FF needs love


Amy_Amp

 

Posted

I completely agree Umbral,

One thought that had occured to me was to simply throw out two of the options ( soft-capped defense by itself and the capped resist(all but Tankers)) and just have the solo model, the baseline (no def or resist) and the midline 22.5% defense and 37.5% resist.
The last model I chose as a halfway point between typical caps and is something that EVERY class can achieve by level 50 with IOs.

My issue with just solo and baseline is that (as you have pointed out to me), the contributory protection of every set is impacted greatly by the team-mate that you are "enhancing". You could chart all 4 of these models on a curve(s) to show contribution factors as you move from baseline to capped in each category (res/def) and contrast them.

The question becomes, what would define an "outlier" using this metric and how would you identify it ? What is our tolerance ? 10%, 20% ?

Edit: Of course there is also the factor of sets like regeneration who would gain a great deal from certain powersets, but would gain nearly nothing from Empathy's healing and regen. Gotta love that.


BIOSPARK :: DARKTHORN :: SKYGUARD :: WILDMAGE
HEATSINK :: FASTHAND :: POWERCELL :: RUNESTAFF

 

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Originally Posted by Biospark View Post
My issue with just solo and baseline is that (as you have pointed out to me), the contributory protection of every set is impacted greatly by the team-mate that you are "enhancing".
That's the main reason why I decided to use Blasters as my baseline. Any set with an appreciable amount of any survivability contributor is going to have redundant contribution from virtually any support set out there. Any non-squishy with an appreciable amount of defense is going to get overkill defense from either Cold Dom or FF. The same applies for resistance sets and most +res buffs. Any set that doesn't specifically stack defense or resistance is going to have a largely inconsequential amount of +def (unless we're talking about IOs, but IOs are largely outside the realm of the balance we're seeking). It just as easy to simply state that if you're already bringing in a large amount of whatever survivability mechanism is being augmented then the overall contribution of the set is lower simply due to a lack of synergy, just like bringing in more than one Tanker is going to do almost nothing for the team.


 

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Umbral: You're correct and I'm wrong. I misread your Rad point.

... so how do you model a Rad debuff? Assume it hits, say, 80% of the spawn? Assume it's ineffective (misapplied , Rad stunned, whatever) in, say, 20% of the fights? Useful for,say, 80% of a given fight, and is that the first 80% or the last? +1s? +2s? Lot of potential approaches to the problem.

A few years back I was convinced that Rad could do everything the three big bubbles could, plus debuff incoming damage, buff outgoing damage, increase recharge and recovery, and juggle geese while whistling. Then I actually played it. Most of those things are true most of the time. The advantage FF has is situational. . . or rather, it is NOT situational. FF can provide ALL of its benefits damn near ALL of the time, providing excellent benefits when the situation goes to hell. (consider the effects of the 1/10 second Knives of Artemis sleep on both sets.)

Reliability has a significant but difficult-to-measure benefit. A slept or dead FF defender still provides about 25% defense to the whole team in the small bubbles, and an FF defender hit by any other mez effect [that I can think of] is perfectly functional.

On the other hand, a model needs some sort of measure of synergy or lack thereof, because support (unlike mitigation) is not something you do solo. Each teammate has a large chance of providing teamwide support, Defense-based or otherwise. I'd estimate only 20% or so of my recent teams had no Defense/acc-debuff support, and also had less than two near-capped Defense characters. The other 80% had (or would have) severely overkilled Defense on several or all characters, if I brought a Force Fielder. I've been playing mostly level 33-35 characters, Blasters, Tanks and Force Field defenders.

I don't need to be Beloved Defender of the Team - but FF only makes me happy around half the time I bring it. (most people don't notice the fights that WOULD have gone bad except for FF. I do... and people say things like "Very smooth team." That was me; you're welcome. ) My Rad/Sonic makes me happy EVERY time I bring it.


Mini-guides: Force Field Defenders, Blasters, Market Self-Defense, Frankenslotting.

So you think you're a hero, huh.
@Boltcutter in game.

