Damage over time Power Set


Aett_Thorn

 

Posted

Enough with the semantics. You guys all know what he's talking about.

That said, to the OP, they've given you a very good reason why they are against this.


 

Posted

Quote:
Originally Posted by brophog02 View Post
Enough with the semantics.
I'm always up for some antics!


 

Posted

I can see this working within CoX's bound but for a DoT set as others have said it needs some mitigation. I'd suggest a minor secondary effect of -Regen (so that when the DoT'ing Blaster is laying down damage that its not outhealed) and some soft controls (I'd suggest Stun and some Knockback).

The regen would keep an all-DoT build appropriately damaging, stackable soft controls would enable the build to deal with bosses. The powerset would have a role in AV fights and the like as the -Regen secondary effect would be handy. Toxic theming the set would again give it a niche.

So, for example...

Venemous Spit: Ranged ST, Low DoT, Low Rchg, Low -Regen, Chance to Stun
Toxic Tag: Ranged ST, Med DoT, Med Rchg, Med -Regen, Chance to Stun
Bileous Spray: Ranged Cone, Med DoT, High Rchg, Med -Regen
Burning Blast: Ranged ST, High DoT, High Rchg, Chance to Stun
Vile Pool: Melee Area of Effect, Foe Knockdown, Minor DoT, High Med Rchg, High -Regen
Envenom: (As per Mastermind Poison Power, for flavour rather than an Aim clone)
Viscous Globe: Ranged Targetted AoE, High DoT, High Rchg, Med -Regen
Vile Stench: Melee AoE Toggle, Low DoT, Med Rchg, Med -Regen, Chance to Hold
Toxic Meltdown: Melee AoE, Extreme DoT, High Rchg, High -Regen, Stun

... not really balanced at this stage but with three chance to stun powers (set them at a high change), a Ice Slick-esque Knockdown and a Holding/Debuffing "Armour" it should have some survivability. The -Regen component would then need to be balanced against the DoT to have it on par or slightly better than, existing Blaster sets.


 

Posted

Quote:
Originally Posted by Samuel_Tow View Post
It's an interesting idea, but I'm not a fan of Blaster sets that are even MORE team-inclined. Almost all meaningful problems a Blaster can face all but go away on a team if you keep your head in the game, which is, looked at inversely, penalty enough for not playing on a team. Having a set that is even WORSE at solo for the benefit of being better on a team isn't something I can get behind.
Well, I didn't say it would be *bad* solo, just not spectacular. I mean, how does Psychic Blast rank in blaster set?

Really, it all comes down to how the set is mapped out. It'd determine the actual playstyle of the set and *then* you balance it around how it should play out. While burst damage is great for a soloing blaster, it's all relative when you take into account if the set is AoE focused or ST focused, AoE control or ST control, hard or soft control, etc. etc.

That's why I thought the basis of the idea was interesting. It *could* work but given its disadvantage of low burst damage, what does it get in return? Is it more damage/END on the attacks? AoE hard control? Reliable damage on teams? Anything like that can swing its balance from good to bad to overpowered. An alteration in normal Blaster playstyle can make the set quite effective, like turning a corner after you apply your DoTs or phasing or using /Ice's controls to buy you the time for the damage to take effect.

Also, low aggro doesn't make you team-inclined. Not exactly. Low aggro on the attacks would be a purely self preservation effect, with a similar advantage on self survival as Stalker stealth+placate and the stealth toggles in the melee ATs armor sets. Except with the high dmg AoE nature of Blasters, the effect would be more profound. How the effect plays out solo, again, depends how the set is mapped out.

Lastly, why the heck does the set (suggested by the OP) do nearly every damage type in the game? What is the theme/concept of the set to do that!? Does it actually *need* to do that? I can see 2-3 dmg types, but why the heck use all of them?


 

Posted

Quote:
Originally Posted by Leo_G View Post
Well, I didn't say it would be *bad* solo, just not spectacular. I mean, how does Psychic Blast rank in blaster set?
I haven't gotten Psychic Blast high enough to tell (only 20, I think), but I know Assault Rifle suffers from this BIG TIME. With only two real single-target attacks and a spawn, just about every boss, and every boss resistant to lethal in particular, is a PAIN. As well, the set excels at AoE damage of a magnitude that a solo Blaster isn't likely to survive the return fire from. Trust me, I've tried. On a team, it's fire and forget. I can fall asleep on my attack key and my team will love me because of the ludicrous damage output over AoE. Solo, though, that AoE doesn't get as much mileage, and the lack of serious killing speed REALLY hurts.

