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Redlynne goes crazy ... Proposes Underlying Game Structure

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Pyromantic
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Redlynne:

Redlynne:

Let me first say a thought-provoking and detailed idea. I have a few points to bring up in response. To some extent this is playing Devil's Advocate, a consideration of potential issues. It's not a condemnation, and indeed I think something close to what you're proposing could absolutely work, but I believe there are consequences of the proposal to explore.

The first point is largely procedural. I'm new here myself, having only recently discovered the forum, and so I'm not sure what stage of definition many game constructs are at. To some extent this looks like putting the cart before the horse, since I don't know how concretely you can design enhancements until you know in more detail what you're enhancing. For example, I'd ask questions like "How will defense work?" (I'd propose major changes to this from CoX, at the least moving to some kind of multiplicative system instead of additive), "Can you target yourself?" (I hope so), "Will endurance work the same way?" (not sure about this) or "Do toggles exist in the same sense?" (I'd prefer basic protective functionality not reside within toggles). The answers to these questions might influence not only the specific numbers you attach to an enhancement system, but the overall philosophy and design of the system. I think you are building flexibility in the system with enhancement numbers individually assigned to powers, but I have some concerns about that.

If there is much variety in the numerical benefit of the same enhancement in different powers I'd worry that it becomes an extremely complex system to balance from a dev perspective and to navigate from a player perspective. Suppose, for example, that in building a character you determine the amount of accuracy, endurance, recharge and the like you need in your attack powers and are left with x slots to distribute and assign damage. This step of the process isn't really open to diversity; it's an optimization problem. CoX might have had a similar step, but I believe the complexity of the problem under your proposal is dramatically increased by the nature of the diminishing returns and the potential for different numerical assignments to different powers. The result would be higher (potentially much higher) damage in the hands of someone with the math skills or (more likely) an external tool to crunch the numbers. I think great care would need to be taken to avoid the accidental creation of the have/have-not divide you are working to avoid, even though that divide is gated by math instead of some other factor.

I alluded to issues of damage mitigation earlier and I think this is a good place to explore that further. Let's assume for a moment that a power provides 30% resistance to a damage type and the power multiplier on damage mitigation enhancements is 0.6, roughly in line with CoX's treatment of a resistance toggle. With 4 enhancements you get 48% resistance out of it. Potentially you could add a lot more enhancements to it (10 sounds pretty reasonable for a dedicated individual) and get up to, say, 30% * (1 + sqrt(2.5)*0.6) = 58.5%. Sounds okay I guess? Only 10% more resistance for those extra slots. Thinking of CoX's invulnerability as an example, could we also stack powers like Resist Physical Damage (for 7.5% resistance) and Toughness (for 15% resistance) on top? If you could get 10 slots in those, and if resistance was additive, then we're up over 100%. Potentially, this could encourage hyper-specialized characters that trivialize some content but are ill-suited to much of the game. I'm not saying that would be the actual result, but you'd have to be very careful in design to avoid it. While there are plenty of valid complaints about the way ED handled the "cliff," having relatively predictable maximum enhancement values at least makes it easier to avoid these kinds of problems. Without having a clear idea of the surrounding systems, it's possible that a square root implementation on enhancements might have the appearance of "diminishing returns" but be anything but diminishing in practice because of the way they interact with other mathematical constructs.

The global enhancement system is interesting. One potential but relatively minor issue I see is that the introduction of a global slot is so significant that it might involve a complete rebuild every time you get one, one of the problems you are trying to avoid. For example, suppose that the first slot added to most attack powers through the first ten levels will be accuracy. When you hit level 10 it would probably make sense to use the global slot for accuracy, at which point you will need to go back and change all the other powers. You might say "you have enough accuracy already; use the slot for damage instead," but what if some of your attacks do minimal damage and are used primarily to inflict status conditions or set up other powers in some respect? A complete reworking of enhancements is almost certain to be important at this stage, so the need hasn't been eliminated, just given a different cause.

While talking about global enhancements I think it's important to stress a fact that has been touched on (by you I believe) but bears repeating: they rely on enhancing a power that already exists. This is actually quite distinct from set bonuses in CoH. [i]Some[/i] bonuses like accuracy, damage and recharge worked in that fashion, but many of the most important ones did not. The first that springs to mind is certainly defense: you didn't need any defense powers to generate substantial defense from set bonuses. Whether that is a good or bad thing is a bit more tricky, but the distinction is important. Personally, I like the idea of being able to add new functionality through a system of this kind, though I think the actual implementation in CoH was poor (notably, again, the incredibly lopsided approach to defense bonuses as compared to, say, resistance).

As a final point, I find myself thinking about your proposal for enhancement combining. The thing is, it feels to me like an unnecessary complexity. If you want to make it pretty easy to keep up-to-date enhancements while keeping them binary in effect (it is either slotted and functional or not), then why have them as drops at all? I see little benefit over simply allowing a player to "fill" a slot with a desired enhancement without using items at all. It might require an investment of currency to accomplish, and it doesn't prevent the possibility of "better" enhancements as an item, but if the goal is to make basic enhancement functionality universally accessible without requiring visits to the store then I'd just remove the middleman. The only compelling reason I can see to keep basic enhancements as an item is legacy, but I don't think anyone will miss the process of acquiring SO-like enhancements through drops or store visits.

So, those are my initial thoughts. I think the idea has a lot of merit but think some tweaks would be necessary. [I]How[/I] to tweak the system is difficult to say without having a clearer idea of the underlying systems that are being enhanced.

[url=https://cityoftitans.com/forum/compilation-information-city-titans](Unofficial) Compilation of Information on City of Titans[/url]

Redlynne
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Pyromantic wrote:
Pyromantic wrote:

Let me first say a thought-provoking and detailed idea.

We make every pretense of competency around here. *^_^*

Pyromantic wrote:

I'm not sure what stage of definition many game constructs are at.

Best that can be said right now is "set in mud" as opposed to being "set in stone." Does that help any?

Pyromantic wrote:

To some extent this looks like putting the cart before the horse, since I don't know how concretely you can design enhancements until you know in more detail what you're enhancing.

Chicken ... or Egg?

This is the reason why I tried to build a [i]structure[/i] that was flexible enough, and "powerful" enough, to cover an extremely wide array of balance points and considerations, and one which allows "microtargeting" so as to be able to tweak things in highly controlled ways and fashions in order to create the necessary curves, profiles and mathematical behaviors desired for the intended performance levels.

Pyromantic wrote:

For example, I'd ask questions like "How will defense work?" (I'd propose major changes to this from CoX, at the least moving to some kind of multiplicative system instead of additive)

Dunno.
Although I will say that I too am decidedly of the opinion that multiplicative is better than additive for this, simply because multiplicative allows for Diminishing Returns to be computed much more neatly. However, with regards to the Selection Of Powers and the placement of Enhancement Slots within those powers, those issues are at best tangential concerns, as opposed to being central.

Pyromantic wrote:

"Can you target yourself?" (I hope so)

I certainly hope so too. Playing WoW after City of Heroes (between Issues 6 and 9), I was simply astounded by the simplicity of the Target Self implementation in that game, so you didn't have to have 2 Powers for doing something to Others and for doing the same thing to Yourself. Being able to define a +Keybind for that sort of thing would have done some pretty interesting things for City of Heroes (Aid Other/Aid Self in the Medicine Pool for a start).

Pyromantic wrote:

"Will endurance work the same way?" (not sure about this)

Having played TERA, where some character classes have a "blue bar" that works the way Endurance did in City of Heroes ... and some other character classes have a "blue bar" that works more like the way this is set up in Champions Online ... I can see the advantages of both systems. What I would find interesting is if MOST Classification/Specification combinations worked this point the same way as City of Heroes did (full blue, burn down) while a few combinations work this the way that Champions Online does (empty blue, build up). So rather than having City of Titans be all one or the other, there would be specific archetypes that cut "against the grain" on this issue, and therefore PLAY very differently from other archetypes because of it. This notion of Different Strokes For Different Folks works extremely well in TERA and generates a variety of [i]different behavioral incentives and strategies[/i] for how characters are to be played.

Pyromantic wrote:

"Do toggles exist in the same sense?" (I'd prefer basic protective functionality not reside within toggles).

I would presume so. No one's intimated that they wouldn't or couldn't.

As far as protective functionality goes ... I played a MA/SR/Soul Scrapper and a Ice/Ice/Arctic Tanker in City of Heroes. I have [b]NO PROBLEMS[/b] with use of Set And Forget protective toggle power schemes.

Pyromantic wrote:

If there is much variety in the numerical benefit of the same enhancement in different powers I'd worry that it becomes an extremely complex system to balance from a dev perspective and to navigate from a player perspective.

I figure that any game with a complex enough "Build Strategy" system built into it will require a Build Planner Utility of some sort. Diablo III had about as dirt simple a Skills system as you could get ... and a Build Planner Utility for it was still extremely useful at being able to figure out where the complex interactions of very simple rules led you to. For anything involving Powers and Enhancements, even if all you've got are Standard Slots and Single Origins, you're going to want a Build Planner to manage the math for you. If memory serves, Mids' Hero Planner [i]predated Inventions[/i] and was essentially created in the first place as a necessary math tool for handling Enhancement Dysfunction and its infamous "cliff" that defied Napkin Spreadsheet analysis.

Pyromantic wrote:

Suppose, for example, that in building a character you determine the amount of accuracy, endurance, recharge and the like you need in your attack powers and are left with x slots to distribute and assign damage. This step of the process isn't really open to diversity; it's an optimization problem. CoX might have had a similar step, but I believe the complexity of the problem under your proposal is dramatically increased by the nature of the diminishing returns and the potential for different numerical assignments to different powers.

Thank you for noticing that under my system, "perfecting" the optimization of a build is a challenge for the Human to solve, rather than for the spreadsheet to analyze and provide the "correct" answer for. So as far as THAT issue is concerned, I've built my structure properly in order to toss the optimization problem in the lap of the Player. PEBKAC problems are not my responsibility to solve. ^_~

Pyromantic wrote:

The result would be higher (potentially much higher) damage in the hands of someone with the math skills or (more likely) an external tool to crunch the numbers. I think great care would need to be taken to avoid the accidental creation of the have/have-not divide you are working to avoid, even though that divide is gated by math instead of some other factor.

Hence why a Build Planner Utility would be a wise thing to do, and if released as an App could potentially drive interest in the game. The simple fact of the matter is that people who PLAN what they're doing will often be better off than people who do things haphazardly. That's just the way the world works. Even with the game of tic-tac-toe, people who know "more" about the game will be better armed and better prepared to play it than those who have done less (or zero) analysis of what works or what strategies to use in order to be (more) successful.

Besides, ANY game that involves numbers in some way is going to skew an advantage towards the people who learn the math involved. It was true for Defense Powersets in City of Heroes, and understanding what the Defensive Softcap was (and how to build in order to reach it), and it'll be fundamentally true for whatever happens in City of Titans. That's just how the world works.

Pyromantic wrote:

Thinking of CoX's invulnerability as an example, could we also stack powers like Resist Physical Damage (for 7.5% resistance) and Toughness (for 15% resistance) on top?

Depends on how the City of Titans Devs want to structure their system for these particular effects. It might not be straight additive ... especially if there is some kind of Diminishing Returns system incorporated into how multiple Powers stack their effects together. One [b]example[/b] of this would be what amounts to a Square-Add-Square Root system that would work like so, using your example values:

(58.5^2) + (7.5^2) + (15^2) = 3422.25 + 56.25 + 225 = 3703.5
Square Root (3703.5) = 60.86

So stack all that together and you get 60.86% Resistance (effectively). In practice, what would happen is that the 3703.5 number would get used for damage received computations, rather than the 60.86 number, so as to skip the step of requiring a square root computation in combat, but that's a code optimization consideration. Mind you, I'm not saying this is how things WOULD work ... just that it's one idea for how to make things work that's tossed out off the cuff for illustration of principle purposes.

Mind you that once again, this really isn't a "problem" to be dealt with in terms of Which Levels Add What To Your Character, which is a STRUCTURAL issue, but rather a Game Balance issue that needs to be decided with respect to What Powers *DO* game mechanically. The purpose of my proposal was to build the necessary framework of Structure determining what Levels mean in terms of talking to the Trainer NPC and visiting the Vendor NPCs to choose your Itemization.

Pyromantic wrote:

If you could get 10 slots in those, and if resistance was additive, then we're up over 100%. Potentially, this could encourage hyper-specialized characters that trivialize some content but are ill-suited to much of the game.

Under my system, hyper-specialization is perfectly possible ... but it's up to the individual Players to decide for themselves [i]if that is WISE[/i]. I'd argue that hyper-specializing in a way that makes your character ill-suited for much of the game would [i]not be a wise decision[/i] ... but I'd expect the Players to be "smart enough" to figure that out for themselves, rather than relying on building a "Stupid Stopper" into the underlying, fundamental structure of the game itself that FORCES them to "make the right decision" because *I* as the Game Developer "know what's best for them" and have decided how they *ought* to play the game (ie. MY WAY, as opposed to their way).

There is no such thing as Fool Proof ... there is only Fool Resistant.

Pyromantic wrote:

having relatively predictable maximum enhancement values at least makes it easier to avoid these kinds of problems.

Hence why I'm interested in using formulas and curves that are consistent.

Pyromantic wrote:

The global enhancement system is interesting.

I prefer to think of it as being "self evident" once the notion is broached.

Pyromantic wrote:

One potential but relatively minor issue I see is that the introduction of a global slot is so significant that it might involve a complete rebuild every time you get one, one of the problems you are trying to avoid.

You are correct that as each new Global Enhancement Slot comes "online" it will dramatically increase a character's power level, potentially to the point of needing (or just simply wanting) to do a mass reshuffle of Enhancements. Fortunately, the rest of the baseline Enhancement System that I've come up with is [i]simplistic enough[/i] to not make this particular outcome an especially worrisome burden (except perhaps on the currency reserves, depending on how you go about doing this). Ultimately, this becomes more a question of Choice and of In Game Economics, and therefore isn't the Show Stopper problem that it might be otherwise (at least, not in my opinion) due to a variety of mitigating factors.

Pyromantic wrote:

A complete reworking of enhancements is almost certain to be important at this stage, so the need hasn't been eliminated, just given a different cause.

Heck, a simple Respec can do that to any character, so it's not as if this is some kind of "unique" problem. Again, how difficult or "painful" such a complete reworking is to accomplish depends a very great deal on several external factors ... the biggest ones being Economic. My point being, that if the economic "hurdle" for doing this isn't prohibitively high, then this becomes a "problem" (or a challenge) that can be managed much easier than it might at first appear. Remember, one of the main problems with the City of Heroes system of Enhancements was that there were too many Types and that the Drops you'd get were by and large completely useless to YOUR build ... AND they had Planned Obsolescence built into them (for TO/DO/SO Types), which was the primary driving force behind complete turnover of all slotted Enhancements every 5 Levels. My system substantially mitigates all of those factors.

Pyromantic wrote:

While talking about global enhancements I think it's important to stress a fact that has been touched on (by you I believe) but bears repeating: they rely on enhancing a power that already exists. This is actually quite distinct from set bonuses in CoH.

/em nods knowingly

Eeeee-yup.

Pyromantic wrote:

Some bonuses like accuracy, damage and recharge worked in that fashion, but many of the most important ones did not. The first that springs to mind is certainly defense: you didn't need any defense powers to generate substantial defense from set bonuses. Whether that is a good or bad thing is a bit more tricky, but the distinction is important. Personally, I like the idea of being able to add new functionality through a system of this kind, though I think the actual implementation in CoH was poor (notably, again, the incredibly lopsided approach to defense bonuses as compared to, say, resistance).

You're talking about Set Bonuses. The thing you need to keep in mind though is that City of Titans will allow you to pick your Primary and Secondary powersets from a wider matrix of combinations than City of Heroes allowed for. So if you, as Player, choose a combination of Offense/Offense for your powersets ... whose fault is it then that your Protection Powers are lacking? And besides, there's going to be Pool Powers, Boost Powers, Mastery Powers ... so it's not as if there's going to be a total shutout of access to what you don't have in your Classification/Specification powersets.

Pyromantic wrote:

As a final point, I find myself thinking about your proposal for enhancement combining. The thing is, it feels to me like an unnecessary complexity. If you want to make it pretty easy to keep up-to-date enhancements while keeping them binary in effect (it is either slotted and functional or not), then why have them as drops at all?

A substantial reason for doing it this way is because ... it's what City of Heroes did, and is therefore "familiar" to anyone who used TO/DO/SO/HO Enhancements and knew how to combine them (very few people did after Inventions came along). I will say in my defense that I'm operating on the assumption that Enhancements "will Drop" in City of Titans simply because they Dropped in City of Heroes ... and any system that creates a supply of a commodity also needs to have a way to "dispose" of that commodity as well, whether that be by garbage collection (often defined as Vendor Bait) or by consumption (in this case, Combining Enhancements, but also potentially a Death Penalty). The idea is to create "churn" in the Economy so that you not only have sources but also sinks for these Items so that their quantity doesn't "flood" the Economy, rendering them "worthless."

Pyromantic wrote:

How to tweak the system is difficult to say without having a clearer idea of the underlying systems that are being enhanced.

True ... but I'm at least trying to lay down some guidelines so that you aren't dealing with Blank Page Syndrome and simply pontificating into a vacuum with nothing to grab onto or hang your hat on. So I'm just sketching ideas in the hopes that they'll be useful, rather than carving them in stone and assuming I've got the right answers to everything.

[center][img=44x100]https://i.imgur.com/sMUQ928.gif[/img]
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Pyromantic
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Redlynne wrote:
Redlynne wrote:

Chicken ... or Egg?

It is a bit of a chicken/egg question. However, I disagree that questions like the ones I proposed are tangential to the question of enhancement mechanics, as the mechanics of the underlying systems influence how you would want enhancements to function.

Returning to resistance powers as an example again, suppose it is determined that a "baseline" assumption for a powerset is that a single resistance power will provide 60% resistance with 4 enhancements. One of the things I agree is neat about the system you've proposed is that you can achieve this result using two different sliders: the base resistance of the power and the power's enhancement multiplier. However, at the same time this inherent variability gives me some pause, because you always need to keep an eye on what happens when someone "overslots" the power. The numbers might look like one of the following:

A) Base res: 30%. Power multiplier: 1. Res with 4 enh: 60%. Res with 10 enh: 77.4%. Res with 13 enh: 84.1%.
B) Base res: 40%. Power multiplier: 0.5. Res with 4 enh: 60%. Res with 10 enh: 71.6%. Res with 13 enh: 76.1%.
C) Base res: 45%. Power multiplier: 0.333. Res with 4 enh: 60%. Res with 10 enh: 68.7%. Res with 13 enh: 72%.

One thing to note here is that the diminishing returns on enhancements under A aren't really diminishing, from a certain point of view. The 6 enhancements going from 4 to 10 mitigate 43.5% of the remaining damage, while the next 3 enhancements mitigate 42.1% of the remaining damage. With this setup the enhancements actually become increasingly powerful from a very valid perspective.

You might answer that that's the power of the system; you simply use option B or C for the power. In a sense I agree, but it's the same thing that gives me pause. If another powerset has less mitigation in other ways and allows for 70% resistance as a baseline, then you have to use different numbers. The numbers change again if you spread the resistance across multiple powers as you will probably want to consider the substantially higher number of slots that would have to be invested for peak performance. The problem gets trickier again if you introduce a pool power that can be added alongside both sets, as assigning the correct numbers to keep the bounds of functional resistance where you want them becomes very complex.

[I]Maybe[/I] this isn't a problem. Maybe the system allows enough control that it can be handled with elegance. However, my concern is that the numbers would have to be [I]very[/I] carefully assigned individually to each power to avoid too great a discrepancy in performance, generating a lot of complexity in both development and character building. It's a result of the interaction between the artifice of the square root function/power multiplier and the way resistance scales, and I expect it would necessitate making power multipliers on such powers very small. Otherwise, you could quite quickly end up with the kind of situation you described with CoX's defense sets pre- and post-ED occurring simultaneously in the game.

Whatever else you want to say about ED, at least the sharp drop made it possible to predict the upper bound of mitigation provided by a defense or resistance power. To some extent I think that's necessary, and to that end my instinct is to favour a function on the enhancements that has a horizontal asymptote in order to have a guaranteed upper bound regardless of how many enhancements are used, and further to ensure that the "baseline" number of enhancements (presumably 4) gets pretty close to that upper bound. Lessening the disparity between baseline and overslotting would allow a much more consistent use of numbers for power multipliers, which I think is a good thing.

