Crashless Nukes *Might* Happen
Anything is easy to refute if that's your standard of refutation. That argument doesn't even pass basic sanity tests. The blaster nuke is obviously overpowered because of Build Up and Aim? Because it does more damage than the nukes in other archetypes?
Not even going to waste time doing anything more than pointing out that any attempt to counter that particular assertion would be a waste of time. As to Lt health, as I think practically everyone else recognizes, because they read my post instead of just doodling in the margins, I actually make the argument that crashing nukes are *supposed* to kill Lts. So the trivial statement that they cannot be boosted because then they might reliably kill Lts is: |
Substituting cat pictures for actually being able to construct a proof ? Well why not.
I tend to agree with most of what has been said here about Blasters being damage "exclusionists." IMO though they are not the only archetype that has been pigeonholed this way. I feel Tankers, Stalkers, and Defenders fall very heavily into this category as well.
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Its hard to say if Defenders are pigeonholed, because they've never had significant enough trouble to be able to observe the devs thought process on balancing them. In fact:
For example, I personally consider the recent-ish buff to Defender damage extremely bad for the archetype. Defenders need something to push them further apart from Corruptors. |
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[EDIT: Tone and clarity]
I disagree that Blasters are "ranged" characters. I think they are characters pigeonholed to do damage whether that is ranged, PBAoE, or what have you. Increasing the dangers of melee range endangers Blasters and some other ATs precisely because they are not built to withstand those pressures. In another kind of game that would probably mean they wouldn't be given powers that ask them to risk melee range, but this game is designed differently. When the risk is low or moderate things can work out, but when it is sky high and designed to endanger characters who are much more survivable and essentially have immunity to "shutdown" powers like holds or stuns, it is much harder to justify. When a War Walker falls on top of you, it deals a stun, and I can guarantee that Stun isn't aimed at Scrappers or Brutes, so who else could it be? In other words, what I am saying is that this is more complicated than just throwing more damage at melee characters and calling it a day. A significant portion of a Blaster's supposed damage advantage comes from close range powers, and if a Scrapper is being pushed out of range some of the time, chances are the Blaster is being pushed out much more frequently. |
The problem with this design element is that blasters are *also* intended to *leverage* range. Range does reduce damage: critter ranged modifiers tend to be 60% of their melee modifiers, so if you force a critter to use ranged attacks damage will go down. Ranged attacks also tend to be AoEs more often than melee ones and that also reduces the damage per second output of the critter (relative to one target) due to the AoE balance modifier.
And that problem has two components to it. First, it means to get the offensive ability blasters are supposed to get, they have to sacrifice the limited mitigation they are intended to also get. As any blapper knows, your sole mitigation at this point is kill speed and attacks with a ton of mitigation. That's why so many blappers took air superiority. It was often our entire defensive "set."
The other problem is that in a quirk, staying at range can expose you to more mez. Mez is more commonly a ranged attack, and in melee critters will often switch to attacks that don't have mez, or have less mez. That's not 100% true across the board, obviously, but it seems to be true statistically. Unless you're standing right next to the tank and eating a lot of AoE, you're statistically more likely to be mezzed at range than in melee range, which is weird, and not so good for blasters.
The overall problem of blasters having melee offense but being encouraged to stay at range is, I believe, another symptom of Blasters being defined by what they are not supposed to be, rather than what they are supposed to be. If they were supposed to be explicitly the best melee damage performers, I think the contradiction in blaster range preference would be more obvious. As it is, the fact that blasters *have* and *can use* strong offensive melee and are also encouraged to stay at range isn't seen as a blatant contradiction, its just seen as an option. They have it, but its up to them to decide to use it. If they do, there is a trade off. At least, so I believe the thought process goes.
If blasters were defined in terms of being, provably, the best offensive performer at melee and at range, I think its obvious things would be different. You only have to look at dominators to see what happens when an archetype is defined by what it is and not what it is not. Dominators *are* supposed to be offensive archetypes, roughly balanced between control and attack as scrappers are attack and defense. So says the devs. So their offense was changed to be less up and down through domination and their damage modifiers increased substantially, both melee and ranged.
