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Posts
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It's pretty darn useful in Solar Flare. Sends it more towards Foot Stomp territory.
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This is why I do the math, see the effect in game, and judge for myself how a power behaves.
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That's totally valid feedback. I deal heavily with quantification analysis, which concerns itself with how well we did something. In this case, it's how well we damage things. What you're talking about, using EB to control spawns via knockback, is qualification analysis (aka subjective feedback) and both are necessary.
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It's OP.
Typically, the term "outliers" in the MMO world are outlying are outlying in one of two directions. Either it's too good (Drain Psyche, Blaze), or it's too bad (Blaster Voltaic Sentinel, Shout), and what that does is impact the developers' ability to modify an archetype or a powerset as a whole. For instance, if all abilities' damage were increased by 20%, Blaze would go from awesome to absolutely the best damage power in the game, bar none. Blaster Voltaic Sentinel would still do relatively light damage in that new world and wouldn't bring the powerset up to the par established by brutes, scrappers, and stalkers.
Drain Psyche is one such power, and it's on the "good" side. If the developers gave all Blasters tier 1 powers a Grant Power attribute that allowed them to gain 10% Defense for 5 seconds, that 5 seconds of +10% Defense would increase the effective health granted by Drain Psyche to absurd levels versus the effective health granted by Force of Thunder.
To touch on a point made by St. Angelius: you are 100% correct that the devs structure around other things than purely primary effect. Drain Psyche casts in 1.33 seconds (1.584 by server time), costs 13 End, and has a 1/4 ratio of duration to recharge (30s/120s). A sufficiently powerful build can keep it up 100% of the time; an absurdly powerful build can allow it to actually stack on itself briefly (lowest possible recharge is 24s). We've already established its value at 1500% regen/recovery with proper slotting.
Let's consider what Cloaking Device (blanking on the name) will be, then: assuming no other changes to the power arise from the upgrade, it will be a toggle power, cast at 0.924 secs,, and provide 300% regen with no recovery. The advantage here is that it's a toggle power; the disadvantage here is that it doesn't do anything else for the Blaster. Drain Psyche, on the other hand, allows Blasters to solo archvillains. -
Quote:Leaving the power absurdly out of scale compared to all other regen abilities is not intelligent. To effectively balance a game, and give oneself the ability to modify archetype performance wholesale when necessary (like, gee, all this stuff going on in i24), it's a huge help to bring statistical outliers in.That's one perspective. I viewed it as they have the intelligence not to bring it in.
Why is that?
Let's take a look at expected performance from (we'll go with) Field Operative. This power is gaining a base 200% Regen; half of that is enhanceable, so it'll be at 300%. That's pretty good!... oh, wait, Drain Psyche is fully enhanceable and does 75% Regen / Recovery for each enemy struck. So right there, two enemies (2) puts you at Field Operative levels of Regen, and hey, we'll throw in infinite endurance as a bonus. If you hit the maximum number of enemies (10), suddenly you're at 1500% recovery and regeneration after enhancements. That's pretty crazy... you're only 500% below cap at that point.
For comparison, Regen scrappers sit at about 1100% Regeneration over the long term if you average Instant Healing into their rotation, assuming 500% Recharge, and are significantly weaker if you remove that portion of their regeneration (by a lot... IH is essentially core to their survival).
Keep in mind that we haven't even mentioned that this power ALSO inflicts horrid debuffs on its targets that are ALSO fully enhanceable. 500% regeneration debuffs on
So what does that mean for the AT? Well, what that means is that if the development team would like to bring the Blaster AT up to par, that carries with it the concern that certain sets (Fire Blast, Mental Manipulation) will come out much farther ahead and make the archetype too good when compared to the rest of the game. Let's take as an example the idea that Arbiter Hawk suddenly decides to grant all powersets mez defense in the form of a power granting it for a brief period. We'd all want that, right? Suddenly, a well-slotted Blaster can out-dps a Scrapper while having as much defense, more resistance from APP and pool powers, and can regenerate at the same level as one and a half Regen Scrappers put together. A blaster with that much power can wipe out content intended for full conventional teams and can make or break a Trial by themselves. After all, a -500% Regen debuff on Tyrant really does a number on that 2nd phase.
