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Its complicated to compare ATs in term for pure DPS. Buffless Stalker should be close to Widows since they have pretty much the same DPA chains and the same damage scale. Teamwork Assault may push them abit futher but you have to remember Starlkers are +400% damage cap whereas Widows are 300.
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I used on original thread level ONE DPA unenhenced outcrit numbers. I'm not comparing with scrapper but only Stalkers sets.
Edit, since you'r around how does
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Quote:I did.AS without stealth is inferior DPA, but with Assassination it's great. Caltrops, Water Spout, and Lightning Rod have pretty high DPA as well(though Caltrops and Water Spout take a long time to apply it).
I suggest you read Microcosm's guide about it.
Looking at EleM numbers
CB: 46.71 damage for 0.83 activation = 56.28 DPA (generally good attacks go from 65 to 90)
AS: 139.03 (base) + 250.25 (AS) for 3 seconds = 129,76
Caltrops have 116.94
LR has 69.13
Water Spout has 231.94 (seriously? wtf)
So yeah its damn worth it. I'm wondering if the trick doesnt make Elec the best ST dps... -
Maybe I m misled somewhere but, only considering ST damage, why would you use inferior attacks DPAwise to regain stealth status and AS when AS itself is inferior DPA (not to mention interuptable)?
Maybe its worth it for the auto crit (tho autocrit value goes down with the raise of basis crit chance) but than it wouldnt be for scoring an AS but a crit with the highest DPA attack.
I get why the pseudopet shadowdance is interesting to score an AoE critfest but I dont see the point on ST target. -
Quote:Sadly you cant track crit chances but nor the Stalker nor the Scrapper power description claims it. It has 15% innate crit chance like many of the T9 attacks tho.
If I remember correctly, Eagles claw gives a massive +crit bonus after you use it for 3 seconds, -
Arbegla:
My numbers are not representative of DPS but are the sum of DPAs in the chain. It does make a valid point of comparison also I dont take Arcanatime in account (and should). And I'v been using DPA and not DPC(ycle).
Can you explain you calculations on MA and EleM?
Cobra Strike looks slightly better in term of DPA than Eagle Claw. And the global recharge needed to run the chain looks lower (my math could be completely wrong on that part).
On EleM, I was fooled once by the number you get ingame for Chain Induction. In reality the DPA of the attack is VERY lower (I think 3 times lower than what you get on the detailled infos). -
Not sure how much buildup refresh is better than crit overall (does this refresh chance goes up with gtroup members?). Crit goes beyond damage cap, BU doesnt. And I doupt it even brings KM in the line of top ST damage chain.
For EM the best chain (if possible, I m not sure you can score enough haste to run it) would be ET/EP/TF/EP so 52.87
Pretty nice but not at the top. -
Bane has lower damage cap. Pylon means something but in a full team Stalker will perform better than Bane because the difference between true damage dealers (Scrap/Blast/Stalk/Corr) and "hybrids" begins when you start hitting damage bonus caps.
As for indirect damage of course it counts but if you are going that way Kin/Sonic fender is the best damage dealer ever. -
It seems to be:
BS - Hack12.33/HS11.16/Hack12.33/Disemb10.89 - 46.71 - Since last tier attack are long anim/recharge the chain has less arcanatime. BS can also slot Achile's Heel on all attacks.
Claws - Without Follow Up claw isnt competitive.
DM - Smite13.61/MG13.33/Smite13.61/SL10.16 - 50.71 - Lack of Soul Drain makes DM less shinny but it opens more damage proc possibilities (Cloud Senses).
DB - I'll shut my mouth since I have no idea how much combo influence overall damage for a stalker.
EleM - The fact is may be the best primary for Stalker doesnt chances that its very much not competitive in term of ST DPS.
EM - Looks cool for a cheerleader. But you cant run ET/EP/TP/EP due to *** long recharge on last tier attacks. Adding Bone Smasher in the rotation makes it very underperforming compared to other top chains.
KM - Pretty much the same problem as EM.
