-
Posts
719 -
Joined
-
If this is what it takes to keep CoH alive, it will do.
-
One of my first suggestions was a speech contest for the first anniversary. Several rednames posted in that thread that they thought it was a good idea, and CoH had a speech contest to commemorate the 1st anniversary. I think the winning speech is still on the web somewhere.
-
I remember I0.
I remember seeing my first level 40, and wondering just how many hours they had played to get so high.
I remember the days of the /Devices blaster, with amazingly powerful smoke grenades.
I remember slotting my first character badly, and thinking the world was over because respeccing was impossible.
I remember I1.
I remember the outdoor missions.
I remember Portal Corp, and the giant monsters on Monster Isle
I remember getting to 50 the first time
I remember respecs, APPs, villains, limitless numbers of TFs and storyarcs, and the thrill of playing a new powerset for the first time. I remember making friends, joining a supergroup, and awesome moments with strangers. I remember Hami-Raids, old and new, and even the new incarnate raids.
But I never expected to remember crying about the end of the game. -
I tested out the impact of the various changes in I24 on test with my DM/SD. It was the first time I played him since the HO change.
First impression were that he was extremely durable, considerably more so than he was pre-HO change. The build I was using was just over soft-cap with agility and had a ton of recharge (105% before Hasten, plus agility), but also managed to get quite a lot of resistances. My resistances ended up being around:
S/L: 56%
F/C: 49%
E/N: 21.5%
P/T: 31%
And they could be higher if I focused on them. Mostly, I just abused what I could get easily. In addition, I had the scaling resist proc for an additional 10% at low health.
I started playing +4/x8 in the second VIP storyarc. The trolls and clockwork were pretty easy. I could even turn off some of my defense toggles, letting 2-3x more attacks hit me, without sustaining damage (using Ageless instead of Rebirth). I was able to defeat the clockwork as a +4 AV quickly and easily, without using any aids. However, anything with defense debuffs killed me, for instance Clamor in the freakshow mission. Which reminded me why I quit playing him. He would go great>great>great>great>dead, as soon as any enemy used a defense debuff against him. I guess I could build for incarnate cap level defense, but that required gutting perma-hasten and his offensive abilities. Alternatively, I guess I could test out Ageless Radial for the debuff resistance. -
Quote:I'm saying that if both are hit with a resistance debuff of that magnitude, they will have the following:Except that the defense capped person is not getting their defense reduced by a resistance debuff. And you will note that I said that resists resist resistance debuffs in my answer to say that the value was ~70%. So, a resist based character hit with a resistance debuff is hurt more than a defense based character hit with a resistance debuff. Therefore the statement was true and that's all I was saying.
70% resistance, 0% defense
-200% resistance, 45% defense
In contrast, if they are hit with a debuff that is 20% BEFORE resistances, they would have:
88% resistance, 0% defense
-20% resistance, 45% defense.
Functionally, the damage is increased by the same percentage regardless of the size of the resistance debuff. Which means that resistance based sets are NOT weaker to resistance debuffs. -
-
Quote:I already have VEATs (A hover Fortunate with a NW alt build, and a Crab Spider). However, this is more of an idea along the lines of a petless MM. How far could you stress a build with a concept that is a severe handicap?apologies, as those interested in the thread and the OP aren't gonna like this reply:
Fer Pete's Sake, just roll a VEAT.
However, I think a ranged scrapper could be surprisingly effective. At least, slightly tougher than a VEAT (maybe not a Crab Spider), with significantly worse damage. Defender level? -
Personally, I never minded it. However, it does get better if you have a set rotation (I know, some players think THAT is unfun), because it becomes less slow-fast-slow-fast and more "This power is just slow, and the rest are just fast." For instance, the chain I usually use for my TW characters is RA>FT>CB>AoD>FT, and so the final 4 powers always feel fast.
But I never really noticed the long animations before I got that far, so YMMV. -
Quote:A lot of the stuff is overslotted because of new bonuses in I24. Hard to predict the total impact, but each 5-slot of LotG will give 3.75 S/L resistance. This build will have 2 or 3, giving up to an additional 11.25% to smashing and lethal. Between the scrapper set, PvP proc, and reactive defenses, smashing and lethal resistances would be about 45%, which would allow this scrapper to have capped resistances at low life. Fire and cold would also be pretty high, at around 40%.Pretty cool build.
This falls into the Hypothetical petless mastermind idea. Get ready for the venom players will spew.
I do think some stuff is over slotted. I don't see the value in 3% added to resistances from shield wall IO because they are low to begin with.
I think the last power in the medicine pool might be helpful. I think it makes aid other and aid self uninterrupted which is cool.
Definitely need to see the build with all the stuff added to get a better feel for it, or at least see the set bonuses for those not listed yet.
Defenses are covered for sure.
Have you considered going rogue to pick up the sniper attack maybe ?
I do think SR is your safest choice. I agree that it offers you defenses without the need of having mobs near you.
Quills doesn't seem so bad is the DPS that low ? Maybe 4 slot it with all procs ?
Would love to see how this works out
Quills isn't bad, but it is a PBAoE toggle. I thought that in the past it eliminated redraw by keeping the Spines, wonder that changed.
