Tanker solos Giant Monster - Film at 11!!


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Originally Posted by Johnny_Butane View Post
Congratulations. Now I've seen a Tanker solo a GM who isn't Sally.

Now I wonder if it can be done with more 'middle of the road' power sets. Fire Armor and Pyre Mastery are very slanted to damage. What about a WP and Stone Mastery or Invul and Energy Mastery.
Hey guess what. Illusion and Radiation are very slanted towards damage, too. Imagine that. A task that requires an absurd amount of damage being done by people capable of doing... a lot of damage!

When the Grav/FF controller can solo GMs, then you can complain that your Willpower/Ice can't.


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Posted

I don't think you should exclude lore pets from soloing at all. It's obviously a player power and should be treated as such.

If the game gets "easy" once you get lore pets and a lot of players can now solo GM's and Pylons, that's our fault for not coming up with better challenges. I remember in the Rikti Pylon thread someone already cleared the entire RWZ of Pylons in time to lower the Mothership shields solo. That could be the new DPS achievement.


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Originally Posted by Tenzhi View Post
While I congratulate the OP for taking down a GM solo, the feat seems to speak more for the effectiveness of the Incarnate abilities that any AT can get than it does for the effectiveness of Tankers. That the character involved was a Tanker seems to be largely incidental.
Not really.

You could do the same thing with a squishier character and probably get one or two shotted repeatedly until you pulled it off.

Being a Tanker makes it MUCH easier to get survivability and focus more of your energy toward damage output.


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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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Originally Posted by ClawsandEffect View Post
Not really.

You could do the same thing with a squishier character and probably get one or two shotted repeatedly until you pulled it off.
Maybe. Maybe not. Lore pets are insane with right buffage. 1:30 Pylon times for an empath? Insanity!


 

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Originally Posted by Auroxis View Post
I don't think you should exclude lore pets from soloing at all. It's obviously a player power and should be treated as such.

If the game gets "easy" once you get lore pets and a lot of players can now solo GM's and Pylons, that's our fault for not coming up with better challenges. I remember in the Rikti Pylon thread someone already cleared the entire RWZ of Pylons in time to lower the Mothership shields solo. That could be the new DPS achievement.
Do remember that the Incarnate Trials are being scaled for players with Incarnates in them.


 

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Originally Posted by New Dawn View Post
Yeah ya just know someone with their Ill/Rad would drop 3 of them, in half the time
I wish my Ill/Rad was that awesome


 

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I've done pretty much every GM except Lusca and Hamidon since I got my incarnate pets on my tanker.

And even without them, it's nothing a few envenomed daggers won't fix.


 

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Originally Posted by YippeeGo View Post
I've done pretty much every GM except Lusca and Hamidon since I got my incarnate pets on my tanker.

And even without them, it's nothing a few envenomed daggers won't fix.
Perhaps I need to redo Lusca on my troller since I have the tier4 lore pets. Taking down that dang monster took forever solo...


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Originally Posted by ClawsandEffect View Post
Not really.

You could do the same thing with a squishier character and probably get one or two shotted repeatedly until you pulled it off.

Being a Tanker makes it MUCH easier to get survivability and focus more of your energy toward damage output.
Yes, really. Being a Tanker might make it *easier* by sheer dint of survivability, but even your quoted surmise indicates that it isn't being a Tanker that's ultimately getting the job done. Hence, the feat speaks *more* (note: not "entirely") for the effectiveness of non-Tanker abilities, and being a Tanker is *largely* (again: not "entirely") incidental. But "I soloed a GM and it didn't matter a whole lot what AT I was" doesn't make for as sensational a tagline.


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Congrats, Silph.

However, I personally don't think this counts as soloing. Insofar as any other AT could arguably do the same, since the main deciding factor is doing enough DPS to beat the GMs regen, which is almost entirely the Vicky. Yes, its only the Tankers powers doing it. Yes, they're not temps.

