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I'd heard about the increased difficulty on ToT spawns, so I went ToTing with my level 8 Dark/Traps Corr last night. Solo. It was challenging, and I died a few times (debt, what debt?), but I got a complete set of salvage and level 9 out of it.
Agree that the event GM could stand some buffing. It seemed like the banners had more HP than he did. -
Quote:Yeah, on retrospect, it's somewhat idiosyncratic. What I did was take the numbers from City of Data for each attack before multiplying by the final damage table, worked out the total for those, then multiplied by .8 for Dwarf and 1.2 for Nova to show the difference between their damage tables. To get actual damage numbers, divide the Dwarf damage numbers by .8 and then multiply by the damage of an unslotted Dwarf Smite at the level you're interested; to get Nova damage divide by 1.2 and multiply by the damage of Nova Blast. There are damage tables available in CoD but I'm not sure if they're up to date for Dwarf form.SpittingTrashcan can you explain that damage scale you used? It doesn't look like something I have seen before.
Quote:One last thing strikes me though, and that although I did know this, Warshades may just benefit from +recharge more than other AT's due to the limited powers. For example my Black Dwarf uses: Mire > Smite > Strike > Smite > Repeat, counting that attack chain I expect Dwarf form would get a bit closer to scrapper level damage (I think it would go up to 6.x against 10 targets from roughly guessing your maths, and more because it lets you double stack mire, so possibly around 8), but I guess balancing around heavy investment isn't the right way.
Quote:Once I know how you got those numbers I might run the same for my build, and although I will be away all of next week you have got my interest up so I might have a more detailed look myself.
Quote:Then of course we get the question of where should a Warshade come in the grand scheme of things, and how much weight do you give for survivability/end management/damage/control etc, but that will never get sorted.Quote:Perhaps I'm mixing the koolaid without knowing the flavor but since when is having an uber DPS build the end-all-be-all? Why is DPS the deciding factor if HEATs are fail or not?
When I'm switching forms on my PB or creating havoc on my Warshade, DPS is the furthest thing from my mind...I'm just happy to play a different and versatile AT different from the other 5. -
Quote:I'm not sure how you got to "you must have breakfrees to drop out of Dwarf form" from what I've been saying, but I'll try to clarify. What I'm referring to here is a very specific scenario, what I've been calling the "crab trap". In this scenario, your opening salvo has failed to incapacitate one or more mezzing enemies, and they have hit you with a stun or hold. At that point, you have three options:I never played like that even before Dwarf became a BreakFree of sorts. Without utilizing form-shifting, the whole double-Mire concept would never have emerged so clearly, people were doing that even without BreakFree inspirations. Besides, to be honest, coming from Controllers, being mezzed never phased me but I can definitely see how it would scare someone who's Lv50 is a Scrapper/Tanker.
1. Wait for the mez to wear off. From a performance standpoint, this is unattractive for reasons that should be obvious.
2. Use a breakfree. This is the option which most ATs without always-on mez protection tend to use. For a Kheld, it is attractive because it gives you access to all your powers.
3. Go to Dwarf form. This seems like the obvious option that the archetype provides, so that you don't need to use breakfrees. But it is not, because it limits your strategic options - sometimes to the point where it is no longer actually possible to win, although it will take longer to lose.
The damage numbers I compiled show part of the problem, but they don't even show the worst part. When putting those attack chains together, I noticed that although the Dwarf's sustained damage numbers are about half that of the Nova's mire-sprint numbers, the endurance consumption actually increases. Now, keep in mind that many Warshade builds lean heavily on Stygian Circle for sustainability - they don't even come close to matching their end consumption and recovery. That means that once you commit to dwarfing it out, you are running against a hard deadline of your own endurance bar. So at the same time that you're dealing less damage, you need to be finishing the fight faster. This is a problem.
The other alternative, of course, is to dwarf and flee. This is also not optimal from a performance perspective. If a relatively frequently occurring scenario forces you to disengage and recover, you are never going to match other ATs' performance. I've come to see it as the characteristic play experience for Warshades - either you're flying high or you're coming to a screeching, painful halt. And if you're an optimist, it's easy to remember the good times and dismiss the effect of the rough patches. That's how we believed Blasters were doing fine. Sure they died a lot, but when they weren't eating floor they were dealing out such awesome damage that they must be keeping up! But they were not, and the data mining showed this.
