New Purple Recipes


Chunky_Style

 

Posted

From what i've read, the main reasons for using purple recipes is mainly for the +acc and +rech. Recharge mainly my guess for stuff like perma Hasten, AM, PA and blaster's novas.

I was curious if we would want new purple recipes that offer other big %'s like say 10% def or resist for tanks or anyone else that would rather have more def than rech, or 10% more damage for damage happy toons or maybe 15% end red. (i'd love that one btw. lol)

Why is rech and acc the only big %'s offered in most purple sets? Some toons, like dark sets, would benefit GREATLY from a big endurance reducing purple set.

What do you guys think?


 

Posted

Well, for one thing, I don't think we're going to see any major defense numbers in any of the purple sets. It's not really needed. It's already pretty easy to softcap a defense-based toon to all the positions/types, I honestly don't think we need more defense IOs.

I would LOVE to see more resistance offered by IO sets, I really don't know why there's the huge disparity between defense bonuses and resist bonuses in the already-existing IO sets.

Actual damage bonuses are pretty few and far between, and we already have a ton of damage procs, which are essentially damage bonuses, except better, because they don't apply to the damage cap, and they can give you access to damage types you didn't have before.

I'm not sure what you mean by 15% end. reduction. If you mean actual global endurance reduction for all your powers, I don't think we have ANY IOs that give that at the moment, and it would probably be a little too powerful (especially 15%). If you mean endurance recovery, again, we already have some hefty recovery boosters in the Numina's and Miracle uniques.

Now what I would really love to see are more categories of purple sets added. Like healing purples, or endmod purples, or debuff purples, or defense and resistance purples. Maybe that would open things up for new bonuses as well.


 

Posted

We have:
ranged damage
melee damae
PbAoE damage
AoE damage
holds
stuns
sleeps
confuses

Just about every archetype has a way of easily using some of the first four, and possibly the first six. The latter two are less common, and are much cheaper. The problem with new sets is that they use the same 'pool,' so if too many are added, it risks diluting what is perceived to be a valuable commodity with what then becomes 'dross' of a sort.

I could definitely see these added:

healing
resistance
defense

That's three. other possibilities are tohit debuffs, fear, defense debuffs, endmods, and to hit buffs. The issue? Many characters could not use all of these. (and certainly most wouldn't six slot most of these.) If you look at the way current bonuses for purple sets work, the strength they offer is in their stacking bonuses. If new sets are added, it will be, as stated, in areas less used. If they then have new bonuses attached, these will by extension be less useful, just because few builds could put them together for the same dramatic effect seen in present purple sets.

It would be nice, though, if they did give effects not found presently in any significance. +resistance is all but gone from bonuses, and there is no +mez protection io that I can think of. With all mez armor in PvP changed to resistance, I don't see how some minor protection vs. PvE mez would change things, especially when you must have topped off at 50 to get it. (For instance, a defense +2 mez protection and a resistance+2 mez protection.)


 

Posted

I just wondered why acc and rech were the main BIG %'s. Because rech already has a 7.5% unique and several 6.25% and 5%. There'a also an acc boost in Kismet. You can soft cap, but at the expense of getting other powers if you have to get CJ, Tough, Weave or other toggles when you could get powers that you actually want and just get some recipes for the boosts.

I said 15% because those are the %'s of the purples atm. 10 and 15.

The end of your post is exactly what i said in the 2nd paragraph. lol. I would love to 6 slot if the 6th bonus was better. Alot of them say Toxic resist. Why so many Toxic resists?


 

Posted

Probably because there aren't many ways to protect against toxic damage in this game.


 

Posted

Quote:
Originally Posted by eryq2 View Post
From what i've read, the main reasons for using purple recipes is mainly for the +acc and +rech. Recharge mainly my guess for stuff like perma Hasten, AM, PA and blaster's novas.

I was curious if we would want new purple recipes that offer other big %'s like say 10% def or resist for tanks or anyone else that would rather have more def than rech, or 10% more damage for damage happy toons or maybe 15% end red. (i'd love that one btw. lol)

Why is rech and acc the only big %'s offered in most purple sets? Some toons, like dark sets, would benefit GREATLY from a big endurance reducing purple set.

