Jade_Dragon

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  1. Quote:
    Originally Posted by Mayax View Post
    My bad, I didn't see someone bringing up a petless MM and all the idiocy that would entail.
    'Sokay. If anything, my thought was, "Well, at least you'll have Corruptor level stats for your Secondary". Soon enough you'll be able to pick Dual Pistols as well.
  2. Quote:
    Originally Posted by Mayax View Post
    MM's typically cost more end but they usually also have the end to waste.
    Well, because their use of their henchmen's powers does not cost them End. But a Mastermind who does not take any pets from his Primary and a Corruptor who does not take any attacks from his Primary will both have plenty of End to spend on their Secondary. In this case, it will be the MM's greater End cost that comes into play.

    Quote:
    Don't think anyone ever mentioned going petless to do it either.
    Referenced in the original post...

    Quote:
    Again, I could be wrong here, which is why I'm asking, but it seems to me that he's like a petless MM.
    Quote:
    The point is, there's enough healing power between two AT's and even Doms with some of their primaries that a Villain side dedicated healer doesn't make a whole lot of sense.
    IMHO, a dedicated healer doesn't make a lot of sense on either side. A healer/buffer/debuffer with a little bit of blaster, controller or pet user, maybe, but not just a healer. But that's just me.

    As I said, if you want to have a Mastermind with pets AND concentrate on healing/buffing, you can probably do it easier and more efficiently than a Corruptor, even with the lower numbers. But that's really the point. If you're just creating a Corruptor for the Secondary, you probably want a Mastermind and just send the henchmen out there to be cannon fodder.
  3. I will say that a petless Mastermind is not going to be nearly as effective as a Corruptor with the same two or three attacks. Masterminds have much lower modifiers for their debuff powers, not to mention their heals, and their powers (usually) cost more Endurance. So of the two choices villain-side which are CAPABLE of being a dedicated buff/debuffer, the Corruptor is the better choice. It may not be as good as an Archetype which has buffing as its Primary, but until Going Rogue comes out that's not an option.

    I say let people play the concept they want to play. On the other hand, the person described in the OP was clearly fishing for complements, and working off of the common belief that healing is the most important aspect of buffing. This is an attitude that is brought here from other MMOs, and many of the players still believe it. So I suspect this person was not building his character to be effective, but merely to satisfy the perceived need for a "healer", and take advantage of that.

    In concept, though, a Corruptor with only his Secondary isn't all that different than a Defender with only his Primary, and THE LATTER is usually believed by the common player to be the expected standard. The Defender Secondary is believed to be weak and useless, and thus a Defender who blasts is wasting Endurance and not protecting his team well. Corruptors only have ~15% more damage than that, plus Scourge, and so their damage is not THAT much greater. They do not do the damage of a Blaster, and only really do about as much damage as a Dominator, since Doms got their damage raised outside of Domination. So while a Corruptor who has only his Secondary powers will be weaker than a Defender that has only his Primary powers (about 75% weaker, with some variations) I don't think it's safe to say that those powers will be useless.

    The problem is that it's difficult to weigh the contribution of damage dealing to the contribution of buffing and debuffing. How much damage you deal directly can be traded for an amount of damage you heal, or an amount that is deflected by your shields? A Brute or a Stalker can do more damage than you can, but no one on your team can heal more than you can. So it might seem like an effective trade, to do less damage but provide more team defense. Of course, I'm talking about contributing with ALL the capabilities of your Secondary, not just healing. You should be expected to provide offensive and defensive buffs, and debuff as well, if you have those abilities.

    It's certainly true that a Corruptor is not as good as a Defender with his Secondary, or as good as a Blaster with his Primary, and so the combination of the two is always going to be better than concentrating on just one. On the other hand, that's true of Defenders as well, despite the perception that concentrating on only their Primary is exactly what they are supposed to do. A Defender can be built which makes itself into a pretty hefty damage dealer, however, as well as being able to provide some smaller amount of support, so it certainly seems to me that a Corruptor could concentrate on healing and buff/debuffing, while using his blasts only the minimum required to make efficient use of them.

