Please add Resistance to Defense Debuffs to Temperature Protection


Acemace

 

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Originally Posted by Arcanaville View Post
Its not even possible. There's no such thing as resistance to debuffs. There is just resistance. Technically, SR does not have resistance to defense debuffs. That's just what we call it. SR has resistance to defense. That means SR resists any and all changes to any of the attack types: melee_attack, ranged_attack, etc. It would resist its own toggles if those were not unresistable buffs.

Damage resistance is resistance to that type. So smashing resistance is not resistance to smashing damage its resistance to smashing, period. Smashing resistance resists changes to your smashing attribute. Smashing damage attempts to change that attribute, and smashing resistance resists that change**. Resistance debuffs attempt to lower your resistance to that type. They are, in effect, changes to that type. Smashing resistance debuff attempts to lower your res to smashing. Smashing resistance itself attempts to resist that change.

There's no way to make something that resists smashing debuffs that wouldn't also resist smashing damage. So the only way to make something more resistant to a resistance debuff is to increase its resistance to that damage type, because the two resistances are literally the exact same thing.


** Decreasing our smashing attribute reduces our health automatically. Think of your smashing attribute as a shortcut or a symlink to your health. Editing smashing edits health. Same for the other damage types. That is how each damage type can have its own attribute - and by extension its own resistances - and yet all of them ultimately affect your one health bar.
Ok, this is a post I shouldn't write

First off, I don't think we need more resistance to resistance debuffs secondly, I'm about to contradict you, which historically isn't wise but...

No way?


come on, how about a power that procs a resist boost every time a debuff to resistance over a certain magnitude is applied to a character, that can stack up to... er, whatever, three times.

Surely creative solutions could exist...



it'll cut down


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Posted

Having read nothing but the title, the last round of attention given to FA (a swan song gift from Castle) is likely the last pass over the sets going to get for some time, if ever.

It doesn't prevent the sharing of upgrade ideas however.






 

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Quote:
Originally Posted by Spiritchaser View Post
come on, how about a power that procs a resist boost every time a debuff to resistance over a certain magnitude is applied to a character, that can stack up to... er, whatever, three times.

Surely creative solutions could exist...
Except that is not a resistance to resistance debuffs, which I said was impossible without buffing resistance. You're asking for a resistance buff that would kick in when your resistance dropped, which is just a resistance buff, not a resistance to resistance debuffs.

There's also no current way for the game engine to know how much "debuffs" are applied to you. It only knows the overall total which is buffs plus debuffs. It may *seem* like the game engine knows because Real Numbers knows, but actually Real Numbers is only pretending to know: Real Numbers grabs its numbers from two different places. It yanks the details from essentially the same place buff icons come from. It then shows the total from the game engine itself. Interestingly, that's why they don't always add up. Resistances throw the numbers off. If you have 95% DDR, then your Real Numbers combat attribute display might show -20% and -30% defense in the detail, but then -2.5% total. The detail is showing raw numbers, while the total is showing what the game engine actually knows the total debuff to be, including all calculations. According to pohsyb, there was no obvious way to show the detail as "-1%" and "-1.5%" factoring in resistances, because there was no way to get per power details from the game engine that way.

There's probably also no obvious way to say something like "if debuffs > 15% then apply effect X." The system would know your resistance net was 60%, but not if it was 80%-20% or 70%-10%.

Curiously, this would be easier with Defense. Because defense debuffs are always base defense and defense buffs are always typed (with only a couple of corner cases) you can always separate buffs and debuffs. You could say "if base < -10% then" knowing that is a 10% defense debuff. You cannot say that for resistance, because resistance debuffs are not similarly "segregated."


There's four different kinds of "impossible."

1. Cannot be done under current conditions. I.e. "the game engine currently doesn't support that ability."

2. Cannot be done given current resources. I.e. "the amount of work required to add this to the game engine is more effort than the devs could possibly afford to spend.

3. Cannot be done mathematically. I.e. "there's no way to set combat jumping so that it offers the same proportional benefit to blasters with no defense and SR scrappers with 30% defense. No number meets both conditions.

4. Cannot be done because request is nonsensical. I.e. "I don't know what you mean by balancing combat jumping against combat auras, but whatever you mean there's unlikely to be a game balance processes that is actually applicable."

"Can you add resistance debuff resistance without buffing damage resistance" is type one impossible on the surface, and type four impossible if you know how resistance works in the game engine.