MA - SK15.90/CAK13.25/SK15.90/CS11.74 - 56.79
NB - GC12.54/SD13.53/GC12.54/GD12.46 - 51.7 - Ninja Blade can also recieve Achile's Heel x3
Spines - Is very bad for ST. Also dot part doesnt crit.
Am I very wrong somewhere? -
I think the +crit is 30y range. Most squishy should still be in that range, maybe closer if they consider benefiting from AoE buffs and heals. But yeah thats only against big targets and even rarely happends.
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If CoH was about minmaxing, hard content and optimised teams, Stalkers would have a strong spot into teams because they are the ultimate single target DPS (1.0 damage scale, 500% damage cap, 31% crit on a 8 man teamplaying team and top DPA attack chains).
But its not. Most of the time, even on good teams, everyone is ******* around, half soloing here and there because anyone with a descent build and a couple of incarnate is self-sufficient.
It doesnt mean you cannot contribute but most of the job you do can be done better by a scrapper. -
Quote:On the build you have Mask Presence is not activated. I'm near cap without, I'm qutie a good chunk over soft cap with Mask activated while fighting.Your defense is a bit low.
You have no endurance reduction in a couple of your attacks, so I assume you'll be using cardiac or Ageless +recovery.
Melee Forts do exist, but are rarer than ranged Forts. I don't recall seeing any others that went quite so proc crazy.
As far as I'm aware, you can't use Hero APPs on Veats, unless this has changed in i21 Beta.
I dont use cardiac but Ageless Rec yes.
Procs are a lot of damage and I dont really need the set effects I can get out of attacks.
I could purple up one of them but its quite expensive.
You cant use hero epic pools sadly, I'm soul with Tentacles and Darknest Night atm. Tentacles are good to keep stuned/Confused mobs together but clearly Earth would be awesome.
That way:
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PS: Just noticed your signature. I like the build but you have a lot more melee def than ranged maybe just one slot into aura of conf would fix it. -
So after I respeced her for the 5th time I end up with a build I actually like to play.
So here were my concerns:
- I dont like the junk DPA on most Psy ranged attacks. Also having to pass on Follow Up and Spin made my cry when I had to bare the horrible (lack of) effectiveness of Psy Tornado and Psy Scream. Psy ranged damage with Follow Up and Spin was just silly since constance redraw makes everything so slow.
- Why not Night Widow than? Because I really liked the CC abilities of the Fortuna. Confuse alone is pretty much trivialise anything if you take the time. But the cycling of Aura of Confusion/Total Dom/Aura of Conf... is super powerfull. You feel like a dominator.
- Why not just play a bloody Dom? Fortuna is, arguably (doesnt insta CC bosses), tougher than a Dom. I have easy def cap from all pos without really sloting for it. Scaling resistance also have "some" use. And some more hitpoints.
I may also end up doing abit more damages with the running 2 defender numbers Assaults (ie 2x15%).
- I could argue that I have more group utility but the character is really build for solo so it doesnt matter. -
SS/FA T4 Cardiac, T4 Reactive, T4 Ageless. No added mobs for fury. Start at 0 fury and non pre-stacked rage.
Running Burn-Gloom-Hay-KBO-Gloom-Hay
Fist shot 4.17 min.
According to ( 38343.75 / time ) + 127.8125 = DPS that should be 281 DPS
(one minute and four seconds with T4 Roman dudes...) -
Quote:If I'm not mistaken the Scrapper's vertion of burn still have the old scatter effect like Assault Riffle, Arsionist and Bots power.This isn't quite right. Burn doesn't have any fear component. The reason they run is because there is a morale mechanic involved.
Namely, if you are killing a lot of mobs fast without taking much damage, the mobs morale will break and they will run. The damage aura contributes at least as much to breaking their morale as Burn does and generally, a /FA Scrapper will be causing more runners than a /SR Scrapper would due to inflicting more damage.
As for the rest. You cannot pop numbers out of your butt and say "hey thats why X is better than Y". CoH is a teaming game, you have to consider buff situations, therefore look at raw numbers AND caps.
Quote:The damage numbers cannot be underestimated either: 300% for a tank (I keep seeing 400% written, but it is 300% on my tanks) versus 775% for a brute.
