Weak in the Knees: Mastermind debuffs (draft)
This is a draft of my look at mastermind debuffs. I have four tables I'd like to include, but I can't figure out how to format them to get them to work here. The tables are just tabbed tables done in MS Word. The tabs just disappear if I paste them in, and using spaces makes the formatting uneven.
I'm interested in feedback about the overall content, formatting, and conclusions.
Thanks!
Just to point out your logic in /Traps...
Yes, Poison Trap is very powerful. There is no denying that. However, depending upon the situation -- be it solo or teamed -- I find Caltrops to be more and more useful as I go along. The thing with Traps, is that you have to think of yourself as a Foward Base. In all aspects, you are a forward base, be it for your teams or for your pets. That doe snot mean that you are weak unless you set up. Caltrops exists for a reason, a very, very good reason: the fear component. People overlook this, especially with Provoke being thrown into the equation. The mitigation is staggering, especially on enemies seeking to close the melee gap.
EDIT: That aside, this is a very, very good start.
What is surprising here is that these two sets offer somewhat mediocre debuffs. Most (though not all) debuffs in these two sets require a hit check and the overall numbers are not outstanding.
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Furthermore, with anything less than a Recharge Intensive Build, you're going to spend most of your time with various powers recharging and unavailable to you simply because of the minute long recharges on a lot of powers. Once you've "shot your wad" of debuffing powers at a group, there's often "nothing left to do" using Trick Arrow beyond spamming Entangling Arrow while waiting for your debuffs to recharge ... and even Entangling Arrow has a recharge time (unenhanced) which can lead to long pauses (ie. multiple seconds) between uses in which you've really got nothing else to do (with Trick Arrow).
Ice Arrow is pretty much "garbage" until you get it 6-slotted ... at which point its performance level is "passable" but nothing to get excited about. The animation is *unnecessarily long* (as are so many other Trick Arrow animations), as is the recharge, compounded with a pathetically short duration (which is almost useless, unenhanced).
Maybe try posting the tables in Google Docs? You can post a publicly available read-only document.
Anyway, great post. I'm looking forward to seeing the tables, I suspect they'll show what I've suspected all along really -- but with tables
I'm essentially a MasterMind-only player, and I've played most of the possible combinations over the years since Villains came out... my experience is that the only solid secondaries for MM's are /Traps and /Dark -- both for exactly the same reasons -- they offer survivability if done "correctly".
/Traps when combined with Thugs or Robots can softcap the pets, and get the MM himself most of the way too. Both of those work extremely well, Bots/Traps is legendary.
/Dark offers the same thing from a different direction, -ToHit. You barely have to lift a finger to get the enemies -ToHit down to almost nothing with when the Dark Servant is up. The nice thing about Dark is that it doesn't require a certain primary to work great.
But the rest vary from terrible (/Poison) to so-so. People using the above two should have a great time with their MM's and should eventually be able to handle the Incarnate content as well as most other archetypes, but the rest are going to suffer.
Don't forget that against AV's purple triangles of doom render debuffs almost worthless while they are up!
Well, here are the tables, sort of. I think they are at least readable so folks can see the content. The forum editor apparently removes any "extra" spaces so I had to place dots to space them out. I'm still working on how best to make this information available within the guide.
(Tables actually placed in the guide, though the formatting problem remains.)
I've made a number of changes to the guide and incorporated feedback provided by Bookeeper_Jay, Redlynne, and Lewisite.
I also added a discussion of the categories of debuffs (mitigation, offensive, and control-like) because I think that helps explain some of Trick Arrow's problems and why Traps doesn't have the same problems.
More feedback please!
I believe that Seeker Drones in Traps is -5% tohit debuff and -20% Damage per drone, and it generates 2, so at least the Maximum table values for that should be doubled. Their duration is 40 seconds, so I don't recall if you can make them perma with 100% recharge though.
One question, is the 100% recharge you mention total, including that slotted into the power, or global on top of assuming the power is ED capped for recharge?
I believe that Seeker Drones in Traps is -5% tohit debuff and -20% Damage per drone, and it generates 2, so at least the Maximum table values for that should be doubled. Their duration is 40 seconds, so I don't recall if you can make them perma with 100% recharge though.
