Chain Induction Needs Help
In reguards to targets dieing disrupting the jump... that doesn't really hold water when comparing it to an AoE. Fact is, the target's dead... hitting it with an AoE wouldn't do any damage either. Granted, it could have hit 3 instead of 1 if it jumped a 2nd time, etc... but small melee AoEs miss a lot of hit opportunities do to team play... I don't think there's that big of a discrepency.
However, I agree 100% that this power should not cost the same as an AoE. It also should cost more then a ST because it can hit multiple targets.
Thing is.. that's where it's at. Compared to Typhoon's Edge and The Lotus Drops, it's damage output per endurance is better. And it's slightly less efficient then Flashing Steel (a cone attack). It's a pretty expenseive single target, and Electric Melee seems to need to use it as a single target attack. But the endurance cost/damage seems balanced to me.
I gotta make pain. I gotta make things right. I gotta stop what's comin'. 'Least I gotta try.
I like CI, it is kind of cool and I really like that it uses the old ET animation as I've been missing that attack ever since they made it look stupid on EM.
I didn't realize it rolls a tohit chance on each jump. In fact I've been using it to hit really hard to hit targets like the raider FFgen's by hitting a foe next to it and the jump seems to always go over to the FFgen.
I wouldn't object if it jumped faster, but I find it to reliably hit a lot more targets than jacobs and even thunderstrike (unless I corner stack them). I just make sure I always use it early so that it has the best chance of doing ring around the rosy on the spawn before someone dies and breaks the chain.
I didn't realize it rolls a tohit chance on each jump. In fact I've been using it to hit really hard to hit targets like the raider FFgen's by hitting a foe next to it and the jump seems to always go over to the FFgen.
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Jump 1: Accuracy - 2
Jump 2: Accuracy - 1.5
Jump 3: Accuracy - 1.25
Jump 4: Accuracy - 1
To put it in perspective, attacks with higher than normal accuracy (Controller st holds, Tanker t9 attacks, etc) have a base accuracy of 1.2.
In reguards to targets dieing disrupting the jump... that doesn't really hold water when comparing it to an AoE. Fact is, the target's dead... hitting it with an AoE wouldn't do any damage either. Granted, it could have hit 3 instead of 1 if it jumped a 2nd time, etc... but small melee AoEs miss a lot of hit opportunities do to team play... I don't think there's that big of a discrepency.
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If your any target in the chain dies, the power stops jumping. It's over. No extra damage is passed on to another target. If it's the first target that dies, you just paid for an AoE power, and got a ST power instead.
If I line up 5 guys for Jacob's Ladder, if the main target dies, the other 4 still take damage. Is it a meaningful debate to suggest that it's very tough to get 5 guys lined up? Sure. Is it that tough to get 2? Not really. 3? Maybe. But in either the 2 or 3 man instances, you don't have to make sure that your main target will survive your attack to ensure that it will function as an AoE. That seems like it misses the point of the power just a bit. I'm going to attack you, but I need you to be able to survive this attack in order to make it work properly. (Not to mention the fact that JL does more damage has a faster recharge, and costs less end than CI)
If a bad guy has a brawl's sliver of life left and I use TS on him, I expect him to die and the AoE to still go off. I don't expect to get shortchanged on the AoE.
This is especially true in a team situation when I can't control the amount of damage a bad guy takes. Suppose I've planned CI perfectly to where he'll have some life left and I'll get my jumps out of him and his friends, but at the same time I'm firing CI, someone else finishes him off with splash AoE damage. My AoE is still wasted. Because my AoE had to wait .5 s after hitting to then decide to jump. I'm not concerned with the main target die from my power or from my teammates, but rather that my AoE power didn't function like an AoE. I took the time and the care to do what I could to make it function, which is often a lot more than I have to do with other AoE's, but it still didn't work. Although my El/El scrapper is only 35, that's happened a ton in the 11 levels I've had CI. I'm already busy switching targets to try to use CI on a guy that won't die, and when I find one and press the button, he's either killed or hurt enough for CI to finish him off before the power is able to jump.
It does need to land extra tohit rolls, but the jumps have higher than base accuracy that declines per jump.
Jump 1: Accuracy - 2 Jump 2: Accuracy - 1.5 Jump 3: Accuracy - 1.25 Jump 4: Accuracy - 1 To put it in perspective, attacks with higher than normal accuracy (Controller st holds, Tanker t9 attacks, etc) have a base accuracy of 1.2. |
"All problems can be solved by throwing enough scrappers at it."
@Riez on Virtue, Protector, Champion, and Exalted server.
It does need to land extra tohit rolls, but the jumps have higher than base accuracy that declines per jump.
