If you could cancel the Cottage Rule. . .


Adeon Hawkwood

 

Posted

I've done a good bit of testing of Dimension Shift. Unfortunately, no one else has ever confirmed the conclusions I drew, but here they are again: Link 1 and Link 2 (The last post of the second thread is where I think I finally got a handle on the mechanics of Dim. Shift.)

Here's the basic run down:

Dimension Shift has three effects attributed to it in game: a mag 3 immobilize, a mag 3 intangibility, and a 100% reduction of threat level. Two of these effects are fairly clear (but I will come back to the immobilize because it is treated oddly). Intangibility is a confusing status effect. It is marked by 3 things: the enemy is unable to affect others, the enemy is unable to be affected, and the collusion detection box is removed, allowing players to pass through them.

Assume a mob of one even level boss, one even level lieutenant, and one minion. All of them are struck by an unslotted dimension shift. The minion and lieutenant will be immobilized, intangible (meaning you can pass through them), and unable to affect or be affected by other entities. The boss also will not be able to affect or be affected by other. However, he will not be immobilized nor will he be transparent. The boss will move toward the player and appear as if he is unaffected, but his attacks will have no effect.

So what is happening in this case? All mobs have an inherent level of mez protection (minions = 1 pt, lieutenants = 2 pts, and bosses =3 pts). The magnitude of Dimension Shift's intangibility and immobilize are only 3 and, like the standard single-target hold, cannot overcome boss level mez protection. Why then is he still unable to affect the player?

I purposed that Intangibility is not a single effect in itself, but a combination of three effects: Affecting-Only Self, Untouchable, and a third effect that removes the collusion detection box. The problem is that only the third portion is following the rules of mez protection. The first two are affecting the target any time that Dimension Shift lands. I have even tested against GM's and found that they always enter a period of being unaffected and unable to affect others. However, they are not immobilized nor do they have their collusion detection removed. The problem grows more complicated beyond this. The portions of Dimension Shift that seem to obey the standard behaviour for mezzes are oddly affected by level scaling. Rather than the duration of the effect scaling with level differences, it seems that the magnitude is scaling!

Taking the example of the boss, lieutenant, and minion but reducing them a level will result in all the mobs being immobilized, intangible, and only affected by themselves and able to affect themselves. Why? The effectiveness against -1 enemies is multiplied by 1.1. So the magnitude on the boss that was previously mobile and retained his detection box is now effectively 3.3, enough to overcome boss level mez protection.

Furthering the confusion is that fact that Dimension Shift can be slotted for Intangibility magnitude.

I predicted the level at which an unslotted Dimension Shift would stop affecting minions and lieutenants with the transparent effect and hit box detection in just the same way as the boss in the first example. You can see those predictions in this post.

I would be eternally grateful if someone more in the know and better with numbers would confirm these tests. So far, no one has had enough interest to attempt it for themselves.

Also, apologies for the derailment. I just hate this power soooo very much.


 

Posted

Quote:
Originally Posted by Arcanaville View Post
Is dimension shift slottable for duration? I may be misremembering, but I thought all attribmods (effects) of dimension shift were Magnitude effects (meaning: slotting would increase magnitude, not duration).
I'm not entirely sure about whether the attribmods are set to do that, but the Intangibility enhancements are actually described as "Increases the duration of an Intangibility Power". I'm pretty confident that it enhances duration rather than magnitude (if only from a logical standpoint), but, not having tested it extensively and operating only off of notoriously unreliable descriptions and names, I'm not entirely sure.


 

Posted

I'd make empathy do more for the player when solo. A rule would have to be that every primary should have about 2/3rds of it's powers, powers that the player can benefit from when solo. In empathies case it is basically the other way around.


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.

 

Posted

Quote:
Originally Posted by Umbral View Post
I'm not entirely sure about whether the attribmods are set to do that, but the Intangibility enhancements are actually described as "Increases the duration of an Intangibility Power". I'm pretty confident that it enhances duration rather than magnitude (if only from a logical standpoint), but, not having tested it extensively and operating only off of notoriously unreliable descriptions and names, I'm not entirely sure.
See above. It increases the intangibility magnitude and not duration. The increased magnitude can be seen in the power's detailed information.


