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Galaxy Brain

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Everything posted by Galaxy Brain

  1. Only one other set has absorb tho, being nature which is all about healing and not preventing damage like FF.
  2. Then why not add a 3rd layer so that Controllers with /FF have stuff too? 😄
  3. Unfortunately, you can't just buff everything without also nerfing for balance reasons, else it gets goofy and not-fun in the long term. Edit: Spoke too soon lol. But yeah, honestly boosting up all the sets to that lvl-ish of base power and the reigning back the high end incarnate / IO stuff would be nice As for the SO boost,t hat is a very interesting angle.... honestly, all the talk about SO balance vs IOs, I dont think anyone has brought up just making SO's competitive!
  4. @Bentley Berkeley, issue is that if a top tier player joins a team they can reasonably solo it while the team sits back Edit: and as other threads pointed out, a seperate but relevant issue is that easy mobs (like Council) give the exact same reward a hard mobs (like Carnies / Malta)
  5. Honestly, more recycling animations pls. Use Cranke Kick to shoot fireball? Why not
  6. Being awesome at defense is cool until you look at the meta currently where it gets devalued by many players having Maneuvers + IO builds that boost defense. Adding another layer on top of the defense gives it another edge.
  7. or if there were, again, tactical benefits for waking them up: Sleep: Changed to the longest duration mez by default, but you can interrupt it. Woken Up: If you interrupt sleep, you do have a bonus effect based on the power, such as bonus magnitude, bonus damage, bonus debuff, etc
  8. USE THIS FOR KNOCKBACK NOT KNOCKDOWN
  9. I guess I am confused by the ask then. Are you saying force fields should get an extra power you can take compared to all other sets which only have 9? The only other set to do that is sentinel super reflexes and that locks you out of another option depending on which you pick.
  10. Ohhhh, I thought you meant exclusive choices. If you take A, you are locked out of B
  11. Pretty much why I want to buff KB to where it has extra impact or something to make it a tactical choice to keep vs Knockdown.
  12. Which ones? IIRC Sentinel Super Reflexes was made by Homecoming, and is the only such example
  13. This is my thoughts on KB currently. Knocking people back doesn't feel powerful compared to constantly knocking them on their ass, oddly enough. Chaining knockdowns keeps enemies controlled and they then get wrecked by other powers. Knocking enemies back feels cool for like a second, but then they just get up like nothing happened.
  14. That... is the opposite of the problem I suppose lol. If enemies either resist all the mez or none of the mez, it makes the AoE stuns / confuse / etc overly powerful and makes other mez types questionable (like Sleep)
  15. Steampunkette addressed this in the OP where Sleep + Other control = Cool stuff
  16. Would it be too much to ask for them to get splash FF like the main set? ❤️
  17. My thoughts exactly. The ally defense powers could easily just gain absorb like Spirit Ward for the duration and they'd instantly have an additional niche while not being *functionally* different.
  18. Honestly, I don't. 😅 I just thought of whipping that up given that IIRC I haven't seen anyone make a direct comparison yet. I do think that Instant Regen on sentinels is probably overall better than Instant Healing as it stands now due to sheer uptime + Layering defenses, which Regen loves.
  19. Now, the above is not a real world example and with higher global recharge the Scrapper might pull ahead but is still limited by the longer cooldowns on DP and IH compared to the faster Second Wind on sentinels. In the moment when the clicks are up, the scrapper may pull ahead as well. What may make the biggest difference is the Absorb Shield that Sentinels get that acts as an additional layer of defense. Attacks get resisted / miss, and then have to chew through that layer before actually hitting you which provides a ton of mitigation for the regen to work underneath. If IH was changed just to Instant Regen it'd be a gamechanger.