Jump 1: Accuracy - 2 Jump 2: Accuracy - 1.5 Jump 3: Accuracy - 1.25 Jump 4: Accuracy - 1 To put it in perspective, attacks with higher than normal accuracy (Controller st holds, Tanker t9 attacks, etc) have a base accuracy of 1.2. |
I have a 75% chance to hit the first guy
Jump 1 has a 150% chance to hit 2nd guy
Jump 2 has a 112.5% chance to hit 3rd guy
Jump 3 has a 93.75% chance to hit 4th guy
Jump 4 has a 75% chance to hit 5th guy.
.75 * 1.5 * 1.125 * .9375 * .75 = 89% chance to hit 5 targets.
I don't know how a pet's accuracy is scaled from the enhancements. But assuming that they benefit from Acc enhancements, the power basically it gets a small accuracy boost looking at it like that.
My problem isn't with it being able to hit. It's that is HAS to hit the previous target in order to get a chance to hit.
I don't get a shot at guy 3, 4, or 5, unless guy 1 & 2 are hit. The hardest guy to hit is Guy #1. If I missed him, then I missed every target of my AoE. That's my problem. Most if not all AoE's in this game don't work that way.
Yeah, I've had the same beef with CI. I mostly try to use it as my opener to an AoE chain, and I prefer to open it with lieutenant, but since I'm running 0/0s right now those aren't exactly abundant. The game senses this tension, I'm sure of it, because 90% of the time I will pull out a crit and outright kill a minion. No jumps, no chains. Even after I've worn down a group with lieu's I still cant use it reliably because it will kill the first lieu and result in no jumps.
In terms of single target it does okay damage, but the cost and recharge are very hindering. I do appreciate that it's slotted as a single target because I can squeeze out that 3.75% range defense bonus from Mako's instead of a 3.13% elsewhere, but I really would prefer that it be treated more as a single target ability with an AoE perk, than an front loaded AoE that frequently does much less damage than it's capable of.
I think I might have been unclear.
If your any target in the chain dies, the power stops jumping. It's over. No extra damage is passed on to another target. If it's the first target that dies, you just paid for an AoE power, and got a ST power instead. If I line up 5 guys for Jacob's Ladder, if the main target dies, the other 4 still take damage. Is it a meaningful debate to suggest that it's very tough to get 5 guys lined up? Sure. Is it that tough to get 2? Not really. 3? Maybe. But in either the 2 or 3 man instances, you don't have to make sure that your main target will survive your attack to ensure that it will function as an AoE. That seems like it misses the point of the power just a bit. I'm going to attack you, but I need you to be able to survive this attack in order to make it work properly. (Not to mention the fact that JL does more damage has a faster recharge, and costs less end than CI) If a bad guy has a brawl's sliver of life left and I use TS on him, I expect him to die and the AoE to still go off. I don't expect to get shortchanged on the AoE. This is especially true in a team situation when I can't control the amount of damage a bad guy takes. Suppose I've planned CI perfectly to where he'll have some life left and I'll get my jumps out of him and his friends, but at the same time I'm firing CI, someone else finishes him off with splash AoE damage. My AoE is still wasted. Because my AoE had to wait .5 s after hitting to then decide to jump. I'm not concerned with the main target die from my power or from my teammates, but rather that my AoE power didn't function like an AoE. I took the time and the care to do what I could to make it function, which is often a lot more than I have to do with other AoE's, but it still didn't work. Although my El/El scrapper is only 35, that's happened a ton in the 11 levels I've had CI. I'm already busy switching targets to try to use CI on a guy that won't die, and when I find one and press the button, he's either killed or hurt enough for CI to finish him off before the power is able to jump. |
Agreed, the attack is useful but I also think it cost too much. If it cost this much now, how much did it cost before the nerf a while back when it had more jumps?
"All problems can be solved by throwing enough scrappers at it."
@Riez on Virtue, Protector, Champion, and Exalted server.
If you assume that those %'s are based off player accuracy:
I have a 75% chance to hit the first guy Jump 1 has a 150% chance to hit 2nd guy Jump 2 has a 112.5% chance to hit 3rd guy Jump 3 has a 93.75% chance to hit 4th guy Jump 4 has a 75% chance to hit 5th guy. .75 * 1.5 * 1.125 * .9375 * .75 = 89% chance to hit 5 targets. I don't know how a pet's accuracy is scaled from the enhancements. But assuming that they benefit from Acc enhancements, the power basically it gets a small accuracy boost looking at it like that. My problem isn't with it being able to hit. It's that is HAS to hit the previous target in order to get a chance to hit. I don't get a shot at guy 3, 4, or 5, unless guy 1 & 2 are hit. The hardest guy to hit is Guy #1. If I missed him, then I missed every target of my AoE. That's my problem. Most if not all AoE's in this game don't work that way. |
Soulscorch, I agree with your final assessment of the power, there have been times I've missed my initial target with it and it has bothered me. By and large when I initially hit I've been happy with its performance.
