Why do HEATs feel like fail?


Afterimage

 

Posted

Quote:
Originally Posted by EvilGeko View Post
But again, the only thing I find offensive here is that you and PrincessDarkstar seem to think that just because someone doesn't like your beloved Kheldians, they must only care about effectiveness. It's a shabby and baseless argument. But then what can you do when you don't have facts or reason on your side?
Firstly if you meant you actually find some of my posts offensive I apoligise!

Second I know some people are just not going to like the way Khelds play, and I am fine with that, but a lot of this thread has been about how they perform based on effectiveness.

And lastly: Neither side has shown any facts yet, but it is generally down to those who want something to happen to prove that they are right.


Princess Darkstar - Proud Member of the Handprints of Union, the #1 ranked SG in Europe!
British by act of union, English by grace of God, Northern by pure good fortune!
Quote:
Originally Posted by Aggelakis View Post
PrincessDarkstar: "RAAAAAAAAARRRRRRRRRGHHHHHHHHHH SOMEONE IS *WRONG* ON THE INTERNET!"

 

Posted

Quote:
Originally Posted by SpittingTrashcan View Post
Okay, okay, I'll run some numbers.

I do need to ask one question first, though: does Nova form alter the base ranged damage mod, and if so, to what value?
I don't know about altering the base ranged damage mod, but the form itself does have an inherent +tohit and 45% damage bonus.


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.

 

Posted

Quote:
Originally Posted by SpittingTrashcan View Post
Okay, okay, I'll run some numbers.

I do need to ask one question first, though: does Nova form alter the base ranged damage mod, and if so, to what value?
According to the wiki, the ranged damage modifier for Nova form is 1.2 (which is higher than anything else in the game, but considering it only has 4 abilities...)


Quote:
Originally Posted by PRAF68_EU View Post
Dispari has more than enough credability, and certainly doesn't need to borrow any from you.

 

Posted

Quote:
Originally Posted by Dispari View Post
According to the wiki, the ranged damage modifier for Nova form is 1.2 (which is higher than anything else in the game, but considering it only has 4 abilities...)
Only four powers, but really, how many powers do you pack into a typical blaster attack chain?


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.

 

Posted

So, I'm working with Warshades, which is what I'm familiar with. Does anyone object to the following sequence for a spawn for a solo Warshade without perma Eclipse?

Gravitic Emanation
Sunless Mire
Transform to Nova
Bolt, Blast, Detonation, Bolt, Blast, Emanation, repeat
Transform to Human
Stygian Circle

Obviously perma Eclipse would make the above safer, and in some circumstances allow you to skip the opening Emanation. And then, if you get mezzed, you have the options of popping a breakfree or switching to Dwarf, whereupon you Mire as frequently as possible and chain the ST attacks otherwise. Also, the pets and their somewhat unreliable damage...

You know, this is dumb. Nobody is going to accept any numbers I post (except maybe for Dwarf Form sans pets) because there are too many variable effects that come up in actual play for Kheldians but are simply not a concern for ATs that have a more complete suite of active or passive mitigation (Defenders, Controllers, Scrappers, Tanks) or aren't expected to consider their own survival in the first place (Blasters). I can certainly analyze Warshade sprint damage in the best possible case (Nova, mired to the max, high recharge attack cycle, pets behaving amazingly well) and sustained damage in the worst case (Dwarf, one mez-stacking enemy, pets gone, enemy corpses fading fast) but I can't realistically state how often each of these cases occur.

(I can say that the best scenario has only really happened for me on full teams that would probably have done just as well without me, and the worst scenario happens all too often when soloing - which doesn't enamor me to the AT one bit, but your miles will vary.)


@SPTrashcan
Avatar by Toxic_Shia
Why MA ratings should be changed from stars to "like" or "dislike"
A better algorithm for ordering MA arcs

 

Posted

Quote:
Originally Posted by SpittingTrashcan View Post
So, I'm working with Warshades, which is what I'm familiar with. Does anyone object to the following sequence for a spawn for a solo Warshade without perma Eclipse?