I'm well aware its an arbitrary line to draw, but this is where I personally draw it. To explain it a little, being able to solo a GM in this manner doesn't speak to the strengths of a well-built and/or played Invuln/SS, so much as that Lore pets do enough damage to drop a GM if you keep them alive.


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Posted

Congrats you've done something incredibly foolhardy. Did you know that GMs originally didn't scale they had a set level just like ordinary monsters. High level tanks defeated them solo all the time. The GMs didn't like that. In fact the whole Monster scaling system was created just to prevent that. Doing what you did is the same as asking them to buff all GMs to include pets as part of there scaling. If that happens I'll be sure everybody know who to blame. :P


 

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Originally Posted by Nalrok_AthZim View Post
So... je_saist was wrong?




And you're surprised?
Not that I'm supporting him, just supporting truth and fairness in advertising; I think his quote was taken from before Issue 20, so..... And, if anyone does think that truth is absolute, and therefore that it must be true or false for all time, then even then, this statement was prefaced with, "As things now stand," so.....


 

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Originally Posted by Madadh View Post
Not that I'm supporting him, just supporting truth and fairness in advertising; I think his quote was taken from before Issue 20, so..... And, if anyone does think that truth is absolute, and therefore that it must be true or false for all time, then even then, this statement was prefaced with, "As things now stand," so.....
Tankers could solo AVs well before I-20. The issue with je saist isn't that he's always wrong; it's that he pronounces sometimes hilariously inaccurate things with an air of absolute and unassailable certainty.

Take the quote in question. He was responding to a thread in which people were talking about soloing AVs (not GMs, an important distinction), and his position was not only that it is implausible for Tankers to solo AVs; rather, his position was that a Tanker soloing an AV is such an outrageously implausible feat that it constitutes a borderline exploit, a game-breaking loophole so large that it would require immediate and emergency action by the development team:

Quote:
Originally Posted by je_saist View Post
As it stands right now, any tank that soloed an AV/Hero class opponent without temporary powers would have Castle, Synapse, AND Sunstorm all agreeing to implement a nerf on the very next patch.

One of the factors you have to consider is that very few scrapper / brute builds can generate to required DPS to over-come an AV/Hero class's regeneration rate. A tank, by default, even using the same exact slotting as a scrapper, is going to be down on damage by 30%.


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Originally Posted by Iggy_Kamakaze View Post
Nice build

 

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Originally Posted by _Pine_ View Post
So are all powers. Temp or no. You have to achieve the correct level to get to use powers in your set.
I worked for my Shivans and my Nukes. Do they then count again...

I think the point is...

Yes, it's an impressive feat. Not many people could accomplish it.

It's a far sight less impressive that it would have been before I20, though.. Not your fault though, SK, for using all the tools provided and not taking away from what you did accomplish, but I think many of the naysayers are right, even if not very polite, or diplomatic; it DOES feel different.

But, why the heck does it matter? You did it. Nobody can say you didn't. If they will only be impressed if you do it with an 1980s era KB, and no mouse, with your hands cuffed and typing with your toes, so what? Then they won't be impressed. It's not like the EULA has rules for what counts when soloing a GM. For those that are impressed, great. But, it's not like those that aren't are guilty of some sort of heresy. The GM-soloing DID get a boat load easier with Lore Pets. Those that think it didn't are deluding themselves.. So what if some folks aren't impressed by a feat that uses them. I'd say they have just as legitimate reason not to be impressed as people did when objecting to Shivan use before.. In fact a I19 tank with Shivans taking out a GM might be more impressive to me than the same tank with Lore pets in I20 doing it.


 

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Originally Posted by Obitus View Post
Tankers could solo AVs well before I-20. The issue with je saist isn't that he's always wrong; it's that he pronounces sometimes hilariously inaccurate things with an air of absolute and unassailable certainty.