I wouldn't be opposed to a re balancing that treats it a bit more like shadow maul, which is to say, more like a single target attack with bonus aoe potential.
If I line up 5 guys for Jacob's Ladder, if the main target dies, the other 4 still take damage. Is it a meaningful debate to suggest that it's very tough to get 5 guys lined up? Sure. Is it that tough to get 2? Not really. 3? Maybe. But in either the 2 or 3 man instances, you don't have to make sure that your main target will survive your attack to ensure that it will function as an AoE. That seems like it misses the point of the power just a bit. I'm going to attack you, but I need you to be able to survive this attack in order to make it work properly. (Not to mention the fact that JL does more damage has a faster recharge, and costs less end than CI) |
As for the point of the power, it's not "I need you to survive for this power to work properly", it's more like "If you don't go down, you and all your friends are gonna feel it".
If Jacob's ladder is more your style then use it. Chain Induction seems pretty nice, IMO. Especially if you're a Stalker. JL only has a 50% chance to crit from hide while CI has a 100% chance not to mention it's fast to use after a placate.
So your major beef with it is that it's different? Well I don't like that argument at all.
As for the point of the power, it's not "I need you to survive for this power to work properly", it's more like "If you don't go down, you and all your friends are gonna feel it". If Jacob's ladder is more your style then use it. Chain Induction seems pretty nice, IMO. Especially if you're a Stalker. JL only has a 50% chance to crit from hide while CI has a 100% chance not to mention it's fast to use after a placate. |
"All problems can be solved by throwing enough scrappers at it."
@Riez on Virtue, Protector, Champion, and Exalted server.
So your major beef with it is that it's different? Well I don't like that argument at all.
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Problems:
If your any target in the chain dies, the power stops jumping. It's over. No extra damage is passed on to another target. If it's the first target that dies, you just paid for an AoE power, and got a ST power instead. |
But in either the 2 or 3 man instances, you don't have to make sure that your main target will survive your attack to ensure that it will function as an AoE. |
If a bad guy has a brawl's sliver of life left and I use TS on him, I expect him to die and the AoE to still go off. I don't expect to get shortchanged on the AoE. |
Suppose I've planned CI perfectly to where he'll have some life left and I'll get my jumps out of him and his friends, but at the same time I'm firing CI, someone else finishes him off with splash AoE damage. My AoE is still wasted. Because my AoE had to wait .5 s after hitting to then decide to jump |
I'm not concerned with the main target die from my power or from my teammates, but rather that my AoE power didn't function like an AoE. |
CI has to hit every time it Jumps. Instead of an AoE that has the same accuracy for all foes in the area it affects, CI HAS to hit in order to effect all possible 5 targets. If any jump misses, the chain ends. |
There is a delay in the Jump. .5s, no big deal right? Wrong. If the target dies during the delay, the chain ends. If CI kills the first target, there is no jump. If the 1st jump kills the second target, there is no 2nd jump, and so forth. Or, if outside damage from another player kills one of the CI targets, there is no jump. It's practically impossible in a team situation to rely on CI performing like an AoE. |
You are charged for an AoE. This power is scaled for damage/recharge/end as an AoE. Yet it is the most unreliable and unpredictable AoE I've used in this game. |
As for the point of the power, it's not "I need you to survive for this power to work properly", it's more like "If you don't go down, you and all your friends are gonna feel it". |
If Jacob's ladder is more your style then use it. Chain Induction seems pretty nice, IMO. Especially if you're a Stalker. JL only has a 50% chance to crit from hide while CI has a 100% chance not to mention it's fast to use after a placate. |
If you assume that those %'s are based off player accuracy:
I have a 75% chance to hit the first guy Jump 1 has a 150% chance to hit 2nd guy Jump 2 has a 112.5% chance to hit 3rd guy Jump 3 has a 93.75% chance to hit 4th guy Jump 4 has a 75% chance to hit 5th guy. .75 * 1.5 * 1.125 * .9375 * .75 = 89% chance to hit 5 targets.E. That's my problem. Most if not all AoE's in this game don't work that way. |
Even using your numbers it would be:
.75*1.00*1.00*.9375*.75 = 52.73% (as you can't have more than a 100% chance for something to occur)
However, given that in CoH all ToHit rolls are capped at 95%, the actual figure is:
.75*.95*.95*.9375*.75 = 50.10%
The major premise of the OP is that this attack costs the same as an AoE but doesn't work as well as an AoE. However, it DOESN'T cost the same as an AoE, so I still fail to see the problem here.
