Stalkers coming up short


AnElfCalledMack

 

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Originally Posted by Siolfir View Post
Also, the extra chance to critical from having your teammates nearby will also affect the double critical chance... so that's a wash.
So if I have a teammate nearby I have a 3% chance to double crit out of hide? Or a 13% chance? Just with AS, or with everything?

I may have spread some misinformation about this in one of the other threads. :/


 

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Originally Posted by UberGuy View Post
Finally, there is another problem with the interruptibility of AS not previously mentioned here. That's the problem of having to not move to use an interruptable attack, and how the game seems to determine whether you're (still) moving. Standing still long enough to AS foes is fine when it's your opening move, since you have time to position, wait, and then fire. It's often not fine in , well, a running battle.

I have a typically very good network connection to the game servers I play on. Despite this, whenever I have been moving, I often have to wait around one second after I've stopped moving (from my perspective) for the game to consider my character to be stationary. If I don't wait, the game interrupts my AS, as though I'm still moving. This phenomena seems to get worse the higher your network latency, though I have no hard data to back that assertion - it's a qualitative observation. If my foes are mobile, this situation makes using AS on them less attractive. I still do it, but it's definitely more problematic, and it worsens my AS's effective DPA from the ideal.
This. This right here is what I've been harping on in two other threads. Solve this, and the majority of the complaints with AS would disappear.

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Originally Posted by Siolfir
A 3 second AS has a DPA outside of hide of .789 DS/sec.

Some single-target primary set Stalker powers that have a lower DPA (BS not included because I'm lazy and haven't added it yet):
Swipe (0.720)
Power Slice (0.732)
Nimble Slash (0.707)
Vengeful Slice (0.621)
Havoc Punch (0.769)
Focused Burst (0.731)
Divine Avalanche (0.53)
Impale (0.773)
Lunge (0.714)
Barbed Swipe (0.356 -> truly a garbage power here)

It actually is the worst DPA single-target attack in 2 sets - Energy Melee and Martial Arts; note that in Kinetic Melee the AS is shorter than the standard 3 seconds and so ends up better off than Quick Strike as well as Focused Burst.

My Elec/Nin Stalker uses Assassin's Shock as an attack chain filler against single targets, whether Placate is recharged or not, simply because it's better than Mu Bolts (which I had), Havoc Punch (which I skipped), or Thunder Strike (which is horrible when used as a single-target attack). And while she's softcapped, she wasn't for most of her leveling career, and it still worked out fairly well.
I haven't had much time to keep up on the boards lately, and so haven't been following the whole AS DPS discussion as closely as I normally would, but I don't really think it's fair to tout the high DPA in the context of using it in an attack chain without mentioning its miserable DPE. Broadsword's Assassin's Slash is around 9.7 outside of hide, which is slightly worse than Hack's (which I think is somewhere just above 10). And if you're using it in a regular attack chain then you're going to be using it outside of hide most of the time.

I'm not saying don't use it in an attack chain - I use mine as often as makes sense in my attack chains - but when you're talking about DPS the only thing that really matters is the maximum sustainable DPS, and that is limited by endurance. Some builds might - if they take physical perfection, stamina (which will be inherent anyway) and build some IO bonuses in - be able to use AS in a sustainable chain, but the majority of builds in reality wouldn't for very long.


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Originally Posted by Zem View Post
No, becuase the situation you describe is not typical. It may be typical for you but then there are problems trying to do ANY addiitonal single-target damage on such a team.
This is absolutely true. And it's the kind of situations that people who complain about adding a Stalker to a team use to "justify" that, because Stalkers are generally more single-target oriented than other ATs with the same powersets. There's some aspect of their fragility in there, but most of what I see centers around the AoE factor.

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I know how "a lot" of people play in the high end game. I have been playing my 50 stalker on Virtue for years and I have played with "a lot" of different people, rather than a single core group of regulars. Yes, there is little but the travel time between spawns. There is no waiting around. But it's still plenty of time to get back into Hide and AS the first good target in each spawn at the very least and this is what I am saying is worth it compared to your other ST attacks. You do not lose DPS by 'striking the first target.
See my comments about mobility, above. If I have to move to the target, wait for the game to acknowledge that I am no longer moving, and then wait out the activation, I just don't have a target who's worth Assassin's Striking any more. See below.

