Blood Red Arachnid

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  1. Hell yes. I say "Vengeance is MINE!" every time I use it.
  2. I think the probability issue might make precise chains nigh impossible, though. Not every attack gives focus after all.
  3. Not an empath, but after I took rebirth on my stalker, it is only so-so with heals. It's like, I heal the team, and then the team gets right back in danger again 15 seconds later.

    It is definitely no substitute for a defender. I'm always glad to have support on the team.
  4. Quote:
    Originally Posted by Arcanaville View Post
    I believe you should do the discrete calculations. I don't think I'm going to logic this one out of this issue.
    Good with numbers I am. Not so much with words. Not sure what you mean with the second half.

    Anyway, once the trials die down I think I'll analyze the minion damage rate for various mobs and see if I can pick up a pattern.



    EDIT: since I'm not a fan of double posting, I might as well put down my anecdotes.

    I... have never made a scrapper. Or a brute. No, I've made just about every other AT with melee, though (Stalker, Tank, Bane, Night Widow. Non-exclusive melee is PB, Dom, Blaster). Amongst all of those, the ones that felt like they were underpreforming were the stalker and the tank. The stalker prior to ATOs and focus was the toon of my greatest effort, and not because it was great at doing things but because I wanted it to be great at doing things. It seemed like no matter what I did, it just wasn't enough. My damage was high but not high enough, my survivability felt like I was basically a squishy who was crazy enough to get in range, and my overall team contribution felt lacking at best. I must've rebuilt and tweaked that set a dozen times just to get it to work. Suddenly the ATOs come out and I am ridiculously scary. Even before assassin focus, I could've sworn I had high enough DPS to solo nightstar on a mini-BAF trial. Focus comes out, and then enemies next to me drop left and right. The stalker finally felt... complete.

    The Tanker is the other "underperformer". I turned my difficulty up to +2/x4 at one point, because the tanker could take that aggro just fine. After two missions, I turned it back down to +2/x1 because it felt like I was wasting my time more than anything else. Though he could take it, the tanker would just spend forever fighting one group of enemies just to go to the next and spend forever fighting that group, even though I had taken every AoE available in the Battleaxe set. By the middle of the second mission I took one look at his survivability and went "...yeah I get it", and promptly lost interest. This was before bruising, so this may have changed with time, but one of the reasons why I almost never solo with my tank is because it feels like a grind more than it feels like combat.

    What made me feel the ineptitude were the Bane and the Night Widow, both built primarily for melee combat. Now, I am not sure how the VEATs were supposed to factor in to the grand scale of balancing, but those two seemed like they had it all. Stealthy AND hard to kill AND good damage AND AoEs AND team support? No wonder they quickly become my favorite toons to play on. Doing so many things and doing them well, after playing them I took a look back at my old melee ATs and just felt that something was mising.

    Stalkers have undoubtedly been fixed. I no longer have a yearning for more while playing them. I have that sense of accomplishment that comes from blowing a hole in my enemy's chest. I can talk about scrappers because, well, scrapper simplicity makes them quite straightforward to understand and use. As far as brutes go, this is where I am actually skeptical at how well they really do damage wise. I know that a lot of brutes to through the "squishy phase", but I also wonder other things, like if fury is dependent on your team being bad enough that they can't kill the enemies fast enough for you to build it, or if a brute really is as durable as a tank in most situations, or if AoE mezz negatively affects your damage output as much as I think it would, or if a brute only has that distinctive damage output bonus while fighting large groups of enemies. This, I guess, will have to wait after I'm done with my current projects.

    BTW there's a huge hole in your chest.
  5. Quote:
    Originally Posted by Arcanaville View Post
    The AoE issue isn't relevant to calculate average critical chance, because that's normalized to AoE damage. Or to put it another way, the critical chance is being estimated in the first place to see how it affects damage output in general, and that means what's important is not the crit rate per second, but the crit rate per damage point. Whether five targets are hit by an AoE or by five single target attacks in rapid succession won't affect the critical chance contribution to damage output.

    Or if that is not convincing, you can always long-hand a calculation with one boss, three LTs, and six minions and see if whether you use AoEs or not to defeat those targets will be meaningful to the calculations. Considering that whether you analyze each target separately or groups at the same time shouldn't generate different results might be helpful.

    The fact that minions die faster than bosses due to AoE damage can affect their relative threat to the player, but that wasn't being discussed in relationship to how the variable critical chance affects damage output.

