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No, they don't. They don't provide a damage advantage over incendiary ammo and the -rech is next to useless against NPCs.
Quote:The rad bullets are meh. -
I don't think RoA was intended to be the power of comparison for HoB. Full Auto is actually substantially closer: when I gave the devs the numbers for the damage that HoB currently uses, I used FA as the basis rather than RoA (largely because RoA was way too much damage, considered). The longer recharge was required because HoB has a larger area of effect (17% larger, not to mention that it's also more useful considering it's a radial AoE rather than a cone), a higher target cap (16 compared to 10), and has multiple secondary effects (rolling DoT, KD, -rech, or -dam whereas FA deals only damage).
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Quote:This is hilarious because none of my blaster builds are IO'd. I take and use the pure damage auras because they're a source of exceptionally cheap damage and save me large amounts of endurance over the long run, something that few top end IO builds actually have to care about. I've met many players that do the same thing. Just because you don't use it doesn't meant that it doesn't see use.These powers are very rarely seen in Blasters because they are very situational, meaning useful only in certain fairly rare instances.
Quote:Cloak of Darkness will always provide both positional and typed defense which is useful in all combat situations.
This also ignores the fact that defense is largely useless unless you have a substantial quantity of it. Reducing your chance to hit from 50% to 47.25% (1.75 * 1.56 = 2.73, 50-2.73 = 47.27) will do jack and squat to your survivability. Defense does virtually nothing for you unless you're packing on 10-20% because it only provides a chance at avoiding damage. The amount of defense that a Blaster can pack on with an SO build (CJ, CD, Weave, Maneuvers) is a joke (14.47%) considering the cost that is required to get that much defense and how little returns you actually get for all that you took. The only time that personal defense actually matter to a Blaster are heavy IO builds that can actually pack on meaningful +def. To any Blaster that isn't willing to spend multiple billions of inf on a build, the +def in Cloaking Device (or an clone thereof) is going to do virtually nothing. The only reason that Cloaking Device is considered useful for Devices is because they actually have a reason to become invisible and sneak up on their enemies (Trip mine, Time bomb) because they can actually sneak away after they drop them.
Quote:That you attempt to pigeon-hole me as one attempting to build a narrow set, even AT, is pretty astounding feat of self-deception considering you're attempting to build a set purely for blapping/melee.
And before you attempt to tell me that I'm trying to build a pure blapping/melee set, remember that you're the one that wants the frontloading capability of the powerset to be melee oriented. If anything, I'm the one trying to build a set that actually fits with the existing sets and you're the one trying to make a set that completely breaks the mold.
Quote:I didn't say the direct damage Soul Drain contributes over time is formidable now did I?
Quote:But of course it would. Firstly, the stealth would help a /Dark blaster get into the middle of the spawn for a target rich drain/damage without getting aggroed prior to the act, and very possibly mezzed before you even get a chance to do anything.
Quote:It's been flavour of the month ever since the set was released. Yes I know, partly because a bug making the tier 9 overpowered, but even when fixed the set will provide the melee player with something very different and therefore fresh.
Quote:I never suggested the same insane duration or recharge as Scrappers are blessed with though
Quote:...as I find your tone of voice that of a punk that hides behind the anonymity of internet.
Quote:That sets in the past have included obviously overpowered powers and equally obviously underpowered powers only to call the set balanced is a fact you're just to anal to acknowledge.
Quote:I can also mention I have a beef with snipes and old school nukes with drain as design flaws. A fact the developers themselves seem to acknowledge by changing how new nukes work.
Quote:You're simply too precious for words. Don't delude yourself, you're abrasive simply because your own inflated ego makes disparaging others come natural, coupled with the anonymity of internet allowing you to get away with it. In my eyes, that is the behaviour of a rude punk.
Quote:Our disagreement on your suggested Dark Pit Blaster version stems from me not noticing you changing it into a PBAoE.
Quote:Please get over yourself and stop making the internet an even more obnoxious place to reside.
Once again, I suggest you actually look at what you're reading, learn about what you're trying to talk about, and do some research before you start opening your mouth or letting your fingers touch the keyboard. You can call me classless, crass, or a jackass all you want: it won't change the fact that you're a bumbling fool that's not even capable of reading an entire post without screwing up vital information. -
I don't think so. Primaries would have 4 melee attacks, 4 ranged attacks, and a self buff (re: BU or equivalent) and Secondaries would have a weak mez toggle, 2-3 armor powers, and a remaining suite of support powers. It would play much the same as a nominal assault/armor AT with the exception that it wouldn't be as tough (thanks to lacking full armor capabilities) but would provide more force multiplication (thanks to having some support abilities).
