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defensive powers

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Radiac
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defensive powers

Defense relates to the hit or miss nature of attacks. That's an odds game.

Resistance relates to how much damage or how severely effected you are by attacks that do hit you, that's a question of relative amounts.

Regeneration of hit points is basically a time issue.

All three might or might not involve expending endo, or whatever we're calling it.

So I ask, is there any limit to what or how the defense buffs would work, as opposed to the resistance buffs and the regen buffs?

Specific questions in this vein:

1. Can we make powers that increase defense against melee only, ranged only, AoE only, combinations of those, etc?

2. Can we make powers that provide defense buffs against burning damage, kinetic damage, chilling damage, etc?

3. Same questions as 1 and 2 but with resistance.

4. Is it possible to have different rates of regeneration based on the type of damage taken? E.g like how hydras can't regenerate fire damage, etc.

5. Is it possible to have a damage type where the secondary effect is "penetrates defense" or "penetrates resistance" or "persists despite attempts to heal it away quickly" etc.

6. Is it possible to have "mana shield" effects where you have a toggle that causes you to take damage to your endo instead of HP when hit?

7. What about damage types that drain momentum and/or reserves as a secondary effect?

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What you refer to as defense

What you refer to as defense we call Evasion. The term we use for all mitigating effects is. Protection. All the "armor" sets are called Protection sets.
To basically answer uour questions, our Power Design system is very versatile and allows us to create a wide range of powers with both advantages or limitations within the power . We call both Conditional Triggers in our power designer or some are "baked in" to a specific power aspect as an option. Some of the following answers are the result of desicions made by devs and are jot necessisarily reflective of any limitation imposed by the design system.

Specifics (or as specific as I can be):

1. Yes
2. No. Evasion will only be applied toward styles of attacks as in # 1.
3. Resistance works against types of damage not styles of attacks.
4. Not exactly. It can be possible to make regen weak toward types of regen debuffs, but wouldn't appear in player sets but could appear in npc design (while possible also unlikely).
5. Penetrate defense as in evasion would be autohit. We do have an effect to penetrate resistance but we have to test it to make sure it doesn't "break things".
6. Yes.
7. Not damage types but a debuff effect towards Momentum. Nothing directly attacks Reserves.

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Thanks for the response. I

Thanks for the response. I pretty much expected that Evasion would be based on attack type (ranged, AoE, melee, etc) and that Protection would be based on damage type, as it was in CoX, for the most part. Is this really a critically necessary thing to do for some reason in design, I wonder? Just curious.

As for Regen debuff, I think Radiation (the defender set) had that in one power. You're saying that it's off the table for PCs, which is okay I guess.

As for "penetration of defense", while autohit powers do that, certainly, is it possible the make some powers extra accurate in the sense that they actually treat the target's evasion score as lower for the purposes of calculating the hit probability? Is it possible the make some attacks only ever hit based on a fixed, predetermined random chance that the power has, with no true roll to hit made? (in CoX, Choking Cloud or whatever it was in the Radiation set used to hit like 50% of the possible targets within its area with no real way to affect it's "accuracy" as I recall, but I could be remembering that wrong).

Assuming you're using psuedorandom number generation "virtual dice rolls" to determine hits and misses, there are things that could be done in that vein to affect odds. Like for example, can you have some powers that get to roll twice and take the better result, if there is one? Or can you make a type of Evasion that forces the attacker to roll twice and take the WORSE result?

