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I seem to remember reading this, but it was at least 6-12 months ago.
Question: Does it still last for 120s after standing next to an enemy? I ask because the stealth IOs used to last for 120s after using them (ie: in the prestige sprints), but they're since been changed such that the stealth effect ends when detoggled. Wasn't sure if the +regen/+recov uniques were the same way. (Or maybe being in/out of range of mobs doesn't matter for the effect being on/off, just the toggle state?) -
Quote:As I was typing my response, that exact 'blurriness' came to mind. I'd say the effects of high Brute/Scrapper threat has a bigger impact on Tankers than a high damage Tanker has on Scrappers. When a Tanker out damages a Scrapper, it doesn't change how Scrappers operate. It doesn't effect their damage or playstyle; also, being out damaged in a team setting can be harder to see (it's not like CoX has damage meters or anything).That said, there's lots of overlap between ATs in this game, for example it doesn't strike me as very fair or balanced that my Fire/SS tanker can outdamage my scrappers while also retaining superior mitigation and aggro control. Admittedly that's a specific combo, just like the specific issue with scrappers being possibly too good at aggro control is mostly limited to Shield and Invul.
When a Brute/Scrapper out threats Tanks, however, it's very visible it forces them to alter their playstyle/build or settle for being a Bruising bot, invalidating their defensive focus.
[edit: Note: Having multiple Tankers can have the same effect for those not tanking... except the 'main tank' is already providing Bruising.]
Quote:It seems balance is getting worse and worse. With incarnate powers being essentially the same, ATs that offer multiplicative effects or have particularities that you can't get through incarnates benefit so much more. That they force us to go through large teambased content is kind of a copout to me - in a smaller group, individual minmaxers can potentially break stuff if the game isn't balanced, whereas you can hide many balance issues by designing encounters requiring a bunch of people. Don't get me started on the amount of autohit unresistable damage and mezzes thrown around, if there's one thing that can say "we don't know how to balance our game so we're going to ignore most of its established rules" better than this does, I don't know what it is.
1) The gap between "survivable" and "squishy" characters is gigantic. For example, an Invuln Tanker at the hp cap (ie: DP up) can soak a 20,000 damage attack and still have 42.8% of their hp left. A Blaster at the hp/res caps will go from full to 1hp on a 6,424 damage attack. Heck, a Scrapper can 'only' take 9,600. To make things even more complicated, some Tanker sets are squishier than others (like Ice, which doesn't have much inherent res). This makes trying to build encounters that are challenging to Tankers would just obliterate others, while making them dangerous to a Blaster would tickle Tankers. The auto-hit / unresistible damage is a way to make it more dangerous to everyone.
2) I'm starting to think that base values are becoming very devalued and caps are becoming more important. This is for two reasons. First, as we get stronger Incarnate Abilities (and new IO sets), out performance keeps going up. This could be damage (Musculature, Judgement, Lore) or resistance (PVP IO, Barrier, Cardiac), etc. Secondly, when CoX went from teams to leagues, they increased the availability of buffs. They increased that again with AoE buffs (which was good for QoL, don't get me wrong, I have a Kin).
I'll be honest, I keep looking at everything and can't help but think that Brutes have the best mix of damage, survivability, and utility (threat gen stronger than Tankers) of all the melee classes. Certain sets will be stronger on different ATs (like Shield on Scrappers), but in general, Brutes seem favored. This hurts because I can't divorce myself from thinking about balance, I keep seeing the writing on the wall for some of my characters. (It also gives me indecision on which characters I should play/focus on.) -
Quote:Except for that nagging problem of Sting being melee and Flashing being PBAoE.The most expensive part of trying to make this build, given your current build, would be the Kinetic Combat set in Sting. Also, if you're really concerned about the endurance slotting in Flashing Steel, I would replace the Obits with another set of Kinetic, basically duplicating Sting's slotting, which would reduce your melee defense by about 2% but allow you to slot that attack with a lot of endurance reduction *and* still slot aggressively for damage, accuracy, and recharge.
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Quote:I think this is a case of my frustration with CoH's threat system manifesting itself.Sarrate, I usually find your posts insightful but I don't think you're making a lot of sense here. To me, your argument essentially boils down to "I don't mind the weaker aggro in RttC because I stack other aggro tools on it"... Tools that aren't available to the AT the topic is about.
