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Posts
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I doubt I really am well known enough for anyone to want to hunt me down, but I can be found at:
1) twitter: @eilaris
2) email: reiska at comcast dot net, with the usual substitutions. not checked often. this will also land you my Steam ID if you search it.
3) skype: uossreiska (text only, please)
4) battle.net: battletag Reiska#1863 - if you friend me by this method, do tell me who you were in CoX (Virtue character names preferably) or I might reject a friend request by mistake. WoW's the only battletag-enabled game I play, by the way.
Or, if you're in touch with Reppu, you can just contact me through her as well. -
I haven't been around much lately, but it was a highly enjoyable 7 years while it lasted.
Thanks to all of you who have ever worked on City of Heroes. You did a bang-up job. -
Just because something is pay-for doesn't automatically mean it should be stronger. That just creates pay-to-win.
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Quote:Street Justice had a huge following for years too.Good performance is not really an opinion. It either works well or it doesn't.
Having said that I haven't played staff (No intention of either) but it sounds very middle of the road. I have noticed the sets that have a large following (Staff/ Dual Pistols/ Beast Mastery) tend to have flashy animations and below par damage, and the sets I didn't epect arriving (TW/ Street Justice) to have good damage.
So they obviously pick an audience when they design a set.
Quote:No recharge bonus built in. I am a +rech ho. All the sets I named have +rech built into the set. I think the Staff is going to function great with Nin also.
I agree about Ice. It needs and FX update in a very very bad way. I hope some of what we see on the creatures in DA make it into a new look for ice armor. -
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Quote:Probably, but do you honestly see the devs nerfing two paid-for sets? Just look at how much of an outcry there was over the SBE Performance Shifter proc getting nerfed (read: fixed) because of the fact that they paid extra for it.This.
To me, it doesn't sound like this thread is giving credence to a buff for Staff... it sounds more like a needed nerf to StJ and Titan. But that's just me?
The unfortunate reality of Street Justice and Titan Weapons being paid-for sets makes them significantly less likely to see nerfs, because neither development nor marketing is going to want to deal with people threatening to sue them or complain to the BBB or whatever over what they perceive (incorrectly) as a bait and switch. -
Yeah, you misspoke, Reppu. "Every third" would mean it's working on chains 1, 4, 7, etc.
What you wanted is "every other".
Getting back to the point, the only power in Staff that can take an Achilles' Heel proc is Mercurial Blow. Make projections accordingly. -
nitpick: City of Heroes is not played by "millions of people," as much as I wish it were. More like a few hundred thousand. :P
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Quote:Where are you getting 40% from? Bruising can't stack. EotS' -res can stack with it, though, for -30%.I have no doubt in my mind that the best users of staff fighting will be stalkers in terms of dps. Tankers will probably be the 2nd best users of staff due to being able to put out -40% res with mercurial blow, and having better +res and -res in SS and EotS respectively.
EDIT: Nevermind, I just realized. Achilles' Heel proc, of course. Leaving this here for posterity. -
Quote:I actually spent several hours crunching (ST) DPS numbers on Staff Fighting scrappers tonight, so in that light I'm going to comment on the things you've said.Katana may perhaps have "fallen to average" in the esteem of some players, or even many players for all I know, but it still does everything that it ever has. It still has strong ST damage and excellent AOE plus a powerful defense buff as well as tons of -def which allows you to slot as many Achilles heels as you want. I can't stop you from regarding that as bad but I can deem you to be wrong.
I was pretty worried that street justice and particularly titan weapons were too strong. Titan weapons probably is too strong. My concerns have mostly been allayed by reality: where's the overwhelming TW majority? It lasted for the same amount of time that any new set craze does and now we're back to the status quo: most brutes are SS, TW is in there with "the rest." Does it matter if it's unbalanced if it isn't overrepresented?
