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Absorbtion Stat?

alodylisalodylis Posts: 322 Arc User
edited September 2012 in Suggestions Box
Be cool if we could have a defence stat for absorbtion in stat menu. If they maybe added some gear or mods for that to make people get some stuff from it.
Post edited by alodylis on

Comments

  • fudgemonstafudgemonsta Posts: 1,591 Arc User
    edited September 2012
    Isn't that exactly what Defense and damage resistance bonuses do? Absorb damage?
    @HangingDeath

    Deliciously nutritious!
  • chalupaoffurychalupaoffury Posts: 2,553 Arc User
    edited September 2012
    Isn't that exactly what Defense and damage resistance bonuses do? Absorb damage?

    Precisely so. This is *exactly* wtf the defense stat is for. I presume op is looking for a way to not have to take powers, and beef up his stealth pvp toon, though. Post history considered. I'm assuming it means give even more of a way to make squishies unkillable.

    You want to be that resistant, take a defensive passive. OP, you think supertanks are bad now? Give em another stat to twink to make them even harder to kill. This would flat out demolish pvp in this game. Not that it's not already, but you know. Nail in the coffin.
    In game, I am @EvilTaco. Happily killing purple gang members since May 2008.
    dbnzfo.png
    RIP Caine
  • ayonachanayonachan Posts: 557 Arc User
    edited September 2012
    Isn't that exactly what Defense and damage resistance bonuses do? Absorb damage?

    I think they mean completely ignore damage of that attack(Give us Immune....though I sorta have the ability to do this already..)...or regenerate X amount of hp from the attack(a stat version of bcrRR that procs off all damage taken)....or I'd even go as far as to say that they want the devs to give us the hidden modifications (perception avoidance critical severity resilience etc) as of now you cannot have rank 9 of the hidden modifications and some only work in pvp..

    But who knows...it is a vague post..
  • crypticbuxomcrypticbuxom Posts: 4,621 Arc User
    edited September 2012
    There USED to be gear that you can pick up that gave you resistance to specific types of damage. But we'll never see those again.
  • sanmercisanmerci Posts: 203 Arc User
    edited September 2012
    There USED to be gear that you can pick up that gave you resistance to specific types of damage. But we'll never see those again.

    And that is a shame, kinda- if we could get gear or a power that would allow us to treat one (and only one) type of damage as negative damage, that could really improve some concept builds. I mean, for example, why would a fire elemental take damage from fire? Of course, the flip side ought to be that the opposing element, what ever it is, ought to do even MORE damage...
  • fentonatorfentonator Posts: 48 Arc User
    edited September 2012
    sanmerci wrote: »
    And that is a shame, kinda- if we could get gear or a power that would allow us to treat one (and only one) type of damage as negative damage, that could really improve some concept builds. I mean, for example, why would a fire elemental take damage from fire? Of course, the flip side ought to be that the opposing element, what ever it is, ought to do even MORE damage...

    Even the old gear couldn't do that. I still have some of it. It is all of the "+50% resistance vs. <foo>" (elemental, crushing, etc.) -- and that's +50% in Cryptic math, not a straight add or multiply. If your damage resistance to that type was already good, it helped a bit, but not nearly as much as one might imagine.

    For a general reason why they chose not to make damage "type" cause double/zero/negative damage, take a look at some of the very early posts discussing it. The best summation I can come up with is "it makes it too easy to have someone who can fire farm all day but will die to a cold snap that should only give you a sneeze". Especially when everything was freeform, this was a fairly big concern (and even then, there were missions that you basically could not do with certain collections of powers that worked fine throughout the entire rest of the game, due to the mechanics... but not many, thankfully).
  • alodylisalodylis Posts: 322 Arc User
    edited September 2012
    Stats to absorb small abouts of damage. Like a Shield from Field surge Pff or Unbreakable. That is key for steath chars not to absorb insane dmg but lil bits to stay hidden.
  • beldinbeldin Posts: 1,708 Arc User
    edited September 2012
    What i however like would if we could see somewhere the "total" defense of the defense stat
    and the passive , and the effective values.
    But its maybe hard to implement since some passives only have defense against certain
    damagetypes, and defiance grows with the number of stacks ..
    R607qMf.jpg
  • gamehobogamehobo Posts: 1,970 Arc User
    edited September 2012
    I had posted a proposed new stat system incorporating some of the new mechanics like Charge time, Penetration, Armor and bringing back Knock Resistance.