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It's total recharge from any source or combination thereof. It can be from Hasten, recharge enhancements slotted in the power, global recharge bonuses, and/or Spiritual in the Alpha slot. It's just a 100% total, not a global recharge of 100%. I meant it to be an attainable level of recharge so that the tables would be more reasonable.
Storm does not have a regeneration debuff, its resistance and defense debuffs should be double, since at 100% recharge you can stack Freezing Rain (usually, the pet despawn bug may get you).
Why Blasters? Empathy Sucks.
So, you want to be Mental?
What the hell? Let's buff defenders.
Tactics are for those who do not have a big enough hammer. Wisdom is knowing how big your hammer is.
Storm does not have a regeneration debuff, its resistance and defense debuffs should be double, since at 100% recharge you can stack Freezing Rain (usually, the pet despawn bug may get you).
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(I ended up not including the run speed debuffs in the tables for the guide, but if folks want them included, I can easily add them back in.)
Regarding the Freezing Rain recharge: Freezing Rain has a recharge (unenhanced) of 60 seconds. With 100% recharge, Freezing Rain will recharge in 30 seconds. The duration of the power is (supposed) to be 30 seconds, which would mean no stacking. Recharge above 100% would allow stacking, however. Well, given animation times and Arcanatime, the recharge would have to be a bit more in order to achieve stacking.
A couple of issues, though. It's not clear to me if a critter enters the area of effect after 10 seconds have passed if it will be hit with a full 30 second debuff, or if the debuff will last only another 20 seconds. If any critter that wanders into the AoE will receive the full duration no matter when they enter (up to 15 seconds after the power drops, due to the pseudo pet), then some stacking would sometimes occur.
You hint at another issue, however. The pseudo pet that actually spawns the debuff lasts 15 seconds. I believe that Freezing Rain (and Sleet from Cold Domination) are currently bugged so that the debuff disappears when the pseudo pet does rather than lasting the whole 30. I don't know if that is still the case, but in any event the debuff is intended to last 30 seconds, so that's what I used in the table.
Okay, updated version of the guide uploaded again. Let me know what you think about the data and conclusions, but also the organization and formatting. (I know the tables are still a problem.)
I think I want to somehow merge sections 2 and 4, but I don't know how to do it. Any thoughts?
Looking at those tables you've made ... it's amazing, but ... Trick Arrow is even weaker compared to Dark than I'd thought it was.
Here's an interesting point to add to your Max Debuffing chart ... the number of powers that need to be combined in order to reach that level of Max Debuff. Basically, how "complex" (and balkanized) are the debuffing powers in each of the powersets.
Dark basically blows Trick Arrow out of the water for pretty much everything except Defense Debuffing (which, because of how the game plays, is one of the most worthless debuffs available since EVERYONE slots for "sufficient" accuracy by default). And amazingly enough, Dark gets healing powers and other powers that make the secondary even more useful than Trick Arrow ... while Trick Arrow gets stuck with "also ran" status in just about every single category and by just about every single measure.
Looking at those tables you've made ... it's amazing, but ... Trick Arrow is even weaker compared to Dark than I'd thought it was.
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Here's an interesting point to add to your Max Debuffing chart ... the number of powers that need to be combined in order to reach that level of Max Debuff. Basically, how "complex" (and balkanized) are the debuffing powers in each of the powersets.
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Poison: 4
Dark: 6
Storm: 4
Traps: 5
Trick Arrow: 9
But keep in mind a couple of things. I don't think anyone uses EMP Arrow for the debuff. They would be unwise to do so.
Secondly, many of the powers have multiple effects. People are gonna spam Twilight Grasp for the heal, and use Hurricane for the repel. I think many players don't even know those powers have debuffs. Dark and Storm, in particular, have debuffs in powers that you want to use and the debuff is just gravy. You would use 4 of Dark's 6 debuffing powers and 3 of Storm's 4 debuffing powers even if the debuffs were removed. Poison, Trick Arrow, and to a lesser extent Traps have a number of powers that do little except debuff. Not one of Poison's debuffing powers would be worth using if the debuff were removed. This also adds somewhat to the complexity of debuffing.
