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Quote:Look at your own math there Thinkso:I think you read a different post than mine to draw that conclusion. I certainly didn't say anything like that. At about 6 defenders you are starting to approach the point where they are interchangable from a damage perspective, but that means ignoring whatever else the defender is bringing of value, which is almost always more than a blaster will bring.
Quote:If we say that a defender does 40% of the damage of an individual blaster (bit generous to the blaster there) and we look at a very simplified case of everyone using an aoe attack (40 dam for def and 100 dam for blaster) and each defender with a -res power.
8 Blasters = 8*100 = 800
1 def+ 7 blasters = (40+(7*100))*1.3 = 962
4 def + 4 blasters = ((40*4)+(4*100))*2.2 = 1232
6 defs+ 2 blasters = ((6*40)+(2*100)*2.8 = 1232
7 defs + 1 blasters = ((7*40)+100))*3.1 = 1178
8 Defs = (40*8)*3.4 = 1088
Quote:Originally Posted by Another_FanHere are a few examples at the damage cap
Claws
Spin/Brute = 526 pts of damage/target
Eviscerate/Brute = 614 pts of damage/target
Footstomp/Brute = 400 pts of damage/target
KO blow/brute = 999 pts of damage single target
spin /Scrapper= 540 points of damage/target
Eviscerate/Scrapper = 715.2 damage/target
Fire Sword Circle/scrapper = 620 pts/target
Incinerate/scrapper = 860 single target
Blaster Fire
Fire Breath= 545/target
Fire Ball = 394/target
Blaze = 944.5 single target
Fire Manipulation
Fire Sword Circle =500/target
Blaster Assault Rifle
Flamethrower = 605
Buckshot = 330
slug = 610 single target
Ignite is a discussion in itself
The only thing you can say is some of the blaster attacks are bigger, some manage to hit more targets, most have range.
I really like my blasters, but I am really aware of where they get shortchanged.
Oh and before anyone says I cherry picked, I did, I tried to go for the best available on both sides.
While you did cherry pick your powers, stating its the best from both sides, lets take a moment and look at the bigger picture.
For example, the Most AoEs you can get out of a blaster is probably a rad/fire/levi or fire/fire/levi build. Lets see the math behind the fire/fire/levi, assuming the damage cap, and factoring in the target cap as well. I will be adding in the t9 nukes, due to the fact that merely popping a blue, and hitting 'consume' will refill your end bar, and by the time you burn through it again, your recovery is back.
Following Paragonwiki equation for figuring out damage caps found here-> http://paragonwiki.com/wiki/Limits#Damage
The math will go like this:
(base) * (damage cap) = X * (target cap) = X * (.95, chance to miss) = total AoE damage.
For Damage auras, it will be on a damage per tick basis.
Radius math will merely use the (pi)r^2 to figure out the ft^2 of the blast radius.
Fire/fire/levi:
Fireball -> 78.8 * 4 = 315.2 * 16 = 5,043.2 *.95 = 4,791 damage in 706.86ft^2 Sphere
Fire Breath -> 109.8 * 4 = 439.2 * 10 = 4,392 * .95 = 4,172.4 damage in 418.88ft^2 Cone
Rain of Fire -> 125.1 * 4 = 500.4 * 16 = 8,006.4 * .95 = 7,606.08 damage in 1,963.49ft^2 Sphere
Inferno -> 472.2 * 4 = 1,888.8 * 16 = 30,220.8 * .95 = 28,709.76 damage in 1,963.49ft^2 Sphere
Combustion -> 83.4 * 4 = 333.6 * 10 = 3,336 * .95 = 3,169.2 damage in 706.86ft^2 Sphere
Fire Sword Circle -> 99.5 * 4 = 398 * 10 = 3,980 * .95 = 3,781 damage in 314.16ft^2 Sphere
Blazing Aura -> 11.1 * 4 = 44.4 * 10 = 444 * .95 = 421.8 damage in 201.06ft^2 Sphere
Consume -> 44.5 * 4 = 178 * 10 = 1,780 * .95 = 1,691 damage in 1,256.64ft^2 Sphere
Burn -> 132.4 * 4 = 529.6 * 5 = 2,648 * .95 = 2,515 damage in 201.06ft^2 Sphere
Hot Feet -> 13.9 * 4 = 55.6 * 10 = 556 * .95 = 528.2 damage in 1,256.64ft^2 Sphere
School of Sharks -> 58.5 * 4 = 234 * 10 = 2,340 * .95 = 2,223 damage in 654.5ft^2 Cone
Bile Spray -> 75.1 * 4 = 300.4 * 16 = 4,806.4 * .95 = 4,566.08 damage in 942.48ft^2 Cone
12 AoEs total, 2 of which are damage auras, with 3 Cones, 5 PBAoE, 1 Ranged AoE, and 1 Targeted AoE
Now, onto the a Scrapper with the most AoEs, lets see, Spine/fire/dark it is.
The values I'm taking for the base damage are straight from Mids, which already factors in the average crit damage per attack.
