Why A Blaster?
When well used Fulcrum Shift can damage cap most ATs. On a team with a Kinetics defender, a damage capped blaster adds a lot more dead stuff than a second Kinetics defender.
That being said, caps come into play very rarely and probably aren't worth discussing. |
But yes kins (and especially FF) can become fairly redundant pretty quickly simply because the values they bring individually are so very close to the max value a team needs.
The sets that improve team speed via -res (which in the case of MM's is all of them except FF) tend to keep stacking all the way up to a full team without petering out.
If we say that a defender does 40% of the damage of an individual blaster (bit generous to the blaster there) and we look at a very simplified case of everyone using an aoe attack (40 dam for def and 100 dam for blaster) and each defender with a -res power.
8 Blasters = 8*100 = 800
1 def+ 7 blasters = (40+(7*100))*1.3 = 962
4 def + 4 blasters = ((40*4)+(4*100))*2.2 = 1232
6 defs+ 2 blasters = ((6*40)+(2*100)*2.8 = 1232
7 defs + 1 blasters = ((7*40)+100))*3.1 = 1178
8 Defs = (40*8)*3.4 = 1088
So if we generously state that blasters do 2.5X as much damage with each attack than a defender (they are at ~1.75X base, so aim, bu, defiance may take it up to 2.5X...maybe). And we ignore everything else of value that the debuff set is likely bringing to the team the convergence point of when it becomes 'better' to add a blaster instead of a another defender is somewhere around the point that your team is looking to fill the last one or two spots.
In this case though, we haven't been making specific note of defenders doing too much damage relative to blasters. One can only hope that the lowest damage AT in the game doesn't infringe on what is supposed to be the highest damage class. However, MM's do a lot more damage than defenders (which hopefully no one will contest). MM's don't debuff quite as well as defs when it comes to -res, but at the same time they also aren't that far behind.
If we accept such a simplified model demonstrating that the point a pure damage toon like a blaster becomes of value is in the last spots on a forcemultiplying team of low damage AT's, that point of convergence is unlikely to every occur in the case of MM's and blasters.
If we accept such a simplified model demonstrating that the point a pure damage toon like a blaster becomes of value is in the last spots on a forcemultiplying team of low damage AT's, that point of convergence is unlikely to every occur in the case of MM's and blasters.
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MMs. Well, they get in the way a lot...
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.
I have been on a few heavy MM teams. I was quite surprised that while most excellent, they really were not faster than other types of steamrollers. Blasters seem to work fine on steamrolling teams, IME. I have a preference for blasters over scrappers and brutes, but the preference is not strong, so I love having scrappers and brutes as well as blasters.
MMs. Well, they get in the way a lot... |
Specifically though for my last post I was deviating away from reward rate and focusing solely upon damage delivery in the physical sense of just how much of a profound affect forcemultiplication can have.
There are certianly compelling factors that would prevent most teams from seeking a high number of MM's when they wouldn't shy away from a high number of defs/corrs/trollers.
edit: of course in many MM focused teams the pace ends up being set around the MM(s), especially if the other members are soft like blasters. So w/e advantage the faster movement rate the blaster brings ends up evaporating because they aren't strong enough to lead the charge in many situations. For clarity, that isn't necessarily the blasters fault, they get full points for being fast, but again hover at the bottom of the totem for survivability, which can sometimes be more of a factor than the ability to move rapidly. Just depends.
edit: of course in many MM focused teams the pace ends up being set around the MM(s), especially if the other members are soft like blasters. So w/e advantage the faster movement rate the blaster brings ends up evaporating because they aren't strong enough to lead the charge in many situations. For clarity, that isn't necessarily the blasters fault, they get full points for being fast, but again hover at the bottom of the totem for survivability, which can sometimes be more of a factor than the ability to move rapidly. Just depends.
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Blasters can indeed be limited by the rest of the team. They can also be liberated by the team.