Redlynne wrote:

Thank you for noticing that under my system, "perfecting" the optimization of a build is a challenge for the Human to solve, rather than for the spreadsheet to analyze and provide the "correct" answer for. So as far as THAT issue is concerned, I've built my structure properly in order to toss the optimization problem in the lap of the Player. PEBKAC problems are not my responsibility to solve. ^_~
Pyromantic wrote:
The result would be higher (potentially much higher) damage in the hands of someone with the math skills or (more likely) an external tool to crunch the numbers. I think great care would need to be taken to avoid the accidental creation of the have/have-not divide you are working to avoid, even though that divide is gated by math instead of some other factor.
Hence why a Build Planner Utility would be a wise thing to do, and if released as an App could potentially drive interest in the game. The simple fact of the matter is that people who PLAN what they're doing will often be better off than people who do things haphazardly. That's just the way the world works. Even with the game of tic-tac-toe, people who know "more" about the game will be better armed and better prepared to play it than those who have done less (or zero) analysis of what works or what strategies to use in order to be (more) successful.
Besides, ANY game that involves numbers in some way is going to skew an advantage towards the people who learn the math involved. It was true for Defense Powersets in City of Heroes, and understanding what the Defensive Softcap was (and how to build in order to reach it), and it'll be fundamentally true for whatever happens in City of Titans. That's just how the world works.

Well, optimizing a given number of slots for, say, damage, under post-ED, pre-invention CoX, is about as simple as the question will ever get. It's pretty much just add damage to the power contributing the most under your current attack chain until you hit 3 SOs, then move to the next best power. Even limiting ourselves to this and ignoring things like working out ideal attack chains, the problem has gotten quite a bit more complex, but it ultimately is still just a math problem with a correct solution. The solution won't be as simple as just slotting your big hitters until you run out of slots, or keeping the number of slots balanced, and I think we'll find a planner absolutely vital. I don't know what percentage of CoX players routinely used a planner, but I certainly knew some players that had no interest in the level of tinkering with builds and were perfectly happy with the guideline of "slot to 3, then stop."

Of course, system mastery always will (and should be) rewarded. I'm not advocating the removal of that. In many ways I'd enjoy this level of complexity, as I trust my own math skills (and my satisfaction to invest the necessary time) to do a decent job of optimizing builds under this kind of system. My instinct is, however, that unless you keep the power multipliers very low, the disparity between a heavy optimizer and an "eyeball it" player will be dramatic, and we might be rewarding system mastery too much. It's just really hard to say without seeing what a powerset might look like, but this further pushes me towards an asymptotic approach to diminishing returns on enhancements.

Redlynne wrote:

A substantial reason for doing it this way is because ... it's what City of Heroes did, and is therefore "familiar" to anyone who used TO/DO/SO/HO Enhancements and knew how to combine them (very few people did after Inventions came along).

Fair enough. I just don't see that as a good enough reason. I don't think anyone got particularly excited about finding SOs as loot in CoX unless they were under level 25, which is no longer a consideration under your proposal. If you go far enough in the system as to make enhancements purely on/off (with no change in effectiveness from relative level) and make drops frequent enough that maintaining the build is fairly trivial, then it makes sense to me to take the extra step and remove basic enhancements as loot altogether. I don't see that anything fundamental to the experience has been lost.

I expect there's more I'd like to ponder and respond to, but that's it for me tonight. :)

[url=https://cityoftitans.com/forum/compilation-information-city-titans](Unofficial) Compilation of Information on City of Titans[/url]

Lin Chiao Feng
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Pyromantic wrote:
Pyromantic wrote:

Returning to resistance powers as an example again, suppose it is determined that a "baseline" assumption for a powerset is that a single resistance power will provide 60% resistance with 4 enhancements. One of the things I agree is neat about the system you've proposed is that you can achieve this result using two different sliders: the base resistance of the power and the power's enhancement multiplier. However, at the same time this inherent variability gives me some pause, because you always need to keep an eye on what happens when someone "overslots" the power. The numbers might look like one of the following:
A) Base res: 30%. Power multiplier: 1. Res with 4 enh: 60%. Res with 10 enh: 77.4%. Res with 13 enh: 84.1%.
B) Base res: 40%. Power multiplier: 0.5. Res with 4 enh: 60%. Res with 10 enh: 71.6%. Res with 13 enh: 76.1%.
C) Base res: 45%. Power multiplier: 0.333. Res with 4 enh: 60%. Res with 10 enh: 68.7%. Res with 13 enh: 72%.
One thing to note here is that the diminishing returns on enhancements under A aren't really diminishing, from a certain point of view. The 6 enhancements going from 4 to 10 mitigate 43.5% of the remaining damage, while the next 3 enhancements mitigate 42.1% of the remaining damage. With this setup the enhancements actually become increasingly powerful from a very valid perspective.

If the game mechanics are set up where the enhancement curve needs to have an asymptote, then the "natural" curve to use would be an exponential decay curve, which has a hard-wired asymptote. In such a system, each successive enhancement reduces the "distance" between where you are and the asymptote by some percentage, say 25%. I've got a post farther up this thread with the equations, and another with a graph, though both of these examples use 200% as their asymptote.

Pyromantic wrote:

Whatever else you want to say about ED, at least the sharp drop made it possible to predict the upper bound of mitigation provided by a defense or resistance power.

No, the ED curve is ham-handed and arbitrary. Exponential decay does a far better job if you need an asymptote, logarithmic growth if not, and inverse parabola if you need it front-loaded.

Pyromantic wrote:

my instinct is to favour a function on the enhancements that has a horizontal asymptote in order to have a guaranteed upper bound regardless of how many enhancements are used, and further to ensure that the "baseline" number of enhancements (presumably 4) gets pretty close to that upper bound.

That's all you need to determine to get the exponential curve: using [i]B[/i] = [i]A[/i](1 - e[sup]-[i]n[/i]/[i]s[/i][/sup]), set [i]B[/i] to the bonus you want with your baseline number of enhancements, [i]A[/i] to the asymptote bonus, and [i]n[/i] to the baseline number of enhancements, and solve for [i]s[/i], the scaling factor: [i]s[/i] = -[i]n[/i] / ln(1 - [i]B[/i]/[i]A[/i]). So for [i]B[/i] = 80%, [i]A[/i] = 100%, and [i]n[/i] = 4, you get [i]s[/i] = 2.485, which gives you this graph. Note that it hits 80% bonus (vertical axis) right at 4 enhancements (horizontal axis), and it never reaches (much less exceeds) 100%.

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Pyromantic wrote:
Pyromantic wrote:

Maybe this isn't a problem. Maybe the system allows enough control that it can be handled with elegance. However, my concern is that the numbers would have to be very carefully assigned individually to each power to avoid too great a discrepancy in performance, generating a lot of complexity in both development and character building.

I figure that sort of thing is more properly addressed through a "game balance shakedown" where you just start everything off in some arbitrary place, run the demolition derby, and start making decisions about what needs to be adjusted in a way that works as an incremental, evolutionary process. Keep running balance passes until a desired Balance Point effectively "shakes itself out" of the settings used on the Powers for their Effects and Multipliers.

Now, to be fair, if following the City of Heroes model there would be certain biases built into the system in particular ways ... Scrappers do slightly better damage, Tankers have slightly better protections, Blasters suffer reduced range penalties (which I think might have been original intent of City of Heroes but never implemented properly) yielding better damage throughput "from a distance" compared to other ranged attackers, Controllers get extra Mag on their control powers, Defenders get stronger buff/debuff multipliers on non-control powers ... and so on. These differences could be relatively minor, such as like +10% for an archetype's speciality, or whatever, so that you don't wind up with everyone being exactly the same.

The point being that my proposal makes those sorts of adjustments easier to do than they might otherwise have been, and allows for a wide variety of "tweaks" to be made in order to allow an overall philosophy and "game balance" to be settled upon through testing and proofing, rather than "deciding" it from inception. I figure that any kind of game balance will be almost entirely lacking in the first several iterations, but will get better with increased testing, evaluation and adjustments, so as to "evolve" towards a dynamic equilibrium that I'm sure is out there, but just hasn't been settled upon as of yet.

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Lin Chiao Feng wrote:
Lin Chiao Feng wrote:

No, the ED curve is ham-handed and arbitrary. Exponential decay does a far better job if you need an asymptote, logarithmic growth if not, and inverse parabola if you need it front-loaded.

I feel the need to clarify here, in that you begun with the word "No" as if what you're saying disagrees with what I said, and I don't believe it does. I'm not saying the ED curve was ideal for CoX or would be ideal for CoT. I'm just saying that--while it had plenty of negatives--one benefit of it is that having a relatively predictable upper bound for the effectiveness of mitigation powers makes balancing an easier proposition. Easier, though I don't think it gets particularly close to easy. However, I am absolutely in agreement that another approach is better for implementing a predictable upper bound on enhanced values, should such a need be confirmed.

Using an exponential decay function is certainly an option. I think it's important that we draw a distinction between different mechanical quantities here. For example, flat increases in damage output inherently produce diminishing returns in a sense, while flat increases in resistance (under the CoX model) could much more accurately be described as producing growing returns. For this reason an unbounded function might be perfectly acceptable for calculating enhanced damage, while needing a bounded function to calculate enhanced resistance.

That option seems unnecessarily convoluted to me however, and in thinking further I wonder if a better option would be to have an unbounded function as the standard for enhancement calculation, but to apply that enhancement differently to powers that need an upper bound. This is similar to the Increasing/Reducing Power Effect that Redlynne outline in the OP. As an example, we might introduce the following:

Bounded Power Effect: Power Base * (1 - 1/(A + Enhancement Multiplier * Power Multiplier))

Here A would be set to some value to provide a minimum effect without enhancement, but you are assured that no matter how much enhancement is applied the Power Base acts as an upper bound on the enhanced effect. For example, a power that provides 60% resistance base, using the square root function for enhancement, A = 2 and a Power Multiplier of 1 would provide values as follows:

0 enhancements: 30% resistance
4 enhancements: 40% resistance
10 enhancements: 43.2% resistance
13 enhancements: 44.2% resistance

We would probably want to use a substantially higher Power Multiplier in this case. For comparison, using a Power Multiplier of 5 and other numbers the same we get:

0 enhancements: 30% resistance
4 enhancements: 51.4% resistance
10 enhancements: 53.9% resistance
13 enhancements: 54.6% resistance

Could play around with the numbers a bit to get the desired effect, but I think there are a number of advantages to this. Firstly, you can allow an enhancement function to act in an unbounded fashion on something like damage. Secondly, you can allow builds to eke out a little more performance while having a clear upper bound on that performance. Lastly, and I think most importantly, there would be little need to fine tune Power Multipliers individually. You could probably set a standard Multiplier for all mitigation powers and rarely if ever deviate from that number.

This might go hand in hand with a multiplicative calculation on stacked mitigation powers, applying mitigation to the remaining incoming damage. If, for example, you have two resistance powers with a base of 60% and 30%, you know that the upper bound on mitigated damage is 1 - (1-0.6)(1-0.3) = 72%. These kind of mechanics could translate to other areas as well, such as tohit calculations.

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Redlynne wrote:
Redlynne wrote:

Under my system, hyper-specialization is perfectly possible ... but it's up to the individual Players to decide for themselves if that is WISE. I'd argue that hyper-specializing in a way that makes your character ill-suited for much of the game would not be a wise decision ... but I'd expect the Players to be "smart enough" to figure that out for themselves, rather than relying on building a "Stupid Stopper" into the underlying, fundamental structure of the game itself that FORCES them to "make the right decision" because *I* as the Game Developer "know what's best for them" and have decided how they *ought* to play the game (ie. MY WAY, as opposed to their way).
There is no such thing as Fool Proof ... there is only Fool Resistant.

Thinking about this further, my issue is that hyper-specialization may not be unwise at all; it may be gamebreaking in a very undesirable fashion. There are two ways I could see this happening:

You might be able to specialize towards a very specific enemy group or other piece of content. I'm reminded of a tactic some people used in CoX with capped fire resistance (using fire armour) and high fire defense (using mostly sets) going into AE against solely fire-damaging enemies. Potentially, this could result in an extreme degree of efficiency with that content such that you are heavily encouraged to farm it over and over. I don't care if someone wants to farm, but we need to be careful that an extremely narrow focus in character build and/or content played isn't overly encouraged, or worse yet "necessary" to keep up.

Similarly, you might be able to, for example, massively specialize towards mitigation at the expense of damage. Without care such a character might mitigate damage down to a small fraction of what a more balanced tanker receives. This would make it practically impossible to design content suitable to both approaches.

Point being, I don't feel care here is necessary as a "stupid stopper" but to ensure that a variety of content is suitable to a variety of builds in both challenge and reward, something that I believe was fundamental to the CoX experience.

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Pyromantic wrote:
Pyromantic wrote:

I'm reminded of a tactic some people used in CoX with capped fire resistance (using fire armour) and high fire defense (using mostly sets) going into AE against solely fire-damaging enemies. Potentially, this could result in an extreme degree of efficiency with that content such that you are heavily encouraged to farm it over and over. I don't care if someone wants to farm, but we need to be careful that an extremely narrow focus in character build and/or content played isn't overly encouraged, or worse yet "necessary" to keep up.

That's nothing more than straight up Min/Max Content Design [b]by Players[/b] with intent to FARM. Such an occurrence is essentially ONLY possible in a Mission Architect environment, where the Players get to PICK what opposition they're going to be facing, and they Min/Max that Player Created Content to the maximum extent with every intention of Farming it until the cows run dry. Odds that the World Content Creation Devs for the game would do the same thing? Practically nil.

So when you say you don't care if someone wants to farm ... I'm going to have to take you at your (stated) word and say that this kind of worry is basically a non-problem for the game at large. What you describe is [i]functionally an exploit[/i] because it's essentially a Min/Max For $DEITY Mode and is really only possible (let alone, *likely* to happen) when Players get to create their own Content to Farm.

Pyromantic wrote:

Similarly, you might be able to, for example, massively specialize towards mitigation at the expense of damage.

Would it surprise you to learn that on my main, Redlynne, who I started in Issue 2 as a MA/SR Scrapper, that I didn't even put a single Damage Enhancement into my build until I got past Level 40? Super Reflexes was devouring ALL of my Enhancement Slots until I got to like Level 42, and was finally (finally!) able to start devoting some of my Enhancement Slots to my attack powers so as to start putting Damage into them. So I *did* what you're postulating here, of prioritizing survival (through mitigation) at the expense of damage output for MOST of my rise from 1 to 50, and I didn't get the last Damage Enhancements into my build (all SOs back in those days) until reaching 50. Super Reflexes had a reputation for being a "late maturing powerset" and that it was!

Pyromantic wrote:

This would make it practically impossible to design content suitable to both approaches.

You're assuming that all of this hyper-specialization doesn't come with a cost elsewhere. I look at the broader picture and ask the question of what does it COST to get to that maximum slotting option, and what are you GIVING UP in order to do it? The answers I've settled on for those two questions are "a LOT" and "too much" respectively.
+50% = 1 enhancement
+100% = 4 enhancements
+150% = 9 enhancements
+200% = 16 enhancements

That's a LOT of slots to be spending on a diminishing return, if using the Square Root function on Enhancements that have a base value of +0.25 each going into the square root computation. 9 slots to get +150% to ONE effect ... or 3 slots to get +50% to THREE different effects (which together add up to being +150%, kinda sorta)?

The way I see it, any build that relies on hyper-specialization like you're worried about is going to wind up being a Glass Cannon with some pretty nasty survival issues (just like a Glass Cannon SHOULD HAVE). Such a specialized build will be unusually vulnerable in key ways that make their specialization more of a liability [i]in actual game PLAY[/i] than might appear possible/reasonable on paper or in a build planner spreadsheet analysis. Combine that poor survival rate with an increased accrual of Death Penalties, and it ought to become clear that [b]operationally[/b] such a hyper-specialized build is functionally "unstable" and thus poorly suited for running a VARIETY of game Content. That's just the way the cookie crumbles.

And because of that dynamic, where it's possible to go "too far" and open up weaknesses in your build that could be exploited in a variety of ways, I'd fully expect a "conventional wisdom" to develop around where it is WiSE to stop adding Enhancements of a particular Type to a Power, as opposed to having a "signpost" planted by the Devs saying "All Usefulness Abandoned, Ye Who Go Beyond Here" (or words to that effect).

The other thing too is that the "range" that could be expected for Enhancement Strength is going to settle itself relatively quickly. Something like "no more than 6 Damage Enhancements" under my system (I'm just picking a number here for illustration purposes) could well become the conventional wisdom of the forums, simply because of the Diminishing Returns actually doing their job of DISCOURAGING [i]without preventing[/i] further specialization, simply because the return on investment for doing so becomes so low, and the (lost) opportunity cost elsewhere becomes too great. But that DECISION as to where that point should be would be up to each Player and the general consensus of the Community Forums. It wouldn't be MY JOB as the designer of the structural systems the game runs on to [i]make that decision for them[/i].

You follow me?

If you're uber-strong on Damage, you're weak on Control Protection, or have lousy Endurance Management, or lacking counters to being Debuffed (say on Accuracy) ... or whatever. And yeah, you may have an incredible Nuke Power, but you can't chain cast it and you're constantly in danger of getting Mezzed so that you can't actually USE your Nuke Power (for example) before kissing ground ... a LOT.

Oops.

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Lin Chiao Feng
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Pyromantic wrote:
Pyromantic wrote:

Lin Chiao Feng wrote:
No, the ED curve is ham-handed and arbitrary. Exponential decay does a far better job if you need an asymptote, logarithmic growth if not, and inverse parabola if you need it front-loaded.

I feel the need to clarify here, in that you begun with the word "No" as if what you're saying disagrees with what I said, and I don't believe it does. I'm not saying the ED curve was ideal for CoX or would be ideal for CoT. I'm just saying that--while it had plenty of negatives--one benefit of it is that having a relatively predictable upper bound for the effectiveness of mitigation powers makes balancing an easier proposition. Easier, though I don't think it gets particularly close to easy. However, I am absolutely in agreement that another approach is better for implementing a predictable upper bound on enhanced values, should such a need be confirmed.

I said "No" because I think you're giving ED too much credit.It was for all practical purposes a brick-wall limit, a cliff instead of a rolloff, at an arbitrary point around 3 SOs. That's all.

Pyromantic wrote:

Using an exponential decay function is certainly an option. I think it's important that we draw a distinction between different mechanical quantities here. For example, flat increases in damage output inherently produce diminishing returns in a sense, while flat increases in resistance (under the CoX model) could much more accurately be described as producing growing returns. For this reason an unbounded function might be perfectly acceptable for calculating enhanced damage, while needing a bounded function to calculate enhanced resistance.

Definitely. However, my assumption in promoting the unbounded log curve was that there was another mechanism, outside the scope of determining raw enhancement bonuses, that would provide such limiting. A later step in the math, if you will.

For the record, I'm no fan of how to-hit, accuracy, and defense related to each other in CoH, especially dealing with order of operations and when caps were applied. I think it could have been done much better.

Which is pretty much where you wound up as well. As for your inverse-proportional curve, the only problem I have is that it might turn out to be too "sharp" of a curve if the coefficients are not well-chosen. An exponential decay would work well here.

That said, I think the equations you're working with need to be redefined in terms of:
[list=1]
[*]Unmodified effectiveness.
[*]Enhancement scaling factor: 100% for no enhancements, grows.
[*]Buffs applied
[*]Debuffs applied
[/list]

Things like to-hit will be more complex since there are more factors to include.

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Everything is SO complicated.

Everything is SO complicated. :) What COULD be done is just allow all powers to come with six (or however many) slots already open on them, so the players can customize their characters' powers the way they want from the beginning. That way every new energy blaster won't fire just as fast and just as accurately as every other. Those who want faster, lower damage can slot more recharge and less damage. Those who want to be sharpshooters can slot more accuracy...and everyone can do that from the beginning. That would also keep characters from having to be given "free accuracy" from levels one through 10 as was done on CoH, where your character didn't have to start slotting accuracy until they hit level 11. That would make it easier on the programmers and simpler for the players...especially NEW players.

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Power Play wrote:
Power Play wrote:

Everything is SO complicated. :) What COULD be done is just allow all powers to come with six (or however many) slots already open on them, so the players can customize their characters' powers the way they want from the beginning. That way every new energy blaster won't fire just as fast and just as accurately as every other. Those who want faster, lower damage can slot more recharge and less damage. Those who want to be sharpshooters can slot more accuracy...and everyone can do that from the beginning. That would also keep characters from having to be given "free accuracy" from levels one through 10 as was done on CoH, where your character didn't have to start slotting accuracy until they hit level 11. That would make it easier on the programmers and simpler for the players...especially NEW players.

Why not split the difference? Assign three free slots per power when the power is selected. Other slots can be assigned as they are earned leveling up. This requires the players to make choices as to where the free slots go but they will be in no way gimped early on.

I remember when Star Wars was cool...a long, long time ago...

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Comicsluvr wrote:
Comicsluvr wrote:

Power Play wrote:
Everything is SO complicated. :) What COULD be done is just allow all powers to come with six (or however many) slots already open on them, so the players can customize their characters' powers the way they want from the beginning. That way every new energy blaster won't fire just as fast and just as accurately as every other. Those who want faster, lower damage can slot more recharge and less damage. Those who want to be sharpshooters can slot more accuracy...and everyone can do that from the beginning. That would also keep characters from having to be given "free accuracy" from levels one through 10 as was done on CoH, where your character didn't have to start slotting accuracy until they hit level 11. That would make it easier on the programmers and simpler for the players...especially NEW players.