Spine Burst -> 82 * 4 = 328 * 10 = 3,280 * .95 = 3,116 damage in 706.86ft^2 Sphere
Quills -> 10.3 * 4 = 41.2 * 10 = 412 * .95 = 391.4 damage in 201.06ft^2 Sphere
Ripper -> 167 * 4 = 668 * 5 = 3,340 * .95 = 3,173 damage in 38.48ft^2 Cone
Throw Spines -> 100 * 4 = 400 * 10 = 4,000 * .95 = 3,800 damage in 706.86ft^2 Cone
Blazing Aura -> 13.8 *4 = 55.2 * 10 = 552 * .95 = 524.4 damage in 201.06ft^2 Sphere
Consume -> 25 * 4 = 100 * 10 = 1,000 * .95 = 950 damage in 1,256.64ft^2 Sphere
Burn -> 133.5 * 4 = 534 * 5 = 2,670 * .95 = 2,536.5 damage in 201.06ft^2 Sphere
Rise of the Pheonix -> 664.3 * 16 = 10,628.8 * .95 = 10,097.36 damage in 1,963.49ft^2 Sphere
Torrent -> 28.8 * 4 = 115.2 * 10 = 1,152 * .95 = 1,094.4 damage in 942.48ft^2 Cone
Night Fall -> 35.2 * 4 = 140.8 * 10 = 1,408 * .95 = 1,337.6 damage in 628.32ft^2 Cone
Tenebrous Tentacles -> 67.3 * 4 = 269.2 * 10 = 2,692 * .95 = 2,557.4 damage in 418.88ft^2 Cone
11 AoEs, 2 of which are damage auras, 4 Ranged Cones, 1 Melee Cone, 3 PBAoE, and a self rez PBAoE power, which is slotted with 3 level 50 dam IOs but if otherwise unaffected by damage buffs, due to having to use it while dead.
It looks like the fire/fire/levi Blaster, assuming survivability is no longer an issue, will clearly out damage a spine/fire/dark scrapper, due to increased number of AoE, larger radius, and higher target caps.
Now, I know what your about to say, that once those AoEs are thrown, there's always a boss left over, and I will completely agree with you. Still focusing on the fire/fire/levi and the spine/fire/dark lets take a look at their single target damage, which would be used to take out the remaining bosses after the AoE volley tears up the minions and LTs in the group. I'm going to assume that the AoEs have taken about 50% off the bosses total hitpoints for this explanation, which is about right, considering chances to miss, and target caps being hit.
Fire/fire/levi Single target damage break down, still maintaining the damage cap:
Flares -> 63.2 * 4 = 253.6 damage, from 80ft away
Fire Blast -> 92.6 * 4 = 370.4 damage, from 80ft away
Blaze -> 188.9 * 4 = 755.6 damage, from 40ft away
Fire Sword -> 131.2 * 4 = 524.8 damage, melee range
Knockout Blow -> 198 * 4 = 792 damage, melee range
Spine/fire/dark Single target damage break down, still maintaining the damage cap:
Barb Swipe -> 63.2 * 4 = 253.6 damage, melee range
Lunge -> 88.8 * 4 = 355.2 damage, melee range
Impale -> 137.9 * 4 = 551.6 damage, from 40ft away
Dark Blast -> 71.9 * 4 = 287.6 damage, from 80ft away
And it still looks like the fire/fire/levi blaster can pull ahead of damage in the single target area. So comparing the 2 best case scenarios of AoE happy powersets, with single target chains to clean up the leftovers, when survivability is no longer an issue due to buff/debuffs, the blaster pulls ahead. -
Thing is, i don't want to cram that much recharge into this build if i can help it. Purple-ing out every build gets expensive fast. I'll be running Chilling Embrace with a damage proc, and Icicles with ED level damage/acc/end in it, so i'm not too worried about 'quick' damage, just using all my attacks effectively to keep things going.
How much recharge is required to run that CS->SB->BB->QS->SB->BB chain? and wouldn't it more better to hit with QS first, to keep bruising up as much as possible, for the added -20% resistance? -
on a team if you get to the point where defenders aren't needed anymore, thus all your buffs and debuffs are taken care of, and Blasters can rely on the debuff/buffs for surivial, then it doesnt matter if the scrapper has better, as they are all at the same survivial levels due to the buff/debuffs.
Blasters have bigger AoEs then scrappers, and can generally bring more AoEs to the table, thus increasing the kill speeds faster then a scrapper/brute/SoA etc could. -
Quote:
I think you are being overly generous on the damage ratio.
There are at least 3 cases where defenders/Corruptors have exactly the same damage scale as blasters.
Ice storm
Blizzard
Rain of fire.
If you take a look at the mininukes
Defender Full auto/Rain of arrows are at approximately 60% blaster damage.
The same holds true for the other defender Archery AOE powers. This goes to the whole damage scale is just a guideline for the powers issue.
While your correct that those powers at base, do as much damage as a blaster at base, your not factoring in the higher damage cap that a blaster does, which is 100% higher then a defender/corruptor. Which actually makes Thinkso's math more correct, accounting for all instances. And while Ice Storm and Blizzard do the same damage on a defender/corruptor as on a blaster, the other powers in that set, to much less then on a blaster.
