Werner

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  1. Werner

    Regen...?

    They're overreacting.

    But yes, performance varies wildly with build and player ability. Since its top end performance is really only comparable to other sets, rather than exceeding them, my guess is that it underperforms a bit on average.
  2. I think you're right, peterpeter. I'd stick with Spiritual.

    I'm OK with that, though. I don't think the new powers should outclass the old ones, just be competitive. I'm sure they are for some builds, just not these.
  3. On TANKER Invuln, I'm pretty sure I'd be shooting for some decent Psionic defense, but then, on a Tanker, it's much easier to soft cap and more. I've been fiddling with Invuln/SS and Invuln/Dark builds for solo incarnate content, though I'm not happy with anything yet. Let's see... Invuln/Dark with one target in range, 59% SL, 53% FCEN, 32% meee, 29% ranged and AoE, 26% psionic. Eh, 11% psionic from sets. I guess that's all I figured I could get while working on other goals. But now that we're talking about it, why'd I crank fire and cold up so high? Maybe I can trade some of that for better psionic.

    I'm going to need to track down your Invuln tanker build, Obitus. I'm curious to have a look. I was pretty much starting from scratch since I've never made top end Tankers and don't frequent the Tanker forums. I'm sure I have some room for improvement. I was going for perma Hasten, though (I'm a couple seconds off), for the additional damage output (Foot Stomping and Fire Balling like mad, double stacking Rage, that sort of thing) or survivability (Siphon Life). However, surely I'd be going for Rebirth now that that's an option, so spamming Siphon Life is less critical. I still would love damage, though, since I play my Tankers as Scrappers. Eh, anyway, I should have a look.
  4. Quote:
    Originally Posted by PleaseRecycle View Post
    Just to pick a single nit, Werner, I don't know why you'd be concerned with softcapping FC. Nothing does pure cold damage aside from the winter horde and ice mistral and those are both easy in the first place. The main thing that comes to mind for pure fire damage is demons and again, not one of the toughest villain groups in the game. Really I guess this is more a beef I have with high end builders in general than with you so maybe I shouldn't have brought it up, but here we are.

    I just noticed that one reason to go for the full softcap on SLFCEN is that you're putting the SLFCEN into self-centered. In an abstract manner.
    Personally, I like to be as solid as possible at all times even if it means I'm not as good as I could be most of the time (and yeah, I'm ignoring the psionic elephant in the room). You may well be right about it not being very important. Chances are excellent that fire/cold soft cap is something I'd sacrifice to meet other goals.
  5. This would be the start of my wish list:
    • Soft cap SLFCEN with one target
    • Parry takes lethal/melee to incarnate soft cap, double or triple stack for debuffs
    • Perma Hasten
    • Head Splitter -> Hack -> Disembowel -> Hack with only a small gap
    • Rebirth for healing, can skip Aid Self
    • Good resistance
    • Good raw regeneration
    • Blaze Mastery
    • Sustainable Endurance
    I don't actually think I'd get my wish, so there'd be a process of balancing everything I wanted against each other.
  6. Quote:
    Originally Posted by Kitsune9tails View Post
    So, how many attacks should it take for Katana to pull ahead of BS after we buff BS' burst? Three? Five?
    I'd be inclined to say that Broad Sword should be ahead for the first 15-20 seconds of the fight. I think of Burst as a 10 second duration, equivalent to Build Up. If we have a super build up, we're going to be ahead for the first 10 seconds, and I'd like it to be enough ahead to be interesting. Katana's going to have some ground to make up to catch up in 5-10 seconds in that case. That's why one of my suggestions was actually nerfing DPA a little - it would allow for a stronger Super Build up while still allowing Katana to catch up reasonably quickly after it expires. I don't expect that to get any traction, though.

