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Quote:Again, I'd strongly suggest ignoring defence and defence resistance, and instead looking to resistance for protection. In the endgame, Electric is particularly close to cap and can get there a couple of ways. Earlier? go for oranges.Never be bothered by being eaten by Cimerorans, they are rather brutal. There is a reason Cim Incarnate pets are so good at single target DPS. You either need a defense that hits well above soft cap, or you need high defense debuff resistance.
EDIT: this is in the context of S/L and romans. There are obviously places where res only presents serious problems -
Quote:You probably should have been using Oranges, not purples, against the Cimerorans.
I remember doing this with my elec/fire and had no problems with the romans
To hell with defence, write it off and take it in the face.
With tough and charged armor, one orange should do you most of the time, and unlike lucks, you won't have to spam to try and chase a cascading failure. You can use it as you see yourself getting into trouble.
Now: Fire is not TW. Fire attacks are predictably short or long, and TW attacks are not. It's possible that this makes a big difference, I just don't know. I'll find out next time I'm playing my mid level elec/tw sober and have enough time for an ITF.
I do remember having issues with the negative damage.
Untill I hit 47 and threw in 3 scirrocos sets for negative resists I was bad.
Even at 50 with (edit cardiac, only had resilient on test...) and the +3 pvp res proc, I still wasn't totally bombproof against negative. With barrier I was tough enough, and on test, with the ATIO, I'm essentially not touchable by negative, but while it might be re-assuring in that it holds out some solid hope for the endgame, it has little functional bearing on a mid level tanker.
PS. throw in a couple of knock IOs, they're not that expensive! -
For extra goodness, spend some extra time so it doesn't force redraw with dual pistols
For even more extra goodness... give it a sticky hands power (parry-esque, smashing/melee defence buff)
yes it'll be pretty low on blaster mods, but it'd still rock. -
Quote:I can't make conclusive statements, but I took it out on a Rikti PylonIt wouldn't have to proc off of multiple targets on one swing, but imagine that they have successfully coded it so that the proc chance is dependent upon the recharge time.
Let's say that a power that recharges in 5 seconds, whether single target or AoE, has a 10% proc chance.
A single target power will have a 10% chance to go off every 5 seconds. An AoE power will have a 10% chance for each target it hits.
With three targets in range, there's a 27.1% chance you'll get at least one proc (correspondingly, a 71.9% chance of no proc).
1 2 3
n n n .9 x .9 x .9 = 72.9%
p n n .1 x .9 x .9 = 8.1%
n p n .9 x .1 x .9 = 8.1%
n n p .9 x .9 x .1 = 8.1%
p p n .1 x .1 x .9 = .9%
n p p .9 x .1 x .9 = .9%
p n p .1 x .9 x .1 = .9%
p p p .1 x .1 x .1 = .1%
So you'd have a 24.3% chance of one proc, a 2.7% chance of two procs, and a .1% chance of three procs. I would not be at all surprised if you hadn't noticed multiple procs from the same swing.
Now, there are arguments to be made that the bonuses should stack more, or that they should have a higher proc rate, or that the resistance bonus is too small, but that's a different argument.
If indeed, proc rate is a function of recharge time, then two attacks of identical recharge time should have identical proc rates, regardless of how many targets said attacks are hitting. That is the balance concern.
One Target, no chance for multiple procs.
I used the same chain I did against the unruly mobs of my earlier testing, which is to say, not an ideal ST chain at all... embarrasingly bad actually, I was barely nicking the pylon, I was making headway, but not much. At all.
Bottom line: I was nearly always at 3 stacks, occasionally falling to 2. I can't make a definitive statement, but it "felt" much the same in regards to uptime as my earlier play.
I don't know if the current level of stacking is intended
I may be gaming the current rules very well (by accident)
There may or may not be many bugs
But right or wrong, what is happening does not appear to be a multiple proc bug. EDIT: or if there is a multiple proc bug, I can still get 3 stacks against a single target without exploiting it, so long as I spam the slotted power. -
I never saw more than 3, I'm pretty sure that's the limit there... but even there, with +20% res, you're making electric into a juggernaut, fire and dark into something close, and invul (which seems to benefit from everything) into an even better rounded set than it is now.
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Quote:I was never aware of it proccing multiple times on a single swing. I only looked for this intermittantly, but I certainly never saw it happen. At this point, I'd say I don't think it was.That's probably a bug and not a feature of the proc. From what I've heard, the brute proc is also granting about 5 extra fury per target hit, allowing Brutes to maintain 100% fury if it's in an AoE. We have to presume that's not working as intended and that they're likely to alter the procs such that they only have a chance to fire once per power activation rather than once per target hit.
