Stone Armor: What I'd Do


Arcanaville

 

Posted

Quote:
Originally Posted by Starsman View Post
Here is a thought I had earlier that may be perfect without actually change the way Granite "feels":

Add a huge -taunt global enhancement, take it to the negative cap.
Add a -radius and -range debuff that will half radius and range of all powers (this may affect Teleport for long travel)

The results of this are to make it very hard to reliably tank in Granite form. A granite tanker may require to build up hate in regular mode before he switches on Granite.

He would also be limited in it's AoE damage capabilities as all it's AoEs will have a drastic area coverage debuff, even if damage buffs can circumvent the damage debuff, this cant be easily circumvented.
For Tankers, that I could actually go with. After all, it makes sense that people wouldn't be stupid enough to beat on the unbreakable rock creature that walks so slowly they can stroll faster than it. Losing threat while in Granite Armour does indeed sound very natural, and it WOULD be a huge deterrent for Tankers. Perhaps too huge, however, as I dare say many will declare the power broken. After all, a Tanker surviving while the rest of his team dies is counter-productive, and a power which facilitates that has little use.

Furthermore, this does little to address the problem of Brutes, for whom controlling aggro really isn't that big a deal. They CAN tank, but they aren't meant to. This does little to stop them, as Brutes have an even easier time ignoring Granite Armour penalties, and are only left with the sheer annoyance of the power, which, to be honest, further penalties will not solve.


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 SpittingTrashcan View Post
Here's my preferred realistic scenario:

- Granite continues to be a toggle that can be maintained indefinitely. This is my dealbreaker. As previously noted, there is no rule that a tier 9 power cannot run continuously, and there does not need to be any such rule.
- The benefits of Granite are significantly reduced, because Granite as it exists now breaks encounters, per Starsman's reasoning.
- The drawbacks to running Granite continually are made significantly stronger and less circumventable, but not to the point where there is never a circumstance where you would want to do it - otherwise, what's the point of even having the capability?
- The remainder of the set is improved so that Granite is not required for survivability in most ordinary circumstances.
I fear that your combination of conditions may not realistically have any one point of intersection. In other words, I fear that what you're asking for is impossible.

Quote:
I rather like the increasing recovery penalty, and it got me thinking. Suppose Granite is a non-exclusive toggle. Every activation period, Granite applies a small buff to resistance and defense, and a small debuff to recharge, damage, movement speed, and recovery. These buffs and debuffs last for somewhere in the neighborhood of 15 seconds, and they stack. So, when you activate Granite, you gradually become more and more tough until you reach a survivability peak, but you also become less and less capable of moving and attacking. (Incidentally, if you can think of a way to circumvent this, I'd be happy to replace it with something less circumventable. I am not trying to dodge a significant downside to the power.) At Granite's peak, you are a sluggish, nigh-immobile, nigh-indestructable mountain. Turn off the toggle, and you gradually (well, over the course of 15 or so seconds) decalcify back to your normal offensive and defensive capabilities.

It's a fairly out-there idea, but it appeals to me.
Hmm... You know, that IS mechanically possible and would be a good way to impose an ever-increasing endurance cost to the power and its other drawbacks. The problem with this is that those debuffs would also linger after Granite Armour goes down. I like the spirit of the idea mechanically...

BUT

I'm not sure I like the prospect practically. Suppose, for the sake of argument, that we can make buffs and debuffs cancel on power toggleoff. What you are now proposing is a maximal cost and debuff of the power, as achieved over time. How do we balance this? To make the power a bad idea to run constantly, we need to make the cost HIDEOUS (read, worse than Repulsion Field hideous) amounts eventually, because any reasonable-but-high cost you put to it WILL be worked around with Stamina and set bonuses, just like Instant Healing's and Focused Accuracy's costs were worked around. But if you do this, you basically enforce toggleoff at SOME point, again making the power uptime-bound and breaking your own request.

Of course, this is also a question of how long this takes to build up. I suppose you can give it a LONG time to build up, like 3 minutes, 5 minutes, 10 minutes. I'm not sure that's a good idea, but even THEN, it's still uptime-limited, because you'll be forced to turn off Granite Armour at SOME point, and yes, some fights do indeed last longer than 10 minutes without pause.

And again - I am highly unconvinced you can give the toggle drawbacks that AREN'T crippling and still make people have god reason to turn it off. History has shown us that anything short of turning a toggle into a click will not prevent people from never turning it off no matter how bad the costs and penalties. That's why I fear that what you're asking for is impossible to achieve. I literally CANNOT imagine a power that both has such drawbacks that would make a diehard Granite Tank turn it off, and yet won't crush my will to live.


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 Umbral View Post
Which is where the set has always been without Granite Armor.
Correct.

Quote:
Originally Posted by Umbral View Post
Seriously, the set does not exist entirely on the basis of Granite Armor.
Right. Granite Armor is just one power in the set that one can use.

Quote:
Originally Posted by Umbral View Post
Yet, if you actually look at each of the powers of the set, you'll realize that there are more defense based powers than resistance based powers and that, other than Granite Armor, the defense powers are more powerful.
Correct. However does that make it a solely defense based set? What is Willpower? One must take into account that the resistance does exist and people utilize it.

Quote:
Originally Posted by Umbral View Post
Granite Armor does not follow the standard design of the set. It is not the foundation that the set is built around. You're imagining that the set is based around resistance more than defense because Granite Armor is. It isn't. Look at the actual powers.
The set is not based around resistance, the set has different mitigation tactics (defense, resistance, regeneration) and can fall back upon a strong resistance heavy (with defense) armor. That is what I am saying. The set is not based upon resistance, but it would not be the same without having it.

Quote:
Originally Posted by Umbral View Post
Okay, let me do some math for you. The change to Stone Skin increased the resistance from 10%(s/l) to 11.25%(all). That's granting 11.25% +res(f/c/e/n/t/p) and 1.25% +res(s/l). The +def changes amount to 4% +def(all but psi). Using the simple exchange of 2% res = 1% def, the resistance is still increased more overall. Please. Learn what you're talking about. Please.
I admit I somehow missed the all vs. Smashing/Lethal, however I still do not think it proves the original point. A substantial amount of resistance is being lost from the set. This is not being made up by the changes.

