Best aoe dmg
Assuming AE farms, I can't recall not having the groups so clumped up around me that I'd have to reposition if I weren't SS.
edit: In regards to Footstomp vs. Spin
I believe the area makes a significant different for farming. I am open to the idea that it doesn't but I would need evidence (herostat numbers and let me watch you play) showing that claws smaller range is more effective. I do not believe that most packs are spawned in such a way where a player can jump in the middle and immediately hit them all with Spin. The delay in waiting for them to bunch up, I believe, causes Spin to be less effective than Foot Stomp. As I said, I am open to evidence to the contrary.
Here are my numbers on an SS/Elec/Mu from pre-Going Rogue. I ran liberate for about 10-15 minutes. I didn't feel like doing a whole run. I think I limited myself to the first island. Anymap you can do for 10 minutes straight works.
Farming for Purples:
48.87 Enemies per minute. (359k Inf/Minute) +0/x8 No Bosses, Liberate
37.43 Enemies per minute. (348k Inf/Minute) +0/x8 Bosses, Liberate
Farming for Inf:
443.2k Inf/Minute (18.01 Defeats) +2/x8 Bosses, Liberate
515k Inf/Minute (27.8 defeats) +3/x8 No Bosses, Liberate
Pick any non-AE map you want, set on any difficulty you want, with any Claws/X brute with whatever IOs you want. Beat any of those numbers. I wrote the difficulty and player settings I used. Feel free to use different ones.
I've learned that challenges like this have been the greatest way for me, or really anyone, to learn cool new things on CoH. In the past, some players have said things I did not believe. They showed me numbers and showed me how they played and I was amazed. I stole their secrets and incorporated them into my own playstyles and have had great results. Slotting hurdle comes to mind as an example as something that astounded me.
**EDIT** I know SS/Fire is more effective than my SS/Elec (I've played fully IO'd both.) I believe SS/Shield may be superior to /Elec as well. However, I think these SS/Elec #s are good enough for comparison purposes.
What kind of numbers are you after? inf per min or defeats as well?
Time limit? |
Me, I think that it's a holdout perception from before Brutes got Claws. The larger radius definitely helps for ease of use (i.e., you don't need to make sure that everything is packed in tight around you before using it), but I'm thinking that people still aren't thinking of Claws when it comes to Brutes, even though they've had it for a bit.
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[U][URL="http://boards.cityofheroes.com/showthread.php?t=251594"][/URL][/U]
Simplicity is effectiveness in this case, though. For every moment that BillZ's theoretical Claws character has to reposition, he loses DPS. Doesn't mean that his numbers are invalid, but it's inappropriate to dismiss a 350% advantage in area. |
I run up to a spawn and attack. During attack animations, enemy AI causes the spawn to surround me. As a minion dies it creates space for another enemy to close in. Watch large spawn combat from above and it's easy to click on enemies that are stacked irregularly to leverage cones.
The period of time when foot stomp's larger radius shines is when you're left with just a few enemies at short range using ranged attacks after the majority of the spawn has already been wiped out.
When farming, it's best to ignore those anyway and allow them to fall by utilizing the conga line of stupidity. Bounce from spawn to spawn, nuke the majority, ignore the stragglers, more often than not they'll run to catch up and dive into the fray only to meet their inevitable demise.
EDIT: And yes, it gets really silly when I'm fighting +4s and the KB from shockwave turns into KD.
Be well, people of CoH.
I really should load up wegame and post a video. There's little to no repositioning going on.
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I run up to a spawn and attack. During attack animations, enemy AI causes the spawn to surround me. As a minion dies it creates space for another enemy to close in. Watch large spawn combat from above and it's easy to click on enemies that are stacked irregularly to leverage cones. |
Again, the point here isn't that your numbers are invalid, or that SS is the best farming character. My only point is that Foostomp's area is a huge advantage that can't be dismissed out of hand simply because it's hard to quantify. When you're not farming, there are any number of common scenarios where a 15' AoE is much better than an 8' foot AoE or a 90-degree melee cone.
