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I'd rather they took the 45% damage buff away from Nova and gave all Nova attacks a 40-45% increase to their attacks' base damage.
Really can't repeat it enough. Thinking about putting it in my sig. -
Oh good. Another suggestion for a buff for human form. Can't have enough of those.
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Quote:No. The numbers I gave assumed a single burst of damage from once through on the attack chain, with Photon Seekers and Dawn Strike at the end. I went ahead and extrapolated for extended chains, but got lazy.Are you factoring animation times of switching in and out of Nova for Photon Seekers in the DPS totals for Bright Nova vs. the pure Human output?
They DO, however, take the form change for inner light duration, since this is cast at the beginning.
Quote:Also, what the hell is an SO?
Quote:On a high recharge Human build, Scatter>Detonation>Flare can essentially be chained endlessly, fitting in Seekers (and Dawn Strike if you so choose, which isn't really practical to use) so there's no need for those ST attacks. What you'd have to look at for an accurate high end comparison is the DPS of that chain vs. a Nova chaining Nova Scatter>Nova Detonation and the animation time for shifting plus Photon Seekers. Also, they're both going to provide very theoretical numbers as it doesn't account for the massive KB in the chains making it very difficult to hit the target cap after the alpha strike.
The builds you're using are end-game builds that only see use after 80% of the character's life is in the past. Until you get to that point (and for those few of us who do get to that point), Nova edges out Human in AoE.
Quote:Now to fit in Photon Seekers.The chain takes 8.844s and the build I'm using has Photon Seekers on a recharge of 49.37s so 49.37/8.844=~6 times through the chain before Seekers can be used.... At this point I'll actually have to stop because I don't know where to find damage values for Photon Seekers. I guess they'll have to be admitted from the results, but that's okay- We can assume Human Form will get better results using them as there is no extra animation time shifting to Nova.
Kheldian Pets get their own special section on Red Tomax.
Photon Seekers will contribute 177.84 damage apiece when they explode, for a total of around 534 assuming they all explode.
So that's 2.244 seconds added to the chain (for arcanatime) and 534 damage. So that totals out to 1136.3/11.084=102.51 for human. Photon Seekers will be up about every 6th chain.
So [1136.3+(602.3*5)]/55.28=3011.5/55.28=54.47 final dps for human.
For nova, let's assume that you drop photon seekers at the end of the first chain, followed by shifting back into form for a total of 4.488 seconds of doing no damage. You're looking at 935.3/11.088=84.35 for one burst. Photon Seekers will be up every seven cycles of the attack chain.
SO [935.3+(401.3*6)/50.688=3,343/50.688=65.95 final dps for nova.
Huh. So the animation for Photon Seekers actually holds human's damage back in those equations.
BUT there's a disclaimer. Okay there's two disclaimers. First, my math might be wrong. I hate math. Second, it assumes that Nova is in melee range and therefore able to convince all seekers to actually explode. If you're using nova to range, You'll likely be S.O.L. for the full damage potential.
Discussions like these are exactly why I'd advocate taking the 45% damage buff away from nova and replacing it with a 45% increase to the base damage of Nova's attacks.
Nove is SUPPOSED to be the damage dealing form. It currently isn't doing its job. -
I also have to disagree with this statement:
An SO'd Black Dwarf with an attack chain of mire-strike-smite-drain-strike-smite will do (with sunless mire weighted in) 1,059 points of damage to those same three rwz dummies I used above for 114 AOE dps.
An SO'd White Dwarf with an attack chain of flare-strike-smite-strike-smite-strike (pauses excluded) will do (with inner light factored in) 942 points of damage for 92 AOE dps.
So not even close. -
Quote:Nitpick: The Peacebringer's top AoE form is Nova, provided you drop to human form to unleash photon seekers occasionally.But I said MFing which is a Warshade's best option for AOE output. Comparing that to a Peacebringers' best option for AOE output, which is human form, Warshade's top AOE trumps Peacebringer's best AOE without even considering fluffies. And I disagree. Environment is a factor, and a Human Form Peacebringer chasing down their targets every time they attack is likely to hit half of their target cap with their AOE's after the alpha strike due to all the KB.
