Jump to content
Hotmail and Outlook are blocking most of our emails at the moment. Please use an alternative provider when registering if possible until the issue is resolved.

nzer

Members
  • Posts

    293
  • Joined

  • Last visited

Posts posted by nzer

  1. 8 minutes ago, Frosticus said:

    As it is trivial to get the power perma on either right now.

    Uhm, no. Night widow can get it with 5 LotGs, a full Reactive Defense set in mind link, and three recharge IOs in hasten, whereas a fort gets it at roughly the same time as perma hasten. One takes ~50 mil, the other takes 500+ mil. They both get it, but one gets it at level ~32 with minimal investment, and the other only gets it with a fully purpled endgame build.

     

    What you're suggesting, on the other hand, would allow night widows to get it with a standard endgame build, but prevent forts from ever getting it.

    21 minutes ago, Frosticus said:

    And NO, hami's do NOT improve the recharge of mind link. Only IO's do.

    Still intended?

    Something's definitely unintended here, but I don't think it's that defense/tohit IO sets with recharge reduction affect the recharge of mind link. Again, IOs were added in issue 9, VEATs were added in issue 12, and the game shut down during issue 23. What you're calling an "oversight" could have been fixed before VEATs shipped or at any point in the four years after they shipped, and it wasn't.

     

    Frankly, there's no reason for mind link not to take recharge enhancements directly. Farsight, the exact same buff but stronger, can be perma'd without any global recharge at all.

  2. 2 hours ago, Frosticus said:

    recharge is not a listed enhancement type that it accepts. Or else youd be able to slot in a recharge SO. You can bypass this thru an oversight via IOs  

    It's not a big issue but it makes the base recharge difference between forts and banes have no meaning. It wasnt intended to be that way.

    If you mean forts and night widows, the difference in base recharge makes it significantly easier to perma on a night widow than on a fort.

    Quote

    It wasnt intended to be that way.

    IOs predate VEATs, so I'm not sure why you think this.

  3. 14 minutes ago, Frosticus said:

    I'd also "fix" recharge enhancement affecting mindlink. It should be very difficult to perma on a fortunata, but relatively easy on a widow with the shorter base rech and mental training factored in. 

    As far as I know recharge enhancements do affect Mind Link, you just can't directly slot recharge IOs. Defense sets with recharge and hami-Os will both work.

     

    Edit: It just occurred to me you probably want it "fixed" so recharge from enhancements doesn't affect it at all. Personally, I don't see a lot of value in restricting perma Mind Link to 800+ mil builds.

  4. 5 minutes ago, Bopper said:

    I'm always interested in seeing more math. But that's because I'm math-ochistic. I'll see my way out

    .

    .

    .

    unless of course someone shows some math

    You and @Vanden have made a pretty convincing case for recovery set bonuses being undertuned, so I think the logical next step here is making some proof of concept builds to explore exactly how larger recovery set bonuses would be leveraged. In addition to @MunkiLord's questions, I would ask:

    1. Are there common slotting patterns that can be easily modified to grab additional recovery, and what are the tradeoffs?
    2. In what situations, if any, would stacking recovery set bonuses become a viable replacement for Ageless?
    3. Does an across the board gain in recovery meaningfully affect the player's resilience to end/rec debuffs? (This is actually a valid concern @Infinitum, though I expect the answer is no)
    • Like 1
  5. Just now, Infinitum said:

    Mah gosh you are being obtuse for the sake of being obtuse.

     

    I'm not going over this again.

    I'm trying to get you to make a more substantive argument than "buffing recovery set bonuses breaks the endurance economy because I say so," because you don't seem to realize that isn't compelling to anyone who doesn't already agree with you. God forbid we actually, you know, discuss, rather than just shouting at each other.

    • Like 2
  6. 8 minutes ago, Infinitum said:

    It's not really about slotting differently as much as it is making a strong feature even stronger.

     

    Blue bars would never move, they barely move now on most of mine.

    Uh... you realize there's no functional difference between the blue bar barely moving and the blue bar not moving, right? Adding recovery to a build that's already self-sufficient doesn't change its effectiveness at all.

  7. 14 minutes ago, Infinitum said:

    No, we have, you just refuse to see it or cant see it for whatever reason.

     

    You are ignoring the obvious whether on purpose or not, who knows.