Worth noting that blasters have only a 7% modifier advantage in ranged and about 5% advantage in melee modifier over dominators, and dominators have control. Blasters can more easily make full ranged or full melee chains, but dominators with strong control can often just enter melee range and use all their attacks in a full hybrid chain.
The box that blasters live in is, I think, bracketed by Dominators, Scrappers, and Corruptors. And its a very small box.
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Sometimes, knowing the numbers intimately gives you a perspective into the design you don't necessarily want to have. Question: how many targets do you need to average within the radius of AAO before it outperforms Build Up on average? Answer: slightly more than one. One??
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Well I suppose
If and only if, you make many bad assumptions like people are continuously in combat and never out of it, that you can't combine build up with harder hitting longer recharging attacks to gain more from them. That the build has 0 global recharge.
Under those conditions yes that would be true.
But seeing as people do things like
Buildup + Inferno ~= 1400 points of damage
Inferno + AAO (with 1) ~= 1000 points
But you know maybe I am not being fair
Lets see how this would work with powers you can actually combine
Shield Charge + Lightning rod +AAO with 1 ~=700 points
Shield Charge + Lighning rod +build up ~= 930 points
I suppose if you are also going to regard the ability of killing all the spawn except bosses in a one two combo as valueless you could also make the case.
Doms do get good modifiers and they do have control but what they don't have is aoe competitive with what blasters get. It's kind of hard to compare their single target damage given how schizophrenic it is. Stone spears and ice bolt, por ejemplo, are not both tier 1 blasts by any measure aside from their literal placement in their sets. With the intensely glaring exception of sleet, doms are also kind of worse at debuffs than blasters, no mean feat.
Doms do get good modifiers and they do have control but what they don't have is aoe competitive with what blasters get. It's kind of hard to compare their single target damage given how schizophrenic it is. Stone spears and ice bolt, por ejemplo, are not both tier 1 blasts by any measure aside from their literal placement in their sets. With the intensely glaring exception of sleet, doms are also kind of worse at debuffs than blasters, no mean feat.
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A control set is not worth 7% of a damage modifier, which leaves just the one other possibility.
Which archetype has the better debuffs between blasters and dominators I feel safe in saying as exactly zero percent chance of having an impact on the balance discussions between the two archetypes. Its far outside the realm of having a material impact.
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Really ?
Well I suppose If and only if, you make many bad assumptions like people are continuously in combat and never out of it, that you can't combine build up with harder hitting longer recharging attacks to gain more from them. That the build has 0 global recharge. Under those conditions yes that would be true. But seeing as people do things like Buildup + Inferno ~= 1400 points of damage Inferno + AAO (with 1) ~= 1000 points But you know maybe I am not being fair Lets see how this would work with powers you can actually combine Shield Charge + Lightning rod +AAO with 1 ~=700 points Shield Charge + Lighning rod +build up ~= 930 points I suppose if you are also going to regard the ability of killing all the spawn except bosses in a one two combo as valueless you could also make the case. |
If Black Scorpion used that argument on me I would have Second Measure slap him in the face. But Black Scorpion isn't an idiot, so I don't have to worry about that one.
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You're right, sorry for being snotty, that was uncalled for.
I disagree with your appraisal of average blaster ranged DPA. The difference between blaster DPA and scrapper DPA is that blaster sets are much more consistent: 63~ DPA, or one damage scale per second, is hands down the most common arrangement. Scrapper attacks, meanwhile, vary wildly from far worse to far better than that. Here I agree that if that's all you look at, the scrapper looks better. |
I'm not appraising average Blaster ranged DPA; I'm questioning why average Blaster ranged DPS shouldn't be allowed to be as good or better than average Scrapper melee DPS. I think we've been talking past each other to some extent here; the fundamental question I've been circling around is whether the game's current design justifies penalizing ranged attacks as a class.
It's like you said originally: If you (as a Blaster) retreat from melee range you're assuming a fallback posture. You may have meant that literally (as in "move back") but it's also true that Blaster ranged DPS is no great shakes in the grand scheme of things. Given what Blasters give up otherwise, and given that range is supposed to be their inherent defense, I just don't see why the devs are so afraid of allowing a Blaster to deliver high-end ST damage from 80 feet away. Oddly, the devs historically seem less opposed to allowing Blasters to deal high AoE burst damage from range.