    Of course, if you truly wanted to support the team, your best bet would probably be to go with a Mastermind, and slot your Primary for protection instead of damage. Even though the actual buffs would be less than a Corruptor, your pets taking damage for the team would provide even more mitigation. This is much the same as a Controller, who can protect the team with the holds in his Primary as well as his Secondary. While Defenders and Corruptors may be better with the Buff/Debuff set than their blue or red-side teammates, that doesn't mean they're the best at "pure" team support. Which is what I think the concept of the "pure" Defender, that doesn't take any attacks, or the "all healing" Corruptor misses. By trying to just be support you're ignoring half your AT.

    Hope that wasn't too much a wall of text for everyone, but I've thought about the support oriented Corruptor before. Even wondered what we should call it, like "Offender" for the damage oriented Defender.
  4. Yeah, I've noticed the double "zap" with Blind as well. I'm guessing it is a bug, or a sound effect that was previously blocked from playing being fixed, and it's just too loud or too much like the firing sound. I know there were quite a few graphic bugs associated with Power Customization, though, such as Tanker punches leaving a flash on every single foe hit by Gauntlet, even when the damage is single target. I'm guessing this is the same thing.
  5. The way I look at it, the whole Mayhem Missions thing is built around the idea of deniability. Recluse can claim that Arachnos wasn't involved, it was a free lance rogue agent, that he has no direct control over. So he indirectly organizes the contacts Destined Ones go to, to tell them to send the villains over to the Rogue Isles to destroy stuff, but make sure it doesn't get back to him.

    Since in this case this is an arm of Arachnos Soldiers who are, for whatever reason, carrying out Destined One missions (not to say that they are SoA, but this would be applicable to them) Recluse is going to be a little more concerned, since they CAN be tied back to him. If he can claim they've gone rogue (heh) as in the SoA storyline, and aren't official agents of Arachnos any more, then he's probably use that tool. Since they made him look bad, though, and they ARE actually working for him, he would privately chew them out.

    If this was a serious matter, they would be dead. And Recluse would let them know that, too. He's leaving them alive because he can establish deniability. But if they make a practice of this, they should and will get in trouble.

    Of course, if the SG itself takes steps to protect Recluse's deniability, such as making a claim itself that the attack was organized by rogue elements in their own ranks, this will likely make Recluse happy. So you might play up that angle. Any SoA agents in the SG using their "secret identity" costumes during the mission would probably help, too. Alternately, you can RP that this was some sort of payback for an action Longbow took against the Rogue Isles. Without Recluse's permission, of course, but still acting as a representative of Arachnos charged with protecting the Isles.
  6. Jade_Dragon

    Is it wrong?

    I'm not really the type to address your build directly, but personally I feel that Kin is one of the more solo-oriented sets, even though Speed Boost and Increase Density are only usable on teammates. The rest of Kinetics is very effective to the caster, though, and it boosts damage, which is very useful to the support of your Secondary. So while it might be argued that you are less useful to a team without those two powers, since you are able to spend those power choices and slots elsewhere, you likely have more capabilities in other areas that will still help your team. And a Kinetic isn't going to do bad damage anyway.

    Honestly, I would tell your team your options, and put it to their decision. If they want you to provide SB and ID (and chances are they will if any of them have problems with End costs) and don't mind your taking the time to switch, then go ahead and do so. If they are fine with End costs, and don't happen to like SB because they don't really need the speed either, then contribute in the best way you are able to contribute, with your solo build.

    I'll let someone else do an analysis and give you tips on your builds. Personally, though, I'd say no, it's not wrong.
  7. Jade_Dragon

    Pure Archetypes.

    Quote:
    Originally Posted by Seldom View Post
    Really? Not claws? To each their own, I guess. I'd put super strength into 'big tough lug brute' category. (ala Solomon Grundy)
    I was thinking of using another word in place of "beast", but "brute" was kind of redundant, and "hulk", well, that would have given it away, wouldn't it?

    The big animalistic wolf/bear/sabresomething beast type is certainly available now with Claws, and either Invulnerability or Willpower as the secondary. Previously, though, you had to go with SS or something like Energy and just depend on the costume for the claws. They're all really rampaging monsters, though, they do kind of fit in the same concept.

    I'll also add that there would be definate irony in a Power Set that is iconic to an Archetype concept not being available at that Archetype's release. Then again, I've always said that the werewolf concept does fit closely enough to the Brute AT that Claws did need to be available to them from the start. I could never fit the werewolf concept into a Stalker.
  8. Jade_Dragon

    Pure Archetypes.

