I19 and the Tanker


Airhammer

 

Posted

Quote:
Originally Posted by InUse View Post
My 38 stone tanker can not pull agro back from an electric/shield scrapper after he has wiped out the entire spawn.
  1. If the scrapper has wiped the spawn, there's no aggro to pull.
  2. A Stoner versus an Elec/Shield? Yeah, I could see that. Remember, it's all about threat level. Taunt or no, if the scrapper is vastly out-damaging the tank (and a tank in-Granite isn't necessarily a massive engine of damage all the time), and the scrapper got to the spawn first, yeah. It's going to be damn hard to strip aggro from the scrapper.
  3. Note: Please note that CMA said "aggro management tools". There's a difference between aggro acquisition and management.

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My 40 SD/SS tanker can not pull agro back of a Katana/Invul on an AV unless I use taunt
Yep. But you DO have Taunt. A nice AUTO HIT tool. Not Confront (which requires an Acc check). One that WILL strip aggro from another player.

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41 is a far as I have made it with my tankers. because I always get discouraged when a brute or Scrapper come in the group and show me up and yes this happens.
Yep. Some of it is play style. Some of it is build. Some of it is the player.

Do you get frustrated on your level 30 SO'ed scrapper when some billion-inf-build level 50 Brute comes in and makes you feel like a Defender?

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I die every now and again and several people get scared. Then the scrapper or brute step up and tank the rest of the mob while the rest of the group whittles them away.
Okay, if you're a tank, Death is a regular companion. You should, ideally, be the first one to die. If you're the last one on the team still standing, you've technically failed.

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yes it makes me very upset. Why am I sacrificing so much damage when another AT can tank as well as me or better.
Playing a tanker requires something that isn't really encouraged by Scrappers and Brutes. Patience. Scrappers and brutes are meant to kill stuff as fast as possible as a form of mitigation, since they aren't as durable as tanks. Brutes have the additional incentive of chasing fury that offsets this as well.

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I agree the tanker has more of everything you mentioned but does the % of tanking match the % of damage you give up?
At the top end, the differences between heavily IO-optimized tanks, brutes, and scrappers in terms of durability are somewhat negligible. But you can't really compare the so-called billion-inf builds. Because they're heavily abusing other systems in the game to offset inherent holes in each AT's mitigation schemes.

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I don't care about the average scrappers I want to know top level tank VS. TL scrapper and TL brute % in differences.
Sure, if you're going to spend 10+ digits on IOs, then your scrapper and brute are going to massively out-damage your tank. Period. However, the scrapper and brute are still going to be more fragile. Their debuff resists, and overall hit point totals mean that they're unable to absorb the same massive spikes in damage as tanks when "lucky shot" syndrome takes over (try fighting a couple 8-man-team spawns of Level 54 Rikti if you don't believe me).

Also, if you want to be accurate, you have to compare like-to-like. Trying to compare a Fire/Fire tank to an Inv/Fire Brute is relatively pointless. Sure, they both have the same damage mechanism, but the Brute has better passive damage mitigation.

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Trust me sir I have been following your SD/Fire like a hawk on its prey. I even started one based on your comments about the massive damage the problem is I look at the numbers and say to myself I could start a brute and have the same defense along with better damage.
Just remember, while defense is king, it's not complete protection (ask any SR scrapper). You DO still get hit. It's the tank's ability to soak damage, even after taking resists into account, that still sets it apart from brutes and scrappers. That and the fact that said greater HP totals means they get more out of HP regeneration than brutes or scrappers.

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If the defense cap was 55 and I had to work my **** off as a tank to get there and no other AT could beat me there then I would be satisfied. The issue is 3 or more other ATs can be the same as me while maintaining their choke hold on damage.
That's just it, they aren't the same. Superficially you all have similar numbers for defense. But that big-*** ocean of HP and the even higher resist cap is what sets you head and shoulders above a scrapper or brute when the fit hits the shan.

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I can understand that the tanker will take less damage as far as resist goes but how does this compare to the amount of
damage being dished out?
Depends. You farming -1's in your preferred damage type? Go with the Brute or Scrapper. Simply put, you kill stuff faster.

Tanking Hamidon? Lord Recluse? Reichsman?

Tanks are still preferable. You're more survivable against all but the nastiest run of bad luck on the RNG (and yes, I've had a defense-capped Stone/Fire tank get three-shotted by tower-buffed LR when the RNG has hated me).

