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Quote:Also, since it only helps the targets it hits (target cap of 10) it won't help against every mob you're fighting, nor will it help against ranged targets.Sort of, remember that higher level foes will resist the debuff, and AV's will resist 85% of it.
Against even level foes with no debuff resistance you're correct, but as you face +2 or higher foes RTTC's debuff becomes much less effective. I don't have the purple patch numbers offhand, but the short version is "don't count on the debuffs" since the RTTC numbers are so low to begin with. By the time you're facing +4 mobs that debuff is less than half as effective.
Don't get me wrong, it definitely helps, but it's not the same as being softcapped by defense. Realistically, if you're at 42% def and your other stats are reasonably balanced, you'll be fine for most anything you want to do in the game. If something throws a curve ball, eat a purple. -
Quote:I meant before the towers were down so I couldn't hit him.Hey, I can see how you held agro (you hurt the hell out of him), the real question is how were there no deaths lol.
Besides, with a well slotted Taunt (~95% taunt enhancement and a recharge of around 5s) and I've still seen him (infrequently) run away from me when the team starts attacking. He didn't budge from my Invuln. That was a while ago, so there may have been AI changes, etc, since then.
As for no deaths... FF + Emp with PBU+Fort and I was eating a t3 purple at the same time (tried to go with an orange till red was down, too). This was before we knew how much +tohit the Blue Tower gave him (many postulated it was in the "yellow" tower, too). During the one brief period that Recluse hit me with my oranges down (and DP down), he railed me to 1hp twice in a row. Heh, good times.
Note: My Invuln didn't have the Fighting pool. -
Quote:Oh, well in that case, the Tanker always wins. Could be Invuln vs Cimerorans or Invuln vs Psi Clockwork, the Tanker has higher def, res, hp, and heal (since it's based of base hp).Yeah, but invuln is half resistance , half defense. =P My point was just that if you want to compare brute vs tanker, at least use the same power set.
Quote:You'll have the same problem if it's a tanker that points dangerous mobs towards the team. And if he have taunt, you might not even be able to steal the aggro with taunt.
To which you said "the Scrapper can reposition them too." Yes, they can, but it's not a guarantee they will. Again, I care that they have aggro because I don't know they'll reposition them.
You're right, a Tanker could do something like point the AVs towards the team and get one killed. That wasn't the perspective I was talking about, though.
Quote:That doesn't answer my question. Whirling Sword and Dust Devils are more then enough to 2 shots some squishies. That's why i meant facing doesn't really matter. He'll still hurt the team, no matter where he's looking. Any way to prevent that?
Dust Devils don't really do a lot of damage. The worst part about them is def debuffs for the Tanker.
Whirling Sword, while it deals a lot of damage, isn't that threatening to "squishies" (ie: ranged characters) because they're so fare away. Dangerous to Scrappers, yes.
The most dangerous AoE that Scirocco has is EM Pulse. It has a gigantic radius, heavy damage (as much as Hack), end drain, and a hold. If a squishy is hit by that, the next hit is pretty much a KO.
Which leads me back to the cones. If the only AoE a ranged squishy has to deal with is EM Pulse, they're fairly safe. It may be scary for a moment, but you'll have time to heal. If positioned arbitrarily, however, he could EM Pulse, then follow it up with a cone while they're still held / low on health. Same thing with a Scrapper. The difference between only taking damage from Whirling Sword / EM Pulse, to taking both of those AND Static Discharge, Desert Wind, and Slice is large.
Does that make more sense / answer the question? -
Quote:My assersion was that a Tanker (with Taunt) was better at repositioning mobs/AVs compared to a Scrapper. You're replying by saying that if a Scrapper wants to reposition an AV, the team has to cooperate. A Tanker, on the other hand, doesn't require that coordination so therefore a Tanker is better at repositioning. Do you disagree?If the team wants a scrapper to reposition mobs, they need to cooperate. The Scrapper will have threat, if not actual aggro from a taunt aura, for as long as the scrapper is the only character the enemy sees. The team obviously needs to cooperate to make sure this is so.
