Starsman

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  1. Quote:
    Originally Posted by Sarrate View Post
    So, roughly +14% s/l, 9% f/c, and +2% to the others without even changing any sets? Well, they certainly didn't pull their punches...
    Currently, Crushing Impact, with 2 slots used up, gives 3% resistance.

    5 of those pups will give you +15% SL Resistance and everyone has enough melee attacks to do this, even if they have to resort to brawl and pool powers. Add a second slot to Brawl just to get 3% resistance? YES Please!

    Multi Strike also gives 2.5 SL Resistance with just a 2 slot investment. You just need to find two melee AoEs to slot them in. That can be any PBAoE attack, Damage Aura, melee cone or even the new Cone attack in the Fighting Pool.

    It will be easy to get +20% SL resistance just with what I listed above (and there are more sources, especially if you have more than two melee AoE.)

    A fire tanker, the weakest of the resit based Tankers, already reaches 70.2% SL resistance with Tough. This will make it trivial for Fire to cap SL Resist, and since it's just a 2 slot investment per power, they dont have to sacrifice their Kinetic Combat SL Defense slotting.

    Technically everyone but SR, Ice and Shields seem to be able to softcap SL resistances easily now [in beta].

    5 bucks say this wont make it live. At minimum I expect/sugest a tier change to those set bonuses.
  2. Quote:
    Originally Posted by Arcanaville View Post
    How does possession of Fiery Embrace assist a powerset in benefiting from resistance bonus buffs?
    I guess his point is that Fiery Embrace (and other damage tools) make sure that once everyone is soft capped to everything, only Fire Armor ends up being on top.
  3. Quote:
    Originally Posted by Arcanaville View Post
    It reminds me of what I said in I9 beta that there was too much defense in the invention system and it would trivialize defense sets and cause a runaway defense stacking arms race and then the devs would eventually be forced to make critters with defense counters just to counterbalance that and then moderate defense sets would get caught in the crossfire and disemboweled.

    If I had said back then "and then Cryptic would sell out to NCSoft and spin off a dev group called Paragon Studios that would hire a developer that would pick the red name Synapse that would eventually become the powers team lead and decide to flirt with the same problem with resistance buffs" I would have only been slightly more accurate.
    My poor Invuln
  4. Quote:
    Originally Posted by Arcanaville View Post
    That's basically it. But its the specifics that are tricky. I think high resistance is going to unlock a huge amount of survivability for the absorb shields. They are stronger than the regen sustains. For example, Frigid Protection shows 60.24 Absorb per tick. Real Numbers isn't good with showing the activation period but I believe Arbiter Hawk stated it was going to be 3 seconds per Absorb tick. So that's 5% every 3 seconds, fully slottable to 10% every 3 seconds. That's 3.33%/sec of damage mitigation. *IF* you could use it all, that would be equivalent to 800% regeneration. Compare to, say, Force of Thunder which has a +250% regen buff half-enhanceable. So fully slotted that would be about +375% regen, or 1.56%/sec.
    Interesting... Based on previous Bio testing, plus subsequent conversations with you, and futher testing... I would had given Absorption a 120% quantitative equivalence at best. But a 213%? That sounds... a bit extreme.

    (As far as blasters go, in my eyes, either the Absorption is too high or the Regen too low.)

    An interesting thing I have noticed with closer analysis during my testing recently, even with the huge regen Willpower can get, the ticks between regen bursts can be slower than ideal. In my recent Invuln Vs Regen video it can be seen how those ticks sometimes just dont come at the right time, making regen actually weaker than a numerical average would dictate it to be. Not sure how this will play out in this testing, but will see.
  5. Quote:
    Originally Posted by JayboH View Post
    Fire Melee shouldn't count as that is it's entire design goal: be higher damage than any other set.
    I was thinking Super Strength, but yea there is Fire too.
  6. Quote:
    Originally Posted by JayboH View Post
    Yeah that's why I asked about the lack of burst - although I never considered Frost to be a small aoe - it's pretty wide and goes nearly as deep as you can get when surrounded.
    Not only is Frost better than most give it credit for, it has a good range and is considered ranged, meaning it takes range SOs and ranged AoE IOs. Slotting a regular Air Burst set plus the right selection of perfect zingers will leave you with a 14.42ft radius, 7.45s recharge, 94.88% accuracy and a bonus 10% regen bonus. Not bad for a very cheap slotting option.

