Originally Posted by Wavicle
I wouldn't bet on it out dpsing Every defender.
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Nobody has tested /Earth Assualt?
Yah, I just realized every single pool power attack does higher DPS than any given attack from stone. Heck Stone spears is only like 1.5 DPS higher than Brawl. It makes me sad.
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When it comes to damage over animation time, though, nothing beats Seismic Smash.
Also, don't forget Dominators naturally do more damage with melee attacks. So ranged attacks would get a disadvantage compared to the Pool attacks.
By DPS you obviously mean damage over recharge. And longer recharge attacks always have lower damage over recharge than faster ones. It's to make up for the higher recharge doing more damage up front.
When it comes to damage over animation time, though, nothing beats Seismic Smash. Also, don't forget Dominators naturally do more damage with melee attacks. So ranged attacks would get a disadvantage compared to the Pool attacks. |
Brawl: 7.42
Boxing: 12.32
air sup: 10.61
Elec-
Charged Bolts: 10.56
Charged Brawl: 11.28
Lightning Bolt: 9.67
Earth-
Stone Spears: 8.65
Stone Mallet: 9.97
Hurl: 8.24
I cant really find a case where Earth is better than any other dom secondary, nor can i find a place where any of the ST attacks in earth do more damage than any pool power (not inc flurry since it is a cone)
Flurry isn't a cone, it just uses the same 'thousand-hands' animation as shadow maul/sands of mu.
It's a bummer to see dissapointment about the set. I have leveled my plant/earth dom to 15 on test, and so far i like the feel of it. I enjoy the ***SMASH*** with each attack, and the pairing is nicely thematic. I do like the knockup from stone spears.
I don't feel like /earth is providing my play experience with anything special other than that. Most of my play experience giggles is coming from running on 0/+2, and letting seeds of confusion do most of the work for me (plant is a new set to me). It's great to have an aoe that early, though /thorns or /ice could provide me that, as well.
I still plan on making one on live, and i expect that the long duration and mob-clumping action of Seeds will synergize well with pots/tremor/fissure. I wouldn't mind either a 10-sec recharge Hurl, or the ranged attacks put on the melee dmg table.
50s:
Grimmloch, Tactically Delicious, Ugly Frankie, Operative Tracker, CryoFurnace, Professional Help, Silver Sphinx, Aries Knight, Tachyon Aegis, Jade Sphinx
Currently building:
Any one of half a dozen alts!
Flurry isn't a cone, it just uses the same 'thousand-hands' animation as shadow maul/sands of mu.
It's a bummer to see dissapointment about the set. I have leveled my plant/earth dom to 15 on test, and so far i like the feel of it. I enjoy the ***SMASH*** with each attack, and the pairing is nicely thematic. I do like the knockup from stone spears. I don't feel like /earth is providing my play experience with anything special other than that. Most of my play experience giggles is coming from running on 0/+2, and letting seeds of confusion do most of the work for me (plant is a new set to me). It's great to have an aoe that early, though /thorns or /ice could provide me that, as well. I still plan on making one on live, and i expect that the long duration and mob-clumping action of Seeds will synergize well with pots/tremor/fissure. I wouldn't mind either a 10-sec recharge Hurl, or the ranged attacks put on the melee dmg table. |
Two quick questions:
1. Domination can increase knockback distance, so does this mean that duration Domination, mallet's knockdown becomes knockback?
2. Domination makes Seismic Smash mag 6 hold?
What's left is to normalize all Assassin Strikes and improve Stalker's old sets (Claw, MA and EM)! You don't need to bring back the missing PbAoE attack. You just need to make the existing ones better! For example, make Slice a WIDER and LONGER cone.
As of now, Domination does not increase anything in earth assault. so kb mag stays the same, and neither fissure's stun nor seismic smash's hold dominates.
50s:
Grimmloch, Tactically Delicious, Ugly Frankie, Operative Tracker, CryoFurnace, Professional Help, Silver Sphinx, Aries Knight, Tachyon Aegis, Jade Sphinx
Currently building:
Any one of half a dozen alts!
Ill compare 4 similar tiered powers from earth to lets say Elec (a sat for blasters everyone always says is under preforming)
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Try making a comparison to Energy instead. Supposedly this is a set that is performing well since the Dom revamp.
