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Team buffs do not need diminishing returns. Buffs should be multiplicative not additive.
Repeat Offenders the SG and mindset rail against this idea for a very good reason, it destroys the basis for their playstyle. From that perspective I understand where they are coming from. That same argument didn't stop the GDN/ED, however.
The devs look ready to start looking at buffs/debuffs. The -regen change was very good. But I don't expect any major changes for the buffers/debuffers. The time for that has past.
So we'll see tweaks here and there so that the biggest Offenders (pun not intended) aren't so powerful. But the only way I see a major change in the offing is if you started to see a major shift towards Defenders.
You did see such a shift towards Controllers, but the devs decided to hit the primaries/epics instead of catching the defenders in a buff/debuff nerf. -
The other problem with just porting Warshades over as Nictus is that they would immediately outclass many of the ATs in CoV.
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Or could have "real" invis even to Nemesis Snipers with SS, +stealth IO, and Stealth. Which would be awesome.
Or is that something they will squash? Or just a pipedream on my part?
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All those powers would stack, but I think they would put most characters to the stealth cap. Which may or may not be past the Snipers perception range. -
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Post deleted by BackAlleyBrawler
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Too late, you've been quoted! -
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Responding to something like that really isn't worth your time. IMHO
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This may seem strange, but I am disappointed by the lack of variety among prot effects that add damage to regular attacks (ranged and melee sets).
Here's an example. I have a couple of characters with Psionic damage. It's an "exotic" dmage type only available to two ATs with low-end damage scales. It is commonly resisted by up to 50% by foes like robots, which are relatively pervasive throughout the game.
I would really like to be able to add something to Psionic damage that can help with this (besides my vet rewards). For facing robots, for example, that's smashing damage (optimally) or something like energy damage. Lethal is also resisted by most robots, so it's a poor choice.
There are a limited variety of such prot enhancements, and an even more limited set specifically for "plain ol' attacks" (Ranged, Melee). Now certainly I understand that potential stacking of prots is probably an issue, and this may be at the root of the limited selection. But I have to say I was hoping for more than is out there.
That's just a suggestion about what I feel is sort of lacking.
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Can't say I disagree with this. I was hoping for fire procs and such for meleers as lethal damage can kick you in the butt at high levels. Ah well. The great thing about loot is that its easy to add more. It's not like adding powersets. I'm hopeful we'll see new loot every issue.
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So does the advent of Inventions mean that we can finally get a Reduce Knockback Magnitude Enhancement? Pretty please??
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No. What are you trying to do...make FFs KB powers useful in teams or something! -
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[ QUOTE ][*]A crafted enhancement with 1 attribute (Damage, Hold, Range, etc) multiplies the level value of an enhancement by 1.0; in other words, it grants full value.
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Aren't Basic non-set IOs at 1.25%? And only set single IOs are 1.0?
Or did I get confused about that.
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It's 1 * IO value.
Level 50 IO value = 1.25 of SO value.
Lower level IOs can be >SO value or <SO value. -
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I'm still also very concerned about the +stealth IOs stacking for everyone. Until now, only Stalkers were able to stack stealth in PvP. Now it seems anyone can. I think it's going to severely imbalance the PvP game, especially at lower levels.
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Keep in mind Castle has said that they are being changed to be unique with each other. E.g. if you slot the one from the Run set, you can't slot any of the other three anywhere on that toon.
Better, but still broken to me.
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With most characters that means that they'll stack once in PvP. Most other Stealth powers will not stack with each other.
What this does mean is that invis is possible for all character, theorhetically from level 10 on. That's rough, but manageable for organized villain teams (I recognize that might be an oxymoron).
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ah... OK I get it...
And may I be as so bold to assume that only the elite of the elite sets Require the few 'unique' pieces, there by limiting players to one Uber elite FULL set.???
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I don't know if I would say it like that. The question of whether an IO is unique is more a function of how powerful the enhancer is.
The +stealth enhancers for the travel powers are unique even though the travel sets aren't so strong IMO.
The +def IO in Steadfast protection is pretty strong even though that's a newbie set. -
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OK cool... But the thing about "IO SETS" is you can only have one specific set per toon???
So (and I know I can only have one Sniper Power per toon, but if I could have 2) I can only have ONE "Sting of the Manticore" Set...
Correct?
