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Quote:Context? Hurting very well optimized team by a little given a certain number of debuffers. I still stick by that, what's your point?and the biggest problem with that is your 'facts' trying to prove that tankers are hurting teams more then they benefit teams. You want to play things you way, but your also trying to prove that your way is better then everyone elses.
Should I be caring about people's feelings being hurt by implying that their beloved tank toons are not really viable in every single situation?
Quote:Once you started doing that, its pretty hard to go back to the 'well, you play your way and i'll play mine' and it really shreds up any facts you may or may not have discovered.
Stating that someone should play the game they want to and let me play it my way somehow shreds all the facts I have discovered?
I usually don't use l33tspeak much but I believe this would express what I want to say best,
...wut? -
Let me play my game the way I want to and you play it yours?
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Quote:Not everyone speeds, nor enjoys it. There are plenty of awesome players that actually don't "like" to speed.I can't say anything about SR vs Freedom Phalanx, I've never done it.
I feel that rather than seek ATs in particular (and I admit it would take one helluva skilled MM in my mind (not necessarily true) to be of competitive value to a speed team), ask for speed based toons to go on the speed runs. I'll be respecing in Superspeed on my Inv/SS (I still got to drop Legacy Fitness) to get ahead because running upto Cysts it can be helpful to the performance of the other sets if aggro is consolidated.
I am not with selecting people because of their AT as I barely, barely ever see in my life proper aggro management from someone on a Brute. There is usually something they're not doing right thats compromising the performance of someone else. I'd liked to see the tankers tier ones accuracy increased now to decrease that gap of value in speed teams but the Devs might look at speed teams as something too small a population do to be too high on the list.
But, if you are really into speeding like I am, picking AT's is quite gratifying.
I've actually had a time when I had a whole bunch of people on Virtue hating me because they thought I was an AT'ist (some of them still do! :P). It is in the end about playing how you want. This is how I want it, I don't enforce it on anyone else, and yes, luckily our population is small enough to escape the big looming hammer of nerf -
Quote:*shrug* I'll rephrase that; if you don't have illusion trolls, you really want a toon with taunt on a LRSF or STF. Cool?FAI The first sentence isn't true. The second sentence doesn't mean that Scrappers have to be buffed.
Not all scrappers need to be buffed, but SR scrappers typically would if they are going to take on Recluse or the Freedom Phalanx.
Again, need is subjective - an SR scrapper could load up on large oranges and manage it, but that is um, less than ideal. -
Quote:Oh, I guess I kinda neglected to mention the other over-powering reason to have the second illusion troll. Um once in a while, one 'does' dieI wouldn't rely on that: the one shot rule ignores DoT and multiple damage components.
Quote:The trick is to recast the phantasm about 15-20 seconds before the PA will despawn. One of the first things the Phantasm will do is cast his own decoy. That decoy taunts, and will therefore be next in line to get aggro when the PA despawn, and before the next cycle of PA reacquire aggro.
To make this work for long periods of time, the phantasm should have about the same recharge as the PA. Otherwise eventually the system will stagger itself out of sync and you'll be exposed. Note: the phantasm decoy lasts only 30 seconds. The Phantasm will eventually recast it, but there will definitely be a gap between. Thus the recommendation above to cast the Phantasm about 15-20 seconds before the PA is going to despawn. Too much earlier and you could have both despawn at the same time. Too much later and the Phantasm might not cast it quickly enough to lock in aggro. Which is why this takes a small amount of practice to get the timing right.
Usually casting more than 3 times is actually moot, since the team usually gets one tower down in about 30-40s, the other in a similar time, then they're all on recluse. I usually get to about 3 casts, sometimes 4 on a slow team - this is of course on the increased recharge. -
Quote:Actually, it gets better; on our STF's, we never take out the flier before recluse (we take it out after the TF for the 2 merits if someone 'really' wants them).Well, not anyone. I've seen Illusion controllers sniped out of the sky during that moment in perma-PA when aggro hands off to the new pets and for a moment LR sets his sights on the controller.
In fact, I was one of those Illusion controllers a while ago when I was on an LRSF and found myself trying to control LR aggro while very much out of practice on my Ill. It took a few zaps before I recovered my double-decoy timing.
(Perma-PA isn't a guaranteed method of holding aggro, because the old group despawns as the new group spawns, but the new group doesn't get aggro until they actually attack the target which can sometimes unpredictably create a couple of seconds of gap no matter how solid your perma-PA recharge is. The only surefire way to permanently lock aggro on the pets and not have it spill to yourself is to use the Phantasm decoys as the bridge across PA castings, which takes some practice to get the timing consistently right.)
So my illusion troll is usually tanking recluse AND is taking flier aggro; which is why having capped ranged defense and 30-50% s/l resistances helps (Ill/Cold FTW!)With that aid-self and the one shot rule allow him to survive.
Even then, we usually keep 2 illusion trolls on recluse, because even though recluse really isn't as much of a danger (I shoot straight up way out of his range right before my decoys are about to die, and then recast them in the air, letting them fall down on recluse), that switch to new pets, is sometimes laggy enough that he loses aggro completely and moves to the rest of the team. If another set of decoys are already up, he aggros on them instead.
Of course, barrier is a godsend here
EDIT: Oh yeah, I hit the phantasm too before the decoys are about to go out. He usually gets one shot if he gains recluse aggro, but it does help bridge that gap between decoy casts. The problem is, DESPITE the phantasm, sometimes in laggy conditions, even then recluse can de-aggro and go after team members. -
Quote:You really want the hoverer to have taunt though; Recluse can get frisky. I *have* tanked him with a blaster before, but I sure would never want to do that again.(Also, as an aside -- the last time I checked, anyone with Hover and a means of holding Recluse's attention can tank him. Poor AI FTW.)
In fact, for safety sake, if we don't have illusion trolls on casual speed runs (I know, 'casual speed', sounds contradictory), we take along a stoney (sometimes I even take mine), just to be able to autopilot through the TF. Since we have kins all the time, even a Stone/Fire or Stone/Dark can do some serious damage. Again, not as much as a scrapper or brute :P but enough to not to worry about too much. With all the data gathered on this thread, I think I'll start running with stoney's more, considering it seems the damage loss is minmal, plus a superb experienced player on a stoney is probably going to give the team more damage than an average player on a scrapper or brute.