Better yet, I'll go ahead and do it
Elec-
Charged Bolts: 10.56
Charged Brawl: 11.28
Lightning Bolt: 8.96 (not 9.67, if I made a mistake in calculation please show me the true numbers)
Energy-
Power Bolt: 10.56 (same as Charged Bolts)
Bonesmasher: 9.95
Power Blast: 8.87
Earth-
Stone Spears: 8.65
Stone Mallet: 9.97
Hurl Boulder: 8.24
And now for the clincher:
Total Focus: 8.95
Seismic Smash: 9.67 (I'm assuming here that it's unchanged from the Tanker/Brute version since that's not really posted anywhere I know of)
I think we can see a couple of things here. First, except for the really fast, 4 or 3 second recharge ranged attacks, the DPS of the ranged attacks is lower just because they are ranged. They are about 1 point per second lower than the equivalent melee attacks. So right there, comparing ranged attacks to the melee attacks in the power pool they should be lower.
Second, Earth is actually doing about the same DPS as Energy with its melee attacks, and in fact is doing more with Seismic Smash. And that's with Total Focus doing about 9% more damage per hit. Again, assuming that Seismic Smash is itself unchanged from the "normal" version. The only attacks that do the same damage as those in the Pool, with 4 or so seconds recharge, are those that also have the same 4-6 second recharge. Get up to an 8-10 second recharge, and even the animation time does not become that significant a difference.
While I'm at it, here's what Stone Spears and Hurl Boulder would be like if they were on the Melee scale:
Stone Spears: 9.57
Hurl Boulder: 9.18
This would still put Stone Spears behind the curve for fast recharge first attacks (it's always going to underperform, unless it gets a shorter animation) but Hurl would become one of the best ranged attacks for a Dom.
Here's what they would be like with 6 second and 10 second recharge times: (but ranged scale)
Stone Spears: 8.61
Hurl Boulder: 8.28
Losing ground for Stone Spears, but Hurl would get marginally better. At this point you're losing out of DPS anyway for the upfront damage.
This is not to say that I think putting these attacks on the melee scale is the one right thing to do, but if I were working on this program, after seeing that I might seriously consider it. (Although I'd also like to develop some faster animations so I can make a Blast set. )
As of now, Domination does not increase anything in earth assault. so kb mag stays the same, and neither fissure's stun nor seismic smash's hold dominates.
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Has Castle said anything about it? I guess it is alright because Total Focus got reduced to mag 3 while SS is still at mag 4. It is a good tradeoff. And Fissure is only mag 2 but I guess you can stack it with primary powers like Flashfire. It would be nice if Fissure can get buffed by Domination. Seismic smash is fine at mag 4.
What's left is to normalize all Assassin Strikes and improve Stalker's old sets (Claw, MA and EM)! You don't need to bring back the missing PbAoE attack. You just need to make the existing ones better! For example, make Slice a WIDER and LONGER cone.
I don't think the damage on Electric's Blasts (Other than Short Circuit, which should be doing more) are part of why it's viewed as (an) underperforming (blaster set), it's the fact that Electric Blast lacks a tier3 heavy hitter that most other sets have in addition to Electric's secondary effect of end drain being 'All or Nothing' and so seen as useless to any non-dedicated sapper build.
Electric's actual Blasts (teir 1 and 2) are identical to those in other sets with the same recharge.
(actually when I say DPS i am refuring to damage over (base) recharge+animation time. Its a decent baseline.
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As soon as you have enough powers or enough recharge to come anywhere close to a full attack chain, animation time trumps everything. Geko didn't ever really figure that out, which is one reason the powers system was (and in some ways still is) such a mess.
It really, really isn't. It privileges fast recharge far out of proportion to reality. By that standard it's trivial to make Energy Punch look like a better power than Energy Transfer, and I mean old Energy Transfer with the 1-second animation. It will almost invariably rank any tier 1 attack as the best in the set. It makes old Flares (with the behemoth animation) come out well ahead of Blaze.
As soon as you have enough powers or enough recharge to come anywhere close to a full attack chain, animation time trumps everything. Geko didn't ever really figure that out, which is one reason the powers system was (and in some ways still is) such a mess. |
The only relevant statistic is what Arcanaville calls DPS, and what most games call DPS, which is Damage Per Second OF ANIMATION TIME.