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Radiac wrote:
Radiac wrote:

Thanks for the response. I pretty much expected that Evasion would be based on attack type (ranged, AoE, melee, etc) and that Protection would be based on damage type, as it was in CoX, for the most part. Is this really a critically necessary thing to do for some reason in design, I wonder? Just curious.
As for Regen debuff, I think Radiation (the defender set) had that in one power. You're saying that it's off the table for PCs, which is okay I guess.
As for "penetration of defense", while autohit powers do that, certainly, is it possible the make some powers extra accurate in the sense that they actually treat the target's evasion score as lower for the purposes of calculating the hit probability? Is it possible the make some attacks only ever hit based on a fixed, predetermined random chance that the power has, with no true roll to hit made? (in CoX, Choking Cloud or whatever it was in the Radiation set used to hit like 50% of the possible targets within its area with no real way to affect it's "accuracy" as I recall, but I could be remembering that wrong).
Assuming you're using psuedorandom number generation "virtual dice rolls" to determine hits and misses, there are things that could be done in that vein to affect odds. Like for example, can you have some powers that get to roll twice and take the better result, if there is one? Or can you make a type of Evasion that forces the attacker to roll twice and take the WORSE result?

He did not say no regen debuff, but that there would not be one based on types of regen debuff for players.

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Thanks for the clarification.

Thanks for the clarification.

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Doctor Tyche wrote:
Doctor Tyche wrote:

He did not say no regen debuff, but that there would not be one based on types of regen debuff for players.

That makes sense. Keep it simple.

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Radiac wrote:
Radiac wrote:

Thanks for the response. I pretty much expected that Evasion would be based on attack type (ranged, AoE, melee, etc) and that Protection would be based on damage type, as it was in CoX, for the most part. Is this really a critically necessary thing to do for some reason in design, I wonder? Just curious.

Protection covers any form of mitigation including Evasion and Resistance (just so there is a clear understanding of terminology). The reasons are in part stylistic or thematic. Evading attacks makes more sense on being able to avoid the type of attack rather than the type of damage the attack is doing. It also has to do with how we are handling damage types. It'll make more sense when the combat mechanics are actually seen in play than trying to explain it all (not to mention certain details are not vetted for release yet). It also avoids certain problems when creating Evasion sets and ensuring a metric of performance.

Radiac wrote:

As for Regen debuff, I think Radiation (the defender set) had that in one power. You're saying that it's off the table for PCs, which is okay I guess.

Dr. Tyche already covered this.

Radiac wrote:

As for "penetration of defense", while autohit powers do that, certainly, is it possible the make some powers extra accurate in the sense that they actually treat the target's evasion score as lower for the purposes of calculating the hit probability? Is it possible the make some attacks only ever hit based on a fixed, predetermined random chance that the power has, with no true roll to hit made? (in CoX, Choking Cloud or whatever it was in the Radiation set used to hit like 50% of the possible targets within its area with no real way to affect it's "accuracy" as I recall, but I could be remembering that wrong).

Yes, it is possible to create powers that are both autohit and require a chance to trigger an effect. As I said, the power designer is quite versatile. It is so versatile that we have to maintain a high degree of documentation on designing powers to make sure someone doesn't go and make something outright broken or so off of the wall that it doesn't mesh with the "standard" of design.

Radiac wrote:

Assuming you're using psuedorandom number generation "virtual dice rolls" to determine hits and misses, there are things that could be done in that vein to affect odds. Like for example, can you have some powers that get to roll twice and take the better result, if there is one? Or can you make a type of Evasion that forces the attacker to roll twice and take the WORSE result?

No. We won't have the hit-roll system rolling multiple times to determine scores.

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I know i'm being silly, but

I know i'm being silly, but the word Evade/Evasion makes me think of a Blocking mechanic... which makes me cringe.
I know i shouldn't associate it like that, and rather think of it in relation to cars.. Automatic and manual stick. This being Automatic! ;D

Now if only my toon would automatically jump out of the way of AV Cone Attacks (even the telegraphed ones... for an Endurance.. Momentum.. or other penalty) :]
Well, either that, or have special craftable Augments. No wait, that's a bad idea. This wouldn't be for seasoned players, more for n00bs.
Seasoned players would just move their toons manually out of telegraphed AV death AOE traps, and retain some endurance, not to mention Health.

Why? Trying to built in a way to allow the game to be a little forgiving to n00bs. ;)

Warning: Zero time was spent on this. Just blubber atm. ;P

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For clarification of

For clarification of terminology used in City of Heroes, protection schemes relied on either Positional (melee, ranged, AoE) or Typed (S/L, E/N, F/C, P/T) parameters.