I did say, I do like playing my stoney once in a while -
Quote:It's a fair assumption in principle. It's just that the number you chose to represent that assumption is arbitrary.
And as Arcana notes, you make no distinction among different builds, which is understandable, but by the same token you haven't proven anything. The very premise on which the bulk of your assumptions are derived -- that survivability can never be an issue before the Tank's inclusion -- is designed (intentionally or not) to marginalize Tankers.
I believe it's fair to say that a really high-end, heavy buff/debuff team will have survivability well under control for the vast bulk of the game's content. I believe it's fair to say that such a team, generally, doesn't benefit much from adding a Tank, and will probably even lose some sliver of efficiency in the deal. Again, through most content.
I don't believe it's fair to say that all high-end teams are necessarily degraded by the inclusion of a Tanker, or that no high-end team can benefit more from a Tanker than from a hat-picked DPSer. I don't believe anyone here has argued (as you asserted in a previous post) that a Tanker would necessarily increase overall team speed, just that there are instances where a Tanker can increase overall team speed.
By this point, the starkness of your original statement (which may not have been fully intended) has degraded into a rather tepid position, over which it's hardly worth arguing. We're down to splitting hairs. All I will ask is that you consider the following two team loadouts; look at them and think about whether the one without the Tanker is necessarily better-suited to run something like, say, the Lord Recluse Strike Force in a good time.
Team 1
2 Kinetics Defenders
2 Storm/Sonic Defenders
1 Rad Defender
1 Fire Blaster
2 SR Scrappers
Team 2
2 Kinetics Defenders
2 Storm/Sonic Defenders
1 Rad Defender
1 Fire Blaster
1 SR Scrapper
1 INV/SS Tanker
Both teams satisfy the general offensive requirements of your calculations. Neither one has a whole lot of buff/debuff-derived mitigation that translates well to a fight against multiple level 53 AVs. The task is certainly possible for both teams, even easy depending on the specifics of each build and the skill of the players -- but one team has a distinct, and potentially very important, advantage. The other just has imperceptibly more damage.
Team 2 might actually finish off the Phalanx faster because it has an easier time bunching them together.
Sure, if you don't have illusion trolls, you absolutely need a tank or a scrapper/brute with taunt. With enough buffs though, I've seen a scrapper with taunt hold recluse with all towers up. Of course, that is not ideal, considering that means we're losing damage on the two towers.
A pair of ill/colds/ill/rads on recluse means, they throw their debuffs on the towers, and then hold recluse with decoys; their personal damage wasn't too high to start with, so the team isn't losing much there.
On a LRSF, 6 decoys, 7 AV's, works rather well
Gathering them is useful, but as long as the illusions 'know' how to play their toon, you'd be surprised on how well one can control his decoys (I not being one of the better ones, but I've seen some amazing ill trolls).
Of course, considering we 'don't have illusion trolls, given the team compositions, both on LRSF and STF, I'd go with team 2 - but that's mostly because the buff/debuff on that team is already rather low (not in terms of -resistance, but usually having a sonic resonance and/or cold toon really helps team survivability). Also the scrappers are SR, so they'll have a harder time surviving. On STF, it would be a really bad idea to go with team 1I actually would not run either team without modifications, unless I knew at least five out of the eight really well and knew they were superb players.
But all of that was true pre-i20; post i20, I wouldn't particularly root for team 1, but I wouldn't care much either way - since if even with 2-3 people having T4 barrier/rebirth, the teams survivability would jump incredibly.
I usually don't count post i20 though, I think the incarnate powers achieved their purpose, made our teams literally gods.
So long story short, yes, tanks can be useful, I never said they aren't. Usually on my teams though, again I iterate, I am only speaking of teams that I usually put together, they are not particularly a +, at best, they're not much of a -. Which brings me back to my point, would I take a tank on a high end team? Naah.
I should've probably have stated clearly though would I take one on a high end team that I built for record runs and considering no one really wanted to bring their tank and I didn't have first hand knowledge of the damage capability of the people who wanted to bring their tanks and all the players I was getting were good at their toons which I knew either directly or indirectly and the scrappers and brutes were really high dps and we had one very good kin or 2 kins and we had 4 solid debuffers and...
..it just seemed simpler to state, that the fact that post i20 a tank has solo'd a GM, is well, an achievement, it does count as solo, but does it change the fact that I'd bring a tank along on a high end team now? No. Essentially this entire conversation started with my trying to put across that even with T4 incarnate powers, I do not consider a tank any more or any less of an asset than I did before; when compared to an equally T4'ed and well built scrapper/brute/debuffer/SoA.
I do suppose I did go overboard with the "tanks are just crutches" statement, that could have been phrased better. I also admitted that after doing more analysis 'after' reading people's viewpoints on this thread, I did admit that I was wrong about the 'amount' that a tank would hurt the damage of said team. -
Quote:If you could send me your code, I could convert it to C++, make it a library call and expand my code to brute force the data with your simulator.Then you would go to a simulation, like I said you should if you reach that point. But your current system isn't there yet.
Simulations are not all that easy to make. People have mocked up things that were claimed to be simulations but they got caught up in the calculations: what they made were basically difference engines, not simulations. And to get proper statistical information out of them, they have to run fast enough to be able to do thousands, really millions of runs.
I keep telling myself I'm going to rewrite mine in C, but to be honest that's unlikely given the fact that I put so much algorithmic efficiency into the python one, it already runs billions of simulated seconds per hour. I should shoot it through 2to3 though, since I don't have a python2 on my system anymore. -
Quote:Because the other option is to not have debuffers and go with more damage types, which is already accounted for in the data I generated. With just at tank, kin and melee dps, the total team dps output was low.How do you know your tactics haven't landed you into a suboptimal local maxima?
The entire point of the program was to try to figure out how much do debuffers help.
There is the related case of using SoA's, which can provide debuff and still be in melee range, utilizing their damage at the full damage cap, plus doing more damage - that isn't a case I've explored yet considering SoA debuff and damage are really a bit at odds with each other. Should they be spending more time debuffing, or more time doing damage? Their debuffs don't last very long so they need to be cast more often than those by fenders/corrs/trolls.
Of course, to find the global maxima, we have the related discussion, which I believe would involve trying out all team combinations and run a simulation with all. -
Quote:To further add to this, not every speed run has to be optimal unless you're trying to break records on *every* run, which really would ruin gameplay even for a speed junkie like me.Unfortunately, unless you team only with SG friends with specific powersets, you cannot fill a team with exactly the optimal toons. You may even bring a tank.
