Cosmic Balance stacking limit?


AlienOne

 

Posted

A peacebringer gains +DMG from each def/corr right? What if there was a team of 7 defenders/corruptors and one peacebringer? PB's get 10% DMG for each def/corr right? Adding to the fact that there would be absurd buffage and debuffing going on, would that one peacebringer always have an added bonus of 70% DMG? Is there a cap on how much a Kheldian's inherent can stack the same buff?

I'm thinking of throwing together a team like this on Freedom for an ITF next week while on my corruptor >

I would imagine a team of 7 scrappers/brutes/blasters/stalkers would make on Warshade feel like a god too... but yeah, is there a cap on such a buff?


 

Posted

Quote:
Originally Posted by Maroon Warlock View Post
A peacebringer gains +DMG from each def/corr right? What if there was a team of 7 defenders/corruptors and one peacebringer? PB's get 10% DMG for each def/corr right? Adding to the fact that there would be absurd buffage and debuffing going on, would that one peacebringer always have an added bonus of 70% DMG? Is there a cap on how much a Kheldian's inherent can stack the same buff?

I'm thinking of throwing together a team like this on Freedom for an ITF next week while on my corruptor >

I would imagine a team of 7 scrappers/brutes/blasters/stalkers would make on Warshade feel like a god too... but yeah, is there a cap on such a buff?
There are no caps on the buff recieved from the inherent besides the standard caps that apply to Khelds.


 

Posted

Quote:
Originally Posted by Maroon Warlock View Post
A peacebringer gains +DMG from each def/corr right? What if there was a team of 7 defenders/corruptors and one peacebringer? PB's get 10% DMG for each def/corr right? Adding to the fact that there would be absurd buffage and debuffing going on, would that one peacebringer always have an added bonus of 70% DMG? Is there a cap on how much a Kheldian's inherent can stack the same buff?
As was said, the only cap is the actual damage cap of 300%. Enhancements do factor into that, so the cap is more like 205%. The real limit is the number of people on a team, which is 7 at maximum, for a total of 140% damage bonus.

Another thing is that Peacebringers get 20% damage bonus for every defender/tanker/corruptor/mastermind, not just 10%. They get 10% resistance from every offensive AT on the team.

The real problem is that, with 7 corruptors or defenders on the team, you're well past noticing the effects of Cosmic Balance.

Quote:
Originally Posted by Maroon Warlock View Post
I would imagine a team of 7 scrappers/brutes/blasters/stalkers would make on Warshade feel like a god too... but yeah, is there a cap on such a buff?
Warshades are a different animal entirely, especially considering that they can cap their own damage without teammates to do it. Again, the cap is 300% (205% realistically).


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Posted

Quote:
Originally Posted by Dechs Kaison View Post
The real problem is that, with 7 corruptors or defenders on the team, you're well past noticing the effects of Cosmic Balance.
Not on a peacebringer you aren't. With 7 tankers/defenders/corruptors/masterminds on a team my peacebringer's contribution to the team is VERY noticeable, since he's the primary damage dealer.

When you REALLY notice the benefits of the inherent, however, is on a damage heavy team. With 7 - hell, with 5 or 6 - scrappers/blasters/dominators/brutes on a team his resistances are setting at the 85% cap in human and dwarf form (dwarf only needs 3), and is damned close in nova, and he becomes the primary tank. Even in the rare team wipe conditions, my peacebringer is unkillable, provided they don't all 'port off to the hospital and consequently bring my resistance back down. Hate when that happens.

I can see how you'd say that with a warshade, though. capped damage isn't going to be much besides blatant overkill on a damage-heavy team. Same goes for capped resistance (to say nothing of eclipse making that completely irrelevant).

IMHO the way they benefit from the inherent is the one thing peacebringers get that I consider a boost over warshades, and it's nothing to sneeze at.


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Posted

Quote:
Originally Posted by Smiling_Joe View Post
Not on a peacebringer you aren't. With 7 tankers/defenders/corruptors/masterminds on a team my peacebringer's contribution to the team is VERY noticeable, since he's the primary damage dealer.
Calling a Peacebringer the "primary damage dealer" on a team of seven defenders/corruptors/MMs is extremely optimistic of a Peacebringer's offensive capabilities, but that was hardly my point.

My point was, that with that much support on a team, everyone is likely riding at defense/resistance/damage caps with enemies at resistance/tohit/regen floors. Teams like that can rely on Brawl as the sole damage power to kill everything they face.

Quote:
Originally Posted by Smiling_Joe View Post
I can see how you'd say that with a warshade, though. capped damage isn't going to be much besides blatant overkill on a damage-heavy team. Same goes for capped resistance (to say nothing of eclipse making that completely irrelevant).