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You simply cannot use this situation in an argument about AT balance. It's just ridiculous. If the seven other people on your team are doing 2500+ hit points of damage to the boss in 3 seconds then you are just entirely irrelevant on a damage dealer of just about any kind. Either you are competing with many others who are also ST focused and going after the same boss or you're on a highly damage-buffed AoE steamroller and *everything* is dying that fast.
This is true, but I think it's important to point out that the target doesn't have to die to make me not want to AS it. If I use AS on a target where I'm wasting most of my AS's damage because the target is heavily damaged, that's still a drop in my effective DPS. What's the point in delivering the full DPA in AS when, say, 1/2 or even 1/4 of it is pointless? I'd do better to just activate a couple of lesser attacks that will deliver less, but suffiicent damage to defeat the target in comparable activation time, but have zero risk of interruption (from damage or from moving).


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Originally Posted by UberGuy View Post
This is true, but I think it's important to point out that the target doesn't have to die to make me not want to AS it. If I use AS on a target where I'm wasting most of my AS's damage because the target is heavily damaged, that's still a drop in my effective DPS. What's the point in delivering the full DPA in AS when, say, 1/2 or even 1/4 of it is pointless? I'd do better to just activate a couple of lesser attacks that will deliver less, but suffiicent damage to defeat the target in comparable activation time, but have zero risk of interruption (from damage or from moving).
Which is why you don't use AS on minions. But against harder targets, AS proves to be the better options for stalkers than straight up scrapping from the start like you are suggesting.


 

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Except that after that much of a delay, most LTs will be weak enough that a non-AS attack would have killed them too.


 

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Originally Posted by Siolfir View Post
A 3 second AS has a DPA outside of hide of .789 DS/sec.

Some single-target primary set Stalker powers that have a lower DPA (BS not included because I'm lazy and haven't added it yet):
  • Swipe (0.720)
  • Power Slice (0.732)
  • Nimble Slash (0.707)
  • Vengeful Slice (0.621)
  • Havoc Punch (0.769)
  • Focused Burst (0.731)
  • Divine Avalanche (0.53)
  • Impale (0.773)
  • Lunge (0.714)
  • Barbed Swipe (0.356 -> truly a garbage power here)

It actually is the worst DPA single-target attack in 2 sets - Energy Melee and Martial Arts; note that in Kinetic Melee the AS is shorter than the standard 3 seconds and so ends up better off than Quick Strike as well as Focused Burst.

My Elec/Nin Stalker uses Assassin's Shock as an attack chain filler against single targets, whether Placate is recharged or not, simply because it's better than Mu Bolts (which I had), Havoc Punch (which I skipped), or Thunder Strike (which is horrible when used as a single-target attack). And while she's softcapped, she wasn't for most of her leveling career, and it still worked out fairly well.
Damage scales don't really mean too much to me so I can't use those numbers to work off, but unslotted Assassin's Shock does 139 damage over 3 seconds when not in hide. That is 46.33 DPA.

Charged Brawl does 62.1 in 0.83 seconds, or 74.81 DPA.

That isn't far from being twice as good as AS, and Charged Brawl is a T1 power from a set not really known for it's single target damage.

AS just needs to be better. It really should have the highest DPA of any stalker power even when outside of hide. Even then I still don't think stalkers would have enough single target damage too offset their lack of AoE in teams, but it would be a good start.


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Originally Posted by Beelzy View Post
Having a lvl 50 DM scrapper, I can say that there is nothing not to like about Soul Drain. Because it is a little front loaded, you get a decent buff when fighting a single target, but increase the number of targets and the numbers can get ungodly... There is a reason why DM/Sh is the top DPS dealer for scrappers, and SD is half of it...
Yes, I know what Soul Drain does and it's frontloaded buff. Even though I don't have any DM scrappers anymore, doesn't mean I haven't played the set several times on that AT into the mid lvls (32-39).

