What can the other secondaries do better than /Shield?
Wow, looks like you were WAAAY off on this one, huh, lol.
First of all, I'm pretty surprised at the supposed mistake on SC, and that it went this long without anybody noticing. Didn't they just recently buff the damage too? Who is in charge of catching that? You guys should hire arcanaville... Secondly, I'm shocked that a dev would look at damage in regards to soloing a rikti pylon and be concerned that dm is doing so much single target damage. I chuckled when the poster a few posts after that tried to explain that it was a specific and rare situation where SD was saturated and that DM is balanced in that it has little aoe capabilities, and could only think of the bludgeoning em received despite those arguments. Maybe they were actually serious about working on a city of sidekicks game... |
Now we are in a situation where the playerbase has grown accustomed to the performance and to reach balance it needs to be literally slashed in half. A downward shift from 133 as introduced to 106 would be a lot easier to swallow than dropping it from 200 now. Either that or even more time needs to be sunk into the power making it behave uniquely and abide by its own ruleset. I'm personally fine with "special cases" but how many cracks does it take to get it dialed in?
Lastly I have to agree about Castle looking at rikti pylons and making sweeping generalizations, and I think everyone should note how quickly we all jumped on him for that. The issue for me is Castle seemingly unaware that a persistent 81% damage buff would result in roughly ~35% faster kill times. That is disconcerting as the disconnection between the spreadsheets and actual performance might be cavernous. It is kneejerk reactions like that that sound disturbingly like "everyone laughs at you if you don't take EM".
The last thing I want to touch on with regard to Shields is that people seem to forget that it is the only armor set in the game that actually buffs teammates (and pretty well at that). That unique property may not carry much value to a solo shielder's mitigation value, but it has to carry value somewhere in the grand scheme. It can buff with more def value than a FF controller's dispersion bubble. That is not insignificant.
Isn't that a double ding, or will that really smooth things out, since doing a shield charge inside the radius of AAO has the potential to give a huge damage buff while doing so outside of AAO radius even with long distance factored in could be a huge difference in damage.
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Lastly I have to agree about Castle looking at rikti pylons and making sweeping generalizations, and I think everyone should note how quickly we all jumped on him for that.
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"Castle monitors the Rikti Pylon soloers to locate where to make nerfs" is a radical interpretation of the text.
"Castle monitors the Rikti Pylon soloers to locate where to make nerfs" is a radical interpretation of the text.
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It is well documented how Shielders leverage AAO to produce higher st damage, it shouldn't require an asterisk each time you mention the set. Certainly not when you are talking with the person who is in charge of the whole shebang. That said I know I personally made mention quite a few times of the relative performance levels with and without AAO in effect. So I'm not sure how much clearer it needs to be laid out considering the "caveat" was already mentioned several times.
The 300 DPS was likely a rounding up of the Rikti Pylon results, unless someone was remembering my calculation of Shred_Monkey's DPS against an AV, which if I remember correctly, came out to 303 DPS. Maybe that was earlier in the thread. I'm too lazy to reread. I believe the 200 DPS was just an example DPS from a specific person rather than a summary of the Rikti Pylon results, but it was probably measured against a Pylon since that seems to be our current method of choice.
I can understand Castle seeing 300 DPS vs. 200 DPS, and having warning lights flash in his brain. That's fine. Those numbers would concern me too if I didn't understand what they were and where they came from. So a lot of people hopped in to explain what those numbers were, and perhaps more importantly, what they weren't. They could still be a cause for concern for him, but I don't think they should be a BIG cause for concern.
"That's because Werner can't do maths." - BunnyAnomaly
"Four hours in, and I was no longer making mistakes, no longer detoggling. I was a machine." - Werner
Videos of Other Stupid Scrapper Tricks
When they tried to buff MA in I6, they also corrected that bug. Unfortunately, the devs really didn't have the numerical tools to properly buff offensive sets at the time, and their buffs didn't so much improve MA's damage as it did make ridiculous powers a little less ridiculous (CAK, EC). So the net result was that MA's single target damage went *down* after the buff to CAK and EC and the nerf/correction to TK.
