Umbral

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  1. Quote:
    Originally Posted by Samuel_Tow View Post
    I'm more than positive people are going to cry foul because you're essentially FORCING them to fight outside of Granite Armour, or at least wait exuberant amounts of time between advancing to the next spawn. The problem is that pretty much any change you make to Granite Armour will have to come either with a serious slash at the power's effectiveness, which will piss people off, or with some kind of mandatory or heavily-enforced mechanic to get the power to shut off.
    Which is why I don't really see much point in completely rebuilding the power around the attempting to appease players that will never be appeased because they will never be unless they're allowed to keep Granite as it is now. I'd much rather just do what is simple: either treat it like a standard god mode power (as I am) or give it the PFF treatment (as was suggested earlier). Attempting to create entirely new designs for a power just to try to prevent pissing people off that will be pissed off no matter what you do is pointless as I see it.

    The power was never intended to be used at all times and to completely eclipse the entire rest of the set. Even Jack would have realized that was completely broken. Part of any redesign is going to involve either modifying the power to account for the new usage paradigm or modify the power so that it now works with the intended usage paradigm. You're going to piss people off either way because modifying the power so that it's now used all the time will generate a very steep reduction in power or modifying the power so that it will only be used in a restrictive manner is going to anger people that want it all the time. There isn't a way to get it both ways while still being balanced. People should just suck it up and realize that.
  2. Quote:
    Originally Posted by Arcanaville View Post
    The old but unknown till Dual Pistols came around is that its possible to create a power effect that only affects certain other power effects by type. "Type" is something the devs can set up independently of any other part of the power, so in the Dual Pistols case they made the different damage types all different power effect "types."
    Actually, I've known about that one since before Dual Pistols. Nectanedbo's Curse Breaker demonstrated that to me a while ago.
  3. Quote:
    Originally Posted by SpittingTrashcan View Post
    Regarding defense debuff, the situations that concern me are actually ones where very strong tohit buffs are present, which can be roughly simulated by setting defense debuff to some absurdly high number but is probably best simulated by setting the defense values to -4.5. You may scoff, but I can think of a number of important encounters (and some more common ones) where defense is pretty much negated as a form of mitigation. Ask any SR or Shield or Ice player about crystal emanators, or Overseers, or the Mire Nictus, or tower-buffed Recluse.
    And yet, even though those situations have existed for as long as the game has been around (Nem lts stacking veng), it hasn't caused the devs to weep blood for any of the purely defense oriented sets that are affected in a much more negative manner.

    Your argument here might actually bear some weight if it weren't for the fact that they're not exactly common and that Stone Armor isn't solely reliant, much less reliant in the majority (EE is probably the single strongest mitigation tool available aside from Granite Armor), on defense in order to survive. Arguing that just because one of the entire suites of mitigatory tools that Stone Armor has, the set needs to be given even more power doesn't really add up. If that line of logic actually worked, the other sets that rely on defense in their entirety would have gotten large scale increases to performance to make up for it. As it stands, those situations are probably considered to be situations that are meant to be overcome with buffs.
  4. Quote:
    Originally Posted by SpittingTrashcan View Post
    The first, obviously, is that it flagrantly violates the cottage rule, almost to the extent that the example that gives the cottage rule its name does.
    That's debatable. The cottage rule says that a power will not change the basic functionality of a power. The basic functionality of Granite Armor is to provide a high level of resistance and defense. The enamantor concept would still do this, so there's no real breaking of the cottage rule. The Cottage Rule was given that name specifically because it referred to making Build Up create a cottage rather than increase your damage and accuracy. If the cottage still increased your damage and accuracy, or increased it in a different way, then it wouldn't be breaking the cottage rule because that same functionality is still present within the new version of the power. Just look at the change from Conserve Power to Energize: the end redux got pushed almost completely to the side, but it's still there so the Cottage Rule isn't broken.

    Quote:
    So you've summoned this entity and it's buffing you as long as you stay close to it. Why isn't it buffing anyone else that is similarly nearby?
    That's pretty simple to explain. You summoned it so you're the only one attuned to it (or it's attuned to you, either way). You might as well ask why the Protector Bots only buff the other bots or why the CoT crystals don't effect the CoT.

    Quote:
    On a different topic, I've downloaded Arcanaville's spreadsheet and I'm toying with various combinations of power numbers and circumstances. Umbral, you may want to check out what happens to current Stone, current Granite, and your versions of Stone and Granite when you start to increase the Defense Debuff number. Yes, I'm aware that defense usually protects against defense-debuffing attacks, but there are a number of situations where this is not the case and it'd be a nasty surprise to pull on current Stone players to find out that they are now quite weak in situations where they used to be able to fall back on other protections.
    Yea, I just started looking at that, though compare Stone Armor to Invuln: the level of defense is higher, but the level of DDR is still only slightly higher. The only sets that have substantial DDR (i.e. enough to completely negate defense debuffs) are those that rely on it almost entirely. Stone Armor doesn't: it has +hp, +regen, +res, and +defense. Stone Armor is all over the place, so it doesn't really have a reason to have substantial DDR.

    Remember that Granite Armor has some massive DDR so you're going to get some friggin' insane resistance to those effects while it's on, considering you still have all of your other effects to fall back on.
  5. Quote:
    Originally Posted by BrandX View Post
    Just a thought here...you can tell me if it seems balanced or not, Umbral.
    Plugging those values into Arcanaville's spreadsheet seem to indicate that it would be just a bit too strong. Using 5 targets in melee as the point of comparison, it's going to survive roughly 10% stronger than Invuln. Considering the loss of the primary mitigating factors concerning its use, I would wager that those changes might need to be reigned in a bit.

    Personally, I prefer the changes that I made because they make Stone Skin a power that actually contributes noticeably towards your survivability, even at level 1, something that the power doesn't really do now. I doubt anyone really thinks it's a great power pick as it is. Right now, it provides the same amount of resistance as Resist Physical Damage (which actually has a place in Invuln because it's already packing huge amounts of s/l resist so that paltry sum is actually providing a lot more mitigation comparatively) while not providing any DDR. I don't really think that "it can be used with mutually exclusive Granite" is a particularly good reason for not buffing an otherwise uninteresting and otherwise useless power, especially since I believe that it's doubtful that, after the comprehensive changes to the set that this thread has been espousing, Granite Armor would remain mutually exclusive with the rest of the set. I expect that Granite Armor will probably have its base values reduced and the mutual exclusivity to be removed, at the very least.