Blasters Defenders Corruptors
Ice Bolt 62.6 36.1 41.7
Ice Blast 102.6 59.3 68.4
Frost Breath 87.6 50.6 58.4
Aim 37.5%/62.5% 50%/50% 42.5%/42.5%
Freeze Ray 6.26 3.61 4.17
Ice Storm 116.8 116.8 116.8
Bitter Ice Blast 142.6 82.4 95.1
Bitter Freeze Ray 82.6 47.7 55.1
Blizzard 500.5 500.5 500.5
Thats all base numbers, being pulled from Mids, and not factoring in the higher damage cap blasters have, which when thrown on a team with 1 kin, will be able to hit pretty easily. -
And others just can't appreciate a good AT.
Using the math Thinkso did, once you start getting above 4 defenders (half a team) its more effective to add blasters then it is to add more defenders, assuming the same equal force multipliers.
So, in a normal team settings, anything above 4 buff/debuffs, and your much better off picking up that blaster then you are anything else. -
Hey guys,
My search fu is weak tonight, and i can't seem to find anything that mentions mid to high recharge attack chains for Dual pistols. I was thinking something like this would work out, but i needed some profession advice on the subject.
Pistols -> Dual Wield -> Executioner's Shot -> Dual Wield (repeat)
I figure due to the long animation of executioner's shot i can get dual wield down to recharge in that time frame, and continue blasting.
Its a DP/dev build, and i'm expecting to stay at range as much as possible, would it be possible to run that chain effectively? -
Hey guys,
I'm working on a concept build for my newest tanker, and i was wondering whats the best attack chain possible, using Kinetic melee? I was thinking something that kept quick strike up as much as possible, and being an ice tanker, endurance isn't much of an issue, so i can have 4+ attacks in the chain.
Anyone have any solid ideas? I was thinking something like this might do the trick, but i'm not entirely sure on the math behind it.
(Power Siphon)->QS->BB->SB->CS->BB->SB->FB
Using just quick math, that chain would take about 10.2 seconds to run though, and i would need to get concentrated strike down to a 7.37 second recharge. Smashing Blow down to a 4.03second recharge, and Boby blow down to a 3.9 seconds recharge (not accounting for arcanaville time)
Does the above sound good? Is that a decent enough chain? -
Hey guys,
I'm building a claw/elec brute, which i know is just a close cousin to the scrapper, but i was wondering what a good attack chain is, using 4 attacks, i was thinking doing this:
FU->Focus->Slash->Swipe
which by my math requires FU to recharge in 3.33 seconds, granted, thats not factoring in arcanaville time, so my math may be off. and would replacing swipe with strike amount to more overall damage?
Whats the required recharge to met either the above chain, or replacing swipe with strike?
I'm going for mainly a recharge build, with a hint of defense to supplement the already high resistance elec can give me, I can post my current build if anyone asks, but i'm pretty sure i need to squeeze more recharge out of it first. -
Quote:Actually, caps are pretty easy to hit. One kin defender, and everyone is damage capped, one FF and everyone is basically softcapped. Add anything else to that equation, and its much more effective to add a straight damage dealer, due to the fact the buff/debuff will usually be busy buff/debuffing, and unable to purely focus on damage. Plus blasters have higher damage scales, and higher damage caps then most other damage ATs.
When well used Fulcrum Shift can damage cap most ATs. On a team with a Kinetics defender, a damage capped blaster adds a lot more dead stuff than a second Kinetics defender.
That being said, caps come into play very rarely and probably aren't worth discussing. -
Unless otherwise stated, I'm talking to Thinkso, and Another_Fan. You skim over your own writing, then skim over mine.
I've mentioned multiple times that the melee attacks on a blaster are there to supplement a blaster, and if you stay in melee you will die. Yet you seem to focus on the 'blasters = pure range' anytime i bring it up. Whats stopping that blaster from attacking in melee when a storm has debuffed the mobs down to nothing?
And Strato, I'm pretty much just hitting quick reply, which uses the last person to reply to, it's not specifically for you, as i feel we both agree on the same thing. Blasters aren't lacking in the least bit. Masterminds have weaknesses just as Blasters do, and i have experience in both. There are plenty of things Masterminds can do that blasters can't, and plenty of things Blasters can do Masterminds cant, Like AoE for example.
Previously in this thread I've listed about 26 or so different AoEs in the blasters 'targeted/placed AoE' arsenal. Using that same metric, a mastermind has available to them.
Mercs ->
Buck Shot, Full Auto x3 (much weaker then the blaster version, but named the same), M30 Grenade x2 (pet and Self power), LRM Rocket, Frag Grenade,
Necro ->
Torrent, Tenebrous Tentacles (minor damage mind you, but still an AoE)
Ninja ->
Fist of of arrows, Fire Breath, Rain of Fire,
Bots ->
Swarm Missiles, Incendiary Missiles, Flamethrower, Full Auto Laser, Photon Grenade x3
Thugs ->
Empty Clips, Blast Clip, Uzi Cone Blaster, Dual Uzi, Empty Clips, Spit Fire, Molotov Cocktail, Fire Bomb,
Demons ->
Crack Whip, Fire Breath x2, Breath of Hellfire x2, Frost Breath, Fireball.
Now, realize Pets have different damage scales then players, 1.000 for melee, and .800 for ranged, and also realize The limited AoE found in Necro and Ninja, both of which only from from the tier 3 pet. So While Masterminds may (post 32) out damage, and out surivive a blaster, its with very specific builds, doing very specific things, and you have to have absolute control over what is going on.
