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Quote:If we're going to compare an entire AT to another then a median should be taken. Comparing an entire ATs against a few outliers (positive or negative) skews the argument.To be honest, I do not think the median was the primary point that Arcanaville was making. Rather, the fact is blasters do not get the best +damage buffs. That was the primary point. Blasters do not get Rage. They do not get AAO. Until recently they did not get Soul Drain. They don't get Accelerate Matabolism or Fulcrum Shift (not even just a personal version).
Quote:But if you do want to go median, then you will also need to start including the other offensive benefits armored ATs get besides +damage. -
Quote:To a degree, I understand that [by] comparing the buffs individually that some things may fall above or below the BU/Aim baseline we[] seem to [be] setting. However, it seems that the general AT vs. AT comparison is being skewed in favor of a few select powers; especially when attempting a comparison of median buffs between Blaster Primary and Melee Secondary. (We're making the median baseline for melee AAO and Fiery Embrace; which would assume most (to all) players are utilizing those sets specifically (or that few to none are using the other secondaries).Requiring targets in melee range is technically a limitation of AAO, but not a practical one for a power given to melee archetypes. Meanwhile its average strength is far higher than Build Ups because it doesn't cost activation time. Build Up costs 1.32s of zero damage for every +100% damage buff for 10s it grants. That cast time cost is often overlooked when computing BU's true damage over time benefit. For SO slotting, the simplified calculation not counting cast time for BU slotted down to 45s recharge is +22.2% damage buff, or about 11% net damage increase over time assuming approximately +100% damage slotting. But factoring in the cast time, BU's benefit drops to only 8% net damage increase or about +16% damage strength. AAO beats that with one target in range.
The theoretical maximum performance of Build Up, at the recharge cap of 500% recharge, is 1.32 idle, 10s of +100%, 8s of no buff. At approximately +100% damage slotting, that is +38% damage strength, or 19% more net total damage. If you can average four or more targets within AAO, you will beat the best that BU can do under the numerically best possible conditions.
In PvE Fiery Embrace has the same uptime as Build Up and Aim: its up 20s with 180 recharge, which is identical uptime to Build Up's 10s of buff with 90s recharge. It also has lower cast time and far lower per cycle time. Slot BU with SOs and you spend about 2.8% of its total cast time rooted and unable to attack. FE slotted similarly spends only 1% of its total cycle time similarly rooted. The net result is that slotted with SOs, even though FE delivers a slightly lower buff (45% additional base damage vs BU's +100% damage strength, roughly 50% additional damage overall) it delivers more overall benefit: 8.9% vs BU's 8%. For all higher recharge regimes, FE gets increasingly better than BU.
Power Siphon also beats BU, and many prior analyses of FU which are a bit more complex due it its effect on attack chains have concluded that FU is at worst equal to BU, and almost certainly better.
I also get the feeling you think Blasters have a higher damage buff modifier than Scrappers. If so, that's false. Both have a 0.125 melee damage buff modifier. BU buffs both by +100% damage. Oh, but BU buffs Blaster tohit by 15% and Scrappers by 20%. That's because Scrappers have a tohit self buff modifier of 0.1 and Blasters have a tohit self buf modifier of 0.075. BU is always better for Scrappers than Blasters, albeit primarily in its accuracy improvement. Its equal in the damage area.
Comparing Blaster secondaries to Scrapper primaries, every Blaster secondary has Build Up except for Devices (which has no comparable power) and Dark (which has Soul Drain). Every Scrapper primary also has Build Up (same damage buff, higher tohit buff) except Claws (Follow Up), Dual Blades (similar to FU), Dark Melee (Soul Drain), Kinetic Melee (Power Siphon), Staff (which has forms), Street Justice (whose BU analog buffs less damage but improves combos), and Titan Weapons (same).
So if we consider BU to be the baseline, two Blaster secondaries are exceptional: Devices which is lower and Dark which is higher. If we assume Follow Up is no better than BU (and most analyses including mine over the years have said its likely better) then the exceptional Scrapper primaries become Dark and Kin which are both provably higher (than BU), and Staff, SJ, and TW.
