-
Posts
3388 -
Joined
-
I could have told you that from the very beginning. Considering those enemies would have, at the very minimum, a 9% chance to hit you, each point of -defense functionally counts as 1.4 points of -defense thanks to acc mods, and every defense debuff is going to be hitting you 44% harder, it's rather obvious you're going to cascade both fast and hard. 5% -def from a +4 Cimeroran minion is going to be the equivalent of getting hit by 10.08% -def from an even level Cimeroran minion. Without DDR, you're pretty much paste, especially since one out of every 11 is going to hit you even when you're softcapped, and, since the alpha strike of a +4/x8 spawn with bosses is going to be comprised of roughly 14 attacks. The chance of a horrible defense debuff cascade not happening on the alpha strike is less than 33%, which doesn't bode well for the rest of the fight.
-
Quote:Considering I said "rather sure", which means it's purely an opinion and is by no means definite, combined with the assumption that you're a moderately well educated American (based on communication style and the pictures of yourself you've let be seen) combined with your internet Ron Paul Libertarian fanboyism all sums up to have me conclude what I've said about you.I love how you can assume my entire life history. For all you know, I could have been raised in my early days in lawless Ethiopia. But you don't know, you can only assume, which you do.
The fact that, rather than trying to refute anything that I've said with any information beyond "I don't want your stinkin' safeguards!" (which, if you had lived in "lawless Ethiopia" you would most likely appreciate because you're no longer living in "lawless Ethiopia"; this I actually know because I've met and lived with people that spent their formative years in third world African nations with barely anything in the way of infrastructure, with a government that has devolved to the natural state of a Libertarian regime, and would much rather exist in a system that guarantees a basic minimum standard of living and quality of life), you're simply abandoning the discussion in disgust at the simple notion that I could be outing you for your both farcical and hypocritical beliefs rooted more in the rebellious nature of the immature, internet-crawling, fad obsessed teen psyche sure of his own invincibility than on the basis of any sound political, psychological, or sociological model is simply verifying to me that I'm in the right about you.
If you're unwilling to have your own history brought into question as to whether the system that brought you up and protected you so that you could attain your current stature and begin berating the very system that helped you into a position that would allow you to berate that system without much risk in the first place and the ability to capitalize on it without much risk if the system were ever brought down then I don't think you're really in a position to neutrally gauge the merits of the system in the first place. -
Quote:The problem isn't always needing to be caught by the safety net that you're falling in to. It's also the needed to prevent other people from impinging on your rights. Without that, you wouldn't be given the ability to do much of anything because then you would just be subjected to the rule of the strong.Well your "safety nets" sound like an impingement on my freedom and beliefs to me. I don't want to live with a safety net under me unless I built it myself. I'd rather fall into the abyss.
Plus, I'm rather sure you've never actually been in what would amount to a freefall into the abyss. When you or someone you are close to is actually subjected to a completely uncaring system that will allow them to continue falling forever, then I'm reasonably sure you're going to pull a complete about face on your "I'd rather fall into the abyss" comment. When a single mistake completely ruins your life, it's not a good environment to encourage any kind of risk taking.
Excellent job with the Libertarian pull-yourself-up-by-the-bootstaps, I-don't-need-anyone's-help-but-my-own speech, though. It's complete economic and social bupkis without any bearing on a world outside of the sheltered conceptualizations of those that the current system has never failed before and thereby never had the chance to prove its merits to. Still, you're free to believe it and continue to believe it, no matter how complete wrong it may be, without fear of repercussion thanks to the very safeguards you so adamantly rail against. -
Aside from the fact that it completely removes the "I earned it!" value from the costume pieces. You might as well argue that everything in the game should require half or less the effort that it used to. It's functionally the same thing as reducing the number of merits required, especially since I'm pretty sure the devs designed it as such that they're incredibly hard to get unless you do a few RWZ raid (where VG merits rain down on you from on high).