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Originally Posted by UberGuy View Post
Against foes that heavily resist smashing damage, sure. Against everything else, not so much.
And in this game, on this forum, where people whine and complain about enemies resisting smashing/lethal damage and how they don't want more of such sets, it's common opinion that smashing is often resisted, sometimes heavily.



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Yep, just like it affects one's ability/desire to pause and AS things. I tend to play my DM Scrapper a little like I might a Brute, at least when I want to get a big Soul Drain off - by which I mean I try to charge in and fire it before my teammates get a chance to munch my targets.
And what was the cast time on Soul Drain again? 2.4 seconds? Since it's a targetless PBAoE (that is, it doesn't require you have an enemy in the reticle to use), you've got to 'pause' before using it so the server knows where you are and not 4ft less. Then there's the positioning, accounting for any hits since all the enemies can see you and have shot you, etc.

So after all that, are there still bosses? Minions and Lts? Can you not hit BU on the way to the enemy and queue up AS on the Boss/Lt in the same, if not shorter span of time?



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We don't have to nit-pick those into the picture
You do if you're not going to present a bias argument that talks down on specific fighting styles or strategies since these circumstances are not balanced around, for the most part. Which is 'better' is primarily up to the player, set/build and enemies.

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But circling back to the main topic, burst damage just isn't that desirable to teams
Since when? Explain. As far as I know, the situation you present (teams killing foes too fast, steamrolling content, etc.), Burst damage is the only way you're even going to make a mark in the team. And if you're playing a Stalker right, Burst damage is pretty much your DPS if fights end quickly. What you can get off in 4-8 seconds is all that really matters. The only time DPS really takes the drivers seat is the hard foes that can stand up to a steady stream of damage.

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Originally Posted by PrincessDarkstar View Post
I didn't expect to enjoy my ride up to 50 (And I don't PL) and although I must admit there is a certain type of fun to be had (Which I wouldn't want lost with any changes to make stalkers nearer to scrappers) there is still a feeling of 'I wish I was a scrapper'.
And this is where people will say 'Then go play a scrapper!'. If that is the playstyle you wish, either build toward it and bite the bullet or GO PLAY A SCRAPPER!

Since I play all the melee ATs, I *NEVER* wish Stalkers were Scrappers. Scrappers are nice but can be boring. Stalkers have an interesting aspect of controlling their criticals that give them some tactical play as well as the instant gratification of big damage at once.

Any changes to the AT, I'd want to differentiate them from Scrappers and make their burst damage more noticeable/still controllable because that's why I play the AT. That a Stalker can scrap is for when there's no tactic left to exploit (which is pretty much after AS/placate/Hide are used up). The Stalker just needs to end the fight quickly to come out even/on top of Scrapper performance.

Changes don't need to be aimed at AS, specifically because AS is a situational attack. It'd be about as useful as slightly lowering Hide's timer from 8sec to 5. It'd still require you to wait around 5 seconds to get a burst which slows down the death of the targets.

Changes should be aimed at the less situation attacks of the set and be focused on fulfilling the ATs burst damage role.


 

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Originally Posted by Gemini_2099 View Post
Which is why you don't use AS on minions. But against harder targets, AS proves to be the better options for stalkers than straight up scrapping from the start like you are suggesting.
See seeb's response. I explained clearly that the issue in a "steamroller" environment is not (always) that the target is dead, but that AS is overkill that happens to come bundled with interruptibility.


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Originally Posted by UberGuy View Post
See seeb's response. I explained clearly that the issue in a "steamroller" environment is not (always) that the target is dead, but that AS is overkill that happens to come bundled with interruptibility.
If the problem is that the steamroller is steamrolling even bosses in the spawn that quickly then the problem is not really a problem with Assassin Strike. Honestly, are you really contributing with a lesser attack just because you can manage to squeak one in there a second before the target would have died anyway? What AT would contribute anything to a 7-person steamroller that is already doing what you claim it is doing to that degree... without you?


