Are Scrappers Broken?
If you find playing Scrappers easy, then you're not trying very hard.
Scrappers are powerful and playing the game normally is very easy. Which is why many Scrappers don't play the game normally. Post-I16, challenge is there for the taking. Pre-I16, there was always fillers!
So what I do is play my squishes on Standard difficulty and whenever I feel it's too easy, I push the difficulty up, and then if that's too easy, I go play on an All Kheldian Team... I'm weird that way...
Save Ms. Liberty (#5349) � Augmenting Peacebringers � The Umbra Illuminati
The term "force multiplication", in this game community, is typically reserved for offensive multipliers. While defensive multipliers can increase a team's speed through battles by reducing the need for caution, offensive multipliers increase their speed even in a situation where the team needs no caution at all.
Scrappers do not provide this game mechanical force multiplcation, except through some Leadership powers or -Defense debuffs. |
Not to say that you don't realize this, but you've basically implied (in the context of this thread's topic) that an FF/NRG Defender is no more useful than a Scrapper. (Less, since it does less damage)
I also expect that with the development of Radiation and Sonic based Melee and Armor Sets, force multiplication will become available to meleers. They are already available to Blasters, as Radiation Blast and Sonic Attack. This may be the reason why these sets are not Melee sets yet, as well as why Rad Blast took as long as it did to be ported to Blasters.
Personally, while Rise to the Challenge and Against All Odds may not debuff defense, and thus aren't force multipliers, I think both being defense multipliers, offering protection to the team as well as the meleer, does leave the option open for a -Res debuff in the future. Which is, honestly speaking, the only force multiplier you are talking about which is not a buff. (While -Def is useful, and as noted many Meleers have it, particularly weapon users, it is not as useful as -Res, I don't believe)
Save Ms. Liberty (#5349) � Augmenting Peacebringers � The Umbra Illuminati
In a very modest way scrappers can, via Achilles Heel and Fury of Gladiator procs, allow for true force multiplication. Whether the devs will ever find it "thematically fitting" to allow for *consitant* force multiplication is unlikely, IMO. In AV battles, it is welcome solo. On teams... well its not as great as dedicated de-buffers, but every bit of stacking de-buff helps.
This thread is a recapitulation of tank vs scrap defense and blaster vs scrap offense and a little of whether or not scrapper utilities step on the toes of other AT. And the same point-counterpoint arguement persists: so much of the performance in this game is in such a narrow spectrum that its not so much are scrappers too powerful, but rather they are powerful enough. So much so that even if the thrust of the character is in one direction (wake of a motorboat), I can still stylize the same character in a variety of eddies, albeit ONE EDDIE AT A TIME. Thus, to make an even poorer qualitative statistical analogy, the scrapper sets set the standard both high and high enough that the standard deviation of a collection of scrappers (as a class of individuals) seems to cover all the bases, but individually tested its still sketchy. The quantum theory of scrapper-ness ?!
Miss Arc #147491: Rise of Bedlam
AKA Iron Smoke @Champion Server
You realize that by this definition, a FF/Energy Defender provides absolutely no force multiplication.
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Not to say that you don't realize this, but you've basically implied (in the context of this thread's topic) that an FF/NRG Defender is no more useful than a Scrapper. (Less, since it does less damage) |
Against wide swaths of content, it's possible to assemble a team of characters who face no meaningful threat from foes. This is usually only likely if you put together a bunch of characters who are IO'd to the gills, very high mitigation builds with a more modest build investment, or more modest builds with some modest tools, such as a bunch of SR or Shield characters with several running Maneuvers, or multiple Arachnos Soldiers/Widows running on a team together. Without picking examples that so obviously fail to benefit from defense stacking, we could instead go for a team of */Emp controllers, running around Regen capped with mez protection and making statues out of everything. (OK, Empathy has some +recharge and +damage, but I was hard pressed to come up with much besides FF that had mitigation and no force multiplication.) This has actually been a complaint about FF before. I don't think it has a ton of merit for practical play, but it has some game mechanical foundation.
There comes a point where you don't need any more mitigation. Once you've reached that point, your foes stop slowing you down, and more mitigation does nothing to speed you up.
In such a situation, adding a Scrapper is going to speed you up more than adding a bubbler, because a Scrapper, while an additive increase in team damage output, is a large additive increase, while a bubbler is a small additive increase.
I also expect that with the development of Radiation and Sonic based Melee and Armor Sets, force multiplication will become available to meleers. They are already available to Blasters, as Radiation Blast and Sonic Attack. This may be the reason why these sets are not Melee sets yet, as well as why Rad Blast took as long as it did to be ported to Blasters. |
Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA
GG, I would tell you that "I am killing you with my mind", but I couldn't find an emoticon to properly express my sentiment.
