Starsman

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  1. Quote:
    Originally Posted by Samuel_Tow View Post
    I'm not trying to argue if it's a good or a bad system, so quoting user numbers doesn't really help. What I'm trying to do is understand it, because you quote this supposedly much easier to understand system and the numbers that come out of it don't mean anything to me and, worse, seem to contradict what I'm pretty sure is true in the way I see my own defences and resistances. I just think your mitigation metric is simply saying something very different from what I thought it was saying, and is used for something significantly different from what I'd assumed it was used for.

    I'm glad other people are using it, but other people are using Facebook on their iPhones and I don't "get" either of those, either. What I'm saying is just because I don't get it, it doesn't mean it's bad, just that I probably can't make use of it.
    OK... I am not 100% where the confusion is here, I see two lines of thought being cross referenced but cant track it back to the origin... this been a long conversation.

    The "offending" logic here seems to be this bit by Arcanaville:

    Quote:
    The amount of hits a boss will normally land is 1.3 * 50% = 65% - Boss intrinsic accuracy is +30%. The actual amount of hits that will land (on average) is 1.3 * (50 -25) = 32.5. So the amount of misses generated is 65-32.5 = 32.5. We then have mitigation = 32.5/65 = 0.5, or again 50%. The amount of hits a boss will normally land is 1.3 * 50% = 65% - Boss intrinsic accuracy is +30%. The actual amount of hits that will land (on average) is 1.3 * (50 -25) = 32.5. So the amount of misses generated is 65-32.5 = 32.5. We then have mitigation = 32.5/65 = 0.5, or again 50%.
    If this is not it, then ignore this post. But here goes:

    Defense causes enemies to miss. But enemies also can miss on their own. You may not consider there is a difference, but the game has one.

    Look closely at enemies attacks, and you will see sometimes they pop a MISS, sometimes they pop a DEFLECTED or AVOIDED, sometimes ABSORBED will pop up (and that will become very confusing once Bio goes live.)

    When you measure defense, you are not trying to see how many attacks didn't land, you are trying to measure how many will be Deflected or Avoided compared to how many will Hit.

    We dont tend to care, miss is miss after all. But the stat is just adding deflections and avoidance.

    Counting misses as "mitigation" is as seeing some one trip 100 meters away and take credit for knocking him down.

    Mind you, the chat log only says MISS or HIT, so it's hard to count Deflections and avoidances (they just flavor text, all are just deflection.)

    Also, one other bit, I hate adding a percentage sign to defence rating, mainly because defense is not a percentage of nothing. Defence is a rating that gets evaluated against a critter rating to then determine how many attacks are you likely to deflect. It has a potential of swinging up or down, but thanksfully most of the enemies in the game only have 50 defense plus varying accuracy rating.

    If your foe has 50 base ToHit, then 25 def is equivalent to 50% damage avoidance (or deflection, or mitigation, whatever you rather call it.)

    If the foe has 64 base ToHit, then 25 def is only 39% damage avoidance.

    As for regeneration and how everything else adds up... maybe later. Don't want to complicate this further, but I personally dont consider healing or regeneration to be "mitigation".

    I split survivability between mitigation and restoration.
  2. Quote:
    Originally Posted by StarGeek View Post
    Except under the stealth listing, there's two bonuses, one which is tagged "Cancel on Attack, HitByFoe, MissionObjectClick", one which isn't. Grant Invisibility doesn't appear to function the same way.
    City of Data seems to only list the suppressing chunk. Mids, though lists both chunks.
  3. 4 words: cross-state road trip.
  4. Quote:
    Originally Posted by Arcanaville View Post
    It depends on what you mean by "extreme inferiority."
    In this context I'm defining "extreme inferiority" as the discrepancy between Ice Melee and other melee sets.

    Quote:
    AR doesn't have particularly good single target, but I believe its high AoE potential more than makes up for that.
    It still seems it's one of the sets that's getting more bang out of the snipe changes, though. I am not sure where blast sets stand so cant vouch much right now.