If we say Staff's self damage buff is lower, the question is where do SJ and TW fall. Given their self damage powers are intimately tied with combos, this is probably a non-trivial issue to convert into an apples to apples comparison, but its highly unlikely the net contribution of Combat Readiness and Build Momentum is to be significantly lower than BU. Particularly because they have about 2/3rds of the damage buff of BU besides their combo effects.
Conservatively - very conservatively - this is a draw. In reality, FU is stronger than I'm giving credit for and SJ and TW are almost certainly better than I'm giving credit for, or just plain incomparable. Worst case scenario is a tie. Its almost certainly a win for Scrappers.
That leaves the other side of the equation: Blaster primaries vs Scrapper secondaries. Here, Blasters do have more actual powers, but that power is Aim: Aim's damage buff is not very high in terms of net overall buff over time. Remember that BU was only increasing damage by 8% under SO conditions and its maximum possible benefit was only 19% (i.e. about +38% damage buff). Aim's going to be lower than that. And its competition is going to be Fiery Embrace and Against All Odds, both of which are stronger than Build Up, much less Aim. In fact, if you're thinking that a straight simple average across the board is the correct way to compare, then saturated AAO alone is going to come close to beating Aim across the board. Lets assume FE grants about 8.8% net damage, or about 17.6% damage strength equivalent, and AAO is saturated at +81.25%. That means averaged across nine scrapper secondaries that is about +11% damage buff.
Aim's average buff slotted with SOs is about +7.8% damage buff. If every blaster primary had Aim, the average would be 7.8%. But AR and Dual Pistols don't. So unless you believe AR and Dual Pistols have something that is an equivalent to Aim but twice as strong, Scrappers are actually going to win this one also.
Perhaps you think its unfair to presume AAO is saturated. So lets work backwards. The Blaster average with no Aim in AR and DP is actually +6.5% on average due to Aim. How many targets does AAO need to average for the Scrapper average to tie that value? Its when AAO is generating about +49.7% buff, which occurs at 5.4 targets.
When Shield averages 5.4 targets in AAO, it and FE alone can combine to provide a greater average benefit to nine scrapper secondaries than Aim can when ten out of twelve blaster primaries have it.
So even though all I said was that Scrappers get the strongest and the most variety of damage self buffs, if you want to average the self buff amounts for both Blasters and Scrappers, something I would not necessarily consider a valid comparison, Blasters still lose.
If we're making a broad comparison between ATs then the median for both Primary and Secondary comparisons should involve coming up with a sum total of available buffs (over time) and divided by the number of sets available (For example; taking your AAO and Fiery Embrace average over equivalent time and dividing it by the nine sets available to come up with a better representation of the median buff available to melee to compare against the average Blaster buff over equivalent time divided by its twelve Primary sets).
If you're basing a higher AT buff off of one or two powers; then you may be providing misinformation for those who aren't using the sets that are utilizing those specific powers.
So an actual median needs to be determined on both primary and secondary side and a median for both determined... if my thoughts are in order on this.
[Someone mentioned burst/spike damage...; we could probably forgo the 'over equivalent time' portion' to come up with a median burst buff number] -
Quote:I question how you choose to group/present your buff list.These are the damage self buffs available to Blasters:
Build Up (and its clones)
Aim (and its clones)
Soul Drain
And for Scrappers:
Build Up (and its clones)
Follow Up (and its clones)
Soul Drain
Power Siphon
Fiery Embrace
Against All Odds
That doesn't count things like Form of the Body, and if you throw Brutes in there you also have Rage. So Blasters get Aim which Scrappers don't get. Scrappers get Follow Up, Power Siphon, Fiery Embrace, and Against All Odds which Blasters don't get. I'd say Scrappers get a much more diverse, much more interesting, and numerically much stronger set of damage self buff powers.
I'm looking at it as:
on average (in a majority of cases) Blasters have a damage buffer in their primary (which is comparable to most ATs (including melee) that have sets that provide damage buff powers (with 3 notable set exceptions (one of which can be dependent on RNG) and one notable AT exception; Stalkers (technically having two damage buff powers)
on average (in a majority of cases) Blasters also have a damage buff power in their secondaries (which outstrips whats available in most melee ATs; even where secondary buffs are available (Fiery Embrace's longer recharge and Against All Odds' dependence on targets). Dominators also have this leverage in about half of their sets while the debuff AT classes have methods that allow them to leverage a better buff over time in their secondaries than what is provided in the melee secondaries.
