Player99

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  1. Player99

    CoX take 2

    wasnt the game rather silly pre-ed?

    with all the fire tank shenannigans and /devices being the FoTM secondary for all blasters?
  2. the "best" AT in my opinion is the Mastermind, and if you wanna be specific, the Bots/traps mastermind.

    MMs can essentially do anything you want in the game: Damage, tanking, Buff/Debuff, Crowd Control, etc, etc.

    their only drawbacks are that they mature a bit slowly, and are a bit slow overall, and are hard to play. This can make them an intimidating AT to play for new players, but given some practice there is honestly nothing you cannot do with an MM.
  3. Player99

    Damage output

    hmn, think a new thread should be started about the blaster vs damage AT issue?
  4. Player99

    Damage output

    @shredmonkey:

    allright, you may have a point there as I dont run teams all too often, but dont scrappers also usually get PBAoEs with decent enough range in their primaries?

    but anyways, the point of this blaster discussion went out of hand a bit:

    The concern here is that other ATs are regularly producng builds (or just the AT in general) that can approach blaster damage by a significant amount, while being either MUCH tougher, or bringing more to a team than a blaster does. For example, a fire/shield (insert melee AT) can do some pretty damn impressive damage, and can even outdo some Blaster combinations, while being 5-10x tougher to take down...

    as I said earlier, Blasters dont seem to be providing enough Cannon for their Glass as opposed to other damage-centric ATs
  5. Player99

    Damage output

    so, you are suggesting blasters are fine compared to other Damage ATs because an 8man team of blasters all running leadership is fine?
  6. Player99

    Damage output

    Quote:
    Originally Posted by Shred_Monkey View Post
    Blasters do more AoE damage then scrappers by far. It's not just a damage thing, it's an area thing. The blaster AoEs have much larger ranges and radiai, so they hit more spawn. (shield charge and lighting rod are a very glaring exception to this, but I'd say those 2 powers are unbalanced, not blasters).

    isnt that a more build vs build thing? I know there are scrapper builds that ooze AoE havoc...

    Additionally, on most teams, there are enough forms of mitigation that scrapper survivabilty is completely worthless. You can just as easily say "blasters do more damage then scrappers, and they don't die... what's the point of scrappers nowadays?"

    Scrappers arent as likley to randomly fall in battle as a blaster, and dont require "babysitting" most of the time

    As far as blasters not being needed vs having more buffs/debuffs. You're missing something. A team of buffers and debuffers might be do a huge amount of force multiplying to make themselves equal or better then a team full of damage dealers. But if you add 1 or 2 damage dealers to that team of buffers/debuffers you'll have WAY more force to be "multiplied." A mixed team of buffers and damage dealers is better then all of 1 or all of the other.

    actually, 2 more buffers/debuffers would be making themselve sand the whole team each 2 x stronger. That is 8 players running around at 400%, as opposed to 6 defs and 2 blasters all running around at like 250%

    The blasters more likley than not do not contribute anything but extra damage to a team, whereas the buffers will make the team better as a whole. Multiply by 8 vs 6...there we go
    respones in red...

    but yeah, that scenario is rare thankfully. But it still raises the question:

    Why invite a blaster when other ATs can do their damage, while bringing other useful attributes to the team?
  7. Player99

    Damage output

    the question is, how much damage should they be doing?

    for example, say their damage mod was made to be 1.25, a rough geustamate would be that Umbral's theoretical fire/elec/elec blaster build will jump from doing 320dps, to 356ish dps.

    that is enough to solo anything in the game with raw power alone, and probably enough to make content trivial alltogether as you go around 2shotting everything, this is without BU or Aim considered...

    another option would be to nerf the "glass" part, but then what makes them different from the melee ATs then, besides that they have range and more attacks?

    another route though could be to simply make defiance more rewarding...

    All the top end damage builds from other ATs that come close to blaster output take time to warm up to that level, whether through Fury, AAoA, Dark Melee's BU (name escapes me...) or summoning multiple pets or stacking buffs/debuffs.