Since we're on the subject, I feel that there are two major factors limiting the use of TW. The first is that it is conceptually very narrow. How many CoH players knew they wanted to make a character with a comically oversized hammer before that option was made available to them? The second issue is that the momentum mechanic is kind of annoying in my opinion. In reality it is the set's strength: even the slow versions of the attacks are very good, with momentum the set is ridiculous. In spite of that, it feels to me roughly equivalent to a set where I had no choice but to redraw every other attack. Assuming I'm even right about these flaws, does that mean it's fine that the set is numerically broken? That's a question that datamining can answer.
One of the features of modern sets that you skirted around is their versatility. Mace does decent damage with an essentially random array of control effects attached. That was one of the initial design strategies. Another set that was created using the same principle is martial arts. Martial arts may have been worse than mace, but over the years it has been buffed to the point where that could no longer be called the goal of its design. Now it is a high end single target set with good AOE (cool kid ATs only, sorry stalkers) and control that you can take your pick of and usually rely on.
Speaking of reliable secondary effects, let's look at katana and TW again. "TW makes katana look like junk," you may say, "it even appropriates its previously special trick of having a defense buff!" Yes and no. Defensive sweep is less plausible to fit into a good attack chain than divine avalanche. It has abysmal DPA if you use it to build momentum, but if you use it when you have momentum you're basically wasting a big chunk of your momentum. It is not desirable. Assuming the GC-GD-GC-SD chain, just replace one of the GCs with DA: the chain is fine, no annoyance incurred. More tellingly, though, DS simply has a much smaller defense buff than DA does. What that says to me is that the devs actually spent quite a bit of time working on the balance of a set that raised the eyebrows of many, myself included, with respect to the fact that it was pay-for.
Now, take staff. Does it have a "heavy hitter?" That depends on what you mean. Sky splitter hits plenty hard, but it does so relatively slowly. It's comparable to eviscerate. Rather than being a cone it has a slew of potential other effects tied to it. A good trade? I don't think it can be considered a trade. The set already contains a very good cone and pbaoe, plus a defensive cone that's closer to DA than it is to DS in terms of real utility.
The trade, if there is one, is losing build up in exchange for the forms. That's a trade I'd make any day of the week: I know how to get more damage on my scrappers. Starts with M, ends with usculature. The forms seem tailor-made to shore up the same kind of weaknesses as the alpha slot. You may be tempted to cry foul here; if you can build sets with BU to be fine with musculature, staff gains nothing at all! I don't think that's true.
First I will note that once you factor in the up-time and the animation time, BU isn't actually that much better than just running assault. At the high end the tohit bonus is its more unique trick, yet as we know that is often extraneous. For evidence that the devs agree, see recent sets: SJ an TW both get BUs that have token nerfs to their damage buff in exchange for something much more useful than that. Even if you like BU though, what are you getting instead?
Quite a lot! You have, at any time, the option of choosing an assault-style damage buff, a quickness-style recharge buff or far and away the most powerful, a global endurance discount. That effect is huge. It's huge while leveling, but it can also be huge at the high end depending on what you choose to do with it. The thing to note is that the level 3 buff is basically as powerful as cardiac or vigor. Try and sneeze at that.
Of course, those buffs aren't perma, are they. You cash them in by using one of the key powers in your single target chain or your best aoe. Again, yes and no. You only cash in your perfection if you're already at level 3. If you're already at level 3 then not only do those key powers benefit from the level 3 buff, they also gain additional damage and additional buffs or debuffs. If you're any lower they themselves build perfection and you can then fire the finisher that you hadn't just used as a builder, or you can continue with your chain and enjoy the full strength buff for its duration. That right there is staff's best trick and it is completely opaque unless you dig through the guts of the powers. It has versatility unlike any previous melee set in the game in a way that unfortunately means most people will probably never really understand it.
tl;dr: TW is overrated, staff is destined to forever be underrated. Those in the know will find a lot to like about it.
