Stone Armor: What I'd Do


Arcanaville

 

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Originally Posted by Arcanaville View Post
The old but unknown till Dual Pistols came around is that its possible to create a power effect that only affects certain other power effects by type. "Type" is something the devs can set up independently of any other part of the power, so in the Dual Pistols case they made the different damage types all different power effect "types."
Actually, I've known about that one since before Dual Pistols. Nectanedbo's Curse Breaker demonstrated that to me a while ago.


 

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I realise that what I'm suggesting is a pretty sever breaking of the cottage rule, and probably general redesign as well. However, it's probably the one solution I like the most, because it's a case of eating your cake and having it, too. It should allow Granite Armour to still be usable for any needed period of time and usable without its annoying penalties AT ALL, so in this case, it's actually getting better. However, it keeps the power balanced in the way I perceive it was originally intended to be, in that you need to turn the armour off in order to be mobile, and nothing says immobility like an immovable anchor that provides your armour only in a certain radius around it.

I'm more than positive people are going to cry foul because you're essentially FORCING them to fight outside of Granite Armour, or at least wait exuberant amounts of time between advancing to the next spawn. The problem is that pretty much any change you make to Granite Armour will have to come either with a serious slash at the power's effectiveness, which will piss people off, or with some kind of mandatory or heavily-enforced mechanic to get the power to shut off.

In essence, anything you do to Granite Armour WILL break current playstyles. I'm trying to devise a roundabout way to retain as much of them as I can, meaning the armour's full strength and it's ability to be kept up as long as necessary. If SOMETHING has to give, then I'd rather it were mobility issues, as that's the only thing that doesn't take away from the sheer unkillability of Granite Armour as it is right now.


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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.

 

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Originally Posted by Samuel_Tow View Post
I'm more than positive people are going to cry foul because you're essentially FORCING them to fight outside of Granite Armour, or at least wait exuberant amounts of time between advancing to the next spawn. The problem is that pretty much any change you make to Granite Armour will have to come either with a serious slash at the power's effectiveness, which will piss people off, or with some kind of mandatory or heavily-enforced mechanic to get the power to shut off.
Which is why I don't really see much point in completely rebuilding the power around the attempting to appease players that will never be appeased because they will never be unless they're allowed to keep Granite as it is now. I'd much rather just do what is simple: either treat it like a standard god mode power (as I am) or give it the PFF treatment (as was suggested earlier). Attempting to create entirely new designs for a power just to try to prevent pissing people off that will be pissed off no matter what you do is pointless as I see it.

The power was never intended to be used at all times and to completely eclipse the entire rest of the set. Even Jack would have realized that was completely broken. Part of any redesign is going to involve either modifying the power to account for the new usage paradigm or modify the power so that it now works with the intended usage paradigm. You're going to piss people off either way because modifying the power so that it's now used all the time will generate a very steep reduction in power or modifying the power so that it will only be used in a restrictive manner is going to anger people that want it all the time. There isn't a way to get it both ways while still being balanced. People should just suck it up and realize that.


 

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I disagree, Umbral. I think the max end reduction would be a great way to enforce the paradigm (since players will pretty much self detoggle to either fight or because they were fighting) without either A) Forcing them to or B) Making the power less powerful while it's on.

-Rachel-


 

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Actually I kind of agree with Umbral, but at the same time he may be missing the point.

It's true that no matter what changes you make to any power/set in this game, including pure buffs, people will complain (see the changes to Psi Dominators). So making changes with an eye to minimizing complaints is pointless.

On the other hand, if a power needs to be changed, one should take the opportunity to improve the power overall as much as possible.

By 'improve' I mean 'bring in line with current design philosophy and taking advantage of current knowledge and tech...preferably without breaking the Cottage Rule'.


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Cosplay Madness!: (#3643) Neutral vs Custom Foes. Heroes at a pop culture convention!

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Originally Posted by Steampunkette View Post
I disagree, Umbral. I think the max end reduction would be a great way to enforce the paradigm (since players will pretty much self detoggle to either fight or because they were fighting) without either A) Forcing them to or B) Making the power less powerful while it's on.
Well, the problem with that mechanism, one that even you brought up, is the ease with which you can acquire increases to your max end. Unless the devs have some mechanism that can reduce your max end by a percent rather than by a flat amount (which I'm not sure they have, though, once again, I'd like to see a dev weigh in on this if it's a preferred path), reducing max end by an amount that isn't cripplingly debilitating without IOs while simultaneously substantive within the presence of IOs is going to be pretty difficult.