So, what to do? How do you buff the archetype's powers without making the AT absolutely absurd in the team game?
You nerf the outlier. You bring down Drain Psyche. EvilGeko posted a good example of what it could be, and there are others.
Darth, I don't intend to be disrespectful here. I just think you haven't thought this through all the way. -
Quote:Agree 100% and want to see it nerfed, hard. Let it enhance only the first enemy target hit, restructure the power so that the other (up to 7) boosts are not enhanceable, and then lower the benefit each bonus beyond the first allows. Goal will be to have 3 targets provide a similar bonus to the new Blaster regen powers; if 7 targets are hit let it get to 130%-ish.Drain Psyche is a high risk high reward power. But it is so high risk and so high reward that it places itself outside the norm of the game's design: far outside the ability for the average player to even begin to leverage. And that means on the one hand its far too powerful for min/maxers, and on the other hand far too risky for lower skill players.
That doesn't "balance out." Some powers have constant stable performance regardless of who uses them. Some reward skill. That's fine, to a point. Drain Psyche steps over that point, straps on a jetpack, and shoots off into the sky.
That's separate from the fact it does certain things the devs as a rule don't allow generally allow in a standard power, including enhanceable regen debuff, and literally smashing into the caps for regen and recovery.
Devs won't have the stones to bring it in. -
Feel like I should run the numbers on Water Blast, see how it stacks up. Might just do that.
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Quote:You're absolutely right, and you're completely wrong.The chart is to help uber min/maxers. For a build that is not concerned with squeezing every last bit of dps, a chart of this magnitude is not necessary. Just pick a powerset that fits a concept and slot it with whatever. It will kill things.
Right now, people who like Energy as a concept are clearly at a disadvantage in terms of regular play as compared to people who like Fire as a concept. The people who like Energy are through no fault of their own empirically weaker than the Fire proponents. I don't think that should be the case. I think they shouldn't even have to worry about this if they don't want to and still be within a reasonable performance metric (10%-ish) of Fire Blast. -
I thought the devs had been building them up since i3 with the Kheldian introduction.
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Here's another viewpoint.
You are virtually indestructible, do tons of burst and sustained AOE damage, and have an OK-to-reasonable single target chain. I'd put us above tanks, below blasters, scrappers, and stalkers in single-target damage, and about equal to corruptor primaries. We're also behind some VEAT builds, but not dramatically so (the Crabstermind is what comes to mind there). If any one set that didn't out DPS us before is going to do so now, it's going to be /Fire Dominators on a team that gives them that elusive 22% To Hit.
I'm a proponent of going through the PB and making "useless" abilities better, such as Glinting Eye Blast, Proton Scatter, Luminous Detonation, Glowing Touch, all three shields (they all need love), Bright Nova single-target attacks, Pulsar, and Group Energy Flight. That's a lot of abilities that I think are pretty bad! I'm also a proponent of looking at certain aspects of the AT, such as the way that Cosmic Balance is calculated (too good early, blocks character growth late) and finding a better core mechanic to the PB to allow it to have an identity. I mean, I'm an advocate for changing all that...
... but in no way do I think a Peacebringer is a "bad" class or not a competitive one. A lot of that is our sheer survivability. After all, I simply endure Marauder's Nova Fist and laugh off most things that are thrown at me in the early-mid Trials as far as a DPS class (I did have to get out of Tyrant's lightning). I've even tanked the Avatar of the Hamidon by swapping to Dwarf every now and then to taunt... but I've also pulled aggro off of a tank in a BAF by sheer human form DPS, too.
One large thing to consider when talking about Defender or Dominator DPS is that they're rarely doing only DPS. Most Defenders have to maintain buffs, debuffs, activate click support powers, that sort of thing. As a PB, my on-target uptime is near 100%, only off for self healing or reactivating Light Form, whereas the Defender is rarely on target more than 80%. Dominators have the same issue: maintaining controls is very important to them at most times (single-target slugfests against enemies all but immune to CC might be one of those times) so they can't just fire away with a perfectly tuned DPS rotation like we can.
TL;DR: DOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOM ! -
Folks, a few things.