I want to open by saying this: Staff Fighting has a pretty good baseline on scrappers; it performs about on par with Katana when considering SO builds. The "problem" with the set, if you consider it one, is that the set has very little growth potential from there. It's a little like Energy Melee in that regard. Energy Melee isn't regarded as a poor set because its baseline performance is poor; any objective comparison of melee set ST DPS performance using SO builds, indeed, finds that Energy Melee comes out pretty close to the top of the list in fact. Energy Melee is regarded as a poor set both because of its game-worst AoE potential (even worse than Martial Arts) and because of the fact that it benefits very little from optimization, because it can already run very close to its optimal attack chain on SOs.
Staff Fighting is in that same boat, for non-Stalkers. The optimal ST attack chain for it as best as I can tell is Precise Strike-Serpent's Reach-Precise Strike-Sky Splitter (I won't rule out the possibility there might be a better chain that doesn't use Sky Splitter, but I didn't see it). With typical melee build attack IO set slotting (kinetic combat + pieces of Mako's Bite) and assuming you're using Form of the Body for the damage bonus, Staff Fighting needs a total of 130% global recharge (roughly) to achieve this chain. Hasten gives you 70% of that, so you only need 60% from external sources. However, this chain only gains about 15 DPS total over the best chain the set can manage using SOs and/or generic non-set IOs, because not unlike Energy Melee, Staff Fighting has very little to gain from global recharge; the best DPA attack in the set is also one of the lowest recharge attacks in the set (base 6). This can probably be improved on a little by stuffing Precise Strike full of procs, but that only goes so far.
Ultimately, I can't in good conscience say Scrapper/Brute Staff Fighting is a bad set. It has adequate - if not great - baseline performance. It just has very little room to grow from there. It's probably slightly better for Brutes because Brutes get the full effect of Fury on the bonus damage from Sky Splitter at perfection 3 while Critical doesn't factor in that damage.
Stalker Staff Fighting, on the other hand, is a great set.
I want to comment on a few other things you said: for one, you somewhat significantly undervalue Build Up's damage bonus. Assuming that you 3-slot it and hit it every time it's up, Build Up has a 21.1% uptime - this means that for Scrappers, it's effectively the same as giving all your powers +21.1% damage enhancement extra. For Brutes and Stalkers, this is a more modest 16.88%. Assault on these same ATs for comparison is a 10.5% damage buff.
For two, I think you're overvaluing Staff Mastery somewhat. Form of the Body is weak; at its *best* it's worse than Build Up, and the only way to maintain that peak +damage is to never use Sky Splitter, which hurts your DPS. Form of the Soul's endurance reduction is nice at pre-SO levels, and if you're using a secondary that has difficulties with endurance management may remain your best choice overall. But if you're /Regen or /Willpower, it's unlikely to be of any use to you. Form of the Mind's recharge bonus is mostly inconsequential from an offensive standpoint because it peaks at 15%, Staff doesn't benefit much from recharge anyway, and it's not likely to improve your attack chain at all. On the other hand, /Regen may like it for the quicker recharges on their click powers.
I do pretty much agree with you that Form of the Soul is probably, overall, the "best" form most of the time, contrary to what people would expect.
Don't get me wrong: I'm going to buy Staff Melee on day one, and I'm going to enjoy the heck out of playing it most likely. I'm just not going to be doing it on a scrapper. -
Quote:With very few exceptions, adding melee attacks to your attack chain as a blaster will substantially improve your overall DPS.Am I reading you correctly ?
Are you saying that people who don't play their characters to their best potential should do as well as people who do ?
If you want to play a blaster like a scrapper, just play a scrapper. Don't go complaining that a blaster isn't as good a scrapper as a scrapper.
