Proposal: Hybrid Archetype


Agent White

 

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Originally Posted by Airhammer View Post
Agreed

Being a very experienced Hero System PnP player ( since the first editions almost 20 years ago ), This would be impossible to implement in the current system and even if you made a new system from scratch it would be very easy to be overpowered or totally gimped..
I see. So pick and Choose is out the window! I really didnt like that idea to start with!

Just like TheBruteSquad noted before: Players HATE being Locked into picking certain powers only!

Players should be allowed to pick Any Power from a cousin powerset, just Gimp the Effect if, and only If, they reach the Max Value limit. See example for Ice Shield + Steamy Mist above.*


 

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Originally Posted by Airhammer View Post
What ???? ROFL !!!! BRUAHAHAHAHAHAHHHAHAHAHAHAHAHAHAHAHAHAHHA
I know it wont happen, but... if they ever Gimp VEAT's, I'll be like BRUAHAHAHAHAHAHHHAHAHA'ring right Back!
Heroes Always Prevail! Or at least They Should!

Ohhh.. it just dawned on me.. that maybe other players were jealous of the Visual and Sound Fx of the PB, and they just didnt know how to make them less appealing, so they just nerfed their abilities initially? Possible!
I think Tanks would initially have the most envy... since the Lobster forms Visual/Sound Fx is very cool. I see that SuperStrengs FootStomp SoundFx was enhanced now... but thats just probably becuase its also the same powerset that Statesman has.. so that might not prove my Visual/Sound Fx envy angle!


 

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Originally Posted by JayboH View Post
Introducing the Hybrid Archetype:

SOLDIERS OF ARACHNOS and all the combinations they have available to them, i.e. a Psy blaster with Claws attack powers, SR type defenses, all team toggle buffs, etc.

KHELDIANS -- The Hybrids of mediocre repertoire of abilities. Soldiers of Arachnos are thankful that Kheldians came first. It would have been awful for them to turn out as crappy or mediocre as Kheldians did.

...
That's more in line with what I think.


Repeat Offenders forever !

Make all IO's available in Paragon Market! NCSoft, the chinese are making BIG money selling influence and other stuff in the game. Best way to stop them = make the paragon market a place to buy all IO's and perhaps other things as well.

 

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Originally Posted by IzzySoft View Post
I see. So pick and Choose is out the window! I really didnt like that idea to start with!

Just like TheBruteSquad noted before: Players HATE being Locked into picking certain powers only!

Players should be allowed to pick Any Power from a cousin powerset, just Gimp the Effect if, and only If, they reach the Max Value limit. See example for Ice Shield + Steamy Mist above.*
Guild Wars is the game that has done the best job of implementing a similiar system. Your primary profession has a range of areas to pick from, and then add your secondary. Yep, you can be a Monk/Warrior... But, Guild Wars is a very superior game, with a PvP system which is at the top of all MMOs or very close to it.


Repeat Offenders forever !

Make all IO's available in Paragon Market! NCSoft, the chinese are making BIG money selling influence and other stuff in the game. Best way to stop them = make the paragon market a place to buy all IO's and perhaps other things as well.

 

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Originally Posted by Commando View Post

SOLDIERS OF ARACHNOS and all the combinations they have available to them, i.e. a Psy blaster with Claws attack powers, SR type defenses, all team toggle buffs, etc.

KHELDIANS -- The Hybrids of mediocre repertoire of abilities. Soldiers of Arachnos are thankful that Kheldians came first. It would have been awful for them to turn out as crappy or mediocre as Kheldians did.

> That's more in line with what I think.
hrmmhh *mumbles*. That's probably spot on!
Well, it wasnt MEANT to be like that!.. for Kheldians that is. But thats what players wanted!
You never know, VEATs could go through the same thing if players get more powers in them.


 

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The problem is determining which AT should have what Max Value limit.