 

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Originally Posted by Umbral View Post
That's the main reason why I decided to use Blasters as my baseline. Any set with an appreciable amount of any survivability contributor is going to have redundant contribution from virtually any support set out there. Any non-squishy with an appreciable amount of defense is going to get overkill defense from either Cold Dom or FF. The same applies for resistance sets and most +res buffs. Any set that doesn't specifically stack defense or resistance is going to have a largely inconsequential amount of +def (unless we're talking about IOs, but IOs are largely outside the realm of the balance we're seeking). It just as easy to simply state that if you're already bringing in a large amount of whatever survivability mechanism is being augmented then the overall contribution of the set is lower simply due to a lack of synergy, just like bringing in more than one Tanker is going to do almost nothing for the team.
Hmmmm. This makes a great deal of sense.

However, this would not show numerically the point of how forcefields tends to provide huge benefits to the lower end of the scale (Level-wise) and assuming at level 50 with teams of IOed players, FF (as a set) would provide less overall benefit.

This is kind of the reason I am leaning more toward a curve that shows performance of each set as you crank up additional contributory factors. The purpose not being to show how any particular set out-performs or under-performs, but to show the power-curve which that set provides from solo survival all the way up to self-sufficient team-mates (ones in which no benefit is required to survive).


BIOSPARK :: DARKTHORN :: SKYGUARD :: WILDMAGE
HEATSINK :: FASTHAND :: POWERCELL :: RUNESTAFF

 

Posted

Consider that extra damage (or -Resist) is never wasted according to the Umbral model; it pretty much always results in a shorter fight, so increased survivability. (I consider this an elegant way of valuing +damage, by the way.) I may have been on a team that did "too much damage" once or twice. . . there was a SG team with something like five Sonics and four Assaults that took out Dominatrix in well under a minute. But it is extremely unlikely that I will ever dismiss more damage as "not improving matters." This is in no way a strength of Force Fields.


Mini-guides: Force Field Defenders, Blasters, Market Self-Defense, Frankenslotting.

So you think you're a hero, huh.
@Boltcutter in game.

 

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Originally Posted by Fulmens View Post
(I consider this an elegant way of valuing +damage, by the way.)
Why thank you.

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This is in no way a strength of Force Fields.
Well, it is, but not in the same way. If you've already got a crapload of +def (from IOs or other buffs), FF does provide something that is useful, but probably not as useful as the straight up +def: a defense debuff buffer. If you're just packing straight up 45% defense with no DDR, a decent defense debuff cascade is gonna take you out very quickly: get hit once while there are other guys paying attention to you and you're likely going down. With 45% +def, you're going to keep that 90% mitigation and avoid any real debuff cascade for a good long while because you're getting to maintain 90% functional DDR for 45% worth of defense debuffs.

There is one other major factor that I can't really quantify (and that I don't think anyone has really quantified with any model for either contributed or personal survivability): mez protection. Personal survivability models don't really need to factor it in mainly because it's an assumed value: if everyone you're comparing has pretty much the same mez protection, you don't really need to because the differences between them are largely marginal (excepting KB prot, which can have some rather substantial effects depending on what portion of the time you spend on your back). With contributed survivability, you can't really discount the balance factors behind mez protection because it's something that is both rare for the sets in question and relatively powerful. Contributed mez prot suffers even more from the binary conundrum even more than traditional buffs, as well: mez heavy enemy groups that make contributed mez prot useful are relatively rare and there is a large subset of players that get nothing from those contributions as well. I'm not even sure how I would start to incorporate that.


 

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Originally Posted by Fulmens View Post
... so how do you model a Rad debuff?
It has a large area of effect and a target cap of 16, so I assume that 12 targets will be hit (roughly 75%, though I apply this on a per power basis normally because some powers, though they have high target caps, can't realistically hit that many reliably). I then reduce most debuffs to 75% of their max (to account for purple patch, since I play at +2 generally; this is also something that I do roughly to account for AV resists because when most people aren't running at higher diffs, they're generally running even level TFs with AVs) and reduce tohit debuffs to 85% of that total (to account for native lt. and boss tohit debuff resistance). I haven't yet figured out what a decent amount to reduce -dam debuffs by would be but that's because I haven't really put in the grunt work to figure out a rough proportion of enemies and how much they resist the damage types that they use themselves (I've mostly just let it stand at no resistance). I then apply that value for the duration of the fight.

