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The only part of Alphas that don't buff Destinies is the recharge in Spiritual. Everything else buffs everything else. Musculature's +recovery buffs Spiritual, Nerve and Agility buff the +defense in Barrier, Cardiac buffs the resists in Barrier, and Cardiac reduces the costs of casting any of them.
On characters that can use end reduction and +regen, Vigor and Rebirth are freaking wicked. -
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Hey, if somebody gives Regen recovery debuff resists, I'm not going to gripe. I'm pretty happy with most buffs to anything, even if I don't think they are particularly what they need most. I just go from the perspective that I'm never likely to get everything asked for, and so I'd be more interested in either recharge debuff resistance (probably not likely, but hey, Fiery Aura got it) or an up-front heal in IH (in addition to strong +regen).
I wouldn't mind if they got rid of the unenhanceable +regen in Integration, but I could live with it if they didn't. Folks who build for higher passive regen and less for massive +recharge might disagree. -
As others have mentioned, O-portal despawns need not be teammates. They will break your TPs from many hundreds of yards away even if you aren't on a team at all. It annoys the hell out of me after Hamidon raids if I happen to want to go to a base or auction house instead of Ouro.
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That's really obnoxious.
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Quote:I was unaware that it did that in PvE. I knew it did that in PvP, which still sucked, but...Can anyone explain why, of all my Brute's Willpower toggles, Rise to the Challenge is the only one that gets shut off when, for instance, Anti-Matter "stops time" in the Keyes trial? There have been other cases as well where I noticed it was the only one turned off, though I can't recall specifically what they were. So does anyone know what's so "special" about this particular defensive toggle?
I would run that by Synapse in case there's anything new they can do about that, or on the off chance that it's just plain bugged.
But yes, whether or not it's supposed to do that, it's related to the fact that it debuffs foes. EA may be in this boat now too since it's got a toggle that debuffs recharge. -
Quote:On SOs? With Tough and Weave, EA can hit about 32% L/S, 35% F/C, 38% Energy and 28% Negative, with 30% L/S resist. Slotted Energize can be a ~50% heal every 60s (not including Hasten) and gets you to around 350% Regen (with Health) for 30s each time.What would be more difficult? A tanking Regen Brute or a Tanking EA brute prior to ANY buffs whatsoever?
Regen on SOs has got Dull Pain for 2/3 of the time for ~60% bonus HP. It's going to have 540% regen full time with slotted FH, IH and the base slot in Health. With Tough and Resilience slotted it has 32.2% L/S resist, 16% to everything else but Toxic, and 30% to that. With just Weave, it only has about 6% defense to everything.
A really (overly) simplistic way to analyze this is to look at average Regen divided by Defense mitigation and Resistance and mitigation. This is roughly the average DPS you could survive forever. What this averaged view doesn't deal with well is being hit while something is recharging, but that's hard to quantify without simulation.
Assuming 1499 HP and L/S damage, and assuming every heal is 100% utilized...
We'll start with EA and L/S damage. 50% heal every 60s is 12.5 HP/s. Energize is also 350% Regen is 21.75 HP/s half the time, 9.58 HP/s the other half, or 15.665 HP/s on average. That works out to 28.165 HP/s on average. Now 32% defense leaves you taking 36% of incoming damage on average. 30% resist leaves you takeing 70% of incoming damage. 36% of 70% is 25.2%. 28.165 HP/s / 0.252 is 111.8 HP/s.
Now Regen. 540% regen works out to 54 HP/s for the 2/3 of the time that DP is up and 34 HP/sec for the other 1/3. Reconstruction is a 50% heal every 30s, or ~25 HP/s. If I ignore the heal in Dull Pain, that's 47.3 HP/s + 25 HP/s or 72.3 HP/s. 32% L/S Resist leaves 68% of the damage, and 6% defense leaves 88% of the average damage. 68% of 88% is 59.84%. 72.3 HP/s / 0.5984 is 120.8.
So on average, ignoring Hasten, the +recharge in Entropic Aura, the heal in Dull Pain, Instant Healing, MoG and Overload, Regen comes out slightly ahead for L/S damage.
