-
Posts
3571 -
Joined
-
Quote:Its deeper than that, and it needs more than just mez protection for blasters. The melee survivability and the way mez works needs to be looked at and then the DPS ATs rebalanced. I just don't see that happening unless a certain other game goes belly up fast.I'm just waiting for the rare or very rare incarnate slot that gives me mag 4 mez protection.
Even with defiance the way it is currently my IOd scrappers vastly out damage (and out survive) my IOd blasters and it all goes back being both mostly defenseless and extremely prone to mez.
My blasters are still the ONLY toons I have that survive mainly through inspiration use (IOd or not) and positional awareness (and there's no margin for error as a couple bad rolls with the RNG can be deadly) rather than just munching the occasional inps. Some of my IOd scrappers go multiple missions or even multiple task forces without ever touching the insp tray (aside from handing them to blasters on the team).
The reason that melee characters have mez protection is that they are designed to spend all their time in melee. Tanks have it, Scrappers have it, Brutes have it, Stalkers have it and they are all designed to spend most if not all their time in melee.
Dominators have it at least 1/2 the time and are designed to be in melee at least 1/2 of the time. VEATs get it full time and they are desigend to be in melee half the time (or less). HEATs get it in one form and they can toggle to that form while mezzed.
Blasters are designed to spend 1/2 their time in melee range. Most blaster secondary power sets (with the notable exception of devices) are mostly melee range attacks with a utility power or 2. They are the only AT in the game that are designed to spend 1/2 (or more) of their time in melee range and lack "real" mez protection.
Its a glaring discrepancy that I hope they repair somewhere in the incarnate system. If they don't I will be greatly disappointed. -
Quote:Are you saying that alpha slot and inherent fitness now allow teams to do something they couldn't do before: kill Ghost Widow without a team of 8 attacking her?
No the statement you are making has little relation to what I am saying at all. Its much too broad a statement. I am speaking of specific observed instances. Someone would have to be off their rocker to make such a sweeping generalization about all teams, all additional power selections and combinations.
Does it do so for some, yes undoubtedly. -
Quote:They die and the rest of the team kills her. The increase in other peoples builds are more than enough to compensateI fail to see how inherent fitness and any of the currently available Alpha powers could cause so dramatic of a shift that these situations would be significantly altered. For example, I don't see how inherent fitness or any Alpha could affect whether a team has such overwhelming damage and buffs or debuffs that they could defeat Ghost Widow even without attempting to starve her PBAoE heal of targets.
-
Quote:You have no idea how this works do you ?So you used extra powers beforehand to reach the Blaster's damage? Then you added Scourge, assuming the enemy is low on health. If that is the case, do the same math and add Build Up to the Blaster an another 30% for Defiance. Thank you, come again.
Build up and defiance are bonuses off base damage. They are purely additive the musculature slot does nothing for either one.
-Resistance and scourge work on the total damage and are multiplicative.
Whatever damage the blaster is doing due to buildup and defiance is the same with or without the musculature slot. -
Quote:Demonize me instead of destroy the argument ? Well enoughI'm interested to learn what you think is a TF that shouldn't succeed. As long as the players are competent it usually doesn't matter what you take. People have done all-Scrapper LGTF and Apex. What do you feel is required for a TF to succeed? You seem to be very heavily invested in character stats.
Task forces that had people that didn't bother to slot their powers, taskforces where people were afk for the entire time. STFs where people would stand next to ghost widow and attack without having any defense and not bothering to pop lucks.
Just for the record I am invested in skill not stats. It doesn't matter if that skill is in maximizing stats, working movement, good use of powers or any combination. -
Quote:You are likely more correct than you think. Between inherent fitness and the limited alpha we have now, I am already seeing tfs that shouldn't succeed, succeed and Tfs that should have been interesting runs become snooze fests.I just thought I should mention that one of the incarnate levels is a team buff, one is a proc that adds debuffs to all your attacks, and one gives you pets that buff/support. I suppose that means we'll be marginalizing support classes after we marginalize damage dealers, and then nobody will be able to play anything because everyone got marginalized off the edge of the world.
