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Quote:Thats a playstyle that can be equally executed by either AT.If you answer A, then you may prefer a tank, definitely take taunt if you play a brute.
If you answer B, then you may prefer a brute, do NOT play a stone tank.
*Not legally responsible for any deaths that result from this test or any additional test that the user ever takes -
Quote:That approach gets you an actual boost of 13% more damage, the brute now would be 34.2% ahead.But let's say that your goal is to just build for more offensive punch, and you only go with sets that give you a +DMG set bonus. Then it's easy to see exactly how many you could fit in in a given build without going over the rule of five. Let's say that you somehow fit in 3 2% damage bonuses, and 5 3% damage bonuses. That's 25% more damage, cutting the difference in killing speed in half, theoretically.
Quote:Or you could go with Recharge, especially if you're an AoE-heavy set, allowing you to waste minions much faster. You could probably get 50% more recharge easily. Does that equate to 50% higher kill speeds? Not necessarily, and it will vary greatly depending on the set in question (unless it allows for a 50% increase in damage over your old attack chain, it won't have a 50% increase, but if it allows you to drop weaker attacks out of an attack chain, you may notice a greater than 50% increase).
Quote:So really, it's a shot in the dark, and will vary depending on the exact build in question.
Quote:It also depends on the goals of the user, the amount of set bonuses out there at any given time, and a number of other factors. So it's not so easy to do.
BTW, I do would argue tankers deserve more damage only so they are more desirable fillers in teams and to make up for the fact a brute may be a better tank option in nearly every situation.
What I don't think is that tankers should match brute damage. My magic number is 85% -
Sometimes arguing with someone can be productive, even if there is no chance at winning the "argument" if only so other expectations get to read some logical thought and realize somebody is full of it.
However, sometimes, it's so obvious to everyone that individual is just full of helium that the best approach is to entirely ignore them [and add them to ignore list] and not fuel their lazy rants. -
This is one of many reasons why bringing IOs into these discussions is fruitless (well unless you are willing to go all the way and analyzie the extreme complexity.)
If you bring capped SL via IO, you have to account for the cost on each AT to ge tthere.
If you bring that the saved cost on one AT can be invested on damage, you also have to go ahead and show exactly what bonuses you can get that will make a difference.
But lets attempt to entertain the idea slightly: the best approach to boost damage is more recharge. This will bring Rage to longer windows of double-stacking, but also increases the uptime of Rage's -DMG crash.
I am not going to spend the time doing this but you guys (since you are the ones bringing IOs) can create some builds that soft cap def and then use the saved effort the tanker version uses to boost recharge and damage.
Lets go back a minute to pure base. At 60% fury (and a brute soloing and facing heavy spawns like this will be way over that) is at an average of 2.36 base damage. A tanker will be at 1.56. That's about 50% damage advantage for the brute. This means in the time a brute takes 3 spawns, the tanker takes 2. In the time the brute takes 15, the tanker only done 10, etc etc.
So, how can we boost this so that the tanker with the same sets can catch up with the brute? -
There is a significant camp of people that will always insist regen of any kind is never going to keep you alive.
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Quote:For balancing purposes: no.Forgive my ignorance if this is a silly statement, but IMO it shouldn't matter what the outside source's healing capability is. We know that it refilled the character to full, so whether they are capable of healing 100HP or 1000 I don't think matters at that moment in time. You may not even have a guarantee that the heal will happen again, or it could be an unreliable splash heal, like from a Kinetics user.
The question I have is, when the external heal restores the target to full, does this mean the system has been "reset"?
If you just playing, sure you can see it that way.
The thing is, if you want to see how well an Invuln would do with a third party that can heal him for 100% every 2 minutes, then you need to just add that to the formula. If you are not sure if the heal will ever return, then you consider that a one time heal and average it over the course of the simulation.
But again, if you just playing, you can consider it "reset", but even then its a very limited way. No matter how much you are healed for, the fight was not reset, unless you also go about healing to full and resurrecting any hurt enemies. It is just an event going on inside an ongoing battle.
