-
Posts
1333 -
Joined
-
Your also discounting the soft controls available to blasters, which most controllers/dom's don't have.
Rain of fire/ice storm screws up the AI of just about any mobs, minion/LT/boss, doesnt matter, they run the heck out of it. So you blast them while they are running.
Hot feet does the same thing.
Archery has increased range on all three of their single target blasts, plus a ranged nuke, which can down most anything from a very safe area.
Energy blast has KB in nearly all its attacks, same with assault rifle (plus ignite has the afraid tag as well)
Elec blast has some -end, which can be used to prevent you from getting hit by the hard hitting attacks.
Ice blast slows that slow down the enemy, allowing you to get more distance between them and you.
Psi blast has similar slows, as well as more soft controls (sleep, KB)
Sonic has -res, which just gives you more damage.
Fire is pure damage
and dual pistols gives you something for any situation (+damage, KB, -damage, and slows)
If your going to play a blaster like a controller with more damage, your doing something wrong. Blasters are meant to be ranged fighters, until its safe to attack in melee, or its possible to kite.
Taking devices for example, i'd toss a smoke grenade, then throw caltrops. then blast with gun drone, and my primary. or i'd just summon the drone right on top of the boss, so it'll take the alpha, then caltrops to freak the AI, then blast. -
Quote:Those same attacks, would rip up anything that relies on positional defense, and as no way of attacking back. Running up to mother mayhem sucks for an SR, as she gets 2 - 3 hits off before the SR even gets into range to start putting on the serious amounts of hurt.There are no non positional attacks in the game you have 0 defense to ?
A blaster can use range to their advantage, and take out psionic using enemies before they hit the blaster.
I am aware there are some scrappers that can have ranged attacks, and they may even be able to 1 shot a minion with them, but in more cases, the scrapper has limited range, where the blaster has mostly range. -
Quote:You have the BU proc in Buildup, which is giving your mids another 100% damage. You also have 17.5% extra damage from set bonus. What i was using was an SO slotted build, with basically 3 damage SOs slotted in each attack, and no recharge at all, to show base values.mmmm
elec/shield with build up and saturated AaO = 1451 damage on my mids. Perhaps mids is wrong?
Recharge isn't 90 seconds, it's 27.5 seconds.
I'm sorry if I am not familiar with your approach but using real numbers that will actually be experienced.
PS Shield Charge = 757.9 damage.
Build posted here:
Hero Plan by Mids' Hero Designer 1.803
http://www.cohplanner.com/
Click this DataLink to open the build! -
Quote:Lets actually compare all aspects shall we?1) Blasters almost always seem to get the worst version of a (non-damage) power in the game, which greatly diminishes their controls and therefore, their mitigation. I've always been made to believe the game has Archetypes instead of classes, similar powers with only slight differences but that's not true of blasters. Look for example at Electric/ Tesla Coil, and match it against troller/dom versions - what you get is pitiful damage, less than half its hold duration and significantly lenghtier recharge. And all across the board, it's the same, if it's not a damage power, chances are the blaster version of that power is probably garbage.
Because they don't have direct mitigation, blasters depend on those controls to survive. Why are they so bad? Fire/Fire, for example, actually has only one control, the 1st power of their secondary, Fire Ring Circle. Again, comparing it to troller/dom, it only has mag3 immob (vs mag4), only 40ft range (vs 80ft) and lasts for about 1/3 of their versions. /Electric's Electric fence doesn't even have the -fly the troller/dom version has. And if you think it's only blaster vs troller/dom, look at the tanker's Lightning Clap, with a base mag2 stun + 50% chance for mag3 stun, whereas the blaster's only has a base 50% chance for mag2 stun. Yes, amazingly enough, even tankers have better versions of blaster controls.
Once again, I'd start with blaster controls rather than giving blasters more damage or mitigations, which will never amount to much anyway. If that doesn't work, we can always go back to whining here in the forums while rolling new doms and brutes.