Crazy (or "creative") options always exist, but they tend to run afoul of being type two impossible. For example, if someone were to ask for a way to buff their defense against lethal, but only for Katanas and not Bullets, that's just impossible (type one). The game doesn't distinguish between blades and bullets: a lethal typed attack is a lethal typed attack. Technically speaking someone could find all the lethal katana attacks and all the lethal bullet attacks and give the latter a special debuff that just coincidentally reverses the special buff being added for katana attacks so it all automagically works out, but as a practical matter that is impossible (type two).


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Not that it truly matters, but I find it interesting that they made two different mathematical choices with Defense and Resistance when they chose not to apply debuffs to the base values of both.

Thanks as always for the insight into CoH's inner gears.


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Originally Posted by Rangle M. Down View Post
Not that it truly matters, but I find it interesting that they made two different mathematical choices with Defense and Resistance when they chose not to apply debuffs to the base values of both.
The choice they made, at the beginning of time, was to build in a Base defense type that would affect all attacks, but not a Base resistance type that would affect all damage. That difference makes it impossible to debuff base resistance - no base resistance.


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Just wait till you learn the Dev's cruel trick of Chemical Burn.

With a good team your fire tank will shine. With a mediocre team your fire tank will do poorly. (I tanked the ITF on my Kin/Energy Armor brute as the only melee before and it isnt even level 50 yet.) I have a multi billion build on my fire tank and it still gets torn to shreds at times. That is why I created my stone tank.


YMMV---IMO
Ice Ember

 

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Originally Posted by Ice_Ember View Post
With a good team your fire tank will shine. With a mediocre team your fire tank will do poorly. (I tanked the ITF on my Kin/Energy Armor brute as the only melee before and it isnt even level 50 yet.) I have a multi billion build on my fire tank and it still gets torn to shreds at times. That is why I created my stone tank.
Pretty much this. I was surprised by how fast my IO'ed up Fire tank got torn up in Tin Mage last night, but we had zip for buffs or even debuffs on the team (well, we had a VEAT, so improved Maneuvers, but that was it). That same Fire tank can absolutely breeze through most ITF, LG, hell even Apex runs w/minimal support, but for TM, he seems to need a bit more support. I know I can sleepwalk though every phase of TM w/my Stony (tho I usually pop Granite for the end fight).

Oh, and DDR wouldn't really have helped last night either.


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Originally Posted by je_saist View Post
*points you to: http://zerias.blogspot.com/2010/05/d...elee-tank.html

Try reading through. I took several screen-captures showing the problem with the Stun Aura.
I really wish you would stop linking to this. Many of the conclusions here are wrong and the build advice given is seriously off the mark in several respects with more than a few glaring omissions to anyone even casually familiar with slotting Dark Armor.

You are misinforming people. Please stop.


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Originally Posted by Justaris View Post
I really wish you would stop linking to this. Many of the conclusions here are wrong and the build advice given is seriously off the mark in several respects with more than a few glaring omissions to anyone even casually familiar with slotting Dark Armor.

You are misinforming people. Please stop.
I usually don't critique build guide or build advice too much, but I was actually shocked to see a set of Touch of the Nictus slotted into Dark Regen. I can think of few *worse* ways to slot Dark Regen, especially on a Tanker.

TotN minus the damage proc ends up slotting Dark Regen like this:

68.9% accuracy
42.4% end red
97.49% heal
47.7% recharge

I literally can think of few worse slottings than that. Maybe six heal IOs. This massively overslots for heal while underslots for end reduction and recharge. In fact, the six-slot SO slotting of one acc, two recharge, three endred would almost certainly be better. The above slotting reduces the end cost of the power from 33.8 to 23.7 per use. The SO slotting above reduces end cost per use to about 20.3. An even better way to slot Dark Regen is focusing recharge/end IOs and some accuracy.

But the best way to slot Dark Regen focuses on an IO in the set that was explicitly tossed aside in the guide: Theft of Essence. Theft of Essence actually has a +END proc: it has a chance to return endurance for every target the power hits. Its 20% chance for 10% endurance. Or, assuming you have no endurance boosting accolades or anything, you could say it returns on average 2 points of endurance per target you hit with Dark Regen. And tankers are likely to be hitting lots of targets with Dark Regen.

