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I hate to say this, because I think it's a terrible idea, but it is possible to have a power's additional endurance cost cap out at 8 entities while its buff targets cap out at 255 entities.
But it's still a terrible idea. Maneuvers is not Weave. And if you want to blame anything for Maneuvers and Weave granting small bonuses... blame linear buff stacking. And call for Diminishing Returns in PvE, because that's exactly what it'd take for Maneuvers and Weave to grant significant defense. It might have been a great idea if DR on buffs had been implemented at launch, but there's no way in hell it could be rolled out now. -
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Quote:You were so close to getting it and then you said this. Replace "Defender" with "Blaster" and it is exactly as true.If I wanted to, say, solo a Defender, I'd have to pick a combo that was good for that, pick only the powers that worked like that and basically go against the grain of the AT.
Quote:For me, it's Shout in Sonic Blast. I have no idea why, but every time I've rolled a Sonic toon I've got to the level I picked Shout and promptly abandoned the character. The sounds, the animation, the seemingly eternal root time... eurg. Not that I'm saying it's bad power. I have no idea as to how much it may or may not rock. All I know is I can't stand it. -
Quote:That's... actually not at all what I meant. You got the part where AoEs are more efficient than STs - that's the "buying in bulk" part. The thing is, you need to be able to afford to buy your damage in bulk. If you compare defeating 3 enemies with pure ST or pure AoE, in the ST example you'll spend 3 units of endurance for every 2.5 you spend on AoE. But if you use ST, you'll also take 3 times as long to defeat all the enemies - which is bad for performance, but good for recovery because you'll recover 3 times the endurance during the fight. If you only recover one unit of endurance in the time it takes to defeat one enemy, you can fight using ST attacks continuously, but will have to spend 1.5 units of time not fighting for every unit of time you spend fighting if you use AoE. That's why you have to be "wealthy" - that is, slot endurance reduction to increase your effective endurance cache, and take recovery bonuses to increase your endurance income - to "buy in bulk" and get the most benefit out of the per-enemy efficiency of AoE.That's... Actually brilliant! OK, if we assume I can get enough targets in my AoEs to overcome their lower efficiency (call it three or four), then I'm actually getting a pretty good deal on those powers and I shouldn't worry about their endurance slotting. On the flip side, if I use AoEs on single targets, like I tend to do with, say, Slice, then I'll want to slot those powers more heavily as they'll be less efficient for that purpose.
Interesting. So that gives me an answer that depends on what I do with the powers. Cool, I should be able to ascertain that
TL;DR: Slot more endredux in AoEs so that you can use them more often without running out of end and get better performance. -
Quote:"We have many poorly documented rules with significant effects, and that's why we shouldn't provide more information about any of them."By that argument every single proc should come with a warning what it works best in.
The Miracle, Numina, and Performance shifter procs should have a label: Works Best in Passives
The Confusion procs should with warnings that they were best in Toggles
The Endurance Mod Sun Proc should come with a warning: works best on enemy targeted powers.
I'm sorry, but pretty much every single proc ever made is "hazy" with what it should be used best in.
Sorry, but I'm not into leaving documentation deliberately poor so that I can feel special about knowing things that other people don't. -
Quote:What I should have said, actually, was that in order to maximize activity per endurance, you must select powers with low endurance per activation time - which will tend to lead you toward low-DPA powers, because of the connection between damage and endurance cost. Conversely, maximizing DPA will tend to lead you toward high EPA and an attack chain with high EPS. Individual powers do go over and under the normative formula, but unless you're playing a Fire attack set I doubt you'd find enough of them to avoid this entirely.Actually, I have to kind of disagree here. Different attacks have a different DPE - (points of) Damage Per (units of) Endurance - which depends on specific power balance and AT mods. Now, as a general rule of thumb, damage and endurance are on a fixed ratio... But that's not always the case. For instance, a regular Blaster attack deals around 12.031 DPE, but powers like Snap Shot and Aimed Shot deal rather more, at around 13-14, and Bitter Ice Blast for some reason deals rather a lot LESS, at around 10. In fact, I was just running numbers on Scrappers just yesterday and I realise something quite odd - Fire Blast from Blaze Mastery has a DPE of around 14.154, which is... Surprising, considering it's a ranged attack in a SCRAPPER Epic.
(On Fire Blast: all ranged attacks in epic and patron pools for melee ATs now use the melee mod to calculate damage. Fire Blast, like many Fire attacks, also gets DoT "for free".)
Quote:Also, AoE and Cone powers are actually more efficient endurance-wise, as you mentioned. Basically, you can grab their single-target DPE and multiply it by the number of targets you hit with them. AoEs are balanced at around 4 powers to break even with single-target attacks and cones at only 3. That's one of the reasons I prefer to play against more enemies of a lower level than fewer enemies of a higher level.
Quote:More to point, when I said I had a static attack chain, I may have misspoken. My attack chains tend to be static, but... Indescribable That is to say, I know what I'm doing step to step, but I honestly couldn't tell you how many times I use which attack to the number of times I use another attack. I usually let power recharge, availability and situation guide my attacks, which is actually quite consistent, just... Not really something I've actually tried to describe, or something I'm sure I even could.