On the brute its 775% damage or plus 675%. -
Quote:Actually OP asked some question about survivability versus damage. That's what I am replying to.
ItÂ’s not just about how survivable you are.
Now yes. Brutes have taunt factor on most attacks but tankers get gauntlets and generates aggro on everything around. Taunt tanker versions are also better.
Now in regard of aggro generation powerset also enters the topic. A Willpower tanker doesnt stand a chance versus a Shield scrapper just because AAO is THAT good (or bad depending on the point of view).
If we are talking Scrapper versus Brute at tanking, most scrapper's taunt aura are enough (maybe not RttC) to draw aggro against other damage dealers because you actually are the best or nearly damage dealer in the game. Hold it, I'm not saying you are better than a brute at holding aggro I'm saying you can hold aggro on most mobs, or close anyways to the aggro limit. Now my point is that if you consider limits, caps, a buffed brute can have her resist buffed very far beyond Scrapper's (75% vs 90%) and that makes hell of a diference when fighting "hard" content.
Quote:In the current state of the game brutes are better than tanks...by a lot...at everything. My /fire yes FIRE, the LEAST survivable of ALL the armor sets has tanked the hardest things in the game. And a brute does A LOT, and i mean A LOT more dmg than a tank with the same powers. (of course the fire tank will do more dmg than a granite brute) I think it takes about...5% fury to pass a tank in dmg.
Like I said. Tankers have more hitpoints, more sheer numbers on defensive power sets, more effective taunt and better punchvoke. An unbuffed tanker will do significantly better than an unbuffed brute. Actually, stictly defensively an unbuffed brute wont do better than a scrapper.
On the other hand a strongly buffed brute will do almost as good as a tanker, in term of toughness.
/FA is by the way, not the least survivabe of all armor sets.
As for damage. Tankers gets a base of 0.8 damage scale. Brutes get 0.75 so, stricly speaking, tanker will actually do more damage than the brute with the same powers.
In the situation where you are at a steady 80% fury we are talking 1.35 versus 0.8, which is more, not "capslockalot" more. Even less considering, like you said, tankers bring 20% res debuff to the party.
Now when buffs kicks in, lets say Fulcrum shift, Brute is gonna jump way ahead tankers due to very (you can caps that very if you like, we'r talking +575% vs +300%) higher bonus damage cap; to reach a dps potential that is close to Scrapper's.
So brutes are not better than tankers at everything. Nor better than scrappers.
At low level of buff they are a lot less tougher than tankers and a lot less damage than scrappers. At high level of buff than a close to tanker"s toughness and scrapper damage. Not better diferent. -
/Inv is probably one of the best secondary for a "tanking" brute. I generally prefer /Elec for some reasons but it takes much much more to get it competitive. Granite may be impressive on tankers, but it is quite counterproductive on brute's gameplay.
Psy damage will cause you troubles. More than on your tanker since you will have abit lass hitpoints to cover it. As for the rest /invul brute can pretty much handle everything that the game has to offer. And yes, Brutes do can tank huge groups.
SS is arguably the best primary. The damage potential on brute comes from their high damage cap. While Rage is pretty much rendered useless on a tanker whenever Fulcrum Shift hits, on a brute its almost always amazing.
You will probably take Soul as Patron power for Gloom and eventually Dark Oblit and Darkest Night. -
Brutes doesnt tank much better than scrappers... unless they are buffed and end up doing almost as good as a tanker (Same cap for res/def, even if def doesnt matter at some point, lower hitpoints but still over everyone else.)
Brutes doesnt do much more damage than Tankers... unless they are buffed and end up doing almost as good as a scrapper. (slightly more sheer damage at cap +dmg, crit pushes Scrappers abit forward).
Now on small team or solo the scrapper will do MUCH more damage and the tanker will be WAY tougher.
But I havent faced a situation when the brute in my group (I mean TF/Trial) wasnt enough to tank the content but the game is not hard enough so it makes a diference (its not a complain its a statement). -
Paying 2.5 Billy. Contact @Voidchill (Union Server)
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This is getting abit too spammy (and I must admit trollish and idiotic, yes somehow even more than the original post) to answer properly with the limited amount of time I have these days.