Pets can't handle direct damage very well, due to low hitpoints, and not very many native defenses/resistances. Look at ninjas for example. Or Thugs. Even with constant buff/debuff from the mastermind, it will take quite abit of paying attention to whats going on to be able to achieve what a decked out AoE blaster can do. like a fire/* rad/* arch/*. Plus what about those /dev blasters, with zero melee? are they supposed to jump right into melee and blast away, with their zero melee attacks? Your generalizing, and twisting examples given to prove your points. Yes the travel time between mobs may be trival, but it does add up, and you don't have to use hover to avoid melee. You just simple avoid melee. or Kite your melee attacks.
That tanker doing 152 DPS is really nothing compared to that blaster doing 219, which you completely ignored. Tankers aren't doing anywhere near the damage potential a blaster can, even using your own metric of Pylon DPS. -
Quote:I do like how you completely skipped over this post. And in regards to just 'goto aggressive' good luck doing it on anything post 0/1 and not having to resummon after each fight. Mastermind pets are not just a lower level then the mastermind (the tier 1 pets being -2 to the mastermind) but they have really low hitpoints, and outside of serious amounts of buffing (i/e bot/traps or bot/FF) its basically impossible to softcap without outside help from another AT. At which point its better to just add a PC controlled blaster to the mix, as the buff/debuff from the mastermind is also benefiting the blaster as much as the mastermind itself.
Solo I don't have much trouble on my MMs, surely much less than I do on my blasters, once I start upping the difficulty. My mercs/poison has always felt strong, and from what I understand it is a weak MM combo. My Demon/Storm is simply amazing and can easily take on things that would kill any but the most IOd blaster, and he is only level 40. Killing is pretty fast, but I can outdo it with my scrappers, brutes, and blasters.
If teamed and protected, I don't see MMs out-damaging blasters on big spawns. SC + BL on a buffed Elec/Dev is plenty impressive and damaging to outdo MMs. That said, I have not been unimpressed by the damage output of my MM, but I believe FR is a huge boon there. FR will, of course, also increase the blaster's damage level. I think the debuffs are skewing the perception and debuffs affect the whole team.
Teaming with my friends Bot/Traps and either of my MMs is pretty efficient, but still not as impressive as what a blaster without The Fear can do vs. giant spawns, sans AVs.
Your completely disregarding any pros to blasters and only focusing on the negatives, which is entirely the wrong way to look at the situation. Blasters bring about ranged damage, with enough utility to keep themselves alive solo to accomplish that job, and enough pure damage on a team to steamroll just about anything in its way.
Forcemultipliers only go so far. Once you start hitting higher caps on things, its MUCH more efficient to add a pure damage class then it is to add any other form of debuff/buff.
Here's a pretty simple example for you. Say you have a minion 100ft away, and you have an SO slotted Scrapper, and an SO slotted blaster. Who kills the mob first?
Take that same minion, and put it 5ft away. Who kills the mob first?
Now change that minion to a LT, who kills it first at 100ft, and at 5ft.
Do the same with a boss.
Everytime that blaster will be able to kill said mob at 100ft more often then the scrapper, and that scrapper will be able to kill said mob at 5ft more then the the blaster.
That is the strength of the blaster AT, the ability to attack at range, and abuse that to his advantage, which you (both Thinkso and Another Fan) have completely disregarded.
First it was Scrapper > Blaster, now its MM > Blaster, yet with both arguments, the blaster has the upper hand. Blasters will out perform Scrappers at range, and out damage MMs all out.
Again, have you tried to farm with a Mastermind? Have you even heard of people doing it? The risk vs reward isn't work it, when a pure damage class can do it much faster, and without the hassle involved. -
Quote:While I'm nearly certain Masterminds can, in the right conditions out damage a blaster doing the same thing, the risk gets high once you start stacking in various things. Do remember that Masterminds suffer more from AoE damage then any other AT, and once their pets do drop, they have the lowest hp base of any other AT. Masterminds are by no means immune to the effects of mobs, and while some instances (hami raids for example) the mastermind can clearly stay completely out of harms way, those are few and far between.Nope. I don't really care that MM's can standup to AV's beyond the fact that it demonstrates their ability to easily handle most content similar to a toon that can kill a pylon.
MM's rip through content. All MM's (well I haven't tried /ff, but I've done every primary and/or secondary besides that one to ~40). The only thing that used to slow MM's down was that you had to summon and individually buff all pets at the start of each mission. Both those factors are gone and as a result MMs can clear solo missions among the fastest and safest in the game.
Reward rate is a direct indicator of your ability to deliver damage. The ability to deliver damage is a function of several factors including, but not limited to: damage output, survivability, and movement speed.
We know MM's are the overall slowest moving AT. We know they are 10's or even 100's of times more survivable than blasters. Yet even in missions where survivability isn't stressed they can still clear enemies +/- as fast as a blaster*
*something like a merc/ta is probably slower than a fire/elec when survivability is not a factor, but a nin/storm is way faster than an elec/dev. When survivability enters the equation like the type of situation where a blaster would like to leverage their high target aoe's a MM is often considerably better at successfully delivering damage. Additionally the fastest MM (on SO's or IO's) is faster than the fastest blaster outside of cherrypicking the absolute easiest mobs available.
