SpittingTrashcan

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  1. Stars, there's something I think you may be forgetting. Radius is indeed a buffable attribute, and range enhancements do buff cone radius. However, melee cones and PBAoEs are specifically set to ignore range buffs and debuffs. This is for two reasons: first, without this protection from debuffs, it's possible to Hurricane or Taunt a melee character into being unable to reach an enemy with their PBAoE or cone attacks even in melee range; and second, without this exemption from buffs, it'd be possible to slot Dam/Range enhancements in, say, Foot Stomp, and significantly increase its killing zone.

    Now, if you can figure out a way for Granite to debuff radius of melee cones and PBAoEs in a way that doesn't also allow the above scenarios, then it becomes a viable option - albeit one I don't much care for.
  2. Quote:
    Originally Posted by Samuel_Tow View Post
    I fear that your combination of conditions may not realistically have any one point of intersection. In other words, I fear that what you're asking for is impossible.
    Naturally, I disagree. In fact, I can give one possible design that meets all of those conditions: make Granite not mutually exclusive, have it grant +25% res to all but psi and nothing else, and give it -90% movement speed, -90% movement speed *cap*, -jump, -fly, and -teleport. This keeps Granite a toggle that can be run indefinitely, makes it less strong than it currently is, gives a stronger and less circumventable penalty, and makes you want to turn it off if you want to, you know, go anywhere. This is not my favorite proposal, but it is a proposal that meets all my conditions. If it's still too strong, tweak down the res; if the penalties are still too weak, add some more.

    I mean, if you say that it's not possible to design a power that you can be allowed to keep on all the time, you're saying that all armor toggles are unbalanced. I don't think that's quite what you mean.

    As for my Calcify power suggestion, I think you're missing the point. Basically, over the course of 15 seconds after activating the power, you harden up to a higher level of survivability (lower than the current level granted by Granite) and a lower level of offensive capability. Once you've reached the peak, you stay there until you turn off the toggle, at which point the buffs and debuffs fade away over the next 15 seconds.

    Once again, to beat the drum until my arms give out, I'm not saying that Stone Armor should have a wildly higher level of survivability than any other armor set. I'm asking for a moderately higher level of survivability to be available whenever needed, at the cost of a decrease in offensive capability sufficient to make that higher level of survivability impractical to attain under all circumstances. This is not an idea that is in itself inherently gamebreaking.
  3. Here's my preferred realistic scenario:

    - Granite continues to be a toggle that can be maintained indefinitely. This is my dealbreaker. As previously noted, there is no rule that a tier 9 power cannot run continuously, and there does not need to be any such rule.
    - The benefits of Granite are significantly reduced, because Granite as it exists now breaks encounters, per Starsman's reasoning.
    - The drawbacks to running Granite continually are made significantly stronger and less circumventable, but not to the point where there is never a circumstance where you would want to do it - otherwise, what's the point of even having the capability?
    - The remainder of the set is improved so that Granite is not required for survivability in most ordinary circumstances.

    I rather like the increasing recovery penalty, and it got me thinking. Suppose Granite is a non-exclusive toggle. Every activation period, Granite applies a small buff to resistance and defense, and a small debuff to recharge, damage, movement speed, and recovery. These buffs and debuffs last for somewhere in the neighborhood of 15 seconds, and they stack. So, when you activate Granite, you gradually become more and more tough until you reach a survivability peak, but you also become less and less capable of moving and attacking. (Incidentally, if you can think of a way to circumvent this, I'd be happy to replace it with something less circumventable. I am not trying to dodge a significant downside to the power.) At Granite's peak, you are a sluggish, nigh-immobile, nigh-indestructable mountain. Turn off the toggle, and you gradually (well, over the course of 15 or so seconds) decalcify back to your normal offensive and defensive capabilities.

    It's a fairly out-there idea, but it appeals to me.
  4. With respect to HoF/DC and locking: I surmise that the original design intent of the locking mechanism was to preserve an arc that has been recognized as excellent in some way, in exactly the form in which it was so recognized, in perpetuity. The problem is that this doesn't work. Changes are continually made to the MA that invalidate prior arcs, and if they're locked they can't be fixed, so what you end up with is a list of arcs that used to be good, don't work now, and can't be made to work ever again. That's really not serving the design intent.

    That's why I offered an alternative: instead of preserving the arc, reward the author. I don't think it necessary or beneficial to preserve any given arc for perpetuity. (Think about some of the official arcs that date back to the early days of the game. Shudder briefly.) No arc, no matter how good it was in its heyday, will always be great - at the very least, they will require fixing and updating as the MA changes. But someone who creates a good arc is a valuable resource for the game, and should be encouraged to create more good arcs. Hence the reward of a free additional arc slot - it's nice, but not impossible to obtain any other way.

