Let's look at our inherent!


Ashlocke

 

Posted

Quote:
Originally Posted by Flux_Vector View Post
Balancing the trials around incarnate powers would've presented a catch-22 on their release: you'd need the powers to do them, but need to do them to get the powers. The likely outcome of that paradigm would be people failing numerous trials and progressing based on ixp and the astral merits from what stages they could complete, before succeeding at all, like in progression raiding in ye olde 'other mmo that was really really popular 10 years ago.'
But... that's precisely what happened in the majority of cases. I seem to recall a dev statement even of "partially rewarding even in case of failure, because we do expect you to fail at first" - which they do with the threads awarding during the trial, iXP and the like.

Those build up, slots unlock and suddenly more people have more capability to use to complete the trials successfully.

Compare it to (say) a Hamidon raid... you don't get a "lesser" Hami-O, or a component to build a Hami-o - if you fail, you fail.

For the snipped chunk, see my comment in a slightly earlier reply to another post...

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Edit: You're free to disagree, and I've never presented this as anything but an opinion.
Read it that way and as observation. *shrug* I'm enjoying the argument. I quite obviously *do* disagree - like I said, I think the effect on IO builds (which IIRC have started to bug the devs a bit) is more a (to them) "happy side effect" than even a secondary consideration in the design of the trials and mobs. Primarily because the lore buffs would make higher defense/regen/etc. even more prevalent - and mobs would be designed to counter it.


 

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Originally Posted by Memphis_Bill View Post
... er.... sure.

Peacebringers have more flexibility in not *using* the forms, I'll grant - I even make mention of it in my guide. Peacebringers give up status protection, a resist boost and second heal (dwarf) primarily.

I've run triform and human form to 50. Human's easier to slot. I don't think, though, that I would agree they play "much" better without forms. They play differently - but they're not at the (lost second mire) disadvantage of Warshades without them.
White Nova has no benefit at all, there's no way to boost the damage so you're better off just using your human attacks, not losing your attack chain when light form is up or dropping your toggles. You don't have eclipse to keep your nova form alive or stacked mires to make it do ridiculous damage.

White Dwarf offers no real benefits either.. You can get the same survivability from having toggles that don't drop. Human form has a (better) foot stomp, and if you really want a taunt grab the pool. I guess the extra HP is ok but it's not worth dropping your toggles and limiting your attack chain while doing a laughable amount of damage.

If you just need a panic button, take quantum flight. Otherwise, you have essence boost for HP, the leadership and fighting pools for survivability (not to mention combat jumping or hover and your resistance toggles.) Without the forms buffing each other like on a warshade I can't think of a single benefit from taking forms.

edit: As for status protection, get clarion. You should take it regardless of if you have dwarf. Getting trapped in one form just because you're out of break frees is an excellent way to gimp yourself.


 

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Originally Posted by Timeshadow View Post
Lemme save you some time, you're gonna be disappointed. Why? Because without the forms you won't be realizing the full potential of either. It's apples to oranges anyway but you're definitely gonna have a skewed view if you run Human only builds.
Disappointed? Yes. I don't like Peacebringer's design and I've said it many times. It's awkward, it lacks synergies, it has too many knockbacks and changing forms costs too much delay for my liking. I went with Human PB because I can avoid using forms and it's more versatile but as soon as I tested out Solar Flare and Seekers, I put her on the shelf for 1,5 month until recently. I got rid of human build and focus mostly on Dwarf, which is more desired than Nova/Human because most teams would love to have a tanker. People don't usually look for PB for dps (although the numbers on a large team look enticing).

Warshade has potential. Mine is only lvl 24. He just needs mez protection. I'll reserve my opinion on WS later. I do see its drawback when there's no dead bodies around, like when fighting an AV.


However, there's not many things in this game that compare my love for Fortunata and Soldier/Bane. SoA is just simply awesome. There is no situation where they don't contribute greatly and I love the fact that they are very self-sufficient. You don't need to find troller/dom for mez protection and they can handle a lot of aggro. They buff defense greatly, buff damage and debuff resistance.


What's left is to normalize all Assassin Strikes and improve Stalker's old sets (Claw, MA and EM)! You don't need to bring back the missing PbAoE attack. You just need to make the existing ones better! For example, make Slice a WIDER and LONGER cone.