    Quote:
    Also, ranking doesn't matter: what matters is the absolute relationship between absolute single target damage and absolute AoE damage. The third best AoE and third worst ST could end up being the fastest killer.
    I don't care about ranking that much either. In fact, the chart I posted earlier is intentionally rounded. I really got annoyed that my numbers were used only to claim who was Number One just due to some decimal points.

    I rounded things to make discrepancies between sets actually obvious. Dark Melee, War Mace and SS (without external powers) dish about 30% more damage than Ice. Stone, Fire and Energy are at about 38.6% more than Ice.

    Dual Blades is the closest rank wise and it still has about 15% more DPS. In my eyes, that's a bit extreme.*

    *Remember there is rounding involved, the numbers are not 100% accurate, they are just pointing at the address of their appropiate ballparks.
  5. Quote:
    Originally Posted by Arcanaville View Post
    Anecdote: on beta I'm now using Nova against single bosses. It works because I'm stealthed: I don't have to eat the cast time of Nova with the boss punching me in the head, and I can then chain BU/Aim/Nova/Fastsnipe. That's a lot damage in a very short window: with Defiance buffs it can two-shot some bosses.

    There is a point when high AoE becomes high single target damage. And apparently its when your AoEs are hitting for scale 4 damage.
    Stop messing with my hyperbole, you know what I meant!

    Besides, Melee sets dont get Nukes.

    Now, if the devs rahter fix Ice Melee by turning Frozen Aura into a Nuke... I may be fine with it!!

    On the other hand, if memory does not fail me, basically all blast sets get nukes. This would mean that even insanely high AoE compared to other ATs would still not justify extreme ST inferiority among it's peers... do you agree with that?
  6. Quote:
    Originally Posted by Haetron View Post
    Dual Wielding Chainsaws? Yep, gonna enjoy that.
    Now i just HAVE to roll a Dual Blade character... thanks for making that set interesting!!! GRRRR....


    PS: I dont care how, but I want to see an enemy group that uses post-apocaliptic costume pieces!!! Perhaps a revamp of the Lost...
  7. Quote:
    Originally Posted by MajorDecoy View Post
    You might as well as for one version with a combat aura that drops limbs randomly upon hits.
    It crossed my mind, but the game has an ERSB rating to maintain
  8. Quote:
    Originally Posted by Arcanaville View Post
    Its not an entirely new idea: its origin actually dates back to the Ice Tanker changes way back around I6ish. The devs and the players (Circeus among them) were batting a spreadsheet back and forth that analyzed Ice Tanker mitigation based on its mitigation verses a standard spawn size of bosses, Lts, and minions.
    Oh lord I remember that... I was such a retarded idiot back then. I think I actually owe you an apology still...

    PS: I miss Circeus.
  9. Quote:
    Originally Posted by Golden Girl View Post
    I think it all depends on what sound is being added to what part.
    For example, adding beeping noises to the Retro Sci-Fi chest control box woulld please some people, but also displease others, who might like to imagine that whatever function the control box had was silent.
    But for something like a huge chainsaw weapon, I'm pretty sure that you're way more likely to get requests for a chainsaw sound attached to it than requests to have a silent chainsaw if it came with sound attached.
    I think most complains come from constantly looping sounds. If the sound goes off with a particular action, people are less likely to complain.
  10. Quote:
    Originally Posted by Clockwork O1 View Post
    History suggests that the player population would be divided on this issue.
    Wait... you did not say it was a technologicall issue... Can we have two versions, one that buzzzes when I hit and one that does not.

    Let the player decide if his attacks buzz or dont!
  11. [QUOTE=MajorDecoy;4339412]Fair enough.

    Quote:
    It just seemed pedantic to tell One Frigid Witch that there's no such thing as 95% mitigation
    First off, re-read my post:

    Quote:
    Before we go anywhere, where are you getting that 95% from?