    Well, the thing is, I'm not sure what I would call a "pure" Archetype. Tankers are easy enough, their concept is really based around the "brick" type, but Blasters, they could be anything from a natural type like the Punisher to a ranged blaster like Cyclops to a more balanced range and melee combination like Starfire. And Scrappers get even worse, you've got your stealthy vigilantes, your feral antiheroes, your quick and agile smartalecs, and even those who have just the powers of flying or phasing or something like that, and have to rely on martial arts training for combat.

    But if I were going to try and limit some of those different alternatives I might go with the following:


    Blaster: (Soldier type) Assault Rifle/Devices

    Blaster: (Super powered type) Energy Blast/Energy Manipulation

    Controller: (Controls people) Mind Control/Empathy

    Controller: (Controls Elements) Fire Control/Thermal, et. al

    Defender: (Cosmic Energy Powered type) Force Field/Energy Blast

    Defender: (Dark Evil Reformed type) Dark Miasma/Dark Blast

    Defender: (Guy stuck in Containment Suit) Radiation Emission/Radiation Blast

    Defender: (Storm Summoner) Storm Summoning/Electrical Blast

    Scrapper: (Dark Knight) Martial Arts/Super Reflexes

    Scrapper: (Feral Animal) Claws/Regeneration

    Tank: Invulnerability/Super Strength

    Brute: (Rage fueled beast) Super Strength/Invulnerability

    Brute: (Demon) Dark Melee/Dark Armor, Fire Melee/Fire Armor

    Stalker: (Ninja) Ninja Blade/Ninjitsu

    Stalker: (Feral Cat-like) Claws/Super Reflexes (or Regeneration or Willpower)

    Mastermind: (Homicidal Maniac) Thugs/Poison

    Mastermind: (Robot/Tech Expert) Robotics/Force Field

    Dominator: (Mind torturer) Mind Control/Psi Assault

    Dominator: (Nature lover) Plant Control/Thorns

    Corruptor: (Dark Evil Not Reformed type) Dark Blast/Dark Miasma

    Corruptor: (Mercenary) Assault Rifle/Traps

    Corruptor: (Witch/Hex Caster) Energy Blast/Kinetics (or Fire or Ice Blast)

    I could go further, but I think that's enough for now. Especially with Defender, there are just so many different possibilities I couldn't even limit it to two. And the first Corruptor option is, as I said "Not Reformed" from the Defender type. (The Hex Caster could also be a hero as well as a villain, as with Scarlet Witch)

    I'll add that this above list is conceptual. If the challenge is, instead, to list what Power Sets are most iconic to the Archetype in terms of GAMEPLAY, then yes, for instance I would say Stone Armor is the best designed to meet the needs of the Tanker. I still would have trouble limiting Defenders to one Set, though, I would have to divide the list into which is the most offensive, which is the most defensive, and which provides a balance of advantages to the team. (Kin, Dark and Rad, respectively)
  9. Quote:
    A tank could "mark" an enemy as their prime foe, by taunting them (and the mark would be the baddie with the highest "hate" for the tank) and would therefore do more damage against that enemy.
    I kind of like that suggestion, only, it's a little hard to implement. You would essentially have to have one status effect for Taunt, and then another way of marking this "Taunt, plus the Tanker does extra damage to him". I don't think there's any in game way of saying "find the foe that has the highest hate", you would have to determine that separately and mark it so the power would know to apply the bonus.

    By way of comparison, Controllers already have a bonus to damage for any foe that is held, slept or stunned. This is applied simply by the attacks checking for those status effect when it hits. This Tanker Inherent would have to be implemented similarly. (Also, how does the Tanker know who he currently has the "mark" on?)

    I must say, though, the concept does make sense, the Tanker concentrates all his energy on the foe he is fighting, which gets everyone else taunted as they try to come to the rescue of the Tanker's "victim". And adding extra damage to just that one target, not AoEs or if he "spreads around" his attacks, is different from the Brute behavior. (Which is to expend more and more energy as he continues to fight with his foes)

    I suspect, though, that for the Tanker to gain an Inherent damage bonus, he would have to lose about 10% of his damage. In other words, his damage base would go down from 0.8 to 0.7, which is what it was before Gauntlet. The devs specifically said that the extra 10% damage was meant to compensate for Tankers not getting a damage boost from Gauntlet, similar to Fury. (Which was actually developed for Tankers, but given to Brutes instead, as it turned out too powerful in the hands of a Tanker)

    It's certainly possible that a single target focused damage boost would be better for Tankers than the current arrangement, and maintain their ability to solo, or even make it better. However, there will likely be many people who would view the loss of damage base as a nerf, and refuse to see it any other way.

