Best AoE power
The single best Scrapper AoE power would probably be either Shield Bash or Lightning Rod. Making an Elec/Shield would give you both. They both have big damage and a large radius, as well as a knockback component.
The worst would be a low damage AoE with Smashing or Lethal Damage and a long recharge time. Take your pick.
Too many alts to list.
Is there a list, of the single best Scrapper AoE power?
Possibly from best to worst? |
My rough ranking of everything else:
lightning rod
spin
fire sword circle
fire ball (from APP)
sweep combo from dual blades
throw spines
thunderstrike
Rise of the Phoenix really deserves more respect. 25ft radius... 50% more damage then headsplitter... Not to mention it's also a heal.
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I really need to either quit my job or get a divorce, so I can give this game the time it deserves.
I gotta make pain. I gotta make things right. I gotta stop what's comin'. 'Least I gotta try.
This always happens when I read the forums. I tell myself I'm going to finish project X before I move on to a new one, and I read a post that reminds me why project Y got me excited in the first place. (in this case, project Y is a build with RoTP on an 107 second timer... it was lower, but that used hasten, which doesn't actually work for this scenario since you lose hasten when you die.)
I really need to either quit my job or get a divorce, so I can give this game the time it deserves. |
Tough choices!
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FSC does more DPS than L-Rod/S-Charge
best doesn't always mean most dps.
I also find DPS isn't a great measure of AoE powers, since you never have a situation where you can just sit and chain them like you do against single targets.
LR/SC are great because they give you that burst of damage that takes out most of a mob and spend their time recharging between fights, rather than in the middle of a mob. Mathematically LR/SC may not work out the best, but in practice they do.
Edit: I run at +0 or +2/x8 so that may change if I bumped up to +4/x8
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I also find DPS isn't a great measure of AoE powers, since you never have a situation where you can just sit and chain them like you do against single targets.
LR/SC are great because they give you that burst of damage that takes out most of a mob and spend their time recharging between fights, rather than in the middle of a mob. Mathematically LR/SC may not work out the best, but in practice they do. Edit: I run at +0 or +2/x8 so that may change if I bumped up to +4/x8 |
It does if you're gonna fight more than a single mob
Since when does DPS mean burst? aren't the two like, opposites?
(sigh)
According to Mid's FSC does 151 base damage, SC does 159.
FSC is small and targets ten max, SC is large and targets 17 max.
FSC recharges in 20 secs base, SC in 90 secs base.
Assume you saturate them both (NOT hard) and attack for three minutes.
Run the math.
FSC saturated damage is 1510 per 20 secs, 180 secs = 9 attacks.
SC saturated damage is 2703 per 90 secs, 180 secs = 3 attacks.
8109 damage for SC versus 13,590 for FSC
Assuming the MID's numbers are even sorta right, FSC wins in a walk, sorry.
Now with a ton of recharge the balance might tip a little in SC's favor, simply because it gets tough to cram enough victims into the roaring mass of death that is FSC, but hey....
To be blunt: SC and LR are big, pretty attacks, but not that terribly effective compared to other tools in the box.
Shield Charge also has a base damage of 200.2 damage (remember the Shield Charge damage increase for Tankers and Scrappers?), but it doesn't have the ability to crit.
FSC is small and targets ten max, SC is large and targets 17 max. |
FSC recharges in 20 secs base, SC in 90 secs base. |
Now, assuming the proper base values and factoring in cycle times rather than recharge times and no additional recharge values, the info would look more like this:
damage * targets / cycleTime
FSC: 119.04 * 10 / 22.904 = 51.97 DPS
SC: 200.2 * 16 / 91.716 = 34.93 DPS
Now, if you add in some +rech (66%, 133%, and 200%), the fact that FSC has a substantially longer animation time starts to hurt it.