Gravitic Emanation
Sunless Mire
Transform to Nova
Bolt, Blast, Detonation, Bolt, Blast, Emanation, repeat
Transform to Human
Stygian Circle
When I run numbers I would tend to go with one for powers slotted 3 dam/3 rech and then another for say 100% global recharge on the same slotting. And working out the best attack chain for either of those situations. For an SO build the above chain works I think, but gets so much better when you can leave out most of the single target blasts due to high recharge.

But I wouldn't count Gravatic Emination either way, nor would I could Stygian Circle.

I would probably go for Eclipse > Sunless Mire (Hitting say 1,5 and 10 targets) > Nova > Attacks.

You can do this for a solo Warshade versus a Warshade covered in blasters too (IE with the damage bonus).

Edit: Sorry to make this sound like I want you to do work, I don't mean it that way.

Quote:
Originally Posted by SpittingTrashcan View Post
You know, this is dumb. Nobody is going to accept any numbers I post (except maybe for Dwarf Form sans pets) because there are too many variable effects that come up in actual play for Kheldians but are simply not a concern for ATs that have a more complete suite of active or passive mitigation (Defenders, Controllers, Scrappers, Tanks) or aren't expected to consider their own survival in the first place (Blasters). I can certainly analyze Warshade sprint damage in the best possible case (Nova, mired to the max, high recharge attack cycle, pets behaving amazingly well) and sustained damage in the worst case (Dwarf, one mez-stacking enemy, pets gone, enemy corpses fading fast) but I can't realistically state how often each of these cases occur.

(I can say that the best scenario has only really happened for me on full teams that would probably have done just as well without me, and the worst scenario happens all too often when soloing - which doesn't enamor me to the AT one bit, but your miles will vary.)
I have no idea how you would get the pet numbers, but the rest of the numbers I would happily take.

You are right however that the problem becomes what happens when you drop out of Nova and start fighting in Dwarf, but even then I would do the following:

Compare Nova to a blaster
Compare Dwarf with pets and lots of foes to a scrapper
Compare Dwarf without pets or foes to a tanker

Each situation occurs at different times for different people, but I would definately think the Warshade would come out very well under every situation bar tanking (Especially when working out for good recharge).


Princess Darkstar - Proud Member of the Handprints of Union, the #1 ranked SG in Europe!
British by act of union, English by grace of God, Northern by pure good fortune!
Quote:
Originally Posted by Aggelakis View Post
PrincessDarkstar: "RAAAAAAAAARRRRRRRRRGHHHHHHHHHH SOMEONE IS *WRONG* ON THE INTERNET!"

 

Posted

Quote:
Originally Posted by Dispari View Post
According to the wiki, the ranged damage modifier for Nova form is 1.2 (which is higher than anything else in the game, but considering it only has 4 abilities...)
The 4 abilities thing may sound bad, and on SO's probably is just about ok, but the more recharge you add the less you worry about only having 4 attacks (Hell I only use 3 of them normally!).

And yes Nova has a 45% damage boost and a 1.2 damage modifier


Princess Darkstar - Proud Member of the Handprints of Union, the #1 ranked SG in Europe!
British by act of union, English by grace of God, Northern by pure good fortune!
Quote:
Originally Posted by Aggelakis View Post
PrincessDarkstar: "RAAAAAAAAARRRRRRRRRGHHHHHHHHHH SOMEONE IS *WRONG* ON THE INTERNET!"

 

Posted

Quote:
Originally Posted by PrincessDarkstar View Post
I have no idea how you would get the pet numbers, but the rest of the numbers I would happily take.