    I was referring more to what we should consider the level at which we are comparing ATs rather than the overall average critical hit rate. My case for considering the 10% base critical hit chance wasn't on an averaged per hit enemy hit basis but rather on a threat neutralization basis. Minions, while affecting the critical hit rate, are much less consequential to the outcome of a battle than their hardened brethren, who will stay alive and keep attacking. The critical per second aspect (or critical per attack used) becomes more important than critical per damage point when factoring in the enemy's damage rate. Though doing so would have to be on a set by set basis where you compare AoE DPS to single target DPS...


    So I guess it it isn't about what the average critical hit chance is as much as how relevant the average critical hit chance is to balancing.
  6. Quote:
    Originally Posted by Arcanaville View Post
    It is precisely because its unique and easy to compute around that you have to be extra careful in including it, and not other comparable options, when discussing game balance. You cannot simply include the critical chance ATIO and not damage proc ATIOs just because the damage proc ATIOs are more difficult to calculate the effect of. That's not kosher.
    Should the situation arise where we are comparing an AT with a damage ATO proc, I will include it. Though more difficult, I don't believe it would be that hard to figure it out, since the procs have their activation number per minute listed. If you find their damage and their activation rate, it should be easy enough to calculate their additional damage output for any amount of recharge.
  7. Quote:
    Originally Posted by Arcanaville View Post
    In my opinion, only two balancing points are particularly relevant to overall average game balance. First, there's the general case of general mission scaling. For sufficiently large teams or high difficulty sliders, the proportion of bosses, Lts, and minions tends to be about one boss to three Lts to six minions. In smaller spawning and at settings where bosses are blocked, the ratio tends to be closer to one LT to four or five minions.

    At sufficiently high levels, the ratio of health between minions, Lts, and Bosses is about 1:2:6. So in effect, in terms of the total damage you have to generate, you end up with the equivalent of six minions, 6 minion-equivalents of Lts, and 6 minion-equivalents of bosses. Which is actually probably not a coincidence: its probably embedded deep in the spawning code to generate these weighted results.**

    So in terms of balancing things like critical chance, the most appropriate thing is to balance on the assumption that the critical chance is equally weighted between minions, LTs, and Bosses, in the large scale case. In the small scale case, its four to five minions to two minion-equivalents of Lts, a ratio of about 2:1 to 2.5:1.

    That means for most Scrapper attacks that follow the 5%/10% rule, the average critical rate should be about 8.3% in the large case and 6.4% - 6.7% in the small case. Which is one of the reasons why for years now I've generally split the difference and assumed its about 7% for balancing purposes.



    ** And for long, long, *long* time forum readers those numbers should look familiar because they came up during Ice Tanker balancing: those rough numbers were used in Circeus' calculations based on Havok's spreadsheets and conversations with the devs on refining his target-mix calculations

    This is cool info to have. There is something I would like to comment on, though. When dealing with an assortment of minions, Lts, and bosses, the total scaled HP of that spawn needs to take into consideration that by spreading out amongst multiple "nodes" it provides a means to multiply the damage done by cones, auras, and AoE attacks to this HP base. For this reason, if we have a regular spawn of 1 boss, 3 Lts, and 6 minions, then an AoE will do up to 6 times the damage to minions than on bosses, and twice the damage to minions than Lts. Though many cones have a 5 target maximum, so this becomes 5 times bosses and 66% more than LTs.

    This is a far greater difference than the changes in critical hit rates applied to different classes of enemies. As far as the overall damage output goes, I am unsure of exactly how much threat each boss and minion poses through their damage and accuracy and other abilities. My *perception* has always been that the bosses do more damage than the minions that surround them, though this may be mistaken. Regardless, the ease of which minions are killed or overall disabled means they are not as much of an overall threat as the stronger but fewer bosses and LTs that occupy the spawn. Exceptions do apply.
  8. Quote:
    Originally Posted by ClawsandEffect View Post
    You seem to have missed or disregarded where I mentioned that everything I was calculating was with the assumption that both ATs were solo.

    And I didn't mention it, but probably should have, but I was also assuming both ATs were slotted with SOs, since that is what the majority of the game is balanced around. And as far as I'm aware that has not changed (with the possible exception of Incarnate content).

    IOs break balance between ATs. They broke balance between them the day they were introduced, when people discovered they can get a crap ton of defense on an AT that was never meant to have it.