Then, it's a matter of staying on top of the threat game for the scrapper. Since the scrapper does high damage and has a higher threat multiplier, this is not difficult, provided that the scrapper can hit at all. This would be the problem with tanking Recluse on a scrapper: when he starts out you can't hit him.
Quote:Other major AVs, like Reichsman and Romulus, I've tanked successfully on scrappers. These never become invulnerable for a significant time.
...I still have no idea how I held aggro. -
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Quote:Keep in mind an Invuln Brute would have just as much res as a Fire Tanker. Yes, there will be times where their roles could swap, but I'd say it's more likely to be in the Tanker's advantage than not.Same could be said about an invuln brute vs a fire tanker against cimerorans, or a defense tanker vs resistance brute vs DE. =P
Quote:Why couldn't the scrapper reposition the AV so others don't get killed? That's what i do on mine and i've seen it fairly often. If the scrapper have the aggro, it can do the job equally well then the tanker, for repositionning.
For scirocco... i've yet to see a case where facing makes a difference. He keep spamming pbaoe and the Dust Devils are homing. =P
I disagree that a Scrapper is better at repositioning (talking about moving from point A to point B, not just rotating them). The second they jump out of aggro aura range, there is a set amount of time before the AV will lose intrest forcing the Scrapper to start to joust, etc. The Tanker could back away and Taunt. This locks the AV to the Tanker while limiting his range, making them have to move to get into range. Can a Scrapper do it if they want to? Yes, but they won't do it as well.
As for Scirocco - he has the following cones:
Static Discharge - 40 ft range (dmg, end drain)
Desert Wind - 50 ft range (dmg, knockback)
Slice
Headsplitter (two people should pretty much never be hit with this, but including for completeness sake)
Those cones (namely the first two) can do a number on squishies, if they're too close. Scrappers, if they're not IOed or built for survivability, can get chewed up them (and melee cones) as well.
Admittedly different teams can handle different threats - the more protective buffs you have, the less important it becomes. -
Brute Shield / Grant Cover
Quote:Scrapper Shield / Grant CoverRES(Defense) +13.84% for 0.75s [Non-resistable]
Effect does not stack from same caster
Quote:RES(Defense) +13.84% for 0.75s [Non-resistable]
Effect does not stack from same caster
Quote:RES(Defense) +17.3% for 0.75s [Ignores Enhancements & Buffs] [Non-resistable]
Effect does not stack from same caster -
Quote:That list is ranked based on the ability to hold aggro. I mention debuffs because they increase threat generated vs an aura without a debuff.I'm just curious, when you say "best" or "worst", are you talking about just the ability to grab and hold aggro, or the other perks the auras provide (damage, debuff, etc.)?
In my experience, I would rank Chilling Embrace at the top, in terms of pure aggro ability.
Also, the order of the sets in each grouping really isn't that important, imo. I'd put Invuln and Ice in the same ballpark, even if Ice is stronger than Invuln. They're reasonably close. Comparing Invuln to, say, Fire, is a pretty big difference. -
Quote:I can agree with the highlighted and acknowledge not everyone cares about aggro management in the same manner I do. That is fine, but if someone says they're just as effective without Taunt as they could be with it, I'll have to disagree.In truth this is an interesting sub-discussion. Most of this topic seemed to have settled into Scranker lore vs Tanker Lore. Now if you want to tank, but thought your auras would handle it all, this line of the discussion is for you. Or you want to lead tank, thought taunt was enough to handle it and so chose a poor aura tank, beware. Oh, and to bring that into focus, any rundown on which tankers have best taunt auras, which worst? Anyways, the rule is to truly "tank" jump in the middle of the mob, while taunting, let your auras work, and taunt runners/far away portion of the same spawn. Your team will love you. When they have eaten that group, rinse, repeat.
As for which auras are the strongest/weakest, I'd say it's something like this:
Best
Shield / Against All Odds - Autohit, 1s pulse, 25% longer duration, debuff. (Also includes a damage buff which increases threat from attacks.)
Invulnerability / Invincibility - Autohit, 1s pulse, 25% longer duration.
Ice / Chilling Embrace - Autohit, 0.5s pulse, multiple debuffs. (Ice also has Icicles.)