For Damage: (highest to lower)

-Melee Sets. AT's that use it, and the guesstimate for Max Value limit:
1- Scrappers = 1,300 Max Dmg Value limit (w/ no Crit.)
2- Stalkers = 1,300 Max Dmg Value limit (w/ no Crit.)
3- Brutes = 1,200 ... (w/ no Fury)
4- Blasters = 1,200 ...
5- Dominators = 1,100 - 1200 ... (held targets take more Dmg)
6- Tanks = 900 - 1100 ... (lowest, but they get Great Defense)
(even though Blasters have no defense, sadly they dont always have the best Melee Dmg output, but they do have ranged to add to their Dmg output)

-Blast Sets. ATs that use it:
1- Blasters = 800 - 1000 (melee adds to Dmg output)
2- Corruptors = 800 - 1000 (Buffs/Debuffs adds to their Survivability/Dmg/Etc..)
3- Defenders = 800 - 1000 (Buffs/Debuffs adds to their Survivability/Dmg/Etc..)

No... we cant have Ranged be too powerful. Thats just wrong. Just like allowing a Stalker into a PvP zone!


 

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Quote:
Originally Posted by IzzySoft View Post
The problem is determining which AT should have what Max Value limit.

For Damage: (highest to lower)

-Melee Sets. AT's that use it, and the guesstimate for Max Value limit:
1- Scrappers = 1,300 Max Dmg Value limit (w/ no Crit.)
2- Stalkers = 1,300 Max Dmg Value limit (w/ no Crit.)
3- Brutes = 1,200 ... (w/ no Fury)
4- Blasters = 1,200 ...
5- Dominators = 1,100 - 1200 ... (held targets take more Dmg)
6- Tanks = 900 - 1100 ... (lowest, but they get Great Defense)
(even though Blasters have no defense, sadly they dont always have the best Melee Dmg output, but they do have ranged to add to their Dmg output)
Best attacks under current game mechanics:
1 - Fulcrum-Shifted Critical Crushing Uppercut as a combo finisher: 2,230 damage.
2 - Fulcrum-Shifted Assassin's Strike: 1,945 damage.
3 - Double-FS Energy Transfer (fury is irrelevant once you stack enough FS boosts): 1,472 damage.
4 - Fulcrum-Shifted Total Focus: 990 damage.
5 - Fulcrum-Shifted Total Focus: 904 damage (Dominators don't get Containment).
6 - Fulcrum-Shifted Energy Transfer: 812 damage.

Quote:
-Blast Sets. ATs that use it:
1- Blasters = 800 - 1000 (melee adds to Dmg output)
2- Corruptors = 800 - 1000 (Buffs/Debuffs adds to their Survivability/Dmg/Etc..)
3- Defenders = 800 - 1000 (Buffs/Debuffs adds to their Survivability/Dmg/Etc..)
1 - Fulcrum-Shifted Inferno: 2,360 damage to each of 16 targets.
2 - Fulcrum-Shifted Blizzard with 50% Scourge rate: 3,000 damage to each of 16 targets.
3 - Fulcrum-Shifted Blizzard: 2,000 damage to each of 16 targets.

There are three numbers that need to be considered when looking at how damaging a power is: the damage done, the power's recharge time, and the power's animation time. When considering a power in isolation, the recharge time and damage done dominate, but when considering a group of powers, the animation time becomes more important than the recharge time. By limiting the maximum damage that single attacks can do, your restrictions will impact slow-animating, heavy damage powers (such as Energy Melee) much harder than fast-animating, low-damage powers (such as Katana or Claws).

It seems to me that you should probably re-visit your idea after you've gotten a good idea of how the current game mechanics work.


 

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Originally Posted by Katie V View Post
Best attacks under current game mechanics:
1 - Fulcrum-Shifted Critical Crushing Uppercut as a combo finisher: 2,230 damage.
2 - Fulcrum-Shifted Assassin's Strike: 1,945 damage.
3 - Double-FS Energy Transfer (fury is irrelevant once you stack enough FS boosts): 1,472 damage.
4 - Fulcrum-Shifted Total Focus: 990 damage.
5 - Fulcrum-Shifted Total Focus: 904 damage (Dominators don't get Containment).
6 - Fulcrum-Shifted Energy Transfer: 812 damage.

1 - Fulcrum-Shifted Inferno: 2,360 damage to each of 16 targets.
2 - Fulcrum-Shifted Blizzard with 50% Scourge rate: 3,000 damage to each of 16 targets.
3 - Fulcrum-Shifted Blizzard: 2,000 damage to each of 16 targets.

