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I don't recall Power Siphon's tohit buff stacking, although I was using it on a Tanker and haven't played him in a while.
KM Stalkers with their Build Up refresh will probably be able to leverage snipes quite nicely. -
This is a nice reference sheet.
Geas/Force of Nature says 2.5 minutes, but it should be 25, right? -
Making such an analysis in a pure statistical sense is both extremely difficult and extremely subjective. How should long single-target fights like AVs be weighted in such an analysis? One player who teams for fun says they should be counted but weighted below most other things, another player who likes to solo crazy things says they should be most important factor, a farmer says they don't matter at all. How about AoE? A farmer says it's the only important thing; the team player says it's about as important as ST; the AV soloer says it's negligibly useful.
It's pretty straightforward to compare sets for specific purposes (the Pylon thread in the Scrapper forums is two thousand posts examining single-target DPS in excruciating detail), but a metric for overall performance is a different matter entirely. -
But some power sets DO deal significantly more damage than others. This is a direct, empirical fact.
It's also not broken, because powersets do things other than damage. Sets like SS and TW deal amazing damage, but also cost huge amounts of endurance. DM has a self-heal and tohit debuffs and an endurance drain, and Staff has the buffs from its Forms, and Katana has a lovely defense buff and quick animations. The sets are reasonably well-balanced numerically, in that generally a set's advantages in one area don't hugely outweigh another set's advantages in a different area, but also they are just qualitatively different, and in some sense no amount of damage difference can ever make TW "better" than Dark Melee, because it still doesn't have self-healing and debuffs and a blue bar refill. -
Quote:This is my point - your analysis does not pass the basic test of reflecting actual performance. Your analysis says the damage sets do is not significantly different; years of direct empirical evidence says the opposite. If your analysis ended up pretty accurate despite all the factors you'd neglected, I wouldn't object as much, but the method is fundamentally flawed by failing to consider multiple extremely important factors, and also ends up drastically wrong.I was not setting out to give detailed information on the powersets. I was setting out to make a point that NONE of them are SIGNIFICANTLY different, meaning much greater than another in terms in damage. If you has the 198% damage boost from Rage and the best Enhancements in the game, for all powersets, they would still basically be on even ground.
AoE damage is indeed a different kind of damage, which is why it should not be treated in the same way as ST damage. -
Only one powerset has Rage. Factoring in Rage would only affect the values for Super Strength. You might be thinking of Fury?
Overall, I agree that most powersets are pretty balanced, but that's because they tend to be good at different things, not because they all deal the same damage. -
OK... but then you're not actually calculating anything meaningful. You set out to answer the question of whether all Brute sets have the same damage output (they don't), but did so using a metric that doesn't correlate at all to how much damage the sets actually do.
An analysis of set damage that does not even consider recharge, activation time, buffs, and whether a power is ST or AoE is so far removed from what the powers actually do that it's not really calculating anything at all. It's only slightly less meaningless to damage output than calculating the average number of letters in power names. -
What exactly is this an analysis of? How did you arrive at your numbers?
I'm extremely suspicious of an analysis that ranks Katana lower than Broadsword, and Super Strength lower than Energy Melee. There are much better ways to analyze a set's damage than by taking the mean of all the powers. Moreover, your analysis does not at all match empirical evidence. -
Quote:I think you're misunderstanding how the animation time is listed. Blazing Bolt, for example, has a 4.67s animation and 3s interrupt time. That doesn't mean it normally takes 7.67s to activate - it takes 4.67s total, and is interruptable for the first 3s of that. Removing the interrupt time reduces it to a 1.67s activation. This isn't quite Blaze-level DPA, but still very high, and some snipe powers are faster still, with AR having the fastest at .67s.I really don't see how the snipe changes make it any more viable a power past the opening shot of a battle. The interrupt time is eliminated, that's 2 seconds with any sniper set in the power. There's still 4.67 seconds of activation time and about an equal amount of recharge time and most likely 1.17 seconds for Aim or BU. In the Fire Blast primary 4.67 seconds is equal to the combined activation times of Flares, Fire Blast, Fire Ball, and Blaze. Once you move in from snipe range to the 80-ft range of the other powers (88-ft with the ATIO set), what's the point? With my current build, I can just stand there and spam Flares and Fire Blast or simply hit my Blaze power every 4 seconds and do more damage than a snipe in the time it takes to get a snipe off. Just adding the snipe to my attack chain will drop my single-target sustained DPS by 40.
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I just noticed that the first post is asking specifically about the crit proc, rather than the set as a whole. Reading comprehension failure on my part!
The crit bonus is actually not a proc. It's a global bonus, like the LotG 7.5 or the Steadfast 3% or etc. So it doesn't matter where you slot it - all of your attacks get the crit bonus. -
Quote:Irradiate and Neutron Bomb have areafactors of 4.00 and 3.25, respectively.What a bloated and convoluted mess.. I can't think of another instance in this game where the math is so whacked out..
Regardless, can anyone clue me in on what changes I should expect for stuff like Radiation Blast AoEs? Mainly Irradiate and Neutron Bomb.
Since AoE size diminishes proc chances, and these are quite large AoEs, so I have no idea what to expect..
Most procs currently have a 20% chance. These will become 3.75 PPM in i24, so assuming, say, 60% slotted recharge, Irradiate's proc chance will be
(20/1.6+1.07)*3.75/(60*4)=.212 = 21.2%, so a slight increase
and Neutron Bomb's will be
(16/1.6+1.67)*3.75/(60*3.25)=.224 = 22.4%, so again a slight increase
More slotted recharge will yield a lower proc chance, and less slotted recharge a higher one, but even 95% slotted recharge (ED-capped) still gets you an 18% proc chance in Irradiate and 19% in Neutron Bomb, so at worst you're looking at a barely-even-measurable change. -
Quote:The request is not "remove all NPC mez", just "make NPC mez less incredibly prevalent and/or long-lasting".See, I have to disagree here. Removing mez threat from the game is a bad idea. It makes no sense in the lore, either. Why can only players use mez against enemies and have players never think twice about enemies that can use mez.