Middle
Dark, Fire, Stone - Accuracy check, 2s pulse, damage. Some have debuffs / multiple auras.
Worst
Willpower / Rise to the Challenge - Autohit, 1s pulse, debuff, exceptionally short (1.25s vs 13.5s)
Quote:This sorta goes back to my original point on this thread, which is to say, who cares? Brutes & scrappers should be able to absorb some aggro leak if they have aggro auras on. And this is simply a difference in our respective philosophies on what a tank should be. Some people think they should manage as close to 100% of the aggro as they can get. I'd prefer that they best help the team get through the challenge (mission, AV fight, etc), and to me, that merely means absorbing the alpha, keeping the damage dealers mostly free from trouble, and setting up groups for AoEs (while doing some damage of out own). Brute/scrapper auras peeling off aggro hinders little of that, esp if they also practice good aggro-management, i.e. kill that which you have aggroed (this applies to blasters too, but some would argue that this slows down their AoE rates).
If you're on a sucktastic team where the tank needs to sit in the middle of a pile while his Blazing Aura ticks off like 10 times... yeah, you might want Taunt for those kinda of teams. I'd rather team/play smarter and not rely on any single tool, other than my taunt aura, which I think is absolutely essential for a tank to do his job (where Taunt isn't). Other than our armors and/or mez protection, I think the taunt aura (damaging or otherwise) is the single most important tool for a tank to possess. Even if you think Taunt is an essential tanker tool, I can't see how it'd be more important than the aura.
Same thing for AVs, too. What can be annoying is trying to reposition an AV so their cones don't hit/kill squishies (think Scirocco), but you can't do it because a Scrapper has aggro.
Does a Tank always need to hold aggro or people will die? Surely not, but it happens enough to be useful to me and not a "who cares." -
While Taunt has limitations and cannot be leaned upon to handle all aggro, I think it's the most powerful and flexible.
I say powerful because auras/gauntlet are easily overriden by Brutes or Scrappers with taunt auras. Taunt, especially well slotted, can override those. (If the Brute/Scrapper is also Taunting/Confronting, though, forget about it. This is rare, though.)
I say it's the most flexible because it works when auras/gauntlet fails (AVs/GMs), works at range, [edit: is autohit,] and has a range debuff.
Not the only tool or necessarily the best tool for every situation, but one I don't like being without. -
Quote:Of course, if you manage to get def enhancement into DA, then it can pump out ~46.8% melee/lethal all by itself when double stacked. Not all builds can accomplish that, but something else to keep in mind.Let's see, granted, my survivability spreadsheet isn't proof, but let's see what it has to say on the subject. Plugging into some version of the Umbral-created ValBlademaster-played build, and assuming no other defense except the absolute minimum of 30% melee/lethal from Divine Avalanche and the defense we're trading off:
45% melee + 30% lethal = 1379 survivability
I'll admit that I'm surprised. I expected a bigger difference, and for it to be in the other direction.
30% melee + 45% smashing/lethal = 1528 survivability
Guess I have to go with smashing/lethal then, assuming there are no other trade offs. I'm betting there are a LOT of other trade offs, though, since 45% melee is easy, and 45% smashing is at best extremely difficult. -
Quote:Accuracy is an overloaded term, so you could be confusing the two possible definitions:Wait wait, I think I may have been misunderstanding things all this time.
What I do is consider anything under 100% to be too low. 140% [acc on a power, not boost, actual flat number at the upper right of the window] is about what I like to see.
I thought that this would scale down when I fight higher levels. Like, maybe my 140 would be a 120 for a +1, 100 for a +2, etc.
Is this not how it works? Is everything above 100% wasted?
- Accuracy Enhancement - This is how much accuracy a power is slotted for (including set bonuses, but not tohit buffs). If you put an SO into a power, you have 33% accuracy enhancement.
- Accuracy (or Final ToHit) - This is your final chance to hit something after factoring in accuracy enhancement, mob level, etc. For example, with a single accuracy SO, you'd have a final tohit of 99.75% (capped at 95%).
Allstar was talking about the first, your post is talking about the second. If you're looking in MIDs, you are indeed correct.