That's kind of where my conundrum comes from - I can't count the number of times I use an attack, hence why I can't just sum up its cost and go from there. I'm trying to use EPS and EPA to kind of suggest just that. -
Quote:Trying to stick up for solo Blasters and then turning around and saying Controllers, Defenders, and Tanks are poor soloers is... I'm going to go with "a little odd." I enjoin you to consider the virtues of Fire/ or Ill/ or Plant/ and /Rad or /Storm Controllers, Storm/ or Traps/ or Dark/ or Rad/ Defenders, and Fire/ or Shield/ and /SS or /Fire or /Elec Tankers before you denigrate the solo capabilities of those ATs in favor of Blasters. In particular, I'd love for you to point to the powers in any of the sets mentioned that are "useless solo" - I can think of a total of three (and they're not Taunt, O2 Boost, or Howling Twilight). As Arcanaville correctly noted, the ATs smear across a range of capabilities, depending greatly on the powersets and build chosen.Well... There's a reason I never even considered touching Controllers, Defenders and Tankers, and this pretty much is it
See, when I look at something like a Blaster that kind of CAN solo with the best of them, eh... I can kind of see pushing for more soloability. When I look at a Defender, though? Nah, I'd just be preaching to the choir. That's not what Defenders are made to do. Blasters, though... I still don't feel they should be as team-centric an AT as people try to paint them.
If you don't like how Defenders, Controllers, and Tankers achieve their solo performance, that's one thing, but saying they can't is pretty silly. More importantly, it's provably wrong, especially in comparison to your stated solo Blaster performance. You don't want to say things that aren't true, do you? -
Quote:Yeah, on second thought, I'm also pretty sure that's wrong. I don't remember quite how it does work, though.I'm pretty sure this is wrong, AFAIK drops are generated for the team and then randomly awarded. You definetly get fewer drops on a per kill basis teamed as opposed to soloing.
Oh well, check the wiki. :P -
Oh, if you're assuming a fixed attack chain being cycled indefinitely, and just trying to figure out which power should be slotted most heavily for endurance reduction, then it's easy. Slot the one with the highest total endurance cost in that chain first.
For a really simple example, suppose you have power A costing 5 end, B costing 7 end, and C costing 8 end, and your static attack chain is ABAC. Then the highest total endurance cost is A at 10 end.
Now, if you're trying to build a more endurance-efficient attack chain, then you're in for some bad news. Damage, endurance cost, and cast cycle for single-target powers is by and large on a fixed ratio, so the only way to consume less endurance... is to deal less damage. If you want to maximize your activity while minimizing your endurance consumption, then you want to choose attacks with the lowest DPA.
Incidentally, the above is also why increased recovery is so very good. Characters are machines for transforming endurance into damage, and there's a finite limit to how efficient you can make them - after which, the only way to increase performance is to add more fuel. What's more, the most efficient method for transforming endurance into damage, by an incredibly wide margin, is AoE. Basically, AoEs tend to be 2.5x the cost of ST attacks, but deal up to 16x the damage. But AoE also consumes a lot of endurance, and if you don't have the means to cover the cost of an AoE attack chain, that efficiency boost is unavailable to you.
(The above should not be construed as "take stamina", just singing the praises of +recovery in general.) -
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Quote:Experience and Influence/Infamy are divided evenly among teammates, with a bonus amount depending on the size of the team.So there is no real LOOT system you are after in the instances, you are not having to roll for gear or anything?
Inspirations, Enhancements, Salvage, and Recipes have a chance of being granted to every teammate whenever an enemy is defeated. Your chance of receiving one of these items is independent from everyone else's chance: an enemy might give an Inspiration to a teammate, and this does not affect whether you will also receive an Inspiration from the same enemy.
Merits are granted to the owner of a mission arc when it is completed. They are also granted to an entire team when they finish a Task Force or Strike Force. When a Giant Monster is defeated, every member of a team that collectively did at least 10% of the total damage to that Giant Monster receives 2 Merits. -
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Quote:Okay.How does the latter follow the former? Is this only in the case of Blasters? Of all Blasters, or of some? Does it also apply to all Dominators?
Please elaborate.
If you like that Blasters deal good ST and AOE damage via direct attacks,
and you like a playstyle that involves heavy use of active mitigation,
but you don't think that Blasters have enough in the latter department,
especially when going up against multiple enemies,
and you don't care about a hit to team damage contribution,
then Dominators are a good pick.
Most Blasters have a solo playstyle that is similar to Dominators, relying on taking enemies out of the fight before they can harm you. On teams, Blasters are more free to leverage their AoE and melee damage attacks to deal absurd amounts of DPS, but that's not really relevant for someone who only solos. Dominators can't ramp up the damage like Blasters can, but instead they have real crowd control that makes soloing many enemies at a time more feasible. I'd say it's a mistake to think of Dominators as Controller analogues; to be honest, and I know this is going to raise some eyebrows, I'd say the closest equivalent to a Controller is a Mastermind - they do it very differently, but they're both do-everything ATs that mix damage, mitigation, and force multiplication. Dominators are really much more like Blasters, especially after the revamp that kicked the damage boost out of Domination and into the AT mods.