There are three numbers that need to be considered when looking at how damaging a power is: the damage done, the power's recharge time, and the power's animation time. When considering a power in isolation, the recharge time and damage done dominate, but when considering a group of powers, the animation time becomes more important than the recharge time. By limiting the maximum damage that single attacks can do, your restrictions will impact slow-animating, heavy damage powers (such as Energy Melee) much harder than fast-animating, low-damage powers (such as Katana or Claws).

It seems to me that you should probably re-visit your idea after you've gotten a good idea of how the current game mechanics work.

>Best attacks under current game mechanics:
> 1 - ... Crushing Uppercut ...

No Wonder i always felt underpowered on my Steet Justice toon! Most of the Dmg Is Backloaded into One Power! I've tried leveling up 5 toon already, all too lvl 30 and deleting them to start all over again! I even rolled a Street Justice/Shield scrapper... and Still it didnt feel as if I was really making a difference! Why just lvl 30? Because, I run lower lvl TFs too! 25+5 = 30. Actually i normally use Synapse as a gauge to see if a powerset is viable for being Exemped (20+5=25), but I was going to let that slide for Street Justice and go a TF higher, and use Sister Psyche TF instead. I was, err Still am, Not Happy! Worst yet.. For the lack of Dmg it does, it seems to gobble Soooo much endurance, and still not Kill fast enough. Thats not very balanced!
I've asked many players, lvl 24+ usually (in case they respec'ed), what they thought of StJ, and EVERY ONE says the same thing! End Hog. Dont bother taking it if you dont have Endurance Recovery in your Defense! :O
I was shocked! How can that be!? They must be wrong! I doubted them.. Until.. i tried it myself!

> There are three numbers that need to be considered when looking at how damaging a power is: the damage done, the power's recharge time, and the power's animation time.

Yes, if you actually READ all the previous posts, you would have SEEN recharge time mentioned once or twice!
I lump Animation time into Recharge time for discussions purposes.
Yes, Recharge time would affect the Damage output.

> It seems to me that you should probably re-visit your idea after you've gotten a good idea of how the current game mechanics work.

I admit I'm NOT on the Coding Team at Paragon Studios.. so I dont have the BEST knowledge of the Game Mechanics, but I'm fairly confident my rudimentary knowledge will suffice for the time being, till someone steps forward, a volunteer , who can crunch the numbers. I hated Accounting, Still Do! I like Drawing More!

Plus, current Game Mechanics wouldnt be used in an AT like this! Newer, Better, Faster, 6 Million Dollar game mechanics would! (PS. u wont get that if you didnt watch TV Shows growing up. Ehhh, I Feel OLD! )

And Plz Don't mention Fulcrum Shift or Criticals or Fury. Those are the Peak of Dmg. Lets 1st figure out where the plateau is, then we will see about the Peak!


 

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That's funny, I haven't felt underpowered on my Street Justice characters at all.

I know it burns a lot of endurance, and I also understand WHY it does. The powers don't cost more endurance than other sets, it's just an extremely FAST set, so you're firing off more powers in the same amount of time as other sets. The set that is closest in terms of speed is Claws, and Claws gets an endurance discount as part of the special features of the set. Street Justice gets it's combo system, so it's not going to get an endurance discount as well.

I still don't think your hybrid AT idea is going to fly. It is HIGHLY unlikely that the devs are going to be willing to sit down and rebalance every single offensive power in the game to take into account Every. Single. Possible. Combination.

Because that's exactly what they would have to do. They would have to take all of the hundreds of available combinations that would arise if you combined 2 powersets into account when balancing the powers for this hybrid AT.

By comparison, when they design a completely NEW powersset, they only have to take into account 9 powers and 4 ATs at MOST. They don't take secondaries into account very often, if they did certain primary and secondary combinations would not be so much more powerful than others.

You're asking them to balance hundreds of powers in every possible permutation of power combinations that can occur when you smash 2 sets together. And then you're asking them to take all that balancing and shoehorn it ino a completey new AT with entirely new mechanics. All so people can create incredibly overpowered or incredibly gimped characters.

The game worked very much like that in beta. It doesn't work like that now, and hasn't since the early stages of Alpha testing. There's a good reason for that, and you seem completely unwilling to accept that there is a good reason for the game to work like it does.

If you're really that gung-ho about it, do the work yourself. Balance every single power in the game in every single combination that would exist.

