Why A Blaster?


Adelie

 

Posted

Quote:
Originally Posted by ClawsandEffect View Post

If numbers are so much more important than a teammate who is fun to play with, forget about the game altogether and go play with a calculator instead.
Thia ia going to bw my new signature.; Its just THAT good..


The hard things I can do--- The impossible just take a little bit longer.

If numbers are so much more important than a teammate who is fun to play with, forget about the game altogether and go play with a calculator instead. -Claws and Effect-

 

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Quote:
Originally Posted by Arbegla View Post
/Dev offers stealth which allows the blasters to get the first hit off in most cases, soft controls in the form of caltrops and smoke grenade (fear component and -perception) Extra AoE and single target damage from the mines, and gun drone, which can be used in the thick of combat, when used in conjunction with a team, or the combination of stealth and -perception
Now, don't get me wrong here, I largely like my energy/dev blaster but really? In my experience those mines are not terribly useful in combat situations, or more exactly they're not generally a player's best use of time in a combat situation.

Trip mine's fantastic, but it animates incredibly slowly and has an almost four second interrupt time. It's basically a slower casting AoE snipe with a longer interrupt time that you need to be in melee range to use effectively (in combat anyway). The interrupt bit can be ok assuming you're fighting things that mostly use single-target attacks, but if you throw any AoE into the mix and there's a good chance you're going to be interrupted.

In general you're mostly better off using the AoEs in your primary instead of trip mine while in combat. It's kind of like how you're generally better off using other single target attacks instead of snipe while in combat.

Then there's Time Bomb and I can't for the life of me think of a good reason to use it while in combat. Heck, I have a hard time figuring out why you would use it while on a team in the first place. I mean yea, there are a couple times where it wouldn't hurt ("Hey guys, check this out."), but Time Bomb's hardly what I would call a 'go-to' power.


MA Arcs: Yarmouth 1509 and 58812

 

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I think i worded that wrong. I meant the mines are good for stealth stacked with -perception situations while solo, or teamed (toss a smoke grenade, then toe bomb), and the gun drone is good single target damage all around


 

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Originally Posted by Arbegla View Post
I think i worded that wrong. I meant the mines are good for stealth stacked with -perception situations while solo, or teamed (toss a smoke grenade, then toe bomb), and the gun drone is good single target damage all around
That statement I have no arguments with at all. I toe-bomb a lot when I'm solo or in smaller teams, though I've never liked time bomb much in spite of its impressive damage.

I do think however, that devices looses a decent chunk of its usefulness when it's introduced into a larger teaming environment. Though I suppose it may well be something of a perception issue. I always feel like I'm not contributing as much when I'm on my energy/dev as I do when I play my other blasters in those situations.

Honestly, I'm unconvinced that blasters specifically need buffs (or more specifically I think increasing blaster's damage to a level justifying their relative fragility would 'break' chunks of the game) but I do think some of our powersets could stand to be improved, devices being one of them.


MA Arcs: Yarmouth 1509 and 58812

 

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*Re-reads C&E's comment*

Oh good lord, you my friend win the thread, i'd add that to my sig if airhammer hadn't already called dibs on it.

One other thought along that tangent I'd like to add too, specifically @thinkso as I gave him the answer he wanted, and wouldn't mind a straight one back in return for once. (Notes that I did recieve a bunch of insults again, but despite all that eye bleeding not one question asked in that post got a response) But anyone's free to answer.

I think we can all agree "fun" isn't a valid argument for an OP power combo, due to balance issues. But... and it's one thing i also don't understand about those putting down blasters.

How does us having fun with what you think to be an underpowered AT or combo, somehow impact your gameplay experience to the point where we need threads like this about it?

Heck if anything I think /EM is still a touch overpowered, i mean total focus was a mag 4 stun till the nerf, and even now it's still a beast of a power. Power boost buffs a lot more things then people give it credit for, boost range lets you be flat out mean. Regardless of that though what's the big deal about us enjoying our blasters the way we see fit?


 

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Quote:
Originally Posted by Dragonkat View Post

Dragon Kat has a long post where he calls other people trolls, and tries to spin his participation in the thread.

Short reply, blasters may be fun, but they are increasingly underpowered relative to other ATs.


