Compare & Contrast Katana and Broad Sword


bAss_ackwards

 

Posted

I have never played a hero past level 16, and no scrapper past 8.

I am a dark sider, but I have a concept that is heroic and could fit either Katana or Broad Sword, would most likely combine it with regen/SR/or WP in that order.

I am familiar with the secondaries due to playing brutes, but katana and broad sword are only available on stalkers and well they are a different beast altogether from scrappers. So I just would like to know how the two sets play, what are the strengths and weaknesses, and how would the synergize with the secondaries I have selected.

Thanks in advance for any input. Oh not looking to pvp just pve.


 

Posted

The two sets are very similar with relatively minor differences. Without trying to pull up the numbers from somewhere the main differences are:

Fighting stance
Broadsword is wielded as a 1 handed weapon
Katana is wielded in both hands

Animations
Broadsword has longer clunkier animations that portray a sense of power.
Katana has smooth, fluid, animations that display that portray a sense of grace.

Recharge times
Broadsword has longer recharge times generally.
Katana has shorter recharge times.

Endurance costs
Broadsword has a higher endurance cost per attack.
Katana has a lower endurance cost per attack.

Damage
Broadsword has higher burst damage than Katana but lower Damage Per Second. When recharge is added into the equation broadsword pulls ahead in middling recharge levels but katana takes the lead once again in higher recharge levels for DPS.

Both have average AOE damage capability and good single target damage. Both posses a low level damage mitigation tool in the form of Parry for Broadsword or Divine Avalanche for Katana. (I personally prefer Parry but that is because I hate the animation on Divine Avalanche) Both of these mitigation tools can with enough recharge be stacked to soft-cap lethal and melee defense.

Weapon Skins
Broadsword has a lot of really cool looking weapon skins available at all levels of the game including the tech sword, Talsorian broadsword, Rulaaru broadsword, Sword of Romulas and Nictus sword.

Katana has a few really aesthetically pleasing weapon skins such as the impervium katana, Rulaaru katana, and Talsorian Katana

Both sets have a plethora of low tech options available as costume parts but I really don't think they look that good.

WMG


 

Posted

The two sets are extremely similar, with the most noticeable difference being feel. To me, Katana feels quick and precise, while Broad Sword feels slow but brutal.

To oversimplify, I'd say that Katana is slightly better in every way in PvE. You can do higher DPS, better AoE, stack Divine Avalanche faster and higher than you can stack Parry, get more knockups/knockdowns faster. If combining with Regen, the shorter attacks will let you click that heal a tiny bit sooner. Recharge requirements for top chains are lower.

That said, I'd recommend leveling one of each into, say, the teens. Stick with whichever you're enjoying more. The differences aren't so big as to trump fun or concept unless you have something very specific that you're building towards.


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Posted

Quote:
Originally Posted by Werner View Post
To oversimplify, I'd say that Katana is slightly better in every way in PvE. You can do higher DPS, better AoE, stack Divine Avalanche faster and higher than you can stack Parry, get more knockups/knockdowns faster. If combining with Regen, the shorter attacks will let you click that heal a tiny bit sooner. Recharge requirements for top chains are lower.
I agree with everything you've said here except one thing: DA is no easier to stack than Parry since they both share the exact same numbers (same damage, animation time, duration, accuracy, recharge, end costs, everything but cosmetic differences). The only way that you could possibly construe that Kat/* is better than BS/* where stacking DA/Parry is concerned is insofar as the Kat/* attacks animate faster, but that's not really an issue since you're cycling 2-3 attacks between DAs with Kat/* rather than 1-2 Parries with BS/*.

Personally, I'd probably go with Kat/*. It's got better top end performance in virtually every category, and the animations are a good deal more attractive. Of course, BS/* has the best/most weapon customizations (tied with DB/* for most because Main Gauche and Main Droite are identical; the names simply refer to which blade the heavy dagger is held in) so if that matters, I would go with BS/* since the differences don't appear until very late and are a rather small difference.


 

Posted

You can't use a Katana with Shield Defense, but you can use a Broadsword with a shield!