Quote:
Originally Posted by Umbral View Post
And how is that problematic from a balance perspective? Your entire problem here is that you want the devs to make it easier for you to be stronger while in IOs regardless of whether it makes sense for the set to do so. For the set to have resistances that would make you happy, the powers that grant +def exclusively would need to have +res added to them, which generates some very amusing complications with having too many different attributes of numerous powers competing for a very small number of enhancement slots. Try imagining this if you can: every power in the set requires both defense enhancement, resistance enhancement, and end redux in order to be both effective and playable. Unless you want to force players to frankenslot to be effective, you're going to have a horribly designed set.
I didn't say it would have to be done that way.

Quote:
Originally Posted by Umbral View Post
I can comment on your inability to actually look at the set without operating under the pretense that Granite Armor is the entire set.
From what I see, our disagreements are opinion based. I agree, Granite Armor is not the entire set.

Quote:
Originally Posted by Umbral View Post
The point of the thread was less that Shield was too hard to kill but rather than Shield was doing too much damage for the decreased level of survivability the set manages.
The only thing that we know is what Castle says. The point of the thread got him interested in posting, whether or not he agrees with the premise (and from his posts, we cannot tell) is separate. What he actually posts is what we can infer from.

Quote:
Originally Posted by Umbral View Post
Just use the survivability charts that I linked in the very first post. They're right there so that you can even do it yourself and possibly learn something.
Sorry, but without Arcanaville to hold my hand through the process of entering it (which I wouldn't want to put her through ) I would have no idea where to begin. Excel spreadsheets...are not something I work well with.

Quote:
Originally Posted by Umbral View Post
Where does anything in that state or even infer that anything is being transferred out of Granite Armor? What you quoting is me stating that the level of survivability as a whole (not the levels of defense and resistance independently) was remaining roughly the same. You can have the same level of survivability amongst two different sets without having to transfer anything around at all. Hell, even if you just did some basic math and compared the reductions to Granite and increases to the other powers you'd be able to see that it didn't work that way.
Quote:
Originally Posted by Umbral View Post
These changes would allow Granite Armor to maintain roughly the same level of survivability it now enjoys (on par with Invuln + Unstoppable) while preventing it from completely rendering the rest of the set null.
  • With Granite Armor, the set will retain the same level of survivability.
  • Granite Armor's power is being reduced.
    Therefore
  • Other parts of the set will be increased to make up for Granite's loss.

That is my thought process.

Quote:
Originally Posted by Umbral View Post
Yet anyone that has actually done any respectable degree of analysis concerning survivability would disagree with you completely. If you have ever played a */Regen, you'd realize that MoG is simply another click power that contributes to your survivability while IH is the actual God Mode. Simply compare the use of any of the other God Modes to the use of each independently and it's rather patently obvious.
I guess we shall agree to disagree.

Quote:
Originally Posted by Umbral View Post
Do you honestly believe that Unstoppable only ever receives +rech from the standard slotting? Even with SOs, you get Hasten. Yes, SoW has better uptime than Unstoppable (which actually has an uptime of 35% rather than 33%) however the uptime of SoW can never have better uptime than 40%. Unstoppable, with only Hasten (using averaged +rech contribution), manages 43.2% uptime. The changes to disallow the reduction of recharge time was done to enforce a low maximum uptime ratio than is possible with the traditional god modes.
I still see it a tad differently, however I get your point.

Quote:
Originally Posted by Umbral View Post
Why? */Regen is naturally allergic to -rech and -regen debuffs (along with being painfully allergic to -def thanks mostly to not having any substantial native mitigation and complete reliance on damage recovery). There isn't a way to work around those weaknesses so why should there be any reason that any weakness of a set should be able to be worked around with IOs? If anything, there is less reason because otherwise, as I have said before, the weakness is pointless.
Why not? While you can build for some slow resistance and building for defense reduces the chance of a -regeneration or -recharge debuff's chance to hit you, I don't see why a set absolutely positively cannot make up for their weaknesses. The reason that some sets can easily cover their holes, while other cannot is simply that they are designed as different sets which do different things.

A balancing factor in Fiery Aura is the relatively weak mitigation it provides due to the offensive capabilities it brings to the table. Why should Fiery Aura be allowed to mitigate it's weaknesses when regeneration cannot?

Quote:
Originally Posted by Umbral View Post
Actually, it's entirely relevant. Your point was using a flawed metaphor in an attempt to describe the relationship between the different god mode powers. The relationship that you are suggesting (insofar that the difference between Fire Imps summoning 3 pets and the others summoning a single pet) is not appropriate if you're attempting to use it to describe how Granite Armor should be allowed to be permanent while all other god mode powers are forced to be temporary.
The point I was making is that the pets are different, they don't all have to be the same. Anything else is irrelevant.

Quote:
Originally Posted by Umbral View Post
Just as all pets deal a different amount of damage and provide different degrees of additional functionality, so do the various god modes provide different degrees of additional survivability along with different extraneous benefits (greater mobility, mez effects, greater recovery, etc). Damage that pets provide would be a commensurate comparison to the survivability contributes that the god modes provide, and the control and debuff functions that the pets provide would be commensurate to the secondary attributes of the god modes.

However, the biggest problem with your comparison is that you're attempting to draw similarities between a power that summons 3 weaker pets compared to those that summon 1 pet and a power that provides a level of survivability all the time compared to those powers that provide that same level of survivability part of the time. Your metaphor is fundamentally flawed because it's assuming that 3 pets that deal roughly 1/3rd of the damage all of the time is supposed to be fundamentally different from 1 pet that deals full damage all of the time. A comparison that would have actually been appropriate would be attempting to find a power that deals triple damage part one third of the time so that you could compare it to a power that has the same fundamental average contribution but operates on a different uptime and use ratio.
See above.

Quote:
Originally Posted by Umbral View Post
You honestly think they won't care that, while Hasten is active, they get to ignore the -rech of Granite completely? If you honestly believe that the only reason people take Hasten is because they want to have it up all the time, try looking at 99% of the builds out there. A vast majority of them don't really care about getting them permanent. In fact, most builds can't even manage it without completely screwing up the build. Most builds care about getting a decent uptime on Hasten and that's what would matter. In the case I stated, the Granite Armor tank would be running with 20% -rech 44% of the time and 50% +rech 56% of the time. Even with the 56% uptime, the degree of "penalty" suffered by 20% -rech at worst is minimal, especially since you spend more time with a net total +rech benefit rather a penalty.

