To Hit Debuff Enhancement Change Explained


Amber_Blaze

 

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What I see is that full attention is only being given to the PvP side of the game. And each 'tweak' to better pvp makes pve suck worse than dirty brown water.

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PvP is not the root of all evil. If something is abusable in Pvp *and* PvE, why shouldn't it be fixed in both?

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True. However, the *perception* seems to be that when someone gets defeated in PvP by someone using X power, the defeated one turns around and whines about how they were defeated. Then, cries that X power is too powerful in PvP, and demands a change (nerf), RATHER than figure out a tactic to overcome said usage of power. Next thing we know, X power is getting nerfed in PvP, but oh, it's also getting the same nerf in PvE.

Argue all you want of what the reality is, it doesn't matter. What's perceived is PvP is changing the game over and over again.

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Debuffing is probably getting nerfed because Defense is getting such a big boost in i7.

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Yes, but the first explanation given for this change was the abuse of Hami-Os which most people here saw as baloney.

I have a couple of questions. Is defense *really* getting boosted or is the to hit formula getting modified which in effect gives defense a boost?

Either way, if they had come out and said the the to hit debuffs were getting scaled down because they would be too powerful against the defense change, most people would have accepted that easier.

Another question I have goes back to the numbers, the combat modifier, I think. What is the combat modifier? Is it some calculation of rank (boss, lt, minion), level, and some number (1.15 for boss; is that what I saw?)?

I'm also a little confused about boss/lt. numbers. When you say a +0 boss meaning if you are level 40, the boss is level 40, BUT he cons orange which is +2 on some scale or other right? Does whatever color he cons affect the combat modifier or not? If not, does the color he cons to affect something like damage dealt (the damage he does to the player)??

I think my head hurts, I'm so confused...Hope my questions make sense...


 

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Making the same few missions harder does not, has not, nor will it ever equal 'new content'. Harder does not equal smarter. See cuz they'll either increase xp given out or decrease debt.

Nevermind the bad code that spawns a map full of yellow and orange minion/lt combos (and only at intersections.. lotsa empty empty hallways) in coh. In fact, I rarely see any mish hero-side that isnt that way from 1-25 or so. (And yes, I'm set to heroic.)

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The spawns of +1 are normal and "working as intended". They can be rough, but it's to throw in a bit of a challenge. Not everything is white.

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No, and not everything should be +1 either. I'm speaking of the majority of a map having +1 mobs. Not an occaisional 'throw in'. Nor should the spawns in a map overlap time and time again. After Level 25 or so, the first seems to go away and the second is something that is not working as intended. If it is it's borked.

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What I see is that full attention is only being given to the PvP side of the game. And each 'tweak' to better pvp makes pve suck worse than dirty brown water.

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PvP is not the root of all evil. If something is abusable in Pvp *and* PvE, why shouldn't it be fixed in both?

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Umm.. the abuse is an epic power that cannot be used in any of the current PvP zones, saves the abuser about one slot of enhancing by using an enhancer only available to someone Level 45-50. The 'abuse' is not a game breaking issue and should and could be corrected.. the right way.

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Even with all the xp and debt changes, I still run out of missions sometime during L9 and either need to street sweep or go to the Hollows. Neither of which are very appealing to me. Yet the focus remains on PvP issues.

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The Hollows "equals" PvP problems? I think you have PvP paranoia.

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No, I'm saying as a zone, the hollows suck. That despite stopping debt from L1-10 and increasing mish xp, I run out of mishs from regular contacts at L9.

I am paranoid about any 'PvE' changes.. every time the devs say we're nerfing something because of pve, it has had it's root in pvp. I dislike PvP because it's pretty much ruined the PvE game i love. The only good I've found is being able to run PvP zone mishs in the 38-40 range where you still run out of mishs.

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This latest patch was a minor balance patch leading up to i7. That's it.

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This patch breaks more than it fixes.

Several systems that worked fine are now broken by this patch. "We'll fix it later" is not good enough.

Things have been released with promises of we'll fix it later that never get done. My maps on my 50's still dont work right in croatoa or any of the new PvP zones. You still cant sort with some of the columns in Global lists or in SG lists. Some were broken by newer patches/issues. All have that 'we'll fix it later' promise stamped on them.

Either fix it before it rolls out or dont release it. If it cant be fixed now because of another patch coming then set this one aside until it can be fixed.