  20. Lets compare.... I'm gonna throw out some napkin math vs a magical DPS turret where the characters have infinite time to work their magic. Scrapper at lvl 50, no enhancements: Passive: 1339 Max HP / 1874.5 with Dull Pain. Base Regen with Fast Healing, Health, and Integration - 20.36 hps / 28.51 hps with DP Resilience gives 9.4% res vs all damage which is nice, effectively increasing your HP / Healing by that amount too Active: Dull Pain has a ~33% uptime, also heals 40% of your HP instantly Reconstruction has a 60s cooldown and instantly heals 25% hp (either 334.75 or 468.625 hp with DP) Instant Healing has a pitiful ~14% uptime. While active, your regen jumps to - 65 hps / 90.99 hps with DP for 90s, which over triples your base healing Revive is.... just for when you die, but it does bounce you back with near max HP. MoG is also... MoG. Pop it and be godmode for 15 sec 🤷‍♂️ Math: If we were to sit the Scrapper in front of the magic DPS turret that fires non stop DPS, we can observe the following: 100 incoming DPS, which should shred the scrapper up in 13.39 seconds 100 DPS -> 90.6 DPS from Resilience 90.6 DPS - 20.36 regen = 70.24 DPS Recon can be seen as 25% HP (334.75) / 60s, or 5.58 regen -> 64.66 DPS Dull Pain similarly can be seen as 535.4 hp / 360s, or ~1.5 regen -> 63.16 DPS With it's uptime, we could see DP as effectively a 13.2% HP increase... changing our values: 23.05 base regen + (468.625/60) = 7.81 Reconstruction regen + 1.5 DP regen --> 32.36 effective regen --> 58.24 DPS vs 1515.75 HP Instant Healing while active will add about 50.52 extra regen for 90s while its active, or 82.88 hps total all things added up -> 7.72 dps If we use the uptime though, this becomes 7.07 extra regen, 39.43 -> 51.17 DPS Final DPS taken = 51.17, time to defeat = 29.62 seconds MoG has a 6.25% uptime, which if we want to treat it the same vs the magic DPS turret would = 4.46 Def/Res to pretty much everything over infinite time. We'll say the defense lowers incoming DPS (in a vacuum) by 4.46% -> 95.4 9.4 + 4.46 res = 13.86 res -> 82.18 DPS to start Final DPS taken = 42.75, time to defeat = 35.46 seconds Sentinel at lvl 50, no enhancements: Passive: 1494.14 Max HP thanks to Dismiss Pain. Base Regen with Fast Healing, Health, and Integration - 22.72 hps Resilience gives 8.8% res vs all damage which is nice, effectively increasing your HP / Healing by that amount too Instant Regeneration is a big factor here, as while active it gives you a layer of 5% Absorb every 3 sec that lasts for 3 sec. This is equal to 74.71 / 3 sec, or 24.9 Absorb/sec. We will assume the latter when we put it in front of the DPS turret. Active: Reconstruction has a 60s cooldown and instantly heals 25% hp (373.535), this can equal 6.23 extra regen Second Wind is a big X Factor... but it has a 250s base recharge compared to Dull Pain's 360 and Instant Healing's 650. Objectively speaking, this could be a huge deal vs Burst Damage combined with Reconstruction. MoG grants 66.5% Def/Res for Sents, which at the same 6.25% uptime = 4.16 Def/Res Math: If we were to sit the Sentinel in front of the same magic DPS turret that fires non stop DPS, we can observe the following: 100 incoming DPS, which should shred the Sentinel up in 14.94 seconds 100 DPS -> 91.2 DPS from Resilience That 91.2 DPS is now directly negated by the 24.9 Absorb/Sec from Insta Regen -> 66.3 DPS 66.3 DPS - 22.72 regen, - 6.23 Reconstruction Regen = 37.35 DPS Final DPS taken = 37.35, time to defeat = 40.00 seconds MoG = 4.16 Def/Res to pretty much everything over infinite time. We'll say the defense lowers incoming DPS (in a vacuum) by 4.16% -> 95.84 8.8 + 4.16 res = 12.96 res -> 83.42 DPS to start 83.42 - 24.9 absorb -> 58.52 DPS - 28.95 effective regen = 29.57 DPS Final DPS taken = 29.57, time to defeat = 50.53 seconds This is without the benefit of Second Wind even factored in, but at a basic level it looks like in this hypothetical scenario the Sentinel is about 35 - 43% tougher than the Scrapper, without using one of it's heals! I'm gonna factor in some basic SO slotting here to see where the values end up with 3 recharges / etc in the mix... I have to double the incoming DPS to 200 since Sentinel Regen was immortal vs 100 dps.... going to ignore MoG too because complex Scrapper - Reduces 200 DPS down to 71.28 DPS, time to defeat = 25.99 seconds Sentinel - Reduces 200 DPS down to 30.16 DPS, time to defeat = 54.1 seconds Scrapper with Sentinel Regen: Scrapinel Regen - Reduces 200 DPS down to 19.59 DPS, time to defeat = 92.54 seconds The major differences here are that Absorb Shield taking away from damage to your HP directly, on top of a passive +HP.