    Maybe I'm wrong about that, since Scrapper, Blaster, Stalker and Dominator damage have gone up since that time. The "bar" may have moved. However, I'm still guessing that either the base damage will go down, or the Inherent bonus will not be significant, more in the area of another 10% or so. And if the Inherent is made too significant, along the lines of Controllers, the Tanker's AoE potential would probably end up being nerfed considerably.
  10. This suggestion has been brought up before, and in the previous one, I believe I said that it would not be a bad idea to boost the aggro cap up to 22. The 17 number is not a coincidence, it is one more than the number that can be hit by a single Blaster AoE. The average (or median, maybe ) AoE across all ATs is 10 targets, though, so 17 is overkill against them. Another 5 targets, boosting the 17 to 22, would not be too extreme, and would allow Tankers to hold aggro on the foes hit by a Blaster's AoE as well as it can other "lesser" AoEs.

    I don't think you can LOWER the aggro cap, as that would mean a Blaster would not aggro every target he hit with an AoE. AFAIK it's not that Tankers don't have a higher aggro cap than Scrappers and Brutes, it's that they have exactly the same aggro cap as everyone else. While I can understand the logic of not wanting them to hold the aggro for a whole room, I don't think 22 targets is a whole room.
  11. You cannot hide the spines, but there may be an option that will give you smaller spines, that might not be as obvious. I haven't really looked for sure, but there are metal spines, and "slate" rock spines, and it's possible one of those options would be smaller than the banana shaped regular spines.

    You could also make them a color that blends better with your costume or the effects of your Secondary, as the last poster suggested with Dark. Only, instead of becoming transparent, you might make your spines black to blend in with the Dark auras. Taking Stealth from the power pool might also make them less noticable, if you aren't Dark but still have a very intense aura. (You could even give yourself an aura at the Tailor, after 30)

    If you don't like the spines at all, you might try Claws, it has some of the same capabilities, although it's not nearly as AoE-centric. There are options to make the claws shorter, though (villain claws are shorter than hero ones) and you can make them black or blend them in with your costume. (Monster Claw hands with brown villain claws tends to make the claws much less noticable)

    Hm... I wonder if now that Spines is customizable, there will be an option for Talsorian, or "energy" spines?
  12. Quote:
    Originally Posted by EricHough View Post
    Having lost track of exactly what point Jade and Frost are argueing
    I'm not sure there was a point.

    You've summed it up nicely. Really, Psi and Energy both had similar problems as the underperformers of the Dominator world, it's just Psi had PSW after 38. They got similar fixes, even down to what used to be a pure knockback power getting some serious damage, but for Energy that made things better, while with Psi the gains were countered by the serious loss to PSW.

    On the surface it doesn't look like Psi is any worse off than Energy (it does a bit less damage, but should use less Endurance) but the drastic change from its previous performance is certainly going to be noticable. You can compensate for that with your slotting, or try something else, your choice. Either should be fine.
  13. Quote:
    Originally Posted by Frosticus View Post
    Blaster blast sets tend to be incredibly endurance friendly whereas doms have endurance intensive primary control sets and what amounts to endurance intensive assault sets.
    Blaster blast sets are no more endurance friendly than the blasts in Dom assault sets, outside of the fact that Blasters have a 1.125 damage modifier, and Doms are only 0.95. The formula is the same, though, End cost and damage scale should be in the same ratio, and Doms should only have more End cost if they have more damage, with the same attack. And most melee attacks in Blaster Secondaries do more damage and cost more Endurance than Dominators, pretty much the opposite.

    Of course, the rarity of using Blaster melee attacks if you do not use the Blapper strategy probably compensates for that. Still, I would say the End friendly nature of Blasters is due more to their simply having a higher damage modifier. Doms should have lower end costs than Defenders, Tankers, and certainly Controllers. Even considering that their Primary costs more Endurance, the benefit they gain from those powers is more than mere damage.

