SpittingTrashcan

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  1. Quote:
    Originally Posted by Bad_Wonka View Post
    If you're running solo and want it set for a team of 6, no higher because you can't handle bosses then you're good... until someone asks "Hey, mind if I join you?" then you have to run back to the Field Analyst or Fateweavers and set it down for 5...
    Tangential note: it seems that you're under the impression that your effective team size is the sum of your difficulty setting team size and your actual teammate count, so that being set for 6 and adding one teammate would result in spawns for 7. As far as I know, this is how it works: actual teammates take up virtual teammate slots until they are exhausted, so a team of 2 running missions set for 6 will be fighting 6-man spawns, not 7. Until your actual team size is greater than your virtual team size, you will be fighting spawns generated for exactly your virtual team size.

    I'll have to check this later, but I'm pretty sure about it.
  2. A bit late to the party, but:

    Singular They? In my English? It's more likely than you think.

    Also, read Language Log.
  3. Quote:
    Originally Posted by Desitre View Post
    Make a WP on a server you don't play on normally and get to 15, then do the same except with an invul. That will help you choose
    I'm sorry but this is not very good advice. First, at level 15 everything sucks, because you don't have SOs yet. Second, at level 15 WP will appear to be a thousand times better than Invuln, because WP will already have Rise to the Challenge and Quick Recovery, respectively the keystone mitigation power of the set and an endurance recovery power, while Invuln will still be 3 levels away from Invincibility, 5 levels from Stamina, and 11 levels from Tough Hide. WP offers a vastly smoother low-level experience for Tankers; Invuln needs more time for its layered mitigation to mature, but eventually offers comparable and situationally superior protection, and a vastly better aggro aura. It's not just mag 4 vs mag 3: threat is the product of (among other factors) taunt magnitude and duration, and Invince has a 16.88 second duration compared to RTTC's 1.25 second duration. WP tanks can hold aggro, but it's a much more active process.

    In general, and particularly when comparing WP and Invuln, 15 is a terrible level to be making comparisons.
  4. Hm. So I had a post but it got eaten. I'll try to summarize.

    1) Air Sup is okay, but CJ is very cheap, actually less EPS, doesn't reduce your DPE or DPS, protects against Immobilize, can be slotted with KB prot, and is a prereq for a KB prot power.

    2) End costs are not nearly as bad as they're being made out to be - my DA runs 7 toggles all the time and does not have end problems.

    3) Def is irrelevant. DA functioned fine before high def was even achievable.

    4) OG by itself will not stun any LTs; it's mag 2. Hence the synergy with /Stone and Fault. But even only stunning minions (and providing enough stun to stack mag 5 onto a LT/boss in one shot from Stun, TF, Bonesmasher, or ET), it's so cheap that there's no reason not to take and run it.

    It's worth drawing particular attention to DA's useful exotic properties. It has no damage type mitigation gaps - it's somewhat weaker against Energy, but Dark Regen works against anything. It has fear protection and end drain resistance. It has a functional combat rez - if you do go down, you come back invincible and just about anything near you will be stunned. It has a damage aura, a very cheap stun aura, and an (admittedly very expensive) fear aura. It's a quirky set, but decent in its fundamentals.
  5. Resistance resists resistable resistance debuffs. Resistance does not resist unresistable resistance debuffs. Until recently, Longbow Nullifier Sonic Grenades were unresistable resistance debuffs. Now they are resistable resistance debuffs.

    Clear as mud!

    Edited to add: The reason the Fire shields do not mention resisting resistance debuffs is that this is not a separate property of the power, unlike defense debuff resistance. It's possible to have one value for defense, and another for defense debuff resistance. It is not possible to have two different values for resistance and resistance debuff resistance, because they are the same number internally.
  6. Quote:
    Originally Posted by Heraclea View Post
    the rest of your attacks will just drain you while you thrash around ineffectively with them.
    Er, no. Energy Punch is one of the best quick attacks available to Tankers - comparable to Stone Fists. Bone Smasher is an almost exact duplicate of Haymaker, Chop, and Pulverize in terms of damage, endurance, recharge, and activation time, and has a 60% stun chance. And Whirling Hands may be one of the poorer PBAoEs, but it's still good damage against three or more enemies.