Quote:Counting overwhelming force, claws gets a 100% chance to knockdown power on as short a timer as you want effectively. It does better DPA than throw spines and focus is better than impale. The only drawback is the follow up thing. I would argue that with overwhelming force taken into account, claws is one of the best ranged sets in the game with two whole powers. I don't think spines can catch up. -
This is an idea I've been postulating for awhile. What if you took a scrapper with a fairly large number of ranged abilities and simply relied on ranged damage? Obviously this scrapper would never be the most damaging scrapper, but as concept I think it could be effective. With the coming changes in I24, I may actually build one to see how if it actually works. This would likely be something that works best at 50.
Now, this wouldn't simply be a Broadsword/Willpower scrapper that took a blast from their epic. The idea is to make this character as optimized as possible, given the limitations. This means maxed defenses, either to ranged/AoE or the various types, along with a feasible attack chain.
Thinking it through, a few powersets seem to immediately be a candidate for such a build:
- Claws: Strong single target blast, plus a good AoE.
- Kinetic: AoE is about as good (other than animation time) and a self-buff, but a weaker blast.
- Spines: Traditional BU and a good AoE, but Impale has a bad animation time
Of these three, Claws has the best raw numbers on its attacks, with good animation times, but Follow-Up would not be used because it is a melee attack. Kinetic's self buff would probably not be very useful in this build, but it wouldn't suffer from withdraw from other blasts. Finally, Spines gets traditional BU, but Impale seriously is lacking because of its long animation time.
Of the three, I'd lean either towards Spines or Claws, with an edge to Spines. Please tell me what you think would work the best.
Now, onto secondaries. Ideally, a secondary would be self-contained, with little reliance on foes in melee range. This means sets that need enemies around them would not be good choices. I think the best sets for this description are:
- Regeneration: No enemies based abilities, but few tricks outside of its heals.
- Invulnerability: Needs enemies to boost its defense, but otherwise it gives resistances, a heal, and some help for defense.
- Super Reflexes: Would speed up hover, and is both cheap and non-reliant on enemies. On the other hand, another one-trick pony.
- Electric: Good resists and a heal, but wouldn't be able to use power sink and would need a lot of defense.
Alternatively, there are good reasons to pick Dark, Fire, and maybe Bio (which does have enemy reliant powers, but a very good bonus that I'll explain later). Again, I'm interested to see what the consensus is. I'd lean towards Electric or Regen probably.
Obviously, the power pools are easier to pick. A person should take Sorcery for the extra blast and enflame, and Flight for hover. For the other two pools, I would take Fighting for extra toughness and either Medicine or Speed depending on whether or not I needed a heal.
APPs and PPPs are harder however. Ideally, we want something that helps both AoE and single target. APPs tend to have one blast, several weaker ranged abilities, and one AoE. PPPs, however, usually are solely single target. Before I24, I would always say to go with APPs, but I24 is different because it makes some APP powers a lot more powerful.
Here are the APPs with the greatest ranged damage potential:
- Blaze Mastery: 2 good single target attacks, and a good AoE in Fireball.
- Dark Mastery: Technically, 3 AoEs and one single target attack. Realistically, that isn't quite true, but TT would help out Enflame.
- Weapon Mastery: One good AoE and single target attack.
I would also consider getting Soul Mastery, though it does nothing for AoE. Dark Blast and fast-Moonbeam are a great option for improving ranged output, and Shadow Meld would help out from a defensive standpoint.
As far as a build plan goes, I would first try to maximize Ranged/AoE defense, then recharge, then whatever resistances I could cram in. My guess is that a resistance set would work best, though SR + the new scaling resistance proc might work.
What do you think? If you think you can make a build for such a character, please post it. Below is an example of an I24 Spines/SR. Placeholders are the 6-slot set of LotG (should be Reactive Defenses), the 4 slot of Aegis (should be Unbreakable), and the 3 slots on Brawl and Sprint, which will be used to slot to each slot 3 of the new scrapper ATO into the Sorcery powers (left blank).
Code:| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1447;669;1338;HEX;| |78DA6593CB4F534114C6E7B6B7D4F22C9402D2175062A1C0A515D08D890B5113B55| |AC0B833A4D6016FBC29A485046334F15F70E3C285D185891BD7FE0D3EFF025F3B37| |3EF62EEAB9F37DB64D3A49EF6FEE77E73B73CEE94CE968BDFFF5C54767953578CEA| |B341ADB5BD57A657F5FD743A5CAAE5B55FE08CB2FFE5FDF2E694F6B67E3D0F5BC46| |A6A5AEEB1D5D6B6867EBD07FDBD43B9E3ED20D3550DEDBF39C0BEEEE9D03B7B6DB8| |737CF7FED9C635549DF76AB6E4DC7CFEFBB5567BD52BF5BD39250A9D238D0F57B13| |92C482FC9E851547D3560B01A58AB69ACE93F3E0EC1C99034BBEC7329E908A5B460| |B8C92517072184CC6C0F4087855BC16BD16BD36BD36BD697AD3F4E62F070DAF8937| |08AF154C0B8A1135483E976F21D4A142AF90E78B309AEDEF15FE8418C73E921FC0D| |EF7E43BB0FF2D58166384F122D3CA6896687DD4FA9A32545094015633302E9394AD| |064F2242740DD98FAD9205706205DC10EF10AB196215513222DF861977985D1A619| |746D8A5D104F6193D0E4E4E829BE28DC1AB6259649E122DCECCE326F38C28E3ECCD| |F8149C1319F0449A4C9149309740343F40734B0224987EC2A4185149A66F16BC940| |5199EACCC1AFE91A95572853CCD93760ABC2E9E1904B5675877967567597796A763| |96A7C36C765F329CE36673DF91EEFC37F22BF905CC7F061F047105FC162C1491C06| |2815C261D7069895C041F8AD7E17ECE1BB465F929125AFE216B62C233FE650FAA62| |0A5DB1A5B8028A0B14585C91C515595CD26E5DC780A94CE53A9E19BB75F19AF9F64| |A8595852EA5D8A5AC7429AB5DCA95AE1CF2E6B9649E659B29C87ACB2891A85C4B28| |CD9FBDADEBAD2C1EBEDF6DCDB22EC92467AB9E1BA8F757E77A13ED4F5B09584FD0E| |D9EC760FF1422967BFD58D8F166C7BCD231BFD53137E3EF987829FC034DD9FFC6| |-------------------------------------------------------------------|
-
-
Quote:They can, with a base of 5 guys in melee range. If Tactics and Invincibility are both slotted out for ToHit, it takes only 2 guys.I think that /Invulnerable Scrappers, leveraging the +to-hit from Invincibility, could easily reach 22%. Just a thought.
