Time to finish fixing Invulnerability


Aett_Thorn

 

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Originally Posted by Kruunch View Post
It was a toggle in beta ... at least from beta 3 on.
Yep, and Unyielding used to root your tanker to the spot where it was activated and Perma-Unstoppable tankers were all the rage. The only thing that I miss about I3 Invulnerability was the fact that it was the one tanker set that allowed you to go with different permutations of the powers and still be effective. The higher resistance numbers meant that you could easily min/max your primary and concentrate more on your offense or you could respec into the aforementioned Perma-Unstoppable tanker. At one point I had a tanker that relied solely on passives, Invincibility and Tough Hide as well as one that was strictly toggles. It was an interesting time.


>


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Originally Posted by McBoo View Post
Unyielding used to root your tanker to the spot where it was activated and Perma-Unstoppable tankers were all the rage.
This was the case for around the first week or so that I was in the game; Heraclea's in-game birthday is Dec. 24, 2004. Also, you could not run Unyielding Stance and Temporary Invulnerability at the same time; having one meant turning the other off.

What I miss about those days mostly was the freedom to make concept characters. I skipped Dull Pain because I erroneously believed it had a hit points crash when it wore off. Unstoppable was out of the question. (Still is; one of the few key things about my concept I've kept). I actually liked the incompatibility of TI and UnS; turning Unyielding on meant that you were standing still and concentrating on deflecting attacks, something I could easily imagine my character doing.



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Originally Posted by McBoo View Post
Yep, and Unyielding used to root your tanker to the spot where it was activated and Perma-Unstoppable tankers were all the rage. The only thing that I miss about I3 Invulnerability was the fact that it was the one tanker set that allowed you to go with different permutations of the powers and still be effective. The higher resistance numbers meant that you could easily min/max your primary and concentrate more on your offense or you could respec into the aforementioned Perma-Unstoppable tanker. At one point I had a tanker that relied solely on passives, Invincibility and Tough Hide as well as one that was strictly toggles. It was an interesting time.

>
Yep. I skipped Dull Pain completely because it was out of concept for my tank. I had to respec into it when GDN / ED hit. Gave up Punch to pick it up and have not had the attack since.


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Originally Posted by Kruunch View Post
It was a toggle in beta ... at least from beta 3 on.
Seems like poor Tyrant gets a click version.


 

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Originally Posted by Heraclea View Post
I would be happy to see Invulnerability get a viable non-toggle option selectable at level 1. Not sure that fronting Tough Hide would feed the weasel, though.

RPD gives a base resistance 10% to physical damage. If you three-slot it before level 12 you can get that to just under 12%.

TH gives base defense of 5%, general coverage except Psionics. Three slotted, you get under 6% at TO levels.

The only advantage you'd get from Tough Hide at level 1 is that the bit of defense it would give you would be valid against all but Psionics. Other than that, the two powers look about equally weak - especially given that non-physical damage is not all that common at those levels. Defense rather than resistance would mean that low level Invuln tankers would have health that yo-yos a lot more, which would be a problem given that Invuln was never intended to rely to a great extent on its slooow self heal for survivability.

If we want to make life easier for lowbie Invuln tankers, swapping Unyielding and Resist Energies would make a lot more sense.
Tough Hide at level 1 would also give you the advantage of avoiding some nasty debuffs, like the Vazhilok slows darts or Clockwork End drain. Given a choice between defence or resistance with equal damage mitigation I'd always choose defence for that reason. Health yoyo-ing for a low level tanker wont be too bad just because spike damage is pretty low at the lower levels.

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Originally Posted by Talen_Lee View Post
So your level 26 unlock is something that sucks and your level 1 unlock is something that won't be good until you have other stuff to stack with it?

Really?
I'd say its the other way round almost. At level 1 RPD does next to nothing. At level 26 you have SO's and can already have Unyielding, TI and Tough, so it could be a potentially brilliant power that cuts your incoming Smashing/Lethal damage by 50%.