The simple addition of Rage to powers that were not designed with it in mind is going to break things horribly. Did you realize that all the attacks in Super Strength deal less base damage than attacks in other sets, because the entire set is designed around Rage being consistently used? Now add Rage to the attacks in say, Fire Melee without adjusting their base damage and see what happens. Voila, instant overpowered character.

You know what else that means? You would have to have 2 different base damage values for every power that is NOT in Super Strength to make sure things are balanced when you combine them. The simple fact that Rage exists, and is easily made permanent (and is stackable) breaks things in bad ways when you start thinking about adding it to other powersets.

I notice that you don't want people mentioning Fulcrum Shift or Criticals or Fury. That's ridiculous. You HAVE to take those powers into account when you balance things. Much like Rage, the fact that they exist means you have to look at what will happen when you combine every power you can combine with it.

Example: Why do you think Fulcrum Shift s only available on relatively low damage ATs with low damage caps? Because it would be broken to give that power to brutes with their 675% damage cap. A Defender deals about the same damage as a brute before you add Fury, and their damage cap is only 300%. Give the ability to hit a higher damage cap with no outside help, with higher base damage to a hybrid AT that you can cherry pick powers on, and you have the potential for some of the most broken things ever seen in the game.

When you design things like this, you can't just ignore things like Criticals, Fury, and Fulcrum Shift. If you a\balance things while ignoring them, bad things will happen when you add them.

Honestly, I'm not too worried about it though. The devs would have to be pants-on-head imbeciles to implement your idea. And fortunately, they aren't.


Quote:
Originally Posted by Dechs Kaison
See, it's gems like these that make me check Claws' post history every once in a while to make sure I haven't missed anything good lately.

 

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Originally Posted by ClawsandEffect View Post
That's funny, I haven't felt underpowered on my Street Justice characters at all.

I know it burns a lot of endurance, and I also understand WHY it does. The powers don't cost more endurance than other sets, it's just an extremely FAST set, so you're firing off more powers in the same amount of time as other sets. The set that is closest in terms of speed is Claws, and Claws gets an endurance discount as part of the special features of the set. Street Justice gets it's combo system, so it's not going to get an endurance discount as well.

I still don't think your hybrid AT idea is going to fly. It is HIGHLY unlikely that the devs are going to be willing to sit down and rebalance every single offensive power in the game to take into account Every. Single. Possible. Combination.

Because that's exactly what they would have to do. They would have to take all of the hundreds of available combinations that would arise if you combined 2 powersets into account when balancing the powers for this hybrid AT.

By comparison, when they design a completely NEW powersset, they only have to take into account 9 powers and 4 ATs at MOST. They don't take secondaries into account very often, if they did certain primary and secondary combinations would not be so much more powerful than others.

You're asking them to balance hundreds of powers in every possible permutation of power combinations that can occur when you smash 2 sets together. And then you're asking them to take all that balancing and shoehorn it ino a completey new AT with entirely new mechanics. All so people can create incredibly overpowered or incredibly gimped characters.

The game worked very much like that in beta. It doesn't work like that now, and hasn't since the early stages of Alpha testing. There's a good reason for that, and you seem completely unwilling to accept that there is a good reason for the game to work like it does.

If you're really that gung-ho about it, do the work yourself. Balance every single power in the game in every single combination that would exist.

The simple addition of Rage to powers that were not designed with it in mind is going to break things horribly. Did you realize that all the attacks in Super Strength deal less base damage than attacks in other sets, because the entire set is designed around Rage being consistently used? Now add Rage to the attacks in say, Fire Melee without adjusting their base damage and see what happens. Voila, instant overpowered character.

You know what else that means? You would have to have 2 different base damage values for every power that is NOT in Super Strength to make sure things are balanced when you combine them. The simple fact that Rage exists, and is easily made permanent (and is stackable) breaks things in bad ways when you start thinking about adding it to other powersets.

I notice that you don't want people mentioning Fulcrum Shift or Criticals or Fury. That's ridiculous. You HAVE to take those powers into account when you balance things. Much like Rage, the fact that they exist means you have to look at what will happen when you combine every power you can combine with it.

Example: Why do you think Fulcrum Shift s only available on relatively low damage ATs with low damage caps? Because it would be broken to give that power to brutes with their 675% damage cap. A Defender deals about the same damage as a brute before you add Fury, and their damage cap is only 300%. Give the ability to hit a higher damage cap with no outside help, with higher base damage to a hybrid AT that you can cherry pick powers on, and you have the potential for some of the most broken things ever seen in the game.