However, Bio has it easier because it merely requires you to use offensive mode. It requires no extra slotting of Tactics, and can be used in the absence of enemies. Which allows the snipe to be used as actual long-ranged attack as well, and opens the door to using it against single tough enemies like AVs. -
I've leveled up a Spines/Bio scrapper on Beta as a test to see how the powersets work together (well, by the way). One thing that I haven't seen get any attention is the fact that Bio allowed you to have permanent fast-snipes from patron power pools.
Currently, the following powers are "snipes" available to scrappers.
Mace Beam, Zapp, Moonbeam. Of these, the best is Moonbeam, with a 1.524 animation time and 143.9 base damage. All of these powers cost a lot and have long recharge times (17.9 END and 24s respectively).
In order to completely eliminate interruption periods, you have to gain 22% of extra ToHit. Between the bonus in offensive adaptation and kismet, a scrapper only needs 9 extra +ToHit, which can be achieved through Tactics (either with two enhancements or one boosted one).
Anyway, the DPA on Moonbeam is pretty incredible if you can leverage it, considerably better than any power in Spines. Using it every 7 seconds or so has made a HUGE difference compared to Spines on live (I have a level 50 Spines/Fire). It hits for about 500 damage before BU (with a Gaussian proc in it), >750 with BU up.
Just wanted to share the trick. Works better on Bio than probably any other set because it requires no enemies and works with any primary, and is especially helpful for primaries with low single target damage. It does rely on being in offensive mode however. -
Quote:It is absolutely possible to build a similar build cheaply. The main reason I advocate for so many expensive sets is because of the nature of TW, because it really benefits a lot from being able to use multiple Follow-Throughs per Momentum. However, the drop in effectiveness should not be incredible.Very nice thread, cool guys.
I am returnign to CoH after some years break and want to play a TW brute, so i would love to follow the build. Would it hurt lot to exchange some of the purple set in here by some cheaper and if so, is there any you can recommend? I was thinking of Obliteration or Armageddon, Posi for Rag and Crushing for Hecatomb.
My budget aint tooooo huge yet, so that would be great. But if you think some of the are abolutly needed, please also tell me
Thanks for the advise and keep up arresting
On another note, I have built and played an alternate build, focusing on S/L. I probably will not update it for I24 because the new pool powers don't interest me and I don't feel like chasing resist bonuses on top of everything else.
This build has:
45% to smashing/lethal
CB in place of Gloom (chain of RA>FT>AoD>CB>FT)
3 -resistance procs
Most importantly, it lets me use Ageless, which allows it to be basically end sufficient. Note the large difference between endurance recovered and drained (3.37), before Ageless or the 3 performance shifters. No energy drain, doesn't need it (Whirling Smash knockdown works as a better soft-control in my experience).
As should be obvious, I use this build primarily against S/L enemies, saving the other build for more annoying threats. It does more damage and is more efficient, but is more prone to rapid failure when facing mixed energy types.
Here's the build:
Villain Plan by Mids' Villain Designer 1.96
http://www.cohplanner.com/
Click this DataLink to open the build!
