
aethereal
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Yet another, another Sentinel improvement thought...
aethereal replied to Due Regard's topic in Suggestions & Feedback
@Snarky is right that there is zero sign that the devs ever really take detailed proposals from the Suggestions board and use them as a guideline for implementation. I think the most you can hope for is that they maybe pay some attention to the general idea that, say, you feel that this thing needs fixing, or maybe like very small isolated suggestions, like "a badge for this." We now have years of experience and like five or so major pages/issues pushed by the HC team, and I'm pretty sure that not a single major change looks substantially like anything proposed on the suggestion board. Also, for whatever it's worth, Powerhouse claimed the last time that he talked about this that he didn't want Sentinels to have feast-or-famine. Now, that was years ago at this point, who knows, maybe he's changed his mind. But it sounded a lot like he wanted not to up-power or fix Opportunity, but fundamentally get rid of it. -
This sounds wrong to me, and I just hopped onto a flying Blaster to check. I didn't test a ton, but I went around and took shots at a few different mobs in Croatoa, they ran around without counterattacking for the most part. Eventually I did get attacked, and when I went and checked, it turned out that enemy was 71 feet away from me when he used his range attack. It seems deeply unlikely to me that enemies can ignore range. Their powers have listed ranges (80', usually -- including all Malta Gunslinger powers). Both in my testing now and just anecdotally in years of experience, I see range respected. I don't know how the code would work for that -- we know they can't use melee attacks at 100' of range, are we suggesting that there's an exception to the range code for only some powers?
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So the deal with Gaussian's in Leadership is that yes, it does have a chance to proc for each target, and Leadership has an enormous radius and 255 max targets. So you can theoretically get up to 50% uptime in Gaussian's that way. But the large area also works against the proc rate of the power, and the low PPM of Gaussian's means that each target has a 6.5% chance to proc (once every 10 seconds). That means that your total chance to proc every 10 seconds is: If there's just you: 6.5% If there are you and six pets (eg you're a Mastermind): 37.5% If you're on an 8 person team (with no pets): 41.6% If you're on an 8 person team and you or one party has 6 pets: 61.0% If you're on a 50 person league (with no pets, and everyone's within 60' of you): 96.5% Divide all those numbers in half to get the uptime (since it checks for proccing every 10 seconds, and Gaussian's lasts for 5 seconds). Now, I mean, 18% uptime with Gaussian's is nothing to sneeze at. But it's also a random 18% of the time, not necessarily "when you need it most."
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Knives of Artemis Defeat Badge - Mythbuster
aethereal replied to Chrono-Bot's topic in Suggestions & Feedback
They just escape from jail real fast. Like, in the course of the same mission. -
Normal damage procs do about 71 damage, not 48. Purple procs do, I forget, around 105. 16b seconds is not the magic anything, and if your proc rate is over 90%, and this capped, you will do more dps by spring local recharge than by leaving it unslotted, all else being equal, and assuming you use the power on cooldown. The big reason not to slot local recharge is because it lowers proc rates a disproportionate amount when combined with global recharge.
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This is strictly true, but somewhat misleading to have Brute fury and Blaster defiance in there alongside the crit-like things. So, let's take a 100 damage power that, let's say, has a 50% proc rate for a 3.5PPM damage proc. And an IO damage enhancement that's worth 35% damage enhancement. So these are very similar values absent any inherents or ED. The IO damage enhancement is worth 35 damage, the proc is worth 71 damage 50% of the time, so just a smidge over 35 damage. If you add in any of the crit-like things (stalker, scrapper, corruptor), the IO damage enhancement is more valuable compared to the proc -- because it also enhances the damage of the crit-effect. So if you crit for 200 base damage, with the enhancement it'll be 270 damage. The proc will still just be a 50% chance for 71 damage. On the other hand, Brute Fury or Blaster Defiance add the damage that they're going to add, regardless. The common damage enhancer doesn't affect them -- so if you do 100 base damage, and you have Brute Fury to make it 280 damage, then the damage enhancement is still worth 35 damage, and the proc is worth aa 50% chance of 71 damage.
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LButton, not Rbutton.
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I mean, that's actually somewhat unrelated? It's just a convention, not a rule. I kind of wonder why the convention seems to be that taunt auras aren't "offensive" if they don't have a debuff -- you can after all actually do damage through the Perfect Zinger proc on a taunt aura. But yes, the convention appears to be that if an enemy-affecting aura only taunts and nothing else, it suppresses rather than drops when you are mezzed.
