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Posts
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The only change I could ask for would be for the "baseline" 50% +dam and 10% +tohit to be granted whether you hit the target or not. That way it would actually be moderately useful in PvP (when you want to hit your BU type power before you're in melee so that you can capitalize on what time you do have in melee) and more useful whenever you're operating with massive amounts of tohit debuffs (i.e. when you actually need the +tohit).
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Quote:Well, most of the people that I talk to agree that regeneration and heals aren't actually a form of damage mitigation and are instead forms of damage recovery, using damage mitigation to refer to effects that prevent damage (such as mez, def, res) rather than allow you to recover from the effects. The semantic differences are functionally summed up in the difference between reactive survivability contribution and proactive or preventative survivability contribution.Fortunately, history is on my side here. All of those worthless perspectives eventually die out when their proponents grow weary of exposing them because no one else will accept them, because they are, in fact, worthless.
Either way, semantic debate is only useful when people are actually attempting to remove any ambiguity from a term in the first place rather than insisting that your position is wrong because they're using a different definition of the term. Arguing that something isn't defensive when the real advantage of taking such an action is an increase in survivability is simply ignorant. -
I've done it with one build with massive +rech (180%) and almost no +def (10%) and another with high +rech (150%) with a substantial amount of +def (35% melee). The +def/+rech fusion build did a much better job.
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If you're aiming for each of them receiving roughly the same level of decreased survivability on a percentage scale, then the answer is likely yes, with an acceptable degree of variance (though EA might be a bit of an outlier... I need to get a hold of Arcana's defense spreadsheet again so I can play with those numbers...).
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Actually, it will affect them in a roughly identical manner. Sets with a lot of defense suffer a proportionately larger decrease in survivability when affected by a defense debuff as a resistance based set affected by an identical defense debuff. The reason for this is that mitigation from defense (and resistance) increases as you get more defense. Reducing 45% defense to 40% defense results in a doubling of incoming damage whereas reducing 0% defense to -5% defense results in a 10% increase in incoming damage. If the defense debuff were resistable, each set would, for the most part, be affected in a roughly identical manner thanks to the way Castle has allocated DDR.
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Quote:Or, maybe, killing or otherwise taking out someone trying to kill you. We protect the population by putting criminals in prisons. Is that some way of resisting the damage that criminals have on society?Defense, by definition, means to protect (such as resisting damage)
Quote:and redefining the term as having some nebulous connection to the amount of damage sustained over time puts a kink in the flow of communication.
If you feel like being obtuse, keep going on, but you're not making it seem like you actually have any clue what's going on when you're incapable of understanding that a word can have a different definition than the single use you're used to. -
Says the guy that doesn't understand that contributors to survivability (i.e. defensive mechanisms) aren't the same as outright defense. Survivability isn't a percent of incoming damage that gets mitigated over an infinite period of time; it's the ability to restrict the amount of damage that would arrive over any specific period of time, and increased damage, whether frontloaded or otherwise (though frontloaded damage is going to be significantly more effective), contributes to survivability in a significant manner by decreasing any specific period of time by a quantifiable amount. Assuming that every comparison of survivability needs to operate off of an assumption of immortality is simply ignorant and prejudicial.
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Quote:Whether the fact that EA has a heal (highly contributive though variable with number of nearby targets) and endurance drain (virtually useless for mitigation) accounts for the fact that it has only marginally more DDR than Invuln is probably up to debate. Does the fact that EA has a heal on a 60 second base recharge really make up for the fact that EA has both lower defenses, lower resistances, and lower DDR? Energy Drain is a pretty decent heal (though that depends heavily on the number of targets around) but EA is still pretty dependent on defense as its primary mechanism of survivability.Having won the argument to add a heal to EA, we'd subsequently lose the argument that EA is sufficiently focused on DEF to mandate significantly higher DDR. EA is currently designed around defense, endurance drain, and heals, and has both stealth and endurance management as non-mitigation utility.
From what we can tell from the general placement of DDR, the varying quantities are given out to sets in rough equivalence to the amount of defense they have natively, and therefore, if we operate under the assumption that all sets are balanced, DDR would similarly scale with the amount of native defense that each set has.
Of course, as you probably know, I'm an advocate of Castle being substantially more liberal with debuff resistances than he has shown a predilection for being, so anything I say here is probably going to show that prejudice rather strongly, not to mention that I, personally, believe that EA is still a bit too weak even after the Energy Drain improvement (I'd love to see Conserve Power get the Energize treatment and have it be turned into a 20 second 7.5% +def or 25% +res buff on a 180 second timer with the token end redux still there to prevent breaking the cottage rule; adding a little bit of energy damage to nearby enemies would also be an interesting addition but not entirely necessary). -
Quote:Considering it's primarily a defense based set (with a couple tricks thrown in to diversify it a bit), EA is pretty low on the DDR scale.Let's say if rage is changed to have a resistable defense debuff, I'm not sure energy aura can then ask for a higher defense debuff resistance just because of rage.