I understand, of course, why Blaster melee attacks should deliver more damage than Blaster ranged attacks. I don't understand why a ranged Blaster should be congenitally incapable of matching the ST damage of a comparable (comparably expensive/well-tuned) Scrapper build.
I had a whole bunch of other stuff written, but I was beginning to bore even myself with the novella, so this'll do. My positions on the rest are pretty well summarized by other posters, anyway.
Being consistently irrelevant is one thing, but could you at least be timely with your irrelevancy. Oh my god, Build Up generates huge numbers every couple of minutes! I guess blasters have to suck then.
If Black Scorpion used that argument on me I would have Second Measure slap him in the face. But Black Scorpion isn't an idiot, so I don't have to worry about that one. |
I'd love to play poker with you, I can't imagine anyone being easier to read. I have also never seen anyone else so embrace the when wrong attack philosophy the way you do.
Hey your calculations suck, throw anything you can at the person who points it out, throw out irrelevancies, and go hyperbolic, hell maybe with enough of that maybe nobody will notice.
I understand, of course, why Blaster melee attacks should deliver more damage than Blaster ranged attacks.
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Castle specifically increased the ranged modifier to be higher than the melee modifier partially to eliminate the "blapper trap" on blasters: Blaster melee attacks were sufficiently better than ranged attacks that the devs felt that *encouraged* blapping, and because blapping requires a lot more skill to pull off that was also encouraging blaster deaths in the same way Defiance 1.0 was encouraging blasters to deliberately hang around at low health which increased the likelihood of death.
The intent of the damage modifer increase was to try to *equalize* the value proposition between melee and ranged attacks so there wouldn't be a strong obvious damage dealing preference between the two. It kind of worked, to a degree.
People for a long time thought that the melee attack advantage was a reward for taking on the risk of being in melee, forgetting that advantage was never put in there deliberately. Its also been deliberately softened: that's why all or nearly all the 0.67 melee attacks have longer animations now.
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I'd love to play poker with you, I can't imagine anyone being easier to read. I have also never seen anyone else so embrace the when wrong attack philosophy the way you do.
Hey your calculations suck, throw anything you can at the person who points it out, throw out irrelevancies, and go hyperbolic, hell maybe with enough of that maybe nobody will notice. |
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The last page or so of posts has been most fascinating to read.
I have played a lot of blasters, but all have been strictly ranged. I generally dislike melee combat and tend to avoid most melee archetypes, but I dislike it even more if I am dying as quickly as my opponents. Unfortunately, that's how I tend to feel when I get in close with a Blaster. Melee exchanges tend to make me feel like "anyone can win, it is just a matter of who lands more attacks." If I am at range, not only do I have strong attacks, but I probably have a couple attacks that will help keep enemies away (Secondary tier 1 powers, patches like Ice Patch, Burn, and Caltrops, ST hold/stun blasts, and even just plain old knockback). My health bar fluctuates a whole lot less if I stay away from the mobs. Overall, the vast majority of primary/secondary combinations will include more ranged abilities than melee/PBAoE abilities, so I would rather just shoot from range as opposed to running in with the express purpose of using melee attacks.
In light of my views on melee, I am a big advocate for change towards crashing Tier 9 attacks. I can think of two situations in which I would want to "nuke:" Either as a panic button when I have been surrounded, or as a way to quickly wipe a spawn. Because of that, I would honestly take either of the suggested changes.
If we up the damage to make the crash worthwhile, that's fine by me, because that means that when I fire it off, everything should be dead.
If we lose the 100% end crash with -Recovery, that's fine by me, because that means I can fire it off and finish off anything that didn't fall in the blast.
In either case, I think the recharges should be reduced.
@Winter. Because I'm Winter. Period.

I am a blaster first, and an alt-oholic second.

Blasters can also get a ton of defense if IOed and that is probably why they did not get a buff before.
IMO it would be a good idea both for balance and gameplay to make the crash less ridiculous so that you can actually use the power. The nuke can be less effective than any other power during a team because it essentially statues a member of the team. I'd like it to include a crash but not a 100% crash.
Give it like a 70 point energy requirement.