It was bad enough that with a good keyboard you didn't need to be playing the game to play parts of the game. Its getting to the point you don't need to be there at all. -
Quote:Actually that was the point. We were talking about speediest and most effective.1) You totally missed the point. The point was not that it is impressive or whatever that a blaster can solo the sybils or cysts it was that they can do it faster than corruptors can. Smart or speedy choice? Of course it would be most optimal if the team splits into groups of 2-3 in the cyst mission if the map is a 3 way split, but that really isn't the point here now is it?
Quote:2) It works just fine in both solo and team settings and while speeding content. Do you even understand what hitting aim and bu between spawns means? Even speeding content you have plenty of time to hit Aim and/or bu between groups.
Quote:3) A blaster is not a 1 trick pony. If you think all a blaster has is a nuke you shouldn't even be talking about what blasters bring to a team. And if everything other than the bosses are dieing in one shot from rotating judgement alpha slot attacks then it really doesn't matter what anything on the team is, now does it?
Quote:4) A) The first part of his post was sarcastic, you missed that I guess. B) His real numbers case in point could be applied to any set. AT's with higher damage modifiers do get more mileage from the musculature alpha slot. (as shown in his example)
Especially when you consider his example.
Quote:Dual wield for blasters - 82.58 base damage = 10.74 extra damage
Dual wield for corruptors - 55.05 base damage = 7.16 extra damage
Wow in that example the corruptor got the exact same bonus as the higher Damage mod AT, but wait don't corruptors have something else happening ?? Why yes I think they do the get this thing called scourge that contributes extra damage to their damage. I think the number the forums use for it is an average 15% and that is of the total
So the effective bonus for the -res corruptor ~=12 extra points of damage as opposed to the blasters 10.7
Quote:I looked at straight damage because thats what the arguments about. -
Lets see
For the vulcans to have only 10K or less survivors the following would need to be true
1. They have no offworld colonies, or outposts of any significant size.
A) They looked at the two planet strategy and decided it was more logical to keep everyone on one planet
B) They just felt if anything were to destroy their homeworld it was fate, or they just didn't care if their species was wiped out.
2. Despite having a large space industry and a presence in space for a very long period, they have less than 100 ships that have an average crew capacity of 100 people. They also perform all their service and maintenance on the ground, on Vulcan, or their entire spaceship service is 99%+ automated
Just as a data point. The population of McMurdo Antartic station is 1258. -
Quote:That's nice and so can mine. That hardly makes having them do that the smart choice or the speedy choice.My blaster can solo sybil spawns and cysts just fine, and I can drop them significantly faster than I can solo on my fire/cold corr.
Quote:Difference between the need to use Heatloss and Aim/BU:
Heatloss needs to be used in combat ; Aim/BU can be used outside of combat while moving between spawns, except for long fights like AVs Aim and BU shouldn't be cutting into your attack time the majority of the time.
Quote:Heat Loss will always have a need to be used. Aim/BU aren't always needed. If you're already at a certain amount of damage buffs you can get by just using 1 to bring yourself to the cap, or you can ignore the powers totally if you've got a good kin.
Quote:you know I think AFs right here, I mean all corruptors get those debuffs regardless of secondary right? and all blasters combos have BU+aim right?
oh wait a minute
Out of 60 possible blaster combinations there are 2 that have neither Aim nor Buildup
There are 8 that have Aim but no Buildup
And 10 that Buildup but no Aim.
If you actually read the original thread that came from you would see that not having Aim and buildup was even addressed.
Then you go on to look at straight damage from a set and not the performance of the combo ? Well done. -
Quote:Facts like that are shed like water off a duck in these threads. You can show people other ATs killing more faster and with greater safety and it just doesn't register.Meh. Build-up + Shield Charge + Lightning Rod (+ thunder strike + fireball, melt armour as a prelude assuming +4 mobs) = mostly dead spawn. Someone else can pick off the half-dead bosses.. Assuming we're both comparing with buildup + aim, since lightning rod and shield charge just so happens to have the same recharge time... (and AAO better damage bonuses than Aim)
(on that note, why hasn't anyone considered that Blasters would probably do more damage than other archetypes with that Judgement attack anyway?)
