Could /Regen use something else?
Its absurd that regen as a set has no -reg resistance, considering the fact that's it's main form of dmg mitigation, like super reflex uses defense (and gets massive def debuff resistance).
Secondly, the fact the set is so dependent on user skill/activity/effort, justifies the set being able to OUTPERFORM a competing set that is completely passive, and that is certainly not the case as of right now. In fact, I'd argue that the opposite is true.
Its absurd that regen as a set has no -reg resistance, considering the fact that's it's main form of dmg mitigation, like super reflex uses defense (and gets massive def debuff resistance).
Secondly, the fact the set is so dependent on user skill/activity/effort, justifies the set being able to OUTPERFORM a competing set that is completely passive, and that is certainly not the case as of right now. In fact, I'd argue that the opposite is true. |
Virtue: @Santorican
Dark/Shield Build Thread
How is end drain resistance thematic for Dark Armor or Fiery Aura? How is recharge debuff resistance thematic for Shield Defense? If the debuff resistance is needed or desired for the set to achieve a reasonable point of balance (which I believe */Regen does, since it's the only set that has absolutely no debuff resistance whatsoever made worse by the fact that it has no reliable avoidance mechanisms either), then you can think up a thematic reasoning for the set to have it.
Using performance concerns for reasons to not provide */Regen with something that everyone else gets and largely takes for granted doesn't really make much sense anymore anyway. With the way that the traditionally underperforming sets have been getting buffed recently, */Regen is nowhere near being a top performer anymore (unless you assume it's being used by a highly competent player rather than an average player, which is playing by double standards when you consider how skill-leveraged mechanics are balanced in pretty much every other area of the game). |
And it certainly would make sense. Fiery Aura received such a resist in Temperature Protection as it relies on offense and its heal to get the job done. Regeneration certainly relies on its heals and regeneration to do so as well, so it makes sense to give it -recharge resist to me as well. It's especially going to need it if it ever gets ported to an aggro specialist AT as well, though that's not the only overhaul it needs if Tankers get it (though do I rather wonder if sets like this are just never going to get ported).
I seem to recall a similar thread where Arcanaville (I think) said that most -regen debuffs were variable duration rather than variable magnitude. Thus, regeneration debuff resistance just reduces the duration, and they were given super huge magnitudes to make sure that during that duration they really truly blocked regeneration. I don't suppose it makes any difference to a set like /Regen which, bizarrely, lacks any regeneration debuff resistance, but it sounds like you'd get flatlined by most of the regen debuffs out there even with it - just for a shorter period.
I think the real question is whether /Regen's complete lack of debuff resistance of any kind is justified based on its performance compared to other sets. Does it really out-do the rest so much in the absence of debuffs that it has to be a sitting duck for anything that happens to have some debuffing power to throw around? It's certainly a subject worth examining anyway. |
The rest of your post just points to why it could use some more debuff resistance as well.
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I would vastly prefer -recharge resistance to -regen in Regen and it makes thematic sense.
I expect the green bar in Regen to be ebbing and flowing. Regen's strenth, IMO, isnt flat-out regen anymore. It is *burst response* to damage (burst or otherwise). In order to maintain a more consistant availability of its tools (recon, MoG, Dull Pain (or whatever), and IH), -recharge would make this very thematically consistant: get me my tools back and consistantly. This has nothing to do with getting them back faster via hasten. Needed? No.
Willpower, on the other hand, would benefit from -regen because although it can get extra mitigation more easily from other sources, its main source is regen. Needed? No, because extra mitigation is much more readily available.
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? I wasn't arguing against -recharge resists for Regeneration, I was pointing out that providing such buffs is perfectly thematic, as the post I was responding to said it wasn't. Guess I could have quoted them, but it's pretty clear that I'm saying a -recharge resist would be a thematic thing for Regeneration.
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Its absurd that regen as a set has no -reg resistance, considering the fact that's it's main form of dmg mitigation, like super reflex uses defense (and gets massive def debuff resistance).
Secondly, the fact the set is so dependent on user skill/activity/effort, justifies the set being able to OUTPERFORM a competing set that is completely passive, and that is certainly not the case as of right now. In fact, I'd argue that the opposite is true. |
As to its performance, the only argument on regen are at high levels of performance with high levels of player skill. In the hands of average players playing at average levels of difficulty, I don't think the devs see any difference in performance across the playerbase for Regen relative to other scrapper sets. If they did, they would probably act upon them. In the past, though, its always been implied that SR (prior to its buffs) and Invuln (to an extent) were the lesser performing sets. That past includes the recent enough past for regeneration debuffs to be fully in play.