    Also something my chart does not visualize: the power has a 10 target cap. If you are good with cones (I know I am, but I don't have an Ice Melee anymore) you can really exploit this power.

    Ice melee is never about the WOOMP factor though. It's more... well like falling asleep in the snow. The "target" of the snow does not realize he is slowly but still quickly getting killed by the cold.
  7. Quote:
    Originally Posted by JayboH View Post
    No mention whatsoever of its high AOE ratings on the graph, so no, I don't think so.
    As I said: ST is so low that its not justified even if the set scored over 9000 in AoE damage. I didn't mention it for many reasons. One is that it breaks the seesaw floor. The other is one that can be easily seen in the chart: sets with top notch ST damage perform better in AoE than Ice.
  8. I was hoping to hear that Skyway City was nuked. /sigh
  9. Quote:
    Originally Posted by dugfromthearth View Post
    I suspect that slotting for resistance in teams is better

    teams give a lot of defense bonuses, few resistance bonuses.

    I also suspect that people will ignore this, slot for defense, and then complain that FF is useless.
    I actually predict this will go that way... for a while.

    I quit before GR came out, and back then I would soft cap against SL all my characters. I found it odd that apparently no one noticed how powerful a character with soft-capped SL defense was. My Fire/Fire dominator out-tanked granite brutes (via a combo of Mez and plainly being able to survive a lot of damage.)

    Buying Kinetic Combats was also dirt cheap. Everyone only cared about slotting for recharge. Perma-Hasten were everyone's goal at the time. I found it rather... shocking coming 2 years later and hear nearly no one talk about perma-hasten anymore. Everyone now focus on Soft-Capping. Mind you, people still aim for high recharge but it seems to be an after-thought.

    In similar fashion, I expect a lot of people to ignore this new resist IOing, until slowly it becomes more popular and suddenly everyone is targeting at hard-capped SL resistances, with Defense as a secondary thought.

    We will see, though.
  10. Quote:
    Originally Posted by Ultimus View Post
    Well beta starts today according to coffee talk, guess we will find out.
    ?!

    And here I was about to cancel my subscription (in an attempt to focus in other stuff, not out of any wish to actually quit.)
  11. I would be darn happy if we simply got pre-made "base themes" with spaces to hold trophies and storage.

    Like a large cavern, a techy lab, an arcane temple, etc.
  12. Quote:
    Originally Posted by Haetron View Post
    The issue with Dynamic Duo is the selling point of the at is under described and as written, unimpressive. Also, without the ability to customize the other half, it won't fly.
    We can customize pets, to an extent. Go to the game and create a Stone controller. Go customize Animated Stone. You can pick a costume and color tint it.

    In theory, we can be given a big list of costumes to pick from, and color tint them. Cant pick every piece, but we can pick from a long list, perhaps exactly the same list we see already in the pre-made costumes.
  13. Quote:
    Originally Posted by daveyj3 View Post
    and also, arbiter hawk made zill a little nervous when he subtly mentioned how-not dificult alternate animations actually were if they already exist and it's just a matter of adding a tiny bit of code-stuff on the coffee talk last week[?]... then they covered themselves with saying "...IF THERE'S TIME IN THE SCHEDULE".
    There are a few extra things involved, though. Only animations that match the current power cast time can be used. Also, the animation must make sense with the effects of the power. Total Focus animation cant be used fo Knockout Blow because it just makes no sense the target would go flying upwards after being hit in the head while falling (besides cast time.)
  14. Quote:
    Originally Posted by Blue_Centurion View Post
    Why are you quoting such low Res numbers? Based on what I see that would make no sense.
    Lets say the devs dare give ANY IO set bonus a 5% smash Lethal bonus.

    This means with 4 such sets slotted a Willpower, Dark, and Fire tanks can all hard-cap their S/L Resistances.

    Elec and Bio (in efficient stance) will cap with just 3 such bonuses.
    Bio in Defensive only needs 1.

    4%?