    The point is, they all usually dont do it out of the box, but they are capable of approaching the output while having other benifits that far outweight the gap. What I propose is a buffed defiance, so that blasters can emulate this effect that their competitors posess to reach them. Perhaps either a global buff (say a slightly higher mod of how the buff is applied, making the 7.7% mod from the tier 1 into 8.8 or so) or a situational buff to a few powers in each set that would make each blaster more effective (for example, flamethrower would give a huge defiance boost for AR's other AoEs, etc)

    EDIT: another thing could just be to let the Defiance buff last longer so it stacks better per attack..


    thoughts?
  8. Player99

    Damage output

    the more I look at it across different threads, the more it seems blasters need more tweaking:

    they dont provide enough "cannon" to counteract their "glass", i mean if a blaster can do 280 DPS, a scrapper could do 230 while being 5x as tough. Thats just plain disproportionate....

    In teams they apparently dont even contribute damage anymore is everyone makes everyone else do more damage, meaning a team of 8 can outdamage a blaster on the team...


    what the heck is the point of blasters nowadays?
  9. ...how did this guy even get to 50 without ever learning that its an "enhancement", and then phail at making a tank tough?
  10. yeah, CoH is a bit more shoehorned with ATs by the premise that back in the day, people wanted stuff kinda-similar to other MMOs (even tho CoH was still drasticlaly different) thus Tankers/Defenders came into play to fill MMO roles of Tank class and buffer/etc class.

    Blaster, Scrapper and Controllers are more unique (well, not so much blasters) in that they are more like Superhero classes, and not MMO classes. They rep the Wolverine, Cyclops and Xavier kinda dudes, not the cleric or Warrior types.

    CoV took what the previous 3 ATs represented and ran with it for all 5. Not only do the CoV Ats rep various kinds of supervillains, but they dont rep the MMO class system in that each one has a specialty, but can easily do other stuff, albeit not as well as the guy who specializes in it.

    /sillyrant
  11. brutes were meant t be able to tank, yes, but MMs do it better in that they have meatshields that they can buff and kept healed, allowing other ATs to do their thing...aka tank for the team
  12. Player99

    Damage output

    this was brought up in a different thread in regards to damage contribution, but:

    who else provides AoE damage like the average blaster can?
  13. Quote:
    Originally Posted by Laevateinn View Post
    A giant monster regenerates over 350 hitpoints a second. The very best minmaxed scrapper builds (employing multiple -Res procs) can barely scratch 300 effective damage a second. It is, for all practical purposes, impossible to solo a GM using combat prowess alone. So combat prowess alone isn't all that matters.

    a fire/elec (blaster) build made by Umbral I think exceeded 320ish DPS, without factoring procs...

    a fire/fire/(mu?) dom build has also breached the 300 benchmark

    but yeah, i dont think it's possible as of now to use raw power (solo) to bring down a GM, you'll need some debuffs
  14. im not looking for the "I win" button (if so id just play WM/Eng brute...), Im simply trying to figure out if there really is a "best" build out there.
  15. well, it seems my example of the ill/rad builds fall short with farming/aoe...

    and bot/traps only falls to swan when she does FS?

    no offense to anyone who's posted before this, but im starting to think bot's traps may be the best, as only 1 enemy so far has been said to give it trouble (swan), and it *can* do all of the things mentioned above, albeit it farms slowly...
  16. Player99

    Damage output

    Quote:
    Originally Posted by Darth_Vernon View Post
    I think I asked the question wrong. For sheer orange #s, what single powers puts up the most damage against even con mobs w/ equal resists? Whats the biggest orange number possible against even con mobs w/ equal resists?

    Hope that makes sense. Thanks for answers though. I think ur on the right thought process tho.
    ST? Assassin strike. just pick your flavor of primary i think.