Thing is, a scrapper with just AaO/Invinc will hold most aggro without needing any special effort. The same scrapper with RttC will have to work at keeping that aggro. Whether scrappers having ridiculously strong aggro auras in AaO and Invinc is intended or not is irrelevant, the point is RttC is significantly weaker.
Thing is, I don't have a problem with a Scrapper having the ability to hold aggro over other squishier ATs. I don't even have an issue with Scrappers holding aggro over Brutes/Tankers if the Scrapper is making a special effort and the others aren't. As it is, however, it's come to the point I don't trust Tanker's inherent threat generation over Brutes/Scrappers - I consider Taunt mandatory (and if the Brute is Taunting as frequently, they'll beat the Tanker).
So, how does that play into RttC? Well, I assume Tankers who want to hold aggro are going to be using Taunt anyways, so RttC's duration gets washed out. For Brutes, again, it gets washed out by "GauntletLite" (and Taunt, if they use it). All that's left is Scrappers, whom I think should be weaker at threat generation than the other two ATs.
I wouldn't complain if its duration was increased by a few seconds just so that it wouldn't expire on itself, but because of how damn powerful Taunt effects are (1000x amplification per second), it doesn't really need to be much longer than that.
If it were me, I would have made taunt auras shorter duration than they are now, depending on ATs (to account for the threat mod and damage differential). Maybe 4-5s for a Scrapper, for example. That's long enough for a Scrapper to easily out threat squishy ATs, but short enough that they won't swamp Tanker threat. -
Quote:Why not just swap them for Crushing Impact? You'd lose a hair of recharge (5%), but deal more damage and have better enhancement values with just 5 slots.The KB was definitely noticed, i forgot about that part, it was a little annoying, but also very funny at times. Could always replace them both with 2 taunt sets, although it would lose some damage, not sure how much with 90% fury and 2x rage.
Kin Crash: 47.7% acc, 68.9% dmg, 47.7% end, 53% rech
C Impact: 68.9% acc, 97.49% dmg, 42.2% end, 68.9% rech (all but the dmg/end, with it 101.47% dmg, 68.9% end)
Quote:Also, the Overload downtime is annoying, but so is the rage downtime. It's definitely worth it to feel like a god destroying everything while having to rest every few minutes for a couple seconds.
Why? Two reasons:
1) Rage itself is a smaller boost to a Brute than it is a Tanker, so the crash is more of a penalty.
2) Rage's activation and crash are eating up a higher percentage of your active time.
Methodology:
DamagePotential = ((Enhancements + Fury + Rage) * DmgMod) * (DmgUptime) * (FreeActivationTime)
DmgUptime is basically non-debuff time. The extra second is to account for the 10% dmg period.
No Rage:
((1.95 + 1.5 + 0.0) * 0.75) = 2.5875
Single Rage:
((1.95 + 1.5 + 0.8) * 0.75) * (111 / 120) * ( (120-1.32)/120 ) = 2.916
Double Rage:
((1.95 + 1.5 + 1.6) * 0.75) * (51 / 60) * ( (60-1.32)/60 ) = 3.1485
Comparison:
3.1485 / 2.916 = 1.0797 ~= 7.97% more damage -
I only have a couple thoughts:
Quote:The EA changes are removing the heal from ED (it's getting +def instead, like Ice/EA) and instead transforming CP to Energize (same as Elec Armor).-Energy drain healing 1105.8 (on average with panacea proc) every 16 seconds with animation time(70 hp/sec)
(...)
-2759 hp with 30.1 hp/sec (100 hp/sec in total with Energy Drain)
True, but keep in mind that since you slotted KB sets into Punch/Haymaker, that will make them to KB 30%/60% of the time (respectively). Fine for GMs/AVs/mobs with kb protection, but annoying as hell against anything else. -
Quote:I think you're lowballing the difference between Tanker and Stalker survivability. Even ignoring the difference in defensive mods, Tankers have ~55.5% more hp than a Stalker (up to +maxhp% of 33%); when Tankers cap their hp, they have ~120% more hp than a Stalker. So a set like Ice Armor (again, with all other numbers the same) can have over double the survivability based off hp alone.The word "slightly" is the key problem with Stalker's design. Tanker's survival is at least 2x better than Stalker (I would even say 3x with all the buffs) but Stalker's damage is only "slightly" better than Tanker? We have a design problem.