    Bio Defense with 1 still.
    Bio Efficient with 3 still.
    Electric, 3.
    Fire, Dark and Willpower? 5.

    3%?

    Bio Defense soft caps with 2
    Bio Efficient soft caps with 4
    Electric soft caps with 4.
    Fire, Dark Willpower all manage to get 85% Smash/Lethal Resistance.

    OK, what about 2%?

    Bio Defense soft caps with 2
    Bio Efficient caps at 88%.
    Electric caps at 88%
    Fire, Dark and willpower all cap at 80% but now can also stamp a 3% unique for 83%. Thats not to mention other sources of +Resist.

    This is not to mention: I would take it for granted that the 2 type deal will be treated as a IO wide thing. Anything that currently only yields Smashing resistance will in i24 likely yeld Smash/Lethal.

    Even with small numbers its going to be hard to avoid this level of powercreep. Heck, just look at what we got now. Kinetic Combats with level 3 can already grant 2.5% to smashing. It can be safely carried in Air Superiority and Fighting>Kick, not to mention any attack you happen to be slottable for Knockback.

    I return to my original statement: This is going to be BAD.

    Oh well... I guess it was due for Invuln to join the SR club. Everyone will soon have Invuln's Toy, and all Invuln will have is the ability to try to slot for every single hole it has (meaning every damage type but Smashing/Lethal.)

    [Disclaimer: I use numbers for Bio here that may not be final]
  15. Hmmm, I sort of expected interest in Dynamic Duo, but didnt really expect much interest in the Manipulator one.

    Darn wish I was able to make this into a survey
  16. Starsman

    Tanks vs Brutes

    Quote:
    Originally Posted by Arcanaville View Post
    Inventions and side-switching created a scenario where the dynamic range of the brute archetype significantly overlapped both scrappers and tankers, while scrappers and tankers also edged closer to each other. That created the archetype tension that exists today.
    NERF IOS!!!

    ....

    *reads overview of I24 again*

  17. Quote:
    Originally Posted by PRAF68_EU View Post
    Overseer looks plausible. Don't see any reason to remove damage from his controls.
    My goal with the Overseer was that it would be a "hands off" kind of guy, bossing around pets to do the damage and, as needed, restraining the enemies. It's only offensive tools should be the 3 attacks in summon sets.
  18. Quote:
    Originally Posted by Haetron View Post


    What's the source on this image?
    And am I correct in reading it as showing Energy Melee as one of, if not -the- worst set based on these four metrics?
    This chart is the result of an analysis I did long ago on offensive set balance. You do are reading it wrong, Energy Melee is showing at the top for single target, tied up with 2 other sets for 1.8 score.

    Since it's relatively old, it does not include any set introduced with or after GR launched (this means Kin Melee not there either)

    On the blue number metrics, lower numbers are better. EM gets a good endurance cost score thanks to Energy Transfer being mostly powered by your HP instead of your endurance.

    EM does suck for AoE.
  19. Quote:
    Originally Posted by Titan_Destroyer View Post
    The problem of the power set superiority damages is ONLY because of Rage stacks SO just FIX rage how it works.
    False. The problem is not Rage stacking, it's how Rage affects powers that don't belong to Super Strength in addition to how stacking nullifies the -def penalty.

    Your solution retains the ability to buff outside powers and removes all penalties, it basically magnifies all that is wrong with the power.
  20. Quote:
    Originally Posted by Haetron View Post
    Absolutely, imo, swap out the duplicates in Manipulation with either an attack for the attack light sets, or a buff/debuff of matching theme in the attack heavy sets. The catch is you also need to make sure it doesn't overlap with the Ancillary Power Pools as well.