The biggest problem with designing any AT with a more than tangential focus on ranged damage as well as full support is that you start getting into the realms of tankmagery. By diluting the survivability or damage you risk rendering the AT largely redundant: if damage is too low, what's the point of bringing them onto a team when you could grab a Scrapper and if the survivability is too low, what's the point of bringing them onto a team when you could grab a Blaster. By mixing a support role into the armor subset, you allow for the AT to have a function on a team even when there are other ATs that already fulfill the role of hardy damage dealer (Brute, Scrapper) which an assault/armor AT would be attempting to fulfill.
Where the powersets are concerned, it would actually be rather simple considering the powersets we've already got. The Fire secondary would be a combination of thermal radiation and fiery aura. The Ice secondary would be a combination of cold domination and ice armor. An Energy set could be a combination of Force Field and Energy Aura or Kinetics. -
The standard chance to crit against players is 5%. Some powers have higher chances to crit (Storm Kick has a 10% chance, Eviscerate has a 15% chance). Where Scrappers are concerned, you have the same chance to crit against players as you do against minions.
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Quote:And you'll note that I didn't claim there were 4 damage auras. I said there were 3 sets with damage auras. Please, learn to read.Actually there are four -4- auras with damage available to Blasters.
Quote:There's a very good reason almost no Blaster ever picks these powers (Blazing Aura, Lightning Field) you know. I wanted to put conventional wisdom to the test and found out the hard way.
Quote:Cloak of Darkness would be infinitely more useful as it allows the Blaster to line up cones effectively (of which Dark Blast have a great deal) without getting aggroed.
[quoteFront-loaded damage OBVIOUSLY won't be that much of a point with Dark Blasters given that a significant amount of the damage is by the way of DoT (Gloom, TT, Night Fall) while also potentially lacking a tier 3 big hitter in the blast set.[/quote]
Like I said before, all */Dark Blasters are going to be Dark/* blasters as well? Are we designing an entire AT or a secondary? I'm designing a secondary. You're apparently designing an entire AT because you're assuming that all dark manip will never be used without dark blast.
Quote:Soul Drain is a formidable AoE attack on it's own
Quote:Cloak of Darkness would let the usage of Soul Drain be more forgiving.
Quote:a little bit like Shield Defense for melee classes.
Quote:Incorrect. If that was the truth, then why does Scrappers have the same +ToHit as Defenders while having superior +DmgBuff? Normally a Defender would have higher +ToHit and lower +DmgBuff compartment to that of the prime damage dealers. OBVIOUSLY, it's not "due exclusively to AT mods".
Now, you may be thinking that just because Tactics and Assault provide more for a Defender than they do for a Scrapper that I don't know what I'm talking about. This isn't true. Both of those powers use the ranged variant of that attribute, which Defenders have a .125 to both and Scrappers have as .7 to both. Soul Drain uses the melee version (i.e. the self buff version) whereas the powers you're probably thinking of use the ranged version (i.e. the team buff version).
Want some more evidence to support my claim that you don't know what you're talking about? Go in game and check [Darkness Mastery.Soul Drain] and [Dark Melee.Soul Drain]. Change the AT on each to Scrapper or Defender. They'll have the exact same values.
Quote:Yes, it does make sense. The Blaster is mainly a ranged archytype. Ranged mez/debuff powers do have a place within manipulation sets, as the devs clearly have indicated giving Taser range and making Scare which is a ranged Foe Fear power (which few ever takes simply because there are better - some much better - alternatives).
Quote:Let me be totally clear about this; I'm opposed building a set with clearly superior and inferior powers and then calling the set balanced.
Quote:Why so hellbent on perpetuating the design flaws of the past?
Quote:If you were less abrasive and actually seemed to have an exceptional grasp of the Blaster aspect of the game, then I just might have bothered tracking up your full and complete reasoning.
Quote:Brandishing about empty rhetorics to justify your own completely arbitrary numbers doesn't impress me even in the slightest though.
Quote:Nothing in the Blaster arsenal has a 10' AoE radius.