    It's also worth noting that if the first suggestion is implemented, HoF requirements would also have to change. I would recommend that it be made considerably easier to attain, since getting HoF would not guarantee a top spot on the list in perpetuity anymore.

    The badge, I can see being... problematic. I'm not even sure why I suggested the badge. Forget the badge.

    Edited to add: I would most definitely not call these changes "cosmetic". Cosmetic is changing the colors of the buttons. These are usability improvements, and that's a very different animal.
  5. Quote:
    Originally Posted by Jaelen View Post
    That was the first thing I thought of when I read that post.

    The second thing I though of was - How much benefit does stacked Follow Up give you when you are at the damage cap?

    I'm in the Speed Boost gud crowd though, so don't read too much into that.
    Not a lot, of course. In that situation, you charge the nearest group of enemies and bounce on Spin for 10x damage.
  6. Quote:
    Originally Posted by Madam_Enigma View Post
    Haven't played a claw scrapper yet have you?
    Only for 100 levels. Did you know that Follow Up stacks with itself?

    Edited to add: You seem to be unaware of the importance of damage per animation time. Once you have powers cycling faster than you can cast them, the only improvement possible to damage per time is by choosing to use the attacks that do the most damage in the least animation time. +Recharge allows you to cycle these attacks faster. They are your "best" attacks, not the ones that do the most damage up front. So for example, from Archery, Ranged Shot deals 2.76 scale damage and takes 4.67 seconds to cast, but Blazing Arrow deals 2.585 scale damage and takes just 1.83 seconds to cast (ignoring certain other factors). If both attacks recharged instantly, you'd only be dealing 0.59 scale damage per second by firing nothing but Ranged Shots, but you'd be doing 1.41 scale damage per second firing nothing but Blazing Arrows.

    Similarly, for Claws, Swipe does 0.798 scale damage in 0.83 seconds, while Focus deals 1.46 scale damage in 1.17 seconds. Which is the better attack?
  7. I blame all weird power design choices on Geko.

    As for the number I suggested, that's actually closer to the full participation floor: it's the level of mitigation WP has (on average) without taking any penalties whatsoever. I suggested WP mainly because it has a mitigation type spectrum that's comparable to Stone, although Stone has an edge in one-on-one fights because its mitigation does not vary with the number of enemies in aura range. Inv would also be a reasonable comparison, for the same reasons, but with the same drawback (and the additional drawback that its tier 9 is crashing and thus can't easily be averaged into the performance). Other tanker sets have too many points of difference for a one to one comparison to be anything approaching reasonable.

    There's a separate issue to resolve about how much offense and defense can be traded before you hit the floor/ceiling for either, but for simplicity's sake I'm just trying to work out what the best allowed no-penalty indefinitely sustainable survivability is. Or rather, I'm suggesting that it be worked out; there are people more qualified to do the numerical analysis than I am, and the devs are among those people. I'd also trust numbers from Starsman, Arcanaville, or Frosticus, to name some names; anyone else and I'd want to see their work. :P
  8. That is a perfectly reasonable argument that has absolutely nothing to do with risk reward metrics. Well done: you've identified the existence of the risk floor, the point at which the design dictates that you cannot be this safe and still be a participant in combat. Actually, you've identified two: the permanent risk floor (PFF) and the temporary risk floor (phase). Tier 9 powers such as Unstoppable and Power Surge indicate yet another risk floor: you can be this safe for a limited time and then you are required to be extremely vulnerable for some time. Elude is problematic here: apparently over-softcap defense is considered to require a penalty, except that it is now possible to achieve this indefinitely, without any penalty, in powersets that aren't even based on defense to start with, so, hm. But that's a side issue.

    So let's suppose there's another risk floor out there: the sustained participation floor. We don't know what it is, yet, but we'll assume it's somewhat higher than PFF, which means it's probably somewhat higher than Granite as well. So, given that Granite is "too good", what I'd like to do is try to work out how good it can be and remain a toggle. Because, to repeat myself ad nauseum, I rather do like being able to turn on Granite and become as tough as the game will allow me to be and still participate in fights. I like that Stone Armor does not have a timer on its peak performance. That is a draw for me, and it would be the one thing I would most deeply regret seeing disappear.