It sounds like, in City of Titans ... all Defenses will be Positional, while all Resistances will be Typed (by damage) ... which makes for an interesting choice.

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Hmm, some interesting points

Hmm, some interesting points here.

Just so we are on the same page there are, imo, 4 basic survivability "systems" in games which are equally applicable to protection (tank) and support sets.
1) Avoidance. That is to not get hit in the first place, done through lowering the enemies effective hit chance or even making them incapable of attacking at all. Named evade/evasion here for "personal passive" effect.
2) Mitigation. Reducing the damage of every attack received by increasing personal damage reduction and/or lowering the enemies attack strength. Named resistance here for "personal passive" effect.
3) Restoration. Restoring lost HP through either passive regeneration or active (self-)healing.
4) Absorption. Making something/someone else take the damage instead of you, done mostly through damage shields like Nature Affinity had in CoH.

A quick look at the protection sets in CoH showed that all had aspects from at least 2 of the basic systems, many with an almost exclusive focus on one of them. Considering how late absorption came to CoH they never got a set that really focused on it, neither protection nor support, but I hope that MWM can bring one out fairly early if not at launch, at least for the support side.

Having said that I think it's a very good idea to have avoidance deal only with positional types and mitigation only deal with damage types since it mimics more closely of how a reality would function. Given everything else being equal I don't see why someone would have a higher chance of dodging a fireball than an iceball, but I see why one would be easier to resist than another.

It will be interesting to see what the focus will be and in what proportions each protection and support set will have these 4 survivability systems.

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Radiac wrote:
Radiac wrote:

4. Is it possible to have different rates of regeneration based on the type of damage taken? E.g like how hydras can't regenerate fire damage, etc.

The problem with this is that the game would have to keep track of damage by type. E.g. in the current setup, if your starting HP is 1000, but your current HP is 500, then by implication you've taken 500 points of damage somehow, and regeneration can operate on that 500 point deficit. Nice and straightforward.

But if you want something to regenerate fire damage at half rate, then you can't simply track current HP, you have to track how many HP were lost to each type of damage. E.g. you have to track that 200 points were lost by Lethal damage, 100 by Burning, and 200 by Dirty Looks. [i]Then[/i] if you have a regen power that is general, you have to settle the question: is this regeneration power prioritized or split evenly? So if you can regen 100 points a heartbeat, but only regen Burning damage half as fast, does that mean you heal 40 Lethal damage, 10 Burning, and 40 Dirty Looks (90 total), or can the system prioritize and heal 50 Lethal damage, 0 Burning, and 50 Dirty Looks (100 total), leaving the Burning damage until there is nothing easier to regen?

And how would you express the current damage allocation to the user anyway? It might be important if there are powers that regen one thing better than another, each power covering different things, and you can't afford to run them all at the same time.

I complain mightily about the Bucket o' Hit Points model, but it does simplify a lot compared to the alternatives.

Radiac wrote:

5. Is it possible to have a damage type where the secondary effect is "penetrates defense" or "penetrates resistance" or "persists despite attempts to heal it away quickly" etc.

That sounds to me like a Evasion or Resistance debuff baked into the attack and that only affects that attack.

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Simplest solution is to have

Simplest solution is to have a particular category of attack types inflict a Regeneration Debuff as their secondary effect. Radiation tended to do this, but an argument could be made that either Fire or even Acid could inflict the same sort of thing to represent the "lingering" damage of being more difficult to heal.

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Redlynne wrote:
Redlynne wrote:

Simplest solution is to have a particular category of attack types inflict a Regeneration Debuff as their secondary effect. Radiation tended to do this, but an argument could be made that either Fire or even Acid could inflict the same sort of thing to represent the "lingering" damage of being more difficult to heal.

In a round-about way, a DoT already has this effect - blunting that which would otherwise be healed, so that aspect of "burning" powers can be simulated that way.