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That's not correct. You can have multiple Sting of the Manticore sets, with the following caveats:
1) In each power, you can only slot one member of a set. So if you have two heal powers, you can have Numina's Convalescence in two powers, but in each power, you cannot have more than one of Numina's set slotted.
2) A few enhancers, just those enhancers, can only be slotted once per character. They are flagged 'unique'. Again Numina's has a unique +regen, +recovery which can only be slotted once in a character. Which also means you can only get the six enhancer set bonus for Numina's set once. -
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OK... im sorry but i'm trying to get this table thing right.
According to this table: lvl 53 IO's for Dammage = 43.5% increase, and LvL 53 IO's for Acc = 43.5% increase.
ED still is in play.
So this means that on a lvl 50 toon. That normaly has an attack slotted 2 ACC SO's and 3 DAM SO's,
5 total slotts for ~62% Acc and ~97% Dam.
With IO's:
1 53 IO ACC: 43.5%, 2 53 IO DAMM: ~87%, 1 53 IO ACC/DAMM: 27.1% DAMM & ACC
4 total slots: ~70% ACC, and ~100% DAMM
Did I get this right??? With IO's I save one slot and get about the same effect???
This is Basic but I want to get it right.
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That's more or less correct. But common IOs only come in increments of 5 so the best is a level 50. But with set IOs you potentially could have a 53 IO. -
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This may seem strange, but I am disappointed by the lack of variety among prot effects that add damage to regular attacks (ranged and melee sets).
Here's an example. I have a couple of characters with Psionic damage. It's an "exotic" dmage type only available to two ATs with low-end damage scales. It is commonly resisted by up to 50% by foes like robots, which are relatively pervasive throughout the game.
I would really like to be able to add something to Psionic damage that can help with this (besides my vet rewards). For facing robots, for example, that's smashing damage (optimally) or something like energy damage. Lethal is also resisted by most robots, so it's a poor choice.
There are a limited variety of such prot enhancements, and an even more limited set specifically for "plain ol' attacks" (Ranged, Melee). Now certainly I understand that potential stacking of prots is probably an issue, and this may be at the root of the limited selection. But I have to say I was hoping for more than is out there.
That's just a suggestion about what I feel is sort of lacking.
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Can't say I disagree with this. I was hoping for fire procs and such for meleers as lethal damage can kick you in the butt at high levels. Ah well. The great thing about loot is that its easy to add more. It's not like adding powersets. I'm hopeful we'll see new loot every issue. -
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Where are the tohit buffs? I only see one in the paragonwiki info, which is the unique in Kismet.
+accuracy can cause issues, but +tohit is considerably worse for defense in pvp, I think.
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According to Arcanaville, everywhere you see "Accuracy" listed as a set bonus, it's actually To-Hit buff.
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ouuuuchhhh.
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Yup. -
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To-hit set bonuses - This one is going to be sneaky. I don't think it's the best PvE option, but I'm a little concerned at how much to-hit there is out there. Defense is basically screwed in PvP, even more so than it has been before I think.
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Where are the tohit buffs? I only see one in the paragonwiki info, which is the unique in Kismet.
+accuracy can cause issues, but +tohit is considerably worse for defense in pvp, I think.
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There are a lot of to-hit set bonuses. The uncommon high level melee damage set for instance has to-hit. I think you can get around 20% to-hit without much trouble. -
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Try to min-max as much as possible.
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If you insist
Although, I'm guessing it'll be hard to minmax unless the salvage/recipies are dropping like flies as it'll take quite a while to get to a full HOed/IOed state.
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Do it on the numbers. It's really easy to see where the problems are if you just know how it all works.
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I've done that already. I don't know if +100% acc, +100% dam, +70% end and recharge count as problem areas though.
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With attacks, look for things like:
Procs - This is a big one. Look for powers that seem to take a WHOLE lot of additional effects. The big problem with procs has been fixed though.
To-hit set bonuses - This one is going to be sneaky. I don't think it's the best PvE option, but I'm a little concerned at how much to-hit there is out there. Defense is basically screwed in PvP, even more so than it has been before I think.
Other than that, it's more important in min-maxing to look at the forest, not the trees. Try not to thing about particular powers, but how the whole works together. Often times that's where it get's broken.
