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All posts created by Seraph

Seraph
For the record, I don't think there's any real point in people coming into these crowdforging threads saying "this should be low priority compared to x, y, and z". I think we're at the point as a community where that kind of thing is safely implied – that does NOT mean that these suggestions should never be considered, it means that they should be brought up and, if NewCorp decides they're actionable, they should be put on some list to be prioritized as they see fit. If you'd like to discredit an idea, please don't do it because you think your thing is more important, that's not how it works.

Personally for a game like this I think a great diversity among possible builds is a great idea, as long as they hold some semblance of balance. I would like to see more attacks, more utilities, more slots on our paper doll for different kinds of feats that let you specialize or generalize as you see fit, enchantments, faction-specific boons (and faction-gated feats), things that solidify roles (not as in classes, but more classical roles like healer, tank, dps, buffer/debuffer, battlefield control, AoE, etc), and anything else that gives us a wealth of viable choices and yes, meaningful decisions on what feats we end up slotting to maximize the customizability of our characters' playstyle, strengths and weaknesses.

Lich is a cool option to have. With a literal phylactery item which could be implemented in different ways. Maybe you have to slot it and it takes damage just like the rest of your gear, and once it runs out you're no longer a lich unless you put the work into making another one (which would have to be an extensive process). In the lore liches regrow from their phylactery, so maybe you could actually hide it somewhere else and respawn there instead of the shrine – but if you're carrying it it drops on your husk and someone who steals it can destroy it.
Seraph
Cleric of Sarenrae
Brighthaven
Seraph
That's good information. I suspected they might respawn at the top of the hour but had never confirmed it. smile
Seraph
Cleric of Sarenrae
Brighthaven
Seraph
Thanks Bob. I guess the big thing we want to know is whether we should be putting sets of T3+3 armor on our crafting queues expecting them to become clearly better than T2+3 and T3+0 in the next few months, or if we should start making T3+0 because it's currently the best, especially after cost analysis, and not expect T3+3 to take its place as the best until 2017 sometime.

Maybe that's an impossible question to answer, though, if there's not a big list of issues by priority waiting to get sorted out. At least that August 1st date is coming up fast!
Seraph
Cleric of Sarenrae
Brighthaven
Seraph
Keywords for the Improved and Greater spells and the ability to train them would be nice. smile
Seraph
Cleric of Sarenrae
Brighthaven
Seraph
Yeah, same. If you hit with Chill Touch you consistently get 5 Devourer's Caress before it falls off and you have to refresh, which suggests that the NPC's recovery always happens 6 seconds from when the stack/debuff was first applied.

If the same applies to regenerating – every move tracks its rounds based on when it was activated – you would always get the same number of 10% heal ticks and only full rounds of duration would matter.
Seraph
Cleric of Sarenrae
Brighthaven
Seraph
Decius
If you're assuming literally zero feat bonus to defense, just the 130 from having armor proficiency 3 and t3 heavy armor, I think your numbers won't line up with real scenarios.

Does anyone with t3 armor have any defense feats below rank 5?

The 130 was for T2 – tending high for practical values, but low enough that a T2 opponent with +30 attack was getting a full hit on average. I'm still under the impression that most T3 attackers are going to consistently get full hits on the reflex defense of a T3 heavy armor user, although we don't actually have any real data on what kind of attack rolls Legends are making. The critical part of this assumption is that you actually have the same amount of damage incoming in any tier/plus of heavy armor and only the interaction between your HP total, percentage heals, and EPow/EPro matter.

Duffy
After some quick math checks, T3+# is still better than T2+3 and T3+0 for straight HP buffer when using T2 healing expendables.

However I think the Regenerating hit might be the bigger factor, anyone know the reduction formula for rounds based on Epro? Is it basically the same as the numerical effect reduction?

T2+3 Crusader cleric might have 1750 hp, greater cure hits for 840, giving him a pool of 2590. T3+0 cleric might have 1850 hp, greater cure hits for 720, giving a pool of 2570. T3+3 cleric might have 2150 hp, greater cure hits for 360, giving him a pool of 2510 hp. So his hit point pool is going down by 20 for every point his EPro goes up – the regeneration is a mitigating factor of that reducing pool but it lasts less time as your EPro goes up.

I was under the impression for a long time that all rounds were global and regeneration that lasted fractional rounds would end up with one more or less tick based on when during the round you happened to cast it, but after some experiments I'm realizing that might not be right. I let an ogre beat on me for a while and it seems like he consistently only gets 1 tick of regeneration from the orison when his EPro is (even a little) higher than minor cure's EPow.

That cuts the usefulness of minor cure nearly in half if you have higher EPow than its EPro. I did not factor this into my calculations, I assumed 100% uptime on regeneration. This makes the T3+3 armor worse than my calculations indicated for Seraph and anyone who does not use a T3+3 elemental focus for their minor cures.