Crushing Blow Twelly: Level 50 Magic Brute
Primary Power Set: Titan Weapons
Secondary Power Set: Electric Armor
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Leadership
Power Pool: Speed
Ancillary Pool: Energy Mastery
Villain Profile:
Level 1: Crushing Blow -- Hectmb-Dmg(A), Hectmb-Dmg/EndRdx(3), Hectmb-Acc/Rchg(5), Hectmb-Acc/Dmg/Rchg(5), Hectmb-Dmg/Rchg(7), Achilles-ResDeb%(7)
Level 1: Charged Armor -- ImpArm-ResDam(A), ImpArm-ResDam/EndRdx(15), ImpArm-ResDam/Rchg(15), ImpArm-ResDam/EndRdx/Rchg(17)
Level 2: Lightning Field -- SBrutesF-Acc/Dmg/EndRdx/Rchg(A), SBrutesF-Acc/EndRdx/Rchg(19), SBrutesF-Acc/Dmg(19), Sciroc-Dmg/EndRdx(21)
Level 4: Defensive Sweep -- LkGmblr-Rchg+(A), Mocking-Taunt/Rchg(23), Mocking-Taunt/Rchg/Rng(25), Mocking-Acc/Rchg(25), Mocking-Taunt(36)
Level 6: Build Momentum -- Rec'dRet-ToHit/Rchg(A), Rec'dRet-Pcptn(11)
Level 8: Follow Through -- SBrutesF-Rech/Fury(A), SBrutesF-Dmg/Rchg(9), SBrutesF-Acc/Dmg/Rchg(9), Hectmb-Dam%(11), C'ngImp-Dmg/EndRdx(13), C'ngImp-Dmg/EndRdx/Rchg(13)
Level 10: Conductive Shield -- ImpArm-ResDam(A), ImpArm-ResDam/EndRdx(17), ImpArm-ResDam/Rchg(42), ImpArm-ResDam/EndRdx/Rchg(43)
Level 12: Static Shield -- ImpArm-ResDam(A), ImpArm-ResDam/EndRdx(39), ImpArm-ResDam/Rchg(42), ImpArm-ResDam/EndRdx/Rchg(43)
Level 14: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(40), KntkC'bat-Dmg/EndRdx/Rchg(45), KntkC'bat-Dmg/Rchg(48)
Level 16: Tough -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(40), RctvArm-ResDam/Rchg(43), RctvArm-ResDam/EndRdx/Rchg(45)
Level 18: Rend Armor -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(21), KntkC'bat-Dmg/Rchg(23), KntkC'bat-Dmg/EndRdx/Rchg(31), Mako-Acc/Dmg/EndRdx/Rchg(34), Achilles-ResDeb%(36)
Level 20: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(37)
Level 22: Combat Jumping -- LkGmblr-Rchg+(A), Ksmt-ToHit+(50), SW-ResDam/Re TP(50)
Level 24: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(36)
Level 26: Whirling Smash -- Armgdn-Dmg/EndRdx(A), Armgdn-Acc/Rchg(27), Armgdn-Dam%(27), Armgdn-Acc/Dmg/Rchg(29), Armgdn-Dmg/Rchg(29), FrcFbk-Rechg%(31)
Level 28: Energize -- Panac-Heal(A), Panac-Heal/EndRedux/Rchg(37), Panac-Heal/Rchg(37), Panac-EndRdx/Rchg(39), Panac-Heal/EndRedux(39)
Level 30: Hasten -- RechRdx-I(A), RechRdx-I(31)
Level 32: Arc of Destruction -- Oblit-Acc/Dmg/EndRdx/Rchg(A), Oblit-Acc/Dmg/Rchg(33), Oblit-Dmg/Rchg(33), Oblit-Acc/Rchg(33), Oblit-Dmg(34), FotG-ResDeb%(34)
Level 35: Superior Conditioning -- P'Shift-End%(A)
Level 38: Grounded -- S'fstPrt-ResDam/Def+(A)
Level 41: Lightning Reflexes -- Run-I(A)
Level 44: Laser Beam Eyes -- Apoc-Dam%(A), Apoc-Dmg/EndRdx(46), Apoc-Acc/Rchg(46), Apoc-Acc/Dmg/Rchg(48), Apoc-Dmg/Rchg(48)
Level 47: Physical Perfection -- P'Shift-End%(A)
Level 49: Power Surge -- GA-3defTpProc(A)
Level 2: Swift -- Run-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(3)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(46), EndMod-I(50)
Level 1: Momentum
Level 1: Brawl -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(40), KntkC'bat-Dmg/Rchg(42), KntkC'bat-Dmg/EndRdx/Rchg(45)
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Slide -- Empty(A)
Level 1: Prestige Power Quick -- Empty(A)
Level 1: Prestige Power Rush -- Empty(A)
Level 1: Prestige Power Surge -- Empty(A)
Level 1: Fury
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 0: Born In Battle
Level 0: High Pain Threshold
Level 0: Invader
Level 0: Marshal
Level 50: Agility Core Paragon
------------ -
Another option is TW/Electric. I'll update my thread with a new build of mind soon.
-
Quote:However, you ignore the fact that I am playing essentially a completely different version of Staff. In my experience, as a stalker, it does narrow down to a few high health targets. That has been my experience with most of my previous characters as well, especially when teaming. It is possibly that Stalkers get by far the worst deal out of all the staff characters, considering how much stock everyone else is putting in the other forms and having all the AoEs (and early).Actually, from almost the very beginning you were using numbers and calculations, and not observational judgment, to justify your impressions of the set.You stated you were leveling a staff character at the time, which implied that your impressions of the set did not come from experience, but rather from your impression of the raw numbers of the set, which is de facto calculation-based judgment. And even throwing all numbers out, there's still a divergence between your analysis and my actual in-game experience with the set, vis-a-vis your contention that combat always winnows down to one or a few high health targets. My specific experience at all levels suggests that with Staff that's not generally true when using the AoEs often.
And impressions can be of numbers as well as of game-play. In this sense, I used impression as "well, I having tried to make a formula yet to be numerically sure, but it seems a little weak at first glance." And it still does... in single target, which I admit I spend too much time focusing on. In my first post, most of my calculations actually were quite positive, but were based on a single specific build and playstyle. My other 'calculations' were just comparisons of DPAs and pretty basic single target comparisons. -
Quote:Also, pressing 'enter' will send you to chat.One thing I've always taken advantage of is that the "backspace" key will automatically reply to the last person who sent you a tell.
Yeah, yeah, not that big a thing, but every little bit helps.