 

Posted

Quote:
Originally Posted by New Dawn View Post
I'd make empathy do more for the player when solo. A rule would have to be that every primary should have about 2/3rds of it's powers, powers that the player can benefit from when solo. In empathies case it is basically the other way around.
Thermal Radiation is the same with only 3 solo powers. Although Thermal has a -Def, -Res power which helps for soloing (I realize it isn't currently available as a primary, but I figure it will be eventually).


 

Posted

Quote:
Originally Posted by Arcanaville View Post
Is dimension shift slottable for duration? I may be misremembering, but I thought all attribmods (effects) of dimension shift were Magnitude effects (meaning: slotting would increase magnitude, not duration).
Another question to add to this, is dimension shift slottable with intangibility enhancements? I know that sonic cage (which I actually use with some regularity as a single insta boss removal) will NOT take intangibility enhancements... which makes me wonder, do intang enhancements actually do anything at all?

*edit* I see one of the previous posts mentions seeing a change in detailed info about duration... so I assume the area shifts are enhanceable, any idea whether sonic cage (or detention field which I assume takes same rules) is unique?


"Fascinating. I'm not bored at all, I swear." -Kikuchiyo

 

Posted

Quote:
Originally Posted by Katten View Post
Another question to add to this, is dimension shift slottable with intangibility enhancements? I know that sonic cage (which I actually use with some regularity as a single insta boss removal) will NOT take intangibility enhancements... which makes me wonder, do intang enhancements actually do anything at all?

*edit* I see one of the previous posts mentions seeing a change in detailed info about duration... so I assume the area shifts are enhanceable, any idea whether sonic cage (or detention field which I assume takes same rules) is unique?
The AoE Phase powers (Dimension Shift and Black Hole) can take Intangibility Enhancements, to increase their Magnitude. Not that doing so actually matters any (see Ketch's post.)

The single target Phase powers (Sonic Cage and Detention Field) can't take Intangibility enhancements. They have inherently much higher values, but (thematically) aren't 'actually' phase powers. They're supposed to represent temporarily capturing an enemy, not phasing them out of the world. While still situational, the single target nature of these powers makes it much more useful than the previous powers. (And much less likely to have your Team mates calling for your head on a stick.)

There is only one way to increase the Magnitude of the single target Phase abilities - an Endoplasm Exposure Hami-O.

Ultimately… yes, you are correct. Intangibility Enhancements really do serve no purpose.


-This Space Intentionally Left Blank.-

 

Posted

Quote:
Originally Posted by Katten View Post
Another question to add to this, is dimension shift slottable with intangibility enhancements? I know that sonic cage (which I actually use with some regularity as a single insta boss removal) will NOT take intangibility enhancements... which makes me wonder, do intang enhancements actually do anything at all?

*edit* I see one of the previous posts mentions seeing a change in detailed info about duration... so I assume the area shifts are enhanceable, any idea whether sonic cage (or detention field which I assume takes same rules) is unique?
It is also worth noting that the single target shifts do not list Intangibility in their detailed information. They are labeled a foe capture and they do not remove the hit box detection like Dimension Shift. I believe they apply magnitude 7.45 immobilize, Only-Affecting Self, and Untouchable status. Also, if I recall correctly from my testing using Sonic Cage or Detention Field against a GM would not capture it, unlike Dimension Shift that grants an untouchable/affecting-self like period regardless of level or rank. I'll have to re-confirm this though, but as I recall the Foe Capture powers seemed to work properly while Dimension Shift (and I assume Black Hole as well) was a mess all over with its magnitudes and what it affected.


 

Posted

Quote:
Originally Posted by ketch View Post
I've done a good bit of testing of Dimension Shift. Unfortunately, no one else has ever confirmed the conclusions I drew
I can help a bit there. Dimension Shift used to have five effects:

Intangible
Untouchable
OnlyAffectsSelf
ThreatLevel reduction
Immobilize

It now has four:

Intangible
ThreatLevel reduction
Immobilize
Phased (the new state where shifted targets can attack each other)

In any case, separate from the threat level reduction (-1) in all cases the power applied a +3 mag effect (i.e. +3 mag intangible, +3 mag immobilize).