That's as compared to, say, a Fire Blaster who can outright kill in the blink of an eye, or an Ice Blaster, who can both deal upfront damage AND leverage much stronger control. Assault Rifle just lags behind in solo potential, and that shows.

Quote:
Lastly, why the heck does the set (suggested by the OP) do nearly every damage type in the game? What is the theme/concept of the set to do that!? Does it actually *need* to do that? I can see 2-3 dmg types, but why the heck use all of them?
I believe the idea was for this to be an "Everything Blast." I can't exactly disagree with the general premise, because a set which switches damage types on the fly can be interesting. I kind of question the ability to design one, because you'd have to pick one element to be the strongest to nuke with. More than that, the merit of having different damage types available to you, while interesting, isn't actually something that's terribly useful. Even with good, long-term knowledge of the game, few people would know what to do with their powers, what is weak to what, what is strong to what and so on. There is no good reference material for this. You can sort of draw from Red Tomax, but only if you know each faction's system name, and powers like Surveillance and the Power Analyser aren't very common.

All in all, in a few instances, multiple damage types can be a boon. A lot of the time, though, people don't know when these instances are, and there's no good way to check, or indeed remember. And, what's more, a multiple-damage-type set would be a lot more interesting with the ability to switch damage types on all attacks, not just have one attack be one and the other another.


Quote:
Originally Posted by Arcanaville View Post
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.

 

Posted

Quote:
Originally Posted by Samuel_Tow View Post
I believe the idea was for this to be an "Everything Blast." I can't exactly disagree with the general premise, because a set which switches damage types on the fly can be interesting. I kind of question the ability to design one, because you'd have to pick one element to be the strongest to nuke with.
Perhaps Have the nuke be a mix of multiple types? Rather than Extreme <Damage Type Here>, have it be Moderate This plus Moderate That plus Moderate Other to represent opening up the entire arsenal at once.
Quote:
More than that, the merit of having different damage types available to you, while interesting, isn't actually something that's terribly useful. Even with good, long-term knowledge of the game, few people would know what to do with their powers, what is weak to what, what is strong to what and so on. There is no good reference material for this. You can sort of draw from Red Tomax, but only if you know each faction's system name, and powers like Surveillance and the Power Analyser aren't very common.
All in all, in a few instances, multiple damage types can be a boon. A lot of the time, though, people don't know when these instances are, and there's no good way to check, or indeed remember. And, what's more, a multiple-damage-type set would be a lot more interesting with the ability to switch damage types on all attacks, not just have one attack be one and the other another.
Well, you would be designing a whole new set, so throwing something like Surveillence or Power Analyzer into it would be possible.
But then, let's say you also add Aim. (I'm assuming a Blaster Set.)
You have Seven powers left. If you have one attack with each damage type, then the knowledge that Surveillence gives you won't do much good, as you have only one power to try to lean on the most (whatever critter is weak to) and one or two powers to avoid using for that encounter (unless nothing else is recharged or they have a useful secondary effect). You'll still be shooting off mostly the same attack chain each mission, as a character doesn't have full access to it's Primary for most of it's career.

The other option would be to have the powerset just have three generic attacks (two single target and an AoE, possibly leaning on Smashing/ Lethal?) early in the set, Aim and Surveillence slightly later and at the end have four non-stacking powers that boost or shift the damage types of the generic attacks towards certain damage types?
For these four powers, I'm thinking of something that's like Fiery Embrace, but more extreme in it's effect.


 

Posted

The OPs general idea could work for dominators. Doms could use another AoE heavy set and have the tools to leverage slower acting, secondariless DoT attacks.