I gotta make pain. I gotta make things right. I gotta stop what's comin'. 'Least I gotta try.
Chain Induction costs 1.5x as much as an equivalent damage ST attack. If you can hit one additional target at least half the time, it's paying for itself. Many melee cones break even at around this point, costing 1.1 to 1.5 times as much as an equivalent damage ST attack. Jacob's Ladder, notably, gets its AoE for free, costing exactly as much as a ST attack of the same strength would; so does Thunderstrike. Most PBAoEs do not break even unless they hit at least 3 targets.
Considering that CI is frequently used as part of a ST chain on a single hard target, I wouldn't consider it unreasonable to have its cost multiplier reduced to 1.25x. But I don't think it's nearly as terrible as you are making it out to be. Now, if it had a 2.5x multiplier, you would have a case.
@SPTrashcan
Avatar by Toxic_Shia
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The major premise of the OP is that this attack costs the same as an AoE but doesn't work as well as an AoE. However, it DOESN'T cost the same as an AoE, so I still fail to see the problem here.
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It costs more end than JL, does less damage, and recharges longer. It definitely costs more than this AoE, and definitely doesn't work as well. JL does 1.65 damage to 5 people equally for a total of 8.25 damage to 5 people for 8.53 end and recharges in 8 s.
It's not numerically balanced.
Total Possible Damage per person:
10.96/10 = 1.096
8.25/5 = 1.65
4.05/5 = .81
Total Possible Damage per end
10.96/10.2 = 1.07
8.25/8.53 = .97
4.05/10.2 = .4
Total Possible Damage per Activation
10.96/3 = 3.65
8.25/1.67 = 4.94
4.05/(1+.5 +.5 +.5 +.5) = 1.35
There is a .5s delay between jumps, so in order to hit 5 people, it'll take you 3s. Even to hit 2 people it will take you 1.5s making it a 2.7 DpA.
Against 1 Target:
TS - 1.96
JL - 1.65
CI - 1.45
DPE/1 target
1.96/10.2 = .192
1.65/8.53 = .193
1.45/10.2 = .142
DPA/1 Target
1.96/3 = .65
1.65/1.67 = .99
1.45/1 = 1.45
That's against AoEs. It'll only look worse against ST's. So tell me how this power is balanced? The only thing it beats 2 other AOE's in is DPA against 1 target. Otherwise it falls far behind them.
If you want to compare it to a base Scrapper AoE let's look at Whirling Sword and Slice:
Total Possible Damage per person:
14/10 = 1.4
6.76/5 = 1.35
4.05/5 = .81
Total Possible Damage per end
14/10.2 = 1.37
8.25/8.53 = 1.35
4.05/10.2 = .4
Total Possible Damage per Activation
14/2.67 = 5.24
6.76/2 = 3.38
4.05/(1+.5 +.5 +.5 +.5) = 1.35
AoE Against 1 Target:
WS - 1.4
SL - 1.35
CI - 1.45
DPE/1 target
1.4/13 = .108
1.35/8.53 = .158
1.45/10.2 = .142
DPA/1 Target
1.4/2.67 = .52
1.35/2 = .675
1.45/1 = 1.45
Looking at the #'s to WS and Slice, it's mostly balanced properly for an AoE against 1 target. But when used as an actual AoE, it's terrible.
Compare it to a ST attack and these numbers will look horrible.
Why is this power only balanced around being and AoE used as a ST attack?
If you've actually used the power in regular gameplay, you will see that it's also harder in several situations to get it to function properly.
A simple, easy, quick fix would be to make each jump do full damage and lower the end cost a tad. That would at least place it closer to par with other AoE's.
Full damage jumps:
Total Possible Damage per person:
(1.45*5) = 7.25
Total Possible Damage per end
7.25/10.2 = .71
If it cost 8.53
7.25/8.53 = .85
Total Possible Damage per Activation
7.25/3 = 2.42
AoE Against 1 Target:
CI - 1.45
DPE/1 target
1.45/10.2 = .142
Lowered end cost
1.45/8.53 = .17
DPA/1 Target
1.45/1 = 1.45
A quick tidbit. A ST attack for a scrapper that costs 10.2 end should be a 2.15 damage power and recharge in 10 seconds. CI does 1.45 damage and recharges in 14 s. That's a large penalty for AoE potential that also makes it a crappy AoE power.
A quick tidbit. A ST attack for a scrapper that costs 10.2 end should be a 2.15 damage power and recharge in 10 seconds. CI does 1.45 damage and recharges in 14 s. That's a large penalty for AoE potential that also makes it a crappy AoE power.