With an attack chain of bolt-blast-scatter-bolt-blast-detonation, an SO'd Nova's AOE damage output, given slotted attacks and weighted for build up is
1,660 points of total damage per attack chain cycle against an average of three targets (let's use the rwz dummies in this example). If you were to translate that to total dps it would be 148 AOE dps. (I distinguish AOE dps here because calculating dps against multiple targets is a bit oversimplified when aoe and single target attacks are taken into account)
That same build's human form attack chain of IS-RS-GEye-GBlast-Flare-RS GEye-GBlast yields 1,906 points of damage for a higher burst but a lower AOE dps of 122.
Throw in Photon Seekers/Dawn Strike at the end and you're looking at 1,056 extra points of burst damage for each, provided the nova drops to human. Used over time, those two attacks add around 50 dps to the overall score (Assuming Dawn Strike's crash is mitigated with CS or blues).
So human form will always have 50 dps added for a total of 172 AOE dps, and Nova form has to close to melee range and drop to human every time DS and Seekers are recharged to get the same boost to 198 AOE dps.
Now the argument could be made that DS and Seekers are human form attacks, and shouldn't count when comparing human to nova damage, but then I'd have to point out that - like the mf'ing warshade - a triform peacebringer is properly played as ALL FORMS AT ONCE. What's good for the WS is good for the PB. -
Quote:The problem with those idiotic bonuses is that human can hard cap resistance already, Nova can already cap its damage on teams and - on Peacebringers - Dwarf+essence boost ALREADY caps health.I wouldn't bother with the Peacebringer forms anymore. Actually, I'm in the process of rebuilding my tri-former to an all human build. I've put some thought into the subject and can't come up with one decent reason to stay with a form build.
Edit: Something worth mentioning is the fact of the upcoming introduction of ATO's. I believe there will be bonuses associated. IE: human -> resistance | nova -> damage | dwarf -> health. I am still not changing my views on the tri-form Peacebringer just yet though. -
Quote:It was just an example. Perhaps I should have said "downing rikti drones, runners and that teleporting coward Col. Durray."Are you advocating flying during BM? If so, I hereby slap you. *slap*
And my teams tend to be filled with damage dealers. My 62 YO mother is quite bloodthirsty. -
There are situations in the game where you'd want to be at range. Battle Maiden on the Apex TF comes to mind, as well as any situation where you're up against a hard target without minions to crunch. Teams don't often get the "keep those minions alive for my mire" playstyle. No matter how often they're told (grrr...).
That said, six-slotting the single target attacks is way overkill. You can get the recharge bonus from other sets in better places. At most throw an extra slot in each attack and slot with 2 dam/range HO's apiece and call it a day. -
Performance Shifter Proc in forms and stamina. Just sayin'.
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I don't care so much about the endurance discount. I never have end problems on my dwarf anyway, and have zero problem getting Conserve Power to recharge.
Now the increased regeneration on the other hand is something I can see myself drooling over.
Good suggestion. -
It is easily the most obnoxious, hideous graphic in the game. Whoever designed the fx needs to be forced to use that as an animated desktop on their computer.
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Quote:A global recharge bonus awarded by Dwarf form would also benefit human form powers (such as Light Form and Inner Light). Simply reducing the recharge in the dwarf powers as you suggest would not only possibly require rebalancing them (as I suspect the recharge/end/damage may well be codependent - then again it might not be) but more importantly would be such a minor boost that it's not worth asking for. A couple luck of the gamblers would give me the same boost we'd likely get in straight up recharge reduction.I think both suggestions go a long way toward fixing dwarf form for PBs since White Dwarf lacks the extra attack that Black Dwarf gets. I would, however, tweak the second suggestion slightly. Rather than a complete global recharge buff, simply lower the base recharge of the White Dwarf attacks. Encouraging a flowing pattern for shifts could be done by making another change of some kind. One of which I'm about to suggest right now in another thread. Remember the idea of this thread is to point out problems with existing suggestions. It isn't to explicit suggest new ones.