It sounds really simple, but up until a year or two ago I always moved my mouse to the chatbox and physically clicked it when I wanted to talk. -
Quote:I'm glad you gained some humor from this thread, but I don't think you need to insult me to get a point across.This thread got funny since I last skimmed it.
It did prove one of my theories correct though:
An imperfect understanding of how something works, compounded with the delusional belief that the understanding is in fact perfect tends to lead to some interesting conversations.
Combat is just flailing wildly at this point. In fact, the attempts at logic are starting to remind me of the Barb Swipe animation.
But let me get this clear:
I NEVER believed I had a perfect understanding of this sort of stuff. It's why I didn't start of this thread with a ton of bad calculations, because I wanted it to mostly be the general feeling I got from the set, which would be fine if I were in favor of it but apparently is horrible when I disapprove of it.
In fact, most of my flailing at the AoE stuff earlier was to try and gain an understanding of how to make an effective process to compare that part of the game. I didn't do it because I thought I knew everything about everything in this game, but because I wanted to know more.
I'm guessing you are attacking my use of the linked logical fallacies when you say that I am reminiscent of probably the worse melee attack in the game.
However, in a way that is disconnected from the reality of this specific argument, most of what I'm saying is true, regardless of whether or not Staff is underpowered.
An argument that basically exists as "What he is saying is ridiculous" without other evidence isn't a valid argument. This is also true of arguments whose form is basically just derisive attacks at the opposition.
Technically even the argument "Combat doesn't know what he is talking about, therefore he is wrong" isn't logically true. That argument is actually the classic form of the Ad Hominem attack.
All of what I said about anecdotal evidence is also pretty much true, regardless of the validity of my data or methods. Anecdotal evidence by itself isn't convincing, because there is no way to guarantee that a person will experience the same thing. Personally, I found my TW character to be very easy to level and the momentum mechanic to be not at all frustrating, but I don't use that as evidence for TW because I can't guarantee my experience to everyone that played it. However, I can guarantee that Barb Swipe will do less damage than Headsplitter, because it will remain constant regardless of the situation or the person that use's those respective sets. -
Quote:I have not, for the very same reason this thread continues to bog down the general discussions board. Premium members can't send PMs.WOW....
OK, Combat quick question with a yes or no answer. Have you pm'ed the devs with your statistical analysis yet? If not when are you going to do so?
Quote:I focus on looking cool.
and I'm afraid to say, not liking a style of debate does not make it false, whatever link you may be able to find on the internet...
I tell you what does make something false: Invalid assumptions.
An argument that consists primarily of calling the opposing argument ridiculous and anecdotal evidence is not a good argument.
And while you may disagree with my "invalid assumptions," let me try and show some of those assumptions:
1. Melee powersets are sets that primarily exist to do damage in melee
2. A set that does more damage is superior to one with inferior damage without the consideration of other factors
3. Survivability and endurance are secondary to damage in a damage powerset
4. Balance metrics should take into account the damage a powerset CAN do, ie the maximum damage a powerset can dish out when focused on damage
Those aren't ridiculous assumptions. They are the basic assumptions of quite a few players that care about this type of thing. Just because you don't care doesn't mean that those people are wrong, it means you have a difference of opinion. -
Quote:Alright, shut down the scrapper/brute forums. They seem to take quite a bit of stock in the idea of equivalent rotations, to the point literally thousands of posts around the topic. You might not care about it, but many people do believe that the time it takes to defeat something is important.That's exactly what you are doing. Sets are played differently, so ther is NO SUCH THING as "equivalent rotations" to compare.
Quote:I think you will find that is exactly what everyone believes you are doing...
At this point, you are basically saying that I am wrong for massaging the numbers, and then pressuring me to massage much more blatantly.
Quote:I'm not talking about helping or hindering staff. I am talking about valid and invalid assumptions. People do not use the best DPA attack, there are a great many other factors to take into account, from building fury to looking cool.
Quote:Again you forget that the ATs are DIFFERENT. You claim to be familiar with Brutes, yet seem to have no idea that since fury is responsible for a significant amount of their damage output, and thus FoB worth comparatively less, and hence the equivalent benefit of FoM and FoS is larger.
Obviously what you say is true about the relative benefit of FoB's +damage, but that doesn't mean FoB isn't more useful for its other benefits, and it doesn't mean that it isn't more useful for other ATs. You can't change the argument from "FoM is more useful than FoB," to "FoB isn't very good for brutes" because one is a specific argument and one is a general argument. In general, FoB >FoM. Specifically for brutes in single target situations FoM ~> FoB.
Quote:Exactly. In normal play PEOPLE DO NOT FOCUS ON TRYING TO DO AS MUCH DAMAGE AS POSSIBLE. Ergo, your analysis is flawed.
Face it, the goal of the game is to defeat mobs. It is very simple, and people want to do so as fast as possible. We want to solo fast, go through missions fast, speed-run TFs and Trials, be on fast teams, etc.
Even if people want to look cool, they don't deliberately want to do less damage. Instead, they simply look to do as much damage with their restrictions. Same for survivability/end concerns, because people still want to do as much damage as possible.
Quote:Which is why you fail. You believe you know far more about the game than you really do, wheras I am aware that there is lots I don't know, even though I have been playing since EU beta.
Quote:If you have played staff, then try saying "I have played staff, and I have felt that it was under-performing..." and people might listen to you, rather than coming up with a pile of spurious mathematics.