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Siphon Life: 2.06 DS, 10s rech, 10.2 end
Really now. As I said, I wouldn't mind an improvement to CI, but you must work a little harder on your arguments.
@SPTrashcan
Avatar by Toxic_Shia
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Crane Kick: 2.06 DS, 10s rech, 10.2 end
Siphon Life: 2.06 DS, 10s rech, 10.2 end Really now. As I said, I wouldn't mind an improvement to CI, but you must work a little harder on your arguments. |
According to MIDS v1.6 (like the first line of the first post says, so look there if you want to argue exact decimals):
Crane Kick - 2.15 Dam 10.2 End 10 Rech
Siphon Life - 2.15 Dam 10.2 End 10 Rech
Disembowel - 2.15 Dam 10.2 End 10 Rech
All 3 powers do 134.9 damage. Scrappers do a base of 62.6 (technically 62.56 I think)
134.9/62.6 = 2.15
Siphon life also has a quite useful heal component to it. Which is a point that actually helps my argument.
Siphon Life:
2.15 Dam, 10.2 End, 10 Rech + 10% enhanceable heal + -5.63% ToHit
Chain Induction
1.45 Dam, 10.2 End, 14 Rech + potential to do four .65 Dam jumps.
It gets a 33% reduction in damage and a 40% increase in recharge time for the hampered potential of 4 piddly splashes of .65 damage.
What did Siphon Life give up for the automatic 10% Heal?
What did Siphon Life give up for the automatic -5.63% ToHit?
What did Disembowel give up for the automatic -7.5% def?
What did Crane Kick give up for the automatic 6.23 KB?
As I pointed out in my last post which you seem to have glossed over; the power is pretty balanced with other melee AoE's when used against a ST. Outside of that terrible instance it's not balanced numerically, and maybe more important, it's actual use in game play is hindered.
What did Siphon Life give up for the automatic 10% Heal? What did Siphon Life give up for the automatic -5.63% ToHit? What did Disembowel give up for the automatic -7.5% def? What did Crane Kick give up for the automatic 6.23 KB? |
I wouldn't be opposed to lowering the endurance cost on CI, really, but as I see it's not hindering the set. The jumps are 'fast enough', if the foes are dying before the jumps, they would have died before Thunder Strike or Spine Burst or before the DoT of Whirling Sword/Lotus Drop, etc. The jumps occur often enough, people use it to hit foes normally hard to hit directly and I rarely hear anyone complain that it jumps less than 3 times the majority of the times.
The way I see it, CI is a different kind of AoE so you should either use it differently or play to its advantages. You're campaigning that you can't leverage it the same as a regular AoE so expect it to change.
As for the rest of your argument, you've glossed over some pretty important points. Yes, CI looks poor when compared to Jacob's Ladder and Thunderstrike, but this has less to do with CI and more to do with the fact that Jacob's Ladder and Thunderstrike get their AoE damage component for free. Their DPE (when using the base values, not Mids' inflated numbers) is 0.192, the standard for single target attacks. Whether CI is overpaying for its multitarget potential or not, JL and TS are strongly underpaying for theirs.
CI, JL and TS also pay nothing extra for their end drain, the secondary effect that all Elec powers share, and TS pays nothing extra for its KD and stun effects. But that is all immaterial in any case, as melee attack costs have never been balanced for secondary effects - perhaps an unwise decision, but one the current devs have chosen not to revisit - and, in fact, in at least two cases (Siphon Life and Clobber) they have chosen to increase the damage on a power despite the fact that it originally had a greatly reduced damage due to its useful secondary effect.
I glossed over your comparison in the prior post out of mercy. Calculating the DPA of CI by adding the jump times to the activation time of CI is extremely misleading. The reason DPA is important is because animation times are important: while you are animating one power, you cannot activate another, and in a fully populated attack chain, that becomes the major limiting factor on your DPS. But you can activate another attack while CI is still arcing, so the arcs improve your damage output over time rather than reduce it as you would indicate. If all of the arcs fire, you end up dealing your 4.05 damage for an animation cost to you of 1 second: a DPA of 4.05, better than a target-capped TS!
A subtler error is your consistent assumption that other multi-target powers can hit their target cap as easily as CI can. In particular, it is rare to pack ten ordinary-sized enemies into the eight foot radius of Whirling Sword, to say nothing of getting five enemies into the 7 foot cone of Slice. By contrast, each of the arcs in CI can strike any enemy in a 10 foot sphere around the target of the last arc. As an opening gambit against a reasonably sized spawn, CI has a high probability of arcing its full possible number of jumps.
