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Quote:Personally, I don't think Brutes should have been given Tanker hp/res caps to begin with, but that's a different story.In Light of GR and the addition to two ATs capable of taking a large amount of abuse, one of which has the same mitigation caps as a Tank, should Tanks be tweaked slightly?
Keep in mind, that even if their caps are the same, Tankers start much higher. This means they can survive situations with less buffing than a Brute can. This may not be as important for buffer overrun teams, but it can be a huge boon for unoptimized teams. Just something to consider.
Quote:My thought was that since Tanks are the penultimate "Tanking" AT, that maybe they should have their aggro cap tweaked up slightly higher than the other ATs in the game? Say go from 16 to 20 or 25?Quote:I second this. There are spawns like the nemisis, or council, where, on a eight man team, the spawns are far larger than the tanks agro cap (17, not 16). So to keep a team alive, they would have to kill mobs fast enough to be taunted to you. You can smack em in the face and they still beat on the blaster, because mob 17 is beside him, and that one is agroed.
I don't think the way the designed tanks with the ED, that they can handle whole maps, or even more than two spawns. I would say a safe number would be 20.
As for the "You can smack em in the face and they still beat on the blaster" line, it's completely false. You can Taunt mobs all day at the aggro cap and they won't turn to fight you unless a) one of the current mobs on you dies b) aggros something else. The moment you deal damage to it, however, aggro is yours. If you have 17 mobs on you, and you damage something, you'll immediately push one of the other mobs off the list. My suspicion is that it would prevent someone from aggroing 17 weak mobs then killing a tough mob without it being able to fight back.
So, to answer the thread, no, I don't think an increased aggro cap (to 20) would do anything.
Quote:Generally don't herd, so I don't much care about aggro cap. Only time I herd is solo on my SD/SS. Any team with significant AoE can steamroll fast enough that a Tanker is more important as an alpha taker and to keep the groups packed tight. After that, they're there to keep the pace of the group balanced between action-packed fun and relatively safe.
Oh, and it's also nice to have a Tanker when facing AVs and such, assuming they know how to direct cones away from the team (also assuming the team doesn't stupidly run into said cones on their own...oy).
lol at the cone bit. -
When I look at the build, the problem I see is there is no real focus. That could be because of a budget causing you to eschew other sets, concept, pvp, or some other reason I don't know about. If you wanted to make the build stronger defensively, here are some suggestions (assuming they don't go against your budget/concept/etc and is for PvE):
- Drop Medicine (and Resurgence) in favor of Fighting; it is a much better match for WP. The survivability from res/def doesn't scale lineararly - the higher your values for either, the more each point influences your survivability. For example, suppose you have 2,000 hp, it would take 2,000 dmg to kill you (obviously). Adding 25% def would double your survivability, allowing you to survive 4,000dmg. If you add another 12.5% to that (37.5% total), your survivability doubles again to 8,000dmg. The first 25% allowed you to take 2,000 more dmg, yet the last 12.5% allowed you to take 4,000 more dmg. WP already has a strong res/def base, so it benefits grealy from Tough/Weave.
Aid Self, on the other hand, doesn't escalate your survivability the same way. It adds a heal, while nice, it takes a lot of time to fire (4s) hurting your offense, and it can fail. Its heal is also based off your base hp, not your modified one, so the size of the heal isn't even 20% (unslotted) of your max hp.
- Many of the sets you used (Makos, Obliteration, Scrirocco's) offer positional def when you should be looking to stack typed def. The reason for this is that typed and positional def don't stack. If you have 25% fire def and 5% ranged def, a power like Flares would only check use your fire def. In this case, your ranged def would be inconsequential until it was over 25%. The only def "hole" that WP really has is s/l, which can be brought up with things like Tough, Kin Combat, etc.