 

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Quote:
Originally Posted by Oliin View Post

I do think however, that devices looses a decent chunk of its usefulness when it's introduced into a larger teaming environment. Though I suppose it may well be something of a perception issue. I always feel like I'm not contributing as much when I'm on my energy/dev as I do when I play my other blasters in those situations.

Honestly, I'm unconvinced that blasters specifically need buffs (or more specifically I think increasing blaster's damage to a level justifying their relative fragility would 'break' chunks of the game) but I do think some of our powersets could stand to be improved, devices being one of them.
I have to agree with you on increasing the blasters damage output. If it was made as high it should be on just keeping overall combat effectiveness equal for damage dealing classes a moderately competent blaster would be able to burn through the game. The biggest problem blasters have is that their defensive capabilities scale very very poorly.


 

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Quote:
Originally Posted by Oliin View Post
That statement I have no arguments with at all. I toe-bomb a lot when I'm solo or in smaller teams, though I've never liked time bomb much in spite of its impressive damage.

I do think however, that devices looses a decent chunk of its usefulness when it's introduced into a larger teaming environment. Though I suppose it may well be something of a perception issue. I always feel like I'm not contributing as much when I'm on my energy/dev as I do when I play my other blasters in those situations.

Honestly, I'm unconvinced that blasters specifically need buffs (or more specifically I think increasing blaster's damage to a level justifying their relative fragility would 'break' chunks of the game) but I do think some of our powersets could stand to be improved, devices being one of them.
Pretty much what I said earlier. Blasters can already do great (other than maybe some powers or sets that need tweaking, especially Devices). Any more would be ridiculous. At worst, some certain powersets elsewhere need reduction. At best, different ATs and different builds perform in a range of being okay, and it's not a big deal if some are doing better (like debating what primary is worst for a Scrapper, like they're all not sitting pretty).

Personally, I've thought that debuffs are out of whack in this game for awhile, and maybe some caps aren't where they should be. But I know Castle has acknowledged that def caps are staying where they are for everyone, even though it might have been smarter some time ago (I8 or so) to make them different for different ATs. I thought I remember him posting and saying that they were not going to institute decreasing returns to buffs and debuffs in PvE, as well. But I'm feeling uncertain of that now. At any rate, I'd say adjusting that would make a big difference (in a good way) to balance if done right.

I'm sure that the move would be unpopular with some, but it would make it better to stack other types of ATs on a team, increase the priority of melee ATs, etc. As it is, it's probably a little too easy to prioritize some ATs over others. Still, thinking along such lines makes me glad I don't have to be in Castle's shoes.


Guide: Tanking, Wall of Fire Style (Updated for I19!), and the Four Rules of Tanking
Story Arc:
Belated Justice, #88003
Synopsis: Explore the fine line between justice and vengeance as you help a hero of Talos Island bring his friend's murderer to justice.
Grey Pilgrim: Fire/Fire Tanker (50), Victory

 

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Originally Posted by Another_Fan View Post
Short reply, blasters may be fun, but they are increasingly underpowered relative to other ATs.


A_F, I've think i've listed plenty of ways where blasters are not underpowered relative to other ATs, so whats your reasoning behind it? Especially when you've agreed with my listing of things.

Blasters are more AoEs then any other class or combination, thus allowing them to dish out more overall damage then any other class or combination due to the sheer numbers of attacks available to them.

All the blasters primary, and secondary powersets add damage in one form or another, where as other ATs primary and secondary powersets may or may not mesh together to equate to solid damaging attacks. (/shield adds damage via AAO, and shield charge but BU/aim equates to about what AAO provides, and shield charge is only 1 attack, where /fire on a blaster adds 6 solid AoE attacks, 2 of which are damage toggles.)

Nothing can out AoE a blaster, due to limitations on recharge. Yes, LR + SC on a elec/shield may wipe that whole mob, but best case, you'll have to wait 25 seconds to do it again. on a fire/fire Fireball + firesword circle does the same thing, and you have combustion plus fire breath to wipe another group, then Inferno + consume for the third group, all within the same recharge, with little to no waiting in between.