    45 Defense at best gets you 90% mitigation.
    I never said "there's no such thing as 95% mitigation"

    I suspected his point was similar to yours, but I wanted to make sure before explaining full mechanics.

    Also, for all definitions of this game, 95% is simply wrong, though. Sure, you can claim that against a match that only contains minions and no enemies with to-hit or accuracy buffs. But you can’t ever say 95% is true against the average encounter in this game.

    Note: Weakest average encounter in this game is:

    A minion (50% chance) and a Lt (57.5% chance)
    3 minions.

    That’s what you will always face if you play solo, against standard enemies, with bosses turned off and +0x1.

    That adds up to an average encounter ToHit of 51.87%.

    This means, in average, with that approach at defining mitigation, softcapped defenses are giving you at best 94.81% "mitigation", and only at the lowest level of performance. (sorry but we cant round when talking this stuff)

    It's extremely important to keep in mind in this game an "encounter" is not "an enemy" but a "spawn" that almost always contains multiple enemies with varying stats.

    So NOW you can say I said there is no such a thing as 95% mitigation in this game.

    Disclaimer: truth is in game you actually face an average of evens and +1 foes, meaning it's actually less than 94.81% while playing solo, but I made this post complicated enough. Bah since I edited, the actual average is 94.55%

    Quote:
    when you could just show that 90% resist hits that same 95% when the 50% miss chance assumed for 45% defense is applied as well.
    It would had been false.
  12. Quote:
    Originally Posted by Clockwork O1 View Post
    I have seen animated teeth on the chainsaw blade as well.

    It will be a very silent chainsaw though as we tend towards a policy of no sound on costume pieces based upon established player teeth gnashing behavior models.
    Would be epic if it made sound but only when you hit an enemy.
  13. Quote:
    Originally Posted by OneFrigidWitch View Post
    Whoa. I think I have a major problem with these resist values then.
    You are now starting to understand, then
  14. Quote:
    Originally Posted by OneFrigidWitch View Post
    Anyone confirm if you get the debuff resist with IOs? Or is that specific to powers.... Because if the IOs provide rdd, that is obscene.
    There is not such a thing as "Resist Debuf Resistance". Resistance, off itself, resists resistance debuffs. It's just the nature of the beast.

    The only way you can make a resistance ignore Resistance is by flagging the debuff irressistible.

    So, up to now we have:

    Resistance cant be debuffed as Defense can.
    Resistance also happens to resist Damage debuffs.
    Everyone has access to pools they can use to quickly build their Smash/Lethal resistances.
  15. Quote:
    Originally Posted by MajorDecoy View Post
    45% defense means 95% of attacks miss (because normal enemies have 50% miss chance). That's 95% mitigation against minions. I believe bosses get accuracy bonuses.

    90% resistance gets 95% mitigation against the same enemies because of that same 50% miss chance.
    I fear I dont type fast enough to finish this post before Arcanaville strangles you.

    Most foes have 50 ToHit.

    Defense goes counter to this, but you cant get it lower than 45.

    Then the critter has Accuracy. Accuracy multiplies somewhat like
    (ToHit-Def) * Accuracy.

    A minion (for example) has 100% accuracy. An AV may have 150% accuracy.

    So, a minion has a minimum chance to hit you, if you "soft cap" of:

    (50-45)* 1 = 5%

    A AV:

    (50-45) * 1.5 = 7.5%

    The minion had a 50% final chance to hit, now he has 5% chance to hit. That's 10% the damage he was able to land before, result of 90% attack avoidance (for the encounter.)

    The AV had a 75% final chance to hit, now he has 7.5% chance to hit.
    That's 10% the damage he was able to land before, result of 90% attack avoidance (for the encounter.)