    While I do not think it's in any way perfect, I think a stat for flat absorption (str or con) would be a good idea.
  • beldinbeldin Posts: 1,708 Arc User
    edited September 2012
    gamehobo wrote: »
    While I do not think it's in any way perfect, I think a stat for flat absorption (str or con) would be a good idea.

    CON already gives more life and has no DR .. so why should it also have absorption ?

    And STR .. makes me shudder to think that everyone suddenly again runs AoPM with Enrage
    even on ranged chars, just for that reason.
    R607qMf.jpg
  • gamehobogamehobo Posts: 1,970 Arc User
    edited September 2012
    beldin wrote: »
    CON already gives more life and has no DR .. so why should it also have absorption ?

    And STR .. makes me shudder to think that everyone suddenly again runs AoPM with Enrage
    even on ranged chars, just for that reason.

    I'm thinking 1 HP absorbtion for every 10 stat numbers. so a 700 STR toon would be able to absorb 70HP. I don't find this to be OP.

    AoPM is the problem. No reason to form stats around how AoPM is OP.
  • alodylisalodylis Posts: 322 Arc User
    edited September 2012
    Well my idea was that it would be a stat on gear or mods. Not gain from a regular stat like con or str but just a stat like dodge or defence. Gear could be sloted that would have small amounts of absorbtion. Specd out i say few 100 absorbtion or maybe even 500. Just a thought because for me absorbtion is what i need not defence or dodge/avoi. With sneak on you cant take dmg so if i absorbed it would fit my concept and pvp role.
  • taintedmesstaintedmess Posts: 446 Arc User
    edited September 2012
    gamehobo wrote: »
    I'm thinking 1 HP absorbtion for every 10 stat numbers. so a 700 STR toon would be able to absorb 70HP. I don't find this to be OP.

    AoPM is the problem. No reason to form stats around how AoPM is OP.


    God I wish people would stop blaming AoPM for everything.
  • fudgemonstafudgemonsta Posts: 1,591 Arc User
    edited September 2012
    So you want something designed purely because you want to snuff the one counter people (Without Int or Perception gear.) have against Stealth : Blindly firing and hoping for a hit.

    Although I'm not even going to start on why we shouldn't focus balance for PvP, even though it is a part of the game, I must say that this idea seems very meh. It is rarely going to affect anything in PvE, as enemies aren't smart enough to fire attacks randomly in the hopes of hitting something. And PvP, Stealth is already a black and white area when it comes to use. Building a single stat around a single power won't accomplish anything of note, apart from tilting the already somewhat unstable balance.

    However, the idea that certain stats, such as Strength or Con, would add a minor flat damage resistance isn't that bad of an idea. Minor is the major word though, it can't be on par with something like Invulnerability, since it would make it easy to have an even stronger super tank, as well as making those with both Invulnerability and this boost utterly unkillable aside from massive spike hits.

    Just my opinion on it. Defense already does a decent job, why throw on yet another thing.
    @HangingDeath

    Deliciously nutritious!
  • wesleytansgwesleytansg Posts: 863 Arc User
    edited September 2012
    So you want something designed purely because you want to snuff the one counter people (Without Int or Perception gear.) have against Stealth : Blindly firing and hoping for a hit.