Whats really surprising is just how evil /Dark's -ToHit is, but it does explain things I've noticed. I made a Necro/Dark awhile ago because I wanted to play with undead basically, I never considered it to be anything like a primary character.
/But He Kicked Butt/
I was thinking with little in the way of defense or resistances I'd suffer on the big spawns, but nope, he owns them pretty hard. Looking at the 60 -ToHit makes me think even incarnate content should be fairly survivable. I'm not 100% sure of how the relationship between ToHit and Defense works... but if they are essentially similar thats pretty powerful stuff. Word on the street 60 Defense is the new softcap for Incarnate content, anyone know how the mechanic for -ToHit works? Because if, say, +5 Defense and -5 ToHit are equivalent that actually shows /Dark to be stronger than most people think it is.
Neat to get some tables -- great work! It also exposes a lot of the secondaries for the poor performers they are, something this forum needed badly. Thats why you rarely see Trick Arrow and Poison MM's, except for the stubborn players
One small thing to note is that Trick Arrow's -tohit is unresistable. Doesn't mean much for most enemies, but once you're hitting AVs that helps make it competitive with Dark in that area (though Dark can still edge ahead if memory serves). Course Dark still brings a hefty amount of -damage which isn't resisted in the same way, so it's usually still better for mitigation in that scenario (not to mention the heavy aoe heal).
Also not sure if the chart is taking into account TG's self-stacking? It's not difficult to get 2-3 stacks of its debuffs on a single target, and once you're making +recharge builds you can get a few more. Unsure if there's a limit to how many times it can stack, but it definitely stacks from the same source (or did last time I tested it anyway).
And yeah, Dark's popularity is not without good cause. It's a bit of a monster for debuffing, and that's on top of aoe controls and a strong aoe heal. It always amuses me to think of how it was once (arguably justifiably) viewed as one of the weakest buff/debuff sets in the game.
I think an important point is to qualitatively define some of the factors you don't go on to discuss later in you're tables.
As an example you mention Dark is capable of some damage. Well theres Howling Twilight, which does piddly damage and is the only source of damage in the entire set. The DPS on it is magnificently low, and the upfront damage is equally as low. While yes it is a portion of the power, it is by no means it's primary purpose.
Likewise I don't recall the last time I used it as a Rez intentionally. Other than moving closer to a corpse because I was about to fire it as a debuff anyway. Perhaps rank a powers properties in terms of generally accepted useage, and perhaps in different circumstances... wow this is actually turning into a big ask!
i.e HT would be (for me);
Vs AVs...Debuff(regen), Rez, Debuff(recharge/move), Control(stun), Damage
Solo mobs...Control(stun), Debuff(move/recharge), Debuff(regen), Damage, Rez
Group mobs...Control(stun), Rez, Debuff(move/recharge), Debuff(regen), Damage
Also, while people have mentioned commenting on the number of powers required to 'match' debuff of the more popular sets, it may be worth noting the number of powers considered 'skippable' in a set while still maintaining debuff viability.... I.E Black-Hole and Petrifying Gaze and Shadow Fall are skippable if debuff is you're only goal.
Of course I would never recomend skipping Shadow Fall, and personally I have petrifying Gaze, even if i rarely use it, but i do recognise it as a passable/situaitonal only deal.
What I would ideally love to see would be a comparison including the powersets you skipped. FF is a non-issue, offering only control and 'damage', however comparing Fire/Pain to poison would be very interesting.
Well, for the total max debuffs, you need to use all the debuffing powers in each set.
Poison: 4 Dark: 6 Storm: 4 Traps: 5 Trick Arrow: 9 |
Trick Arrow has to combine 2 powers (Acid Arrow and Resonating) in order to apply its Max Resistance Debuff. How many powers (combined) does it take for the other powersets to reach their Max Resistance Debuff? How about for their Max Defense Debuff? Max Regeneration Debuff? Max Damage Debuff? ... and so on ...
What's really sad is looking at how many powers Trick Arrow needs to combine in order to reach Max Slow Debuff ... and then realizing that the specific powers in question would almost never be combined together for this explicit purpose.
What do you consider better, Trick Arrow or Poison?