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While I agree that Shield Charge is probably too good, I still think AAO is more the offender than SC if the issue Castle is concerned about is pylon damage. At it's best AAO is roughly 8 times as effective than Assault for toggled damage. That's more toggled damage than any other power in the game. Take away Shield Charge and /Shield characters are still blowing away other scrappers in single target damage on pylons or other places where they can leverage the extra foes.
Moonlighter
50s include MA/SD, MA/SR, DP/Elec, Claw/Inv, Kat/Dark, Kat/Fire, Spine/Regen, Dark/SD
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The thing I hate about threads like this is castle posts, says a couple things, then after everyone responds he is nowhere to be found again in the thread
/gignore @username is the best feature of this game. It's also probably the least used feature.
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He's probably at home, relaxing. The guy can't be on here all the time.
Besides, he did already few replies. Check yo Dev Tracker, foo.
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Samuel_Tow: Your avatar is... I think I like it
But since there seems to be some question over it, I'll tell you what I'm going to do, my anonymous friend: I'm going to compile a list of every single player power that does damage, either directly or via pseudo-pet, that either has no target cap or has a target cap higher than 16, and email that to Castle so we can confirm whether any of them, if they exist, are working as intended. Don't thank me, its no trouble at all.
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While I agree that Shield Charge is probably too good, I still think AAO is more the offender than SC if the issue Castle is concerned about is pylon damage. At it's best AAO is roughly 8 times as effective than Assault for toggled damage. That's more toggled damage than any other power in the game. Take away Shield Charge and /Shield characters are still blowing away other scrappers in single target damage on pylons or other places where they can leverage the extra foes.
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It would be interesting for someone more math-inclined than I am to run a comparison between AaO's extra damage and the damage provided by the various damage auras. I suspect Blazing Aura would actually add more total damage than Against All Odds in many situations provided you don't use Shield Charge.
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[u]Arcs[u]
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Thank goodness that isn't being said by anyone other than you. Or even implied. But you might want to reread his comments in this thread with regard to "300dps pylon solo'ers" and how he was thinking of pinning that on fire and DM (and may still be).
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It is well documented how Shielders leverage AAO to produce higher st damage, it shouldn't require an asterisk each time you mention the set. Certainly not when you are talking with the person who is in charge of the whole shebang. That said I know I personally made mention quite a few times of the relative performance levels with and without AAO in effect. So I'm not sure how much clearer it needs to be laid out considering the "caveat" was already mentioned several times. |
But even in that best case for your argument, Castle also said there might be factors in the "specific builds" that he'd have to investigate further to know for certain. It was only after that when people began discussing specifics about -Res procs involved and such.
If the problem is in one of two places and it's not in location A, it is most likely in location B. (It's a nice touch to put in the "and may still be!" bit at the end to try and keep people scared though.) No misunderstanding of the mechanics from the guy in charge of "the whole shebang". No rush to judgment. He did have incorrect information about what Shield Charge was doing in-game versus what the internal documents said it was doing, and he very professionally came out and admitted as much right here.
But don't let me detract from your narrative when you're trying to publicly get your self-righteous on.
MA/SRs that played since release deserve a special veteran reward or something. A machine gun storm kick would have been fine: what we actually had was Flurry for Feet.
There is *nothing* to compare to MA/SR at release. If release MA/SR was a difficulty level, it would award a MasterOf badge. Here's how you can come close to simulating MA/SR at release today: 1. Replace Storm Kick with Flurry (Storm Kick used to do a lot less damage with an animation time comparable to flurry) 2. Replace CAK with Boxing (Boxing actually does *more* damage today than CAK did back then) 3. Replace Eagle's Claw with Sands of Mu (Eagle's Claw used to do Crane Kick damage with Sands of Mu timing) 4. Take only the SR toggles, no passives 5. Take no power pools 6. Slot no inventions 7. Figure out a way to fight even minions, +1 Lts, and +2 Bosses all at once. 8. Whenever a foe casts a pet, turret, rain, or patch, if you don't have at least two purples just use Self Destruct immediately (SR at release: 5% passives, 10% toggles, vs even con minions: 50%; Lts: 62.5%; Bosses: 75%; AVs: 90%; turrets/pets: 105% base tohit) That would probably be in the general ballpark. Oh yeah, and Quickness used to cost endurance (0.01 eps or something like that). Rather unique for a passive. |
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Fight my brute
Well considering you've contributed exactly squat to this discussion other than picking a particular nit that I said I guess we'll just leave it at you feeling really good about yourself now hey?