Also something to remember is that the 20% -rech isn't applied at the end: it's applied at the same time as all other +rech or -rech values. Assuming decent IO grade enhancement (~70%), the 20% -rech penalty is only increasing the recharge on a power by ~12%. On an attack with a recharge of 4 seconds (a standard tier 1 attack), you're talking about the difference between the power recharging in 2.35 seconds and 2.66 seconds.
Alright fine, we don't need to continue a debate which will just end up in more differing opinions.

Quote:
Originally Posted by Umbral View Post
I'm going to bring this up again because it's important to me. Why do you believe that any problem with a power or set should be able to be completely mitigated with IOs and even then not having the entire build focused on mitigating those problems. You just admitted that it's impossible to build around the limitations of the god mode power. Why should Granite Armor be any different?
Because it is different.

What is stopping an Invulnerability user from IOing out their build to be able to handle situations in which they would normally need to use Unstoppable (or in other words would be able to withstand as much as, be as strong as, if they were in Unstoppable?)

Does Granite Armor provide too much of a survivability increase for the drawbacks it has?
Are Granite Armor's drawbacks too easy to overcome?

These are obviously areas we disagree on, and I doubt further discussion will change it.

Quote:
Originally Posted by Umbral View Post
If Granite Armor is allowed to remain permanent, it is not going to remain the same penalties.
With all due respect, I truly hope you are wrong.

Quote:
Originally Posted by Umbral View Post
The penalties are laughably low right now compared to the increased survivability the power provides. You can survive through the situations that are only possible otherwise with PFF or Phase Shift and yet unlike them, you can actually attack and deal damage.
I disagree.

Quote:
Originally Posted by Umbral View Post
You're not going to get to be unkillable (i.e. maintain the same level of peak mitigation) while being able to attack and keep the power perma. Pick two of those because you're simply not getting all three.
I disagree.

Quote:
Originally Posted by Umbral View Post
I will lose the snarkyness when you start actually becoming knowledgeable enough in the topic of discussion that I'm not having to constantly explain things to you that you are either unwilling or incapable of understanding. I have no problem treating people with respect when they are actually deserving of it, and I don't have to speak down on their level just so that they'll understand.

If you want me to stop treating you like you're an idiot, stop acting like one. Unlike some people, I don't suffer fools.
I'm afraid any further discussion is moot. It was...interesting...debating with you.


Favorite Hero: Computer (Empathy/Energy Blast Defender)

Favorite Villain: Gimp Computer (Fire Control/Psionic Assault Dominator)

 

Posted

Quote:
Originally Posted by Samuel_Tow View Post
The point of bringing up Permadom is to demonstrate how FOTM builds are handled. Dominators, as originally designed, were not intended to have high outgoing damage, hence why they were given a low damage mod. However, Domination till offered a significant damage buff, and when people found out they could make that permanent, they did. This, then, became baseline, to the point where non-perma-Domination Dominators started getting odd looks. The response from the development team was basically "That's how you want to play it? Fine, that's how you'll play it. Let's just let in all the other folks who can't go after that specific Inventions build." In the process, they managed to burn those with perma-double-stacked Domination, but that was an "oh, well" moment. They also managed to burn Psychic Shockwave by culling its power and redistributing it among the rest of Psychic Assault.

Granite Armour is in much the same situation. Granite Armour IS Stone Armour, and my Stone Brute can't go through two teams without someone gasping that I'm not Perma-Granite, or indeed asking me to be. It's come to the point where, penalties or no penalties, design or no design, Granite Armour is what Stone Armour is. This has become the baseline. At this point we can either go the Domination Route by instituting higher-than-normal but lower-than-granite protection to the whole set, sustainable all the time, constantly, we we can go the Elude/Unstoppable path and make the armour's drawbacks crippling or the armour itself temporary. Personally, I'd vote for the former, but I'd lie if I said I wasn't biassed.
I guess I'm not understanding because this happens with a lot of other sets. The defender forums are consistently filled with teams who only want a healer, or teams that only want a Speed Booster. In the case of kinetics, Speed Boost has become the set (or set-defining power). Is Kinetics in line for a change as well? Personally I couldn’t care less what other people think my builds should have.

What your saying (correct my if I am wrong) is that this view point, is evidence to a greater imbalance within the set. What I am finding a hard time agreeing with is the severity of that imbalance which illicits the enormous changes that are required to bring it back into the fold.

Quote:
Originally Posted by Samuel_Tow View Post
Example: Poison Gas Trap from Traps used to spam-spawn pseudo-pets, one for each person in range of the trap at the time the trap was activated. Getting, say, a dozen enemies to walk over the trap at one time created a LOT of pseudo-pets. Putting damage procs in Poison Gas Trap would, therefore, put a damage proc on EACH pseudo-pet, resulting in a LOT of damage for a power that wasn't actually designed to deal damage to begin with. When this was fixed, people immediately cried out that this was the only thing holding the set together and that now, without it, the set was DEAD. This on a power that, on its own, is just about "good" but not spectacular, not in my opinion.

This is what Granite Armour with set-negligible drawbacks is. It's a power that's supposed to bring one kind of functionality that players are perverting into bringing a very different kind of functionality. Even though the power CAN be run all the time, set design makes it pretty clear that it really wasn't supposed to be, much in the same way as Instant Healing. In this case it's not just sets that are the problem, but the mere fact that players can negate the drawbacks distorts what Granite Armour actually is. Look at it this way - playing with JUST your set and not reaching outward, Perma-Granite SUCKS, and a set-restricted character would represent your average casual player, one who plays by the seat of his pants and does not do build plans and calculations. As such, you are creating a higher-than-intended baseline that people aren't actually going to achieve if they play naturally. Hence, the Domination conundrum.
Let me know If I am interpreting this incorrectly. There are a few points where you use 'set' for both the power set and the set bonuses (I believe), so forgive me if I am mixing them up.

Nothing is stopping the casual gamer from keeping Granite Armor on permanently. The difference between him and the non-casual gamer is the fact that the non-casual gamer will be better suited to playing in Granite Armor if the time comes.