     

    At this point I'm not repeating myself again.

     

    If you have end issues on a build send it to me I'll fix it for you.

    Nowhere in this thread has anyone provided an example of how the extra recovery would allow them to slot differently.

      

    7 hours ago, Redlynne said:

    Noted without commentary.

    What you quoted doesn't say endurance issues should just go away, but I understand how you could misinterpret it as saying that.

  8. 8 hours ago, Redlynne said:

    We have.

    MULTIPLE TIMES.

     

    You just refuse to accept any explanation that does not give you the answer(s) that you want to hear.

    That refusal is ON YOU ... not us.

     

    Game Over.

    Your "explanations" have consisted of nothing more than you saying "this will break things" over and over, without explaining precisely how it breaks things.

     

    All endgame builds, per you, currently build to be self-sustainable. If recovery set bonuses were to double, what adjustments could the average endgame build make to take advantage of that? Specifically, the Warshade build you mentioned would gain 0.375 end/sec from the proposed buff. What changes would you be able to make in that build to take advantage of that extra endurance, and how would those changes cause the build to be broken? I'd bet all it allows you to do is drop a slot or two from health/stamina, or swap out a recovery set bonus for something slightly better, neither of which seems broken to me.

     

    The absolute most I could see these changes doing is making a build more able to exemplar by allowing it to replace Ageless with recovery set bonuses, which actually sounds like an improvement over what we have now.

     

    If you want to make the case that this buff would break something, you have to actually make the case.

  9. 7 minutes ago, Infinitum said:

    yes increasing recovery bonuses would be game breaking, because endurance game is already an easy button.

    By all means, explain how. Explain in more detail than "it breaks the game," because that's all you've said so far. What builds would suddenly become broken if recovery set bonuses were twice as powerful as they are now?

  10. 10 minutes ago, Infinitum said:

    or accept the fact that smaller recovery bonuses make more sense and do in fact add up and then coalesce with the other features in place for end management to make it ridiculously easy as is.

    Recovery set bonuses are an almost negligibly small part of that picture, and thinking buffing them to the level suggested would somehow render the entire endurance system meaningless requires complete ignorance of exactly how small the numbers in question are. You think an extra ~0.2 end/sec on builds that don't specifically slot for it is somehow game breaking?

     

    I don't really know how else to say it, except to point out that the panacea proc, itself not a large portion of a full build's recovery, is worth more than five instances of the largest recovery set bonus. For comparison, five instances of the largest recharge set bonus is nearly equivalent to a 50+5 recharge IO in every single power.

    • Like 1
  11. Just now, Infinitum said:

    Then, again you are missing the point completely.

    No, you're mistakenly conflating distinct points.

     

    Recovery set bonuses are undertuned, and because of that they are never a consideration in the build process. That's something that could reasonably be considered a problem. If increasing recovery set bonuses such that they're not undertuned causes an overabundance of endurance generation, that's something that could also reasonably be considered a problem. The fact that solving the first problem causes another doesn't mean the first problem isn't a problem, it means there are two distinct problems, one of which is hiding the other.

     

    In a properly balanced system we would neither have undertuned recovery set bonuses nor an overabundance of endurance generation. Are you trying to argue that scenario is fundamentally impossible? Because you'd be wrong.

  12. 6 minutes ago, Infinitum said:

    you cant talk about recovery bonuses and their effects without mentioning other methods of gaining endurance

    Hold my beer, I'm going in:

     

    Recovery set bonuses are currently undertuned relative to similar set bonuses, and because of that are never a consideration in the build process.

     

    Nope, looks like I can talk about recovery bonuses and their effects without mentioning other methods of gaining endurance.

    • Like 1
  13. 15 hours ago, Redlynne said:

    I'd say that going from a net negative of -0.07/s throughput to a net positive of +2.02/s throughput in the holistic context of an entire build plan WOULD (what did you call it?) "offset even a single cheap toggle" ... and I'm not even including the effect of procs for +Endurance here (which pushes things even further positive with Panacea and Performance Shifter procs).

    Did I say end management is hard? Why on earth are you talking about Panacea and Performance Shifter when the discussion is about recovery set bonuses? You do realize that of the 2.02 net end/sec this build generates only 0.15 of it comes from recovery set bonuses, right?