As I mentioned before and just now checked, all of the effects are tagged to be magnitude effects. What this means is that all strength modifiers and combat modifiers (i.e. purple patch/level scaling) will affect the magnitude of the effect and not the duration.

Side-track to explain. Every power has a set of effects, which are referred to as "attribmods" internally. When a power like Blind does damage and hold, the power has a damage attribmod and a hold attribmod. Dimension Shift used to have five attribmods and now it has four (technically, it used to be ten and now is eight because there is one set of attribmods for PvE and one set for PvP). Each effect has a value called its Scale Value. Basically, the strength of the effect. However, what that scale value means depends on another setting which says whether that scale value is a magnitude or a duration. In the case of most holds, that is set to "Duration" and the scale value is the duration of the effect. There is a separate place where the actual magnitude of the mez is set.

So: a mag three 10 second hold is implemented as a "Scale 10 Mag 3 Type Duration power" (more or less).

Now, if an effect is set to magnitude, then *all* changes to that effect will affect magnitude, period. If an effect is set to duration, then *all* changes to that effect will affect duration, period. This is an Absolute rule of the game engine that cannot be overridden. Note: its currently impossible to make an effect that has both magnitude and duration that can be *both* changed. One is always possible to change, the other is absolutely constant.

Hold enhancements say they increase the duration of a hold, but that's just a simplification and a generalization. Hold enhancements increase the Strength of a hold, and that usually means it increases its duration. In the case of Dimension Shift, because all attribmods are tagged "Magnitude" all enhancements and all combatmods will increase (or decrease) the magnitude of those effects, not their duration (which is constant and *cannot* be changed by any effect in the game, period).

Interestingly, mez *protection* powers are also tagged magnitude and not duration (technically, their mez protection *effects* are, but I sometimes shorten for simplicity). This means anything which can affect their strength will affect their mag protection, not the duration of the effect. Powers like benumb do just that: the benumb debuff will *shorten* the duration of your holds, but lower the magnitude of any protections you have, in both cases obeying the Magnitude/Duration setting of those effects.

If you could somehow slot mez enhancements into mez protection powers, those powers' magnitude protection would increase.


Getting back to Dimension Shift. Because the effects are tagged Magnitude, you should see the effects you tested in terms of magnitude. Slotting will increase magnitude. Fighting lower levels will increase magnitude. Nothing should change duration. The one thing I cannot explain is why mag 3 immobilize doesn't affect a boss but mag 3 untouchable does. Mag 3 should affect both because in both cases the boss has mag -3 protection. The only thing that makes sense is that its as simple as traditional mez was implemented such that Cur > 0 equals mezzed, while the status flags like Untouchable were coded such that Cur >= 0 equals affected.


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Posted

I would replace Gravity's phase with the following power:

(26) Black Hole: You summon an extremely powerful gravitational field within your line of sight. This field draws enemies into it, stop most foes from moving and even immobilizing some weaker foes. In addition, foes may be assaulted by rapidly changing gravitational waves, causing them to be knocked up or down. After a period of time, the black hole disappears.
Recharge: 120
Duration: 30
Endurance: 20
Effects: Reverse Repel, Knockdown, Knockup, Mag 1 Immobilize


TW/Elec Optimization

 

Posted

Quote:
Originally Posted by Arcanaville View Post

Getting back to Dimension Shift. Because the effects are tagged Magnitude, you should see the effects you tested in terms of magnitude. Slotting will increase magnitude. Fighting lower levels will increase magnitude. Nothing should change duration. The one thing I cannot explain is why mag 3 immobilize doesn't affect a boss but mag 3 untouchable does. Mag 3 should affect both because in both cases the boss has mag -3 protection. The only thing that makes sense is that its as simple as traditional mez was implemented such that Cur > 0 equals mezzed, while the status flags like Untouchable were coded such that Cur >= 0 equals affected.
First thank you for the information. You've helped me understand this a bit more. I assumed that it was using Untouchable/OnlyAffectSelf; had I attempted Dimension Shifting and using Phase Shift I would not have misled myself . Instead, I believed that Dimension Shift was erroneously applying those affects. You've cleared that up for me. Now perhaps I can return the favor.