Reducing endurance by 25% (to 75 max end base), would reduce endurance sustainability by roughly 33%, though the passive accolades would allow you to cut that penalty in half. With some reasonably simple IO slotting (Mocking Beratement 2 piece, Impervium Armor 4 piece, GotA 4 piece) could then completely mitigate the penalty more simply than you can get rid of the existing penalties. Even so, because everything operates on a proportional basis, decreasing max end is functionally equivalent of simply decreasing end redux by a comparable amount (in the same way that increases to hp act as functional resistance).

Even if the decent balance point were found or if we found out that i was possible to reduce "total" endurance by a specific percent (to force +max end effects to remain proportional to the base), there's still the issue that, when teaming, the game isn't balanced around end costs in the same way: as I mentioned earlier, there are still powers that completely negate the negative effects of recovery and max end penalties because they can cap recovery rates so easily. These same powers can overcome the effects of nukes, but the benefits aren't as intense when used for nuke recovery as they would be because the nukes don't provide the same degree of improved performance proportionate to base performance. At least with the other endurance crashes, the effects are sudden and cataclysmic rather than averaged so it's more difficult to mitigate their effects because they're forcing you to lose all of your non-passive survivability tools as soon as it drops.

This is one of the big problems with attempting to design crash balnace equivalents for powers that people want to be perma-capable toggles: the primary issue with crashes for the comparable god modes is the sudden and cataclysmic restart that they force upon the player. Any penalty that is levied needs to be similarly limiting in how the power is used. No player can build around the limits of the Unstoppable crash, and it takes incredible amounts of coordination and luck to use buffs to mitigate it. For a toggle, you would have to give it a penalty that is so bad that no player would dream of leaving it on at all times without making the penalty so bad that no player would ever dream of using it or that is easy to get around. Similarly, if people insist that Granite Armor should remain a toggle, the common usage paradigm for all combat toggles (i.e. not Sprint, Walk, transport power, Phase Shift, etc.) is that they be active at all time. If it's a toggle that is perma-capable, players will either choose to have it remain in the current constantly-on paradigm or abandon it because a vast majority of players are unwilling to monitor their toggles (just look at how mutually exclusive armor toggles worked out).


 

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Originally Posted by Kitsune9tails View Post
A Tanker running Rock Armor, Brimstone Armor, Minerals, and Crystal Armor has (in PvE):

End Cost .39
+16% Defense (Smashing/Lethal)
+34.6 % Defense (Defense Debuffs)
+25% Resistance (Fire/Cold)
+16% Defense (Negative/Energy)
+25% Defense (Psi)
+60% Resistance (Perception Debuffs)
+0.6 Perception Radius
-30 Confusion
+85.6% Resistance (Confusion)

Obviously, this is all before slotting and whatnot.

So by toggling on Granite Armor instead of the others, you give up the following:

+16% Defense (Lethal)
+16% Defense (Negative/Energy)
+25% Defense (Psi)
+60% Resistance (Perception Debuffs)
+0.6 Perception Radius
-30 Confusion
+85.6% Resistance (Confusion)
-Runspeed (0.7)
-65% Recharge (ignores enhancements/buffs)
-30% Damage (self debuff, ignores enhancements/buffs)
+ 0.5 Jump Speed (ignores enhancements/buffs)
-10 Fly (ignores enhancements/buffs)
+43.25% Resistance (Defense Debuffs)
Set Costume to Rocksuit
-500 Jump Height (ignores enhancements/buffs)

And in return, you get:
-.26 End Cost
+4% Defense (Smashing)
+34.6 % Defense (Defense Debuffs)
+25% Resistance (Fire/Cold)
+50% Resistance (Smashing/Lethal/Negative/Energy)
-21.625 Resistance (Stun/Held/Sleep/Immobilize)
-10 Knockback/Knockup/Repel (ignores enhancements/buffs)
I don't think the numbers you're looking at are correct. I checked out Red Tomax's City of Data, and it does indeed list what you mentioned, but I believe it's either missing effects or representing them in a non-obvious manner. One big thing is that Red Tomax seems to list Granite Armour as providing only Smashing defence. It doesn't. It provides defence against everything other than Psi damage. I checked my Stone Brute, and his Combat Attributes list defence to all aspects.