@Deadedge and @Dead Edge


Peace through power! Freedom is slavery!
Any sufficiently advanced technology is indistinguishable from a yo-yo

 

Posted

Quote:
Originally Posted by BBQ_Pork View Post
Well, you would be designing a whole new set, so throwing something like Surveillence or Power Analyzer into it would be possible.
But then, let's say you also add Aim. (I'm assuming a Blaster Set.)
You have Seven powers left. If you have one attack with each damage type, then the knowledge that Surveillence gives you won't do much good, as you have only one power to try to lean on the most (whatever critter is weak to) and one or two powers to avoid using for that encounter (unless nothing else is recharged or they have a useful secondary effect). You'll still be shooting off mostly the same attack chain each mission, as a character doesn't have full access to it's Primary for most of it's career.

The other option would be to have the powerset just have three generic attacks (two single target and an AoE, possibly leaning on Smashing/ Lethal?) early in the set, Aim and Surveillence slightly later and at the end have four non-stacking powers that boost or shift the damage types of the generic attacks towards certain damage types?
For these four powers, I'm thinking of something that's like Fiery Embrace, but more extreme in it's effect.
Yeah, that's the other big thing. You need a whole arsenal to truly exploit a weakness. Just one or two powers won't cut it. Assault Rifle Blasters can sort of get around lethal damage resistance via Flamethrower and Ignite, but the effect of this is extremely limited, because they're just two powers, and not the set's very most powerful, either. And, if we give each power its own damage mod, then what if your "heavy hitter" is fire and your low-damage control is ice? What do you do against a demon resistant to fire and weak to cold, then? Even HAVING the power doesn't mean it'll be very useful if it doesn't do enough damage.

The reason I brought this up was that we discussed something like that in one of the Dual Handguns powerset proposals back when the set was first announced. An idea that you could have a whole set doing all Lethal damage, but that you could replace a lot of that with elemental damage. I believe back then I was thinking an extra fire or an extra energy component. That way you'd have a full set of attacks, all keyed to the element that your enemy is most vulnerable to.

Even with such a setup, however, it's still not a very good plan. The thing is, the game is clearly biassed against certain damage types and highly vulnerable to others. Lethal gets the short end of the stick, with every hard target being resistant to it, while Dark is actually quite rarely resisted outside of Spectral Demons and Husks. The game's enemies, in fact, are not balanced around having variable damage types, as not many of them actually have meaningful strengths and weaknesses. And even if they did, exploiting them requires that you KNOW what those strengths and weaknesses are. Even if you have Surveillance, that doesn't actually help too much, because Surveillance is on a 20-second recharge and checks only one enemy. Each enemy faction has a variety of members, often each with their own unique resistances. Checking each before combat is unworkable, and remembering each is VERY difficult.

If the game were simpler in that regard, or had vulnerabilities that were easier to infer, that might have been a good idea. Right now, though, it's more work to actually use than it's worth.


Quote:
Originally Posted by Arcanaville View Post
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.

 

Posted

Hi:

I stand corrected with the use of DPS, I was trying to find away to contrast the damage of burst with DOT. Terminology wise, it seems impossible to do.

All I am trying to imply, is that a more powerful than 7% Defender DOT power series could be made, so its not totally lame. Sure at 7% DOT anyone would be toast and the idea is horrible, but I don't recall stating that the DOT damage was 7% over burst, I believe it was thrusted on me, over and over. It should be obvious as some posters, chose to be more positive, that the damage would have to be significantly more than 7% and that the right damage would have to be determined.

I still contend that a properly set DOT, overall DPS is superior to just continual burst DPS. And somehow, some of the posters infer that DOT killing would take profoundly longer than just straight burst attacking. This could be true, if DOT is only 7% better than burst and is defender strength. But a proper DOT set, would take a bit longer to down a minium, but less for a boss, it would be akin the Stalker assassination damage trade-off, where they do not do as well with minions and LTS, but do much better with bosses.

I will add, that I do appreciate those posters that are actually trying to work with the idea and help to turn it into something workable.

Stormy


 

Posted

I think I see what you trying to do, somehow your post reminds me of the Warlock in World of Warcraft, where they DOT the hell out of you, and then they dash to their next victim as they leave you out to die...

I think, something like that in CoX would be awesome and definetely a cool new tactic for the game, kinda of a Stalkerish-Blaster, you see your victim, you go DOT,DOT,DOT...fade away and laugh as your victim's life ebbs away before his very own eyes.

