Obitus

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  1. Quote:
    Originally Posted by Vox Populi View Post
    The thread title isn't an example of wanting everything for free, VIPs pay a monthly subscription.
    The question posed in this thread glosses over the extent of the content included with the subscription fee, and assumes as self-evident that no amount of content should ever cost extra money. If that isn't suggestive of a sense of entitlement, then what is?
  2. Quote:
    Originally Posted by Obitus View Post
    I'll come back later when I have more time.
    For Fire Blast #1, using the aforementioned correction for Arcanatime (and another very small correction to average damage on purple procs, which should be 35.3 AFAIK, not 35.7), I'm getting:
    Chain DPS = 287.47

    With Reactive's -RES debuff, which I'm going to take as 4% for convenience's sake, that number jumps to 298.97.

    With Aim + Build Up each at 30 seconds recharge, that number jumps to 317.04 DPS.

    For Fire Blast #2, I'm getting:
    Chain DPS = 274.46

    W/ 4% in Reactive -RES debuff, that number jumps to 285.43 DPS.

    w/ Aim and Build Up each at 30 seconds recharge, that number jumps to 301.37 DPS.
    For Fire Blast #3, I'm getting:
    Chain DPS = 301.94 DPS

    w/ 4% in Reactie -RES debuff, that number jumps to 314.02 DPS

    w/ Aim and Build Up each at 30 seconds recharge, that number goes to 331.71 DPS.
    (The Reactive debuff will vary depending on your attack speed, of course. Fire chain #1, for instance, attacks 3 / 4.224 = 0.71 times per second. So assuming all attacks hit, that should correspond to 0.71 * 0.25 * 10.3 = 1.82 average -RES debuffs stacked on the target, or 1.82 * 2.5 = 4.55% average -RES. That may seem like a relatively small difference from the 4% figure we've been using, but the difference can be much larger depending on how fast you attack.)
    For the OP's Sonic Attack chain (Shriek-Scream-Shriek-Shout), I'm getting:
    Chain DPS = 174.17 DPS

    w/ expected -RES from Sonic debuffs (49.24%) and the convenient 4% from Reactive (which should probably be a little lower, but eh), that number rises to 266.89 DPS.

    w/ Aim and Build Up each at 30 seconds recharge, we're up to 279.58 DPS.
    So long story short, my numbers don't reach the OP's heights even with Aim and Build Up thrown into the mix. The Arcanatime change lowers not just DPA, but also average Defiance and (for Sonic) average -RES. That's why Sonic fell farther; it has an extra, compounding factor that was reduced with the correction to activation times.

    That said, I wouldn't put too much stock into the divide these numbers present between Sonic and Fire Blast. Firstly, I was using the OP's assumptions, which I think were a little skewed in Fire's favor (emphasizing huge damage buffs over procs). Secondly, as others have pointed out, Sonic's debuffs help the whole team in a big-time hard target situation. (For example, if the Sonic chain above has just one teammate dealing (331.71 - 279.58) / 0.4924 = 105.9 DPS, then our Sonic friend has matched the damage contribution of Fire chain #3 against a single target.)

    Also, I'm not convinced that Shout is worth using on a high-end Sonic build. The activation time is just too long to give you full advantage from proc effects -- and proc effects, among them the sizable Reactive DoT -- are unusually powerful on -RES debuffers.

    Let's try replacing Shout in our Sonic attack chain with Char from the Flame Mastery APP. The upside with Char is that it can take three damage procs, including the purple proc from Unbreakable Constraint. The downside is that Char (apparently, from my reading of both the Mids' database and City of Data) doesn't grant a Defiance damage bonus.
    Shriek-Scream-Shriek-Char (This chain would obviously be a pretty tall order, as Char would need to recharge in 4.224 seconds, which corresponds to +278% in recharge enhancement.)
    Using the OP's assumptions, and assuming the three damage procs (averaging 64 damage, combined) in Char, our initial chain DPS is 200.61.

    With expected -RES from Sonic debuffs (38.4%) and the convenient 4% from Reactive (which would realistically be higher than the Reactive number for the Shout chain), we're up to 277.65 DPS.

    With Aim and Build Up @ 30 seconds recharge, we end up at 287.07 DPS.
    The -RES on the Char chain is on the lowish side, which may hurt your team performance, but personally, I'd rather just take Screech for heavy -RES debuffing situations. If you're at, say, +200% recharge in Screech, then you can run:
    Screech-Shriek-Scream-Shriek-Howl->
    That chain gives you 56.9% average -RES, which is appreciably higher than you got with the Shout chain. It's less personal DPS, but in a team situation that should be a secondary concern.
    This post has become a novel, but one last chain before I go. I used Char earlier because, even though the recharge required to run Char's attack chain is near-prohibitive, Char is at least available to everyone. But as long as we're comparing Sonic attack chains to Fire/Mental, let's try the Sonic/Fire attack chain of:
    Shriek-Scream-Shriek-Ring of Fire ->
    (w/ one damage proc from an Immobilize set in RoF)

    Chain DPS = 204.34

    w/ expected -RES from Sonic debuffs (39.86%) and the convenient 4% from Reactive, we're up to 293.96 DPS

    w/ Aim and Build Up on 30-second timers, we're up to 306.88 DPS.

    If we wanna truly go nuts and add a Gladiator's Javelin proc to each of our attacks, that number climbs to 320.49 DPS.
    Sonic/Fire's ranged attack chain can come close to Fire/Mental's melee attack chain. That's pretty impressive.
  3. @ ricohdah: Thank you for the kind words. I was pleasantly surprised too.

    @ Nihilii: Very good points about Titan Weapons. It looks like a very interesting set mechanically, and like you, I'm sure those mechanics'll be exploited to the fullest. Honestly, I'm almost glad I have no interest in the set from an aesthetic standpoint, because I have too many build ideas I wanna develop as it is!

    @ No one in particular:

    I was reworking my spreadsheet earlier to adapt it for Blasters, and discovered a small boo-boo in the original calcs, vis-a-vis Focus Chi and Combat Readiness. I had the activation time in the wrong place, so I was very slightly underselling the buffs' benefit. For example, in the first chain, I multiplied the total damage by (39 recharge - 1.32 cast) / 39 = 0.966 to account for the dead time every cycle. But your cycle time is the recharge added to the activation, so what I should have used is:

    39 / (39 + 1.32) = 0.967

    Anyway, it's a small enough difference that I'm going to leave the original numbers intact in the OP (usually no more than about 0.5 DPS, sometimes less). The corrected values follow:

    Street Justice
    Chain 1 changes:
    156.34 DPS w/ CR @ 39 second cooldown

    183.17 DPS w/ procs + RES debuffs + Combat Readiness @ 39-second cooldown
    216.71 DPS w/ Tier 3 Reactive DoT.
    256.97 DPS w/ +50% global damage
    Chain 2 changes:
    171.6 DPS w/ Combat Readiness @ 22 second cooldown

    194.43 DPS w/ procs + RES + Combat Readiness @ 22 second cooldown
    225.73 DPS w/ Tier 3 Reactive DoT
    267.26 DPS w/ +50% global damage
    Chain 3 changes:
    165.85 w/ Combat Readiness @ 23.75 second cooldown

    195.92 DPS w/ procs + RES + Combat Readiness @ 23.75 second cooldown
    227.81 DPS w/ Tier 3 Reactive DoT
    268.18 DPS w/ +50% global damage
    Chain 4 changes:
    156.5 DPS w/ avg benefit of Combat Readiness @ 27.5 second cooldown

    188.01 DPS w/ procs + RES + Combat Readiness @ 27.5 second cooldown
    219.64 w/ Tier 3 Reactive DoT
    259.7 DPS w/ +50% global damage
    Martial Arts
    Chain 5 changes:
    179.61 DPS w/ avg Build Up @ 27.7 second cooldown

    195.93 w/ procs + Build Up @ 27.7 second cooldown
    228.86 DPS w/ Tier 3 Reactive proc + Build Up.
    267.72 DPS w/ +50% global damage
    Intentionally Suboptimal
    Chain 6 changes:
    155.26 DPS w/ Combat Readiness @ 39 seconds
    Chain 7 changes:
    175.34 DPS w/ Build Up @ 27.7 seconds
  4. I like your methodology. It's similar to mine, and having spent the last couple of days mulling over various attack chains and slotting options for Defender Sonic Blast, I find your post especially interesting.

