Custom Critters Weaklings and Goliaths


JadKni

 

Posted

I finally had some time to go crunch the numbers and run tests on the test server using the custom critter standard set of powers. It seemed very clear that there are some very very weak powers and a few powers which are overpowered when combined with others.

Force Field on Standard (WEAK) - All This powerset does is reduce the average damage over time for the main power and it sometime results in the infinite knockback attack where the NPC will just spam force bolts and not use other powers

Radiation on Standard (WEAK) , this gives you one heal for 15 points while empathy heals 30 points in almost the same time delay.

Poison on Standard . This gives you 3 powers in 5.25 seconds which don't do very much e

Regen on Standard . This power choice adds 3 powers that are always on for 0 seconds delay. So your average attacks stay the same while your defences get better.

Invulnerability on Standard . This power adds 5 powers for 1.17s of delay. The damage over time is barely reduced.

Fiery Aura on Standard . 3 powers 4.67 seconds delay. This gives you 3 powers like Regen but the activation time reduces your damage. This weakens NPCs compared to Invulnerable and Regen.

Devices on Standard - Immobilize and a vey short stun in return for reducing the damage while taking other sets can get you heals or holds.

Dark Miasma - Petifying Gaze and a Heal while most of the other buff/debuff power sets get very little on standard. This set seems a lot more powerful on standard compared to other similar sets.

IMHO it would be nice to have the levels of an NPC linked to an average damage over time so all standard NPCS would do about the same. Archery/Force Field averages 155 damage over 9.7 seconds while a Fiery Assault/Regen on standard averages 180 damage over 4.81 seconds and it has defences while the Archery FF does not. My numbers are based on the level 1 set of numbers from the critter creators.

Ranged Electrical - only get 3 attacks so powers like Force Field really bring down the average damage when combined with Ranged Electrical.

Except for Ranged Electrical , all the melee, ranged , mastermind and assault sets seem to be decently balanced at standard level.


 

Posted

Minions seem especially subject to this (when they don't have debuffs). I know that people want not to see Minions and LTs in-mission with 18 powers, but we really need more control over what they have and use. I'd suggest a maximum number of powers available at each rank, but I know that doesn't answer their complaints.


QR

Weatherby_Goode - "Heck, Carrion Creepers negates the knockdown from Carrion Creepers."

 

Posted

That is not a fix-all because its how powers work together.

The dreaded Domstermind Custom Critter has Assault for about 25 damage per second at level 1 . Pets do nearly as much damage and do not use any actions. So a level 1 Domstermind can do 50+ damage per second . Thats about twice the damage of a Blaster, Mastermind, or Dominator. This is with the basic powers and not even with the advanced pets and attacks.

The weakest thing I can find seems to be the Corruptor which combines ranged attacks with buff sets. Assault Rifle at level 1 does 138 lethal over 6 seconds . Force Field does 30 damage over 4.7 seconds. So a AR/FF custom critter Boss at level one does 168 damage over 10.7 seconds with no defences. Its about a third of the damage of the Domstermind.