 

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Originally Posted by Shannon_EU View Post
I think Invuln is fine now. The last set of fixes, especially when it came to the def debuff resistance made it fine.
I agree. Sure, I'd rather have a set named "Invulnerability" be all about resistance and MaxHp, with no def and healing (maybe a little regen), but that's not going to change, and the performance of the set is great.


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Originally Posted by Finduilas View Post
I don't think anyone is saying the switch should be made just for scraps and brutes--it would really only help those ATs because they currently they can't choose. If they are going to switch it, they should switch it for all Invul players, though as I mentioned, I would prefer that they just stopped requiring players to take the T1 in their secondary.



Which completely ignores the reasons *why* I don't think it makes sense to push for a TH/RPD switch, as stated in my post:

1) It's not needed--without the def debuff, there's no no-level defense "hole" for TH to plug.

2) Invul on the whole is performing very well, and certainly no worse than other tank primaries at low levels.

Maybe ungrateful is the wrong word; "nitpicky" also comes to mind. If Invul were really underperforming, I'd say campaign away, no matter how much we liked previous changes. But IME, Invul is NOT underperforming by any metric I've seen.
Yep I can't really argue that. Invuln seems to be fine as far as I can tell too, and I agree that swapping the powers position seems a tad "nitpicky" (great word).


 

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It is nitpicky. I agree, but its necessary. As was stated earlier, RPD gives S/L resist which is already covered by TI in that early stage. TH gives 5% def to all except psi. Now, lets not forget one important factor according to our devs, 1 def = 2 resist. So 5% def is like a 10% resist spike to everything.


 

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Originally Posted by Profit View Post
It is nitpicky. I agree, but its necessary. As was stated earlier, RPD gives S/L resist which is already covered by TI in that early stage. TH gives 5% def to all except psi. Now, lets not forget one important factor according to our devs, 1 def = 2 resist. So 5% def is like a 10% resist spike to everything.
Just highlighting the operative, and most disagreeable (in a polite sense) word here: people are showing it's not necessary. What your proposed changes may likely be are "beneficial" or "closer to optimal," but by no means necessary, as it's pretty well pointed out that the set is doing just fine as is. It could be tweaked to be better, but it's not necessary. And if it's not necessary, yet requires a lot of headache for the Devs (i.e. needing to give freespecs out to every Invul player in the game), it's likely not to happen.


 

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I remember Castle mentioning a while back about adding +HP to Invulnerability. What ever happened about that?


 

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Originally Posted by Failsight View Post
Just highlighting the operative, and most disagreeable (in a polite sense) word here: people are showing it's not necessary. What your proposed changes may likely be are "beneficial" or "closer to optimal," but by no means necessary, as it's pretty well pointed out that the set is doing just fine as is. It could be tweaked to be better, but it's not necessary. And if it's not necessary, yet requires a lot of headache for the Devs (i.e. needing to give freespecs out to every Invul player in the game), it's likely not to happen.
I would disagree that I'm being shown its not necessary. What I'm seeing is now that INV is performing almost right where it should, people are scared for the devs to go back and touch it anymore. And the Devs don't need to give out freespecs to all the invul players in the game, they sure didn't do it when Taunt got switched from lvl 6 to lvl 10.

What this boils down to is the first two INV powers are redundant protecting against the same thing. Granted, TI does a much better job than RPD due to its higher numbers, but it makes a INV tank squishier than he would be up to lvl 18 due to a lack of def in the tri-protection INV has been built on. Keep in mind, still not asking for number tweaking or anything, I'm happy to with the way INV performs, but, a power rearrange in RPD for TH would give low level (yes, some of us like to hold aggro before the taunt aura and survive it) tanking a more super feel, and I predict that the health yo yo some people are putting forth would not even be there. Maybe Starsman could alter his chart or something to show the effect of a TH, TI, UY, DP build up to level 16 vs the current build with most INV players( excepting those that don't have a choice and are forced into RPD ie scrappers, brutes, etc) who take RPD and TI.