Take the quote in question. He was responding to a thread in which people were talking about soloing AVs (not GMs, an important distinction), and his position was not only that it is implausible for Tankers to solo AVs; rather, his position was that a Tanker soloing an AV is such an outrageously implausible feat that it constitutes a borderline exploit, a game-breaking loophole so large that it would require immediate and emergency action by the development team:
Ah.. He was talking about AVs not GMs... Mea culpa... I humbly stand corrected. Since WE had been discussing GMs I sorta assumed. And that's sometimes not the smartest thing to do....


 

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Good job! Of course, you had your incarnate powers so I'm not as impressed as I would have been before but it's still a damn nice job.


 

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Originally Posted by Obitus View Post
I was referring to the built-in 20% RES debuff in Bruising. That debuff ignores the purple patch. If your whole team is wailing on an AV or whatever, the Tanker will tend to add at least as much damage as a single Scrapper or Brute. Couple that with the extra built-in survivability and aggro control, and frankly no matter how uber your team is, if I had to choose only one melee AT, it'd be a Tanker. His defenses might turn out to be overkill, but a Tanker gives you more redundancy for when the crap hits the fan.

Barrier Destiny is uber when stacked and staggered. Then again, it can't raise your RES cap, and the Incarnate-power argument swings both ways: with everyone packing a crashless nuke and an uber DPS pet, there's less need than ever for a team to seek damage output.

YMMV. Obviously, you can construct a team that can trivialize the contribution of almost any singular build. We play a game that doesn't strictly enforce AT roles, and that's a good thing. I'll say this, though: a single Tanker is most definitely not a crutch on an LRSF, where even the most buff-heavy team can find itself losing squishies in an eyeblink to unwanted aggro. A single Tanker is most definitely not a crutch against Tin Mage's Bobcat, who, as Arcana memorably pointed out, could solo Hamidon in record time if you found a way to orchestrate that fight.

The AT appears to be designed (at the moment) specifically for the hard-hitting, hard targets that most heavily resist debuffs. Whether that role benefits the teams you run, it is a useful role, certainly no less valuable than the role of any non-buff/debuff AT. I'm not surprised that your best time on an STF doesn't include a Tanker, but I also wouldn't bat an eyelash if you said the same thing about any other AT. What would surprise me is if you could demonstrate that replacing a Scrapper/Brute on your team with a single Tanker significantly lowers your run time.

TL;DR: Your criticism of Tankers in this thread just seems to me gratuitous, and if you truly weren't aware of Bruising, uninformed. Your criticisms could be leveraged at almost anything; cherry-picked team compositions don't say anything about general team attractiveness.

It looks like that you and I play the game at very different levels.

A scrapper gets about 50% more damage per attack, along with that 100% higher damage cap. My teams are usually at the damage cap during combat.

So let's talk numbers.
A /DM tank, Midnight's grasp, capped damage,
122 base * (100% base + 300% buff) = 488 damage
A DM/ scrapper, MG again,
189 base * (100% base + 400% buff) = 945 damage (93% more damage)

..of course, we often replace the tank with an illusion troll (ill/cold or ill/rad); I don't even want to begin to show how much efficient our team becomes with that replacement.


So you're telling me that the 20% debuff is going to somehow make up for that loss of damage? You do realize when fighting +3 AV's (considering that everyone on my teams is +1 off-trial), that bruising is still only 50% more effective? Taking that and making it a 30% debuff, how do you plan on recovering the 60% damage.

Also keep in mind, bruising is a single target debuff - the tank actually has to hit every target to debuff them all and he has to hit them within every 10 seconds.

I am not sure how your 'high end' teams play, but my teams burn through mobs the second sleet/heat loss/other AoE -resistance debuffs are cast. No one is going to wait for the tank to go hit every target or even every boss to get the debuff on there. Hell, we kill the 4 patrons on the STF within about 2 minutes or less; Recluse takes about a minute - the 7 AV's on LRSF now take us about 2 minutes; all this without a tank - add a tank in, and our time inevitably drops by 10% or more.


