Ever going to be able to SB, Shield, Buff ourselves?!


A Man In Black

 

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Originally Posted by PsychicKitty View Post
Like pointing out other web sites...do you even use hero stats for eaxmple for real data no...do you you use ingame information...no...its called you are spouting about using a program and not even playing and talking about numbers you got from a web site...thank you for proving my point about what you play or dont play.
Do you even know what HeroStats is? It collects the data from your play session and makes it more accessible. It *is* in-game information, "real data." It doesn't work if you don't actually play.


 

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Originally Posted by PsychicKitty View Post
first off....you dont play an empath much at all...how do i know you ask...well....your statements...little things...like not knowing maximum recharge for adrenalin boost was 150 seconds no matter what you do or the 25% damage and thinking thats boosting your damage alot(yah small numbers still get rounded down 25 becomes a whopping 30 damage with fortitude)....thats called a looks good on paper error....you read statistics but never actualy tried to do it in game.
Are you sure you play an empath? It's quite possible to make AB perma -- I know, I helped a friend do it on her emp/dark. The math for power recharge is quite well understood, you're barking up the wrong tree with wild claims about how programs like Mids can't possibly be close to what happens in-game.

Also, you're quite clearly missing the point of Fortitude if you think the damage buff is the intent of the power. It's nice, but the defense boost from it is much more significant, especially if combined with power build up. 23-24% without PBU or 37% with it is a LOT of defense to be applied to all positions and types. To put things in perspective, a 23% defense buff to a character with no defense (i.e. a squishy) reduces their incoming damage by HALF. To a scrapper or tanker that isn't already softcapped against the enemies you're facing, it's even more potent.

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You decide to cast adrenalin boost on yourself....the power it self if you actualy have empathy you would notice doesnt get to a certain point on recharge...it has a minimum time of recharge so you wont ever get it permanent no matter how hard you try or how many buffs you try. So now you have used it on yourself you cant put it on another person for a while.
There's not a single power in the game that works that way. Sure there are a few powers that cannot have their recharge affected at all, but it's an all or nothing affair -- the game engine simply doesn't allow for an arbitrary cutoff. The only hard cap on powers that can have their recharge reduced is the 400% limit on global recharge bonuses.

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Like pointing out other web sites...do you even use hero stats for eaxmple for real data no...do you you use ingame information...no...its called you are spouting about using a program and not even playing and talking about numbers you got from a web site...thank you for proving my point about what you play or dont play.
Are the in-game numbers where you're coming up with this 150 second limit on Adrenalin Boost? You should know that the recharge number you see when right-clicking the power and checking the info only includes enhancements -- it doesn't count global recharge buffs like Hasten or set bonuses.

Even then it's possible to get a little past that. With 3 level 50 recharge IOs it's around 150 seconds, yes. If you put in 6 level 50 recharge IOs you can somewhat push past ED and get it down to 137.5 seconds. That's a huge waste of slots, though, you're better off going for set bonuses. Try it yourself if you don't believe me.

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..then thats where your own defense comes in.....its not about tanking or being a tank mage or whatever idiocy people are coming up with.....its the same thing for jade dynasty or playing AION or playing final fantasy XI......at that moment in those games....you survive and you change the battle...you rez everyone else in mid stream...you continue the fight...there is no stopping...you actualy do make a difference at that point....in this game thats where it needs to come in...a point where you can put that shield up on your self and actualy take that beating for just a little longer while your friend gets back up....the point where you relize you need to heal yourself and retreat so you can pull the rest of the team out of there....that single point where you stand up and be the hero/villain/vigilante/rogue/resistance/loyalist that the npcs talk about.
I do this all the time on my support characters in large teams. Some of them are empaths. Many of them are not. When all you need is a moment of "being a hero" to save your team, that's what inspirations are for. Pop 3 purples, an orange or two, and congratulations, you're a tank for the next 60 seconds. Plenty of time to for the team to rez and buff up if you can recall them out of danger.


 

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Originally Posted by PsychicKitty View Post
Like pointing out other web sites...do you even use hero stats for eaxmple for real data no...do you you use ingame information...no...its called you are spouting about using a program and not even playing and talking about numbers you got from a web site...thank you for proving my point about what you play or dont play.
Since you clearly didn't read what I said, I'll repeat it for you, in large font, in a very, very noticeable color.