Masterminds have to micro manage 6 different damage sources, as well as deal with their buff/debuff/control secondary. This is a hard task to do, especially considering a blaster merely has to point and click and kill the mobs. Have you actually tried to farm on a Mastermind? I mean seriously try? Its much too hard and very different to manage then a single character (Blaster, controller, etc) due to the erratic behavior of the pets AIs, and how it really doesn't want to work sometimes (try ninjas, those things make blasters of any sort look like invuln tankers in their shear durability)
So, yes, on paper masterminds may out damage blasters, especially against hard targets where they can focus fire, and work their debuffs, but in practice, its really much harder to do. -
Quote:39% isnt the softcap. Gaussin's at 2.5% def to all other positions, and the steadfast adds another 3%, which assuming you throw 2 def IOs in combat jumping, and ED cap defense in all your passives, and toggles, your at the softcap. Which is what i said, Combat jumping, tough, weave, Gaussin's plus a steadfast. If you don't follow that exact thing, it'll take alot more to softcap you, and depending on your primary, you may not be able to pick all those powers and slot them that exact way.
You don't need buildup to take Gaussian, any +to hit power does the job. And you don't need gaussian to get the cap at all just combat jumping, the fighting pool and one IO gets you 39% and change.
You can actually cap without any IOs other than a steadfast. I believe someone made the claim awhile
If you don't take combat jumping you have to find ~3% defense from IO slotting, I really don't know how much more minimal it could be.
Not all masterminds have a self heal, and yes, bodyguard mode does equate to extra hitpoints due to the mechanic, but it requires you to not be as aggressive as a blaster can be. And if your not in bodyguard mode, masterminds are the squishest AT in the game. Thats the balance. You either become very defensive, and very hard to kill, or very aggressive, and very easy to kill. AoEs actually hurt a mastermind more then any other AT due to the way bodyguard mode works, your henchmen end up taking about 1/3rd more damage from AoEs when in bodyguard mode then when not. And resummoning your pets is limited by available recharge. If things go down hill to quickly, and a mastermind is left without their pets, they are far more likely to die then when a blaster gets mez'ed for example.
Controllers, by themselves, more often then not can not out damage a blaster. Fire/kins can farm yes, and ill/* can use phantom army to do some serious damage, but outside of that, you'll find far less damaging controllers when compared to blasters. The buff/debuffs don't make up for the lower damage cap, and damage mod the controllers have, even when factoring in containment. And locking down a full mob doesn't mean you can kill it in any reasonable amount of time. An arch/MM blaster will out farm a fire/kin controller due to sheer damage being dished out.
Blasters can also waltz into melee while mobs are distracted or disabled via their own hard/soft controls or with a tank in the group to help with aggro.
Blasters don't require constant attention from buff/debuff, not anymore then a defender, corruptor, or controller would need. And it's already been said in this thread that on a team of 7 controllers/defenders/corruptor its much better to add a blaster then it is to add another controller/defender/corruptor due to the fact blasters have higher damage caps, have higher damage scales, and have larger AoEs. Force multipliers only go so far when you start hittings ceilings, which 1 or 2 defenders/controllers can get you to. -
Quote:Thats why linking to pylons threads aren't exactly the best way to compare ATs, I think both Werner and Bill Z have mentioned that. Its a very very specific form of DPS measurement, which can be accomplished by pretty much anyone.
I hadn't seen this. This is freaking ridiculous you have the devs nerfing brutes because they are doing 3% more damage and having 10% more hp than scrappers, but Masterminds are doing 50% more damage than blasters and are nearly impossible to kill doesn't at least prompt a question ???
You also have buffing tanks* that have more AoE than most blasters and team buff/enemy debuff that rival defenders out damaging blasters ? *The crab spider
And just take a look at the SR scrappers able to out damage a blaster. With minimal and I mean minimal IOs SR is as about as safe as it gets. There is just no way that a SR anything should be at the same level as the top blaster
I can't even begin to say how wrong that is.
Masterminds have always been able to out DPS blasters, due in part to the fact their primary (the pets) are basically 6 mini-blasters with very specific powers, and their secondary is built to keep said mini-blasters alive through buff/debuffs. Masterminds die alot easier to different things then blasters do (fire patches anyone?) and suffer much more to cascading failures then just about any other AT, due to their main for of self mitigation coming from their pets. Plus they have the lowest base hitpoints, and have a very hard time capping them, where a blaster can cap their hitpoints with much less work (with accolades, a blaster only needs 13.5% more hit points bonuses to cap)
SR only needs minimal slotting if you take combat jumping, have access to Buildup (for the gaussins) and take the fighting power pool for tough and weave. Without that, you sitting on about 35% def to all positions, and you have to build towards getting it higher. SR's cannot naturally slot the steadfast +def IO, so while it may be easier to softcap them then say fire armor, Shield armor is actually much much easier to do, due to the way the set works.
Controllers are in the same boat as Masterminds. In very specific cases they can out damage and out survive anything, but Take them out of those very specific cases, and things just go south quickly. Illusion control is able to completely DPS within the safety of phantom army, which itself is able to out damage it's own heal component and deal massive DPS.