When you design things like this, you can't just ignore things like Criticals, Fury, and Fulcrum Shift. If you a\balance things while ignoring them, bad things will happen when you add them.

Honestly, I'm not too worried about it though. The devs would have to be pants-on-head imbeciles to implement your idea. And fortunately, they aren't.
> The simple addition of Rage to powers that were not designed with it in mind is going to break things horribly.

Its obvious to me you either Didnt Read the previous posts.. or.. Just Dont Care to!


 

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Originally Posted by IzzySoft View Post
I admit I'm NOT on the Coding Team at Paragon Studios.. so I dont have the BEST knowledge of the Game Mechanics, but I'm fairly confident my rudimentary knowledge will suffice for the time being, till someone steps forward, a volunteer , who can crunch the numbers.
Somebody already did - Arcanaville, on the previous page. I don't know how much you frequent the forums, so you might not know who she is, but Arcanaville is probably the single most knowledgeable player around. When Arcanaville says something will be really hard to do and probably end up broken anyway, it's a safe bet that she is right.


 

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Originally Posted by Katie V View Post
Best attacks under current game mechanics:
1 - Fulcrum-Shifted Critical Crushing Uppercut as a combo finisher: 2,230 damage.
You forgot to allow for debuffs. With a Sonic (I forget if it was Blast or Resonance) and a Kin along, I've gotten crits out of Eagles Claw (Yeah, you know... That terrible All-Smashing-Damage Scrapper set) on Reichsman for well over 3,200.


Edited to add.... Just for the sake of argument, let's say the proposed Hybrid AT idea went through. From what I understand, the proposal calls for one "support" powerset, and two "non-support" (for lack of a better way to describe it to encompass all AT's). "Support" referring to the armor toggle side for Scrapper/Stalker/Tanker/Brute, buff side for Corruptor/Defender, Assault/Manipulation side for Blaster, and buff side for MM/Controller. I don't recall seeing Dominators mentioned, so we'll just assume they get to pick two Assault sets. Now, let's also assume that the proposed "Max Value" limiter (whatever that is. I have absolutely no clue what the OP was trying to say) is, in effect, limiting how much damage each power does, based on all powers taken. Or something. I'm not really sure. That's all well and good. Let's take Stalkers as our example:

Without doing detailed math, we'll just say that you can use Placate every 30s, and Smoke Flash (From Ninjitsu) every 60s. Build for recharge, and you could probably get significantly less.

This means that roughly once every minute, you can use at least three of any of the following: (Numbers are enhanced damage {using an appropriate set, Obliteration or Crushing Impact} when used out of hide, with build up active. Not allowing for inspirations, buffs, or Alpha slot)

Sweeping Strike - Cone - 441 damage
One Thousand Cuts - Cone - 593 damage
Ripper - Cone - 566 damage
Throw Spines - Cone - 354 damage
Spine Burst - PBAoE - 262 damage
Energy Transfer - Single Target Melee - 713 damage
Total Focus - Single Target Melee - 729 damage
Midnight Grasp - Single Target Melee - 907 damage

I imagine getting consecutive crits coming out of Hide from Sweeping Strike, One Thousand Cuts and Ripper in the span of a few seconds would qualify as "broken". Or, Energy Transfer, Total Focus and Midnight Grasp if you're the AV-soloing type. Add in a teammate with Fulcrum Shift+SB, and some -Res, and you basically have a three-man team that could conceivably run leagues on their own.


 

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Originally Posted by IzzySoft View Post
No... we cant have Ranged be too powerful. Thats just wrong. Just like allowing a Stalker into a PvP zone!
This statement right here demonstrates, to me at least, how little you actually know about how the game works in general.

Stalkers are only dangerous to those who are inexperienced or just plain bad at PvP. A good player runs circles around them.

You keep coming up with ways to make your pet project work, while completely ignoring how the game actually functions.

You ignore things like Fury and Criticals. That's especially telling when you look at your Max Damage values a few posts up. You put brutes at 1,200 without Fury, only 100 points out of the top damaging spot. You're completely ignoring the fact that without Fury a brute does less damage than a tank. And you have tanks coming in last.

