Issue 7 Spreadsheet is here!


Arcanaville

 

Posted

Oh wow, the difference with debuffs is much greater than in the graph you posted last week in another thread


 

Posted

[ QUOTE ]
I would, but two things:

1. It would only ever be able to show the stats for a single defense/debuff value at one time. You'd never be able to compare, say, defense and debuffs. Every graph would look pretty much the same.

Defense vs Debuffs

2. Pilcrow's hosting it, and I don't want to bug him about uploading another version of it.

[/ QUOTE ]

Send me a PM any time you want to update it Quizzles, I'll be glad to post new & improved copies.


 

Posted

Don't worry about it. I found a place to host it so I don't have to bother you about it if ever it needs changing again.

It's also a place that'll let me host all my ridiculous pictures
*shameless bump*


 

Posted

I can't seem to get to this. And I really would like to.


 

Posted

[ QUOTE ]
I can't seem to get to this. And I really would like to.

[/ QUOTE ]

You're using the link in my post saying that it's updated (sig links to the post)?
What sort of trouble are you having (error message? simply not connecting?)?
Is anyone else having trouble downloading the spreadsheet?


 

Posted

I must be slow because I just found this now. I think I may prove I'm slow by asking a dumb question.

The sheet has the column for -tohit mod but isn't RI a -acc and DN a -tohit power? I've read that ACC and to-hit are separate pieces of the puzzle so I assumed that the powers worked differently. The sheet only has entries for +DEF and -tohit so either DN and RI do the same thing and the planner I'm looking at is wrong, or I'm not sure how to show the different modifiers using the sheet.

Side note - where are you getting 18% for DN? The planner I'm using shows 35%.


 

Posted

[ QUOTE ]
I must be slow because I just found this now. I think I may prove I'm slow by asking a dumb question.

The sheet has the column for -tohit mod but isn't RI a -acc and DN a -tohit power? I've read that ACC and to-hit are separate pieces of the puzzle so I assumed that the powers worked differently. The sheet only has entries for +DEF and -tohit so either DN and RI do the same thing and the planner I'm looking at is wrong, or I'm not sure how to show the different modifiers using the sheet.

Side note - where are you getting 18% for DN? The planner I'm using shows 35%.

[/ QUOTE ]

Mr. Quizzles can correct me if I'm wrong, but I'm fairly sure that all powers which call themselves -ACC debuffs are actually -TOHIT. I'm pretty sure its just something the Devs did to avoid confusion and jargon. Lots of new (and not so new) players don't know what tohit is, but they can probably figure out what an accuracy debuff is.

As for Darkest Night, it was thought for quite a while that its base debuff was 35%, but _Castle_ confirmed that it was 18%. The 36% you see in his post and in many planners is the enhanced to-hit debuff of the power (before the schedule change, that is--now its not even that powerful).

The link for _Castle's_ quote is right here. For some reason, every time I try to put a link in, it puts all the code in.

http://boards.cityofheroes.com/showflat.php?Cat=&Board=archetypes&Number= 4546320&Forum=All_Forums&Words="Darkest%20 Night"&Searchpage=0&Limit=25&Main=4512 499&Search=true&where=bodysub&Name=134 522&daterange=1&newerval=150&newertype =w&olderval=&oldertype=&bodyprev=#Post 4546320


 

Posted

That's very odd that the base for RI is 30% and DN is nearly half at 18%. I thought they were roughly the same. I assume Corrupter values are 25% of those.

Well if correct the spreadsheet should come in handy for discussions.


 

Posted

Hurricane's -ACC is even stronger. Its base is around 35%, enhanceable to around 58%. That'll floor an even-con minion.


 

Posted

When powers say "-acc" in the short help, they really mean -ToHit. There are no powers that debuff accuracy, and there are no powers that buff accuracy.

You must remember that before release, Darkest Night was nothing but a damage debuff. The tohit debuff was tacked on when the damage debuff alone was found to be lacking. It's a -damage power first and a -tohit power second.


 

Posted

A couple of things:

1. I believe the LT acc bonus is 1.15 (57.5/50) not 1.16.

2. I believe the level bonus is +10% per level, not whatever it is the spreadsheet is using.

3. The I7 scaler has a discontinuity at +5/+6. From +5 to +6 it doesn't work the same way. I believe that at +5, the acc bonus is 1.5, and at +6 and higher it stays 1.5 but the critters start getting tohit bonuses again. +5% would be a good number to assume from +6 to +10 (the tohit increase that existed from +1 to +5), although I haven't tested this thoroughly yet. But while I could be wrong, I strongly recommend you assume I'm a good guesser in this case.