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TA Has almost entirely AoE (commonly Autohit) debuffs. Debuffing a single enemy on an x8 team will mean just about close to nothing unless that enemy is an EB/AV. Not to mention flash arrow used as crowd control, it's incredibly effective on teams that like to blunder into rooms with multiple levels.
"Fascinating. I'm not bored at all, I swear." -Kikuchiyo
In general? Depends. Despite the long recharge, Oil Slick Arrow is a very nice power available late game. Poison gets no equivalent game changer. On the other hand, in two sets that can struggle to provide enough mitigation to keep pets well alive, Poison's Alkaloid is of real value.
In Luminara's hands? Trick Arrow, for sure.
I think they both compare poorly to the other sets overall, though. How do you see the sets? Let me know. I need more information to shape the guide.
Sorry for the lack of responses to the great feedback rolling in today from Lewisite, Biowraith, Mega_Jamie and Redlynne. I'm finishing up my grading. I will get to it this weekend, I promise.
I don't know who you're talking to, but, Solo/Duo Poison (also because its heals actually mean something there) by a good margin, otherwise TA.
TA Has almost entirely AoE (commonly Autohit) debuffs. Debuffing a single enemy on an x8 team will mean just about close to nothing unless that enemy is an EB/AV. Not to mention flash arrow used as crowd control, it's incredibly effective on teams that like to blunder into rooms with multiple levels. |
One small thing to note is that Trick Arrow's -tohit is unresistable.
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Do folks know of other powers that have unresistable debuffs? Often things like -fly or -kb (which probably isn't considered a debuff by most) are unresistable, but what about more traditional debuffs?
Yes, any debuffs that can be stacked are stacked twice in the tables. Players will of course manage their powers in ways different than noted in the tables (like spamming a needed debuff and not using others), but this is an attempt to get a general sense of debuffing across sets.
I think an important point is to qualitatively define some of the factors you don't go on to discuss later in you're tables.
As an example you mention Dark is capable of some damage. Well theres Howling Twilight, which does piddly damage and is the only source of damage in the entire set. The DPS on it is magnificently low, and the upfront damage is equally as low. While yes it is a portion of the power, it is by no means it's primary purpose. |
Likewise I don't recall the last time I used it as a Rez intentionally. Other than moving closer to a corpse because I was about to fire it as a debuff anyway. Perhaps rank a powers properties in terms of generally accepted useage, and perhaps in different circumstances... wow this is actually turning into a big ask!
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What I would ideally love to see would be a comparison including the powersets you skipped. FF is a non-issue, offering only control and 'damage', however comparing Fire/Pain to poison would be very interesting.
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I'm working on a new version of the guide that incorporates everyone's newest discussion. I also plan to make some organizational changes within the guide.
That's not what I meant. What I meant for stacking of max debuffs was, how many powers do you have to combine onto a target in order to get that max debuff value for each individual type of debuff?
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Other sets use relatively little stacking to reach their maximums. Traps stacks recharge debuffs, but the other debuffs come without stacking different powers. (Though stacking the same power is another matter. Traps users really do benefit from high recharge builds precisely because many of the debuffs are spawned by pets.)
I'd actually say the problem for Trick Arrow is not the necessity of stacking different powers to get the better debuffs, but rather two different things. First, Trick Arrow has relatively few powers that use a pseudo pet or pet to spawn the debuff--this severely limits the within-power stacking possibilities. Disruption Arrow and Glue Arrow are the only two that are really self-stackable. Second, Trick Arrow has relatively low debuffs to begin with. Even stacked, the numbers just don't stand out much.
Does Trick Arrow have anything going for it? It's got a fair number of AoE and autohit debuffs, as Katten mentioned.
Weak in the Knees
A Comparative Analysis of Mastermind Debuffing Secondary Powersets
Part 1: Overview
Masterminds are a powerful class, combining unique pet-oriented damage primary powersets with more traditional support-oriented secondary powersets. These support-oriented powers are shared with other player archetypes: defenders, controllers, and corruptors. These secondary powersets can provide support to a team in a number of ways. Support-oriented powersets can buff by shielding, healing, or otherwise improving teammates abilities; protect by using control powers such as holds and stuns; provide another source of damage to help defeat a foe; and debuff enemies, making them more vulnerable and less dangerous.