    Although I'm not even going to start on why we shouldn't focus balance for PvP, even though it is a part of the game, I must say that this idea seems very meh. It is rarely going to affect anything in PvE, as enemies aren't smart enough to fire attacks randomly in the hopes of hitting something. And PvP, Stealth is already a black and white area when it comes to use. Building a single stat around a single power won't accomplish anything of note, apart from tilting the already somewhat unstable balance.

    However, the idea that certain stats, such as Strength or Con, would add a minor flat damage resistance isn't that bad of an idea. Minor is the major word though, it can't be on par with something like Invulnerability, since it would make it easy to have an even stronger super tank, as well as making those with both Invulnerability and this boost utterly unkillable aside from massive spike hits.

    Just my opinion on it. Defense already does a decent job, why throw on yet another thing.

    I think all that was said makes sense, but one thing I want to add is that no damage can be absorbed down to zero damage. Even with invul, you will always take 1 damage from any attacks even if your invul is supposed to have absorbed it to nothingness. That is the design of the game. So firing randomly will still break stealth because of this minimum damage.
  • alodylisalodylis Posts: 322 Arc User
    edited September 2012
    well MR and Unbreakable absorb dmg as does PFF. That concept of living is decent wouldent have high defence or dodge unless MD was up to.
  • theravenforcetheravenforce Posts: 7,140 Arc User
    edited September 2012
    alodylis wrote: »
    well MR and Unbreakable absorb dmg as does PFF. That concept of living is decent wouldent have high defence or dodge unless MD was up to.

    PFF absobs 95% (roughly) of all damage, still letting 5% get through to you even on full shields, this mechanic when put to the test works well if you are blocking., apart from with blocking it is a horrific passive. Does not live up to the comic book definition/superhero definition of a force field AT ALL.:mad:

    Not to mention stacking for PFF is screwy (everything except Field Surge (took a while to get here :confused:) is stacked UNDER PFF, unbreakable is no exception to the rule. But Masterful dodge is over PFF and so is all dodge (thankfully).

    You are much better off, getting Protection Field, going PRE, Int and Ego and spamming Protection Field with 8 stacks of compassion for your own makeshift PFF. Trust me this works ALOT better than PFF passive. Protection Field does not let through ANY damage until it dissipates, all DoT effects are applied to it and bleed onto it so your actual HP is protected. The only thing it needs it to have KB resist innate and KB dmg absorb and it would be a real force field.

    I'm posting about this later this week so stay tuned :wink:
  • alodylisalodylis Posts: 322 Arc User
    edited September 2012
    my sleep was dealing dmg to that bubble so i dont see how id like it personaly im sure bubble was nice but my sleep drained it away. Is that even sapossed to happen?
  • chalupaoffurychalupaoffury Posts: 2,553 Arc User
    edited September 2012
    It's pretty hilarious that an in set force field stacks under the pff. It *seems* like the intent was to give pff a buffer, so it didn't go down as easily. Failed, on every level. Don't even get me started on IDF.

    It's a downright shame that such an iconic power, personal force bubbles, is so incredibly broken.
    In game, I am @EvilTaco. Happily killing purple gang members since May 2008.
    dbnzfo.png
    RIP Caine
  • theravenforcetheravenforce Posts: 7,140 Arc User
    edited September 2012
    It's pretty hilarious that an in set force field stacks under the pff. It *seems* like the intent was to give pff a buffer, so it didn't go down as easily. Failed, on every level. Don't even get me started on IDF.

    It's a downright shame that such an iconic power, personal force bubbles, is so incredibly broken.

    Well Protection Field outclasses PFF on every level except for perhaps duration and amount of damage it can take, this can be easily countered by spamming.

    Protection field as I said above, absorbs 100% of damage, allowing nothing to bleed through until it deactivates.

    Personal Failure Field on the other hand, has NO damage resistance mechanic like other defensive passives and it has no Knockback resistance both of which I feel it needs to become a viable passive and a testament to what a force field really is. Also it only absorbs 95% of damage letting some damage through all the time. This is exploited by VIPER's Pulson Tech to no end:mad::frown:
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