Dark Amor....negative resistance
Immobilize is a very common and long duration mez relative to its recharge. Melee don't notice, because all melee are protected against it. Squishies tend to notice it more, but they also generally kill the source of immobilizes with ranged attacks which reduces the net effect. It would literally be like adding sappers to every critter faction and telling people that hey, cabs exist, so what's the problem.
[Guide to Defense] [Scrapper Secondaries Comparison] [Archetype Popularity Analysis]
In one little corner of the universe, there's nothing more irritating than a misfile...
(Please support the best webcomic about a cosmic universal realignment by impaired angelic interference resulting in identity crisis angst. Or I release the pigmy water thieves.)
It was just a retort regarding the whole CJ argument - wasn't meant to be taken seriously.
My new Youtube Channel with CoH info
You might know me as FlintEastwood now on Freedom
That's also a funny comment from one of the guys saying dark armor needs buffs because it uses so much end. Blues drop a lot more frequently than breakfrees.
Since there continues to be a discussion about endurance costs of sets, etc. I threw this together. I know it's not perfect, but this might help compare apples to apples better.
NOTE: With Shield Defense and Super Reflexes; I included a "end/second" cost if Practice Brawler and Active Defense were able to achieve a 120s recharge. (Basically averaging the activation cost across 120s.) It's not perfect, but I did wish to include an end cost for them.Am I missing anything? Is there any other details I should add or change? Should I change the formatting?
Addendum: I've got a clerical error on the end/sec cost of Cloak of Darkness that I'll fix at some point, so the end/sec totals on the Dark Armor numbers aren't correct. Mah bad. I also forgot to include Ice Armor's totals, which will also be included when I update. Corrected version here: http://boards.cityofheroes.com/showp...&postcount=213
Throwing darts at the board to see if something sticks.....
Come show your resolve and fight my brute!
Tanks: Gauntlet, the streak breaker and you!
Originally Posted by PapaSlade
Rangle's right....this is fun.
|
Immobilize is a very common and long duration mez relative to its recharge. Melee don't notice, because all melee are protected against it. Squishies tend to notice it more, but they also generally kill the source of immobilizes with ranged attacks which reduces the net effect. It would literally be like adding sappers to every critter faction and telling people that hey, cabs exist, so what's the problem.
|
I'm really, really, really wondering why having to take a very cheap toggle that also acts as a great set mule power is such a burden compared to other armor sets. Conbat Jumping provides half of the defense of Cloak of Darkness, the same immobilize protection, costs a lot less endurance, and is available to anyone very early.
I've also died a lot more often to chain knockback than I have being immobilized - you can't even pop inspirations while you're flopping around.
it has gone from unconscionable to downright appalling that we have no way of measuring our characters' wetness.
|
Rooted is nothing like an immobilize. It's like being web grenaded all the time for a variety of benefits. Unyielding Stance was like an immobilize, because it was one. That was one of the earliest major defense set do-overs because it sucked.
Why is having to take CJ bad? Because if you have to do it it isn't a choice. It would mean willpower players get three power pool selections instead of four. It would mean they get one less power pick to choose from. That isn't what this game is about when it's at its best. That said, of course CJ is a great power. I take it on literally every character I make. The difference between feeling like a shrewd builder and a patronized follower is the presence of compulsion.
I don't find knockback to be all that dangerous even when I'm playing a squishy who for some reason does not yet have a -KB IO. It is the most transient status effect that can be inflicted on a player character. It is a common effect, but it virtually always occurs as a chance to proc rather than a guarantee. In any case, by the time it becomes really prevalent you've had many levels to find some way to protect yourself against it.
Also, not sure about Dark Armor's toggles. The three resistance toggles are 0.104 * 2 * 3 = 0.624. Cloak of Darkness is 0.26. Oppressive Gloom is 0.078. Cloak of Fear is 0.52. I'm not sure how to end up with a combination that gets to 0.84.
Also, Energy, Electric, and Willpower all might as well be zero, since all of them get some form of recovery that equals or exceeds its own endurance costs. Slotted quick recovery is worth about 0.98 eps for Willpower. Energy and Electric's endurance is just short of unlimited once powers are slotted up.
