New Defender Vengeance Question.


Anti_Proton

 

Posted

The 30% increase in Defender damage seems difficult to gauge. Since Defenders damage is in its secondary, where does the increase put that damage now compared to say a Blasters secondary?


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Posted

Blasters have a ranged damage scalar of 1.125

Defenders have a ranged damage scalar of 0.65, so thats 57% of Blaster damage.

If both have 3 damage SO's or equivalent in their attacks, the Blaster does 200% base damage (roughly) and the defender does 230% damage due to enhancements and Vigilance.

The Defender is now doing around 65% Blaster damage, or 2/3 Blaster damage as a good approximation.

(This would require a 50% resistance debuff to equalise, which is beyond the scope of most solo Defenders. A solo Blaster will still do more damage, as they should.)

That's just comparing Blast sets. Blaster melee damage is often higher. Blasters mostly have two self-damage buffs of +65% (Aim) and +100% (Build Up) to a typical Defender +50% self buff. (Aim)


 

Posted

Trying to compare it to Blaster secondaries is, as you said, difficult. There aren't any attacks that line up with each other to do the comparisons.

Doing a Blaster Blast to Defender Blast comparison is pretty easy though.

With the damage buffs that Blasters got a little while back, the gap between Defenders and Blasters got even wider than it used to be.

Currently (without the new 30% bonus) Defenders do approximately 57.7% of the damage with thier blasts that a Blaster does with the same blasts. With the 30% bonus (ie solo), Defenders do 75.1% of the damage a Blaster would do.

(ignoring Blasters Defiance bonuses - with those scaling and stacking it makes it really hard to define exactly how much damage a Blaster actually does)

Example: Energy Blast
Power Bolt (defender - team) 36.1 (defender - solo) 46.9 (blaster) 62.6 = 57.6% - 74.9%
Power Blast (defender - team) 59.3 (defender - solo) 77.1 (blaster) 102.6 = 57.7% - 75.1%
Power Burst (defender - team) 76.6 (defender - solo) 99.6 (blaster) 132.6 = 57.7% - 75.1%
Nova (defender - team) 176.2 (defender - solo) 229.1 (blaster) 305 = 57.7% - 75.1%

[Note that the 30% bonus scales up with level and doesn't actually hit 30% until level 20]

----

So, I guess you could take a Blaster secondary attack and say that if a Defender had the same attack it would also be doing 75.1% of that damage - but of course they don't have any of those attacks . . .


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Posted

What I'm kinda curious about is how Corruptors now compare to Blasters and Defenders now that Defenders got their solo damage buff. Do Corruptors still do more raw damage than Defenders or did that change?


 

Posted

Quote:
Originally Posted by Noxilicious View Post
What I'm kinda curious about is how Corruptors now compare to Blasters and Defenders now that Defenders got their solo damage buff. Do Corruptors still do more raw damage than Defenders or did that change?
Shockingly... They do not.

Defenders do .65 base with a 30% increase bringing them to the rough equivalent of .845 compared to a Corruptor's .75

This means a solo Defender outdamages a Corruptor's base damage. Though a Corruptor's Damage bonus can be 100% higher (at the cap) than a Defender's, putting them back in the lead.

-Rachel-


 

Posted

Corrupters have a 0.75 Ranged Damage scalar.
Scourge adds about 25% of total damage after damage buffs are figured in.


So with 3 SO's slotted:

Defender: 0.65 * 230% (100% base +100% enhancements, +30% vigiliance) = 1.495 damage scale

Corrupter: 0.75 * 200% (100% base +100% enhancements) * 1.25 (Scourge) = 1.875 damage scale

Without scourge they're level, with it Corrupters do 25% damage more than Defenders


 

Posted

Quote:
Originally Posted by DrMike2000 View Post
Blasters mostly have two self-damage buffs of +65% (Aim) and +100% (Build Up) to a typical Defender +50% self buff. (Aim)
And Defiance of course.


 

Posted

Quote:
Originally Posted by DrMike2000 View Post
Scourge adds about 25% of total damage after damage buffs are figured in.
How do you figure?


Quote:
Originally Posted by Arcanaville View Post
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.

 

Posted

Quote:
Originally Posted by DrMike2000 View Post
Corrupters have a 0.75 Ranged Damage scalar.
Scourge adds about 25% of total damage after damage buffs are figured in.