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When compared to *most* of

When compared to *most* of the abilities in CoX, DoT's were weak. They never lasted more than a few ticks (in effect) compared to regen effects which lasted for a minute or two.

So in effect, it was a speedbump in terms of healing.

But even so, I wouldn't say that is necessarily a *debuff* to regen. It just gave regen something to do.

A debuff would be reducing the amount of healing per tick, or increasing the amount of time for a tick of healing to happen. So instead of healing 200 health a turn, it healed 100 health a turn. Or 200 health every 2 or 3 turns. That is a debuff.

Another way to view it: If the debuff became permanent you would call it a nerf ;)

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Regeneration Debuffs were

Regeneration Debuffs were "strong" when Regeneration rates were high, such as on AVs who what ridiculous buckets of Hit Points, due to the way the formula worked in City of Heroes. When Regeneration rates were low, Regeneration Debuffs were "weak" in comparison.

Damage over Time Debuffs were "strong" when Hit Points were low, such as with Minions and Underlings, who lacked Hit Points. When Hit Points were high, Damage over Time Debuffs tended to fall into the "drop in the ocean" sort of being "weak" by comparison.

The obvious "solution" is to design all Damage over Time effects to be split between Damage over Time AND Regeneration Debuffs for the duration. That then yields a combination of effect(s) that is complimentary and sliding scale, rather than only being useful in some situations but not others. Essentially, bake it into the cake from the beginning, so that instead of dealing with an Either/Or situation, you're always dealing with a Both situation, when thinking of Damage over Time. You have the Damage dealt "directly" by the Damage over Time, in addition to the Damage Not Negated via Regeneration over Time ... and depending on what you're (hit point) Debuffing, one of those effects may have more value/yield than the other, even though both are "useful" at different times against different Foes.

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Call me crazy, but I prefer

Call me crazy, but I prefer secondary effects that have good and bad matchups as Red stated rather than making everything work reasonably well against everything else and thus making the choice of what to take less relevant. That said, I'm not against letting people take a combination of DoT and regen debuff powers to try to synergize powers, I just wouldn't prefabricate such synergy intot he powers individually.

It's also possible to tweak the DoT numbers to make them last longer or do more damage per tick, or to make them enhancable for either or both of those things.

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Radiac wrote:
Radiac wrote:

Call me crazy, but I prefer secondary effects that have good and bad matchups as Red stated rather than making everything work reasonably well against everything else and thus making the choice of what to take less relevant. That said, I'm not against letting people take a combination of DoT and regen debuff powers to try to synergize powers, I just wouldn't prefabricate such synergy intot he powers individually.
It's also possible to tweak the DoT numbers to make them last longer or do more damage per tick, or to make them enhancable for either or both of those things.

So even Defense based powers would look a little like a radar chart?
ex:
[img]http://oi48.tinypic.com/ra2q6u.jpg[/img]

So the users see a Breakdown like this:

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Radiac wrote:
Radiac wrote:

Call me crazy, but I prefer secondary effects that have good and bad matchups as Red stated rather than making everything work reasonably well against everything else and thus making the choice of what to take less relevant. That said, I'm not against letting people take a combination of DoT and regen debuff powers to try to synergize powers, I just wouldn't prefabricate such synergy intot he powers individually.
It's also possible to tweak the DoT numbers to make them last longer or do more damage per tick, or to make them enhancable for either or both of those things.

As long as every set is kept at a viable level for all content then I wouldn't be against that some sets have an advantage over others in certain situations and/or against certain enemies. Heck, it could make it more interesting since you would have to "choose" your strengths and weaknesses in a sort of way.

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Well, but the corollary would

Well, but the corollary would be continually choosing your Enemy based on your strengths and avoiding your weaknesses. So, 'Iceman' always and only fights the 'Fire Goons'. And refuses to fight the 'Freezers'. I could write a backstory to support a character doing that, but it would get pretty boring, after a while.