When we put together teams, we simply ask what people can bring and sometimes it's a tank; I've even run several teams with 2 tanks simply because people wanted to get their tanks for that run. Now if I get a team with 3 tanks, that's where I strongly suggest that 'someone' switch out to another AT :P
I don't think a tank is a bad toon to play, I rather enjoy the feeling of invulnerability I get on my stoney. I used to like my SD till I realized I was rarely logging him on, since most of my time IG is spent on speed TF's/trials.
FYI, on trials, I don't even bother with team composition past having 'some' debuff and preferably 1 kin per team. -
Quote:I've counted lower numbers for debuffers and kins to account for the fact that for quite a bit of their time will be spent on casting debuffs/buffs. Playing a kin, between casting SP and FS over and over again, it leaves very little time for actually doing damage attacks. On my cold/sonic and ill/cold, my attacks are usually, sleet, benumb, heat-loss, 2-3 damage attacks, sleet, damage attacks. Most of the time, I don't even get to casting sleet the second time since the AV is dead already.But that conclusion is based on numbers that seem selected to derive that conclusion. For example, the value of a resistance debuff is actually based on the intrinsic damage output of the rest of the players on the team Swapping a tanker for a brute, for example, costs you the difference in damage between the brute and the tanker, but then adds about 20% of the total damage of the rest of the team.
Your calculations assume that "debuffers" have extremely low intrinsic damage. In fact, they assume the debuffers in question will have only 40% of the damage of scrappers (scrappers: 75, debuffers: 30). And that is base, not damage capped. Is that remotely likely if we pick, say, corruptors as our debuffers? And even if we pick defenders, that is a huge gap in damage when scrappers do not tend to have a lot of ranged AoE, even with epic powers. Defender damage mod is 0.65. Even assuming a 10% crit rate, if Scrappers are 75, defenders should be at least 39. Corruptors should be at least 45 even if we don't count Scourge, and we should. And what to make of your assumption that the base damage output of a Kinetics defender is only 27% that of a scrapper? (75 vs 20).
Those very low numbers reduce the benefit of swapping pure damage for lower damage and a debuff. And that's what makes your calculations not in fact giving the tanker the best possible case. In some of your assumptions you are counting the tanker contribution generously, but in others you're penalizing the tanker contribution severely.
As I also mentioned, debuffers stay out of Melee and AoE range of the AV's, which often precludes them from FS/SP. -
Quote:You're right, I don't know many high damage tanks; but I do know a few. When they run with us, trust me, they are still not staying a spawn ahead...you really don't know many good high-damage tanks, do you.
Granted, that's not all that unusual. Damage tankers rarely bother with teams, so you'd not see many of them. They're usually busy farmin' up their billions.
On a team, a high-energy, high damage tanker is usually playing a 'spawn ahead', with the team mopping up behind. Soak alpha, fire AOE's, move on. The team can catch up if they're able.
I know when I go out and team with my fire/fire, I usually get a lot of startled commentary.
In fact, the only time the entire team really gathers together is for AV's, otherwise most of the team is really split into solo, 2's or 3's at most. -
Quote:You're looking at this as a math problem, I am looking at it as a computer science problem.Your current system uses only a single polynomial expansion for damage within a bounded space (eight maximum team members). By definition it will have a calculable global maxima and minima within that space, and so long as the relationships are all linear, the equations will either have a solution within the space or point to a solution along a boundary condition. For there to be no closed form calculation that solves for this, you would need to change your methodology entirely to something with either nonlinear or non-polynomially expandable expressions.
I'm not sure why you think it would take millions of equations though since all archetypes fundamentally follow the same game mechanical rules, just with different constants. Its worth noting that in spite of the fact that your code contains many different components representing the different archetypes, the entire program expresses just a single fundamental equation for calculating damage: essentially the equation I used above. In fact, when I last looked at damage mitigation discretely there were really only five fundamental equations in total expressed within the entire system (the tohit algorithm, the damage and resistance equation which includes heals, the +maxhealth mechanic, the mechanics of regeneration, and the mechanics of recharge).
Keeping everything constant, yeah, just math could determine the maxima; but if you want to start accounting for a non-static environment when buffs and attacks land at different points doing different amounts of damage to the AV based on what has and hasn't landed, how would one do that with an equation?
The reason I wrote my code with individual object instances for each toon was to be able to eventually add action objects of type attacks, debuff, buff, which then in turn can be used to run a simulation.
Maybe, we 'could' expand the simulation out into a linear polynomial equation, but I am not sure how that would work? Frankly, I don't know enough maths to be able to do that or to even know if it's possible, I'll defer to your superior knowledge of math to decide that.
If we do use the simulation as a series of steps applied by different objects from different threads, in that case, we would have to try every possible team combination (with optimizations as I mentioned to drop useless recursive descents), which brings us back to it being a NP complete problem.
P.S.: The advantage to doing it as a CS problem is that it can be used to calculate the math factors also along the way, without doing too much work -
Quote:Let's for a second forget about trying to find equivalent scrappers and tanks to compare; instead, my simple question is, instead of a Fire/SS tank, why wouldn't I rather pick a Fire/SS brute?For instance, take the Fire/SS tank. This is the set always mentioned when we speak of Tank DPS, the golden proof that tanks can compete with scrappers. This powerset can perform as well as many scrapper combinations, even some very well-built ones. If you were comparing a Fire/SS to a Spines/Inv, the scrapper probably would come off second best. But if you compared a Ice/Ice tanker to that same scrapper, they probably wouldn't match it.
Slightly lower base damage, almost double the damage cap.
People's answers have basically been 'bruising!' which I believe does not help very much once you have enough -resistance stacked that the loss in damage exceeds the increase in damage by bruising for the entire team.
Quote:So can we please just end this argument and state that tankers are still very much viable, even if under certain situations they can slow a speed run team by seconds? How much difference is there between a tanker contributing x damage and a scrapper contributing 2x in the scheme of an entire TF, even if it was as simple as that? A difference of 1 min of a Speed ITF, or perhaps less? Will taking one minute to get your reward really diminish it by that much? I believe not, and I believe that the basis of this argument, that one character can be distinctly proven better than another for this particular situation is unfounded. We cannot state that having a tanker will cause you to be x seconds slower, or that a Ill/Cold will make a team x seconds faster than a Crab would. We just can't, because it is too complex for a simple answer.
