Dark Amor....negative resistance


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Posted

Quote:
Originally Posted by JayboH View Post
So, once you intentionally manipulate the numbers to skip CoF and so on, I have to toss this info right out the window due to bias.
Cloak of Fear is a terrible power. Nobody faults SA characters for using only granite or FA characters for skipping Temperature Protection. Unless you have some synergy with CoF, there is very little reason to take it. Comparisons that throw it out are doing the smart and accurate thing.

Quote:
Originally Posted by JayboH View Post
Healing Flames costs far less than DR
It also heals far less and doesn't recharge as fast. Invalid comparison.

Quote:
Originally Posted by JayboH View Post
Invul has auto armors and has a decent amount of defense so you use DP less often
And Dark Armor has a revival power that refills both HP and End and stuns everything nearby with magnitude 30, and it has solid end drain resist and it has a bunch of other tools that make this comparison likewise invalid.

Quote:
Originally Posted by JayboH View Post
(and it costs less than DR,)
And it heals less than DR and recharges way less often.

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Originally Posted by JayboH View Post
Elec uses less end in Energize that gives an end discount on top of PS,
These are simply tools in the set. DA has its own toolbox.

Quote:
Originally Posted by JayboH View Post
sooooo again, manipulation like this gets tossed right out the window.
No it does not. You asked for "normalization." Right now, DA pays less for the protection it gets than the other set. Normalization would hurt the set.


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Posted

Quote:
Originally Posted by Dechs Kaison View Post
And Dark Armor has a revival power that refills both HP and End, and it has end drain resist and it has a bunch of other tools that make this comparison likewise invalid.
Using SOs, Dark Regeneration does not refill endurance. Against a limited number of targets, it does not refill endurance. And Invulnerability has end drain resistance as well.


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Posted

Quote:
Originally Posted by Siolfir View Post
Using SOs, Dark Regeneration does not refill endurance. Against a limited number of targets, it does not refill endurance. And Invulnerability has end drain resistance as well.
Revival power. The T9.

Invuln gets 25% end drain protection on a tank. DA gets 86.5%. You really want to compare that level of protection?


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Posted

Quote:
Originally Posted by Dechs Kaison View Post
Revival power. The T9.

Invuln gets 25% end drain protection on a tank. DA gets 86.5%. You really want to compare that level of protection?
The t9 revival power also has the possibility of not even being able to work at all, and I was assuming you meant Dark Regeneration because that's what everyone else was talking about refilling their end with since it didn't involve dying in the middle of a spawn while things continued to stand over their corpse.

And stating that "and [Dark Armor] has drain resistance and [...]" seems to imply that Invulnerability doesn't. Had you said it has "more drain resistance" that would indicate that you were aware of the drain resistance that Invulnerability was given but your word choice indicated ignorance of it, not dismissal.

Edit: It's also 25% regardless of AT or level for Invulnerability since it uses melee_ones - that 86.5% you quote is only for Tankers at level 50; other ATs get 30.0%-69.2% as they level up. Yes, it's more but it's not always triple the value and the drain resistance cap is stupidly low when a character starts out.


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Originally Posted by PleaseRecycle View Post
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Posted

Quote:
Originally Posted by Mr. DJ View Post
I'm a bit besmirched that Warshades imo, have a better version.
Yes, true.


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Posted

Quote:
Originally Posted by Dechs Kaison View Post
Cloak of Fear is a terrible power. Nobody faults SA characters for using only granite or FA characters for skipping Temperature Protection. Unless you have some synergy with CoF, there is very little reason to take it. Comparisons that throw it out are doing the smart and accurate thing.
I don't think that is fair really, since comparing what SA is with Granite vs running OG + CoF isn't even close.


Quote:
Originally Posted by Dechs Kaison View Post
It also heals far less and doesn't recharge as fast. Invalid comparison.
I was addressing that scenario, and those are the two heals, so there really isn't anything else to compare it to that makes sense. Thankfully, that makes it a completely valid comparison at all levels.


Quote:
Originally Posted by Dechs Kaison View Post
And Dark Armor has a revival power that refills both HP and End and stuns everything nearby with magnitude 30, and it has solid end drain resist and it has a bunch of other tools that make this comparison likewise invalid.
True, I don't consider defeat from overall weakness of a set as a weapon or tool when doing comparisons. That's probably the big difference in opinion right there - maybe I am doing it wrong, and I should run in with the goal of dying in order to use Soul Transfer to stun enemies from now on - is that your secret to success? Invul has some end drain resist but since it already burns less than Dark, it doesn't need as much.