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I am going to keep bruise out of the situation because even from a N00b it is clear 99.9% of this game that I have seen is AOE based.
Don't tell that to an EM tank.

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That is why my question refers to issue 19. In the end all end is it more of the same or does a true tanker have a real role?
Yes. The tank is still the preferred aggro-management specialist on a team. Now, in a steamroll situation, where you're mowing down stuff as fast as you can, aggro management is less important. But you aren't always in a steamroll scenario.

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So is there anything in the game that is harder than that? will I19 bring the tanker to the forefront or will the status qua remain the same?
There's a lot of stuff. Much of it already mentioned.

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I want the BEST tank in the game that can maximize 100% of his damage. I want to be able to tank the hardest content in the game and I want to be able to pump out the most damage I can while tanking the hardest content in the game.
Remember opinions on this are like ********, everyone has one.

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If this is a stone/strawberry tank then that's what it is. I just want to know what that is.
Okay, while stone is the baseline benchmark for tank durability, it's also the poorest selection in terms of damage output (granite's damage and recharge debuff pretty much insures that).

Fire/Fire will likely rule for damage output (since Fire/*'s main damage mitigation IS damage), but it's not necessarily the most survivable next to Shield, Inv, and Stone.

Shield/Fire would probably be your best bet for raw damage output, though the Shield/Super Strength would probably be nothing to sneeze at. Think about it, the combination of +DMG from both Against All Odds and Rage (or even better, Rage that's got enough recharge to both be perma and overlap.



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Posted

Quote:
Originally Posted by Ice_Ember View Post
I agree completely. (Brutes are a different story though.)
How is it a different story? Scraps and Brutes have the same res and defense values, you have to invest about the same amount in both to get almost the same suvivability while Brutes get a minor Hp increase over scrappers, they do have a higher hp cap, but as said by others, not many outside buffs from other ATs increase HP.


"Yes, winning all the time can be boring."
-Knight_Chill

"It's amazing how well you can put up with endurance issues if you hide them under a large enough pile of bodies."

-Spiritchaser speaking on Dom Revamp

 

Posted

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Originally Posted by mauk2 View Post
I'm not sure I agree with this assessment.

I18, I19, and the upcoming I20 have been very kind to tankers, while brutes have been trimmed back.

Access to the powerful defense and debuff laden patron pools is a HUGE boost for tanker usefulness.

Adding 300+ hitpoints added ten percent to ALL tanker build heals and regens, across the board.

Bruising is HUGE. A free 20 percent resist debuff? What team will turn that down against +4 AV's and worse?

No, tankers don't do as much damage against the minor junk as brutes and scrappers do. Brutes and scrappers are like reaping machines, blazing through the lightweight stuff fast and deadly.

But Tanks are like crowbars. Against the truly heavy foes, I'd argue they have plenty of usefulness that goes far beyond simple durability and aggro-handling.

And I expect the Dev's are going to have plenty of ever-nastier baddies for us soon enough: The new level-shifting mechanic in Incarnate has LOTS of potential.
The resist debuff is nice, I will give it that, but it's a bonus for having a single tanker, and again I said in current content. You aren't fighting hard enough single targets regularly enough in the current game for bruising to make an enormous difference vs grabbing someone else.

My main worry about tankers is that if you design content requiring buffs to tank, which is where the higher tanker caps will normally come into play (beyond invuln and stone), you end up with a situation where the survivability difference between these melee ATs becomes less important rather than more. There's nothing stopping a buffed scrapper or brute from taking taunt and easily handling aggro from a single large enemy, and tankers won't have much of an aggro advantage given that punchvoke doesn't really work on AVs.

Yeah tanks have definitely gotten a bit better, and it's the reason I made the KM/WP instead of an ill/rad, but let's not exaggerate; I don't think the nerfs had much of a practical effect on the way the game is played.

Luckily enough the game is designed so that even if your AT is a little less than optimal there will still be room for you, so I personally don't think the imbalance is a huge deal. But I definitely believe it's there, even with the changes.