    It is fairly safe to assume that any balance point between ATs is not taking things like 90% global recharge and soft-capped defenses on resist-based sets into account.
    With both AT's solo, Scrappers will still have more of an advantage because enemies always appear in groups of 2 and 3. They apply their superior base damage to all of those enemies at the same time, where as a tanker has to play whack-a-mole with their tier 1 attack to get an even damage output. This also assumes that the difficulty hasn't been altered to that of more than x1, which is a very real possibility, even on SOs.

    Now, there is a much bigger case as to why you don't want to balance around IOs, and that is because IOs require real life money. Either from VIP subscriptions to just buying the license. The ATO bonus does not require this. There are those other petty differences between them, such as how IOs need sets to be of any use while the ATO doesn't, how IOs require certain levels to be achieved while the ATO needs only level 7 to be at peak effectiveness, how IO sets require dedicated sloting for them while the ATO bonus doesn't. The only thing the ATO has in common with the IO is that it has bonuses as a set and it isn't a SO enhancement.

    The devs do look at the IO sets still. I remember awhile ago Blessing of the Zephyr received a nerf because it was too powerful. IOs aren't an instant "screw balance" button the devs put into the game and continue to ignore. However I digress: your assessment is flawed because not every tanker uses bruising. I didn't even know bruising existed until I went to the forums, let alone did I build and slot to take bruising into consideration and construct an attack chain to maintain the resistance debuff.
  9. Quote:
    Originally Posted by ClawsandEffect View Post
    I didn't take the ATO proc into account because it is not something that applies equally to 100% of the Scrappers in the game, you simply can't assume that every scrapper ever created and played will have that enhancement slotted. The base Critical Hit chance, however, DOES apply equally to 100% of the scrappers in the game.

    Bruising applies equally to 100% of the Tankers in the game as well.

    Interestingly enough, my effective damage scalar for tankers of 0.96 is almost exactly 75% of your Critical Hit value against LT or higher WITH the ATO proc slotted. (75% of 1.2823 is 0.961725, which would round to 0.96).

    That means the effective damage scalar of a Tanker against a target Bruising has been applied to is actually somewhat better than 75% of a Scrapper's. And since Bruising does not apply to the first hit of a given fight, as Johnny so snarkily pointed out, it would probably just about even out in the end. The first hit of the Tanker's fight will not have Bruising applied, but conversely the Scrapper will only start a fight with a Critical 1 time in 20 (1 in 10 if the target is a LT or higher). As balance goes, I would consider that "close enough".

    So, thank you for giving me the numbers for Critical Hits. As it turns out, it supports my point pretty well. Namely: When you factor in Bruising and Critical Hits Tanker damage is close enough to 75% of Scrapper damage that it can be considered to be about as balanced as it's ever going to get.

    I also suspect that with the buffs stalkers just got that they fall pretty closely in line with that as well now.

    That just leaves Brutes as the outlier.......
    It only supports if you ignore everything else I brought up, like AoEs and having to maintenance bruising by taking away from the attack chain.

    Scrappers opening with a critical is irrelevant, since their damage is averaged out over time to get those numbers. Because of this, a scrapper is always performing at their peak regardless of whether or not any particular attack lands a critical. A tank isn't suddenly doing more because they have the option to open with a bruising attack. Opening with a bruising attack isn't itself always optimal, since you may need to open with a taunt /+ an AoE in order to draw aggro before the enemies run off and pwn the blaster.

    The scrapper ATO doesn't discriminate: it applies its effects to all scrappers that slot it. It is readily available as low as level 7 to free players and provides a global bonus applied to all all relevant attacks. The only reason why someone would not slot this enhancement given the resources to own it is by some personal ideology that would stand firmly against ATOs. It must be taken into account because at any point in which we are comparing ATs we must compare them when they are being set towards optimum performance and not when being purposefully gimped. Doing otherwise creates a problem where we can arbitrarily limit the performance of any AT based on chosen slotting. For example, I have seen many tankers that work specifically around AoE attacks and do not slot their first attack or use it regularly in an attack chain. Because of this, you can assume arbitrarily that bruising does not apply to all tanks due to player actions, much like the ATO.