When designing builds, I tend to look at the accuracy (final tohit) against +4s. If you want to set MIDs that way, Options -> Configuration, Exemping & Base Values, change Base ToHit from 75 to 39. For other level mobs:
+0 - 75
+1 - 65
+2 - 56
+3 - 48
+4 - 39
+5 - 30 - Accuracy Enhancement - This is how much accuracy a power is slotted for (including set bonuses, but not tohit buffs). If you put an SO into a power, you have 33% accuracy enhancement.
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Quote:Well, let me give you my logic. Let's assume the player has 1,000 base hp. The heal itself would give 500 hp instantly (assume 200% enhancement for ease of calculating). Over the next 30s, they'd regen an additional 250 hp. ( (MaxHP * Regen / 240) * 30 )I like having the regen and the endurance assistance as much as possible. The heal is just kind of a bonus that helps make up for the downtime in regen. The way I see it, if I'm relying on the heal, then i'm probably in over my head and therefore the heal is only going to keep me going an extra 10 seconds and then I'll be back in trouble again.
In short, if i'm relying on a heal as part of my survival plan, I'd prefer it to be up much more often then energize. With such a long recharge, I like the auto-fire and forget method better.
Now, let's assume the player has gotten +30% MaxHP from outside sources (Accolades, IOs, etc) and now has 1300 hp. The heal still heals for 500. While the regen increases, it only goes up to 325, still less than the heal. The player would need 2,000 hp (+100%) to have them equal out.
What I tend to do is wait till I'm at ~50% hp before using it. It doesn't have to be a burst of damage, but whenever the steady chip damage gets me down low. That way, the heal will prop me back up and the regen will carry me a bit longer. If I'm keeping myself above ~50% hp, then what benefit is the healing/regen?
I can see the end management, to a point, but the set also has Power Sink which gives more end back and can provide situational end drain mitigation.
I'm not saying that you have to play my way, mind you. I just don't think it's worth it. -
Quote:If memory serves, isn't Numina pretty light on +rech? You'd have to make the call if the ranged def is better than having Energize up more often, but that would vary more build to build.I know I want to use it usually in passives. If Energize is always up though I was looking to grab the 6 piece Numina's ranged defense.
Quote:That would be fine. If you go 120 seconds without clicking it then you'll loose the numina proc until it's clicked again. Personally, I like to have energize on autocast.
Note: I'm biased against autocast in general. -
Nope, you didn't - Taunt is autohit in PvE and requires no accuracy enhancers; that's for PvP only. I apologize, my comment was a bit of a tangent to the point of your thread. Someone posted Circ's guide, and I wanted to make sure people (not necessarily you) realized that portions of it have been revealed by the devs, and subsequently tested for accuracy, to be incorrect.
Also, don't feel obligated to read those links if you don't want to - it was no trouble to link them and they probably delves into more detail than you want. If you're curious about the more in depth nuances of the system, though, by all means go for it; just don't force yourself because I went through "the work." It wasn't any. -
Also, since no one has mentioned it, after doing a certain number of Radio/Paper missions (varies depending on level, but at lvl5 it's 3) you'll get access to a Safeguard (hero) or Mayhem (villain) mission.
For Safeguards, the general idea is to go to the bank and stop the robbery. At that point the mission completes and you get a countdown timer. Throughout the map, there will be a boss of a different faction than the rest. (For example, if a mayhem is filled with Hellions, you'd be looking for Skull Bone Daddies.) They will give you a "key" to sub mission (Stop the Arson, Stop the Jailbreak, etc). Completing these will give you more time on the map.
The big reason I mention Safeguards is because the first time you beat one per level range (5-9, 10-14, 15-19, etc) you'll get a temporary power. The first two (5-9, 10-14) are mini travel powers (flight pack, jump pack respectively). It's another little thing that can make travel on low level characters far less annoying/tedious. -
Quote:Thanks, Fleeting. I tried that with my table above, but it still ended up broken. I think the big difference is that my table was using tabs while your ASCII checkmark was using spaces.Use a monospaced font. For example, Courier New:
[CODE][FONT="Courier New"]...[/FONT][/CODE]
I'll give spaces a whirl next time and see if that works. Tedious, but worth it so that those darn things are readable. -
Try this link. It goes to City of Data's dev digest cache (since the original post has been lost during the forum swap / purge). If you expand out the messages above the current one, you can see other responses Castle gave in that thread.