    That said, I see two potential hiccoughs in your calcs: first, you're not taking into account Arcanatime, which is a pet name for the way the server influences cast times (named after Arcanaville, who invented the method for accounting for those server ticks). Second, and this is a less solid assertion on my part, but AFAIK you're underselling Reactive's DoT a bit.

    On the first point, your Sonic attack chain should go from this:

    "Chain Duration = (1 + 1.67 + 1 + 2.67) = 6.34 seconds"

    to this: "Chain Duration = (1.188 + 1.848 + 1.188 + 2.904) = 7.128 seconds"

    I don't have time right now to go over the implications of that change, but I imagine it'll make a pretty big difference, given that the duration of your attack string affects both DPS and average -RES debuff.

    On the second point, this post describes how Reactive's DoT most likely works given the available evidence at the moment. In any case, it seems pretty clear that as long as we're not discussing scenarios with multiple Reactive-proccing attackers (oodles of pets/teammates), the Reactive DoT will not reach its stacking limit of 8 -- and thus what determines Reactive's DPS in this sort of calculation is the character's attack speed. It's basically a normal proc for our purposes.

    I'll come back later when I have more time.
  5. Quote:
    Originally Posted by Nox__Fatalis View Post
    It's not about what every single individual VIP wants. If it were, then while the system is fair for you, it's not fair for others, so your argument is moot. It's about what should or shouldn't be included with a subscription fee. I remember back when most sane people balked at the idea of paying 12 dollars a month for a subscription to any game. Heck this continued for years, even sometime past the grand success of WoW.

    The mmorpg playerbase has truly become sheep, in contrast to what used to be demanded of mmorpg developers.

    Yet, this is tangential, no one has really answered the topic question, because you can't. You are at a loss and have to revert to the same old tired arguments. But by all means, continue repeating them, quoting them, 'this'ing the quotes, etc. It's amusing, which is unfortunately all that rational topics like this can achieve.
    You've failed to answer any of the reasonable questions put to you in response.

    But hey, that's alright; I get you now. You're one of those people who's convinced that no one (except, of course, for you yourself) has a right to earn a living without being painted with the "evil corporation" brush -- one of those (sadly common) ersatz intellectuals who believe that somehow more labor does not equal more cost, and who can unashamedly point to price points years out of date and pretend that inflation doesn't exist.

    Belittling those who disagree with you -- it's a two way street, leading nowhere. Carry on.
  6. Quote:
    Originally Posted by Rad_Avenger View Post
    heh

    I knew this was going to be a good post. Thanks, man.

    Also - hope you've recovered from Game 5. Peeps are still moping about it around here.
    Thanks

    Still reeling from Game 5. Still wondering why Charlie didn't try to shake up the lineup a bit. Super Roy deserved better than that.
  7. Quote:
    Originally Posted by ClawsandEffect View Post
    It actually turned out more or less how I expected it would, with Street Justice and Martial Arts actually being so close in terms of performance that the only real difference between them is which aesthetic you prefer.

    Me, I like Street Justice's aesthetic better. It just feels "crunchier" and more like an actual fighter would fight, as opposed to Martial Arts' more tournament martial arts style. Sseriously, you're never going to see a real martial artist throw a Storm Kick in a serious fight, and Eagle's Claw is impossible for all but the most acrobatic practitioner. Tony Jaa or someone similar could probably pull off something like it, but the hang time in the middle of it defies the laws of physics.
    Your first paragraph quoted above is a pretty good summary, but I'm not sure I'd go quite as far as you do: there are substantial differences between the two sets' capabilities; those differences just don't necessarily show up as clearly as I'd expect on paper.

    On the aesthetic, I originally felt the same way. The thing that gave me pause as I started to consider end-game builds was the flow of the attacks -- and though Street Justice does have a more viscerally appealing feel as a whole set, I'm not sure that an attack chain prominently featuring Rib Cracker and Shin Breaker (and without Initial Strike) would flow as well as Martial Arts. To put it another way: I'm kinda afraid I'll end up with an attack string that's mostly kicks with the occasional punch thrown in, and with the exception of Spinning Strike, Street Justice's kicks aren't as pretty as Martial Arts'.

    Yeah, I'm that shallow.

    To echo Kioshi, I'm also kind of on the fence about Street Justice's sound effects. On the day that StJ first went on sale, one of my SG mates remarked that he thought the hits sounded too similar to the misses. At first I didn't see what he was talking about, but as I've played the set I think I'm starting to agree with him. With Martial Arts, there's no confusion: misses are whiffs and hits give you an unmistakeable (and quite satisfying), "KA-POW!"

    All of that is subjective preference, though. I think ultimately I'm going to end up rolling an MA/EA Scrapper to fill the original concept I was chasing, and probably an StJ/Will to exploit the gloriously even performance curve of StJ's power-pick-intensive attack chains. Anyway, I appreciate your thoughts.

    Quote:
    Originally Posted by Dz131 View Post
    Where is this +50% dmg coming from?
    Originally the +50% damage came from one of the end-game builds I drew up for my */EA Scrapper. T4 Musculature adds (at minimum, if all of your powers are already at the ED soft cap for damage enhancement) ~32% in effective global +damage. Assault adds another 10.5%, and from there it's not hard to scrape up another 7.5%.

    I thought it was a decent approximation of "best-case" +damage on a non-Shielder. As it happens, my comparison ends at around the point after which Street Justice will begin to pull ahead, but that's purely accidental. I honestly thought StJ would pull ahead before that, but my at-a-glance preconceptions didn't factor in Focus Chi and Combat Readiness. Focus Chi is just flat-out better in a long-term DPS context.
  8. Quote:
    Originally Posted by Iggy_Kamakaze View Post
    Yeah but I like the uppercut thing better then the flip in the air thing...
    Heh, it is a pretty brutal looking uppercut, isn't it?

    Quote:
    Originally Posted by Nihilii View Post
    Are you sure about this? I always thought -res procs stacked if they were from different sources, but never bothered to check it out, so if you've got firsthand experience on this I would be interested.

    I tried to look at your spreadsheet but my mind exploded, and I could not find if you accounted for misses or not. StJ, with the combo system, the -res and the -res procs, is going to suffer a lot more from misses than MA.
    My understanding of the -RES procs is that they work like Tanker Bruising. Instead of simply applying a debuff as if from an external source onto the target, the procs force the target to cast a debuff on himself. There are apparently two consequences of that mechanical quirk: the first is that the debuff won't self-stack, but on the upside, the debuff also bypasses the purple patch (because the target is the caster, and is thus always even con to itself).

    I could be wrong about all of the above, but I'm pretty sure that at least Achilles' Heel works that way. There was definitely some non-stacky-ness with Achilles' Heel back when it was introduced.

    [EDIT]Oh, and no, I didn't include misses, because as you point out they're just too complicated for Street Justice. I probably should have mentioned that more prominently, but there is a note about that in the second post:

    Quote:
    Originally Posted by Obitus View Post
    I ignore Combat Readiness' combo-point bonus in the single-target DPS section because a long-term measurement of single-target DPS tends to minimize that aspect of the power. Sure, if you manage to time your CR so that it compensates for one of your builders' missing before a big Crushing Uppercut, then that's helpful -- but by the same token, if you delay your use of CR to account for builders missing, then you also diminish the over-time benefit of CR's damage buff.