Earth Assault sucks because the animations are long and the attacks don't do enough damage. The recharge is really irrelevant. As the above poster states, once you have a complete chain, all that matters is animation time.
The only time when recharge is a relevant statistic is at the low levels when you still have significant gaps in your chain.
Wavicle, Energy/Energy Blaster, dinged 50 in Issue 4, summer of 2005.
@Wavicle, mostly on the Justice server.
Two quick questions:
1. Domination can increase knockback distance, so does this mean that duration Domination, mallet's knockdown becomes knockback? 2. Domination makes Seismic Smash mag 6 hold? |
2. Dom does not effect Seismic Smash (yet).
Wavicle, Energy/Energy Blaster, dinged 50 in Issue 4, summer of 2005.
@Wavicle, mostly on the Justice server.
It really, really isn't. It privileges fast recharge far out of proportion to reality. By that standard it's trivial to make Energy Punch look like a better power than Energy Transfer, and I mean old Energy Transfer with the 1-second animation.
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This is not to say that DPA and DPR are not both important metrics, and need to both be considered in weighing the advantages of a given set. I don't think that damage/cast all by itself is sufficient to make a comparison either. OTOH, in most cases damage/cast is going to be related to damage/(cast+recharge) simply because the devs relate damage and recharge to each other by a formula, so there's a fixed relationship between them.
But even with a complete chain, DPS (per the entire activation/recharge) really does matter.
the damage per second of cooldown matters because your best attack you want up fastest. It doesn't matter if you have an attack that hits for 500 damage (outher than 500 damage being a great number) if it takes 30 minutes to recharge.
Nukes are a perfect example of this. Many people live by being "rolling nukes" using BU+Aim+nuke, then moving onto the next group after eating a blue or two. They must get the recharge down to less than a minute on all three powers to be viable, which is why you see so many people in the second camp. These people either take the nuke and use it from time to time, or dont take it. Its not worth the crash, nor recharge to become a staple (and I am talking about crash nukes. Nukes like RoA are in a differant league but even with those I know quite a few people that never take tier 9 cause the recharge makes them too situational). I have yet to meet a single person that talks of a standard attack chain that adds in long rec abilities. Its almost always T1,T2,T1,T(3 or 4). This has more to do with when these skills come up, their reliability in being ready, and yes the animation time. If it takes the T1 1 second to animate, and 10 seconds to recharge, for 50 damage, is that better than something that takes .5 sconds to animate, 60 seconds to recharge, and does 110 damage? I personally would say no, at least not in comparason It might be quick, but the added DPS to the chain is low.
Thats how I look at things. A chain is great, a must have. Animation times are important. But if you are waiting a long time (in comparason to what you could be waiting) for the attack to come back, its not worth it. Recharge time is definatly a factor in powerpicks. Then again ive never been a fan of a power that buffs you for 15 seconds, and recharges for over a minute.
But my main issue has to do with pool powers out preforming set powers. I compared to Elec since everyone says on blasters its crap. Didn't stop me from playing one, and I love it, but I needed a baseline, and I knew Fire and Ice are sets that usually preform well.
Too bad I cant find DPS based off Arcana Time. From what I understand it does interesting stuff to DPS calculations (evidently the server works on so many ticks per minute and things only happen on ticks, so short animations suffer alot in DPS based off it.)
I have yet to meet a single person that talks of a standard attack chain that adds in long rec abilities. Its almost always T1,T2,T1,T(3 or 4).
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Now, the exception is the "Buzzsaw" build for Brutes, which I kind of tend to use myself (sets with a really fast Tier 1 like Jab lend themselves to that) and the Dominators that used to use fast attacks to build Domination. Those are essentially specialty builds, though, and are based around not the powers themselves, but which ones can be slotted for Procs or Recharge effects, and keeping the overall number of them low. There's certainly nothing wrong with taking a full selection of attacks, though, even if you use fast attacks to build up your Inherent. One KO Blow (or Seismic Smash) in the middle of your chain is going to spike your damage quite nicely.
That's really one of the unfortunate things about Sniper blasts when it comes to range. They're really meant to be the big hitters, but they can't be used quite the same way as the big hitters in melee sets. You've got the Burst type attack, but it's not usually as damaging, and it's only one attack.
