Siolfir

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  1. Quote:
    Originally Posted by Starsman View Post
    This is something that actually bothers me a lot. I understand there has to be a certain limit to how much damge a single attack can do, but I think a power that has it's critical portion artificially reduced this way should have an equally higher critical rate chance, so that, in average, the attack gets the same benefit out of the boost as the rest of the set's powers.

    This is also, my understanding, something that is holding sets like Stone Melee and Energy Melee from going to scrappers. They dont want the sets doing too much damage in criticals but they Synapse seems to not be happy with the reduced critical solution as it stands either.
    They completely ignored it with Crushing Uppercut - at combo level 3 it hits harder on a critical than a Total Focus full-damage critical would. Which, incidentally, is also harder than a from-hidden Assassin's Strike.

    And I've posted for years in support of Scrappers getting the Stalker version (with AS replaced with WH) of Energy Melee (which has significantly reduced stun chances, no-self-damage critical on ET, and reduced-damage critical on TF). I don't think it would be appropriate to give them the Tanker or Brute version with higher stun chances, add in a full damage critical for Total Focus (and/or Energy Transfer), and then not do the same for Stalkers.

    Edit to respond to corpse-blasting "fast cast": I wouldn't mind it but I don't know that it's okay on a miss (might be a bit OP relative to other sets), and I think that there may be data access issues with determining if it's a corpse-blast or not that would depend on underlying engine changes and as such be outside of the powers realm. The power can tell whether or not to run a line item based on success or failure at the time of activation (see: Scourge), I'm just not sure that the check to run the line item would have access to mob state at the time damage is dealt (which is why individual DoTs in an already-activated power such as Gloom can't Scourge but new activations can).
  2. Quote:
    Originally Posted by Starsman View Post
    KinMele has that? As I said, got to catch up with the Post-GR sets. Was away for a while
    Concentrated Strike resets Power Siphon on Scrappers (at a higher-than-standard 20% rate) and Build Up on Stalkers (at their normal rate afaik) when it criticals. This means that a KM Stalker with the chance for hide proc in AS can actually perma-BU until the i24 changes drop the rate from 100% chance to hide.

    And "larger than normal AoE size" doesn't mean "nearly double the radius" for Titan Weapons. If it were 10' instead of 8' I might buy that side of the argument, and I wasn't including the damage over time as part of its damage because I know to ignore chance-for DoTs (guaranteed DoTs are part of the damage, which is why I included them in Whirling Sword and Lotus Drops).

    I haven't seen the spreadsheets, nor am I basing the "breaking the rules" part on that. When KM was in beta, I was responded to by several people (I don't remember if one was Synapse or not) in the feedback thread while I was complaining about scale 1 damage in 8' for Burst, and they all stated that it followed the formula for a 14 second recharge AoE. Those posts would mean that 1.15 isn't correct and 1.0 is, but in any case 1.15 would still be a buff from where it is now (and Whirling Axe needs to be changed also).
  3. The name tells you how to calculate it, kindof like miles per hour or miles per gallon.
    Damage per second.
    Total damage dealt divided by time in seconds needed to deal it.

    Typically if it's a single activation of a power it's DPA (damage per second of activation) and you make chains with your best DPA attacks and calculate the DPS for the entire chain as a whole, but if you include the recharge time for the entire cycle that will give you the DPS of that one power on its own.





    There, I was on-topic with my +1 necrothread post!
  4. Quote:
    Originally Posted by Starsman View Post
    With Water Blast, they added a new mechanic to the game, the ability for one power to entirely reset the recharge timer of another power.
    It wasn't added with Water Blast, that was just the first time it was used in a Ranged set and the first time that the power was resetting its own timer. Kinetic Melee said to say "hi", but Burnout was pouting and crying off in the corner.

    To address another point, Whirling Smash also is restricted in use to when you have Momentum built up, in which case DPA is hardly a consideration for the entire set as a whole. It has its own gimmick, but it shatters the rules that you're talking about being unlikely to break.
  5. Quote:
    Originally Posted by Aett_Thorn View Post
    Just did a bit of math on this. Using Barrage, Energy Punch, and Bone Smasher takes 3.66 seconds (not exactly a whiz on Arcanatime, so this is without factoring that in). Total Focus takes 3.33 seconds. So the three powers take up 0.33 seconds more animation time. That is 9% more animation time.