What do you guys think?
Quote:
Originally Posted by Kitsune Knight View Post
Purples offer good bonuses to EVERYTHING, as well as not losing their bonuses when exemplaring down.
Well, there are some set bonuses you cannot find in Purples currently. Not many of them offer +damage, and none offer defense or resistance set bonuses.

There also aren't Purple sets that go into defense or resistance powers, for that matter.

Note to the OP: no set gives any global end reduction bonus, so you won't find it on Purples either.

My guess is that the reason Purples offer large number set bonuses for a few categories and small or no bonuses for other categories is that someone has decided that that does the least distortion to the game. They don't want purple sets to break the game, and they don't want to give you huge values of every conceivable set bonus...IMHO they're limiting the damage to game balance that adding these IOs can do.

Giving a global 10% defense or 20% resistance bonus to a set would be gigantically broken, you know. Because of the way recharge works, large recharge bonuses don't hurt the game quite so much.

That last 10% defense makes a huge difference in your survivability (triples it, in fact), and getting it globally from 5 or 6 slots is simply too cheap. You can still GET that kind of defense, but you have to commit more power picks, slots, and IO recipes to do so, which is probably proper.

That last 10% recharge moves your attacks down from recharging in 7 seconds to somethng like 6.91 seconds (to pull numbers out of thin air). That's not tripling your attack rate, is it?


If we are to die, let us die like men. -- Patrick Cleburne
----------------------------------------------------------

The rule is that they must be loved. --Jayne Fynes-Clinton, Death of an Abandoned Dog

 

Posted

Quote:
Originally Posted by eryq2 View Post
I just wondered why acc and rech were the main BIG %'s. Because rech already has a 7.5% unique and several 6.25% and 5%. There'a also an acc boost in Kismet. You can soft cap, but at the expense of getting other powers if you have to get CJ, Tough, Weave or other toggles when you could get powers that you actually want and just get some recipes for the boosts.

I said 15% because those are the %'s of the purples atm. 10 and 15.

The end of your post is exactly what i said in the 2nd paragraph. lol. I would love to 6 slot if the 6th bonus was better. Alot of them say Toxic resist. Why so many Toxic resists?
Toxic resists are there as toxic damage has few armors to resist it, and many powers that do resist toxic damage have unenhancable resistance. Accuracy and recharge are there for two reasons, I believe.

First of all, players HATE missing, and waiting for their powers to come back. As such, these are most desired. Besides this, +recharge has perhaps the biggest effect on how well many builds can operate, as their highest performing abilities are far more reliable in their availability.

Secondly, these bonuses are always available. As such, having significant +accuracy and +recharge helps a lot when exemplaring down to low levels, when you lose enhanced value, slots, and powers.


 

Posted

Quote:
Originally Posted by Sailboat View Post
Not many of them offer +damage, and none offer defense or resistance set bonuses.
Incorrect. Armageddon/Hecatomb offers 2.52% F/C resist as a 3rd bonus and 5% Toxic Resis as a 6th.


 

Posted

Quote:
Originally Posted by Seldom View Post
We have:
ranged damage
melee damae
PbAoE damage
AoE damage
holds
stuns
sleeps
confuses

Just about every archetype has a way of easily using some of the first four, and possibly the first six. The latter two are less common, and are much cheaper. The problem with new sets is that they use the same 'pool,' so if too many are added, it risks diluting what is perceived to be a valuable commodity with what then becomes 'dross' of a sort.

I could definitely see these added:

healing
resistance
defense

That's three. other possibilities are tohit debuffs, fear, defense debuffs, endmods, and to hit buffs.
Forgot pet damage, btw, as far as existing sets - and call it odd, but I wouldn't mind seeing a taunt set. Tanks, Brutes, Scrappers, and both Khelds can use them out of the box, while Masterminds going the "Tankermind" route normally pick up something from the Presence pool to help here, as well. That's not a bad chunk of ATs. But it'd be low, low priority.


