Retool the Godmodes


AlienMafia

 

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Originally Posted by DragonEye View Post
I never take unstop on my invuln tankers, I never take elude on my SR scrappers. Etc.
I can't speak for Tankers, but I LOOOVE Unstoppable on my Brutes. An Invulnerability Brute with all toggles goes up to about 53.5% physical resistance and 23.8% elemental, energy and toxic resistance. That's FAR short of the 90% resistance cap. Unstoppable with just a single slot caps physcal resistance to 90% and and damn near caps everything else to 89.7% That's a HUGE jump in performance, especially when fighting things with powerful Energy or Fire damage. When fighting, say, Nightstar, Unstoppable is the difference between life and death.

Moreover, while physical resistance for Invulnerability is high, foes with very heavy physical damage are still dangerous, and Unstoppable represents a reprieve. For instance, when I last fought Marauder, he put me in a no-win situation. He used Unstoppable, meaning I couldn't really overcome his regeneration, but he could easily overcome mine as I'd run out of inspirations. My only recourse then was to delay him for around a minute, then use Usntoppable of my own. We spent a good two minutes being able to hurt each other, but his Unstoppable dropped first. I was then able to defeat him before mine dropped, which wasn't too hard since he was very low on health by that point. Unstoppable also helped me not run out of endurance towards the end of the fight as I was literally running on an empty inspiration tray.

I can see Elude being mostly pointless just because so much of its buff goes over the cap, but Unstoppable? I've lost count of how many times this power has saved my life. I slot it for recharge so I can use it more often. The difference it makes is MASSIVE.


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Originally Posted by Arcanaville View Post
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.

 

Posted

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Originally Posted by Samuel_Tow View Post
I can't speak for Tankers, but I LOOOVE Unstoppable on my Brutes. An Invulnerability Brute with all toggles goes up to about 53.5% physical resistance and 23.8% elemental, energy and toxic resistance. That's FAR short of the 90% resistance cap. Unstoppable with just a single slot caps physcal resistance to 90% and and damn near caps everything else to 89.7% That's a HUGE jump in performance, especially when fighting things with powerful Energy or Fire damage. When fighting, say, Nightstar, Unstoppable is the difference between life and death.
Thats actually a very good point. The power is good on Brutes, but falls short on tankers. I have just never taken an inv brute up very high before.

I wonder if it would be possible to have the power work differently between archtypes?

I mean, there's code to check for origin on the inherents, is there similar code to check for archtype?

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Moreover, while physical resistance for Invulnerability is high, foes with very heavy physical damage are still dangerous, and Unstoppable represents a reprieve.
Huh? Inv caps physical damage at 90 very easily with tough. It doesn't do anything to reprieve other than the rec boost. Unless you're talking about your brute, at which point yeah.

However resistance is only one side of the invuln coin, it also gets huge defence. With that defence, resistances less stellar numbers on energy represent less of a hole.

I wonder if damage could be lowered by a specific amount? i.e unstop lowers hit damage against you by a number dependent on your level.

As for Elude, I was wondering if it could be coded to be something of a semi-offensive click, as in every attack you dodge you get a stacking recharge, damage and to-hit buff of 1% that caps at say, 50%.

Anyway, just idea bouncing and trying to keep this on the front page since I think it really does deserve more discussion.


 

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Originally Posted by DragonEye View Post
I wonder if it would be possible to have the power work differently between archtypes?
Not only is it possible, many powers do vary. Off the top of my head, every melee power a Scrapper has access to is different from the same power as used by a Tanker, which is different from the same power as used by a Brute. All Scrapper melee powers have their critical hits written into the power as proc damage components. All Tanker melee powers are actually AoEs to account for gauntlet, but most have their effects only apply to the target selected. Brute powers all have an extra Taunt damage component.

It's more a question of HOW you envision Unstoppable being different on Tankers. I'd be genuinely interested to know.

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Originally Posted by DragonEye View Post
Huh? Inv caps physical damage at 90 very easily with tough. It doesn't do anything to reprieve other than the rec boost. Unless you're talking about your brute, at which point yeah.
I am talking about my Brute, yes. Even with all Toggles going, Marauder was still hitting her for high sums of damage repeatedly, and with no more purple inspirations, health was a concern in the anecdote I recounted.

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Originally Posted by DragonEye View Post
However resistance is only one side of the invuln coin, it also gets huge defence. With that defence, resistances less stellar numbers on energy represent less of a hole.
Maybe it's huge for Tankers, but Invincibility isn't actually a huge buff. Tough Hide provides 3.75%, then Invincibility provides another 3.75% for the first target and 0.75% for another 7 targets. All together, that's 12.75. That's just shy of SR toggles, not counting passives. Granted, on top of resistance, it does offer quite a bit of mitigation, but here's the thing - resistance and defence don't stack as well as one might think. Numerically, you're always going to get higher mitigation numbers for JUST resistance or JUST defence of a higher number than from a mix of the two.

That defence and the physical resistance of the set actually work pretty well, just because the set has so much physical resistance. However, with the 20-ish% elemental and energy resistance, that amount of defence isn't enough for serious unkillability. Ghosts, robots, even Gunslingers are a pain, then.

Again, for a Brute. I've never played a Tanker past level 6.

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Originally Posted by DragonEye View Post
As for Elude, I was wondering if it could be coded to be something of a semi-offensive click, as in every attack you dodge you get a stacking recharge, damage and to-hit buff of 1% that caps at say, 50%.
I doubt it. Granted, I know Fury adds damage points every time an attack is fired at you whether it hits or misses, but the reverence with which Castle used to treat the Fury system leads me to believe it's not exactly flexible.

Even if this were mechanically possible, though, I'm not sure I'd want that to be the way we go. The obvious recourse is to have Elude add resistance as well as defence, but that seems like a very cheap solution, to say nothing of stepping on Overload's toes. I wonder if it's not possible to break defence soft-caps and have Elude push your defence to something like 47.5% or even 49%. Those last few percent points would make a HUGE difference, statistically speaking. I've seen a to-hit roll of 100.00 only a single time in all the time I've been looking.

I'm not sure what would be a good idea to happen with Elude, and it's a bit late for me to be creative at the moment, but something really should happen. It's a potent power, it just delivers most of its buff outside of the bracket where it actually counts.


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Originally Posted by Arcanaville View Post
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.