Dominators are really the only things seriously stepping on blasters toes, with their hard controls out ranking the blasters soft controls, and their damaging being about on par with what your average blaster can do. Both need to jump in and out of melee in order to do it, and both have the habit of dieing if too many melee attacks land. For a dominator thats much easier to avoid though. Granted blasters still out AoE a dominator, even with the APPs giving Dominators much needed AoE powers.
In a team setting, with mixed debuff/buff and multiple damage coming from different sources, blasters do no under perform, and even when compared to other damaging ATs, they have higher AoE caps, which they can use and abuse to their advantage once they reach higher levels of survival. Which is why it is almost always better to buff the blasters over any other AT on a team setting, so the blaster can use its full potential without worry of eating dirt. -
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Quote:Its exactly what i said, Blasters can't stand toe to toe with most opponents for long. And to use your melee attacks when it won't get you killed. i/e standing toe to toe with that warwolf will get you killed, as their melee attacks hit hard, but kiting it, using ranged attacks to close in, and melee to finish them off means much less of a chance of them pounding your face in.Quote:Quote:
I play my blasters from range, and have little issue with them. I know that if I venture into melee, with my lack of standard defenses, that I will face plant, as I'm not designed to stand toe to toe with melee mobs. The description for a blaster specifically states its a Ranged damage toon.
Quote:Quote:
"The Blaster is an offensive juggernaut. This hero can deal a ton of damage from either a distance or up-close, but he must be careful because he's somewhat fragile compared to other heroes. The Blaster can't stand toe to toe with most opponents for long. His best defense is a great offense!
Ton of damage from either a distance or up-close, which isn't at all different from what i said. Which you actually quoted me on. I'm again not seeing the issue with Blasters in general. They are high damage range damaging ATs with melee to supplement their attacks. Its the way the archetype was built, and the reason why they are use their t1 and t2 blasts while mez'ed.
Yes, the melee attacks hit hard on a blaster, but they need to. How is that proving Scrappers can do the job better? Nearly all the scrappers high damaging attacks are melee, yet the blaster can do similar damage (as proven by the previously linked pylon thread) using range and melee attacks.
Range is again the blasters best friend. Yes they can close into melee, and yes those melee attacks will pack a heck of a punch, but if your playing a blaster like a scrapper you will eat more concrete then if you use your range attacks to you advantage. Kiting a mob will save your skin much more often then trying to stand toe to toe with it. -
And i thought it was weird when my NMI sold for 4 million the other day, even though i only list commons at 300, uncommons at 1200, and rares at 6000.. (slightly above vendor prices, so i always make a profit)
Granted, i buy salvage for much higher then i sell it for, so i guess i'm just throwing more money into this machine? Does that make me anti-ebil? Or does my purple'd out warshade disqualify me? -
I can't account for previous debates, but in general I think its a cry for FF to be more then a 1 hit wonder. Defense is nice and all, but there are so many different ways to get it, and once you hit the softcap, there isn't much point in going much higher.
Which is the focal point of this argument, besides Defense, what does each powerset offer, and in most cases, Cold will out perform FF once the soft cap it met. -
Quote:I'd actually like to point out that there are distance modifiers attached to ATs.. They are in the form of Damage Scale and they affect how much damage a certain AT does with a certain type of attack (be it ranged, or melee) Which are listed here. http://paragonwiki.com/wiki/Damage_Scale
Blasters are not classified as "ranged damage" you'll find no such developer support for that premise and you'll find no such player support for that premise from anyone that understands this game. Blasters are classified as "damage". There is no distance modifier attached to the AT. Unless you are categorically claiming that blasters that take and use melee range abilities are using the AT incorrectly?
That points out that blasters have a 1.0 melee damage scale, and a 1.125 Ranged damage scale. This means they have the third highest melee damage scale, (behind scrappers at 1.125, and dominators at 1.05) and the highest ranged damage scale among any of the ATs (outside of nova form Warshades, or Peacebringers, but those only have 4 attacks, which are all ranged)
Scrappers on the other hand have a 1.125 Melee Damage Scale, and only a .5 range damage scale. Granted, there are some ranged attacks scrapper have access to that use the melee damage scale, but for the most part, they are not a ranged class.
So for a blaster to do the most damage, they have to use their ranged attacks, with a hint of Melee, which is exactly what I said. Stay at range, use your utility to your advantage, and only use melee when it won't get you killed (i/e on a mez'ed mob)
You wanted to compare */* Blasters to */* Scrappers and said that no matter what a */* blaster should out damage a */* Scrapper, and I just used an example of a AR/dev blaster vs. a elec/shield scrapper as why that wouldn't be possible.
I play my blasters from range, and have little issue with them. I know that if I venture into melee, with my lack of standard defenses, that I will face plant, as I'm not designed to stand toe to toe with melee mobs. The description for a blaster specifically states its a Ranged damage toon.
"The Blaster is an offensive juggernaut. This hero can deal a ton of damage from either a distance or up-close, but he must be careful because he's somewhat fragile compared to other heroes. The Blaster can't stand toe to toe with most opponents for long. His best defense is a great offense!