So any scenario I can think of, a tank is _still a waste of a spot. We've done record breaking speed and MO runs without a tank on every 50 tf in the game and now the trails; every time I take a tank along, our efficiency drops, particularly on TF's where we have only 8 spots and team composition can really make quite a bit of a difference.

To address your point that the same can be said about any other AT in the game? Um, no.

If we don't have scrappers or brutes, our efficiency suffers
If we don't have fenders/corr's, our efficiency suffers
If we don't have illusion trolls, our efficiency suffers
If we don't have kins, our efficiency suffers, a lot

Hell, even a well built blaster is more useful than a tank - I know of some blasters who survive better than some tanks and of course, do crazy damage. The ONLY time I'd take a tank on a team is if we want a very laid back and easy run where no one really has to think too much; or, if I am leading an average'ish team.


(I apologize for the late reply btw, I don't visit the boards often)


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Originally Posted by slainsteel View Post

Hell, even a well built blaster is more useful than a tank - I know of some blasters who survive better than some tanks and of course, do crazy damage. The ONLY time I'd take a tank on a team is if we want a very laid back and easy run where no one really has to think too much; or, if I am leading an average'ish team.


Bull, plain and simple. Then again, if you're talking in the instances in which killing mobs makes you more survivable, maybe; but if you don't kill -everything- there is a pretty good chance a Blaster is planting. Not only is a Blaster being "more survivable" than a Tanker completely subjective, you'd also have to be blatantly ignoring hard data to even attempt to supplement that statement.

If your statement has even a spark of truth, the Tankers in question were doing something horrendously wrong, or the Blaster was playing completely to his strengths, whereas the Tanker was in a conflict in which he was weak. The job of a Tanker is simple--take, mitigate, or avoid damage while holding aggro, providing supplementary damage, and making sure you stay alive long enough to do your job.

Sure, you can take content that has been done to death and make a team optimized for damage, debuff, et al., but I guarantee you weren't doing it when the BAF and Lambda first surfaced.


 

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Originally Posted by GI Justice View Post
Bull, plain and simple. Then again, if you're talking in the instances in which killing mobs makes you more survivable, maybe; but if you don't kill -everything- there is a pretty good chance a Blaster is planting. Not only is a Blaster being "more survivable" than a Tanker completely subjective, you'd also have to be blatantly ignoring hard data to even attempt to supplement that statement.

If your statement has even a spark of truth, the Tankers in question were doing something horrendously wrong, or the Blaster was playing completely to his strengths, whereas the Tanker was in a conflict in which he was weak. The job of a Tanker is simple--take, mitigate, or avoid damage while holding aggro, providing supplementary damage, and making sure you stay alive long enough to do your job.

Sure, you can take content that has been done to death and make a team optimized for damage, debuff, et al., but I guarantee you weren't doing it when the BAF and Lambda first surfaced.
BAF and Lambda? Not the first day, I did take my stone tank.
That was also the last day I logged him on. It didn't take very long to realize that once you know how this works, you can 'optimize' the team.

Regarding a blaster - a good blaster can be really survivable. Get it a self heal, capped range defense, some resistances and he can survive enough to not really need a tank in the team. My own blaster (though I rarely play him), usually out-survives quite a few tanks (he doesn't even have any incarnate powers other than his Alpha).

Keep in mind, I don't run teams which don't have aggro management at all; our aggro management just comes at a lower cost to damage (via illusion trolls or brutes) and is used only when needed.

Pre-i20, we've run a 29m STF with no deaths; post i20, with so many barrier's flying around? Survivability is a joke. That brings the only real value in a team coming from buff/debuff/damage. I am not even assuming this discussion is considering Incarnate powers and still survivability is not a concern, how can it be post i20?


For the record, I always run speed teams - so we rarely kill everything; usually nothing other than what we need to for our objectives (even on MO runs).

