Siolfir

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  1. Quote:
    Originally Posted by Supernumiphone View Post
    We will differ in opinion there then. AS is a good opener, but on full teams that's often times all it is. Stalkers may start out faster due to the higher burst from AS, but after that it's all scrapping.

    A number of Stalker sets have no attack other than AS that can be used after Placate that doesn't lower overall DPS (over not using Placate). For those sets that do have a good attack to use following Placate the difference in overall DPS doesn't tend to be large. Placate is a good aggro management tool, and for controlled criticals, but it's not that significant a contributor to DPS.

    As far as the scaling criticals, it takes four team members within 30 feet to exceed Scrapper damage on average. Not everyone agrees on just how common a scenario that is, but I would say that Stalkers will not out-damage Scrappers on average due to the scaling criticals alone.

    Damage comparisons are usually done at base and at the cap, but Scrappers will often pull ahead in the middle ground due to differences in powersets. Follow Up, Blinding Feint, Soul Drain, AAO, Fiery Embrace, and of course damage auras all give Scrappers an edge in damage.
    I agree with most of this, especially in the last paragraph - those longer-duration +damage buffs really make a difference in damage over time and that's where most of my issues occur regarding single-target damage.

    Yes, Assassination helps you from hidden status - which on single targets should be AS, since it's the highest DPA available with the guaranteed critical - but after that it varies by set and situation: the Assassin's Strike powers are interruptible and often the only attack that increases enough in DPA to make the animation for Placate not a net loss in damage. But it can make the damage comparable for most single-target fights, if you assume that you'll always have the time to rehide between spawns.

    But even then, you're quibbling about possibly doing roughly similar single-target damage over time as an AT that has more base hit points and a higher cap - let alone the comparison with Brutes, who also tend to do more damage over time than Stalkers.
  2. Quote:
    Originally Posted by Rajani Isa View Post
    If I did my math right a while back, at the cap, brutes outdamage scrappers, but otherwise get fairly even with decent fury.

    Criticals not included.
    Not counting criticals, yes. But Scrappers get criticals.

    I actually keep forgetting that the cap was lowered to 775% (ie, +675%) instead of 675% with the Fury changes - in large part because I haven't played much and rarely play at the damage cap on Brutes. I thought that they were nerfed more than they were, and it's caused me to mess up in a few posts about it*.

    What that means is that at their respective damage caps, a Brute will actually outdamage a Blaster using the same attack (not that they're often going to be using the same attack). A Scrapper will end up doing more damage over time due to criticals.

    Math is pretty simple for it if you assume the same attacks are used - you just multiply the AT damage scale by their respective cap to normalize it, and account for criticals or extra damage:
    Brute (old cap): 0.75 modifier * 8.50 capped damage = 6.375 "normalized" scale damage
    Brute (current cap): 0.75 modifier * 7.75 capped damage = 5.8125 "normalized" scale damage
    Blaster (ranged): 1.125 modifier * 5 capped damage = 5.625
    Blaster (melee): 1.0 modifier, 5 capped damage... *thinks really hard*...
    Scrapper (5% critical rate): 1.125 modifier * 5 capped damage * 1.05 critical rate = 5.90625
    Scrapper (10% critical rate): 6.1875 (same as above with 1.1 instead of 1.05)

    Note that even at the lower 5% critical rate, Scrappers still exceed the Brute's normalized damage over time. Since this is due to criticals, however, on any given attack the Brute may do more damage while both are capped. Because Blasters don't have a critical to exceed their damage cap, they don't hit as hard with the same attack as a Brute when both ATs are capped - even on ranged attacks where their damage scale is higher.

    It has been suggested before about raising the Blaster damage cap...






    * - specifically, I thought Brutes were lowered to 675% total because that would put them below more than just Scrappers, instead of currently where their capped damage is in second place barring extenuating circumstances with Stalkers and whether or not their team is large enough and their teammates are within 30' of them.
  3. Quote:
    Originally Posted by EvilGeko View Post
    Stalkers do not have less damage than Scrappers except in AoE.
    And single target, unless you're talking about short time window burst.