    Meanwhile, on a Brute with no enhancements or Fury, Total Focus does 148.5 damage, and the three powers together do 165.16 damage. That is 11% higher damage.

    Now, Arcanatime might change that a bit, but for Brutes at least, the difference should be made up for by Fury affecting the later attacks in the chain. So basically, it's better to use the three attacks (especially factoring in corpse-bombing on teams) than Total Focus, especially if you can chain them.
    The whole point of calculating DPA is so you can decide if the faster-animating lower-damage power is better for DPS than the slower-animating higher-damage power, but it does ignore things like corpse-blasting.

    Yes, Arcanatime changes this. Remember that you're losing at least one 0.132 second server tick every time a power activates, so chaining powers is inherently less efficient.

    Energy Punch scale 1 @ .83 = 1.056 seconds. (DPA of 0.947)
    Bone Smasher scale 1.64 @ 1.5 = 1.716 seconds. (DPA of 0.956)
    Barrage scale 1.32 @ 1.33 = 1.584 seconds. (DPA of 0.833)

    These powers have a combined scale damage of 3.96 in 4.356 seconds, for a DPS of 0.909. Barrage really is hurt since the 1.33 second animation means that it loses almost 2 full ticks because of the rounding (always up to the next tick). If Barrage's animation were 0.01 seconds faster it would evenly line up with the ticks and be 11 ticks instead of 12, giving it a DPA of 0.909 and the whole chain would be at 0.9375.

    If you get the recharge to cycle EP->BS->EP, you do scale 3.64 damage in 3.828 seconds, for a DPS of 0.951. Better than with Barrage, but let's look at Total Focus.

    Total Focus is scale 3.56 @ 3.3 = 3.432 seconds. (DPA of 1.037)

    What causes the changes for Stalkers is that Total Focus doesn't critical for full value, and Energy Punch and Bone Smasher do. This affects the DPA order when you factor in a higher critical rate, so that with 2 people in range to give the boost (16% critical rate), you get the following:

    TF: (3.56 + (0.16 (critical rate) * 1 (critical scale value))) / 3.432 = 1.084
    BS: (1.64 + (0.16 * 1.64)) / 1.716 = 1.109
    EP: (1 + (0.16 * 1)) / 1.056 = 1.098

    So the DPA order shifts around based on team size and position for Stalkers - at even 2 people in range both Bone Smasher and Energy Punch exceed Total Focus's DPA and it's more efficient to chain them.
  6. Quote:
    Originally Posted by Haetron View Post
    Quote:
    Originally Posted by Starflier View Post
    One fix for Energy Melee I would heartily endorse would be fixing the power order for Tankers so it matched the other AT's. Wouldn't be drastic, but getting a heavy hitter 7 levels earlier, 28 rather than 35, would be nice for Tankers. No one takes Stun anyway, so it would also let them get an APP selection earlier as well.
    Won't happen. Changing power orders is dangerous now, apparently.
    Besides the issues with changing power order - which breaks a lot of things on a character, you can't "match the other ATs" anyway.

    The order that the attacks appear is closest with Tankers and Stalkers, since Assassin's Strike replaces Whirling Hands as an attack and they all line up in the same order if you ignore the rest of the powers. But then you still have issues since Assassin's Strike is a tier 4 (Taunt in the Tanker version), Stalker Build Up is tier 5 instead of 7, Placate is tier 6 where Whirling Hands is at, and Stalker Stun is tier 7 instead of 6. The Brute version has Total Focus at tier 7 with Stun moved to tier 8 and Energy Transfer at tier 9, so you wouldn't get either in place of where Stun is for Tankers at tier 6.

