Comparison of PvP burst damage of sets
Attacks used
Claws
Eviscerate after placate
Activation: 2.33s
Recharge: 8.87s (5.22s)
PvP Damage: 134.58 + 134.58 = 269.16 Lethal
Focus
Activation: 1.17s
Recharge: 6.4s (3.76s)
PvP Damage: 66.56 Lethal
Dark Melee
Shadow Maul after placate
Activation: 3.07s
Recharge: 8s (4.71s)
PvP Damage: 80.92 Smashing + 77.68 Negative + 161.84 negative = 320.44 mixed
Siphon Life
Activation: 1.93s
Recharge: 10s (5.88s)
PvP Damage: 121.34 negative
Dual Blades
One Thousand Cuts after placate
Activation: 3.3s
Recharge: 15s (8.82s)
PvP Damage: 160.48 + 50% chance of 186.72 = 160.48 or 347.2 lethal
Sweeping Strike
Activation: 1.23s
Recharge: 11s (6.47s)
PvP Damage: 95.95 Lethal
Electrical Melee
Thunder Strike after placate
Activation: 3.3s
Recharge: 18s (10.6s)
PvP Damage: 96.74 smashing + 96.74 energy + 96.74 smashing + 50% chance of 96.74 energy = 290.22 or 386.96 mixed
Lightning Rod
Activation: 2.57s
Recharge: 90s (52.9s)
PvP Damage: 133.5 energy
Energy Melee
Total Focus after placate
Activation: 3.3s
Recharge: 20s (11.8s)
PvP Damage: 55.44 smashing + 142.36 energy + 55.61 energy = 253.41 mixed
Energy Transfer
Activation: 2.67s
Recharge: 20s (11.8s)
PvP Damage: 74.44 smashing + 154.29 energy = 228.73 mixed
Martial Arts
Eagle's Claw after placate
Activation: 2.53s
Recharge: 12s (7.06s)
PvP Damage: 149.54 +149.54 = 299.08 smashing
Crane Kick
Activation: 1.67.s
Recharge: 10s (5.88s)
PvP Damage: 111.07 smashing
Ninja Blade
Golden Dragonfly after placate
Activation: 1.83s
Recharge: 12s (7.06s)
PvP Damage: 121.9 + 121.9 = 243.8 lethal
Soaring Dragon
Activation: 1.33s
Recharge: 9s (5.29s)
PvP Damage: 95.39 lethal
Spines
Impale after placate
Activation: 2.43s
Recharge: 8s (4.71s)
PvP Damage: 109.26 + 109.26 lethal (+80% of 27.8 toxic) = 218.52 to 246.32 mixed
Ripper
Activation: 2.17s
Recharge: 6.47s (11s)
PvP Damage: 106.46 lethal (+805 of 55.6 toxic) = 106.46 to 162.06 mixed
Toxin in Spines is in brackets as RedTomax says it is only for PvE though I am pretty sure it also in PvP.
Hope this may be be of interest and help to some stalkers out there. Please feel free to post if you notice any mistakes or can give more accurate figures as I didnt level eight stalkers for this thread.
I wouldnt worry about any numbers for PvP because as soon as something becomes a top performer it will get hit with the Castle stick and brought back down to everything else. Variety seems to be a bad word nowadays.
**Acceptable "support" responses**
Its your fault
Its your computers fault
Its your ISPs fault
Lol finally some response. Yeah it was really just for me to compair results as Ive always thought MA was competative.
What I didnt realise when I started the thread was that tough etc. gives res to all in pvp now so that makes MA even better.
P.S. Didnt you have a fire/dev blaster? Think I remember compairing TGs defiance based AR/Dev to Fire/Dev. Pitty folk dont seem to be into pvp ideas as much as before but I guess if things change all the time there is little point.
Yeah I have a fire/dev (3 actually) its great, not as good as it was though.
Sadly Castles vision and laws has taken a huge chunk of variety out of PvP and lumped everyone together, you cant specialise in one aspect due to the retarded diminishing returns. Theres little point planning for the best as the game doesnt really make sense any more, like how flurry is more than twice as powerful as tier 9 primary melee attacks.
But MAs as good as anything else and is a fun set
**Acceptable "support" responses**
Its your fault
Its your computers fault
Its your ISPs fault
Yeah there were some very wierd changes. Looking at my old rad/psi defender Ive come to the conclusion it would be best getting the 1st attack from secondary and flurry.
End up with flurry that does 231 base damage with a +130% damage "buildup" for 12secs and 75% resists to all damage, moving faster then all but SR type sets.
Or in other words a melee defender doing more melee damage then scrappers and with better defence then most tanks.
Go figure.
Don't rely on mids figures, they're not all accurate regarding PvP stuff. Just use as a guideline.
For example, fenders don't have capped resistance to all unless your in arena and you've turned DR off.
CoH PvP SG = SuperUnion - Co-Leader - Union/Freedom
CoV PvP VG = Disruption - Co-Leader - Union/Freedom
Global = @Rent & @Rent.
Playgroup are all **** - Global Handle
Ah interesting, thanks, still so much to catch up on.
I was just taking the base 40% and adding temp invulnerability. Could you tell me please what the resistance would be with these on taking into account DR? Or better still point me to a site that can help me work these out for myself?