Blaster controls
Electric Fence -> 20% chance for -100% recovery, -2.8% end, 62.56 damage, 4s recharge, 17.88 duration, Mag 3 immobilize, 1.0 acc, 7.8 end, +7.7% damage, 50ft range, -KB
Controller version
Electric Fence -> 20% chance for -100% recovery, -2.8% end, 30.59 damage, 4s recharge, 27.94 duration, Mag 4 immobilize, 20% chance for Mag 1 immobilize, 1.2 acc, 7.8 end, -fly, 80ft range, -KB
Blaster
Ring of Fire -> 96.34 damage, 6s recharge, 17.88 duration, Mag 3 Immobilize, 1.0 acc, 7.8 end, +7.7% damage, 50ft range, -KB, -fly
Controller
Ring of Fire -> 33.64 damage, 4s recharge, 27.94 duration, Mag 4 immobilize, 20% chance for Mag 1 immobilize, 1.2 Acc, 7.8 end, 80ft, -fly, -kb
Blaster
Lightning Clap -> 13 end, 1.0 acc, 15ft radius, 50% chance for Mag 2 stun, 9.5s duration, Mag 2.077 KB, +2.5% damage, 30s recharge
Tanker
Lightning Clap -> 13 end, .8 acc, 15ft radius, Mag 2 stun for 9.5s duration, 50% chance for a Mag 1 stun for 9.5% duration, Mag 5.193 KB, Mag 4 taunt, 30s recharge
So, in all those cases, the blaster is either more damaging (electric fences, ring of fire) or is more accurate. (lightning clap)
Yes, blasters aren't as controlling as controller, or has as much crowd management as tankers, but what they do have, is more damage. which is what a blaster needs. -
1. Lets assuming /8/no bosses for the sake of easy arguments. thats 1 boss(converted to LTs), about 2 normal LTs, 8 minions, or 2 bosses (converted to LTs), 3 normal LTs, 7 minions.
1.a Minions have 430 hps, LTs have 860 hps, bosses converted to LTs have LT level hitpoints
1.b Suvivial is not an issue, due to various things.
2. Assuming Bu and Aim are used as often as possible
2.a Aim is 67.% +dam, BU is 100% +dam plus defiance, AAO is 19.375% +dam for the first mob, 6.875% for any other, capped at 10 mobs, BU is 100%
2.b 95% damage via enhancements, and base recharge
2.c For the blaster your looking at 167.5% damage + defiance bonus (FB = 2% bonus for 8.5seconds, FBr is 8.2% for 10.17 seconds, FSC is 7% for 10.17 seconds, combustion is 6.1% dam, for 10.5 seconds, and Rain of Fire is 2.8% damage for 9.53)
2.d Once you get below 10 mobs, AAO starts dropping off.
2.e Starting outside of each group, say 20ft, so AAO doesn't start saturated as thats about normal gameplay
If chain gets interrupted, assuming next attack in chain will have BU active, but no others *due to travel time*
Elec/shield chain = SC->LR->FB->TS->JL
Total cast time = 1.716+2.772+1.188+3.432+1.848
=10.956 seconds, but JL would be affected by BU in that duration
fire/fire chain = RoF->FBr->FB->FSC->Combustion while running blazing aura + hotfeet
Total cast time = 2.244+2.904+1.188+2.904+3.168
= 12.408, but combustion would be affected by BU in that duration (due to the duration of BU not dropping before combustion is triggered)
elec/shield
LR = 290.28(base) + (290.28 * 1.95)(BU + enhancements) = 856.32 damage
And everything is dead, or close enough.
Repeatable every 90 seconds
SC+FB+TS+JL used on a second group
SC = 113.44(base) + (113.44 * 1.95)(BU + Enhancements) = 334.64 damage
FB = 79.77(base) + (79.77 * 1.76)(Enhancements + AAO) = 220.17 damage
All Minions are dead, AAO drops to only 3 or 5 in range.
TS = 134.88(base) + (134.88 * 1.28)(Enhancements + AAO w/3 in range) = 307.53 damage
with 5 in range of AAO, everything still dies.
Repeatable every 90 second for SC + BU, 32 seconds for FB, and 18 seconds for TS
JL = 103.23(base) + (103.23 * .95)(Enhancements only) = 201.30 damage is overkill damage, while waiting for the big hitters to recharge
Elec/shield took out 2 groups, in the time it took for BU to drop off, accounting for running to the next group.
Elec/shield has to wait about 80 seconds until BU, LR, and SC are available, but only 22 seconds for fireball.
Fire/fire
During 10 seconds, blazing aura and hotfeet tick fives times. To make this easy, lets assume 2 ticks in first group, 3 in the second group.