    As for corpse-blasting... yes, the team probably doesn't need your damage if there's nothing left to hit before your attack finishes animating. So since your damage is irrelevant while playing EM, you'd have no problem at all with changing the animations for both Total Focus and Energy Transfer to finish in half the time (with half the damage to keep the DPA consistent), right? After all, since that slow, huge burst of damage is utterly meaningless it doesn't matter if it hits for less much earlier... and there's a chance that you might contribute while taking your self-damage for trying to use ET!
  7. Quote:
    Originally Posted by Tymers_Realm View Post
    You think that's something...
    Imagine Bubba Cosing as Lum.
    Well, he's got the moobs for it!
  8. Quote:
    Originally Posted by Hopeling View Post
    It's not that it does nothing, it just doesn't do enough to be worth giving up much else for.
    This.

    The tradeoffs to build for +damage aren't worth the gains. You're better off cycling higher DPA powers more often and trying to offset the endurance cost than increasing overall DPA on all of your powers in almost every case... and all of them that I can think of offhand.
  9. Quote:
    Originally Posted by oOStaticOo View Post
    Welcome to City of "Balanced" Average People Running Around Throwing Rocks! Although I expect Rocks to be considered OP before too long.
    Did you miss the TPN thread? I'd kill to be a Praetorian citizen just throwing rocks.
  10. Quote:
    Originally Posted by Starsman View Post
    I must look closer at Titan Weapons (have not yet) but the set has a few set of internal rulesets like bonus range and (if i recall correctly) bonus damage in some attacks, my guess to compensate for the low DPA.

    If you think you can convince Synapse the entire Energy Melee set deserves a whole new exceptional rule that applies accross the set, no one stops you. I would love to hear the argument that may convince anyone of that extreme.
    Whirling Smash has a 1 second animation as well. >.>
  11. Gravity got the Impact bit as a semi-combo system that would give some powers more damage.

    There were also wholesale changes to Dimension Shift and tweaks to Wormhole that I would consider more significant, but technically a gimmick was added (along with the other changes).
  12. Quote:
    Originally Posted by Starsman View Post
    As i noted in a previous post, this formula was not adhered to religiously at first but has been much more enforced in recent years. You will have a hard time convincing Synapse to just break it.

    Mind you, as I corrected in a previous post: Whirling Hands actually does less damage than it should. The same was true for Martial Arts at one point and it got buffed to the right damage value thanks to a lot of effort from Arcanaville poking Castle over the issue. Whirling Hands, as it exists today, should do as much damage as Dragon's Tail.
    Whirling Smash has a 15' AoE, does scale 1.15 damage ignoring the DoT secondary, and is a very recent creation.
  13. Quote:
    Originally Posted by Starsman View Post
    Due to game balance rules, unless there are special mechanics in place (like I sugested above) this cant happen. In fact, increasing the radius will result in lower damage.
    There are more exceptions to the formula for 14 second recharge PBAoEs than there are powers that follow it (two: Whirling Hands and Whirling Axe), either due to DoT (Whirling Sword, Lotus Drops), higher damage (Spin, Dragon's Tail, Whirling Mace), larger radius (Tremor), multiple of the above (Whirling Smash) or simply changing the recharge and damage at the same time when the power was created to justify the damage increase when I brought this exact same point up during beta (Burst). Spin doesn't fit for Scrappers either, but has a higher damage than it would even with the "faster recharge" secondary effect that wasn't used for the Brute version. I suggested the last time I brought it up that maybe the formula should be revisited if they have to keep making exceptions rather than following it.


    Quote:
    Originally Posted by Starsman View Post
    Mechanically, I don't think we can increase the radius of a PBAoE attack.
    No, but you can have two line items (or powers, to use the power redirection mechanism from Titan Weapons) with different radii, each doing identical damage, flagged to go off or not go off as conditions are met to preclude them both going off at the same time.

    So you can't increase the radius based on the condition but you can simulate it by either using a different power or just turning off one radius and turning on the other. The in-game power information would simply list the largest possible one, the way it does for every Tanker attack, Thunder Strike, Lightning Rod, etc.
  14. Panacea. Not that I actually have a set outside of test.