 

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Originally Posted by TwoHeadedBoy View Post
edit: As for status protection, get clarion.
I really wish people would quit using clarion as a reply to things like that. That's great... once you're 50 and have run several trials. But from 20-50? "Get clarion" is about as useful a bit of advice as "Use Revlon."

And I don't think you've looked at Dwarf. "Same survivability?" Really?

White Dwarf gives you higher resist to *everything* - for a cost of 2 slots to fit enhancements in. The HP boost lasts as long as you're in form, as opposed to essence boost's 2 minutes, and gives more HP *without* having to spend more slots. And, of course, status protection - knockback, holds, the works.

To get close, you have to burn more slots AND be willing to pay the END cost for 1-3 shields, *and* go invest in some IOs (or take a pool) for KB resistance - which still does nothing for status protection. That's *not* the "same" survivability.

You can finally pull even (and with shields and slotting, go higher) in Human form, for a short time and with a crash, when you get Light Form at 38, yes. But 38 isn't 20, and Dwarf doesn't crash.

Grabbing my level 30 PB for a "middle of the trip" look:
Dwarf - 3 resist, 1 winter's gift
58.5% resist (all)
+546 HP while in form
Status protection, of course.
15% recovery boost, end cost .26/sec

Essence boost -
1 rech, 2 heal - 2 minutes of 145HP, 145 HP (enhanceable - 243 HP.)
486 point heal, 15% toxic resistance.
... of course, then you have to add the shields -
Incandescence, 11.25% En/NE
IF you take Quantum shield, add 22.5% (unenhanced) to that, for 33.75%.
Shining shield, Sm/L - 22.5.
Each of which costs .26/sec.

As far as QFly - and I like QFly, and have always taken it on my PBs - it's not a "panic button" the same as dwarf. IF you can catch it early, and IF you aren't mezzed or don't have an incoming mez, sure, it'll work - but you can't do anything but fly away and heal. Hope you don't have a DOT on you eating away that last bit of health...


 

Posted

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Originally Posted by Memphis_Bill View Post
I really wish people would quit using clarion as a reply to things like that. That's great... once you're 50 and have run several trials. But from 20-50? "Get clarion" is about as useful a bit of advice as "Use Revlon."
Ok, if it's that important to you either carry a lot of break frees or take Dwarf until you get to 50, and then spec over to a human only build once you're able to take clarion. White Dwarf isn't a break free.. You can't just pop in and out and not be stunned anymore. For the duration of the effects you'll be limited to the sub par attack chain. Enjoy that.

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And I don't think you've looked at Dwarf. "Same survivability?" Really?

White Dwarf gives you higher resist to *everything* - for a cost of 2 slots to fit enhancements in. The HP boost lasts as long as you're in form, as opposed to essence boost's 2 minutes, and gives more HP *without* having to spend more slots. And, of course, status protection - knockback, holds, the works.
And if you play human only, you have a good HP boost and a self heal already... You're able to do so much more damage that you shouldn't need to worry about dwarf. If anything, wait to hit light form under tough situations. But once again... If you're playing human only you'll be doing WAY more in light form and getting much more use out of probably your best power.

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To get close, you have to burn more slots AND be willing to pay the END cost for 1-3 shields, *and* go invest in some IOs (or take a pool) for KB resistance - which still does nothing for status protection. That's *not* the "same" survivability.
If you're playing your kheldian seriously, you should get KB IO's anyways. You should also get an aegis psionic/status resistance. What are you planning on doing, popping dwarf every time you think you might get knocked back!? Heh, good luck ever doing any damage because you're going to be in dwarf all the time.

Human form with toggles is able to kill MUCH faster... I would rather take some damage and then use my +HP heal on top of my other heal and clear spawns faster then spend way too much time in dwarf form nibbling away an enemy's health.

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You can finally pull even (and with shields and slotting, go higher) in Human form, for a short time and with a crash, when you get Light Form at 38, yes. But 38 isn't 20, and Dwarf doesn't crash.
When I play a character, I set a goal and work towards it. Obviously when you're leveling ANYTHING up, it's not going to be perfect until it's done.