     

    I'm not even taking a side, I don't care about recovery set bonuses. I came to this thread to reword an obtuse analogy, and then to ask for clarification on the numbers you posted because they seemed to agree with @Vanden's assessment that recovery set bonuses are undertuned rather than refute it, and now you're ranting at me about how much end your build generates as if I've taken a side in some holy war.

    4 hours ago, Redlynne said:

    spacer.png

    Is completely ignoring what people say fun for you? Combat Jumping isn't a good example of a cheap toggle in the context of this discussion, as at 0.07 end/sec it is almost always the cheapest toggle in a build by a significant margin. Hover, which is also usually the cheapest toggle in a build, costs nearly three times as much, and at 0.19 end/sec it is, in fact, not fully paid for by the 0.15 end/sec your MM build gets from recovery set bonuses.

     

    Tell me, is Hover not considered a cheap toggle?

    • Like 2
  14. 28 minutes ago, FourSpeed said:

    Yep. That's about what I make on it, in total, these days.

    I'm confused, why would the total ever be different? Killing things slower doesn't mean you're killing fewer things, you should be getting exactly the same inf from a 10 minute clear as a 4 minute clear.

  15. 25 minutes ago, Vanden said:

    Let me try to put into perspective how weak the bonuses are right now. The Ultimate +Recovery bonus, the largest one, is a 4% increase to Recovery rates. That works out to an extra 4 endurance generated every minute. A typical t2 blast attack like Power Blast costs 8.53 endurance to use. If you slot a single endurance recovery SO into that power, bringing it down to 6.4 endurance cost, and use that power only twice per minute, you've already improved your endurance economy more than the best single +Recovery set bonus.

    I think a better way to say this is that after two minutes the largest recovery set bonus won't even have paid for a single use of a T2 blast, which with a proper build can be cast something like 15 times a minute.

  16. This is my thugs/storm build. Not exactly what you're looking for, but hopefully a good starting point; you should really only have to modify the pet slotting.

     

    Hero Plan by Mids' Reborn : Hero Designer 2.6.0.1
    https://github.com/ImaginaryDevelopment/imaginary-hero-designer

    Click this DataLink to open the build!

    Static Shot: Level 50 Natural Mastermind
    Primary Power Set: Thugs
    Secondary Power Set: Storm Summoning
    Power Pool: Flight
    Power Pool: Leadership
    Power Pool: Speed
    Power Pool: Fighting
    Ancillary Pool: Heat Mastery