Also, as Garent states, there are other variables. If, during the fight, the tanker had to use Dull Pain, healing you to full will not reset the timer on Dull Pain. It still is recharging as part of the ongoing fight. -
That is usually an entirely separate discussion, but the proper way to quantify that would be to measure the healing capabilities of the third party and add them to the survivability of the set you are evaluating.
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Quote:... Are you saying you made up your extremely long SR nerf list?In particular, a lot of people seem to remember more nerfing for their favorite powersets than has actually occurred.
BTW... didnt the last patch break Accuracy again, for the billionth consecutive time since game launch? (However did THOSE threads stop coming up?) -
Quote:K just wanted to double check. My first attempt (the one that Castle copied when he implemented Willpower) compressed healing in time but never showed Invuln (or ice, or stone, or regen) outside dull pain.Averaged over time, not compressed into the window. Otherwise I would have to bifurcate my spreadsheet into "Invuln with DP heal" and "Invuln without DP heal" and its already insane.
In fact I'm considering writing a program to literally recreate the spreadsheet every time I change something, just because it would be easier than actually editing the spreadsheet itself.
Sooo.... well... that at 45 seconds made willpower actually look sane... That may fill in a few blanks there.
Edit:
The goal of my version then was not to pick a specific timer, though, but to draw a graph based on time (1s, 2s, etc) to display the zig-zaggy nature of click heals. -
Arcanaville,
Cant see your chart since you post it on flicker and most photo sharing sites are blocked at my workplace but will look at it once I'm home.
A question about how you are treating heal powers in that chart:
Are you averaging out over eternity, or over the time window?
In other words, for the 60s window, do you consider Dull Pain is healing you in those 60 second's for it's full strenght, or at a heal/recharge * 60? -
Quote:Although what he says is not too "relevant" balance wise, it actually pours some light into a more interesting point: IOs.I do not think it was obvious that is what you meant, but I can see the reasoning. I do not know if I agree that WP is more flush with inspires, but I see what you are saying now. I'll think on it.
You can get a lot of defense from IOs, not so much regeneration. By the set having so much Def buffing room, you can build a Willpower Tanker beast that soft-caps S/L, runs Tough and ends up rivaling the survivability of Granite tankers.
Quote:Are you saying it is wrong that some enemy types make you lower your difficulty while others do not?
The last mission in DA (if you done it) is sort of fixed at x8 almost all the way through. I need to eat candy a lot and go to the hospital a few times during that one (cant even tank for my NPC allies without insps.) -
Quote:Thats the topic of the thread. The Willpower in that video, that out-survived Invuln, was a scrapper.are we still talking about an Invuln Tank versus a WP Scrapper? If so, then that's not a definitive statement on the relative strength of the two power sets.
Quote:The point isn't that Invuln is necessarily worse than WP at short-term survivability (even against non-SL opponents); you can always construct a scenario for which Invuln will be better, numerically, than WP. The point is that the burst-damage-survivability difference may not be big enough to matter in practice, because it isn't axiomatically true that sets featuring regeneration are crappy in short-term scenarios.
Burst survivability is part of the tanking schema, but it's not everything. Sustainability is also an important piece. -
Quote:He is right, in a 20 second window, Invuln will stay standing if the challenge is designed precisely to kill Willpower Scrappers in 20 seconds. What kills a Willpower Scrapper in 20 seconds may take 36 seconds to kill an Invuln, thats without using Dull Pain (and if you talk about spawn to spawn tanking, given dull pain cant be perma without insane recharge, you cant expect it to always be available to do the job.)Again, the above-quote paragraph may be true, but even if it is true it has very little to do with regeneration, in principle. I can't take it as given that WP necessarily performs worse in 20-second intervals against non-S/L damage simply because ... regeneration. Over 20 seconds, regeneration isn't irrelevant. I don't intend to accuse you in particular of anything here, but it's worth pointing out (for anyone else who may be reading) that there's an oversimplification implicit in your reasoning (as you've posed it).
Without healing support, though, spawn to spawn is the same as a very very long fight unless you are taking naps in between fights.