    AoE? Blizzard (esp. corruptor, since it scourges)
  17. Quote:
    Originally Posted by Tylerst View Post
    Correct ~66.73 is the squid's level 50 damage mod, as listed by the Ranged SS Damage(Ranged ShapeShift) table

    Side note about it only being 6.7% better, keep in mind that the nova forms also have a constant 45% damage buff on top of that
    i knew, but I thought thats how they got said modifyer change :P

    taking that into account:

    55.61 x 1.2 (squid mod) = 66.73 x 1.45 = 96.76 (62.56/100 = .6256...96.76/.6256 = 154.7)

    so yeah, with the damage buff it is a much bigger gap...

    at least blasters have more attacks and defiance, etc...

    EDIT:

    in other news, that would give Nova forms an effective damage mod of 1.74, would it not?
  18. ok, so with my new info, im gonna do some math out loud...

    55.61 = scale 1 damage attack

    55.61 x 1.2 (squid mod) = 66.73 ( 62.56/100 = .6256...66.73/.6256 = 106.7)

    Weird, at a basic level, the highest damage mod in the game only does about 6.7% better than the blaster level.

    and this would be correct, no?
  19. Quote:
    Originally Posted by Aggelakis View Post
    Ignore that.

    Click through to the detailed stats for the power, it'll show the base damage for that archetype at level 50. Example, Cosmic Burst (Defender) does 76.3 Energy damage at level 50.
    right, but I should have been more clear...

    im trying to figure out the exact formula, so i could plug in essentially whatever damage mod I feel, and find out what kinda damage one would pump out of an attack.

    CoD only gives me the damage scales for each, but not how to connect them...
  20. Quote:
    Originally Posted by Silverado View Post
    Was that before GM regen was boosted to crazy levels? yeah, back then even a Scrapper could do it
    well, it was considered a feat, so I assume it was after the regen buff, It reportedly took an hour

    i'm tempted to dig up the thread about it, but i think it's deep in the belly of the forum monster
  21. cool beans, but then how do I factor the damage scale posted by City of Data in regards to their #'s?

    for my example with CB: Red Tomax lists's it's damage scale as "1", and LB as "1.64"

    this would essentially make the damage for about 75% of tier 1/2's for blasters: 112.5 and 184.5...

    so the question is, where can i find the base data for the damages powers should do, and not their scale?
  22. Quote:
    Originally Posted by StarGeek View Post
    If I understand you correctly, then yes, I think you're doing it right.

    For a full, complex read (lots of math), see iakona's Power Data Standardization v2.0 (Issue 7) thread. Though there is a problem with the formatting there due to forum change
    ok, just a quick self-check here because the link when i saw it was very hard to read...

    blaster damage mod = 1.125

    charged bolts damage mod = 1

    1.125 x 1 = 112.5 damage.

    but wait, according to mid's: base damage of CB is 62.6

    3 slotted with damage so's, it goes to 122 damage...

    I am definatley missing something in the equation >.>
  23. just to bring up a point for the ill/rad controller's side (seeing as I kinda pushed Bot/Trap a bit there):

    The account where the ill/rad soloed lusca was pre-Io's, he/she/it/potato did it i think even before CoV, but post ED
  24. kind of a simple question, that i got really no helpful hits from search on:

    How do you factor in damage mods when it comes to determining the damage a power will do?

    for example: Defender vs corruptor Charged bolts:

    .65 x (lets say 1.0 for CB here) = 65 damage for the def?

    .75 x 1.0 = 75 damage for the corr?

    I am most likely doing it drastically wrong
  25. Quote:
    Originally Posted by Harkness View Post
    Are you comparing AoE or ST damage? That seems to be blurred in this discussion, and it's incredibly relevant.

    While I've seen some impressive AoE damage from spines scrappers or fire/kin controllers, it usually feels like the mob-massacring AoE damage comes from the Blasters (whether I'm the one playing a Blaster or not).

    While it seems like Blasters have fallen behind in terms of ST damage vs personal survivability, their AoE damage seems to be keeping them safely at the top of a team's DPS output.
    thats kinda build dependant...

    sure, Fire and Rad do good AoE, but what about Elec, Psi or Sonic?