Question is, IMO, who does the law of averages favor, over time, (AT wise; set wise) when it comes to powers based damage buffs by rank?
[Edit: flip flop Blaster Secondary damage buff vs. melee Primary/Blaster Primary vs. melee Secondary (except bass-ackwards Tankers)] -
Quote:So, it averages out (listed scales should be udpated to reflect that) and may be somewhat irrelevant?Yogi :
Blaster melee damage multiplier is 1.0 . Blaster range multiplier and scrapper "melee" multiplier (as Arcanaville points out, which is used for all their range attacks) is 1.125 . Not "twice". While Blaster melee attacks may tend to be harder-hitting, that's a higher damage scale on the individual attack. (damage scale * damage multiplier * a level-based number = total damage.)
Quote:Crit damage is between 5% and 10% of the total (I used 8% but it's not like 7% or even 6% is going to change the numbers that much.) Pick a number in the middle and it's going to be plenty close for our purposes.
Quote:For AoEs, you can't say an AOE is an AOE is an AOE. Fire Breath is something like 60% more damage than, say, Energy Torrent. Scrappers have a LOT of high damage PBAOE's and cones. I'm also not sure how you're coming up with the high number of "AOEs" per secondary; the only ones I get any leverage out of, and this may be my playstyle, are Fire Sword Circle and Psychic Scream and Psychic Shockwave.
Quote:EDIT: Do Scrappers have a really terrible ranged scale [that they never use]? I failed to keep that piece of data in my mind. -
On the subject of mid-to-high level survivability (abandoning Blasters in the 30 level range); did the earlier access change to EPPs impact that in any way?
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Quote:I did a quick look at a most/many blaster* vs a BS/most in City of Data, in single target damage, and the blaster looked like about 10-20% more DPS over the first few seconds of the fight because it has fast, heavy hitters in both the primary and the secondary.
I'm a little surprised by the claim that Scrappers have stronger self damage buffs: care to elaborate?
* typical tier-3 having primary, /elec or /en or /ice secondary.
That's what I'm trying to figure out myself:
Arcana is applying crit damage as part of the base which I don't agree with because the crit is a bonus variable dependent on other variables.
There's gotta be an (average activation/bonus over time vs. Rank<=Minions and and average activation/bonus over time vs. Rank>Minions)/average spawn [rank] (some kind of ratio equation?)?
Which then should be leveraged against the average Defiance bonus over time.
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The (favored) melee damage scale for Scrappers is equivalent to the (favored) ranged damage scale for Blasters but the Blaster melee scale is more than double that of the Scrapper ranged scale. [relevant?]
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For AoEs; Blasters average a bit over 2 per Primary (not counting Nukes or Beam Rifle Disintegration spread) and almost 3 per Secondary; while Scrappers average a bit over 2 per Primary and less than 1 per Secondary. (I haven't done any damage averages for the AoEs)
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Except in 3 cases; Blasters can better leverage their 'BU' buffs over time than Scrappers
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So, at a glance...
Blasters seem to have the higher base damage...
Blasters have more AoE (although I do not have the info to state which AT actually puts out more AoE damage on average)
At this time, I don't have the info to make a judgement call on Inherent bonuses over time...
Blasters have more set based [damage] buff powers and can utilize them better over time than Scrappers -
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I didn't think repel would be such a pain when not paired up with the usual suspect (KB); at least not as much of a pain as KB? I honestly don't know...
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Chance for range debuff?
Chance for KD/KU?
Chance for repel effect? -
Quote:If I said that a Scrapper can do, plucking an undefended number from the air, 80% of the damage of a Blaster, would that encroach?
Given that the Blaster is 1/6 as survivable or less*?
* Well, unless you have that one Defender around that is always available for team, pays close attention to the Blasters, and never screws up. I think I met her once.
Again, I'm only addressing the damage portion of the equation; I am well aware that there are survivability concerns but I could really care less about that for the question at hand.
