I'd say you muddied it up pretty good, yes.
  11. Quote:
    Originally Posted by Arcanaville View Post
    What did I tell you about mathematical oversimplifications? Looks like someone needs a timeout.
  12. Quote:
    Originally Posted by New Dawn View Post
    Incarnate content should also mean that there is ample diversification of support. I would hope the leader mixed and matched people well. I think as it is I will have all types of Tankers at 50 doing the same content spotting the differences very soon which has always been my goal.
    Well, the point of the post was that Defense has it's drawbacks as well as Resistance. Which goes back to what I was responding to, "placing them on equal footing by raising the res cap to 95%." They're on equal footing already, they don't share the same weaknesses, but they both have their own strengths. There's no need to raise one or the other.
  13. Quote:
    Originally Posted by Arcanaville View Post
    Mechanically speaking, there's no such thing as resistance to damage and resistance to resistance debuffs. What Temp Invuln does is grant resistance to smashing and resistance to lethal. Not resistance to smashing damage, resistance to smashing.

    What does "resistance to smashing" mean? It means whenever someone tries to land an effect on you that tries to change "smashing" that effect is reduced by the resistance. So when someone lands smashing damage on you, that effect tries to subtract from your "smashing attribute" which is linked to your health: it damages you. That effect is reduced by the resistance. When someone lands a smashing resistance debuff on you, that is *also* a change to the smashing attribute** which the resistance reduces.

    Why do all resistance powers have resistance to resistance debuffs? Because really, all resistance buffs *are* resistance to resistance debuff buffs. They are literally the same thing.


    What's the difference between defense and resistance when it comes to debuffs? A curious twist of the mechanics. When your resistance is debuffed, the *non-debuffed* value is used for resisting debuffs. If you have 90% resistance and you're hit with a 10% debuff, that gets resisted down to 1%, and then your resistance drops to 89%. But if you're hit again, the next debuff is still resisted by 90%, and your resistance drops to 88%. The reasons are complex.

    But when you have 45% defense, you *avoid* most defense debuffs, so only 10% of them actually land relative to having no defense. But when you are hit with a 5% defense debuff (the equivalent of a 10% res debuff), that lands at full strength, reducing your defense to 40%. You now avoid less debuffs than before, which means more land. Which means your defense drops faster. Which means more debuffs land. This is known as cascade failure and it only affects defense, because defense's ability to avoid debuffs to itself get lowered when those debuffs land: that's a uniquely defensive situation.

    It is for that reason specifically that DDR was invented. Not because resistance resists debuffs and defense doesn't. Its more specifically because while resistance resists debuffs and defense avoids them, resistance gets to keep its full strength against debuffs while defense does not.



    ** All attributes have values, they have resistance parameters, they have strength parameters - that's what damage buffs alter. These things - Current value, Res value, Strength value - are referred to as Aspects of the Attribute in the technical lingo of the game engine.
    I was just simplifying... sheesh, mom!
  14. Quote:
    Originally Posted by New Dawn View Post
    Just a small interjection in the hopes that one day people might agree with me on this but when you add in secondary effects to an attack, defense is of more value. This is perhaps why some resistance powers recieved buffs such as res to (insert secondary effect here) sometime ago but I am doubtful.
    On the flip side, all Resist powers have Resist Debuff Resistance by default, where Defense powers do not all offer the same levels of DDR (and often times none at all). Also, ToHit buffs can begin to chip away at Def more than Res, and this becomes increasingly more obvious in the Incarnate content.

    Give and take.
  15. Quote:
    Originally Posted by planet_J View Post
    I would support a bump in tank resist caps to 95% so that resistance and defensive based mitigation would be on equal footing for them...
    90% Res is mitigating the same as 45% defense. They're on equal footing already.

    If an enemy is hitting you for 100 damage every attack, you will take 10 Damage with capped resist. Keep in mind, the base to-hit is 50%, so only half those attacks are hitting you.

    So, after 20 attacks, you've only taken 100 damage.

    45% Defense means only 5% of those attacks comes through.

    So, after 20 attacks, you've only taken 100 damage.

    Quote:
    long before I would ever support a decrease to brute's potential survivability, because it is only edge cases at best where they ever reach that potential (except of course, fire armor and elec armor).
    This doesn't make a lot of sense. You don't want brutes to have their most extreme situations reduced, because they'll hardly ever be there? If they really don't get there without extremes, how much are you really nerfing them?

