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Brutal Justice

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Everything posted by Brutal Justice

  1. Wow. That’s exactly what I pushed for. 45 tanks/brutes. 43 heats and veats. 40 for everybody else. You were clearly reading very closely during all those “back and forths” we had.
  2. It only seems like you would have to lower both because the current situation is that far in favor of defense over resistance at the 75% resistance cap. 40% defense brings defense down to STILL just slightly better than 75% resistance. 45% defense is exactly in line with 90% resistance. You can’t be “equal” with 90% and not be grossly out of balance with 75%. This cap would address the gap in performance that exists in the IO world without hampering the balance goals in the SO world.
  3. I crunched all the numbers a long time ago. 40% defense hard cap is the magic you’re looking for.
  4. 40% defense hard caps for non tanks/brutes!
  5. Nah. Pull up some videos from the old days and you’ll see runners in every mob they face. So long as they aren’t locked down. Everyone at at every level does significantly more damage than they used to. You have SOs from the start now.
  6. I didn’t say it doesn’t happen. It’s a mechanic that has existed for a very long time. If you assassin strike and one shot a guy standing next to his buddy, the buddy flees. That’s how the mechanic works. Specific things trigger it. Sapping endurance triggers it. Your elec/elec blaster is sapping and dealing lots of damage, que afraid. Large spikes of damage trigger it. Instantly defeating guys triggers it. Debuffs trigger it. Generally anything that would logically demoralize them and cause them to flee for their life triggers the afraid mechanic. Those scrappers with burn in 2012 were causing flee. They weren’t even triple procced like they are today. It doesn’t require top end builds to trigger afraid. It’s not new. It’s the same. Fight a couple purse snatchers on the street. 90% of the time one will run. Always have. Every group has one or two guys with low afraid thresholds. The final Romulus fight used to be tough. It was fairly common to struggle and even fail that fight. These days it’s much more common for him to go down in less than a minute and his support nictus to get wiped out just from collateral damage. Que afraid! 400 dps was considered THE top end. Now it’s 600 and those 400s are much more prevalent. I would fully expect a 66% damage increase to cause at minimum 66% more flee.
  7. Actually, here is a link and screen shot for comparison. https://web.archive.org/web/20120906193325/http://boards.cityofheroes.com/showthread.php?t=291155 Is Linea_Alba the same @Linea? Notice in 6/11/2012 they expected the top end builds to be between 360 and 400 dps. Now it’s 600dps! Holy power creep Batman! No wonder stuff is fleeing so much. That’s how the afraid mechanic works.
  8. Is there any evidence that the afraid mechanic has been changed from live? You can see all over the old forums people talking about runners with fiery aura scrappers and burn. I would guess the mechanic is exactly the same you’re just dealing so much more burst damage with all your current power creep that the afraid mechanic is getting triggered much more fequently and with higher magnitude.
  9. I think they should actually remove the taunt effect from the scrappers that already have it. You can do 600dps and hold aggro? No I don’t think that’s acceptable. This is a multiplayer game designed to encourage teaming. You just happen to be able to solo as well. The destruction of archetype roles and purpose is the main issue caused by the incarnate system. It’s good for people who want to play a musou game. It’s not good for the game itself. There is a reason a new musou game is released every 2 months. They are fun but get old real quick. This game has some magic that has kept it in our hearts for 20 years. I am encouraged the HC team has taken the stand they have. Changing core parts of the game is a mistake.
  10. It’s not that odd or a surprise... I’ve only been going on about it for about two years.
  11. I have an ice/kin/soul tank . He has slows, ranged and melee knockdowns, -dam, and -To-hit. Darkest night on a tank does -40% damage! His name is Metaldeth. He’s a heavy metal roadie and the kin melee attacks are him playing air guitar. He also actually tanks, not just takes an alpha like a support archetype that claims to be a tank. Melt some faces, bang some heads!!! I would promote an ice/ice/soul tank. Ice patch, slows, holds, -tohit, -dam, and aggro control. Really just adding darkest night to any tank makes you a great hybrid. I would also look into a dominator with sleet. Similar hybrid play as your fortunata now with sleet! Rock on!! 🤘
  12. It’s not just fiery aura that struggles. Anything with a resistance cap of only 75% is going to be far inferior in durability running capped resistance vs a defense set at soft capped defense. It also takes significantly more resources to reach that 75% resistance on a resistance based armor than a defense based armor to reach soft capped defense. Not only is your straight up mitigation about half as effective, but you’re also getting mezzed and debuffed into the ground as opposed to the defensive toon. On top of that, defense sets easily add +rech increasing dps and durability as well. You play resistance sets on 75% resist capped toons for fun, not for optimal performance.
  13. It should have -def while rage is up. Your rage has clearly affected your mental capacity and therefore has diminished your ability, or desire, to dodge incoming damage and your sole focus is on smashing whatever is in front of you.