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As far as QFly - and I like QFly, and have always taken it on my PBs - it's not a "panic button" the same as dwarf. IF you can catch it early, and IF you aren't mezzed or don't have an incoming mez, sure, it'll work - but you can't do anything but fly away and heal. Hope you don't have a DOT on you eating away that last bit of health...
Um, if you're already on your last bit of health you're doing it wrong. Usually you should be able to sense when you're starting to get into trouble and that would be the time to hit it. As for incoming mez, that applies to dwarf also.


 

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Originally Posted by Memphis_Bill View Post
But... that's precisely what happened in the majority of cases. I seem to recall a dev statement even of "partially rewarding even in case of failure, because we do expect you to fail at first" - which they do with the threads awarding during the trial, iXP and the like.

Those build up, slots unlock and suddenly more people have more capability to use to complete the trials successfully.
What I'm pointing out is that many people were succeeding on the trials with no incarnate powers unlocked at all, or just with their alpha slots. In fact I'd succeeded at getting the Master BAF badge before I'd finished unlocking Lore.

The 'bad old days' of that 'really popular MMO 10 years ago' would see you grinding for weeks or months before clearing a raid. Heck even recently in the 'former expansion of the current leading MMO' you were looking at months of raiding to even be geared enough to win the last few encounters in the 'cold castle belonging to the famous big bad.'

The trials were designed to allow for partial rewards in failure, but they weren't designed to be so far out of reach that you needed to fail at them extensively and repeatedly do so. There's no 'gear checks' (like a 'wurk of patches' or an 'incarnate of battle' were), or if there are, they're trivially easy ones such that I didn't even notice them as such.

Maybe that was the intention? Maybe, but then the execution of it is a failure and the devs would have known it when the testers were beating the trials before the powers were available to be unlocked.

Short version of all this: the trial design is inconsistent with the sort of progression raiding I'm referring to. They would be much, much harder. I think it's a lot more likely the devs allowed for partial credit but expected people to be largely successful at the trials rather than expecting people to largely fail the trails until they were 'geared up' on them. (I also think that's a somewhat better approach to raiding those it has its drawbacks, namely, that it lets players consume the raid content much faster).

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Read it that way and as observation. *shrug* I'm enjoying the argument. I quite obviously *do* disagree - like I said, I think the effect on IO builds (which IIRC have started to bug the devs a bit) is more a (to them) "happy side effect" than even a secondary consideration in the design of the trials and mobs. Primarily because the lore buffs would make higher defense/regen/etc. even more prevalent - and mobs would be designed to counter it.
Destiny buffs are available for status protection, +recharge, +recovery, +regen, +resist, and +defense.

Of those things, off the top of my head in the trials you'll find a handful of -recharge powers (seer psi blasts, and the ACU burn patches); two -recovery powers (drain psyche and that pbaoe drain some of the robots throw when they die); 3 -regen powers (victoria eyebeams, ACU blasts, and drain psyche); 1 -resist power (surveillance); and then a mother lode of def-busting: higher base to-hit on everything, +tohit battle orb summons, -defense powers (including the autohit surveillance), auto-hit attack powers (like nova fist or heavy commander EMP missiles), and the 9CU escalating tohit & damage buff. And to counter the status protection there's almost nothing. The IDF mobs have less control powers than I'm used to from standard content, not more.

Given how heavily that list is tilted towards defense-busting even though defense is only a small portion of what the destiny buffs offer I can't help but come to the conclusion that defense is being targeted especially. It's the simplest explanation that makes sense.


"Experience is the mother of good judgement. Bad judgement is the father of experience."

 

Posted

Quote:
Originally Posted by Memphis_Bill View Post
White Dwarf gives you higher resist to *everything*
Actually, it doesn't give you psi resist. But it should.

And while I'm pointing out one of the detracting features of white dwarf, let me point out a few more benefits:


It offers the same jump height as combat jumping, but FOUR TIMES the movement control.

It not only costs less endurance to run than the two or three shields, but it also offers a small but slottable endurance boost to pay for the toggle.

Tankers and Scrappers get 10 points of knockback protection. Dwarf gets 100.

Tankers and Scrappers get 10 points of mez protection. Dwarf gets 15.


