Blaster vs Defender damage output
It's all about the AT damage modifiers which can be found at http://www.redtomax.com/data/modifiers.php
Quick example for base damage difference between a defender and blaster with the same attack:
Blaster ranged damage mod: 62.562
Defender ranged damage mod: 36.147
Attack: Slug: 1.64 lethal damage
Blaster Slug: 102.602 lethal damage
Defender Slug: 59.281 lethal damage
Now add enhancements to the attacks. Say maxed ED capped damage buff of 95%.
Blaster: 200.074
Defender: 115.598
That's not even considering blaster's defiance adding even more buff or defenders using dam-res debuffs.
Brutes and tanks get a similar melee damage mod, with brutes being slightly lower, but brutes get fury which can run close to a 200% damage buff and have a much higher damage cap.
Be well, people of CoH.
It takes until about level 20 for the differences to become fully apparant.
Factoring in defiance the blaster will probably be running at close to double the damage of the defender.
The -res debuff from the acid mortar will help close this gap somewhat, but the defender is still significantly weaker post 20
@Catwhoorg "Rule of Three - Finale" Arc# 1984
@Mr Falkland Islands"A Nation Goes Rogue" Arc# 2369 "Toasters and Pop Tarts" Arc#116617
I do know that 8 defenders > 8 blasters in most cases.
Triumphant Defenders Forever
Psylenz FF/Psi, ArticQuark Storm/Rad, Symon BarSisyphus Bots/psn, Max VanSydow Thugs/Dk, Cyclone Symon Bots/stm, Blue Loki Ice/Cd, Widow 46526
HelinCarnate:OMG it is so terrible. I have the option to take 3 more powers but no additional slots. Boo F'ing hoo.
Outside of shared Targeted AOE attacks, such as the Ice Blast Ice Storm and Blizzard, you'll find that defenders have about 45% to 55% of the damage a blaster has.
E.G. : Aimed Shot
@50: Blaster = 82.58
@50: Defender = 36.15
e.g. : blazing arrow
@50: Blaster = 161.72
@50: Defender = 93.44
e.g. : Proton Volly
@50: Blaster = 175.17
@50: Defender = 101.21
e.g.: Cosmic Burst
@50: Blaster =132.63
@50: Defender = 76.63
e.g.: Psionic Lance
@50: Blaster =172.67
@50: Defender = 99.76
Blaster's also get defiance which allows them keep attacking even when mezzed, as well as boosts their damage rate.
On the other hand, some defenders also get anti-mezzes, such as Radiation Emission's Accelerated Metabolism which offers high mez resistances, and the Dispersion bubbles on Sonic and Force Field which offer mez protection. Defenders also get strong buffs and debuffs, some of which they can cast on themselves.
In all fairness, the defender's buff / debuffs aren't quite enough to make up for the lack of punch a blaster has. Enervating Field might be a great resistance debuff, but it's not quite great enough to make a 50% damage difference.
I'm working the numbers out in my head, but eying the animation timings on Sonic Attack, I'm not sure a sonic / sonic defender or a rad / sonic defender would be able to stack enough resistances to make up the damage shortfall either.
If you want the exact modifiers, Redtomax has a full listing:
http://www.redtomax.com/data/modifiers.php
and the wiki has the level 50 values:
http://wiki.cohtitan.com/wiki/Blaster
http://wiki.cohtitan.com/wiki/Defender
I've only played a defender and a Blaster to level 12 or so. but I really cannot tell much a a difference in damage output of my AR/Device Blaster and my Traps/AR Defender. The Defender however is much more hardy and dies much less often.
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If you want damage I'd say stick with the Blaster but reroll him with a different secondary (Mental and Energy are both good choices or Ice if you want more mitigation). On the other hand if you want a gadgeteer type character then stick with the Traps/AR. It's got a good mix of Damage and Mitigation that make it able to solo reasonably well as well as being an asset to most teams. You'll also get a lto more use out of your Traps powers than you would out of the Devices powers. Plus it has pretty comprehensive mez protection at level 8, who can say no to that?
While on the subject Damage output of Brutes vs Offensively slotted Tanks at later levels pre level 15 I can not tell much difference, only slightly favoring the Brutes, but tanks being a little more sturdy.
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I could only arrive at a conclusion that perhaps you are not playing your brute as it might be best played if you can't see the difference. Brutes don't have the luxury of stopping and going constantly. If you want to benefit the most from fury, you would be best served to stay in combat as much as possible. Tanks can, and in most cases DO, stop or pause in between spawns. Brutes, if played aggressively, normally go non-stop.
Also, I would venture to say it costs a lot more of your build to attempt to "offensively" slot a tank. You sacrifice durability at the cost of trying to go after scrapper lvl damage. Surely, your money is well spent if you are having fun. In my eyes, I would rather just roll a scrapper.