Why not split the difference? Assign three free slots per power when the power is selected. Other slots can be assigned as they are earned leveling up. This requires the players to make choices as to where the free slots go but they will be in no way gimped early on.

/facepalm

This kind of suggestion falls into the "and I believe everyone should get a free pony!" category.

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Redlynne wrote:
Redlynne wrote:

This kind of suggestion falls into the "and I believe everyone should get a free pony!" category.

No, it falls into the "powers should be usable when you get them, but customization and picking which powers you want to focus on improving should still be a thing" category. In other words, entirely reasonable. I'd forgotten about it, but that was one of the things that annoyed me about CoX - with few exceptions, powers simply weren't worth using until you'd spent a few slots on them and gotten them slotted with enhancements.

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" What I’m calling for here

" What I’m calling for here is a single VALUE for all Enhancements regardless of type " Redlynne.

I'm sorry this is the only thing i'm not feeling. i want to have the sense of feeling stronger than the average joe leveled toon. and by accomplishing this there must be a system of choices as far as enhancements. If you got the money and time to get the best enhancements or invest the most in a toon why should you be equal to a guy who just got by with slotting freebie enhancements and who didn't put the time in effort in just want to make as many level 30s/50s as he/she can? Lets face the facts here about us, as superheroes we want to feel strong, and we tend to have big egos and we loved being looked at in awe by co-players and teammates for running in an avenging/saving our team from certain demise just by one swing of our power. If we be honest with ourselves, In city of heroes who were we actually saving???? Our teammates,our buddies, Real people. Saving an npc didn't feel quite as good as saving a friend in talk to or a weaker teammate. In closing; There must be a system or enhancements that rewards their players above the normal standards

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darrall123 wrote:
darrall123 wrote:

i want to have the sense of feeling stronger than the average joe leveled toon.

Does that mean you shouldn't have to play by the same rules, be bound by the same limitations, or even subject to the same restrictions as the "average joe leveled toon" like you say? Because the only way to do that is to make your character a Special Snowflake that doesn't play by the same rules as everyone else does.

I think the thing that you're overlooking is that just like with Costumes, even if everyone has access to a common library of Costume PARTS, just because the parts available are "common" that doesn't mean that the how people assemble them will result in anything approximating uniformity, either in appearance or in arrangement. Likewise, with build strategies, just because everyone has the same "goal" in mind, exactly HOW they get there using the "common" tools will not always be the same. Powers taken, Slots allocated, Enhancements used, and on and on and on, will all conspire together to mitigate against there being a SINGLE solution for How To Min/Max Build a character using the system I've outlined. There's enough "slosh" in the basic structure of what I'm suggesting such that even if you Cookie Cutter someone else's build exactly, there might still be ways in which you can shuffle things around slightly to be more to your liking such that there is no Single One And Only Inviolate BEST ANSWER for ever and ever (amen).

I've set up a system that favors a [i]Dynamic Equilibrium[/i] as opposed to a Static Equilibrium, which goes against the grain of what City of Heroes offered in this regard, since builds in City of Heroes tended to "settle" into a fairly static state (usually after lots of hours working in Mids' to plan them out).

darrall123 wrote:

there must be a system of choices as far as enhancements.

The TO/DO/SO system of Enhancements had a Type for every purpose. It was so fragmented as to make matching Enhancements essentially a "go to the store" operation. Invention Sets offered a system of Enhancements where MOST of the Invention Set IOs were garbage, and only a minority were useful in the vast supermajority of builds.

darrall123 wrote:

If you got the money and time to get the best enhancements or invest the most in a toon why should you be equal to a guy who just got by with slotting freebie enhancements and who didn't put the time in effort in just want to make as many level 30s/50s as he/she can?

Are you advocating for Pay To Win or for Play To Win here? All I'm getting out of this is that you don't want to have to play by the same rules as anyone else, and that you want to be recognized as a Special Snowflake because you're better than anyone else. Um ... that's not how these things work.

darrall123 wrote:

In closing; There must be a system or enhancements that rewards their players above the normal standards

And if there is ... when would such a system have to be implemented? At launch? When the Level cap is only 30? When the level cap gets raised to 40? When the cap is raised to 50? As soon as my character gets to Level 10 and is given The Key To The City? When my character earns the right to wear a cape?

And what effect does a regime of "above normal standards" Enhancements do to game balance? Can everyone get it, or only the select "FEW" who have somehow "earned" the privilege for it? How do they "earn" this reward? Is it "earned" at all or does it have to be crafted? Crafted by whom ... using what ... gotten from where? Why?

What's the point of making a Power Creeping set of "super" Enhancements that's available to EVERYONE?

So before you start off by with "I think there ought to be PURPLES in the game!" ... there are a few questions that need to be answered first before you can do that. So far, I haven't seen anyone willing to engage on pretty much ANY of the questions I just posed above. So far, I've seen a lot of people who think they're ENTITLED to receiving special dispensation from the game for just about any excuse you can imagine, but none of them have answered the question of WHY in a Fair And Equitable manner.

So ... if you want to make a set of Super Boosted Enhancements ... feel free to come up with a reason, rationale and a structure for how they would work, why they should be in the game, how they would be earned, WHEN they would be earned (ie. you must be This Tall to ride this ride) ... and so on. Make your own post about how your think such a system of Super Boosted Enhancements would work, what functions they would assume, how they would be "better" than any of the Common Trash that would be dropping in the game, how they would be distributed and used, methods of acquisition, sinks for garbage collection ... EVERYTHING ... and see if it holds together under scrutiny.

It's really easy to walk into a room and say "I should be given {fill in the blank} if you want me to be happy!" ... but it's something else entirely to follow that up with how that is supposed to be achieved [i]in a way that will actually make you happy[/i] as you assert.

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Redlynne wrote:
Redlynne wrote:

I think the thing that you're overlooking is that just like with Costumes, even if everyone has access to a common library of Costume PARTS, just because the parts available are "common" that doesn't mean that the how people assemble them will result in anything approximating uniformity, either in appearance or in arrangement. Likewise, with build strategies, just because everyone has the same "goal" in mind, exactly HOW they get there using the "common" tools will not always be the same. Powers taken, Slots allocated, Enhancements used, and on and on and on, will all conspire together to mitigate against there being a SINGLE solution for How To Min/Max Build a character using the system I've outlined. There's enough "slosh" in the basic structure of what I'm suggesting such that even if you Cookie Cutter someone else's build exactly, there might still be ways in which you can shuffle things around slightly to be more to your liking such that there is no Single One And Only Inviolate BEST ANSWER for ever and ever (amen).
I've set up a system that favors a Dynamic Equilibrium as opposed to a Static Equilibrium, which goes against the grain of what City of Heroes offered in this regard, since builds in City of Heroes tended to "settle" into a fairly static state (usually after lots of hours working in Mids' to plan them out).

No, you've set up a system that favors mathematical optimization. We've been over this before. Under your system, attack powers, for an example, are going to look exactly like one accuracy, 0-2 end reduction, 0-4 recharge, everything else in damage. There's no variety there at all - if your attack chain requires 3 recharge, then that's how many you put. If you have strong enough endurance returns elsewhere, then no end reduction. It's not a build choice, it's a "can you do basic math" check.

Rdlynne wrote:

darrall123 wrote:
there must be a system of choices as far as enhancements.
The TO/DO/SO system of Enhancements had a Type for every purpose. It was so fragmented as to make matching Enhancements essentially a "go to the store" operation. Invention Sets offered a system of Enhancements where MOST of the Invention Set IOs were garbage, and only a minority were useful in the vast supermajority of builds.

And yet even those "garbage" enhancements were situationally very useful - they allowed the construction of builds that were cheap but effective; sure they didn't see much use in the builds of an optimized max-level character - but optimized max level characters aren't the only important things out there.

Redlynne wrote:

darrall123 wrote:
If you got the money and time to get the best enhancements or invest the most in a toon why should you be equal to a guy who just got by with slotting freebie enhancements and who didn't put the time in effort in just want to make as many level 30s/50s as he/she can?
Are you advocating for Pay To Win or for Play To Win here? All I'm getting out of this is that you don't want to have to play by the same rules as anyone else, and that you want to be recognized as a Special Snowflake because you're better than anyone else. Um ... that's not how these things work.

And here I agree with Redlynne - wanting to be better than other players just because you can afford XYZ super-omg-doom equipment / enhancements / whatever, is not a good argument for anything. I'd tend to argue that CoH had too much division between SO-level characters versus purpled-out perma-hasten type characters - but that's not a flaw with inventions, it's a flaw with SOs not being able to provide an entire class of bonus (namely, set bonuses, and especially set bonuses to recharge & defense).

Redlynne wrote:

darrall123 wrote:
In closing; There must be a system or enhancements that rewards their players above the normal standards
And if there is ... when would such a system have to be implemented? At launch? When the Level cap is only 30?

Yes. At launch. At every level. There should be things in game that you aren't just handed by some vendor at a store for trivial amounts of inf, that you have to work towards - and I don't [i]care[/i] if they're random drops, or purchased with rare merit rewards, or whatever. There should be things that make "how do I enhance my powers" more than just a math problem of determining what's the optimal arrangement. There should be reasons why you might not want to put max slots into a damaging power you use, or a core defensive power. And your system provides none of that, and it's all because of your insistence on pure SOs and less restrictive diminishing returns.

TLDR: I don't agree with the reasons Darrall gives for wanting purples. I do agree that something should be in the game that's not just pure SOs, and I've given my reasons several times already in this thread.

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Redlynne
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Wyvern wrote:
Wyvern wrote:

No, you've set up a system that favors mathematical optimization.

And pretty much the only way to get away from that is to design a game like [url=http://en.wikipedia.org/wiki/Myst]MYST[/url] that involves NO MATH and is all puzzles.

Wyvern wrote:

We've been over this before. Under your system, attack powers, for an example, are going to look exactly like one accuracy, 0-2 end reduction, 0-4 recharge, everything else in damage. There's no variety there at all - if your attack chain requires 3 recharge, then that's how many you put. If you have strong enough endurance returns elsewhere, then no end reduction. It's not a build choice, it's a "can you do basic math" check.

And is thus [i]exactly the same in that regard as what City of Heroes did[/i]. If you want to reinvent the wheel such that City of Titans has "no math optimization" elements in it ... please, make your own thread and tell us how that would work.

Wyvern wrote:

Yes. At launch. At every level. There should be things in game that you aren't just handed by some vendor at a store for trivial amounts of inf, that you have to work towards - and I don't care if they're random drops, or purchased with rare merit rewards, or whatever.

So ... what were the means and methods of acquiring Enhancements in City of Heroes? Let's list them out:
[list][*]Random Drops
[*]NPC Vendors
[*]Merit Rewards
[*]Marketplace Exchange
[*]Crafting[/list]
In order for anything to appear on the Market, it had to first either be a Random Drop, bought from a NPC Vendor, or purchased with Merit Rewards by SOMEBODY in order to enter the in-game Economy.
In order to anything to be Crafted, it required Materials and a Recipe, which had to first be either a Random Drop, bought from a NPC Vendor, or purchased with Merit Rewards by SOMEBODY in order for it to enter the in-game Economy ... and once those components did, they could be bought and sold on the Marketplace.

So if I'm reading you right, your only real complaint is that you don't want people to be able to get "uber gear" with a One Stop Shopping requirement, meaning people need to "work" for their uber gear. Whatever "uber gear" people get should be "uber enough" for the "I'm better than YOU are snobbery" but not so "uber" as to make the common trash really TRASH (even though the objective is to render anyone using "common" Enhancements a second class citizen). You want some kind of Great Rewards For Great Deeds system put into place that will render all of the Common Enhancements OBSOLETE because the Great Rewards make you feel like you're better than everyone else who hasn't done the Great Deeds that you have (yet).

Tell me ... who is going to create these Great Rewards? For that matter, who is going to be creating the Great Deeds that merit these Great Rewards? How will these Great Rewards that have to be better than the Common Trash not result in an inflationary pressure that results in Power Creep? How will people feel when their Great Rewards wind up getting "cheapened" into being Common Trash as soon as the Level Cap gets raised? I'm familiar enough with the practice as exercised by Blizzard of inflating power and power creep being the "answer" to every expansion release EVER, where the random greens dropped by common mobs in new territories completely overwhelms the power levels of the blues and purples that dropped from raid bosses (only!) prior to the expansion so as to render the old order obsolete and worthless and force the chase for The Next New Thing.

Guys, you're jumping WAY ahead of yourself. We haven't even got posts set up for walls yet and you're complaining that you don't like the color of the carpet or the pattern on the wallpaper ... neither of which exist yet because there's no building for them to exist in yet! If you want to make an Invention System for Uber Crafting ... go right ahead. Make your own thread. Explain how it would be done, from beginning to end. You've made it clear enough that you don't want anything simple enough to accomplish that it could function as a "learn to walk before you run" kind of deal. So please, let's see you do it.

You've got 2 years. Get cracking. You say you "want" it ... but do you have what it takes to help "build" it?

I'm just trying to resist Feature Creep FROM THE START. You're trying to make Feature Creep the entire purpose of the exercise. Good luck with that.

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I've skimmed most of this

I've skimmed most of this thread, and want to point out that I am a person who pulled out his credit card for Fashionista, preordered the original CoH, played it until it got shut down, and played few other MMOs (Diablo II, if that even counts, since it was only PVE in my case, Atlantica for like a week). I'm also a a Magic: the Gathering player. A few things I can tell you I like/dislike:

1. When Magic first came out, the rule was that you were supposed to begin every game by anteing up a card out of your deck (randomly). People HATED that. For one thing it made the game legally definable as gambling, for another there were cards specifically designed to manipulate it. Before the game was out for three years, there was a deck you could put together that could make the opponent ante his entire deck to you and then beat him by making him draw off an empty deck. I would hate to see CoT try to implement any sort of "lose a random item when you get defeated" mechanic for this reason. I know I will hate it and I'm afraid that kids will straight-up RAGE against it. Debt is fine, even if it's the kind where there's a lot of it and it really hampers your ability to get more swag (i.e. even a thing like "no treasure drops for you until you're out of debt, until then all swag goes immediately to the gods, or whomever"). Putting some kind of yoke on me for getting killed such that I have to work my way out of it is ok, I know it will happen and I will try to avoid getting killed in most cases. Taking away my toys (for any reason) makes me cry. The fact that they might become obsolete later one, is fine, just don't take them from me by force after I've acquired them.

2. Enhancements to powers, as treasure, should something you have to work for. Any system that just hands you the loot on day one is no good. This is basically a law of psychology. If you give rats a button they can press for food and the button always works, they get lazy and only press it when hungry. When you make it a random thing, they press it all the time because you never know when your next "bet" will "pay off". This is essentially the psychological basis behind the addictiveness of gambling. The enhancement system is the reward payout system, essentially. Players will always outwardly clamor that you ought to give them more payoff for less work, but capitulating to that demand doesn't get them playing the games more, they actually play less in the end.

3. The PVP-PVE divide is a big part of this. PVE-motivated palyers play content, team up, get treasure, get to the level cap, and then make a new toon rinse repeat. Or else make a bunch of toons up-front and constantly switch between alts. PVP-motivated players want to make the most efficient build of the most effective type of character, name him "I_EFFING_KEEEL_YOU!!!" and proceed to dominate PVP as much and as often as possible. They play only for the feeling of glory and self-satisfaction of winning and absolutely hate the embarrassment and self-pity of losing. Most PVE-ers just want a toon that's fun to play and effective enough in their solo and team roles that they pull their weight on a team and aren't woefully frustrating to solo. PVP-ers want to exploit cracks in the system and dominate. For this reason the enhancement system has to be robust enough to service the casual slotter and the dedicated minmaxer alike. For these reasons, I feel the enhancement system ought to be, in general, pretty restrictive, but should leave the devs the ability to relax restrictions as warranted over time. It would have been far better if CoH had started with a more restrictive Enh system, then opened it up as opposed to the ED-related rage-quitting issues it had. In any system, no matter how restrictive, there's always a best option, whatever that may be. PVPers will find it. You only need to make sure it's the best without being game-breakingly good. As the Magic card makers will tell you, they can print as many less-then-awesome cards as they want, and it doesn't upset the tournament math one bit. The few overly-good cards they print that DO end up hurting the game are the problem, and are considered big mistakes when that happens. As long as there is more than one option, there will always be at least one "bad" option. Since there can only be one best option, all the others are by default worse, making them bad, period. This isn't something to be avoided. You should have the freedom to explore the enhancement space and feel around for the stuff you think you like the best. There can be disagreement over what is the best in what situation. Just don't think that the existence of less-appealing options is inherently problematic. They don't hurt anything, because they largely get ignored. The other extreme is far worse, because in that situation, you end up with some degenerate combo that makes a mockery of the game balance and dominates until they make it illegal. It may not be possible to avoid this problem entirely, but effort should be made nonetheless.

4. I like the royal blue curve. 50% for the first enhancement seems high, unless you're talking about some kind of REALLY high-end swag, in which case it's probably ok. Of course this all depends on how many slots you have to work with and how many different things a power can be slotted for, etc. That said, it may be easier to make a piecewise linear thing that follows that curve reasonably well without resorting to complicated math functions. For as much of the log curve as you actually need, you could probably approximate it with three or four straight lines that follow it fairly well, if that saves you any computing time, great, if not, forget I said it.

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Figured that since this

Figured that since this thread is nearly two weeks old, I'd go through it and see what the ratio of FOR and AGAINST wound up being, simply in terms of supportive comments versus disagreements.

Supporting (14):
[url=http://cityoftitans.com/comment/29312#comment-29312]Voldine[/url], [url=http://cityoftitans.com/comment/29326#comment-29326]Mendicant[/url], [url=http://cityoftitans.com/comment/29444#comment-29444]Michiel[/url], [url=http://cityoftitans.com/comment/29446#comment-29446]Darth Fez[/url], [url=http://cityoftitans.com/comment/29453#comment-29453]Kiyori Anoyui[/url], [url=http://cityoftitans.com/comment/29457#comment-29457]Ebon Justice[/url], [url=http://cityoftitans.com/comment/29515#comment-29515]Pleonast[/url], [url=http://cityoftitans.com/comment/29544#comment-29544]chase[/url], [url=http://cityoftitans.com/comment/29556#comment-29556]Cutter[/url], [url=http://cityoftitans.com/comment/30341#comment-30341]Chef Inferno[/url], [url=http://cityoftitans.com/comment/30381#comment-30381]Tiger[/url], [url=http://cityoftitans.com/comment/30636#comment-30636]Comicsluvr[/url], [url=http://cityoftitans.com/comment/31182#comment-31182]Tzu[/url], [url=http://cityoftitans.com/comment/31847#comment-31847]rookslide[/url]

Disagreeing (2):
[url=http://cityoftitans.com/comment/29707#comment-29707]Wyvern[/url], [url=http://cityoftitans.com/comment/32735#comment-32735]darrall123[/url]

In this case, I only counted cases where people have made their preferences clear, one way or the other. I'd had the feeling I'd gotten quite a bit of support, but hadn't really bothered to "add it up" so as to be able to tally it in any way. Kind of interesting to see the YEAs vs NAYs in this case, just in terms of numbers.

One minor disappointment (for me, anyway) is that there haven't been any comments, either in favor or against, from any MWM Dev type people (or if they have, I didn't recognize them as being such) ... and I have no idea if that's a Good Thing™ or a Bad Thing™. So at this point, I can't even tell if this effort has been helpful in any way, or just a nuisance to people who are already doing their own thing(s) on this subject and I just [i]Missed The Boat[/i] by finding out about City of Titans too late to be of any use to anyone.

Ah well, at least I tried.

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Lin Chiao Feng
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Put me under "Supporting".

Put me under "Supporting". But the devs said they're not using "enhancements" but instead "boosts" -- functionality unspecified -- so this may all be a moot point.

[i]Has anyone seen my mind? It was right here...[/i]

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Redlynne wrote:
Redlynne wrote:

That's nothing more than straight up Min/Max Content Design by Players with intent to FARM. Such an occurrence is essentially ONLY possible in a Mission Architect environment, where the Players get to PICK what opposition they're going to be facing, and they Min/Max that Player Created Content to the maximum extent with every intention of Farming it until the cows run dry. Odds that the World Content Creation Devs for the game would do the same thing? Practically nil.
So when you say you don't care if someone wants to farm ... I'm going to have to take you at your (stated) word and say that this kind of worry is basically a non-problem for the game at large. What you describe is functionally an exploit because it's essentially a Min/Max For $DEITY Mode and is really only possible (let alone, *likely* to happen) when Players get to create their own Content to Farm.

