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Blackfeather

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Everything posted by Blackfeather

  1. The /badgegrant command might be able to give you the right badges...but I don't know what they're called off the top of my head, unfortunately.
  2. Indeed, it'd be pretty effective - in fact, one of the things that's a bit of a concern is that...maybe it might be too effective? To paraphrase that mathing of this proposal, the chance of getting at least one single +20 Overpower given ten attempts is 89%. At least two: 62%. Given two Controllers, our scenario would give us an effective 20 attempts in that same 50 second window, of which only about 2 need to hit that Overpower mark. So our numbers would look like this: Likelihood of no Overpower occurring in those 20 attempts = (4/5) ^ 20 = 1.15% Likelihood of at least one Overpower occurring = 98.85% Likelihood of exactly one Overpower occurring in these 20 attempts: 6% Likelihood of at least two Overpowers occurring = likelihood of at least one Overpower occurring - chance of exactly one Overpower = 92.85%
  3. Definitely hoping the devs take notice of that thread I've made for Controllers...but yes, I think I see what you mean. Maybe the intent's designed around locking down ~1 boss/handful of lieutenants/multiple minions? Would need to focus one's stacking down to keep a boss locked that way.
  4. My guess: for the same reason that the AoE Holds now recharge at a rate of 180 seconds - to reduce the amount of control Blasters are capable of compared to actual archetypes focused on that (i.e. Controllers/Dominators).
  5. Actually, might as well ping @HelenCarnate to make sure the math in the post above is correct, just in case!
  6. I think so, but I'm not sure - it sounds like Blaster'll be more easily able to affect bosses than Elite Bosses if that's the case though. Working as intended?
  7. Adding a different effect instead of the "dust cloud" kick would be pretty neat!
  8. Basically, it's a Mag 2 + Mag 1 control now, similar to the other Blaster controls - scale refers to duration, before archetype modifiers come into play. So basically, it works as a shorter duration Mag 3, then trails off into a Mag 2 once the Mag 1's duration is lost. Hope this clears things up!
  9. Urgh, math is hard, if anybody sees anything I did wrong with the above, please, please correct me. XD
  10. Quick correction: Overpower currently functions as a 20% chance of a +1 magnitude to status effects - Domination doubles magnitude. Making the magnitude of Overpower flat out higher's definitely interesting...though that actual number could be something that could end up being debated over: I think it's probably fair to say that a perma-Dom Dominator wouldn't appreciate the Controller having a 20% chance of having a Mag 23 status effect power. On the other hand, that can easily apply to my proposal as well, and your proposal's probably easier to implement behind the scenes. Let me quickly run through some numbers using the same scenario as before: So! With a +20 Mag Hold, it'd take 2-3 applications of an Overpower to lock down an AV. Assuming we have 10 separate attempts like before, within that 50 second window, let's run through some numbers...time to quickly learn more about binomial probability, yay! ...did I mention I suck at maths? >.> Likelihood of no Overpower occurring in those 10 attempts: (4/5) ^ 10 = 11% Likelihood of at least one Overpower occurring = 89% Likelihood of exactly one Overpower occurring in those 10 attempts (using a calculator here) = 27% Likelihood of at least two Overpowers occurring = likelihood of at least one Overpower occurring - chance of exactly one Overpower = 62% So there'll be a 62% chance of locking down an AV if we assume that this +20 Overpower goes off twice, given 10 attempts (and some additional magnitude from those other attempts) - it's somewhere within the ballpark of @honoroit's suggestion of flat out doubling the original probability table, which I calculated here as a 65% chance of affecting an AV.
  11. Going to ping @Naraka for their thoughts on this proposal for buffing the Controller's inherent. Hello there! I've noticed you posting your fair share of things about Dominators and Controllers in the past, so I'd definitely be interested in hearing your opinion on Overwhelming Overpower - does it overshadow how Dominators currently function, is it overpowered/underpowered/something you'd be interested in seeing? Would love to hear your thoughts!
  12. Would be nice for something like this too. 🙂
  13. Hey there! First of all, thanks for your response, it's definitely appreciated. The main goal of Overwhelming Overpower was to give Controllers a reason to use their primary, even against enemies with higher levels of protection: their binary nature does make it a little more difficult to wrangle with compared to debuffs/damage, which can be easily scaled (i.e. affect, but at a lower amount). Definitely glad to hear that the impact of that's appreciated! The element of randomness in the proposal was my way of trying to help breach the gap between "permanently controlled" and "never controlled", with the intent of having the Controller land somewhere in the middle. Whether or not that was adequately achieved...well, that's another story. I believe @Mystic_Cross mentioned that the power variance here was perhaps a bit too large, and @MTeague mentioned its reliability might potentially be a concern for solo survivability. That being said, I do think this randomness already occurs somewhat as things currently stand - I've had my fair share of "Overpower" occur on minions when it wasn't necessary: I figure that since stronger enemies tend to take longer to take down, the Controller'll have more chances to use their powers on them, so hopefully it'd balance out those 'wasted' Overwhelming Overpowers, you know? Any thoughts on the +Chance to Overpower aspect of the initial proposal? Perhaps that might offset that likelihood that an Overwhelming Overpower might be 'wasted' - a result of it would mean that the likelihood of it occurring'll tend towards stronger targets...at least in theory.