Anyway the damage seems to be constant across ATs
http://boards.cityofheroes.com/showthread.php?t=244153
That thread has shots of the power, the scrapper numbers are the same as the controller numbers etc etc. 1713 points of aoe damage with a hold @ level 50. Inferno with aim and build up does what 1500 pts ?
You can check by typing [Ion Radial Final Judgement] and clicking on it. Its overpowered in the extreme. -
Simple solution take the PvP out of PvP zones and confine it to the arenas. There goes your afk farming and pve'ers are no longer coerced into pvp.
The only people frustrated are those that get off ganking hapless noobs in zones, and expect to get ultra valuable recipes for little more than griefing. -
If your goal is to use a gun, AR is likely best, If your goal is good single target damage that plays well both solo and on teams the bane is an easy win.
the numbers on ar's two single target attacks are 67 for burst, 102 for slug both entirely lethal
The bane has more single target attacks more variety in damage type and more ways to add additional damage and very comparable damage in the attacks. Poisonous ray does 111 points of toxic damage, Mace beam does 55 divided between energy and smashing. You have build up adding 80% of your base damage and you can gain an easy 40-60% in -res debuffs bringing your peak additional damage up to 252 percent of base verses the AR blasters 250 of base. Your debuffs add to the entire teams damage -
Quote:Controllers can do double damage all the time thanks to containment. That means their damage scale is a constant 0.55 * 2 = 1.1. That's as much a fringe argument as assuming everyone's damage capped all the time which is why musculature is a waste.
The typical base controller attack is about 30 points, 33 points for fire. Damage scale doesn't just hide the details under the rug, it does a tarantella on them after they are there.
Quote:Two, not every Corruptor dishes out huge amounts of -RES or +DMG to make the team a damage-dealing steamroller. It's interesting to note that every Corr set has either some form of +DMG or -RES. But not all of them hit huge amounts, like Dark Miasma or Traps. And even the good ones don't come until 38.
Three, considering how many people just steamroll on +0 content for shards now, there's no need to take a bunch of Corrs to buff everyone up. Consider if you're doing an LGTF and you have a bunch of Corrs ready to drop damage patches and do Fulcrum Shift so they can use their AoEs. Or, you know, an unbuffed Blaster could just kill the enemies since they're +0. I just ran an LGTF on my DP/Dark Corr last night. I switched to fire ammo over my usual chem because enemies died too fast to bother debuffing. I usually do fear and then patch and then nuke, but by the time I used two powers everything was dead anyway because we had two Blasters. Is there really a need for all these hypothetical buffs when the enemies are already dead by the time I finish animating?
And finally, once you get to a certain amount of buffs and debuffs, you start to wonder if it might be a good idea to take along someone who can REALLY take advantage of those, instead of people with lower damage to start. Yeah, enough taps on the glass can break it, especially if you up the firepower, but at some point it might be fun to just use a sledgehammer and see stuff really explode.
I don't think any amount of math on the forums will convince people that Blasters are useless. If that sort of thing were even possible, I'd be more concerned about melees first, once buffs get to the point where everyone is unkillable instead of just the melees.
Just as a better example look at the itf. You aren't going to send out blasters to solo the sybil spawns, the cyst spawns etc
Quote:I think people may be looking at damage contribution from too small a lense. I won't pretend to not have my own predjudices nor will I pretend to have all the answers. From where I sit, it really depends.
Consider that in order for Corruptors (and all buffer/debuffers) to deal optimal damage requires them to burn activation time on setup. Heat Loss, for example, isn't free. It costs 2.376 seconds to cast, time a Blaster (or Scrapper, etc) could be using to deal damage. The more active a set has to be to maintain its buffs/debuffs, the more of their damage output is lost.