I've stated several times over, yes, bringing a tank along does not drop the speed by much, just that it does - everyone's point has been that it does not period. In fact, several people have been arguing that bringing a tank would 'increase' the overall speed of a speed TF versus an equivalent scrapper or brute.
If we were to just say that tanks usually will slow a speed TF down by slightly, not enough to really enforce a no-tank policy even - provided it's a tank built for damage versus optimal tanking? Then I'm with ya, completely.
If we were to agree that with damage heavy tanks, the tank WON'T slow down optimal speed TF, or will speed up the TF, then well, that doesn't make sense to me.
If we were to say that we cannot know either way, that also I don't agree with because I do believe that there is enough experimental and theoretical data that seems to clearly indicate that tanks do not increase team speed on such teams but often can slow it; if they're built for really high damage, then they would not slow it by much, or even really a noticeable difference. -
Quote:That is correct, thanks, fixedNote: there is a bug in the code for Brutes: all damage caps are expressed in the code as 1 + buff, not as absolute damage strength caps. So Scrappers are listed as 4.0. However, Brutes are listed as 7.75 and they should be listed as 6.75, because their absolute damage cap currently sits at 7.75 or 775%. Not important to Scrapper vs Tanker comparisons though.
Quote:These calculations presume some very specific values for everything, though. They presume you will always be damage capped regardless of archetype or circumstance, which is not a good assumption even in the strongest steamroller teams. They presume a very high resistance debuff value *per debuffer* of -60% resistance. No one has a -60% resistance debuff: it requires stacking two -30% debuffs to get that high, and I don't think anything can stack that much debuff in less than about 4.5 seconds of total execution time.
The first bottleneck is the AV, which is not really 'much' of a bottleneck since the AV goes down in 10-30s with these teams. But, since the argument was that in that particular case, a tank would help the team more because of the resistance debuff multiplying across the team.
The entire point of this exercise was the prove that the tank's lack of damage at it's damage cap, is not made up for by the -20% res that it provides; on a debuff heavy team, since as your debuff increases, that 20% is a smaller and smaller part of the final resistance debuff.
Quote:I believe the constants in the system presume things simplify as neat as they imply, but in actuality I don't think they do: the effectiveness of the resistance debuffs drops as kill speed rises, because their set up time becomes an increasing percentage of the total, for example. And the damage ratios affect the balance between base damage and resistance debuff. I think if you pick simple numbers you'll get a simple answer, but it might not be an answer that adequately factors in critical complications. And I think that given the large uncertainties in these calculations, a 1.87% difference in team damage has to be called a dead tie, not a calculated loss for the tanker.
If you look at the further numbers, as debuff increases, the tank's inclusion starts to hurt more, quite a bit more.
Since not all debuffers will have their debuffs up, or some might miss, I often take 4 or 5 debuffers. That means that the tank is now competing even more so with the damage dealer.
If a tank comes, he's bringing 20% more debuff, and we're losing about half the damage of a scrapper. Now, half the damage of a scrapper is very relative term here - if the debuff is -100% resist, the difference is actual dps loss from the tank doubles. He still is providing 20% +damage (in effect) to the team, but the rest of the team is not very high damage, so his gains are limited.
Another reason for bringing 4-5 debuffers is also the fact that we are actually not fighting +3's on most the TF in quite a few TF's - the enemies range from level 50 to 54, with 54 only on the last mission.
On running my calculator again, the optimal number of debuffers changes to 4 and the tank loss increases to 7%, at 5 debuffers, it becomes 17%.
Secondly, we don't always get 2 kins, for the main reason that the other debuff toons aren't able to take advantage of fulcrum shift very well since they fire at range, so essentially with either 1 or 2 kins, the only toons that remain at their damage cap are the melee's.
That being the case, only the scrappers, brutes and tanks are at the damage cap, the debuffers are 'maybe' at 150-250% (my own debuffers often end up at around that much, I don't think I even hit my cap on my troller or fender except in rare cases, this is even with 2 kins). Running with 2 kins usually benefits us when we're running with multiple brutes, with scrappers, 2 kins don't get us much more speed than 1, sometimes even less.
So, in a more 'real world' scenario, the tank is losing half the dps of a scrapper, _and, is contributing 20% damage to a team where a majority of the damage is coming from just the Melee toons (considering debuffers already have lower base damage and aren't even at their damage cap).
Taking that into considering, let's just take approximate values here.
A kin does x base damage (considering the kin mostly just SB's, SP and FS's)
A debuffer does 2x base damage
A tank does 4x base damage
A scrapper does 8x base damage
With a team of 1 kin, 4 debuffers, 3 scrappers (the team that I've till now found to work the fastest. Of the records I've kept of our fastest runs, this has been close to the team composition on almost all those runs), we'd typically have,
debuffers at 100-150% damage buff, everyone else capped,
we're at,
x * 4 (kin) + 4 * 2x * 2.5 (debuffers) + 3 * 8x * 5 (scrappers)
= 144x damage
AV's realistically are really at about -150 to -200% resistance, even with 4 debuffers, we don't really get to 240%, like ever; by the time all the debuffs stack, the AV's are dead. Plus there are cases where Heat Loss hasn't recharged, or a debuff misses, etc.
So that being taken in, our total is,
144x * 2.5 = 360x
Now the team with a tank and 2 scrappers is at,
x * 4 (kin) + 4 * 2x * 2.5 (debuffers) + 2 * 8x * 5 (scrappers) + 4x * 4 (tank)
= 120x damage
Assuming bruising is on constantly, and shifts the AV's -resist from -150% to -170%,
our final damage is now at,
120x * 2.7 = 360x
I am giving the 'ideal' tank scenario here. Not all tanks are FA/(insert high dps tank secondary here). Further more, it's much harder to find a high dps tank than it is to find a high dps scrapper, and of course, bruising can also miss. In fact, unless the team's toHit is really high.
Keep in mind, I am giving ideal tank scenarios throughout my calculations. Finding high DPS tanks is hard - and when I do find one, I am usually a lot more sanguine towards taking the tank, simply because I know that the drop in speed won't be much. The rest comes down to the player playing the tank then; is he stuck in the tank mode of play or can he actually switch contexts and focus more on damage?