    They're a lot closer there than with the AoE numbers for most sets, though.
  4. Quote:
    Originally Posted by rsclark View Post
    No, not the actual numbers, just the ratings system they use to lie to new players about the ATs. Like telling them a controller is a pet class.
    The rating system is accurate for Khelds, though - everything is "?" which indicates that they have no idea what they're supposed to do.
  5. Quote:
    Originally Posted by Nightchill_EU View Post
    Besides its +675% for brute and +400% for scrappers that means
    1.125*5 = 5.625 for Scrapper
    0.75*7.75 = 5.8125 for Brute


    Its just freaking unbelievable I'm the first one to notice this.


    I play the game since day one thank you very much. Only 2 or 3 month a year tho. I have more than 10 50ies, list doesnt matters to you I think. Most of them are defenders by the way.
    Fair enough.

    So a Brute at the damage cap can outdamage a Blaster at the damage cap when using the same attack. They still do less damage than Scrappers at the damage cap, and there is far more that is incorrect in your original post than comparing completely capped performance across all ATs.
  6. Quote:
    Originally Posted by Test_Rat View Post
    The Kheldian surprize involves tentacles.
  7. Quote:
    Originally Posted by Nightchill_EU View Post
    Any descent SS brute runs steady +350% (or 450% if you rather count that way) with 2 rage and fury. When Fulcrum Shift hit she jumps way beyond Scrapper's damage cap.
    <edit to remove what I really think>

    It's really, really basic math. For the same attack:
    1.125 * 5 (damage cap for Blaster/Scrapper) = 5.625
    0.75 * 6.75 (damage cap for Brute) = 5.0625

    5.625 > 5.0625

    Note that even when ignoring criticals, a damage capped Brute does less damage than a damage capped Scrapper or Blaster.
  8. Quote:
    Originally Posted by Mercury_Down View Post
    With toggle suppression we are adding only ONE more toggle to the equation by switching to a form. A toggle that already comes with a recovery boost that stacks with inherent fitness.

    If you were not having end issues with toggles in human form then you are not going to have end issues with toggle suppresion in either of the forms.

    If you are having end issues with toggle suppresion then the compromise is having the ability to shut off any or all of the toggles at your discretion; not asking for more +recovery in the forms.
    Admittedly, my PB is running on only SOs - but she has endurance issues and Conserve Power doesn't cycle enough to stop all of them. The WS, who has moderate but not heavy IO investment, doesn't have endurance problems as long as I can keep a few corpses handy.

    Sure, "just turn off the toggles" works. But that's what they already do right now, and then I'm stuck turning them back on again - with the corresponding animation time nuisance - when I swap back. I'd actually prefer that they turn themselves off if I'm going to have to turn them off, because then I don't have to swap trays and there's not enough characters left to do it in the bind.

    That's why I mentioned it.
  9. Quote:
    Originally Posted by Reppu View Post
    That said, Kin is /probably/ better on AV's purely because +DMG can't be "Resisted", where -RES is. Again, saturated Fulcrum Shift only.
    While it is true that -Resistance is resisted, it is not specially resisted by AVs like many other debuffs are. Because it's resisted by the mob's damage resistance to those specific types, it works out to a simple multiplier on damage: a 30% resistance debuff means you take the damage you'd have done before, and multiply by 1.3.
  10. Quote:
    Originally Posted by Nightchill_EU View Post
    Just to enlight people asking about damage and to close some commun misconceptions:

    <incorrect and/or utterly useless damage numbers>

    Misconceptions:
    - VEATs have some team utility but de res debuff on tank's T1 attack compensate widely the damage difference.

    - VEATs dont do as much damage [as Khelds].