Come on guys, give her a break, she is trying to help make the game more fun, you should be trying to help her make her ideas more practical, but no need to be cruel or disrepectful. I bet Stormy, despite many of her less than brilliant ideas, has likely many ideas she has submitted actually been adopted by the devs; I believe we should try to encourage her and others to keep submitting ideas, after all if she only has 1 good idea in 20, its worth it.


 

Posted

Quote:
Originally Posted by Samuel_Tow View Post
I haven't gotten Psychic Blast high enough to tell (only 20, I think), but I know Assault Rifle suffers from this BIG TIME. With only two real single-target attacks and a spawn, just about every boss, and every boss resistant to lethal in particular, is a PAIN. As well, the set excels at AoE damage of a magnitude that a solo Blaster isn't likely to survive the return fire from. Trust me, I've tried. On a team, it's fire and forget. I can fall asleep on my attack key and my team will love me because of the ludicrous damage output over AoE. Solo, though, that AoE doesn't get as much mileage, and the lack of serious killing speed REALLY hurts.

That's as compared to, say, a Fire Blaster who can outright kill in the blink of an eye, or an Ice Blaster, who can both deal upfront damage AND leverage much stronger control. Assault Rifle just lags behind in solo potential, and that shows.



I believe the idea was for this to be an "Everything Blast." I can't exactly disagree with the general premise, because a set which switches damage types on the fly can be interesting. I kind of question the ability to design one, because you'd have to pick one element to be the strongest to nuke with. More than that, the merit of having different damage types available to you, while interesting, isn't actually something that's terribly useful. Even with good, long-term knowledge of the game, few people would know what to do with their powers, what is weak to what, what is strong to what and so on. There is no good reference material for this. You can sort of draw from Red Tomax, but only if you know each faction's system name, and powers like Surveillance and the Power Analyser aren't very common.

All in all, in a few instances, multiple damage types can be a boon. A lot of the time, though, people don't know when these instances are, and there's no good way to check, or indeed remember. And, what's more, a multiple-damage-type set would be a lot more interesting with the ability to switch damage types on all attacks, not just have one attack be one and the other another.
You got a point there bro, but, if you pay attention to the orange numbers over the head of your victim, you may be able to see which damage type hurts them more...


 

Posted

Quote:
Originally Posted by Sharker_Quint View Post
Damage over time Power... 10-13-2009 05:29 PM i see why you have rep disabled. you tend to be a jerk a lot.

ok this made me laugh. someone -repped me for the first post i had in this thread which i thought was straight to the point.
I got gray repped for "being rude" for my post. Sorry for being the test, apparently.


Let me never fall into the vulgar mistake of dreaming that I am persecuted whenever I am contradicted.
~Ralph Waldo Emerson

"I was just the one with the most unsolicited sombrero." - Traegus

 

Posted

Quote:
Originally Posted by Stormfront_NA View Post
Hi:

I stand corrected with the use of DPS, I was trying to find away to contrast the damage of burst with DOT. Terminology wise, it seems impossible to do.

All I am trying to imply, is that a more powerful than 7% Defender DOT power series could be made, so its not totally lame. Sure at 7% DOT anyone would be toast and the idea is horrible, but I don't recall stating that the DOT damage was 7% over burst, I believe it was thrusted on me, over and over. It should be obvious as some posters, chose to be more positive, that the damage would have to be significantly more than 7% and that the right damage would have to be determined.

I still contend that a properly set DOT, overall DPS is superior to just continual burst DPS. And somehow, some of the posters infer that DOT killing would take profoundly longer than just straight burst attacking. This could be true, if DOT is only 7% better than burst and is defender strength. But a proper DOT set, would take a bit longer to down a minium, but less for a boss, it would be akin the Stalker assassination damage trade-off, where they do not do as well with minions and LTS, but do much better with bosses.

I will add, that I do appreciate those posters that are actually trying to work with the idea and help to turn it into something workable.

Stormy
Stormfront,

First off, please learn the difference between disagreeing with you, and being rude. I was not attacking you. I was saying that your idea wasn't something I liked, and pointing out that you were using a term that you didn't fully seem to understand (and then explained what it actually was). If you feel that that was rude, I'm not sure what to tell you.