    Also, my changes attempt to diversify the individual mechanisms to allow Stone Armor to be less allergic to specific situations than other armor sets, which, as I see it, would be a major advantage: unlike some other tanks, a Stone Armor tank with my changes would be able to comfortably tank virtually all enemy groups thanks to a diversified suite of mitigation tools.
  6. Quote:
    Originally Posted by Starsman View Post
    That is no longer true. Not since Dual Pistols came out. Change Ammo does exactly that, it targets only the powers in the set, and not just does it target the powers in the set, it actually target specific attributes within that power.

    So far they only been doing changes to chance percentages with it, but I'm sure the system would allow them to change about any attribute in the list.
    Eh, I would be reluctant to say that the Dual Pistols changes (which I was under the impression only allow them to modify chances for certain effects to occur rather than outright attribute changes) would be certainly able to change such base attributes as endurance cost, recharge time, and root time. I'm not entirely sure that those values are part of the same entries and there might not be the same permissions and accessibility with that additional functionality.

    It might be possible, but I would be reluctant to say that it is likely without a redname weighing in on the matter.
  7. Quote:
    Originally Posted by Samuel_Tow View Post
    Let me know if you think we can work out some numbers for a setup lik this.
    It seems like a very interesting idea, especially since I've always liked the idea of players summoning the DE emanators (I actually pitched an idea, way back when, for Hami merits or a Hami accolade to summon a DE emanator to buff your team).

    The only problems I can see with this is that the area might be a bit too big (I would err on the side of caution because the idea is to prevent players from never leaving it) and that, as some have already stated, they like the visual effect that Granite Armor provides (though I doubt it would be impossible for the visual effect of the effect granted by the emanator to turn you into the giant rock thing). If I were to do something like this, I would likely have the area of the effect be roughly 10-15' around the emanator, but have the duration of the effect itself last between 5-8 seconds so that you can manage short forays out of it before the benefit drops off.

    Another problem would be determining how to adjudicate downtime: if it's a click power, it would be pretty easy to simply stay in that area until the power recharges if the emanator itself lasts an exceptionally long time (which I think you're suggesting). That issue right there presents me with some problems because I think it would probably be better to simply force the power to start recharging after the emanator dies rather than after the emanator is created, though the only way I can imagine doing this would be to make the power a toggle that somehow keeps the emanator it summons alive (something that I'm not even sure is possible; though, if it's possible for a toggle to summon the pet upon initial activation, I can imagine putting together some kind of mechanism where the pet attempts to deal enough damage to kill itself every few seconds and the toggle simply gives it 100% resistance to this suicide damage type in order to generate that functionality).

    Also, bringing up this concept has reminded me of an idea for and "Earth/Rock/Crystal Support" set I came up with long ago wherein a majority of the functionality of the power was built around summoning emanators to buff your party and debuff your enemies (like using both CoT crystals and DE emanators as 4-5 of the powers in the set). I might start trying to put that together again...
  8. Quote:
    Originally Posted by Rangle M. Down View Post
    Is this correct?
    Yes. Keep in mind that Toxic isn't a defense type, so that 0% doesn't really mean anything.
  9. Quote:
    Originally Posted by Thirty-Seven View Post
    For almost any other poster... I would probably let this slide, but for someone as smug and arrogant as you seem to be, I cannot.

    I believe the phrase you are looking for is: "You might actually be able to learn!"
    My bad. Thanks for bringing that typo to my attention, correcting it now.
  10. Quote:
    Originally Posted by Steampunkette View Post
    Do you think granting partial resistance and defense bonuses to ALL the toggles that currently have one or the other would be out of the question? What about increasing the Smashing/Lethal in Stone Skin? By partial I mean putting in 7.5% Defense into Brimstone and 11.25% Resistance into Rock Armor and Minerals. (Tanker Values, commensurately lower for non-tankers)
    I don't think you're understanding how that mechanic with Granite Armor would likely work. The cottage rule is going to prevent removing the +res/+def effects from Granite in its entirety so its substantially more likely that the values would be coming from Granite Armor. Essentially, you'd have a series of different linked effects that would provide the +res/+def contingent on modes that the "base" toggles activate with every tick. If it were to go this path, I'd probably make only the effect linked to the base toggle in question rather than the magnitude of the effect in question.

    Quote:
    To give the armor a penalty we could give it the 90% movement rate cap debuff and un-TPable (which would just cause frustration) Or we could do something a little different.. How about a penalty to Maximum Endurance instead? That would effect recovery rates, maximum endurance expenditure, and make it really tough to use the set long-term without slowing your attacks to a crawl or popping a ton of blues. Even with end-recovery at maximum, 8% of 50 is only 4 end/second, which even the lowest cost attacks in the game eat up instantly.
    I could actually see capping max end as being a reasonably good balancing factor. I prevents even the most insane buffing from overcoming it, but, then again, it would also make playing in Granite Armor without those same buffs rather painful. With stacking a crapload of end redux in virtually everything, you'd run out of endurance so fast it's kinda pointless to have it without unless you're that heavily buffed at all times.
  11. Quote:
    Originally Posted by SpittingTrashcan View Post
    There is an inherent power that is not only available at all times, but has zero recharge time and zero activation time - yet people definitely do not consider running it worthwhile at all times. Sprint.
    An inherent power that provides no benefit in combat yet still consumes endurance. Your metaphor is flawed.

    Quote:
    Furthermore, there are two whole archetypes built around two toggle powers that are available at any time, have zero recharge time, and grant only buffs to the character, yet are profoundly situational. Khelds. Dwarf Form, Nova Form.
    Because they fundamentally alter the role of the AT in question and provide entirely different functionalities and have a specific suite of powers that they are allowed.

    Quote:
    So, Umbral, you can keep pushing a mechanically forced downtime for Granite Armor, but it's not getting much love from the people who actually play Stone Armor now, and there's no reason to believe that the change would make it attractive to people who don't play Stone Armor now, and it's also not actually necessary in order to balance the power or the set.
    You can keep attempting to make incredibly flawed and inappropriate comparisons between other powers and Granite Armor but they're never going to give you anything approaching a logical basis for having Granite Armor both available at all times and as powerful as it is now. You're not even making much ground within the context of the debate by attempting to draw similarities between Sprint (omg powerful!) and Granite Armor.