Talking about "playing your character to its best potential" and then saying you ignore blaster melee attacks is contradictory. -
Quote:You and I both know the playerbase would riot if brute was nerfed heavily enough to make Brutes look "less like tanks" at the caps. Besides, it would introduce another problem: if Brute resistance caps were reduced, they'd have to gain damage, because their peak damage is measurably behind Scrappers or Stalkers (as it presently should be).For me, this is what JB's argument(s) come down too; Brutes are too much like Tanks at the Caps. So... instead of making Brutes less like Tanks at the caps, let's make Tanks more like Brutes at the caps... weeeeeee.....
Shall we continue to blur the lines more?
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Quote:It's actually a bit less than a 20% (base) damage boost on account of the fact that you can't quite achieve 100% uptime with Bruising, right?Scrappers have 1.46x more ST damage at cap than Tankers, if we factor in Bruising as 20% damage, (which it really isn't the same as). That's without factoring Scrapper Criticals. They also do 1.75x more AoE damage, again not factoring Criticals.
Tanker maxHP cap is 1.46x higher than a Scrapper.
Given that, Tankers and Scrappers are in line for ST damage with Bruising...until Criticals are taken into account. Further, Tankers lag behind proportionally for AoE damage.
However, Scrappers only have 75% damage resistance caps and Tankers have 90%, so Scrappers take 2.5x more damage per hit at the cap than Tankers. A 100 point attack will do 25 to a capped Scrapper but only 10 to a Tanker.
Agreeing so far?
Here's where you're probably not going to.
Those numbers don't tell the whole story.
There's four points I think that need to be taken into consideration that aren't usually.
Point #1: The first is that damage resistance and HP (and defense and regeneration) do not make up 100% of an AT's survivability and damage mitigation. Melee ATs get substantial damage mitigation from their attack power sets. If you disagree, look at Foot Stomp.
Given two identical attack power sets on a Scrapper and a Tanker, the damage mitigation that they get from them is probably identical.
The question is, what proportion of damage mitigation is gained from your attack set? I don't know, and it would vary from set to set. But even if it was a 80/20 split (80% from your defensive set/survival numbers and 20% from your attack set) that would put Scrapper survival potential in practice a lot closer to Tankers than the damage and HP and resistance caps alone would suggest.
Point #2: Dealing damage itself is a form of damage mitigation that improves survivability: If you kill the enemy before he can inflict damage and debuffs on you, you take less damage than if the fight was drawn out. So when Scrappers can kill faster than Tankers, that actually pushes Scrapper survivability up in practice. This can vary from enemy group to enemy group, but it's still something that needs to be taken into consideration.
Point #3: If you put a Scrapper and a Tanker side by side on a team, two things happen (or should happen). First, the Tanker takes the brunt of the incoming damage if he has aggro. He should have aggro, and if Scrappers are pulling aggro from Tankers, I agree that's a problem that should be looked at. What this means is when teamed, the Scrapper having less survivability than a Tanker means less because the Tanker is taking the heat. The Scrapper is in practice safer than his own numbers would allow him to be on his own. The other thing that happens is that the Tanker's Bruising more or less buffs the Scrapper's damage 1.2x. The net result is that the Scrapper is safer and doing more damage and the Tanker. When teamed, the Scrappers damage gap from the Tanker increases (because the Tanker is essentially buffing the damage the Scrapper does whenever they share a target), and the survivability gap decreases (because the Tanker is pulling the heat and protecting the Scrapper).
Point #4: Not all situations in the game require Tanker level survivability to survive. In those situations, the Scrapper having less survivability than a Tanker really doesn't penalize them any. Once the Scrappers and Tankers are above the survivability threshold for the same given situation, the Tanker having more survivability than the Scrapper becomes a moot point and doesn't serve him any. In a radio mission against x1+0 Council, chances are no Scrapper or Tanker is faceplanting. So why punish the Tanker with less damage for survivability edge that doesn't matter? That doesn't make sense. Situations like that happen enough that I think it should be taken into consideration, and they only happen more often the more survivability Scrappers are allowed to get (hello Hybrid Melee and Rebirth Destiny).
TLDR: Scrapper survivability in practice is higher than the resistance and HP numbers alone would suggest and Tankers having higher survivability than Scrappers is sometimes superfluous.