The exception is /Dev Blasters, which are basically /Traps corrs - without all the good things about /Traps corrs. Yeah, I said it. -
Okay, no doms - though you might want to at least touch Plant/Fire before you give up on the AT entirely. Seeds is easy mode, and then you burn stuff. But if it's gotta be a ranged blast set, and you solo exclusively - try a Defender. The Vigilance damage buff puts them about on the level with Corruptors for damage solo, and the support set numbers are significantly kinder. If you want an AR/Dev feel, try Traps/AR or Traps/DP.
If soloing Blasters frustrate you, I have sympathy. I'm kind of low on sympathy for any claim that Blasters need more survivability to go with their best-in-game damage, though. -
You are most certainly ignoring team performance as a metric. You have a perfectly valid reason to: you don't team, so team performance is not relevant to you. Therefore: roll a dom. Or an AR/Traps, depending.
Speaking of AR/Traps, and trying to be relevant to the OP: I find that Traps is saved by one power. That power is Seeker Drones. And it makes toebombing Poison Trap and Caltrops so much easier. -
It depends on whether your endurance cache or your recovery rate is the limit you're hitting. Consuming end faster than you can replenish it in a fight is not necessarily a bad thing; running out of end before the fight is over almost always is.
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Quote:Thanks, that's some good reading.A pretty similar list of ideas I had a while back. Some of the commenters had some pretty nifty stuff.
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Suppress Pain, from the Corruptor Pain Domination set, is a PBAoE heal toggle: little green numbers pop up every few seconds for everyone within the area. The Mastermind version is a PBAoE +Regen toggle. A version that targets just you or just one ally would be new, although in beta, Indomitable Will for Widows was bugged to give a small heal on every server tick, thus making Widows leave a plume of green numbers wherever they went (and making them pretty much invincible to boot).
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Quote:Red Tomax's powers reference is a little out of date, but still useful for answering these questions. Change the AT in the dropdown box to see the effects of each AT's modifiers on the powers.Ah. Guess I would know that if I ever played anything other than a Scrapper or Tanker. >_>
Are all the Leaderships similar to that? Tactics and Assault? -
Maneuvers looks bad until you multiply it by 8. Then it looks really really good.
Edit: To clarify, a team of 8 Defenders running slotted Maneuvers runs at 43.4% defense to all. Even a team of 8 Blasters running slotted Maneuvers runs at 28.2% defense to all. Stacking buffs are really, really powerful - when people bother to take them, use them, and team with them. -
Let's get it over with off the top: I know where Suggestions and Ideas is. This is not a Suggestion (although it is an Idea, or rather many Ideas), and I'm posting it here because I'm looking for the input of people who think about powers that do exist in the game. What I'm trying to do is compile a list of power effects that could exist in the game, using only existing technology, but which no existing power currently does. I'll start off with some examples.
- An enemy-targeted damage toggle. We have enemy-targeting toggles, and we have damage aura toggles, but we don't have the ability to apply a damage aura to an enemy. I do not know whether it's possible for an enemy-targeting toggle to make a tohit check; an autohit damage toggle would, needless to say, be difficult to balance...
- An ability with a negative side effect of power de-boost on the caster. Share Pain and Absorb Pain do this to some extent by granting a -regen effect and 100% heal resistance, but I'm thinking of something that reduces buff and debuff strengths or decreases mez durations.
- A toggle that increases in strength over time. Implementable as a self-stacking toggle whose effect durations are significantly longer than its tick time. Would have to be interestingly constructed to make its slow ramp-up and lingering aftereffects more than just a curiosity.
- An aura toggle that applies a fixed buff, and a self debuff for each enemy in the aura. The user would wish to try to avoid melee...
It's worth noting that, even if a power seems unattractive as a player ability, it might be interesting as an NPC ability. That last one, in particular, would be interesting on an Arch-Villain.
I'm interested to see what else could be done, but isn't yet. Please remember: I am trying to find ideas that do not require new tech. -
I've been trying to be reasonable, but when team performance is being dismissed outright as a metric then there's really nothing left to say. Except maybe "roll a dom then."
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Indeed, why settle for pissing off only half of the playerbase when you can piss off everyone who paid $10 for the power?
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The chance for +End procs on the power's targets. In the case of Short Circuit and Ball Lightning... that would be the enemies. It's extraordinarily counterintuitive and I haven't the faintest idea why it works that way, but there you are. It's really only useful in Stamina.
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Quote:Force Feedback only fires once, but it has a chance for that one firing for every target hit by an AoE. The formula to calculate the chance of the proc firing on an AoE is 1 - (0.9^n) where n is the number of targets.Doesn't it just go off when the power fires, rather than for every target it hits?
1 target: 10% chance
3 targets: 27% chance
10 targets: 65% chance
16 targets: 81% chance
Force Feedback is quite nice in AoEs.