Blazing aura first tick adds 11.12(base) + (11.12 * 2.62)(BU/aim + enhancements) = 40.25 damage
Hotfeet first tick adds 13.9(base) + (13.9 * 2.62) (BU/aim + enhancements) = 50.31 damage
Blazing aura's second tick adds 11.12(base) + (11.12 * 2.65)(previous + defiance from RoF) = 40.58
Hotfeet second tick adds 13.9(base) + (13.9 * 2.65)(previous + defiance from RoF) = 50.74 damage
Rain of Fire = ((50*1.668)(base for 10 seconds) + (50*1.668 * 2.62))(Aim + Bu + enhancemenets) + ((25*1.668)(reminder of RoF after Bu fades) + (25*1.668 * .95))(Enhancements only) = 301.91 damage(first 10 seconds) + 81.32 damage(after BU/aim wears off)
Fire Breath = 109.8(base) + (109.8 * 2.65)(BU + Aim + enhancements + defiance) = 400.77 damage
Total damage = 301.91 + 400.77 + 40.25 + 50.31 + 40.58 + 50.74
= 884.56 damage
First group dead after 10 seconds
Blazing aura's third tick adds 11.12(base) + (11.12 * 2.73)(Defiance) = 41.48 damage
Hotfeet third tick adds 13.9(base) + (13.9 * 2.73)(Defiance) = 51.85 damage
Blazing aura's fourth tick adds 11.12(base) + (11.12 * 2.75)(Defiance) = 41.7 damage
Hotfeet fourth tick adds 13.9(base) + (13.9 * 2.75)(defiance) = 52.13 damage
Blazing aura's fifth tick adds 11.12(base) + (11.12 * 2.83)(defiance) = 42.59 damage
Hotfeet fifth tick adds 13.9(base) + (13.9 * 2.83)(defiance) = 53.24 damage
FB = 78.83(base) + (78.83 * 2.73)(BU + Aim + enhancemenets + defiance) = 294.04 damage
FSC = 99.54(base) + (99.54 * 1.08)(Enhancements + defiance) = 207.04
Combustion = 83.42 + (83.42 * 1.15)(Enhacements + defiance) = 179.35
Total damage done to second group = 294.04 + 207.04 + 179.35 + 41.48 + 51.85 + 41.7 +52.13 + 42.59 + 53.24
= 963.42 total damage, so the last tick of blazing aura and hotfeet are overkill.
The fire/fire rotation has to wait 80 seconds for BU/Aim, but only 50 to actually repeat the chain without Bu/Aim. -
Quote:Shield Charge, pulled from mids, only does 113.44 base damage for a scrapperOriginally Posted by Another_FanEdit2: Your shield charge number looks a little low.
-
Using your own math, at the recharge cap for an elec/shield your looking this chain
LR + SC + JL + TS + JL + CI + JL + TS + JL + CI (repeat)
here your looking at (assuming base damage again)
(290.28+113.44+103.23+134.88+103.23+90.84+103.23+1 34.88+103.23+90.84) = 1,268.08 damage every 18 seconds, due to the recharge limitations on LR + SC
compared to the FB->FBr->FB->FSC (while running hotfeet + blazing aura) chain you alread made, which pulls
(78.83+109.8+78.83+99.54) + (11.12+13.9*2.5) = 429.85 damage, every 5 seconds
18/5 = 3.6. so you'll be able to do the fire/fire chain about 3.6 times per the elec/shield chain, at the recharge cap.
So, in 18 seconds, the elec/shield does 1,268.08 damage, and the fire/fire does (429.85*3.6) 1,547.46 damage..
Hmmm.. even doing it your way the fire/fire is coming out ahead. -
So your comparing DPA, and not accounting for recharge (your just assuming, at the recharge cap) when in actual game play, hitting capped recharge, is pretty rare, and even in the best case, you'll be waiting alot more on LR/SC/TS/JL which will do less damage at the recharge cap, then your FB/FBr/FB/FSC chain.
-
How does adding in a fire sword circle, or combustion not increase the damage output? so theres no wait?
Edit: Especially when Combustion does more damage then fireball, in the same radius. Yea, 2 second higher cast time, but 1 second lower recharge. -
Why don't you explain it, pretty clearly, as you have already tried to stand by it, by saying that the scrapper can use thunderstrike/jacobs ladder while LR/SC is down, even though the blaster can use harder hitting, bigger area attacks in less time.
Edit: When comparing AoEs between ATs, they are balanced around damage/cycle. Its how the dev's do it. -
CI isn't a true AOE, as the chain can end once it kills something. Thunderstrike and jacobs ladder have much lower area of affect then just about any other blaster AoE attack.
Edit: Plus i've already listed the Damage per cycle of a fire/fire vs a elec/shield, and any number of AoEs combined, will out damage a elec/shield overtime. -
Quote:Thats for her to hit 1 person, having all of them within range. Her heal will heal for 10% of her hitpoints, per target affected. what your saying, is with 4 people in range, she has on average a 34% chance to hit 1 of them, and heal herself for 10%.Originally Posted by Another_FanEdit: that was a direction I have been trying not to go
So let me show you why.