From what I can guess, NPC's have protection against Intangible, Untouchable, and OnlyAffectSelf. When Dim. Shift hits an even level boss a mag 3 immobilize should have no effect, nor should a mag 3 untouchable. Until the magnitude stacked is greater than 0 the mez should not apply. However, Dimension Shift no longer uses the Untouchable effect as you pointed out. Instead, it is using Phase, which I purpose NPC's have no protection against at all. That is why Dimension Shift used against even a GM will leave it unable to affect the user. Attempting the same with Detention Field, which does apply the Untouchable/AffectOnlySelf status, does not capture the GM because it has protection to those effects.

Is it possible that the devs forgot to include protection from Phase for NPC's when they implemented it? Or am I swingly wildly in the dark again?


 

Posted

Quote:
Originally Posted by Combat View Post
I would replace Gravity's phase with the following power:

(26) Black Hole: You summon an extremely powerful gravitational field within your line of sight. This field draws enemies into it, stop most foes from moving and even immobilizing some weaker foes. In addition, foes may be assaulted by rapidly changing gravitational waves, causing them to be knocked up or down. After a period of time, the black hole disappears.
Recharge: 120
Duration: 30
Endurance: 20
Effects: Reverse Repel, Knockdown, Knockup, Mag 1 Immobilize
It has been stated many times that a 'reverse repel' would be impossible.

Think about it... how would this power work in the terms of game mechanics? The only way I could see it working is by setting up a pet, that spawns another pet by every enemy in its range, that exist only to try and apply a high magnitude Knock Back, aimed toward the original pet. Even that would have issues with placement, and enemies flying too far. Not to mention the whole bit of generating and clearing the sub-pets. You think Oil Slick Arrow or Carrion Crawlers had pet issues... they'd be nothing compared to your proposed power.

...

Oh, and Dark Miasma already has a power called Black Hole. Incidentally, it is the OTHER AoE Phase Shift power in the game. But being in Dark Miasma, with so many good powers, makes its flaws stand out far less.


-This Space Intentionally Left Blank.-

 

Posted

Actually, the Dimension Shift power COULD be converted into a Toggle ... but you'd need to live with a consequence of the power being an "intermittent" Phase power.

Activation: 5s
Intangible: 4.9s
Immobilize: 10s

If you do something like that, every 5 seconds there'd be a 0.1 second window of opportunity during which affected targets would be able to "attack out" of the Dimension Shift. Most of the time however, their attacks would fail. The Immobilize effect would double stack on itself so that when the toggle drops, affected targets couldn't immediately move. The Intangible effect would thus expire a fraction of a second before it gets reapplied.


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Posted

Quote:
Originally Posted by ketch View Post
Is it possible that the devs forgot to include protection from Phase for NPC's when they implemented it?
That's a good question. You know, based on what I understand about the new phased attribute, I'm not sure its *possible* to have protection against being phased. It might not be, and that might or might not be working as intended. I'm honestly not sure, but I'll try to find out.


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Posted

All blaster secondaries. I know a ton of people love blasters, but I hate the class with a passion because its the only class besides dominators that has two purely offensive powersets. Dominators work because control is the primary aspects, blasters have no control, no survivability, etc.

And empathy. Ohh, empathy.

Empathy is a powerful team set. That said, alone it sucks horribly. Get rid of absorb pain completely (such a ****** concept) and combine both auras. For one thing, a set called "empathy" needs a confusion. Put it where the first aura goes, make it an AoE cone or a fast recharging single target persuade "showing the enemy empathy and making him question his loyalties for a short period"

Absorb pain could be turned into any number of things, personally I'd love to see one of two items

- Team Stealth toggle, effectively enemies "see" you but because of the empathetic aura you exude they aren't sure if they should attack you yet. Add in an unsupressable

- Single target +res shield, 20% resist to all, enhancable. Call it "Understanding Embrace" or something similarly empathy-ish.