    A more reasonable alternative might be to shorten my conception of burst to maybe five seconds. So maybe the super buff lasts only five seconds, then you're at a regular build up for five more seconds. That lets Katana start getting traction after the first five seconds or so. I'd still say 15-20 seconds for them to be even. That might be a bit too long for most people's tastes, though. I like to fight uplevel and lots of enemies, so my fights last longer than that, much longer with a mostly single-target set, so to me, Katana is still ahead if it pulls ahead after 20 seconds. But for a large portion of the game, Broad Sword would be a clear leader. I'm not sure we want it to be that clear.
  7. Quote:
    Originally Posted by McCharraigin View Post
    ...I hear there is going to be a solo path to the incarnates put in soon...
    YES PLEASE. I've basically abandoned my 50s for now because I got sick of the iTrials and feel like so much less than I could be just running regular content. I haven't even tried the new iTrials. I've just stopped caring.

    Give me some soloable incarnate content!

    On the positive side, that has me spreading my time between quite a few lowbies and mid-level characters, which is a nice change of pace.

    Anyway, if you're soloing incarnate content, I assume they'll still have 64% to hit, and soft capping a Fire/Fire to that may not be in the cards except on demand (Barrier, Shadow Meld, and/or purples). Still, you'll probably want a little over the regular soft cap so that a small purple can take you all the way when you need it, so I'm not sure the build goals change.
  8. Quote:
    Originally Posted by BunnyAnomaly View Post
    I've never timed myself but undoubtedly it would be slower. Elec/Shield excels at burst damage - a full buffed Lightning Rod is really a wonder to behold. But outside of that burst it doesn't have a lot of AOE potential. It has chain lightning (not exactly a wonder at AOE) and jacob's ladder (nice, but a relatively short cone), and then it relies on attacks from it's secondary or APP/PPP. For all the crazy damage that Lightning Rod does at the start, it doesn't have particularly good sustained DPS.
    If we're talking top end builds fighting uplevel x8, though, that burst damage can be done on every single spawn, just like I was doing Shield Charge on every spawn. I'll agree that Thunder Strike isn't as good as Fire Sword Circle due to the smaller radius (7' vs. 10'), though. I'm betting that's a problem in practice. Still, I'd think one nice Lightning Rod per spawn would more than make up for it.

    But yeah, now I'm thinking they'd have similar performance.

    Maybe, though, Electric could do better at lower level crowds? Stagger the two big hitters, Shield Charge one group, Lightning Rod the other. Use Ball Lightning or Fire Ball in combination with Thunder Strike to do the remaining AoE. Maybe don't even pause to finish off whatever's left - just head to the next group and nuke it with whatever AoEs are up. Nuke, move, nuke, move. If something catches up, they'll go down. If they don't catch up, it wouldn't be worth the time to finish them off.

    I'm just theorizing, though.

    And I can see wanting better sustained output for an ambush farm, say. I'm counting travel time in the mix here, giving attacks a chance to recharge.
  9. The target on Midnight Grasp is 4.48 seconds.

    Below is my old AV soloing build, or at least I think this is the live version. However, it's back from I12/I13 or so and hasn't been updated, so this isn't what you want to copy. I haven't considered what I might do to modernize.

    Code:
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  10. Moving outside of Scrappers, I've seen a Super Strength/Fire Brute just destroy my Fire/Shield for spawn kill speed. I think they're generally acknowledged as outliers. Might be worth a look.

    My Electric/Fire Scrapper had great burst AoE damage for leveling. This duo'd well with a Tanker to keep me alive and grab big groups for maximum damage. I kind of blinked and we were 50. I suspect it would suck solo, though.
  11. I love my Fire/Shield, and have pretty good AoE, but Fire Sword Circle, Shield Charge and Fire Ball are probably not as good as it gets. Surely Electric/Shield has better AoE?

    I haven't looked too hard, but I was hoping to find a point of comparison on YouTube. It certainly appears that my Fire/Shield kills +3x8 Council faster (40 seconds per spawn including travel time) than a random Electric/Shield kills +1x8 (?) Council (60 seconds per spawn including travel time). I do have the alpha slot level Shift (no other incarnate powers though). Who knows what sort of build a random Scrapper on YouTube is running, though, plus their mobs seemed scattered more than mine. For what it's worth:
    Fire/Shield
    Electric/Shield
    Anyone have a good example of good kill speed on Council with an Electric/Shield? A Spines/Fire? Other?

