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Quote:My own math to figure out the DPS (using my own build, of course, couldn't load yours because Mids wasn't liking your data chunk) only got 211.9 DPS. I'm trying to figure out why exactly there's such a disparity (especially since I assume 100% chance to hit). The FU>Focus>Slash>Wait attack chain that I'm assuming manages ~215.Hmmm, looks like a purple proc and Explosive Strike proc. I should probably compare the chance for build up proc to see if it's any better.
Just looking at your numbers though, I can see at least one thing that's blatantly wrong. You've got Focus listed as having a base damage of 106.4 in the FU>Evis>Focus chain when the base damage is only 86.96 while you've listed it correctly as having 87 damage in the FU>Focus>Slash attack chain. Fixing that error correctly displays the DPS of the FU>Evis>Focus chain as being 226. -
That's because it's not just a heal (especially considering neither of those heals is considered to be a "baseline"; Recon is the "normal" self heal). It's a swiss-army knife power. It's not just a heal. It's a heal with a HoT component and an endurance assistance component. It shouldn't recharge as fast as the other powers simply because it does more. It "heals", at the very minimum, 50% more than either Healing Flames or Reconstruction (thanks to the +regen component) and provides a much more significant secondary benefit (because we all know how wonderful that toxic resistance is, right?). The very fact that it does so much means that it's going to recharge slower.
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Quote:There is a reason that I'm still using the old Mids. A lot of these little bugs, as well as the loss of a number of the QoL features that I've become used to, prevent me from using it.Yeah, What Worcupine said. Another thing I've noticed about the new Mid's is that some of my builds say that I made a power selection that is not possible within the parameters of the game when it's not. Like it says that choosing Strike first (one of the first power choice options) is impossible to do, and then it will not let me select any of the powers from my primary so I can try to remove/fix them.
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And this is why you're going about this in a completely wrong way. This is purely your opinion. The power is not, nor was it ever intended to be, a +regen power. It was redesigned to be a self heal with a couple benefits attached. The end redux remained to prevent breaking the cottage rule. The +regen was added to provide a small amount heal after the initial big heal. The +regen is the exact size and duration that it needs to be because it's not the primary focus of the power.
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Quote:While you could make the argument that those power sets would be a bit too powerful when paired up with shield (though that wouldn't explain why no Katana is allowed), I'm still pretty sure that the reason we don't have them paired together falls with BABs (for either aesthetics or greater workload having to create entirely new suites of powers for every single power) or Positron (for thematic reasons) rather than Castle (for being too powerful).I guess the real reason is that they don't actually want to combine Claws, DB or Spines with Shields.
Claws/ and DB/Shield would be able to get insane numbers for +DMG with Follow-UP / AAO combo. Spines on the other hand would just rock the house with too insane AoE.
Katana/Shield wouldn't really be any more powerful than BS/Shield and that's actually a rather expected difference. The only issue would be theme (Katanas are actually heavier than virtually any western one handed sword thanks to the higher carbon content not to mention that shields were never really used alongside a Katana thanks to the relative uselessness of a blocking object when the blade can go through plate steel rather easily) or work load (making an entire suite of new one-handed animations; you can't just use the BS animations like it used to because the animation times are different). Claws/Shield (aesthetics would be against many of the claws sticking completely through the shield; theme would be against using a weapon in that exact same hand; work load would most likely require some heavy coding to prevent the shield hand from spawning a set of claws and designing one handing animations for the set), DB/Shield (aesthetics would be against using the sword and shield clipping in so many of the DB animations; theme would be against a one handed variant being made when the set is called "dual blades", though it would be feasible to create a variant wherein it was a double sword, but that would most likely constitute something more like an entirely new set; workload would be incorporated into both of those previous issues), and Spines/Shield (aesthetics and theme would be against the spines sticking through the shield) all have substantial design reasons not to allow the choice. -
Quote:You honestly think that just because you don't see much use behind a fully enhanceable 25% heal and the equivalent of 2 end redux SOs applied to all of your powers compared to some +regen only slightly better than Fast Healing that every other value should be ignored to balance around the weakest contributive factor of the three? Really?The heal of which, is on a 120 second base timer, no thanks. The end discount, with power sink in the set, not as much either. The regen, granting a consistent boost to survival, i hold in MUCH higher regard during actual combat.
