Best Scrapper PvE DPS
If your only metric is damage, then your discussion begins and ends with fiery melee.
Go forth and administer flamey doom!
If you consider other things, the issue is a bit more complex.
For example:
Broadsword can be used with shields, and grants parry, and debuffs enemy defense with every attack. It also has useful amounts of knockup/knockdown, which helps keep you and your team alive.
Dark Melee has poor AOE damage, but includes many secondary buffs and debuffs, including perhaps the best healing that many scrapper's will ever see. On hard-skinned secondaries, that makes you very, VERY durable.
Electric melee drains your victims endurance with every hit, and has the incomparable glory of Lightning Rod. I cannot explain how awesome Lightning Rod is.
Kin Melee is new, but the number crunchers assert (and I agree) what with the right attack chain and power usage can reach or exceed fire melee damage, while still having secondary mitigation. It's a more 'finicky' set than fire, but if you tease it just right, is does huge things for you. AOE is...not so good though.
Etc, etc, etc. There's a lot to power sets beyond damage, but if all you want is damage, the answer is fire.
Fiery Mele -> Incinerate and Cremate are amazing but GFS doesnt look so great on the paper. Fire sword PBAoE has one of the best DPA/DPC (Damage per animation/damage per cycle). One of my problem with Fiery is also the lack of knock options to slot up with Force Feedback procs.
|
The lack of knock effects isn't really all that telling simply because the Force Feedback proc is a bit of a joke. It's a 10% chance for 100% +rech for 5 seconds with a 10 second enforced downtime on the proc (i.e. it procs and it won't check again for the next 10 seconds). Assuming you make 2 attempts every 10 seconds, you're only getting ~9.5% +rech from that slot, one that you could be using to substantially better effect elsewhere in all likelihood.
But I'm afraid the lack of pure damage on Soaring Dragon and Golden Dragonfly may be an issue at hight level of gear (with like 150%+ global recharge). |
Claws -> Very descent DPC but DPA is quite bad on all attacks. |
Dark Mele -> Probably one of the best balance but no build up and no AoE (that you can relay on for damage) makes it almost only good with /Fire (and I dont want to be FA again |
Kin Mele -> Stats are very average. Maybe Power Siphon makes the difference, I cant tell. |
To give a simple answer, and ignoring Kinetic Melee and the newly-buffed Martial Arts, neither of which I've checked yet, it's Dark Melee/Shield Defense for DPS. Fire/Shield is a very close second with better AoE. And just in case there's confusion on terms, when we say DPS around these parts, we mean "single target DPS". If you're talking about overall damage output, that's another story, though a good case could probably still be made for Fire/Shield.
"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
This reads "TROLL" to me.
I mean srs why wood some1 waste so much time spuing that many false statements.
"Claws -> Very descent DPC but DPA is quite bad on all attacks." srs?
im ashamed to have found this thread on the scrapper forum.
If we are to die, let us die like men. -- Patrick Cleburne
----------------------------------------------------------
The rule is that they must be loved. --Jayne Fynes-Clinton, Death of an Abandoned Dog
"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
Well, you all were, anyway.
[Guide to Defense] [Scrapper Secondaries Comparison] [Archetype Popularity Analysis]
In one little corner of the universe, there's nothing more irritating than a misfile...
(Please support the best webcomic about a cosmic universal realignment by impaired angelic interference resulting in identity crisis angst. Or I release the pigmy water thieves.)
Arcanadev is secretly Castle in disguise
No, she is too smart to be castle
Plus, if Castle was willing to spend enormous amounts of time creating an anonymous public persona that spent a good deal of that time just fact-checking himself, he'd have to be pretty mental. Or I would have to be pretty mental if I was him. But of course this is exactly what a mental person would say, isn't it. But would I point out how mental it was knowing that people would believe that I wasn't mental enough to try to convince people I was mental enough to believe I was mental enough to act that mental?
No, I'm not that mental. Castle might be, though. You'd have to ask him. Or me, when I'm not me if I'm not me. I wouldn't know.