  21. In the other hot topic threads, the idea of increased enemy difficulty could make extra Def worthwhile again, but that doesn't solve some of the core problems with competition. If FF had some means of adding Absorb alongside the +Def (Say, same Defense Values as now but also add in Absorb shielding here and there for layers) on top of Force Bolt / Repulsion Bomb becoming "proper" attacks the set will still remain more or less the same for vets while being boosted up a good notch
  22. More control sets = Bueno And more combos for control too! Stacking different control types should do more fun stuff. IMO it often doesnt feel different when you Stun vs Hold since either way you just nullified the guy
  23. I've had an idea for a new defensive set centered around the Absorb mechanic for a while now, and I may as well toss it out there! Barrier Defense A High-Tech Force Field, Defensive Runes that project a field vs attacks, or a second skin that formed via a mutation, you are able to conjure an incredibly tough Barrier around yourself for protection! Barrier Defense aims to fill a thematic defensive niche where your character is able to shrug off damage thanks to attacks hitting a personal barrier instead of themselves, and rely mainly on a high amount of (Temp HP) to survive, along with some offensive tools. 1.) Power Barrier: Basic armor toggle, grants you a refreshing absorb amount that does not decay, but will hit a cap of 50% after some time. The idea is that by letting it build to 50% you can have impressive defense vs alphas, but then repeated hits will start to sting. The refreshing ticks help negate this somewhat but requires time to build up to actual shielding. Toggle, 5% Absorb per tick (3 s), Max Absorb = 50% (Un-enhanceable) 2.) Activate Shields: Emergency Click Power. Perma out of the box, Activate Shields gets you an instant amount of shielding as well as boosts your Absorb Cap temporarily, this does not stack but cutting the recharge down allows you to rapidly replenish shielding and keep your max shields higher. Click, 30% Absorb for 60s. 60s base Recharge. +25% Max Absorb (Un-enhanceable) 3.) Base Shielding: Your character has a passive layer of shielding on themselves. This grants a small amount of defense, as well as increased Max HP and a boost to Healing/Absorb. Sort of a basic passive. Passive, 2.5% Def vs All but PSY, +10% Max Hp, +10% Healing/Absorb Enhancement 4.) Advanced Filter: Mez Protection Toggle. Adds a bit extra absorb per Tick like with Power Barrier, but also grants a substantial bonus to resistance vs Debuff Effects (Slow, End Drain, Defense, etc) as long as you have any active Absorption. If the game cannot recognize X amount of Absorb being active or not, then this can be changed to have more generic resists. Toggle, 1% Absorb per tick (3 s), Special: 50% res vs (Debuffs) while Absorb is active [If impossible, can be 25~30%] 5.) Reflection: Your shielding reacts to incoming attacks and can even reflect damage back at attackers! While active, incoming attacks (they do not have to hit) can trigger a special "Reflection" attack that acts like a chain-attack that spawns from you onto a random nearby enemy. This attack is comparable to a T1 Blast and has a 20% chance to occur. Also grants some defense to the player, with more defense gained if you have shielding currently. This is a unique take on a damage aura where you actually get a sort of free, random ranged attack within a short radius (20ft?). Will hit individually much harder than a damage aura but lack true AoE. Toggle, 7.5% Def vs All while shielded, 3.75% otherwise [5% if impossible]. 20% chance to trigger special Reflection Attack when attacked. High End Cost 6.) Adaptive Barrier: You can adapt to the situation at hand based on the amount of Shielding you currently have. When you have a layer of Absorption, gain HP Regen and Damage Resistance (All). If your shields are down, gain Recharge Rate and Movement Speed. The idea here is that you have bolstered shielding and breathing room to heal, or you have an "oh crap" moment when shields are down to get Activate Shields / etc back faster or to re-position. If we cannot get the absorb check to work, this could work like the Radiation Armor power that scales on HP? Passive, 10% Damage Resistance, 75% Regeneration / 30% Recharge, 50% Move Speed 7.) Amplify Shielding: You can concentrate and give yourself a great boost to both Healing/Absorption Enhancement as well as Endurance Reduction for some time. Click, 50% Heal/Absorb Boost, 50% Endurance Discount for 30s. 120s Recharge. 8.) Nova Shield You can turn the tides of battle and sacrifice your barrier in a violent explosion of energy! This is a PBAoE attack that will affect up to 10 targets in a 15ft radius for Smashing/Energy damage and have a 50% chance to cause knockdown. The damage of this power varies greatly based on the amount of Absorb you had upon activation, the more Absorb the higher the base damage of the attack! This will apply a -1000% Absorb though, stripping you of all shielding immediately. Click, Special PBAoE damage. 50% chance to KD, very long Recharge (6 min). Very low end cost and very fast activation speed 9.) Maximum Barrier: You can immobilize yourself and push your shielding to the max, rapidly building up power as you gain a massive layer of Absorption! This works similarly to Hibernate as you are locked in place and cannot use other powers while you toggle this on, and gain a huge layer of Shielding. This shield lasts for quite some time, and can directly feed into Nova Shield and in general make you very durable every so often. Special Toggle, 20% Absorb per tick (10s Max), Max Absorb = +200%, Duration = 1.5m, Recharge = 10m ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ The premise here is that you have a few token defenses but mainly rely on having readily available Absorb Shielding to eat attacks with, on top of unique offensive utility to give the set a fast paced style where you can take damage and dish it out, but have periods where you are vulnerable. Mainly thanks to Reflection and Nova Shield, as well as having a stacking Absorb bonus up to a certain point that you can bolster with a few powers. If possible, the mechanic of being "Unshielded" could be played with to more effect such as a cooldown for the auto-refresh if your shields hits 0, or more dynamic between shield values and what stats you get. Numbers are of course not set in stone, and the Absorb mechanic as a whole is really unexplored, but given every other Defensive mechanic has it's own set I figure it should as well 🙂
  24. Well I missed out on a lot here lol. Catching up, Fade is legit bugged and it seems we all agree that should be fixed. As for Farsight, it is the only such power of its kind no? A click on yourself that can grant that much defense via PB on top of all the other goodies TM gives?
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