I would like to know, for sure or not, if (outside of any other metric) all of the damage tweaks that the devs have given other ATs are making Blaster damage as mediocre or poor as some are stating and/or implying. That's it.
I ask because as far as my current testing goes; the Blaster I'm using is consistently accumulating damage buffs that should place it beyond the consistent damage buffs/core damage available to most other ATs.
I need to know if I can approach the topic from both the damage output and survivability perspectives or just the survivability angle.
Thanks. -
How about setting up a template for power fx in prep for allowing alternate animations that originate from the eyes and mouth (or proliferating already established animations and f/x like):
Fire Breath, Fire Breath and/or any Sonic Attack power for mouth region attacks
Fearsome Stare, Petrifying Gaze, X-Ray Beam, Abyssal Gaze, Psionic Dart, Mental Blast, Psionic Lance, Scramble Thoughts, Psychic Scream and/or any Sonic attack power for eye region attacks -
Quote:Mez still pertains to the survivability aspect that I was excluding for this particular line of questioning (and it is a pitfall shared, to some extent, by Controllers, Doms, Defenders, Corrs and Khelds; ie almost all the ranged sets... which would make that point largely non-applicable anyhow)It would be mez again.
Pre-level 20 damage modifiers are smoothed out. Most of the ATs do comparatively the same amounts of damage. That additional damage and lower scale mob hit points may be what put the blaster in the sweet spot.
Now add more HP to the mobs in the post 20 game, add in that the blaster is mezzed more often and can't sustain that defiance buff with 3 powers, and increasing the difficulty setting that a blaster is comfortable on makes that worse rather than better. (A dead blaster has a 0 defiance buff)
Spread that out over the time spent playing and the benefit nearly vanishes. -
Quote:IMO as well. Especially when setting the AT inherent abilities aside; speaking of which, I'm still trying to make heads or tails of the comparative damage issue that some are pointing to (survivability aside)...They didn't need to be changed, because the mirrored each other from the start. As did corruptors and defenders.
Stalkers where changed to more closely mirror Scrappers though.
IMO Blasters have always mirrored Dominators, with higher damage backed up by weaker control-as-mitigation. It's just that Blaster control secondaries are so weak some people didn't notice them.
I just rolled another Blaster, just to see what I could sustain for a damage buff from the Defiance 2.0 mechanic. At base recharge, I could maintain an approximate 30% buff [at lvl 12 on a Dark/Fire]. I'm sure that with some basic recharge; I could push that to a consistent 40% (which is nothing to sneeze at; especially considering that you get it for 'free'). Then you toss in your two BU powers (staggered).
Now, am I missing something about their comparable base damages, damage caps or something else that supports the stance that all the other ATs are seriously encroaching on Blaster damage (outside of Brutes)? Please explain. -
IMO, Corr/Fenders are more kinfolk than Blaster/Corr. The only common denominator are ranged attacks. Blasters do more control than buff/debuff which puts them closer to the Dom camp than that of either Corrs or Fenders.
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Quote:That's why I say Dominators are a Blaster's closest kin; they have a similar offensive setup: Ranged/Melee Offense.Sorry to speak for you PRAF, but he gets that from the fact that Doms CAN and DO have both Good Melee and Good Ranges attack chains, so if they were designed not to but have, then they are broken!
Blasters tend to have a better ranged chain and damage buffs while Doms get better controls; they both have similar pitfalls as well. -
Quote:If you're talking strictly damage, then sure... but that's not what the bulk of this thread is addressing.So, basicly, you are saying that to judge the perfomance of a DPS toon, we shouldn't judge it by comparing it to the other DPS classes, but only to the support classes? Somehow that doesn't sound right to me.
Quote:...then surely it falls to improving thier survivability, somehow, to make up for that lack of superior DPS that that are supposed to have but don't?
Quote:No-one is asking for that. No-one is saying turn blasters into Doms/corrs/brutes with range or anything of the sort.
If you're asking for more control; then you're definitely infringing on Doms.
Asking for both could make Doms obsolete.
If you're asking for heavier debuffs that fall outside of the theme of their individual powersets then you run the risk of obsoleting Defenders (or Corrs).
If you're asking for parity through Defense and Resistance powers by adding Armors then you're pushing into Kheld territory (ie. if you want a Blaster with Armor; play a Kheld).