    There are, in fact, so many complications that go along with the 5% minimum miss chance for Street Justice that I feel miss chance isn't worth incorporating at all. Suffice to say that whatever slight penalty my estimates assign to Combat Readiness is probably offset by the slight advantage my no-miss estimates give to Street Justice as a whole set.
    Quote:
    Originally Posted by MisterD View Post
    1. Typical Street Justice attack chain (requires +131% recharge enhancement in Crushing Uppercut)

    How is a 'typical' attack chain, requiring 131% rech? Be serious. To get that without outside buffs/power set buffs (quickness) you would need to be at max enhancement for rech, as well as a T4 spiritual alpha boost...that is hardly typical in any sense.
    You're right, that is a little misleading. I don't mean that the attack chain is "typical" in the sense that anyone can run it on SOs; the chain is "typical" in the sense that it follows the natural pattern encouraged by the combo system.

    Still, and to be brutally frank, +131% recharge is about as typical as I get. In the context of this particular forum, it's an absolutely trivial amount of recharge for an optimized attack chain.

    My goal with the Street Justice chains was to present a range of performance, from the pedestrian to the borderline impossible. The second chain, for instance, the one from Combat's thread, is nearly unachievable without external buffs. Ordinarily I wouldn't even consider a chain that requires >400% recharge, but I thought his chain made for an interesting comparison. Since I pulled that chain from someone else's analysis, it also provides a bit of a sanity check.
  9. Thanks for all the comments.

    Quote:
    Originally Posted by KillerShrike View Post
    I've been really excited by SJ since beta, and have been having a lot of fun with it.

    I have not done the hard analysis, but subjectively I feel like my MA toon is maybe a little harder hitting overall but I personally find Street Justice to be much more _satisfying_. It's brutal and fast "feel" suits me better than MA's more elaborate animations, and I particularly like how well the powers chain together for a very dynamic looking flow from move to move.


    As a tangent, do you have any IO slotting insights between the two sets?
    Apart from the obvious, not really. StJ leans on -RES debuff(s), so it should benefit more from proc effects and Reactive Interface. StJ also seems not to care overmuch how much +recharge you have, so my conclusion is that it's best paired with a secondary that also doesn't benefit from recharge. You can pretty easily go max-defensive on, say, a Willpower Brute or Scrapper and run my attack chain #1 for a miniscule drop in single-target DPS as compared with (seemingly) the best attack chains possible.

    That's kind of an indirect strength of the set, I think. On the flipside, one of the reasons I felt prompted to compare MA and StJ in the first place is that I'm not thrilled by the number of attacks StJ seems to want you to take. That's not so much an IO slotting insight as it is a power-pick-investment qualm, but it is worth noting that many melee attack sets require less investment and thus afford more build freedom.

    Quote:
    Originally Posted by Dz131 View Post
    I was hoping STJ does more damage due to the whole combo gimmick. But it still loses to just a straight button spam set
    Eh, that's not the conclusion I'd draw, for what it's worth. The fact that StJ is competitive with, and eventually must outpace a set whose only real strength is (presumably) single-target damage is actually pretty impressive, given that StJ is also potentially increasing the entire team's damage by a non-trivial amount in the process.

    And also given StJ's higher AoE capability. The main reason the above results may surprise (and possibly disappoint StJ advocates) has more to do with MA's meh-tastic reputation, some of it well-deserved, but most of it simply due to other sets' having much better utility on top of comparable single-target damage (most notably Dark Melee, but now you can add StJ to the list). I think MA could stand another buff or two; don't get me wrong, but it's still among the better single-target damage dealers in all of Scrapperdom.
  10. A note about the calculations

    In order to analyze Street Justice from the ground up as opposed to my usual, lazier, plug-in-the-final-numbers-from-Mids' approach, I had to make a new spreadsheet. (Available here, if anyone's curious, though unfortunately it only seems to work in OpenOffice format. Neither Excel nor Google docs likes my little dropdown menus.)

    And as long as I was making a new spreadsheet, I thought I might as well go whole hog, incorporating -RES procs, over-time Build Up benefits, stuff like that. But since I'm by no means a math or a spreadsheet guru, there's a decent chance I handled some of the mechanics the wrong way. So what follows is a short rundown of my methodology. If you see a mistake, please feel free to correct me.

    Rib Cracker's RES debuff: I didn't put this directly into the spreadsheet because it seemed relatively simple. I just multiply the number of Rib Crackers per attack cycle by 5 seconds (the duration, AFAIK, of the debuff), and then I divide that number by the length of the attack cycle. The result is multiplied by the 7.5% strength of the debuff. So if you have a 13 second attack cycle with two Rib Crackers in it, you'd get:

    ((2 Ribs * 5 seconds) / 13 seconds) * 7.5 = 5.77% over-time -RES

    I'm not 100% positive that the Rib Cracker debuff double stacks, but I have no reason to believe that it wouldn't (and in fact, the very short duration tends to suggest that it does, a la Sonic Blast).

    -RES Procs: These are a little more complicated. The duration of each is about 10 seconds, but they can't self-stack (Edit for clarity: Each proc doesn't stack with itself; the two -RES procs do stack with each other). So a 20% chance to fire the Achilles' Heel proc corresponds to 0.2 procs per proc check, but the faster you use the relevant attack, the more 'wasted' procs you'll have.

    To deal with that problem, I borrowed Arcanaville's explanation over in a Brute thread. Basically she describes the proc's uptime as:

    10 seconds / (10 + (4 * (length of proc cycle))

    That number is then multiplied by the 20% strength of the debuff. So let's say you had a 4 second attack string with one proc check in it; you'd end up with:

    (10 / (10 + (4 * 4))) * 20 = 7.69% over-time -RES

    But in my case, I wasn't necessarily working with short attack strings. The first attack chain I discuss, for example, has a Fury of the Gladiator Proc in Sweeping Cross, which is only used once per 13.2 seconds. The FoG proc in that chain doesn't have any risk of self-stacking. So anyway, my messy way of dealing with -RES procs in my spreadsheets was to have the user enter the number of times each proc is checked per attack string, and then the sheet calculates:

    0.2 * ((10 / ((IF((chain length / number of checks)>10;(chain length/ number of checks);10)) + (4 * (chain length / number of checks))

    Spreadsheet pros almost certainly have a much neater approach, but this one seems to work. If the interval between proc checks is longer than 10 seconds, then the uptime is simply 10 / (5 * proc check cycle). If the interval between proc checks is shorter, then we try to weed out wasted procs by using the aforementioned 10 / (10 + (4 * cycle)) uptime calc.

    Reactive Interface DoT: There's been some doubt about how the Reactive DoT works for awhile now. Near as I can tell from a combination of my own personal testing and the reports of reliable sources, the DoT is stackable up to eight times (total, from all sources including pets and other players), but there's a wrinkle: each tick of the DoT apparently has a chance to fail.

    And I don't know what the chance of failure is, exactly.

    What we do know is that there's a 75% chance that the DoT will be invoked to begin with. We can guesstimate reasonably that the chance of each subsequent DoT tick is also 75% (there's a decent chance it's 80%, like other fire DoTs, but I'd rather err on the side of lower).

    If the stacking limit is 8, then it's virtually impossible that a single Scrapper will hit the DoT ceiling attacking on his own. So anyway, I probably handled it wrong, but I estimated the tier 3 Reactive DoT at 5 * (0.75 * 13.36) = 50.1 damage per attack.

    Note that I didn't include Reactive's -RES component at all.

    Estimating Combat Readiness' and Focus Chi's average benefit:

    Damage buffs are pretty simple to average out over time, as long as you take that averaging with the usual grain of salt. In the case of Focus Chi (Build Up by another name), it's just a matter of estimating the power's uptime and multiplying that by the strength of the damage buff, and then accounting for the 1.32 seconds of dead space every cycle when you activate the power.

    To estimate FC/CR uptime for my chains, I've just taken the amount of recharge required to run the chain and applied that to the 90-second base cooldown on Focus Chi and Combat Readiness. So if your attack chain requires +131% recharge in Crushing Uppercut, I estimate Combat Readiness at 90 / (1 + 1.31) = 39 seconds of recharge, or 10 / 39 = 25.6% uptime.

    That uptime corresponds to a 0.256 * 0.625 = 16% average buff to base damage, but you're also losing about 3% of your total damage output to the cast time for Combat Readiness (1.32 / 39 seconds = 0.0338, or 3.38%).