Mods, I'd like to ask for a forum facepalm please. I mean really. It's situations like these that we need something to demonstrate our frustration with the ignorance of some people. -
*/Regen has 4 click powers, 1 passive, and 1 toggle. Elec Armor has 4 toggles and 1 clicks (ignoring Power Sink and Power Surge, the first because it's more often used as an endurance tool and the second because it's a traditional god mode). */Regen is having to use those powers to save his/her "A#$" a lot more often than */Elec (with its not insubstantial resistances) is.
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While I wouldn't endorse influence storage for account transfers, I would fully endorse the ability to store stuff aside from salvage in there. My own personal solution would be to have the 50 (and potentially more, if we were allowed to earn additional slots from the reserve either by buying them with inf or reward/VG merits, as would be wonderful) vault slots act not like the salvage storage slots we've got but rather like the Wentworth's slots insofar as each slot is able to store any type of item (salvage, recipe, enhancement).
I would still restrict each slot to only being able to hold a single item so it's not exactly like Wents, but it would at least allows players (like myself) that are more interested in storing the enhancements and recipes for our next respec rather than boatloads of salvage we never plan on using to have some place to store the enhancements. Of course, this would be slightly counter to the devs' position on recipe hoarding (re: bad), but at least it allows character that don't want to use an SG for storage (normally a private SG from what I've seen) to store some of their hard earned rewards in a spot that isn't also used for the sale of those same items. -
Quote:I'd say go Body Mastery for FA and Physical Perfection (and possible Energy Torrent as well). Melt Armor is an atrocious power for Scrappers (and Tankers... and Blasters...) thanks to its increased recharge and halved values further compounded by the horrible -res modifiers of the ATs. It's a pittance of -res (9.75%) that is barely worth the animation time, especially when you're figuring its use against groups, most of which are minions which will die in the first Spine Burst anyway.Looking at the changes to epics for scrappers (finally) and wondered if anyone had an opinion on the two options I see for my Spine/Regen.
Either a) go for physical perfection and try dropping fitness pool to free up power or b) go blaze for melt armour as aoe debuff on an aoe machine has got to be a good thing.
Any opinions? Not bothered by dropping 1st power in fitness btw. -
I didn't miss your point. I caught it easily. In fact, I agree with you to some degree, except that I qualified your position by saying that, even though it's worse for the weapon sets that it is for non-weapon sets, they're still bad for the non-weapon sets.
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Quote:First off, 100% is a perfectly large buff, even with 50% uptime. Even averaged, it's larger than health and that's all that health really does (woo... sleep resistance). Energize isn't just a +regen buff. It's a full strength heal, a substantial +regen buff, and a powerful end assistance tool. You're acting like the +regen is the only trait on the power that matters. The heal is, in fact, more powerful than the +regen will ever be (you'd have to have more hp than the cap in order for it to be more powerful), and it's instantaneous to boot.100% perma, isnt a low buff. When it is only on half the time, essentially making it only a 50% base buff overall, or you know 100%, then nothing for the next 30 seconds, easily long enough to die in a fight with nothing else to mitigate but the personally mediocre resists alone, i wouldnt consider it a "big" buff at all.
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Considering that you apparently think that the presence of any debuff resistance is supposed to completely and total remove the threat of the debuff, I'm pretty sure that I'll never convince you that it's enough. Honestly, if you think that debuff resistance is supposed to allow you to completely ignore the threat of the debuff, I'm curious as to how you feel about the debuff resistance of any set that isn't */SR or */SD. If 40% isn't enough, you must think that */Invuln's debuff resistances are useless because even it's defense debuff resistance only totals up to 50%.
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Quote:I have a */regen scrapper. I live off of recharge. You're not really making much of a point whenever you're trying to claim that one of the guys that regularly claims that -rech is unfairly disadvantageous to a click based set is wrong because 20% +rech and 40% +res(rech) is not enough by your own standards.You seem to be mistaking just how easily enemy attacks with -recharge will stack up on you. On any toon i have with -recharge protection, even sometimes when i play my ice tank, i see the numbers go in the red negatives. The resistance lightning reflexes is for the most part a joke for how low it is.
While it obviously is more than other sets grant (note again invuln does grant btw) it is still VERY easily trumped.
Remember: debuff resistance isn't supposed to make the issue disappear completely. The only debuff resistance that does that is the defense debuff resistance on defense exclusive sets, which makes sense considering the threat of cascading defense failure rendering the set completely obsolete. 40% -rech is more than adequate when you remember that it's not supposed to nullify. It's supposed to ameliorate.