So, let's look at your proposal: each arc does the full damage of the original strike (1.32 DS, since we're not adding in the crit chance), and the cost of the power is 8.53 End, giving it a break-even multiplier of 1.24. Let's look at that DPE/DPA calculation again, without pretending that we can't do anything while CI is arcing:
(1.32 * 5) / 8.53 = 0.77 DPE
(1.32 * 5) / 1 = 6.6 DPA
Yeah, um, that's almost as good as target-capped Foot Stomp (0.77 DPE/6.76 DPA), on a 14 second recharge. Would I like it? Absolutely! But I think it's best to be clear and accurate about precisely how much candy you're asking for. The end cost reduction is about in line with what I would consider reasonable (remember when I said 1.25x for break-even?), but the damage increase is a little bit much.
A more reasonable request, IMO, would be to keep the end cost and arc damage the same, reduce the recharge to 12 seconds, and increase the first-target damage to about 1.55, so that the additional cost for the four extra damage ticks is only 2 seconds of recharge and 1.25x end cost compared to a ST attack of the same damage. But that's just balancing CI against other single attacks from other sets, discounting that it's in a set that also gets JL, TS, and of course Lightning Frickin' Rod.
@SPTrashcan
Avatar by Toxic_Shia
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Well, besides the fact that you failed to mention Chain Induction has a chance to drain 10% endurance (which can make the attack slightly cheaper) and the -100% recovery it applies for over 10 sec, powers aren't balanced in a vacuum. Siphon Life may not give up anything for the heal it gets but Dark Melee gives up any chance to do meaningful AoE damage for the utility it provides.
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It subtracts 10 end from whatever you are fighting. It doesn't return 10% end to you. Charged Brawl and Havoc Punch are the two powers that do that. I assume CI doesn't because it's actually a summons.
You are correct, I didn't list the -100% recovery for however long (Mids has it listed as a 1 s Duration, but that's so worthless I'll not believe that. Instead I'll assume it's something like 10s.)
But Dark Melee is actually good at debuffing the ToHit of an enemy.
Broadsword can make a not completely insignificant different in the defense of an enemy.
I think you would be hard pressed to find an Electric Melee scrapper finding a good use for end drain. Since to have any noticeable effect, you need to drain a lot (upwards of 90%) if not all an enemies end. And I certainly wouldn't think that the end drain + the awkward jumps is reason enough for a 33% reduction in damage and a 40% increase in recharge. Would you care to argue that point?
I realize powers aren't balanced in a vacuum, but the damage/end/recharge of this power seems to have been designed in a vacuum since it doesn't get close to conforming to any of the standards of other powers.
I wouldn't be opposed to lowering the endurance cost on CI, really, but as I see it's not hindering the set. The jumps are 'fast enough', if the foes are dying before the jumps, they would have died before Thunder Strike or Spine Burst or before the DoT of Whirling Sword/Lotus Drop, etc. The jumps occur often enough, people use it to hit foes normally hard to hit directly and I rarely hear anyone complain that it jumps less than 3 times the majority of the times. |
That means if you're surrounded by 5 guys
Hit CI
CI hits first foe
wait .5s
Jump to 2nd foe
wait.5s
Jump to 3rd foe
wait .5s
Jump to 4th foe
wait .5s
Jump to 5th foe
If splash damage takes out any foe in that chain, CI stops. That means you've paid for an AoE that didn't get a chance to hit or miss all of the foes in range. It's not about a followup attack from you. Plus if any foe is Knocked out of range of his friends, his charge can no longer jump to his friends, also ending your chain.
The hit foes that are hard to hit argument doesn't hold a lot of water IMO. Sure, the jumps have a high accuracy, but you still have to hit the first guy for it to work. If you miss the first hard to hit target, you're actually in worse shape than you would have been in than missing with a normal attack since if the normal attack is an AoE you still get a chance to hit his friends that are in range, and if it's a ST attack, you've not wasted nearly as much End.
Even when you do hit the first guy, you are only tickling his friends with your mighty .65 damage.
The way I see it, CI is a different kind of AoE so you should either use it differently or play to its advantages. You're campaigning that you can't leverage it the same as a regular AoE so expect it to change. |
It's not a learn to play better issue in that regard, it's a use it the best you can, and hope things outside of your control don't negatively affect it. That's not how most other attacks work. With other attacks, I push the button, and I know what to expect to happen. The vast majority of the time, that's exactly what happens. Enemy movement and outside damage have no effect on how other powers perform, but they have a great impact on this one.
But even then, the numbers show that when used to it's full extent, it still lags behind other powers by a not insignificant amount. You can learn to use it as effectively as you want, but that won't make the power do something it can't.