    Quote:
    It's unpopular, unattractive, and unnecessary. It's a bad idea.
    I can agree it would probably be unpopular, though you're never going to convince me that it is both unnecessary and unattractive. I'm pretty sure that you might actually consider it the preferential option if you had to choose between my version and a PFF version that actually has penalties commensurate with the benefit.
  12. Quote:
    Originally Posted by Hyperstrike View Post
    Good point. It was only intended to be an EndRedux for the armors SPECIFICALLY. Not sure if that kind of situational reduction can be achieved.
    It can't be. If you're intending to make it apply in a manner proportionate to the current endurance cost of the power rather than the base endurance cost pre-modification, it's not possible. The devs have told us before that it's impossible for a power to apply an attribute modification to a specific power exclusively. It's possible to add or subtract base values, but, if that occurred, the difference between having no end redux, standard end redux, and heavy end redux would generate highly different end values (because it would need to be linear and end redux operates in a proportionate manner).
  13. Quote:
    Originally Posted by Steampunkette View Post
    That would weaken the Tier 9's defensive capabilities a bit, and superficially increase it's endurance cost, since players would need to use multiple toggles to get full mitigation, and if they didn't have a specific toggle, Brimstone for example, they'd have issues with enemies using that damage type, since Granite wouldn't provide that mitigation.
    That's an interesting concept and not that hard to implement either (give each armor toggle a non-exclusive mode that Granite Armor then detects and provides mitigation for based on whether that mode is active). I'd probably change it so that each toggle simply provides both types of mitigation rather than just the mitigation type that the basic power provides (i.e. having Rock Armor on would have Granite provide +res(s/l) and +def(s/l)).

    I would still question whether it solves the issue of there not being a reason to turn Granite Armor off for whatever reason. I doubt we wouldn't see an increase in the penalties even with these modifications, and I similarly doubt there wouldn't be some attempt to fix the endurance costs of the rest of the set as well. It's an interesting schtick for a tier 9 (and one that I've thought would be very interesting for a new set), but it's not really something that fixes the major problems with the set overall.

    Quote:
    It's not a matter, for me, of "Unkillable and able to kill" it's a matter of trying to balance the power against the other powers while still keeping it a toggle. Why? Because it's unique, that's why. And after 6 years of it being a toggle you just -can't- make it into a click. The nerdrage would be insane.
    No matter what happens to the power, if anything is reduced to make it more balanced (it's not even an argument any more that it might not be), nerdrage is going to happen. Nerdrage is one of the biggest reasons that Castle hasn't touched the set yet. If it gets touched, nerdrage is going to ensue so it's not like it's really going to be factor when fixes to the set are actually applied.

    If it's more applicable to make it a toggle akin to a click power (such as I've suggested), then that's likely to happen regardless of whether people think it should have happened or not. There was massive nerdrage when IH was turned into a click power that wasn't even perma-capable. I remember how massive it was. I was there, and I was one of the people joining in it. Of course, now that I've had a few years to consider it, I can see that it was needed and, although I still bear a bit of animosity towards the Cryptic devs, I can respect them a bit for doing it.

    Quote:
    How about buffing ALL of Stone Armor, and Nerfing Granite down a lot? Let's make Granite, still mutually exclusive from the rest of the set, incapable of softcapping defense with IOs by itself, or resistance. Granite stops being the "End All Be All" of the powerset, but it's the "Low End Cost" option. Since, Y'know, running all your toggles is more expensive than running 2-3 (rooted and mudpots with granite) Or adding in Combat jumping and the like.
    Eh, the problem I see with this is that you'd really have no reason to run Granite Armor then. At the same time, it would be a tier 9 that, rather than acting as a capstone to the set, acts as a separate powerset entirely. The mutual exclusivity of Granite Armor is one of the biggest problems with the power. Mutually exclusive tier 9 powers are just poorly designed, in my opinion. This was quite easily the biggest problem with old MoG: it rendered the entire rest of the set useless while it was active. You might as well not have the rest of the set if you were using it. As I see it, it's just bad design to make a set wherein the pieces within work at odds rather than together. It would be as if we had friendly fire in game so that Blasters would end up shooting the Tanker that's protecting them.

    Quote:
    But yeah Making it -not- a toggle is just not an option.
    I still don't agree with this. If making it a click power or click power equivalent is the simpler solution to balancing the performance of the set, then that option should still be viable. Just because some people want the power to remain available at all times rather than having to gauge the situation to determine whether you want to use the power in question doesn't mean that it shouldn't be an option. If anything, it should be an option because otherwise there's no playstyle variance in the performance of the set and the effectiveness of it just becomes a question of your build rather than your abilities.
  14. Quote:
    Originally Posted by Samuel_Tow View Post
    Interesting... So, basically kill the offensive penalties, impose harsher movement penalties. Huh... I hadn't thought of that. Not a bad idea, actually, provided we kill the movement speed debuff in Rooted. That should keep Granite Armour giving significant survivability (how significant is a matter of debate), but would force you to detoggle if you want to move between spawns. Not bad. And since it wouldn't have the Achilles' heel problem of dropping the entirety of your status protection the way detoggling Rooted to move does, then I can see this as a form of toggle-juggling. Ostensibly, Granite Armour ought to be a power you use when you've walked in on something over your head, not as something you run around in as a status quo, so that kind of penalty I can actually see.
    As I've said before, that was one of the integral changes to Granite Armor that I suggested. The problem I see with allowing the power to have a non-limiting recharge time is that, unless the recharge time is long enough to discourage simply waiting between spawns for Granite to respawn, there isn't really going to be much reason. Without a long recharge timer commensurate with old school IH's (90 secs, iirc), you're going to find players simply forcing small amounts of downtime between each spawn.

    One of the reasons that I went with my version being both time limited and a toggle was specifically so that it would provide effectiveness of a crashing tier 9 (Invuln w/ Unstoppable active is substantially more survivable than WP w/ SoW) with the utility of a non-crashing tier 9 (i.e. no crash). Rather than having a crash occur at the end, the crash occurs for the entire duration of the power (rather than crashing your offensive capabilities, it crashes your ability to move) and you have the ability to end the effect prematurely if you need or want to (rather than having to wait for the power to end, like with Unstoppable or old-MoG, if you're out of combat and you want to deal with the crash now rather than in 15 seconds).