 

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Originally Posted by Arbegla View Post
A_F, I've think i've listed plenty of ways where blasters are not underpowered relative to other ATs, so whats your reasoning behind it? Especially when you've agreed with my listing of things.

Blasters are more AoEs then any other class or combination, thus allowing them to dish out more overall damage then any other class or combination due to the sheer numbers of attacks available to them.

All the blasters primary, and secondary powersets add damage in one form or another, where as other ATs primary and secondary powersets may or may not mesh together to equate to solid damaging attacks. (/shield adds damage via AAO, and shield charge but BU/aim equates to about what AAO provides, and shield charge is only 1 attack, where /fire on a blaster adds 6 solid AoE attacks, 2 of which are damage toggles.)

Nothing can out AoE a blaster, due to limitations on recharge. Yes, LR + SC on a elec/shield may wipe that whole mob, but best case, you'll have to wait 25 seconds to do it again. on a fire/fire Fireball + firesword circle does the same thing, and you have combustion plus fire breath to wipe another group, then Inferno + consume for the third group, all within the same recharge, with little to no waiting in between.
We have had examples on this thread where other ATs can outdamage, outsurvive, and provide more team benefit all at the same time.

The counter seems to be, "that the game is easy enough that you can use anything and still win so mathematical balance between the ATs is unimportant"

Just on the example of your fire /fire blaster vs the electric melee/Shield defense the EM has 2 other AoE attacks available, plus it has the survivability to laugh at the bosses and simply drag them with it into the next spawn and repeat till it AoEs them to death.

If you are bringing in inferno or any of the crashing nukes except blizzard that is an entirely different matter. At that pointy you have an attack that is on a very long base timer, and requires very good support from the rest of the team.


 

Posted

I'll give you the long recharge on inferno, but how does it require good support from the rest of the team to use? pop a blue, consume, end of story. Mobs that didn't die to inferno, will die from defiance fueled inferno, and consume, and the blaster has topped off his end bar.

Bosses can be taken down just as quickly on a blaster as on a scrapper, blasters just have to use different methods other then face pounding to do it.

electric melee's other two AoEs are jacobs ladder, a small melee cone, and thunderstrike, which is about the smallest PBAoE possible at 7ft. Blasters /elec thunderstrike has a bigger radius, and hits much harder.

My point remains, once you factor in team mates, and survivial becomes a none issue, blasters will be able to out damage anything else out there, due to access to bigger AoEs, harder hitting melee attacks, and a better variety of AoEs available.


 

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Quote:
Originally Posted by Another_Fan View Post
We have had examples on this thread where other ATs can outdamage, outsurvive, and provide more team benefit all at the same time.

The counter seems to be, "that the game is easy enough that you can use anything and still win so mathematical balance between the ATs is unimportant"
No, the counter is that Blasters can zip through content and contribute solo and on teams, so they are fine there. If there are corner cases where other powerset combinations challenges their damage too much, it's more of a case that perhaps they're overpowered and need a reduction, or that it's an out of the norm build for the regular player, so it doesn't matter. Debuffs are also an issue that adjusting Blasters to face would be a tad ridiculous, depending on how you approach it.

Arbegla covered the Scrapper AOE stuff well enough. Scrappers can do nice AOE in melee range, but they're still not on the level of what my Blasters can do. And I say this as someone with a lot of Blasters that I like.


Guide: Tanking, Wall of Fire Style (Updated for I19!), and the Four Rules of Tanking
Story Arc:
Belated Justice, #88003
Synopsis: Explore the fine line between justice and vengeance as you help a hero of Talos Island bring his friend's murderer to justice.
Grey Pilgrim: Fire/Fire Tanker (50), Victory

 

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Quote:
Originally Posted by Grey Pilgrim View Post
No, the counter is that Blasters can zip through content and contribute solo and on teams, so they are fine there. If there are corner cases where other powerset combinations challenges their damage too much, it's more of a case that perhaps they're overpowered and need a reduction, or that it's an out of the norm build for the regular player, so it doesn't matter. Debuffs are also an issue that adjusting Blasters to face would be a tad ridiculous, depending on how you approach it.

Arbegla covered the Scrapper AOE stuff well enough. Scrappers can do nice AOE in melee range, but they're still not on the level of what my Blasters can do. And I say this as someone with a lot of Blasters that I like.