IMHO the way they benefit from the inherent is the one thing peacebringers get that I consider a boost over warshades, and it's nothing to sneeze at.
The inherent is the one place Warshade's got the short end of the stick, but considering all the other benefits to the AT, I'll take it.

Peacebringer inherent statements:
"The team is lacking sturdy characters, I'll be more sturdy and fill the gap!"
"The team is lacking damage dealers, I'll gain more damage and fill the gap!"

Warshade inherent statements:
"The team is lacking sturdy characters, I get more damage even though I can cap it myself and we still lack sturdy characters except for me when I have eclipse running."
"The team is lacking damage dealers, so I'll get more resistance even though I can cap it myself and we still lack damage dealers except for me when I'm running at capped damage in nova."


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Posted

Quote:
Originally Posted by Dechs Kaison View Post
My point was, that with that much support on a team, everyone is likely riding at defense/resistance/damage caps with enemies at resistance/tohit/regen floors. Teams like that can rely on Brawl as the sole damage power to kill everything they face.
How I would like to be a fly on the wall to see this team in action... anyone up for a test run with this team make up....? I got a PB may even remove my Alpha slot to see the differences.



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Posted

Quote:
Originally Posted by Dechs Kaison View Post
Calling a Peacebringer the "primary damage dealer" on a team of seven defenders/corruptors/MMs is extremely optimistic of a Peacebringer's offensive capabilities, but that was hardly my point.
Sigh. There you go again making my peacebringer sad. I'm working on that offensive capabilities part, but quite frankly I'm apparently not so hot at rallying the peacebringer players, much less the devs.

*sniff!* I notice my peacebringer's enhanced damage capabilities, even if my teammates and the bad guys don't....

Quote:
My point was, that with that much support on a team, everyone is likely riding at defense/resistance/damage caps with enemies at resistance/tohit/regen floors. Teams like that can rely on Brawl as the sole damage power to kill everything they face.
That's assuming you've got resistance/regen debuffers. Not every team has a kin or a rad, and lately I've not teamed with very many kins who know that transfusion carries a regen debuff component at all (separate rant).

Point is, sometimes you have thermals, emps and bubblers. Everyone might be well-nigh unkillable, but that don't make the bad guys go flop.

Given the right team chemistry, anyone can excel, it's true. But for all the times when you don't have the right team chemistry, cosmic balance works great for peacebringers.


Quote:
The inherent is the one place Warshade's got the short end of the stick, but considering all the other benefits to the AT, I'll take it.

Peacebringer inherent statements:
"The team is lacking sturdy characters, I'll be more sturdy and fill the gap!"
"The team is lacking damage dealers, I'll gain more damage and fill the gap!"

Warshade inherent statements:
"The team is lacking sturdy characters, I get more damage even though I can cap it myself and we still lack sturdy characters except for me when I have eclipse running."
"The team is lacking damage dealers, so I'll get more resistance even though I can cap it myself and we still lack damage dealers except for me when I'm running at capped damage in nova."
DON'T SAY IT OUT LOUD!! NEVER SAY IT OUT LOUD! To say that which shall not be said invites attention! POTENTIALLY UNWANTED attention. Warsahdes are AWESOME. For various vague and unspecified reasons. Let's stick to our story here, m'kay?


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Posted

regardless of whether or not the effects are wasted, i still with it wasn't a proximity buff D:


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Posted

Thank you so much for the replies! I'm not very experienced with Kheldians. 20% damage bonus for each def/corr/tank/MM = AWW YEAH! Thanks for shedding light on the cap question Krogoth and Dechs!

For those of you interested (Smiling Joe or Mr. Nobody), I'm going to try to arrange this team Tuesday night around 8:30pm Eastern Time on Freedom. My corruptor is Maroon Warlock, and my global chat handle is JoCalibur. Hope to see you then!


 

Posted

Joe, you're not alone. Peacebringers have issues that make them weaker than Warshades by the numbers, perhaps, but they're not too far behind in terms of performance. And I'll take their bright light and funky powers over those soul-sucking Warshades any day.

They say they're reformed and all, but I can't help but feel evil on my Warshade. I keep trying to get back on my Warshade, but he's still sitting at 20. I'll get him going again eventually, but I like my Peacebringer more than him, that's for sure.


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Posted

Hey guys! I just did an ITF tonight and tried to get that team going. Unfortunately there were NO peacebringers on looking for ITF! Bummer! So, I just did an all defender/corruptor team.


 

Posted

Question for USians with Beta/Test access; does Cosmic Balance/Dark Sustenance benefit from other team members in leagues or is it capped at 7 teammates? I suspect I know the answer, but it just occurred to me and I'm curious.


