Dark Amor....negative resistance


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Originally Posted by New Dawn View Post
When it comes to SR anything with KB/KD powers in their secondary has an advantage. I tank every AV going with SR scrappers as it is, what it is I am currently doing is leveling a SR Tanker to see if it feels balanced enough.
I've tanked the STF with a Dark Brute. That doesn't say anything in particular: I'm pretty certain you'll find players that have tanked most of the AVs with pretty much any set. I don't even know what you mean by KB/KD being a specific advantage for SR: it has the same advantage for everyone in general: taking out targets. But if it has any synergistic advantage at all, it would be skewed towards the sets with the most healing and regeneration due to the fact those sets disproportionately benefit from slowing down incoming damage that way. It would have zero effect against the two situations I mentioned: quartz enimators and vengeance because quartz summons are no longer interruptable and knock has no effect on vengeance triggering.

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.


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Originally Posted by JayboH View Post
...because break frees don't exist
Break free inspirations certainly can be used to break out of the occasional mez, but that's really not the point. If you're saying break frees eliminate the issue, then I don't think you really know how prevasive or strong immobilize is in the game.

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.


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It was just a retort regarding the whole CJ argument - wasn't meant to be taken seriously.


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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.


 

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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


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Originally Posted by Arcanaville View Post
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.
Electric Armor only has protection via Grounded, which means that they have no immobilize protection if they need to jump or fly over something; Dark Armor has to take Cloak of Darkness, and Fiery Aura's protection is from Burn. Stone Armor doesn't have any form of mez protection without pseudo-immobilizing itself via Rooted or Granite Armor.

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.


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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.


 

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Quote:
Originally Posted by Rangle M. Down View Post
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?

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).


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Originally Posted by Siolfir View Post
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.
Because no other set has to, period.


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Originally Posted by Arcanaville View Post
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).
Clerical error on my part. I had put Cloak of Darkness in at .21 end/sec, not the correct value of ~.26 end/sec. I'll update the jpg later.

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.


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why would you add DP in the toggles calculations


 

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Originally Posted by Dz131 View Post
why would you add DP in the toggles calculations
My guess?

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.


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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?



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Originally Posted by PleaseRecycle View Post
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.
How much did you laugh? Should I charge an entrance fee to my comedy club? I would be willing to charge in-game money instead, if that is more feasible. Pocket D seems like a great place to hold it.


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Originally Posted by Rangle M. Down View Post
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?


It might be tough to calc for the need to use the heals for each set - but yeah, my whole argument is about the heal cost on top of the rest, and I do think both CoF and OG should be run simultaneously like that.


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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.


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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.


 

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Originally Posted by Arcanaville View Post
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.
If I see peoples problems and dismiss them because I see a solution to those problems at the ready at the level. It is a matter for people to find the solutions to the problem for themselves. I don't consider myself behind people when it comes to tanks. I could of tanker the STF with a Dark Brute for nothing but blappers in 2006 if I wanted to but I was a villain and couldn't do nothing about that. Sometimes what I think you promote as of equivalent hardship perhaps as not the same thing. You have to experience the same things from as many different standpoints as possible to detect what I feel as an inbalance. Your saying that the inbalance with Dark Armour is not unique? It is for the Tanker AT.

Earlier I said that I already mentioned things in this thread but I was wrong I mentioned things in another thread, particularly this:

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Originally Posted by New Dawn View Post
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.
If you look at CoT how many yellows would it take for a level 22 Dark/Dark tank to get its base tohit back up to 75%? In a single mob? The thing with this is that Dark/Dark can not get a +tohit power until 26 which will need to hit first. For other sets without build up they might have a single attack which offers them +tohit so relying on hitting 1 target. I already accept you have to choose your targets carefully. For many players they could be a Dark tank in a PuG with no ongoing idea of what their tohit levels are. At anypoint they could be using Dark Regen for all its end consumption with 2 Accs in it and completely missing every mob. Fiery Aura has less to worry about. I have run a Fiery Aura tank through this too. What I have seen over the past few years is the amount of changes to Fiery Aura whilst Dark Armour has merely pretty much has minor "fixes". Also since Dark Armour was proliferated Invulnerability and Fiery Aura has been changed. If they hadn't of been changed well the average level of balance for Tankers as I see it would of been different low enough to make me think perhaps that Dark Armour doesn't require a change. Whats effectively happened is in my book is that everyother Tanker set reaches that point where they finally meet a real problem later ingame yet at that time have a way of overcoming it for themselves. I don't see this as something that is on offer to all Dark Armours in this case. Then basically what we have with Dark Armour is a set which has been proliferated to Tankers with bare min nothing altered since yet Invuln and Fire in particular have had major changes. I am not in agreement with the idea that you can proliferate any set into a new role and for it to be immediately fine for that role in every way existing with the same opportunities as other tanks. I was all for Dark Armour being proliferated to Tankers seeing as I tanked with my Dark Armour Brute but the difference is that Brutes don't have to meet a Tankers level of expectation ie I'll aggro cap a tank whereas when I tanked with a Brute I might go no further than aggroing 10 when sensible and the expectation beyond sensible didn't exist especially as with villains characters are a bit more independent, altogether despite doing well in a team.

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.


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Originally Posted by PleaseRecycle View Post
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.
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.


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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.


 

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Originally Posted by PleaseRecycle View Post
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 actually took Teleport for a travel power instead of Flight on the one of my characters that doesn't have CJ (a Dark/Cold Corruptor), in part to prevent being caught by an immobilize - it also works great for getting off of the old stacking Caltrop patches and past CoT pain crystals the broke her stealth when trying to go through Oranbega missions.

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.


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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.


 

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Quote:
Originally Posted by Siolfir View Post
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.
Just to interject, you also have holds/ranged attacks in APP/PPP pools, teleportation and Taunt/Contront(Placate) from your primary and Challenge/Provoke from presence. These don't directly mitigate the mez but it can help one get around needing to the same way any AT without mez protection would. Then there was the fact that Strength of Will had immobilize protection and did not crash so you could always use that...

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...


 

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Quote:
Originally Posted by Leo_G View Post
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
I can get behind this idea. I know the rational behind SR and SD getting massive DDR is because of the cascading effect of stacking defense debuffs, but that doesn't mean that the other mitigation sets shouldn't each have some debuff to which they are particularly resistant. DA having ToHit Debuff resist makes sense since Dark is so heavily laden with ToHit Debuff itself. IMO, this idea has merit.


 

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Quote:
Originally Posted by Rangle M. Down View Post
How would you include a value for Dull Pain? Would you want to see the same for Earth's Embrace?
Depends on the assumptions. If the assumption is an SO slotting situation, I'd compute their end cost based on their uptime with SOs. But if the assumption is comparing base endurance cost in builds that can make that power perma, I would calculate based on 100% uptime. You don't have to factor in end reduce slotting in that situation if you are only comparing relative numbers, and everyone can slot endurance reduction.

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.


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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.
I would just list them separately, so as to reinforce the fact that you can't compare endurance burn for those sets vs endurance burn for the other sets, because those sets were designed with deliberate ways to offset their own endurance costs. Willpower in particular only has quick recovery because it was originally envisioned as an all-passive set with no end cost. When the devs decided to move away from that, they changed some of the powers into toggles and clicks, increased their end cost, and commensurately made those powers stronger (in general, toggles and clicks tend to be stronger than passive powers). Then they added quick recovery to counterbalance the end costs.

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.


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