Jade_Dragon

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  1. Certainly if an Ice or Shield Tanker can have problems sustaining damage over a large period of time where random spikes in the number of hits come into play, SR will increase those factors. Ice has healing and Hibernate, while Shield has a few resistances, and a Tier 9 which is Res based instead of Def based. SR has the scaling resistances, that's it.

    If a Set had all Resistances, so that it capped out at something like 99% for a Tanker, I would bring up the same concern. At least there's no cap on Healing, except in PvP.
  2. Quote:
    Originally Posted by Bill Z Bubba View Post
    SR on a tank after SOs, *I* feel, would be comparable to the other tanker sets in exactly the same way that SR on a scrapper with SOs is comparable to the other scrapper mitigation sets.
    I think I'm more concerned about the high end performance. Once a Scrapper has softcapped SR with IOs and a Tanker has softcapped SR with IOs, what has the Tanker got left that continues to give him an advantage? Hit points, certainly. The magnitude of the status protection in Practiced Brawler. Possibly, that Evasion will come sooner, and in fact that all the toggles will come sooner since they will be in his Primary. Anything else?

    Sure, the Tanker is soft capped with only SOs, but what do you do with the IOs then?
  3. Quote:
    Originally Posted by Bill Z Bubba View Post
    I would have to disagree. I see no reason why tanks couldn't have a straight port of brute SR.
    Unless I misinterpret what you are saying, your argument is, "Super Reflexes doesn't need to be changed for Tankers, because it would suck so badly no one would ever consider it overpowered." Correct?

    That was exactly (well, not in those words) what I was saying. I can see that you would probably think the devs would be likely to just release an underpowered Set as it is. I am probably giving them too much credit in thinking they wouldn't, or maybe suggesting what they might do.

    Quote:
    Originally Posted by Frosticus View Post
    your math skills betray you. Also you didn't see scrappers and tanks L-rodding through groups because they didn't have the power and they were SC'ing through groups just fine albeit not with the same intensity as an elec/shield brute because again no L-rod blueside.
    I see what you mean. However, the OP did say "that Fury must be making a big impact in the game". You are making the case that much greater against him. I dropped the Fury down to half, you've eliminated it entirely.

    I'll also add that the person that quoted me messed up his quote, and now it looks as if his words are what I said. This is made worse by the number of people who have quoted that response without correcting it.
  4. Quote:
    Originally Posted by taekoUSA View Post
    Quote:
    Originally Posted by Jade_Dragon View Post
    It would be way worse if Brutes did not get Fury on pseudo-pets at all, though...
    I keep hearing this over and over and I guess on spread sheets that looks good for scrappers and bad for brutes. But that fury MUST be making a real big impact in game.
    I don't think you understood. Fury does effect psuedo-pets. The devs fixed that some time ago. So the problem now is that Fury is capped at 400% on psuedo-pets, instead of what it is supposed to be. (850%?) What I was saying is that getting about half of your Fury is better than getting none at all.

    Also note that previous to this change, Tankers and Scrappers were doing Brute damage with Shield Charge WITHOUT the Fury bonus. So likely the reason you don't see Scrappers going around LR/SCing through groups is because the damage was minimal compared to a Brute with full Fury. Now that they do considerably more (~50% more?) you may actually see some of those LR/SCes through a spawn that way.
  5. Quote:
    Originally Posted by North_Woods View Post
    Excuse me, I should have mentioned that I was assuming the scrapper and tanker were at the softcap for defense. Though I admit resitances and HP slipped my mind.
    Understandable, since the Res is not really well known for Shield. That's kind of what I was trying to say, though, Shield has a big "gap" for Scrappers, because it's a very offense oriented set, but it has a small "gap" for Tankers, because it's not very Resistance or healing oriented. Like, say, Stone. That's bad, but it's not Tankers that are at fault, it's Shield. Not that a more offensive set isn't something that some Tanker players want.

    I think in the end, there is still enough advantage to resiliance for the Tanker. A Tanker can leverage Shield to make it possible for him to do what he does, which is wade into a huge spawn and laugh as they try to dent his armor.
  6. Quote:
    Originally Posted by Sarrate View Post
    *facepalms*
    Yeah, that definitely sounds more like it. You know, for as much sarcasm as I was exposed to while growing up, I sure suck at detecting it at times. I'll just blame text based communication, I think.
    Well, I must admit taken out of context, it made me go, "Wait... what?" as well.

