Defense and Incarnate trials?


Adeon Hawkwood

 

Posted

I've been hearing about mobs in Incarnate trials having higher to-hit and therefore hosing defense based characters. I know some Battle Drones give to-hit buffs and the towers are either autohit or extremely accurate, but do other mobs in general have inherently higher chances to hit?


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Posted

Yes, the base to hit chance fo most incarnate mobs is 64% instead of 50%. It doesn't hose defense based characters but does make them more relaint of having some support. Most trials seems ot have a lot of defense buffs floating around however so it's not as bad as it sounds.


 

Posted

It's entirely the stacked drones people are talking about. 9CUs increase tohit over time, but that's their shtick.


 

Posted

Thanks... so I basically need around 13-14% extra S/L defense to keep my Blaster softcapped and even then orbs or letting the 9CUs hang around too long can be trouble. Not too bad... one VEAT or a couple people running Maneuvers should be enough to be fairly safe. Or, as safe as a Blaster gets around +4 mobs anyway.

(Or maybe I should just use the max damage build with the fast recharging Rise of the Phoenix on these... if they're going to try that hard to give me an extra chance to nuke every couple minutes who am I to say no? )


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Posted

Quote:
Thanks... so I basically need around 13-14% extra S/L defense to keep my Blaster softcapped...
This here is precisely the reason the mobs in trials have higher base tohit. A softcapped blaster wasn't originally intended when they added IOs. Nor was softcapped anything really but it's a little more of a problem when the AT whose main weakness is their lack of any defensive powers can reach the point where nothing can hit them. And it's too late to take the defence bonuses away from IOs without annoying a whole heap of people. (Myself included) Thus, they have to compensate for it another way.


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Posted

Quote:
Originally Posted by Spectral_Ent View Post
It's entirely the stacked drones people are talking about. 9CUs increase tohit over time, but that's their shtick.
No, it's really not. In addition to any buffs, the critters have 14% higher base toHit attribute than standard mobs in the rest of the game.


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Posted

The devs claimed the game wasn't made harder to compensate for IOs. (I'm sure they made the Incarnate trials harder for the forumgoers who complain that it's too easy, though!)

In addition to their somewhat higher ToHit (assuming you guys are right), you're fighting +3 bosses (unless you've got your Incarnate level shifts), aren't you? +3 enemies have 1.3x as much accuracy as +0 enemies of the same rank, and bosses have 1.3x as much accuracy as minions. Rather than your enemies having a 5% minimum hit chance like +0 minions, you're looking at ~1.7x as much: about 8.5%.

Say you were soft-capped against normal enemies, with 45% on the nose. These guys have a ToHit of 19% against you, and then you multiply by their accuracy to get a final hit chance of 32%. Hope you have a couple allies with Maneuvers. :P


 

Posted

Quote:
Originally Posted by Rebel_Scum View Post
This here is precisely the reason the mobs in trials have higher base tohit. A softcapped blaster wasn't originally intended when they added IOs. Nor was softcapped anything really but it's a little more of a problem when the AT whose main weakness is their lack of any defensive powers can reach the point where nothing can hit them. And it's too late to take the defence bonuses away from IOs without annoying a whole heap of people. (Myself included) Thus, they have to compensate for it another way.
Well, to be fair she is only softcapped on S/L defense. It leads to the amusing situation where she's safest right in the middle of the enemy group because things are usually trying to punch her. If she draws ranged aggro from IDF enemies they tend to use energy blasts that she's not softcapped against. (Not to mention Seers, who she has barely any protection from at all.)

Of course she's a Fire/Fire Blaster, so having to stay in PBAoE range isn't exactly a downside...

Quote:
The devs claimed the game wasn't made harder to compensate for IOs. (I'm sure they made the Incarnate trials harder for the forumgoers who complain that it's too easy, though!)
Anything IOs can do team buffs can do better, and iTrials (love that abbreviation) are not only team content but multi-team content. The mobs have to be buffed simply to compete with 12-16 players since a good mix of buffs and debuffs will let a team of five or six characters running only SOs take on 8-man sized groups of +4s.


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Mechmeister, level 50 Bots / Traps MM
FAR too many non-50 alts to name

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Posted

First thing I should mention that my main toon is also a Fire/Fire blaster...so far he's the only toon I bothered taking on the trials.