Given all these factors, again, why would I 'prefer' a tank over a scrapper or brute?
I should also mention, 'ideally', having more SoA's along helps a lot, except for the small problem is that most of the SoA's I see, aren't really built very well. A well built SoA with debuffs and high damage can replace the scrapper easily, maybe even a lower end debuffer (considering SoA debuffs last for less time and they have to shuffle between debuffs and damage, so one of the two does suffer).
Quote:I'm pretty sure you could generate a set of closed form equations to figure out, given these values, what the optimum mix of buffers, debuffers, scrappers, tankers, and brutes would be (assuming that's all there is). However, I never got around to installing Mathematica on my new computer and I burned my linear algebra text books upon graduation, so someone else can eigenwhatever those.
I am not sure a 'correct' solution can really be reached without any algorithm that is not NP complete. The number of possibilities to cover can't be handled by just generating equations. The faster approach would be a greedy algo but for completeness, the best one can do is prune out descent trees that make no sense (like going over 5 kins say) to optimize the total number of equations to try.
Even then, realistically the algo would have to compute the team damage of the teams approximately 1.6mil times with different team compositions even if we were restricting AT's only to tank, debuff, kin, soa, scrapper and brute. To be more accurate, we really need to consider scrappers, fenders and controllers separately, which would put us at about 43mil equations - which would be fine for a modern computers considering the speeds we run at, but then comes the 'other problem'.
Considering real world factors, as you mentioned here, we need to run a partial simulation, rather than just use one equation.
My best guess would be to not use discreet ticks (since at a resolution of 100ms, the complexity of that code would be, err, horrendous), but rather run a thread for each AT, doing damage/modifying stats on the enemy, but there may be a better approach. Considering synchronization primitives and context switching time introduced because of that (1 context switch due to a sync primitive can take up to a 1000 cycles), this algorithm could take days to run even when written in C++. Assuming that we take only 0.01s to run a simulation, it would end up taking 4.98 days to run it just once.
So, basically I am not sure if we really can get a truly accurate answer for team composition unless we really simplify things, or, well, if we can find a really fast way to run the full simulation.
That last part, I am still thinking about. -
Quote:That's not *quite* true. Although in practice this doesn't happen usually, a tanker could build defenses less than a scrapper and end up with the same survivability: if survivability was not an issue the tanker could devote more slots to offense and still end up with the same defensive strength as a scrapper, which should be fine. They could also do this in an alternate build so as not to hurt their ability to tank in any other part of the game.
Its also possible the tank might be able to do certain things in their build that a scrapper couldn't do, even when you attempt to hold as many factors constant as possible, like choosing analogous primary and secondary powersets. For example, a tanker could slot the Perfect Zinger proc into its melee attacks: a scrapper couldn't (a brute could). Given what I've seen people squeeze out of builds, I wouldn't make a blanket statement like that.
Most good scrappers/brutes I know, slot at least 1 proc in each of their attacks, two in the most used one.
Assuming a scrapper has no procs in his attacks, and a tank had 3 procs, including the purple (that would mean about 64 points of increase in average damage per attack with the purp proc and 39.4 for just 3 regular procs; x4 it would be 182 points of extra damage).
From my previous calculation, the max damage for the tank without procs was 185.51 and for scrappers without procs was 412.99
Adding the proc damage for the tank, their max ends up at ~368.
So being really generous with the tank and adding 3 procs per attack for them and none for the scrappers, their DPS still just 'approaches' that of a scrapper, not matches or exceeds it.
Of course, if we're comparing different AT's, we should be comparing the highest damage tanks with the highest damage scrappers; built for damage on both. In which case, tanks would lag behind again by a similar amount.
Most scrappers that I play with BTW, don't build much for survivability, instead they build for recharge and damage.
I would be very interested in seeing a playable tank build that can come even within 70% of the max base damage of my scrapper (which is not specifically built for ultra-damage). -
Quote:So Crabs/Banes are amazing. My Bane stacks a solid 70% res debuff (counting 10% from reactive), and up to 90% with the achilles heal proc. Along with that it does crazy damage too, brings team buffs, etc, etc.Those are fair points that I think I should be able to satisfactorily address.
1. I don't necessarily think crabs should be excluded from a 'dream team' configuration. Their forcemultiplication is great, their aoe damage is strong and when they need it their st damage is situationally astounding as well (though in actual game the spiders are much more fragile against huge spawns and multiple AV's than they are against a single pylon that usually isn't even attacking them).
2. The aoe jump buff from kin won't do anything for pets movement speed. For better or worse they don't jump to move (would be cool if they did) and I think they already have superjump if they fall off of something.
3. The pets are a very significant portion of a crabs damage and they are a 4 min duration summon. They aren't exceedingly difficult to perma, but overlapping their recharge so that you can resummon them early isn't really that common. Conversely, phantom army is a 1 min duration summon, so in terms of moving from spawn to spawn they are available to be resummoned far more often.
4. In the event PA is still active when you start running to the next group they will happily follow along and not get destroyed along the way by errant agro (though they may bring you some adds in such a situation) whereas the spiders will get pwn'd if you are speeding past mobs and you will end up playing most of a speed run sans spiders. They will get killed off, I'm confident that slainsteel is not suggesting that cold shields and other st buffs would be applied to the spider pets, because that's not realistic.
5. Ill/colds may actually surprise you with their individual damage output. I know when I was running mine in AE and taking down 3-4 AV's at the same time (yay I finally manage to no temp/insp BaB's, Posi, and States at the same time) it would end up pretty much being just my individual damage on my target and I could still drop an AV in about 5 min.
If it were to come down to ill/cold vs crab for an optimized team (for whatever reason one might have) they both bring tremendous value. Cold is the better of the two forcemultipliers though and the better team protector and only one of those toons can take all the risk out of pretty much any encounter
I am not completely sure which would help a team more, an Ill/Cold or a SoA but I kept away from SoA's since the focus of the argument seemed to be around whether getting a tank versus a scrapper or brute would help or not.
Regarding pets though, I do speed extensively with an Ill/Cold and an Ill/Rad. The primary difference I've observed with my illusion trolls versus other toons with pets.
I usually cast my pets right as or before the battle starts; most AV's are usually dead within half the recharge time of my decoys (56s). So at that point, I invis up and run through everything to the next AV/enemy. This is here the difference comes in,
My decoys can follow me just fine, since nothing can kill them; other pets often die or take a lot of damage on the way.