66%
FSC: 119.04 * 10 / 14.95 = 79.53
SC: 200.2 * 16 / 55.93 = 57.27
133%
FSC: 119.04 * 10 / 11.49 = 103.60
SC: 200.2 * 16 / 40.34 = 79.41
200%
FSC: 119.04 * 10 / 9.57 = 124.39
SC: 200.2 * 16 / 31.716 = 101.00
The conclusion is still the same (FSC generates more damage over time assuming that you are dealing with target saturation and ignoring wait times), but it's substantially closer than you calculated. If anything, it starts getting close enough for the fact that Shield Charge has 4 times the area of effect as FSC to start making a decent difference. It takes some manipulation to get 10 targets into a 10' radius circle around you. It doesn't take much manipulation to get 16 targets into a 20' radius circle around you. The fact that Shield Charge is so much bigger gives it a substantial practical advantage (which is why it the AoE formula penalizes larger AoEs), which could probably offset the lower damage by a fair amount.
S-Charge doesn't do full damage to targets away from the initial impact center though
I'm not sure what Mids' number's you're reading, but FSC is listed as having 126.7 base damage for me. Of course, this number isn't correct because Mids' doesn't handle the rolling DoTs correctly. Assuming even distribution of minions and upper rank targets, the damage should actually be 119.04 ((48.5 + 48.5)*1.075 + 6.26*.8 + 6.26*.8^2 + 6.26*.8^3 + 6.26*.8^4) damage.
Shield Charge also has a base damage of 200.2 damage (remember the Shield Charge damage increase for Tankers and Scrappers?), but it doesn't have the ability to crit. Shield Charge is 16 max, not 17. The largest number of targets for any attack (except for a few like Repulsion Bomb that got missed when max targets were added) is 16. The aggro cap, however, is 17. You're forgetting the fact that powers don't start recharging until they are finished activating. FSC has a 2.67 sec (2.904 sec Arcanatime) animation whereas Shield Charge has a 1.5 sec (1.716 sec Arcanatime) animation. The base cycle times on the both are actually 22.904 and 91.716 seconds, respectively, which hurts FSC a good deal because its animation accounts for more than a tenth of its cycle time. Now, assuming the proper base values and factoring in cycle times rather than recharge times and no additional recharge values, the info would look more like this: damage * targets / cycleTime FSC: 119.04 * 10 / 22.904 = 51.97 DPS SC: 200.2 * 16 / 91.716 = 34.93 DPS Now, if you add in some +rech (66%, 133%, and 200%), the fact that FSC has a substantially longer animation time starts to hurt it. 66% FSC: 119.04 * 10 / 14.95 = 79.53 SC: 200.2 * 16 / 55.93 = 57.27 133% FSC: 119.04 * 10 / 11.49 = 103.60 SC: 200.2 * 16 / 40.34 = 79.41 200% FSC: 119.04 * 10 / 9.57 = 124.39 SC: 200.2 * 16 / 31.716 = 101.00 The conclusion is still the same (FSC generates more damage over time assuming that you are dealing with target saturation and ignoring wait times), but it's substantially closer than you calculated. If anything, it starts getting close enough for the fact that Shield Charge has 4 times the area of effect as FSC to start making a decent difference. It takes some manipulation to get 10 targets into a 10' radius circle around you. It doesn't take much manipulation to get 16 targets into a 20' radius circle around you. The fact that Shield Charge is so much bigger gives it a substantial practical advantage (which is why it the AoE formula penalizes larger AoEs), which could probably offset the lower damage by a fair amount. |
But while more accurate, the base conclusion remains: FSC wins by a mile.
SC is not the towering best AOE people seems to think it is. Sorry, but that's just so.
We should also take into account the oddball targetting mechanism of SC and LR, due to the Teleport component. I find it slows me down to have to target the TP component, but maybe I'm just slow.
Actually, that might be a wash, since getting to fresh vict... er, targets gets to be a chore on massive recharge builds. I usually use CJ+hurdle for maximum combat speed to keep the AOE's crammed full.
But, to answer the OP, I'd rank them Spin, FSC, Lotus Drops, Thunder Strike/Dragon Tail. (TS/DT gets a nod because the knockdown is oh-so-sweet. There is more to attacks than just damage.)
S-Charge doesn't do full damage to targets away from the initial impact center though
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Btw, nice job -repping me so much with your farmed up rep. I might not have so much to say about you if you weren't outright wrong so often, though it's nice to know that you care enough about what I say to try to peel off by green dots.
Is there a list, of the single best Scrapper AoE power?
Possibly from best to worst?