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Fireheart wrote:
Fireheart wrote:

Well, but the corollary would be continually choosing your Enemy based on your strengths and avoiding your weaknesses. So, 'Iceman' always and only fights the 'Fire Goons'. And refuses to fight the 'Freezers'. I could write a backstory to support a character doing that, but it would get pretty boring, after a while.
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That depends on how big the difference is between the two "extremes": We're not talking about having the lower end be "Dark Souls perfection" difficult while the upper one is "auto-play snooze" easy, more like that there is a noticeable difference but not big enough so that most people will stick to the "natural enemy" of the sets. Add in that most enemies would most likely fall fairly close to each other so optimizing ones character with this would be even less "valuable".

I think that we are more talking about incorporating some pages from a perfect imbalance system between the damage type and secondary effects combinations. I don't think you can make every power set be equally effective against every enemy type and/or other power set (even within just the same classification), so why not emphasize those differences just a bit more and make them a staple part of the game.
[youtube]e31OSVZF77w[/youtube]

Sure, some may always choose the easiest enemy but I'm sure there would be others who'll do the opposite for the slightly increased challenge. There also may not always be that choice unless you want to stick only to UGC.

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Oh yeah. Perfect IMbalance

Oh yeah. Perfect [b]IM[/b]balance describes almost every system I've been talking about for the past two years! Rather than "balancing" the game on a single point, or even aiming for a "symmetrical" system (like you see in chess or most FPS games) ... instead, you want to create a dynamic equilibrium that covers a "large enough" design space such that What Is Best can be a moving target, rather than a static choice. That way, you wind up with Flavor of the Month™ ... rather than Successful Strategy for Eternity ... such that the Meta Game continues to be played (and replayed).

And the FIRST thing you have to do, in order to make that possible, as this episode of Extra Credits explicitly states, is ... One Character Can't Have (and do!) Everything. There HAVE TO BE tradeoffs .. somewhere ... in some form or fashion. That way, in every build plan, you have to PICK what you're going to be "best at" rather than being able to design a build that is "best at everything" (and thereby "beating the game" at which point, why bother continuing to play?).

City of Heroes accidentally stumbled upon a version of Perfect Imbalance, as described by this Extra Credits episode. The trick is ... will City of Titans succeed in creating a Perfect Imbalance too?

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Redlynne wrote:
Redlynne wrote:

And the FIRST thing you have to do, in order to make that possible, as this episode of Extra Credits explicitly states, is ... One Character Can't Have (and do!) Everything. There HAVE TO BE tradeoffs .. somewhere ... in some form or fashion. That way, in every build plan, you have to PICK what you're going to be "best at" rather than being able to design a build that is "best at everything" (and thereby "beating the game" at which point, why bother continuing to play?).

City of Heroes accidentally stumbled upon a version of Perfect Imbalance, as described by this Extra Credits episode. The trick is ... will City of Titans succeed in creating a Perfect Imbalance too?

I hope so - a big part of this was the way the CoX Arcetypes were constructed, and it looks like the CoT devs are taking many of the same cues with the design of the Classifications. A little less restrictive maybe, but still the same idea of choosing a "focus" (melee damage, control, buff/debuff, etc.) and building out from there.

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Hmm.. sounds like The

Hmm.. sounds like The different Archetypes give off that feeling of Differences In Kind... covered here:

So to be sure each AT stands on its own, the player has to feel that Differences In Kind, compared to some other AT.
Tank versus a Defender is an example.
Tank vs Scrapper, not as much. :/

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Something which Blacke4dawn

Something which Blacke4dawn mentioned and was being discussed heavily on the old forums was a type of Ablative Protection where your "armor" gets worn down and then you take the damage.
Think Iron Man. Gets shot by a gun - no worries. Gets shot by a tanks man gun (HUGE KB) but still ok - armor is a bit worn but Tony Stark is fine. Armor gets damaged/destroyed then he is in BIG TROUBLE.

Is this type of Protection being designed, either for launch or 'Sometime Later TM'?

Also I would really like to see in the next Kickstarter Update a Technical Update on how Power Selection will work from a few different Classifications in detail (obviously exact options are likely to change before release but this is how we envision it working).