Instant Healing doesn't quite match up, because if you had enough endurance to run it, you could leave it on indefinitely and not give it another thought. Turning it off meant that you had more endurance recovery, which was completely useless had you built to have enough recovery when Instant Healing was running. There was no gain.

There will always be times when not using Granite Armor is the correct course of action, due to the fact that turning it off turns off the drawbacks.

Quote:
Originally Posted by Samuel_Tow View Post
The key problem with this is that AoE damage gets magnified the more targets you have to inflict it on. Something like Tremor does damage per target. It would do ten times the overall damage when used on ten targets as it would do when used on one. Higher levels of survivability allow one to take on more enemies, thus allowing one to more easily multiply one's AoE damage, thereby increasing one's overall damage beyond the levels of lower-survivability sets. Furthermore, sets with lower survivability face more downtime and more of their uptime is taken up with non-offensive actions like self-healing and control.

All of that is to say that SURVIVABILITY ITSELF increases damage outpit, hence making up some of the difference that its own debuffs are trying to make. In other words, Granite Armour counters the very debuffs that are meant to counter it.

And there is also the other point - damage is not the only offensive capability a Tanker or Brute has. Control effects count as offence, as do Taint effects. Clearly, they are slowed down by the recharge debuff, but they still operate at full power. The ability to tank while in Granite Armour is itself something I view as bordering on an exploit. The limiting factor to a Tanker's ability to tank is his own survivability. It is unreasonable and impractical to expect to remove survivability out of the equation and still be able to perform as a tanking Tanker.
Which brings us back to the question of how much of a drawback should Granite Armor have to bring it in line with the other set.

Quote:
Originally Posted by Samuel_Tow View Post
Granite Armour pretty much removes survivability out of the equation, hence why a proper penalty would take your ability to deal damage, control and tank right along with it.
Which is an area that we disagree in.

Quote:
Originally Posted by Samuel_Tow View Post
If you want Granite Armour perma with negligible drawbacks, you need to give up survivability. If you want Granite Armour perma with its current survivability, you need to accept more crippling drawbacks. If you want Granite Armour with its current survivability and negligible drawbacks, you need to give up its ability to be up all the time. You just can't have all three like it is now. And I assume that's a major reason why this hasn't been touched in ages. It's a hornet's nest of GUARANTEED player unhappiness.
It comes down to this. The crippling drawbacks that you believe are needed, are not the crippling drawbacks that I believe are needed.

The crippling drawbacks that I envision would not count to you and would then force me to choose another area to lose in; however, in my opinion it would count. I don't think any further discussion will change this road block.


I'm afraid that my input is not doing much in this debate. Perhaps I am simply wrong. It has been fun bouncing ideas back and forth none the less.


Favorite Hero: Computer (Empathy/Energy Blast Defender)

Favorite Villain: Gimp Computer (Fire Control/Psionic Assault Dominator)

 

Posted

Quote:
Originally Posted by Computer View Post
Perhaps I am simply wrong.
Holy crap! You might actually be capable of learning!


 

Posted

There is no 'belief' going on here. The opinions are derived from mathematics, and it is easy to see where there is a disparity between Granite, the rest of the Stone Armor powerset, and other sets entirely. That you don't see that because you don't understand it doesn't mean you have a different opinion, it just means you don't understand. There's nothing wrong with not understanding except when you try to argue on the basis that you do. Your opinion is therefor irrelevant. Umbral's is as well, for that matter, except that his opinion agrees with what the math is telling us. Ultimately the numbers are what is most important.

If I were to build a Granite Tank, not that I ever would, but if I were going to do so I would be focusing on building without the need to offer myself any mitigation other than Granite itself because I wouldn't need too. The penalties for using Granite are not great enough to warrant the performance it allows, and if you want to keep that performance in tact, Granite is going to need a bigger draw back, which is in line with every other 'God Mode' power that it is currently miles ahead of. That is the whole bases of the argument in question here.

As far as old skool IH vs Granite, they are very much comparable because they offer super high mitigation for a laughably easy cost, and trivialize the need to take the rest of the powers in the set, meaning they actually offer and even greater benefit than is immediately obvious. That all my mitigation needs can be met with 1 power means I can easily build towards removing the penalties of that one power, and then focus on making myself do more damage than anything else conceivable. Once IO's are thrown into this realization, the walls placed around me disintegrate entirely.


As King of the Internet, a title bestowed upon me by myself, I declare that this topic is no longer going to be about defending the need to change Granite, and is instead going to be about focusing on figuring out how to fix Stone Armour (Armour, with a u, because I'm a King, and that's what Kings do.). Anything else is just slowing things down.


*EDIT* - On a side note, I think Umbral purposefully trying to be nice to everything in the world would be a very sigworthy experience.


 

Posted

Quote:
Originally Posted by Computer View Post
I guess I'm not understanding because this happens with a lot of other sets. The defender forums are consistently filled with teams who only want a healer, or teams that only want a Speed Booster. In the case of kinetics, Speed Boost has become the set (or set-defining power). Is Kinetics in line for a change as well? Personally I couldn’t care less what other people think my builds should have.

What your saying (correct my if I am wrong) is that this view point, is evidence to a greater imbalance within the set. What I am finding a hard time agreeing with is the severity of that imbalance which illicits the enormous changes that are required to bring it back into the fold.
Why are you doing this to me? You say "correct me if I'm wrong" right after misusing "your" for "you're..." It's a trap, I just know it

More to point, perception is not proof of a problem, but it is a good indicator thereof. If there is the perception that a Tanker, once he reaches level 32, can respec and remove the majority of his set, then there just might be a problem. If there is a perception that certain powers are only ever needed until a "better" power comes along to replace them, there might be a problem. Empirical observations in this case confirm that there is indeed a problem. Even if the set looks well-designed on paper, if people consistently play it "wrong," then either the set needs to be fixed to be more like how it was originally designed, or the set's design needs to change to accept the way people are playing it. This is the Granite Armour conundrum and the source of the belief that "something" needs to happen.

As far as set-DEFINING powers are concerned, those are merely powers judged the most important in the set. I understand that Speed Boost is considered important to Kinetics, but is it considered the only power worth taking at all? Because I've heard people swear by Fulcrum Shift and others brag about Transfusion. There are, obviously, people always looking for Healers, but there are an equal number of people praising the benefits of Empathy buffs.

