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Quote:Consider again the numbers I provided earlier. Those numbers factor in the Rage crash. Rage provides a massive untoward benefit when viewed as an individual power. When viewed as a set, it's roughly balanced. When you start bringing in outside powers, that entire concept of "balance" just drops though because you can take powers that are better than the utter pieces of crap that are supposed to balance it out.Since rage's dmg buff only allows SS to do dmg on par with competing sets, I would hope there would be some sort of advantage to the power since you have to use a power choice and slots on it, and the power has some nasty negatives to it, including an end crash and ten seconds of impotence every two minutes. Without the to hit bonus, rage would offer no real beneficial effect, you'd get the end crash and no damage for 10 sec/2 min in exchange for being able to do damage on par with other sets, while wasting a power choice and slots.
Quote:And again, how beneficial is an accuracy advantage in this game, pve-wise? In the vast majority of situations, it's ridiculously easy to hit just about anything. And you noted that with no accuracy enh, rage gives you a 95% chance to hit an even level opponent. While that is true, it's also true that a single accuracy SO gives you a 100% chance to hit.
Quote:So rage is letting you skip a single accuracy SO, which you're probably going to want to slot with an end reduction to deal with the end issues rage creates, which kind of mitigates that 'advantage'.
Rage doesn't just give you an accuracy enhancement to all of your powers (because it's +tohit, it actually lets you shave more off comparative when you're getting to higher level enemies), it gives you 2.5 damage enhancements in all of your powers as well. That's 3.5 slot equivalences in every power you've got. BU provides about half of a damage enhancement and virtually no +tohit, so it only provides what amounts of half of a slot equivalent. With just a single power, you're making up for whatever investment Rage requires.
Now, even more, because Rage allows you to deal more damage, you're also getting to deal more damage for each point of endurance you spend. 75% +dam over time means that you're getting what amounts to 38% more endurance efficiency. Going with a standard 3.0 end/sec consumption, you're going to deal damage equivalent of a 4.8 end/sec attack string. Losing 30.2 endurance every 120 seconds (5.2 upon activation, 25 end at the crash) equates to only .252 end/sec consumption. You're spending 3.252 end/sec to deal damage equivalent of a 4.8 end/sec attack string (remember, damage and endurance are directly related thanks to the dam/rech/end formula Castle uses to determine the numbers for powers). Rage may increase your end/sec consumption, but it more than makes up for it by making you deal more damage for the same endurance cost.
Quote:Then when you get to IO sets, the advantage becomes even more irrelevant. The only place it provides a real, tangible advantage is in pvp, so I'm sure the ten people who do that are pretty excited.
Remember, any time you try to argue that Rage is balanced because it's in a bad set (which is the crux of your argument), you have to remember that you can still get attacks from outside the set. Taking Boxing allows you to get get an attack that's already better than Jab, and the APP attacks let you bypass Punch as well. It's not a requirement that you take every attack from the set. The way Super Strength is designed, there are fully a third of the powers that you can easily skip (if you could skip one of the tier 1/2 powers, you could add another to that list).
I am willing to bet virtually anything that Super Strength is not going to get proliferated in its current state. Castle knows the set is borked. He's not going to proliferate it without changes to address that (just like he didn't do with Elec Armor or SR, and those required substantially less work than Super Strength would). -
Quote:That's a point that we can both agree on though I don't think it's really the fault of the set being typed defense based rather than a positional set. In fact, if you use the IO equivalences (melee = s/l, ranged = n/e, AoE = f/c) and switch the defenses out, you'll achieve only the slightest of increases to overall survivability (using Arcanaville's survivability spreadsheet, the changes would make the set only 4% more survivable).That said, I have an EA stalker. It fits my concept better, it's a lot of fun, but even with all the bells and whistles included, I'd be more survivable with /SR. That's coming from an academic numerical analysis as well as gameplay experience points of view.