-
Quote:I support the presence of a more moderate and less oppressive regime than that being fostered by the leaders of Praetoria. Human societies operate most effectively when subjected to enlightened benevolent control designed to protect fundamental human rights and ensuring a secure enough safety net to encourage risktaking while simultaneously giving its peoples the freedoms to take these risks and enjoy those rights. Government control is not a binary value with yes and no correlating to good and bad, or vice versa. An abundance of control is just as bad as a shortage of it. It exists as a continuum with the extremes being bad and the stable, moderate areas being good.Hey! If you say you're in the Resistance, why are you supporting the control of the Loyalists????
It is my hope, and the reason for my enrollment in the Resistance, that by taking down the oppressive regime currently in control of Praetoria that it will be possible to institute a new government that is there to ensure the good of the populace without enforcing the good on populous.
Besides, as my brother within the Resistance, we both believe in freedom, and you can't believe in freedom without the belief in the freedom to believe what you want to believe (no matter how crazy, unrealistic, unsupported, or outright crazy it is; as long as you don't start trying to impinge on other people's rights and freedoms, of course). -
Didn't it get released somewhere (possibly Herocon) that the devs had a system that would show you the locations of enemies on a map after a certain number of them have been defeated and everyone is going to get it automatically as a QoL improvement? I'm not sure, but I think it is supposed to be a GoRo release.
-
Quote:Eh, even on an AV build, I never think of any of the powers that I slot 6 piece Obliteration with as purely set mules. Whirling Sword and Slice will, within the confines of soloing AVs, act purely as set mules, but, within virtually every other situation you can imagine, the power will be quite useful.Heh. I try to avoid set mules as much as possible. They're a useful tool, and I do use them, but at the same time, they always feel like failure to me. I should be getting primary benefit (a useful and enhanced power) as well as a secondary benefit (set bonuses) out of everything. (Except for Boxing. *bleh*) Obliterations are good, but I play so many swords that melee defense isn't usually what I'm short on, and 5% recharge bonuses are usually easy to get.
I was really just trying to make a joke about the Obliteration set being my absolute favorite set in the game, though. It's got awesome acc, recharge, and damage along with what I consider to be the greatest suite of set bonuses you can find. That's right. I'm admitting it: I'm an Obliteration fanboi, and I'm proud of it. -
Quote:Sorry for getting to this a bit late, but let's get to correcting your math.Heal Other, at 50 on an Empath, has a base of just 262. Even if you cap that, you'll be doing maybe 524. If you max your recharge, you'll be doing one heal other about once every 2 seconds.
The activation time is 2.27 seconds. So you actually are hard-capped there on just how fast Heal Other can recharge.
So, lets do the math.
First off, the game lies about how long it takes to animate powers. For reasons I don't feel like explaining right now (but has been explained by Arcanaville in a single massive thread and numeroues other in a number of other threads that I'm too lazy to find any of right now), powers actually take up a larger period of time than the real numbers indicate. The actual amount of time powers take to animate (also know as Arcanatime) is determined by this formula:
((roundUp(baseAnimation/.132)+1)*.132) = realAnimationTime
Secondly, powers don't begin recharging until they are finished animating. This means that Heal Other's base activation cycle (re: no enhancements) is actually ~6.508 seconds (2.508 second Arcanatime + 4 sec recharge). With the slotting you're suggesting, the cycle would be reduced to 4.508 seconds (2.508 sec animation + 2 sec recharge). At the recharge cap (400% +rech = .8 seconds), the cycle on the power would be 3.308 seconds.
Now, getting around to comparing Absorb Pain and Heal Other, it's quite easy to see which is better for outright healing: Absorb Pain. Even factoring in how long the recharge is, the fact that the both of them have the same animation time should immediately tell you that Absorb Pain is better if only because animation time wasn't originally accounted for (and still isn't in most places) in effect. The only things that supposedly mattered way back when were recharge and effect.
To mathematically prove it, let's check out the fundamental cases of comparison: no (0%) recharge, SO (95%) +rech, and hardcapped (400%) +rech. They both got an animation time of 2.508 seconds (which we learned earlier), so their operational cycles are equal to (2.508 + ((baseRech)/(1 + rech)).