If you want the simplified threat formula, you can find it on ParagonWiki. (I believe it's in one of Castle's posts in CoD too, but this one is easier to find.) -
Quote:That guide is horribly out of date, and really isn't that accurate anymore. It was before Castle posted on the forums about what he and Ghost Widow (coder) found out while deep diving into the taunt mechanics code.This guide will probably help you out.
Don't get me wrong, I'm not disrespecting Circ for his work and it was the best we knew at the time, but things have since been clarified more. -
Quote:Yes, I'm well aware of how defense non-linearly scales up. I say it's "close" because a single power (CJ) adds 3% with just the base slot.HOLD IT!
45% defense allows you to withstand 100% more DPS than 40% defense.
In no definition of the word is that "close."
Edit to be clever: You may be thinking of the phrase "Close only counts in horseshoes and hand grenades," which seemingly applies.
Until you realize we're not the ones throwing the grenades.
Or to put it another way, the Tanker SR (40% def) gets hit ~46% as often as Tanker Shield (28.4% def). The Shield would need an additional ~54% mitigation (res/maxhp/etc) to make up the difference.
Add 1 slotted CJ to both: Tanker SR (43% def) gets hit ~37.6% as often. Tanker Sheild now needs a total of ~62.4% outside mitigation to catch up.
Is 40% as strong as 45%? Absolutely not. I do consider it to be "close" when talking about a straigh up SOed build with no outside pool powers yet included to bolster it. -
Quote:Just to make sure we're on the same page, when you say "/SR's die when a tank should not," under what assumption are you operating?Regarding the discussion about how /SR would porti to tanks. I think you're missing one thing. /SR's die when a tank should not. Sometimes an /SR scrapper will out survive tanks... but sometimes they do not. While most of the time, an /SR scrapper can survive at the agro cap long enough to clear the spawn, "most of the time" isn't good enough to tank. A tank should be trying to build such that it can live forever at the agro cap... During play, it needs to try to STAY at the agro cap by grabbing more agro. /SR just isn't the set to handle that.
- SOs vs IOs
- Solo vs Teamed
- Enemy level (+0 vs +4)
- No outside assistance vs outside assistance
I ask because I don't think many Tankers can survive at the aggro cap indefinitely running on just SOs. I do think that an SR Tank would do a better job of it than Shield would since it would be at 40% def vs 28% and immune to def debuffs. (I'm too busy to compute out immortality lines atm and I don't have access to Arcana's spreadsheet, either.)
Don't forget an SR Tanker would have 40% more health and 33% stronger passive resists.
Quote:Sarrate, your points are well taken and your F-Zero analogy is completely awesome, but I don't think that's enough to keep a port of the set from Tanks. Especially since Brutes got the set. IMVHO it would outperform the other sets early, but other sets would go on to mature into their specific niches while SR, as Bill Z said, would "hit a wall".
And yes, we don't balance around IOs, but in the late game, with IOs, a number of sets end up looking better than Tanker SR (same Defense, better utility; SR gets and keeps Defense more easily, but sacrifices the utility the other sets get. To me, that looks balanced).
Why? They can datamine to find out how many people heavily use IOs. They also aren't only trying to balance "end game" (though they no doubt keep it in mind). They're also balancing how people perform while leveling up. This also doesn't just include veterans who know the system inside and out, but also those who just started playing last week.
I think having high SO performance would effect more people than you'd think.
Quote:My question is, would it be possible to tank properly on a pure defense based set without near-softcapped defense?