Being softcapped to S/L on the trials isn't really going to help a lot of toons...Since a lot of the damage there seems to be Ranged/AoE Energy damage by the 9CUs and MKVs. The IDF toons don't really do all that much damage. I found out that eating a lot of oranges is the saving grace for my blaster when I'm going into melee range. He used to be softcapped to S/L, but currently I took him down to 33% S/L and a resist based epic shield [From Mu Mastery actually..the Energy resist comes in quite handy], which actually helps. Pop a mid purple to hit the cap against the IDFs and some oranges to mitigate the damage from the robot people. Of course...the Seer type enemies...just kill them before they kill you, lol.


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Posted

Quote:
Originally Posted by DeProgrammer View Post
The devs claimed the game wasn't made harder to compensate for IOs.
That was true when IOs came out, that's not true for the new endgame. But then, it's not just being made harder because of IOs, but also because of Incarnate levels and abilities.


 

Posted

Quote:
Originally Posted by DeProgrammer View Post
The devs claimed the game wasn't made harder to compensate for IOs.
The Trials aren't harder to compensate for IOs, they are harder because they are supposed to be more difficult "endgame" type content. Knowing the tactics and playing well are more important than having the right IOs. Sure, a good IO build will give you a *bit* of leeway, but not to the point of being able to faceroll them.




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Posted

Simply put, endgame stuff screws MMs big time. I pity those that don't have inate defences like Bots/Traps does, because trying to imagine my guy with just SOs, for example, is a very painful image.


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Originally Posted by Captain_Photon View Post
NOTE: The Incarnate System is basically farming for IOs on a larger scale, and with more obtrusive lore.

 

Posted

Quote:
Originally Posted by UberGuy View Post
No, it's really not. In addition to any buffs, the critters have 14% higher base toHit attribute than standard mobs in the rest of the game.
I did not know this. Just to be clear, this is excluding the fact they're all +4 and that most of them are bosses, correct?


 

Posted

Quote:
Originally Posted by Techbot Alpha View Post
Simply put, endgame stuff screws MMs big time. I pity those that don't have inate defences like Bots/Traps does, because trying to imagine my guy with just SOs, for example, is a very painful image.

OFT

I'm not planing on taking my Mercs/Traps out on the new trials until the devs at least say something about this.


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Posted

For a long time the soft cap has been the holy grail for characters (scrappers are a very good example), and players have sacrificed to achieve it. For years people have been told their character is not survivable enough because of the lack of +def in their builds. I have always disagreed with this notion.

Characters that are designed to have +def as a focus should be fine on these trials. The real problem will occur for those who have sacrificed other things to achieve the soft cap, and ignored the focus of the power set. Again scrappers come to mind.

I do hope these trials usher in a new way of thinking for builds, but old habits die hard so I doubt it will.

Quote:
Simply put, endgame stuff screws MMs big time. I pity those that don't have inate defences like Bots/Traps does, because trying to imagine my guy with just SOs, for example, is a very painful image.
I have seen MMs that were awesome in these trials, so I can't agree with this. I know I am always glad to end up paired with one during the escape phase of the BAF.

This is end game content, and I personally feel it should have been created with IO balance in mind, and not the SOs that the rest of the game is built around. I know I am not alone in this notion because it was discussed multiple times during beta.


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Posted

I was pretty concerned with this since only my /sr scrapper has an alpha level shift, so she was going to be my main incarnate-trial character.

After doing a few: don't worry. Yes, you're a little less survivable, but in a 16-to24 man event, you're bound to have more than enough tanks (or other AT that's capable of acting as a tank) to meat-shield everything.

When they're filling their role right (read: remembering that their best way to contribute to DPS is to keep the high-dps squishies alive... NOT all pound on the big guy while the squishies do hospital runs after all the other littler baddies stomp em) you'll find that they easily reduce enough of the attacks aimed at you to make up for the +toHit difference.


 

Posted

Quote:
Originally Posted by Zyphoid View Post
This is end game content, and I personally feel it should have been created with IO balance in mind, and not the SOs that the rest of the game is built around. I know I am not alone in this notion because it was discussed multiple times during beta.
I don't think the trials are balanced around IOs so much as just requiring a higher level of performance in general, especially if you are at or near the minimum league size. IOs can certainly provide that enhanced performance, but so can well made groups... I suspect eight to twelve Defenders or Corruptors could take down either trial with no IOs at all, but a dozen Blasters plus one Empath who only took the heals better have some serious IOs and Incarnate abilities going for them.