# enemies in range, Ghost widows chance to heal 10% to hit chance
1, .1
2. .19
3. .271
4. .34
That is why she has a good chance to get through the softcap if you have people in range
and that is why you don't want to bring much melee to a stf, if you do you can go forever and never overcome GWs heal.
Its still very much doable, and she doesn't punch through the softcap, its just the way the percentages compound. she still only has a 10% chance to hit each one, and could very much miss each person, as each roll is independent of the other, they just all happen at once, due to being an AoE. plus, her streak breaker at that range means she can still miss 100 times before it'll force her to hit 1 (at 10.5% chance tohit) -
And you pretty much said, that you only need as much AoEs and you have enemy hitpoints, so once you hit the threshold of 400 damage, minions die, and 800 Lts die. and a scrapper (i assumed elec/shield) would be able to do that every 3-4 seconds.
The problem is the recharge limitations, and nothing can kill entire gruops of minions and LTs every 3 - 4 seconds. Yes, LR + SC can wipe them all out, BUT even in a fully IO'ed build, thats once every 30 seconds. During that same time, a blaster can rotate more attacks, and do as much, or even more damage. Its in not as big of a boom, but its still there. Thats my point.
The pretty boom of LR + SC doesnt negate the MUCH lower Damage per cycle it has, which a blaster can easily out do under the same situations. -
Quote:Obviously you don't know how the softcap actually works.Originally Posted by Another_FanAnd on the softcapped issue, that's a bit misleading. She is at +4 and has a good chance of hitting through the softcap.
http://paragonwiki.com/wiki/Attack_M...cs#Data_Tables
a +4 AV, has no tohit modifications, so they only thier accmods bonus, which means, against the softcap, they only have a 10.5% chance tohit. Pretty sure, thats not a 'good chance' at all. -
Quote:The problem with using Farming, and Rikti Pylons as a metric, is it favors those with higher surivivial in nearly all cases, you have to be able to survive the damage from mass farming, and survive the damage the Pylons dishes out. While some blasters can do both, blasters aren't built to survive, they are built to do damage.Originally Posted by LolblawsThe way I see it we have two strong and quantifiable tests floating around that focus heavily on testing ones damage dealing abilities. While it would be nice if we had more tests for more data points and possibly a more accurate picture that doesn't necessarily mean the existing tests are easily dismissed.
When it comes to aoe damage dealing farming is about as good a test as they come. Deliberately easy spawns, designed to be mowed down with aoe damage while putting a minimal strain on survivability.
When it comes to st damage dealing the current measuring stick is rikti pylons. They are pretty equal to everyone in that surviving isn't particularly difficult (w/ insp) and your outgoing dps is very easily quantified.
Blasters aren't the best, or anywhere near the best, in either case, which leads me to fail to see how anyone can thus make the claim that they are the best damage dealers.
So the best way to test 'damage' is to put a team together were 'survivial' isn't an issue, and see what out damages what.
Basically, get a tanker, have it throw taunt on auto, and target a pylon, then have a kin SB both a scrapper, and a blaster, and have then goto town on it. See who does more. -
Quote:I've been saying those exact things with my damage per cycle (which takes total damage and divides it by recharge + cast time) statements.Originally Posted by LolblawsYour understanding of attacks is questionable. Attacks are governed by two main things:
1. cast time
2. recharge time
Mutliple blaster AoEs out damage the AoEs found in scrapper and brute combinations.
In the same time you can dish out LR + SC, a fire blaster can do about 5.6 fireballs (at base recharge) which will outdamage your big boom of LR + SC.
Having a high amount of AoEs means your not waiting around for recharging powers to hit, and you can just continue on with nuking things. Most of those hard hitting powers are on longer recharges.
a SS/fire brute has suvivial going for it. a fire/fire blaster would easily out damage it, due to recharge limitations, once survivial is no longer an issue. -
I don't know, i know quite a few pretty good blaster farming builds.
Fire/mental
Archery/Mental
Archery/EM
Fire/fire
finding a good farm toon is all about what you plan on killing. As any of the above builds can kill just as fast, or even faster then some of the big name builds, depending on what you fight. -
Quote:It doesn't matter how you chain the attacks together, as the blaster as more attacks available more often then the scrapper does. Faster recharging attacks do better DPS (and Damage per cycle) then slower recharging attacks. Even if said slower recharging attacks hit much harder (look at inferno's damage per cycle for example, which ironically enough is higher then shield charge)Originally Posted by Another_Fan@Arbegla
When you say cycle time, its not how fast an attack recharges its how often the sequence of attacks repeats.
Second I know this may seem obvious but for AoE damage to be meaningful there has to be more than 1 thing left to hit.