I guess I just don't care about any disparity since it is easily glossed over on teams and I find my blasters solo well enough to keep me happy. There was a time when I kind of wanted blasters to be what the VEATs are (although I never imagined quite as much mitigation). I like the VEATs, but I'd prefer a more varied bunch of effects, especially elemental type effects (fire, ice, electric, earth).
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.
You're never realistically going to hit most of the hard caps. The damage cap is the one exception and that almost never happens without a Kinetics character around.
Softcapping defense means minions can't really hit you, but more is better against anything of a higher rank/level. Also, against anything that debuffs defense - which is very common. Also, if your FF gets killed and his toggle bubble vanishes. Debuffs are practically impossible to cap. Preventing hold / stun / etc is always useful, and mostly short-duration. Recharge, recovery, and regen buffs are always good. |
Getting away from the damage aspect, resistance is easily reached, movement easier. -Resistance generally takes more than one debuffer, same for -damage. There is also the matter of control where locked down spawns make for smooth runs.
On the next exciting episode of Why a Blaster:
Arbegla, who has recovered from his amnesia to discover that he is, in fact, a capybara, must confront his twin over the inheritance to the McDuesh fortune, but how will he handle it when he learns Stratonexus' baby isn't his? Meanwhile, Thinkso interrupts Grey Pilgrim's and Another_Fan's wedding wearing nothing more than a cravat and three ounces of Worchestershire sauce. But is the bride actually in love with the condiment-smeared madman? Stay tuned for the next page of Why A Blaster, only on CoH Forums. |
The condiment smeared madman sounds like a good name for a new brute.
Tankers have relatively little trouble hitting their cap without kins. Some combinations can manage it without inspirations. Solo Brutes can run around at their cap.
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How many red inspires do you think Brutes can maintain? Brutes don't have a prayer to hit their damage cap regularly solo, it is impossible without taking a lot of red inspires.
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.
So double stacked raged and then 45% more global damage is little trouble to get. Neat. What if your tanker is not SS?
How many red inspires do you think Brutes can maintain? Brutes don't have a prayer to hit their damage cap regularly solo, it is impossible without taking a lot of red inspires. |
Well tanks don't need double stacked rage.
The answer for brutes is 8-12 small red/minute depending on the build but really that isn't answering the right question. The correct question is how much can a brute kill continuously when its at the damage cap.
Last I checked the brute damage cap was pretty high.. something like 700%? I doubt my brutes hit their cap when fulcrum shifted inside a full pack of mobs. Maybe this is different with something like stacked rage or popping crazy amounts of inspirations, but that's part of a different argument than blaster vs buffer.
Well tanks don't need double stacked rage.
The answer for brutes is 8-12 small red/minute depending on the build but really that isn't answering the right question. The correct question is how much can a brute kill continuously when its at the damage cap. |
Inspiration rush is a tactic I employ on my blasters regularly (they need it more than brutes and tankers usually). You are reaching just to try to be right. Tankers and brutes do not and cannot regularly reach their damage caps solo and in those rare times they do, it is not easy to reach but requires spending more resources than they will recover (without stopping fighting and going to a store, the influence you earn will easily cover the cost of using the inspires).
I did spend about 25 minutes one time running around Talos fighting whatever I came across with a level 23 blaster chewing down inspires and quickly refilling them as needed. That bug where a contact store stayed open after you walked away was humorous.
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.
You cannot generate 8-12 small red/minute in game. I'd love to see you doing it. Assuming you wipe full 8 man spawns in 15 seconds (including travel between spawns), that is about 70 enemies a minute. Even if we get ridiculous and say you do the spawn wipe + travel in 10 seconds, that is still only ~100 enemies per minute.
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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.
Blazara Aura LVL 50 Fire/Psi Dom (with 125% recharge)
Flameboxer Aura LVL 50 SS/Fire Brute
Ice 'Em Aura LVL 50 Ice Tank
Darq Widow Fortune LVL 50 Fortunata (200% rech/Night Widow 192.5% rech)--thanks issue 19!
Fascinating thread. Having read this thread in total I can see where both sides are coming from.