And I'd love to see adrenaline boost changed. Increase the regen and recovery on the combined aura described above and add in +50% recharge, and make adrenaline boost a targeted ally toggle. You essentially make one ally unkillable as long as you've got endurance, "Bond of Empathy" or something like that. I mean, for a healing T8 wouldn't it be great to be able to buff someone into a true level of God mode. +20% defense and +40% resistance, +10% tohit, mag 10 protection and 60% resistance to all existing debuffs of any kind. Make it cost 1.2 eps and you've got a great power.


 

Posted

Quote:
Originally Posted by OneWhoBinds View Post
It has been stated many times that a 'reverse repel' would be impossible.
I don't see why. Repel isn't knockback: knockback is a power that sends targets flying through the air, while repel is a power that moves targets away from a point. You could generate a reverse repel by simply computing the repel movement vector as normal, and then inverting it before adding it to the target's position. You'd have a bit of wobbling with a single target near the center of the field, and computing the collisions between a dozen targets all being sucked in would give most physics engines fits, but it's not an intractable problem.

Reverse knockback, which is what you're describing, is a much more difficult problem.


 

Posted

If Castle were to recode Dimension Shift as a Toggle ... I'm thinking it would look something like this.
Note that such a change would NOT require *breaking* the Cottage Rule ... while at the same time GREATLY enhancing Player control over the power.



Dimension Shift

Level: 12
Type: Toggle
PvE damage scale: 0.000000
Accuracy:1
Modes required:
Modes disallowed: Disable_All
Range:60 feet
Activate period: 4 seconds
Interrupt time: -
Cast time: 1.17 seconds
Recharge time: 90 seconds
Endurance cost: 1.73
Attack types:
Effect area: Sphere
Radius: 25 feet
Arc: -
Max targets hit: 16
Entities affected: Foe
Entities autohit: Foe
Target: Foe
Target visibility: Line of Sight
Nofity Mobs: Always

  • +3 Intangible, Unknown for 3.9s PvE only
  • ThreatLevel -1 for 4.1s PvE only
    Effect does not stack from same caster
  • +6 Immobilize for 4.1s PvE only
    Effect does not stack from same caster
  • Grant "Temporary_Powers.Temporary_Powers.NoPhase" (-) [Ignores Enhancements & Buffs]
  • +3 Intangible, Unknown for 8s If target is a player
    Suppressed when Phased1, for 15 seconds (WhenInactive)
  • ThreatLevel -1 for 8s If target is a player
    Suppressed when Phased1, for 15 seconds (WhenInactive)
  • +6 Immobilize for 8s If target is a player
    Suppressed when Phased1, for 15 seconds (WhenInactive)



Encourage BAB to (re)use a more "visible" animation to indicate which Mob(s) have been affected by the power, to reduce player confusion when Dimension Shift gets used, and we'll have a winner. Just need to be willing to accept that for 0.1s every 4s ... Foes "trapped" inside the Dimension Shift can successfully attack out of it.

The Grant Temporary Power property is what causes Phase Self effects to last no longer than 30 seconds before self suppressing for 60 seconds in already existing powers. Applying it here means that Dimension Shift will have an upper limit of 30 seconds to Phase Others before the toggle suppresses itself (if left turned on).


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Posted

Turning both Black Hole and Dimension Shift into PBAE toggles is a great idea - I might even be willing to take Black Hole on my Dark Miasma characters if the Devs did that. Otherwise I think the single target caging powers in /FF and /Sonic are just more useful (and even then, only situationally useful, and not that often).

Something I thought of that might make them more handy is if phasing powers like Black Hole and Dimension Shift had a stun on them that was 5-10secs longer duration than the intangibility - after all, being phased into a different dimension must be disorientating. A 10sec Intangibility followed by 10secs of Stun, with a 45sec base recharge, would be quite handy - with two nearby overlapping spawns you could take one of them out of the fight while your team dealt with the other spawn, plus the stun would ensure that you didn't receive an alpha strike for your troubles. Because I think one of the problems with Intangible powers is that all of the affected mobs wake up at the same time, so unlike most other control powers (especially hard controls) you can't use them to mitigate an alpha.