If I am right about how Warshades are performing - and I have no guarantee that I am beyond personal experience and eyeballing some numbers on a spreadsheet - then only datamining at the dev level can show whether Warshades are sprinting fast enough to make up for the rough patches. What I can say is that on a personal, aesthetic level, I feel that the Warshade design makes a promise that it fails to deliver - the promise that it can be played, should one prefer, as 90% of a Scrapper. In fact, the numbers appear to show that this is a terrible plan, and the smart move is to treat Dwarf form as a team utility rather than a true combat stance. -
The thing is, switching to human form requires not having a mez effect on you. Which requires breakfrees, to get it off, and purples, to keep it off. And if you had those, you didn't need to dwarf up in the first place. The issue with khelds is not soaking alpha - they have plenty of tools to blunt that, with shields and active mitigation - but what happens when a mezzing foe slips through. In that case, breakfrees > dwarf, which is classic Blaster tactics. Except not even Blasters have to do it anymore, what with Defiance and all. It'd be interesting to compare Dwarf DPS and mezzed Blaster DPS.
As for Dwarf fluffy-tanking, I've done it. As a fight goes long, though, the fluffies go away, either due to grabbing aggro (Dwarf taunt can be quite lacklustre sometimes!) or through expiring, and you're back down to slugging it out. And, for a Warshade in particular, you really don't want the fight to go long.
Anyway, some preliminary numbers for Warshades. These are expressed in DS, using a melee mod of .8 for Dwarves and a ranged mod of 1.2 for Novas - not the best way to do it, but at least it allows comparison within the set. For slotting, I'm going with the above suggestion of slotting 1.95 dam and rech for the SO build and adding another 1 rech for the high-power build - these numbers are extremely optimistic, especially for Dwarf, due to the brutal end sustainability issues.
SO Dwarf: Mire Strike Smite Strike Drain Strike Smite Strike: 11 seconds
n dps
1 1.19
3 1.59
5 1.99
10 2.98
IO Dwarf: Mire Smite Drain Smite Strike: 7.5 seconds
n dps
1 1.21
3 1.85
5 2.58
10 4.8
SO Nova: (Mire) Det Blast Bolt Em Blast Bolt: 11 seconds
n dps
1 1.39
3 2.64
5 4.08
10 8.46
IO Nova: (Mire) Det Blast Em Blast: 8 seconds
n dps
1 1.46
3 3.14
5 5.11
10 11.01
I wasn't exaggerating when I said that fighting a single foe in dwarf is an order of magnitude below peak performance. AoE sprints in Nova is clearly where the action is, and anything that keeps you from that is what will kill your performance dead. That includes: form switching, Stygian Circle, pet summoning (though they are well worth the time), and the dreaded crab trap. On the bright side, what with the AoEs providing most of the joy in Nova, you're at least not sacrificing much if you switch to Dwarf for a single hard target - you do relatively poor damage either way.
Some things that could be done to make this more accurate:
- Proc up Strike. There's probably better damage to be had via procs than in the attack itself - it's DM.Shadow Punch with the animation of SS.Punch, and that's terrible.
- Factor in endurance. The chains above are utterly unsustainable without some kind of endurance mitigation, which will either push down recharge or push up the slotting price. Probably not as big a deal for the Nova, who will be firing off the AoEs once, maybe twice, and then Stygian Circle to top up - but that's no way to survive in Dwarf.
- Add the pets. I'd do them myself but I had a sudden attack of the lazy. -
What I'm reading here is that Dwarf form is the mode offered by the AT design to handle adverse conditions (mez in particular) and tough foes, but the winning strategy is actually to ignore Dwarf in favor of handling it as a Blaster would - breakfrees, purples, control, damage. If Dwarf form offered some combo of defense and mez resistance, so mez could be shaken off faster and not reapplied, that would open the idea of Dwarfing up temporarily and then breaking out again, but that's not how it works - Dwarfing up is often a one way street.
It seems to me that Dwarf is actually only for team tanking. This is supported by the strong PBAoE that both Dwarves have, and the massive power of a fully saturated and especially self-stacking Dwarf Mire. And indeed Dwarves are pretty tough and make decent alpha absorbers if someone else can be trusted to clean up the spawn before HP/end runs out.
I'm going to have to think a while about how Stygian Circle affects sustainability. You may laugh at those -1/x8 farmers, but for an AT with great burst AoE and a fairly tight time limit on how long they want a fight to last, that kind of large soft spawn may be ideal. I'll be doing some hands-on testing with my 44 triform WS when I get the chance. -
Quote:Not that I would mind a buff to Whirling Hands, but doesn't Whirling Axe have exactly the same dam/end/rech/radius and lower DPA to boot?I should note that Whirling Hands is broken. It deals 1 scale damage, 14s rech, and a 8ft radius. Either it's damage is too low for it's recharge (should be 1.18 scale), the recharge is too slow for it's damage (should be 11.5s), the radius is too small (should be ~10.75ft if dmg/rech remain constant), or some combination of all of them.