You are right however that the problem becomes what happens when you drop out of Nova and start fighting in Dwarf, but even then I would do the following:

Compare Nova to a blaster
Compare Dwarf with pets and lots of foes to a scrapper
Compare Dwarf without pets or foes to a tanker

Each situation occurs at different times for different people, but I would definately think the Warshade would come out very well under every situation bar tanking (Especially when working out for good recharge).
I'm with the Princess here. I'll gladly take any numbers you can come up with, even if it's straight SO build to SO build. Just don't compare an IO'd nova form to a SO'd blaster (obviously).

I also agree with the three comparative cases she presented, although Dwarf with pets and whatnot could be very hard to analyze with any amount of accuracy.

I would suggest comparing a high recharge nova to a high recharge AoE blaster. Then, stick with that same high recharge WS when going to dwarf, and compare it to something like a SS tank who would also be built for high recharge.


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.

 

Posted

Analysis is still ongoing, but early results are showing that being locked in dwarf against a single target is an enormous disadvantage for a Kheld - we're talking about a literal order of magnitude drop in DPS, and that's before considering what it does to the poor guy's ability to recover post fight. Peacebringers have an edge on surviving this situation, and Warshades have an edge on damage, but both are pretty thoroughly miserable here. I would suggest that any future analysis of Kheld performance and play experience place a strong emphasis on this situation, as it's the expected survival mode for the AT, but on a build that isn't structured around it can instead be a long, painful death sentence. It sounds wacky, but when you count up the total opportunity cost, Dwarf might be worse DPS than Hibernate.

On the bright side, under optimal conditions, Novas have impressive AoE DPS. Surprising no one.

And on the third hand, while pet damage analysis is notoriously fickle, I think the worst thing to happen to Warshades in recent memory might be the change where pet attack recharge times were locked in. Particularly on high-recharge power builds.


@SPTrashcan
Avatar by Toxic_Shia
Why MA ratings should be changed from stars to "like" or "dislike"
A better algorithm for ordering MA arcs

 

Posted

Quote:
Originally Posted by SpittingTrashcan View Post
Analysis is still ongoing, but early results are showing that being locked in dwarf against a single target is an enormous disadvantage for a Kheld - we're talking about a literal order of magnitude drop in DPS, and that's before considering what it does to the poor guy's ability to recover post fight. Peacebringers have an edge on surviving this situation, and Warshades have an edge on damage, but both are pretty thoroughly miserable here.
Indeed that's the expected situation.

Quote:
Originally Posted by SpittingTrashcan View Post
I would suggest that any future analysis of Kheld performance and play experience place a strong emphasis on this situation, as it's the expected survival mode for the AT
And this is where Kheldian "dancing" shines, but is not easy to analyze because many Kheldian "dancers" have many ways to handle this situation, as long as we're not talking about certain enemies, including several Elite Bosses and above.

Quote:
Originally Posted by SpittingTrashcan View Post
...while pet damage analysis is notoriously fickle, I think the worst thing to happen to Warshades in recent memory might be the change where pet attack recharge times were locked in. Particularly on high-recharge power builds.
Absolutely


I believe that a Kheldian Gold Standard should be based on SO's, and for anything above that... there's Platinum!

Save Ms. Liberty (#5349) Augmenting Peacebringers The Umbra Illuminati

 

Posted

Quote:
Originally Posted by SpittingTrashcan View Post
Analysis is still ongoing, but early results are showing that being locked in dwarf against a single target is an enormous disadvantage for a Kheld - we're talking about a literal order of magnitude drop in DPS, and that's before considering what it does to the poor guy's ability to recover post fight. Peacebringers have an edge on surviving this situation, and Warshades have an edge on damage, but both are pretty thoroughly miserable here. I would suggest that any future analysis of Kheld performance and play experience place a strong emphasis on this situation, as it's the expected survival mode for the AT, but on a build that isn't structured around it can instead be a long, painful death sentence. It sounds wacky, but when you count up the total opportunity cost, Dwarf might be worse DPS than Hibernate.