Heal Other(0%): 4 sec recharge, 6.508 sec cycle
Heal Other(95%): 2.05 sec recharge, 4.559 sec cycle
Heal Other(400%): .8 sec recharge, 3.308 sec cycle
Absorb Pain(0%): 15 sec recharge, 17.508 sec cycle
Absorb Pain(95%): 7.69 sec recharge, 10.200 sec cycle
Absorb Pain(400%): 3 sec recharge, 5.508 sec cycle
Now, because +heal slotting is a percent increase, it doesn't really matter what value you give it: as long as they would receive the same healing enhancement, the ratios between their two effectivenesses will remain the same no matter the enhancement level. Level also doesn't matter because the effectiveness of the heal is simply a percent of base max hp. Healing Aura heals 13.2% of base max hp with each application and Absorb Pain heals 65.8%.
Heal Other(0%): 6.508 sec cycle, 13.2% heal/cycle, 2.03% heal/sec
Heal Other(95%): 4.559 sec cycle, 13.2% heal/cycle, 2.90% heal/sec
Heal Other(400%): 3.308 sec cycle, 13.2% heal/cycle, 3.99% heal/sec
Absorb Pain(0%): 17.508 sec cycle, 65.8% heal/cycle, 3.76% heal/sec
Absorb Pain(95%): 10.200 sec cycle, 65.8% heal/cycle, 6.45% heal/sec
Absorb Pain(400%): 5.508 sec cycle, 65.8% heal/cycle,11.95% heal/sec
So, at first glance, you can immediately see that Absorb Pain with no +rech slotting is nearly as effective as Heal Other at capped recharge. Further making Absorb Pain look better is the fact that it uses up substantially less animation time than Heal Other. You will spend less time animating Absorb Pain than Heal Other because it's a larger effect per animation. In mathematical terms, assuming you're using the power as soon as it recharges, animation time usages would look like this:
Heal Other(0%): 6.508 sec cycle, 2.508 sec animation, 38.5% animation time used up
Heal Other(95%): 4.559 sec cycle, 2.508 sec animation, 55.0% animation time used up
Heal Other(400%): 3.308 sec cycle, 2.508 sec animation, 75.8% animation time used up
Absorb Pain(0%): 17.508 sec cycle, 2.508 sec animation, 14.3% animation time used up
Absorb Pain(95%): 10.200 sec cycle, 2.508 sec animation, 24.6% animation time used up
Absorb Pain(400%): 5.508 sec cycle, 2.508 sec animation, 45.5% animation time used up
Once again, Absorb Pain is the obvious winner. Of course, this makes sense. Absorb Pain is supposed to kick the crap out of heal other. It has the side effect of significantly weakening the caster. Of course, Heal Other has one other big benefit over Absorb Pain that makes it useful: Heal Other is a smaller heal with a greater potential rate of use. Absorb Pain has a substantially longer recharge time so it's really only useful for healing a single target. Heal Other recharges fast enough that you can generally use it every other power (quite easily interposing it with Healing Aura and a blast). You can spread the healing love substantially easier than you can with Absorb Pain, which also has to deal with the issue of overheal which, with its ginormous healing ability, is rather common.
Either way, trying to claim mathematically that Heal Other and Absorb Pain are even remotely close to being within the same realm of effectiveness is an outright lie. Absorb Pain is worlds better than Heal Other. Of course, since heals aren't really all that necessary except for a few outlier situations, it's not like the choice between the two really matters. You can oftentimes get by perfectly fine without taking either so it's a moot point for most people. -
Quote:You mean having at least one Obliteration set mule isn't one of your top priorities when designing an AV build? But... it's Obliteration. Every build is better with some Obliteration in it.I'm with Umbral - both are good to take while leveling, then keep at least one later if possible. My preference is Whirling Sword since I don't exemplar. To me, about the only excuse for dropping them both is if you're going to be a single-target or AV specialist, and really need that extra power pick and slots for something important to support that primary role.