Start counting things like higher base values, the 90% resist cap (Fire, Elec, WP, Invuln, Shield), and Tankers can push even higher.
Another fun tid-bit, WP's Reconstruction heals ~600hp, so if used every 15s (>+300% rech) it amounts to 40 hp/sec. On a Tanker with +30% maxhp (just HPT) and 5 enemies in range, RttC is worth ~45.6 hp/sec. At the hp cap and saturated, it's worth ~102 hp/sec. That's on top of higher res, ability to hit 90% s/l, and higher maxhp. -
Quote:Brute and Tanker Lightning Field has the standard 13.6s, while Scrapper version has none.Hmm. Doesn't Elec Armour get Psi and KB? What's it's taunt aura duration look like? Just wondering.
Keep in mind Grounded only works while on the ground and only provides knockback protection, not protection and resistance like other powers (ie: Unyielding, Practiced Brawler, etc). Protection keeps you on your feet until the mag is exceeded (rare, but possible). Knockback resistance (in all status protection powers that have it, afaik) reduces the incoming mag to 0, effectively making only unresistible knockbacks penetrate (even rarer).
[edit: Not saying this does/doesn't justify the taunt duration, just stating the facts of what Elec has.] -
Quote:Nitpick: The brute damage cap is 675% over base or 775% of base.Since the Brute damage cap is 675% (6.75x base), they can't get there to match it.
ie:
BaseDamage * (1 + 6.75)
or
BaseDamage * 7.75
Combat Attributes shows the former, but don't forget the base 100%. -
Quote:Darkest Night is fully resistible. The catch is that damage (and resistance) debuffs are resisted by the enemy's resistance, which makes them disproportionately stronger against AVs than things like tohit debuffs.If you're looking for pure aggro holding purposes (and added survivability) than definitely look into Soul Mastery's Darkest Night. It's a large radius AoE toggle that not only gives a nice to hit debuff (can be enhanced up to ~20%) but also an unresistable -21% damage debuff. This adds to your survivability and anything in Darkest Night's patch will also be taunted (every .75 seconds with the reapplication of the debuff, which is more often than your taunt aura even) to you due to the debuffs affecting them.
On a different note, slotting up Taunt helps a lot. I prefer 5-6 slotting it with Mocking Beratement or Perfect Zinger (depending on the set bonuses you're going for). An ED softcapped enhanced Taunt is a very powerful tool. -
Quote:Nitpick:One thing to keep in mind at higher levels; + mobs have increased resistance to To Hit debuffs. That's before factoring any specific powers they may have that grants resistance. A +4 mob will resist 48% of the debuff. For this reason, when factoring the CoF Tohit debuff into your survivalblity, I advocate cutting the value in half.
A +4 mob resists 61% of the debuff (ie: it operates at 39% effectiveness). A +3 mob, resists 52% of the debuff (ie: it operates at 48% effectiveness).
I'm just guessing you were considering a lvl50(+1) player facing off against a lvl54 mob and accidentally mixed up 48% effectiveness with resisting 48% of the debuff.
Is that still an issue after the change to Fury? I thought Fury came far easier, these days (though it caps lower). -
You know, for a while I've decided that the lower duration in RttC isn't as big a deal as everyone makes it out to be. In one of Castle's old posts about taunt mechanics:
Quote:So, taunting is considered an attack, which is what auras like RttC does on a regular basis. Now, how are attacks calculated? In a different post, Castle writes:Originally Posted by CastleTaunt is a threat multiplier. The ACT of taunting is what generates threat (it's considered an attack) and the value of that is multiplied by Taunt, AT Mod, AI type, range, mob preferences and several other factors to get the final version.
Quote:Originally Posted by CastleNot *quite* correct:
Threat:
Tanker, Brute = 4
Scrapper = 3
Kheldian = 2 (3 in Dwarf form)
Stalker, Mastermind = 2
Everyone else = 1
Taunt AT Multiple (which effects the Taunt Duration):
Tanker, Brute, Stalker = 1
Scrapper = 0.75
Kheldians = 0.85
Everyone Else = 0.5
EVerything is multiplied. For damage, a simplified version is:
DMG * TauntDurationRemaining * ThreatMod * AI Preferences * RangeMod.