On the bright side, under optimal conditions, Novas have impressive AoE DPS. Surprising no one.

And on the third hand, while pet damage analysis is notoriously fickle, I think the worst thing to happen to Warshades in recent memory might be the change where pet attack recharge times were locked in. Particularly on high-recharge power builds.
None of this really surprises me, but I'm still very interested to see the numbers. Will you be able to provide comparable analysis from the blaster/tank side of things?

I'm going to say that if the Nova proves to be 75% of an equal budget blaster, that's more than enough for me. The same is true for the dwarf/tank comparison.


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.

 

Posted

What I'm reading here is that Dwarf form is the mode offered by the AT design to handle adverse conditions (mez in particular) and tough foes, but the winning strategy is actually to ignore Dwarf in favor of handling it as a Blaster would - breakfrees, purples, control, damage. If Dwarf form offered some combo of defense and mez resistance, so mez could be shaken off faster and not reapplied, that would open the idea of Dwarfing up temporarily and then breaking out again, but that's not how it works - Dwarfing up is often a one way street.

It seems to me that Dwarf is actually only for team tanking. This is supported by the strong PBAoE that both Dwarves have, and the massive power of a fully saturated and especially self-stacking Dwarf Mire. And indeed Dwarves are pretty tough and make decent alpha absorbers if someone else can be trusted to clean up the spawn before HP/end runs out.

I'm going to have to think a while about how Stygian Circle affects sustainability. You may laugh at those -1/x8 farmers, but for an AT with great burst AoE and a fairly tight time limit on how long they want a fight to last, that kind of large soft spawn may be ideal. I'll be doing some hands-on testing with my 44 triform WS when I get the chance.


@SPTrashcan
Avatar by Toxic_Shia
Why MA ratings should be changed from stars to "like" or "dislike"
A better algorithm for ordering MA arcs

 

Posted

Quote:
Originally Posted by SpittingTrashcan View Post
What I'm reading here is that Dwarf form is the mode offered by the AT design to handle adverse conditions (mez in particular) and tough foes
That's correct if you wish to tank them, as in to hold their attention and survive through it long enough for someone else to DPS the foe. This works well enough when a Warshade has some fluffies out there, but a PB is truly in a bind if they stay in White Dwarf through the whole fight while they solo.

Quote:
Originally Posted by SpittingTrashcan View Post
...but the winning strategy is actually to ignore Dwarf in favor of handling it as a Blaster would - breakfrees, purples, control, damage.
If you're DPS-oriented, I'd say you're quite correct, however Kheldians have several tools to mitigate damage from hard-targets but these tools require shifting to Human-form.

Quote:
Originally Posted by SpittingTrashcan View Post
...If Dwarf form offered some combo of defense and mez resistance, so mez could be shaken off faster and not reapplied, that would open the idea of Dwarfing up temporarily and then breaking out again, but that's not how it works - Dwarfing up is often a one way street.
Which is why toughing an attack in Dwarf, then shifting to Human-form to fire off some combination of attacks and then switching to either Dwarf to soak the foes' attack or Nova to blast it, works rather nicely.

Quote:
Originally Posted by SpittingTrashcan View Post
...It seems to me that Dwarf is actually only for team tanking.
You're ignoring the case where a Black Dwarf can tank for its fluffies and where a PB can use White Dwarf to momentarily resist damage, and then use White Dwarf Flare to knock down the foes and quickly switch to Human-form and fire off Photon Seekers only to re-Dwarf while the enemies are either defeated or blown away.


I believe that a Kheldian Gold Standard should be based on SO's, and for anything above that... there's Platinum!