    Quote:
    Why not, though? That's its shtick, isn't it? Stone Armour is the one set that's all about ultimate protection. Back in the day, it was the only set with protection from Psychic attacks. I don't see why Stone Armour can't have the greatest survivability in the most situations, if for no reason other than because that's basically what it was designed to be. I have no problem with sets like Invulnerability and Willpower matching or even exceeding it by a little with saturated toggles, but Stone Armour would still retain its power in fights against single hard targets like AVs. And I'm fine with that.
    Well, from what I remember from years ago, Stone Armor was designed to be the friggin' unbreakable set, but it was also supposed to be balanced against being an utter ***** to play (i.e. lower offensive ability and lower mobility). There was also the issue that there wasn't really much need for that much survivability back then. You could build FA to be tough enough to handle virtually anything, so the additional survivability granted by Stone was largely unneeded. Many of the changes that people are proposing encourage making Stone Armor substantially easier to play without removing the intended limiting factor on the performance of the set (playability). If the intent of a rebuild of Stone Armor is to make it more playable, it's got to similar pay with the additional capabilities that were given to it in exchange for that.
  15. Quote:
    Originally Posted by Clouded View Post
    Umbral, you're nothing more than an internet tough guy. Learn to debate without being a ***** or stop debating. Your immature attitude destroys any argument you make and flushes your credibility down the toilet.
    Coming from you, I'm not entirely sure that what you said really carries much weight. The problem here is that we're not debating, or, at the very least, we're not debating using the same rules.

    Whenever I enter into a balance debate, I operate under the assumption that numbers are the most important thing under consideration and that opinion and theme come second. Whenever others enter into a debate wherein they not only abandon numbers but they outright ignore them in order to provide their opinions and thematic choices with greater weight, I get irked because it's rather obvious that they're not entering into the debate with the same rules that I am. If I've already given numbers have already been given that demonstrate reliably that the thematic choices and opinions of others are fundamentally at odds with balance, then there's not really much that I, or anyone else for that matter, can do to alter that because, at that point, it's no longer a balance discussion and rather a discussion of opinions.

    Contrary to what you might believe, I have no problem entering into debate with individuals like Arcanaville without resorting to insults (though I do find snark entertaining enough that I generally add substantial bits of it here and there) because we operate using the same rules of debate concerning balance (i.e. numbers trump all). I do, however, have a problem with entering into debate with people that, almost always due to lack of expertise or intelligence, decide that numbers don't matter when the numbers are supposed to be the attribute of primal import.

    Quote:
    Why did you even make this thread? Did you want to show everyone your big brain? Unfortunately, your lack of civility trumps any intelligence you might store in that skull of yours.
    Actually, it was largely because I wanted to use the forums as a sounding board for my ideas while I get it ready for Castle. I posted because I wanted to get people like Arcanaville and Sam's opinions concerning my changes. I also did it because I legitimately love a good argument, though that doesn't mean that I'm going to coddle people that have no reason taking part in a numerical balance debate thanks to inability to actually make arguments using numbers. If you can't think with numbers, get out of the numerical debate.
  16. Quote:
    Originally Posted by SpittingTrashcan View Post
    I mean, if you say that it's not possible to design a power that you can be allowed to keep on all the time, you're saying that all armor toggles are unbalanced. I don't think that's quite what you mean.
    It would be more apt to say that it is impossible to create a power that can be on at all times that provides the level of survivability that players expect from powers of that kind that does everything that players want. The existing armor toggles are balanced because they're not attempting to be as strong as Granite Armor. There is also the design issues that, unlike a tier 9, normal armor toggles are intended to provide baseline functionality rather than extreme functionality for extreme situations. The powers that Granite Armor is supposed to be the equivalent of are not intended, or even capable, of being on permanently, much less more often than half of the time.

    Quote:
    As for my Calcify power suggestion, I think you're missing the point. Basically, over the course of 15 seconds after activating the power, you harden up to a higher level of survivability (lower than the current level granted by Granite) and a lower level of offensive capability. Once you've reached the peak, you stay there until you turn off the toggle, at which point the buffs and debuffs fade away over the next 15 seconds.
    I actually like this idea somewhat, though mainly because one of your fundamental design requirements is that it provide lesser survivability and greater penalties than the power currently has. It also has the added advantage of playing together with Stone Armor's "slowness" theme. The only problem I can imagine is that the ramp up and ramp down times would only have much balancing effect if you're going to be turning it on and off while in combat.

    Quote:
    Once again, to beat the drum until my arms give out, I'm not saying that Stone Armor should have a wildly higher level of survivability than any other armor set. I'm asking for a moderately higher level of survivability to be available whenever needed, at the cost of a decrease in offensive capability sufficient to make that higher level of survivability impractical to attain under all circumstances. This is not an idea that is in itself inherently gamebreaking.
    Of course. Being able to trade offense for defense is a fundamentally balanced design concept that is integral to virtually all RPGs. The problem is determining where the equivalence between offensive and defensive capabilities exists and whether there should be diminishing returns for deviating from what is considered to be the norm to balance out additional capabilities attributed for specialization (i.e. whether trading 50% offense for 150% defense is balance or whether it need to be something more like 50% offense for 130% defense).
  17. Quote:
    Originally Posted by Hyperstrike View Post
    Seriously, tear it a new one.
    Rock Armor doesn't have an endurance cost of .73 end/sec. You input the activation time rather than the endurance cost. For the endurance reduction, you're calculating the effects of it wrong. Endurance costs are calculated in much the same way that recharge reductions are: you divide the original cost by the total endurance reduction values plus one. 2.5 end/sec with 50% +end redux would reduce the cost to 1.67 end/sec. To achieve the reduction in endurance cost by half, you would need to have 100% end reduction. The other problem with this is that you're similarly applying a reduction in endurance cost to all of your attacks and other powers as well, which makes it even more powerful, especially when you consider that your attacks and click powers use up more endurance than your toggles do by a very large margin.