Very well summarized Grey Pilgrim

I also agree that if some other AT (Corruptor/Defender/Controller) can approach the Damage output of a Blaster while solo, then perhaps something is out of whack. But not with the Blaster. Blasters trade group support and self defense for Damage, lots of it.
They really should be the King of Single Target AND AoE Damage. Scrappers are melee blasters, who get greater self-defense than Blasters but lose out on Range and AoE damage. Is that a fair balance between Blasters and Scrappers ? Some will say Scrappers have it better, but let me ask this of those folks;

When looking at pools and ancillaries to enhance the counter aspect, who has an easier time of it;

A) The Blaster looking for self-defense powers like defense, resistance

or...

B) The Scrapper looking for Ranged attacks and more AoE damage


BIOSPARK :: DARKTHORN :: SKYGUARD :: WILDMAGE
HEATSINK :: FASTHAND :: POWERCELL :: RUNESTAFF

 

Posted

Quote:
Originally Posted by Grey Pilgrim View Post
No, the counter is that Blasters can zip through content and contribute solo and on teams, so they are fine there. If there are corner cases where other powerset combinations challenges their damage too much, it's more of a case that perhaps they're overpowered and need a reduction, or that it's an out of the norm build for the regular player, so it doesn't matter. Debuffs are also an issue that adjusting Blasters to face would be a tad ridiculous, depending on how you approach it.

Arbegla covered the Scrapper AOE stuff well enough. Scrappers can do nice AOE in melee range, but they're still not on the level of what my Blasters can do. And I say this as someone with a lot of Blasters that I like.
No one has ever said they can't contribute, the question is are they in balance.

If you can cheer the brute nerf and the tank buff as helping the game, you can't not look askance at where blasters stand right now.

Its also really hard to see how anyone can reasonably compare fire/fire to something like shields /electric, shields/fire, on scrappers or super strength/fire on a brute.


 

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Originally Posted by Another_Fan View Post
Its also really hard to see how anyone can reasonably compare fire/fire to something like shields /electric, shields/fire, on scrappers or super strength/fire on a brute.
Are you talking about damage output or survivability? A Fire/Fire blaster will kill faster than all of those, easily (by enough to "balance" out the survivability difference, I'd say no, but I think that is unbalance-able as long as it is a goal to keep blasters very squishy). Fire/Psi Doms could keep pace before the Psy Shockwave fix. Nothing in the game kills as fast as a Fire/Fire blaster for regular game content and they are very good at killing AVs as well, since they have near top of the heap single target DPS.


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.

 

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Quote:
Originally Posted by Another_Fan
Pyre mastery offers this for a scrapper:

Ring of Fire -> 10 sec recharge, 9.75 end, 79.14 damage
Blaster version -> 6 sec recharge, 7.8 end, 96.34 damage, +7.7% damage for defiance
Char -> 32 sec recharge, 10.66 end, 35.97 damage
Blaster version -> 16 sec recharge, 10.66 end, 68.82 damage
Fire Blast -> 6 sec recharge, 6.5 end, 91.97 damage
Blaster version -> 4 sec recharge, 5.2 end, 92.59 damage, +11% damage for defiance
Melt Armor -> 200 sec recharge, 22.75 end, -7% def, -9.75% res
Blaster version -> 200 sec recharge, 22.75 end, -7% def, -9.75% res +4% damage for defiance
Fireball -> 32 sec recharge, 18.98 end, 79.77 damage
Blaster version -> 16 sec recharge, 15.18 end, 78.83 damage, +2% damage for defiance


Mace Mastery triggers redraw, and offers

Mace Blast -> 6 sec recharge, 6.5 end, 125.12 damage
Closest Blaster Version = Power Blast -> 8 sec recharge, 8.528 end, 102.6 damage
Mace Beam (snipe) -> 24 sec recharge, 17.94 end, 287.78 damage
Closest Blaster Version = Sniper Blast -> 12 sec recharge, 14.35 end, 172.67 damage
Disruptor Blast -> 32 sec recharge, 18.98 end, 93.84 damage
Closest Blaster Version = Explosive Blast -> 16 sec recharge, 15.18 end, 56.31 damage
Web Cocoon -> 32 sec recharge, 10.66 end, 0 damage
Blaster version -> 32 sec recharge, 10.66 end, 0 damage
Summon Spiderlings -> Spiderlings x3
Blaster version -> Spiderlings x3