At high levels of performance, there is a potential argument to be made but at those levels of performance balance arguments typically have to be pretty sophisticated to be convincing, of a kind I don't generally see being made. Or at all, really.
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At high levels of performance, there is a potential argument to be made but at those levels of performance balance arguments typically have to be pretty sophisticated to be convincing, of a kind I don't generally see being made. Or at all, really.
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There's likely some legitimacy to the idea of adding native KB prot to DA and/or FA, since it's a rather explicit weakness of those sets as a whole , but we're not going to be able to make many arguments that you would consider legitimate because we just don't have that kind of information at our disposals (or it's just way too much work for the comparative payout if you want to extrapolate).
The exact same thing applies to providing debuff resistance to */Regen. You can say that the devs only add debuff resistance when it's seen as a balance necessity and is only done in such a manner as to bolster the performance of an underperforming set to compete with other sets, but I really have to wonder how much effect non-DDR debuff resistance has on overall performance as the devs see it? It's pretty obvious that adding recharge debuff resistance to Temperature Protection way back when didn't really make the set a competitive performer (which I know to be true largely because of the changes that happened in I18 that actually made it competitive). Did adding end drain protection to Murky Cloud provide a substantive improvement to DA's performance or was it really just throwing a bone to the set to help it deal with end draining enemies (which aren't really common enough to make a substantial impact on the overall performance of the set)?
Non-DDR debuff resistance isn't something that has a substantive effect on performance when compared to things like damage resistance, defense, and healing. If anyone actually came out with some math that indicated that */Regen was an underperformer, I doubt the devs' solution would be to give it some debuff resistance because the overall contribution of those values is pretty much guaranteed to be less than the margin of error they have set up for performance of those sets themselves.
The argument for giving */Regen debuff resistance isn't so much "this set is weak and needs a buff". The argument is "why doesn't */Regen have debuff resistance when every other set does"? Defense based sets get DDR as well as defense mitigating incoming debuffs. Resistance based sets get remarkably varied debuff resistances coupled with the use of a mechanic that resists debuffs against itself. Even other nominally healing/damage recovery sets like */Willpower (which actually has better performance in virtually all tiers, even ignoring its debuff resistances) have debuff resistance to important native attributes. */Regen is the only set that has absolutely nothing there to mitigate incoming debuffs, even to completely tangential attributes.
As to why the arguments for debuff resistance only ever get brought up at the absolute top tier of performance when used by top tier players it's largely an issue of the contribution of debuff resistances not being substantial enough at average levels of difficulty to make their presence actually worthwhile and noticeable. If you only ever bring up the assumption of average performance, virtually all non-DDR debuff resistances are completely pointless: the only time most debuffs matter to any significant extent is when they are being leveraged heavily, which doesn't matter when you're assuming average performance because average performance doesn't include enemies in sufficient quantity to actually make much of a difference. It doesn't make much of a case to point out the flaws of lacking debuff resistance when most sets could completely remove their non-DDR debuff resistance without ever noticing it. The only time the lack of debuff resistances is actually important is when you're doing high performance activities where the lack of debuff resistances is actually going to inhibit you.
As to why the arguments for debuff resistance only ever get brought up at the absolute top tier of performance when used by top tier players it's largely an issue of the contribution of debuff resistances not being substantial enough at average levels of difficulty to make their presence actually worthwhile and noticeable. If you only ever bring up the assumption of average performance, virtually all non-DDR debuff resistances are completely pointless: the only time most debuffs matter to any significant extent is when they are being leveraged heavily, which doesn't matter when you're assuming average performance because average performance doesn't include enemies in sufficient quantity to actually make much of a difference. It doesn't make much of a case to point out the flaws of lacking debuff resistance when most sets could completely remove their non-DDR debuff resistance without ever noticing it. The only time the lack of debuff resistances is actually important is when you're doing high performance activities where the lack of debuff resistances is actually going to inhibit you.
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Tankers, and to a lesser extent brutes, often have to deal with a lot of debuffs when teamed while performing very average levels of activity. If Regen was a tanker or maybe even brute set, it probably would have gotten some debuff protection added to it already.