Fiery Aura also generates more endurance than it burns with consume, although its a little trickier there because of the very long recharge and the fact that most of the recovery is in the big burst and not the recovery over time (in fact, while the recovery over time is good in that it isn't wasted when consume fills the end bar, it actually represents only about 1.25 endurance per target hit, or about 2.5 endurance per target hit slotted).
[Guide to Defense] [Scrapper Secondaries Comparison] [Archetype Popularity Analysis]
In one little corner of the universe, there's nothing more irritating than a misfile...
(Please support the best webcomic about a cosmic universal realignment by impaired angelic interference resulting in identity crisis angst. Or I release the pigmy water thieves.)
[Guide to Defense] [Scrapper Secondaries Comparison] [Archetype Popularity Analysis]
In one little corner of the universe, there's nothing more irritating than a misfile...
(Please support the best webcomic about a cosmic universal realignment by impaired angelic interference resulting in identity crisis angst. Or I release the pigmy water thieves.)
At a glance, I believe Invuln does not include some cost for Dull Pain which should probably be stuck in there somewhere (in terms of endurance cost its more of a power like Practiced Brawler or Active Defense and less like a heal like Dark Regen or Healing Flames).
Also, not sure about Dark Armor's toggles. The three resistance toggles are 0.104 * 2 * 3 = 0.624. Cloak of Darkness is 0.26. Oppressive Gloom is 0.078. Cloak of Fear is 0.52. I'm not sure how to end up with a combination that gets to 0.84. Also, Energy, Electric, and Willpower all might as well be zero, since all of them get some form of recovery that equals or exceeds its own endurance costs. Slotted quick recovery is worth about 0.98 eps for Willpower. Energy and Electric's endurance is just short of unlimited once powers are slotted up. Fiery Aura also generates more endurance than it burns with consume, although its a little trickier there because of the very long recharge and the fact that most of the recovery is in the big burst and not the recovery over time (in fact, while the recovery over time is good in that it isn't wasted when consume fills the end bar, it actually represents only about 1.25 endurance per target hit, or about 2.5 endurance per target hit slotted). |
How would you include a value for Dull Pain? Would you want to see the same for Earth's Embrace?
I wasn't sure how to account for Willpower, Electric, Energy, and Fiery Aura in the manner you described. Even Ice has a great end recovery tool in Energy Absorption. (speaking of Ice Armor, it seems I didn't include it in the spreadsheet.. sigh) While the aforementioned sets do have end recovery tools this was more about what the endurance "usage" each set has, not the recovery each of those particular sets can achieve on their own.
Throwing darts at the board to see if something sticks.....
Come show your resolve and fight my brute!
Tanks: Gauntlet, the streak breaker and you!
Originally Posted by PapaSlade
Rangle's right....this is fun.
|
why would you add DP in the toggles calculations
The power isn't actually a heal due to its recharge and duration. The power is much more akin to a toggle, and in truth its effects on survivability are best analyzed as another layer of resistance.
I'm still not convinced it should be done. Just saying, I think that's the route Arcana is going with it.
Where to now?
Check out all my guides and fiction pieces on my blog.
The MFing Warshade | The Last Rule of Tanking | The Got Dam Mastermind
Everything Dark Armor | The Softcap
don'T attempt to read tHis mEssaGe, And believe Me, it is not a codE.
Ok. Version 2 of this. Any other mistakes, or additions you'd prefer to see? And if it's things like Dull Pain, etc. how would you like to see that included?
Throwing darts at the board to see if something sticks.....
Come show your resolve and fight my brute!
Tanks: Gauntlet, the streak breaker and you!
Originally Posted by PapaSlade
Rangle's right....this is fun.
|
My new Youtube Channel with CoH info
You might know me as FlintEastwood now on Freedom
My new Youtube Channel with CoH info
You might know me as FlintEastwood now on Freedom
I'm torn by that statement.