    Im tempted to take a crack at this, just for fun.
    I would go for a utility power instead of another attack. Part of the goal in that was that they would not have too many attacks to pick from.
  21. Quote:
    Originally Posted by Aett_Thorn View Post
    I think in terms of new ATs that I'd like to see, I'd have to go with:

    Blast/Control

    Melee/Support or Support/Melee (one support power replaced with some mez protection)

    Blast/Armor

    Melee/Pets, with their pets being a bit more defensive-focused

    Those combos crossed my mind, but there are reasons I didnt go for them:
    1. I wanted to just do 5 ATs, so we could call these "Non-Epic Pretorian ATs" I guess.
    2. Melee sets are overused already. I wanted to highlight sets that are not overused and, as I mentioned in the intro paragraph, end up not getting new sets precisely because the effort brings less bang for the buck.
    3. Blast/Control combos are... risky. If you can lock down the group, and use your best attack chain, all from range against locked down foes. Doms can sort of do this already but they are forced to remove a lot of great attacks from their attack chain to do so.
    4. Melee/Buff is also potentially problematic. If you are forced to go into melee you need some form of mitigation, be it an armor or strong Mez capabilities.
    5. Melee Pets can work, but it’s a bit more fun with Assault Nothing stops you from using an Assault set in pure melee range.
    6. Blast/Armor is a possibility that may also work but we already have 4 ATs using Armors, and I already added an additional one here (although using Stalker Armors that tend to be rather different.)
    Not saying your points are not interesting, just why I went for these 5.
  22. Quote:
    Originally Posted by JayboH View Post
    I said what I did because your view of balance only cares about single target damage and nothing else whatsoever - come on, you know that's a ridiculous view.
    Thats a ridiculous conclussion. There are two minimum levels of performance for offensive sets, both independent: ST and AoE.

    Just because you do very good AoE does not mean you are excused from having garbge ST damage. It's like a playground seesaw. Balance in game is not like a weight balance, but more like a Seesaw. The point is not to keep it horrizontally flat, but to compensate in one side for what is in the other without ever allowing either side to touch the ground.

    From that point of view, Ice Melee didnt just hit the ground in the ST side, it broke through the ground and made a hole kids can't get out of without help.

    Quote:
    I didn't find it fair to discount an entire set just because the single target damage was weak since according to that chart it has pretty high AOE damage.
    Look at Spines (not in this chart but ammong scrappers it IS also the worse ST set.) It's already confirmed to be getting a buff in I24, for the same reasons: Higher than average AoE performance does not justify mediocre ST performance.
  23. Quote:
    Originally Posted by dugfromthearth View Post
    failed ATs

    Superman is the basis for Sergeant.
    First post and it's to note how the ATs don't compare to a comic book character! I actually call this epic win!!!

    PS: Nick Fury and Shield are a more appropiate basis for Sergeants, IF we are to look for a correlationship.

    Quote:
    Originally Posted by Haetron View Post
    Not gonna lie. I like the Manipulators, and would pay for that AT.

    Of course, lots of small changes would still have to be made, as some control powers overlap with manipulation powers.
    True. Fire/Fire would have two HotFeets. I would propose the changes be mainly on the manipulation side, where needed, though.
  24. Quote:
    Originally Posted by Sarrate View Post
    I can't speak for Starsman, but the first thought that came to mind was "power creep." Also remember that survivability is non-linear, so the sets with the higher inherent resistance will get more out of this change than sets with lower resistance. It also pushes characters closer to the caps, and that's where there are some distinct problem areas. For example, Brutes exceeding 75% res.
    First off: Hey Sarrate! Where you been hiding?! Been missing our Taunt Mechanics Specialist!

    Now, Second, it's not really power creep, but your second statement does get close:

    Quote:
    Defense is easier to get and it has a higher average mitigation, but it is also easier to bypass (cascading defense failure, tohit buffs, accuracy buffs (higher mitigation floor), tohit buffs, autohit powers, etc) and can just get unlucky sometimes. Resistance is much harder to strip off (it inherently resists resistance debuffs) and it provides much steadier mitigation.
    This is it. ^^^

    Quote:
    I'm not saying that Res > Def, but don't sell its benefits short, either. Hard capped resistance can make a huge difference.
    For the most part, I would say that. In my book Elusivity and Res are more related to each other, each with its pros and counters (elusivity is random, you may be hit by the hard hitting attacks and only avoid the weak ones, or the other way around but you get to avoid also secondary effects, Resist is predictable and more reliable to absorb alphas.) Defense, on the other hand is just so full of holes that it's safer to just give it away as they have.

    We are already seeing Incarnate content having higher ToHit to offset the proliferation of Defense.

