Who Remembers the Glory Days?


Acemace

 

Posted

Quote:
Originally Posted by Werner View Post
Yup.

Wait, you meant UberGuy?

Huh.

*reviews thread*

Huh.
Hehe.


 

Posted

And not to pick favorites in the ACTUAL debate, let me also say that true or not, Acemace's opinion on the relative performance of Hamio'd pre-ED FireTankers sounds quite reasonable to me.

I can't remember all the rules as they were, but I'm assuming you could slot six Enzymes for +300% defense. Yes, Fire has no defense, but you can grab the power pools. So let's say you take Weave, Combat Jumping and Manuevers. That's 9.8% unslotted. +300% gives you 39.2% defense from just three pools. There probably aren't many Fire tanks sitting at 39.2% defense these days?

On the resistance side, was that also getting 50%, or was it 30%? I'm thinking it was 30%? So +180%. So capped smashing, lethal and fire, 84% resistance to energy and negative, and 56% resistance to cold. Again, I suspect these numbers are higher than we get these days? I'm not a tanker expert, so I don't know for sure.

How about Healing Flames? Hmmm, looks like the best is four Golgis for +200% healing and two L53 recharge IOs plus perma Hasten. So 70% + 2*38.3% = +146.6% recharge, so recharges in 40 / 246.6% = 16 seconds, and heals for 1406 hit points, so 88 HP/S of healing. Plus whatever non-ED capped passive regeneration comes to.

Now, I don't know what the state of the art for Fire Tank survivability is. But I suspect those numbers would be hard for a modern Fire tank to compete with, assuming I got them right.


"That's because Werner can't do maths." - BunnyAnomaly
"Four hours in, and I was no longer making mistakes, no longer detoggling. I was a machine." - Werner
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Posted

I remember the Glory Days. They were overrated.

Quote:
Originally Posted by Werner View Post
I can't remember all the rules as they were, but I'm assuming you could slot six Enzymes for +300% defense. Yes, Fire has no defense, but you can grab the power pools. So let's say you take Weave, Combat Jumping and Manuevers. That's 9.8% unslotted. +300% gives you 39.2% defense from just three pools. There probably aren't many Fire tanks sitting at 39.2% defense these days?
Defense numbers were much higher than they are now. I think Weave was like, 10% defense. Of course, this was before the critter accuracy change, so GMs/AVs (+0) were rocking a 90% base tohit.

(To give you an idea how wonky defense was back then, I saw a Blaster build (and demo record) with 45% def using Weave, CJ, etc. It was just enough to floor +0 minions.)

Quote:
Originally Posted by Werner View Post
How about Healing Flames? Hmmm, looks like the best is four Golgis for +200% healing and two L53 recharge IOs plus perma Hasten. So 70% + 2*38.3% = +146.6% recharge, so recharges in 40 / 246.6% = 16 seconds, and heals for 1406 hit points, so 88 HP/S of healing. Plus whatever non-ED capped passive regeneration comes to.
Healing Flames only used to be a ~17% heal on Tankers (coincidentally, that was 25% of a Scrapper's hp) and had a recharge of 60 seconds. It was massively buffed post ED / GDN.


 

Posted

Quote:
Originally Posted by Werner View Post
And not to pick favorites in the ACTUAL debate, let me also say that true or not, Acemace's opinion on the relative performance of Hamio'd pre-ED FireTankers sounds quite reasonable to me.

I can't remember all the rules as they were, but I'm assuming you could slot six Enzymes for +300% defense. Yes, Fire has no defense, but you can grab the power pools. So let's say you take Weave, Combat Jumping and Manuevers. That's 9.8% unslotted. +300% gives you 39.2% defense from just three pools. There probably aren't many Fire tanks sitting at 39.2% defense these days?

On the resistance side, was that also getting 50%, or was it 30%? I'm thinking it was 30%? So +180%. So capped smashing, lethal and fire, 84% resistance to energy and negative, and 56% resistance to cold. Again, I suspect these numbers are higher than we get these days? I'm not a tanker expert, so I don't know for sure.

How about Healing Flames? Hmmm, looks like the best is four Golgis for +200% healing and two L53 recharge IOs plus perma Hasten. So 70% + 2*38.3% = +146.6% recharge, so recharges in 40 / 246.6% = 16 seconds, and heals for 1406 hit points, so 88 HP/S of healing. Plus whatever non-ED capped passive regeneration comes to.