    Then I had to say, "Ah the OP was talking about with Defense softcapped. And forgetting totally about the Resistances in Sheild".

    Which, totally on a non sequitor, is why I suspect we will never see Super Reflexes for Tankers, at least not in its existing form. If we do, it will probably be with reduced Defense, so Tankers can sit at the soft cap without exceeding it, and much greater values on the scaling resistance. A hodgepodge of powers like healing or a debuff/taunt aura might be possible, too.
  7. Quote:
    Originally Posted by Sarrate View Post
    I feel like I have to be reading/interpreting it wrong.
    I'm pretty sure Nihilii's post was sarcasm. "Yes, if you don't count the weaker protection a Scrapper is just as survivable as a Tanker. And if you don't count the weaker damage a Tanker does just as much damage as a Scrapper."

    I was also surprised that the higher Resistances of Shield didn't come up as well, but that's why I replied. But yeah, if you eliminate everything that gives the Tanker the advantage in the comparison, obviously the Scrapper looks better.
  8. Quote:
    Originally Posted by Nihilii View Post
    Quote:
    So aside from the HP difference, the scrapper is going to have the same survivability as the tank right?
    Correct.

    It's also worth mentioning apart for the damage mod and damage buff mod difference, the tanker is going to have the exact same damage output as the scrapper.
    Note quite. In addition to having less HP than a Tanker, a Scrapper also has 25% less defense. If you soft cap Defense, the Scrapper will have the same Defense as the Tanker. However, the Resistances, healing capabilities and I think Defense Debuff Resistance will be higher. (Actually, no, that's the same, but Tankers do get higher status protection)

    So I think the original quote should have been:

    "So aside from the HP difference, the greater Resistances, and assuming that I am at the Defense cap and not being debuffed by a foe, the Shield Scrapper is going to have the same survivability as the Shield Tank, right?"
  9. The scaling resistance doesn't seem like much, but it has more of an effect than you realize. Again, it's the same with 9% more Defense. SR doesn't look as strong on paper as Ninjitsu, but you're not playing this game on paper.

    And I'm not talking about Ninjitsu exactly as it stands, after all Nin is a Stalker set. But Dark Armor is a Stalker set too, but Dark Scrappers don't put up their Cloak of Darkness and hide until they can get a Critical. They take a more proactive approach, using their stealth to initiate the combat, but then holding aggro if necessary to fulfill their secondary role. That some different powers may be required goes without saying, most Stalker sets have different powers from Scrapper or Brute ones.

    And Dark/SR is not Ninjitsu. A gadget using stealthy vigilante does not have tendrils of darkness coming off of his arms draining the life force out of his victims.
  10. Quote:
    Originally Posted by Sarrate View Post
    Keep in mind [Shield Charge] has a +400% dmg cap for all of them, still, so Brutes really get shortchanged with SC. (A Scrapper using BU +SC does more damage than Brute SC at the +400% pet damage cap.)
    It would be way worse if Brutes did not get Fury on pseudo-pets at all, though...

    I suppose the damage could be boosted somewhat so Brutes would be somewhere in the midrange of their damage cap. Boost it too much, though, and SC will do too much damage before the Brute builds Fury. It would probably be easier to come up with a way to give Brute pets a higher damage cap. (Maybe double the damage, and then give the pet a -100% damage debuff? No, scrap that, that would quadruple damage at 300% Fury, and at 400% Fury the damage would be 6x. If we could somehow make the target 50% resistant to the damage it would work, though)
  11. Quote:
    Originally Posted by dave_p View Post
    Well, other than concept, cuz sometimes you just want a fast, evasive guy who's not a freakin' ninja.
    Yeah, this has always been my thought. SR seemed like it was trying to fulfill two concepts, the super speeder or super agile type, like Flash or Spiderman, and the ninja type. Well... like Batman. Sure, Batman is Batman and he can like breathe in space and defeat Superman because he's Crazy Prepared, but it still doesn't quite mesh with me that he is JUST as agile and good at dodging as The Flash. Ninjitsu throws in some gadgets and heals which fits a bit better for me.