That's actually the method I apply to most debuffs: I normalize the number of targets based on the max number of targets and the size, normalize it based on resists, and then just use the fully normalized value.

Choking Cloud is a bit more interesting because you have to deal with enemy mez prot. In my model, I assume that bosses consist of 25% of damage, lts. consist of 37.5%, and minions consist of the remaining 37.5%. Choking Cloud has a 0% uptime on enough mag to keep a boss down, a 28% uptime on enough mag to keep an lt. down (.95 * .5 * .8), and a 47.5% uptime on enough mag to keep a minion down (.95 * .5). Assuming that Choking Cloud hits roughly 75% of an enemy group (same logic as applied to the Rad toggles), I can then assume that Choking Cloud reduces incoming damage by 28.3% ((1 - .75) * ((.25 * (1 - 0)) + (.375 * (1 - .28)) + (.375 * (1 - .475)))).


 

Posted

Every time I've tried to quantify mez protection, It's gone like this:

1. Take a blatant guess.
2. Attempt to justify.
3. Throw up my hands and just put in a disclaimer. "Large but unquantified."

50% more survivable? 33%? 100%?
/e throws up hands.

The rad debuff calculation is good - I always forget that higher-rank critters have debuff resistance- but there are situations where the rad debuffs don't "work right". User error, early enemy mez, scrapper killing anchor while you're landing the debuffs, whatever. I don't know how you'd model that. The set does have some "oh ****" buttons built in, possibly for just that case, and in some cases you get very good synergy with the secondary [rad/psi lets you just CRASH enemy recharge, as long as you don't need to do it very often.]

Choking Cloud, to get very specific, has a problem. I couldn't find a cite for this, so I could be wrong, but I believe it's on a very long (5 or 10 second) pulse. So you could jump into a crowd and get NOTHING while they unload a ranged and melee alpha on you, and possibly a second round of critter-level brawl, before the cloud kicks in.


Mini-guides: Force Field Defenders, Blasters, Market Self-Defense, Frankenslotting.

So you think you're a hero, huh.
@Boltcutter in game.

 

Posted

Only way I can think of to model it would be to try and model the amount of status effects encountered from 1-50 in PvE, which has too many variables and data to properly model.

Of course since there are plenty of ways to avoid certain groups and abilities, one can make the analysis that status protection is less important as critter variation increases. I like to think of it as a drop of vinegar becoming less apparent the more you dilute it with water, it's just a matter of coming up with percentage of NPC with harmful status over total. The severity has also been reduced since they changed them to no longer de-toggle the player, which has a negative impact on FF's initial design philosophy.


 

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Quote:
Originally Posted by Fulmens View Post
Choking Cloud, to get very specific, has a problem. I couldn't find a cite for this, so I could be wrong, but I believe it's on a very long (5 or 10 second) pulse. So you could jump into a crowd and get NOTHING while they unload a ranged and melee alpha on you, and possibly a second round of critter-level brawl, before the cloud kicks in.
It pulses every 5 seconds and lasts for a baseline of 5.96 seconds. The only time you wouldn't get decent coverage is if you're missing a lot (which shouldn't really happen if you're using your toggles correctly), or you're fighting high level enemies without slotting up the hold at all. My calculations assume that you have it slotted enough for only a single stack on your enemies (either unslotted for +0-1s or slotted more heavily for fighting higher level foes). If you have it slotted more heavily than I assume, you'll actually manage substantially better uptime because you're going to be increasing your chances of affecting the target (not that they stack to increase mez).


 

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We're still talking about a fun game where you can blow things up and wear a silly cape, right?