I'm going to guess that EA comes out clearly ahead energy damage, since it has great defense and resist, and Regen loses most of its resists for that. It's less clear without running numbers what happens with Fire and Cold, since Energy gets no resists to those. EA probably pulls ahead on Negative and loses badly on Toxic and Psi. -
Well, I already posted in this thread that I don't think Regen is a very good choice for a "tanking" playstyle, where I was going off of someone else's definition of "tanking" which is to stand there and take all the damage for everyone on the team.
I also mentioned that this is not easy to do with some other Brute powersets, even with IOs. Firey Aura isn't very durable compared to its peers either. You can't "tank" with all Brute secondaries equally.
Edit: But let me be clear: "Can't tank for a team" is not interchangeable with "a horrific set that needs fixing". -
Quote:Uh, no one can help you make a Regen/anything tank. I'm not trying to be obnoxious here. Do you mean a Brute? (Listing it as Regen/*, implying Regen as a primary, is actually not possible.)If it isn't, then could you help me make a good regen/staff tank. All the attempts I've made for regen, have come out as me dying all the time. My computer and I are bad at clicky abilities. So, the fewer of those that are needed in battle the better. That includes incarnate ones.
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I think you're absolutely right, and I think there's some fairly simple explanations behind it.
Regen played to the edge will go deep, deep into the red on health. And sometimes, that means it will get hit before it can do anything about it and die. It also means that it takes a lot more attention to timing using Regen's click powers in order to survive.
Many folks who are used to even just "strong" resists (say around 30-50%) do not experience these deep excursions into low HP. Many folks who are used to "strong" defense (say 30%+) do see this, because several defense sets have minimal resists behind them so the hits that land can hurt a lot, but the excursions tends to be infrequent because the statistics of high defense make it uncommon. There's more time to react to them with any self heals or green inspirations.
I suspect this HP yo-yo creates a perception issue, where people cannot play a Regen character they same way they would play one with strong resists or defense, and they decide that this makes it inferior.
There's no question that using Regen must take time away in power activations at minimum. I think deciding whether that objectively measurable cost is acceptable is highly subjective. I find it leaves me able to do things like solo pylons on IO'd builds, so I easily find it acceptable.
Edit: My current, tricked out IO builds. Not for the faint of pocket book. Also these come with no claim of being fully optimal. Some things are the way they are because I like them that way more than that they actually eke out the best performance.
DM/Regen/Soul Scrapper
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The +Regen is a much larger impact on your relative survival time. The +HP version is almost silly bad in comparison.
To expand on that, you get a proportional impact on all your existing HP from the +regen. Yes, it has to stack additively with your existing regen, but at its lowest, that's +100% regen, and on an SR you're probably sitting somewhere in the 300%-350% range from set bonuses, Health and the like, so you're looking at a minimum increase in your regen rate of around +28-30%.
Contrast this to the +HP, which is that 53.5 HP (it's fixed and doesn't scale with base HP). Your max HP there is going up something like 2%, meaning your total HP regen goes up about that much. -
Quote:I don't do it very often, but I do have "pure" Rogues that I never intend to be heroes, and I sometimes run tip missions on them for a change of pace. I'm sure that's where I saw these.Yeah, I just took one of my heroes to villain and then back to hero over the last week, and I was kind of sad that there are all of these unfamiliar hero missions that I don't see at any other time. Also kind of cool, I suppose. I guess the only way to do them on a regular basis would be to play a rogue and always refuse to turn hero when you get the chance after every 10 missions...
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That does sound right. I recall the dialog casting you as annoyed that the Cabal witches didn't have any real reward for you for saving them.
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Yeah, Crushing Impact is also a good set if all you want is some decent slotting with consistent pictures in all the slots.
Its set bonuses are nice if not amazing, and it gives very good enhancement with 5 pieces. (There's not a ton of value in six slotting CIs, IMO - just pick the five that give you the best mix of Acc/End/Rech you would like and damage will pretty much be ED capped no matter what you pick.)
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They aren't completely new, but I do think they are newer. I haven't run tips much since iTrials came out, but I do remember seeing those two. The IDF one stands out in particular, because I usually run on x6-8, and that was rough.