    If you wanted to make IO paths "equivalent" for everyone, the right way (in my book) is to turn all self-buff powers in the game into Elusivity, keeping only IOs, Pool Powers and external buffs (Force Fields, Maneuvers, etc) as the sources of +Defense.

    This will change the game so that defense IOing is the same for any player, regardless if they are Avoidance based or Resist based.

    If I had a time machine, though (and the power to change anything once I traveled back in time) I would make sure that IOs did not granted defense, and instead granted HP buffs. Unlike what everyone thinks, adding more HP to players is not as exploitative as adding more resistance or defense. In fact, it' the least exploitable of stats in the game, and extremely easy to counter: if you feel everyone now has too much HP, just bump up damage of newer content a notch and you break even. It may make +HP slotting necessary, but that’s part of power creep, and power creep just can’t be avoided. It just can be directed in a more controllable way, and the only way to power-creep survivability [fairly] in this game is via +HP.
  25. [Disclaimer: This is fiction, just for fun!!!]

    Today, August 8, 2020, The devs have finally announced 5 new ATs being introduced to the game!! These ATs promise to take the focus away from Melee and Blast sets and set the highlight in other type of sets the game has to offer: Summoning, Control, Assault and Manipulation sets. These sets have usually s been dismissed when new power sets are created, since so few ATs benefit from designing such power sets. That changes with Issue 48, titled: FINALLY!!!!

    The revealed ATs are:

    Sergeant:
    The Sergeants commands a squad of brave soldiers into battle, fighting among them, all as equals. On their own, each member may not be superhumanly strong, but together they can take on most meta-human opponents.
    • Primary: Dom Assault
    • Secondary: Summon Secondary (weaker henchmen, replace the 3 attacks with 3 armors but no mez prot)
    • Epic: Dom Ancillary pools.
    • Inherent: The Sergeant’s defensive toggles from his summon set scale in power with the proximity of his squad members.
    Suppressor:
    Suppressors move through the battle field entirely unnoticed, looking for any opportunity to weaken the opponent and empower their allies. Suppressors are equally skilled in ranged and melee skills.
    • Primary: Dom Assault
    • Secondary: Buff (50% of defender values) Lose one power to Stealth.
    • Epic: Defender/Corruptor Ancillary pools.
    • Inherent: Suppression: All suppressor melee attacks used from hide will land a Mag 3 AoE hold. Ranged attacks will land a Mag 3 AoE Fear.
    Dynamic Duo:
    This dynamic duo acts like one! You guard each other’s back, and take on any challenge with perfect orchestrated maneuvering.
    Primary: Assault Primary
    • Secondary: Stalker secondary (replacing hide with a permanent pet.)
    • Epic: Brute/Tank Epic Pools
    • Inherent: Synergy. All your toggles and passives also buff your Sidekick pet if he is within 20ft. Your pet being near slightly buffs your damage. You can’t directly command your pet but he will take offensive mode for about 10 seconds with every attack. You stop attacking, the pet resets to follow/non-aggressive mode.
    Overseer:
    The Overseer does not typically join a fight, directly. They tend to oversee and direct the actions of a strong group of men. When the Overseer acts, it's not to attack, but to control a situation.
    • Primary: Summon Primary
    • Secondary: Control Secondary (Overseer control effects will not inflict damage)
    • Epic: Controller Epic Pools
    • Inherent: Every time the overseer commands their pets, he grants them a stance appropriate buff. "Aggressive" will give them a 20 second Damage/Accuracy buff. "Defensive" grants the pets a 20 second Resistance + Def buff. "Passive" will give all pets a recovery/regen aura.
    Manipulators:
    The Manipulator heads into a fight, manipulating its surroundings to make things safe for him and extremely uncomfortable to those who oppose him. Manipulators have a limited range of melee attacks and no ranged attacks, but they have a way to make foes think they are being hit harder than they actually are.
    • Primary: Blaster Manipulation (T1 replaced by a melee attack)
    • Secondary: Controller Control
    • Epic: Dominator Epic pools.
    • Inherent: Manipulators are not kings of burst damage, but all their attacks have a high chance of making the enemy think they are being hurt even when they are not. (Manipulators have 50% chance to crit, not necessarily 2x, illusionary damage that heals back after a while.)

    Issue 48! Headed your way NOT Soon(TM)!