Quote:I don't need to. I don't claim to know if Staff is underperforming, overperforming, or whatever. My point is: NETHER DO YOU. If your so called "proofs" can't convince us, they sure aint going to convince the devs.
Quote:Oh, well done, you have just disproved the entire democratic system, old chap! When are you going to tell the president he needs to step down?
here is a valuable life hint: not everything you read on the internets is true, posting a link to something doesn't convince anyone of anything. Just to show that anyone can paste a link instead of making a valid argument, here is one for you:linky.
BTW, the US has a Republican system of government, not a democracy, specifically because the will of the masses is not necessarily the best for the country. And regardless, the logical fallacy of the appeal to popularity specifically doesn't apply to certain matters of politics, because democratic politics is specifically about electing the most popular politicians, rather than trying to elect the best. Regardless of whether that is the correct way to govern or not, it doesn't violate the appeal to popularity because it IS only a popularity contest.
If this form of argumentation annoys you, I'm just going to say that it annoys me as well. But I personally hate watching politics because 99% of the time they use a few illogical arguments to win elections. The Appeal to Ridicule is by far the worst, and it works like this:
- Politician A: How could anyone even think of supporting Politician B? His positions are ridiculous!
- Repeat 9000+ times, sprinkle in Ad-Hominem attacks (whether true or not), a few complete lies, etc....
- People who have little knowledge of political matters become afraid to support politician B because of the pressure of being ridiculed in connection, so they support politician A.
- Politician A begins to use Appeal to Popularity "Everyone thinks this is the right choice, so it has to be right!" and the bandwagon fallacy in order to sway voters.
- Politician A wins the election.
In the US, this has been the primary form of political attack for years, and has been used successfully by both parties (especially against Bush and Obama).
That sort of argument is completely unethical, and I hate seeing it used against me or in everyday affairs. Simply put, arguments that consist of "your position is ridiculous!" and "we all think X, therefore Y is false" are simply illogical and false. - Politician A: How could anyone even think of supporting Politician B? His positions are ridiculous!
-
Quote:Thanks for being civil.I apologize for that insult, Combat, it was crappy of me to be a jerk for no reason. Now I shall resume my complete opposition to your perspective, but more civilly.
I took you at your word that you don't have a SS/FA/Mu but since you kept bringing it up I felt completely justified in doing the same.
To sum up my objections to all that stuff I quoted there, I don't believe that you put very much effort into your staff fighting stalker if you don't think it could have done those things. The great thing about staff's single target is that that's where most of its control lives: it gets a guaranteed mag 3 stun which it can easily if not reliably stack with precise strike's on bosses, it gets giant amounts of knockdown and it gets range with one of its best attacks which in practice is extremely significant pretty frequently.
By contrast, its aoe powers are at once more defensive yet less reliable. Guarded spin is a no-brainer when you're in a pinch, but innocuous strikes' immobilize is very subtle in its utility and eye's knockdown and debuffs are variant and not guaranteed. I find that this creates a truly excellent balance of outright power and necessary consideration on the player's end. There are times in aoe situations where I use single target attacks because it would be safer and vice versa. No other set has that. I was going to make that sentence longer but it's true how it is.
Regardless, this is no longer theoretical for me. My staff/elec scrapper is now 50, decked out, and capable of tanking ITFs with zero DDR and 35% s/l defense. That is far and away the least favorable high end situation for that combination. On STFs and LGTFs it might as well be invincible to go along with its spawn-shredding facility. You can say whatever you want about staff in theory but staff in practice gives titan weapons a run for its money and it isn't even supposed to.
I can't make comparisons between my TW/Elec Brute and Staff/Dark Stalker because of the level disparity and investment disparity. No character of mine has had the sheer damage of my TW/Elec, including the Stalker, but that is largely due to the extreme nature of TW at high levels of recharge than some deficiency with Staff. I can say that staff was pretty easy to level, though I never experienced the problems many had with my TW characters (to be fair, staff is probably worst at leveling on stalkers).
While Staff has decent mitigation in its single target, it isn't unique in its abilities. Energy and War Mace both have a fair amount of stuns, and most single target T9 abilities have some measure of control (KO Blow's Hold, CU's Stun).
You can make the claim that Staff's AoE control is better than other sets because of the versatile nature of Eye and IS. My experience has been that attacks like FS and Whirling Smash were great at keeping enemies on their backs, but I could see the advantages of having an immobilize in the set for keeping guys in range for more AoEs.
However, I've found that I tend to abandon the AoE defense attacks at higher levels on my TW characters, and I felt I would probably do that if my staff stalker got to 50. At first, I thought such attacks would be overpowered, but I've since felt that they were pretty perfectly balanced, in that sets couldn't easily slip them into a single target rotation without a DPS drop but could use them in regular combat as an effective attack in most cases.
My /Electric brute has 32.5% to positionals on one build (45% smashing/lethal on the other), and I've found that I rarely need to use lucks to reach the softcap. Combining end drain, with decent resists, with defense, with heals, with soft control from TW meant I was very survivable. I'd expect Staff to be at least as survivable. However, I'm not sure that the survivability I experienced was horribly greater than other sets.
Personally, my main problem with Staff (numbers aside), is that seems designed to be the anti-Titan Weapons. TW was a set with ridiculous damage potential, locked behind an annoying mechanic and horrible endurance problems. Staff is a set that focuses on being as easy to play as possible.
