TwoHeadedBoy

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  1. Quote:
    Originally Posted by Another_Fan View Post
    There were some examples posted to the tanker boards just after bruising got added to tanks.
    lolok. I'd love to see a Tank solo the GM's my Blaster can solo. Without temporary powers, pets, or inspirations. I've seen Tanks boasting about "soloing" GM's with Lore pets. I'm sure lots of Tanks have "soloed" GM's with envenomed daggers. But that really doesn't count.

    Quote:
    So there is a consistent point of comparison. If you need to take the incarnate abilities to accomplish these things its not an accurate comparison to compare to something that isn't
    Sounds like you're just clinging to the past, man. Incarnate powers are an assumed standard for high end builds in the modern game. I routinely build around Agility on very tight, slot consuming builds with rigorous goals. I calculate my potential damage output with the right Interface before I even make a character. If I come up with something that's hurting for recovery, but I like the build, I just plan to take Ageless. Using end game powers for high end builds isn't a bad thing- It's the direction the game is advancing in. The only exception for this is Lore, but that's just a personal thing that I have a problem with. I don't like Lore at all. It just feels cheap to me.
  2. Quote:
    Originally Posted by Another_Fan View Post
    no I said

    I believe you are wrong about the poor brutes/scrappers soloing gms. As things stand tanks can solo GMs and at about the same speed your blaster does.
    The only speed reference that you have is my Blaster vs. whats-his-name, the guy that's ridiculously hard to kill for everyone and extremely resistant to lethal damage. Giant rock fellow on Monster Island. (Arcanaville said those would be the hardest to solo and doubted that I could do it, so that's the one I posted videos of.) Pretty sure no tank is about to stomp him without temps, pets or inspirations. My Blaster did though. I do not think any melee AT could solo him without any outside +dmg, pets or temp powers. And I can earn rewards and PL as fast as they do too. On the same build that stomps monsters they can't stomp without cheating.

    And obviously my Blaster has Incarnate stuff. Are you trying to imply that having Incarnates is a bad thing? Why even mention it? Everyone should have Incarnates at this point.
  3. Quote:
    Originally Posted by Another_Fan View Post
    Didn't think I would need to highlight this



    So you have basically confirmed what my thought was, you are farming customized enemies in the A.E.. That isn't a criticism just an observation about your build and it's capabilities. It is what it is. If you like I can give you a mission that will shred your build
    Farming in and of itself means customized enemies in the AE, lol. I didn't make a specific map for my Blaster, or use a specific map for Blasters at all- I use a standard high rating s/l cave farm.
    Quote:
    Anyway you need to take the soloing 54x8 carnies with a blaster claim up with arcanavile the last time someone made the claim his/her response was derision at the possibility. I have no doubt that a fully incarnated blaster can manage this I just don't see the point of the claim. It is only relevant in regard to the amount of effort it takes to prepare a blaster to do this. When you can build other ATs that do the same things at 1/5th the effort and don't have to take special effort to accomplish these tasks it just points to a problem if both are meant to have similar jobs
    Did you just say "you can't do it" and "it doesn't matter if you can do it" at the same time? Wow, I can understand the need to cover your *** around here, but that's just silly man. And yeah, sure poor people can do the same thing on Brutes- That is, stomp large spawns efficiently. Granted. I have two unpurpled Brutes meant for recreational spawn stomping. But those poor people Brutes can't solo GM's on the same build without pets, temps or inspirations. So it makes sense to me. I can beat the game on one character, and it's a fun and engaging build with an active playstyle. This makes me happy, and it makes it worth the investment.
  4. Quote:
    Originally Posted by Nethergoat View Post
    People who talk big about stuff they don't have a grasp on aggravate me.

    But I'm not angry....or rather I'm "internet angry", which is to actual anger what O'Douls is to Everclear.
    Sorry, I feel like you've only latched on to some impression of what you think I'm saying, disliked the vague idea you formed, and then gone on to assume that I'm uneducated, using the fact that I don't have a high end Dom as the backbone to your POV. It just doesn't seem reasonable to me, shrug.
  5. Quote:
    Originally Posted by Fulmens View Post
    I don't play Dominators either. So this is an actual question.

    In a world [handwave] where survival isn't a problem, is there a Dom build that can compete on regular AOE damage with a three-ranged-AOE build like Fire/Mental? The thing I noticed in my [very level-limited] Blaster/Scrapper comparison was that a Shadow Maul that hit three people was "exceeds expectations", while a ranged cone that hit five was "not trying hard enough." I'm not sure how PBAOE compares to a ranged cone in terms of number of people hit.