Mu Mastery offers

Mu Bolts -> 6 sec recharge, 6.5 end, 125.12 damage
Closest Blaster Version = Charged Bolts -> 4 sec recharge, 5.2 end, 62.56 damage, +6.6% damage for defiance
Zapp (snipe) -> 24 sec recharge, 17.94 end, 140.69 damage
Blaster Version -> 12 sec recharge, 14.35 end, 172.67 damage, +8.8% damage for defiance
Ball Lightning -> 32 sec recharge, 18.98 end, 95.72 damage
Blaster Version -> 16 sec recharge, 15.18 end, 63.81 damage, +2.2% damage for defiance
Electric Shackles -> 32 sec recharge, 8.58 end, 65.69 damage
Blaster Version -> 32 sec recharge, 8.58 end, 65.69 damage
Summon Adept -> Mu Adept
Blaster Version -> Mu Adept

Quote:
Originally Posted by Another_Fan
No one has ever said they can't contribute, the question is are they in balance.

If you can cheer the brute nerf and the tank buff as helping the game, you can't not look askance at where blasters stand right now.

Its also really hard to see how anyone can reasonably compare fire/fire to something like shields /electric, shields/fire, on scrappers or super strength/fire on a brute.
Fire/fire blaster has 10 AoEs available to it. 9 if you don't count Inferno. 2 ranged AoEs, (Rain of Fire, Fireball) 1 medium range cone (Fire Breathe) and 4 PBAoEs (Combustion, Fire Sword Circle, Consume, and Burn), plus 2 damage auras (Blazing Aura, and Hot Feet)
Assuming the damage auras only tick once, the total possible AoE damage is 698.57 damage

Electric melee/shields Scrapper has 4 AoEs available to it. 2 ranged AoEs (Lightning Rod, and Shield Charge) 1 melee cone (Jacob's Ladder) and 1 small PBAoE (Thunderstrike)
Total possible AoE damage is 641.83 damage

Fire melee/shields Scrapper has 3 AoEs available to it. 1 ranged AoE (Shield Charge) 1 small range cone (Breathe of Fire) and 1 PBAoE (Fire Sword Circle)
Total possible AoE damage is 353.74 damage

Super Strength/Fire armor brute has 5 AoEs available to it. 3 PBAoE (Foot Stomp, Consume, Burn) 1 damage aura (Blazing Aura) and 1 post death PBAoE (Rise of the Phoenix)
Assuming the damage aura only ticks once, and Rise of the Phoenix ticks all three times post rez, the total AoE damage is 522.17

Those numbers are all at base values pulled from mids. Still lookin like the blaster is pulling ahead.


 

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*large crowd of people gather in a room*

*gradually, the large crowd separates into two smaller crowds on opposite sides of the room*

*much glaring occurs from one side to the other and vice versa*

One crowd takes a deep breath, and as one shouts:

GREAT TASTE!

The other crowd looks slightly stunned, and rallies itself for an answer, which comes with equal volume:

LESS FILLING!

And, so it goes, long into the night.


Quote:
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.

 

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Quote:
Originally Posted by StratoNexus View Post
Are you talking about damage output or survivability? A Fire/Fire blaster will kill faster than all of those, easily (by enough to "balance" out the survivability difference, I'd say no, but I think that is unbalance-able as long as it is a goal to keep blasters very squishy). Fire/Psi Doms could keep pace before the Psy Shockwave fix. Nothing in the game kills as fast as a Fire/Fire blaster for regular game content and they are very good at killing AVs as well, since they have near top of the heap single target DPS.
http://boards.cityofheroes.com/showt...re#post3058889


Quote:
Originally Posted by Arbegla View Post
Arbegla's very detailed post on the power attributes:
I was responding to the which is easier question, a blaster to get survivability, or a scrapper to get more AoE damage


Now taking your examples, If I were to say that AR/Fire is able to do more AoE damage fire/fire because it has 11 AoEs available opposed to fire/fires 10 ?