For example, there are regen and healing boosts in the heal sets. Things to consider is what that does not just to individual powers, but to a character's complete damage mitigation profile. This is more a problem for things like Invul than for regen, IMO. It's the things you aren't thinking off. -
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Try to min-max as much as possible.
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If you insist
Although, I'm guessing it'll be hard to minmax unless the salvage/recipies are dropping like flies as it'll take quite a while to get to a full HOed/IOed state.
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Do it on the numbers. It's really easy to see where the problems are if you just know how it all works. -
CASTLE WROTE:
Invention Enhancement Feedback
Now that information on the Invention System is out, it is important to get as much feedback as possible from you, our players. There are a lot of new concepts and code involved in this system, and as such the possibility of problems exists. Invention Salvage and recipes come from normal hunting, Trials, Task Forces and completed Story Arcs. You can use those items to create new enhancements, costume pieces or even temporary powers. All of those systems need a thorough hammering on to make sure it all works as planned.
However, the functionality of gathering salvage and recipes, then building enhancements or temp powers is only part of the picture. As "the powers guy" I need feedback on the crafted items themselves. How do you like the enhancements and enhancement sets? Do you like the advancement scale? Are there enhancements you think are too weak or too powerful? If so, why? How do you feel about Set Bonuses, both in general and for specific sets you are able to build?
Try to min-max as much as possible. We need to see how far the system stretches, and at what point it breaks.
Are the Rare sets too strong? Too weak? What happens if you fill out multiple powers with enhancement sets?
Some information:
<ul type="square">[*]A crafted enhancement with 1 attribute (Damage, Hold, Range, etc) multiplies the level value of an enhancement by 1.0; in other words, it grants full value.[*]A crafted enhancement with 2 attributes (Damage/Hold, Damage/Range, etc) multiplies the level value of an enhancement by 0.625; in other words, each attribute gives 62.5% of the value that the level of the enhancement would normally dictate. For instance, a level 35 Damage/Hold enhancement gives a 22.9% bonus to the attacks damage and a 22.9% increase to the attacks Hold duration.[*]A crafted enhancement with 3 attributes (Damage/Hold/Recharge, Damage/Range/Endurance Reduction, etc) multiplies the level value of an enhancement by 0.5; in other words, each attribute gives 50% of the value that the level of the enhancement would normally dictate. For instance, a level 35 Damage/Hold/Recharge enhancement gives a 18.35% bonus to the attacks damage, a 18.35% increase to the attacks Hold duration and a 18.35% increase to the attacks Recharge time.[*]Some enhancements are marked as 'Unique.' This means that only one copy of that enhancement is allowed to be slotted by a given character. You can have as many as you want for sale or in your inventory, but only one can be slotted.[*]Enhancements with special bonuses, such as 'Steadfast Protection: Knockback Resistance' that are in toggle powers are only effective when the toggle itself is running.[*]Enhancements with special bonuses, such as 'Steadfast Protection: Knockback Resistance' that are in 'click' powers are only effective for a set duration after the power is used. For 'Unique' enhancements, the duration is typically 120 seconds, while non-unique enhancements typically have a duration of 10 seconds.[/list]
Here is the advancement table. It lists the level of the enhancement and the bonus it gives to a single attribute.