Save Ms. Liberty (#5349) Augmenting Peacebringers The Umbra Illuminati

 

Posted

Quote:
Originally Posted by LordXenite View Post
shifting to Human-form.
The thing is, switching to human form requires not having a mez effect on you. Which requires breakfrees, to get it off, and purples, to keep it off. And if you had those, you didn't need to dwarf up in the first place. The issue with khelds is not soaking alpha - they have plenty of tools to blunt that, with shields and active mitigation - but what happens when a mezzing foe slips through. In that case, breakfrees > dwarf, which is classic Blaster tactics. Except not even Blasters have to do it anymore, what with Defiance and all. It'd be interesting to compare Dwarf DPS and mezzed Blaster DPS.

As for Dwarf fluffy-tanking, I've done it. As a fight goes long, though, the fluffies go away, either due to grabbing aggro (Dwarf taunt can be quite lacklustre sometimes!) or through expiring, and you're back down to slugging it out. And, for a Warshade in particular, you really don't want the fight to go long.

Anyway, some preliminary numbers for Warshades. These are expressed in DS, using a melee mod of .8 for Dwarves and a ranged mod of 1.2 for Novas - not the best way to do it, but at least it allows comparison within the set. For slotting, I'm going with the above suggestion of slotting 1.95 dam and rech for the SO build and adding another 1 rech for the high-power build - these numbers are extremely optimistic, especially for Dwarf, due to the brutal end sustainability issues.

SO Dwarf: Mire Strike Smite Strike Drain Strike Smite Strike: 11 seconds

n dps
1 1.19
3 1.59
5 1.99
10 2.98

IO Dwarf: Mire Smite Drain Smite Strike: 7.5 seconds

n dps
1 1.21
3 1.85
5 2.58
10 4.8

SO Nova: (Mire) Det Blast Bolt Em Blast Bolt: 11 seconds

n dps
1 1.39
3 2.64
5 4.08
10 8.46

IO Nova: (Mire) Det Blast Em Blast: 8 seconds

n dps
1 1.46
3 3.14
5 5.11
10 11.01

I wasn't exaggerating when I said that fighting a single foe in dwarf is an order of magnitude below peak performance. AoE sprints in Nova is clearly where the action is, and anything that keeps you from that is what will kill your performance dead. That includes: form switching, Stygian Circle, pet summoning (though they are well worth the time), and the dreaded crab trap. On the bright side, what with the AoEs providing most of the joy in Nova, you're at least not sacrificing much if you switch to Dwarf for a single hard target - you do relatively poor damage either way.

Some things that could be done to make this more accurate:
- Proc up Strike. There's probably better damage to be had via procs than in the attack itself - it's DM.Shadow Punch with the animation of SS.Punch, and that's terrible.
- Factor in endurance. The chains above are utterly unsustainable without some kind of endurance mitigation, which will either push down recharge or push up the slotting price. Probably not as big a deal for the Nova, who will be firing off the AoEs once, maybe twice, and then Stygian Circle to top up - but that's no way to survive in Dwarf.
- Add the pets. I'd do them myself but I had a sudden attack of the lazy.


@SPTrashcan
Avatar by Toxic_Shia
Why MA ratings should be changed from stars to "like" or "dislike"
A better algorithm for ordering MA arcs

 

Posted

Quote:
Originally Posted by PrincessDarkstar View Post
And yes Nova has a 45% damage boost and a 1.2 damage modifier
Hmm, last I remember Peacebringer ranged damage modifer was increased to 0.8 (Nova form does have a +45% damage buff).

Also, as far as I know, there's no way for a power to change an archetype's damage "modifier" (really, the damage table). As far as I know, that table is immutable and irreplaceable for all archetypes, which means the only way to change it is to literally change archetypes. I don't think Nova form changes archetypes.


[Guide to Defense] [Scrapper Secondaries Comparison] [Archetype Popularity Analysis]

In one little corner of the universe, there's nothing more irritating than a misfile...
(Please support the best webcomic about a cosmic universal realignment by impaired angelic interference resulting in identity crisis angst. Or I release the pigmy water thieves.)