If that isn't the case, let me ask you this, when does just adding up the AoEs stop being the way to measure AoE damage ?


 

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Quote:
Originally Posted by Another_Fan
I was responding to the which is easier question, a blaster to get survivability, or a scrapper to get more AoE damage

Now taking your examples, If I were to say that AR/Fire is able to do more AoE damage fire/fire because it has 11 AoEs available opposed to fire/fires 10 ?

If that isn't the case, let me ask you this, when does just adding up the AoEs stop being the way to measure AoE damage ?
Ways to get Blasters for survival ->

Flight Power Pool -> Hover -> 0.195end/sec, 1.75% def to all, ability to float above most melee attackers.

Fighting Power Pool -> Tough -> .325 end/sec, 10.5% resistance to lethal/smash.
Fighting Power Pool -> Weave -> .325 end/sec, 3.5% def to all, +48.44% immoblize resistance

Concealment Power Pool -> Stealth -> .325 end/sec, +1.75def to all, 35ft stealth, -35% run/fly speed

Leaping -> Combat Jumping -> .065end/sec, 1.75% def to all, 8.304 mag immobilize protection
Leaping -> Acrobatics -> .26 end/sec, 9 mag KB protection (enhanceable), 2 mag hold protection, +48.44% hold resistance

Leadership -> Maneuvers -> .39end/sec, 2.275% def to all

Mace Mastery -> Scorpion Shield -> .325 end/sec, 10.5% def (lethal/smash) 7% def (energy) 12.25% resistance (toxic)

Mu Mastery -> Charged Armor -> .325 end/sec, 19.25% resistance (lethal/smash/energy)

Cold Mastery -> Frozen Armor -> .325 end/sec, 10.5% def (lethal/smash) 7% resistance (fire) 21% resistance (cold)
Cold Mastery -> Hibernate -> .325 end/sec, +1000% regeneration, +400% recovery, -100 mag Immobilize, Untouchable

Electrical Mastery -> Charged Armor -> .325 end/sec, +19.25 resistance (lethal/smash/energy)

Fire Mastery -> Fire Armor -> .325 end/sec, +19.25 resistance (lethal/smash) +14% resistance (fire) +7% resistance (cold)
Fire Mastery -> Rise of the Phoenix -> Self rez, 50% heal, 50% end, Untouchable for 15secs, 3 waves of 111.22 damage, with a mag 4 stun, lasting 14.9 seconds, and a mag 8.308 KB per wave

Force Mastery -> Personal Force Field -> .325 end/sec, +52.5% def to all, +28% resistance to all (except toxic), Can only affect self
Force Mastery -> Temp Invulnerability -> .325 end/sec, +21% resistance (lethal/smash)
Force Mastery -> Force of Nature -> T9 Clone, complete with crash -> 3.25 end to activate, +100% recovery for 180 second, +35% resistance to all (except psi) end crash after 180 seconds (-100% end, with -100% recovery)

Leviathan Mastery -> Shark Skin -> .325 end/sec, +19.25% resistance (lethal/smash/cold)

Soul Mastery -> Dark Embrace -> .325 end/sec, 19.25% resistance (lethal/smash), 10.5% resistance (neg/toxic)

Munitions Mastery -> Body Armor -> No end cost, 8.75% resistance (lethal/smash)

Scrappers can only get extra AoEs from their Epic Power Pools (be it APPs, or PPPs), Yet multiple normal power pools can add to the survivial of blasters, as well as all their Epic Power Pools

Now, lets compare AR/fire to Fire/fire

Fire/fire blaster has 10 AoEs available to it. 9 if you don't count Inferno. 2 ranged AoEs, (Rain of Fire, Fireball) 1 medium range cone (Fire Breathe) and 4 PBAoEs (Combustion, Fire Sword Circle, Consume, and Burn), plus 2 damage auras (Blazing Aura, and Hot Feet)
Assuming the damage auras only tick once, the total possible AoE damage is 698.57 damage

AR/fire blasters have 11 AoEs, and you can count Full Auto, as it doesn't crash. 2 ranged AoEs (M30 Grenade, Ignite) 2 medium range cones (Buckshot, Flamethrower) 1 long range cone (Full Auto) and 4 PBAoEs (Combustion, Fire Sword Circle, Consume, and Burn), plus 2 damage auras (Blazing Aura, and Hot Feet)
Assuming the damage auras only tick once and they stay in ignite for the full duration, the total possible AoE damage is 1,075.78 damage, which is about 35% higher AoE damage then fire/ but its assuming much more. (ignites fear component pretty much means its never going to go through its full duration)

Fire also gets access to aim, which as previous listed is a 13.75% overall damage increase, AR does not.