Also, I'm not really a math person, I pick what feels right, when I wanted the passives boosted so UY + Passives = 32%. I didn't do any calculation, I knew what my experience was playing from Issue 1 through ED and GDN. 32% felt right. This swap I'm proposing FEELs right.


 

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Originally Posted by DSorrow View Post
Noooo! Don't touch my Invuln because nothing's wrong with it!

RPD is now a great power thanks to 25% Def Debuff resistance. No reason to switch it with TI to allow Brutes and Scrappers to choose when RPD is now an obvious pick.

Also don't touch Invincibility's Defense. I don't want more Resistance. I want to keep the Defense. Not being hit = 100% Resistance = Invulnerability. See where I'm going? :P


P.S. I could agree on renaming Temp Invuln into something more fitting, and also switching Invincibility to a lower tier (especially from a Tanker PoW). Fiddling with the power effects, on the other hand, gets a no from me.
I agree. The way this game is set up, high-level Defense is just better than high-level Resistance. If anything, I'd like to see the initial Invince bonus to get boosted (I know it's not needed, but as long as we are making wish-lists). It's not about Defense making opponents miss, though I realize that's what it looks like ingame, as it is the only ingame mechanic that simulate shrugging off incoming attacks.

I would be all for moving Invince to a lower tier, but it's more of an issue on the Secondary side. Waiting til 18 isn't too bad, but 28 is rough.


 

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You still have to prove that there is some reason to merit changing things up, which is time and effort on the part of the devs. If Invuln is on par with other sets, especially for the first 20 or so levels you are discussing for these changes, then such a change would not be warranted. In the case of changing Temp. Invulnerability's name, it probably would make sense, and not be that much work, or so I would guess, so you might get something there if you bring it up in a PM.

As it is, Invulnerability is plenty solid for its whole career, and is hardly weaker than other sets prior to level 20. RPD can be nice for times you are low on endurance and don't want to run TI, and of course the two stack quite nicely (unslotted, you're only 7% lower resists to Smash/Lethal than Fiery Aura gets slotted from its primaries). This is even nicer when you think about how much of the damage in those first 20 or so levels is mostly smash/lethal. Sure, a bit more defense would be nice, but all tanker sets don't have all their "tricks" yet at that point. WP can't get defense until 18, either, Fiery Aura doesn't have all its offense (same for Shields, not to mention all its defenses), Ice doesn't get Energy Absorption until 26, etc.

Again, Invulnerability overall might need some regen somewhere, as Castle once suggested himself (not sure what happened to that, if he's still planning on it, or looked at it and decided not to), but other than that, it's pretty solid. My Invuln Tanker is a little behind my WP Tanker in levels (35 as opposed to 49), but I haven't found Invlun to play particuarly weaker, and I'm running most of the same content with him. They just play different, Tanking well overall.

Remember, to get a change, the burden of proof falls on you to proove such a change is warranted. That's how it is.


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Originally Posted by Hatred666 View Post
I remember Castle mentioning a while back about adding +HP to Invulnerability. What ever happened about that?
Ever hear of a little power called Dull Pain?


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Originally Posted by Wavicle View Post
Ever hear of a little power called Dull Pain?
Obviously, he went back in time and added it.


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Originally Posted by Iggy_Kamakaze View Post
Nice build

 

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Originally Posted by Wavicle View Post
Ever hear of a little power called Dull Pain?
I believe he is referring to a post by Castle where he mentioned or asked whether Invulnerability needed some +regen to round things off. Because damage will get through and slowly stack up, and Dull Pain isn't necessarily enough to handle all that. As I mentioned earlier, I don't think anything has been posted by a dev since then, and that was back at the time of the boosts to Invulnerability.


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Posted

I see absolutely no good reason to swap Tough Hide and RPD; in the low levels a mere 5% defense buff is, for all practical purposes, meaningless. It doesn't become really useful until you have defense from other sources to stack with it, which means after Invincibility.