  14. You could try an earth/earth dominator. Slot earthquake for knockback and all the earth assault attacks that take knockback and you have lots of options. Melee Single target, melee aoe, ranged aoe, ranged single target, area denial from earthquake. Knock them sky high with stone spears then chase it with a hurl boulder to pick them off in the air and launch them back.
  15. The animation for Antumbral Beam ends about half way through the cast. You’re toon is left standing neutral and the beam fires from your chest area. The animation appears fine in the power customization screen but once in actual gameplay it always fires this way.
  16. True, and I wish regen had resistance to slow. I see that more as a set intricacy than a target issue. The same as a target click debuff like flash arrow can’t be debuffed but a target click buff like fortitude can. I don’t see that as on the topic of targets.
  17. Ehhhh. This “issue” is an issue that assumes you can’t just recast the debuffs on the next group. If you can continue to recast the debuffs you essentially have infinite targets in the same way. Just think of a toggle as a power that is continually recast. This was handled by the addition of the aggro and target cap. Also helped by the persisting toggles which was a great change! Had they introduced a target cap and not an aggro cap then this issue would be true. With the existence of both it’s really just fancy words that don’t actually play out in practice. It’s like regen vs willpower. Balance aside. One is passive. One is active. The regen toon can infinitely click their heals. They don’t run out of uses. If there is a huge concern with over aggro cap effectiveness all that would need to be done is increase the duration of the toggle debuffs to twice as long as the refresh rate. The debuff would then cycle through up to 32 enemies applying the debuff after, say, half a second. Radiation infection for example. The refresh of the debuff happens every .5 seconds. The debuff duration is .75 seconds. Ensuring you maintain 100% uptime. If the debuff duration was increased to 1.1 second then the toggle would have the “ability” to debuff 32 mobs after .5 seconds. With the aggro cap in place 15 of those 32 won’t bother to attack you so you’re technically debuffing nothing. I suppose currently, if you threw out rad infection on that group of 32 you might not debuff the 16 that are attacking you and the slight increase in debuff duration would cover that. Until we have “weapon durability” on our click powers, this is essentially a giant waste of energy. Both technically have infinite targets. One is just active while one is passive. Maybe increase the debuff durations of the toggles and that’s it.
  18. Ha. I only down vote under two conditions. I don’t like the post for a multitude of reasons, nothing to do with the poster name, or I’m serving a forum ban and it’s the only way I can respond. Quote me on some vitriol and I’ll review the context and apologize if I was the aggressor and out of line. My ego isn’t so big I can’t admit I make mistakes all the time. I presented the idea. People challenged me to present math, so I put in the effort to provide the math. I welcomed math corrections. They never came. I don’t want to “win” but I do want to be correct and if I’m incorrect I welcome the correction because truth and correctness are what matter. I don’t want to spread misinformation. Hearsay/opinions and claims of doom and gloom and mass quitters isn’t substantial evidence to warrant correction.
  19. There are already quite a few toggles that get dropped when you get mezzed. Some of them are even quite important. Rise to the challenge drops if you get mezzed. They are not just damage toggles either, they often apply -dam or slows or regen/res that aid in survival. Bio has 1 +res/regen, 1 -dam Dark has 1 dam aura, 1 stun, 1 fear/-tohit Electric has 1 damage aura Energy has 1 -rech/+rech Fire has 1 damage aura Ice has 1 -rech/-dam, 1 dam aura Invuln has 0 Radiation has 1 -tohit/-defense/+rech Regen has 0 Shield has 1 +dam/-dam Stone has 1 damage aura Super reflexes has 0 Willpower has 1 +regen/-to-hit It’s also not too uncommon for tanks to get stunned or held at levels below 35. Resistance tanks often get stunned or held even at level 50 by the likes Malta or carnies. I took two tanks into some 801 missions recently. Ice armor and dark armor. The dark tank would get insta stunned and pasted. The ice tank would cascade with its 50% DDR. These missions are not the norm, but for people to suggest that, not you MTeague, tanks don’t already have to deal with some issues of toggles dropping must only be playing meta sets with meta builds. They want tanks to drop toggles? Simply hard cap defense and let more of those mezzes and defense debuffs through. Done.
  20. The game isn’t balanced around your desire for all archetypes and powersets to play the same. Some perform better on teams and some perform better solo. Stick that in your spreadsheet and figure it out... oh wait... I was supposed to do that with the disparity between resistance and defense. 😂 What a joke.
  21. They do not affect all the pets all the time. The pets have to be within the stated range of the MM. So they have conditions that must be met as well. Preventative medicine chance for absorb is a global enhancement. Just because it has a condition doesn’t matter.
  22. But is it global? It’s not a whole lot different than the spiders bite proc. It only fires when it’s conditions are met.
  23. It’s also missing the preventative medicine chance for absorb proc
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