Quote:Also, try going up against anything that has even the slightest hint of -regen, its not pretty. Death mages in any low-mid-late game CoT, any arachnos you fight, carnie dark ring mistresses, and master illusionsist dark servants. All will make energize just a 120s base recharge heal, ugh.
Debuff resistance is present to protect the important native attributes of the set (in general, */Invuln gets some of its more exotic protections simply because it's thematic and the powers needed some oomph to make them more popular). Energize, with it's relatively low -regen value (*/regen and */wp grant more than 250% +regen base at all times; */regen has no debuff resistance and */wp has only a pittance of it) has no real reason for having the debuff resistance whatsoever, especially considering that the same power that generates the +regen is also a self heal (the reason, straight from Castle, as to why */wp got regen debuff resistance and */regen didn't is because */regen has a self heal and */wp doesn't). -
Quote:Nihilii, I agree with you. I've often brought up this exact same concern to Arcanaville in her use of the spreadsheet to demonstrate that */regen is balanced with every other set out there. Of course, I brought up the fact that */regen has no debuff resistance whatsoever rather than claiming that the debuff resistance that one set has is somehow fundamentally worse than what another set has. You can't really get around the fact that a defense based set has functional debuff resistance. That's unavoidable (and, honestly, makes defense based sets a bit more powerful than non-defense sets). It still doesn't allow anyone to completely discount the fact that Elec Armor has debuff resistance. It's got perfectly decent debuff resistance, especially considering the levels of it that most other sets have.Still, ELA is nowhere close to SR, Shield or Invul for general survivability, that point can't be argued. To compare these powersets while ignoring debuffs is just as bad as completely ignoring resistances, defenses, regen and max HP. The reason debuffs aren't on spreadsheets isn't because they're meaningless, but rather because they're too hard to quantify in any reasonable timeframe anyone would want to invest for a video game.
It's also reaching incredibly far to claim that, just because Elec Armor lacks defense debuffs, that the spreadsheet is completely wrong. I've never claimed that the spreadsheet (Arcanaville's) is completely accurate. In fact, I've claimed that it's actually wrong quite a few times under a specific subset of criteria because it discounts debuffs. I've always brought up these concerns when comparing the performance of sets that are inordinately affected by a debuff that they have no resistance to whatsoever (*/Regen to -regen and -rech). Elec Armor doesn't have a debuff that it is inordinately weak to (by "inordinately" I mean "weaker than it should have reason to be by performance of its powers").
Elec is a purely resistance based set so there's no reason for it to have defense debuff resistance (unless you're advocating for all melee toons to have some degree of defense debuff resistance, but that's a completely different topic). Resistance resists debuffs to itself, so that's another debuff it's not inordinately weak to. It's got a nice chunk of recharge debuff resistance, which is enough to ensure reasonable use of its 2 oft-used powers on reasonably low recharges. It's got unholy gobs of endurance drain resistance, which fits with the theme of the set (end drain is generally electric) and the functionality (endurance recovery and end redux).
There isn't any plausible reason for Elec to get defense debuff resistance nor is there any real balance reason for the improvements you want beyond "I think it should be stronger even though the mostly accurate spreadsheet that even Castle uses and checks out says that it would make Elec Armor more powerful than more than half of the other sets, even though the set discounts the additional non-survivability utility of the powerset as well as the additional survivability contributed by Power Sink". -
Quote:Hectaomb in FU (all but Dam) would give you 89.92% +rech. 20% from Quickness. 5 LotG +rechs would give you 37.5%. 5 piece Hecatomb, 5 piece Apocalypse, and 5 piece Ragnarok net you another 30%. If you mule Boxing, that's another 10%. Crushing Impact 5 piece in Slash and Swipe get you 10% more and Obliteration 5 piece in Spin/Eviscerate give you 5-10% more. Should be easily within reach, especially if you're willing to dump a 6th slot into FU for another IO (level 50 common rech IO would net you roughly 11% +rech).FU, Slash, Focus, Strike: 184% recharge in FU and does 216.268 DPS
FU, Slash, Focus, Swipe: 203% recharge in FU and does 213.087 DPS
But that's with my current heavy duty IO slotting. Enough to matter? Not if you have the recharge for it, but getting that 203% sounds rough. If I could do it, I probably would due to strike's ugliness. We'll see. -
Quote:You're bringing up the only case wherein Boxing is actually better than the native attacks for a melee power set and there's a reason for this: Boxing sucks, but the first two attacks for Super Strength suck more. All of the attacks in Super Strength are balanced around the presence of perma-Rage (if you doubt me, just look at their DPAs). Boxing isn't.The other reason for this request is the basic unfairness of power pool attacks toward weapon users. Super Strength Brutes can skip jab and replace it with boxing and get an INCREASE in DPS. A claws brute replacing swipe with boxing loses considerable DPS due to the redraw on claws.