A) I thank UberGuy for linking possible i24 proc numbers; however without the actual product described to us (either through testing or a dev post) I'm reluctant to convert the numbers to show expected performance.
B) All of the debate over little quirks in individual set rotations, such as the animation speed of AOE abilities and the note about Fire Blast's ticks being incorrectly mapped in Mids, are things that I appreciate knowing and will integrate into the database when I have time. I'm currently deployed (USAF) so while I have spare time to work on this, it's competing with PT and other things I could be doing. Please bear with me and I'll get a second release out there.
If you'd like to suggest a rotation for a powerset that is more optimal, feel free! The only constraint is that it must be possible at 300% Recharge (100% base + 200% bonuses, both from slotting and from set bonuses/buffs). I only broke that rule once, with Psychic Blast, but I broke it by like 15% Recharge so I'm not gonna hate myself over it. -
I don't think CB is really the minmax type, Garent. He's always been more a Memphis Bill player than a Kruunch player.
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It'll be pretty close. Fire defenders be scary yo. Kin / Fire will be very productive... despite a low modifier they'll have lots and lots of personal +Dam.
I could see them outdoing peacebringers. The PB's only salvation might be its melee rotation. I might have to look at Achilles' Heel in something with a weighty recharge, like IS, as well as the fast ones to be sure it applies.
I cranked out a statistical analysis on expected Blaster performance in i24 based on the numbers we've received thus far... it has each Snipe's activation time. It does NOT! account for the new proc times, just went with the old ones. It's over in the Blaster forum. -
Helps on Peacebringers and Warshades, too. Their recharge numbers tend to be low, but so does the actual volume on their attacks (low mod), and they tend to sit at the cap during league gameplay.
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Quote:I do agree that this is an edge case. The single-target DPS of a set used to be interesting but hardly a defining factor.I don't mean to belittle the obvious work and statistical analysis that went into this, but how are all these numbers worth anything at all when no one has actually experienced this change yet? Especially in light of just how edge case the builds discussed here would have to be, not to mention there being no way to actually have the damage numbers here occur in the real game due to things like mez, teammates, spawn placement and moving between them, etc.
The difference now is trials. Challenging single-target burns (especially something like The Really Hard Way) drive the need to rack and stack single-target damage. -
Quote:Great question - bottom line is that I didn't play with it at all.Very nice
I didn't see it explicitly mentioned, so just to ask how did you allow for aim in the primaries that have it ?
Edit: Also Noticed you were using flares in the fire attack chain instead of fireball.
Where Fire is concerned, I did put Flares in there, yeah... I did a fast pass, and I certainly can't claim to know the little tricks in various Blaster sets, like using an AOE for a single target damage boost because it animates so fast. More arguments for using animation time as a balancing factor on the meta level, I guess. -
Quote:Sure.I'm having trouble parsing the data. Can you explain the difference between these three values, please?
The first value (in both damage and base DPS) is the attacks' baseline damage, as if you had put no Enhancements in the power. The second set is assuming you've slotted aggressively for damage in both enhancements and Incarnate powers (345%). The third set is taking the second set and then figuring out how much consistent damage Defiance will be giving you, and working with that.
Hope that helps - a more detailed breakdown is in the first post. -
This, a thousand times. A new player shouldn't be punished for picking a cool looking power set.
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Ironically, I agree with you, despite your obvious antagonistic attitude. I don't play blasters at the high end.
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That's a really good idea, Uber. I don't have the numbers tho.... point me in the right direction and I'll get to work straightaway.
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Hey folks, I've cranked out a comparison of sets' expected performance in i24 with current values in the following thread:
http://boards.cityofheroes.com/showthread.php?t=291837
The summary of set single-target performance is pasted below. If you'd like to know where the numbers came from, check the initial thread. These sets are in order of weakest DPS to strongest DPS.
As a point of comparison, my Peacebringer's average sustained DPS is around 340 DPS currently.
