Pair IO Set Resistance Bonuses Please.


BlueBeetle_27

 

Posted

So a few days ago I was toying around with Mids and decided to see what I could do with trying to cap a Sonic Resonance defender's resists the way people like to softcap Forcefielder's Defense.

After working on it for a while it became very obvious that there's a distinctive lack of parity between Fire/Cold bonuses and Energy/Negative bonuses. (it's even worse for Smashing/Lethal, but those are MUCH easier to get from powers.)

There are 13 sets that grant Fire/Cold Resistance bonuses, 1 set that provides only Fire resist, and 3 sets that provide only cold; compared to only 3(THREE!) sets that provide a combined Energy/Negative bonus, 1 set that provides Energy only, and Six that provide only Negative Energy resistance (Two of which require 6 slots).

Additionally, Fire and Cold bonuses tend to be of a higher scale, and often require fewer set pieces to get.(There are NO fire, cold or Fire/Cold bonuses that require more than 3 slots, whereas there are 3 Negative Energy bonuses that require 4 or even 6 slots to get.)

Of the three Energy/Negative bonuses, two are 0.63% (the lowest bonus there is) and the third is 1.26%.

Fire/Cold's smallest bonus is 0.95% and from there they work their way up to SEVEN sets with a 2.52%bonus (the Purple sets. NO purple sets offer resistance to Energy or Negative at all). Individual Fire or Cold bonuses START at 2.5%, and in the case of Cold work their way up to 5%.


Now, I don't expect for new sets to be made just to fill this gap, but I think that in the interest of fairness and balance within the sets, and to the people who play powersets and characters with differing strengths, that it would help if all of the single resistance bonuses were paired up, like defense bonuses are.

Pairing the damage types for Resist bonuses would bring the total number of sets that grant Energy/Negative bonuses up to 10, ranging from 0.63% to 3.75% in value. It still wouldn't be on par with Fire/Cold, as those sets would now have 17sets ranging from 0.95% to 5%, but it would sure go a long way IMO.


TL;DR version:
Pair up set Resist bonus Damage types already.


@Oathbound & @Oathbound Too

 

Posted

The resistance bonuses should be paired in the same way that the defence bonuses were looked at and adjusted.



@Catwhoorg "Rule of Three - Finale" Arc# 1984
@Mr Falkland Islands"A Nation Goes Rogue" Arc# 2369 "Toasters and Pop Tarts" Arc#116617

 

Posted

Heck I'd be happy to see some more sets with +tox resist to help fill in the holes some AT's have..


50s:
White Valkyrie - BS/Regen Scrap
Fear of Silence - Ninja/Dark MM
Corporate Zombie - Necro/Poison MM
Ardent Cataclysm - Stone/Fire Tank
Angelic Heart - Peacebringer
Maelstrom - Elec/Elec Brute
Novastar - Energy/Fire Blaster

 

Posted

2-1 rule would work wonders


 

Posted

Well, I still feel that IO set bonuses should just be a point system, not a fixed value system...after all, you are making inventions

so pretty much, the sets would be normalized around giving a certain number of points based upon how many IOs you have slotted, and then you can cash in the points for the bonuses you want, and of course there would be caps on the amounts so it wouldn't surpass current numbers.


 

Posted

This topic has been coming up an awful lot lately.

In brief: More options = more optimization. I think that's why we've mostly only seen Defense instead of Resistance, and why I don't think we're very likely to see much Resistance in the future.


 

Posted

I am not fully understanding this as I have not spent the time and effort that you have investigating. However what I think you are suggesting is turning blaster/controllers into Tank Mages by using IO sets. The Tank Mage concept is not a good one for a multiplayer game.


 

Posted

Resists base is 1.25% for a single resist and on the few that are dual it is 0.63% (ie halved)

Defence base WAS 1.25% for a single type or position, and 0.63% on the few that were dualed to start with

From the get go grabbing a position defence was twice as good as getting a resist, then the pairing of poisitonal and typed in every case, made it easier to stack

Right now there are 5 (count em) ways to improve smashing resistance and 4 to improve lethal resists

Both Sm and Le
Air Burst 4 0.63%
Analyze Weakness 6 1.58%
Call to Arms 5 1.89%

Lethal Only
Edict of the Master 4 2.5%

Smashing only
Hibernation 4 1.25%
Kinetic Crash 3 2.5%

Of those only Kinetic crash is remotely stackable in any non-MM build.