So, given those four points, plus the fact that Bruising still leaves a disproportional larger AoE damage gap, and that Scrappers get Criticals that also allow bonus for damage above their 500% damage cap, I think a case can be made for looking at the damage numbers for Tankers again and upping their damage cap. I apologize if you don't find my arguments coherent. I'm doing my best.
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Also, I never noticed that symmetry. Interesting.
One thing you didn't point out: in a team situation, Bruising buffs everyone's damage by 20%, not just the tanker's. I'm not sure what that means in the grand scheme, but it's interesting. -
It has already been stated by a developer that there are no plans to make Hybrid accessible by any other means, at least inside of Issue 23. (Corollary: I wouldn't be surprised if, when they get around to revamping the Shadow Shard and making it into incarnate content, which is a thing that has been said will probably happen eventually, it gives the higher types of iXP.)
In other words, it stands to reason that the devs will probably eventually provide some means of earning the Hybrid slot that isn't gated behind team content, but that such a method will probably not come until issue 24 (or 25?).
EDIT: And yes, my patience when it comes to the game's recent direction (especially w/ Incarnate content, but also with the accelerating power creep) is pretty thin these days too. As it stands right now, my subscription runs out in 12 days, and I'm on the fence about how long to renew for. (It's not a question of "if", at this point.) -
The thought occurs to me that I forgot about Bruising in all this theorycrafting, which makes the gap somewhat smaller.
Corrected numbers:
Quote:Accounting for crits and bruising, those numbers should be: Brute 5.8125, Scrapper 6.1875 (6.525 with ATIO set), Stalker 6.550, Tanker 3.840.Originally Posted by ReiskaCurrently, Brutes have a 775% damage cap, Scrappers and Stalkers 500%, and Tankers 400%. When you apply this to each AT's base modifiers, you get the following damage scales with capped damage: Brute 5.8125, Scrapper 5.625, Stalker 5.000, Tanker 3.200. -
Quote:I thought about that (and yes; Tankers need a damage cap increase also, not going to argue that, for the reasons you've stated).No thanks.
-Brutes would still do 1.34x the ST (and 1.6x AoE) damage of Tankers at the cap while only having 10% less max HP.
-Tankers would still be getting screwed out of +damage buffs and Hybrid Assault.
-It would be giving Tankers higher damage out of the gate which is something I don't think should happen.
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I'm not sure giving Tankers higher damage out of the gate is a bad thing, though, given that Brutes are way ahead of them in all damage metrics from levels 1-50 at any point but the first 5 seconds of a fight. At SO levels, a Brute only needs 7 Fury to outstrip a Tanker's damage; pre-22, the Brute needs even less (mostly irrelevant, because you have 7 Fury within one or two attacks, incoming or outgoing). Obviously, any increase in Tanker damage has to be minor; but if you boosted their base scalar to .9 instead of .8 and then gave them the 500% damage cap Scrappers/Stalkers get, they'd be competitive while still being reasonably behind.
As an extra bonus: raising Tanker's damage scalar to .9 restores the original relationship of Tanker vs. Scrapper damage from launch - it would be a 12.5% increase in baseline damage, parallel to the 12.5% increase in baseline damage that Scrappers received in issue 5. -
Quote:oh god don't start the astronomy argument here tooYou never claimed to be an expert on game theory ?
You didn't state that Kepler data mined his laws of motion ?
I suppose for you it must be difficult to keep your fabrications straight.
Quote:Well the thread is here.
So who's better at critical damage? Meh, sure, it's only at lvl 47 and only after you buy a ridiculously priced enhancement but hey...
...What am I saying? This is stupid >_> and OP...
:P
I had lamb. -
I'm actually pretty inclined to say that maybe Tanker BASE damage is what should go up here (to 0.9).