Here are some IOs that are useful for +def (no particular order):
Steadfast (res): +3% to all (unique)
Kinetic Combat (single target melee): +3.75% s/l (4 slots)
Perfect Zinger (taunt): +3.13% s/l (6 slots)
Aegis (resistance): +3.13% f/c (3 slots)
Eradication (pbaoe): +3.13% e/ne (3 slots)
Mocking Beratement (taunt): +2.5% s/l (4 slots), +3.13% f/c (5 slots)
Reactive Armor (resistance): +1.25% s/l (3 slots) e/ne (4 slots)
Rectified Reticle (tohit): +1.88% s/l (2 slots)
That said, there are times you can go for positional def, since you get half of it as typed (melee -> s/l, ranged -> e/ne, aoe -> f/c), but it should be a last resort.
- Don't neglect your +maxhp. You've only minimally enhanced HPT for heal and are missing out on some nice +maxhp set bonuses.
- As mentioned before, you can substitute other power(s) in place of Resurgence to make it redundant. I understand if it's for theme, I wanted to take it too, but to be honest, I'd pretty much never use it.
- The set bonuses you're getting for BU aren't worth it. I'd suggest 2 Rectified Reticles (for the 1.88% s/l def) and (if you have a spare slot) a lvl50 generic recharge.
- I'd put either Reactive Armor or Aegis in SoW - with Tough you don't need full enhancement value to cap s/l res with it up. May as well get some extra def from it.
- This may be considered a bug, but the Numina and Regen Tissue uniques are actually fully enhanceable. If you place them in a power with heal enhancement, their regen bonuses will be enhanced by the same amount. For example, here is how I slotted HPT:
Numina: Heal, Heal/*, +Regen/Recov
Regen Tissue: +Regen
lvl50 Generic: Heal
Steadfast: +3% def
That yields 95% heal enhancement. So instead of getting +20% from the Numina unique and +25% from the Regen Tissue, I'm getting +39% from the Numina and +48.75% from the Regen Tissue. As I mentioned before, this may not be intended and may change in the future. - I don't play Mace, but I think you'll want Shatter.
- If you plan on exemplaring at all, you may want to try using lower level IOs. Currently, if you exemp below lvl47, you'll lose all your set bonuses. If you don't plan on exemplaring, just ignore this one.
That's all I can think of at the moment, but hopefully that will help put you on the right track (and wasn't too long to read).
[edit: Btw, if you're planning on getting the Accolades, don't forget to turn those on in MIDs. Not sure if you were or not,] - Drop Medicine (and Resurgence) in favor of Fighting; it is a much better match for WP. The survivability from res/def doesn't scale lineararly - the higher your values for either, the more each point influences your survivability. For example, suppose you have 2,000 hp, it would take 2,000 dmg to kill you (obviously). Adding 25% def would double your survivability, allowing you to survive 4,000dmg. If you add another 12.5% to that (37.5% total), your survivability doubles again to 8,000dmg. The first 25% allowed you to take 2,000 more dmg, yet the last 12.5% allowed you to take 4,000 more dmg. WP already has a strong res/def base, so it benefits grealy from Tough/Weave.
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Huh, when I go here:
http://boards.cityofheroes.com/
I see "Welcome, AegisWolf." However, if I go here (or anywhere else on the forums):
http://boards.cityofheroes.com/index.php
I get the "Welcome, Sarrate." (as expected)
Curious. Never been a board admin before, so I can't really deduce why it would be doing that... unless the first link is pointing to a different database or something.
[edit: I can see the Closed Beta boards from the first link, too. Can't enter them, though.] -
If it's not already taken, I'll tank this mother out for ya.
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This sounds like an excellent subject for HeroCon attendees to grill the devs on...
[edit: Actually, I may have read that wrong. First impression of "branch" was more like "division" - art division, coding division, phantom division. After I posted, I thought "maybe he meant branch as in 'development branch' in source control." Joke fail. Bah!]