    Quote:
    I latched onto your one comment in your first post because it is inaccurate without some heavy qualifiers.
    Which is why I said from the beginning that it was simply my perception. I never said that he would have less End problems if he were to drop perma-Dom. There are too many variables involved, and other considerations like damage that he may be considering, for me to make such a claim. I merely said that "I was not sure" anyone had conclusively proven that you can recover more End with Domination than you end up spending. And I'm still not sure anyone has shown that.

    Quote:
    Simply put being able to refill domination more often via increased recharge in a build can and does off-set the increase endurance burn that goes along with that increased recharge. The recharge on domination was not changed with the dom revamp so you could only be talking about a global rech build vs a more OEM build. Alone it doesn't, but as a build it does. I agreed with everything else you said in that post, but I though that went without saying as I highlighted what I found incorrect.
    Well, as you say, the recharge time of Domination has not changed. So if you were able to compensate for the End use before, and your End use has now increased because you are dealing more damage, then it stands to reason that Domination is no longer compensating for the End use, right? Domination recovery is a constant, End use has increased.

    Certainly I am talking about a comparison to the OEM build, but I am also talking about the comparison to the previous build. You can make any build End efficient with slotting of End Enhancements, most people slot only the minimum required to maintain an even End level. In the case of Dominators, I believe that people, myself included, only slot enough to reach the minimum End level just before you re-activate Domination, in order to maximize the output of the End bar refill. An increase in End cost will cause you to reach the red earlier than expected, whereas if you'd slotted for End more heavily, you probably would not notice the loss since you wouldn't even be losing End. (Which is the behavior I see with my /Electric)

    Approaching this from the other direction, are you making the claim that if you do NOT slot for perma-Dom, and instead leave your recharge at the default, your End costs will actually go UP? This seems to be a claim that I've noticed a lot, (even the OP seemed to express it) that it is impossible to play a Dominator without perma-Dom, as the End cost is so high that the build is unplayable. That you do not want to lose the damage associated with high recharge, that I can understand, that you do not feel like "standing around", or wasting time on Primary powers or long animating attacks, that I can understand. But I cannot understand contradicting people who do not have perma-Dom, myself included, who say that their builds play just fine.

    In addition, as far as I know, it is established for other Archetypes that as recharge goes down, their damage and End cost goes up. And Consume and Power Sink are shared by other ATs. So that leaves Domination as the only variable.

    Quote:
    I'm not going to explain something within the confines of your observations because that's all they are; your observations. Suffice to say I disagree with them.
    I don't expect you to agree with them, although I do wonder why you had to make such an involved counter argument to what was stated as opinion. Still, I may not be convinced that perma-Dom is the primary means of recovering End faster than it is spent, but I do accept, from what I have heard, that there are still good reasons to have perma-Dom. As I have no perma-Dom characters myself, I cannot make a direct comparison. I can only rely on what I have heard, and what others who both have and do not have perma-Dom have posted.

    Let me ask you, though, while you certainly know about perma-Dom, have you ever actually tried removing all recharge from your build? Not, "I played up to 22, of course I did", or "I could stand around doing nothing, yeah" I mean actually creating a high level build, using all available powers, and slotting appropriately for the build to be successful? I already said previously that I don't believe you would enjoy playing such a build, and I won't argue that. But experience here is far more valuable than blind analysis of numbers.

    (And just to say it, the nerf to Psi does throw any analysis of that Secondary out of the ballpark. Some people say it plays well in the early levels, some hate it. I still say that you're going to see a huge increase in End cost, even if you never had PSW to start with. I don't know that it's honest to say it's unplayable without perma-Dom, but at best it's just still playable)
  14. Quote:
    Originally Posted by Frosticus View Post
    Put your goalpost in somewhere and leave them. I don't know what you want me to tell you, but I've said what I've said and offered what I can offer. If you have no interest in the discussion then ok.
    I'm just trying to establish the boundaries of this discussion, that's all. I've already said that the End costs are higher for perma-Dom and near perma-Dom builds, for the Power Sets that I mentioned. Psi is clearly the worst of it, because it has undergone a rather serious nerf. For the most part, I am in complete agreement with you, you just chose to latch on to a minor statement, in the last paragraph of my original post, and argue that one point.