The pocket kin argument is stupid; it's also irrelevant, because Brutes don't need a pocket kin to outperform Tankers. Having a pocket kin just exacerbates the gap. -
Quote:So then with the superior ATO, the Scrapper's peak performance increases to an effective damage scale of 6.075 on minions and 6.525 on anything higher.The ATIO adds 2/4(normal) and 3/6(superior)
so the crits become 7/14 and 8/16
The Brute's peak performance actually doesn't change at all, because the Brute ATO only adds to Fury, which is still bound by the +Damage cap. -
Quote:The Brute ATIO proc is probably fairly difficult to model, but it can be assumed that it increases the general "equilibrium" point for Fury by a fair bit. The Scrapper ATIO proc is simple to model but I don't actually remember what its crit mod is.This analysis of comparing Brute damage to Scrapper damage was done to death some time back on the Scrapper forums when Fury was changed in I18. The conclusion was that Scrapper damage does indeed exceed Brute, both at the cap and general, once you include criticals. There are a lot of variables involved because the % chance of critical depends on what the Scrapper is fighting and sometimes what power they are using, but sensible weighted values had the Scrappers ahead.
The difference was not proportional to their survivability difference, if I recall correctly. There was not much campaigning for that to be the case.
The new Brute ATE proc and Scrapper ATE global likely calls for the non-capped analysis to be redone. -
Quote:A fair point, yes. Brute's baseline performance is just fine, I think. (For the record, in solo play, Brute damage surpasses Scrapper damage at 49 Fury, assuming 3 damage SOs.) I don't think average brute performance needs to be touched at all; it's only at the extremes that the balance is off, if that makes sense.Reiska, that was a very well written and informed post I would just like to ask a question related to it, though. It seems unfair to me to judge Brutes based on their damage cap and request it be nerfed when the AT's damage isn't static. It takes a fairly significant amount of building (and maintaining) to keep their damage comparable to a Scrapper and even more to surpass it.
I personally like the potential to do damage being higher but the damage, generally, remaining lower other than the occasional spike.
Those are just my two cents, though.
But that's why I suggested only reducing the damage cap (which a solo Brute can't hit without eating a full tray of reds), and not changing their baseline. (The most a solo brute can theoretically accomplish before inspirations is about 450%: 100% base + 94.9% from enhancements + 200% from 100 fury + 80% from Build Up/Rage.)
MajorDecoy, you make an excellent point regarding me not addressing criticals, that was a mistake I made because I was in a rush. Factoring in Scrapper criticals moves their theoretical peak damage scale to 5.90625 against minions (5% crit rate) and 6.1875 against higher ranked enemies (10% crit rate). This still fails to account for abilities which have a higher than normal critical chance, or which cannot crit such as Concentrated Strike, but these are rare. Factoring in Stalker criticals, the solo stalker's theoretical peak damage scale after eating a lot of reds is 5.500 (10% crit rate), but since we're talking peak performance, we should really consider the stalker on a full team, who has a theoretical peak damage scale of 6.55 (31% crit rate). Neither of these factor Hide, but since Hide usually only applies to a few attacks per combat, the upward effect is probably not very large.
In that light, one could argue that Brute's damage cap ought to be lowered less than I originally stated, or not at all, but I still think that Brutes either need a (minor) survivability hit, Tankers need a damage increase, or both. -
I feel qualified to comment on melee ATs now that I've 50'ed all of them, so here goes.
I've leveled multiple scrapper powerset combos to 50: broadsword/regen, broadsword/shield, dual blades/willpower. The DB/WP is still my main to this day.
I've leveled a brute to 50: super strength/energy aura. She was, I'll note, leveled during the days where Energy Aura was terrible, before it got either of the buffs it did. I've played brutes since the fury changes and such though, so I know how they play out.
I've leveled a tanker to 50: ice armor/ice melee. This was after the buff to Frozen Aura. and say what you will about the two powersets, but I had a blast playing it.
I've leveled a stalker to 50: street justice/willpower. This was most recent, in issue 22.