You ignore the benefits of Fulcrum Shift, when it absolutely has to be taken into consideration. I guarantee that when the devs balance new powersets, one of the things they look at is the damage that a set will do when fully buffed by Fulcrum Shift, just to make sure it won't deal more damage than they want to allow. You can't just completely discount things like that when you're designing something brand new.

The powers exist, and they WILL be applied to this monstrosity you're pushing at some point or another. Ignoring those powers WILL lead to brokenness when you apply them to something that was balanced without them in mind.

Another note about your max damage table: "Dominators (held targets take more damage)". Ummm, no. Controllers get that benefit, not Dominators. If you don't know that simple fact, what makes you think you have any business telling people how a new AT should be balanced?


Quote:
Originally Posted by Dechs Kaison
See, it's gems like these that make me check Claws' post history every once in a while to make sure I haven't missed anything good lately.

 

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Actually, isn't the Incarnate System essentially a 'pick and choose what powers you want' system?


Story Arcs I created:

Every Rose: (#17702) Villainous vs Legacy Chain. Forget Arachnos, join the CoT!

Cosplay Madness!: (#3643) Neutral vs Custom Foes. Heroes at a pop culture convention!

Kiss Hello Goodbye: (#156389) Heroic vs Custom Foes. Film Noir/Hardboiled detective adventure!

 

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Originally Posted by IzzySoft View Post
Yes, if you actually READ all the previous posts, you would have SEEN recharge time mentioned once or twice!
I lump Animation time into Recharge time for discussions purposes.
Yes, Recharge time would affect the Damage output.
That's a pretty big hand-wave. The original designers of the game made a similar hand-wave, and as a result attacks they thought were reasonably well balanced against each other were actually wildly different. And even the players initially fell into the same trap of evaluating attacks in isolation, based primarily on their damage. See really old powerset guides for examples.

As it turns out the effectiveness of an attack is based primarily on two factors: its damage over its total recharge cycle (DPS), and its damage per activation-second during its casting (DPA). When you do not have enough attacks to make a full attack chain, net overall effectiveness is dominated by DPS. But as attack chains become full, net overall effectiveness becomes dominated by DPA, because attacks that can deliver more damage within shorter activation times become more valuable when you have more than enough attacks to attack continuously.

What's more this is separated by single target attacks and AoEs, and also by a difficult to compute metric of efficiency that determines the degree to which a set of attacks can be packed together to make a completely full attack chain.

In other words, in this game the value of an attack is strongly determined by the rest of the attacks you have. An attack that deals 500 points of damage in one second is a really good attack, but in an otherwise slow powerset its just flashy. A set full of such attacks would be game-breakingly overpowered. That's actually somewhat unique to City of Heroes, and gives our combat a unique feel. It also makes min/maxing more complicated here than elsewhere, and makes the notion of valuing individual attacks by points extremely complicated.


And this is just attacks. When we get to mitigation, we get to an entirely different set of challenges that are actually even more difficult. All because of the way mitigation stacks in City of Heroes.


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Quote:
Originally Posted by Kitsune9tails View Post
Actually, isn't the Incarnate System essentially a 'pick and choose what powers you want' system?
Not really: your choices are restricted to taking one from column A, and one from column B. If I could skip Lore and take two Destiny powers, it would be more of a pick and choose what I want system. But the design of the powers themselves points to the reason its not: powers like Lore and Destiny have very specially crafted uptimes which only work if you can only have one.


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Posted

Quote:
Originally Posted by ClawsandEffect View Post
This statement right here demonstrates, to me at least, how little you actually know about how the game works in general.

Stalkers are only dangerous to those who are inexperienced or just plain bad at PvP. A good player runs circles around them.

You keep coming up with ways to make your pet project work, while completely ignoring how the game actually functions.

You ignore things like Fury and Criticals. That's especially telling when you look at your Max Damage values a few posts up. You put brutes at 1,200 without Fury, only 100 points out of the top damaging spot. You're completely ignoring the fact that without Fury a brute does less damage than a tank. And you have tanks coming in last.

You ignore the benefits of Fulcrum Shift, when it absolutely has to be taken into consideration. I guarantee that when the devs balance new powersets, one of the things they look at is the damage that a set will do when fully buffed by Fulcrum Shift, just to make sure it won't deal more damage than they want to allow. You can't just completely discount things like that when you're designing something brand new.