I'd have to say I can't support moving a power that actually is useful at lower levels (RPD), albeit generally more so around 22, with one that really doesn't make any real difference until after Invincibility anyway (TH)... which, by some odd reason, is exactly where it comes available.

Swapping Temp. Invuln with RPD however is a slam dunk for AT's that get it as a secondary. If you were actually going to swap anything else, then swap Invincibility and Resist Elements; THAT would be a useful change. Not necessary by any stretch, but it would be a useful change.

Going from 0% to 5% of defense is nearly meaningless... but going from 25% to 30% is quite significant, and going from 40% to 45% actually DOUBLES the amount of protection. Defense works best when the values get higher. You'll never notice 5% of defense, but you most assuredly will notice the difference 40% to 45% makes.

Bottom line, there's no valid reason to swap RPD and TH and there are very valid reasons to leave them as-is. This would be a poor change and a nerf to low level Invuln.


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Originally Posted by Call_Me_Awesome View Post
I see absolutely no good reason to swap Tough Hide and RPD; in the low levels a mere 5% defense buff is, for all practical purposes, meaningless. It doesn't become really useful until you have defense from other sources to stack with it, which means after Invincibility.

I'd have to say I can't support moving a power that actually is useful at lower levels (RPD), albeit generally more so around 22, with one that really doesn't make any real difference until after Invincibility anyway (TH)... which, by some odd reason, is exactly where it comes available.

Swapping Temp. Invuln with RPD however is a slam dunk for AT's that get it as a secondary. If you were actually going to swap anything else, then swap Invincibility and Resist Elements; THAT would be a useful change. Not necessary by any stretch, but it would be a useful change.

Going from 0% to 5% of defense is nearly meaningless... but going from 25% to 30% is quite significant, and going from 40% to 45% actually DOUBLES the amount of protection. Defense works best when the values get higher. You'll never notice 5% of defense, but you most assuredly will notice the difference 40% to 45% makes.

Bottom line, there's no valid reason to swap RPD and TH and there are very valid reasons to leave them as-is. This would be a poor change and a nerf to low level Invuln.
Well, technically, over a long enough period of time, 5% defence on its own is noticeable. Not very useful by any practical means, but will numerically still be of benefit.

In any case, resists tend to be handier in the low levels because of the correctly explained nature of defence.

Ultimately, while there are some beneficial possible changes, I honestly would be surprised to see the Devs alter Inv's build order and require every Inv in the game to have to respec with practically no end game benefit.

If the Devs wanted to put that much effort into just Inv, they might as well go all out and do something useful by allowing the first two tier powers to be selectable at level one instead, as has been previously mentioned. About as much of a pain (handing out respecs to everyone, which is nothing new, compared to handing out respecs individually to only Inv characters) and far more beneficial to the game populace.


 

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Originally Posted by Call_Me_Awesome View Post

Going from 0% to 5% of defense is nearly meaningless... but going from 25% to 30% is quite significant, and going from 40% to 45% actually DOUBLES the amount of protection. Defense works best when the values get higher. You'll never notice 5% of defense, but you most assuredly will notice the difference 40% to 45% makes.
Let me just state, that the only real way to test this was back when UY had the def debuff. I spent quite a bit of time running around on a INV/Fire tanker during that period and spent a whole lot of time with UY turned off. I kept it turned off because I Was taking less damage. This is due to not having -5% def. I was fighting trolls, so no real worry of status effect issues. This was done primarily to test how much the def debuff hurt lower levels. This was also done before I left which is a few months before the INV tweaks. Once again, if someone more mathematically inclined than would run the numbers, I think we would see a much higher time to live with TH + TI + UY than with RPD + TI + UY. Someone summon Arcanaville.