On the other hand, dps ATs (like Blasters) bring an absolute amount of damage. Buff/debuff Ats, on the other hand, scale. A Blaster may out damage a Corruptor on a two man team, but the bigger the team gets, the bigger the damage contribution the Corruptor provides. This is because they're boosting the performance of everyone on the team. A 30% resistance debuff can increase the teams damage by 30%, not just the Corruptor's.
To be fair, there are times when the entire team doesn't focus on a single target and instead spreads out its damage out. (Either by trying to speed a TF, or by trying to kill split up adds, or whatever else.) In these situations, a Blaster would bring more damage.
Also, Corruptors deal more damage the harder the target is. The longer the target lives, the longer they're in "Scourge range." Minions and Lieutentants (on teams) could die before a Corruptor gets off a single Scourge. However, on a slug-fest like Reichsman, Corruptors could be Scourging him for minutes.
My personal opinion is that buffers/debuffers bring more to a team than a dps AT - not just in terms of damage, but in terms of survivability. For trash or AoE fodder, Blasters are better, but as content gets harder (longer lasting AVs, +4 adds, etc) the buffs/debuffs just do more good. Do I think Blasters are worthless? No. Is bringing a Blaster crippling to a team? No way. Would I team with them? Absolutely.
Note: As always, not all sets are equal. A Cold brings far more firepower than a FF, for example. -
Quote:The current best pylon time belongs to controller who got 409 dps effective. That is despite having a damage modifier of .55The difference between Brute/Fury and Blaster/Defiance being Brute's base damage is *lowest* of the melees while their cap is higher. Brute needs around 30% or so Fury (can't recall particularly) to make its damage competitive while Blasters start and end having more damage.
Since Blasters have higher base damage on all their attacks, any damage bonus will produce *more* damage, point for point. That relationship (Blasters vs other rangers) is the same as Scrappers vs other melees. Scrappers get more from personal damage buffs and do more damage for each % of buff they get.
If your line of thinking is correct, it seems to contradict all those number crunchers in the Scrapper forums. So I still don't get where you're coming from.
If you're saying 10% of the incarnate boost is applicable, then 10% of a Blaster's 112 dmg is higher than 10% of Corruptor's 75 dmg...
This really shows how bad it is to just look at the damage scalar and say well that is that.
-
Quote:
My Blaster's AoEs weren't slotted past about 60% for recharge. Now they're at the cap. Not only that, my BU, Aim, and Nukes all come up faster. So do my epic godmode, and my single target attacks, and everything I own. Maybe you just aren't any good at Blasters? Quote:Hmm, good idea. I'll remove all my sets for DEF so I can get another 45% recharge or so slotted into my build.
Or I could just get the recharge incarnate as it does the same thing, while still maintaining the other bonuses I built for.
No... I think it'd be easier to make a build that can't benefit from incarnate in any way and then complain that incarnate doesn't do anything for Blasters!
According to the chart you just posted, a lot more considering they have BU, Aim, and Defiance.
But anyway since you have given some numbers even inadvertantly lets look. I always prefer numbers its easier to demonstrate truth or fallacy with them.
So lets see you had 170%-45% or 125% global recharge, the worst targeted aoe sets give you 25% recharge so 150% in the power and 188 with spiritual full benefit.
Aim and build up with 2 slots gives 83% + 125% from the global or 208% recharge
on the aim and buildup adding in the spiritual and lets be generous give 25% bonus or 233%
So going from 29s on buildup to 27s recharge is your wonderful benefit from spiritual ?
And the general blaster AOEs are on 8,10,12 or 16 second recharges so lets see what that did for them
Code:Base Before After 8 3.2 2.7 10 4.0 3.47 12 4.8 4.17 16 6.4 5.55
Now for the sake of argument lets ask what that spiritual boost does for a melee character ?
They get the exact same benefit from the recharge so its a wash there, EXCEPT may of them have a self heal so while you are getting a little more damage they are getting a little more damage and survivability. Aid self would work here but how often you can use is more determined by external factors (Not being interrupted) than by vanilla recharge.
Oh and if they go radial ? They get more heal and more often and more passive regeneration (higher hp base)
Now which was a meh and which was an "OH WOW" -
Quote:I really hate damage scale because it hides so much but in this case.