So with 3 SO's slotted:

Defender: 0.65 * 230% (100% base +100% enhancements, +30% vigiliance) = 1.495 damage scale

Corrupter: 0.75 * 200% (100% base +100% enhancements) * 1.25 (Scourge) = 1.875 damage scale

Without scourge they're level, with it Corrupters do 25% damage more than Defenders
But scourge isn't a set amount. It's a chance to maybe do damage if the target is below a specific point. You can't say it's 25% more because there's no guarantee it will proc on a given blast until the enemy is at 1% health, and at that point Scourge is useless.

-Rachel-


 

Posted

Quote:
Originally Posted by Steampunkette View Post
But scourge isn't a set amount. It's a chance to maybe do damage if the target is below a specific point. You can't say it's 25% more because there's no guarantee it will proc on a given blast until the enemy is at 1% health, and at that point Scourge is useless.
So you disregard scrapper criticals, too?


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Posted

Quote:
Originally Posted by Dechs Kaison View Post
So you disregard scrapper criticals, too?
As an absolute damage modifier? Yes.

As a spike increase to overall damage output expressed as a variable? No.

-Rachel-


 

Posted

Quote:
Originally Posted by Steampunkette View Post
As an absolute damage modifier? Yes.

As a spike increase to overall damage output expressed as a variable? No.
Then you clearly have no understanding of probability, statistics, and their application to the game mechanics.


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Posted

Thanks for the info. I haven't considered three-slotting Defender secondaries for damage because of ED, but outside of my empaths, I do a lot of soloing with my Defenders.


"Samual_Tow - Be disappointed all you want, people. You just don't appreciate the miracles that are taking place here."

 

Posted

Quote:
Originally Posted by Dechs Kaison View Post
Then you clearly have no understanding of probability, statistics, and their application to the game mechanics.
A string of good luck can lift the middle finger at probability. A string of bad luck can do the same. You can guess that it will average out over time, but just as often as not; it won't. Averaging is all well and good, but I generally err on the low-side of the variable. So where you might have 25% I'd likely as not use 10-18%. Especially considering that Scourge only kicks in on attacks below 50% HP of the enemy, and only reliably does so when the target is at about 25% or less. Which generally results in a "One more hit" situation, whether Scourge kicks in or not.

Personally, I find Scourge useless.

Meanwhile you can Crit as a scrapper on a target at 100%, so it's quite a bit more reliable and useful.

-Rachel-


 

Posted

Quote:
Originally Posted by Steampunkette View Post
But scourge isn't a set amount. It's a chance to maybe do damage if the target is below a specific point. You can't say it's 25% more because there's no guarantee it will proc on a given blast until the enemy is at 1% health, and at that point Scourge is useless.
Scourge grants a 2.5% chance to trigger for every 1% of an enemy's HP below 50%. That means at 40% HP there will be a 2.5% * 10 = 25% chance to Scourge, and at 10% HP or lower it's a 100% chance.

If you were to split the graph of enemy HP vs double damage using this formula, you'd have it a flat 100% double damage for the first 10% HP, sloping down linearly to 0% double damage between 10% HP and 50% HP and remaining a flat 0% double damage for the remaining 50% HP.

It'd look something like this:



Calculating the area of the 2x Damage region, it accounts for exactly 30% of all possible damage dealt, meaning Scourge adds an average of 30% to damage.

You'll notice this happens to match the 30% damage boost that solo Defenders now enjoy. This brings their average effective damage scalars to 0.650 * 1.30 = 0.845 for Defender and 0.750 * 1.30 = 0.975 for Corruptor.


 

Posted

Quote:
Originally Posted by Steampunkette View Post
As an absolute damage modifier? Yes.

As a spike increase to overall damage output expressed as a variable? No.
This is explicitly not how the devs balance the game. They account for random effects as an average increase, and use that number to balance against more static values. QV the change to Brute damage cap. With both ATs at the damage cap, Brutes deal more damage. However, Scrapper criticals raise Scrapper average damage at the Scrapper damage cap above Brute damage at the Brute cap, and this was the target to which the adjusted Brute cap was aimed.