Quote:Nothing in the game has 40 secs recharge. And no Blaster primary or secondary have hard mez (hold/stun) durations even remotely like what you suggest.
Quote:Blasters have without exception shorter durations on mezzes than Defenders, your suggestion breaks with that staple.
Quote:Let alone the small melee range pure damage aura (Death Shroud) and ultra strong heal (Dark Regeneration) which you also rather ludicrously claim to be more blasterish than my suggested alterations.
The only claims I've made are that you have no idea what you're talking about which I then supported with evidence (that you then proved true by interpreting incorrectly; thanks!). I continue to say that you have no idea what you're talking about, and I will continue to do so until you start, especially since you have shown a laughable inability to actually read the thread where I explained all of what you're asking about in detail. I heartily suggest that you either remedy this situation or leave before you make yourself look like more of an idiot. -
Quote:Which would beg the question of "what's the point?". It would be a nominally damage based AT that can't deal damage. How is that at all useful?I'ld say armor/range or Range/armor has Mastermind level damage output (0.55) and scrapper level defense.
I'd much rather see an assault/(support + armor) AT than a straight up ranged/armor AT. Damage evenly spread between ranged and melee (so that you can close to melee to deal your entire potential of damage or stay at range and only deal a portion of your potential damage) and support split between personal support and team support (to keep you alive while in melee while giving you a reason to exist on a team). It's be more like the ******* child of a corrupter and a scrapper than anything else, and be much more balanced and playable than a pure ranged/armor AT. -
I'm always amused at how little credit I get for the builds I design. I can remember a few occasions where someone has explicitly pulled one of my builds and tried to pass it off as their own. It's nice to see a little credit thrown my way, though.
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Quote:Holy necropost batman!I've mostly retired from the game awaiting Dark Blast and Dark Manipulation for Blasters. Hopefully the devs will get around to doing it sooner rather than later.
Quote:1. An immobilization as a Dark Manipulation implies either redundancy with Tenebrous Tentacles in Dark Blast, or that the devs remove TT - the gem of the set - when the set is proliferated. Let's hope Blasters get to keep TT and that a melee KB power replaces your suggested immobilization power.
Quote:3. Replace with Cloak of Darkness. Damage auras for Blasters = suicide. Stealth ease usage of Soul Drain and other powers best used in melee.
Quote:5. Replace with Soul Drain. Defender version for radius and effect. Scrapper version for damage.
Secondly, you do realize that the Defender and Scrapper versions of Soul Drain are identical with the sole exception that the Defender version has 2.25x the area of effect, right? The differences in damage and buff values are due exclusively to AT mods.
Quote:6. Extend range from melee to 40'.
Quote:9. 15' radius, 45 sec recharge and 9.5 sec duration would be more blasterish. -
Quote:It's -spd and -rech. Personally, I don't think that it's all that worth it. In order for -rech to be particularly useful, you have to stack a lot of it on a target and that target has to be alive long enough to cycle all of its attacks multiple times. As a Blaster, if a target gets to cycle all of its attacks multiple times, you're normally dead already. If you're not, the target is generally dead by the time it would get to that point.The Cryo Ammunition for Dual Pistols. What kind of slow is it? Just movement speed? Or movement speed and -recharge?
In all honesty, there really isn't a reason to use Cryo Ammo (beyond simply wanting to shoot ice bullets rather than fire/chem/standard bullets). The debuff isn't particularly useful and the additional damage you would get from dealing a portion of cold damage is less than you would get from simply using Incendiary Ammo (even against enemies like Behemoths that resist fire and are weak to cold; the additional damage from incendiary more than outweighs the increased damage from the cold weakness). On my DP, I only ever used chem (for -dmg) and incendiary (for more damage). -
Quote:Comparing anything to Fire Blast is going to make the set look bad, unless you actually have a reasonably fair way to adjudicate the lack of mitigation. Fire Blast is pretty much the king of DPS. The fact that Dual Pistols, a set that is designed around utility, doesn't compete with its damage is a given.Perhaps it's Fire Blast? If so, things don't look so good for DP. 70% worse damage typing at the gain of a crashless nuke and a beanbag. Worth it if you're farming critters without lethal resists, otherwise, lacking oomph.