Debuffs can be categorized in three ways. First are offensive debuffs, which make it easier for you to defeat enemies. These include defense, resistance, and regeneration debuffs. These allow you to hit opponents more easily, do more damage when you do hit, or prevent enemies from healing as quickly. Second are mitigating debuffs, which help survivability by making it harder for enemies to defeat you. These include to hit, damage, recharge, and recovery debuffs. These improve survivability by making it harder for enemies to hit you, or reducing enemy damage output, reducing enemies attack speed, or decreasing attacks when enemies have to wait to recover endurance. Finally there are control-like debuffs which include speed debuffs, perception debuffs, and powers that make it so opponents cant fly or jump. These debuffs help you control the shape of the battlefield, though not to the extent of actual controls.
This analysis was prompted by my interest in Poison as a mastermind secondary and my concern that Poison may not hold up well when compared to other support sets. Poison has been called the premier single target debuffing set. Others have questioned this, pointing out that other sets (Radiation Emission being the gold standard) debuff with numbers equal to Poison but affect multiple foes at once, making those sets more powerful overall.
I decided to look more closely at mastermind support sets and their debuffing aspects in order to get a better picture of how well they compare to one another. I did not include support sets that masterminds do not currently have access to. This analysis will look most closely at five sets in particular. Force Fields offers no significant debuffs. Thermal Radiation and Pain Domination offer debuffs that can be quite powerful, but are less likely to be utilized routinely and more likely to be saved for EB, AV, Hero, and GM fights due to long recharges on the powers.
Part 2: The Powersets
Poison is a powerset that offers debuffs, single target buffs (heal, resurrection, mezz protection) for team support, and controls (though one of the controls is unwieldy and often ineffective). Poison is unique to the mastermind archetype at present.
Poison has four debuffing powers: Envenom, Weaken, Neurotoxic Breath, and Noxious Gas. The first three can be made perma with 100% recharge. The only stacking aspect of these four powers is the Regeneration debuff found in Envenom. Two of Poisons debuffing powers are pure debuffsthey dont provide damage, buffs, or controls. Neurotoxic Breath has a chance to provide a brief minion hold, and Noxious Gas has a chance to provide a powerful hold. Both of these chances to hold can provide some minor mitigation, but are largely flavor. The main effect of both powers are the debuffs. Noxious Gas is unusual in that the defense debuff and to hit debuff aspects of the power cannot be improved by the use of enhancements.
Poison offers significant debuffs to each major category, plus debuffs special. Weaken offers a significant debuff to affected foes mezzes and secondary effects, such as buffs and debuffs. This is unique among mastermind debuffs, and is shared only with Cold Dominations Benumb. Weakens special debuff is an example of a debuff that transcends the scheme I described earlier, as it can be thought of as both an offensive and a mitigation debuff.
Only the regeneration debuff from Envenom is stackable in Poison. Otherwise, additional applications of the power only extends the duration.
Dark Miasma is a diverse powerset that offers debuffs, controls, buffs, and damage. Dark Miasma is interesting partly because many of its powers are double-barreled or more, offering a number of different effects at once. For example, Twilight Grasp is both an AoE heal and a debuff which has been recently improved for masterminds by significantly increasing the heals radius. Howling Twilight is the height of this kind of grouping of effects, offering a buff (resurrection), debuff, damage, and control all at once.
Dark Miasma has five debuffing powers, plus an additional four debuffing powers in the pet, Dark Servant. The five debuffs outside of Dark Servant are: Twilight Grasp, Tar Patch, Darkest Night, Howling Twilight, and Fearsome Stare. The debuffs provided by Dark Servant are Chill of the Night, Twilight Grasp, Darkest Night, and Tenebrous Tentacles. The majority of Dark Miasmas debuffs are paired with powers that provide other benefits as noted above. The Dark Servant provides a more powerful version of the heal and some damage in addition to its debuffs. Only Darkest Night and Tar Patch are pure debuffs.
Dark Miasma offers significant debuffs to resistance, to hit, damage, recharge, regeneration and run speed, with only defense debuffs missing.
