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I'm not sure this would help that much. VS seems to love staying slightly behind you and not joining in when you move on to a new spawn; yet making it more aggressive would just increase the problems caused by an uncontrollable aggro magnet.
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The duration of the pet build up proc is 5.25 seconds, VS attacks every 3.82 seconds so only one attack is affected for each firing. The proc has a fire rate of 17%. This means that 17% of attacks after the first will deal an extra 44.49 damage. VS can fire 16 times during the 60 seconds it is out so in continuous combat the actual average percentage of VS attacks that are affected by the proc is 15.94%. 15.94% x 44.49 = 7.092 extra damage per 3.82 seconds. The proc therefore contributes ~1.856 DPS.
By definition an attack chain repeats when you get to the end of it. If you include an AoE in an attack chain it has to be recharged by the time it comes around again.
The third blast in a set is usually on a 10 or 11 second timer, slightly shorter than snipes. 20s recharge ST powers in blast sets are mezzes. In order to use the chain you gave earlier we needed to fit 146% recharge into Zapp. Elec is not being unfairly treated just to try and make it seem weaker than it is.
I haven't even mentioned Static Discharge let alone "minutely focused" on its damage. No-one is "picking on" Elec Blast. Nobody is trying to prove it has bad ST damage because they don't like its hairstyle or are jealous of its ability to sparkle. Elec is what it is and all the numbers we use to determine how well it can do are the numbers the game uses to do it.
The suggestion to ignore your attack chain is a good one however so moving on: -
With no damage boosts other than 95% damage slotting and defiance: -
A chain of Zapp>Lightning Bolt>Charged Bolts>Ball Lightning requires over 213% recharge in Zapp, and Zapp is currently Zapp is the worst DPA power in that chain. A more usable chain would include a second Charged Bolts; both increasing the DPS and reducing the necessary recharge.
Zapp>CB>LB>Ball>CB repeats with only ~115% recharge for Zapp, Ball Lightning needs ~84% and Charged ~26%. This deals ~1032.5 damage over 10.03 seconds. 102.92 DPS. Adding VS's 86.76 every 3.82s for another ~22.71 gives us a total of 125.63 DPS.
Assuming you never get hit and that VS doesn't have any other targets to look at.
If you can somehow maintain the same chain using fast-Zapp (requiring 175% recharge in BL and 22% to-hit) this jumps to 145.1 + VS for ~167.8 DPS. Since both the first two powers in Elec and the Snipe are direct clones of the Energy versions damage-wise, Energy can run the same chain with BL swapping out for Burst and get 151.7 DPS on SOs and without needing to rely on Voltaic Sentinel's AI. -
Quote:A team. If you've got tactics + kismet then any one other person on the team/league with tactics would put you over, get 2 others and the kismet isn't required.This all assumes 22% To Hit?
Which means these comparisons are only good for /Devices and /Energy?
Or am I missing something?
Or team with a VEAT and let them get you there all by themselves.
A team of 7 AR/* Blasters lead by a Huntsman running dual tactics? -
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Indeed. When I started doing the maths his was the last post. I then went and had dinner... Things moved on just a little in the meantime.
Basically I was seeing how much it took to make such an unusual chain competitive. The answer was 'a lot'. -
Quote:No. The snipe changes are a response to snipes themselves being unpopular and underpowered; and the inferiority of ranged damage sets compared to melee ones.Let's look at the cause and effect of this change...
Blasters are underpowered compared to other AT's. Blasters need help.
What is done to fix this? Offensive sets are improved across all appropriate AT's, having an arguably bigger impact on non-blasters.
How is this logical?
When word of this change first came out, my first thought was "I hope they actually buff blasters, not just blast sets." Guess I had a reason to worry.
The additions to the blaster only 'manipulation' secondaries are where blasters themselves are getting major buffs. -
Ok, fully slotted including core musculature paragon, assault and every proc that can be slotted regardless of expense or sanity. Average damage outputs including defiance, procs and VS: -
Zapp : 473.1 Energy + 28.7 Toxic (PvP and snipe procs) + 107.1 Fire (AT proc)
Lightning Bolt : 276 Enegy + 14.35 Toxic (PvP proc) + 35.34 Fire (Ranged purple proc)
Charged Bolts : 168.3 Energy + 14.35 Toxic (PvP proc) + BU Proc
Shocking Bolt : 84 Energy + 14.35 Toxic (PvP proc) + 28.7 Psi (Hold procs) + 35.34 Smashing (Purple hold proc)
Total Damage : 1279.6. Chain cycle time : 9.37 seconds. DPS : 136.56
+VS : 103.3 Energy every 3.82 seconds with a 17% chance of the next shot being 147.8. DPS : 29.02
Total DPS = 165.59.