    I ignore Combat Readiness' combo-point bonus in the single-target DPS section because a long-term measurement of single-target DPS tends to minimize that aspect of the power. Sure, if you manage to time your CR so that it compensates for one of your builders' missing before a big Crushing Uppercut, then that's helpful -- but by the same token, if you delay your use of CR to account for builders missing, then you also diminish the over-time benefit of CR's damage buff.

    There are, in fact, so many complications that go along with the 5% minimum miss chance for Street Justice that I feel miss chance isn't worth incorporating at all. Suffice to say that whatever slight penalty my estimates assign to Combat Readiness is probably offset by the slight advantage my no-miss estimates give to Street Justice as a whole set.

    All of that said, there are aspects of the mechanics here that I may not fully understand or cannot reasonably quantify. Some things are fudged a little on purpose, either for convenience or because I just wasn't sure: for example, I don't know at what precise moment the damage buff for Build Up goes into effect. Is it at the instant the animation for the power stops playing, or at some point during the animation? Likewise, does the 5 second duration of Rib Cracker start when the character is finished, or when knee actually meets groin?

    TL;DR: The numbers presented in this thread aren't meant to be taken as exact predictors of in-game performance. They are meant to be accurate enough to serve as a basis for comparison, given a uniform and plausible set of assumptions. If you feel like I've made an error, I'm happy to hear about it, and I'm also happy to hear about anecdotal experiences with each power set.
  11. For some time now, I've wanted to reroll my first Scrapper, an MA/Regen that was intended to be sort of a lower tech Batman-esque concept. Batman obviously doesn't regenerate but when I came to CoH in 2004 I was convinced from my experience in other games that mana regen -- our endurance recovery -- was too good to pass up. So the concept changed to a regenerating ex-soldier with a contempt for firearms.

    This post is already going to be a monster, so I'll spare you the details of each powerset's history. Suffice to say that, even with all of the many buffs MA has received over the years, I've felt it's a bit on a weak side -- and present-day Regen, for all of its strengths, just doesn't appeal to me. I've spent most of the last several years in CoH letting that build, and the original concept for it, collect dust. But when Energy Aura was revamped and Street Justice announced, I figured it was as good a time as any to revisit my old original Scrapper concept. Street Justice, I thought, would finally give me the mix of punches and kicks I'd been waiting for, and EA would give me concept-appropriate Stealth without a movement penalty.

    35 levels later, and my powergamer sense started tingling. Street Justice felt a little weaker than I expected, and wasn't necessarily the aesthetic fit I'd imagined either. Maybe I'd been giving MA too little credit, after all.

    Long story short(er): It was time to compare the sets as best as I could, subjectively and objectively. The following are my numerical comparisons, prettied up as best as I could manage. Figured I might as well share, in case anyone's interested:

    The Powers (Before Crits/combo bonuses are averaged in, and with Arcanatime)

    Street Justice:
    • Initial Strike - 52.55 damage, 1.056s cast, 3s recharge, 4.37 End
    • Heavy Blow - 72.57 damage, 1.32s cast, 5s recharge, 6.03 End
    • Sweeping Cross (finisher, cone) - 93.84 damage*, 1.848s cast, 8s recharge, 8.53 End
    • Combat Readiness - +20%/+62.5% ToHit/damage for 10 seconds, 1.32s cast, 90s recharge, 5.2 End (also sets combo level to three)
    • Rib Cracker - 82.58 damage, 1.584s cast, 6s recharge, 6.86 End (carries a -7.5% RES debuff for 5 seconds)
    • Spinning Strike (finisher, TAoE) - 96.34 damage*, 1.98s cast, 16s recharge, 15.18 End
    • Shin Breaker - 102.6 damage, 1.584s cast, 8s recharge, 11.86 End
    • Crushing Uppercut (finisher) - 198.9 damage*, 2.376s cast, 25s recharge, 14.35 End

    Martial Arts:
    • Thunder Kick - 52.55 damage, 1.056s cast, 3s recharge, 4.37 End
    • Storm Kick (higher innate crit chance) - 82.58 damage, 1.056s cast, 6s recharge, 7 End
    • Cobra Strike - 122.6 damage, 1.848s cast, 10s recharge, 10.19 End
    • Crane Kick - 122.6 damage, 1.848s cast, 10s recharge, 10.19 End
    • Focus Chi - +20/+100% ToHit/Damage for 10s, 1.32s cast, 90s recharge, 5.2 End
    • Crippling Axe Kick - 132.6 damage, 1.848s cast, 11s recharge, 11.02 End
    • Dragon's Tail (PBAoE) - 73.82 damage, 1.716s cast, 14s recharge, 13.52
    • Eagle's Claw (higher innate crit chance) - 142.6 damage, 2.772s cast, 12s recharge, 11.86 End (also increases crit chance on subsequent attack)

    I. Single-Target DPS

    A. Street Justice
    1. Typical Street Justice attack chain (requires +131% recharge enhancement in Crushing Uppercut):
    Heavy-Rib-Shin-Crushing-Heavy-Rib-Shin-Sweeping
    66.77 base DPS
    5.48 base Endurance per Second
    72.9 DPS w/ 10% avg crit rate
    77.04 DPS w/ Rib Cracker's RES (5.68%)
    142.15 w/ 95% damage enhancement
    150.22 enh DPS w/ RES
    156.16 DPS w/ over-time benefit of Combat Readiness @ 39-second cooldown
    Tricked out w/ purple damage procs in Heavy, Sweeping, and Crushing Uppercut (35.3 avg damage each), a regular damage proc in Rib Cracker (14.35 avg damage) and -RES procs in Sweeping Cross and Shin Breaker:
    155.02 DPS before -RES
    177.04 w/ expected RES (14.2%)
    182.96 DPS w/ Combat Readiness @ 39-second cooldown
    216.46 DPS w/ Tier 3 Reactive DoT.
    256.68 DPS w/ +50% global damage
    2. Combat's best chain from his ATs&Powers forum post (requires +311.7% recharge in Crushing Uppercut):
    Shin-Heavy-Rib-Shin-Crushing
    72.09 base DPS
    6.03 base EPS
    78.71 DPS w/ 10% avg crit rate
    82.2 w/ Rib Cracker's RES (4.44%)
    153.47 DPS w/ 95% damage enhancement
    160.29 enh DPS w/ RES
    170.98 DPS w/ Combat Readiness @ 22 second cooldown
    Tricked out w/ purple damage procs in Heavy and Crushing, a regular damage proc in Rib Cracker, and a -RES proc in Shin Breaker:
    163.53 DPS before -RES
    182.95 DPS w/ expected RES (11.88%)
    193.73 DPS w/ avg Combat Readiness @ 22 second cooldown
    224.91 DPS w/ Tier 3 Reactive DoT
    266.3 DPS w/ +50% global damage
    And now a couple of loony attack chains I was considering:
    3. Rib-Shin-Rib-Crushing-Rib-Sweeping (requires +206% recharge in Crushing Uppercut, but more importantly it requires +279% recharge in Rib Cracker)
    66.01 base DPS
    5.24 base EPS
    72.1 DPS w/ 10% avg crit rate
    79.77 DPS w/ Rib Cracker's avg RES (10.65%)