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Originally Posted by Leo_G View Post
And what was the cast time on Soul Drain again? 2.4 seconds? Since it's a targetless PBAoE (that is, it doesn't require you have an enemy in the reticle to use), you've got to 'pause' before using it so the server knows where you are and not 4ft less. Then there's the positioning, accounting for any hits since all the enemies can see you and have shot you, etc.
None of that applies in the same way. Soul Drain works so long as I am in place. It cannot be interrupted. The game only has to think I'm in (roughly) the correct vicinity. Moreover, I get the buff for every valid target in range at activation, whether or not the target is alive when the animation completes. This is radically different than AS.

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So after all that, are there still bosses? Minions and Lts? Can you not hit BU on the way to the enemy and queue up AS on the Boss/Lt in the same, if not shorter span of time?
See earlier comments about AS overkill on damaged opponents. Might I not have much left to kill once Soul Drain goes off? Absolutely and that happens plenty. Of course I also have 30 seconds to carry it into the next spawn or so and maybe pop off Shadow Maul or MG on a hard target.

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You do if you're not going to present a bias argument that talks down on specific fighting styles or strategies since these circumstances are not balanced around, for the most part. Which is 'better' is primarily up to the player, set/build and enemies.
No, it's simply not for any condition where you can hit three enemies or more. It's that simple. The math is not conditional, and I'd like for you to present a defense of the likelyhood that you cannot activate the power with at least three enemies in range. I'd especially like you do defend that notion when playing solo on something like x4.

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Since when? Explain. As far as I know, the situation you present (teams killing foes too fast, steamrolling content, etc.), Burst damage is the only way you're even going to make a mark in the team.
I'm really not sure where you get that notion. Can you explain it?

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And if you're playing a Stalker right, Burst damage is pretty much your DPS if fights end quickly. What you can get off in 4-8 seconds is all that really matters. The only time DPS really takes the drivers seat is the hard foes that can stand up to a steady stream of damage.
In a team context, DPS does not have to be measured only against single targets. Even if a team is not AoE heavy, you still have multiple targets spread around, and the single-target melee optimally spread around and engage multiple targets that they can each defeat rapidly. Being high DPS composed of smaller, fast attacks means that you have an ability to tear down these smaller targets rapidly and move to another one. If your primary contribution is a large burst of damage, you're going to need to beeline for the big targets or you're going overkill something and then other people will kill off the rest, possibly including the target you move to after you defeat your AS target. Unfortunately, everyone likes to pile on the bosses. In my experience this gets back to a boss being 1/2 dead before the AS goes off. Sure, I could go obliterate some minion, and that sometimes makes sense (Sappers, anyone?) but I find in general it seriously downplays the value of the large burst of damage AS delivers.


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Originally Posted by Leo_G View Post
And this is where people will say 'Then go play a scrapper!'. If that is the playstyle you wish, either build toward it and bite the bullet or GO PLAY A SCRAPPER!

Since I play all the melee ATs, I *NEVER* wish Stalkers were Scrappers. Scrappers are nice but can be boring. Stalkers have an interesting aspect of controlling their criticals that give them some tactical play as well as the instant gratification of big damage at once.
I didn't mean that I wanted my stalker to be a scrapper, I meant I wish it was as effective as a scrapper. Though I should have been clearer.

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Originally Posted by Leo_G View Post
Any changes to the AT, I'd want to differentiate them from Scrappers and make their burst damage more noticeable/still controllable because that's why I play the AT. That a Stalker can scrap is for when there's no tactic left to exploit (which is pretty much after AS/placate/Hide are used up). The Stalker just needs to end the fight quickly to come out even/on top of Scrapper performance.
Agreed, there is no point having two AT's the same. They need to be different.

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Originally Posted by Leo_G View Post
Changes don't need to be aimed at AS, specifically because AS is a situational attack. It'd be about as useful as slightly lowering Hide's timer from 8sec to 5. It'd still require you to wait around 5 seconds to get a burst which slows down the death of the targets.

Changes should be aimed at the less situation attacks of the set and be focused on fulfilling the ATs burst damage role.
Actually that is precicely why AS should be changed, so it stops being situational!

AS is what a stalker does, so let the stalker use AS!