    Even the PvE-only bonuses are great.
  15. Quote:
    Originally Posted by Rylas View Post
    Or you could be taking on more than you should be. While I think Defensive is great, like any other set it has limits. A -res debuff has nothing to do with any of that.
    Since this has mostly turned into the two of us going back and forth and we both said we don't agree with the other's opinion, how about we just take any further discussion to PMs and let the thread go for people who want to talk about past nerfs rather than discussing whether or not a new one should happen? Because while I tried to give an answer, I don't have the numbers to quantify exactly what the changes were and that seemed to be what was asked.

    I've stated my case about the -res being unique offering for an armor set and offense being a good defense already. We seem to just be talking past each other at this point rather than communicating.
  16. Quote:
    Originally Posted by Nightchill_EU View Post
    1- Should I wait for 100% crit chance for AS or is it worth it to just build a rotation on it?
    2- Caltrops looks like a freaking good DPA attack, should I throw them on timer on static targets (objects)?
    • If your best chain doesn't build 3 stacks, don't worry about it. At two stacks it's twice as likely to crit as not.
    • Yes, if the target is likely to live past a few seconds and isn't likely to run. If it's not going to live past a few seconds then you won't get that DPA (it's spread over 45 seconds).
  17. Quote:
    Originally Posted by Rylas View Post
    I just want to point out that this isn't a logical line of reasoning. If I turn on Defensive, it's to survive. If the need to kill faster is required, then Defensive isn't enough to begin with.
    If you need to switch to Defensive to survive, it's because incoming damage is too much for the other adaptations (probably due to getting shot by too many Assault Rifles and needing both more resistance and the heal procs). If it happens on a team, that means you're not receiving outside buffs and likely want the rest of your team which is presumably attacking and not doorsitting to actually do something about the mobs around you.

    But I also think that Burn is a great defensive power for my SS/FA because the initial burst (usually after Footstomp) means I rarely deal with anything smaller than a Lt. I definitely have to heal a lot less when I use it frequently.
  18. Siolfir

    bio armor

    Quote:
    Originally Posted by Trickshooter View Post
    Can't check straight from in-game. The powers info box comes up empty for Genetic Corruption.
    Well, you can but it would have to be empyrical testing. Bosses in AE with no attacks or some such, standing around in Offensive (best chance) and seeing if they go to sleep.

    My Stalker doesn't have the power, as mentioned earlier, so I couldn't test it.
  19. Quote:
    Originally Posted by Eldorado View Post
    Moving back to (or on to) the belief that Taunt sometimes seems to be "broken," I'D like to know how (or why) Taunt in PvE sometimes seems to cause runners to flee even faster. I saw it again last night with my claws/WP scrapper, who was teamed with a SS/invuln brute on +2/x8. We dove into a spawn, defeated all but villain, and the last one took off, so I tried to taunt him back. (And another thing: what sort of "OMG too much damage!" mechanic causes a villain to flee RttC and Invincibility auras in the first place?) Usually runners will come back, but...
    Well, since it simply modifies your Threat and the AI fleeing is likely due to your Threat far exceeding a value it feels capable of dealing with (based on its chance to hit, attacks available, etc. - it's probably a calculated heuristic), increasing the Threat further would only make it that much more likely to flee under the same conditions, right?

    WAI.

    (Disclaimer: I have no idea what the AI is actually checking for or against, nor how it determines which state to enter; but it seems likely that the default action is to attack the highest Threat first, approaching to get the better (melee range) attacks, and flee if it feels it has no chance.)
  20. Quote:
    Originally Posted by Rylas View Post
    "Approaching" implies falling short of, it is not the same as "being". No doublespeak was used.
    The clause of "with less than a quarter of the penalties" most certainly implied that you felt it was a far better trade, and as such a replacement. That's what led to the comment about doublespeak - the impression you provided through your use of wording was that you were far better off than any other set while using Bio in Defensive. I expect most IO builds won't bother to use Defensive even if the penalty was only the -damage just because you won't need the extra survival, but I want the -resistance to stay for two reasons: if you really need Defensive on a team you'll want the rest of the team doing more damage, and the debuff makes it far more likely that the mobs stay focused on you. Having the -resistance isn't just a personal benefit, and it's a unique thing that the set offers as a whole-team benefit similar to Shield having Grant Cover. Unlike Grant Cover its beneficial on its own enough that you're unlikely to skip it when soloing.