This is from playing half of an empath duo based around buffing each other with AB.

The only reason I pulled the numbers from Tomax/Mids' for my post is that I was in the middle of installing a program, so I didn't want to run CoH as well. My computer isn't that good.

And after I finished installing it, I hopped back in, and double checked. None of the numbers were wrong. You're either lying or mistaken in your claims that AB is not permable with sufficient recharge bonuses.


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Originally Posted by Back Alley Brawler
Did you just use "casual gamer" and "purpled-out warshade" in the same sentence?
Apostrophe guidelines.

 

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Originally Posted by PsychicKitty View Post
like not knowing maximum recharge for adrenalin boost was 150 seconds no matter what you do
Mine is sitting at 135 without haste.


 

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Originally Posted by ArcticFahx View Post
Since you clearly didn't read what I said, I'll repeat it for you, in large font, in a very, very noticeable color.

This is from playing half of an empath duo based around buffing each other with AB.

The only reason I pulled the numbers from Tomax/Mids' for my post is that I was in the middle of installing a program, so I didn't want to run CoH as well. My computer isn't that good.

And after I finished installing it, I hopped back in, and double checked. None of the numbers were wrong. You're either lying or mistaken in your claims that AB is not permable with sufficient recharge bonuses.
I missed it again, can you repeat yourself with large fonts, maybe I'm not seeing it

As much as I'd love to see us given the ability to buff ourselves, I think it would be over powered in a huge way.


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I am in complete agreement with the OP. I am in a different time zone, (Osaka time) so I am on while most of you are asleep. Also, I prefer to solo. And that is a preference that the devs ought not dissuade, but oft do. So, despite my desire to play FF or Sonic secondary trollers, I don't.

Now, as a matter of balance, while I do not agree that making the powers usable on oneself would be unbalancing, restricting the solo-aspect of the buff to half strength would make these powers useful while not overpowering for solo-play...

So, basically, I wanted to voice my support, and then we can talk about solo-play for incarnate progression...


 

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I shield/buff myself ALL THE TIME when I solo. I just choose the ATs that are capable of doing it.

On the other hand, I do wish that my tank could make the team damage cap, reduce an enemies tohit and resistance to negligible amounts, as well as use effective aoe holds and have a crashless nuke. In fact, we should cap all characters in everything like they are during the ouroboros mission of the alpha slot arc. That would be super awesome all the time.


 

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Originally Posted by Beef_Cake View Post
I missed it again, can you repeat yourself with large fonts, maybe I'm not seeing it

As much as I'd love to see us given the ability to buff ourselves, I think it would be over powered in a huge way.

Would it be ? Buffer teams can be very powerful but usually it takes decent players to make that work.

Lets look at the popular whipping boy for the over powered claim empathy.

Regeneration and recovery auras are self targetable and can put you near cap both regen and recovery by themselves

Fortitude provides a 31 percent damage buff, which is about what vigilance provides when solo. Its a bit of a laugh but I am pretty sure I have seen posters in this thread make the too much damage argument before the changes to vigilance.

Adrenalin boost isn't going to add anything to what the auras are providing, capped is capped, it will give a giant recharge bonus.

Heal other has a 2.5 second animation so if you are trying to use it all the time your kill speed and dps goes out the window.

Whats left ? Clear mind ? You can't play this game for more than half an hour without realizing the mezz system is broken beyond belief. So yes this would be a game changer but its part of the game that really needs changing


 

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Originally Posted by Another_Fan View Post
So yes this would be a game changer but its part of the game that really needs changing
Nope. Some powersets are good for teaming, others for soloing. This is by design. Buffers happen to be fantastic on teams, providing extensive force multiplication while in turn relying on the frontline damage dealers (or other buffers) for protection. Self-buffing screws with the team dynamic, giving buffers all of the offensive and defensive benefits of their own buffs without any drawbacks, which is not in any way balanced, and balance is the reason self-buffing won't happen.


@Demobot

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Originally Posted by Another_Fan View Post
Would it be ? Buffer teams can be very powerful but usually it takes decent players to make that work.