You're missing the point a bit here, Haruu. Consider the following scenario:
You have a complete attack chain, and you can attack with no gaps indefinitely (or at least until your end runs out, which isn't important in this comparison). In that case, if you want to calculate the total amount of damage you are doing per second (from *all* your powers - the entire chain) the method is as follows. You add up the damage of each attack in the chain (multiple times if needed in the case of repeated powers), and divide by the total time it takes to deliver that damage. Said total time is just the sum of the activation times.
If you want to increase your overall damage output, you have to either increase the damage dealt, or decrease the amount of time it takes to deal it. Recharge doesn't enter into the equation at all. Once you have a complete attack chain, the only thing that influences overall damage output is the damage and animation times of each attack. Recharge only comes in as a limiting factor on how often you can fit your highest DPA attacks into the chain.
It almost doesn't matter how long a recharge a power has, as long as it doesn't prevent you from building a gapless attack chain. If you have a high DPA power whose recharge is so long that it's only up once in every 10 runs through your attack chain, cycling it in as often as possible will *still* improve your overall damage output.
@MuonNeutrino
Student, Gamer, Altaholic, and future Astronomer.
This is what it means to be a tank!
I don't think the damage on Electric's Blasts (Other than Short Circuit, which should be doing more) are part of why it's viewed as (an) underperforming (blaster set), it's the fact that Electric Blast lacks a tier3 heavy hitter that most other sets have in addition to Electric's secondary effect of end drain being 'All or Nothing' and so seen as useless to any non-dedicated sapper build.
Electric's actual Blasts (teir 1 and 2) are identical to those in other sets with the same recharge. |
Wavicle, Energy/Energy Blaster, dinged 50 in Issue 4, summer of 2005.
@Wavicle, mostly on the Justice server.
You're missing the point a bit here, Haruu. Consider the following scenario:
You have a complete attack chain, and you can attack with no gaps indefinitely (or at least until your end runs out, which isn't important in this comparison). In that case, if you want to calculate the total amount of damage you are doing per second (from *all* your powers - the entire chain) the method is as follows. You add up the damage of each attack in the chain (multiple times if needed in the case of repeated powers), and divide by the total time it takes to deliver that damage. Said total time is just the sum of the activation times. If you want to increase your overall damage output, you have to either increase the damage dealt, or decrease the amount of time it takes to deal it. Recharge doesn't enter into the equation at all. Once you have a complete attack chain, the only thing that influences overall damage output is the damage and animation times of each attack. Recharge only comes in as a limiting factor on how often you can fit your highest DPA attacks into the chain. It almost doesn't matter how long a recharge a power has, as long as it doesn't prevent you from building a gapless attack chain. If you have a high DPA power whose recharge is so long that it's only up once in every 10 runs through your attack chain, cycling it in as often as possible will *still* improve your overall damage output. |
Power 1, animation time .5 seconds, 30 damage
Power 2, animation time 1.01 seconds, 60 damage
Power 3, animation time 2.05 seconds, 120 damage
attack chain 1: P3,P1,P2,P1
or
Attack Chain 2:P1,P1,P1,P1
So although the other powers do basicly the same damage per animation, the P1 is best if you could get a recharge of 0. Now lets add in some recharge times:
Power 1, animation time .5 seconds, 30 damage, rec 1 second
Power 2, animation time 1.01 seconds, 60 damage, rec 1.5 second
Power 3, animation time 2.05 seconds, 120 damage, rec 200 seconds
Would you ever even consider P3 as part of you chain. No it becomes the BU+Alpha type power.
In this case Power 1 has a DPA (and that A is for animation in this case, not Activation) of 60, but a true DPS of 20. It can reliably give you no more than 20 damage per second. That single power CANNOT ever do better than the DPS without enhancing.
In this case Power 2 has a DPA for power 2 is 59.4059406 which is worse than P1, but its true DPS is 23.9043825. Even with the longer animation, owning the second power, due to its recharge, does more for sustained DPS. Its a reliable 23 damage every second, vs 20 damage.
For some people the criteria is based on animation time. I tend to look at the power as a whole. You can't have a chain if the powers dont come up often enough.
Now you could talk about Chain DPS, but I was talking single powers. Chain DPS might be better, but then We have to start talking about the auto 5% miss rate, which powers come up fastest and are used fastest to minimize that 5%, how long your End can sustain such DPS, at what point do you have a hole that will lower your net DPS. This is called Sustained DPS. You use Chain mechanics to figure out your average DPS over time. This is why I love the Pylon equasion. All of that is taken into account (including miss rate).