Quote:
Originally Posted by Dechs Kaison View Post
And it heals less than DR and recharges way less often.
...and if it did, since it gives you far more HP than Dark, there would be an outcry due to imbalance, right?


Quote:
Originally Posted by Dechs Kaison View Post
These are simply tools in the set. DA has its own toolbox.
Agreed, and they both have their weaknesses. For some reason, a few in this thread are blind to any DA weaknesses.


Quote:
Originally Posted by Dechs Kaison View Post
No it does not. You asked for "normalization." Right now, DA pays less for the protection it gets than the other set. Normalization would hurt the set.
No, I just said if they raised the resists and kept the rest as-is, you would need to rely on DR less, and magically use less endurance because of it.


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Posted

Quote:
Originally Posted by JayboH View Post
No, I just said if they raised the resists and kept the rest as-is, you would need to rely on DR less, and magically use less endurance because of it.
No, this is what you said:

Quote:
Originally Posted by JayboH View Post
See, I keep thinking the opposite - strengthen the resists so that you aren't using Dark Regen so much and normalizing the end use of the set to other armors.
DA already gets more protection per end than the other sets. Any more would be a severe imbalance.


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Posted

They could rename this subforum Archetypes & Powers Should All Be Changed Into Identically Overpowered Tank Mages and only a handful of us would have to stop posting here!

Good thing the devs aren't quite so easily swayed by wails of "My set neeeeeeeeds buuuuuuuuuuffs" repeated ad nauseam with nary a number crunched to that effect.


 

Posted

Whoops, thought I had dropped Brimstone, wasn't an intentional ommission. And correct on AAO as well, I forgot it has -Dmg.


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Posted

Quote:
Originally Posted by Dechs Kaison View Post
DA already gets more protection per end than the other sets. Any more would be a severe imbalance.
No, already disproved that, but maybe you missed it, because your entire argument was taking the first toggle on all sets and looking at those only, which is a pretty warped sense of logic.


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Posted

Quote:
Originally Posted by Errant View Post
Whoops, thought I had dropped Brimstone, wasn't an intentional ommission. And correct on AAO as well, I forgot it has -Dmg.
Fair enough - but I already had run the numbers for Stone vs Dark earlier in the thread, so I knew that it was only Mud Pots that really made the difference in a "typical" configuration; Stone Armor was cheaper otherwise.

Another issue with the endurance consumption for Ninjitsu, SR, and Shield is that the mez protection isn't accounted for in those numbers but is for the other sets - which makes them also seem a bit cheaper than they are. But you did mention you ignored clicks, and how you account for them is iffy since some Shield characters try to double-stack it for the extra DDR instead of taking Grant Cover - that makes it fairly expensive.

In any case, Dark Armor gets a minor discount on its toggle costs but has more toggles to run and isn't a bad set - but in a typical configuration it's one of the most expensive sets and the only ones that typically cost more have endurance refill powers (Energy Drain, Energy Absorption) and one also has an endurance discount power (Energize). I wouldn't be adverse to an increase in the negative resistance but don't see where it's really hurting.


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Originally Posted by PleaseRecycle View Post
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Quote:
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Posted

Quote:
Originally Posted by JayboH View Post
No, already disproved that, but maybe you missed it, because your entire argument was taking the first toggle on all sets and looking at those only, which is a pretty warped sense of logic.
I'm sorry, you disproved what now? Where was your math? I certainly did miss it.


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Posted

alot of other sets get passive +res that cost nothing


 

Posted

Quote:
Originally Posted by Dz131 View Post
alot of other sets get passive +res that cost nothing
They cost a power pick and are at *much* lower values because they don't cost endurance.


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Posted

Quote:
Originally Posted by Dechs Kaison View Post
I'm sorry, you disproved what now? Where was your math? I certainly did miss it.
Without even going back, I even counter it with the quote you grabbed:

Quote:
Originally Posted by JayboH View Post
No, already disproved that, but maybe you missed it, because your entire argument was taking the first toggle on all sets and looking at those only, which is a pretty warped sense of logic.


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Posted

Quote:
Originally Posted by JayboH View Post
Without even going back, I even counter it with the quote you grabbed:
No you can't. I proved, with math, that the % of resistance Dark Armor receives from its toggles is higher per endurance than the comparable powers. If you would like to offer some proof otherwise, I invite you to try.