    A rough and ready estimate for the participation floor: calculate the indefinite survival line for SO WP without SoW up, and then the indefinite survival line for WP with SoW up. Multiply the former by two, the latter by three, add and divide by five. Let this be the survival line for Stone Armor. Work out the details accordingly.

    I think Starsman might have the numbers handy.
  9. Quote:
    Originally Posted by Madam_Enigma View Post
    How is it beneficial to have powers that already recharge so fast you have eight or more different attack chains possible at any given moment recharging faster still? There comes a point when more recharge isn't helping, it's just wasted.
    Not all attacks are created equal. Higher recharge lets you chain your better attacks and ignore your weaker ones. It lets you chain your AoE attacks and ignore your ST attacks.

    There is a theoretical limit to the usefulness of recharge, but it's generally far, far higher than anyone can achieve on their own - although they do try. In the vast majority of situations, increased recharge and increased recovery translate directly to increased damage output.

    Let me put it this way. If you are a Kinetics character, and you are on a team, and you do not have or do not cast SB, then you are robbing yourself of the increased damage output and reward rate that SB provides. If that is a price you are willing to pay to avoid using the power, or one you will never have to pay (because you don't team), then don't take SB. This is a reasonable stance: for a lot of people, SB is a sacrifice of enjoyment for increased rewards.
  10. I hear going villain gives you a goatee, but going hero cleans your teeth.
  11. Quote:
    Originally Posted by Steampunkette View Post
    Risk:Reward:TIME

    A Stone/Stone tanker might be able to go through an entire mission of +2/x8 enemies. But he's not going to earn rewards as fast as the Fire/Fire tanker or, frankly, any other build. Time is a big part of the Risk and Reward ratio. And while a Stone/Stone tanker might have awesome defenses the damage and movement penalties will certainly slow down his rewards per minute ratio. Sure there's less risk, but there's also less reward. Not per enemy, but per hour.

    -Rachel-
    Well, the real threat here is not so much Stone/Stone Tankers as, perhaps, Fire/Stone or SS/Stone Brutes leveraging Fury and high damage AoEs. But the larger point, that risk is balanced against reward/time and not reward per se, is valid (to the point where I assumed it was what Umbral meant in the first place).
  12. I agree with everything Starsman just said, with one caveat. If Granite Armor gives encounter designers conniptions, then Phantom Army must drive them completely around the bend. Admittedly, that does take at least two characters working together, or else a whole lot of build investment, to function indefinitely. I will say nothing of Repeat Offenders, since we're talking about how the presence of a single character can make or break an encounter, whereas RO just demonstrates what happens when you create an entire team specifically designed for team encounters.
  13. Quote:
    Originally Posted by Umbral View Post
    Change your difficulty to +2/x8 (or whatever increased difficulty you choose) and get with the fighting. There. It's that simple. You can easily increase your difficulty to the point where you're actually leveraging your higher survivability to generate improved rewards. It's pretty obvious, honestly.
    Obvious, but not necessarily correct. Increasing the number of enemies you're fighting increases reward in a strictly proportional way, especially when leveraging the extremely generous AoE balancing equations. Increasing their threat level, on the other hand, does not, because in addition to being more dangerous, +2 enemies take more time to kill, and the lower your damage is the worse this effect becomes. I'll grant you I've never farmed with a Stone Armor combo specifically designed for it, so I can't say one way or the other whether damage output can be increased enough to beat the time-reward curve. I might throw some math at it. But my off the cuff guess is that it's still pretty dismal when compared to some other strategies I could think of.

    Quote:
    The risk:reward ratio is tied explicitly to the concept that, if there is no risk, there is no reward. It's for this same reason that beating up on greyspawning enemies doesn't give you any experience. If your opponent isn't a threat to you, you're being presented with no risk and achieving an infinite reward ratio, compared to the risk.
    Granite Armor is not the only way to get enough mitigation that you cannot possibly be killed while earning rewards. The threshold for infinite AFK survivability is rather lower.

    Quote:
    The question is not whether there is a specific level of survivability that should stop the ability to recieve rewards.
    Actually this is exactly the question. I want to point out that there actually is no way to make yourself perfectly unkillable for an indefinite amount of time. You can be killed through PFF, and you can be killed through Granite. Of course the requirements for either to happen are quite extraordinary. On the other hand, it is not at all difficult to create a situation where you are not going to die no matter what you do, yet you can still earn rewards. If Granite is broken for this specific reason, then so is every other scenario where you can receive rewards with zero practical risk.