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Posted

Quote:
Originally Posted by Smiling_Joe View Post
DON'T SAY IT OUT LOUD!! NEVER SAY IT OUT LOUD! To say that which shall not be said invites attention! POTENTIALLY UNWANTED attention. Warsahdes are AWESOME. For various vague and unspecified reasons. Let's stick to our story here, m'kay?

Completely agreed...

kthnxbai.

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Originally Posted by Infernus_Hades View Post
The way you play changes your IO slotting..


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Posted

Quote:
Originally Posted by Maroon Warlock View Post
Hey guys! I just did an ITF tonight and tried to get that team going. Unfortunately there were NO peacebringers on looking for ITF! Bummer! So, I just did an all defender/corruptor team.
ITF on virtue I could bring my PB if we arrange a time.


 

Posted

Hey if ur ever doing a tf on freedom pm Iron Ascension. Or. @iron-blade


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Posted

Quote:
Originally Posted by Dechs Kaison View Post
Peacebringer inherent statements:
"The team is lacking sturdy characters, I'll be more sturdy and fill the gap!"
"The team is lacking damage dealers, I'll gain more damage and fill the gap!"

Warshade inherent statements:
"The team is lacking sturdy characters, I get more damage even though I can cap it myself and we still lack sturdy characters except for me when I have eclipse running."
"The team is lacking damage dealers, so I'll get more resistance even though I can cap it myself and we still lack damage dealers except for me when I'm running at capped damage in nova."
I'm relatively new to the Warshade game, but I like it's inherent. What I read from the above is that while the Peacebringers like everything to be balanced, my warshade wants to be be the strongest.

The Warshade inherent, the way I look at it, is "anything you can do, I can do better." You deal damage? I do more. You have better resistances? You'll still die before me.

Granted, it all becomes kind of void after eclipse and mire get going, but up to the point of capping myself out (or rather, up until I finally have eclipse,) it's still good to be the best.


 

Posted

Quote:
Originally Posted by Izuma View Post
The Warshade inherent, the way I look at it, is "anything you can do, I can do better." You deal damage? I do more. You have better resistances? You'll still die before me.
You know, I had never thought of it that way, but I kind of like it. Actually, I really like it. That's how the inherent is intended to function, at least.

But we're still brought back to "everything has a cap, and since the warshade can reach that on his own, and ironically, even easier with a team (since spawn sizes will be bigger), what good does the inherent ever do?"


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don'T attempt to read tHis mEssaGe, And believe Me, it is not a codE.

 

Posted

How will the introduction of leagues effect the Kheldian army?

Think of all those players to power up from


 

Posted

Quote:
Originally Posted by Shady Sam View Post
How will the introduction of leagues effect the Kheldian army?

Think of all those players to power up from
Again, a League is just an assembly of teams. You still only have 7 teammates at a maximum.


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don'T attempt to read tHis mEssaGe, And believe Me, it is not a codE.

 

Posted

Quote:
Originally Posted by Dechs Kaison View Post
You know, I had never thought of it that way, but I kind of like it. Actually, I really like it. That's how the inherent is intended to function, at least.

But we're still brought back to "everything has a cap, and since the warshade can reach that on his own, and ironically, even easier with a team (since spawn sizes will be bigger), what good does the inherent ever do?"
Well it does mean that, for example, if you've got a load of Res-buffing team-mates and you get mezzed and Eclipse drops, you've still got a fairly decent chance of survival. Also, the Controller/Dominator buff is always handy for the mez protection, though I'm yet to be convinced on use of the Kheldian/SoA Slow/-Recharge RES component.


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Originally Posted by The_Spad_EU View Post
though I'm yet to be convinced on use of the Kheldian/SoA Slow/-Recharge RES component.
-Recharge is one thing that can really cripple a kheldian, so it's certainly of use... if you get a lot of it. 10% resistance is far too small a number to notice.

Let's put it this way: I did an all kheldian ITF recently, which means all of us were at 70% resistance to slow by default. I had a winter's gift slotted, so I sat at 90%, which means slows were three times more effective on my teammates than myself.

When we were drowning in nictus, I remember hearing complaints from the team about being slowed. I, however, never dropped below 170% recharge (I have it monitored) and I never lost my perma hasten, let alone perma eclipse.

70% resistance to slow, the maximum allowable from the buff, and we were still noticing the effects of nictus -recharge. I do not think that 10% per teammate is adequate.


Where to now?
Check out all my guides and fiction pieces on my blog.
The MFing Warshade | The Last Rule of Tanking | The Got Dam Mastermind
Everything Dark Armor | The Softcap
don'T attempt to read tHis mEssaGe, And believe Me, it is not a codE.

 

Posted

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