Shield (ignoring double stack Active Defense or HO slotting), which actually has less defense than EA with 59.1% DDR.
Invuln, which has less defense than EA even with saturated Invinc and more diverse survivability mechanisms, has 50% DDR.
SR, with it's almost sole focus on defense, has capped (95%) DDR.
EA, which is primarily defense based with a tad bit of resistance and an ignorable to moderate heal based on the number of nearby enemies, has only 51.9% DDR. Considering it's a set that relies extremely heavily on defense in order to survive, one could easily make the argument that EA is in need of some more DDR (among other things). -
I would definitely recommending going for defense emphasis over regen emphasis if you're looking to make yourself survivable. Defense would help you dodge mez effects (which are a major problem for humanform Khelds imo), not to mention that it's the strongest defensive effect you can get from IOs, especially since you've already got respectable damage recovery from Essence Boost and Reform Essence (which, with a decent bit of recharge is going to net you ~25 or more hp/sec).
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Quote:Personally, I think that they big 4 accolades are fine as is. Every single one of my numerous 50s has them. They generally get the Atlas Medallion in their early 30s, TFC in their late 30s, FPR anywhere between 30 and 40 (whenever I decide to get a team together to hunt Fake Nems for 15-20 mins in PI), and Portal Jockey shortly before 50 because I like running through my own Maria arc.I am not suggesting long grinds nor do I think they should be reguired, however, Accolades should be more a part of the game than they have, in my opinion, sunk to being. That is why I suggested some new ones to add and others need to be looked at for their time consumption vs reward compaired to I/Os.
I wouldn't be antagonistic to the idea of other, additional accolades though, especially if they added nice little bonuses such as small amounts of debuff and/or mez resistance (not protection) or +rech. They shouldn't be game breaking (i.e. giving passive mez protection), but they should be nice. The best way to come up with numbers is to assume that absolutely everyone will have or get them and go from there. A passive 10% +rech bonus for an accolade would be fine but a passive 50% resistance to all mez effects would be massively overpowered. -
Quote:Well, considering that Energy Aura (~26% +def, 10% +res, and a pretty powerful self heal) has more diverse survivability mechanisms than */SR (which pretty much only has 30% +def and ~20% +res from the scaling resists), it makes sense that it should be affected by def debuffs a bit more than */SR.For the suggested resistable defense debuff, will rage affect more for energy aura brutes compared to super reflexes?
Before anyone thinks to make it seem like I'm suggesting that EA and SR are even close to the same level of effectiveness, I don't believe so. I'm just saying that it makes sense that EA should get hurt by def debuffs more than SR because SR has more of a focus on defense than EA. -
Quote:On a */Regen Scrapper, getting more regen is rather pointless because of the comparative improvement of regen decreases as you get more (5 more hp is is a 100% improvement when you've got 5 hp/sec but only a 5% improvement when you've got 100 hp/sec), not to mention that you actually get just as much, if not more, more hp/sec from your click powers than from simple regen.on my IOd claws/regen i get around 80 HP/sec (with DP and without IH); 122 HP/sec without DP but with IH); 55 HP/sec (without DP and IH); 181 HP/sec (with IH and DP)
but i dont know how good this is
On a */regen Scrapper, I generally aim for 50-60 hp/sec passive regeneration because investing IO effort into improving mitigation pays out much higher dividends. Essentially, just slot the regen powers that actually have decent payouts and don't aim for any set bonuses. The same applies for */WP.
For any other Scrapper secondary, I would aim for 25-30 hp/sec at the very minimum, though, to me, it's more important to set a goal number for damage mitigation and just get as much tangential damage recovery as you can along the way. -
Considering it's a single model (huge, male, and female all use the same granite armor) with a single combat mode (no flight), it would be one extra animation for absolutely everything than can be used with it. So, not as much as some things but way more than others.
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I dunno... I could see it being reasonably balanced to have it act as MoG meets Shield Charge. The longer recharge time would prevent abuse as an attack and the set could actually use a bit of a survivability boost to bring it up to Shield Defense's level. Giving it a decent end cost (10.3 is standard for click powers) and no +recov or +end would probably make it work rather well.