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Posted

Quote:
Originally Posted by Umbral View Post
I agree with everything you've said here except one thing: DA is no easier to stack than Parry since they both share the exact same numbers (same damage, animation time, duration, accuracy, recharge, end costs, everything but cosmetic differences). The only way that you could possibly construe that Kat/* is better than BS/* where stacking DA/Parry is concerned is insofar as the Kat/* attacks animate faster, but that's not really an issue since you're cycling 2-3 attacks between DAs with Kat/* rather than 1-2 Parries with BS/*.
I meant spamming them as fast as you can, such as when defense debuffed. Granted, you can spam them both at the exact same speed - they are basically the exact same attack. But with Katana, Gambler's Cut fits nicely in the gap. It's harder to fit things in the gap with Broad Sword, as the attacks are longer and recharge more slowly. Maybe it's just that it makes me more reluctant to spam Parry than Divine Avalanche, as I don't want to give up the damage. So I guess I misspoke when I said that you can spam it faster - you can't. But I still think it's better for spamming, if only because of what the rest of the set provides.


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Posted

Quote:
Originally Posted by bAss_ackwards View Post
You can't use a Katana with Shield Defense, but you can use a Broadsword with a shield!
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Posted

With regard to synergies, I recommend pairing BS with either Regen or WP. I tried BS with both shield and SR and found the endurance drain very frustrating. Waiting to recover endurance really slowed down the pace of game play for me and I deleted both scrappers. After pairing BS with regen, however, I immediately noticed the difference and it just felt right.

Both regen and WP offer Quick Recovery, although at different levels. This is slightly better than Stamina and will allow you to substitute other powers for the Fitness pool if you're so inclined. Regen offers better healing capability while WP offers greater protection.

Can't really say much about the Katana since I never took a Katana scrapper beyond the teens. My own experience is consistent with what others have said, however.

Bottom line is to figure out which power set is more compatible with your character concept and play style and proceed from there.


 

Posted

I have a BS at level 32, and a Katana at 50.

BS you're going to see bigger chunks of life taken out of the enemies.

Katana will flow better.

If you're not trying to IO out the build. Go with what feels better to you. Slower but bigger hits. Faster but weaker (compared to BS) hits.

If you're planning to IO out the toon. Well, that really depends on what you plan to IO for. :P

That said. Rulaaru BS is pretty sweet looking


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Posted

Yeah, but that 'lightsabre' is a nice look too! (Talsorian BS)

As for synergies, while sets with QR certainly ease the pressure on your blue-bar at a lower level, you'll still want to slot for EndRed. Doing so at a lower level will help tide you over until Stamina and SOs - regardless of your secondary. Invulnerability, Fiery Aura, or whatever floats your boat.

I slot for Damage LAST, after everything else is taken care of. More damage is irrelevant if you can't hit what you aim at, can't keep swinging without a time-out every few minutes, or can't manage to swing fast enough to make your attacks smooth. Even so, pulling back to rest occasionally is just a fact of life, whether you're charging your green-bar, blue-bar, or both.
And let's face it, Scrappers, on a Team, it my be the Defender or the Blaster that you're waiting for - or it could be You, after your latest crazy charge of destruction + faceplant.

Go forth and have Fun!

Be Well!
Fireheart


 

Posted

If you happen to go bs/regeneration it will allow you to have more flexibility in that you can play PvE and PvP well.


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Dark/Shield Build Thread

 

Posted

Quote:
Originally Posted by Fireheart View Post
I slot for Damage LAST, after everything else is taken care of. More damage is irrelevant if you can't hit what you aim at, can't keep swinging without a time-out every few minutes, or can't manage to swing fast enough to make your attacks smooth
The math actually disagrees with you quite a bit actually. Accuracy enhancement is of paramount importance until you saturate it because everything else is functionally diminished by your chance to hit (your chance to miss is a chance to waste damage, endurance, and recharge). Damage enhancement is next because it directly increases dam/sec and dam/end by simply increasing damage (making you both more effective and efficient at damage). End redux and recharge vary in importance depending upon the specifics of your build: Recharge increases your end/sec consumption while similarly increasing your dam/sec by pretty much the same amount (increasing effectiveness but decreasing your efficiency) while End Redux ignores your dam/sec while only improving end/sec (increasing efficiency by ignoring effectiveness).

Essentially, you should always slot Acc until you have 95% chance to hit, Dam until you have gotten it to at least 90%, and then devote the other enhancement values to End Redux or Rech as your build needs. End Redux is more important if your blue bar is hurting and Rech is more important if your blue bar can take a bit more punishment.


 

Posted

Quote:
you should always slot Acc until you have 95% chance to hit
So would that equate to slotting 45% acc per attack? I always screw up the math between Acc and to-hit.