There are several problems I see with this assessment. The first is dismissing player-generated content, which I strongly suspect will be in the game and will be intended to represent a significant portion of the available content by some point (if not at launch.) I base this on the fact that as a volunteer-created game it is more likely to rely upon the players for development, and that IIRC the devs have already suggested the tools they are using to generate content will be made available in the same vein as the AE designer. That kind of misses the point though; if players are in a position to hyper-specialize against certain types of enemies then they don't necessarily need to have design control over the enemies to achieve that end, despite your claim. [I]If[/I] players are given too much leeway to build their characters towards the content instead of building the content towards their characters the way AE allowed, then the potential is there for that kind of min/maxing regardless.

I'm not sure exactly what point you're making with your anecdote about slotting for defense first with a SR scrapper. Since you're talking about CoX it's much more accurate to describe that as an anecdote about being required to invest heavily before hitting the [I]expected[/I] level of performance, while I'm talking about the potential to push [I]beyond[/I] the expected level of performance.

You say I'm working under the assumption that nothing is given up to achieve a high level of performance but I can assure you that is not the case, as I think is clear from the fact I'm discussing hyper-specialization in the first place. However, I do think you are working under the erroneous assumption that because you have placed diminishing returns on enhancement value that pushing beyond a certain point (a point that lies within the structure you are proposing) is necessarily a bad idea.

Suppose for a moment that CoT has something roughly equivalent to the fire/fire or fire/mental blaster, an AoE monster. I could imagine someone getting the maximum number of slots in AoE powers and devoting practically every slot to damage, presumably after a sufficient amount of accuracy. Is this necessarily a bad idea just because you introduce diminishing returns on enhancement? Not at all. Even with "diminishing" returns the extra damage can make a substantial difference to the alpha strike, enough that such a character could have a significant edge in wiping groups before ever taking return fire. Is this potential gamebreaking?

I suspect the answer to that last question is "probably not," though it's not a slam dunk. The reason I lean that way is because of the nature of enhancing damage. What I'm really getting at here is that using a function like square root in the way you have ensures that the "distance" in the sense of absolute difference diminishes as the number of enhancements increases, but it doesn't ensure that the "distance" in terms of game benefit so diminishes. Your insistence that the diminishing returns you provide acts in a DISCOURAGING way to prevent overslotting past a certain point doesn't become true just because you write it in CAPITALS. We can actually see this in CoX; there was a modest diminishing return kicking in for the third SO in a power, but nobody suggested stopping at 2 slots for important aspects because the diminishment was relatively minor. The diminished return on the enhancement hadn't yet overtaken the benefit of continuing to slot. Of course, past the third SO the diminishment was so dramatic that the benefit dwindled down to almost nothing. However, you can't just assume that under any proposal you make this is going to occur somewhere within the spectrum you allow, or even that it will occur at all.

In the case of damage, those kind of diminishing returns are somewhat built in, because the "game benefit distance" between 10 damage and 20 damage is typically greater than the "game benefit distance" between 90 damage and 100 damage. That's why my concern at this stage isn't centred on damage, and you'll notice that I didn't talk about glass cannon characters much.

In the case of mitigation under a system resembling CoX's the opposite tends to occur; the "game benefit distance" between 10% resistance and 20% resistance is going to be dramatically smaller than the "game benefit distance" between 90% resistance and 100% resistance. As such, even if you apply a diminishing return function on enhancement that is no guarantee at all that the tangible benefit of enhancements diminishes. The result, I suspect, is that you would have to be very careful in balancing mitigation powers to prevent characters from being able to slot to the point that tank-like characters take a small fraction of the incoming damage compared to "expected" slotting levels. I alluded to a couple of the problems that I think would follow. One could be characters slotting mitigation powers that are extremely potent in a narrow range of content while maintaining offensive functionality, allowing a player to far exceed expected performance within that content. Another potential problem is that tanks can devote so much to mitigation that damage threatening to a "baseline" build becomes negligible, which would make it impossible to design content like the STF that is suitable to both.

In the case of mitigation powers the only way I see to avoid this under your proposal as presented is to [I]very carefully[/I] assign power multipliers individually, a process that would become more difficult as you spread mitigation across multiple powers, especially if those powers reside within pools available to all builds. As such I think it makes much more sense to use a structure on such powers that takes a top-down approach, ensuring that one cannot push beyond certain bounds no matter how much enhancement is applied. Working under the assumption that we want a model close to CoX, and since you are already using the enhancement system itself to apply diminishing returns, I see no reason that this limiting structure should exist anywhere other than in the enhancement system.

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Lin Chiao Feng wrote:
Lin Chiao Feng wrote:

I said "No" because I think you're giving ED too much credit.It was for all practical purposes a brick-wall limit, a cliff instead of a rolloff, at an arbitrary point around 3 SOs. That's all.

I see that as nothing different than what I said. The point is that in having that brick wall you can at least easily predict the approximate upper bound of build functionality. It may not be particularly elegant but it does make the process of balancing power sets easier. Obviously I am not privy to the internal decision-making process that led to the introduction of ED, but I wouldn’t be at all surprised to learn that a smoother curve was considered and rejected because it was too much of an undertaking to refine it well enough to suit their purpose. I’m guessing they used the curve because they knew it would get the job done, not because it was the best curve for the job.

In my previous post I mentioned that I think the enhancement system itself should take care of any decay that needs to be applied. I think any later step in the math of determining something like damage resistance should only be used in the case of (de)buffs or stacking powers, and that enhancement of such powers be self-limiting. I don’t see any need for another step that would only increase the complexity of the math and make the system less comprehensible to the average player. In so doing you could at least use the UI to tell the player “the next enhancement you slot will raise the power’s effect to this level” without worrying about any further functions acting on the effect.

The bounded power effect curve I mentioned is nothing more than brainstorming, so I don’t want to get too wrapped up in it. However, since I approached it from the point of view of having a strict upper bound on effect and determining the fraction of that effect applied at 0 enhancement, I defined it in those terms. I think there’s some value in taking that approach from a development point of view, but the function can be pretty easily redefined in terms of unenhanced value if need be; alternatively it could remain as is on the back end and be displayed in those terms on the front end.

As for dealing with (de)buffs I didn’t really think we’d hit that point in the conversation. Whether or not defining the curve with that consideration is even necessary depends on whether (de)buffs act directly on the enhancement value or simply act on the relevant values themselves. Obviously if they interact directly with the enhancement value in some fashion then we need to ensure the function is well-defined across the domain. To that end I wonder if arctan is a better candidate than a reciprocal function. (arctan x)/pi + ½ approaches 1 as x approaches infinity, approaches 0 as x approaches negative infinity and has a value of ½ when x = 0. We can apply transformations on that (probably a horizontal stretch and/or translation) to get the desired progression and starting point.

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Lin Chiao Feng
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Pyromantic wrote:
Pyromantic wrote:

The point is that in having that brick wall you can at least easily predict the approximate upper bound of build functionality.

Nothing approximate about it. It was a very well-defined, arbitrary limit. This isn't trade-off; it's game designer's fiat.

Pyromantic wrote:

It may not be particularly elegant but it does make the process of balancing power sets easier.

It does nothing of the sort. There was no per-power scaling of damage enhancements, for example. First at-level SO did the same thing no matter what power you slotted it in. Thus any adjustment does the same thing to any of those powers.

Pyromantic wrote:

Obviously I am not privy to the internal decision-making process that led to the introduction of ED, but I wouldn’t be at all surprised to learn that a smoother curve was considered and rejected because it was too much of an undertaking to refine it well enough to suit their purpose.

Well, we can all have our little fantasies, I guess. I think you give them far too much credit. ED reeks of "anything more detailed made the PHB's eyes glaze over, so this is what we got."

Pyromantic wrote:

In my previous post I mentioned that I think the enhancement system itself should take care of any decay that needs to be applied.

That's the fundamental assumption of the whole thread.

Pyromantic wrote:

I think any later step in the math of determining something like damage resistance should only be used in the case of (de)buffs or stacking powers, and that enhancement of such powers be self-limiting.

Yep. That's a later step than "how much boost do my enhancements do".

Pyromantic wrote:

I don’t see any need for another step that would only increase the complexity of the math and make the system less comprehensible to the average player. In so doing you could at least use the UI to tell the player “the next enhancement you slot will raise the power’s effect to this level” without worrying about any further functions acting on the effect.

The assumption is that the UI [i]will[/i] do those things. How cruel do you think I am? The game is on a bloody [i]computer[/i] for crying out loud, why would anyone force the player to crank up spreadsheets and stats tools and regression analysis and...

... Well, okay, Statesman actually [b]did[/b] believe in hiding all the math from players, which is why the stat readouts, including the "slotting this will do this to your power" popup, didn't happen until years after he was gone and Positron took over. And I'm supposed to assume great wisdom on Statesman's part in the design of the ED curve. Cognitive dissonance...

BTW, there's also an effort to get them to include a Mids-style build planner in this game at some point.

Pyromantic wrote:

As for dealing with (de)buffs I didn’t really think we’d hit that point in the conversation.

Nope, that was a ways off. Hence the roughness of the ideas. And I don't think you'd want anything at that late a point in the math to act on the enhancement instead of the total power effect, because that creates openings for all kinds of oddball bugs, and could even create a disincentive to put enhancements in a power. It's like not wanting to get stronger because you'd have to buy a bigger shirt.

[i]Has anyone seen my mind? It was right here...[/i]

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Lin Chiao Feng wrote:
Lin Chiao Feng wrote:

Nothing approximate about it. It was a very well-defined, arbitrary limit. This isn't trade-off; it's game designer's fiat.

{snip}

It does nothing of the sort. There was no per-power scaling of damage enhancements, for example. First at-level SO did the same thing no matter what power you slotted it in. Thus any adjustment does the same thing to any of those powers.

It was approximate because you could work under the assumption that 3 SOs would be slotted, but it was technically possible to overslot the powers if you wanted. The returns were just so small that it was just about universally a suboptimal idea. It becomes easier to balance because I can just look at powers with values enhanced by 3 SOs to determine, for example, how much resistance, defense, self-healing or the like mitigation powers should give. I honestly don't understand how you can dismiss the idea that being able to treat the effects of powers in a set as static makes it easier to balance that set against others. That's what the "game designer's fiat" [I]does[/I]. I'm not suggesting increasing the complexity of the process isn't worth it, but there's no way it doesn't increase the complexity.

An over-simplified example would be to suppose one set provides, when enhanced, powers that reduce incoming hits by 50% and resists 50% damage, while another set provides 75% resistance to damage. Just from the point of view of expected damage they both mitigate 75%. Doesn't tell the whole story of course; there are still questions about the amount of investment needed to hit those returns, the importance of consistency of mitigation, and the value of mitigating secondary effects from a hit. However, if you change the situation to saying that [I]we expect[/I] the enhanced values to be around those, but someone could easily push past them if they want, then I consider it has quite plainly become more difficult to compare those sets.

For what it's worth, I'm also not sure it's strictly true that the first SO of a given type always provided the same enhancement. IIRC there were powers in CoX that had a portion of their effects unaffected by buffs and enhancements, so you could effectively put powers on a "reduced schedule" if the need actually arose.

As for the rest, at this point I honestly can't make sense of what you're saying. This:

Lin Chiao Feng wrote:

Definitely. However, my assumption in promoting the unbounded log curve was that there was another mechanism, outside the scope of determining raw enhancement bonuses, that would provide such limiting. A later step in the math, if you will.

seems completely at odds with this, to me:

Lin Chiao Feng wrote:

Pyromantic wrote:
In my previous post I mentioned that I think the enhancement system itself should take care of any decay that needs to be applied.
That's the fundamental assumption of the whole thread.

It seemed to me that you were absolutely advocating a function be applied [I]after[/I] enhanced values are determined.

Similarly, I took this:

Lin Chiao Feng wrote:

That said, I think the equations you're working with need to be redefined in terms of:
Unmodified effectiveness.
Enhancement scaling factor: 100% for no enhancements, grows.
Buffs applied
Debuffs applied

to mean that you were asking me to codify the application of (de)buffs to the enhancement curve, so I don't understand why you are now saying this:

Lin Chiao Feng wrote:

Pyromantic wrote:
As for dealing with (de)buffs I didn’t really think we’d hit that point in the conversation.
Nope, that was a ways off. Hence the roughness of the ideas.

It strikes me that there is some fundamental gap in communication between us here.

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Pyromantic wrote:
Pyromantic wrote:

It strikes me that there is some fundamental gap in communication between us here.

That fundamental gap in communication basically boils down to something like this ...

Pyromaniac: "Cart First! Horse after."
Redlynne: "No no no, you've got it all wrong. Horse first, cart after."
Lin Chiao Feng: "Pay attention to how you hitch the horse and cart together and all will become clear."
{wash, rinse, repeat}

The fact that no matter what gets said or what clarifying statements are conveyed, you still insist on putting the Cart Before The Horse™ leads me to the inevitable conclusion that further discussion will not enlighten you (or Wyvern, for that matter) on these issues, and would therefore be a wasted effort.

/em walks away

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Lin Chiao Feng
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Pyromantic wrote:
Pyromantic wrote:

It was approximate because you could work under the assumption that 3 SOs would be slotted, but it was technically possible to overslot the powers if you wanted.

Such overslotting would have no appreciable value under the cliff curve. The returns weren't just small; they were trivial. One could say they amounted to rounding errors in size! Thus it is a [i]de facto[/i] limit of three SOs of the same type in a power. Nothing approximate unless you started talking about combined SO + DO slotting, which is impractical for other reasons.

Whereas in a proper roll-off curve, there still is something to be gained from a fourth SO. So it's still a "should I or shouldn't I" decision for the player; a fourth duplicate slot is still a slot that doesn't have a different enhancement or isn't in another power.

I'll grant that applying Harrison Bergeron rules to character design will simplify things for designers. But they don't play the game; the players do. The designers aren't the customers that need to be served so you make money. And you don't impress these customers by taking entire realms of possible character designs and feeding them to the shredder.

Pyromantic wrote:

I honestly don't understand how you can dismiss the idea that being able to treat the effects of powers in a set as static makes it easier to balance that set against others.

Are you even listening to yourself? You're saying that the chaotic effects of allowing players to customize powers via an enhancement system is a bad thing that needs to be nullified, and that a system that merely provides the illusion of customization ("Sure! Go ahead and slot whatever you want! You're going to slot three damage SOs anyway, trust us.") is a worthy goal. There is no way I will support that.

Pyromantic wrote:

An over-simplified example would be to suppose one set provides, when enhanced, powers that reduce incoming hits by 50% and resists 50% damage, while another set provides 75% resistance to damage. Just from the point of view of expected damage they both mitigate 75%. ... However, if you change the situation to saying that we expect the enhanced values to be around those, but someone could easily push past them if they want, then I consider it has quite plainly become more difficult to compare those sets.

Again you use Harrison Bergeron reasoning. Everyone equally balanced.

No. Imbalance is the variety of life. There will always be imbalance. Stop worrying and learn to love the bomb already.

Some power sets are going to get a reputation as being "easier" or "harder" than others. No matter how much effort you put into it. Instead of living in fear of this, accept it as inevitable.

Playtesting will show much of these "imbalances". Some will be worth adjusting and fixing; some will best be left alone. Sometimes a player will [i]deliberately[/i] try a powerset that is "difficult"; let them. They might do just fine with it. Mob spawn size and level aren't the only ways to adjust difficulty.

Pyromantic wrote:

For what it's worth, I'm also not sure it's strictly true that the first SO of a given type always provided the same enhancement. IIRC there were powers in CoX that had a portion of their effects unaffected by buffs and enhancements, so you could effectively put powers on a "reduced schedule" if the need actually arose.

The "schedule" system is, in fact, orthogonal to this whole discussion. Look at the graphs I generated in my earlier post (the one with all the curves). Note that there are two curves each for exponential and logarithmic progressions. there's nothing stopping one type of enhancement from using one graph and another type using another, similar to the legacy schedule system.

Redlynne's point, however, with dispensing of the "schedule" system was that if each power had a "enhancement multiplier" then the need for schedules is removed; just use the enhancement multiplier to increase or decrease the effects of enhancements on a given power.

Pyromantic wrote:

As for the rest, at this point I honestly can't make sense of what you're saying.

This has become readily apparent.

Pyromantic wrote:

This:
Lin Chiao Feng wrote:
Definitely. However, my assumption in promoting the unbounded log curve was that there was another mechanism, outside the scope of determining raw enhancement bonuses, that would provide such limiting. A later step in the math, if you will.
seems completely at odds with this, to me:
Lin Chiao Feng wrote:
Pyromantic wrote:
In my previous post I mentioned that I think the enhancement system itself should take care of any decay that needs to be applied.

That's the fundamental assumption of the whole thread.

In the former case, I was talking about limits on the power's effects, after all enhancement bonuses were added. In the latter I was talking about the diminishing returns on a power's bonus from enhancements as further enhancements of the same type are slotted. These are two separate steps of the "what just happened" process.

Pyromantic wrote:

It seemed to me that you were absolutely advocating a function be applied after enhanced values are determined.

Use the enhancement diminishing-returns curves to calculate the bonus. Take the power's base effectiveness and add the base effectiveness times the enhancement multiplier times the enhancement bonus. Then apply any later math functions that are needed, such as soft caps, hard caps, other roll-off/exponential curves, or whatever. These later functions don't know, and don't care, if the power effectiveness is all base effectiveness or if it's enhanced.

Pyromantic wrote:

Similarly, I took this:
Lin Chiao Feng wrote:
That said, I think the equations you're working with need to be redefined in terms of:
Unmodified effectiveness.
Enhancement scaling factor: 100% for no enhancements, grows.
Buffs applied
Debuffs applied

to mean that you were asking me to codify the application of (de)buffs to the enhancement curve, so I don't understand why you are now saying this:
Lin Chiao Feng wrote:
Pyromantic wrote:
As for dealing with (de)buffs I didn’t really think we’d hit that point in the conversation.

Nope, that was a ways off. Hence the roughness of the ideas.
It strikes me that there is some fundamental gap in communication between us here.

The gap there was in your inference that I expected you to stitch all those things together. That was not the case.

In the first case, I was trying to illustrate that the effects of buffs and debuffs were [i]external[/i] to the effects of enhancements. Their effects are based on either either the base effectiveness of the power, or the post-enhancement boosted value.

In the second case I was pointing out that that interaction was a fundamental game mechanic to be determined by the developers, and we don't have any insight to that yet. So it's outside the topic bounds for now. Just to try to limit this to some kind of sanity.

...

All that said, given the fact that the developers have said there will be a "boosts" system instead of an "enhancements" system, this entire discussion is purely academic at this point. A similar discussion could be had when the devs reveal details as to just what the "boosts" system even is, but right now would be purely speculation. So I'm not convinced this discussion is worth further time investment, solely due to that. No offense.

[i]Has anyone seen my mind? It was right here...[/i]

Pyromantic
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Redlynne wrote:
Redlynne wrote:

Pyromantic wrote:
It strikes me that there is some fundamental gap in communication between us here.
That fundamental gap in communication basically boils down to something like this ...
Pyromaniac: "Cart First! Horse after."
Redlynne: "No no no, you've got it all wrong. Horse first, cart after."
Lin Chiao Feng: "Pay attention to how you hitch the horse and cart together and all will become clear."
{wash, rinse, repeat}
The fact that no matter what gets said or what clarifying statements are conveyed, you still insist on putting the Cart Before The Horse™ leads me to the inevitable conclusion that further discussion will not enlighten you (or Wyvern, for that matter) on these issues, and would therefore be a wasted effort.
/em walks away

The only conclusion I can draw from this is that further conversation [I]would[/I] be wasted effort. I find it very insulting that you work under the assumption you are here to enlighten anyone disagreeing with you, instead of considering the possibility that just maybe what you've proposed isn't perfect.

The irony of this is that a lot of the structure you used I agree with, but I had concerns that I think would need to be addressed to see it implemented.

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Pyromantic
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Lin Chiao Feng wrote:
Lin Chiao Feng wrote:

Such overslotting would have no appreciable value under the cliff curve. The returns weren't just small; they were trivial. One could say they amounted to rounding errors in size! Thus it is a de facto limit of three SOs of the same type in a power. Nothing approximate unless you started talking about combined SO + DO slotting, which is impractical for other reasons.

Your complaint about my use of the word "approximate" seems based entirely on nitpicking between "so small" and "trivial," though in reality "approximate" is entirely appropriate because the 3 SO enhancement value isn't the actual upper bound; it's just close. No matter how small the further bonus is, it's positive, so you haven't yet reached the upper bound. You've reached the [I]approximate[/I] upper bound. I believed you were treating that as some kind of categorically different statement, when all I was saying was that, while the 3 SO enhancement wasn't strictly speaking the upper bound, it was close enough that you could treat it as such.

Lin Chiao Feng wrote:

Are you even listening to yourself? You're saying that the chaotic effects of allowing players to customize powers via an enhancement system is a bad thing that needs to be nullified, and that a system that merely provides the illusion of customization ("Sure! Go ahead and slot whatever you want! You're going to slot three damage SOs anyway, trust us.") is a worthy goal. There is no way I will support that.