I'd take the former any day. -
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Quote:Again - Inky Aspect and Gravitic Emanation are controlling the spawn, not attracting aggro. The difference is that when those minions wake up (IF they wake up) they will still be aggro'd according to the same rules everyone but tankers, dwarves and brutes follow.Well therein lies the wonders of Inky Aspect and Gravitic Emanation, which effectively locks down minions and LT's permanently at an even-level. Add Unchain Essence into the mix, and that's some pretty insane mitigation, which is just as effective as holding minion/LT aggro- You could even argue that it's more effective as squishies don't even have to worry about taking stray AOE attacks from mezzed enemies.
Provided, of course, they are still alive. You see, having said the above I will freely and quite happily concede that provoke gives human form JUST ENOUGH aggro control to XXXXX XXX XXXXXXX XXXXX XXXXXXXXXXX XX XXXXXXXXX! XX XXXXXX XXX XXXXX.
Hmmm. For some reason every time I try to come right out and give specifics on how awesome warshades can be it posts as if it's some sort of CIA redacted document. It's almost as if my subconscious doesn't want me to put specifics like that where developer eyes can see them.
Let me just say this: Human form can do some awesome things that can protect teams and defeat spawns, but it does them through a mix of control, damage, and - if you invest in provoke - minor tanking.
Tanking is a role that can be played by multiple archetypes, including the human-form kheldian, but it is performed best with layers of aggro attracting effects, or taunt. Human form doesn't have that.
Quote:Tell that to Dechs when he's on his Dark Armor Tank.
So what? you say. Well, if someone - say a Peacebringer - knocks those mobs out of a warshade's mez radius, they're going to come out of the mez and attack the one that did the knocking back. You could get some - or maybe all - of that aggro back, but odds are good that one or more would land a hit or two (or four) on your team before you did.
Someone knocks mobs out of Dechs' aggro radius - odds are better than average that those mobs are still taunted to his tanker.
Quote:Yeah, we've had that discussion many times. It's pretty annoying. -
Quote:Order builds?Best advice ever.
Kheldians are in the best position to take advantage of seperate builds for specific situations... I do that myself, actually... My main build is my Chaos human-former, my 2nd build is my tri-former that's built specifically for exemping down for Ouro arcs and low level TFs, and my 3rd build is my "experimental" build (I'm trying Order builds with softcapping defense currently on that one).
I don't know about you guys, but constantly respec-ing characters and figuring out different possible build combinations is what has kept me in this game for over 6 years--not repeating missions over and over again.
"Alien"
*Edit*
Oh, and thanks for the guide shout-out. -
Quote:As I said, how well dwarf does at tanking is a matter of some debate. One thing I would point out, however, is that your human form doesn't have punch-voke in any of his attacks.Unfortunately, with the use of Provoke, Human Form for both Kheldians is a better tank due to higher survivability and damage output. Maybe for Peacebringers it's not so much because massive unnecessary KB isn't the best trait for a tank to have, but for Warshades at least, the only useful thing that Dwarf is capable of doing on an end game build is stacking up a Mire.
Having said that, however, higher damage has a bad habit of trumping basic taunt effects in this game. But again - that's a separate debate relating to the fundamentals of how aggro works, and not one I'm qualified to enter. But the problem of high damage stripping aggro off of pure taunt effect isn't necessarily with dwarf so much as it is with the aggro formula.
Quote:I did an experiment with AIB where we were both on an AV- He was on his White Dwarf Policebringer and I was on my Human Form Warshade. I was able to pull aggro off of him consistently and essentially split it with him by just using provoke. We repeated the experiment for several AV's with similar results.
I'm not saying dwarf is a GREAT tank, or even a better tank than human form. I'm just saying you haven't collected enough data yet.