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Quote:Except that the closest parallel to the power you're attempting to turn it into is MoG. The comparison stands because it's comparing apples to apples: the AT the power is used by doesn't matter within the confines of the change.Apples meet oranges unless you are talking about the Scrapper version. I am talking about the Tank version.
Quote:I did not make any comment on the bolded section. Also you forgot that RotP roots you for 4 seconds of that 15 second untouchable time frame. MoG is on a shorter timer, doesn't root. RotP also heals less if you are a scrapper, doesn't have stun protection, KB protection, the other status protections, or the increased Recovery that MoG has.
Quote:When the word "nonexistent" appeared multiple times the suggestion went too far.
You obviously didn't actually look at it within context because the "nonexistent" was there only as a lowball option to prevent the power from being MoG with a substantial heal, nuke, and AoE mez, which, combined, on the timer it would have, would be way too strong.
Quote:Umbral's suggestion would strip every aspect of the power. I wouldn't take Umbral's version of RotP at level one. It is far too underpowered.
Quote:* I could see a small reduction in the heal. Healing Flames heals for 1/2 of base hit points for a tank, RotP is 1/2. So make the "alive" RotP heal for 1/3 of the base hit points.
Secondly, the heal in RotP only exists because it is a self rez power. You have to remember that you're functionally asking for the power to be MoG on crack so some sacrifices would have to be made and, considering that FA already has an incredible self heal within it already, it's like that the heal would one of the first attributes to be put up on the chopping block.
Quote:* Make it cost a huge amount of endurance to use while alive, that would make it balanced with other nukes.
Quote:* Autohit while alive is problematical to program due to how the power works. Probably should be left in.
Quote:* If the untouchable (which in my experience doesn't work all the time) is too overbalanced, replace with +1000 Resistance and Defence to all for the 15 seconds while removing the root.
You have to realize that the power would still be at the exact same strength as it currently is to be used while alive. The entire reason why it is so strong is that you have to be dead to use it. The ability to use it while alive dictates that the power should be substantially weaker, especially when you compare it to the existing powers that you're attempting to model it after (whether you know you're modeling it after those powers or not).
As it stands, you would want the power to become MoG fused with Reconstruction mixed with Shield Charge and a dash of Flashfire all with virtually no real cost to reduce its effectiveness or take away from its current functionality. That's not even remotely balanced. -
Quote:SJ was taken specifically because the BotZ set bonuses are awesome. I'd still recommend taking a movement power, if only to be able to slot the awesomeness of that set. Taking one of the two transport powers I most recommend most (SS and SJ) is generally a foregone conclusion for the builds I make because, even if you save the power choice, what are you going to save that makes up for it? If you don't take those, you generally lose out on the BotZ sets, which are a great boon to positional defenses.1. I am planning on using Ninja Run as my movement power. That will free up a power slot
[quote]2. In the short term there is no way I can afford the +rec uniques you have slotted. Will I be crippled if I drop Stamina before I get them? I will lose .84 end / sec[quote]
Considering you'd be dropping Maneuvers, SJ, and probably Eviscerate to fit Stamina in, I doubt you'd really see much of a loss in end efficiency. If you're still worried about your blue bar, you could always drop Resilience, put the Steadfast unique in Tough, and take Conserve Power (with the default slot only).
Quote:3. Without Health I will lose 8.95 hp / sec regen (just under 25% of my baseline)
Quote:4. I was already considering moving my augments in follow up over to Focused Accuracy
Quote:5. I was not really sure about MoG, I've read both good and bad about it. I'll take you advice on it.
Current MoG is 15 seconds of complete unkillability that you can get nearly 20% uptime on. I would skip IH before I skipped MoG, and I haven't even designed a build that skipped IH. -
Quote:If you really want to get funky with applying a penalty to accuracy, the devs could always make it a tohit debuff and, in order to prevent team buffs from rendering the penalty completely nonexistent, tohit buff resistance as well. To make it interesting, you'd probably want to make the tohit debuff roughly 10% and the tohit buff resistance roughly 50% (forcing there to be 20% +tohit in order to achieve normalcy).I agree, but if we take that same spread from IOs to other areas (we'll use even a 5% Acc bonus, compared to a 2% Damage one), then -20% Dam would be -50% Acc. That would compound further the disparity between SO and IO builds.