    The ATO bonus takes special mention because it is a unique buff to the AT; the critical hit increase exists outside the regularly available methods of increasing damage output and is unique to that particular AT. It is not restrained by recharge rate or damage caps, and it costs no endurance. It is not an additional damage proc. It is because of this uniqueness and ease of usage that it has to be a factor when comparing Scrappers to anything else. Though you can neglect the SATO version since undoubtedly not every scrapper is level 50 with a catalyst.
  10. Alright, did the experiment. It does seem that bruising ignores the purple patch, and is resisted by the current resistance. If only this info was easy to find in the first place...

    The bruising bonus will always increase a tanker's DPS output by the same amount, so the proportions between levels via the purple patch should remain relatively the same, staying at a constant 73.6% ratio between tankers and scrappers (w/SATO). Regardless, the other non-purple patch problems I listed remain.
  11. Ah... my mistake then. Correcting this is easy enough, since the non-conned damages are already listed.

    As far as bruising goes, everywhere I have seen it listed says it is a "resistable damage resistance debuff". Key word here is "resistable". Damage resistance debuff resistance isn't listed as a stat for players or enemies, so I have to assume it doesn't exist and the resistable part of the damage resistance debuff must come from the purple patch. I'll do some experiments with this later.
  12. Quote:
    Originally Posted by Johnny_Butane View Post

    3. In any team situation where ST damage matters, like fighting an AV or GM, Bruising is buffing the damage of any Scrappers around too. So they catch right back up to being too far ahead.
    Not to mention, on a team, Tankers take the heat off of Scrappers if the Scrapper chooses, so the Scrapper doesn't feel ANY downside to having 75% of a Tanker's HP. It's almost a non-penalty for someone who gets superior damage. Tankers buff Scrapper survivability AND damage while the Tanker gets nothing from being next to a Scrapper, except to see smaller numbers compared to them. Which, is why I suggested that Scrappers take a 20% decrease in damage and gain -25% resistance debuffs on all their attacks.

    .

    Players on the same team are cooperative, not competitive. The bruising increasing the damage of all players is even more so a reason to have a tank on the team.
  13. Quote:
    Originally Posted by ClawsandEffect View Post
    Okay, in the interest of squashing the "Tankers don't deal enough damage" argument once and for all, I did some math.

    The results were....interesting. For the record, all of my calculations are assuming the AT in question is solo.

    Scrappers have 75% of the Tanker base value for resistance and defense powers. This is inarguable fact. I'm just putting it here for posterity and because it supports my point.

    When I did the math to find out what percentage of the Scrapper damage scale te Tanker damage scale falls at, I discovered to my slight surprise that Johnny is technically correct in that tankers are shortchanged on their damage scale. But not really.

    I'll explain.

    Scrapper damage scale is 1.125 and Tanker damage scale is 0.8.

    That works out to Tankers having exactly 71.12% of Scrapper damage scalar. So, on the surface it would appear that Tankers need 4% more damage to equal 75% of Scrapper damage, which is where it should be if Scrappers get 75% of the base defense values of Tankers. So, if you increased Tanker damage scale to 0.844 you would be at exactly 75% of Scrapper damage. This would probably get rounded to 0.85 just to make it easier.

    But then you have to look at the variables: Critical Hits and Bruising.

    Bruising adds a flat 20% damage to any target it is applied to, and this is independent of Tanker damage cap. In damage scalar terms, that would make that Tanker's damage scale against that particular target 0.96 (because 20% of 0.8 is 0.16, which you'd simply add to it). For the record, that would be almost exactly 85% of Scrapper damage. (85% of 1.125 is 0.95625, which rounds up to 0.96%)

    Now, I did not calculate what effect Critical Hits has on Scrapper damage, mostly because I do not know the formula to determine exactly how much average damage the chance of Critical Hits adds. But, with that said, I very much doubt a 5% Critical Hit chance adds more than 10% to a Scrapper's damage over time. I strongly suspect that 0.96 is very close to 75% of Scrapper damage when you factor Criticals into the equation.

    End result: With the addition of Bruising, Tankers and Scrappers are very close to perfectly balanced against each other, receiving almost exactly 75% of each other's values for defense/resistance and damage when you factor in the variables.

    Also, until Tanker Max HP was buffed, Scrappers got exactly 75% of that as well. It's more like 68% after the HP buff.

    That pretty much proves that Tankers are right where they need to be damage-wise. Numbers do not lie, or make subjective assessments based on how they feel about something.

    That leads me to the conclusion that it is Brutes that are broken and throwing the balance point between the 4 melee ATs off, not Tankers. I didn't do the math to back that up, but it's a strong hunch.