 

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Originally Posted by Westley View Post
We're still talking about a fun game where you can blow things up and wear a silly cape, right?
Obviously. Some of us simply derive enjoyment from talking about the mechanics of said game. Enjoying discussion of balance and numbers isn't mutually exclusive with enjoying the game as it is played.


 

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I'm with you up to enhancement numbers, but once people start talking about models and calculations and algorithms, my eyes start to glaze over.


 

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Originally Posted by Westley View Post
I'm with you up to enhancement numbers, but once people start talking about models and calculations and algorithms, my eyes start to glaze over.
That's actually where I start to pay more attention. Of course, I actually want to get into game design professionally so it makes sense.


 

Posted

Good on you, Umbral.

Numerical modelling like this is a really important tool for game designers, and one that's unfortunately a bit lacking sometimes. Favouring a suck-it-and-see approach over numerical models in MMO development leads to back-and-forth rebalancing and nerfing, which is no fun for the players or the developers (I imagine).

Of course, numerical modelling isn't necessary to play the game, but its still fun for some of us.


 

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Originally Posted by Bionic_Flea View Post
Neuronia's post gave me a wacky idea:

Change repulsion field into the exact opposite -- an attraction field!

Attraction Field would be a targeted AoE that would place an invisible pet on the target that pulsed an increasing mag of taunt in an increasing radius as well as have a minor increasing DoT. As with other gravity powers, there is a small slow secondary effect.

So when you hit a critter, the mobs around it are attracted to the invisible pet clinging to the critter but have nothing to attack. They start ticking off smashing damage of 1 then 2, then 4, then 8, then 10 (unenhanced at 50). Anyone that survives are slowed for a bit afterwards. The power would take Targeted AoE, Slows, and Taunt sets.

That would give the illusion that you increased gravity on the critter, drawing others in, and causing them all to take damage and have slowed movement afterward due to the increase in gravity.
I appreciate the number crunchers, but I don't crunch. I slap things together and see what works for me, or shamelessly use other folks works to figure out a tweak here and there.

But did anyone have a comment pro or con with my suggested change? (in other words, enough about you, lest's talk about me now )


50s: Inv/SS PB Emp/Dark Grav/FF DM/Regen TA/A Sonic/Elec MA/Regen Fire/Kin Sonic/Rad Ice/Kin Crab Fire/Cold NW Merc/Dark Emp/Sonic Rad/Psy Emp/Ice WP/DB FA/SM

Overlord of Dream Team and Nightmare Squad

 

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Originally Posted by Bionic_Flea View Post
But did anyone have a comment pro or con with my suggested change? (in other words, enough about you, lest's talk about me now )
There are a couple problems that I can see. The first is that there isn't, as far as I know, a way to have a DoT that changes in size without some very strange GrantPower work. The second is that, while I realize that you're attempting to borrow from Omega Maneuver, I'm not entirely sure that the Taunt mechanism for attraction would really work with a longer term power than Omega Maneuver. I'm pretty sure that Omega Maneuver has been known to have issues with actually attracting enemies because it's not an entirely reliable mechanism. There's also some issues with creating and taunting, undamageable AoE taunting pet. PA already has some curious balance issues involves in it because it summons unkillable tanks, though they're single target. With an AoE, you get substantially more questionable.

There's also the massive problem of the cottage rule. I think the preferable solution would be to keep the same fundamental mechanic (KB) and simply change how it is applied. I would be more of a fan of my revision that turns it into a mez aura (think Ice Slick meets Choking Cloud) by lowering the KB down to KD levels and removing the -end per target hit.


 

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Quote:
Originally Posted by Umbral View Post
It pulses every 5 seconds and lasts for a baseline of 5.96 seconds. The only time you wouldn't get decent coverage is if you're missing a lot (which shouldn't really happen if you're using your toggles correctly), or you're fighting high level enemies without slotting up the hold at all. My calculations assume that you have it slotted enough for only a single stack on your enemies (either unslotted for +0-1s or slotted more heavily for fighting higher level foes). If you have it slotted more heavily than I assume, you'll actually manage substantially better uptime because you're going to be increasing your chances of affecting the target (not that they stack to increase mez).
Half the time it will take more than 2.5 seconds for a pulse to land.

