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Bill Z Bubba

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Everything posted by Bill Z Bubba

  1. I'm fully aware they're not a hard rule. Just negating a point made earlier. And your statement that it's underperforming as a set based on nothing but ST damage is beyond misguided.
  2. https://forums.homecomingservers.com/topic/3199-design-formulas/page/2/ Original power equations. (0.2*(0.8*Recharge+1.8)) = damage Jab .68 damage scale Punch 1 damage scale Haymaker 1.64 damage scale KO Blow 4.36 damage scale (CoD shows 3.56 but the power also has a Mag 3 10*melee_stun effect Hold, so that explains the reduced damage) Hurl 1.64 damage scale (Standard Damage Formula)*EndConstraint*ATConstraint*10 .68*.65*.8*10 = Jab 3.536 1*.65*.8*10 = Punch 5.2 1.64*.65*.8*10 = Haymaker 8.528 3.56*.65*.8*10 = KO Blow 18.512 End cost matches 3.56 set value for damage scale 1.64*.65*.8*10 = Hurl 8.528 Does not match 9.66 end cost on CoD. Why it's costing the end of a power that does 1.858 damage scale I do not know. Do ranged powers generally cost more end than the equation says they should? Lastly, Foot Stomp. Radius 15' so Area Factor is Spheres: (1+(Radius*0.15)) = 3.25 Damage scaler for FS should be (0.2*(0.8*20+1.8)) / 3.25 = 1.095 but it's 1.42 and includes KD. End cost for 1.42 should be 7.384 but CoD shows 18.512 and there's no indication in that thread showing how making a power an AoE should affect end cost. So the majority of SS follows the original equations. Rage isn't a correction for a dumbed down set, it's an aberration in need of a correction.
  3. Also, how is End Cost adjusted by AoE? Following the equations, there's no adjustment so Foot Stomp, which should be doing 1.095 scale instead of 1.42 should only be costing 7.384 end at 1.42 scale but costs 18.512 end.
  4. Hyrbids sets do exist and they get double-tapped by this change. As it is on live, defense sets get hit the worst, hybrid next and resistance sets laugh and laugh and laugh. With the change, hybrid sets get double-tapped, defense gets hit and resistance gets hit. And absolutely none of this hobbles rage. It still cruises along at +140% damage and +40% tohit for 50 seconds out of every 60 when double-stacked. On tanks. Arguing against splitting the pain of the crash is moronic, myopic, selfish, and short-sighted.
  5. I have to bite... how is changing it from -20% def to -10%def/-20% res actually hobbling the power? After already explaining how any resistance set already above 90% resist in a given area is barely going to feel it. After already seeing how its current config screws over defense based armors far more than resistance based armors. How does this change hobble Rage? Cuz that is the ONLY change to rage listed in the OP.
  6. They might also consider it a grotesque abuse of a bug. Nothing wrong with discrimination against willfully utilizing exploits.
  7. My google-fu is failing me today. Does anyone remember the original equations used to balance powers? Went something like if power costs X amount of endurance and recharges in Y amount of time it should do Z amount of damage. Of course it wasn't followed religiously but it existed.
  8. This affects defense based sets as well. FF/FS/Ev from SR go from 13.875 to 15.725. Their ease to hit softcap 45% is considerably increased.
  9. How many decades has it been since any dev actually said this? Edit: More relevant, what HC dev has stated this and please provide the quote.
  10. Does that mean Khels will get fully bumped to .085 across mitigation as well? They're also listed under the Tank section when creating a character.
  11. Yes, that was covered, in the post, in the sections you chose not to quote.
  12. I disagree. There were two huge threads back on live comparing brute and scrapper damage output and they were, at that time, close enough on output that it was a wash. That changed with AT-IOs, as mentioned earlier. Maybe brutes deserve a mitigation bump for having crappier AT-IOs, maybe not. I'm certainly not seeing the rationale for it. Same goes for all this rioting against this rage change. I continue to see it as a good correction for bad design.