    As someone who really enjoys their brutes, I'd be fine with the Res cap being reduced to 85%. My average performance isn't going to notice it, and it's more in line with balance between the 4 AT's anyway.

    Also, I have to support the idea of raising the damage scalars over raising the damage cap for tanks. If the caps only going to benefit extreme cases, how can we expect the player base to notice an improvement?

    Besides, if the scalar is improved, don't you still see that at the damage cap? Where as, just a raised damage cap is only effecting you if you're capable of hitting that on your own.
  16. Quote:
    Originally Posted by Arcanaville View Post
    4. Irony continues to be an art practiced by the people who least understand it:
    You mean like Alanis Morissette writing a song about being ironic, but never using an example of irony?
  17. Correct. Fiery Embrace adds a fire component to all your attacks. And this component is based off of the enhanced value of the attack, so it's quite a boost to your damage.

    You should be pretty happy with the mix of exotic damage from a DM/FA brute.
  18. Quote:
    Originally Posted by Johnny_Butane View Post
    When I was in high school, my friends and I used to have people trying to kick the sh out of us every day because we played computer games. We were harassed constantly. When using the internet was a social stigma, we were the outcasts but we took our lumps and called ourselves geeks as a point of pride.

    Now that gaming is "cool", when actors or rappers go on about how huge gamers they are for playing Halo a couple of times or having run a raid in WoW, I can understand real geeks and gamers who who cringe at that. Like I said before, most are as legitimate as Vanilla Ice's street cred.

    IMO, being a gamer is like Woodstock; if everyone who claimed they were there had been there, they would have needed 10 fields. If everyone who claimed they are obsessive gamers was one, high school computer labs from the 80's and 90's would have been overflowing with people elbow to elbow and today there wouldn't been a free slot on any game server anywhere.
    So unless you're socially awkward, bullied, outcast, living in your parents basement, living off Hot Pockets and lacking an ounce of muscle, you can't be considered a gamer.

    J_B, there's more than one way to be a gamer. You're way just happened to be the kind that forms an unrealistic sense of elitism.

    Some of us have demanding work weeks that require a bit of our time and can only play when we can because we might have families to support. Being a gamer doesn't have to keep a person from living a productive life, you know?
  19. Quote:
    Originally Posted by Hit Streak View Post
    Super Pack: Heroes and Villains (Qty 1)



    Price: 80 Paragon Points - 25% = 60 Paragon Points!
    Had you made the 25 pack on sale (not necessarily 25%) I'd have bought it. As it stands, 25% off the Single Pack isn't much of a money saver when the 25 pack still beats it.

    Quote:
    50% XP Boosters (1 Hour)



    Price: 240 Paragon Points - 25% = 180 Paragon Points!
    Very tempting.

    [edit] Oops, I forgot it's a 24 pack, so the sale is basically offering the 24 pack savings. It would feel like more of a sale if you were coming BELOW that price mark.
  20. Jason's flip-flopping this season so far is completely implausible.

    "I'm taking you home and dropping you off, because I don't want to just sleep with you."

    "Remember how you had sex with me when I was a minor? That was the best thing ever for me. Let's do it."

    "Remember how you felt guilty up until right before we had sex 5 minutes ago? Well, brace yourself..."

    Too much drama for the sake of having drama. They should just focus on the other story lines they've got going on. They obviously could use the attention.
  21. Quote:
    Originally Posted by LSK View Post
    Um I do not know where u been hiding but tanks DO get KB protection besides DA and FA.
    Hence, the request ALL tanks get KB protection and stop excluding FA and DA.
  22. Quote:
    Originally Posted by LSK View Post
    I am not saying i am the only one that gets held what i am saying is when i move away so not to get others held but when i do move even with others with taunt or others holding them they still follow me some times. Plus on your second comment i never said what u are saying nore anyone else, what we are saying is if u do stay by him u have no chance of survival with the 1 hit KO attacks lot of them have. Pay attention to what ppl are saying. Takeing damage is 1 thing where u can recover from it via greens or heal powers but u can not recover from it when u get KOed by 1 hit.
    I've been paying attention to what's been said. And I said most of that damage (if not all of it) is avoidable. If it requires more attention on your part to avoid that, then it's hardly a game-mechanic issue when you fail to do so.
  23. Quote:
    Originally Posted by LSK View Post
    The main issue with this even on tanks, if there is no other tank or brute then the baddies will follow the tank when u try to move out of range. I have had that happen may times when i am tanking some times even when there was other ppl that could take the aggro for me. Especially in the BAF.
    Even if you're the only tank (which in my experience I can't recall a time I've ever only seen 1 on a full league - maybe some Lambdas), I doubt you're the only melee character with Taunt.