In Claws' case, the whole may be greater than the sum of its parts. On a power-per-power basis, Footstomp is freaking awesome, though.
Double stacked Rage = 407% = 4.07D (actually, that might be 3.07D because you put D into it already - the 100% damage base, which is part of where you went wrong) Claws = 315% = 3.15D (once again, I think you should have 2.15D, same reason above) |
The proportion then is 100:150, I do 50% more.
What you are suggesting above, removing the base, would make the proportion look like 50:100. That would mean I'm doing DOUBLE damage because of Fury. I'm not. That isn't how damage works. You HAVE to include the base if you're trying to consider relative damage.
It can be quite easily illustrated by taking arbitrarily high numbers to demonstrate why your correction is in fact a non-correction. Take it is 801D and 800D. According to your method, you take the percentage increase which is 0.0125%, or 0.0125D. However, the difference is actually, simply, 1D. |
When determining my final ratio, I gave the inverse. The actual value should have been 22.7% of the Epic Attack. I did 407/315 (1.29) instead of 1-(315/407) (.227). My mistake.
With that correction though, you should see that 22.7% of the epic at 407 is 92 DPS.
So A+B has to beat A+C by 22.7% of the DPS that D offers. Which happens to be 92 DPS, as you noted. In formula, that's still:
A+B+D > A+C+D*1.227
B+D > C+D*1.227
B>C+D*0.227
The DPS of Claws must be greater than the DPS of SS PLUS the 22.7% of the Epic's DPS. If it had 100 base DPS, that final amount (407*0.227) would be 92 DPS. I'm treating each letter as a final DPS allowed/offered by a powerset.
In order for 0.92*D to work, you would have to consider each letter to be the BASE DPS of the set, rather than the effective DPS. If you're working with the base DPS, however, you need to include the expected damage modifiers.
3.15*A+3.15*B+3.15*D > 4.07*A+4.07*C+4.07*D
3.15*B>0.92*A+4.07*C+0.92*D
Note here the reality that was ignored above, that the damage modifiers enhance the secondaries as well. For the sake of continuity, let's remain ignorant to that fact.
3.15*B>4.07*C+0.92*D
B>(4.07/3.15)*C+(0.92/3.15)*D
B>1.29*C+0.29*D
I'm sure I changed your letters around. A is the secondary, B is claws sans follow up, C is SS, and D is the epic.
The funny thing, using your difference model and base DPS we end up with the 0.29*D that I incorrectly concluded the first time. Using my quotient model and effective DPS we end up with a simpler formula with 0.227*D.
Honestly, your method is probably more informative. If I didn't make any hair brained mistakes this time, it shows that Claws has to beat SS by 29% of the base DPS of the Epic and 29% of the base DPS on SS. That's a little easier to crunch than my method's broadstroke "the effective DPS of Claws" > "the effective DPS of SS."
Anyway, it's just a matter of how you slice it. It's probably more useful in a word problem anyway: In order for Claws to be better than Super Strength in AoE DPS, Claw's DPS on its own must be greater than Super Strength's DPS on its own by the same amount the Rage contributes to the DPS of the secondary and epic sets.
Again, full circle, it does.
This has been fun.
@Gilia1
I play heroes on Champion.
I play villains on Virtue.
On a power-per-power basis, Footstomp is freaking awesome, though. |
Be well, people of CoH.
Interesting, I just did a test comparing Foot Stomp and Spin in an AE farm where you'll most likely always be at the aggro cap, so positioning doesn't matter much. This test was done with my SS/Fire and my Claws/Dark, I just stood in one area.
With the Claws/Dark I kept Death Shroud on for the taunt and only used FU and Spin whenever they were up, it was topping at around 500k inf/minute. Now with the SS/Fire I did the same thing and kept Blazing Aura on for the same reason, except I only used Foot Stomp, no Rage and was able to get about the same 500k inf/minute with it.
