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Quote:Then maybe you need to start, I hear they have some things that help with reading comprehension and attention deficit disorder.40% that they will rarely EVER get to on their own.
When SOLOING (which I thought was the issue here) nearly any other buff they could give blasters on their own would be more useful including any type of mez protection and scaling defense that someone suggested in another thread.
I don't think I'm the one taking dope.
Quote:You may want to think that through a little more. Higher damage caps would be exceptionally useful to both solo blasters, and ones on teams with large amounts of buffs.
In the former case they would be able to achieve higher levels of self buffing, do deal with difficult spawns. Earlier in the thread you spoke of giving blasters a tier 9 or tier 10 power that would let blasters go completely nuts, well 40% more damage output for the cost of burning most of your insps or being able to peak much higher for fewer insps but in 10 second bursts is exactly that.
It also adds a nice element of skill in terms of good insp management and making a decision about when 10 second bursts are needed and when the max amount of time is needed.
In the case of teams with ginormous buffs the desirability of the blaster, and particularly the blapper is increased. They would be able to use those buffs instead of having them go to waste or having to waste their inherent buffs.
This seems appropriate, the blaster is more dependent on the team it should do more with the team.
Edit: the difficulty to reach the cap solo is also a little questionable, but that is the way many people play. -
Quote:What you are ignoring here is fight duration. A lot of EBs (especially ones with a god mode power) can take longer than 1 minute to kill on a Blaster. From a comparison point of view doubling the number of purples/oranges you have (and maybe throwing in a few greens for when you do get hit) is more effective than taking more reds. Taking 4 reds increases your damage by about 50% of your uninspired damage which decreases a fight duration by one-third. However another 4 purples doubles how long you can remain soft-capped.
When I'm fighting EBs on a squishy character I always pack my inspirations around at least a 2 minute fight duration which normally means 8 purples, 8 greens and 2 breakfrees (I find greens more useful than oranges since the softcapping means I don't get hit that much).
Lets take your case that I am reading as 2 minutes ? you are using 8 purples.
12 reds cuts that down to 1 minute or less fight, usually considerably less because you have a greater effective dps that exceeds the rate the eb regenerates at. So you can have 12 red, 2 break free = status protection for the full time, 2 greens, and 4 lucks to cap.
Also if there is a spawn surrounding the eb, being at the damage cap means you can wipe them out in the first few seconds instead of having to deal with them while fighting the eb. The shorter they are in the fight the less harm they can do you -
Its not something I have high on my list either, but if you asked me if a global damage bonus that ramped up as I attacked would be a good fix for an AT that lives and dies by burst damage, I would have laughed.
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Quote:Just what am I supposed to reply to ?Seriously I'm eagerly waiting for A_F's response to this. Not to laugh or pick a fight, but I seriously would like to hear the reasoning on this one.
I think Aracnaville already laid out why a cap increase would be all but useless to blasters solo or on teams, or anyone who plays blasters regularly.
But maybe there's some unique slotting or strategy in relation to blasters that we're not aware of.
Just what is it you are saying I said ?
As to an increase in the damage cap on teams she isn't even remotely close to correct. If you want to argue that a 40% buff to potential damage output for blasters isn't big or great, I just hope you have prescription for the dope you are taking. -
Quote:Back to the original exchangeUh. Why? My Blaster can die before killing a Boss on an Incarnate Trial (one on one with a Heavy Commander) whether he's at his Damage cap or not (Kins can do that). Having some additional defense or resistance would help dramatically more - my DM/EA Brute can solo ENTIRE MOBS on Lambda, whereas my blaster can get destroyed by the AoEs from a single Heavy.
Blasters have Stalker HP levels (And Caps, so stop casting Frostworks on me), but Stalkers get better single target damage while having infinitely better survivability (My Fire/Ice Blaster vs my KM/Nin Stalker - and my Stalker doesn't have all his level shifts yet).
Blasters don't need a higher damage cap. We need either a higher base to work with, or something to help with incoming controls/damage. Maybe give us ranged defense and status resistance/protection. I don't know, but I do know many Blasters require a lot more support, for what is debatably more damage.