(Note: the devs are not allowed to astroturf. Of course, I'm sometimes an exception to the rules. But Castle isn't. Now there's a logical quandry.)
[Guide to Defense] [Scrapper Secondaries Comparison] [Archetype Popularity Analysis]
In one little corner of the universe, there's nothing more irritating than a misfile...
(Please support the best webcomic about a cosmic universal realignment by impaired angelic interference resulting in identity crisis angst. Or I release the pigmy water thieves.)
Thanks for the comments Umbral, helps a lot. As for the "troll", sorry my statements are mostly based on what you can actually read when you play the game/are on character selection, I'm lookginf or answers I'm not claiming I know everything.
Speaking of Follow Up, that the "way attack animations follow each other with no break"? Or something?
Speaking of Follow Up, that the "way attack animations follow each other with no break"? Or something?
|
As far as attack animations following each other with no break, that's usually the best approach for high-DPS attack chains. I think the only exception for Scrappers is Broad Sword, which benefits from spamming its heavy hitters in such a way that there's a slight gap. That small amount of time spent doing no damage is more than made up for by the rest of the time spent doing better damage. Though it's also true that the attacks actually ALWAYS have a very small break between them, which is what "Arcanatime" is about - how we factor in that irreducible delay. A lot of us had realized that there was SOME delay, as things weren't working in game the way they did on paper, but we couldn't explain it adequately, and the times we assigned were at best educated guesses (I'd guessed 0.175 seconds myself, which was in the ballpark, but I wouldn't use it in my calculations because it made no sense). Arcanaville figured out what was happening and how to calculate the exact times involved (which vary), posted it, and we ended up calling it Arcanatime as a result. There have been hints that calculating required recharge might be a little more complicated than that still, some things not stacking quite as well as they should at very high rates of recharge, for instance. But there's been very little testing or theorizing, at least that I'm aware of. Hmmm, I seem to have taken a big detour. *chuckle*
(Edit: To bring up another subject relevant to DPS and the inadequacy of scanning the in-game real numbers, the Achilles' Heel proc, which can be used in defense debuffing powers, can be significantly leveraged in some attack chains on some primaries. Also the Fury of the Gladiator proc at a higher price point.)
(Edit: I also feel like mentioning Shred Monkey here. He was one of the people that had figured out there was a delay of some sort between attacks. Now me, since I couldn't explain it, I shrugged it off and pretended it wasn't there. Shred Monkey accepted that it must exist, planned a build and an attack chain around it, and put out DPS in the game that was shockingly high. Took us a long time to even figure out what he was doing, probably partially because at the time, what he was doing in the game was considered to be impossible, so we just weren't thinking in those terms.)
"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
I think the only exception for Scrappers is Broad Sword, which benefits from spamming its heavy hitters in such a way that there's a slight gap. |
It just seems logical that time spent doing little damage will improve your DPS more than time spent doing no damage at all.
My chain goes Parry-Hack-Parry-Disembowel-Head Splitter, mostly because my recharge blows on my build.
I'd rather be hiting with a weak attack and improving my defense than standing there doing nothing while I wait for Disembowel to recharge.
Originally Posted by Dechs Kaison See, it's gems like these that make me check Claws' post history every once in a while to make sure I haven't missed anything good lately. |
Why Blasters? Empathy Sucks.
So, you want to be Mental?
What the hell? Let's buff defenders.
Tactics are for those who do not have a big enough hammer. Wisdom is knowing how big your hammer is.
No, no gap....Parry. It activates and recharges fast enough that it fits nicely in the gaps of a Broadsword attack chain.
It just seems logical that time spent doing little damage will improve your DPS more than time spent doing no damage at all. My chain goes Parry-Hack-Parry-Disembowel-Head Splitter, mostly because my recharge blows on my build. I'd rather be hiting with a weak attack and improving my defense than standing there doing nothing while I wait for Disembowel to recharge. |
At high enough levels of recharge, the gap is small enough that the time spent animating Parry hurts your DPS more than just waiting.
|
At certain levels of recharge, this can sometimes happen to almost any powerset, but in particular when the set has higher cast times than average. Parry in particular has a cast time of 1.33s and therefore a MeTime of 1.584 seconds. That's a longish time to be stuck in one of the lower DPA single target attacks of the set if a better one is about to come along much quicker.