    Hero Profile:
    Level 1: Call Thugs -- SprMarofS-Acc/EndRdx(A), SprMarofS-EndRdx/+Resist/+Regen(3), SprCmmoft-Dmg/EndRdx(3), SprCmmoft-Acc/Dmg(5), SprCmmoft-Acc/Dmg/Rchg(5), SprCmmoft-Acc/Dmg/EndRdx/Rchg(7)
    Level 1: Gale -- SuddAcc--KB/+KD(A)
    Level 2: O2 Boost -- Prv-Heal(A), Prv-Heal/EndRdx(7), Prv-EndRdx/Rchg(9), Prv-Heal/Rchg(9), Prv-Heal/Rchg/EndRdx(11), Prv-Absorb%(11)
    Level 4: Hover -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(15)
    Level 6: Equip Thugs -- EndRdx-I(A)
    Level 8: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(15)
    Level 10: Steamy Mist -- RedFrt-Def(A), RedFrt-Def/EndRdx(17), RedFrt-Def/Rchg(17), RedFrt-Def/EndRdx/Rchg(19), RedFrt-EndRdx(19), RedFrt-EndRdx/Rchg(21)
    Level 12: Call Enforcer -- SprMarofS-Acc/Dmg/EndRdx(A), SprMarofS-Dmg(21), Empty(23), Empty(23), Empty(25), TchofLadG-%Dam(25)
    Level 14: Hasten -- RechRdx-I(A), RechRdx-I(27)
    Level 16: Freezing Rain -- RechRdx-I(A), RechRdx-I(27), Ann-ResDeb%(29)
    Level 18: Gang War -- ExpRnf-+Res(Pets)(A), SvrRgh-PetResDam(29), CaltoArm-+Def(Pets)(31), EdcoftheM-PetDef(31)
    Level 20: Kick -- Empty(A)
    Level 22: Tough -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(31)
    Level 24: Weave -- RedFrt-Def(A), RedFrt-Def/EndRdx(33), RedFrt-Def/Rchg(33), RedFrt-EndRdx/Rchg(33), LucoftheG-Def/Rchg+(34), RedFrt-Def/EndRdx/Rchg(34)
    Level 26: Call Bruiser -- SprMarofS-Acc/Dmg(A), SprMarofS-Dmg/EndRdx(34), SlbAll-Dmg/EndRdx(36), SlbAll-Build%(36), ExpStr-Dam%(36), SlbAll-Acc/Dmg/Rchg(37)
    Level 28: Assault -- EndRdx-I(A)
    Level 30: Tactics -- GssSynFr--ToHit(A), GssSynFr--ToHit/Rchg(37), GssSynFr--ToHit/Rchg/EndRdx(37), GssSynFr--Rchg/EndRdx(39), GssSynFr--ToHit/EndRdx(39), GssSynFr--Build%(39)
    Level 32: Upgrade Equipment -- EndRdx-I(A)
    Level 35: Tornado -- SuddAcc--KB/+KD(A), SlbAll-Dmg/Rchg(40), ExpRnf-EndRdx/Dmg/Rchg(40), SprCmmoft-Dmg/EndRdx/Rchg(40), AchHee-ResDeb%(42), FrcFdb-Rechg%(42)
    Level 38: Lightning Storm -- Apc-Dam%(A), Apc-Dmg/EndRdx(42), Apc-Acc/Rchg(43), Apc-Acc/Dmg/Rchg(43), Apc-Dmg/Rchg(43), SuddAcc--KB/+KD(45)
    Level 41: Fire Blast -- EntChs-Acc/Dmg(A), EntChs-Dmg/EndRdx(45), EntChs-Dmg/Rchg(45), EntChs-Dmg/EndRdx/Rchg(46), EntChs-Heal%(46)
    Level 44: Fire Ball -- PstBls-Dam%(A), Rgn-Dmg(46), Rgn-Dmg/Rchg(48), Rgn-Acc/Dmg/Rchg(48), Rgn-Acc/Rchg(48), Rgn-Dmg/EndRdx(50)
    Level 47: Bonfire -- OvrFrc-Dam/KB(A), FrcFdb-Rechg%(50), RechRdx-I(50)
    Level 49: Vengeance -- LucoftheG-Def/Rchg+(A)
    Level 1: Brawl -- Empty(A)
    Level 1: Prestige Power Dash -- Empty(A)
    Level 1: Prestige Power Slide -- Empty(A)
    Level 1: Prestige Power Quick -- Empty(A)
    Level 1: Prestige Power Rush -- Empty(A)
    Level 1: Prestige Power Surge -- Empty(A)
    Level 1: Sprint -- Clr-Stlth(A)
    Level 1: Supremacy
    Level 2: Rest -- RechRdx-I(A)
    Level 4: Ninja Run
    Level 2: Swift -- Flight-I(A)
    Level 2: Health -- Pnc-Heal/+End(A), Mrc-Rcvry+(13)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(13)
    Level 0: Portal Jockey
    Level 0: The Atlas Medallion
    Level 0: Task Force Commander
    Level 0: Freedom Phalanx Reserve
    Level 50: Musculature Radial Paragon
    ------------

  17. 2 hours ago, barrier said:

    This is a huge nerf to MM's in PVP and I am 95% certain that the original devs noted that BU proc'ing on both players and pets was the intended effect. It was on the boards at around the time purple sets were released.

    Not proccing a 5 second BU when summoning one of your pets is a huge nerf to MMs in PvP?

     

    If it was the intended effect, why didn't the enhancement text reflect that?

    • Like 1
  18. 14 hours ago, Kommon said:

    Hopefully they can make it so melee pets can still run around after using GoTo, like before then change, but still be leashed to a certain distance from the mastermind while at the same time gluing range pets in place

    That's exactly what they're doing, a dev announced it in the thread TheSpiritFox linked and it's now up on the beta server.

     

    11 hours ago, Rumahu said:

    follow command rather than goto itself.

    Follow forces henchmen to not attack for 10 seconds, so yes, the follow is the problem.

    • Like 1
×
×
  • Create New...