Quote:The scaling resists would help (especially with tank HP) but overall I doubt a SR tank would be able to handle more than an Invul or WP tank can... they'd have specific situations where they were better or worse, but overall they'd have softcapped defense and moderate resists when hurt that don't really count against high-damage opponents (anything that can 2-3 shot tank HP). When compared to WP's layered defenses or Invul's massive S/L resists plus decent defense, that doesn't seem unbalanced. (Especially since SR has no heal, +regen, or +HP power.) -
Quote:Comparing those two lists, SR had better have a lot better defense than Shield (which it does, with SOs) to make up for the fact that Shield offers a lot more things. Shield is pretty much the highest damage defensive set a Tanker can get, while SR would be one of thel lowest... it would only be fair for SR to have significantly better protection. I really can't see a straight port of Brute Super Reflexes to Tankers as unbalanced.Quote:You compared the two in a vacuum of their other abilities. Different sets do different things with different tools. SR on a tank would be amazing with respect to survivability. A shield tank is going to have the edge in damage and comes with mitigation in the form of -damage and AoE knockdown.
As I said, there isn't a set in the game that offers over 30% def to everything on just SOs.* There are sets that can situationally get more (Invuln - 32% with saturated Invin, Ice - 34.52%/38.44% with saturated EA (unslotted/slotted)), but not guaranteed, always on, and practically undebuffable with just SOs. I don't think that is a coincidence. Just like reordering sets or breaking the Cottage Rule are taboo, I suspect that over 30%-35% in set def is as well.
To rephrase my argument:
To be balanced compared to other sets like Shield, SR does need something more. On Brutes/Scrappers that is more defense. When ported to a Tank, that extra def gets inflated to dangerous levels that no other sets currently has. I would suspect plan would be to lower SR's in set def to 30-35% and give it "something else" to compensate. The problem is, what could "something else" be that would be balanced, thematically fit, and not step on the toes of other sets?
Does that make more sense?
* Exception to prove the rule: Stone Armor/Granite. Massive debuffs associated with it, and still has a psi hole.
Note: I'm only speaking for myself and my observations of what the devs have done in the past. I could be completely wrong on this point. If I were a dev, however, it would be my logic against a straight port of SR. -
Okay, for comparisons sake, let's state the minimum criteria a build has to satisfy:
- High defense
- Status protection
- Taunt aura
- Each toggle needs 1 end reduc (sans CJ)
So counting extra utility powers for this (True Grit, Shield Charge, etc).
Super Reflexes- 7 powers for defense (SR+CJ), 3 slots each, 2 in CJ
- 1 power for status protection, 3 slots (no Quickness)
Total: 8 powers, 26 slots, 1 pool
Quote:Shield DefenseA Shield Tank with 3 defense SOs in all his shields and 3 defense SOs in Hover, Combat Jumping, and Weave has 44% defense to all positions.- 6 powers for defense (Shield+Hover+CJ+Weave), 3 slots each, 2 in CJ, and 3 powers for prerequesites
- 1 power for status protection, 3 slots
- 1 power for a taunt aura (AAO), 0 extra slots
Total: 10 powers, 14 slots, 3 pools
Notes:- Doesn't count slotting for extra things like Tough, res on Deflection, etc.
- SR will have superior defense resistance.
- 1 def SO in each toggle/passive will essentially cap your def resistance (93%). This means defense from outside sources can reduce slotting in, say, the passives without losing def resistance, unlike a Scrapper.
- Shield is consuming considerably more endurance.
- (Just as an aside, you can't use Shield Charge while Hovering, iirc.)
The real kick in the pants for the Shield build is eating 3 pools. If they want Stamina (pretty much assumed), then they have their 4 pools locked. I'd say, for SOs, SR would have the edge. (It's no comparison with IOs, Shield is definitely better - but again, SR peaks high early.)
Quote:He also (assuming Tough and his resist powers are slotted up) has over 46% S/L resist and 23% resist to all else but Psi. Plus they get a -damage aura that boosts their own damage. A SR Tank would be able to get the same defense without Hover or Weave but would have much lower resists and no aura. When you consider how easy Tanker Shield Defense is to softcap with Weave and a handful of IOs I really don't see a problem with SR being cappable on SOs alone since it has almost nothing but defense.
Keep in mind that the forum populace is generally more well educated in game mechanics than people who don't read the forums. While it may seem easy for you to conceive / create a Shield Tank build that is soft capped with minimal investment, I think it's dubious most would.