    In any case, it's obvious that we disagree on the -resistance; you seem to feel that any and all offensive boosts should be removed from defensive mode and I don't.
  21. Quote:
    Originally Posted by Starsman View Post
    With Arcanatime, the cast time of Focussed Assasin's Slash is 1.848 and damage scale 5.52 for a DPA of 2.987. 77.8% of the old Energy Transfer DPA.

    Perhaps you are thinking both versions of Assasinations do the same damage? That would not be the case, though.
    You're not looking at Assassin's Strike, which has a 1 second animation instead of selecting (one of) the longest of the bunch at 1.67 seconds. You're also ignoring the statement from Synapse saying he was going to normalize them all to 1 second when it was brought up that the blade animations, Street Justice's animation, and Kinetic Melee's animations were all different than the 1 second norm; that second part is why I'm pretty sure that the case holds for stating that they gave an entire AT a power that has better DPA than the old ET.

    Secondly, providing self-damage for your best DPA attack isn't a reduction in survival in order to achieve more damage to you?
  22. Quote:
    Originally Posted by Rylas View Post
    Didn't I just say that it's not Granite 2.0??
    Yes. After claiming that it was approaching Granite with less than a quarter of the penalties. And with an edit in the post that may have included the line about Granite 2.0, or I may have missed it prior to clicking to quote it or I would have called out the doublespeak then.



    Quote:
    Originally Posted by Rylas View Post
    The amount of survival given to Defensive mode is not offset enough while -Res is still present. I've run around in Defensive through plenty of mobs, and I'm hardly noticing any reduction in kill speed on my Brute.
    First sentence is an opinion - one I obviously don't happen to share - and the highlighted portion of the second sentence is likely why you feel that way. +/- damage on a Brute is watered down heavily. The set exists for more than one AT, so don't balance it for just one.

    Quote:
    Originally Posted by Rylas View Post
    [edit] Basically, the -res in Defensive is like turning around and adding -tohit debuffs for Offensive mode. You're negating the penalty. You're putting in something that is antithesis to its purpose. It makes no sense to be there. Better to balance it now than after plenty of people have noticed that Defensive mode is getting off easy.
    I see where you're trying to go with it, but that's a bad analogy - the -resistance is there in all forms, not just Offensive. The -damage is the penalty for Defensive and provides enough of one that its penalty is similar in magnitude to the boost in damage you get for Offensive Adaptation and still reduces you below baseline assuming you took another set. That's why I'm okay with leaving the -resistance alone... even with it you're still at less damage than, say, Willpower or Invulnerability.
  23. Siolfir

    bio armor

    I'm at work on a slow day, which is why I'm poking around here.
  24. I'm not arguing about the existence of penalties, I'm arguing about someone's desire to add more to them. Especially based off of performance prior to two additional rounds of changes.

    Even with the -resistance aura present there is a damage penalty compared to other sets when using Defensive Adaptation due to the -damage.
  25. Quote:
    Originally Posted by Starsman View Post
    The set, as it existed, was broken. Or at least Energy Transfer was. With Arcanatime, Energy Transfer did 3.84 dpa. That's insane.
    3.84 DPA is lower than Assassin's Strike with an incredibly easy 2 stacks of Assassin's Focus. Which came as a recent change to an AT that specializes in hard hitting single target damage with lesser/limited AoE. EM is a set that specializes in hard hitting single target damage with lesser/limited AoE... hrm. So recently, the devs decided that it was entirely balanced to provide an entire AT this "broken" DPA in every primary that exists for them.

    The self-damage is the cost for a lower endurance cost and recharge, and I agree that paying it when hitting a dead target should be considered a bug.

    KOB's longer recharge compared to Total Focus (and Seismic Smash... and Concentrated Strike...) is because it was originally balanced as a control power and not a damage power and wasn't changed a long time ago, not because it was a balance decision compared to other sets. KOB also happens to have a longer range than those other powers, which seemed to be the justification for Crushing Uppercut's longer recharge rather than just fixing KOB at the time.