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The regen - willpower debate is understandable, considering how much regen has changed from day one.
In my play experience though they both are great, but suffer differently.
With Willpower, you can see yourself in over your head, and know that there is nothing you can do about it but RUN.
With Regen, you feel like your doing fine until ... your NOT and your in the hospital.
If my vote counted, I think Regeneration needs to be top-of-the-heap on Regen. Whether you achieve this by giving regen debuff protection or lowering the recharge in Instant Healing doesnt really matter to me. It would just be nice if regen did not have to "rely" so heavily on one power(reconstruction) and +recharge. <---heh says the guy playing empathy as his main
IH as a toggle , heck yeah, but doubt the devs are gonna reverse that decision.
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No, I don't agree. Regeneration has a lot regeneration from other sources that is up all the time. Instant Healing is one of the many responses you can have to an extreme situation, adding a layer of response. Removing that for a slight boost all the time would be a weakening of the set, in my opinion. Being able to respond to a tough situation is part of the fun and one of the benefits of Regen, and why I prefer it over Willpower, actually.
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A pipe dream at best would be that IH fast healing and integration be 100% enhancable.
Another would be is to give recon a non stackable regen effect that last the duration of the toxic res effect.
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The regen - willpower debate is understandable, considering how much regen has changed from day one.
In my play experience though they both are great, but suffer the differently. With Willpower, you can see yourself in over your head, and know that there is nothing you can do about it but RUN. With Regen, you feel like your doing fine until ... your NOT and your in the hospital. If my vote counted, I think Regeneration needs to be top-of-the-heap on Regen. Whether you achieve this by giving regen debuff protection or lowering the recharge in Instant Healing doesnt really matter to me. It would just be nice if regen did not have to "rely" so heavily on one power(reconstruction) and +recharge. <---heh says the guy playing empathy as his main IH as a toggle , heck yeah, but doubt the devs are gonna reverse that decision. |
Alpha strikes are technically a weakness for Regeneration, but again, you can set Regen up so that you can respond to even that in time. I've actually gone AFK a few times (without meaning to) on my Regen, and had a few minions shooting at me at the same time. I came back and hadn't died or had my health budge at all. Not a huge performance metric, I know, but that does say something.
A pipe dream at best would be that IH fast healing and integration be 100% enhancable.
Another would be is to give recon a non stackable regen effect that last the duration of the toxic res effect. |
Of course, my arguments about Dark and Fiery Aura not having KB Protection not making sense haven't gone anywhere, either. So who knows if that line of reasoning is enough to make the devs budge. *shrugs*
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If you're setting up Regeneration to deal with its strength and weaknesses properly, you should have more than enough time to react to extreme situations. Besides IO bonuses, Tough and Weave add a lot of layering for Regeneration that helps a lot.
Alpha strikes are technically a weakness for Regeneration, but again, you can set Regen up so that you can respond to even that in time. I've actually gone AFK a few times (without meaning to) on my Regen, and had a few minions shooting at me at the same time. I came back and hadn't died or had my health budge at all. Not a huge performance metric, I know, but that does say something. If Regneration needs anything, I'm dubious that it needs more healing or regeneration. It already does that quite well. Debuff resistance of some sort is the most I can see happening, as there aren't really any good reasons for it not to have some debuff resistance, either. Of course, my arguments about Dark and Fiery Aura not having KB Protection not making sense haven't gone anywhere, either. So who knows if that line of reasoning is enough to make the devs budge. *shrugs* |
As far as recon working like energize (the regen part), I was considering those hot moments when you use it and you are getting hit so much that your green bar looks like you didn't even use the power at all. Also, to be helpful when IH is down. I guess that's what shadow meld will be good for. Thing is, not everybody wants that... I'm guessing.
I'd take -regen and -recharge/slow res, no doubt. Last time this idea came up. Someone kept screaming it would be OP. That was funny. Its not like it will allow you to wipe out and entire spawn in a blink of an eye. (Yeah I went there)
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Actually, Regen gets damage mitigation from regeneration, heals, and +health. If you count +health and +res together, at standard levels of difficulty regeneration gets about equal amounts of protection from healing and regeneration, and slightly less from resistive/health mitigation.