    I've found that extra 9% defense and the scaling resistances turn the balance a lot more than you think they would. And the devs have a tendency to make that extra 10% Def cost UNGODLY amounts of End. Compare Weave to Combat Jumping, for instance. So SR's three toggles against Nin's two, even though they seem imbalanced for those five powers, actually are okay if you compare the whole set.

    Which doesn't mean I wouldn't like the three toggles to be folded into two, it would be really nice for SR to actually get some AoE defense sooner than level 28. I think any chance of that went away when the scaling resistances were added to the passives, instead of making a new power. Cottage Rule and all that.
  12. If this "bonus damage" is out of proportion for a Tanker compared to a Scrapper, say it's like 10% of the damage Scrapper does, then yeah, I'd be worried about that. But asking whether the "gap getting bigger" between Tankers and Scrappers bothers me, well, no, it doesn't. That "gap" is part of being a Tanker. The more damage a set does the more damage it does to a Scrapper, just because of the proportions. A Fire/Fire Scrapper is going to have a way larger "gap" than the average Scrapper, because Fire/Fire does so much more damage, period.

    The opposite is also true, though. A Stone Tanker will have a much larger "gap" between what his Granite Armor is capable of compared to a theoretical Stone Scrapper. Or even a Stone Brute. However tough a Brute in Granite Armor is (and they're pretty tough...) that's still only 75% of a Tanker in Granite Armor.

    (Of course, now I've read the patch notes and note that the Scrapper version was NOT doing the damage proportional to the Scrapper's damage modifier, and so the "bonus damage" is the difference between a Scrapper's damage and a Brute's. Just like Tankers got the additional damage they should get compared to a Brute)
  13. Quote:
    Originally Posted by AlienOne View Post
    I'm not angry at you or anybody else... I just feel the need to defend myself when it seems I'm being mis-quoted or mis-read, as it seemed in this situation. No harm done.
    Okay. No harm done.
  14. Quote:
    Originally Posted by AlienOne View Post
    No, can't see how that first quote from you was actually supporting my statement. Sounds like you were just trying to start an argument about power colors.
    It was a joke. It was a non sequitor. I was going off on a rant about power colors because it was off topic. Because the topic was starting to get a little too serious. When I got down to the point, as you pointed out, I said exactly the same thing you said about the Forms being the reason customization is being put off.

    I am really sorry if you feel I was being argumentative, but it sounds to me like you are being overly defensive. I don't want you to feel that I'm contradicting you, and I don't want you to feel that I am attacking you. I am in favor of Customization, I'm even trying to make suggestions about how it might work.
  15. Quote:
    Originally Posted by Socorro View Post
    My bet is it will happen (and if no customization of any kind is allowed for Khelds, I will be very, very, very dissappointed grrr) so how 'bout some more thoughts/hopes on what form of customization we'd like to see?
    Well, while I'd love to see total customization, like on the lines of our costumes, I don't think that'll ever happen. Not because it's not possible, but because it would just overly complicate the interface. OTOH, I did once ask whether or not Kheldian players would be willing to sacrifice a costume slot or two for our Kheldian forms. SoA have a special costume for their first slot, and in fact they get six total, although they can only access five of them. So technically speaking we would use that sixth "locked" costume (which I guess everyone has) for Nova, and devote slot 5 to our Dwarf form. (or vice versa)

    It also comes down to what is possible for Granite Form, though. BaBs suggested, since he didn't think he'd be able to customize the Granite costume, replacing that with a normal "accessory" added onto the character's frame. So you would add stone "blocks" to the current costume to "fill out" the Granite Form, essentially covering the character underneath with a coating of stone. This is kind of the concept, in some cases you might want to say your character has transformed into stone, but you could also say he just encased himself in stone for protection.

    The problem is, while this would probably work okay for Dwarf form, it wouldn't work on Nova. We could "coat" our normal frame with the Dwarf "costume", and then make our human form invisibile underneath it, but the Nova form uses a totally different skeleton. And I'm not really sure the Dwarf skeleton isn't different enough as it is, it uses the Huge model, which tends to lean forward a bit more. So doing our Forms like Granite might completely change the way they look anyway, maybe still making them look alien, but more based on a humanoid frame.

    Even if a solution could be found, there would be the question of what customization we would have through the Power Customization interface. We would have primary and secondary colors to choose from, yes, probably with a limited pallette, but we wouldn't really have the ability to pick and choose individual parts. We might be given a limited number of different "bodies", say three or five, and then get to choose the color. That would be it.