You would be hard-pressed to find anyone but the very rare exception who would make an argument as to why it's better to run using the base armours over Granite Armour. I don't use Granite Armour, myself, and even I couldn't draw that kind of argument. That's the problem. There is no argument to be had. Granite Armour is provably superior to non Granite Armour in practically every instance, and since the system never FORCES you to turn the toggle off, there is very little reason to. This isn't a comparison between Granite Tanks and other Tankers, it's a comparison between Stone Tanks and Granite Tanks, and Stone Tanks are measurably worse off.

You can make arguments as to why Granite Armour isn't needed all the time, and I would agree. You can make arguments as to why going out of Granite Armour produces better results, and I would disagree. It's less annoying, but with the right build, it is ALWAYS better. That's the problem. As long as you can keep Granite Armour on indefinitely, you will always need to have good, strong, convincing reasons that would get give ANY build at least some tangible reason to not use Granite Armour all the time. Other self-protection sets don't face this, since their T9 powers are otherwise limited in use. As long as the use of Granite Armour remains unlimited, then it must have balancing factors just as severe as those of T9 powers of equal contribution. And the severity of those powers' balancing factors is crashes that kill you and a 1000 second recharge timer. That's over 17 minutes.

Think about the severity of penalties for every T9 power of similar performance and you should see why Granite Armour's drawbacks are little more than a slap on the wrist.

Quote:
Let me know If I am interpreting this incorrectly. There are a few points where you use 'set' for both the power set and the set bonuses (I believe), so forgive me if I am mixing them up.

Nothing is stopping the casual gamer from keeping Granite Armor on permanently. The difference between him and the non-casual gamer is the fact that the non-casual gamer will be better suited to playing in Granite Armor if the time comes.
"Making Granite perma," as it were, is easily doable by picking the right AT and the right pool powers and slotting. However, a casual player may not necessarily know to do that. Few other sets are built such that you NEED specific powers to give them baseline functionality. I dare say Dark Armour if only because of its hideous endurance drain, but beyond that, most sets work well on their own. I should know. That's how I build them. But if you build Granite Armour like you would build, say, Invulnerability, you're going to be punching your keyboard by level 16. If you do not mitigate the run speed penalty of Rooted, the game will SUCK. If you do not mitigate the recharge penalty of Granite Armour, you'll be sitting on your hands. On the surface, those are half-way decent balancing factors. Except the game WITH these balancing factors is not what's baseline. The game WITHOUT those balancing factors is.

Any time you have a system where certain sets NEED certain supporting powers, then that is a sign that something in these particular sets is wrong. It could be an inefficiency in the set that the additional powers make up for, or it could be an exploitable feature of the set that these additional powers build on, such as limitations designed to make the set work being sidestepped, turning design on its head. The solutions to these problems are many, but we can't deny that they ARE problems.

Quote:
Instant Healing doesn't quite match up, because if you had enough endurance to run it, you could leave it on indefinitely and not give it another thought. Turning it off meant that you had more endurance recovery, which was completely useless had you built to have enough recovery when Instant Healing was running. There was no gain.

There will always be times when not using Granite Armor is the correct course of action, due to the fact that turning it off turns off the drawbacks.
When the drawbacks DO NOT MATTER (and it's not hard to achieve this), then the benefit of turning off Granite Armour becomes moot. I turn my Granite Armour off simply because I don't feel like fiddling with recharge, but I am well aware that I'm compromising my efficiency and survivability because I can't be arsed to bother. I realise that I am operating at below-average performance. I'm OK with that, but this is not a choice one should have to make. If drawbacks to a power exist, then they should not be circumventable. If they are circumventable, then they shouldn't exist. As it stands, Granite Armour is a TERRIBLE power, but Granite Armour + Swift + Hasten + Fury is a GREAT power. And I don't agree with this design.

I don't agree that I should have to grab three other powers JUST to get what is considered baseline functionality. Either baseline functionality needs to be made truly baseline, as was done with Domination, or this functionality must be forced AWAY from baseline, as was done with Unstoppable and Elude when people were running those perma.

Let me say it again - look at what happened to Elude and Unstppable when those were running perma. Now try and tell me that Granite Armour, which has similar survivability, has NEARLY the same balancing drawbacks as that.

Quote:
Which is an area that we disagree in.
Wait, do we disagree that Granite Armour removes death from the equation or the consequences that that should have on the power's balance? Because I can testify to Granite Armour's unkillability. You can turn on Granite Armour and Rooted and you can go AFK in a LOT of situations, which is one of the problems outlined by Jack Emmert as far back as I5's GDN. This is normal for other T9 powers, as well, but other T9 powers do not allow you to hold this level of survivability indefinitely. Granite Armour does.

If you want to essentially ignore danger, then you have to accept the consequences of that, which is that danger will ignore you in return. You can't have it both ways. You can't have ultimate defence AND significant contribution. This is the hallmark of the much-feared tank-mage. Again, precedent for this exists in powers like Personal Forcefield, Hybernate, Quantum Flight and so on. In fact, you can compare Granite Armour to Personal Frocefield in terms of levels of survivability. It's not quite the same, but it's comparable. And that prevents you from doing ANYTHING.

The penalties are not enough. And, to be frank, making them higher will just make the situation suck more.

Quote:
It comes down to this. The crippling drawbacks that you believe are needed, are not the crippling drawbacks that I believe are needed.

The crippling drawbacks that I envision would not count to you and would then force me to choose another area to lose in; however, in my opinion it would count. I don't think any further discussion will change this road block.
Here's the thing: If the drawbacks you envision do not count for me, that's broken. If the drawbacks you envision are circumventable to you, that's broken. You can't go around the 1000 second recharge on unstoppable. Even with the cap of 400%, you can still only get it down to 200 seconds recharge to 180 seconds duration, and who has even that much consistently? You can't get around the 240 second recharge of Moment of Glory. Even if it's enhanceable (which I'm not sure it is), you still can't get it under 48 seconds, and the power still has only a 15 second duration. You can't get around the 360 second recharge on One With the Shield because you can't enhance or buff its recharge. You can't get around the limitations of Hybernate, because it puts you in Disable_All mode, which means you cannot use powers with it. At all. You can't go around the limitations on Rise of the Phoenix, because its limitation is "being dead."

