change to rage
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Didn't shatter get its activation time reduced?
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Crikey. We still going on about this? They dropped the zero end. Crisis over. For now.
Don't get into a flap. It's only my opinion and I'm thick
Arc 56763 Lord Anarchys heaven
2 mission arc. Bring friends cause Lord Anarchy means business...
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Shatter is a high damage cone attack (its arc has been increased), crowd control is a cone, whirling mace is an aoe. Sure war mace is the badest set for pve purpose...
Hit 2-3 mobs with shatter and you overdamage KO blow.
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I'm a bottom line kind of guy. Numbers, as such, don't answer all the questions for me.
To me, all Tank damage sets should equate roughly, but in different ways.
In some cases this works.
EM is the hardest hitting set by quite a way but it doesnt have aoes to speak of.
Fires damage aint great but it has aoes and damage over time. Stone melee has a bit of everything and so on. If you put SS into the mix this balancing of styles actually works quite well.
I understand Mace is signicantly weaker in most departments and I dont know why that is or why the devs haven't attended to this fully. I never played it or axe or ice so I can't say.
I can say the model i described (equal playability in different ways) should apply to every tanker secondary.
It shouldn't be a case of, this set is gimped or this set is significantly superior but rather this set does this better and that set does that better.
Which brings me to rage. The fact is, in my opinion rage shouldn't even exist. Or, if it does, it shouldnt even have a penalty. This isn't one of my rants. It does have one so life goes on but:
the damage bump does not make it the mightiest damage dealer in the AT. It makes it a decent set.
So, strictly speaking, the damage we deliver on rage should be part of our base. It certainly doesn't justify a penalty because we should have that damage (or thereabouts) in the first place.
So we talk about the accuracy buff which is nice. Means we can release slots we would otherwise put acc into or we could go to the acc cap without too much effort.
Now that's worth a penalty.
Or is it? Will Power gets me to an endurance power better than stamina with no penalty!! Earlier than stamina as well.
I save 3 (count em 3) powers cause I don't need to get stamina any more. I can get it too and then really rock, but I don't have to. And there's no penalty.
I can also, with SS add focussed accuracy (in my 40s) to rage. But I still get the penalty.
So, given the way I think, rage probably shouldnt exist at all. And mace and any other secondary that is clearly underperforming should be buffed.
My personal observations on the matter.
Don't get into a flap. It's only my opinion and I'm thick
Arc 56763 Lord Anarchys heaven
2 mission arc. Bring friends cause Lord Anarchy means business...
A lot of SS tankers won't run rage under certain conditions but if they were Mace they'd gladly build up every time they can.
I play all of the melee sets and none of them can be as risky as SS.
He will honor his words; he will definitely carry out his actions. What he promises he will fulfill. He does not care about his bodily self, putting his life and death aside to come forward for another's troubled besiegement. He does not boast about his ability, or shamelessly extol his own virtues. - Sima Qian.
From Castle:
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(QR)
For your consideration:
Replace -Def with reverse Power boost effect. What I mean by that is all secondary and status effects the character has are weakened, say by 50% for 10 seconds or so. Taunt would, of course, be excluded.
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Source.
Now in my experience Power Boost buffs defense but not resistance, so I would expect this to debuff defense but not resistance, making it worse for def sets.
However in a later post Castle seems to think it wouldn't affect defence (or heals), but would affect mez resistance.
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Will that lower my status protection, the size of my heals, the amount of Defense I have, etc. ?
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I haven't done a lot of analysis on it, but it would almost certainly not debuff Defense, Damage Resistance, Regeneration or Self Heals. It would almost certainly include a decrease in Status Protections (which would be the prime consideration when determining the numeric impact in terms of Magnitude and Duration of the crash.)
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I really should do something about this signature.
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Now in my experience Power Boost buffs defense but not resistance, so I would expect this to debuff defense but not resistance, making it worse for def sets.
However in a later post Castle seems to think it wouldn't affect defence (or heals), but would affect mez resistance.
[/ QUOTE ]It's not about thinking it wouldn't affect them, it's about what he'd set it to affect. Power boost buffs each attribute seperatedly, so it'd be easy to only put debuffs on certain ones rather than all of them.
Negative Power Boost suffers similar problem as -DEF: resist based sets are hit more often, therefore mezzes land more often. Reduced mezz protection = toggles gone = game over.
And should I mention -5% psi def on Inv/ (rikti, carnies, arachnos, wisp ruularu, ...)? Hell, even eyeball ruularu bosses, in decent quantities, can stomp your mezz protection because of their higher chance to hit.
Screwing around with tanker mezz protection is game breaking.