The weakness of the set isn't simply a question of typed versus positional. The weakness of the set is more substantial than simply a difference in what defense you're getting. The weakness of the set is based in the fact that the set simply doesn't have enough going for it and it needs an outright buff (preferably in the manner I've suggested as it would allow for proliferation rather easily) rather than a simple exchange. -
That's why I stated "substantial" for those effects. The effects you mention in Shield are nice, but they're nowhere near as strong as the outright defense. For SR, the scaling resists are, once again, nice, but they're not going to provide quite the same degree of additional survivability as the Invuln resists do. The DDR in SR is largely there due to the fact that the set is almost entirely reliant on defense (and you can generally gauge how reliant a set is on defense by looking at the degree of DDR the sets get; both of those sets have "high" DDR demonstrating higher reliance on defense and lower reliance on their other mechanics).
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Quote:That's part of why I said that you mileage and preference may vary. Personally, I couldn't stand those either of the powers you recommend on my FF/Sonic Fender, even when soloing, but I can't stand the use of those powers in general. Force Bubble used to be a great power though it became largely useless when all enemies were given ranged attacks way back when. Even with the lower average damage of NPC ranged attacks (roughly 80% of melee attacks), Force Bubble isn't an especially endurance efficient manner of excluding melee and has the side effect of pissing off additional groups as well (cuz Force Bubble is both big and indiscriminate). You could just as easily go with the Flight pool and accomplish the same thing (just fly out of melee reach) for less endurance and lower risk.Some players find use for detention field on solo builds, it puts a tough target on hold while you clean up the rest of the spawn. Force bubble is in no way worthless, but if you team with scrappers it frustrates keeping them in dispersion bubble while the force bubble pushes their target away. Now, on a blaster/defender/controller team it can be godly since it denies almost all melee attacks from foes.
It is very useful to have the second build option after level 10 to maximize your success. -
Quote:Except that those same sets that have typed base defenses have other mechanisms besides defense to count on. Shield, and SR rely on defense almost exclusively for their survivability (yes, they have what amounts to token amounts of resistance, but a vast preponderance of their survivability is derived from positional defense). Energy Aura, Invuln, Ice Armor, Stone Armor and all of the typed defense sets have other substantial mechanisms that provide survivability beyond their typed defense. The only positional defense set that doesn't follow the "almost entirely defense" model is Ninjitsu, and, for it, the defense only provides a baseline of performance that all of the other tricks it has builds off of.Characters with typed defense sets (the only place you can reliably gain typed defense) will always have holes. Characters with positional defense sets will have far fewer holes, and the holes they have are shared by typed defense sets.
You can't simply state that a set is typed defense and then proceed to ignore everything else that the set has going for it. Positional defense sets focus almost entirely on defense. Typed defense sets use defense only as a portion of their survivability. I dare you to find a hole that healing or +hp don't cover. All of the set that are "typed defense" based that you are using as your basis of "typed defense is inferior" have those mechanism in substantial amounts. Neither SR nor Shield have substantial amounts of either of those. -
Quote:Which isn't the fault of "typed defense" but rather "typed defense sets". Psionic was designed to be a largely "screw you" damage type (the devs have outright stated that was the original intent and the reason why the was and is so little defense or resistance to psi until recently).Typed defense sets have a hole to psionic attacks. Position based defense sets have no such hole.
Quote:I didn't realize we were restricting this conversation to only non-AE PvE play.
Quote:Please give me an example of a position lacking attack in PvE that does not also bypass Energy Aura's, Ice Armor's, Invulnerability's, or Granite's defenses.
Typed defense and positional defense are perfectly equivalent in their functionality. The effects that bypass typed defense and positional defense are functionally equivalent. The question of whether the sets in question are better or worse thanks to design decisions by the developers (which are universally offset by gaining additional capabilities in other survivability areas such as resistance, +hp, +regen, and/or healing) doesn't have bearing upon the question of whether typed defense is better than positional defense and a specific attribute. -
Quote:The damage on Full Auto is actually probably the intended performance point for the mini-nukes. Rain of Arrows probably does a bit more damage than is intended, especially when you consider that the real numbers for it assume only 2 ticks of damage will hit (which would put it roughly on par with Full Auto rather than outclassing it by more than 25%).Yeah... Full Auto is probably one of the coolest powers in the game, but... It's just not very good to use. It does little damage, it takes too long, it's too dangerous to use and it doesn't hit enough people. Having some kind of protection while it's firing would be nice. A powerful debuff for the duration of the attack would actually be pretty cool and it would make sense. Its damage is just bad, even for a mininuke, and it NEEDS to hit at least 16 targets. With a cone that size, it's a crime that it doesn't.