    The primary problem with your suggestion is that you're forcing an even more crippling reliance on Granite Armor than there already is. You're also not addressing the problems of the set being too weak outside of Granite Armor, which is a major problem with the set. Rather than making the set less reliant on Granite Armor, you're making it more reliant. It would be much better to simply play with the end costs of the toggles themselves to arrive at a more balanced endurance cost because you're not forcing players to use Granite Armor just to be endurance sustainable along with being survivable. Of course, you're similarly doing nothing to mitigate the level of survivability that Granite Armor allows you to maintain indefinitely or the largely token penalties that are rather simple to work around.
  18. Quote:
    Originally Posted by Steampunkette View Post
    Actually, Umbral, you started out offensive. Against anyone who had a differing opinion of you. Just making that point known.
    I'd like to know how I was offensive to anyone in my first post. Please, point it out to me. As far as I can tell, the only time I ever reference I ever make to everyone else is simply saying that my proposed changes to Granite would piss off a lot of people (which is pretty obviously true), though I'm not sure how that would be construed as insulting. The first post that I actually make any non-factual reference to an individual or line of thought was where I stated that changing the entire focus of the set from primarily defense to primarily resistance simply because the poster didn't like the fact that the set would be weaker in the three or four situations where defense is useless and native resistances are.

    There is a difference between a difference of opinion (which I can accept) and making blatantly false or fundamentally flawed judgments and then simply assuming that they're correct without any evidence or consideration beyond what one believes and wants.

    Quote:
    What I think Stone armor needs is a complete rework. I honestly do. I like the idea of shifting the "Infinite Sustainability" out of Granite armor by simply making granite "Another Toggle" in the set, lowering it's numbers until, slotted with SOs, it only achieves it's current level of mitigation while simultaneously applied with all other armors and toggles in the set. Why would this be such a horrible concept? You're attempting to turn a toggle into an end per second click power (with the forced detoggle). There's another suggestion floating around to force a recovery penalty so that eventually you have to detoggle it or turn it off. Wouldn't having stacking end costs do roughly the same thing, barring tons of +recovery from IO sets and teammates, which no set metrics are supposed to take into account since the metrics are all based on SOs?
    First off, my changes would actually make Granite add more end/sec recovery than it would take away so, rather than costing anything or being free, it's actually a net endurance gain for the duration of its run, just like MoG is a net endurance gain (costs 2.6 and provides 100% +recov for 15 seconds, which, with standard endurance, amounts to 22.45 net endurance whenever you use it).

    Secondly, one of the big reasons that Arcanaville suggested the progressive -recov penalty was because it would be difficult to work around. Of course, I don't see it as being that difficult to work around when you look at powers that provide massive overkill +recov, such as Adrenaline Boost, Recovery Aura, Heat Exhaustion, but it's substantially harder to work around than outright end cost would be. My personal suggestion to accomplish this (that I actually considered, until I decided that it would simply be better overall design to have an enforced maximum uptime) was having the power apply a slowing increasing reduction to your endurance reduction (i.e. builds up to be reverse Conserve Power)

    End cost is simply problematic for the simple reason that, if you load too much endurance cost into a single power (which you're advocating), it's too simple to mitigate that. It's for the same reason that the recharges of OwtS and SoW are unaffected by recharge times: both effects are reduced by enhancement values and outside buffs proportionately. Basic enhancement reduces the value of either by roughly half. Further enhancement and augmentation can reduce the values of these to one-third and one-fourth. Putting so much endurance cost into a single source simply allows you to avoid the endurance costs by slotting that power with more endurance reduction than you would normally allow. You're attempting to apply the same logic that has already failed (Instant Healing).

    Quote:
    The powerset up to granite basically trains you to toggle specific toggles for specific fights. Fighting a ton of fire-foes? Better have Magma on. No psi in town? Forget Minerals. As it currently stands you get to Granite, turn it on and leave it on, most of the time. Wouldn't it better fit the set's methodology to toggle Granite AND Magma, while fighting fire based enemies? It turns Granite into a "Baseline" power that you toss on with pretty much every other armor you utilize, in keeping with the set's overall design, rather than trumping and bypassing all other toggles.
    The problem with this is that powers that are supposed to be baseline to the functionality for a set are not supposed to be available only at level 32/38 and above. Tier does not have any specific effect upon the magnitude of a power, though, by the devs actual admission, they design and redesign sets so that powers that are baseline functionality are available first and higher tier powers are intended to be progressively less necessary at all times and more necessary in specific situations. Turning the tier 9 into a baseline functionality power goes completely against this. At that point, you're changing nothing about how the set operates now except that now Granite Armor is no longer mutually exclusive with all of the other armor powers. The same problem as exists now (Granite Armor all the time) still exists.

    Quote:
    In the end I'd prefer to see Granite armor remain a toggle, unique and interesting, rather than becoming just another Unstoppable or Elude. And no matter how sound the numbers are on your designs to have it shut off automatically or suck end like a starving vampire in a blood bank if it isn't the toggle that people have come to know and love, you're just going to piss off a big portion of the playerbase. Even if you buff the rest of the set to make up for the downtime of that power, you'll strip away part of what makes the set unique compared to the others: A Tier Nine Toggle.
    Except that the entire balance problem with the power is that it's a tier nine toggle. If you don't think there is a balance problem with that after all of the discussion point out just how broken that is, nothing is going to diminish that. The discussion will likely always devolve into balance minded folks pointing out Instant Healing (and */Regen's movement from a regeneration based set to being a click/healing based set), and Granite lovers simply pointing out that any change to the power that prevents it from being up at all times would break the set. You're never going to convince use that being able to be both unkillable and able to kill at all times is balanced and we're never going to convince you that the set isn't entirely based around the ability to turn on Granite and laugh away anything the game throws at you.
  19. Quote:
    Originally Posted by Computer View Post
    I don't understand why you are intentionally trying to be so mean, especially when I have not done the same to you. How is it helping the discussion at hand?
    Because I've tried to educate you as to your incredibly flawed viewpoint throughout this entire discussion, and you still haven't even gotten the slightest grasp of what I'm talking about. You're still insistent that the ability to maintain Granite Armor grades survivability at all times is not only balanced but also necessary, and, in the same note, that the penalties to the power should be no worse than they are already regardless of the fact that they're laughably simply to get around.

    I am mean because I was reasonably polite for our first few exchanges but it did nothing to correct your incredible lack of knowledge that would actually allow you to contribute to this discussion. Being polite did nothing to mitigate your obvious ignorance and it, apparently, made you think that you were actually intelligent enough to have an applicable viewpoint on balance of any kind. When, even after explaining how you were wrong and why the things that you are stubbornly insistent are both necessary and balanced are required for any change to be balanced and acceptable (when it is obvious to anyone with half a brain and the ability to do basic algebra that is isn't), you are still incapable of realizing that the fundamental logic behind your ideas is both hideously flawed and horribly imbalanced. Hell, you still believe that the devs have an obligation to design sets that allow you to overcome any weakness that is designed into a set while still allowing you to do even more with the remaining resources that you believe you should have left over.

