Energy Melee - Scrappers
And still with criticals factored in, Brutes out DPS Scrappers...have a whole thread on it in the Scrapper forums (stickied at that).
Unless this more about PvP concerns? Because PvE wise, solo, after SO's are brought in, some blue skittles are in place, powers are taken to keep the pace, a Brute might start slow, but they catch up quick enough in the damage department. |
It's kind of like Dominators and Domination. If you run Domination against an EB and die, you have no way to build it back up unless you go off and fight something ELSE before trying the EB again. And if you die again? SOL. A Scrapper has this performance ALL the time at no cost at all.
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.
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If a scrapper is using hasten, not only will he get more damage from attacking more, but he will get more damage from the fact that he has more crit opportunities, and therefore more crits overall. Giving scrappers a set with a select few slow but hard hitting moves simply means they will be attacking less often and probably not getting as many critical hits as someone with a faster set like claws. Granted, you could still get a freakin' insane crit with Energy Transfer, again, that can be rebalanced like the stalker version so that a crit simply means no damage to yourself. You may still crit hard with Total Focus, but really, for an attack that slow that recharges once in a blue moon, you'll probably not get so many crits with it quite so often.
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Not only that, but a lot of other scrapper tier 8-9 attacks have other things going for them. Some have a 15% crit chance (Eagle's Claw), some have DoTs after (Greater Fire Sword/Ripper/Throw Spines), one immobilizes and deals more overall damage (Midnight Grasp), a few are cones (Eviscerate/Ripper/Throw Spines/Shockwave), etc. Eagle's Claw for example will crit a lot more and be used a lot more frequently, meaning a nice steady stream of good damage, rather than a short burst of super-heavy damage. That in and of itself seems fairly balanced to me. At least balanced enough that they didn't feel it would be overpowered to give to Brutes and Stalkers and Tanks as well. |
Secondly, you have to remember what Stalkers were when they were first made, which is when Energy Melee was given to them. Back then, they had Defender hit points and a damage mod of 0.9. They were, for all intents and purposes, borderline squishies with a damage mod that wasn't actually all that impressive. 0.9 is about on the mid point between "good" and "meh." They were built around delivering masses of shock damage and then running like all hell was after them, all the way up until the latest levels where you could finally patch up the holes, somewhat. Stalkers these days are a lot better off. They do more damage (1.0 damage mod) their health is more (between Blaster and Scrapper, I think) and they do even MORE criticals. I don't believe you should examine old sets in the context of new design, because the old sets were not redesigned when the whole AT was. And, again, there's a reason Energy Transfer doesn't cause criticals - twice 4.5 is 9.0, which is more than a nuke, more than an Assassin's Strike... More than anything I can think of. In other words, a big no-no.
One final note, Scrapper damage scale being 1.125 compared to Stalkers at 1.0, that means Scrappers are only 12.5% stronger. That's only 1% more than the Leadership: Assault damage bonus for a mastermind/dominator. If you feel 12.5% damage added to a stalker would make a set overpowered, then I can only imagine your outrage at the Leadership Pool or Villain Epic ATs, hehe. ![]() |
Base damage matters a LOT. That's one of the key reasons why Blasters underwent such a damage increase with the Defiance changes - they got a 12.5% base damage increase to their ranged powers, which actually made their defiance buffs STRONGER, pushing ranged damage into a very impressive bracket. That's why a Snipe at 2.7 scale damage ALMOST catches up to Total Focus, at a damage scale of 3.56 - because a Snipe is a ranged power, and so uses their 1.125 damage mod, whereas Total Focus is melee attack, and as such uses their 1.0 damage mod. With enhancements, Aim and Build Up, that adds up.
Of course, I'd like to see Energy Melee on a Scrapper. Who wouldn't? I don't expect it will happen soon, however, and I don't expect it will happen without tweaks to the set of some manner or another.
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.
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I'm noticing that those against the port are conveniently ignoring overall damage buffs. Things like fury.
So let's look at that ET-TF 1-2 punch again, shall we?
PvE:
ET: 4.56
TF: 3.56
PvP:
ET: 5.15
TF: 4.74
Scrapper's get a 5% crit chance against players. 10% on non-player/minions
Each power buffed by BU and 95% enhancement buff.
Going with 90% fury for the brute.
Scrapper damage modifier = 62.562
Brute damage modifier = 41.708
Scrapper PvE average output with ET/TF:
(8.12*(1+1+.95))*1.1 = 26.3494 = 1648.47 damage
Brute PvE average output with ET/TF:
8.12*(1+.8+.95+1.8) = 36.946 = 1540.94 damage
Scrapper PvP average output with ET/TF:
(9.89*(1+1+.95))*1.05 = 30.634275 = 1916.54
Brute PvP average output with ET/TF:
9.89*(1+.8+.95+1.8) = 44.9995 = 1876.84 damage
So... on average, a scrapper is only going to do a bit more damage than the brute. In PvE, it's only 7% more than the brute. In PvP, it's only 2% more.
I don't see the problem.
Doesn't matter to me one way or the other, though. I hate the new EM. I *might* play it again if it ever gets the minimal FX treatment because I hate that damn sound effect that always runs while you're in combat stance with EM. I like barrage that much. But having 3 attacks with stupidly long animations is ridiculous for a melee set.
EDIT: And if you don't like the 90% fury usage, drop it to 75%. Brutes still have higher base hitpoints and due to that higher base regen as well has tank level mitigation caps.
Scrappers dish out better damage. Balance. Port EM for those that want it. It won't matter.
EDIT 2: It especially won't matter because scrapper EM still won't have the best single target damage amongst scrappers and it will probably have the worst AoE output.
Be well, people of CoH.