The only real problem that I see with Full Auto is that it is target limited to 10 targets when it should be limited to 16 like every other nuke in the game. It's already limited in effectiveness and use by being a cone power (targeted AoEs and PbAoEs are universally easier to use than cones, even if they have a smaller total area of effect). Giving it a lower target cap than the other nukes is just weakening it pointlessly.
To offset the long animation time, you could probably use the Hail of Bullets solution (which is funny when you consider that Full Auto was the precedent I used to increase HoB's damage), though, rather than providing an unenhanceable defense buff, I would probably provide it with an unenhanceable unresistable tohit debuff with the exact same numbers (9.75%/11.25%/15%) to equate to the distraction and reduction in accuracy of your enemies provided by filling the air with bullets (cover fire for your allies and yourself) -
Quote:Not really.Would sticking the "Does not stack from same caster" flag onto Rage fix the double-rage no-crash issue and make the set perform more as designed and remove the issue?
First, the "does not stack with same caster flag" causes effects to replace each other rather than preventing use while the first effect is active. This would allow you to completely circumvent any crash while getting all of the benefits of the power (because the crash is actually a delayed effect of the power and you would be replacing the instance of the power with the new version before the delayed effect of the initial instance occurred).
Secondly, while many people capitalize on the +dam aspects of Rage, the biggest problem (pre-IOs) is actually the 20% +tohit that power provides. The 20% +tohit combined with basic slotting (3 tohit and 3 rech) allows you to have a 95% chance to hit against +0-1s without any accuracy slotting and have a 95% chance to hit against anything less than 5 levels above you with a single acc. Rage essentially gives you carte blanche to either ignore or underslot your attacks. This means less when you're using IOs (because it's trivial to get high levels of acc while getting dam, rech, and end redux thanks to the sets), but it's a major advantage outside of SOs because it can allow you to get more recharge or end redux in attacks that otherwise wouldn't be able to benefit thanks to the 6 slot limitation. -
Quote:I wasn't aware that Energy Aura was the whole of typed defense. Whether Energy Aura has pisionic defense or not has no bearing on whether typed defense is better or worse than positional defense.I'm sorry, I wasn't aware of the psionic defense found in the Energy Aura set.
Quote:There's not much in the normal PvE content that has them, true enough, but kinetics attacks lack a type. Basically any debuff that doesn't do damage. Any of the poison debuffs lack a type of defense. Benumb from cold domination may be tagged cold, but I know it has ranged. -
Yes. Most of the highly problematic sets are problematic specifically because they were designed by the Cryptic devs. The new devs have made some small changes since then, but, mostly, they're in their current states because of how the original devs designed them, comically ignorant of some of what we now know to be fundamental balance concepts (like survivability equivalence and DPA).
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Quote:Mids doesn't calculate rolling DoTs correctly and never has, afaik. The guys working on it really should change that. I know I've told them at least once. The DoTs do not, in fact, each have an 80% chance to land. Each tick requires that the previous tick have landed so that the first has an 80% (.8 ^ 1) chance to deal damage, the second has a 64% (.8 ^ 2) chance to land, and so on....is Mids correct? Is Fire Blast Really better DPSA than CAK?
Would I be better off replacing CAK with Fire Blast?
Because of this, Fire Blast does not deal ~92 damage. It really deals 86.6 damage. This gives it a DPA of 59.6. CAK has a DPA of 61.1. -
Quote:Perma-saturated Soul Drain and double stacked Rage aren't even remotely similar. Rage can be used and operates at full capacity whether you're in combat or out. Soul Drain requires that you have and hit all 10 targets surrounding you. You cannot guarantee that you will have 10 targets around you at all time. You can guarantee that you will be able to use Rage no matter how many targets are near you or whatever effects you're under. Even more so, you've got to deal with the fact that you're having to devote roughly 8.5% of your animation time to keeping Soul Drain up compared to the ~2% use of Rage (which actually means that perma-Soul Drain has substantially higher recharge requirements than double stacked Rage).Comparing other scrapper Primaries to SS with double stacked Rage is similar to comparing all Primaries with Perma Saturated Soul Drain.