 

Posted

Quote:
Originally Posted by Arcanaville View Post
Also, as far as I know, there's no way for a power to change an archetype's damage "modifier" (really, the damage table). As far as I know, that table is immutable and irreplaceable for all archetypes, which means the only way to change it is to literally change archetypes. I don't think Nova form changes archetypes.
Actually, Kheldians form attacks are quite special. They kind of act like changing archetypes. The form powers, found in the "Inherent" category, achieve this by referencing completely different ranged and melee damage tables than the human form attacks. The Nova blasts use the Ranged_SSDamage table and the Dwarf attacks use the Melee_SSDamage table. This is in contrast to the human form powers, which use the regular Ranged_Damage and Melee_Damage tables shared by the other ATs.

It's interesting to me that RedTomax's site shows the *SSDamage tables as having entries for the Arachnos epic ATs. I'm not aware of them actually referencing these tables, but haven't looked.


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

 

Posted

Quote:
Originally Posted by UberGuy View Post
Actually, Kheldians form attacks are quite special. They kind of act like changing archetypes. The form powers, found in the "Inherent" category, achieve this by referencing completely different ranged and melee damage tables than the human form attacks. The Nova blasts use the Ranged_SSDamage table and the Dwarf attacks use the Melee_SSDamage table. This is in contrast to the human form powers, which use the regular Ranged_Damage and Melee_Damage tables shared by the other ATs.

It's interesting to me that RedTomax's site shows the *SSDamage tables as having entries for the Arachnos epic ATs. I'm not aware of them actually referencing these tables, but haven't looked.
Hmm, now that I look at the nova attacks, they do use a different damage table. It does seem that Ranged_SSDamage has an effective damage modifier of 1.2 based on the level 50 damage number.

I'm sure I must have seen that before, and just forgot about it completely. I wonder what I did to destroy those brain cells. I hope it was something entertaining. Its also possible that I have an absolute limit on the number of CoX-related tables I can keep in my head, and I ejected that one recently (I'm currently working on a little analysis project that involves a lot of tables).

A search of the powers in existence in I16 beta shows that no other powers use the SSDamage tables except for the Bright and Dark Nova inherent attacks. You'd think that they just copied the HEAT tables when they made the VEATs, but the VEAT tables aren't identical to the HEAT tables (specifically, the Melee_SSDamage table isn't identical). Maybe they were playing around with those during early development of the VEATs before changing their minds.


[Guide to Defense] [Scrapper Secondaries Comparison] [Archetype Popularity Analysis]

In one little corner of the universe, there's nothing more irritating than a misfile...
(Please support the best webcomic about a cosmic universal realignment by impaired angelic interference resulting in identity crisis angst. Or I release the pigmy water thieves.)

 

Posted

Quote:
Originally Posted by SpittingTrashcan View Post
The thing is, switching to human form requires not having a mez effect on you. Which requires breakfrees, to get it off, and purples, to keep it off.
I never played like that even before Dwarf became a BreakFree of sorts. Without utilizing form-shifting, the whole double-Mire concept would never have emerged so clearly, people were doing that even without BreakFree inspirations. Besides, to be honest, coming from Controllers, being mezzed never phased me but I can definitely see how it would scare someone who's Lv50 is a Scrapper/Tanker.


I believe that a Kheldian Gold Standard should be based on SO's, and for anything above that... there's Platinum!

Save Ms. Liberty (#5349) Augmenting Peacebringers The Umbra Illuminati

 