EDIT: And if you don't like the 90% fury usage, drop it to 75%. Brutes still have higher base hitpoints and due to that higher base regen as well has tank level mitigation caps.
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Also, Castle mentioned something along those lines at one point - Energy Melee for Scrappers as is is unlikely. Something somewhere will have to give.
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.
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I find it bad form to assume Brutes will always have so much Fury in general, especially not in situations where Energy Melee truly excels at, which is boss fights. |
I've never understood any of the complaints about fury building, but then, I design all my brutes to have smooth attack chains FOR fury building. It's become even more easy to do so now that brawl cost zero end.
I can build a new brute and hit level 7 in under 20 minutes by doing nothing but street sweeping in Mercy thanks to running from spawn to spawn and not dipping Below 75% fury. It bounces from 75 up to 90 within a few attacks.
I don't recall Castle stating that, but it wouldn't surprise me.
With the distaste I have for the current EM, a total EM overall for scrapper EM would probably turn out better than what we have now.
Be well, people of CoH.

Just my 2 influence here but isn't this all going to be a moot point once the Going Rogue expansion is released and folks can play blue side brutes?
If brutes are already doing so well with Energy Melee and Castle has said that porting it to scrappers is unlikely why bother with proliferation in the first place?
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"I am a Tank. I am your first choice, I am your last hope." -- Rune Bull
"Durability is the quintessential super-power. " -- Sailboat

why bother with proliferation in the first place? |
I don't personally have that issue and play my brutes and scrappers the same way at full tilt all the time, but I can understand what they're saying.
Tack on to that the fact that the devs have repeatedly stated that anything that can be proliferated probably will be eventually tells me that eventually we'll see it.
There was quite the contingent stating that claws on brutes would be grossly overpowered and not only did we get that port, it got buffed during the port.
Same case here. Those stating that EM on scrappers would be overpowered are sharing an opinion that is based on what I would consider an incorrect analysis of the situation.
Be well, people of CoH.

He brings up a good point regarding the speed. One thing that people learned in other MMOs like WoW is that in order to make use of crits more effectively, you want to be attacking more. The more chances you have to crit, the more total crits you will get, and the more total damage you will deal. This is why in WoW, a dual-wielding Warrior will get more total damage generally than a Warrior with a slow, strong two-handed weapon (if using the same build and gear and comparable weapon DPS).
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That's the short version. In the long version you're even wronger.
I find it bad form to assume Brutes will always have so much Fury in general, especially not in situations where Energy Melee truly excels at, which is boss fights.
Also, Castle mentioned something along those lines at one point - Energy Melee for Scrappers as is is unlikely. Something somewhere will have to give. |
It might have been before alot of changes were made to the set/system. Now that powers can have different effects in PvP and PvE and some of the powers in EM have been touched up, I think they've set it up nicely for a clean(er) port to scrappers.
Honestly, a while back when Scrappers were pining for EM, I just considered them selfish min/maxers that wanted to destroy balance. Now? Meh, they probably just want tintable glowie hands.

I don't personally have that issue and play my brutes and scrappers the same way at full tilt all the time, but I can understand what they're saying.
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If everyone could do a Bill Z...well, we'd end up with a demonic world much like the warwolf world in the PI missions. We'd be more screwed than a screw-cap bottle faced with Chuck Norris

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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It also doesn't do very good AoE dmg (in the case of stalker, it does *no* AoE dmg), and if you're not a healing/regen secondary, your strongest attack slowly kills you. And if you're not a def/res secondary, you run the risk of dying in the middle of those long attacks.
On top of *that*, those strong heavy hitters don't benefit from your inherent fully. So while ET is a 4.5 dmg scale attack, that's all it can be while the other heavy hitters scrappers have can meet or exceed that *without* killing you.
I'm not saying EM on a scrapper wouldn't be strong but I doubt it'll be any more overpowered than on a Brute. And is EM even the top set for them? I'm pretty sure it was bumped down a step with the introduction of Claws.
If a scrapper is using hasten, not only will he get more damage from attacking more, but he will get more damage from the fact that he has more crit opportunities, and therefore more crits overall. Giving scrappers a set with a select few slow but hard hitting moves simply means they will be attacking less often and probably not getting as many critical hits as someone with a faster set like claws. Granted, you could still get a freakin' insane crit with Energy Transfer, again, that can be rebalanced like the stalker version so that a crit simply means no damage to yourself. You may still crit hard with Total Focus, but really, for an attack that slow that recharges once in a blue moon, you'll probably not get so many crits with it quite so often.
Not only that, but a lot of other scrapper tier 8-9 attacks have other things going for them. Some have a 15% crit chance (Eagle's Claw), some have DoTs after (Greater Fire Sword/Ripper/Throw Spines), one immobilizes and deals more overall damage (Midnight Grasp), a few are cones (Eviscerate/Ripper/Throw Spines/Shockwave), etc. Eagle's Claw for example will crit a lot more and be used a lot more frequently, meaning a nice steady stream of good damage, rather than a short burst of super-heavy damage. That in and of itself seems fairly balanced to me. At least balanced enough that they didn't feel it would be overpowered to give to Brutes and Stalkers and Tanks as well.
One final note, Scrapper damage scale being 1.125 compared to Stalkers at 1.0, that means Scrappers are only 12.5% stronger. That's only 1% more than the Leadership: Assault damage bonus for a mastermind/dominator. If you feel 12.5% damage added to a stalker would make a set overpowered, then I can only imagine your outrage at the Leadership Pool or Villain Epic ATs, hehe.
That being said, I'm going to have to agree that it should be ported over to Scrappers.
/signed
My guess is the only reason they haven't yet is because they simply haven't gotten to it yet.