    Honestly, I think I would almost rather go back to my original idea of the "weapon accessory", that appeared whenever you went into a combat stance. Say, make it work like a current weapon, where you can choose from a list of different styles, and then pick colors. You don't change all of your character, but because the "accessory" is smaller, it can have a lot more options without overloading the graphics devs. And instead of a weapon, it can be like a gem that appears on your chest, or a gauntlet on your claw, or a swirling "eddy" inside your body. Since you can have two weapons, maybe you could even have your pick of two accessories.

    Of course, there is the added complication that the devs have said you can have Weapon customization OR you can have Color customization. OTOH, that's on the same power, I don't know that the devs have said that you can have Weapon customization on one power in a Set, and Color customization on another power in the set. Anyway, the same option could be used for Granite, too, they could keep the current form, but have a couple of "extras" you can add on and colorize for additional individuality.
  16. Quote:
    Originally Posted by AlienOne View Post
    And I'd like to point out that my quote that you're referring to does not have me saying anywhere that electricity is blue.
    Well, I was actually SUPPORTING your argument, but if you're going to blindly attack an attempt to inject a little levity into the thread, then maybe I won't any more.

    So much for levity anyway...

    As Seldon said, this is likely holding up Masterminds, as well. Although it's likely that the problem is even MORE complicated for them, or at least complicated in a different way. (They do signify upgrades with a costume change, though, so that could be the limiting factor)
  17. Quote:
    Originally Posted by MaestroMavius View Post
    The way I work missions is to pull groups into my waiting pack of cannibals. I'll usually goto command them to wait behind a corner, then I'll pick out the boss and lay Darknest Night on him.
    Well, see, while I like the pulling strategy, and use it, I'm not patient enough to use it all the time. Most of the time I prefer to steamroller into the spawn, instead of making them come to me. With my Thugs/Dark this is simple enough, I just send the Bruiser into the middle of the pack, following immediately with a Fearsome Stare. Between the Stare (it's heavily slotted for -Acc) and healing, if needed, I can keep the Bruiser tanking until he gathers the group to him, then my Enforcers start dropping Blast Clips on them.

    Bots/Traps I don't move in so closely, typically I will flank the group with my Assault Bot and one Drone on one side, and the other two Drones on the other. As they open fire, the return fire is split between them. I don't spend a lot of time laying traps, but I do drop an Acid Mortar, and then basically watch for where I am needed. I'm more passive as the MM on my Bots. I pretty much only use Bodyguard when things are going south, and I try to run in and grab aggro myself to save the Bots. (Or the team)

    Honestly speaking, 90% of the time I don't need Bodyguard either, that's why only half of the Henchmen on my team are even in that mode. It's just a sense of security, in knowing that even if I draw some aggro, I will be well protected, even better protected than my Bruiser. I've never used the Tankermind strategy, even though I will likely end up using it for my Ninjas/FF once I get her up to higher levels.

    I think it comes down to whether you can stand the way the AI acts. If you can't stand it even in Defensive mode, then you likely will prefer the Passive/Attack strategy.
  18. Does anyone else see the irony in the OP's name containing the word "Neon"?

    Seriously, I like the recommendation that those with a bright or garish power color scheme choose a costume slot to have a more subdued one. People were kicked for having the old Sonic effects back when it made people physically sick, and that wasn't even something they could do anything about, so if someone is trying to cause trouble with their colors, then just kick them.

    There are many reasons why I16 might have more lag than I15, though, from bugs in the graphics code revealed by the power customization, to the changes for Super Sidekicking and Difficulty settings. If you're used to running with a team of five, and all of a sudden you are getting spawns for eight, you will get more lag because there are more critters on the screen.

    The graphics themselves are no more intensive than they were before, they just are color tintable where they were not before, and a lot of powers (I understand) were tintable, there was just no interface to allow that, outside of the devs going in and editing the script. I suppose it's possible some of the new themes, like Dark, might introduce more lag since they are different than the old FX, but the No/Minimal FX options should give you LESS lag, not more. That leaves the transfer of the character costumes across the network, and that should only be an issue when you first load, not during gameplay.