AI Preferences can be things like "I prefer to attack Scrappers", "I *really* hate Kheldians!", "Kill the healer!", "Attack the last person to attack me!" or any of about 40 or 50 other variables that we can set.
Editted for clarity
[edit: I'm not exactly concerned that Scrappers are worse off in the taunt department with RttC. I don't think Scrappers (or Brutes) should be as strong at threat generation as Tankers.] -
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Woah, that's crazy. I never thought I'd see an Emp Defender solo an AV straight up w/o pets of some kind.
Nice job! -
Quote:Were you looking at his total damage number, or the itemized list? The reason I ask is the itemized listing of buffs/debuffs in power attributes is their unresisted value, while the final number accounts for resistances. For example, here are two examples of def debuffs against my WP Tanker:Wait, if that's the case why does it only show a global damage bonus? When I ran Lambda as a Bane I used surveillance on Marauder and checked his numbers (to see exactly what [Berzerker Rage] [sic] did), and whenever he was hit by Void Radial it showed his Damage bonus go from +115% to +65% (50% bonus at all times, 65% from [Berzerker Rage], -50% from Void Radial). If it's resistible like you say, why don't we get an entire tab like Defense and Resistance?
Example 1
Example 2
Note the values under "Base Defense".
[edit: Ack, I didn't read your post clearly enough. Why isn't damage broken out? Good question.] -
Quote:Two questions:5. The character creation UI has a major revamp. You start by picking a 'play style', like 'Support' or 'Control', which takes you to a selection from the archetypes that fall into that category. The body type screen has silhouettes of the three types -- Male, Female, and Huge, and instead of having 'slim', 'normal', 'athletic', etc. as text, they're 'body shape' icons. The costume screen itself is grossly similar, but the style is changed, and things like the 'copy colors across entire costume button have moved.
1) Were the costume parts organized any better?
2) Is there any better/quicker ways to select different costume parts (ie: mouse wheel support to scroll through the lists, assuming they're still lists)? -
Quote:Note: Power Sink / Energy Drain return 25 end per target (base) while Energy Absorption returns 15 (base). Still a great power, but not quite as potent. Not that it's hard to saturate either as a Tanker, of course.Yeah but you should know that they get a Power Sink clone at 26 (not excalty a clone since it gives +def but well, full end everytime). No powerset with such a power can be considered an end hog.
(One other nit pick, Power Sink has a 10ft radius while ED / EA have 12ft radii.) -
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Don't forget to factor in the Purple Patch. Against higher con enemies, the 1.25s duration gets reduced further.
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Quote:Isn't Disintigration damaged based off your max hp? ie: The more hp you have, the harder it tics for. I've read the last tick is 99% max hp.the only real complaint I have is that the oblit beam fires too soon relative to the warning, there just isn't enough time to get out of it. Other than that, Disintegration seems to be hitting for a little too hard... the final blast hits for about 3.5k, which would only *not* kill an hp-capped tank. That means, for *everyone else* you have to be sure you're at max hp before the next blow comes in (the damage ticks are what, 900ish, 1300ish, and 3500?), just so you get saved by the 1-shot rule. That's quite a feat, only to be rewarded with having your bluebar sapped away >:[
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Quote:The damage cap caps +damage enhancement, not damage dealt. FE is (enhanceable) base damage built into all Brute/Scrapper/Tanker attacks (similar to how Gauntlet is baked into all Tanker powers) that is only applied when FE is [edit: active].And like a Proc, it allows you to go over the damage cap, if I remember correctly.
In other words, a power would be defined as:
100 damage
45 damage (if FE)
Which means with SOs:
195 damage
~88 damage (if FE)
When damage capped:
750 damage
~338 damage (if FE)
It obeys the damage cap, it's just extra base damage. After all, people don't say that Fire Melee / Spines dots avoid the damage cap. Same thing with FE damage. -
Quote:Well, if they can't complete the TF, then they're not doing it fast or efficiently.They were hedging their bets on a better chance of completion given the average amount of knowledge about. Right now all speed teams could be hedging their bets on a better chance of a fastest time by doing something similar.
My point was that 'speed' and 'efficiency' are common goals in this (and most) game(s), not that everyone who attempts it reaches the same peaks as others.