Uh oh, now here is where the fun starts.
Billz said: (nothing wrong with his observations either
I think I had my first real taste of powerset envy when I kept checking back into the Pylon Results thread. Seeing FM/SD and DM/SD break the 300DPS mark while my claws/sr hit the wall at 200 was, quite frankly, kinda sad. |
is the point my temple began to ache. There shouldn't be a 50% disparity in max performance here. I'm not too concerned about the protection levels shields can generate; it'll be needed. The DDB Resist is higher than designed, but, again, not really the major concern here. AAO, actually looks fine. The maximum boost it can generate isn't that large. Shield Charge isn't bad, basically it can get you to 2 scale 0.7 aoe's on, at best, an 19.5 second cycle time (ignoring Arcanatime, for the moment.) Then again, to get that, you've got a +400% Recharge, which is freakin' huge. That leads me to believe the discrepancy lies with the primary sets Fire Melee and Dark Melee. Fire is MEANT to have higher DPS overall, so that's 'fine.' Dark Melee, not so much. I'd have to look at specific builds and slotting to see what's going on there, but that's a project I don't have time for now. |
If he truely believes that a persistent 81% damage buff isn't "that large" then I fundamentally disagree. Maybe you agree with him I dunno, I'm guessing yes cause you are picking this nit silly.
As mention the cause of the discrepancy isn't fire or DM because if you enabled shields for all primaries you'd see claws, db and kat right up there too. But now I'm just repeating myself and getting pulled into a position of similar contribution that you have made to the discussion - none.
FWIW an approximately 35% increase is all AAO is contributing on those high end builds (the rest is fire's innate higher damage and near perma souldrain for DM, procs and likely better attack chain optimization), but you'd know that if you knew what you were talking about rather than just trying to prove some pointless point that only you seem to be intent on making.
Wow, looks like you were WAAAY off on this one, huh, lol. |
Carry on with your anti-nerf shouting, I guess. Won't stop me from expressing my opinion on balance whenever I feel like it.
Well considering you've contributed exactly squat to this discussion other than picking a particular nit that I said I guess we'll just leave it at you feeling really good about yourself now hey?
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Earlier in this thread, you were precise and analytical...right up until you started shading Castle's words. That means you don't have an excuse for it.
His post was filled with misinformation and incorrect "beliefs" about the causation of the perceived issue. And appeared to be formed on a laughably insignificant sample. Which I (not you btw, just thought I'd point that out) and others quickly tried to correct. No point in him taxing his efforts in an area that has nothing to do with the issue. |
Or maybe you just read his post wrong :P.
You've chosen to interpret his statement in a way that let you tell yourself how much smarter you are than this "dumb guy", rather than what was written there.
If he truely believes that a persistent 81% damage buff isn't "that large" then I fundamentally disagree. Maybe you agree with him I dunno, I'm guessing yes cause you are picking this nit silly. |
Castle never said that 81% was tiny, which is what you want to stuff into his mouth because it's patently absurd.
Try to read his post while pretending he's at least as smart as you and see if it makes sense.
As mention the cause of the discrepancy isn't fire or DM because if you enabled shields for all primaries you'd see claws, db and kat right up there too. But now I'm just repeating myself and getting pulled into a position of similar contribution that you have made to the discussion - none. FWIW an approximately 35% increase is all AAO is contributing on those high end builds (the rest is fire's innate higher damage and near perma souldrain for DM, procs and likely better attack chain optimization), but you'd know that if you knew what you were talking about rather than just trying to prove some pointless point that only you seem to be intent on making. |
But you can't admit that's what the man actually said, because then you wouldn't have ground to stand on when you try to color him incompetent. What good would that interpretation be to you? It certainly wouldn't be any fun.