As far as I can tell from the Real Numbers feature, A Stone Tanker running everything other than Granite Armour (and Mud Pots, presumably) has:

16% defence from smashing, lethal, energy and Negative Energy damage
25% defence from psychic damage
10% resistance to smashing and lethal damage
25% resistance to fire and cold damage
20% intermittent resistance to toxic damage.

Granite Armour gives all of this up, but the only thing it cannot replicate is the Psi defence. It does, however, replace the defence and resistance with its own 20% defence from everything and 50% resistance to everything (but psi in both cases). In fact, it even provides 50% resistance to toxic damage, which can stack on top of Earth's Embrace's 20%. You are giving up practically nothing other than psi defence for protection which is somewhere up to twice as powerful, possibly more. I haven't done the math.

You're also ignoring the fact that people without Granite Armour are already running Rooted, a power which they don't necessarily use while under Granite Armour, so Granite Armour actually gives a Stone Tanker BETTER running speed than that tanker would get outside of it.

Furthermore, even ignoring Mud Pots, I can't see where you're getting your endurance consumption numbers. You list .39, which I'm reading as 0.39, which is slightly more than just one of the five (four shields + Rooted) toggles a non-Granite Tank would often need to run. Rock Armour, Brimstone Armour, Crystal Armour and Minerals are all 0.26, with Rooted costing 0.21, so together they're more like 1.25, out of 1.67 total recovery. By comparison, Granite Armour is listed as 0.26 on my end, which constitutes a little over a fifth of the endurance consumption you'd have using all the other shields.

Basically, though, I agree with your general assessment - Granite Armour is rather a LOT more powerful than all the rest of the set, specifically since it can stack with Earth's Embrace, Rooted and Stone Skin, not to mention Mud Pots. which wouldn't put you above your natural recovery levels with Granite on.

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All of the above leads me to the following idea: ablative armor.

* When you activate Granite Armor, you create a psuedopet that follows you around. This pet is effectively, the Granite Armor 'suit' itself.

* This pet, like a Henchman in Bodyguard Mode, takes some of the damage that you would otherwise take from each attack. In addion it grants you buffs and debuffs such that overall, it provides the mitigation inherent to Granite Armor today. This is the 'panic mode' version of the power. It is intended to be powerful but temporary.

* This pseudopet can be killed (it cannot be seperately targeted but attacks that damage you damage it also). It should have high hp, but no hp regeneration. Upon death, its' power will persist for a few seconds. Upon death, it also summons a new pseudopet that does a few things:
The new pet looks like a 'battle damaged' version of Granite.
It plays an animation that warns you that your armor is about to drop (such as your armor cracking)
It play a one-time explosion power: global damage, a little knockdown) when your Granite drops.
After your Granite drops, it suppresses your ability to activate Granite Armor for some time (an amount of time to be determined as appropriate via testing, I'd start off with a 10 minute downtime and work from there).
Finally, it grants you some defensive buffs; the 'nerfed' version of Granite that we want people to spend most of the time in. About equal to to the other toggles in the set combined, and without the speed and damage self-debuffs.

I don't think this breaks the cottage rule: in fact you get current Granite Armor effectively ported right over.

You can keep Granite up indefinitely as today, but if you run into too much damage, it will fall.

The set's constant mitigation in Granite is still superior, but not over the top on average (unless you avoid powerful enemies that can break it, in which case you are 'slumming' anyway).

You'd probably need to tweak the recharge on Granite to prevent abuse of 'refreshing' the armor by dropping it and retoggling.
Hmm... So the "Ablative Armour" idea from the "Just Armour" suggestion? Good call, I wouldn't have thought of that. Basically, instead of being uptime-limited or location-limited, you're suggesting something that is absorption-limited. In other words, Granite Armour would provide a lot of protection, but if you ask it to stop too much, it will break faster and leave you destitute until it's probably 1000 second timer recharges. I like this idea, as it allows Granite Armour to still be practically unkillable against low-levels of damage, while having the capacity to time out fast if you fight anything sufficiently strong.

I have a bit of a problem with the implications of this, however, namely the possibility to keep the armour on all the time and the difficulty of finding a good balance point. Any power that's limited by having a certain amount of hit points before it breaks is going to have to be balanced with an AV in mind, especially Granite Armour, considering that's the biggest thing it's useful for. An AV has the tendency to hit for thousands a swing and do so repeatedly over the course of a long fight. As such, Granite Armour would literally need to have many thousands of hit points to prevent it being broken too easily when, say, Valkyrie decides to hit you with a critical Head Splitter, a power which has been able to one-shot me out of Granite Armour on my Brute.