The powers exist, and they WILL be applied to this monstrosity you're pushing at some point or another. Ignoring those powers WILL lead to brokenness when you apply them to something that was balanced without them in mind.

Another note about your max damage table: "Dominators (held targets take more damage)". Ummm, no. Controllers get that benefit, not Dominators. If you don't know that simple fact, what makes you think you have any business telling people how a new AT should be balanced?

> Another note about your max damage table: "Dominators (held targets take more damage)". Ummm, no. Controllers get that benefit, not Dominators.

Sorry! I havent leveled a Dominator past level 10. Its just an Odd AT for me! Yea yea I remeber now, there was an inherent White like Build Up button that empowers them so targets take more dame (while held is increased)! Different mechanics to reach the same thing as trollers! At least thats how i've perceived it!

> ...just to make sure it won't deal more damage than they want to allow.

Sooo... there IS an existing Peak/MAX Value limit?
Great, now... All i wanted to do was START 1st with the Plateau/Min Value limit. Of couse Fulcrum Shift and Fury and Criticals play a part.. just not in the Min. Dont Skip Ahead, why are you trying to over-complicate things?! Maybe you just want to use that tactic to debunk it!? When you build a Boat, do you work on the Frame or on the nice Seat Cushions 1st?


 

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Quote:
Originally Posted by Arcanaville View Post
That's a pretty big hand-wave. The original designers of the game made a similar hand-wave, and as a result attacks they thought were reasonably well balanced against each other were actually wildly different. And even the players initially fell into the same trap of evaluating attacks in isolation, based primarily on their damage. See really old powerset guides for examples.

As it turns out the effectiveness of an attack is based primarily on two factors: its damage over its total recharge cycle (DPS), and its damage per activation-second during its casting (DPA). When you do not have enough attacks to make a full attack chain, net overall effectiveness is dominated by DPS. But as attack chains become full, net overall effectiveness becomes dominated by DPA, because attacks that can deliver more damage within shorter activation times become more valuable when you have more than enough attacks to attack continuously.

What's more this is separated by single target attacks and AoEs, and also by a difficult to compute metric of efficiency that determines the degree to which a set of attacks can be packed together to make a completely full attack chain.

In other words, in this game the value of an attack is strongly determined by the rest of the attacks you have. An attack that deals 500 points of damage in one second is a really good attack, but in an otherwise slow powerset its just flashy. A set full of such attacks would be game-breakingly overpowered. That's actually somewhat unique to City of Heroes, and gives our combat a unique feel. It also makes min/maxing more complicated here than elsewhere, and makes the notion of valuing individual attacks by points extremely complicated.


And this is just attacks. When we get to mitigation, we get to an entirely different set of challenges that are actually even more difficult. All because of the way mitigation stacks in City of Heroes.
> ...in this game the value of an attack is strongly determined by the rest of the attacks you have.

Aha!! If these Attacks have a special Value assigned to them, why can that be used to balance out the Attack Chain, from new Attacks from an adjacent powerset????!!!!

So.. Devs dont want you to go over a certain DPS??? Can we simplify that to say DPS for 10 seconds! just so i can better grasp it! What would be the most DPS output for 10 seconds? Ahhh wait, thats not possible for some Attack sets!?!? is it!?? Hehe.. Well, thats another thing i find faulty with some of the attack sets. Katanna for instance. Theres No Way In Hell i would play/stay on a 50 Katanna for so long! What if i need to be Exemped for Posi, Synapse, Syster Psy!??? Weak Weak Weak! At least Axe and Mace do a better job at balancing the Damage across its powersets! If other attack sets were more balanced throughout its career, we wouldnt be having this discussion! And if they were Alrady balanced throughout their carrer, there wouldnt be a Need to Meld/Borrow Attacks from other sibling sets just to Even out the damage across that ATs career! The One Benefit of having this AT is to allow us to Fix Existing damage imbalances throughout a sets career!


 

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Quote:
Originally Posted by IzzySoft View Post
> ...in this game the value of an attack is strongly determined by the rest of the attacks you have.

Aha!! If these Attacks have a special Value assigned to them, why can that be used to balance out the Attack Chain, from new Attacks from an adjacent powerset????!!!!
I suspect "value" in the line you quoted is used in the qualitative sense, not that there's an actual spreadsheet somewhere on a dev's hard drive with a numerical Value score for every attack. In fact, based on the very line you quoted, such a spreadsheet would be impossible, because you can't judge a power's worth (and thus assign it a Value) in a vacuum, you have to also consider the powers it is combined with.