    And if you're the only one willing to use Taunt, then communicate with your team. Or don't use it, and allow others to generate more threat. But an example like the BAF is hardly Tanker specific (you're telling me no one else in those examples gets Sequestered, just you?). Either way, you're talking more about an issue of teamwork than game mechanics. That devs can't be expected to force teams to communicate more.

    The end-game content was always meant to be more difficult. Some amount of adapting is to be expected. Did you really think you'd always be able to just stand next to the big baddies without thinking about your health and swinging your fists all day? That's what regular content is for.
  24. Quote:
    Originally Posted by Johnny_Butane View Post
    No. So why do they need to be tougher than they are when they're already the toughest?

    And why do you think that if people aren't playing Tankers despite the fact that they're the toughest, that making them tougher will change their minds?

    If by "more similar to Brutes" you mean popular and generally regarded as fun to play and not regarded as slow and boring, which is what seems to be the most common criticism about Tankers, then I don't think that's a bad thing.
    By your reasoning, unless they do Brute damage, then they won't be fun. Because the only definition of fun is doing more damage. But we know giving them Brute levels of damage will never happen, so by your reasoning, there will never be a reason to take a tank. So, more damage isn't really the answer. Part of an answer, sure. Not THE answer.

    Quote:
    Only if things like Fear and Confuse were huge problems for every other melee AT to begin with. They're not. They're rarely seen minor annoyances at worst, one not even shared uniformly by all power sets.
    Either stay in context, or don't bother quoting me. I was referring to incarnate content where those things are indeed prevalent. And if you don't think those things are a nuisance for other ATs in iTrials, then I don't think we'll have any common ground to approach this topic on, so I suggest we don't bother discussing it.

    Quote:
    445% as opposed to the 300% it is currently.
    Any particular reason 445%?

    Quote:
    Too griefable. No sensible person would ever turn on the toggle.
    You've said Tankers are already extremely survivable and buffing that survival would be pointless because they don't need it. If they're that tough, why would they be scared to turn on a toggle like that?

    We're talking about taking a percentage of another person's damage and passing it through your character's resist and defense numbers. If tankers are so tough, how would that be unsensible to mitigate a teammates damage?

    And how would that be greifable!? You can toggle it as you see fit. Even if a character ran in and took a nuke in an effort to get you killed, you're only taking on a percentage of a percentage of that damage.

    At least explain your complete disregard so you don't look like the stubborn soap-boxer you've become known as.

    Quote:
    Counter suggestion: When a Tanker uses Taunt, he radiates a power to nearby teamates that grants them and the Tanker a small amount of Absorb. Does not stack, even from two different Tankers, but further taunting will refresh it.

    Gives Tankers a reason to take Taunt for themselves, especially in the lower levels (because survival in the lower levels isn't as assured for a Tanker) and use it even when solo.
    1. Thematically, that makes no sense. How does taunting one's enemy suddenly create a barrier of extra HP? At least bodygaurd can be explained as stepping in front of a teammate to take damage.

    2. Sounds exploitable when two tanks with even moderate recharge just keep spamming taunt to keep absorb up. In the meantime, they're not using that extra damage you want because they want to keep spamming taunt for the absorb.

    3. Let's say you shrink the absorb buff down to make exploiting less desirable. Then you've made the value of having the buff questionable.

    4. I already have reasons to take taunt. Many people do. I don't see why your opinion of it not being worth using has anything to do with this.

    5. Having to actively use Taunt to consistently buff yourself (which you already said tanks don't need more survival) or teammates seems time consuming. At least a toggle idea doesn't require dipping into your DPS to provide teamates a buff that could be more permanent when in range.