    You do know that I already came up with the numbers for scrapper critical hits? But I'll tell you how to get some of those numbers.

    Now, critical hits from a scrapper apply double their damage, which means it is an extra 1.125 base damage applied to attacks. What you need to do is make a weighted average. That is, you take how much damage a regular attack does (1.125) and multiply it by how often it occurs (95% against minions), then take how much damage a critical hit does (2.25) and multiply that by how often that occurs (5% against minions), and add those together. So, the weighted damage that a scrapper does is...

    1.125(0.95) + 2.25(0.05) = 1.181

    There is actually a shortcut to the math. To show the algebra...

    1.125(0.95) + 2 (1.125)(0.05)
    1.125(0.95) +1.125(0.1)
    1.125(0.95 + 0.1) = 1.125 (1.05)

    Which is essentially one + the critical rate. Doing this, you can very easily find the scale damage done with ANY critical rate. That is how I got the following numbers with procs and different enemies:

    1.181 vs. minions, 1.203 w/ ATO minions, 1.215 w/ SATO minions, 1.238 vs. others, 1.2823 vs others w/ ATO, 1.305 vs. others w/ SATO.

    Where ATO = the global bonus from the scrapper enhancement set, and the SATO is the superior ATO version.


    Now, your numbers are done with minions. However, minions are the worst thing to balance against since they are so weak they get killed very quickly. Lets balance things against bosses...

    Now, bosses con at +2 your level, so all effects have only 80% effectiveness. This affects things linearly, so you can multiply it against the base damage output of the classes. However, the Tanker's resistance debuff is affected separately from their damage output, meaning that tankers only get a 16% resistance debuff instead of a 20% debuff. So, doing the math.

    0.800 x 0.800 x 1.16 = 0.7424 scale damage from one tanker.

    A scrapper's damage output depends on whether or not they have the critical increasing ATO slotted. I'll just give all the numbers:

    No ATO =0.9904
    ATO = 1.0258
    SATO = 1.044

    Which, as you can see, means the tanker always does less damage against a boss than a scrapper. The tanker approaches the 75% mark if and only if you pretend that the scrapper ATO global critical bonus doesn't exist. But since Scrapper's Strike does exist, it needs to be factored in.

    A second flaw in reasoning is assuming that bruising would make a tanker on-par with a scrapper in terms of damage is AoEs. Unless I have missed my guess, enemies are almost never alone. A scrapper's cone's and PBAoEs still receive that critical hit bonus, applying a greater damage to whatever targets they are hitting. A tanker's bruising affects one target, and to apply it to multiple targets would require attacking each one of them with a tier 1 attack which leaves less time to use AoEs that a scrapper is already firing off.

    Something not mentioned in a tanker's favor is the positive effect of bruising to their teammates. This isn't very good regarding comparing the damage output of other ATs since it benefits those other ATs, but nonetheless the whole team benefits from bruising. But, only if it is one tanker. Bruising doesn't stack, so any more than one tanker is redundant, whereas you can have multiple scrappers that continue to contribute to the teams overall DPS. The only benefit to multiple tankers is that you can apply bruising to more than one target, but alas with aggro needing only one tanker to really be held it is far more efficient to replace the tanker with a corrupter/defender/mastermind/controller that has a global resistance debuff in their set already.


    As to whether or not a tanker's bruising truly compensates for their low damage, I would say that no it does not. Applying a single resist-able resistance debuff from their tier 1 attack to a single target doesn't perform at the expectations needed since the release of ATOs, and in an AoE centered game the single target resistance debuff only gives a marginal increase to the overall damage output of the team.
  14. I encountered a whole lot more incompetence through DXP weekend than just on trials. Trials are where it sticks out the most, though, since this is where things get complicated and one idiot can ruin it for everyone. Now, as far as I can diagnose, this is the problem:


    #1: People used DXP to get AT's they've never played up to 50 as quickly as possible. This is a horrible idea, since it means you have the levels while having no clue as to how to actually play the AT. An example of this is an ITF I hosted with my +3 Ice/Storm Troller. I did it for charity, but now I regret it. On that team there were 2 other trollers and a dominator, and yet the enemy spawns were rarely mezzed outside of my direct action. Maybe no one told these 3 players that AoE immobilizes are good on Cimerorans, or that the AoE Hold/Stun is a power you should take as soon as you can. As a sadistic experiment, I ran off on my own to fight groups where no one would follow me, and I could kill them off at the same rate the rest of my team was! It was one of the slowest non-walled-by-AV ITF runs I had ever done, taking nearly three hours.