-
Quote:Well, I can think two different mentalities the devs could use for determining whether a costume piece or other cosmetic benefit merits placement within a booster pack or should just be freely given. The first is that if the costume piece was thought up specifically to be introduced as a booster pack combo piece (i.e. "I think the next booster should have orc costume pieces; Sexy one, make it happen") then the piece would be in a booster pack; otherwise it's free distribution. The second is that costume pieces are only given out freely under 2 conditions: either they are thematically aligned from either a visual or design standpoint with a specific in-game story arc or zone (i.e. Roman and Vanguard costumes), or they are assumed to be so neutral in theme as to be impossible to be put into a booster pack (i.e. Ulterior). Honestly, it could just as easily be a combination of the both insofar as it's an arbitrary decision on the part of the devs using both assignment mentalities.Surely the boosters are (kind of) cool additions, but I just find it kind of odd that some of us (including me) go "oh this booster should have this and that, that'd be sick!" while we just used to wish for them to be part of an issue, not pay separately.
Either way, I doubt the devs will ever stop giving us issues that doesn't involve some "free" costume stuff, even if it is just overflow that the Sexy one has lying around. -
I would probably keep at least one or the other if possible. Slice is nice to keep, especially if you took it at a low level, because it allows you to have another attack at low exemping levels (re: Positron), but Whirling Sword is the better attack overall, so which to keep is debatable. Once you get enough recharge to actually run a decent attack string though, you can probably bring them both back in thanks to being able to get rid of other powers that you no longer need to use.
-
Quote:We still get a fair share of free costume pieces with the basic price of subscription. Depending on your view of it, in I16, we got a boatload of new "costume pieces" in the form of power colorization/customization. In I15, we got the Ulterior and Vines costume sets. In I14, female widows got buttcapes. I13 gave us a number of other costume pieces and costume sets as well.Or we could just get the costume pieces "for free" with the "free" updates, you know just like in the past, just an idea.
You can't say that the devs haven't continued to give out free costume pieces and character customization options for the price of your basic subscription without having it be an outright lie. We're still getting them for free. We're just getting the option to buy more costume pieces (along with a bunch of other stuff) for free as well. -
Quote:Well, both Slice and Whirling Sword are AoE powers specifically because they affect an area and can hit multiple targets (which is actually a better descriptor of AoE than "affects an area" because even hitting a single target is affecting an area, albeit a small one). Personally, I'd get both Slice and Whirling Sword while leveling up, if only because it's a more efficient leveling mechanism to kill more targets at once. Of course, the fact that you're running at a low level (and pre-IOs to boot) and don't have much in the way of +rech to let you have a fully rounded attack string without a large number of attacks is a big reason to have more attacks.Hey guys, me again
. I have another question for you Broad Swordplayers.
Okay so im getting on a bit now and ive realised not to take Slash, instead take parry, also i was thinking, do the majority of people take slice (cone attack) and whirling sword? (aoe attack) or forget slice and just go with the AoE?
Appreciate the help :P -
Quote:I understand this rather well. It's why I haven't stated anything about how ignoring Dark Blast's tohit debuff (or other secondary blasts) would contribute to additional survivability. The problem with assuming that your Z would be mitigated in the same manner under conditions wherein no survivability contributors outside of the Defender's primary powers are present as under conditions in which there are preexisting survivability contributors (such as another Defender's primary or a Scrapper's secondary being present) is fundamentally flawed. Adding 25% +def to a situation in which no +def is present would generate a twofold increase in survivability (getting hit 25% of the time rather than 50% of the time). Adding 25% +def to a situation in which 20% +def is present would, instead, generate a sixfold increase in survivability (getting hit 5% of the time, rather than 30% of the time). This is why I suggested simply ignoring them completely (it might have seemed as if I was attempting to be snarky) and adding an addendum to the analysis to tell anyone checking them out the specific manner in which preexisting survivability mechanisms would affect the model.But I think you missed an important part of my premise. I am assuming that all OTHER powers INCLUDING the Defender's own secondary have been taken into effect and the ARBITRARY damage is "Left Over". This is not multiplicative, its "X" (Total incoming Damage) minus "Y" (All damage mitigated by EVERY other power that is not in the defender's primary) = "Z" (My arbitrary amount of damage).
Quote:So yes if your on a team with a Soft-capped Ranged Blaster and a Soft-capped Invuln Tanker and a fully tricked out SR Scrapper the amount of typical un-mitigated damage should be very low, but for the sake of our Premise, lets assume that "X" (once again our starting Damage) is astronomically high, such that "Z" EQUALS that arbitrary amount.