[edit: Oh, but mad props to you guys for persevering - both the players for data gathering, and the devs (Synapse) for continuing to look despite not uncovering it at first glance.] -
Quote:Well, I know that (s)he has had a focus on +runspeed in past builds, so that threw me for a bit of a loop.I think she was trying to go for the most ridiculous set bonus to make the sarcasm plain, though she should have gone with immobilize resistance.
Sorry for missing any humor, I'm too good at that sometimes. :\ -
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Quote:Did you accidentally slot the wrong set in MIDs? The build you posted uses Trap of the Hunter which (for 4 slots) only offers +5% immob, +1.88% maxhp, and +9% accuracy. From what you're saying, it sounds like you meant to use Enfeebled Operation, which would yield 3% immob, 1.88% ne res, and 2.5% s/l def. If it wasn't an error, you should have justed used Crushing Impact.I slotted up accuracy, recharge, and endurance reduction while trying to freeze out the immobilize with an immobilize set, and added two generic Damage buttons. This allowed me to claim a defense bonus for a fraction of the cost of the melee sets with defense bonuses.
If cost is an issue, yes, that's one way of doing it. If money isn't an issue, then it's not the best choice. (Another reason I don't post builds - budgets are different from person to person.)
Sorry if I missed it, but was this a joke / sarcasm? If not, I'm not sure what you just proved, since (from what you wrote) you were still aiming for +def, not runspeed. -
Quote:If you're only worried about end reduc, why not frankenslot it with Erradication / something else? For example:* Slotted up quills with Multistrike. Eradication provides a paltry 15% end redx to your most expensive toggle. Multistrike gives you 73%.
Erradication (lvl30): Dmg, Acc/Dmg/Rech, Acc/Dmg/Rech/End
Scirocco's Dervish (lvl50): Acc/Dmg/End
Multi Strike (lvl50): Acc/Dmg/End
Generic (lvl50): End Reduc
Would leave you with 74.5% acc, 96.4% dmg, 95% end reduc, 32.63% rech (worthless, I know). It would also have +1.8 max end and the very useful 3.13% e/ne def. Compared to Multi Strike's 0.94% s/l/f/c def, I think it's a much better investment... more expensive, though. -
Quote:Nope, it's not required. If you don't have that, though, I'd suggest 45% def to neg energy so that it doesn't land in the first place.A tank needs CM to manage GW hold? Hmm...interesting. I remember one time while on a STF that I was able to survive the hold and i'm just a measly dm/regen scrapper. Of course, i had a very proficient healer backing me up (yay FMP!) and lets say my capped hp helped a bit but I would guess that a tanker could take the heat more than i could.
It has a 45s recharge, so if you can kill her fast enough, she won't have a lot of chances to fire it in the first place.
Quote:They were going to change it that way so CM couldn't stack and I remember the outcry about the MSTF and GW how it will be impossible (and I have seen one STF where that is not true anymore). I can't recall exactly, but there was some bug with the change and it has been kept in the original form, with stacking (detoggling when zoning maybe?). GW's hold is set to 100 mag by design and not to be resisted as I recall also. So I am wondering if some little changes are in store for the future.
This was before toggle suppression, but it would still effect sets that utilize offensive toggles (such as Rad Emission, Dark Miasma, etc).
* Hmm, this makes me wonder... status protection toggles for meleers are set not to self stack, but they don't suffer from this problem. No idea why it's different.
Quote:Depends. Not sure if the hold itself can kill a tanker or if she piles on a few attacks on top; I've seen held tankers die many a time.
I've seen Tankers die from the hold and I've seen them kept alive. I can't say how hard it is to keep them alive through it, though. -
Quote:No, I absolutely refuse to say something else is more effective (in terms of effectiveness) when it isn't in reality just to drop prices. Defense is highly sought after because it's a very strong way to build. A player may not need that much defense / survivability depending on what they do / how they play, but that's a completely different matter. (I usually try to say that, as well.)This is because there are too many other players pursuing defense bonuses. We need to tell them that they aren't worth bothering with and that something else - say, run speed bonuses - is really the way to go.