Now, since that's what it's supposed to do and it's intended to be kept on the entire fight, that's what you balance it for. The problem is that this then makes it almost unbreakable by smaller, weaker enemies, like a bunch of white-con minions. I mean, even with my Stone Brute, I can throw on Granite Armour and Rooted and go to sleep amid a sea of dozens of minions, whereas AVs still manage to down me. Which brings us to the other problem - balancing the armour to be so hard to break as to stand up to an AV would mean it never breaks under any other set of circumstances, which then means Stone Tankers once around get to run around with God Mode levels of protection indefinitely, never to be threatened by anything at all.

The problem is I'm not sure there's a good balance point between making the armour strong enough to fight AVs but impregnable to anything else and weak enough to be broken by regular enemies but being tissue paper to most any AV. That's one of the primary reasons I'm trying to move away from trying to find a more moderate level of protection for the armour - you either make it too weak for what everyone wants to do with it, or you make it so strong it trivialises the rest of the game. At that point, you start to have to mess with its uptime outside of its levels of protection, and indeed, I don't see any good way other than turning it into a more regular click (or click-like toggle) or doing something radical like anchoring the player to a location.

Of course, I'm speaking off memory, as I haven't done the actual survivability numbers. As such, I may well be outright wrong. I like the idea of Ablative Armour, believe me. I just don't think it's a good idea for a T9 power as its sole limitation.


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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.

 

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Originally Posted by Kitsune9tails View Post
Actually I kind of agree with Umbral, but at the same time he may be missing the point.

It's true that no matter what changes you make to any power/set in this game, including pure buffs, people will complain (see the changes to Psi Dominators). So making changes with an eye to minimizing complaints is pointless.

On the other hand, if a power needs to be changed, one should take the opportunity to improve the power overall as much as possible.

By 'improve' I mean 'bring in line with current design philosophy and taking advantage of current knowledge and tech...preferably without breaking the Cottage Rule'.
By that same token, why should complex changes that require complex rebalancing be used when the exact same results can be used with simpler mechanisms? If the devs don't want the power to be used all the time, why not simply prevent players from being able to do that rather than attempting to generate mechanisms they hope that the players will interpret in the same way they have? Just because there are other ways do things and other things that can be done doesn't necessarily mean that those things are better, especially if they require more work to determine balance and effectivenes.


 

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Originally Posted by Umbral View Post
This is one of the big problems with attempting to design crash balnace equivalents for powers that people want to be perma-capable toggles: the primary issue with crashes for the comparable god modes is the sudden and cataclysmic restart that they force upon the player. Any penalty that is levied needs to be similarly limiting in how the power is used. No player can build around the limits of the Unstoppable crash, and it takes incredible amounts of coordination and luck to use buffs to mitigate it. For a toggle, you would have to give it a penalty that is so bad that no player would dream of leaving it on at all times without making the penalty so bad that no player would ever dream of using it or that is easy to get around. Similarly, if people insist that Granite Armor should remain a toggle, the common usage paradigm for all combat toggles (i.e. not Sprint, Walk, transport power, Phase Shift, etc.) is that they be active at all time. If it's a toggle that is perma-capable, players will either choose to have it remain in the current constantly-on paradigm or abandon it because a vast majority of players are unwilling to monitor their toggles (just look at how mutually exclusive armor toggles worked out).
That's what I have the most problem with when it comes to perma Granite Armour - the kind of penalties people are talking about that would be "worth it" are either laughably benign or so irritating that I'm simply not going to bother with it. Traditional T9 powers strike a good balance, because they give you powers which, when they're on, they don't give you any staggering problems. It's just that they can't be on all the time. If I had to choose, I'd rather have a good power all the time than a half-***** power all the time.

On the subject of "not gonna' bother," just look at powers like Repulsion Field, or as I'd like to call it, "FF's schmuck bait sucker trap." A power that has such a back-breakingly huge endurance cost that it can drain YOUR ENTIRE BAR IN SECONDS. A a cost of 0.78 per second and 1.0 per enemy affected (ticking twice a second, mind you), you really can expend all of your endurance really, really fast, and for what? PBAoE knockback. I've heard of a few people who try to leverage that mess of a power, but even they will go on the record as describing it as "a click that walks like a toggle." If that's what it takes to make a player want to turn off a toggle he's not supposed to run full-time, then I'm not going to bother taking the toggle to begin with. Furthermore, I'll do my best to complain about it and get it changed, because after a certain point, power drawbacks simply invalidate the power, no matter how good its benefits may be.