    Edit:
    Seems I managed to get this out before Aracanaville posted, she may still be typing her long disemboweling numeric attack, apologize before she finishes and she may forgive you!!!
  16. Quote:
    Originally Posted by MajorDecoy View Post
    There's one other thing that I remember about resistances, but I'm not sure if I'm remembering correctly (so please correct me if I'm wrong):

    Resistance also resists damage debuffs.

    Having 50% Fire resistance means you resist 50% of fire damage debuffs.
    This is true.
  17. Quote:
    Originally Posted by OneFrigidWitch View Post
    95%
    Before we go anywhere, where are you getting that 95% from?

    45 Defense at best gets you 90% mitigation.

    As for the rest, if you want to pick a single number out and single the entire game around it, then I think you don't fully understand how the combat mechanics in this game work.

    Quote:
    other defense sets suffer the same problem _with their powers_.
    Those sets get defense debuff resistance.
  18. Quote:
    Originally Posted by OneFrigidWitch View Post
    Ok, you missed it. Here you have only res values. To have something relative to softcap, which lets in only 5% of damage in many circumstances, you would have to have the ability to negate 95% of damage via resist. Since this is clearly not happening in your above numbers, we can state that the res values, while nice, serve far less a purpose than going for softcap.

    Please, do not bring one argument without bringing the other. Mitigation is mitigation. You cant ignore one means of mitigation while considering another, when the source of the mitigation is identical (ios).
    MajorDecoy's post had the rest of the information that you should need. My post was more of an expansion to his, didnt realize I also had to copy paste his to make the message complete.

    If YOU dont care about resist, thats fine. But IO granted def bonuses are extremely volatile. One spark comes from the wrong direction and it ignites a cascading failure that will result in you eating paviment within seconds.

    Resistance may have a lower cap (for most ATs) but it does not suffer of that extreme volativity.
  19. Quote:
    Originally Posted by OneFrigidWitch View Post
    So has anyone who does NOT run a char that already has strengths to build on (something not a scrapper, tank, brute, or stalker (or SoA...)) commented on this? And where has the discussion about softcap defense invalidating power choices such as super reflexes gone? If you can invalidate SR, then where is the issue in invalidating another powerset, by having debuffable resist?

    You can't say "omg resists are sooooo good" without also saying "omg defense bonuses are sooooo good".

    Bring one argument to the table, better bring the other too. Are the bonuses to res in line with the bonuses to def? Answer that question first.
    Note: Almost every AT has the capability to build on it. Every AT that has no armors gets to pick an Ancillary/Patron pool that gives resistance in addition to Tough.

    Here are Smash/Lethal numbers that can be easily reached by ATs without even using native powers (so defenders are ignoring potential self buffs from their primaries)

    Blaster: 46.4%
    Controller: 66.3%
    Defender: 66.3%
    Corruptor: 49.7%
    Dominator: 56.4%
    Mastermind: 66.3%

    So no one really can say they can't leverage the advantages of this change if they want to.
  20. Quote:
    Originally Posted by Smersh View Post
    And it looks as though I won't be giving up very much, if anything, for that - the current IO build he has on live gives him 81% S/L resist on beta with Tough toggled off. Throw on the (buffed) Shield Wall proc, and that leaves about 4% S/L resist to chase down. Trivial with the new values. (As a purely side benefit, F/C resists will be somewhere north of 70% on that build, as well.) That's in addition to softcapped S/L/E/N defenses and a goodly bit of global recharge.
    Don't make plans just yet unless you doing it just for fun. This is just the first wave of beta. Thigs are extremely likely to change. In fact, Synapse already mentione he will look at x2 and x3 bonuses.
  21. Quote:
    Originally Posted by Arcanaville View Post
    Just to make sure I'm clear on what my concern is. I don't think achieving 90% s/l resistance is game-breaking in and of itself. I think in this case the invention system just erased an advantage Invuln was designed to have.
    To be fair, and I have been attempting to argue this for a while:

    Invuln does not have a huge advantage in SL, not directly. Invulns "advantage" is how much more powerful Fighting > Tough is for them, and this in turn, of course, makes them so powerful against SL.