Alignment: Hero
The Blaster's power sets are:
Primary: Ranged
Secondary: Support
The Blaster has Low Hit Points and High Damage. "
Copied directly from http://paragonwiki.com/wiki/Blaster which I'm pretty sure pulls it directly out of the game's description. As I'm at work, I can't exactly look it up, but it does say 'Ranged' and 'High Damage' in the descriptions. -
One of the best ways i find to outfit multiple characters is the new email system.
If character A gets a drop, but doesnt need it, and Character B does, i just email it over. Saves me time, and money from having to buy it. Sometimes i'll even send the crafted enhancement over, or the salvage. This works great with my stock pile of rare salvage.
Granted, i always craft and list my drops, even if they arent worth a thing, as i figure i get enough drops playing my 15+ alts that i'm bound to get something useful, and even if i don't need a drop, i can make a little money selling it on the market. -
While i do agree with you that blasters need to be #1, it'll be really hard to balance anything that way. What you basically saying is a assault rifle/dev blaster should be able to out damage a elec/shield scrapper, due to the fact the blaster as no means to defend themselves the way a scrapper does.
But the blaster does. Cloaking device, trip mine, targetting drone basically negating the need to slot acc, etc. yes, that elec/shield can lightning rod/shield charge basically every group to death, and they can more or less do it from range, (due to the targetting nature of LR and SC) but they aren't stepping on blasters toes to do it.
Blasters offer ranged damage and utility. Sometimes the utility they offer isn't what the team can really use (a field of trip mines may kill that EB in one round, but the setup would take too long on a good team) But that ranged damage is what pulls them ahead.
A scraper is melee damage. A blaster is ranged. While the scrapper is having to actually run into a group to kill the boss, or wipe that spawn out, the blaster can do the same thing from range. Its to different damage 'types' and until scrappers can chain together a full ranged attack chain, they will need the defenses thier secondary gives them.
A blasters biggest 'defense' is range. Learn how to abuse it, Use it to your advantage, and love it. -
Quote:You again assuming the blaster is going to stand there and die. They still have thier t1 and t2 attacks, which are still ranged, and still pack a decent punch. The immbolize, is again, still range. Most mez's are range as well, so mob mez's blasters, blaster immoblizes mob, then proceeds to blast it with t1 and t2 attacks, which can easily be chained together using SOs.
And to be precise. That is assuming they are going from 45% defense to all attacks to 30% defense all attacks. Which is about what they lose from their epic shield going down and have the rest of their defense in passive set bonuses. If they have more in other non auto powers they lose more. That build that relies on weave and hover loses another 5+% depending on slotting and it goes on and on.
The lethality decrease is on the order of 8 or better. Loss of AoEs, loss of aim and build up, loss of everything except the tier 1 and tier 2 powers.
Just so you can understand that fire electric blaster goes from 300 dps best case to under 150 dps when mezzed. Aim and build up are gone. Aoes are gone. Which means that for every thing that is attacking the blaster loses one unit of its unmezzed lethality. No fireball, No breath of fire, No rain of fire. No mitigation except electric fences.
What is your threshold? Because this game is balanced around soloing at +0/1/no bosses. With those numbers, A blaster can, and will kill faster then a scrapper of equal still, due to the range component a blaster has. A scrapper has to close up to the enemy, while the blaster can easily attack from upwards of 40ft (throw spines, caps at 30ft range by the way) Yes the higher damaging attacks for a blaster are the melee attacks, but thats why they have a hold or a stun in thier primary. Hold/stun the mob, then wail on it, then goto the next group.
Linking to the Pylon thread actually moreso proves my point then yours. This is the latest up to date info on the results. http://boards.cityofheroes.com/showp...&postcount=612
and currently there are 2 Blasters in that post, with DPS values of 219 (fire/energy), and 204 (ice/mental) There are also 34 /shield or shield/ DPS values. There are 105 posts, with the fire/energy being number 53, and the ice/mental being 61, which is just about in the middle of performance, and thats when compared to other scrappers/brute/dominators/controllers/MMs basically anyone else who are posted in that thread. So, how are blasters underperforming?
I recent played my fire/fire/fire blasters, my DP/dev blaster, my elec/shield scrapper, and my kat/regen scrapper for about an hour each within the last week, and i'll have to say the blasters are out living the scrappers, due to sheer amounts of damage, and abusing range.
My regen, if he takes too much of an alpha, just dies. Its a problem of regen, not so much a scrapper in general, but He does die quite often if divine doesnt hit, or MoG isnt up to help out. the fire/fire/fire blaster does die, but its not nearly as often as the regen, and the fire/fire/fire actually has RoTP, where the regen just couldnt fit it in his build, so a death doesnt stop me completly on the blaster as it does the scrapper.
Both the DP/dev and the elec/shield are lower level, which you said yourself blaster perform better at lower levels, so comparing those may not really help out the case at all, but the elec/shield can barely handle a group of 3 ghouls constantly hitting him, as i have to close into melee in order to attack. the blaster can pull, and attack at range and handle quite abit more then the scrapper can.