If you can find a single statement I've made that actually advocates the use of ED curve as implemented in CoX, I will retract or rephrase it. I am not saying it was the right move. I'm not saying it would be the right move for CoT. I'm not saying it's the best option for the job it was designed to fill. All I am saying is that it accomplishes the job of making it easy to predict the effectiveness of powers, and in turn easier to predict the efficacy of a power set, and that it may well have been adopted because it was clearly going to accomplish that goal despite whatever failings it had.

Where I think we hit a fundamental divide here is that you don't care about that predictability and I do. I have absolutely no problem with--in fact I most certainly want--a system that allows you to push beyond expectations in different directions. However, I do believe the math should be accessible enough to make analysis a useful tool in achieving balance, and that balance (not through total equality, but through a reasonable measure of overall effectiveness) is a desirable goal in itself.

Lin Chiao Feng wrote:

The "schedule" system is, in fact, orthogonal to this whole discussion. Look at the graphs I generated in my earlier post (the one with all the curves). Note that there are two curves each for exponential and logarithmic progressions. there's nothing stopping one type of enhancement from using one graph and another type using another, similar to the legacy schedule system.
Redlynne's point, however, with dispensing of the "schedule" system was that if each power had a "enhancement multiplier" then the need for schedules is removed; just use the enhancement multiplier to increase or decrease the effects of enhancements on a given power.

But, as I've said, I believe that is where an important error has been made, for a couple of reasons.

The first is in assuming that being able to apply the multiplier is sufficient control for the stated purpose. I've repeatedly come back to the notion that the underlying systems cannot be divorced from this conversation (the "cart" versus "horse" issue) because the mechanics of those systems affect the practical behaviour of whatever enhancement curve you use. I have often focused on CoX's mitigation (specifically resistance for its relative ease) because it is a prime example of a system that behaves in a fundamentally different way than, say, damage, and because I assume CoT will use something similar. The result of that behaviour is that you cannot assume an enhancement curve with diminishing returns will result in diminishing returns of the practical value of enhancements. Not just that it may not diminish within the spectrum you allow; it may not diminish [I]at all[/I] until you hit a hard cap.

It depends how you measure effectiveness, but a very reasonable way to do that with resistance is to value an increase by the percentage of remaining damage it mitigates. Some examples to illustrate:

If you use the square root curve with a power multiplier of 0.6 on a 40% resistance power:

(# of enhancements, enh multiplier, enhanced res, % of remaining dmg mitigated)
0 0.000 0.400
1 0.500 0.520 0.250
2 0.707 0.570 0.116
3 0.866 0.608 0.097
4 1.000 0.640 0.089
5 1.118 0.668 0.085
6 1.225 0.694 0.084
7 1.323 0.717 0.083
8 1.414 0.739 0.084
9 1.500 0.760 0.086
10 1.581 0.779 0.088
11 1.658 0.798 0.092
12 1.732 0.816 0.096
13 1.803 0.833 0.101

What we find is that using this measure of effectiveness the value of enhancements goes down at first but then [I]actually starts to increase again.[/I] So, perhaps you say we just lower the power multiplier, perhaps to 0.4. Then we get these numbers:

0 0.000 0.400
1 0.500 0.480 0.154
2 0.707 0.513 0.068
3 0.866 0.539 0.055
4 1.000 0.560 0.049
5 1.118 0.579 0.045
6 1.225 0.596 0.042
7 1.323 0.612 0.040
8 1.414 0.626 0.039
9 1.500 0.640 0.038
10 1.581 0.653 0.037
11 1.658 0.665 0.037
12 1.732 0.677 0.037
13 1.803 0.688 0.036

Now we are seeing diminishing returns on the measured benefit, so the problem is solved I suppose. However, let's add another wrinkle. Since we are apparently working under the assumption that the underlying system doesn't really matter, and I want something close to CoX, I'm going to suppose that resistance powers are additive. Let's give our character a pool power that adds an enhanced value of 20% resistance. The numbers on our original power, considering the resistance with 20% added, are now as follows:

0 0.000 0.600
1 0.500 0.680 0.200
2 0.707 0.713 0.104
3 0.866 0.739 0.089
4 1.000 0.760 0.082
5 1.118 0.779 0.079
6 1.225 0.796 0.077
7 1.323 0.812 0.077
8 1.414 0.826 0.078
9 1.500 0.840 0.079
10 1.581 0.853 0.081
11 1.658 0.865 0.084
12 1.732 0.877 0.088
13 1.803 0.888 0.092

Around 7 enhancements we have once again found that the returns on enhancements have started growing again. The introduction of the second power has actually changed the fundamental behaviour of enhancing the first.

This brings me to my second issue. While it is probably possible to use the power multiplier to minimize this behaviour it would be a very difficult undertaking. You would have to finely manipulate the multiplier for individual powers to get it right, and something as simple as the introduction of a new (or even rebalancing of an existing) pool power could send you back to square 1. While having the [I]option[/I] of changing the application of enhancements to a particular power is valuable, [I]requiring[/I] it as a matter of course strikes me as a very bad idea. It would be labour-intensive from a design standpoint and lacking in user-friendliness. In the end, I suspect you'd have a hard time keeping enhancements on mitigation powers significant without encouraging tanks to dedicate every available slot to a single aspect.

Lin Chiao Feng wrote:

Use the enhancement diminishing-returns curves to calculate the bonus. Take the power's base effectiveness and add the base effectiveness times the enhancement multiplier times the enhancement bonus. Then apply any later math functions that are needed, such as soft caps, hard caps, other roll-off/exponential curves, or whatever. These later functions don't know, and don't care, if the power effectiveness is all base effectiveness or if it's enhanced.

So let's explore this a bit. I'm assuming a hard cap is not desirable in that it does exactly what we're trying to avoid: place an absolute maximum on a build, a point that you can reach but in doing so you lose any opportunity for decision-making. That brings us to some kind of roll-off curve as you say. However, my whole point earlier is that if you use that curve then you have necessarily made it that much more difficult for the player to know what benefit they receive from an enhancement. They have to know at the very least what the enhanced value of the power will be and what that will translate into under the limiting curve, plus possibly the way it will stack with other powers. If the roll-off behaviour is embedded within the enhancement system then you have simplified this process. Further, since the enhancement system is already intended to ensure diminishing returns on enhancements, if you then rely upon further mechanics to enforce that behaviour I believe it has failed in its job. [I]That[/I] was my point about placing the behaviour there, which I believe is not assumed in the thread.

To that end I'm recommending two things: that mitigation powers use an enhancement curve that approaches an assigned upper bound on that power, and that mitigation powers stack in a multiplicative fashion as I described in an earlier post. The upper bound of mitigation under this system becomes very predictable; you simply take the upper bound of all mitigation powers available to a particular build and apply the stacking mechanism. This makes life a lot easier for development, because you don't have to fiddle with individual power multipliers to get the desired effect. The option is still there, but you don't need to do it to avoid mitigation flying off the rails if you make a mistake. This holds even if you choose to allow, for example, buffs like power build-up, which IIRC acted on the enhancement value of relevant powers. At the same you haven't really introduced a hard cap. There is an upper bound on mitigation but no maximum, so players still have the freedom to decide how much of their build resources should be dedicated to approaching that bound and how best to do so.

Ultimately then, I believe the specific behaviour of a system like resistance encourages us to use a specific curve to reach our goals in a relatively simple, predictable, design-friendly, user-friendly manner.

Lin Chiao Feng wrote:

The gap there was in your inference that I expected you to stitch all those things together. That was not the case.

My purpose in saying there was a communication gap was to maintain the possibility that any disagreement in this area was due to a simple miscommunication without need to assign blame. Since that appears to be the case I will assume that if the conversation continues any further there is no need to hash out this particular issue. I don't think it's where either of us wanted to go. However...

Lin Chiao Feng wrote:

All that said, given the fact that the developers have said there will be a "boosts" system instead of an "enhancements" system, this entire discussion is purely academic at this point. A similar discussion could be had when the devs reveal details as to just what the "boosts" system even is, but right now would be purely speculation. So I'm not convinced this discussion is worth further time investment, solely due to that. No offense.

It may well be moot. I suppose there is the potential that even under a different system, the mathematical behaviours under discussion may still be relevant, and there is some small chance that a dev reading this thread would still find ideas that are of some benefit. In this, however, no offense is taken.

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The most fascinating thing

The most fascinating thing about all this "Big Brain" arguing (Sorry, no insult intended!) is that the whole point of the game is to HAVE FUN!

Fun on day 1. Fun on day 100. Fun on day 1000!

Redlynne's entire proposition (from my point of view) is not about Min/Max building, but her perception about how players might have more fun at early-level play and more challenge at later-level play.

I was in CoX from pre-i2 (wasn't beta) to the bitter end.

My initial character was hard to play, but still fun for me because I was playing a Hero, who someday would be able to fly! And who could blast his enemies into rivers and over the edge of bridges!

When they started making early-play easier (by making Fitness inherent and giving travel powers early) at first I was "But what about all the effort I put in to get all this stuff!" -- but I quickly got over it. My alts started coming even faster then, trying more builds and crazier themes, since it was easier to get them moving around the city. In the long run, this stuff was great for me, so when I saw something similar happen in Lord of the Rings Online, I didn't feel the jealousy.

But before the "easier start", I was there for all the complains from Fire Tanks for their nerf. I understood why it was done, but I wasn't a strong Tank player anyway, so I somewhat ignored it. When nerfs hit my precious blaster, I wined for a moment, but it wasn't too bad, so I lived with the pain. (Later, when the class specialties came out and I could still fight when mez'd, you can bet I was crowing about that!)

As nerfs continued to be rolled out, chat started to focus on the PvP aspect of the game being developed, and everyone started to wonder what would happen when the data from Arena fights was collected and discussed. Would there be more nerfs to character? Would some get hurt worse than others? Would characters be playable in PvE if people built with PvP in mind?

Then the PvP nerf bomb (Lovingly called Enhancement Dysfunction by our thread host) hit, sending a shock wave through the game's community. Whatever else you've heard, whatever else you believe, whatever else the devs said at the time, I firmly believe that ED was a product of the data collected in the Arena and the fact that only a few character concepts were dominating play there.

Not that the WHY matters in the long run. The result was a Nerf to characters like I've never seen, before or since, in any other game I've ever participated in. It took a LONG time for the game to be fun for me again ... but eventually I got over even the ED debacle, although I know many people never did.

Why am I bringing all this up? Because every LONG argument I've seen in this thread, those attacking and some defending Redlynne's proposal, IMHO, misses the point of her proposal quite badly.

Her proposal, complete with its high-impact-start square root curve, is about a stable, FUN starting point for players, one that gets more challenging as the game moves on. One that can become MORE FLEXIBLE as the game develops, and one that is ENTIRELY based on the idea that this game is BARELY OUT OF THE OVARIES YET! (sorry if that's too crude).

Unlike Lin, I do not know Redlynne personally, so take whatever I'm saying with a grain of salt ... but if I were her, and the same people kept telling me over and over that my extremely detailed and clearly well-thought-out idea for a FOUNDATION for an enhancement system wasn't good enough because it didn't factor in quantum chaos logarithmic hyper-reality theory (and there were hints that my theory was a wave washing up against the breakwall of already-developed ideas), I'd want to walk away too.

Hang in there Redlynne.

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/signed Ebon's post in its

/signed Ebon's post in its entirety, and I would like to especially highlight these parts:

Ebon_Justice wrote:

Redlynne's entire proposition (from my point of view) is not about Min/Max building, but her perception about how players might have more fun at early-level play and more challenge at later-level play.
...
Why am I bringing all this up? Because every LONG argument I've seen in this thread, those attacking and some defending Redlynne's proposal, IMHO, misses the point of her proposal quite badly.
Her proposal, complete with its high-impact-start square root curve, is about a stable, FUN starting point for players, one that gets more challenging as the game moves on. One that can become MORE FLEXIBLE as the game develops, and one that is ENTIRELY based on the idea that this game is BARELY OUT OF THE OVARIES YET! (sorry if that's too crude).
Unlike Lin, I do not know Redlynne personally, so take whatever I'm saying with a grain of salt ... but if I were her, and the same people kept telling me over and over that my extremely detailed and clearly well-thought-out idea for a FOUNDATION for an enhancement system wasn't good enough because it didn't factor in quantum chaos logarithmic hyper-reality theory (and there were hints that my theory was a wave washing up against the breakwall of already-developed ideas), I'd want to walk away too.
Hang in there Redlynne.

[i]Has anyone seen my mind? It was right here...[/i]

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Pyromantic wrote:
Pyromantic wrote:

The only conclusion I can draw from this is that further conversation would be wasted effort. I find it very insulting that you work under the assumption you are here to enlighten anyone disagreeing with you, instead of considering the possibility that just maybe what you've proposed isn't perfect.

Of course it isn't perfect. It will never be perfect. And why shouldn't enlightenment be the goal? This is [b]Redlynne's[/b] proposal, and Redlynne will take the bouquets or brickbats for it.

If you feel you have a better proposal, [b]post a thread with that proposal.[/b]

[b]There is no reason to accuse Redlynne of bad faith for refusing to be at your beck and call.[/b]

Pyromantic wrote:

The irony of this is that a lot of the structure you used I agree with, but I had concerns that I think would need to be addressed to see it implemented.

Congratulations, you've just defined "concern trolling."

None of this was on any kind of implementation track. Ever. Redlynne has previously noted the complete and utter lack of dev input, even though the required IP releases have been turned in long ago. Whereas on several other threads, devs have mentioned that they're interested in what's in a thread or following it. That's a huge, huge sign that they have absolutely zero interest in this.

So try not to take this so personally, okay? I'm not getting these hours of my life back either.

This thing is dead.

[i]Has anyone seen my mind? It was right here...[/i]

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Pyromantic wrote:
Pyromantic wrote:

If you can find a single statement I've made that actually advocates the use of ED curve as implemented in CoX, I will retract or rephrase it.

Fine ... let's go look at what you have said ... repeatedly ... shall we?

[url=http://cityoftitans.com/comment/32145#comment-32145]Post #92[/url] in this thread, which was also your first post in this thread:

Pyromantic wrote:

While there are plenty of valid complaints about the way ED handled the "cliff," having relatively predictable maximum enhancement values at least makes it easier to avoid these kinds of problems.

This is you advocating for a Diminishing Returns "cliff" so that Players will know when to stop adding more Enhancements.

[url=http://cityoftitans.com/comment/32350#comment-32350]Post #94[/url] in this thread, which is your second post:

Pyromantic wrote:

Whatever else you want to say about ED, at least the sharp drop made it possible to predict the upper bound of mitigation provided by a defense or resistance power. To some extent I think that's necessary

This is you advocating for a Diminishing Returns "cliff" so that Players will know when to stop adding more Enhancements, going so far as to advocate it as being (and I quote) "necessary" (unquote).

[url=http://cityoftitans.com/comment/32447#comment-32447]Post #97[/url] by you in this thread, your third:

Pyromantic wrote:

I'm not saying the ED curve was ideal for CoX or would be ideal for CoT. I'm just saying that--while it had plenty of negatives--one benefit of it is that having a relatively predictable upper bound for the effectiveness of mitigation powers makes balancing an easier proposition.

This is you advocating for a Diminishing Returns "cliff" so that Players will know when to stop adding more Enhancements, trying to make the argument now that doing this would be for the benefit of the Developers more than for the benefit of the Players for "balance" reasons.

[url=http://cityoftitans.com/comment/32906#comment-32906]Post #113[/url] in this thread:

Pyromantic wrote:

The point is that in having that brick wall you can at least easily predict the approximate upper bound of build functionality. It may not be particularly elegant but it does make the process of balancing power sets easier.

This is you advocating for a Diminishing Returns "cliff" so that Players will know when to stop adding more Enhancements, trying to make the argument now that doing this would be for the benefit of the Developers more than for the benefit of the Players for "balance" reasons.

[url=http://cityoftitans.com/comment/33038#comment-33038]Post #119[/url] in this thread:

Pyromantic wrote:

all I was saying was that, while the 3 SO enhancement wasn't strictly speaking the upper bound, it was close enough that you could treat it as such.

This is you advocating for a Diminishing Returns "cliff" so that Players will know when to stop adding more Enhancements.

Pyromantic wrote:

If you can find a single statement I've made that actually advocates the use of ED curve as implemented in CoX, I will retract or rephrase it. I am not saying it was the right move. I'm not saying it would be the right move for CoT. I'm not saying it's the best option for the job it was designed to fill. All I am saying is that it accomplishes the job of making it easy to predict the effectiveness of powers, and in turn easier to predict the efficacy of a power set, and that it may well have been adopted because it was clearly going to accomplish that goal despite whatever failings it had.

Nice job trying to have it both ways. You say that the "cliff" wasn't the best solution or the best option, and yet EVERY TIME the subject is raised, you advocate for the "cliff" solution.

[img]http://s16.postimg.org/fuw9ljklx/aliens.jpg[/img]

The problem is that you've been [b]very consistent[/b] about this. You always want something that basically walks like a cliff and talks like a cliff and actually functions like a cliff, but you don't want to be called out for advocating for a cliff because you know that everyone hated it (and still does). Even when after repeated attempts to inform you that the cliff is neither desirable NOR NECESSARY, you still beg for having a cliff.

So when I see stuff like this:

Pyromaniac wrote:

I was saying was that, while the 3 SO enhancement wasn't strictly speaking the upper bound, it was close enough that you could treat it as such.

And then see in your VERY NEXT SENTENCE [b]in the exact same post[/b] stuff like this ...

Pyromaniac wrote:

If you can find a single statement I've made that actually advocates the use of ED curve as implemented in CoX, I will retract or rephrase it.

... well ... let's just say that your credibility on the advocacy of your position is ... somewhat compromised ... because ...

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Ebon_Justice wrote:
Ebon_Justice wrote:

Hang in there Redlynne.

Fear not, EJ, I am ... although some days it does very much seem like all I can do is toil in futility. To quote from alt.sysadmin.recovery:

[i]Some people drink from the fountain of knowledge, while others merely gargle.[/i]
[i]And some pee in it ...[/i]

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Every single one of those

Let me explain what is intended by every single comment you quoted: that there was one thing (predictability) about the ED cliff that was good, and that one thing is an important part of being able to design with an eye towards balance. What I have also said repeatedly is that there would be a better way to reach that end, which is why any time I've brainstormed actual math that might make an appearance it doesn't resemble CoX's ED.

Look, I got into this thread to say that I thought most of what you had was well-designed and workable, but to suggest that there are some problems that could be addressed with small but important adjustments. The goal was certainly intended to be to subject the proposal to some scrutiny in an effort to make it more robust, so that it would have a better chance of seeing implementation, in turn creating a game that is more stable, more interesting, longer-lasting, with less need for down-the-road overhauls, and ultimately more fun, which I hope we can agree we all want. I consider that a more useful response than a simple "yea" or "nay."

What I think has [I]actually[/I] happened is that miscommunication and misunderstanding of our respective stances on particular points has pushed that discussion to the sideline and left a downward spiral of hostility. Lin Chiao Feng said there was no need to take what you said personally, but I took it that way because it firmly struck me as being intended personally. At this point I'm not sure there is any way to dial the conversation in a useful direction, and I agree that it would be very unlikely to make any difference to the game anyway.

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Redlynne wrote:
Redlynne wrote:
Wyvern wrote:

We've been over this before. Under your system, attack powers, for an example, are going to look exactly like one accuracy, 0-2 end reduction, 0-4 recharge, everything else in damage. There's no variety there at all - if your attack chain requires 3 recharge, then that's how many you put. If you have strong enough endurance returns elsewhere, then no end reduction. It's not a build choice, it's a "can you do basic math" check.

And is thus exactly the same in that regard as what City of Heroes did

No. It's not. In CoH, there were choices - if you needed one SO's worth of accuracy, you could put in one SO, or you could use multiple multi-component IOs, or a HO, or set bonuses. In your system, you slot one accuracy, and it's not a choice - anyone who does anything even slightly different is simply wrong. Please, when someone explains something, don't just ignore them and continue to insist that you're right just because you said so.

Redlynne wrote:

Pyromaniac: "Cart First! Horse after."
Redlynne: "No no no, you've got it all wrong. Horse first, cart after."
Lin Chiao Feng: "Pay attention to how you hitch the horse and cart together and all will become clear."

For example, this; Pyromantic's concerns are quite straightforward and sensible, while your response to them is dismissive at best.

And let's not even get started on your mis-representations of what I've been saying.

Wyvern wrote:

wanting to be better than other players just because you can afford XYZ super-omg-doom equipment / enhancements / whatever, is not a good argument for anything.

Redlynne wrote:

So if I'm reading you right, your only real complaint is that you don't want people to be able to get "uber gear" with a One Stop Shopping requirement, meaning people need to "work" for their uber gear. Whatever "uber gear" people get should be "uber enough" for the "I'm better than YOU are snobbery"

See how you tried to put words in my mouth that were the exact opposite of what I was saying? No? Go read Radiac's post again - his point 2 is exactly what I was getting at. This isn't about "I'm better than you snobbery", it's about having the ability to improve your character given time and effort.