Personally I don't believe Dark Armor and Cloak of Fear were designed to be used at the same time. Mind you, I certainly could be wrong. That being said, I can see the attraction of doing so. For now I have yet to find a compelling enough reason to include CoF on any of my DA toons.
Throwing darts at the board to see if something sticks.....
Come show your resolve and fight my brute!
Tanks: Gauntlet, the streak breaker and you!
Originally Posted by PapaSlade
Rangle's right....this is fun.
|
The thing about the self heals is that they cost 10.4 end (Healing Flames, Dull Pain, Earth's Embrace, Energize) so you don't quite feel it because you'll be using them instead of an attack usually - and 10.4 end is about the cost of a level 8 attack such as Thunder Strike, or just a bit more than Bone Smasher (8.5) and less than others like Heavy Mallet (11ish).
So when I use the self heal on my em/nin stalker or my ss/fire brute I barely feel the end cost, and they're slotted mostly for rech and heal (the usual doctored wounds setup).. Total Focus on my Stalker is far more noticeable since it costs 18.5 end and I use it way more often than Kuji In Sha, same as KO Blow on my Brute, also 18.5 end, used way more often than healing flames. The other ones I have are elec, ea and ice so they have end management tools, stopped caring about endurance on my sm/elec brute even when she had a single rech SO on Power Sink.
The point you seem to be dismissing is that everyone has problems in different areas. Either you see the fact that Dark Armor has problems as unique, which it is not, or you see the problems themselves as uniquely inescapable, which begs the question what have Dark Armor brutes, tankers, and especially scrappers been doing all this time.
Its particularly odd that the situation you've decided to focus on is being the center of a huge amount of stacked tohit debuffs. If you can't hit anyone with Dark Regen, you can't hit anyone at all. That means not only do you not have a heal, you have no offense. Scrappers and Brutes have basically zero offense in that situation. Tankers can't use gauntlet or bruising, both of which require hitting the target. You're left with a tanker doing nothing but taunt, and brutes and scrappers doing nothing period. That's not just true for Dark Armor, but true for most melee primary/secondary combinations. You're just not supposed to be facing huge amounts of tohit debuffs alone all the time: everyone is toast in the situation where you can't hit anything. |
Earlier I said that I already mentioned things in this thread but I was wrong I mentioned things in another thread, particularly this:
I measured the level of tohit debuffs mobs can do to a dark/dark who might not even have soul drain yet or slotted it well.
Fighting +2 CoTx0 lvl 5-54, Tohit bonus down to 5% In a 8 man team my tohit bonus could be so far in the minus figures its time to pack up and go home, -75%ish. Fighting +2 Tsoox0 lvls 15-40 Tohit bonus down to 26.5% with Hurricane, Chill of the Night and Hurricane dont run together, Hurricane is worse than Chill, good thing is that Tsoo sorcerors stupidly TP about making the -tohit too momentary to care about. So not a problem. Fighting +2 full team size Banished Pantheon lvl20-29, Storm Shaman, Hurricane again 26.5%, Death Shaman, whilst ranged fluctated down between 56 and 65, the Deaths might need to be melee'd if possible really to prevent constant debuffs. Stacking Storm Shaman with a Death Shaman is gonna be harsh, in a 8 man team am likely to get a Death, Storm and Avalanche giving mixed debuffs and my tohit bonus could be like 6% when I need to heal up. Fighting Cabal, +2 full team size lvls 25-34 Tohit bonus down to 26.5% with Hurricane, can complete miss with Soul Drain and Dark Regen when its like this, then XD. These might be alot easier exemping down than leveling up. Team support will alleviate obviously but for the 15-30s I do not know what other faction presents such a degree of a problem for other types of tankers. I have limited make ups. |
Back up to the question what do I think Dark Armour Tankers, Scrappers and Brutes been doing all this time well I can tell you, nothing surprising. I say that because I have Dark Scrappers and Brutes, what hasn't been done is comparisons. I don't have an issue with Dark Armour as a Tanking set I have an issue with how it fares compared to other Tanking sets between 20 and 30. I don't know about you but I know that there are factions people avoid because they feel like a chore rather than fun. COT is just one of them factions, I actually think that in Dark Armours case it is the faction that is temptingly easy to avoid given all the factions I have played against. Some people farm, some people being scrappers only end up with a small amount of tohit debuffs against them for a minimum amount of time. Some Dark Tanks and I do know this especially early on were playing "second" tanker which I find unacceptable for any Tank set to be relegated into doing.