That said, it could be that, while it only procs a maximum of once per swing, it evaluates every target hit until it gets a success, artificially inflating the proc chance.
Not knowing what the proc rate for the IO is, or how it's balanced against recharge, I couldn't even begin to evaluate if this is happening, or even develop an opinion as to if I personally even THINK it's happening.
You could have a really good discussion about where, from a balance point of view, you think the number of stacks SHOULD be, and I'd probably say, from a res-def balance point of view, somewhere close to three under conditions of deliberate intent, and honestly? if you really wanted to balance res/def, probably more than 3.
Or you could make the argument that just because def is a bit over the top, doesn't imply that res should also be broken.
Or you could argue that with incarnate def cap, maybe def isn't so broken as it had been
Or you could argue that with all the wicked debuffs flying around, def is worth even more from the avoidance mechanism for debuff resistance
Or you could argue that, while you get hit with a great many more debuffs, and while a capped res build is still functionally weaker than a capped def build due to defence debuffs if nothing else, it's tough "enough" and it performs much more gracefully in the case of tohitbuffs.
Or you could argue...
Meh, I guess we'll find out. -
Quote:I tried this in defensive sweep. (EDIT: with the superior version) Using a protective chain, I was able to keep it permanently at two, and nearly always at three. ST Dps went down, but you can't have everything.In jab it was up reliably one stack, but it seemed pretty lucky if I got it to double.
This put me at the hardcap for smashing, lethal, energy, fire cold and psi.
Negative was at 85 which is flat out good enough, and toxic was at a consolation-prize-but-not-worthless 42%.
I've been planning on trying to put it in lightning field to see if that was better, but I have not yet done so.
Either way, defence bonuses could probably be ommited from this build, though debuffs would be problematic.
EDIT:though with ageless, winter's gift and focused Acc, I imagine it'd be ok. -
Quote:What if activating taunt applied a stacking modest duration (modified by taunt enhancements) self buff to a tanker that increased their aggro cap somewhat?2) Up the agro cap. whether you're set for x8 or you have 8 people on your team, the current agro cap often doesn't cover the mobs you run up against, and then you might be ambushed, many times have i seen the last man standing, the lone tanker, already loaded up on agro, the rest of the enemies have nowhere else to turn but the squishes! I know my judgement powers can it 40, and i'm not saying the agro cap has to be 40, but do Up it!
Slot up taunt and spam it for maximum effect. Use it once or twice per spawn and see little difference?
I still don't think this really addresses what I'd call the biggest problem with tanks... multi-tank stackability, but I dont think it'd cause much of a problem either.
With regards to your other point... talking about def resistance in pools is downright scary without doing a whole lot of math and set comparisons. You'd really start getting in the way of what some sets are supposed to do well. Maybe it could be done fairly, but you might find that you'd have to nerf some sets to keep things fair. -
Quote:Trikes can be shockingly unstable under combined brake and cornering loads... you'd be better with a 2 or a 4 wheeler...Lots of ideas I don't see happening as they lead me to wonder just how many more stabilizers does a tricycle need but got to trust in a Dev to make the right decisions.
Just saying...
Now a reverse trike would get you a bit further... -
I wonder what games the moderators are playing with this thread?
"I bet my night shift that someone posts a cake vs pie before a quote stack reaches 12!"
or some such... -
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On the other hand...
Now that HOs are so eclipsed, by set bonuses or by +5 enhancements... Maybe they'll now feel free to make HOs have other benefits.
An easy one would be to make between 33% and 50% of the enhancement value unmodified by ED restrictions a-la Alpha slot.
Though I'm sure there would be other good perks that could be applied. -
Quote:This does do a couple of interesting things...Just a random idea I started thinking about after seeing the thread about tauntless Tankers, making the taunt power more useful solo and in teams, including when teaming with other Tankers.
The -range was a nice addition and I thought a -damage effect could sit alongside it, -10% for 12s (the same duration as the -range effect) - if it was slotted for a little recharge and the Tanker was spamming it they could maintain -30%, in line with what many Defenders could put out, and it would stack from multiple Tankers. Of course it has a lower target cap than most -damage powers available to defenders, and would require more spamming, so I don't see it encroaching too much on Defender territory.
In addition it would apply a flag to the primary target only (same as the -range effect on Brute taunt only applies to the primary target) - the flag would have a 10s duration.
