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I never said no one posted test results in this thread. I never said many people before didn't post test results in other threads. I know this has been a problem for a long time, and many people have already tested and tried their best to get results. Obviously it's not an issue that has garnered any concern from the devs upto this point.
What I'm hoping for is this reply from Statesman is indicating a willingness to look into the problem. Could I be wrong? Sure. I hope I'm not though. The thing is, if it is our opportunity, then why waste it.
If the Devs tell us they don't see the same problem we do, and ask us to elaborate, why is our response 'We already told you before and you didn't care then, we're not gonna tell you again.'
It seems to me like we're shooting ourselves in the foot.
Since Stateman's response, not one person (including myself) has posted any type of information that would enable to developers to see the bugs in the current form of Defiance. The closest people have come is pointing out that they told us it would start kicking in above 40% and I don't think it currently does (Heck, I'm not even sure the accuracy bonus is really there either).
I'm not saying you guys don't have valid points about how bad defiance is. I'm saying if you want it "fixed" at all, then instead of complaining about it, post some specific tests showing its bugs.
Edit: Missed your post Greymist, good constructive comments. That's what happens when you have a meeting in the middle of a reply.
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Forget the Defiance bar and look at the numbers. Both Blueeyed's test and my test show Defiance kicking in well before 50% health. The question is whether it is kicking in when it is supposed to for the amount it is supposed to. We don't know. The problem as I see it is as follows: We have only a general idea of how the power works. Less health=greater damage. If I don't know what a power is supposed to do how do I tell if there is a problem? Unless we get specifics from the dev team we are all guessing. -
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I thought Posi already posted somewhere that fall damage doesn't "count", so Defiance wouldn't have kicked-in for the scenario described by the OP. Defiance only works when the damage you've taken comes from actual combat, not from falling to 1 HP -- I believe Posi said he did that on purpose to address a potential Defiance exploit?
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Blueeyed used falling damage ("Jingle Jet 'accidents'") in his test and got increased damage.
My tests were done on Test and used a lvl 50 Blaster and some RAM Series I robots. Blaster HP=1325.2 with the Freedom Phalanx Reserve Member accolade. Base HP=1204.8. Charged Bolts unslotted damage before Issue 5=55.60. Charged Bolts unslotted damage now=55.91.
With indicated HP=800.3 damage=60.19
With indicated HP=695.2 damage=63.59
With indicated HP=691.9 damage=63.59
With indicated HP=586.8 damage=69.50
With indicated HP=583.4 damage=69.50
With indicated HP=412.1 damage=89.83
I'll let you calculate yourself if you feel the desire. Results are similar th the results Blueeyed got. -
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Why disqualify Electric?
[/ QUOTE ] I hear they do sucky damage
When I team with them, I can't say they are as impressive as Fire or Ice. Plus, when I see them zap mobs, I always get the feeling they are just tickling them.
But if you want to enter you Electric in the Blaster v Scrapper Olympics...I'll let your zaps do the talking.
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I have no interest in playing I do more damage than you games with anyone. I just had a hilarious (to me anyway) image of a cartoon orator at a podium pounding one fist into his his other hand for emphasis. "It is blatantly obvious blasters do more damage than scrappers!" /aside "But not Electric, they suck." -
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Moreover, I cannot see how you could reduce blaster power to the point where most couldn't solo their missions,
[/ QUOTE ] Damage output and ability to a solo a mission are only correlated, they aren't directly related. You're taking a position that is invalid and arguing against it. First, some misisons require you to click two glowies at the same time so you can't solo them can you? Second, I'd be surprised to find that a decent blaster build with inspirations cannot defeat all mobs on a heroic mission by lvl 18 or higher. Third, what we are really talking about is beating missions on Invinc, and the reason why blasters can't do that is mez protection and hp's. Those two things alone would allow blasters to solo on Invinc.
