Healing Flames: Not changed


Alecktra

 

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10% is 10%, no matter the AT.

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Castle, maybe this post is a little unclear to me because you may just be directly arguing with Arcanaville's analysis, but I'm getting the impression that you think all of the self-heals that work like Healing Flames (endurance cost, recharge, toxic resist) also have the same scale for other ATs. Either they don't, or they are getting some extra benefit from somewhere. Reconstruction, Kuji-In Sha, Reform Essence, and White Dwarf Sublimate all provide a 25% heal. I believe you'd refer to it as a 2.50 scale heal.

The problem is that Healing Flames has a lower base value than near-identical powers, not that it only has the same value.

One of the primary reasons I get the impression stated above is that you are saying Healing Flames only might get a boost, and you aren't even specifying how much of a boost. Healing Flames should, for your own balance reasons, heal 25% of the hitpoints of any AT that has it, because that is how you seem to be balancing these heals in the game: the MaxHealth takes care of the balance in self heals.

I apologize if I am misunderstanding you, or if the "might" and lack of specifics on the boost are simply you protecting yourself in case Geko or whoever says no.


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Liquid, I think Castle just means that Aid Self will buy a tanker more time than it will buy a blaster, if you manage to trigger it uninterrupted.

He already stated he wants to boost healing flames and i do bet we may see a 25% healing flame soon, altough that wont be enough to fix the extreme weakness of fire as a tanker.


 

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You really haven't messed with other ATs, then, have you?

When you start throwing control powers or multi-AT teams, you *have* to get a universalized value, or you'll really get fudgered when you toss enemies into the simulation.

Looking at things in a proportional method is great in scaled samples like the excellent work by yourself, DrRock, or Starsman, but I've tried it for group simulations, and if there's a way, it's even more complex than what I'm doing.

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Its precisely when comparing things of different health levels, in different circumstances, that I normalize. I would rather eat my own eyeballs than do them denormalized.

Discrete iterative simulations are a completely different thing entirely. For one thing, I'm not doing any of the work anymore. Simulations and closed form equations have different requirements. We're talking about modelling perspective, not a difference in actual numbers.


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Actually, I would consider Tankers to benefit more from 50% resistance than a Blaster. Whether you look at it as a damage to kill (a Blaster goes from 112.5% of a base Kheldian's damage to kill to 225%, while a Tanker goes from 175% to 350%) or time to live (what would kill a blaster in ten seconds normally goes to 20 seconds, and a tanker undergoing the same rate of damage would normally survive 15.7 seconds goes to 31.4 seconds). Unless you consider 10 seconds to live to be the same as 15.7.

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And in those 10 seconds the blaster can do 1000 pts of damage, while the tanker can only do 500 pts of damage in his 15.7 seconds, so in a certain number of times the blaster has the advantage, being able to defeat his opponent before he dies, while the tanker can't.

The overall picture is just too different between blaster/tanker ATs to view only part of it at a time like this. You can easily choose your numbers to seem to favor whichever you would rather favor.


 

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And in those 10 seconds the blaster can do 1000 pts of damage, while the tanker can only do 500 pts of damage in his 15.7 seconds, so in a certain number of times the blaster has the advantage, being able to defeat his opponent before he dies, while the tanker can't.

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That's doubtful. Even if you compare click powers and attack chains, the difference between Blapper melee damage and Tanker damage is on the lines of 70~80%, far from the 31% that you brought up. Against a single target, that damage scale would be somewhere along the lines of the tanker doing ~1100-1300 damage during his 15.7 seconds. Obviously this degrades if the Blaster is focusing on large groups of enemies, but just as typically, Blasters don't tend to survive ten seconds against the massive spawns required for such an example. <nor can they reach such sizes solo, making the whole point moot since teams change the whole damn equation.>
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The overall picture is just too different between blaster/tanker ATs to view only part of it at a time like this. You can easily choose your numbers to seem to favor whichever you would rather favor.

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It's a good thing I wasn't trying to favor one AT or the other. The point of the comparision, as you might note if you read what I was replying to, was to compare the merits and faults of the current healing scalar system as it affects several different archetypes.

But thank you for bringing pointless and stupid bickering into the arguement just to make yourself feel better about your poor tanker. I missed it so much.


 

Posted

Blueeyed is right on the benefit the tanker gets over the blaster from this power (aid self,) I actually never considered it to be a big issue as it stands. He is not even accounting for the other ammounts of survivability the tanker gets. Once you account resistance and other factors you end up with a WAY greater time bought because of the self heal.