Lets take a look at my simplified example
we have 2 attacks that do 150 and recharge in 5seconds
The base is
Attack 1
1s
Attack 2
2s -300 pts of damage delivered
wait 4 seconds
6s
Attack 1 again
That total does 300 points every 5 seconds or 60dps/target hit. Using even con or better enemies it takes 7 seconds before the first anything is killed.
Now lets look at your fire/fire example ill be rounding up
Fire Ball_ 80
1s
Rain of fire 125 (allowing it does all its damage at once)
3.24 s
Fire Breath 110
6.14 s
At this point unless adding in another attack really ups the damage you are already doing far worse than the hypothetical.
Adding most of the other attacks is actually going to bring down your damage output/unit time.
Now for the second part of the picture
Once you have done 400 and 800 points you hit changeovers because at 400 the minions are dead and 800 the lieutenants are dead.
So when I say you can't compare the AoE output of the elec/shield its because its killed everything small in 3-4 seconds (tiny hyperbole but not far off) then its on to its st attacks for whatever is left.
Edit /fires real gems are hotfeet and blazing aura
Luckily for the Dev's, there is no such powerset that can cycle 150+ damage attacks in 5 seconds, or less. You bet best is a elec/shield scrapper, and even them, at best case, fully IO'ed have a 30 (not 3-4) second gap on their massive AoE attacks, as the other attacks do much less damage, in a much less area.
Due to higher damage per cycle attacks it doesn't matter how to string them together, as the end result ends up being higher damage. In the time it takes you to recharge LR and SC (90 seconds total of 403.72 damage) you could have gotten off 5.6 fireballs (441.44 damage), or 6 combustions (500.52 damage), which clearly shows the higher damage towards the blaster, due to higher damage per cycle attacks. And that's completely disregarding the damage auras, which you are right, do add an amazing amount of damage for very little work. -
ok, so lets do it this way then, if your still not getting it.
Fire/fire Blaster, Counting inferno this time =
Assuming the damage auras only tick once, the total possible AoE damage is 698.57 damage, but lets break it down further.
Fireball does 78.83 damage, every 16 seconds, with 1.188 cast time, so it does 4.586 Damage per cycle (cycle is recharge + cast time)
Rain of Fire does 125.12 damage, every 60 seconds, with 2.244 cast time, so it does 2.004 damage per cycle
Fire Breath does 109.8 damage, every 16 seconds, with 2.904 cast time, so it does 5.808 damage per cycle
Inferno does 472.21 damage, every 360 seconds, with 3.168 cast time, so it does
1.300 damage per cycle
Combustion does 83.42 damage, every 15 seconds, with 3.168 cast time, so it does 4.592 damage per cycle
Fire Sword Circle does 99.54 damage, every 20 seconds, with 2.904 cast time, so it does
4.346 damage per cycle
Blazing aura does 11.12 damage, every 2 seconds so it does 5.56 damage per cycle
Consume does 44.49 damage, every 180 seconds, with 3.168 cast time, so it does .243 damage per cycle
Burn does 132.35 damage, every 25 seconds, with 2.244 cast time, so it does 4.858 damage per cycle
Hot feet does 13.9 damage, every 2 seconds, so it does 6.95 damage per cycle
For a total (counting inferno) of 34.687 damage per cycle
AR/fire blasters have 11 AoEs, and you can count Full Auto, as it doesn't crash.
Assuming the damage auras only tick once and they stay in ignite for the full duration, the total possible AoE damage is 1,075.78 damage but lets break that down like we did fire/fire:
Buckshot does 56.93 damage, every 8 seconds, with 1.056 cast time, so it does 6.184 damage per cycle
M30 Grenade does 56.31 damage, every 16 seconds, with 1.848 cast time, so it does 3.155 damage per cycle
Flamethrower does 121.12 damage, every 20 seconds, with 2.508 cast time, so it does 5.381 damage per cycle
Ignite does 278.05 damage, every 20 seconds, with 4.224 cast time, so it does 11.478 damage per cycle
Full Auto does 178.55 damage, every 60 seconds, with 4.224 cast time so it does 2.780 damage per cycle
Combustion does 83.42 damage, every 15 seconds, with 3.168 cast time, so it does 4.592 damage per cycle
Fire Sword Circle does 99.54 damage, every 20 seconds, with 2.904 cast time, so it does
4.346 damage per cycle
Blazing aura does 11.12 damage, every 2 seconds so it does 5.56 damage per cycle
Consume does 44.49 damage, every 180 seconds, with 3.168 cast time, so it does .243 damage per cycle
Burn does 132.35 damage, every 25 seconds, with 2.244 cast time, so it does 4.858 damage per cycle
Hot feet does 13.9 damage, every 2 seconds, so it does 6.95 damage per cycle
For a total of 55.617 damage per cycle, again assuming ignite runs its full duration
Electric melee/shields Scrapper has 4 AoEs available to it.