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Save Ms. Liberty (#5349) � Augmenting Peacebringers � The Umbra Illuminati
Uhh... how exactly would that work?! You'd run up real close and shout at your enemies to blast their eardrums?? I think Chainsaw Melee would be more fun!
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Sonic melee on the other had, which is best understood as high speed/frequency vibrations wouldn't bog down on wet tissue would be far more effective against hardened materials, it also has the advantage of generating heat at the cutting point, a secondary damage effect. Sad thing is vibration weapons are basically hardened blades with a power source attached to them and don't have the visual impact of those big toothy chain swords we all know and love from 40k.
My definition of force multiplication is not "limited", but founded in game mechanics and basic algebra. Force multipliers are exactly that - things that multiply the effect (specifically the damage) of the whole team.
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The only Scrapper powers that offer true force multiplication from their secondary effects are those with -defense, because it potentially makes the entire team more likely to hit the foe, increasing average DPS. |
You seem to be trying to abstract the description of "multiplication" to a level where anything that keeps the team effective should be counted in this way. |
Yep nothing about me says a scrapper has to provide it, whether they needed to or not to get something done is another matter.
Force multiplication comes from a multitude of sources, you just don't always get it from somewhere without the person providing it needing some protection.
That doesn't make me blind to simple algebraic realities. No matter what powersets I have, no Scrapper has the ability to improve a whole team's effectiveness the way a Kineticist can. |
The Scrapper's presence might mean a team that would have failed at some task instead bumps over the threshold. The Scrapper might pull a stunt that lets a team survive or recover where it would otherwise wipe out. None of that is the same thing as what we're talking about with force multipliers. Your Scrapper is not going to make my powers come back faster, or buff my resistances, or make my attacks hit harder (barring Assault). |
He will honor his words; he will definitely carry out his actions. What he promises he will fulfill. He does not care about his bodily self, putting his life and death aside to come forward for another's troubled besiegement. He does not boast about his ability, or shamelessly extol his own virtues. - Sima Qian.
Personally, while Rise to the Challenge and Against All Odds may not debuff defense, and thus aren't force multipliers, I think both being defense multipliers
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Every little element that this game gets divided into is all the same bleep to me of which I just throw into the same bag. In the end there is no reason for me not to have any AT in the team.
He will honor his words; he will definitely carry out his actions. What he promises he will fulfill. He does not care about his bodily self, putting his life and death aside to come forward for another's troubled besiegement. He does not boast about his ability, or shamelessly extol his own virtues. - Sima Qian.
Doesn't Shield Defense have a team +defense power?
The Bacon Compels You.
Dispari has more than enough credability, and certainly doesn't need to borrow any from you.
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He will honor his words; he will definitely carry out his actions. What he promises he will fulfill. He does not care about his bodily self, putting his life and death aside to come forward for another's troubled besiegement. He does not boast about his ability, or shamelessly extol his own virtues. - Sima Qian.
I'm only jumping into this thread now, and really don't see Scrappers as broken. They're certainly less broken than a number of other ATs, or specifically builds in other ATs.
Ultimately, every build is a different combination of force multiplier (team buffs/enemy debuffs), additive force (damage), team mitigation (anything from team buffs to mezzes and soft control to defeating enemies really fast), and personal mitigation (team/personal buffs, enemy debuffs, and damage). It's in the combinations that the fun is to be had.
Scrappers are largely additive force with decent-to-strong personal mitigation, some team mitigation (better on AoE heavy Scrappers), and little-but-still-there force multiplication.
No AT is singularly a force multiplier or singularly additive force. We only see them as primarily focussed on that, generally because that's what their primary powerset is.
Assuming builds that are not IO'd to the teeth or heavily amped on particular, particularly strong builds, teams that have a good mix excel more than teams that rely on only one category (and to anyone who's going to point out all-X runs, read that sentence again, carefully).
So assuming a team already has significant damage and mitigation already, and only one slot left to invite a player, it is generally better to invite a strong force multiplier like most Defenders or Controllers compared to a primarily force additive Scrapper. There are exceptions, but since mathematically, Scrappers are poor force multipliers, this tends to follow through.
Generally speaking, Tankers are better force multipliers than Scrappers are, due to better aggro management by default, and usually better AoE with secondary effects. But without the two major debuffs--resistance and regen (defence debuffs generally aren't much of a factor at higher levels)--there are far better picks if looking for force multiplication.
So looking at this subject from an AT perspective only yields generalities. Looking at particular builds is far more significant, as well as looking at the difficulty settings and make-up of the mission and team.
For instance, on a moderate damage team with decent buffs, debuffs, and mez, with a large spawn count and needing to choose between my SD/SS Tanker and my MA/WP Scrapper, I will take my Tanker every time, due to SD's damage buff in large crowds, better AoE, and general utility. That isn't to say my MA/WP is a bad choice--for instance, a team lacking ST damage and/or significant -res would probably benefit greatly from my MA/WP, at least as much as SD/SS if there's another Tanker on the team.