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Originally Posted by Zem View Post
If the problem is that the steamroller is steamrolling even bosses in the spawn that quickly then the problem is not really a problem with Assassin Strike. Honestly, are you really contributing with a lesser attack just because you can manage to squeak one in there a second before the target would have died anyway? What AT would contribute anything to a 7-person steamroller that is already doing what you claim it is doing to that degree... without you?
I'm not sure why you're asking me that question. You've captured very succinctly one of the main positions people who pass over Stalkers take when they do so. They conveniently ignore that this is a problem for almost any single-target damage dealer in that context. If they're skipping Stalkers they should also probably skip over DM or MA Scrappers, EM Brutes, etc. I'm not defending that anyone should heap this on Stalkers. Read my original post in this thread. I said that Stalker balance decisions should not be based on this.

What I'm now arguing with about four people is how the steamroller playstyle interacts with AS. I've qualified my statements in earlier posts agree that AS is good for slower pace and to be talking specifically about how it works at very aggressive pacing. Under such conditions, AS is either hard to use (interruptable by damge or {lingering} movement) or overkill. In many but not all cases, I find it is simpler and more reliable to avoid using it, because I don't need to use it. If I am using it less because I don't need it, then sure as hell my team doesn't need me using it, and so we can't use the availability of AS as a reason to bring a Stalker on a steamroller team, which I felt was something being argued earlier.


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Originally Posted by UberGuy View Post
None of that applies in the same way.
Right, that quote was toward the argument of 'corpse blasting'. Either you'll have few/limited targets to defeat with SD buffs that end up with more overkill dmg (and AS would be overkill) or its not true for neither.

I *know* how SD works and I know how it affects my strategy as well.

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See earlier comments about AS overkill on damaged opponents. Might I not have much left to kill once Soul Drain goes off? Absolutely and that happens plenty. Of course I also have 30 seconds to carry it into the next spawn or so and maybe pop off Shadow Maul or MG on a hard target.
Then you'll be losing much of the added benefit of a longer duration while adding the detriment of an enforced reckless playstyle. If the argument can be used against the Stalker AT that it enforces a certain playstyle, the same can be used against the Scrapper as I don't like to play mine as a Brute.


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No, it's simply not for any condition where you can hit three enemies or more. It's that simple. The math is not conditional, and I'd like for you to present a defense of the likelyhood that you cannot activate the power with at least three enemies in range. I'd especially like you do defend that notion when playing solo on something like x4.
Duh.

I never argued of the superiority of BU vs SD. Yes, the numbers in your preconditioned scenario can say a lot but it shouldn't account for everything. I should love Rage but I can't really stand to play SS at all...perhaps on a Scrap or Stalk or something but not Brute or Tank.

But conditions change, especially when you're bias. I could just set my setting to +4x1. Then what? SD has a greater chance to miss, fewer targets and needing to rely on positioning can affect survival. Or I could throw in the PvP angle.


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In a team context, DPS does not have to be measured only against single targets.
And Brust damage doesn't have to be measured in a single strike. That is, Stalkers are capable of more than just 1 controlled burst of damage. In the DPS taking out smaller separate targets in a team context, one has to account for the 'team' part. With Burst damage, foes drop. This means the Stalker can move onto other targets *faster* for those bursted targets. As for overkill, this is why Stalkers can control their burst. Just don't use BU when you think a boss will drop with your AS due to allies hitting him too. Save that burst for other enemies.



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Originally Posted by PrincessDarkstar View Post
Actually that is precicely why AS should be changed, so it stops being situational!

AS is what a stalker does, so let the stalker use AS!
Then it'd most likely stop being the most damaging ST attack. Basically, you have to openly advocate that you're in favor of nerfing AS just so you can use it more often.

I don't like it. I'd rather just use my other attacks and use AS when I'm trying to assassinate something instead of just beating it up.


 

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Originally Posted by Leo_G View Post
Then it'd most likely stop being the most damaging ST attack. Basically, you have to openly advocate that you're in favor of nerfing AS just so you can use it more often.