Of course using this many slots on just procs and damage you'd be relying on global recharge to get everything up in time, accuracy bonuses and tactics to hit stuff and pure recovery to stop you running out of endurance. The ~135 DPS without them is rather more reasonable. -
Quote:Oh the blaster certainly...but speaking of psi if a corruptor has the recharge to run this chain
will dom - tk blast - psi lance they are going to be putting out 71 dps unenhanced the shortest attack being 100 ft
just who is the ranged damage specialist here ?
*Goes to dust off the psi/kin corruptor* -
Quote:Indeed. You can get much closer to a proper assault rifle playing a spider with a huntsman build. This also gives you armour, which is far more prolific in FPSs than cloaking devices, non-damaging grenades and deployable AI gun turrets.I think he means that AR in this game doesn't act like an assault rifle. It shoots beanbags for crying out loud!
I also contend that generic soldiers in FPSs are not iconic super heroes. -
Why not add Radiation to the list? That's the other case where Blasters get less out of the snipe changes due to Corruptors having a different version of the set that has intrinsically worse DPAs on top of the AT damage scale difference.
Also of the four you listed Dark and Psi might have snipes but they have no ability to access the fast versions without dipping 2 powers into the leadership pool, overslotting tactics and finding a slot for a kismet IO. All blasters have access to fast-snipes some of the time just from their primary/secondary. -
Since when has a Frankenstein's horror of projectile weaponry been "iconic" anyway?
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Since recharge times tend to be an even number of whole seconds there are only two sensible options without changing the damage scale as well: 18s for a ~10% DoT bonus or 16s to make it ~22%.
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And with the changes to Conserve/Energise you can quite easily afford the endurance cost of assault/tactics.
Reading your sig' at the same time - Does range boosted LRM actually fit inside draw distance? -
So you are saying that blasters get less from snipes being made viable because their first couple of attacks are merely 'meh' rather than completely suck?
Doesn't this suggest that blast sets in general could do with better early attacks? -
Quote:Or to reduce the recharge time/endurance cost and leave the damage as is for the DoT bonus.Right now, Short Circuit does exactly the right amount of damage for its radius and recharge, but it does it as a long 4.1 second DoT, and usually DoT damage comes for "free" to one extant or another. I think the simple solution to the power is to change it from DoT to straight damage.
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Quote:There are numerous ways to make VS invulnerable, the problem is letting the taunt hit VS without letting the target waste time attacking it. The first solution that comes to mind is tagging a placate effect to VS' blasts so it is fundamentally incapable of holding aggro.The problem with this is that it would mean making VS vulnerable to attacks (at least I think it would). Currently VS has untouchable and is immune to all damage. In order for the Taunt to affect it this would need to be changed and it would become vulnerable to attacks.
I'm not sure if this is a worthwhile tradeoff or not. Maybe if it was done like Singularity where it's targetable but has very high resistances? -
Quote:From the store bought version on beta Achilles Heel is dropping a tier from 20% to 3PPM.Most current 15% chance procs will become 3*1.25 = 3.75 PPM*
Most current 20% chance procs will become 4*1.25 = 5 PPM
Remember that Neutrino Bolt was standardised when ported to Blasters, an Apocalypse proc at 90% recharge slotting is still ~29%. -
You may know how to do statistical calculations, but you still need to learn how to apply them.
Adding up the base damage of each power in a set and dividing by the number of damaging powers doesn't give you anything pertinent or usable. At the very least you would have to take into account that some powers affect more than one target, the differing times over which the powers animate and their availability. -
Vengeance gives 3.5 times the to-hit buff of Tactics; so more than 22% regardless of slotting or the AT using it.
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Quote:I don't think this matches what people will expect from 'Energise'. All the effects are there but in proportions that deliver something different enough that it might warrant a new name.It's not an exact copy of Energize, but it does have the 120 second recharge, down from Conserve Power's 600. It provides 60 seconds of scale 1 Endurance Discount, 60 seconds of scale 2.5 Regeneration (50% enhanceable), and a scale 1 heal on activation. All numbers subject to change pending internal and beta testing, but I figured I'd throw some real numbers out there so you have as much information as possible.
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Elec has decent AoE if you can survive to apply it. Hardly a new problem. As yet I can't see how the 'sustain' regen is supposed to address that issue. It's an increase in long term survivability on an AT that tends to die in a matter of seconds.
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And there was much wailing and gnashing of teeth. Surprising how quickly people got over it again.
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Existing <> Populated.
A lot of people left because they couldn't find other people to do non-incarnate content with once they got bored of it. With the amount of instancing CoX is an unusually easy mmo to be alone in. -
Since we've got other changes being brought up, could we get Tesla Cage changed to using one of the ranged_mez modifiers instead of ranged_ones? There doesn't seem to be any other reason for the hold to be a flat 8 seconds instead of scale 8.