Indeed, at this point if you admitted that you'd have to acknowledge you made an error instead of sneering at a guy who's taken time out of a deadline-approaching schedule to actively look in on matters that are important to you.
Having been roundly shamed by my lack of "contribution" to this thread as you colored it above, (you're right, I didn't sniff at the man when you did) I'll slink away now and let you get back to the important business of personally keeping the game from running aground through the demonstrated ignorance of the Development staff.
Having been roundly shamed by my lack of "contribution" to this thread as you colored it above, (you're right, I didn't sniff at the man when you did) I'll slink away now and let you get back to the important business of personally keeping the game from running aground through the demonstrated ignorance of the Development staff. |
Personally, I have faith in the devs. Sort of. Maybe "had" now ? Yeah, because no matter how you sugarcoat it, that post of Castle was completely unscientific - picking one example that isn't even true to start with, simply because it's from someone famous, and jumping to conclusions without fact-checking everything.
You can run that post of his through the fanboy glasses all you want - I'll lend you my pair, it served me well during all these months when I thought balance was done carefully and not by some guys doing "fixes" drastically changing powers by a factor of 100% while the main power guy isn't informed ; it's still worrying. I'm not saying Castle is dumb or anything, of course there's much more than Shield he has to worry about, but it's still a worrying mistake because this specific post was wrong on several levels.
It's not like Frosticus was alone in interpretating Castle's post the way he did, so there's either some miscommunication or maybe, just maybe, Castle might have made a mistake in this post (and really the answer to that question was about 4 pages ago - when it's not "omg you're pro-nerf" blocking the discussion, it has to be "omg you're anti-dev"... Sigh.)
Or:
Boost other sets to match. It's a SUPERHERO game. Let's be SUPER. |
Seriously, even if Castle took Shield Charge out of the game and replaced it with a power that summons a portable generator to charge your shield's batteries, the set would still be remarkably powerful.
As for what to do with Shield Charge, I say leave the small radius damage alone and go ahead and lower the splash damage. That's fair. If the power is doing to much damage it's doing to much. Sure that doesn't stop the power from being great against a single (or few) target(s) because of it's super DPA, but I don't think the powers team should butcher the power when it seems to be doing fine in most situations (otherwise, why would it take a post like this for Castle to check his work).
The City of Heroes Community is a special one and I will always look fondly on my times arguing, discussing and playing with you all. Thanks and thanks to the developers for a special experience.
The "buff not nerf" philosophy is a vacuous fiction with no rational numerical consequence due to the fact such changes ultimately require compensating alterations which when normalized have an immaterial differential result. Its only game design benefit is a transient psychological perspective shift which is unsustainable.
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Virtue: @Santorican
Dark/Shield Build Thread
The City of Heroes Community is a special one and I will always look fondly on my times arguing, discussing and playing with you all. Thanks and thanks to the developers for a special experience.
While I agreed with her point, Arcana like to beat down folks with her intellect. Especially, when like here, you push one of her pet peeve buttons. It's one of the reasons, I'm still not sold on the idea that she is a she. Typically only us guys have such a (just or unjust) high opinion of ourselves.
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Be well, people of CoH.
While I agreed with her point, Arcana like to beat down folks with her intellect. Especially, when like here, you push one of her pet peeve buttons. It's one of the reasons, I'm still not sold on the idea that she is a she. Typically only us guys have such a (just or unjust) high opinion of ourselves.
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I can agree with the bolded statement
Virtue: @Santorican
Dark/Shield Build Thread
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
Well considering you've contributed exactly squat to this discussion other than picking a particular nit that I said I guess we'll just leave it at you feeling really good about yourself now hey?