Quote:What other players will enjoy is going to be subjective. All I can say is that my Willpower characters that got both QR and Stamina very early were characters I looked forward to playing, and moved up in level very quickly. The toggles don't do a whole lot early on, especially not when you stack HPT, RttC, and Health.
Tying that to your first point, however, it's possible that other bonuses may be more important to an individual (such as how you like +runspeed), but that doesn't mean they're the most effective. It's also why I very rarely post full build suggestions - they're examples of how I would build to suit my playstyle, but it doesn't mean they'd work for anyone else.
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On a different note, I thought of two other suggestions:
1) If you can swing it, try to get a good mix of damage and healing enhancement into Siphon Life. It's actually a good attack now and worth the investment. If you don't care about set bonuses, one of the best slottings I've seen is 2 Acc/Dmg HOs, 2 End/Heal HOs, 1 lvl50 Dmg/Rech IO, 1 lvl50 Heal/Rech HO. That's 66.6% acc/end, 90% dmg/heal, and 53% rech. (Just a suggestion, not necessarily the best for your build in particular.)
2) Make sure to slot MG as an attack, not an immobilize. I think Midnight's Grasp is the second best DPA in the set, so you don't want to skimp on its damage enhancement. -
Quote:Understood - sorry if my post was a bit harsher than I meant for it to be. It just hasn't been the first time I've seen people talking about positional WP builds, and they always mystified me.Well, in my case, let's not call it "fascination" -- in other linked thread I admitted that pretty much all my previous experience softcapping a toon was with positional defense. *shrug* It certainly doesn't make positional defense "right," it's just my excuse for lack of experience with "typed defense."
And I certainly don't want anybody to think my lack of experience with the one equates to me promoting the other! Just a little quick playing with Mid's shows that I could make a LOT more headway with typed defenses...IF I weren't adamant about trying to cling to all eight DB attacks for exemplarability (if that's even a word?) I'm planning on testing typed defense out with my kat/WP and broadsword/WP scrappers on Mid's soon, since typed really looks like the best way to go!
Quote:Unfortunately for me and my dual blade build, and lack of extra slots, I wanted more accuracy and damage than 4 Kin Combat could give me, and my positional approach is working well enough for me -- so far. After my RWZ experience last night, I ATTEMPTED soloing a pylon for about 10 minutes, though I was pretty sure my DPS wasn't quite up to the task. It would blast at me with no discernible effect, I'd slash and stab like mad and sloooooooowly make a small dent in its hitpoints, and then I'd miss. Or else I'd miss twice in a row. And the pylon would regen and "LOL u n00b" at me, and we'd be right back to square one.Oh well -- things worked well enough versus the Rikti bosses, so I'm content with my goofy build.
As for trying to solo a Pylon, those can take quite a bit of punishment, so it's unlikely you'll be able to take one down without a pretty focused effort / concentration on a high st attack chain - likely focused enough to break your 8 DB powers.
Quote:Out of curiosity, could the +maxhp or +regen not being noticeable on a tank be due to the fact that tanks already have more HP and thus more regen/sec? I seem to recall noticing the increases from IO's sets on my scrapper when I first slotted them, but that was a year ago or more.
1) Tanker res/def numbers start higher, so stacking Tough/Weave on top of WP brings those numbers up a lot higher than they do for a Scrapper. Due to the non-linear curve of mitigation, the increases mean more for a Tanker than for a Scrapper.
2) Solo, Tough/Weave pushed my mitigation really high, enough that the build wasn't being stressed enough to notice increased hp/regen. On a team, buffs likely filled in the gap. (The one villain group that consistently roughed me up was Arachnos - their def debuffs really hurt.)
So, if you said you could feel a difference adding +maxhp and +regen, I'd believe you. However, I think that stacking defense past a certain point will have a more noticeable effect.
