I19 and the Tanker
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.
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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.
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. |
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.
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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.
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. |
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. |
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the investment is about the same, but the higher base hit points can make the difference, especially when built up with IO bonuses.
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.
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YMMV---IMO
Ice Ember
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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.
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.
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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.
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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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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.
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? |
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.
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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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.
My ice/stone tank can use Seismic Smash twice in one Build Up... I really should play it more.
YMMV---IMO
Ice Ember
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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.
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.
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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. |
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
- (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:
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(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.
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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" |
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.
COH has just been murdered by NCSoft. http://www.change.org/petitions/ncso...city-of-heroes
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?
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.
damage being dished out?
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).
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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