But that's just balancing CI against other single attacks from other sets, discounting that it's in a set that also gets JL, TS, and of course Lightning Frickin' Rod.
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What did Siphon Life give up? How about AoE damage? The whole freaking DM set is AoE light (I am not complaining, it has many other advanatges, including the heal in SL).
ElM is extremely potent as is; CI is a fine power, which doesn't always work as well as it can, but often does. It is OK that CI sometimes falls short, especially when you look at the set as a whole, instead of just trying to look at one power individually.
Why Blasters? Empathy Sucks.
So, you want to be Mental?
What the hell? Let's buff defenders.
Tactics are for those who do not have a big enough hammer. Wisdom is knowing how big your hammer is.
There you go. Mids calculates in the crit chance as a boost to the base values, a decision which I somewhat regret as it has tripped up people time and time again. CoD does not.
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As for the rest of your argument, you've glossed over some pretty important points. Yes, CI looks poor when compared to Jacob's Ladder and Thunderstrike, but this has less to do with CI and more to do with the fact that Jacob's Ladder and Thunderstrike get their AoE damage component for free. Their DPE (when using the base values, not Mids' inflated numbers) is 0.192, the standard for single target attacks. Whether CI is overpaying for its multitarget potential or not, JL and TS are strongly underpaying for theirs. |
CI, JL and TS also pay nothing extra for their end drain, the secondary effect that all Elec powers share, and TS pays nothing extra for its KD and stun effects. But that is all immaterial in any case, as melee attack costs have never been balanced for secondary effects - perhaps an unwise decision, but one the current devs have chosen not to revisit - and, in fact, in at least two cases (Siphon Life and Clobber) they have chosen to increase the damage on a power despite the fact that it originally had a greatly reduced damage due to its useful secondary effect. |
And your point about them doing it with other powers sure does dismiss the idea that they should do something for this power as well. Good point there.
I glossed over your comparison in the prior post out of mercy. |
Calculating the DPA of CI by adding the jump times to the activation time of CI is extremely misleading. The reason DPA is important is because animation times are important: while you are animating one power, you cannot activate another, and in a fully populated attack chain, that becomes the major limiting factor on your DPS. But you can activate another attack while CI is still arcing, so the arcs improve your damage output over time rather than reduce it as you would indicate. If all of the arcs fire, you end up dealing your 4.05 damage for an animation cost to you of 1 second: a DPA of 4.05, better than a target-capped TS! |
I think it's extremely misleading to assume CI will do it's damage in 1s. Notice I wasn't listing this as an attack chain argument. Attack chains have already been looked at by many others, and I don't remember Electric Melee shining too well there either.
A subtler error is your consistent assumption that other multi-target powers can hit their target cap as easily as CI can. In particular, it is rare to pack ten ordinary-sized enemies into the eight foot radius of Whirling Sword, to say nothing of getting five enemies into the 7 foot cone of Slice. By contrast, each of the arcs in CI can strike any enemy in a 10 foot sphere around the target of the last arc. As an opening gambit against a reasonably sized spawn, CI has a high probability of arcing its full possible number of jumps. |
I went over the cone argument in perhaps my second post in this thread. Is it reasonable to expect 5 people? Not usually. Is it reasonable to expect 5 from CI? Nope.
So what was your point exactly?
Oh yeah, it was the asinine superiority complex you seem to want to display. Carry on.
So, let's look at your proposal: each arc does the full damage of the original strike (1.32 DS, since we're not adding in the crit chance), and the cost of the power is 8.53 End, giving it a break-even multiplier of 1.24. Let's look at that DPE/DPA calculation again, without pretending that we can't do anything while CI is arcing: (1.32 * 5) / 8.53 = 0.77 DPE (1.32 * 5) / 1 = 6.6 DPA Yeah, um, that's almost as good as target-capped Foot Stomp (0.77 DPE/6.76 DPA), on a 14 second recharge. Would I like it? Absolutely! But I think it's best to be clear and accurate about precisely how much candy you're asking for. The end cost reduction is about in line with what I would consider reasonable (remember when I said 1.25x for break-even?), but the damage increase is a little bit much. |
A more reasonable request, IMO, would be to keep the end cost and arc damage the same, reduce the recharge to 12 seconds, and increase the first-target damage to about 1.55, so that the additional cost for the four extra damage ticks is only 2 seconds of recharge and 1.25x end cost compared to a ST attack of the same damage. But that's just balancing CI against other single attacks from other sets, discounting that it's in a set that also gets JL, TS, and of course Lightning Frickin' Rod. |
Here's another off the cuff idea for you to ***** about. Look back at Siphon Life. It heals 10% of 1339 hp's. We'll call it 134 so we won't argue about decimals again. If you get one heal enhancement in it you get 178 HP's. Not too shabby, and that's not even looking at the gaudy 90+% heal on top of max damage some people have (~255HP's). That's a freebie for that power as you so eloquently explained above, and nothing the power is balanced around.