To me, every set should be designed with ease of use in mind. I think TW and Staff are wrong because they try to balance power and annoyance, and I don't think those things should be related. It just promotes bad lines of thinking, leading to even more annoying mechanics with OP sets and a greater tolerance for low damage sets with QoL features. -
Quote:BU would add between 50% and 100% +damage at a max of every 18 seconds. Therefore, it would equate to a total benefit of 5.56% damage buff, assuming scrappers at the recharge cap using it whenever it came up. That translates to a net improvement of 2.5% after enhancements, and would be less than that at anything less the recharge cap, or on other ATs, or with powersets that use a reduced version of BU. In game-play, the burst damage would be more useful than that, but for sustained DPS it isn't as useful, and could be argued that to be insignificant, or that it may actually not be worth the animation under some circumstances.You can't just "ignore this" "ignore that" and expect to draw any meaningful conclusions.
I did a Mathematical Modelling unit at University. It was a long time ago and boring, but I do remember that anything you left out of your model you had to justify by proving that it wouldn't affect the outcome.
Quote:No it isn't. For one, it leaves out Guarded Spin, which would be one of the most frequently used powers in REAL gameplay. You also leave out equivalent powers from other sets. This does not make the model better, it makes it worse. For two, you leave out Mercurial Blow (and equivalent powers in other sets), which would be the most frequently used power for tanks or brutes - you really have no idea how those ATs work, do you? I've played a great many of those sets, and I don't use any of those attack chains. I might, if I was a scrapper and attacking immobile targets that don't fight back, but last time I looked, this wasn't City of Target Dummies.
Also, stop insulting me. I've played the game since a month after release, and I'd dare say I know how to play just about every AT that I've spent significant time on (Defenders, WSs, MMs, Scrappers, VEATS, Brutes, Tankers, Stalkers). I've done pretty impressive things, like solo a MoITF in under an hour without any purples in my build, so I know how to squeeze performance out of a set.
Of course, these numbers are less accurate for tankers and stalkers, because of their unique mechanics. But that wouldn't necessarily help Staff, because Mercurial Blow is not one of the best DPA Tier 1 attacks (it is tied for 9 out of 15 before damage buffs, 10-11 after damage buffs).
Quote:You really, really, have no idea about how different powers interact, do you?
Quote:Yes, as in "not at all".
[quote]
Exactly. And an analysis that doesn't include those things is meaningless drivel.
[/quote]
I'm ignoring this because it is silly
Quote:Then you will have to live with your invalid conclusions based on broken logic, or maybe listen to other people with a better understanding of the game and/or real experience.
In no place have I said "I know more about the game than you do." I'd reckon that I know as much, or more, about the game than you, having played it for longer and arguably done 'more', but that's just a personal opinion, not a fact. Finally, you assume that I haven't played Staff, which is completely false (or that your experience with Staff is more valid than mine, which is also false).
Quote:Originally Posted by PleaseRecycleHere you're at your very wrongest, for reasons I've explained and for the reasons O_T has brought up. You utterly fail to understand that in being forced to take all of these pools to shore up aoe other sets pay a high opportunity cost. We've already been over the fact that the staff fighter need do nothing extraordinary to have excellent aoe, so what I find more interesting now is the fact that in actual gameplay single target chains are irrelevant so long as it is possible to acquire more targets. Earlier you tried to claim that it is almost never useful to have an aoe chain, I assume due to a recent blow to the head. By now you've presumably had a chance to recuperate and should find it easy to see that the exact opposite of that is true: there are very few situations in the game where it is impossible to take advantage of an aoe chain.
Now, to address your arguments. First, you claim that being forced to take extra AoEs is a horrible thing. This simply isn't true, and I would 100 times out of 100 take advantage of 'high opportunity costs' if the actual result was greater than could be found in a powerset. For instance, imagine a powerset called "Rage Mastery." All it has is Rage. SS tanks could say that other powersets are at a high opportunity cost, being forced to take one pool to take advantage of Rage while SS has Rage in the powerset, but if Rage Mastery made other sets better than SS the high opportunity cost wouldn't matter.
Secondly, you misunderstand the statement about AoE chains. The point is that AoE chains aren't needed because very little content requires constant AoE output, as most minions will die too quickly to use a second or third chain, and lts not much more. This would be more apparent in teaming. The only content with constantly pouring enemies and continually saturated target caps is farming, and that is not relevant to most gameplay.
Also, you confuse single target chains with "only single target attacks". Many sets use AoE attacks in their single target chain, including Spines (3 with Quills), Electric (2), and numerous sets with at least one good cone. But in order to be more efficient than the attacks in the single target chain, AoE attacks have to do more damage per activation. Usually this takes 2-3 targets, but that is balanced by the increased recharge on PBAoEs and small area of most cones.
That form of analysis, however, completely ignores the fact that combat tends to narrow down the number of targets very quickly, leaving one or two high HP targets per spawn. Most of the time I don't even get to use multiple AoE chains before combat is down to bosses, and those bosses aren't always close enough to hit with cones. Single target chains reduce the time it takes to defeat those last few spawns in a way AoE damage generally cannot.