Now, I don't know what the state of the art for Fire Tank survivability is. But I suspect those numbers would be hard for a modern Fire tank to compete with, assuming I got them right.
Fully HO'd Fire Tanks were just plain beastly. Rare, but beastly, much like Tom Selleck's 'stache.

The only thing I would add from a history point of view - the fighting pool had much higher numbers back in the day. Weave was 12.5% for Tanks and Defenders IIRC. That prompted TheConfessor to LOL@ /SR Scrappers - "You get more defense from power pools, lol @ you!"

Invulnerability was just ridiculous. Capped def to everything but Psi and with 50% HOs, nearly capped res to all but psi.


 

Posted

Quote:
Originally Posted by Werner View Post
On the resistance side, was that also getting 50%, or was it 30%? I'm thinking it was 30%? So +180%. So capped smashing, lethal and fire, 84% resistance to energy and negative, and 56% resistance to cold. Again, I suspect these numbers are higher than we get these days? I'm not a tanker expert, so I don't know for sure.
I'm pretty sure original HOs were 50% across the board, irrespective of "schedule". So you got 50% enhancement even on stuff that normally gets 20% from SOs today.

As Sarrate points out, pre ED was also pre GDN, so base values for pretty much everything were around double what they are now for most things - more for some. Some stuff offered defense that no longer does. Hasten, for example.

You could get a lot more defense from pools even on ATs that did not get any before, and there were Blaster builds with very high defense. However, defense mechanics were very different back then, so there was no clean equivalent to hitting today's "soft cap" - the higher the level and rank of your foes, the less able you were to overcome their toHit.

The ability to cap at their 90% DR was the main reason I conceded that if anyone was better off in the old days, I could believe it was Tankers. With their lower DR caps (assuming we aren't talking about before anyone had DR caps, which is going pretty far back), Scrappers and other ATs in general weren't quite as glorious.


Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
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Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA

 

Posted

Quote:
Originally Posted by Rad_Avenger View Post
Fully HO'd Fire Tanks were just plain beastly. Rare, but beastly,

Invulnerability was just ridiculous. Capped def to everything but Psi and with 50% HOs, nearly capped res to all but psi.
This, scrappers were insane with all ho's especially regens, but all hami'd tanks were godmode hands down, and all ho'd burn tankers were like the wrath of god because of how stupid op burn was, and with a complete set of ribosomes including in tough they were nearly unkillable.


Watching a single ho'd fire tank pull an entire map set for 8 of purples, then call down armageddon on 70 werewolves crammed into a rock was a religious experience.


Quote:
Originally Posted by UberGuy View Post
I'm pretty sure original HOs were 50% across the board, irrespective of "schedule". So you got 50% enhancement even on stuff that normally gets 20% from SOs today.

A ho which effected three aspects were 32% for each, the dual aspects were 50%, and I have to agree with some of the comments about a completely hamidon enhanced build prior to ed gdr etc, regardless of the AT, was like playing a different game then we play today, regardless of how many billions in ios you spend now there isn't a remote comparison to the levels you could reach before the major nerfs.


You really couldn't have experienced the full ho-godmode on any AT if you believe having basically double what is possible today in most categories somehow makes todays AT's better, even with the full roll out of the last tier Incarnates there wont be characters of any AT as over powered as they could be during issues 0-4 period, it's ridicules even to argue that point.


 

Posted

Quote:
Originally Posted by Tank_Washington View Post
Watching a single ho'd fire tank pull an entire map set for 8 of purples, then call down armageddon on 70 werewolves crammed into a rock was a religious experience.
<sniff>

Brings a tear to the eye.

I remember the HO nerf, even though it didn't affect me personally (I had, like, one). If folks remember Havok, he cried like a baby. He was also peeved by the original (in Beta) nerf to Tank res caps from 100% to 90%, and didn't take ED or the GDN very well either, heh


 

Posted

You also got 5 % from hasten and with HO's at 50% you could perma hasten easier than the normal 6 slots you had to make it perma and you got 5% defense using it. Also which Invulnerability would you get would you get the i2 one where they rooted in place with invincibility and could not move or the i3 one with perma unstoppable one everyone ran.

When people would get xp by putting foot stomp on auto and leaving to watch movies while there tank was killing demons coming out the gate non stop (yea we use to get xp for every mob that came out)

Talk about demon farming maps haha that was crazy stuff


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Byzantine Warrior-DB/ELA 50;Blade Tempo-50 DB/EA

 

Posted

I remember the glory days, and other than regen I like now better. I like being able to run all of my DA toggles at one time.


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