As to its performance, the only argument on regen are at high levels of performance with high levels of player skill. In the hands of average players playing at average levels of difficulty, I don't think the devs see any difference in performance across the playerbase for Regen relative to other scrapper sets. If they did, they would probably act upon them. In the past, though, its always been implied that SR (prior to its buffs) and Invuln (to an extent) were the lesser performing sets. That past includes the recent enough past for regeneration debuffs to be fully in play. At high levels of performance, there is a potential argument to be made but at those levels of performance balance arguments typically have to be pretty sophisticated to be convincing, of a kind I don't generally see being made. Or at all, really. |
I don't think any of us have survival statistics on the varous secondaries available to scrappers, and even if we did, they'd be tainted by player skill somewhat. Having said that, I'm willing to bet that the vast majority of knowledgeable scrapper players would not rank regen as the top secondary in terms of survivability (in fact I think most would consider it a bit squishy in pve play, outside of pairing it with parry or divine avalanche). I'm arguing that it should be tops in survivability, and without question. Why? Because again, it takes more effort than the other secondaries, and pretty much only offers surivivability, while the active nature of the set actually decreases offensive output where many other secondaries actively improve it.
And while its true that regen gets its mitigation from regeneration, heals and +health, more of it's powers involve regeneration (dull pain and/or recon didn't get nerfed when regen was overperforming), and is the primary potential target for debuffs, which is why I believe it should receive at least some regeneration debuff protection. SR has other minor secondary pieces of mitigation as well, but since it's primarily defense based, it gets defense debuff resistance, hence the comparison.
And finally, you're implication that if regen was underperforming at all, the devs would have acted on it by now, is simply not supported by the history of this game. There have been, and are, underperforming, and overperforming sets that have remained so for very long stretches of time, and some of them were altered after player imput and suggestions.
I don't think any of us have survival statistics on the varous secondaries available to scrappers, and even if we did, they'd be tainted by player skill somewhat. Having said that, I'm willing to bet that the vast majority of knowledgeable scrapper players would not rank regen as the top secondary in terms of survivability (in fact I think most would consider it a bit squishy in pve play, outside of pairing it with parry or divine avalanche). I'm arguing that it should be tops in survivability, and without question. Why? Because again, it takes more effort than the other secondaries, and pretty much only offers surivivability, while the active nature of the set actually decreases offensive output where many other secondaries actively improve it.
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Granted, the last I had seen, she had not added Willpower to the thread, but Regen is quite well covered.
Perhaps someone could link it for you. Then read it once for yourself.
Or, read it a few times like I had to do.
Here it is. Will save you a search.
http://boards.cityofheroes.com/showt...errerid=440406
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Perhaps you have not seen Arcana's major work on just this topic.
Granted, the last I had seen, she had not added Willpower to the thread, but Regen is quite well covered. Perhaps someone could link it for you. Then read it once for yourself. Or, read it a few times like I had to do. Here it is. Will save you a search. http://boards.cityofheroes.com/showt...errerid=440406 |
And even if you accept her mathematical analysis as being a completely accurate assessment of how strong each secondary is relative to eachother, I don't see any of that conflicting with my arguments anyway. But if you see something in there that does negate something I've said, what and where is it exactly? Or better yet, what about my argument do YOU disagree with?
To summarize my argument:
1)Since regen relies so heavily on regen, it should get debuff resistance, just as other sets that rely on one mechanic so heavily (like sr with def), gets debuff resistance. This argument is an opinion, so really there is no right or wrong answer here, nor can it be proven 'wrong' or 'right', with or without calculators...
2)Regen is NOT lagging 'way' behind any competing sets. Early on, it's actually pretty strong thanks to endurance boosting powers, and click heals putting it ahead of other sets that need to build defense/resistance and toggle management. But as the game progresses, it falls behind other sets, especially those that incorporate defense.
And even if you want to argue that it is on par with other sets even late game, you can't deny the fact that due to it's clicky nature, it takes more skill and activity (activity that detracts from offensive performance, while many competing sets actually ADD to offensive performance) to achieve similar survivability to sets that you just turn on or sets that actually boost offensive performance. I would argue that if it takes more work, and detracts from your offense, then that set should offer superior survivability, and I'm not sure anyone is arguing that regen is superior in terms of survivability vs. competing sets.