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Posted


 

Posted

Quote:
Originally Posted by Dechs Kaison View Post
No you can't. I proved, with math, that the % of resistance Dark Armor receives from its toggles is higher per endurance than the comparable powers. If you would like to offer some proof otherwise, I invite you to try.
Sweet, I get to repeat myself yet again:

because your entire argument was taking the first toggle on all sets and looking at those only, which is a pretty warped sense of logic.

Third time's the charm perhaps?


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Posted

Quote:
Originally Posted by JayboH View Post
Sweet, I get to repeat myself yet again:
Saying it three times doesn't make your lack of math any better. If you think adding in the rest of the powers would yield different results, you should be doing the math to prove such.

Since you seem to be afraid to do it, let me continue.

We'll compare the heals this time, since you brought that up as a point of discrepancy. All using base numbers for tanks.

Healing Flames is a 468.5 point heal for 10.4 endurance. You're getting 45 hit points for each point of endurance.

If we assume the standard three enemies, Dark Regeneration is a 1686.6 heal for 33.8 endurance. You're getting 49.9 hit points for each point of endurance. Looks to be the better deal to me, provided the user can activate it intelligently.


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Posted

Quote:
Originally Posted by Dechs Kaison View Post
Saying it three times doesn't make your lack of math any better. If you think adding in the rest of the powers would yield different results, you should be doing the math to prove such.

Since you seem to be afraid to do it, let me continue.

We'll compare the heals this time, since you brought that up as a point of discrepancy. All using base numbers for tanks.

Healing Flames is a 468.5 point heal for 10.4 endurance. You're getting 45 hit points for each point of endurance.

If we assume the standard three enemies, Dark Regeneration is a 1686.6 heal for 33.8 endurance. You're getting 49.9 hit points for each point of endurance. Looks to be the better deal to me, provided the user can activate it intelligently.
I don't have a horse in this race, but doesn't DR require a to-hit check for each enemy? So there is a chance you could regen 0. Excuse my lack of knowledge, have not gotten my DA above level 10 yet.


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Posted

Quote:
Originally Posted by Grae Knight View Post
I don't have a horse in this race, but doesn't DR require a to-hit check for each enemy? So there is a chance you could regen 0. Excuse my lack of knowledge, have not gotten my DA above level 10 yet.
The chance is there, yes. But even without any slotting, your chance to hit is 75 per enemy. Once you have four enemies nearby, assuming decent SO slotting, it's always a full bar heal.


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Posted

Quote:
Originally Posted by Dechs Kaison View Post
The chance is there, yes. But even without any slotting, your chance to hit is 75 per enemy. Once you have four enemies nearby, assuming decent SO slotting, it's always a full bar heal.
Even with 2 Accs in it, under enough debuffs you could miss every target in sight. My problem then is when you have a secondary or primary that doesn't have a +tohit power by a certain level or the +tohit power needs to be able to hit.

4/9 of DA's powers could miss, then upto 8/9 of the attack set could miss, this is a great loss in survivability, add in the wasted endurance should you survive or the -rechg or whatever the other possible debuffs maybe and you can be quite put out compared to other sets that do not rely so much on accuracy.

I still have the mish which takes that 75% base tohit and kills it.


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Posted

Quote:
Originally Posted by New Dawn View Post
Even with 2 Accs in it, under enough debuffs you could miss every target in sight. My problem then is when you have a secondary or primary that doesn't have a +tohit power by a certain level or the +tohit power needs to be able to hit.

4/9 of DA's powers could miss, then upto 8/9 of the attack set could miss, this is a great loss in survivability, add in the wasted endurance should you survive or the -rechg or whatever the other possible debuffs maybe and you can be quite put out compared to other sets that do not rely so much on accuracy.

I still have the mish which takes that 75% base tohit and kills it.
Boo hoo. Everyone suffers from debuffs like that equally. Pop a yellow.


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Posted

wtf is standard 3 enemies? when was that ever a standard? And 33 end is a much much bigger investment than 10 end. Because you can't use it at all the moment you drop below 1/3 of your end. And if you want to make the cost cheaper you're overspending slot on stuff like end red


 

Posted

Quote:
Originally Posted by Dz131 View Post
wtf is standard 3 enemies? when was that ever a standard? And 33 end is a much much bigger investment than 10 end. Because you can't use it at all the moment you drop below 1/3 of your end.
In order: Standard difficulty is +0/x1. Three minions. It's been the standard that the game was designed around. Keep in mind that 33 endurance is without enhancements. Still, I would gladly pay a third of one bar to fill the other.

You don't need to enhance the heal aspect, and the recharge is already shorter than any comparable heal. No problem "spending" slots to make it cost less.


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