Unless you're optimizing for fighting archvillains solo, you should always assume as a tanker you're going to be hitting three to six targets with Dark Regen. So lets examine this slotting pattern:

Theft of Essence +End
Theft of Essence Accuracy/Endurance/Recharge
Doctored Wounds End/Recharge
Numina's Convalescence End/Recharge
Touch of the Nictus Accuracy/End/Recharge

Everything level 50 except the ToEs which top out at 30. That ends up generating:

38.6% accuracy
89.12% recharge
89.12% endred

It now cycles faster, and only costs 17.9 endurance per use *and* returns 2 end per target you hit on average. If you average hitting just four targets per use as a tanker the net cost of Dark Regen will be just under 10 endurance. Ten. That's less than half the cost of the TotN slotting. Even averaging hitting just *two* targets will reduce Dark Regen's average cost to only 13.9 end, and with no heal slotting will still be generating 60% heal per use. If it bothers you that the accuracy is a little lower and the heal is unslotted, add Touch of Nictus Accuracy/Heal. Now accuracy is 65.10% and heal is slotted 26.5%. That means about 38% heal per target, 76% heal from hitting two targets, and three saturates the heal. Its one of your best powers, I don't know why you'd short it a slot if you were concerned about its performance. That's like complaining about SR's defenses while two-slotting Focused Fighting.

Its also not an expensive slotting pattern. The proc is actually only about 20 million, and the Numina's is nothing: end/rech is a throwaway Numina. An expensive slotting option would be to toss in the Panacea proc. But the above option is within reach of practically anyone contemplating IOs at all.


Since slotting a set of ToN is *worse* than even slotting with SOs for things like endurance management (or even utility, really, except maybe soloing AVs - maybe) any analysis of dark armor that incorporates that slotting pattern is highly suspect. I would literally rather run with one acc, three end, two rech SOs than ToN. Slotted into Dark Regen, the set bonuses ain't worth it. Hilariously, one of the set bonuses is +Heal strength, which is almost wasted on a Dark Armor build that slots ToN. The max health and max endurance are useful, but the cost in suboptimal Dark Regen performance is far too high. And my hypothetical slotting above that 6-slots DR and uses two ToNs gets the max health bonus with just two of the set. I only lose the +MaxEnd, which is more than made up for by the fact I'm using far less end.


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Posted

Because I like to see things as they might be to the OP and played one of 3 of my Firetanks on an ITF whats on SOs. She had to be sked up so mobs were between +2 or +3. It was hell. Hated it, suicide, no matter how much I love RotP it was over needed.

But nothing was completely conducive to Firetanker survival, more important is other peoples survival so if I clock more defeats or my health bar is moving up and down more than everyone elses then its a good thing, what you cant help tho is when other team members shoot off into the next group when you know there is an ambush coming or you havent quite finished the group your on. I admit my perception was bad there seemed to be a lot of mist compared to when I play on other tankers, my field of view tended to be less than I hoped. Need to sort that.

Anyway the whole team could look back as well at what could of happened, people didnt have to charge off ahead and faceplant giving the team no contribution, people didnt have to stand next to me and share in AoEs and add to that if I wasnt sked up my threat level and aggro control could of been abit better to quickly snag aggro of off others when needed.

With a seriously failed ITF to my name (although it was finished) I immediately joined another what had no tank and played in that. Way, way better. Just get back on the horse.


He will honor his words; he will definitely carry out his actions. What he promises he will fulfill. He does not care about his bodily self, putting his life and death aside to come forward for another's troubled besiegement. He does not boast about his ability, or shamelessly extol his own virtues. - Sima Qian.

 

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I have tanked ITF a lot with my fire tank where I died like once on it for not knowing my team went in a dif direction and I only had a healer with me but like said before Inspirations helped out a lot. I do not have Fire Protection. Yes haveing no debuff prot sux i agree with that but it is more for team play then solo on a fire tank. I have been on other mish/TFs with other types of tanks that went down while I stayed up and continued to fight. I did not take temp prot on it and have no problems with it mind u my tank is still built pre i19.


 

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I didn't bother with insps. I just weathered on reliant on team work. I'd imagine sturdies would do fine.


He will honor his words; he will definitely carry out his actions. What he promises he will fulfill. He does not care about his bodily self, putting his life and death aside to come forward for another's troubled besiegement. He does not boast about his ability, or shamelessly extol his own virtues. - Sima Qian.