Quote:If you can be hitting more than one target, you shouldn't be using a single target chain at all (with vanishingly few exceptions such as the Dilemma Diabolique finale). Staff has the built in ability to scale its attacking to however many targets are available, innocuous strikes in particular being nearly a single target attack for DPA except that it's a cone on a very short recharge. Here's what I mean: while your super duper SS/FA/Mu is either in full farm aoe mode or doing zero aoe, the staff fighter can use as much aoe as is relevant to the situation. At the alpha this probably means wiping out the minions with a cone or two followed by eye. Now lieutenants and bosses remain: stop using eye, use the cones to damage everyone and fill gaps with single target attacks on the bosses. When only bosses remain, the cones are still efficiently contributing damage. At this point the SS/FA/Mu is going to look like quite the nimrod if he's trying to keep up on aoe by using 19 endurance scale 1 attacks on two or three bosses.
Every single AV or EB in the game, generally at least one per mission in team content and every few missions in solo content.
Defeating one or two bosses too widely spaced for AoEs
Defeating one target quickly to stop them from using dangerous abilities (eg, Tarantula Mistresses, Sappers, Nullifiers, DE Eminators and Spawners, Vanguard Wizards, Carnie Mistresses, etc.)
Defeating a single target in order to reduce damage taken
And more
And while SS/FA/Mu is fun to pick on because it has no cones, most sets tend to have at least one 5 target cone. The sets that don't are primarily tanker legacy sets like Ice, Energy, and Stone, along with MA. So your 'advantage' isn't unique to staff in the slightest.[/quote]
Quote:Originally Posted by PRAF68_EUThe devs use mathematical methods when the first design a set of course, and one of the things Arcanaville has managed to show up was when there where flaws in the methodology used by the developers.
But actual, measured performance always trumps any amount of theory, as it should.
The Scientific method: If the model fails to agree with observation, there must be something wrong with the model.
The Combat method: If the model fails to agree with observation, there must be something wrong with reality.
You haven't shown ANY measured performance. You've given anecdotal evidence. That literally means nothing because it requires nothing to prove and cannot be compared to other sets. In order to show 'measured performance', you would have to do timed trials of every set at various difficulties and levels showing that staff validates your anecdotal beliefs.
And while I appreciate the attention (no press is bad press), you are simply using grade-school level tactics to prove me wrong, including name-calling, tons of appeals to ridicule, and anecdotal evidence in place of statistical proof.
The 'Combat Model' isn't about ignoring game play experiences, but about valuing the accuracy of simple models in comparisons, especially over opinion statements like "Well, I can solo at +4/x8, so its fine."
The scientific method very rarely uses the type of 'observations' you have claimed in this thread. "I feel ..." simply does not work in science. Indeed, the only 'scientific' observations we've seen would be the Pylon times from the other thread, as those could both be reproduced and statistically compared to the expected result. In that case, the Pylon times are fairly close to what we would expect from Staff. And while Pylon times aren't representative of all gameplay, they are more 'scientific' than anecdotal statements about the sets performance, and will be the best thing available until someone does time trials of missions at various difficulty settings and levels for all the powersets to show the actual speed of the various sets.
The other argument everyone has used is Appeal to Popularity and it is also wrong. It doesn't matter if all of you hold a different opinion than I do, and it doesn't mean you belief is correct or that mine is incorrect. You know that is a logical fallacy, so using it is at best ignorance and at worst a deliberate attempt to use illogical statements to win an argument. -
Quote:Perhaps "relying on" isn't the right way to express what I meant. I feel those sets benefit particularly from IO sets, and if I were making an SO-only character I would avoid sets that have remarkable gains from IOs.I'd argue the description some of those as relying too much
but I'm mostly replying out of curiosity... why are you saying tri-form Khelds would be good with SOs? (I don't say they're NOT - my first Kheld was a triform and hit 50 in issue 5, after all, so they can be a heck of a ride up there - I'm just curious to your reasoning in specifying triform as opposed to bi or human.)
I have far more experience with Warshades than PBs, so I mostly meant WSs when I said Kheldians. I'd say that they are fairly powerful for an SO-only build because of Stygian Circle and Gravitic Emanation. In my experience, SO-only builds benefit the most from endurance tools and good control powers. By combining a decent stun/damage power with a ridiculous endurance power (and heal), I'd say that Warshades are on a pretty good footing.
But both ATs gain a lot from their forms, which is why I specified tri-form. While IOed builds will lose the benefits of the forms with Perma-Eclipse/LF and softcapped defenses, SO-only builds gain pretty good survivability (and SD X2) with Dwarf and great offense with Nova. So I specified that SO-only builds would benefit from Tri-Forms largely because IOs tend to make the forms less useful (or at least, will until the instant shapeshift patch happens). -
Smoothest ride would probably go to Staff/Willpower, though that would require an additional purchase.
As for non-purchased sets, I'd lean on control. Dominators benefit way to much from perma-dom for me to say they would be best, so probably a controller would work better. The best secondaries for all-round play would be /DAff, /Rad, /time and /Cold. Any primary would work, but I'd lean Illusion or Fire for the added offense.
Going back to melee, a SR/MA tank will be very survivable very early, able to soft-cap in the twenties on just SOs. Probably not the most powerful offense, but very tough for the investment.
Other options would be Tri-Form Kheldians, defensive blaster combos like Sonic/EM, and brutes like SS/WP. Personally, I think Corrupters, Defenders, Dominators, and VEATs benefit too much from IOs to be considered "the-best" SO-only characters, though some combinations from those ATs will be better than others. -
I'm pretty sure those capes have been out since I6, to those who bought the CoV DvD set. I think I have it, in fact. I'm thinking that the Arachnos Chest symbol also came with the set.
However, they may be offering the capes on the PM as well in the future, so that may be what you are seeing.