Still, I brought up the "7% Defender DoT power series" as an example. It was a straight blast-to-blast comparison that was easy to make, because it was an exact comparison between tier-2 blasts where one was pure DoT, and the other straight burst damage.

If you want, I can find other examples, and see if there are other numbers out there (and so could you).

Let's try Tankers (10-second recharge attacks):

Incinerate: 111.2 damage over 4.6 seconds

Jawbreaker: 87.2 damage

Greater Ice Sword: 87.2 damage

Siphon Life: 87.2 Damage

Gash: 87.2 Damage


111.2/87.2 = 1.275

Now, that's a 27.5% increase due to being a DoT over burst damage (though one could also say that it's in part due to Fire's secondary effect being damage, and the lateness that it comes in the set, but we'll use it for now).

If somebody wants to help me out with Blaster numbers, that would be great. I wasn't able to find a Blaster DoT effect that wasn't either front-loaded or had a very, very short DoT effect.

So, let's say that we use the 27.5% increase for now, since you've said that this set will have no secondary effects (like Fire Melee, for instance). We'll then take this set, and compare it to something like Energy Blast. Feel free to try it with another set, but I was thinking that since no attack in Energy Blast had much DoT to it (just two tics of damage at once), that it would be a good comparison. We're also going to assume a 3-second DoT on all of the attacks, doing only 3 tics of damage.


Power Bolt: 62.56
Power Blast: 102.6
Energy Torrent: 60.06
Power Burst: 132.63
Sniper Blast: 172.67
Aim:
Power Push: 16.76
Explosive Blast: 56.31
Nova: 304.98 (average)

Okay, now let's put those numbers into your theoretical set, with the bump from having it be DoT:

ST 1: 26.588 per tic (79.764 total)
ST 2: 43.605 per tic (130.815 total)
Cone: 25.5255 per tic (76.5765 total)
ST3: 56.36775 per tic (169.1033 total)
Sniper: 73.38475 per tic (220.1543 total)
Aim:
Utility: 7.123 per tic (21.369 total)
AoE: 23.93175 per tic (71.79525 total)
Nuke: 129.6165 per tic (388.8495 total)

So, the totals are fine. They represent a 27.5% increase over Energy Blast's damage. However, considering that this would be on a Blaster, look at the per tic damage. That is what will occur to the enemy before they get a chance to fire on the Blaster. It's about a third of the damage. Doing 56.36775 damage to the enemy from your best blast before he gets a return shot means that he will get a shot off at you. There would be no way to mitigate that incoming damage, since even unleashing your next-best attack directly after would mean that in total you've only dealt about 2/3 of the damage of the Energy Blaster, until the DoTs kick in. The Blaster would be very vulnerable during that time.


Could you make it so that this kind of Blaster would have a reasonable chance against a boss, due to an increase in damage over a Burst-damage set? Probably. But that would also then make it vastly overpowered when talking about minions. I just don't get how you'd make a set like this balanced for a Blaster who has no other mitigation available to him.


Let me never fall into the vulgar mistake of dreaming that I am persecuted whenever I am contradicted.
~Ralph Waldo Emerson

"I was just the one with the most unsolicited sombrero." - Traegus

 

Posted

Just to add another caveat to the "no" reasoning: Corpse-Blasting

One of the problems with DoT effects is the natural healing rate of the enemy. I can't tell you how many times I've watched my controllers (who usually have one of thier two 'primary attack' powers as a DoT) go: zap...tick...tick...tick and leave the mob with a tiny sliver of life because it got a heal tick in there during the DoT effect, where a burst attack would have dropped them.

So, in order to be certain the mob goes down when I'm busy trying to handle large groups, it's almost required that an "extra" attack be placed on the mob even though 90% of that extra attack's damage will be wasted.

The more DoT's you have, the more pronounced this effect will get.

The end result would be a lot of wasted attacks, wasted endurance, and (probably) a lot of 'sliver of health left..but just as dangerous as ever' mobs.

DoT as an 'extra' bonus to a burst attack (ie fire blast) is fine, but I think a pure DoT set would suffer badly in comparison to other blaster sets.


6000+ levels gained and 8 level 50's
Hello, my name is Soulwind and I have Alt-Itis.