Set Name / Base Damage / Enhanced to 345% / Enhanced with the Set's average sustained Defiance:
Sonic Blast DPS: 144.68 / 287.23 / 318.23
Ice Blast DPS: 115.79 / 291.24 / 322.35
Energy Blast DPS: 106.61 / 293.57 / 327.40
Electric Blast Self DPS: 111.33 / 295.31 / 328.22
Archery DPS: 106.69 / 284.32 / 329.36
Dark Blast DPS: 119.28 / 306.51 / 340.46
Electric Blast w/ Pet DPS: 142.12 / 342.15 / 375.09
Beam Rifle DPS: 122.81/ 352.64 / 388.02
Radiation Blast DPS: 126.63 / 349.19 / 390.07
Psychic Blast: 131.70 / 363.74 / 404.35
Fire Blast DPS: 133.32 / 372.91 / 420.14
Assault Rifle DPS: 166.23 / 409.36 / 453.28 -
Hey folks, I've cranked out a comparison of sets' expected performance in i24 with current values in the following thread:
http://boards.cityofheroes.com/showthread.php?t=291837
The summary of set single-target performance is pasted below. If you'd like to know where the numbers came from, check the initial thread. These sets are in order of weakest DPS to strongest DPS.
As a point of comparison, my Peacebringer's average sustained DPS is around 340 DPS currently.
Set Name / Base Damage / Enhanced to 345% / Enhanced with the Set's average sustained Defiance:
Sonic Blast DPS: 144.68 / 287.23 / 318.23
Ice Blast DPS: 115.79 / 291.24 / 322.35
Energy Blast DPS: 106.61 / 293.57 / 327.40
Electric Blast Self DPS: 111.33 / 295.31 / 328.22
Archery DPS: 106.69 / 284.32 / 329.36
Dark Blast DPS: 119.28 / 306.51 / 340.46
Electric Blast w/ Pet DPS: 142.12 / 342.15 / 375.09
Beam Rifle DPS: 122.81/ 352.64 / 388.02
Radiation Blast DPS: 126.63 / 349.19 / 390.07
Psychic Blast: 131.70 / 363.74 / 404.35
Fire Blast DPS: 133.32 / 372.91 / 420.14
Assault Rifle DPS: 166.23 / 409.36 / 453.28 -
Hey folks, I've cranked out a comparison of sets' expected performance in i24 with current values in the following thread:
http://boards.cityofheroes.com/showthread.php?t=291837
The summary of set single-target performance is pasted below. If you'd like to know where the numbers came from, check the initial thread. These sets are in order of weakest DPS to strongest DPS.
As a point of comparison, my Peacebringer's average sustained DPS is around 340 DPS currently.
Set Name / Base Damage / Enhanced to 345% / Enhanced with the Set's average sustained Defiance:
Sonic Blast DPS: 144.68 / 287.23 / 318.23
Ice Blast DPS: 115.79 / 291.24 / 322.35
Energy Blast DPS: 106.61 / 293.57 / 327.40
Electric Blast Self DPS: 111.33 / 295.31 / 328.22
Archery DPS: 106.69 / 284.32 / 329.36
Dark Blast DPS: 119.28 / 306.51 / 340.46
Electric Blast w/ Pet DPS: 142.12 / 342.15 / 375.09
Beam Rifle DPS: 122.81/ 352.64 / 388.02
Radiation Blast DPS: 126.63 / 349.19 / 390.07
Psychic Blast: 131.70 / 363.74 / 404.35
Fire Blast DPS: 133.32 / 372.91 / 420.14
Assault Rifle DPS: 166.23 / 409.36 / 453.28 -
Quote:I'd rather bring a defender, who will multiply the league by a much more statistically significant number, and provide us buffs to resistance and status immunity to boot.It seems unfair to simultaneously compare Sonic to other blasters for a raid and not count the -resist because your are also comparing it to buff/debuff sets. Buff/debuff sets will be better than every blaster for trials, even the "best" ones.
Honestly, using your own list Sonic is at 318 vs Assault Rifles 453. That is 135 apart. With two other people in the league who can manage a measly 200 DPS, Sonic blasters already win. How often are you on leagues where only 2 other people manage 200 DPS?
Strato, let me clear this up for you now - this is a min/max thread. I am not going to be nice to fluff sets that can be done better elsewhere. The point is to squeeze every last possible drop of damage out of a solo player so that when they're plugged into leagues their contribution will make the whole better.