  13. Ahh, so sad. However will I ever survive without your build approval? I like the set bonuses.
  14. Back on live: Dr. Mordred. Also an emp/nrg defender. I did get him to 50 but never tricked him out. Pretty sure the name's taken on HC but I'll go look. Crap. Now I have to try to remember his costume.
  15. Ok, fair. +300% recharge is absolutely doable. And what % of time would you say soul drain is saturated in normal gameplay? I suspect it's not 100%.
  16. Pretty chart. Too bad so many told me pylon testing was useless and should be ignored in this very thread. Go back to the clear all stuff for better data. As for the quoted section, claws and db are not getting +140% damage from followup, even triple stacked on a scrapper (+112.5,) which only lasts for one attack anyway AND followup misses at least 5% of the time, unlike rage, and/or blinding feint even with empower, not getting there. Dark Melee, sure, but it ain't doin so 83% of the time. Nowhere NEAR it.
  17. In that case, yea, loose cable between laptop screen and laptop motherboard is likely. Googling make/model of laptop can probably find instructions on getting to it, or any local computer shop can probably assist. I've worked on plenty of laptops and it ain't the most fun thing in the world but usually doable. BUT... if you've never done anything like that before, I do suggest taking it somewhere.
  18. That's not quite right. Resistance does ALWAYS resist resistance debuffs, but all of the defense based armors come with some level of defense debuff resistance. SR obviously caps out at 95% and that's in play all the time. Shield can get close if Active Defense is doublestacked. Unsure on the others but CoD would tell us. But regardless of what anyone else thinks, 1 def = 2 res. And -10% defense/-20% resistance for the rage crash IS more equitable to all armors vs just a -20% defense debuff. Especially since the debuff from rage is UNresistable by both.
  19. Why do brutes need this change? They already have tank level mitigation caps. What data is being used to show that brutes are under-performing in any way to justify this global buff? Edit: Other than "Well, we overbuffed tanks badly and now have to do this even after mildly rolling back on tanks with the melee_buff_damage nerf."
  20. Why are you ignoring damage scalers, then? Tank: 52.8311 Brute: 41.7087 Jab: .68 * Melee_damage Tank Jab: 35.9251 Brute Jab: 28.3619 Brute needs 15 points of fury to get past the +26.6668% damage buff just to catch up to the tank. Doublestack rage on both, tank gets +140% damage, brute gets +160% and we'll assume 95% damage enhancement. Tank Jab: 120.349 Brute Jab: 100.6847 Brute still needs +19.53% more damage buff to catch up, or 10 pts fury. Hard to do? Not even remotely. Brute fury is fine because it gets them close to scrapper damage until the scrapper AT-IOs get slapped into the build, of course. Now show me what other melee set in this game can self buff to +140% damage/+40% tohit for 92% of the time. (Sorry, correction, doublestacked means doublecrash, so 83% of the time.) Claws can doublestack followup for a whopping +52.5% damage and +20% tohit. Buildup on all the sets that have it is +70%/+20% but is only up, what, maybe a third of the time on high end builds? (Tank values on this last bit.) "But SS attacks suck except KO Blow and Foot Stomp!" You're right, they do. And THAT, TOO should have been corrected 20 years ago. Again, changes are fine. Push 'em.
  21. Even after disabling PFF, that is a ridiculous amount of defense. And once again I'm reminded of how often I forget Scorpion Shield exists.
  22. What about the external monitor? Was the image fragged there as well? If, yes, I put money on a bad/dying video card. If not, if image is fine on external monitor but fragged on laptop screen, then it could be as simple as a loose cable between screen and laptop motherboard. A PitA to get to most of the time but doable.
  23. "Soon." We just won't get rage.
  24. I don't disagree. Just as I find the opinion that running around with a perpetual +140% damage and +40% tohit buff shouldn't have any kinda of downside irrelevant to a discussion of balance. (Yes, there have been plenty in this thread saying just get rid of the crash.) Those people don't care a bit about balance. Rage and the Kheldian animation cancel trick are correctly put together. Both are badly designed garbage that need to get corrected. Leaving broken things broken is just lazy.
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