(Btw, the reason I said to focus on +maxhp before +regen is because +maxhp has two functions and +regen only has one. Regen only increases how much you heal over time. Maxhp, on the other hand, increases how much you heal over time (since it's a function of your maxhp) and increases your ability to survive spike damage.) -
I personally think pushing for Stamina at lvl20 is wasting too many powers too early on end management - it's a third of your powers. If you still have issues you can pick it up in the 20s. Besides that, at lvl22 you get SOs will make QR that much stronger anyways. (Heraclea and I disagree on this, so I'd just suggest you play it by ear. If you're not having trouble with end, you don't need to push for Stam as early. If you still feel the end crunch, start the prereqs for the pool.)
Dark Melee has an edge at lower levels due to Shadow Maul anyways - it is incredibly end efficient. Against a single target it beats out most other other st attacks, and it can hit up to 5 targets. Learn to line up the cone and hit 2-3 targets with it and it will carry you far. For an illustration of what SM's cone looks like, here is an example. You can think of it as a short V starting at your character. (If you already know what cones look like, my apologies! I know the cone has gotten a bad rep in the past.)
Quote:Once you get Tough and Weave on, you can respec out of Strength of Will if you want to free up a power pick. If you work them in before 32, you never need to pick it.
Quote:This is my old-school wannabe build for my WP/DM tanker, actually largely finished with the exception of some of the low-priority healing sets. It's old school, built around +hp and +regen rather than defense bonuses. Works pretty well, and this is my tanker of choice for Lady Grey, Rikti raids, and Maria Jenkins bosses.
Some IOs that are useful for +def (no particular order):
Kinetic Combat (single target melee): +3.75% s/l
Perfect Zinger (taunt): +3.13% s/l
Aegis (resistance): +3.13% f/c
Eradication (pbaoe): +3.13% e/ne
Mocking Beratement (taunt): +2.5% s/l, +3.13% f/c
Reactive Armor (resistance): +1.25% s/l/e/ne
Rectified Reticle (tohit): +1.88% s/l
Keep in mind that defense is also far more expensive to build if money is a concern / constraint. A lot of the advice given will vary if you're on a tight(er) budget than if you're able/willing to blow hundreds of millions. -
Quote:WP's aggro aura (RttC) sucks horribly compared to other auras. It's not even in the same league, barely even the same sport. Most taunt auras had a duration of 13.5s at lvl50 with a few being longer than normal (Invuln and Shield have a 16.875s duration). In comparison, RttC's duration is 1.25s - that's not a typo. This causes two problems:Willpower has a AoE taunt in one of the toggles, so I don't know if I agree it can't hold aggro, especially if it's just a duo.
1) When fighting up level enemies, it can fall off before it refreshes (every 1s). Against +2s it lasts just long enough, and against +3s it falls off.
2) In short, taunt efffects are gigantic threat multipliers on the order of 1000 times their duration. If there is a 1.25s taunt on the target, 100 dmg would suddenly be equal to 125,000 dmg to the mob. Compare that to the threat generated by a 13.5s taunt (1,350,000) or 16.875s taunt (1,687,500) by that same 100 dmg attack. **
That said, WP can hold aggro, but it involves liberal use of a well slotted Taunt, AoEs, and getting into mobs some time before the rest of the group. It can be done, but it's not something that just happens like with other sets.
** This is the short version for brevity. There is a lot more to it than that. Also, taunt effects add threat themselves equal to 1,000*duration. So, RttC applies 1,250 threat per tick while Invincibility applies 16,875 per tick. Also, to take aggro from someone, you need double their current threat. So if you loose aggro to someone with a taunt effect (like a Shield Scrapper), you have to work double time to get it back. -
Quote:Ahh, gotcha!I understand and know that it's easier to go for smashing/lethal defense for WP, not positional. I should've clarified that. My point was is that in my WP build, I had positional defense that was not synergistic with the rest of the power set i.e., low enough that it didn't count much towards survivability.