    #2: People leveled up too quickly to properly enhance. I, myself, spent around 4 hours just building the sets for the toons that I leveled up. It takes forever, I know, but I did not suffer from performance lag while playing through DXP. Other players... not so much. I saw many people surpass their SO threshold and suddenly act as if they weren't enhanced, and then never stop to get more enhancements in the middle of a TF/SF. When that happened to 2 toons I was with on a Reunault SF, our team performance plummeted.

    #3: A ton of new players/players from several years ago were going to the game to take advantage of the DXP weekend. This may be good for profit, but it is also one hell of a n00b rush for experienced players who were used to such novel concepts as following directions or researching things before hand before rushing headlong into a trial, or the worst yet; moving league chat from general to another window where you can read it clearly. I hosted a lambda trial at the very end of DXP weekend after a series of three failed trials in a row. I gave instructions before the trial, and during the trial. After we barely scraped past the sabotage phase, I gave the order that I was continuously giving prior: "Use molecular acids on doors immediately. Do not wait for enemies to build up." You would think that the doors would be closed immediately, but it took over 2 minutes to get all of the doors closed. As I stood there, yelling in league chat what Acids where, how to use them, where to use them, for two minutes, the league just wasn't using them. It was a hard run and we managed to beat it, but it certainly wasn't the fact that all of the players were level 50 that made it so hard.


    In the end you have a player who doesn't really know how to play, how to make a character, how to follow directions, and they lack the wit to figure these things out beforehand because getting the knowledge takes time and that time cuts into their DXP plans.
  15. Is it just me, or is everyone forgetting two things? After four pages of bickering I started skimming through stuff, but I don't believe it has been mentioned.

    First, Scrapper's Strike has a 2%/3% global critical hit increase on minions, and 4%/6% global increase for all LT enemies and above. This is a buff: just slot the enhancement ANYWHERE and you've got an increased critical hit rate. As for the low numbers regarding minions, the last time I checked minions aren't exactly so durable as to warrant a damage increase on them.


    Second, Scrappers have a 1.125 damage scale on their melee attacks (and ranged because for some reason their ranged attacks go off of melee modifiers). Compare this to the following (source)

    Scrappers: 1.125
    Stalker: 1.000
    Spiders: 1.000
    Khelds: 0.850
    Tankers: 0.800
    Brutes: 0.750

    Meaning that, by default, the scappers have a higher damage than the other Melee ATs. This is before you factor in criticals, and these criticals go off of the damage scale before anything else. So, after criticals, the numbers look like this between scrappers and stalkers:

    Scrapper: 1.181 vs. minions, 1.203 w/ ATO minions, 1.215 w/ SATO minions, 1.238 vs. others, 1.2823 vs others w/ ATO, 1.305 vs. others w/ SATO.

    Stalkers: 1.1 alone, 1.13 w/ 1 teammate, 1.16 w/2, 1.19 w/3, 1.22 w/4, 1.25 w/ 5, 1.28 w/6, 1.31 w/7 teammates.

    So, by comparison a stalker can do more damage than a scrapper with their melee attacks against LTs and above if they have 5 teammates, and they can only surpass scrappers with the superior ATO proc if they have 8 teammates. This is saying that 0.005 is actually a meaningful boost, but I don't believe it is. This is all before damage boosts, too. Though the damage boosts are affected evenly by the critical hit mechanic, they still go off of the scale damage. So if a stalker and a scrapper are both enhanced to have 100% damage increase, then this will double the distance between scrappers and stalkers (2.2 w/ no teammates vs. 2.36 against minions. I'll let you guys do the math on that one).

    Another short comparison, is that if we were to compare an attack enhanced scrapper with the SATO enhancement (2.61 scale) to an enhanced brute (1.5 scale), it would take a 148% further damage increase to match the scrapper's damage on Lt.s and above. I haven't played a brute, so I don't know the specifics, but this amount hardly seems trivial. Then again, I don't know how hard it is to maintain 74+ furry. So, a brute can beat a scrapper's DPS output, but only after they've been revved up quite a bit.


    In finale, I am worried more about tanks than scrappers. Scrappers have melee damage that often matches and exceeds the scales of stalkers in teams, while having more durability, powersets, and AoEs. Brutes can beat out scrappers in damage only after they've been revved up enough. The main advantage that scrappers have is that they are wash and wear, low maintenance fighters. The only thing you'll need to do is slot the ATO global boost, and you're competitive.
  16. My bane's secondary build is actually a huntsman.