Oh, and if I load up on insps for a tough fight (like mission 4 of Ramiel's arc), I grab oranges, Purples, Blues and Greens - not reds.
Quote:You may want to think that through a little more. Higher damage caps would be exceptionally useful to both solo blasters, and ones on teams with large amounts of buffs.
In the former case they would be able to achieve higher levels of self buffing, do deal with difficult spawns. Earlier in the thread you spoke of giving blasters a tier 9 or tier 10 power that would let blasters go completely nuts, well 40% more damage output for the cost of burning most of your insps or being able to peak much higher for fewer insps but in 10 second bursts is exactly that.
It also adds a nice element of skill in terms of good insp management and making a decision about when 10 second bursts are needed and when the max amount of time is needed.
In the case of teams with ginormous buffs the desirability of the blaster, and particularly the blapper is increased. They would be able to use those buffs instead of having them go to waste or having to waste their inherent buffs.
Quote:What you are referring to is a discussion of weather or not raising the damage cap would be beneficial for a solo blaster. The answer is yes, of course its beneficial, the devil is in just how beneficial.
If you think blasters are performing poorly because they can't go 5 feet in a mission without faceplanting then raising the cap doesn't help much. If you think they perform well except for particularly difficult encounters then raising the cap lets them meet those challenges.
If a fight has sent you to the hospital and you are packing your insp tray to get past it
4 lucks, will cap your defense
4 sturdy may or may not put you near it
12 enrage will put you over the damage cap
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20 insps = 1 tray
depending on the fight I would likely prefer breakfrees to orange
If you have eye of the magus you don't need the lucks or the oranges if you don't have it you should make the effort to get it
2 breakfree
2 respites
16 enrage
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20 insps = 1 tray
For the sake of argument lets use 30 seconds for the duration of the original fight and that you had 4 lucks and 2 reds active but still died.
Setting the base dps as 1 before enhances and buffs and assuming the blaster leads with aim and buildup
in first first fight the blaster does 90 units of damage
30 base damage
30 enhances
15 from aim and build up 9 seconds active for aim 10 for buildup
15 2 enrage
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90
If they down 12 reds while at the cap
30 base
30 enh
90 enrage
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150 units
If the the cap is raised to 700% they do 165 units
30 base
30 enh
90 enrage
15 2 enrage
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165 units
Edit: cases with musculature using t4 enhancement and 33% as the effective benefit
100 units initial case
150 units no raise in cap 12 reds
175 units for 700% cap
So in the case of tough battles the blaster would be able to put out roughly 16% more damage if you consider the period while aim and build up are active only its a nearly 40% increase in those first 10 seconds
If you don't feel being able to do an additional 40% damage while pumping out the initial aoes is significant, I am at a loss to try and explain further -
Quote:NoSo what you're saying is that Blasters perform as well as everybody else except for those specific cases, completely in contrast to what this entire thread has been saying?
Small insps last for 60 seconds. A solo Blaster going through a mission will take a lot longer than that... do you have any idea how many insps the Blaster would need to maintain the damage cap throughout an entire Carnie mission? That is seriously not the solution to the balance problem (not to mention that inspirations is never the solution to a balance problem).
What you are referring to is a discussion of weather or not raising the damage cap would be beneficial for a solo blaster. The answer is yes, of course its beneficial, the devil is in just how beneficial.
If you think blasters are performing poorly because they can't go 5 feet in a mission without faceplanting then raising the cap doesn't help much. If you think they perform well except for particularly difficult encounters then raising the cap lets them meet those challenges. -
Quote:How many times do you fight melissa in a mission ? Operative whoever ? vanessa devore and her entourage ?You aren't being serious, are you?
If we're going to argue that the blaster damage cap is feasible to reach solo, and therefore an increase in the blaster cap can reasonably benefit blasters, we have to assume the defensive soft cap is also feasible to reach for solo blasters, since it takes far less inspirations to reach it even with the current damage cap.
Mathematically I understand its reachable. But to actually say that increasing the blaster damage cap from being 6 damage insps away after using BU and Aim to being just 14 damage insps away and that's a credible buff to solo blasters is venturing far outside the realm of conventional game balance.