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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.

 

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I just ran a quick numeric expeirment that ran through my mind. Taking into account that the devs naively expected everyone to slot all attacks with 3 damage, 1 acc, 1 rch and 1 end redux, and if we assume the devs knew what they were doing, how big was the intended penalty?


Well, rechage wise, all attacks under granite would had ended at 68% recharge and 168% damage, while the regular non-granite attack would had 195% damage and 133% recharge.

With a simplistic analysis that omits many points the devs didnt think off back in the day, this means that the granite build was expected to have twice the recharge (195%, meaning about 49% less damage) as the non-granite build and 15% less damage for a theoretical total of 49%+15% = 64% less damage than the regular build, or just 36% the damage of a non-granite.

Keep in mind the numbers I posted earlier, there, Willpower permanently surrounded by 5 foes only can take 21% the DPS a granite tanker can take before it starts dying. Keep in mind WP is a beast and it came in way later under higher survivability standards.

May sound OK, until we change that build just a tad. A single extra recharge SO in every power instead of the end redux would turn change everything drastically. The Granite tanker suddenly can do 45% the damage of a SOd tanker of any other type. I guess that's not too bad, though.

At this point we can certainly say the set can trivially become 33% more offensive than the devs intended. Keep in mind, if rooted was turned on the granite tanker was expected to not be able to move at all, rooted was a self immob back then.

Now we jump into the world of IOs, without doing any recharge intensive builds and just basic frankenslotting, we get the granite to be 51% of what the non-granite with identical slotting would be. Not that overpowered at first.

But this all falls apart the minute the granite build picks more powers. You see, the standard build may just use 3-4 attacks consistently, the recharge penalties for offense only apply as long as there are no more powers available. Add more powers and things change and now are only constrained by the DPAS of all powers combined in an optimal attack chain, cant just do simple calculation here, I'd have to jump into my attack chain calculations to see what happens and every melee set would behave differently but in any case the penalty would be way less than I hinted above.

Since right now i'm a bit idle, I'll go ahead and input those numbers through my calculator!!!

For this test I'll look at Battle Axe, just because!

My calc says that with a 66.6% recharge, battle Axe has a ST 1.6 score. That accounts for buildup spamming.

Lets add Granite's Debuff and the score goes down to 1.3.

The use of more attacks took it up to 81% of an equivalent offensive tanker but having about five times the sustained immortality of a willpower tank with 5 foes around.

With SOs and just by using more attacks than the WP would have. Lets not even get how much stronger than the other tanker sets this is.



Edit: Forgot to put the damage debuff in my calculator. Changed.


 

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Stars: did you throw IOs at the WP survivability numbers, or does that not have as much of an effect? I know that attacks get more of a benefit from frankenslotting with four aspects to enhance, as opposed to most defensive toggles' two (and Granite's 3).

Also, I'm still not seeing how a massive uncircumventable movement penalty won't prevent people from living in Granite. Add an unmodifiable 2 or 3 minute recharge time on the power, and it ends up being tactically equivalent to, say, Triage Beacon: a great power to use if you expect to be fighting in one spot for a good long time, and one that you can keep active in a given spot for as long as necessary, but not something you use just because it's up. At that point you can give it whatever buff numbers you need to get it between "useful" and "breaks encounters". The advantage over click powers is that you can run it for as long as you need it within a given encounter; the disadvantage is that you can't carry over the remainder of the duration into another encounter.

Not everyone would want to take such a power. It's pretty situational. Not everyone takes the other tier 9s, either, so no problem there.

Edited to add: The Huge body type Walk animation would be great for the movement animation while in Granite - it'd prevent the Baywatch Run effect when your movement speed is low. Just saying.
Edit 2: It's also worth noting that, for whatever benefit it may give, the WP can drop some attacks for Tough, Weave, Aid Self, Physical Perfection, Darkest Night (well, come GR...) etcetera. I'm not sure how a WP with additional survival powers compares to a Stone with additional attacks, either. Probably still unfavorably, but that'd be an interesting idea for a tradeoff target.