Spin is slotted with a full set of Obliterations while Foot Stomp is slotted with 5 Armageddon's (minus DMG) and a FF +rech proc. I can run some more tests, but I would say the radius in Foot Stomp indeed makes a difference.
[U][URL="http://boards.cityofheroes.com/showthread.php?t=251594"][/URL][/U]
That's what I would expect to see. Now do the same with fu/spin/eviscerate/death shroud versus rage/footstomp/blazing aura.
Be well, people of CoH.
I'd like to do a comparison utilizing all of my SS/Fire's attacks, but unfortunately I do not have a Claws/Fire to do a fair comparison.
[U][URL="http://boards.cityofheroes.com/showthread.php?t=251594"][/URL][/U]
Great thread and great read this turned into. The best thing is that there may not be one clear cut winner thus making it not such a simple question to answer about what is really best. Raw numbers show something I would not have guessed for claws. Interestingly there is enough of an unknown property to leave some speculation and that brings up a reason to try something new.
I admit some frustration in always seeing SS promoted as the only way to go for AoE Dmg(farming). It turns out that its just 1 option of several good choices that can be made. Choice is a reason that I always promoted elec/fire when ss/fire made its claims. Its what I run its been effective and is a solid set and every bit as good as ss/fire if not better for certain reasons. More importantly there is more than 1 option to choose from making the game very interesting and complex and not just a simple, make this build its the best and be done answer.
I don't need to see numbers for elec/fire to convince me that its solid but if someone wants to see them I could possibly help bring them to the table.
Alright, I did a few more tests including what you suggested. With Rage/Foot Stomp/Blazing Aura I got around 605k inf/minute, while with FU/Spin/Eviscerate/Death Shroud I got around 625k inf/minute, thus giving the edge to Claws in this case.
Now here's a test I decided to do which would be hard to duplicate, so I just did a few runs with each. I added the epic AoE into the equation, Dark Obliteration with Claws and Fireball with SS, I know Fireball has an edge in this situation. I also added inspiration usage, specifically I converted everything into reds and used them like crazy.
The results I got with the Claws/Dark worked out to around 1 mil inf/minute each run, while the SS/Fire worked out to around 1.35 mil inf/minute each run. I know this isn't the ideal comparison namely because of Dark Obliteration vs. Fireball, but that's all I can work with right now.
[U][URL="http://boards.cityofheroes.com/showthread.php?t=251594"][/URL][/U]
This really is a great thread. I have absolutely no hard data to add. I do love many of the posts and details however (did 2 years calculus at one point, and I love these discussions)
for personal choice I am lazy (and I run a lot of non-AE, cause I just do) I have experience with SS and like, and Claws redraw just bothers me. The laziness refers to the large diameter, no ain. I slide to a SS/FS build myself. In fact, I am thinking of the costume/name even as we speak.
I do need to see #s. I would love to see herostat #s on elec/fire and claws/x. Speculation and theoretical data on what a set hypothetically could achieve does not always correlate to in game ability.
I understand one can be very good on a multitude of builds. But I'd like to know exactly how good and how far behind one build is from another under a very narrow set of circumstances. I've heard lots of people say things like "any archetype and any build can be good at farming". I like to understand that when some people say good they really mean "half of this other guy."
Alright, I did a few more tests including what you suggested. With Rage/Foot Stomp/Blazing Aura I got around 605k inf/minute, while with FU/Spin/Eviscerate/Death Shroud I got around 625k inf/minute, thus giving the edge to Claws in this case.