Active (Freedom): Setna (Ice/Psi Dom), Arram (WP/KM Tank), Tesmiel (Elec/SS Tank), Astredax (Robot/Dark Mastermind), Operative Vidali (melee fortunata)

Retired (Virtue): Gaav (Inv/EM Tank), Baqra (Fire/SS Tank)

 

Posted

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Originally Posted by Obitus View Post
Just a couple of nitpicks, in support of the general theme:



All else being equal, a Scrapper's damage is 50% higher than a Tanker's (1.125 * 1.075 / 0.8 = ~1.5). There are obviously exceptions going both ways, but IO investment generally doesn't change that fundamental relationship; if anything, a spare-no-expense Tanker build will tend to have a comparative advantage because he has to use fewer resources on supplementing his defenses.
True but you also have the fact that scrapper attacks generally recharge faster. I was looking at the DPS results that top end scrappers are showing in the scrapper forum compared to top end DPS of tankers. A few edge case scrappers are managing ~300 dps; I don't offhand know of any tanker builds that can top ~150 dps. That's what I was basing my statement on top end scrapper/tanker damage. Do you know of any tanker builds that can top 150 dps? The best I can come up with, Shield/Fire, comes in somewhere in the 130's with a ton of recharge.

On the other hand if we compare average scrapper vs average tanker damage then you're probably pretty close to right in overall dps comparison. I think that the Scrapper forum's only come up with a very few combinations capable of turning in much over 200 dps.

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Tankers have 40% more base HP than Scrappers do (1874 / 1339 = 1.399), which is analogous to (but not quite equivalent to) ~29% resistance. Obviously, extra HP doesn't stack with bona-fide resistance in the same way that resistance stacks with itself.
Doh! Yes, you're right; I did screw up my numbers a bit going from memory. Still, I was understating the advantage if anything.


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Posted

Quote:
Originally Posted by Da_Captain View Post
How is it a different story? Scraps and Brutes have the same res and defense values, you have to invest about the same amount in both to get almost the same suvivability while Brutes get a minor Hp increase over scrappers, they do have a higher hp cap, but as said by others, not many outside buffs from other ATs increase HP.
the investment is about the same, but the higher base hit points can make the difference, especially when built up with IO bonuses.


YMMV---IMO
Ice Ember

 

Posted

Quote:
Originally Posted by Call Me Awesome View Post
True but you also have the fact that scrapper attacks generally recharge faster. I was looking at the DPS results that top end scrappers are showing in the scrapper forum compared to top end DPS of tankers. A few edge case scrappers are managing ~300 dps; I don't offhand know of any tanker builds that can top ~150 dps. That's what I was basing my statement on top end scrapper/tanker damage. Do you know of any tanker builds that can top 150 dps? The best I can come up with, Shield/Fire, comes in somewhere in the 130's with a ton of recharge.
The Scrapper forum is a hot bed of edge-case builds. Going from memory, most if not all of the really high Scrapper DPS numbers posted in that Pylon thread come from DM/* and/or */SD builds with fully saturated AAO and/or Soul Drain. Even if the players in question routinely play to maximize those abilities, we are by definition talking about exceptional style of play.

Then we have selection bias: Tanker players (going by the forum) are less inclined to maximize DPS to begin with -- and in those cases where Tanker players do maximize offense, they're less likely to care as much about single-target DPS. From what I've seen, Tanker players are generally less inclined to maximize their builds at all (whether it's for defense, offense, or just generally) than the average Scrapper-forum poster.

And then, of course, there's the most obvious factor: Those numbers are posted in the Scrapper forum. How many Tankers even showed up there to report their numbers?

All of that said, and if we just look at the system logically, there's no reason to assume that the IO system generally favors Scrapper offense over Tanker offense. If anything, the IO system tends to favor Scrappers defensively -- in the sense that Scrappers can enjoy a larger proportional defensive gain than Tankers can. Damage procs favor Tankers more (proportionally), because their attacks have lower damage to begin with, and Tankers generally have access to more damage procs per attack (we can slot Taunt sets in every attack). Global damage bonuses tend to favor Scrappers, but they're hard to stack to a meaningful level.

And obviously -- as noted previously -- for a given defensive build goal, the Tanker has an advantage, which means that the Tanker is likely to have more build resources available to spend on offense.

If what you say is true about Scrapper attacks generally recharging faster, then +recharge bonuses would also tend to favor Tankers. But I don't think your premise is accurate. Attacks are balanced based on a formula. Yes, it's true that Tanker sets are more often characterized by one or two very slow, very heavy hitters (like KO Blow and Total Focus), but DPS is damage averaged over time, and so that metric shouldn't especially penalize those big hitters. Quite the opposite.