    Mind you, I have no idea if we're talking about AoE while leveling, AoE on SOs at 50, AoE fully IO'd and incarnated, or what.
  12. Quote:
    Originally Posted by Twigman View Post
    TW/dark is the plan. Build for soft cap MELEE/RANGED/AoE
    Then Cloak of Fear would do you the most good, I'd say, at least once you've accomplished that goal.
  13. If you have some serious damage mitigation and endurance management, as you might on an IO'd out end game build, then I'd suggest Cloak of Fear. In a case like that, Oppressive Gloom may do more damage to you then it prevents, while Cloak of Fear is still pure mitigation. In most other cases, Oppressive Gloom is the "obvious" choice, as it takes almost nothing (slots or endurance) to do its job, and it prevents much more damage than it causes.
  14. Werner

    So... spines...

    Compared to Claws, Spines has better AoE at the cost of single-target damage. I don't personally like it, or at least didn't enjoy my Spines/Dark (abandoned at level 44), but it actually has great performance as long as you aren't trying to kill bosses.
  15. Quote:
    Originally Posted by Madadh View Post
    What if they changed BU to something like Follow-Up. Made it an attack that could do damage (maybe all smashing) and had a buff effect that persisted for some period of time after..
    That would kill the burst damage. Turning it from a burst damage set into a DPS set is I suppose an option, but not an option I'd be in favor of. I think it violates the "feel" of the set too much.
  16. Werner

    Dark/Dark

    Quote:
    Originally Posted by Blue_Centurion View Post
    Your prob right Werner. My first thought was a dark/Invul Scrap. That should hold the agro pretty well?
    Pretty well, yes. Something with good AoE damage would probably hold it better, but I suspect Dark/Invuln would hold it well enough. Alas, my Dark/Invuln Scrapper duos with a Dark/Invuln Tanker, so I can't really say for sure. Yes, we do level slowly, why do you ask?

    Edit: My Dark/Invuln Brute duos with a something/something Dominator. There are plants; that's all I know. The Brute holds aggro well despite my constant Brutelock, though there's some bleed on occasion.
  17. Werner

    Dark/Dark

    I suspect her blaster will peel the aggro off of you with no problem at all, and you won't be able to get it back until she's dead. I highly recommend a Scrapper secondary that includes a taunt aura, or going with a Brute. I wouldn't go all the way to a Tanker on a duo, as you'll be better off helping with the damage output, and a Scrapper or Brute will have plenty of survivability for the task.
  18. Quote:
    Originally Posted by Soul_Fane View Post
    I just noticed this thread, and I don't know if this has been said before. Back on the first page when you contemplated dropping a slot from weave to get your shield wall, sacrificing the softcap to ranged and aoe, have you considered using Enhancement boosters on the IO's you have in your defensive powers? Setting the LotG's to lvl 55 seems to do the trick.
    The builds have moved on greatly from that point, but yes, enhancement boosters would probably make up the difference. The thread was from before enhancement boosters and before the Resilience buff. At this point, there would need to be some reshuffling of these builds to account for what's become available since then. I think I've personally given up on Katana/Regen for now, though, or at least if I'm going to spend some time in Mids' and rebuilding a character, it would probably be my Katana/Dark, who I think can be more drastically improved.
  19. Quote:
    Originally Posted by OneFrigidWitch View Post
    Why not slot 2 membranes in DA? The TW version with 2 membranes applies 22.1% def per application of sweep. That only leaves you a paltry 23% def to get from weave, kincoms, sj, and other things.
    Membranes offer significantly less defense enhancement than Enzymes. I'm getting 38.3% out of a single Enzyme, while two Membranes would provide 46% total. The extra slot has to come from somewhere. Now, I could drop a slot for two Enzymes. For argument, let's say from Golden Dragonfly. Two level 53 Enzymes raise my lethal defense to 67.5% and my melee defense to 68.8%. As in an earlier post, this will only make a significant difference when to-hit climbs over 69% or defense is severely debuffed. Nice to have, but I think I'd rather keep Golden Dragonfly properly slotted.
  20. Quote:
    Originally Posted by sypher_vendetta View Post
    heres a build i got on kinetic melee, i know its not the same as your build however as i pointed out in my previous post ( which i hope i wasnt sounding disrespectful) that chasing defense is a long shot to sum it up, id like to show you my build, albeit defense is low, however there may be some ideas on this build you could incorperate into yours and give you a bit of help in doing so.

    again i hope this really helps you out and good luck on the build werner.
    Unfortunately, your slotting doesn't really translate to Katana/Regen since you're chasing typed defense instead of positional defense.