@SPTrashcan
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Originally Posted by Samuel_Tow View Post
The problem is I'm not sure there's a good balance point between making the armour strong enough to fight AVs but impregnable to anything else and weak enough to be broken by regular enemies but being tissue paper to most any AV.
I think you can, via the mechanism you may have overlooked in my post: the ablative armor 'pet' has hp, but NO hp regeneration. You can give the armor a HUGE amount of hp, enough to tank a fight with an AV, yet it is guaranteed to drop at some point when it runs out of hp, leaving you without it for a while.

Likewise, you can run with the power up all the time, fighting fairly piddly foes, and it will still eventually drop. That could be seen as an 'improvement' over the current situation where you can tank small foes with granite literally indefinitely.

Also remember that it doesn't block all incoming damage; like a Henchman, it shares damage with you. It's still entirely possible for an AV to defeat you with Granite up (without defeating the Granite pseudopet)...at least as possible as it is today.


Story Arcs I created:

Every Rose: (#17702) Villainous vs Legacy Chain. Forget Arachnos, join the CoT!

Cosplay Madness!: (#3643) Neutral vs Custom Foes. Heroes at a pop culture convention!

Kiss Hello Goodbye: (#156389) Heroic vs Custom Foes. Film Noir/Hardboiled detective adventure!

 

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Originally Posted by SpittingTrashcan View Post
I'd like to see the man patient enough to permanently run a toggle that prevents flight, jumping, and teleportation, and caps run speed at 5 feet per second.
At that point, the limit on the power is determined by the recharge time of the power in question. If it's the same recharge time as we have now, it's no real penalty: just wait 10 secs and you can turn it back on again. Conversely, even if it were an absurdly long recharge, you'd still be able to keep it on for as long as you need/want without ever having to deal with a crash that causes every other god mode to undergo a phase of substantially heightened risk for a period after. Whereas every other god mode is functionally time limited for how long the fight they are activating it for can last, Granite Armor would simply be able to turn it on and know that they're unkillable as long as they need to be: after the fight is over, they can turn it off without any risk accrued. Having it be a toggle, even one with significant drawbacks, still doesn't equate to the same level of risk that is generated by using a classic god mode, even if it had a crash afterwards: you're essentially giving the player the ability to choose to end it when they are safe rather than risking the loss of all of their survivability in the middle of combat.


 

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Originally Posted by Umbral View Post
By that same token, why should complex changes that require complex rebalancing be used when the exact same results can be used with simpler mechanisms? If the devs don't want the power to be used all the time, why not simply prevent players from being able to do that rather than attempting to generate mechanisms they hope that the players will interpret in the same way they have? Just because there are other ways do things and other things that can be done doesn't necessarily mean that those things are better, especially if they require more work to determine balance and effectivenes.
I agree completely that if simpler is as effective as more complex, you should go with simpler.

I'm just not yet convinced that going more complex might not be better overall.

Regardless of what the Devs wanted when they designed the power, if the power is changed today, its currently common usage should be a consideration in how the power is changed. NOT the sole determinant mind you, but a consideration.

I think it is possible to allow the power to be up all the time, yet vary it's performance during its' uptime such that is closer to a click Tier9 with a crash in overall effect: performance spikes upward as a 'panic button' when the power is invoked, then tapers off to 'merely the best mitigation' levels balanced by lowered movement and damage output.


Story Arcs I created:

Every Rose: (#17702) Villainous vs Legacy Chain. Forget Arachnos, join the CoT!

Cosplay Madness!: (#3643) Neutral vs Custom Foes. Heroes at a pop culture convention!

Kiss Hello Goodbye: (#156389) Heroic vs Custom Foes. Film Noir/Hardboiled detective adventure!

 

Posted

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Originally Posted by Umbral View Post
Having it be a toggle, even one with significant drawbacks, still doesn't equate to the same level of risk that is generated by using a classic god mode, even if it had a crash afterwards: you're essentially giving the player the ability to choose to end it when they are safe rather than risking the loss of all of their survivability in the middle of combat.
And a Traps can choose to stop casting Triage Beacon when the fight is over. I'm not seeing the problem. Particularly as I'm not talking about a version of Granite that has the kind of survivability granted by a crashing tier 9.

Consider OWTS and SoW. They last two minutes. That could be part of one fight, or exactly one fight, or three fights. Conversely, a moderate-buff, severe-movement-penalty, long-recharge toggle Granite lasts exactly one fight - neither more nor less. That's an advantage, but it's also a disadvantage. Furthermore, OWTS and SoW impose no penalties while they're active, while proposed-Granite hinders combat positioning, making it harder to chase down runners, maximize AoE powers, and generally respond to developments. If that's not enough, drop OWTS and SoW's recovery bonus and instead apply a recovery penalty.