I had a few ideas for what this flag could be used for, such as adding effects to the tier1 attack only, alongside Bruising. But one I particularly liked was adding a 'mini-bruising' -resistance effect to every attack from the Tanker's secondary, that would be in addition to the current Bruising, equal in effect to the cast time of the power (so an attack with a 2s animation would apply a 2% resistance debuff) and with a duration of 30s. Assuming you had a complete attack chain, regardless of which set you had, you would be able to build up a 10% resistance debuff over the 10 seconds the taunt flag was applied. You could then use Taunt again to reapply the flag and continue building up -resistance or just carry on attacking and take advantage of that 10% resistance debuff (in addition to the 20% from Bruising) for another 20s.
On a team however, every Tanker would be able to take advantage of the taunt flag applied by any one Tanker, much like Beam Rifle characters can take advantage of each other's Disintegration flag. With one Tanker keeping the taunt flag on a single target, every other Tanker could build up to and eventually maintain a 30% resistance debuff. Whereas Bruising doesn't stack from multiple Tankers, this would. As with the -damage it's similar to what many Defender sets can offer, but it's against a single target, takes time to build up and involves attacking constantly.
Solo it would give Tankers a little extra defence (from the -damage) and offence (from the -resistance), but in teams it would allow multiple Tankers to stack those effects to the benefit of the whole team (with several Tankers applying -damage even if a Blaster managed to steal aggro from all of them he'd be hit for less damage).
In particular it would help Tankers contribute damage against hard targets (both directly and by boosting the entire team's damage with resistance debuffs) without giving them higher damage in general, which would be encroaching on Scrapper and Brute territory.
First off it stacks on teams, and buffs all team damage. I see that as solving the biggest problem tanks have: team stackability.
The magnitude of the debuff can be tuned such that any extra solo damage is mostly or totally counteracted by the attack chain time lost to taunting. This way you wouldn't have to buff tankers solo to buff them on teams.
I don't know how relevant a single target debuff would be in the current scheme of things, but that could be changed if needed.
Probably the largest problem is that there would be many who would resent another reason to feel "forced" to take taunt... It would not bother me but I have a feeling that the objections from some would get pretty loud. -
Quote:I think worthless is a bit strong. They're obviously less good than a hold, and the stagger effect is not optimal, but provided magnitude and duration are appropriate, there's no reason stuns can't be desireable. No you'll EDIT: "Rarely do it to an AV", but there are a lot of genuinely dangerous bosses around...Aren't stuns pretty worthless in the high end modern game? Serious question. I would personally trade the stun effect for anything besides KB and be happy. Its a toss up (for me) whether Knock Down or Stun is the better special effect. But I would literally take anything over Stun or Knockdown. I perceive both to be near worthless for what I need from a set.
Too bad you can't TF those into oblivion anymore...
But I'm not bitter... -
No additional buffs for the power in question, or the set in general?
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Quote:I think you could probably "fix" Energy Melee with a disintegrate effect. I think you could probably balance it just fine across all ATs. I personally don't think you should.Maybe just take a new drawing board and start over with Energy Melee make it a unique set without making it a clone of Kinetic Melee.
Kinetic Melee is alot like Energy Blast "stuns and knockback/down"
Would be intresting to let Energy Melee work like Beam Rifle with Disintegrate for more damage. Would give a unique feel to it with less stuns but in some way stronger ST damage with the help of Disintegrate.
And I must stress this is a personal preference and style thing, but I'll go into it anyway, as I did on an earlier thread in the general discussion section.
Energy melee is a refined, efficient focused set of movements. It's not random.
If I want to smash the face off someone, it'll be the one I hit. For me, energy melee used to be about timing a fully stun enhanced TF so I could perma stun the boss, or even two bosses. Better still if they were two phasing carnie bosses... that used to be a hoot.
I suggested a couple of changes back in an earlier thread, I'll throw them out again:
1. Increase the radius on WH as per the existing dominator version (which gets the larger range)
2. Give TF back it's Mag 4 stun
3. Give ET back it's old animation, but in exchange, cut it's damage, and it's inflicted self damage down. Reduce it to a 10 or 12 second recharge power accordingly (I favour the higher damage 12 second recharge attack, but whatever). Yes this should now crit normally for stalkers (and eventually scrappers).
4. Get rid of the existing stun. Instead make it an AoE stun similar to fault or handclap, with no knock back.
No serious rework of the set, no new mechanism which (while potentially good and fun) would require going back to square one on design.