    I'm not sure what you mean by "chasing defense is a long shot". It's possible you mean what we concluded in the thread, which was that chasing 45% defense wasn't as good as settling for 33% defense and having a lot more of everything else. In that case, I agree with you.

    Looking over the set bonuses in comparison, it looks like you gave up 47.5% recharge for 70% regeneration? Are you suggesting that I should do something like that? I'm pretty sure that would result in a drastic drop in the survivability scores because Regeneration is much more dependent on recharge than passive regeneration.
  21. Quote:
    Originally Posted by sypher_vendetta View Post
    dunno if this helps but i looked at your build, i swapped the chance to res set in gamblers cut and put it in build up and got 2 rectified reticle which bumps your lethal defense up to 44 odd%.
    Well, the situation where it would help survivability is when I'm only single-stacking Divine Avalanche. I'd be single-stacking Divine Avalanche in an attempt to trade survivability for damage. But giving up Achilles' Heel is giving up quite a bit of damage, I suspect a similar amount. If so, then it's really comparing 44% lethal defense to 64% lethal defense in most situations. I'm not currently accounting for the chance of missing with Divine Avalanche, so the numbers would only show a difference when to-hit goes above 69% or so, higher than incarnate. There would be a slight difference at lower to-hit that I'm not accounting for, and a more significant difference when faced with defense debuffs.

    Even though it wins on survivability in practice, I don't think it will be by much, and won't be worth giving up the damage to get.

    Now, as Linea Alba mentions, you could grab the slot from Golden Dragonfly, as that would have a lesser effect, in particular when I'm doing a double-stack chain. I'm very happy that the build has properly-slotted attacks, though, and still wouldn't want to give it up for the extra survivability.

    Eh, let's just see the numeric difference, which I expect to be small. Again, keep in mind that 50% and 64% survivability would be calculated exactly the same even though they'd slightly favor the swap in practice.

    Werner BBQ:
    75% to hit = 3797
    90% to hit = 2174
    Werner BBQ with slot swap:
    75% to hit = 3929
    90% to hit = 2217
    Quote:
    Originally Posted by sypher_vendetta View Post
    your regen looks a bit starved
    It isn't really. Regeneration bonuses are typically the thing that helps survivability the least on a Regen. I probably have MORE regeneration than I should from a purely numeric point of view, but I like to have some passive Regeneration. I haven't compared all alternatives here, though. I'm just going on past experience with similar calculations and comparisons.
  22. Quote:
    Originally Posted by Warkupo View Post
    Assuming that it follows the style of the other Alpha abilities, that's 45% increase to Endurance Modification, and 33% increase to Defense and Recharge Rates while ignoring up to 2/3 of Enhancement Diversification.

    I haven't actually done any math with it (I'm not entirely sure how the formula is applied, really) but I'm assuming it will help push you ever so slightly closer to the defense cap.
    Slightly, yes. The Werner BBQ build has 64.8% lethal, 66.1% melee, 33.3% ranged and 33% AoE. From that we subtract set bonuses of 7.2% lethal, 8.5% melee, 21.3% ranged and 21% AoE. That gives us 57.6% lethal/melee and 12% ranged/AoE. I would expect the defense enhancement to not be 33%, but 20% like Nerve, which means between 2/3*20% + 1/3*20%*15% = 14.3% and 20% enhancement depending on current slotting. So it would give me 8.2% to 11.5% lethal/melee defense but only 1.7% to 2.4% ranged and AoE. For that I'd be giving up some of the recharge from Spiritual and all of the healing. I doubt it would be a good exchange.
  23. Due to an unplugged vacation, I'm late to the party, but:

    Quote:
    Originally Posted by MisterD View Post
    WHY does Broadsword need a buff?
    TL;DR - Unlike any other two Scrapper sets, it can be directly apples to apples compared with Katana, and we then find that damage output slightly favors Katana in single-target, multi-target and arguably burst damage.