Pyromantic wrote:

Look, I got into this thread to say that I thought most of what you had was well-designed and workable, but to suggest that there are some problems that could be addressed with small but important adjustments. The goal was certainly intended to be to subject the proposal to some scrutiny in an effort to make it more robust, so that it would have a better chance of seeing implementation, in turn creating a game that is more stable, more interesting, longer-lasting, with less need for down-the-road overhauls, and ultimately more fun, which I hope we can agree we all want. I consider that a more useful response than a simple "yea" or "nay."

You and me both, Pyromantic - I wanted to help refine a good idea, not engage in a digital yelling match with someone who won't listen.

Redlynne wrote:

/em walks away

...So, yeah, I'm going to have to agree with this. Peace; I'm out.

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I am actually liking the idea

I am actually liking the idea of the global enhancements to replace the IO bonuses. Your pretty much simplifying the old enhancement system while retaining the quirks people like me liked about the IO system in CoX. One of the reasons I loved the incarnate system was the fact that it was something that was sort of a global effect on your powers and character.

I realized something today(5/8/2014) that many MMORPG players, are not like us who enjoyed CoX. They enjoy repetitiveness and predictability, rather then unpredictability. We on the other hand enjoy unpredictability and variety.

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Ah ... finally. Someone

Ah ... finally. Someone "gets it" ...

Thank you, LaughingAlex.

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Redlynne wrote:
Redlynne wrote:

Ebon_Justice wrote:
Hang in there Redlynne.
Fear not, EJ, I am ... although some days it does very much seem like all I can do is toil in futility. To quote from alt.sysadmin.recovery:
Some people drink from the fountain of knowledge, while others merely gargle.And some pee in it ...

Thus it ever was. Good to see another monk around.

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I'm less of a monk than a

I'm less of a monk than a "groupie" of the Scary Devil Monastery.

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Redlynne wrote:
Redlynne wrote:

I'm less of a monk than a "groupie" of the Scary Devil Monastery.

Redlynne's a nun.

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*tries hard not to imagine

*tries hard not to imagine what a nun of the "Scary Devil Monastery" does for prayer ...*

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That's easy. We uphold our

That's easy. We uphold our Vow of Violence and [b]prey[/b] upon the souls of Lusers.

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*again laments the lack of a

*again laments the lack of a "like" button*

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Redlynne wrote:
Redlynne wrote:

That's easy. We uphold our Vow of Violence and prey upon the souls of Lusers.

Clue-by-four in one hand, etherkiller in the other...

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LaughingAlex wrote:
LaughingAlex wrote:

One of the reasons I loved the incarnate system was the fact that it was something that was sort of a global effect on your powers and character.

The thing with the Incarnate system was that is had one power that acted like a global enhancement. It also had one power that acted like a global secondary effect. It added a couple of other standard type powers (attacks and summons) as well.

I don't mind the idea of a global enhancement. I'm just leery about the number of global enhancements. Too many and you can make an entire type (or class, whatever you want to call it) of enhancement in the powers themselves obsolete.

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I've been mulling this over

I've been mulling this over and as a Quality guy I like the idea of simple solutions where possible. I like the idea of stuff being fair. I like the idea of having choices.

The Global Slots idea seems to do all of the above.

In another thread there is a debate as to how much buff a character should be able to get without outside help. Some posters want to get to 'softcap' alone while others want there to be room left for Inventions, buffs from teammates etc. One of the ideas being tossed around is for ALL of the top-tier enhancements to give a flat bonus with no ED-like drop-off point. So in a typical CoH character we have up to 6 slots per Power max. If a top-tier enhancer gives a 25% Damage buff (that's a number we're throwing around) then typical 6-slotting for 1 Acc, 1 End, 1 Rech and 3 Damage looks pretty familiar. However the damage tops out at +75% which some feel is weak for some ATs. Ah, but what if the Global slots are factored in? A Ranger could use 1 for Acc (because damage is pointless if you don't hit...) and 3 for damage. So now we're at +150% damage...higher than we could get alone in CoH. Best part is that Controllers can use the slots for Mez Duration instead if they want.

The Global Slot System would be fair, effective and give the players choice.

I remember when Star Wars was cool...a long, long time ago...

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Twisted Toon wrote:
Twisted Toon wrote:

I don't mind the idea of a global enhancement. I'm just leery about the number of global enhancements. Too many and you can make an entire type (or class, whatever you want to call it) of enhancement in the powers themselves obsolete.

Hence why Global Enhancement Slots would only be awarded at the end of every 10 Levels ... so you'd have 3 at 30, 4 at 40 and 5 at 50. As for obsoleting Enhancements, that's something of a value judgement that Players get to (and have to) make for themselves. Mind you, if you feel (as a Player) that slotting an Enhancement into a Global Slot somehow makes having the same Enhancement(s) slotted into a Power lose value, that ought to "open up a Slot" to do something else with, shouldn't it? And putting a "replacement" Enhancement into a Power Slot is "no big deal" when you're using what amounts to "common" Enhancements. It only becomes a "big deal" when you're using Sets of Enhancements that require a sort of meta structuring that doesn't take kindly to having a piece of it swapped out (ala City of Heroes Invention Sets).

The whole point of the Global Enhancement Slots is to allow Players to "pick their own Set Bonuses" (in effect) rather than needing to "jump through hoops" to craft particular Sets that contain those particular Set Bonuses.

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Redlynne wrote:
Redlynne wrote:

Twisted Toon wrote:
I don't mind the idea of a global enhancement. I'm just leery about the number of global enhancements. Too many and you can make an entire type (or class, whatever you want to call it) of enhancement in the powers themselves obsolete.
Hence why Global Enhancement Slots would only be awarded at the end of every 10 Levels ... so you'd have 3 at 30, 4 at 40 and 5 at 50. As for obsoleting Enhancements, that's something of a value judgement that Players get to (and have to) make for themselves. Mind you, if you feel (as a Player) that slotting an Enhancement into a Global Slot somehow makes having the same Enhancement(s) slotted into a Power lose value, that ought to "open up a Slot" to do something else with, shouldn't it? And putting a "replacement" Enhancement into a Power Slot is "no big deal" when you're using what amounts to "common" Enhancements. It only becomes a "big deal" when you're using Sets of Enhancements that require a sort of meta structuring that doesn't take kindly to having a piece of it swapped out (ala City of Heroes Invention Sets).
The whole point of the Global Enhancement Slots is to allow Players to "pick their own Set Bonuses" (in effect) rather than needing to "jump through hoops" to craft particular Sets that contain those particular Set Bonuses.

I understand what you're aiming for. I just don't agree that 5 slots wouldn't be game breaking. Because of how powerful Global enhancements can be, they should be carefully limited in number. Can you seriously tell me that even 3 Alpha slots wouldn't break the 50(+4) game in CoH?

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Twisted Toon wrote:
Twisted Toon wrote:

Can you seriously tell me that even 3 Alpha slots wouldn't break the 50(+4) game in CoH?

City of Heroes both was (and for the purposes of this discussion "is") a very different beast, primarily because of the Invention System.

What I can tell you is that if City of Heroes used a diminishing returns CURVE instead of a cliff and used SOs at all Levels, did not have Invention Set Bonuses (and so on and so forth) ... that yes ... 3 Alpha Slots would not have broken the 50(+4) game. However, in the presence of Set Bonuses? Not a chance.

However, City of Titans is NOT City of Heroes ... so just because it would be a bad idea for City of Heroes due to conflicts with legacy developments does NOT mean that the same would necessarily hold true for City of Titans, with no legacy development to speak of that must be either upheld or maintained in a backwards compatible fashion. And what I mean by that is that City of Titans gets to start with a Clean Piece of Paper ... even if we already have an idea of what scenery we want to draw on that piece of paper (ie. the "spirit" of Paragon City).

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Redlynne wrote:
Redlynne wrote:

Twisted Toon wrote:
Can you seriously tell me that even 3 Alpha slots wouldn't break the 50(+4) game in CoH?
City of Heroes both was (and for the purposes of this discussion "is") a very different beast, primarily because of the Invention System.
What I can tell you is that if City of Heroes used a diminishing returns CURVE instead of a cliff and used SOs at all Levels, did not have Invention Set Bonuses (and so on and so forth) ... that yes ... 3 Alpha Slots would not have broken the 50(+4) game. However, in the presence of Set Bonuses? Not a chance.
However, City of Titans is NOT City of Heroes ... so just because it would be a bad idea for City of Heroes due to conflicts with legacy developments does NOT mean that the same would necessarily hold true for City of Titans, with no legacy development to speak of that must be either upheld or maintained in a backwards compatible fashion. And what I mean by that is that City of Titans gets to start with a Clean Piece of Paper ... even if we already have an idea of what scenery we want to draw on that piece of paper (ie. the "spirit" of Paragon City).

The way I understand your enhancement system, it works very similarly to the CoH system, with the difference being more enhancements per power, a different diminishing returns gradient, and global enhancements. Unless the enhancements boosted far less than why CoH's did, which is not how your system was looking, then 5 global enhancement slots would, in deed, break the game at level 50(+4). you would be able to have every damaging power, using your own numbers, do +250% before any buffs were added. Or, you could have every single power cost half the Endurance to use, or recharge in half the time. Those last two don't even count the enhancements in the powers themselves. Like I said, the number of Global enhancements, since they are so very powerful, needs to be carefully looked at and adjusted.

I know you liked Pre-Enhancement Diversification CoH. Most people did. But, there was a reason it was implemented. And that reason wasn't just PvP. It had to do with PvE balance as well. The fact that the Defense Adjustment came out close to the same time gave both a bad reputation. The Devs of the time not being forthcoming with information didn't help matters either. But, there are some people (not you necessarily) that won't be happy with any reduction of abilities, whether they are needed for balance reasons or not. And the Devs have to walk a fine line between making the characters super-ZOMG-powerful and the NPCs able to give the Players a little bit of challenge. Even you would get tired of being able to defeat [b]any[/b] foe with a flick of your finger. The more powerful the character, the more the NPCs will have to rely on gimmicks to give the player a challenge. And I really don't want every single foe I fight to have a gimmick or three.

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Twisted Toon wrote:
Twisted Toon wrote:

Unless the enhancements boosted far less than why CoH's did, which is not how your system was looking, then 5 global enhancement slots would, in deed, break the game at level 50(+4). you would be able to have every damaging power, using your own numbers, do +250% before any buffs were added.

That is a misinterpretation, Twisted Toon ... and it's easy to see where the error crept into your interpretation.

Enhancements would have a "value" of +0.25 each.
The total "value" of all enhancements of a particular type would be added up and then subjected to (in my preference) a Square Root calculation to produce the Diminishing Returns curve.
1 enhancement = +50% ( because 0.25^0.5=0.5=50%)
4 enhancements = +100%
9 enhancements = +150%
16 enhancements = +200%
25 enhancements = +250%

The system I've built doesn't care "where" the enhancement "value" comes from, since it all just adds up and then computes. The thing is that adding another +50% just costs more and more slots ... +3 slots to get to +100%, +5 slots to get to +150%, and at 8+5=13 total slots affecting any one power (maximum) it simply isn't possible to reach +200% of modification. This is why I assert that my system is somewhat self balancing, because it pits all of the priorities for enhancement of Powers against each other, and the Diminishing Returns curve places a very high value on (dare I say it) a "diversity" of enhancement types affecting any one particular Power.

For example:

9 Damage Enhancements = +150% Damage ... and nothing else

1 Accuracy Enhancement = +50% Accuracy
4 Damage Enhancements = +100% Damage
1 Endurance Reduction Enhancement = +50% Endurance Reduction
1 Recharge Reduction Enhancement = +50% Recharge Reduction
1 Range Enhancement = +50% Range
1 Debuff Enhancement = +50% Debuff
9 slots = +350% of total enhancement

So the same investment in terms of slots has a very different "yield" or return on investment when you slot a variety of enhancement types (+150% vs +350% in just this very simple example).

Indeed, if this were a Damage Power that did 100 Damage with a recharge of 12 seconds (to make the math easy) ... the 9 Damage enhancements version would do 250 Damage with a recharge of 12 seconds ... but the "diversified" enhancement version would do 200 Damage with a recharge of only 8 seconds (and be more Accurate, cost less Endurance, have longer Range, and have a stronger Debuff effect). The all Damage version would attack at 0, 12 and 24 seconds elapsed (WAY oversimplifying here!) and do 750 Damage in 3 hits over 24 seconds. The diversified version would attack at 0, 8, 16 and 24 seconds and do 800 Damage in 4 hits over 24 seconds ... and the diversified version would have more "going for it" because it is enhancing "more" than Just Damage.

Again, heavily oversimplified example ... but it ought to give you a better grasp of the dynamics that result from shifting things around even just a little bit in favor of diversity in slotting rather than concentration. Of course, for Powers on excessively long recharge times (like Nukes) you may want that max Damage result because you aren't going to be using the Power constantly ... but for your "bread 'n' butter" attacks that you'll by cycling through constantly that same All Damage approach might not be as efficient or effective as other alternatives. This then put priorities in tension and in competition with each other, such that the "best" answer for one Power may wind up as being detrimental when applied to another Power.

In other words, I envision the question of what to put into the Global Enhancement Slots as being far more complex than might at first appear ... thanks to the Diminishing Returns curve courtesy of the Square Root function.

Twisted Toon wrote:

Or, you could have every single power cost half the Endurance to use, or recharge in half the time. Those last two don't even count the enhancements in the powers themselves. Like I said, the number of Global enhancements, since they are so very powerful, needs to be carefully looked at and adjusted.

Hence my comment much earlier in the thread that using my system I'm of the opinion that Level 40 "my way" would in effect be Level 50 the City of Heroes way ... and that Level 50 "my way" would effectively be all of the Incarnate Slots from Alpha through Omega in terms of power level and enhancement strength, thanks to the 4th and 5th Global Enhancement Slots.

I would also point out that the Huntsman Build I played through the end of the game featured something on the order of +100% or so Global Recharge Reduction courtesy of Set Bonuses and Incarnate Alpha Slot before adding in (perma-)Hasten. So for this reason, I do not see the situation you describe as being something to quash or prevent, but rather something to acknowledge as providing a functionality that has precedent in City of Heroes and how the Invention Set Bonuses could be stacked and worked. In other words, "I built my system right" to replicate what we'd all expect to be happening (or at least possible) ... but I just get there using a different route.

Again, if it helps, think of it as being that my system EMULATES what could be done in City of Heroes without REPEATING (exactly) the means and methods that City of Heroes used to do things. Same functionality ... different tools.

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Assuming that we don't have

Assuming that we don't have the sweeping powers for massive buffs that everyone considered essential (like Hasten), I see this as a good idea. Might need some tweaks in practice but we don't have enough info to do that yet. We have no idea how many slots we'll get for Powers or how soon in the build's career. We're unsure as to how Enhancers will work. There's a whole lotta IF coming off of this. I like this idea for now and I say keep it until we come up with something better or we get more info.

I remember when Star Wars was cool...a long, long time ago...

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I'm still giving this whole

I'm still giving this whole concept some thought, and while I'm not sure I agree with this sort of plan, I certainly can't dismiss it entirely. And the thought that the Global slots are overpowered, well... if this takes the place of a large degree of the set bonuses and incarnate abilities we had in CoH, then, as powerful as the global slots undoubtedly are, they aren't completely over-balanced.

My final WarShade build was running around with +24.5% Damage (all types), +109% Acc, and +141.3% Recharge, just from set bonuses. Add in a minimum of 30% recharge enhancement from the Tier 4 Alpha slot (to powers that were already at the ED cap for recharge, up to 45% for other powers) and Hasten plus a couple procs for more recharge. As a practical matter, call it @250% global recharge, PLUS whatever was slotted in the powers. Perma-hasten, Perma-eclipse, at least 3 puff-ball-of-doom out at a time, etc.

The Global slots (at level 50 at least) would have a hard time getting you to that level of recharge, absent some sort of set bonus scheme and/or incarnate-type powers. From what I understand Redlynne is expressly proposing this system with the understanding that there NOT be said bonuses, so the strength of the Global slots isn't necessarily overwhelming.

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Bellerophon wrote:
Bellerophon wrote:

From what I understand Redlynne is expressly proposing this system with the understanding that there NOT be said bonuses, so the strength of the Global slots isn't necessarily overwhelming.

Correct. Although I'd finesse the point ever so slightly in saying that this system I've designed "does the job" that those Set and Incarnate bonuses provided, meaning that those bonuses don't need to be built using an additional add on system like Inventions and Incarnate Slots wound up being. That gives you access to comparable results through alternative means, so as to be Same Yet Different. Essentially, I've found a way (or at least pretend to think I have!) of "blending" the basic TO/DO/SO/HO/IO Enhancements and Incarnate Slots into a single, unified system that works on uniform and extensible principles which can be carried forwards when raising the Level Cap from 30 ... to 40 ... and eventually even up to 50 ... and theoretically even beyond (although I wouldn't necessarily recommend going beyond 50).

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The concerns over resistance

The concerns over resistance or other protection powers stacking, misses an interesting distinction I've not seen anyone bring up: the reason protection powers are a problem over attack powers is enhancements in them have a "global" effect by their very nature.

What do I mean?

Well, if you enhance an attack, you've enhanced...well, that attack, and only that attack.

When you enhanced, say temporary invulnerablity, you're enhancing the protection afforded your whole character. Perhaps a better way of thinking about it is that a protection power is in effect an enhancement added to an inherent "resistance" or "defense" power. Thus, an ehancement added to that is an enhancement of an enhancement, and this is why stacking suddenly becomes an important question.

But that specific question is part of a more general one, "how do we handle buffing a buff?"

At which point it's probably safe to say that we could apply a similar diminishing returns curve to buffs themselves (for reference, I prefer the yellow-ish curve from the graphs Lin posted. I like the idea of an upper bound, and that had the most natural feel to me of the exponentials).

So an enhancement in a buff power (including protection powers under that heading) enhances how much benefit that power gives you, but the total benefit you can get from all powers is also then affected by diminishing returns.

And naturally this curve would /also/ affect any external buffs too (so buffing the defense of a squishy would have a much greater effect than buffing a tank).

This gives the player the choice of max slotting a few powers, or using the free slot on several powers combined with one or two global slots, depending on where else they want to use their slots.

And it means no matter what options they later add, we know the effective max values anything can ever reach, no matter how people they fulcrum shift, or how rad/rad defenders you know, etc (yes, I know those won't exist in CoT. But there will be equivalents).

From what I've read, I think /that/ is an overall goal we can agree on.

Betcha they nerf accuracy in the first patch...

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Jesters Ghost wrote:
Jesters Ghost wrote:

The concerns over resistance or other protection powers stacking, misses an interesting distinction I've not seen anyone bring up: the reason protection powers are a problem over attack powers is enhancements in them have a "global" effect by their very nature.

I would point out that my (modest) proposal here is simply about how Powers "work" individually in terms of when new Powers are gained/earned and when Slots get added to them, and how those Slots affect the Powers individually. You're asking [i]how do multiple Powers stack together[/i] ... which is a VERY different question, and ironically just a little bit outside the scope of the effort I made here.

A lot of City of Heroes worked on an "additive" model, where you took the values of Power effects and just added them together. Got a +5% Defense vs Melee and a +15% Defense vs Melee working for you? Now you have 20% Defense vs Melee, because 5+15=20. It was a very simple (and simplistic) system. It is however not the ONLY method of stacking buffs/debuffs that could have been used. I do however feel that discussion of how buffs/debuff stack together from multiple sources (ie. more than one Power) is properly the subject of another topic of discussion, rather than this one, since here I'm only dealing with enhancing individual Powers, rather than laying out how they ought to stack up together in multiples of Powers.

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I'm well aware that was your

I'm well aware that was your original intent. However, like it or not, those other elements were brought in too.

I was attempting to more clearly delineate the differences, in the perhaps vain hope of demonstrating that it is kinda both on-and-off topic in a weird way.

That is, enhancing an attack is self-contained and so can be considered in isolation. For these, yes, your original suggestion is complete and standalone.

Enhancing a defense is by it's very nature a globally interacting power, and so while perhaps outside the scope of your proposal, the effects of enhancing it almost require considering the knock-on, combinatorial effects to be able judge the scheme's reasonableness, even at this early stage.

Betcha they nerf accuracy in the first patch...

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Jesters Ghost wrote:
Jesters Ghost wrote:

Enhancing a defense is by it's very nature a globally interacting power, and so while perhaps outside the scope of your proposal, the effects of enhancing it almost require considering the knock-on, combinatorial effects to be able judge the scheme's reasonableness, even at this early stage.

True ... but exactly HOW those multiple defensive buffs stack together (addition? multiplication? square then add together? logarithms? e^x? dart board? 2d6?) is the subject of another topic and a different sort of balance question.

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Since this has come up again.

Since this has come up again...