    It looks like most Doms have about two significant AOEs in the secondary and maybe one or two sets have a really damaging AOE in the primary?

    I know there are Brutes that have large amounts of high-damage AOE available to them on an every-ten-second basis. I know there are lots of Blasters in a similar situation (/fire, /mental, and //elec all provide that third AOE that seems so handy in eliminating all minions .)

    Doms seem a little short on mass damage, but that's entirely theorycraft on my side. What are the key aspects I'm overlooking?
    Plant is the reason why Doms can claim to compete with Archery's AOE. Not sure why you mentioned Fire since it lags behind Archery... Plant/Psi probably beats Fire/Ment in terms of AOE output. Creepers are beastly, Dom's Psychic Shockwave does more base damage than Blaster's PS, and their immob can be made into a pretty epic attack. The only Dom counter to ROA is Seeds of Confusion and confusion damage is why they can compete with the high end Arch Blaster clearing speeds, imo- Plus there's Sleet like Reppu has mentioned. Plant/Psi could probably beat out Fire/Ment without suffering from a noticeable decrease in reward rates due to confusion, but Archery will beat out Plant in terms of enemies defeated per rewards earned every time imo.

    I haven't tested this personally but I'll be able to soon- I rolled a Plant/Psi this morning and it's currently a little before lvl 30. I just need to get his leveling finished up so I can slot the build out, do trials for a couple of days and start my testing.
  6. Quote:
    Originally Posted by Another_Fan View Post
    What is it you farm with this build exactly ? Far as I can see you need a continuous small luck to maintain a softcap but you you also need a continuously saturated drain psyche to maintain your healing and the only vectors you have good resistance to are smash, lethal and energy. Almost everything that does lethal has def debuff, Smash has lots of stuns and your energy numbers aren't great.

    I could imagine creating something in the AE that would work with this but can't think of anything in the wild.
    Do you seriously not know about s/l cave maps? It's not a build designed for farming, it's designed for everything but also happens to be good at farming. I can ticket farm and PL very efficiently on my Blaster. Keeping one small purple running isn't exactly rocket science, and I don't see why you'd find anything difficult about keeping Drain Psyche saturated on a farm map. "You only have resistance to the three most common damage types" is silly. I actually have about the same s/l/e res as my TW/FA Scrapper on my Blaster. Same defense outside Shadow Meld too. Building res to the most common damage is logical, so I'm not seeing what possible fault you're finding. My Blaster solos 54x8 Malta and Carnies and GM's too- I'm not sure how you could possibly find a build that softcaps everything with a small purple and has resistance to the 3 prevalent damage types to be in any way lacking. Especially when it has rain of arrows and the ability to regenerate over 100 hp/s.
  7. Quote:
    Originally Posted by Nethergoat View Post
    Given your carrying on in this thread you have a hugely inflated & largely unjustified belief in your own grasp of "how things work".

    I don't need a deep mathematical grasp of the issues because I've played both the ATs in question. In this case common sense & experience trumps fancy book learnin'.

    It's irrelevant to the question at hand.
    You know that blaster intimately- great.
    You know next to nothing about the thing you're comparing it to, which your comments on the topic make clear.

    And I'm the president of Uruguay.
    No really, I am.

    Which isn't to say you *don't* do these things, but at this point we're both presenting exactly the same amount of proof. =P

    And in any case, it says absolutely nothing about the merits of blasters in general compared with dominators in general.
    I don't understand what you are so angry about. Because I think that Blasters have higher max damage potential than Dominators do? This hasn't been proven in either direction, and everyone's initial calcs are showing the same as mine- That it's close. Or are you angry with me because I believe that high end /Mental Blasters can be as survivable as Dominators for all practical purposes? Please let me know what exactly I've said or done to upset you. I feel like you're misconstruing my argument that Blasters can achieve comparable and slightly better results for me saying that Dominators are irrevocably bad or worthless. I know they're not, so I don't see why you're so mad. Even Reppu isn't mad at me anymore, I don't think. And Reppu is always mad at me.
  8. Quote:
    Originally Posted by Reppu View Post
    Your only other alternative is Fire Mastery, which gives Rain of Fire and Fireball. Do these add up to Sleet? Maybe.