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Analysis is still ongoing, but early results are showing that being locked in dwarf against a single target is an enormous disadvantage for a Kheld - we're talking about a literal order of magnitude drop in DPS, and that's before considering what it does to the poor guy's ability to recover post fight. Peacebringers have an edge on surviving this situation, and Warshades have an edge on damage, but both are pretty thoroughly miserable here. I would suggest that any future analysis of Kheld performance and play experience place a strong emphasis on this situation, as it's the expected survival mode for the AT, but on a build that isn't structured around it can instead be a long, painful death sentence. It sounds wacky, but when you count up the total opportunity cost, Dwarf might be worse DPS than Hibernate.
On the bright side, under optimal conditions, Novas have impressive AoE DPS. Surprising no one.
And on the third hand, while pet damage analysis is notoriously fickle, I think the worst thing to happen to Warshades in recent memory might be the change where pet attack recharge times were locked in. Particularly on high-recharge power builds. -
So, I'm working with Warshades, which is what I'm familiar with. Does anyone object to the following sequence for a spawn for a solo Warshade without perma Eclipse?
Gravitic Emanation
Sunless Mire
Transform to Nova
Bolt, Blast, Detonation, Bolt, Blast, Emanation, repeat
Transform to Human
Stygian Circle
Obviously perma Eclipse would make the above safer, and in some circumstances allow you to skip the opening Emanation. And then, if you get mezzed, you have the options of popping a breakfree or switching to Dwarf, whereupon you Mire as frequently as possible and chain the ST attacks otherwise. Also, the pets and their somewhat unreliable damage...
You know, this is dumb. Nobody is going to accept any numbers I post (except maybe for Dwarf Form sans pets) because there are too many variable effects that come up in actual play for Kheldians but are simply not a concern for ATs that have a more complete suite of active or passive mitigation (Defenders, Controllers, Scrappers, Tanks) or aren't expected to consider their own survival in the first place (Blasters). I can certainly analyze Warshade sprint damage in the best possible case (Nova, mired to the max, high recharge attack cycle, pets behaving amazingly well) and sustained damage in the worst case (Dwarf, one mez-stacking enemy, pets gone, enemy corpses fading fast) but I can't realistically state how often each of these cases occur.
(I can say that the best scenario has only really happened for me on full teams that would probably have done just as well without me, and the worst scenario happens all too often when soloing - which doesn't enamor me to the AT one bit, but your miles will vary.) -
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Becky does need a hug. However, under no circumstances should you hug Becky.
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From experience I can say that DA goes well with EM. The reduced stun magnitude on Total Focus produced protests because it was no longer a one shot boss mez - but for DA with OG, it still is! And so is Stun, and BS and TF both have 60% chances for the same.
The real problem with Barrage, IMO, is not the recharge time, but the animation, and the fact that it's the tier 1. If neither of these change, Barrage is going to continue to be a problem for Tankers - because they have to take it, and because it will either be the worst DPA in the set or way too slow for a tier 1 attack. Brutes and Stalkers dodge that bullet.*
That said, EM does have some decent attacks. EP, BS, and WH are not timewasters.** EP has good DPA, BS has standard DPA and a 60% stun chance, and WH may be one of the weaker PBAoEs but it's still multitarget damage on a tank, which is always a win.
* Then again, /Elec brutes and stalkers get Energize at 28. So yeah, no sympathy.
** I'm a little annoyed that this needs to be said more than once. The numbers are there for everyone to see, and yet this canard gets trotted out any time anyone asks about EM. Never mind that EP = Stone Fists and BS = Haymaker/Pulverize... -
Okay, okay, I'll run some numbers.
I do need to ask one question first, though: does Nova form alter the base ranged damage mod, and if so, to what value? -
I was expecting a review of this game.
In that respect, I was disappointed.
Otherwise, nice review! I may see if my local library has this. -
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Quote:It seems you have more axes to grind than the loading issue. I won't bother to argue with your contention that the foes are ridiculously powerful except to say that their statistical superiority is, as you note, to compensate for their idiocy - which means that it doesn't reflect well on you that you can't seem to out-think them.*I tried several times. The first time, I had a full complement of pets out. The second time I had PFF turned on. Both times I was dead before I had anything on my screen to look at. It's bad design.
As are the ridiculously powerful foes. This is what I refer to when I speak of foes being more powerful than we are. They typically do many times more damage and have many, many times more health. I'm not even referring only to AVs and EBs. There are many Bosses and Lts. that do far more damage than some characters. It's lazy, bad design. They can't make a foe challenging by virtue of a good scenario, balanced powers and cunning AI, so they just make a big stack of overpoweredness and call it a day.
Here are some potential solutions to your immediate problem.
- Lower your difficulty. It would take a *lot* of spawns of -1/x0 enemies to chew through PFF.
- Reset the mission, returning the aggroed enemies to their spawn points.
- Don't summon pets before entering, as they may be aggroing enemies before you load, and they don't seem to be able to handle it.
- Purchase a stealth temp power and activate it before entering.