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My 50's have been nerfed into the ground for PvP's sake, yet cannot get their own PvP missions. Oh, and the maps are broken for them.. still. Nor have they had any new content in .. well I can barely remember the L40+ content in coh.. long enough that I cant even remember the issue.

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I'm not even sure what you are tying to say here. Because they haven't added PvE content for the 45+ game it is all PvPs fault? And not the fact that they've been filling in content at lower levels?

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Since when? issue 5 was Croatoa. Issue 6 was CoV. Which added minimal CoH content. This new Issue actually will have *some* 50 content only as a byblow effect of adding 40-50 villain content.

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It would be nice if in these between issue patches they'd fix the quality of life issues first.

This patch contains a lot of ill-conceived things. I'd perfer the hami-o exploiters keep the exploit for however long than than see some of the truely dumb things this patch does.

Here's an idea.. scrap this patch, continue with issue 7 and once issue 7 is released, go back to reworking the items in this patch.

Instead of breaking more of the working systems, how about fixing some of the already broken ones?

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Realistically, it looks like they are stating that "debuffing" stuff is now supposed to be equal to the upcoming Defense (and scale correctly.)

Debuffing is probably getting nerfed because Defense is getting such a big boost in i7.

Probably too much of a good thing.

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Realistically, this is a nerf. A global nerf to any debuffers.

"They" havent stated anything that says it isnt a nerf.

Defence for debuffers is the debuff.

People seem to forget that this nerf affects all levels, not just those with SO's. The 'boost' such as it is, does not help low level debuffers.

For debuffers, the game just got longer. Oh and for any Debuffers that ever solo. Because the new debuff scaling is still worse for +0/+1.

If you're going to reduce the effectiveness of debuffing powersets then the damage from those sets needs a corresponding increase.


~Liberty~
The LEGION (CoH) - The Fallen LEGION (CoV)
Forget your fears and want no more

50's - Renkoro, Remorseless

~Virtue~
Angry Angels / Jaded Angels

Global - @Puretone

 

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Sure it might help - but it's hardly necessary - and in general gets in the way of enjoying the scenery if you have to stop and monkey with the mechanics every 10 miles to make sure it's in top performance. If for some weird reason - they change the road on you - or the car suddenly isn't able to out run that sporty new job ... you're spending waaay too much time mechanics - and not enough on enjoying the drive.

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No, what gets in the way of that Sunday drive is taking the car in for service and after getting it back, finding your buckets seats have been replaced with a bench seat. The reason? "Your car was never meant to have bucket seats." Still driveable? yeah, but certainly not as much fun.

Or even more applicable.. "Your car has been equiped with new tires that only allow you to inflate them halfway. Because you were never meant to get 30 mpg, or go faster than 50 mph"


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True enough - ED did make things more difficult to understand our powers. I won't argue that - or even the need to do some serious number crunching by the fan base when a new nerf hits.

But I'll be open here - would anyone here actually trust published numbers at this point? I don't think there's a set of numbers the devs have given us - that aren't picked apart clean and improved on by the fan numbers.

The numbers do exist - they're just given by the fans... the most accurate ones anyway. (Devs - don't beat me for speakin the truth!)

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No matter how much they nerf something - it will not change anything. You will still have to play

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No, actually i dont have to. The question is 'Will I want to?"


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Actually - if you want to be in the game - then there isn't any choice in it for any of us. The devs have made this clear over and over again - this isn't a democracy ... it's at best a benevolent dictatorship. We either play the game they give us or we go find another. So it's not a choice.

Quiting is a type of choice... but it absolves you of the game, so ... no it's not really a choice at all.

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Now... half the posts in these forums scream that new content needs to be added... something has to change.

Okay - it just changed. Is your toon unplayable? Or is it just harder than ever? If it's one - then guess what, game rules changed and it's time to start the process over.

If it's just harder than ever... over come it. Haven't seen anyone on these forums yet that isn't capable of rising to that occasion. We got great players in this game... if the game gets harder - we just gotta get smarter... and we will.

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Making the same few missions harder does not, has not, nor will it ever equal 'new content'. Harder does not equal smarter. See cuz they'll either increase xp given out or decrease debt.

Nevermind the bad code that spawns a map full of yellow and orange minion/lt combos (and only at intersections.. lotsa empty empty hallways) in coh. In fact, I rarely see any mish hero-side that isnt that way from 1-25 or so. (And yes, I'm set to heroic.)