    I'm guessing you could make the Legacy graphics override the new ones on some sort of flag, that is now the old graphics override the No FX options in PvP zones. Still, I'm afraid this is a "solution" that would leave you still lagging just as much, and still having to deal with garish or obnoxious costumes.
  19. And I'd like to point out that the original color for Electricity was NOT blue. If you try to match the original Legacy color very closely (and believe me, I have) it is an indigo/bluish hue with a purple secondary color. Likewise, evil Electricity is reddish (and darker) with a somewhat more lavender secondary. So in fact hero and villain Electricity are both a mix of blue and red.

    As for the topic, as Kheldian forms clearly cannot be customized for the same reason Granite Form cannot be customized (they're implemented in the same way, so as far as BaBs has been able to push the technology so far it's impossible) I would consider it more likely they would get their blasts customized before they got their forms customized, not the other way around. I don't really think the devs would allow the more difficult option and not allow the option that's easy.

    I'm pretty convinced that Kheldians aren't customizable because without form customization it really isn't up to the standard the devs want to set for themselves. It's the same reason we didn't get capes for a year.
  20. That would be pretty much akin to asking for Firey Assault for Tankers, or Thugs for Controllers. The one is not like the other.

    Devices is really constructed to aid the character, Traps is constructed to aid the team. Take Targetting Drone for instance, while it does increase your accuracy, it increases only your accuracy. Acid Mortar, however, debuffs Defense by more than Drone increases accuracy, and everyone on the team benefits from it. Plus, it debuffs Resistance as well, causing you and everyone else on the team to do higher damage.

    I agree that Gun Drone might be better than Time Bomb, but that's really just one power out of the set, while everything else is much better for the Traps version. Besides, Devices has Time Bomb TOO. So Gun Drone doesn't replace Time Bomb, it replaces something like Seeker Drones or Poison Trap. And yeah, you don't want to get rid of either of those.

    Now, what I am hoping is that Dominators will get a Devices/Traps like gadget-based Control set. It would have to have some whole new powers, maybe some Web Grenades with hold or AoE capabilities, like the Patron pools, although personally I'm hoping for something like a Glue Gun. And I suppose Targetting Drone COULD be the damage boost-type power in a pistols or grenades-based Assault set. You're unlikely to ever see it for Corruptors, though, they have their only damage boost in their Primary. (Unless it's in a Patron Pool, like the second damage boost for Defenders)
  21. Quote:
    Originally Posted by perwira View Post
    Mathematically, it is best to eliminate one than to injure [two].
    Of course, the downside to this is that I'm no longer in BG mode when giving an attack order.
    Exactly. It's a balancing act. But the opposite is true, as well. If you concentrate fire on a foe, particularly a Boss, the foes will all aggro on whoever does the most damage. By splitting up their fire, though, your henchmen split up the return fire as well. You already have enough of this with the Arsonist or any Tier 1 that tends to run into melee, they typically die before the battle is over because all fire gets concentrated on them.

    It's a matter of personal preference, though. Like whether a single target strategy or an AoE strategy is better for Tankers. And I can choose the target for my henchman to aggro on, I just do it by moving him into aggro range with goto, instead of using the attack order. And I always have attack to fall back on. I just don't direct ALL my pets to attack all at once, just enough to take out the foes I think are the greatest threat.

    Oh, and for the Tankermind strategy, that's basically diverting attacks away from the henchmen. If they're taking damage as well as you, that's just going to be too much to handle. Plus, you really can't access all of the HP of your henchmen anyway, because of the way it's divided. You'll start to lose your Tier 1 first, and then Bodyguard pretty much starts to fall apart.
  22. The way I look at it is, you can sacrifice the initiative and have protection, or you can sacrifice protection and have initiative. If you let your foes shoot first, your henchmen will protect you, but if you make your henchmen make the attack, then they're too busy. A happy medium is getting some of your henchmen to attack and some to defend.

    In addition to the suggestions above, you can usually get your henchmen to draw fire if you move them into aggro range. So while you can tell a henchman or two to attack, you could also use goto to place him in range of a foe. If he's in Defensive mode he won't attack first, but he will start firing when he's shot at. Note that your Defensive mode henchmen will shoot anyone that shoots at you or any of your other henchmen, but they will NOT shoot at foes that shoot at your teammates. (Aggressive henchmen will shoot at anything, but foes that are shooting at you still get priority)

    Another thing to remember is that if you tell your henchmen to attack with "petcom_all attack" and then set them back to Bodyguard with "petcom_all follow defensive" they will stop firing for 10 seconds. So while you could do that to initiate an attack and then have Bodyguard from then on, it's not as efficient as the partial Bodyguard idea.