Quote:I would also argue that the superior mez capabilities of human form make it even more of a superior tank than Black Dwarf- If you can stun the whole room, it's going to make a noticeable increase in your team mate's survivability.
Quote:Unfortunately I don't have room for Provoke in my build anymore, which really bums me out and brings me to my main point that I should have mentioned in my last post:
Since we can't get APP/PPP's, and the Devs probably wouldn't even have time to give us that option at any point, I think we should be given an extra power pool to choose from. The flexibility would be much appreciated, and I would most definitely get use out of picking Speed, Fighting, Leaping, Leadership, and Presence.
As much as I want Provoke back, I don't think I should have to sacrifice ~4% defense to everything, 7.5% global recharge, 10% regen, and 1.12% HP for the three slots that I spent on Combat Jumping just to get it. I would however drop Nebulous Form for Provoke in a second.
I feel your pain. I have the same problem on a number of characters, because let's face it - sometimes the APP's or PPP's ain't all they're cracked up to be, either.
EDIT - and there always seems to be an edit with me. If I recall correctly we can go villain and do the patron arcs, but even if we do we don't get access to those power pools. Given that SoA's can, THAT is something we ought to be jumping up and down about. -
Quote:You activate attacks to deal damage and in so doing you influence the outcome of the battle. Taunt doesn't deal damage (unless you proc it), but it still influences the outcome of the battle by influencing your opponents to move where you want them to be, whether it's in a tighter group for a mire or flare or further away from another spawn. Either way taunt plays just as big a role in your impending victory as your attacks.Joe, arguments over whether dwarf is the tanking form aside, nothing will make taunt a part of an attack chain.
You don't only use dwarf to tank.
A controller might not deal any damage with radiation infection, or a defender might not deal damage with tar pit, but you would still credit them just as much as the scrapper for the victory.
The best scrapper I ever saw took and used confront to cut individual mobs out of a room full of x8 spawns. With little hops back and forward she solo'd the room in less time than it took for the rest of the team to wipe at the entrance. Confront didn't do any damage, but it allowed her to clean the floor with her enemies.
No, taunt deserves a place in your attack chain. It might not be a good idea for it to show up every single cycle of your attacks, but its lack of damage doesn't diminish its significance, regardless of whether or not you're tanking.
And - unless I read your guide wrong - if you've got a long enough gap in your dwarf attack chain that you're standing around, you shouldn't be staying in dwarf anyway.EDIT - unless you're tanking.
And don't forget that taunt comes with a HEFTY range debuff. You want those marksmen and snipers at least close to melee range, dammit, and that range debuff don't last forever. -
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Quote:Dwarf is not the damage-dealing form. It's the tanking form. The fact that it is also capable of dealing damage is only secondary to its primary role of obtaining and keeping aggro, although its effectiveness at the latter is admittedly a matter of some debate.While I can understand Taunt being useful, I do have a problem with it; It does not *do damage*. Dwarf Form's "attack chain" then is damage, damage, damage, use taunt because there's all the damaging attacks are recharging, damage, pause because everything's on cooldown, damage.
That's not a complete attack chain. That's using an aggro management tool because *there's nothing else to do*.
EDIT - it should be noted that White Dwarf is a considerably better tank than Black Dwarf, due to its flare carrying a gauntlet effect in addition to the gauntlet of the single target attacks. But there again, Black Dwarf's self heal is also an attack, and so (with proper slotting) has a complete attack chain independent of taunt. -
I don't think it's possible for a human form warshade to out-damage a similarly kitted out triform, but I don't really have the time to weigh out the math to prove it. So I'll give your friend the benefit of the doubt.
HOWEVER, a human-form build that could out-damage a triform build would be two things:
EXPENSIVE! Human form warshades don't have the heavy hitting melee attacks that human form Peacebringers do - you're pretty much stuck with Gravity Well and fillers. Like I said, I don't see how that kind of chain could even come close to what you could do with a fully-mired nova or dwarf in the mix (bearing in mind that a dwarf with enough recharge can double-stack its mire).