If your playing your blaster like you would play a scrapper, your going to die, ALOT. they are completely different styles of doing damage. If you play a blaster like a blaster, your much more likely to not just survive, but out damage said scrapper. Range is your best friend, and being able to attack while mez'ed, plus the scaling damage bonus the more you attack definately helps put things moreso into the blasters court. -
Where have you posted hard fact numbers? It's all been 'On this spreadsheet' or 'in theory' when in actual practice, you havent posted anything to back up your claim that scrapper only need reds, and blasters die instantly to mez mobs.
I would really like to see how the APPs don't benefit blasters, as they add mitigation in the form of defense or resitance, or extra mez, which you have yet to actually talk about.
You say scrappers can do everything a blaster can do but better, but your talkin in a vacuum, assuming both the scrapper and blaster are in melee range, when the blaster is best suited to attack from range, far from the hard hitting melee attacks most mobs have.
Where is your actual hard facted evidence that blasters die more often the scrappers?
Where is your actual hard facted evidence that scrappers can out damage Blasters?
Where is your proof in regards to those arguements? All you've stated doesnt answer those questions. -
Quote:
FWIW if anyone really wants to back up their belief that blasters are fine then get someone to taunt a pylon, I can guarantee you won't beat the best scrapper times, let alone get anywhere near the times Frosticus has posted with MM's and trollers. The latter of which is bordering on ludicrous.
Yes blasters can deal out some good aoe even if we accept that they aren't near the best st damage dealers (though they should be hands down). But they aren't near the best aoe damage dealers either or else they would be used as farmers more often because farmers take the easy mobs and slaughter them en masse, which is what people are saying blasters excel at...
You do know, Frosticus was the one to point out that fire/elec blasters have the higher DPS numbers (vs pylons) then even the highest scrapper build? Which is where he got the idea for a fire/fire/fire dom, and managed to squeeze that DPS up to 450 (no really, those are real numbers here guys) -
Quote:Plenty of Blasters can out damage Scrappers, Its a given based on increased radius of the AoE, and sheer range vs melee arguements. Very few blasters will sit in melee and get pounded on, like your run of the mill scrapper would. Your again cherry picking the example and trying to say a blaster would be worse off then a scrapper, when in reality, a blaster is much better at the job. When mez'ed, a scrapper has no way to defend himself. A blaster has both tier 1 and tier 2 attacks in his primary, and the tier 1 attack in his secondary. For a /energy blaster thats power push, which, while mez'ed, can keep bosses out of his face long enough for the mez to drop. Any blaster worth his AT pick knows to slot the t1 and t2 attacks to recharge constantly, so they can have a complete attack chain while mez'ed.Ouch! Such drama for a poor defenseless Scrapper! Your Scrapper is much better off than a Blaster should he also miss and lose endurance. You may still have one or more applications of Divine Avalance running which protects against by far the most Malta attacks, you have significantly more health through Dull Pain which is close to perma slotted and with Hasten even without any global recharge IO-bonuses. You'd have more resistance, more recovery and more regeneration. You will be immune to the 45? sec AoE stun-grenades a Blaster has no defense against and the other stun attacks. You could pop a single blue inspiration, hit MoG and laugh at the Malta. If worst came to worst, you'd still have access to Revive self-rez and basically be good as new. Attempting to portray any Scrapper worse off than a Blaster is laughable.
Being able to use tier one and two while mezzed can be a godsend, but it generally won't save you if you fight anything worthwhile fighting at higher levels and you find yourself without break frees.
Melee ATs that depend extensively on defense for mitigation generally have such resistances. Other ATs generally have access to sufficient control and/or buffs/debuffs making the lack of such resistance less of a concern.
And Repulsing Torrent, another 10 attacks or so if we include Scrapper epics. A Spines/Fire/Dark Scrapper has access to more ST and AoE attacks (ranged or melee) than he'll know what to do with...and be infinitely more survivable than a Blaster.
4 of those are actually Location AoEs. Siren's Song is mainly a sleep with very poor DPS (only around 33% higher than Fire Cages for Controllers). The old nukes are also very poor DPS and when you consider they also cause a crash, they are extremely poor DPS (but of course DPS is not everything - but it will determine partly how well or fast you can solo). That a ranged/melee AT has more ranged attacks than a melee AT should hardly surprise anyone. What's your point?
Wrong. Nothing in the Blaster arsenal compares well, much less equal Throw Spines. Breath of Fire is solid but falls short despite having nothing put damage where as Throw Spines benefit from secondary effects. Buckshot actually comes closer in matching the DPS, but is also inferior - especially considering the AoE is also significantly smaller and the set lacks Aim.
Using long and narrow cones to maximum effect require tactics and constant positioning. It also involves risk of additional melee attacks as a Blaster will for all intents and purposes be in melee range. Despite the above, hitting 10 targets cannot be expected.
Your willing to claim the scrappers epic power pools as added damage through targetted AoEs but you wont claim the blasters added mitigation through thier epic power pools? Sleep greande, flash freeze, LRM rocket, Bonfire, PFF, Force of Nature, all provide enough mitigation for a blaster to be able to kill the prime target, then work on other mobs in a group.
A blaster with Force of Nature running has scrapper level resistance, and mez protection. While still maintaining the higher damage potentional due to both Aim and Build up, and added radius on thier AOEs. How is that any worse off them a scrapper?