    I demean you because you're in a balance conversation though you're completely incapable of even recognizing what balance actually is. Even with math, you're incapable of realizing that it's imbalanced. You are somehow impervious to facts and logic.
  20. Quote:
    Originally Posted by Computer View Post
    Perhaps I am simply wrong.
    Holy crap! You might actually be capable of learning!
  21. Quote:
    Originally Posted by Computer View Post
    I did not say that you were altering the focus of the set. I am saying you are changing the set so now it only has defense to fall back on (with slight resists with Granite Armor on).
    Which is where the set has always been without Granite Armor. Seriously, the set does not exist entirely on the basis of Granite Armor.

    Quote:
    Nor, if I may point out, is it a defense based set. Stone Armor has mitigation in many areas including defense, resistance, and regeneration.
    Yet, if you actually look at each of the powers of the set, you'll realize that there are more defense based powers than resistance based powers and that, other than Granite Armor, the defense powers are more powerful. Granite Armor does not follow the standard design of the set. It is not the foundation that the set is built around. You're imagining that the set is based around resistance more than defense because Granite Armor is. It isn't. Look at the actual powers.

    Quote:
    I am afraid I do not understand what you are talking about.
    Which pretty much proves my point.

    Quote:
    ...is your only mention of increased resistance. Even if we look at it from the standpoint of being relative to defense increases, it still is not increased more.
    Okay, let me do some math for you. The change to Stone Skin increased the resistance from 10%(s/l) to 11.25%(all). That's granting 11.25% +res(f/c/e/n/t/p) and 1.25% +res(s/l). The +def changes amount to 4% +def(all but psi). Using the simple exchange of 2% res = 1% def, the resistance is still increased more overall. Please. Learn what you're talking about. Please.

    Quote:
    Why? If the defensive numbers were lowered than I would need to shunt more set bonuses in to make up for the lost survivability, which is something that can be accomplished versus making up for lost resistance numbers. That in turn would mean I have less resources for set bonuses in other areas such as recharge reduction and damage.
    And how is that problematic from a balance perspective? Your entire problem here is that you want the devs to make it easier for you to be stronger while in IOs regardless of whether it makes sense for the set to do so. For the set to have resistances that would make you happy, the powers that grant +def exclusively would need to have +res added to them, which generates some very amusing complications with having too many different attributes of numerous powers competing for a very small number of enhancement slots. Try imagining this if you can: every power in the set requires both defense enhancement, resistance enhancement, and end redux in order to be both effective and playable. Unless you want to force players to frankenslot to be effective, you're going to have a horribly designed set.

    Quote:
    Nor are you able to comment about my skill because you disagree with me.
    I can comment on your inability to actually look at the set without operating under the pretense that Granite Armor is the entire set.

    Quote:
    Are you sure? No where that I can find does he even mention Shields level of protection except for my excerpt, which says nothing about it being too high (just the opposite in fact).
    The point of the thread was less that Shield was too hard to kill but rather than Shield was doing too much damage for the decreased level of survivability the set manages.

    Quote:
    I'm afraid I personally cannot do that however I will ask someone else who I believe has an application to do so. I will get back to you with the results.
    Just use the survivability charts that I linked in the very first post. They're right there so that you can even do it yourself and possibly learn something.

    Quote:
    This is why I have been referring to things being transferred. In the end you want to user to be able to be able to reach the same amount of defense, with a less powerful version of Granite Armor.
    Where does anything in that state or even infer that anything is being transferred out of Granite Armor? What you quoting is me stating that the level of survivability as a whole (not the levels of defense and resistance independently) was remaining roughly the same. You can have the same level of survivability amongst two different sets without having to transfer anything around at all. Hell, even if you just did some basic math and compared the reductions to Granite and increases to the other powers you'd be able to see that it didn't work that way.

    Quote:
    In terms of if it is a God Mode or not is interesting. The strength of the set is spread around the powers quite substantially meaning the tier nine power could be designed weaker because the rest of the set is already very powerful. Personally I still think of Moment of Glory as the God Mode, however it's apparent that out opinions here differ as well.
    Yet anyone that has actually done any respectable degree of analysis concerning survivability would disagree with you completely. If you have ever played a */Regen, you'd realize that MoG is simply another click power that contributes to your survivability while IH is the actual God Mode. Simply compare the use of any of the other God Modes to the use of each independently and it's rather patently obvious.

    Quote:
    What do you mean by this? It would seem to me that the God Modes of recent sets (Strength of Will and One with the Shield if you agree that they are God Modes) have been designed around the fact that they will be used more often.

    Unstoppable's up time = 33% (Slotted)
    Strength of Will's up time = 40%
    Do you honestly believe that Unstoppable only ever receives +rech from the standard slotting? Even with SOs, you get Hasten. Yes, SoW has better uptime than Unstoppable (which actually has an uptime of 35% rather than 33%) however the uptime of SoW can never have better uptime than 40%. Unstoppable, with only Hasten (using averaged +rech contribution), manages 43.2% uptime. The changes to disallow the reduction of recharge time was done to enforce a low maximum uptime ratio than is possible with the traditional god modes.

    Quote:
    however options for set bonuses must be used up in order to do so.
    Why? */Regen is naturally allergic to -rech and -regen debuffs (along with being painfully allergic to -def thanks mostly to not having any substantial native mitigation and complete reliance on damage recovery). There isn't a way to work around those weaknesses so why should there be any reason that any weakness of a set should be able to be worked around with IOs? If anything, there is less reason because otherwise, as I have said before, the weakness is pointless.

    Quote:
    This is irrelevant to the point I was trying to get across.
    Actually, it's entirely relevant. Your point was using a flawed metaphor in an attempt to describe the relationship between the different god mode powers. The relationship that you are suggesting (insofar that the difference between Fire Imps summoning 3 pets and the others summoning a single pet) is not appropriate if you're attempting to use it to describe how Granite Armor should be allowed to be permanent while all other god mode powers are forced to be temporary.