T9 powers are serious business, be they God Mode, mini God Mode, resurrection or utility. Anything which gives you close to absolute protection comes with penalties specifically designed such that you CANNOT overcome them, or indeed even come close. Anything aside from Granite Armour. And that's the problem.


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 Warkupo View Post
There is no 'belief' going on here. The opinions are derived from mathematics, and it is easy to see where there is a disparity between Granite, the rest of the Stone Armor powerset, and other sets entirely. That you don't see that because you don't understand it doesn't mean you have a different opinion, it just means you don't understand.
If there are mathematics that define just where Granite Armor is exceeding the limits than there shouldn't be opinions as to how to fix it. We would know exactly where it falls in what circumstances.

If we didn't touch a thing with the power ie. Duration = Perma Survivability = Same, what would the mathematics tell us the drawbacks should be. I realize you didn't specify if this is possible in one formula, however if these problems are based in mathematics there should be a way to relate them.


Favorite Hero: Computer (Empathy/Energy Blast Defender)

Favorite Villain: Gimp Computer (Fire Control/Psionic Assault Dominator)

 

Posted

Quote:
Originally Posted by Umbral View Post
Holy crap! You might actually be able to learning!
I don't understand why you are intentionally trying to be so mean, especially when I have not done the same to you. How is it helping the discussion at hand?


Favorite Hero: Computer (Empathy/Energy Blast Defender)

Favorite Villain: Gimp Computer (Fire Control/Psionic Assault Dominator)

 

Posted

Quote:
Originally Posted by Samuel_Tow View Post
Wait, do we disagree that Granite Armour removes death from the equation or the consequences that that should have on the power's balance?
The latter.


Favorite Hero: Computer (Empathy/Energy Blast Defender)

Favorite Villain: Gimp Computer (Fire Control/Psionic Assault Dominator)

 

Posted

Quote:
Originally Posted by Computer View Post
I don't understand why you are intentionally trying to be so mean, especially when I have not done the same to you. How is it helping the discussion at hand?
Because I've tried to educate you as to your incredibly flawed viewpoint throughout this entire discussion, and you still haven't even gotten the slightest grasp of what I'm talking about. You're still insistent that the ability to maintain Granite Armor grades survivability at all times is not only balanced but also necessary, and, in the same note, that the penalties to the power should be no worse than they are already regardless of the fact that they're laughably simply to get around.

I am mean because I was reasonably polite for our first few exchanges but it did nothing to correct your incredible lack of knowledge that would actually allow you to contribute to this discussion. Being polite did nothing to mitigate your obvious ignorance and it, apparently, made you think that you were actually intelligent enough to have an applicable viewpoint on balance of any kind. When, even after explaining how you were wrong and why the things that you are stubbornly insistent are both necessary and balanced are required for any change to be balanced and acceptable (when it is obvious to anyone with half a brain and the ability to do basic algebra that is isn't), you are still incapable of realizing that the fundamental logic behind your ideas is both hideously flawed and horribly imbalanced. Hell, you still believe that the devs have an obligation to design sets that allow you to overcome any weakness that is designed into a set while still allowing you to do even more with the remaining resources that you believe you should have left over.

I demean you because you're in a balance conversation though you're completely incapable of even recognizing what balance actually is. Even with math, you're incapable of realizing that it's imbalanced. You are somehow impervious to facts and logic.


 

Posted

Quote:
Originally Posted by Umbral View Post
You are somehow impervious to facts and logic.
Yes, yes I am. But you knew this already.

*Please return to your regularly scheduled number crunching debate*



[Admin] Anti-Matter: I was in ur dimenshun, killin ur d00ds.
[Admin] Emperor Marcus Cole: Good job, Anti-Matter. Troll them.

Freedom, Virtue, Exalted

 

Posted

Actually, Umbral, you started out offensive. Against anyone who had a differing opinion of you. Just making that point known.

What I think Stone armor needs is a complete rework. I honestly do. I like the idea of shifting the "Infinite Sustainability" out of Granite armor by simply making granite "Another Toggle" in the set, lowering it's numbers until, slotted with SOs, it only achieves it's current level of mitigation while simultaneously applied with all other armors and toggles in the set. Why would this be such a horrible concept? You're attempting to turn a toggle into an end per second click power (with the forced detoggle). There's another suggestion floating around to force a recovery penalty so that eventually you have to detoggle it or turn it off. Wouldn't having stacking end costs do roughly the same thing, barring tons of +recovery from IO sets and teammates, which no set metrics are supposed to take into account since the metrics are all based on SOs?

The powerset up to granite basically trains you to toggle specific toggles for specific fights. Fighting a ton of fire-foes? Better have Magma on. No psi in town? Forget Minerals. As it currently stands you get to Granite, turn it on and leave it on, most of the time. Wouldn't it better fit the set's methodology to toggle Granite AND Magma, while fighting fire based enemies? It turns Granite into a "Baseline" power that you toss on with pretty much every other armor you utilize, in keeping with the set's overall design, rather than trumping and bypassing all other toggles.

In the end I'd prefer to see Granite armor remain a toggle, unique and interesting, rather than becoming just another Unstoppable or Elude. And no matter how sound the numbers are on your designs to have it shut off automatically or suck end like a starving vampire in a blood bank if it isn't the toggle that people have come to know and love, you're just going to piss off a big portion of the playerbase. Even if you buff the rest of the set to make up for the downtime of that power, you'll strip away part of what makes the set unique compared to the others: A Tier Nine Toggle.

-Rachel-


 

Posted

I'm in favor of whatever removes the movement penalties from Rooted and raises the performance of Stone Armor outside of Granite.


Branching Paragon Police Department Epic Archetype, please!

 

Posted

Okay the current problem with Stone is that most of the armors are mutually exclusive to the Tier 9. That and the End cost to run it all, compared to the Tier 9 which pretty much is equal or better on almost every level.

Now, not taking into account status effects (still fiddling with ideas on that, this is what I'd propose).

Link To Google Spreadsheet


Essentially we stop having Granite be a stand-alone power and have if functionally be additive. Additionally, it would garner a 50% (non-augmentable) endurance discount.

This would bring it in-line with current End cost for Granite + Mudpots + Rooted.

However, you're retaining the benefits of Crystal Armor (which you currently lose in Granite), as well as the defense debuff resistance.