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Hmm... I have got 3 controllers, 2 tanks, 1 scrapper and 3 defenders... on Heroic I almost never see a yellow or an orange unless it's a boss. But I'll take your word on that and accept it - everyone has different types of toons.

As for the rest of this... that was my attempt to say we've been given lemons, make lemonade. Which is the only option we have for reasons I've stated above.

Whether we like this stuff or not - this is how it is. This is the way the devs want it.

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What I see is that full attention is only being given to the PvP side of the game. And each 'tweak' to better pvp makes pve suck worse than dirty brown water.

Even with all the xp and debt changes, I still run out of missions sometime during L9 and either need to street sweep or go to the Hollows. Neither of which are very appealing to me. Yet the focus remains on PvP issues.

My 50's have been nerfed into the ground for PvP's sake, yet cannot get their own PvP missions. Oh, and the maps are broken for them.. still. Nor have they had any new content in .. well I can barely remember the L40+ content in coh.. long enough that I cant even remember the issue.

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Agree with this totally. I believe the argument / statement currently being tossed around is... they can't update the CoH side until the CoV side is up to speed since the two will be inextricably linked from here on out... or some such.

It may or may not be true. A lot has been promised for down the road. I know the consistent attention to PvP is due to the fact that PvP is some game designers idea of unlimited content they don't have to code or write... since the players create the stories themselves.

That's always been a cool theory - but as has been the case here - it's usually a failure. The only replacement for good content ... is good content. Content however is expensive - and if the suits over at NCSoft -- who think they know more than Jack and everyone else decide PvP is the best option...

All the good ideas we have here, that Jack and the rest of the Devs have ... are just that ideas. NCSoft signs the checks - so they decide.

To be honest ... with Croatoa I saw us take a massive step backwards. The whole mystic woods thing ... drifted us away from the comic book roots of the game. And that was the last real content we've recieved.

ED and everything else - has all been an attempt to bring the game more in line with the needs of the PvP community. So that eventually the villian side, would be taking on the hero side - and thereby providing us with "content".

But you're right - content is not endless mindless battles against one another.


 

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Builds that depend on 2hit buff and debuff WITH the defense change are going to have a new play style.

I'm still pondering how a change to To-Hit Debuff enhancements is going to have any effect on powers that don't even take those enhancements. To-Hit Debuff powers will likely see an overall change along with defense but it's more one in predictability and an overall increase of power not a loss.

Drawing conclusions over nothing?

You proclaimed the sky is falling because powers like Aim and Build Up are getting nerfed (no change to these powers at all) and that powers like Overload, MoG, and Elude will be impossible to punch through (players already had their PvP to-hit reduced to 50% back in I6). You've drawn conclusions based completely on nothing.

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You don't work for the Oil Companies do you?

So 'tarded to see Nickel and Dime ..Nickel and Dime. Our toons are now weaker, not by much, but it's adding up. Compare to issue Zero son, and compare. You just need to dive in and play the game and see the conclusions. If it was based on nothing than why would it be in the DC in the first place.


ArchRex Dojhrom x ?
* Sidus Loricatus: B-NRG2, S-BS/Reg, T-Fire/Ice, MM-Bots/FF, St-NRG2, Dom-Psi/NRG, Cor-Son/Traps, Cor-Ice/Kin, Ctrl-Fire/Kin, PB-LB/LA
* Arachnos Loricatus: Soldier, Widow
* Praetoria Loricatus: B-DP/Dev, Cor-Elec/Elec

 

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Here's a rather shocking outcome. It does look like bubble defenders might return to their old glory days.

I'm going off hero builder numbers here, so if these are wrong, someone please correct me.

Deflection/Insulation Shield: 14% defense
Dispersion Bubble: 9.25% defense

3 even-level Schedule B SOs is a modifier of 1.573, for a total of (0.140+0.925)*1.573 = 36.57% defense.

A +3 Archvillain has a 97.5% accuracy (capped, of course, at 95%). This is obtained through a rank modifier of 1.5 and a level modifier of 1.3.

1.3 * 1.5 * 0.5 = 0.975

Now, defense is directly subtracted from the base toHit.

1.3 * 1.5 * (0.5-.366) = 0.262

1 - 0.262/0.95 = <b>72% reduction</b> in hit rate. This is an amazing reduction.

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Whee. It sure is. Sorry, UberGuy, but I'm not "feeling the power".

Do you know what that "impressive" number means? It means that people I protect have a final 28% chance to be hit.