Scrappers are fine. They were fine before, and they are still fine. Stalkers outdamage them on average in single target, and they _should_. Scrappers still generally have the advantage in handling large groups, but even if they didn't, they still have better survivability and endurance management (why does no one ever bring this up?) than the stalker. Scrappers are fine.
Stalkers are also fine now. Before issue 22, I couldn't get into them at all. Now, they're fun to play. They have significant endurance issues as a result of using AS so much, but that's fine, AS is a really strong attack and it's an acceptable cost etc.
I think there is an argument to be made for looking at the cross-AT balance between Brutes and Tankers.
However, I (perhaps unpopularly) think that the proper approach there is not to increase Tanker's damage cap significantly, but to reduce Brute's resistance cap. My logic here is as follows: I am reasonably certain that Brutes were given the 90% resistance cap originally because City of Villains did not have access to the Tanker archetype, and someone needed to be able to produce that level of damage resistance as a metagame consideration. Issue 18 and Going Rogue didn't change this consideration much, since there was still a modicum of effort involved in producing a villainous Tanker.
But that's not the game we're playing anymore. Nowadays, you can create a Tanker directly in the Rogue Isles. Brutes no longer need that resistance cap - the ability to directly roll redside Tankers has changed Brute's necessary functions in the metagame.
As such, I think Brutes need to have their resistance caps lowered to 85%, the same as the Kheldian cap. I _also_ think melee ATs in general should have their damage caps adjusted around, and the logic for that is as follows:
Currently, Brutes have a 775% damage cap, Scrappers and Stalkers 500%, and Tankers 400%. When you apply this to each AT's base modifiers, you get the following damage scales with capped damage: Brute 5.8125, Scrapper 5.625, Stalker 5.000, Tanker 3.200.
Before I continue, though, let's also look at the survivability differential, first with HP scale. Stalkers have 1.125, Scrappers have 1.25, Brutes have 1.4, and Tankers have 1.75. Let's also bring Max HP scale into the discussion: there, Stalkers have 1.3 (recently raised from 1.0), Scrappers 1.5, Brutes 2.0, and Tankers 2.2.
The problem here should be obvious. The four melee ATs are all balanced around a metric of survivability vs. damage. If we look at the four ATs, it's reasonably clear where survivability falls: Tankers lead the pack by a substantial margin. Even considering that Brutes share their caps, Tankers have a 25% edge on base HP (and thus regeneration, since the two are tied to each other), and even Invuln, Regen, or Willpower Brutes need significant outside support to close the gap (either from Cold Domination, or from IOs). Brutes do, however, come in reasonably close behind Tankers with that outside support. Scrappers trail behind those two by quite a bit, and Stalkers come in last of course.
It stands to reason, then, that if the survivability metric is, at theoretical peak performance, Tanker > Brute > Scrapper > Stalker, then the damage metric at theoretical peak performance should read the precise opposite: Stalker > Scrapper > Brute > Tanker.
But it doesn't: it reads Brute > Scrapper > Stalker > Tanker. Therein lies the problem.
So my suggestion is as follows:
- Drop the Brute damage cap to 650% (from 775%).
- Scrapper stays right where it is.
- Raise the Stalker damage cap to 575% (from 500%).
- Raise the Tanker damage cap to 500% (from 400%) AND raise the Tanker base melee damage scalar to .9 (from .8).
With those changes, you get the following damage scales with capped damage: Stalker 5.750, Scrapper 5.625, Brute 4.875, Tanker 4.500.
These numbers probably could be refined more, but I leave that to you because I have to go out. :P -
Quote:I would adore the heck out of War Mace on Stalkers if they got it.War Mace is definitely one set that I'll play as Stalker!!!