  14. Funnily enough, I don't see the LRT Accolade as the most effective means of transportation given all the other new powers provided in these patches (if anything, it seems more like a fun bonus). I think for the most speed inclined, the Base Teleporter day job power will be the best, with its much shorter recharge time (30s!) - all it needs to build charges is just logging out at a base portal too.
  15. Additional Magnitude Chance per Overpower Chance per Power Usage Floating Text +1 = affect a Boss 50% 20% = 20 in 100 uses Overpower +4 = affect an Elite Boss 25% 10% = 10 in 100 uses Overpower! +54 = affect an Archvillain 20% 8% = 8 in 100 uses Overpower!! +100 = affect a Giant Monster 5% 2% = 2 in 100 uses Overpower!!! Alright! Time to run some numbers with these new chances (suggestion courtesy of this post by @honoroit). Old Chances Previously, using these parameters, I created a test that checked the likelihood of an Overwhelming Overpower working on an AV: We have a 50 second window to inflict Overwhelming Overpower (Purple Triangles up time) Assume a Hold can be used every 5 seconds or so (decent slotting, includes recharge/animation time) Each Hold has a 1 in 20 chance of affecting an AV This gives us a total of 10 attempts in that window The results from the original chance table resulted in a 40.13% chance of at least one Overwhelming Overpower that'd affect an AV in that timeframe. New Chances Plugging in these new numbers, we have a 1 in 10 chance of affecting an AV. Likelihood of an Overpower not occurring: (9/10) ^ 10 = 35% Therefore, the likelihood of an Overwhelming Overpower occurring at least once in those 10 attempts is 65%. It's definitely a very big leap up in comparison. Not quite sure how to feel about it - definitely would want some more feedback: I don't want this outshining perma-Dom Dominators, given the work they need to put in to achieve that. I recall @MTeague mentioning something about the reliability of this proposal a little while back, would be interested in hearing how this sounds to you!
  16. Oh, that's good to hear! It did look like he was looking forward to some improvements to the powerset for sure.
  17. Oh, he does? Sorry for the ping then! But I'm curious, what are their thoughts on it?
  18. Giving it a quick test, neck chains aren't part of the asymmetry toggle, probably because some of their options already are by default.
  19. I feel like @Trickshooter might like to see this for some reason. 🙂
  20. That looks nice! Is that linked on the HC wiki somewhere?
  21. It's definitely true that locking down Giant Monsters outright with the current scaling would be fairly rare...I did want the Controller to be able to temporarily lock them down, but I wasn't certain about how often they ought to be able to do that, especially since I don't believe even perma-dom Dominators have enough magnitude to breach the level of protections they have. Something I also considered was that Giant Monsters are supposed to be tackled in large groups - it assumes the presence of a lot of characters, along with status effect inducing players, such as Controllers/Dominators. As it stands, two Archvillain level Overpowers would be sufficient to lock a Giant Monster down...though at this point, I really ought to try running the numbers to see how likely that'd be in a given timeframe and so on...math is not my strong point, but I'll see if I can run some scenarios down in a subsequent post soon. 😂
  22. Hahah! Oh for sure - providing some way of indicating that impact I definitely wanted to do. Hence the whole Overpower!! with extra exclamation marks on the end to denote it being stronger than usual in that table. Status effects are certainly quite potent things, and I wanted to capture the feeling of the Controller putting all of their effort into one big lockdown power with this proposal...getting the nuts and bolts of it, figuring out a nice balance of numbers, etc. is the hard part, sadly! 😅
  23. Well...I suppose that's true - something I found a little difficult was trying to avoid stepping on the Dominator's toes while thinking about changes to the Controller's inherent. Perma-Domination's big draws are its reliable, powerful controls, but it does take some work to achieve in the form of some IO bonus slotting. So I wanted to find something that could match both perma and non-perma Domination for the Controller: unfortunately I'm not sufficiently experienced with math to say whether or not upping the chances of and Overwhelming Overpower would make it more/less effective compared to a Dominator that's either perma/non-perma. But I suppose if that's the case, I can't very well say that +Chance to Overpower is any better in that regard: having an outright higher chance across the board might work out quite well in practice, true!
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