Let's consider the jumps a freebie for CI. Let's give it something close to 178 HP's worth of jump damage. 178/4 = ~45 damage/jump. That's a value of .72 damage. A whopping 10% increase in jump damage. And then since the jumps are a freebie, obviously CI needs a base damage increase closer to 2.05, and also a recharge reduction of 4 seconds. That way it's in line with the other similar powers. Remember, we're just calling the extra damage a freebie. One could argue that you don't always get full jump damage whereas you always get the full heal. Hell, I'll even spot you an activation time increase to a whopping 2 seconds. Feel better? Now we have a 2 second activating CI that does 2.05 damage to the first target, and has potential jumps to 4 other targets for .72 damage each. Of course CI still costs 10.2 end, but it's recharge would now be 10s.
***** away.
And the funny thing is, you'll still think that the numbers are the problem with the power.
I feel everyone has already made their point but I just want to clarify something I said:
If splash damage takes out any foe in that chain, CI stops. That means you've paid for an AoE that didn't get a chance to hit or miss all of the foes in range. It's not about a followup attack from you. Plus if any foe is Knocked out of range of his friends, his charge can no longer jump to his friends, also ending your chain. |
(According to Mids & CoD)
At level 50, Chain Induction currently does 92 damage for a scrapper, 51 Smashing, and 41 Energy.
If the attack hits, the power then waits .5s and discharges to the nearest enemy (?) within 10 ft. The target stays "charged" for 3 s in order to have a window to deliver this damage. If the Jump hits, it does the energy portion of the original attack, 41 damage.
IMO, this power needs some tweaking.
You may ask why.
Here's why:
1) CI has to hit every time it Jumps. Instead of an AoE that has the same accuracy for all foes in the area it affects, CI HAS to hit in order to effect all possible 5 targets. If any jump misses, the chain ends.
2) There is a delay in the Jump. .5s, no big deal right? Wrong. If the target dies during the delay, the chain ends. If CI kills the first target, there is no jump. If the 1st jump kills the second target, there is no 2nd jump, and so forth. Or, if outside damage from another player kills one of the CI targets, there is no jump. It's practically impossible in a team situation to rely on CI performing like an AoE.
3) The target can still move while it is charged. Meaning, when I queue up CI, thinking I have a nicely bunched group of targets to hit, and my target starts running as CI starts, he's likely too far away from the pack to be able to hit the rest, or suppose a teammates power Knocks him back. Not the same as a regular AoE, when you initially start the power, if the bad guys move or are moved, it doesn't matter. If they were in range when you pressed the button, they still get hit. Again, that .5s delay is detrimental. In the case of an enemy like the retarded Sky Raiders, if they TP at the same time you hit CI, they're long gone before being able to affect the rest of the group. Not only that, but since the charge lasts for 3s, if they happen to TP into an unaggrod group, you now have problems.
4) You are charged for an AoE. This power is scaled for damage/recharge/end as an AoE. Yet it is the most unreliable and unpredictable AoE I've used in this game. I can throw fireballs, and hit whirling sword all day long and have a very good idea of what I'm going to hit regardless of whether I'm solo, on a team, or whether the initial target is low on health. CI is a big question mark every time. It has the end cost of Thunderstrike, but only does the damage of Havoc Punch.
The Fix.
1) Decide whether this power is an AoE or a ST.
2) If ST, it needs higher damage, and perhaps a longer activation. We already have Havoc Punch, so it needs to be a tier 3 damage power. It has the end cost but not nearly the reliability of Thunderstrikes AoE. Give it a slight penalty for it's AoE potential, but the current recharge penalty is too high. A 1.64 damage power with 8s recharge and 8.5 end is a good place to start. 1.64 also fits nicely between the 1.32 of HP and 1.96 of TS. Maybe increase the damage to 1.64 and the recharge to 10 and call it a day. Currently it's 14s recharge and 10.2 end. Heck, if there was a way to link the Jumps to extra end usage I would take that as well. Charge an extra 3 end per successful jump.
3) If it's an AoE make it work reliably like an AoE. Get rid of the .5s delay and make it jump seamlessly. Get rid of the 3s charge as well. Make it also work if an enemy in the chain is defeated.
Please do something to help this power. I love the idea and the concept, but just using it in actual gameplay, regardless of the balancing numbers is frustrating to say the least.