It may be about 10s or so till my pets catch up to me, but at least they're there; otherwise I recast. Usually for spots where we have multiple AV's to go through (like the second last mission on the STF), I coordinate with another Ill troll, I take the first AV, he takes the second, I take the third, he takes the fourth while I move on to Aeon.
It actually ends up faster than waiting for a tank actually since the debuffers can debuff the first AV, then damage dealers finish him off, while the other illusion troll and some debuffers (who won't need to cast another debuff at that point - usually when the AV is less than half HP) have already started debuffing the second AV.
To clarify, we don't cycle our decoys to provide continuous tanking (everyone on our team is expected to survive on their own); but if we both use them at one AV, the damage at the even AV's will be reduced, which tends to be sub-optimal. -
Quote:Sure; but whichever gaps to the chain that reduce a scrapper's DPS, would also reduce a tank's DPS.I just happened to do it on my tank which would always be running -20% res from brusing and brought along some Rad Defender and corrupter friends. I pretty much established his DPS (With his current build, reactive, Brusing, etc) to be around 305 DPS (Doing more than a few pylon runs on him) So that seemed pretty static to me. Then I started to add additional -res points by having friends sit there with Envenerating Field up. So technically the pylon would be going from -30% to -52.5% on the first run and from -30% to -60% on the second. Regardless it would seem adding another 22.5% or another 75% -resistance to the target you get close to half a percent DPS increase, per point of resistance debuff.
Reactive and Brusing were figured into the solo DPS run. Again this wasn't so much theory crafting as going out with real builds, providing real numbers to get some sort of idea where things would be at for -res' impact on DPS and what a damage capped scrapper could expect.
Slainsteel, what you neglected to account for were misses and activation times for Hasten/Active Defense/Server Lag (even with Arcana time), etc. So while in a perfect world the scrapper *could* put out as much as 375-412 DPS, on this run it only put out 326. It probably could have been a few points higher as I had to do a few quick alt tabs dual boxing the kin (In between animations), but not every player out there will perfectly chain the attack.... perfectly... every time. So your numbers are high and unrealistic.
I provided you with a real data sample, taken from the game where you play out these speed teams. And your response is "Well on Paper, it would work differently." Basically what would happen is if you took three of these purple'ed, fully IO'ed out DM/SD scraps and put them on a team, they'd do less DPS than two of the same scrappers and a fully IO'ed purpled out Fire/SS tank. It may not be universally beneficial to bring along a tank instead of a brute/scrap. But in *some* cases it is. Which brings us back to the point that instantly dismissing *every* tank from *every* situation is fundamentally wrong.
*Edit* This isn't about best case scenario, this isn't about nothing but theory and what works on paper. In game, the people you play with have certain builds and certain limitations. I might have a DM/SD scrap that puts out 326, someone else might have one that can hit 350, and another one that only breaks 300. Try out some real data for a change, rather than just what you can plug into a spread sheet without taking into account the human element... which... hey are the very things that happen to play these characters.
That's the whole point here; when capped to damage, self buffs, even IO's, don't matter anymore. All that matters is your base damage (however high or low it is) x your damage cap.
If the scrapper's base damage is lost for xyz real world factors, they are lost for the same xyz reasons for the tank also.
The only situation in which the tank's efficiency would not drop and the scrapper's would, is if survivability were to be taken into question, since a scrapper would take more time to heal/regen versus a tank.
As I've explicitly stated, for the purposes of the calculations on an ideal team, survivability would not be in question simply because of the builds and buffs that the team members would have.
Additionally, if you looked at the further calculations (with 4-5 debuffers), a tank's advantage from bruising drops even more as debuff increases, I only picked the optimal case.
Hell, as you start approaching the -resist cap, the advantage from bruising totally disappears. -
Quote:Let me try to make this clear again.Steel as a fellow speed cluber and a friend. (we have had some good disscussions late at night) I feel like your fueling a fire that you wont win. Im not much of a sit down and calculate type of guy but what I have gathered from your posts you are disreguarding tanks. Wheather they produce dps at smaller level than a scrapper (thats how they are made) that doesnt stop them from being a important AT to have on a effective team. I know you have done some impressive things with your speed tf's but what u consistantly do is exclude players played prefrecences. Imagine if everyone ran just buffers/debuffers and high level dps. How boring will that be? some one mentioned its human nature to excel and be greater than others. Its also human nature to be different. And some players like to play as Superman (or at least there version of it) and I feel that if you exclude those players than your taking the way the game was intended. To play YOUR SUPER HERO
I do not have *anything* against tanks or people playing tanks.
What I think about tanks, or what preference I'd put them in terms of toons in a team buildup, should not 'offend' people. I do not tell people not to play tanks, or somehow make them feel bad about playing a tank. Hell, I don't even try to tell them that somehow playing a tank is not 'fun' or anything of the sort.
'My opinions' on a specific AT in the game shouldn't be offending that many people. If someone told me that an Illusion/Cold is a really bad toon (for whatever reasons), I'd simply smirk, think they are wrong and move on. I do not believe that I'd think the person was a tool or an ***, and if the reasons the person gave seem thought out (even if missing or refusing to acknowledge something that makes them wrong), I wouldn't even think that the person was an idiot. The only time I've been hostile towards anyone on this post has only been when they initiated the hostility.
It's a damn archetype in a online 'game'; it's frankly quite surprising to see how sensitive people can get about it. -
Quote:So the problem with your maths is that you're not taking the 'base' dps of a toon. When you're damage capped, all your self-buffs and IO bonuses and buffs, are all the same thing. It is damage cap x base damage for an attack.I'll toss up some Data of my own here.
Fire/SS tank - 307 DPS solo against a pylon.
-22.5% Res - 343 DPS, 10% Increase. For every point of -res, .44% DPS increase
-30% Res - 381 DPS , 19% Increase. For every point of -res, .63% DPS increase
-52.5% Res - 416 DPS , 26% Increase For every point of -Res .50% DPS increase
-75% Res - 514 DPS , 40% Increase. For every point of -Res .53% DPS Increase
Average DPS increase per point of -resistance = 0.525%
Obviously there will be some variation from run to run and I really don't have the patience/desire to plot out 100 points. (Nor do the people I asked to help provide static -res amounts want to stand around all day while I solo Pylons. Thanks Omen and Earths Warrior)
Next! Damage capped DM/SD scrapper pylon run - 326 DPS (Using a Kin to Keep character at the damage cap, while using the MG/Smite/SL/Smite Chain)
So 3 scrappers would net you 978 DPS.