So, as with so many things, details matter far too much to be passed over.
As much as I hate maths your using it to try and work this just makes it worse, lets not mention simple algebraic realities cos it's a nonsense. I have been in the top 5% for maths all my life and it bores me immensely. Ofc a Scrapper can improve a whole teams effectiveness but no one is saying that it is done in a way that Kineticist can. A scrapper can at times, outright improve a teams effectiveness more than a Kineticist can in its own roundabout way.
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While I'm certainly holding a hard line on the definition of the term "force multiplication" (with a reason: the definition I'm holding is one very commonly used in forum discussions), you're willing to throw out any sense of convention whatsoever to make your point. Fundamentally, you're saying that if we are willing to broaden the definition of something widely enough, consider enough edge cases, discount the actual scale effects of powers, and probably assume that players choose the most optimally efficient ways to play, a Scrapper is a force multiplier.
Given that broad scope in defining terms and conditions, we could probably also consider them one of the three major food groups, or a mid-sized sedan.
I mean, seriously, claiming that if force multipler character A only gets to function as such because character B keeps them alive, character B is therefore a force multiplier really stretches the limits of logic. If character A and the other 6 characters on the team we all Scrappers, there would be no force multipliers (+Dam/-DR) in play at all, proving character B doesn't supply any.
Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA
Scrappers can be awesome without being force multipliers...
A team of scrappers can be great teammates, play intelligently, save other ATs derrierres without being force multipliers.
Which is good, because by the (almost) universal definition of the term, they just aren't in any significant way whatsoever.
You can still be awesome, useful, and potent team contributors though. No sarcasm at all there.
But not Force Multipliers. Really.
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While I'm certainly holding a hard line on the definition of the term "force multiplication" (with a reason: the definition I'm holding is one very commonly used in forum discussions), you're willing to throw out any sense of convention whatsoever to make your point. Fundamentally, you're saying that if we are willing to broaden the definition of something widely enough, consider enough edge cases, discount the actual scale effects of powers, and probably assume that players choose the most optimally efficient ways to play, a Scrapper is a force multiplier. Given that broad scope in defining terms and conditions, we could probably also consider them one of the three major food groups, or a mid-sized sedan. I mean, seriously, claiming that if force multipler character A only gets to function as such because character B keeps them alive, character B is therefore a force multiplier really stretches the limits of logic. If character A and the other 6 characters on the team we all Scrappers, there would be no force multipliers (+Dam/-DR) in play at all, proving character B doesn't supply any. |
Without leaving a name?
Isn't that the cowardice that is like shooting someone in the back of the head whilst there dusting their mirror?
Hahaha.
I would never down rep anyone without leaving my name.
Multiplication is also short hand addition. Your mind doesn't play with everything like its plasticine like mine does. Thats all it is.
He will honor his words; he will definitely carry out his actions. What he promises he will fulfill. He does not care about his bodily self, putting his life and death aside to come forward for another's troubled besiegement. He does not boast about his ability, or shamelessly extol his own virtues. - Sima Qian.
I cannot prove it, but I say earnestly that I did not rep you.
Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA
Let me put my statements another way though.
4 + 4 + 4 =
That's addition right? Only if you choose to view it that way. I don't do things slowly, I don't have to care about the rules other people give themselves, so that may as well be a multiplication to me.
He will honor his words; he will definitely carry out his actions. What he promises he will fulfill. He does not care about his bodily self, putting his life and death aside to come forward for another's troubled besiegement. He does not boast about his ability, or shamelessly extol his own virtues. - Sima Qian.
I'll accept it. I had asked without accusation. It appears to me that some anonymous people on the board may lack integrity.
Let me put my statements another way though. 4 + 4 + 4 = That's addition right? Only if you choose to view it that way. I don't do things slowly, I don't have to care about the rules other people give themselves, so that may as well be a multiplication to me. |
Let's say a scrapper is a four. Let's say a defender is a 4 too. If you "add" three scrappers together, you get 12. Fancy that, four times three. If you multiply a scrapper by a defender, you get 16. That's four plus four plus four plus four. They are different operators.
Put another way:
4 + X = ?
4 * X = ?
The above statements do not equal each other except in one case. Other than that, no matter what X is, so long as it's greater than 1, multiplying is always better.
Put even another way:
If you take any two integers and add them together, then you take those same two integers and multiply them, you will get different results. Unless your two numbers were both 0 or 2.
The point is, multiplication is different from addition.
Where to now?
Check out all my guides and fiction pieces on my blog.