If you're asking for Armor and mez protection; then you're stepping over Khelds and into Tanker, Brute, Scrapper and Stalker turf... with the added benefit of range; Tankmage (or SoA; which can get pretty close to hat distinction). Throw more control into that same mix and it becomes a joke. (Like how my Plant/Storm would play against normal mobs if Hybrid Control didn't have downtime)
And yes... that's what some people are driving at; creating parity by giving Blasters what other ATs have (resistance, defense, mez protection, control).
The questions become how much of each of these aspects do you give before the desired parity is achieved? What are you willing to sacrifice to integrate any of these desired aspects?
Quote:Yes, that would be very nice, but from the devs own comments in the past, we are unlikely to see the sort of changes needed to bring blasters up to that level through buffs to damage recharge or end cost alone. which is kinda the point of this thread. exploring whatelse can be done.
[Or tradeoffs that involve giving Blasters Debuff powers]
Quote:If i am understanding you correctly, that is a very interesting idea. Each attack having a scaling damage based on didtance to the target. so shot to closer targets deal more than shots to further away targets. Kind of how you would see in real life. Bullets, for example, losing velocity the further it travels thus giving less penetration, or fire cooling the longer is thrown, wave forms decaying the further they travel etc. makes perfect sence. if that is posible I cannot say, but I do like it!
[If one of the other above suggestions (higher base range) were added... then the effect would be even better] -
Quote:I'd also like to note that for as many high damage melee powers a Blaster Secondary has; their tends to be an equal number of high damage ranged powers in a Blaster Primary (generally speaking).I could've sworn I've seen arguments against melee attacks in this thread for various reasons including 'poor damage'.
But that aside, the ranged attack chain takes precedence and outnumbers melee representation (by at least 3 to 1) for Blasters.
What I'm suggesting acknowledges that and allows the chain to surpass melee involvement if the player so chooses; taking full command of close ranged and melee ranged damage if they choose otherwise (all without having to rely on their melee abilities).
It goes beyond your 'strictly' damage interpretation on the suggesting with the addition of the 'chance to' effects (mitigation without sacrifice of playstyle).
It also allows for supplanting the Secondary Set's melee powers for other abilities (if that's what making Blasters have more parity comes down to.
Finally, it's generically thematic for a class that specializes in ranged damage. -
Quote:I could've sworn I've seen arguments against melee attacks in this thread for various reasons including 'poor damage'.Don't blasters already have this capability to some extent? And by that I mean... blaster melee attacks/PBAOES far outstrip their ranged attacks in damage. They can already do what you're saying and I think that was originally their intent. It just doesn't work out as well as you might think and the current state of blasters is the prime example.
But that aside, the ranged attack chain takes precedence and outnumbers melee representation (by at least 3 to 1) for Blasters.
What I'm suggesting acknowledges that and allows the chain to surpass melee involvement if the player so chooses; taking full command of close ranged and melee ranged damage if they choose otherwise (all without having to rely on their melee abilities).
It goes beyond your 'strictly' damage interpretation on the suggest[ion] with the addition of the 'chance to' effects (mitigation without sacrifice of playstyle).
It also allows for supplanting the Secondary Set's melee powers for other abilities (if that's what making Blasters have more parity comes down to.
Finally, it's generically thematic for a class that specializes in ranged damage. -
Why are we even comparing a squishy class to a tank class? I don't think that at any point we should be making direct comparisons to SoAs, Tankers, Brutes, Stalkers, Scrappers or Master Minds; just doesn't make sense to me.
I can see comparing it to Doms (which is almost a mirror image; outside of Control); Corrs and Fenders (which lend themselves to similar offensive styles) and Khelds (which would seem to be the 'next step' for Blasters/Doms).
I just don't see the insistence on homogenizing (in general); if the trend continues we'll only have four classes Brute, Controller, Stalker and Corr (plus the EATs). And whether you realize it or not, when you use all these other ATs as a basis of specific comparisons (instead of focusing on the AT at hand of basing any improvement off its own playstyle) that's precisely what you're moving toward.