A game is not supposed to be some kind of... place where people enjoy themselves!
Actually, there's no reason specifically that they should. In fact, they shouldn't. The fact that they do is an accident of history: they often have gigantic DPA and that was something that happened back when the devs literally didn't understand the concept of DPA (and for that matter, neither did the players really).
Castle specifically increased the ranged modifier to be higher than the melee modifier partially to eliminate the "blapper trap" on blasters: Blaster melee attacks were sufficiently better than ranged attacks that the devs felt that *encouraged* blapping, and because blapping requires a lot more skill to pull off that was also encouraging blaster deaths in the same way Defiance 1.0 was encouraging blasters to deliberately hang around at low health which increased the likelihood of death. |
That isn't meant to be sarcastic, and nor should you take any offense to it. In truth, I agree with what you said and it makes perfect sense. What I don't understand is why they released Darkness Manipulation with 7 close range powers? And of the 2 that are ranged, only Penumbral Grasp is of any use because, let's be real here, Dark Pit is just a waste of a power pick in its current state (.80 accuracy, dismally short duration, and an end cost and recharge that are way too high to justify either).
@Winter. Because I'm Winter. Period.

I am a blaster first, and an alt-oholic second.

Then why oh WHY did they release Darkness Manipulation the way it is?
That isn't meant to be sarcastic, and nor should you take any offense to it. In truth, I agree with what you said and it makes perfect sense. What I don't understand is why they released Darkness Manipulation with 7 close range powers? And of the 2 that are ranged, only Penumbral Grasp is of any use because, let's be real here, Dark Pit is just a waste of a power pick in its current state (.80 accuracy, dismally short duration, and an end cost and recharge that are way too high to justify either). |
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The thing is we're not talking about a Mids contest here, we're talking about the willingness of the devs to alter modifiers. They were willing to bring dominator modifiers to within 7% of blaster modifiers which means they are valuing an entire control set as being worth 7% of a damage modifier, *or* they are saying blasters are at the damage ceiling and even if they deserve more damage they cannot give it to them.
A control set is not worth 7% of a damage modifier, which leaves just the one other possibility. Which archetype has the better debuffs between blasters and dominators I feel safe in saying as exactly zero percent chance of having an impact on the balance discussions between the two archetypes. Its far outside the realm of having a material impact. |
Very well, I concede all of that, but what about the question of aoe? I think it's uncontroversial to say that blaster primary sets on average deliver more and better aoe than the other nine ATs that actually get a choice in what sets they pick. Surely that must count for something? Whether blasters should get even more dependable aoe is the question we were initially attempting to address, even.
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But do they all have a lot of AoE? My energy blaster only has decent AoE because she has almost as much recharge as god. Ice's AoE is questionable. Psychic blast's AoE is also not high. When you're talking AoE you're talking about only half the Blaster primaries having substantial AoE: AR, Fire, Rad, and Sonic. Archery and Dual Pistols maybe.
If we're talking about archetype-defining properties that represent the archetype as a whole, then either all the powersets have to have it, or the ones that don't have to be considered broken.
Getting back to the topic, the topic isn't centered on what we all think about the archetypes, but what the devs are willing to do to them given their view of the archetypes. If the devs are withholding buffs to the archetype as a whole because of the performance of just a few of the blaster primaries, that's wrong. Once you say "blasters" get this or don't get that because "blasters" have this or that, then *all* blasters must have those things in at least sufficient quantity to make those statements valid.
And remember this game's core powerset balance rules aren't targeted at the maximum performance players and builds. They are targeted first at average players playing average builds. Those players are not hitting fifteen targets with their AoEs. When solo, they are hitting about three, what they face in a heroic mission or something close to it. In teams they are hitting more, but in teams everyone is earning the same amount of XP: blaster kill rates in teams do not affect their leveling rates relative to everyone else by a large amount. In teams we already allow very high damage levels due to the presence of very high team buffs, which are considered reasonable in teams.
There are balance rules that apply to the higher levels of performance, but they tend to be limiting rules and not proportional performance type rules.