2 Scrappers 1 Tank would be....
2*326 = 652 (20%*.525) = 10.5% Increase. 652*1.105 = 720.46 DPS + 307 DPS from tank = 1027.46 DPS
That gain of 50 DPS assumes 3 scrappers at the damage cap vs 2 scrappers at the damage cap and one tank who is below it. (By 40 to 120% at all times)
Now say we have the "ideal" team of 2 colds, 1 sonics, 2 Kin 3 Scraps. Vs 2 Colds, 2 Sonics, 1 Kin, 1 Tank, 2 Scraps.
With the first team a hard target can expect anywhere from 165 to 225% -Resistance (With double stacked sleet) And since you mentioned them being incarnated out, another 10% from reactive most likely. That still leaves you some wiggle room before you hit the -300% Res cap.
So your 3 dmg capped Scrap DPS'ers are doing 123.375% their normal DPS for 2184 DPS.
Your 2 Damage capped scraps are doing 133.875% (10.5% boost from brusing) their normal DPS for 1524 DPS. Your tank is doing 685 DPS (Only 123.375% Increase). For a grand total of 2209 DPS. Again with the tanks DPS being lower than it should be, being below its damage cap and not benefiting from the kin in these calculations).
So, according to my math, which may not be perfect. Bringing 2 scraps + 1 Tank > 3 Scraps.
Let's take a DM/SD scrapper's base damage,
smite + SL + smite + MG = 90.8 + 134.9 + 90.8 + 189 = 505.5
The arcana times for those attacks are,
1.188 + 2.112 + 1.188 + 2.244 = 6.732s
So the base DPS for that scrapper, completely ignoring crits, would be,
505.5/6.732 = 75.09
When damage capped, this scrapper's DPS will now become,
75.09 * (4.0 buff + 1.0 base damage) = 375.45
Over time, adding 10% for crits, this becomes, 412.99
This is assuming a total of 0 resistance on the enemy. Having a higher enemy just reduces this by .65, doesn't change the scale of things.
Now a tank, looking at a XXX/DM tank (to keep the primaries as close as possible), we'll take the attack chain of,
Shadow Punch + SL + Smite + MG
(throwing in SP of course for the bruising)
37.4 + 87.2 + 58.7 + 122.8 = 306.1
Total time,
1.056 + 2.112 + 1.188 + 2.244 = 6.6s
base DPS, 306.1/6.6s = 46.38
(In my calculations, I was MUCH more favorable to a tank; I used 52 base dps for the tank and 75 base dps for the scrapper and did not include crits, if I took those into account, at the 3 debuffers calculations in my data? that gap would have increased).
Multiple that with the tank cap of 300%,
46.38 * (3.0 + 1.0) = 185.51
So when both are at capped damage, a tank would be doing less than half the dps of the scrapper. Having bruising, it helps against +3 mobs, till you have enough debuffers on the team that the higher damage by each of the DPS toons is more important than the small resistance debuff that the tank provides.
Feel free to do your own calculations again, using the correct DPS numbers, and you'll reach the same values that I did.
EDIT: I didn't add in bruising since I am counting that as a debuff; in my calculations, debuffs are counted from all sources then applied - do see the math that I've posted a few posts ago in reply to Orbitus's post. -
Quote:I love contextless quoting. Quote the line you like, leave out the one you don't, even though they were meant to be said as a set.I am startled: He CAN learn!
Tanks are not 'crutches' for 'weak' teams. Indeed, in many of your own scenarios, tanks improve team DPS.
We are all shocked and amazed at learning something we all knew already.
BTW: TY Devs! Bruising is awesome!
Oh geez, I forgot; you're not interested in either what I meant or whether I am right, all you need is a snippet showing you're right! How silly of me. -
Quote:I am pretty certain I didn't get a PM from you asking me for my code?Your calculations are not real data, or proof of anything, unless you have something far more behind them than the rather simple assumptions you described. If your assumptions are as presented, then your math is not only arbitrary; it appears to be incorrect, as noted in my previous post.
Either way, you ought to be able to articulate what you did without resorting to the lame excuse that your code is too complex to share on the forum. Your two hours spent coding a program from scratch don't even appear to be justified by the rigor of the calculations; your stated assumptions lead to grade-school math that could more easily be done in a spreadsheet or even by hand. Like it or not, your insistence that your numbers are somehow simultaneously inexplicable and unassailable only reinforces the impression that you're an albeit competent person with a vastly inflated sense of the difficulty of the tasks he performs.
From the beginning, you've been assuming your own conclusion. The only reason people have been willing to entertain your tautological premise that Tankers' greatest strengths (aggro control, survivability) are necessarily undesirable on high-end teams is that even if we accept that DPS is all that matters, your case still isn't strong.
I spent 2 hours on it because it's been written to be extendable to my final algorithm for it, which automatically tries out every type of toon in all numbers to brute force an optimal team composition. I am not completely sure if you get this part though, considering your insistence that because I didn't post 2 pages of data, my data cannot be correct (my previous posts shows, using your calculations, that my data is correct - you just read it wrong, albeit probably because I didn't clarify that I wasn't counting kins as debuffers).
And this is why it is complex, so I don't have to do the calculations you just did, over and over by hand to find the maximum DPS; the fact that we should have 2 kins and 3 brutes and 3 debuffers for the optimal team didn't require me to calculate everyone's damage, final resistance, total dps, over and over and over again. And I can't run a NP-complete algorithm in a spread sheet macro, it would take hours to get through just one run.
I think you are having a very hard time coming to terms with the fact that teams can run without having to worry about 'anyone's' survivability. Maybe you haven't been on such teams?
So I've admitted clearly that I was wrong about how much DPS we lose with a tank, but I was correct about the fact that on debuffer heavy teams, we do still always lose it, so yes, the margin is indeed small.