Edit: I didn't state all or even many blasters can out-survive tanks. If you actually read through my post, I said 'some' blasters can out-survive 'some' tanks; which is of course completely subjective, but what's your point? I didn't list a blaster as an essential, just a well built one being more useful than a well built tank.


Virtue Speed Junkie
A Simplified Guide to Attack and Defense

 

Posted

Let's assume I take all of the numbers above as given. Let's further assume that I start with a team in which every single player on it can outdamage a comparable tanker by 93% as the calculations above imply, and lets further assume Bruising has zero benefit.

In a proportional sense, then, replacing one character with a tanker would be changing the damage output of the team from 8 * 945 = 7560 to 7 * 945 + 488 = 7103. That's a reduction in damage to 7103/7560 = 0.94, or 94% of the original. This assumes tanker aggro control has zero benefit, bruising has zero benefit, and everyone on the team outdamages the tanker by the same 93%.

Now, bruising is a single target effect not an AoE, but what would the effect of bruising be if the entire team was focused on a single target? The net result would be, usually, that the total damage of the team would increase by 20% of their normalized output before any other resistance debuffs are counted. Which means in that specific case, total damage becomes 7103 * 1.2 = 8523.6, which is higher than the original. This is true even if the team itself is packing resistance debuffs, unless all the targets are debuffed to the resistance floor of -300%. What percentage of the total number of targets the team is engaging simultaneously would bruising have to hit for the effect to break even? Its about 30% of them. In an AoE-heavy environment even that might be difficult, but the odds are that bruising would still manage to close that 94% gap sigificantly.

In any case, its unlikely any team of any strength, and ironically especially very strong ones, could detect the difference between a single tanker and a single scrapper in normal play. The difference would be less than ten percent, and probably 5% or less most of the time. And it is mathematically possible that the tanker could increase total team damage by more than a comparable scrapper in situations where the team is focused on less targets at one time, particularly in situations such as the LRSF and the STF archvillain fights.

That's the thing about -res debuffs that are dangerous to calculate around. +DMG only affects you (unless its a team-wide buff). But -RES affects the damage output of everyone that shoots at that target. That's why resistance debuffing defenders can have a much larger impact on total team performance than their own individual damage would suggest: in teams they are contributing their own damage plus a multiple of everyone else's damage. The same thing happens with bruising. 20% doesn't have to beat 93%, 20% is actually competing with 100%. Which is to say, if you are providing a resistance debuff that effectively contributes 20% of one player's damage per player, then in a team of more than five that debuff will equal the damage of any one player no matter how much damage they do. To put it another way, a defender that debuffed resistance of all targets by 20% is contributing by themselves 140% of the damage of a single player via that debuff in a team of eight even if they themselves do zero damage (7 x 20%).

For a tanker to reach the same total damage contribution of a scrapper that does about twice its damage, all bruising needs to do is, factored across all the other players on the team, end up contributing half the damage of one player. Which is what happens when it affects about one third the targets the rest of the team is attacking at that instant of time.

On average the scrapper might still end up contributing more damage than the tanker, but the difference is small enough that anyone discriminating between the two would be doing so for purely antagonistic purposes and not objective performance ones in my opinion. Even if you consider the numbers above to be the best case against tankers, that best case is not strong.


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Originally Posted by Arcanaville View Post
Let's assume I take all of the numbers above as given. Let's further assume that I start with a team in which every single player on it can outdamage a comparable tanker by 93% as the calculations above imply, and lets further assume Bruising has zero benefit.

In a proportional sense, then, replacing one character with a tanker would be changing the damage output of the team from 8 * 945 = 7560 to 7 * 945 + 488 = 7103. That's a reduction in damage to 7103/7560 = 0.94, or 94% of the original. This assumes tanker aggro control has zero benefit, bruising has zero benefit, and everyone on the team outdamages the tanker by the same 93%.