Quote:
Originally Posted by spiritfox View Post
All blaster secondaries. I know a ton of people love blasters, but I hate the class with a passion because its the only class besides dominators that has two purely offensive powersets. Dominators work because control is the primary aspects, blasters have no control, no survivability, etc.
I'm one of those people that love blasters, so I couldn't disagree more. A well-built blaster just defeats things so fast you don't need to waste time with controls. Besides on my L50 blaster I have /Energy as secondary and I didn't take any of the attacks (well, except Total Focus, but I have it slotted as a control and only use it when I need a boss/EB stunned quickly, in combination with the stun in my primary) - my secondary is mostly self-buffs that support my primary. In fact most Blaster secondaries aren't just offensive powersets, they're a mix of utility, self-buff and control with maybe a few offensive powers (usually melee) thrown in.

Besides, what you want already exists - you've named Dominators (though I often wish that Dominators had their assault set as primary, like every other CoV archetype has their attack set as primary, with control as secondary), but there's also Corruptors - just take a control-heavy secondary like Dark Miasma or Storm Summoning and you have what you want. You may just have to accept that Blasters aren't for you - I have a similar arrangement with Defenders.


 

Posted

Immobilize + Stun = Hold
If you're going to throw down a Stun along with the Immobilize, stop beating around the bush and just make the combination a Hold power instead of an Immobilize + Stun. The only "reason(s)" to go Immobilize + Stun are (a) Cottage Rule, and (b) so that the durations/magnitude on the Immobilize and Stun can be different from each other.

As for mitigating a re-alpha from mobs coming out of a Dimension Shift, it ought to be easy enough to code a -75% Damage Debuff onto the power which last 4 seconds longer than the duration of the Intangibility effect. That way the re-alpha "is allowed" but winds up "wasting" most of the power of the attack(s) during those 4 seconds after rematerializing in OUR dimension. Re-alpha mitigation ... solved.


It's the end. But the moment has been prepared for ...

 

Posted

Quote:
Originally Posted by spiritfox View Post
All blaster secondaries. I know a ton of people love blasters, but I hate the class with a passion because its the only class besides dominators that has two purely offensive powersets. Dominators work because control is the primary aspects, blasters have no control, no survivability, etc.

And empathy. Ohh, empathy.

Empathy is a powerful team set. That said, alone it sucks horribly. Get rid of absorb pain completely (such a ****** concept) and combine both auras. For one thing, a set called "empathy" needs a confusion. Put it where the first aura goes, make it an AoE cone or a fast recharging single target persuade "showing the enemy empathy and making him question his loyalties for a short period"

Absorb pain could be turned into any number of things, personally I'd love to see one of two items

- Team Stealth toggle, effectively enemies "see" you but because of the empathetic aura you exude they aren't sure if they should attack you yet. Add in an unsupressable

- Single target +res shield, 20% resist to all, enhancable. Call it "Understanding Embrace" or something similarly empathy-ish.

And I'd love to see adrenaline boost changed. Increase the regen and recovery on the combined aura described above and add in +50% recharge, and make adrenaline boost a targeted ally toggle. You essentially make one ally unkillable as long as you've got endurance, "Bond of Empathy" or something like that. I mean, for a healing T8 wouldn't it be great to be able to buff someone into a true level of God mode. +20% defense and +40% resistance, +10% tohit, mag 10 protection and 60% resistance to all existing debuffs of any kind. Make it cost 1.2 eps and you've got a great power.
I....just...No. Just no.
Empathy works fine as it is. Sure it's not perfect (they need to reduce the timers on a number of moves) but...

What is with people obsessing over sets HAVING to work solo? Defenders CAN solo, but they're not MEANT to find it easy. It says so in every description of the class.

Absorb pain works fine. The concept is also far from ******, whatever that is. It can bring even a tanker from near dead back up to full health, and I know I've found use for it time and time again (simply because some enemies can do silly high ammounts of damage in one go)

Stealth...on an empath...uhm, why? Thats a concept that doesn't make sense. Nor, really, does the confuse.

Blaster Secondaries, as they are, also work fine. Except Devices, which I gave a /signed for editing earlier on.
Not that I'd say no to a Blast/armour AT in future. Especially with Dual Pistols coming out...DP/SR. Want.