As I said above, fiddling with ideas for the various status protections. Not 100% on how the magnitude system works. So I'm not sure if it should be an additive effect or a value replacement.

Now, this would constitute a fairly MAJOR buff to an ALREADY powerful (some would say overpowered) set. How would we offset it? Maybe play with the amount of End Discount? Lowering of defense values? I'm open to suggestions for balance's sake.

Now something like this probably has been suggested in the past (I'd be stunned if it hadn't). Anyone want to summarize on why this kind of change would be a Bad Thing™?

Seriously, tear it a new one.



Clicking on the linked image above will take you off the City of Heroes site. However, the guides will be linked back here.

 

Posted

Quote:
Originally Posted by Samuel_Tow View Post
I fear that your combination of conditions may not realistically have any one point of intersection. In other words, I fear that what you're asking for is impossible.
Naturally, I disagree. In fact, I can give one possible design that meets all of those conditions: make Granite not mutually exclusive, have it grant +25% res to all but psi and nothing else, and give it -90% movement speed, -90% movement speed *cap*, -jump, -fly, and -teleport. This keeps Granite a toggle that can be run indefinitely, makes it less strong than it currently is, gives a stronger and less circumventable penalty, and makes you want to turn it off if you want to, you know, go anywhere. This is not my favorite proposal, but it is a proposal that meets all my conditions. If it's still too strong, tweak down the res; if the penalties are still too weak, add some more.

I mean, if you say that it's not possible to design a power that you can be allowed to keep on all the time, you're saying that all armor toggles are unbalanced. I don't think that's quite what you mean.

As for my Calcify power suggestion, I think you're missing the point. Basically, over the course of 15 seconds after activating the power, you harden up to a higher level of survivability (lower than the current level granted by Granite) and a lower level of offensive capability. Once you've reached the peak, you stay there until you turn off the toggle, at which point the buffs and debuffs fade away over the next 15 seconds.

Once again, to beat the drum until my arms give out, I'm not saying that Stone Armor should have a wildly higher level of survivability than any other armor set. I'm asking for a moderately higher level of survivability to be available whenever needed, at the cost of a decrease in offensive capability sufficient to make that higher level of survivability impractical to attain under all circumstances. This is not an idea that is in itself inherently gamebreaking.


@SPTrashcan
Avatar by Toxic_Shia
Why MA ratings should be changed from stars to "like" or "dislike"
A better algorithm for ordering MA arcs

 

Posted

Umbral, you're nothing more than an internet tough guy. Learn to debate without being a ***** or stop debating. Your immature attitude destroys any argument you make and flushes your credibility down the toilet.

Why did you even make this thread? Did you want to show everyone your big brain? Unfortunately, your lack of civility trumps any intelligence you might store in that skull of yours.


 

Posted

Quote:
Originally Posted by Rangle M. Down View Post
Hyper: Brimstone is 25% f/c resist, not defense.
Thanks for the catch. Fixed it and a couple other major errors.



Clicking on the linked image above will take you off the City of Heroes site. However, the guides will be linked back here.

 

Posted

Quote:
Originally Posted by SpittingTrashcan View Post
Naturally, I disagree. In fact, I can give one possible design that meets all of those conditions: make Granite not mutually exclusive, have it grant +25% res to all but psi and nothing else, and give it -90% movement speed, -90% movement speed *cap*, -jump, -fly, and -teleport. This keeps Granite a toggle that can be run indefinitely, makes it less strong than it currently is, gives a stronger and less circumventable penalty, and makes you want to turn it off if you want to, you know, go anywhere. This is not my favorite proposal, but it is a proposal that meets all my conditions. If it's still too strong, tweak down the res; if the penalties are still too weak, add some more.
Interesting... So, basically kill the offensive penalties, impose harsher movement penalties. Huh... I hadn't thought of that. Not a bad idea, actually, provided we kill the movement speed debuff in Rooted. That should keep Granite Armour giving significant survivability (how significant is a matter of debate), but would force you to detoggle if you want to move between spawns. Not bad. And since it wouldn't have the Achilles' heel problem of dropping the entirety of your status protection the way detoggling Rooted to move does, then I can see this as a form of toggle-juggling. Ostensibly, Granite Armour ought to be a power you use when you've walked in on something over your head, not as something you run around in as a status quo, so that kind of penalty I can actually see.

The -teleport alone is enough to burn ever Granite Tanker who ever lived, so just that is enough to get things moving, but killing the movement speed cap so you actually CAN'T go much farther even with a world of buffs... That I actually like. Again, it'd be good as a means of survival, and I'd actually put movement speed at around 15-20%. Enough to move around inside the spawn you're fighting, but not enough to want to move from spawn to spawn. Impose a mid-range recharge on the power, say 30-60 seconds, and you have a toggle you CAN use to gain serious survivability, at the penalty of having to turn it off if you want to move out to the next battle.

This gives Granite Armour two benefits: One, you get high survivability on demand, sustainable as long as you need it and ideal for one long, protracted fight that takes place relatively in the same general area. On the flip side, it's a power you WANT to turn off when moving around, losing PEAK survivability but, if the set itself is fixed, not losing enough to make you dead meat on a misstep. We retain the ability to use it continuously AND with less of a drawback, but we have a reason to turn it off, as well.

I like that.

Quote:
I mean, if you say that it's not possible to design a power that you can be allowed to keep on all the time, you're saying that all armor toggles are unbalanced. I don't think that's quite what you mean.
No, I just meant that I don't think there's a good middle where Granite Armour still performs at the levels of a God Mode (its current levels) while still being considered balanced. Either it'll be too weak, it's drawbacks too severe or it won't run full-time. Granted, that's a case of "I'm not sure." There may well be a way, but from how things look, I can't imagine there being one. Even the above-mentioned way that I really like is probably going to end up being rejected.

Quote:
Once again, to beat the drum until my arms give out, I'm not saying that Stone Armor should have a wildly higher level of survivability than any other armor set. I'm asking for a moderately higher level of survivability to be available whenever needed, at the cost of a decrease in offensive capability sufficient to make that higher level of survivability impractical to attain under all circumstances. This is not an idea that is in itself inherently gamebreaking.
Why not, though? That's its shtick, isn't it? Stone Armour is the one set that's all about ultimate protection. Back in the day, it was the only set with protection from Psychic attacks. I don't see why Stone Armour can't have the greatest survivability in the most situations, if for no reason other than because that's basically what it was designed to be. I have no problem with sets like Invulnerability and Willpower matching or even exceeding it by a little with saturated toggles, but Stone Armour would still retain its power in fights against single hard targets like AVs. And I'm fine with that.