Quote:I will admit, however that this makes it very difficult to assign "Actual" survival numbers to ANY powerset because putting a 20% buff on a person with "No Defense" is not equal to putting that same buff on someone with 30% of their "Own" defense.
Anyway Umbral, its obvious you have a grasp of the complexities of building comparitive models, but rather than telling me how it "should" be done. Show me yours. I have no problem with trashing mine if someone would give an example of one that is done the "right" way. Oh, thats right, no one has done this yet
I've actually given you all the information you would need to use the model that I would operate off of. The only problem is putting in the time to actually calculate it (when finals are over later this week and I have more freetime, I might just start crunching some numbers to amuse myself). I'm not suggesting that you shouldn't try to design a model. I'm simply telling you that you it would behoove you to build your model back up to account for all of the problems I've brought up. You don't have to use mine (though the variable increased time frame is something of a standard for most of the numbercrunchers because it's a more accurate and useful metric), but it should still account for what I've brought up.
For the formula I gave you, you would simply need to run the numbers to determine what the comparative offense and defense values, averaged over time, would be. There are still some hard to quantify variables left over, such as healing, which, since it acts as a flat value based upon the percent of base caster HP, scales in an additive manner, and -dam, which is resisted by a target's base increased damage resistance (i.e. pre-debuff, post buff) for each damage type (which means you will rarely get the full benefit of -dam, especially since enemies have a tendency to resist damage types that they deal themselves), but, overall, it's a rather accurate model to operate off of. -
I've actually met quite a large number of people that didn't like the idea of City of Heroes initially because it was about super heroes. When I convinced them to start checking out the gameplay, story arcs, and number crunchery (yes, the fact that CoX is actually substantially more complex to crunch numbers for than WoW was actually a drawing point for several of my friends; those who didn't care appreciated the fact that it was simple just to tell them what to do) they were actually intrigued enough to try leveling a couple of characters. CoX isn't just about super heroes. It's a game that uses super heroes and super powers to operate and, because of that, it's important to play up the game attribute to many people, especially those that are genre-biased or -neutral.
-
Quote:Well, I would probably argue, for all the same reasons and a few more, that Quickness is balanced. Quickness provides only slightly less recharge than completely unslotted Hasten for no endurance cost whatsover and at all times, while simultaneously increasing movement speed (a QoL improvement) and resistance to -move and -rech debuffs (an improvement to situational stability of the character). It provides 44.7% of the benefit of slotted Hasten (44.75% +rech) while costing 2 power slots less and being completely unaffected by state changes (dieing and resurrecting, -rech debuffs, etc). The cost in power choices are functionally the same, but Quickness comes out rather far ahead in terms of required additional slotting (none v. 2) and permanence, not to mention the additional QoL value (which is probably the only thing making it arguably "better" and thereby more "powerful" than a pool power). I'd argue that it's actually reasonably well balanced, though, I don't think it would be untoward to increase the +rech by a small amount (most likely 5-10%) in order to account for its presence in an AT power set, but not much more.A couple years ago, before the slow resistance was added, I did an analysis that attempted to normalize the costs intrinsic in those buffs relative to their cost within the power pools. I came to the conclusion that Quickness, even as a passive, was almost certainly significantly weaker than it ought to be, at a time when Super Reflexes itself was also weaker than it ought to be and therefore couldn't be applying downward balance pressure in Quickness.
I'm pretty sure that even in SR's current better situation and the added slow resistance I could still prove Quickness has a much lower buff than it ought to have when factoring in the twin requirements that it should contribute to the set in a way that enhances set balance rather than hurts it (in either direction) and it doesn't provide enough buff relative to its cost (which, as a passive, is its power choice cost).
Its worth noting that Hasten, a power pool power with no prerequisites, starts off with no slotting offering +0.23 recharge, averaged over its uptime, compared to the +0.2 that Quickness offers. That's *without slotting Hasten*. Granted, Hasten has an endurance crash penalty, but cost averaged over its unslotted cycle time that cost is only 0.045 eps. That's less than Combat Jumping, whose endurance costs are considered to be practically zero.