    You're trading the +Res for the +Def and +Max HP that Ice Mastery gives. Ontop of the protection granted by the Control. Do I think it's enough?

    Very yes. While I do love +Resistance, I do know the value of a soft cap over Resistance.

    But if you really want Resistance, Fire Mastery is a viable alternative.
    Well the thing about if you choose a resistance shield, you can still have softcapped defense through set bonuses. If you really think than an s/l softcap and control is enough on its own though, I'll take your word for it when I'm working on this build.
  9. TwoHeadedBoy

    Ig-mt

    Quote:
    Originally Posted by RaikenX View Post
    <secretly switches THB's coffee with decaf>

    ...


    ...Not much I can do about the tin foil hat, though.
    Who said you could touch my coffee? I saw you do that. And get your hands away from my hat.


    Quote:
    Originally Posted by _Tacitala_ View Post
    I already had set the time of birth of my main character. I was kinda tossing around the idea of having a birthday party for her.

    I was a sad and lonely child growing up.
    Aww, I'm sorry. It's ok though, I found you a friend.

  10. Quote:
    Originally Posted by StratoNexus View Post
    I see a lot of irony here. If the game isn't hard to understand, how could you fail to comprehend that dominators are a damage AT? It had to be proven to you?
    Their primary is control, and I don't believe that their damage output can compete with high end damage output. They have Controller primaries, are Controllers a damage AT? They have Blaster secondaries, and Blaster secondaries are not the reason why Blasters do a lot of damage. So, shrug. They were clearly implemented in a way that gives them way more firepower than they deserve, but the concept behind them all but flat-out states "not very good at anything."
    Quote:
    Did you ever upload those Malta or Carnie videos where you are running a mission at 54 x 8? I have trouble with them and Arachnos and would love to watch it.
    I'm still working on upgrading my crappy computer- Whenever I've tried to record anything x8 my FPS has dropped to an unplayable state, even with my particle count like halfway down, unfortunately.
  11. TwoHeadedBoy

    Extra Power Tray

    I never click my powers- I use the numers at the top of my keyboard, and a lot of the time, I use the default alt+number and ctrl+number to control the top couple of trays. The only things I'll click are travel powers, inspiration macros and obviously extra stuff like Megalomaniac. I do have binds set up on my PB to switch forms and gototray, and I have a target dead corpse+unchain essence bind on my Warshade. Oh, and I use a bind to target dead allies on my characters with Vengeance. On characters without travel powers, I have binds set up to toggle between Ninja Run and Combat Jumping, and I use the commonplace shift + click for Shadow Step.
  12. Quote:
    Originally Posted by Nethergoat View Post
    I mean it explains your borderline delusional ideas about how blasters compare with doms.



    An old saying applies here- the map is not the territory.

    Playing a dom is vastly different than extrapolating what it would be like from 'looking at the numbers'.
    I understand how they work- I didn't even want Dom's to be a part of this discussion because I didn't consider them a primarily damage dealing AT, but I was proven wrong on that. I'm not sure how complicated this game is for you, but there's really nothing beyond the scope of comprehension once you understand how things work. I'm also not sure if you know what sort of Blaster I play. I'm not drawing parallels to execution, since it's clearly going to be very different per AT, just to end results. I know that Plant can match Archery's AOE output, but that it relies on Seeds of Confusion to do so, which means lower reward rates. How much of an impact that makes is something I look forward to investigating personally. Single target wise, I think there's a chance that the Dom would win because of redraw, but my initial calcs show that they're about even. I'm aware that a control primary with high end survivability built in means that the Dom can theoretically be *more* survivable, with higher potential, but there is really a cap on survivability if you're talking about build performance in the scope of in game scenarios, not theoretical max possible sustainable damage. Basically, if both survive the same situations, it doesn't really matter which "survived better," because alive is alive. My Blaster already solos 54x8 and GM's, so I think he's at the survivability cap anyways.
  13. Quote:
    Originally Posted by Nethergoat View Post
    This explains everything.
    What do you mean? I never claimed otherwise, I have looked at the numbers and seen high end Dominators perform though. I've never said Dominators are bad, just that they don't personally appeal to me. I'm going to give it a shot though, I had more extra inf than expected so I'm going to throw a Plant/Psi together.