The Scrappers' Guide to Dark Melee | Kheldian Binds and Strategies

 

Posted

Quote:
Originally Posted by TwoHeadedBoy View Post
Ok, if it's that important to you either carry a lot of break frees or take Dwarf until you get to 50, and then spec over to a human only build once you're able to take clarion. White Dwarf isn't a break free.. You can't just pop in and out and not be stunned anymore. For the duration of the effects you'll be limited to the sub par attack chain. Enjoy that.
I will, for the 30 levels you're staggering around and holding your head. Thanks. :P

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If you're playing your kheldian seriously, you should get KB IO's anyways. You should also get an aegis psionic/status resistance. What are you planning on doing, popping dwarf every time you think you might get knocked back!? Heh, good luck ever doing any damage because you're going to be in dwarf all the time.
Perhaps you should know I've been playing Khelds since I4. Quite a few of them Peacebringers. Tri, bi, and human form. I'm well aware of how to play them - and no, I'm not "in dwarf all the time."

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Human form with toggles is able to kill MUCH faster... I would rather take some damage and then use my +HP heal on top of my other heal and clear spawns faster then spend way too much time in dwarf form nibbling away an enemy's health.
Or... you use dwarf to take care of the mezzer, then move on. You know - switching *as needed.*

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When I play a character, I set a goal and work towards it. Obviously when you're leveling ANYTHING up, it's not going to be perfect until it's done.
And you have to take all those other levels into consideration - which, again, "use clarion!" is useless advice for. Or "rely on Light Form which finally gives you those bonuses!" doesn't help quite so much with. Dwarf comes earlier. Use the tools given.

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Um, if you're already on your last bit of health you're doing it wrong. Usually you should be able to sense when you're starting to get into trouble and that would be the time to hit it. As for incoming mez, that applies to dwarf also.
You are aware you can shift into dwarf *while* mezzed, right? Which you can't do with QFly? Rather my point of bringing it up? While it does interrupt it (bug,) you can still swap right back into it. QFly, if you have a mez that's "hit" but you activate QFly first - you're still mezzed, the effect is still on you

Regardless, I think we're getting off on a severe tangent, as this doesn't have a heck of a lot to do with the inherent and I think I'm busy arguing 1-50 (my usual viewpoint) versus the "at 50 and IO'd" viewpoint more than anything - two totally separate experiences.


 

Posted

Just in response to this-

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you have to take all those other levels into consideration - which, again, "use clarion!" is useless advice for. Or "rely on Light Form which finally gives you those bonuses!" doesn't help quite so much with. Dwarf comes earlier. Use the tools given.
From the post you were responding to, instead of retyping what I already said...

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Ok, if it's that important to you either carry a lot of break frees or take Dwarf until you get to 50, and then spec over to a human only build once you're able to take clarion.
You're right that this is going way off topic, I only posted here because you said that "without the forms you won't be realizing the potential" which is something I completely disagree with. I responded and you started talking about while leveling up which is completely irrelevant to what started this in the first place.

Leveling up, you haven't reached your potential yet... So get clarion is a perfectly good response if the final goal is what's being discussed. At its' full potential, an all human Peacebringer also has light form... Fully realized, the forms put PB's at a disadvantage because they don't buff each other, you have clarion for status protection, you have toggles and set bonuses for survivability (and recovery as needed) and you don't have to worry about those toggles dropping, or only having access to a few powers while light form is on.


 

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Quote:
Originally Posted by TwoHeadedBoy View Post

You're right that this is going way off topic, I only posted here because you said that "without the forms you won't be realizing the potential" which is something I completely disagree with. I responded and you started talking about while leveling up which is completely irrelevant to what started this in the first place.

Leveling up, you haven't reached your potential yet... So get clarion is a perfectly good response if the final goal is what's being discussed. At its' full potential, an all human Peacebringer also has light form... Fully realized, the forms put PB's at a disadvantage because they don't buff each other, you have clarion for status protection, you have toggles and set bonuses for survivability (and recovery as needed) and you don't have to worry about those toggles dropping, or only having access to a few powers while light form is on.
And this is what I mean about my 1-50 viewpoint vs a "50, IO'd" viewpoint. I'm not just looking at "After 50,000 hours of play and 350 billion INF spent on a build." I'm looking at your full potential - at level 6. Or level 18. Or level 32. Not just a built up 50.