Now here's a test I decided to do which would be hard to duplicate, so I just did a few runs with each. I added the epic AoE into the equation, Dark Obliteration with Claws and Fireball with SS, I know Fireball has an edge in this situation. I also added inspiration usage, specifically I converted everything into reds and used them like crazy. The results I got with the Claws/Dark worked out to around 1 mil inf/minute each run, while the SS/Fire worked out to around 1.35 mil inf/minute each run. I know this isn't the ideal comparison namely because of Dark Obliteration vs. Fireball, but that's all I can work with right now. |
And we know that not only is fireball > dark obliteration but blazing aura > death shroud. I'd personally stay away from inspiration use specifically because of the huge variable involved there.
Be well, people of CoH.
Yeah, I plan on running some more tests later. I'll setup a regular AE mission to compare the two so we have something else to work with rather than just an ambush farm.
[U][URL="http://boards.cityofheroes.com/showthread.php?t=251594"][/URL][/U]
Inspirations can, do and should count. Certain builds can benefit more from inspirations than others. For example, compare one build that has great survivability and lower damage to one with less survivability and more damage. Hypothetically, the lower survivability one may need to use more Purple and Orange inspirations. The more survivable/less damage one may be able to use more Reds.
I assume the debate is "in game effectiveness". Crossing off inspirations or other in-game tools negates the purpose of determining true in game effectiveness. I usually cross off AE because some of the maps get so outrageous that its not really like City of Heroes at all. Also, unless its Dev choice purples cannot drop in AE maps. If the concept is "I want AoE to maximize my killing to maximize my income" then earning purples is a big deal.
I want to know what the uppermost limit is in AoE killing potential. I want to know what the best player using the best tactics can accomplish. I understand that two players using the same character on the same map can generate vastly differently numbers because of playskill. However, in the pursuit of trying to honestly determine "which kicks more AoE butt" I know I'm willing to show what I know so that everyone can know whatever pathetic playskill tricks I know in the hopes that you all can show me the epic things you know.
Here's my take on insps. I don't use them for testing. Period. Ever. I do, however, use them when playing.
Testing is what we do when studying powerset comparison. If I want to to "cheat," I can fire up my brother's account with some emp defender on autofollow spamming me with heal other, fortitude and the two RAs. (Yes, there are ways to set more than one power on auto, but they aren't even remotely legal and will get you in trouble.) I don't do this, of course, because it trashes any hope of me determining what the sets I'm using are capable of under normal circumstances.
Another example: One of the things we're trying to determine here is whether SS's aoe output is actually all it's stated to be. We all know that rage is part of that equation. If I'm going to spam myself with reds to punch up to the damage cap I can do so without bothering with rage at all. Then I don't have to deal with the rage crash at all, either.
It skews the results of the test. You're going to run out of your favored inspiration when you're mowing through a few hundred enemies on a map. You're going to end up with different tiered insps and run into situations where you don't have 3 to bind into 1.
If you want to know the max aoe output, just know it. Get your attack chain, ignore the 5% miss rate, calculate it at the damage cap, done. But that doesn't tell us much.
Be well, people of CoH.
I want to know which set kills the most baddies in the game... not on paper.
The brute forum is the wrong place to look for that.
Be well, people of CoH.
I am sure astute readers of the Brute forums can comprehend the difference between results that are true in theory and results that are true in game. I am also sure that astute readers of the Brute forums can comprehend which results actually mean something.
I want to know which set kills the most baddies in the game... not on paper.
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so, these discussions are about raw damage output mathematically. Potentials, not reality.
Also, even if you only had one type of baddie in the game, it still varies. Are we talking AE +4/x8 mobs? they group for killing. Or are we talking Strike Forces, special rules? or are we talking door missions? All will affect a Brutes performance, and even if all the baddies were the exact same, no one Brute would be best for all 3 situations, probably (I do not crunch numbers, i is a artist)
Good luck in the cities, and in your search for the killer brute.