Thanks.
I'm sure Paragon Wiki will have info on figures but i manually work things out so not sure.
Defenders in zones get 40% resistance to all and from another 45% from temp Invulnerability. However, after DR, the total is only 45%.
Yes, that's making the base resist pointless really. Oh well.
CoH PvP SG = SuperUnion - Co-Leader - Union/Freedom
CoV PvP VG = Disruption - Co-Leader - Union/Freedom
Global = @Rent & @Rent.
Playgroup are all **** - Global Handle
Cheers. I was in the arena yesterday counting all the numbers untill my mate asked why I didnt just use the combat attibutes page...
Tested further to make sure the info given there is correct and it seems to be. Also with hours of testing found out some very interesting things on effects and secondary effects some of which one would not of thought would act the way they do but all good and should be handy.
For instance I am very happy with my choice of bots as primary on my MM as they seem to have a somewhat unique ablitlity.
Thanks once more for the help.
This is some information I put together for my own use but thought maybe other people may find handy.
When going through it please note:
1. Damage figures (except for lightning rod) were taken from RedTomax as I found them to be more accurate then Mids' hero designer.
2. Dispite this I know the damages are not all 100% correct but hopefully very close.
3. The damage shown is damage done by the first two attacks after placate assuming AS was the oppener. As such the highest crit damage attack was taken and then added to the second highest attack in the set, e.g. Golden Dragonfly crit + Soaring Dragon non crit for ninja blade set. This was in order to try to have an idea of what damage can be done quickly after AS.
4. More indepth figures on attacks used given in second post.
5. Due to the forum layout it looks quite messy dispite me spending quite a bit of time and effort, sorry.
Two hit combo after placate
Activation time followed by damage
Claws 3.50s, 335.72 lethal
Dark Melee 5.00s, 441.78 smashing/negative
Dual Blades 4.53s, 256.43 (50% chance of 443.15) lethal
Electical Melee 5.87s, 423.72 (50% chance of 520.46) smashing/energy
Energy Melee 5.97s, 482.14 smashing/energy
Martial Arts 4.20s, 410.15 smashing
Ninja Blade 3.16s, 339.19 lethal
Spines 4.60s, 324.98 (408.38 if poison counted, 80% for each attack)
My thoughts on sets:
Claws Pros:
Small range on focus and high chance chance to crit on evicerate when not hidden.
Fast recharge rates on these two attacks mean little reliance on other attacks
Cons:
Fast animation but proportionately worse then ninja blade for animation/damage ratio.
Only lethal damage so less damage vs tough etc.
Dark Melee Pros:
Second highest reliable burst damage and faster animation then electric and energy.
-Acc on attacks good for stalkers as they are most likely to get the hits in first.
Mixed damage with energy defence sets tending to have lower negative resistance.
Second highest damager has ok recharge and self heal.
Cons:
Quite long animation on highest damager though less then similar high damage attacks and lower recharge.
Dual Blades Pros:
Empower is given through the obvious BU/AS/Placate starter giving +30% damage for 10s.
Potentially the highest burst damage when one considers empower.
-Defence on highest damager which should help in making further combos.
Gives an alternative of weaken combo for less burst damage but further debuf to hit and defence.
Cons:
Potentially the lowest burst damage if One Thousand Cuts doesnt crit after placate or in Sweeping Strike is used instead.
To really make the most of combos possibly too many attacks need to be taken for a tight pvp build.
All lethal damage.
Electrical Melee Pros:
Potentially the highest burst damage (if dual blade's empower isnt taken into account) and high damage even if Thunder Strike doesnt crit.
Mixed damage with dark sets tending to have lower energy resists.
Ranged attack with Lightning Rod which could make up for long animation on Thunder Strike.
Has a high damage attack even without crit.
Cons:
Long animation times.
Long recharge times meaning other attacks needed to be able to keep damage going.
Energy Melee Pros:
Highest reliable burst.
Mixed damage with dark sets tending to have lower energy resists.
Two high damage attacks even without crits.
Cons:
Longest animation times.
Long recharge times meaning other attacks needed to be able to keep damage going.
If not used while hidden energy transfer will cause damage to caster so may steer secondary towards secondary with self heal.
Martial Arts Pros:
Quite fast animation speed and quite high damage, probably the best ratio between the two.
For slightly less damage Crippleing Axe Kick can be used instead of Crane Kick to keep -fly,-jump and slow on target.
More accurate then most sets without drawing animation.
Eagle's Claw is one of the best attacks out of hide as it is high damage, low recharge, higher accuracy and higher crit chance then nukes in other sets.
Cons:
All smashing damage so as with lethal suffers from players running tough etc.
Ninja Blade Pros:
Fastest animation speed for highest damage attacks.
More accurate then most sets.
Golden Dragonfly is similar to Eagle's Claw with faster animation but lower PvP damage.
Cons:
Due to fast animation speed it has the second lowest burst PvP damage.
All lithal damage.
Spines Pros:
Best ranged attack from sets in Impale.
-Recharge secondary effect can be very useful in PvP.
Cons:
Very low burst damage and most of it lethal in fact kick from fighting pool may be better then ripper.
Impale is pretty much the its only decent damageing attack (though it is good in effect).
Quite long animation given the damage it does.