That seems great until you realize that Battle Maiden, say, only needs to hit a 'squishy' twice to kill them. "One death per seven swings, on average, might be less" sounds a lot less impressive, but is another way to express that exact same number.

In-game, this is not the same thing as "taking 28% damage"! Play with FF Defenders against a serious +Con mob sometime, and you will get to experience the same "Hey, I'm invincible! *BAM* Oops, burst damage! Whoa, I'm dead!" gameplay that /Regen Characters currently enjoy.

+Defense is only helpful in large amounts.

Anything else and either you're playing Russian roulette or you don't need the +Defense to begin with. There's a reason that all my FF Defenders have the medicine pool, and it's got nothing to do with RP'ing or Character themes...


Currently playing:
Infaerna Who knew Fire/Fire Brutes were fun to play?

 

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I agree GS. But guess what. That problem existed no matter what. With I7 changes, even if you could floor their toHit, that floor was not 5% any more. It was now 10% of their normal toHit. So that +3 AV would actually have something like a 12.5% chance to hit even if you had 2.65*10^6% defense bonus. One shot in 8 would still hit.

That's just plain a limitation of Force Field or SR or anone's "all defense-based powerset of choice". And I have no problem with people who complain about that as a set design problem - I happen to agree.

But to then say that this behavior makes the nerf unacceptable - I can't get on board with that.

My very first character was SR. I still have him. He's still a PvE gimp, and I keep him only for sentimental purposes. I hope to enjoy him again in I7. We'll see. But I learned my lesson. I dislike the limitations of pure defense. I've stayed away ever since.

You take your bubbler and stack his bubbles on my DR or Regen oriented Tankers, Scrappers, Brutes, etc. and you'll make me a very happy camper, because you'll layer a mitigation I don't really have on my own, and your mitigation layer will be very strong. Yeah, it's not going to protect the Blaster from an AV's attacks, and that's a bummer. But it's not like FF is useless; it's limited. Take some pleasure in the fact that your limits will be relaxed a little for a change.


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

 

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You take your bubbler and stack his bubbles on my DR or Regen oriented Tankers, Scrappers, Brutes, etc. and you'll make me a very happy camper, because you'll layer a mitigation I don't really have on my own, and your mitigation layer will be very strong. Yeah, it's not going to protect the Blaster from an AV's attacks, and that's a bummer. But it's not like FF is useless; it's limited. Take some pleasure in the fact that your limits will be relaxed a little for a change.

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I'll keep this in mind and do my best, but it's going to be a pain for me (and my teammates).

I kind of feel like I went through 36 level of FF defending for what amounts to a nerf, but at least my Blapper will be better off.

I guess I'll delete the toons while I think of some other type of character to play... maybe a Controller duo of some type?

I can compensate for almost any game-balance change, but fundamentally changing how the very limits of +Defense works is a pain if you're already at them...


You must understand... I am indeed, evil. If I approve of a post, then it cannot be good. Literally.

 

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Scott, I can't understand how you can refer to this as a nerf for FF. Defense has been improved as a whole.

Your argument seems to be that a Squishie can't tank an AV with a FF defender, but a counterargument is that the squishie shouldn't be doing that anyway.

If you just straight look at the numbers, it's a huge improvement for defense based sets. To say it is unacceptable because it is now impossible to floor an AV/Boss/Lt at 5% through defense is just kind of silly. (because unless we're talking multiple FF's on a def based set, it wasn't going to be floored before the change anyway.)



Now here is my new worry. Has anyone considered what this is going to do to mob's debuffing defense? With the Accuracy modifiers it will also magnify the debuff through the exact same mechnisms. I think those numbers will need some tweaking. My /SR will gladly take on large groups solo, but runs if he sees two earth thorn casters because quicksand is such a brutal debuff.


 

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Since when did ideas allegedly from the forums automatically meant they were good ideas. Allegedly (and I would have to see the posts first hand to believe it) Supression was an idea from the forums and that was obviously the worst change in COH history when it first came out. Every tweak in the game for the last year seems to have been for the worst. I say less nerfing and tweaking until you introduce more significant content, powers and archtypes. Then you have something to tweak.

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First: we are NOT changing Defense Debuff Enhancements at all. This was an error in the patch notes.

Let me clarify a few things about the To Hit Debuff Enhancement change (from Schedule “A“ or 8/16/33 to Schedule “ B“ or 5/10/20).