Even with that comparison, double stacked Rage is still stronger because you're getting 200% +dam (Scrapper numbers) and 40% +tohit with 16.7% time lost compared to perma Soul Drain providing 30% +tohit and 150% +dam (assuming you hit all targets). With double stacked Rage, you're getting functionally 330% total base damage dealt irregardless of what the fight conditions are compared to perma-Soul Drain providing 345% total base damage dealt under optimal circumstances. Under more reasonably circumstances (5 targets averaged), you're going to get only 295% total base damage.
Quote:Will it be good? Yes. Will it be unbalanced? I do not think so. -
Quote:Quick Recovery provides 30% +recov. With enhancements, that translates into roughly 1.0 end/sec. It's not as extreme as the roughly 3 end/sec (100 end every ~33 secs) that can be gained via Power Sink, Energy Drain, and Energy Absorption, but, honestly, that much end drain is largely redundant anyway (and it assumes that you've got between 4 and 7 targets around you at all times). There's also the advantage that Quick Recovery is passive and the others are active (thusly making it more popular for a vast majority of players because you're not having to devote 7.5% of your animation time to your endurance sustainability).What are the numbers on those sets endurance management? Because I wouldn't put Quick Recovery (from WP no less) on the same level as Energy Drain...and definitely not Consume from Fire Armor.
Quote:I believe Elec Armor and Fire Armor pay for their utility (damage and endurance) with decreased survivability.
Where end consumption is concerned, you only really need 3.0 end/sec passive recovery to run a character, and there really isn't much you can do with redundant endurance (you can't force yourself to spend more endurance to get more out of it). Once you become infinitely sustainable (or even sustainable over a long period of time), there's really no purpose to getting more (which is what Energy Aura does).
Quote:In that respect, I never found EA particularly squishy in normal play. It's just people will look and say "Energy Aura or SR?...I want the besterest armor!!1" EA is just outdone for what it does by other sets. -
The only way I could imagine doing a set as such, instead of having it operate by allowing you to choose the damage type and secondary effect (as is done with Dual Pistols, and it's not likely for the devs to give another blast set the same "shtick"), would be by having the damage type and secondary effect be applied in either a patterned or random manner. The patterned manner would essentially operate by having each power grant a "mode" that the next power you detects in order to determine its damage type. Essentially, you would be borrowing the Dual Blades mechanic (mode cycling) and repurposing it to do something completely different. The random effect would require a bit of new tech (though it's not like the devs have shied away from developing new tech for new sets), but it would add some interesting play to the set (random damage types and secondary effects).
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Quote:If you really want more AoE damage, I would take it. It's not much work to quickly bounce out of melee to let loose with the cone based mayhem and then jump back in, especially when you consider that it's your highest damage AoE by a remarkable margin. The knockback can be a bit annoying, but, even with that, it's just a manner of finding a wall or corner to direct enemies at. I would agree that it's probably skippable, but you would also be skipping a remarkably powerful AoE simply because it can knock a few targets back.I was actually considering skipping Electron Haze. I read somewhere on the boards that a Blaster with a melee-heavy playstyle doesn't really need it, plus I hate knockback if it's a % chance and not guaranteed.
Well, okay, that's a lie - I hate knockback in general. -
Quote:Actually, what you're thinking of are the psionic attacks that bypass position. The attacks you're thinking of have the psionic type by no position, hence the moniker of "non-positional psi attacks".Don't forget the psionic attacks that bypass typed defense. There are also attacks (particularly debuffs) that carry no type of attack, but they still have a position.
Quote:IOs or not, m/r/a defense will always perform better than s/l/e/n/f/c. Most things have a type, but everything (short of a very few psionic control powers) has a position.
The only case in which I have ever seen positional viewed as better than typed defense is in the case of IOing out a character and, even then, it's only when you're attempting to softcap all types rather than simply a single category. In general, softcapping a single category of typed defense (s/l) is equivalent to softcapping a single category of positional defense (melee or ranged) to such an extent that it's largely a question of which IOs are easier to slot rather than a question of effectiveness. -
Quote:If this is being directed at me, I can assure you I've done the numbers. It's a hallmark of how I approach sets.Ranking the performance of sets along a specific set of criteria is something that can be done, and done in an objective manner by using numbers.