Of course, Parry is a pretty good power to use in general for its defense buff, but if we're talking about pure damage output its not ideal.
[Guide to Defense] [Scrapper Secondaries Comparison] [Archetype Popularity Analysis]
In one little corner of the universe, there's nothing more irritating than a misfile...
(Please support the best webcomic about a cosmic universal realignment by impaired angelic interference resulting in identity crisis angst. Or I release the pigmy water thieves.)
and therefore a MeTime of 1.584 seconds. |
Be well, people of CoH.
[Guide to Defense] [Scrapper Secondaries Comparison] [Archetype Popularity Analysis]
In one little corner of the universe, there's nothing more irritating than a misfile...
(Please support the best webcomic about a cosmic universal realignment by impaired angelic interference resulting in identity crisis angst. Or I release the pigmy water thieves.)
So besides this Parry topic being very interresting (no sarcasm), what is, on the paper, the best primary for DPS?
For ST DPS it's Fire, Kin and Dark
So besides this Parry topic being very interresting (no sarcasm), what is, on the paper, the best primary for DPS?
|
1. At what level of recharge? The answer is somewhat different if you assume no recharge, or assume a small amount of slotted recharge, or assume you will build with Hasten, or finally if you're talking not about a build you intend to level up with but a level 50 build that can use the best inventions. And then the amount you want to spend on those can also change the equation by opening doors to different optimized builds.
Recharge is important because most offensive sets have some really great attacks in terms of doing a lot of damage in a short period of time (DPA), and others not so good. The higher your recharge, the more you can use the better powers and the less you need to use the less concentrated powers. Some powersets start off with a bunch of powers that are decent overall, and do well with any level of recharge. Some start off worse because they have some stinkers, but at higher levels of recharge the stinkers disappear and they are left with nothing but more potent attacks. Dark Melee, for example, can't even build a complete attack chain with zero recharge. But some of its attacks do very high DPA, and a high recharge build can compensate for its lack of attacks by allowing the player to cycle the ones it does have very fast.
2. Single target vs AoE. If you are talking about doing the most damage to kill the most targets as fast as possible when there are lots of targets around, AoE will generally do more damage than single target attacks. The break even is roughly three targets or so. If you can hit more than three or four targets consistently with all your AoEs, your AoEs will generally outperform all single target attacks out there.
But if you're trying to bring down one single tough target like an AV or a pylon, AoEs are usually (not always) rubbish, because they do less damage to a single target in the same amount of time that a single target attack would. If you care about AoE, the rough rule of thumb is pick the set with more of them. In general, three AoEs beat two AoEs no matter how good the two are and how bad the three are. Not always true, but usually true simply because if you hit enough things with them, no AoE is actually bad.
3. Variable damage buffs. Different sets have different ways to self-buff damage, and how you use these powers can have a big impact on your damage output. If you can saturate Soul Drain every time you use it - which requires just happening to have the right number of targets all standing around you at the moment it recharges (not easy to arrange if you're also trying to kill them continuously) Soul Drain is the best self damage buff Scrappers can get. On the other hand, if you cannot consistently do that, its just average. Follow Up is fast enough that it can actually be stacked: with enough recharge you can self buff yourself multiple times. But there are practical limits to that because FU itself has low DPA: there is a slight diminishing return aspect to that. And Power Siphon is even more complex.
Different number crunchers will factor these in different ways, and it can be sufficiently debatable that many people will compare DPS without them, and then add them back in afterwards so that at least the non-buffed DPS numbers can be debated without getting into an unresolvable argument over the best way to account for these powers.
4. Then there's secondaries. It can get doubly complex when you throw in certain buffing secondaries. Shields in particular.
So here's the broad strokes. If all you care about is damage output, and you want that damage over a wide range of situations, Fiery Melee is your first stop. Its bonus DoT makes it a legitimate competitor for among the highest levels of damage across the board, period.