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Wouldn't Ablative style armor

Wouldn't Ablative style armor require 'item damage' and repair costs? Sure, it's realistic, but the mechanic could be a real hairball.

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Ablative?

Ablative?

like:

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[url=https://en.wikipedia.org/wiki/Ablation#Passive_fire_protection]Passive fire protection[/url]
Firestopping and fireproofing products can be ablative in nature. This can mean endothermic materials, or merely materials that are sacrificial and become "spent" over time while exposed to fire, such as silicone firestop products. Given sufficient time under fire or heat conditions, these products char away, crumble, and disappear. The idea is to put enough of this material in the way of the fire that a level of fire-resistance rating can be maintained, as demonstrated in a fire test.

Passive Resistance to an effect?

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Yes, that's 'ablative'.

Yes, that's 'ablative'. Ablative armor is designed to absorb incoming damage through its own destruction, rather than allowing any damage to reach the defended parts. Space Shuttle tiles are ablative. This is why they often need to be replaced after a re-entry. Many armored vehicles are designed to mount ablative cladding, which can soak up damage without harming the vehicle itself.

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Fireheart wrote:
Fireheart wrote:

Wouldn't Ablative style armor require 'item damage' and repair costs? Sure, it's realistic, but the mechanic could be a real hairball.
Be Well!
Fireheart

Not always.
Think about an Energy Field that gets worn thin when hit. After a period of not getting hit it recharges itself.

Also in CoH we had self-healing powers, no reason why this cant also be done here (like that MM power for Robotic Pets).

As the Theme is disjointed from the Power Set/Mechanics call it "Self Repair" or something. Theme it to look like a Nanite infusion for your robotic self. Or a Power Surge for your Energy Field. Or Micro Robots for your Power Armor (I'd like to see a huge "Repair Chamber" fall from the sky on top of me but that might be too much on an animation :)

Im assuming that with our Reserves we will have +Def/+Res options. No reason why the +Def couldn't "recharge" your Ablative (maybe with any excess going into pure +Def .... :))

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cybermitheral wrote:
cybermitheral wrote:

Fireheart wrote:
Wouldn't Ablative style armor require 'item damage' and repair costs? Sure, it's realistic, but the mechanic could be a real hairball.
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Fireheart

Not always.
Think about an Energy Field that gets worn thin when hit. After a period of not getting hit it recharges itself.

Ah - so like Absorption from CoH? Effectively a layer of extra HP?

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Interdictor wrote:
Interdictor wrote:

Ah - so like Absorption from CoH? Effectively a layer of extra HP?

I always though of it as having Moar Resistance. Orange Inspirations.
Not That I ever really felt like they Helped as much as Purple inspirations did though. :<

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@Interdictor - exactly

@Interdictor - exactly

@Izzy - ablative is to offer 100% Damage Resistance until the armor is gone. However it could also be that you start taking small amounts of damage as the armor is worn down. For example (numbers are purely for this example):
100% Armor = 100% DR (armor takes all the damage)
75% Armor = 100% DR (armor takes all the damage)
50% Armor = 75% DR (armor takes 75% of the damage - the 25% hits you)
25% Armor = 50% DR (armo takes 50% of the damage and you take the other 50%)
0% Armor = 0% DR (its all you baby)

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Alright, but how would that

Alright, but how would that be different than plain Resistance? Or just another way to describe your 'bucket of hit-points'? Hit-points belong to your armor, instead of you?

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Treat it as a 2ndary health

Treat it as a 2ndary health bar, initially, one with its own special rules at the start. Once empty, you then have your "Base" health/resistance which could well be different to your ablative armour setup.

Yes, it does lead *potentially* to the bucket of hit points, but one route I could see for this, is that the *ablative* power set could have a natural negative modifier to your health (ie reduce your base health pool), but increased/larger "ablative" health.

So potentially harder, but once its gone, it then becomes a lot riskier for your character. Just a point of view, could be right, could be wrong.