Siolfir and Kitsune Knight do make descent points tho, even if I dont agree with some. I'd like to keep discussing but I'd better not feed this floodfest. -
Quote:Besides its +675% for brute and +400% for scrappers that means<edit to remove what I really think>
It's really, really basic math. For the same attack:
1.125 * 5 (damage cap for Blaster/Scrapper) = 5.625
0.75 * 6.75 (damage cap for Brute) = 5.0625
5.625 > 5.0625
Note that even when ignoring criticals, a damage capped Brute does less damage than a damage capped Scrapper or Blaster.
1.125*5 = 5.625 for Scrapper
0.75*7.75 = 5.8125 for Brute
Its just freaking unbelievable I'm the first one to notice this.
Quote:This is all the proof anyone needs that you've never played City of Heroes. -
Quote:Either you find your joke wasnt funny enough the first time, either you actually did not understand.Just think if you slotted for the secondary effect instead. Man, I bet teams would love a /en def if they slotted for KB instead of damage.
There are three ways to play Defender. /Sonic, /Dark and "concept".
Sonic is offensive support, cant of course slot for -res (not sure how much I'm suppose to explain that part but some post here are quite pathetic) but will aim for maximal debuff attack sting regardless of the damage because the indirect damage is so high that is worth sacrifying your seft (poor) dps.
You can slot for debuff on Dark (accurate hit debuff sets are almost a good reason). Numbers however are pretty low and it may not make a huge diference on the damage income.
Both sets are yet usefull for debuff reasons and not sheer damage reasons (see I formerly said "oriented" as for power choice and not "sloted", maybe I should have said "built").
Quote:Man, I bet teams would love a /en def if they slotted for KB instead of damage.
Quote:...solo blahblah, AoE blahblah...
1- AoE hardly matters when it comes to damage discutions. Minions and most Leuts are wiped away in 2 powers of pretty much any AT.
2- You can discuss minmaxing on solo or optimised teamplay. I chose the later.
Quote:A Kinetic causes a Scrapper or Blaster to pull far away from a Brute and never look back -
If you are looking for damage support Kin will do lot more in MOST teams. The only situation where cold may be more indirect damage is if there is another Kin (and you will still be usefull on AVs).
In addition to damage buffs, Kin gives also recharge and endo boost, which may contribute to more damage output.
Now cold isnt a bad set at all. Its strengh relies less on pure damage boost than Kinetics.
(as for res debuff Traps may have better score than cold in addition to some direct damage) -
Quote:Blasters. I'm wrong on base, max is still true.Man, it would be nice if you atleast got the base damage values right.
Blasters are only 1.125, not 1.25, and that's for ranged only. Their melee is just 1.0. Scrappers, likewise, are only 1.125 (melee only, but that doesn't matter since their ranged powers use the melee modifiers because they cheat). Dominators you have backwards: they are 1.05 for melee and 0.95 for ranged.
One of the things that this doesn't do is handle the difference between +Damage (Defiance, Fury) and base damage increases (Scourge, Crits) very well.
Finally, finally, the base damage modifiers are indicators, to an extent, but hardly the determiners for what ATs do what damage; the powers available are the big issue. For example, Dominators have higher melee modifiers than Blasters or Stalkers, but you'd be hard pressed to make any argument that they do more melee damage than either of those ATs (/Devices not withstanding), and this is simply because Stalkers have complete melee chains and AS, and Blasters have as many melee heavy hitters as Doms (sometimes more).
Melee/Range on Dom is reverse. btw Blasters doesnt have "better" melee attacks than Doms, higher hit doesnt matter, DPA does. Which doesnt mean Dom are higher dps.
My statement on Defiance is very wrong indeed.
As for the rest.
I take tanker res debuff on account because its AT related. Not power related, actually its not even a choice since you get T1 attack anyways.
Apart from tankers, and because its a core mecanism, I dont take in account res debuffs, damage buffs etc... or lets just state : Kin is the best damage dealer. Period.
ST damage isnt the only one that matters in the game. Its pretty much the only one that matters when damage matters and thats why its what I'm mostly talking about.
(I ignore the lolyourwrong and assimilated replies)