Really though, the fact that this is close at all reeks of a problem, in my opinion.
Seraph
Cleric of Sarenrae
Brighthaven
Seraph
I'm a developer myself, mostly Javascript right now but also Java (primarily for web services), a decent amount of database stuff (Sybase most recently), and whatever else comes along.
Seraph
Cleric of Sarenrae
Brighthaven
Seraph
At Fiery's request, I did a third simulation with T3+0 armor. I found that it adds a few seconds to your life against both T2 and T3 opponents compared to T3+3 in my scenario, and narrowly edges out T2+3 against T3 opponents.

Therefore, it is my conclusion that at least for characters like Seraph, T3+0 armor is the best in the game right now for survivability in the most situations, as long as it's not stacks and states that are killing you.

For some characters it could be different – I'd have to do a lot more number crunching to see if a rogue that can't heal himself except with a T2 potion would want T3+0 over T3+3, but I suspect that with the regenerating coming from the potion it would be similar enough that I would arrive at the same conclusion.

The takeaway for now is that you might consider crafting and running in T3+0, but as this is a crowdforging thread, its purpose was to illustrate that there's a major issue with EPro that makes it so prohibitive toward your self healing capabilities that it actually lowers your survivability to run what is intended to be the best armor you can.

I would expect a tier increase to be a major boost in survivability and it's not.
Seraph
Cleric of Sarenrae
Brighthaven
Seraph
Decius
What attack bonus and defense values were you using? Were you also accounting for Regeneration healing more with the higher hit points? Which level of which role feature did you reference for effect power?

A huge part of my survival benefit from t3 armor is that I take so much less damage because of the higher defenses, but I have to invest heavily in all of the defense bonus feats.

I was assuming the T2+3 heavy armor cleric had less than 130 reflex defense – hence a T2 attacking opponent with +30 attack will get a full hit on an average roll of 100. And I was assuming the T3+3 cleric had about 150, so the T2 attacker was missing by about 20 on average but the T3 attacker was getting full hits on average. In reality you manage a bit better reflex but not enough to make most attackers of your tier miss consistently.

I was taking regeneration and percentage heals into consideration with the higher hp coming from the extra keywords, using the Crusader armor feat (100 hp/keyword). I was running the numbers with Seraph in mind – EPow 10 minor cure, etc. But the trend will emerge in more general cases as well.

Duffy's calculations are a little optimistic. Seraph will have over 200 in T3+3 with his best defense, but heavy armor's -20 Reflex penalty comes into play and I was using his worst defense. I would argue that T3+3 should be clearly better than T2+3 in any circumstance, so taking your worst defense is probably the best way to illustrate the problem. I would expect most NPC Legends to be beating 200 consistently on T3 attacks anyway – I know a lot of T3 combat characters do.

I do definitely agree that the resistance to stuns and slows can aid survivability considerably if you're sufficiently careful and you know when to run. But surely T3 armor should also be an advantage in a standup fight against an Ustalavian Legend as opposed to a liability?
Seraph
Cleric of Sarenrae
Brighthaven
Seraph
Someone in our voice chat the other day mentioned how he suspects his survivability is lower in T3+3 armor than T2+3 armor due to the effects of the higher EPro on self heals.

Curious to see if the math agreed with him, I ran some numbers in a simplified scenario – a T2 NPC with +30 attack putting out a steady 200 damage every 2 seconds on a T2+3 heavy armor cleric with Greater Cure and casting minor cure on cooldown to maintain regeneration. I then proceeded to run the numbers again for a T3+3 cleric. I found that the T3+3 cleric survives longer on average in this scenario due primarily to reduced incoming damage from partial misses.

However, against a T3 opponent that gets a full hit consistently on a T3+3 cleric, the cleric's time to kill actually is lower by a few seconds than the T2+3 cleric. This holds even if the cleric has access to T3 healing expendables such as Heal.

Now, I admit that the scenario was simplified, but I think it's close enough to model a reasonable situation that may happen in game. Fundamentally you can see why this might happen – if you're taking the same amount of damage, you're relying on higher maximum hit points and percentage heals to make up for the loss in raw up front heals from expendables/consumables. If they can't (as I found they could not), survivability goes down.

It is my understanding that the tradeoff between T2 and T3 armor is supposed to be about cost, queue times, and eventually threading – NOT a tradeoff in what enemies it is better against than T2 armor. My findings may also effectively mean that, against a T3 attacking PC that focused on damage output and not debuffs and stacks (which T3 armor will always have an advantage against), you're better off wearing T2+3 into PvP for survival reasons rather than durability/cost reasons.

Assuming that the findings are true and T3 armor is supposed to always be better from a combat performance sense, a few things could be made to fix this:
1) The relationship between EPro and heals/buffs could be changed or eliminated to make wearing better armor less punishing.
2) Armor could get more protective at higher tiers as I recall it did at one point – actually getting a higher amount of damage resistance with matching keywords or tiers.
3) ???

What does everyone else think?
Seraph
Cleric of Sarenrae
Brighthaven