    It was also an advantage that was not fully inherited by the Brute and Scrapper versions of the set.

    At first I thought this would be a bad thing, but now I realize it may be a good thing.

    Invuln has kept what I would consider to be damage type holes for every damage type but Smashing and Lethal due to how insanely strong Invuln Tankers can be, once they take Tough. Now that this advantage is not so big (since most other tankers will be able to do similar) we can finally get tanker's weak spots looked at, at least I know I will do my best... as soon as I'm done looking at this huge IO list of changes.


    Quote:
    Inventions are powerful, and they will, through their power, blur distinctions and advantages. The question is whether they do so to a detrimental degree. If you can do it with Dark, I'm sure you can do it with Fire and Electric as well.
    And Willpower. *glup*


    Quote:
    As the resistance bonuses start erasing powerset design advantages, as the defense bonuses did with defense sets, I think we're losing something the game worked really hard to gain in the first place: distinct archetype and powerset choices. Not completely to be sure, but significantly.
    Hmmm, I got to admit I am not sure I agree. We have, for most purposes, a darn well balanced offensive game system. Most offensive sets are, thanks to heavy rebalancing and the work of players like you, been improved to be within a few percentage points of each other in sustained DPS.

    Survival sets, though, are all over the place, some with holes to things entire groups the game forces you to fight [if you do story content]. As long as the delivery (HP/Res/Def/Abs/etc), and build paths are different, you will retain distinction.

    I don't want homogenization, but I would like some standardization on survivability performance. The IO change may help in that direction.
  22. Quote:
    Originally Posted by BrandX View Post
    Softcap S/L Resistances? Don't you mean cap?
    Yea. I am so used to saying softcap due to how def works that I am actually having a hard time accepting plainly hard-capping SL resist is going to be a common thing to say...
  23. Quote:
    Originally Posted by HardRider View Post
    Lmao Issue 48 - love it.
    If we keep going at the average speed, we shoud get there by 2020
  24. Quote:
    Originally Posted by Shockwave007 View Post
    I think my Sonic res defender just got a big nerf. My value to teams was that I filled a niche for raising resistance, since everyone was focused on defense. As soon as everyone has more resistance, that niche goes away.

    Defense is still going to be better than resistiance, so defensive supports will be "stronger" than resistance supports, but now with people having higher resistances without the defender, there won't be the same ammount of help to offer.
    Not really. You still can grant the team 54.6% resistance to all damage types but Psi.

    With this, people are likely to either specialize in SL or work out a boost in their average non-sl resists. You will either be patching big holes, or stacking on top of slightly stronger resist bases. Technically, that amplifies the strength of a Sonic defender.

    Thats not to mention you still have a lot of tricks besides +Res, mainly -Res.
  25. Quote:
    Originally Posted by Arcanaville View Post
    MC could really use boost range. Ki Push can shove things right out of blaster range, and so fast it can almost outrace some blast projectile speeds.

    My best one so far I bounced a critter off a truck, then onto a fence, then down the side of the fence, then flipped up and over another critter, and then into a tree.
    Side note: delicious comob I was doing yesterday with my level 2 Water/Martial Combat:

    Use Aqua Bolt
    Ki Push. Make sure to queue Storm Kick.
    As soon as Crane Kick starts going on, queue Aqua Bolt again (by now recharged)
    If nothing gets in between your line of view, you can land all 4 attacks "safely" (first Aqua Bolt will be exposed to attack.)

    I was having some fun knocking back Hellion Lts in Atlas to the lake. I would be shuffling through a few hellions as they attempted to run back to me to range.

    Efficient? Not at all.
    Fun? Oh Yea!

    Side note: Storm Kick's knockback was annoying. Not far enough to make a big impact, but far enough to force me to waste time walking to then Ki Push. Better to never use Storm Kick before Ki Push.