Bringing up how Boxing is better for Super Strength than it is for Claws as an example of how the pool powers are inherent unfair to weapon users is also trying to stretch your argument too far. Sure, weapon users have to deal with redraw (something that was actually asked for), but Boxing sucks for non-weapon users too. The only set that can actually find an effective use for it is Super Strength because, as I said before, the first two powers in that set suck miserably to make up for Perma-Rage. -
Quote:Considering that Elec Armor brings massive endurance solutions, a damage aura, and a passive +rech power, I'm more than willing to say that they're equal. Elec actually has better survivability than Fire Armor does. And 100% +regen that is fully enhanceable isn't "low regeneration buff", especially on a mitigation based set. Health is a low regeneration buff. Energize is actually a rather substantial regeneration buff.Spreadsheet, versus actually playing with the set. I think i'd trust my own judgement on this one. I'm a big numbers guy, and BARELY over fire armor levels of resistance for a heal that recharges in 3 times the lenght of healing flames for a short duration low regeneration buff. Is clearly not enough IMO.
Quote:As to Vs Sr and shields and invuln, you also are GRAVELY mistaking, the fact that those sets have high defense, which means you are going to be taking on the elec FULL secondary effects of EVERY SINGLE ATTACK that the enemies are throwing at you, as elec armor has zero defense to its name. The simplest -rech, and lightning reflexes is already thrown out the window and you're in the negatives.
[quote]-resistance, -REGEN, and -defense debuffs will all hit you with ease, making you even more vulnerable.[]
-Resistance is resisted by the resistance you've already got so Elec Armor, which its highly respectable resistance numbers, shouldn't really have much to fear, especially considering that almost all of those -res debuffs are Energy damage. -Regen is a remarkably small part of Elec Armors survivability so it makes sense for it not to have any resistance to those debuffs. Defense debuffs are going to hit Elec Armor just as hard as everything else because it's not a defense based set. The only sets that get defense debuff resistance are those sets that actually have that have defense in order to allow the set's defenses to actually exist (albeit at a lower level) when they're hit with substantial defense debuffs. Elec Armor doesn't have any defense so it doesn't have any debuff resistance.
Quote:Per SR and shieldds, you also can't get near the survivability when IOs are added into the equation that they can when stacking the positional defenses. Not that IOs should factor in to the base mitigation of a set, they never should. But elec is clearly outflanked in this regard as well. -
Quote:What debuffs are you worried about? Elec armor has mountains of endurance drain and recovery debuff resistance and 40% recharge and move speed debuff resistance. It's not packing any defense debuff resistance, but, then again, it's not a defense set. It's also a resistance based set so it's naturally resistant to resistance debuffs. The only effect that it's bringing that would be debuffed would be the regeneration from Energize. You'd still have the heal, which is substantially stronger.I generally don't like Armour sets without Defense for this very reason. Pretty much every Debuff out there is going to hit me and it's not gonna be nice after that...
Elec Armor actually has better debuff resistance than most other sets out there. Are you really operating under the assumption that defense debuffs are the only debuffs worth mentioning? Elec Armor has great debuff resistance except that it doesn't have defense debuff resistance which makes sense. -
And I'm saying that it means even more than it used to considering how much freeing up an individual power selection can do to a build, especially when you allow said build to get rid of some set mules in place of others that are easily more powerful.
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And you're completely ignoring the difference in what I'm saying and what you're saying. The cost is the fact that you're having to select a power you otherwise wouldn't pick. It doesn't matter what it is. The cost is the fact that you have to select a power you likely wouldn't otherwise take in order to access a power that you most definitely would take.
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Quote:The reason I said it as I did was because of what end attribute you're generally looking at when enhancing said attributes.I'm just not sure how interesting that bolded part is in the quoted section. Each % of regen decreases the health tic interval by an ever decreasing amount, but that isn't the best way to look at it as you point out.