And lower-tier Tanker attacks generally aren't inferior to Scrapper analogues, leaving aside the difference in the AT modifiers. If we compare like-to-like -- that is, sets with similar mechanical strengths, like Martial Arts versus Super Strength -- Tankers do pretty well, even at the high end.

Are there are exceptions? Yeah, and I acknowledged that. Powers like Soul Drain and AAO are more impressive on Scrappers because Scrappers have a higher AT mod to build on -- but the proportional difference assuming equal investment and equal play styles remains the same. If Scrapper damage is ~50% higher at base, then adding another 50% to each doesn't change that: 1.5 * 1.5 / 1 * 1.5 = 1.5.

I wouldn't put much stock in the highest DPS numbers in that thread, is all. They're neat to read, and they give you a decent idea of what is achievable under certain circumstances with a certain build -- but they're a far cry from proof or even evidence that high-end Scrappers necessarily out-damage high-end Tankers by a factor of two.

Quote:
Doh! Yes, you're right; I did screw up my numbers a bit going from memory. Still, I was understating the advantage if anything.
Yeah, not a hard mistake to make.


Quote:
Originally Posted by Iggy_Kamakaze View Post
Nice build

 

Posted

Quote:
Originally Posted by Obitus View Post
The Scrapper forum is a hot bed of edge-case builds. Going from memory, most if not all of the really high Scrapper DPS numbers posted in that Pylon thread come from DM/* and/or */SD builds with fully saturated AAO and/or Soul Drain. Even if the players in question routinely play to maximize those abilities, we are by definition talking about exceptional style of play.

Then we have selection bias: Tanker players (going by the forum) are less inclined to maximize DPS to begin with -- and in those cases where Tanker players do maximize offense, they're less likely to care as much about single-target DPS. From what I've seen, Tanker players are generally less inclined to maximize their builds at all (whether it's for defense, offense, or just generally) than the average Scrapper-forum poster.

And then, of course, there's the most obvious factor: Those numbers are posted in the Scrapper forum. How many Tankers even showed up there to report their numbers?
You're correct of course, and I agree that average to average on tank/scrapper damage it's probably going to end up not too terribly far from a 50% advantage to the scrapper. The OP was talking about the maximum attainable however, and that really skews things when you start talking about the bleeding edge.

I did see a post by one of the scrapper regulars on DPS from a tanker:

Quote:
Originally Posted by Iggy_Kamakaze View Post
20:40 on my SD/SS tanker for 159 DPS
Yes I said tanker...
So I guess 150+ dps is possible on a tank, at least under optimal conditions and undoubtedly an absolutely optimized build.

On the recharge front looking at two sets I'm familiar with, Broadsword and Stone Melee... both considered slow sets. Here's the times for the top three ST attacks in each set:

BS - Hack 8s, Disembowel 10s, Headsplitter 14s
SM - Stone Mallet 8s, Heavy Mallet 12s, Seismic Smash 20s

Hmm, looking a bit closer I see that Headsplitter has a base damage of 187 while Seismic Smash has a base of 158 so it looks like you may be correct.

We are however drifting into the realm of theorycrafting instead of practical applications. I think the original premise, that scrappers have roughly a 50% damage advantage, is as the saying goes "close enough for Government work"


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Posted

I understand some of the results with the Pylon thread are not really all that important to the game as a whole. Unless I can carry 10 mobs around with me everywhere I go and can saturate my dark powers I am not going to get that kind of ST dps.

I am trying to look at it from a big picture and determine which class is best for me.

Thanks to everyone for all their good information. Sorry to be such a pain.


 

Posted

My ice/stone tank can use Seismic Smash twice in one Build Up... I really should play it more.


YMMV---IMO
Ice Ember

 

Posted

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Originally Posted by Call Me Awesome View Post
You're correct of course, and I agree that average to average on tank/scrapper damage it's probably going to end up not too terribly far from a 50% advantage to the scrapper. The OP was talking about the maximum attainable however, and that really skews things when you start talking about the bleeding edge.
I think just as a common-sense matter, the max attainable will always tend to favor the higher-damage, lower-defense ATs simply because there's a threshold beyond which a player is likely not to care anymore about his defenses -- unless he is a group-minded aggro-management kind of player, in which case he's probably not going to care all that much about DPS.