Isn't it comforting to know that no matter how you Alpha Slot your Corruptor, Blasters will always do more damage.
.75+(.75*.5)=1.125 = corruptor damage with -50% res (better can be achieved and no scourge)
How much did blasters do again ? -
Quote:here is the post I referenced earlierAll the other stuff is subjective so I won't comment, but I *really* don't get this.
So 30% of the base damage of a corruptor's attack is more than 30% of the base damage of everyone else?
You're basically saying slice a quarter of Blaster's 14" pie and a quarter of Corruptor's 8" pie and the slice from the corruptor will be larger? This makes no sense.
The other buffs don't matter because, even being at the damage cap or the foe at the resistance floor, the Blaster's pie pan will be making bigger pies. No matter what the proportion of the slice...
Code:Base: 1.00 Enh: .90 Defiance: .50 Aim up 40%: .15 Build up 40%: .40 ____ Total dmg 2.55 Incarnate .10
The same thing happens with brutes where most of their damage enhancement doesn't come from enhancements but from rage.
Edit: note that was for an uncommon incarnate enhancement in powers that had been well slotted for damage. -
Quote:Running 170% global recharge it was small for me.My Blaster's AoEs weren't slotted past about 60% for recharge. Now they're at the cap. Not only that, my BU, Aim, and Nukes all come up faster. So do my epic godmode, and my single target attacks, and everything I own. Maybe you just aren't any good at Blasters?
Maybe you need to learn how to use sets. -
-RES increases overall team damage not just the corruptor
Quote:... Proportionally bigger boost? It's the same proportion for everybody. You can only get a "proportionally bigger boost" for one character versus another if it's an absolute increase. This, being percentage based, is going to give the same PROPORTIONAL benefit. -
Quote:I don't know where you're going with this statement. Are we suppose to shite on the AT just because you seem to be? That and all the other suboptimal ATs, power sets, combos and powers.
I think what you fail to realize is, the crappness you feel befalls the AT is *SITUATIONAL*. Basically, that you feel the AT's abilities are marginalized is correct...in specifically Scenario-M, Scenario-MM, Scenario-BE and Scenario-NB. However in Scenario-SB, Scenario-T and Scenario-CT? That blaster can shine...There are times and places where *ANY* AT or set-up won't be optimal...so long as they aren't detrimental, why are you crying?
Everything in the game has its kryptonite, Everything in the game has some situation where it can shine. Blasters in general have a higher ratio of kryptonite/shine. -
Quote:You aren't counting the teams increased damage from -res as being from the corruptor. .Yes, let's start with the obvious.
500% of 0.75 = 3.75
500% of 1.125 = 5.625
0.75 doing double damage due to -RES = 1.5
1.125 doing double damage due to -RES = 2.25
There is not a situation where a Corruptor on the same team as a Blaster, with the same buffs or debuffs, would do more damage than the Blaster. In fact, even if the Corruptor has a very rare musculature and the Blaster does not, the Blaster is still doing more damage. Tossing damage on a significantly smaller damage scale means a significantly smaller return. So the Corruptor can waste his alpha slot on damage and still not do as much as the Blaster, while the Blaster can invest in spiritual or cardiac and get actual bonuses, all while still doing more than the Corruptor. Because that's his job.
And back to the alpha slot not only does the corruptor get a proportionately bigger boost from it, they also get significant benefit from the secondaries.
I haven't seen one case where there was an alpha slot boost that was "wow that is just beautiful for my blaster" I have seen that on my characters for every other AT I have looked at. -
Quote:That really makes no sense. You start off by saying that if there's a kin there's no point in being a Blaster because everyone will be at the damage cap, then go on to say adding damage to something like a Corruptor will make Blasters less useful. Let me count the oversights with that:
1) Blasters have a higher damage cap and base damage anyway, so if everyone is at the damage cap they're still doing more damage than the Corruptor or whoever.
2) This applies to all buffs and debuffs; if you take along a Corr who can do -50% RES all the time, he does more damage. But so does the Blaster. And since we're comparing 0.75 scale to 1.125 scale, Blaster wins every time.