Now, bruising is a single target effect not an AoE, but what would the effect of bruising be if the entire team was focused on a single target? The net result would be, usually, that the total damage of the team would increase by 20% of their normalized output before any other resistance debuffs are counted. Which means in that specific case, total damage becomes 7103 * 1.2 = 8523.6, which is higher than the original. This is true even if the team itself is packing resistance debuffs, unless all the targets are debuffed to the resistance floor of -300%. What percentage of the total number of targets the team is engaging simultaneously would bruising have to hit for the effect to break even? Its about 30% of them. In an AoE-heavy environment even that might be difficult, but the odds are that bruising would still manage to close that 94% gap sigificantly.
So I kinda understand the merits of resistance debuffs; which is why my teams usually run with approximately 150-250% or more in resistance debuffs (several colds, sonics, /sonics preferably). Our AV fights are with capped damage and typically a 30-80% final -resist on the AV (with reactive and other miscallaneous debuffs from non-debuff toons - > -50% typically on trials).

Quote:
Originally Posted by Arcanaville View Post
In any case, its unlikely any team of any strength, and ironically especially very strong ones, could detect the difference between a single tanker and a single scrapper in normal play. The difference would be less than ten percent, and probably 5% or less most of the time. And it is mathematically possible that the tanker could increase total team damage by more than a comparable scrapper in situations where the team is focused on less targets at one time, particularly in situations such as the LRSF and the STF archvillain fights.

That's the thing about -res debuffs that are dangerous to calculate around. +DMG only affects you (unless its a team-wide buff). But -RES affects the damage output of everyone that shoots at that target. That's why resistance debuffing defenders can have a much larger impact on total team performance than their own individual damage would suggest: in teams they are contributing their own damage plus a multiple of everyone else's damage. The same thing happens with bruising. 20% doesn't have to beat 93%, 20% is actually competing with 100%. Which is to say, if you are providing a resistance debuff that effectively contributes 20% of one player's damage per player, then in a team of more than five that debuff will equal the damage of any one player no matter how much damage they do. To put it another way, a defender that debuffed resistance of all targets by 20% is contributing by themselves 140% of the damage of a single player via that debuff in a team of eight even if they themselves do zero damage (7 x 20%).

For a tanker to reach the same total damage contribution of a scrapper that does about twice its damage, all bruising needs to do is, factored across all the other players on the team, end up contributing half the damage of one player. Which is what happens when it affects about one third the targets the rest of the team is attacking at that instant of time.

On average the scrapper might still end up contributing more damage than the tanker, but the difference is small enough that anyone discriminating between the two would be doing so for purely antagonistic purposes and not objective performance ones in my opinion. Even if you consider the numbers above to be the best case against tankers, that best case is not strong.

You are assuming that AV's are really some sort of a slowdown for our teams.

Let's take a few examples,
STF:
1st mish: AV1, 5-20s (since most people are still at parts when he spawns)
2nd mish: each AV, ~10s (we pull them together and pound on all of them)
3rd mish: Tree AV, 10-20s
4th mish: 4 AV's, ~10s each, Aeon, 10-15s
5th mish: 4 Patrons, 20-30s each (a collective time of 1-2 minutes), Recluse 30s'ish


That's a collective time on AV's at maximum of 285s; assuming bruising, that's an additional 2.6-3.0% -resistance debuff; saving us what, 8 seconds?

Most of the time, the entire team does not even get there from their individual tasks before the AV's are dead. So that kinda throws all those calculations straight out the window.

So the same argument can be used for damage right? Since -resist (unless unresistable - which is very rare) might as well be the same as +dmg. But straight up damage dealers are much more useful in finishing off TF's fast and efficiently, and this is why,

ITF: Shadow Cysts, Generals, last ~200'ish traitors
STF: Vines, Chiefs
Lambda: Temps
LGTF: Hostages
Apex: Champions, WarWorks

In all these cases, these are the bottlenecks, where a tank helps very little. With good buffs, even a blaster (assuming a survivable build - for example, my blaster can solo cyst and generals) accomplishes these objectives faster than a tank does.