 

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Originally Posted by Smiling_Joe View Post
Okay, here's my build - it's not the best build coming or going, but there it is. Anyone got a better one post it here. I'm sure someone does, BUT if I don't hear back in a reasonable amount of time I"ll just use this one.

My Human form PB (Coronae) started out as a 3 form, and leveled to 50 that way soon after Kheldians were introduced. After the first 3 years playing him I decided to change him to 2 form, and then finally to human form only. He's been human form ever since, and I like playing him that way.

His current build is listed below.

- B.



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Crey Threat Assessment: Bayne
Virtueverse: Bayne
The Defenders of Paragon

 

Posted

Personally, I think the best thing that could be done to our Inherent Power is to cut the buff values IN HALF and then proceed to apply those same buff values TWICE. Once as a self-only buff ... and once as a PBAoE Aura Buff that affects Team.

So instead of getting a -1 Mag vs Mez from Controllers(/etc.) ... we'd get a -0.5 Mag vs Mez TO SELF and a -0.5 Mag vs Mez PBAoE AURA TO TEAM (which we would, of course, benefit from too).

Net result is that OUR (net) Buffs from our Inherent stay the same ... but we're sharing HALF of those buffs with our Team ... FOR FREE.



S imple
E asy
E ffective

... not being done (yet) ...


It's the end. But the moment has been prepared for ...

 

Posted

Quote:
Originally Posted by Memphis_Bill View Post
And this is what I mean about my 1-50 viewpoint vs a "50, IO'd" viewpoint. I'm not just looking at "After 50,000 hours of play and 350 billion INF spent on a build." I'm looking at your full potential - at level 6. Or level 18. Or level 32. Not just a built up 50.
So, you're saying the forms help to level up a Peacebringer... I originally posted in this thread in the first place saying PB's play better in forms because Timeshadow said that "you won't be realizing the potential" if you don't take forms... Which I think is the complete opposite of the truth.

Heck, my PB took Nova as soon as it was available because it was the fastest route to an attack chain in the low levels.. It was also respeced out as soon as possible.

As for the inherent, both White and Black dwarf need a taunt aura. You can't even be a bad tank if you don't hold aggro and protect your team.


 

Posted

Quote:
Originally Posted by TwoHeadedBoy View Post
So, you're saying the forms help to level up a Peacebringer... I originally posted in this thread in the first place saying PB's play better in forms because Timeshadow said that "you won't be realizing the potential" if you don't take forms... Which I think is the complete opposite of the truth.
I'm saying the forms add flexibility to face more situations without having to deal with IO costs (and I don't just mean INF.)

Now, if we're looking at potential - and again, I'm going to point to my 'raising a peacebringer' guide, down in the sig - I'll agree that not taking the forms on a PB is *less* detrimental than not taking them on a Warshade (thinking specifically of the Mire, as well as Flight access as an alternate to Teleport, which some people don't like.)

It may sound like much the same thing you're saying - but it's the opposite side of the glass, really. You can't really make a comparison to other ATs ("It's like a blaster not taking their melee," for instance) because nothing makes the same sort of impact, or has the same sort of cost.

PBs aren't penalized either way all that much, basically.

Quote:
As for the inherent, both White and Black dwarf need a taunt aura. You can't even be a bad tank if you don't hold aggro and protect your team.
I wouldn't argue with that - IIRC, our taunt is not auto-hit either (unlike tanks, which just need it in PVP.) (Not at a point to double-check that ATM.)


 

Posted

While it never seemed weird to me that "Warshades" leech power from other heroes, it always weirded me out that Peacebringers do. It doesn't seem in line with the lore of the AT.

That aside, it would be nice if teams got a little buff from having Khelds on the team:

- Some Negative Energy resist from Warshades
- A slight Perception Buff from Peacebringers


My level 50 Dominators:
Madame Mindbender 50 Mind/Energy
Fly Agaric 50 Plant/Thorn
Nate Nitro 50 Fire/Psi

 

Posted

Quote:
Originally Posted by RiverOcean View Post
While it never seemed weird to me that "Warshades" leech power from other heroes, it always weirded me out that Peacebringers do. It doesn't seem in line with the lore of the AT.
<nitpick>
They don't, though.
If they leeched powers from other heroes, everyone around them would get weaker. Think of it as being inspired by their teammates.
</nitpick>


 

Posted

Since I am new to Kheldians, I just found out last night that Warshade's inherent is different from Peacebringer's! lol

I had MM and Corr on the team but when I looked for +damage buff, I couldn't see any. I thought it was bugged. Then I realize that Warshade gets +resist from Corr/MM while PB gets +damage?