Yep Cyber_Naut,
I am actually in agreement with you. Was just pointing out your mention that no one had any survivability statistics on the scrapper secondaries.
Personally, Regen could use some regen debuff protection, since (similar to +def for SR) it relies pretty heavily on regen and reconstruction to survive. All "layered" methods of increasing the survivability of Regen are going to come from pools/IOs and the few extras in the set like tough hide and dull pain.
I know the other commonly asked for protection is slow protection, and whether that is thematic or not, it would be cool to get both. The problem will be proving that Regen "needs" to be improved, and as Arcana aptly shows, Regen has its limitations, but cannot be considered "under-performing".
So, that's that I guess
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I remember TRYING to read that a long time ago, lol. There's no question that arcana is a math wizard, but you don't need to be a math wizard to have a really good idea how effective each scrapper secondary is in game.
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Looking at the actual numbers we've got for shorter more plausible time frames (i.e. because how often have you actually seen a fight that lasts for a whole 3 minutes straight, and how often are you actually not allowed to recover hp in between fights over the course of a 30 minute mission?) via Arcana's survivability spreadsheet actually shows Regen doing rather poorly in comparison to the other sets it should be competing with (look at the 60 and 30 second time frames). Because Arcana's big point is that the I7 analysis validates her spreadsheet numbers (which show */Regen performing substantially worse than */Invuln in 60 and 30 second time frames), but somehow she insists that */Regen doesn't underperform when, logically, it should overperform if we assume that the devs actually have a consistent opinion on skill allowing for noticeably higher levels of performance (Fury allowing Brutes to average higher damage than Scrappers while solo), I have to wonder which is true: that */Regen is performing at the same level as other sets or that Arcana's analytical tools are correct, which can't be correct at the same time (unless you honestly believe that fights in solo mishes routinely last 3 minutes without interruption).
Why Blasters? Empathy Sucks.
So, you want to be Mental?
What the hell? Let's buff defenders.
Tactics are for those who do not have a big enough hammer. Wisdom is knowing how big your hammer is.
So you don't think that time spent in between fights recovering would affect the performance of sets throughout a play session? How sets perform in each individual combat lasting 20 to 50 seconds is more important in your opinion than how they perform for an entire mission or over the course of several missions?
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Missions are comprised of a series of separate combats. Arcana is using 1800 seconds of constant fighting to represent what is more accurately described as 36 instances of 40 seconds of combat and 10 seconds of non-combat. What she has chosen to do generates gross discrepancies in performance between the two basic survival methodologies, which is, comically enough, why you see Arcana's numbers painting */Regen as having insanely high comparative survivability while actual play experience places */Regen in roughly the middle, if not lower, explicitly because of the time frames she chose to operate in.
I'm saying that the information that Arcana provided can't be used to model performance across an entire mission because it ignores the fact that there is downtime between fights. The only time those values are going to be valid is if you assume that absolutely everyone goes through a mission running from one enemy group directly to the next regardless of how much damage they have actually sustained.
Missions are comprised of a series of separate combats. Arcana is using 1800 seconds of constant fighting to represent what is more accurately described as 36 instances of 40 seconds of combat and 10 seconds of non-combat. What she has chosen to do generates gross discrepancies in performance between the two basic survival methodologies, which is, comically enough, why you see Arcana's numbers painting */Regen as having insanely high comparative survivability while actual play experience places */Regen in roughly the middle, if not lower, explicitly because of the time frames she chose to operate in. |
1. The Part One calculations look at indefinite survival, 180 second survival, and 30 second survival - see the section titled "Mitigation Breakdown".
Clearly, DA and Regen are emerging as the obvious leaders. A significant part of that comes from their powerful heals. However, because those heals are only usable at intervals, its possible for a critical amount of damage to outrace the heal and kill the scrapper before it can fire. Doing so can "break" the heal, by defeating the scrapper before it can be used: the scrapper will perform significantly lower than the "naive" averages would predict. We're going to look at two situations: first, the amount of damage necessary to kill the scrapper in 30 seconds with no click heals. Both dark regeneration and reconstruction (as slotted in our test builds) recharge in 30 seconds or more, so any level of damage that can kill in 30 seconds can always outrace those heals. However, of course no real scrapper would wait that long to use that heal, so we are also going to look at a second quantity: the damage level necessary to overcome *one* heal in the same 30 seconds. Basically, we're trying to see if burst damage can neutralize the advantage of the heals. SR and invuln do not have short term cyclical heals: obviously there's nothing to calculate for them for the second case.