My half-life in melee range on a Blaster or other undefended squishy is about four seconds.

I guess my point, if any, is that you can only survive using it if you don't need it. It's not one of the tools I've ever gotten much use out of.


Mini-guides: Force Field Defenders, Blasters, Market Self-Defense, Frankenslotting.

So you think you're a hero, huh.
@Boltcutter in game.

 

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Originally Posted by Fulmens View Post
It's not one of the tools I've ever gotten much use out of.
Considering how much I said that Choking Cloud reduces incoming damage by (28.3%), I can say that your experiences probably grok with my numbers. Slotted RI is going to reduce incoming damage by 46.6% (31.25 * 1.56 * .75 * .75 * .85) by my numbers so Choking Cloud generally pales in comparison.


 

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Quote:
Originally Posted by Umbral View Post
The first is that there isn't, as far as I know, a way to have a DoT that changes in size without some very strange GrantPower work.
Well the sonic DoT attack, shriek I think, sort of does that. After the first damage pulse the resist debuff boosts the rest of the attack.


 

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Quote:
Originally Posted by Umbral View Post
There are a couple problems that I can see. The first is that there isn't, as far as I know, a way to have a DoT that changes in size without some very strange GrantPower work. The second is that, while I realize that you're attempting to borrow from Omega Maneuver, I'm not entirely sure that the Taunt mechanism for attraction would really work with a longer term power than Omega Maneuver. I'm pretty sure that Omega Maneuver has been known to have issues with actually attracting enemies because it's not an entirely reliable mechanism. There's also some issues with creating and taunting, undamageable AoE taunting pet. PA already has some curious balance issues involves in it because it summons unkillable tanks, though they're single target. With an AoE, you get substantially more questionable.

There's also the massive problem of the cottage rule. I think the preferable solution would be to keep the same fundamental mechanic (KB) and simply change how it is applied. I would be more of a fan of my revision that turns it into a mez aura (think Ice Slick meets Choking Cloud) by lowering the KB down to KD levels and removing the -end per target hit.
Thanks for the comments.

I thought that you could have scaling DoT, since you can have multiple damage and damage types on an attack. I don't know the scale system well enough to guesstimate, but I think you could code an attack to do one point of damage, then two points of damage after 1 second, four points of damage after 3 seconds, eight points of damage after 4 seconds, and ten points after 5 seconds. During those five seconds the taunt would attract enemies. I'm assuming that an untargetable taunter would cause critter AI to close to melee range since their first reaction of attempting a range attack will not work, but it may just confuse the heck out of them. I suppose you could also have an invulnerable, immovable pet summoned just like omega maneuver, but with revised graphics.

I'm not sure what problems you are referring to with Omega Maneuver. I have found that it works as advertised. The problem is that most taunted critters open with a range attack and don't close to melee right away. Perhaps a short lived -range would do the trick.

I also am not sure what balance problem you are referring to with Phantom Army. While I agree they are powerful, I have never considered them overpowered nor heard the cries of others to nerf PA. My proposed Attraction Field does minor damage and is not long lasting. It would need recharge long enough such that it could not easily be made into a permanent power. For example, it could be designed not to accept recharge enhancements.

As for the cottage rule, you clearly have me there. This would certainly be a major revision to the existing problem. But sometimes you need a major revision. The Cottage Rule is self-imposed limitation, not one dictated by game mechanics or coding. If Castel and the rest of the team wanted to change it, they could. They've certainly already done that with gravity with the change from Fold Space to Singularity. And repulsion bomb went from a low damage knockback to a moderate damage knockdown + stun (not a true cottage rule violation but a substantial change nonetheless).

I also think that such a power would be very consistent with mastery over gravity.