Of course, once again that's a matter of concept, as I have no real numbers to support my position, but ideally, I feel that's what we should be shooting for.


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 Steampunkette View Post
Actually, Umbral, you started out offensive. Against anyone who had a differing opinion of you. Just making that point known.
I have to agree with this, as well. Umbral, I respect your knowledge and skills, but your attitude here is really uncalled for and, to be honest, highly counter-productive to the topic at hand. You've been rude to everybody who challenged your suggestion very much from the start, and to be honest, it's starting to bother me in a big way. I'm not going to play ethic defender here, as I know better, but if you insist on insulting and belittling people like this, then I want nothing more to do with this thread.

I'm sorry. I've tried ignoring it, I've tried letting it slide, but enough is just enough.


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
Furthermore, this does little to address the problem of Brutes, for whom controlling aggro really isn't that big a deal. They CAN tank, but they aren't meant to. This does little to stop them, as Brutes have an even easier time ignoring Granite Armour penalties, and are only left with the sheer annoyance of the power, which, to be honest, further penalties will not solve.
The range and radius debuffs would make a huge difference.

Foot stomp would jump from being a 15ft radius power to a 7.5ft radius. 8ft Whirling attacks would end being 4ft radius. Cone attacks also would be crippled. Powers like Shadow Maul may prove problematic as they would still have a 7ft range but their radius would go down to 3.5, unless the foe is just in the user's Toes the power just would not hit anything.

I'm sure brutes would feel that debuff.


 

Posted

Quote:
Originally Posted by Hyperstrike View Post
Okay the current problem with Stone is that most of the armors are mutually exclusive to the Tier 9. That and the End cost to run it all, compared to the Tier 9 which pretty much is equal or better on almost every level.

Now, not taking into account status effects (still fiddling with ideas on that, this is what I'd propose).

Link To Google Spreadsheet


Essentially we stop having Granite be a stand-alone power and have if functionally be additive. Additionally, it would garner a 50% (non-augmentable) endurance discount.

This would bring it in-line with current End cost for Granite + Mudpots + Rooted.

However, you're retaining the benefits of Crystal Armor (which you currently lose in Granite), as well as the defense debuff resistance.

As I said above, fiddling with ideas for the various status protections. Not 100% on how the magnitude system works. So I'm not sure if it should be an additive effect or a value replacement.

Now, this would constitute a fairly MAJOR buff to an ALREADY powerful (some would say overpowered) set. How would we offset it? Maybe play with the amount of End Discount? Lowering of defense values? I'm open to suggestions for balance's sake.

Now something like this probably has been suggested in the past (I'd be stunned if it hadn't). Anyone want to summarize on why this kind of change would be a Bad Thing™?

Seriously, tear it a new one.
The only way to accept this, and I apologize if you stated it here and I missed it (have a headache right now) is by lowering granite values so that once stacked on top of everything else it ends up being the same it is now. This would just force granite to be harder to build but most IO min-maxers may already take everything they can to slot special set bonuses they want.

I think it would be too intrusive to the way players build and play the set and in the end just results in a buff to Granite thanks to it now getting psi defense.

Adding subtle but harsh penalties, like the -radius and -range i mentioned, may be a better way to go as it does not intrude with the gameplay but does lower potential aoe damage.


 

Posted

Quote:
Originally Posted by Starsman View Post
The only way to accept this, and I apologize if you stated it here and I missed it (have a headache right now) is by lowering granite values so that once stacked on top of everything else it ends up being the same it is now.
That's more or less the intention of the stacking.

Quote:
This would just force granite to be harder to build but most IO min-maxers may already take everything they can to slot special set bonuses they want.
Exactly.

Quote:
I think it would be too intrusive to the way players build and play the set and in the end just results in a buff to Granite thanks to it now getting psi defense.
Honestly, I don't know that it'd be all that intrusive. The sets would actually be better integrated and defense (other than psi) would be identical. You'd STILL be dealing with all the speed/recharge/damage output penalties intrinsic to granite. And if you want to make the Stoner "pay" for the psi buff, simply reduce the end discount on the modified Granite.

Yes, this could be offset by IOs, but how is that different from how it is now?

Adding subtle but harsh penalties, like the -radius and -range i mentioned, may be a better way to go as it does not intrude with the gameplay but does lower potential aoe damage.[/QUOTE]

I don't know that -radius or -range is going to work well, as a lot of that is baked into the AOE powers themselves. And most tank/brute AOE are point blank outside of epics. As such, -range is inapplicable, and radius is a function of the power with no means of buffing/debuffing.



Clicking on the linked image above will take you off the City of Heroes site. However, the guides will be linked back here.

 

Posted

Quote:
Originally Posted by Hyperstrike View Post
Honestly, I don't know that it'd be all that intrusive. The sets would actually be better integrated and defense (other than psi) would be identical. You'd STILL be dealing with all the speed/recharge/damage output penalties intrinsic to granite. And if you want to make the Stoner "pay" for the psi buff, simply reduce the end discount on the modified Granite.

Yes, this could be offset by IOs, but how is that different from how it is now?
First, Psi hole is one of the penalties granite suffers. Allowing all powers to stack changes nothing and just patches the Psi hole.

The issue with granite is not that it gives that much power in it's own, it's the fact that it allows that level of survivability to be reached without many penalties. Requiring stacking to do so changes little in that respect.

This is precisely the sort of idea some one would propose in an attempt to convince the devs to buff Granite without the devs realizing (and it would not work.)

Quote:
I don't know that -radius or -range is going to work well, as a lot of that is baked into the AOE powers themselves. And most tank/brute AOE are point blank outside of epics. As such, -range is inapplicable, and radius is a function of the power with no means of buffing/debuffing.
Radius is proven to be buffable and if it's buffable it's debuffable. +Range enhancements also enhance Radius precisely so they keep cones enhancing properly. This alone proves the power's attribute's mechanic to be buffed and debuffed exists.

Also, PBAoE and Cone radius are both the exact same attribute.