    You have gone on and on about DPE, but continue to ignore EPS. You are in effect saying, "I'm more efficient now, I do more damage for the End I'm using, I should be using less End." But as has been stated previously, that's not the case if you are doing more damage. If the End increase due to damage is greater than the End saved by efficiency, there will be an overall increase. Efficiency is not the same thing as reduction.

    My perception so far is that the people who seem happiest with the changes, and seem to care the least about the End changes, are those who have low recharge builds, and do not concentrate on Domination. My belief is that this is partially the increase in damage which they notice while not in Domination, and partially that while their is an increased End cost, it is not so greatly increased that their current slotting does not come close to compensating. It may be "idle time", where they are waiting for an attack to recharge, but I consider it more likely it is the down time between foes, or the use of low DPA attacks or control powers with lower DPE. (Properly slotted with End to minimize the End over time)

    If you can come up with an explanation for that that does not involve questioning the trustworthiness of an observation, I welcome it. I personally think that the uniform solution of trying to throw more recharge at the problem is not best for all sets. The other ATs are able to function just fine without the End recharge advantages of an Inherent like Domination, and that's with base damages that are far lower than Dominators, now. The problem is not the End cost of Dominators overall, it is the comparison of Dominators to what they were before. Those who are adapting a current build seem to have more problems than those who are coming new to the AT. Which is why my suggestion was to try a new combination.
  15. Quote:
    Originally Posted by Siolfir View Post
    I was thinking "locally" meant "in a function that's off on its own instead of where the most of the other structs were declared/initialized" as opposed to server vs client. I could be wrong, though.
    "Locally" in this context typically means "pushed onto the stack". It can mean a section of heap memory devoted to the routine, but in general it means it disappears when it is no longer needed.

    Recovered memory is then reused for something else, which is why reinitialization, or the lack thereof, can be a problem. You get whatever was stored the last time you entered the code, or even a totally different section of code altogether.
  16. Quote:
    Originally Posted by Frosticus View Post
    Domination is pretty much consume these days for endurance management. Considering my new and old doms (that aren't perma) and many players I have talked to are primarily using it as an endurance management tool I would consider it to be clicked when necessary provided it is recharged. For this discussion at any rate.
    So for this discussion it is not relevant that attacks outside of Domination are doing ~37% more damage before, with no proportionate increase in End cost? Sure, if you've got Domination up 75% of the time, you're getting that overall damage boost down into the single digits. But again, is that what counts as relevant to you? Are the only figures that matter those from people who have 67% or greater recharge? AND who are on teams large enough to have their Domination bar ready to go the moment the power recharges?

    How about another question, would you say that Electrical Assault is using more Endurance than before? Or would powers from that set not be a valid example?
  17. I wanted to get my first hero and villain to 50 to unlock EATs, but other than that I'm not really driven to get through the 40s. There are a couple of characters for which there is an available power in the Epic Pools which would round out their concept, and I want those, but for the rest it is not so important. And IOs don't interest me at all.

    At that point I don't really have a goal in mind any more, but I may still play just to play them.
  18. Quote:
    Originally Posted by Frosticus View Post
    I'll gladly show some examples, but I know you will just quibble about it so why don't you post a powerset combo and state what powers it uses and I'll happily demonstrate what I'm saying.
    Would you actually do an example without including Domination, or considering Domination only up part of the time, or is that unimportant to you?
  19. Quote:
    Originally Posted by Nihilii View Post
    The irony of someone getting called a dictator because he's playing differently than the one and only way forumites think the game should be played is funny, though.
    Well, there's a difference between telling someone how to play, and telling someone they shouldn't play at all.

    OTOH, as I said, at least he gave the OP until the end of the mission.
  20. Quote:
    Originally Posted by Frosticus View Post
    So unless you deliberately go about using a horrible DPE attack(s) as often as possible once you have more recharge having domination come up more often pretty much always increases the amount of available endurance more than it burns. Which really, it makes little sense to use poor dpe powers once you have high recharge because your other powers will be up much sooner. ie a low recharge dom might end up using an aoe attack in their st chain, but a high recharge one would rarely run into that necessity.
    This is my argument, really. Certainly you want to use the best DPE attacks you possibly can. However, as you use higher damage attacks, your EPS increases. Since those attacks are coming up more often, you are using them more often, and thus you are using more Endurance over time. While it might be less efficient from an DPE standpoint to have a lower recharge, and thus be forced to use a poor DPE power, if the EPS of that power is good (because it has a low DPS) then you will use less Endurance over time.