When enhancing your regeneration rate, you're not generally looking at the rate at which you receive each regeneration tick. You're generally looking at the end rate of hit points you recover every second.
When enhancing your recharge rate, you're almost always looking at the actual recharge time, not the increased contributive value of the power.
Of course, when doing this, you also have to take into consideration the power in question. When trying to get an attack down to a 1.848 second recharge so that you can use your fancy new attack string, it doesn't really matter that, even though you're calculating 50% more usage thanks to a faster recharge rate, you can use it more often. You're trying to get it down to a specific recharge time so that you can use the attack in the most efficient way possible. The time of the recharge is more important than the rate of use in this situation. This same logic applies when trying to get an effect permanent. The goal is a specific time. When figuring out how much healing you're getting from Reconstruction or Healing Flames, the contributive value model works much better because you're not aiming for a defined recharge value: no matter what value you've got, each percent makes the power more effective (in a roughly linear manner). -
Quote:The balance point was never that you were going to use Boxing and lower your damage to make up for the increase in survivability. If it were like that, Boxing would have a reliable survivability contribution like DA, Parry, Cobra Stike, etc. As it stands, it's a pool attack and thereby weaker than a primary attack.That's the whole issue right there. I don't see the pre-reqs as a necessary balance point anymore. Not even remotely. Not when I can solo +4/x8 spawns and their bosses.
The OLD balance was lose X amount of effectiveness, say the difference between strike and boxing, in order to add the extra mitigation of tough.
The entire balance point is that Tough is a power that requires 2 power choices. It's worse than a native resistance toggle (because it's more expensive for each point of +res) but it's also more expensive to take because it requires another power (that you may or may not use, most likely not because it's a pool power and generally weaker) to be taken first. The devs have said just as much to players that continually request this (mainly because they don't want to have to devote 2 of their pre-20 power choices to Fitness). If you didn't have to take 2 other powers before getting to the final power in a power pool, Castle has said that it would be weakened to make up for it.
As to the people that keep saying they would take Swift or Hurdle even if they didn't have to take them to get Stamina, I'mma smack you upside the back of your heads if you honestly think that those powers would have any place in an optimized build. There are much better powers that could be taken, if only to be another set mule. -
Quote:And I would side with myself having actually seen the comparative survivability numbers (via Arcanaville's survivability spreadsheet), I feel confident saying that it will never happen because it would be too friggin' strong. With only 7 powers directly devoted to survivability (Lightning Field and Lightning Reflexes aren't directly devoted) and 2 of them ignored by the spreadsheet (spreadsheet ignores Power Sink completely and Power Surge is only considered in the overdrive category; wherein Power Surge gets hit hard because of the relatively crappy Scrapper resist cap), Elec Armor would have better survivability at less endurance cost than SR, Invuln and Shields, all of which have every power and attribute factored into the spreadsheet (except the tier 9s, which are held in the overdrive area).After testing the set thoroughly, i can easily see this being sufficiently waged as to having it happen as far as performance goes. I'd only probalby side with you due to the devs being lazy and not wanting to change it at this point after working on all of i16 up till now.
The numbers are perfectly fine where they are. Making Energize perma that easily would make the set too strong considering all of the other tools that the set brings to the table (loads of endurance assistance, +rech, end drain, damage aura). -
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Having to waste a power pick on a power that you never slot and delete from your power trays is bad design when placed up against the realities of the game as it is Now.
While I've never thought that Cryptic was particularly good at balancing anything, how they incorporated the power pools was actually quite well done. You have to figure out whether Stamina is worth the 2 previous power choices. You have to figure out whether you're willing to waste a power choice getting a power that is largely useless if you want Tough and Weave. If the higher tier powers no longer required that choice, you'd be getting rid of a necessary balance point to those powers and that is not a good thing. -
It would help by providing more of the wonderful +rech that DM/* loves for awesome attack chains and Soul Drain, and */Regen loves for getting those click powers back fast enough. Of course, it's not going to have nearly as much synergy as a */DA Scrapper, but it's also going to have a much easier time soloing and doing flashbacks, which is going to be important. As I understand the OP, he plans on soloing the character as it levels and then dual boxing with the fire/kin for the flashbacks, so you're not going to want to design something that is very heavily dependent on the synergy with the fire/kin. Solo functionality and two man team functionality should be equally important and DM/Regen does fit that requirement quite well.