The MFing Warshade | The Last Rule of Tanking | The Got Dam Mastermind
Everything Dark Armor | The Softcap
don'T attempt to read tHis mEssaGe, And believe Me, it is not a codE.
Let me put my statements another way though.
4 + 4 + 4 = That's addition right? Only if you choose to view it that way. I don't do things slowly, I don't have to care about the rules other people give themselves, so that may as well be a multiplication to me. |
I understand, but while numbers (and many mathematical operations) can be reorganized to achieve the same results many ways, not all of those ways necessarily make good models for given game scenarios.
Let's take a simplistic team, composed solely of 3 Scrappers. We'll say they're all pretty similar in damage contribution. Maybe all three are sword scrappers with similar builds.
Now, let's say we can add one more character before the team runs off to maul foes. We can add one more Scrapper, or one Kineticist. (I keep using Kinetics just because the examples are easier to calculate, and so easier to explain.)
Adding a 4th similar Scrapper would increase the peak damage potential represented by the original three by about 33%. (4/3 ≈ 133.3%)
Now, if we grab a Kinetics character, we'll say it's a Controller, so the per-foe buff from Fulcrum Shift is 20%. We'll say that most of the time the /Kin manages to get 5 foes with FS, meaning they offer +100% damage bonus to all three Scrappers' peak damage potential. Assuming they already have about 100% damage enhancement, that's an increase in damage for those three equal to 50%. (100% base + 100% enhancement + 100% FS bonus) / (100% base + 100% enhancement) = 150%.
So even if the Kinetics Controller has some sort of bizarre "pure support" build and never contributes a lick of damage on their own (an unusual Controller build, for sure), they contribute more damage potential to the team than adding a fourth Scrapper.
Now, if we do as you suggest and consider adding the 4th Scrapper multiplicative, adding him or her is a "multiplier" of 4/3 while the Kinetics is a multiplier of 3/2. But if our original team is instead 7 Scrappers, adding an 8th Scrapper makes his force multiple 8/7, while adding a Kinetics Controller who regularly hits 5 targets remains a force multiplier of 3/2.
That means that treating an additive force bonus as a multiplier isn't a terribly intuitive model for explaining what those additive effects do for a team's peak damage potential, because their "multiplier" has to account for the team's existing damage output.
In contrast, the multiplier provided by -DR especially and +Damage to a point (it's generally easier to hit the cap on +Dam than the floor on -DR) tends to be more invariant of what the team already has. It's extremely likely that if your team has no primary force modifiers already, adding one will allow you to apply its full multiplier, no matter what else is already on the team. The same is not generally true of adding something like a primary damage character.
Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA
In short, New Dawn, keeping people alive isn't force multiplication. Because everyone can keep everyone alive. My Sonic/Ice blaster can keep a team alive. My Grav/Ice dom can keep people alive. My Spines/Dark stalker can keep people alive. But that isn't multiplying anything. That's just playing the game.
Defense/resistance buffs effectively multiplies a team's effective max HP. +dmg buffs and -res debuffs multiplies the amount of damage a foe receives. etc etc. It's not so much if an AT is or isn't a force multiplier, it's more "what powers enhances a teams base performance?" If you want to multiply a team's effectiveness you need powers that do it. Maneuvers, Grant Invisibility, Grant Cover, Assault, Spirit Tree, Trick Arrow etc. But the times a scrapper takes such powers aren't common.
And further more, certain effects and power applications will multiply a teams effectiveness in different amounts. -Def debuffs and ToHit buffs will certainly make a team more effective unless the team is already hitting with high enough accuracy that it doesn't matter. Or adding more and more +def buffs do not scale once the team is at +45% def to the positions/types that are relevant to the mission. However, -res is always useful and stacking -end/-recovery on foes will keep them bottomed out.
I am entitled to my opinion. I am not fighting anyone elses opinion, you can carry on thinking what you like.
I like my rule breakiness, I am not in a box doing stuff everyone else does. I break other peoples rules like no ones business in game. I don't have problems playing any character and in a game that is what really matters.
A formula no matter what you do with it can be rewritten another way, that other way maybe long winded hence things like multiplication was adopted.
I am not going to continue arguing on the internet about it.
He will honor his words; he will definitely carry out his actions. What he promises he will fulfill. He does not care about his bodily self, putting his life and death aside to come forward for another's troubled besiegement. He does not boast about his ability, or shamelessly extol his own virtues. - Sima Qian.
It is supremely unnecessary to dismember the accepted meaning of "force multiplication" in order to justify the usefulness of scrappers on teams.
@SPTrashcan
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Why MA ratings should be changed from stars to "like" or "dislike"
A better algorithm for ordering MA arcs
Carnies? OMFG four +4 psi bosses slamming my SR with non-positional psi damage?!?!?!
oh gods below the pain
Be well, people of CoH.