Quote:A key difficulty in balancing EA has to do with its core strength, which is endless endurance. Endless endurance is particularly likely to appeal to somebody who dislikes futzing around with IOs because you don't need to do anything special to get it. You simply select EA as your secondary, do a semi-decent job of slotting energy drain, and endurance ceases to be a concern for the rest of that character's career. Some may not value that, which is fine. But, I value that, even if others don't.
On that note, if EA had the same native defensive capabilities as other brute secondaries, it would be overpowered because of endless endurance (something SR doesn't have, incidentally, unless you build for it).
Energy Aura is not unique in its ability to have plenty of endurance. It is unique in that it pays for the redundant endurance tools it has with lower survivability, enough that it's actually noticeable that it is less survivable than similar sets even with the buffs it has received over time.
Quote:The stealth is another nifty attribute of EA likely to disappoint somebody who wants all brute secondaries to fit a specifically tailored set of criteria, but it is likely to appeal to those who love variety. -
If you're going solo, you can pretty easily skip the ally buff shields. I definitely wouldn't skip either Dispersion Bubble or Repulsion Bomb. You probably want Personal Force Field for those situations in which you need to escape and Force Bolt for another "attack", though you might not want to because it would cause redraw (and DP's redraw is the longest in the game, iirc). For DP, I would take pretty much everything except for Suppressive Fire, unless you really want a variable stun/hold. You probably want to take the Fitness pool asap and the Fighting pool soon after.
For a team build, you'll definitely want the ally shields, Dispersion Bubble, and Repulsion Bomb. I wouldn't take Force Bolt on a team build since you don't really need the extra "attack". I would take the same DP powers for much the same reason. Fitness is definitely a must since you're going to be running more toggles likely, especially since I would recommend getting the Leadership pool for Maneuvers and Tactics (Maneuvers + Dispersion + ST bubbles can softcap your entire team with decent enhancement).
I wouldn't recommend taking Detention Field, Repulsion Field, or Force Bubble on either build, though your mileage and preference may vary. -
If you want to blap, nothing beats out */Elec. Lightning Field gives you extra damage in a remarkably large radius and Power Sink offsets endurance cost woes (Lightning Field does slightly less damage than Blazing Aura but has a larger area than BA and doesn't scatter mobs like Hot Feet). You've also got Charged Brawl and Havoc Punch, which are the best melee attacks Blasters get. You're not going to get as much AoE as you would with */Fire, but, you really don't need it considering the 3 substantial AoEs that Rad is packing.
Conversely, you could always go with the "standard" blapper set: */Nrg. Power Boost isn't going to do you much, but Boost Range is going to make Electron Haze more effective and you still get 2 very heavy melee attacks. Another nice aspect is that you get more stuns to stack with Cosmic Burst for when you're soloing and fighting a boss. The biggest problem with this is that you're going to lose out on AoE damage. -
The only "villains" cooperating with the heroes are those from the Rogue Isles. Malta, Nemesis, and all of the others are independent and, rather than working with Vanguard, are either directly working against them (Nemesis, as explicitly happens in one of the arcs) or simply attempting to avoid them. It makes almost no sense to get NPC villains weapons from Vanguard. The only possible logical reason would be that you would be getting these weapons from defeated NPCs, though it's not like Vanguard is fighting them in large degrees, so it doesn't make much sense for them to have substantial stockpiles to give to those helping them.
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Quote:Energy Aura is not a joke set at all. It can actually be quite powerful if built right.
Whether it can be "powerful" when build "right" isn't really a question of whether it's an effective set. If it can be roughly as effective as other sets under the exact same conditions as other sets, then it's effective. The problem is that Energy Aura simply doesn't fulfill that condition. With the same expenditure of resources, any other set would either deal more damage with the same survivability or simply be outright more survivable.
Quote:As mentioned before, positional defense is superior.