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Mechmeister, level 50 Bots / Traps MM
FAR too many non-50 alts to name

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Posted

Quote:
Originally Posted by StrykerX View Post
I don't think the trials are balanced around IOs so much as just requiring a higher level of performance in general, especially if you are at or near the minimum league size. IOs can certainly provide that enhanced performance, but so can well made groups... I suspect eight to twelve Defenders or Corruptors could take down either trial with no IOs at all, but a dozen Blasters plus one Empath who only took the heals better have some serious IOs and Incarnate abilities going for them.
Precisely.

I mean, having a blaster with a soft-capped defense is nice, but with 16-24 people, you're bound to have a primary, secondary, and probably a tertiary tank. If those tanks are executing their roles right, that soft-capped blaster isn't going to be a target often enough to see a real survivability difference between it and the SO-equipped no-defense-blaster. Execution and coordination thus can trump the IO/SO divide.

---


 

Posted

Quote:
Originally Posted by Zyphoid View Post

I have seen MMs that were awesome in these trials, so I can't agree with this. I know I am always glad to end up paired with one during the escape phase of the BAF.

This is end game content, and I personally feel it should have been created with IO balance in mind, and not the SOs that the rest of the game is built around. I know I am not alone in this notion because it was discussed multiple times during beta.
BAF is far, far preferable to Lambda on my MM, simply because theres less chance for it to screw me.

Beating up the mobs, then AV is easy. Breaking LoS with the towers isn't too hard.
Prisoner stage is a turkey shoot. I just sit the boys on the verge, set them to stay and aggressive, and go lay traps, and traps, and traps.
Boom. Dead, dead mobs.
Siege? Easy enough. And then mop up stage is alright too.

Lambda, however, is where it gets freaking ugly. First two stages? Easy.

Then we get to the fun part. Where everything dies, all the bloody time. Running through tight corridors with pets with the I.Q. of something scraped off the bottomf of my boot and +3 mobs that are LT and Boss heavy, to the point of one shot capability. THAT is NOT fun. It is frustrating to the extreme, to the point that my death down below meant I went and set up my pets in a dance line behind the bridge, to get into Marauders cutscene.

And then the final stage. Lets just shell anyone at long range with artillery. Because we can. Not for, y'know, any good reason. Just to be a complete pain in the @rse for an MM trying to resummon pets after the inevitable 'screw you' from the Boss mobs and their stupid ammounts of AoE.

So, yeah. My experience with ITrials with Alpha has not been the happiest, lets put it that way.


Quote:
Originally Posted by Zwillinger View Post
GG, I would tell you that "I am killing you with my mind", but I couldn't find an emoticon to properly express my sentiment.
Quote:
Originally Posted by Captain_Photon View Post
NOTE: The Incarnate System is basically farming for IOs on a larger scale, and with more obtrusive lore.

 

Posted

Well...

Oh where to begin!

I dont know about their defense, but my bubbles...which have always worked well deflecting stuff, now don't. Resistance seems to have a better time.


 

Posted

at first i was a bit miffed that my Widow who is well over soft cap defense was getting splattered left, right and center. repeatedly. seemingly without effort of the enemy.

then i remembered that these were +4 and that odds were the neutral point for the trial was designed with +3 level shifts in mind and 2-3 full teams of buffs. possibly more level shifts down the line as well.

still, the humbling experience also made me realize its not the usual buff up, debuff, ground and pound tactics of previous TF/SF/Trials and that you need to organize, work together and follow orders to get it done.

all in all i like it.


 

Posted

Quote:
Originally Posted by Rebel_Scum View Post
This here is precisely the reason the mobs in trials have higher base tohit. A softcapped blaster wasn't originally intended when they added IOs. Nor was softcapped anything really but it's a little more of a problem when the AT whose main weakness is their lack of any defensive powers can reach the point where nothing can hit them. And it's too late to take the defence bonuses away from IOs without annoying a whole heap of people. (Myself included) Thus, they have to compensate for it another way.
Fortunately on something like a B.A.F., you have 23 teammates and hopefully some of them have defense buffs.

I haven't run this with my reflexes scrapper yet, but I've been on Statesman TFs where my base defense gets up into the 80-100% range. Definitely overkill, but on the trials you'll need it.


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Posted

Quote:
Originally Posted by Nyx View Post
Well...

Oh where to begin!

I dont know about their defense, but my bubbles...which have always worked well deflecting stuff, now don't. Resistance seems to have a better time.
I've seen stone tankers face planting a lot, too. And my electric brute, with capped energy resists, has trouble against energy-wielding attacks on these trials

These are meant to be difficult, and buffs are meant to be stacked up onto teammates.


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Posted

What is this "defense" you people speak of? I ask cause it doesn't sound like you mean "hit things fast and hard as possible before they hurt you too much"


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