Even a short recharge, reduced damage ET strongly impacts ST Dps. You won't be tops but it'll be solid.
AoE is still poor, but more useable.
Control is now quite good. -
I guess maybe the only ones who can answer this cannot answer this.
Ah well -
Quote:As I remember, and I think I've said this recently too, there were a great many threads about the relative virtues of SS, SM and EM back in that era.And if you guys want to jump back in time, see the old thread with developer replies here:
http://boards.cityofheroes.com/showthread.php?t=114156
This was when EM was in its prime "Aside from concept, why pick anything over EM?"
There was no general agreement as to which was preferable. "Why pick anything but EM" may have been asked more than once, but it was hardly the generally accepted feeling.
Someone recently wrote in another thread, that if EM currently existed in it's old form, it would not be considered at all overpowered. I'm inclined to think, though having so much of the set's potential tied up in a single power is probably not good design. -
Quote:According to mids, that`s not really the case.There is nothing wrong with EM's AOE - it's about the same as most sets with one AOE.
Energy Melee
Whirling hands, Radius 8
Battle Axe
Whirling Axe, Radius 8
Cleave, Range 10 x 20 degree arc
Pendulum, Range 7 X 180 degree arc
Broadsword
Slice, Range 7 X 130 degree arc
Whirling Sword, Radius 8
Head Splitter, Range 10 x 20 degree arc
Claws
Spin, Radius 8
Eviscerate, Range 7 x 90 degree arc
Shock Wave, Range 30 x 90 degree arc
Dark Melee
Shadow Maul, Range 7 x 45 degree arc
Dark Consumption, Range 10 (long recharge)
Soul Drain, Range 10 (long recharge)
Dual Blades
Typhoon's Edge, Radius 8
Sweeping Strike, Range 7 x 90 degree arc
1KC, Range 7 x 90 degree arc
Electric Melee
Jacob's Ladder, Range 7 x 50 degree arc
Thunder Strike, Range 7
Chain Induction (difficult to categorize)
Lightning Rod, Range 20 (Long recharge, but worth it!)
Fiery Melee
Breath of Fire, Range 15 X 30 degree arc
Fire Sword Circle, Range 10
Spin, Radius 8
Eviscerate, Range 7 x 90 degree arc
Shock Wave Range 30 x 90 degree arc
Katana
See Broadsword
Kinetic Melee
Repulsing Torrent, Range 40 x 45 degree arc
Burst Range 8
Stone Melee
Tremor, Range 15
Street Justice
Sweeping Cross, Range 7 x 50 degree arc
Spinning Strike, Range 7, Radius 6 (Targeted AoE)
Super Strength
Foot Stomp, Range 15
War Mace
Whirling Mace, Range 8
Shatter Range 8 X 45 degree arc
Crowd Control Range 8 X 180 degree arc
Titan Weapons
I HAZ MOAR AOE NAU!
Ahem, Dreadfully sorry, that happens sometimes.
Bottom line, there are two other powersets with a single AoE, both have ranges of 15. -
While I respect the fact that the ATO enhancements are currently on test, and our stackable to 20% resistance boost could a long way from seeing the light of day, I think it's instructive to start speculating about the defence/resistance balance.
Which brings up a question:
Does anyone know if any dev comment has been made with regard to the tohit base for mobs in the upcoming incarnate zone?
It would seem "likely" that it'll be fixed as per other incarnate content, and per current tip DE, but I wonder if we have any reason to say we "know" that.
Has anyone heard? -
I'd like to propose a consideration with regards to the proliferation of broadsword to tankers, and this seems like the ideal venue!
One of concerns heard about this set coming to tankers, is it's general underperformance with regards to other sets, particularly the similar set, katana. A relatively low damage set could have it's problem amplified by a lower damage AT...
I'm not going to deal with this at all
The other problem that comes up is the potentially over-the-top numerical value parry would have for tankers.
I propose a simple solution:
Take away some defence, such that the effective numerical value, after archtype modifiers are applied, is the same as for stalkers scrappers and brutes.
In exchange, give tankers something most tankers can really use.
Not more damage
A bit of stackable defence resistance.
Ok, back to your regularly scheduled quest for 50 posts. -
Quote:To my mind this doesn't solve what I percieve the problem to be, although I'm not actually sure that there'd be much agreement on what the perceived problem is.Here's an idea I just dreamed up.
Give Tankers an inherent click that functions like Burnout.
-But it only works on their Secondary power set and excludes Build Up and Rage type powers.