    - Scrappers and Blasters are damage dealers. Brutes arent.
    Its pretty close actually. Without any kind of buff the Hero damage dealers will do more but with a good Kin all 3 are about the same DPS.

    - Secondary on defender should be oriented toward debuffing on a team build.

    - Stalkers are the ultimate Damage AT.
    VEATs, taking a typical build and not cherry-picking a good Tanker and a gimped VEAT, do more damage than Tankers. Even when Bruising is accounted for. They also are typically going to do more damage than a Kheld at high level, although order of powers gives the Kheld an early advantage.

    A Kinetic causes a Scrapper or Blaster to pull far away from a Brute and never look back. It's only close when solo for Scrappers without persistent damage buffs because Fury is fairly easy to maintain, and damage buffs favor the other ATs far more than they do Brutes.

    The secondary on a Defender should be oriented towards blasting the [censored] out of the mobs rather than acting like a [censored]. You have a blast set, use it.

    Stalkers aren't even the ultimate melee damage AT, and are generally far too single-target focused for the AoE damage nature of much of the game's content. Even against hard targets, other ATs outshine them and their ability to one-shot minions and non-resistant lieutenants is completely wasted because the control ATs can just as easily remove them from the fight while AoE damage drops them.

    One misconception is that Corruptors do significantly more damage than Defenders, though. Assume 95% damage slotting and firing an identical attack chain, the numbers work out like so:
    Defender: 0.65 * (1.0 base damage + 0.95 slotting + 0.30 solo vigilance buff) = 1.4625
    Corruptor: 0.75 * (1.0 base damage + 0.95 slotting) = 1.4625

    Scourge adds some damage as well, but the amount is less than the 17% you're giving it credit for - there was a thread about quantifying it, and based on what you're facing it was usually between 5-11% extra with extra benefit against AVs and the like due to the huge hp pool. In any case, you have to reduce the mob below 50% of their hit points before Scourge does anything, so if a Defender wouldn't be able to kill it eventually, neither would a Corruptor - the Corruptor would just get to the finish line first.
  11. Quote:
    Originally Posted by Syndace View Post
    Dom's are actually more squishy than blasters if you look at max HP.
    Base hp, not max. The "survivability" of 75% resistance and 1605.5 maxhp is shared across Blasters, Controllers, Corruptors, Defenders, Dominators, Masterminds, and Stalkers - defense softcap is far more relevant than hard cap, so I don't remember the defense hardcaps and the defense softcap is the same for all ATs because it's based on the mobs you're fighting. Out of those ATs, the most survivable at those caps would be the MM due to bodyguard mode.
  12. Quote:
    Originally Posted by Zenyth View Post
    I cant say much for pet survivability, I play a PB, my pets are so emo they kill themselves...
    Okay, I laughed. But really, they can't be emo: they're wearing too much white!

    Toggle suppression instead of detoggling would be very nice, but one of the issues with that solution that has been brought up before is the endurance cost of the toggles. Perhaps increasing the +recovery in the forms - not enough to completely cover the cost, but enough to offset it some with common slotting - and then having non-offensive toggles suppress would be a way compromise and make this happen?
  13. Quote:
    Originally Posted by Draeth Darkstar View Post
    Something to consider: Kin plays really nicely with Scrappers and Blasters due to their high base damage values. Brute base damage is relatively low because Fury accounts for so much of their total damage, which means damage buffs from outside sources are somewhat... diluted in comparison on a Brute.
    Quote:
    Originally Posted by StrykerX View Post
    I'd suggest a melee type with high AoE damage to go with a Kin. A SS Brute would be great after you get Foot Stomp but kind of lacking in AoE before that (plus Brutes get less from Fulcrum Shift due to their low base damage), so you might try a Spines/Fire Scrapper instead...
    The higher base damage means that the +damage is nicer, but to maximize Fulcrum Shift for both parties and to use Transference and Transfusion, the Kin is up close to melee also. While they're going to do less damage, Brutes hold aggro better than Scrappers - making it safer for the squishy little Kin to help them both melt faces.
  14. Quote:
    Originally Posted by Fiery-Enforcer View Post
    If you're dualboxing like you said, a kin will be tougher to pull off, but still doable. Fire/Kin Corrs are awesome, as for melee I'd go with either a Claws/Fire (better earlier) or a SS/Fire (better later) Brute. You'll have loads of damage, even if you decide to go empathy.
    This.