Uh oh, now here is where the fun starts. Billz said: (nothing wrong with his observations either To which Castle said: His post was filled with misinformation and incorrect "beliefs" about the causation of the perceived issue. And appeared to be formed on a laughably insignificant sample. Which I (not you btw, just thought I'd point that out) and others quickly tried to correct. No point in him taxing his efforts in an area that has nothing to do with the issue. If he truely believes that a persistent 81% damage buff isn't "that large" then I fundamentally disagree. Maybe you agree with him I dunno, I'm guessing yes cause you are picking this nit silly. As mention the cause of the discrepancy isn't fire or DM because if you enabled shields for all primaries you'd see claws, db and kat right up there too. But now I'm just repeating myself and getting pulled into a position of similar contribution that you have made to the discussion - none. FWIW an approximately 35% increase is all AAO is contributing on those high end builds (the rest is fire's innate higher damage and near perma souldrain for DM, procs and likely better attack chain optimization), but you'd know that if you knew what you were talking about rather than just trying to prove some pointless point that only you seem to be intent on making. |
I tested the pylons both saturated and non saturated I can hit 190-195 dps with solid global recharge on my build when I fully saturate I was hitting the 230-235 range so i think it is more than just the 80% it is the extra ontop of that from the builds
Pinnacle
Langar Thurs-Katana/SR 50; Hejtmane-DM/DA 50
Rogue Spear-Spines/DA 50; Hypnosis-Ill/Rad 50
Sir Thomas Theroux-DM/SR 50; Melted Copper-Fire/Shield 50
Byzantine Warrior-DB/ELA 50;Blade Tempo-50 DB/EA
Good catch. I was looking at the original power, as I designed it, rather than the reworked version that was done later. For scrappers, it is scale 3.6 on the Minion_Pet table, which is a far cry from the scale 1.4 on the Minion_Pet table I originally designed for it. I vaguely remember someone (Synapse? Sunstorm? I'd have to dig into check in notes to see) asking me if they could update it to include AT Mods in the damage scales and saying yes.
Hmm...yeah, ok. I can very easily see what happened here. Shield Charge when released was set for a scale 1.7 damage to all targets within 20' of impact, with 0.7 scale bonus within 3' of impact. When the change to allow AT scaling was made, the bonus damage was rolled into the overall damage, for a scale of 2.4 to all targets in a 20' radius. At the same time, instead of have Brutes getting a mod of 0.75 applied, they were treated as the base. So, instead of: Brutes 3' scale 1.8, 20' scale 1.275 Tankers 3' scale 2.04, 20' 1.445 Scrappers 3' scale 2.7, 20' scale 1.9125 We get: Brute 20' scale 2.4 Tanker 20' scale 2.712 Scrapper 20' scale 3.6 That REALLY sucks. |
Having said that, I think the solution the devs will eventually converge on will be to reinstate area modifiers, so that the base damage won't have to be whacked too hard, but that damage will not be allowed to hit a massive number of targets in a huge AoE. I would also expect the cast time to increase slightly to reduce the power's gigantic DPA.
That would allow the devs to reduce the power without a huge numerical nerf to its base damage. If it were me, I'd propose an increase in cast time to circa 1.9s, a slight to moderate reduction in base damage (probably to at least under 3.0 scale), and a reinstatement of a drastic reduction in the splash damage (to no more than half the current base value).
I would also expect this to not happen anytime before Going Rogue goes live. You probably couldn't carve out enough time from all the stakeholders to discuss this situation. Or collect enough firewood and a strong enough stake to start the meeting.
That's assuming the devs look for a purely numerical way out of this. There is an alternative if they decide its worth asking for tech time to add new mechanics. They could make the damage of SC scale based on the distance of the teleport. After all, its intended to be a charge: presumably its conceptually consistent for the damage to be lower if the player has less distance to build up momentum. Have a base level of damage if the teleport distance is basically zero (hitting a target right in front of them) and increase the damage to a maximum of somewhere not too far from its current value if the teleport distance is at least some distance, say 30 feet. This way, you couldn't use it as easily to min/max damage on a stationary target like an AV or a pylon.
I'm always in favor of adding exotic and interesting new mechanics to get out of sticky numerical balance problems myself. But there's a reason why pohsyb hides in a box and the lead programmer only communicates via paranormal video.
-Insanity is doing the same thing over and over again and expecting different results. - Albert Einstein.
-I do not feel obliged to believe that the same God who has endowed us with sense, reason, and intellect has intended us to forgo their use. - Galileo Galilei
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