_Castle_ was right that the decision was affected by Hamidon Enhancements though this was not the primary reason for the change. We needed to change the way To Hit Debuff Enhancements worked because of the upcoming I7 change to the To Hit calculations. There have always been some issues with Defense and Resistance. The former was affected by level differences, while the latter was not. For example, an even con would have a base to hit value of %, while a Boss 2 levels higher than a player would have a %. But if a player had damage resistance, it would apply the same discount to damage regardless of the mob’s level.

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.

In order to decipher this a little bit easier, let’s take a look at the to hit formula.

(Base To Hit + To Hit Buffs - (To Hit Debuffs * Combat Mod) – Defense) capped at 5% or 95% * Accuracy (capped at 5% or 95%, again)

In the case of the Base To Hit – Defense, the value is floored at ..05 or 5%. It can’t go below that. Similarly, the result after being multiplied by Accuracy can’t go higher than .95 or 95%

The To Hit chance also increased over level. A +1 level had a 1.05 modifier, +2 level 1.1 and +3 1.15. For example, the base to hit chance of a lieutenant +2 levels was .58*1.1 or 63.8%.

Now let’s take a look at the effect that the To Hit change has on the To Hit Debuff Enhancement change with Radiation Infection and a Defender.

Before

Radiation Infection has a base To Hit debuff of 2.5 * the Defender’s Archetype boost of 0.125 = 0.3125. With 2 SO’s under the Schedule “A“ (a 66% increase to the Debuff), the end result would be 0.5187.

Here’s a breakdown of how this would play out against various ranks and levels

Even Con
Minion .5 (Base to Hit) -0.5187 (Radiation Infection To Hit Debuff) = -0.0187 or 5% chance to hit (minimum before Accuracy modifications)
Lieutenant 5.66%
Boss 13.13%

+1 Level
Minion 8.32%
Lieutenant 15.85%
Boss 23.32%

+2 Levels
Minion 18.50%
Lieutenant 26.03%
Boss 33.50%

+3 Levels
Minion 31.28%
Lieutenant 38.81%
Boss 46.28%

After the I7 change

Instead of changing the base to hit chance, we instead are changing Accuracy. Take an even con boss: his To Hit is only .5, but his Accuracy is 1.3. The net effect is that a boss still hits someone 65% of the time against someone without Defense, but with Defense, the equation changes substantially.

Let’s take Radiation Infection again. It’s a Schedule “B” now; with 2 SO’s, the net result would be 0.3123 * 1.4 = 0.4372.

Every single mob has now been given Accuracy to make it so that their base To Hit value is only .5 rather than the values you see above. In addition, higher ranks have an inherent resistance to To Hit Debuffs (.1 for Lts., .2 for Bosses, .3 for AVs).

I’ll work it out a little more fully here with the To Hit Formula. Taking that boss mentioned above, his To Hit would work out like this…

(0.5 - (0.4375*.8)) * 1.3 = 0.1950 or 19.50%.

Whereas previously, the To Hit chance had a level modifier, now that applies to Accuracy. +1 level is 1.1, +2 1.2, and +3 1.3. A lt.'s base To Hit is then .5*1.15*1.2 or .69/69%.

I’ll apply it below so that you can see the changes in action.

Even Con
Minion 6.25%
Lieutenant 12.23%
Boss 19.50%

+1 Level
Minion 11.69%
Lieutenant 18.43%
Boss 26.46%

+2 Levels
Minion 18.00%
Lieutenant 25.54%
Boss 34.32%

+3 Levels
Minion 28.03%
Lieutenant 36.51%
Boss 46.05%

Ideally, the Enhancement change should’ve gone hand in hand with I7. To be honest, there was an error there. Unfortunately, we discovered that we couldn’t pull the change out without jeopardizing the I7 release schedule. Right now, QA (at NCSoft and Cryptic) is working away at I7 and shaking out bugs. If we were to roll back this change, our teams would need to put I7 aside and retest the current build. I made the decision to stay the course instead.

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Few things here.

1. If you absolutely must insult someone and imply they be fired, at least learn spell!!!

Honestly, draft your post in microsoft word if you have to. I'm no perfect speller but I saw some absolutely rediculously sloppy writing all while insulting and implying incompetence.

2. Lay off states.
He isn't responsible for everything you are mad at him about.

He has fricken tons of things both technical and conceptual to consider and deal with every day.

Add to that he has to supervise and coordinate.

Then he also has a life, a family, and a lil boy now.