Getting stunned = fine.
Getting stunned by the opening salvo of every spawn = not so fine.
Getting stunned by the opening salvo of every spawn for 10 seconds or more = super not fine. -
Finishers are indeed boosted by fury. Gloom is probably in the best chains, although I'm not sure, and StJ does pretty well for single-target damage even without it.
I don't know about StJ/WP specifically, but I've been quite pleased with my StJ/Fire. -
Personally, I have it in Arc of Destruction.
Since it doesn't have a proc, it doesn't really matter where you put it - anywhere you need a lot of recharge enhancement and don't want a different set or a proc, basically. And you can sometimes fit a proc into the remaining slots anyway.
Splitting the set 3/3 in two different powers to get the defense bonus twice is also a good option. -
It's either instantaneous or so close to instantaneous as makes no difference. Combat Attributes sometimes has a small delay (as in, a second or less), but I'm not sure if the defense is delayed or if the Combat Attributes display itself only updates at a certain interval.
So, you will lose defense as soon as you switch to a speedier power, but gain it back immediately when you switch back to CJ. -
Dunno, but I've seen a fair number of people who prefer to build with level 33 enhancements (or whatever other number they decide is the optimal balance between enhancement value and exemplar usability), even for a level 50 respec build. So there are definitely people who value better exemplaring. I'm not sure how many do so in this specific way, is all.
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Min-maxers live on the upper edge of performance. This is, by definition, the place where things are most likely to be adjusted downwards.
But even this isn't really a straight nerf - certainly builds will need to be altered to take advantage of it, but that's happened many, many times over the years. Other than the procs that are already PPM, a huge number of powers are going to end up with higher (sometimes MUCH higher) benefit from procs than they have now, recharge toxicity and all. Even an only-moderately-slow power like, say, Blaze, even with 120% slotted recharge (4.55s) thanks to a Spiritual Core Paragon, is going to end up with a (1+4.55)*3.75/60=.347 = 34.7% chance from procs that currently have a 20% chance, and a (1+4.55)*5.625/60=.52 = 52% chance from procs that are currently 33%. -
Quote:They use the same formula for scaling, but exemplar scaling is applied before ED. So when you slot a full purple set, you have 145.75% damage enhancement before ED, which will leave you ED-capped on damage as far down as level 24, and below that still provides significantly more than if you had slotted only ~100% pre-ED.No, these are treated the same as any other set with regards to enhancement scaling while exemplaring. The draw is that the set bonuses do not ever disappear.
Like PrincessDarkstar, I'm not sure how many people value that effect enough to spend a slot and a couple hundred million inf on it, though... -
This is also in the thread Equality linked, which has some good info to help understand how Radial works, but if you just want to see numbers without wading through six pages, this spreadsheet will calculate doublehit damage per proc, proc chance, and average damage per hit for any power you like.
https://docs.google.com/spreadsheet/...4VzNvQUE#gid=0 -
Nobody is asking for the heroes nor the villains to win the game. Just for stories that let them act like villains. Yes, obviously the omnicidal maniacs can't go through with it, but there's a lot of possibilities between "destroy the universe" and "for the greater good".
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The stealthed version of Assassin Strike hits significantly harder than the unstealthed version, even if the latter crits.
Unless Tenzhi was referring to snipes, in which case there is no difference under the current plan, the difference is the idea Garent was proposing. -
Quote:Hm...The only problem I have with this line of thinking is your assertion that any 'self-serving villain can just hope a portal to another world'.
Sure, that sounds great on paper, or in a character Bio, but unfortunately, the reality is you have a choice between Primal Earth, Praetoria, and the Shadow Shard.
That's it. Outside of a few instances where you go through Portal Corps. Unless you add the fact that some people RP their SG base as a different dimension...
Your villains, regardless of their self-assessed levels of power, can not just leave, outside of logging out of the game and never logging back in.
Once you realize that unfortunate bit of reality (that is enforced by the limits of the game itself) you might see why it would often better benefit said villains to 'tag along with the heroes'.
Quote:If the villain(s) wins, then that means the hero(s) would have to lose. Villains rarely take prisoners, thus the heroes would be killed.
Something like what Reichsman did to anyone that threatened to gain any level of power, if I remember the lore correctly. That ended up coming back to haunt him when he tried to invade Primal Earth, because while he was powerful, he couldn't take on all the super-powered heroes that came to Earths defense... but I digress...
So just for the sake of argument... Your villain wins. Causes havoc and chaos. Sets themselves up as overlord. Watches the world burn. Whatever.
/MY/ hero wouldn't allow that to happen. And she would 'cross the line' if need be by killing your villain to make sure that it wouldn't. (And I'm ignoring the people who say their villain is unkillable/wouldn't die/is immortal/is a twink/whatever, because the game doesn't really allow that. We are all immortal thanks to the Medi-porter McGuffin Devices.)
But that's not fair, right? How so? As it is, the heroes don't always win either. Has anyone been able to save their doppelganger after the fight with Protean at the end of the Jenni Adair arc?
I mean, you can either say "you can't actually go to another dimension because the game doesn't let you", or you can say "I'll stop and possibly kill your villain permanently even though player heroes can't attack nor do anything to interfere with player villains outside of pvp zones and there is no perma-death", but trying to use both arguments just makes no sense. -
First, please don't necro old threads.
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