-Has a fixed recharge of 1 minute.
.
Some are concerned that with IO'd builds, tankers are not sufficiently superior to brutes or scrappers solo. I'd counter that with the tanker ATIO as it now stands, this is simply not the case. +20% res is anywhere from a significant benefit to a total game changer. It's not ignorable, even for SR tanks. The scrapper and brute ATIO procs are fine, but not close to this good.
If we're talking fully IO'd builds, then adding in 20% res all make it a lot harder, to the point of being silly, to look at a brute, and look at a tanker and say: This brute can do whatever that tank can. You may not value that added capacity, in that case? Fine please enjoy your scrapper or brute, but there can be little argument that the tank isn't going to be quite a lot tougher, even hellishly tougher for many builds.
Some are concerned that in teams and leagues, Buffed tankers don't offer more than buffed brutes for survival, and that they offer less when it comes to damage. I don't know that this will be true for all, or even the majority of leagues, but I can see how it's potentially a real concern, and all the more so with larger leagues and more powers. I'd particularly agree that multiple tankers offer especially little benefit, possibly less than any other AT in terms of stackability.
Stackability is important. With the ATIO coming down the pipe, a better solo tank is really very hard to justify. If we're talking IO'd builds, and when we're arguing about solo builds that are as durable as tanks, we are almost exclusively talking about IO'd builds, then we should be considering that 20% res.
Adding to the tankers damage cap would probably be the simplest fix, though the least interesting, it'd at least help out on leagues and make little difference solo (insp fuelled farming excepted). It would not solve the problem of tanker stacking in medium large teams and small leagues which will not always be able to cap damage. It's a smallish unaddressed problem, and something I'm sure we could live with, (EDIT: particularly since brutes, in these situations, probably are not hitting the res cap) but I'd rather see something that addresses stackability and force multiplication on all teams or leages.
I talked earlier about tanks debuffing foes with gauntlet, but that's just one way forward. If tanks (slightly) buffed their team in a stackable way, or (slightly) buffed each other in a stackable way? Well, I don't conceptually like it as much as the debuffing in gauntlet, but even so, the "brutes are just as good at durability and better everywhere important, problem would be solved. A team of 8 tanks is still not going to be optimal, but 3 tanks on a 7 man TF is not going to seem like a waste.
Increasing the tanker aggro cap probably isn't needed, but it doesn't seem like a bad idea either. I'd at least like to see it on test. -
Quote:Provided it stays as is, and provided it isn't too hard to get these.Exactly.
I've been looking at the numbers, and the proc, for tanks, is going to turn the 'defense is king' paradigm on it's ear.
Yes, you will still need all types of mitigation for the most effective build. But the ATIO proc means that defense cascades are now annoyances, not death sentences.
And that is very interesting.Elec,dark, and fire are going to be very attractive. Invuln builds with no fighting pool are now perfectly viable. Stone builds out of granite are still not very good, but granite builds can neglect resistance, to get better movement and defense numbers. Shield becomes even MORE of a monster.
Etc, etc.
I am very pleased indeed.
Now the devs just need to address the 'cheater' damage that's infesting the iTrials, boost our aggro, and maybe look at our damage caps, and tanks will be fun toons to play.
I've got an elec/stone melee toon I abandoned because of the squishyness and poor damage. Might be time to pull that guy out of the slush pile.
As it stands I think the proc is a disproportional boon to some sets.
That might be ok if those particular sets needed the help, but I'm not certain that they necessarily did. I have no reason to assume deltas are coming, but on the other hand, I wouldn't be shocked if they did. -
As of last night, the Proc was +6.67% res all on the superior IO (there are two versions) and it stacked up to 3 times.
Without any consideration of attack chains or where I put that IO, I ended up with 2 stacks most of the time, and 3 some of the time. EDIT I suspect If I wasn't so careless, I could get 3 most or all the time, at least as it now stands.
That puts the effective target at 70% or 77%, both of which are potentially in range for an electric tank.
It gave me hardcapped res for s/l/f/c/e/p, with solid negative, and well, about 40% toxic on the build I had which is still little more than a consolation prize, but... oh well. Too bad there are mobs that can gut/ignore defence and which do substantial toxic damage. -
Just to note something possibly: That tanker ATIO proc is... well it's just plain awe inspiring on an electric tank.
It may have direct bearing on alpha choice or it may not, but it's certainly worth at least thinking about.
Now: The proc could be changed 4 times before making it live, and, well who knows how accessable they're going to end up being, but, yoiks...