    Quote:
    Originally Posted by Reppu View Post
    At least he's honest, but honestly I do suggest you level a Dominator up for yourself and see how they perform. First-hand experience is always going to be better.
    One thing that I am skeptical about is going with Ice Mastery- I always prefer to take resistance APP/PPP's since I can build defense up with set bonuses, but Sleet seems to be a factor in the level of performance you've talked about. Do you feel like the control primary is enough to make up for having no resistance (aside from possibly tough?)

    As for leveling up, I don't enjoy playing before 50 and I don't have the time anyways. I neglect my main projects as it is, haha. I prefer to just get PL'd on alts I'm curious about and take it from there. Performance below level 50 just isn't something I'm interested in, shrug.
  14. Quote:
    Originally Posted by StratoNexus View Post
    Her hourly rates for producing such an analysis seem to be higher than you are willing to pay.

    What you are asking for is not easy to do. If you want it done, try your own hand at it. If not, badgering another player to produce such a thing in their own time to try to prove or disprove your assertion that is only applicable in the smallest and often most dismissible set of cases seems out of line.
    I wasn't attempt to badger, just making a request. "I'm too busy" or "I don't feel like it" is a perfectly viable answer, haha. She already said she could do some math to fit a damage output metric into her survivability metric, so *shrug.* I didn't think adding Dom's to the mix would break anything any more. I would be more than willing to perform my own tests but1.) I don't have a Dominator, 2.) People trust Arcana a lot more than me, and 3.) I'm not as good at math anyways.


    I do have some extra inf, I can roll up a Plant/Psiand pay for it to be PLed within the next few days, but it's going to take me about an extra week to make a build for it.
  15. Quote:
    Originally Posted by Arcanaville View Post
    The problem is that that is impossible to do fairly. What's the equivalent to a Fire/Psi Dominator. Fire/Mental Blaster? One is going to have imps. So you can't just do a straight up simple calculation: you have to do an in-depth analysis.

    But if you believe its possible to easily prove Blasters always or generally come out on top, the most logical way to prove it is proof by example. Simply produce a proof that they always do, and you will simultaneously prove that such a proof exists. Conversely, if you can't, while that doesn't prove no such proof exists, it does prove its not trivial to produce.
    I don't have the resources to level and build high end Dominators for such purposes, unfortunately. I did do a short experiment with a friend on his high end Plant/Psi- The clearing time matched my Arch/Ment, but that was with Seeds of Confusion, so reward rates were obviously lower. The problem with comparing builds across different players, though, is accounting for user error or player skill- Not that I feel either of these conditions had an impact on the experiment I just mentioned, but I also can't prove that they didn't, so any argument predicated upon it is inherently void. Do you see the problem I'm facing here?
  16. Quote:
    Originally Posted by Arcanaville View Post
    Its easy to prove Dominators beat Blasters in at least some areas. No one has yet proved Blasters beat Dominators *unequivocally* at anything of major consequence. Even if they ultimately do, that still seems to be wrong to me. It shouldn't be that hard to prove Blasters have something they are the best at.
    I think that you are falling victim to your own preconceived notions here, to be honest. I believe you are trying to cover so many grounds with your argument that ultimately all add up to the same thing. If the primary function of both Blasters and Dominators is dealing damage, which is better? I believe that the best way to discuss that is by taking ideal sets on both counts and gauging which has superior damage output. I believe that Blasters would win. Even if we take two examples for each and compare the min/max'd optimal ST sets, and then compare the min/max'd optimal AOE sets. I believe that Blasters will come out on top in both scenarios, sans confusion.

    Yes, Dominators have more inherent tools to survive, but all of those tools are at least somewhat trivialized when it comes to high end play. Clarion provides status protection, and 32.5% defense to all positions does enough to mitigate mez. And yes, sure. Dominators can run Destinies besides Clarion- But so can any Blaster with a proactive nature and a break free macro. You are dealing in such a way that your approach to the analysis is theoretical to a point that it is potentially irrelevant to actual in-game experience.

    I would love it if you could find a way to adjust your reasoning and only consider a certain set of agreed upon high end scenarios. I just don't think that maximum sustainable DPS is the most relevant measure of survivability, and with Incarnates, I don't think status protection is much of an issue. I also don't think that modifiers matter as much when you consider the powers available- Yes, Rain of Arrows and Blaze are both a big deal.
  17. Quote:
    Originally Posted by Reppu View Post
    I disagree. Unless we assume all Blasters are Archery (IE: Rain of Arrows), Dominators are more than likley going Fire or Ice Mastery. If they don't, fair enough.