I want to be clear that my concern over resistance isn't based on the way resistance powers might stack; it's based on the underlying behaviour of a characteristic like resistance. However, power stacking would exacerbate the problem. That's why it isn't something that can be dealt with after the fact by looking at power stacking.

I took a quick-and-dirty approach to this earlier, but something more rigorous may shed more light. When you look at the value of an enhancement, it isn't all that telling to say "this enhancement adds 50%; that one adds 25%" by itself. The question depends on how you value the change in the effect that is being enhanced. How does that happen in the case of resistance? It's a bit of a simplification, but one way to measure a final resistance value is to think of it as a multiplier on your hit points. For example, if you have 75% resistance, you effectively have 4 times as many hit points. The function you would use for this is 1/(1-x). (So, in our example, the value of 75% resistance is 1/(1-0.75)=4.)

There are some things to note about this function. Firstly, it's well-defined on the interval [0,1). (Actually it could be used for negative resistance values as well, but I'll drop that as outside the scope of discussion for now). Secondly, it's increasing on that interval, which obviously it should be if it's measuring the value of resistance. Finally, it has a vertical asymptote at x=1 going to positive infinity on the left. This last point is particularly important.

Now, if we want to consider the actual value of enhancing a power (even in isolation), we can use a composition of functions. So if n enhancements are applied to a resistance power with base value R and power multiplier P using Redlynne's model then the value of the enhanced power is 1/(1-R(1+sqrt(0.25n)*P)). Assuming that R and P are positive values the unbounded nature of the square root function ensures that there will be a value of n at which you continue to have this vertical asymptote. In turn that ensures that the practical value of the resistance approaches infinity for a finite number of enhancements, and so the shape of the curve is concave up. Note that it doesn't matter whether or not it's possible to get that many enhancements under the system; the fact that the curve is concave up means that the practical value of enhancements is increasing as you add more, contradicting the notion that the returns are diminishing.

You might argue that it's only because of the particular way I'm valuing resistance, but I think any reasonable measure of resistance will have similar properties; i.e. it will be an increasing function with a vertical asymptote at 100% resistance, since at that point you would be impossible to kill with damage. The real issue is that the underlying mechanic places an infinite value on a finite value of the attribute. In such a case, using an unbounded curve to apply enhancements is problematic because the practical value of those enhancements won't be diminishing. The use of a power multiplier doesn't change that fact because the enhancement curve is still unbounded, having just undergone a vertical compression.

The use of a bounded curve corrects this issue. ED accomplished this by using an effective cap on the number of enhancements that could be used on a particular attribute, but I've suggested a smooth bounded curve such as arctan. That allows you to gauge the upper bound of enhancing something like resistance and place it so that the practical value of enhancing the power approaches a particular value no matter how much enhancement you manage to get. We now have a horizontal asymptote, ensuring that the composite function measuring the value of enhancements is concave down, and that returns are indeed diminishing.

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Well, using a bounded

Well, using a bounded (expontential) model was suggested /waaaaaay/ back on the first page.

I don't see that that's the issue (or why it should still be an issue at least). At least within the domain of a single power.

Sure, resistance (and defence) are "perfect" when they hit 100%. So we use an exponential function (with an upper bound), and choose the base value of the power so that it can never hit 100%. Problem solved, surely?

Like I say, once you start combining powers, then you have the same issue all over again, but as Redlynne is correctly pointing out, that's no longer an issue with /how enhancements are attached to a power/. It's a fundamental problem with just how those properties scale.

It is /connected/, and a mistake in one place can exacerbate the other, which is why I feel is at least worth /acknowledging/ as something to be aware of, but it isn't an inherent problem with the original suggestion.

Having said that...

Redlynne wrote:

True ... but exactly HOW those multiple defensive buffs stack together (addition? multiplication? square then add together? logarithms? e^x? dart board? 2d6?) is the subject of another topic and a different sort of balance question.

Sort of...

Fundamentally the issue with any design of powers that include /any/ kind of buff is how to stop the numbers from getting too big. And enhancements are a buff to your power.

Which means while it's perfectly appropriate to discuss limiting the numbers for an enhancement to a power, that is really a subset of the bigger question. So yes, the mechanics could be different, it's not related to the mechanics of enhancements, or when you get slots, or how many slots, or the existence of global enhancement slots.

But it is, fundamentally, the same balance question.

-----

I'm aware this post may come across as contradictory. Both of you are making very valid points. I can see why both of you have taken the stances you have. Both of you are right. There are actually no contradictions. But where you're meeting is somewhat of a grey area so there's good place to draw the line of where one discussion ends and the other starts.

Betcha they nerf accuracy in the first patch...

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Jesters Ghost wrote:
Jesters Ghost wrote:

Well, using a bounded (expontential) model was suggested /waaaaaay/ back on the first page.
I don't see that that's the issue (or why it should still be an issue at least). At least within the domain of a single power.
Sure, resistance (and defence) are "perfect" when they hit 100%. So we use an exponential function (with an upper bound), and choose the base value of the power so that it can never hit 100%. Problem solved, surely?
Like I say, once you start combining powers, then you have the same issue all over again, but as Redlynne is correctly pointing out, that's no longer an issue with /how enhancements are attached to a power/. It's a fundamental problem with just how those properties scale.
It is /connected/, and a mistake in one place can exacerbate the other, which is why I feel is at least worth /acknowledging/ as something to be aware of, but it isn't an inherent problem with the original suggestion.

It's an inherent problem with the original suggestion [I]as written[/I]. All I'm saying in this regard is that the square root function would be problematic when used to apply enhancements to certain attributes such as resistance, and that a bounded function is needed. I know that was suggested as a possibility way back; I've been saying it's actually necessary to make that change, no matter what else you do, and providing an explanation as to why. I've also said that ED effectively took care of the same problem, while acknowledging that its other less-desirable qualities mean that a different solution is preferable. At the moment I think arctan is the best option because it is an increasing function with two horizontal asymptotes, which would actually allow you to get similar behaviour if you wanted debuffs to function as a negative enhancement. This is all I've wanted to adjust in this regard, though it seems as though people have interpreted that to mean I would scrap the whole thing.

Whether or not the problem still returns if you look at power stacking: maybe. If you know the upper bound on any particular resistance power then given a particular stacking mechanism you can predict the upper bound on the final result of a particular set of powers. If you allow powers to stack in a way that they approach 100% [I]and[/I] you cannot predict the set of powers that will stack then the problem does return.

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Guys ... you're getting SO

Guys ... you're getting SO FAR out in front of yourselves, making absolute statements about relativistic concepts that if it were a tree branch you'd have already heard a loud snapping sound and discovered a sense of weightlessness as the ground started getting closer.

Consider that so far, the only thing I've staked a position on is:
[list][*]Which Levels grant an extra Power
[*]Which Levels grant extra Enhancement Slots
[*]Which Levels grant Global Enhancement Slots that affect ALL Powers
[*]What the "value" of the Enhancements that go in those slots would be (+0.25 each if done my way)
[*]The maximum number of Enhancement Slots that can be assigned to any one Power (8)
[*]The Diminishing Returns formula that determines the "shape" of the diminishing returns "curve" when Enhancement "values" get stacked up (mandating that it be a curve and not a cliff)[/list]
That's IT.
In order to be able to make the determinations you guys are now talking about, when stacking buffs/debuffs together for increased effects you would need to add the following variables:
[list][*]Power effect BASE value
[*]Current Level multiplier to base value of Power effects (which then shapes the Min/Max value changes as Levels advance and increase)
[*]Enhancement strength multiplier (which can steepen or flatten the +% yield coming out of Enhancements AFTER applying the aforementioned Diminishing Returns formula)
[*]A formula that determines how buffs get added/multiplied/put together to yield an overall final combined value of an effect[/list]
Personally, for this last task of stacking buffs together, I'm rather partial to Lin Chiao Feng's suggestion of squaring all individual effect values, adding them together and then using the square root to determine the combined value. So +10 and +10 "added together don't wind up yielding a total of +20 ... instead you get:

(10^2 + 10^2) = 100 + 100 = 200
square root (200) = 14.14 = +14.1 total, instead of +20

As an added bit of optimization, the square root end of the function need only be processed for purposes of putting "human understandable numbers" on any stats UI screen, while the game itself could just use the "200" number directly for computational purposes of making comparisons so as to speed up the number crunching.

Note that in order to achieve a +10% overall buff/debuff effect, you'd need to get a stack up to 100 after squaring and adding ... but to get to +100% you'd need to get a stack up to 10,000 after squaring and adding. That gives a tremendous amount of leeway to the Developers in terms of being able to balance effects simply because it makes for a very broad and wide "goldilocks zone" for all kinds of things, and rather neatly takes care of the potential for runaway inflation in terms of being able to stack a dozen different Powers together.

Remember [url=http://tomax.cohtitan.com/data/powers/power.php?id=Pool.Leadership.Defense]Maneuvers[/url] and how it got nerfed into the ground so hard because it might potentially be stacked incredibly high by 8 Defenders in order to reach the Defense Softcap (+28% Defense vs All before Enhancement, which could become ~45% if Enhanced)? Made the Power almost worthless if you weren't close to the Defensive Softcap already, since it was just barely better than a Team Combat Jumping level of Defense bonus effect.

Switch that over into a Redlynne based powers stacking system involving Square Then Add rules and if Defense is set up as a chance "not to be hit" by an attack, checked AFTER a To Hit roll has already been made (so hit first, defense "dodge" second, rather than doing it all at once) and you set up 100% Defense as the "can never be hit by anything" ceiling. That then lets you set a "budget" for how big Defense could be/get to thanks to Maneuvers. It also lets the Developers "clamp" stacking at a particular level ... say Defense beyond 95% (ie. 9025 squared value) gets "ignored" by the formula, so there's always a 5% chance to be hit no matter what (ie. "roll a natural 20"). You could then do something where the squared value of Maneuvers is something like 400 ... which all by itself yields a 20% chance all by itself, which in a Defense context would be a 22.4% chance to be MISSed by incoming attacks. That 20% chance in the Redlynne system would then correspond to a +10% Defense value in City of Heroes (note: different rules system!) for a soloist using Maneuvers ... and nothing else. But then if you stack up 8 of these, you get 400*8=3200 ... which yields a 56.6% chance combined (after computing the square root for human consumption) and would translate to being a +28.3% Defense in City of Heroes.

In other words, there are ways to FINESSE this particular issue so as to keep Resistance/Defense effects from turning into being either completely worthless or totally overpowered. However NONE of the underlying structures for how buffs and debuffs will "add" their values together has been determined, let alone any determinations as to what the values OUGHT TO BE in the first place at base before being enhanced, let alone how "strong" the multipliers on boost granted by Enhancements to specific effects in specific Powers ought to be on a case by case basis.

In other words, you've got a formula for this that looks like A + B + C + D + E + F + W + X + Y + Z = Game Balance and so far, all you've got are the hints of what A through F might be like with no idea how W through Z will be defined (or even if W through Z will even be rational numbers). You're speculating about a formula that is missing [b]four variables[/b] from it and gesticulating wildly about what you think those four missing variables might be, do, or be worth. So for the third time in a row, I have to tell you that in order to make the speculative assumptions that you're making, you need more CERTAINTY about how things will work that are properly [i]outside the scope[/i] of the proposal I have put forward. This is why I keep saying that the things you are trying to solve for belong in their own thread, since there's more than one way to tackle the question of how Defense and Resistances will "work" and how they will stack up when layering on more than one source of a particular effect.

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I don't have time to do a

I don't have time to do a detailed reading of this as I'm on my way out to work, so I will have to come back to it later, but I believe the problem is right here:

Redlynne wrote:

The Diminishing Returns formula that determines the "shape" of the diminishing returns "curve" when Enhancement "values" get stacked up (mandating that it be a curve and not a cliff)

This is the part that you said you've staked a position on that I believe is the source of the issue for me. In using a square root function, and in particular a function that is unbounded, it doesn't matter what power multiplier you use in terms of trying to get the behaviour you're after. The practical impact of resistance is such that applying an unbounded enhancement function on such a power results in returns that aren't diminishing; not in the sense that actually matters. A reasonable measure of the power's effectiveness based on number of enhancements will be concave up, and so enhancements don't really diminish in value as you add more. This behaviour is a consequence of applying a square root enhancement on an effect that would essentially have infinite value if you were hypothetically able to reach a particular total (in this case, 100%). The problem exists before any stacking issues are considered and regardless of what power multipliers you use.

Now, you [I]might[/I] manage to keep a lid on the issue when the power is taken in isolation, but I think it's essentially impossible in a practical setting (with power stacking, increasing number of global enhancements over time, and the like) as it's a moving target, and I think it's a mistake to introduce the problem in the first place. The crucial assumption to your proposal that makes it work is that your enhancement formula provides diminishing returns, but I don't believe it does in the way it interacts with certain attributes, such as resistance. A bounded curve doesn't have the same problem, which is why I believe it would need to replace or work alongside the square root function [I]within[/I] the context of enhancement calculations.

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Pyromantic wrote:
Pyromantic wrote:

but I think it's essentially impossible in a practical setting (with power stacking, increasing number of global enhancements over time, and the like) as it's a moving target, and I think it's a mistake to introduce the problem in the first place.

Conveniently enough, there is no way to [i]prove or disprove[/i] your assumption/assertion without having a fully fleshed out system of mechanics and Powers and Slots and Enhancements to plug into everything. In order to prove your belief is wrong, the entire thing has to be built, end to end. Since that process hasn't even had its foundations firmly laid yet, let alone fully constructed ... you're effectively jumping at shadows.

/em shrug

And although it pains me to say this ... although the formula I use (square root function) is inherently unbounded, what I allow to be plugged into is IS NOT UNLIMITED, as I've tried to point out too many times to count now. So even though the structure of the formula is inherently unbounded, what can be put into it (and therefore what can come out of it) is NOT unbounded like you assert ... and I shouldn't have to keep pointing this out. And that's before considering the fact that I built a multiplier into the system that is more than capable of of taking care of any "but it's unbounded!" issues all by itself since it could be tweaked for each and every single effect a Power produces so as to microtarget game balance adjustments as needed.

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Look, we're obviously just

Look, we're obviously just going around in circles here. As far as I'm concerned, you keep "pointing out" the same thing as if I've failed to see it, and I keep saying I [I]know[/I] that, but it isn't doing what you think it's doing. While there is obviously an upper bound on the enhancement value in the sense that you will only be able to put so many enhancements into the power/global slots, it is the fundamental nature of the functions in question that leads to trouble.

I'm going to throw out particular numbers here just to illustrate the point, and not because the point actually relies on these numbers. Suppose you have a power (by itself) that provides 40% resistance with a power multiplier of 0.6. Suppose further that you have 100 hit points and we use the function I mentioned a couple of posts back to calculate the effective hit points that each enhancement provides. The results are as follows:

1st enhancement: 41.7 hit points.
2nd: 24.1
3rd: 22.6
4th: 22.8
5th: 23.7
6th: 25.2
7th: 27.2
8th: 29.8
9th: 32.9
10th: 36.8
11th: 41.6
12th: 47.5
13th: 55.0

By this very reasonable measure the returns on enhancements aren't diminishing, at least not past the 3rd enhancement as they start growing again. This is an inevitable consequence of the behaviour of the functions. In order to deal with it on a power-by-power basis you have to adjust the power multiplier not for the purpose of balancing the power around the efficacy that you want, but simply to try and enforce the diminishing returns behaviour that the system relies upon. In this particular case you would have to reduce the power multiplier a lot before you achieve this result. At 0.3 for example the bonus is very close to linear after the first few enhancements all the way up to 13, at which point they start growing again. You will routinely find that balancing the power to the approximate level you want is at odds with trying to enforce a diminishing returns behaviour.

The problem here is expecting the power multiplier to do the job of [I]both[/I] the enhancement schedules [I]and[/I] ED caps of CoX, and it simply can't with any level of fine control. This problem is already present before you consider stacking powers, but it is only made worse in that context. Depending on the way you decide to stack powers, you can easily find that a power for which you enforced diminishing returns up to a certain number of enhancements no longer behaves that way when stacked with others. Ultimately this is a problem with how the functions you're using interact with a property like resistance.

You could compare, for example, another power that directly provided a hit point buff. Suppose you had 100 hit points and are now enhancing a power that provides a 40% bonus to hit points with a 1 power multiplier. The number of bonus hit points by enhancement is as follows:

1st enhancement: 20.0 hit points
2nd: 8.3
3rd: 6.4
4th: 5.4
5th: 4.7
6th: 4.3
7th: 3.9
8th: 3.7
9th: 3.4
10th: 3.2
11th: 3.1
12th: 2.9
13th: 2.8

Here we see diminishing returns behaviour that will remain intact under any change you want to make to the power multiplier. The difference is a result of the fact that the underlying system being enhanced (and the way we value increases in that system) has a different behaviour.

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Pyromantic, the exponential

Pyromantic, the exponential functions I posited way way back have very well defined asymptotes. Those would work just fine for an "add all sources of effects and then run them through A(1-exp(-kx)) to apply diminishing returns with an asymptote" kind of mechanic.

But there are many, many more possible mechanics out there. One is a straight reciprocal function. 1/x. x can get as big as it wants but the result won't go below 0. CoH used this for several things, including endurance reduction.

The "base to hit, apply to hit buffs and debuffs, soft cap, apply defense, soft cap, apply accuracy, hard cap, get final to hit" method (or whatever it was) is not the only way to do it.

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Pyromantic wrote:
Pyromantic wrote:

Suppose you have a power (by itself) that provides 40% resistance with a power multiplier of 0.6. Suppose further that you have 100 hit points and we use the function I mentioned a couple of posts back to calculate the effective hit points that each enhancement provides. The results are as follows:
[ ... omitted for brevity ... ]
By this very reasonable measure the returns on enhancements aren't diminishing, at least not past the 3rd enhancement as they start growing again. This is an inevitable consequence of the behaviour of the functions.

Sounds like your function is broken. This is not a fatal problem. What was the function again?

Pyromantic wrote:

The problem here is expecting the power multiplier to do the job of both the enhancement schedules and ED caps of CoX, and it simply can't with any level of fine control.

It can if your underlying function works properly. Generally, if you want your function to be adjustable at N points, it needs to have N factors that can be adjusted. Exponential curves have at least three adjustable factors: scaling, asymptote, and base. Scaling doesn't have to be linear.

Further, functions can be combined to provide ganged effects. It all depends on what points you want the curve to hit.

Pyromantic wrote:

This problem is already present before you consider stacking powers,

These equations aren't meant to also be used for stacking powers.

One equation for diminishing returns and scaling of a single power on a single person. Offensive or defensive.

Another equation for diminishing returns of stacking.

They don't have to be the same equation.

Pyromantic wrote:

Depending on the way you decide to stack powers, you can easily find that a power for which you enforced diminishing returns up to a certain number of enhancements no longer behaves that way when stacked with others.

Yes, a broken algorithm is broken, but that does not mean all other algorithms are also broken.

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Lin Chiao Feng wrote:
Lin Chiao Feng wrote:

Sounds like your function is broken. This is not a fatal problem. What was the function again?

The square root function that Redlynne provided, used in a composition with the function that measures the value of resistance as a multiplier of effective hit points (1/(1-x)). I explained in detail above that this is a reasonable function to use, but if you want to replace it with something with similar properties then the resultant behaviour would be fundamentally the same. Hence the problem is with using the function in the OP.

Anything else you said has nothing to do with what I've been claiming. I never said that using an exponential function would create the same problem, or that powers should be stacked using the same function. I've said that the problem is inherent with using Redlynne's functions to enhance certain characteristics, and can only get worse in the context of stacked powers.

Note that the solutions you propose involve [I]changing that function[/I], which is what this entire discussion has been about in the first place.

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*Head 'esplodes*

*Head 'esplodes*

I remember when Star Wars was cool...a long, long time ago...

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Pyromantic wrote:
Pyromantic wrote:

the function that measures the value of resistance as a multiplier of effective hit points (1/(1-x)).

Well, there's your problem. That function is supposed to be 1 / (1 [color=red][b]+[/b][/color] [i]x[/i]). So it gets smaller as [i]x[/i] gets bigger, but never quite reaches zero. That's what you mean by "multiplier of effective hit points", right, that this number is then multiplied by the incoming hit points of damage to determine actual scored hit points? if not, you really need to clarify, maybe by showing [i]all[/i] the math you're positing.

In any case, the function you have increases without bound toward infinity at [i]x[/i] = 1, which is a red flag that the math is wrong.

And if you're taking Redlynne's boosted value and dropping it right in for [i]x[/i], you're either skipping an intervening soft/hard cap step or something similar. And you are [i]definitely[/i] well beyond the scope of the original proposal.

[i]Has anyone seen my mind? It was right here...[/i]

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Comicsluvr wrote:
Comicsluvr wrote:

*Head 'esplodes*

"Ah, yes, his head's been ripped off. I'll get you another."

(EDIT: changed link to actual sound file.)