    Personally, I like to use Aggressive and Defensive instead of Attack and (Defensive) Follow. That lets my henchmen choose when and what to attack, and I just control the attack by moving them into range. I think most people prefer concentrating their fire, though, as this allows the most dangerous foes to be deal with quickly, instead of having your henchmen defeat all foes all at the same time.
  23. Well, first of all I can't agree that there are no casual players, because somebody has to be a casual player. It's like saying that nobody is a bad driver. 50% of the population of the US has to be better at driving than the other half, so there have to be 50% that are "bad drivers". Just no one's willing to admit they're in that half.

    "Casual gamer" is usually defined as a contrast to "Power gamer" or "Hardcore gamer". Again, 50% of the player base has to be more serious about playing the game and gaining levels than the other half, so there has to be some scale between the two. At the most extreme, the hardcore gamer plays every minute of every hour that he has free time, and devotes as much energy and focus as possible to levelling as far as he can in that time. It seems reasonable to me to define the extreme of Casual player the other way around, he spends very little of his total free time in the game, preferring to spend time doing other things, and spends what time he does have in the game socializing and engaging in other activities instead of levelling.

    Those are the extremes, though. I prefer the philosophical difference, that the Hardcore gamer is interested in the destination, and the Casual gamer in the journey. Or that the Hardcore gamer is playing for accomplishment, while the Casual gamer is playing for entertainment. Another comparison might be to a movie goer, a Hardcore Star Wars fan is going to see a Star Wars movie with a lot more interest and focus than the movie goer who is just going to be entertained for a few hours and then move on. OTOH, the casual movie goer is going to bring in a lot more ticket sales than the hardcore fans.

    I don't think I'm a casual player, but I don't think I'm a hardcore gamer, either. I do devote a lot of time to the game, but I have an interest in doing things other than levelling. I prefer to experiment with it and figure out what makes it tick. I only got my first 50 recently, after being in the game since release. Yet, I have a huge number of alts, many of which are well over 30. So I have made many accomplishments, just not necessarily those that would indicate I'm a hardcore gamer. And I think that's what makes defining the terms so hard, accomplishment does mean different things to different people.
  24. At level 9, your Enhancements are not making a big difference. So it's not Enhancements that are making the other guy do more damage, it's just his attacks. If you look at Archery, its first two attacks have a 2 sec recharge and a 4 sec recharge. Dark Blast, by comparison, has a 4 sec recharge and an 8 sec recharge. That other guy is doing more damage because he can't fire as often.

    You're basically being fooled by orange numbers. You see bigger numbers for him and think "He's doing more damage than me". But you are hitting twice as often, so you should have twice as many orange numbers appearing as he does. If you add it all up over time, you should be doing the higher damage.

    If you really want to make a comparison, just double your numbers and then compare them to his. You'll probably see that you do more damage, not less. He doesn't actually do twice as much damage as you do, for firing half as fast, he only does about 60% more. Of course, that assumes you can fire as fast as your attack comes up, and if you're busy doing other things, it probably comes out about even.

    I will second the previous suggestion not to slot for damage, but for accuracy instead. You have better accuracy at the low levels, but still, you'll get more out of your attacks if you can hit than you will out of slotting damage. You're talking about like 8% more damage, that's not a lot. Wait until 14 and DOs before you start trying to slot damage. And even then I would still slot at least two DOs for accuracy.
  25. Quote:
    Originally Posted by MinMin View Post
    Must be Build Up.
    I suspect this is the answer. The sets that now have the slower recharging, heavier hitting behavior also lack Aim and Build Up. Fire being a possible exception, although it's somewhere around the midpoint.

    I think this was always true, though. The sets with Power Boost were more seen as supporting the Primary, instead of being more about damage. Energy was boosted to make it no longer the worst there is, period, but it's probably still about single target damage and stacking a lot of stuns.

    It's also true, though, that Fire and Thorns, which both have a damage boost, are more AoE oriented. Electric is single target, but it now does less melee damage than before. Even so, it's still the only single target oriented set with a build up.