But I am not sure what it is with you; first you attacked me for poor maths, then poor logic, now you're attacking the premise I started with? I don't get it, are you just desperate to prove me wrong? -
Quote:Your calculations are right, but for the wrong case. I should've made it more clear. The optimal case is for 3 debuffers, that means 3 debuffers, 2 kins, 3 dps'ers/2 dps'ers and 1 tank.Since you haven't shown your work, all I can do is try to verify your calcs by using your own assumptions (bolded above for reference). Unless you've misstated those assumptions, or unless I'm misreading them, something doesn't add up right. So let me take the above example using your assumptions as I understand them and try to work it out long-hand.
The specific DPS numbers aren't important. The relationships are all that matter.
DPS toon (Scrapper) = 100 base DPS (capped at 500, 500% of original)
Kinetics toon = 40 base DPS (capped at 120, 300% of original)
Generic debuff = 60 base DPS (capped at 180, 300% of original)
Tanker = 66.6 base DPS (capped at 266.4, 400% of original)
(A Tanker's base damage is 2/3rds of a Scrapper's, by slainsteel's own acknowledgement here in this very thread. Regardless of how you weight crits, that's a fair approximation.)
Opponent is +3 relative to player characters, so all offensive powers except for Bruising are 65% effective. With all of that out of the way, let's try to work out the above-quoted comparison:
4 de/buffers (2 of them Kins) and 4 Scrappers: ((2 * 120) + (2 * 180) + (4 * 500)) * 0.65 = 1690 DPS w/o resistance debuffs.
1690 * (1 + (1.2 debuff * 0.65 purple patch)) = 3008.2 DPS
4 de/buffers (2 of them kins), 3 Scrappers, and 1 Tanker: ((2 * 120) + (2 * 180) + (3 * 500) + (266.4)) * 0.65 = 1538.16 DPS w/o resistance debuffs
1538.16 * (1 + (1.2 debuff * 0.65 purple patch) + 0.2 Bruising) = 3045.55 DPS
So using the same apparent methodology that landed you at a 5.4% advantage for the non-Tanker team (2310 / 2191 = 1.054), I've ended up with a 1.2% advantage for the Tanker team (3045.55 / 3008.2 = 1.012).
Strange.
Anyway, your numbers are only data to the extent that the assumptions are valid, which isn't a given. Personally, i think your assumptions are good enough for an on-paper analysis like this one, but analyses like this one are implicitly over-simplified. The bottom line in this case is that even if your numbers are right, they only tend to demonstrate just how miniscule the differences we're discussing are even in the abstract.
I don't believe that was the conclusion you set out to prove. In practice, it's hard to imagine that such low margins of disparity would be noticeable, much less materially relevant to most any team's (whether low-end or high-end) performance.
What you calculated was the 2 debuffers case, which the data already shows, is inclined towards having a tank, but is not the best possible dps you can go to.
So using your data,
DPS toon (Scrapper) = 100 base DPS (capped at 500, 500% of original)
Kinetics toon = 40 base DPS (capped at 120, 300% of original)
Generic debuff = 60 base DPS (capped at 180, 300% of original)
Tanker = 66.6 base DPS (capped at 266.4, 400% of original)
3 debuffers, 2 of them Kins and 3 Scrappers: ((3 * 120) + (2 * 180) + (3 * 500)) * 0.65 = 1443 DPS w/o resistance debuffs.
1443 * (1 + (1.8 debuff * 0.65 purple patch)) = 3131.31 DPS
Now with a tank,
3 debuffers, 2 of them Kins and 2 Scrappers and a tank: ((3 * 120) + (2 * 180) + (2 * 500) + 266.4) * 0.65 = 1291.16 DPS w/o resistance debuffs.
1443 * (1 + (1.8 debuff * 0.65 purple patch) + 0.2 bruising) = 3060.04 DPS
As you can see, having 3 debuffers along yeilds more DPS, and having a tank along reduces that DPS, despite bruising. Again, I admit, by a small margin.
The whole point for writing this code was to find the optimal point and then throw in a tank; the data already shows with 2 debuffers or lower, having a tank along increases the team's DPS. -
Quote:I am not arguing how I should or shouldn't play the game. How I play it is really my choice and let me reiterate, I do not force anyone to play the same way.First off your making a lot of assumptions I am not so sure should be assumptions.
Key among them being....."assuming team survivability is not an issue."
You can probably brute force a fair amount of the content the way you describe. It seems like you pretty much limit yourself to late game TFs so...Rikti, Cimerorans, Arachnos, maybe Council. All pretty vanilla mobs. Run at the same difficulties versus other foes and that base assumption needs some work. For instance Ruluaruu, Devouring earth, Carnies all have nastier tricks.
The second thing that is not taken into account (and I believe this is what Archana was trying to point out to you) is you have not calculated a threshold for how much is "enough".
A perfect team may do 2600 dps versus a non optimal's 2000 (numbers made up for the sake of discussion) but if the threshold for defeating a spawn in your target time is 1600, what do you gain from the additional 1000 dps? I would argue that you would be better off building in tools for more difficult encounters than building in more, and wasted, dps.
This is the problem RO's classic steamroller teams encountered. You ended up doing a lot of corpse blasting, and at most you used your de/buffs, your travel powers, and one aoe.
If you ran into the wrong mob type though that steamroller turned into a train wreck because they didn't have a suitable tool for a particular mob.
Finally I want to point out something in your own math...
The first debuffer boosts dps 380, the second 250, the third 120ish, the fourth you start to lose output.up until the third debuffer adding a tank still boosts the overall output. After that adding another debuffer would not help you anyway. But taking a tank instead means that buffers could spend time shooting instead of bubbling, debuffers could cast disruption, fulcrum, and freezing rain without fear of retaliation, you could drop the scrappers and brutes in favor of well build blasters who can use all their powers for damage instead of worrying about survivability. All bound to improve your chase after the almighty dps. Again this assumes I accept all assumptions and calculations, which I don't.
tl/dr version. We pretty much agree your team works, but you need to get out more and learn that there are many ways to achieve the same if not better results. This game's key strength is its variety. Try and take advantage of that.
The entire point of the 2 hours of coding I put in was to get real data of can tanks actually be more helpful on a team versus DPS'ers, or not.
The answer is not; though I admit, by a very small margin.
BTW, this is mostly in response to Archana's post, in which she mentioned that the AV fights were the bottlenecks; this is simply to prove that on optimal teams, even for AV fights, tanks hurt, even if by a very small amount. They don't actually 'help'.
Completely survivable teams has been an assumption from the start. If we challenge that, then we're no longer in the realm of 'dream teams'.