 

Posted

Quote:
Originally Posted by Another_Fan
Quote:
Originally Posted by StratoNexus
Are you talking about damage output or survivability? A Fire/Fire blaster will kill faster than all of those, easily (by enough to "balance" out the survivability difference, I'd say no, but I think that is unbalance-able as long as it is a goal to keep blasters very squishy). Fire/Psi Doms could keep pace before the Psy Shockwave fix. Nothing in the game kills as fast as a Fire/Fire blaster for regular game content and they are very good at killing AVs as well, since they have near top of the heap single target DPS.
http://boards.cityofheroes.com/showt...re#post3058889
Let me quote this part, that i think you missed:
Quote:
Originally Posted by m3Ion
Not a farming build, built almost as squishy as possible around the assumption that he's always on a team with somebody to eat the aggro. Consequently, whenever i was getting more red yellow and blue inspirations than green purple and orange my speed got wrecked as I had to make inspirations in order to survive. I pause the timer when I sold mid run, but travel time is included. Also I lost about 5 minutes total to global chat channels and general absent mindedness.
So, he took the squishest, non farming build possible, and still managed to solo a council empire map (that map's huge by the way) at 0/8/no bosses, and pulled in 12.4 million inf/hour, and your willing to call that underperforming? If anything, its a testiment to how durable blasters are, where even in the squishest state possible, they can handle 0/8 council, and still pull a pretty decent profit.


 

Posted

Quote:
Originally Posted by Arbegla View Post
Let me quote this part, that i think you missed:


So, he took the squishest, non farming build possible, and still managed to solo a council empire map (that map's huge by the way) at 0/8/no bosses, and pulled in 12.4 million inf/hour, and your willing to call that underperforming? If anything, its a testiment to how durable blasters are, where even in the squishest state possible, they can handle 0/8 council, and still pull a pretty decent profit.
Actually I didn't notice the post you are talking about, I was just referring to the 25mil+ inf/ hr posts

Quote:
A Fire/Fire blaster will kill faster than all of those, easily
Specifically I listed that thread to reply to the above.

You mentioned 0/8/no bosses

Which would go to this part of the original post

Quote:
Nothing in the game kills as fast as a Fire/Fire blaster for regular game content and they are very good at killing AVs as well


 

Posted

You do realize, 'Regular Game Content' is 0/1 right? Ya know, as thats the balance point. Anything higher then that, is irregular game content, and can't be counted as such?


 

Posted

Quote:
Originally Posted by Arbegla View Post
AR/fire blasters have 11 AoEs, and you can count Full Auto, as it doesn't crash. 2 ranged AoEs (M30 Grenade, Ignite) 2 medium range cones (Buckshot, Flamethrower) 1 long range cone (Full Auto) and 4 PBAoEs (Combustion, Fire Sword Circle, Consume, and Burn), plus 2 damage auras (Blazing Aura, and Hot Feet)
Assuming the damage auras only tick once and they stay in ignite for the full duration, the total possible AoE damage is 1,075.78 damage, which is about 35% higher AoE damage then fire/ but its assuming much more. (ignites fear component pretty much means its never going to go through its full duration)

Fire also gets access to aim, which as previous listed is a 13.75% overall damage increase, AR does not.
I am sorry I was trying to let you work this out for yourself.

Adding up the total damage from all the attacks is not a good way to measure damage output.

Just as an exercise Lets make a new powerset call it damage

If the powerset only has 2 AoE attacks, the rest are single target attacks, Each of the does 150 points of base damage, recharges in 5 seconds and takes .83 seconds to cast does this do more or less damage than fire or assault rifle ?