    /Fire over /Regen Brute due to the loads of extra damage.
  15. Which of these you want depends on how you want to play.

    I love Kinetics. I have a Kin/Dark Defender, along with Rad/Kin, Fire/Kin, and Ice/Kin Corruptors, all of which I enjoyed enough to get to level 50 - although the Rad/Kin is the one I played the most after 50. I like playing them, and they're incredible for a team.

    But Kinetics is a very busy set to play, so don't go into it thinking you'll throw out a buff or two and then spend the rest of the time blasting with huge damage numbers. Making Speed Boost into an AoE significantly cut down on the time you're going to spend in animations, and it's a lot less like trying to play whack-a-mole with expiring buffs now. But you'll still want double-stacked Fulcrum Shift to keep the damage cap since when you're at the damage cap targets disappear during its animation a lot - reducing the buff per cast on it - and to keep up with all of those people you Speed Boosted you need to keep Siphon Speed going as well. Plus you get people who expect to be healed every now and then, which means finding a target near them that, until i21, isn't going to die in the animation time for Transfusion.

    In comparison, Cold is far more laid back - the shields last for 4 mins instead of Speed Boost's 2, Sleet is generally all you need per spawn before you start blasting, and you don't have to pay attention to other people's hit points or what they're standing near since you don't have a heal at all, let alone one that requires a live enemy near them.

    Both are great for teams. But they play very differently - so do like I did and make both, then pick the one whose playstyle you want that day.
  16. Siolfir

    X/Ice armor

    Quote:
    Originally Posted by Electro_Breaker View Post
    Why is Electric Armor so frowned upon? My Elec/Elec stalker hardly ever dies in normal play, and he even stood with a Fire/Fire tank in a fire ambush mission for a good 5 minutes before my heal timing got off and I died.
    No offense, but my Rad/Kin Corruptor stood side-by-side with a FM/FA Brute, finishing the fire ambush mission in about 2 minutes (with only 4 insps used).

    The reason people frown on /ElA for Stalkers is because Hide works best when you're not being hit at all, as opposed to being hit for less when you're hit; of the other sets only Regen provides as little defense as Electric Armor until MoG.

    Can it be built to be very survivable? Eh... somewhat. It's a lot easier to do with any other set, though.
  17. Quote:
    Originally Posted by Test_Rat View Post
    Isn't energy transfer the T9 on enery melee?
    Actually, no - Total Focus is.

    Stalkers get those two powers in the order that Tankers do, so Energy Transfer is the tier 8 and Total Focus is the tier 9. The only AT Energy Transfer is the tier 9 on is Brutes.
  18. Quote:
    Originally Posted by Tabcef View Post
    <some words were here before>
    knockback can be useful, but if in the large majority of cases it's detrimental to your character's specifically designed playstyle (melee with significant knockback..?) or the team then it's kinda bad.
    Preaching to the choir.

    I just am willing to concede that intelligently-used KB can be beneficial, despite the large majority of cases where I'd rather the person doorsit because it would waste less of the team's time than their insistence on using high KB powers that knock mobs in key groups or on defeat all missions out of the walls and prevent you from attacking them for long periods of time if someone doesn't happen to have Teleport Foe (or Starless Step, since this is a Kheld thread).