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Negative Power Boost suffers similar problem as -DEF: resist based sets are hit more often, therefore mezzes land more often. Reduced mezz protection = toggles gone = game over.
[/ QUOTE ]Mez protection powers can't be buffed or debuffed.
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Negative Power Boost suffers similar problem as -DEF: resist based sets are hit more often, therefore mezzes land more often. Reduced mezz protection = toggles gone = game over.
[/ QUOTE ]Mez protection powers can't be buffed or debuffed.
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Yes they can, otherwise "Weaken" or "Power Boost" wouldn't make it less or more difficult to mez a toon. Any Buff/Debuff that affects the Mag or Duration of a mez effect also affects mez protection strength.
That's not to say that certain powers can't be flagged as "unresistable" or "unbuffable" though...
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From Castle:
Replace -Def with reverse Power boost effect. What I mean by that is all secondary and status effects the character has are weakened, say by 50% for 10 seconds or so. Taunt would, of course, be excluded.
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This sounds much better.
It would almost certainly include a decrease in Status Protections (which would be the prime consideration when determining the numeric impact in terms of Magnitude and Duration of the crash.)
that is like omg for firetankers.. And all other that lack a certain element of protection. Firetanker lacks immobilize to iirc, only burn gives protection. So if u have KB-IO's and no CJ.. you have little to know protection against KB and immobilize. Stupid.
Yet weird, i dont know any power that can actualy debuff protection, Weaken (poison) afaik only debuffs the target-attack-mez-powers.
So rage becomes more of a situational power, you cant always run around with lowered mez-protection. (tsoo anyone or vs a heavy spawn boss Rikti invasion?). I stick to my.. just give me Buildup like every other set.
50)Sinergy X/(50)Mika.
(50)MaceX/(50)Encore
Sign the petition, dont let CoH go down! SIGN!
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From Castle:
Replace -Def with reverse Power boost effect. What I mean by that is all secondary and status effects the character has are weakened, say by 50% for 10 seconds or so. Taunt would, of course, be excluded.
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This sounds much better.
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Are you sure?
If its lowering mezz protection:
Res sets would get hit by secondary effects more often than the def sets. Sounds to me like where it was unfair on def sets it will become slightly unfair on res sets. I can see some people getting more easily held and detoggling into defeat "at times". Passive resists probably won't offer much to fall back on.
Reverse power boost to our offensive holds ie make Knockout blow so it doesn't hold, Char doesn't hold etc wouldn't matter to those who think in terms of damage but no one will want to use a lot of end for paltry damage during the rage crash. Using a hold etc despite the damage being low wouldn't be a problem.
We then trade a passive defense debuff for an active defense debuff. I am not keen on finding stacked effects detoggling me every crash. Make us lose our ability to control in all ways but taunt and all tanks are inline with each other.
So if it lowering our ability to control. Go for it we can still suffer from it during the crash, sappers, dark ring mistresses quickly spring to my mind but you stop preventing foes from hitting you for a period which can be bad.
He will honor his words; he will definitely carry out his actions. What he promises he will fulfill. He does not care about his bodily self, putting his life and death aside to come forward for another's troubled besiegement. He does not boast about his ability, or shamelessly extol his own virtues. - Sima Qian.
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Negative Power Boost suffers similar problem as -DEF: resist based sets are hit more often, therefore mezzes land more often. Reduced mezz protection = toggles gone = game over.
[/ QUOTE ]Mez protection powers can't be buffed or debuffed.
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Yes they can, otherwise "Weaken" or "Power Boost" wouldn't make it less or more difficult to mez a toon. Any Buff/Debuff that affects the Mag or Duration of a mez effect also affects mez protection strength.
[/ QUOTE ]But mez protection is technically negative mez effect. If Weaken worked that way, it'd apply all mez effects if used on a target with no mez protection. Which I'm pretty sure it doesn't.
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Negative Power Boost suffers similar problem as -DEF: resist based sets are hit more often, therefore mezzes land more often. Reduced mezz protection = toggles gone = game over.
[/ QUOTE ]Mez protection powers can't be buffed or debuffed.
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Yes they can, otherwise "Weaken" or "Power Boost" wouldn't make it less or more difficult to mez a toon. Any Buff/Debuff that affects the Mag or Duration of a mez effect also affects mez protection strength.
[/ QUOTE ]But mez protection is technically negative mez effect. If Weaken worked that way, it'd apply all mez effects if used on a target with no mez protection. Which I'm pretty sure it doesn't.
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I'm pretty sure 'Weaken' reduces ANY value towards zero, positive or negative.