The closest comparisons that you can honestly make with Dual Pistols are with Energy Blast and with Sonic Blast. Energy Blast and Dual Pistols have similar levels of AoE and ST damage (DP leads a bit on the AoE because of the crashless nuke but ST is roughly equivalent when you compare all of the ammo types), while Sonic Blast and Dual Pistols are both sets that generate better returns when used by the nominal support ATs. -
Quote:While I wasn't the one that -repped you (not that it matters now that rep has been removed), I can honestly tell you that DP isn't massively subpar and "at best" average. As a whole, the set competes for middling in ST damage, but the set is actually quite good at AoE damage (especially when augmented by incendiary ammo).Dear Mr./Ms. Clobber Folks with -2000 Rep Instead of Replying In-Thread:
I invite you to prove I don't know what I'm talking about. The animation time numbers are not disputed and plain to see. Do you have some other numbers to contradict them? I claim Dual Pistols is an average set at best. What evidence do you have that Dual Pistols is, contrary to my claim, significantly better than average?
The set is, as a whole, a utility set rather than a specialist, which is why so many people decry its usefulness. The set has a native hold unlike most other blast sets (Suppressive Fire + non-Standard Ammo), nice-but-not-top-tier AoE performance, a nice team damage multiplication mechanism (Piercing Rounds + Standard Ammo), and the potential for some very potent debuffage (Chem rounds) when stacked properly.
The problem that most people have with the set (from a Blaster standpoint) is that it's not really designed to be an exceptional blasting set: the primary usefulness of the set as a whole is in the secondary effects, which Blasters get substantially less out of compared to Defenders and Corruptors. Defenders and Corruptors get a lot more out of the set than Blasters do so many Blasters see the set as being subpar when it's really just in the middle of performance for them. -
Pretty much, yes, though, rather than seeing the set become more like Kat, I'd much rather the two sets diverged a bit more, such as doing what I suggested earlier and giving BS a more defensive/mitigation orientation to make up for the offensive advantages that Kat has.
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Quote:Not a full cycled attack string but a specific series of attacks that you use. It's a matter of getting through more attacks in the same time frame than a BS user can and, because of that, you can generate better functional burst (i.e. your chances of actually killing someone within the window of availability that they give you).People you PvP with stand still and let you work through an attack chain?
Consider the differences between Golden Dragonfly and Headsplitter in PvP: GD takes only 66% of the time that HS takes to animate and yet deals 83% of the damage. In the time that you could get off HS>Dis, you could get off GD>SD>SotW, which, along with having better proc damage thanks to a higher number of attacks and the exact same mitigation capabilities, would deal 456.19 base damage compared to the 407.95 from HS>Dis. -
Quote:It would have been better to say that the same DoT isn't in both attacks, and that Kat gets its better DoT damage for free. Whirling Sword gets 3 ticks of scale .1 damage, and The Lotus Drops gets 3 ticks of scale .12 damage.Uh.. Whirling Sword has DoT. Whirling Sword has always had DoT. Like, forever.
Even further, though they have the same recharge times, Whirling Sword has a much longer animation time (2.904 sec compared to 1.98). It's going to have a second faster cycle time no matter what recharge assumptions you're using. So Whirling Sword is universally worse than The Lotus Drops: it deals less damage and cycles slower. -
Quote:Except that Katana is actually better at PvP because it can generate better burst within a single BU cycle (and get more out of procs). The "big burst" that many players talk about with BS doesn't really have much of an effect on gameplay because it's really just based on single attacks hitting hard. Neither PvP nor PvE is about a single attack hitting hard, so the fact that Katana can generate better performance over the short term, the long term, and against multiple enemies means that BS isn't really a PvP set either: it's simply outclassed by Kat in everything except for the aesthetic of "smash".Well could be along the lines of I want to use a sword...
PvP = Broadsword
PvE = Katana
If/when MA gets fixed, I expect for there to be some impetus for the devs to look at BS compared to Kat. Personally, I think that it would work for the set to be more of a "defensive" version of Kat by providing some or all of the attacks in the set with some chances for KU/KD (to go along with the "smash"). Kat could keep the speed and greater offense while BS gets to be a bit safer and toss enemies around a bit. -
It also doesn't cause an endurance crash and recharges in one third of the time. It doesn't need to have its area of effect increased to 2.56 times its current size. It's perfectly fine where it is now.