    140.59 DPS w/ 95% damage enhancement
    155.56 enhanced DPS w/ -RES
    165.34 w/ Combat Readiness @ 23.75 second cooldown
    Tricked out w/ purple damage procs in Rib Cracker, Crushing Uppercut and Sweeping Cross, and -RES procs in Shin Breaker and Sweeping Cross:
    157.3 DPS before -RES
    185.97 DPS w/ -RES (18.23%)
    195.32 DPS w/ Combat Readiness @ 23.75 second cooldown
    227.1 DPS w/ Tier 3 Reactive DoT
    267.35 DPS w/ +50% global damage
    4. Heavy-Shin-Heavy-Crushing-Shin-Sweeping (requires +227% recharge in Crushing Uppercut, and +220% in Heavy Blow)
    69.48 base DPS
    5.85 base EPS
    75.89 w/ 10% avg crit rate
    (no innate -RES, because no Rib Cracker)
    147.99 DPS w/ 95% damage enhancement
    156.14 DPS w/ avg benefit of Combat Readiness @ 27.5 second cooldown
    Tricked out w/ purple damage procs in Heavy Blow, Sweeping Cross and Crushing Uppercut and -RES procs in Shin Breaker and Sweeping Cross:
    162.06 enhanced DPS
    179.3 enh DPS w/ -RES (10.64%)
    187.58 DPS w/ Combat Readiness @ 27.5 second cooldown
    219.14 w/ Tier 3 Reactive DoT
    259.11 DPS w/ +50% global damage
    B. Martial Arts:
    5. Martial Arts is much easier. Your basic optimized attack chain is Storm-Cobra-Storm-Crippling for 72.38 base DPS. That requires +225% recharge in Storm Kick, and +178% recharge in Crippling Axe.
    Storm-Cobra-Storm-Crippling
    6.06 base EPS
    141.13 DPS W/ standard damage enhancement
    158.77 DPS w/ a 12.5% average crit rate
    179.2 DPS w/ avg Build Up @ 27.7 second cooldown
    Tricked out w/ one damage proc in each attack, including a purple in Storm Kick:
    175.87 DPS w/o Build Up
    195.48 w/ Build Up @ 27.7 second cooldown
    228.34 DPS w/ Tier 3 Reactive proc + Build Up.
    267.12 DPS w/ +50% global damage
    C. Now a couple of intentionally sub-optimal attack chains purely for selfish/concept reasons:
    6. A standard Street Justice attack chain replacing Sweeping Cross with Spinning Strike. I'm interested in that substitution for a couple of reasons: First, I just like the way Spinning Strike looks, and second, I'm toying with the idea of skipping Sweeping Cross altogether -- not because I dislike the power, but because six attacks from a Primary set feels like a lot.
    Heavy-Rib-Shin-Crushing-Heavy-Rib-Shin-Spinning Strike
    5.93 base EPS
    141.24 DPS ED enhanced w/ crits
    149.18 DPS ED enhanced w/ Rib Cracker debuff (5.63%)
    155.08 DPS w/ Combat Readiness @ 39 seconds
    7. A standard Martial Arts attack chain replacing Crippling Axe Kick with Crane Kick. The reasoning here is mostly aesthetic, but also a tiny bit practical: I like to make my builds as exemplar-friendly as possible, and so it would be an advantage if all the parts of my ST attack chain came by level 8.
    Storm-Cobra-Storm-Crane
    5.92 base EPS
    155 DPS ED enhanced w/ 12.5% avg crit rate
    174.94 DPS w/ Build Up @ 27.7 seconds
    D. DPS Conclusions:
    Just from a casual glance at the attack stats, MA should theoretically win before -RES debuffs and StJ should theoretically pull away after you add enough +damage buffs and procs. Both of those at-a-glance conclusions are true in principle, but what's surprising is just how much extra damage it takes before Street Justice starts to pull away.

    The numbers suggest that, short of high-end builds using Shield Defense and/or Fiery Aura, MA will remain at worst tied with Street Justice even using its best-case -RES attack chain. In fact, even my best StJ attack chain at the extreme high end (lots of procs, +50% global damage, Reactive DoT) only edges an analogous MA build by 0.23 DPS. Obviously Street Justice will provide more benefit to a team in a hard-target situation, but even that's a tad misleading because the two -RES procs don't self-stack; if your teammates use them there's a decent chance yours will be wasted, or at least diminished.

    The numbers also reinforce what many of us already suspected: Street Justice's single-target DPS is largely unaffected by recharge buffs. Chasing a faster cycle time on Crushing Uppercut may be worthwhile from a general-purpose, qualitative standpoint, but in an over-time context the extra damage from faster CU tends to be offset by the extra damage from more -RES debuffage.

    Finally, we see that Street Justice is no more endurance intensive than MA against a single target.
    II. Burst Damage
    This is just kind of a random exercise for me to (try to) gauge which set is better over the short term. I make no guarantees that the tactics I propose are the best for burst damage; I'm just trying to estimate how much damage each set will do over the duration of its self-damage buff.

    So if we pop Combat Readiness followed by a chain of Crushing-Heavy-Shin-Heavy-Rib-Shin-Crushing and we have standard 95% damage slotting and a 10% crit rate:

    Total time elapsed is 1.32 (Combat Readiness) + 12.144 seconds (attacks) = 13.46 seconds. Total damage dealt is 2609.1, unless we consider the -RES debuff in Rib Cracker, which should affect at least the next two attacks (Shin Breaker and Crushing Uppercut) -- in which case our total damage jumps to 2682.75.

    StJ's "Burst" DPS for lack of a better term is therefore 2682.75 / 13.46 = 199.25. (If you're wondering why the attack chain is allowed to be >10 seconds long, it's because you still get the benefit of your damage buff as long as you start the attack before the end of the buff's duration. In our case, we're starting the last Crushing Uppercut with ~0.23 seconds to spare, which may be too slender a margin to prove feasible in practice, but meh.)

    Our bursty tactic for MA could go in two different directions. Personally, both for aesthetics and for extra mitigation, I favor using Eagle's Claw, which is a clunker for DPS but adds a significant amount of extra damage for burst/AoE purposes because it boosts the crit rate of the subsequent attack by 33% (AFAIK that's additive, so if your next attack usually has a 10% crit rate, Eagle's Claw gives it a 43% crit rate).

    Anyway, if we pop Focus Chi and then hit Eagle-Crippling-Storm-Cobra-Storm-Eagle we end up with a total (non-crit) damage of 2081.4 over 1.32 + 11.352 = 12.672 seconds.

    With crits, we get:

    Eagle (15% crit) = 483.77 damage
    Crippling (43% crit) = 559.37 damage
    Storm (15% crit) = 280.15 damage
    Cobra Strike (10% crit) = 397.84 damage
    Storm (repeated) = 280.15 damage
    Eagle (repeated) = 483.77 daage

    2485.05 damage, or 196.1 "burst" DPS. And at the end of the Focus Chi buff, we're primed for another Eagle-enhanced crit attack.

    For curiosity's sake, let's try a simpler MA burst tactic, just chaining our single-target attacks as normal after a Focus Chi buff:

    Focus Chi -> Storm-Cobra-Storm-CaK-Storm-Cobra-Storm-CaK for 2790.14 damage over 1.32 + 11.616 = 12.936 seconds, or a "burst" DPS of 215.7.
    Burst conclusions: I honesty thought MA would win more convincingly here, but Street Justice makes a proud showing. Admittedly, the inclusion of the damage buff's cast time dilutes the differences between the various chains, but I don't know that it's fair not to include the buff's cast time, given that the entire exercise is predicated on our getting every last moment's worth of +damage.

    III. AoE Damage
    On paper, Street Justice crushes MA's AoE damage capability. After all, Street Justice has a cone and a TAoE, whereas MA only has a PBAoE. MA's PBAoE has a larger area than Spinning Strike, which is an advantage, but it's an advantage that's very hard to quantify.

    Leaving that question of area aside, I thought it'd be interesting to just weigh the AoE damage output of each set, even though I know the results will be skewed in Street Justice's favor.

    Our assumptions: The MA build needs a minimum of +225% recharge in Storm Kick to run its optimal attack chain, and Street Justice doesn't seem to have an overwhelming preference one way or the other, so we'll say for the sake of argument that both characters have +225% recharge in their AoE attacks too. Damage enhancement will be at the customary +95%, and we'll start with no procs of any kind. So:
    Sweeping Cross (50-degree cone, 5 targets max) - 182.99 damage*, 1.848s cast, 2.46s recharge
    Spinning Strike (6-ft-radius TAoE, 10 targets max) - 187.86 damage*, 1.98s cast, 4.92s recharge

    versus

    Dragon's Tail (8-ft-radius PBAoE, 10 targets max) - 143.95 damage, 1.716s cast, 4.3s recharge
    If we assume that you're just standing in place spamming AoEs (and nothing else) as soon as they recharge, then Sweeping Cross at combo level 0 is worth 182.99 / (1.848 + 2.46) = 42.5 per-target AoE DPS, or when fully saturated, 42.5 * 5 = 212.5 AoE DPS. By the same standard, Spinning Strike at level 0 is worth 187.86 / (1.98 + 4.92) = 27.2 per-target AoE DPS, or when fully saturated, 27.2 * 10 = 272 AoE DPS.