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Lvl____20%_/___33%_/___40%_/___60%
10____7.0%_/_11.7%_/_14.0%_/_21.0%
11____8.0%_/_13.3%_/_16.0%_/_24.0%
12____9.0%_/_15.0%_/_18.0%_/_27.0%
13___10.0%_/_16.7%_/_20.0%_/_30.0%
14___10.8%_/_17.9%_/_21.5%_/_32.3%
15___11.5%_/_19.2%_/_23.1%_/_34.6%
16___12.3%_/_20.5%_/_24.6%_/_36.9%
17___13.1%_/_21.8%_/_26.2%_/_39.2%
18___13.8%_/_23.1%_/_27.7%_/_41.5%
19___14.6%_/_24.3%_/_29.2%_/_43.8%
20___15.4%_/_25.6%_/_30.8%_/_46.2%
21___16.2%_/_26.9%_/_32.3%_/_48.5%
22___16.9%_/_28.2%_/_33.8%_/_50.8%
23___17.7%_/_29.5%_/_35.4%_/_53.1%
24___18.5%_/_30.7%_/_36.9%_/_55.4%
25___19.2%_/_32.0%_/_38.5%_/_57.7%
26___20.0%_/_33.3%_/_40.0%_/_60.0%
27___20.2%_/_33.7%_/_40.5%_/_60.7%
28___20.5%_/_34.1%_/_40.9%_/_61.4%
29___20.7%_/_34.4%_/_41.4%_/_62.0%
30___20.9%_/_34.8%_/_41.8%_/_62.7%
31___21.1%_/_35.2%_/_42.3%_/_63.4%
32___21.4%_/_35.6%_/_42.7%_/_64.1%
33___21.6%_/_35.9%_/_43.2%_/_64.8%
34___21.8%_/_36.3%_/_43.6%_/_65.5%
35___22.0%_/_36.7%_/_44.1%_/_66.1%
36___22.3%_/_37.1%_/_44.5%_/_66.8%
37___22.5%_/_37.5%_/_45.0%_/_67.5%
38___22.7%_/_37.8%_/_45.5%_/_68.2%
39___23.0%_/_38.2%_/_45.9%_/_68.9%
40___23.2%_/_38.6%_/_46.4%_/_69.5%
41___23.4%_/_39.0%_/_46.8%_/_70.2%
42___23.6%_/_39.4%_/_47.3%_/_70.9%
43___23.9%_/_39.7%_/_47.7%_/_71.6%
44___24.1%_/_40.1%_/_48.2%_/_72.3%
45___24.3%_/_40.5%_/_48.6%_/_73.0%
46___24.5%_/_40.9%_/_49.1%_/_73.6%
47___24.8%_/_41.2%_/_49.5%_/_74.3%
48___25.0%_/_41.6%_/_50.0%_/_75.0%
49___25.2%_/_42.0%_/_50.5%_/_75.7%
50___25.5%_/_42.4%_/_50.9%_/_76.4%
51___25.7%_/_42.8%_/_51.4%_/_77.0%
52___25.9%_/_43.1%_/_51.8%_/_77.7%
53___26.1%_/_43.5%_/_52.3%_/_78.4%
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I know that acquiring, building and slotting an invention set can be difficult, so you will likely need to pool your efforts to do so. Use the consignment houses, trade and work together to get as much information and testing done as you can.
I sincerely hope you all enjoy the basics of this system. I'll be working closely with the data you generate to improve all aspects of the Invention Enhancement system, and I have high hopes that between now and launch that it will improve dramatically. -
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Here's a thought:
What about MoG in I9?
Playing with Iakona's beta IO planner (here), I can six-slot with: Luck of the Gambler x 4 (Def/Rchg, End/Rchg, Def, +7.5% overall recharge), Impervium Armor x 2 (Res/Rchg, 0.5*MeleeResist(Psi)).
Gives a MoG close to my current "OMG" slotting (current: 3xMembrane, 1xRes: ~100% recharge, 60% def, capped res) with: ~78% recharge, 27% end rdx, 42% def, and capped res, while adding 7.5% recharge to everything, mild psi res all the time, and set bonuses of: extra regen, extra recovery, more HP, and a ToHit buff.
Or, if you don't want/need the psi res: (def/rchg, def/end/rchg, def, overall rchg) + (end/rchg, res/rchg) gives the same set bonuses, with ~93% recharge, 46% end rdx, 53% def, and capped res.
Kam
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Luck of the Gambler's +recharge only works while the power is on. Castle currently confirmed that.
Link, but read his other posts in that thread too.
Plus, slots are going to be at a premium come I9. They are best used in powers you can and will use frequently. Even MoG's most ardent defenders admit that you don't use the power frequently.
If you're going to take MoG, it's best to leave it with it's base slot. -
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Not an advantage... hardly. You looking at hasten have 20 seconds of down time tops... so 120 on 140 off. Even better apply it to ice/* tank with the same numbers - 20% for quickness. In which you will get perma hoarfrost. Or even here for other sets: maneuver, CJ, Stealth, Weave, grant invis. There is 37.5% on its own. Add that to regen or any set with a dull pain for pretty close to perma dull pain with hasten.
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Couple things:
1) I didn't say it's not an advantage. But 37.5% recharge isn't even roughly comparable to 15% defense in terms of affect on a character.