    Now that my bane is 50 and his build is "complete", he's mostly based around his own performance, what with taking only TTM and TTA as far as the support powers go. He's got softcapped ranged defense to take alpha and also has a very large bag of tricks up his sleeve that allows him to support the team in other ways while also soloing an AV if need be.


    With the crabs forcing players to have that backpack even while on a bane build, I had to go to a different build. So I went with a support wolf and took double leadership in everything except tactics. I can stay at range and shoot enemies up, and also I have Bayonette which is an awesome power. There's just something cool about meticulously running down cimerorans and stabbing them with the pointy end of my assault rifle. Though he doesn't have nearly the single target DPS my bane build has.
  17. Currently stalkers have very high burst damage and single target damage. The biggest changes from the past are the ATO procs and the assassins focus.

    Assassins focus takes assassin strike and gives it a DPS higher than old school energy transfer. In certain cases, nearly twice as high. The ATO proc makes it so you can go into hide immediately after using an attack, which gives you the hide benefits of whatever attack you want to use. Because of this, you'll want to have a stalker pretty much any time you'll be fighting an AV, or an enemy group that naturally comes with EBs.
  18. Nerve was the go-to for trollers and doms. Accuracy for those low-accuracy AoE mezz, increased hold duration, defense buffs to keep you alive, and confuse duration increases are nice.

    Key word here is "was". Once intuition was released, Nerve lost almost all of it's purpose. It's easy to get enough accuracy and to-hit boosts with regular slotting alone (my troller has 1.74 global accuracy boost on accident), so the extra accuracy isn't needed. By contrast, you can always use more damage. Increased defense debuffs and tohit debuffs make the debuffing effects of many troller/dom powers more potent, and the range boost is something that you always wanted but never had the room to slot for.

    I could see a use for nerve in a confuse-based set, but other than that it takes a back seat.


    Now, I love vigor on my WP tank. I sacrificed 3 defense points for that extra healing, since a hit or two rarely matters when I'm recovering 200 HP a second. But, I have also have another toon that I'm going to equip with Vigor; a Mercs/Pain MM. I have been having endurance issues with him since he hit level 6, and I don't think that clever slotting will help since he only has around half the toggles I plan to give him. But with heals, endurance reduction, and an accuracy boost to the non-global affected henchman it should work quite well in him.
  19. Usually whomever I am playing. Though the toon who has the biggest reputation as an AV killer in my arsenal is my Km/ElA stalker. He was soloing AVs BEFORE the ATOs and assassin focus update.
  20. I do this with a couple of builds, and it works out nicely. The important thing to remember with these builds is that you won't need to pop a purple in every case. If you are sitting at 32.5% defense, that is still pretty good, and can take aggro well enough that you'll kill any stragglers that come your way before they kill you. It is even better if you have alternate means of mitigation (resistances, mezz, stuff like that), for with those you can take the alpha for the group.

    You'll want to be popping purples on those special occasions. Those "Oh no, the tank just floored and now they're all heading to me" kind of occasions. Or when you are fighting an AV with endless spawns that can kill you in one punch, or when you are attacked by an ambush.


    Not going to lie, it isn't as good as being softcapped. Still works, though.
  21. The problem isn't the wait between costumes. The problem is that if you are adjusting the slider to anything that isn't the minimum/maximum, you have to do the following steps.

    #1: Adjust the primary costume and apply changes.
    #2: Save the primary costume file.
    #3: Quit customization screen and reload primary costume.
    #4: Import alternate costume on primary costume.
    #5: Reset sliders to be that of the primary costume.
    #6: Save new alternate costume as an alternate costume file.
    #7: Quit customization screen and select to customize the costume you wish to alter.
    #8: Import new alternate costume save file over current alternate costume.
    #9: Apply changes to alternate costume.
    #10 Repeat steps 4-9 several more times depending on number of costumes.
    #11: fix or restart steps 4-9 if any bugs or glitches appear.

    And that is how you adjust the sliders from one costume to another. This doesn't work on Soldiers of Arachnos, though, since their signature costume can't be imported on other costumes and vice versa. There just has to be an easier way.