    With a 5% crit rate (AoEs typically go against minions), Street Justice's idealized AoE DPS at combo level 0 is (212.5 + 272) * 1.05 = 508.7 AoE DPS. I was originally planning to modify those numbers @ combo level 3 but since we're spamming the AoEs as fast as they recharge that would be stretching reality a little too much even for me. Instead, if we assume that just Spinning Strike always manages to get to combo level 3, our Street Justice modified AoE DPS becomes 508.7 + (272 * 0.25) = 576.7.

    By itself, and before crits, Dragon's Tail is worth 143.95 / (1.716 + 4.3) = 23.9 per-target AoE DPS, or 23.9 * 10 = 239 AoE DPS when fully saturated. But there's a wrinkle: if we hit Eagle's Claw before we hit Dragon's Tail, then the minion crit rate on Dragon's Tail shoots up to 38%. Happily, Eagle's Claw recharges faster than Dragon's Tail, so that should be possible to do.

    Eagle-enhanced Dragon's Tail gives us 239 * 1.38 = 329.8 AoE DPS against ten targets. For those keeping score, that's very nearly as high as Spinning Strike at combo level 3 (353.6 AoE DPS against ten targets).
    AoE Conclusion: The bottom line is that Street Justice is going to win, and win handily, any on-paper comparison of AoE damage with MA. That is, unless we somehow attempted to modify the damage figures by area of effect -- and I did consider trying that, but I frankly don't have the energy. It would be a pointless exercise anyway, probably even more misleading than simply ignoring area altogether.

    What I will say is that in my subjective experience, Street Justice's AoE damage output feels (perversely) almost hampered by the combo system. Sweeping Cross is not, as melee cones go, a bad power. Its coverage is, IIRC, the same as Shadow Maul's. But where I easily get at least two and usually three targets with Shadow Maul on my DM characters, I rarely get even two on Sweeping Cross. Why?

    Because Shadow Maul only encourages me to do one thing before I attack -- get into a good position. Sweeping Cross encourages me to do two things -- get into a good position and have that infernal combo-level orange circle lit. And even if the orange circle is lit, that arguably means that I should wait to use a different attack (Spinning Strike, Crushing Uppercut) first, so as to make the best use of the combo points.

    All of that may just be inexperience talking, but that's how I've felt up to this point. As noted earlier, I've given serious thought to skipping Sweeping Cross to give myself an extra power pick to play with. That ain't because it's a bad power, but it also ain't because I've been overwhelmed by the power's AoE potential. Sweeping Cross is actually a decent single-target attack in its own right, but if we're looking at it as a single-target attack, then Rib Cracker and Shin Breaker are both more important (and Heavy Cross cannot be skipped if we've already skipped Initial Strike).

    IV. "Regular" content
    Ok, this is just a pet peeve of mine: namely, that I like, at worst, to be capable of two-shotting white minions. In my view, there's no point in playing a Scrapper if I can't do that consistently, and by consistently, I mean without considering crits or procs. So I want to see what it takes for each set to reach the two-shot standard.

    A level 50 minion has 430.8 hitpoints.

    With 95% damage enhancement, Street Justice can therefore one-shot a white minion with Crushing Uppercut @ combo level 2 or higher, or two-shot a white minion with Crushing Uppercut @ zero combo points and another attack of your choice.

    Leaving Crushing Uppercut aside, we're left with three contenders -- Shin Breaker, Rib Cracker, and Sweeping Cross, with the caveat that Sweeping Cross will clear our combo points.

    Rib + Shin deals (82.58 * (1+enhancement)) + ((102.6 * (1+enhancement)) * 1.075). At base, that works out to 192.875 damage. So we need an average damage enhancement in each power of:

    192.875 * (1+x) = 430.8

    x = 123.4%, or 28.4% over and above the customary ED-compliant 95%.

    That's at least an achievable number, even before Musculature -- lower than I expected.

    Martial Arts needs to two-shot minions with Storm + Cobra (or Crane Kick, which is functionally identical to Cobra Strike for our purposes). Those two powers deal 82.58 and 122.6 base damage, respectively (and before crits). So we need an average damage enhancement in each power of:

    (82.58 + 122.6) * (1 + x) = 430.8

    x = 110%, or 15% over and above the customary ED-compliant 95%.

    And just for kicks, how much damage enhancement would it take for Eagle's Claw to consistently one-shot a minion, a la Crushing Uppercut?

    142.6 * (1 + x) = 430.8

    x = 202.2%, or 107.2% over and above the customary ED-compliant 95%.
    All of that said, MA is easier to get to the point where you're two-shotting minions consistently, but to be fair, a Street Justice character who one-shots a minion with CU and then three shots a second minion with builders has used the same number of attacks as the MA Scrapper who uses two attacks on each. This category is a very very slight edge to MA.

    V. TL;DR Conclusion:

    Some of my original reservations about both sets were unfounded. I didn't expect MA to be as competitive as it is both in long-term DPS and AoE damage. And though I knew StJ had its strengths, I honestly didn't expect the burst and two-shot comparisons to be as close as they are.

    After having played my StJ/EA Scrapper up to level 35, I still have a couple of aesthetic/qualitative hangups about the set. For example, I'm not fond of Shin Breaker's animation (and definitely not fond of losing it if I exemp below level 26), but I almost feel like I have to take it. The number of attacks StJ encourages you to take is also a bit of a sticking point, as is the combo system: I can't help feeling like the combo system sometimes encourages sub-optimal behavior, but maybe that's just my own inexperience with the set talking.

    Street Justice is extremely well designed, though. With the possible exception of Initial Strike, every power in the set is attractive in its own way, but not so attractive that it outshines the others. The combo system provides nice perks and an extra wrinkle to keep the player's attention. From the developers' point of view, my own misgivings are almost an endorsement. Lacking a clearly superior option isn't a bad thing unless you're a compulsive power gamer.

    And I'm so compulsive that I'm tempted to go in the opposite direction, to treat the lack of a superior option as a strength in itself: if Street Justice derives no significant advantage from stacking +recharge bonuses to tighten its attack chain, then I figure you might as well roll a lowish +recharge build, in which case the best Secondary choices are Willpower, Shield or possibly even Super Reflexes.

    As for MA, it remains one of the prettier power sets in the entire game, and though I still feel MA has a bit of a mechanical identity crisis (what it does well, it doesn't do well enough to justify its lack of utility elsewhere), I've been pleasantly surprised by some of the numbers I found here. On the whole, I'd say Street Justice is better designed, but that's an almost entirely abstract judgment, based on how I believe I'd feel if I were a game designer. As a player, I'm not seeing a huge numerical disparity one way or the other between these two thematic cousins.
  12. Obitus

    Invincible?

    Quote:
    Originally Posted by Scarlet Shocker View Post
    Thanks. That's the question I'm not able to answer on paper: Which would win? Maybe I'll make each toon in the MA and see what the outcome is
    The question is largely unanswerable on paper. It's very nearly unanswerable even in practice. Invuln has a higher peak performance, but Willpower has fewer (relative) weaknesses.

    On a Tanker, in my view Invuln pulls ahead once you consider high-end IOs and Incarnate powers. You can get yourself considerable Psi DEF through IOs, and you can shore up any endurance issues with Cardiac. Rebirth Destiny provides far more benefit to an Invuln Tanker than any Destiny power offers to Willpower.

    (Rebirth's proportional benefit is diminished by Will's already very strong regeneration, and though Barrier complements Willpower very nicely in principle, Barrier is flat-out inferior in terms of its average numerical benefit to Rebirth, which at the Tanker HP cap gives you ~30 HP/sec of +regen even at its weakest.)