    Quote:
    So am I to believe that they are all designed to do the same amount of damage? Obviously not. Fire Imps do more than Singularity in terms of damage; however, the Imps can't hold a candle to the levels of control the Singularity puts out.
    Just as all pets deal a different amount of damage and provide different degrees of additional functionality, so do the various god modes provide different degrees of additional survivability along with different extraneous benefits (greater mobility, mez effects, greater recovery, etc). Damage that pets provide would be a commensurate comparison to the survivability contributes that the god modes provide, and the control and debuff functions that the pets provide would be commensurate to the secondary attributes of the god modes.

    However, the biggest problem with your comparison is that you're attempting to draw similarities between a power that summons 3 weaker pets compared to those that summon 1 pet and a power that provides a level of survivability all the time compared to those powers that provide that same level of survivability part of the time. Your metaphor is fundamentally flawed because it's assuming that 3 pets that deal roughly 1/3rd of the damage all of the time is supposed to be fundamentally different from 1 pet that deals full damage all of the time. A comparison that would have actually been appropriate would be attempting to find a power that deals triple damage part one third of the time so that you could compare it to a power that has the same fundamental average contribution but operates on a different uptime and use ratio.

    Quote:
    So if some players are not detoggling Granite Armor when it is unneeded then they are only handicapping themselves.

    Why should I leave Granite Armor on when I am facing a group of weaklings that cannot take me down if I use just Rock Armor itself? Without Granite Armor I will be able to take them down much faster due to not having the -65% recharge, -30% damage, and -30% runspeed.
    If some players allow themselves to find themselves in situations when it is unneeded to detoggle Granite Armor they are similarly handicapping themselves because, unlike every other set, they're fully capable of ensuring that they're unkillable against specific groups because they have a reliable and constant grade of survivability that doesn't vary substantially. You're honestly assuming that players have no control over what enemies they face. This is fundamentally untrue.

    Why wouldn't you simply make sure that you are facing large numbers of enemies that would allow you to leverage your increased survivability and the incredible efficiency of AoEs? We've got the capability to control spawn sizes and levels as we see fit. Hell, this is the exact reason why Scrappers solo so well compared to Blasters. If survivability had no effect upon the ability to generate rewards, the only thing that people would increase would be damage.

    Quote:
    I think you are overlooking a major issue with +recharge. The person who wants to live in Granite Armor won't care that over time Hasten + 45% recharge will even out the recharge penalty. They want to completely get rid of it, meaning at least 65% +recharge from other sources (at which point we are assuming they are alright without perma Hasten).
    You honestly think they won't care that, while Hasten is active, they get to ignore the -rech of Granite completely? If you honestly believe that the only reason people take Hasten is because they want to have it up all the time, try looking at 99% of the builds out there. A vast majority of them don't really care about getting them permanent. In fact, most builds can't even manage it without completely screwing up the build. Most builds care about getting a decent uptime on Hasten and that's what would matter. In the case I stated, the Granite Armor tank would be running with 20% -rech 44% of the time and 50% +rech 56% of the time. Even with the 56% uptime, the degree of "penalty" suffered by 20% -rech at worst is minimal, especially since you spend more time with a net total +rech benefit rather a penalty.

    Also something to remember is that the 20% -rech isn't applied at the end: it's applied at the same time as all other +rech or -rech values. Assuming decent IO grade enhancement (~70%), the 20% -rech penalty is only increasing the recharge on a power by ~12%. On an attack with a recharge of 4 seconds (a standard tier 1 attack), you're talking about the difference between the power recharging in 2.35 seconds and 2.66 seconds.

    Quote:
    Due to unavailability (or game mechanics, whichever way you look at it), IOs cannot undo Unstoppable's drawbacks (as I am sure you already know).
    I'm going to bring this up again because it's important to me. Why do you believe that any problem with a power or set should be able to be completely mitigated with IOs and even then not having the entire build focused on mitigating those problems. You just admitted that it's impossible to build around the limitations of the god mode power. Why should Granite Armor be any different?

    Quote:
    I would rather keep:
    • The ability to keep Granite Armor toggled.
    • The ability to maintain the same peak survivability (even if it means evening mitigation out across the board and having all the armors able to be on at the same time).
    • Lose offense to make up for the defense.

    However, in my opinion, the loss of offense should put us closer to the level of offense we have now rather than the complete nullification of it as in the case of PFF.
    Ask anyone and they will tell you, right now, that the reduction in offensive capability now is largely token. By your own admission, the reduction in damage is virtually negligible. The recharge penalty is similar easy to get around, especially if you're willing to go with a suboptimal attack string rather than the best one. It's not like that -rech is going to stop you from saturating your attack string if you have more than 3 attacks.

    If Granite Armor is allowed to remain permanent, it is not going to remain the same penalties. The penalties are laughably low right now compared to the increased survivability the power provides. You can survive through the situations that are only possible otherwise with PFF or Phase Shift and yet unlike them, you can actually attack and deal damage. You're not going to get to be unkillable (i.e. maintain the same level of peak mitigation) while being able to attack and keep the power perma. Pick two of those because you're simply not getting all three.

    Quote:
    P.S. I realize, Umbral, that I might not have been explaining things clearly enough; however, I would appreciate it if you would lose some of the snarkyness.
    I will lose the snarkyness when you start actually becoming knowledgeable enough in the topic of discussion that I'm not having to constantly explain things to you that you are either unwilling or incapable of understanding. I have no problem treating people with respect when they are actually deserving of it, and I don't have to speak down on their level just so that they'll understand.