Posted

Quote:
Originally Posted by LordXenite View Post
I never played like that even before Dwarf became a BreakFree of sorts. Without utilizing form-shifting, the whole double-Mire concept would never have emerged so clearly, people were doing that even without BreakFree inspirations. Besides, to be honest, coming from Controllers, being mezzed never phased me but I can definitely see how it would scare someone who's Lv50 is a Scrapper/Tanker.
I'm not sure how you got to "you must have breakfrees to drop out of Dwarf form" from what I've been saying, but I'll try to clarify. What I'm referring to here is a very specific scenario, what I've been calling the "crab trap". In this scenario, your opening salvo has failed to incapacitate one or more mezzing enemies, and they have hit you with a stun or hold. At that point, you have three options:
1. Wait for the mez to wear off. From a performance standpoint, this is unattractive for reasons that should be obvious.
2. Use a breakfree. This is the option which most ATs without always-on mez protection tend to use. For a Kheld, it is attractive because it gives you access to all your powers.
3. Go to Dwarf form. This seems like the obvious option that the archetype provides, so that you don't need to use breakfrees. But it is not, because it limits your strategic options - sometimes to the point where it is no longer actually possible to win, although it will take longer to lose.

The damage numbers I compiled show part of the problem, but they don't even show the worst part. When putting those attack chains together, I noticed that although the Dwarf's sustained damage numbers are about half that of the Nova's mire-sprint numbers, the endurance consumption actually increases. Now, keep in mind that many Warshade builds lean heavily on Stygian Circle for sustainability - they don't even come close to matching their end consumption and recovery. That means that once you commit to dwarfing it out, you are running against a hard deadline of your own endurance bar. So at the same time that you're dealing less damage, you need to be finishing the fight faster. This is a problem.

The other alternative, of course, is to dwarf and flee. This is also not optimal from a performance perspective. If a relatively frequently occurring scenario forces you to disengage and recover, you are never going to match other ATs' performance. I've come to see it as the characteristic play experience for Warshades - either you're flying high or you're coming to a screeching, painful halt. And if you're an optimist, it's easy to remember the good times and dismiss the effect of the rough patches. That's how we believed Blasters were doing fine. Sure they died a lot, but when they weren't eating floor they were dealing out such awesome damage that they must be keeping up! But they were not, and the data mining showed this.

If I am right about how Warshades are performing - and I have no guarantee that I am beyond personal experience and eyeballing some numbers on a spreadsheet - then only datamining at the dev level can show whether Warshades are sprinting fast enough to make up for the rough patches. What I can say is that on a personal, aesthetic level, I feel that the Warshade design makes a promise that it fails to deliver - the promise that it can be played, should one prefer, as 90% of a Scrapper. In fact, the numbers appear to show that this is a terrible plan, and the smart move is to treat Dwarf form as a team utility rather than a true combat stance.


@SPTrashcan
Avatar by Toxic_Shia
Why MA ratings should be changed from stars to "like" or "dislike"
A better algorithm for ordering MA arcs

 

Posted

SpittingTrashcan can you explain that damage scale you used? It doesn't look like something I have seen before.

Though the numbers compared against themselves make sense I am not quite sure I have grasped it yet

Overall though I think you are right about Dwarf being a big performance killer when looking at kill speed and DPS. As you said though the devs would have to determine how often a Warshade is able to fight in Nova and how often they are forced into Dwarf to determine exactly how it effects the overall balance. I personally don't spend much of my time in Dwarf form, but then again I don't really keep count.

One last thing strikes me though, and that although I did know this, Warshades may just benefit from +recharge more than other AT's due to the limited powers. For example my Black Dwarf uses: Mire > Smite > Strike > Smite > Repeat, counting that attack chain I expect Dwarf form would get a bit closer to scrapper level damage (I think it would go up to 6.x against 10 targets from roughly guessing your maths, and more because it lets you double stack mire, so possibly around 8), but I guess balancing around heavy investment isn't the right way.

Once I know how you got those numbers I might run the same for my build, and although I will be away all of next week you have got my interest up so I might have a more detailed look myself.

Then of course we get the question of where should a Warshade come in the grand scheme of things, and how much weight do you give for survivability/end management/damage/control etc, but that will never get sorted.


Princess Darkstar - Proud Member of the Handprints of Union, the #1 ranked SG in Europe!
British by act of union, English by grace of God, Northern by pure good fortune!
Quote:
Originally Posted by Aggelakis View Post
PrincessDarkstar: "RAAAAAAAAARRRRRRRRRGHHHHHHHHHH SOMEONE IS *WRONG* ON THE INTERNET!"

