Originally Posted by Mr_Kingkillaha
Probably oughtta add some defense before you add ddr.
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The Last Two Buffs Regen Needs
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I agree with adding a little DDR, it makes sense. And it'd be effective in preventing defense cascade against -def enemies. Even if your defense rests at 0% (or 2-3 depending on rando IOs or combat jumping or something), you could avoid enemies having a 95% chance to hit you. Or... at least slow down the process of that happening.
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Actually I wonder if this could solve Regeneration's problems. I know in some cases this "stat" exists, is it possible to add a stat that decreases the duration of all debuffs on a /regen? IE, if a -Recharge lasts 20 seconds on normal people on a /regen it lasts lets say 10 seconds.
Nothing wrong with that. But this game isn't balanced for the top at the expense of everything before. At least, it hasn't been in the past, and that goes against the expressed intent of the devs. If they want to explicitly state their priority switch to balancing for the end game at the expense of the leveling game, then that would be a different situation.
But then Regen would have to stand in line. A whole bunch of things from Stalkers to Masterminds to Blasters as entire archetypes would have a greater claim for attention before the Regeneration set itself did. There's currently a wild west presumption in the end game where everyone should be able to participate, but not everyone will achieve the exact same performance levels under the highest levels of progress. That's how it always tends to be with top level performance and min/maxing: usually we presume min/maxers can take care of themselves, and its the average players playing conventional builds leveling in the core game we have to worry about. |
Thus, a -Regen could still be hit by whatever just has to be reapplied more often.
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I may be a little late to the party here but mein gott, this is what constitutes class defining skills "over there?" That seems a little sad.
Aside from the powers that boost "resistance" it has two main healing attacks:
Rune Tap -- Which heals 10% of your max hp Death Strike -- (This has been modified a bit so I may be a bit off) but it heals for 10% of your hitpoints *OR* 30% of the total damage taken in the last 10 seconds, whichever is greater. |
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Not really. In this game all power effects are tagged to be "magnitude" effects or "duration" effects. Most mezzes, for example, are duration effects. Things like damage or defense buffs are magnitude effects.
Actually I wonder if this could solve Regeneration's problems. I know in some cases this "stat" exists, is it possible to add a stat that decreases the duration of all debuffs on a /regen? IE, if a -Recharge lasts 20 seconds on normal people on a /regen it lasts lets say 10 seconds.
Thus, a -Regen could still be hit by whatever just has to be reapplied more often. |
When you "boost" an effect you are buffing something called "Strength." Strength increases the effect based on what kind of effect it is. If its a mag effect the magnitude increases, if its a dur effect the duration increases. That's why damage slotting increases damage, but hold slotting increases the duration of the hold, not the magnitude of the hold.
Resistances do the opposite of strength: they reduce the effect, and like strength it depends on the effect type. Damage resistances reduce the points of damage because attack damage is tagged magnitude, while Hold resistance reduces the duration of the hold because that hold effect is tagged a duration effect.
We could give regeneration resistances that would affect different debuffs, but we could not control whether they affected the magnitude or duration of those debuffs. That is baked into the effect. In particular, some regeneration debuffs are magnitude effects, and some are duration effects. Regen resistance reduces the mag of some, and the duration of others. Similarly, we can give Regen defense debuff resistance, but that would affect the magnitude and not the duration in most cases because defense debuffs tend to be mag effects.
Unfortunately, I am not aware of any way to arbitrarily point to a critter and say "all effects last for a shorter period of time on that thing." I don't even think the devs have a way to do that without the programmers adding in some very funky tech to make that happen.
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Hey, let's not derail into some kind of weird anti-fanboy trollfest. He specifically said "healing attack" they have a lot more "class defining skills" than just those two attacks.
I may be a little late to the party here but mein gott, this is what constitutes class defining skills "over there?" That seems a little sad.