Lets look at the popular whipping boy for the over powered claim empathy.

Regeneration and recovery auras are self targetable and can put you near cap both regen and recovery by themselves

Fortitude provides a 31 percent damage buff, which is about what vigilance provides when solo. Its a bit of a laugh but I am pretty sure I have seen posters in this thread make the too much damage argument before the changes to vigilance.

Adrenalin boost isn't going to add anything to what the auras are providing, capped is capped, it will give a giant recharge bonus.

Heal other has a 2.5 second animation so if you are trying to use it all the time your kill speed and dps goes out the window.

Whats left ? Clear mind ? You can't play this game for more than half an hour without realizing the mezz system is broken beyond belief. So yes this would be a game changer but its part of the game that really needs changing
Regen Aura doesn't give you anywhere near the Regen cap on its own. It'll give you 1000% when slotted with SOs. The cap is floating up somwhere around 2000% (it varies between the ATs), so AB + Regen Aura will probably net it.


Self-administred AB on top of Regen not only doubles again your Regen but it also allows you to have it up far more often. Normally you'd have Regen & Recovery less than 50% of the time with SOs and Hasten. With AB & Hasten, on an SO build, you get closer to up 2/3rds of the time, down 1/3. You also get perma AB and perma Hasten (well just about, there's about 2 seconds downtime on it). This is a prime example of force multiplication, you're not only essentially doubling the effectiveness of Regen Aura, you're making it available far more often.

Recovery Aura doesn't bring you anywhere near the Recovery cap, but the Recovery is total overkill normally, between AB and Recovery Aura you'll have infinite blue anyway, except for using Nukes. With AB on you you'll be able to recover through the -recovery part of the nuke. Recovery Aura on top is just gravy. Also a large chunk of your defenses (AB, Regen Aura & Fort) aren't clickies, so when you do crash it doesn't drop all of your defenses.

Fort doesn't only provide you 31% damage. It'll also give 25% defense to everything (no holes). Coupled with Power Build-Up that jumps to around 40% (force multiplication again). Power Build Up also gives you 80% damage to stick on the 31% from Fort (and then theres the solo bonus and Assault too potentially) which you can use with your Nuke (the one with the mildly irritating crash you're capable of Recovering through 2/3rds of the time: Edit : I'm wrong here, AB alone will let you ride through this with 1 End Mod SO in it). It'll also be recharged every 65 seconds.

Interestingly the same set which has Power Build-Up also has Force of Nature, capped Resistances to everything bar Psi. With your perma AB & Hasten you can again ride out the crash and it'll be up 120 seconds of every 270 (nearly half the time).

And you're fully mez resistant too.

A self-buffing Empath/Sonic/Power would be incredibly overpowered on just SOs, if you actually take the time to analyse the figures and how the powers will interact and buff each other.


 

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Originally Posted by Demobot View Post
Nope. Some powersets are good for teaming, others for soloing. This is by design. Buffers happen to be fantastic on teams, providing extensive force multiplication while in turn relying on the frontline damage dealers (or other buffers) for protection. Self-buffing screws with the team dynamic, giving buffers all of the offensive and defensive benefits of their own buffs without any drawbacks, which is not in any way balanced, and balance is the reason self-buffing won't happen.
By bad design. In a game with a declining population its a problem and and it doesn't screw with things as much as your stating more on that below.


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Originally Posted by Carnifax_NA View Post
Regen Aura doesn't give you anywhere near the Regen cap on its own. It'll give you 1000% when slotted with SOs. The cap is floating up somwhere around 2000% (it varies between the ATs), so AB + Regen Aura will probably net it.
Even 2000% only gets you up to around 90 hp/sec which puts you considerably behind the amounts a regen scrapper can achieve.

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Self-administred AB on top of Regen not only doubles again your Regen but it also allows you to have it up far more often. Normally you'd have Regen & Recovery less than 50% of the time with SOs and Hasten. With AB & Hasten, on an SO build, you get closer to up 2/3rds of the time, down 1/3. You also get perma AB and perma Hasten (well just about, there's about 2 seconds downtime on it). This is a prime example of force multiplication, you're not only essentially doubling the effectiveness of Regen Aura, you're making it available far more often.
Yes I am. I really don't feel the make the players sit on their hands to accomplish a task mechanic is valid. Its especially invalid when this isn't something like Eye of the magus where having 2 people with it makes available far more often.