- If your load is less than a minute long, use several orange or purple inspirations.
If the map were actually set up so that it is not possible to enter without automatically aggroing multiple spawns, that would be a bug or design issue. Having run that map several times, the latest quite recently, I'm pretty sure this is not the case.
* Of course I would prefer encounters with a good scenario, balanced powers, and cunning AI. The problem is that not only are those more difficult to create than you seem to think, and not only would their creation take away developer time from the many other things required to create a sellable game, but I'm not even sure you'd actually like that. If enemies weren't so dumb as to have manageable aggro, herdable pathing behavior, limited perception, and random use of their powers, and instead prowled around maps looking for enemies, called for backup, applied focused fire to support characters from ambush positions... well, it'd be an interesting game, to be sure, but a very different one, and one in which I doubt you'd feel anything close to super-powerful. -
In the particular mission you are discussing, there are many groups of enemies surrounding the entrance. However, they are all slightly outside of aggro range.
There is a problem with entrances like the one to that mission, though. As people enter, they appear in the same spot. The game has some automatic routines to spread out entities that are right on top of each other, but these routines have a bug where two entities can both be shifted in the same direction repeatedly, so that they slide in one direction instead of separating. With a long load and a lot of bad luck, I can see this effect leading to the player characters sliding into aggro range.
On the bright side, MM pets now zone with them - so if you are having problems of this sort, one workaround would be to play or team up with a MM. Their pets are usually capable of taking on at least a few enemies without supervision. -
Quote:I stand corrected. I just remember Zippyist's Golem and Tornado doing this a lot.It's Spacey's Fire Imps, which are all called Bruce (just to keep it clear).
But yes, whenever a pet attracts additional aggro, it is customary to call out "BRUUUUUUCE!" in OOC.
I'm still trying to make "we investigated the *crap* out of them" into a running meme.
I also forgot about Plan A. Plan A: Hit it until it stops moving! -
Quote:Defenders generally have a ranged attack chain. Claws scrappers cry if they can't reach out and Follow Up someone.What about the old "Take flight, fly over them, and make it knockdown" solution we always tell Defenders to use?
Which is not to say that I support the OP. You can take my Shockwave KB when you pry it from my cold dead hands. -
Dark Blast is a nice blast set with good AoE and a nice secondary effect. I have no reason to believe that it isn't fine as is. But, if the developers ever feel that Dark Blast needs a favor, I have one in mind.
Change Life Drain's damage from 1 DS to 1.96 DS.
Why? Siphon Life, the melee cousin to Life Drain, was recently changed to 1.96 DS. Life Drain has a higher recharge time and end cost and heals the same amount, but on the other hand it is ranged, and in a set that offers good AoE damage rather than practically none. Under these circumstances, 1.96 DS seems like the most obvious compromise value. In addition, a 1.96 DS Life Drain would give Dark Blast a third strong non-snipe ST attack. That would be pretty nice.
Again, this doesn't need to happen for Dark Blast to be a functional set. But if the devs felt like doing Dark Blast a favor, this is the favor I'd like. -
I approve of the above message.
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Quote:All Life.Name: A.L. Assassin
Gender: Female
Origin: Technology
Class: Stalker
Primary: Claws
Secondary: Super Reflexes
Pools: SS
Appearance: Shoulder-Length black hair. Black Suit, Formal. Black Pants, Formal. Black Shoes, Sort of formal for a while there but it got really annoying to wear High-Heels while running so now it's just normalish Black Shoes. Strange augmentations on her hands.
Though rumors abound, it's not entirely certain what induced the woman known as the All Life Assassin to throw away her humanity to become the perfect killing machine. Some say she is the result of a secret Vanguard program for the next generation supersoldier; others call her an intelligence agency project gone rogue. What is known is that her augmentations don't stop at the concealed ceramic blades in her arms. Radical neurosurgery has sped up her perception and reaction times to millionths of a second, giving her eons of perceived time to assess and analyze combat situations. The most fearsome augmentation, and the one that gives her her name, is the dedicated stress analysis computer that nestles against her brainstem. Its sophisticated algorithms allow it to sense and highlight the key weak points of any structure or organism. And with its help, the All Life Assassin can kill or destroy anything.
It's just unfortunate that the procedure also methodically stripped her of anything resembling a conscience. -
Among the folks I play with, "Bruce" as a verb means pet aggro, after a particularly excitable Stone Golem. And "pulling with R" means forgetting to hit enter before starting to type a message, hitting the R key, and autorunning into the next spawn. "Facepulling" is doing much the same thing, only on purpose, particularly with a non-armored AT.
I play with some interesting people. -
As long as your Domination bar is above 90% and the Domination power is recharged, Domination can be activated. If the bar then drops below 90% due to decay, you will not be able to activate Domination until it gets back above 90%.