That doesn't account for the other buffs in Quickness, but Quickness is already starting off essentially in the hole to a power pool power *before* I slot it. I'm pretty sure if I did the analysis again today, I'd come to the same conclusion. You can't make that sort of argument with analogous QoL powers like, say, Quick Recovery. -
Quote:I did, and have looked at that information. My apologies for using ballpark figures in my initial presentation, but I did, afterall, come here asking for opinions on how to reach the correct arbitrary amounts. You have said twice that they are wrong (which I agree on), but if you could show me what they should be, that would be much cooler.Quote:
Umbral, you have brought up some good points (which I appreciate), but this last one is kinda weak. I am not trying to pick a fight, honestly though, citing the inability of a defender to survive 30 seconds of a battle. Heck yes I can assume the defender will last 30 seconds. How would making the time-frame longer be more valid considering this argument hehe
In order to correct for all of these inaccuracies you would have to functionally do away with the arbitrary assignments of difficulty because they are intrinsically tied to the underlying buff and debuff values that the Defender is generating. Assigning 100 means nothing when everything is a multiplicative modifier to the base value. You might as well assign it the value "kumquat" for all the good it's doing. The important value isn't the end value that the total defender effectiveness modifier is generating in combination with your arbitrary assignment. The important values are the modifier that the Defender is generating upon the arbitrary value in the first place and the amount of time that the Defender consumes achieving that multiplier.
Rather than using "Blast Ratio", it would instead be better to give every power an independent time frame in which to operate under to determine a more accurate gauge of use rather than how they fit within an arbitrary 30 second window that ignores animation time requirements of long duration buffs (functionally ignoring the fact that they have durations in the first place). The added benefit of this is that you don't have the flimsy tool of "Blast Ratio" and the arbitrary need to attain a specific ratio within the model for whatever purpose. Some sets need more animation time to be effective within the confines of a team/solo role (Force Field, Empathy). Others need the same amount of time both within and without a team (Dark Miasma, Radiation). How some sets operate differently within a team and without is less a question of attempting to attain a specific arbitrary ratio of actions and more the process of identifying the new suite of powers that the defender would be using to successfully solo. A Force Field Defender is going to spend a lot less time animating in either situation than an Empathy Defender so it's rather pointless to attempt to enforce the same restrictions on both of them.
Your end value should look much more like this:
Code:((baseDamage)/(defensive contribution in % that endures)) ((baseTime)/(offensive contribution in % that party defeats faster))
Code:(1/defense) (1/offense)
Of course, there are still problems that you would have to deal with, no matter what metric you use for comparison. How do you deal with the potential for preexisting defenses in other ATs? You're not going to be running with just Blasters, Defenders, and Controllers below level 41 that haven't taken the Fighting, Leadership, Leaping, Flight, Stealth, Medicine, Speed, or Fitness pools (all of which have powers that generate different values in the end value by if being factored in). People have this strange habit of regularly taking powers outside of Teleportation and Presence (and the exclusion of Presence is only based on the fact that, although present in the last 2 powers of those pools, the contributive value is incredibly low thanks to poor durations, low mag, and high animation times that would make not using them more beneficial). It's probably best to simply assume that no one is going to have any of these abilities and declare that the presence of certain attributes (damage recovery not granted by the Defender set being examined) would generate a decreased functional value (because additional damage recovery diminishes in a functional comparison), others (defense, resist) would generate an increase (because they operate by decreasing a base value by a percent quantity to arrive at incoming damage) until softcap is reached (at which point they ignore the value in the first place), and others (AoE mez) are functionally ignored (because putting another mag 3 of hold on a held target doesn't do anything but look pretty). -
Quote:The problem with doing as such is that buffs still drop off in the middle of fights and need to be applied. You can't simply assume that 30 seconds is all the time you need to analyze for. If you're simply assuming an arbitrary time frame of 30 seconds and simply normalizing everything to that specific time frame, you're just adding a rather pointless step to the variable time frame that is used for each power in question because it's all being analyzed on a percent scale anyway: rather than just giving the percentage, you're converting it into a percent of the 30 second arbitrary time frame.Actually I dont assume that buffs are being re-applied every 30 sec. But the Shield buffs you mention would be counted for the full extent of the 30 seconds and since they are buffs their activation time would not be counted against the blast ratio.