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On Scraps/Brutes, RttC's to-hit debuff is 3.75%, unenhanced. So, taken at face value, it's the same as Weave's defense bonus. It's not an amazing effect, but it's a nice bonus stacked on top of the primary benefit of RttC (massive regeneration). Since it's a to-hit debuff, not a defense buff: It scales with level differences (generally to your disadvantage unless for some reason you're fighting lower-leveled foes). It is reduced by debuff resistance, notably with Archvillains. It is unaffected by defense debuffs It does not affect enemies that are not in melee range (RttC has an 8' radius), or potentially even some in melee range if you're mobbed (RttC has a 10 target cap) It potentially gives benefits to your team if some of the hit opponents attack someone else (though since it is accompanied by a taunt effect, this is fairly rare) It doesn't have any holes for non-positioned attacks or toxic or anything. All things considered, I think RttC would be significantly better if it gave 3.75% defense-all instead of -to-hit.
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Fair enough.
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Rise to the Challenge is the taunt aura in Willpower (and Willpower is one of the sets that gets taunt even on a Scrapper). I suspect that, at least at that point in the game's design history, the feeling was that for a toggle to be a taunt aura, it had to be enemy-affecting/offensive. Since then of course we've gotten taunt auras on powers with no other enemy-affecting component (like Evasion in SR for Brutes/Tanks), but at the time that Willpower was created, I don't believe that such things existed. To my mind, that's the most likely reason why RttC has -to-hit instead of +defense.
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The key reason that both regen-oriented sets that postdate Regeneration (Willpower and Bio) aren't 100% pure regeneration is because pure regeneration is a highly thresholded system. So like, let's say that our goal is to reduce 100 DPS to 20 DPS for a normally-functioning armor set. So for a resistance set, we'll say it does 80% resist. (So 100 DPS in attacks becomes 20 DPS in damage). For a defense set, we'll say it does 40% defense. (So instead of 50% of attacks hitting, 10% will, so damage is reduce by 80%, so 20 DPS) For a regen set, we'll say it does 80 HPS. Great, they all are now taking 20 DPS. Now let's say that the player aggroes two spawns. Whups. Instead of 100 DPS incoming, we have 200 DPS. Oh shit y'all. The resistance set now takes 80% of 200 DPS, or 40 DPS (twice the damage as one spawn does). The defense set now takes 10% of all hits, so 40 DPS (twice the damage as one spawn does). The regen set... heals 80 HPS, so it takes 120 DPS (six times the damage as one spawn does). And just instantly melts. Armor sets are much, much, much more robust to small variations in challenge if they scale to the incoming damage. Willpower accomplishes that with some baseline resists/defenses/-to-hit and also scaling its regen to number of enemies around it. Bio does it with baseline resists/defenses/-damage and scaling its heals/absorbs and regens (primarily through DNA Siphon, though also Parasitic Aura). A fixed Regen will need something like this, something that lets it scale up its heals/regen when more damage is coming in. As discussed, the power system lacks any real method to have a power's damage itself trigger a larger regeneration. You can count the number of attacks since last pulse, as Brute Fury does. You can scale up by percentage of currently available hit points. And you can scale up by number of nearby enemies. But defense/resistances offer a lot more fluid, built-in scaling that don't have as many special-case issues (for example, Willpower's scaling by number of nearby enemies makes you notably weak to single high-damage opponents). So... having defenses/resists/-to-hit/-damage is a pretty helpful tool in making the armor set non-fragile.
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Yes, it is. Just for funsies, let's deep dive into how much it is like what you described: Solarverse: "I always felt Regen should be more about Regenerating and less about Healing." Willpower is not at all about Healing and is very much about Regenerating. Solarverse: "In my head logic, I feel all those click powers should be turned to Regeneration Toggles." Willpower has two clicks: a resurrect and a (skippable) T9, and is broadly played with no clicks. It admittedly only has one actual regeneration toggle (and one regeneration auto, and one max health auto, and three toggles which support its core regeneration mitigation, but provide defense, resistance, and mez protection). Solarverse: "some with a heavier endurance drain than others depending on the amount they Regenerate." Willpower has different endurance drain for Rise to the Challenge versus the other toggles. Solarverse: "Click it, forget it, but watch your endurance bar or else toggles drop and you lose all Regeneration minus your passive Regening abilities." If you run out of endurance, your toggles drop and you lose all your Regeneration minus your passive Regeneration. And it is perhaps the most click-it, forget-it set. Solarverse: "Regeneration shouldn't even have a heal." Willpower does not have a heal. So there you go. Willpower is satisfies your stated requirements, almost to a T. Now, look, I'm sure that you can reply with a whole bunch of, "Well, in my MIND what I meant was blah-blah-blah," but the bottom line is that Willpower is a toggle-based, passive regeneration-oriented set. And it's a decent one. It is of course possible to envision another toggle-based passive regeneration-oriented set with mildly different powers. But it is, first, deeply unlikely that it would in actual play significantly differentiate itself from Willpower. Second, if it did, because they are incredibly similar in concept, one would outperform and obsolete the other. And third, we just don't need another passive regeneration set besides Willpower.