    I would say Dominators can easily rival most Non-Archery (and even then Plant Control arguably BEATS Archery. Arguably. We've had this debate before, so not again.) sets in AoE damage as long as they went Fire or Ice Mastery. Single Target I feel is always going to be matched as long as the Dominator can leverage the ATE Proc. Especially if they went either Fire Control or Dark Assault.

    But it's really no surprise Dominators can do the majority of Blaster jobs, better.
    No offense, Reppu- I know we've had our disagreements. I think we've had enough of conjecture and both of our own personal bias about this. I believe it would be most logical to let Arcana run max survival vs. max damage analysis and we could take our disagreements from there. I know you're proficient in napkin math but I just trust her results more, and I think it'd be best to have this conversation on more objective ground.
  18. Quote:
    Originally Posted by Reppu View Post
    Let me revise my statement:

    "If we compare the best Blaster combinations to the best Dominator Combinations, the Blaster does not do anything the Dominator can't do, better or at least on equal ground, or slightly less in terms of damage. Maybe. Arguable. And then there are still things the Dominator can do the blaster cannot do."
    This is what I was asking Arcana to compare as I feel like she would be a great medium for this debate.

    I personally believe that Dominators can only compete with Blasters in terms of damage output (once again, to clarify, I mean an optimally built high end Dom v. high end Blaster) when it comes to both ST and AOE damage, by relying on confusion. The followup statement to that is I believe that confusion damage's rewards will suffer from enough of a decrease that, even if the Dom can compare AOE/ST DPS, the lowered rewards will be enough of a detriment that the Blaster is still earning more.

    I will give the nod to Dom's in survivability for this hypothesis, because I'd be silly not to, but I'd also argue that any gap in survivability is ultimately irrelevant at the high end- I believe that if Arcana is willing to look at 54x8 survivability with attention to killing speed, both will be able to survive, thus cancelling each other out. Damage output would be the only remaining point of contention in terms of primary function, and at that I believe the Blaster wins.
  19. Quote:
    Originally Posted by Arcanaville View Post
    No, I was discussing the qualifications for Dominators to be classified as damage dealers at all, and in that post I'm discussing my discussion on the qualification for Dominators to be classified as damage dealers at all. Which means I am now discussing my discussion about my discussion on the qualifications for Dominators to be classified as damage dealers at all.
    I got that part, but I was inferring your perspective about the Dom/Blaster comparison in hopes of getting some further insight out of you. You've successfully confirmed a point that I wasn't basing any solid argument off of disagreeing with.
  20. Quote:
    Originally Posted by Arcanaville View Post
    Actually, given the fact that Dominators are declared damage dealers by the devs, have comparable damage modifiers, and can choose the best offense from two different powersets without most of the problems blasters do in generating hybrid melee/ranged offense, the burden of proof is on the people who want to claim Dominators *aren't* damage dealers for the purposes of game balance, and given devs statements that declare them to be such the burden of proof is very high.
    I didn't realize they were classified as such- I didn't believe they were but you already established that was the case. It's not a matter of 'burden of proof' at this point- you seemed willing to objectively run some numbers, so I was curious as to what the results would be at the high end.
    Quote:
    Moreover, my own Energy blaster with close to 200% recharge cannot reach the maximum damage potential of the top end Archery Blaster, but I don't think that means I'm not a game-designated damage dealer.
    Personally when I think of high end play and Archetype balance, I feel that the best way to approach it across AT's is by taking the best combination with the best build per AT. Think of it like the playoffs in sports... The best team wins each division and goes on to compete with the others. So, it would be max potential Dom vs. max Blaster vs. max Brute, etc. Obviously the secondary question is how balanced the AT's are internally, and that's a separate issue which I've talked about a bit too.
    Quote:
    In either case, you seem to be jumping between topics. I never said blasters mandatorilly needed to fight in melee.
    No, but for Mental Blasters, Melee play is something that I advocate, hopefully for obvious reasons. Sorry for the confusion.
    Quote:
    I said, in response to your questioning whether dominators are a valid damage dealing class or not, that dominators are explicitly designed to be effective damage dealers in melee and ranged combat, something blasters cannot claim. Which means its a bit nonsensical to question Dominator damage dealer credentials when they are, from a game design and dev position perspective, superior to Blaster credentials.
    Are you arguing versatility vs. functionality? I'm talking about max potential, not versatility- Versatility seems way too subjective of a subject imo because there's really no conceivable way to quantify it. I think the ultimate comparison should be gauged by contribution- Can a Blaster or Dominator deal more damage is the first question. The second question is how much of the rewards will be earned in case of the Dom, and whether Dom's relying on confusion can be so much more efficient that they make up the reward rate gap. The third question is how well the former survives vs. the latter- Obviously, you can't kill stuff if you're dead, so that's important.
    Quote:
    If I say birds are more qualified fliers than primates, one man on a jetpack doesn't contradict that statement.