But I've been wrong before. I don't see it literally means that I don't see it - not that it isn't possible.
But I AM sure that the second thing that this theoretical human form build would be single-target focused. There's no way, no HOW a human form warshade can out-aoe a triform. Nuh-uh. The human form aoes are either too anemic or too infrequent to be a signficant factor.
Did your friend give you a build? If so, you might try posting it. Then we'd have something tangible to judge. -
Quote:GEEZE there's a heckler in every crowd!Joe, I hate to pick nits, but I have to ask how you can reconsile these two statements of yours.
You mention what those changes did for your SO build (30 DPS is no small thing and "exponential" survivability increase can't be either), yet somehow the SO players don't see a great deal of benefit?
I totally agree with you that the changes hurt the forms, and I want to make sure that's clear. I also agree that the changes work out extremely well for the IO'd builds out there.
You're quite right. One of the problems with being so long-winded is that I miss little mistakes like that.
I should be clearer. And more concise.
SO Builds DID benefit, but not to the extent that IO builds did. Furthermore, 30 dps only brought SO builds about a third of the way towards even approaching Warshade damage output. Bringing damage potential up from abysmal to pretty good might take 30 dps, but that doesn't make the change a great buff. Just a significant one. I did say I didn't have nearly the heartburn with SO/IO build disparity. What bothers me about it (and just a little, mind you) is that the changes for IO builds were SO GOOD that it will preclude SO players from getting futher attention, which futher devalues that 30dps in my eyes.
I should rather have said that SO builds didn't see nearly as great a benefit as IO builds.
EDIT: In all fairness, however, what dps does it take to overcome an A/V's regeneration? 120? So being able to bring 130 dps to bear is actually pretty damned good, provided you can also overcome that A/V's resistance.
EDIT EDIT: Also, keep in mind that the dps figures I used were a measure of damage potential. Looking back, I should never have used the term dps, because those spreadsheets assume that you hit powers like mire/inner light and photon seekers the arcanasecond they were recharged. They also measured performance only for the 120 seconds that Hasten was running.
They were intended to compare the two archetype builds at the peak of their power, not set any sort of metric for actual performance. Is it possible to reach 130 DPS on an SO'd peacebringer? In ideal circumstances, probably. Is it something reasonable to expect? Look for something a little bit lower. -
Quote:This I can agree with. Whole-heartedly. That set is crap, and whoever designed it needs to be forced to play Peacebringers exclusively for the next year. Followed by a year on a Warshade. And no, I wouldn't consider that a punishment.Oooh, I have one:
What won't fix Khelds is a special type of enhancement, let's call it an Archetypal Origin Enhancement, whose special proc is to boost Human Form resistance, Nova Form damage, and Dwarf Form health.
Quote:Those three things, each enhancing what the form is already good at, will not actually change or improve the playstyle at all, because the weakness of Nova form is the incomplete attack chain and minimal health and defense, the weakness of Dwarf is the incomplete attack chain AND insufficient damage, and the weakness of Human form is the insufficient damage and fragmentary melee attack chain.
Nova does NOT have an incomplete attack chain. Bolt-Blast-Scatter-Bolt-Blast-Detonation requires minimal recharge investment to be seamless, and even with no recharge slotting whatsoever has only minor gaps. Hasten and good slotting will let you drop Bolt from the chain.
Dwarf likewise only requires minimal recharge slotting to have a nearly complete attack chain, provided you use taunt. And if you don't want to use taunt.... well, the conversation pretty much ends there.
And it's already been demonstrated that human form does more single-target damage than nova on a Peacebringer. The human form blasts might be anemic, but IS, RS and Photon Seekers more than make up for it. And on a warshade? Who cares when hasten alone can allow you to bring out two extracted essences to double your damage. -
Quote:You're far better off to use Photon Seekers first as a toe-bomb, then following up with an immediate Solar Flare or Dawn Strike. Because the animation on the second attack starts while they're still in range (albeit in the air) the extra damage will still affect them after they land, resulting in a lot of scattered corpses.This brings to mind the design of photon seekers. This power summons a pet that seeks out enemies, explodes, and brings forth knock-back. Any dev in their right mind could easily say that photon seekers balances that out, because right after flare one could simply summon the seekers to hunt down enemies while you dish out some ST damage.