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I mean, I have no idea if you were just slyly describing Willpower as a joke, but it is clear that regardless of you personally, a lot of people want a low-or-no-click regen-oriented set, and somehow have a mental block that says that Willpower, which is that set, doesn't count because it's called Willpower and not Regen. And I do like to get the word out on occasion that if you want a no-or-low-click, well-performing regen set, it exists, it's called Willpower, and people don't need to try to turn Regen into it. EDIT: And that having two low-or-no-click regen-oriented sets that are minorly different in a few details is obviously a waste of design space.
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We call this set "Willpower."
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It'd be cool if you said things that were, you know, correct. MoG is a click as well (so is revive, though who cares). IH has a duration of 90s and a base cooldown of 650 seconds, it is impossible to perma.
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I remember reading your post on that back when you made it.
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Pool Clickie Mez Protect with Damage Debuff
aethereal replied to aethereal's topic in Suggestions & Feedback
Or both, at lower scale. -
Rain of Fire is, under the hood, a bunch of different attacks (it's a pseudopet that, basically, has a fast-pulsing damage aura). CoH's power engine doesn't exactly have a "when hit by an attack do X" system. It has a "when I pulse, count the number of attacks that have happened since the last time I pulsed" (this is how Brute Fury works, and as far as I know it's the only power that uses that mechanic, and I'm not sure of its details). In practice, I'm not sure that this idea is all that different from something like Willpower's "increase regen by every enemy within range" toggle. I think it'd be fun to have a power in Regen that automatically healed all attacks over the X seconds since they happened (so, like, when you got hit by an attack, it looked at the damage you took and healed you over time/regenned you by exactly the amount necessary to heal that attack over say 12 seconds). But that's definitely not possible within the current powers code.
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Here's an idea that everyone is sure to hate, half because they think it's too weak, and half because it's too strong. Add a pool power (yeah, I dunno what else would be in the pool) that works like this: Shake Free Click: Mag 4 protection (all major mez types) for 15 seconds, -30% damage debuff for 10 seconds Cooldown: 15 seconds Animation Time: Short (<1s) Endurance Cost: 5 Can be used while mezzed So the idea is that if you don't have better mez protection, you can buy this power; it doesn't need any slotting. It's perma out of the box, but you'd have to be insane to use it as continuous status protection, since you'd be clicking it constantly and it'd debuff your damage. But you can use it reactively when you get mezzed and unmez yourself, at the cost of a significant-but-short damage debuff. Result: it's definitely not going to outperform any real mez protection, but it lets you solo without constantly worrying about stocking your tray with breakfrees if you're a squishy. Getting mezzed would still suck, but if you're quick to tap the button it's like a second or so of annoyingness and a damage debuff, not 10 seconds of "you're fucked, bro." You might use it prophylactically before tackling a mob if you see a mezzer in it, while you try to kill/mez the mezzer yourself. If you want Clarion, you can respec out of it at 50. It doesn't involve any massive revamp of the mez system or new code.
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I think an easier way to accomplish the same basic thing would be to give a damage buff effect to all the clickies. Take the edge off the dps loss.
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It's binding feint > ablating strike > sweeping strike > ablating feint > repeat.
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You would need 500% recharge to get build momentum's cooldown to 15 seconds.
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Depends on whether you team or solo and if you team with masterminds. So build momentum has a 90 second recharge time, it will cap the proc rate of Gaussian's at 90% even with significant local recharge. If you have 200% total recharge (180% global for permahasten + 20% local), it will recharge every 30 seconds and you can potentially have a 90% chance of Gaussian's every 30 seconds. If you run it in tactics, I'm not doing the math from my phone, but I expect it's around a 10% chance per target (maybe somewhat less -- the floor for proc rate depends on ppm). It has a chance to proc every 10 seconds. If you're the only target, you expect roughly a 30% of a proc every 30 seconds, so 1/3rd of the uptime of build momentum. If you're teaming with seven other people, and they're all in range of tactics, then things look a lot better, each ten second round has something like a 50% chance of firing the proc, expected uptime in 30 seconds is 1.5 proc firings. Even more if there are more than 8 targets for your tactics, with maximum uptime approaching 3 proc firings every 30 seconds if you have a huge number of allies around you.
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Why is Infiltration The Stepchild?
aethereal replied to Aurora_Girl's topic in Suggestions & Feedback
The defense from infiltration suppresses when you attack or are hit by something (or if you click a glowie). If you are attacked and they miss, the defense is not suppressed. Since the stealth given by infiltration is not full invisibility, things can attack you, even if they aren't enemies who ignore stealth. The defense bonus for infiltration is clearly a minor benefit, but it does serve a purpose. Or also allows you to slot LotG global recharge, which certainly is why many people appreciate it.