 

Posted

Quote:
Originally Posted by Smokefire View Post
You got a point there bro, but, if you pay attention to the orange numbers over the head of your victim, you may be able to see which damage type hurts them more...
You meet a Voltaic Tank. Which damage type would you use against him? I wouldn't know, since I don't remember, but since Crey Tanks have different resistances from Crey Protectors, who have different resistances from agents and security guards, who have different resistances from scientists, who have different resistances from Paragon Protectors. I guess I could could cycle my damage types on them and try to figure it out on the spot, but with virtually every type of enemy in a lot of enemy factions having a different set, it's purely impractical to trial-and-error it every time, and it's even harder to remember them.

And keep in mind, on your average team you could fight Crey, then Malta, then Carnies, then Rikti, then Circle of Thonrs, then Soldiers of Rularuu, then Rikti again and so on and so forth. It's easy to remember who is resistant to what status effect, because barely anyone ever is. It's not as easy to remember which of the eight damage types each of the literally thousands of NPCs you meet is weak and strong against.


Quote:
Originally Posted by Arcanaville View Post
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.

 

Posted

Quote:
Originally Posted by Aett_Thorn View Post
Stormfront,

First off, please learn the difference between disagreeing with you, and being rude. I was not attacking you. I was saying that your idea wasn't something I liked, and pointing out that you were using a term that you didn't fully seem to understand (and then explained what it actually was). If you feel that that was rude, I'm not sure what to tell you.
I don't have a problem with people disagreeing with me, that is quite alright. I have a problem with the sly or insulting remarks that at times comes with it, such as Shark tends to do. In general Shark's points are relatively good points, poorly described, but as he says to the point, but the problem is his follow up insults. I feel it is uncalled for when people add to their disagreements such things as "learn how to play the game". "What the "foul language" you doing", etc.

When I cried rudeness, it was not because of the disagreement, it was the insulting comment that followed it. I must admit, I was hurt by you agreeing with him for his insulting me, because you both disagreed with my suggestion, where is a gentleman to aid a dame in distress?

Incidentally, I do appreciate your last post and you getting into the math of things in better detail that I can ever get into, it does educate me and helps me understand. Which I feel is one of the benefits of a forums.

Hugs

Stormy


 

Posted

Quote:
But a proper DOT set, would take a bit longer to down a minium, but less for a boss, it would be akin the Stalker assassination damage trade-off, where they do not do as well with minions and LTS, but do much better with bosses.
Just an aside, but this was only true when Stalkers had the scaling Assassin's Strike on Test which scaled the damage of the attack by rank. The change never made it to live as I think it gave Stalkers the ability to solo GMs.


 

Posted

Stormfront:

Here is the entirety of Shark's first post:

Quote:
gimp set. the blaster would end up dead before any of the npc's. also, before posting ideas about power sets, please think them out and present them with data.
Please tell me where exactly you thought that was rude.

Was it the "Also, before posting ideas about power sets, please think them out and present them with data"?


Not only did he say please, but it's also not rude to ask somebody to think through an idea a little bit. I've seen people ask you to do this before. You've been here long enough to have seen powersets suggested before. You've probably seen people put enough into it that they've shown nine powers that they were thinking of.

We're not asking you to provide us with extremely well-balanced numbers, including exact mezz effects, or anything like that. But a brief description of how you perceive the set, and at least some powers within it, to show that this isn't just a whim, would be kind of nice.

I, like you, can come up with a million ideas a day. However, thinking through an idea before posting it, is considered polite to the people that you are asking to read your suggestion. Putting up only the bare bones, and then criticizing people for not understanding what you were thinking, isn't considered polite.

In your first post, you made no numerical suggestions that would indicate the type of damage increase that you later suggested. As such, how are we to know what types of numbers you were thinking about? Why would we assume that the damage on the set would be vastly higher than what we see in the game now when we compare a DoT power to a burst damage power?

Without some sort of information on what you were thinking, we have to make assumptions, and those cane be wrong (as seen here). Putting more information in your OPs can help cut down on the number of assumptions that need to be made to try to get to your idea.

The more thought that you put into your OPs, in general the more helpful the responses will be, because people have more information to go off of.


Let me never fall into the vulgar mistake of dreaming that I am persecuted whenever I am contradicted.
~Ralph Waldo Emerson

"I was just the one with the most unsolicited sombrero." - Traegus

 

Posted

I think the idea is workable, but it requires a bit of thinking to make it practical. In general I like any concept which would allow for new tactics in the game, that is always cool.