Quote:I am not sure here if you are actually disagreeing with me. My Arbitrary damage is just a number of unaccounted for damage. Whether this is coming from 1 target or multiple targets does present an incongruity with regards to probability, but I think the logic is sound in isolating performance.
In your Radiation model, you summed the two values (assuming that they were the only function being added), rather than realizing that the two different sources of +dam would actually operate in a diminishing manner as a mechanism in which they increase survivability.
Quote:I dont agree with you here. 20% Survivability for a buff remains 20% against more targets, but the incoming damage would be higher, so I understand why you might make that distinction.
Quote:This is kind of the reason I made a "Blast Ratio" concept. Any model built could be abused to show "over-use" of defensive powers. Obviously in realgame battles you dont cast a heal or a buff when one is not needed, so having a targeted ratio thats different for a solo Defender than a Team Defender makes a "Soft" application of what you suggest. Additionally, I am calculating offensive advantages into the primary powers. Accelerate Metabolsim for example increases attack rate and damage, which will essentially "shorten" the fight by a determinable amount.
I have used 35% as the amount of time reduced in defeating foe(s). This then becomes 35% more survival and gets added back in to the defender and team's health.
Quote:Actually thats why the arbitrary amount of damage increases with the level. This is where that additional damage against buffers is factored in. You should notice on the Rad example that I applied the "purple patch" as a multiplier at the end, so Debuffers get both ends of the "BAT". Where I could use some help is setting the arbitrary incoming damage based on real values. I used 100% of the Defenders HPS at +0 and scaled up to 200% of the defenders HPS at +4, but what should these numbers actually be based on increasing villain damage and accuracy?
Even so, I still think that it would be a much more appropriate thing to use the increases in damage to account for a shrinking of the survivability timetable rather than a flat increase in target difficulty. Using the arbitrary time frame assumes that you're going to be in the fight for 30 seconds, no longer, no more, rather than realizing that the length of the fight itself is variable. -
That'd probably work, though it's doubtful they'd do it without doing the same to all the pools. An ST confuse would be an interesting addition to the set.
-
Do you have a build you can give me or some +rech numbers that you've got so that I actually have something to start with?
If you're going off of the "I has all the +rech I need!" model, your best bet is Incinerate>GFS>Cremate. Incorporating Fire Blast would be incredibly detrimental to your DPS, especially when you realize that Mids' is actually inflating the damage it deals (along with the damage of most fire attacks and other attacks with "chance to inflict DoT"). -
Quote:Okay, here's your first problem. Not every set operates on what amounts to a 30 second survivability cycle. In fact, just look at any of the shield power sets (FF, Cold, Thermal, Sonic). You can't assume that the Defender is going to reapply all shields every 30 seconds when the shields last 3 minutes. It would be much better to base the survivability model not off of an arbitrary time frame, but rather off of a variable time frame that accounts for increased offensive capabilities (which would shorten the period of time the players are exposed to danger) and increased survivability capabilities (which would lengthen the period of time before anyone starts dieing).ONE: We will use a model depicting 30 seconds of a typical battle. During that 30 seconds we make an assumption that all powers other than the Defender Primary powerset have been accounted for with regards to incoming damage except an arbitrary amount which we will then use the primary powers to mitigate.
Essentially, survivability would be equal to (base time to death) / (increased offensive capability) * (increased survivability) and powersets would be compared based off of these numbers: high would be better than low because the players are being exposed to less damage. Base time to death could honestly be any arbitrary assigned value because the defender benefits are simply factors associated with it. You might as well just assume a base time to death of 1, meaning 1 period of time that it would take all enemies to kill them, and then simply reduce the contributions of ST debuffs to account for the fact that only a single target is affected (a power that increases survivability by 20% against a single target would be reduced to a 10% increase against 2 targets).