2) I wouldn't take all that crap as a Regen just to use the APEs. There an opportunity cost to each slot you devote to APEs. Whoever asked before if you would rather have a large non-stacking bonus or several smaller stacking bonuses, I'll go for the large one everytime because you only take up one slot. If you give up a bit on the max side that's OK. -
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(Also, on the Paragonwiki page, the Res/+ 3% def is marked as unique, which means I won't get to slot one into each of my passives like I had planned. Oh well, it probably wouldn't have stacked with Tough Hide anyway.)
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Do we know where that information has come from? I've not seen any redname revelations on the uniques other than the pet ones, and I've not spotted anywhere in Iakona's Invention spreadsheet that says which ones are unique either. Has someone else determined what they are?
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Logic dictates that it will be the cool, spiffy ones.
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Yeah but I wouldn't have thought that a "Res + 3% Def" would be classed as 'cool, spiffy', whereas a "+7.5% Recharge" or the "+Psi Res" ones wouldn't (and currently that is what paragonwiki is indicating). If people are currently just labelling them as unique on paragonwiki based on nothing but conjecture then I think that isn't a good idea - let's just wait and see what they actually are.
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3% defense stacked is ridiculously powerful. Let's keep in mind that Invul has 5 powers that it keeps on pretty much at all times (RPD, REn, REl, TI, Un). Assuming the added power enhancers stack to 5 if not unique that would give Invul 15% extra defense.
That's just stupidly overpowered. That allows an Invul tanker to be at 28% defense with ONE enemy in range and potentially at 49% defense around 10 enemies.
The 3% defense APE (Added Power Enhancer) wouldn't be overpowered for most characters who only have one or two resist passives/toggles. But in the hands of a class that can stack them, it's crazy. That's why it's unique.
7.5% recharge only stacks to 37.5% which very few set combinations could do and even then that's only a bit more than half of Hasten.
Finally, I'm not trusting Paragon Wiki, because the Psi resist ones were reported a few days ago as being unique. I'm just waiting until open test to see for myself, but I don't think there's any way the Psi resist APEs should not be unique. -
I think he was joking guys.
BTW Castle, having the added effect enhancer work all the time would really be good for things like the 32/38 level defense powers whose long recharge makes using them in those powers a bad idea.
Which normally wouldn't be a problem, but you just know people are going to do it and then complain later. -
Does this make Plasma the Dread Pirate Roberts?
Probably only Scrapper forum junkies will understand. -
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Except that showing prices doesn't drive down prices in other games either. It seems to drive them UP.
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No, it doesn't. I play EQ right now where showing prices almost always leads to prices being lowered. I've seen it happen today.
What game are you talking about. If that game has a straight or normal auction, then it's not visible pricing, it's the fact that it's an auction. A consignment system always leads to lower prices. -
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Venture, in his own harsh way, is right. Inventions will have the most utility to level 50s and since level 50s (really all high levels) have the most capital and means to obtain capital, they will be market drivers no matter what you do.
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Hmm, yes and no, there are actually two markets within the CH system. The 10 - 30 market and the 30 - 50 market. Aside from outfiting alts 50's will have the maximum impact on the 30 - 50 market. I can easily see those prices going for high amounts simply because it isn't hard to earn a million influence or more. And if you have it then you can spend it to outfit yourself.
But I'm not seeing it and frankly it wouldn't be a good thing for that kind of pricing in the 10 - 30 market. Well probably more accurately the 10 - 25 market. The mid 30's is when you can start earning inf easily.
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Those low level sets have added effect enhancers like KB protection that level 50s of certain sets will pay anything for and give their alts enough money to buy at any price as well.
And in the 30s, you earn about 20% of the inf you earn in the 40s.
The devs are trying to avoid things that can't be avoided. -
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Heh, I'd rather have a WentPrime that nobody uses than one that is a centre of price gouging and rare hoarding.
People will hoard rares anyway, but this way I don't have to see it.
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Oh you'll see it, and it will be worse than anything you can imagine. Broadcast, global channels, etc. will be filled with selling spam that wouldn't need to exist if you had a better auction system.
See, that what I've been trying to get you all to see. This system is already being used and it doesn't do what the devs think it does, it just drives people to sell off-market like they do in FFXI.
In EQ2 where people can price what they want, you almost never hear anyone trying to sell anything. It's all on the broker. It's cheaper than you would expect too.