Personally, I'd much rather Castle just overhauled Stone Armor completely rather than trying to piddle around with a single power in the set. As it stands, the set is woefully underpowered prior to Granite Armor and painfully overpowered once it acquires it. Of course, many of the current Stone Armor users that love the current set up would probably cry foul if the set were changed in any way so as to discourage or prevent leaving Granite Armor up at all times (or at least, at all times in which a fair to middling level of damage is incoming), which is probably the biggest reason why Castle done anything to it already. -
Quote:That was one of the problems that BABs brought up in one of the previous discussions of a polearm/quarterstaff set. The part that I brought about the vectors and bends at anchor points was actually something that BABs informed us about in a Katana thread (in which it was asked why the Katana doesn't actually have both hands anchored to the grip) and referenced in a polearm/quarterstaff discussion when someone suggested simply having static gripping points, which would look patently ridiculous.How that works with the various stances is beyond me but I specifically remember him saying (in simplified terms as I can't recall exactly his words) taking the hand off the weapon and putting it on a new position on the weapon and switching hands was a problem. If that has to do with animating the weapon 'straight', I dunno.
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Let me list off all of the obvious problems you've currently got:
1. No MoG
2. No MoG
3. No MoG
4. You slotted Slash as a debuff
5. No MoG
6. You slotted FU as a buff
7. No MoG
When slotting your Claws attacks, you need to realize that all of them are attacks first and whatever else second. FU is an attack that buffs your damage and tohit: slot it as an attack, not a buff (especially with Gaussian's, which is only useful as a 6 piece set). Slash is an attack with a minor -def debuff (that should only be payed attention to because it allows you to slot the AH proc into it): slot it as an attack.
Where */Regen is concerned, you pretty much want everything except for Revive, but you don't want to slot it all. FH and Resilience can pretty much survive with the base slot (and I wouldn't even bother getting Resilience unless you're going with an IO build). Integration doesn't need end redux slotting; only heal slotting: it's already cheap and it's not like */Regen has endurance problems. Recon and DP should both get as much recharge and heal enhancement as possible: they're your big money makers. IH should get as much recharge as possible and then some healing, but only if you can spare the slots (because you're only enhancing a tiny portion of the +regen it contributes thanks to the I4 overnerf). MoG is definitely a necessary choice and should get as much recharge as you can possible give it; enhancing the defense or resist is kinda pointless since it's already putting you at the way past the point of being able to be killed while it's on.
Now, I'm going to give you a reasonably expensive build. I'm not going to dive into purples or PvP IOs, so it'll be on the cheap end of expensive. If you can't afford it, ask questions about what I've done and why so that you can apply those same principles to a cheaper build.
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Technology Scrapper
Primary Power Set: Claws
Secondary Power Set: Regeneration
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Swipe -- Acc-I(A)
Level 1: Fast Healing -- Heal-I(A)
Level 2: Reconstruction -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal/Rchg(3), Dct'dW-Heal/EndRdx/Rchg(3), Dct'dW-Heal(5), Dct'dW-Rchg(5)
Level 4: Quick Recovery -- P'Shift-End%(A), P'Shift-EndMod(21), EndMod-I(21)
Level 6: Spin -- Oblit-Dmg(A), Oblit-Acc/Rchg(7), Oblit-Dmg/Rchg(7), Oblit-Acc/Dmg/Rchg(17), Oblit-Acc/Dmg/EndRdx/Rchg(19), Oblit-%Dam(19)
Level 8: Follow Up -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(9), T'Death-Dmg/Rchg(9), T'Death-Acc/Dmg/EndRdx(15), T'Death-Dmg/EndRdx/Rchg(15), T'Death-Dam%(17)
Level 10: Dull Pain -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(11), Dct'dW-Heal/EndRdx/Rchg(11), Dct'dW-Heal(13), Dct'dW-Rchg(13)
Level 12: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(23), Winter-ResSlow(36)
Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(37), Zephyr-ResKB(50)
Level 16: Integration -- Numna-Heal(A), Numna-Heal/EndRdx(23), RgnTis-Regen+(25), RgnTis-Heal/EndRdx(25)
Level 18: Focus -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(27), Decim-Dmg/Rchg(27), Decim-Acc/EndRdx/Rchg(29), Decim-Acc/Dmg/Rchg(29)
Level 20: Slash -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(31), C'ngImp-Acc/Dmg/Rchg(31), C'ngImp-Acc/Dmg/EndRdx(31), C'ngImp-Dmg/EndRdx/Rchg(33), Achilles-ResDeb%(33)
Level 22: Hasten -- RechRdx-I(A), RechRdx-I(33), RechRdx-I(34)
Level 24: Boxing -- Empty(A)
Level 26: Tough -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(34), Aegis-ResDam/EndRdx/Rchg(34)
Level 28: Instant Healing -- RechRdx-I(A), RechRdx-I(36), RechRdx-I(36)