But sure, I do grant you: Invuln can take an alpha better than a WP scrapper. I would call the game broken if this was not true.
Quote:The immortality line has its limits in practical application. That is true.
Quote:It's also true that you can easily adapt the immortality-line calculation to fit smaller windows of time. It also may very well be true that Invuln has a sizable advantage against burst damage, but simply citing a cliche ("longer fights favor regeneration") isn't sufficient to prove the point. -
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Quote:I did it with my S/L soft capped (with one foe) Invuln. Tsoo and Knives of Arthemis can kill me, but it takes a LOT. I had to lower difficulty every time I faced Banished Pantheon, CoT and Talons.Interesting. I have run my WP tanker against the DA content and cam eout feeling very strong (need Ageless to shed those debuffs sometimes though). I have not yet tried it on any of my Invulns.
I popped inspirations like crazy during that last mission of the final arc.
Quote:I skipped Tough on my primary Invuln for a long time. I'm an Invuln damnit, I shouldn't need Tough.
We will see how it goes but my prediction:
In very bursty fights, WP will die faster IF Invuln has Dull Pain ready to click.
If dull pain is recharging, Willpower will do better.
Will see how that goes!
Quote:I saw nothing in your video that would demonstrate an issue tanking. You should consider including the herding in your next series. The Invuln survived plenty long to tank for a team. After a rough patch at the beginning of what you show, there was also quite a nice stretch of the invuln being very stable.
Mind you: I used to be on the other side of this argument. I used to say it was acceptable as it is, mainly because SL was literally everywhere. This was before GR launched. Now I have played through GR 1-20 content and Dark Astoria and I'm seeing this is, with every issue, less of a reality. And I didnt come out and say this just now because I had my rear handed to me last week. I started crunching numbers for a few months now, and brainstorming tests that may let me see if my own numbers are flawed.
Quote:Commenting on this again. One luck would make quite a difference for the Invuln in that video who would then almost be defense capped, whereas the WP would still be sub 30%.
Quote:I've been trying to argue that power and slot cost line since the infamous scrapper comparison of 2005(?). But calling Invuln a set with no utilities is not accurate in this day and age. -
Quote:I have a bit of an issue with the term "exotic". There are some enemy groups you can safely face with little else but S/L (at the moment) but there are plenty of foes that can mix things up heavily. Every day we seem to get a few more groups doing it.All of that is scarcely relevant to your test, which only measured each set's stand-alone survivability against a hat-picked exotic damage type. Probably shouldn't have mentioned it.
If you level up villain side, you will also see a lot more fire and cold than blue side. -
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Quote:Based purely off numbers (and something I'll try to test tonight)While the test was done with SOs -- I think WP is more capable than Invuln once you get to the IO Sets and once again that's just what I think and have experienced.
Willpower is better against S/L without pools, and pure SOs.
Invuln is WAY better against S/L with Poools, and pure SOs.
Willpower becomes so much better with Pools and IOs (S/L softcapped) that he challenges Granite. -
Thanks.
Quote:Don't understand this point. The idea was to track sustainable survivability. Regeneration is only part of that equation, neither favoring the Invuln nor the WP in principle. The reason the Invuln loses in Starsman's test is not that WP has higher regeneration per se; the reason Invuln loses is that the combination of Invuln's regeneration, resistance, and defense amounts to less than the WP's combination of the same traits.
10 HP/sec + 90% resistance = 100 HP/sec, to use an oversimplified example.
Quote:It is a contrived scenario. Frankly I think fire damage is very nearly irrelevant in CoH PvE; certainly I've never believed (as seemingly most of the Tanker forum does) that Invuln Tankers should build to soft-cap F/C DEF (with one foe in range of Invincibility). Given the distribution of attacks you're likely to face (and the attendant effects that are packaged with those attacks), Psionic attackers are a far bigger threat. Energy/Negative attackers too.
1) Was easier to find critters in the wild that had heavy fire
2) Cold was also easy but debuffs Dull Pain recharge (may be meaningless, didnt have time to use it twice anyways.)
3) I did not want to create AE enemies because I would be accused even further of "fakeness".
