Stalkers coming up short
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. |
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'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.
The Scrappers' Guide to Dark Melee | Kheldian Binds and Strategies
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.
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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. |
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. |
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
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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Except that after that much of a delay, most LTs will be weak enough that a non-AS attack would have killed them too.
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):
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. |
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.
British by act of union, English by grace of God, Northern by pure good fortune!
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...
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Against foes that heavily resist smashing damage, sure. Against everything else, not so much.
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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. |
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?
We don't have to nit-pick those into the picture |
But circling back to the main topic, burst damage just isn't that desirable to teams |
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'.
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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.
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
Villains: Annie Alias, Dr. Amperical, Shade Golem, Knight Marksman
Heroes: The Clockwork Mime, Soccerpunch, The Fissioneer, Samurai Houston, Oversteer
Join The X-Patriots on Virtue!
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.
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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? |
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. |
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. |
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
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.
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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. |
AS is what a stalker does, so let the stalker use AS!
British by act of union, English by grace of God, Northern by pure good fortune!
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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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.
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
I *know* how SD works and I know how it affects my strategy as well.
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. |
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. |
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.
In a team context, DPS does not have to be measured only against single targets. |
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! |
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.
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. |
British by act of union, English by grace of God, Northern by pure good fortune!
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.
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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)
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. |
I never argued of the superiority of BU vs SD. |
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. |
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
We're discussing whether or not DM's average DPS is higher with Soul Drain than with Build Up.
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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.
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 |
So you're basically looking at the set with BU and a missing power.
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. |
Hm... I seem to have missed a bit of the thread by staying away from the internet for the day.
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. :/ |
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.
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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:
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
it has gone from unconscionable to downright appalling that we have no way of measuring our characters' wetness.
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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).
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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.
British by act of union, English by grace of God, Northern by pure good fortune!
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. >.>
it has gone from unconscionable to downright appalling that we have no way of measuring our characters' wetness.
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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 ...
British by act of union, English by grace of God, Northern by pure good fortune!
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).
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Or to put it another way, it's often better than just standing around doing nothing.
Villains: Annie Alias, Dr. Amperical, Shade Golem, Knight Marksman
Heroes: The Clockwork Mime, Soccerpunch, The Fissioneer, Samurai Houston, Oversteer
Join The X-Patriots on Virtue!
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. |
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.
He will honor his words; he will definitely carry out his actions. What he promises he will fulfill. He does not care about his bodily self, putting his life and death aside to come forward for another's troubled besiegement. He does not boast about his ability, or shamelessly extol his own virtues. - Sima Qian.
I may have spread some misinformation about this in one of the other threads. :/