All of Dark Miasmas debuffs will stack, meaning additional applications of the power will increase the debuff. For many of Dark Miasmas powers, this is possible because the debuffs are actually provided by a pseudo pet summoned by the power. In addition, the Dark Servants debuffs will stack with the masterminds debuffs. While Darkest Night cant stack in the traditional sense as it is a toggle, both the masterminds and Dark Servants DN will stack with each other.
Storm Summoning has four debuffing powers: Snowstorm, Freezing Rain, Hurricane, and Tornado. Only Snowstorm is a pure debuff power. Freezing Rain and Tornado provide controls and damage, while Hurricane provides control. Storm Summoning provides significant debuffs to defense, resistance, to hit, recharge, regeneration, and run speed. The only significant missing debuff is damage.
Snowstorm and Hurricane arent stackable debuffs as they are toggles (though they would stack with a teammates Snowstorm and Hurricane), but both Freezing Rain and Tornado are stackable as both summon pseudo pets to apply the debuffs.
Traps has five debuffing powers: Web Grenade, Caltrops, Acid Mortar, Poison Trap, and Seeker Drones. The powers provide controls and damage, though in the case of Acid Mortar, the damage is quite low. The presence of damage in Acid Mortar does provide the opportunity to use procs from IO sets, however. The set provides significant debuffs to defense, resistance, damage, recharge, regeneration, and run speed, with minor to hit debuffs.
All of Traps debuffs are stackable except Web Grenade, as all are applied by pseudo pets.
All nine of Trick Arrows powers have debuffs: Entangling Arrow, Flash Arrow, Glue Arrow, Ice Arrow, Poison Gas Arrow, Acid Arrow, Disruption Arrow, Oil Slick Arrow, and EMP Arrow. Flash Arrow and Glue Arrow are pure debuff powers, while the rest provide controls and/or damage (quite significant damage in the case of Oil Slick Arrow). Overall, the set provides significant debuffs to defense, resistance, damage, recharge, and run speed, with minor to hit debuffs and a powerful but rarely available regeneration debuff.
Trick Arrows debuffs from Entangling Arrow, Flash Arrow, and Acid Arrow are not stackable. As a practical matter, Oil Slick Arrow and EMP Arrow are not stackable either, due to the long recharges. Glue Arrow, Ice Arrow, and Disruption Arrow are stackable. I cant determine if PGAs debuff is applied by a pseudo pet and is stackable. If someone would like to do the testing, Ill be glad to add that information to this analysis.
Part 3: The Numbers
The tables listed below provide a side by side look at the aggregate debuffs offered by the five mastermind secondaries that provide a wide range of debuffs. The tables do not include all of the different kinds of debuffs. In particular, perception, recovery, run speed, fly and jump debuffs do not appear. In addition, the special debuff of Weaken is not listed as it is a unique effect.
The tables indicate the base debuffs available without enhancement. The debuffs listed with an asterisk next to them are typically improvable via enhancements. These improvable debuffs are defense and to hit debuffs. The only power where these debuffs cannot be enhanced is Poisons Noxious Gas.
The tables assume a reasonable amount of recharge via enhancements, Hasten, and/or global recharge bonuses. Ive somewhat arbitrarily set this amount of recharge at 100%. This number ignores animation times and Arcanatime, however, so the amount of recharge needed would actually be slightly higher in some cases.
For those debuffs from a power that will stack with multiple applications of that power, Ive capped the number of stacks at two. This seems reasonable as the mastermind will be applying all the available debuffs but also managing pets and providing buffs and controls.
A note regarding Dark Miasma: Because the mastermind has little control over how Dark Servant uses its powers, only Chill of the Night (a 10 radius auto debuff centered on Dark Servant) is used in the calculations. This does mean that Dark Miasmas total debuffing is underestimated once Dark Servant is available. Dark Servant is just short of being perma with 100% recharge. For this analysis, Ive counted it as perma.