I am speaking out of experience; I typically run between 2-8 speed TF's a day (except for days when I don't log on) and have been for 5 months or so. I am also obsessive about team makeup, so this is data I've gathered over hundreds of runs. I *have* tanks, why wouldn't I play them? They've all got billions of inf builds on them and frankly, are the easiest toons to play. They just "don't" help the team enough as any of my other toons.


We've run our Speed STF's with the exact same team twice minus changing out a debuffer or scrapper for a tank, and lost time - enough to be not just chance (a 31m team ended up taking 36m with approximately similar amounts of chiefs).

We also attempted many record breaking runs on some of the hardest TF's - whenever we take along a tank, we don't even come close to our old records, let alone beat them.


Your math and arguments work for teams that 'need' to focus fire and actually take some time to kill off hard enemies, ours don't. So efficiency for our teams becomes often a function of what they can do on their own more than their 'small' contribution to the team. On non-optimized teams, bruising might even really be a contribution, but on teams super heavy on debuffs and buffs, it barely makes a dent at the cost of having a toon that contributes less in many other aspects.

Edit: Antagonistic, nice euphemism


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Posted

Just for the record, I don't believe that tanks are useless AT's or even one of the least useful. There always are emp fenders, masterminds, dominators, which really are much more of a waste of a spot for 'cherry picked' TF teams. In fact, a majority of the blasters on the server fall into that category (since there really are SUCH few well made and well played blasters).


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Posted

Quote:
Originally Posted by slainsteel View Post
this is data I've gathered over hundreds of runs.
Fair enough. May I perform my own analysis of that data to confirm your results?


Quote:
Your math and arguments work for teams that 'need' to focus fire and actually take some time to kill off hard enemies, ours don't.
Actually, I'm using your math and arguments, not mine. You're using math to attempt to demonstrate why a tanker would be hopelessly outmatched damage-wise by a scrapper, and I'm using nothing but your numbers and your own logical methodology for comparing the two to demonstrate that even by your own reckoning, tankers are not outperformed by the margins you claimed. By your own numbers, its impossible to witness a 10% reduction in offensive kill speed when by your own numbers the tanker is reducing team damage by at most 7% and most likely less than 5%.

My own logical argument would be: in the speed runs you're talking about, its *less* likely the tanker's offensive underperformance would be noticable because its precisely in those teams that offensive firepower tends to generate overkill which supersaturates the foes - in other words more and more damage is landing more deader and deader things.

At some point, even if the team breaks up and begins aggressive leapfrogging, the offensive firepower of a fast steamroller team becomes limited by the rate of movement between spawns, which starts to become a significant percentage of the total time of the run because it cannot be compressed as much as kill speed can. Kill speed can be compressed almost to zero in extremely ludicrous offensive teams. Movement rate cannot be so compressed to nearly the same degree, because most reasonably strong teams cannot move much faster than the unsuppressed run cap, and they tend to hit that much more quickly than they hit the offensive kill speed limit.


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Posted

Quote:
Originally Posted by Arcanaville View Post
Fair enough. May I perform my own analysis of that data to confirm your results?


Actually, I'm using your math and arguments, not mine. You're using math to attempt to demonstrate why a tanker would be hopelessly outmatched damage-wise by a scrapper, and I'm using nothing but your numbers and your own logical methodology for comparing the two to demonstrate that even by your own reckoning, tankers are not outperformed by the margins you claimed. By your own numbers, its impossible to witness a 10% reduction in offensive kill speed when by your own numbers the tanker is reducing team damage by at most 7% and most likely less than 5%.

My own logical argument would be: in the speed runs you're talking about, its *less* likely the tanker's offensive underperformance would be noticable because its precisely in those teams that offensive firepower tends to generate overkill which supersaturates the foes - in other words more and more damage is landing more deader and deader things.