Quote:In my opinion, Energy Drain needs to get an Energize treatment. I think Conserve Power needs to be replaced with a "Defense Buildup" (like the one in Soul Mastery for Stalkers) or something cooler (Reflective Shield, anyone? redirects a percentage of attacks to enemies who cast them? Come on, it's fit the concept and be cool!).
Quote:Other than that, it's not THAT BAD of a set, really.
Like I said before, not matter how many times you say it, it's still a bad set. Even with the I13 changes that gave Energy Drain a heal (which, btw, the heal numbers were chosen to make it equivalent to Reconstruction with 4 targets in range while factoring in native mitigation), the set is still significantly sub par compared to similar sets with similar capabilities.
Just because someone can make a set work doesn't mean that a set is balanced. The fact that it takes more to make it work than is required for other sets just to get to the same level of performance is pretty much an indication of such.
As an addendum to my previous suggestion, Overload for Stalkers probably needs to be tweaked as well. The +hp is overkill which makes even less sense when you consider that the base value that is already larger than is necessary can, as an option, be enhanced. I would probably reduce the +hp for the Stalker variant of the power from 40% +hp to 20% +hp and give the power 15% +res(all) to make up for the lower hp increase (+hp and +res operate in virtually the same manner). -
Quote:SS is "balanced" as a set around one major concept: there are crappy powers and there are stellar powers. Essentially, within the set, there are powers that are stupidly weak (Punch, Jab, Handclap) and powers that are stupidly strong (Rage, Footstomp, KO Blow). Assuming that you take all of the powers in the set and that you aren't using many powers from outside of the set, it's roughly balanced because you have to use the crappy powers while your overpowered powers are recharging. The problem with the set comes when you start bringing in powers that aren't within the set (like pool and ancillary powers), the entire "balance" of the set falls through because you can replace the crappy powers in the set with powers that aren't as crappy (and oftentimes simply "good") from other sources.I'd like to see a post where someone said that SS is balanced. If anything I remember reading quite a few places that people do not want SS ported to scrappers because it will get nuked lol.
Honestly, when SS and/or EM get proliferated (it's a question of "whether" with SS and a question of "when" with EM) I expect them both to get some rather substantial reevaluation. With EM, I expect Whirling Hands to get some love to offset the fact that ST damage is less important than AoE damage and the set itself doesn't have particularly stellar utility (stuns are nice, but not when they're not particularly reliable) like DM. With SS, I expect a lot of changes: changes to dam/rech/end and/or animation time to powers to bring them more in line with the effectiveness of other attack powers, a severe reworking of Rage to bring it back in line (at the very least, a reduction/removal of the massive +tohit), and likely a reduction in effectiveness of Footstomp. Just as I doubt Stone Armor or Energy Aura will be proliferated to Scrappers without some changes, I doubt either of the power sets in question will be proliferated to anyone without tweaks to fix problems with the sets. -
The Cottage Rule only applies to changing powers after they have hit live. It has nothing to do with changing a power before, which is where the difference between Dampening Field and Repulse occurred.
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Quote:Actually, that last one isn't unique to you. I've gotten that one a couple times. Generally, they're when I'm posting suggestions or commentary on poorly designed or imbalanced sets that people don't want the devs touching.Sometimes people leave very elaborate messages. Sometimes they just leave short ones. "Nice!" or "you suck" or one probably unique to me "not a dev."
Quote:The truly Zen rep that I've gotten two or three times is when they leave no message, and they have rep turned off. So what I get is a reputation flag with N/A and no value. Its not positive or negative, and it has no message.
I routinely get neg rep'd for various things, though I'm always amused when I get neg rep'd for being helpful by contradicting bad advice. Luckily, it's almost always countered by people giving me positive rep for being helpful and/or entertaining. I've gotten numerous neg reps from rep farmers that I simply pissed off (generally by calling out their idiocy or demonstrating that their analysis or math is bad).
As has been said earlier, I'm one of the few people that actually believes in rep somewhat. Of course, I actually believe that players should earn their levels rather than simply farming or using exploits to jump past whatever levels. I place more value on the actual earning of rewards than the simple possession of them, so it fits the theme. Many people would rather simply have stuff than earn them, so it puts me at odds with them.