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Back in those days we also didn't realize that animation time has a substantial effect on your overall damage dealing capabilities so people only really looked at the big fancy numbers flying over their enemies' heads. BS's only real niche has, and likely always will be, burst damage, though it's only burst from individual hits: you can actually get more damage in roughly the same short time period with other sets thanks to having higher DPA variance amongst attacks. What's worse is that Kat actually maintains higher AoE damage (that free DoT in Lotus Drops isn't in Whirling Sword, Flashing Steel's lower cycle time and animation time consumption allows it to completely outshine Slice) along with better ST damage. I can't really think of a numerical reason to play BS rather than Kat unless you're specifically going for a Shield build (and "can be used with Shield" shouldn't be a reason for a set to be weaker).
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Quote:Actually, the formula has existed since the beginning of the game: the Cryptic devs created it in order to allow them to adjudicate "balanced" attributes for attack powers. Secondly, it has been applied very consistently throughout sets: the number of exceptions to the formula is remarkably small (and, even then, they only get an exception on a single attribute at most). Third, I'm curious what you mean by "unique way SS is set up". Do you mean "completely horrible without a single late game power buoying it" or do you mean "massive early ST focus with a single late AoE power"? If you actually knew what you were talking about, you'd know that both of these are due to the fact that the formula does exist.And the fact so many sets don't seem to match up, and the very unique way SS is set up, seems to show that this magical formula you keep talking about did not exist at the games creation and has not been applied consistently throughout sets.
Quote:First of all, we are comparing the overall aoe ability of the two sets - it is unfair to only compare one power vs. another because SS gets all of its aoe abilities in one power, while claws get it's aoe in 3.
Quote:If you want to go into damage per activation
Quote:The big difference between the sets is that claws is doing aoe damage at level six, while SS does literally none until lvl 32.
Quote:has it (AoE potential) spread through several powers.
Quote:And lets not ignore the fact that claws can drop a spin, eviscerate and shockwave combo which vastly improves its aoe abilities
Quote:If your math is telling you that SS is better on end than other sets, then you're equation is broken or the game is not working the way you think it does.
Quote:Then again, looking at your post, you seem to be playing with words and numbers to cloud the argument.
Quote:I keep hearing that claws 'secondary effect' is recharge and end cost reductions. Yet the set still gets a reliable st kd in focus, a minus def in slash (that also allows the valuable achilles heel IO to be slotted), and a large radius kd in shockwave. Seems like claws is chock-full of 'secondary effect' bonuses to me.
Quote:If that's how your 'formula' works, then thow it out because it sucks.
Quote:FS is better overall than spin.
Quote:But then you'd be ignoring the other powers in claws that contribute to its overall aoe ability, which when used in conjunction with eachother, in game, put it on par with SS.
Quote:Regardless, getting aoe ability at level 6 vs level 32 is an advantage for one set, from level 6-32, and becomes a larger advantage the bigger the team you are on. That is simply a fact.
Quote:If we used your formula to make FS a clone of spin
Oh, wait, I get it, you're completely misreading everything I'm saying.
Quote:I would have to conclude that you were insane, lol. -
Quote:What sets are you comparing? The only sets with better than standard accuracy (a 1.0 accmod, which SS has) are War Mace and Battle Axe (which have a 1.05 accmod to account for their redraw). SS has exactly the same accuracy as almost every other set out there. The only attack in SS that has substandard accuracy is Hand Clap (.8 accmod) and that's because it's a guaranteed AoE hard mez and all non-chance AoE hard mezzes have lower accmods (even the controller ones).SS doesn't have to have as much acc as other sets allowing more end red.
I'm curious how you "checked the sets" if you didn't see that. -
Quote:If only having a single AoE power is what mattered, then sets like MA and Energy would get the same treatment (which they don't). As I said before, what level you get a power doesn't affect it's end effectiveness. We have this as dev fiat: what tier you get a power doesn't affect how it handles the formulas in question.I'll add another reason FS NEEDS to be better than some formula that is supposedly applied consistently to all powersets. It is the only real aoe ability SS has, in both damage and mitigation, and it gets it as late in the game as you can get it.
Quote:In terms of how the power works, your claim of "massive permanent +dam provides increases to end efficiency" doesn't make any sense when you consider the fact the 'massive plus damage' provided by rage only allows SS to do damage on par with several competing sets.