    That said, Willpower is more flexible. It's more pleasant to level and has more freedom of choice with respect to Ancillary/Incarnate powers. For instance, an Invuln that doesn't take Rebirth is either borderline crazy or making an intentionally and significantly sub-optimal concept choice. If the Invuln does take Rebirth, then he's stuck for end management; you basically either need Cardiac Alpha or Energy Mastery, neither of which is necessarily desirable on an Invuln otherwise.

    (Then again, if you take Dark Melee you can lean on Dark Consumption for end management.)
  13. Quote:
    Originally Posted by Xanatos View Post
    Fair points all around and I can't say I disagree with them. But given the large amount of long-time subscribers this game has, I honestly don't think i'm as isolated a case as certain people in this thread are making out.
    And I don't necessarily disagree with you there. I've wondered myself whether it's good for the game that long-time vets get so much for free. It sure does seem like most everyone I see has been around for several years.

    But whether it's a good business decision or not to give us long-timers all of that free access, it's hard to get worked up about the fairness of the business model; in principle, subscribers get so much more than Joe Premium it isn't even a comparison. It's only when you compare subscribers to Joe-already-spent-hundreds-on-the-game that you can even begin to argue that subscribers are disadvantaged, and even then only if you don't care about Incarnate content.

    From a new player's perspective, it's clear that the subscription is a good deal. For you, that may not be the case, but if that's true, then isn't it a good thing for you? Before Freedom, you would have gotten zilch if you'd dropped your sub. Now you get far more game, for free, than we ever dreamt of getting at any price back when the game first launched.
  14. Knock back is underrated among the player base. Knock back is overrated by the developers, at least historically.

    Truthfully, you need to evaluate KB on a power-by-power, situation-by-situation basis to appreciate how good or how bad it can be, but leaving that aside, from a personal, selfish standpoint, I think there are few mechanics in this or any other game that scream super-hero-y to me as much as knockback, the farther the better.

    For a long time, I've hoped that we could get some sort of extra-KB-only-on-the-kill-shot option to satisfy that aesthetic preference, but alas it's likely not to be. I'm not even sure it's possible to implement.
  15. Quote:
    Originally Posted by Nox__Fatalis View Post
    Since you are one of the only people to actually address the point of the topic, I'll respond even though you may not be actually trying to make a point. I can't tell.

    Firstly, it's a question. A valid response would be an answer to the question. It can be a business reason, an ethical reason I suppose, a fairness between parties reason, etc. No one has one as far as I can tell. They will defend the devs no matter what, and using things like what VIPs get that premiums don't, but that just doesn't answer the question.

    Is this game really more valuable than other subscription based games that in order to get everything it should cost more than 15 a month? It's a different question admittedly, but I imagine the answer has to be yes to this in order to justify the current system.
    It's easy to say that any subscription game should give you everything for the price of the subscription, but in practice it's a meaningless standard. Is everything a lot or a little? Would you rather have less content, all of it free with your subscription, or more content from which you can pick and choose what you want with your subscription (and/or buy on top of your subscription)?

    I'll always be in the latter group, until and unless the devs push the game into obvious pay-to-win territory. You seem to be in the former group, which is fine, but your reasoning for being in the former group isn't clear. Contrary to your assertion in the above-quoted post, you didn't ask a substantive question: "Why should VIPs pay for anything," is no more reasonable a starting point to a discussion than, "Why shouldn't VIPs pay for anything?"

    What's more interesting is why you think it's a valid question to ask in the first place. By definition, anyone paying a subscription fee should never have to pay anything extra? Clearly that's not true even by your own reasoning, because every MMO I've ever heard of eventually comes out with some sort of supplemental for-pay content (be it expansion or what-have-you), unless of course it fails before it can get to that point. More to the point, CoH had for-pay content over and above the subscription fee even before Freedom's release. Was that wrong too?

    Please explain your reasoning if you truly wish the discussion to advance. If not, by all means, continue to act as if any and all disagreement with your undefined premise signals irrational knee-jerkism.
  16. Quote:
    Originally Posted by Xanatos View Post
    My account went premium briefly over the weekend and pretty much everything except the horrendous SSA & iTrials were available to me. (I think Firs Ward may also have been locked but I didn't check.) I had access to all of the following:

    -Inventions
    -The Market Place
    -Mission Architect
    -Global Chat Channels
    -All my old characters.
    -All Pre-I21 City of Villains Content
    -All Pre-I21 City of Heroes Content
    -Praetoria access
    -Going Rogue
    -Praetorian Character Creation
    -All Going Rogue Power Sets: Dual Pistols, Kinetic Melee, Electric Control, and Demon Summoning
    -New tutorial
    -IDF Costume Set
    -Updated Character Creator Interface
    -Atlas Park Revamped
    -New mission content added to AP and Mercy
    -New powers added to Leaping, Flight, Speed, Transportation
    -Power Set Proliferation - 17 power sets proliferated to other AT's
    -Ancillary and Patron Power Pools now unlock at 35
    -Tailors added to Mercy and Atlas Park
    -Trainers also alter costumes
    -Ouroboros now accessed at level 14
    -Travel Powers unlocked at level 4
    -Total Revamp of the Vet Reward System

    All of this was FREE.
    Hey, I can understand your viewpoint. As a long-time Vet at tier nine, it's hard not to take the various perks of your tier for granted. We are subjective animals.

    But an awful lot of that stuff you list is only "free" because you've already invested hundreds of dollars into the game. For you personally, it may make a lot of sense to drop your subscription at this point, but not everyone is in the same boat.
  17. Obitus

    Invincible?

    Quote:
    Originally Posted by Sailboat View Post
    Well, I do not know about COT earthquake for certain -- but earthquake from Possessed Scientists is not resisted by DDR at all, so I'd call that unresistable.

    Pics or it didn't happen? Here's my old testing.
    According to City of Data, Earthquake is unresistible for players, too. Whether that's by design or not, who knows? But, as with Mental Scramble we have no reason to assume it isn't.
  18. Obitus

    Invincible?

    I have an INV/SS Tanker on which I've tried pretty much every IO loadout conceivable. For awhile, I had soft-capped Psi DEF along with soft-capped S/L/E/N. That build was basically indestructible*, even before Rebirth.

    More recently I adjusted that build for less Psi DEF (~32%, one luck from the soft cap), so that I could take a supplemental AoE attack. After the compromise, I'm still basically indestructible*, even before Rebirth, and I kill large groups significantly faster.

    I put an asterix after "indestructible" because, in my experience, there's a point after which you're effectively unkillable in any content that plays by the rules, but there's almost nothing you can do, build-wise, to give yourself a fighting chance against the various rule-breaking gimmicks that proliferate in the end game. Reichsman's stun, for instance, will kill you unless you have teammates keeping you upright, whether you've spent 0 influence or 10 billion on your survivability.

    And we all know about the gimmicks in the iTrials.

    All of that (mildly self-indulgent) rambling out of the way, the most survivable combo is probably an IOed INV/DM. I think that combo will reach the practical peak faster than most others.
  19. Quote:
    Originally Posted by Kinrad View Post
    Slightly off topic, but does it *really* hit as hard as it looks like it does in MIDs? I'm seeing 435 pts of damage without build up or combo levels?
    You probably have average damage enabled, in which case Crushing Uppercut is getting credit for crits.

    But yeah, it hits pretty darn hard.
  20. Quote:
    Originally Posted by Lady Sunflash View Post
    Yes, I'm just referring to the added health points. It's simple to get nearly plus 90 percent, which is basically the same as 44 percent resistance. ( the tradeoff is less benefit from outside heals, more benefit from resistance inspirations and buffs).
    Less benefit from resistance buffs and inspirations.

    Other than that, spot on.
  21. Quote:
    Originally Posted by Nihilii View Post
    DB gets endurance-free damage from combos, so does FM from dot ticks, to a lesser extent so do Claws/DB/SS/DM from their damage buffs, etc..

    I don't think it's fair for StJ to have such a high end cost on powers. OP may have no complaints with the set, but personally I find it weaker and weaker the more I play it - and it's difficult to discuss that as people tend to be clouded by the fun they're having with it.