 

Posted

Perhaps I'm mixing the koolaid without knowing the flavor but since when is having an uber DPS build the end-all-be-all? Why is DPS the deciding factor if HEATs are fail or not?

When I'm switching forms on my PB or creating havoc on my Warshade, DPS is the furthest thing from my mind...I'm just happy to play a different and versatile AT different from the other 5.


 

Posted

Quote:
Originally Posted by PrincessDarkstar View Post
SpittingTrashcan can you explain that damage scale you used? It doesn't look like something I have seen before.
Yeah, on retrospect, it's somewhat idiosyncratic. What I did was take the numbers from City of Data for each attack before multiplying by the final damage table, worked out the total for those, then multiplied by .8 for Dwarf and 1.2 for Nova to show the difference between their damage tables. To get actual damage numbers, divide the Dwarf damage numbers by .8 and then multiply by the damage of an unslotted Dwarf Smite at the level you're interested; to get Nova damage divide by 1.2 and multiply by the damage of Nova Blast. There are damage tables available in CoD but I'm not sure if they're up to date for Dwarf form.

Quote:
Originally Posted by PrincessDarkstar View Post
One last thing strikes me though, and that although I did know this, Warshades may just benefit from +recharge more than other AT's due to the limited powers. For example my Black Dwarf uses: Mire > Smite > Strike > Smite > Repeat, counting that attack chain I expect Dwarf form would get a bit closer to scrapper level damage (I think it would go up to 6.x against 10 targets from roughly guessing your maths, and more because it lets you double stack mire, so possibly around 8), but I guess balancing around heavy investment isn't the right way.
I'm not entirely up on calculating the effect of Arcanatime, but it looks like that chain requires something on the order of 400% total recharge for Mire. That's around 100% from slotting, and 70% from perma-Hasten, plus... 130% from sets? Yeah, that's not realistic to balance around. It also doesn't do the Warshade as many favors as you might think when comparing to other ATs - with the budget to do that, some quite obscene things are possible elsewhere. But yes, the vast majority of Dwarf damage comes from saturating and self-stacking Mire, so getting the recharge on Mire to at least the point where each use can buff the next is a critical tipping point for Dwarf performance.

Quote:
Originally Posted by PrincessDarkstar View Post
Once I know how you got those numbers I might run the same for my build, and although I will be away all of next week you have got my interest up so I might have a more detailed look myself.
What I did: for each build, I took a recharge constant (1.95 for SO, 2.95 for IO) and applied it to the longest recharging power. That gave me a chain window within which to fit other attacks, which I then did so as to try to get the best damage out of the available time. Totaling up the damage for the chain got a bit complicated, due to the effect of number of enemies on both AoE DPS and self-buffs - Mire actually introduces a quadratic term in the damage-per-enemy equation.

Quote:
Originally Posted by PrincessDarkstar View Post
Then of course we get the question of where should a Warshade come in the grand scheme of things, and how much weight do you give for survivability/end management/damage/control etc, but that will never get sorted.
Quote:
Originally Posted by Clouded View Post
Perhaps I'm mixing the koolaid without knowing the flavor but since when is having an uber DPS build the end-all-be-all? Why is DPS the deciding factor if HEATs are fail or not?

When I'm switching forms on my PB or creating havoc on my Warshade, DPS is the furthest thing from my mind...I'm just happy to play a different and versatile AT different from the other 5.
Here's where I court controversy. The short answer here is that DPS is the deciding factor because Khelds don't have as much else going for them as you might think. The long answer takes some time to explain, which I don't have at the moment, but I'll see if I can get around to it.


@SPTrashcan
Avatar by Toxic_Shia
Why MA ratings should be changed from stars to "like" or "dislike"
A better algorithm for ordering MA arcs