[i]Has anyone seen my mind? It was right here...[/i]

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Pyromantic wrote:
Pyromantic wrote:

The square root function that Redlynne provided, used in a composition with the function that measures the value of resistance as a multiplier of effective hit points (1/(1-x)).

"Universe ... is infinite. I am finite. You are finite. This, this is wrong tool ... never use this."
- Zathras

Your effective hit points multiplier is merely one way to go about judging effectiveness, but it is not the only way, nor is it even necessarily the best way (per se) of making this judgement. In the absence of a structure defining how Resistances "work" in respect to incoming damage ... because the rest of the entire combat system hasn't been defined yet ... you're basically writing on liquid water with your finger. And since we already have exploding heads, I'll spare everyone the effort involved in basically repeating what I've already written before.

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Lin Chiao Feng wrote:
Lin Chiao Feng wrote:

Pyromantic wrote:
the function that measures the value of resistance as a multiplier of effective hit points (1/(1-x)).
Well, there's your problem. That function is supposed to be 1 / (1 + x). So it gets smaller as x gets bigger, but never quite reaches zero. That's what you mean by "multiplier of effective hit points", right, that this number is then multiplied by the incoming hit points of damage to determine actual scored hit points? if not, you really need to clarify, maybe by showing all the math you're positing.
In any case, the function you have increases without bound toward infinity at x = 1, which is a red flag that the math is wrong.
And if you're taking Redlynne's boosted value and dropping it right in for x, you're either skipping an intervening soft/hard cap step or something similar. And you are definitely well beyond the scope of the original proposal.

I did explain that math in post 150. One way to measure the value of resistance is to look at it as a multiplier of your hit point total, which is the function I'm using. If, for example, you had 75% resistance, then that resistance provides you with effectively 1/(1-0.75)=4 times as many hit points.

The fact that there is a vertical asymptote at x=1 is exactly the [I]point[/I] and a good indication the math is [I]right[/I], because if it were possible to have 100% resistance then its value would essentially be infinite from a defensive standpoint; no amount of incoming damage would be sufficient to hurt the character.

Apply a hard or soft cap if you want, but all that would mean is that the value would just drop to 0 for enhancements beyond a certain point. Presumably you don't want that to happen inside the enhancement of a single power (note that this still has absolutely no power stacking involved). If you want to change this behaviour then you need to change the function or apply another one on top of it, which is what I said way earlier in the thread--that the diminishing returns behaviour should be happen within the enhancement system itself.

Redlynne wrote:

Your effective hit points multiplier is merely one way to go about judging effectiveness, but it is not the only way, nor is it even necessarily the best way (per se) of making this judgement. In the absence of a structure defining how Resistances "work" in respect to incoming damage ... because the rest of the entire combat system hasn't been defined yet ... you're basically writing on liquid water with your finger. And since we already have exploding heads, I'll spare everyone the effort involved in basically repeating what I've already written before.

Nope, not the only way or necessarily the best way, but this behaviour is a necessary consequence of any measure of resistance that considers 100% resistance to be infinitely valuable, which I think is entirely reasonable under anything resembling CoX's percentile resistance system. I'll repeat again here that it doesn't matter that you limit the number of enhancements so that you can't actually reach 100% resistance; the fact that it is hypothetically there anyway means that this eventually-growing-returns-on-enhancements behaviour will occur.

Ultimately, though, if you want to say that all of this depends on defining the way resistance works in the game, then all you've done is come around to the point I made in the [I]first[/I] place, which is that you can't really determine how enhancements should work until you figure out the underlying systems that you're enhancing.

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Math Nerds trying to argue

Math Nerds trying to argue Math in English gives me a headache. Show your work, not just the results.

All we need now is for Arcanaville to show up and explain what's really happening.

Be Well!
Fireheart

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Pyromantic wrote:
Pyromantic wrote:

I did explain that math in post 150. One way to measure the value of resistance is to look at it as a multiplier of your hit point total, which is the function I'm using. If, for example, you had 75% resistance, then that resistance provides you with effectively 1/(1-0.75)=4 times as many hit points.
The fact that there is a vertical asymptote at x=1 is exactly the point and a good indication the math is right, because if it were possible to have 100% resistance then its value would essentially be infinite from a defensive standpoint; no amount of incoming damage would be sufficient to hurt the character.

So your claim is:
[list]
[*]Posit Redlynne's proposal.
[*]Assume an off-topic algorithm in which the proposal creates an absurd result.
[*]Therefore the proposal is bunk.
[/list]
All you have proven is that your assumed algorithm of resistance is unworkable, not that [i]all[/i] algorithms of resistance are unworkable. Maybe, with a cap, it resembles the CoH algorithm. That does not in any way mean that there are no other ways to do it that will work.

When you step back and look at it, that algorithm was one of the biggest problems in City of Heroes. If there weren't a cap around 50%, pretty soon each additional percent of resistance would have an overwhelming amount of damage mitigation. This was an [i]accelerating[/i] returns curve! And without the cap it would have done all those evil things you spelled out.

So what if we just don't use it? What if resistance weren't a percent of incoming damage absorbed, but say a percent bonus to the "effective number of hit points" (or however it should be phrased)? What if having "100%" resistance meant you had effectively a 100% bonus to hit points? You get percentages [i]and[/i] you get no implicit upper bound. 1/(1+x).

Boom, the bounds craziness problem goes away. Problem solved, rampant celebration, there is happiness and light in the land again.

This is approximately where Red would have gone if it weren't for the fact that [b]it is a digression completely off the original topic and will eventually lead to a discussion of all the game mechanics,[/b] none of which have even been determined much less publicized.

Pyromantic wrote:

Nope, not the only way or necessarily the best way, but this behaviour is a necessary consequence of any measure of resistance that considers 100% resistance to be infinitely valuable, which I think is entirely reasonable under anything resembling CoX's percentile resistance system.

Pyro, I have no idea why you must approach all of this in such an adversarial fashion. If the mechanics are broken, just fix them. There's no reason to assume the devs will use broken mechanics.

[i]Has anyone seen my mind? It was right here...[/i]

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Fireheart wrote:
Fireheart wrote:

Math Nerds trying to argue Math in English gives me a headache. Show your work, not just the results.

Did I leave out an equation or something somewhere? Let me know and I'll dig it up.

Fireheart wrote:

All we need now is for Arcanaville to show up and explain what's really happening.

Would that we were so lucky.

[i]Has anyone seen my mind? It was right here...[/i]

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And this, THIS is why I won't

And this, THIS is why I won't do two shows a day any more. Nope...won't do it...

I remember when Star Wars was cool...a long, long time ago...

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One last note (sorry,

One last note (sorry, Comicsluvr):

City of Heroes had something that used the 1/(1+x) mechanicsm: Endurance Reduction. You could get "100%" endurance reduction from three at-level SOs (pre-ED), and go well past that with the Alpha slot. Did "100%" reduction mean your powers cost 0 Endurance? Nope, they just cost (1/(1+1) = ) 1/2 as much as they would unenhanced.

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Xander Cross wrote:

Your idea for Global Enhancement Slots looks eerily similar to a suggestion I posted on the old forums back in april. :)

Xander Cross wrote:

Character Boosts - Would be similar to enhancements, but for the character itself, not the individual powers of the character. A character would essentially have 5 character slots for boosts. They start the game with 1 slot available, and one slot unlocks every 10 levels thereafter. These boosts would enhance a character "stat" like increased health, lower recharge, more damage and so on.

Segev was in charge at that time, so things may have changed since then... but if it helps, this is what he had to say about it:

Segev wrote:

Character-wide boosts, as you suggest, are something that gets bandied about periodically. It's under consideration, though coding limitations and balance considerations may ultimately dictate whether it's a good idea or not. But we are thinking about it.

Overall yours looks like a good system on the initial pass (I haven't re-read it yet). I think they've already established what they're wanting boosts to do (already had a good idea of it back when I made my suggestion), and were planning on doing something that sounded like it might be quite different from CoH's implementation of enhancements. Though whether or not the plan changed, I've no idea.

The (then) studio manager, PlanetJ also had this to say about boosts... again, focus may or may not have changed.

planetJ wrote:

"Gear" in this game will [b]not[/b] do the following:

1. Affect appearance

2. Be outleveled...(it will always work, it just won't work as well as something newer...)

Also, we will not have any sort of "global stats" in the sense you think...you won't be putting "points" into any stats in this game.

Because the only "stats" will be from "boosts" which you can always tinker with...there would be no need for a system that self perpetuates. Boosts are going to be our version of "Gear" and I think you'll love the system we have cooked up for those. If you like to customize things...you'll be amazed at what we can do with our "Gear" and it won't be quite like anything you've ever seen before!

Regards,
D. A. Cross
CEO of Phoenix Rising

CoX: @Mystic Cross ; @Pareidolia // CO: @Deadman-X ; @Citymystic // CoT: @Cross ; @D.A.Cross

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Fireheart wrote:
Fireheart wrote:

All we need now is for Arcanaville to show up and explain what's really happening.

Irony of ironies, I was thinking this exact same thing yesterday while watching Pyromantic run around with his hair on fire (coincidence? magic 8 ball says "no") about how at 100% Resistance effective HP becomes infinite due to using a formula that is merely one option among many choices while refusing to acknowledge that there's more than one way to do things and handle the issue.

Fortunately for us all, I am [b]NOT[/b] Arcanaville. ^^;

Xander Cross wrote:

Your idea for Global Enhancement Slots looks eerily similar to a suggestion I posted on the old forums back in april. :)

/em shrug

"[url=http://www.erfworld.com/wiki/index.php/Great_Minds]Great Minds Think Alike[/url]."

The simple fact of the matter is that the "shape" of the particular problem to be solved effectively demands a partial solution through use of global modifiers. That's how Set Bonuses worked and it's how the Incarnate Alpha Slot worked, so the basic notion of Global Enhancement Slots is hardly without precedent. The difference is that my proposal here doesn't ask Players to "jump through hoops" in order to get those global modifiers ... either by slotting pre-approved Invention Sets into their Powers, or by farming the [url=http://paragonwiki.com/wiki/Behavioral_Adjustment_Facility_Trial]BAF[/url] and [url=http://paragonwiki.com/wiki/Lambda_Sector_Trial]Lambda[/url] Incarnate Trials at Level 50 after completing [url=http://paragonwiki.com/wiki/Mender_Ramiel]Mender Ramiel[/url]'s Incarnate storyarc involving Trapdoor and Honoree.

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Redlynne wrote:
Redlynne wrote:

"Great Minds Think Alike."

Indeed, and fools seldom differ. ;)

Regards,
D. A. Cross
CEO of Phoenix Rising

CoX: @Mystic Cross ; @Pareidolia // CO: @Deadman-X ; @Citymystic // CoT: @Cross ; @D.A.Cross

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I expect this to be my last

I expect this to be my last post on the subject as I think the one thing we can all agree on is that further discussion is pointless.

I never said the proposal is "bunk" and have on more than one occasion said that I would use something similar were the game trying to replace CoX's enhancement system with a close substitute. However, I am using percentile resistance as a particular example to demonstrate that the proposal wouldn't behave the way it's designed to when interacting with some mechanics. That doesn't mean there's necessarily anything wrong with percentile resistance.

CoX used it with both ED caps and total-resistance caps (that IIRC were AT-based, the highest being 90% for tanks) and the behaviour of growing returns was absolutely present until those caps were reached. I don't believe it was handled right, but the world didn't fall apart because of it. A better example of percentile resistance at work can be seen in Eve Online. Eve has some of the most detailed math you're likely to encounter in a MMO--as looking at something like hit calculations can attest--and it uses percentile resistance just fine by carefully considering the way that resistance modules stack and improve (analogous to resistance power stacking and enhancement). In the case of what we're talking about, percentile resistance could work just fine with this enhancement system if you replace the functions under discussion or introduce additional options alongside existing ones.

The issue with resistance is only a case in point selected because it is relatively simple to analyze, but any mechanic that exhibits growing returns on absolute differences could be subject to the same issue. I don't see any reason to dismiss them as broken out of hand just because. Indeed, they are common enough historically in games, often because offensive options are subject to diminishing returns and defensive options interact with them in such a way as to generate growing returns. Getting rid of such mechanics entirely may not be practical or desirable; nor do they have to be in any way harmful if the way you access those mechanics is properly balanced (such as Eve's use of percentile resistance). I thus see no reason for the assertion that percentile resistance is broken just because it doesn't work with the functions presented, especially when IIRC Redlynne has provided no more basis for settling on the square root function than because it feels right, with no consideration of how the underlying system values changes.

More generally, when faced with the statement "This is how enhancements on X should work" my response is to ask "How does X work? Because that will inform the way you want to enhance it." You can say that it's off topic if you like, but saying that just means to me that the point is being missed. It is decidedly on topic because there's no way to evaluate whether an enhancement system is meeting its goals without some consideration of the systems being enhanced. Further, designing enhancements to work with the systems you decide upon makes more sense than requiring all game systems fit with the way you've decided to do enhancements. It actually boggles me that this is a controversial statement.

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" I think the one thing we

" I think the one thing we can all agree on is that further discussion is pointless."

Well you're entitled to your opinion...

" However, I am using percentile resistance as a particular example to demonstrate that the proposal wouldn't behave the way it's designed to when interacting with some mechanics. That doesn't mean there's necessarily anything wrong with percentile resistance."

It also doesn't mean that the idea wouldn't work well with a number of OTHER mechanics not even discussed yet. It sounds to me like you're designing the bathroom before the house. What you're saying might be true IF the mechanics works the way you say they do. Of course if the mechanics are totally different then your statement is baseless.

"The issue with resistance is only a case in point selected because it is relatively simple to analyze..."

Apparently it isn't because we have pages and pages of theoretical mathematics and nothing to show for it because the system hasn't been BUILT YET.

I'm a Quality guy and that means I like things to be simple. ED sucked but it was simple, at least on the surface. There were tons of calculations running in the background of every action to determine what happened to who and by how much. The Blast does 50 damage base, with Damage slotted to +50% for 75 damage base. Of course we're using the AV code which automatically cuts incoming damage in half blah blah ad infinitum.

I understand that you guys are trying to get this right early because changing it later will suck. However nobody can say how effective anything will be until we have SOME sort of an inkling or a framework in place by which to measure things.

I remember when Star Wars was cool...a long, long time ago...

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Speaking just for myself, I'm

Speaking just for myself, I'm really liking the Endurance Reduction formula of 1/(1+X) for how to handle Resistances.

25 Resist = -20% Damage
50 Resist = -33.3% Damage
100 Resist = -50% Damage
200 Resist = -66.7% Damage
300 Resist = -75% Damage
900 Resist = -90% Damage
9900 Resist = -99% Damage
99900 Resist = -99.9% Damage

Obviously, there is never a point where -100% Damage can (literally) be achieved, so it essentially isn't a factor. Once again, use of such a formula results in a very broad range of potential stacked values, but in which a small investment goes a good long way, while climbing to the highest levels requires a pretty steep investment.

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Comicsluvr wrote:
Comicsluvr wrote:

" I think the one thing we can all agree on is that further discussion is pointless."
Well you're entitled to your opinion...

Well, I said that because no matter how much I clarify my position it never seems to move the discussion forward. However, since I do prefer that my position be clear when any judgment on it is made, I feel the need to clarify just one more time. Just one. I hope. I probably should just give it up (and perhaps we all should), but it is what it is.

Comicsluvr wrote:

" However, I am using percentile resistance as a particular example to demonstrate that the proposal wouldn't behave the way it's designed to when interacting with some mechanics. That doesn't mean there's necessarily anything wrong with percentile resistance."
It also doesn't mean that the idea wouldn't work well with a number of OTHER mechanics not even discussed yet. It sounds to me like you're designing the bathroom before the house. What you're saying might be true IF the mechanics works the way you say they do. Of course if the mechanics are totally different then your statement is baseless.

I'm not sure what statement exactly you're referring to, but I do think I should acknowledge a need to adjust something I said earlier. I said at one point that it was necessary to change the function or introduce an additional one to something bounded "no matter what else you do," which isn't quite right. I think it's necessary in the sense that you need these kind of options. No one particular function is strictly necessary, and no set of functions is necessarily sufficient. The point is that different functions are needed for different tasks, and so you need a toolbox to make this system work. Just using square root (or something else) is insufficient, and the introduction of the power multiplier doesn't change this fact. It essentially allows you to change the magnitude of the curve in question, but not the shape of it. It is analogous to saying that my round peg is ok for all the square wholes because I can change its size. Yeah you can shrink it down to fit, but it still isn't the shape you want. From that point of view, I consider something bounded like arctan a necessary addition because it seems very likely that some mechanics will require bounded enhancement.

That's the point I've been getting at with resistance, not because it is [I]necessarily[/I] the way resistance will be done in the game, but because [I]if[/I] you were to do it this way then the system as it stands doesn't meet its stated goals. So I will say that I can understand why it appears that I insist resistance work a certain way since that's what I've been using to illustrate my point, but it has never been my intention to suggest it's the only option. Far from it, but percentile resistance is as good a place to start as any because that's the way it was done in CoX. No, that obviously doesn't mean it has to be done that way moving forward. It also doesn't mean that the 1/(1+x) function is the way to go. Could be that resistance is a value subtracted from incoming damage instead of multiplying it by a fraction (like how DR works in D&D) or something else entirely. And in each case, the needs of the system would dictate a different approach to enhancement.

This, as I've been saying, is because the way the math measures changing values is categorically different in each case. Even limiting ourselves to increasing functions, they might be concave up, concave down, linear, step functions, or something else entirely (concave up in some intervals, down in others; and so on). We don't measure the returns on enhancement by the percentage applied to the base value; we measure them in terms of the practical change in value of what we're enhancing. In essence, under this system, the real value of an enhancement can only be measured using a composition of functions involving the function determining enhancement [I]as well as[/I] a function measuring the value of change in the relevant property, be it resistance or something else. As such, the behaviour of the game's systems is inextricably linked to enhancement, so you either need to settle those first or start building a toolbox of enhancement functions, while also recognizing you might need additional tools down the line.

Comicsluvr wrote:

"The issue with resistance is only a case in point selected because it is relatively simple to analyze..."
Apparently it isn't because we have pages and pages of theoretical mathematics and nothing to show for it because the system hasn't been BUILT YET.

My use of the word "relatively" was deliberate, because it's still a substantial endeavour to analyze, but I think it's easier than, say, CoX's defense system, for a couple of reasons I can think of. (Firstly, that you are dealing more directly with probabilities, and measuring the value of probabilities is immediately trickier; and secondly, I don't think you can avoid introducing accuracy and tohit buffs into the mix.)

However, when you say the system hasn't been built yet, and further...

Comicsluvr wrote:

I understand that you guys are trying to get this right early because changing it later will suck. However nobody can say how effective anything will be until we have SOME sort of an inkling or a framework in place by which to measure things.

...you're actually echoing my point, made in the first post I made in this thread, which said this:

Pyromantic wrote:

To some extent this looks like putting the cart before the horse, since I don't know how concretely you can design enhancements until you know in more detail what you're enhancing.

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I apologize for the snide

I apologize for the snide manner of my previous post. I do not consider myself a stupid person but in the field of higher mathematics I general throw up my hands and flee for the hills. I think I was merely intimidated by all of the math being thrown around. In such cases I should avoid posting on matters that I am not qualified to comment on.

I remember when Star Wars was cool...a long, long time ago...

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Lin Chiao Feng wrote:
Lin Chiao Feng wrote:

Comicsluvr wrote:
*Head 'esplodes*

"Ah, yes, his head's been ripped off. I'll get you another."
(EDIT: changed link to actual sound file.)

I get an amazon shopping page with no information about anything ...

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Comicsluvr wrote:
Comicsluvr wrote:

I apologize for the snide manner of my previous post. I do not consider myself a stupid person but in the field of higher mathematics I general throw up my hands and flee for the hills. I think I was merely intimidated by all of the math being thrown around. In such cases I should avoid posting on matters that I am not qualified to comment on.

If we all did that, there would be a lot fewer threads on these forums.

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Ebon_Justice wrote:
Ebon_Justice wrote:

I get an amazon shopping page with no information about anything ...

My hat's off to the clever folks at that site. They randomized part of the URL, so it expired. Further, it redirects any old links with a Referer header to an Amazon page. (You get a "your link is dead" page if you just copy and paste the URL into the address bar.)

Sorry about that.

The site is www.wavsource.com, navigate to "Monty Python's Flying Circus", then about halfway down there's a link titled "Ripped off".

[i]Has anyone seen my mind? It was right here...[/i]

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Comicsluvr wrote:
Comicsluvr wrote:

I apologize for the snide manner of my previous post. I do not consider myself a stupid person but in the field of higher mathematics I general throw up my hands and flee for the hills. I think I was merely intimidated by all of the math being thrown around. In such cases I should avoid posting on matters that I am not qualified to comment on.

I didn't find any particular problem with manner of your post, and I don't think you should feel the need to avoid posting just because you don't believe you have a complete grasp of the mathematics, especially as a [I]complete[/I] grasp of the math involved here is probably beyond all of us.

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