2. 1800 seconds was used as the statistical cut off for the simulator (see below).
3. Part Two used a millisecond-accurate discrete calculator (aka a simulator) with both constant, pyramiding, and oscillating damage models. They tended to confirm the basics of the calculations, which was only intended to validate that the calculations themselves were reasonable approximations for reality. 1800 seconds was considered the cutoff to average monte carlo estimates for survival probability for a given simulation run. Within each run were actual moment by moment damage and regeneration calculations that are time-accurate (for example: regeneration is accounted for as actual 5% heals at the appropriate regeneration interval, not a continuous heal).
4. The actual numbers in those analysis are obviously out of date. They were meant to demonstrate the methodology, and to prove the validity of the model under real conditions, so that it could be extrapolated to newer numbers without having to rehash the same argument that the approximation calculations "didn't match reality." The simulation numbers showed they did, to a high enough degree of accuracy to be balance-relevant.
5. The analysis was done to provide a basis for methodology comparison. Its the basis for concluding that the spreadsheet calculations themselves are valid approximations for the situations they represent. They of course won't agree with the actual *numbers* in the spreadsheet because the analyses have I7 numbers and the spreadsheet (the latest version of it) has I13 numbers. They don't agree in that sense, nor have I ever implied that they did.
6. They are *not* the sole source of my opinion on Scrapper sets. If there are scrappers who were around when I first wrote those may remember, the original draft had only SR and Invuln because those were the only two sets I had played to the level cap. I added Regen next (I3) and DA last (I4) as I gained sufficient experience with them at all levels of play to consider my judgment valid, separate from the numerical calculations.
By the time I wrote the last (I7) version, I had about a thousand hours of scrapper secondary experience, plus brute, tanker, and stalker experience in over half the melee defense sets. If anyone wants to toss all the numbers out and just talk turkey, I'm game. At this point I've seen just about every version of every melee set under every in-game situation multiple times. This includes Regen. I have no problem debating my qualitative judgment of the sets strictly on the basis of experience with anyone that wants to have at it. If there is such a person that believes their experience with the sets trumps mine and they have a qualitative argument they think they can make which is backed up by actual expressible gameplay experience, I'm all ears.
One last thing: anyone who actually read the analyses would know that the overall conclusion of the Regen set was that while it was definitely one of the better sets (at that time) it was no longer outside the boundary box of scrapper performance, and thus nerfs to regen were no longer justified. It was *not* that Regen's performance was far superior to all the other sets. I called it the benchmark set that SR and Invuln should be brought into rough parity with, in specific areas, and I also mentioned several times that Regen had the benefit of near invincibility below its balance point and brittleness above it, which was a qualitative balance feature of the set. The deficits of the regeneration mechanic (I called it mitigation breakdown among other things) were not glossed over.
Anyone who read it would know this, and conversely anyone who claims to have read it and doesn't know any of these things is frankly not telling the truth.
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There's something else I want to address, because apparently we're overdue and its been a while since this has been hashed out. Umbral (and others) have often made the claim that because fights rarely last longer than 30 seconds, only the 30 second calculations are relevant (to balance). The 180 second calculations are basically meaningless, because almost no fights last that long. 1800 second calculations are even more meaningless, because they have no connection with reality.
This is false. But rather than talk about the math, I'll illustrate with an example first because I think it will make more sense. I'm going to use a farming example. I have no interest in discussing the merits or detriments of farming: I'm only using the example because I think it will make the most sense to the most people in an intuitive manner.
Suppose I decide I want to figure out how fast I can earn XP (or Inf, or whatever). So I make a farm mission. It doesn't matter what kind for our purposes. And when I test myself in it, I discover that I can sustain up to 0x4 and still kill every spawn without risk to myself, with enough health so that by the time I move on to the next spawn I'm basically back to full health, which means this is sustainable all the way to the end of the mission. But if I set to 0x5, while I survive, I end up with sufficiently low health that if I don't rest before engaging the next spawn, I end up with even less health and eventually I have to rest or die. And when I factor in rest time, I actually earn less XP per hour than if I just stayed at 0x4. And when I increase to 0x6 for giggles, the first spawn just kills me.