When I run into COT get alpha's hold all aggro for the moments the level of tohit debuffs can vary, sometimes its not so bad and sometimes it is quite severe, players could do with watching their tohit and being ready to pop those upto 9 yellows needed just to get a heal off. You can't anticipate a best time for dark regenning and without tools like Build up which may not even exist in your secondary OG, COF, DS and DR can easily miss, wasted endurance. That I am going to repeat puts Dark Armour in its own world more so compared to other Tankers because other Tankers do not have to base so much on whether they can hit targets with its primary powers. What you find particularly odd is particularly obvious especially as I can take about 10+ different tanks through the same tests to see the differing outcomes.
He will honor his words; he will definitely carry out his actions. What he promises he will fulfill. He does not care about his bodily self, putting his life and death aside to come forward for another's troubled besiegement. He does not boast about his ability, or shamelessly extol his own virtues. - Sima Qian.
I don't find knockback to be all that dangerous even when I'm playing a squishy who for some reason does not yet have a -KB IO. It is the most transient status effect that can be inflicted on a player character. It is a common effect, but it virtually always occurs as a chance to proc rather than a guarantee. In any case, by the time it becomes really prevalent you've had many levels to find some way to protect yourself against it.
|
it has gone from unconscionable to downright appalling that we have no way of measuring our characters' wetness.
|
I'd call it pretty different since for knockback there are IOs to take. You can also take hover if you don't like leaping, even post-change that still leaves you immobile for less time than being knocked to the floor does. The point about immobilize is that the only option is CJ if there's nothing in the set itself. Feel free to hover all you want but you still won't be going anywhere. Having mentioned unyielding stance, teleport also comes to mind but typically if you're trying to escape from a group of NPCs you need to be able to duck around corners, precisely the kind of thing teleport cannot do.
I'd call it pretty different since for knockback there are IOs to take. You can also take hover if you don't like leaping, even post-change that still leaves you immobile for less time than being knocked to the floor does. The point about immobilize is that the only option is CJ if there's nothing in the set itself. Feel free to hover all you want but you still won't be going anywhere. Having mentioned unyielding stance, teleport also comes to mind but typically if you're trying to escape from a group of NPCs you need to be able to duck around corners, precisely the kind of thing teleport cannot do.
|
And Hover/Flight doesn't protect from KB like it used to, it just shortens the downtime where you're completely unable to do anything due to a shorter forced animation. That's at best "resistance"; you may as well compare it to Weave (which has immob resistance).
As for the IOs, how do those apply when doing balance passes which should "balance for SOs"? In any case, it's obvious that the devs disagreed with me about the issue when creating Willpower; it's also equally obvious that despite plugging Willpower's holes they never felt the need to go back and plug some (IMO) just as problematic holes in the existing sets.
it has gone from unconscionable to downright appalling that we have no way of measuring our characters' wetness.
|
I agree that willpower and shield getting complete status protection wasn't the best way to do it. Maybe willpower because I can kind of see it conceptually? From a balance perspective though it should have at least one hole. Why? Precisely because, as you say, the way they did it sets an unfortunate precedent that holes are something bad, something to be fixed.
In fact they are something to be fixed, but the player should be involved in that. One ought to have to use their noggin on their own behalf at least once in a blue moon. The KB hole that most possible character combinations share is an example of weakness done right since now there are so many different ways to guard oneself, even if many of them are just different varieties of one flavor of IO. Their original balance metric for defense sets was idiotic (one toggle at a time, some sets don't get to move), but after GDN they did most of their best work in that area.