A note regarding Poison: I had difficulty obtaining the actual debuff numbers on Noxious Gas. The real numbers available in game do not match the numbers provided by Poison Pill in his guide to Thugs/Poison, and Red Tomaxs database includes only a series of multipliers that I do not know how to apply to the various levels of pets. Because Noxious Gas scales to the pet, I believe the numbers provided in real numbers are not accurate and so I have chosen to use Poison Pills numbers instead. The numbers used for calculations in the table are for the tier two pet. The debuffs would be somewhat stronger on the tier three pet, somewhat weaker on the tier one pet. If anyone has something more definitive, please let me know.
The first table provides a look at the debuffs that can be made perma on a single target (always on a foe without gaps in debuffing). These debuffs can be single target or AoE debuffs, but here we are looking at the impact on a single target.
The second table lists the maximum debuffs that can be applied to a single target. Its important to remember that the amount of time that these debuffs will be applied varies greatly. In some cases, these debuffs can be made perma with additional recharge, in other cases the downtime is fairly significant.
The third and fourth tables list the AoE debuffs that a mastermind can apply permanently and then at the maximum. These two tables in essence remove the single target debuffs and allow us to look at how everything other than the primary target in a spawn will be affected. For this reason, we can think of tables three and four as the splash effects of our debuffs.
For all the tables, the first three debuffs listed are offensive debuffs (defense, resistance, and regeneration) and the last three debuffs listed are mitigation debuffs (to hit, damage, and recharge).
Table 1: Perma debuffs at 100% recharge
..............Poison......Dark.......Storm.....Tra ps......TA
Defense*......22.50.......--.........45.00.....40.00......15.00
Resistance....30.00.......30.00......30.00.....40. 00......30.00
Regeneration..100.0.......100.0......--........--.........--
To.Hit*.......11.25.......60.00......22.50.....--.........3.75
Damage........22.50.......37.50......--........--.........--
Recharge......65.00.......--.........90.00.....50.00......40.00
Table 2: Maximum debuffs at 100% recharge
..............Poison......Dark.......Storm.....Tra ps......TA
Defense*......42.50.......--.........45.00.....40.00......40.00
Resistance....60.00.......60.00......30.00.....40. 00......45.00
Regeneration..100.0.......600.0......--........1,000......1,000
To.Hit*.......21.25.......60.00......22.50.....5.0 0.......3.75
Damage........42.50.......37.50......--........20.00......15.00
Recharge......65.00.......50.00......90.00.....80. 00......40.00
Table 3: AoE perma debuffs at 100% recharge
..............Poison......Dark.......Storm.....Tra ps......TA
Defense*......--..........--.........45.00.....40.00......15.00
Resistance....--..........30.00......30.00.....40.00......30.00
Regeneration..--..........--.........--........--.........--
To.Hit*.......--..........52.50......22.50.....--.........3.75
Damage........--..........22.50......--........--.........--
Recharge......65.00.......--.........90.00.....--.........30.00
Table 4: AoE maximum debuffs at 100% recharge
..............Poison......Dark........Storm....Tra ps......TA
Defense*......20.00.......--..........45.00....40.00......40.00
Resistance....30.00.......30.00.......30.00....40. 00......45.00
Regeneration..--..........500.0.......--.......1,000......1,000
To.Hit*.......10.00.......52.50.......22.50....5.0 0.......3.75
Damage........20.00.......22.50.......--.......20.00......15.00
Recharge......65.00.......50.00.......90.00....30. 00......20.00
Part 4: Discussion
What started my interest in the debuffs available to masterminds was my concern about Poisons performance. What I find is that Poison is a reasonable debuffing set, but is only a standout in two areas. First, Poison debuffs everything and it debuffs everything reasonably well on a single target. Secondly, Poison offers a debuff no other mastermind set offers: the special debuff found in Weaken. Weaken can cut into a single targets mezzes, buffs, and debuffs in a way that other sets cannot. However, other sets might offer ways to mitigate against a single targets mezzes, buffs, and debuffs in other ways. In particular, controls offer mitigation to these effects that can be more complete than a debuff, simply by preventing the foe from using their powers at all.
Three of Poisons debuffs require a hit check, and so require slotting for accuracy. Only Noxious Gas is an auto-hit debuff.