When Freedom launches, we'll be able to buy inspirations on the fly. That means we'll actually have an unlimited amount of inspirations at our disposal, all the time. We'll just have to pay for them. Anyone who therefore presumes blasters to be at the defensive soft floor, the resistance cap, the damage cap, and constantly mez-protected at all times for the purpose of balance discussions, or any discussions really, is free to do so, but they will be talking exclusively to a highly limited pool of like-minded individuals.
Its not that hard to keep the resources you need for the fight you know you will have to face.
I wasn't aware that inspirations were going to be available for RMT in freedom. Just one more reason not to like that I suppose. -
Quote:6 small insps away at the moment, 14 for the 700% limit. With remote auction house, there is a potential reservoir of 160+ insps available to everyone.Solo blasters can barely reach the 500% damage cap: you could increase the cap to a million percent and that wouldn't help solo blasters at all, unless they wanted to hunt around contacts while burning inspirations.
Which, by the way, is what Super Reflexes scrappers used to do back when their defenses were tissue paper. -
Quote:As do your problems with blasters and pretty much every other complaint you have.
*shrug*Quote:No.
I prefer to play with people that are just having fun, not focused on the minutia of the math behind the game all the time.
Topics of this nature that are little more than veiled attempts to play arm-chair developer by people spreading dissent and misinformation to promote their own agendas irritate me, so I speak up sometimes.
I cannot abide the rules-lawyers in here or in RL. They are a waste of resources IMO. -
Quote:You may want to think that through a little more. Higher damage caps would be exceptionally useful to both solo blasters, and ones on teams with large amounts of buffs.I wouldn't say no to a damage cap increase, but I will point out it will only help the blasters least in need of help: blasters on teams with ginormous amounts of buffing. It won't help solo blasters or blasters on most of the sorts of teams where they are likely to die.
In the former case they would be able to achieve higher levels of self buffing, do deal with difficult spawns. Earlier in the thread you spoke of giving blasters a tier 9 or tier 10 power that would let blasters go completely nuts, well 40% more damage output for the cost of burning most of your insps or being able to peak much higher for fewer insps but in 10 second bursts is exactly that.
It also adds a nice element of skill in terms of good insp management and making a decision about when 10 second bursts are needed and when the max amount of time is needed.
In the case of teams with ginormous buffs the desirability of the blaster, and particularly the blapper is increased. They would be able to use those buffs instead of having them go to waste or having to waste their inherent buffs.
Quote:In spite of forum conjectures to the contrary, there's no evidence blasters have trouble finding teams. But since no solo blaster can really breach the current damage cap with any practicality, an increase in the cap doesn't help solo blasters. In fact this was my original complaint when the blaster damage cap was increased: it was increased at the same time the scrapper damage *modifier* was increased to its current value and both changes were described by the devs (i.e. Statesman) as an "increase of damage." The scrapper mod increase was an increase of damage. The blaster damage cap increase was eliminating the BU+AIM capitation* issue which was going to go away anyway when ED went in.
I would sooner take a blaster mod increase to 1.25 than a strength cap increase to 7.0.
The nonexistence of the highly optomized teams in the game is contradicted by both observation and actions the devs have taken. The 7 merit eden, shows pretty clearly that people put together core teams built to be well optimized and then filled with people so they could start the trial.
*Capitation might not be the word you want to use ? perhaps limit ? -
Quote:
Where a buffer gets the most benefit from musculature is probably the effect on total damage of other people having it. If the amount of damage my multipliers and bonuses are applying to goes up, the net effect of those bonuses goes up...
And in terms of +damage blasters fair very badly here as well. They have a 500% percent damage cap, they can achieve 410/500 of that without musculature all by themselves (100% base damage+100% enhancements+50% defiance+160%)
Before musculature they can absorb an additional 90% base damage after its 60%. Somehow it just seems wrong that the "DAMAGE" at gets so little from outside damage buffs. -
Quote:The point is that the percentage of time you are doing damage is mostly irrelevant.And how would that compare to a Corruptor or Defender who, most likely, will have their attacks slotted for damage and, quite possibly, also have Aim?