Right now, I feel PB's solo ability is too weak. While the Dwarf form is extremely durable, its damage potential is way less than Black Dwarf's. Black Dwarf just seems so smooth with that very fast activating Drain.

Maybe they can add more buffs during soloing and the buffs gradually reduce with more team members like Defender's.


What's left is to normalize all Assassin Strikes and improve Stalker's old sets (Claw, MA and EM)! You don't need to bring back the missing PbAoE attack. You just need to make the existing ones better! For example, make Slice a WIDER and LONGER cone.

 

Posted

While it may not be applicable anymore in this discussion, I think it's worth noting that the "Results are in take 2" thread has very dated material, and shouldn't be taken as completely accurate (anymore). Billz requested the thread be unstickied almost a year ago because of people misrepresenting his data (and other related shenanigans), so I don't want the same mistake to happen over here in Kheldian land :]


Quote:
Originally Posted by Iggy_Kamakaze View Post
I hate to be the bringer of bad news... but Willpower sucks!!! you're better off rolling a regen
http://boards.cityofheroes.com/showthread.php?t=260718
^Professional Katana/regen build thread

 

Posted

Quote:
Originally Posted by Elegost View Post
While it may not be applicable anymore in this discussion, I think it's worth noting that the "Results are in take 2" thread has very dated material, and shouldn't be taken as completely accurate (anymore). Billz requested the thread be unstickied almost a year ago because of people misrepresenting his data (and other related shenanigans), so I don't want the same mistake to happen over here in Kheldian land :]
No, they're not completely accurate, nor do they take into account the changes to brute fury or any new attack sets or IO's.

HOWEVER, this thread is not - and has never been - about kheldians out-damaging scrappers. That would be stupid. Instead, this thread is about what Kheldians CAN do with their inherent.

The whole point of bringing those threads up in the first place was to give a mean by which *respectable* damage can be determined, and ONLY for that purpose. If I were, for example, to state that a Peacebringer can reach 173 dps with just three buffers on the team it likely wouldn't mean a whole hell of a lot to someone who doesn't know how much dps a Peacebringer can dish out ordinarily. Without a general number to compare with, someone could just as easily say, "Big deal. Other archetypes can do even better." without really knowing what other archetypes can or cannot do.

But if it's going to distract from any discussion of our inherent I'll happily remove the link from the OP. Sure, I might have been a bit hyperbolic in the op when I said warshades could exceed scrapper dps (if nothing else, the damage cap says otherwise), but I don't think it's misrepresenting BillZ's numbers to say that kheldians can achieve a level of damage when teamed that roughly compares with the damage output that scrappers can achieve. The fact that I used those specific numbers was due more out of a lack of time on my part to create a scrapper analysis spreadsheet than anything else.

But if you'd like to come up with a similar analysis for scrappers, feel free to download the spreadsheets provided and roll one right up - or just give me the best scrapper dps chain you've got and the build required to achieve it - I'll be more than happy to measure against it. I'm flexible.

Or maybe we could all agree that the dps figures in the OP are crazy good?


The Scrappers' Guide to Dark Melee | Kheldian Binds and Strategies

 

Posted

Okay, I know this thread has gotten more than a little sidetracked, but - as promised - I've done an analysis of what IO'd kheldians can do on a team. Without further ado here's the links:

Peacebringer with IO's and Cosmic Balance

Warshade with IO's and Cosmic Balance

The Peacebringer: The build is in yellow, as are the numbers for cosmic balance. Look for them in the upper right of the first page. The build is my own, which is hardly optimal. It could be better in so many ways, but I tend to grow my heroes as they level, so I've never actually done any work with him in Mids (looking at it now, I need to). Meh, it is what it is. It works for my purposes here.

The Warshade: Again, look for the yellow squares in the upper right of page one for build and Dark Sustenance. As far as the build goes, I didn't have time to put together a build (and wouldn't really know where to start) so I did the unethical thing and "borrowed" one from the forums. I just went down the thread list until I found a triform build that looked "good enough" and had been given some feedback.