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Physical Perfection is a passive power in the Body APP pool. It requires you to take one other power in the pool (Focused Accuracy or Conserve Power) and be level 44 or higher. It gives you +20% regen and +12.5% recovery.
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Quote:I know slotting for positional defense is the way to go, build those defenses up from where Heightened Senses leaves off. I've even managed to softcap /WP, but the cost of all of the Kinetic Combats, not to mention the waste of mule slotting brawl and Kick with KC's seems rediculous. So whats a happy medium? Whats a good target to shoot for in regards to defense? How much regen and recharge could I still hope to squeze in?Quote:I'd been shooting for positional defenses as well, though the advice there seemed to be to aim for typed defenses, since that's what WP has to start with.Quote:I had a remarkably sturdy DB/WP brute that used mostly +hp bonuses, hitpoint accolades, some recharge and generous use of Strength of Will. I had some positional defense...around 15% (combat jumping, weave, heightened senses, some IO bonuses), but nothing close to soft capped.
Example:
4 Kin Combat (lvl33s, all but proc), Mako's Bite Triple and Quad (lvl50) - 62% acc, 95% dmg, 79% end/rech
Soft capping a WP Scrapper is hard, and may not even be worth it to push it all the way. It would depend on what you were trying to accomplish. Keep in mind, getting your def to the 35% range should be sufficient for most times while still being a single purple away from the softcap. Personally, I'd focus on +maxhp and def first, and any left over for +regen.
Note: My experience is as a Tank, but I noticed a much bigger performance boost from adding defense to my build than +maxhp or +regen (not even noticeable). -
The two blasts it does have cannot be activated while jumping / flying. To take it even a step further, Stone Spears cannot hit an airborn target.
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re: Damage vs Endurance slotting
I think damage slotting has a lot of benefits going for it over endurance. When slotted for damage, you'll be able to kill mobs faster than a build with end slotting. This has several key benefits. First, it means each fight will eat into your health less than an end reduc build. Since end recovers four times faster than health, it's much better to be waiting for end to come back than health. Killing faster also means dropping troublesome mobs faster. It could be a mob that deals a lot of damage, has nasty debuffs, etc. The faster you kill it, the less trouble you'll be in. Also, killing faster will yield more inspirations in a shorter time frame. (Obviously, using those can help keep your momentum up.)
The biggest con to damage enhancement over end reduc is that you'll deal more overkill. Given the other benefits, though, I think damage wins. (Btw, Finduilas, missing doesn't penalize damage slotting more than end reduc. Keep in mind that full end reduc slotting would require you to use twice as many attacks, meaning twice as many chances to miss.)
(The above assumes accuracy enhancement. I don't think there is any disagreement that accuracy trumps everything else.)
At any rate, if you want to maximize DPE, mixing the two will yield the highest results. For example, a standard scale 1 attack (ex: Energy Punch) costs 5.2 end. So:
Base
1 dmg, 5.2 end, 0.1923 DPE
Dmg *3
1.95 dmg, 5.2 end, 0.375 DPE
End *3
1 dmg, 2.667 end, 0.375 DPE
Dmg *2, End *1
1.666 dmg, 3.9 end, 0.4271 DPE
Dmg *1, End *2
1.333 dmg, 3.121 end, 0.4271 DPE -
Quote:He has, in fact, done just that. He slowed down Stone Melee's mallets from ~1.16s to ~1.6s because they were interrupting too early. That was a purely aesthetic change. Now, I don't think he does it willy nilly, I'm sure he runs any animation change by Castle first, but that's not the same as all animation changes originate from Castle.You've got the wrong idea. BaB adjusts animation times *ONLY* when Castle requires it. He doesn't go shaving off or adding seconds because he think it looks good. He said so himself when another poster jokingly accused him of butchering EM and he replied it was Castle that put him on the task.