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Posted

Quote:
Originally Posted by Redlynne View Post
Immobilize + Stun = Hold
If you're going to throw down a Stun along with the Immobilize, stop beating around the bush and just make the combination a Hold power instead of an Immobilize + Stun. The only "reason(s)" to go Immobilize + Stun are (a) Cottage Rule, and (b) so that the durations/magnitude on the Immobilize and Stun can be different from each other.

As for mitigating a re-alpha from mobs coming out of a Dimension Shift, it ought to be easy enough to code a -75% Damage Debuff onto the power which last 4 seconds longer than the duration of the Intangibility effect. That way the re-alpha "is allowed" but winds up "wasting" most of the power of the attack(s) during those 4 seconds after rematerializing in OUR dimension. Re-alpha mitigation ... solved.
Well I didn't say anything about an immobilise - I understood that the immob on existing intangible powers only lasted as long as the intangible portion did, to stop them being able to run away (as I assume intangible doesn't immobilise on its own like holds do).

I was talking about an Intangible+Immobilised period, followed by a Stunned period (with the wandering around dazed) - just because I thought it was quite thematic that you would be disorientated after your experiences in the other dimension - plus it would make the power more useful - in a form that I could find a use for semi-regularly, without annoying my team.

I do like your debuff idea for mitigating a re-alpha though. The only problem is that the worst thing about an alpha strike for a squishy isn't just the damage, it's the controls and other nasty effects that come with it. Your debuff would do nothing for stopping Sappers in a spawn just draining the Intangible-caster as soon as the Intangible period ends, or other mobs throwing holds/stuns etc. A lot of high level spawns have quite a lot of control even on their basic attacks (Rikti, Carnies, Malta grenades, etc.) - get enough of those thrown at you, even with just a 10-20% chance of affecting you - and some are going to stick. So yeah, your debuff effect would do nothing about that, whereas my short stun period would.

Quote:
Originally Posted by Techbot Alpha View Post
Not that I'd say no to a Blast/armour AT in future. Especially with Dual Pistols coming out...DP/SR. Want.
I suspect if they ever added a tankmage archetype like that then the ranged damage mod would be somewhat low - like tanker melee-mod levels... or lower... defender ranged-mod levels, perhaps... and if it wasn’t then defenders might have a reason to feel really cheesed off.

Besides you can pile so much defence on a blaster these days with IO set bonuses that you can pretty much have what you want, just without the def debuff protection and scaling resists - oh and you'll have to sacrifice going for other bonuses you might want like +rchg somewhat.

Plus I want my Melee / Buff/Debuff archetype first


 

Posted

Quote:
Originally Posted by Lord Mayhem View Post


I suspect if they ever added a tankmage archetype like that then the ranged damage mod would be somewhat low - like tanker melee-mod levels... or lower... defender ranged-mod levels, perhaps... and if it wasn’t then defenders might have a reason to feel really cheesed off.

Besides you can pile so much defence on a blaster these days with IO set bonuses that you can pretty much have what you want, just without the def debuff protection and scaling resists - oh and you'll have to sacrifice going for other bonuses you might want like +rchg somewhat.

Plus I want my Melee / Buff/Debuff archetype first
Either that or tone down the armour? Blaster secondaries are about mitigation as it is, so changing that to passive rather than active mitigation...
It would need some number crunching (which Im no good at.)

Really, we already have Blast/Shield in limited form, in the EATs. It can work. It would just be nice to not be limited by powers and concepts.
Also: Dual Pistols/Super Reflexes do want


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Originally Posted by spiritfox View Post
All blaster secondaries. I know a ton of people love blasters, but I hate the class with a passion because its the only class besides dominators that has two purely offensive powersets. Dominators work because control is the primary aspects, blasters have no control, no survivability, etc.

And empathy. Ohh, empathy.

Empathy is a powerful team set. That said, alone it sucks horribly. Get rid of absorb pain completely (such a ****** concept) and combine both auras. For one thing, a set called "empathy" needs a confusion. Put it where the first aura goes, make it an AoE cone or a fast recharging single target persuade "showing the enemy empathy and making him question his loyalties for a short period"

Absorb pain could be turned into any number of things, personally I'd love to see one of two items

- Team Stealth toggle, effectively enemies "see" you but because of the empathetic aura you exude they aren't sure if they should attack you yet. Add in an unsupressable

- Single target +res shield, 20% resist to all, enhancable. Call it "Understanding Embrace" or something similarly empathy-ish.