Total possible AoE damage is 641.83 damage
Jacob's Ladder does 103.23 damage, every 8 seconds, with 1.848 cast time, so it does 10.482 damage per cycle
Thunderstrike does 134.88 damage, every 18 seconds, with 3.432 cast time, so it does 6.293 damage per cycle
Lightning Rod does 290.28 damage, every 90 seconds, with 2.772 cast time, so it does 3.129 damage per cycle
Shield Charge does 113.44 damage, every 90 seconds, with 1.716 cast time, so it does 1.234 damage per cycle
For a total of 21.138 damage per cycle
Fire melee/shields Scrapper has 3 AoEs available to it.
Total possible AoE damage is 353.74 damage
Breath of Fire does 113.61 damage, every 10 seconds, with 2.904 cast time, so it does 8.804 damage per cycle
Fire Sword Circle does 126.69 damage, every 20 seconds, with 2.904 cast time, so it does 5.531 damage per cycle
Shield Charge does 113.44 damage, every 90 seconds, with 1.716 cast time, so it does 1.234 damage per cycle
For a total of 15.569 damage per cycle
Super Strength/Fire armor brute has 5 AoEs available to it.
Assuming the damage aura only ticks once, and Rise of the Phoenix ticks all three times post rez, the total AoE damage is 522.17
Foot Stomp does 59.22 damage, every 20 seconds, with 2.244 cast time, so it does 2.662 damage per cycle
Blazing Aura does 9.176 damage every 2 seconds, so it does 4.588 damage per cycle
Consume does 16.68 damage every 180 seconds, with 2.244 cast time, so it does .092 damage per cycle
Rise of the Phoenix does 333.66 damage every 300 seconds, with 1.716 cast time, so it does 1.106 damage per cycle, assuming you die every 300 seconds
For a total of 8.448 damage per cycle
All these numbers factor in Arcanatime, and go off base damage and base recharge. Obviously slotting may change it, but its still putting blasters ahead on damage per cycle, which is a far more accurate way of measuring the damage potential wouldn't you think? -
If you want to test out the game, a brute/scrapper can give you the best 'feel' for how things work.
If you want to learn the game, play a blaster. The fact your a glass cannon means you have to learn tricks and tips in order to stay alive, which will benefit you later when you start rolling alts left and right.
(they should really make a thread titles 'The things i learned while playing a blaster...') -
You do realize, 'Regular Game Content' is 0/1 right? Ya know, as thats the balance point. Anything higher then that, is irregular game content, and can't be counted as such?
-
Quote:Let me quote this part, that i think you missed:Originally Posted by Another_FanQuote:Originally Posted by StratoNexusAre you talking about damage output or survivability? A Fire/Fire blaster will kill faster than all of those, easily (by enough to "balance" out the survivability difference, I'd say no, but I think that is unbalance-able as long as it is a goal to keep blasters very squishy). Fire/Psi Doms could keep pace before the Psy Shockwave fix. Nothing in the game kills as fast as a Fire/Fire blaster for regular game content and they are very good at killing AVs as well, since they have near top of the heap single target DPS.
Quote:Originally Posted by m3IonNot a farming build, built almost as squishy as possible around the assumption that he's always on a team with somebody to eat the aggro. Consequently, whenever i was getting more red yellow and blue inspirations than green purple and orange my speed got wrecked as I had to make inspirations in order to survive. I pause the timer when I sold mid run, but travel time is included. Also I lost about 5 minutes total to global chat channels and general absent mindedness. -
Quote:Ways to get Blasters for survival ->Originally Posted by Another_FanI was responding to the which is easier question, a blaster to get survivability, or a scrapper to get more AoE damage
Now taking your examples, If I were to say that AR/Fire is able to do more AoE damage fire/fire because it has 11 AoEs available opposed to fire/fires 10 ?
If that isn't the case, let me ask you this, when does just adding up the AoEs stop being the way to measure AoE damage ?
Flight Power Pool -> Hover -> 0.195end/sec, 1.75% def to all, ability to float above most melee attackers.
Fighting Power Pool -> Tough -> .325 end/sec, 10.5% resistance to lethal/smash.