50s: Inv/SS PB Emp/Dark Grav/FF DM/Regen TA/A Sonic/Elec MA/Regen Fire/Kin Sonic/Rad Ice/Kin Crab Fire/Cold NW Merc/Dark Emp/Sonic Rad/Psy Emp/Ice WP/DB FA/SM

Overlord of Dream Team and Nightmare Squad

 

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Originally Posted by Arondell View Post
Well the sonic DoT attack, shriek I think, sort of does that. After the first damage pulse the resist debuff boosts the rest of the attack.
It's not really the same thing though, and that's more of a side effect of the damage being in DoT form and the -res being applied at the same instant as the DoT is initially applied. It's not a scaling DoT in the intended sense.


 

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Originally Posted by Bionic_Flea View Post
I thought that you could have scaling DoT, since you can have multiple damage and damage types on an attack.
It's possible but it becomes rather pointlessly convoluted. You could either set it up to have a series of DoTs of the same size that start at specific intervals after the attack hits or you could simply have each iteration hit at a separate time, but, it's a little convoluted for how little effect it really has upon the effectiveness of the power.

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I suppose you could also have an invulnerable, immovable pet summoned just like omega maneuver, but with revised graphics.
That's already what you're suggesting.

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I also am not sure what balance problem you are referring to with Phantom Army. While I agree they are powerful, I have never considered them overpowered nor heard the cries of others to nerf PA. My proposed Attraction Field does minor damage and is not long lasting. It would need recharge long enough such that it could not easily be made into a permanent power.
While they might not come up often, the balance issues with PA come up quite frequently among the people I talk to in game (I don't hang out on the troller boards so I'm not sure if they crop up there much if at all). The problem exists in having an unkillable entity with a reasonably high uptime that deals damage and attracts massive amounts of threat. While it works for a control set wherein PA takes the place of the AoE stun, it's not really something that I would see as really working within the confines of a support set.

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For example, it could be designed not to accept recharge enhancements.
The problem with this is that you, once again, get to the point of asking whether it's really going to be worth it then. If the point of the power is to group enemies up but it has to be balanced against the fact that, in order to do this, it has to use a mechanic that does so in a convoluted manner that turns off all enemy attacks for a specific period of time, you're not really balancing it around being an attractive field but rather a breathing space power. If you were going to do that, what's the point of calling it an attraction field if that's not really what it's going to be doing?

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They've certainly already done that with gravity with the change from Fold Space to Singularity.
That was a long time ago. There hasn't been a credible case of shattering the cottage rule in years, which is why it's such a big thing to suggest it nowadays.

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I also think that such a power would be very consistent with mastery over gravity.
Because FF is all about controlling gravity and not about controlling force fields, right? We're not talking about changing Gravity Control. We're talking about changing Force Fields, which is a completely different set and follows a completely different design mentality. Whether a suggested change meshes with a Grav/* concept is rather pointless.


 

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Sarcasme on
No they dont its the last powerpool PRIMARY powerset still excist .
Bleh dont nerf it . i only need to take 3 primaries and be done with the powerset :P
And i dont even bother with bubbling others too lazy/selfishe cost way too much slots and time
Come on 20% Team DEF to all but toxic is good enough with manouvers
Sarcasme off

So sadly yes it needs help big time
But then again it still one of the few classic powerset left , that you take so little primaries and tons of powerpool and secondary powers .
So i would be sad to see it go , but its really outdated .


 

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Quote:
Originally Posted by Umbral View Post
Because FF is all about controlling gravity and not about controlling force fields, right? We're not talking about changing Gravity Control. We're talking about changing Force Fields, which is a completely different set and follows a completely different design mentality. Whether a suggested change meshes with a Grav/* concept is rather pointless.
My bad. My FF is Grav/FF and talking about fold space and singularity had me thinking gravity. In that case I want a giant hammer created out of force fields to pulverize my enemies with.


50s: Inv/SS PB Emp/Dark Grav/FF DM/Regen TA/A Sonic/Elec MA/Regen Fire/Kin Sonic/Rad Ice/Kin Crab Fire/Cold NW Merc/Dark Emp/Sonic Rad/Psy Emp/Ice WP/DB FA/SM

Overlord of Dream Team and Nightmare Squad