Thus weakening the target's mez protection and mez effects at the same time.
"Power Boost" would work the same way but in reverse.
(and this appears to be the case: is coded as "-XX% Enhancement" according to nofuture)
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I'm pretty sure 'Weaken' reduces ANY value towards zero, positive or negative.
Thus weakening the target's mez protection and mez effects at the same time.
"Power Boost" would work the same way but in reverse.
(and this appears to be the case: is coded as "-XX% Enhancement" according to nofuture)
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As far as I know, and from experience playing my poison mastermind, it indeed works like Mael says. I think i said on another thread that poison masterminds debuff pretty much everything, even things you didnt know could be debuffed
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From Castle:
Replace -Def with reverse Power boost effect. What I mean by that is all secondary and status effects the character has are weakened, say by 50% for 10 seconds or so. Taunt would, of course, be excluded.
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This sounds much better.
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Are you sure?
If its lowering mezz protection:
Res sets would get hit by secondary effects more often than the def sets. Sounds to me like where it was unfair on def sets it will become slightly unfair on res sets. I can see some people getting more easily held and detoggling into defeat "at times". Passive resists probably won't offer much to fall back on.
Reverse power boost to our offensive holds ie make Knockout blow so it doesn't hold, Char doesn't hold etc wouldn't matter to those who think in terms of damage but no one will want to use a lot of end for paltry damage during the rage crash. Using a hold etc despite the damage being low wouldn't be a problem.
We then trade a passive defense debuff for an active defense debuff. I am not keen on finding stacked effects detoggling me every crash. Make us lose our ability to control in all ways but taunt and all tanks are inline with each other.
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Reason why I like this idea more is that while its obviously a 'weakening', its not end of the world as the previous end-crash idea would have been imo. Of course the tank is weakened and will be held etc if it tries to aggress same amount of enemies during the crash period, but thats what should happen if theres crash.... I mean thats the idea of crash.
One of the objections to the negative power boost harming mez resistance is it hurts res sets more than defs sets, since res will get hit by mezzes more often.
However, more reciently, Castle has been talking about coding it in such a way that is doesn't affect mez resistance.
I really should do something about this signature.
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As far as I know, and from experience playing my poison mastermind, it indeed works like Mael says. I think i said on another thread that poison masterminds debuff pretty much everything, even things you didnt know could be debuffed
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I never been able to 1-shot hold a boss with my MM when using weaken. As i see the numbers (36,5% iirc?) a normal boss mez-protection would drop below a single shot of the hold power.
50)Sinergy X/(50)Mika.
(50)MaceX/(50)Encore
Sign the petition, dont let CoH go down! SIGN!
I think that it could debuff mezz duration resitance but not magnitude resistance. So during the rage crash holds, immobilize etc. would last longer but it would always require the same amount of staking.
So they changed Rage.
I'm really pleased with what they did in the end. You can still use all your powers (-999% damage) except temps during the crash. Still has a -25% end and a -20% base defense penalty but there is no debuff to recovery.
Been playing my SS on live and not having to stand there like a lemon for 10 seconds every time rage goes down makes such a difference! Brilliant for my Brute to keep that fury nice and high.
Now if they would take anoter look at the -20% defense
Why not just make Rage a toggle? Would certainly make it unique. Slap some -5% def debuff on it or something.
Chairman of the Charity of Pain; accepting donations of blood and guts.
Prophet of the Creamy Truth; "If it's empty, fill it with cream."
I dont think they can think up anything better tbh, every penalty they think up will have a negative issue to any other set. Recovery is deadly for some sets, HP regen affects only WP, resist is for many dangerous, although acc might be a viable option but easy to overcome (FA, yellows etc).
50)Sinergy X/(50)Mika.
(50)MaceX/(50)Encore
Sign the petition, dont let CoH go down! SIGN!
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Didn't shatter get its activation time reduced?
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<font class="small">Code:[/color]<hr /><pre>
Old New Old New %
Dmg Cast Cast Change Dps Dps Gain
Bash 1.00 1.37 1.33 -0.04 0.730 0.752 3.01%
Pulverize 1.64 1.83 1.60 -0.23 0.896 1.025 14.38%
Jawbreaker 1.96 2.87 1.80 -1.07 0.683 1.089 59.44%
Clobber 0.25 1.83 1.23 -0.60 0.137 0.203 48.78%
Whirling mace 1.12 2.87 2.87 0 0.390 0.390 0.00%
Shatter 2.28 2.87 2.33 -0.54 0.794 0.979 23.18%
Crowd control 1.61 2.27 2.00 -0.27 0.709 0.805 13.50%
</pre><hr />