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Posted

Quote:
Originally Posted by Steampunkette View Post
A string of good luck can lift the middle finger at probability
Over all players over the course of the weeks or months of play, that will not happen. And that is the manner in which a great deal of this game's balance is done.


Blue
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Nightfall: 50 DDD
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Posted

Quote:
Originally Posted by Steampunkette View Post
Shockingly... They do not.

Defenders do .65 base with a 30% increase bringing them to the rough equivalent of .845 compared to a Corruptor's .75
I feel there's a serious flaw here. You do not account for enhancements.

Let's use the ED enhancement "cap" here. We'll call it 95%, right about where you land if you slot 3 even-level damage SOs.

A solo Defender's damage with this slotting, assuming no other sources of damage buff, looks like this.

0.65 * (1.0 + 0.95 + 0.30) = 1.4625

The 1.0 is base damage, 0.95 is enhancements, 0.30 is the solo damage buff.

Here's a Corruptor.

0.75 * (1.0 + 0.95) = 1.4625

I noticed when the change was still in beta, and had a hard time imagining it was a coincidence.

At levels before it's easy to hit ED slotting, a Defender will probably deal more damage per attack. They also gain access to attacks more slowly because their blasts are in their secondary powerset. So while a Defender deals more damage per attack, the Corruptor is more likely to have a fuller attack chain and deal better DPS with the same blast set.

One thing that bugs me for Corruptors is that they have lower AT mods than Defenders for melee (self) damage buffs. I have never liked that, and would like to see the Corruptor self damage mods raised to Defender levels. That way they would get the same relative benefit from powers like Aim or Power Build Up, and deal more absolute damage due to a higher damage modifier.

Edit: All the above intentionally ignores Scourge, but hopefully it's clear based on my earlier posts that I agree with the assertions about Scourge's benefits. I play some of the same blast sets on both Defenders and Corruptors and I definitely notice the difference in not having Scourge, even after the solo Defender buff, which I like very much.


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

 

Posted

With Enhancements in the mix, Scourge actually wins out because it's applied on top of the power's individual damage amounts, whereas the Defender's static buff applies before.

Defender:
0.650 * (1.0 + 0.95 + 0.30) = 1.4625

Corruptor:
0.750 * (1.0 + 0.95) * (1.0 + 0.3) = 1.90125

Holy 1.9 damage scale, Batman! That's more than Kheldian Nova by nearly the Corruptor's base amount. If only it was persistent instead of mathematical average. (-:

Before anyone can interject, I'd like to remind you that when Scourge pops, it's a flat 2x damage (in most cases), meaning the effective damage scale when it goes off is 0.75 * (1.0 + 0.95) * 2.0 = 2.925.


 

Posted

One thing to note is that the Scourge is actually less likely to deliver the fully 30% average benefit due to the likelihood that it delivers overkill. The closer your foe is to death, the more likely this is to happen. If you need 50 points of damage to kill a foe and scourge it with a 30 point attack, you lose 10 points of damage that can't be applied to your next foe. The best you can do to optimize this is to hit badly damaged foes with small attacks.

I've never seen anyone attempt quantify this in a closed form manner, but it is widely held to reduce the average benefit from the ideal. Edit: The more HP a target has, the closer you are to approach the ideal average benefit.


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

 

Posted

The thing with Scourge, it's most likely to work when it wouldn't be needed in the first place. Should wasted damage even count?

Edit: *grumbles about Ninja posters*


 

Posted

I would argue that even in practice Scourge sees a 20%-30% effectiveness.

Against weaker enemies like minions, Scourge will likely finish them off. But how many shots does that take? Maybe two to get their HP down, and the last one Scourge? That's 33%.

Against tougher enemies like Archvillains, Scourge will go a long way because it's hit after hit of double damage there at the end.


 

Posted

Quote:
Originally Posted by GuyPerfect View Post
With Enhancements in the mix, Scourge actually wins out because it's applied on top of the power's individual damage amounts, whereas the Defender's static buff applies before.

Defender:
0.650 * (1.0 + 0.95 + 0.30) = 1.4625

Corruptor:
0.750 * (1.0 + 0.95) * (1.0 + 0.3) = 1.90125
Where is that .3 damage buff coming from?


 

Posted

Quote:
Originally Posted by warden_de_dios View Post
Where is that .3 damage buff coming from?
That's the additional damage buff he calculated for Scourge.


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