 

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Originally Posted by Hopeling View Post
I suspect "value" in the line you quoted is used in the qualitative sense, not that there's an actual spreadsheet somewhere on a dev's hard drive with a numerical Value score for every attack. In fact, based on the very line you quoted, such a spreadsheet would be impossible, because you can't judge a power's worth (and thus assign it a Value) in a vacuum, you have to also consider the powers it is combined with.
Well, we can guess, say Katanna, by looking at the powers that if an Attack power has a -Def or -Res DeBuff it would lower the Maximum damage, for that powerset. Or perhaps Parry ,which has +Def Buff?? If we used this same logic, couldnt we determine the Maximum Value the Whole set would be for Damage output? I have a sneaking suspicion the Devs didnt want to have one Attack Set be overpowered, right? And it doesnt make sense to underpower it, or no one would play that Attack Set, right? So.. whats left is... they are Very Close to each other in Damage Output! Deduction! If thats the Case, they are evenly matched in SOME Way or Another! Weather its a bunch of -Def DeBuff or -Res, there is some logic to this madness, right? If we had Mace powerset Meld with the Katanna powerset, Maces Maximum Damage output would be less, but just enough to allow for that One or Two Katanna powers with -Def. Yes?!? Why not approach it that way!?


 

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Quote:
Originally Posted by IzzySoft View Post

Aha!! If these Attacks have a special Value assigned to them, why can that be used to balance out the Attack Chain, from new Attacks from an adjacent powerset?
I think you are talking about using caps to balance out powersets, which I thought was a good idea back in Beta, but the other players outvoted me

Caps still exist, but in general are above where the original designers felt was balanced. They are reached on large teams on a casual basis, due to buffs from allies.

When soloing, most people operate well below most caps, where imbalances become more apparent.

However, you also realize that the Devs balance around characters using SO enhancements to fight spawns set to 'normal' difficulty: +0 levels, x0 extra foes. If you look at performance against the environment (not other players) at that level, things are fairly balanced.


Story Arcs I created:

Every Rose: (#17702) Villainous vs Legacy Chain. Forget Arachnos, join the CoT!

Cosplay Madness!: (#3643) Neutral vs Custom Foes. Heroes at a pop culture convention!

Kiss Hello Goodbye: (#156389) Heroic vs Custom Foes. Film Noir/Hardboiled detective adventure!

 

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With the whole balance thing, this could be a good idea. Now I can finally have that Dual Pistols, Assualt Rifle Soldier I wanted!

Heck, with all those powers, maybe the level cap should be raised. Ok probally not, though i still wish we MM could have 2 types of pets.

Maybe MM can have two sets, but choose for each tier. For the low level Minion have Mercenaries' soldiers , then go with thugs' Enforcer and Bruiser for the other two tiers. Then that be overpowered with all the AoE you could add if you just did a Thugs MM with a Assault Bot instead of a Bruiser.


 

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Quote:
Originally Posted by IzzySoft View Post
So.. whats left is... they are Very Close to each other in Damage Output! Deduction! If thats the Case, they are evenly matched in SOME Way or Another!
Most sets (there are exceptions) are pretty well-balanced overall, in that they have pros and cons compared to other sets. But they are certainly not all close to each other in damage output.


 

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Quote:
Originally Posted by Hopeling View Post
Most sets (there are exceptions) are pretty well-balanced overall, in that they have pros and cons compared to other sets. But they are certainly not all close to each other in damage output.
> But they are certainly not all close to each other in damage output.

Hmm.. Got an example powerset?


 

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Quote:
Originally Posted by IzzySoft View Post
> But they are certainly not all close to each other in damage output.

Hmm.. Got an example powerset?
For example:

Super Strength (burst damage) vs Claws (dps)
Energy Melee (stuns) vs Spines (range, debuffs)


Story Arcs I created:

Every Rose: (#17702) Villainous vs Legacy Chain. Forget Arachnos, join the CoT!

Cosplay Madness!: (#3643) Neutral vs Custom Foes. Heroes at a pop culture convention!

Kiss Hello Goodbye: (#156389) Heroic vs Custom Foes. Film Noir/Hardboiled detective adventure!