For the endurance efficiency argument, consider Whirling Mace, which consumes 13 endurance to deal scale 1.12 damage. With 95% +dam slotting, WM deals scale 2.184 damage for 13 end, or .168 scale for each point of endurance spent (and has a smaller area than FS has now or should have if it got reduced). FS consumes 18.512 end to deal scale 1.42 damage. With 95% +dam slotting and 80% +dam from Rage, FS deals scale 3.905 damage for 18.512 end, or .211 damage per point of endurance spent. FS with Rage is 25% more endurance efficient than WM (completely ignoring the fact that FS is also going to hit more targets more easily thanks to the substantially larger area). Care to argue that point as well now that the math supports what should have been obvious?
Quote:Using mids, and assuming each power is 3 slotted for damage, SS using rage and claws using one followup, claws spin outdamages footstomp, recharges faster, and costs less end,
2. At the "proper" radius, FS would have a 10' radius. Compared to Spin, it would have a 56.25% larger area of effect. You can't assume that Spin would be directly compared to FS since the area that a power fills is a function in the AoE cost formula as well (larger areas cost more rech and end than smaller areas).
Quote:PLUS its available at LEVEL SIX.
Quote:you are going to have endurance issues, moreso than any competing set.
Now, if you want to get even more involved when talking about endurance issues, you have to realize that, while SS has lower DPS capabilities than other sets, it also has lower endurance consumption from those exact same attacks (because end costs are based off of base damage). Assuming 95% +dam enhancement, Rage would provide ~41% endurance "reduction". This means that if another set is spending 3 end/sec on its attack string, SS is spending only 2.13 end.sec to do the exact same damage. Factoring in that difference over the 110 seconds that you're allowed to attack with Rage, you'll "save" ~96 end compared to the other set (which more than makes up for that 25 end "loss"). If you want some other support for this, just look at Billz's thread about Brute and Scrapper DPS and end costs: you'll notice that Brute SS manages to spend only 2.9 end/sec where other sets are spending ~3.2 end.sec (and that's for Brutes which get less benefit than Tankers or Scrappers do from +dam).
If you want to get even more involved, you can always bring up the whole "perma 20% +tohit" thing as well which allows you to maintain a 90.44% chance to hit against +3 enemies with a single acc enhancement in your attacks (assuming you didn't enhance Rage for tohit enhancement at all; a single enhancement would let you maintain a 95% chance to hit against +3s and 83.79% against +4s; 3 enhancements would allow you to maintain a 95% same chance to hit against those +4s). Other sets have to devote 2 acc slots in all of their attacks to maintain a 95% chance to hit against +1s, 2 slots in all of their attacks to be just shy of a 95% chance to hit against +2s, and 3 slots in all of their attacks to be just shy of a 95% chance to hit against +3s. If you devote that "saved" slot to a single end redux, you'll be even more efficient than that as well.
Oh wait... SS has end issues right? And it's not just because you don't know how to leverage what SS brings, right? -
When you compare them to Scrappers and Brutes and factor in comparative survivability and AoE capability, Stalkers are pretty low on the comparative totem pole of melee effectiveness.
My solution, honestly, is to increase the Stalker HP cap to the Scrapper HP cap (but leave the base hp where it is), increase the base damage scalar of Stalkers from 1.0 to 1.125, alter Assassination so that each ally provides more requires only 4 allies to be within 30' of you to max out your crit rate (increase the range by 10' and increase the crit contribution to 5% from 3% per ally), and change the Assassin's attacks so that they're actually useful for situations other than those where you've been out of combat for 10 seconds (allow all damage to be dealt while hidden or unhidden but leave the fear and demoralized attached to the hidden status, increase recharge time to 30 seconds, and leave the interruptibility).
Stalkers would have the de facto best ST damage in the game but quite possibly the worst AoE damage (thanks to the dearth of AoEs that Stalkers have). You wouldn't need to ask your teammates to mob around you to get all the benefit of your inherent, and Assassin's attacks would actually be of some use in a melee (though you would still want to make sure you're not going to get hit because the interruptibility is preserved). Top end survivability would be increased to such an extent that Stalkers are capable of surviving as well as Scrappers (assuming that they get the greater buffing required to get there) but the base survivability would remain where it is (and the damage:survivability ratio would be closer to what it should be at while solo). -
Quote:Except that you're missing some extremely important things: DPA doesn't matter where AoEs are concerned because DPA is only a valuable metric when you are animation time saturated (something that SS is definitely not) and endurance costs are based on a dam/rech/end formula so FS costs more end explicitly because it deals more damage (and you're also bringing it up against Claws, which gets a discount to end and rech as its powerset "secondary effect", and Fire, which gets greater end efficiency because its secondary effect is simply more damage; you're also ignoring the whole "massive permanent +dam provides increases to end efficiency" thing that SS has, which actually makes FS more end efficient than FSC).Footstomp has the largest radius, but lower DPA than both of those. It also has the highest end cost, and has added mitigation as a benefit.