Fourth, who wants to reduce blaster power? Your statement irresponsibly suggests that I am advocating some reduction in blaster power so they can't solo. Gross inaccuracy. This is about the role of blasters in CoH. They are not intended to be the soloist that Scrappers are and I am not in favor of changes that erode that disintinction.
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but the problem is that its not *blatantly so* which makes it impossible for blasters to fulfill one of our original "roles"
[/ QUOTE ] So is a question of perspective isn't it? It is blatantly obvious blasters do more damage than scrappers. The problem is that the difference is less as the levels go higher. Blasters are used to SUCH a gap at low level, that the gap at high level is harder to perceive. Go fight 10 whites with a lvl 35 scrappers and blaster while a controller has them all on lock down and tell me which AT kills them faster (don't use Electric blaster). Blaster AoE with Build Up and Aim do FAR FAR FAR more damage than scrappers to more people. Without crits, my blaster can kill bosses faster than most scrappers.
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Why disqualify Electric? -
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Here's how you can tell blasters are generally useless. Try to think of a single team, a single situation, a single time in game where a team trying to decided between two potential teammates would say "No, lets not take the scrapper, let's take the blaster!"
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An AV with a heavy PBAoE attack.
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I counter with asking which AV? So far, my Regen hasn't had too much trouble with the straight damage of any AVs, let alone a of shoot AoE. And I'm generally smart enough to back of a second before Nightstar or Anti-Matter nukes.
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No idea. Nosferatu maybe. He just asked for a situation where a Blaster would be better and that's all I could come up with. Aside from herding. -
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Here's how you can tell blasters are generally useless. Try to think of a single team, a single situation, a single time in game where a team trying to decided between two potential teammates would say "No, lets not take the scrapper, let's take the blaster!"
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An AV with a heavy PBAoE attack. -
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hehe... a little excited there? to answer your question, well... my regen gets a little concerned in melee. rather often. before you laugh, I don't have a cookie-cutter tough/weave build. and if anyone suggests that might be the reason, then might that also be the reason your blaster doesn't die? mine has tough, stealth (since stealth provides ... well, stealth ... and a higher defense than weave to blasters), cj and acrobatics and is *rarely* in debt, why doesn't the other blaster that complains about debt? so, to answer your question, non-invuln non-cookie-cutter scraps still face risk. depending on the team make-up, my scrap will face far more risk than my blaster. the reason is simple. I pick my targets and kill what I pick. (btw, your invuln is quite simply *very* powerful once invincibility gets tossed in the mix).
certain powers are better suited for melee toons. certain powers are better suited for ranged. healing aura from emps and rads is better for ranged so the def doesn't have to run into the group & get ae'd. same with dark def heal. siphon power is better for the ranged, assuming the kin avoids the melee also. isn't the fs buff also centered on the kin?
the ae argument is still valid. energy has 2 ae's, one with a higher brawl index than the standard 8' radius scrap ae and one with a lower. these are both much larger areas than the scrap ae. not as heavy as fire, but it's there. energy also has knockback and is probably the most solo-friendly set.
elec & ice are both hybrids. elec still has one ae with a higher brawl index than the scrap ae & larger radius. elec also has a hold, a pet, and a severe end drain ... a power which I've had elec blasters tell me lets them solo anchored missions with easy. ice is lower damage but has control. (psst... that means don't play this set if you just want to do damage damage damage).
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OK, Voltaic Sentinel is not a pet. I wish it was. I would say that Electric is a poor set for AoE unless you're using Thunderous Blast. Short Circuit is not usually slotted for damage and it's PBAoE. Both it and Ball Lightning are DoT. Also, if you think Ice is low damage, I'd suggest doing some research before facing one in the Arena. -
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My blaster can already do 3k damage on one attack and that's only 4 HO's in it.
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OK, I'll bite. And remember, this is for posterity.
What power at what level?
Against what villains at what level?
With what buffs/debuffs running on you and said villains?
Single target or cumulative AoE damage?
I await your reply.