3) If the team is really damage buffed like you say, the Corr having musculature to do more damage is just as pointless as the BU, Aim, and defiance that you just got done citing.
4) Even if they aren't, a Corr still gets less out of a damage boost than a Blaster does, so if the Corr has musculature and the Blaster has musculature, guess who wins?
5) You seem to be under the biased opinion that Blasters do nothing but suck and die. I could just as easily cite how often my Blaster doesn't die on TFs but the Controller, Defender, or Corruptor does, and use that to say Blasters are the best AT and support ATs are useless. Or ask what all the buffers/debuffers are doing if the Blaster keeps dying. Or at the very least suggest you play with more competent Blaster players.
I dont know where you were going with that or what the point was supposed to be except maybe Rah Rah blasters sis boom bah
Lets start with the obvious and work through
The cap bonus for the ATs in question is the same.
Courtesy of the paragon wiki
Blaster, Corruptor,
Scrapper, Stalker 210% at level 1
500% at level 21+
That really isnt the issue though and neither is damage scale. But if you work it through taking your example adding that 1 -50% res corruptor to the team adds their res*buffed damage*damage scale or .5*(8*.75)= 3 DS to the team
Versus adding Damage buff*(Delta damage scale) 5*.375 or .9375
Adding that one corruptor is a considerably greater increase than adding that one blaster.
Going a little further on your side points
The -50% res corruptor gets 50% more out of whatever base benefit they got from musculature than the blaster got. If you really want to look into just how much a non benefit the current musculature is for blasters there is this post
http://boards.cityofheroes.com/showp...23&postcount=8 that was done in response to your question of what to take..
If musculature is your golden child for incarnate blasters its time to adopt.
Edit: Damage Scale doesn't tell the whole story, it sweeps details under the rug and stomps on them. It gets worse when you look into the particulars. -
Quote:Almost as often as people make nonsensical comparisons to try and discredit facts they don't like.Yup, blasters are pretty much done. They certainly don’t help on ITFs, LGTFs, or Apex.
Also, tanks, yup, don’t need any more of those. I can tank Hami with a well placed Brawl on my Mastermind. And LR is a noob.
And so on, and so on…
How many times a day do people bring up the Obsolete AT argument? Wait, let me go start another one. We’re getting low. -
Quote:The problem is that blasters in general aren't the at with the highest damage potential. With the narrow exception of fire combinations they don't measure up. Toss in the fact that the other "Damage" ATs aren't joined at the hip to the buff debuff players and they are irrelevant.I'm well aware how that set up works, and where the contribution comes from, as I run that team composition or similar teams on a near daily basis. Yes, those spots could be filled with any high damaging AT, the team is based around the 1 kin, 3 colds setup, but to say those blaster spots would be better off with say a pb (ie the average damage producer you mention) is ludicrous. The numbers aren't anywhere near close.
I'm not ignoring anything. The fact that you think the AT with the highest damage potential is useless is hilarious.
Just taking your setup the kin negates a big chunk of the blasters relative advantage of having aim,buildup and defiance. At the damage cap is at the damage cap.
I haven't done a detailed analysis but just looking at my builds blasters got the least out of the alpha slot. Tossing extra damage into ATs with buff/debuff is just going to further marginalize blasters. Especially seeing as their primary role seems to be clearing out minions with burst AoE and dieing to provide vengeance. -
Quote:You think that's lulz ?
I still find it amusing why so many forumites here "pretend" like market manipulation isn't viable, and doesn't affect the market. Well either pretend or simply don't understand how to make it work well ? We wont get into the discussion about all the poor saps who had to pay a 300% markup for their salvage pieces and probably cried foul for the 3 days, lol.
This "in game" market is a "closed" system. It doesn't have the same variables you would encounter in a real world system. It very effectively manipulated for gain by so many of us. Why is there the constant "denial" about it ?
Again, incredibly amusing.
Reconcile these two statements that market people hold simultaneously
1. Flippers can't share a niche
2. Flipping isn't monopolization.