I don't like it. I'd rather just use my other attacks and use AS when I'm trying to assassinate something instead of just beating it up.
Don't quite get that? I would keep the damage the same, but simply lower the animation time and remove the interrupt. That's a buff not a nerf, and keeps the situational value just as it is now, while increasing the usability outside those situations, which is where I think stalkers struggle.


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Originally Posted by Leo_G View Post
Right, that quote was toward the argument of 'corpse blasting'. Either you'll have few/limited targets to defeat with SD buffs that end up with more overkill dmg (and AS would be overkill) or its not true for neither.
We're discussing whether or not DM's average DPS is higher with Soul Drain than with Build Up. If you can hit at least 3 targets, it's basically the same, and if you can hit more, it's higher.

You seem to be arguing that at least 3 targets is somehow not a reliable situation in general in order to defend the position that the DPS of a Stalker is not lower with BU than it would be with Soul Drain.

You've additionally tried to suggest that having AS makes up the difference, particularly because it's all negative damage. In response to that I've argued that:
  • AS isn't the only all-negative damage in DM. In fact, it's two hardest hitting non-AS attacks are pure negative energy.
  • AS is harder to utilize to it's full DPS contribution in the conditions under which people most tend to care about being able to deliver high DPS. Those are:
  • Larger-than-baseline team size settings, particularly if you are not using a defensive secondary
  • Steamrolling (particularly in teams, but even the solo version since it often involves moving from foe to foe and movement has weird latency problems)
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Then you'll be losing much of the added benefit of a longer duration
Really? And how does that compare with the benefit of a shorter power?

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while adding the detriment of an enforced reckless playstyle.
There's a value judgment in here that this playstyle is inherently detrimental. People play this way for a reason. It's highly rewarding in terms like XP or drops per hour.

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If the argument can be used against the Stalker AT that it enforces a certain playstyle, the same can be used against the Scrapper as I don't like to play mine as a Brute.
What does this have to do with what we're discussing? I am not trying to convince anyone to change Stalkers to have Soul Drain. I am only discussing how the existing design of Stalker DM plays into the arguments of people who might overlook Stalkers for other characters. The original point was that Stalker DM is about as "AoE-ish" as Scrapper (or Brute) DM, but lacks the AT-mod-adjusted sustainable DPS of the Scrapper version because the average +damage contribution of Build Up of is very likely to be lower

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I never argued of the superiority of BU vs SD.
Then we should stop arguing, because that's all I was replying to you about.

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But conditions change, especially when you're bias. I could just set my setting to +4x1. Then what? SD has a greater chance to miss, fewer targets and needing to rely on positioning can affect survival. Or I could throw in the PvP angle.
I'm really not sure what that has to do with much. Increasing team size is much more common in my experience than ramping up the level of foes beyond +2 or +3, for exactly the kind of reasons you mention. (It also has to do an awful lot with the fact that more foes of a given level is typically more rewarding/time than fewer of the same foes at a higher level. The sweet spot is basically +2 - beyond that reward/time tends to fall off.) Edit: The point here is that playing on +0/x1 isn't something that someone who cares about which power gives better sustained DPS is likely to do anyway.


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Originally Posted by UberGuy View Post
We're discussing whether or not DM's average DPS is higher with Soul Drain than with Build Up.
If by 'we are' means 'you and me are', then no we're not.

I said:
"Having actually played a high lvl DM stalker, much of the drag you speak of is alleviated in Assassin's Eclipse. Having such a potent punch of Negative energy damage that is not very resisted with the added benefit of controlling the crits on your higher attacks rather than them spread completely even throughout the strong and weak makes a bigger difference than you'd think."
That isn't saying Build Up out-DPS Soul Drain. That's was to counter the statement that not having Soul Drain was a significant drag on performance. In certain circumstances and playstyles, yes. Not in all.