    Quote:
    Travel power? You're looking at major moolah to get a lot of defense on this character, so I'd just go with Flight and Air Superiority, which will be a better filler attack for you than what your secondary gives you.
    1) Even assuming a build for defense, which is a bit of an odd idea on a DA even if it is the fashion of the age, what does that have to do with travel power choice? And if you are assuming a build for defense, isn't it odd not to take, for instance, CJ?
    2) Air Sup has a great secondary effect, but EP is better DPA and DPE, which makes Air Sup a strange recommendation on a build you insist will be hungry on end and anemic on damage.

    I think your bias has pushed you past objective advice. I happen to have an EM/DA Brute, and rather like it, but I'm being realistic about the pros and cons of the combo - and yes, Barrage is an unfortunate forced power pick. But no realistic assessment would call EP and BS subpar attacks - one is quite good, and the other is just about exactly standard.
  7. Quote:
    Originally Posted by LordXenite View Post
    *sigh*
    It's cool, man, you tried your best. When people can't agree on what constitutes good design, bringing in various definitions encompassing mechanical efficiency, play experience, peak performance, worst-case performance, associated content, associated lore, conceptual concerns, and art design, any discussion is going to be a lot of sound and fury, signifying nothing.

    (My personal assessment: VEATs win on mechanical efficiency and average performance; HEATs win on peak performance and amount of associated content; and the rest varies according to the tastes of the player.)
  8. DA/EM should work. The HP cost of Oppresive Gloom is laughably tiny; the HP cost of ET is no big deal either, considering that DA has the single most powerful heal in the game. DA is somewhat heavy on end use, but not impossibly so, and choosing your toggles carefully will help with that (Oppressive Gloom is quite light on end cost, for one).

    There are other alternatives you might want to consider, though. DA/Stone would be more costly, but also a much better AoE stunner. DA/Fire would combine good survivability with good AoE damage, letting you plop down in the middle of big spawns and burn them down in safety. DA/Ice would be low on damage, but give a huge variety of mez and debuff powers: stun, fear, knockdown, hold, sleep, slow/-rech, -tohit...
  9. Quote:
    Originally Posted by Eiko-chan View Post
    Quote:
    Originally Posted by Princess Darkstar View Post
    Anything that involves no or little challenge/skill is poor design if it's main purpose is entertainment.
    You have a very strange definition of "entertainment".
    I rented a movie the other day. It was terrible. All I had to do was hit "play" and the whole thing just ran from beginning to end. No skill or challenge at all.

    Yes, I'm being facetious. I understand that you (meaning Princess) are referring to games. I wouldn't say you're wrong, but I will say that the design philosophy you espouse would probably result in a game with a much smaller audience - probably too small to sustain it. I will amend my previous statement: HEATs may be, by accident or design, well-suited to the role of "challenge archetype" - which is all well and good for the people who enjoy that sort of thing, and the rest may happily ignore it while helping to pay for the servers you play on and the content you enjoy.
  10. HEATs are badly designed. This produces both their low average performance and their high peak performance: if you are fortunate or well-informed and take the powers that were randomly created stupidly good instead of stupidly bad, and learn how to get the most use out of them, you're awesome! If you are not so lucky, you will be in pain.

    VEATs are well designed. This produces their good overall performance in anyone's hands: their powers range from pretty good all the way to pretty good, so there are fewer wrong ways to build a VEAT, and a greater degree of build flexibility. Where HEATs are designed so that they can be built to switch from job to job, doing each one pretty well, VEATs are designed so they can be built toward one or more specific jobs, and do that job really well. A VEAT can be one of several combinations of stalker, scrapper, blaster, defender, tank, and mastermind, and all of these build options are viable and playable solo or teamed.

    To be crude:
    VEATs are a bar of gold - take any piece, and you have gold.
    HEATs are a cow pie with a diamond in it - unless you know what you're looking for, you're going to get poo.

    I submit that both are playable, and both can be powerful, but one is clearly better designed - unless you feel that "good design" is synonymous with "difficult and inaccessible except to the persistent or well-informed." And if it is, I pray to god that you do not design anything I ever have to use.
  11. I think Elec/DA would work, but not because of Elec's end return. Rather, any set that provides good AoE damage, particularly combined with mobility reduction (knockdown, in this case), works well with /DA.