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Probably an ugly, ugly way to do it, but could they bake into one of the powers the ability to take any incoming mez/debuff and generate an inverted value after a specific period of time and self apply? Like you get hit with -10% regen for 20seconds and this power gives you +10% regen for 10 seconds after 10 seconds.
We could give regeneration resistances that would affect different debuffs, but we could not control whether they affected the magnitude or duration of those debuffs. That is baked into the effect. In particular, some regeneration debuffs are magnitude effects, and some are duration effects. Regen resistance reduces the mag of some, and the duration of others. Similarly, we can give Regen defense debuff resistance, but that would affect the magnitude and not the duration in most cases because defense debuffs tend to be mag effects.
Unfortunately, I am not aware of any way to arbitrarily point to a critter and say "all effects last for a shorter period of time on that thing." I don't even think the devs have a way to do that without the programmers adding in some very funky tech to make that happen. |
that's probably the "very funky tech" you were talking about though.
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I'm pretty sure that specific functionality doesn't exist within the game engine in any form.
Probably an ugly, ugly way to do it, but could they bake into one of the powers the ability to take any incoming mez/debuff and generate an inverted value after a specific period of time and self apply? Like you get hit with -10% regen for 20seconds and this power gives you +10% regen for 10 seconds after 10 seconds.
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I was thinking of domination. It adds a version of the original power when it is active, but with a different magnitude and duration.
I'm pretty sure that specific functionality doesn't exist within the game engine in any form.
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This is a very different application (targetted on self rather than enemy, and reactive rather than baked into the power/attack), but similar concept.
Edit: I in no way shape or form pretend to think this would be an easy application. Just that something vaguely similar does seem to exist.
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You're right, it's not enough to be able to AV-soloing survivability, we should make sure that things that are meant to impose -regen don't get to impose -regen where it'd matter.
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IIRC Domination doesn't do that on its own. Instead all powers affected by Domination have the additional mezzes added to them which are then triggered by Domination being active. The Devs have to go in and code Domination effects into each power. To use the same approach for Regen the Devs would have to code every single critter power to check if the target has the debuff resisting power active and then apply... yeah, pretty sure that functionality is not in the game either.
I was thinking of domination. It adds a version of the original power when it is active, but with a different magnitude and duration.
This is a very different application (targetted on self rather than enemy, and reactive rather than baked into the power/attack), but similar concept. Edit: I in no way shape or form pretend to think this would be an easy application. Just that something vaguely similar does seem to exist. |
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Ah, got it. thanks for the clarification.
IIRC Domination doesn't do that on its own. Instead all powers affected by Domination have the additional mezzes added to them which are then triggered by Domination being active. The Devs have to go in and code Domination effects into each power. To use the same approach for Regen the Devs would have to code every single critter power to check if the target has the debuff resisting power active and then apply... yeah, pretty sure that functionality is not in the game either.
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So "side-step" the debuffs rather than resist them. Interesting!
That would give you the same amount of health over time, and ticking every half second you wouldn't even notice it as a heal really: it would look an awful lot like regeneration. Heal enhancements would buff it just as much as they would have regeneration. You'd get the same amount of heal back. But it would be completely immune from regeneration debuffs. What's more, it would also be completely immune from recharge debuffs: you can't debuff the tick interval of a toggle.
In effect, *some* of regen's regeneration would be immune from debuffing (normally: heal strength debuffs would work on it in theory), and the rest would still be vulnerable. This is a lot better than giving huge amounts of regen debuff resistance because no matter how much you ask for, the devs can simply add more debuff strength. Its not like they are unwilling: they are already fine with adding -1000% regen debuff. The thing is, though, that regen debuffs would still work against Regeneration, so we haven't nullified them: they would work, but only to a limit. Some percentage of Regen's regeneration could be lost to debuffs, but not all of it. That makes a lot more sense because this means regen is still vulnerable to debuffs while leveling, but isn't overly vulnerable to debuffs in the end game. |
I don't agree that 95% debuff resistance would necessarily cause the developers to up the amount of regeneration debuff in the game. According to your argument, regeneration is only one-third of regen's mitigation, so I don't see how protecting that one-third would necessitate any action on the devs part, especially with recharge (perhaps the deadliest debuff Regeneration faces) and resist both still keeping Regeneration in line.