4) AE enemies are also usually way stronger than the regular critters
5) Both sets (WP and Invuln) have identical mitigation against Fire, Cold, Energy and Negative. So testing one is almost the same as testing all (you may make the case that Cold survivability should be either stronger in sets with clicks or come with equally strong -Recharge resistance)
Quote:Then again, WP theoretically has more leeway to supplement its defenses (offset debuffs) with Luck inspirations. Quick Recovery appears to be the tie breaker in the comparison. -
Quote:A tanker to tanker vid is coming and I think will be very interesting. But I would not have declared him un-killable, I would just have upped the challenge until he was killable and then push the Invuln through the same challenge. Thats coming once I pit no-pool Invuln Tanker against No pool willpower Tamker vs. Smashing damage.So you honestly think Invuln needs to be buffed?
The video was fun, but after watching it I saw a lot of advantage for the Invuln. Oh sure, standing around doing nothing lets the high regen of WP work well and of course works against the much lower regen Invuln has. But that is a non-real scenario. Too bad you didn't use a WP tanker, you likely would have had to stop at some point and declare him unkillable.
The only fake aspect of this test is that there are no fire only groups out there. But today, Invuln can be eaten alive by the new banished pantheon due to its near complete lack of smash/lethal.
Do I think Invuln needs buffing? Hard to say. There are some issues in play. My next video will explain better but Invuln on its own is not that strong against Smashing/Lethal. The thing is, Invuln can take the best advantage out of Tough. It's not Invuln that's too strong, its Tough.
That gets compounded with too much content being Smash/Lethal heavy, but thats a content issue that may be changing (Pretoria is rather well mixed in damage types, and so is the new Dark Astoria.) Have to see how far they take this in the future. But thats a reason to ponder if Invuln "deserves a buff".
Big question: Invuln tanks are meant to tank. How are they meant to do so with so low elemental/energy performance?
Quote:High regen is very good in a mission environment in order to facilitate moving from spawn to spawn quickly, but even there Willpower has a strong limiter, as its regen rate isn't nearly so high most of the time since it needs to be powered by enemies.
Quote:The Invuln was missed a great deal more. Although there was also likely a fair amount of lethal (and maybe some smashing) damage as well, which should favor the Invuln. A shame you didn't show the sm/le stats and the damage taken log (maybe the to-hit log as well).
Fire Sword (37.8% Lethal and used very often not counting the bonus Fire DoT)
Char (no damage)
Fire Ball (22% Smashing not counting the bonus Fire DoT)
Consume (bit of fire damage)
Flares (pure fire damage)
In retrospect: I wish the test had been even more pure Fire damage. This actually means Invuln would have performed even worse against a real pure fire test.
Quote:It might be interesting to see how both fare against higher than +1s as well.
Quote:Just because a non-real scenario can be constructed in such a way as to emphasize Willpower's advantages over Invuln does not mean that Invuln's only real advantage is its capability to take extreme advantage of a pool power: Tough.
Quote:I also do not think I'd describe Invuln tankers as having scrapper level performance against non-Sm/Le damage and I certainly do not think your video demonstrates that in any way.
Quote:I miss my 66% resistance to Fire/Cold/Nrg/Neg too (on my scrapper). I use Unstoppable when I want that again. I do not think it is likely Invuln will be buffed, but I am interested in hearing more of your thoughts on it.
If I had full control of the game, there is two things I would do: one, Tough would be heavily "altered". It would provide minimal S/L resistance and make up for it with granting an HP bonus. For most people this would be a buff, for all but Invuln.
Then I would review every single enemy group and make sure every group has a significant amount of elemental or energy damage.
At this point, Invuln would be tweakable in a fair way.
This, though, is likely too much work. Wont stop me from making this case. -
Quote:Given today's mechanics, I think if Invuln was designed today it would use very fast refreshing Absorption instead if Def in Invincibility.I covered this in my Elusivity article, but it kind of depends on the intent of the defense powers. Some defense powers seem to be designed to be stable, independent of critter action. SR defenses, for example. On the other hand, its unclear if that's categorically extensible to all other primary and secondary defenses. For example, its entirely possible that the (correct) intent of invincibility is to be more "piercable" than SR defenses. And then you have FF, where an analysis of stacking suggests that Dispersion Bubble should probably be +Elu and Deflection and Insulation shield should probably be +Def.