    In short, high Damage = high Endurance. It's a direct proportion. (Or as I like to put it, "an attack is a tool for turning Endurance into damage") The more damage you do, the more End you spend. That's obvious. So if you have higher recharge, you are accordingly doing more damage, and spending more Endurance.

    The question is whether the EPS recovery of having Domination up more often equals or exceeds the EPS loss of just throwing more high DPS attacks. I agree there is a dramatic jump point where the ability to activate permadom without having to wait for the bar to refill, but that's just for that one small range of recharge. If you compare the recharge required for permadom to the base recharge of a Dominator, or even the recharge with just Hasten, it's quite a different story.

    Quote:
    The recharge also makes other end management tools such as DP, consume, or powersink up more often, which also increases end beyond what you are burning.
    Oh, definately. I still think you're underestimating the End cost for pushing your damage over time up so high, though. The problem is that the faster you throw attacks, and the more often you use attacks that have been changed by the rebalance, the more obvious the changes become. Recharge in essense multiplies the difference, both multiplying the increase in damage that has been given, but also multiplying the increase in End Cost. The End management tools, by contrast, have not really changed.

    With Electric Assault it should be the other way around. The more often you can throw melee attacks (which should be up more often anyway) the less Endurance you use compared to the old version. And since you are potentially throwing faster attacks more often, you should be recovering more End with the End drain capability as well. The only wild card is how often you throw Thunder Strike.

    Most of the people who say that their change in End cost is minimal appear to be those whose recharge slotting is minimal, and I believe that's significant. You can refuse to believe them if you wish, but since their DPS would be much less than yours anyway, you would probably not want to build that way even if it was more End efficient.

    Actually, I suppose it is silly of me to forget this, but the fact that outside of Domination you are doing nearly twice as much damage for the same amount of Endurance is relevant as well. Not that this means that you spend less Endurance, in fact End costs in most cases should have gone up. However, most foes will be dead well before you expend the same End that you spent before. You really should not notice the increase unless you are taking on twice the number of foes. And I think under those circumstances the End cost increase would not be noticed, as much as the larger pile of dead bodies. Obviously if you are never outside of Domination, this performance is not noticable, or is seen as merely the prelude to getting permadom up. (Possibly it is even seen as annoying, as more foes are required for the build up)
  21. Quote:
    Originally Posted by BackAlleyBrawler View Post
    Energy Cloak specifically says "bends light around you so you become partially invisible". Even so, it does not make your character completely invisible, which Cloak of Darkness did.
    I think for individual concept reasons, all options available for any stealth power ("full" transparency, partial transparency, black "shadowing") should be available for all stealth powers. Let me decide if my Energy Cloak bends light around me to make me partially invisible, or if it absorbs light to prevent it from reflecting off of me.

    I believe I mentioned in another thread that IMO the "partial invisibility" option should give 70% transparency at the most. This is the transparency you get from Group Invisibility WHEN IT IS SUPPRESSED. Since the two stealth powers we're talking about do not visibly suppress, I would like the option of having the normal 90% transparency, or the suppressed 70% transparency.

    Personally, I'd like to see something more like 50% transparency for Cloak of Shadows, since you are obscured by the effect anyway, and 70% for Energy Cloak. Maybe a 70% option for Cloaking Device, Superior Invisibility and Group Invisibility as well, although those do suppress. If you can't change the suppressed value as well as the regular one, maybe make it 80%, or just change the suppressed value to 50% or 60% whether you use the partial option or the full one. It would still be obvious that it's better than Stealth. (After all, there really isn't a 70%/50% option, it's either Stealth, which is 50%/20%, or 90/70)

    I'd also like to see the "shadowy" option for Hide, although I don't think it needs a partial option since it suppresses. (And suppresses to total visibility) Same with the stealth AoE powers, with only 30% transparency they don't need a partial option, but I'd like the shadow one. (If nothing else, on Shadow Fall) Don't think I'm asking for all this at once, though, you can start with the Defense sets and go from there.
  22. One I idea I've thought of is changing the "personality" of your character. For instance, the popup dialog that appears at the start of a mission usually assumes you are either a heroic soul fighting crime altruistically, for blueside, or a cruel villain that likes to break things, for redside. Particularly a Brute, redside. You just seem to sound more like a Brute.