    If the guy on the jetpack is faster, and we're gauging max potential flying speed, I say the human wins.
  21. TwoHeadedBoy

    Ig-mt

    Aren't you guys listening? This guy is clearly a mole sent by the Dev's to start a riot. If he can get enough of us behind adding in game units of time for supposed "ease of communication," he has established an in-game clock! That means that our characters will begin to age, and so the justification has been established for the 'new feature' of the age debuff, wherein characters' costumes begin to decay, their power activation times increase and their tohit begins to deteriorate!

    This aging mechanic will be presented as an added feature, in the form of realism, but the brand new COUNTER-AGING PILLS developed by some character for SOME LORE REASON will be available in the Paragon Market! Only $20.00.. Err... 1,600 Paragon Points a week! Your character, thanks to the brand new calendar, can now grow old! A player suggestion! This adds a new layer of depth to the game, and the game mechanics will reflect this new lore! All you need to do to stop it from happening is.. Give us more money! A free purple set with every purchase during holiday weekends!

    It's a conspiracy, man.
  22. Quote:
    Originally Posted by Arcanaville View Post
    Dominators are explicitly designated by the devs as damage dealers. That was the explicitly stated justification for the Dominator changes that changes the up and down domination-based damage design to constant always available modifier-based damage design. In fact, Dominators have a higher melee damage modifier than Blasters do (1.05 for Dominators, 1.0 for Blasters).

    And in fact Dominators have a lot in common with Blasters in the broad strokes. First, they have both melee and ranged attacks. Second, they have *two* powersets designed to deliver damage - remember, control sets are Controllers *only* means of offense. Third, they have relatively high damage modifiers: Blasters have 1.125 ranged and 1.0 melee; Dominators have 0.95 ranged and 1.05 melee.

    Beyond that, however, Dominators actually go farther than Blasters in terms of being designed as effective damage dealers in one specific way. The devs have stated categorically in the past that the design reason why melee archetypes have mez protection and defenses is to allow them to fight effectively in melee range. Those are considered design prereqs for fighting effectively in melee range. Blasters don't have those tools intrinsically, so while they are designed to fight in melee range they aren't - by dev decree - designed to be effective at it (skill can overcome that design flaw, thus blappers). Dominators are given mez protection in Domination, and they get high levels of control in lieu of defense. In fact, under domination Dominators have one-shot disable ability on bosses and elite bosses, something even Controllers don't have, much less Blasters in general.

    You can argue the degree to which this affects actual gameplay (I argue it does a great deal) but there's no arguing with the fact that the devs have said being an effective melee damage dealer means having X, Y, and Z, and Blasters have Z (strong melee attacks) and Dominators have all three (mez protection, high damage mitigation, and strong melee attacks - stronger point for point than Blasters).
    I've just never seen or heard of a Dominator competing with a Blaster in terms of damage output outside of leveraging confusion- I've always viewed them as the worst half of a Blaster and the worst half of a Controller paired into one Archetype, but that's clearly just a case of personal bias. Have you run numbers comparing Dominator damage output and survivability to the melee-centric AT's I presumed to be the core (Scrappers, Brutes, Stalkers?) I'd be particularly interested in Dominators' max AOE damage potential, as the only example I've seen of a Dominator competing with Arch/Ment numbers is Plant/Psi and that was leveraging mass confusion, which nerfs reward rates- I don't remember who it was, but a prolific fellow who was posting on the Kheld boards had extensively tested his high end Plant/Psi and pointed out that, at the high end, the Dominator can leverage confusion in order to keep up with high end AOE sets but the reward rates were noticeably lower.

    The question in my mind if we're going to add Dominators into the equation is first and foremost, how does a high end Dom's survivability (going to be tricky as you'll need to find a means of calculating the natural predisposal to mitigation) compare to other damage dealing AT's- Remember, Melee-centric isn't the qualifier here- Damage dealer is; Playing a Blaster in melee should not be mandatory for the majority of sets, I agree, but see my earlier risk v. rewards and higher dividends for higher performance standards statements. I digress though- Do Dom's do comparable damage with reference to the conventional melee AT's, and if so, how much of that damage output is reliant upon confusion, and if enough of it is, how do they compare in term of reward rates?