    And now the wall of text.

    The consensus that Broad Sword lags Katana by a bit tends to hinge on a few basic things:
    • DPS for the good attack chains favors Katana
    • AoE favors Katana with the radius PBAoE doing more damage faster with the same recharge, and the arc PBAoE doing at least better DPA with a faster recharge
    • Even burst damage, generally considered better on Broad Sword, is ONLY better if you consider a burst to be a single attack, maybe two. Some people do define it this way, but I suspect most of the forum regulars would consider a burst to be more in the 5-10 second range. I personally would say about 10 seconds, or the duration of Build Up. On time scales like that, Katana is better at burst damage.
    • Faster attacks allow Katana to take better advantage of procs and Interface, as they get more chances to fire in a given period of time.
    • Parry and Divine Avalanche are identical powers, so no advantage to either set there.
    So to summarize, Katana is better than Broad Sword at single-target and multi-target damage output, and is arguably better at burst damage. Broad Sword appears to have no advantage at all, unless that advantage is something like "can be used with Shield Defense" or a more personal preference like "I like the animations" or "I like seeing big orange numbers".

    Since these differences are actually quite small (as someone said, relevant probably only to number-crunching min/maxers), most people are proposing minor buffs, and most of these buffs seem to be of the form of giving Broad Sword an unarguable advantage at burst damage, while perhaps at least making it lag less at DPS and AoE.

    Now on to specific comments:

    Quote:
    Originally Posted by MisterD View Post
    Not trying to start arguments
    I hope that's true, though obviously one started. I'm hoping I can clarify the situation a little. Hopefully we can get everyone on the same page. My writing, unfortunately, probably won't be good enough for that. It's worth trying, though.

    Quote:
    Originally Posted by MisterD View Post
    hardly any reasons for the buffing were actually giving..besides the old 'I think it should be so.'
    Which, I agree, is a terrible reason for a buff. I think this thread assumed familiarity with the general body of Scrapper forum knowledge, which includes the things mentioned above. It perhaps would have been better had these been mentioned explicitly, but it was also something that could be explained later in the thread as necessary, so I'm not blaming the OP for anything here. I probably wouldn't have posted a highly-detailed rationale either had this been my thread, except with the benefit of hindsight.

    Quote:
    Originally Posted by MisterD View Post
    Assuming that DPA is just the magical value
    It isn't, particularly if you don't have Arcanatime turned on. There's really no magical value. What there is is an analysis of damage done, typically broken into three semi-separate areas - DPS, AoE and burst. There's no particularly simple way to analyze these in the general case (unless you consider burst to be a single-attack deal). However, we HAVE done the analysis in a large number of threads over the years. I should also point out that when I say "DPS" I mean "single-target damage over time" and not "the DPS figure reported by Mids' or in game", as that considers damage and recharge in a way that is unrealistic for anything but the very early portion of the game.

    Quote:
    Originally Posted by MisterD View Post
    Does anyone think spines is a bad set? Anyone? No? Well..spines has worse DPA in all 7 powers..than BS! Wow, how bad MUST spines be then??
    Spines sucks at DPS. Spines excels at AoE damage. It is decent at burst damage.

    Quote:
    Originally Posted by MisterD View Post
    I do not see any reason BS needs a buff. COuld it use one..for sure!
    It's interesting how much people can argue when we're basically on the same page. It doesn't need a buff. It's a good set, even if it's arguably on the low end or even the worst set (I probably wouldn't argue that personally). Something has to be worst, in any case. But it is in a unique position of being "easily" compared in damage output to Katana, as every power is functionally pretty much identical. In this comparison, it is arguably slightly behind in all areas of damage output. So we think it could use a minor buff.