Claws is also a contender at low to medium recharge, because it has intrinsic recharge bonuses and frankly a broken adjustment to its AoE attacks, making it a decent single target performer and a really good AoE performer. It doesn't have quite enough single target DPA oomph to put it at the top with ultrahigh recharge, though.
At high and really high recharge levels, Dark Melee starts to get really good at single target damage, because it has two really good single target performers. Once you get high enough recharge, they start to dominate your attack chain.
Two wild cards from Going Rogue:
Somewhere in the mix is the new MA, but I think its not quite high enough to challenge Fire and Dark Melee at the moment. Its good, and much better than it was, but probably not the best.
Kinetic Melee is a bigger wild card. With an ultrahigh recharge build, and saturated Power Siphon, I don't know if we've seen the full potential of KM yet. But I wouldn't place bets on it until someone has done a top end analysis of the maximum capability of KM. Its also decent at lower recharge, but probably not a top performer. At the highest levels of recharge, though, when Power Siphon can be basically perma? I think its in the mix.
It'll probably take more time and analysis from more people before we converge on a more accepted opinion on these two. But my guess: MA ends up near the top at low to medium recharge, better than average at high recharge but not quite a top contender at high recharge. KM ends up near the top at very high recharge, probably among the top contenders.
Bottom line: if you're looking for the absolute best on-paper level 50 money is no object scrapper damage dealer, you're probably looking at either Dark Melee/Shields or Fiery Melee/Shields. Maybe Claws/Shields for AoE more than single target. Or, if you're going all out on recharge and willing to do the homework yourself, KM/Shields for single target may be a strong play.
[Guide to Defense] [Scrapper Secondaries Comparison] [Archetype Popularity Analysis]
In one little corner of the universe, there's nothing more irritating than a misfile...
(Please support the best webcomic about a cosmic universal realignment by impaired angelic interference resulting in identity crisis angst. Or I release the pigmy water thieves.)
(For those less familiar, Shields cannot be paired with Claws, Katana, Dual Blades, or Spines.)
[Guide to Defense] [Scrapper Secondaries Comparison] [Archetype Popularity Analysis]
In one little corner of the universe, there's nothing more irritating than a misfile...
(Please support the best webcomic about a cosmic universal realignment by impaired angelic interference resulting in identity crisis angst. Or I release the pigmy water thieves.)
So I'v been testing some stuff lately, toying with mids and looking at the numbers. I'm still looking for enlightment on what you think is the best primary for PvE DPS.
So far I'v ran into:
Fiery Mele -> Incinerate and Cremate are amazing but GFS doesnt look so great on the paper. Fire sword PBAoE has one of the best DPA/DPC (Damage per animation/damage per cycle). One of my problem with Fiery is also the lack of knock options to slot up with Force Feedback procs.
Katana -> Damage per animation is huge. Gambler's Cut is just too good in every ways, and Lotus Drops -the- best BPAoE for Scrapper. But I'm afraid the lack of pure damage on Soaring Dragon and Golden Dragonfly may be an issue at hight level of gear (with like 150%+ global recharge).
Braodsword -> Hack is crazy good but the rest doesnt sound appealing. Whirling sword is terrible.
Claws -> Very descent DPC but DPA is quite bad on all attacks.
Dark Mele -> Probably one of the best balance but no build up and no AoE (that you can relay on for damage) makes it almost only good with /Fire (and I dont want to be FA again
Dual Blades -> The worste stats on the attacks, point is it comes with thoses "combo" effects I have no ******* clue about.
Elec Mele -> Great for AoE, quite weak for single target. Chain induction is very good but the rechage is too long and you end up using AoE against AVs and lose alot of efficiency.
Kin Mele -> Stats are very average. Maybe Power Siphon makes the difference, I cant tell.
Spines -> Quills are really good, the "free" pulsing damage does a real diference even on a single target. The problem is that the rest is very low on both DPA and DPC.
If you have more infos, please enlight me!