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Quote:Okay, I'll see how well I can articulate.True it has most likely been dumped.
I guess my comments about the strength of the Khelds(PB in particular)today is based on the fact that I have really liked the improvements from how it was in I9 when I started playing them. They are worlds above what they were and like the OP said there is no consensus on what needs to be done by those that feel more is needed.
In cases like this a red letter saying something else needs to be done might hold water, but I have not seen what I would consider a real problem issue being brought up about the PB since KB vs KD is a style thing not an AT effectiveness issue.
I guess if someone were to articulate a non style issue then I could understand that, but I have not seen that and don't mean to poo poo every complaint, but nothing is screaming fix me fix me when I play it like it used to be is all.
If you're doing things you could never do before it's because you're doing them on an IO'd high level build. If you're incarnate then you're also doing things that almost every other incarnate in the game can do. And if I were a betting man - I'm not - I'd bet you're playing a mostly human form build, too. Which is not to say triform is weak by any stretch - it just seems to be the popular way to build Peacebringers lately. But like I said. I'm not a betting man, so you may well be triform or even biform.
And here's the reason - painful though it might be for me to admit it - why you're doing so well: Arbiter Hawk really buffed Peacebringers. That's right, I said it. Peacebringers have been buffed to the extent that they're almost overpowered in some circumstances.
Plugging his changes in to the same spreadsheets I used to demonstrate the power vaccum between PB's and WS's a few months back, I measured a roughly 30 dps gain on the same attack chain on the SO build. Survivability went up exponentially to the point that it is now roughly on par with Eclipse (LF gives self-contained capped resistance to all but psionics, Eclipse needs enemies to cap -or function - but offers psionic resistance and has no mez protection.)
Warshades are still doing roughly 60 dps more damage with comparable attack chains due largely to the pets, but since they have to keep those pets alive I could learn to live with it.
The one place where warshades truly outshine Peacebringers is mezzing capability, and with their need for enemies (both dead and living) to be in close proximity, it's good that they do.
So what's my problem with the changes?
Purely and solely for purposes of discussion, my problem is twofold:
First, they did more harm than good to the forms. When human form has mez protection and capped resistance on a permanent basis, there's really not much need to take dwarf, especially given that you're taking a substantial hit to your damage potential. The Inner Light changes were great, but it still (like Build Up before) gives the majority of the damage buff to human form, which - with these changes - STILL out-damages nova against hard targets. Additionally, Nova gets the extra damage in its attacks in the form of a damage buff. This not only puts it that much closer to the damage cap than human, it also makes enhancements less effective in Nova's attacks than they are in Human's.
My second problem with the changes is that Single Origin players don't really see a great deal of benefit from them at all. The changes were clearly balanced around the ability to use IO's to make Light Form Perma. That's a problem IMHO when you're offering Kheldians up for sale to free players who have no access to the IO system. That being said, I don't have nearly the heartburn with the second point as I do the first.
But like I said, I'm stating all this for purposes of the discussion. I don't mind talking about Kheldians at all. In fact, it's obvious I like these discussions. But I'm through advocating with any real expectations. They are what they are, and the community is fine with them to a large degree. They're also selling well to free players, if the number of new Khelds I'm seeing is any indication.
BUT for my two cents, if pressed I would recommend that psionic resistance be given to white dwarf and replace the 45% damage buff in Nova's toggle with a 45% increase to the base damage of Nova's attacks.
Call it a day. The situations where the current changes might be overpowered might be circumstantial, but they can't be ignored, and it's too late to do anything about it at any rate.
Knockback reduction and toggle suppression are on my list of "nice-to-haves," not something I'd require.