I think the reason Spines didn't get the weapon draw time removed from their powers because Castle thinks the set is (too?) strong now and can't justify a buff like that without tweaking something else. Until that time, he's just leaving it alone for better (powers not getting changed) or worse (slow animations). -
Quote:Think about this for a moment.Jeminiks: Spines may be an AoE beast, but by the time I get into the action on a team, the blasters and trollers have done their jobs a little too well. I'm left to say, "Oh, look...a boss is still standing." *Lunge* "Good thing I was here to make that one attack, eh?"
Mobs have a finite amount of hit points. The Blaster(s) on your team have enough damage to kill those mobs without your help. Even if you got Spine Burst off before them (be it getting to the spawns faster, animation tweak, etc) it would be completely superfluous because the Blaster(s) would have killed the mobs anyways. The only difference is it made pretty graphics and more orange numbers. Performance wise, the team wouldn't have noticed. Yeah, corpse blasting isn't fun, but for the scenario you described it's just perception - the mobs were already dead.
Personally, I have a hard time imagining that most groups level spawns that fast. When I play my Tanks, I generally get off AoEs that take as much time or more than Spine Burst (Combustion - 3s, Tremor - 3.3s). My WP routinely gets off at least Taunt (1.67s), Combustion (3s), and Fire Sword Circle (2.67s) before spawns are dead. The only thing I can really suggest (besides pointing out the minions are dead anyways) is that you move between spawns faster. (Not very helpful, and I'm sure it sounds a bit harsh, but I can't think of any other way to phrase it. It's not meant to be an insult.) -
Self Destruct makes you untargetable, so targeted rezzes won't work. Dark Miasma/Howling Twilight, however, will work since it's an aoe and doesn't require you to target the body.
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This subject has come up in the past, and there was a pretty decent discussion on it several months ago (buried within a thread). If you start reading here you should be able to get some good info / insight. Keep in mind that AV soloing generally uses very specialized builds that aren't as strong against normal content, since they eschew AoEs and the like. (Not saying you can't build an AV soloer without them, but it's more difficult.)
That said, I think Shield/DM would be the best AV soloing Tanker. It has nice survivability, strong def debuff resistance, a self heal, and great damage when stacking Soul Drain and AAO. -
Quote:Well, it's not just fliers that get hit, but people who jump as well. On squishies I'll hop around in combat (not as much as some, though) and activate powers in mid air. I can't do that reliably with Earth Assault. For you it may not be an issue, but it's something I run into often.That's not really a big disad; unlike Entangle, Roots and similar powers. I typically play non-flyers (and I'm not usually a 'kiter'?); so that's not an issue for me.
Quote:I'll re-state the numbers I generated in a spreadsheet for earth assault, using data given in the "secondary sets" screen for new characters, after factoring in an "Arcanatime" adjustment for DPA calculations. I don't have trustworthy numbers for other assault sets readily available, given that City of Data is now out of date. And so, I will leave setting out numbers for other assault sets to others so that we can "benchmark" earth assault against other assault sets.
power name: lvl 50 damage, single target DPE, single target DPA
stone spears : 52.83, 10.16, 23.54
stone mallet : 95.76, 11.23, 55.80
tremor : 58.39, 3.47,17.01
hurl boulder : 86.64, 10.16, 32.82
heavy mallet : 133.13, 11.23, 77.58
knockout blow : 207.87, 11.23, 131.23
mud pots : 10.51, 13.47, **
fissure : 61.81, 4.07, 27.54
** mud pots is a toggle, which means DPA is not a very helpful number.
ArcanaTime = ( ROUNDUP(CastTime / 0.132) + 1 ) * 0.132
ArcanaTime = ( ROUNDUP(1.6 / 0.132) + 1 ) * 0.132
ArcanaTime = ( ROUNDUP( 12.121212... ) + 1 ) * 0.132
ArcanaTime = ( 13 + 1 ) * 0.132
ArcanaTime = 14 * 0.132
ArcanaTime = 1.848
So the DPA of Stone Mallet would really be 51.8181(...). Heavy Mallet and Seismic Smash have a miscalculation somewhere, too.