My character can *sustain* 4, and can *survive* up to 5. Now my friend comes along and wants to try my mission. He discovers that just like me, he can sustain 4. But when he tries to increase to 0x5, the first spawn kills him. While I am 4/5, he is just 4/4 - he can sustain 4, and he can only survive 4. He can't survive 5. You could say I am more powerful than he is: we both can sustain the same amount, but I have the edge in the highest I can go without dying. So we tie on sustainability and I win on maximum survival, so I win. That's simple enough.
Now our friend wants to try *her* luck. She discovers that she can set this mission all the way up to 0x7 and not die. 0x8 kills her. She is much more survivable than either of us. But curiously, she can only sustain 0x3. Although 0x4 is no threat to her, at 0x4 she ends each fight with less and less health, and eventually has to rest. And she finds that she earns XP faster going continuously at 0x3 than stop and go at 0x4. So while I am a 4/5 and my other friend is 4/4, this friend is 3/7.
Now who's more powerful, she or I? She's obviously tougher. But I'm faster. When fighting spawns set to 4, they whittle her down faster than me. But when fighting spawns set to 7, I'm just plain dead. She can survive. How do you reconcile that?
Clearly, neither number tells the whole story. In terms of what individual threat can we survive she wins. In terms of what individual threat can we mow down continuously for rewards I win. The first number represents best case reward earning, and the second number represents toughest survivable threat. In terms of *game* balance, the first number is more important. But there are times the second number is more critical.
If I am playing a scrapper, I will tend to think the first number is more important. What matters most is what maximum threat I can simply play through. But if I am playing a tanker, I will tend to think the second number is more important. What's the worst case scenario I can tank for, especially in case of sudden emergencies.
Thinking that the 30 second number is "more important" than the 180 second number misses the point. Both numbers are important *always*. The first one tells you *what* you can kill. The second one tells you *how often* you can kill. The combination of the two represents a qualitative measure of the strength and sustainability of a character. Which one is more important, and to what degree, is somewhat situational. But usually, the shorter window number (30s in this case) represents more of a limit than a metric. In other words, you don't really want the character with the best 30s score. What you want is the character with the best 180s score of all the characters that meet a certain minimum 30s score. In other words, switching scales a bit, a 30/90 is better than a 10/50, but a 40/70 might be better than the both of them simply because you would rather sustain 40s and be able to take on the occasional 60 than be forced to sustain only 30s even though you can take on the rare 90. If anything higher than 60 is fine with you, then both 30/90 and 40/70 "qualify" but then 40 beats 30, and the fact that 90 beats 70 is less important to you.
Personally, I think this is how *most* people look at survivability *except* for tankers and other characters that are played like tankers by their player (like some brutes, masterminds, crazy blasters, etc). For those people, the exact opposite is probably true. They have a qualifying *sustainable* number, such that any lower would be too mind-numbingly slow, but anything above a critical value is fine, and then they want all out maximum burst survivability. So maybe they want at least 25, but anything above that is fine. So 30/150 and 50/90 both qualify, but then they would rather have the 30/150, because even though the 50/90 sustains a far higher level of activity, they really want the 150 and are willing to pay for it.
And that's why my mitigation spreadsheet *AND* my I7 calculations look at different time windows. Each looks at just one aspect of survivability, neither of which makes the other redundant.
And that is the relevance of 1800 second calculations. It presumes an average 30 minute mission, and looks for the best sustainable activity within it. Because the unit of measurement for reward earning is not the critter or the spawn, but the mission. Once the mission is cleared, you can't sustain any more activity even if you want to, because it will be empty. So any health you have at the end of the mission becomes essentially worthless. A player that can finish that hypothetical farm with full health has no advantage over the player that finishes the farm with half health. And that is why that calculation is relevant, even though no fight lasts that long. Because its not a measure of the best fight you can take on anyway. Its a measure of how many fights you can take on over a long period of time, a completely different limiting factor on combat.
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Willpower's version of Fast Healing grants RegenDR; I don't understand why a set that relies on Regen lacks it entirely.
I think the real question is whether /Regen's complete lack of debuff resistance of any kind is justified based on its performance compared to other sets. Does it really out-do the rest so much in the absence of debuffs that it has to be a sitting duck for anything that happens to have some debuffing power to throw around? It's certainly a subject worth examining anyway.
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