Personally I find my non-softcapped, high recharge blasters to be good at soloing.
I also find the few SO'd only blasters I have to be also good at soloing.
On the right teams (read insane buff/debuff amounts) their damage output is great.
My favorite team is still a mix of buffers/debuffers/blasters.
As an aside, I've always found MMs boring as spit with how trivial they make things.
Why A Blaster? Cause it's fun!
Blazara Aura LVL 50 Fire/Psi Dom (with 125% recharge)
Flameboxer Aura LVL 50 SS/Fire Brute
Ice 'Em Aura LVL 50 Ice Tank
Darq Widow Fortune LVL 50 Fortunata (200% rech/Night Widow 192.5% rech)--thanks issue 19!
Fascinating thread. Having read this thread in total I can see where both sides are coming from.
Personally I find my non-softcapped, high recharge blasters to be good at soloing. I also find the few SO'd only blasters I have to be also good at soloing. On the right teams (read insane buff/debuff amounts) their damage output is great. My favorite team is still a mix of buffers/debuffers/blasters. As an aside, I've always found MMs boring as spit with how trivial they make things. Why A Blaster? Cause it's fun! |
And others just can't appreciate a good AT.
Using the math Thinkso did, once you start getting above 4 defenders (half a team) its more effective to add blasters then it is to add more defenders, assuming the same equal force multipliers.
So, in a normal team settings, anything above 4 buff/debuffs, and your much better off picking up that blaster then you are anything else.
Don't they know they point of the game is to min/max until you die?
Blazara Aura LVL 50 Fire/Psi Dom (with 125% recharge)
Flameboxer Aura LVL 50 SS/Fire Brute
Ice 'Em Aura LVL 50 Ice Tank
Darq Widow Fortune LVL 50 Fortunata (200% rech/Night Widow 192.5% rech)--thanks issue 19!
And others just can't appreciate a good AT.
Using the math Thinkso did, once you start getting above 4 defenders (half a team) its more effective to add blasters then it is to add more defenders, assuming the same equal force multipliers. So, in a normal team settings, anything above 4 buff/debuffs, and your much better off picking up that blaster then you are anything else. |
But anyway, Here is the simple question for you. Is there anything other than a blaster you could put in there ?
You really need to read what his post actually said in particularly the assumptions used.
But anyway, Here is the simple question for you. Is there anything other than a blaster you could put in there ? |
Ofcourse since this thread is about blasters I thought it might make more logical sense to talk about what the thread is discussing.
I guess I should have jumped in the thread and said that my ff defenders are awesome.
Blazara Aura LVL 50 Fire/Psi Dom (with 125% recharge)
Flameboxer Aura LVL 50 SS/Fire Brute
Ice 'Em Aura LVL 50 Ice Tank
Darq Widow Fortune LVL 50 Fortunata (200% rech/Night Widow 192.5% rech)--thanks issue 19!
Well tanks don't need double stacked rage.
The answer for brutes is 8-12 small red/minute depending on the build but really that isn't answering the right question. The correct question is how much can a brute kill continuously when its at the damage cap. |
We just got nerfed.
I'd hope you could put anything up there. If not then I'd have quit this mmo ages ago.
Ofcourse since this thread is about blasters I thought it might make more logical sense to talk about what the thread is discussing. I guess I should have jumped in the thread and said that my ff defenders are awesome. |
Shocking I know.
EDIT: I thought this line was pretty clear: Why A Blaster? Cause it's fun!
But I guess not.
Blazara Aura LVL 50 Fire/Psi Dom (with 125% recharge)
Flameboxer Aura LVL 50 SS/Fire Brute
Ice 'Em Aura LVL 50 Ice Tank
Darq Widow Fortune LVL 50 Fortunata (200% rech/Night Widow 192.5% rech)--thanks issue 19!
Now you're trying to call him out for something you've been doing... hahaha...
@Gilia1
I play heroes on Champion.
I play villains on Virtue.
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.