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Recovery Aura doesn't bring you anywhere near the Recovery cap, but the Recovery is total overkill normally,
Recover aura brings you up to 8.51 end/sec the cap is 10.5


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A self-buffing Empath/Sonic/Power would be incredibly overpowered on just SOs, if you actually take the time to analyse the figures and how the powers will interact and buff each other.
What you get is a regen scrapper that doesn't have good hit points and isnt doing very good damage when solo.


 

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Originally Posted by Another_Fan View Post
By bad design. In a game with a declining population its a problem and and it doesn't screw with things as much as your stating more on that below.

Even 2000% only gets you up to around 90 hp/sec which puts you considerably behind the amounts a regen scrapper can achieve.

Yes I am. I really don't feel the make the players sit on their hands to accomplish a task mechanic is valid. Its especially invalid when this isn't something like Eye of the magus where having 2 people with it makes available far more often.

Recover aura brings you up to 8.51 end/sec the cap is 10.5

What you get is a regen scrapper that doesn't have good hit points and isnt doing very good damage when solo.

No, you don't. You get a low HP Regen Scrapper with softcapped defenses, 50% S/L resistances, 75% all-but-psi resistances about half the time and decent single target damage thanks to the -resist you're pumping out coupled with all the damage bonuses you have.


And that's only one example. Emp/Archery is going to be able to RoA every 15 seconds.


And I assume Controllers would have the same ability to self-buff which would be amazing for Plant in terms of AOE carnage and excellent for Illusion.


 

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Originally Posted by Carnifax_NA View Post
No, you don't. You get a low HP Regen Scrapper with softcapped defenses, 50% S/L resistances, 75% all-but-psi resistances about half the time and decent single target damage thanks to the -resist you're pumping out coupled with all the damage bonuses you have.


And that's only one example. Emp/Archery is going to be able to RoA every 15 seconds.


And I assume Controllers would have the same ability to self-buff which would be amazing for Plant in terms of AOE carnage and excellent for Illusion.
Yes you do, whats more it has crappy heals for combat purposes as well.

Have you seen the numbers on defender rain of arrows ? It takes 5 seconds to cast ?


 

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To be fair, blaster RoA takes the same 5 seconds to cast.

I will point out, though. On a blaster, a basic 4 sec recharge/5.2 end cost attack will do 62.6 damage unenhanced and unbuffed. On a defender, the same attack will do 36.1 damage. With 30% from vigilance and another 30% from fortitude, the defender will be doing 57.8 damage with that attack. Less than unbuffed blaster damage. And it becomes worse when enhancements get involved since damage buffs work off base damage, not enhanced damage. (Try this sometime ingame, applying buildup doesn't actually increase your damage by a straight 100% if you have enhancements in that power)

So really, they're still better off throwing that 30% damage buff on the blaster if they happen to be on a team. And I would imagine a similar argument could be made for defense or regen buffs and perhaps tanks, given they have the health and taunt powers which defenders lack. It makes their solo life much less painful, is all.


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Originally Posted by Another_Fan View Post
By bad design. In a game with a declining population its a problem and and it doesn't screw with things as much as your stating more on that below.
Declining population seems like a poor excuse for throwing balance out the window. It'd probably make things worse. Unbalanced abilities are anathema to playerbase retention.


@Demobot

Also on Steam

 

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Originally Posted by Rebel_Scum View Post
So really, they're still better off throwing that 30% damage buff on the blaster if they happen to be on a team. And I would imagine a similar argument could be made for defense or regen buffs and perhaps tanks, given they have the health and taunt powers which defenders lack. It makes their solo life much less painful, is all.

In fairness with an Empath the Defense, Damage (and some of the Regen & Recovery) they can bestow isn't limited to one character. So a self-buffing Empath would be still able to give Mr Blaster his 31% damage and 25%/40% defense. But with this suggestion they'd also be able to give themselves perma-AB and perma-Hasten (and thus more Defense and Damage and Regen for the entire team to the team cos Fort and Regen Aura will be recharging much faster).