But again, I was talking single powers earlier.
If you look at total animation time versus total damage output Voltaic Sentinel does INCREDIBLE DPS (Damage Per Second of casting time). Seriously, the power takes about 3 times as long to animate as Charged Bolts, but has the potential to do like 15 times as much damage. It's a very good power.
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In this case Power 1 has a DPA (and that A is for animation in this case, not Activation) of 60, but a true DPS of 20. It can reliably give you no more than 20 damage per second. That single power CANNOT ever do better than the DPS without enhancing.
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Recharge has no effect on DPS, again. Your Power 1 does 30 damage in .5 seconds, it is therefore a 60 DPS attack. DPS is not a calculation of how much damage an attack actually does during a second, it is an average of how much damage is done in a second of using that attack. If the attack takes only half a second then the DPS of the attack is TWICE its actual damage.
Ingame DPS is referred to (stupidly) as Damage Per Animation Time. This is very easy to check. Go look at the Damage Per Animation Time of Shadow Punch. The attack activates in less than a second and therefore its Damage Per Activation Time is GREATER than its actual damage.
Wavicle, Energy/Energy Blaster, dinged 50 in Issue 4, summer of 2005.
@Wavicle, mostly on the Justice server.
Somebody decided to comment in my rep that my post saying it probably won't out DPS all Defenders was pointless. (Whose brilliant idea was it to have an anonymous comment system that evades the existing comment system?)
Well, I checked. Stone Spears is worse than most Defender level 1 attacks. It's almost identical (in Damage Per Activation time) to Mental Blast, Snap Shot, and Neutrino Bolt (all of which recharge considerably faster than SS). It is considerably worse than all other level 1 Defender blasts. Similarly, Hurl Boulder is amazingly terrible.
Sure the set as a whole will out DPS a Def, by going to melee. At range the Def will own you.
The Def will find it far easier of course to put together an actual seamless attack chain, will be able to do so at range, and will often have buffs or debuffs improving the output of the chain.
The Dom will out DPS the Def...at level 28 when Seismic Smash opens up.
Wavicle, Energy/Energy Blaster, dinged 50 in Issue 4, summer of 2005.
@Wavicle, mostly on the Justice server.
Sure the set as a whole will out DPS a Def, by going to melee. At range the Def will own you.
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The same goes with melee, comparing a Dominator to a Brute, Tanker or Scrapper. Now, a comparison to a Blaster is a bit more valid, since a Blaster only has half of its secondary (on average) dedicated to melee attacks, just like a Dominator. But still, a Dominator isn't going to be able to deal the same damage as another Archetype JUST at range or in melee, it needs to do both.
Fire and Earth being exceptions, of course. Not that either is exclusively ranged or melee, but they're both balanced so that you can skip Incinerate or the Earth ranged attacks 90% of the time, if you want. Or so it seems is the concept anyway.
Also, I'm curious as to whether you included Defender buffs in that analysis. Logic would seem to give the Dominator the edge in DPS, since it has a higher base damage. Much higher. Stone Spears is obviously throwing that edge away in its animation time, but that doesn't mean the melee attacks won't be doing better damage, even better, in fact, since melee damage is even higher than ranged. Once you throw in the Defender's buffs, though, the difference, even with melee added in, should level off.
Since the OP, perhaps jokingly, probably didn't intend to include buffs either, though, you probably didn't intend to include them either.
Stone Spears, Hurl Boulder and Tremor all throw the edge completely away.
Additionally, the Mallets are not very good compared to other Dom sets melee attacks.
This set seems to have been thrown together from exisiting powers, never properly rebalanced and now is being allowed to exist with Seismic Smash completely carrying the set.
I consider that to place the set firmly in the Unfinished category.
Wavicle, Energy/Energy Blaster, dinged 50 in Issue 4, summer of 2005.
@Wavicle, mostly on the Justice server.
Fire and Earth being exceptions, of course. Not that either is exclusively ranged or melee, but they're both balanced so that you can skip Incinerate or the Earth ranged attacks 90% of the time, if you want. Or so it seems is the concept anyway.
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For earth feel free to indicate how much recharge is needed to string attacks with the following recharge together:
8, 12, 20
The answer is more than 0.009% of the players can afford to achieve.