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What does this have to do with what we're discussing? I am not trying to convince anyone to change Stalkers to have Soul Drain. I am only discussing how the existing design of Stalker DM plays into the arguments of people who might overlook Stalkers for other characters. The original point was that Stalker DM is about as "AoE-ish" as Scrapper (or Brute) DM, but lacks the AT-mod-adjusted sustainable DPS of the Scrapper version because the average +damage contribution of Build Up of is very likely to be lower
It's because you've lost sight of what we were even talking about, as I just pointed out. But of course you're going to see a huge disparity between Stalker DM and the other melee version of DM because you're bias to the use of AS.

So you're basically looking at the set with BU and a missing power.

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I'm really not sure what that has to do with much. Increasing team size is much more common in my experience than ramping up the level of foes beyond +2 or +3, for exactly the kind of reasons you mention. (It also has to do an awful lot with the fact that more foes of a given level is typically more rewarding/time than fewer of the same foes at a higher level. The sweet spot is basically +2 - beyond that reward/time tends to fall off.) Edit: The point here is that playing on +0/x1 isn't something that someone who cares about which power gives better sustained DPS is likely to do anyway.
It's actually what I did for my 44 DM/WP Stalker so the drops are of higher level. Granted, he runs at +4x2, foes generally don't get much opportunity to attack because they are instantly taken out, placated or feared. His play heavily leans on ToF as a tool of misdirection, not something a Brute or Scrap probably would do (or a Tanker would need) because they're concerned with DPSing foes while I'll just Burst the fewer foes.


 

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Originally Posted by seebs View Post
Except that after that much of a delay, most LTs will be weak enough that a non-AS attack would have killed them too.
That is a team over powering the content, ,which happens to be a broader issue not isolate to stalkers. And let me add that if a stalker isn't heading to the next spawn to set up AS they are doing it wrong.


 

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Hm... I seem to have missed a bit of the thread by staying away from the internet for the day.

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Originally Posted by Spruce View Post
So if I have a teammate nearby I have a 3% chance to double crit out of hide? Or a 13% chance? Just with AS, or with everything?

I may have spread some misinformation about this in one of the other threads. :/
The double critical happens after Placate only, but happens at the normal critical rate due to a glitch in when the game determines that you're hidden or not (so both criticals have a chance of firing when they're specifically written not to). It's that way on all Stalker attacks that can critical.

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Originally Posted by PrincessDarkstar View Post
Damage scales don't really mean too much to me so I can't use those numbers to work off, but unslotted Assassin's Shock does 139 damage over 3 seconds when not in hide.
Damage scale 1.0 is 55.61 damage for a Stalker, so to get the damage you just multiply by that number.

Also, the numbers you quoted don't include the time used by the server before you can activate another power, so aren't really relevant. Charged Brawl is nowhere close to twice the DPA of AS, because from the time you activate it until when the game allows you to activate another power, you have 1.056 seconds - not 0.83. The extra time is what's used before the server checks again to see if the power is done activating, plus another check after it notices that you're done activating before it lets you activate another one (there's always at least 0.132 seconds of dead time).

As an example, for Electric Melee:

Code:
Power			DS		Act.		Adj.		Rch	AoE	DS/A			DPA
						Time		Act.
Chain Induction		1.32		1		1.188	14		1.111111111	61.78888889
Lightning Rod		2.4		2.57		2.772	90	20'	0.865800866	48.14718615
Jacob's Ladder		1.5		1.67		1.848	8	7' c	0.811688312	45.13798701
Charged Brawl		0.84		0.83		1.056	3		0.795454545	44.23522727
Assassin's Shock	2.5		3		3.168	15		0.789141414	43.88415404
Havoc Punch		1.32		1.5		1.716	6		0.769230769	42.77692308
Thunder Strike		1.96		3.3		3.432	18	7'	0.571095571	31.75862471


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Originally Posted by Siolfir View Post
Also, the numbers you quoted don't include the time used by the server before you can activate another power, so aren't really relevant. Charged Brawl is nowhere close to twice the DPA of AS, because from the time you activate it until when the game allows you to activate another power, you have 1.056 seconds - not 0.83. The extra time is what's used before the server checks again to see if the power is done activating, plus another check after it notices that you're done activating before it lets you activate another one (there's always at least 0.132 seconds of dead time).
I still don't get why anyone uses damage scales, it is another pointless round of maths just to complicate things.