However, I must say the alternative you bring up is a very interesting approach to the problem. I don't agree Regeneration is fine in the 1-50 game (thus this thread), but I do agree the end game really takes what is somewhat of a problem in the 1-50 game and makes it patently obvious.
I'd love to see a beta play test of both solutions to see what players (and developers) prefer. I think the heal-over-time idea would get the nod for its balance and elegance, but still, I'd like to see both tried.
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1. like the idea of buffing revive with an untouchable period, thats fine.
2. 95% regen resist? No thanks. Gimme a way of getting recharge debuff resistance. Regen has significant mitigation in its regen powers via fast healing, Integration and IH, but IMO, more of it is burst mitigation based via Recon, dull pain. MOG is very nice icing. IH should have some mechanic to *instantly* heal (significant up-front heal) and possibly, while active, large recharge debuff resistance (rdr), or add stackable rdr to reconstruction, or add it to resiliance or MOG while active. The only reason I can see that they wont do these and Regen got the buffs it did is that I would be too strong.
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And thinking about it, since Stalkers get short-changed from the full effect of Dull Pain, a 'side buff' added for the duration of the effect, +% Healing. So maybe they won't get the full effect of the pseudo-resistance that +HP will provide, but they'd still 'heal back over time' nearly as much (which they also get short-changed for since regen is calculated by Max HP).
So "side-step" the debuffs rather than resist them. Interesting!
I don't agree that 95% debuff resistance would necessarily cause the developers to up the amount of regeneration debuff in the game. According to your argument, regeneration is only one-third of regen's mitigation, so I don't see how protecting that one-third would necessitate any action on the devs part, especially with recharge (perhaps the deadliest debuff Regeneration faces) and resist both still keeping Regeneration in line. However, I must say the alternative you bring up is a very interesting approach to the problem. I don't agree Regeneration is fine in the 1-50 game (thus this thread), but I do agree the end game really takes what is somewhat of a problem in the 1-50 game and makes it patently obvious. I'd love to see a beta play test of both solutions to see what players (and developers) prefer. I think the heal-over-time idea would get the nod for its balance and elegance, but still, I'd like to see both tried. |
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Unless the max attribute doesn't honor the cap somehow, this wouldn't give them what they're being short-changed. It would still heal proportional to their (capped) max.
And thinking about it, since Stalkers get short-changed from the full effect of Dull Pain, a 'side buff' added for the duration of the effect, +% Healing. So maybe they won't get the full effect of the pseudo-resistance that +HP will provide, but they'd still 'heal back over time' nearly as much (which they also get short-changed for since regen is calculated by Max HP).
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I still grit my teeth about this. They need to increase the Stalker HP cap, or make DP into something that won't run afoul of it, like resistance(all). (That's still not mechanically the same, since it would stack and not layer with other sources of resistance, but the way it works now is the pits.)
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If the numbers were set to heal (for example) 2.5% of your Max HP ever 4 seconds and dull pain improved your healing abilities by a factor of 40%, then it would change the HoT from 2.5% to 3.5% of your Max HP/tic. If HP cap was around 1600, it'd be like healing an extra 15 HP per tic or something like that.
Unless the max attribute doesn't honor the cap somehow, this wouldn't give them what they're being short-changed. It would still heal proportional to their (capped) max.
I still grit my teeth about this. They need to increase the Stalker HP cap, or make DP into something that won't run afoul of it, like resistance(all). (That's still not mechanically the same, since it would stack and not layer with other sources of resistance, but the way it works now is the pits.) |
I guess you can kind of duplicate that by just *giving* Stalker improved regen numbers to compensate for the HP that gets shaved off from the set or innately better HoT numbers.