If you have someone that is doing 150 dps but doing it as a single attack of 450 once every 3 seconds, then spends 2 seconds standing there, its no different then someone who attacks every second for 150. -
Quote:On most of the blasters I play Aim, and Build Up are available every 25 seconds or less. I like to lead with them.For the bold part - which has 0% increase from the Corr or Defs Musculature, which is what we were talking about.
As far as spending time keeping yourself alive - that's generally done by blasting the snot out of everything you see, so that's still doing damage.
Aim + BU as often as possible? With 3 lvl 50 Rech IOS (reasonable to assume) that's ~45s recharge. 1.17s cast time each, so let's say 2.5s for both, since I can't recall the formula for Arcanatime. That gives (2.5/45)*100 = ~6%. I'll concede I was wrong about ~100% of the time, it's more like ~95% of the time.
I suppose a case can be made for Controller (and Dominator) pets. Whether that pulls them ahead wrt Musculatures boost I'm not too fussed about attempting to calculate - I'd imagine it may for Dominators but likely not for Controllers. -
Good use of the word "can".
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Quote:Sounds like a personal problemNo.
What I am saying is that some people take the game far too seriously.
I have played with a friend of a friend who cried every time her character faceplanted. Real crying, tears and sobs on voice chat. Another would literally start yelling in a panic at each and every person that started taking damage. I mean, "OH NO! HEY RUN RUN RUN! YOU GOT HIT, RUN!" kind of crap, every single combat. Another who would try and make us wait before attacking every single spawn until BU and Aim were recharged so that he could ALWAYS perform the 'most effective' attack chain.
Thankfully, I don't have to put up with that crap anymore in my voice chat. In fact, those people won't even talk to me anymore because I had the audacity to ask them to stop telling me how to play and screaming in my ears.
I prefer to play with people that are just having fun, not focused on the minutia of the math behind the game all the time.
Topics of this nature that are little more than veiled attempts to play arm-chair developer by people spreading dissent and misinformation to promote their own agendas irritate me, so I speak up sometimes.
I cannot abide the rules-lawyers in here or in RL. They are a waste of resources IMO. -
Quote:Take the case of a blaster without a damage aura or pets, during the time the team is engaged, they spend time self buffing, using insps, avoiding/shedding aggro. If they are just using aim and buildup as often as possible they are doing damage only 80-90% of the time.Not 100%, ~100% - what else would activating a Blaster power do, if not damage? The vast majority are attacks, hence ~100% damage.
Can Controllers or Defenders deal damage 100% of the time? Sure. Would it gimp them horribly? Sure. Are the vast majority of their buff/debuff powers non-damaging? Sure. So assuming they use all their abilities, they would only be dealing damage ~50% of the time, no?
The % of time spent doing things is important because an AT who spends ~100% of their combat time dealing dmage, will gain a better boost from damage buffs (in this case, Musculature Alpha) than an AT that spends ~50% of their combat time doing things other than dealing damage.
How is this not basic?
Controllers can actually be doing damage 100% with their pets (if they can keep them alive). Corruptors and Defenders turn the team into their damage by either buffing them or debuffing the enemies. -
Quote:Blasters do damage 100 percent of the time ? You are sure of this ?I did get that, it was simply worthless, since a Blaster does damage ~100% of the time and some the ATs you mentioned - Defenders and Controllers - don't.
I'm sorry you fail to see why your analogy is worthless.
Controllers and defenders can't do damage as much of the time as blasters do ? You are sure of this ?
The percentage of time you are doing damage is important why ?
P.S. in that analogy I didn't specify any ats, and the only time applicable was damage done per unit time. It doesn't matter why B was doing half the damage, just that he did half the damage/unit time -
Quote:I actually used a lower number for that. 160% damage bonus was the effective bonus for anything that could be killed in 9 seconds or less, 70 % was was for someone that was only able to keep defiance at a 40% level and was using aim and build up but not particularly well.Just a small calculation note. Things like Defiance and Musculature do not have cast time costs and usually can be factored in directly for reasonable calculations. But Aim and BU do have cast time costs and depending on the situation that is critical. If we're talking about sustained damage output on high level blasters with full or nearly full attack chains, that cast time cost is material. BU's mechanical buff limit on a high level blaster is somewhere around +45% damage, and as a practical matter its going to be closer to +25% damage over time. Aim will be significantly lower than that.