Also I believe the son was recent, meaning he prolly just made it thru 9 months of JOY (try living with a woman with child) further complicating his life and stressing him as much or more than his job.

He make a convieniant whipping boy for your frustration though doesn't he? Vent on something else, personally I recomend a FPS or action game.

3. Honestly I think most AT have some sort of defense besides blasters, and even they typically have a lil. Defense is getting a nice boost.

4. To-hit debuffs stack on top of that new defense, and continue to work rather well at keeping teams safe.

5. Unlike defenses, to-hit debuffs are usually only 1 small part of the debuff set that debuffs dmg. How could you possibly pick out 1 aspect of a set and expect it to compare to the majority of another set?

6. The major carriers of to-hit debuffs, darkness and rad, arn't exactly weak kittens in the field of dmg mitigation. Where are you finding room to complain even IF there was a small nerf (it's definitely not large if it even exists). Sit down and hush.

7. Since the major to-hit debuffs are perfectly fine, the question would instead be: Should we buff the minor/medium ones?


 

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Sort of a reply into the conversation of GS and UberGuy, who both have the interesting distinction of posting most of the things I wanted to post during my months away from the City but couldn't ...

As the owner of a FF defender (50) and a Dark defender (38), I'd certainly like to be the only thing my team needs to roll through missions in total safety. But realistically, it can't be that way. It's not quite proper for one character to be able to max out everyone's defense (FF), floor their chance to be hit (Dark), cap their resistances (Sonic), keep them at 100% health/end all the time (Emp), or whatever. Otherwise us support types run a much worse chance of redundancy.

Sure, there's always been overlap. When SB and Transference are around, there's hardly any need for RA. But for the most part, the way things seem to be now, these sets manage pretty well to be complimentary with two or more very similar AT flavors in a team. If one FF was all we needed for "team elude," then it wouldn't be nearly as fun or as meaningful to combine my Dark def with someone else's bubbler.

I've never been a huge fan of non-resistance sets knowing that defense didn't scale as well to higher cons as resistance. My powergamery nature causes me to think that way. But I7 looks like a step in a good direction, and I think we should preserve the model where two bubblers are better than one, even though that directly means one can't completely protect the group by himself. Even in its current pre-I7 form, defense is certainly a form of mitigation. Just not as overall effective as resistance, but the changes to the formula in I7 (which I like) should ease that. True, higher-rank mobs can't be totally floored anymore. And I'll curse that occasionally when Infernal smacks me or a teammate. But all in all it feels like a welcome improvement to me, for what that's worth.

Considering the bile I spilled over Issue 5, it's a nice change of pace for me to be looking forward to an update.


Please try MA arc ID 351455, "Shard Stories: Scavenger's Hunt." Originally created for the Dr. Aeon contest, it explores the wild potential of one of the City's most concept-rich but content-poor settings: the Shadow Shard.

 

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Having now had considerable time to play with these changes both on Live and on Test, with both Dark and Rad defenders, I really have very little problem with the enhancement change.

Right now on live I feel like accuracy debuffing is pretty pointless for +2's and above, however on Test I do notice a distinct improvement with the change to the to hit formula, so I have little complaint about it. The new numbers for +1 mobs aren't quite what I think they should be, especially bosses, but I'll take the small hit on even and +1 conning mobs for the better performance against the +2's and above.

My own ongoing trouble with the enhancement change though is PvP. Accuracy debuffing really suffers against other players and most people just calk it up as a useless, espeically given the amount of acc buffs available to players. Is there a chance of a pvp only buff to to-hit debuffing to help level the field?


 

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My big concern with this to hit formula: (Base To Hit + To Hit Buffs - (To Hit Debuffs * Combat Mod) – Defense) capped at 5% or 95% * Accuracy (capped at 5% or 95%, again) is that To Hit Buffs can completely obliterate defense based build, while resistance based builds can more easily shrug off the buff. I would propose the To Hit Formula be: (Base To Hit + To Hit Buffs - (To Hit Debuffs * Combat Mod)) * (1 – Defense) * Accuracy (capped at 5% or 95%) . The net result of the change is that defense now scales evenly with resistance (i.e. 1% def = 1% resist) and the negative impact of to Hit Buffs on defense based sets is dramatically reduced. It also has the side benefit of making it much easier to balance defense vs resist.

Note: Accuracy is actually 1 + net accuracy...


lex parsimoniae: entia non sunt multiplicanda praeter necessitatem