Fighting Power Pool -> Weave -> .325 end/sec, 3.5% def to all, +48.44% immoblize resistance
Concealment Power Pool -> Stealth -> .325 end/sec, +1.75def to all, 35ft stealth, -35% run/fly speed
Leaping -> Combat Jumping -> .065end/sec, 1.75% def to all, 8.304 mag immobilize protection
Leaping -> Acrobatics -> .26 end/sec, 9 mag KB protection (enhanceable), 2 mag hold protection, +48.44% hold resistance
Leadership -> Maneuvers -> .39end/sec, 2.275% def to all
Mace Mastery -> Scorpion Shield -> .325 end/sec, 10.5% def (lethal/smash) 7% def (energy) 12.25% resistance (toxic)
Mu Mastery -> Charged Armor -> .325 end/sec, 19.25% resistance (lethal/smash/energy)
Cold Mastery -> Frozen Armor -> .325 end/sec, 10.5% def (lethal/smash) 7% resistance (fire) 21% resistance (cold)
Cold Mastery -> Hibernate -> .325 end/sec, +1000% regeneration, +400% recovery, -100 mag Immobilize, Untouchable
Electrical Mastery -> Charged Armor -> .325 end/sec, +19.25 resistance (lethal/smash/energy)
Fire Mastery -> Fire Armor -> .325 end/sec, +19.25 resistance (lethal/smash) +14% resistance (fire) +7% resistance (cold)
Fire Mastery -> Rise of the Phoenix -> Self rez, 50% heal, 50% end, Untouchable for 15secs, 3 waves of 111.22 damage, with a mag 4 stun, lasting 14.9 seconds, and a mag 8.308 KB per wave
Force Mastery -> Personal Force Field -> .325 end/sec, +52.5% def to all, +28% resistance to all (except toxic), Can only affect self
Force Mastery -> Temp Invulnerability -> .325 end/sec, +21% resistance (lethal/smash)
Force Mastery -> Force of Nature -> T9 Clone, complete with crash -> 3.25 end to activate, +100% recovery for 180 second, +35% resistance to all (except psi) end crash after 180 seconds (-100% end, with -100% recovery)
Leviathan Mastery -> Shark Skin -> .325 end/sec, +19.25% resistance (lethal/smash/cold)
Soul Mastery -> Dark Embrace -> .325 end/sec, 19.25% resistance (lethal/smash), 10.5% resistance (neg/toxic)
Munitions Mastery -> Body Armor -> No end cost, 8.75% resistance (lethal/smash)
Scrappers can only get extra AoEs from their Epic Power Pools (be it APPs, or PPPs), Yet multiple normal power pools can add to the survivial of blasters, as well as all their Epic Power Pools
Now, lets compare AR/fire to Fire/fire
Fire/fire blaster has 10 AoEs available to it. 9 if you don't count Inferno. 2 ranged AoEs, (Rain of Fire, Fireball) 1 medium range cone (Fire Breathe) and 4 PBAoEs (Combustion, Fire Sword Circle, Consume, and Burn), plus 2 damage auras (Blazing Aura, and Hot Feet)
Assuming the damage auras only tick once, the total possible AoE damage is 698.57 damage
AR/fire blasters have 11 AoEs, and you can count Full Auto, as it doesn't crash. 2 ranged AoEs (M30 Grenade, Ignite) 2 medium range cones (Buckshot, Flamethrower) 1 long range cone (Full Auto) and 4 PBAoEs (Combustion, Fire Sword Circle, Consume, and Burn), plus 2 damage auras (Blazing Aura, and Hot Feet)
Assuming the damage auras only tick once and they stay in ignite for the full duration, the total possible AoE damage is 1,075.78 damage, which is about 35% higher AoE damage then fire/ but its assuming much more. (ignites fear component pretty much means its never going to go through its full duration)
Fire also gets access to aim, which as previous listed is a 13.75% overall damage increase, AR does not. -
Quote:Pyre mastery offers this for a scrapper:Originally Posted by Another_Fanhttp://paragonwiki.com/wiki/Pyre_Mastery
http://paragonwiki.com/wiki/Mace_Mas...er_.2F_Stalker
http://paragonwiki.com/wiki/Mu_Maste...er_.2F_Stalker
Ring of Fire -> 10 sec recharge, 9.75 end, 79.14 damage
Blaster version -> 6 sec recharge, 7.8 end, 96.34 damage, +7.7% damage for defiance
Char -> 32 sec recharge, 10.66 end, 35.97 damage
Blaster version -> 16 sec recharge, 10.66 end, 68.82 damage
Fire Blast -> 6 sec recharge, 6.5 end, 91.97 damage
Blaster version -> 4 sec recharge, 5.2 end, 92.59 damage, +11% damage for defiance
Melt Armor -> 200 sec recharge, 22.75 end, -7% def, -9.75% res
Blaster version -> 200 sec recharge, 22.75 end, -7% def, -9.75% res +4% damage for defiance
Fireball -> 32 sec recharge, 18.98 end, 79.77 damage