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Posted

Quote:
Originally Posted by MutantX_7 View Post
So would that equate to slotting 45% acc per attack? I always screw up the math between Acc and to-hit.
It depends upon the enemies you're fighting and what tohit you already have available. Without any tohit or def debuffs, you would need 26.7% +acc to have a 95% chance to hit an even level enemy. Under the same conditions, you would need 46% +acc for a +1 enemy, 69% +acc for a +2 enemy, 98% +acc for a +3 enemy, and 144% +acc for a +4 enemy. Toss in 10% +tohit (or 10% -def or any combination of the two that sums to 10%) and those number would instead be 11%, 26.7%, 44%, and 64%.

The reason for this is because players have a base chance to hit dependent upon their level in relation to their target. Attacking an even level enemy has a 75% chance to succeed. +1 has a 65% chance to succeed. The other values are on the first data table (entitled "Level-Based BaseHitChance
for Players Attacking Critters") on this Paragonwiki page. This base chance tohit is modified by the defense of the target (negative defense increases it while positive defense decreases it) and your tohit (positive increases the number and negative decreases the number) and then multiplied by your total acc modifier (which is itself the sum of your power's acc enhancement and global acc multiplied by the natural accuracy of the power itself).


 

Posted

So I went with katana/regen. Now my question after leveling to level 9. Is regen really this squishy. I can't tell you how many times I was faceplanting against 3 +1 minions and sometimes against 3 even con minions. I could understand it if it were a lt. and minions or a boss, but really 3 even con minions. Tell me it will get better and soon.


 

Posted

Quote:
Originally Posted by Psybertron View Post
So I went with katana/regen. Now my question after leveling to level 9. Is regen really this squishy. I can't tell you how many times I was faceplanting against 3 +1 minions and sometimes against 3 even con minions. I could understand it if it were a lt. and minions or a boss, but really 3 even con minions. Tell me it will get better and soon.
You're level 9. Have to wait it out till lvl 16 for Intergration, to feel tougher, and then lvl 22 for SO/Gen IOs.

All scrappers are about equal squishiness imo in the early levels. But at lvl 9, you have what...FH, QR, and Reconstrunction. You're not going to be all that tough.


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Posted

Sorry just not used to it, when playing brutes I don't often experience any issues til level 16, and then it is just endurance issues til getting stamina or QR on a willpower brute. I have not played much blue side, almost exclusively a villian. The AT's on the blue side are just foreign to me. I have no troubles in the pre teen levels with any AT red side, save for dominators that aren't mind primaries. And I have a faceplanting problem every time I play blue side. Part of the issue is I solo alot and team very little, and it appears to me that the red side AT's are better suited to soloing than the blue side.


 

Posted

Most scrappers are just another squishy until the mid levels. And so you're warned, I usually find the teens to be much worse than the earliest levels, so it'll probably get worse before it gets better. But once you hit the low to mid twenties, it should start getting better. By the time you're in your 30s you should be solid.

I do think that red side ATs were designed for soloing more than blue side. And Brutes will always have a survivability advantage over scrappers. But you'll be fine once you get past the ugly early levels. In your case, lean hard on Divine Avalanche. That should get you through most things.


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"Four hours in, and I was no longer making mistakes, no longer detoggling. I was a machine." - Werner
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Posted

I've generally found that Regen is decent out the gate and becomes pretty good at 16 and really good in the 20's. In the end game Regen can struggle a bit; it's certainly much squishier than the defense sets (Shield, SR).

To contrast that the defense sets are really squishy until they've gotten their defenses above 25-30%... something that usually takes until the 30's to accomplish. Once they approach the 45% soft cap however they become godly.

Having played both BS/Regen and BS/Shield to 50 I'll say the Regen is considerably better in the early to mid game while the Shield absolutely takes the Regen's lunch money in the end game after it's soft capped. I have come up with a very nice build for the BS/Regen that pushes it's defense up into the mid-20% in Range/AOE with soft capped Melee... that helps considerably. Unfortunately the Regen won't ever match the raw damage output of the Shield... it lacks the damage buff of Against All Odds and the sheer awesomeness of Shield Charge. It takes a while for a Shield to become good though, Regen blows it away pre-25 or so.

Your Kat/Regen will be quite capable in the early/mid game however... considerably more so than a Shield. You just won't reach the same level of power in the end game but you'll have an easier time of the first 30 some levels.

<edit>
Oh, and don't forget that one of your most potent survival tools is Divine Avalanche... on my BS/Regen I get Parry (same power) at 8 and set it on autofire; that way it will fire off in any gaps of my attack chain without me having to remember it and watch for it to recharge.


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