With this model, you would also simply determine, based off of assumed usage based on power cycles and need, the percent of any arbitrary time frame that the Defender would spend using its primary powers to support. A high number would mean that the defender has substantially less time to spend doing anything except for using its primary powers. A low number means that the defender would be spending substantially less time doing so.
For example, Force Fields, activating just Repulsion Bomb, Deflection Shield, and Insulation Shield would have a primary time usage of when on a team of 5. 4 applications, each taking 2.244 seconds, every 240 seconds of both Deflection Shield and Insulation Shield would use up 7.48%. One application of Repulsion Bomb every 21.4 seconds (3.3 animation time, 18.1 second recharge assuming 66% +rech enhancement) would equate to 15.4%. The total time usage would then be 22.88%.
If you really wanted to get complicated, you could then take the remaining percentage of time that the Defender spends doing other things, multiply it by the offensive advantages granted by the primary powerset and determine the exact offensive benefit that the Defender contributes as well (as a function of 1 Defender; 1 being what the Defender would do if it spent all of its time attacking), giving the powers an offensive contribution score and a survivability contribution score.
Quote:((Note: The arbitrary amounts I have assigned may not reflect actual mob strength ratios. I welcome discussion on how to properly set these interval amounts))
With your model, buffs and debuffs are treated exactly the same no matter the level of the enemies you are fighting with. Because of the purple patch, buffs are actually substantially better because those values are never reduced in effect. While the debuffs of a Radiation Defender would be drastically reduced in effect against a +4 target (reduced in effect by 52%), the buffs of a Force Field Defender would still be at their full strength. In order to make it a useful model, you would need to modify downwards every debuff based set when used against higher level targets based exclusively off of the Purple Patch. Of course, this is completely ignoring the issue of native debuff resistances that most NPCs have. Ignoring anything not within the scope of "normal" teaming situations, all Lieutenants and Bosses have native tohit debuff resistance that would need to be accounted for. -
But the OP isn't referring to the having to take Provoke. He's referring to the fact that he has to take either an ST Taunt effect or an AoE Taunt effect. It doesn't matter that he could just as easily take Challenge as Provoke. Both of them are Taunt powers.
-
Quote:What in the world are you talking about? It's impossible to skip Challenge and Provoke. Also, presence is a pool power, not an APP or PPP, which it looks like you think it is, considering your comment about a "44 power".you do know that you dont have to take provoke in order to take the other 2? you can skip it and get something else for the 44 power.
The OP is disturbed by the fact that, in order to gain the ability to intimidate a target, he first has to have the ability to taunt either multiple targets or a single target. I'd actually support this for PvE, but I'm not sure how it would operate with PvP since you're essentially giving a hard to resist mez effect to everyone without much in the way of cost. -
You can't use an example of a divergent issue in an individual to determine what "normal" is. Individuals with Asperger's syndrome are, by definition, not normal. Of course, Piaget would agree with you insofar as the ability to view things from an internal standpoint develops before the ability to perceive from an external standpoint (and Asperger's isn't so much the lack of development of empathy insomuch as the retarded development of it). However, since self-awareness and empathy are neither mutually exclusive, binary attributes (as evidenced by the fact that some people are more self aware or empathic than others) or exclusive to humans (which are oftentimes considered to be the only true intelligent beings), it's hard to argue that the exclusive presence of one or the other is the primary hallmark of intelligence.
-
Quote:Oh, I was always the small kid growing up, but I didn't get picked on much. People soon learned that I don't consider it anything dirty fighting when a guy who has a foot on me and is twice my weight tries to push me around. It helps that I've actually had a lot of experience with grappling so that I actually know how to take out big guys.I was a skinny little kid and got picked on a lot, which is probably part of why I'm now a big strong guy with a big beard and a flat top. I'm totally harmless, but if you don't know that, I don't look like someone you'd want to meet in a dark alley. Well, except that the round little Santa glasses kind of give me away.
The big reason that I get mistaken for a girl is that I have long hair. Edward Elric (from FMA) looks disturbingly similar to me, which is one of the reasons why I have him as my avatar. I imagine that he would be mistaken for a girl plenty often if females in anime had cup sizes below D.