Scrapper's StJ's ST damage may be a bit behind Stalker in terms of raw damage but I am sure Scrapper can make it up with a bit higher HP and more aoe damage from secondaries. I just don't see some people's point of view that just because Stalker is now doing similar damage as Scrapper, it needs to be nerfed. -
Quote:Scrapper StJ is definitely still a high-performing set, but the high DPA of Crushing Uppercut is held back more by not having a second attack of similar power (i.e. AS) in its attack chains.I am not sure if pylon test is the "true" measurement of how Scrapper VS Stalker. I know it's probably the best method we have but Stalker gets a lot more ST damage with party members around him, while Scrapper's aoe has greater potential on a larger team.
And I am also curious to find out if Scrapper's SJ is really that weaker than Stalker's.
The ST performance is probably War Mace-ish, at a guess, since War Mace has a similar overall set profile (one REALLY GOOD attack in Clobber being held back by a bunch of average attacks). -
Quote:I think you have this backwards, personally; I'd be concerned if Stalkers weren't outperforming scrapper numbers. They should be outperforming scrapper numbers, flat out.It sounds like:
*The argument is that SJ is significantly better than other stalker primaries in pylon (single target sustained dps) tests.
Is it significantly outperforming scrapper single pylon results as well? By what kind of margin?
A) If it's not, then my initial thought is that other sets should be brought up to it and SJ left alone.
B) If it is out performing scrapper #s, then I'd have to see which sets and by what margins... I'm not convinced that's necessarily a bad thing, as long as the margin isn't huge. If it is pretty substantial, then I can see where the nerf argument is coming from.
Quote:It's not Scrappers. I'm not even mentioning Scrappers. This is a specific Stalker-deserving nerf, because they have Assassin's Strike to make up for StJ's normally 'above average' to 'great' attacks, with basically Energy Transfer that can Crit backing it up.
Scrappers don't get that. They have to deal with those good to great attacks, and then have Crushing Uppercut. On top of that, they can't force criticals/have a lower critical rate.
Quote:With the upcoming normlization, StJ AS is going to be better, by a .20 margin. This, in DPS tests? Is large enough to worry me further. Crushing Uppercut on Stalkers is just 'too much'. For Stalkers, it is their most powerfully criting ability. This is on top of StJ having more than prominent AoE (people arguing otherwise, really guys? It has two AoEs, both hitting more than hard enough).
Quote:The most powerful Critical attack of the Stalker Primaries, plus Assassin's Strike, plus having all 'good' attacks, PLUS the Assassin's Strike and Crushing Uppercut synergy is simply too strong. A flat 50% Critical Damage nerf would probably just be way too much. And I never agreed with 50% Critical Damage anyway. Even 75% may be too much. Maybe 90%? I don't know.
The options are to reduce the flat critical damage of Crushing Uppercut, or reducing the base damage and pumping more into combo damage. This will tone the set down a bit, considering the sheer advantages the patch gave to StJ.
Quote:1. Not all T9 attacks have auto critical 100% damage. Not Ninja, Broadsword, Claw, Dual Blade, Energy Melee, Kinetic Melee, Electricity, and Spine. I don't know where you get the idea that many T9 attacks have 100% critical chance with double the damage.
Quote:2. Crushing Uppercut has 25s base recharge which is longer than most T9 attacks. Uppercut is no doubt an excellent attack but it is still only one target. And I've played so many Stalkers and I can tell you that SJ is not overpowered on a large team setting. SJ mostly only excels in ST damage. I'll gladly take Electricity over SJ on a large team. Is SJ better than MA? Sure. But is MA too weak? Hell yeah. There is no reason to give Stalker 7 ST attacks in a primary set. Actually, "weak" is the wrong choice of word. I would say "Bad Design" is more like it. There is no reason to create a set with 7 ST attacks and no aoe.
I don't understand the notion that just because some old sets are "bad", the new sets need to get nerfed. It's just like I've been reading more about Scrappers needing a buff just because Stalker suddenly got better? Stalker, as a 10/10 Melee Damage Specialist, was way under-powered.
Also, the "buff Scrappers" stuff is hooey.