In fact, I'm so good of a guesser, I'm going to guess that my own +10 number above is wrong.


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Posted

Confirmed via PM from _Castle_:

[ QUOTE ]
Darkest Night has:
Damage Debuff Scale 3 (critters)
Damage Debuff Scale 4 (players) [Defenders only]
To Hit Debuff Scale 1.5

Radiation Infection has:
To Hit Debuff Scale 2.5
Defense Debuff Scale 2.5

[/ QUOTE ]

Defender modifier is 0.125, making DN 18.75% (1.5x0.125) and RI 31.25% (2.5x0.125) for defenders. Controller and corrupter modifier is 0.100, making RI 25% (2.5x0.100) for controllers and corrupters.


 

Posted

[ QUOTE ]
Hurricane's -ACC is even stronger. Its base is around 35%, enhanceable to around 58%. That'll floor an even-con minion.

[/ QUOTE ]

If true that puts it around 2.8 on the base scale. I've plugged these into a spreadsheet to remember it later. Very interesting.

I just can't get over the gap between RI and DN. I play both and never noticed such a gap in how they play, in fact, I always felt that DN was stronger. With Rad/ I usually take Choking Cloud to help add more defense because it seemed like I needed more (something I never felt with Dark/).

Very cool info. I like having the base numbers for debates on balance. Although even using numbers doesn't always help.


 

Posted

[ QUOTE ]
A couple of things:

1. I believe the LT acc bonus is 1.15 (57.5/50) not 1.16.

2. I believe the level bonus is +10% per level, not whatever it is the spreadsheet is using.

3. The I7 scaler has a discontinuity at +5/+6. From +5 to +6 it doesn't work the same way. I believe that at +5, the acc bonus is 1.5, and at +6 and higher it stays 1.5 but the critters start getting tohit bonuses again. +5% would be a good number to assume from +6 to +10 (the tohit increase that existed from +1 to +5), although I haven't tested this thoroughly yet. But while I could be wrong, I strongly recommend you assume I'm a good guesser in this case.

In fact, I'm so good of a guesser, I'm going to guess that my own +10 number above is wrong.

[/ QUOTE ]

Yeah, don't use the version in the first post of this thread. That's an old, incorrect version and I can't edit the post.

This version contains fixes to all the things you've mentioned.

Except the to-hit thing. I don't remember _Castle_, Geko, or anyone saying anything like that, I'll have to dig up their posts again to double-check.

It seems that the only mention of that was in Statesman's very first post about the subject. It was never discussed again, so I'm not exactly sure what to make of it.

Later in this thread, Statesman said the following:

[ QUOTE ]
In order to balance the playing field, we decided to give mobs the same base To Hit value instead (this was, in fact, brought up on the forums!). Now all mobs, regardless of level, have a base to hit of 50%. The only difference between ranks of mobs (boss, lieutenant and minion) and levels is the Accuracy.

[/ QUOTE ]

So I'm thinking the +5 and above thing never actually made it into the final version of the change.


 

Posted

[ QUOTE ]
Except the to-hit thing. I don't remember _Castle_, Geko, or anyone saying anything like that, I'll have to dig up their posts again to double-check.

[/ QUOTE ]

You're not gonna find one.


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Posted

[ QUOTE ]
[ QUOTE ]
Except the to-hit thing. I don't remember _Castle_, Geko, or anyone saying anything like that, I'll have to dig up their posts again to double-check.

[/ QUOTE ]

You're not gonna find one.

[/ QUOTE ]

If you look, States specifically mentioned the new behavior being for mobs up to +5 levels.


Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA

 

Posted

I have a question about the player-character Accuracy calculator. I've been trying to calculate the accuracy of my Henchmen with different combinations of to-hit buffs (Tactics, Supremacy) and enhancements. In order to do that, I add the to-hit buffs to the "Base Accuracy" cell and the enhancements to the "Accuracy Modifier," right? So assuming my Battle Drones are 3-slotted with accuracy, I'm running 3-slotted Tactics, and they're in Supremacy range, the grand total for to-hit buffs is around 25%, which I add to the base accuracy (75%) and change it to 100%. Then I add the 96% (or so) value of the accuracy enhancements to the Acc mod cell and get the final accuracies.

Right?


 

Posted

Um...maybe? I didn't make that part of the sheet, Ladioss_Sopp did. Try looking at the formulas that are encoded into the sheet to see what you can figure out if you're any good with that stuff.

We didn't know the correct accuracy formula for sure back when he made it (this sheet was originally made way back in I3 or possibly earlier), so it might be wrong. I'll have a look at it and make any changes if necessary (don't have the time to atm).