Perhaps your idea, reminds me too much of the WoW Warlock's ability, of a delivery of 3 or 4 DoTs and your target is dead in a round or two; that is something I did enjoy very much as a Warlock in PvP, when I used to play WoW. Yeah I do remember my victims popping a heal potion, or getting healed, and thus ruining my fun; but the player did run away from battle which is almost as good as a victory.

I would think, there has to be a way to simulate that form of combat in a meaningful manner, but I am not sufficiently experienced in this game to advice how.


 

Posted

Quote:
Originally Posted by Aett_Thorn View Post
Stormfront:

Here is the entirety of Shark's first post:



Please tell me where exactly you thought that was rude.

Was it the "Also, before posting ideas about power sets, please think them out and present them with data"?


Not only did he say please, but it's also not rude to ask somebody to think through an idea a little bit. I've seen people ask you to do this before. You've been here long enough to have seen powersets suggested before. You've probably seen people put enough into it that they've shown nine powers that they were thinking of.

We're not asking you to provide us with extremely well-balanced numbers, including exact mezz effects, or anything like that. But a brief description of how you perceive the set, and at least some powers within it, to show that this isn't just a whim, would be kind of nice.

I, like you, can come up with a million ideas a day. However, thinking through an idea before posting it, is considered polite to the people that you are asking to read your suggestion. Putting up only the bare bones, and then criticizing people for not understanding what you were thinking, isn't considered polite.

In your first post, you made no numerical suggestions that would indicate the type of damage increase that you later suggested. As such, how are we to know what types of numbers you were thinking about? Why would we assume that the damage on the set would be vastly higher than what we see in the game now when we compare a DoT power to a burst damage power?

Without some sort of information on what you were thinking, we have to make assumptions, and those cane be wrong (as seen here). Putting more information in your OPs can help cut down on the number of assumptions that need to be made to try to get to your idea.

The more thought that you put into your OPs, in general the more helpful the responses will be, because people have more information to go off of.
thank you aett. and just to add, i never used foul language in any of my posts in this thread. i as well as everyone else saw no, [censcored] in any of them.


 

Posted

If they made a set like you propose it would very quickly end up at the "least played" end of the spectrum, by a very wide margin.

"Blaster" and "Pure DoT" are 2 terms that do NOT go together well. I'll give you a test to see roughly how it would work.

Take a Fire/Fire blaster. Use nothing but Rain of Fire and Ring of Fire to defeat enemies. That gives you a rough idea of how a set like you propose would perform.

Since DoT takes time to deal all of it's damage, and you have stated that the set would have no mitigation, you end up having entire spawns shooting you to death before the DoT kills them. And it would happen all the time. With no way to prevent them from doing so you would be a sitting duck for all that return fire.

If it takes 10 seconds for a LT to be defeated, that is approximately 5 attacks it will get off before it dies. Minions will get at least 2. That's a LOT of damage coming at you with nothing you can do about it, because you already have done all you can. Fighting a boss would be an exercise in frustration. It will take 30 seconds or more to defeat (more like a minute in the case of Freak Tanks) and it will be knocking the crap out of you with it's attacks in the meantime.

A blaster's main defense is killing them before they are killed. This set completely removes that defense by forcing it to take more time to kill them.

Why do you think Fire and Archery are such popular sets? Because they can remove the threat of entire spawns at once, before they have time to deal damage in return. Your proposed set does not do that, and is in fact gimped as far as a blaster's job is concerned.

Also, what about team role? if you are on a team with a Fire blaster, the spawns you are both targeting would be killed by the Fire blaster before even a quarter of the ticks have taken effect, making you effectively useless.

A blaster's strength is it's ability to deal burst damage, this set removes that strength and gives nothing in return for it.


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

Quote:
Originally Posted by Sharker_Quint View Post
thank you aett. and just to add, i never used foul language in any of my posts in this thread. i as well as everyone else saw no, [censcored] in any of them.

Sharker, you are correct, and perhaps I was having a bad day when I read your post. You have never used foul language, but others have. So I do apologyse to you for any rudeness I may have expressed your way.