    Quote:
    Originally Posted by MisterD View Post
    Lets leave the set, before they change it for the worse.
    A very legitimate fear in my opinion.

    Quote:
    Originally Posted by MisterD View Post
    Comparing two attacks from Kat to one from BS doesnt really work..since you get two chances to miss.
    This is irrelevant to most metrics anyone cares about - let's say average damage over a certain time period. Let's say Broad Sword has one attack that takes 4 seconds and does 400 damage. Let's say Katana has two attacks that take 2 seconds each and each do 220 damage.

    At 100% chance to hit, 440 vs. 400 = 10% better
    At 95% chance to hit, 418 vs. 380 = 10% better
    At 50% chance to hit, 220 vs. 200 = 10% better

    Since the chance to hit is applied to all attacks, the number of attacks is irrelevant to average damage done over time... until you start getting into more sophisticated arguments like procs and wasted blow through damage.

    Quote:
    Originally Posted by MisterD View Post
    And adding procs into the mix? How does that give an indication of which sets are better or worse?
    Quote:
    Originally Posted by MisterD View Post
    How is the proccing ability in KATs favour when both sets can take the SAME amount of procs??
    Continuing the above example, let's add a proc that has a 20% chance of doing 100 points of damage. Let's say 95% chance to hit since it won't make a difference, and that's what we typically assume when calculating DPS. For each attack, the proc does an average of 95% * 20% * 100 = 19 points of damage. With two attacks in the Katana "chain", we add it twice there, and only once to the Broad Sword "chain".

    456 vs. 399 = 14% better

    So adding procs to the mix improves Katana more than Broad Sword, and increases the gap between them. I'm not saying the effect is huge in practice, but it's there.


    Quote:
    Originally Posted by MisterD View Post
    Looking through Mids comparing DPA of kat to other sets..it is better than a lot of them. Does this mean they all suddenly need a buff too?
    DPA comparisons of all attacks in a set is a mostly irrelevant metric, but even on what I'd consider more relevant metrics, I consider Katana to be a middle of the pack set for damage, elevated to a great set (with some secondaries) due to Divine Avalanche. Broad Sword I consider a low end set for damage, elevated to a good set due to Parry. Broad Sword doesn't really need a buff over all. It is only in comparison to Katana, its closest competitor due to their similarity, that we see that it might be appropriate to buff.

    But if you were suggesting what I think you were, I'll agree that it's a dangerous game buffing a set that I think is already at least middle of the pack. Arguably, we might nerf Katana instead, but the general trend for the past few years has been cautiously upward. I would expect a small buff to Broad Sword rather than a Katana nerf. Arguments for other sets needing buffs would be separate from this thread, whether or not those arguments might even be stronger than the argument for a Broad Sword buff.

    Quote:
    Originally Posted by MisterD View Post
    If you don't like the set..don;t play it.
    We're talking about game balance, set balance. That has nothing to do with whether people like the set or not. But if it matters to you, I have two Broad Sword characters at 50, and my Broad Sword/Shield Defense was the most fun I've had leveling 1-50. But fun is subjective, and isn't what we use to balance the sets. We're talking about objective, verifiable differences between highly-comparable sets.

    Quote:
    Originally Posted by MisterD View Post
    I previously stated numbers, showing DPA of various sets etc..as an example of why i do NOT think BS needs a buff.
    And the sort of DPA comparison that you did is much less relevant to a balance discussion than a comparison of the DPS of good/common attack chains, and AoE damage output, and burst damage output. And we aren't shooting for sets being the same in all three areas, so we get into a fairly subjective area of questions like "How important is DPS in comparison to AoE?" Even worse, we get into questions like, "What is more valuable, Siphon Life or Parry, and by how much?" But we don't need to delve into these sorts of questions if Broad Sword is actually behind in all three areas with no compensating advantage, as seems to be the case, and since Broad Sword's powers are functionally identical to Katana's.

    Quote:
    Originally Posted by MisterD View Post
    'While the structure of Katana and Broadsword are identical, Katana gets better DPA on 5 of 7 attacks and is only worse on one attack. This situation is no longer reasonable.'