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How would Passive /

How would Passive / Depreciating Resistance affect the frequency of the planned Reserves use? Much Much less use? How much? Isnt it bad mechanic wise, if reserves arent being tapped as often?

Or, are you suggesting that any type of temporary/finite effects, like resistance, all depreciate.. even when using Reserves to boost Resistance or any other effects that are temporary? via Timer? ;)

ex: [img]http://s1.postimg.org/mxsiya0kf/Easeing001.png[/img]

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This whole ablative notion is

This whole ablative notion is rapidly becoming More Trouble Than It's Worth™.

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I really don't want to have

I really don't want to have to track Another bar. Especially when we're just talking about an aspect of hit-points. What's the point of adding an additional mechanic? What does ablative armor integrity add to the game, other than another complexity?

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Personal Preference :)

Personal Preference :)

Not wanting to track another bar then in CoH don't play a Dom or Brute.
How would this affect Reserve usage? Who knows. What is the current frequency of Reserve usage for plain Evade/Res characters? We don't know.
Isnt this just like Resistance? Not really. Like I said I can see Ablative being either of my above suggestions - A) Take no damage until Ablative Armor = 0 or B) Take no damage until the Ablative armor is weakened (X%) then more and more damage as the Ablative armor becomes worn down. Either way it is a different play style.

I meant to ask before but is the plan to allow Ev+Res or Res+Ev sets? Most Def (CoH) sets had some small Res. Invuln (CoH) a Res set had small Def but with IO Sets could get very high Res and Def.

Im all for CoT allowing this "Dual Protection" with Major and Minor Protection stats. Plus this would also work well with the B) option of Ablative as +Ev would benefit the Strength of the Ablative before it gives way and +Res would improve the DR when the armor does get weakened.

What would be stronger Major Ev, Major Res or Ablative? At this stage who can say? In CoH Major Res was often more survivable than Major Def but not always. My SD Tank was very survivable except in extreme -Def situations.

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I played a Brute to 50, but

I played a Brute to 50, but mostly ignored Rage. But, you're right. I'm a good-guy, so I never enjoyed Red-side. Villains are stupid, because they don't help each other.

And I'd say Ablation is Not like Resistance, it's Hit-Points by another name.

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Fireheart wrote:
Fireheart wrote:

I played a Brute to 50, but mostly ignored Rage. But, you're right. I'm a good-guy, so I never enjoyed Red-side. Villains are stupid, because they don't help each other.
And I'd say Ablation is Not like Resistance, it's Hit-Points by another name.
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Fireheart

You're right, ablation is "just" another form of HP from a game mechanics pov. The thing is that it can be handled significantly different from HP (most often it's not really though). And from a thematic pov it would be quite important since, imho, it's the only thing that can properly represent force fields.

From an UI pov they don't need to add another bar, you can have it as a distinct overlay like CO or a part of the whole bar like Wildstar.

Personally I hope ablation/absorption gets implemented in some form quite early, at least for support sets but hopefully for defense as well. The only "real" tanking implementation of ablation that I know of is Personal Force Field in CO and it functions decently.

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IN the real world, some

IN the real world, some examples of ablative protection include bicycling helmets, which are made of a rigid styrofoam-like material designed to break when your head hits the pavement, thus absorbing the blow. Or crumple zones built into cars so that the car is crunched in the collision instead of the driver. In both cases, these are things that work one time then the safety system has to be replaced with a new one.

One form of ablative protection I can imagine in that vein would be like some kind of thing where you click to activate it right before aggroing a whole mob, then it adsorbs the alpha strike and is consumed in the process, leaving your other resistances and defenses to carry the load from there. It would have a long recharge time to make it useable at most once per mob, if you get it slotted with enough recharge to achieve that.

So maybe its a shield you activate and stays up and waits for the first hit you take. Then, the first time you get hit, it absorbs that hit and activates a resistance buff that's very high percentage but with a very short timer. So you have it active and it's doing nothing, until you get hit, then it "pops" and gives you something like "super resistance" for like 2 seconds or something as it burns its fuel or whatever and then it drops and you have to rely on other stuff until it's recharged, which won't be for a long time.