    Anyway, in addition to letting you choose text that would make you seem more "Intellectual" or "Indifferent", just as an example, there could also be options for "Robot" or "Undead", or what have you. Combine that with your idea, and you could have sound effects that reflect your given character. So your Intellectual character would not make the brutish grunts when he leaps, and your Robot would make "clank" sounds when he walks. Definately different options for females, as well, perhaps "Dainty" on one end of the scale, and "Amazonian" on the other. A couple of kid options, maybe both male and female sounds for the Huge model, and so on.

    A bit off topic, perhaps, or maybe just expanding your idea to be more than just sounds. It could even effect the way Contacts or even NPCs react to you. ("Whoa! Zombie Man, did your ear just fall off onto my foot? Could you pick that up, I don't think I want to touch it...")
  23. Quote:
    Originally Posted by UberGuy View Post
    The term "force multiplication", in this game community, is typically reserved for offensive multipliers. While defensive multipliers can increase a team's speed through battles by reducing the need for caution, offensive multipliers increase their speed even in a situation where the team needs no caution at all.

    Scrappers do not provide this game mechanical force multiplcation, except through some Leadership powers or -Defense debuffs.
    You realize that by this definition, a FF/Energy Defender provides absolutely no force multiplication.

    Not to say that you don't realize this, but you've basically implied (in the context of this thread's topic) that an FF/NRG Defender is no more useful than a Scrapper. (Less, since it does less damage)

    I also expect that with the development of Radiation and Sonic based Melee and Armor Sets, force multiplication will become available to meleers. They are already available to Blasters, as Radiation Blast and Sonic Attack. This may be the reason why these sets are not Melee sets yet, as well as why Rad Blast took as long as it did to be ported to Blasters.

    Personally, while Rise to the Challenge and Against All Odds may not debuff defense, and thus aren't force multipliers, I think both being defense multipliers, offering protection to the team as well as the meleer, does leave the option open for a -Res debuff in the future. Which is, honestly speaking, the only force multiplier you are talking about which is not a buff. (While -Def is useful, and as noted many Meleers have it, particularly weapon users, it is not as useful as -Res, I don't believe)
  24. Ignoring the flame war for a moment...

    Scrappers are basically the "generic" meleer for the hero side. They are the category that most meleers fall into, with Tankers being the more specialized. You can have anyone be a Scrapper, from a tough, almost Tanker-like brawler to a feral, animalistic anti-hero to a stealthy, ruthless and precise tactician. You can go from total offense to total defense and anything in between, whereas with a Tanker you have a more concrete role as a protector of your team, and a target for enemies.

    With the villain side it's the other way around. The Brute is the generic, while the Stalker takes on the specific role of the stealthy assassin. This doesn't make one better than the other, but it does mean that more often, your concept will fit as a Brute, if it fit as a Scrapper. Not that Brutes aren't Tank-y, but they tank for a different reason; not to protect their team, but to draw foes to them so they can get SMASHED!

    This is one reason why Brutes tend to have the Power Sets of both Tankers and Scrappers, while Stalkers pretty much only have Scrapper sets. And with Proliferation that's really becoming less of a different with each Issue. Eventually Brutes, Stalkers and Tankers will have all the same sets, and Stalkers will probably have most of them.
  25. Status report on my original post, I went ahead and created that Earth/Cold Controller and the results were great. I used the crystal theme with his Primary, with a very pale tan color, fading to white on the facets of the crystals, and then made the /Cold pale tan as well. His ice shields are a pretty close match to the crystals (more transparent, but that just makes the costume underneath easier to see) and his "snow" powers look like dust storms. So he looks like his power concept, he has the ability to telekinetically move and crystallize the ground around him. Teamed with a Kin/Energy Defender with all her powers tinted blue/white, for control of energy, and they make a perfect team. (Their costumes are brown and blue, so even that matches)

    I like the suggestion to have a "toned down" costume for those effects that are too extreme, but I don't think any of my effects are that extreme. In fact, as I mentioned, I think the costume of the player underneath my "crystal shield" is clearer than with the original Ice Shield. Probably the only one that is really distracting is my gold Illusion/Rad Controller, and I find the bright colors help pick out her anchors. If anyone has a problem, though, she has a secret identity costume, and I made her powers very muted with that costume, so I guess I already have a "toned down" version available.