    The is your CORE argument Geko. The one you are basing this whole idea on! (Note, I am not saying you are not correct in the lower DPA's)
    Ack! Yeah, DPA arguments aren't really what this is about. If that IS Geko's core argument, I'd suggest that the DPA difference isn't relevant except in context - DPS, AoE and burst damage output. I should probably reread the OP, but I'm personally approaching this from years of forum calculation and test and consensus, not on some specific point in some specific post.

    Quote:
    Originally Posted by MisterD View Post
    So then, when I join the discussion, and go and list sets with WORSE dpa than broadsword, suddenly that is silly and you quickly pile in with listing all the unqiue things that Spines can do, and tell me I should not compare an aoe set to a single target set.
    I think the real argument is more along the lines of what I stated at the top of this post. That said, a DPA argument (which I am NOT making) WOULD be much more relevant to a comparison of Katana and Broad Sword specifically because their powers are functionally identical. The same cannot be said of Spines. They are drastically functionally different. The result is that Spines excels at AoE and is poor at DPS (and burst is questionable, as it would be good at burst AoE and only mediocre at burst single-target, and I haven't felt the need to draw a distinction before, but of course there is one). Now, how do we compare a set that is good at AoE and poor at DPS to, say, a set that is bad at AoE and good at DPS? That gets very subjective, and depends on play style, what you normally fight, and so on. Apples to oranges, as already mentioned. But when comparing Broad Sword and Katana, we're comparing apples to apples in a way that no other two Scrapper sets can be compared.

    I suspect you feel like Geko is setting up goal posts (compare by DPA) and then moving them (you can't compare by DPA because AoE makes it apples to oranges). But you can compare Katana and Broad Sword by DPA (because the powers are functionally identical) and can't compare either to Spines so simply (because the powers do very different things). Again, DPA isn't what matters (and now you probably think I'm moving the goal post, where I'm really just pointing out that it wasn't where you were told it was), but the same argument applies to what does matter.

    Quote:
    Originally Posted by MisterD View Post
    So there ya go Geko..a list of things BS has THAT spines can't do. And you know what, it is JUST as worthless as your list of things spines has that BS doesnt..since they arent the same sets. But hey..I only compared the DPAs...now..what was the thread started based on the DPA on broadsword...oh yeah! This one.
    Agreed, both are mostly worthless except to tell us that these two sets are not easily compared.

    Now try making a list of the things that Broad Sword has that Katana doesn't, or vice versa. You'll find that they're all things that are relatively comparable, because the arcs, buffs, debuffs, knockup and so on all match. That makes it much more of a straight comparison of damage output. Even damage output comparisons tend to be complicated, as we get into questions like whether AoE or DPS damage is better. But this, too, doesn't apply to the Broad Sword vs. Katana comparison, since Broad Sword arguably loses to Katana in the three main categories of damage output.

    Basically, you haven't won an argument by knocking down a DPA straw man, whether or not that straw man was set up by someone else, and whether or not you knew it was a straw man. I think I understand exactly where you're coming from, though, and certainly don't blame you for knocking the straw man over. I'm just pointing out that knocking it over hasn't changed anything really.

    And assuming your posts have been made in seriousness, I'm sorry for the names you've been called. Your tone has been confrontational, so probably people felt provoked and their reactions might be considered reasonable, but trying to read this thread as I suspect you're reading it, I can understand why your tone has been confrontational. I'm hoping I've clarified rather than confused the issue, but it's hard for me to know.
  24. Quote:
    Originally Posted by Star_Empath View Post
    Alright. I made a few changes to the build I had originally...but it's still not up to the specifications you posted, Werner.
    Honestly, it's not surprising. I haven't tricked out any Electric Armors, but I'm betting you have to compromise almost everything to hit 45% to everything, if it's even possible, and it might be going overboard regardless. So maybe just 45% smashing/lethal, and decent to the other types, like 32.5% FCEN? Not that you hit that either, and again, I'm not sure what a realistic goal for Electric Armor is. I should probably defer to someone with more experience with Electric or the combo at this point.