    /DA is expensive, but not as expensive as sometimes claimed. Theft of Essence in Dark Regen helps, as does choosing your toggles carefully. Oppressive Gloom has a remarkably low end cost for its effect.
  12. It would, I think, have been more helpful if the OP had asked what particular build would be the least effective. Labeling an entire AT "useless" would be both wildly incorrect and extremely provocative.

    If you want to make a character that contributes nothing, any AT will work. Just never, ever visit a trainer or slot enhancements, and you will be a dead weight.

    If you want to make a character that is worse than useless, I recommend looking into powersets with lots of enhanceable KB powers. A petless /Storm or /FF MM would be both extremely fragile and have great disruptive potential.
  13. One thing I could get behind is retention of costume piece unlocks on a reroll. Also, retention of badges that can no longer be earned. Then again, I think that both of those things should be account-wide anyway.
  14. There is definitely an AT preferential treatment when it comes to passive mitigation. Melee ATs have superior passive mitigation by design - because they have to be in melee range, and lack active mitigation. If they didn't have "preferential" passive mitigation, they'd be unplayable.

    Edited to add: I'm a little surprised that this had to be pointed out.
  15. Quote:
    Originally Posted by ChaosExMachina View Post
    Open power systems are superior, hands down. That you can't make every power equal is easy to solve. Just make each ttake up a certain number of points, and adjust points rather than powers.
    This presumes that every power has a value that can be uniquely determined irrespective of any other powers the character might have. Which is absolutely not true in any system complex enough to be interesting.
  16. Quote:
    Originally Posted by StratoNexus View Post
    Abosrb Pain? :crazy:
    Yes, and also Share Pain and Oppressive Gloom - none of which are available to a /SR. Also, in the category of powers that deal damage to allies, there is Enforced Morale, though it won't apply its damage to a character in the 60% or below health band; and The Tower from the Mystic Fortune power, although that can hardly be considered a reliable source of ally damage. As I said, the game rarely considers health to be a directly consumable resource - though it is far more common that we trade, at least at a character-building level, between offensive power and an increased risk of damage.

    Anyway, I think we've now wandered pretty far afield.
  17. Quote:
    Originally Posted by Arcanaville View Post
    I'm not sure I would describe it as a case where survivability increases as the situation becomes "more dire" because technically speaking a survival increase means its not really getting more dire [...]
    Quite correct. My meaning would have been clearer if I said more rewarding. The reward system is theoretically designed to assign higher rewards to greater proximity to the survival line, but in the cases you mention, it does the opposite.

    It also does so in the case of scaling resistances, but only in exactly one very specific edge case: an EM/SR brute, buffed to 40%+ resistance, using Energy Transfer. If we had more powers with self damage as part of the cast cost, there would be more examples. (Of course, the scaling resistances don't allow you to ignore the cost of Energy Transfer - in fact, they make it, in a sense, higher, since the self-damage is not resisted - but they do reduce or even reverse the degree to which its cost brings you nearer to death.)
  18. Quote:
    Originally Posted by Bill Z Bubba View Post
    A,

    I'm not sure that you answered ST's inquiry, but hopefully ST will correct me if I'm wrong.

    I get the impression that ST is wondering if allowing yourself to dip into low health can be used as a survival mechanism based on the PSDR by itself and not stacked on to 40% dam-res.

    I'd be curious about your thoughts on that myself. Especially if we throw in the brute/scrapper comparison while throwing in the higher base HP and thus higher regen.
    I wasn't asking that, actually, and the reason why I wasn't is because it doesn't work. Until you have that 40% resistance, you still come closer to dying by losing health. It's only at 40%+ resistance that having less health makes you harder to oneshot - at least until you hit the resistance cap.
  19. It took me about an hour of fiddling with spreadsheets and working out differentials to come to pretty much the same conclusion.

    As to your first caveat, that resistance is hard to obtain, I can only point to the post title and add it to the list of interesting facts about defense and resistance. As to the second caveat... well, Brutes have a 90% resist cap, which changes the formula somewhat. I'm not sure where I'm going with this, honestly, but it's the only other place besides invuln where you get a survivability increase as the situation becomes more dire.
  20. I agree with the above - of course, if the incremental bonus from RTTC is sufficient to beat the additional incoming damage, there is never a mitigation disincentive to throw another enemy on the pile. I still think that Invuln's property of offering, under certain circumstances, a mitigation incentive to take on additional enemies, does some weird things to risk evaluation.