Izuma, if you're hanging around the forums today, I apologize in advance for using your build without your permission. In my defense, it was there. Looks like a good one.

::thumbs up::




So here are the relevant numbers:


PEACEBRINGERS

Single Target:
Human damage potential (expressed in dps): 192.23
Nova damage potential (expressed in dps): 171
Dwarf damage potential (expressed in dps): 162

AoE:
Human damage potential (expressed in dps): 311.69
Nova damage potential (expressed in dps): 352
Dwarf damage potential (expressed in dps): 251

Self Mitigation
Human Average Survivable incoming DPS: 114
Nova Average Survivable incoming DPS: 150
Dwarf Average Survivable incoming DPS: 628.5

WARSHADES

Single Target:
Human damage potential (expressed in dps): 255.01
Nova damage potential (expressed in dps): 272.01
Dwarf damage potential (expressed in dps): 291.01

AoE:
Human damage potential (expressed in dps): 364.2
Nova damage potential (expressed in dps): 547.2
Dwarf damage potential (expressed in dps): 469.2

Self Mitigation
Human Max Survivable incoming DPS (one corpse): 164
Nova Max Survivable incoming DPS (one corpse): 176
Dwarf Max Survivable incoming DPS (one corpse): 785

Human Max Survivable incoming DPS (ten corpses): 1842
Nova Max Survivable incoming DPS (ten corpses): 1842
Dwarf Max Survivable incoming DPS (ten corpses): 2332

As always, a big ol' caveat applies to the AoE numbers, as they are more a reflection of the total damage done to an entire spawn. Think of it this way: if a spawn is one large critter with the combined hit points of all the mobs, the AoE numbers would be your dps against that theoretical critter.

Oh, and credit once again to Dechs Kaison's mitigation sheets. Saved me about half the work.

Anyway, the big thing to realize here is that both builds are smacking the damage cap in various places. Both novas have hit the damage cap, and the black dwarf is doubling the bonus on its mire, so it also hits the cap. White dwarf is close to the cap, and some PB human powers are at the cap.

My conlcusion? IO'd Kheldians do a little on a team than SO'd Kheldians. By a figure of about 20 dps for Peacebringers, and less so for Warshades. IN fact, the number on the dark nova's dps in the first post is wrong, because it doesn't take the damage cap into effect.

So the difference between these two IO'd builds (and it should be noted that the warshade build is just three seconds shy of perma-hasten) and Plasma's gold-standard SO builds that I used in earlier analyses is *roughly* 20dps. Whether that's worth the investment or not - and for that matter whether these IO builds are worthy or not - I'll leave up to everyone else to decide.

I would, however, like to encourage everyone to download the spreadsheets and play with them. Maybe someone can come up with higher numbers than I have. Or find my mistakes (come on, you know I made some).


The Scrappers' Guide to Dark Melee | Kheldian Binds and Strategies

 

Posted

Ugh. Spreadsheets.

*holds up a cross made out of paintbrushes* Back, evil formulae! Get thee back to thy numerical Hell, ere I RP at thee!



 

Posted

Quote:
Originally Posted by Memphis_Bill View Post
Ugh. Spreadsheets.

*holds up a cross made out of paintbrushes* Back, evil formulae! Get thee back to thy numerical Hell, ere I RP at thee!


That's pretty much what goes through my head every time someone posts spreadsheets too.. Minus the clever delivery. My internal dialog is sort of bland.


 

Posted

Would there be a problem if the Dev's swapped a portion of the +dmg bonus from the inherent and in order to add more damage to Kheldian powers across the board?

They could do a fix similar to what was done for dominators instead of defenders. Dominators had the extra damage from domination removed and added to their powers.

I don't want our damage buff removed completely, but the Devs could cut our 20% dmg buff by 5-10% and add more damage to all powers to balance this loss. We would have more consistent damage instead of allowing random players to sway our inherent boost from 0-140%. We wouldn't need 3 team members of a specific type to break even with other damage dealers and it would give us better damage while soloing.


@Dawun
Old School
Renegades

 

Posted

_Dawun_,

I would love to see that done. Cut the buffs from teaming in half, raise the AT mods for damage/resistance a touch to compensate.


Be well, people of CoH.