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Quote:They changed that. It's no longer attached to the arc.The DD trial is not meant for people well into the incarnate system. It is the end path of a short arc in Dark Astoria that in no way will let players get themselves to an adequate level to which they can complete it. Dark Astoria being the solo-able path for incarnates.
In other words, they agreed with the feedback. -
Quote:Well, the good news here is that this means you probably don't want it either.The thing, though, is I often see recipes with 0 bidding and 0 listing, meaning nothings going on with the recipe at all. Granted, that's usually with sets no-one seems to want, like slows, immobilize duration sets, fear and so forth. I haven't had the chance to look at the stuff I actually want to buy because... I'm not sure what I want to buy yet.
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Well, I think "run away" has degrees. Is "step out of melee range" running away? Some people might think so. I would consider "running away" needing to at least go break line of sight, even if just briefly. I have to step away with SO'd Regen reasonably often, but with IO'd regen hardly ever.
It's important to understand that old Regen with pre-ED toggle IH was performing at levels that defense/resist sets with IOs do today back when all anyone had was SOs.
Because of how the math works out, there's no perfect balance point for a set that's so reliant on HP recovery that will let it not be too strong in an SO world and "strong enough" in an IO world. The simplest brute-force change that would do this would be to make it look more like WP by giving it +Defense that people could stack pool powers and IO bonuses on. Without that it will simply never be able to stand and take it on the chin the way other sets can. That's just the nature of HP recovery being an additive survival tool where defense and resist are multiplicative ones.
Edit: And I should note that I'm not advocating such a change. I'm just pointing out that, in terms of mitigation mechanics, that would be what was required. And were such a change to happen, I'm sure it would come with offsetting changes elsewhere. -
It's easy for me to ignore, as I put most of my characters in their "prime". I don't have anyone who's supposed to be younger than early 20s. On top of that, I have contrived that a number of my characters are, for various reasons, either actually ageless or that they age very slowly.
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I really don't think that's possible. The full set of historical patch notes are available both on the NCSoft support site and on ParagonWiki.
I can't see any changes to Instant Healing since the time you mention. I didn't think I remembered any, and it would be hard for me to overlook: I have three Regens, and one of them is my badge character, so one or the other of them gets play time regularly.
From what I can see, IH has for that entire time had a base recharge rate of 650s and a duration of 90s. Because recharge buffs have a hard maximum of +400%, the absolute maximum attainable recharge will reduce a power to 1/5 of its base recharge time. 650s/5 = 130s, so you would have had a minimum of 40s downtime, ignoring the 1.3s activation time.
And I'd be surprised if you were actually running at the recharge cap.
Edit: 2004 was the year the game came out. I12 was in 2008. Back in 2004 and until Aug 2005, IH was a toggle. I couldn't imagine that was what you were talking about, because that was pretty much the pivotal change that made Regen what it is now, and I didn't figure you'd be mixing up recharge-based perma with toggle behavior. -
Quote:As Arilou mentions, it's important to realize that "supply" is best thought of as a rate, not a fixed number. So many of a given recipe come in per day, for example. When people demand something as fast as (or faster) than it it comes in to the market for sale, then there will often be zero for sale at any given time. That doesn't mean none are coming in, but rather that they're being bought quickly.I could bid a million or a billion, but I'm still not going to buy what isn't there to begin with.
Now, such items are likely to be more expensive than something that has a backlog of supply for sale. There's probably more than one person trying to buy these desirable items, and that will lead to bidding contests between prospective buyers. The person with the highest bid gets the first sale. -
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I don't really see that as strongly relevant to the point, which seemed to be that you feel one cannot "tank" adequately with a Regen Brute. My response is to point out that this is not somehow unique to Regen.
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Quote:What I don't get is the sense of excited urgency you seem to have about it. I mean, I don't struggle with getting them anyway. (Well, Purples. The only PvPOs I snag are the uniques, and I'm not convinced their price will come down much in the long term.) Why would I be excited about getting this new way, when I already get the ones I want, and the prices on the ones I use most is likely coming down?This isn't just rain. This is a flood of biblical proportions! This is "get purples and PvPs for every character you have now, and every character you will ever create".
Yeah, OK, I could (have) pay(ed) potentially a lot less for them, but ... I just can't get that excited over that when I don't struggle with it now.