If damage thresholds existed in the game that would be ideal for the set's apparent intention, but I think Absorption would offer a similar yet easier to pierce mechanic than Damage Threshold would.
Problem is, every set that was designed with that same mentality may be better served with fast pulsing Abs, but this would even if numeric balance was struck properly it would be the equivalent of riding a bulldozer at 100 MPH over that cottage rule.
+Elu can, in many aspects, leave the cottage rule intact.
But I agree with you, it's not as simple as I stated. FF for one is a set that perhaps would work even better if SR and Invuln used +Elu, as suddenly the defense granted by FF would be more useful, but at the same time giving at least one power in FF Elu may also fix or alleviate some of the issues.
Quote:The problem with PvP is that the devs attempted to use Elu as a magic wand, and it absolutely doesn't work in the way they tried to make it work, as a "close enough" magic wand application. However, I could not convince the devs to use it as its design intended.
Diminishing healing was horribly done.
DPS normalization made no sense at all in PvP. If anything, PvP as it stands in this game (due to movement powers) should never have damage normalization, hard hitting attacks should recharge slow, no matter the cast time.
Finally Elu... as you say, it was just used as a magic wand, and apparently without understanding it well to booth. Too much Elu and tohit would not pierce armor and people whine that they are not hitting at all in PvP. Too little and you do nothing. Elu may had help alleviate extreme ToHit piercing in PvP, but the problems with PvP in this game is mainly one of travel powers. I don't think PvP will ever work well in this game.
Well... I have that permanent damage idea thing that everyone would hate... -
Quote:I still wish all primary/secondary sets that grant defense were simply swapped to grant Elusivety.Its ironic that the best way I can see to adjust for the proliferation of defense bonuses in a way that makes defense sets more balanced in performance across higher end builds is to slowly escalate critter defense debuffing.
Praetorian tohit, by comparison, is the worst possible way to do that in the general case.
At that point, all defense can safely be pierced and negated with tohit without unfairly hurting sets that solely or heavily depend on evasion.
Unfortunately, due to the horrible way it was implemented in PvP, it's deployment was, from my understanding, extremely disappointing. Now they fear even looking at the stat. -
Quote:It's been poping up regularly in the Bio thread in test (yes that thread has been all over the place.)I have never heard it, ever, that I can remember, and I've been active in a LOT of "Compare WP to INV" threads.
What I have heard (and said myself) is that they are roughly comparable overall (not specifically vs any subset of damage) and that I give a slight edge to invulnerability in some situations (very heavy alpha strikes and defense debuffs).
The video shows the difference is rather drastic, though.
We are not talking about one damge type, though, but 6 out of 8. -
Quote:If you get this way: it makes no sense your shield will protect you from attacks that come from your back.Marvel's competition has a Shield Throw power.
Edit: Also, it wouldn't make sense to have the defense buffs when you have no shield in hand to deflect things. -
Edit: darn i wish I was able to rename my threads!!! I meant "Invuln Vs Willpower: Energies/Elements"
I hear the statement often: Willpower is nowhere near as strong as Invuln. This comment seems to be stated as universal truth. It is true bout Smash and Lethal. But I was very curious about the rest.
After looking at some data, I figured a real test was in order. I ran a "contest" between Willpower and Invuln, both facing pure a pure fire damage encounter.
Here is the video of the challenge in question. It lasts 8 minutes.
You can see and decide for yourself if this is a valid test.
Any questions or doubts about any aspect of the test will be appreciating it, I'll try to comment on anything. You can skip through the video to the result points (don't remember the times to jump to right now and can’t actually view the vid from work) but it may be better to actually see the whole thing through.
Although the test is only using fire, both sets have pretty much identical stats against Fire, Cold, Negative and Energy damage types. Willpower has much better performance than Invuln against Toxic and Psionic.