    Edit: Also, the bolded, huge text in your quote about PBs having more AoE damage potential than Super Strength characters is true in the same manner that Stalkers do more damage than Brutes and Scrappers: if you cherry-pick the scenario and ignore all other possibilities. I can come up with a very poor Super Strength Tanker that only has Footstomp for AoE that will do less AoE damage than an average Nova form. >.>
  19. Quote:
    Originally Posted by Gilia View Post
    lots of words amounting to "l2p"
    There. This is quoting out of context.

    KB can be good or bad. In most of my experience, when something requires forethought and attention to be good, but requires no thought and button mashing to be bad, you assume it's bad.

    I've had too many mobs knocked into walls - and thus unattackable, occasionally requiring a petition to finish missions - to be shown otherwise. If you assume other people you team with are idiots, you don't want them to have KB and you can be happy to be proven wrong.
  20. Quote:
    Originally Posted by Smiling_Joe View Post
    One thing I'm going to keep repeating is that - even if these changes get balanced out so that the forms aren't obviated - Peacebringers are still going to be dealing subpar damage when compared to Warshades (and practically everyone else in the game).
    Which was part of why I suggested another single target attack a while back for Dwarf form. Sure, it's a band-aid, but increasing Dwarf single-target damage can't possibly hurt and gives a reason to take the form - a PBAoE that's only KD instead of KB without compromising all of your damage.
  21. Quote:
    Originally Posted by Test_Rat View Post
    I am betting its out no more than 2 weeks after issue 21 launches.
    I'm guessing more, just because I figure that the first two weeks will be stability and unfinished bug fixes prior to releasing more things, whether they've already been tested or not.

    I don't think it'll be much more, though. If I were putting a time frame on it, I'd say 4-6 weeks.

    In any case, it's still delayed gratification - which doesn't work for a lot of people.
  22. Siolfir

    X/Ice armor

    Quote:
    Originally Posted by Leo_G View Post
    In PvP.

    Stalkers used to get a 20% chance to crit held or slept foes but this was changed when the AT was buffed. Now, in PvE, we get a base 10% crit chance that scales up with nearby teammates.

    Currently, in PvP, the scaling crit chance is removed and replaced with the old crit on mez scale.
    Which, given the much shorter durations (2-4 sec base with resistances shortening this) is functionally the same as removing out-of-hide criticals.
  23. Quote:
    Originally Posted by Test_Rat View Post
    Why not wait for street justice?
    Quote:
    Originally Posted by Test_Rat View Post
    wait for street justice?
    Quote:
    Originally Posted by Test_Rat View Post
    wait
    I think you answered your own question.
  24. Suggestion for White Dwarf: since it lacks a single-target attack which Black Dwarf has, how about another single-target attack?

    Something along the lines of...
    White Dwarf Crush
    • Damage: 55.61 Smashing (scale 1.0), 71.18 Energy (scale 1.28), 126.79 total
    • Endurance: 11.856
    • Recharge: 12 seconds
    • Additional Effects:
      • Self
        • +9% To-Hit for 10 seconds
        • +27% Damage for 10 seconds
      • Target
        • 13.6 sec Taunt (mag 4)
        • -10% Defense on target
        • 0.67 Knockback (70% chance)
    Essentially it's taking Heavy Mallet and adding a Follow Up effect and the PB -defense component to it, bringing up the single-target damage of the form by not only adding an attack but allowing the form to provide +tohit and +dam in a single-target attack. Yes, it's "more like a Warshade" but it still preserves the "stronger against a single target, weaker against a crowd" differentiation.

    This would also be a good time to update Black Dwarf Drain to give it the Siphon Life treatment, along with Essence Drain.

    Then, in both White and Black Dwarf, add endurance drain and recovery resistance to the toggle, similar to Murky Cloud; also go with Joe's suggestion of rolling the +damage from Nova form for both Kheld ATs into the actual powers... without touching the recharges, which would normally be done.
  25. Quote:
    Originally Posted by retched View Post
    I highly recommend The Terra Conspiracy arc. Hamidon is intelligent.
    I highly recommend reading what I was quoting - it was talking about the Well, not Hamidon.