If I'm rolling a Blaster, its because I have an idea of what I'm getting into; pros and cons. If I didn't want to deal with that playstyle then I wouldn't be rolling him up in the first place; this coming from a person who's just recently been putting time into Blaster toons. If I'm seeking improvements to what's supposed to be a 'glass cannon'; it would be to make the cannon hit harder, faster, longer. If I'm to make an effort to add anything outside of the play philosophy; I would do it in such a manner that it wouldn't alter the playstyle to where I could go with another choice and not notice much of a difference.
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Altering a previous suggestion:
Blaster ranged attacks do damage based on range from caster at the time of attack initiation (far, mid, close and point blank); the closer the target is, the more damage an attack does - This allows the Blaster to have a bit more say on their 'risk (proximity) vs reward (bonus damage)'.
*In addition*, the proximity could trigger a 'chance to' effect (generic effect: far = none, mid = repel+fear, close = KD+fear, point blank = KB+fear; otherwise, it could be based on the powerset itself)
*Point Blank damage would also include a chance for small radius AoE damage around the target -
IMO, it seems that many are trying to convert Blasters into a different AT:
Asking for Armors is turning them into Khelds.
Asking for Control is turning them into Doms.
Asking for Mez defense beyond what they have is turning them into Blasters with Domination.
Asking for 'armors' and Mez defense is turning them into SoAs.
It also seems that many are outright ignoring that some of those gaps get covered by EPP/PPPs.
Don't get me wrong, I'm not saying that Blasters don't need anything; I just don't agree with how some are approaching the issue.
[And, personally, I view Blasters as an advanced player AT because it doesn't have many of the perks that other ATs have.]
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Progressively increasing the damage modifier against targets advancing within predetermined range points of a player (up to 'point blank' range).
Give all ranged attacks the 'lucky shot' mechanic.
Applying any added Control options to all melee attacks and/or damage auras (Hard Mez, Soft Mez, Debuffs, etc).
Increasing the range of all ranged attacks. (so they get more rounds off before the target can actually close the gap; which would progressively increase as recharge is applied)
Increasing the duration of Blaster BU powers (and/or reducing their recharge).
A bonus modifier added to any Inspirations used.
Reintegrating the old Defiance (combining it with the current model) but modded so that the protections kick in and is maxed sooner and with smoother progression; the trade-off being that the cap is lower.
Extending Blaster's mez mechanic to include all toggles. -
Leaving the thematic open:
More variety/parity in AoE types than just cones; more (Self and Object Based)-PBAoEs and TAoEs
Damage + Weaken
Damage + Confuse
Damage + -ToHit
Damage + -Regen
Damage + Pulsing Soft Control (Sleep, Fear, Placate, KD)
Damage + Taunt -
Quote:I know /Dark/ is kind of a stretch but the primary does have an AoE immob, a heal and a hold in addition to the tohit debuff (as to have immediate damage mitigation/denial and recovery).I am referring to the sets in general, but as to those specific powersets I would say Dark Blast is a mitigation set in the same sense Dark Melee is a control set.
Of Dark Blast, Dark Manipulation, and Mental Manipulation, which is explicitly designed to provide survival? At best, I think you could say that Mental Manipulation was designed to do so. If any scrapper, tanker, brute, controller, dominator, defender, or stalker got their damage mitigation reset to what is included within Dark Manipulation they would scream bloody murder.
The secondary, not so much, but it does have an AoE stun, an immob and a soft control in addition to the tohit debuff (also as to have immediate damage and denial).
All in all, these are both limited control sets (moreso when combined) and I was being led to believe that control = mitigation = survival (ie. Dominators)?
I know its nowhere in the league of the Melee ATs but at the risk of homogenization; that's what we're trying to avoid, right? -
Doesn't Dark/, /Dark or /Mental qualify? [Or are you referring to Primaries/Secondaries as sets?]
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I think James Brown has been ousted as the "Hardest Working Man In Show Business".
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Quote:Same way we justify NPC villains being on every street corner in Paragon with minimal molestation by LBs and PPD?How could we justify an Arachnos "Destined One" just waltzing into Paragon City with being ganged up on incessantly by Longbow and PPD and thrown - for some toons back - into the Zig?
Or maybe they just don't recognize [or can't keep track of all] the [toons'] costume[s].