When I have my brutes on SOs/DOs, I don't think I ever slot damage enhancements into attacks. It is, in my eyes, more beneficial to slot endurance reduction and accuracy than it is to slot damage. If you play your cards right, your cup will runneth over with damage from fury and you will steam have the steam and enough accuracy to ensure your hits are true.
As far as your other discussion goes, I think the only person that would relegate you effectively to being a back line supporter is yourself. I have seen defenders on the offensive edge and still remain effective at buffs/debuff. Since you chose traps for a primary, consider the fact that traps is certainly one of the more soloable and aggressively oriented primaries available.
It seems you are very clear on the point that offense among low lvl toons is fairly similar. Don't forget that as you blossom with most blaster builds, damage is increased straight up and directly. With defenders, you can still achieve some nice damage output, but it is achieved indirectly oft times. (through your team mates or through debuffing critters.
Words to the wise aren't necessary- it's the stupid ones that need them.
"You're right...I forgot...being constantly at or the near the damage cap is a big turn off. Definitely not worth it."
- Vitality
the damage differnce while solo is 90% in the blaster's favor, but 10% of the time some defender builds can actually outdamage some blaster builds due to the nature of Debuffs vs certain targets.
for example, you have an AV that has 50% resistance and regens 50.
a blaster with raw power lets say shoots out 200dps, that will be halved to 100 by the res, and -50 from the regen. The blaster now shoots out 50dps vs the AV.
a defender could be pushing 100 dps, but also has the benifit of -resist and -regen. Lets say the defender eliminates the resistance (still doing 100 dps), and halves the regen, and now does 75 dps.
Nowadays, it may be a bit of a stretch as even my own blaster, who has only a purple pet set in Voltaic Sentinel, and is elec3 (not the *best* damage oriented blaster) can pump out 270ish DPS on a good day, so blasters may just have the raw power to close the gap in some cirumstances like this (he'd be doing 85 dps in this example, with no debuffs to aid him).
Another note is some blaster sets offer these debuffs, such as sonic/ and /mental. So the vast majority of the time the blasters will flat out beat a defender in terms of damage, but there are cases where the defender can shine as well, and even out-damage some blaster builds in the long run (but this is rare).
Another boon however is that defenders can damage foes much more safely also due to debuffs, but thats a slightly different story.
player99: Your math is either bad, or badly explained. I can't tell which.
OP: The difference is pretty huge. AR/Dev is an unusual type of Blaster (and one I personally do not prefer) in that it gets neither Aim nor Build Up. Those two powers [one in the primary, one in the secondary] give you nearly double damage for a brief period of time, which is usually "the entire life of almost the entire enemy spawn."
My acid test for whether you'll like a Blaster or not is this:
Roll up a Fire/Energy blaster and level them to 8. Should take you two hours or so.
Take Fireball [at 2], Build Up [at 4 or 6] and Fire Breath [at 8].
Go to Perez Park and run along the street. Find a nice close spawn of even or +1 enemies, mostly minions. Target one in the back, hit Build Up, Fire Breath, (run up until it goes off,) Fireball.
If you liked that, you'll like Blasters.
Mini-guides: Force Field Defenders, Blasters, Market Self-Defense, Frankenslotting.
So you think you're a hero, huh.
@Boltcutter in game.
the damage differnce while solo is 90% in the blaster's favor, but 10% of the time some defender builds can actually outdamage some blaster builds due to the nature of Debuffs vs certain targets.
for example, you have an AV that has 50% resistance and regens 50. a blaster with raw power lets say shoots out 200dps, that will be halved to 100 by the res, and -50 from the regen. The blaster now shoots out 50dps vs the AV. a defender could be pushing 100 dps, but also has the benifit of -resist and -regen. Lets say the defender eliminates the resistance (still doing 100 dps), and halves the regen, and now does 75 dps. |
50% -RES does not cancel out 50% RES. RES resists -RES. Assuming this hypothetical Defender did have 50% -RES, it would actually only give out 25% -RES since the 50% RES on the AV would resist 50% of the 50% -RES.
So...
(100 DPS - (100 DPS x (50% RES + (50% RES x -50% -RES))) - 25 REG=
(100 - (100 x (50% + -25%))) - 25 =
(100 - (100 x 25%)) - 25 =
(100 - 25) - 25 =
75 - 25 =
= 50
Head of TRICK, the all Trick Arrow and Traps SG
Part of the Repeat Offenders
Still waiting for his Official BackAlleyBrawler No-Prize
ATs all run about the same from about 1-10, gradually differentiating until it becomes more obvious at 20. From 22 on, after you get SO's, the innate differences are exaggerated until they become the most important factor, depending on how you have slotted Enhancements.
For instance, a Brute won't seem that much weaker than a Tanker in the early levels, when you have only a few defense toggles, don't have them slotted, and don't have the Endurance to run them anyway. Post 25, with Stamina fully slotted, and lots of Enhancements in your attacks, the Tanker can become almost unkillable. Then you really begin to see the difference. Even three slotting his attacks, though, the Tanker won't do as much damage as the Brute, because the base on which his damage Enhancements are built are just that much lower.