Footstomp has been proven to be 5' larger than it is supposed to be by the formula the devs use to determine the size, damage, and costs of AoEs. The only "reason" it has for being larger is that the devs let it slide way back when. Everyone that knows how the devs design the game and what they use to determine the various attributes of powers realizes that Footstomp is larger than it has any right to be (and then there's the fact that it also gets a very nice secondary effect attached to it as well). The only "reason" as to why FS gets to simply be a better attack than any other AoE out there (because those other powers don't get to break the AoE formula) that has ever been reasonably brought up to defend Footstomp is that it is a tier 9 power, and, even then, that argument doesn't hold water because the devs have outright said that what tier a power is doesn't have any effect how it handles the formulas used. -
My SO standard is and almost always has been 1 acc/3 dam/2 rech, largely because I do a lot of teaming and +tohit and -def debuffs seem to just be thrown about like crazy that I've just found that it's more useful to underslot acc and get more recharge. If I really need to beat something's face in, I can just pop some yellows.
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Quote:Yeah, so you're asking for an SO build then. Here ya go.As to influence to send I have roughly 30 mil or so between toons...(and I have my controller who is my main that is starting to bring in some cash).
Hero Plan by Mids' Hero Designer 1.704
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Mutation Scrapper
Primary Power Set: Claws
Secondary Power Set: Regeneration
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed
Power Pool: Fitness
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Swipe -- Acc(A), Dmg(3), Dmg(3), Dmg(5), RechRdx(5), RechRdx(7)
Level 1: Fast Healing -- Heal(A), Heal(50)
Level 2: Slash -- Acc(A), Dmg(7), Dmg(9), Dmg(9), RechRdx(11), RechRdx(11)
Level 4: Reconstruction -- Heal(A), Heal(13), Heal(13), RechRdx(15), RechRdx(15), RechRdx(17)
Level 6: Quick Recovery -- EndMod(A), EndMod(17), EndMod(19)
Level 8: Follow Up -- Acc(A), Dmg(19), Dmg(21), Dmg(21), RechRdx(23), RechRdx(23)
Level 10: Dull Pain -- RechRdx(A), RechRdx(25), RechRdx(25), Heal(27), Heal(27), Heal(29)
Level 12: Combat Jumping -- DefBuff(A)
Level 14: Super Jump -- Jump(A)
Level 16: Integration -- Heal(A), Heal(29), Heal(31)
Level 18: Focus -- Acc(A), Dmg(31), Dmg(31), Dmg(33), RechRdx(33), RechRdx(33)
Level 20: Spin -- Acc(A), Dmg(34), Dmg(34), Dmg(34), RechRdx(36), RechRdx(36)
Level 22: Boxing -- Acc(A)
Level 24: Tough -- ResDam(A), ResDam(36), ResDam(37)
Level 26: Eviscerate -- Acc(A), Dmg(37), Dmg(37), Dmg(39), RechRdx(39), RechRdx(39)
Level 28: Instant Healing -- RechRdx(A), RechRdx(40), RechRdx(40)
Level 30: Hasten -- RechRdx(A), RechRdx(40), RechRdx(42)
Level 32: Shockwave -- Acc(A), Dmg(42), Dmg(42), Dmg(43), RechRdx(43), RechRdx(43)
Level 35: Hurdle -- Jump(A)
Level 38: Moment of Glory -- RechRdx(A), RechRdx(45), RechRdx(45)
Level 41: Focused Accuracy -- EndRdx(A), EndRdx(45), EndRdx(46), ToHit(48), ToHit(48), ToHit(48)
Level 44: Physical Perfection -- EndMod(A), EndMod(46), EndMod(46)
Level 47: Health -- Heal(A)
Level 49: Stamina -- EndMod(A), EndMod(50), EndMod(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit
Level 0: Ninja Run