Quote:And let's not forget that a kat/sr scrapper can hit the softcap to melee at level... 8.
Divine Avalanche can doublestack out of the box without any enhancements. There's 30% right there. FF with 3 TOs is around 16%.
Done. Softcapped to melee. With TOs.
In other words, I just can't buy this argument that the peak doesn't matter. Will Tank SR peak a lot earlier? Yes. And then it hits a wall while the other sets catch up.
- No def resistance to speak of.
- It requires you to hit in order to keep your defense up.
- Doesn't help vs the alpha strike, since it takes time to stack.
- It is only against a single position and type (melee/lethal).
- Can be broken through rech debuffs.
- It requires a specific primary (Kat/BS) and secondary (SR), rather than just one or the other. (Kat/BS can do it with SOs, however.)
It has more ways to fail, especially at low levels. Have you noticed that BS and Katana haven't been ported to Tankers (goes from 30% double stacked def unenhanced to 40% for a Tanker)?
I can't say that is the reason, just like I can't say for certain that's why SR hasn't been ported, but I would speculate that def inflation due to AT mods is something they're keeping a close eye on. -
Quote:The entire problem of the def/res mechanics is that they stack linearly with non-linear results. Going from 25% def to 30% def or going from 40% to 45% def is only an increase of 5% def for both, but the results vary wildly (25% more survivability vs 100% more). (I know you know this, Bill.)If SR is broken on a tank, then defense itself and the entire game's balance is broken.
Maybe it is. Would SR on a tank be good? Sure. No doubt about it. But the SR tank will still have crappy damage output, issues with tohit buffs and autohit attacks, will suck until level 22 and SOs like all SR users, and due to all the aggro management, getting hit a LOT even softcapped just by the number of those rolling that magic 5%.
Tanks got shields, they should get SR.
There are various ways this could be prevented, either by diminishing returns on buffs, lower def caps for different ATs, or different mechanics altogether.*
SR's balance problem stems from the fact it relies very heavily on defense. I wouldn't call it broken on a Scrapper at all. However, when scaled up to Tanker levels (40% def), it becomes far stronger than it should be with SOs alone. Of course, because it relies so heavily on defense, it doesn't have nearly as much room to grow with IOs compared to other sets. For example, which would you trust to take more abuse, a soft capped SR Tank or a soft capped Invuln Tank?
Using an F-Zero analogy, SR Tankers would be this:
And other sets (Invuln, Shield, etc) are this:
Tanker SR's peak isn't the problem; it's that the peak comes too soon/easily (SOs).
* I'm not supporting any of these ideas, mind you. I'm just showing how things could be modified.
[edit: Btw, take a look at how much defense most sets sport with just SOs, regardless of AT. I don't think any set offers much more than 30% def out of the box. (EA has 32% energy def.) That is pretty much where the mitigation scaling from defense gets silly. Also, iirc, pushing an enemy under 20% tohit chance is where the streak breaker turns skyrockets to 100 misses in a row.] -
Quote:Well, if they straight ported SR to Tanks, they would have 40% def to all with SOs alone. Slotted CJ would put them 1.1% away from the softcap. While that is (so far) an acceptable goal for an IO build, that is a bit too strong for a plain SO build.That's probably why SR isn't being ported over to tanks =P
Either that or they'd have to take a nerf bat to the set first. *shrug*
I believe Arcana pointed this out before, but it would make SRs with Tough (assuming the passive resists get scaled up due to AT mods) behave very strangely against s/l mobs. An SR's effective health would steadily drop until ~55-60% health. As their health drops below that, their effective health increases...
Code:HP% Res% Effective HP% 100 23.4 130.55 95 23.4 124.02 90 23.4 117.49 85 23.4 110.97 80 23.4 104.44 75 23.4 97.91 70 23.4 91.38 65 23.4 84.86 60 23.4 78.33 55 30.07 78.65 50 36.73 79.03 45 43.4 79.51 40 50.07 80.11 35 56.73 80.89 30 63.4 81.97 25 70.07 83.52 20 76.73 85.96 15 83.4 90.36 10 90 100 5 90 50 4 90 40 3 90 30 2 90 20 1 90 10 0 90 0