Fortunately, you also tend to become more balanced in other ways. Blasters get some defenses when they get up to really high levels, and with your Tier 9 Defense, both Tankers and Brutes can stop worrying about defense and just start plastering foes. And with most Defenders, you should be able to get some damage boosting powers that in the high levels will make Blasters look at you and turn green.
So while it depends a lot of build, the weak spot for many ATs is the late teens and early 20s, when they've just started to get SOs, but don't quite have enough to make it worth it. That's when the Defender will really feel like he's plinking away at the foes with a slingshot, and the Blaster will feel like if a foe sneezes on him hard it's a trip to the hospital.
The only case where I've really felt like a character was *REALLY* performing dramatically better than another character at really low levels was a Brute. Fury is awesome at all levels, but at really low levels, nothing *EXCEPT* Fury is awesome, which puts the Brute head and shoulders above pretty much anything else.
For the Blaster vs. Defender comparison, yeah. . . by mid 20's at latest, you should really be noticing the differences hugely.
TEH WERDZ ON SKREEN HURTZ MI BRANE!
No.
50% -RES does not cancel out 50% RES. RES resists -RES. Assuming this hypothetical Defender did have 50% -RES, it would actually only give out 25% -RES since the 50% RES on the AV would resist 50% of the 50% -RES. So... (100 DPS - (100 DPS x (50% RES + (50% RES x -50% -RES))) - 25 REG= (100 - (100 x (50% + -25%))) - 25 = (100 - (100 x 25%)) - 25 = (100 - 25) - 25 = 75 - 25 = = 50 |
TEH WERDZ ON SKREEN HURTZ MI BRANE!
I'm pretty sure that no Defender build can debuff resistance enough to meet Blaster damage with the same blast set. In fact, I'm positive of it, since Defender damage scale was reduced to 0.65 from 0.75 explicitly to prevent that from happening, and this was back when Blasters only had damage scale 1.0. Now that Blasters have a higher damage scale and a better inherent, it's not even close.
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They can come very close though, if you take the best case solo scenario a Cold Defender with Assault (60% resistance debuff some of the time) compared to a Blaster with Assault the defender will do 99.3% of the Blaster's damage against even level enemies.
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Were you calculating without any damage enhancements in the powers? That gives 99.3%, but it's not very realistic.
Edit: then again, assuming that the Blaster took Assault isn't terribly realistic either. Nor is ignoring Defiance v2.0 and Aim and Build Up. I'm just gonna wash my hands of the whole affair at this point, math is not my thing I guess.
TEH WERDZ ON SKREEN HURTZ MI BRANE!
I'm not sure where your numbers are coming from. Defender with Assault and 95% damage enhancement is doing 0.65 * 2.1375 * 1.6 = 2.223 damage. Blaster with Assault and 95% damage enhancement is doing 1.125 * 2.055 = 2.311875 damage. That's ~96.2% of the Blaster's damage, which is admittedly more than I expected since last time I did the calculations Cold Domination wasn't available to Defenders. And I thought nothing had happened to improve Defender damage.
Were you calculating without any damage enhancements in the powers? That gives 99.3%, but it's not very realistic. Edit: then again, assuming that the Blaster took Assault isn't terribly realistic either. Nor is ignoring Defiance v2.0 and Aim and Build Up. I'm just gonna wash my hands of the whole affair at this point, math is not my thing I guess. |
Defenders will never have the overall damage levels of blasters but some primaries do give them a decent boost.
That's a good point I was forgetting enhancement slotting. You're right, it's not very realistic, I'm ignoring Build Up (both have Aim), Defiance and the fact that Defenders get better bonuses from sonic than Blasters. Overall, I mostly wanted to point out that the sets with high -res or +dam do close the gap to a considerable extent.
Defenders will never have the overall damage levels of blasters but some primaries do give them a decent boost. |
also, while defs get more -res from sonic, Blaster's sonic does more damage per hit, and has defiance...
I've only played a defender and a Blaster to level 12 or so. but I really cannot tell much a a difference in damage output of my AR/Device Blaster and my Traps/AR Defender. The Defender however is much more hardy and dies much less often.
I've been told that in early levels that the archtypes deal about the same damage and later levels the damage level is much more noticeable. My question is how much difference between a blaster and defender with AR skills slotted the same way?
Is there a detail chart anywhere, I am about to send my Blaster off to an alt server, but I will be disappointed if my defender becomes a, well, a defender and cannot actively take part in offensive maneuvers. I hate being on back line support.
While on the subject Damage output of Brutes vs Offensively slotted Tanks at later levels pre level 15 I can not tell much difference, only slightly favoring the Brutes, but tanks being a little more sturdy.