Level 30: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(37), LkGmblr-Def/EndRdx(37)
Level 32: Shockwave -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(39), Posi-Dmg/Rchg(39), Posi-Dmg/Rng(39), Posi-Acc/Dmg/EndRdx(40)
Level 35: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(40), LkGmblr-Def/EndRdx(40)
Level 38: Moment of Glory -- LkGmblr-Rchg+(A), LkGmblr-Def/Rchg(42), RechRdx-I(42), RechRdx-I(42)
Level 41: Focused Accuracy -- GSFC-ToHit(A), GSFC-ToHit/Rchg(43), GSFC-ToHit/Rchg/EndRdx(43), GSFC-Rchg/EndRdx(43), GSFC-ToHit/EndRdx(45), GSFC-Build%(45)
Level 44: Physical Perfection -- P'Shift-End%(A), P'Shift-EndMod(45), EndMod-I(46), Numna-Regen/Rcvry+(46), Mrcl-Rcvry+(46)
Level 47: Eviscerate -- Oblit-Dmg(A), Oblit-Dmg/Rchg(48), Oblit-Acc/Rchg(48), Oblit-Acc/Dmg/EndRdx/Rchg(48), Oblit-Acc/Dmg/Rchg(50), Oblit-%Dam(50)
Level 49: Resilience -- S'fstPrt-ResDam/Def+(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit -
Quote:Well, considering that GC has a faster cycle time, better DPA (which is the only real valid metric of comparison because endurance costs are normalized by damage, which allows you to gauge EPS based on DPA), and better contribution from procs (thanks to animating faster), I would say that GC does trump SotW rather soundly. There isn't any sensible, numeric reason to take SotW over GC.I take offense at two things. One, that you make it seem like the difference is SO huge that GC trumps SOTW so unfavorably.
Quote:And two, having a faster lower damaging attack having a higher DPA that its higher damage slower recharging brother-power. It does not follow the standardized rules. While being some-what unique in itself, good for GC, but very confusing.
Quote:On the endurance question, using GC twice versus SoTW once, no its not going to impact much, but the situation is that you use GC multiple upon multiple times, they add up.
Quote:Never said that a kat/wp would EVER have end probelms, was referring to katana in general.
Quote:I just wish that Divine Avalanche had GC's animation and activation time One can dream eh?
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Quote:First off, I'm not sure you understand what I'm talking about. Katana uses 2 hands on the sword's grip but the sword is only anchored to the left hand. The right hand isn't anchored to anything. It's simply floating in a rough approximation of where it should grip if the sword were actually anchored to it. It's actually possible, if you use quirky enough settings on your character's height, shoulders, and other attributes, to make it so that the right hand is actually passing through the grip of the Katana and holding on to empty air.Well, Katana is a stance where the anchors for both hand are the same on the weapon. If the other hand actually uses the anchor or not doesn't seem relevant seeing as there's no other anchors to interact with.
Quote:But polearm weapon would need non-static anchors for both hands depending on the fulcrum you're moving the weapon on. I don't think it's an issue of having 2 anchors on a weapon but to animate a pole weapon properly, the entire length would need to be an anchor.
The problem is that the game engine is currently incapable of making sure that the polearm would remain along the same vector as the original vector. Essentially, if the character had different proportions than the base character BABs used to animate it, the polearm wouldn't be straight, it would be bent at each anchor point because the game can't change the vector of each increment to make sure that it is straight with the other increments.
It's not a question of "needs to be able to tweak the anchor points". It's a question of "needs to figure out how to make sure the haft is actually straight". -
Quote:That's not 2 anchors. The weapon is actually held on a single anchor and the other hand simply passes through. This is the same mechanism that is used to make it seem like you're holding a Katana or Ninja Blade in two hands. If there were 2 anchors, for every variation in anchors except for the "baseline", the portion of the weapon above the 1st grip would skew off at a different vector than the portion between the two grips which would then skew off at a different vector than the portion below the second.Actually, it's not so much the weapon requires 2 anchors that makes it difficult because currently, we have 2-handed Stone Mace. It's the need for 2 'variable' anchors that makes it difficult. The hand wouldn't stay on the same 2 anchors for weapons like staff, spear and other pole variants. To spin the pole or thrust the spear, the hand would have to move along the weapon which currently isn't possible.
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As BABs has told us, the single biggest thing that is preventing the design and implementation of a polearm set is the fact that having a weapon that is supposed to be completely straight anchored to two points looks really, really bad thanks to engine constraints. I'm reasonably sure that BABs (and the other programmers/animators) could generate a workaround, but the amount of work is probably pretty huge.
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