Dude, that so varies. baddies, in general? Because different Brutes perform wildly different against different enemy types. what one Brute mows through another dies against. No one buildout of Primary/secondary/epic + enhancers works best against everything. It just does not work that way.
so, these discussions are about raw damage output mathematically. Potentials, not reality. Also, even if you only had one type of baddie in the game, it still varies. Are we talking AE +4/x8 mobs? they group for killing. Or are we talking Strike Forces, special rules? or are we talking door missions? All will affect a Brutes performance, and even if all the baddies were the exact same, no one Brute would be best for all 3 situations, probably (I do not crunch numbers, i is a artist) Good luck in the cities, and in your search for the killer brute. |
http://boards.cityofheroes.com/showthread.php?t=195080
http://boards.cityofheroes.com/showthread.php?t=223531
As I stated in a previous post in this thread: "Pick any non-AE map you want, set on any difficulty you want, with any Claws/X brute with whatever IOs you want. Beat any of those numbers. I wrote the difficulty and player settings I used. Feel free to use different ones."
For inspirations, I generally fill up my tray with Tier 1s and then use them and whatever I find along the way.
Thank you. My search has gone exceedingly well. Various threads like this have popped up a multitude of times and I have learned a great deal from these threads.
http://boards.cityofheroes.com/showthread.php?t=195080 http://boards.cityofheroes.com/showthread.php?t=223531 As I stated in a previous post in this thread: "Pick any non-AE map you want, set on any difficulty you want, with any Claws/X brute with whatever IOs you want. Beat any of those numbers. I wrote the difficulty and player settings I used. Feel free to use different ones." For inspirations, I generally fill up my tray with Tier 1s and then use them and whatever I find along the way. |
Ah, i missed the previous post. So, your position is Claws/any secondary/any epic/any I/O beats everything else in every non-AE situation. Interesting. I will give this thought.
The only advantage I see to SS is that increased radius, and that's only because I've been speeding villain tip missions on the lowest difficulty. If I were farming, the radius would not matter because I would kill what was bunched up nicely and then move on to the next group. With either power set, if you're standing around at each mob cleaning them up you're not maxing out your DPS anyhow.
In general I agree, but FU needs to be actively cycled/stacked and Rage does not.
Rage will provide a larger damage boost to all of the secondary & epic pool attacks.
Claws' AoEs are top end in the damage department, but require positioning to get the most use from - while we're only talking about several seconds here and there, we now have both FU & positioning using time that could be devoted to using AoEs.
Claws also forces redraw with all of those secondary powers and epic pool attacks, and while I personally find the redraw from Claws the least intrusive and annoying (redraw makes my Warmace brute cry rivers) if you're constantly cycling through short rech powers like Burn, FE, healing Flames, E-fences & Ball Lightning - it adds up.
So now that's Redraw, FU, and positioning requirements.
Radius matters less on indoor maps, or hand selected AE maps with ambushes.
However, on probably the most popular and frequently used (non-AE) Redside PvE Farm, Liberate TV, you're facing massed ranged foes and I think the radius definitely comes into play here.
The KD from footstomp also meshes well with the overall squishyness of FA.
Footstomp brings us back to the force feedback proc, which not only brings FS back faster, but all of your other click powers as well (hasten, Epic Pool AoEs, self heal, etc)
I think that's why we see less builds going for claws vs. SS.
Even if you could possibly calculate all of that, and put it into the perspective of a Lib TV farm with Claws coming out on top - I think the vast majority of players would still gravitate towards SS.
Does this mean SS is better?
Less effort for slightly less than or possibly equal to results is my opinion of it.
I have no numbers of any kind to back this statement up.
Is it possible that a Claws/FA/Mu with an awesome build played very well could overcome the "ease of use" factor of SS? I totally hope so, that's as it should be.
To see more players choosing/recommending Claws/FA/Mu over SS/FA/Mu I think you would need some pretty compelling numbers that not only talk DPS and DPA but show definitively that the Claws version does so much more damage to even trump the ease of use factor.
*Off Topic Statement: I love Claws, I wish the other Brute sets like LR, DB and even Shields were modified for Brutes the way that Claws was.