 

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Originally Posted by Talen_Lee View Post
Is it really that much to ask you to prove your own points?
No Talen its not, but I have no idea where to even begin with the math side of this. Having said that (my math skills really are that bad, you guys don't even know, anything past algebra and I'm stumped), I FEEL this would be a good change. The only thing I have to go on is my experience. My experience playing a INV/SS and taking from issue 2 to issue 7 to get him to 50 (my first 50 actually) tells me in my gut this is a good change. I really didn't expect to get this much static about that change. I'm not asking for numbers to be changed, no respecs need be given out (remember, they didn't give out freespecs with the taunt change), I'm just asking for a quality of life change that helps INV across the board. AGAIN, this is what my gut tells me would be a good change. I can't do the math on it, honestly, because I don't know how. I can tell you that from I2 until (ED) I had TI, UY, INV, and RPD as my main powers, TI was six slotted, RPD was 3 slotted, UY was six slotted and INV had 5 def in it. I can tell you that when ED hit, I picked up the rest of the passives and DP. And Still felt ok with how much damage I could take which is how I arrived at the 35% would be a good mark for exotic damage, I Can tell you that when GDN hit my INV truly felt weak even after I picked up Unstoppable, GDN is the reason I wanted the UY def debuff halved, it was the only DEF value in the game that I'm awware of that wasn't slashed in half with the rest of the DEF values. After ED and GDN I had to take powers I didn't really want on my guys concept, US, DP, Hasten, basically the power gamer powers. And I had to do that just to be able to tank. So when I Say I have a lot of experience with INV as a set, I do truly. And this is why my gut tells me this would be a good change.

(GDN may have come before ED, its been a while so I may have to the two backwards in the time frame)


 

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No Talen its not, but I have no idea where to even begin with the math side of this.
Then this is probably the best place to start with when you consider whether or not you have a position from which you can throw around words like 'need' and 'necessary.' Your 'feel' is not useful information.


 

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SETUP
Assume a continuous stream of damage. Then assume the initial chance to hit is 50% (should be true at low levels in most cases). I am only looking at low levels so no enhancements, just the raw powers and you get:

RPD + TI + UY = 45% S/L resist, 10% F/C/E/N resist, 25% Def Debuff Def
so all S/L damage is reduced by 45%, all F/C/E/N damage is reduced by 10%

and TH + TI + UY = 35% S/F resist, 10% F/C/E/N resist, 5% S/L/F/C/E/N defense, 25% Def Debuff Def
so all S/L damage is reduced by 41.5%, all F/C/E/N damage is reduced by 19%, and potential status effects are reduced by 5%

SUMMARY
RPD + TI + UY gives a slight advantage in S/L damage and a disadvantage in F/C/E/N damage compared to TH + TI + UY. The 5% reduction in status effects in low level will not be noticeable.

PERSONAL EXPERIENCE
I my case running a Inv/Fire Tanker the low levels were about more damage to survive not more armor. Then I tried to max out my S/L resist and didn't have problems till the 30s. For this I used Unstoppable when F/C/E/N was thrown my way. TH was nice to have when since it stacked well with INV and Combat Jumping, and I took it before RPD. But I would never have taken either before level 24 since travel powers, stamina, and a decent set of attacks took preference.
This seems like more of an issue for Brutes or Scrappers of which I have no personal experience how well the switch of RPD for TH would be. My guess would be that this would be beneficial for defense capping with IO sets, but in the initial levels not so much since damage is king and both ATs have plenty of it.
Overall, this change does not seem needed. Invulnerability overall is fine once you understand its limitations and how to address those with IO sets.

My main issue is with End Management even with End Red in all attacks and toggles and IO end boosting bonuses it seems to become an issue. Low level before stamina it is still unpleasant, but that is another topic.


 

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Good Lord, Castle already buffed Invul for the better. There really is no need to rant about fixing it anymore.


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Originally Posted by Myrmydon View Post
Good Lord, Castle already buffed Invul for the better. There really is no need to rant about fixing it anymore.
Agree.

I don't want TH and RPD switched, tho I would be happy to have TI and RPD switched.


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