    Once we establish Dominators' position relatively, we can go back to talking about Blasters. Personally, I do not feel that Dominators can do enough ST or AOE damage to compete with the high end melee dealers and the maximized /Mental Blasters without relying on confusion, but if you can prove me wrong, go for it.
  23. Quote:
    Originally Posted by Arcanaville View Post
    Well, logically the thing to compare mental manipulation blasters to are psionic assault dominators. Dominators have a stronger drain psyche, higher resistance modifier and higher defense modifier. A comparable /psi dominator build to a /mental blaster build should be significantly stronger even factoring in the lower health, and it will have a control set stacked on top of that.
    See I agree with you semantically, but when we consider the primary role of an AT we need to compare Blasters overall to other damage dealers- Doms are not considered a damage centric AT IIRC. In order to properly gauge Blaster performance we need to compare both damage output and survivability to Stalkers, Scrappers and Brutes, otherwise our analysis becomes convoluted.
  24. Quote:
    Originally Posted by Arcanaville View Post


    Ok, I just had to turn you into Sheldon really quick. I hope you understand.

    I would be interested in seeing those hand calculations if you can find the time to do them. I definitely don't want to make your City of Higgs Collider explode.
  25. Quote:
    Originally Posted by Arcanaville View Post
    Based on my current spreadsheet, which I will admit I'm still catching up from I13 on, the closest analog I can find to comparable performance to your mental build would be a hypothetical Ninjitsu ported to Brutes, while under Kuji-in Retsu (Elude), with tough and hasten (for Kuji-in Sha). I get survivability scores of 5.10/4.09/.327/2.81 for Nin vs 5.44/3.93.2.71/2.02 for your build. Those are calculated survivability scores for sustained damage, 180s survival, 60s survival, and 30s survival, normalized to Invuln with SO slotting, tough, weave, CJ, Hasten, and 3 targets in invincibility range (meaning: 5.10 times stronger than an SO Invuln with those pool powers taken and slotted).

    That's assuming you take the numbers of the build as-is, not factoring in reaching the soft cap with luck inspirations. Lucks would improve your build's numbers substantially, but also everyone else's as well.

    If you want more absolute numbers, the spreadsheet says the sustainable smash/lethal damage level of the soft-capped version of the build is about 2200 dps, or about 200 times the damage potential of a level 50 minion (plus or minus, critters have variable offensive output). That sounds like a lot, but its actually a bit less than the average damage of a +4x8 spawn. Which implies that while you might be able to take one out, you couldn't tank one for very long if you didn't open fire on them offensively, even with soft-capped defenses and that level of regeneration.
    Interesting, thanks. I'm wondering how the survivability numbers would compare to similarly budgeted melee characters, and how much of a pain it would be to factor in outgoing damage output when considering the survivability totals. You mention stationary non-offensive Tanking as the assumed scenario which isn't an accurate reflection of how the game is played in practice- Is that because of limitations or an excessive amount of extra work on the part of your analysis?

    Edit: Also, just for fun, I know you've mentioned performance deficiencies between Blasters and other primarily damage AT's. I'd be interested in knowing if you still see that gap comparing a Blaster like this to the mentioned AT's with similar budget, etc. I would personally find it hard to believe that there was still a performance gap- That, to me, at least suggests that for end game purposes (admittedly the only purposes that interest me) the Dev's would do well to leave /Mental alone- Based on what I've seen in your numbers so far it isn't unfairly survivable- And normalize the other secondaries around it.

    Of course during the level up process and on lower end builds there would probably be a much greater disparity between Blasters and other damage dealers, but that's where we already discussed our fundamental difference in opinion. To reiterate for a second, your position is that accessibility should be even across the board as Blasters are not considered an advanced AT. My position is that there's nothing wrong with 'earning' good performance through investment, namely time and inf. Would a good compromise between our two POV's be that the other secondaries, when normalized around Mental's level of performance at the high end, have less potential survivability but more steady and user friendly activation methods? This seems like the route the Dev's are going, and given that, I don't think it's unreasonable for an AT that admittedly isn't considered advanced to have one more challenging secondary to choose from that pays higher dividends after increased investment.