    On a not totally unrelated note, I'm working out the relationship between the amount of base resistance on a SR and the point where it starts being a survival strategy to hurt yourself...
  21. Quote:
    Originally Posted by M_I_Abrahms View Post
    Thus far we've seen three options to deal with heavy load on the Big servers.

    1) The server queue for when they fill up
    2) Before the queue, when servers got to a certain population, they just stopped letting folks in. Period. Now it was only at times when there were as many people actually online as the server could hold, and the moment someone logged out someone else would be let in, but it still caused a number of complaints.
    3) Before the population caps were put in place, folks would just continue to pile on those two servers until it was enough to cause them to crash, meaning NO ONE could play on them AT ALL. Usually followed by the folks that just got kicked off their server to log into a different one, maxing out THAT server and causing it to crash. This would continue until all servers were down and no one could play the game at all.

    Of those three options, which would you pick?
    Your list is clearly flawed, because it doesn't include the right answer:

    4) Magical server fairies transform the heartfelt wishes of the players into free hardware.
  22. Yes, on both Tanker and Scrapper. I'm giving the Tanker as much of a benefit from its superior mitigation modifier as I find reasonable; you could throw on Maneuvers and Hover if you want to find the absolute limit.

    I think I'm not conveying my point successfully. Yes, it's possible to get an arbitrary fixed value of defense with or without Invincibility. What makes Invincibility uniquely potent, in my view, is that under certain circumstances its increasing mitigation outstrips the increasing threat from additional enemies. This is an extremely rare and valuable property for a power to have, and it's a property that both Tanker and Scrapper versions possess - while any fixed-value mitigation power, and even some scaling mitigation powers, do not. Hence the comparison to RTTC, which, although a scaling mitigation power, does not have this property - because existing regeneration does not increase the value of additional regeneration.

    (Another power that does have this property: Eclipse - with the additional advantage that, as a click power, it does not thereafter diminish as the enemies that fueled it are defeated. This would make it quite thoroughly gamebreaking if it weren't for the fact that it supplies resistance rather than defense, and is attached to an AT with no mez resist in its most damaging modes and a resistance cap of 85%. Arguably, it still is, regardless.)
  23. And my point is that the way defense scales means that the amount of defense you start from has a much greater effect on the potence of the Invince bonus than the actual amount of the bonus. That's what makes Invincibility potentially "incredibly potent." The contrast here is not between Scrapper and Tanker Invuln as much as it is between Invince and RTTC. In the case of RTTC, if n identical enemies are killing you, n+1 will kill you faster - the additional regeneration from RTTC will not ever start to outstrip the additional DPS. In the case of Invince, once a certain defense value has been reached, it becomes safer to fight more enemies than fewer - at least up to 10, or the softcap, whichever comes first. That's what makes Invince enormously potent, and it's a quality that varies between Scrappers and Tankers only in the amount of non-variable defense needed.

    That difference is approximately 10.3%.* I leave it as an exercise to the reader to figure out how difficult this is to achieve.

    * Assuming Invince, Tough Hide, and Weave slotted for 1.55x def, and unslotted CJ.
  24. I don't have anything to say about Going Rogue until the day it goes live.
  25. Quote:
    Originally Posted by UberGuy View Post
    "Incredibly potent" is a bit much unless you're playing a Tanker.
    Indirectly, yes. On a more direct level, the potence of the per-enemy defense buffs from Invincibility depends a lot on how much other defense you already have. Herding up enemies to go from 10% to 20% defense is hardly worthwhile: you've multiplied incoming damage by a significant amount for an effective mitigation increase of only 42%. Using the same herd to go from 20% to 30% results in a mitigation increase of 83%, and going from 30% to 40% results in a 250% increase. This increase, incidentally, is a multiplier on the mitigation you are already getting from resistance.

    So really, the utility of Invincibility rests only indirectly on the AT difference, and more directly on the amount of defense already in the build before the scaling def kicks in.

    (Incidentally, it's worth noting that set bonuses to defense and resistance are not affected by AT mods. As the AT mod goes down, at a certain point it starts to become more efficient to slot less potent powers for set bonuses than for actual effect. It's also worth noting that the same is never true for damage bonuses, since slotted +dam and global +dam all work off the same base damage value. The way one gets around this limitation is via procs...)