Now, what, exactly, is unbalanced about this that isn't also unbalanced about, say, Triage Beacon, or Tree of Life, both substantial survival bonuses that can be made permanent but cannot be carried over between fights?


@SPTrashcan
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Quote:
Originally Posted by Kitsune9tails View Post
I think it is possible to allow the power to be up all the time, yet vary it's performance during its' uptime such that is closer to a click Tier9 with a crash in overall effect: performance spikes upward as a 'panic button' when the power is invoked, then tapers off to 'merely the best mitigation' levels balanced by lowered movement and damage output.
To me, that sounds like it would be a power that has a very high base value that applies a debuff effect that can stack with itself a certain number of times so that the power is initially very powerful upon activation but it grows weaker the longer you have it on, probably until it's only barely stronger than you are without it on.

That might be interesting... Every tick, the power applies a ~.1% -res debuff (affected by enhancements) that can stack up to 150 times (or something like that, the specific numbers would need to be balanced against the new numbers given to Granite). It would take a decent period of time (~75 seconds in the example that I gave) for the effects to dwindle to only slightly more than what a normal toggle would provide (with the mobility debuff still affecting the target, likely).


 

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Originally Posted by SpittingTrashcan View Post
Now, what, exactly, is unbalanced about this that isn't also unbalanced about, say, Triage Beacon, or Tree of Life, both substantial survival bonuses that can be made permanent but cannot be carried over between fights?
The very fact that Triage Beacon and the Tree of Life don't increase your survivability to the exact same extent as Granite Armor makes the comparison inaccurate. You can say "substantial" but comparing Triage Beacon to Granite Armor is like comparing Integration to Granite Armor: Integration is substantial, but Granite Armor is in a class of its own. Similarly, the Triage Beacon and Tree of Life don't allow you to turn them off whenever you feel like it. They are on specific uptime/downtimes. They do not last for an entire fight, however long that fight may last: they last for discrete 90 second periods. If the fight lasts longer than that, you've got to reapply it (assuming you got it to recharge in time; roughly 132% +rech required), which prevents it from being used in the next fight. A toggle that does that would simply be up for as long as you need it without every threatening to crash (which, is, once again, something you're ignoring about the fundamental balance concerning god modes).


 

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Originally Posted by Umbral View Post
The very fact that Triage Beacon and the Tree of Life don't increase your survivability to the exact same extent as Granite Armor makes the comparison inaccurate.
I am not talking about retaining Granite Armor's current values and I haven't been for some time now. Should I go back and quote the three or four times I've already stated that? In fact, let me just start using a new name for the power that I am working toward as a replacement for the current Granite Armor.

Calcify. There, that's a good name. It's a non-mutually-exclusive toggle providing a moderate resistance and defense buff to all damage types except Psionic - hell, just plug in your proposed numbers if you want. It has a 2 to 3 minute nonenhanceable recharge time, and an endurance cost comparable to the other Stone Armor mitigation toggles (around .20 EPS). It also applies large amounts of -fly, -jump, -teleport, and -speed, and it decreases the maximum run speed to around 5 to 10 feet per second. Clear?

Now let me address the rest, but for heaven's sake, at least keep the above in mind!
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[...] the Triage Beacon and Tree of Life don't allow you to turn them off whenever you feel like it.
You can leave their area of effect whenever you feel like it, at which point you have between 0 and 90 seconds (depending on your recharge time and the time you chose to leave the area) before you can resummon them. This is comparable to a toggle with an unenhanceable 2 to 3 minute recharge time - in fact, it's better, both in terms of time until available and in terms of endurance consumption to keep the power active. The toggle wins on cast time over a sufficiently long fight.

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A toggle that does that would simply be up for as long as you need it without every threatening to crash (which, is, once again, something you're ignoring about the fundamental balance concerning god modes).
You seem to feel that there is some fundamental property of tier 9 defensive powers that requires them to turn off after a specific period of time. I would like you to explain what that fundamental property is. As near as I can tell, you feel that it's not possible to balance a survivability bonus that can persist indefinitely within a single fight. Not only is it possible, however, but it's been done - that's precisely what Triage Beacon and Tree of Life do. Yet you are telling me that a power with equivalent benefits and restrictions cannot be balanced. Why?