Hugs

Stormy


 

Posted

After reading the plethora of responses, I still think DOT can be doable, albeit in a form like Smokefire had expressed.

But judging from the many posts, either DOT is too weak or too strong and it seems really difficult to attain a middle ground with the concept.

I would have hoped, that somehow DOT attacks could have been better than burst ones over a very short time, not an excessively prolonged time as so many contends; of course if the DOT is weak, it will take an aweful long time and the power is pointless.

When I thought of the DOT attacks, I was thinking of a performance along these lines: If a normal Burst Blaster could kill a LT in say 3 blasts, I would agree the DOT Blaster would be weaker for they would defeat the LT in say the time it would take to do 4 burst blasts. But in the case of say a Boss, a Burst Blaster would need about 8 burst attacks, the DOT blaster would only need 5 DOTs to kill the Boss, yet the boss would die at the same length of time 8 Burst attacks would have occurred (kinda of a break even). The real pay-off is against EBs and AVs where the burst blaster would require many attacks to defeat their opponent and thus the DOT cycle would have the opportunity to be capitalized with. Ideally a trade-off situation where the low level creatures are a bit tougher to beat, but the higher level creatures are less tough.

As I see it now, getting a DOT to perform with the characteristics or feel described above, appears to be either too difficult or down right impossible and to make matters worse most players don't even want it, so why have the devs go thru the trouble anyway.

But in future power sets for blasters, I would like to see pure damage types such as pure energy, electric, etc with out the all too common "Energy/Impact, Psi/Smash" like versions. Secondary effects are good, no issue there.

Hugs Stormy


 

Posted

Quote:
Originally Posted by Stormfront_NA View Post
I don't recall stating that the DOT damage was 7% over burst, I believe it was thrusted on me, over and over. It should be obvious as some posters, chose to be more positive, that the damage would have to be significantly more than 7% and that the right damage would have to be determined.
7% was thrust upon you because it's an actual number in the game right now.

Quote:
Originally Posted by Aett_Thorn View Post
I got gray repped for "being rude" for my post. Sorry for being the test, apparently.
Gray rep simply means the rep giver didn't have high enough rep themselves to move you one way or the other.

Quote:
Originally Posted by Soulwind View Post
Just to add another caveat to the "no" reasoning: Corpse-Blasting

One of the problems with DoT effects is the natural healing rate of the enemy. I can't tell you how many times I've watched my controllers (who usually have one of thier two 'primary attack' powers as a DoT) go: zap...tick...tick...tick and leave the mob with a tiny sliver of life because it got a heal tick in there during the DoT effect, where a burst attack would have dropped them.
Another issue I haven't noticed specifically mentioned:

One advantage of DoTs is that you can shoot one enemy with a DoT you know will kill them, and move on to the next, letting the first die. DoTs do deliver higher total damage, so you could possibly deliver two DoT attacks to two targets in the same time it takes a burst set to deliver two attacks to one target. In both cases you're attempting to kill one target, but the DoT character is also damaging a second.
...
Think about it for a minute. Consider a Blaster shooting everything in sight. Just like a Blaster tossing off AoEs recklessly, shooting everything with single-target attacks once or twice generates a bunch of Threat the Blaster doesn't need. And while target A may be about to die due to the DoT, he's not dead yet...


http://www.fimfiction.net/story/36641/My-Little-Exalt

 

Posted

What if they built a mechanic that increased the AMOUNT or percentage of damage done over time, the longer a mob was in the DOT? Culminating in an end burst of damage?

Or an increase in damage in the amount each tick does once the mob starts getting below a certain percentage of health? (Someone correct me, but isn't this one how scourge currently works?)

Or a combo of the two over various attacks, like the previously mentioned WoW Warlocks?

Changing the OP's idea: I can't see such a set having no mitigation. Even WoW Warlocks have mitigation in addition to DOTs, in the form of: channeled heals, fears and threat reduction mechanics.


Blazara Aura LVL 50 Fire/Psi Dom (with 125% recharge)
Flameboxer Aura LVL 50 SS/Fire Brute
Ice 'Em Aura LVL 50 Ice Tank
Darq Widow Fortune LVL 50 Fortunata (200% rech/Night Widow 192.5% rech)--thanks issue 19!