    Going on a tangent here, but that attitude baffles me. We consistently get people who say "oh, I play for fun, not for power", but as soon as you suggest the set they're having fun with might not be that powerful, they jump at your throat. It's like they associate power with worth, which is a dubious attitude to me, even moreso in a video game.

    Silly fleshlings. Nihiliibot enjoys StJ even though it sucks monkey coconuts.
    Yeah, dunno that I'd say StJ sucks monkey coconuts ( ), but I've had similar reservations. Don't get me wrong; I don't at all regret buying the set or spending time rolling/playing a StJ character. It's a fun set with an interesting mix of mechanical wrinkles.

    Oddly enough, StJ seems, at least with respect to single-target damage, to reward you at both the extreme low end and the extreme high end; attack chains that require basically zero global recharge aren't significantly worse than attack chains that require ridiculous amounts of global +recharge -- but the more +damage (and procs) you stack, the more benefit StJ pulls from its -RES debuffs (also procs).

    One of the results of that frankly ingenius (though perhaps unintentional) design is that it can leave the powergamer puzzled. For the first time in I-don't-know-how-long, I'm leveling a build without any kind of firm idea about what I want to do with it. That's ... vaguely unsettling, but I'm not sure it's a bad thing.

    (For what it's worth, I'm leaning towards the notion that StJ goes best with Willpower, because Willpower gets zilch from recharge bonuses. You can have a more-or-less optimized StJ attack chain on a max-defensive WP character. And! You don't need glowing hands.)

    All of that said, there are flaws, or if you prefer, shortcomings in the set. On a personal level, the biggest surprise has been how much StJ makes me appreciate Martial Arts more.
  22. Quote:
    Originally Posted by Combat View Post
    If anyone has other ideas for characters that would be good for this style of play, please add them. I'd like to find characters capable of both soloing low level TFs and running fast times in low level arcs, which I think should be the two criteria we judge on (ability to survive at a high level and defeat enemies at a high level).
    This is a topic I've given a lot of thought since Issue 9 (when Inventions were introduced). As a rule, I've always made my builds exemplar-friendly down to about level 27 (level 30 IOs). Anything much lower than that was basically unworkable IMO, at least until Issue 21 introduced enhancement boosters.

    Nowadays, if you're willing to pay for lots of boosters, you could probably make do with mostly level 20 IOs, though unfortunately you'll still be constrained by the minimum level of certain sets (things like Luck of the Gambler bottoming out at 25).

    But all of that is sorta beside the point I wanted to touch on: if your main concern with exemplaring is fast solo ability in lower level content, then I think you should go for a character that blooms early offensively. Both mechanically and qualitatively, I find that the main annoyance I have with exemplaring my builds is the loss of my better attacks. For what it's worth, my two most expensive (and powerful) builds are a Mind/Fire/Fire Dominator and an INV/SS Tanker. Both of them are very good on paper down to a relatively low level; the Dominator maintains soft-capped ranged Defense and perma-Dom even at level 27, which is great if I happen to find myself in a lower-level team, but if I'm soloing the DEF and the control/status protection pale in comparison with losing Blaze, Fireball, and Rain of Fire.

    The Tanker loses all of his AoE attacks below level 33, and (most annoying) Rage below level 23. I've gone to some length to make both characters powerful exemplars, but at the end of the day they're using (relatively) late-blooming power sets.

    You can, in other words, always turn your difficulty down to solo most any low-level mission. One of your main assets as a higher-level exemplar is an expanded Inspiration tray, which you can use to supplement your defenses. What your inspiration tray can't do is give you back your attacks.

    So with all of that rambling out of the way, I'd go in the opposite direction from what you propose: avoid characters who draw important attack powers from their secondary sets. An early-blooming Scrapper or Brute is probably your best bet, with the Brute earning bonus points below level 20 because AT damage scalars and opponent HP don't start to normalize until after SO level, and so Fury (which scales the same way at level 1 as it does at 50) is almost like cheating in the early going.
  23. Quote:
    Originally Posted by Obitus View Post
    I made up a Street Justice attack chain spreadsheet last night; I'm certainly not a math or spreadsheet expert but I'll post it up soonish for anyone who might be interested. Still a little uncertain about how to handle Reactive's DoT, though. As of right now, it seems like the DoT is stackable to eight, with a chance for each tick to fail.

    If that's true (and if the chance of tick failure isn't huge), then Reactive favors -RES even more.
    Ok, unfortunately my Openoffice spreadsheet doesn't seem to play nice with Google Docs or Microsoft Excel formatting; my little drop down lists disappear during the conversion, which sorta ruins the whole thing. I can console myself with the fact that I'm sure there are much better (albeit generalized) attack chain spreadsheets out there. I only made this one because my general sheet because it doesn't really handle the from-scratch calcs we've been hashing over in this thread.

    Anyway, I've uploaded the file here if anyone's interested. Input fields are highlighted in yellow, or they're drop downs. There should be little notes in various fields to explain how to use them, if there's any doubt.

    I handled Reactive by giving the user a choice between the 8-stackable, 75%-chance-for-each-tick-to-fail model, and the flat ~14 DPS model we've been using for a good portion of this thread. Combat Readiness' contribution, for the sake of simplicity, is just the 62.5% damage buff averaged over the length of the cooldown timer (and with the small penalty of having to spend 1.32 seconds of dead time every cycle). Not surprisingly, CR doesn't contribute a whole hell of a lot under those (simplified) conditions, but I have a hard time thinking of a fairer way to handle the power in a long-term DPS context.

    (Misses are ignored, so the ability to pop CR to maintain combo-level 3 in the event of a builder miss is irrelevant.)
  24. Quote:
    Originally Posted by ClawsandEffect View Post
    I've been having a crappy week. I'm trying to stay light-hearted, but my bad mood occasionally comes through in my word choice. The post in question was intended to be good natured ribbing, but upon rereading it I can see how it could be taken differently.
    No problem, man. God knows I can be prickly at times, myself. Hope your week's treating you better.

    On a different note:

    I made up a Street Justice attack chain spreadsheet last night; I'm certainly not a math or spreadsheet expert but I'll post it up soonish for anyone who might be interested. Still a little uncertain about how to handle Reactive's DoT, though. As of right now, it seems like the DoT is stackable to eight, with a chance for each tick to fail.

    If that's true (and if the chance of tick failure isn't huge), then Reactive favors -RES even more.
  25. Quote:
    Originally Posted by Granite Agent View Post
    I think you're missing a point that with that many mobs, at that level, things will hit you no matter what. You need the OJs and greens / regen / heals to layer on top of your soft-cap def.

    I can only survive +4/+8 fire farms on my SS/Fire brute. My Elec/SD got shredded.
    Yeah, and I don't know about anyone else -- but even @ 90% RES, I still eat Lucks to do ambush farms on a Fire Brute. (Actually my build has ~32% Fire DEF, so I eat one Luck per minute; the only reason I mention that is to emphasize that it's a very specialized build, unsuited for anything except farming.)

    On my Fire/MM Blaster ambush-farm-build experiment, I need to be soft-capped and @ at the 75% RES cap -- and I need heavily saturated Drain Psyche (huge +regen) -- to survive, and even then things can get spotty if there's too much scatter leaving me with too many bosses at one time. (Fewer targets to power my +regen buff, each of them doing loads of damage.)

    The problem on ambush farms isn't so much the +4/x8; the problem is that it's non-stop, bosses-galore +4/x8. (It's worth mentioning, though, that +4/x8 in normal content has its challenges too; if you're not cherry-picking your opponents you will come up against something that has your number eventually.)

    I recommend the OP look into macros/binds to combine Inspirations. Microcosm has an excellent guide on that subject.

    Or do a CEBR (Claws/Elec Brute, which can start @ level 1) if you really wanna farm, and console yourself that your Shield build is awesome in normal content. Personally, I can't stand farming; my farming builds are basically one-off experiments that I use every once in awhile to give friends a few levels. They work so well, in large part, because they're one-off, specialized experiments. Succeeding in an ambush farm environment doesn't necessarily mean anything with respect to the rest of the game, and vice versa.