 

Posted

Quote:
Originally Posted by Memphis_Bill View Post
Forgot pet damage, btw, as far as existing sets - and call it odd, but I wouldn't mind seeing a taunt set. Tanks, Brutes, Scrappers, and both Khelds can use them out of the box, while Masterminds going the "Tankermind" route normally pick up something from the Presence pool to help here, as well. That's not a bad chunk of ATs. But it'd be low, low priority.
True, but my point stands. The stackability of any new bonuses (if they were similar, as present sets have been) would be hampered by the inability of most builds to use them more than once.

Hm. This could be a good thing, however, as developers could offer bonuses that they would usually treat as 'imbalancing' due to the implausibility of re-using said bonuses.


 

Posted

Quote:
Originally Posted by Clouded View Post
Incorrect. Armageddon/Hecatomb offers 2.52% F/C resist as a 3rd bonus and 5% Toxic Resis as a 6th.
D'oh! Forgot about nthe F/C res. Never considered the Toxic res as worth thinking about because (outside of buying a lot of purples) it's so hard to accumulate meaningful levels of it, so I've never tried to stack it up on a character.


If we are to die, let us die like men. -- Patrick Cleburne
----------------------------------------------------------

The rule is that they must be loved. --Jayne Fynes-Clinton, Death of an Abandoned Dog

 

Posted

Also, the 2 slot bonus on most of them is 4% recovery, which is higher than anything but the uniques.


Quote:
Originally Posted by Dechs Kaison
See, it's gems like these that make me check Claws' post history every once in a while to make sure I haven't missed anything good lately.

 

Posted

There -is- a 5% defense, for 6 pieces of the confusion set IIRC.


 

Posted

Cool replies, thoughts. I've never got the 6th because im not sure of anything i fight that does toxic. Maybe a spines toon but i rarely pvp and i dont see alot of PP at 50.

As far as game changing, i'd think a purpd out toon is pretty much game changing when compared to a toon using SO's. Especially in pvp and farming. 5x 10%rech is pretty significant. lol.


 

Posted

Quote:
Originally Posted by Hart View Post
There -is- a 5% defense, for 6 pieces of the confusion set IIRC.
I stand corrected. I've only been looking at Defense sets for Tanks and Scrappers, to be honest.

Quote:
Originally Posted by eryq2 View Post
As far as game changing, i'd think a purpd out toon is pretty much game changing when compared to a toon using SO's. Especially in pvp and farming. 5x 10%rech is pretty significant. lol.
No question. But still LESS game changing than 5 x 10% Defense would be.


If we are to die, let us die like men. -- Patrick Cleburne
----------------------------------------------------------

The rule is that they must be loved. --Jayne Fynes-Clinton, Death of an Abandoned Dog

 

Posted

Quote:
Originally Posted by firespray View Post

I would LOVE to see more resistance offered by IO sets, I really don't know why there's the huge disparity between defense bonuses and resist bonuses in the already-existing IO sets.

I'd like to see some of that sets that offer a defense bonus for the full set have an additional recipe added that would give a resistance bonus instead.

For instance, where Touch of Death offers 3.125% melee defense as the six slot bonus, there would be an additional recipe that would offer an equivalent resistance bonus. Something like 6.25% S/L resistance. The choice would be the players on whether to choose defense or resistance. Of course that's just a number off the top of my head based on the old, one defense equals two resistance. I don't think that formula could used for this, since given the rule of five someone could easily get themselves an additional 31.25% S/L resistance. It's easy to imagine just how crazy a SS/FA Brute with Tough and these bonuses would be. Topping 80% res to S/L and rocking a sub 20 second recharge on Healing Flames would be a tad overpowered.

I suppose the bonuses could be spread around thinly enough to prevent this, maybe limit it to an additional 15% through availability or something.


"If I were two-faced, would I be wearing this one?"
- Abraham Lincoln

 

Posted

Quote:
Originally Posted by eryq2 View Post
Cool replies, thoughts. I've never got the 6th because im not sure of anything i fight that does toxic. Maybe a spines toon but i rarely pvp and i dont see alot of PP at 50.
Arachnoids, loads of Arachnos guys, Rikti monkey farts, the poison gas canisters that nemesis troops sometimes use, and lots of others scattered around.


Quote:
Originally Posted by ShadowNate
;_; ?!?! What the heck is wrong with you, my god, I have never been so confused in my life!