Lets look at Fire (14) and Cold (16)

Both
Absolute Amazement 3 2.52%
Armageddon 3 2.52%
Doctored Wounds 3 1.26%
Fortunata Hypnosis 3 2.52 %
Gravitational Anchor 3 2.52%
Hecatomb 3 2.52%
Multi-Strike 3 0.95%
Positron's Blast 3 1.58%
Ragnarok 3 2.52%
Red Fortune 3 1.26%
Rope A Dope 3 0.95%
Salvo 3 1.26%
Unbreakable Constraint 3 2.52%

Fire
Gift of the Ancients 3 2.5%

Cold
Debilitative Action 3 2.5%
Executioner's Contract 3 3.13%
Winter's Gift 2 5%

Again the vast majority are already paired, and given the number of purple sets in there, already unstackable.

Its a relatively straightforward fix, to adjust the few sets that aren't paired (*insert code rant*) and would address soem of the issues that defence is overwhelmingly favoured in IO builds right now.



@Catwhoorg "Rule of Three - Finale" Arc# 1984
@Mr Falkland Islands"A Nation Goes Rogue" Arc# 2369 "Toasters and Pop Tarts" Arc#116617

 

Posted

Kheldians are tank-mages, by that standard.

Edit:

Look, I want to point something out here, that may not have occurred to folks. Having lots of Defense bonuses available makes Resistance sets better. Adding, say, 25% defense all will usually make a much bigger difference to Invulnerability than it will to Super Reflexes -- SR will typically already be at or close to the softcap. It'll help in the sense that it lets SR free up some power slots, but there's not a whole lot it can do with those to improve its survivability.

Adding Resistance bonuses, conversely, would significantly help sets like Regeneration, Super Reflexes, Ninjitsu, Shields, and Ice Armor. With the possible exception of SD, these are not sets that really need improving like that.

I'll grant, yes, aesthetically speaking, more Resistance bonuses would be nice. But like I said above, I really don't think we should expect to see a whole lot of improvement in this area -- and certainly not a shift to the 2:1 value ratio people seem to be asking for.


 

Posted

[ QUOTE ]
I am not fully understanding this as I have not spent the time and effort that you have investigating. However what I think you are suggesting is turning blaster/controllers into Tank Mages by using IO sets. The Tank Mage concept is not a good one for a multiplayer game.

[/ QUOTE ]

Defense set bonuses already do this just fine.


Never surrender! Never give up!
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Posted

In the case of resistance based sets for melee types, having the option to slot for resistance would certainly be interesting. Right now, I slot for defense on resistance sets simply because I can get better bonuses.

Given that a defensive set can effectively soft-cap themselves with IO sets, I should be able to do similar things with a resistance set.

Adding resistance set bonuses to either resistance sets or melee attacks would be fairly effective at limiting slotting for range types.


 

Posted

[ QUOTE ]
In the case of resistance based sets for melee types, having the option to slot for resistance would certainly be interesting. Right now, I slot for defense on resistance sets simply because I can get better bonuses.

Given that a defensive set can effectively soft-cap themselves with IO sets, I should be able to do similar things with a resistance set.

Adding resistance set bonuses to either resistance sets or melee attacks would be fairly effective at limiting slotting for range types.

[/ QUOTE ]

This was my exact line of thinking.

A defense base set with weaknesses to any of the common damage types is capable of building set bonuses to fill that gap.

A Resist based set with a weakness is only really capable of doing THE SAME THING if their weakness is to Fire and/or cold based damage.

They simply don't have the option of filling their gap in Energy/Negative. To a similar extent they cannot build for any remotely noticeable improvement in Smashing/Lethal, but there are options in game already to help along those lines (like Tough)


To look at it another way, it's already possible for Resistance based set to build up Defense IO bonuses to form a secondary source of mitigation.

It is not possible for a Defense based set to do the same with resist bonuses.


@Oathbound & @Oathbound Too

 

Posted

I've long wondered why this is the case, it even extends to power pool options. There's lots of ways to give a marginal boost to your defense in Power Pools. CJ, Hover, and Manuevers all give a decent boost with only 1 power in that pool, and Weave gives a good boost with 2 other choices. While they dont provide much on their own, if you stack em with IO bonuses and whatnot, having one or two adds up.

But then look at Resistances, the *only* way to add anything is Tough. Thats only to S/L (while the defense is to everything), and it requires another pool pick.

I have came to the conclusion that devs want stacking Defense to be easier than stacking res. Why? I dunno, maybe because there seems to be a lot more mobs that counter hefty + def than counter res based sets.


 

Posted

[ QUOTE ]

I have came to the conclusion that devs want stacking Defense to be easier than stacking res. Why? I dunno, maybe because there seems to be a lot more mobs that counter hefty + def than counter res based sets.

[/ QUOTE ]

My guess, is because a mob that has high acc, effects everyone more or less the same. But a mob that has high damage, hurts squishes mroe than non squishies. So if players max out def, then the devs can just upp the amount of acc and tohit available to mobs. The effect on the squishies will be relatively more acceptable. But if everyone could stack +resist, the only counters available woudl be -resists and +dam powers, which would eat through squishies alot faster.


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