    From what I hear, there are many ways to do this. So far, we have displaying the actual numbers so they can be written down then replicated, and we have saving proportions separately from the costumes themselves. NCsoft can pick any one they want. As long as I don't have to go through an 11 step process to adjust how fat my toons are per costume slot.
  22. 47-50 Bane
    47-50 PB
    20-23 MM.


    I spent most of my time working the market and trying to give enhancements to these toons than actually playing DXP. Was weirdly obsessed over that.
  23. One of the reasons why I moved all of my toons over to virtue was the farming issue. On virtue you can team and do story content with other players. Everywhere else I went it was always DFB > DIB runs over and over again, or AE farms where you have to pay to join them. On less populated servers it was silence... basically I was stuck soloing or duoing at most.

    A second reason why I moved over all my toons was the speed run issue. I, myself, like to actually play the game. You know, fight enemies in front of you, gain experience in ways that aren't explicitly farms, learn to play new sets and ATs as I go along, chat with players about random goofy stuff and make jokes. Generally "play" stuff. Even as I make more characters I am hesitant to move away from virtue because I get the feeling that I am going to end up in a crowd that doesn't like to have fun. And no, "grinding" isn't fun. It is a conditioned behavior shaped to continually force you to play the game for aspirations that you'll have fun later. However I digress.


    I still do find challenge in a lot of the higher level TFs/SFs. DXP was a bit of an exception since the combined n00bishness along with rapidly advancing sets that weren't updated gave everyone competence issues, but during this weekend I saw many failed TFs and trials. Outside of DXP weekend I still do see that on occasion. Teams that fail the ITF at +0/x1 difficulty, teams that get stomped royally by the LRSF, and even teams that can't complete the Ice Mistral SF due to the ambushes that spawn. The challenge is still there; you just need bad team makeup and a certain level of incompetence to get it.

    If you don't get those, then what I do is crank the difficulty until I get challenge. Generally I run groups at +2 by default, only lowering the difficulty if I see a problem with how the team handles it. This comes rarer and rarer, though, since as I get better with my characters and their builds they become much more capable at carrying the team by themselves. My stronger toons can solo +2/X8, which is nice should the situation arise. If the team I am on does well, then I slowly creep it up to +3 and then +4. It is rare to find a team that isn't challenged by +4 old content, especially at low levels.

    As for the discovery aspect, I still do get that sensation of newness from them. My favorite stuff is currently Praetoria 1-20. I have to solo it, but the storylines are interesting and involving. I can't wait to see what happens next in the arcs that I have yet to play, let alone what happens when I start side-switching.


    The argument about min/maxing perplexes me. I guess this is just a holdover from PnP days and players who generally weren't fun to play with, but I NEVER saw IOs like that. At all. When I first started playing, I started giving my toons (note, my very first character) IOs at 35 since I thought the natural progression was to go from training > dual > single >generic IO / IO sets. It never occurred to me to stop and limit myself at a particular level for... storyline reasons? I don't know. I didn't even consider doing it to try and work an exploit to maximize a character. I figured "Hey, why not put in IO sets to enhance everything and get some nice perks, too?". As I rebuild my characters sets toward certain goals to make the toons better, I don't see that as min/maxing, either. I see it as part of the natural character progression. Whether they are just changing tactics for storyline reasons, or they are just getting better at what they are doing, the refining of sets isn't a sacrifice, and my toons aren't losing any of the personality. They're just getting better. As I like to say: Character growth doesn't stop at 50. Far from it.

    Well... it was more relevant before incarnate stuff was released. But you know what I mean.
  24. I think it has been said before, but I /sign this.


    Something I saw done in the SSA was the NPC actually saying the entire dialogue as soon as you reach them. This was pretty cool in a Half-Life kind of way. I imagine if this can be applied to more missions, it will make getting the story a whole lot easier for other players and also give that dynamic "this is happening now regardless of where I am" feel.
  25. Something that I have found to be somewhat of a nuisance is that if I want to change one of my toon's proportions, I have to go through an elaborate series of gymnastics with costume saving and editing in order to get the same sizes on every one of my costume slots. This of course follows up with those costume design glitches that removes player faces and then eliminates the whole color scheme if you hit the undo button... just a big mess.

    I wonder... is it possible to make it so there is an option when changing a toon's size/gender/proportions to have it apply to all costume slots at once? I'm not sure how to factor in price, but it would be nice to be able to adjust your toon's size globally without having to loop, curl, cross stitch, then put up with every glitch the character designer has.