BU and Aim are much better burst damage tools than damage over time tools. -
Quote:Pick any 8 and see if there is a point where the meter stops counting deaths.I think they are saying what 99% of the non forums folks are saying: COH is so easy that AT doesn't matter.
Pick any 8 and go to town.
I still find the "blasters are poor performing cause of powers that only function in levels 45-50" to be an insanely silly argument.
EDIT: SOME primary and secondary sets could use work, but that's true of every AT.
"COH is so easy that AT doesn't matter.', what you are in effect saying is CoH is so easy it doesn't need to balanced. -
Quote:I am sorry this hurts you so much you need to lash out.I'm sorry, but you are the very stereotypical "I'm always right because I say I am" ranty idiot. Yeah, idiot. I have a lvl 50 blaster that I love playing and I have several friends that have lvl 50 blasters they love playing. Not to mention I can bring other pure blaster friends into this thread to discredit pretty much everything you say.
Not to mention that little link of your proved you wrong in every sense of the word, you really just need to learn to shut up. No one is taking you even remotely serious.
Edit: I don't expect an honest response from you for this, but let me ask whats triggering this ? Is it that your main is a fire/fire and you are being confronted with the idea that what you thought was great, just isn't ?
Is it that when you built it and fell in love with it, it was measured as being the worst performing AT ? -
Quote:I prefer team mates that are out to have fun rather than those who try to turn the game into a number crunching bore.
I just came off a league that failed the B.A.F 4 times in a row ( I was only there for 2). If the leader had of done a little Kentucky windage in creating the teams and balancing I am sure we all would have had more fun. -
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Quote:Terrible is a loaded term.It seems to me that you have convinced yourself that blasters are terrible and no amount of argument will sway you. That is totally fine, I have a similar irrational (well...actually, perfectly rational) hatred of kheldians, who I view as terrible, not worth rolling, and generally a liability on teams. I personally can't play kheldians and grumble mildly if forced to team with them. So I can sympathize.
It sounds like you prefer corruptors, which is a totally legitimate choice. Corruptors are a terrific AT and desirable on many teams. There's nothing wrong with not liking a particular archetype. Maybe you'd be happier just setting aside your blaster and playing a corruptor.
PS. EARTH FOR HUMANS!!
It would be more precise to say they don't bring any more to teams than the other direct or primarily damage dealing ATS but have more limitations and difficulties than they do.
I prefer corruptors or defenders as team mates. -
Quote:Gracious, man, you did notice that the post you just quoted was about how bad blasters were before they got a massive buff, yes? And that Arcanaville was not particularly amenable to the conclusions you were attempting to draw from that, and in fact pretty much said you were wrong? If you are citing this as evidence of my folly, I guess I'm just confused.
No you just didn't read the full thing on how in her opinion it in no way moved them out of last place. -
Quote:A strange sense of deja vu washes over me as I type this: I still don't understand what your point is.
You have forbidden the use of specific examples of effective blaster play because that doesn't represent Joe Everyblaster, an elusive character whose traits are murky at best. Those of us who report positive experiences with the archetype are said to be outliers, if not simple liars. Perhaps we don't understand the actual badness that we're really so immersed in. The fact that blasters are among the most popular archetypes is presented as evidence of their actual unpopularity. This whole discussion is beginning to look like a thinly disguised cover story for your secret passion of coming up with boxing-related analogies, A_F.
What could anyone present to you at this point that would have any chance of changing your mind?
Numbers don't do it for you
The fact that the devs datamined that blasters were the worst performers of all the ATS
http://boards.cityofheroes.com/showt...nt#post3695810
The fact that for some reason most people that make blasters stop playing them and or delete them doesn't do it for you
You can't demonstrate the things you claim, You can't cite a single case of someone doing so
Just what would convince you ?