Anyway, I work out the Arcanatime* cast for Charged Brawl as 0.96 seconds, meaning a DPA of 64.53. AS would be 3.13 cast time or 44.38, still a 50% improvement.

*It isn't an actual gap of 0.132, that is just when the servers tick.


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You're not accounting for the dead time before the server checks to see if the animation is done, you're simply adding 0.13 to the listed cast time (that's the ONLY way you could get those numbers).

Here's the formula: 0.132*(ROUNDUP(cast time / 0.132)+1)

So, for example, you have Charged Brawl at 0.83 seconds of animation:

0.83 / 0.132 is 6.28787878...

That gets rounded up to 7 server ticks before the animation is flagged as "done". The extra ~0.71 server ticks are dead time, since when the server checks on tick #6 of the animation it's still not done, so it waits until the 7th.

Then, the tick after it gets flagged as "done" (8 ticks), the next animation starts. Not immediately, since the last tick it just changed the status of Charged Brawl. If it started immediately, it would be 0.924 seconds.

8 ticks at 0.132 seconds each is 1.056 seconds, not 0.96.

Now, let's look at Assassin's Shock.
3 / .132 = 22.7272... So 23 server ticks (3.036 sec). Add one for the "next available" activation, you're at 24 server ticks. 24 * 0.132 = 3.168.

And damage scale is used because then you just multiply by a different number to calculate the actual damage for different ATs. If it were a Scrapper you'd multiply by 62.56125 instead. It's also how the changes to powers are reported in patch notes most of the time, so it makes it a lot easier to update a spreadsheet that contains them and does all of the math for me. >.>


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Originally Posted by PleaseRecycle View Post
it has gone from unconscionable to downright appalling that we have no way of measuring our characters' wetness.
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Originally Posted by Brillig View Post
It's hard to beat the entertainment value of Whackjob Wednesdays.

 

Posted

Hmm I was using the ROUNDUP function in excel wrongly. I will have another look after my TF.

Still, regardless of the numbers it is always showing AS as not being as good as I think it should be when outside of hide (Baring in mind we are comparing it to a rubbish attack).

Edit: When my numbers turned out to be basically adding .13 I should have been suspicious ...


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Originally Posted by PrincessDarkstar View Post
Still, regardless of the numbers it is always showing AS as not being as good as I think it should be when outside of hide (Baring in mind we are comparing it to a rubbish attack).
And that's correct IF you always have an attack or chain of attacks whose damage will exceed that of AS in the next 3 seconds, bearing in mind that AS can also be interrupted. It's a gamble you should only use if you're soft-capped and not facing a lot of enemies or they're not aggroed on you (or mezzed I suppose). For any stalker with a complete ST attack chain it is probably never a good idea.

Or to put it another way, it's often better than just standing around doing nothing.


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Quote:
Originally Posted by Zem View Post
And that's correct IF you always have an attack or chain of attacks whose damage will exceed that of AS in the next 3 seconds, bearing in mind that AS can also be interrupted. It's a gamble you should only use if you're soft-capped and not facing a lot of enemies or they're not aggroed on you (or mezzed I suppose). For any stalker with a complete ST attack chain it is probably never a good idea.

Or to put it another way, it's often better than just standing around doing nothing.
It's also plausible if you're facing a single enemy with a single, slow attack (like Buckshots and PPD Suppressors in the low levels, or some Rikti at the higher end) and they've just used it, so you know that you have five seconds before anything else can hit you. Again, that's mostly useful when you don't have a complete attack chain, but that's when these types of enemies are most common - in the low levels, before you finish your chain.


 

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Interruption time is way too long in PvE, might be okay in PvP but in PvE by the time you've attacked the team would be in the next group.


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Originally Posted by New Dawn View Post
Interruption time is way too long in PvE, might be okay in PvP but in PvE by the time you've attacked the team would be in the next group.
I don't even bother with AS on teams. I wouldn't want to waste precious crit chances aiming an AS at a dead body. Opening up with an AoE, assuming you have one, is good, especially when you see 3 or 4 crits happen as a result. (<3 burst!)