Blaster version -> 16 sec recharge, 15.18 end, 78.83 damage, +2% damage for defiance
Mace Mastery triggers redraw, and offers
Mace Blast -> 6 sec recharge, 6.5 end, 125.12 damage
Closest Blaster Version = Power Blast -> 8 sec recharge, 8.528 end, 102.6 damage
Mace Beam (snipe) -> 24 sec recharge, 17.94 end, 287.78 damage
Closest Blaster Version = Sniper Blast -> 12 sec recharge, 14.35 end, 172.67 damage
Disruptor Blast -> 32 sec recharge, 18.98 end, 93.84 damage
Closest Blaster Version = Explosive Blast -> 16 sec recharge, 15.18 end, 56.31 damage
Web Cocoon -> 32 sec recharge, 10.66 end, 0 damage
Blaster version -> 32 sec recharge, 10.66 end, 0 damage
Summon Spiderlings -> Spiderlings x3
Blaster version -> Spiderlings x3
Mu Mastery offers
Mu Bolts -> 6 sec recharge, 6.5 end, 125.12 damage
Closest Blaster Version = Charged Bolts -> 4 sec recharge, 5.2 end, 62.56 damage, +6.6% damage for defiance
Zapp (snipe) -> 24 sec recharge, 17.94 end, 140.69 damage
Blaster Version -> 12 sec recharge, 14.35 end, 172.67 damage, +8.8% damage for defiance
Ball Lightning -> 32 sec recharge, 18.98 end, 95.72 damage
Blaster Version -> 16 sec recharge, 15.18 end, 63.81 damage, +2.2% damage for defiance
Electric Shackles -> 32 sec recharge, 8.58 end, 65.69 damage
Blaster Version -> 32 sec recharge, 8.58 end, 65.69 damage
Summon Adept -> Mu Adept
Blaster Version -> Mu Adept
Quote:Originally Posted by Another_FanNo one has ever said they can't contribute, the question is are they in balance.
If you can cheer the brute nerf and the tank buff as helping the game, you can't not look askance at where blasters stand right now.
Its also really hard to see how anyone can reasonably compare fire/fire to something like shields /electric, shields/fire, on scrappers or super strength/fire on a brute.
Assuming the damage auras only tick once, the total possible AoE damage is 698.57 damage
Electric melee/shields Scrapper has 4 AoEs available to it. 2 ranged AoEs (Lightning Rod, and Shield Charge) 1 melee cone (Jacob's Ladder) and 1 small PBAoE (Thunderstrike)
Total possible AoE damage is 641.83 damage
Fire melee/shields Scrapper has 3 AoEs available to it. 1 ranged AoE (Shield Charge) 1 small range cone (Breathe of Fire) and 1 PBAoE (Fire Sword Circle)
Total possible AoE damage is 353.74 damage
Super Strength/Fire armor brute has 5 AoEs available to it. 3 PBAoE (Foot Stomp, Consume, Burn) 1 damage aura (Blazing Aura) and 1 post death PBAoE (Rise of the Phoenix)
Assuming the damage aura only ticks once, and Rise of the Phoenix ticks all three times post rez, the total AoE damage is 522.17
Those numbers are all at base values pulled from mids. Still lookin like the blaster is pulling ahead. -
I saw my dad play it back when i lived with the folks before i graduated. Not sure how he got into it, but i remember sitting behind him, watching him do frostfire, and wanting so badly to be able to play. Needless to say, he let me have 1 character slot, and Darion was made. my fire/fire/fire blaster. Back then, i didn't know anything about city, i just knew i wanted to catch things on fire, and boy did Darion do just that.
Shortly afterwards, mainly due to me constantly bugging him, he bought me an account, but he only purchases CoV for me, so i had to make a villain, while i patiently waiting for him to activate the heroes for me, so i could play Darion some more. While just feeding my addiction, i created a mastermind, with the goal of having as many pets doing as many things as possible, just to lay waste to things. But i needed a name, and i've never been really creative at making them. So while creating this new mastermind, i looked up, and saw my brothers pre-algebra book.. and i thought to myself... Algebra.. robots, it could work.
Then i realized having Algebra as a character name would just scream nerd. So i flipped it, and Arbegla was made. Once IOs hit, i realized it would just be easier to remake her instead of trying to IO out this already perfect character, and i made Arbegla 2.0.. And i havent ever stopped loving this game, its like a cruel mistress, that i can use to blow things up with..