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I would absolutely be willing to say that psi is simply a terrible blaster set because it only has one non-nuke aoe. I count archery and dual pistols not as marginal performers but as competitive with fire for aoe because their mini-nukes pick up that much slack and they already do pretty well with their cones and taoes. Ice and elec have bad reputations for aoe but really they do have two functional aoes each before the nuke. Psi stands out for me as the one blast set that really breaks the rule.
You could be right that the average blaster doesn't know or care how to get the most out of ranged aoe powers but I'm not sure that invalidates the fact that blasters generally get them and they generally can be very useful in a wide variety of circumstances.
It's hard to guess what the devs think sometimes but I think their recent behavior regarding blast sets supports my argument. Dark blast has two aoes and a regular nuke while beam rifle has, ehhh, sort of three aoes and a mini-nuke, but prior to that we saw dual pistols with three aoes and a mini-nuke. The last comparable set before that that I can think of is arachnos widows, who get scads of aoe and a crashless normal nuke. Dark blast is a counterexample but I still say that they're moving away from "normal nukes" as they devise new blast sets.
Oh, and one thing I will say about psi is that it was added at the same time as /mm, a very aoe-oriented secondary.
I would absolutely be willing to say that psi is simply a terrible blaster set because it only has one non-nuke aoe. I count archery and dual pistols not as marginal performers but as competitive with fire for aoe because their mini-nukes pick up that much slack and they already do pretty well with their cones and taoes. Ice and elec have bad reputations for aoe but really they do have two functional aoes each before the nuke. Psi stands out for me as the one blast set that really breaks the rule.
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The Bacon Compels You.
Actually, there's no reason specifically that they should. In fact, they shouldn't. The fact that they do is an accident of history: they often have gigantic DPA and that was something that happened back when the devs literally didn't understand the concept of DPA (and for that matter, neither did the players really).
Castle specifically increased the ranged modifier to be higher than the melee modifier partially to eliminate the "blapper trap" on blasters: Blaster melee attacks were sufficiently better than ranged attacks that the devs felt that *encouraged* blapping, and because blapping requires a lot more skill to pull off that was also encouraging blaster deaths in the same way Defiance 1.0 was encouraging blasters to deliberately hang around at low health which increased the likelihood of death. The intent of the damage modifer increase was to try to *equalize* the value proposition between melee and ranged attacks so there wouldn't be a strong obvious damage dealing preference between the two. It kind of worked, to a degree. |
If Blasters aren't supposed to be rewarded with extra damage for risking melee range -- then why even have the melee attacks? Ranged attacks work just fine in close quarters, after all.
I'm happy to accept that the individual Blaster melee attacks aren't better than ranged analogues by the attack-balance formula. A casual glance at, say, Power Burst and Energy Punch shows that they aren't, in fact -- if you're going by recharge timer versus damage. However, Energy Punch does have significantly higher DPA. But let's say Power Burst is a bad example; even if we use Blaze instead, we find that though Energy Punch is inferior to Blaze on a one-to-one basis, Energy Punch still has superior DPA to either of the two first-tier Fire attacks; ditto Bonesmasher -- so a high-end Fire/Energy Blaster, on paper, will have higher single-target DPS if he uses melee powers.
That's the crux of what I was talking about with PleaseRecycle, and I think it's similar to a point you were making earlier. Whether we're talking the extreme low end (no Hasten, no IO recharge bonuses) or the extreme high end, ranged Blasters have a tangible disadvantage relative to, say, Scrappers with respect to constructing an attack chain. It's the equivalent of forcing an SS Brute to use Jab for his entire career.
And I think all of the above is an artifact of the original design theory that overvalued range, among other things -- the same design theory that made Blaze 20' long. Now whether it's OK for various Blaster sets to be mediocre at dealing ST damage is another discussion, but to me, the Blaster AT is too narrowly focused on the niche role of damage for us to gloss over any deficiency in that area. When we're comparing, say, Scrappers and Brutes, it's one thing to note and then dismiss outliers, but Blasters are different, and not in a good way. It's already a niche AT; it doesn't need its constituent sets to splinter off into even more narrow niche specialties.