    Quote:
    Please, I beg of you, point out anything that can be taken in even remotely the same way as Granite Armor. Find anything that could possibly be used as a precedent for what Granite Armor does that isn't Granite Armor. Look for it. I will bet you anything that you're not going to find anything in game that proves this true. I dare you. Anything.
    I already gave you this one, so I'm not sure why you keep asking. Yes, Granite Armor has no equal. It is by no means the only power that has no equal. This is not in and of itself a very compelling argument. "Precedent" is a poor choice of words anyway - all Issue 0 powers were "unprecedented".

    If you were to twist my arm, though, I would say that PFF is the closest single power analogue. There are three major differences between PFF and Granite, of course. First, PFF is numerically superior to Granite, at least in terms of what it does by itself - Rooted, Stone Skin, and Earth's Embrace probably put Granite up a bit, but then Aid Self + PFF probably bring it almost back to neck and neck. Second, PFF is a tier 1 power, while Granite is a tier 9 power. And third, PFF has OAS.
  14. I believe that in at least one mission, if you leave Fusionette behind and then go back to retrieve her, she'll say she was busy checking her enhancements.
  15. Quote:
    Originally Posted by Umbral View Post
    As I have continually said, either Granite Armor is not going to be permanent or the penalties that you're going to experience for having it on are going to be so extreme that you're not going to ever want to use it.
    I'd just like to address this separately. As long as it is possible to generate threat while in Granite Armor, I will have a use for it, which is why I mentioned -9999% damage - this was a change made to Rage in part so that it was still possible to generate threat during the crash. If that level of survivability is incompatible with generating threat (and I remind you that this is neither your nor my decision to make), then I'd take a cut in survivability over the loss of threat generation. But that is the only penalty that would actually make Granite Armor useless to me as long as it retains its current benefits.
  16. Umbral, the point I'm trying to make is that high survivability per se is not that valuable. But let's take this out of philosophy land. You challenged me to find an SO build that can outsurvive Granite and I conceded that there is none. Now, if you want to continue using risk/reward as the balancing metric, then I challenge you to show me a scenario that leverages that survivability to obtain higher rewards than any other scenario that does not involve Stone Armor, whether alone or as part of a team.

    You keep bringing up risk/reward ratio, but I really don't think that's the argument you actually want to make, when everything else you say points to the existence of a risk floor as a separate design rule: the idea that at a certain level of safety you should not be allowed to earn any rewards at all. And that is a concept that I will readily agree is part of the game - the developers have consistently acted against any repeatable cycle of activity that allows you to earn any rewards without being exposed to combat at some point. I think the argument you want to make is that being in combat with Granite Armor up is essentially equivalent to not being in combat at all. I don't happen to think that's actually true, and I also think that if it's true for Granite Armor then it's true for a number of other things as well, but it would be a more reasonable argument to pursue than risk/reward ratios.
  17. In my opinion, one of the chief limits on the usefulness of the Mission Architect is the system for rating, sorting, and spotlighting arcs. If it were up to me (and I remind the reader that it is not), I would make three changes to the MA system.

    First, I would ditch stars. The question you want the answer to when you ask a player to rate an arc is "did you like this?" "Three stars" is a very ambiguous answer to this question, and evaluating it depends on knowing what the player means by "three stars". A less ambiguous answer would be "Yes", "No", or "no opinion", and that's what the rating system should be built around. Also, people tend to just use stars as a proxy for "yes" or "no" anyway.

    Second, I would make the default sort order for arcs a function of time since the arc was posted, time since the arc was last played, total number of plays, number of positive ratings, and number of negative ratings. Examples of these sort algorithms are available; the particulars should be tweaked to meet the needs of the MA. The goal is to keep good fresh content on the top of the list.

    Finally, I would ditch DC/HoF as it currently functions. Any mechanism that requires that arcs be frozen against editing in a system that is frequently updated in a way that requires editing arcs to make them functional is simply not going to work. Instead, I would award authors a badge and a free arc slot for getting a certain number of positive ratings on an arc, but not lock the arc, and not stick it on top of the default listing forever. I would create a separate listing for DC and guest author arcs, and create an alternate sort order that lists arcs by highest net rating for a "best of all time" list.
  18. Quote:
    Originally Posted by Samuel_Tow View Post
    The only way to retain its use as a perma-God-mode toggle is to make it useless for anything but basic survival. Historically, the developers have not only shied away from doing this with T9 powers, but they've actually altered powers that did just this into other things.
    Except Hibernate. Yes, it's not a permanent mode, but "useless for anything but basic survival" is a pretty much perfect description of the power.