And I'd love to see adrenaline boost changed. Increase the regen and recovery on the combined aura described above and add in +50% recharge, and make adrenaline boost a targeted ally toggle. You essentially make one ally unkillable as long as you've got endurance, "Bond of Empathy" or something like that. I mean, for a healing T8 wouldn't it be great to be able to buff someone into a true level of God mode. +20% defense and +40% resistance, +10% tohit, mag 10 protection and 60% resistance to all existing debuffs of any kind. Make it cost 1.2 eps and you've got a great power.
I have a feeling that you don't "get" the concept behind either AT/set you are unhappy with. Empathy is one of the most powerful sets in the game. It's downfall (which is an intentional design element) is to be strong on teams and weak soloing at both the early game stages and late game stages. Early game by heals and late game by other buffs.

Much as we don't like the idea of Empathy being considered "h34l0rz" it's pretty clear that the original dev team had that in mind especially when taken in light of the defender inherent which is tailor made for the empathy power set as reactive "h34l0rz" rather than pro-active buffers and little more than useless for sets like FF and Cold.

The main problem with blasters is the top-heavy design. I've always believed that the secondaries were poorly designed with too many attacks and not enough utlity powers. With long animating sets like AR and Sonic it is entirely possible to have attacks that you never use simply because the powers don't animate fast enough and you can get a smooth attack chain using SOs only and very light recharge slotting.

I have always thought that the blaster epic powers, especially the armors, belonged in the secondary and many of the utility powers like power sink, conserve power, boost range, power boost, RotP, etc belonged in the epics. The epics should also have powers like physical perfection available.

My blasters usually have to dip into pool powers simply because I have all the attacks I need to have a smooth attack chain by level 24.


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Originally Posted by Lord Mayhem View Post
I suspect if they ever added a tankmage archetype like that then the ranged damage mod would be somewhat low - like tanker melee-mod levels... or lower... defender ranged-mod levels, perhaps... and if it wasn’t then defenders might have a reason to feel really cheesed off.
I doubt it would "cheese off" defenders. The people you should be looking at stepping on the toes of would be Blasters, Scrappers, Stalkers, and VEATs. Scrappers get 1.125 damage scale with 1300 HP and crits. Blasters get 1.125 damage scale (1.00 melee) with 1200 HP and defiance. Stalkers get 1.00 damage scale with 1200 HP and crits/AS/placate/hide. VEATs get 1.00 damage scale with 1000 HP.

So, a ranged/defense AT would have to have somewhere less than 1.125 and less than 1300 HP. Probably a VEAT baseline would be okay. 0.90-1.00 damage scale with 1000-1200 HP with a reasonable inherent (not one that boosts damage too much).

If the damage or self-defense is too low you risk making them useless. Someone who does Defender or Tank level damage while only being as durable as a Stalker or Scrapper would be pretty crappy.


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Originally Posted by Dispari View Post
I doubt it would "cheese off" defenders. The people you should be looking at stepping on the toes of would be Blasters, Scrappers, Stalkers, and VEATs. Scrappers get 1.125 damage scale with 1300 HP and crits. Blasters get 1.125 damage scale (1.00 melee) with 1200 HP and defiance. Stalkers get 1.00 damage scale with 1200 HP and crits/AS/placate/hide. VEATs get 1.00 damage scale with 1000 HP.

So, a ranged/defense AT would have to have somewhere less than 1.125 and less than 1300 HP. Probably a VEAT baseline would be okay. 0.90-1.00 damage scale with 1000-1200 HP with a reasonable inherent (not one that boosts damage too much).

If the damage or self-defense is too low you risk making them useless. Someone who does Defender or Tank level damage while only being as durable as a Stalker or Scrapper would be pretty crappy.
True, I'm overly cautious due to the tankmage prejudice from other MMOs.

We pretty much have a Blast/Armour AT already in EATs, especially the Fortunata/Crab and PB/WS.