Epic Power Personal Forcefield


Adeon Hawkwood

 

Posted

Quote:
Originally Posted by Tenzhi View Post
In theory, Lucks of any size (or even three-slotting with Def) should be unnecessary given the number of the buff. And in any case, Inspirations of any kind should be unnecessary if "the user is very unlikely to be subjected to any degree of danger thanks to the incredible level of survivability the power provides."
By that same token, any debuff less than "9999% -dam and 9999% to all effects" would allow you to completely mitigate any "penalty" that the power provided if it applied a debuff rather than attacking (not to mention still allowing you to buff without suffering any ill danger while contributing at near full capacity).

Remember as well that this is a power that you can get at level 1 on that ATs that get it natively. The power isn't meant to be your "lol, I can't die!" mode that you click any time you're low on health to prevent anything from happening to you. It's not an instant "no lose" button. The loss of the ability to attack is explicitly present because it has explicit advantages that no other similar power has (which I've outright listed before).

The fact that you've died while it was on doesn't change the fact that, while it's on, it's incredibly unlikely you'll die. I could cite the various times that I've died while using MoG or IH on my */Regen Scrapper (both of which are powers that are intended to make you nigh upon indestructible), but that's not really going to make much of a case that those powers are too weak. You're bringing up some exceptionally out of average cases that are completely beyond the norm: you're either jumping into the bubble well later than you should (and, yes, there should be a time when you know you need to turn it on) or getting incredibly unlucky (or lucky as the case may be, if you're attempting to use this as evidence of some lack of effectiveness of the power).

If the power allowed you to attack at all, I would expect some kind of timer attached to it. It's already an incredibly powerful tool for escaping or "stealthing" a mission. Allowing you to attack with it on, even if you were at a disadvantage (which was already tried and proved to be way too easily exploitable), would simply make the power too strong.


 

Posted

I PMed Castle with a link to this thread, in case he hadn't seen it yet.



What? The guy works hard, he deserves a good laugh now and then.


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

 

Posted

What? You mean we're not just reiterating the same old arguments found in several other threads on the subject? Or just that we're more entertaining?


Dec out.

 

Posted

Quote:
Originally Posted by Tenzhi View Post
It's happened to me numerous times. Rikti, Council groups chock full of Marksmen, Nemesis, Gunslingers, and those Rad-slinging Neutron bots as blue minions and white Lts have all defeated my FF Defender with PFF on.
"
Your embellishing quite a bit.

A FF Defender with PFF, with 1 common def io, and Dispersion bubble with 3 common def ios (yes it still buffs you) leaves you at 110% defense to all and 40 resistance to all. Nothing outside of the gunslinger would have anything outside the 5% floor to hit on you. And if you had you an APP then you had even higher resist. That doesn't even count slotted Maneuvers which a FF defender would probably have also, or combat jumping.

Your also talking about lower level mobs which take a penalty on hitting you already.

A blaster with PFF (1 def io) is running at 65.9% added defense and 28% added resist. Not counting io bonuses, cj, weave, or maneuvers. Heck I think you can blow force of nature right after if you want to be the hardest thing to kill in the game.


 

Posted

Quote:
Originally Posted by Leo_G View Post
-fire/dev blaster toggles on PFF
-proceeds to dispense Trip mines, time bombs, gun turrets, rains and caltrops from safety.
What he said

Quote:
Originally Posted by Sharker_Quint View Post
in mid's it shows 81.9% def with just 3 so's in it. if you use io sets, that number can reach over 100%. hell, even when you add stealth and weave on top of it, each with 3 so's in them, it takes def up to 92.8%. eat a purple insp or 2 and nothing is hitting you at all.
PFF starts above the 45% softcap. The only reason to go any higher if if you're fighting something with substantial +tohit (note: higher-level enemies only get +acc until they're +6 or more to you). Offhand, I can't think of any enemy with enough +tohit to need defense slotting in PFF (and especially not more defense than just a single SO in the default slot), though you'd probably need it in PvP.

Quote:
Originally Posted by Late2Party View Post
A FF Defender with PFF, with 1 common def io, and Dispersion bubble with 3 common def ios (yes it still buffs you) leaves you at 110% defense to all and 40 resistance to all. Nothing outside of the gunslinger would have anything outside the 5% floor to hit on you.
As above, there's no need for so much defense. Gunslingers don't have any +tohit, so even unslotted PFF alone is enough to floor the Gunslinger's chance to hit.

Gunslingers' attacks have inherent accuracy of 2.0 (most attacks have 1.0, Archery has 1.155, Assault Rifle has 1.05, most nukes have 1.4, etc...). So, while unslotted PFF will floor the Gunslinger's chance to hit, it will be slightly above 5% (10% for a +0 Gunslinger).


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