At some point, even if the team breaks up and begins aggressive leapfrogging, the offensive firepower of a fast steamroller team becomes limited by the rate of movement between spawns, which starts to become a significant percentage of the total time of the run because it cannot be compressed as much as kill speed can. Kill speed can be compressed almost to zero in extremely ludicrous offensive teams. Movement rate cannot be so compressed to nearly the same degree, because most reasonably strong teams cannot move much faster than the unsuppressed run cap, and they tend to hit that much more quickly than they hit the offensive kill speed limit.
True, in fact, zoning and out of mission travel are our major time sinks.
So with teams that have a near 0 time for killing things, it is imperative that the bottlenecks not introduce a slowdown.

It simply comes down to this; a scrapper can take down a cyst in let's say 10 hits, a tank would take 20 - that's about a 20-30 second slowdown, depending on animation time and lag. Now the generals, then the traitors; that time adds up to 1-2 minutes, which *is* 10% extra time on a speed ITF.


Additionally, you have to account for tanks being built for defense, quite a few existing tanks need to sacrifice on damage in their builds, so the case I am talking about is probably an underestimation in the sacrifice in damage. A lot of really well built tanks do not have the slots to put procs in every attack. That is just how people build their tanks, particularly the good ones.


That being said, if a Fire/SS tank decides to come along on an ITF, I am usually not bothered, particularly if they've built themselves for damage, since the discrepancy in damage is much lower. Now if you instead take a Stone tank, you might as well run with 7.


Do consider one more thing; even on ST damage, we don't usually replace a tank with a scrapper, we replace him with a debuffer. Ideally we go with 3 DPS'ers, 1 kin, 4 debuffers. If a tank is replacing the DPS'er (particularly if it's a lower damage brute versus a high damage tank), the impact is lower, but if you're replacing one of the debuffers or the kin with the tank, your team will experience a much more measurable impact.


Lastly, looking at all the factors, *why* would I want to bring a tank on a high end team? We definitely don't need one on our teams. At best, it won't be a noticeable negative impact.

I have yet to see a reason to actually bring a tank on a team which has no issues with survivability (particularly post i20); which is the basic logic behind my original statement, "I still wouldn't take a tank on my teams".


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Posted

Quote:
Originally Posted by slainsteel View Post
It looks like that you and I play the game at very different levels.
Patronizing much? You're making my argument for me, which is that in the so-called high-end teams you run, the only time that the offensive contribution of one Scrapper/Brute/Blaster even arguably matters is against AVs/GMs.

The point is not that the Tanker has the overall damage potential of a Scrapper. The point is that in the situations you describe, the Tanker's disadvantage against trash mobs would be unnoticeable, and the Tanker's resistance debuff is arguably a net advantage against non-trash mobs.

You can't have it both ways. You can't put on your my-teams-are-so-much-more-uber-than-you've-ever-seen hat, while at the same time twirling your one-team-member's-offense-matters-oh-so-very-much mustache. All I'm saying is that if your standard is an Illusion/Rad Controller in super-duper-stacking-debuff team, then just about any individual build is gonna pale by comparison. It was just odd to me that you would single out Tankers, which are perhaps the singular melee AT most well-suited to complement otherwise squishy-heavy teams.

Arcanaville said it better than I have, though, so let me recap:

Quote:
Originally Posted by Arcanaville View Post
In any case, its unlikely any team of any strength, and ironically especially very strong ones, could detect the difference between a single tanker and a single scrapper in normal play. The difference would be less than ten percent, and probably 5% or less most of the time. And it is mathematically possible that the tanker could increase total team damage by more than a comparable scrapper in situations where the team is focused on less targets at one time, particularly in situations such as the LRSF and the STF archvillain fights.
Quote:
Originally Posted by Arcanaville View Post
My own logical argument would be: in the speed runs you're talking about, its *less* likely the tanker's offensive underperformance would be noticable because its precisely in those teams that offensive firepower tends to generate overkill which supersaturates the foes - in other words more and more damage is landing more deader and deader things.


Quote:
Originally Posted by Iggy_Kamakaze View Post
Nice build