    Edited to add:
    Quote:
    On the flip side, if the armour were altered such that I REALLY didn't want to use it outside of extreme-damage situations (such as killing my offence when it's on), then I... Wouldn't use it. Period.
    I don't see this as a problem. As I already discussed at great length, Extreme Survival Mode is basically wasted in most scenarios anyway.
  19. Okay, so you're positing that Granite Armor is broken because it allows you to reduce your risk to near zero while still gaining rewards. There are two problems with that definition of broken.

    First, I will agree and in fact have already outright stated as a given that Stone Armor provides the best mitigation on SOs (and IOs, for that matter) available to any AT that can take it. However, that does not make it the only set that can reduce risk to near zero in the great majority of commonly occurring scenarios, nor does it make it the set with the best risk/reward ratio under these scenarios. Basically, for most of the game, that extra survivability simply cannot be leveraged to any useful purpose, and you end up paying a cost in offense - and, once again, I need to point out that just because you can accrue benefits that offset that cost does not mean you're not paying it - for an advantage you don't need. A Stone Armor tank or brute is neither the most effective solo farmer on SOs (or IOs), nor is it the best force multiplier for teams.

    The only place where I can see a Stone Armor character having an unfair advantage is in allowing a team with relatively little support to overcome certain high-value challenges by being able to absorb the damage from an extremely dangerous enemy without outside buffs. Or to put it more plainly, Stone Armor survives AVs. This is pretty much the only scenario I can think of where that extra survivability is actually leveraged to provide better than usual results. And even here, it's not an optimal choice - a team of heavily support oriented characters will destroy an encounter that a Stone Armor character will merely survive.

    In short, if earning rewards while at near-zero risk is the problem with Granite Armor, then there are many, many far more egregious violators of that rule in the wild.

    Now let me propose a metric under which Granite Armor might actually be considered broken. If you take as a design principle that there must be encounters such that the character bearing the brunt of the threat from the encounter must be at risk of death without support from allies, then Granite Armor has such a significantly lower need for outside support to survive incoming damage that once you've elevated the encounter threat level to the point where a Stone Armor character would need outside support merely to survive, any other character would need an unreasonable level of outside support to do the same. I would argue that the STF and the RSF come up to the verge of this point.
  20. Well, I suppose I can take my comfort with the current state of Rooted as a glowing testimonial to my patience.

    As for Granite: Do me a favor. Humor me. Talk to me like I'm stupid.

    What, precisely, makes damage mitigation above a certain level broken?

    Or in other words, what is the floor on risk? Because I am almost positive that it is not a Stone Armor character's risk/reward ratio that is out of proportion in the vast majority of situations. Outside of certain extreme encounters, I have several characters who will survive as well as a Stone Armor character and do significantly more damage. Is the fact that a Stone Armor character is rarely at risk of dying, in and of itself, unbalanced? The answer to this question has implications that go well beyond Stone Armor.
  21. SpittingTrashcan

    New MA Layout

    A tangent: I see the S&I forum as a place to have fellow players vet suggestions. If the idea passes without negative comment, then sending a PM to a dev is not a bad next step. In this case, Dr. Aeon would be the man to pester.
  22. The power of a warshade is directly proportional to the number of enemies it fights. In this game, that's an enormous advantage most of the time.

    Edit on further thought: Actually, it's better than directly proportional: the more enemies the warshade has to fight, the more enemies it will hit, and the harder it will hit each one. So Warshades actually scale up in damage output as a function of the square of the number of targets. And that's insane.

    Of course, it's not necessarily easy to get this level of performance from the AT.
  23. SpittingTrashcan

    new archetypes

    Quote:
    Originally Posted by ClawsandEffect View Post
    So how do you balance ranged AT damage sets with melee AT defense sets? The devs picked the absolute easiest way to balance it, by not allowing them to be combined.
    Spines. Claws. Forts. Crabs. Permadoms. APPs and PPPs.
    In short, we only combine ranged damage with damage mitigation all the time.
  24. On a side note: regardless of how he feels about it, Castle probably doesn't have much time to spare on Stone Armor for the foreseeable future. Here are some other things he might be prioritizing:

    - Going Rogue. Just... Going Rogue.
    - Shield Charge is doing about twice as much damage as intended.
    - The LGTF green mitos now have the hold resistance they were designed to have - which makes them virtually indestructible. This is causing some concern.

    I expect that if he hasn't started working on Stone Armor already (which is not inconceivable), he probably won't get to it for a while yet.
  25. Quote:
    Originally Posted by Knightslayer View Post
    the vast majority of people are idiots
    I'm with you so far.
    Quote:
    who PL other idiots to 50!
    You lost me.