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That's good, and you might be able to simplify it even more by having the power be exactly like current Granite upon activation, then instead of applying a gradual debuff, just apply a larger self debuff after x amount of time.

Then you have your 'panic button god mode' and you know that you have exactly, say 3 minutes to defeat the AV before you drop down to a level of mitigation slightly better than running the other toggles.

It's still a power you want up all the time (since it's as good as the rest of the set put together) but at the same time you only want to activate it when you really need it.

May still want to play with the recharge on it, though.


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Originally Posted by SpittingTrashcan View Post
Stars: did you throw IOs at the WP survivability numbers, or does that not have as much of an effect? I know that attacks get more of a benefit from frankenslotting with four aspects to enhance, as opposed to most defensive toggles' two (and Granite's 3).
All numbers I have listed so far are raw defensive sets with SOs. I have made mention on frankenslotting only as a note of a further issue.

Frankenslotting as far as toggles go can in theory result on powers with 4 slots that have 95% end discount and 56 def/res enhancement, but I meant mainly to frankenslot the attacks, not the defensive set itself.

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Also, I'm still not seeing how a massive uncircumventable movement penalty won't prevent people from living in Granite.
Go back to the cottage rule Arcanaville outlined. Granite can teleport because it makes sense conceptually. Granite can move slowly because it makes sense conceptually, its not even considered a balance penalty, at least not in the original design. The designer that came up with the power just figured something so big and heavy would not be able to jump or fly and be very slow moving, but teleportation would not be hindered.

Preventing teleport would infringe on how the set plays already (use of two powers together as noted in Arcanaville's outline) and a disruption in the conceptual reasoning for it to teleport.


 

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The final consideration, mobility restrictions, can pretty easily be summed up by looking at Rooted: it prevents you from jumping or flying and applies a 90% reduction in movement speed. Thematically, it's appropriate, but, balance wise, it's a lot of work for what amounts to no more than what any other mez protection toggle provides (Integration provides 50% more +regen, not enhanceable, than Rooted while only costing a pittance more in endurance). There are better mechanisms to use to apply the thematic "penalty" without functionally requiring the mez toggle be turned off in order to be reasonably mobile.
Oh no. You have to move slightly slower than normal in order to use your defensive abilities that are arguably much superior to every other defensive ability in the game?! How terrible!


 

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Originally Posted by MondoCool View Post
Oh no. You have to move slightly slower than normal in order to use your defensive abilities that are arguably much superior to every other defensive ability in the game?! How terrible!
Go take a Stone tanker to lvl 20 and come back and say its just "slightly slower than normal" or that Rooted is any superior to anything other sets already have without penalties.


 

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Originally Posted by Starsman View Post
Go take a Stone tanker to lvl 20 and come back and say its just "slightly slower than normal" or that Rooted is any superior to anything other sets already have without penalties.
So just turn Rooted off between mobs if a small movement penalty bothers you so much. Tanks are supposed to sit there and take blows anyway - if you are running around and jumping like a monkey so much that you require more mobility than Rooted gives you, you are doing it horribly wrong.


 

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Originally Posted by Starsman View Post
Go back to the cottage rule Arcanaville outlined. Granite can teleport because it makes sense conceptually. Granite can move slowly because it makes sense conceptually, its not even considered a balance penalty, at least not in the original design. The designer that came up with the power just figured something so big and heavy would not be able to jump or fly and be very slow moving, but teleportation would not be hindered.

Preventing teleport would infringe on how the set plays already (use of two powers together as noted in Arcanaville's outline) and a disruption in the conceptual reasoning for it to teleport.
I have two answers to this one; take your pick.

First, if I were going to defend conceptual -teleport, I'd say that it's too much stuff to take with you through a hole in time and space. Then again, anything can be explained with sufficient handwaving. The mechanical issue is more serious, but it's not like every other contender mentioned so far doesn't also break the rules as laid out.

Second, at this point I'm working toward an existential proof rather than a constructive proof. I'm not trying to lay out a specific set of bonuses and penalties that I want as a change to Granite; I'm trying to prove by example that there exist a set of bonuses and penalties that make a toggle tier 9 useful, situational, and balanced. Once I've established that the set of such powers exists - by proving the existence of one element within it - then it's all down to horse-trading about which specific tradeoffs provide the most suitable element within that set.

And of course there's always the bottom line in any such discussion: it's not like I get to make the decision anyway.


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