    If you want me to stop treating you like you're an idiot, stop acting like one. Unlike some people, I don't suffer fools.
  22. Quote:
    Originally Posted by Arcanaville View Post
    My own opinion on Granite Armor itself and Stone Armor in general is that I like conceptual diversity in principle. I don't think there is anything wrong with a powerset that has a tier 9 that can be toggled on all the time as long as its balanced appropriately. So I don't think its true that just because Granite can be made perma it is intrinsicly flawed. But I do think the penalty for running Granite is too easy to trivialize. However, changing Granite to have a penalty that *isn't* too easy to trivialize is likely to anger players used to the way the power works now. To be blunt: based on the kinds of suggestions I've read over the years, not just for Granite Armor but for other powers like Rage, I believe that most players (who have any opinion at all) believe that an "appropriate penalty" for anything is something that looks like enough of a penalty on paper to pretend to be a penalty without actually being something they personally couldn't completely negate in actual play.
    This is the explicit reason why I have been saying, from the very beginning, that, if Granite Armor were to ever be rebalanced, one of two things would happen: either it wouldn't be perma and it wouldn't have any particular crippling weaknesses except for a crash or a crash analogue (taken care of with loss of nearly all mobility in my version) or it would be perma capable but have penalties so severe that it would be largely unplayable. No penalty to a god mode that provides survivability as high as classic god modes like Unstoppable is supposed to not have a drawback that you just can't get around: the classic hp and endurance crashes are something that kill you quite often, and the fact that you're likely to die when it drops is one of the mitigating factors to its use (rather than prevent death, Unstoppable and others like it tend to simply delay death). Because you can't enforce a crash on a toggle without making it a temporary toggle, the only reasonable penalty for it (which would, by the very necessity of it being up all the time be worse on average than the penalty of a power that is only up part of the time; it's for this reason that defense is weighted less heavily in balance calculations than resistance and for good reason) is going to be something extreme that would force players to have significant reason to not do so.
  23. Quote:
    Originally Posted by SpittingTrashcan View Post
    I challenge you to show me a scenario that leverages that survivability to obtain higher rewards than any other scenario that does not involve Stone Armor, whether alone or as part of a team.
    Change your difficulty to +2/x8 (or whatever increased difficulty you choose) and get with the fighting. There. It's that simple. You can easily increase your difficulty to the point where you're actually leveraging your higher survivability to generate improved rewards. It's pretty obvious, honestly.

    Quote:
    You keep bringing up risk/reward ratio, but I really don't think that's the argument you actually want to make, when everything else you say points to the existence of a risk floor as a separate design rule: the idea that at a certain level of safety you should not be allowed to earn any rewards at all.
    The risk:reward ratio is tied explicitly to the concept that, if there is no risk, there is no reward. It's for this same reason that beating up on greyspawning enemies doesn't give you any experience. If your opponent isn't a threat to you, you're being presented with no risk and achieving an infinite reward ratio, compared to the risk.

    The question is not whether there is a specific level of survivability that should stop the ability to recieve rewards. The devs have already functionally stated that there is a point for this by preventing you from attacking while you're in Hibernate or PFF: if you're unkillable, you don't get to attack. Granite Armor doesn't use any specific mechanism to state that you're unkillable. It uses outright mitigation mechanisms.

    Quote:
    I don't happen to think that's actually true, and I also think that if it's true for Granite Armor then it's true for a number of other things as well, but it would be a more reasonable argument to pursue than risk/reward ratios.
    Please, I beg of you, point out anything that can be taken in even remotely the same way as Granite Armor. Find anything that could possibly be used as a precedent for what Granite Armor does that isn't Granite Armor. Look for it. I will bet you anything that you're not going to find anything in game that proves this true. I dare you. Anything.
  24. Quote:
    Originally Posted by SpittingTrashcan View Post
    However, that does not make it the only set that can reduce risk to near zero in the great majority of commonly occurring scenarios, nor does it make it the set with the best risk/reward ratio under these scenarios.
    It depends entirely upon how you describe the risk:reward ratio. There is a very substantial difference between what Granite Armor can accomplish and what any other set can accomplish. Seriously. Just look at what any other set can survive with just SOs compared to what Granite Armor can survive. Granite Armor completely removes the risk. The other sets aren't nearly that survivable. You might not see much difference between a 1% risk of death and a .1% risk of death because they're both low, but anyone that understands balance would realize that it's an entire order of magnitude of difference. You can make anecdotal commentary stating that Granite Armor is no stronger than what any other set can accomplish because you find the higher survivability largely redundant (I would readily disagree because you can increase the challenge to match your ability to survive), but it doesn't change the fact that according to every model that has ever been put together along with the experience of virtually everyone who has ever compared the performance to others Granite Armor is substantially stronger. It's not a question of only being slightly stronger. It's several times harder to kill.

    There's also the issue of whether one set should have the ability to toggle between utter unkillability with slightly lower damage output and normal grade survivability with normal grade damage output when no other set has anything even remotely close to that capability. The devs have readily demonstrated that they don't want sets to be able to be god mode survivable at will while maintaining the ability to do anything. Just try and find anything even approaching precedent for what Granite Armor does. Anything.

    As I have continually said, either Granite Armor is not going to be permanent or the penalties that you're going to experience for having it on are going to be so extreme that you're not going to ever want to use it. Don't expect it to be both permanent and playable. There isn't anything approaching a point of balance that had both of those while still being effective.
  25. Quote:
    Originally Posted by IanTheM1 View Post
    Full Auto needs to be rebalanced around its animation time, preferably with a damage buff rather than anything exotic like Hail of Bullets.
    I've always found Full Auto to be a bit... weak... when you compare it to Rain of Arrows.

    I think the devs honestly assume that the two powers are balanced against each other though, if you look at the numbers, there are definite disparities.

    For animation time and timing, RoA doesn't draw attention until right before the damage is dealt. Full Auto draws attention immediately deals the damage over the entire animation. Point for RoA.

    For area of effect, RoA has nearly twice the area of effect and, rather than being a thin cone effect, is a targeted AoE. Both in ease of use and area of effect, RoA gets points.

    For the number of affected targets, RoA can hit 16 while Full Auto can only hit 10. Big point for RoA.

    For accuracy, RoA has a base accuracy of 1.6 (iirc, I'm pretty sure the attack info listed for the pseudo pet is wrong on the accuracy). Full Auto has a base accuracy of 1.35. Point for RoA (unless the pseudo pet is wrong, upon which FA gets a point, albeit a largely useless once since higher base accuracy doesn't really mean much since you're going to be operating at 95% chance to hit almost regardless).

    Most importantly (right after the max number of targets, imo), for damage (level 50 Blaster base numbers), Rain of Arrows deals 225.2 lethal. Full Auto deals 178.6 lethal. Massive point for RoA.

    The powers have the exact same recharge time. The only place that FA actually beats out RoA is endurance cost, which isn't really a major concern for most people since it's not even by an amount that would actually limit performance (FA costs 15.6 while RoA costs 20.8).

    I'm not entirely sure which power is supposed to be the "normal" power, but there is obviously a very large difference between the two. At the very least, I'd increase the number of targets for FA to 16 targets and widen the arc so that you can hit more targets more reliably.