Where does Poison really fail? AoE debuffs, of course. This is no particular surprise, but extent of Poisons weakness in this area is not fully appreciated. First, Dark Miasma, Storm Summoning, Traps, and Trick Arrow offer generally equivalent or superior debuff numbers on an AoE basis compared with Poisons Noxious Gas and Neurotoxic Breath. But beyond that, Noxious Gas defense and to hit debuffs are unenhanceable, unlike any other power in a mastermind secondary. Noxious Gas has a well-known problem with a number of mastermind primaries, as it can be difficult to effectively use with non-melee oriented pets. Using Noxious Gas with non-melee pets involves not only needing to exercise fine control over the pet, but also reduces the effectiveness of the pet in other ways (limiting the size of cone attacks, for example). Because Noxious Gas scales to the level of the pet, using it on a non-tier three pet undermines the power of the enhancement. Finally, to add insult to injury, Noxious Gas has a duration/recharge ratio of 45/300, or 0.15. This means that, unenhanced, Noxious Gas is available 15% of the time. This is worse than any other debuff power available in any other set with the single exception of Trick Arrows EMP Arrow. EMP Arrow is primarily a control power, with a strong but brief regeneration debuff added as a secondary effect.
What surprised me, though, is that Poison is not a particular standout even for single target debuffs. Dark Miasma and Storm Summoning, not always thought of as debuffing sets, are the real winners here.
Dark Miasma offers substantial debuffing, often as a secondary effect while doing other desirable things such as using controls, healing, or resurrecting. Dark Miasma really offers the strongest mitigation debuffs of any of the sets. It also offers strong offensive debuffs, only lacking a defense debuff. Many of Dark Miasmas debuffs also require no hit check (Tar Patch, Darkest Night, Howling Twilight, and Dark Servants Chill of the Night and Darkest Night). Dark Miasma provides all this debuffing alongside quite effective buffs and controls (and often within the same powerone click, one endurance cost and youre good to go).
Storm Summoning offers very strong numbers for debuffs and does so on a perma basis with relatively little recharge (though the endurance costs can be quite high). All four of Storm Summonings debuffs are AoEs, though Tornado is not really controllable and might not affect the enemies that the caster would prefer. Snowstorm and Hurricane require no hit check, and Tornado has higher than normal accuracy (though is unenhanceable for accuracy beyond that). Storm Summoning also provides team support buffs (including heals, defenses, and resistances), effective controls in the form of knockbacks and repels, and damage.
Traps provides a strong set of offensive debuffs. It is slightly less strong in mitigation debuffs but the set offers both control powers (Caltrops with its Afraid component reduces incoming attacks while also debuffing speed) and buffs (such as the Force Field Generators defense bonus and mez protection and the regeneration buff in Triage Beacon) that add to the mitigation debuffs. This results in quite effective mitigation for Traps. The easily used and very powerful regeneration debuff in Traps along with the diversity of different kinds of powers (controls, buffs, damage, and debuffs) help make Traps a powerful and useful set. Caltrops and Poison Trap require no hit check. The debuff powers requiring a hit check are Web Grenade, Acid Mortar (though my experience and the experience of others indicates Acid Mortar seems to hit most or all of the time), and Seeker Drones.
Trick Arrow is a set that is often thought of primarily as debuffing set, though it also offers damage and controls. Trick Arrow provides a decent amount of offensive debuffs, though EMP is not effective as a regeneration debuff. The regeneration debuff lasts only 15 seconds and the power takes 300 seconds to recharge. EMP is really a control power with a debuff added for flavor. Where Trick Arrow really fails are in mitigation debuffs. Trick Arrow provides negligible to hit debuffs, its damage debuffs are relatively low and not perma at 100% recharge, and its recharge debuffs are a mix of single target and AoE, require stacking to be of any impact and are still low compared to the other sets. Unlike Traps, Trick Arrow does not provide a set of buffs to make up for these deficiencies, and the controls available are long recharge, single target, or not always effective. Trick Arrow has had its own advocates for improving the set, though it does bring a number of useful tools to masterminds, especially with the removal of the Oil Slick Arrow bugs. Most of the debuffs are autohit, including Flash Arrow, Glue Arrow, Poison Gas Arrow, Disruption Arrow, and Oil Slick Arrow. The powers requiring a hit check are Entangling Arrow, Ice Arrow, Acid Arrow, and EMP Arrow.