Quote:
I did see a post by one of the scrapper regulars on DPS from a tanker:

So I guess 150+ dps is possible on a tank, at least under optimal conditions and undoubtedly an absolutely optimized build.
I don't know Iggy personally, but from what I've seen he doesn't mess around. I'm sure his Tanker build has a good deal of influence invested in it -- but I don't know that he's gone out of his way to optimize his Tanker for offense to the same degree that he has his Scrappers. I'd be inclined to doubt it.

As for what's possible, here's a build I drew up kind of haphazardly, with some napkin-calc theory thrown in for good measure (the slotting for Health/Stamina is thrown in just cause I'm using the unofficial I19 Mids' patch, so you might not be able to see those powers on import):

Hero Plan by Mids' Hero Designer 1.81
http://www.cohplanner.com/

Click this DataLink to open the build!

Level 50 Natural Tanker
Primary Power Set: Shield Defense
Secondary Power Set: Super Strength
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Soul Mastery

Hero Profile:Level 1: Health
  • (A) Miracle - +Recovery: Level 40
  • (40) Numina's Convalescence - +Regeneration/+Recovery: Level 50
  • (48) Regenerative Tissue - +Regeneration: Level 30
Level 1: Stamina
  • (A) Performance Shifter - EndMod: Level 50
  • (48) Performance Shifter - EndMod/Recharge: Level 50
  • (50) Performance Shifter - EndMod/Accuracy: Level 50
  • (50) Performance Shifter - Chance for +End: Level 50
Code:
| Copy & Paste this data into Mids' Hero Designer to view the build |
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With that build (or some variant of it; I'm sure it could use a lot of improvements), you can run a chain of: Jab, Gloom, KO Blow, Haymaker, Gloom, Punch, Haymaker -> repeat. With the above slotting and with fully saturated AAO and one instance of Rage, that's 2056.34 damage in 11.22 seconds, or 183.274 raw DPS.

(Incidentally, the best Scrapper on the list is at 291 DPS, which is about 59% higher than 183.)

If we account for Bruising, then our number jumps to:

((2056.34 - 153.69) * 1.2 + 153.69) / 11.22 = 217.19 DPS for the first attack chain (not counting the debuff for the first Jab), and 219.9 DPS thereafter.

But then we have to take into account Rage crashes. If we assume that the player in question has Rage timed exactly to give one copy of the buff and no more than that, then we're looking at a damage modifier of basically 120 / 130 (you can't attack for ten seconds out of every 130), or 12/13.

217.19 * (12/13) = 200.5 DPS

Which gives the 291 DPS Scrapper on that list a ~45% advantage.

I'm not even going to get into the possibility of perma-double-Rage, which is possible on the above build (or some slight variant thereof). With all of that extra +damage from AAO, the second Rage isn't going to add all that much proportional damage -- i'd imagine barely enough to offset the increased crash frequency (12/13 falling to 6/7).

Likewise, we could get cute and talk about how Pylons don't resist psionic damage (they have 20% RES to all other damage types), which would theoretically lower this build's time-to-kill number (because of psi procs), but wouldn't alter its DPS. I'm pretty sure Iggy posted before Bruising was introduced, come to think of it. I'd have to go dig through the Pylon thread to be sure, though, and that's definitely a task for another night.

Build Theory Disclaimer: I'm not a Shield Defense player. I'm sure that build could use some work. In fairness, I admit up front that it doesn't have infinite endurance sustainability; by my rough calcs, the above attack chain should drain the build's endurance in about 125 seconds, which is good enough for any regular player, but doesn't quite meet the standards of a lot of hard-core Scrapper-build posters. The main point was to emphasize some of the non-standard Tanker slotting options that are available to increase offense.

Quote:
We are however drifting into the realm of theorycrafting instead of practical applications. I think the original premise, that scrappers have roughly a 50% damage advantage, is as the saying goes "close enough for Government work"
Yup.


Quote:
Originally Posted by Iggy_Kamakaze View Post
Nice build

 

Posted

Quote:
Originally Posted by Call Me Awesome View Post
Hmm, looking a bit closer I see that Headsplitter has a base damage of 187 while Seismic Smash has a base of 158 so it looks like you may be correct.
Headsplitter has a base damage of ~162.66. I'm betting you're looking at MIDs, which is averaging in its static 15% crit chance.


 

Posted

Quote:
Originally Posted by Sarrate View Post
Headsplitter has a base damage of ~162.66. I'm betting you're looking at MIDs, which is averaging in its static 15% crit chance.
Dangit you're right; I downloaded the new version and forgot to change the default settings.


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