My Fire/Mental Blaster, based on Pylon runs I ran a few months ago (before the missile attacks were changed from ranged to AoE), weighs in at about 13% more single-target DPS than my Mind/Fire Dominator (neither of which uses melee attacks). I will grant that I'm not the best Pylon runner in the world, and I'll grant that the Blaster's build wasn't entirely comparable in the sense that I spent more resources on defensive bonuses for her. That said, if the best Dominator blast set compares that favorably with the best Blaster blast set, then it's pretty clear that the best Dom blast set could actually out-damage some of the lesser Blaster sets.
Given that the Dom can also toss out mag-6, AoE controls and achieve permanent and comprehensive mez protection from her inherent, that comparison is a problem on its face. And yes, it's true that my particular Dom build isn't nearly as good as the Blaster for AoE, but part of the reason she's not nearly as good is ironically for the same reason that the Blaster isn't (in practice) quite as good as a Fire Brute: Mind Control doesn't have a whole lot of options to prevent scatter. Swap out my primary for Fire Control and guess what? The Dom would be better, in practice, than the Blaster at AoE damage. (Until and unless the Blaster has a teammate on taunt/lockdown duty.)
But like you said, this discussion shouldn't devolve into a Mids' war. The question is what the design principles are or should be. For my money, there's no good reason that a ranged Blaster using any primary shouldn't be capable of putting out top-tier DPS against a single target. AoE damage is not, to me, a specialty unto itself, worthy of all of the significant trade-offs Blasters are forced to make -- not in a game where minions tend to fall like so many blades of grass, anyway, and especially at the high end when everyone and their mom is packing two or more AoE powers (not including Judgment), thanks to Ancillary/Epic pools.
(BTW, this response isn't entirely aimed at Arcanaville; I just sorta got going and rambled a kinda-sorta response to the sum of recent posts by everyone.)
You're right, sorry for being snotty, that was uncalled for.
I disagree with your appraisal of average blaster ranged DPA. The difference between blaster DPA and scrapper DPA is that blaster sets are much more consistent: 63~ DPA, or one damage scale per second, is hands down the most common arrangement. Scrapper attacks, meanwhile, vary wildly from far worse to far better than that. Here I agree that if that's all you look at, the scrapper looks better.
One difference is that scrapper sets are cluttered with garbage powers that are at best useful while leveling up. You can say scrappers have the advantage of being able to utilize recharge to boost their DPA, I can say that blasters don't need the crutch of recharge since their DPA is basically flat in the first place. There are situations where melee range is either inconvenient or impossible to maintain and they're becoming more common with every content release.
Recharge SOs alone may not make a clean chain out of t1 -> t2 -> t1 -> t3, but throw in your tier 1 secondary power, an aoe, a self buff, an inspiration click, aid self... It is really not difficult to make a solid ranged chain from the average blast set even without considering IOs. If you do consider IOs, it isn't that blaster single target DPA will be superior to scrapper DPA when both are allowed to go nuts, it is that blasters make different tradeoffs in the slotting they can do and get different benefits.
Another difference is that this leaves most scrapper sets without anything like as much aoe as most blaster sets. This is where I see the main advantage for blasters. If you're comparing all sets and not the absolute top melee aoe primary/secondary combos, there isn't much of a contest. Blasters get big cones, big taoes, big pbaoes and delightfully big mini-nukes, rains, and other such things. There are two primaries and three secondaries that don't get much aoe, as I recall, compared to most primaries and most secondaries for scrappers.
I haven't gone into blaster melee attacks as I personally don't like them very much but some of them are very competitive with the best DPA scrappers can bring to bear. It isn't difficult to find room in one's build for a blap or two if you're more amenable to the concept. My point was that picking up energy punch and bone smasher in no way precludes you from switching back to power bolt, power blast and power burst when melee gets too hot. The scrapper who is driven from melee stops doing damage entirely unless he's claws, spines or KM and the drop in DPS even for those sets is severe indeed.
As for who's best at delivering ranged damage, the only competition I see brought up is corrs and doms. I find both of these to be pale shadows at best. Doms... I think A_F and Shubbie were just yanking my chain because nobody ever defended that assertion when pressed. Corrs can do similar DPA to blasters if you figure in the effects of -regen on a GM's health or the team-wide benefit of debuffs, but if a team already has either of those things, and indeed blasters themselves can bring both of those things as well, well, they're not going to be outdamaging a good blaster on the BM fight.