This sounds something like Moment of Glory from CoX, actually.

Alternatively, if you want it to be even more "ablative" in feel, you could just make it, as some have suggested, a power that gives you extra hitpoints for a short period of time, which hit points are lost first when you take damage, then eventually they either get completely damaged away, or the effect wears off leaving you with whatever regular hit points you have left. Paper and pencil rpgs (Pathfinder) have something like this.

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The (very old) form of

The (very old) form of Ablation mechanic as initially designed was a protection withnits own hp combined with resistance that shared damage with the character. As the ablative armor's hp reduced, so did its effective protection reduce.

It ended up being scrapped. We don't have or use the term ablation internally at all. We used to have absoprtion too, temporary health bubbles that took damage before damage affected the user. That's gone too.

We do however have mechanics in place to...simulate similar effects. I can only stress that they still must bear the scrutiny of testing before we move forward with them and therefore are still subject to change.

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How your temporary HP

How your temporary HP actually work is a thing. Examples:

1. "temp HP lost first". You have 100HP, you activate Temp HP, you now have 120HP. When you get hit for 30 HP, you lose all 20 temp HP, then 10 regular HP. You now have 90HP left and the Temp HP power is still "on" but doing nothing. When the Temp HP power wears off, you still have 90HP.

2. "Stretched life bar". You have 100HP, you activate Temp HP, you now have 120HP. Your HP have been scaled up by a factor of 20% (your new HP total is 1.20 times your old HP total). When you take 30 points of damage, your HP are reduced by 30 leaving you with 90 HP. Then the Temp HP power wears off and re-scales your current HP DOWN by 20%, leaving you with 72HP (for each HP you had while the power was on, you now get 0.8 HP back when it wears off).

3. "temp HP lost last" You have 100HP, you activate Temp HP, you now have 120HP. You take damage, it reduces your HP until you have only 19HP left. The Temp HP power then wears off and takes away 20HP from whatever your current total is, leaving you at -1HP, and thus unconscious.

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Izzy wrote:
Izzy wrote:

Radiac wrote:
Call me crazy, but I prefer secondary effects that have good and bad matchups as Red stated rather than making everything work reasonably well against everything else and thus making the choice of what to take less relevant. That said, I'm not against letting people take a combination of DoT and regen debuff powers to try to synergize powers, I just wouldn't prefabricate such synergy intot he powers individually.
It's also possible to tweak the DoT numbers to make them last longer or do more damage per tick, or to make them enhancable for either or both of those things.

So even Defense based powers would look a little like a radar chart?
ex:
So the users see a Breakdown like this:

IFL Radar Charts.

The Area of the stats should generally be the same for players based on the set dev baselines and characters will be able to see on a /inspect an instant representation of a characters capabilities

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INB4

INB4
[code]> /inspect $target
Over 9000?![/code]

Hmm, area in a radar chart is (sin(2 * π / N) / 2) * ∑(k=1, N, a[k-1] * a[k]) where N is the number of attributes and a[k] is the value of attribute #k, with a[0] = a[N]. Interesting balance system.

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I don't think the area inside

I don't think the area inside the radar needs to be equal or even all that close for similar toons (same class). For example, one set might have below average total area while somehow having other things that make up for it in other places. Like more/better/any debuffs, self heal, damage resistance, better attacks, etc

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Radiac wrote:
Radiac wrote:

I don't think the area inside the radar needs to be equal or even all that close for similar toons (same class). For example, one set might have below average total area while somehow having other things that make up for it in other places. Like more/better/any debuffs, self heal, damage resistance, better attacks, etc

Definitely. The only value it has for balance would be that you pay more for each further step of an attribute. And I forgot to mention that area might be dependent on ordering of attributes; I didn't have enough brain cells left to see if I could concoct a proof one way or the other.

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Also, it's probably true that

Also, it's probably true that some categories of defense are more important than others, given the game overall and your toon's build specifically.

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