Which without IOs is 3 powers from the exact same power pool that the cure to all your immobilize issues come from or else a complete reroll of the character to pick different sets. But the answer there is "so take Acrobatics". I just find it a bit hypocritical that saying "so take Combat Jumping" is such a burden to those who feel threatened by immobilize. I've never been in a situation where I died because of immob; I have died due to being unable to react because of a chained KB.
|
When Willpower was first being tested, I was all for having a hole in its mez protection primarily because it was unique and would require *thinking* to overcome (and I would have sworn the set had high 'resistance' to every mez on top of premiere 'protection' as well, making any mezzes last a shorter time).
Frankly, every armor set should have a hole. It was a mistake making every armor immune to practically any mez. Immobilize was a laughable hole to overcome anyway (if it really bothered you, you could just pick up Combat Jumping and shut up) which is why I didn't really cry about it when the hole was covered over.
As for the ToHit debuff resist idea in DA, I have to admit DA feels a heck of a lot more hindered by such debuffs compared to other sets. FA/Elec Armor/EA can still heal when debuffed, Invul/WP still protect you fully and SR/Regen simply don't care. You lose quite a bit of your passive mitigation during ToHit debuffs on a DA (those mez auras) that no other Armor set (well, Stalker EA now...but Energy Drain is and has always been Auto-hit so it balances) has to worry about.
It'd be thematic for DA to have exotic debuff resists (not immunity though) such as ToHit debuff...I think SR could do with some buffing in that department too as it wouldn't have a direct increase to the set's mitigation levels but instead add utility (maybe just improve the Slow Resists). Regen some -Rech resist. So on and so forth...
But then I'd probably go back and put holes in the sets as well...
snip
It'd be thematic for DA to have exotic debuff resists (not immunity though) such as ToHit debuff...I think SR could do with some buffing in that department too as it wouldn't have a direct increase to the set's mitigation levels but instead add utility (maybe just improve the Slow Resists). Regen some -Rech resist. So on and so forth... snip |
How would you include a value for Dull Pain? Would you want to see the same for Earth's Embrace?
|
Its iffy on Earth's Embrace within Granite. Its a case of nothing being right there, and so I( would just pick a reasonable assumption and state it with the calculation.
I wasn't sure how to account for Willpower, Electric, Energy, and Fiery Aura in the manner you described. Even Ice has a great end recovery tool in Energy Absorption. (speaking of Ice Armor, it seems I didn't include it in the spreadsheet.. sigh) While the aforementioned sets do have end recovery tools this was more about what the endurance "usage" each set has, not the recovery each of those particular sets can achieve on their own. |
Incidentally, that's why Willpower is so strong. Castle was a much more conservative designer than Willpower reflects, but when the all-passive set was converted to toggles, it got stronger than Castle's original baseline design.
[Guide to Defense] [Scrapper Secondaries Comparison] [Archetype Popularity Analysis]
In one little corner of the universe, there's nothing more irritating than a misfile...
(Please support the best webcomic about a cosmic universal realignment by impaired angelic interference resulting in identity crisis angst. Or I release the pigmy water thieves.)
The point you seem to be dismissing is that everyone has problems in different areas. Either you see the fact that Dark Armor has problems as unique, which it is not, or you see the problems themselves as uniquely inescapable, which begs the question what have Dark Armor brutes, tankers, and especially scrappers been doing all this time.
Its particularly odd that the situation you've decided to focus on is being the center of a huge amount of stacked tohit debuffs. If you can't hit anyone with Dark Regen, you can't hit anyone at all. That means not only do you not have a heal, you have no offense. Scrappers and Brutes have basically zero offense in that situation. Tankers can't use gauntlet or bruising, both of which require hitting the target. You're left with a tanker doing nothing but taunt, and brutes and scrappers doing nothing period. That's not just true for Dark Armor, but true for most melee primary/secondary combinations. You're just not supposed to be facing huge amounts of tohit debuffs alone all the time: everyone is toast in the situation where you can't hit anything.
[Guide to Defense] [Scrapper Secondaries Comparison] [Archetype Popularity Analysis]
In one little corner of the universe, there's nothing more irritating than a misfile...
(Please support the best webcomic about a cosmic universal realignment by impaired angelic interference resulting in identity crisis angst. Or I release the pigmy water thieves.)